It looked good. But I honestly didn't enjoy it's execution at all. Perhaps my biggest problem was that I didn't use it for skirmishes between bands of one to two dozen but for groups closer to hundreds.
It looked to be a system where the "morale grind" became a bigger factor than the injuries, and I though that would do a great job of simulating the Orlanthi/Saxon/viking shield wall, which was more of a pushing contest then a test of arms.
The scene:
Two fyrds (one band of 80 and one band of 100 relatively low-skilled, low level "peasants" with spears, javelins, and shields ... and an average AP of 2) with relatively low command ratings (one PC at 36% and one NPC with an equal rating) and two groups of thegns (a 26 man band and a 40 man band, both with command ratings in the 60s, Long Spears (1D10+1D2 damage) shields and javelins, with offensive skills in the 60s and defensive skills (shield) at 50.
Waiting in the wings was the cavalry rescue team, a band of 25 mounted thegns with lances and swords, that would only appear near the last half of the battle, for story purposes.*
Facing them were six disorganized (had to pass a command check before they could assemble, allowing the bands of broo, all about 50 strong, with a command rating of 30, an attack of 60 (1D8+2) and Dodge of 30, and an AP of 1.
The advance worked well enough. But the "whiff" factor once the fighting started was pretty high on both sides, and with only a 2/3rds chance to hit ... with a 1/3 chance that it would be dodged anyway, some of the "sure things" dragged on interminably.
The beastmen did start to break ... but even with their morale knocked down to about 30 they'd still have several rounds of combat left in them.
In the end, I reaized that for the next battle in a couple weeks time I would stick with the usual abstract system for battles where I just toss heroic opportunities at the players, and the success or loss of the battle is pretty much already fore-ordained.
Doug.
*The Commander is an Orlanthi Harry Flashman and isn't going to show up while significant risk to life and limb are present.
It looked to be a system where the "morale grind" became a bigger factor than the injuries, and I though that would do a great job of simulating the Orlanthi/Saxon/viking shield wall, which was more of a pushing contest then a test of arms.
The scene:
Two fyrds (one band of 80 and one band of 100 relatively low-skilled, low level "peasants" with spears, javelins, and shields ... and an average AP of 2) with relatively low command ratings (one PC at 36% and one NPC with an equal rating) and two groups of thegns (a 26 man band and a 40 man band, both with command ratings in the 60s, Long Spears (1D10+1D2 damage) shields and javelins, with offensive skills in the 60s and defensive skills (shield) at 50.
Waiting in the wings was the cavalry rescue team, a band of 25 mounted thegns with lances and swords, that would only appear near the last half of the battle, for story purposes.*
Facing them were six disorganized (had to pass a command check before they could assemble, allowing the bands of broo, all about 50 strong, with a command rating of 30, an attack of 60 (1D8+2) and Dodge of 30, and an AP of 1.
The advance worked well enough. But the "whiff" factor once the fighting started was pretty high on both sides, and with only a 2/3rds chance to hit ... with a 1/3 chance that it would be dodged anyway, some of the "sure things" dragged on interminably.
The beastmen did start to break ... but even with their morale knocked down to about 30 they'd still have several rounds of combat left in them.
In the end, I reaized that for the next battle in a couple weeks time I would stick with the usual abstract system for battles where I just toss heroic opportunities at the players, and the success or loss of the battle is pretty much already fore-ordained.
Doug.
*The Commander is an Orlanthi Harry Flashman and isn't going to show up while significant risk to life and limb are present.