Evilhalfling
Adventurer
we have had lots of interesting discussions on mass combat in 3.x. How would it be different in 4e?
Mostly im interested in a simulationist view of it, although the books seem to favor the small unit objectives determine the battle paragrim.
1) Warlord class sucks at leading in warfare. Most powers are short range and only effect a few targets. Powers that effect more than 10 people, are mostly close burst 5 powers with nothing below level 10 except +2 initiative.
Defensive rally (daily-10) close burst (CB) 5
Renew the Troops (daily-15) allies in LOS
Warlords banner (enc-15) CB 5
White Raven Formation (enc-15) CB 5
Victory surge (daily-19) all allies 10 squares
and Own the battlefield (daily 22) CB 10 actually targets foes.
The paragon feature Cry Havoc (11) is only good for the first round of combat (allies within 10 squares)
2) With many wizards using scorching burst as a at-will this will be the spell that determines line spacing. Even an apprentice will massacre tight formations.
3) The next threat is shock sphere, a burst 2 (encounter-3) Wizards still have a number of long range burst spells (fireball, web, stinking cloud) at level 5 but they are all dailies.
Gone is the flying/invisible/fireballer which was the bane of troops everywhere. Apprentices with fireball wands are also history (yay)
4) I am not sure how the minion concept affects mass battles, since minion seems a relative term, based on game needs and comparison to PCs.
5) Clerics?
Any other thoughts?
Mostly im interested in a simulationist view of it, although the books seem to favor the small unit objectives determine the battle paragrim.
1) Warlord class sucks at leading in warfare. Most powers are short range and only effect a few targets. Powers that effect more than 10 people, are mostly close burst 5 powers with nothing below level 10 except +2 initiative.
Defensive rally (daily-10) close burst (CB) 5
Renew the Troops (daily-15) allies in LOS
Warlords banner (enc-15) CB 5
White Raven Formation (enc-15) CB 5
Victory surge (daily-19) all allies 10 squares
and Own the battlefield (daily 22) CB 10 actually targets foes.
The paragon feature Cry Havoc (11) is only good for the first round of combat (allies within 10 squares)
2) With many wizards using scorching burst as a at-will this will be the spell that determines line spacing. Even an apprentice will massacre tight formations.
3) The next threat is shock sphere, a burst 2 (encounter-3) Wizards still have a number of long range burst spells (fireball, web, stinking cloud) at level 5 but they are all dailies.
Gone is the flying/invisible/fireballer which was the bane of troops everywhere. Apprentices with fireball wands are also history (yay)
4) I am not sure how the minion concept affects mass battles, since minion seems a relative term, based on game needs and comparison to PCs.
5) Clerics?
Any other thoughts?