I have been working for many years on a warfare system which would be fast to resolve and allow a variety of units and special abilities. I first thought of resolving it as duels of units, it made it easier to apply abilities between 2 units rather than battle field wide. But the targeting system (determine who fights who) seems to create many problems including slowing down the process.
I have been studying lately real-time battles found in turn-based strategy video games (sounds paradoxical). The 2 games that I have analyzed are "Romance of the 3 kingdoms 6" and "Ring of red". In these kind of games, the game fight by itself, players has limited control on the outcome of the battle. In R3K6, players gives order to his units which could include special actions like taunting, setting up fires, etc. In Ring of red, you can change your unit formation to activate/deactivate infantry ability, or you can decide to wait more or less to shoot (accuracy VS nb of shots).
For video game applications, I find it very interesting because combat are resolved in a few minutes, the pace of the battle is similar to a real battle, and you do not have do clicking frenzy, like in many real-time strategy, to command your units. I have been playing with these ideas for a video game idea of mine but now I am trying to see if I could transpose some of these ideas to board games.
My first idea is instead of having duels, I would make a large dice fest roll which would represent the real-time portion of the game where the game fight by itself. Then each unit and abilities would be allowed to be used during the rolling process to influence the results. I want the strategy to turn around "Where" and "When" should I use my ability.
Using an ability too soon or too late would have an impact on the results. So maybe there could be 3 roll sessions and players must decide in advance or after the roll when they should use their abilities. There might be various flanks that the player could target with their ability. Maybe players could roll separately for each flank.
I know that my description lacks of details because it's just an idea, but still, what do you think?
Does any other ideas comes to your mind?
I do not want real time mechanics like sand timers.
I like the idea. You could have something like a unit has a regular attack that requires a dice of 4+ to be placed on the unit to activate it, but the unit also have a stun ability that requires a 6+ die to be placed on the unit. So if 2 units needs a 6 to be activated and you only rolled one 6, then you must chose which ability you would use.
It also relatively fast to resolve considering that player manage their rolls on each side and then reveal their results. It also make sure that for example counter abilities does not always work (no dice has been assigned). Definitely a solution to consider, that could also be applied to many other dice fest mechanics. Thanks.