Actually, pike walls don't fit with the resolution system, because a small, manuverable pike formation is 256 guys, and that just doesn't play nice if each of those guys has his own HP ticker and makes seperate saves vs. AoE spells, as well as making his own attack once you snap the front line and they're fighting with long daggers, even if you have good pike wall mechanics.Bigode wrote:I was agreeing up to this. Not having decent rules for pike walls and artillery actually does hurt the game, if you think the game can happen outside of a dungeon.FrankTrollman wrote:And you didn't even fucking notice, because it doesn't hurt the game that they are gone.
admittedly, you can have mass combat mechanics where you can actually handle that and have them even sort of resemble real formations and even have complicated rules on facing and how long it takes to change facing and how that stops mattering if they choose to or are forced to break formation, and how the roman legions they've been crushing all day suddenly gain the advantage as the phanlax goes on to the rough ground behind the roman camp, and even realistically model the right-leaning tendancy of phanlax combat, but mass combat mechanics are different mechanics, and them interacting nicely is like porting D&D characters to D20 modern: You can do it, there are even rules for doing it that may even work well and quickly, but it's still a different game.


