Land Unit Combat idea for 2 UPT

V. Soma

long time civ fan
Joined
Apr 13, 2004
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Hungary
The following will be a long but (hopefully) complete idea on how combat with land units could be done
with having two land units on a tile...

This idea could be later be made more full with air, helicopter types involved,
but now I concentrate on the old melee, horse, ranged types
(I call them front, side, back - as you will see...)

EDIT: suggestions for unit movement along with the system detailed below:
- 1 MP for land melee units and also for ranged up to modern era
- 2 MP for horse-based units
- 1 MP for modern foot units, artillery
- 2 MP for modern units with wheels vehicles, except
- 3 MP for avanced tanks

EDIT:
As of now, I think all ranged units would have 1 hex range...

RULES FOR LAND COMBAT UNITS

1. TWO LAND COMBAT UNITS PER TILE

Spoiler :
There can be 2 land combat units on a tile.


2. COMBAT LAND UNIT TYPES

Spoiler :
Land units are of three possible type.

All units have a front strength and
back units a back (ranged),
side units a side (flank) strength.

Types are:
a) front: to have fight face to face position, in front position (melee/front)
b) side: to fight from the side position, flanking, but can also do melee/front fight
c) back: to fight from the back (ranged), but can also do melee/front fight

All units can fight in front position.


3. LONE UNIT FIGHT

Spoiler :
If there is only one unit on the tile, that one must fight as melee/front unit


4. COMBINED FORCES FIGHT

Spoiler :
If the attacker has two units on a tile, then:
when fighting,
one unit must be in the front,
the other one

a) can be in front if player decides so to have melee/front attack /all units/
b) a back postion to have ranged attack /back units only/ or
c) a side position to have flank attack /side units only/ (but see rule 5!)


5. WIDE FRONT LINE

Spoiler :
If
defender has two units and none of them in the back (ranged) position,
then
attacking unit in side position (which is fighting together with a front unit)
can only be in melee/front position!

(This means that in case the defender has either two front units or a front+side unit combination setup, and the attacker also has one of these formations, all involved units must fight with front position…)


6. SPECIAL COMBAT FORMATIONS

Spoiler :
If none of the attacking two units is melee, special combinations are up to the following rules:

a) both are flank: two posible options:
– one fights as front, one as side (but see rule 5!)
– both fight as front units
b) both are back: two posible options:
– one fights as front unit, the other as back
– both fight as front units
c) one is side, one is back: three posible options:
– side fights in the front, ranged fights as back
– side fights in the front, ranged fights as front
– side fights on the side, ranged fights as front (but see rule 5!)


BATTLE PHASES

I) PREPARATION FOR BATTLE

Spoiler :
a) First the attackes decides that from what tile the attack will be done to what defender tile
b) Defender knows a) decision and sets up forces into position
c) Attackes knows b) decision and sets up forces into position
d) Attacker starts battle from attacker tile to defender tile


II) RANGED FIGHT

Spoiler :
Attacking ranged unit from back position (if there is one such) attacks.
It can decide what unit it wants to attack (shoot).
Attacking ranged unit does damage as to its ranged attack value and suffers no damage.
The one defending unit suffers damage.

Defending ranged unit from back position (if there is one such) attacks.
It can decide what unit it wants to attack (shoot).
Defending ranged unit does damage as to its ranged attack value and suffers no damage.
The one attacking unit suffers damage.

Rule of simultaneous fight:
The defending ranged unit attacks with strength it had at start of the fight!

Rule of blitz fight for ranged unit:
If a unit can attack more than once (blitz),
it can repeat the attack and each time decide on its target!


III) CLOSE FIGHT

Spoiler :
Unit or units in front and side position fight together in the second wave,
in a simultaneous way, in one single fight, where:
Attacking and defending strengths are the total of involved front and side units,
with strength values as to their role in the fight (being in front or side position).
Damage is divided equally between the engaged units
(1/2 for one unit if two units are on one fighting side).

Rule of simultaneous fight:
The defending unit attacks with strength it had at start of the fight!

Rule of blitz fight in close fight:
If a unit can attack more than once (blitz),
its strength is multiplied by the number the unit can attack!


IV. MOVING TO AND ATTACKING THE BACK LINE

Spoiler :
If the attacker in the close fight does kill the front/side units of the defender AND
one attacker has move point left in that turn, then the unit(s) with move point left
will get the defender back unit and do attack as to the close fight rule


V) AFTER THE BATTLE

Spoiler :
If no defender unit is left on its tile, the attaking unit(s) can occupy the tile in the same turn IF
one of them surviving the battle was positioned in front.

Otherwise forces stay on their tile as when at start of the battle.


*

I hope it wasn't too long to read ;)
 
Firstly, I think this idea is way, way too tactical. See usertitle. :p

And then there's an arbitrary hard cap. Why two? Why not three?

I'm sorry, V. Soma, but you've managed to fit my top two dislikes into a single idea. :lol:

I'm a little confused as to how a defensive battle would work into the turn based system. In this system, you give the defender the opportunity to react to the attacker (that's b) in 'Preparation for battle'). But if you were attacked in between turns, then how would you react?
 
Firstly, I think this idea is way, way too tactical. See usertitle. :p

And then there's an arbitrary hard cap. Why two? Why not three?

Hard cap is two, so that things not to get waaay tooooo complicated ;)
As you say, not to get too much tactical.
But I can accept your opinion if you find even with two to be too much tactics...

I'm a little confused as to how a defensive battle would work into the turn based system. In this system, you give the defender the opportunity to react to the attacker (that's b) in 'Preparation for battle'). But if you were attacked in between turns, then how would you react?

Hm, I guess this would mean the AI turn would get interrupted and you could make preparation,
yes... it makes the game longer, I know...
 
The fact that it is two units is not so much my concern in terms of tactics. My concern there is that this idea focuses on the minutiae of battles, adding formations and aspects that alter the outcome of the individual battle. IMHO, that doesn't really have a place in the game. :)
 
The fact that it is two units is not so much my concern in terms of tactics. My concern there is that this idea focuses on the minutiae of battles, adding formations and aspects that alter the outcome of the individual battle. IMHO, that doesn't really have a place in the game. :)

My main concern was that I want to make 2UPT because:
- the map is too small scaled for 1UPT, but
- game should still be able to be played on small, standard sized map, and
- I want range for ranged units to be 1 hex, and
- I want basic move to be 1 hex
and:
- simultanous fight, I think, is more fair and real at the same time

EDIT
Perhaps my OP description was long and very detailed,
but essentially it is not complicated much... :)
 
Well I understand that those are valid aims, but I just don't think that 2upt in a tactical manner is really the way to go about fixing things.
 
I added phase 4 to the battle:
so that back units (archer, catapults and so on) can be attacked with units entering with more than with more than 1 move points into the battle
 
I added so suggestions to the OP.
I am pondering about the ranged units ranges, but I like the only 1 hex distance:
it would make the rules slear, and would make maps more properly scaled, IMO...
 
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