Friday, February 22, 2013

SCRUD - Simple Combat Resolution Using Dice



SCRUD
Simple     Combat     Resolution     Using     Dice
Methodology / Explanation
1.      Throw one die for every unit present in the action.
2.      Line up one sides dice in order of highest first,
3.      Line up the other sides beside them.
4.      Compare each pair of dice. Highest v. highest, then next highest pair so on... 
5.      Same score on both dice is a STAND-OFF,
6.      Difference of 1 means Loser RECOILS.
7.      Difference of 2 means loser RETIRES.
8.      Difference of 3 means 1oser RETREATS.
9.      Difference of 4 means loser ROUTS.

Note: Any dice left over usually won't count, eg. If 8 die v. 6 then the odd 2 can be ignored as by definition they must be the lowest 2 scores and lots of reasons can be advanced to show why they would have had no influence on the battle.
This mechanism can be expanded to make it a more accurate combat resolution.
(Don’t make it too complex or you will spoil the whole concept.)

Adding Other Factors
1.    The addition of any UNIT COMBAT VALUES (such as for example, +2 for Elite; +1 for Veteran and -1 for Raw troops) will modify the dice throws.
2.    (This can be done by simply turning the die over. (eg a 3 becomes a 4)
3.    IN THIS CASE IT WILL BE IMPORTANT TO NOMINATE THE THROWS (EG These 2 die have a +2, etc.)
4.    IT MAY ALSO BE USEFUL TO DIFFERENTIATE BETWEEN HORSE AND FOOT. “These 2 die are
the Cavalry.” Then throw them and turn them if appropriate.
5.    When modifying the dice It will be assumed that 6 is the MAX score and 1 the lowest. So a nominated +2 which is then thrown an a 6 stays a 6. (Tough luck). In the same way a nominated -1 which is thrown as a l stays a 1.
6.    There could also be OTHER +/- FACTORS such as TERRAIN ADVANTAGES, which side is ATTACKING / DEFENDING, MORALE and LEADERSHIP etc. But these will tend to be better reflected By the Umpire using IMP [inherent Military Probability). ie using his Umpire skills / knowledge to 'fiddle' the COMBAT RESULTS.
7.      However in a Campaign some aspects, such as FATIGUE due to FORCED NARCHES may / will have to be built in as +/- factors at the dice throwing stage.

EXAMPLE SITUATION: The ATTACKER has 8 units of Foot & 2 of Horse. (1 of the Foot units is Elite (+2); 2 are Veteran (+1); 4 are Experienced (0); 1 Foot is Raw (-1): the Horse are both experienced (0).)
THE DEFENDER has 6 units of Foot & 2 of Horse. (3 Foot are Veteran (+1), the rest are Experienced (0). The Horse are Experienced (0).)

ATTACKERS Dice Foot - 4  4  2  6  1  2  1  2 Horse –  1  4
FACTORS              +2 +1 +1  0  0  0  0 -1          0  0
Dice after adjusting  6  5  3  6  1  2  1  1          1  4

DEFENDERS Dice Foot - 5  3  1  2  1  3       Horse –  3  5
FACTORS              +1 +1 +1  0  0  0                0  0
Dice after adjusting  6  4  2  2  1  3                3  5

Dice in descending value
ATTACKER      Foot      6  6  5  3  2  1  1  1 Horse -  4  1
DEFENDER      Foot      6  4  3  2  2  1     Horse -  5  3

Difference-Defender   = -2 -2 -1  =  =                +1 +2

RESULTS ARE - Defenders Foot 3 Stand-offs; I Recoil & 2 Retire. The Defenders Horse drive off the Attacking Horse, (A further dice throw then showed that the Defenders Horse did not pursue, staying on the battlefield with it’s Foot units.

Umpire Analysis – The Defenders Foot have been beaten and have been driven from their position. The presence of their Horse allows their withdrawal from the field to be conducted in reasonable order so their casualties remain moderate.

Special thanks to Mike Irvin for the system details. 

Edit Feb 22 added:
Great resource for the original vision of SCRUD: Matrix Games

6 comments:

Mike said...

SCRUD was originally developed by Tom Mouat. See here:
http://www.mapsymbs.com/wdmatrix1.html

Fitz-Badger said...

Of course it's easy to complicate these kinds of things, but here is an idea (or 2?) anyway:
Vary the dice; for example, d4 for poor troops, average dice for trained or steady troops (might also say units that roll a 1 run away/retreat regardless and units that roll a 6 pursue the enemy, either outcome would remove some units, but the latter would also beat some of their opponents)
Use distinctive dice for certain units/types; such as a different color or size (not number of sides, just physical size). I have some dice that are bigger than others, it would be easy to remember those were for my cavalry, for example, and I could roll the whole lot at once.

Jiminho said...

Very interesting David,

Are you planning on using SCRUD when and if table games prove difficult to pull off?

Jim

MurdocK said...

If there are really no tables available to proxy battle a game, then yes we will resort to SCRUD, as the idea is to keep the campaign moving. Thus the reason for the 10 days to get that table space.

I do not foresee a situation where the pivotal battle of the campaign would be resolved this way though.

I am certain that were a 'combination ' force to come together on some situation (like Pozzo & Corbineau in our play test) then someone will really WANT to influence the outcome with a good table battle.

Jim, you will be posting pics about battles on your blog right?

Jiminho said...

Hi David,

I will if that is where you want them. I'm happy to hear other ideas of course.

Jim

MurdocK said...

certainly, share the tabletop action with everyone via your blog ... it will likely be a day or two after the combat anyway so the 'important' players will have already get the feedback and likely moved on with the next action anyway.

This will also let you promote your blog more!