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<blockquote data-quote="radferth" data-source="post: 2236713" data-attributes="member: 5791"><p>I agree the OD&D Companion rules War Machine is good, and what I would use if I needed to randomly generate the result of a battle. As far as battles with PCs are concerned, I just use the regular rules to run the portion of the combat directly around them and extrapolate to the rest of the battle. I come up the with foes they (and perhaps some troops they command) will face and what objective they will be trying to achieve, decide what the best case result is (e.g. if the PCs win with no casulaties then their side routes the other side) and what the worst case result is (e.g. if the PCs are TPKed or forced to flee in short order then the opposing side digs in and the PCs side is forced to withdraw with heavy casualties). Then I play out the PCs' combat. This has made for great gaming session, and the players like knowing they made a difference in the battle. Of course this may not at all address what you are looking for, as it requires a scripted set of possible outcomes to the battle, rather than playing out the battle itself, but if means I only need a set of two or three divergant plotlines depending on the battles outcome rather than needed to play out the whole battle to see what shape each side ends up in. If I had a PC who was really interested in army command, I suppose I would have to find some minatures type game to use, but that is not on the horizon. If I had to on short notice, I guess I would use the troop vs troop on the back of the old old old Chainmail rules. (That system in brief: you roll a number of dice depending on your troop type and the opposing troop type, you need a certain number on each dice to kill one of the enemy.)</p></blockquote><p></p>
[QUOTE="radferth, post: 2236713, member: 5791"] I agree the OD&D Companion rules War Machine is good, and what I would use if I needed to randomly generate the result of a battle. As far as battles with PCs are concerned, I just use the regular rules to run the portion of the combat directly around them and extrapolate to the rest of the battle. I come up the with foes they (and perhaps some troops they command) will face and what objective they will be trying to achieve, decide what the best case result is (e.g. if the PCs win with no casulaties then their side routes the other side) and what the worst case result is (e.g. if the PCs are TPKed or forced to flee in short order then the opposing side digs in and the PCs side is forced to withdraw with heavy casualties). Then I play out the PCs' combat. This has made for great gaming session, and the players like knowing they made a difference in the battle. Of course this may not at all address what you are looking for, as it requires a scripted set of possible outcomes to the battle, rather than playing out the battle itself, but if means I only need a set of two or three divergant plotlines depending on the battles outcome rather than needed to play out the whole battle to see what shape each side ends up in. If I had a PC who was really interested in army command, I suppose I would have to find some minatures type game to use, but that is not on the horizon. If I had to on short notice, I guess I would use the troop vs troop on the back of the old old old Chainmail rules. (That system in brief: you roll a number of dice depending on your troop type and the opposing troop type, you need a certain number on each dice to kill one of the enemy.) [/QUOTE]
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