01-09-2012, 10:50 AM | #1 |
Join Date: Jan 2012
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Mass Combat
I'm planning on starting a play by post game the uses the Banestorm setting and the Mass Combat supplement.
The main thrust of the game will be the PCs as commanders of forces of no more than 99 elements in an eveyone vs Megalos campaign. I'm looking for advise from people who have run or played in something similar. What worked, what didn't etc. |
01-09-2012, 10:58 AM | #3 |
Join Date: Nov 2010
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Re: Mass Combat
This is kind of a bare bones concept. What other elements of leading the armies will you incorporate? Are the players going to construct and play as the generals of their respective armies? Will the PCs or a GM-controlled NPC be in charge of the payment and financing of the armies?
Don't forget that Mass Combat calls for at least three characters to be involved in the administration of an army: the leader, the intelligence chief, and the quartermaster. How will these guys be dealt with? In my current campaign, the Mass Combat rules have only been used sparingly thus far, but they will become increasingly important as time goes on. I've found it important thus far, however, to rely on keeping a narrative feel to Mass Combat. It's a much less detailed resolution system than basic GURPS combat, and as such if you don't give it flavor it might seem a little bland, since your campaign will rely on it so heavily.
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01-09-2012, 12:56 PM | #4 |
Join Date: Mar 2011
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Re: Mass Combat
One: Strategy is a skill that powers everything. Having 2 more in strategy is the equivalent of having 50% more forces. (20 means your Ewoks with sticks can imperial heavy mechanized forces)
Two: The part of mass combat that annoys me the most is: Your characters fate is decided by a couple die rolls. I recommend a "zoom in" if someone gets hit by a misfortunes of war roll. Three: I might be interested in your game. (No guarantees though) |
01-09-2012, 02:41 PM | #5 | |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: Mass Combat
Quote:
And if another player loses their ZIS subsequent players may keep them from being captured by running to protect them. I allow such players to grant +1 if they redeem the previous player's roll and +1 if they get their own but in accordance with the suggestion of "a few turns" of duration this can be a bit difficult to manage. |
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01-09-2012, 03:12 PM | #6 |
Join Date: Mar 2011
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Re: Mass Combat
Yeah, but that will slow down combat a lot. Instead of one zoom in, every other round or whatever it will be several each round. I can see the advantage, but in the one game I played I would have preferred the faster resolution.
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01-09-2012, 11:44 PM | #7 | |
Join Date: Nov 2009
Location: Oregon
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Re: Mass Combat
Quote:
I think this is most appropriate to more cinematic games, in which individual soldiers or small teams really can have a dramatic impact on the battle. For example, during the Battle of Helm's Deep, Aragorn and Gimli clearing the orcs off of the causeway would be a suitable piece of Significant Action. For more realistic large-scale battles, the players' goal would just be to survive. Last edited by vierasmarius; 01-09-2012 at 11:48 PM. |
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01-10-2012, 12:11 AM | #8 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Mass Combat
Quote:
One thing I seem to recall from the PDF is that scouting helps a lot, so in some cases large armies of fully Recon-capable elements might pwn heavy infantry cavalry. Your players' characters may also be very interested in specialized troops, that is elements enhanced with the various positive modifiers in the PDF, although probably not so much the terrain bonus thing. But look through the PDF for potential bonses (such as from Recon). These represnent the physics of the world, and both PCs and NPCs can realistically be aware of them. Characters with a lot of strategic experience should be. |
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01-10-2012, 03:37 AM | #9 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Mass Combat
Strategy (or Tactics, depending on some factors) seems indeed somewhat overpowered due to influencing not only the chance to inflict casualties but also their size. But with a system that tries to resolve each turn of a mass combat with a single roll, I'm not sure if it's easy to avoid such an effect without making it too complicated.
I mean, Rogue Trader mass combat / boarding action rules have similar effects. |
01-10-2012, 06:30 AM | #10 |
Join Date: Sep 2006
Location: Seoul, Korea
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Re: Mass Combat
Perhaps a possible house rule would be to only allow it to do one or the other? But those two functions on the table are so closely intermixed that I don't know how you could separate them.
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Tags |
banestorm, mass combat, yrth |
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