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<blockquote data-quote="BASHMAN" data-source="post: 2245670" data-attributes="member: 8277"><p>I liked AD&D Battlesystem 2nd Ed. It was the best mass combat system I ever read, and I actually quit playing my homebrew because I liked it so well. </p><p></p><p>However, if you've just got to go with something modern, I would just make my own d20 mass combat rules. Other than my mentioned exception, I have NEVER found a pre-published mass combat method I liked. </p><p></p><p>However, a real quick n' dirty method might be this:</p><p>Use d20 Miniatures Rules, but just say that each figure represents 100 people. Multiply each units max HP by 100</p><p></p><p>Obviously though, when 100 people attack 100 people, SOME of them are going to hit, no matter HOW good one's sides armor is. The number hit is a fraction, Muliply this by the number of men alive in your unit. Attackers Base Attack Bonus/Defenders AC times 100 if at full strength.</p><p> </p><p>So a unit with +5 BAB attacking a unit with 20 AC would get 1/4 of 100 or 25 hits. You don't need to roll dice for attacking. Multiply the number of hits by the damage the attacker does. So if the attackers do 10 damage, and got 25 hits, the defending unit took 250 damage. </p><p></p><p>Melee combat is simultaneous. This means defenders retaliate before they take damage. </p><p></p><p>Figure out how many men are left in the unit by dividing their remaining HP by the units base HP. So a unit made up of guys with 15 HP that has 300 HP left would have 20 guys left. (1/5th of 1500). </p><p></p><p>The advantage of this system is it relies completely on stragegy, and dice rolling is not involved. Initiative rolls do not "give you" the win either, as combat is resolved simultaneously. </p><p></p><p>Example: A unit of 100 guys with 10 HP, 20 AC and +2BAB for 10 dmg vs 100 guys with 15 HP, 15AC and +3BAB for 5 damage. The units would have 1000 and 1500 HP respectively. When they engage, the first unit would do 2/15 *100 hits =13. 13*10= 130 damage to unit B. Before taking damage, unit B retaliates getting 3/20 *100 = 15 hits*5 Damage= 75 damage. At the end of round 1, unit A has 925/1000 HP, and 93 men left, and unit B has 1370/1500 HP, or 91 men left. </p><p></p><p>Round 2, Unit A attacks. 2/15 *93= 12 hits, for 10 damage each = 120 damage to unit B (reducing it to 1250/1500 or 83 men at the end of round 2). Unit B retaliates, doing 3/20 * 91 = 13 hits for a total of 65 damage, dropping unit A to 860/1000 HP, or 86 men left. </p><p></p><p>At this rate, it is obvious that by attrition, Unit A will win. This is where strategy comes in. You need to manuveur, etc in warfare. If you discover you are going to loose if you stay toe to toe, you need to bug out!</p></blockquote><p></p>
[QUOTE="BASHMAN, post: 2245670, member: 8277"] I liked AD&D Battlesystem 2nd Ed. It was the best mass combat system I ever read, and I actually quit playing my homebrew because I liked it so well. However, if you've just got to go with something modern, I would just make my own d20 mass combat rules. Other than my mentioned exception, I have NEVER found a pre-published mass combat method I liked. However, a real quick n' dirty method might be this: Use d20 Miniatures Rules, but just say that each figure represents 100 people. Multiply each units max HP by 100 Obviously though, when 100 people attack 100 people, SOME of them are going to hit, no matter HOW good one's sides armor is. The number hit is a fraction, Muliply this by the number of men alive in your unit. Attackers Base Attack Bonus/Defenders AC times 100 if at full strength. So a unit with +5 BAB attacking a unit with 20 AC would get 1/4 of 100 or 25 hits. You don't need to roll dice for attacking. Multiply the number of hits by the damage the attacker does. So if the attackers do 10 damage, and got 25 hits, the defending unit took 250 damage. Melee combat is simultaneous. This means defenders retaliate before they take damage. Figure out how many men are left in the unit by dividing their remaining HP by the units base HP. So a unit made up of guys with 15 HP that has 300 HP left would have 20 guys left. (1/5th of 1500). The advantage of this system is it relies completely on stragegy, and dice rolling is not involved. Initiative rolls do not "give you" the win either, as combat is resolved simultaneously. Example: A unit of 100 guys with 10 HP, 20 AC and +2BAB for 10 dmg vs 100 guys with 15 HP, 15AC and +3BAB for 5 damage. The units would have 1000 and 1500 HP respectively. When they engage, the first unit would do 2/15 *100 hits =13. 13*10= 130 damage to unit B. Before taking damage, unit B retaliates getting 3/20 *100 = 15 hits*5 Damage= 75 damage. At the end of round 1, unit A has 925/1000 HP, and 93 men left, and unit B has 1370/1500 HP, or 91 men left. Round 2, Unit A attacks. 2/15 *93= 12 hits, for 10 damage each = 120 damage to unit B (reducing it to 1250/1500 or 83 men at the end of round 2). Unit B retaliates, doing 3/20 * 91 = 13 hits for a total of 65 damage, dropping unit A to 860/1000 HP, or 86 men left. At this rate, it is obvious that by attrition, Unit A will win. This is where strategy comes in. You need to manuveur, etc in warfare. If you discover you are going to loose if you stay toe to toe, you need to bug out! [/QUOTE]
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