Stronghold - A mass combat system

Kevin O'Reilly

First Post
Stronghold


Introduction
The world in Stronghold is one in which heroes and villains take their personal disputes onto the battlefield. In Stronghold bands, regiments, and armies do battle; the victors gaining the right to shape the near-term destiny of the region as defeat often depletes the loser’s power base.

Stronghold is a game in which models on the table top represent the position of the forces on the battlefield. Each model in a unit represents a proportional number of troops; sometimes 1, some times 5, sometimes 25 for true battles. (With over 100 models a side the latter would represent over 5,000 troops on the battlefield.). However, a model representing a hero is always a single model, no matter the scale used. In larger battles, the hero (unless a monster) will have almost no individual effect.

Changes in the System from 3e
In moving from a simulation that represents the combat element of a role-play system to one that simulates mass combat, certain changes need to be made to prevent rules seizure in the game.

A primary change in the move from role-play to mass combat is the length of the turn sequence. In role-play, a combat simulation lasts 6 seconds, during which the models can move, fight and cast spells. The d20 system is designed to handle combat in a limited space situation, a dungeon corridor, a large dwarven hall, a druid’s grove or a city tavern. In all situations, the models are quickly engaged in action within a round of movement. In Stronghold the actual round is a little fuzzier, but is more like two rounds in role-play, avoiding endless rounds of movement.

Actions
While the Stronghold system uses the flexibility of the 3e system. Each round continues to be comprised of a two actions – unlike role-play where the round is comprised of a Standard action and Move Equivalent action. The player determines when a unit will move, fire or fight, rather than an artificial Move-Fire-Fight sequence imposed upon them.

In the 3e d20 system, an average model’s move is 30 per action, with the option of running. In most situations a model’s maximum move will be 60 feet. On the battlefield, much greater distances separate forces. Under 3e role-play rules, an army engaging the enemy 480 feet away (really not a long distance) would take 6 rounds across open ground, assuming no running and a charge at the end. Not the most exciting of games.

Stronghold system handles the differences in actions in the following way.

Move
All move is in inches. A unit that can move 30 feet in 3e role-play has a 6” notation. However, each inch of movement is equivalent to 10 feet. Thus, a model with a 30 feet move in role-play can move 6 inches in an action, or 12 inches a combat round (assuming it uses both actions to move). A Light Calvary unit with 60 feet move in 3e role-play would have a 12” move, or 120 feet in an action.

Melee Combat
To represent the fact that a round is in effect twice as long, when a unit initiates a melee attack on another unit, the other unit retaliates simultaneously with its own attacks. Thus, in any given combat round a unit in base-to-base contact will have two sequences of attack; one in their own turn, and a Retaliatory Attack when their opponents attack. While some situations will give one side or the other first strike, base-to-base attacks are usually resolved simultaneously. A unit always strikes with its full compliments of attacks.

Missile Combat
Units that rely on missile fire may only fire once per round unless the unit has Rapid Fire. The reasoning behind this rule is the process of draw-pull-fire, is a co-coordinated event in Stronghold, and simply takes longer.

However, missile weapons that traditionally require a round of loading can ignore this rule and fire at the rate of a bow in Stronghold.

Finally, as a free action, even if the unit has already fired in the combat round, a charged unit that passes a morale check can stand and fire a final volley of arrows. If they do this, they forgo the right to a Retaliatory Attack in that round’s melee.

Facing and the Front Row– In the role-play game there is no facing. However, in Stronghold, units have facing, though heroes do not. In mass combat, a unit cannot just turn and change facing; all the individuals must communicate before moving.

Facing is of prime importance in combat as it determines a units flank and rear. When a unit is assaulted in either of these positions its enemy gains major battlefield modifiers.

Generally, a unit is considered to be in the front row based on the facing. If a unit is all facing in the same direction, then the unit that is facing in the same direction, but has no other unit in front of it, this is the front row.

• Units change facing at the cost of an action
• Heroes, that are not joined to a unit change facing as a free action, an they have no flank or rear. That is, no matter the direction a hero has frontage on all sides are considered front - This is why heroes are mounted on round bases

Spell Casting
Spell casters may cast a spell in each action. That is they can spell cast twice in a round. Spell casters with Concentration (5) may cast and move once, those with Concentration (10) may cast and move twice in a round.

In addition, as detailed in the Chapter 8: Spells and Spell-like Abilities, spell casters may cast up to 3 spells immediately before any battle commences.


How combat works
Unlike conventional fantasy war gaming where a die is rolled for each model in the unit, in Stronghold a single d20 is rolled for each unit and the random result is applied to a series of modifiers from the unit, the battlefield and strategies employed. This number provides a multiplier that determines the real damage done by the unit. This is the Mass Combat Mechanic™.

Thus, the effectiveness of the unit is a combination of the units strengths, it’s current state of morale, the weapons it wields, the strategies employed on the battlefield, the choice of battlefield location, and the luck of the gods.

The Base Combat Score is determined by calculated by subtracting the defending units Armor value from the attackers BAB. The player then adds modifiers to the Base Combat Score to calculate the Modified Combat Score.

The sequence looks like this

1. Calculate Base Combat Score [Attackers BAB]-[Defenders Armor]
2. Add Modifiers (Modified Combat Score)
a. Unit Modifiers – from Battle Card , both attacker and defender
b. Strategy Modifiers
c. Battlefield Modifiers
3. Roll the die; add +1 per point over 10, subtract -1 per point under 10.
4. Sum the total – this is the Combat Score (CS)
5. Compare the final value of the damage modifier table
6. Determine all the eligible models in the combat and multiply the damage per model by the damage modifier
7. Remove casualties

Magic also has a similar resolution.

Wounds and Damage
In 3e role-play models have hit points, while in Stronghold they have Wounds. The difference is mainly centered on bookkeeping. Likewise, weapon damage is simplified in the same manner. Conversion is simply:

Dice Hit Points
d4 2
46 3
48 4
d10 5
d12 6
d20 10

Thus a 7th level Wizard has 14 wounds, while a 4th level Barbarian has 24 wounds. Note only the Hit Dice convert, bonus hit points from Constitution are treated in a different way (see Mass Combat Mechanic™ above). For convenience, players should use the actual hit points of models from role-play games, less Extra Constitution of course.

Also, it may also be easier to use the average hit points for monsters used in the Monster Manual. Again, care must be taken to exclude hit points from Extra Constitution as the Stronghold system uses a different combat mechanic.

In resolving the damage done in combat, dice are not actually rolled, rather the fixed amount indicated by the table opposite is used. So, a Longsword (d8) does 4 wounds, a Great Axe (d12) 6 wounds, while a fireball cast by a 7th level Wizard does 21 wounds, (d6, 7 times) while a 5th level cleric casts a Cure Light Wound s for 10 wounds of healing.
 

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Looks interesting.

Suggestion:
For step three in working out a combat score, simply add a d20 roll instead of muking about with +1 per point above 10, +1 per point below. Then on your damage modifier table add 10 to all the CS numbers to bring it back into balance. I think this would make it a little bit easier to handle in battle and reduce chances of accidental error.
 

Guys (and Galls)

This is just an outline. There is a rule set behind this, but I get the feeling people don't really care for it.

I'm interested to know why, or why not. Ask questions. Let's see if this is a mechanic that works. By the way, it places fast.
 

I care! :)

At a guess, most of our American posters are probably abed about now, so you will have to wait a little while for them to come here.
 

I like the Move rules and some of the mechanics you used. I think combat is unnecessarily complicated.

What about Armor = Target Number
Roll D20 per unit and add BAB and other modifiers.

The amount the Target Number is exceeded by is the Combat Score.

Roll a damage die (modified by weapon, size, and other factors) and multiply this by the Combat Score. This is the number of wounds inflicted.

This maintains the D&D sequence of rolling to hit and then rolling for damage.

Well, hmmm... Even my version is a bit too complicated. Let me think about it.

One more question: Do units get saves against spells?
 
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1. Calculate Base Combat Score [Attackers BAB]-[Defenders Armor]
2. Add Modifiers (Modified Combat Score)
a. Unit Modifiers – from Battle Card , both attacker and defender
b. Strategy Modifiers
c. Battlefield Modifiers
3. Roll the die; add +1 per point over 10, subtract -1 per point under 10.
4. Sum the total – this is the Combat Score (CS)
5. Compare the final value of the damage modifier table
6. Determine all the eligible models in the combat and multiply the damage per model by the damage modifier
7. Remove casualties
...
bonus hit points from Constitution are treated in a different way (see Mass Combat Mechanic™ above).

Unit modifiers - wouldn't this be the same as BAB? Or are you talking about "+1 vs. Orcs", that sort of thing?

You mention that Con is treated differently than in 3e RP, but this is not referenced in your Mass Combat Mechanic. Please elaborate.

Oops- gotta go. Good work so far. Please give us a look at your table. One quick comment: tables suck. If possible, don't use one.

-z
 

One quick comment: tables suck. If possible, don't use one.

I agree completely. The exception being something that can be quickly mastered after a couple of session, like the Warhammer Strength v. Toughness chart.
 
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Combat

The idea is to get away from rolling 15 d20's followed by 12 d8's in calculating combat. Believe it or not it really slows down game play.

So, the unit strikes as a whole (1 roll), damage from a weapon is constant but it multiplied by a damage modifier. That table is simply

CS DM
-11 0
-1 to -10 ¼
0 to 5 ½
6 to10 1
11 to15 1½
16 to 20 2
21 to 25 2½
For each extra 5 points add ½ to damage modifier.

Finally not all models in a unit get to participate in the battle, only those that are eligible, usually those that are in base-to-base, do damage.
 

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