War games.

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Anyone have any suggestions for large battles between armies? Any kind of existing system, or easilly altered sstem for large scale, army vs army battles? I have some 3e stuff that would work fairly well, maybe, but I'd need to convert, and that's just a major bummer.
What i did...  and would do again if i needed to.

1) Made each regiment a "creature".
2) All attacks automatically hit.
3) Bloodied groups do less damage (3d12->2d12 damage, representing less troops).
4) Below 0 could still fight, but did less damage, and need to make death saves (2d12->1d12 damage, saves represent routing).  Still dead at negitive bloodied.
5) Each PC could join and control a regiment and gave it a bonus based on how the character.

So i ended up with something like..

Team City:
Archers, 3d6 range 3.  move 2.  55 HP  + Wizard (+1 damage, prevent shifts).
Calvary, 3d8, move 4.  85 HP + barbarian (+2 damage)
Infantry, 3d10, move 2, 105 HP + cleric (regen 2)
Kings Guard, 3d12, move 3, 65HP, auto-succeed death saves + paladin (+1 damage, DR 1).
Conscripts, 3d4 damage, move 2, 68 HP. + bard (regen 1, +5 to death saves).
Catapult, 3 damage range 5, move 0, 1 HP.  (they failed to build any).

Orc Horde:
Archers, 3d6 range 3, move 2.  50 HP.
Goblin Warg riders, 3d8 move 4, 80 HP.
Warriors, 3d10 move 2,  100 HP.
Shaman, 3d4 range 2, 60 HP, weakens.
Beserksers, 3d12 move 3, 80 HP,  auto-succeed death saves.
Elder Green Dragon (just 1):  2d10+5 damage, 200 HP.  No damage loss when bloodied.

Balanced in favor of the orcs, but, there was alot of skill challenges before hand to build defenses (success), give troops some extra training (+5 HP), try and build a catapult (failed), recruit conscripts (63 of them), make traps (1d10 damage), negotiate with the dragon (partial success), assassinate the chieftain (didn't attempt), ect...  Along with the PC bonuses, they won the day, but not without heavy losses, and giving the city to the dragon anyways (they later kill it, after a few levels of doing it's evil bidding).

List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Not bad. Me likey. So mounted troops move at twice speed, you'd suggest?

How many to a unit?

Well, how would you go about creating a mixed unit? A single unit that mvoes around as one, but with mixed trops within? Say, front line is sheilds, back line is slingers and javelin, with twin swordsmen in the center, right behind a line of spearmen (for the sheilds). Or is your suggestion to just not do such things? Because I know I'd TRY it, if alowed.

Just alter the stats? And what about the idea of flanking? Increased damage?
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