Mass Combat
Reformatted for the web.
From: The Sigil <the_sigil@hotmail.nospam.com>
Subject: Re: Mass combat (LONG!)
Date: Wed, 02 Aug 2000 12:49:23 -0700
Look in the D&D Rules Cyclopedia or the D&D Companion Set (both now OOP)
for the “War Machine” rules. I'll give here a VERY brief version (still
long) since it seems to be a recurring question on this board:
Step 1: Calculate the Basic Force Rating (BFR)
Leadership Factor
Leader's experience level
+ Intelligence, Wisdom, and Charisma adjustments
+ 2 per 1% of the force that is Name level (at least 9th level)
Experience Factor
Average officer level (not counting leader) x 3
+ Average troop level (not including leader or officers) x 2
+ 1 per victory in the last 10 years (max +10)
- 1 per rout in the last 10 years (max -10)
It should be noted that you must have at least one officer per 40 troops
to get the officer bonus. If there are fewer officers, the bonus is
automatically zero.
Training Factor
+ 1 per week of training in last year (maximum +20)
+ 1 per week leader trained with them (maximum +20)
+1 per month troops on duty (maximum +12)
Equipment Factor
+ 5 if troops have average (normal-cost) weapons
+10 if troops have good (double-cost) weapons
+15 if troops have excellent (triple-cost) weapons
+5 if troops have a second weapon of equal quality to the first
+5 if AC = 5 (or in 3E, 15) or better
Special Troop Factor
Add these factors to get the Basic Force Rating.
Step two: Determine Troop Class
Troops will fall into one of the following categories based on their BFR:
0-20 = Untrained
21-35 = Poor
36-55 = Below Average
56-70 = Fair
71-80 = Average
81-100 = Good
101-125 = Excellent
126+ = Elite
Step 3: Calculate the battle rating (BR)
Divide BFR by 10, rounding up. The result is the bonus to use in all of
the following:
Examine the following statements and add the bonus in the BFR every time a
statement is true (but not multiple times for the same statement). This
can be done up to 12 times.
The total BR will be the BFR plus all bonuses. Note the BR with the BFR
and Troop Class.
BONUS CONDITIONS
20% or more of the force is mounted
50% or more of the force is mounted
20% or more of the force can use missile fire
20% or more of the force has a missile fire range of 100' or more
1% or more of the force is equipped with magical abilities
20% or more of the force is equipped with magical abilities
100% or more of the force is equipped with magical abilities
5% or more of the force can cast spells
30% or more of the force can cast spells.
1% or more of the force can fly
20% or more of the force can fly
The force has an average movement rate of 100' per turn or more (in bD&D this corresponds to a move of MORE than 30' per round)
Step 4: Determine Combat Adjustments
(these bonuses are applied to the BR of the group that gets them):
1. Troop Ratio (use only one per battle):
+15 if 1.5 to 1
+30 if 2 to 1
+45 if 3:1
+60 if 4:1
+70 if 5:1
+80 if 6:1
+90 if 7:1
+100 if 8-10 to 1
+110 if 11-15 to 1
+120 if 16-20 to 1
+130 if 21-30 to 1
+140 if 31-40 to 1
etc.
2. Morale (use all that apply):
+10 if force is in dominion / country of their liege
+10 if they have beaten this foe before
+10 if troop class is two levels higher than the enemy's
+30 if attacking an enemy “on the march” (fatigued or moving quickly)
-10 if any accompanying force has routed
3. Environment (use all that apply):
+25 if in extremely favorable environment
-25 if in extremely unfavorable environment
+20 if the entire force in a night battle has infravision (3E: night or dark vision)
4. Terrain (use all that apply):
+20 if higher altitude than opponent
+20 for halfling force in fields or woods
+10 for elven force in woods
+20 for dwarven force in hills or mountains
-20 for force with mounted troops in mountain, woods, or stronghold
-20 for force in mire (marsh or mud)*
-10 for force on shifting ground (snow/sand)*
* Troops trained for this environment suffer no penalty (e.g., Arabs in desert)
4a. Terrain modifiers to defenders only; ignore if all attackers can fly,
use only half of adjustment if 5% or more of attackers can fly.
+10 if defending in place (holding)
+50 if defending a narrow defile, pass or bridge
+40 if attacker must cross deep water
+20 if defending in mountains, hills, or rough terrain, or behind a wall
+50 if force is in stronghold
5. Immunities (use only one per force):
+150 if force is immune to enemy's attacks
+50 if 1% of force is immune to enemy's attacks
+50 if force is immune to 80% of enemy's attacks
6. Fatigue (use only one per force):
**After applying all modifiers to each force's BR, roll percentile dice to
each force and add it to the modified BR for each force. The force with
the higher total wins. Results are according to chart below and are coded
as follows:
Difference | Winner's Causalties | Loser's Casualties | Winner's Fatigue | Loser's Fatigue | Winner's Location | Loser's Location |
1-8 | 0 | 10% | N | N | F | R |
9-15 | 0 | 20% | N | N | F | R |
16-24 | 10% | 20% | N | M | F | R |
25-30 | 10% | 30% | N | M | F | R + 1 |
31-38 | 20% | 40% | M | S | R | R |
39-50 | 0% | 30% | N | S | F | R + 2 |
51-63 | 20% | 50% | M | S | F + 1 | R + 3 |
64-80 | 30% | 60% | M | S | F + 1 | R + 3 |
81-90 | 10% | 50% | N | S | F + 3 | R + 2 |
91-100 | 0% | 30% | N | Rout | F + 3 | Rout |
101-120 | 20% | 70% | N | Rout | F + 3 | Rout |
121-150 | 10% | 70% | N | Rout | F + 3 | Rout |
151+ | 10% | 100% | N | - | F + 5 |
Percentages indicate percent of force killed and wounded. Round fractions up.
N: Force is not fatigued
M: Force is moderately fatigued
S: Force is seriously fatigued
F: Force holds the battlefield after the battle
R: The force must retreat from the battlefield
R + # : The force must retreat that number of terrain units
F + # : The force can advance that number of terrain units
Rout: The force ceases to exist as such. Survivors appear at home 1d10 weeks later.
Optional Rules
Mercy: After a battle is fought and casualties ahve been determeined, the
winner may show mercy to the loser. If so, this is declared before the
loser's casualties have been subtracted. When mercy is shown, apply the
following immediately:
The loser's casualties are cut in half.
All wounded may be recovered, even if the loser has been driven from the field
A +2 bonus applies to all the loser's future reaction rolls involving the winner (including both leaders)
If the loser fights the winner again within a year, a -20% penalty applies to the loser's BR.
Character actions may also add to a BR: Information (use only one):
+50 detailed plan, or with traitor or spy
+20 with good reconnaissance
+10 with some reconnaissance
-25 with misinformation
Surprise:
Leader Loss:
+30 if opposing leader is “removed” (captured, killed, charmed, etc.)
+10 if any officer is “removed”
PC Heroics:
+20 if PC leader accomplished heroic task
+10 if name level (9th level) PC, not leader, accomplishes heroic task
-20 if PC leader fails heroic task
-10 if name level PC, not leader, fails heroic task
Siege Weapons add the following to BR
Ballista: 2
Catapult, Lt.: 4
Catapult, Hvy: 8
Trebuchet: 12
Bore: 4
Ram, Battering: 4
Belfry: +10 (need 1 per 1000 men in force)
Gallery Shed: doubles value of bore or ram
Hoist: +4 (+2 with Belfry, needs 1 per 1000 men in force)
Ladder: +2 (needs 1 per 1000 men in force)
Mantlet: +3 (need 1 per 100 men in force)
Timber fort: +6 (need one per 100 men in force)
Those pieces which are listed as 1 per <y> men in force can get the bonus
as many as five times (example: 5 belfries per 1000 men gives a +50 to BR)
There are more rules
but these are the “bare bones” - if you would like more explanation, holler.
Enjoy!
The Sigil
Debra Young wrote:
Aside from a percentile roll of hits, does anyone have a
reasonably realistic rule set for massed combat? (Meaning more then
1,000 persons involved, and including archery and cavaly attacks, and
artillery (cataputs and gonnes, no howtizers, please), not simply
infantry melee) And takes into account moral, training, equipment
quality, etc. I have not yet been able to find this kind of rule set,
and don't want Warhammer or any of that mixed in with my AD&D campaign.
Any suggestions?