Command and Conquer Tabletop Wargame- Dev update
After feedback and a weekend of playtesting I wanted to change how combat works.
Original combat rules:
Original combat worked very similarly to Warhammer, you roll to hit with weapons, compare firepower of the weapon against the targets armor, and you roll a dice based around those values for damage. Although this was familiar, it had 2 major issues.
1- Combat took a while because each point of damage was rolled. This led to buckets of dice on the damage and got confusing with abilities and rerolls and so on. Essentially it bogged down the game to a standstill, which is not fun.
2- it didnt feel like C&C. During creation of the rules for this game, i have spent a lot of time replaying C&C, looking up unit stats and how the game does RTS combat.
After some thinking about the beat way to make combat similar to the RTS but also fair and fun, a new system has been developed. Going forward you will see some changes to some stats.
Armor will stay but Fire power(FP) is gone. Combat will no longer rely on a stat check system.
Combat will work like this now -
Roll to attack, using the amount of attacks per base listed on the card and the dice tier, still hitting on +5 for all.
If your attack hits, the target will be recieving the listed amount of damage according to that weapon.
Units will now have their Armor Value (AV) reduce the amount of incoming damage. This AV can either be a static value or a die value, either way it will reduce that value from the total incoming damage( or damage from each attack, still testing) for the attack.
So as an example:
A Soviet Hammer tank is firing at a GLA Scorpion Tank.
The Hammer tank fires its 85mm cannon 2 times at d8, rolling a 5 and 7, so both hit.
Each hit is 4 damage so 8 total damage coming to the Scorpion tank.
Scorpion tank has an AV of 3, so total damage will be reduced to 5.
I feel like this will allow for more streamlined games, quicker combat and allows for new abilites to be added to units.
Now there is the issue of infantry, they generally have low to no armor so a single large damage attack should kill them easily right? A way around this is that infantry will only be able to take 1 damage per attack. This will prevent large damage weapons feom making infantry obselete, but then alao promotes rapid fire/ mutiple shot weapon designed to handle infantry to fill the role. There is also weapon keywords such as blast and lethal that can also help solve issues. Armor Piercing (AP) will now also be a keyword that can allow (x) amount of damage to go through armor.
More updates and changes to come. If you are interested, the current rules and unit cards are availble on the steam workshop for TTS.