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40,SID MEIERS CIVILIZATION: ADVANCED COMBAT RULES VARIANT v1.4
by Jeremy Kraybill
These rules are licensed under the Creative Commons Attribute-ShareAlike 1.0 License: HYPERLINK "http://creativecommons.org/licenses/by-sa/1.0/" http://creativecommons.org/licenses/by-sa/1.0/
Upon declaration of a battle, the side with the lesser number of pieces puts all pieces forward. The side with the greater number of army pieces selects a wave of the same size and puts that wave forward, composed of any mix of pieces he/she wishes.
The attacker rolls dice to reflect the base attack of his army. For each attacking piece in the wave, roll one die per piece and multiply the result by the era of the piece. Add all these rolls together to get the base attack. Sixes count as fives for all dice rolls; i.e. if you have two medieval units and roll a three and a six, the dice total is eight, not nine, giving you a base attack of 16, not 18.
To the base attack, add applicable base unit and enhancement modifiers per the games Military Units Strength Table on page 21 of the rulebook, i.e. +1 per catapult, +2 per galleon, +X per enhanced unit (according to table), etc. For scientific superiority, add one point per unit per two technologies that you control above the opposing players technologies.
Then add the CIA bonus for every cavalry in your army that has a corresponding infantry in your opponents army, add the era of your piece to your attack. Do the same for every infantry with matching artillery, and artillery with matching cavalry.
This will leave you with an attack total. If you are attacking a settlement, subtract the current era (or 2 for great wall during ancient era) per defending army unit from your attack total. For this subtraction, all defenders pieces in the settlement are counted.
The defender then rolls dice for all units in his wave (6s count as 5s), applies modifiers and CIA bonus, and gets a defense total.
The totals reflect how much damage was inflicted against the opponents army. Every unit has 5 damage points per era they are from, regardless of enhancements (i.e. ancient era units take 5 points to kill, modern take 20, etc). The attacker decides which of their attacking units will be destroyed, until all damage points have been absorbed; the defender decides next. Any unit involved in the current battle phase may be destroyed, but older-era units must die before newer-era units. Units either are either destroyed or they are not; there is no partial damage dealt.
Repeat until one side is dead. Between each phase of the attack, the participant with the greater number of units may change the mix of units in his current wave and must have a wave of equal size to the opponents remaining army.
Aircraft rules: aircraft MUST participate in every attack wave, if present in one sides army. They are not included in the unit count when determining wave sizes. For each phase of the battle, the player selects one class of unit that the aircraft will support, for a maximum of one aircraft per unit of the supported type. Roll one additional die per aircraft (6s count as 5s), and multiply by the dice counts shown on the Military Units Strength Table (i.e. monoplanes roll one die each, and multiply the result by 2). Aircraft get killed along with the units they are supporting on a 1-by-1 basis and do not have any damage points of their own. If there are more aircraft than the class they are supporting in that phase, the remaining aircraft do not participate in that phase of the battle. If all regular units of one player are destroyed, and there are any aircraft remaining on that players side, they are automatically destroyed.
Advanced Combat Summary Chart
1. Greater army selects waveAny mix of units, to equal number of units of lesser army.2. Declare aircraft supportPlanes support one class of units, one plane per unit of that class.3. Roll damage totalsAttacker first, then defender.Base Roll1 die per unit. 6s count as 5s. Multiply result by era of unit.+ Aircraft Support Roll1 die per aircraft. 6s count as 5s. Multiply result by aircraft strength.+ Unit ModifiersPer Military Units Strength Table.+ Scientific Superiority+1 per unit per 2 technologies you control above the opposing player (round total down).+ CIA bonus+units era per cavalry matching infantry, infantry matching artillery, artillery matching cavalry.- Settlement penaltyIf attacking a settlement, -current era per army in settlement (-2 per army for great wall in ancient era).= TOTAL DAMAGE4. Pick units to destroyAttacker decides first, then defender. Pick any units in battle, but older-era units must die first.
Units take 5 points of damage per units era. Partial damage is not dealt.5. Repeat until one side wins.To the victor go the spoils. Steps 1 through 4 are called a battle phase.
Example 1 (Basic combat):
Bob attacks Alices settlement. It is the ancient era. Bob has three swordsmen, three chariots and three catapults. Alice has five catapults and one chariot. Bob controls 6 technologies and Alice has 4.
Since Alice has 6 units and Bob has 9, Bob selects six units for his first attack wave. He selects 3 infantry and 3 artillery.
Bob rolls six dice for a base attack of 12. To that he adds 3 for his swordsmen (enhancement is +1 each), and 3 for his catapults (base is +1 each), for a total of 18. Then he adds 3 for his 3 infantry matched with 3 of Alices artillery, and 1 for his artillery matched with Alices 1 cavalry for a total of 22. Then he subtracts 6 because he is attacking a settlement with 6 units in it, for a total of 16. Finally, he adds 6 because he controls two technologies more than Alice, and has six units participating in this attack. Grand total of 22.
Alice rolls six dice for a base defense of 26. To that she adds 5 for her catapults (base is +1 each) for a total of 31. Then she adds 1 for her 1 cavalry matched with Bobs infantry. Grand total 32.
Now the damage is dealt. Bob has done 22 damage to Alice, enough to kill 4 ancient units. Alice elects to destroy three of her artillery and her one cavalry, leaving her with two catapults.
Alice has done 32 damage to Bob, enough to kill 6 ancient units. That wipes out Bobs first wave (the excess damage has no effect).
Bob now has three chariots left and Alice has 2 catapults. He must put forward two chariots in his next wave. He rolls two dice for a 6, and has no bonuses, subtracts 2 for the settlements defending units, and adds two for his technological superiority, so has a total of 6. Alice rolls two dice for a 9, and adds 2 for her two artillery matched with Bobs two cavalry, and 2 for her catapults, for a total of 13. 13 is enough to kill both of Bobs chariots, and one of her catapults gets destroyed by Bobs total of 6.
Bob now has one chariot left to Alices 1 catapult. He puts forward his last chariot in his next wave, and Alice puts forward her last catapult. He rolls a 4, and subtracts 1 for the citys defenses and adds one for his technological superiority, for a total of 4. Alice rolls a 3, and with her artillery against cavalry (+1), and base artillery bonus (+1) has a total of 5. Bobs chariot is destroyed, leaving Bob with no units left and Alice wins the battle with one catapult left.
Example 2 (Aircraft):
Bob has three tanks, three machinegunners, and two biplanes, attacking Alices 8 tanks and 2 knights. He declares that his biplanes will support his tanks, so puts two biplanes forward with his three tanks and three machinegunners. Alice declares her wave as 4 tanks and 2 knights.
Bob rolls six dice for the tanks and machinegunners, gets an 18, and multiplies by 4, to get 64. He then rolls two dice for his biplanes, and gets a 7, for a base total of 71. Bob has no modifiers to apply, so does a total of 71 damage.
Alice rolls four dice for her tanks, gets a 12, and multiplies by 4, to get 48. She then rolls two dice for her knights, gets a 9, and multiplies this by 2, for an attack of 18. She adds these together to get a base total of 66. She gets plus 6 points for 3 of her medieval cavalry against Bobs three infantry, and does 72 damage.
Bob applies the 72 damage he received to destroy his three machinegunners (60 points). Alice must apply her 71 damage to first destroy her two knights (20 points), and then two tanks (40 points).
The battle continues until one side wins.
Note: in the above example, if Bob had 4 biplanes, only 3 would have been able to participate in the first wave of attack. So it is important in these rules to have plane groups that are no larger than your largest group of units of one class.
Creators Notes: The design goals for these rules were to:
Make large-army combat go faster. Once both combatants are used to this system, big battles are much quicker.
Reduce the likelihood of Rambo battles. In the base rules, a single improved unit facing many unimproved units had an (IMHO) unreasonable likelihood of taking out many enemy units. One +2 ancient unit had a 19.6% chance of defeating 5 +0 ancient units in a row, and a +3 unit had a 16.2% chance of defeating 10 +0 ancient units in a row! This system reduces those same percentages to 6.1% and 0.9%, respectively. I believe this makes battles a little more predictable and strategic, while still preserving an element of luck. Unit superiority is important, but wont allow a handful of units to rule the world.
Get rid of the rock-scissors-paper game while still preserving battlefield superiority. I didnt like hiding my pieces every time and trying to guess what my opponent was going to pick. These rules get rid of that element of hiding, which speeds up battle, and still makes army selection important as well as preserving the CIA superiority rules.
Make wars feel like wars. How many battles have been fought in a line of soldiers waiting to take each other on? Thats what the basic combat system felt like to me. I think this system represents group combat a little better.
Feel free to email me at jeremy@kraybill.net with any comments or suggestions.
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