Tuesday, February 9, 2021

Resolving Combat Part 3...A Campaign Design Process Update


 As I was pondering the issue of the combat mechanisms within these modified rules, in addition to the new results table and die roll mechanic,  I also considered the following:

[After an email from a reader, I realized I had left off explaining the ranged results column and have therefore edited this post to add it in. Added text is in blue.]

Melee

Score

Melee

Results

 

42

+ Surrender

36

+1 SP Loss

30

+ Retreat

24

+1 SP Loss

18

+ Retire

12

1 SP Loss

6

Disordered

 

Ranged Score

Ranged Results

36

+1SP Loss

30

+1SP Loss

24

+1 SP Loss

18

+Retreat

12

+Retire

6

Disordered

 

With this method, I keep to the one set of score numbers, which is something I prefer as it makes determining combat results a quick and easy job once the order of outcomes is memorized; with all results requiring a multiple of six, this becomes a breeze.

The ranged results table do differ from the melee table, because I do like how Warmaster handled it, twenty years ago. Significant bombardment will still dish out lots of casualties, but skirmishing or light bombardment will serve to discomfit or annoy their targets, rather than destroy them. 

As technology improves, then adjustments of results, by shifting up or down, will serve to cover the relative lethality of artillery. 

Where the differences in results for winners vs losers of a given melee would show up is that the winner gets a up one shift modifier on the results column. 

There would be other modifiers, of course, for terrain, condition, etc., that would either adjust the result up or down by one each.

The only modifiers to the number of dice rolled would be from any special units applied to the unit in question; the possible exceptions might be for shaken or disordered units, both receiving a -1 combat die, but testing will likely decide that.

The top two results on the chart would be very unlikely outcomes, but still possible within the realm of the game, unit characteristics, special rules, artillery support, and result shifts.

One other option (let's call it "Option 4") I considered was to roll the dice, cancel matching dice between opponent rolls and then any remaining dice would be rolled for hits, with infantry needing a 6, cavalry a 5-6, and artillery a 4-6, with units being disordered on the first hit, the second causing a -1 SP loss, the third a retire, the fourth another SP loss and same for the fifth and sixth. However, gaming it out in my head, I feel the units would be far too brittle and the game end with massive casualties for one or both sides.

Of all of these, I am liking Option 3, before any further testing, of course; one set of numbers and outcomes to remember, modifiers generally shifting results up or down, and special rules possibly adding to (or taking away from) the number of combat dice rolled for a unit.

The more I think on it, I the more pleased I am with it.





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