I need help with deciding how to handle skirmishes.
In my game, which is cooperative, there are cards for the available battles in the game. Each card has a set of numbers which serve as the possible numeric conditions to be met by each troop in order to win the battle. Basically, there is a number per troop type and an overall number. As a battle emerges, a specific set of 4 of those numbers is revealed. If they meet/beat the overall number, they win the battle. If they lose any of the individual troop numbers, then they lose a troop from the which numbers they did not meet. On the battle card, there are also "the spoils" (extra resources) which, if they win against each troop type, they can also get. There is another mechanic to try and determine the some or all of the required conditions for the battle.
The combat is done with dice to achieve the numeric conditions. There are 3 sets of dice (one for each troop type) and up to 4 dice per troop type may be rolled per battle, depending on if those troops have moved onto the battle card. Each troop type has their own combat strength.
If players take their troops to fight a battle (because they know the victory conditions for that battle and believe they can win it)...that is a pitched battle. The players know what they are getting into, so which troops and how many they are fighting with are their choices. However, if they don't attack quickly enough, then the game attacks...to drive the game towards conclusion.
When this happens, they have to defend with whatever is there and available without the chance of moving 2 of the advanced troop types. Basically, only available troop in this instance are "minutemen" which are taken from another section of the board and can be allocated to the battle. With the limitation, how do I use the numbers on the card to fairly match against what the players? There is no way for the maximum 4 "minutemen" to meet the overall victory condition. How else can I create an achievable battle with only 4 dice and surprise information?
Thanks in advance for your responses.
Mark
Skirmish is quick & should be. You mention minutemen & that makes me think of the revolution (in US). Most of those battles were skirmishes; hit & run to try to overwhelm at another place.
Maybe a skirmish should only be minutemen and play out in a couple minutes, if you can figure out how.
It is the American Revolution theme. Players can pull the folks making guns, sabers, etc into the battle as Minutemen. Then they're potentially not available for the production later on if they are casualties. The question is how do I manipulate the battle conditions knowing that there's probably no infantry, cavalry or generals to support them (all of which add/manipulate various dice)... using the numbers on the battle cards. As it stands, there would potentially be a single roll of 4 militia dice. Not sure what to do with that.