Mass Battles Rules?

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Hi, long time no see you, forumies. Cool

As I run from this year January "Caves of Chaos" game I look to spice a bit an doungeon crawl sessions. From beginning of this aventure my players were warned that if they don't defeat monsters in Caves, the foul "armies" will run on the settlment of Camiram. So they fought through four days of game time. And now comes the night decimated monsters may make attack on village.

So as DM I would need some rules, or at least advices, on how to run "defend the village" kind sceanrio, best with support of D&D Next rules.  Wanna help? Wink 
I run th Caves too. Quite open to many scenarios. OK i'll make the start and post more if you like it. I used to do something like that in 3.5 SO..

I would suggest the following layout. Feel free to adjust. It's just a guide anyway not complete

Unit Levels: (Green, Standard, Veteran, Elite)

Each of these levels and their effects represent the special training and benefits the
creatures of the unit have learned to utilize when forming a group.
The bonuses are cumulative. No number of creatures less than 150(small), 100 (medium), 25 (Large), 5(Huge), 2(Gargantuan) can form a unit in Mass Combat, usually (read Size).
Adjust to half for Skirmish rules. Mounted units use the size of mount for account.

-Green: +1 BAB(not Monster units)
-Standard: +1 morale saves, +1 HD*
-Veteran: +1 morale saves, +1 BAB(not monster units)
-Elite: +2 morale saves, +2 BAB(not monster units), +1 HD*

* When there is a HD increase, Unit only increases it's hp and gains any special abilities from it's
class, if the ability is applicable for Mass Combat rules.

Note 1: Monster units(aka those from bestiary) in mass combat, represent usually unorganized bands of
marauders and crude warriors, that rely most in their 1-1 combat techniques, than proper special training
in unit formation. Thus they never gain increase in their BAB. They already average high on that anyway.

Note 2: All new Units are formed in Green level and it takes 1 month to train such a group.

Note 3: Elite level of unit represents Spartan level of unit.Not common in Medieval or Dark era

Each unit is formed by a number of equal sized creatures and usually of the same skill.
Find the average HD type of the group of creatures forming a unit. Round up/down to the nearest possible, HD dice number.
That is the type of HD the unit will have. From the average HD, you find also the average BAB of unit and
it's hit-points.

- Size : the size of your unit. Important for calculating advantages etc. Must be at least 1. Divide the number of creatures
with the minimum required for mass combat, to find larger than normal units. For fewer creatures than minimun just give size 1/2.

- Speed: as speed. average of unit. I use generally battle-mat so divide ranges etc /10.

- Hit-Points: from average HD of unit. First lvl is max though. Maybe Consider seriously counting half HD
for hp! (haven't tested it yet)

- Mounted Units: take account mount's HD for Class choice and hp and other if Cavalry Trait! Different AC mount and rider.
Attacks against mount reduce Unit's hp, but don't force any morale checks of Blooded state.

- Class: d10 or higher Fighter progression (BAB,abilites..). d8 or lower follow Ranger progression (BAB/Spellcasting, abilities).

- Ac: same as normal rules for AC.

- Speed: the average speed of creatures, in Unit. (Combat round is x10 or x5 adjust)

- Weapons. Figure out from average equipment, then...Damage as follows:

Except: 1.All one-handed & simple ranged/thrown weapons deal 1d6 damage,
2.Two-handed deal 1d10 plus advantage on damage rolls except Pike.(unit must have Open formation though except Pike). Pike receives advantages in Spearwall formation (see later).
3.Longbows deal 1d8 damage (can't be used mounted), Crossbows deal 1d8 plus advantage on damage rolls (except on full-plate).
Crossbows must be used in Open formation, else disadvantage on attack rolls.
4.Lance counts for Charge action only and is as two-handed. May not be used after, in close combat. Breaks on max damage.
5.Thrown weapons all have the close range only 30ft, or 3 for battle-mat.

*Larger weapons for units of larger creatures deal 2D or 3D accordingly. For natural weapons use common sense between strong attacks(d8) and weak ones (d6).


Name: Human Levies(100,Green) (Bestiary stats: Commoner)
Size: 1 (Medium)
Speed: 30 ft (3 squares in battle-mat)
HD: 1D8+0(8 hp), Blooded:4
AC: 11 (Light)
Attack: +3, 1d6+1 Spear melee
+3, 1d6+1 Javelin thrown (2)
Traits: Skirmishers, Military Training(Simple)
Morale: +0 (Wis 0, Misc 0)

Name: Human Squires(25, Green) (Bestiary stats: Warrior(Con11,Wis12), Warhorse: +1 Str, +2 Con)
Size: 1 (Large)
Speed: 50 ft (5 squares in battle-mat)
HD: 3D10+6(26 hp), Blooded:13
AC: 16 (Scailmail,shield), 13 (WarHorse,leather)
Attack: +3, 1d6+2 mace
+4, 1d10+3 lance
Traits: Cavalry, Military Training(1-handed,Lance&Spears)
Morale: +2 (Wis 1, Misc 1)

Combat Round & Actions
0. Initiative of Units (Green only)
1. Initiative of Generals & Commanders (Optional)
2. Actions & Reactions
3. Resolve & Routing

- End of Round. Start over again until half of one army becomes routed. If this happens and by the end of step 3
the other army has more than half of it's units standing, it's the victorious army.

0 - Initiative of Units

At the start of each round each Unit that is not following a command
(from previous round) or faces any of the following threat:

a) Being in a melee with an enemy unit Morale DC 10
b) Wounded at Blooded hp Morale DC 15
c) Approached an enemy unit or being approached by enemy unit Morale DC 10
d) Wounded at 0 hp Morale DC 18

faces a threat to Break (Open Formation) and next round begins to rout away from battlefield. Routed units
loosing the save continue to try to escape.

If the morale save is successfull the unit:

a) Stops fleeing if a Routing unit. (Open Formation)
b) Continues to fight if in a melee.
c) Charges/Attacks another approaching unit,if in range and no previous command was given.

1 - Initiative of Generals (Optional)

Generals must make successfull Cha check to give an order to the unit. Each order has it's own DC. Formation orders add to the DC, if they change
the Unit's current formation. Formation orders can be given with Actions/Reactions or even alone as Reactions.

Generals add the Skill(Command) if applicable. And add the morale bonus/penalty of the unit they wish to command.

Note: Doing this means the unit actually regards the General as it's commander either by authority or training
(minimum 6 months training with the unit). If authority is not applicable (bad bully king, or 1st lvl noob player :P) then
training can be compensated by presence of a Captain that has done the training above with the unit(players can also be in that position). But in that case the
Cha check is made with the stats of Captain. If both General & Captain are recognized by the unit, General has an advantage to the check.
(Captains are expensive, but nice NPCs!). In any other case any morale bonus is not added.

Command Chart
Roll General Commander

General +morale+adv Yes Yes
Commander +morale No Yes
General +morale Yes No
General No No

Generally all commands are applicable for this state. But commands are also given as Reactions.
Any command after the first, given during round to a unit, has DC a +4, cumulative.

NOTE: Any failed Command leaves Units with previous commands and Green units, with NO command!

2 - Actions/Reactions&Formations

a) Stand/Ready (DC:5, Reaction:yes)
Success: Unit stands it's ground ready, in desired/current Formation. Unit does not need to roll morale as
reaction to the specific morale events (except Blooded event!). Unit continues to fight or reacts to
attacks made from enemy units with the Attack action(these reactions don't count to it's Actions taken for Command DC)

Failure: Unit remains in place, but will need to roll for morale (if conditions require it).The Unit will
defend itself from attacks with Attack action (if in range). Any reactions
taken this round, count for the Command DC.

a) Move (DC:0, Reaction:yes)
Success: Unit moves it's speed, in desired/current Formation.
Failure: Unit moves it's speed, but arrives in Open Formation.

a) Attack (DC:5)
Success: Unit moves attacks an enemy unit, initating a melee (within Speed range) or fires at range(weapon range).
In desired/current Formation. Units with thrown weapons can also throw once before melee.
Failure: Unit stands it's ground in current formation. Ranged Unit fires the closer threatening enemy!

c) Withdraw (DC:10, Requires: Close Formation)
Success: Unit moves it's double speed away from enemy unit, in desired/current Formation.
Failure: Unit continues to fight.

d) Charge (DC:15, Requires: Open Formation)
Success: Unit moves it's double speed towards enemy and attacks.
Failure: Unit stands ground. Changes to Open Formation.
Effect: Advantage in attack. If attack successfull attacking unit tries to break defending Formation (Open Formation is broken automatically)
Contesting (Str + Size roll):
If successfull Bonus weapon die damage + [(Attacker's Size - Defender's size) X 2] (if positive).


Close Formation(DC:+2, Speed:normal)
Effect: Default formation for Infantry units. Ranged attacks(not thrown) against this unit have advantage on
attack rolls. Unit gains + 2 AC against Charge actions.

Open Formation(DC:+0, Speed:normal)
Effect: Ranged(not thrown) attack rolls have disadvantage against this unit. Charge attacks break this formation
automatically except if both Units charge each other (one as Action, second as Reaction).

Shieldwall(DC:+4, Speed:1/3, Requires:Stand/Ready Action present, not Mounted,shields)
Effect: Unit gains +4 AC. Adds it's [Size x 2] in Str rolls to any break Formations attempts.

Spearwall(DC:+4, Speed:0,Requires:Stand/Ready Action present,Pike)
Effect: Advantage attack roll & damage against charging Units.

....take enjoy reading