View Single Post
Old 01-25-2018, 05:14 PM   #20
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: pirate ship crew vs. pirate ship crew with PCs

Quote:
Originally Posted by David L Pulver View Post
Thanks. I assume they'd all have the same AC.
I don't think that's required; the important part is that instead of tracking HP on a per-minion basis, you're tracking a global pool. I mean, the really important part is you don't want to track any individual state for minions other than "active" or "not active".

I could see setting it up either way:
Option A: 100 identical AC 14, Attk +2, Dmg 1d6, HP 5 minions on each side. 20 from each side get into a melee with each other, and the GM's side has a higher initiative count. The GM rolls 20d20, gets 9 hits, rolls 9d6 for damage, 6 minions on the PCs' side drop. The player running that minion group, on her initiative count, rolls 14d20, gets 7 hits, rolls 7d6 for damage and gets lucky, and removes 6 minions from the other side too.

Option B: The PC force is still 100 identical AC 14, Attk +2, Dmg 1d6, HP 5 minions, but the villain force is 20 heavy infantry in mail with shields (AC 17, Attk +3, Dmg 1d8, HP 5), 35 light infantry with bows (AC 11, Attk +2, Dmg 1d6, HP 5), and 45 medium infantry in leather with shields (AC 13, Attk +2, Dmg 1d6, HP 5).
The PC force of 20 guys has managed to work their way around to flank, and charges into contact with 15 light infantry and their 5 heavy infantry escorts. The player sees that 7 of her guys are in contact with the heavies, and the rest are in contact with the lights. She rolls 7d20 against the heavies for 2 hits and 13d20 against the lights for 7 hits. She rolls 9d6 for 28 damage, and the GM removes 1 heavy infantry and 4 light infantry.

I'd have to experiment, but I don't think Option B would slow things down too much.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com
mlangsdorf is offline   Reply With Quote