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Help Me Set Up a Mass Combat Involving Dinosaurs and Robots
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<blockquote data-quote="Aenghus" data-source="post: 6089780" data-attributes="member: 2656"><p>How many units per player are you envisioning? A "robot" on a dinosaur is two units. </p><p></p><p>In a wargame type scenario I would tend to use monster stats rather than PC character stats for units, including any warforged. Using minions for enemy foot(or tentacle) troops would reduce book keeping.</p><p></p><p></p><p>Consider how much time combat takes in your standard game - more units on the board at the same time will slow it down, in a roughly proportional ratio would be my guess. </p><p></p><p>The higher the number of units the more likely further abstraction would be called for - simplified hit points perhaps as in the last two versions of the D&D miniatures rules, or even lower as in wargames rules; or allowing one unit to represesent multiple units in the game world.</p><p></p><p>Do you use "theatre of the mind" combat, maps with tokens, or maps and minis? </p><p></p><p>The more units involved and the more wargamelike you want it to feel, the more necessary are maps and unit tokens of some sort.</p><p></p><p>Strategic play is helped with larger scale maps and some sort of scouting rules, so the enemy force can be spotted and it's constituents identified as soon as possible. (if they know exactly what's out there, scouting is less important)</p><p></p><p>Typical flow of this sort of game, with a defensive mission is roughly as follows:</p><p></p><ul> <li data-xf-list-type="ul">The players set up the base defenses and friendly unit dispositions</li> <li data-xf-list-type="ul">Scouts and spies provide information about the enemy force and movements</li> <li data-xf-list-type="ul">The players make last minute adjustments to their defenses based on intelligence received</li> <li data-xf-list-type="ul">Sometimes the party will perform one or more personal skirmish attacks to delay part or all of the enemy</li> <li data-xf-list-type="ul">The setpiece battle itself</li> <li data-xf-list-type="ul">The aftermath - Victory! or Defeat and a desperate retreat (with the party often acting as rearguard)</li> </ul><p></p><p>I hope this helps.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6089780, member: 2656"] How many units per player are you envisioning? A "robot" on a dinosaur is two units. In a wargame type scenario I would tend to use monster stats rather than PC character stats for units, including any warforged. Using minions for enemy foot(or tentacle) troops would reduce book keeping. Consider how much time combat takes in your standard game - more units on the board at the same time will slow it down, in a roughly proportional ratio would be my guess. The higher the number of units the more likely further abstraction would be called for - simplified hit points perhaps as in the last two versions of the D&D miniatures rules, or even lower as in wargames rules; or allowing one unit to represesent multiple units in the game world. Do you use "theatre of the mind" combat, maps with tokens, or maps and minis? The more units involved and the more wargamelike you want it to feel, the more necessary are maps and unit tokens of some sort. Strategic play is helped with larger scale maps and some sort of scouting rules, so the enemy force can be spotted and it's constituents identified as soon as possible. (if they know exactly what's out there, scouting is less important) Typical flow of this sort of game, with a defensive mission is roughly as follows: [LIST] [*]The players set up the base defenses and friendly unit dispositions [*]Scouts and spies provide information about the enemy force and movements [*]The players make last minute adjustments to their defenses based on intelligence received [*]Sometimes the party will perform one or more personal skirmish attacks to delay part or all of the enemy [*]The setpiece battle itself [*]The aftermath - Victory! or Defeat and a desperate retreat (with the party often acting as rearguard) [/LIST] I hope this helps. [/QUOTE]
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