I realize that this topic was talked about not long ago, but that conversation went in a direction that didn't really apply to my game, so I thought I would try a new post. Also, this is about a game that I've posted about before, so some of you may recognize the attached image. Either way, here's a brief run-down of the basics and the problem.
Arenacraft is a skirmish-scale miniature game which is played in multiple "rounds." Within each rounds, players control a small force of units, each with an associated card describing its capabilities. This game is designed primarily with ease of play, not complexity in mind as an alternative to more mathy, tape-measurey games. Each unit begins as a Level 1 unit, and between rounds you may choose to increase the level of one or more of your units through a branching upgrade system. This way two players who begin with the same three units (Soldier-Scout-Monk) may by the end of game have very different teams (Paladin-Bombadier-Wizard or Ranger-Javeliner-Shaman). If you can decipher the weird representation of my graphics, the exact nature of this system should be pretty clear. Anyhow, my problem right now is in figuring out how to structure turns during combat. I have three main ideas:
1. Advance Wars System - Each player has a turn in which ALL of their units move and attack.
2. Territory Wars System - Each unit has a turn, and an order is somehow decided.
3. Chess System - Each player has a turn in which they may move 1 unit of their choice.
Right now I am desperately trying to avoid any system of action points or speed values, since it would introduce further balancing. I just want to have a system where it really feels like a quick combat scenario. My main concern is that some of these ideas may become unfair once a unit dies, and one player has less possible moves, especially in #2.
Thoughts?
In terms of a unit's ability, think along the lines of Worms (the computer game). It is played on a square grid, and like in Worms, each unit's "turn" can consist of one attack and one instance of movement, in no particular order. Each unit has a set of three attacks that it can perform, and that set differs for each character. On top of that, units which have "trained" retain the attacks of their previous identity by keeping their old card underneath their new card. Attacks are structured like this:
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Recruit
[Speed-3/Armor-4/Health-4]
Slash - [Melee/Pierce-3]
0-2-5-6-6-9
If Slash damages, but does not kill its target, the user gains attack +1.
Intimidate - [Blast-3]
0-0-0-0-0-0
Target(s) receive defense -1. User receives attack +1.
Hilt Smack [Melee/Push-2]
1-4-4-4-4-5
This attack can be played immediately following a melee attack which fails to cause damage.
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To quickly explain some of that, the 6 values for each attack represent the strength as determined by a d6 roll. I think I've posted this before, but I did this because I was always bothered with the HeroClix (amongst others) system of a 2 d6 roll added to a set number. It gives every character the exact same attack curve, differing only by its starting value. I prefer the idea of some attacks being basically sure things, while other really depend on a good roll. Either way, there are several types of attack, the obvious two being melee and ranged. There are also passive attacks, which have no technical "range" requirement, shockwave attacks, which effect all units in a certain radius, and blast attacks, which are basically 1/4 of a shockwave, again with a set radius. There are also standard effects attached to some attacks. Push is pretty obvious, and Pierce, without going into too much detail, allows you to deal additional damage by meeting a certain requirement.
I realize that was a bit long winded, but maybe it will give you an idea of what I'm dealing with here.