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Need help figuring out the crunch behind this zombie siege
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<blockquote data-quote="Delandel" data-source="post: 6550963" data-attributes="member: 81364"><p>Absolutely. This Mass Combat approach is actually just an alternative, but I want to get it right.</p><p></p><p>Basically in the adventure I say you can handle it two ways: Mass Combat D&D style, 13th Age style, or this custom style. I want to flesh out each option and make sure it makes sense though.</p><p></p><p>The custom style is heavily based on Red Hand of Doom's approach. The PCs have their radios and are responding to the NPC's urgent pleas. The abominations are knocking down the gates! The skeletons are taking out our archers! They've breached the walls, hold them until reinforcements can arrive!</p><p></p><p>It'll be fun!</p><p></p><p></p><p></p><p>I like the aesthetic of zombies more though. I'd rather nerf the zombie ability than turn them into skellies.</p><p></p><p>I know in 3.5 skellies had DR/bludgeoning so you may be right about earlier playtests. Looks like they were toned down a whole step.</p><p></p><p></p><p></p><p>Thanks for the math! And the suggestions. Very helpful!</p><p></p><p>I dropped it down to 400 zombies. Could go lower maybe?</p><p></p><p>Yeah, they'll know about the necromancer from the refugees. If they lose the battle they can retreat to the Chapel or Armory and fortify there. I'll give them plenty of outs.</p><p></p><p></p><p></p><p>Lowered it to 400 zombies and yeah, I'll have the NPCs recommend retreating to the armory/chapel if they're overrun, or anything else the PCs think of.</p><p></p><p></p><p></p><p>Once they hit 10 VP the day is won and the rest of the zombies are mopped up / scattered.</p><p></p><p>I've tuned the encounter based on feedback:</p><p></p><p>Village Fortifications:</p><p>- moat circling the village, 10 feet wide, shallow water</p><p>- 20ft tall wall, units can walk on top, 300hp (? no idea what the HP should be)</p><p>- 20ft wide gate, wood reinforced with steel, 200hp (? no idea)</p><p>- any make-shift barricades, auto-hit, 50-100hp (? also no idea)</p><p></p><p>Village Side:</p><p>- PCs = each a solo, can be commanders</p><p>- 30 guards = 3 stands of guards, work as regiments</p><p>- 2 thugs = 2 solos, can be commanders</p><p>- 3 scouts = 3 solos? Or do I let the PCs find 7 more scouts and they become a stand? Work as skirmishers</p><p>- 100 commoners = 10 stands of commoners</p><p>- 1 priest + 10 clergy = 1 solo and 1 stand</p><p></p><p></p><p>Zombie Horde side:</p><p>- 400 zombies = 40 stands</p><p>- 20 skeleton archers = 2 stands</p><p>- 3 ogre zombies = 3 solos, deals triple damage to structures, can't be commanders</p><p>- 1 cult fanatic = 1 solo, can be commander</p><p>- undead are fearless in battle, auto-succeed morale checks</p><p>- zombies have nerfed undead fortitude, it only works once</p><p></p><p></p><p>Village Objectives:</p><p>- destroy a ogre zombie = 1 VP, max 3</p><p>- destroy all skeleton archers = 2 VP</p><p>- destroy 100 zombies = 1 VP, max 6</p><p>- defeat the cult fanatic = 5 VP</p><p></p><p></p><p>Horde Objectives:</p><p>- destroy a wall = 5 VP</p><p>- destroy the gates = 5 VP</p><p>- defeat a PC = 1 VP</p><p>- defeat 4 stands = 1 VP</p><p>- defeat 3 non-PC solos = 1 VP</p><p></p><p></p><p>Village Tactics:</p><p>- follow PC commands</p><p>- PCs given rings that permit telepathic communication amongst them and the other solos/commanders</p><p></p><p></p><p>Horde Tactics:</p><p>- the main unit comprised of 2 ogre zombie solos and 33 stands of zombies heads for the gate</p><p>- a unit of skeletal archers (2 stands) moves behind the main unit to fire at defenders on the walls</p><p>- a secondary unit of 1 ogre zombie solo and 5 stands of zombies heads for a back wall, regiment</p><p>- the cult fanatic commands her own unit of 2 zombie stands and hangs back until the Villagers gain 5 VP, and then she moves into combat</p><p></p><p></p><p></p><p>Though it would make sense for the horde to attack at night, which further penalizes the defenders. Maybe.. I won't do that.</p></blockquote><p></p>
[QUOTE="Delandel, post: 6550963, member: 81364"] Absolutely. This Mass Combat approach is actually just an alternative, but I want to get it right. Basically in the adventure I say you can handle it two ways: Mass Combat D&D style, 13th Age style, or this custom style. I want to flesh out each option and make sure it makes sense though. The custom style is heavily based on Red Hand of Doom's approach. The PCs have their radios and are responding to the NPC's urgent pleas. The abominations are knocking down the gates! The skeletons are taking out our archers! They've breached the walls, hold them until reinforcements can arrive! It'll be fun! I like the aesthetic of zombies more though. I'd rather nerf the zombie ability than turn them into skellies. I know in 3.5 skellies had DR/bludgeoning so you may be right about earlier playtests. Looks like they were toned down a whole step. Thanks for the math! And the suggestions. Very helpful! I dropped it down to 400 zombies. Could go lower maybe? Yeah, they'll know about the necromancer from the refugees. If they lose the battle they can retreat to the Chapel or Armory and fortify there. I'll give them plenty of outs. Lowered it to 400 zombies and yeah, I'll have the NPCs recommend retreating to the armory/chapel if they're overrun, or anything else the PCs think of. Once they hit 10 VP the day is won and the rest of the zombies are mopped up / scattered. I've tuned the encounter based on feedback: Village Fortifications: - moat circling the village, 10 feet wide, shallow water - 20ft tall wall, units can walk on top, 300hp (? no idea what the HP should be) - 20ft wide gate, wood reinforced with steel, 200hp (? no idea) - any make-shift barricades, auto-hit, 50-100hp (? also no idea) Village Side: - PCs = each a solo, can be commanders - 30 guards = 3 stands of guards, work as regiments - 2 thugs = 2 solos, can be commanders - 3 scouts = 3 solos? Or do I let the PCs find 7 more scouts and they become a stand? Work as skirmishers - 100 commoners = 10 stands of commoners - 1 priest + 10 clergy = 1 solo and 1 stand Zombie Horde side: - 400 zombies = 40 stands - 20 skeleton archers = 2 stands - 3 ogre zombies = 3 solos, deals triple damage to structures, can't be commanders - 1 cult fanatic = 1 solo, can be commander - undead are fearless in battle, auto-succeed morale checks - zombies have nerfed undead fortitude, it only works once Village Objectives: - destroy a ogre zombie = 1 VP, max 3 - destroy all skeleton archers = 2 VP - destroy 100 zombies = 1 VP, max 6 - defeat the cult fanatic = 5 VP Horde Objectives: - destroy a wall = 5 VP - destroy the gates = 5 VP - defeat a PC = 1 VP - defeat 4 stands = 1 VP - defeat 3 non-PC solos = 1 VP Village Tactics: - follow PC commands - PCs given rings that permit telepathic communication amongst them and the other solos/commanders Horde Tactics: - the main unit comprised of 2 ogre zombie solos and 33 stands of zombies heads for the gate - a unit of skeletal archers (2 stands) moves behind the main unit to fire at defenders on the walls - a secondary unit of 1 ogre zombie solo and 5 stands of zombies heads for a back wall, regiment - the cult fanatic commands her own unit of 2 zombie stands and hangs back until the Villagers gain 5 VP, and then she moves into combat Though it would make sense for the horde to attack at night, which further penalizes the defenders. Maybe.. I won't do that. [/QUOTE]
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