Showing posts with label Combat. Show all posts
Showing posts with label Combat. Show all posts

Saturday, June 20, 2020

Getting Back to my April 2020 Project - Quick Combat

I got back to my April Project of Quick Combat System (gdoc link) Inspired by The Fantasy Trip, meshed with D&D. As always many of what I do is in a Gdoc/Gsheet so people can easily grab anything they might want to reuse or repurpose. 

The reason I got back to this is that I need to ween my son off the Laptop. No classmates or peer group, no activities after class except roblox and youtube (Minecraft proving too addicting). The cycle of that would make this addicting cannot be helped because there is no other socialization and the games are fun. There is a lag in real life, a delay before satisfaction or gratification that happens that makes us able to think and instead of pure reaction and reflex. I'm sure he can "de-program" the conditioning after a Vaccine arrived and is administered but that technical debt will be worse if I don't try to lower it NOW. 

TRPGamer Dad trying to figure out ways to make TRPGs that are too slow and boring for his son work. Am I the same kid who had 2 younger brothers and figured out to have Imagination games in the long idle times of my busy parents and having to go to school >20km away growing up? Why can't I figure my own son out? (I'm sure every dad ask himself). 

Now I've incorporated Alternative Cepheus Engine (ACE) Elements - just the Skills and planning to Incorporate 1 Term of in the Creation and Just a Simple 2d6 (11 outputs) of Events. The goal is that I need to set things up that I and my Son can just roll up characters and play. 

https://anydice.com/program/1c476
Random Stat. 
roll 7d6 keep 6.

1d6

Stat

Description

1

9

Poor

2

10

Average

3

11


4

12

Good

5

13


6

14

Remarkable

Random Race

1d8

Race

Description

1-2

Human

Versatile Fighterts

3-4

Orc

Savage and Reckless

5-6

Goblin

Nimble and Evasive

7

Dwarf

Resilient and Reliable

8

Elf

Keen and Cunning

Random Background

1d10

Background

Description

1-2

Raider

Scavengers, Thugs, Bandits, Deserters, 

3-5

Auxiliary

Militia, Levy, Conscripts, 

6-7

Mercenary

Professional soldier of unsteady employment

8-9

Legionnaire

Professional Soldiers of a Kingdom or Empire

10

Guardsmen

Warriors of powerful patrons

Random Class

1d12

Class

Description

1-2

Skirmishers

Mobile fighters.

3-4

Shocktroopers

Chargers, The Hammer

5-6

Heavy Infantry

Defenders, the Anvil

7-8

Scout

Reconnaissance, Intelligence

9

Archer

Artillery

10-11

Killer

Creatures whose purpose is ending lives.

12

Bodyguard

Trained to protect and defend.


Tuesday, February 10, 2015

How to GM Abstract Combat Part 1 - Think in Opportunities

Playing a game like Airsoft requires me to have some mnemonic tools to help improve and to compensate for the the severe lack of combat instinct. Which is not bad, because I think my strength is Intrapersonal awareness to better describe what is going on in my head and probably whats going on in the heads of others. These lessons serve as a way to better model and describe combat so as to highlight and encourage the intrapersonal cues that help people navigate through such confusing and difficult situations.

Back to Basics Series, which began with Active Listening GMing

Think in Opportunities


The number of attacks one make is the wrong "mental paradigm" or model to think of combat. Its better to think of multiple opponents as "tasks to Juggle". I ended up realizing this when a player recently asked me about it, and to find out I stopped thinking in this way. Then realized its a dangerous mental model to think in this way, if the person is in a real fight... because thats How I thought about it when I tried to fight two weapons in Kali.

GURPS and DnD work in such models. Many Game systems work in such a model - except the Narrative Generation of RPGs. As a simulationist, I want to encourage a kind of thinking that would be easier to transfer in a real world situation - that the game helps me grow. So I try to look at games and look for the Cognitive Frameworks (Applying Cognitive Biases as a way to Frame) and see if there is anything of note.
Disclaimer: Basically what I'm going to talk about here can be applied in any game system. You end up boiling the whole thing down to an "opposed" roll where the GM makes an authoritative judgement on the validity of your strategy based on his "omniscient" knowledge of all the factors to add the modifiers. There is no "SYSTEM" to over-rule the GM here. The player must trust the GM in levels some games has not needed (games where the rules matter more than the GM's authority, that there is room for argument).
Looking back into multiple attacks or "strikes" or even the funny change of what the definition of "attack" I am now in a different place where these have other meanings. An attack is simply seizing an opportunity, while a more skilled warrior can create more opportunities - these opportunities cant really be measured. Each circumstance is a kind of opportunity that is hard to "number". Being in a position to mow down 10 assailants, is not 10 attacks, it may not exactly be one (as we've experienced in Insurgency). "Strikes" or "pull of a trigger" are just minor details to what one is trying trying accomplish.
Where details come in. The only time those details matter is when I and a team mate do evaluations for what would be our training. What habits or near-involuntary actions we should be reflexively doing in a given situation. If you think about it - this is when you spend Character Points, and characters spending time to improve themselves are better equipped to do so when they are reflective of their activities and self, or when there are others who can evaluate their actions and give them advice and 3rd person perspective.  
Think of it as an "executive decision" to choose a strategy. There is an economy or finite amount of attention resource to allocate. Framing it as "opportunities" you need to create is also a very useful mnemonic in this narrative.

Ask "Opportunities I need to create?"


"I have to weaken his guard, enough to let my blade pass"
"I have to get around his armor"
"I need to dominate/distract the overwatcher, before I take out the point."
"I need to suppress the threat area for my guys to maneuver into safety or flanking"
"I need to thin out the crowd so I can take them out at a time"
"I need to keep them in a running battle"
"I need to delay this defender, while I take out this attacker"

The best use of detail is in training, and in "informing context". If the character only has one trick, there are consequences to that.

What this also means is - narrative is more accurate in simulating real combat than to break it down to strikes or seconds (my issue with GURPS). That in combat some of us tend to think in "strategies".

Narration in Steps

If you want to get all Technical About it
Step 0 Order of Initiative or Turns. IME the virtues are called Situation Awareness, which is a mix of Tactics, Conditioning, and Perception. I tend to use Soldier or Tactics with Perception for this. Still I tend to allow for other "Intelligence" to matter. 
Step 1 Resolve their action by the order of Turns from the slowest to the fastest while allowing the fastest to Interrupt. Once a character Interrupts that becomes their turn. 
Step 2 Each Player describes their actions in a Narrative fashion - use "what strategies" will the character employ or "what opportunities the character is trying to create" as a mnemonic.  
Step 2.1 The GM will inform the player based on their awareness and their combat abilities, unless the Player is, himself, aware and would need little context. If the GM is using the "yes-&/but" style this goes much faster. - GMing Philosophies diverge: GMs that reward "rule of cool" or "tactical competence" or dramatic.
if players are still having problems, ask them what they prioritize. It all boils down to prioritize in combat or any situation (applicable to social combat). What are the player's goals or trying to achieve cuts through a lot of the communication barriers and time. The details can follow.
Typically when players have a problem - active listening should kick in as quickly as possible. Starting to what the player is having trouble understanding. If a GM spells each detail out it takes time, we adapt some of the details to each others expectations is much faster and cooperative.  

Step 3 Resolve each with an Opposed/Contest Roll, adding modifiers to how much harder or easier will the character succeed given the details of their capabilities and complexities of the situation. Simple check if the character has an advantage over the other in the details like their ability to feint, maneuver, observe, etc...

Other Topics in the Future.
Process of Narrating Combat
Tactical vs Non-Tactical Mismatching



Thursday, June 19, 2014

Female Armor Notes; Sword Sisters Dilemma

Female armor choices suck. after this video I had to rethink a lot of female armor even the ones found in women in reasonable armor. I'm more conscious of the sternum. If you think women have it hard, what if your ST13 character has Terry Crews pecks getting in the way of his two handed sword use. Recently the obyrn mountain fight highlights the importance of breastplate tailoring (watch it again and see how his arms move, take note of what the video below highlights).

 

Skallagrim is a good follow.



  • Breast plates has to be limited to the width of the sternum, and has to be articulated or flexible from that point.  
  • because of the sternum problem, female armor will be more reliant on Pauldron armor (the shoulder armor) 
  • Mail is a woman's best armor, if you watched the video.   
  • "Sword and Board" or Pole-Arms/Spears are ideal, hence the popularity of Nagijustsu or Yari jutsu among samurai ko and "shield maids".    

This is actually a female character, but one should not be able to tell anyway.
Her character sheet is here.


















Equipment $2,457.5; 57.7/58lbs

  • [Body] Winter Clothes (DR1 vs cutting) 5lbs
    • Light Cloak $20, 2lbs
  • [Head 3-4] Light Plate Pot Helm w/ Brim, Cheek, Ear, and Nasal Guards with padding and with… DR4
    • [Face 5] 1-5/d6 DR 3
      • 1-3 Cheek Plates
      • 4 Brim
      • 5 Heavy Mail Ventail DR5 (-2 vs cr)
    • Perforated Ear Guards, Hard of Hearing penalty reduced by 2 (only -2 penalty).
    • $334 3.7lbs
  • [Neck 17-18] Light Mail Aventail DR3 (-2 vs cr)   $25, 0.6lbs
  • [Torso 9-10; Groin 11] Cheap Heavy Mail DR4F (-2 vs cr) $450, 9lbs
  • [R. Arm 6-7; L. Arm 12]  R. Arm Only Light Mail $125 3lbs; 1-3/d6 L. Arm Light Mail $67.5 1.5lbs
  • [R. Leg 8; L. Leg 13-14] Front Cheap Heavy Mail Leggings DR4 (-2 vs cr) $450 9lbs
  • [Hands 15] DR3 (-2 vs cr) Light Mail $50, 1.2lbs
  • [Feet 16] Shoes and Sabatons DR3 (-2 vs cr) $90, 3.2lbs
  • Balanced Metal Heavy Medium Edged Rim Shield ($60*CF +4 metal, +4 balanced, +0.5 Rim Edge) $570 427.5; 10.5lbs
  • Fine Balanced Spear ($40*CF +4 Balanced, +2 Fine) $280; 4lbs
  • Hip Quiver 2x Javelins $75, 5lbs
  • Small Knife $30 0.5
  • Pouch and Wooden Water Bottle 1L $16 2.5lbs

Equipment $1,553; 56.2/58lbs

  • [Body] Winter Clothes (DR1 vs cutting) 5lbs
    • Light Cloak $20, 2lbs
  • [Head 3-4] Light Lamellar Pot Helm w/ Brim, Cheek, Ear, and Nasal Guards with padding and with… DR4 (-1 vs cr)
    • [Face 5] 1-5/1d6 DR3
      • 1-3 on the skull DR3 (-1 vs cr)
      • 4 on Lamellar Ventail DR3 (-1 vs cr)
      • 5 hits Brim
    • Perforated Ear Guards, Hard of Hearing penalty reduced by 2 (only -2 penalty).
    • $106 5.3lbs
  • [Neck 17-18] Light Lamellar Aventail DR3 (-1 vs cr)   $16, 0.8lbs
  • [Torso 9-10; Groin 11] Light Lamellar Cuirass DR3F (-1 vs cr) $160, 8lbs
  • [R. Arm 6-7; L. Arm 12]  R. Arm Only Light Lamellar $80 4lbs; L. Arm Light Lamellar $40 2lbs
  • [R. Leg 8; L. Leg 13-14] Front Legs 1-4/d6 Light Lamellar $88 4.4lbs
  • [Hands 15] DR3 (-1 vs cr) Light Lamellar $32, 1.6lbs
  • [Feet 16] Shoes DR2 $40, 2lbs
  • Balanced Metal Heavy Medium Edged Rim Shield ($60*CF +4 metal, +4 balanced, +0.5 Rim Edge) $570 427.5; 10.5lbs
  • Fine Balanced Spear ($40*CF +4 Balanced, +2 Fine) $280; 4lbs
  • Hip Quiver 2x Javelins $75, 5lbs
  • Small Knife $30 0.5
  • Pouch and Wooden Water Bottle 1L $16 2.5lbs

Adventure Seed: Sword sisters

Warrior women would face a lot of trouble in a setting that takes account the same factor that have marginalized women in history. In such a setting, like Game of Thrones, having such NPCs would be rare and would require a lot of interesting things to happen. Organizationally, they have what more open and communicative culture - more organized, independent thinking, and very quick to harness its numbers and collective strength. It would require and engender very good leaders, because it will live and die by the will power of its leaders because of how easily assaulted such an organization both physically and socially. Such a group would draw a lot of Ire from the church, men, and most painfully their loved ones.

Still such a group of women adventurers in a harsher setting would be very interesting and more amazing even if their life span would be relatively short. An adventure seed is putting PCs in a tight spot if the PCs are of a goody or at least a conflicted nature. Either killing the "Witches and Whores" as many of the people would brand such women would quickly make a one sided judgement for the PCs (the GM makes everyone the PCs meet gossip and disparage, playing on the natural biases of the PCs). if the PCs happen to be Open Minded, play to the consequences of such Dangerous notions (hit the PCs where it hurts - the Pocket, they lose a deal because they are thought to be sympathizers).

Note that its common to attribute disasters and catastrophe to women thinking for themselves and upsetting the status quo. If you think the terrible things that happen in modern times is upsetting and can turn your stomach, a GM with sense of history and horror would easily find more terrifying things color such a situation.
 It would be a wonderful tragedy if the PCs would be killing them, the female warriors, only to realize they were all women (since they would be in armor) and play to the weakest (and morally corruptible of the Playe..ehem) PCs. One constant inspiration are Nuns who are constantly thrown under the bus by various popes and who fight the real internal corruption (like the sexual abuse) only to be beaten and bowed. If you want an exhilarating underdog get a bunch of sisters (nuns) and have them be under assault , burned in the stake as witches, after having saved a town - like convincing a Cathar-like town to pretend to re-converted but the cat is out of the bag because their overseeing priest sees through the rouse and some glory seeking knights have some indulgences to win by slaughtering heathens. PCs as mercenaries to kill the sword sisters and the cathar town.
Never let a good deed go unpunished.
  • Everyone disparages the Sisters, the GM plays to the natural intolerance of the PCs
  • If the PCs are goody, then they get the butt end of the deal and someone uses it to remove the PCs out of the "game". 
  • If PCs end up in the killing side of the Sisters, they choose either be the one to kill them or let the Knights and mercenaries Rape, Torture and Kill them. There are no Prisoners - they are witches and heretics. the best the PCs can hope for his giving them clean deaths, not extended suffering and tragedy. 
  • If the PCs end up helping the sisters, which is very unlikely if the GM is doing his job right, - the Odds are against are great and they will have forfeited their reputation. If they manage to survive, its only to embarrass the Princes of the Church enough to earn the full force of an army to descend on them. 
Side Notes about Social Issues
Hopefully this is constructive enough not to count as a rant. Basically in low tech settings there is an opportunity to deal with inequality, racism, poverty and various other social and psychological concerns. Its a game, where we can be comfortable and always step out of character when some "simulated" injustices disturb us. Its part of the story to have such elements appear, as much as "evil exists" in the game.
I find it strange when "evil exists" in some social accepted form, while the past is re-envisioned with various evils removed (like when WW2 re-en-actors are not allowed to have "german soldiers" as part of the re-enactment or to downplay misogyny and intolerance in settings which match and already downplay the dehumanization). The dangers of "evil in a social accepted form" are plenty - from revisionism to creating an engine for demonization and propaganda.
What I find even more disturbing is that it ROBS (as in a violent theft) female heroes of the challenges that made their success and survival even more amazing - and it is replaced by exaggerating what the hero has accomplished to compensate (my disposition after watching too many Chinese movies with propaganda inserted and the sad state of philippine cinema lolz).
Let it turn your stomach, if you get disturbed that means your are in the right place and you are not some monster. In the game of imagined worlds it sharpens your ability to see the nuances since it places you in a "safe" place to view it and actually play out the consequences. The same reason Drama and Tragedy can be entertaining, emotional and allows us to project our own challenges in conflict in a different and comfortable form... if your up to that kind of game lolz.

Oh how rewarding it is for me when emotions get complicated in the game, and people remember that they are in a comfortable gaming environment where they can play it out with no ill consequences. In that zone, Imagination takes a life of its own and empathy channels it and allows us to predict the human consequences of various paths (for me at the least lolz).

Tuesday, May 13, 2014

GURPS Notes: Assorted Notes and a Simple exercise of Attrition

GURPS Mass Combat needs practice and rehearsals for the GM to get it right and so that the players also get the feel of the system. Much like GURPS combat, it may appear clunky at first but after 1-2 hours of playing you get the hang of it quickly. Includes tools (see bottom)

MC stands for Mass Combat, the page is the value after. 

GURPS Mass Combat is for Narrative

If you want it "Tactical" you need to get Pyramid 3/44 or gamble on my house rulings.


Tactical Combat vs Narrative Combat
.
In a Tactical Mapped Scenario the recon units would have had the ability to choose who to fight, picking out scouts or archers in numbers that would give them a win even if both rolled averages. In a Narrative scenario you are fighting the Total forces regardless of your actual physical location - this is where the Narrative System break down.

Note that such small scale scenarios Horses can only be good for 2 hours or 8 turns before the need to switch in a realistic environment. The GM may be giving an HT+4 check every 15 minutes with a -1 for every turn for potential Injury.

Tactical Mass Combat vs Regular Mass Combat

A smaller force cannot beat a Larger force in Regular Mass Combat. This is because you cannot simulate or resolve for those times when a smaller force chooses when and where a battle should be and against how much of the enemy force. For that to happen, where the smaller force (lead by the PCs) would feint and lead the enemy force into a trap, you have adventures... but when it is at the scale of Squads then you have a problem. 

This is where Tactical mass Combat Excels at, when it picks at an army one piece at a time. When you harry them and you take advantage of their size. You can't do that with the regular rules. 

Significant Actions and Risk

You will only know how your players feel until they try it out. Some will feel that this method of resolution is unsatisfying.  This is because the PC hero has to raise a score of 5 (a 4% of success) to 10 (a 50% chance of success) to grant the Commander a plus 1 to his strategy roll, at the chance of the enemy rolling a 6 (10% success) to 9 (40%) chance to deal 2d-1 damage. Nothing "empowering" or reactive or pro-active from the player.
  • if players don't have options in significant actions then they cannot make a value judgment or strategic decision on what they should do
  • Tweaks to give the player multiple contests, where he expends or re-allocate resources/tactics and rolling 3-4 times against someone 3-4 times would be more satisfying. 

Training Time

Training cost and time (MC12) has a complication that may help the GM and creates a level of awareness for players regarding man power complications. This is that there is a limited number of trainers and anyone with Teaching and a level of experience is very valuable. Since skill 12 is good enough for intensive training (B293), a skill of 10 is enough for basic training. 

In the BPO industry, where training is very much mass produced, 15:1 or 1.5 elements per "trainer" is optimal in cost vs productivity. This metric is also found in many organizations. So an Element of Average units can train up to x10 to x15 as many elements if they are "converted" into squad leaders. This also means a Fief maintains as many as 1/10th the force they will need if they have to massively mobilize. Of course War comes with no 6 week notice. 

So when the call of arms comes, and the lord is "flatfooted" and his banners will need 2 mobilize his Squad of man-at-arms will train up to x10-15 as many men at Inferior quality! This is a separate activity as "re-readying" (see MC14). 

True Cost! Simplifying Expenses

When I do my calculations for maintenance and raising I consider all the costs that are a "must" and I call this the "true cost". What counts as a must depends on your "best practice" or setting doctrine.
  • Raising Cost, is always Inclusive of Raising Logistic Strength (MC13) - double Raising cost. 
  • Add Terrain Type modifier (MC10). Terrain modifiers is the equivalent of giving Recon to some units (it grants '+1 to recon tests and '+4 if everyone has the same terrain specialty; See MC29), and it Doubles TS for the purposes of Recon, Battle, and Superiority!  
    • because it adds a small bump in Raising cost but no additional cost to maintenance units "gaining" Terrain specializations would be common. In the end it adds as much time to train as their raising cost. Units that can spare that time can "gain" the terrain specialization. 
    • The closest to having a Bowmen with Recon is Woodland Bowmen.  
    • Practically many units will have woodland because of how much forest there was back in the day.
  • Maintenance inclusive of Logistics Maintenance - increase maintenance cost by x1.5 or CF+0.5
  • Plus budget for Force Loss. A Very Good commander will have about up to 10% loss per turn even if he manages to win. You may not be fighting many winning battles but you're bleeding a nick at a time. 
    • If you add 10% cost to raise to your maintenance cost you have 10% forces "Streaming" in or replacing your forces every month (x1.5+0.5 to maintenance). 20% additional cost to raise means 20% additional forces every month (x1.5+1.0 to maintenance). 
    • as an example Good Ave Light Cavalry is costs $30k to maintain. With the LS its $45, and with 20% replacement $75k per month! This adds 2 horsemen joining the ranks (squires being promoted or man-at-arms in training going to the front line). Personally I work with just 10% for a simple x2 maintenance cost. So my $48k horse archers would be at $96k.  
Where is Desperate Ground? You can say Sun Zi is an ass of a commander for intentionally putting his forces in desperate ground. Note that if you read the 9 situations he purposefully chooses to let his enemy surround his forces - so that they will fight more desperately. Its a dick move and I don't know how I'd feel about a commander who put me in that position but it was a time and era where commanders kept their own counsel and more than the usual intrigue happened among generals. In this case I would waive the 25% casualty and let the commander roll leadership to see if everyone can get as desperate as he is... if the commander chose less risky action it would be harder to do such a move and without loss of respect and trust for a commander.

Sample Scenario: Attrition Warfare


  • Note that I fixed this spreadsheet to have a Binary Toggle for Terrain Bonuses (a simple if statement). 
You will notice a force that will definitely crush the other. A fairly well rounded Force A with Archers and Scouts vs Well Equiped and Veteran Horse archers. Modifiers '+10 vs '+2! The spreadsheet I use is here, you will need to make more Sheets (I wish I could run this on my tablet while I run the game).

What should Force A do? Horsearchers excel in Skirmish and check out what happens in each strategy. In a Recon Test, assuming commanders are equal in competence,
  • Attack? The Horse Archer chooses Skirmish, he get '+2 and assuming you both roll 10 Force A has a MoS of 6 for 25%-5% casualties (2 men) for -1, while the force which won lose 5% (5 men). 
  • Indirect Attack? The Horse Archer chooses Skirmish, he get '+2 and assuming you both roll 10 Force A has a MoS of 3 doubled to 6 for 25%-5% casualties (2 men) for -4 and , while the force which won lose 5% (5 men). 
The best case scenario is the Good Good Horse Archers win the Recon Test. Assuming commanders of Intel Analysis of 12. The Gd Gd HA have a '+4 vs Force A. If the GGHA choose to fight in Trackless Woodland or Night Fighting in Plains they would have enough to achieve Ambush. In Ambush they can Raid. 
  • On a Raid against confused enemies they can have a '+1 to attack and the enemy must Rally or Full Retreat.  If both Roll 10, Force A would have rallied and inflicted some casualties at a Margin of 5 or 20% (2 horsemen) at the Raiding force, while the Raiding force deals -2 or 10% (10 men)
    • This worthwhile if you can target your losses. If the 10 men lost were Bowmen or Scouts then the 2 horsemen would have been worthwhile. 
  • On a Skirmish against confused enemies they can have no bonus to attack and the enemy must Rally or Full Retreat.  If both Roll 10, Force A would have rallied and inflicted some casualties at a Margin of 5 or 20-5% (1 horseman, -3 strategy penalty) at the Raiding force, while the Raiding force deals -2 or 10% (10 men). Next round the Skirmishers disappear into the night. 
    • This becomes more effective if you can "Target" your losses but skirmishes are opportunistic it really depends on the GM. 
  • You need an overwhelming Recon Advantage to do Raids. Your Forces has to be comparable and at a recon superiority. If the Horse Archers were Terrain specific and they were fighting in that terrain vs non-terrain units. Note that the Mongols, masters of logistics, would map out all enemy territory and trained in that. When armies assembled untrained levies, the mongols could easily mow them down. 
Some Personal Notes
You can have an army mostly composed of Light Infantry than to have one mostly with Heavy Infantry. Average Light Infantry is expensive, being paid wages equal to Heavy infantry and you get what you pay for - its either your heavy Infantry is actually Good Good Light Infantry (which is the case) or you use Poor Inferior Scouts. the other option is Heavy Infantry with woodland, and you can "lighten" their load out so that they an act as "scouts" with that '+4 to recon from being all woodland.  
Personally I'd rather work with a smaller Good Good light Infantry than having no scouts at all. If Infantry were to remove their armor and fight in loose formation then you would be Halving their effective without giving them the Recon trait - at least they can Move quickly (moving 5 hexes). 
Gd Gd Light Infantry would have x1.7 maintenance which is further multiplied by "True Cost" for 20% replacement - at $33.6k maintenance each element.  
In this scenario its too hard to win and on a Narrative scale I would be training Scouts especially if I'm defensive. I'd even spring for "Mounted Scouts" with cheap mounts just for the "mobility bonus" in Recon Tests. Later on, after enough experience they can trained as man-at-arms if there is enough gains to answer the horse logistics. 


Aid in resolving Scenarios - spreadsheet that helps calculate all the Superiority and Battle TS modifiers. Since in Tactical Combat it has more varied who you encounter this will help the GM out.
Create Low Tech Armies - This helps you build your armies with TRUE cost parameters.

So basically Running GURPS Mass Combat should be easier now.