Wednesday, December 15, 2010

Mass Combat - misc. modifications

Charging Modifications

A unit charging to the attack against a +2 on their attack roll and damage amount. However, the charging unit must have weapons that are longer than the defending unit. As long as the charging unit has weapons that are longer than the defending unit, they automatically win initiative.

No unit will follow an order to charge a defender with longer weapons which are set to receive the charge. Double damage is inflicted on any creature which charges into a "weapon set for charge" opponent. The attacker must have longer weapons than the defensive "set for charge" weapons in order to be able to harm the defender, or the attacker must clear the set weapons out of the way first.

Mounted Attacks

Mounted units can be used in melee. The unit stats would include the mounts' HD and AC into their unit statistics, and the mounts would be included in any casualties. If the mounts have attacks, those can be factored into the unit's average damage and total damage amount as well.

The mounts will affect the natural line spacing of the mounted unit according to the following rule:

--Cavalry natural line spacing: 100% of the mount's body length per mounted unit. Consider the average war horse to be 8 feet long. Thus, a line of 10 war horse would need 80 feet.
--Cavalry maximum line density: a highly trained unit of cavalry can make a charge at 50% body length spacing.


Because chariots are pulled by a horse team, they are not used in face-to-face line melee. Chariots can be used to charge into lines of infantry arrayed at natural line spacing. Chariots will not charge into maximum line density formations.

Chariots can be used to charge individual targets in the field, as well as for mobile missile attacks, such as slings, javelins, and arrows (although the chariot must be stopped before the volley can be launched. They are also used for troop transportation and reinforcement.

Maximum line density for a chariot charge is 20 feet per chariot team.

Magical Attacks on Massed Formations

Magic that has area effects will affect the total HP of the unit attacked. However, the magical damage will be reduced according to the savings throw table. The unit will only take a percentage damage equal to its save number x5. That saving throw number is based on the average HD of the unit, consulting the standard savings throw chart.

Thus, if a unit needed a 10 to save, as a unit it would only take 50% of the spell damage; if it needed a 11 to save, the unit would take 55% of the damage, and so on. The final damage amount is subtracted from the total HP of the unit.

Invisibility Considered

Invisibility will not be a major factor on the battlefield. A unit that turned invisible before attacking would end up knocking into and damaging each other as much as they damaged the enemy. A small number of creatures might utilize invisibility to attempt to infiltrate the enemy's lines to steal something or assassinate officers, but that is about the extent of the usefulness of invisibility on a massed battlefield.

Rallying the Routed

A commanding officer can attempt to rally the survivors of a routed unit. In order to do so, he must be in the immediate physical vicinity of the retreating troops, with the ability to communicate with them, and must be recognized as a commanding officer. The likelihood of rallying a broken unit is based on a charisma check. If the results of the charisma check are positive, the broken unit ceases its retreat is becomes available to form up into a new unit or take other orders.

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