[Large Scale Battles] Broken Lands vs. Darokin + movies

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[Large Scale Battles] Broken Lands vs. Darokin + movies

Postby aklanda » Sat Apr 22, 2017 4:04 pm

Ever wondered what happens when large amount of bugbears or orcs come up against human armies? I did! So I decided to implement a simulator for fights at large scale. Yes, I know there is the war-machine - but I wanted to have a more individual view on it. Below is a link to a movie showing the simulator at work and some screenshots. The simulation and movie are about what I named the "borderland incident": A clash of a huge humanoid army (all the forces of bugburbia combined with he forces of high-goblinity) against the Darokin Second Army, named "The Orc Slashers" (only the VII and VIII Legion). Have fun with the movie: https://youtu.be/BUga17NO9n4

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I tried to build the armies as described in GAZ11-Republic of Darokin and of GAZ10-Orcs of Thar. Though there is no hint in these gazeeters, that the "borderland incidence" actually took place, it seemed possible to me.

There are more than 5000 individual characters involved in this battle, including:

Darokin VII and VIII Legion:
1720 pikemen
200 cavalry
400 archers

Bugburbia and High Goblinity:
380 commom bugbears
45 bugbear ravangers
520 common goblins
475 goblin wolf-riders
80 advanced goblin wolf riders
600 hobgoblins
40 ogre

I also added heroes, commanders and subcommander in appropriate levels. You can get the exact numbers in the Stat-List below. The numbers in the abbreviations normaly state the level of the character:

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In the first 10 Minutes of the movie there is rather no action, as I prefered to introduce the different units and their formation and tried to tell a tale about the upcoming battle. The zooming in the movie is still a bit awkward and scrolling is juddery, which is not so much caused by the simulator lagging but due to the severall screenshots added in the movie. Maybe I will work on this at a later time. The simulator calculates the actions of the characters in rounds (specified in the D&D-rulea as to take 10 seconds). This is not yet reflected in the movie, as the simulator makes one screenshot per round, but the movie shows one screenshot in about 0,6 seconds. Fighting is thus very compressed. I already have some ideas how to cope with it in coming days. Also, when you watch the movie, you will realize, that the simulator often was set on "Paused" when I zoomed and scrolled, because the battle would have been over before I would have zoomed to a single character.

I´m no native speaker, so there will be errors in my English in the movie (as there are in this text). I´d appreciate, if someone could spot them and post them (please with the time-set in the movie). Please also make a improvement proposal, so I could correct the errors in the movie.

I will leave Darokin for some time and plan to concentrate to Glantri (with all it´s magic!).
So this will probably be the last movie I post in this section. Look out for post with the name "[Large Scale Battles] Glantri vs ???" yet to come!

I still appreciate any comments or suggestions. Please don´t hold them back!

Have fun with the movie: https://youtu.be/BUga17NO9n4

Edit: Following there is a list of movies from the simulator I "produced" earlier. The quality is not as good, but I hope you will find them interesting.


1000 Fighters vs 1000 Orcs

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5 Fighters (Level 1, Sword, Chainmail) vs 5 Orcs: https://youtu.be/5HIdU8c1fFI
10 Fighters (Level 1, Sword, Chainmail) vs 10 Orcs: https://youtu.be/YRxDlk2ipko
100 Fighters (Level 1, Sword, Chainmail) vs 100 Orcs: https://youtu.be/SFgiQdBDkDU
1000 Fighters (Level 1, Sword, Chainmail) vs 1000 Orcs: https://youtu.be/URf1HccJKhE

Lots of Ogers, Fighters and Archers

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100 unfortunate Fighters (Level 1, Chainmail, Sword) attacking 100 Ogers (which are really hungry). The Fighters will probably never tell their tale:
https://youtu.be/5qlNkSQqSqE
100 clever Fighters (Level 1, Chainmail, Sword) waiting for 100 Ogers (which are still really hungry, but kind of stand in each others way):
https://youtu.be/UahXiTcPYuI
50 Archers (level 1, Leather-Armor, Longbows, Short Swords) waiting for some 50 Orcs to approach. After several salves the archers spread out to go on:
https://youtu.be/1BODboTAj64
100 Archers (level 1, Leather-Armor, Longbows, Short Swords) waiting for some 100 Orcs to approach. The second line of the archers unfortunatly can´t shoot, as the first line is in there line of fire:
https://youtu.be/sbmIVnz2oW0

Magic-missles, running away and a fireball

10 magic-users with magic-missles trying to stop 10 orcs. The missles hit, some orcs die and the magic-user try the hell to get away with it:
https://youtu.be/z0ORpmu5208

Just one magic-user, this time not with a magic-missle, but a fireball (we all love fireballs, don´t we?). The Fireball takes it toll, but the magic-user still has to flee, cause he forgot to memorize his spells this morning:
https://youtu.be/Q8sXupFkHUc

So let´s start some large-scale fighting: A company of Soldiers (Fighters, level 1, chainmail, sword), supported by two higher-level magicans (the ones with the fireballs) and several archers and commanded by a high-level fighter (Level 15, Platemail+1 and reflection, Sword+1) are attacked by several waves of orcs. Note once more, as the archers can only shoot as long as the trajectory of the arrows climbs over the heads of the allied fighters:
https://youtu.be/X8Gumwin6Y4

A quick view on the simulator
Just a picture, that shows the simulator and the zoomed-in battlefied. Click on it to enlarge:
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Darokin also pressing forwards
Made a version, where the Darokins rush forward too and encircle the bugbears. This version has no comments in it:
https://youtu.be/_1xoxnZzeWk

HEROES against orcs!
Have not much time left, but here you are: 4xlvl15 fighter about roughly 140 orcs (Guess who wins!): https://youtu.be/jRnm5vNTCyI
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I did some more hero-simulation simulations to check the various tactis:

4 dump heroes (lvl15, platemail+1, pike+1) vs 140 orc compared with 4 clever heroes fighting back to back:
https://youtu.be/Z70gXj_9f8E
https://youtu.be/3_2KLqDJ2js

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Teaser: Bugburbia and High Goblinity VS Darokin (NO FIGHTING, just maneuvering!)

The tribe of bugburdia asked for some support and after lots of drinking bad beer and several bribes the tribal chief of high gobliniy of the broken lands came for their support. No actual fighting, just showing the assembled troops and their pre-battle maneuvers. I had no time to add some comments in the movie so let your imagination enlighten you:
https://youtu.be/Yh-e5FUfvvA

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Elves vs. orcs

Let´s start with a new serial: elves vs orcs. I begin small with 5 elves (lvl1, chainmail, each 1 spell of magic-missle, swords, longbows) against oncoming groups of 5 orcs. When the spells are gone and all arrows shot, the orcs start to reach the elves. But lots of them fail their moral- checks and don´t even attack:
https://youtu.be/t6hI3Lmx6do

Another large scale battle in D&D: 50 elves (lvl1, chainmail, each 1 spell of magic-missle, swords, longbows) against 150 orcs assaulting in one single group. Blue lines are arrow shoots from the elves, red lines are the magic missles. Do the elves stand a chance?
https://youtu.be/GzPAYV1SkzQ

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Elven warband against waves of orcs

Had to fix a memory-leak in the simulator, but now it is done and here is the next simulation:
An elven warband, lead by an elf lvl10, standing its ground against waves of orcs, supported by their tamed wolves and some goblins, and even one ogre.
This time I put some short comments in the movie, but seems like the pop up a bit too fast.
As you can see in the movie, the elves have some magic with them! Anny suggestions on what to simulate next or comments are welcome.

https://youtu.be/eeNyZzqgMvw

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Old Version of Darokin vs. Bugburbia

The Darokin Second Army, named "The Orc Slashers" (only the VII and VIII Legion) against the bugbear-tribe of Bugburbia:
https://youtu.be/cco-nJ5Kt6c

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As you can see in the movie, the Darokin Archers retreat, when the Bugbears come close, but still try to hit them (blues lines=Darokin arrows). Though they have problems to shoot over their allies heads (yes, the trajectories are calculated). Likewise the goblins, supporting the bugbears, set some arrows off (reddish lines) before they make contact with the Darokin Pikemen.

I tried to let Hits and Damage and anything else be calculated for any individual according to the D&D rules (though I might have made some errors). When the movie zooms in, you can see some of the individual damage (red numbers), individual Hitpoints and some dyings.

In this example there are some thousand individuals simulated, so don´t expect the simulation to be very smooth. In fact, I implemented a screen-shot-routine, so that the programm makes a screen-shot of the battle-field, each time a turn is calculated. I put the pictures together for this movie. The simulation is sometimes slower than the movie.

The orcish warmachine (big,red dot) came too late to really have an impact and I ordered the Darokin cavalry to attack it. I also implemented some spells yet (magic missle, fireball, sleep), but as neither the Darokin Legions nor the bugbears have some magic users with them, you can´t see them. I can post some more movies with elves against orcs, if you want to see them...

As you can see in the movie I did not care about graphics and only concentrated on simulation. This is not very likely to change.

Suggestions and comments welcome, though real life has me back right now, so it will take some time until I can change or add anything.

Have fun watching the movie: https://youtu.be/cco-nJ5Kt6c


Isometric View, Initiative-Rolls

I am already making experiments with wizards of Glantri. As "flying" will be an option, I had to switch to some 3d-view, which is an isometric view. There where other mods to make. Here are all changes to the simulator:

- isometric view
- initiative is calculated; each round is devided in 11 "initiative sequences" and characters will act according to their initiative-roll (nodified by their dexterity). By thus, one round has now 11 screenshots. As each screenshot is shown for about 1 second, the movie nearly shows the battle in "real time" (according to D&D rules, which means one round is 10 seconds).
- altered graphics:
red numbers on white bubbles means: damage taken
white numbers at the lower right in a character symbol means: the character is retreating or fleeing. The number is indicating how many rounds he will flee.

I replayed the "Borderland Incident" with the new graphics and I tested, what would have happened, if General Claus Cornwick
would have attacked straight away with all his forces, instead of attacking the warmachines with just his cavalry. Find out in the movie!
This time I added no comments. It is just 1:40 minutes pure battle:
https://youtu.be/eUKntO0K1VI

Here is another view of the simulator-window. Click it to enlarge:

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You can view the stats of the outcome of the battle over here. There are 509 Pikemen of the Darokins left, whereas the army out of the broken land is destroyed except for some fleeing units:

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Flying Orcs on Skywings

"Thars Legion", leaded by King Thar himself and supported by the "Cavern Orc Patrol", attacks Darokins VII Legion. There are orcs, gnomes, and even trolls, bugbears and hill giants in Thars Legion. But, and this comes as an surprise to the Darokins, there are also some orcs flying skinwings. And they are really nasty! Here's the movie:

https://youtu.be/wA6uorcUDwc

Here's a preview picture of it:
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Thanks to Robin for the info regarding the skinwings,
to religon about the large crows (though they havn´t made it into the simulator yet)
and to Lord Sheriff Takari, who made some suggestions on what tactic flying units may use.

There is still a long todo-list in my mind, but I will try to present more movies in the future.

The following pictures show a list of the amount of individual charactes before and the casualties after the battle. The shortcuts are probably somehow esoteric, but you might get along with it, if I tell you, that all shortcuts beginning with an "D" are Darokin soldiers. You might also guess, that
"DKV" is "Darokin cavalry",
"DPM" is "Darokin Pikemen" and
"DAR" is "Darokin Archer".
All other are humanoids from Thars Legion, especially
OrcSW05 are the orcs riding the skinwings
The number behind each shortcut is a hint to the level of the character. Click on the previes to enlarge:
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Real game-time and all of broken lands


Ok, I was interested about real-game-time in large-scale-battles, so I made a new simulation:

This is all of the Broken Lands against the Second Army of Darokin (stationed in Selenica), supported from the II Legion, the XIII Legion and the XIV Legion of the Third Army of Darokin (stationed in Corunglain).

There are

9671 human cavalry men, pikemen and archers against about
12800 orcs, bugbears, gnolls, ogres and even hill giants and trolls. And some orcs are even flying on skinwings, picking out the human commanders with their bolas and bows.

The movie is in real-game-time (if I hadn´t miscalculated) with one D&D-round approximatly 10 seconds in the movie. In about 12 minutes all the battle is settled.

This is just a preview which emphasized on real game-time; There is no music and no comments on the battle.
I plan to make a more elaborated movie about this incident in the future. Anyways: enjoy: https://youtu.be/bBcEHrjTO38

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Simulator goes 3D

I was a bit disappointed about the isometric-view, so I decided to go real 3D.
The video just shows the first results. The graphics are now accelerated and the camera is now fast as lightning. No arrows and no magics are shown right now, but the game-machanics is still working: Soldiers from both armies still drop dead or flee. Enjoy the movie:

Enjoy: https://youtu.be/FvpiVXJjV5U

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Last edited by aklanda on Mon Jun 05, 2017 9:30 pm, edited 31 times in total.
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1000 Fighters vs 1000 Orcs

Postby aklanda » Sat Apr 22, 2017 9:14 pm

Made some more Examples:

5 Fighters (Level 1, Sword, Chainmail) vs 5 Orcs: https://youtu.be/5HIdU8c1fFI
10 Fighters (Level 1, Sword, Chainmail) vs 10 Orcs: https://youtu.be/YRxDlk2ipko
100 Fighters (Level 1, Sword, Chainmail) vs 100 Orcs: https://youtu.be/SFgiQdBDkDU
1000 Fighters (Level 1, Sword, Chainmail) vs 1000 Orcs: https://youtu.be/URf1HccJKhE

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Enjoy watching!
Last edited by aklanda on Sat Apr 22, 2017 9:58 pm, edited 1 time in total.
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Re: Large-scale battles, e.g. Orcs vs. Darokin

Postby Chimpman » Sat Apr 22, 2017 9:31 pm

Welcome aklanda! I'm a software engineer by trade (or at least was before I had to start babysitting/managing others), so this simulation is very interesting to me. Give me some time to digest what is happening and I'll post more.
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Lots of Ogers, Fighters and Archers

Postby aklanda » Sat Apr 22, 2017 10:12 pm

Hello Chimpman, here some more videos to digest :)

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100 unfortunate Fighters (Level 1, Chainmail, Sword) attacking 100 Ogers (which are really hungry). The Fighters will probably never tell their tale:
https://youtu.be/5qlNkSQqSqE

100 clever Fighters (Level 1, Chainmail, Sword) waiting for 100 Ogers (which are still really hungry, but kind of stand in each others way):
https://youtu.be/UahXiTcPYuI

50 Archers (level 1, Leather-Armor, Longbows, Short Swords) waiting for some 50 Orcs to approach. After several salves the archers spread out to go on:
https://youtu.be/1BODboTAj64

100 Archers (level 1, Leather-Armor, Longbows, Short Swords) waiting for some 100 Orcs to approach. The second line of the archers unfortunatly can´t shoot, as the first line is in there line of fire:
https://youtu.be/sbmIVnz2oW0

Enjoy the movies!
Last edited by aklanda on Sat Apr 22, 2017 11:19 pm, edited 1 time in total.
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Re: Large-scale battles, e.g. Orcs vs. Darokin

Postby Chimpman » Sat Apr 22, 2017 10:28 pm

aklanda wrote:Had some spare time, so I decided to program a simulator for fights at large scale (Yes, I know there is the war-machine, but I wanted to have a more individual view on it). I add an link to an example movie showing the Darokin Second Army, "The Orc Slashers" (only the VII and VIII Legion) against the bugbear-tribe of Bugburbia.

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Couple of comments first:
1) Archers: It's a little hard to tell from the graphics where these guys are, but it looks like they favor the left side of the field (I don't see as many arrows coming from the right side of the field).

2) Darokinian Soldiers: I was confused at first because none of the Darokinian soldiers moved (at first). I get that pikemen are going to ready themselves for an attack and stand their ground, but I also feel like the units should respond in some way, especially if other units are being decimated.

Now for a couple of ideas.

Morale: One advantage for the bugbear hordes would be that they are terrifying. I'm thinking that if they manage to decimate a unit by a certain amount, that unit might break and be routed from the field.

Heroes: I'm thinking specifically on the bugbear side here, but what if groups of attackers clumped up around a warrior-hero. Relating back to morale, if the squad leader is killed, it might cause the other soldiers to break.

Flanking units: Here I'm thinking more of the mounted cavalry. They are fast and mobile, I'm thinking that once the main bugbear force is engaged with the pikemen, it might be smart for the cavalry to try attacking from behind. Likewise if a squad of bugbears can break through the pikemen, then the should be able to attack the other squads from behind, perhaps breaking them up more easily.
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Magic missles, running away and a fireball

Postby aklanda » Sat Apr 22, 2017 10:33 pm

Ok, here are some more examples:

10 magic-users with magic-missles trying to stop 10 orcs. The missles hit, some orcs die and the magic-user try the hell to get away with it:
https://youtu.be/z0ORpmu5208

Just one magic-user, this time not with a magic-missle, but a fireball (we all love fireballs, don´t we?). The Fireball takes it toll, but the magic-user still has to flee, cause he forgot to memorize his spells this morning:
https://youtu.be/Q8sXupFkHUc

So let´s start some large-scale fighting: A company of Soldiers (Fighters, level 1, chainmail, sword), supported by two higher-level magicans (the ones with the fireballs) and several archers and commanded by a high-level fighter (Level 15, Platemail+1 and reflection, Sword+1) are attacked by several waves of orcs. Note once more, as the archers can only shoot as long as the trajectory of the arrows climbs over the heads of the allied fighters:
https://youtu.be/X8Gumwin6Y4

As always: enjoy!

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Couple of ideas

Postby aklanda » Sat Apr 22, 2017 10:51 pm

Hy Chipman, thanks for the remarks. Some of your wishes had already been implemented:

1) Yes, there are only 200 archers, which are actually on the left side of the army. They move backward as soon as the bugbears arrive.

2) The order of the Darokin soldiers is indeed: "Stay". I already implemented an algorythm for "Hold line", but it doesn´t work very well. I have some ideas how to improve it. Anyway: The fighter in the human-company in the last movie in my former post is showing this functionality on work.

Now for a couple of ideas.

Morale: Yes, moral-rules as stated by D&D are implemented and are running. At least at a former version of the simulation, I have to check, whether they are broken or if the bugbears get eliminated so quick, that they have no choice as to die before surrender. But thanks for the hint: I have to check it.

Heroes: There are some heroes present. Generally spoken: If the characters color is approaching red, he/she/it is of higher level. Right now, moral-checks are made, when the amount of characters in a group have decreased massivly. As stated this worked already. Surely a dependence to the leader would be nice too. I will see, If there is a hint in my old copy of "Orcs of Thar".

Flanking units: The AI is at very low levels right now. You can "order" any unit to attack, serach&destroy, hold line and so on. But right now, the opponent isn´t giving these orders by himself. Truth is: There is no opponent at all right now as you can give orders to groups of both sides.

mounted cavalry: Darokin cavalry is on the left side and is indeed mounted. You can see them rushing forward at high speed to attack the war-machine (because I ordered them to do so) at the end of the movie. But as stated: Right now they will not act on their own behalf.

Thanks for your advices. Keep them coming on! I will not be able to implement much in the coming six weeks, but maybe later on there will be time to spend.
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Zoom-In on battlefield

Postby aklanda » Sat Apr 22, 2017 11:07 pm

Just a picture, that shows the simulator and the zoomed-in battlefied. Click on it to enlarge:

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Re: Large-scale battles, e.g. Orcs vs. Darokin

Postby LoZompatore » Sun Apr 23, 2017 8:55 am

Very nice simulations! Especially the last ones.

A couple of suggestions, if you don't mind:

Routing: if the numbers on one side drops below a given threshold, or if they drop too fast, the troops could flee the battlefield, or surrender. The same if their commander dies.

Terrain: what about adding at least the hill and river / ford obstacles? They could slow down units and provide some cover or advantage versus fire weapons.

Just throwing in some ideas! :)
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Update for Orcs vs Darokin Movie

Postby aklanda » Sun Apr 23, 2017 6:05 pm

I just wanted to announce, that I reworked the first movie. It has more information now about who is doing what and why. As always enjoy the battle between Orcs (to be more precise:bugbears) and humans:
https://youtu.be/cco-nJ5Kt6c

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Thanks for your ideas!

Postby aklanda » Sun Apr 23, 2017 6:14 pm

Hello LoZompatore,

thanks for your ideas. Here are my comments:

Routing: is implemented, but seems to be broken by now. I have to check, when I have some more time left.

Terrain: Is (roughly) implemented (walls, water), though I have not yet thought of terrain slowing down opponents (good idea, thanks!). But the Problem with terrain is: You need a good path-finding-algorythm. As the later takes to long to implement right now, I turned terrain out by now.

Keep on throwing in (ideas, please!)
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Darokins also pressing forward

Postby aklanda » Sun Apr 23, 2017 8:31 pm

Made a version, where the Darokins rush forward too and encircle the bugbears. This version has no comments in it:
https://youtu.be/_1xoxnZzeWk
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Re: When large amounts of bugbears come against a human army

Postby agathokles » Sun Apr 23, 2017 8:41 pm

Interesting. I'll need to find some time to look at your work in depth.
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Re: When large amounts of bugbears come against a human army

Postby Lord Sheriff Takari » Sun Apr 23, 2017 11:00 pm

in any decent sized D&D Army
there will be Casters <both Wizards and Priests/Clerics> mixed in
if you think a Wizard standing next to a formation is dangerous, try giving that Wizard mobility with an item that grants Flight
this Wizard can now move efficiently around the field as needed providing heavy Firepower <Fireballs and Lightning Bolts> into the enemy formations
for a deadly Area Denial attack, use Grease spells backed up by Flame Arrows

with formations in play, certain units gain additional strengths
Pikemen in a nice tight block will present a formidable wall of sharp pointy death to anyone foolish enough to charge them
<a Pike Block contains 100 men>

A Greek Phalanx is a potent mobile infantry attack formation of Shields and Spears difficult to penetrate
<A Phalanx predates the Pike block and contains the same number of men, 100>

a Viking or Roman Shield Wall forms a powerful defensive line and can be truly deadly when they line up in front of that block of Pikemen
Armed with Chain or Scale Mail, Axe <for Vikings> Gladius <S. Sword for Romans> or Long Sword and Shield <sometimes Javelins are employed>
units contain 60 Men

Archers will Stagger their line so the Second Rank can fire as well between their front rank brethren
form them up behind a block of Pikes and Shields just far enough back so they don't need to worry about hitting allied or Friendly units
<standard unit formation of Archers is 60 men> so 4 units of Archers can rain massive amounts of death upon the enemy long before they get into melee Range
evenly spaced along the back of the army covers the whole Battlefield and two or more units can concentrate fire on an enemy unit as needed and annihilate it

Cavalry = actually any Mounted Unit not necessarily Horses>
Skirmishers are the epitome of the light striker and harasser force <Armed with Short Bow, 6x Javelins and Spear>
mounted on Light War Mounts for speed and mobility protected by Leather Barding and Scale mail for the Rider
Skirmishers are the ultimate Bane of Archers and the rear guard elements protecting the Army's Baggage Train
Mounted Skirmishers contain 40 Horsemen

Light Cavalry = mounted on Light War Mounts with Scale Barding and Plate Mail for the Rider
Armed with Light Lance, L. Sword and Horseman's Flail W/ Shield
this is the Army's general Purpose Light Tank and go to unit for smashing the lines and breaking up formations
Light Cavalry contain 20 Horsemen and 20 footmen <Squires>
*Cavalry given the cost to train and equip are typically made up of groups of Noble Born Knights
if needed they can Dismount and fight just as well on foot

Heavy Cavalry = the Big Gunz
Mounted on Heavy War Mounts and Barded in Full Plate as is the Rider W/ Shield
Armed with Heavy Lance, Horseman's <Axe, Hammer or Mace, Flail> and Long Sword
the Ultimate Medieval Killing Machine!
the heavy armor renders the Rider & Mount near complete immunity to mundane weapons <Arrows simply glance off as do most weapon strikes>
nothing breaks Morale faster than a Unit of Heavy Cavalry charging into a Foot Unit and carving a swath of Death and Destruction through them while everything thrown at them bounces off harmlessly
2 such units charging together can rip a hole straight through an opposing army allowing units of Skirmishers to run through to wreck Havoc in the Rear Guard
with such a tactic, a whole section of an enemy Army can be cut off and Isolated to be mercilessly cut down by supporting forces
usually sufficient on it's own to cause an Army Commander to retire his force from the field to fight again later rather than risk complete Encirclement and destruction
Heavy Cavalry contain 20 Horsemen and 20 Squires made up exclusively of Nobles and influential Families or even members of the Royal Family <Prince or the King Himself>

Siege Engines
most Medieval and as such D&D Armies as well employed Siege Craft on the Battlefield to destroy or reduce the combat effectiveness of enemy units
or deny access to certain areas <Area Denial>
while such Engines as Trebuchet are intended specifically for destroying Fixed Emplacements and Fortifications
Ballista, Catapult's and even Light Cannon are sufficiently mobile to be employed on a Tactical Battlefield
emplaced such as to provide a Commanding View of the entire field
they can rain destruction at far greater distances than Longbows and their War Arrows
a 250lb Stone or 10lb Cannonball will shred everything in its path, even on a bounce! allowing just 1 well aimed shot to kill or maim dozens
not to mention hurling Barrels of Greek Fire into the enemy formations <taking advantage of most living being's deeply ingrained fear of FIRE!>
Siege Craft are considered part of the Baggage Train and require a varying number of people to operate them and handle the Ammunition
anywhere from 3-10 persons per Siege Engine

the Chinese Army employed rockets attached to Arrows <essentially oversize Bottle Rockets>
a small cart holding 120 bamboo tubes each containing a single rocket equipped Arrow could be wheeled into place by just 1 man
the Fuse lit, launching a volley of arrows equal to 2 Full Units of Archers <from just 1 guy!>
a dozen of such carts clustered along the Archer Line can vastly increase the bombardment capability of any force that employ's them
<assuming Gun Powder is available>

Air Power
since the D&D realm is one of high fantasy and many modules and Novels employ Trained Flying Mounts <Eagles, Gryphons, Dragons, etc...>
why would they not be employed on the Set Piece Battlefield
the addition of Air Power add the Third Dimension to Battle Strategy and Air Superiority means you can track the enemy no matter where his force tries to hide
Flying Mounts and their Riders can carry and deploy deadly payloads such as Barrels of Greek Fire or simply Oil which can later be ignited by a horde of Flame Arrows from Archers
the Rider can easily spot important figures on the ground for targeted strikes <Take out the General!>
even 1 Dragon can unleash such unholy terror upon the field to cause most Armies to break and scatter especially after a few entire units of combat troops have been incinerated by the breath attack
<*Army grunt = "you ain't paying me enough to face Dragon Fire! I'm Outta Here.>
Air Units are built on the same line as Lt/Hvy Cavalry units <20 per unit> only without the Squires as the tenders remain behind at the ground base waiting for their return
with the notable exception of Dragons who by their nature cannot tolerate any other Dragon in the area <mated Pair not withstanding!>
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Re: When large amounts of bugbears come against a human army

Postby Mike » Mon Apr 24, 2017 6:19 pm

Interesting simulator. I've done a zombie simulator and a one-on-one simulation, but not a mass battle sim. Its cool that you have your units moving in formation. Watching these it seems that holding ranks gives a huge advantage. It would be interesting to see disciplined humanoids (say in a wedge) attacking pikemen.

Also my understanding is that historical battle archery was not aimed at individuals, but fired for mass effect. High arched arrows can fly right over a front rank of pikemen but they are aimed at a general "kill zone" and so hit randomly. I think the effect would be sort of like a fireball hitting with each volley, though many targets without the area would not be hit, and a single arrow won't kill a bugbear (though if several arrows happened to hit, it might be killed).

Another interesting sim would be the classic "party of twelve 8th-level superheroes" against a tribe of 200-300 goblins.
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Re: When large amounts of bugbears come against a human army

Postby aklanda » Mon Apr 24, 2017 10:49 pm

Hello Lord Sheriff Takari,

this was a bunch of ideas of yours! Thanks very much, I will try to comment at least on some of them:


"there will be Casters": sure, though this is some of the most difficult parts. I just managed, that the fireballs are not thrown into allies, even when there are some enemies nearby. But every single spell seems to need his finetuning! So right now there are only: fireball, magic-missle and sleep.

As for "historic reasons": I could add spellcasters neither on the Darokin side nor on the Orcs, as these troops are described in detail in "GAZ11 Republik of Darokin" respectivly in "GAZ10 Orcs of Thar" - and unfortunatly there are simply no magic-users named. But I also have "GAZ3 the principalities in glantri" and I already have had a look at these solemn-magical armies over there...

"Phalanx and Shield Wall": Good suggestion, but right now I am satisfied as the soldiers already get some advantage due to their formation: wide-spread formations can let archers through and close formations automaticly get an advantage already: In a close formation 3 fighters can attack a single attacking orc together. I´d prefer, if this advantages come along with the simulation, cause I am determined to experiment with the formations...

"Archers will Stagger their line so the Second Rank can fire as well between their front rank brethren": they do! As stated the trajectories get calculated. I might increase the distance in the archer-formation though to admid better shooting in between.

"Cavalry = actually any Mounted Unit not necessarily Horses": Right now, there are wolf-riders (goblins) and horse-riders. The later are a bit quicker.

"Skirmishers are the epitome of the light striker and harasser force": Yes. I will definitly give some goblins some javelins to throw! But as stated before: Until know I havn´t seen them in the bugburbia and also not in high goblinity in GAZ10. I will cover the other tribes in the broken lands by time.

"Light Cavalry": The Darokin-cavalary is already very different: They wear from platemail to leather everything that is implemented. The light-cavalry hasn´t got the speed advantage yet, cause I am still implementing more important things.

"Heavy Cavalry": They have: Platemail and Pikes right now. They fail to have an stampede-bonus right now. I remember slightly there was a rule about this in D&D but couldn´t find it.

"Siege Engines": Right now there are the humanoid warmachines. Because I failed to find more detail, I gave them 3 ballista each (on the top of it, so it can fire them over smaler creatures)

"Air Power": Yeah, I thought of this too. But this point still gives me some headaches about how to implement. First of all there is the question about height! Probably the worst thing about it is: When is a flying character in reach of a long-range weapon? (I know the maths, it´s more a question of finding a way to make the calculations in an accptable time!)

So much to do, so less time to spent...

Anyway, thanks for all your ideas and keep them coming!
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Re: When large amounts of bugbears come against a human army

Postby aklanda » Mon Apr 24, 2017 11:22 pm

Hello Mike, thanks for your feedback.

It would be interesting to see disciplined humanoids (say in a wedge) attacking pikemen.

Yes, that´s one point why I started with it!

Also my understanding is that historical battle archery was not aimed at individuals, but fired for mass effect.

True! When I did the maths about the trajectories it was pretty clear that the archers can shoot at two different angles to hit the same target: in a high bow (over the heads of their fellow pikemen) or straight at the target. I was temptet to allow a order "mass-fire" in a high bow, but as stated: I love to have a more individual view on it (character against character) and will try to keep with the D&D-rules. (though you might argue, that I already added rules by calculating the trajectory and by stopping the shoot, when there is the risk that it hits an allied-guy. I do admit this!).

High arched arrows can fly right over a front rank of pikemen but they are aimed at a general "kill zone" and so hit randomly. I think the effect would be sort of like a fireball hitting with each volley, though many targets without the area would not be hit, and a single arrow won't kill a bugbear (though if several arrows happened to hit, it might be killed).


That´s a really good idea, especially as fireballs are already implementd. Have to think of it.

party of twelve 8th-level superheroes" against a tribe of 200-300 goblins
:

Have not much time left, but here you are: 4xlvl15 fighters against about roughly 140 orcs (Guess who wins!): https://youtu.be/jRnm5vNTCyI

Image

Once again: Thanks for your comments!
Last edited by aklanda on Mon Apr 24, 2017 11:49 pm, edited 2 times in total.
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Just a teaser...

Postby aklanda » Mon Apr 24, 2017 11:29 pm

Just a teaser for this day:

The tribe of bugburdia needed more support and after lots of drinking bad beer and several bribes the tribal chief of high gobliniy of the broken lands came for their support. No actual fighting, just showing the assembled troops and their pre-battle maneuvers. I has no time to add some comments in the movie so let your imagination enlighten you:

https://youtu.be/Yh-e5FUfvvA

Image
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4 dumb vs 4 clever HEROES

Postby aklanda » Tue Apr 25, 2017 8:37 pm

Mike wrote:Another interesting sim would be the classic "party of twelve 8th-level superheroes" against a tribe of 200-300 goblins.


I did some more hero-simulation simulations to check the various tactis:

4 dump heroes (lvl15, platemail+1, pike+1) vs 140 orc compared with 4 clever heroes fighting back to back:
https://youtu.be/Z70gXj_9f8E
https://youtu.be/3_2KLqDJ2js

Image
Image
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Elves vs. orcs

Postby aklanda » Wed Apr 26, 2017 8:31 pm

Let´s start with a new serial: elves vs orcs. I begin small with 5 elves (lvl1, chainmail, each 1 spell of magic-missle, swords, longbows) against oncoming groups of 5 orcs. When the spells are gone and all arrows shot, the orcs start to reach the elves. But lots of them fail their moral- checks and don´t even attack:
https://youtu.be/t6hI3Lmx6do

Another large scale battle in D&D: 50 elves (lvl1, chainmail, each 1 spell of magic-missle, swords, longbows) against 150 orcs assaulting in one single group. Blue lines are arrow shoots from the elves, red lines are the magic missles. Do the elves stand a chance?
https://youtu.be/GzPAYV1SkzQ

Image
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Elven warband against waves of orcs

Postby aklanda » Sun Apr 30, 2017 4:44 pm

Had to fix a memory-leak in the simulator, but now it is done and here is the next simulation:
An elven warband, lead by an elf lvl10, standing its ground against waves of orcs, supported by their tamed wolves and some goblins, and even one ogre.
This time I put some short comments in the movie, but seems like they pop up a bit too fast.
As you can see in the movie, the elves have some magic with them:

https://youtu.be/eeNyZzqgMvw

Image


Have fun!
Any suggestions, what to simulate next, or comments welcome!
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The "Borderland Incident"

Postby aklanda » Fri May 05, 2017 3:24 pm

I spend some time improving the simulator and the quality of the movies. Here are some screenshots:

Image
Image
Image


The result was a simulation and a movie about what I called the "borderland incident": A clash of a huge humanoid army (all the forces of bugburbia combined with he forces of high-goblinity) against the Darokin Second Army, named "The Orc Slashers" (only the VII and VIII Legion): https://youtu.be/BUga17NO9n4


I tried to build the armies as described in GAZ11-Republic of Darokin and of GAZ10-Orcs of Thar. Though there is no hint in these gazeeters, that the "borderland incidence" actually took place, it seemed possible to me.

There are more than 5000 individual characters involved in this battle, including:

Darokin VII and VIII Legion:
1720 pikemen
200 cavalry
400 archers

Bugburbia and High Goblinity:
380 commom bugbears
45 bugbear ravangers
520 common goblins
475 goblin wolf-riders
80 advanced goblin wolf riders
600 hobgoblins
40 ogre

I also added heroes, commanders and subcommander in appropriate levels. You can get the exact numbers in the Stat-List below. The numbers in the abbreviations normaly state the level of the character:

Image

In the first 10 Minutes of the movie there is rather no action, as I prefered to introduce the different units and their formation and tried to tell a tale about the upcoming battle. The zooming in the movie is still a bit awkward and scrolling is juddery, which is not so much caused by the simulator lagging but due to the severall screenshots added in the movie. Maybe I will work on this at a later time. The simulator calculates the actions of the characters in rounds (specified in the D&D-rulea as to take 10 seconds). This is not yet reflected in the movie, as the simulator makes one screenshot per round, but the movie shows one screenshot in about 0,6 seconds. Fighting is thus very compressed. I already have some ideas how to cope with it in coming days. Also, when you watch the movie, you will realize, that the simulator often was set on "Paused" when I zoomed and scrolled, because the battle would have been over before I would have zoome to a single character.

I´m no native speaker, so there will be errors in my English in the movie (as there are in this text). I´d appreciate, if someone could spot them and post them (please with the time-set in the movie). Please also make a improvement proposal, so I could correct the errors in the movie.

I will leave Darokin for some time and plan to concentrate to Glantri (with all it´s magic!).
So this will probably be the last movie I post in this section. Look out for post with the name "[Large Battle Scales] Glantri vs ???" yet to come!

I still appreciate any comments or suggestions. Please don´t hold them back!

Have fun with the movie!
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Isometric View, Initiative

Postby aklanda » Wed May 10, 2017 6:22 pm

I am already making experiments with wizards of Glantri. As "flying" will be an option, I had to switch to some 3d-view, which is an isometric view. There where other mods to make. Here are all changes to the simulator:

- isometric view
- initiative is calculated; each round is devided in 11 "initiative sequences" and characters will act according to their initiative-roll (nodified by their dexterity). By thus, one round has now 11 screenshots. As each screenshot is shown for about 1 second, the movie nearly shows the battle in "real time" (according to D&D rules, which means one round is 10 seconds).
- altered graphics:
red numbers on white bubbles means: damage taken
white numbers at the lower right in a character symbol means: the character is retreating or fleeing. The number is indicating how many rounds he will flee.

I replayed the "Borderland Incident" with the new graphics and I tested, what would have happened, if General Claus Cornwick
would have attacked straight away with all his forces, instead of attacking the warmachines with just his cavalry. Find out in the movie!
This time I added no comments. It is just 1:40 minutes pure battle:
https://youtu.be/eUKntO0K1VI

Here is another view of the simulator-window. Click it to enlarge:

Image

You can view the stats of the outcome of the battle over here. There are 509 Pikemen of the Darokins left, whereas the army out of the broken land is destroyed except for some fleeing units:

Image
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Re: [Large Scale Battles] Broken Lands vs. Darokin + movies

Postby Hugin » Wed May 10, 2017 6:51 pm

Interesting stuff, aklanda! I can only wish I had the ability to create something like this.
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Re: [Large Scale Battles] Broken Lands vs. Darokin + movies

Postby aklanda » Wed May 10, 2017 8:14 pm

Hi Hughin,

Thanks. Actually I enjoy it very much. It´s quite a creative process to implement some ideas in a programm. And I always enjoyed playing D&D in former times...
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