There's been an interesting discussion on FB recently regarding lulls in combat and how to simulate them. Most games sort of just build them into the turn sequence, averaging them out. While this is simple I got to thinking about when they occur. Generally the lulls will occur when both sides have had intense activity and now need to reorganise. I'm considering how to simulate this and part of my thinking is to give each side an aggression rating. At the start of each turn players decide how many dice to roll to gain the initiative. These are then rolled and the amount subtracted from the aggression rating. The player who rolls highest gains an advantage, perhaps extra movement or dice to hit. Once the aggression rating is reached the side has a penalty. if both sides bid low then a lull occurs and players regain some or all of their aggression. I would be interested in your thoughts.
1 Comment
Phil Venables
26/2/2021 13:08:02
All troops have a stress level Higher for better quality.
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