The mass combat rules I've used for the final chapters of the Dark Mysteries Campaign are pretty simplistic. They are by no means expected to work as the ultimate in combat systems, but they served adequately for the level of play we've done. The intent is to have a fast paced system that does not drag down due to excessive rules. Maybe, if I have time, I'll flesh out the system a little more (knowing my players, they'll be wanting to use armies in the future). If anyone has suggestions for improvements, I'd like to hear them.
My notes below are the basic framework that we used, along with comments on what could be done differently. After the rules, I list the various types of units I created for the two battles we played, and the orders of battle for the two sides. Somewhere around the end of the page is a link to a counter sheet (.gif format) if someone else wants to print them out and try the system out.
The basic idea is that of a turn-based wargame in which the basic flow of events is:
I have intentionally abstracted the scale of mass combat -- both time units and distance units. A distance unit of "1" indicates one hex (if using hex maps), or one counter width (0.8" with the counters I made). I will refer to this unit of distance as a "hex" for simplicity sake. The use of the distance scale is explained in "Movement" and "Combat".
Unit sizes tend to be battalion sized or smaller. A battalion roughly represents 500 combatants. I chose this scale because an Orc Fist in my campaign is 670 orcs, and the army size I had wound up readily divisible in groups of 500.
I made up a bunch of counters for the battles we played. Here's a sample counter that illustrates the basic information needed on a counter. Note these images are scaled down to 60x60 pixels from an original 240x240 size (a link to the full-sized counter sheet is down lower on this page).
Like all units, this unit, the 2nd Squadron of the Caliph's Horses, has four numerical attributes. In this case, 3+ - 2 - 4 - 1. The "3+" is the attack value (3), and it indicates a slight bonus for a charge attack (+). The "2" is the defensive value of the unit. The "4" is the movement rate of the unit. And the "1" is the range value of the unit. All of these values are explained later.
Additionally, this counter identifies which force it belongs to (to the left of the main rectangle): "Caliph's Horses". It also identifies this specific counter ("2nd Caliph's Sq" -- or 2nd Squadron of the Caliph's Horses). Above the rectangle is the unit size (two hash marks indicates a battalion). The main rectangle with a single slash through it identifies a cavalry unit. If you're familiar with NATO unit symbology, these markings should all be familiar.
I gave the players the option of moving first or second. Since all combat takes place simultaneously, the advantage of moving second is to see what the opponent is doing. If one were to use this mass combat system regularly, one would probably want to determine initiative as a contest of K/S Areas (Military Science). Despite the text in that K/S Area's entry in the main rules book, one could argue that Initiative should be rolled every turn, to represent the dynamic nature of warfare.
The third attribute of a unit is its movement rating. This value indicates the number of hexes that the unit can move during its movement phase. As a general rule, I gave foot units the base movement rating of "1". Heavy horse units got a "3", and light horse units got a "4". Exceptional foot units could get a rating of "2". Units are never required to move their maximum distance, nor are they ever required to move.
A maximum of two battalion-strength units can be stacked in a single location. Smaller units can be stacked with them (I did not impose limitations, but, for instance, a company-strength unit could count as 1/2 battalion).
The side that loses initiative must complete all moves before the side that wins initiative moves any units.
Ex: A Church Knight squadron of heavy cavalry, movement rating of "3", can move up to three hexes each turn. The owning player can move the unit at full speed, a charge of three hexes, or keep the speed lower, such as one hex per turn, to keep from leaving accompanying footmen behind.
Both battles took place in desert terrain. I have no special rules for terrain (line of sight, ranged weapons modifiers, defense modifiers, and so on). For the first battle (the Battle of Vulcan's Gap), there were areas marked "Impassable" to simulate the rough mountains surrounding the pass. Otherwise, I have not made any terrain rules.
Once both sides have moved their units, combat takes place. Combat is considered simultaneous, meaning any units damaged or destroyed still can participate in combat during the turn at whatever attack values they had at the start of the turn. Each unit gets to attack once per turn, and units are not required to attack if the owning player does not wish to commit them to battle. However, even if a unit does not attack, it can still be attacked.
To determine if a unit can attack anything, see if any enemy units are within range of the potential attacker. The range of a unit is the last value listed. A range of "1" indicates the unit can only attack enemies in adjacent hexes. A range of "2" (or higher) indicates the number of hexes away a target can be. Note: some units have a special range value, either a number in parentheses or a "--" in parentheses. These special range values are described below.
Ex: A battalion of drow has a range value of "2(3)". This means a drow battalion can attack any unit that is adjacent to it, or any unit that is two hexes away.
Each "engagement" is composed of one or more attacking units attacking a single defending unit. Any unit that is within range of a defending unit may contribute to an attack. To determine the "Attack Strength" of the engagement, add up the attack values of all units. To determine the final attack chance, divide the Attack Strength by the sum of the Attack Strength plus the defensive value of the defending unit.
Ex 1: An orc Fist with an attack value of "4" (the first value listed on the counter) attacks a battalion of Sun Knights, who have a defensive value of "3". The attack strength is 4. The final attack chance is 4 / (4 + 3), or 4/7, which is 57%.
Ex 2: Let's say two Fists of orcs are going after that battalion of Sun Knights. Each Fist has an attack value of "4", so the total attack strength is now 8 (4 + 4). The final attack chance is 8 / (8 + 3), or 8/11, which is 72%.
Once the final attack chance is computed, the attacking player rolls 1d100. If this number is equal to or greater than the final attack chance, no damage is inflicted. For each point below the final attack chance, the engagement inflicts one percent casualties to the defending unit.
All units normally begin a battle at 0% casualties. When they accumulate 100% casualties, they are considered "destroyed" for the purposes of combat. Damage inflicted is cumulative, and it takes effect after all combat for the turn has been completed.
Ex: Those two Fists of orcs attack the Sun Knights, using the final attack chance of 72%. The player controlling the orcs rolls a 37. Not bad. It inflicts 35% (72 - 37) casualties on the Sun Knight battalion. The human player counter attacks with his outnumbered Sun Knights. They have an attack value of "3", and they are attacking a Fist of orcs, who have a defense value of "4". The Sun Knights have a final attack chance of 3/7, or 42%. The human player rolls 50. The attack was ineffective. On the next round of combat, the orc player continues the attack, rolling an 01! His attack chance has not changed, so he has inflicted a devastating 71% casualties (72 - 01). Since the Sun Knights were already at 35% casualties, this attack eliminates the Sun Knights (35 + 71 = 106, more than 100%). However, since damage takes effect at the end of combat, the human player still gets to get an attack. His final attack chance hasn't changed, and he rolls an 03, inflicting 39% (42 - 03) casualties to one of the Fists.
A rule that I did not use with this game, but one I strongly recommend based on play testing, is a rule to reduce the attack and defense values of damaged units. This reduction is proportional to the amount of damage a unit has suffered. For instance, a unit with an attack value of "4" would be reduced to a "3" at 25% casualties, to a "2" at 50% casualties, and to a "1" at 75% casualties. Likewise, a "3" at full strength becomes a "2" at 33% casualties, and a "1" at 66%. Units that have a charge value of "+" lose their charge attack at 50% casualties. Units with a charge value of "++" are reduced to a "+" at 50% casualties.
Several units have special attack rules. There are three basic types: Charge attacks, Reduced Strength range attacks, and Extended range attacks.
Any unit that has either a "+" or "++" listed next to its attack value is capable of a charge attack. To conduct a charge attack, a unit must move more than one hex in the movement phase of the current turn. The unit then gets to add one or two points to its attack value - a "+" unit adds one point, a "++" unit adds two. For the purposes of this rule, a unit moving one hex, then moving back into its previous hex does not get to use its charge bonus.
Ex 1: The Caliph's Horsemen are elite, lightly armored mounted swordsmen on fast horses. They have an attack value of "3+". If they are engaged in combat, and did not move more than one hex during the current turn, they have an attack value of 3. However, if they moved at least two hexes this turn, they have an attack value of 4.
Ex 2: The Church Knights, the heavy mounted troops of the Church, have an attack value of "4++". If they are lined up toe-to-toe with an enemy, they attack with a strength of 4. However, if they have moved two or more hexes to charge the enemy, they have an attack value of 6!.
Units that have a number in parentheses listed with their range value have a reduced strength attack when attacking at any range greater than one. In these circumstances, these units must substitute the number in parentheses for the attack value listed on the counter.
Ex 1: Orc Fists have an attack value of "4", and a range value of "2(2)". This represents the tendency of orc Fists to have a large number of archers mixed in with their infantry. When a Fist is attacking an enemy adjacent to it (range one), the Fist has an attack value of 4. When using its archers to strike at a range of two, it contributes only two points to the attack.
Ex 2: Drow battalions consist of dark elves who carry swords and magickal long bows. As such, they have an attack value of "4" and a range value of "2(3)". Like the orc Fist above, they have an attack value of 4 against any unit adjacent to them. However, when using their bows at a range of 2, they have an attack value of 3.
Certain special units have even greater range attack abilities. These extended range attacks represent magick use by the unit. These units are identified by having a "--" in parentheses following their range values. Extended range attack units use their full attack value up to the range listed on the counter. After that, their attack strength is reduced by one point for each hex of distance.
Ex: The First Archer Company, an elite 4 - 3 - 1 - 2(--) Elven Archers unit, has an attack value of 4 at range one and at range two. At three hexes, its attack value is reduced to three. At four hexes, its attack value is reduced to two. And, at five hexes, is still can contribute one point to an attack.
Here is a list of units for examples, along with some information about them.
Unit | Counter | Attack | Defense | Move | Range | Notes |
---|---|---|---|---|---|---|
Caliph's Horses | 3+ | 2 | 4 | 1 | A squadron (500) of the lightly armored horsemen of the Caliph's Army, wielding swords and riding fast al-Rhaydihian horses. | |
Church Knights | 4++ | 4 | 3 | 1 | A squadron (500) of the hard-hitting mounted Shield of the Church (Church Knights). | |
Drow Infantry | 4 | 3 | 1 | 2(3) | A battalion (500) of drow foot soldiers armed with adamantine swords and magickal bows. | |
Human Footmen | 3 | 3 | 1 | 1 | The basic battalion of footmen, 500 strong. | |
Human Irregular Footmen | 3+ | 2 | 2 | 1 | A battalion (500) of Caledonian footmen, lightly armored, wielding greatswords, and operating in loose skirmisher formations. | |
Orc Fist | 4 | 4 | 1 | 2(2) | A typical orc Fist (670 warriors), with moderate archery ability and effective melee ability. | |
Orc Fist, Elite | 5 | 4 | 1 | 2(2) | An elite orc Fist(670 warriors), with moderate archery and heavy melee ability. |
I have made markers for the complete order of battle. They are available as a .GIF format file (102kb, 2152 x 1674 pixels): FinalBattleMarkers.gif. To download, right click on that link and select "Save As". I intended for them to be printed at 300dpi resolution, making each one a 0.8" (~20mm) square.
Unit | Rating |
---|---|
Church Knights | |
1st Church Knight Squadron | 4++ - 4 - 3 - 1 |
2nd Church Knight Squadron | 4++ - 4 - 3 - 1 |
3rd Church Knight Squadron | 4++ - 4 - 3 - 1 |
Jamie's Band | 1 - 0 - 3 - 1 |
Party + Jamie's Band | 1 - 1 - 3 - 1 |
Footmen of Camelough | |
1st Footmen Battalion | 3 - 3 - 1 - 1 |
2nd Footmen Battalion | 3 - 3 - 1 - 1 |
Caliph's Horses | |
1st Caliph's Squadron | 3+ - 2 - 4 - 1 |
2nd Caliph's Squadron | 3+ - 2 - 4 - 1 |
Caliph's Zephyr | 0 - 0 - 2 - 0 |
Caledonian Mercenaries | |
1st Caledonian Battalion | 3+ - 2 - 2 - 1 |
Elves | |
1st Archer Company | 4 - 3 - 1 - 2(--) |
Sword of the Church | |
Sword of the Church | 3 - 2 - 1 - 2(--) |
Tree Eaters | |
1st Tree Eaters Fist | 4 - 4 - 1 - 2(2) |
2nd Tree Eaters Fist | 4 - 4 - 1 - 2(2) |
3rd Tree Eaters Fist | 4 - 4 - 1 - 2(2) |
4th Tree Eaters Fist | 4 - 4 - 1 - 2(2) |
5th Tree Eaters Fist | 4 - 4 - 1 - 2(2) |
6th Tree Eaters Fist | 4 - 4 - 1 - 2(2) |
7th Tree Eaters Fist | 4 - 4 - 1 - 2(2) |
8th Tree Eaters Fist | 4 - 4 - 1 - 2(2) |
9th Tree Eaters Fist | 4 - 4 - 1 - 2(2) |
10th Tree Eaters Fist | 4 - 4 - 1 - 2(2) |
Unit | Rating |
---|---|
Hot Sands Tribe | |
1st Hot Sands Fist | 4 - 4 - 1 - 2(2) |
2nd Hot Sands Fist | 4 - 4 - 1 - 2(2) |
3rd Hot Sands Fist | 4 - 4 - 1 - 2(2) |
4th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
Dark Cave Tribe | |
1st Dark Cave Fist | 5 - 4 - 1 - 2(2) |
Unit | Rating |
---|---|
Hot Sands Tribe | |
5th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
6th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
7th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
8th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
9th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
10th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
11th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
12th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
13th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
14th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
15th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
16th Hot Sands Fist | 4 - 4 - 1 - 2(2) |
1st Undead Fist | 1 - 1 - 1 - 1 |
2nd Undead Fist | 1 - 1 - 1 - 1 |
Dark Cave Tribe | |
2nd Dark Cave Fist | 5 - 4 - 1 - 2(2) |
3rd Dark Cave Fist | 5 - 4 - 1 - 2(2) |
4th Dark Cave Fist | 5 - 4 - 1 - 2(2) |
Drow | |
1st Drow Battalion | 4 - 3 - 1 - 2(3) |
2nd Drow Battalion | 4 - 3 - 1 - 2(3) |
3rd Drow Battalion | 4 - 3 - 1 - 2(3) |
4th Drow Battalion | 4 - 3 - 1 - 2(3) |
5th Drow Battalion | 4 - 3 - 1 - 2(3) |
6th Drow Battalion | 4 - 3 - 1 - 2(3) |
7th Drow Battalion | 4 - 3 - 1 - 2(3) |
8th Drow Battalion | 4 - 3 - 1 - 2(3) |
Shadow Kindred | |
Shadow Kindred | 5 - 3 - 2 - 1 |
Obviously, these rules are incomplete, and there is room for improvement. One thing I'm considering is to make the defenders' value the sum of the defensive values of all the units in a stack. However, then I'd need to change how the damage is distributed, too. Comments and suggestions are welcome.
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This page was last updated 19 March 2004
Contact for this page: JourneyMaster@BabylonByCandlelight.com