Roleplaying Resources

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
  • +15 if all troops are elves or dwarves
  • +2 for each 1% of force with two or more special abilities (asterisks by Hit Dice in bD&D)

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):

  • -10 if force is moderately fatigued
  • -30 if force is seriously fatigued.

**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:

  1. The loser's casualties are cut in half.
  2. All wounded may be recovered, even if the loser has been driven from the field
  3. A +2 bonus applies to all the loser's future reaction rolls involving the winner (including both leaders)
  4. 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:

  • +40 with surprise attack from ambush
  • +20 with surprise attack on encampment

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?