Skip to Content
 

Doing a ridiculous fix!

5 replies [Last post]
X3M
X3M's picture
Offline
Joined: 10/28/2013

Simply said. I got fed up with certain situations so much. That I decided to do something drastically.

I love my light and heavy tanks in my little wargame. But the heavy tanks have had most victories over the past 5 or so years? Regardless of mechanics and numbers.
They even got the upper hand against a mix of light and heavy.

While I used a balancing mechanic for giving the weaker force a +50% chance on doing an extra damage. For each difference.
(If the costs are 2 and the difference is 4, than 2 x +50%)
The story is kinda a "panic" against an bigger and easier force.

Now, even THIS, doesn't always help. But guess what. This weekend I did a "Focus" mania game with my friends. Where your tanks can't hide behind your other tanks. Normally they would if they where damaged. Yet we also applied the bonus rule.

What I noticed is that the difference between the heavy tanks and light tanks was a merely 4%. Normally we have like 10% or more. And every veteran war gamer knows that the difference between 4 and 10 is a factor 2,5.

***

Now, what I am planning is to apply a focus rule to the bonus. This means that the lighter force, even just slightly. Will be able to fight much more efficient. Of course, if the heavy tanks are starting to get behind, they too will benefit of the rules.

So:
Basis-->
Bonus = +50% to each possible projectile that closes the gap in costs.
Adding-->
Focus = Aiming for an unit that is hiding behind "bigger" obstacles.

I suppose it could backfire and bring imbalance to other parts. But what am I to do about it?
Does it still sound somewhat believable? Or should I think of something different?

X3M
X3M's picture
Offline
Joined: 10/28/2013
Ok, to refrase the

Ok, to refrase the question.

When in a wargame, a squad is outnumbered.
Is there a good explanation story to the fact that;
Some tanks will now do 50% more damage.
AND they are able to hit targets with this 50% that are taking cover.

The new tests show better balance.
But I need a good explanation of what is happening. That is something that I am not really good at.

polyobsessive
polyobsessive's picture
Offline
Joined: 12/11/2015
Movement

Surely the reason to have light tanks is largely for increased mobility (and possibly numbers) over their larger brethren?

To balance light vs heavy I would have thought the best bet would to give the light armour some form of movement or manoeuvrability bonuses rather than combat bonuses. It may require more player skill to take advantage of the manoeuvrability, but that's probably not a bad thing, right?

I Will Never Gr...
I Will Never Grow Up Gaming's picture
Offline
Joined: 04/23/2015
My thoughts as well

polyobsessive wrote:
Surely the reason to have light tanks is largely for increased mobility (and possibly numbers) over their larger brethren?

To balance light vs heavy I would have thought the best bet would to give the light armour some form of movement or manoeuvrability bonuses rather than combat bonuses. It may require more player skill to take advantage of the manoeuvrability, but that's probably not a bad thing, right?

That would be my thought as well.

Providing lighter units increased firepower simply because of overwhelming odds negates the typical reason for having a light unit (decreased cost/higher numbers, increased mobility/maneuverability and, as a direct result, less chance of being hit in the first place).

That said, not knowing how your game works makes it difficult to say much more beyond realistic reasoning.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Light tanks aren't faster

Light tanks aren't faster neccesarilly. But they are smaller and cheaper than other tanks. This gives them mechanically more mobility on the map. They can be faster without much more costs. But not in direct combat. Unless they are issued an assault or dodge order (move and attack).

Smaller already means more bonus chances due to sniping effects. Yet insufficient.
Perhaps something along the lines of gaining more mobility when room opens up in the region? That does sound better indeed. I normally only applied the bonus to the difference in size between the 2 armies. Changing this will need some reviews on some numbers.

Today's little playtest showed a problem with the focus part of the bonus. Thus this focus can't be used. Even though it was so promising at first.

While more movement would mean less damage from the winning side in real life. I once decided to have the difference added on the losing side. Just to keep things going instead of stalling.

Either way. Bonus isn't a correct name either. How to call the effect that smaller units have an advantage through mobility?

X3M
X3M's picture
Offline
Joined: 10/28/2013
Not everything has a happy end.

I have tried the following 2 things, without the focus addition:

1
Personnal differences. (Suggested somewhere else)
The smaller unit is compared to only one opponent. Indirecly +50% more damage for all smaller units, in stats, always. Even at the start.
Results is an immensive overkill on the smaller units part.

2
Mobility based on total space.
It adds more. But it also adds at wrong occasions.
In total and average. Not much of an help. Sorry.

***

Perhaps I should accept the fact that lighter units are weaker.

Luckily there are still 2 effects in favour to the light tanks. Even though, no player has yet thought of it. And I forget it too occasionally.

In addition. I now know that I can add some Event Cards that will be in favour of the lighter uits. Simply by making a lighter variant of existing Event Cards.

Syndicate content


forum | by Dr. Radut