Mass Combat for Ars Magica

In Ars Magica, the players frequently command a fighting force of up to hundred men. If all these enter battle simultaneously against an army of similar size, determining the outcome single combat by single combat becomes a Herculean task. Clearly, a system for determining battles on a unit basis is needed. Below is my suggestion.

The basic premise is that each unit is represented by a single fighter, who's actions reflect the actions of the entire unit. It follows that a unit must be homogenous, i.e. it can only contain fighters of a single type. Standard Ars Magica rules are used as much as possible. This allows the system to introduce only a minimal amount of new rules.

These rules have not been playtested, although I have tried to consider their effects. You are advised that modifications may be necessary for them to be playable. Any comments are welcome.

Note that Atlas Games has now published a Mass Combat system in Ordo Nobilis. It certainly has more historical flavor than this one, but might not be as generic.


Units

Each unit must consist of only a single type of troops. For example, a unit may not include both archers and knights. Instead, there must be a knight unit and an archer unit. This does not mean that all fighters of the same type must be in the same unit. It is often strategically advantageous to divide one large unit into several smaller ones.

A unit has the same combat attributes as a single soldier, with one exception: It has no body levels. Instead, it has a unit strength which is simply the number of people in the unit. It also has a unit damage value, which equal to unit strength divided by 5 (round down, but always at least 1). If you do not have characters which could be made into units, see the guide to creating units.

Although all the examples here assume mundane units, there is nothing to prevent you from making magical units as well - griffon cavalry, Flambeau footmen and demonic brigades are all possible. You will probably have to make up a few new rules to cover, for example, aerial bombardment and invisible units - and by now you should understand why I do not attempt to cover this area.

Note that battles between very small units is unrealistic - a one-man unit is not at much of a disadvantage against a nine-man unit. In these cases combat should be resolved using normal Ars Magica rules.

Leaders

Each unit has usually a leader, and so does each army. The tactics skill of a unit leader is added to the attack/defense rolls of the unit, representing the tactical advantage a skilled leader can provide. Correspondingly, the strategy skill of the army leader is added to the attack/defense rolls of the entire army, representing the advantage of a superior strategy. This makes selection of officers important - and you may not want to lead your army yourself.

Combat

When a unit attacks another unit, the attack is resolved as if each unit were a single soldier. The same combat phases are used. Only in damage application is there a difference. An attack will reduce the unit strength by the unit damage of the attacking unit multiplied with the number of lost body levels that the attack would have ordinarily caused.

If a unit tries to sneak up on another unit, or some similar stratagem, again resolve things as each unit were a single soldier.

A unit may also attack the horses of a mounted unit. Attack and defense are calculated normally, except for a +2 attack bonus because of the horses' size. The soak score is +7 if the horse has no armor, and depends on the armor otherwise. A number of soldiers equal to unit damage x body levels x 2 are reduced to footmen, forming a separate unit. The usual damage is multiplied by two because a horse need not be killed to make it throw off its rider. This unit cannot attack or defend against subsequent attacks (by other units) in this round, and cannot attack in the next round. Additionally, during this round the unmounted men are at -3 to attack and defense because they are lying down, thus standing men have high ground. During this round, however, the footmen can only be engaged by troops which also engage the remaining riders, possibly resulting in a penalty for multiple opponents. The horses of the unmounted men are wounded, and will die if not treated. Resolve this as per healing of men, see "After the Battle" below.

A mounted unit may ride clinging to their horses in order to present a smaller target to archers. The riders are then considered to be obscured, which adds +3 to difficulty. However, combat is more difficult in this position, which results in a -3 penalty to attack (both melee and missile) and defense (melee only). If a missile attack misses because of the added difficulty, it is considered to hit the horses as per unmounting attack.

If a unit is depleted, bravery rolls may be required. A unit can have a brave personality trait just like a single fighter can. Especially veteran units often have this trait. The unit leader's leadership score is added to the roll, as is the presence of the "figurehead" of the army (even if it is negative). Some possible ease factors:
Circumstance Ease Factor
Attack insignificant force 0 (don't botch)
Attack inferior force 2
Attack equal force 4
Attack superior force 6
Attack overpowering force 8
Suicidal attack 10
First damage to unit 2
Unit down to 75% strength 4
Unit down to 50% strength 6
Unit down to 25% strength 8
Unit down to 10% strength 10
Unit leader dies 6
Army figurehead dies 8

Obviously, the bravery rolls due to unit strength depletion are only necessary if it is likely that the unit will still have to face enemy units of significant strength.

Units and armies without good leadership fight poorly, If a troop has no leader, or the leader does not have the tactics skill, a -3 penalty is applied in its stead (note that this is the ordinary penalty of lacking a skill). Similarily, if there is no army leader, or he lacks the strategy skill, a -3 penalty is applied in its stead. Mobs are usually treated as lacking a leader.

The penalties for engaging multiple units simultaneously are the same as usual. However, unit-for-unit is not realistic for the case of a small unit being attacked by a large one. Therefore, unit strength is used to calculate the penalties in melee combat. For example, if a unit of strength 100 attacks a unit of strength 50, the men in the smaller unit have to fight two opponents each - the smaller unit is considered two engage two opponents. More specifically, the number of opponents used to calculate multiple engagement penalties is the combined strength of units engaged in melee divided with unit strength (round down) plus the number of units firing missiles on this unit. However, a single unit engaged in melee can not count as more than four opponents - the battlefield is then so packed that all men cannot reach an enemy.

With missile fire things are a bit different. A soldier defends against missiles only in a general direction, not separately for each man, so each unit firing missiles counts as a single opponent. There is no limit on how many missile fire opponents a unit may have (there is room for everyone to fire). Note that missile fire opponents and melee opponents are counted separately (see formula for calculating number of opponents above).

After the Battle

When the strength of a unit is reduced, not all of those people have actually died; they are simply unable to continue combat effectively. After combat, half of these people have died. Some of the rest may be rescued. Each chirurgeon available saves sta + int + chirurgy + stress die people per day. Botch means that the treated people (consider roll to be zero in order to determine the number) have died due to gross medical malpractice. A sadistical Storyguide may decide this affects your army's reputation as well. Each day half of the people who have not been treated, die. People treated during the first day will take two weeks to heal. Each day after that the healing time is doubled (a month the second day, two months the third day, and so on).

Options

Exempli Gratia

Lord Huntington is in pursuit of a group of rebels led by the legendary Rebecca Hood. With Lord Huntington is a group of 25 lightly armored horsemen, wielding swords. However, the rebels have organized an ambush, where a group of 10 hand-picked (veteran) archers attack the pursuing horsemen from the side, while the 15 rebel footmen, armed with spears, are using the confusion to turn about and attack the riders.

Lord Huntington is well versed in tactics (+3), but ignorant about strategy (-3), or he wouldn't have fallen victim to the ambush in the first place. He is an imposing man, though (+1 presence), and his men fear and respect him. The riders are all veterans (otherwise the unit is similar to the example in unit creation).

Rebecca Hood, again, is an accomplished strategist (+2), although somewhat less experienced in tactics (+1). Her radiant looks (+3 presence) encourage her troops to heroic efforts on her behalf. Her troops are not veterans though, and have a bravery score of +0.

Although strategy is played out in the form of the ambush, it is also used in combat rolls to reflect the overall plan, in addition to normal ambush effects.
Unit Initiative Attack Defense (missiles) Damage Soak Encumberance Unit Strength Unit damage Bravery bonus Combat bonus
Riders +16 +11 +14 (+11) +4 +7 0 25 5 +2 +0
Footmen +10 +11 +6 (+6) +7 +3 -1.5 15 3 +3 +3
Archers +7 +11 +2 (+2) [brawl] +10 +3 -1.0 10 2 +3 +3

The footmen have the co-operation virtue at +1 (see unit creation), with the archers selected as the co-operating unit. This results in an additional +2 bonus for the footmen when they attack the same unit simultaneously.

In addition to these basic scores, Lord Huntingtons men are at +0 (tactics +3 and strategy -3) in combat and at +1 (presence +1) in bravery rolls, whereas Rebecca Hood's men are at +3 (strategy +2 and tactics +1) in combat and at +3 (presence +3) in bravery rolls.

Round 1

The riders approach. The archers aim.

Round 2

During the movement phase, the riders catch up with the rebels, who turn around to face them. In the missile phase, the archers ambush the riders, negating the riders defense score. The archers attack the mounts, hoping to unhorse some men which the footmen can then finish off. The archers' combat roll is 5. Their attack score is thus 11 (score) + 3 (strategy and tactics, from now on s&t) + 3 (aimed) + 5 (roll) = 22. The difficulty factor is 6 (base) + 0 (middle range) - 2 (horse size) + 6 (moving quickly) = 10. The result is thus 10 (base dmg) + 12 (attack - difficulty factor) - 7 (soak) = 15, alltogether three body levels. This is multiplied first with unit damage (2), and then with two because the attack aims to unhorse, not to kill. The speed of the riders makes them difficult to hit, but still 12 of lord Huntington's men fall down from their rearing mounts. Since no actual losses have yet been taken, no bravery rolls are necessary.
Unit Strength Damage
Riders 13 2
Unmounted(*)12 2
Footmen 15 3
Archers 10 2

(*) Cannot attack or defend this round, cannot attack next round.

The riders engage the spearmen in melee. Initiative is rolled. The riders roll 8, giving an initaive total of 24, and the footmen roll a 6, giving a total of 16. The engagement will happen at Reach range, giving the footmen a -6 penalty to their attack and defense totals (this does not apply to attacking the unmounted men). Also, the riders get the difference between the initiative totals (8) as a bonus which they use in their attack rolls.

The riders roll a 4, whereas the footmen roll a 3. The riders attack score is 11 + 4 + 3 (charge) + 8 (initiative bonus) + 0 (s&t) = 26, and the footmen's defense score is 6 + 3 + 2 (co-operation bonus) + 3 (s&t) - 6 (range penalty) = 8. Damage is thus 5 (base dmg) + 18 (difference) - 3 (soak) = 20, alltogether four body levels. Multiplied with the unit damage, this means eight hits. When the flurry of sword strikes and spear parries is over, eight of the footmen lie still in the muddy ground.

However, the footmen give as good - or better - as they get. They engage both the riders and the unmounted men. As the total strength of the riders and the unmounted men is less than twice the strength of the footmen, no multiple engagement penalties are applied. Their attack score is 11 + 3 + 2 (co-operation) - 6 (range penalty) + 3 (s&t) = 13, and the defense score of the riders is 14 + 4 + 3 (charge) + 0 (s&t) = 21. The riders escape unscathed - however, the unmounted men are not so lucky. This round, their defense score is zero, so the footmen inflict 7 (base dmg) + 22 (attack roll without the range penalty and with +3 bonus for high ground) - 7 (soak) = 22 points of damage, equaling four body levels. The unit damage of the footmen is three, equaling 12 kills. As there are only 12 unmounted men, they are all slaughtered while still lying defenseless on the ground. The riders are down to 75% of their strength, and roll for bravery, getting a 4, alltogether 6 with their bravery bonus calculated in. They look at each other for a moment, then curse and attack again.
Unit Strength Damage
Riders 13 2
Footmen 7 1
Archers 10 2

Round 3

The riders are now in melee range of the footmen, so the archers cannot fire at their horses for fear of hitting their own men. On the other hand, the horsemen have to "engage" the archers as well, although this means a -3 penalty to their attack and defense totals, because of engaging multiple foes. In the missile phase, they are attacked by the archers, but they can now use their defense score.

The archers roll a 3, resulting in 11 (score) + 3 (s&t) + 3 (roll) = 17. The difficulty factor is 6 (base) + 0 (middle range) + 11 (defense against missiles) - 3 (multiple engagements) = 14. The damage score is thus 10 (base dmg) + 3 (attack-defense) - 7 (soak) = 6, or one body level. The unit damage for archers is two, so two riders fall down, arrows protruding from their limp bodies. The riders are now down to 50% of their strength, and roll for bravery, getting a 7, alltogether 9. They are not cowed by the loss of a few more men.
Unit Strength Damage
Riders 11 2
Footmen 7 1
Archers 10 2

Realising that the riders will be able to negate their attempts of engaging at a longer range, the footmen do not attempt another engagement contest. Both parties roll, riders get a 7 and footmen get a 9. The riders' attack score is 11 + 7 + 0 (s&t) - 3 (multiple engagements) = 15, and the footmen's defense score is 6 + 2 (co-operation bonus) + 9 + 3 (s&t) - 6 (range penalty) = 14. Since that is not enough to do damage, the riders save the +1 for the next round. The fighters are at a distinct disadvantage now, and dodging the archers' arrows prevent them from inflicting any significant damage - however, they do have a slight advantage.

The footmen's attack score is 11 + 9 + 2 (co-operation) - 6 (range penalty) + 3 (s&t) = 19, and the defense score of the riders is 14 + 7 + 0 (s&t) = 21, so the footmen are unable to hurt the riders at all.

Round 4

The archers roll an 8, resulting in 11 (score) + 3 (s&t) + 8 (roll) = 22. The difficulty factor is 6 (base) + 0 (middle range) + 11 (defense against missiles) - 3 (multiple engagements) = 14. The damage score is thus 10 (base dmg) + 8 (attack-defense) - 7 (soak) = 11, or two body levels. The unit damage for archers is two, so four more riders fall victim to the deadly arrows.
Unit Strength Damage
Riders 7 1
Footmen 7 1
Archers 10 2

The footmen continue to fight at the disadvantegous range, so no engagement contest is necessary. Both parties roll, riders get an 8 and footmen get a 6. The riders' attack score is 11 + 8 + 0 (s&t) - 3 (multiple engagements) + 1 (bonus from previous round) = 17, and the footmen's defense score is 6 + 2 (co-operation bonus) + 6 + 3 (s&t) - 6 (range penalty) = 11. The riders press their attack, saving the difference (+6) for the next round.

The footmen's attack score is 11 + 6 + 2 (co-operation) - 6 (range penalty) + 3 (s&t) = 16, and the defense score of the riders is 14 + 8 + 0 (s&t) = 22, so the footmen are again unable to hurt the riders.

Round 5

The archers roll an 5, resulting in 11 (score) + 3 (s&t) + 5 (roll) = 19. The difficulty factor is 6 (base) + 0 (middle range) + 11 (defense against missiles) - 3 (multiple engagements) = 14. The damage score is thus 10 (base dmg) + 5 (attack-defense) - 7 (soak) = 8, or one body level. The unit damage for archers is two, so two more riders bite the dust. The riders are now down to 25% of their strength, and roll for bravery, getting a 5, alltogether 7. The horrendous losses finally become too much, and the riders flee, ignoring the curses and threats of Lord Huntington.
Unit Strength Damage
Riders 5 1
Footmen 7 1
Archers 10 2

After the Battle

The riders left their wounded behind, and the rebels take no prisoners. The wounded horses are put out of their misery as well, as there are no veterinarians around. No survivors here.

Half (4) of fallen the footmen are beyond help, but the rest (4) can be treated. Among her many talents, Rebecca is also a lay healer, with a chirurgy score of 1. She rolls for healing, but alas, the result is zero. The second roll yields a 5, so at least she does not botch. Her stamina is -1 and intelligence 2, so she is able to treat -1 (stamina) + 2 (intelligence) + 1 (chirurgy) + 0 (roll) = 2 people. Half (1) of the rest (2) die during the night. Next day, Rebecca rolls again, getting a 6, so she can treat -1 + 2 + 1 + 6 = 8 people - the last footman can be treated now.

So, one of the wounded dies the night after the battle, but the rest are saved. Two of them will be ready to face battle in two weeks, and one will need a whole month to recover.


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