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Join Date: Mar 2006
Location: Iceland*
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I read through GURPS Mass Combat and I somehow failed to be inspired. At a glance, the system didn't look any more interesting than the 3e system and it was missing some of the features from that system.
I think what might have thrown me was the lack of examples that I could latch onto. I may not be seeing the possibilities here because I couldn't relate to the examples. So I've decided to get you good denizens to help me do that. I have a city state in my fantasy campaign and among the military forces there, we have the following forces: 1st Hussars (DeVillar's Own Hussars): Cavalry on small horses bred for speed, endurance and the ability to forage for their own feed. Armed with two pistol crossbows, light lances and sabres. Carry a small shield and wear a light mail vest and a fanciful helmet. The troopers are picked men, each of whom has served more than five years under the banners of their noble patron (who recently donated this unit to the city). In GURPS terms, they have a minimum skill of 13 with their weapons and Soldier and a minimum of Riding 14+. Most of the men have extensive combat experience, gained during a recent war as well as heavy patrolling for the past year. 2nd Dragoons (Leorduin Dragoons): Mounted infantry. Trained to fight as cavalry as well as on foot, but can't match the Hussars as riders and are not as proficient at infantry drill as the regular infantry. Wearing mail hauberks of good steel, steel helmets and carrying medium shields. They are armed with spears and cavalry sabres, as well as carrying a crossbow. The crossbow is a new addition and most are not good shots. In GURPS terms, skill 12 for most things, but skill 10 for the Crossbow. I'm really not sure what to do with those, since they can fight as medium cavalry (albeit poor shots with the crossbow), medium (or heavy) infantry or bowmen (albeit poor shots). Only takes them a couple of minutes to switch roles too. 1st of Foot (Old Red One): Veteran infantry regiment, tracing its history back 70 years (as long as the city state has had an army independent from the retainers of individual nobles). Equipped similarly to the dragoons, i.e. with good steel mail and helmets, carrying medium shields and spears. Have shortswords instead of the sabres and the spears are fine quality. The most disciplined and well-drilled unit in the army. In GURPS terms, Soldier skill of around 14 and other military or weapon skills at 12+. I've represented them as being able to carry out complex manouvres that are beyond other units and this is often a battle-winning feature, even though the individual soldier may be less skilled with his weapons than some of the 'militia'. 4th of Foot (Mossbridge Yeomen): A normal infantry regiment with mail hauberks, medium shields and spears. Backswords as sidearms. Pretty much skill 12 all around in GURPS terms. During the recent war, it accumulated some experience fighting as a unit. 5th of Foot (5th Coastal Territoral Unit): Same as above, with the exception of combat experience. While many members fought in the recent war, they did so as part of other units. The 5th was formed after the war. Auxiliary Regiment, 1372 DR Company: The city state in question has a significant population of mercenaries, n'e'er-do-wells, dungeon delvers and other adventurers. Many of those serve part-time in the military of their adopted home. The city has a system whereby each person has to serve one out of every three months and can be called up in emergencies, but otherwise his time is his own. This results in many individually competent people serving several month-long stretches. The officers and NCOs are mostly regular service people, but their complements of other ratings change monthly. This results in units that are not as cohesive as regular army units and have less ability to perform complex drill, but can be brave and capable in battle. In GURPS terms, actual ability varies widely, but in order to quality for the program it is necessary to exhibit either exceptional individual prowess or some useful exotic abilities. Since most have served several months and the first month is usually just training, Soldier skill 10+ is common, but they can still not boast an average of 12. Weapon skills are often at 14+ and can reach the high teens with many recruits. There are some minor spellcasters or people with an odd ability or two, but mostly the really powerful people are given other jobs than fight as a private soldier. Now, how do I stat these units out? When is something Heavy Infantry and when is it Medium Infantry? I mean, the city has heavier infantry than these (men with breastplates and mail, fighting with halberds), but the standard infantry is expected to be able to face an orcish shield wall. And they usually fight with spears and shields, which sounds like Heavy Infantry. And how do I differentiate between units which are disciplined and capable of executing complex orders and ones who consist of good individual fighters? The former is much better during a manouver battle and if you have a situation which requires discipline (covering a retreat, for example), but the flaws of the latter don't matter in a case where savagery and courage alone can win the day (an attack into a defended breach, a counterattack that has to be made fast enough to make maintaining ranks impossible). Can people help me stat out an element of each of these?
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Za uspiekh nashevo beznadiozhnovo diela! |
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| Tags |
| forgotten realms, mass combat |
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