First, I've become very freeform in my application of the system itself. The ebb and flow of forces on the battle field, particularly when the numbers are just on the cusp of warranting use of the Armies and War system, demands a certain amount of flexibility because you want to preserve the sense of reality for the players. I wouldn't want to further complicate the system by adding in new steps, but the basic premise is to occasionally insert normal melee rounds in between phases of battle.
When I run a large scale battle, I don't stick to a strict unit of time like rounds. Rather, after describing the situation, I have the players tell me what they are doing and what they are commanding their men to do. Factoring in the actions described by the players and assigning bonuses/penalties as needed, I then have both sides make their Combat Rolls. Based on the results I determine what happens and explain that to the players, then I ask them what they want to do and treat their action as a sort of mini-melee within the battle. They may just stay in the rear and issue commands, but often times they will fly up to the walls to take out archers with their Qi blasts or try to cut a swath through advancing troops. When they do these sorts of things, how well they succeed has a strong impact on any modifiers for the next roll.
I will then make another Combat Roll for large scale troop movement and describe what unfolds based on the results, once again turning to the players and asking them what they want to do.
This is what works best for me. I find it allows for exciting situations on the battle field but also creates a believable sense of a real battle going on around the party.
Here are the current rules (pre-edits) for Mass Combat in Wandering Heroes of Ogre Gate.
Armies
and War
Occasionally the need manage large scale combat in a simple
way may arise. There are many options for handling this when it does occur. The
most straight forward is to use miniatures on battle grid and play out a full
conflict. This is an entirely acceptable option, but some groups find it too
slow. Since Wandering Heroes of Ogre Gate is designed to play fast, with a
focus on role-play, we provide a simple mass combat system that can adjudicate
most battles in a small series of rolls. Use the following tools to handle
military combat.
Note: Sometimes you will want to use this system for smaller
scale battles, between dozens or hundreds of men, rather than thousands, you
can simply scale the numbers accordingly dividing Army Size by 10. So 500
becomes 50 and 2,000 becomes 200.
Combat
Roll
Combat between armies and naval forces functions a bit like
combat between characters, except there is no Damage Roll. When two armies
collide, they each roll their Combat Rating (a number of d10 arrived at by
consulting the Army Combat Rating Chart) and the side with the single highest
result wins that clash of arms. On a Success, the winning army inflicts
casualties, deducting one slot from the opponent’s Army Strength (this works
like Wounds). On a Total Success, the winner inflicts double casualties, deducting
2 slots from the opponent’s Army Strength. When an army’s Strength is depleted
it is defeated (though it can always choose to surrender before that time). In
addition to inflicted casualties, both sides deduct one slot of Strength due to
Attrition whether they win or lose. Attrition is avoided if you get a Total
Success on your Combat Roll.
If one side chooses to flee, but the other chooses to press,
roll as normal with the following exception: the side that flees must sacrifice
all its modifiers to Combat Rating (excluding those of Divine origin). If the
fleeing side wins, they successfully outmaneuver their opponents and escape. If
they lose, they take an additional casualty in addition to any others
sustained.
The Combat Roll itself doesn’t necessarily represent direct
fighting. It also includes things like
poisoning food supplies and guerilla combat. Casualties do not represent actual
deaths. It includes deaths, but also covers desertion, surrender, etc.
Combat
Rating
The attack rating of an army is between 0d10 to 6d10 (just
like Skills) and based on size, leadership, training and resources. Combat
Ratings begin at 2d10 and are raised or lowered by the modifiers listed on the
Army Combat Rating Chart. These ratings always cap at 6d10 (except when the
modifiers are divine in nature).
Strength
Strength is directly tied to an army’s size and functions
like Wounds. Strength ranges from 1-10. Consult the Army Strength Chart to find
an army’s Strength rating. A force of roughly 2,000 men has a rating of 3,
while an army of 18,000 has a Strength of 6.
Pre-Combat
Skill Rolls
When PCs are in a position to rally troops or devise clever
plans of action, they should be permitted up to three Skill Rolls before Combat
to boost morale and raise the Combat Rating Score of the Army. These can
include giving a stirring speech (Persuade) or trying to reinforce discipline
(Command), or even checking for omens of favor from heaven (Divination).
Calculating
Casualties
When you lose Army Strength, you lose soldiers. If you have
a rating of 10, that indicates 100,000 men in your army. If you take 2 Casualty
slots, your Army is reduced to 50,000 men. This represents everything from
death to surrender.
TABLE: ARMY STRENGTH
|
|
Size
|
Strength Rating
|
500
|
1
|
1,000
|
2
|
2,000
|
3
|
4,500
|
4
|
9,000
|
5
|
18,000
|
6
|
30,000
|
7
|
50,000
|
8
|
80,000
|
9
|
100,000
|
10
|
TABLE: ARMY COMBAT RATING
|
|
Condition
|
Modifier
|
Forces
smaller by one increment
|
-2d10
|
Forces
smaller by two increments
|
-3d10
|
Forces
smaller by three increments
|
-4d10
|
Forces
larger by one increment
|
+2d10
|
Forces
larger by three increments
|
+3d10
|
Forces
larger by four increments
|
+4d10
|
Less
equipped than enemy
|
-1d10
|
Better
equipped than enemy
|
+1d10
|
Less
training/discipline than enemy
|
-1d10
|
Greater
training/discipline than enemy
|
+1d10
|
Lower
Morale than enemy
|
-1d10
|
Greater
morale than enemy
|
+1d10
|
Tactical
Advantage
|
+1d10
|
Tactical
Disadvantage
|
-1d10
|
Favored
by the Heaven
|
+2d10
|
Disfavored
by Heaven
|
-2d10
|
Martial
Heroes
|
+2d10
|
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