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<blockquote data-quote="Will Doyle" data-source="post: 5716545" data-attributes="member: 6682161"><p>I recently ran P1's Battle of Moonstair using custom mass combat rules. Like you, I used d&d figures to represent units, and a blown-up, gridded version of the module's moonstair map.</p><p></p><p>The rules were heavily based on the <a href="http://www.piquet.com/" target="_blank">Piquet</a> battle system: basically, each side has a deck of cards that represent units ("Move Cavalry" / "Move Infantry" / etc), and dices against eachother for "Initiative Points". They then spend those points to turn cards and order units.</p><p></p><p>For the actual combat resolution, I used a dumbed-down version of Warhammer Battle.</p><p></p><p>The players were assumed to be "everywhere" - moving around sending out messengers, plugging gaps, etc. However, I had a list of triggers that would cause us to "zoom in" and fight a conventional battle - triggers like objectives (enemies pass X point on the map), or abstract time events (the players run out of order cards and have to reshuffle). </p><p></p><p>Winning zoomed-in battles resulted in bonuses for the mass combat game. Some of the zoom-in battles were also skill challenge dependent - for example, one event had them track down an infiltrator behind their lines. So there was lots of roleplaying - I was particularly pleased when they asked if putting the head of the enemy champion onto their trebuchet would give the enemy a morale penalty when fired <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Anyway, it worked great. Took a whole session though. If you're interested, I put a photo up on my <a href="http://beholderpie.blogspot.com/2011/09/d-mass-combat-rules.html" target="_blank">blog</a>, along with the rough rules.</p></blockquote><p></p>
[QUOTE="Will Doyle, post: 5716545, member: 6682161"] I recently ran P1's Battle of Moonstair using custom mass combat rules. Like you, I used d&d figures to represent units, and a blown-up, gridded version of the module's moonstair map. The rules were heavily based on the [URL="http://www.piquet.com/"]Piquet[/URL] battle system: basically, each side has a deck of cards that represent units ("Move Cavalry" / "Move Infantry" / etc), and dices against eachother for "Initiative Points". They then spend those points to turn cards and order units. For the actual combat resolution, I used a dumbed-down version of Warhammer Battle. The players were assumed to be "everywhere" - moving around sending out messengers, plugging gaps, etc. However, I had a list of triggers that would cause us to "zoom in" and fight a conventional battle - triggers like objectives (enemies pass X point on the map), or abstract time events (the players run out of order cards and have to reshuffle). Winning zoomed-in battles resulted in bonuses for the mass combat game. Some of the zoom-in battles were also skill challenge dependent - for example, one event had them track down an infiltrator behind their lines. So there was lots of roleplaying - I was particularly pleased when they asked if putting the head of the enemy champion onto their trebuchet would give the enemy a morale penalty when fired :) Anyway, it worked great. Took a whole session though. If you're interested, I put a photo up on my [URL="http://beholderpie.blogspot.com/2011/09/d-mass-combat-rules.html"]blog[/URL], along with the rough rules. [/QUOTE]
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