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Reds! The Russian Civil War 1918-1921» Forums » Variants

Subject: Combat rss

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Joe Lott
United States
Bellingham
Washington
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The biggest complaint one might have for this game is the combat system. It's not complicated, and is instresting enough, with a novel idea, but as you might have already guessed, it can be a little un-perdictable. A simple possible fix would be to simply replace the multiply 1 die by the number of units rule, and replace it with "Roll 1 die for every unit contributing at least 1 Man power to the battle"
So if white is attack with 3 units with 2 MP each against 2 red armies, roll 3 dice for the whites and 2 for the red. Add mods as normal (lets assume +2 for each attacker, and +1 for each defender.) and all other normal caculations. The end result will be a little more average. Let's compare this example:

Normal rules:
Attacker: all results have about 16% chance
9 12 15 18 21 24
Defender: ditto
4 6 8 10 12 14

Varient:
attacker
9 .5%
10 1.3%
11 2.7%
12 4.6%
13 6.9%
14 9.7%
15 11.5%
16 12.5%
17 12.5%
18 11.5%
19 9.7%
20 6.9%
21 4.6%
22 2.7%
23 1.3%
24 .5%
the chance of rolling a number between 15-18 (average on 1d6) is 33% but with the several die 48%, and those oh so owning events of 9 or 12, much rarer (a chance of anything less 13 is 9%, compared to 33% once again). The same comparision can be said shown with the defender chart, how ever, with less units the dice become a little more weighted, but this is ok, as both sides will have a similar situation, and the value of just one ability (say the +3 of a red army) will matter more.
 
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Barton Campbell
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Jersey City
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Funny, I came up with the same solution. But not because combat was too random but because it's a lot quicker to roll three dice than to roll one and then multiply by three (there are so many additions and subtractions this really helps to speed up combat).
 
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