So I had this idea for a board game. Basically, you have an army that is composed of 5 different types of units: infantry, scout, grenadier, sniper, artillery. Movement and shooting of weapons is dependent upon rolling dice. The infantry can take more shots in one turn, scout can move more, the grenadier throws grenades at short range, the sniper can shoot farther with more accuracy, and the artillery can blow up stuff from long range. Also, there are obstacles in the terrain that you have to fight around.

Battlefield 2-4 players
Square board, grid system, 25x25 squares
There can be up to four teams: red, green, blue, and yellow.
Each team consists of six infantry, two scouts, two grenadiers, one sniper, one artillery.
Each unit has a specified moving restriction, shooting range, and shots fired per turn.
The movement and shooting range varies according to environmental conditions and chance, which is determined by rolling dice. All movement and shooting occurs in the up, down, left, or right directions. Units cannot move or shoot diagonally.
For movement of a unit, dice are rolled according to the unit type. That unit can then move a maximum of spaces equal to the dice roll.
For shooting range of a unit, dice are rolled according to the unit type. That unit can then fire in a straight line, a range equal to the dice roll.
If a unit can fire more than one shot per turn, another dice is rolled to determine the range of each shot fired.
If an enemy is within the hit range of the bullet, they roll a dice. If a 1 or 2 is rolled, the bullet has been luckily dodged. Grenades, sniper bullets, and artillery cannot be dodged.
Infantry.. (I)
Movement: Roll one dice.
Shooting range: Roll one dice. Bullets are stopped by trees and boulders.
Shots fired: Fires three shots.
Scout.. (S)
Movement: Roll two dice.
Shooting range: Roll one dice. Bullets are stopped by trees and boulders.
Shots fired: Fires two shots.
Grenadier.. (G)
Movement: Roll one dice.
Throwing range: Roll one dice. A grenade can be thrown over other units, trees, or boulders. The grenade thrown kills everyone in the space it lands, and the 8 spaces around it.
Careful! If a 1 is rolled, the grenadier is caught in the blast!
Grenades thrown: Throws one grenade.
Sniper.. (X)
Movement: Roll one dice.
Shooting range: Roll three dice. Bullets can go through the branches of one tree, but are stopped by multiple trees or a boulder.
Shots fired: Fires one shot.
Special: An enemy that is within the range of the shot fired, does not have a chance to dodge.
Artillery.. (A)
Movement: Up to two spaces.
Shooting range: Roll three dice. If a tree or small boulder is in the path of the shot fired, the shot has been stopped there, and that tree or boulder is destroyed. If the shot fired hits land, anybody in that space or the 8 spaces around it are killed.
Special: The artillery must be operated by an infantry at all times for movement and shooting. If this infantry is killed, another infantry can come to replace him. The artillery itself can only be destroyed by a grenade or another artillery unit.
Game set-up:
All players roll dice to see who goes first. Highest roll wins. Turn order continues clockwise.
In turn order, all players place one large boulder on the board (4x3 squares). Then one small boulder is placed (2x2 squares). Next, another small boulder. Players then take turns placing trees (1x1 square), until all 24 trees have been placed.
Boulders and trees cannot be placed next to the box indicating a player's starting territory.
Each player starts with their artillery and an infantry on their solid colored square. Scouts are placed outside and next to their color's territory box, next to the edge of the board. All other units are placed within their color's starting box.
Goal:
Have the strongest army remaining after 10 rounds.
Play:
During your turn, you can mobilize and attack with up to three units.
Each mobilization has up to five steps:
1. Declare the unit that will be moved.
2. Roll dice to determine maximum number of spaces the unit can move this turn.
3. Move unit desired number of spaces.
4. Roll dice to determine firing range. Repeat for multiple shots.
5. If movement spaces for the unit have not been expended, unit can finish movement.
Getting shot at:
If an infantry or scout shoots a bullet that reaches your unit, roll a dice. If a 1 or 2 is rolled, the bullet has been dodged.
Sniper bullets are instant death.
Grenades and artillery kill all units on the space of impact, and all 8 surrounding squares.
Special shooting circumstances:
The bullets of infantry, scouts, and snipers reach the first available target in the direction fired. You can't shoot through your own units. Units shot by their own side do not have a chance to dodge.
Artillery can be used to destroy trees or small boulders. Unless stopped by a tree or boulder, the artillery kills everything in its firing path.
At the end of 10 rounds of fighting, the game ends. The player with the strongest remaining army wins the game.
Strength of an army varies with each unit.
Infantry: 2 points each
Grenadier: 3 points each
Scout: 1 point each
Sniper: 4 points
Artillery: 5 points + 2 points if still operated by an infantry unit