MASS COMBAT

 // Incomplete Alpha Version //

UA BATTLESYSTEM


SETUP

Map is revealed with 'Fog of War' Divider
Basic Concepts  & Order of Combat explained to Players
Roll Initiative

ORDER OF COMBAT

  1. Movement Action
  2. Battle Action (choose one)
    1. Attack
    2. Defend (Advantage on Defense)
    3. Special Ability
    4. Hide/Take Cover (Advantage on Defense?)
    5. Dash (2x Movement)
  3. Roll for Damage
  4. Check Morale?
  5. End of Round

BASIC CONCEPTS

1 Round = 1 hour (16 Rounds a day)
1 Food = Enough Food & Water for the day
1 Hex = 100 feet
Basic Unit = 1 Squad (10 individuals)
1 point = 1GP in value
A unit that looses half it’s hit points is considered bloodied. If bloodied then Disadvantage on all Attack Rolls.

TERRAIN

Clear = No penalty or bonus.
Road =  1 1/2 movement
Forest = 1/2 movement, advantage on Defense
Water =  1/4 movement, disadvantage on Defense
High Ground = No penalty, advantage on Defense (and ranged attack?)

CONCEPTS TO CONSIDER

Objectives and Victory Points?
Perhaps success of siege/defense depends on a Victory point system?

Commanders
Only players can serve as commanders to a unit.
With a player Commander, a unit can:
Prepare?
Incite?
Rally?

No Saves
No Saving throws in things such as Cauldrons. If attack roll succeeds vs. AC then that's it.

Food & Water
How to determine amounts before the actual siege occurs so each side knows how many days they can survive? How many days/nights might we like this to last? I'm thinking between 7-21 days as that (currently) equates to a possible 21 round combat. Long?!

Field Hospital
More of a strategic choice?


POINT BUY SYSTEM

1 point = 1 gold piece.
This is to aid in realistic costs, of which there can be a lot of debate.

BASIC UNITS (ALL)

Units available to everyone.

Peasant Militia
5 Points
Untrained Poor Units
AC ??, HP ??
Attack ??, DMG ??
Range ??, Speed ??

Skirmishers / Raiders
10 Points
Light & Fast Units.
AC ??, HP ??
Attack ??, DMG ??
Range ??, Speed ??

Trained Regiment
20 Points
Tight Formation Main Battle
AC ??, HP ??
Attack ??, DMG ??
Range ??, Speed ??

Trained Archers
20 Points
Distance Fighters
AC ??, HP ??
Attack ??, DMG ??
ange ??, Speed ??

Trained Calvary
30 Points
Mounted & Armored Units
C ??, HP ??
Attack ??, DMG ??
ange ??, Speed ??


UPGRADES

Upgrades mainly affect AC, DMG and Speed possibly Attack. Time Resource Dependant.

Upgrade Palisades
40 Points
AC: +?? // HP: +??
Attack: ?? // Range: Same Hex
DMG: ??
Special Function

FORTIFICATION UNITS (PLAYERS)

Units available to the defenders.

Ballista
500 Points
AC: 15 // HP: 50
Attack: +6 to hit // Range: 120/480
DMG: 3d10 piercing
Damage Immunities: Poison, Psychic

Cauldron, Suspended
??? Points
AC: 19 // HP: 20
Attack: +5 to hit // Range: Same Hex
DMG: 3d6 fire damage
Damage Immunities: Poison, Psychic

Mangonel
??? Points
AC: 15 // HP: 100
Attack: +5 to hit // Range: 200/800
DMG: 5d10 bludgeoning damage
Damage Immunities: Poison, Psychic

Trebuchet
750 Points
AC: 15 // HP: 150
Attack: +5 to hit // Range: 300/1200
DMG: 8d10 Bludgeoning Damage
Damage Immunities: Poison, Psychic


SIEGE UNITS (ADVERSARY)

Units available to the invaders.

Ballista
500 Points
Speed: ??
AC: 15 // HP: 50
Attack: +6 to hit // Range: 120/480
DMG: 3d10 piercing
Damage Immunities: Poison, Psychic

Mangonel
??? Points
Speed: ??
AC: 15 // HP: 100
Attack: +5 to hit // Range: 200/800
DMG: 5d10 bludgeoning damage
Damage Immunities: Poison, Psychic

Ram
??? Points
Speed: ??
AC: 15 // HP: 100
Attack: +8 to hit // Range: 100
DMG: 3d10 Bludgeoning Damage
Damage Immunities: Poison, Psychic

Siege Tower
??? Points
Speed: ??
AC: 15 // HP: 200
Damage Immunities: Poison, Psychic
Can hold to 2 squads, full cover.

Trebuchet
750 Points
Speed: ??
AC: 15 // HP: 150
Attack: +5 to hit // Range: 300/1200
DMG: 8d10 Bludgeoning Damage
Damage Immunities: Poison, Psychic

CUSTOM FORTIFICATION UNITS

Catapult
600 Points
Speed: ??
AC: 15 // HP: 150
Attack: ?? // Range: ??
DMG: ??
Damage Immunities: Poison, Psychic

Palisades
50 Points
AC: ?? // HP: ??
Special Function

Reinforced Palisades
80 Points
AC: ?? // HP: ??
Special Function

Gates
100 Points
AC: ?? // HP: ??
Special Function

Reinforced Gates
150 Points
AC: ?? // HP: ??
Special Function

Hospital
30 Points
Purely Healing Unit
Speed: 0 // PP: ??
AC: 7 // HP: 25
Attack: None // Range: Same Hex
DMG: None
Special Function: Heal 2d10 HP/turn


CUSTOM SIEGE UNITS

Catapult
600 Points
Speed: ??
AC: 15 // HP: 150
Attack: ?? // Range: ??
DMG: ??
Damage Immunities: Poison, Psychic

Field Burning Oil Trap
50 Points
Speed: ??
AC: ?? // HP: ??
Attack: ?? // Range: Same Hex
MG: ??
Special Function

Spike Traps
25 Points
Speed: ??
AC: ?? // HP: ??
Attack: ?? // Range: Same Hex
MG: ??
Special Function

Field Surgeon
20 Points
Speed: ??
Purely Healing Unit
Speed: 30 // PP: ??
AC: 10 // HP: 15
Attack: None // Range: Same Hex
DMG: None
Special Function: Heal 1d10 HP/turn


TOBIAS' FEEDBACK SECTION

(I remove your notes as I integrated them)

I think that we mainly should stick to the UA Masscombat when it comes to Commanders, Unit Integrity, Terrain and most of the Combat Procedure. Maybe combine unit Integrity and Morale 
 
"Field hospital or Squad Medics"
The players are given the choice if they want to
A. Set up a rear central Field Hospital manned by physicians and priest. +Priest and Physicians are safe and can offer better/faster healing. Squads need to make it back to the Field Hospital to recover injuries, thereby leaving the front line.
B. Send Physicians with each squad to care for injuries without having to leave the front line. +Healing at the front, faster access to healing. - Lower health recovery per time unit.