Using the mass army rules from Rifter 22
Posted: Thu Feb 25, 2010 6:14 am
Hello,
I'm running a Palladium/Heroes game where the PC's are demigods leading mortal men. A massive conflict will be happening between two armies and there a few things I need some input on with respect to the army rules from Rifter 22.
1) Strategy and Tactics skill; this would be the best place that this skill could be used. If a unit rolled successful what would you consider to be a reasonable advantage for them? additional +1 to strike and/or parry? an extra attack?
2) Communication; this is a major weakness in for medival armies, for units to coordinate attack and for men in the units to recieve orders. I was considering requiring a Military ettiquette roll for major changes in tactics (i.e. changing foes, retreating, etc) to be enforced. Failing leaves the units continuing their previous actions.
3) Lastly and the crux of the problem; the PC's are juggernauts. The rules state that the PC's, although of greater skill, would not tilt the balance of combat during army conflict. However, the PC's are demigods and are quite capable of killing a large number of foes quickly. In one instance they took out 40 armed soldiers in less than 2 rounds between the two of them! In any other time, these two will inflict serious hurt on any army unit. I've considered increasing the damage the unit though its not really scalable. My other thought is to treat them in the same sense of magicians who can cast sizable spells, maybe factoring the damage they can do and add it to the unit they're attached to. Any suggestions would be appreciated.
I'm running a Palladium/Heroes game where the PC's are demigods leading mortal men. A massive conflict will be happening between two armies and there a few things I need some input on with respect to the army rules from Rifter 22.
1) Strategy and Tactics skill; this would be the best place that this skill could be used. If a unit rolled successful what would you consider to be a reasonable advantage for them? additional +1 to strike and/or parry? an extra attack?
2) Communication; this is a major weakness in for medival armies, for units to coordinate attack and for men in the units to recieve orders. I was considering requiring a Military ettiquette roll for major changes in tactics (i.e. changing foes, retreating, etc) to be enforced. Failing leaves the units continuing their previous actions.
3) Lastly and the crux of the problem; the PC's are juggernauts. The rules state that the PC's, although of greater skill, would not tilt the balance of combat during army conflict. However, the PC's are demigods and are quite capable of killing a large number of foes quickly. In one instance they took out 40 armed soldiers in less than 2 rounds between the two of them! In any other time, these two will inflict serious hurt on any army unit. I've considered increasing the damage the unit though its not really scalable. My other thought is to treat them in the same sense of magicians who can cast sizable spells, maybe factoring the damage they can do and add it to the unit they're attached to. Any suggestions would be appreciated.