Re: Squad/Mass Combat Rules
- Why not just use the normal combat rules plus scale?
So use the number of soldiers in each unit as the scale of the unit - e.g., 5 man squads would have a scale of 4.
When attacking, add half of scale rounded down to skill and add half of scale rounded up to ODF (damage.) In this case, the 5 man squad would get a +2 to their attack skill and +2 to damage when attacking one individual.
When defending, scale works normally - the squad adds +4 to DDF.
When units of equal scale fight you can just treat it as a normal battle.
Toss in some morale rules (e.g., perhaps a Mediocre morale roll when Hurt, getting tougher as damage increases and that should work for a simple system.
--- In email@example.com, "munkwunk" <munkwunk@...> wrote:
> My brain is at it again.
> During a recent Psi-punk playtest, I realized that I don't have any rules for mass combat. Our group was put in charge of a small gang of thugs as we stormed a building full of crazy cyber-monsters. The GM did a good job of adjudicating when one of the thugs died (basically, any time he decided that the group fought off some monsters, one or more of them were lost) but it wasn't very crunchy and was all up to the GM. Great for story, but we didn't really feel like we were in charge of their fate.
> Naturally, I came up with an idea for squad/mass combat that I believe is simple but probably quite effective (it just hasn't been tested yet).
> I don't know if anything like this exists in Fudge 10th Anniversary (since all I have is a hardcopy and I don't think a PDF exists, its' hard for me to actually spend any time reading the book; my hand-held magnifier only gets me so far). I don't recall seeing anything like it on Fudge Factor or elsewhere, so here goes.
> SQUAD/MASS COMBAT
> (Idea phase)
> First of all, Psi-punk uses an 11-point ladder:
> -3 Abysmal
> -2 Poor
> -1 Mediocre
> 0 Fair
> 1 Good
> 2 Great
> 3 Superb
> 4 Wonderful
> 5 Phenomenal
> 6 Extraordinary
> 7 Astonishing
> This can obviously be modified to fit any number of trait ladder systems.
> STEP 1: Determine Squad Size for Each Side
> Abysmal: 0 Units (defeated)
> Poor: 1 Unit
> Mediocre: 2 - 3 Units
> Fair: 4 - 5 Units
> Good: 6 - 10 Units
> Great: 11 - 20 Units
> Superb: 21 - 40 Units
> Wonderful: 41 - 80 Units
> Phenomenal: 81 - 160 Units
> Extraordinary: 161 - 320 Units
> Astonishing: 321+ Units
> STEP 2: Determine Leader Bonuses
> Psi-punk has a skill, called Rank, which signifies a character's status within an organization. It's a general representation of how influence the character has within an organization, such as the military, police force, or criminal underworld. Other games could use a Leadership skill, Charisma attribute, or something similar.
> For each Rank/Leadership/Charisma/whatever level the leader has, the squad gains a +1 bonus.
> STEP 3: Roll 'em!
> Each side rolls 4dF and adds their Squad Size and Leader Bonus.
> Determine the Degree of Success of the winning (higher) roll. Reduce the losing side's Squad Size by a number of levels equal to the winner's Degree of Success.
> For example: Squad 1 beats Squad 2 by a Great degree. Reduce Squad 2's Size by 2 levels.
> The loser may still deal damage. If their Initial Result (not their Rolled Degree) was at least as high as the winning side's initial Squad Size, the loser deals 1 damage (reduces the winner's Squad Size by 1).
> For example: Squad 2 has a Superb Squad Size. Even though Squad 1 lost by a degree of 2, if their Initial Roll was at least Superb then Squad 2's size is reduced to Great.
> In case of a tie, both sides lose one Squad Size level.
> If neither side has an Initial Roll equal to or greater than their opponent's Squad Size, no side loses any levels. (This is similar to a Minimum Required to Hit.)
> STEP 4: Ours is But to Do or Die!
> Once either side's Squad Size is reduced to Abysmal, that side is utterly defeated.
> Of course, leaders may make tactical options to retreat -- otherwise known as Get the Hell out of Dodge -- to avoid being obliterated. Assuming they're not completely overwhelmed or in a terrible tactical position, they should be able to do so (perhaps with one additional round of combat as they fend off pursuers).
> I love applying Gifts and Faults to all manner of situations. Squad/Mass Combat doesn't need to be any different.
> Gifts could include things like Unit Types or Unit Powers.
> Example Gifts: Cavalry (+1 vs. Infantry, the default unit type)
> Flying (+1 vs. all ground units)
> Anti-aircraft (+1 vs. flying units)
> Invisibility/Cloaking (+2 in first round of combat)
> Fast (+2 when retreating)
> Relentless (never retreats; +1 when Squad Size is smaller)
> Faults could include things such as...
> Slow (-2 when retreating)
> Overconfident (-1 when Squad Size is bigger)
> Easily Surprised (-2 in first round of combat)
> That's what I have so far. What does everyone think? Am I on the right track or completely off the mark?
> Psi-punk Blog: http://psi-punk.blogspot.com
> Psi-punk Kickstarter: http://www.kickstarter.com/projects/accessiblegames/psi-punk-a-fudge-cyberpunk-rpg