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It introduces armies as stands and solos, with stands representing groups of identical creatures and solos acting alone or joining stands. The document defines battlefield scale using 1-minute rounds and 20-foot grid squares, then details stand space, statistics inheritance, and speed conversion, plus unit structures and tactics.",{"@graph":69,"@context":114},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":10,"@type":76,"position":81},"https://docshare.wps.com/document/story-novel/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/unearthed-arcana-when-armies-clash/514091/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/unearthed-arcana-when-armies-clash/514091.png","ImageObject",300,407,{"name":92,"@type":93},"Aria Callaghan","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-17","2026-10-06",true,{"@type":102,"interactionType":103,"userInteractionCount":39},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108],{"name":109,"@type":110,"acceptedAnswer":111},"What distinguishes skirmishers from regiments?","Question",{"text":112,"@type":113},"Skirmishers are loosely organized, emphasizing speed, scouting, and hit-and-run tactics, while regiments move in strict ranks for powerful attacks and holding key points. Their characteristics also differ in initiative rules, formation restrictions, and allowed movement interactions.","Answer","https://schema.org",{"og:url":83,"og:type":116,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":118,"canonical":83},"index,follow",{"doc_id":120,"site_id":62},514091,1791345668,{"code":4,"msg":5,"data":123},{"doc_id":120,"user_id":124,"nickname":92,"user_avatar":125,"doc_module":4,"category_id":8,"category_name":10,"doc_title":65,"doc_description":67,"doc_content":126,"file_id":127,"file_url":128,"file_type":129,"file_size":130,"view_count":39,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":44,"language":131,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":132,"faqs":133,"seo_title":134,"seo_description":67,"update_tm":135,"read_time":136},962084926284,"https://ap-avatar.wpscdn.com/davatar_29158cc5080c5b710cf443261637dec0","Unearthed Arcana: When Armies Clash  \nThe D&D combat rules in the Player’s Handbook are designed to model conflict between small groups—an adventuring party of perhaps three to six characters against monster groups that rarely exceed a dozen creatures. Combat on this scale keeps the focus squarely on the adventurers.  \nIn some D&D campaigns, though, the story might hinge on battles involving dozens or hundreds of monsters and warriors. The rules presented here build on the standard combat rules to model conflict on a much larger scale, while still enabling individual adventurers to lead an army’s charge against an enemy regiment, rally dispirited soldiers to rejoin the fray, or defeat powerful enemy monsters or leaders.  \nIn most cases, when two armies oppose one another, the DM serves as the general for one side, and one or more players serve as generals for the opposing force. These leaders direct the soldiers that make up their armies, and everyone at the table might also represent individual champions (such as the player characters and important NPCs) who are capable of turning the tide of battle all by themselves.  \nThe Combatants  \nIn these rules, the elements of an army are stands, each of which represents ten creatures of the same kind, and solos, which are powerful individuals that can act alone or join an allied stand. A stand behaves much like a single creature in the standard combat rules, with its own hit points, saving throws, and attacks.  \nStands and solos on each side are grouped into units of dozens or even hundreds of creatures. A unit generally moves and attacks as a single entity, with all of its members using the same strategy and tactics every round.  \nMiniatures and Scale  \nFor ease of play, clarity, and speed of combat resolution, these rules assume the use of miniatures and a grid, just as you might use for small-scale combat. However, time and distance work a bit differently under these rules.  \nTime. Each round of combat represents 1 minute.  \nDistance. A single square measures 20 feet on each side.  \nDiagonals. Diagonally contiguous squares (those that touch only at a corner) are not considered adjacent; each is 1 square away from the other. Stands and solos cannot move diagonally. When determining the distance between one square and another, do not count squares diagonally.  \nStands  \nA stand consists often identical creatures that move and fight as a single entity. Only creatures of Huge size or smaller can be formed into stands. Gargantuan creatures always fight as individuals; see “Solos” later in this section.  \nSpace. A stand of creatures occupies the same space on a 20-foot grid that a single creature would occupy on a 5-foot grid.  \nCreature Size Space  \nMedium or smaller 1 square  \nLarge 2 × 2 squares  \nHuge 3 × 3 squares  \nStatistics. A stand uses the statistics and special abilities of the creatures within the stand, such as Armor Class, hit points, attack and damage capabilities, and so on.  \nSpeed. The speed of a stand is measured in squares, and is equal to the speed of an individual creature divided by 5. For example, a  \nstand of hobgoblins (individual speed 30 feet) has a speed of 6 squares.  \nUnits  \nA unit is a group of stands organized into a single, cohesive group that fights and acts as one. A unit can contain stands of different kinds of creatures, such as orcs and ogres. A unit can have any number of stands.  \nStands can be organized into units of two different types: skirmishers and regiments. In general, skirmishers have lighter armor and focus on scouting, while regiments focus on attacking or defending a point on the battlefield. A unit’s type is designated before the battle begins and cannot be changed once the fight is in progress.  \nSkirmishers. Skirmisher units are loosely organized. They excel at moving quickly, making hit-and-run attacks, and scouting ahead of the main army.  \nA skirmisher unit has the following characteristics:  \n• All stands in the unit have adva","cbCaiu0tsJwnF0RT","https://ap.wps.com/l/cbCaiu0tsJwnF0RT","pdf",272633,"English","# The D&D Combat Scale\n## The Combatants\n## Miniatures and Scale\n## Stands\n## Units\n## Solos","[{\"question\":\"What distinguishes skirmishers from regiments?\",\"answer\":\"Skirmishers are loosely organized, emphasizing speed, scouting, and hit-and-run tactics, while regiments move in strict ranks for powerful attacks and holding key points. Their characteristics also differ in initiative rules, formation restrictions, and allowed movement interactions.\"}]","Unearthed Arcana - When Armies Clash | PDF",1791296217,14]