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How would you model squad-level mass combat in 4e?
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<blockquote data-quote="the Jester" data-source="post: 4605400" data-attributes="member: 1210"><p>Okay, so tonight's game will be the first actual attempt to use the rules I've put together (although I've run a couple of playtests on earlier versions of the rules).</p><p></p><p>Early playtesting told me, basically, <strong>keep it simple.</strong> I have 8 players (though only prolly half will be at tonight's game, ahh the holidays), at least one of whom is generally not very interested in wargaming and at least one of whom doesn't seem to have the right kind of brain for unit-level tactical play. </p><p></p><p>That said, here is what I have worked up- and hopefully, it's a concise, relatively simple use of the 4e engine.</p><p></p><p></p><p><strong><span style="font-size: 12px">What Stat Do I Use When Attacking with a Unit?</span></strong></p><p>When you attack with a unit, you may use whichever stat applies based on the following limitations:</p><p> </p><p>Strength can be used in a melee unit if you are actually personally fighting with the unit.</p><p> </p><p>Constitution can be used if the attacking unit is bloodied.</p><p> </p><p>Dexterity can be used in a ranged unit if you are actually personally fighting with the unit.</p><p></p><p>Intelligence or Wisdom can be used as long as you can see a substantial portion of the battlefield.</p><p></p><p>Charisma can always be used.</p><p></p><p><strong><span style="font-size: 12px">FORMATIONS OF UNITS:</span></strong></p><p>When several units of the same type are adjacent to each other, they may be treated as a single unit of that type for most purposes. Thus, an entire formation of pikemen can be commanded to charge with a single standard action.</p><p></p><p><strong><span style="font-size: 12px">SPECIAL RULES FOR UNIT COMBAT:</span></strong></p><p><em>Morale Checks: </em>Whenever a unit has to make a morale check, it makes a saving throw with a bonus equal to its commander’s charisma bonus. If the unit is bloodied, it has a -2 to its morale checks. Some units have additional morale bonuses. In general, a unit makes a morale check when bloodied, or a formation makes a morale check when reduced to half its starting number of units.</p><p> </p><p><em>In Control, Under Control and Out of Control:</em> A unit that has not failed a morale check is “In Control.” A unit that fails one morale check is “Under Control,” and suffers a -1 to attacks, defenses and speed. A unit that fails two morale checks is out of control completely and seeks to escape the battlefield with all haste. </p><p><em></em></p><p><em>Facing:</em> Units and formations have facing. Missile units have a 180 degree field of fire in front of them. Melee units can attack in any direction, but have a -2 penalty on attacks in directions they aren’t facing. Furthermore, if a unit or formation is attacked from a direction it is not facing, the attacker gains combat advantage.</p><p></p><p><strong><span style="font-size: 12px">BUT WHAT CAN I DO?</span></strong></p><p>A unit can take one standard action per round. The leader may take this standard action or the unit may take this standard action; if the leader spends an action point, the leader (not the unit) may take an extra standard action. In some cases, the commander can combine his action with his formation’s action. The possible actions include: </p><p> </p><p><em>Rallying Troops: </em>The commander of the unit may make a rally check as a standard action. This is a Bluff, Diplomacy or Intimidate check with a DC of 15. If it succeeds, the unit gets a new morale check, and if this check succeeds, the unit moves up one notch on the control ladder (from out of control to under control or from under control to in control).</p><p> </p><p><em>Area Powers:</em> A commander may use area powers as a standard action to aid their unit if it is already attacking. The commander expends the power and the unit makes an attack with a bonus to attack and damage equal to ½ the power’s level. The standard action includes both the commander’s area power and the formation’s attack.</p><p> </p><p><em>Melee Powers:</em> A commander of a melee unit who is personally leading the troops may spend a standard action to use a melee power that deals 2[W] or more damage in conjunction with his formation’s attack. This grants the formation a damage bonus equal to the damage multiplier of the attack (e.g. a 2[W] attack gives a +2 damage bonus).</p><p> </p><p><em>Ranged Powers:</em> A commander of a ranged unit who is personally leading the troops may spend a standard action to use a ranged power that deals 2[W] or more damage in conjunction with his formation’s attack. This grants the formation a damage bonus equal to the damage multiplier of the attack (e.g. a 2[W] attack gives a +2 damage bonus).</p><p> </p><p><em>Marking:</em> The formation of a commander with the ability to mark enemies can mark an enemy unit or formation just as its commander can, including the use of combat superiority or other similar abilities. </p><p> </p><p><em>Second Wind: </em>A commander can allow a unit can take a second wind once per encounter, regaining the listed hit points. If the leader has an ability that heals, the unit’s healing surge value is increased by 2. This is a standard action.</p><p></p><p></p><p><strong><span style="font-size: 12px">WHAT CAN UNITS DO?</span></strong></p><p><em>Move: </em>As a move action, the unit can move its speed in the direction in which it is facing. It can move in other directions, but it requires one extra square of movement per square to do so. All units move in the same direction, but the commander of the formation may choose to move some less than the rest or not at all.</p><p> </p><p><em>Turn:</em> As a minor action, a unit or formation may change facing up to 1 side of a hex or square.</p><p> </p><p><em>Wheel:</em> A formation can also wheel around to change not just facing but also orientation. Thus, a unit shaped like this: XXXX might wish instead to look like this: </p><p> X</p><p> X</p><p> X</p><p> X</p><p>Executing this maneuver requires “wheeling the unit.” This requires a standard action; each unit in the formation moves up to its speed and changes facing up to one face. However, when wheeling, at least one of the formation’s units must remain in place. </p><p></p><p><em>Shift: </em>As a move action, a formation can shift 1 square in any direction. All units in the formation that shift must shift the same direction, but the commander of the formation can choose not to shift any or all eligible units in the formation.</p><p> </p><p><em>Charge:</em> As a standard action, the unit moves its speed (minimum of 2 squares) and makes an attack at +1. The unit must also make a morale check upon charging; if it engages an enemy at the end of its charge, it gets a +2 bonus on this morale check, but if it fails to engage an enemy at the end of its charge, it suffers a -2 penalty.</p><p> </p><p><em>Attack/Use Power:</em> As a standard action, the unit can make an attack or use one of its powers. A few unit powers require minor or move actions instead; these are noted.</p><p> </p><p><em>Push:</em> A unit may make an attack against Fortitude to push the enemy 1 hex.</p><p> </p><p><em>Fill:</em> When units are engaged in combat, at the start of a formation’s turn it automatically transfers one unit from the back to the front lines as soldiers move up to keep pressing the attack. This is not a voluntary action, and the commander may not choose to decline this start-of-turn fill. In addition, if the commander of a formation so chooses, he can spend one or more minor actions to fill the front ranks, moving one unit from the back to the front of the combat. When filling, a unit may not shift into a square that expands the front line unless it is adjacent to at least one enemy unit, and it may not push the front line forward. </p><p></p><p><em>Opportunity Attacks:</em> Standard rules for opportunity attacks apply, except that each unit may only make one opportunity attack in a given round. </p><p></p><p><strong><span style="font-size: 12px">AFTER THE BATTLE</span></strong></p><p>The victor of a battle can recover half of his lost units given time for an extended rest (six hours). He must hold the battlefield for at least one hour or he can only recover half of this amount. This recovery represents the return of soldiers wounded, knocked out, disarmed, fled or otherwise removed from the fray by circumstances, but not killed. </p><p></p><p><strong><span style="font-size: 12px">SAMPLE UNITS</span></strong></p><p></p><p><strong><em><u>WARFORGED INFANTRY</u></em></strong></p><p>Creatures/Unit: 20</p><p>AC: 21; Fort: 17; Ref: 15; Will: 14</p><p>Hit Points: 28 (surge 8)</p><p>Speed: 5</p><p><strong>POWERS</strong></p><p>Longsword: L+8 vs. AC; 1d6+4 damage</p><p>Shock Troops: If the warforged infantry charges, it gets +2 to damage until the end of its next turn.</p><p></p><p><strong><em><u>IMPERIAL PIKEMEN</u></em></strong></p><p>Total Units: 40</p><p>Creatures/Unit: 20</p><p>AC: 18; Fort: 16; Ref: 15; Will: 14</p><p>Hit Points: 20 (surge 5)</p><p>Speed: 5</p><p><strong>POWERS</strong></p><p>Pike: Reach 2; L+7 vs. AC; 1d6+2 damage.</p><p>Threatening Reach (immediate reaction): When an enemy moves adjacent to the Imperial Pikemen, they may make a pike attack as a free action.</p><p>Shield Wall: The Pikemen gain a +4 bonus to AC and Reflex until the end of its next turn.</p><p></p><p>That is the basic framework I'm using. I also am instituting a pre-battle "train the troops to use a stunt as an encounter power" type thing- things like add a 1 square push to an attack, add a 1 square pull to a move/shift, etc. </p><p></p><p>This is v. 0.9 of the system; its first real test is tonight! Wish me luck!</p></blockquote><p></p>
[QUOTE="the Jester, post: 4605400, member: 1210"] Okay, so tonight's game will be the first actual attempt to use the rules I've put together (although I've run a couple of playtests on earlier versions of the rules). Early playtesting told me, basically, [b]keep it simple.[/b] I have 8 players (though only prolly half will be at tonight's game, ahh the holidays), at least one of whom is generally not very interested in wargaming and at least one of whom doesn't seem to have the right kind of brain for unit-level tactical play. That said, here is what I have worked up- and hopefully, it's a concise, relatively simple use of the 4e engine. [B][SIZE="3"]What Stat Do I Use When Attacking with a Unit?[/SIZE][/B] When you attack with a unit, you may use whichever stat applies based on the following limitations: Strength can be used in a melee unit if you are actually personally fighting with the unit. Constitution can be used if the attacking unit is bloodied. Dexterity can be used in a ranged unit if you are actually personally fighting with the unit. Intelligence or Wisdom can be used as long as you can see a substantial portion of the battlefield. Charisma can always be used. [B][SIZE="3"]FORMATIONS OF UNITS:[/SIZE][/B] When several units of the same type are adjacent to each other, they may be treated as a single unit of that type for most purposes. Thus, an entire formation of pikemen can be commanded to charge with a single standard action. [B][SIZE="3"]SPECIAL RULES FOR UNIT COMBAT:[/SIZE][/B] [I]Morale Checks: [/I]Whenever a unit has to make a morale check, it makes a saving throw with a bonus equal to its commander’s charisma bonus. If the unit is bloodied, it has a -2 to its morale checks. Some units have additional morale bonuses. In general, a unit makes a morale check when bloodied, or a formation makes a morale check when reduced to half its starting number of units. [I]In Control, Under Control and Out of Control:[/I] A unit that has not failed a morale check is “In Control.” A unit that fails one morale check is “Under Control,” and suffers a -1 to attacks, defenses and speed. A unit that fails two morale checks is out of control completely and seeks to escape the battlefield with all haste. [I] Facing:[/I] Units and formations have facing. Missile units have a 180 degree field of fire in front of them. Melee units can attack in any direction, but have a -2 penalty on attacks in directions they aren’t facing. Furthermore, if a unit or formation is attacked from a direction it is not facing, the attacker gains combat advantage. [B][SIZE="3"]BUT WHAT CAN I DO?[/SIZE][/B] A unit can take one standard action per round. The leader may take this standard action or the unit may take this standard action; if the leader spends an action point, the leader (not the unit) may take an extra standard action. In some cases, the commander can combine his action with his formation’s action. The possible actions include: [I]Rallying Troops: [/I]The commander of the unit may make a rally check as a standard action. This is a Bluff, Diplomacy or Intimidate check with a DC of 15. If it succeeds, the unit gets a new morale check, and if this check succeeds, the unit moves up one notch on the control ladder (from out of control to under control or from under control to in control). [I]Area Powers:[/I] A commander may use area powers as a standard action to aid their unit if it is already attacking. The commander expends the power and the unit makes an attack with a bonus to attack and damage equal to ½ the power’s level. The standard action includes both the commander’s area power and the formation’s attack. [I]Melee Powers:[/I] A commander of a melee unit who is personally leading the troops may spend a standard action to use a melee power that deals 2[W] or more damage in conjunction with his formation’s attack. This grants the formation a damage bonus equal to the damage multiplier of the attack (e.g. a 2[W] attack gives a +2 damage bonus). [I]Ranged Powers:[/I] A commander of a ranged unit who is personally leading the troops may spend a standard action to use a ranged power that deals 2[W] or more damage in conjunction with his formation’s attack. This grants the formation a damage bonus equal to the damage multiplier of the attack (e.g. a 2[W] attack gives a +2 damage bonus). [I]Marking:[/I] The formation of a commander with the ability to mark enemies can mark an enemy unit or formation just as its commander can, including the use of combat superiority or other similar abilities. [I]Second Wind: [/I]A commander can allow a unit can take a second wind once per encounter, regaining the listed hit points. If the leader has an ability that heals, the unit’s healing surge value is increased by 2. This is a standard action. [B][SIZE="3"]WHAT CAN UNITS DO?[/SIZE][/B] [I]Move: [/I]As a move action, the unit can move its speed in the direction in which it is facing. It can move in other directions, but it requires one extra square of movement per square to do so. All units move in the same direction, but the commander of the formation may choose to move some less than the rest or not at all. [I]Turn:[/I] As a minor action, a unit or formation may change facing up to 1 side of a hex or square. [I]Wheel:[/I] A formation can also wheel around to change not just facing but also orientation. Thus, a unit shaped like this: XXXX might wish instead to look like this: X X X X Executing this maneuver requires “wheeling the unit.” This requires a standard action; each unit in the formation moves up to its speed and changes facing up to one face. However, when wheeling, at least one of the formation’s units must remain in place. [I]Shift: [/I]As a move action, a formation can shift 1 square in any direction. All units in the formation that shift must shift the same direction, but the commander of the formation can choose not to shift any or all eligible units in the formation. [I]Charge:[/I] As a standard action, the unit moves its speed (minimum of 2 squares) and makes an attack at +1. The unit must also make a morale check upon charging; if it engages an enemy at the end of its charge, it gets a +2 bonus on this morale check, but if it fails to engage an enemy at the end of its charge, it suffers a -2 penalty. [I]Attack/Use Power:[/I] As a standard action, the unit can make an attack or use one of its powers. A few unit powers require minor or move actions instead; these are noted. [I]Push:[/I] A unit may make an attack against Fortitude to push the enemy 1 hex. [I]Fill:[/I] When units are engaged in combat, at the start of a formation’s turn it automatically transfers one unit from the back to the front lines as soldiers move up to keep pressing the attack. This is not a voluntary action, and the commander may not choose to decline this start-of-turn fill. In addition, if the commander of a formation so chooses, he can spend one or more minor actions to fill the front ranks, moving one unit from the back to the front of the combat. When filling, a unit may not shift into a square that expands the front line unless it is adjacent to at least one enemy unit, and it may not push the front line forward. [I]Opportunity Attacks:[/I] Standard rules for opportunity attacks apply, except that each unit may only make one opportunity attack in a given round. [B][SIZE="3"]AFTER THE BATTLE[/SIZE][/B] The victor of a battle can recover half of his lost units given time for an extended rest (six hours). He must hold the battlefield for at least one hour or he can only recover half of this amount. This recovery represents the return of soldiers wounded, knocked out, disarmed, fled or otherwise removed from the fray by circumstances, but not killed. [B][SIZE=3]SAMPLE UNITS[/SIZE][/B] [B][I][U]WARFORGED INFANTRY[/U][/I][/B] Creatures/Unit: 20 AC: 21; Fort: 17; Ref: 15; Will: 14 Hit Points: 28 (surge 8) Speed: 5 [B]POWERS[/B] Longsword: L+8 vs. AC; 1d6+4 damage Shock Troops: If the warforged infantry charges, it gets +2 to damage until the end of its next turn. [B][I][U]IMPERIAL PIKEMEN[/U][/I][/B] Total Units: 40 Creatures/Unit: 20 AC: 18; Fort: 16; Ref: 15; Will: 14 Hit Points: 20 (surge 5) Speed: 5 [B]POWERS[/B] Pike: Reach 2; L+7 vs. AC; 1d6+2 damage. Threatening Reach (immediate reaction): When an enemy moves adjacent to the Imperial Pikemen, they may make a pike attack as a free action. Shield Wall: The Pikemen gain a +4 bonus to AC and Reflex until the end of its next turn. That is the basic framework I'm using. I also am instituting a pre-battle "train the troops to use a stunt as an encounter power" type thing- things like add a 1 square push to an attack, add a 1 square pull to a move/shift, etc. This is v. 0.9 of the system; its first real test is tonight! Wish me luck! [/QUOTE]
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How would you model squad-level mass combat in 4e?
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