JCRagnar

2018-07-28, 05:14 PM

Hello there!

I've run into a little homebrew game-designing issue and maybe you may have just the creative solution I'm looking for. I'll try to explain this as best as I can!

I've been trying to create an intelligent solution for a "regiment ranged attack roll" in a large-scale battle and I just cannot seem to find the creative mathematical solution for it.

To illustrate how our large scale battles system works when two melee infantry regiments meet:

- Regiment 1: d20 + basic modifiers: (Morale+Stamina+Cohesion+Experience)

vs.

- Regiment 2, same basic modifiers.

The same was supposed to work when a missile regiment is attacking another regiment (with slightly different modifiers):

The Regiment that is being shot at (Morale+Cohesion+Armor+Attention):

- Rough example: d20 + Morale(Steady 0) + Cohesion (Disciplined tight formation 2) + Armor (linen+shield 1+3) + Attention (Not engaged 0) = d20+6

vs.

- Ranged Regiment: (Missile+Accuracy+Weather+Range + Numbers)

- Rough example: d20 + Missile type (Bows&arrows 0) + Accuracy (High Accuracy 1) + Weather conditions (Zero wind 1) + Range ( -3) + Numbers (40 Archers) = d20-1 and... 40 Archers.

What do I do with those "40 Archers"? I'm quite lost and cannot find a creative way to solve this "math problem." I'd appreciate it so much if you could offer your insight! How do we make a reasonable roll so that the number of ranged units in a regiment also plays a role in that ranged attack roll?

I'd be thankful for any insights and ideas you can offer! :smallsmile:

P.S.: Our aim was also not to use HP (this way, casualties are counted only after the battle is over). What we do instead is that when a regiment loses the combat exchange, its modifiers change. So for example, an infantry regiment is being beaten by another infantry, it first loses stamina, then cohesion and morale, until the whole regiment breaks and flees from the field.

P.S.S.: We play on a square grid map, where one square equals 20-25 soldiers.

I've run into a little homebrew game-designing issue and maybe you may have just the creative solution I'm looking for. I'll try to explain this as best as I can!

I've been trying to create an intelligent solution for a "regiment ranged attack roll" in a large-scale battle and I just cannot seem to find the creative mathematical solution for it.

To illustrate how our large scale battles system works when two melee infantry regiments meet:

- Regiment 1: d20 + basic modifiers: (Morale+Stamina+Cohesion+Experience)

vs.

- Regiment 2, same basic modifiers.

The same was supposed to work when a missile regiment is attacking another regiment (with slightly different modifiers):

The Regiment that is being shot at (Morale+Cohesion+Armor+Attention):

- Rough example: d20 + Morale(Steady 0) + Cohesion (Disciplined tight formation 2) + Armor (linen+shield 1+3) + Attention (Not engaged 0) = d20+6

vs.

- Ranged Regiment: (Missile+Accuracy+Weather+Range + Numbers)

- Rough example: d20 + Missile type (Bows&arrows 0) + Accuracy (High Accuracy 1) + Weather conditions (Zero wind 1) + Range ( -3) + Numbers (40 Archers) = d20-1 and... 40 Archers.

What do I do with those "40 Archers"? I'm quite lost and cannot find a creative way to solve this "math problem." I'd appreciate it so much if you could offer your insight! How do we make a reasonable roll so that the number of ranged units in a regiment also plays a role in that ranged attack roll?

I'd be thankful for any insights and ideas you can offer! :smallsmile:

P.S.: Our aim was also not to use HP (this way, casualties are counted only after the battle is over). What we do instead is that when a regiment loses the combat exchange, its modifiers change. So for example, an infantry regiment is being beaten by another infantry, it first loses stamina, then cohesion and morale, until the whole regiment breaks and flees from the field.

P.S.S.: We play on a square grid map, where one square equals 20-25 soldiers.