These are all interesting rules, but please if you have the chance to play some large battles in your games, please please use the current battlesystem as-is first, and send your feedback to WotC. They can still change it (as well as all stuff appearing in UA), but if each gaming group doesn't even test it before trying their own variants, then the feedback will be inconsistent, and WotC won't make proper adjustments.
Absolutely agree with this. It always strikes me as odd when gamers machine-gun a set of house-rules at a system without even trying it first. As a famous paleontologist once said, how can you *possibly* know what to expect?
Anyone see anything about UNIT movement speeds?
Specifically, what about units made up of stands of varying creatures, like the example under units on page 2, orcs and ogres.
And since Skimishers "excel at moving quickly" is there a mechanical benefit anywhere?
Obviously, a faster stand in a unit of slower creature could reduce its pace to stay in formation and not get isolated, etc.
Also, I don't see any movement differences between regiments and skirmishers ( quote "Regiment units move in strict ranks, creating a tight formation. Although they are slower than skirmisher units, regiments are adept at delivering powerful attacks and holding key points on the battlefield.")
Thoughts on Battlesystem:
I see two big problems: solos and armies.
The system isn't so much a mass combat system as a moderate combat system. You can send a couple hundred orcs against a fort of 50 dwarves and the PCs and that will be a fun encounter.
But if you try and recreate the Battle of the High Clerist's Tower or Battle of the Hornburg things fall apart. 2000 soldiers versus 10,000 uruk-hai translates into 200 strands versus 1000 strands and 1200 attack rolls each round.
If there were some way to attack with entire units as one that'd be handy. Or to step up the scale again for strands of 100 versus strands of 100.
Solos are the big problem though. Even with the ease of becoming isolated, it's easy for solos to be more effective than they should be.
A fighter than can take out three orcs in regular combat should be handily able to defeat a whole strand of 10 orcs.
Conversely, there's no way to, say, send an army against a dragon. Sending 100 veterans against a dragon would be almost as effective as sending 20 soldiers against the same dragon. 100 challenge 1 veterans could kill an challenge 17 adult dragon in a few short rounds (doing something like 300+ damage on average each round). But 10 strands of challenge 1 veterans will do a third of that damage, even with advantage on attacks and double damage from the isolated dragon. And with more rounds, the dragon might be able to easily dispatch a large number of opponents. Disadvantage on attacks means nothing to its breath weapon.
Doubling the base damage to solos and increasing the damage to isolated solos to triple damage would help.