(MODS: Please delete, starting new Poll) Choose the best d20 mass battle rules

Choose the best d20 mass battle rules

  • WotC: Minatures Handbook

    Votes: 40 22.0%
  • Malhavoc: Cry Havoc

    Votes: 74 40.7%
  • Eden Studios: Fields of Blood

    Votes: 54 29.7%
  • Green Ronin: Testament

    Votes: 14 7.7%

Status
Not open for further replies.

dreaded_beast

First Post
This is not a comprehensive list. It is based upon some of the responses I received from an earlier thread asking the same question. However, I decided to start a poll and see what comes up.

Please feel free to state why you picked one over another, if you feel there is a title that deserves entry, etc.
 
Last edited:

log in or register to remove this ad

I don't think either Cry Havoc or the MHb are it for miniatures mass battle rules. :(

I want to see Fields of Blood at this stage...

Cheers!
 


I really like Fields of Blood as a whole, and the mass combat rules are great. I don't have it in front of me right now, but I seem to remember some sort of system where each player contolled a realm in a campaign world, and the rounds went by like seasons, or something to that effect. A group doesn't even need a DM. That's a different game entirely, though. But the basic mass combat rules are really good, too. Check it out if you see it.
 

None is necessarily better or best, because they are somewhat different.

Miniatures Handbook is very miniatures-focused; the mass combat rules are about using LOTS of miniatures (or tokens). Being a hybrid of D&D and the minis skirmish game, it does not do much to discuss realms, logistics, or any other way of handling the battles.

Cry Havoc is more abstract and tactically oriented; it offers an abstract system for resolving war "offstage" as well as rules for the PCs being in the middle of the battles. It is very much about adding War as another element of a "standard" D&D campaign. Logistics, and realm management, are left "offstage" like the abstract war resolution.

Fields of Blood is about adding a dimension of realm rulership to the game. Its mass combat system is pretty comprehensive, but much of the book is about the "bigger picture" (political arena) in which war takes place. My main complaint about this book is that it is (sometimes) hard for an existing campaign to re-draw its map to the scale used in Fields of Blood.

Testament's mass combat system is more about heroics. The PCs are mythic-scaled figures, capable of feats that put them on a par with a unit. The feel is very different from Cry Havoc or Fields of Blood, and that is intentional.

In each of those cases, the feel is a bit different because the goals are a bit different, and the rules are different to reflect that.

Also:
Empire (from AEG) is similar to Fields of Blood, adding both mass combat and political maneuvering to the game.

Book of Strongholds and Dynasties (Mongoose) contains their OMCS II (Open Mass Combat System revised) rules. It is, however, a very small part of the book and probably not worth the money unless you also want the construction and domain rulership rules.

Finally, Trojan War (Green Ronin) has a 3.5 update to the mass combat system from Testament. Like the original, it remains very much a "mythic" combat system.

A lot depends on how you want war to figure into the campaign.
  • If it is going to be the "backdrop" against which adventures take place, but the adventurers are not going to be in the middle of a lot of battles, then Cry Havoc may be just what you want.
  • If it is going to be a campaign where the PCs lead a lot of forces and are expected to show incredible prowess on the field (ex: one blow takes out 20 enemy soldiers), Testament or Trojan War may have what you want.
  • If the war is part of the campaign world's development, and you want to play up the political angles, Empire or Fields of Blood is probably more appropriate.

You may still find some use from the Miniatures Handbook, even if you do not want the mass combat system. It introduces some spells for affecting formations of troops, and the Marshal class is a reasonable approximation of a commander-type character (the scenes in The Two Towers movie, of Aragorn with the elf troops, are how I see the Marshal playing out).
 


I rather like Fields of Blood. The Miniatures HB system reminds me of Warhammer.

Haven't checked out Cry Havoc or Testament. I like FoB, though; it's real nice about building units, though.

Brad
 

Depends on how massive your mass combat is...

If you are doing a battle with, say, 50-100 combatants a side, I'd say Cry Havoc -- it works well a bit higher as well.

If you are talking about real war, then go for Testament. That or get a real set of miniatures rules.
 

Of the ones you have listed, I'd say fields of blood.

But really, I like Mongoose's OMCS and the system in AEG's Mercenaries better. Fields of Blood is flexible, comprehensive and complete, but it is a bit too deep when all I want to do is quickly face off some forces.

Cry havoc has some bizarre unit size scaling rules and is somewhat table dependant (though clever inasfar as that goes). I do like its separate army combat system though.

Testament is decent, but very abstract. Probably too much so if you want to plug in fantasy races.

Mini's handbook is 1-to-1 scale, so forget about big battles. You are almost better off using the D&D combat system for any combat you could run with mini handbook.

In any case, under no circumstances would I use the system in AEG's War. It's not even complete.
 

I prefer Fields of Blood but also use the mass combat rules in Bastion's Oathbound: Arena and Mysteries of Arena books.
 

Status
Not open for further replies.
Remove ads

Top