Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Saturday, February 6, 2016

Poorly Supplied Units

A quick change; I recently realized that Anamnesis failed to properly reflect the historically vital effect of poorly supplied units in combat, so I tried to change this without burdening the players with micromanagement.

From now on, if you have 0 or negative Arkhe, your units will have a significant attack and Resistance penalty during combat, which sucks for you. But, on the other hand, this also applies to the enemy, so if they have 0 or negative Arkhe, their units will suffer the same penalties, which sucks for them. The game will tell you which units are undersupplied in the same sentence in which it informs you about each unit's combat strategy.

This change, though simple, should place a greater weight on starving the enemy of resources as an strategy for tackling big enemies.
 

2 comments:

  1. Is supply a global modifier or can it be tagged on certain units only? So unit events could make a certain unit out of supply temporarily.

    Likewise, there should be events that could force temporary lack of supplies, like guerilla-type forces harassing enemy supply line, making them all suffer out-of-supply for a couple of weeks. On the other hand, smuggler-type units should be able to fire events removing out-of-supply for a couple of weeks.

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    1. There is definitively a lot more that can be done with this. For now it's a faction-wide modifier, I'm letting it settle down and watching the results.

      Still, rather than making units trigger in and out of supply events for other units, for now I'm more inclined to make them able to take the wealth of the enemy in more ways, as some units already provide those effects through strategic advantages.

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