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Old 05-22-2022, 07:45 AM   #1
Kaspar
 
Join Date: Feb 2020
Default (WIP) Tactical mass combat rules

Working on rules for mass combat on a hex map. Hexes would something like 10-50 meters across, the usual combat unit containing 10 to 100 soldiers. Haven’t decided on the exact scale yet.

Just like in regular Gurps, the back hex and the two flank hexes have weaker defenses if a unit is attacked from that direction.

A unit would have the following stats:
Strength: The units’ hp/manpower and how many attacks you can make per turn.
Fatigue: Expended by fighting and fast movement.
Morale: Roll against this for morale checks, on a failure unit might lose cohesion or flee.
Speed: Hexes per turn.
Defense: Functions as damage reduction against attacks.
Attack: Melee and/or ranged, and how much damage per attack (usually 1d6+modifier).


An example unit:
Archers: Strength 10; Speed 3; Defense 3; Bows (Range 7, Damage 1d6-1); Shortswords (Damage 1d6-1).
Strength: 10-8; 7-5; 4-3; 2-1
Attacks: x4; x3; x2; x1

Thus, a full strength Archer unit shooting at another Archer unit would attack 4 times and deal 0-2 damage per attack.
In melee, both units attack at the same time.

Spearmen: Strength 10; Speed 3; Defense 3; Spears (Damage 1d6+1).
Spear Wall: +3 to morale checks and +1 Melee Attack& Defense against charges to the front of the unit. Close formation.

Heavy Cavalry: Strength 10; Speed 4; Defense 5; Lances (Damage 1d6+2).
Charge: Move at least 2 hexes to charge. Gain +2 Melee Attack. Enemy needs a morale check against reverting to Horde stance.


A unit can take one of several stances, offering various bonus and malus.
Close formation: Standard formation of close ranks facing forward.
Loose formation: Spread out to gain Defense bonus against ranged attacks, but greatly weakening melee.
Horde: A disorganized mob, caused by low organization or failed morale check.
Column: Movement bonus, but weak in combat.
Spear/Pike/Shield Wall: Boosts attack and defense to the front, but decreases mobility.
Defensive Ring: The soldiers face out to all directions. No movement, but all sides count as front.
Testudo: Units with large shields can greatly boost defense by sacrificing movement and offensive power.


Your thoughts on this?
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Old 05-22-2022, 09:01 AM   #2
Kallatari
 
Join Date: Jan 2006
Location: Ottawa, Canada
Default Re: (WIP) Tactical mass combat rules

You might want to take a look at the Tactical Mass Combat article in Pyramid #3/44 by David Pulver.
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Old 05-22-2022, 06:28 PM   #3
Anaraxes
 
Join Date: Sep 2007
Default Re: (WIP) Tactical mass combat rules

What do you think of compatibility with the existing Mass Combat rules? Looks like this system is intended to have a close resemblance to the individual combat rules, which certainly has its appeal. The Mass Combat rules are a bit more abstract (a Troop Strength rating, a Class which determines some things about particular matchups (pikemen vs cavalry, armor vs infantry weapons, etc), Mobility), but it doesn't have a tactical system battle-map system.

I can see reasons to go either way.
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