Trying to keep turn length under 30 minutes per side would be great...
July 26, 2012 10:15 AM Subscribe
Looking for ideas for determining if fired weapons hit a target in a turn-based tabletop tactical wargame using dice.
posted by laconic skeuomorph to Sports, Hobbies, & Recreation (17 answers total) 3 users marked this as a favorite
I'm developing a quick&dirty tabletop wargame for my friends to play while we wait for the main gaming event to get started on game nights. I'm trying to balance easy flowing gameplay with the need to factor in things like movement and terrain.
I'm borrowing a number of concepts from Battletech while trying to really streamline the gameflow. One thing I'm really looking to change or improve upon is the way to-hit rolls are handled, as I think this is where Battletech's system fails in actual implementation.
What are some alternatives to the sort of standard "2d6 vs a target number modified by range, terrain, and movement" that would be well-applied to a sort of tanks-and-hexes type of game?
The ideal solution, if one exists, would be fairly easy to resolve hit-rolls without consulting 5 different tables, but still take into account the tactical situations and not be "flip a coin, heads you hit, tails you miss" levels of abstraction.
My background in wargaming is mostly with Battletech, so I am not familiar with how other wargaming systems handle this aspect. I am more generally familiar with RPG combat systems than tactical wargaming.
Links to blogs, articles, and your personal experiences all welcome!