Fruitcake and supporters of the idea ...
It doesn't seem well thought out ... You say that 'attacker and defender lose the same amount of armies'.
So where the attacker has at least, 2 armies more than the defender this makes a successful attack possible.
eg 5 v 2 becomes -> 3 v 0 = 1 in original territory and 2 in conquered territory.
eg 4 v 2 becomes -> 2 v 0 = 1 in original territory and 1 in conquered territory.
But what about where the attacker has only 1 army more than the defender?
eg 3 v 2 becomes -> 1 v 0 = 1 in original territory and 0 in conquered territory ???
Of course 4 v 3, 5 v 4, 6 v 5 etc all amount to the same problem.
I'll assume that this is the extra, as yet unwritten rule, that attackers must have 2 armies more than defenders to win.
Another thing which doesn't seem to be clarifed in the post is this:
If I have 8 v 6 can I just 'attack with 2' to make it 6 v 4? Or do I have to 'attack with 6' to make it 2 v 0 = 1 in original territory and 1 in conquered territory?
Not sure why I would want to do this, but could I ?
Ultimately, even with these points addressed, this suggestion changes CC from a game to a puzzle or mathematical challenge. Since all outcomes are pre-ordained from the outset it will be possible to calculate the right/best moves for any player and, assuming no-one makes a mistake, the winner will be pre-ordained to by the initial drop.
I would suspect that, given the motivation of the game type existing [
], it wouldn't be long before someone wrote a program to direct their moves.
Cicero