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<blockquote data-quote="kronovan" data-source="post: 8824470" data-attributes="member: 6775134"><p>I have, but the other rules were mostly external to the core rule book. A number of my groups of players are tabletop miniature fans too, so they generally prefer combat be played out on the tabletop instead of ToM. That drove a lot of my decision as to how to run combat encounters.</p><p></p><p>When I ran my mech campaign set in the Inner Sphere, I used the A Time of War (Battletech TTRPG) rules for character scale combat and the same companies' Alpha Strike miniatures rules for vehicle and mech combat. The AToW book's core combat works quite well for character scale, as it has a decent 2d6 dice mechanic and a good action economy. The AToW book also includes a separate section for battlemech combat though, which IMO are too heavy and place a high burden on play time. The Alpha Strike rules are much simpler, so the players and I liked that a single combat encounter didn't tie up an entire gaming session.</p><p></p><p>When I ran my Savage Worlds Tour of Darkness (1960s-70s Vietnam) campaign, I jumped back and forth between the core combat rules and the mass combat rules. I tended to even run platoon level encounters with the mass combat rules. Although my party of players were content to spend much of a session using the core combat rules to pitch their platoon against an enemies. So sometimes Platoon vs Platoon was played out with the core rules with a few tweaks like the optional gritty damage rule.</p><p>Also with Savage Worlds when running a high fantasy campaign, I've used the Battlelore (Command & Colors boardgame system) rules for mass combats. Like Alpha Strike, those rules are quite simple and its Heroes expansion allows players to have a Fantasy archetype like a Rogue, Cleric, Thief or Wizard on the tabletop representing their in-campaign PC. The players also enjoyed those and with them I could run some huge army strength encounters while still leaving room in the session for some adventure or roleplay encounters.</p></blockquote><p></p>
[QUOTE="kronovan, post: 8824470, member: 6775134"] I have, but the other rules were mostly external to the core rule book. A number of my groups of players are tabletop miniature fans too, so they generally prefer combat be played out on the tabletop instead of ToM. That drove a lot of my decision as to how to run combat encounters. When I ran my mech campaign set in the Inner Sphere, I used the A Time of War (Battletech TTRPG) rules for character scale combat and the same companies' Alpha Strike miniatures rules for vehicle and mech combat. The AToW book's core combat works quite well for character scale, as it has a decent 2d6 dice mechanic and a good action economy. The AToW book also includes a separate section for battlemech combat though, which IMO are too heavy and place a high burden on play time. The Alpha Strike rules are much simpler, so the players and I liked that a single combat encounter didn't tie up an entire gaming session. When I ran my Savage Worlds Tour of Darkness (1960s-70s Vietnam) campaign, I jumped back and forth between the core combat rules and the mass combat rules. I tended to even run platoon level encounters with the mass combat rules. Although my party of players were content to spend much of a session using the core combat rules to pitch their platoon against an enemies. So sometimes Platoon vs Platoon was played out with the core rules with a few tweaks like the optional gritty damage rule. Also with Savage Worlds when running a high fantasy campaign, I've used the Battlelore (Command & Colors boardgame system) rules for mass combats. Like Alpha Strike, those rules are quite simple and its Heroes expansion allows players to have a Fantasy archetype like a Rogue, Cleric, Thief or Wizard on the tabletop representing their in-campaign PC. The players also enjoyed those and with them I could run some huge army strength encounters while still leaving room in the session for some adventure or roleplay encounters. [/QUOTE]
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