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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: 4606340" data-attributes="member: 1210"><p>Okay, so it's late and I'm tired, a little drunk & stuff. But here is the after-action report:</p><p></p><p>It seemed to go really well!</p><p></p><p>The guy who I was most worried wouldn't enjoy it seemed to have a really good time. I think the fact that I invested heavily in some roleplaying with the soldiers, sergeants, etc, before the battle really paid off. </p><p></p><p>The battle itself- wave one was easy, and it was supposed to be; it was a bunch of crap units as an initial probe of the enemy's strength.</p><p></p><p>The second wave had me a touch worried; I thought the party might be overwhelmed. HAH! They prepared the battlefield ahead of time, digging trenches and making big areas of difficult terrain. The enemy advance was thus highly fragmented. The pcs cleaned the bad guys' clock, at least for the first two scenarios of the war, and I think they might attempt a stand against the third (much larger and much more dangerous) wave. If they perform anywhere near as well as they did tonight, they might just pull off a significant victory there, too!</p><p></p><p>The system was simple enough that it worked with a few guys who aren't really into wargaming, and it played out complex enough to satisfy those of us who are more inclined to complex, somewhat more simulationist systems. It seemed like everyone had a really good time- like I said, investing in some "getting to know the npc" time really helped, imho.</p><p></p><p>The pcs are going to be undergoing a multi-year siege over the next few sessions (I think). I'm going to use this system, combined with the victory point system in the 3e <em>Heroes of Battle,</em> to run the war. Some encounters will be on a unit scale, some on a single-character scale, some skill tests will be involved, etc. I'm really excited by how well tonight's first run of the system in the campaign went over!</p></blockquote><p></p>
[QUOTE="the Jester, post: 4606340, member: 1210"] Okay, so it's late and I'm tired, a little drunk & stuff. But here is the after-action report: It seemed to go really well! The guy who I was most worried wouldn't enjoy it seemed to have a really good time. I think the fact that I invested heavily in some roleplaying with the soldiers, sergeants, etc, before the battle really paid off. The battle itself- wave one was easy, and it was supposed to be; it was a bunch of crap units as an initial probe of the enemy's strength. The second wave had me a touch worried; I thought the party might be overwhelmed. HAH! They prepared the battlefield ahead of time, digging trenches and making big areas of difficult terrain. The enemy advance was thus highly fragmented. The pcs cleaned the bad guys' clock, at least for the first two scenarios of the war, and I think they might attempt a stand against the third (much larger and much more dangerous) wave. If they perform anywhere near as well as they did tonight, they might just pull off a significant victory there, too! The system was simple enough that it worked with a few guys who aren't really into wargaming, and it played out complex enough to satisfy those of us who are more inclined to complex, somewhat more simulationist systems. It seemed like everyone had a really good time- like I said, investing in some "getting to know the npc" time really helped, imho. The pcs are going to be undergoing a multi-year siege over the next few sessions (I think). I'm going to use this system, combined with the victory point system in the 3e [i]Heroes of Battle,[/i] to run the war. Some encounters will be on a unit scale, some on a single-character scale, some skill tests will be involved, etc. I'm really excited by how well tonight's first run of the system in the campaign went over! [/QUOTE]
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How would you model squad-level mass combat in 4e?
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