Part of the discussion isn't so much how armies would fight in a D&D gameworld, but how the D&D rules do or do not support various real-world tactics.If, OTOH, it's really about how armies would actually fight in a d&d gameworld, I think it's missing the point.
Playing out a mass combat by the existing skirmish-level rules doesn't lead to the expected outcome. The guy following Sun-Tzu religiously doesn't have much of an advantage, because attacking up a hill isn't an issue, keeping archers to your shield-side isn't an issue, making good use of standards and banners isn't an issue -- and even flanking isn't an issue.
A separate issue is that D&D's rules define how the world works, and part of that world is magic: Wizards, Clerics, flying monsters, etc. That also changes tactics quite a bit, depending on how prevalent all that magic is.
Exactly. That's the rationale behind the In Place of Chainmail? thread. How do you keep the game basically D&D, but have it play out how you'd expect a mass combat to play out in your D&D world?If I was running mass battle in my campaign, I would come up with a seperate (and and in some ways derivative) system.
On the other hand, can't we take a good look out how real-world tactics play out using D&D rules, then decide which rules could use tweaking to match our expectations?If I was simply designing a miltary force and contemplating their tactics, I would largely ignore the game rules and come up with a realistic mix. I would not take into account such things as: only 1 man per 5'; modifiers for fighting defensively; pike phalanx's lack of ability to balk cavalry etc.
Right, but if we look at Feats that shouldn't fit in mass combat (e.g. Spring Attack) and find that they work all too well, what do we do? We can look for elegant solutions or rely on inelegant hand-waving, but we want to do something.In allocating feats, I would be looking for feats that fit the spirit of a unit's tactics, not altering tactics to fit a feat.
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