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<blockquote data-quote="S'mon" data-source="post: 2261125" data-attributes="member: 463"><p>Well, my current minis rules I'm working on (since the previous diceless version turned to be a NFD - No Fun Disaster) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> - I treat each unit as an individual with Squad Hit Points (SHP) = individual hit points x10... Division Hit Points = individual hit points x10,000, but listed as SHP or DHP to keep the 0s down. </p><p></p><p>So at 100-1 Company scale a unit of 100 spellcasters would act exactly the same as a single individual at 1:1 scale, whereas a single caster would do 1/100 the effect - usually nothing, unless he's casting wide-area spells. </p><p></p><p>At 100-1 Company scale map area & rounds/battle turn would be x10; at 10,000-1 both would be x100. My playtesting so far indicates this should work - for missile weapons they have no penalty to 5 range incs and -5 to 10 increments; assume each attack is "several volleys"; so at Company scale 1 square = 50', longbows can fire 500'/10 squares no penalty, 1000'/10 squares at -5. I half movement rates for unit movement (then x10 etc for the scale) so at Company scale a unit of archers spd 30'/6 squares, in 1 turn can move 6 squares without firing or 3 squares/150' and fire; if they have Rapid Shot & don't move they can fire twice.</p></blockquote><p></p>
[QUOTE="S'mon, post: 2261125, member: 463"] Well, my current minis rules I'm working on (since the previous diceless version turned to be a NFD - No Fun Disaster) :) - I treat each unit as an individual with Squad Hit Points (SHP) = individual hit points x10... Division Hit Points = individual hit points x10,000, but listed as SHP or DHP to keep the 0s down. So at 100-1 Company scale a unit of 100 spellcasters would act exactly the same as a single individual at 1:1 scale, whereas a single caster would do 1/100 the effect - usually nothing, unless he's casting wide-area spells. At 100-1 Company scale map area & rounds/battle turn would be x10; at 10,000-1 both would be x100. My playtesting so far indicates this should work - for missile weapons they have no penalty to 5 range incs and -5 to 10 increments; assume each attack is "several volleys"; so at Company scale 1 square = 50', longbows can fire 500'/10 squares no penalty, 1000'/10 squares at -5. I half movement rates for unit movement (then x10 etc for the scale) so at Company scale a unit of archers spd 30'/6 squares, in 1 turn can move 6 squares without firing or 3 squares/150' and fire; if they have Rapid Shot & don't move they can fire twice. [/QUOTE]
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