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<blockquote data-quote="kigmatzomat" data-source="post: 2798375" data-attributes="member: 9254"><p>In the goblin siege I ran I used a few simplifications to make life easier.</p><p></p><p>1. Pre calculate average damage for NPC A vs NPC B. In my case I had the goblin grunts and goblin archers average damage versus peasants, legion, and guardsmen and vice versa. </p><p></p><p>2. Prepare any complex tactics and simplify them. My legionaires can shift ranks so that injured troops can fall back and trade places with healthy spear-weilders. My rule was this occurred at the 50% hp mark and then again at the 75% hp mark. This meant that once a trooper hit 50% hit points I started assigning damage to an as-yet uninjured trooper. I'd describe the motion and move the minis the first time it happened and from then on would only touch on it "the legions ranks constantly shift as the injured fall back and healthier move forward." </p><p></p><p>2. Decide break points. Goblins will fall back at 50% hps unless under some form of compulsion or one of the several "inspire rage" effects. They don't flee exactly but they try to move to an archer/spearchucker position. Once it seems that most of the goblins in an area have fallen back they begin a cautious retreat but will rout if pursued harshly. </p><p></p><p>3. Decide their reaction to unconventional weaponry (aka magic or siege weapons). Guardsmen facing what they think are common goblins wouldn't be surprised by arrows but might panick when they see flaming oil-soaked chunks of wood catapulted at them, powerful area effect spells or summoned creatures. Have the morale values pre-calculated for likely situations and make the rolls for groups. </p><p></p><p>4. Remember that people in groups often have a "someone else is taking care of it" attitude and will not always react as if they are on guard; this is why stealth missions are often successful. </p><p></p><p>5. There is no hive mind. NPCs need to communicate and it will take time. Bugles/drums are the fastest but they can only send basic signals (enemy north/south/east/west, charge, advance, retreat, regroup). Runners need time to get places. </p><p></p><p>6. Intentionally run some NPCs less efficiently than others. Even if you aren't the greatest tactician, it will help highlight the difference between elite and conscript troops. Plus it makes your life easier if you can be sloppy with the bulk of your forces. if one of your players thinks that mooks should be run better, offer to let them do so.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2798375, member: 9254"] In the goblin siege I ran I used a few simplifications to make life easier. 1. Pre calculate average damage for NPC A vs NPC B. In my case I had the goblin grunts and goblin archers average damage versus peasants, legion, and guardsmen and vice versa. 2. Prepare any complex tactics and simplify them. My legionaires can shift ranks so that injured troops can fall back and trade places with healthy spear-weilders. My rule was this occurred at the 50% hp mark and then again at the 75% hp mark. This meant that once a trooper hit 50% hit points I started assigning damage to an as-yet uninjured trooper. I'd describe the motion and move the minis the first time it happened and from then on would only touch on it "the legions ranks constantly shift as the injured fall back and healthier move forward." 2. Decide break points. Goblins will fall back at 50% hps unless under some form of compulsion or one of the several "inspire rage" effects. They don't flee exactly but they try to move to an archer/spearchucker position. Once it seems that most of the goblins in an area have fallen back they begin a cautious retreat but will rout if pursued harshly. 3. Decide their reaction to unconventional weaponry (aka magic or siege weapons). Guardsmen facing what they think are common goblins wouldn't be surprised by arrows but might panick when they see flaming oil-soaked chunks of wood catapulted at them, powerful area effect spells or summoned creatures. Have the morale values pre-calculated for likely situations and make the rolls for groups. 4. Remember that people in groups often have a "someone else is taking care of it" attitude and will not always react as if they are on guard; this is why stealth missions are often successful. 5. There is no hive mind. NPCs need to communicate and it will take time. Bugles/drums are the fastest but they can only send basic signals (enemy north/south/east/west, charge, advance, retreat, regroup). Runners need time to get places. 6. Intentionally run some NPCs less efficiently than others. Even if you aren't the greatest tactician, it will help highlight the difference between elite and conscript troops. Plus it makes your life easier if you can be sloppy with the bulk of your forces. if one of your players thinks that mooks should be run better, offer to let them do so. [/QUOTE]
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