I’m soliciting feedback over the level of detail you’d like to see in the ACKS mass combat system. The current (completed) rules are a detailed set of miniature battle rules featuring flanking, engagement, push backs, shield walls, etc. Based on some feedback, I am concerned this may be too complex for the RPG audience.
What level of detail would you want for your ACKS mass combat battles?
- Very simple: A single die roll resolves the pitched battle.Major PC activities would be handled outside the mass combat mechanics.
- Abstract: A small number of player inputs and a few dice rolls resolve the pitched battle. Major PC activities would be handled outside the mass combat mechanics. [Example: BECMI War Machine]
- Chess-like: The battle is fought out using a chess-like system on a battlemap. Some straightforward PC activities could be handled on the battlemap, but some would have to be adjudged outsided the mass combat mechanics. [Example: Birthright]
- Boardgame-like: The battle is fought out using boardgame-style mechanics on a battlemap. Some straightforward PC activities could be handled on the battlemap, but some would have to be adjudged outsided the mass combat mechanics. [Example: BattleLore by Fantasy Flight]
- Miniature-like: The battle is fought out using miniature game mechanics using rulers. Most PC activities could be handled on the table, with only a small number of esoteric actions requiring separate adjudication. [Example: Chainmail, AD&D Battlesystem, C&C Fields of Battle]
- Comprehensive: A full-fledged detailed miniature combat game. Any PC activity imaginable can be translated into the mass combat mechanics. [Example: Warhammer Fantasy Battle]
The current Domains at War rules are set at “5”. There is an alternative abstract set of rules set at “1”.