The Mind's Eye Over the Grid
Angel does not use battle maps for large-scale combat. When the Utini assault hit Juramentum's walls, there was no grid, no miniatures, no measured movement. There was Angel's voice describing what the players could see from their position on the wall, and the players' imaginations filling in everything else. Large-scale combat is not about positioning. It is about decisions. The mind's eye allows the GM to shift scale moment to moment — one sentence you are describing the entire battlefield, the next you are inside a character's head as they parry a blow.
Abstract the Army, Focus the Drama
The Battle of the Broken Tower spanned Episodes 12 and 13. One hundred and thirty-two defenders fell. This was a battle involving hundreds of combatants, but the players experienced it as a series of personal moments connected by a rising tide of chaos. Angel's technique: the army operates on a simple morale and momentum system he tracks behind the screen. The players never see army hit points or unit positions. Instead they hear results: the wall is holding, the gate is under pressure, the north approach has been breached. These reports arrive between player turns, delivered by NPCs who are out of breath and sometimes wrong about what they saw.
The players are not commanding the army. They are the fulcrum points around which the army's fate turns, and that is more dramatically satisfying than any command structure simulation.
Make NPCs Expendable
One hundred and thirty-two defenders died in the Battle of the Broken Tower. That number became the torch vigil — every new Myrmidon stands watch for one hundred and thirty-two hours before earning their title. The number is specific because the dead were specific. They had names. The rule Angel follows: in every large battle, at least one named NPC that the players care about does not survive. Not because the GM is being cruel. Because war is a story about loss, and stories about loss require actual losses.
Give Players Impossible Choices
The best moment in any large-scale battle is not a critical hit. It is a choice between two things the players cannot afford to lose. The wall is cracking and the Healing Hall is on fire. You can save one. Which one? Merick is outnumbered at the gate and Marcus is channeling a spell that will break if he is interrupted. Who do you protect? Angel designs every major battle around at least one impossible choice. The players cannot be everywhere. The tension of large-scale combat comes from scarcity: there are more problems than there are heroes, and they are all urgent at the same time.
Track Consequences, Not Rounds
After the Battle of the Broken Tower, Juramentum was permanently changed. The Myrmidons were decimated. The Obsidian Guard was formed from freed slaves to fill the gap. The watchtower was renamed. The torch vigil was instituted. Angel does not reset the board after a battle. The damage is permanent. The dead stay dead. The buildings that burned stay burned until someone rebuilds them, and rebuilding takes sessions, not spell slots.
The Practical Framework
Before the battle: Decide what the army's morale threshold is and what the players can do to move it. Identify two or three named NPCs who will not survive. Design one impossible choice that splits the party's attention. Write three sensory snapshots for different points in the battle.
During the battle: Narrate the army as weather — it surges, it breaks, it reforms. Between player turns, deliver battlefield reports through NPCs. When an NPC dies, let the moment breathe.
After the battle: Do not skip the aftermath. Play the dawn. Let the players walk the field. Count the dead. Name them. The aftermath of a battle generates more character development than the battle itself.
Watch the Battles
The Battle of the Broken Tower spans Episodes 12–13. The Utini Assault. The Killing Fields. 88 episodes of dark fantasy warfare.