I've been thinking about how battles will be handled. Doing some research into how many tbs game handles things they tend to use complicated formulas that require tables or calculators, i wanted things to be much simpler so players can see at a glance which units are good or bad against other unit types. So i harked back to my board game days and thought i'd try a simple dice roll system and made a quick mockup.
Attack successful.
Defence successful.
Each unit has 1 of 3 types of attack, ranged (like guns), melee (hand to hand) or arcane (magic). How strong that attack is shown by its Strength value.
Each unit then has a defence against each attack type shown by their Toughness value. This creates a rock, paper, scissors approach to combat.
Both these values are then modified by being added to or subtracted from depending on 2 factors, what terrain the unit is on and if that unit has been set to guard.
This finally produces an Attack value vs a Defend value, each represents a roll of the die with a 50/50 chance of a hit/miss or block/miss. Hit and Blocks cancel each other out and any hits left over is the damage inflicted. The percentages shown represent the probability of the attacker or defender winning the battle.
What do you think about this?
Also do you think in a battle the defender should counter attack like in advance wars or should it just be attack and defend like in most boardgames?
You can try the mockup here. https://dl.dropboxusercontent.com/u/159885981/tbs/tbsBattleMockup/index.html