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Post by elliesdad on Apr 15, 2020 16:30:37 GMT
NOT ENTIRELY SERIOUS, but what about... something similar to the TV show “Name That Tune”?
Player A: If I was playing the Attacker I could win this battle in ... 8 turns. Player B: If I was playing the Attacker I could win this battle in ... 7 turns. Player A: If I was playing the Attacker I could win this battle in ... 6 turns. Player B: Hmmm. OK, try and win that battle.
Player A is now the Attacker and has agreed to (attempt to) win the battle by - ideally - no later than the completion of the sixth turn. There is, however, the possibility that combat may continue beyond this arbitrary time/number of turns. If the battle has NOT been won by the completion of the agreed turn, then throw, say, 1D4. If the score is a 1 then “this next turn is the final turn”, otherwise play to the completion of that turn and, if still no victory has been achieved, throw 1D4 again. This time, if the score is 1 or 2 then “this next turn is the final turn”. Again, play to the completion of that turn and, if still no victory has been achieved, throw 1D4 again. Repeat as above, this time with a score of 1 or 2 or 3 indicating “this next turn is the final turn”. If, at the completion of that turn, victory has still not been achieved then the very next turn will be the final turn.
Any thoughts? Or are you all thinking Name That Tune, yeah - I remember that.
Take care and keep safe,
Geoff
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Post by greedo on Apr 15, 2020 21:15:25 GMT
Been thinking about this more, and a super simple PIP type solution might be this:
At the beginning of the game after deployment but before the first bound, roll 1d6.
1-2: Game lasts 9 bounds 3-4: Game lasts 10 bounds 5-6: Game lasts 11 bounds
Default is 10 bounds if players agree.
Everybody knows right up front, but after they've actually put their troops down, so it's random, but you can at least plan a little bit. Defender wins at sunset if tie, or no result.
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Post by jim1973 on Apr 16, 2020 4:39:20 GMT
Been thinking about this more, and a super simple PIP type solution might be this: At the beginning of the game after deployment but before the first bound, roll 1d6. 1-2: Game lasts 9 bounds 3-4: Game lasts 10 bounds 5-6: Game lasts 11 bounds Default is 10 bounds if players agree. Everybody knows right up front, but after they've actually put their troops down, so it's random, but you can at least plan a little bit. Defender wins at sunset if tie, or no result. You can take the time parts of this system devised from PBs DBM and DBMM rules: Time and Weather Rules
Uses the deployment dice rolls and gives the feeling of "standard battle" v "Pressed for time", which each general would know at deployment. Cheers Jim
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