@Imperious:
Well some problems with the design:
- When you roll dice each unit rolls one die and the color of the spots indicate which unit is destroyed ( obviously the icon for infantry is more prevalent than say fighter) The problem here is your not representing the true power of your units. You cant even calculate the combat odds unless you convert the number of occurrences from the dice and convert into fractions, but how do you account for situations where you got like 4 tanks and 2 fighters, vs. 8 infantry? The dice have far fewer chances to roll a tank or fighter hit, so chances are the 8 infantry get wiped out and perhaps just one loss to the tank force. Or perhaps this is just the opposite of memorizing attack factor and defense factor, putting this all on a 12 sided die? But then again we lose DIFFERENT VALUES FOR ATTACK OR DEFENSE. They are all the same because you always roll the same dice ( no different dice for attack and defense). So you number crunchers will have less fun.
Just a two corrections:
It’s not one die per unit, the units roll a different amount of dice.
And sure you can count combat odds, it’s just not as simple anymore. But since there is only one round of combat anyway, you can still count the odds of units you hit and which of yours are hit easily enough.
Example
4 tanks and 2 fighters, vs. 8 infantry (simplifying by assuming max. dice stance, leaving out air supremacy and white side of the dice)
20 dice at 1/3 hit to an inf vs. 16 dice at 1/6 hit to a ftr or tank
-> 6 + 2/3 hits vs. 2 + 4/6 hits
You’d better put the inf in defensive (more hitpoints) stance and generally have some heavy hitters with you at all times
And lastly, true, there is no difference between attack and defense, but now you’ve got different stances.
Is this A&A? no!
Do I like it? Well … Arm and ftr do cost double the resources and more costly ones, taking the trade value into account, it’s 16 OSR vs. 42,7 OSR, but still, I’m not sure if I like the idea of 4 tanks and 2 fighters steamrolling 8 infs.
Lozmoid, the ruleboook can be found here https://drive.google.com/file/d/0Bwgi0yhRF9rJeDZtaThTSm9iZ1E/view?ct=t(WAR_ROOM_Bulletin_37_20_2017
Edit:
And this might be a bit early,
but as infantry don’t soak up hits anymore and even worse get shot quickly, why would I bring more than one to negate Force advantage? Chances are quite good that for every hit they take, they also dish out one, even to a more valuable unit, but not having more than one present will negate a lot of enemy hits. So the bang for the buck, taking survivability into account, seems rather low.
I guess they are what you spend your OSR on, which you can’t use for quality units because of lack of oil or iron.