I am kind of stumped on a battle mechanic for a sci-fi game. Battles take place in space only and all units are the same. Each side however may have a unique tweak depending on what faction they play.
For battle I have eliminated dice rolls as an option all together. This is due to the fact that even stratified dice rolls like those in axis and allies often leave one with a sore feeling after he's miraculously lost 4 fighters to a couple infantryman.
I would prefer a no luck european style mechanic like that in Smallworld ( I reference this game a lot as it is hands down my favorite) but I am willing to settle for a card mechanic which reduces luck do to card management and acquisition.
The combat system I devoloped was:
Your spaceship strength (1 per ship) + strength of a card (either a 1 or 2). Each player would play a card face down and combat would be resolved once each player has added the card to their ships strength. The losing side would lose one ship and be forced to retreat.
Now I have begun to question this system as I am considering the removal of cards all together. I like the cards but I feel what I have now is still kind of iffy as you know that if u can play a 2 card you can tie or win a battle unless someone has some odd effect to change things up. I am also considering maybe if it is tied there will be an option to play another card. This would force players to decide if it is really worth spending all their cards on one battle since they cost resources to get.
Anyway I bring this here asking firstly, what are your opinions and secondly are there any euro style combat systems that may work well (no luck). It is a two player game so diplomacy style combat is no good.
I should also note that not many ships will be around in each battle, the game is designed so that a 5 ship per side would be HUGE due to resource management. Anyway any critiques would be greatly appreciated!
Sorry for the double post but this link details a lot of systems I am considering that are diceless:
http://www.boardgamegeek.com/geeklist/5989/diceless-combat-mechanisms
Of these the only considerations I found were:
adding a rock paper scissor type aspect. This idea is ties in with the one below.
or
adding a matrix of outcomes and actions so each player would write an action and depending on the matrix you would recieve a bonus. The problem with this is, an action like "flank" would mean nothing and so this would just be a luck thing and so I'm not really digging this unless each action also had some other meanings rather than a matrix result.