A few weeks ago I mentioned the homebrew mass combat rules we used in our gaming session. Several people expressed an interest in seeing them, and I’ve finally gotten around to obliging. Here it is, for the curious.
This system is designed around the idea that the armies are of relatively equal level and ability. If you have Orcish Warriors with great axes vs. Peasants with semi-sharp sticks, you need to either accept that the peasants are going to equal to the Orcs or you need a more complex rules system. This one is built for simplicity, not wargaming simulationists.
The goals of the system are:
- Allow large numbers of forces to fight without too much paperwork.
- Allow for interesting and varied strategy.
- Allow heroes to shape the battle by mildly boosting the performance of their troops, without overshadowing them.
This system is designed for a group of players who like fast, uncomplicated combat, and is thus not hardened against rules-lawyering weenies. If one of your players argues that his army of Wizards should be able to cast Mage Armor on themselves, turn invisible, and then fly all over the battlefield, raining down death with impunity, then realize that if you give in you will be defeating the purpose of using this system. Pretty soon everyone will be arguing for more complexity in a way that favors their heroes. (Or your weenie player will be overshadowing them with his uber forces.) Do make sure your players are comfortable with these approximations and simplifications.
If they start dragging their epic gear and supernatural abilities into it, then it’s time to brew some coffee and grab a big fat rulebook of established, playtested mass combat rules, because using this system is going to ruin your friendship.
Continue reading 〉〉 “Mass Combat Rules”
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