The boys and I have a strategy wargame idea we've been kicking around for years. Our original idea for the combat system is very simple: given an attack strength A, versus a defender strength D, then the probability of winning is A/(A+D). If a random.value is less than that, the defender is destroyed; otherwise the attacker is destroyed. But the randomness of this is bothersome. If my attack strength is 9 and your defense is 1, I expect to clobber you, and have probably built my entire turn plan around the assumption that I will... but 10% of the time, the attacker will lose in this case. This feels unfair, even when I know the math and understand probability very well intellectually. It leads to the temptation to save-scum, which in fact I have been known to do fairly often in Civ Rev, though I'm not proud of it. So! Now we're wondering about eliminating the randomness. Can we make combat that's interesting, and takes into account attack and defense strength, without rolling any dice? I know that in Advance Wars and derivatives, units start with 10 hit points, and lose those based on attack/defense strength. But, while I'm told there's no randomness to it, the calculations going on are so complex that I can't predict them — the result feels random. And I end up with a bunch of middling-damaged units which, since they do less damage than fully healed units, are more or less useless. I strongly prefer Civ's approach: three hit points, and it only takes one turn of healing to gain a hit point back. Moreover, to keep things moving along, I'd like each encounter to resolve with one of the units being destroyed, and the other unit taking some (possibly zero) damage. Having to spend multiple turns with two units whaling on each other is just too slow-paced for us. There could be multiple rounds of combat, but we're going to resolve them all at once. Perhaps we still compute A/(A+D), but then look up the result in a table: up to 0.25: no damage from 0.25 up to 0.5: 1 point of damage from 0.5 up to 0.75: 2 points of damage 0.75 or more: 3 points of damage So on the first round of attack, if evenly matched, the attacker does 2 points of damage. If the defender had 2 HP or less, it is destroyed; otherwise it immediately fights back, but this time using D/(D+A), and looking up the result in the same table. And we continue until one unit is destroyed (or we realize that neither unit can hurt the other!). In the case of two perfectly matched units (my attack equals your defense), both in perfect condition, I would take your unit out but suffer 2 HP damage. That seems reasonable. If my attack is twice as strong as your defense, then A/(A+D) = 2/3, so I'd destroy your unit and take 1 point of damage... though if my unit had only 1 HP left and yours was full, I would deal 2 HP to you but be destroyed on your first counter. If it's the attack 9 vs strength 1 case, I would destroy your unit in one hit, and take no damage (regardless of my condition). Computing all this might still be a bit much for the player to do in their head, especially when the attack/defense strength numbers get larger. But perhaps we could show the outcome ahead of time, before the player confirms the attack. So it's never a matter of luck or guessing what's going to happen. But this is all just brainstorming. Please let me know what you think, or if you have better ideas!