Tactical Battles
Some Ideas for making it better.
First let me say I am enjoying the game, and I see a bright future for it, otherwise I would not be taking time to express things I think could make it better.
I am hoping that these changes do not make it too complicated, but will help allow more thought in combat.
I feel many of these changes would make the game more fun, without making it to much to take in.
- Charge
Right now if you wait the AI comes to you, normally getting no attacks. Then you Attack them if you do enough Dam they do not swing back.
I would like to see a Charge Attack most ALL animals get and most Melee Fighters.
The Charge would allow Animals to move Twice the Base Move Stat Once per Battle, +15% to Hit +15% to Dam -25% to Def until next round.
For Humanoids I think a Charge should be, +10% Dam, +10% to Hit, +2 Move, -25% Def.
- Initiative
Right Now ONE side Moves and Attacks, then the Other.
Using a Combo of Move+Dex With Weapons Neg Mod, So Daggers Go First, 2 Handed War Hammers Much Later perhaps,
each Figure/Unit Would go from Highest to Lowest.
Attacking Force might get a +0.5 to the Number.
If a Figure Waits, to allow others to act it Loses 0.25 each time, it waits.
Mounted Units would get the Mount Move Bonus, as would Hasted Units.
- Stack Attacks
When 8 Bowmen Fire or 8 Mace Men Swing, each one should swing to hit and overcome DEF separately. Bowmen may be doing this already, but all should, still allows for Big Damage hits but much rarer.
Note: Some Monsters may need adjustment with this change.
- Triggers
Can Triggers and such, be used in Tactical Battles.
Instead of having to wipe out the other Force, you have to get to Certain points on the Field and hold them. These would be maybe a pass that must be held for X turns, or Magical points that once one side has absorbed enough power carriers the day.
These should be uncommon, but could be used to make taking larger cities more dynamic.
- More Battle Ground Magic
Fogs/SmokeScreens to block LOS, Stop Ranged attacks.
Spells that Increase/Decrease Units like Bless/Doom.
Weather and Weather Spells, Rain affects Ranged Weapons, - to Fire Spells, +to water and so on.
Dispel ability or spell, to remove Negative or Positive Effects.
Pumpable spells Use more Mana to do more Damage, or to help insure the Dispel works.
Spells like Warp Wood, that keeps that Unit from using Ranged Weapons.
- Limited Ammo
Allow some Units to have Heavy Damaging Ranged Weapons, but Limit the Ammo.
Two Spears, maybe 3 Javelins.
This causes the player to have to make the choice when and where to use them.
- Use Range Bands
Give each Ranged Weapon, and maybe some Spells, Range Bands.
At Short they have -15% to Hit and Damage, at Long -15% to both, the Middle is Normal.
But Have Different Bands for Weapons, a Spear should be like 1-2 For Short, 3 Med, 4 Long.
Where an Short Bow might be 1-3 Short, 4-5 Med, and 6-8 Long,
and a Long Bow 1-4 Short, 5-7 Med, 8-12 Long.
Some Direct One Target Spells
- Items with Abilities
Like Spears can Attack from a Rank Back, and do Extra Dam to Cav
Large 2 Handed Weapons, slowly Drain Speed, .25 each time used, and if the pass a turn the get back .25. (Keeps from adding a Fatigue Stat, Could also give them X number of Full Damage Swings Per Battle, and the Rest Half Dam using Ammo rules)
Swords do Lighter but more regular Damage and get Higher Critical Chance, Gets Plus to Hit against Leather Armors.
Hammers do better damage against Plate, Axes against Chain.
Some Armors work better against certain Spells, others are Worse.
Plate might be good against Water and Ice, but easy to Hit with Air (Lighting Bolts).
Leather Might do good vs Fire, but Nature or Earth Hurts it more.
Things like that.
- Abilities for Units
Like Fly, Can only be hit with Ranged Weapons, and Counter Attacks.
Walking allows better movement over Certain Terrain types. (Combined with Charge can prove deadly).
First Strike, When Attacked will Swing first.
Defender, Will not Strike back when attacked but gets 25% Def .
Last Strike, Will Attack Back even if Killed, may also be liken to units that when killed explode or acid for blood.
Cause Fear, Unit unsettles Foes, Attackers will get -20% Hit Dam, and DEF unless, makes Morale Roll. This would allow different levels of Fear say Base for Skeletons, to Terror Morale Roll -30 Points for Big Demons and Dragons. (if the Roll is bad enough unit might route)
Would also give more Weight to Morale Rules.
Stealth, Make a check to see the unit, if Missed you know that it is there somewhere, but Ranged attacks are mostly useless -75% to Hit -50% to Dam, and Until they attack even Melee is somewhat hampered -20% to Hit and Damage. Area Effect spells not Effected.
The List can be quite long, these might be good things to have Spread across the Research Trees for Some, others may be NPC only, or Champion Only.
Would help Boost Champions up a bit.
Placement based on Role
If you have a Scout’s Kit, then you might start the Battle a few Squares in front of the rest of the group.
Rangers to the sides but a little off from Main group, Heavy Armor and Shields Middle, Lighter and Cav on Sides with main group, Casters, and Ranged not otherwise deployed in back.