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Combat system for wargames

Abstract

One of the most serious challenges previous developers of wargames faced is the need to incorporate a diversity of units, while enabling players to co-ordinate these units realistically in combined arms formations. Some developers solved this problem by presenting systems that forced players to an optimal battle plan of creating homogenous formations consisting entirely of the best unit available, which eased the issue of coordinating formations, while others adopted a rock-paper-scissors system which forced players to used combined arms formations. Even combining these approaches could not guarantee game balance. For example it could lead to standard combined arms formations, unrealistic formations, etc.


Radial blessings and curses

One of the most successful composite solutions of the imbalance problem is blesser units. These units do not have their own attack value and these units are not hard to destroy, but they boost the combat characteristics of the neighbor friendly units. Cursers are very similar to blessers, they reduce enemy characteristics without wounding. In general case their range must be longer as they hide behind allied units and must reach enemy units. Herding bonus is applied on some units if they stay in large groups of the same unit type.
Blessers and herding create real need in unit coordination. Also they ensure that under certain conditions ordinary mid-cost unit would have characteristics as costly high-end unit.
Among common problems of blesser aproach are overstacking and "fire as move problem".
Overstacking happens when too many blessers act in small ares increasing unit stats per several times. To limit that game rules usually prohibit affecting by two blessers of the same type simultaneously. This still creates problems as absolutly the best, the most cost-efficient combination of units may exist. The problem of supergroups is solved in RTS by requiring micromanagement to maintain moving order, but in TBS micromanagement is not a problem.
"Fire as you move" can be seen in real-time games when all units have diffirent speed. Here moving blessers covered by combat units is often hard as combat units are much faster. It may cause the user to have too many annoying micromanagement but it can also be a good feature as players need to chose between speed and power more often.


Colaterial damage and freezing

As we already see blesser units can provide the solution of superunit problem but may cause other problems by their own. The most important of them is replacing of superunits with supergroups. Supergroups have almost fixed formation and compositions and are almost imposible to destroy by enemy groups with a lower cost.
Among methods that destroy or at least disorder supergroups we can use colaterial damage and freezing are among the most useful. Colaterial damage units have long range, low per-target damage and damage targets in large radius from hit epicenter. This type of Hv artillery units most be relatively expansive low hitpointed and slow.
Freezers are expansive units with extremely high, semi-infinite range. They immobilize enemy units for a small time thus creating internal traffic jamms in enemy groups. To maintain the game balance frozen units still can fire
Another way to prevent freezers from being too strong is limiting the total amount of possible freezers, giving them extremely low rate of fire, providing them with cursing effect on neighbor allied units.


Damaged units sacrifiction

In many strategical games players do not care to return their units to base for healing, but simply leave them to be destroyed at frontline. Providing good experience model would do the trick. It's hard to implement in boardgame, but in computer game it's really possible and. Remember that blessers must have a way to get experience, probably they must get it from kills of affected units.
More experienced blessers would provide better boosts at higher range, they would be the best targets for freezers as well. One experienced blesser may sometimes be the edge between victory and defeat.
This combat system is called BACD (Blessings And Colaterial Damage)


Curent development

Off computer board game based on this rules set is under development. It'll be designed to be home made gade with paper board, plasticine figures and pinned flags. Some of features would be truncated in boardgame due to extreme amount of micromanagement they require.
Computer version of the game is also under development. First version of the design document would be released here soon. If you want to take part in the development of the rulesset or the game itself contact me.
Detailed information about the boardgame will be added soon (or at least I hope that soon).