[Suggestion][Gameplay][Tactical Combat]Position Rules on the Field
Hi Guys!
I like to introduce some special position rules to the game which will enhance tactical combat mechanics.
BUT PLEASE BEWARE: This post is LONG and I'm not eloquent in English. Reading this post will be exhausting, but I hope I can explain those ideas in a way that you can see the merit in them.
Those concepts are basically a free adaption of the positions, dodge and block rules of an excellent board game called blood bowl (I’m so bold to call it THE tactical game there is
) Reading the free available rulebook might help understanding the concepts here introduced.
Help concept: Zone of Control (Short: ZOC)
I will use this concept to explain the following main concepts. Each unit exerts on all surrounding fields a zone of control:
U … Unit
Z … it’s Zone of Control
0 … empty field
0 0 0 0 0 0 0
0 0 Z Z Z 0 0
0 0 Z U Z 0 0
0 0 Z Z Z 0 0
0 0 0 0 0 0 0
Within this zone the unit can influence other units passively. I will elaborate it in the following paragraphs.
FIRST CONCEPT: ASSISTING RULES FOR MELEE
Player can help their units in melee attack or melee defense with moving in allies on the field. For the Attacker it is beneficial to surround the target with own units. But beware! The defender can cancel out assists in bringing in troops on his side or even receive defence boni should he out position the attacker.
A unit receives an Assist Bonus with each unthreatened friendly unit surrounding either the defending unit (for the attacker) or surrounding the attacking unit (for the defender). Then the attack assist bonus gets lowered by the defense assist. The final value either raises the attack of attacking unit or lowers it should the value be negative.
A unit is considered threatened when it is within 2 or more enemies’ Zone of Control.
U … own units
E ... enemies
0 0 E 0 0 0 0
0 0 0 0 0 0 0
0 E 0 U 0 0 0
0 0 0 E 0 0 0
0 0 0 0 0 0 0
In this case our unit is not threatened as it is only in one hostile ZOC (Zone of Control). In the now following illustration the unit is threatened, as it is in 2 hostile ZOCs.
E 0 0 0 0 0 0
0 0 0 0 E 0 0
0 0 E U 0 0 0
0 0 0 0 0 0 E
0 0 0 0 0 0 0
With that in mind let’s see how assists play out.
First a setup providing solely assist boni for the attacker
U … own units
E ... enemies
A … own unit attacking
D … enemy unit defending
0 0 0 0 0 0 0
0 0 0 A 0 0 0
0 0 U D U 0 0
0 0 0 U 0 0 0
0 0 E 0 0 0 0
The attacker receives 2 assist boni because of the friendly unthreatened unit left and right of the target. The players unit below the target can’t provide a assist boni as it is threatened by the target and an additional enemy. Therefore in 2 hostile ZOCs
Now same setup but a different unit attacks:
0 0 0 0 0 0 0
0 0 0 U 0 0 0
0 0 U D U 0 0
0 0 0 A 0 0 0
0 0 E 0 0 0 0
The overall assist boni remains 2. Even though the units left, right and above the target provide attack assist boni it get’s lowered by the unthreatened enemy unit exerting his ZOC on the attacking unit.
With this enlightment let’s see what happens when the turn passes and the other player attacks with his unit in the center.
0 0 0 0 0 0 0
0 0 0 D 0 0 0
0 0 E A E 0 0
0 0 0 E 0 0 0
0 0 U 0 0 0 0
Let’s see… hm, looks like the attacking unit suffers an -2 assist penalty!! The enemies left and right of the attacker provide defense assist for the the target as they have their ZOC influencing the attacker. The enemy at the bottom can’t use his ZOC as he is considered threatened.
0 0 0 0 0 0 0
0 0 0 E 0 0 0
0 0 E A E 0 0
0 0 0 D 0 0 0
0 0 U 0 0 0 0
Same setup different target: still penalty of 2. The enemy receives 3 defence assist and one of your own units (bottom left) can provide an attack assist. So the overall assist boni is -2.
0 0 0 0 0 0 0
0 0 0 E 0 0 0
0 0 E U E 0 0
0 0 0 D 0 0 0
0 0 A 0 0 0 0
Now things change we attack with our unit at the bottom of the illustration. While we don’t receive any boni as our unit in the center is threatened, our attacking unit suffers no penalty either!
Now a complete different setup:
0 0 0 0 0 0 0
0 E 0 D U 0 0
0 E A 0 U 0 0
0 E 0 0 0 0 0
0 0 0 0 0 0 0
The attacker has a -1 penalty (+2 attack assists -3 defense assist = final assist boni = -1)
Same formation but different unit attacks:
0 0 0 0 0 0 0
0 E 0 D U 0 0
0 E U 0 A 0 0
0 E 0 0 0 0 0
0 0 0 0 0 0 0
The attacker has a +1 assist bonus (+1 attack assist -0 defense assist = final assist boni = +1). All the enemies at the left flank of the players formation aren’t in contact with the attacking unit therefore unable to influence the attack negatively.
So you see this simple, yet elegant rule makes melee fighting way more complex.
SECOND CONCEPT: HINDRANCE OF NON-ATTACK MOVES
Units in Elemental do more than just melee fighting. They walk over the battlefield, shoot arrows, cast spells and so on. With the introduction of ZOC a clever player can hinder such efforts.
Hindrance of walking
Entering a hostile ZOC happens without a penalty. Leaving a hostile ZOC will cost a small amount of additional movement points on top of the regularly movement costs. Walking, while remaining inside of a hostile ZOC, results in a higher movement cost penalty. The penalty is even higher the more hostile unit affect the field the moving unit enters.
An example:
Our very very uber-fast cavalry unit wants to charge an enemy unit on the other side of the battlefield head on. At first we just look on the moving path then we check out the moving costs.
U … moving unit
X … moving path
E … hostile unit
0 0 U 0 0 0 0
0 0 X 0 0 0 0
0 0 X E 0 0 0
0 0 X 0 0 0 0
0 0 X 0 0 0 0
0 0 X 0 0 0 0
0 E X E 0 0 0
0 0 X 0 0 0 0
0 0 E 0 0 0 0
Now how big are the movement costs for each move?
n … normal movement cost
s … slightly higher movement cost (small penalty)
h… higher movement cost (penalty)
h!… high movement cost (higher penalty)
h!!... very high movement cost (even higher penalty)
0 0 U 0 0 0 0
0 0 n 0 0 0 0
0 0 h E 0 0 0
0 0 h 0 0 0 0
0 0 s 0 0 0 0
0 0 n 0 0 0 0
0 E h! E 0 0 0
0 0 h!! 0 0 0 0
0 0 E 0 0 0 0
As this illustration is quite complex let’s check it more or less step by step.
0 0 U 0 0 0 0
0 0 n 0 0 0 0
0 0 X E 0 0 0
On our own unit first step we enter a hostile ZOC, but this is penalty free.
0 0 U 0 0 0 0
0 0 h E 0 0 0
0 0 h 0 0 0 0
Now our unit continues on moving through the hostile ZOC with 2 steps, which leads to a penalty.
0 0 0 E 0 0 0
0 0 U 0 0 0 0
0 0 s 0 0 0 0
Finally our unit is leaving the hostile ZOC with its fourth step. The unit suffers just a small movement penalty for leaving a hostile zoc.
0 0 U 0 0 0 0
0 0 n 0 0 0 0
0 E X E 0 0 0
Now we approach the main formation of enemies. Entering their ZOCs is no problem, as our unit is not in a hostile ZOC right now.
0 0 U 0 0 0 0
0 E h! E 0 0 0
As we move in between both units our cavalry suffers a heavy movement penalty because our unit already been in a hostile ZOC and continues on to move to a field which is under the influence of 2 hostile ZOCs!
0 E U E 0 0 0
0 0 h!! 0 0 0 0
0 0 E 0 0 0 0
Now the penalty gets worse as our unit enters a field within 3 hostile ZOCs on its final step while leaving a field that had been already influenced by hostile ZOC.
Puh… It’s quite difficult to move through enemy ranks; luckily our cavalry is so uber-fast! 
Another moving example and challenge for our super-cavalry:
0 0 0 U 0 0 0 0 0 0 0 0 0
0 0 X 0 0 0 0 0 0 0 0 0 0
0 0 X E 0 0 0 0 0 0 0 0 0
0 0 E X 0 0 0 0 0 0 0 0 0
0 0 0 0 X E 0 0 0 0 0 0 0
0 0 0 0 E X 0 E E E 0 0 0
0 0 0 0 0 0 X X X X X X X
Now with moving costs and penalties:
0 0 0 U 0 0 0 0 0 0 0 0 0
0 0 n 0 0 0 0 0 0 0 0 0 0
0 0 h E 0 0 0 0 0 0 0 0 0
0 0 0 h! 0 0 0 0 0 0 0 0 0
0 0 E 0 h! E 0 0 0 E E 0 0
0 0 0 0 E h! 0 E E h!!! 0 0 0
0 0 0 0 0 0 h h! h!! E h s n
Take you time to check each step and you see the pattern.
With those rules you can screen off valuable units from fast movers or completely immobilize slow moving units.
Hindrance of spellcasting and archery:
A unit that tries to cast a spell, shot a range weapon or similar action suffers a penalty for each enemy ZOC the unit is exposed to. (Call it lack of concentration when your old sage is trying to cast a spell while suffering the gaze of a big, ill-mannered and hungry Oger standing next to him
)
ADDING A TWIST: UNIT ABILITIES
Of course units can have abilities that affect how their or opponent ZOCs behave.
Like providing assists regardless whether the unit is threatened or not.
Or ignoring one attacking assist on defense; or hindering air units in their movement when they fly by the players units ZOCs; or reducing the movement penalty by one category; or disabling the enemy assist ability for 2 turns on damage or an ability of shooting arrows regardless of how many hostile ZOCs the shooter is in; … or… or...
I believe those (big) additions will really raise the level of tactical play possible in the game.
... and thanks for your endurance! 