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<blockquote data-quote="Bob Aberton" data-source="post: 245080" data-attributes="member: 1518"><p>I have a very simple system that I use for Mass Combat.</p><p> </p><p></p><p>Divide the combatants into equal units (for example, if you have 100 men, you would divide them into 10 units of 10).</p><p></p><p>Then, average the unit's saves, BaB, and AC. Treat each unit as one creature, so if two 10 man units were fighting each other, you would treat them as two creatures (with the average saves, BaB, and AC of each person in that unit). When one side hits the other unit, roll for the appropriate damage, then multiply that by ten. </p><p></p><p>Now add up the unit's HPs. So if each man in the ten man unit had 10 HPs, the unit would have 100 HPs. Say the other unit did 80 points of damage. Now divide that by the number of men in the unit (ten, in this case) to see how many were killed. So, in the case of 80 HPs being dealt, 8 men were killed, because they had about 10 HPs each. Any "leftover" damage (whatever is left that is not quite enough to kill another person) results in an injured soldier.</p><p></p><p>Then, it is the other unit's turn, and the process begins again. So lets say that this unit inflicted 70 HPs worth of damage to the other unit.</p><p></p><p>This means, that at the end of the combat, The unit that attacked first lost 7 men, and the unit whose turn was second lost 8 men. In the next round, the unit's stats change, because unit A (the one that attacked first in the previous round) has only 3 men left, and Unit B (the one that attakced second) has only 2 men left. Therefore, the HPs have to be re-figured. In this second round of combat, Unit A, with 3 men, has a clear advantage over Unit B, with only 2 men left.</p><p></p><p>Use the regular rules for Cover and Concealement, Initiative, and Surprise.</p><p></p><p>This has been playtested and works well.</p><p></p><p>Well, whaddaya think?</p></blockquote><p></p>
[QUOTE="Bob Aberton, post: 245080, member: 1518"] I have a very simple system that I use for Mass Combat. Divide the combatants into equal units (for example, if you have 100 men, you would divide them into 10 units of 10). Then, average the unit's saves, BaB, and AC. Treat each unit as one creature, so if two 10 man units were fighting each other, you would treat them as two creatures (with the average saves, BaB, and AC of each person in that unit). When one side hits the other unit, roll for the appropriate damage, then multiply that by ten. Now add up the unit's HPs. So if each man in the ten man unit had 10 HPs, the unit would have 100 HPs. Say the other unit did 80 points of damage. Now divide that by the number of men in the unit (ten, in this case) to see how many were killed. So, in the case of 80 HPs being dealt, 8 men were killed, because they had about 10 HPs each. Any "leftover" damage (whatever is left that is not quite enough to kill another person) results in an injured soldier. Then, it is the other unit's turn, and the process begins again. So lets say that this unit inflicted 70 HPs worth of damage to the other unit. This means, that at the end of the combat, The unit that attacked first lost 7 men, and the unit whose turn was second lost 8 men. In the next round, the unit's stats change, because unit A (the one that attacked first in the previous round) has only 3 men left, and Unit B (the one that attakced second) has only 2 men left. Therefore, the HPs have to be re-figured. In this second round of combat, Unit A, with 3 men, has a clear advantage over Unit B, with only 2 men left. Use the regular rules for Cover and Concealement, Initiative, and Surprise. This has been playtested and works well. Well, whaddaya think? [/QUOTE]
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