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Looking for a mass combat system...
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<blockquote data-quote="MerricB" data-source="post: 1410357" data-attributes="member: 3586"><p>Nope. Occasionally I use two. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Personally, I think any man-sized unit should fit in one square, if it's between 10 and 50 men.</p><p></p><p></p><p></p><p>Note that each unit is represented by a single figure or token. The <em>Battle of Neraka</em> 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.</p><p></p><p>There are no formations in <em>Cry Havoc</em> 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.</p><p></p><p></p><p></p><p>Keeping track of which units have been used isn't a problem. What's a problem is the Melee Contact system. </p><p></p><p>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.</p><p></p><p>In <em>Cry Havoc</em>, 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...</p><p></p><p>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.</p><p></p><p>There should be a difference between personal combat and mass combat, and the primary one is one of manueverability. When the mass combat is <em>more</em> manueverable than the personal combat, then there's a problem.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 1410357, member: 3586"] Nope. Occasionally I use two. ;) 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. Note that each unit is represented by a single figure or token. The [i]Battle of Neraka[/i] 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 [i]Cry Havoc[/i] 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. 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 [i]Cry Havoc[/i], 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 [i]more[/i] manueverable than the personal combat, then there's a problem. Cheers! [/QUOTE]
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