So I have been thinking a bit and thought I'd share these ideas in the forum to have them ripped apart and thrown in the trash .
This idea would take a lot of work to implement so its not something that would happen anytime soon. I just think its
interesting to talk and see what could come up.
I know that there are a lot of traditionals who want everything to be exactly like it was in some previous versions of warlords.
But if we look away from that and see what could be done in terms of a different battle system based on what we have now.
The reason I want to explore this idea is becuase I think there could be a possiblity to add a new dimension of strategy in this game.
Right now its about movement very much. What I can think could be fun is strategies in designing an army.
Right now armies are with some exceptions like a ladder. More STR = better. There are base units, there are support units and there are heroes.
To draw a parallell to stacraft, the first units you can build in starcraft, the most low tech ones are still good by the time you can build every unit,
the reason is every unit have a certain use. The most cheap unit might be cost effective against the most expensive unit.
In warbarons you could say that the elf should always be a good unit in your super army if he could attack a flying enemy. But since he can't he is
more or less shit a lot of the time. If this was a real battle you would probably have the elf shooting at the flying guys and not run into the heavy cavalery.
The goal of this idea is to make it like that so that you can have your armies attack the oppoenent that they are most efficient vs, and that you should be able to
build the units that you want instead of the units you happen to get.
The battle is a tactical battle where players don't select anything when entering battle so there is nothing to select in order to defend yourself properly.
Instead the fightorder would be updated so each army is also assigned a priority that can be changed.
Right now there is a default fighorder, same would be for priorities.
Here is an image of the battlefield to get have something to talk around.
Each battle round would allow each unit to perform a action. Attack or move.
A heavy cav could for example have a priority to attack ranged enemies which would mean that they move 2 squares non diagonal (if fast units are allowed to move two squares per round ) towards the elves.
The pike man would attack the heavy cav at the same time so the cav might take a hit while its riding, or it can deal damage to the pikeman (Same calculation as now).
Lets say elves have range 3 and can shoot at the heavy cav or the wolfs without risking taking damage themself.
In this system each unit would perform an action during every round so the battle should not necessary take longer time than it does now since several units can die on the same round.
Armies will always try to charge the closest enemy except if a priority is set to move towards a specific type of unit.
The fightorder would be divded into lines so you can decide how far back or forward the units start in battle.
If a unit dont have a target it will automaticlly move forward until it have a target.
To make an example.
Lets say catapult and wizard have a range of 4, and elf have range 3.
Each unit does its task in order of initiative (perhaps decided by movement speed)
PLAYER 1 = top
PLAYER 2 = bottom
Round 1.
P1: Wizard fire on nearest heavy cav. (heavy cav can only roll dice to avoid hit, not to damage the wizard)
P2: Wizard fire on elf.
P2: Hevy cav move 2 steps forward (non diagonal, through friendly units if there is a empty spot to arrive at)
P1: Elves fire on heavy cav.
P2: Wolf rider move 2 steps
P1: Pikemen attacks heavy cav.
Something like that.
With a system like this a hero could influence units around him, for example if he have +3 leadership the units closest get +3, while those 1 tile away only get +2 and so on.¨
There are probably quite a lot of interesting possiblities a system like this would open, but also problems that would make it confusing if not thought through.
Perhaps flying units would be able to move past land based enemies to attack those behind.
At first it might seem like a army of a few hard defenders and then a lot of range units behind must be the best, but for example mammoth and elephants
would be quite resistant to arrows so making them effective vs such a setup, or light 8 light cav might be able to move close to the elves due to their speed and finish them even if a few of them
died on their way there.
The point is to create a system where units can be more unique. More paper-rock-scissor than STR 1 - 14.
Any thoughts?