Man, see. Mechanics, dammit.
You gotta have them, or there is only chaos, and people complaining that stuff isn't fair (and they'd be right).
They've gotta be simple, or every battle becomes two hours of complex tables and dice with
more than six sides.But if they're too simple, then they become a joke, a mere question of having superior numbers and more money.
Where's the balance? How much flexibility should the rules allow? What happens when people want to do things for which there are no rules?
D:
Anyway. The current battle system, one feels, inherently relies on peasant levies making up the bulk of the force. The minimum of one loss of strength per round (without using tactics) means that the best strategy is 'throw waves and waves of peasants at them until they hit their pre-set kill limits'
Question: Why was the 'one point of attrition per round' rule made? It seems silly. Yes, as a battle drags on even someone who is unanimously winning will suffer heavy losses. But one (standard) regiment per round? That seems highly excessive. Seems to me that it would be better to change that.
Something like what we have for personal combat: loser loses a point of strength, both lose a point on a draw, winner is unharmed.
To reflect the build up of fatigue, injuries, and minor losses, both armies lose a point of strength every two rounds.
Holding fortifications could increase the attrition timer, and generals could have traits aimed at doing that as well. The 'conserve troops' strategy would be changed to do that also, and there could possibly be a 'staying power' upgrade for troops. As a result, Hardy troops, well led and holding fortifications would suffer much less attrition than the attacking horde of unled peasants, even if the peasants had a higher total strength than them. This also removes the need for the 'Asymmetric Warfare Ruling', which I doubt actually worked.
Also you may note I have been saying 'lose strength' rather than 'lose a regiment'? That's actually what the rules say. In addition to reducing attrition, allowing some losses to be taken from intangible bonuses (general's strength bonus, terrain bonus) or fortifications (which would be damaged), would make superior armies (who aren't wiped out) more capable of recovering after a battle. Units which had more than one point of strength in the battle (and are not siege weapons- siege weapons are OHKO) could be given a chance to take the damage, but have enough survivors to keep fighting- [damage taken/strength in battle] chance of surviving, requiring [damage taken/2] ducats to bandage up, fix their armour, and replenish losses.
And one more rule change, which actually works against my previous idea of 'less losses': the general should not be able to always choose exactly which regiments are lost. It makes sense when every regiment is just a peasant levy, identical to their comrades but for who owns it.
Instead, tactics! A 2+ tactic (Soak Up) per point of damage you want to be certain of soaking up with intangible bonuses or fortifications. A 1+ tactic (Risk Unit) per unit to send into the riskier parts of the battle. A 2+ tactic (Reserve Unit) per unit to hold back from dangerous situations (siege weapons are automatically Reserved). A [2+2/-1 depending on how the enemy general deploys them]+ tactic (Target Unit) to target an enemy unit specifically (defenders in a siege cannot Target units).
After a battle is done, the strength lost over the course of the battle is tallied up, and the long and arduous process of figuring out who died begins. If all your strength was lost, your army is wiped out entirely, and the commander has to deal with escaping the victors. Easy.
However, if not all strength was lost, then the fun begins. Firstly, the Soak Up tactic soaks up damage with the Non Unit Strength (intangiable bonuses or fortifications). Then any Targeted Risked units are destroyed (even if there isn't enough damage). Then, randomly pick from Risked units and Targeted units. Once those have ran out, randomly pick from units which weren't Reserved and any remaining NUS (NUS counts as one unit which remains in the draw until it is depleted). Once the units (NUS does not count as a unit) have run out, randomly pick from Reserved units, any Injured units (units with more than one strength which were already damaged), and any remaining NUS. Once those run out, you've wiped out the army, and wasted your time, because if there was enough strength to do that you could've wiped them out to begin with :/
It's not actually that complicated.
And it makes tactics a lot more useful, I think. Even if the fancy tactics don't appeal, most generals will always want to hold back their valuable units and send the peasants to be slaughtered.
In conclusion: Three proposed rule changes:
-Reduce attrition to once every two rounds, with modifiers able to reduce that even further.
-Allow damage suffered to not actually destroy regiments, by letting various bonuses soak up damage and stronger regiments having a chance to survive.
-No longer allow complete control of lost units to army leader. Does involve a bit of extra work, but on the plus side gives tactics a reason to exist.
The effect of these changes is to make battles less deadly, especially for high-quality troops, in a reasonably sensible way.
So, does this sound like it would work? Is it on the right track, but needs tweaking? Is it completely the wrong idea?