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<blockquote data-quote="Jemal" data-source="post: 546955" data-attributes="member: 9026"><p>Personally, I like the rules from the Quintessential Fighter. (Yeah that book again.. It's my fave)</p><p></p><p>The system is similar to AEG, but better.</p><p></p><p>They've got 4 pages on common mercs/soldiers, a section that is excelent for mass combat, and even rules for strongholds and attacking strongholds. It's called the "Open Mass Combat System" and resolves around Units.</p><p></p><p>Units have Stat blocks, just like characters. They've got unit HP, attack bonuses, etc.</p><p></p><p>There's also rules for resolving unit VS unit, Unit VS PC, Unit Vs Magic, Unit vs War Machines, and unit Vs Stronghold. They've got rules for archery, cavalry, infantry, Siege weapons, and skirmishers in Unit Combat. They have combat modifiers for how badly you outnumber your opponent unit, multiple units engaging, aiding other units, Morale, Withdrawing, and Experience for units (So they can become more effective).</p><p></p><p>It's the most effective system I've seen.</p><p></p><p>The whole section on Mercs/soldiers, Mass Combat, and Strongholds is about 20 pages.</p><p></p><p>Just to answer your magiks question, here's how it's handled in Open Mass Combat: </p><p></p><p>Offensive spells cause normal damage to a Unit HP (even if it normally affects only one subject) due to the close density of fighting men. Any spell that has an area of effect deals it's damage again for every 10' radius/length/width beyond the original 10.</p><p></p><p>Spells that cause effects other than damage (Bane, bless, etc) will only work if they affect the majority of the members.(over 50%)</p><p></p><p>Spells that affect multiple opponents but don't deal damage, and seem like they should have an effect (Entangle, Sleep) will Remove Unit HP from the total equivalent to the soldiers they remove from the combat.</p><p></p><p>EDIT: Just thought I should throw the UNIT HP rules in here: 1 HP per HD of a member. Find Average Con. Add Or subtract (Con ModX10)% of the total to the Unit HP.</p><p>This works very well - As you said, a mage can toast a fair sized army if he's got the range.</p><p></p><p>EX: unit of 30 Human Warriors(lvl 1). Avg Con =10, so unit HP = 30</p><p>Fireball from a 5th level mage does 5d6 damage, + another 5d6 for it's size. 10d6 damage to 30 HP... that units pretty much gone. (Avg 30 damage)</p><p></p><p>As for PCs versing this unit.. they either count as part of a unit themselves(counting as any other soldier), or they go fight other units at a 1v1 basis. Any soldier they kill has whatever he contributed to the Unit removed from it. The most common form, though, is to have the PCs fighting the (usually fairly powerful) Enemy leaders in 'normal' combat.</p></blockquote><p></p>
[QUOTE="Jemal, post: 546955, member: 9026"] Personally, I like the rules from the Quintessential Fighter. (Yeah that book again.. It's my fave) The system is similar to AEG, but better. They've got 4 pages on common mercs/soldiers, a section that is excelent for mass combat, and even rules for strongholds and attacking strongholds. It's called the "Open Mass Combat System" and resolves around Units. Units have Stat blocks, just like characters. They've got unit HP, attack bonuses, etc. There's also rules for resolving unit VS unit, Unit VS PC, Unit Vs Magic, Unit vs War Machines, and unit Vs Stronghold. They've got rules for archery, cavalry, infantry, Siege weapons, and skirmishers in Unit Combat. They have combat modifiers for how badly you outnumber your opponent unit, multiple units engaging, aiding other units, Morale, Withdrawing, and Experience for units (So they can become more effective). It's the most effective system I've seen. The whole section on Mercs/soldiers, Mass Combat, and Strongholds is about 20 pages. Just to answer your magiks question, here's how it's handled in Open Mass Combat: Offensive spells cause normal damage to a Unit HP (even if it normally affects only one subject) due to the close density of fighting men. Any spell that has an area of effect deals it's damage again for every 10' radius/length/width beyond the original 10. Spells that cause effects other than damage (Bane, bless, etc) will only work if they affect the majority of the members.(over 50%) Spells that affect multiple opponents but don't deal damage, and seem like they should have an effect (Entangle, Sleep) will Remove Unit HP from the total equivalent to the soldiers they remove from the combat. EDIT: Just thought I should throw the UNIT HP rules in here: 1 HP per HD of a member. Find Average Con. Add Or subtract (Con ModX10)% of the total to the Unit HP. This works very well - As you said, a mage can toast a fair sized army if he's got the range. EX: unit of 30 Human Warriors(lvl 1). Avg Con =10, so unit HP = 30 Fireball from a 5th level mage does 5d6 damage, + another 5d6 for it's size. 10d6 damage to 30 HP... that units pretty much gone. (Avg 30 damage) As for PCs versing this unit.. they either count as part of a unit themselves(counting as any other soldier), or they go fight other units at a 1v1 basis. Any soldier they kill has whatever he contributed to the Unit removed from it. The most common form, though, is to have the PCs fighting the (usually fairly powerful) Enemy leaders in 'normal' combat. [/QUOTE]
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