Showing posts with label squad battle. Show all posts
Showing posts with label squad battle. Show all posts

Monday, December 2, 2013

Fractal combat resolution in GURPS

s to define, as a first draft, a way to smooth the transition from personal to mass combat such that a PC at the head of 7 dwarves will be presented with interesting challenges.




Key Principle

The cohesion of a unit is a matter of the tactical skill of a unit's direct commander. The abstraction here is that the higher the tactics skill of a commander is, the more predictable and sound the squad will behave. 

This is assuming that the commander has trained the squad. If not, a penalty should be applied on the tactics skill. 


Key Mechanics

Who does what?

Each turn, a passive tactics check is made to determine whether subordinates are going to act according to doctrine (In practice, moved by the commander). If the Tactics check is failed, the NPCs are going to act on impulses that are randomly determined (using a Roll20 table).

The maximum movement is limited by the tactics' MoS and the Adjusted Move of the subordinates.