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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E Compatible Mass Combat Rules
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<blockquote data-quote="Balesir" data-source="post: 6108457" data-attributes="member: 27160"><p>If your players enjoy 'lite' wargaming, another angle you can bring in is command and control. Modern wargames rules manage this quite simply; an example inspired by one set (Traveller's "Striker" rules, for those interested) might work like this:</p><p></p><p>- For poorly trained troops, in order to move they must be directed; this takes a Move action from a "High Initiative" creature (like a PC) to move the troop unit. Once moved it will attack enemies within range automatically. "High Initiative" creatures may join the troops (note that individual creatures can interpenetrate with swarms); if they do so then they may move with the troops using the same Move action as they move the troops with - this is called "Leading" the troops.</p><p></p><p>- For better trained troops, they can be given orders during a short rest. Orders may be to take and/or hold a specific station (relative either to a terrain element or to other troops - e.g. "on the flank of this other unit", thus making bigger "units" that are a line of 'swarms'. Such a unit could then be led by a PC or PNPC leading one of the constituent swarms. The unit designated could also be an enemy unit - "you guys attack the goblin skirmishers during the next attack".</p><p></p><p>- Truly elite troops would be "High Initiative" - i.e. just like characters that can be given to a player to direct without limitations.</p><p></p><p>This sort of structure can give plenty of fun stuff for PCs to do in mass combat other than the usual attacks against the enemy troops.</p><p></p><p>Oh - probably it's obvious, but missile troops work better with Ranged Area attacks than with multiple Ranged attacks.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6108457, member: 27160"] If your players enjoy 'lite' wargaming, another angle you can bring in is command and control. Modern wargames rules manage this quite simply; an example inspired by one set (Traveller's "Striker" rules, for those interested) might work like this: - For poorly trained troops, in order to move they must be directed; this takes a Move action from a "High Initiative" creature (like a PC) to move the troop unit. Once moved it will attack enemies within range automatically. "High Initiative" creatures may join the troops (note that individual creatures can interpenetrate with swarms); if they do so then they may move with the troops using the same Move action as they move the troops with - this is called "Leading" the troops. - For better trained troops, they can be given orders during a short rest. Orders may be to take and/or hold a specific station (relative either to a terrain element or to other troops - e.g. "on the flank of this other unit", thus making bigger "units" that are a line of 'swarms'. Such a unit could then be led by a PC or PNPC leading one of the constituent swarms. The unit designated could also be an enemy unit - "you guys attack the goblin skirmishers during the next attack". - Truly elite troops would be "High Initiative" - i.e. just like characters that can be given to a player to direct without limitations. This sort of structure can give plenty of fun stuff for PCs to do in mass combat other than the usual attacks against the enemy troops. Oh - probably it's obvious, but missile troops work better with Ranged Area attacks than with multiple Ranged attacks. [/QUOTE]
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