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2 levels for an unit (wargames)

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X3M
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I had my reasons to think of this. And I wished that I succeeded by now. There is a lot to chew on, if I tell the whole story in one go.
I also have found a new strategy for the mechanic. Which is the reason why it makes me extra hyped.

Knowing that math is super annoying to most. I just figured, might as well ask if someone wants to know more of this. Or any portion on this of what I did and see.

I will give a bit of a super dense summary on the portions of this subject.

2 levels?
Most wargames have this mechanic:
An unit gets damaged and is flipped over. The other stats are now reduced as well.
I thought, I can use this mechanic for my hobby game as well.
-But how does it look like in my case?

Why?
I wanted to take a break from my "public" variant. And went back to the "hobby" variant for my own fun.
-I had plenty of reasons. Want me to name them?
-Want me to name the differences between the 2 variants?
-Want me to name the differences between the old and new hobby variant?

How?
This is a heavy math based subject. In short I kept using the same calculation as my "public" variant. Only for keeping the cover mechanic out. Let's say, I put 2 different designs together in order to act as one.
-What was the cover mechanic?
-For what more reason than just balance, did it exist?
-What did I do, in order to balance the game without the cover mechanic?
-Where does this balance calculation fail to please me?

Details?
-The new rules for damaged units; how are they applied?
-How are these rules NOT applied to "normal" units?
-How one particular portion of the rule, removes an imbalance of the extremes?
-Want me to elaborate any calculation that I made?

The fun afterparty?
Enter.... balanced splash damage.
In a game where you normally focus down on individual units.
-WTF happened during testing?

:)

larienna
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2 damage steps per unit could

2 damage steps per unit could be a viable mechanics depending on what you want to achieve in your game.

Do you want to be possible to reinforce those units and flip them back up. This is interesting when you have a limited set of units, or when you do not want to move a lot of unit around to reinforce the front line.

Do you want to be possible to fusion half units together, or split units it two half units. Could be interesting if you are very limited in component, but it does complexify the rules.

Do you want supplies line and attrition. An supplied unit could be put on the reduced side, or not be reinforce-able.

How fast do you want your combat to be resolved. 2 steps does increase the time the unit survives, but it allows healing. It could also require combining units to make 2 hit on the same turn and getting rid of the unit. Forcing players to have numerical superiority, or at least a minimum of 2 units to make a kill.

Do you want to have weaker wounded units. Sometimes it is desirable, sometimes it makes the combat stall, as weaker units have less firepower, therefore not triggering kills.

As you can see, it is a viable mechanics, it had different pro and cons, it really depends on the the experience you are looking for.

X3M
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larienna wrote:2 damage steps

larienna wrote:
2 damage steps per unit could be a viable mechanics depending on what you want to achieve in your game.

No flipping in my games this time.
Public AND hobby game both will have a number in the stats. That tells which weapon is used at which health. Below this number means a weaker unit.
For some, it takes a long time. For others is it very fast.
I am experimenting with an unit that is a combination of a 4:9 and (8x) 1:16. And it a late bleeder in this regard.

larienna wrote:

Do you want to be possible to fusion half units together, or split units it two half units. Could be interesting if you are very limited in component, but it does complexify the rules.
Well...if it works well. I am going to look into "cargo". In a different way than I previously did. Got to love a jeep that carries infantry around.

larienna wrote:

Do you want supplies line and attrition. An supplied unit could be put on the reduced side, or not be reinforce-able.
Rather not.

larienna wrote:
How fast do you want your combat to be resolved. 2 steps does increase the time the unit survives, but it allows healing. It could also require combining units to make 2 hit on the same turn and getting rid of the unit. Forcing players to have numerical superiority, or at least a minimum of 2 units to make a kill.

Several factors are new here.
1. If an unit is damaged, it almost certainly needs to retreat now. Some are not even able to use their weapon anymore. The experiment right now even goes down by 2/3rd in fire power. Although, late. Still testing stuff, I am keeping an eye on balance too.
2. Depending on the game. But the recent public game has 1 to X (10) health for an unit. And the weakness can start at 1 to 9 health remaining. Obviously, the 1 health unit simply dies.
But having it being injured by 0.5 damage, does sound interesting. And flipping the pieces too, when a threshold is reached.
3. Hobby game has a ratio of 3 or even 8. That is 5 or 20 health for the infantry alone. I have the hobby game for testing here.

larienna wrote:

Do you want to have weaker wounded units. Sometimes it is desirable, sometimes it makes the combat stall, as weaker units have less firepower, therefore not triggering kills.
Most often, the accuracy goes down. I already have plans for...
1. Less damage per damage roll.
2. Less accuracy per accuracy roll.
3. Less attack range.
4. Lower damage tier. This one is the most fun, since going from tier 6 to tier 2 for example, means the weapon is not penetrating armor, but still will kill an infantry unit with the same power. In fact, some designs might have a totally different weapon. And one of the designs already showed that a damaged unit actually has a stronger weapon in certain area's.

larienna wrote:

As you can see, it is a viable mechanics, it had different pro and cons, it really depends on the the experience you are looking for.

Well, the first effect we saw. Was having a high explosive dealing little damage to a lot of units. And all where damaged in a way that they all would deal way less damage in the next round. This meant, all of them needed to retreat in order to get repairs.
Yet a normal unit that didn't suffer from this effect, could easily defeat the high explosive unit.

X3M
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Subtle mistakes

My problem with the 2 steps is not only that is it ridiculous hard to balance.

I need to make sure that combining 2 extremes will not come to an overpowered unit compared to a nice balanced normal unit.

I covered the wall+projectile extreme.

But it looks like I also need to see to it that the logic makes sense.

I determine what the threshold is for making the flip. And also what the effect is of the flip.

Somehow I missed to see the combinations that are better than normal units. This will ruin the balance.
The combined units need to give the player 1 advantage. And once they take sufficient damage, there should be a disadvantage. This in contrary to a normal design without a flip. This one will not have an advantage, nor disadvantage.

X3M
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Math

I know that it would look like a mess again. So I will simply summarize what I did.

I am looking at a transition between a normal unit (1:1) and a support unit (1:4). I made a table.

Slowly the portions of design shift.

Then I look at possible points of weakness. And the total effect of the unit.

So far, while having a better view. The view is awefull.

X3M
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It actually failed by now

Decided to put this project in the incinerator instead of the freezer too.

The goal was nice round numbers. But it turns out that rounding was the only way. In that case, I might as well not make all the trouble and stick with the original designs.

X3M
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Let's change the idea...

If an unit can play pointman or give extra cover to another unit. Perhaps act as cargo.

What parts of the design would gain extra weight cost?

Armor/Health?
"Giving cover" as a weapon?
Both?

The camps over here seem to be divided.

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