|
|
|
|
|
#1 |
|
Join Date: Feb 2008
Location: Dayton, Ohio
|
I have a scenario / adventure in which the players would be part of a much larger battle. While the players would resolve their own combats normally, obviously it would be wildly impractical to use normal methods to determine the outcome of every individual melee within that larger battle.
However, I do want the outcome of the players' fights to affect the overall outcome — they're the Heroes, after all, and they'd be facing off against the Leaders (and high-ranking sub-Leaders) of the opposing faction, and Morale can sway the tide of battle. (If you kill a group's Leader, for example, it should make their followers more likely to break.) So I'm looking for two different things:
Any suggestions…? |
|
|
|
|
|
#2 | |
|
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
|
Quote:
Example: Army of 200 Orcs v 80 well equipped Soldiers and knights. Decide how many units you want to handle, say 10 each side. So an Orc squad will have 20 figures and a soldier squad 8 figures (assuming you want equal numbers of squads. You can make all the Orcs the same for ease of setup or different if you wish, same for the Soldiers. The PCs can form one squad of Soldiers. When you play the battle, the PCs fight individually against the individual Orcs in the Squad they are facing as if in a standard Melee battle and the rest of the battle is abbreviated by fighting squad v squad as if the squads were individuals. You can scale this up or down as desired and add whatever complexity you wish. I've done this in the past and it works fine. |
|
|
|
|
|
|
#3 |
|
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
|
As to Morale in terms of the overall battle, that can also be dealt with simply.
Set a number for each army. Let's say you set the Orc force at 4 and the Soldiers at 5 for example. That represents he number of units that need to be defeated before their entire army retreats or flees the field. |
|
|
|
|
|
#4 |
|
Join Date: May 2015
|
The two approaches that have seemed to work best for me are:
1. Use good medieval wargame rules. If you enjoy wargames anyway, and like to have a simulation game going for large-scale events, I have really enjoyed representing the armies in my campaign this way. It means there is an actual military situation with unknown but logical outcomes in the campaign world, which I quite like. I figure out what the scale conversions should be between hex scales, unit sizes, and what combat ratings in the wargame correspond to what sort of TFT figures. 2. Have a GM who understands medieval & TFT combat well enough to look at the situation and estimate what the odds are of various results, and have the GM figure out what happens by GM discretion and rolls made based on his estimates. I think this often gives better outcomes than a too-simple system that gives not so great results and cause & effects. (On the other hand, if your GM is clueless about medieval battles, sometimes having him use some random system is better than him just dictating results.) |
|
|
|
|
|
#5 |
|
Join Date: Aug 2019
|
I'd go with Skarg's (1) above and use a massed-battle wargame to fight the battle. (My recommendation would be Hordes of the Things.)
But then I'd have a set of potential hex-based TFT scenarios for a 'PC-scale' resolution to the battle. These would take account of the battlefield terrain and the winner/loser status of the 'goodies' and 'baddies'. So, I'd have the battle played to a climax one way or another, and then resolve the 'personal stuff'. The way that I'd do this is to work out a (lightly sketched) series of potential settings, one for each major area of the battlefield (woods, village, riverbank, marshes, whatever. These would essentially just be set-dressing, but the players don't need to know that! Then I'd design encounters to reflect probable outcomes (essentially the villains have won, but the PCs are hiding on the battlefield among the corpses of their shattered regiment OR the PCs have won and are pursuing the routed villains through whatever type of terrain the unit was resolved in). So, I'd have the shape of the wargame determine how the TFT-level encounter begins. And I'd have suitably interesting elements to throw in (either the PCs or the villains flee to seek refuge in a chapel in the woods (haunted?) or a an old woman's cottage (not all it seems?) or whatever. You'd only need a handful of these to allow the course of the wargame battle to shape the RPG climax. I'd also work out a table of 'flavour elements' that I could pick from to reflect the course of the battle. Here are some examples:
And so on ... I'd favour Hordes of the Things for the encounter as battles take about 45 minutes - so you could use it to introduce the session and then have the RPG stuff take up most of the time. But any fast-playing wargame rules would work. I'd use something that's quite abstract or 'zoomed out' - so that you don't need to worry about what's actually happening to the PCs during the battle (if their unit is destroyed, they start the RPG session having fled or hiding; if their unit drove all before it, they might be riding round surveying the site of victory). |
|
|
|
|
|
#6 |
|
Join Date: Dec 2017
|
I think the important things about any skirmish or mass combat system in TFT are that it:
1) be compatible with the rest of the game, in tone, basic rules structure, look and feel of material components, etc. 2) be very fun all by itself, as a game within a game. For these reasons, I'm not a fan of either highly abstract rules for just getting to a result (no fun), nor of resolving with existing different games and porting the outcomes back to TFT. I think the issue should be addressed with a new, hopefully short and punchy, set of rules. Basically, a game with the structure and heft of Melee but aimed at skirmish combats. |
|
|
|
|
|
#7 | |
|
Join Date: Feb 2009
Location: Central Texas, north of Austin
|
Quote:
I have an idea to extend this concept. (It will need some thought and testing though). Play this out on an increased scale map. For example, draw a map with individual hexes at village scale (10 yards), town scale (30 yards), or more. (Although adjusting for range penalties gets tricky if you get too large.) A single figure still represents a group and moves like an individual, but its movement and combat is "abstracted" to occur at the larger scale. Hand-to-hand combat is just close quarters fighting. A building in a hex would have the same effect on "a figure" as a body in a hex, and so forth. |
|
|
|
|
![]() |
|
|