Nebulous said:Ok, between Grim Tales mass combat rules, Fields of Blood, Mini Handbook, Heroes of Battle, Cry Havoc, Free Companies (Conan mass combat) and any other system you can think of, what is the best way to run big battles? What combination of the above has worked for you? I've tried a few of the above, and while i like the GT Battle Rating calculator, I found myself still having to add in ad hoc rules. I don't want to have an incredibly number crunching heavy game, i want it more dynamic but still strategic where the players have a lot of say in what happens. Is there a system that grants special abilities to units as a whole, sort of like pseudo feats for a group?
Nebulous said:Thank you for all the replies, this is good stuff. I haven't looked close enough at Heroes of Battle but i think it warrants a closer inspection. Just curious, for those of you who have maintained mass combat scenarios with miniatures, how do you set up the battleboard? I have a simple 1" grid map with plastic overlay, and i plunked some fake trees on it, drew in the contours of a hill and called it a day. IDEALLY, i wanted a full color terrain map laid out to 1' scale, with forests, rivers, grassy plain, etc. But again, that is getting beyond the scope of typical DnD and into full fledged wargaming.
At $1.95 for the entire Mass Combat system, I think it's the best system out there.
Any unit may make a movement action to turn in place,
choosing any facing, and maintain formation.
iwatt said:1) What are the effects on EL for well equipped units?
2) What combat scale do you recomend (i.e unit size doesn't become to unwieldy for Command Checks.)
3) For combats with different sized creatures: why not use same size counters but large creatures have 1/4 creatures per unit than medium creatures? Maybe this would make the units more balanced when base CR of dedicated units are to different?
4) What are the effects of conditional modifiers like a Dwarfs +4 to AC against giants.
5) I don't see the effects of facing in your rules. I guess yo mean that units can only attack those they're facing? do they still get a counter-attack if not facing the attacking unit? Is there flanking? This actually is the most confusing part for me and I rather hear from you before delving into rules tinkering.
Wulf Ratbane said:EDIT: But as a general rule, if your "conscripts" have leather armor and a club, and your "elite footmen" have a chain shirt and a longsword, it's not going to make a difference.
2) What combat scale do you recomend (i.e unit size doesn't become to unwieldy for Command Checks.)
No effect. A dwarf's bonus vs. giants is already included in his CR. You should strive to avoid accounting for ANY function of combat that is inherent to the creature, as opposed to being a function of terrain or tactical position.
A good deal of mathematical R&D went into the rules that I wrote, which assume that most folks will use miniatures or counters that are properly scaled to size.
Read the section Battle Actions: Move again. It's all there. To summarize, facing affects movement.
Flanking is not accounted for per se, but it is accounted for. I'll refer you back to the first long Q&A post of mine in this thread, page 1.
iwatt said:What I meant is how do "you" approach the decision of unit size.
This guy can easily handle units of around 150 individuals... while a leader with regular Cha and little skill modifiers will have a +2 or +3 check at most. This guy is better off with a 5 - 10 individual platoon.
I'm still giving those attacking from higher ground their +1 to attack though.
How do you handle cavalry units. Suppose I'm dealing with footman units of 20 individuals (medium counter). Is a cavalry unit (large counter) composed of: 10 riders + 10 horses or is it 20 riders + 20 horses ? Sorry if this question is plain stupid but I'm having a very long day![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.