Orcs vs. Commoner Humans

Keep in mind that guards with lanterns are visible at quite a distance to the orcs, while the orcs have to come within range of the light for the humans to see them. A few javelins at range before the humans even know what's coming are going to start this scenario off, if you ask me.
 

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MatthewJHanson said:
There's a problem with your modle, in that it assumes an injured orc and an orc at full health are equally likely to drop. On round 1 the orcs are at full hit points, thus the humans need to roll a 5 or 6 to drop them. Thus only 1/3 of the orc his will drop (so 5 instead of 10, and half of those are actually staggered, and can get one last hit in if they want).

Well, I was assuming multiple hits if the orc didn't drop after the first one, but depending on the battle that might not be possible. Anyway, it was just a simple example and was only meant to approximate how things would go. The important point is that while there might be a few commoner survivors, the village would be wiped out.
 

(Psi)SeveredHead said:
An orc wiht Int 16 is as smart as they get. That's rare, just like a human 1st-level character with Int 18 is rare. If an orc is that smart, they shouldn't be leading raids. They should be leading multiple tribes.

Since when has a high Int implied a leader?

In any case, you don't need to have an Int 16 to come up with these plans. Not only are they not that complex, an Int 16 Orc a few hundred years ago in a land some distance away could have come up with these ideas, and they're just being enacted by an Int 10 captain.
 

prosfilaes said:
Since when has a high Int implied a leader?

In any case, you don't need to have an Int 16 to come up with these plans. Not only are they not that complex, an Int 16 Orc a few hundred years ago in a land some distance away could have come up with these ideas, and they're just being enacted by an Int 10 captain.


But I have an issue with that too. Obviously you don't need an Int 16 to come up with that plan - I came up with it, and I don't have an Int 16! I think a high Int is necessary to pull it off, however. I am 99% sure I couldn't pull off such a maneuver in the dark, even if I could see 60 feet without using light.

However, orcs as a society aren't literate. This, I think, explained the reason why (as an example) the Spanish conquistadors (average Intelligence, heavily outnumbered) were able to defeat the Inca so easily. F. Pizarro was the Spanish commander. He himself wasn't literate (most Spaniards weren't at the time, but there still were plenty of them), but someone read to him tactics used by previous conquistadors to defeat the natives. Pizarro used the same tactics, intelligently altered them to suit the situation, and prevailed, capturing Atahualph (the Inca emperor) in a very lopsided battle.

I don't think a human captain, at least, should have an Int of only 10. I would shudder if that person were commanding me. I think he should be smarter than the average soldier on the other side, and it's a bonus if he's smarter than I am. (An orc with Int 10 could be a captain though - that's reasonably smart for an orc, and he's probably smarter than most of his troops, too.)

Charisma is also important, though. Unfortunately there's no good commander class in the core rules.
 

(Psi)SeveredHead said:
Charisma is also important, though. Unfortunately there's no good commander class in the core rules.

Eh. There's one that's halfway decent. It's got most of the abilities you want a commander to have, anyway. It's just called "bard".
 

If you went by the Demographics in the DMG, a 50 commoner Thorp would contain a sprinkling of higher level characters, mostly in the 2nd to 3rd level range. Out of 50 1st level nobodys, you'd have about 45 commoners, 2-3 Warriors, and maybe one expert, aristocrat, and adept. The Highest level Warrior, assuming average rolls, would be a 4th level Warrior with 2 2nd level assistants.

So they'd have about a half dozen trained defenders on hand, but nobody really impressive. Human Warriors with scale mail, sheild, and shortspears would be AC 16, HP 5 At +2 1d6+1. Their choice of bonus feat would be a wildcard that could lead to some impressive advantages. (Alertness, Toughness, and Wpn Focus being great feats for low-level guards)

1vs1, A human guard could could manage 5% advantage in hitting, but are hampered by slower movement speed, no darkvision, and don't have the Orcs "confirmed kill" advantage, which is suprisingly huge in these skirmishes. Funny really, because I always thought lightly armored Orcs with Falchions was overkill vs other mooks, but it's actually leads to a very impressive "One shot, One Kill" strategy. You know, as long as they aren't getting shot at with archers. Another reason to stay away in daylight.

Turning to the MM, a 20 strong Warband will include 20 Orc Warriors, already enough to possibly overwhelm the warriors and commoners in a straight up battle. Throw in the 2 3rd level Seargents, and 1 3-6th level Head Honcho, and things are looking pretty grim for the humans. Attacking under cover of night, there is really almost no situation where the Orc warband could fail to take this village. At worst, they may take more casaulties then they expected.

At best...a single 3rd level Orc Barbarian with Cleave is pretty much a one-orc peasent killing machine. It would take a considerably larger force of commoners to hold these Orcs off, I think.
 

And just because I'm having too much fun with this scenario, a bit of a derail. Would these 50 commoners fare better or worse vs a Goblin Warband? ;)

My quick impression is that the goblins are even nastier. They're a bit smarter than the Orcs, come in slightly greater numbers, and are stealthy as heck. Oh, and they might have Worg mounts, which is pretty much an instant win.

On the other hand, goblins are less dangerous in melee combat, and have considerably weaker leadership. Orcs get a 3rd level seargent per 10 grunts, while each tragically overworked goblin sarge has to manage 20 men.
 

drothgery said:
Eh. There's one that's halfway decent. It's got most of the abilities you want a commander to have, anyway. It's just called "bard".

Even if I can get over the non-serious flavor of the bard, that class uses magic to inspire courage. That doesn't really fit with realistic military commanders.
 

Even if I can get over the non-serious flavor of the bard, that class uses magic to inspire courage. That doesn't really fit with realistic military commanders.

Take out the magic, good reflex saves, and reduce skillpoints.

Change the songs to "Auras" activated when an order from the commander is issued (and heard).

Add in Armor&Shield proficiency, and Martial weapon proficiency. And a good Bab.

'tis done.
 


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