2016-12-22 Mass Combat, Again

A few weeks ago, I wrote about mass combat rules. Yesterday, I had a fight of the party plus 45 light infantry and 8 war dogs against Lord Baba and his 40 thieves. I wanted to use mass combat rules because last session the party was fighting werewolves and real wolves with the aid of a dozen zombies and it had turned into a lot of dice rolling. At the same time, I didn’t want to use something like *An Echo Resounding* because I didn’t have units of about 100 each. Thus, I fell back on the old M20 Mass Combat rules I had available. But I wanted to make it simpler. The M20 rules still have a problem: Every damage roll is multiplied by the combat scale of the attacker, divided by the combat scale of the defender, and rounded down. So, I tried a slightly different approach.

mass combat rules

M20 Mass Combat

Combat starts as usual. Roll for initiative, move, attack, and so on. AC, movement rate, morale and saves don’t change.

+---------+-------+
| Number  | Scale |
+---------+-------+
| 2-5     | ×3    |
| 6-10    | ×4    |
| 11-20   | ×5    |
| 21-40   | ×6    |
| 41-80   | ×7    |
| 81-160  | ×8    |
| 161-320 | ×9    |
| 321-640 | ×10   |
| …       |       |
+---------+-------+

Those were all the rules we needed.

It solved my main requirements:

It still required a calculator to determine the numbers lost after every hit.

​#RPG ​#Mass Combat

Comments

(Please contact me if you want to remove your comment.)

I guess the original system was “better” in that you had to deal at least as much damage as the enemy’s combat scale in order to deal any damage at all, which makes splitting up your side into units of 1 very inefficient. But how inefficient? Is there an optimum? Do we care?

I think the aspect of splitting up each side into an acceptable number of units is the one were much is decided and these rules I wrote up will not help you. If you need an “reason” for people not to split their side up into units of one each other than you’ll laugh in their face and refuse to play along, then perhaps “having to deal at least as much damage as the opponent’s combat scale” is actually what you need to do. It also means that individually, player characters will eventually stop making a difference because they’re essentially “units of one individual each”. That’s a drawback I’m not willing to incur. I’d rather have a discussion about reasonable unit size at the table before mass combat starts and that’s that. So there you have it.

– Alex Schroeder 2016-12-22 17:17 UTC

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I like my own rules so much, I added them to my Referee Guide. 😄

You can download Referee Guide from Github.

from Github

– Alex Schroeder 2016-12-25 22:28 UTC