To really test my revised mass combat rules out, I thought I might build a couple army lists. The first army list will be humans. The other will be goblins (of course).
Building an army with the mass combat rules is as simple as the two army commanders (two players, or a DM and the players) choosing a point budget to build their armies with and then purchasing units with that budget. The units point costs are equal to their challenge experience rewards.
Design Notes
I’ve trimmed the fat even more after making these units. The biggest change was killing the cube that melee and ranged attacks create and, instead, making it focus on a single target. I also totally dropped loose spellcasting and made it so mages just have lots of special attacks.
The more of these units I make, the better I can see the game.
Also, I’ve made some pretty heinous “monsters” to toss at PCs. Bonus!
Errata: made some big changes to the rules. These changes are reflected here in the latest update.
Archer Unit
Huge unit of Medium humanoids (human), lawful neutral
Armor Class 13 (studded leather)
Hit Points 110
Speed 30 ft.
Abilities Str 21 (+5), Dex 12 (+1), Con 12 (+1), Int (+0), Wis 11 (+0), Cha 10 (+0)
Skills Perception +4
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 14
Languages Common
Challenge 7 (2,300 XP)
Lawful Unit. The unit makes morale checks with advantage, and friendly creatures have advantage on Charisma (Persuasion and Intimidation) checks to stop the unit from fleeing.
Unit. The unit can occupy the space of a Medium or smaller creature and vice versa, and the unit can move through any opening large enough for a Medium human. Spells and attacks that affect an area deal triple damage to the unit if the area of effect completely encloses the unit. The unit can’t regain hit points or gain temporary hit points. The unit has advantage on attacks against creatures in the same space as it.
Unit Actions
Shortswords. Melee Weapon Attacks: +7 to hit, reach 5 ft., one target. Hit: 40 (10d6 + 5) piercing damage, or half as much damage if the unit misses. If the unit has half its hit points or fewer, it deals 22 (5d6 + 5) damage, and no damage if it misses.
Volley of Arrows. The unit fires a hail of arrows at a point it can see within 600 feet of it. Each creature in a 15-foot cube centered on that point must make a DC 11 Dexterity saving throw or take 46 (10d8 + 1) piercing damage on a failed saving throw or half as much damage on a successful one. If the unit has half its hit points or fewer, each creature instead takes 23 (5d8 + 1) piercing damage on a failed saving throw or half as much damage on a successful one.
Heavy Cavalry
Gargantuan unit of Medium humanoids (human) on Large beasts, lawful neutral
Armor Class 20 (plate, shields), Defense +10
Hit Points 180
Speed 60 ft.
Abilities Str 26 (+8), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
Skills Perception +4
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 14
Languages Common
Challenge 13 (10,000 XP)
Lawful Unit. The unit makes morale checks with advantage, and friendly creatures have advantage on Charisma (Persuasion and Intimidation) checks to stop the unit from fleeing.
Mounted Combatants. The cavalry unit makes attacks against Large or smaller creatures with advantage.
Unit. The unit can occupy the space of a Large or smaller creature and vice versa, and the unit can move through any opening large enough for a Large warhorse. Spells and attacks that affect an area deal double damage to the unit if the area of effect completely encloses the unit and the unit has half its hit points or more. The unit can’t regain hit points or gain temporary hit points. The unit has advantage on attacks against creatures in the same space as it.
Unit Actions
Multiattack. The unit makes two attacks with its longswords. If the unit moves 20 straight toward a creature before it uses this action, it may also make a hooves attack.
Longswords. Melee Weapon Attacks: +13 to hit, reach 5 feet, one target. Hit: 33 (6d8 + 8) slashing damage or 38 (6d10 + 5) slashing damage when wielded with two hands. If the unit has half its hit points or fewer, it instead deals 21 (3d8 + 8) slashing damage or 26 (3d10 + 5) when wielded with two hands.
Hooves. Melee Weapon Attacks: +13 to hit, reach 5 feet, one target. Hit: 50 (12d6 + 8) bludgeoning damage and the target must succeed on a DC 20 Strength saving throw or take another 50 (12d6 + 8) damage and be knocked prone. If the unit has half its hit points or fewer, the unit instead deals 18 (3d6 + 8) bludgeoning damage.
Light Cavalry
Gargantuan unit of Medium humanoids (human) on Large beasts, lawful neutral
Armor Class 16 (chain shirts, shields)
Hit Points 144
Speed 60 ft.
Abilities Str 24 (+7), Dex 10 (+0), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
Skills Perception +6
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 16
Languages Common
Challenge 7 (2,900 XP)
Lawful Unit. The unit makes morale checks with advantage, and friendly creatures have advantage on Charisma (Persuasion and Intimidation) checks to stop the unit from fleeing.
Mounted Combatants. The cavalry unit makes attacks against Large or smaller creatures with advantage.
Unit. The unit can occupy the space of a Large or smaller creature and vice versa, and the unit can move through any opening large enough for a Large warhorse. Spells and attacks that affect an area deal double damage to the unit if the area of effect completely encloses the unit and the unit has half its hit points or more. The unit can’t regain hit points or gain temporary hit points. The unit has advantage on attacks against creatures in the same space as it.
Unit Actions
Spears. Melee Weapon Attacks: +10 to hit, reach 5 ft., one target. Hit: 28 (6d6 + 7) piercing damage or 34 (6d8 +7) damage when wielded with two hands on a hit, or half as much damage on a miss. If the unit has half its hit points or fewer, it instead deals 17 (3d6 + 7) piercing damage or 20 (3d8 + 7) damage when wielded with two hands, or no damage on a miss.
Volley of Spears. The cavalry throws its spears at a point it can see within 60 feet of it. Each creature in a 20-foot cube centered on that point must make a DC 18 Dexterity saving throw, or the creature takes 28 (6d6 + 7) on a failed saving throw, or half as much damage on a successful one. If the unit has half its hit points or fewer, the creatures instead take 17 (3d6 + 7) piercing damage on a failed saving throw and no damage on a successful one.
Knights Unit
Large unit of Medium humanoids (human), lawful neutral
Armor Class 18 (plate), Defense +8
Hit Points 312
Speed 30 ft.
Abilities Str 24 (+7), Dex 11 (+0), Con 14 (+2), Int 11 (+0), Wis 11 (+0), Cha 15 (+2)
Saving Throws Con +13, Wis +7
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 10
Languages Common
Challenge 17 (18,000 XP)
Lawful Unit. The unit makes morale checks with advantage, and friendly creatures have advantage on Charisma (Persuasion and Intimidation) checks to stop the unit from fleeing.
Unit. The unit can occupy the space of a Medium or smaller creature and vice versa, and the unit can move through any opening large enough for a Medium human. Spells and attacks that affect an area deal double damage to the unit if the area of effect completely encloses the unit and the unit has half its hit points or more. The unit can’t regain hit points or gain temporary hit points. The unit has advantage on attacks against creatures in the same space as it.
Unit Actions
Multiattack. The unit makes two greatsword attacks.
Greatswords. Melee Weapon Attacks: +12 to hit, reach 5 ft., one target. Hit: 49 (12d6 + 7) slashing damage. If the unit has half its hit points or fewer, the unit instead deals 28 (6d6 + 7) slashing damage.
Volley of Bolts. The unit fires a volley of bolts at a target it can see within 400 feet of it. Each creature in a 10-foot cube centered on that point must make a successful DC 13 Dexterity saving throw or take 33 (6d10) piercing damage. If the unit has half its hit points or fewer, the creature takes 16 (3d10) piercing damage instead.
Leadership (1/Day). For 1 minute, the knights can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the night. A creature can benefit from only one Leadership die at a time. This effect ends if the knights flee or are incapacitated.
Reactions
Parry. The unit adds 2 to its AC against one attack that would hit it. To do so, the knights must see the attacker.
Mage Unit
Large unit of Medium humanoids (human), lawful neutral
Armor Class 12 (15 with mage armor)
Hit Points 240
Speed 30 ft.
Abilities Str 17 (+3), Dex 14 (+2), Con 11 (+0), Int 17 (+3), Wis 12 (+1), Cha 11 (+0)
Saving Throws Int +8, Wis +6
Skills Arcana +8, History +8
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 10
Languages Common
Challenge 15 (13,000 XP)
Lawful Unit. The unit makes morale checks with advantage, and friendly creatures have advantage on Charisma (Persuasion and Intimidation) checks to stop the unit from fleeing.
Reflexive Counterspells. If a non-unit creature within 60 feet of the mage unit casts a spell of 4th level or lower, the unit can choose to make the spell fail and have no effect.
Unit. The unit can occupy the space of a Medium or smaller creature and vice versa, and the unit can move through any opening large enough for a Medium human. Spells and attacks that affect an area deal double damage to the unit if the area of effect completely encloses the unit and the unit has half its hit points or more. The unit can’t regain hit points or gain temporary hit points. The unit has advantage on attacks against creatures in the same space as it.
Unit Actions
Fire Bolt Volley. Ranged Spell Attacks: +9 to hit, range 120 ft., one target. Hit: 54 (12d8) fire damage. If the unit has half its hit points or fewer, it instead deals 27 (6d8) fire damage on a hit.
Cone of Cold (1/Day). A blast of cold air erupts from the unit’s hands in a 120-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw or take 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Fireballs (3/Day). The unit targets a point it can see within 120 feet of it. Each creature in a 60-foot radius sphere centered on that point must make a DC 17 Dexterity saving throw or take 27 (8d6) fire damage on a failed saving throw or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Magic Missiles (4/Day). The unit targets a creature or object it can see within 120 feet of it. The target takes 63 force damage.
Militia Unit
Huge unit of Medium humanoids (human), lawful neutral
Armor Class 16 (chain shirts, shields)
Hit Points 110
Speed 30 ft.
Abilities Str 21 (+5), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
Skills Perception +6
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 16
Languages Common
Challenge 6 (2,300 XP)
Lawful Unit. The unit makes morale checks with advantage, and friendly creatures have advantage on Charisma (Persuasion and Intimidation) checks to stop the unit from fleeing.
Unit. The unit can occupy the space of a Medium or smaller creature and vice versa, and the unit can move through any opening large enough for a Medium human. Spells and attacks that affect an area deal triple damage to the unit if the area of effect completely encloses the unit. The unit can’t regain hit points or gain temporary hit points. The unit has advantage on attacks against creatures in the same space as it.
Unit Actions
Spears. Melee Weapon Attacks: +10 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) piercing damage or 32 (6d8 +5) damage when wielded with two hands on a hit, or half as much damage on a miss. If the unit has half its hit points or fewer, it instead deals 15 (3d6 + 5) piercing damage or 21 (3d8 + 5) damage when wielded with two hands, or no damage on a miss.
Volley of Spears. The cavalry throws its spears at a point it can see within 60 feet of it. Each creature in a 15-foot cube centered on that point must make a DC 16 Dexterity saving throw, or the creature takes 26 (6d6 + 5) on a failed saving throw, or half as much damage on a successful one. If the unit has half its hit points or fewer, the creatures instead take 15 (3d6 + 5) piercing damage on a failed saving throw and no damage on a successful one.
Next: the goblin army.
Art by Lord of the Rings.
just a typo, the reduced damage text for firebolt volley says it deals piercing