Anyone know of any simple mass combat rules for d20?

The best one I've found is Bad Axe Games' Mass Combat system. It's easy to use and works really well, and the pdf I picked up was only a few dollars.

Fields of Blood from Eden Studios also has a mass combat system in, but my system of choice would be the Gamemastering: Mass Combat one from Wulf and crew.

Pinotage
 

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Mongoose's mass combat system looks pretty straightforward. (Maybe too simplistic?)

Its apparently in Quintessential Fighter, and its definitely in the Ultimate Game Designer's Companion (or whatever its called).
 

One of the chapters of Green Ronin's Advanced Player's Manual is basically a cut-down version of Cry Havoc, IIRC. That book might (or might not) be easier to get hold of.

For example, Milsims currently has it for $9 (AUD) - not bad, really.
 

HeavenShallBurn said:
Cry Havoc or Black Company are the two best d20 mass combat systems I can come up with off the top of my head.

AFAIAC, Cry Havoc is amongst the worst d20 mass combat system. It is heavily table driven and has some majorly bent scaling assumptions. This is also the same system that for some reason is in Green Ronin's Advanced Player's Guide.

Mongoose's Open Mass Combat System (in Quint Fighter and Classic Play: Book of Strongholds), the system in AEG's Mercenaries, and Grim Tales' system are all considerably better.
 

Bad Axe's Grim Tales mass combat rules are a bit more complicated than what I'm about to post, but I simplified it down to this:

Each unit has a Battle Rating (BR). It is determined the way you'd determine the EL of a large encounter; a unit of 64 1st level soldiers would be BR 13; if there were also 16 5th level soldiers, four CR 9 monster allies, and a 13th level commander, the unit would be BR 17).

A unit has a Defense equal to 10 + BR.

When two units fight, each side rolls d20 plus their BR. Good tactics or favorable terrain and such can grant a +2 modifier. If you beat your opponent's Defense, his BR is reduced by 2 from various losses and expenditure of resources. For every 5 you win by, you reduce his BR by a further 2. Each engagement has just one roll. The time it represents is abstract, but after each roll, each unit has a chance to disengage and withdraw, or they can keep on fighting.

(In some cases, one unit might simply not be able to damage the other, like if a unit of archers on hippogriffs attack a ground unit with no ranged attacks. In these cases, the ground unit would want to retreat. Then you'd have to make up some rules for chases involving entire armies.)

There could be all sorts of added features, like if you want to handle splitting a force into multiple groups, or how magic affects armies, but the basics above are really quick and easy.
 


We used to have so many threads on this. Those where the days.

Anyways, it really depends on what you want. And there is this strange gap in the market. Classic 1 figure=ten guys mini rules hardly exist for d20.

Are you looking to:

-Play out the whole battle on the table top
-Have the PCs do kewl things as part of a wider battle (which is abstracted a little)
-Have a wholy abstract system where the battle is resolved in a few rolls of the dice, ala the old war machine (I think that is what it was called) in the old D&D companion set
 

How's your French?

Our DM has taken the Battle rules from the French Confrontation system and tweaked them for D&D. It's fairly abstract and basically works with target numbers depending on where you are in the battle (support, lightly engaged, heavily engaged, etc) and what you want to do. The more successful 'battle' rolls the PCs make, the more the battle swings in their favour. Dice rolls can also result in an encounter (e.g challenged by an opposing hero, etc.)

He's still fiddling with them so they might not be usable straight out of the book (even if you can read French).
 



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