unless im midunderstanding- Im not necessarily opposed to something like that but at moment I was thinking battle should be kind of automatic/1 post each. Like, you move your cards to a planet with opposing forces (cards) in your turn, and it's all determined right there.
It all boils down to positioning of your cards then on the hex gal map and their abilities/strengths as compared to the opposing cards they are facing if you send them to an 'in range' opposing controlled/carded planet. With everyones cards beginning at 1 hex location, the first few turns are probably our cards filtering out through the galaxy to control new worlds and gain those bonuses/traits/values. After a couple rounds of the game seeming more like a land grab, inevitably it quickly becomes showdowns of the cards. It is there VERY strategic in terms of where you are moving your cards as it relates to where other players are moving their cards.
If we create a system that requires back and forth to resolve 1 single battle, then it disrupts the regular flow of the other turn cycles where a single player is deploying/moving cards around on the hex gal map.
Like in your example...
you move 1 CRV card, 1 YW card and AW card to a hex location where opposing player has 2 TF cards and 1 CRK card..
You move your cards there via post and declare what other cards they are facing then.
1AW card faces 1TF card
1YW card faces 1CRK card
1CRV faces 1CRK card
so then looking at the traits of the cards themselves, the AW card automatically nullifies and destroys 1 of the TF cards.
The 1YW and 1CRV have traits/strength enough to destroy the 1CRK.
There remains 1TF then that wasnt faced/engaged.
so the opposing player can use the CRK and the 1 unegaged TF (armada rules, engaged fighters are bound?)
opposing player posts that 1 CRK facing the 1 CRV. It has the strength to kill the CRV.
Opposing player posts the 1TF engaging the 1YW that had attacked the CRK.
So the battle took 1 round, 1 post for each player the end result..
The attacker achieved his means. He killed the 1TF card and the 1CRK card.
He lost his CRV though from the counter attack by the CRK before it is considered dead.
His AWs had engaged TF1 and killed them, but they engaged so are considered to have had some damage, this means that come this players next turn, these AWs are 'frozen/repairing/replenishing'.
The same is true with his YWs then because TF2 engaged them but dont have the strength to kill them alone.
As the TF2 was not destroyed outright here, they are still lost, only because they have no HD rating to be able to escape though, so they are more or less 'forfeited' kind of. If they were say TIE Avengers, they could counter and then escape as well to the nearest friendly controlled planet.
The attacker has his 1AW and 1YW card left at this planet. But as stated above, they are both in a 'frozen/used/recovering' state because they were used/engaged.
The battle only took 1 round, there was some tactical nuance.
As a highlight of other possiblities, suppose TF2 was actually , TI1 card. TI cards have Interceptor capability, so maybe they were used to Intecept the YWs before they could attack the CRK. This would be kind of HUGE, because this would nullify the YWs attack on the CRK, and the CRV wouldn't have the 'POWER RATING" alone to kill the CRK. So now in his counter post, the Imp player cna use the CRK to attack the CRV, and kill it because it has the power to kill the CRV alone.
In contrast then though, if this were the case and TIs were present, the Rebel player would have likely use the AWs to engage the TIs, so that the TIs wouldn't be available to intercept the YWs, thus enabling the CRK to be killed.
In another contrast, if neither of the TF cards was a TF and both were TIs, then you see how a huge difference can be made just by replacing 2 TF cards with 2 TI cards. The 1AW could of course engage 1 of the TIs, but the other TI is then free to Intercept the YW and stop its attack on the CRK. The tide of battle turns simply because one of the TIs is able to stop the 1YW. The rebel player needs to go back and reconsider his strategy. Essentially ANY additional card would allow him to have killed the CRK and won the battle- a CRV card, because 2CRVs would have the POWER RATING to be able to kill the CRK, another YW, because the 2nd free TI card can only intercept 1 of the 2 YWs, or an additional AW card, because 2 AW cards can be used to engage/occupy 2 TI cards.
As an additional note, there is inherent pros and cons to the the TF, TI and TB cards. On one hand, they would be less 'costly' in terms of however we interpret the cost. Be it accumulated credit of some kind to 'buy' cards, or be it an expanding limit to the value of cards a player can have. On the other hand- they dont have HD, so they can't escape losing battles, and are forefeited at the end then because of this. ?
Just concepts all in all.
Again, all battle is done in 1 round. Not much disruption to the Hex Gal Map/Campaign movements/turns. Very quick. Strategic and Tactics in one?