rules

the mass combat system i will be using is more or less a simple game within a game for DnD. the idea is to make mass combat with hundreds of characters fights simple enough to be done quickly and fluidly but complex enough to have the depth to be fun.

the section of this page will be: Unit types, movement, combat, hero’s in the field, spells, and a list of bonuses.

Unit types-

infantry: the basis of every army. infantry is versatile and can receive many bonuses that other unites cannot. infantry is the best on defense and can garrison buildings and other terrain depending on type of infantry.

—Archers: a sub type of infantry, they have most of the same benefits but are often weak in melee, but they posses the ability to attack unites from more then one hex away.

Cavalry: a hard hitting fast moving unit type. they gain large bonuses when charging but suffer heavily in terrain. they cannot garrison building without abandoning their mounts. a cavalry unit is any infantry type that is mounted on something, anything. a mount can be anything from a horse, a wolf, a dinosaur, or even a dragon.

Monster: monsters very heavily. they are often very strong and fast and are typically used to supplement cavalry in armies. they lose the benefits of many leadership bonuses from heroes unless the hero is a monster of a similar type, or a hero that has an ability to give bonuses to monster types. examples of monster unites would be wolfs, Nemian lions, bears, or unmounted dragons. many mounts for cavalry can form monster unites if they do not have riders.

Siege: siege can be attached to units of infantry to attack at range, such at catapults and ballista. or ladders and towers for attacking walls and forts. any infantry can have 1 siege type attached to it.

—Super monsters: a super monster is a monster unit so big it takes its own hex, these monsters are more then a match for any squad or other unit that is not lead by a hero or demi-god. these can be, Colossus’s made by Hephaestus priests, very old dragons, and other giant creatures of greater then colossal size.

Movement: most types have the same standard movement characteristics and three types of movement. a walk, charge and run. a walk is a basic movement that that can be done in any terrain without penalties, a charge is when the unit runs at its opponent and engages combat, some terrain types do not let unites charge a typical charge is twice the walk of most unites, the Run is for getting across the field faster. terrain hurts it alot and no other actions can be taken by a running unite after it runs. they cannot then attack, cat spell, or use other abilities.

—Infantry: walk 1 hex, charge 2 and run 3.

—Cavalry: walk 2, charge 3-5 and run 5-10. Cavalry cannot charge in many terrain types.

—Monsters: monsters vary heavily but mostly have the benefits of both Cavalry and infantry.

—Flight: as a sub group flying unites can avoid most terrain unless attacking units in it and are often the fastest in the game.

Combat: each unit is made up of up to 5 squads 3 of which can be in combat and roll 1d6+ their attack stat and inflict that many casualties on the opponents squads. the Attack result – the defense stat = the number of casualties done to the other unit. Ex: unit A has attack 4 and rolls a 3, attack result = 7 to unit B’s def of 3. unit B takes 4 casualties. now when we expand past single squads to full units of up to 5 squads this gets more complicated. three squads can engage in melee at once archers and other non siege ranged units can still attack. so squad B lost 4 of its 10 men, and then archers A can attack them as well. a squad is made up of 10 medium creatures, 5 large, 3 huge, 2 gargantuan, or 1 colossal. units past size medium typically need to loss by more then 1 to take a casualty. Ex: units A inflicts 3 to Giants b giants B lose 1 giant. and next round if they take 3 they lose 2 since one giant is wounded. this can be countered with healing units or other abilities that can spread out wounds. archers, siege, and spell casters can attack at range against units without getting hit back that round.

Hero’s: the combat system revolves around hero’s. they give benefits to their squads, can be upgraded with better equipment and levels, and get better abilities then other units. Hero’s are attached to squads and unites to lead them into battle and victory. the difference between lead and unlead troops is massive. Hero’s however often require some maintenance to keep happy and fighting well for you. the trade off in their power i that commanders often have to spend time and money keeping them happy.

spells: one of the biggest advantages a commander can command is magic. every 100ft range of a spell = a hex for its range and any spell with an effective radius greater then 20 gets to effect a whole unite as opposed to a squad. this includes buffs and attack spells. Ex: a fire ball can only effect a single squad, but a widen fireball will effect a unit.

common bonuses: this is a list of the Bonuses that have been thought up so far, it can and will be expanded every time good ideas come my way.

Demigods: a Demi being with a unit provides a +2 attack and defense just by being with the unit.

Phalanx fighting: +2 attack when charged. only unites wielding long spears type weapons may have this bonus. infantry only. counters the charge bonus removing their bonus.

charge: this unit gets a bonus when they charge a opponent, a +2 attack when they charge. all cavalry have this.

heavy shield: provides a +2 defense against archery attacks.

rules

Greek MortHarlequin