Quote:
Originally Posted by Icelander
The problem is that in current GURPS rules, a shield wall grants no advantages at all. There's no need to break up the formation because there are no rules that make it better to be in formation.
The OP is looking for rules that do make a formation superior to not being in formation, probably preferably accompanied by rules which cover the limitations of being in formation. Rules covering shoving and the press of multiple men against each other would also be favourities.
None of these exist. The current GURPS Mass Combat rules abstract such concerns away and the rules in the Basic Set are meant for individual combat or small squads of irregular combatants (i.e. adventuring bands). Shield walls, phalanxes, pikes and suchlike may be mentioned, but there are no solid rules for how they affect combat. That will have to await a happy time when someone is willing to write a book on military matters, warfare or something similar.
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Just remember that the OP asked about fights with a few dozen people on each side. So formations will probably be fairly loose, and only two or three men deep. I think GURPS already has most of the rules for what he needs (eg. being in a shield wall means its hard for enemies to reach your rear where you have defense penalties, and makes it hard for several enemies to gang up on you). I wonder if
GURPS Tactical Shooting will have rules for situational awareness and tunnel vision which could be adapted to a gritty game?
Rules for individuals in mass combat would make an interesting PDF.