Whoo boy.
This one is
pretty much hard math and mechanics incarnate.
Once again,
ACKs does it better. ACKs however does it better for one player group. Not for
five. They detail fun stuff like incredibly good morale issues, payment, injury
tracking, healing, and so on.
I kind of
wish I could imbed some of my test excel docs in this post (I might do that if
I figure out how to do it in post).
Alright. Let’s
start.
We have two
Forces, Red and Blue. Each has their own AR and DR, as we’ve previously
established. We get these numbers as a total of all of their respective forces.
Then we compare Red’s AR against Blue’s DR and Blue’s AR against Red’s AR. This
gets us two numbers. These are our Battle
Resolution numbers. BRs translate directly into casualties (as I’ll explain
below).
Now Spook,
you ask, what happens if the BR is Negative? Like, what if my DR is so awesome
that the enemy can’t hurt me. Do I get people back? That’d be silly wouldn’t
it? Also, if I focused entirely on DR to the point that I can’t hurt my
opponent and my BR against him is 0, do we just bounce off inconclusively?
That’s a
good question, fictional questioner. This was the first problem I had with
developing this combat system. See, 10 Cavalry vs 10 Archers resulted in this
sort of push. Cavalry couldn’t overcome the archer’s DR, and archers couldn’t
overcome the cav’s DR. We, by which I mean me, decided a long time ago that
this system is ‘defender’ focused though.
Therefore
the idea of Automatic Casualties was
created by Spook. Automatic Casualties
are inflicted to the tune of 25% of the DR of
the belligerent (our decimals only go to the ten's place btw). This means that in our above situation, where the archers have
a DR of 4 each, they have 40 DR total, and therefore automatically inflict 10 BR
of damage as automatic casualties,
the Cavalry on the other hand would inflict 2.5 automatic casualties (their individual DR is 1, so ten of them is
10 DR, and a quarter of that is 2.5).
Automatic casualties demonstrate that every combat engagement is a
dangerous one, resulting in the possibility of deaths and wounds. And this, is
also where that AR vs DR disparity comes in.
An Archer
has .5 AR and 4 DR, so ten of them (as in our engagement above) have a total AR
of 5. Meanwhile, Cavalry has a DR of 1, meaning 10 Cavalry have a DR of 10.
This means that our archer friends inflict -5 BR on the Cavalry. Well, like I
said above, the BR doesn’t bring people back to life, but it does help to
negate damage.
Having an AR
that goes into the negatives indicates that you are so ineffectual at damaging
your opponent’s forces that it helps to mitigate the Automatic Casualties he’d otherwise incur from engaging with you.
So, to return to our archer example above. We determined the archers inflicted
10 BR of damage as automatic casualties
but they’re so bad at actually hurting the cavalry their BR was -5, so they
only end up inflicting 5 BR of casualties as a result. The Cavalry on the other
hand had a BR of 0, and still managed to inflict 2.5 automatic casualties on the archers without a modifier since their
BR wasn’t negative.
That’s step
one. We figured out how to hurt each other. Next, we need to unpack how we
apply that damage.
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