Star of Battles
Part 1

A Mapless System for Mass Combat

by Greg Stolze


Most RPG are combat oriented, or at least combat inclusive. Almost without exception, however, their rules are for tactical contests - one-on-one, or five-on-ten. Any battle with more than twenty combatants is going to get seriously bogged down.

Nonetheless, many plot lines could develop where the characters become generals, lords, admirals or other leaders of fighting groups. In these circumstances, a sword-on-sword resolution is impossibly cumbersome, but the mechanics just don't exist to resolve a combat.

One solution is to graft a wargame onto an RPG - modifying the rules of Warhammer 20,000 or even Risk to suit it to Ars Magica or AD&D. The problem with this is that the systems weren't designed to fit together, and most people have enough trouble keeping track of one rulebook full of graphs and charts. Furthermore, it's expensive to buy a wargame solely to add on to your RPG. Finally, most RPG players would be playing wargames if they preferred them (As many do.)

The solution to this problem is a simple, mapless system that realistically simulates mass combat. It allows for some strategic control, while not getting bogged down by forcing the player to make every single tactical decision. It's complicated enough to be interesting, but simple enough that it's not frustrating.

BASIC ASSUMPTIONS

In every mass combat, from the Stone Age to the Nuclear Age to the Age of Enchantment, there are three basic types of warrior, called "Divisions."

Missile Troops. From the medieval archer to the artilleryman, the job of this Division is to deal damage from a distance.

Armored Troops. In medieval times, this is the knight on horseback. In modern wars, it represents tanks and aircraft. Essentially, these are troops who have greater protection, armament ane/or mobility through artificial means.

Infantry. Always the backbone of an army, these are the doughboys, footsoldiers and dog- faces. Less mobile, less deadly, less protected, they're nonetheless the Division needed to actually storm buildings and occupy territory.

THE STAR OF BATTLES

There are five aspects that contribute to victory - the five Elements on the Star of Battles, They are all equal in importance, and whichever side gets the most Elements in the five categories does damage and wins the battle. The five Elements are Generalship, Numbers, Skill, Power and Position. Note that no general can win any Element by more than ten points. If they get more than that, it defaults down to ten in that category.

OVERVIEW OF COMBAT

Using this system, combat proceeds in "iteration" The steps, that follow are performed for each iteration.

1)Troops are mustered, counted and deployed. Each player counts how many troops are engaged, and what Division they belong to.

2) The plan of battle is declared.Each player writes down what the tactical agendas are for each Division. Dramatic speeches by the leaders ("This is our fines hour...," "He who sheds his blood with e today shall be my brother...," etc.) are encouraged, but are not necessary.

3) The first Element of the Star is Generalship - how does the skill of the two commanders compare? The two leaders describe their basic plans. Defense goes first, but may ask the attacker to leave the room so that the attacker doesn't have an unfair advantage. (Any tactical intelligence must be gained through gaming, not listening in.)

4) The second Element Is Numbers - who has more troops?

5) The third Element Is Skill - whose troops are better trained, better organized and tougher?

6) The fourth Element Is Power, be It technological or magical. An army of pygmies with sticks is going to be helpless against giants or tanks.

7) The final Element Is Position. This could include wind favoring one group of archers, one side having an uphill charge, or possession of a fortress.

8) The Elements won by each general are compared. The victor of the iteration is declared. Damage is calculated.

A BRIEF WORD ON TIME

The amount of time taken by an iteration varies widely. In a combat of thirty on sixty, it may only take five or ten minutes for an iteration to pass. If it's medieval armies of 5,000 on a side, it might take all day.

Star of Battles, Part 2
Star of Battles, Part 3


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