Hello friends :) Unedited because I'm abroad and posting through my phone... Have you seen the video game Resonance of Fate (known in Japan as End of Eternity)? Check it out on you tube, the gunplay is so ridiculously over the top anime stylised just the way I like it and it inspired me to do a war game. Now, I have a very precise idea of the theme but the mechanics is where I'd love to get your ideas. The concept is to have a war game -like, say Warhammer 40k- except less unnecessarily complexity. I'm not bashing on Warhammer, I just want a game with a less than 500 page rulebook. But despite simplifying wargames I don't want to abstract too much of the combat. This I feel is a fine line to walk.
Small scale war game
Dare--
A few things.
1) What jumps right off the page is your mention of wanting your units to absorb a ton of hits, and for the combat to rain boxes of bullets down, but that you're only hitting on 30% of a d10. That's really crappy odds. Just saying. My thinking here is that you could have the maybe 3-10 hit (which ups it to 80%), but that lower numbers do less mortal/critical damage (e.g. 3 = getting grazed, 7 more like a shoulder/knee hit, 10 being a heart/head shot).
1a) You could keep a standard d10 for hits, but get weapons profiles by adding EASY templates (if you're using square grids, cutting or printing them is an idea) or by using board distances. For example, small arms fire-- like handguns or even shotguns-- are more effective closer in combat than RPGs or fly-by-wire rockets. Or you could even make the Big Boys hit easier-- say using d6, d8, or even for ultra sadism, d4. Using an RPG round, something like "Minimum range= 6 spaces (can't shoot closer); 1d4-- miss on 1; direct hit/instant kill on 4."
2) Must we use humans? This seems like something Warmachine-ish or 'mech-friendly to me. Or even like the Zion defense robots in whatever horrific Matrix sequel had them. You can easily keep a squad mechanic with these-- make the game patrol-y, perhaps-- while having bullet sponges all over the board.
3) Is is player vs. player, players vs. board (like Descent, etc.) or what?
4) Adding diversity, you could run standard pawns for the squad and maybe a fixed points system for a deck of weapons, upgrades, etc. I can't seem to get my own idea like this in gear, so maybe I can share with you. Message me.
A few thoughts:
Right now, you have essentially 2 things that can make guns different, the number of bullets per turn, and the accuracy (is accuracy only determined by the gun, or can the person be a better shot or harder to hit?).
Here are a few other possibilities:
-Guns have different ranges over which they are accurate.
-Guns deal different amounts of damage (so a pistol and a shotgun bullet are not the same).
-Guns have different rates of jamming, running out of ammo, etc.
-Guns have different levels at which they can penetrate armor.
-Some guns deal special kinds of damage (poison dart, explosion, etc).
-If people can make guns more accurate, maybe the degree to which they can do this (like, a rifle with a scope, you can get as much as +5 if you're good; a sawed-off shotgun or flame-thrower you can get a max of +1 or +0).
And honestly, I think the idea of 30% accuracy, but rolling 8 dice at a time, is kind of cool.
Simon
I will use a board rather than measure movement and attack range with a ruler. Instead of armies I will have players control a crew of four or six characters. The characters should take a lot of damage before dying because I want attacks to land a hit very often. At first I wanted to keep with the style of Advent Children and having units dodge every attack but having a successful hit deal serious damage, but I soon realised that it's not very exciting to miss every single attack. So I'm going in the other direction.