Methods of course can be developed to address this, such as the remaining forces end up fighting each other, which is not entirely different from what would happen in normal ordered moves (one would capture the territory first, then the next attacker would attack those units).

But your idea of just having the outgoing attacking units no longer present when invaders arrive makes it simple. And if the outgoing attacking units fail their attack, and someone has invaded in the interim, they have to now attack back into their former home.

So essentially there are 3 phases within a turn:

1) attacking units leave their starting territory

2) attacking units arrive at their destination territories, battle outcomes are determined

3) failed attacks return to their starting territories, if captured by another player they now battle to reclaim the territory

I suppose the 3+ player issue still remains though. The case where X attacks some other territory (not relevant), Y attacks X, and Z attacks X, where Z & Y are different players, how should the battles vs X be handled?

X1 = outgoing attacking units

X2 = remaining defending units

Y1 = incoming attacking units

Y2 = remaining units post attack

Z1 = incoming attacking units

Z2 = remaining units post attack

Phase 1:

– X1 units depart, and X2 units remain to defend against Y1 and Z1.

Phase 2:

– X2 does defense damage X2D, which is divided among Y1 and Z1 “appropriately”, which means it is divided 50/50 if this depletes neither Y1 and Z1, and if one is depleted, the additional damage is assigned to the other invading party, so no defense damage from X2D is wasted – it always applies to one party or the other. The armies remaining after this defense damage is taken is Y2 and Z2.

– Y1 and Z1 do attack damage Y1D and Z1D. The damage from each applies directly against X2, and if there is left over damage after X2 is depleted, it applies to the other invading party (Z1D depletes Y1, Y1D depletes Z1).

– The issue here is if the attacks Y1D and Z1D both fail to deplete X2, no problem, both Y2 and Z2 return to their origin territories, X2 remains on X as the victor. But if X2 reaches 0, yet both Y2 and Z2 >0, who gets territory X? X can’t because his units are all dead, but neither Y nor Z forces were sufficient to win over the other. In lieu of a better idea, let’s say the higher value of Y2 and Z2 remains, the lower value returns to its origin territory. And if Y2=Z2 … I guess it’s either the territory becomes neutral and both return home, or it’s a 50/50 random decision. Someone has to win or the territory becomes neutral. In this case, let’s say Y wins, Z returns to its origin.

Phase 3:

– X2 units return to X as attacker, Y2 is present as defender.

– X2 vs Y2 battle, resulting in remaining units X3 and Y3.

– If Y3 reaches 0, X3 reclaims X.

– If X0 reaches 0, Y3 retains X.

– But if neither X3 nor Y3 reach 0 – what then? X3 can’t go back to where it attacked (that doesn’t make sense), and it can’t stay on X (because it lost vs Y2). Until a better idea comes up, let’s say they enter a recurring cycle of death match battles until a winner is determined.

Overall I think it could work.

]]>luckily im a member since a week so beta here we come.

Rick, (Sick)

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