Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

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
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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.

Thursday, April 4, 2013

Acrobatic Feats in GURPS

Just using Search-Fu to look carefully at Acrobatics. Basically I want to know how difficult each feat is, and what are the tactical advantages with some maneuvers. this are notes when considering acrobatics in GURPS, note there are acrobatics in MA.

TL:DR Learning more about acrobatics is a helpful visual aid. Most advantages from Mobility and obstacles.

Initial Thoughts

They are mostly great for Feint Maneuver or as Part of a Deceptive Attack than they are for dodging. Flips and Tumbles are dangerous because you momentarily obscure your own view of a target and it actually takes a whole second to resolve, unlike a quick step back or a dodge. I can't see it as a defense given how much energy it takes, it takes up so much energy that you can easily see the foot work shift in preparation. Defense should be an instantaneous, simple, reflexive and smooth action.  The advantage the acrobatic moves are mostly for attacks because even if the momentum can be predicted the angle of attack can be unconventional, also its harder to read for a Non-Acrobat how footing would work or how terrain would affect tactics.

In difficult terrain with bad footing but sparse solid foot-holds, I can see acrobatics giving an advantage.

My problem is that for a DX hard skill the most you can do are simple feats - Rolls, Cartwheels, Falls, Dives, Slides, Easy Forward Flip, and easy backwards flip.

Practical Uses of Acrobatics in the Game

Free Running aka Parkour has some practicality. Basically the chase scene in Casino Royale illustrates is best but I think the most important use is Strength, Balance and Reflex Training. Having the skill allows you to work out most of the major muscle groups with very little equipment, otherwise you will need to go to use your combat skill to exercise which limits the range of muscles and stats you can train. With acrobatics or gymnastic training you can train with a lot of muscles unlike some sports or one athletic skill that limits your stat range of training.
In games where you maintain stats Acrobatics and Gymnastics are awesome.


EASY ACROBATIC FEATS

These are feats that an acrobat should be able to do at +5 even under stress or combat conditions or default DX. Under non-combat conditions +5 for stress free situation.

Another easy feat i performing an Acrobatic KATA or Route Collection of Maneuvers or Exercise. To the untrained this is a spectacular show that is easy to perform.

Roll

Rolls are used to transfer the energy of a fall, reducing the damage and quickly recovering in a safe-distance. Moving in a roll, is useful when moving quickly in a low profile is required (basic move 1/2). Rolls are supposedly taught in many combat fighting techniques, I learned it in Judo when I was a kid (and judo has a lot of throws), although comparing it to when I took up karate and kali it was not so much emphasized.

Slides and Dives

+5 on an Acrobatics roll. the purpose of a slide and a dive is to grab or reach something quickly. Typically a gun, a weapon, or the finishing line. Sports skills like Soccer and Baseball surprisingly both have Slides and Dives as a skill. For the Goalie, you can do both in soccer.

Cartwheels, Front handspring, and Back handspring. 

Basically these are Side Flips, Front Flips and Backflips aided with your hands. Instead of tumbling mid-air, you use you arms. They are a much easier versions of The Flips, and thus a +5 to do.  These are great for moving over terrain (where you handspring over the obstacle) or picking up fallen items while moving back in one smooth action.

Improved Defense Dodge with Cartweels, Front and Back handsprings.
Acrobatics would allow a person to imprpve Improved Defense Dodge with these minor acrobatic

Using Cartwheel to flank a target with a restricted Vision.

Front Handspring



Back Handspring


Cartwheel vs Aerial to illustrate 


CHALLENGING ACROBATIC FEATS

Many of the Challenging Acrobatic feats have a lot of air-time 

Aerial

A handspring-free cartweel. A flashy defense against attacks to your legs, and an ally rolling beneath you.

Jumping Note: The High Jump in track and field can default to Acrobatics-0 and is kind of a Back Flip as you push your chest skyward and throw your head and back backwards. This allows you to reach a spot that you cannot climb on the Quick. In a Pursuit, use this skill to reach a height you can hide in, what is so great about this feat is that it forward momentum you use is transfered to another direction making the sudden change of direction helpful in hiding.

Gainer

A variation of a backflip. useful in changing position with an ally or moving over an obstacle for advantage IMO.  

Backflip

Backflips allow you to do a wall stunt where you run up the wall and flip. 


Front Flip

Moving over obstacles can done with a Front Flip.