01-09-2009, 11:42 PM | #21 | |
Join Date: Dec 2006
Location: Meifumado
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Re: GURPS Mass Combat out
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01-09-2009, 11:56 PM | #22 |
Join Date: Jun 2005
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Re: GURPS Mass Combat out
This product seems really cool.
It's exactly what my friend who is GMing a historical GURPS game set in 1961 Sierra Leone, where the PCs are CIA-backed commandoes fighting the Communist insurgency. I could also see it being a lot of fun for lots of other scenarios.
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01-10-2009, 12:07 AM | #23 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Mass Combat out
As one of the playtesters involved in this project I spent literally days working on different angles for battles, the system had to be next to perfect! I knew with some of the other playtesters involved that I wouldn't have to worry about historical reenactments, so I did..umm odd things. The Big Monster battle was mine and I have to say I was apprehensive about posting it! I am glad it made it in (even as a box)
All in all I love this friggen book and I wish we could have playtested it even more, and as a note, if you looking for squad level tactical wargaming STAY clear of this book. This is IMHO a perfect product for the GM who wants massive battles but wants to avoid the combat bog down that tends to accompany that with other more complex systems (chainmail. I am looking at you) And David if I didn't say it enough during the playtest, I am going to say it here you did a helluva job on this little book! Ghostdancer
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01-10-2009, 12:29 AM | #24 |
Join Date: Aug 2004
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Re: GURPS Mass Combat out
I can definitely see the potential for supplements - in particular, Mass Combat of the future seems like it could use some more fleshing out. I wouldn't mind a companion piece designed to work alongside the upcoming Spaceships supplements "Warships and Space Pirates" and "Fighters, Carriers, and Mecha" in order to address elements such as the space forces (as distinct from aerospace forces, but roughly analogous to naval forces) and mecha armies (which would range from Battletech-style ground forces through Gundam-style aerospace forces and possibly even to Robotech-style dual-purpose forces).
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01-10-2009, 01:15 AM | #25 | |
Join Date: Jun 2006
Location: Spain —Europe
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Re: GURPS Mass Combat out
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01-10-2009, 02:12 AM | #26 |
Join Date: Aug 2007
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Re: GURPS Mass Combat out
What I Would like to see is a way to determine casualties on a troop unit way, as well as have some stand out or not. Basically similar to how things work foth chars - one can select heroism for a unit, increasing the TS. At the end of the battle, the "damage" is distributed to the units.
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01-10-2009, 02:26 AM | #27 |
Join Date: Feb 2006
Location: Trondheim, Norway
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Re: GURPS Mass Combat out
I just downloaded Mass Combat, and I got to say it's looking good.
Now to go home and dust off my old books on the To&E of the Soviet Army in 1939 and get started with that Frozen Hell campaign I have been postponing for way too long.
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01-10-2009, 03:34 AM | #28 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: GURPS Mass Combat out
I liked the material in GURPS MASS COMBAT and I have to say that initially I was impressed. I look forward to utilizing it for my own campaigns because this is the type of thing that got good use when I had GURPS 3e.
I do however, have two questions for anyone to answer... perhaps even David :) In the table, it lists on page 17, that Medium Cavalry have the code Cv,F. Was this a mistake? I checked the TL and saw it at TL and thought "Ok, probably a misprint" The second question has to do with a closer look at the "examples" given for the TL 0-5 throughout the booklet. I noted that the rules specify that Strykland has a force with 20 elements worth a total of 120 points. 9 of those points are Archers, and 25 of those points are Heavy Cavalry. That works out to about 2 Hvy Cav elements and 3 bowmen elements, leaving me with 15 elements to try and determine their "aspects" if you will. That is when I discovered something that didn't make sense to me. Per the information on page 9, it states that Impetious troops have certain bonuses and penalties for the commander depending upon what the commander's choice is for the combat round. Ok, makes sense as written. But then there was the rule that if your impetious troops make up 10% or more of the troops by either troop numbers or by TS value, that certain rules are put into effect. To wit, if the Commander choses either of All-out-attack, attack, or raid, he gains a +1 bonus to his strategy roll. However, any other option chosen results in the commander having to make a Leadership roll at -1 per 10% of the force that are impetuous. If Sir Richard's forces are such that 37.5 TS points are Impetuous, and he only has 75.5 TS points for his force, we have 37.5/75.5 or 49% of his TS as impetuous troops! Poor Sir Richard has to make a Leadership roll at -4 (minimum) or -5 or suffer a -2 to his Strategy roll. This was left out of the example given for the battle turns. Was this an oversight or am I mis-reading the rules? One question that popped into my mind while reading... What is the TS value for Demonic creatures? ;)
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01-10-2009, 03:42 AM | #29 | |
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Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Mass Combat out
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01-10-2009, 03:50 AM | #30 | |
Join Date: Aug 2007
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Re: GURPS Mass Combat out
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