Janx said:
ah, now we're getting somewhere. For a moment I was wondering if MerricB got his 1400+ posts by replying with one-liners...
Nope. Occasionally I use two.
On unit sizes, perhaps they used a dumb formula, which could be corrected. In theory, my formula would be:
5'x5' square per man = 25' sq. feet. A 10 man unit would need 250 sq. feet
A 50 man unit would need 1250 sq. feet. Take those numbers and square root them to get a box shape, then round up to the nearest increment of 5'
10 men = 15.81 = 20'x20' box
50 men = 35.35 = 40'x40' box
That's probably a bit more to proper size.
The problem with resizing the units is that it throws off the rest of the game. The system is set up for play on a grid of 50'x50' squares; a round is 1 minute, and basically there's a scale factor of 10 accounted for in the rules.
I had this problem when thinking about scaling up the D&D Miniatures mass combat system to 10:1 scale: there are issues with area effect spells and individually targetted spells that must be dealt with.
Personally, I think any man-sized unit should fit in one square, if it's between 10 and 50 men.
I would propably try to make sure unit groups are limited to about 10 units per side as a maximum. Having 30-40 units running around seems a bit too much.
Note that each unit is represented by a single figure or token. The
Battle of Neraka has 2,000 troops on each side and was done in 10:1 scale; it can be handled effectively by the 1st edition Battlesystem rules. 200 miniatures a side might sound a lot, but when those miniatures are grouped into formations it's nowhere near so bad.
There are no formations in
Cry Havoc that I could find, and it's a problem. Formations are useful because they model units that stick together for better protection and offense, but trade off their manueverability.
To keep track of units, I'd suggest borrowing from MageKnight and putting action tokens on each piece that has already been used. At the end of the round, remove them all. You might in fact limit a player to only moving half their army at a time (or some other favorite algorithm). Copy BattleTech, and only allow each side to move few units, alternating between sides. Or just roll init for all the units.
Keeping track of which units have been used isn't a problem. What's a problem is the Melee Contact system.
In normal D&D combat, two characters in adjacent squares threaten each other; if you try and move past an opposing character, you'll provoke an attack of opportunity. It's not that hard to have a movement speeds of 8 (so 16 with a double move), so fast characters can move effectively into flanking positions, although at the risk of an AoO.
In
Cry Havoc, because of the scale, two units in adjacent squares are not considered to be in "melee contact" unless one has attacked the other. Thus, in the initial rounds of combat, a fast unit can move behind another unit very easily, then you can bring up another unit to flank that unit. The full flanking rules still apply (no facing), so if that second unit has rogues with Sneak Attack...
When you look at the actual numbers, you see that a unit can move 800 feet, manuevering behind an enemy unit... with no reaction from that unit. I find this unbelievable.
There should be a difference between personal combat and mass combat, and the primary one is one of manueverability. When the mass combat is
more manueverable than the personal combat, then there's a problem.
Cheers!