Ok, ill summarize what we have, to get into the details and finally get some unitstats done for testing purposes.
if something gives a plus or multiplier in something, it should be calculated from the Basic Value
Basic CIV Strength of a Unit
WH Strength + Toughness
Weaponskill (WS) (and for Archers replace WS with BS)
WS of 1and2: no chance on a firststrike
WS of 3: 0 chance on a firststrike
WS of 4: 1 chances on a firststrike
WS of 5: 2 chances on a Firststrike
WS of 6: 3 chances of a Firststrike
...
Initiative(I)
I of 1: 0 Firststrike
I of 2: 0 Firststrike
I of 3: 0 Firststrike
I of 4: 1 Firststrike
I of 5: 1 Firststrike + a chance
I of 6: 2 Firststrike
I of 7: 2 Firststikes + a chance
I of 8: 3 Firststrikes
I of 9: 3 Firststrikes + a chance
I of 10: 4 Firststrikes
Attacks(A) will modify this:
A of 1: + 0% Combat
A of 2: + 20% Combat
A of 3: + 40% Combat
...
Wounds (W):
W of 1: +0% Strength
W of 2: +50%Strength
W of 3: +100%Strength
...
Leadership, Movement and Moral have to be done by someone else.
The next big thing are Weapons, Armor and Equipment.
These should be done via Promotions (recieving a nice Icon)
This is a modifiied List from Dutch
Close Combat Weapons list:
Hand Weapon
- No special rules, +25%versus Archers
Great Weapon
- WH: +2strength, requires two hands, strikes last
- CIV: combat bonus (40%), no first strikes by initiative, + 50% versus Monsters, ignores Armor
Flail
- WH: +2 strength bonus in first turn of combat, requires two hands
- CIV: combat bonus (20%)
Morning Star
- WH: +1 strength bonus in first turn of combat
- CIV: combat bonus (10%) when attacking,
Halberd
- WH: +1 strength bonus, requires two hands
- CIV: combat bonus (20%), +50% vs Monsters, ignores Armor
Spear (infantry)
- WH: fight in two ranks
- CIV: +50% versus Cavalry, +10% Defense Bonus
Spears (cavalry)
- WH: +1 strength bonus in first turn when charging
- CIV: combat bonus (10%) when attacking
Lance
- WH: +2 strength bonus in first turn when charging
- CIV: combat bonus (20%) when attacking
Pistol (in hand-to-hand combat)
- WH: +1 attack (strength 4 armour piercing in first turn of combat)
- CIV: ignores the armor promotion
Missile Weapons list:
"All units with shooting weapons have the ability to stand and shoot when attacked and can shoot from a distance. This must be represented as a first strike when the square is attacked and when the unit is attacking." (didnt alter this yet)
City and Hill defense it should be
Shortbow
- WH: 16 inch, strength 3
- CIV: +5% city defence bonus
Bow
- WH: 24 inch, strength 3
- CIV: +15% city defence bonus, + Collateral Damage, +1 Firststrikechance
Longbow
- WH: 30 inch, strength 3
- CIV:+25% city defence bonus, + more Collateral Damage, +1 Firststrike
Crossbow
- WH: 30 inch, strength 4
- CIV: +25% city defence bonus, ignores Armor, + 10% Combat
Repeater Crossbow
- WH: 24 inch, strength 3, 2x multiple shots
- CIV: +25% city defence bonus, ignores Armor
Sling
- WH: 18 inch, strength 3, 2x multiple shots if enemy within 9 inch
- CIV: +5% city defence bonus
Javelin:
- WH: 8 inch, strength as user
- CIV: No city defence, +5% stength
Throwing Star/Knife
- WH: 6 inch, strength as user
- CIV: No city defence, +5% stength
Throwing Axe
- WH: 6 inch, strength as user +1
- CIV: No city defence, +10% stength
Handgun
- WH: 24 inch, strength 4, move-or-fire, armour piercing
- CIV: +30% city defence bonus, ignores Armor
Pistol
- WH: 8 inch, strength 4, armour piercing
- CIV: +20% city defence bonus, ignores Armor, + 10% Combat
sorry have to go, this list isnt perfect or complete, but it is a Start, please go on and contribute and criticize