Detailed Platoon-Scale Battle Rules

 

Scaling Down the Game

Small-scale battles are handled by using platoon scale. At platoon scale, each foot unit represents 30 infantry (one-fourth of a company-sized unit) arrayed 5 men wide and 6 men deep. Likewise, each mounted unit represents 15 cavalry (one-fourth of a company-sized unit) arrayed 3-4 horses wide and 4 horses deep. Each platoon-scale hex is 30’ across. Platoon-scale combat rounds are the same length as standard company-scale combat rounds (10 seconds). Use this scale for battles with 120 to 600 troops on each side. A comparison of platoon and company scale is shown on the table below.

Unit Scale

Army Size

Troops/Unit

Ground Scale

Time Scale

Movement

Ranges

Platoon

120 – 600

30 infantry or 15 cavalry

1 Hex = 30’

1 Combat Round = 10 seconds

x2

x2

Company

601 – 3,000

120 infantry or 60 cavalry

1 Hex = 60’

1 Combat Round = 10 seconds

x1

x1

 

Units at Platoon Scale

Apart from requiring fewer troops per unit, units at platoon scale are virtually identical to units at company scale, with two exceptions:

Unit Movement Rate: Multiply the platoon-scale unit’s movement rate by two.

EXAMPLE: A company-sized unit of light infantry has a movement rate of 2/4/6. A platoon-sized unit of light infantry therefore has a movement rate of 4/8/12.

Unit Missile Attack Ranges: If a platoon-scale unit has any missile attacks, multiply the maximum range of these attacks by two.

EXAMPLE: A company-sized unit of light infantry armed with javelins can make a missile attack with a range of two hexes. A platoon-sized unit of light infantry therefore can make a missile attack with a range of four hexes.

Battlemaps and Deployment at Platoon Scale

At platoon scale, each hex represents 30’ (10 yards). Since each round is the same length as at company scale, platoon-scale units are able to move and shoot twice as far. Therefore, when fighting battles at platoon scale, you must use multiple battlemaps and adjust the deployment zones. This will ensure that the armies have sufficient frontage to maneuver.

If space is an issue at your gaming table, you might want to play platoon-scale battles using 1” hexes. You can represent each unit with one 15mm or 25mm figure, or print the unit counters at 50% size.

Set up four battlemaps in a two by two pattern to create a battlefield that is 8’ x 6’ (48 hexes wide and 36 hexes deep). Since the Deployment Zone tables assume a 24-hex wide by 18-hex deep battlemap, you should double the width and depth of each deployment zone.

 

Combat at Platoon Scale

Combat at platoon scale is identical to combat at standard (company) scale, except as noted below.

Withdrawal: A platoon-sized Loose Foot, Loose Mounted, or Flyer unit may reduce damage dealt by withdrawing two or more hexes, up to a maximum of its marching movement. Every two hexes withdrawn reduces damage by one point.

EXAMPLE: If a company-sized unit of light infantry is dealt three points of damage, it can withdraw three hexes to reduce the damage by three points to zero. If a platoon-sized unit of light infantry is dealt three points of damage, it can withdraw six hexes to reduce the damage by three points to zero.

Retreating: When a platoon-sized unit retreats one hex due to a recoil or waver, it retreats two hexes rather than one hex.  

Officers and Heroes at Platoon Scale

When playing a platoon-scale battle, you may play either using the basic rules for officers in Chapter 1, or using the advanced rules for heroes in Chapter 4. When using the hero rules, you will find that their power will be magnified by the smaller size of the units.

Qualifying as a Platoon Scale Officer or Hero

Platoon-sized units require less experienced offers. Low- and mid-level characters can serve as important commanders and lieutenants in battles of this scale. The table below compares the unit scale, troops per unit, commander qualifications, and lieutenant qualifications at platoon and standard (company) scale.

 

Army Size

Unit Scale

Troops/Unit

Commander Qualification

Lieutenant Qualification

120 – 600

Platoon

30 infantry or 15 cavalry

NPC: 5th level; Monster: HD +2*

NPC: 3rd level: Monster: HD +1*

601 – 3,000

Company

120 infantry or 60 cavalry

NPC: 7th level; Monster:  HD +4

NPC: 5th level; Monster: HD +2

*A beastman sub-chieftain can always serve as a commander or lieutenant for platoon-sized units of its race, regardless of its HD.

 

Unit Characteristics for Heroes at Platoon Scale

Like units at platoon scale, heroes at platoon scale have their unit movement rates and missile attack ranges are doubled. In addition, heroes at platoon scale are more effective when attacking enemy units. When determining a hero’s unit number of attacks, multiply the total by four. (Technically the platoon-scale formula is (No. of Attacks + Cleave Factor) x (Average Damage) / 11. See Using ACKS Characters with Domains at War in Chapter 8, Conversions, for more information on calculating a hero’s unit characteristics.)

Attacks on Heroes by Units

Platoon-scale units are less of a threat to heroes. For each uhp of damage dealt to a hero, he takes only 5d6 hp of damage.

 

Hero Size

Platoon Scale

Visibility Dist.

Man Sized

8 hexes

Large Sized

12 hexes

Huge Sized

18 hexes

Gigantic Sized

30 hexes

Colossal Sized

60 hexes

Withdrawal: Whenever a hero takes damage from a unit, he may reduce uhp of damage dealt by one or more points by withdrawing two or more hexes (two hexes per point), up to a maximum of his marching movement. Heroes withdraw according to the same rules as Loose units, except that the hero may end his withdrawal in the same hex as another friendly hero or unit if desired.

Hero visibility at Platoon Scale

Since each hex represents a smaller area of ground, hero visibility is increased in platoon scale battles. See the adjoining table for visibility distance at each scale.

 

 

 

Spells and Items at Platoon Scale

Because the scale of units and hexes changes by a factor of two, many spells and items have different effects at platoon scale.

Platoon Scale Spells

Except where noted below, mass combat spells have the effects listed in Chapter 4.

Bless: This spell affects one unit within four hexes of the caster.

Burning Hands: This spell blasts one unit in a hex adjacent to the caster. The damage from burning hands is equal to the caster’s level -1, with a minimum of one point and a maximum of four points. If the unit is mounted, the damage is doubled. If the unit makes a successful saving throw versus Blast, damage is reduced to half. A unit may never lose more than 1/2 its maximum uhp (rounded up) from burning hands.

Call Lightning: Every 60 combat rounds, the caster may target one unit within 36 hexes with a bolt of lightning. The targeted unit suffers eight points of damage. If the unit is mounted, the damage is doubled. If the unit makes a successful saving throw versus Blast, damage is reduced to half. A unit may never lose more than 1/2 its maximum uhp (rounded up) from call lightning.

Cloudkill: At platoon scale, the cloud moves relatively quicker (due to the smaller hexes). Roll 1d6 during the caster’s command phase each round, and on a roll of 1-4, the cloud moves one hex.

Continual Light: This spell targets one unit within 12 hexes of the caster.

Control Weather: The radius of this spell’s special weather conditions extends 24 hexes at platoon scale. If a tornado is summoned, the tornado moves 12 hexes per combat round in any direction within 24 hexes of the caster.

Cone of Cold: At platoon scale, this spell’s area of effect extends into two hexes. To find the area of effect, draw an imaginary line exiting the caster’s hex through one of his front hexes and extended straight to the center of a target hex, two hexes away. Units in both affected hexes take damage from the cone of cold. The damage is equal to the caster’s level. If the unit is mounted, the damage is doubled. If the unit makes a successful saving throw versus Blast, damage is reduced to half. A unit in the hex closest to the caster may not lose more than 1/4 its maximum uhp (rounded up) from the spell.  A unit in the hex furthest from the caster gets no cap on the damage dealt by cone of cold (the cone is at its maximum width).


Cone of Paralysis: At platoon scale, this spell’s area of effect extends into two hexes, as per cone of cold above. A unit in the hex closest to the caster must make a saving throw versus Spells or lose 1/4 its uhp, representing one-quarter of the troops being paralyzed. A unit in the hex furthest from the caster must make a saving throw versus Spells or lose all of its uhp, representing the entire unit being paralyzed. The damage is removed if the spell is dispelled before the unit moves or is dealt damage by a melee attack. (Once the unit moves, it is assumed to have left its paralyzed troops behind. Once the unit is dealt damage by a melee attack, paralyzed troops are assumed to have been slain.)

Confusion: At platoon scale, this spell disorders one unit within four hexes of the caster.

Control Plants: At platoon scale, this spell affects one hex of jungle, forest, or impenetrable forest within two hexes of the caster.

Death Spell: At platoon scale, this spell has a range of 24 hexes.  

Dispel Magic: At platoon scale, this spell has a range of 12 hexes.

Earth’s Teeth: This spell affects any one unit within 12 hexes of the caster. If the caster makes a successful attack throw against the unit, it takes two points of damage with no saving throw.

Fear: At platoon scale, this spell’s area of effect extends into two hexes, as per cone of cold above. Units in either of the affected hexes must make saving throws versus Spells. If a unit fails, it immediately becomes disordered (if not already), changes its facing towards its own battlemap edge, and retreats two hexes. Thereafter, at the start of the morale phase of each combat round, the unit must retreat a number of hexes equal to its hustling movement rate towards the friendly map edge. This continues until the effect is dispelled, the unit leaves the battlemap, or 30 combat rounds have elapsed. The unit may not be activated while the spell is in effect.

Flame Strike: At platoon scale, this spell creates a column of fire that affects one unit within six hexes. The affected unit suffers eight points of damage. If the unit is mounted, the damage is doubled. If the unit makes a successful saving throw versus Blast, damage is reduced to half. A unit may never lose more than 1/2 its maximum uhp (rounded up) from a flame strike

Fireball: At platoon scale, this spell creates a missile of fire that affects one unit within 24 hexes. The damage from a fireball is equal to the caster’s level. If the unit is mounted, the damage is doubled. If the unit makes a successful saving throw versus Blast, damage is reduced to half. A unit may never lose more than 1/2 its maximum uhp (rounded up) from a fireball.

Fly: The caster gains the flying special ability with a movement rate of 12/24/36. The spell lasts for the duration of the battle or until dispelled.

Growth of Plants: This spell creates a 3-hex growth of impenetrable forest that blocks line of sight. It may be placed anywhere within 12 hexes of the caster.

Gust of Wind: At platoon scale, this spell’s area of effect extends into two hexes, as per cone of cold above. A unit in an affected hex must make a saving throw versus Blast; if it fails, it may not move or use missile weapons next combat round.

Hallucinatory Terrain: The caster creates a 3-hex illusionary terrain piece of the caster’s choice. It may be placed up to 24 hexes away from the caster.

Insect Plague: This spell creates a swarm of insects within 24 hexes of the caster. The swarm occupies 4 hexes on the battlemap. The swarm must be placed such that each of its constituent hexes is adjacent to at least one other constituent hex (e.g. the swarm fills a contiguous area). The swarm may slowly move under the caster’s control; roll 1d6 during the caster’s activation each round, and on a roll of 1-4, the swarm may move one hex. The swarm blocks line of sight. Any units of less than 3 HD that are contacted by the swarm take one uhp of damage and automatically retreat 2 hexes (regardless of battle line, morale, or other modifiers). The swarm cannot move through walls of fire, and is destroyed by sleep, dispel magic, flame strike, or fireball. The spell lasts while the caster concentrates.

Lightning Bolt: At platoon scale, this spell affects 2 adjacent hexes within 12 hexes of the caster. Units within the hexes suffer damage from the lightning bolt equal to the caster’s level. If the unit is mounted, the damage is doubled. If the unit makes a successful saving throw versus Blast, damage is reduced to half. A unit may never lose more than 1/8 its maximum uhp (rounded up) from a lightning bolt.   

Lower Water: At platoon scale, this spell creates a 6-hex-wide ford anywhere within 12 hexes of the caster.

Massmorph: At platoon scale, this spell will hide up to three units with an illusion that they are a three-hex piece of Forest/Jungle terrain.

Move Earth: When cast, this spell enables the caster to place or remove terrain features, including hills, broken ground, mud, trenches, and walls, within 24 hexes. This spell creates a 1-hex terrain feature every 15 combat rounds. This spell may be used prior to a battle, during set up, to place 16 3-hex terrain features (or 48 1-hex terrain features) anywhere within 24 hexes of the caster.

Obscuring Cloud: At platoon scale, the cloud fills one hex if the caster is 2nd to 4th level; two hexes if 5th to 7th level; three hexes if 8th to 10th level; and four hexes if 11th level or higher.

Panic: At platoon scale, this spell affects all units within an eight-hex radius.

Prayer: At platoon scale, this spell affects one unit within six hexes of the caster.

Scouring Wind: At platoon scale, this spell’s area of effect extends into two hexes, as per cone of cold above. The damage is equal to the caster’s level -1. If the unit is mounted, the damage is doubled. If the unit makes a successful saving throw versus Blast, damage is reduced to half. . However, if the unit fails its save, it may not move or use missile weapons during the next combat round. A unit in the hex closest to the caster may not lose more than 1/4 its maximum uhp (rounded up) from the spell.  A unit in the hex furthest from the caster gets no cap on the damage dealt by scouring wind (the cone is at its maximum width).

Sleep: At platoon scale, this spell affects one unit of 4 Hit Dice or less within 24 hexes.

Transmute Rock to Mud: At platoon scale, this spell creates a deep morass of mud filling 4 hexes on the battlemap. The mud must be placed such that each of its constituent hexes is adjacent to at least one other constituent hex (e.g. the mud fills a contiguous area). The mud may be placed anywhere within 12 hexes of the caster.

Wall of Corpses: At platoon scale, this spell creates a horrific barrier of animated corpses 4 hexes long anywhere within 4 hexes of the caster. Any unit moving to within 8 hexes of the wall of corpses must make a saving throw versus Spells; if it fails, it suffers the effects of a fear spell. Any unit moving adjacent to the wall of corpses suffers a reaction attack sequence as if from a unit of zombies (see Chapter 4, Rosters, for unit characteristics of zombies). The wall will last for the duration of the battle, or until dispelled or disintegrated. The wall of corpses may also be physically attacked or turned as if it were a unit of zombies.

Wall of Fire: At platoon scale, this spell creates an opaque wall of fire 4 hexes long anywhere within 2 hexes of the caster.

Wall of Force: At platoon scale, this spell creates an invisible, impenetrable wall of force 4 hexes long anywhere within 4 hexes of the caster.

Wall of Ice: At platoon scale, this spell creates an opaque wall of ice 4 hexes long anywhere within 2 hexes of the caster.

Wall of Iron: At platoon scale, this spell creates an opaque wall if iron 3 hexes long anywhere within 2 hexes of the caster.

Wall of Stone: At platoon scale, this spell creates an opaque wall of stone 3 hexes long anywhere within 2 hexes of the caster. 

Wall of Wood: At platoon scale, this spell creates an opaque wall of wood 4 hexes long anywhere within 2 hexes of the caster.

Platoon Scale Items

Except where noted below, items have the effects listed in Chapter 4.

Drums of Panic: At platoon scale, this item affects all units within an 8-hex radius.

Helm of Telepathy: At platoon scale, this item’s range is increased to 4 hexes.

Horn of Blasting: At platoon scale, this item’s area of effect is increased to 3 hexes. To find the area of effect, draw an imaginary line exiting the caster’s hex through one of his front hexes and extended straight to the center of a target hex, three hexes away. Units in each affected hex take damage from the horn of blasting. The unit in the two hexes closest to the horn takes 1 point of damage. The unit in the third hex, furthest from the horn, takes 2 points of damage. Cavalry suffer double damage from a horn of blasting. The affected unit must also make a saving throw versus Spells or be deafened and unable to be activated for one combat round. The targeted unit gets no cap on the damage dealt by the horn

 

Assaults at Platoon Scale

Platoon scale can be used to resolve assaults on remote towers, small keeps, isolated homesteads, and other fortified structures that do not necessarily demand an army of hundreds or thousands to capture. 

Fortified Structures

At platoon scales, fortified structures occupy a relatively greater “footprint” on the battlemap and can hold more units. Use the Fortified Structures at Platoon Scale table, below, to determine the structures’ size, unit capacity and other characteristics.

Fortified Structures at Platoon Scale

Fortified Structure

Size

Unit Capacity

Stories

AC

SHP

Barbican (gatehouse, 2 small towers)

Treat as three separate structures – one gatehouse and two small towers

Gatehouse, stone, 20’ high, 30’ x 20’

1 hex

3/2 stories

2

6

500/story

Keep, stone, square, 80’ high, 60’ square

4 hexes (2 x 2)

2/hex/story

6

6

625/hex/story

Palisade, wooden, 10’ high, 30’ long, 1” thick

1 hex long

1

1

2

2

Palisade, wooden, 20’ high, 30’ long, 1” thick

1 hex long

2/story

2*

2

3

Rampart, earth, 10’ high, 30’ long, 15’ thick

1 hex long

1

1

4

225

Rampart, earth, 20’ high, 30’ long, 15’ thick

1 hex long

2/story

2*

4

450

Round tower, stone, 30’ high, 20’ diameter

1 hex

2/3 stories

3

7

250/story

Round tower, stone, 40’ high, 20’ diameter

1 hex

1/story

4

7

250/story

Round tower, stone, 40’ high, 30’ diameter

1 hex

2/story

4

7

400/story

Round tower, stone, 60’ high, 30’ diameter

1 hex

3/ story

6

7

400/story

Square tower, stone, 40’ high, 30’ square

1 hex

2/story

4

6

400/story

Square tower, stone, 60’ high, 30’ square

1 hex

3/story

6

6

400/story

Wall, stone, 10’ high, 30’ long, 10’ thick

1 hex long

1

1

6

225

Wall, stone, 20’ high, 30’ long, 10’ thick

1 hex long

1/story

2*

6

225/story

Wall, stone, 30’ high, 30’ long, 10’ thick

1 hex long

1/story

3*

6

225/story

Wall, stone, 40’ high, 30’ long, 10’ thick

1 hex long

1/story

4*

6

225/story

Wall, stone, 60’ high, 30’ long, 10’ thick

1 hex long

1/story

6*

6

225/story

*Walls have battlemented wall-walks as the top story; additional stories represent wall-walks below the battlements

 

Artillery Bombardment at Platoon Scale

Artillery Unit

v. Wood

v. Stone

1 Medium Ballista

10

-

1 Heavy Ballista

10

1

1 Light Catapult

10

1

1 Medium Catapult

15

1d2

1 Heavy Catapult

20

2

1 Light Trebuchet

20

2

1 Medium Trebuchet

30

3

1 Heavy Trebuchet

40

4

 
Damaging and Destroying Fortified Structures at Platoon Scale

The damage dealt to structures from artillery pieces, battering rams, and monstrous units will vary at platoon scale.

Artillery: At platoon scale, artillery units are much smaller – those capable of damaging structures consist of just one artillery piece each. The Artillery Bombardment at Platoon Scale table shows the shp of damage that a hit by an artillery unit will deal to wooden and stone fortified structures.

Battering Rams: At platoon scale, a successful attack by a ram-equipped unit deals 5d4 shp of damage to wooden structures and 1d4 shp of damage to stone structures.

Monstrous Units: Because they include fewer creatures, platoon-scale monstrous units deal less damage to fortified structures. The Platoon-Scale Monster Size v. Wood and Stone table shows the shp of damage each attack will deal, given the constituent creatures’ size and the type of structure (wood or stone).

Platoon-Scale Monster Size

v. Wood

v. Stone

Huge (adult dragon, giant, wyvern)

1d4

-

Gigantic (mastodon, old dragon, purple worm, tyrannosaurus)

5d4

1d4

Colossal (ancient dragon, dragon turtle, giant roc)

5d4

2d4

 

Damage From Sieges Preceding the Assault at Platoon Scale

When using Domains at War: Campaigns to reduce a stronghold prior to an assault, each 1,000 shp of damage dealt before the battle creates a breach that an assaulting unit can exploit. At platoon scale, allow the besieging army to allocate these breaches to specific fortified structures (or stories of multi-story structures) on a 2:1 basis. Since the fortified structures are represented at a more granular level, each breach actually represent two smaller (30’) holes.

EXAMPLE: A 4-story square tower (400 shp/story, 1,600shp total) has been under siege for days and has suffered 1,000 shp of damage. A final assault is underway. A besieger dealing 1,000 shp of damage normally would create one breach. However, because of the small size of the stronghold (just one tower), the Judge decides to resolve the assault at platoon scale. The besieger therefore can allocate two breaches.


 

Siege Equipment

Platoon-Scale Equipment Requirement

Type of Equipment

No. Required at Platoon Scale

Battering Ram (20’)

3 per 2 units (minimum 2)

Cauldron

1

Hoist

3 per 2 units (minimum 2)

Movable Gallery

5 per 2 units (minimum 2)

Movable Mantlet

5 per 2 units (minimum 3)

Ram Catcher

5 per 2 units (minimum 3)

Screw (20’)

3 per 2 units (minimum 2)

Siege Hook

5 per 2 units (minimum 3)

Siege Ladder

3

Siege Tower, Standard

1 (see below)

Siege Tower, Large

N/A

Siege Tower, Huge

N/A

 

At the company scale, it generally requires 6 or 10 pieces of siege equipment to equip a unit. Since platoon-scale units are 1/4 the size of company-scale units, this means it usually takes 1.5 and 2.5 pieces of siege equipment to equip a platoon-scale unit. The Platoon-Scale Equipment Requirement table, below, shows the number of pieces of equipment required at platoon scale.

EXAMPLE: Marcus has four platoon-scale units of heavy infantry. He wishes to equip two units with battering rams, one unit with movable mantlets, and one unit with hoists. It takes six 20’ battering rams to equip two units. It takes three movable mantlets to equip one unit. (It would only take two more mantlets to equip a second unit). It take two hoists to equip one unit. (It would take one more hoist to equip a second unit).

 

Siege Towers: Only standard-sized siege towers may be used in platoon-scale assaults. The table below gives the platoon-scale characteristics of the tower.

 

Siege Tower

Size

Troop Capacity

Artillery Capacity

Stories

AC

SHP

Move

Crew

AP

Standard

1 hex

1 unit/ 2 stories

1 unit / story

4

0

25/story

-/1/- (WM)

4 units

4

 

 

 

Artillery Units

When deployed at platoon scale, artillery units are much smaller, consisting of just two light ballista or one piece of greater size. The characteristics for artillery units are as follows:

 

Unit Type    

Unit

Move

Unit

Form

Unit

AC

Unit

 HD

Unit

HP

Unit

Morale

Unit Melee Attacks

& Attack Throws

Unit Missile Attacks

& Attack Throws

2 Light Ballista

0/1

WM

0

1

1

0

1 shortsword 11+

 

1 missile attack 11+

2 reload tokens

2 Light Repeating Ballista

0/1

WM

0

1

1

0

1 shortsword 11+

 

2 missile attacks 11+

1 reload token

1 Medium Ballista

0/1

WM

1

1

2

0

1 shortsword 11+

 

1 missile attack 11+

5 reload tokens

1 Heavy Ballista

0/1

WM

1

1

3

0

1 shortsword 11+

 

1 missile attack 11+

5 reload tokens

1 Light Catapult

0/1

WM

0

1

2

0

1 shortsword 11+

 

1 missile attack 11+

5 reload tokens

1 Medium Catapult

0/1

WM

1

1

2

0

1 shortsword 11+

 

1 missile attack 11+

5 reload tokens

1 Heavy Catapult

0/1

WM

1

1

3

0

1 shortsword 11+

 

1 missile attack 11+

5 reload tokens

1 Light Trebuchet

0/1

WM

1

1

3

0

1 shortsword 11+

 

1 missile attack 11+

2 reload tokens

1 Medium Trebuchet

0/1

WM

1

1

6

0

1 shortsword 11+

 

1 missile attack 11+

2 reload tokens

1 Heavy Trebuchet

0/1

WM

2

1

8

0

1 shortsword 11+

 

1 missile attack 11+

2 reload tokens

 

Missile Attacks by Platoon-Scale Artillery: When platoon-scale artillery deals uhp of damage to platoon-scale units, consult the tables below. These tables replace those in Chapter 5. 

 

Heavy Trebuchet Damage to Platoon-Scale Units

Troops In Unit

1 HD -

2 HD

3 HD

4 HD

5 HD

6 HD

7HD

8HD+

31 to 60

2

4

6

8

10

12

14

16

11 to 30

1

2

3

4

5

6

8

8

 5 to 10

1

1

2

3

3

4

5

5

1 to 4

1

1

1

1

1

1

2

2

 

Medium Trebuchet Damage to Platoon-Scale Units

Troops In Unit

1 HD -

2 HD

3 HD

4 HD

5 HD

6 HD+

31 to 60

2

4

6

8

10

12

11 to 30

1

2

3

4

5

6

 5 to 10

1

1

1

2

2

2

1 to 4

1

1

1

1

1

1

 


Lt. Trebuchet / Hvy. Catapult Dmg. to Platoon-Scale Units

Troops In Unit

1 HD -

2 HD

3 HD

4 HD

5 HD +

31 to 60

2

5

7

9

12

11 to 30

1

2

4

5

6

 5 to 10

1

1

1

2

2

1 to 4

1

1

1

1

1

1

1

1

1

1

1

 

Medium Catapult Damage to Platoon-Scale Units

Troops In Unit

1 HD

2 HD+

3 HD +

31 to 60

2

4

6

11 to 30

1

2

3

 5 to 10

1

1

1

1 to 4

1

1

1

1

1

1

1

 


Light Catapult / Heavy Ballista Damage to Platoon-Scale Units

Troops In Unit

1 HD -

2 HD

3 HD +

31 to 60

1

3

3

11 to 30

1

1

2

 5 to 10

1

1

1

1 to 4

1

1

1

 

Medium / Light Ballista Damage to Platoon-Scale Units

Troops In Unit

1 HD -

2 HD +

31 to 60

1

2

11 to 30

1

1

 5 to 10

1

1

1 to 4

1

1

 


I don't have a huge amount to add yet, having only just got the current draft of the rules, but this looks awesome.

Good thread. Thanks Alex!

Fantastic!

Thank you very much for this! Is there room for this in the final product (I hope)?

Yes, I'm hoping/planning/aiming to include it in the final product. To do that, I'd love it if someone of you could break out some dice and minis and try it out and let me know how it plays.

I'm confident in 99% of the conversion. There are really only a few areas that concern me.

1. You'll note that on Waver and Recoil, units now retreat two hexes (since it's a 60' retreat, it's 2 hexes). My thought was that since movement rates were twice as swift, having the retreat be twice as far was a necessity. However, I do introduce an asymmetry with regard to advancing - in that you now push someone back 2 hexes and advance 1 hex. So the design options at this point are:

a) Advance 2 hexes, acknowledging that this means the attackers will tend to get over-extended with gaps in their lines; or

b) Limit advances to 1 hex, acknowledging that this means the attackers wll not be able to keep defenders who retreat threatened; or

c) Reduce the retreat from recoil or waver back to 1 hex, acknowledging this means that the movement requirement after a retreat is relatively less than in company scale.

As between a, b, and c, I am mostly waffling between a and b, and presently leaning back towards c. 

2. In several of the spell conversions, I noticed that at platoon scale the spell area of effect actually extends into 2 or 3 hexes (as in Cone of Cold). I used a slightly complex formula that deals different damage to the 1st, 2nd, and 3rd hexes hit by the cones in different cases. Is that too granular, or is that level of detail appreciated? It's tough to strike the right balance.

Thoughts, feedback, and playtests really welcome.

On 1., as far as movement goes, I think you’ve got enough leeway to go with c), under the presumption that the “melee attack” maneuver is a 1-hex movement at every scale. (pretend for the moment the attacking unit moves into the target’s hex to attack, then rests back in it’s own hex when the attack is resolved). Therefore, the “attack response” maneuvers can also be at a 1-hex resolution, regardless of hex scale.

On 2., that’s a super-elegant solution for a grid-constrained game that doesn’t introduce the silly “here’s a cone template” junk 3E fell into. It’s (I think) very easily visualized when you read the text.

I do have one question, though, regarding the thoughts behind the UHP > HP scale - Company scale is 2d6*10, or, 20 > 120. You’ve placed platoon scale at 5d6, or, 5 > 30. Was company scale decided on something as simple as “every man in the 120 man unit has a chance at 1 HP of damage”, and then 5d6 was the “divide by 4 approach” that best matched up, or was there something more mathy behind either of those?

Agreed both on movement and cones.

As for uhp… if we derive it from say a human infantry unit’s HP, I think we get what Alex got. 6 uhp and total personal hp of about 120d6, so one uhp is about 20d6, which simplifies to 2d6*10 for ease of use.

Hi Koewn, Regarding the UHD > HP scale: Here is a brief outline of the assumptions of the math.

  1. A unit of 20 men facing another unit of 20 men is resolved as one attack.
    X X X X X X X X X X

Y Y Y Y Y Y Y Y Y Y

  1. Assume the 20 men on Team X all hit and do 4.5 point of damage. This is 1 uhp (4.5 x 20 = 90). Assume the 20 men on Team Y each have 4.5 hp. This is 1 uhp. (4.5 x 10 = 90).

  2. Now, make the formation of Y deeper - 6 men deep.
    X X X X X X X X X X X X X X X X X X X X

Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y
Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y
Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y
Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y
Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y
Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y

There are now six lines of men. Since it took 1 uhp to destroy the first line, it will take (6 x 1) 6 uhp to destroy the second line.

  1. From this we can conclude that the uhp of a unit is calculated with the following formula:
    (HD x Actual Frontage x Actual Depth x 4.5) / (Standard Frontage x 4.5)
    For a 120-man unit, this can be restated as
    (HD x Number of Creatures) / (20)

  2. However, in the actual D@W system, a 1 HD unit has 8 uhp, not 6 uhp; this is because the actual formula we use is (HD x Number of Creatures / 15). Why?

Let’s first assume that troops will typically be drawn from the healthier specimens of their kind. That is, they fall at the lower portion of the bell curve of 1 HD creatures. They will have 4, 5, 6, 7, or 8 hp each.

Second, let’s note that while an average attack with a 1d8 weapon will deal 4.5 points of damage, there’s no such thing as an “average” attack. In fact, some will deal 1, 2, or 3 points, and be not enough to kill. To take that variability into account, we want to increase the number of uhp. This leads to the formula*:
(HD x Number of Creatures ) / (15)

And that, in turn means, that 1 uhp doesn’t equal 90 hit points, it equals 68 hp. This is why 1 uhp of damage delivered to a hero equals 2d6x10 hp (~ 70hp).

  1. At platoon-scale, the units are 1/4th the size, but have the same number of uhp. Therefore 1 uhp at platoon scale equals (70/4) 17.5 uhp. 5d6 yields an average result of 17.5.

*While the need for the 1/15th divisor was suggested by the underlying mathematical assumptions, the choice of the final divisor was determined by play balance. Using the 1/5th divisor results in 1-1HD units having 6 uhp. 6 uhp is the ideal amount from a gameplay perspective. Most units have two attacks, they can deal at most 2 uhp of damage, or 3 on a charge. Most units check for shock at 1/2 hp. Therefore, having 6 uhp means that a unit that is charged by a two-attack foe can be shocked if both attacks hit; that a unit which is charged by heavy cavalry can, in theory, be wiped out in one combat round (2 attacks + 1 charge bonus + 3 bonus hoof attacks); and that a unit which is attacked outside of a charge will have at least one, and probably two or three, rounds of fighting before shock is imposed.

Ah! Thanks! Didn’t even think to look at the averages of the two rolls, which would have told me how they related, but not why, which I appreciate!

The thing I immediately noted was 5d6 damage is the same damage a 5th level Mage is throwing the day after she learns Fireball - being able to say “I hold within my mind the destructive potential of 30 mortal men!” and have that backed up by the system is fun.

Could you please add minimum independent hero levels (both caster and non-caster) for platoon-scale battles, please. I could see even the weakest arcane casters being significant at this level.

Another thing I noticed: At this scale, a darkness spell can cover an entire hex. At the very least this will force units to avoid the hex and may block line of site. Additionally, while a well-trained and disciplined force could march through the darkness undeterred, an irregular unit might panic, trip, trample each other, fall into traps, etc. I’d say maybe force a moral check (at a bonus?) or become disorganized, at least for irregular troops who haven’t trained in blind marching (though other troops may find suddenly becoming blind in a battlefield disorienting)?

Could you please add minimum independent hero levels (both caster and non-caster) for platoon-scale battles, please. I could see even the weakest arcane casters being significant at this level.

APM: Good point. I'll do that.

At this scale, a darkness spell can cover an entire hex. At the very least this will force units to avoid the hex and may block line of site. Additionally, while a well-trained and disciplined force could march through the darkness undeterred, an irregular unit might panic, trip, trample each other, fall into traps, etc. I'd say maybe force a moral check (at a bonus?) or become disorganized, at least for irregular troops who haven't trained in blind marching (though other troops may find suddenly becoming blind in a battlefield disorienting)?

APM: Good catch, I'll add that spell.

This is looking very, very good! I can’t wait to test some of this out.

Actually, darkness might be at least somewhat useful on the standard 120 man/unit scale. It takes up a large portion of a hex if not a full hex (I forget the exact radius), covering it in total darkness. That could be especially disruptive to siege engine units, who would have to pack up and move any targeted machines, in total darkness, before they could be used again. Now, I have never tried to organize the transport of more than a ton of high-energy weapons of war, and ammo, in the dark, under stressful combat conditions, with little warning -BUT I think it would be difficult, even if I only had to take it a few yards.

Also, as a level 1 spell, it is not out of the question that a handful of low-level casters could be trained to coordinate castings to cover entire units in even larger scales or for multiple units. What do you do when your archers, your flankers, or your commander units go temporarily during a critical juncture?