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Author Topic: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6  (Read 15381 times)

My Name is Immaterial

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #120 on: August 26, 2015, 11:18:30 pm »

But Jesus, the supply caravans are really expensive... That seems unreasonably high to me, it's already gonna be a massive pain to defend them, especially if they take up a quarter of the money we get.
Can you run me through your math and your thinking? I thought it was a fair cost at a ten to one ratio.

Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #121 on: August 27, 2015, 08:59:56 am »

Supplies are expensive. :P War is expensive!

I'm sure you could skimp on supplies at the cost of morale if you want to save money, tho...
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Kashyyk

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #122 on: August 27, 2015, 09:09:49 am »

Hey, A few questions:

Are you still looking for people? How different is this from pathfinder & its mass combat? Is everyone running the same nation?
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #123 on: August 27, 2015, 09:42:32 am »

I have a question too!

Can our units gain experience and level up, and how and what do they have to do for that? I'm wondering about an illusion mage troop, but they will be very directly weak at level 1, tho indirectly very powerful, at least against troops with low INT. If they can gain levels, however, they will become very dangerous.
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #124 on: August 27, 2015, 10:18:46 am »

Tho in retrospect, I see mages as being very hard to actually use on the battlefield, at least in their current form. They have very powerful effects, but much lower range than the cheaper, rank-and-file archers. They are very squishy-a few groups of shortbowmen would make 'short' work of them. Longbows have almost ten times the range as most spells. Probably intended. Then again, I assume archers have ammunition limits, tho I cannot find this in the book-so maybe send in the chaff first to soak up the volleys...

I think it goes without saying I would want my mages mounted, so they could maneuver on the battlefield.
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werty892

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #125 on: August 27, 2015, 11:08:35 am »

But Jesus, the supply caravans are really expensive... That seems unreasonably high to me, it's already gonna be a massive pain to defend them, especially if they take up a quarter of the money we get.
Can you run me through your math and your thinking? I thought it was a fair cost at a ten to one ratio.
My thinking is that we are not marching across the continent right? Granada is about a weeks march from Toledo. So people won't need to bring every single thing with them. Plus, friendly territory will be close by, and you could easily resupply there. Third of all, we will presumibly be looting and pillaging, a good part of our supplies can come from there. I understand the need for caravans, but the 50 gold for 10 stands is a little high. I would suggest 30 gold for 10 to be more reasonable.

Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #126 on: August 27, 2015, 11:14:59 am »

@Werty: I dunno, he probably wants to cut down on book-keeping and map making. He has a very good reason to reduce our number of troops by imposing a high cost on caravans. I don't think we need any change.

Edit: Oh yeah and I screwed up because I thought we got 500 Gold EACH.

Ahhhhhh...

Editedit: It's obvious we need to discuss how to build our army, though in lieu of that I'd say we can each spend 100 Gold and use the leftovers for two caravans.
« Last Edit: August 27, 2015, 11:25:40 am by Dwarmin »
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werty892

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #127 on: August 27, 2015, 11:45:21 am »

I'd suggest a load of cannon fodder peasants, maybe 100 gold of them. That would be 30 stands, organize them into units of five each, and you have a good force for defending positions or assaults. That would be 3 caravans, so a total of 250 gold at current prices. Then, we'd need another caravan, and we can spend the remaining 200 gold on specialty troops.

Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #128 on: August 27, 2015, 12:02:43 pm »

They'd not be good for anything except dying. A single well trained unit could cut through them like butter, slaughtering 4 or 5 units a round. Good for making the book-keeping manageable. :P

I suggest a general mix of peasants and guards (about half) to beef up the front line, with a small specialist block of muskets+evocation mages for doing heavy damage, and cavalry+mounted mages+scouts for battlefield maneuver, tactics, and scouting.
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kj1225

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #129 on: August 27, 2015, 12:06:23 pm »

I'm getting the armors. Sound investment for the furture.
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #130 on: August 27, 2015, 12:10:37 pm »

If we go for the armors, we should make a strong frontline to support them, no peasants. Rabble peasants will die very quickly and leave our expensive super armor alone in battlefield with laundry list of debuffs. Solo units get big penalties.
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Kashyyk

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #131 on: August 27, 2015, 12:13:09 pm »

Guards/woodsmen then? They should be able to hold the line enough for the armors to do their work.
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kj1225

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #132 on: August 27, 2015, 12:18:56 pm »

I just had a thought. What's the maximum size of thing you can use as ammo in a sling?
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #133 on: August 27, 2015, 12:25:52 pm »

Ah, well. Running the math. We really don't have a bunch of units to play around with. We can't just spam units unless we want to make the GM commit suicide, IMO.

How about this for an army?

Quote
1xMounted Apprentice Mages
1xHalfling Outriders

1xAnimated Armor
1xMuskets
3xGuards
3xFanatics

2xCaravans
Upkeep~+38.5 G
Purse Remaining~115 G

We'll have to supplement our purses by robbing our enemies, but this is probably the best we can hope for. A mobile force for me, plenty of front line for the rest of you. We could trade off the 1xmuskets for2xscouts and drop a guard unit to make room, if we want-depending on how we like our artillery.

And you know, fanatics and rabble are good for rounding out an army as they have such low upkeep costs!
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werty892

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #134 on: August 27, 2015, 12:33:18 pm »

Damm, I missed the availability of Fanatics. I'd suggest getting 2 more of them with our remaining purse as our general troops, and some more scouts.
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