Mass Combat

Mass Combat Rules

The Temporary FS3 Mass Combat system.
Each unit is an NPC created by the House that is participating in the battle and equipped as the majority fo the troops in that is wielding.
So. A House Tarris set of units might be called:
Tarris Inf
Tarris Cav
Tarris Ar
Tarris Art
Tarris Knt
Units are listed as follows (And added at a later date)
Inf = Infantry
Cav = Light Cavalry
Knt = Heavy Cavalry
Ar = Archers
LR= Long Cannoneers
art = Artillary (Each art is ONE piece of Artillary, and if attacked at all are destroyed.)

Setting up the battlefield.
The battle field is arranged as thus: Left, Middle, and Right flanks.
Left Flanks Teams: 3 and 6
Middle Flank Teams: 4 and 7
Right Flank Teams: 5 and 8
Units can move from one flank to the other, but can only occupy an enemy flank if all enemy units are destroyed there. Archers and Artillery can fire over Infantry units, and as such they can not be targeted except by other archer or artillery, or if all front units are destroyed. (Enemy General declares Front units at start of battle.)
You will notice that teams 1 and 2 are open. That is for Player characters, including PC generals to occupy. A PC who is not a general leading a unit gives that unit +1 in combat. If they are killed in battle, the unit is routed. NPC's are placed for the player to engage while their unit is in combat.

Closing with the enemy.
During the closing periods, only ranged units can attack while Infantry and Cavalry have to move in to attack. Ranges are determined in TURNS to get into combat range. You can order a quick march, but this will give your units a -1 to attack and defend.
First turn: Artillery has Range
Second turn: Archers and Long Cannoneers have range. (Cavalry has range if they Quick marched)
Third Turn: Cavalry is in normal charge range (No penalties)(Infantry can charge if they quick marched)
Fourth Turn: Infantry are in full range to charge no penalties.
This might seem like a few turns just to get into combat, but here are things to spice it up just a little. Enemy commanders are making command rolls Against each other, searching for a weakness in their opponent's deployment, each turn see's the winner gain a +1 to a unit of his choice. During combat, enemy leaders, as long as they are not engaged, make command rolls against each other to do the same, bolstering their units etc. IF a commander is engaged, the unit he is with gains +5 off the bat as they try to rally to protect their commander. If he put himself in harm's way on purpose it rallies his entire army giving the entire army +1. Should the commander fall, the commander makes a Command roll vs his opponent, no luck allowed. If he fails, his army routes.
A unit that is "Killed" Is only completely destroyed if it took a critical hit, or if all of it's damage squares are filled. If it is killed before that happens, then it is simply routed for one reason or another.

**NOTE: This is a Work in Progress. Staff is currently tweaking this system and given that it’s still new, it will likely change as time goes on. We encourage feedback from players who’ve used it!

Battle.jpg
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