1 hour ago, The Jabbawookie said:Because A and B have higher odds of winning the fight together than apart. In return (and as a check on alliances), they'll take more damage than C would dish out alone
Note: I'm not suggesting that we change the rules mid-game as we already agreed not to do this.
This doesn't sit well with me. I'm ok with a nerf on alliances, but I don't think this is the best approach because the "real life" explanation doesn't seem to make sense to me. A bigger force should have a higher chance of winning on paper. I think there are ways you can accommodate that in game without one side fighting a ghost force.
Personally, I think the suggestion @idjmv laid out makes a lot more sense (sequential combat).
But if you have a stated goal of nerfing alliances, then you may not want this as written.
Either way, can we revisit after the game is over?
One approach I've been mulling about in my head is something like an "overwhelming force" rule. The idea is that only 500 points worth of ships, whether from a single player or an alliance, can participate in a battle on one side at one time. So in the scenario @idjmv laid out above, we would each contribute a proportional amount of forces to a 500 point fleet to battle @Bertie Wooster , even though we have "reserves".
So in a new example (A and B allied against C) let's say force A is 400 points, force B is 200 points, and force C is 500. A and B are allies but can only bring 500 points of shared units.
So A contributes 333 points and B contributes 167. Casualties are the apportioned accordingly (2 damage dealt to A units for every 1 damage dealt to B).
The "fluff" explanation may be that in a universe dominated by line-of-sight weapons, there are only so many ships that can be in firing range without blocking others' fields of fire.
You nerf alliances and also have a simple mechanic to handle the situation, should it arise.
Thoughts (for implementation in a later game)?
Edited by FortyInRed