Combat Resolution Page

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combat resolution

Combat takes place between battle groups a battle group is all the units that roll together in combat, and use the same command. roll two dice 10 for each battle group. The first roll is attack the second is defence

attack is added to firepower, mobility or sensors or offensive ECM. Each (X) points in the two unused stats adds +1 to the roll. defence is added to mobility, stealth, ECM or armour each (X) points of the unused stats add +1 to the roll.

Each 1 that attack beats defence causes a loss of combat effectiveness among the enemy battle group, along with potential causalities applied at the end of the battle

Maybe:
Rolling under the best of (armour, mobility, stealth, ECM- attacking stat) allows a unit to save and take (LESS/NO) combat effectiveness.

Combat effectiveness

A notional measure of how combat effective a unit remains, each -1 combat effectiveness is -1 to all a units stats for the purposes of combat resolution and special actions (route/retreat possibly exceptions?)

Stat List

Armour: Passive defences (should force fields be a separate stat?)
Command: At a battle group level, how well led a unit is
ECM: ECM, jamming and decoys
ECM (Offensive): ECM that burns out or otherwise attacks the enemy, requires high tech.
Firepower: Guns, bombs or rockets
Mobility: how good at moving around the battlefield you are
Morale: how well motivated a unit is
Sensors: How good at looking a unit is
Stealth: How good at hiding a unit is

Different attack types

Fire Power Attack

The basic type of attack, using arrows, guns, swords or whatever to attack a target. May always be attempted whatever the terrain, negatively effected by terrain with a lot of cover like Jungle/city.

Mobility Attack

Using Mobility to gain a superior tactical position. Stealth gives a bonus to mobility attacks, they are all but impossible in certain types of terrain (areas with little or no cover) and gain bonuses in areas with lots of cover.

Electronic Attack

high tech combat electronics can destroy the effectiveness of other units by knocking out their sensors and communications systems. This only really works against units who have sensors or communication systems (IE, it's not going to hurt non-magical TL2 or TL3 units bellow TL3.5... though if you have attack ECM you shouldn't be too worried about those anyway)

stuff that gives bonuses

Morale
Technology
Numbers
Attack From flank/behind
Support by air/Off map fire
Combined Arms
Superior Training
Terrain
Nowhere to Run

Zones

Zones are notional areas of the battlefield in which combat takes place. In very small scale combat a zone might be a room in a house, in very large it could be an area of hundreds of kilometres.

Some units such as artillery can attack across multiple zones (unless they're very large) to move between zones a battle group must check mobility of its slowest unit (do we need a separate speed stat for highly mobile but slow units like infantry?)

Moving backwards or sideways in the line is more complicated than moving forward.

Terrain

Some terrain works better for different units. Attacking with mobility is only possible for certain units in certain terrains (for instance it's very difficult to make a mobility attack with tanks on infantry in a flat desert)

List of Terrains go here.

Special Actions

Special actions are things a battle group does other than attack or move between zones. It requires the unit to roll under a particular stat

Consolidate
Check: Command
Regains cost effectiveness

Fight to the Last
Check: Morale
Trades causalities for combat effectiveness (more causalities = more combat effectiveness)

Route
Check: Mobility
Trades combat effectiveness for causalities (the more combat effectiveness lost the less causalities) moves between zones. Maybe bought on by a failed morale check

Retreat
Check mobility
Gives combat effectiveness back, reduces causalities, move back one zone.

Bypass
check mobility
Move past an enemy unit without being properly engaged.