First-Strike Attacks Need No Additional Reward
The main feature that separates combat mechanics from most other mechanics is the focus on degrading your opponent's abilities. Attacking another player generally weakens them, so the first player to attack has an automatic advantage. In games where the defender counterattacks, any ability that provides a first strike at the start of combat is inherently strong, even without other special considerations. Such attacks offer players a large, easy-to-understand reward.
One of the most exciting parts of combat in Root is the Ambush card mechanic. When attacked, the defender can play an Ambush card to deal two hits to the attacker, removing two warriors before any dice are rolled. Since the number of hits dice can deal is limited to the warriors in the fight, this not only damages the attacker but also potentially reduces the maximum damage the defender can take, sometimes even ending the fight. The existence of the card alone is enough to make the attacker think twice about attacking with a smaller army, and a successful ambush is very satisfying to the defender.
Sometimes the strength of first strike attacks can go too far. One early player argument in Eclipse was whether Plasma Missiles were too powerful. This weapon fired once per combat but provided twice as many dice per component as other weapons and used no energy. Players would mass Plasma Missiles and annihilate their enemies before they could respond. Whether or not they were overpowered, the ability to strike first alone would likely have distinguished them from other weapons without the other advantages. Notably, in the “Second Dawn for the Galaxy” remake, Plasma Missiles now require one energy.
In my own game, Junkernauts, the attacker fully resolves their attack before the defender gets to counterattack, potentially destroying them before they can retaliate. Incentivizing attacking in a game with counterattacks is important, and I have found that this initiative advantage alone is enough of a reward to encourage attacks over passive defense.
If you are designing a combat game with any battle sequence between two sides, first strike attacks are an easy-to-understand and natural mechanic to include. Just keep in mind they usually require no benefits beyond going first, even if they only hit once.
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