Squad battles

Battle Rules:

One roll. That one roll determines all the attacks for all your units.
For instance, you have a Lv.9 fighter. You roll a 15. The fighter’s results are 24/19 for his two attacks.

Averages are your friends, do them.
Only like 3 different units, exception being bard and hero.
Heroes should be party, fulfill similar party roles.

Use Hero’s Saves. This doesn’t make sense normally, but it saves you from doing save rolls.

Fighting defensively:
You gain a + 2 (or 3) to AC, and can still attack, even if you are out of range, you can have your clerics heal, wizards/rangers use their ranged attacks.

Total defense:
You gain a + 4 (or 6) to AC, but no units can attack, nor can the cleric heal that round.

Class choices:
Barbarian – Highest HP, High hit rate, Low AC, DR, Low-Medium melee DPS (for balance purposes)
Fighter – High HP, High hit rate, Highest AC, Medium melee DPS.
Paladin – High HP, High hit rate, Highest AC, Low-High melee DPS.
Cleric – Good HP, High AC, Best healer.
Druid – Good HP, (almost) 100% Hit rate, High AC, Good healer, Low AoE magic DPS.
Monk – Good HP, Good hit rate, Highest AC, SR, Medium melee DPS (3 attacks at highest base)
Ranger – Good HP, High hit rate, Medium AC, Low-Medium AoE melee DPS.
Bard – Average HP, Low AC, Party buffer.
Rogue – Average HP, Good hit rate, Medium AC, High melee DPS.
Wizard – Low HP, (almost) 100% Hit rate, Lowest AC, Low-Medium AoE magic DPS.

The Crunch:

Barbarian:
6.5 hp per level, round down (6 on odd levels, 7 on even levels.)
Bonuses to hit = level.
AC: 14 + 1 per 3 levels.
Damage: 4 + level.
Standard: 1 attack
Full: As many attacks as allowed. (3 for a base attack of 11, and so on)
Special: DR from the Barbarian chart.

Fighter:
5.5 hp per level, round down (5 on odd levels, 6 on even levels.)
Bonuses to hit = level.
AC: 18 + 1 per 2 levels.
Damage: 4 + level to damage.
Standard: 1 attack
Full: As many attacks as allowed. (3 for a base attack of 11, and so on)

Paladin:
5.5 hp per level, round down (5 on odd levels, 6 on even levels.)
Bonuses to hit = level.
AC: 18 + 1 per 2 levels.
Damage: 4 + Average Base chart.
Standard: 1 attack
Full: Horizontal row (front row specifically)
Special: + 5 to hit and damage if evil.

Cleric:
4.5 hp per level, round down (4 on odd levels, 5 on even levels.)
Cannot attack.
AC: 15 + 1 per 2 levels.
Damage: None.
Standard/full: Cure wounds.
Special: 1d8 + level of healing (+ 1d8 for every 2 levels (so a 9th level cleric will do 5d8 + 9))

Druid:
4.5 hp per level, round down (4 on odd levels, 5 on even levels.)
Bonuses to hit = 100% (only Monks can change that).
AC: 15 + 1 per 2 levels.
Damage: 2 + 1 per 3 levels AoE all.
Standard/Full: Entangle OR Cure Wounds.
Special: Being versatile. Entangle is 60 ft range. Cure wounds 1d8 + average base growth (+ 1d8 per 5 levels)

Monk:
4.5 hp per level, round down (4 on odd levels, 5 on even levels.)
Bonuses to hit = Average Base Attack bonus chart for given level.
AC: 18 + 1 per 2 levels.
Damage: 3 + Average Base chart.
Standard: 2 attacks, at highest base.
Full: 3-5 attacks. (5 for a base attack of 11, and so on)
Special: SR Monk level + 10.

Ranger:
4.5 hp per level, round down (4 on odd levels, 5 on even levels.)
Bonuses to hit = level.
AC: 17 + 1 per 3 levels.
Damage: 3 + level to damage.
Standard: 1 attack
Full: 1 horizontal row
Special: 60 ft range.

Bard:
3.5 hp per level, round down (3 on odd levels, 4 on even levels.)
Can’t attack.
AC: 14 + 1 per 3 levels.
Damage: None.
Standard/Full: Sing.
Special: Inspire courage as the bard for your squad.

Rogue:
3.5 hp per level, round down (3 on odd levels, 4 on even levels.)
Bonuses to hit = Average Base Attack bonus chart for given level.
AC: 17 + 1 per 3 levels.
Damage: 3 + Average Base Attack.
Standard: 1 attack
Full: As many attacks as allowed. (3 for a base attack of 11, and so on)
Special: Sneak attack dice as per given level, normal rules apply for sneak attack.

Wizard:
2.5 hp per level, round down (2 on odd levels, 3 on even levels.)
Bonuses to hit = 100% (only Monks can change that)
AC: 10 + 1 per 3 levels.
Damage: 2 + Average base of damage.
Standard/Full: 1 vertical row of enemies.
Special: 120 ft range.

Combinations:

Under Consideration:

Sorcerer
Hexblade

Squad battles

Athear Austrat (Celestial Flight) Arcthelad56