Brian Laxson
aka Agnar the Humakti
++++++++++++++++++++++++++++++++++++++++
Simple means for mass combat in Hero Wars By Brian Laxson
The following is a suggestion on the means to resolve
very large scale conflicts in Hero Wars. The most
typical example being mass combat, such as a clan
raid. It is designed as a variant of the extended
contest rules.
The number of participants is expected to be from 50
to 500. Smaller conflicts can be handled using the
follower rules, with followers grant AP to the lead
figures. Larger conflicts can be handled with a
similar system this but are likely to be major story
events under the narrator's control.
An example of a Heortling clan defending against a
Carmanian raid will be used.
The scaling factor
The scaling number appears in a number places to help
resolve the scale of the conflict. This is set to five
for most situations. A larger, or smaller, conflict
can be more easily handled by changing the scaling
number. In this case when you see the number five
being used to adjust for the size of the fight you can
instead use your chosen scaling factor.
Notation
Since this is a text file without the special
characters "w" is used in skill codes to indicate
mastery level. Thus 10w1 is 10 master one, 18w2 is 18
mastery two and 7 is 7 with no mastery.
Edges are marked as ^# and handicaps as ^-#.
The main concept
Break it down into determining the army's skill level
and AP level. The AP level is not tied to the skill
level but the number of people in the army. Most of
this works comes up through the examples.
Details
You'll need to have an idea of the number and types
involved for each side. One type with the force
becomes the main force and is used like a leader. The
others then act like followers or supporting allies to
the main force.
The "fighting skill" of the main force is used as the
armies skill. However, the number of action points is
determined by dividing the number of persons by five
(the scaling factor).
Other elements in the army then must make a decision.
They can act like a follower and add AP to the main
force OR they can try and augment the main force's
skill. They can not be used to do both. How they are
used is a reflection of the how the fight in the
battle.
The armies leader may then try and further augment the
armies skill by using skills such as leadership or
tactics. Unlike the normal extended contest several
skills may be used provided there is sufficient time
to do so. Augments to the skill will also add on to
the AP available.
Certain other special characters may also be able to
contribute in the same way as the leader. Only one of
each type of special character should be used. For
example only one priest. However, other special
characters of the same type may first try to augment
that character's skill before they determine for the
affect on the army.
Edges and handicaps may also be assigned based on
factors like the terrain. If one army has a type of
fighting arm that the other can't match, like bowmen
or cavalry, then the narrator should assign extra
edges or handicaps.
The Heortling Example
For the Heortlings there are 80 clan members and 20
weapon thanes. The clan chief Orkstad leads them. The
weapon thanes have a fighting skill of 10w1 and field
4 AP. The clan members have spear and shield of 17 and
16 AP worth of people.
Seeing this low AP number the clan members are ordered
to tie up the enemy and let thanes deal with real the
fighting. The Heortling starting force is a skill of
10w1 with 4+16=20 AP.
The Heorlings had only a little warning from their
patrols. Orkstad makes a speech using his Orate skill
about how Orlanth protected Ernalda. He succeeds in
getting a +5 augment. The Heortlings are now at a
skill of 15w1 and 25AP.
Orkstad doesn't have much time so the narrator rules
he can't use the Orlanth Rex feat of Bless Clan.
However he does use the secret "Command Storm People"
for a further +3 augment. A use of Rally Clan magic is
ruled by the narrator to draw in another 20 of the
clan who where in the fields. These 20 persons are the
equivalent of +4 AP. The Heortlings are now 18w1 with
32AP.
Orkstad himself will be taking to the field and so
will augment with his sword and spear fighting. Before
making that role he first augments himself with his
Strong trait and several other feats. At an effective
sword and shield skill for himself of 20w1 he decides
to attempt a +6 augment and succeeds. The Heortlings
are at 4w2 with 38 AP.
A priest of Hedkoranth is present as well. He uses the
Lightning Sword feat to provide a final +3 augment to
the army. Since it needs to be cast on all 20 thanes
that is all the time he has. For simplicity only one
test is made for the augment and it succeeds.
When all is said and done the Heortlings go to defend
the clan with a skill of 7w2 and 41 AP.
The Carmanian Example
The Carmanians are here organized in a feudal fashion.
They have 8 heavy cavalry which are the knights. 120
of the peasant levy is along as well. A section of
twenty Praxian mercenaries have also been hired who
fight with bow from horseback. Duke Dormond and the
sorcerer Tistinium lead them.
The 12 knights have a skill of 15w1 but only a base of
2 AP (after rounding). The peasants are there to soak
up losses bringing the Carmanians to 15w1 with 26 AP
and ^1. However they also have an edge since the
Heortlings do not have cavalary (or pikeman to block a
cavalry charge).
The twenty Praxians will fire their bows on the flanks
of the battle. This end up giving a +3 augment. Again
the Heortlings can't match this so the narrator
applies a handicap of ^-1. If there were a number of
hunters present though this handicap could be removed.
Carmanians are now 18w1, 26 AP ^1 and the Heortlings
at 4w2, 38AP a ^-1.
Duke Durmond attempts to augment with his speeches and
promises of plunder for a +5 augment. However he
fumbles badly and many question if this course of
action was wise. This shifts the numbers as a penalty
for the Carmanians. Duke Durmond decides not to be
personally involved in the fighting. Caramanian army
is at 13w1, 21AP, ^1 and the Heortlings 4w2, 38AP,
^-1.
Since Tistinium had some time to prepare he manages to
cast several spells for a massive +10 augment by the
time he is done. Caramanian army is at 3w2, 31AP, ^1
and the Heortlings 4w2, 38AP, ^-1.
Other modifiers
The battle is taking place on the Heortling tula. The
narrator decides to award them a +1 edge which serves
to cancel out their handicap. Caramanian army is at
3w2, 31AP, ^1 and the Heortlings 4w2, 38AP.
Running the battle:
The battle is now run as an extended contest. The
weapons and armor the main force are applied as if two
of them were actually fighting.
The Carmanian knights therefore will fight with rank 3 swords and rank 5 armor and a height bonus. The thanes have rank 3 swords and rank 3 armor. Taking this into account run the Caramanian army as skill 3w2, 31AP, ^1 and the Heortlings as skill 4w2, 38AP.
At the narrator's option the leaders may spend hero points for the army. This should be decided before the battle though.
Meanwhile, the players�
Even if the players are not leaders in the battle they
may still have an affect on the battle. In each
exchange of the army the players have a number of
exchanges equal to the scaling number, typically five.
The affects the players can achieve in this time are
applied to the next army exchange. Players may also
qualify as special characters before the start of the
battle.
Players example
For example the player group consists of a Humakti, a
Vingan, two hunters and a lawspeaker who are
supporting the Heortling side. The Vingan has a
follower who she has add on to her own AP for the
battle.
Before the battle starts the law speaker points out
how the Carmanians are breaking the law by attacking
during a treaty. He succeeds in granting a +2
augment, making the Heortling army as skill 6w2, 40AP
at the start of the battle.
The Humakti and Vingan power up their own personal
feats and dive into the battle. They are pitted
against one knight and five of the peasant levee. In
the five rounds between the first and second exchange
the knight is still up but two peasants are down. This
isn't enough to affect the calculations made earlier.
However by the time the third army exchange comes
around the knight is down and the remaining three
peasants. The loss of the five peasants deducts 1 AP
from the Carmanian total. The loss of the knight is
also just enough to adjust the AP added for the
knights by 1. Thus because of these players the
Carmanian army losses 2 AP. Had the Carmanian leader
taken to the field the players may have been able to
find him and have an even larger effect on their foes.
Meanwhile the two hunters decide to do something about
the Praxian archers. Between the first and second army
exchange they have managed to take out three Praxians
and wound another. The Narrator decides that the
Praxian mercenaries are more interested in staying
alive. After a check of the Praxian loyalty he decides
they withdraw from the battle. First off 4 AP of the
Carmanians have left the field because of the players
and this is deducted from the remaining AP.
Furthermore, the Praxians no longer create that ^-1
handicap on the Heortlings.
Special Story Events
The narrator is encouraged to give the players special
story events to go after in the battle. These include
attacking the enemy leader, sneaking around to ambush
the sorcerers, pressing into the very center of the
battle etc. The affects of this is upto the narrator.
Consequences
The army suffers consequences as if it had been a
single entity in the battle.
A complete defeat therefore means the force is
shattered. Only a few escape the battle to tell the
tale.
A major defeat sees the force with heavy casualties
but perhaps able to reform at a latter date.
A minor defeat means light casualties and the force
was forced off the field with difficulty.
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