As the title implies, I am currently running Ironfang Invasion for 6 players. Playing 15 pb with the optional rules for Unchained Skills, Hero Points, and Wound Thresholds.
My party consists of
1. Treesinger Druid
2. Cavalier who aspires to battle herald
3. Desnan Cleric (Luck/Travel)
4. Barbarian who aspires to Darechaser
5. Brawler
6. Sacred Huntmaster Inquisitor
Which as I'm sure you can tell, means that I basically actually have 8 players not 6 with the druid and the inquisitor being companion classes. This has kind of led to a small slew of problems so far even only 3 sessions deep.
1. Combat takes too long - Thus far I've been evening the odds by increasing enemy count. So far this has made combat still a challenge, but it has the downside of making rounds go so long that I've had players actually pass out while waiting on their turn. (doesn't help that we play late, but still)
2. Applying the Advanced Template makes monsters a bit too much to handle so far. This was the other method I've tried to make things a bit more of a match, but its turned combats into a long slog of constant near misses followed by the maiming of a PC who then retreats to be healed while the other 4 are able to defend the wounded and healer until they finally manage to take down the enemy.
3. Bosses. I haven't quite gotten to the point of boss fights yet. But when I do, I imagine the standard problem is going to be exacerbated quite a bit. That being action economy. Making an important enemy stay significant and intimidating is difficult to manage when they get 1 move per the party's 8 unless I buff them up to potentially unwinnable levels.
4. This one is rather unique to Ironfang I think. But the militia management is a lot bigger of a time sink than i think any of us expected. It being a big theme of the campaign I don't want to cut it. But ways to expedite it would be appreciated.
Here's some solutions I've been looking at and was hoping to get some advice on the viability of.
1. Troop Template. Ironfang does this one on its own, and even has quite a few in the books. Problem is I've never used them before, and was curious as to how balanced they really are. They put out quite a huge amount of unavoidable damage that makes me think they should probably be avoided until my PCs have a bit more HP on them.
2. Make Monsters Share initiative. Similar to the Troop idea, just make say X amount of hobgoblins act as a unit.
3. Stick to adding Templates or extra levels to the default enemies. Tried this one so far, and it seems to be a bit hard on the difficulty for my Players thus far.
4. Check which of my players have life insurance policies and go from there.