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2 Posts

Galactic Emperor» Forums » Variants

Subject: Taking the dice out of combat rss

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A Thomason
United States
Carmichael
California
mbmb
I was wondering how people felt about taking the dice out of combat (or minimizing their effect). By utilizing a stockpiled resource (money/energy/metal) as hits somehow and basically paring down with attrition to determine combat. Giving the interesting parity between spending to win combat or spending to do other stuff.

I realize this would perhaps make combat more calculated but dice combat in a euro game really feel off to me. In euro game tradition give something to the loser of combat, perhaps some spoils of war or something VP etc.

I could even see a system that rolled dice similar to the merchant phase to give certain values. The tactics can be there but out and out removing risk-style dice rolling would be a very nice variant in my mind. Any takers on ideas how to accomplish this?
 
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A Thomason
United States
Carmichael
California
mbmb
Ok, I did a little brainstorming for myself and I came up with something pretty interesting, I think.

Basically you double the resources table as a combat table. The attacker and the defender roll 3d6 and spread the dice the same way they would during merchant (lowest die roll to food etc.). Food is Fighters, Metal is Cruisers/Empires, and Energy is Dreadnaughts/Starbases.

The "Marks" you roll is how effective that type of ship is during the combat. So if Dreadnaughts roll "3 Marks" that means they each provide 3 fleet strength. Each side totals their overall fleet strength. The highest total wins. Defender wins ties.

Winner: gains 1 VP, places empire in sector
Loser: removes empire and places it as influence on the throne (comes into play during the next regent phase), takes hits to their fleet equal to the difference in fleet strength (winner - loser). The number of hits ships can take is unchanged. If there are still losing ships in the sector they retreat, just like they would during the Regent phase (retreat to the nearest starbase).

Other Considerations
Warlord: +1 attack die (roll 4d6 assign the three you want)
Warp Attack: +1 attack die (yes, a warlord warp attack would be 5d6)
Plasma Weapons: +1 attack die (and yes, 6d6 assign 3)
Ion Cannons: +1 defense die if empire or starbase is present
Shield Generators: +1 defense die

The good and the bad: you have to swat somebody hard to get their ships to go away completely. You can win a slim majority and oust them. If you lose you get to have a better chance at getting the throne (the empire feels bad for your loss and pulls for you). It should resolve a lot faster. It utilizes something that is right there on the board. Attacker uses the red dice and defender the white. I'll have to give it a go and see if it works.
 
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  • Last edited Sun Feb 5, 2012 5:42 am (Total Number of Edits: 1)
  • Posted Sun Feb 5, 2012 5:30 am
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