Morien
08-25-2013, 04:43 AM
Hi all. This is something I threw together whilst we were playing the Cambrian War scenario to give the player characters a bit more influence in the battles. Granted, it is still heavily based on the battle system in the rulebook and influenced by the battle system in the Beyond the Wall supplement, too. Nor do I claim by any means that it is perfect.
It was intended mainly for a relatively small scale battles, a few hundred men per side, with PKs being rather high-profile in the army, commanders or at least champions. In a larger battle, I would see the influence of heroes realistically mattering less, although in Mallory, the heroic individual charges seem to carry the day more often than not.
As luck happens, I didn't actually get to test the system in game, as the PK army ended up being outmaneuvered and outnumbered due to some poor choices and bad luck with dice, the modifiers stacking up ominously enough that the PKs opted for a 'negotiated solution' (i.e. a surrender in all but name). If you do use this system in your campaign's battles, I'd love to hear about how it worked!
PC = Player Character
Running the Battle:
1) Calculate the modifiers from one party outnumbering the other, fighting in an advantageous position (1d6 modifier based on the winner of pre-battle maneuvering roll?) and/or quality bonus (although I think that is already calculated in the knight value, mostly).
- I would not use the homeland modifier, as the +-10 modifier is way too big. It is equal to 5:1 odds! +-5 might be more reasonable and even that is a bit iffy to my mind, unless it is really an ambush that can benefit from the local terrain knowledge (maybe use it as a bonus for the maneuvering?) or if it is the last ditch defense of hearth and home and the soldiers' families and represents the fact that they fight harder as the result.
2) General tactics: PC army commander's Battle+modifiers vs. Enemy Battle+modifiers.
- How well the armies are guided on the field and the first clash. After that, it is the battalion commanders who will try to crack the enemy counterpart.
PC\Enemy Crit Succ Fail Fumble
Crit +-1 +3 +6 +10
Succ -3 +-1 +3 +6
Fail -6 -3 0 +3
Fumb -10 -6 -3 0
- Draw = 0, of course
- Succ/Succ = +1 if PC win, -1 if PC partial success (double crits cancel one another as per our houserule and is treated as normal successes where skill 21+ may give a 'better' critical: 20+1)
- At +5/-5 the players' get that as an additional modifier to their Battle, as enemies flee/press on.
- At +-10 the losing side routs. Pursuit and chase may be possible, depending on the time of the day.
3) Round per round:
a) Keep track of each battalion separately: van (right), center, rearguard (left). Roll Battle of the battalion commander vs. enemy battalion commander's Battle. Battle modifiers apply.
PC\Enemy Crit Succ Fail Fumble
Crit 0 +2 +4 +6
Succ -2 +-1 +2 +4
Fail -4 -2 0 +2
Fumb -6 -4 -2 0
- If a flank/center routs, the other battalions get instantly -3 to their situation, as morale cracks. Furthermore, if the victorious battalion commander succeeds in (Battle-10) roll, he manages to keep control of his battalion and lead them in a flank charge against the neighboring enemy battalion. Roll a quick contest of Battles between the outflanking commander and the outflanked commander. If the outflank is successful, additional +5 to Battle for the two cooperating battalion commanders and -5 to the outflanked battalion commander's skill. This may ALSO change the relative troop strength levels -> modifiers to the Battle roll. For example, equal battalions fight it out. One enemy battalion routs, allowing two battalions gang up on one enemy battalion. Assuming that the enemy commander managed to shore up his lines against the outflanking attack and the morale of his troops is still high (both pretty unlikely, admittedly), then he would still be outnumbered 2:1 and suffer -5 reflexive modifier (+5 to the outnumbering two battalion commander's Battle).
- Frankly, if one flank routs, that Army commander might try to organize a fighting withdrawal. I'd say additional +-5 reflexive modifier (-5 for the retreating one) and a contest of Battle skills between Army commanders: On a success, he manages to pull his army back, on a partial success, the fight continues normally, on a failure his army breaks and routs.
b) PC Unit roll
- As per usual rules, Successful Battle lets the PK unit to pick the target. (If the battle is small enough, the battalion roll is also a unit roll.)
- Of course, on a Crit battle, the PCs would get a chance to get at the enemy commander. If they win that skirmish, they give -3 to the enemy battalion, as well as probably cause a shift to a poorer general (-3 to skill). This can be decisive. See below for End Game for enemy commanders.
- PC Heroics: If the round is 'positive' (i.e. most PKs win their melee rolls), give +1 to PC side; if 'negative' (i.e. most PKs lose their melee rolls), give -1. If the round is exceptionally one way or the other (multiple crits or fumbles), even +-2 or +-3 could happen. Another possibility here is that the PCs could go for high-value, high-skill targets, in which case the success might give a better bonus (+2?), but at the greater risk of failure. Enemy commander should be reserved for the critical battle rolls or do or die final charges, see below. Or they could go against rabble and be almost certain to win, but at the risk of 'wasting' their chance to improve the situation.
- After 6 rounds: The night is starting to fall. If it is an even situation (i.e. +-4 or less), both armies would start breaking contact by common consent, otherwise roll Battle (modified by darkness, not anything else) to be able to continue for two more rounds with -5 and then -10 to Skills. (This particular battle duration was decided thusly. Another battle may have more/less time before nightfall, and this also could be one of the issues influenced by the PKs.)
4) End Game:
- If one enemy battalion is reduced to -5 or worse, its commander tries a glorious duel option: challenging his opposing commander to a duel. Honor check if accept. If not accepted, then on a success or partial success on the enemy battle roll, the enemy commander manages to hack his way to duel with the PC anyway. If he Fumbles or if the Fail is enough to make his side rout, he is killed or captured in the attempt.
- Note that the battle for which this system was crafted, the situation was pretty desperate last ditch battle for the enemy. All or nothing. In a more 'relaxed' situation, this might be a good point for an attempt to retreat.
5) Casualties:
- Losing side suffers about 10% + 2% casualties * final modifier + 5% for each round of the day left to pursue if they rout.
- Winning side suffers about 5% casualties + (10 - loser mod/2)
- The above are of course guidelines.
6) Loot & Glory
- If PCs win decisively, the Loot is about X (depending on the size and wealth of the enemy army). Indecisive victory nets about third of this number, as most of the enemy and their baggage gets away.
- The example was a Small Battle, so 15 Glory / Round, x2 for a decisive victory if applicable (x0.5 if decisively lost) and x2 for being outnumbered if applicable.
- I would also modify the per round Glory based on the enemies the PKs fought against in each round: easy rabble x0.5, normal foes x1 and tough, high-skill foes x2.
EDIT (way later):
One of the dangers of writing something for one's own use and then just throwing it up on the Forum is that some things are left inadequately explained.
The bonuses and minuses in the Army Commander's and Battalion Commanders' rolls are the Army Situation modifiers, a way to keep track on how battle is going. The number applies to the PK's side, and the opposite number applies to the opponent's side, on the Battle rolls. I see that in the thread I was advocating waiting until +-5 to give it as a bonus, but later I suggest giving it straight away. Either way would work, waiting for +-5 would make it more even, while +-X would let the PKs to start reaping the benefits of their actions sooner.
Note that this was meant for a relatively small army, with a PK at the leadership seat. If it is a bigger battle, I could see simply increasing the limit to -10 for retreat and -20 for rout (matching Book of Battle quite closely in that regard), and halve the bonuses. Why do it this way? Well, it is a big battle with bigger armies, so there will be less sudden reversals and more reserves to help to keep the fight going. So it is less likely to be decided on one roll.
It was intended mainly for a relatively small scale battles, a few hundred men per side, with PKs being rather high-profile in the army, commanders or at least champions. In a larger battle, I would see the influence of heroes realistically mattering less, although in Mallory, the heroic individual charges seem to carry the day more often than not.
As luck happens, I didn't actually get to test the system in game, as the PK army ended up being outmaneuvered and outnumbered due to some poor choices and bad luck with dice, the modifiers stacking up ominously enough that the PKs opted for a 'negotiated solution' (i.e. a surrender in all but name). If you do use this system in your campaign's battles, I'd love to hear about how it worked!
PC = Player Character
Running the Battle:
1) Calculate the modifiers from one party outnumbering the other, fighting in an advantageous position (1d6 modifier based on the winner of pre-battle maneuvering roll?) and/or quality bonus (although I think that is already calculated in the knight value, mostly).
- I would not use the homeland modifier, as the +-10 modifier is way too big. It is equal to 5:1 odds! +-5 might be more reasonable and even that is a bit iffy to my mind, unless it is really an ambush that can benefit from the local terrain knowledge (maybe use it as a bonus for the maneuvering?) or if it is the last ditch defense of hearth and home and the soldiers' families and represents the fact that they fight harder as the result.
2) General tactics: PC army commander's Battle+modifiers vs. Enemy Battle+modifiers.
- How well the armies are guided on the field and the first clash. After that, it is the battalion commanders who will try to crack the enemy counterpart.
PC\Enemy Crit Succ Fail Fumble
Crit +-1 +3 +6 +10
Succ -3 +-1 +3 +6
Fail -6 -3 0 +3
Fumb -10 -6 -3 0
- Draw = 0, of course
- Succ/Succ = +1 if PC win, -1 if PC partial success (double crits cancel one another as per our houserule and is treated as normal successes where skill 21+ may give a 'better' critical: 20+1)
- At +5/-5 the players' get that as an additional modifier to their Battle, as enemies flee/press on.
- At +-10 the losing side routs. Pursuit and chase may be possible, depending on the time of the day.
3) Round per round:
a) Keep track of each battalion separately: van (right), center, rearguard (left). Roll Battle of the battalion commander vs. enemy battalion commander's Battle. Battle modifiers apply.
PC\Enemy Crit Succ Fail Fumble
Crit 0 +2 +4 +6
Succ -2 +-1 +2 +4
Fail -4 -2 0 +2
Fumb -6 -4 -2 0
- If a flank/center routs, the other battalions get instantly -3 to their situation, as morale cracks. Furthermore, if the victorious battalion commander succeeds in (Battle-10) roll, he manages to keep control of his battalion and lead them in a flank charge against the neighboring enemy battalion. Roll a quick contest of Battles between the outflanking commander and the outflanked commander. If the outflank is successful, additional +5 to Battle for the two cooperating battalion commanders and -5 to the outflanked battalion commander's skill. This may ALSO change the relative troop strength levels -> modifiers to the Battle roll. For example, equal battalions fight it out. One enemy battalion routs, allowing two battalions gang up on one enemy battalion. Assuming that the enemy commander managed to shore up his lines against the outflanking attack and the morale of his troops is still high (both pretty unlikely, admittedly), then he would still be outnumbered 2:1 and suffer -5 reflexive modifier (+5 to the outnumbering two battalion commander's Battle).
- Frankly, if one flank routs, that Army commander might try to organize a fighting withdrawal. I'd say additional +-5 reflexive modifier (-5 for the retreating one) and a contest of Battle skills between Army commanders: On a success, he manages to pull his army back, on a partial success, the fight continues normally, on a failure his army breaks and routs.
b) PC Unit roll
- As per usual rules, Successful Battle lets the PK unit to pick the target. (If the battle is small enough, the battalion roll is also a unit roll.)
- Of course, on a Crit battle, the PCs would get a chance to get at the enemy commander. If they win that skirmish, they give -3 to the enemy battalion, as well as probably cause a shift to a poorer general (-3 to skill). This can be decisive. See below for End Game for enemy commanders.
- PC Heroics: If the round is 'positive' (i.e. most PKs win their melee rolls), give +1 to PC side; if 'negative' (i.e. most PKs lose their melee rolls), give -1. If the round is exceptionally one way or the other (multiple crits or fumbles), even +-2 or +-3 could happen. Another possibility here is that the PCs could go for high-value, high-skill targets, in which case the success might give a better bonus (+2?), but at the greater risk of failure. Enemy commander should be reserved for the critical battle rolls or do or die final charges, see below. Or they could go against rabble and be almost certain to win, but at the risk of 'wasting' their chance to improve the situation.
- After 6 rounds: The night is starting to fall. If it is an even situation (i.e. +-4 or less), both armies would start breaking contact by common consent, otherwise roll Battle (modified by darkness, not anything else) to be able to continue for two more rounds with -5 and then -10 to Skills. (This particular battle duration was decided thusly. Another battle may have more/less time before nightfall, and this also could be one of the issues influenced by the PKs.)
4) End Game:
- If one enemy battalion is reduced to -5 or worse, its commander tries a glorious duel option: challenging his opposing commander to a duel. Honor check if accept. If not accepted, then on a success or partial success on the enemy battle roll, the enemy commander manages to hack his way to duel with the PC anyway. If he Fumbles or if the Fail is enough to make his side rout, he is killed or captured in the attempt.
- Note that the battle for which this system was crafted, the situation was pretty desperate last ditch battle for the enemy. All or nothing. In a more 'relaxed' situation, this might be a good point for an attempt to retreat.
5) Casualties:
- Losing side suffers about 10% + 2% casualties * final modifier + 5% for each round of the day left to pursue if they rout.
- Winning side suffers about 5% casualties + (10 - loser mod/2)
- The above are of course guidelines.
6) Loot & Glory
- If PCs win decisively, the Loot is about X (depending on the size and wealth of the enemy army). Indecisive victory nets about third of this number, as most of the enemy and their baggage gets away.
- The example was a Small Battle, so 15 Glory / Round, x2 for a decisive victory if applicable (x0.5 if decisively lost) and x2 for being outnumbered if applicable.
- I would also modify the per round Glory based on the enemies the PKs fought against in each round: easy rabble x0.5, normal foes x1 and tough, high-skill foes x2.
EDIT (way later):
One of the dangers of writing something for one's own use and then just throwing it up on the Forum is that some things are left inadequately explained.
The bonuses and minuses in the Army Commander's and Battalion Commanders' rolls are the Army Situation modifiers, a way to keep track on how battle is going. The number applies to the PK's side, and the opposite number applies to the opponent's side, on the Battle rolls. I see that in the thread I was advocating waiting until +-5 to give it as a bonus, but later I suggest giving it straight away. Either way would work, waiting for +-5 would make it more even, while +-X would let the PKs to start reaping the benefits of their actions sooner.
Note that this was meant for a relatively small army, with a PK at the leadership seat. If it is a bigger battle, I could see simply increasing the limit to -10 for retreat and -20 for rout (matching Book of Battle quite closely in that regard), and halve the bonuses. Why do it this way? Well, it is a big battle with bigger armies, so there will be less sudden reversals and more reserves to help to keep the fight going. So it is less likely to be decided on one roll.