In some respects, soldiers suffer in comparison to some of the other martial classes, especially when fighting alone.
Whilst this is in the spirit of the Conan stories, when the uncivilised barbarians, nomads and pirates always seem to triumph over the regimented warriors of civilisation, it is a bit harsh on the individual player. Especially since it is quite rare for an adventuring soldier to be able to benefit from his formation combat ability
I have therefore revisted the formation combat abilities, so that his extensive training in a particular method of waging war can still benefit him when he isn't shoulder to shoulder with his brother soldiers. I have also modified the bonuses to bring them more into line with the actual role that the unit fulfills on a battlefield (at least, as I see it - my knoweldge of units tends to come from wargaming, not historical study).
I wonder if I should have included a Light Infantry formation as well?
Please give me your criticisms, preferably constructive ones. And preferably restricted to the subject of formation combat
***************************
The formation combat styles below offer two bonuses. One for when the soldier isn't fighting as part of a unit, and one for when he is. When fighting as part of a unit, both bonuses apply.
A style can be taken more than once, in which case a bonus is cumulative. A soldier who has spent his entire military career fighting in the same style can therefore excel. You might think that the resulting bonuses are rather high, but in fact they tend to be no higher than the bonuses achieved by other classes in their specialisations, and are usually more limited.
Heavy Cavalry
Heavy Cavalry are the shock troops of the Hyborian world, adept at smashing into enemy units and leaving them mangled. A heavy cavalryman will take advantage of his mount's strength to wear the heaviest armour available, and knows how to arrange it to give the best protection to both of them. When charging, Heavy Cavalry can put the weight of both their mount and their armour behind their blows.
When mounted and in medium or heavy armour:
Solitary Bonus: Both rider and mount increase their DR by +1
Unit Bonus: +1 bonus to melee damage, but only when charging.
Unit: At least 3 horsemen no more than 10 feet between each unit member.
Light Cavalry
Whilst heavy cavalry rely on their armour, light cavalry rely on their mobility to keep them safe. Instead of crushing enemy units with a frontal charge, they are more likely to cause panic and disarray by slicing into a units unprepared flank, then riding off before they enemy can regroup. They are most dangerous when getting the full benefit of their mobility - the last thing they want to do is get bogged down in a standing melee.
When mounted and in medium, light or no armour:
Solitary Bonus: +1 to dodge value in any round in which they move at least 10 feet.
Unit Bonus: +1 to hit with any weapon in any round in which they move at least 10 feet.
Unit: At least 3 horsemen no more than 20 feet between each unit member.
Heavy Infantry
The backbone of a Hyborian Army, the heavy infantry must stand their ground in the face of anything the enemy throws at them. And more importantly, they must survive it. Each heavy infantryman knows that not only must he protect himself, but also those next to him in the formation.
When on foot and in Heavy Armour:
Solitary Bonus: In a round in which they do not move (not even a 5 foot step), Heavy Infantry increase their DR by +1
Unit Bonus: In a round in which they do not move (not even a 5 foot step), Heavy Infantry increase their base defence value by +1
Unit: At least 4 infantrymen, each unit member adjacent to another.
Archer
A lone archer is often considered nothing to be feared. At short range he is vulnerable to being charged and cut down in melee, so a skilled archer practices until he can draw and loose an arrow at a charging foe without a thought.. At long range, a single arrow is easily avoided, but when a massed unit of archers turns the sky black with arrows, there is nowhere to dodge.
When on foot and weilding a bow, crossbow or Arbalast.
Solitary Bonus: +2 Bonus to initiative as long as the weapon is ready to fire.
(I.e. Archer must have arrows to hand, crossbowman or arbalaster must have his weapon loaded at the start of the round.)
Unit Bonus: +1 to hit with bow, crossbow or Arbalast.
Unit: At least 4 Archers, each unit member adjacent to another, all must be firing in that round.
Skirmisher
Skirmishers have the same job as light cavalry - harassing the enemy with hit and run tactics, relying on their wits and speed to survive, watching each others back and keeping alert for threats. They favour missile weapons, as this keeps them at a safe distance from the enemy. Since they do not fight in massed ranks, which would reduce their manouverability, they are ideally deployed in rough terrain that would disrupt an ordinary military formation. This also protects them from enemy cavalry, against which they are paricularly vulnerable.
If forced to fight in close order massed ranks (ie, each soldier adjacent to another) Skirmishers gain no bonuses. Sometimes this is still preferable, as if they are engaged in melee by a close order unit, each individual skirmisher will be outnumbered and rapidly cut down.
When on foot and in light or no armour, and not fighting in close order massed ranks:
Solitary Bonus: +5 feet to base movement
Unit Bonus: +1 to base defence value in any round in which they move at least 10 feet.
(Note - as this is a bonus to base defence, it is not lost when running or when flat footed)
Unit: At least 3 skirmishers, no more than 10 feet between each unit member.
Marine
Many navies find it beneficial to have permanent units of specialist soldiers on board ship, to give them an edge over the bloodthirsty pirates that war upon the seas. Some undergo specialist training in order to make them expert in carrying out or defending against boarding actions.
When executing or resisting a boarding action:
Solitary Bonus: +1 to any skill check made for the purpose of executing or resisting a boarding action.
Unit Bonus: +1 to any melee attack roll made for the purpose of executing or resisting a boarding action.
Unit: At least 3 allied soldiers taking part in the boarding action.
Whilst this is in the spirit of the Conan stories, when the uncivilised barbarians, nomads and pirates always seem to triumph over the regimented warriors of civilisation, it is a bit harsh on the individual player. Especially since it is quite rare for an adventuring soldier to be able to benefit from his formation combat ability
I have therefore revisted the formation combat abilities, so that his extensive training in a particular method of waging war can still benefit him when he isn't shoulder to shoulder with his brother soldiers. I have also modified the bonuses to bring them more into line with the actual role that the unit fulfills on a battlefield (at least, as I see it - my knoweldge of units tends to come from wargaming, not historical study).
I wonder if I should have included a Light Infantry formation as well?
Please give me your criticisms, preferably constructive ones. And preferably restricted to the subject of formation combat
***************************
The formation combat styles below offer two bonuses. One for when the soldier isn't fighting as part of a unit, and one for when he is. When fighting as part of a unit, both bonuses apply.
A style can be taken more than once, in which case a bonus is cumulative. A soldier who has spent his entire military career fighting in the same style can therefore excel. You might think that the resulting bonuses are rather high, but in fact they tend to be no higher than the bonuses achieved by other classes in their specialisations, and are usually more limited.
Heavy Cavalry
Heavy Cavalry are the shock troops of the Hyborian world, adept at smashing into enemy units and leaving them mangled. A heavy cavalryman will take advantage of his mount's strength to wear the heaviest armour available, and knows how to arrange it to give the best protection to both of them. When charging, Heavy Cavalry can put the weight of both their mount and their armour behind their blows.
When mounted and in medium or heavy armour:
Solitary Bonus: Both rider and mount increase their DR by +1
Unit Bonus: +1 bonus to melee damage, but only when charging.
Unit: At least 3 horsemen no more than 10 feet between each unit member.
Light Cavalry
Whilst heavy cavalry rely on their armour, light cavalry rely on their mobility to keep them safe. Instead of crushing enemy units with a frontal charge, they are more likely to cause panic and disarray by slicing into a units unprepared flank, then riding off before they enemy can regroup. They are most dangerous when getting the full benefit of their mobility - the last thing they want to do is get bogged down in a standing melee.
When mounted and in medium, light or no armour:
Solitary Bonus: +1 to dodge value in any round in which they move at least 10 feet.
Unit Bonus: +1 to hit with any weapon in any round in which they move at least 10 feet.
Unit: At least 3 horsemen no more than 20 feet between each unit member.
Heavy Infantry
The backbone of a Hyborian Army, the heavy infantry must stand their ground in the face of anything the enemy throws at them. And more importantly, they must survive it. Each heavy infantryman knows that not only must he protect himself, but also those next to him in the formation.
When on foot and in Heavy Armour:
Solitary Bonus: In a round in which they do not move (not even a 5 foot step), Heavy Infantry increase their DR by +1
Unit Bonus: In a round in which they do not move (not even a 5 foot step), Heavy Infantry increase their base defence value by +1
Unit: At least 4 infantrymen, each unit member adjacent to another.
Archer
A lone archer is often considered nothing to be feared. At short range he is vulnerable to being charged and cut down in melee, so a skilled archer practices until he can draw and loose an arrow at a charging foe without a thought.. At long range, a single arrow is easily avoided, but when a massed unit of archers turns the sky black with arrows, there is nowhere to dodge.
When on foot and weilding a bow, crossbow or Arbalast.
Solitary Bonus: +2 Bonus to initiative as long as the weapon is ready to fire.
(I.e. Archer must have arrows to hand, crossbowman or arbalaster must have his weapon loaded at the start of the round.)
Unit Bonus: +1 to hit with bow, crossbow or Arbalast.
Unit: At least 4 Archers, each unit member adjacent to another, all must be firing in that round.
Skirmisher
Skirmishers have the same job as light cavalry - harassing the enemy with hit and run tactics, relying on their wits and speed to survive, watching each others back and keeping alert for threats. They favour missile weapons, as this keeps them at a safe distance from the enemy. Since they do not fight in massed ranks, which would reduce their manouverability, they are ideally deployed in rough terrain that would disrupt an ordinary military formation. This also protects them from enemy cavalry, against which they are paricularly vulnerable.
If forced to fight in close order massed ranks (ie, each soldier adjacent to another) Skirmishers gain no bonuses. Sometimes this is still preferable, as if they are engaged in melee by a close order unit, each individual skirmisher will be outnumbered and rapidly cut down.
When on foot and in light or no armour, and not fighting in close order massed ranks:
Solitary Bonus: +5 feet to base movement
Unit Bonus: +1 to base defence value in any round in which they move at least 10 feet.
(Note - as this is a bonus to base defence, it is not lost when running or when flat footed)
Unit: At least 3 skirmishers, no more than 10 feet between each unit member.
Marine
Many navies find it beneficial to have permanent units of specialist soldiers on board ship, to give them an edge over the bloodthirsty pirates that war upon the seas. Some undergo specialist training in order to make them expert in carrying out or defending against boarding actions.
When executing or resisting a boarding action:
Solitary Bonus: +1 to any skill check made for the purpose of executing or resisting a boarding action.
Unit Bonus: +1 to any melee attack roll made for the purpose of executing or resisting a boarding action.
Unit: At least 3 allied soldiers taking part in the boarding action.