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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Boardgame] Skirmish combat
Thread: [Boardgame] Skirmish combat
fiorin
fiorin


Promising
Famous Hero
☠️
posted February 16, 2023 11:27 PM
Edited by fiorin at 23:30, 16 Feb 2023.

[Boardgame] Skirmish combat

Hello guys, This is almost an OFF-topic but still related to our 3.5, so...



A few weeks I mentioned in the [Ruins topic] about a pet project I was working on for some PVP matches.

The idea is to isolate the combat part from the Heroes 3 Boardgame and play as a standalone skirmish-alike game. The combat works differently on the board game: in a small and simplified way. It was intended to use the original rules and stats from , but I have some concerns about that.

I have no access to the cards from the board game or the external effects used in the board game, so my analysis is purely combat-stats based.



There are FEW and LOTS cards for each unit, in some way related to non-upgraded and upgraded units, respectively.
I have tested a few different combats using the units I know the FEW stats, because by the rules: first FEW, then after paying the cost it will be upgraded to LOTS. When LOTS die in combat, you replace by the FEW card. So in that way the number, and the power decreases. And, you loses the upgraded extra powers, of course.



I have tested some Castle, Dungeon and Necropolis units (because I know their stats, or/and I have the minis).

For the game calculations I used Heroes of might and magic 3 damage calculator, without random extra effects from creatures. Only double shots.



For the example I will show using Halberdiers:
The first column shows the 4 army sizes: FEW, LOTS, THRONG and LEGION. I have used FEW and LOTS, because the boardgame. THRONG and LEGION I choose because felt right to realize the damage curve. I have used the MAX DAMAGE for the calculations, and rounded some CAN KILL/CANNOT resolutions (green and red). Consider killing in 1 attack only, no hero bonus.

So, FEW and LOTS Halberdiers cannot kill Archangels. THRONG can kill only 1 (with MAX DAMAGE), and LEGION can kill up to 4.

Same way, FEW Halberdiers cannot kill Champions. LOTS can kill up to 1. THRONG and LEGION can kill some. THRONG Halberdiers can kill few Champions; LEGION Halberdiers can kill almost LOTS (LOTS = 20-49).

Continuing, FEW Halberdiers cannot kill Zealots; LOTS Halberdiers can kill up to 4, so FEW Zealots. THRONG Halberdiers can kill LOTS os ZEALOTS; LEGION Halberdiers can kill LOTS Zealots as well, but not THRONG.

We can continue, but you guys get it. I have this sheet with all the Castle units.

So, the second column evaluate about groups, so:

FEW Halberdiers cannot kill FEW, LOTS or THRONG Archangels.
LOTS Halberdiers cannot kill FEW, LOTS or THRONG Archangels
THRONG Halberdiers can can kill FEW, but cannot kill LOTS or THRONG Archangels
LEGION Halberdiers can can kill FEW, but cannot kill LOTS or THRONG Archangels

The same for Champions:
FEW Halberdiers cannot kill FEW, LOTS or THRONG Champions.
LOTS Halberdiers cannot kill FEW, LOTS or THRONG Champions
THRONG Halberdiers can can kill FEW, but cannot kill LOTS or THRONG Champions
LEGION Halberdiers can can kill FEW and LOTS, but cannot kill THRONG Champions

The same for Zealots:
FEW Halberdiers cannot kill FEW, LOTS or THRONG Zealots.
LOTS Halberdiers cannot kill FEW, LOTS or THRONG Zealots
THRONG Halberdiers can can kill FEW and LOTS, but cannot kill THRONG Zealots
LEGION Halberdiers can can kill FEW and LOTS, but cannot kill THRONG Zealots

Now, in the boardgame evaluating the creatures cards: (We have only FEW and LOTS).
Halberdiers cannot kill Archangels
Halberdiers cannot kill Champions!
Halberdiers cannot kill Zealots!
Halberdiers cannot kill Swordsman!
Halberdiers cannot kill Griffins! Never!
Halberdiers can kill Marksman, but just FEW. Never LOTS!
(In the game, LOTS of Halberdiers can kill LOTS of Marksman, considering MAX DAMAGE and the low limit for LOTS).

Conclusion: low levels units has no chances against higher levels. No way out!

How we can surpass that? Maybe bigger stacks for low levels to balance that. I have tried a few things, still attached with the official stats and rules, but nothing stable.

Two ideas I'm working with:
- Evaluating the attack Vs defense as a damage reduction instead blocking absolute damage. This could be applied to a dice rolled in some way. Still no decent format to show.
- Adding an extra attribute related to damage instead using the attack. Attack will be just to define the block modifier.

What do you guys think?
Anyone has interest discussing that?

My sheets containing the analysis for Castle units + some creatures know stats: sheet

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fiorin
fiorin


Promising
Famous Hero
☠️
posted February 16, 2023 11:40 PM
Edited by fiorin at 23:44, 16 Feb 2023.

About my miniatures projects, I want to share my current progress, finding and editing the models; print and painting:

Castle


Rampart


Inferno


Stronghold


Fortress


Necropolis


Dungeon


Conflux


Cove, Factory, and Ruins I have some units already, but I'm looking for the original 9 first. Still have plans to print Oasis because I like it a lot. (Hi Neph)

Current progress:


And some painted minis to show:



They are not original, of course, but we can make them work.

Do you guys have any lacking models to share?

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53lm
53lm


Hired Hero
posted February 18, 2023 02:26 PM

Oasis

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