Kealios wrote:
In Epic, you can have a unit of 10 tanks. This group of tanks has 2 attacks per vehicle, so you can roll 20 dice in one go, allocating hits front-to-back in a lightning-quick manner. SL, and it looks like Polyversal, would have you roll each tank one at a time, and if any vehicle somehow had multiple attacks, you would need to resolve each attack before moving on to the next.
Now, I haven't played epic in quite a while, but that seems to me to be a bit of an extreme example. That's like a whole Leman Russ company is it not? And unless weapons are identical you'd have to roll separately or use different coloured dice - and then there is a save to be made on the opponent's side right?
I recall in my marine vs. eldar matches, that we often had like 4 to 6 tanks per activation that shot all at once - with armour save. Compared to polyversal in that scenario the number of die rolls is not *that* much more.
I know one of the games I play, Squadron Strike (a space game), has a "roll one set of dice" per attack thing too - BUT they also provided a method to resolve a large number of attacks when things go carried away (say like when your squad of 12 fighters each unloads with 4 attacks piece - rolling 48 times is painful). It basically then distilled down the attacks to resolving as per the average probabilities with a die roll in there to give a small random variation.
So I think after polyversal is all tested and ready to go, you could look at having some sort of optional chart/method that could be used to speed up the resolution of a large number of attacks that gives pretty close to average results. Definiately a bit more complex that Squadron Strike, as you have 3 different dice you are rolling instead of 1 accuracy die, but I'm sure something can be done that will not mess with the way it was designed to be played.
-Tim