I am making a humble request to tone down the effect of the multipliers on combat.
If someone attacks with 5 tank brigades and 5 infantry squads vs say, three helicopter squadrons in an open field, and you roll my attacking forces (1,1), (1,2), the helicopters can even win if they are rolled (4). Rolling them five would require even higher factors for the attackers. The luck factor is just too big.
I realize this is a very unlucky scenario for the attacker but the fact that it can happen turns things a bit maimed for me. Tone the factors down to 1.0 up to 2.0 (remaining factors in between), so this way, the above scenario:
basic RP value of attacker: 5.0 + 5.0(0.5) = 7.5
basic RP value of defender: 3.0
The defender would need four helicopter brigades to even have a chance to win. However I think this is really more than fair because it isn't when you can luckily defend an area with units worth less than a third of the attackers' units. I cannot accurately devise plans if they can be messed up by unlucky rolls of a dice because I did not have three times more units than the defender (and the other way around, losing a base because the inferior attacker with a third of my forces had more luck is just excruciating)
Let the players tactful thinking play the biggest role in this RP. I really like the combat area system, and that is something really good. The multipliers however are over the top.
Edited by Aftershock, 16 February 2009 - 09:34.