TSJ's Tactics Thread

Persell

Ten Thousand Club
Martial Arts, Brawl, and Tactics


The Martial Arts and Brawl Abilities are no more. There is no good reason for these to be two separate Abilities other than to force their Charms into two separate trees. As such, they are a single Ability called “Brawlâ€
 
Solar Tactics Charms (Dawn)


Experienced Soldier Method – Cost: 3 motes. Duration: One Scene. Type: Supplemental. Minimum Tactics: 2. Minimum Essence: 1. Prerequisite Charms: None.


The character attunes his essence to the battlefield and the circumstances of war, becoming preternaturally aware of the most appropriate courses of action. For the remainder of the Scene, add his Essence score in automatic successes to any Tactics rolls.


Imminent Situation Sense – Cost: 4 motes. Duration: One day. Type: Reflexive. Minimum Tactics: 3. Minimum Essence: 2. Prerequisite Charms: Experienced Soldier Method.


Surprise attacks are a strategic and tactical nightmare. Even the mightiest army can be decimated if it is caught flat-footed. An Exalted with this Charm need not fear such an attack. No organized attack can take the character by surprise for the Charm’s duration. He will sense them minutes or hours before they occur. This Charm does not detail the nature or purpose of the attack – it merely gives the character some idea of when the attack will occur (and possibly where). The size of the attack determines the timeliness of the warning; a character may only become aware of a raid from an enemy squad a minute before it occurs, but will know of an army’s impending advance an hour or more before it begins. This Charm does not alert the character to sense defensive actions, only to offensive troop movements. Similarly, it cannot predict attacks from individuals or groups that are not organized units.


Know-Thy-Enemy Meditation
– Cost: 10 motes.  Duration: One day. Type: Simple. Minimum Tactics: 2. Minimum Essence: 2. Prerequisite Charms: Experienced Soldier Method.


One cannot defeat what one doesn’t understand. Generals from time immemorial have stressed the importance of understanding one’s enemies to better defeat them. With this Charm, a character gains a preternatural understanding of his enemy even if the two of them have never met. For 24 hours after the Charm’s activation, the character will know of every strategic or tactical decision his enemy makes as it is made. No enemy action will ever catch him by surprise, save those that are in direct violation of orders. This Charm does not inform the character of what the troops will actually do, just of what their orders are. Similarly, it provides no information of the enemy commander except in respect to his strategic and tactical decisions. The charm only reveals such decisions as they are made, and orders carried out with great expediency may prove difficult to counter despite this knowledge.


Fatherly Officer Method – Cost: 1 mote per 50 troops, 1 Willpower. Duration: Instant. Type: Simple. Minimum Tactics: 4. Minimum Essence: 2. Prerequisite Charms: Know-Thy-Enemy Meditation.


With this Charm, an Exalted understands his troops as he would his own children. For every mote spent the character gains an instinctive understanding for the strengths and weaknesses of up to 50 troops under his command. The character cannot spend more motes than his Wits + Tactics on this Charm. This Charm has several effects. First, the character can instantly recognize the face of each soldier so affected, and associate a name with that face. Second, the character knows precisely what that soldier’s ratings are in all combat-related abilities. Lastly, the character knows any other information (injuries, conscientious objections, phobias, etc.) that could have a direct effect on that soldier’s ability to perform his duties. This Charm only applies to soldiers legitimately under the character’s command. It cannot be used on enemy troops, superiors, neutral parties, etc.


Wise Supply-Sergeant’s Way – Cost: 5 motes, 1Willpower. Duration: One Hour. Type: Simple. Minimum Tactics: 4. Minimum Essence: 2. Prerequisite Charms: Know-Thy-Enemy Meditation.


A good commander makes the most of the equipment and supplies made available. This is doubly true when the commander is Exalted. This Charm grants the character a complete understanding of his unit’s current logistics. Having spent an hour asking the right questions and examining the current status of the troops and their supplies, the Exalt knows precisely what equipment and supplies the unit has in their exact number and condition. Furthermore, over the course of the hour, ammunition is rationed, food and water is gathered, and new equipment is salvaged, discovered, or constructed, resulting in a doubling of the unit’s stores. Any of the army’s equipment of supplies that the character wishes may be doubled upon activation of the Charm. The character may not wish to double, say, the amount of rapidly spoiling rations his army has if they already have too much, and can refrain from such a doubling, but may wish to double the dwindling supplies of arrows. This Charm cannot double any Artifacts the unit possesses, nor can it double anything that is not man-portable (catapults, wagons, etc.) but does grant an awareness of how many of such items exist and their current condition. It has no effect whatsoever on the unit’s animate members (soldiers, pack animals, mounts, etc.), not even granting an awareness of their numbers.


Once used, this Charm cannot be used again on the same unit until the “extraâ€
 
Terrestrial Tactics Charms (Earth)


Commanding General’s Wisdom – Cost: 1 mote per 2 dice. Duration: Instant. Type: Supplemental. Minimum Tactics: 2. Minimum Essence: 1. Prerequisite Charms: None.


The Dragon-Blooded with this Charm gains the wisdom of a soldier many years more experienced and many ranks his superior. The character can improve his Tactics dice pool by two dice for every mote of Essence spent. The character cannot do more than double his Tactics Trait in dice with this Charm, and must pay the full motes of Essence even if he needs only one die.


Alliance-with-Earth Method – Cost: 2 motes. Duration: Instant. Type: Simple. Minimum Tactics: 3. Minimum Essence: 2. Prerequisite Charms: Commanding General’s Wisdom.


Geography is an important concern in any battle, and making appropriate use the topography and environmental is important to any army. This Charm grants the character a perfect of the local geography as it effects combat. He will instinctively be able to locate the best points for an ambush, the most easily defensible positions, and even the best place to bed down for the night. The character’s army will never suffer from avoidable geographical conditions and will never, ever become lost.


Observant Scout Meditation
– Cost: 3 motes. Duration: One Scene. Type: Simple. Minimum Tactics: 4. Minimum Essence: 2. Prerequisite Charms: Alliance-with-Earth Method.


This Charm allies the Dragon-Blooded with the earth, allowing him to perceive his enemies through the ground they walk on. The character is constantly aware of the makeup and location of all enemy units for the Charm’s duration. Such units need not be in actual contact with the ground, but the Dragon-Blooded himself does need to be. The character must be aware of a unit’s existence to sense its location – units that he is not yet aware of remain unperceived. This Charm grants no other knowledge of a unit’s activities. It does not reveal a soldier’s supplies or a tank’s armament, merely the presence and general makeup (“infantryman,â€
 
Abyssal Tactics Charms (Dusk)


Gangrenous Miasma – Cost: 3 motes. Duration: One Battle. Type: Simple. Minimum Tactics: 2. Minimum Essence: 2. Prerequisite Charms: None.


War wounds are never pleasant – battlefields are dirty, chaotic places and wounds received are prone to infection. Normally, the roll to resist infection from wounds acquired on the battlefield is made at difficulty 3. With this Charm, however, the battlefield becomes a much more dangerous place. Dirt and tissue seems to cling to weapons. Clods of mud and gore seem to get into everything. Flies buzz about in the air, ready to feed upon open wounds. Nothing stays clean. This Charm raises by 1 the difficulty of rolls to resist infection, even if battlefield conditions are already particularly unsanitary.


Clouding the Officers’ Judgment – Cost: 5 motes. Duration: One Scene. Type: Simple. Minimum Tactics: 3. Minimum Essence: 2. Prerequisite Charms: Gangrenous Miasma.


The character permeates the battlefield with his own essence and the whispers of the Malfeans, causing confusion and doubt among the leaders of his enemies. For the remainder of the scene, the difficulties of all Tactics roll made by being native to Creation (including mortals, non-Abyssal Exalted, spirits, etc.) are raised by the deathknight’s permanent Essence. This power does not differentiate friend from foe, and as such, most deathknights prefer to have war ghosts, nemissaries, and other Abyssals as their underofficers.


Sense the Hidden Foe
– Cost: 3 motes. Duration: One Scene. Type: Reflexive. Minimum Tactics: 3. Minimum Essence: 2. Prerequisite Charms: None.


Spies, saboteurs, and guerillas are among an officer’s most hated enemies. Such individuals often work alone or in small groups, and make use of dishonorable, cowardly tactics. Seldom can one engage such enemies in a stand-up fight, and usually one does not know of their presence until it is too late. With this charm, the character may sense the presence of such combatants through the malice in their hearts. For the remainder of the scene, the deathknight may add his Tactics score in dice to any rolls to detect spies, assassins, ambushes, or other hidden foes. These dice do not add to the reflexive Wits + Awareness roll necessary to act once one has failed to detect an ambush, but do add to the roll to detect it in the first place. Enemies so detected must be acting under orders – this Charm cannot be used to detect wild animal attacks or assassins acting of their own volition.


Mortal Foe Meditation – Cost: 10 motes, plus 1Willpower per day.  Duration: Until relaxed. Type: Simple. Minimum Tactics: 4. Minimum Essence: 3. Prerequisite Charms: Clouding the Officer’s Judgment.


A clever deathknight keeps his friends close and his enemies even closer. Once an individual has earned a deathknight’s enmity, that individual becomes as a brother – the deathknight learns her nemesis’ ways as she learns her master’s, and regards every opportunity to face her mortal foe as an opportunity for furious vengeance. With this Charm, the character may select an enemy to know as she would know a mortal enemy. As soon as the charm is activated, it is as if she has loathed her chosen victim for a lifetime. The character gains a preternatural understanding of her enemy even if the two of them have never met. For 24 hours after the Charm’s activation, the character will know of every strategic or tactical decision his enemy makes as it is made. No enemy action will ever catch him by surprise, save those that are in direct violation of orders. This Charm does not inform the character of what the troops will actually do, just of what their orders are.


In addition, the utter hatred the Abyssal feels for her chosen enemy helps motivate her to act against him. Every time the Abyssal augments an action taken against the chosen enemy by channeling Willpower through a Virtue, she may add 1 die to the bonus received. The Abyssal must spend a point of temporary Willpower every day to maintain this special relationship with the chosen enemy, and this charm may only be directed at one enemy at a time. Willpower so spent may be regained in the usual manner, but the 10 motes remain committed for the Charm’s duration.


Bloodthirsty General’s Sight – Cost: 6 motes, 1 Willpower. Duration: One Scene. Type: Simple. Minimum Tactics: 5. Minimum Essence: 3. Prerequisite Charms: Sense the Hidden Foe.  


An effective commander knows just when and where to strike his foe to do the most damage. A siege engine with a weak axle, an officer with failing courage, or a unit peopled with fresh recruits all make for easy targets, if only they can be identified. When the character activates this Charm, she will perceive a dark cloud forming above the weakest point in the enemy’s forces, and will become aware of exactly what needs to be done to exploit that weakness. This sense is utterly infallible, always revealing the single most effective way to hamstring the enemy’s army. If the enemy forces are somehow without any exploitable weaknesses, then the cloud will hover over the enemy leader, revealing his location to the deathknight.


Hardened Killer Training Style
– Cost: 10 motes, 2 Willpower. Duration: One week. Type: Simple. Minimum Tactics: 5. Minimum Essence: 3. Prerequisite Charms: Mortal Foe Meditation, Bloodthirsty General’s Sight.


see Exalted: the Abyssals, pg.178. This Charm is no longer a Performance Charm.
 
TACTICAL COMBAT:


USING MILITARY FORCES IN EXALTED



Military forces are broken down into units (usually of anywhere from 25 to 5,000 troops). Military units have three Abilities: Organization, Combat Skill, and Ranged Attack. Each of these three Abilities will be given a rating of Green (0), Blooded (1), Veteran (2) or Elite (3). These ratings are often added to Commanders’ rolls to lead their units.


Sometimes, characters may be called upon to lead groups of fighters who are not trained military units. These units will often be treated as Green (0) in all three Abilities, but may actually result in a dice pool penalty to the commander’s rolls. Such instances should be explicitly addressed by the Storyteller.


CONCEPTS


Range in Successes. All range in tactical combat is relative, and is measured in yards. Each range, however,  corresponds to a range in successes, which is the number of Wits + Tactics + Organization successes are necessary to cover that distance. For movement purposes, only Range in Successes is important, but for ranged combat, distances in yards are necessary. Converting Range in Successes into Range in yards is easy:


The first 5 successes correspond to 10 yards each. So two units that are 3 successes apart are approximately 30 yards apart. Every success beyond the 5th corresponds to 50 yards. So two units that are 18 successes apart are approximately 700 yards apart. Similarly, two units that are about 350 yards apart are separated by 11 successes.


Time. Tactical combat is measured in long turns which work in nearly the same way they do in naval combat. Weapons with a Rate of 1 or faster can fire three times in a long turn. Weapons with a Rate of 1/5 or faster can fire twice. And all other weapons fire once per long turn. Heroic characters receive three full turns of heroic action for each long turn the units receive, and are therefore capable of wreaking great havoc.


Unit Statistics. In addition to their Organization, Combat Skill, and Ranged Attack Abilities, units should have their Soak, Melee Damage, and Ranged Damage determined. A unit’s soak is equal to the average soak of the troops that make up the unit. A unit’s melee damage is equal to the average weapon bonus (Strength not included) of the troops’ melee weapons. And a unit’s ranged damage is equal to the average weapon bonus (again, no Strength added) of the troops’ ranged weapons, if the unit carries any. Heroic characters’ soaks and damage statistics are not included in these figures unless said characters are fighting in the ranks and following the commander’s orders just like everyone else (in which case they may not participate in heroic action).


These statistics assume units of approximately equal numbers. If one unit is significantly larger than the other (more than a 25% difference), then the larger unit receives a bonus to one or more of its unit Abilities. Generally speaking, for every 25% larger a unit is that its opposition, its Commander can increase one of its unit Abilities by 1 (player’s choice) for the purposes of that battle. No single Ability may be increased more than once in this manner. Units more than 75% larger than the opposition should be split into two units.


1. STRATEGY


As the two forces prepare to meet, the Commanders on each side makes an opposed Intelligence + Tactics roll (difficulty determined by such factors as element of surprise, unbalanced terrain, time to strategize, etc.). The difference in successes equals the dice pool bonus to all rolls the winning Commander makes to lead his units that long turn (i.e., any roll in which a unit Ability appears). If the Commanders ties, neither receives any bonus.


The winning Commander’s bonus decreases by one die each long turn until the two Commanders break even (bonus +0), or until one of the Commanders chooses to spend a Willpower Point to force a new Strategy contest. If one of the Commanders currently has any bonus dice remaining from a previous Strategy contest, he adds them to this new Intelligence + Tactics roll. It can be difficult to turn the tides when the enemy already has a winning strategy in effect.


2. INITIATIVE


There is no Initiative in tactical combat. Instead, there are three combat sequences per long turn. All units act simultaneously during a combat sequence, and damage is only applied at the end of the sequence. If individual heroic characters wish to do anything other than command their units during these sequences, then each sequence is preceded by a normal combat turn (an heroic turn) in which the participants roll Initiative and play out the turn in the usual manner. Then the first sequence of tactical combat is played out. Then a second heroic turn, a second tactical sequence, a third turn, and a third sequence. Then a new long turn begins.  


3. MOVEMENT


The current distance between the units in successes is declared, and each Commander decides whether his unit will try to close with, avoid, or keep distance with the enemy. Each Commander then rolls Wits + Tactics + Organization (difficulty determined by terrain and unit maneuverability). Closing successes reduce the range between the two units. Avoiding successes increase the range. And keeping distance successes counteract the opposing Commander’s successes. If both Commanders choose to keep distance, no roll is necessary.


Commanders scoring more successes than they want/need may discard successes. So, for example, a Commander who wishes to put exactly 3 more successes between himself an another unit, but who scores 6 Avoiding successes to his opponent’s 1 Closing success (5 net successes) can simply discard the additional 2 successes so his unit won’t overshoot its goal. This prevents Commanders from accidentally overshooting units they are closing with, or moving too far away (e.g., outside of weapon range) from units they are avoiding.


4. ATTACKING


Each unit attacks once during the first sequence. If the units are more than 5 range successes (50 yards) apart, only ranged attacks are permitted. If they are within 5 range successes of one another, they may make either a ranged or a melee attack, but not both (it is possible, however, for one unit to make a ranged attack and the other a melee attack). Units making melee attacks are assumed to have charged through the remaining distance to make contact with the enemy. Any two units that engage in melee combat are considered to be at range 0 at the beginning of the next sequence. Units at range 0 cannot engage in ranged combat.


In the second sequence, only melee attacks and (if the units are at non-zero range) ranged attacks with a Rate of 1/5 or faster can be made. And in the third sequence, only melee attacks and (if at non-zero range) ranged attacks with a Rate of 1 or faster.


When making a ranged attack, a Commander rolls Perception + Archery + Ranged Attack resisted reflexively by the opposing Commander’s Wits + Tactics + Organization. Remaining successes are then added to the attacking unit’s ranged damage + Commander’s Charisma, the opposing unit’s soak + Commander’s Charisma is subtracted, and the remainder is rolled as damage dice.


When making a melee attack, a Commander rolls Wits + Presence + Combat Skill resisted reflexively by the opposing Commander’s Wits + Presence + Combat Skill. Remaining successes are then added to the attacking unit’s melee damage + Commander’s Charisma, the opposing unit’s soak + Commander’s Charisma is subtracted, and the remainder is rolled as damage dice.


It is important to note that Commanders can still make these rolls each sequence even if they are engaging in heroic action between sequences, as described under Initiative – the heroes of the Exalted setting are more than able to lead their units in battle while simultaneously performing deeds of individual heroism.  


5. DAMAGE AND AFTERMATH


Each damage success reduces one of the damaged unit’s three Abilities (Organization, Combat Skill, or Ranged Attack) by one. The Commander of the unit suffering the damage selects which. In-character, casualties amount to 10% of the unit’s current number per damage success (smaller units suffer fewer casualties per success because there are less people to hit). If heroic characters have eliminated large numbers of extras, then the unit’s numbers should be reduced accordingly, and if this number amounts to more than 10% of the unit’s current numbers, then the unit loses an Ability point, just as if it had suffered damage in tactical combat. In this manner, heroic characters that both participate in heroic turns and lead their units during combat sequences can decimate an opposing force.


When a unit’s Organization Ability drops below Green, rolls involving that Ability suffer a -1 die penalty. When its Ranged Attack Ability drops below Green, it can no longer make ranged attacks. And when a unit’s Combat Skill Ability drops below Green, that unit is dispersed. Heroic characters may continue fighting even after their units have been dispersed, but it’s no longer a tactical combat, and should be resolved using standard combat rules (whatever is left of the winning units’ forces become extras of appropriate skill level, and the losing unit’s surviving extras are routed).


If, after all three combat sequences, neither unit is dispersed, the Commanders each receive a chance to call for a new Strategy contest by spending a Willpower Point (if it becomes an issue, have the Commander with the lower Wits + Tactics decide first). If no new Strategy contest is called for, then the dice pool bonus of the Commander that won the Strategy contest is reduced by 1 (to a minimum of +0), and the next long turn begins with the Movement phase.


CASUALTIES AND REINFORCEMENTS


After the battle, each unit will probably have lost some of its troops due to damage successes. If the enemy’s weapons were mostly doing bashing damage, the unit can quickly recover. Restore unit to its original size over the next 2 days.


However, if the enemy's weapons were mostly doing lethal damage, many of the casualties will be seriously wounded or dead. The exact percentages of wounded vs. dead/disabled are left up to the ST, but the wounded should be ready to return to battle in 4-6 weeks. Use of the Medicine Ability can probably reduce the number of dead/disabled and/or recover the wounded more quickly. The unit's size in future battles will be based on the number of casualties that survive and new troops that join the unit between battles.


Units may be joined together with other units or receive reinforcements after battles, and these reinforcements may not have the same level of training as the original unit. If the majority (more than half) of the unit is of a higher rank than the rest in a given unit Ability (Organization, Combat Skill, Ranged Attack), this becomes the new combined unit's rank, but any training they may have had beyond that rank is lost. If the majority of the unit is of a lower rank in a given unit Ability, then this becomes the new unit's rank, but they are considered halfway trained towards achieving the next rank.


SIEGE WEAPONS


Land-based armies seldom wield as many of these weapons as navies do, as they aren’t terribly maneuverable, and most are designed for use against ships and fortifications, not masses of troops. That said, area-effect siege weapons DO see use (light catapults and sailcutters, in particular are often mounted on horse-, mule-, or slave-drawn wheeled platforms). Usually, these weapons will be counted among a unit’s ranged weapons. For purposes of determining ranged damage, consider the siege weapon’s damage rating to be the ranged damage rating of the troops that serve as its crew (which can be up to twice the number the weapon requires).


Siege weapons are fired during the unit’s attacks and do damage against units in the normal manner. A siege weapon must either be drawn by a beast of burden or crewed by twice it usual number if it is to participate in the Movement phase of tactical combat. Units lacking the numbers (or animals) to move their siege weapons must either abandon the weapons or forego movement. There is one other situation in which siege weapons must be given special considerations: firing by heroic characters.


Non-area-effect weapons like ballistae and catapults firing stones cannot very effectively damage military units. Such weapons, if they are to have any affect must be fired by heroic characters during heroic turns. They simply have no effect in during combat sequences. Additionally, heroic characters may sometimes CHOOSE to fire even tactically effective area-effect siege weapons themselves. Heroic characters firing such weapons do so during the heroic turns which precede combat sequences: firing siege weapons in this manner counts as heroic action, and is subject to all the normal Exalted combat rules (and precludes that weapon also being fired during combat sequences) They may choose individual targets and resolve damage in the normal manner, possibly affecting a unit’s size if enough casualties are caused. The weapons’ crews are assumed to take care of the reloading of the weapon, thus assuring that it fires at its normal Rate. Although these Rates are very slow (typically 1/5 or slower), all siege weapons will fire at least once every long turn (in either the first heroic turn or the first combat sequence, depending on their use).


TRAINING AND UNIT QUALITY



Turning untrained conscripts and/or volunteers into a Green unit (i.e., a unit ranked as Green in all three unit Abilities) takes approximately one week of constant training. To then go from Green to Blooded in ONE Ability takes two weeks. To go from Blooded to Veteran in one Ability takes six weeks. And to go from Veteran to Elite takes twelve weeks. These times assume the unit is doing little more than training for 8-12 hours a day, every day. Units that train less intensely will improve more slowly. Successful Tactics rolls can decrease training time to a minimum of one-half the time listed. Performance rolls may also have an effect on training. The difficulties and exact effects of these rolls are up to the Storyteller.


In addition to training, it also takes experience to improve a unit's Combat Skill (this only applies to Combat Skill). To improve beyond Green the unit must not only have completed the training, but also have been in a conflict. Such conflict can be simulated (fought against friendly units using blunted weapons) to obtain the Blooded rank, but must be actual conflict against a real enemy to progress beyond that.


For example, conscripted troops will typically take a week to reach Green status. Optionally, the ST may rule that in a land of hunters or gangsters or pirates, conscripts might reach Green in days, or even be considered Green already. A Green unit can have its Organization and Ranged Attack Abilities increased to Blooded in 4 weeks, and in another 2 weeks, be ready to attain Blooded status in Combat Skill, but will need to participate in combat (real or simulated) to achieve the last. In another 18 weeks, the unit would have Veteran status in Organization and Ranged Attack, and be ready to claim it in Combat Skill after one real battle. And 9 months and one more battle later, the unit could be Elite in all three Abilities.


This means that to train new infantry troops to become Elite in both Organization and Combat Skill (assuming they are not to use ranged weapons, and thusly need no Ranged Attack Ability) takes just over 10 months (41 weeks) plus at least three fights, one of which may be simulated. Add in another 5 months (20 weeks) if they are to carry ranged weapons, and be Elite at that, too. That’s a full year of training (plus two actual battles) to create a completely Elite unit from scratch.


However, this timetable refers to full time training. Most armed forces cannot dedicate that much full time effort to training: they have fortifications to guard and maintain (maintenance of equipment and bases is one of the most time-consuming tasks for any military), patrols to walk, and skirmishes with the Fae, bandits, barbarians, unfriendly neighbors, etc. to fight.  Most units will receive basic training to get them to Blooded in Organization and Combat Skill (which is gained after their first fight) and then put into active service. Over the course of a few years, they will progress to Veteran ranks and possibly become Elite if they managed to keep their casualty rates low enough.


However, some militaries are known for their organization and training. The forces of Lookshy, for example, go through a full year of basic training. While at least half of their daily routine will be dedicated to tasks other than military training, they still get the equivalent of 4-6 months of full-time training. Most will come out of that year with Veteran Organization, have already increased their Combat Skill to Blooded via simulated battle, and be ready to claim Veteran Combat Skill after their first real engagement. Their archers and siege units typically come out with Veteran Organization, Veteran Ranged Attack, and enough Combat Skill training to move to Blooded after their first engagement.
 
Pardon my ignorance on the subject but what exactly is this TSJ tactics?  Is it kind of like you control a few people and tell/suggest (given you have a high enough performance + manipulation or whatever roll) on what they should do?
 
Tactics is a skill that covers mass combat. Rather than the canon Craft (Warfare), TSJ presumably came up with this system to deal with mass combat prior to Mail & Steel. It also deals with the problem of Brawl and MA being insufficiently distinct to warrant existing as separate abilities.
 
AH the old MC problem.  Gotcha thanks.  My old ST figured how out he would do and it and seemed relatively easy and fluid, but not only did I stay far away from MC, but I completely forgot his ramblings of how it worked…maybe I’ll give him a call and have him post it on the boards.
 
Mareritt said:
Pardon my ignorance on the subject but what exactly is this TSJ tactics?  Is it kind of like you control a few people and tell/suggest (given you have a high enough performance + manipulation or whatever roll) on what they should do?
TheScreenJockey said:
Tactics covers the strategy and tactics of warfare. It does not ensure that one’s advice will be followed, nor does it necessarily make one an effective leader or soldier, but it does mean that one’s battle plans will be sound, effective ones. Specialties include: small-unit tactics, specific terrain (e.g., desert or tundra), guerilla warfare, boarding actions, etc."
 
TheScreenJockey said:
Specialties include: small-unit tactics, specific terrain (e.g., desert or tundra), guerilla warfare, boarding actions, etc."
Shouldn't that "e.g." be an "i.e", Mr. Philosophy Man?


-S
 
It seems like i.e. would be more limiting. As I've been led to believe, if TSJ used i.e., he would be meaning only the two types of terrain mentioned. Then again, it was an old Scot what told me this, so it may not be accurate.
 
Think of 'e.g.' as a shorthand for 'for example' and 'i.e.' as a shorthand for 'that is (to say)'.


Assuming that desert and tundra are just examples of specific terrain I'd venture he got it right the first time. :-)

Andrew02 said:
As I've been led to believe, if TSJ used i.e., he would be meaning only the two types of terrain mentioned.
Sounds about right to me. Then again I am not native to the language, I just dabble.
 
Stillborn said:
TheScreenJockey said:
Specialties include: small-unit tactics, specific terrain (e.g., desert or tundra), guerilla warfare, boarding actions, etc."
Shouldn't that "e.g." be an "i.e", Mr. Philosophy Man?


-S
No, it should be an "e.g." beause those are only two of many possible examples, fuckwit.
 
TheScreenJockey said:
No, it should be an "e.g." beause those are only two of many possible examples, fuckwit.
Durrr. For some reason I was confusing "e.g" with
fig8.gif
. I blame my fuckwittedness for the error.


-S
 
TSJ have you worked your system in with MC, or do you suggest if you use your system to skip MC and just use your system?
 
psychoph said:
TSJ have you worked your system in with MC, or do you suggest if you use your system to skip MC and just use your system?
I created my system before any rules for mass combat for Exalted were published (excepting the ones for naval combat found in Savage Seas). As such, they may or may not be compatible with other mass combat systems in print.
 
psychoph said:
When you run mass combat which do you perfer to use then?
If I preferred the published rules, I wouldn't have bothered to retain copies of my original House Rules, nor would I have posted them here.
 
TheScreenJockey said:
I created my system before any rules for mass combat for Exalted were published (excepting the ones for naval combat found in Savage Seas). As such, they may or may not be compatible with other mass combat systems in print.
Though I did know of the original EC, I didn't use it very much because of the poor interface, and this is the first time I've come across your ideas. Just wanted to say that not only do they make a lot of sense but the additional charms and flavour text have great themes. Quality work :)
 
How do unit statistics work for say a solo exalted going up against a unit of 25 men?  Since 25 is far over 75% of 1 I gather I would have to the statistics 25 times to get stats and treat the combat and individual combat.  I assume, and I have never run mass combat so please correct my incorrect asusmptions, that any time exalteds go up against large numbers of humans, I.E. 50 bandits you run into Mass combat.


I am thinking about implementing the system in my game but I am not sure how to deal with 6 solars against 50 humans for this system.  I woudl prefer to not have to go into single combat, but maybe it is required if both sides do not have larger than 10 people.
 
psychoph said:
How do unit statistics work for say a solo exalted going up against a unit of 25 men?
You don't use tactical combat for such situations. That's just one Exalt fighting 25 extras. No units involved. If the Extras have a Commander, you might have the Commander make Tactics rolls to come up with clever ways to use his numerical superiority, but that's it. A fight involving heroic PCs vs. organized units is NOT a tactical combat, it's an heroic combat. Tactical combat is only for units vs. units.

psychoph said:
 Since 25 is far over 75% of 1 I gather I would have to the statistics 25 times to get stats and treat the combat and individual combat.
That's exactly what you would do. It's not like statting out 25 practically identical extras is difficult.

psychoph said:
 I assume, and I have never run mass combat so please correct my incorrect asusmptions, that any time exalteds go up against large numbers of humans, I.E. 50 bandits you run into Mass combat.
No, as I said, situations like that don't count as "mass combat" (which I call tactical combat). They are simply heroic (i.e., "normal") combat between Exalts and large numbers of Extras.

psychoph said:
I am thinking about implementing the system in my game but I am not sure how to deal with 6 solars against 50 humans for this system.
You don't use this system for such things. 6 Exalts vs. 50 mortals would just be 6 PCs/NPCs fighting 50 Extras. Use the normal combat rules.

psychoph said:
 I woudl prefer to not have to go into single combat,
Well then you'll need a different system. Mine is not designed to deal with such things.
 
I do have one suggection, though:


Say your 6 Exalts are going up against 100 Extras. That's an awful lot of Extras to keep track of, even if they all have only 3 HLs and identical stats. In those situations, here's a quick fix:


Instead of 6 PCs vs. 100 Extras . . . make it 6 PCs vs. 20 "Meta-extras." Each "Meta-extra" counts as 5 individuals working more or less as a team. Give them higher stats and more Health Levels and play out the combat, having the Exalts take out several Extras with individual attacks in typical over-the-top Exalted fashion. This also simulates the action flick/anime convention of larger numbers of enemies being individually far weaker than they would be otherwise (ever notice how 3 ninjas mean trouble, but 40 ninjas invariably get their ass handed to them?).
 
This is Retarded


First off I said this once long ago if my GM did away with Brawl and Martail Arts I would Fire my GM and Find one that wasn't stupid, Second after looking over the Players guide I figured this was a dead subject after all mortals with the right Merits can learn Dragon Blooded Martail Arts Charms, but not Dragon Blooded Brawl Charms, and it is reasonable to assume that a mortal with the right Merits and the right training by the Imaculant order or the Cult of the Illuminated could evan learn Celestial Martail Arts Charms.
 

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