
BLANDCorporatio wrote:We had another very popular series of games here, "Erfworld Empires" (both this series, and TBfX were started by LTDave, who deserves props for his game systems) in which units were all exactly alike, except for speed. Infantry moved 2 hexes per turn, cavalry 3, fliers 4.

LTDave wrote:Thanks for the props, whatever they are.
Nihila wrote:Maybe one way to balance Ranged would be to have it impose an attack penalty after the Ranged combat round?
That way, after inflicting initial casualties, an Archery stack would suffer more in melee than an enemy stack.




WaterMonkey314 wrote:BLAND, how are you expecting to calculate results for such a complicated combat system? The Arkentool War / TBfMI systems already got to be exceedingly complicated (it took me on average 10 minutes to calculate each battle and make sure I had no errors; I think it took me over an hour to run the fall of Cameria).
WaterMonkey314 wrote:If, as I suspect, you're planning to use some sort of computer support, you'll also have to come up with an efficient interface, or else you'll spend just as much time hacking players' orders to fit into the computer.


BLANDCorporatio wrote:WaterMonkey314 wrote:BLAND, how are you expecting to calculate results for such a complicated combat system? The Arkentool War / TBfMI systems already got to be exceedingly complicated (it took me on average 10 minutes to calculate each battle and make sure I had no errors; I think it took me over an hour to run the fall of Cameria).
Running battles wasn't at all hard in TBfMI actually, and I speak as the GM of that game. The last few turns had some horrenduous feats of logistics and combat, but if anything, it was mount exploits that made it difficult to track where things were. The actual battles were very easy with the Unit abilities spreadsheet and the Combat spreadsheet as they were.
What was horribly time consuming were the scouting orders.
BLANDCorporatio wrote:WaterMonkey314 wrote:If, as I suspect, you're planning to use some sort of computer support, you'll also have to come up with an efficient interface, or else you'll spend just as much time hacking players' orders to fit into the computer.
Indeed, I plan to ditch spreadsheets for something more friendly to quick cross-referencing. Once I have a good idea of what the rule system will be, I'll build my assistant around that and provide some screenshots. I plan to do so within a week.
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On the issue of "this system is too complicated": this system doesn't exist yet.
And I'd say TBfMI wasn't a complex system either. The combat system was almost as old as TBfGB, the very first or second iteration of the rules. Most rules were the same. I disregarded any screening rules or such in that case. The one thing that was different was the unit cost formula, which was basically (H^2)*(A + 8/(8 - D) + M) + Specials. As complexity goes that is peanuts.
Anyway, back to trying to cook up a combat system.


Harry1991 wrote:LtDave, would you mind if use some of your rules as source material? it looked fairly good to me. (will give full credit)







BLANDCorporatio wrote:We can dispense with furlongs even. Just imagine there's some distance, no matter how large, between the ranged and the infantry stack, and the infantry is trying to close in on the ranged units while under fire. This means the ranged units get to fire "several times", which effectively is a bonus to their attack score.






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