So I think it is probably helpful to show how this turn would have played out had the players made worse choices. So we start like this:
| Zone | features | Occupants | Claimed?
|
| 1 - 10 | Trees (2, Generic)
Stream (6) | Ahu
Darcy
Helen
Kokor Heckus | Blue
|
| 2 - 19 | | |
|
| 3 - 13 | Trees (2, Generic) | |
|
| 4 - 10 | Trees (2, Generic) | |
|
| 5 - 16 | Trees (2, Generic) | Goblin A
Goblin B
Goblin C | Red
|
| 6 - 13 | Trees (2, Generic)
Hill (4) | Ogre
Goblin D
Goblin E
Goblin F | Red |
The first thing that happens is Darcy decides to use his open line to snipe at the Ogre with some sort of Fire option. With his
bow. Then Goblins A, B, and C advance to 1, 3, and 4 as before. Helen now gets a Line on 5 and has no Mark, so she attacks Goblin A, doing it some damage. Ahu gets a Frenzied Assault possibility, but only has Line on 3, and in any case would be crossfired for doing that. So Ahu is also stuck in place and makes an attack on Goblin A, finishing it off. Goblins D, E, and F act, one of them shoots a bow at one of the PCs and Goblin E and F advance into 1 and 2. The entire battlefield is now Red controlled except 1, which is Contested. Kokor Heckus Fire
balls the Ogre (as before he got a Line on 6 by chance), and the Ogre gets to do his Ogre Rampage on Zone 1. The finale for the turn looks like this:
| Zone | features | Occupants | Claimed?
|
| 1 - 10 | Trees (2, Generic)
Stream (6) | Ahu
Darcy
Helen
Kokor Heckus
Goblin E
Ogre | Contested
|
| 2 - 19 | | Goblin F | Red
|
| 3 - 13 | Trees (2, Generic) | Goblin B | Red
|
| 4 - 10 | Trees (2, Generic) | Goblin C | Red
|
| 5 - 16 | Trees (2, Generic) |
| Red
|
| 6 - 13 | Trees (2, Generic)
Hill (4) | Goblin D | Red |
The PCs do much worse, because at their first opportunity to claim territory and lay down helpful marks they didn't. The total is that the Ogre has taken more damage and the Goblins are less damaged, but the PCs are effectively locked down and have taken way more pain.
A question with this system, since I need to roll for the zone I can target and the attack I can make, do I also need to roll some sort of attack roll? Or does my maneuver just work and relevant defenses might mitigate the effects?
This is actually just a proof of concept for the system of choices made during the game. I actually don't really know what the rest of the system would look like. I lean towards to-hit checks and soak rolls
in general, but since you are already rolling dice for other things, it might be better to make damage static. I don't think that combining the attack and damage roll really saves any time, because it takes at least as much time to calculate a to-hit differential as it does to roll for damage.
-Username17