Building Mass Combats

Designing Mass Combat

In a mass combat, the party is in command of a large army and opposed by another, similarly large army. The mass combat is played on a hex grid, each unit occupies one hex, and in general the size of a unit is about four hundred soldiers of medium size, or half that for each size larger and half again that for each size smaller. This is a rough estimate. Some indescribably powerful creatures, like ancient red dragons or the mighty Tarrasque, can serve as a unit unto themselves, and some creatures of small or medium size tend to form swarms or hordes of larger than average size.

Unit Stats

Each unit has five primary stats, those being morale, attack, defense, speed, and range. Speed and range are the easiest. Each unit has one speed for every fifteen feet of movement in skirmish combat (i.e. the standard combat rules provided in the Player’s Handbook). A unit has one range by default, plus one extra for every full 200 feet of its maximum range (so shortbows have range 2, heavy crossbows have range 3, and longbows have range 4).

Morale depends on what the troops under your command are fighting for. Morale 1 units are conscripts. They have no stake in winning or losing the war at all and are there for no other reason except that there are penalties for deserting. Morale 2 units are either professional soldiers or else have been incentivized to stay and fight somehow, but not so much that they’ll face certain death for it. Most mercenaries and raiders are morale 2. Morale 3 units are genuinely dedicated to whatever cause their army is fighting for. Militias raised to defend their own lands are usually morale 3, as are elite units vetted for dedication and zeal. Finally, morale 4 units simply will not run away no matter how savage the fighting gets nor how certain their death is nor even how insignificant their sacrifice would be. While some units can occasionally manage this just on the extremes of sheer zeal and dedication, the vast majority of morale 4 units are mindless undead or golems. Morale is added to all attack and defense rolls, and is reduced whenever the unit is successfully attacked. If morale reaches zero, the unit breaks and flees the battlefield.

Attack is a sum of three other factors: Training, gear, and power. A unit that’s been trained and drilled to fight as a unit adds one die to attack power, whereas untrained units add none. Gear provides a -1 penalty for peasants with simple weapons like shortbows and wood axes or light weapons like scimitars or short swords, a +0 for standard martial weapons like long swords, pikes, halberds, longbows, and so on, up to +1 for heavy weapons, and a +2 if the entire unit is equipped with magic weapons (whether they’re martial weapons, light weapons, or what). Masterwork weaponry has a +1 over its normal bonus, so a unit equipped with masterwork short swords would be +0 rather than -1. A unit may have two different gear bonuses listed for attack, the first for melee and the second for range. In this case, the unit must use the melee bonus at melee and the ranged bonus at range.

Finally, power refers to the raw physical power of the creatures who make up the bulk of the unit. Small or weak creatures like goblins and halflings have a -1 to attack, standard creatures like humans, hill dwarves, or elves have a +0, creatures stronger than normal like orcs and mountain dwarves have a +1, larger creatures like ogres or trolls get a +2, and the most monstrously powerful of enemies like hydra cavalry or frost giant units have a +3. The bonuses for training, gear, and power are added up to make the total attack score of the unit. A unit’s attack score cannot be lower than 0 no matter how many penalties they take. When making an attack, a unit will always roll their attack score plus their morale score, unless otherwise noted.

Defense is also a sum of three other factors: Discipline, gear, and durability. Units with a +0 to discipline have no experience fighting as a unit at all, and are probably skirmishers or raiders used to splitting up and fighting many small battles or else brand new recruits. Units with a +1 to discipline are the most common, representing men-at-arms who’ve received some basic training to fight in formation but are still easily intimidated by powerful opposition and easily wearied by long campaigns. Units with a +2 to discipline particularly well-drilled, professional soldiers, and many standing armies and mercenary companies have +2 discipline. Finally, units with +3 to discipline are trained and commanded by a skilled officer corps and live and breathe not just for war, but for organized warfare with one another specifically. A +3 discipline unit is usually the product of a large and powerful empire’s elite shock troops, like the Roman legions.

Gear ranges from -1 for armor with base AC (including shield bonuses) no higher than 11, +0 for AC of 12 to 16, a +1 for 17 to 19, and a +2 for 20 or higher. Soldiers equipped with a reach weapon have their gear bonus determined as though they had a shield so long as their discipline bonus is at least +1. For example, a pike formation with chain mail has AC 16, which would normally be +0 to gear for defense, but if their discipline is +1 or higher, they can use their pikes to keep enemies at bay and make up for their lack of a shield, thus allowing them to count their gear as though they had a shield and were AC 18, giving them +1 to gear. This does not change their actual AC if they’re encountered in skirmish combat.

Physical toughness counts for relatively little because at the end of the day, very few creatures are so tough that being stabbed or hacked with swords and axes and arrows won’t incapacitate them. For the overwhelming majority of creatures, the armor they wear counts for more than the thickness of their skin. Some creatures are particularly frail, like elves or halflings, and take a -1 penalty to toughness. Most creatures are average, like humans or orcs, and receive +0. Some are particularly tough, like dwarves or giants, and get a +1.

Just like attack, defense is a sum of these three factors, and just like attack, that sum cannot go below 0, and just like attack, the defense score will always be rolled with the morale score added to it unless otherwise noted.

Mass Combat Actions

A mass combat turn is divided into the skirmish and melee phases. During the skirmish phase, a unit can move up to its speed in hexes, make a ranged attack, make a flanking attack, or disengage from melee. A unit can also change facing during the skirmish phase even if they take no actions at all. A unit cannot continue moving after making a ranged or flanking attack, nor after moving adjacent to an enemy unit facing towards you. In the latter case, the unit is now engaged in melee with the enemy unit. A unit that ends its movement without making any attacks may face in whichever direction they like at the end of the movement. A unit who ends their movement by making an attack must face directly towards their attack, with the frontward face of their hex aligned facing towards the enemy hex. A unit who ends their movement by engaging in melee must be facing in the general direction of the enemy, with any one of their front three hex faces pointing towards the hex occupied by the enemy unit.

The target of a ranged attack must be a unit that is not adjacent to the attacking unit and must be within range of the unit’s ranged weaponry. The attacking unit rolls its attack, the defending unit rolls its defense. For each 4-6 on the attacking unit’s roll, the attacker scores one hit. For each 4-6 in the defending unit’s roll, the defender can soak one hit. Every unsoaked hit in the attack roll reduces the defender’s morale by 1. Extra hits on the defense roll do nothing.

The target of a flanking attack must be an adjacent unit that is not facing towards the attacker. This means the attacker is only adjacent to one of the back three faces of the hex the defender is occupying. In this case, the attacker does not have to immediately stop and engage in melee. If they make a flank attack, their attack dice (but not their morale) are doubled for the attack. Just like in ranged attacks, the attacker rolls their attack pool and any rolls of 4-6 are a hit, and the defender does the same with their defense pool, with any rolls of 4-6 soaking a hit, and then the defender loses one morale for each unsoaked hit in the attack. If the flanked enemy survives the attack, they may turn to face in the general direction of the flanking attack immediately and at no cost. Just like engaging in melee, when turning to confront a flank attack, the unit must align any of its frontward three hex faces towards the enemy’s hex, but it doesn’t matter which. If the unit has turned away from an enemy it was previously engaged in melee with such that none of its three frontward faces are now in contact with the enemy’s hex, that enemy is no longer engaged in melee and can move away freely (they can also make flank attacks of their own instead).

A unit who is currently engaged in melee can disengage, moving a single hex away from melee and being unable to make any ranged or flanking attacks after doing so. However, this is the only way a unit can leave melee short of wiping out the enemy unit.

After the skirmish phase comes the melee phase. In the melee phase, all units in melee automatically attack one another. If a single unit is in melee with more than one other unit, they must pick one and only one unit to attack. All melee phase attacks are simultaneous. If two units are in melee with one another, you make an attack roll for one of them and the other rolls defense just like with a ranged attack, however the defending unit doesn’t remove any morale until after they’ve made their own attack roll. Once all units in the melee have made their attacks, then and only then is morale removed. This is true even if a unit has suffered an attack that will remove all of their morale and rout them completely. They still get to make their attack roll for the melee phase before routing.

Whenever a unit runs out of morale and routs for any reason, any adjacent friendly units with equal or lower discipline scores automatically lose one morale. This can lead to a domino effect where a frontline loses one unit, which causes the two to either side to rout, which causes the two to either side of them to rout, and the whole thing crumbles from a single hole in the line. For this reason it is extremely unwise to have conscript units form a line by themselves. Interspersing them with more disciplined mercenaries or professional soldiers will stop this cascade from happening. Additionally, if you have a second line of soldiers (and if at all possible, you should), swapping a fatiguing unit out for a fresh one will prevent fatigue chaining. If playing in a military campaign, it will also allow a fatiguing unit to be safely retreated off the edge of the map rather than risking its total destruction at the hands of the enemy (in a one-off mass combat it is technically true that a unit that retreats and a unit that gets destroyed are the same, but there’s certainly a difference in the narrative between an overwhelming victory and a Pyrrhic one). On a similar note, while neither side has any mechanical incentive to retreat during a one-off battle, for reasons both of verisimilitude and pace an enemy who has clearly lost the fight should begin retreating units to safety to live to fight another day (and if the party is losing badly, any advisors they have should recommend they do the same, although the final decision is theirs if they are the army’s grand commander).

Leadership

Commanding a large army is difficult and the larger an army gets, the more impossible it will be to keep the entire thing under control. Generally speaking, each unit in an army will have a leader (sometimes armies or units particularly dense with command talent will have more than one). That leader has a leadership score equal to one half their INT save, rounded down. Whoever has the highest leadership score in the army is, by default, the army’s grand commander (the narrative might demand that someone less competent be calling the shots). The army can activate a number of units each round equal to their grand commander’s leadership score. Each unit can be activated only once, and any units that aren’t activated cannot act in the skirmish phase. They don’t move and can’t make ranged or flanking attacks. They still fight in the melee phase if they’re engaged in melee, they can still change facing during the skirmish phase, and they can still change facing automatically if hit by a flanking attack.

If the grand commander’s unit becomes engaged in melee, they cannot act as grand commander until their unit is back out of melee. By default, the designated successor will be whoever has the second highest leadership score in the army (though again, the narrative might see the grand commander designating someone less competent to act on their behalf should they be unable to command).

Additionally, a leader contributes one extra point of morale to their unit for every four points of their WIS or CHA save (whichever is highest), rounded down. So, a leader with a WIS save of +7 (and a CHA save that’s equal or lower) grants a +1 bonus to morale, but one with +8 would grant a +2 bonus to morale. This morale bonus can allow a unit to continue fighting when they otherwise would’ve routed, however if the leader is the only thing keeping his unit together, they will rout immediately after that leader is killed in battle (or assassinated).

Whenever a unit is routed, the unit’s commander must make an INT save against DC 10, +1 for every additional unsoaked hit past the hit that knocked off their last point of morale. If the save succeeds, the unit is routed but will regroup after the battle, If the save fails, the unit has been completely destroyed. If the unit hasn’t been destroyed, the commander may attempt a CHA save against DC of 15, +1 for every unsoaked hit past that required to reduce morale to zero (the same bonus applied to the DC for the INT save). If the commander succeeds, the unit rallies. It returns to the battlefield in a hex that is its full speed distant from the hex where it was routed, with one morale, plus one more for every five points the commander beat the DC. On the following turn, the unit may be activated again as normal, however the bonus to to the DC for the INT and CHA saves is retained, increasing the odds the unit will be annihilated or, failing that, fail to rally if they are routed again. If the unit has no commander, the save versus annihilation is made at a +0 bonus and the CHA save to rally fails automatically.

If a routed unit cannot reach the friendly edge of the battlemap (including situations where there isn’t one to reach) without passing through any enemy units, then they cannot rout. There is nowhere to run, and the unit must fight to the death. In this case, the unit is on deadly ground. Their morale bonus to attack and defense is always three (they are fighting for their lives), however the unit’s morale is zero for purposes of absorbing hits. Every time the unit is hit, they immediately rout again and the commander must make a new save against the DC. Because there is no more morale to chew through, every unsoaked hit will raise that DC by 1. The growing DC does not reset to 10 until the end of the battle. Additionally, if the unit is hit and a path to safety has opened up, they are immediately discarded as a casualty as normal (the commander must still make an INT save to see if they are annihilated or if they regroup after the fight).

Terrain

Different terrain types have different effects on units currently inside them. Unless otherwise stated, terrain has no effects on units entering it. The speed cost is to leave the hex, not to enter it, and of course the bonuses to attack and defense apply only to those units currently in the hex.

Aquatic: Impassable without a swim (or fly) speed. Units without a swim speed who end up here anyway will sink and be unable to move (and also usually drown). Hills: Requires 2 speed to exit, +2 defense in melee. Forest: Requires 2 speed to exit, +2 defense, -2 attack. Mountain: Requires 3 speed to exit, +4 defense in melee. Swamp: Requires 4 speed to exit, +4 defense in melee, -2 attack. Town: Requires 2 speed to exit, +2 defense. Underdark: Requires 3 speed to exit, +2 defense at range, +4 defense in melee.

Some terrain features can be added to any hex. These aren’t terrain types (and thus, for example, cannot be selected as a favored terrain for the Terrain Master trait), but provide bonuses to the unit occupying the same hex as them.

Castle: Requires 2 speed to exit, +4 defense. River: Requires 3 speed to exit for units without a swim (or fly) speed.

Traits

Units can have inherent traits, representing special training or inherent physical features of the soldiers in that unit. Leaders can also have traits, representing special tactics or styles of leadership. Regardless of whether they’re inherent to the unit or granted by a leader, a unit’s traits grant special effects, usually allowing them to ignore certain rules of combat. Most leaders have one or two traits, and PCs acting as leaders should be granted one or two traits off of the list as appropriate to their character class, background, and place in the narrative.

Many traits are formations. A unit can only be in one formation at a time, and may only change formations during the skirmish phase, before any movement has occurred, and when not engaged in melee. As soon as a unit moves at least one hex or takes any kind of action (except to change facing), they are stuck in their current formation until the next time they’re activated.

The traits given below are intended to be a bit like the officially released Monster Manual: Hopefully sufficient for most campaigns, but you might find yourself having to design your own. If you do find yourself needing to design a new trait, use these as guidelines.

Ambush(X): This unit can hide itself in forest, hill, mountain, swamp or Underdark terrain, along with any terrain it has the Terrain Expert trait for. While hidden, this unit cannot engage or be engaged in melee, nor can it make or be targeted by ranged attacks. Commanders of adjacent units may make a Perception check against the DC listed in parentheses to reveal the unit. The hidden unit is automatically revealed if they make any kind of attack. A hidden unit may make a flanking attack on any adjacent unit, no matter which way they’re facing. Berserker: This unit can enter into a berserker frenzy. At any time during a skirmish phase in which this unit is activated, it may sacrifice up to three defense dice and gain up to three attack dice instead. Blaster(X/Y): This unit has access to a fair number of casters with powerful area of effect spells. These spells are too short range to be used from a hex or more away and are too wide-radius to be used after the melee is joined, but it can utterly devastate an enemy closing to melee range. Immediately after an enemy not engaged with friendly forces engages this unit in melee, this unit may roll an attack with attack dice equal to the second number listed in parentheses. The second number in parentheses completely replace the normal attack pool, including gear, power, and training, but morale dice still contribute and bonuses from terrain or traits are calculated as normal. This attack counts as a ranged attack (so enemies in close formation, for example, are going to have a bad time). This unit may use this ability a number of times equal to the first number listed in parentheses before requiring a long rest to use it again. If the first number is a -, the ability may be used indefinitely. Charge: During the skirmish phase, this unit may move at least one hex in a straight line and then make a melee attack on an enemy unit. If the defending unit survives the charge attack, this unit is now engaged in melee with the defending unit as normal. A charge does not allow a unit to move faster than its speed. Close Formation: In this formation, a unit adds half again as many attack and defense dice as normal in melee attacks (including charges or flanking attacks) rounded up, however they roll only half as many defense dice when defending against ranged attacks, again rounded up, and the speed penalty for moving through rough terrain is doubled. For example, a unit with three attack and defense dice would add two dice to each pool for a total five attack and defense dice when in melee, but would only roll two defense dice against ranged attacks. Flying: This unit can fly and ignores all terrain penalties to speed. At the end of its movement, it may choose to land and be affected by both terrain bonuses and penalties to attack/defense or to remain airborne and be affected by neither. Guidance: Whenever this unit rolls attack, they may reroll any misses once per roll. Healer(X): This unit is stocked deep with healing and defense magic. When activated, this unit may heal themselves or an adjacent unit of battlefield casualties while also buffing their frontline fighters. The healers roll their defense and may grant any hits they receive to the targeted unit. That unit may use them to soak hits until the start of the healer unit’s commander’s next turn (so, if Laurana and Kitiara are commanding opposing armies and Laurana activates a healer unit to support another unit, that healer unit’s hits are available to soak incoming damage until the start of Laurana’s next turn, including the melee phase and Kitiara’s next skirmish phase, regardless of what order those occur in). Any hits still unsoaked when the healing expires may be converted to morale dice for the target unit, up to that unit’s starting morale value. This ability may be used a number of times as indicated in parentheses before the healer unit must take a long rest to use it again. If the number is a -, the ability may be used indefinitely. Inspiring(X): When this unit is affected by a unit with the Terror trait, this commander may roll their CHA save (listed in parentheses) to cancel the effect of that trait and prevent their unit from losing any morale. Loose Formation: In this formation, a unit adds half again as many defense dice as normal against ranged attacks, rounded up, however they roll only half as many attack and defense dice in melee (including charges and flanking attacks), again rounded up. Necromancer(X): Whenever a unit adjacent to this one is routed and annihilated (i.e. their commander fails their INT save), this unit may raise an undead unit in their place. Precognition: Whenever this unit rolls defense, they may reroll any misses once per roll. Regeneration: At the end of each melee phase, this unit regains one morale die, up to the value they entered the battle with. Relentless: This unit may make two attacks in the melee attack phase. Both of these attacks may target the same enemy unit or they may target separate units. Resourceful: The commander of this unit is good at foiling enemy tricks. When activated, this unit may cancel one trait of their choice. The trait does not take effect for any units adjacent to this unit, nor for any unit targeting this unit from range. As an example, if a Resourceful commander cancels the Healer trait, adjacent units cannot heal or be healed for this round. If they cancel a formation trait, adjacent units using that formation revert back to using a normal formation. Regardless of which trait is targeted, it remains cancelled until the start of this unit’s commander’s next turn (or until someone cancels this trait, for example, if they use their own Resourceful commander in an adjacent hex and choose to cancel the Resourceful trait). Spear Wall Formation: In this formation, when charged in one of their frontward faces by a unit with the Charge trait, this unit can make a simultaneous counterattack with double attack dice. Teleport(X): This unit can teleport a number of times as indicated in parentheses. The unit may activate this teleportation at any time, including when it is not their turn or when they haven’t been activated this turn. When activated, the teleportation targets a certain hex and the unit rolls their morale dice alone. If they get at least one hit, they arrive on target. Otherwise, they’ve fumbled the spell under pressure and scatter. The commander must make a CHA save to rally the unit as though they had routed, but the save DC is decreased by 2 for every die of morale the unit has left. On a failure, the unit actually routs. On a success, the unit is scattered throughout the nearby area and will need to be activated once just to regroup before it can then be activated normally. [Terrain] Expert: This unit is extremely adept at moving through a certain type of terrain. They do not take speed penalties when moving through this terrain type, nor do they take penalties to attack or defense in this terrain type (for example, a Forest Expert unit does not take speed penalties, nor do they take attack penalties for making a ranged attack out of the hex, but they do still gain a defense bonus). You may also ignore the bonuses enemies gain from this terrain type (for example, a Forest Expert attacking into a forest hex denies the occupant of that hex their usual defense bonus). This applies only to attacks made by the Terrain Expert unit itself, the bonus still applies to attacks made by any units allied to the Terrain Expert. Terror(X): This unit is horrifying. Any unit adjacent to this one automatically loses one morale. They regain the lost morale if they move out of adjacency with this unit. If one of the affected units is led by an inspiring commander, that commander must roll their CHA save against the DC in parentheses to cancel the effect. If this trait comes from a commander and not the unit, the listed DC is 10 plus the commander’s CHA save by default, unless their intimidation is supernatural, in which case it will be the save corresponding to their casting stat. Turtle Formation: A unit in this formation is abysmally slow but nearly impervious to missile fire. This unit’s speed is reduced by half, rounded up, and they double their defense dice against any ranged attacks made against them.

Sample Units

Ancient Red Dragon Morale: 3 Attack: 6 -Training: 1 -Gear: 2 -Power: 3 Defense: 6 -Discipline: 3 -Gear: 2 -Durability: 1 Speed: 5 Range: 1 Traits: Blaster (-/8), Flying, Relentless, Terror(23)

Angelic Host Morale: 4 Attack: 5 -Training: 1 -Gear: 2 -Power: 2 Defense: 6 -Discipline: 3 -Gear: 2 -Durability: 1 Speed: 6 Range: 1 Traits: Healer, Loose Formation

Centaur Tribe Morale: 3 Attack: 2/3 -Training: 0 -Gear: 0/1 -Power: 2 Defense: 2 -Discipline: 1 -Gear: 0 -Durability: 1 Speed: 3 Range: 5 Traits: Charge, Forest Expert, Loose Formation

Death Knight Cavalry Morale: 3 Attack: 3 -Training: 1 -Gear: 0 -Power: 2 Defense: 6 -Discipline: 3 -Gear: 2 -Durability: 1 Speed: 4 Range: 1 Traits: Blaster(1/5), Charge, Loose Formation, Necromancer(Skeleton Infantry), Terror(20)

Demonic Host Morale: 4 Attack: 4 -Training: 0 -Gear: 1 -Power: 3 Defense: 2 -Discipline: 1 -Gear: 0 -Durability: 1 Speed: 2 Range: 1 Traits: Loose Formation, Terror(17)

Dragon Riders Morale: 3 Attack: 6 -Training: 1 -Gear: 2 -Power: 3 Defense: 5 -Discipline: 2 -Gear: 2 -Durability: 1 Speed: 5 Range: 1 Traits: Blaster(-/6), Flying, Terror(18)

Drow Archers Morale: 2 Attack: 2/1 -Training: 1 -Gear: 0 -Power: 1/0 Defense: 0 -Discipline: 1 -Gear: 0 -Durability: -1 Speed: 2 Range: 4 Traits: Ambush, Close Formation, Underdark Expert

Drow Spider Cavalry Morale: 3 Attack: 2 -Training: 1 -Gear: 0 -Power: 1 Defense: 2 -Discipline: 1 -Gear: 1 -Durability: 0 Speed: 2 Range: 2 Traits: Ambush, Charge, Loose Formation, Underdark Expert

Drow Infantry Morale: 2 Attack: 1 -Training: 1 -Gear: 0 -Power: 0 Defense: 1 -Discipline: 1 -Gear: 1 -Durability: -1 Speed: 2 Range: 2 Traits: Ambush, Loose Formation, Underdark Expert

Dwarven Infantry Morale: 2 Attack: 1 -Training: 1 -Gear: 0 -Power: 0 Defense: 3 -Discipline: 1 -Gear: 1 -Durability: 1 Speed: 2 Range: 1 Traits: Close Formation, Mountain Expert, Spear Wall Formation, Turtle Formation

Efreet Company Morale: 2 Attack: 3 -Training: 1 -Gear: 0 -Power: 2 Defense: 4 -Discipline: 2 -Gear: 1 -Durability: 1 Speed: 4 Range: 1 Traits: Blaster (1/5), Close Formation, Flying, Loose Formation

Elven Archers Morale: 2 Attack: 1 -Training: 1 -Gear: 0 -Power: 0 Defense: 0 -Discipline: 1 -Gear: 0 -Durability: -1 Speed: 2 Range: 5 Traits: Ambush, Forest Expert, Loose Formation

Fire Giant Company Morale: 2 Attack: 6 -Training: 1 -Gear: 2 -Power: 3 Defense: 5 -Discipline: 3 -Gear: 1 -Durability: 1 Speed: 2 Range: 2 Traits: Close Formation, Loose Formation, Mountain Expert, Turtle Formation

Frost Giant Company Morale: 2 Attack: 6 -Training: 1 -Gear: 2 -Power: 3 Defense: 3 -Discipline: 1 -Gear: 1 -Durability: 1 Speed: 2 Range: 2 Traits: Close Formation, Loose Formation, Mountain Expert

Ghoul Swarm Morale: 2 Attack: 2 -Training: 0 -Gear: 0 -Power: 2 Defense: 0 -Discipline: 0 -Gear: -1 -Durability: 1 Speed: 2 Range: 1 Traits: Relentless, Terror(12)

Goblin Skirmishers Morale: 2 Attack: 0 -Training: 0 -Gear: 0 -Power: -1 Defense: 0 -Discipline: 0 -Gear: 1 -Durability: -1 Speed: 1 Range: 2 Traits: Forest Expert, Loose Formation

Goblin Warg Riders Morale: 2 Attack: 1 -Training: 0 -Gear: 0 -Power: 1 Defense: 1 -Discipline: 0 -Gear: 1 -Durability: 0 Speed: 3 Range: 1 Traits: Charge, Forest Expert, Loose Formation

Halfling Skirmishers Morale: 3 Attack: 0 -Training: 1 -Gear: 0/-1 -Power: -1 Defense: 0 -Discipline: 1 -Gear: 0 -Durability: -1 Speed: 2 Range: 2 Traits: Ambush, Hills Expert, Loose Formation

Hobgoblin Infantry Morale: 2 Attack: 1 -Training: 1 -Gear: 0 -Power: 0 Defense: 3 -Discipline: 2 -Gear: 1 -Durability: 0 Speed: 1 Range: 5 Traits: Close Formation, Loose Formation, Turtle Formation

Hobgoblin Cavalry Morale: 2 Attack: 2 -Training: 1 -Gear: 0 -Power: 1 Defense: 4 -Discipline: 2 -Gear: 1 -Durability: 1 Speed: 3 Range: 5 Traits: Charge, Loose Formation

Holy Order Morale: 3 Attack: 2 -Training: 1 -Gear: 1 -Power: 0 Defense: 3 -Discipline: 2 -Gear: 1 -Durability: 0 Speed: 2 Range: 1 Traits: Close Formation, Healer(3), Loose Formation

Hydra Cavalry Morale: 2 Attack: 4 -Training: 1 -Gear: 0 -Power: 3 Defense: 3 -Discipline: 2 -Gear: 0 -Durability: 1 Speed: 2 Range: 1 Traits: Charge, Loose Formation, Regeneration, Terror(12)

Infernal Host Morale: 4 Attack: 4 -Training: 1 -Gear: 2 -Power: 1 Defense: 6 -Discipline: 3 -Gear: 2 -Durability: 1 Speed: 2 Range: 5 Traits: Close Formation, Loose Formation, Terror(18)

Manticore Cavalry Morale: 2 Attack: 3 -Training: 1 -Gear: 0 -Power: 2 Defense: 4 -Discipline: 2 -Gear: 0 -Durability: 1 Speed: 3 Range: 2 Traits: Charge, Flying, Loose Formation, Terror(12)

Ogre Horde Morale: 2 Attack: 2 -Training: 0 -Gear: -1 -Power: 3 Defense: 2 -Discipline: 0 -Gear: 0 -Durability: 1 Speed: 2 Range: 1 Traits: Loose Formation, Terror(10)

Orc Archers Morale: 2 Attack: 1/2 -Training: 0 -Gear: 1/0 -Power: 1 Defense: 0 -Discipline: 0 -Gear: 0 -Durability: 0 Speed: 2 Range: 5 Traits: Mountain Expert

Orc Horde Morale: 2 Attack: 2 -Training: 0 -Gear: 1 -Power: 1 Defense: 1 -Discipline: 0 -Gear: 1 -Durability: 0 Speed: 2 Range: 1 Traits: Mountain Expert

Orc Wolf Riders Morale: 2 Attack: 3 -Training: 0 -Gear: 1 -Power: 2 Defense: 3 -Discipline: 0 -Gear: 2 -Durability: 1 Speed: 3 Range: 1 Traits: Mountain Expert

Pegasus Cavalry Morale: 2 Attack: 3 -Training: 1 -Gear: 1 -Power: 1 Defense: 2 -Discipline: 1 -Gear: 1 -Durability: 0 Speed: 6 Range: 1 Traits: Charge, Flying, Loose Formation

Skeleton Archers Morale: 4 Attack: 0 -Training: 0 -Gear: -1 -Power: 0 Defense: 0 -Discipline: 0 -Gear: 0 -Durability: 0 Speed: 2 Range: 5 Traits: Close Formation, Loose Formation, Terror(10)

Skeleton Cavalry Morale: 4 Attack: 0 -Training: 0 -Gear: 0 -Power: 0 Defense: 0 -Discipline: 0 -Gear: 0 -Durability: 0 Speed: 4 Range: 1 Traits: Charge, Loose Formation, Terror(10)

Skeleton Infantry Morale: 4 Attack: 0 -Training: 0 -Gear: -1 -Power: 0 Defense: 0 -Discipline: 0 -Gear: 0 -Durability: 0 Speed: 2 Range: 1 Traits: Close Formation, Loose Formation, Terror(10)

Tarrasque Morale: 3 Attack: 3 -Training: 0 -Gear: 0 -Power: 3 Defense: 2 -Discipline: 1 -Gear: 0 -Durability: 1 Speed: 2 Range: 1 Traits: Charge, Regeneration, Relentless, Terror(19)

Troll Swarm Morale: 2 Attack: 2 -Training: 0 -Gear: -1 -Power: 3 Defense: 0 -Discipline: 0 -Gear: -1 -Durability: 1 Speed: 2 Range: 1 Traits: Regeneration, Relentless, Terror(12)

Unicorn Cavalry Morale: 2 Attack: 2 -Training: 1 -Gear: 1 -Power: 0 Defense: 3 -Discipline: 2 -Gear: 1 -Durability: 0 Speed: 3 Range: 1 Traits: Charge, Healer (1), Loose Formation, Regeneration

Wizard Order Morale: 3 Attack: 0 -Training: 1 -Gear: -1 -Power: 0 Defense: 1 -Discipline: 2 -Gear: -1 -Durability: 0 Speed: 2 Range: 1 Traits: Blaster (3/4), Loose Formation, Teleport(1)

Wyvern Cavalry Morale: 2 Attack: 2 -Training: 1 -Gear: 1 -Power: 0 Defense: 3 -Discipline: 2 -Gear: 1 -Durability: 0 Speed: 5 Range: 1 Traits: Charge, Flying, Loose Formation

Zombie Horde Morale: 4 Attack: 0 -Training: 0 -Gear: -1 -Power: 0 Defense: 0 -Discipline: 0 -Gear: -1 -Durability: 1 Speed: 1 Range: 1 Traits: Close Formation, Loose Formation, Terror(10)

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