Argyle King
Legend
Lately, I've been finding myself running more and more games (and encounters) which do not take place in a dungeon (or other similarly small areas.) One problem with this is that the group I game with likes to use minis; however, my table only has so much space. As such, it's difficult to represent things when a sniper is firing a bullet at a target which is several hundred meters away; a wizard is casting a spell across a vast battlefield, or two supers are launching energy beams at each other from long range.
If everyone is fighting at long range, the solution has been easy -make each square (or hex or whatever I happen to be using) equal a larger distance. Unfortunately, things get a little more complicated when there are multiple ranges involved. In the aforementioned sniper scenario, the rest of the squad might be assault an objective while their sniper asset picks off targets from an overwatch position.
In a recent fantasy encounter, the pc party and the enemy were able to see each other from several hundred yards away (they were crossing an open field toward each other.) For the more melee oriented characters, this was not an issue since they still needed to close with the enemy to engage them. For clerics, wizards, and the like, things were a little more complicated since they could fling spells. How I handled it was to make things somewhat abstract ("It will take this X turns until you're in close range combat; what do you do during those turns?")
That seemed to worked well enough to satisfy the group at the time, but it mostly worked because neither side tried any sort of fancy strategy or tactical movement -the two groups had a lot of hatred of each other, so they both just moved straight toward the other. I want to prepare myself for future encounters in which players may want to be a little more precise in how they move and act before closing with the enemy.
What are some ways you have used to manage large battlefields and long distances during an encounter?
If everyone is fighting at long range, the solution has been easy -make each square (or hex or whatever I happen to be using) equal a larger distance. Unfortunately, things get a little more complicated when there are multiple ranges involved. In the aforementioned sniper scenario, the rest of the squad might be assault an objective while their sniper asset picks off targets from an overwatch position.
In a recent fantasy encounter, the pc party and the enemy were able to see each other from several hundred yards away (they were crossing an open field toward each other.) For the more melee oriented characters, this was not an issue since they still needed to close with the enemy to engage them. For clerics, wizards, and the like, things were a little more complicated since they could fling spells. How I handled it was to make things somewhat abstract ("It will take this X turns until you're in close range combat; what do you do during those turns?")
That seemed to worked well enough to satisfy the group at the time, but it mostly worked because neither side tried any sort of fancy strategy or tactical movement -the two groups had a lot of hatred of each other, so they both just moved straight toward the other. I want to prepare myself for future encounters in which players may want to be a little more precise in how they move and act before closing with the enemy.
What are some ways you have used to manage large battlefields and long distances during an encounter?