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View Full Version : First battle tips for a new GM *without* the BoB?



Deadstop
05-06-2010, 03:26 PM
(If this should be in the Battle and Armies topic, I apologize, and feel free to move it. The tagline on that one mentions that it's about the new battle-related books, though.)

I have started my GPC and had a good chargen session this week. Will be charging into 485 (with the usual "bear" intro and then the Battle of Mearcred Creek if there's time) next week. I did not get hold of the Book of Battle before it lapsed into "wait for the supercool new version" status, so I'll be using the standard KAP5 battle rules.

Any tips on introducing, handling, and/or spicing up battle? My players and I are all new to KAP, though one has purchased the KAP5 PDF and another owns KAP4. From just reading the rules and not having played them yet, I am slightly concerned that battle could wind up being little more than a series of potentially-fatal dice rolls. What have other folks done to avoid this? Anyone know of a "cheat sheet" handout of the battle procedure and possible actions (pre-BoB, of course) that I could give to the players?

Thanks,

Deadstop

Makofan
05-07-2010, 04:21 PM
This is what I did for 3rd Edition so I could understand the rules. 5th edition is probably similar. Hope it helps. Oh, and this is for Phase 1 (495-509). And I may have made some mistakes.

3rd Edition Battle Rules as modified by The Boy King

1.0 Before the Battle

1.1 Determine Knight Values of each army:


Troop TypeKnight Value (KV)
Rich Knight3
Ordinary Knight2
Poor Knight/Sergeant/Saxon Chief1
Saxon Berserk2
Saxon Warrior, Armored Foot Soldier1
Foot Soldier, Irish Warrior, Cymric Warrior0.5
Pict Warrior, Bandit0.2
Peasant0.1


1.2 Determine Battle Size


Total KV (both armies)Battle Size
1-499Skirmish
500-999Small
1000-2499Medium
2500-4999Large
5000+Huge


If Battle Size = Skirmish, DO NOT USE these rules. Fight the battle using the Skirmish rules.

1.3 Find Army Strength Points

Strength Points = KV / 25

1.4 Determine Modifiers to Army Commanders rolls


SituationModifier
Outnumber at least 2:1 +5
Outnumber at least 5:1 +10
Outnumber at least 10:1+15
Favorable Terrain+5
Surprised Enemy+5
Routed an Enemy Battalion+10
Superior Troops+5


The opposing side gets negative modifiers to Army Commander rolls equal to the above plusses.


1.5 Determine Battle Length

There are three different ways to determine battle length.

1. GM fiat – the GM decides how many rounds the battle will last

2. The GM makes a dice roll. Battle will take 11-d6 (5-10) rounds

3. Each side chooses a ferocity number from 1 to 6. Sum the two numbers for the number of battle rounds.

1.6 Assign Players to a Battalion Commander and a Unit Commander

It is important that all players know who their battalion and unit commanders. In a skirmish-sized battle, it is entirely possible that battalion commander and unit commander are one and the same.

1.7 Squires

A knight is assumed to have 1 squire, a rich knight 2 squires, and a superlative knight 3 squires. Each squire may be used once in the battle to rearm, re-horse, drag you away if unconscious, etc.

2.0 The First Charge

2.1 Army Commanders make opposed Battle rolls with modifiers from 1.4 above.

Check the following chart for losses inflicted on opposing army’s strength points and the modifier that all engaging Battalion Commanders must use on their own Battle roll.


Battle Roll ResultLosses InflictedBattalion Commander Mod.
Critical2d6+5
Success1d60
Partial Success10
Failure0-5
Fumble1d6 on own troops-10


2.2 Calculate new Army Strength Points

Army Strength Points equals original Str Points minus losses. If Str Points reach zero, army will rout off field at end of round.

2.3 Battalion Commander rolls his Battle

Only those battalions engaging make an unopposed roll for their battalion commander using his Battle skill. Use the modifier calculated in 2.1


Modified Battle ResultWeapon Attack Modifier
Critical+5
Success0
Failure-5
Fumble-10


The weapon attack modifier is applied to the weapon skill of each player in the specific battalion during the first charge.

2.4 Find Foe

The GM has two options for the foe faced by each player. One is the story mode, where he picks the player’s foe. The other way is to roll on a table. The GM must create a random table representative of the force facing the players. This should be skewed towards the tougher troops, as they would be in the first rank. Here is the default table from the rules on pg 164:


Die RollFoeSkillDamage
1Knight – Pretender53d6
2Knight – Poor10 3d6
3Knight – Regular103d6
4Knight – Rich103d6
5Knight – Poor123d6
6Knight – Rich124d6
7Knight – Superlative134d6
8Knight – Regular134d6
9Knight – Poor14 4d6
10Knight – Rich 145d6
11Knight – Regular154d6
12Knight – Superlative154d6
13Knight – Poor165d6
14Knight – Rich 165d6
15Knight – Regular175d6
16Knight – Superlative175d6
17Knight – Rich 186d6
18Knight – Regular196d6
19Knight – Superlative195d6
20Knight – Superlative206d6
21Knight – Superlative256d6


2.5 Resolve Combat

Make an opposed roll with each player and his opponent, inflicting the appropriate damage and consequences. Do not keep fighting – the first charge is a one-swing deal.

2.6 Resolve Unit Fate

Unit leaders now make a Battle roll, modified by the Battalion Commander’s result from 2.3, and check the Follower’s Fate table to see what happened to the men in their unit


Modified Battle ResultFollower’s Fate
CriticalNo losses
Success10% casulaties - 2% killed, 8% wounded
Failure50% casualties - 10% killed, 40% wounded
Fumble75% casualties - 50% killed, 25% wounded



3.0 Melee Rounds

The rest of the battle is played out in one or more melee rounds until one side is reduced to 0 Strength Points, or the appointed number of rounds is reached, at which point go to 4.0 Battle End

3.1 Army Commanders make opposed Battle rolls with modifiers from 1.4 above.

Check the following chart for losses inflicted on opposing army’s strength points and the modifier that all units get to the Unit Event Table.


Battle Roll ResultLosses InflictedUnit Event Mod.
Critical2d6+5
Success1d60
Partial Success10
Failure0-5
Fumble1d6 on own troops-10


3.2 Calculate new Army Strength Points

Army Strength Points equals original Str Points minus losses. If Str Points reach zero, army will rout off field at end of round.


3.3 Check your status

Each knight is either Leading, Attached, or Alone. If you are leading a unit, battalion, or army, you are Leading. Otherwise you are Attached to your unit. You can only be Alone in situations that may arise in combat, or by GM discretion.

3.4 Roll on Unit Events Table

Each unit commander in a PK unit rolls 3d6 on the Unit Event Table, using the modifier determined in 3.1


Roll (3d6)ModifierEvent
3-15Your Battalion Routs
4-10Your Unit Retreats
5-10Surge of Enemy Knights
6-5You are Outnumbered
2-2-2-5Your Battalion Retreats
7-5More Enemies than Friends
8-5Enemy Pushes Forward
9-12+0Could Go Either Way
13+5 Enemy is Confused
14+5 More Friends than Enemies
15+5 They Pull Away
5-5-5+5Enemy Battalion Retreats
16+10A Surge of Victory
17+10Enemy Unit Retreats
18+15Enemy Battalion Routs


3.5 Leaders and Alone make Battle Rolls

All Leaders make a Battle roll, modified by the Unit Event Table modifier determined in 3.4. Alone players make a Battle roll with a modifier of –10 to their Battle skill. Determine the result on the following table


Battle ResultIf MountedIf Afoot
CriticalYou can choose to engage, or be disengaged. If you have a Lance you may Charge at +5You can choose to engage, or be disengaged
SuccessYou can choose to engage, or be disengagedYou are engaged. If next round’s Unit Event roll is 9 or higher, you may disengage that round
FailureYou are engagedYou are engaged
FumbleYou are engaged to your disadvantage. Fight at –5 to your weapon skill this combatYou are attacked from the rear. Suffer –5 to your weapon skill first round of combat


3.6 Statement of Intent

Leaders and Alone knights now make a statement of intent. If a Battalion Routed (3 or 18 on Unit Events Table), go to 3.6.3 If Rout

3.6.1 If Disengaged

Disengaged have the following options; their followers (if any) will follow suit
A) Remain Disengaged
- get or give First Aid
- take a wounded to Back of Battle
- look for your Group if Alone (Awareness to travel there next round)
- look for your Squire if lost (Squire roll)
- don or remove armor
- pillage a corpse or wounded
- ride to Back of Battle
- flee
- catch a riderless horse (Horsemanship – 2d6 for a 1-4: Charger, 5:Palfrey, 6: Cob)
- rally a group (if Alone – Battle + Glory/1000 – 2d6; success you now lead 1d6 knights)
B) Re-enter Combat
- help friends (usually to rescue or re-horse; roll on appropriate Foe Table 3.7)
- look for a target (make Awareness roll; Failure roll on Foe Table 3.7, Success roll on Target Table)


Roll (d20)Result
1-5Advantageous attack. Roll on Foe Table 3.7, gain +3 to weapon skill
6-10Normal success. Roll on Foe Table 3.7
11-15Easy targets. Roll on Foe Table 3.7 with a -3 modifier
16-18Enemy Hero*
19Enemy Standard*
20Enemy Battalion Commander*


* If target is Hero, Standard or Battalion Commander, GM will adjudicate your opponent.

3.6.2 If Engaged

A) Choose to Fight – roll on Foe Table 3.7
B) Flee – roll on Foe Table 3.7; oppose Horsemanship vs Enemy Weapon skill


CriticalEscape undamaged to Back of Battle or Disengaged, your choice
SuccessEscape undamaged to Back of Battle
Partial SuccessEscape to Back of Battle but take damage (with shield protection)
FailureYou did not escape; take damage with no shield protection
FumbleYou did not escape; take damage with no shield protection and you dropped/broke your weapon
You can attempt Flight until successful, unconscious, or you decide to fight back.


3.6.3 If Rout

If the Enemy Battalion Routed, player knights may pursue. A mounted knight may pursue any foe, gaining +5 to their weapon roll if pursuing foot troops. An unmounted knight may only pursue foot soldiers. To continue pursuit, make a Weapon Roll. Success means you chased the eneey off the field and may continue to pursue. Make a Hunting Roll (no modifiers) and check the result on the Pursuit Table


Hunt RollResult
CriticalYou found their camp. Add 2d6+2 ₤ booty. Award triple pursuit glory
SuccessYou killed 1d6 more of them, and captured a man. Award double pursuit glory
FailYou killed 1d6 more of them. Get pursuit glory. Take 1d6 damage without armor
FumbleAmbushed! Take 6d6 damage and no pursuit Glory


If Your Battalion Routed, you may Run Away, Stand, or Escape (if disengaged).

Escape – roll on Flee Table 3.6.2
Run Away - roll on Flee Table 3.6.2 with –15 modifier to Horsemanship
Stand – roll on Foe Table 3.7 and fight combat at –15 to Weapon. If you Critical during the combat, you have rallied your Battalion, it does not flee, and you gain 100 Glory.

3.7 Find Your Foe

The DM must create a Foe Table, or can use the default table. The Bonus is the group bonus added to weapon skill. It can go no higher than +6.


Die RollFoeSkillDamageBonus
1Knight – Pretender53d61d6-2
2Knight – Poor103d61d6
3Knight – Regular103d61d6
4Knight – Rich103d62d6
5Knight – Poor12 3d62d6
6Knight – Rich124d62d6
7Knight – Superlative134d63d6
8Knight – Regular134d61d6
9Knight – Poor144d62d6
10Knight – Rich145d62d6
11Knight – Regular154d61d6
12Knight – Superlative154d63d6
13Knight – Poor165d61d6
14Knight – Rich165d62d6
15Knight – Regular175d61d6
16Knight – Superlative175d63d6
17Knight – Rich186d62d6
18Knight – Regular196d62d6
19Knight – Superlative195d63d6
20Knight – Superlative206d63d6
21Knight – Superlative256d63d6


3.8 Calculate Your Group Bonus

Group Bonus is 1d6. If that number is less than or equal to the number of followers, all group members get that number added to their weapon rolls. A leader gets +1 to this die roll for every follower over six. Alone knights get no group bonus; Followers get the same bonus as their Leader

3.9 Action Resolution

Each individual resolves his actions (usually combat). If you get unhorsed, you begin the next round Alone and On Foot.

3.10 Resolve Unit Fate

Unit leaders now make a Battle roll, modified by their Unit Event modifier from 3.4, and check the Follower’s Fate table to see what happened to the men in their unit


ResultFollower’s Fate
CriticalNo losses
Success10% casulaties- 2% killed, 8% wounded
Failure50% casualties - 10% killed, 40% wounded
Fumble75% casualties - 50% killed, 25% wounded


If an Enemy battalion routed and you pursued, you are Out of the Battle. If your opponent Army Strength dropped to 0, go to Rout 3.6.3 and make your Pursuit roll, then go to 4.0 After the Battle. If your Army Strength dropped to 0, you escape off the field of battle safely. Go to 4.0 After the Battle. If the maximum number of battle rounds is reached, go to 4.0 After the Battle. Otherwise, fight another melee round.

4.0 After the Battle

4.1 Determine the Victor

Roll d20 -10 if enemy routed, +10 if you routed and consult table.


RollResult
1-2Decisive Victory
3-18Indecisive
19-20Decisive Defeat


4.2 Bury Dead and Tend Wounded

This is a chance for First Aid checks, among other things.

4.3 Determine Plunder

Below is an example Plunder table, but referees may need to tailor it to the battle.


Battle SizePlunder
Skirmish1d6-3 L plunder
SmallPalfrey, cob, 1-2 L goods
MediumCharger, 1-2 palfreys, 1d6 L goods
Large1-2 chargers, 2-4 palfreys, 1d6+4 L goods


4.4 Negotiate/Calculate Ransoms

Negotiate prisoners swaps, ransoms and weregild.

4.5 Calculate Glory

Find base glory per round on following table


Battle SizeBase Glory
Skirmish5 Glory per Round
Small15 Glory per Round
Medium30 Glory per Round
Large45 Glory per Round


Modify each round’s glory:
- x2 for each critical
- x1/2 for each failure or fumble
- x1/10 if not engaged that round.

Add up Glory, then apply result modifiers
- x2 for Decisive Victory
- x1/2 for Decisive Defeat
- x1.5 if outnumbered 2:1
- x2 if outnumbered 5:1

Give a Commander bonus = KV value of men led in the battle.