This is probably going to be the least helpful because of the inordinate amount of time it takes preparing, but for what its worth, this is what I do:
I first take a look at the mass combat from the perspectives of the PC's - after all, what happens around them is irrelevant - it is only what happens to them and what they do to those around them 1that really matters mechanically.
Mass combat is all about placement. A battlefield 10 football fields in length is largely irrelevant to the PCs. Barring lightning fast monks and specialist evokers, the majority of what happens can be pinpointed to precise locations on the battlefield (perhaps 300' radii areas).
So, I first try and predict what the PC's will do and how they will do it. Knowing the details of your character's PC's is crucial at this point. You have to be able to predict for entangles, webs, fireballs, blade barriers etc. After I have spent days (this is usually how long it takes to really get an idea of the different possibilities), I plan out the different scenarios as simple encounters. So perhaps the group of PC's will go against a battallion of mounted goblin warg riders, or perhaps a legion of mindless undead, etc. Maybe there will even be a grand melee mixing mounted goblins, various undead legions, and ogre shock troops. Whatever the case may be, I try and predict which encounters matter. I plan those as normal.
Now here comes the fun part
. All of the other stuff, I roll out ahead of time to see what happens. For this you need a very big spread sheet. So I organize the spreadsheet by groupings according to the respective groupings in the army. Then round by round, I determine actions and outcome. I have all of it planned ahead of time so I can give description to the players of what is happening around them while also making the battle real for them.
Now, this method SUCKS. It takes absolutely forever and one small miscalculation on the PC's actions and much of the planning is wasted. Up to this point, I have not miscalculated. (I have also planned several different scenarios if I wasn't sure which route my PC's would choose). The only thing that is at all good about this method is that I feel it is the most true to the D&D mechanics. Of course its not a true mass combat system because I haven't actually done anything mass combat-like.
The first time I tried this was when I had a 19th level necromancer assault a college of wizardry. (Yeah, tell me about it - all that spellcasting was ridiculous). The necromancer was actually an invited speaker and in the auditorium he let loose (absolutely wasted all of the students). There were two PC's - both visitors to the college sitting in on the lecture. The auditorium was basically a huge amphitheatre with floating tensor's disks at different levels (serving as seats) and a few "special" disks for the higher ranking members of the school that were telekinesis-able (if that is a word). I think I had some 200 odd students and ~30 instructors. There was absolutely no pretense for attack. The necromancer had at one point been an instructor at the college and was on good terms with the current faculty so no one expected an attack from him.
The first thing he did was cast a vile spell from BoVD (the 1st level spell that causes the victims eyes to explode a spray of acid). He had metamagicked it (from feats from Dragon) to take an emanation AoE and extended the range so that it filled the room (I forget if it wound up being the equivalent of an 8th or 9th level spell after all the metamagics). I gave him surprise to everyone but the PC's. So I pretended the PC's weren' there to begin with. I rolled saves for all 200+ audience members (as well as the other key note speakers) and then determined how much damage each person took form the various sprays of acid. I figured which mages would have contingencies to teleport them away in the event that they were attacks, which would have globe of invulnerability contingencies, etc. After resolving the first round, I determined the order of actions of each of the surviving NPC's and then made a spread sheet detailing these actions on a round by round basis.
When I ran it, the players were absolutely horrified at the description of everyone's eyes exploding in a spary of acid that melted the faces of themselves and everyone around them. It was beautiful. (They were conveniently in the AoE of a globe of invulnerability
). After the first attack, most of the students were dead (conveniently) and I really only had to deal with 20 to 30 NPCs, most of which were very low level and simply wanted to flee. So you could say that I kind of cheated and that this wasn't really a mass combat situation. But my above system worked pretty well for determining the outcome and didn't slow down game play at all (the only thing that took time were my lenghty pre-prepared descriptions).
I first take a look at the mass combat from the perspectives of the PC's - after all, what happens around them is irrelevant - it is only what happens to them and what they do to those around them 1that really matters mechanically.
Mass combat is all about placement. A battlefield 10 football fields in length is largely irrelevant to the PCs. Barring lightning fast monks and specialist evokers, the majority of what happens can be pinpointed to precise locations on the battlefield (perhaps 300' radii areas).
So, I first try and predict what the PC's will do and how they will do it. Knowing the details of your character's PC's is crucial at this point. You have to be able to predict for entangles, webs, fireballs, blade barriers etc. After I have spent days (this is usually how long it takes to really get an idea of the different possibilities), I plan out the different scenarios as simple encounters. So perhaps the group of PC's will go against a battallion of mounted goblin warg riders, or perhaps a legion of mindless undead, etc. Maybe there will even be a grand melee mixing mounted goblins, various undead legions, and ogre shock troops. Whatever the case may be, I try and predict which encounters matter. I plan those as normal.
Now here comes the fun part

Now, this method SUCKS. It takes absolutely forever and one small miscalculation on the PC's actions and much of the planning is wasted. Up to this point, I have not miscalculated. (I have also planned several different scenarios if I wasn't sure which route my PC's would choose). The only thing that is at all good about this method is that I feel it is the most true to the D&D mechanics. Of course its not a true mass combat system because I haven't actually done anything mass combat-like.
The first time I tried this was when I had a 19th level necromancer assault a college of wizardry. (Yeah, tell me about it - all that spellcasting was ridiculous). The necromancer was actually an invited speaker and in the auditorium he let loose (absolutely wasted all of the students). There were two PC's - both visitors to the college sitting in on the lecture. The auditorium was basically a huge amphitheatre with floating tensor's disks at different levels (serving as seats) and a few "special" disks for the higher ranking members of the school that were telekinesis-able (if that is a word). I think I had some 200 odd students and ~30 instructors. There was absolutely no pretense for attack. The necromancer had at one point been an instructor at the college and was on good terms with the current faculty so no one expected an attack from him.
The first thing he did was cast a vile spell from BoVD (the 1st level spell that causes the victims eyes to explode a spray of acid). He had metamagicked it (from feats from Dragon) to take an emanation AoE and extended the range so that it filled the room (I forget if it wound up being the equivalent of an 8th or 9th level spell after all the metamagics). I gave him surprise to everyone but the PC's. So I pretended the PC's weren' there to begin with. I rolled saves for all 200+ audience members (as well as the other key note speakers) and then determined how much damage each person took form the various sprays of acid. I figured which mages would have contingencies to teleport them away in the event that they were attacks, which would have globe of invulnerability contingencies, etc. After resolving the first round, I determined the order of actions of each of the surviving NPC's and then made a spread sheet detailing these actions on a round by round basis.
When I ran it, the players were absolutely horrified at the description of everyone's eyes exploding in a spary of acid that melted the faces of themselves and everyone around them. It was beautiful. (They were conveniently in the AoE of a globe of invulnerability
