I've decided to show you all a very detailed example of what I am talking about. Here is the entire land combat system from my Cold War game, and I'll even tell you that it is called "Territories: The Hot War". It is the game that I have always remembered as "The Civilization Killer". I originally came up with this game while playing Civilization 1 during the first few months it had been released in 1991, while I was working at TFG. I took it as a challenge, that I had to come up with something better. And after 3 months of obsessively playing Civilization it finally came too me. The key!!! "The Civilization board game SUCKS!!! Which strategy wargame would be the best when translated to computer just like Sid translated this... MegaSupremacy!!! And Territories was born...
I would normally never reveal a system I had come up with that is this cool, but I might as well since this will be what I will have to show around in a few months anyway. Realize that, through "Rube", the basis of this game is running on a "treadmill of time"... not "turns" as you know them. Territories, in a way, is "creeping along in real-time". So I can apply an Avalon Hill concept known as "assembling the battle". Much planning is required on the players part. You don't simply move your pieces into a territory and roll the dice. The battle is "assembled" as you played the previous 1 and half turns, little by little. One unit, modifier, bonus action, whatever are present in that battle little by little over the last 10-20 minutes or so. It took a lot of planning, and thinking, and preparation for you to "assemble the battle" over the last 14 phases of the game, and through their sub-phases as well. But then, at the moment of combat... a single die roll that resolves it all in, literally... seconds! Like magic... Avalon Hill/SVC/Kavik Kang game design magic!!! This system is about 20% Avalon Hill, 40% SVC, and 40% me. This is an example of where a Big Three designer can get too in a design document... and with their "tool set" before anyone else even knows it exists. I really am giving away something special here to make the point, as I would imagine many of you will agree with after you have read it.
*** Territories Land Combat System ***
Combat on land is almost entirely inspired by a combination of concepts from three different hobbyist games. Land combat is structured like an Axis & Allies "battle board", handled by Fortress America's "combined arms bonus" combat system, and the "damage points" generated are applied by Federation & Empire's Damage Allocation System. There are 6 types of units that can participate in land combat (Infantry, Mechanized Infantry, Tank, AA Vehicle, Artillery, Fighter). There can be a maximum of 2 of each type in any given territory. A superpower home territory may have 2 of each type of unit present, while a minor nation can have 1 of each type of it's own units present *and* 1 of each type of unit of a superpower (only if at the highest Relationship Level with that superpower) for a total of two of each type. The superpower forces are better than minor nation forces. However, when a superpower orders a minor nation to go to war with another minor nation the superpower can pay extra for "military aid and advisers" in which case the minor nation forces are the equal of superpower forces for that single fight. The option to provide "military aid and advisers" is also one that is always available to the rival superpower during their immediate "out of sequence" response they are allowed during such an invasion, and so the rival power can equalize the situation by raising the defenders forces to being the equal of superpower forces (or gain an advantage if the attacker did not do this). This is a relatively expensive option for both sides. They might also provide some air power, as mentioned above, assuming no rival superpower forces are present (if they know what's good for them, anyway). Each type of unit has a certain number of hit points (1-4), and each type of unit generates a certain number of damage points for a successful hit (1-3). If the attacker qualifies for the combined arms bonus then no terrain modifiers apply, if the attacker does not qualify for the combined arms bonus then terrain modifiers do apply and add either 1 or 2 hit points to the defending units in defensive terrain. A "die roll" (i.e. the dreaded "RNG") determines how many hits are scored and how many damage points are generated based on the unit types scoring the hits. The attacker then has the option to use "directed damage" to specifically destroy land units of his choice, but this costs double-points so it would cost 4 damage points to destroy a 2 hit point unit with directed damage. The attacker can choose to just "let the damage fall" and allow the defender to resolve all of the damage points on a 1-1 basis (this is, in fact, the most common decision, unless...). The 2 damage points generated by Artillery, if it hits, are *doubled if they are used for directed damage* (wait a minute... that isn't artillery... F&E players know a "Mauler Cannon" when they see one). Also, Directed Damage cannot be used against Artillery. Artillery is only present for minor nations, who conduct most of the combat in the game, at the higher relationship levels. The defender must destroy a unit at 1:1 ratio if sufficient damage points remain un-allocated to do so. Any points remaining insufficient to destroy any unit present are ignored, they do not carry over. The defender then shoots back by all the same rules except that the attacker never gets any kind of terrain bonuses, destroyed units still get to shoot back before being removed. The attacker then has to resolve the remaining 1:1 damage against his forces remaining from the defender returning fire, and may be able to mitigate 1 damage point by creating an unusable (odd) point. And it's that simple. Land combat in Territories is essentially the "battle board" from Axis & Allies, Fortress America's combat system, and Federation & Empire's Damage Allocation System (including Mauler Cannons, "directed damage", the "free Infantry" acting like "free fighters", and the "formation bonus" making Artillery immune to directed damage). There might be 2% of me, just tying it together and the additional effects of the land combat die rolls (you'll see...), in the land combat system, it is almost entirely a combination of elements from those three games. It's the best of all three worlds, it really is, and it happens in seconds. An entire fight takes literally less than one minute to resolve between two online players, at most there might be 3 combat rounds and go a little over a minute, but 1 or 2 rounds are much more likely (once the attacker loses the combined arms bonus it is usually best to retreat for that turn and try again next turn)... and yet there seems to be so much too it from the player's perspective.
Us old board game guys really know a lot of "tricks" that can be used with 2 six-sided dice. Kind of like this. To resolve land combat, air combat first happens by itself as part of generating damage points. The planes, if both are present, duel, then any survivors are fired at by the AA Vehicle if it is present (which also gets to fire in land combat). Fighters are the most often used military unit of the superpowers and any fighters will almost always be lent superpower fighters (often the attacker with no enemy fighter, but sometimes the other power may have placed one ahead of time and an attacker still thinks they can win without their own Fighter), and they take a lot of AA fire. The superpowers lose and replace a lot of Fighters over the course of the game, they are their primary military tool in this game. After air combat had already resolved itself, along with the most of the combat, the player winds up seeing the forces that remain at this point and how many damage points have been generated as the first thing as the screen appears. Several things may have happened when these die rolls were made other than just having generated these damage points. Two dice are rolled for land combat, one blue and one red. This makes any die roll modifiers have less impact, for one thing. Infantry hits on 10 or better, MechInfantry hits on 9 or better, Tank hits on 8 or better, AA hits on 7 or better, Artillery hits on 8 or better, Fighter hits on a 6* or better. Non-superpower forces suffer a -1 die roll modifier if not "aided and advised" by a superpower. If doubles are rolled for a specific unit that also hits, the damage of that unit is doubled for purposes of Directed Damage exactly as Artillery damage always is. If Artillery rolls doubles it generates 3 doubled damage points instead of 2. For every red die that is a 1 the Relationship Level of the nation hosting the war moves one level in Warsaw Pact's direction, it moves one level in NATO's direction for each blue die that rolls a 1. If the "NATO blue" dice roll (one for each unit) is a 6 the US gets $100, 2 gets $200, 3 6s is $400, 4 6s is $800 million, and all 5 sixes (from the Fighter) are $2 billion. Warsaw Pact gets the same for the red dice. Notice that a roll of 1 probably means no damage was done, and so the population is rewarding your restraint of firepower within their borders. A roll of 6 probably means you did damage, which probably means a higher intensity of combat, so more things were broken and consumed... things the minor nation cannot produce itself and must buy from you. These effects are not in the game just because they are cool, they are both accurately representing real non-combat aspects of the battle. War is good business for the superpowers... and you sure can do a lot more with 2 dice than you can with a programmer's 0-100% rating, can't you? Even fractional accounting wouldn't help you here, would it? Not as primitive as you believe they were...
Never interrupt the player of a strategy game with a tactical game. If they were wanting to play a tactical game they would have chosen one of those instead. Nobody actually plays the 3-way interlocked Star Fleet Universe. They just marvel at it's incomprehensible massiveness and the *idea* of actually playing it. Then they play SFB or F&E standing alone. Human beings don't actually live long enough to play the interlocked Star Fleet Universe, I'm not kidding, it is the most extreme example of the concept. It sounds great on paper, it doesn't actually work well in the game. But you also want more than just an instant quick resolution result screen with no player input at all. Territories does exactly that... thanks to Axis & Allies and Advanced Squad Leader (structure), Fortress America (system), and Federation & Empire (resolution). Just as with naval power and air forces, all aspects of land combat in this game are portrayed only from the highest strategic level (or "from the farthest viewpoint") as is appropriate for a grand strategy wargame. There is no "tactical combat mini game" for resolving combat, not really, there is an ***illusion*** of a tactical combat mini-game. It resolves almost instantly, and yet is still much more than just a "quick combat" results screen.
Much planning, preparation, decision making, and positioning has been done leading up too it, and there are so many strategic-level aspects considered and riding on it, that it feels like much, much more than it actually is. Through the Advanced Squad Leader inspired turn phases, you probably paid for military aid and advisers during an earlier phase, for example, in preparation for the attack... or sent a fighter to help during the first air phase that happens before land combat. Maybe you bought the nation an extra unit at the beginning of your turn. You might have even attacked with bombers in an independent air strike during the 3rd air phase, you probably escorted them with a fighter when you did, and you had to arrange this strike during your opponent's turn *before* your current turn even happened. If you needed to use Fighters to suppress Strategic AA for the Bombers... you had to have done that on *your own* turn *before* the other player's *previous turn*. The Civilization City Display inspired national maps of the minor powers allow a placement in terrain that only provides a bonus when not being nullified by the combined arms bonus. Terrain is really just part of the combined arms bonus system, but it feels like more than that. However, at the "point of contact", when combat actually happens, it is almost instantly resolved with a minimal amount of player input. They've already done "all the cool stuff", during this turn, their opponents turn, and maybe even their own previous turn as well. All that is left at the point the player perceives as the actual moment of combat is to roll the dice and resolve the damage. Then wait a moment if playing online, and resolve the remaining damage against their own forces from the enemy's return fire. The player needs to make two decisions, and do two things, each round of combat. It takes, literally, a few seconds. But if you fully think through everything that led to, prepared for, and rides on that brief, almost instantaneous moment, and understand how deceptively intricate Steve Cole's F&E Damage Allocation System underlying these two very simple decisions actually is, you will see that this is another one of those "game design magic tricks" that the SFB Staff *should* be famous for. And it's a really, really good one.
So, to illustrate this for you, this is how land combat actually works. Independent air strikes against land forces are similar, using up to 2 Bombers and 1 Fighter, and had to have taken place during your opponents previous turn. As the attacker it is your turn and, just like Axis & Allies, you move forces into territories (almost always a minor nation) which create battle hexes. All land fights are 1 v 1, only the forces of one territory can attack any other territory at the same time. You then click on the battle hex and are brought to the combat version of the Minor Nation Display. Instantly, the information is already there, you are presented with the results of air combat, the number of damage points generated, and the option of destroying units of your choice at a 2:1 damage point-to-hit point ratio. If an enemy Fighter is present and the AA Vehicle has hit, it does not contribute to the land combat and instead the enemy Fighter is destroyed. Fighters would have dueled first if both sides had them, but that is very rare. "Tactical air combat" happens by itself along with the generation of damage *before* the player got here, so the player is instantly presented with AA resolved and the end result ground combat damage points to apply. If artillery has hit, 2 of your points are doubled if you choose to use Directed Damage and destroy a specific enemy unit of your choice. If doubles were rolled by any units that hit you may have more directed damage to allocate, and you can just "let the damage fall" at 1:1 wherever in this equation you think is best. The more doubles you roll, the more choice you have of which enemy units are destroyed, and the less the enemy gets to decide for themselves... assuming you don't also want to "use" some damage at 2:1 before "letting it fall" at 1:1. Against the AI, the instant you do this you will be presented with the end results of the enemy doing what you just did, and the remaining damage that you decide how to apply against your own forces at 1:1. Against a human player, there will be a (literally) 5-20 second pause. Somewhere in this wink of an eye, we figure out a place to squeeze in some unit destruction animations. The attacker has the option of staying for another round if the defender still has units. An attacker generally remains as long as they still have the combined arms bonus, combat almost never makes it to a 3rd round, 2 rounds is normal. When combat is over the player(s) is returned to the strategic map.
I should also mention that a 6th Relationship Level might be, and probably is, needed. In that case the Fighter would become the level 6 military unit and the new level 6 unit would be an Attack Helicopter (2*/3). The AA Vehicle does not get to shoot at it as an aircraft. It is destroyed by the normal land combat system which represents its exposure to point-blank air defense in close support of land forces. It's damage is always doubled for purposes of Directed Damage only when applied against the Tank. If the Attack Helicopter rolls doubles it's base damage is doubled only if applied against the Tank, so it will single-handedly destroy the Tank if it rolls doubles. Also notice that the AA Vehicle also fires during ground combat, and the way the game works is almost certain to be present in any close fight where a helicopter is. So, it can always be assumed that one of the points of damage applied against the helicopter is coming from the AA Vehicle. Ok, now maybe 3% of the land combat system is mine... I'm just the magician, I didn't invent these tricks.
There is a LOT to consider in just allocating your damage (making those two simple decisions) because of how the individual units each work within the system, like the free replacing foot infantry on one end of the spectrum, combined with the fact that the superpower can "add an extra rebuild" only if the best and most expensive unit has been destroyed... Which will it be in round 1? This damage allocation system is not mine. Only the "superpower can buy an extra unit", Attack Helicopter, and "spin the wheel on relations and spit out money" are mine. That's it, literally. This is most likely your first true introduction to the "father of modern game design" at work. Federation & Empire's system including the "free fighter" Infantry, the "formation bonus" making Artillery immune to directed damage, and "Mauler Cannon" Directed Damage Artillery effect are 100% classic Stephen V Cole at his best. You want more? Here's the last piece of this puzzle I had left out so far for the sake of brevity that completes the system. And now that I've made the point of how quickly it resolves, well, another magic trick for you here... I don't need my rabbit for this one, I'll just channel Steve Cole. [...takes out his wand.] This is a simple one. Lets give ourselves another 30 seconds of resolution time for those combat animations. Now when you enter a battle AA hasn't been resolved yet. Instead you have a 3rd choice to make per round now. Before a battle begins you select "Battle Intensity", either High or Low (1 or 4, just for the "tip of the hat" too the original system). [...and to throw in the tiny bit of me calling out here, a roll of 1 - 2 affects Relationship at Low BI and you cannot get the bonus at High intensity. Then, at High intensity... assume the first two six's have been rolled and start from there, can't exceed five 6's. The first two 6's are ignored at Low Intensity.] The enemy also does this before battle begins. "BI" will always either be 2, 5, or 8. If BI is 2, -1 to die roll. If BI is 8, +1 to die roll. If BI is 5 then no change. "Special effect" die results, like changing Relations, are based on "pure" rolls and ignore modifiers. This must be selected at the beginning of each round. [poof... A tiny little puff of smoke...] Now there is actually time for the animations, it still takes less than 2 minutes... and SVC's entire F&E Damage Allocation System is now in the game. And, obviously, if as a design/production decision you decided to give yourselves the "unlimited time" of a whopping 5 minutes... who knows where SVC's system might go from here with that much time and an entire development cycle to go.
So, think about all of the effects the die rolls of this combat have beyond just the combat, how much is even riding on just the one set of die rolls alone even forgetting about the rest of all of this. This entire process might take longer than 2 minutes if it goes 3 rounds online between human players, and resolves almost instantly when playing against the AI. And yet... read this article again and also consider the effects the result may have on the strategic situation that a player is also taking into account in these three quick decisions per round of combat that they are making. There is ultimately a *LOT* too it all. The player almost certainly planned and took actions for both the turn before the attack, and during the turn leading up too it, that are *significant* parts of that final, almost instant moment. Thanks to Advanced Squad Leader, land combat is actually a process that takes 2 complete turns of setting up, phase by phase throughout those turns, until finally having "assembled the battle" so that in the end, all that is left is to roll the dice and resolve the damage. This is not me. This is Advanced Squad Leader, and "assemble the battle" is the language of their world. The original gaming world. It seems like a whole lot of planning, positioning, decision making, and execution for something that happens almost instantaneously... doesn't it? The Star Fleet Universe and Advanced Squad Leader make for an impressive pair, don't they? It almost feels like there *is* a tactical mini game for combat resolution, but there definitely isn't one. This is three heartbeats away from quick resolution... the player literally makes two simple decisions, waits a few seconds, and then makes a much easier decision. Doesn't it seem like a LOT has ultimately gone into these three decisions that are made and executed in seconds? Playing online, with both players having to make six decisions between them (now with Battle Intensity), the normal two rounds of combat probably take somewhere around 60-90 seconds. Unless one of them pauses to think, this all happens so fast that pausing to think for a moment will significantly impact the resolution time.