Here's that mechanic word for word from my notes:
Pick up a number of dice equal the attackers attack value.
Pick up a number of dice equal to the defenders defence value. Include 1 die per complete 6” between the attacker and the target, and a number of dice equal to any cover.
Roll both pools of dice. Each die rolled by the defender cancels all the dice of that same number rolled by the attacker.
The number of dice left in the attackers dice pool is the number of hits.
Try to predict the outcome percentage wise, especially when larger volumes of dice are rolled. I'm fairly good at maths, but I realise this is beyond what my mathematical ability will allow.
Hit allocation then worked as follows:
Pick up a number of dice equal to the target units Agility value. And roll for each miniature in the unit in turn in any order you choose. Each roll that matches a value in the dice hit pool causes 1 hit on the miniature rolled for and removes 1 die of that value from the hit pool. Once all miniatures in the unit have been rolled for ignore any dice remaining in the hit dice pool.
Not only is it tough to predict the number of hits caused on a unit, it's then tough to predict which miniatures in a unit will take hits, and the hits they take will be randomly determined. To make sure things aren't a constant stale mate the maximum number of dice either side can roll in combat is 10.
For close combat both sides roll a pool of dice and hits are any unique values rolled between sides, for example, a 6 rolled by side A will block all 6s rolled by side B and vice versa. Hits are then allocated as with shooting. Again remembering the maximum number of dice that can be rolled is 10.
I've found myself in the past just statting up two forces putting them in base to base contact and fighting bouts of close combat to see who comes out victorious, and with close combat the way the dice work really make it feel like the two sides are going at it.
I'm hoping to expand this mechanic out to form the basis of my full solo system.
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