Working on Mass Combat System

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Working on Mass Combat System

Post by Username17 »

At this point, I'm putting tables here so I don't lose them and can easily check up on them when I'm writing and mathhammering things. Most of the text hasn't been committed to computer, and the numbers haven't been finalized at all.
SoldiersBombardFlankHoldShockSiegePatrolMoraleToughnessSpecial
Ashigaru010101010101010
Guard010151015202010
Miner010101030101010
Slinger215351010810
Archer510551010810
Warrior015102010101010
Light Infantry020101010102010
Pikeneer010201010102010
Heavy Infantry05301520103020
Elite Infantry020302020204025
Berserker020105020105025
Defender015501540205025
Ranger1020101020503020
Light Cavalry05053010302010
Heavy Cavalry060206015254030
Elite Cavalry080308020305040
Archer Cavalry55052510302010
Special Cavalry101503015050306060
Ogre Soldier02020020010054050
Giant Soldier301005005002502050200
Demon Soldier025020030010080100100Dark Power, Unstoppable/Silver
Dragon Rider50500300500750200250500Flying
Champion101003003005010020080
War Mage1006020100150505040Unstoppable/-
Officer54050505012015060
Engineer5203020500505030
Cannon5000501500X30Unstoppable/-
Ghoul010105010103020
Risen Soldier0520101010X20
Lycanthrope Soldier025205010253030Unstoppable/Silver
Vampire Soldier025403025205030Dark Power, Unstoppable/Silver
Darter220153022Flying
War Dog01241021555Undisciplined
Great Beast0200200300250105150Undisciplined
Winged Beast015512102555Flying, Undisciplined
Great Bird040203040302030Flying

TacticActionTargetType
HarassFlankFlankAdaptive
FeintFlankPatrolDefensive
ScreenFlankFlankAdaptive
RaidFlankHoldAggressive
Race to FeatureFlankFlankAdaptive
ShieldwallHoldFlankDefensive
RegroupHoldShock or FlankAdaptive
Steady AdvanceHoldHoldAdaptive
PressHoldShock or HoldAggressive
AmbushHoldPatrolDefensive
Hold LineHoldShockDefensive
StormShockShock or HoldHoldAggressive
Seize FeatureShockFlankAdaptive
PursueShockAggressive
Take GroundShockHoldAggressive
SlaughterShockShock or HoldAggressive

(In case you were wondering: Aggressive > Adaptive > Defensive > Aggressive)
Army TotalsCombat Value
Less than 190
19-221
23-282
29-353
36-444
45-555
56-696
70-867
87-1088
109-1359
136-16910
170-21111
212-26412
265-33013
331-41314
414-51615
517-64616
647-80717
808-100918
1010-126219
1263-157720
1578-197221
1973-246522
2466-308123
3082-385124
3852-481425
4815-601826
6019-752327
7524-940328
9404-1175429
11755-1469330
14694-1836731
18368-2295832
22959-2869833
28699-3587334
35874-4484135
44842-5605136
56052-7006437
70065-8758138
87582-10947639
109477-13684540
136846-17105641
171057-21382142
213822-26727643
267277-33409544
334096-41761945
417620-52202446
522025-65253047
652531-81566348
815664-101957849
1019579+50

Primary
Settlement Race
Development
Level 1
Development
Level 2
Development
Level 3
DwarfMiner
Guard
Warrior
Heavy Infantry
Archer
Elite Infantry
Defender
Special Cavalry
Cannon
Great Beast
HalflingAshigaru
Slinger
Light Infantry
Light Cavalry
Guard
Ranger
Archer Cavalry
War Dog
Darter
Great Bird
Special Cavalry
HumanAshigaru
Archer
Pikeneer
Light Infantry
Light Cavalry
Heavy Infantry
Guard
Elite Infantry
Heavy Cavalry
Elite Cavalry
Special Cavalry
Cannon
ElfArcher
Light Infantry
Light Cavalry
Guard
Darter
Ranger
Archer Cavalry
Elite Infantry
Special Cavalry
Great Bird
Elite Cavalry
GoblinPikeneer
Light Infantry
Warrior
Ashigaru
Slinger
Light Cavalry
Heavy Cavalry
Archer Cavalry
Miner
Ogre Soldier
Elite Infantry
Elite Cavalry
Special Cavalry
GnollWarrior
Berserker
Heavy Infantry
War DogGreat Beast
LizardfolkWarrior
Heavy Infantry
Archer
Elite Infantry
Defender
Ranger
OrcWarrior
Light Infantry
Archer
Guard
Heavy Infantry
Berserker
Elite Infantry
Heavy Cavalry
Special Cavalry
Great Beast
Ogre Soldier
NecropolisRisen Soldier
Pikeneer
Archer
Guard
Vampire Soldier
War Dog
Heavy Cavalry
Demon Soldier

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Post by Blicero »

How did you decide the size thresholds in the "Army Totals / Combat Value" column?
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Post by Username17 »

Blicero wrote:How did you decide the size thresholds in the "Army Totals / Combat Value" column?
It's a log function with an exponent of 1.25. So if your force is 25% larger than the opposing force, you get +1 to your combat value. Damage subtracts from army totals, so as the battle progresses you expect the larger force to have a larger bulge. When forces are near the breaking point, it doesn't take a lot of extra army total to be a large difference in combat value.

I haven't decided if those numbers should be rounded or left as-is. I might even decide to change the exponent. But so far I rather like the effects of a 1.25 log on battle progression.

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Post by RadiantPhoenix »

Can't you go with an easier-to-headmath progression like:
  • ...
  • 100
  • 125
  • 150
  • 175
  • 200
  • 250
  • 300
  • 350
  • 400
  • 500
  • 600
  • 700
  • 800
  • 1000
  • 1250
  • ...
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Post by Username17 »

RadiantPhoenix wrote:Can't you go with an easier-to-headmath progression like:
I could do something like that. Right now I'm just using actual powers of 1.25, which is easy to get a calculator to output. I am definitely considering adjusting the numbers so that they are "rounder." But I don't know if that's ultimately a good idea and in any case wouldn't be a thing to do until after I was sure I wasn't going to use an exponent of 1.2 or 1.3.

I'm not sure that there are a lot of people who are going to want to total up army totals and not use a calculator or a look-up table.

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Post by Blicero »

Do you have designer reasons for why the exponent should be 1.2, 1.25, or 1.3? Or is the plan to just choose the one that works out best with the other arrays of numbers that get chosen?
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Post by Username17 »

Blicero wrote:Do you have designer reasons for why the exponent should be 1.2, 1.25, or 1.3? Or is the plan to just choose the one that works out best with the other arrays of numbers that get chosen?
The intention is that initial differences in army size in the expected ranged should equate to small absolute differences in Combat Value. So progressions like "doubling" (exponent 2) or "Fibonacci" (exponent 1.618) grow way too fast - most armies would have the same combat values as anything it made any sense for them to fight.

What that leaves us with is an exponent somewhere south of 1.5. Which number ends up working best is one I'm not sure of. I started at 1.25 because it was in the middle of 1.0 and 1.5, and for no better reason than that. Initially it looks like it does the job I want it to, but I'm not wedded to it.

Another possibility was to not do exponents at all and just do X:1 odds like World in Flames. But I figured that a lookup table for brackets was actually easier to use than long division of 4 digit numbers by 3 digit numbers.

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Post by maglag »

With what system is this supposed to be used?

What kind of dice are supposed to be rolled, or are there no dice used at all? Basically how do the numbers interact with each other?

How do you convert regular soldiers into mass scale? If I get a bunch of halflings riding red wyrmlings, do they count as the same kind of dragon rider as the 20th level samurai riding a paragorn prismatic ancient legendary wyrm for mass combat purposes?
Last edited by maglag on Mon Dec 28, 2015 2:19 am, edited 1 time in total.
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Post by Roog »

I often use a scale approximately based on 10^(1/10) - which falls in the range that you were looking for.
ScaleValue
01
11.2
21.5
32
42.5
53
64
75
86
98
1010
+10x10

It has a number of useful characteristics.
- minimizes the significance at any point
- as +10 converts to x10, they convert easily into exponential notation, with the right most digit determining the significand, and the remaining digits giving the exponent. This means that (with a little familiarity) conversions can be done without needing to refer to a table
- the scale is at least as even as any similar type of scale that is rounded to the same degree of significance
- the rounding in the scale includes rounding in both directions, calculation errors accumulate relatively slowly
Last edited by Roog on Mon Dec 28, 2015 2:36 am, edited 1 time in total.
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Post by Grek »

What's the basic order of operations for all of this? Currently, I'm working on the assumption that both sides declare one tactic on one target for every unit, rolling opposed 1d20+Stat+Combat Value checks to decide if the tactic succeeds and using the Aggressive > Adaptive > Defensive > Aggressive RPS rule to decide who wins overall if both or neither tactic is successful.
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Post by DrPraetor »

It doesn't have to be 10 points = x10, but yeah, if you are going to use an exponent base, make it something that rounds to whole numbers.

The cubed root of 2 is very close to 1.26 (1.25992105...), so if you use that, every +26% increase in army size is +1, and every doubling is +3?

For round numbers it could be:
Army TotalsCombat Value
Less than 190
-251
-322
-403
(and just double these three bases?)
-504
-645
-806
-1007
-1288
-1609
-20010
-25611
-32012
-40013
-51214
-64015
-80016
-102417
-128018

Last edited by DrPraetor on Mon Dec 28, 2015 3:14 am, edited 1 time in total.
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Post by AcidBlades »

Dr Praetor. I'd be able to split my costs through 3 400s and get a much better value than I would if I had them all in a big-ass army.
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Post by DrPraetor »

AcidBlades - that comment is more appropriately directed to Frank (who hasn't specified any game mechanics), but I think the idea is that RNG will be small enough that if you bring 2 ~120 pt (CV 9) armies and one CV 10 army, my ~400 pt (CV 14) army will smoke them.

Ideally this would be somewhat facultative/strategic - so *sometimes* you are better off splitting up your army? Or there are clever tactics or something.

But, for example, if resolution is 1D6+CV, then the CV 14 army would be all the way off the RNG for the CV 9 armies...
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Post by Grek »

DrPraetor wrote:Ideally this would be somewhat facultative/strategic - so *sometimes* you are better off splitting up your army? Or there are clever tactics or something.
This seems obviously true if you're allowed to make each division be of a different unit type. Having 100 Light Cav and 100 Pikeneer is clearly a much more flexible army than 200 of either, and that probably translates into being a better composition.
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Post by maglag »

An Ahisguru has 10 on all stats.

A dragon rider has a 500 on multiple stats and a 750 tops.

I suspect the RNG needs to be pretty large, or perhaps there's some multiplier factor, or dragon riders just literally smoke everything else. I suspect CV multiplies your unit's stats. So 1000 000+ ashiguru (CV 50) can take on a 20 strong dragon rider force (CV 1), as the ashiguru army will have an effective 10x50=500 on every stat.

I predict having advantage on tactics will be perhaps a flat-out bonus to the rolls. It's not just a matter of picking the best tactic, but exploiting the enemy's weakness. Ogres for example have a miserable 5 on patrol, so you want to hit them with Feint.

Bombard seems to be like the auto-damage option representing long-range artillery. No roll, no tactics, just inflict X damage automatically to the enemy. So the dragon riders can choose to just safely breathe fire from afar, inflicting an attack with power 50 instead of using a tactic with their uber 750 top stat.
Last edited by maglag on Mon Dec 28, 2015 6:09 am, edited 4 times in total.
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Post by Chamomile »

What's the difference between a harass tactic and a screen tactic? Their entries in the chart are identical except for the name.
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Post by virgil »

There are going to be side-effects with each tactic; the chart just shows which stats get compared to to resolve success. Screen would likely be a maneuver performed by an army's flank to reduce casualties to their core detachment. Harass should do something essentially like increase damage to unit morale at the expense of reducing actual casualties.
maglag wrote:An Ahisguru has 10 on all stats.

A dragon rider has a 500 on multiple stats and a 750 tops.

I suspect the RNG needs to be pretty large, or perhaps there's some multiplier factor, or dragon riders just literally smoke everything else. I suspect CV multiplies your unit's stats. So 1000 000+ ashiguru (CV 50) can take on a 20 strong dragon rider force (CV 1), as the ashiguru army will have an effective 10x50=500 on every stat.
It's more of a raw number. A single Dragon Rider performing Storm or Slaughter is going to have a 15 to its CV before things like terrain or Bombard are factored in; which you need 50+ Ashigaru to match. In an ideal situation like that, there should probably be a tactic that forces both sides to only be able to use their Bombard stat (requiring uncontested air space). Call it Strafe, an Aggressive maneuver.
Last edited by virgil on Mon Dec 28, 2015 7:32 am, edited 2 times in total.
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Post by maglag »

But bombard is a base stat. It's zero on most units, but it's still one of the base stats, not a special. Which makes sense, no matter how many ashiguru you have, they'll never be able to perform artillery duty.

Also less than 19 units have a CV of zero, which probably means army units need to be at least 20 strong or they don't get to participate in the mass combat minigame.

As for the table, I predict it's simply a typo. There's a few more typos down the line there, like double holds or null targets.
Last edited by maglag on Mon Dec 28, 2015 7:52 am, edited 1 time in total.
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Post by Username17 »

Army totals are simply all the relevant strength (shock, hold, etc.) of all the units in the detachment added together minus attrition. So a single Dragon Rider would get stomped by 100 tiny men if it went head to head (and 100 tiny men are cheaper than the Dragon Rider). This is not likely to happen, because the Dragon Rider flies and is able to be deployed into a privileged flank (sky). So what actually happens is that if one army has a Dragon Rider and the other doesn't, it pretty much gets to do an attack on unprotected flank over and over again and racks up a lot of attrition on the enemy army.

Unstoppable units (such as Vampires) get to rampage and inflict full attrition every round unless the opposing army has a means to stop their unstoppability. So if you have silver weapons in your army, enemy vampires are just high quality infantry, but if you don't they are also a fast clock on your army.

Heroic actions (that is: RPG stuff) can be done in between warfare rounds, so a typical thing you might want to do would be to do strikes on enemy cannons or war mages to stop them from inflicting attrition every round.

The intention is that the RNG will be fairly small. A quite significant army bulge will only give a small raw bonus (until attrition drops both numbers such that the significant bulge is now a significant multiple). A very good command roll only needs to add a few points of CV to be a very big deal indeed.

But yeah, cube root 3 has a lot of advantages as far as explicability. Hypercube root 3 has a fair amount of advantages as well (that is: doubling the army gives you +4, and a 19% bulge is +1).

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Post by Username17 »

So I tried out the fourth root of 2 as my exponent, and I have to say it seems to do pretty well presentation wise. Four columns that each double on the way down with each doubling giving you +4 to your combat value. That seems pretty solid.
Army TotalCVArmy TotalCVArmy TotalCVArmy TotalCV
25-29130-35236-42343-49m4
50-59560-70671-84785-998
100-1189119-14110142-16811169-19912
200-23713238-28214283-33615337-39916
400-47517476-56518566-67219673-79920
800-95121952-1131221132-1345231346-159924
1600-1902251903-2262262263-2690272691-319928
3200-3805293806-4525304526-5281315382-639932
6400-7610337611-9050349051-107633510764-1279936
12800-152213715222-181013818102-215263921527-2559940
25600-304434130444-362034236204-430534343054-5119944
51200-608874560888-724074672408-861074786108-10239948
102400-12177449121775-14481550144816-17221551172216-20479952

Obviously I have to fiddle with attrition rates, but the fourth root of 2 seems like a pretty good conversion of raw army totals to combat value.

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Post by Blicero »

Do you have an expected (IRL) duration for a mass combat under this framework? Is this the sort of thing you whip out any time the party and their followers run into a mercenary warband, or is it mostly meant to be used for big climactic setpieces? Also, are there existing systems that you are looking at for mechanical inspiration, or is this mostly from designed from first principles with the intent of avoiding the issues of previous attempts at mass combat?
Last edited by Blicero on Tue Dec 29, 2015 8:29 pm, edited 1 time in total.
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Post by Grek »

So, a 50 archer detachment would have CVs of +14 Bombard, +18 Flank, +14 Hold, +14 Shock, +18 Siege, Patrol, +18 Morale +17 and +14 Toughness?
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Post by Username17 »

Blicero wrote:Do you have an expected (IRL) duration for a mass combat under this framework? Is this the sort of thing you whip out any time the party and their followers run into a mercenary warband, or is it mostly meant to be used for big climactic setpieces? Also, are there existing systems that you are looking at for mechanical inspiration, or is this mostly from designed from first principles with the intent of avoiding the issues of previous attempts at mass combat?
Realistically, I expect this to take about an hour. No reason it has to be done that long, I think you could probably put all the inputs into a phone app in 5 minutes and crank through turns until one side broke in 30 seconds. But what's actually going to happen is people are going to spend ten minutes dividing up their army and arguing about what tactics to use at the beginning, and then it's going to take players several minutes to do the math on each turn because "math is hard" and there will be more arguments discussions about what tactics to use before each round. And players will get to take heroic actions in between rounds, so that's like 3 vignettes of RPG actions in between, which will cause things to be recalculated.

Basically, I see the following real world bottlenecks:
  • Splitting armies into detachments.
  • Adding up army totals.
  • Comparing army totals to CV charts.
  • Choosing and comparing tactic choices.
  • Adding leadership, tactical, and terrain modifiers to CV and them then comparing CVs.
  • Multiplying army totals by fractions and then adding rampage numbers to get attrition numbers.
  • Subtracting attrition from army totals to get new army totals and repeating for next round.
All of those things could take seconds but will take minutes because math is hard and people are drunk and/or distracted. Especially the bolded part where actual attrition values are a fraction of your Bombard and Shock rather than the whole thing. Because if I didn't do that, armies would blow each other up in one turn. But by doing that, I'm requiring division, which makes peoples' balls ache.

A possibility would be to not do division and simply have morale numbers that were about twenty times the size of the other numbers, but that seems kind of terrible.

As far as design inspiration, I'm mostly looking at strategic wargames. Crusader Kings 2 is obviously a big inspiration, but so too are the old hexes and chit table breakers like Empires at Arms and World in Flames and Noun preposition Noun. I'm certainly looking at RPG systems and table top wargames like Warhammer and BATTLESYSTEM, but mostly to simply shake my head and sigh about how they don't really do what I want them to do. The key insight is that any X:1 unit conversion merely allows you to play out battles that are X times the size of the battles that the regular RPG system handles. So if you make a Warhammer Fantasy Battle character six times simpler, you can handle fights that are six times the size. If you make one BATTLESYSTEM "stand" be 20 D&D characters, then you can handle fights that are 20 times the size. But if you want to have different battles to have orders of magnitude different numbers of soldiers (which given even a cursory reading of any epic fantasy book at all, you do), that's not really an option.
Grek wrote:So, a 50 archer detachment would have CVs of +14 Bombard, +18 Flank, +14 Hold, +14 Shock, +18 Siege, Patrol, +18 Morale +17 and +14 Toughness?
You don't actually make CVs out of Bombard, Morale, or Toughness, but yes. Bombard is just a number that adds attrition to the other side regardless of what you happen to be fighting with. Morale and Toughness are just numbers that are compared to attrition totals to see when your army breaks and how many casualties it suffers.

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Post by DrPraetor »

Been thinking about this, reading the 40K comment thread, the discussion of Primarchs gave me some thoughts.

Before you work out the mass-combat system proper any further, figure out (if you haven't?) how exactly our heroes are going to exert their command traits.

As a related question - not answered well in 40K - what paradigm(s) is this game meant to include (Aggressive > Adaptive > Defensive > Aggressive = 3 Paradigms??)? If I'm Leonidas, then troops under my command have the discipline to hold a pike square (which is the Greek paradigm) - and this beats the Persians because their paradigm (more undisciplined tribal levies than you) is aggressive? If I'm Genghis Khan, I've got horse archers who don't retreat (this is Adaptive?)
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Post by erik »

DrPraetor wrote:Before you work out the mass-combat system proper any further, figure out (if you haven't?) how exactly our heroes are going to exert their command traits.
That seems ass-backwards. You can't figure out exactly how heroes fit in until you have the basics down. You have to know what the moving parts are before you decide how heroes can meddle with them.

Heroes affecting it is an add-on.
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