Ave Cesar, :silly:
thanks for your understanding and I are obliged to get compliments on the exceptional and always punctual amount of work you are doing for the fun of CCA.
1. the proposal of decks of cards of course refers to the various armies, which are outside the scenarios x.
because of different eras, tactics, strategies, the conduct of battles was different for different peoples, and for various periods.
are available to help if there is a dedicated area for discussion, although is very hard for me to follow English language ...
2. personally, since that is the crucial node of the entire system,
I do not want to surrender the idea of creating a dynamic more likely.
The main point is to leave intact the system: this fundamental rule can not be violated.
I've played hundreds of matches, with several opponents, and have come to this conclusion: Many times, (a few times you can accept) the dice have won on tactics better than a player could implement. Sometimes even the launch of the dice are comedians.
Plus, with players of equal value, the dice decide the game, always.
The game is too good to accept a similar situation.
How can improve the mechanics of battles, without betraying the spirit of the fund, we want to remain intact?
Mathematically the way is very simple. Just increase the luck factor necessary to mitigate the imbalance of launches lucky!
Let me explain: I'm playing with d10, other battles.
Here's the nut: LDR, HVY, MED, LIT, BAN, SWX; XXX, NOT, NOT, NOT.
where XXX = a hit if the unit is supported (I believe that the unit sustained, should have an advantage in close combat, to be taken into account in effects);
NOT = coup failed;
the rest is common knowledge.
In this way, you get two consequences:
1. much more luck if necessary strike, the lucky roll are decreased a very great!
It becomes much more important to send a larger number of dice.
It 'more likely that the units most powerful make the difference in a clash.
2. becomes almost impossible to break down a unit at full strength, with a single launch.
It 'more likely that in a clash, both units can inflict blows to your opponent, or at least react to the enemy.
Alessandro (Cesar) notes that the units would be read very disadvantaged, especially in shot from distance.
The criminalisation of the shooting with a bow, can be mitigated while, in my opinion, BAN 1 \ 10 is more than enough (there were few to retreat when faced with an attack of arrows, and the retreat is fatal in many occasions, not storical!) ... then reduces also unlikely loss of entire units with simply launching 1 BAN ...
plus, you can introduce a symbol "arrow" (AWS = arrows) to increase the capacity to strike from afar.
with 2 hit on 10 (the symbol and arrow), the possibility of hitting the distance seems quite balanced ...
... indeed, 2 \ 10 is more powerful than 1 \ 6!
In this way, the units read, they become more dangerous by the distance (as it was in reality), while in the close combat used to annoy the enemy without engage seriously with the ability of evasion!
Even these mechanics is likely!
Now, many will say that CCA is not a simulation, and becomes useless create mechanical plausible!
I do not understand this statement!
scenarios are historic; figures reported are historical; the evasion mechanics, support, the elephants, the leaders are all mechanical plausible!
It is hard to understand why the mechanics of the battle must not be likely or simulation models!
Of course, it becomes difficult to strike a LDR, but overall the game becomes more balabced and stretches from 20 to 40 minutes!
An acceptable time for a good old battle of the period.
Of course, we must be very lucky to eliminate an opponent, or to hit completely in a single attack, but happen many times infinitely less than what is happening with the current system!
Ultimately, it becomes more important to move well, the right units,
very appropriately mitigating factor luck.
.. I invite you to play a dozen battles with this system, to get a better sense of what I described ...
... then maybe that ia have mistake ...
.. or maybe that intuition was not wrong .. who knows?
good game, Aringarosa.