**but thanks to dict.leo.org... please correct my diction if you like...
Had so far just little time to play, but been following the forum with joy and interest...
There seams to derive one dilemma from the fact that there is only on stat for movement and number of attacks (and maybe whatever else involves “doing something”, like casting)
à Action Points (AP)
If you only have action points (I’m not against it – could be satisfactory and is definitely simple) then you must adjust everything else so that it will be fun to play, versatile and cool but still looking plausible - in row of how we feel that mystical/medieval armies and heroes should behave - at least in our imagination.
I’m, so far, manly concerned with the implementation of cavalry. Because mounted units, not single heroes, are a little pointless without at least same additional options.
One would be the possibility of “flanking” or even better a system of “positional/mobility warfare”, another one the chance, of course, to charge. Huzaa!
Another nice thing to have would be some system for
- Strategic ambushes
- An army is caught on the wrong food, the units are in bad or random order in the beginning of the tactical fight
- Or not all of them are immediately available (front/rear guard, main army) Maybe only possible with an army management screen…
- Tactical ambushes
- The ninja in the haystack
- One surprise attack without the possibility to retaliate/counterattack
- Nasty traps? / prepare the battlefield (Trait?)
- Smokescreens, Visibility, Burning Woods…
- Guerrilla warfare – a small army/group hassles a bigger slower army
- The bigger the army the slower it gets?
- It’s easier to sneak into the camp of a big army (infiltrator trait)
- Hit and Run like Mongolian Horseback Archers (Hit and Ride)
I think it’s difficult to design a system for everybody, but hardcore wargamer might be helpful in same aspects of real/historical warfare tips (this one for the authentic feeling)
If your system is very simple (which it seems) then you really must think it through, like… chess (simple rules, endless possibilities, a horror for the AI)
It would be interessting and comprehensible if you have some core rules and than adjust everything with traits
Given:
- Simple Attack: 1 AP
- Simple Move: 2 AP
Simple thought one: chance the Numbers
- Units have 3 AP (approximately, +/- traits; higher levels, poison, spells...)
- Units on Foot:
- Units on Horseback (a Trait):
- Attack: 2 AP
- Move: 1 AP
- Damage: + X% for every Tile moved, whereas X depends on the mount and/or on the Weapon (Short One: 10%, Speer: 15% or Lace 20%)
Others fast thoughts: some things don’t cost very much AP… but still beware if you run out of them at the end of yur turn...
- Don’t refund AP every time initiative switches and implement the meaningful use of fractions of a full AP or give everyone more of the spice…
- Immediately Counter-Attack cost 0.25 Action Points with half the attack value (or lower) of the defender. (Skills could increase this.)
à You have to save same AP to counterattack on your opponents turn.
- Implement Facing with four directions (n,s,e,w) and eight possible angles of attacks (if you count diagonal strike).
- All attacks from the sides or the rear force a chance of facing, if this is not possible halve the defenders defence
- A forced chance of facing costs 0.25 Action Points and the defence is 10% lower.
- Initiate a morale check if a unit is attacked from opposite sides in the same round. If it fails the first time it moves to a free square – if it can’t it panics…
...hm
O.K. some of these thoughts may also be a little pointless in a MoM-like-Tactical Combat….
what else...
- Basic Horse Cavalry Trait: Move costs 1.25 AP on Plains
- Warhorse Trait: Move costs 1 AP on Plains
- Warg Cavalry Trait: Move costs 1.50 AP on Hills plus small attack bonus
- Bear Cavalry Trait: Move costs 1.50 AP in ähm... caves (woods?)
Naj... too little time and not well thought out...
Best wishes
Aygis