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Author Topic: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 5/6  (Read 15468 times)

Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #135 on: August 27, 2015, 12:36:01 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.

Problem, we'd need a third caravan to supply that many troops. And the GM gave us a nudge nudge warning to have some money left over to pay monthly wages. Otherwise our soldiers will begin looting the country we are in theory trying to save.

OOC: Oops, I think I did the math wrong. Yes, caravans support 10 units...
« Last Edit: August 27, 2015, 12:39:03 pm 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 #136 on: August 27, 2015, 12:39:11 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.

Problem, we'd need a third caravan to supply that many troops. And the GM gave us a nudge nudge warning to have some money left over to pay monthly wages. Otherwise our soldiers will begin looting the country we are in theory trying to save.
We can probably expect our first battle before a month. Also derp, I miscounted. Then I'd suggest getting some seige weapons like a ram and mangonel.

My Name is Immaterial

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #137 on: August 27, 2015, 12:41:50 pm »

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?
I'm still accepting people!
5e's mass combat is pretty different, it looks like. It's basically just normal combat, but extrapolated to a larger scale, and the players have an army to command. 5e itself isn't very different, you'll probably find it pretty familiar.
The way I'm running this, everyone is in the same party, all fighting for the same nation, the Kingdom of Castile.
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.
That's a good question. I would say that they can level up, after a fashion. They will gain HP, and selected class features, based on what they're used for. How they level up is still in flux. I'll get back to you on that.
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...
Archers will run out of arrows, unless they're supplied by a Supply Caravan, is my thought.
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.
I didn't think it through properly. That's fair. I'll make the changes.
Also, thought: You can forage for food and the like, but caravans allow you to spend HD to heal during short rests.
Edit: Oh yeah and I screwed up because I thought we got 500 Gold EACH.
NONONONO, You do get 500 GP each! 20k Reals = 20k silver = 2k gold = 4*500 gold
I just had a thought. What's the maximum size of thing you can use as ammo in a sling?
Why do you ask?
« Last Edit: August 27, 2015, 12:44:51 pm by My Name is Immaterial »
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #138 on: August 27, 2015, 12:47:23 pm »

He ruined all my math! If we each get 500G, then everybody make your own armies. :P

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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #139 on: August 27, 2015, 12:59:06 pm »

Alright, my army is edited into my first post.
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My Name is Immaterial

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #140 on: August 27, 2015, 01:17:04 pm »

Oh, and a stand of mastiffs costs 9 gold.

Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #141 on: August 27, 2015, 01:22:33 pm »

Oh, and a stand of mastiffs costs 9 gold.

That's just added onto whatever unit I wanted to mount up, right?
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GiglameshDespair

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #143 on: August 27, 2015, 01:31:58 pm »

Is my dragon rideable?

I must admit I don't know the sizes of each of the life stages.
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Dwarmin

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #144 on: August 27, 2015, 01:35:00 pm »

I would add this to the OP! I'll sneak in some stuff, too...

Spoiler: War Dog Kennel (click to show/hide)
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kj1225

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #145 on: August 27, 2015, 01:49:04 pm »

I want to borrow inspiration from a certain dwarf. I mean, how big can a bottle of alchemist's fire be? :P
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My Name is Immaterial

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #146 on: August 27, 2015, 02:02:25 pm »

Is my dragon rideable?

I must admit I don't know the sizes of each of the life stages.
Not yet. It's still only Small.
I would add this to the OP! I'll sneak in some stuff, too...

Spoiler: War Dog Kennel (click to show/hide)
I'll add it shortly.
I want to borrow inspiration from a certain dwarf. I mean, how big can a bottle of alchemist's fire be? :P
Small enough to be put in a sling and thrown.

kj1225

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #147 on: August 27, 2015, 02:03:34 pm »

Aw yeah, gonna have midget fire slingers.
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werty892

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #148 on: August 27, 2015, 02:34:15 pm »

He ruined all my math! If we each get 500G, then everybody make your own armies. :P
That's a bad idea, we could end up with a whole lotta random stuff as everyone gets their own random thing. I suggest we pool our money for this setup.

10xFanatics:This will be our main assault force for storming objectives and front line fighting(250GP)
5xPeasants:Primarily used for guarding positions and flanks, or as disposable cannon fodder if the need arises.(50GP)
5xHalfling Outriders:The Calvary has arrived!(150GP)
5xGuards:Our heavy hitters and Elite troops(100GP)
2xMusket Men:Standing just behind the front lines, they can provide good fire support.(150GP)
1xAnimated Armor:To be used with the guards as the shock troops(75GP)
5xApprentices:We can get a illusion and enchanting group, and I suggest the rest be direct fire types.(100GP)
5xAcolytes:They will mostly be near the front line, supporting the Fanatics.(100GP)
5xScout:Scouts!(175GP)
3xMangonel:Artillery!(225GP)
1xRam:Self explanitory(25GP)
8xSupply Caravan:Should be enough to cover it(240GP)

Total Cost:1640GP
Total Strands:77
164GP Upkeep
360GP remaining.

GiglameshDespair

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Re: D&D 5e: Mass Combat Playtest: The Kingdom of Castile. OOC. 4/6
« Reply #149 on: August 27, 2015, 02:36:44 pm »

Aw yeah, gonna have midget fire slingers.
At 50gp a flask, you're not going to have many of them :P

----


We should probably try to establish each of our "roles." It'd be more effective than each of us having our own self-contained forces, I reckon.
There's ranged support, infantry, cavalry.

it seems Dwarmin is more going towards the cavalry?

My character is a tank, so I'll probably be best among the infantry. I'll take the animated armour and a bunch of guardsmen, maybe a few scouts for, well, scouting and ranged support, but I'll leave the cavalry and magic roles to you guys.

Ninja'd by werty: yeah, we should pool our resources.

I'll read through his breakdown and post again.
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