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<blockquote data-quote="Old One" data-source="post: 2020956" data-attributes="member: 83"><p>What he said...</p><p></p><p>Battlemat, no battlemat, squares, hexes...it's all good and all work equally well. One of your concerns seems to be that everything is boiled down to a simple CR/EL calculation. While that is the basis of the system, it allows for:</p><ul> <li data-xf-list-type="ul"> A variety of dedicated units with special abilities - aerial, magical, cavalary, missile, teleporting, phalanx, skirmish, etc. A dedicated magical unit (such as a group of wizards or clerics) will have a huge potential impact on the battlefield assuming they have decent area of affect spells capable of causing damage. For instance, the base BR of a unit of 10 5th level mages with a 7th level leader is BR 17. However, since most of them can toss around fireballs (at least for a while) provides them a BR bonus of up to +11 (depending on the size unit they are attacking) - providing a total attack roll of 1d20+17+11. If they were attack a unit of elite guards (250 3rd level warriors led by 5 5th level sergeants and 1 9th level captain - Total BR of 24), the DC to cause damage would be 10+24=34. With a +29 bonus, they will cause damage on any roll over a 5 and have the potential to really tear it up.</li> <li data-xf-list-type="ul"> A variety of "heroic actions" available to the PCs, including Heroic Charge (going after the enemy commander, Heroic Sacrifice (trading a % of hit points to lessen unit losses), Devestating Magic (a mid-to-high level PC with big mojo can crush enemy units), Healing Magic and Support Magic.</li> </ul><p>I have spent the last couple of days playing around with a number of different scenarios of varying sizes...from straight up fights between non-magical troops to all manner of strange and exotic units. The ease of creating units (which will be even easier once Wulf unlocks the spreadsheet :\ ), the number of well-thought out strategic and tactical options and the quick game play make it a real winner, IMO.</p><p></p><p>The only minor quibble I have with it is that I would like to see a bit more robust morale rules (easily fixed) and a bit more expansion of the command rules and use of sub-commanders.</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 2020956, member: 83"] What he said... Battlemat, no battlemat, squares, hexes...it's all good and all work equally well. One of your concerns seems to be that everything is boiled down to a simple CR/EL calculation. While that is the basis of the system, it allows for: [list] [*] A variety of dedicated units with special abilities - aerial, magical, cavalary, missile, teleporting, phalanx, skirmish, etc. A dedicated magical unit (such as a group of wizards or clerics) will have a huge potential impact on the battlefield assuming they have decent area of affect spells capable of causing damage. For instance, the base BR of a unit of 10 5th level mages with a 7th level leader is BR 17. However, since most of them can toss around fireballs (at least for a while) provides them a BR bonus of up to +11 (depending on the size unit they are attacking) - providing a total attack roll of 1d20+17+11. If they were attack a unit of elite guards (250 3rd level warriors led by 5 5th level sergeants and 1 9th level captain - Total BR of 24), the DC to cause damage would be 10+24=34. With a +29 bonus, they will cause damage on any roll over a 5 and have the potential to really tear it up. [*] A variety of "heroic actions" available to the PCs, including Heroic Charge (going after the enemy commander, Heroic Sacrifice (trading a % of hit points to lessen unit losses), Devestating Magic (a mid-to-high level PC with big mojo can crush enemy units), Healing Magic and Support Magic. [/list] I have spent the last couple of days playing around with a number of different scenarios of varying sizes...from straight up fights between non-magical troops to all manner of strange and exotic units. The ease of creating units (which will be even easier once Wulf unlocks the spreadsheet :\ ), the number of well-thought out strategic and tactical options and the quick game play make it a real winner, IMO. The only minor quibble I have with it is that I would like to see a bit more robust morale rules (easily fixed) and a bit more expansion of the command rules and use of sub-commanders. ~ Old One [/QUOTE]
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