the mass combat pdf

strategos14

Mongoose
can somebody tell me the proper formula for figuring out counter hit point. on the file they give two examples but the first one it appears they add the armor DR at the end of the formula after the they've already multiplied by number of guys in counter. then the next example, they appear to add it before the whole thing is multiplied by number of guys in counter. which is it? of course no other examples are given. i wished they could have made it simple by writing the formula out mathematically. like, if the (2nd) cavalry example was figured out the same as the (1st) pikemen example then they would have 55 hit points per counter and not 82. maybe i'm not seeing something or maybe i'm an idiot, but it's ticking me off. i want to use this for skirmishes and followers and such.

http://www.mongoosepublishing.com/pdf/conanmasscombat.pdf

is there any sample units anywhere? they'd be older i think.
 
I can't directly answer your question, as I've only skimmed those combat rules. But, I'm sure you know that there's a different, less crunchy system system for mass combat provided in The Free Companies.
 
yeah i like those rules and have used them. the older mass combat rules from the pdf i wanted to use for smaller scale skirmishes. i think they more properly represent level and equipment and tactics and whatnot. it would be way too time consuming for large scale battles i think, which is where the free companies system comes in nicely. i just wanted this system for situations like a PC bringing his 30 followers to attack a caravan guarded by 50 men. something like that.
 
strategos14 said:
i just wanted this system for situations like a PC bringing his 30 followers to attack a caravan guarded by 50 men. something like that.

What I do in situations like that is make a class skill check. Something simple, say, 1d20 + Average Combat Level* + modifier. Make this an opposed throw. A third of the difference indicates how many men fall during that round**. A third of that total is taken from the winning side.

*Combat Level only considers Fighting classes, like Barbarian, Soldier, Pirate. Temptress and Scholar and Thief levels do not figure to increase Combat Level.

**the combat round can be any length that seems appropriate, from 6 seconds to an hour or more of fighting. Simply adjust the total number of wounded/slain possible for the round length.




So, if the average combat level of the 30 caravan attackers is 5 while the average of the 50 caravan guards is 3. And, the GM decides that the attakers get a +2 modifier due to superior armor and weapons, a +2 modifier to the defenders for their defensive positions, while both sides get a modifier of 10% of their number, the throw would look like this:

Caravan attackers: 1d20 + 5 + 3 + 2 (Modifiers are average combat level, plus size, plus equipment modifier).

Caravan defenders: 1d20 + 3 + 5 + 2 (Modifiers are average combat level, plus size, plus dug-in modifier).

In round 1, the throw is 11 + 10 = 21.

While the defender's throw is 17 + 10 = 27.

The difference is 6. One third of that is 2. This means that that the attackers lose 2 men (reduced from 30 to 28) and the defenders lose nobody (since 2/3 is less than 1).


Hmm...as I write it out, it looks complicated, but it's actually not. It's a quick, down-n-dirty way to figure NPC fights, from 1 on 1 duels to huge army vs army battles. Just adjust as necessary to fit your scenario (you may not want to cut the difference into thirds, for example).
 
I was not happy with the mass combat stuff produced by MGP, so I turned instead to the much, much better d20 Cry Havoc (Malhavoc Press). For crunchier rules I turned to WRG's 3000 BC to 1485 AD (6th ed.) wargaming rules which work terrific for REH's quasi-historical Thurian Age. 8)
 
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