The river Grunnthraesir divides the Ellriendi Forest into two halves: the Groennendr (east) and the Elding (west).
The elves must protect the forest, maintaining a perimeter guard at all times.
The Elf King may lead a contingent outside the forest in extreme circumstances—say, to fight in a climactic battle against Chaos.
The Elf Queen’s Court does not move. The Elf Queen and the Court defend the Groennendr’s center hex, where they guard a secret, with their lives.
On the strategic map, the three Elf Regiments are divided into two battalions, 17 elves each, identified by their regiments and the “North” or “South” designator.
Anax Archontas is the prime mover of the Chaos Armies. He appointed Hadewych the Arbiter Commander General of the Chaos Armies. With her, Archontas plans the campaign and, to her, delegates all operations. Solon Theros is Lieutenant Commander General.
Chaos Strengths
Most total points.
Access to most fantasy creatures.
Chaos Weaknesses
Few Hero and Super-hero types.
Few Wizards.
Few enchanted items.
General Notes on the Tables
Army Points: Budget, allowance, and figure cost are counted in army points, often referred to as points.
Budget, Total, and Remainder: An army’s initial budget is in the upper right of its table, its initial total, lower right. Any remainder is added to the first month’s allowance.
Monthly Allowance: At the beginning of each month, an army gains an allowance equal to 10% of its initial budget. This allowance (not shown), plus any remainder from the previous month, may be spent on “Specials,” which include fantastic creatures and mercenaries.
Available: Maximum number of the figure type (or enchanted item) that the army may have at any time. Losses can be replaced by spending points.
Command Element: Includes the commander and any figures which march with him or her.
Typical Regiment: Starting composition of one regiment within the army. Each army consists of one or more regiments, noted in the table header with the army name.
Regiment or Command Element: Note that adding a number of figures to a typical regiment adds to an army as many times the number as the army has regiments. To add a number independent of the number of regiments, add figures to the command element.
Wizards: Unless its power is predetermined, a Wizard costs 80 points. Dice for its number of spells.
Enchanted Items: Magic swords and armor and enchanted arrows cannot be replaced. When its wearer or wielder does not survive, the victor, assuming the vanquished is pushed from the field, may find enchanted items. An enemy victor finds the dropped item on a 1 or 2 on the dice. A friendly recovers it on a 1 to 4. Otherwise, the item is lost for future generations to discover. Available and current figure counts do not include enchanted items.
Peasants: Chaos Armies pull peasants from the fields to fight as they may.
Undefined Creature Types: I threw in a few creatures that are not in Chainmail. I cross reference the miniatures rules and B/X to divine game stats for them. I mean “divine,” like finding water with a stick.
Orders of Battle: Chaos Armies
Anax Archontas (Dragon)
Budget
200
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Anax Archontas Pyrgos Pyrkagias (Red Dragon)
100
1
1
100
Champions of Chaos*
100
1
1
100
Heroes*
0
6
6
0
Wizards
80
1
0
0
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Total
9
8
200
* For 100 points Anax Archontas got 6 heroes in Champions of Chaos. These he may use as a personal guard or attach to the command element of an army or whatever else the cunning wyrm might devise.
Hadewych — 5 Regiments
Budget
480
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Hadewych the Arbiter (Super-hero)
50
1
1
50
Wizards
80
1
0
0
Enchanted Arrows
10
0
0
0
Magic Swords
10
1
1
10
Magic Armor
10
1
1
10
Subtotal
2
1
70
Typical Regiment
Army
Peasants
0
6
0
0
0
Armored Foot
2.5
18
18
45
225
Longbows
5
8
4
20
100
War Apes†
5
4
0
0
0
Subtotal
36
32
80
325
Total
39
35
395
† Creature type not defined in Chainmail.
Solon Theros — 2 Regiments
Budget
120
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Solon Theros (Super-hero)
50
1
1
50
Enchanted Arrows
10
0
0
0
Magic Swords
10
1
1
10
Magic Armor
10
0
0
0
Subtotal
1
1
60
Typical Regiment
Army
Peasants
0
6
0
0
0
Light Foot
1
5
5
5
10
Heavy Foot
2
4
4
8
16
Archers
4
8
4
16
32
Subtotal
23
19
28
58
Total
25
21
118
.
Annemie Tacx — 3 Regiments
Budget
330
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Annemie Tacx (Hero)
20
1
1
20
Wizards
80
1
1
80
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
2
2
100
Typical Regiment
Army
Peasants
0
6
0
0
0
Light Foot
1
5
5
5
15
Heavy Foot
2
4
4
8
24
Armored Foot
2.5
8
8
20
60
Longbows
5
8
8
40
120
Subtotal
31
31
68
219
Total
32
32
319
.
Minke Meine — 3 Regiments
Budget
300
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Minke Meine (Hero)
20
1
1
20
Wizards
80
1
1
80
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
2
2
100
Typical Regiment
Army
Peasants
0
6
0
0
0
Light Foot
1
5
5
5
15
Heavy Foot
2
4
4
8
24
Armored Foot
2.5
8
8
20
60
Archers
4
8
8
32
96
Subtotal
31
31
60
195
Total
32
32
295
.
Arkthark (Goblin Horde) — 4 Regiments
Budget
700
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Arkthark (Hobgoblin-Hero)
20
1
1
20
Dire Wolves†
5
2
2
10
Goblin Worg Riders†
6
1
1
6
Giant Wolves†
15
2
1
15
Giant Stag Beetle†
10
1
1
10
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
7
6
61
Typical Regiment
Army
Goblins
1.5
14
14
21
84
Goblin Bows‡
4.5
4
4
18
72
Hobgoblins
2.5
22
22
55
220
Hobgoblin Bows‡
5.5
4
4
22
88
Bugbears†
3
12
12
36
144
Subtotal
56
56
152
608
Total
63
62
669
† Creature type not defined in Chainmail. ‡ Range 15″.
(Kobolds) — 2 Regiments
Budget
80
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Leader (2 Men)**†
10
1
1
10
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
1
1
10
Typical Regiment
Army
Kobolds
1.5
7
7
10.5
21
Kobold Bows‡
4.5
4
4
18
36
Giant Centipedes†
1
4
4
4
8
Subtotal
15
15
32.5
65
Total
16
16
75
** Fights as 2 of its class. † Creature type not defined in Chainmail. ‡ Range 15″.
Oberon (Orcs) — 3 Regiments
Budget
320
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Oberon (Orc-Hero)
20
1
1
20
Orc Wardrummers†
10
1
1
10
Orc Rhino Riders†
20
1
1
20
Orc Archers*‡
5
1
0
0
Ogres
15
2
2
30
True Trolls
75
1
1
75
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
7
6
155
Typical Regiment
Army
Orcs
2
27
27
54
162
Subtotal
27
27
54
162
Total
34
33
317
* A single orc archer may be useful in man-to-man engagements. † Creature type not defined in Chainmail. ‡ Range 15″.
The Laugher (Gnolls) — 2 Regiments
Budget
180
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
The Laugher (3 Men)**†
15
1
1
15
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
1
1
15
Typical Regiment
Army
Gnolls†
2.5
21
21
52.5
105
Gnoll Archers†‡
5.5
4
4
22
44
Subtotal
25
25
74.5
149
Total
26
26
164
** Fights as 3 of its class. † Creature type not defined in Chainmail. ‡ Range 15″.
(Lizard Men) — 2 Regiments
Budget
90
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Leader (2 Men)**†
10
1
1
10
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
1
1
10
Typical Regiment
Army
Lizard Men†
2.5
9
9
22.5
45
Subtotal
9
9
22.5
45
Total
10
10
55
** Fights as 2 of its class. † Creature type not defined in Chainmail.
As it is the dragon’s ingress to the subterranean domain he wishes to subjugate, the Throrgrmir Citadel is the focus of the Valormr Campaign. The campaign begins with the dragon’s raid on the citadel’s ramparts. The Chaos Armies invest its upper works throughout the war, which reaches a climax when the Forces of Law arrive to besiege the besiegers.
An autumn breeze at our backs, we climb a steady slope to the top of a rocky plateau. The noonday sun hovers above crenellations, like a crown before the moment of coronation. We approach the Throrgrmir Citadel from the south. Its forward parapets, 20 feet high, stretch between 25-foot corner towers, anchored into rock either side of the plateau. Bearing a stone marked by the rune of welcome, which serves as our invitation, we mount the entry stair, stepping east then north again before facing west at a massive gate carved from a granite block.
Showing the invitation and speaking the name Fjoldi Funderburk, for he is to be our host, the gate opens to us. We pass between drystone walls, mosaics of stones. Each stone is defined by a thin seem without mortar. We are greeted by a dwarf with a broad smile of large teeth like ivory squares. Fjoldi is our old friend and adventuring companion. His beard has a few more gray whiskers than the last time we saw him, and in place of a battle axe, he now carries the amulet of an administrator. But his green eyes flash at us when he makes short jokes about dwarven stature and human life spans.
After warm embraces, Fjoldi offers a tour of the citadel, which we readily accept. From the entry yard, we turn north, descending a few steps into a garden courtyard. We walk on stone paths through lush grasses amid wildflowers and fruit trees, bosquets of hydrangea, pink and blue, and round alyssum shrubs, snowy white. Their honey fragrance fills our nostrils.
On our right, the central donjon rises into a clear cerulean sky. Reaching into a low branch, Fjoldi pulls fruit and puts apples into our hands. “Crunch on that,” he says, “to take the edge off your journey’s hunger. Soon, you will feast at Harbard’s table,1 but first you must gird your strength for climbing stairs.” Here he raises an arm toward the donjon’s height, “For the tour ends with a view of the valley.”
“The tower’s base is twenty-five feet square,” he continues, “and it’s fifty feet high. Men build no higher. They say it won’t stand. But I’ll show you different in the city below. In Throrgardr, you will stand atop a tower that is in height three times its base width.”2
At the far end of the Greensward, as Fjoldi names it, we ascend another stair to the Stonesward. There, in the donjon’s north wall is set a great door of granite, like the gate, and even more massive. Etched upon its face, runes welcome friends and warn enemies.
Our host halts at the stair top. Between us and the door, set among floor stones, is a thick plate of blue glass. It gleams in the sunlight. Made from a large chunk of crystal discovered in caverns far below our feet, Fjoldi explains, it is the Throrgrmir Stone. “Dwarves kneel to kiss it when returning from a long journey. The stone brings blessings upon us, and it bestows curses upon enemies who step beyond it.”
Farther along, we come to a fountain set in the northeast corner. Water spouts from the mouth of a boar’s head. The sculpted stone is painted the same blue as the gleaming glass. Sapphire eyes look through a silver mask. Unless we hail from the world’s distant ends, we know that Throrgrmir means “masked boar,” and only the incurious are ignorant of the dwarven civilization’s founding by a forefather of that name.
As we progress now south, ever the donjon towering above, we pass along a wide, flat stone pavement between turrets and parapets. Fjoldi informs us that the unused fountain water drains into a cistern below the citadel. We are then encouraged to examine the smooth floor upon which we stand. Our human eyes cannot discern the Stonesward’s gentle slope from south to north and from east to west. Rainwater, he tells us, drains from tower tops and parapets and from interior courtyards into the cistern.
We now approach the Stonesward’s south end. Turning west, we find ourselves on a balcony, overlooking the broad stair by which we arrived. Fjoldi leaps to the balustrade and, in a few words, paints a picture. Dwarf maidens and children gather here to welcome foreign dignitaries, he tells us. The maids wear white silk dresses and crowns of pink flowers. “They dance with long blue sashes,” he says, twirling around his raised arm. “The children toss alyssum flowers at the guests’ feet, and the air is filled with their sweet aroma.” Fjoldi stops dancing. “And enemies are welcomed by dwarf crossbows.”
Finally, we climb the interior stairs to the donjon’s battlements. The view extends for miles and miles in all directions. The sun warms our cheeks, the breeze blows into our faces as we gaze across the forested valley. The autumn woods are a blanket of orange and gold.
“Look to the sky, my friends,” says Fjoldi. “Twice this year, we’ve seen a dragon.”
Notes
1 Our host refers to Dwarf King Harbard V. Our visit to the citadel is a few weeks prior to events of the Valormr Campaign.
2 Fjoldi speaks no dwarven cockalorum. Exploring the ruins of that legendary city, adventurers in the time of Wyrmwyrd may discover a tower, 70 feet high on a 20-foot base. The “Impossible Tower,” as it is called, yet stands after thousands of years. As Throrgardr was the subject of my first beach stone tabletop construction, I have pictures.
3 The Throrgrmir Citadel’s size is comparable to that of the model Bodenburg Castle. Henry Bodenstedt’s rules for “Siege of Bodenburg” (1967) show the castle on a 20-by-20-inch plate. I don’t see reference in the rules, but by rough measurements made from photographs, I estimate the keep’s height at about 12 inches. Throrgrmir, though, is less portable.
When I set out, at the beginning of the summer, to describe strategic-level play in the Valormr Campaign, I hadn’t the idea to write a set of rules. Tony Bath’s prose is completely coherent, and the rules he outlines in Setting Up a Wargames Campaign entirely playable as is. But much of Bath’s text discusses options and different ways the author ran the game, and the rules are more complex in some ways than I want for a simple campaign and don’t do enough in others.
So, I drew many ideas from the venerated text and adapted them to fit my own purposes. This, we might think, was Bath’s intent.
These strategic rules touch the tactical battlefield only at its entry and exit points: deployment and withdraw. I use Chainmail, but another wargames campaigner may use their choice of tactical combat rules. And while the Valormr Campaign is medieval fantasy, the strategic rules may be used in any ancient or medieval setting, fantasy or no.
These rules have not yet been tested in play. I embark, tomorrow, on a campaign that begins with a dragon’s predawn raid on a dwarven citadel and the encroachment of the Chaos Armies into an elven forest. With less than three weeks till summer’s end, this will be more a play-through than a play-test.
Valormr: Rules for Strategic Map Campaigns
For convenience I link the pertinent articles that comprise the rules. Entries marked by an asterisk (*) are not so much rules for the topic as examples from which to draw your own ideas.
In a wargame, one normally begins with a number of army points, with which to buy figures, respecting general proportions defined by the historical or fantastical context. In a campaign, the points are allotted for the duration, augmented by a small periodic point budget. Forces must be husbanded across the campaign’s several battles.
For the Valormr Campaign, I turned the process around. I sorted through my collection for all troop types and any creature types described in Chainmail. To those I added a couple others but kept additions to a minimum, knowing I would have to assign game stats to them.
With a few human armies on both sides, I foresee the need for up to four human regiments on the table for the climactic battle at least. The size of human regiments is based on the number of troop types I could recruit from the collection divided by four. All the humanoid troops are pressed into service.
According to the scenario, Anax Archontas raises the Chaos Armies at his leisure. It’s the dragon’s raid on the dwarven citadel that spurs the Forces of Law to muster troops. I separate out the Ellriendi Elves because, though they fight against the Chaos Armies, their priority is the protection of the forest and the secret they guard within.
Therefore, I want Chaos to have point-value superiority over Law, with the Elves somewhere between. I loaded the whole lot of figures into an electronic spreadsheet and counted them up by point value. I then adjusted up or down by adding regiments to armies.
Chaos enjoys the use of the majority of fantastic creatures in the “General Line-Up” (39). These are opposed by Law with heroes and wizards, of which Chaos has few.
The Chaos Armies are named after their commanders. The Elf King and Queen each maintain a royal force. Elf regiments take their names from their region. The province of origin lends its name to the armies of the Forces of Law.
“All these rules can lead to some interesting and unusual battles and will make a change from the stereotyped affairs of both forces deploying on the baseline” (Bath, 84).
In the strategic rules, we endeavor to limit interference with tactical play. We do impinge on the wargames table, however, in the deployment phase, notably, in the drawing of baselines and, further, in a measured force deployment in the opening turns of battle.
In the citation above, Bath refers to an ingenious matchbox system for strategic as well as tactical maneuver and an engaging scouts mini-game to simulate intelligence gathering. In the Valormr Campaign, we incorporate scouts into the contact dice and forgo the matchbox array for overt moves on the hexagon map. To achieve variation in deployment, we combine orders of march with opposing dice throws. The results range from alert forces deploying on opposite ends of the battlefield to careless leading units marching straight into the opponent’s fields of fire.
Instead of one baseline for each side at opposite edges of the wargames table, we’re going to mark six. We make a calculation to determine each side’s forward baseline, then mark additional baselines at even intervals to the rear baseline.
Calculate Forward Baselines
There are two input values for this calculation. The first is the width or length of your wargames table (T), depending on which way forces face off across the battlefield. Here, I use width. The second is the maximum range of a short bow scaled to inches (R) according to your tactical wargames rules. Subtract the short bow range from the table width and divide by two.
Bf = (T − R) ÷ 2
The result is the distance from either edge of the table toward the middle, where the forward baselines (Bf) are marked. Between the two forward baselines is maximum short bow range.
Calculate Baseline Intervals
Now, take the distance from either edge of the table to the forward baselines (Bf), divide it by seven and round to the nearest half.
Bi = Bf ÷ 7, round to nearest ½
The result is the interval between baselines (Bi). We divide by seven instead of six because we want twice the distance behind the rear baseline.
Marking Baselines
From both edges of the table, measure Bf and mark the forward baselines. From each forward baseline back toward the edge, mark five more baselines at the interval Bi. The sixth baselines, closest to the table edges, are the rear baselines. Number the baselines on both sides from 1 to 6, forward to rear, and again from 1 to 6, from rear forward.
Minimum Distance Behind Rear Baseline
This calculation works on tables at least 28½″ wide. For widths from 32″ to 35″ inclusive, the calculation leaves less than twice the interval behind the rear baseline. That might not be enough, since it isn’t uncommon that a regiment deploys in this space. If your table falls in this range, make the calculation for the forward baselines as above, but for the interval between baselines, use 1¾″, which leaves more room behind the rear baseline.
Precalculated Intervals by Table Length
The following table shows the baseline interval by table width or length. The calculations are based on a short bow range of 150 yards at a scale of 20 yards to the inch. All values are in inches.
Precalculated Intervals by Table Length
Table Width or Length (T)
Interval (Bi)
28.5 to 31.5
1.5
32 to 35
1.75
35.5 to 38.5
2
39 to 45.5
2.5
46 to 52.5
3
53 to 59.5
3.5
60 to 66.5
4
67+*
4.5
* A wargames table 67″ or longer might use a 1:10, inch to yards, ground scale.
Deployment Dice
To start the deployment phase, all commanders roll a dice. The results determine which player has deployment initiative, each commander’s baseline, and to what extent—beyond that of the base deployment—the commander may deploy forces prior to the first tactical turn. Two of the modifiers account for high or low dice throws from the contact phase. Modifiers cannot raise the score higher than 6 or lower it to less than 1.
Deployment Dice Modifiers
Criteria
Modifier
Highest unmodified contact dice
+1
Scored a 1 or less on modified contact dice
−1
Maneuver
+1
All opponents in clear terrain
+1
All opponents in mountain terrain
−1
Deployment Initiative
The commander with the higher score has deployment initiative throughout initial and subsequent deployment. In case of a tie, the commander with the higher unmodified score wins the initiative. Still a tie, dice for it.
Deployment Baseline
Each commander deploys behind the numbered baseline that matches the modified deployment dice. The direction of count depends on the deployment dice.
The commander with the highest score counts baselines from the rear baseline forward.
Lower-scoring commanders count baselines from the forward baseline to the rear.
In case of a tie for highest, all commanders count baselines from the forward baseline to the rear. That is, on a tie of 1s, the forces stumble upon one another at their forward baselines; a tie of 6s, they each halt at their rear baselines.
Three or More Forces on the Battlefield: In the case where more than two forces are in map contact and the engagements are not split into separate battles, the numerous forces are deployed according to their arrangement on the strategic map. Following the story from “Avoid, Delay, Evade, and Withdraw,” the photo below shows Hadewych opposite Ingegerd and Aeskrvald, who, on the strategic map, occupy the hexes to her fore and to her left forward flank.
Scoring high on the contact dice (left), Hadewych (top) managed to find more suitable terrain (not shown). To her deployment dice of 2, she adds 1 for the highest contact dice and another for all opponents in clear terrain, deploying on the fourth baseline counting from forward. With a roll of 5 plus 1 for her opponent in clear terrain, Ingegerd (lower left) deploys on her forward baseline. Aeskrvald threw a 4 and has the same plus 1 for terrain, so he deploys on the fifth baseline, counting from forward to rear.
Initial Deployment
Each commander has a base deployment derived from the tactical march formation. To determine his or her initial deployment, the commander adds the base deployment and a number of units equal to the turn deployment—also derived from the march formation (see Summary table below)—multiplied by the difference in the deployment dice.
When more than two forces are on the field, each commander subtracts the lowest deployment dice from his or her own dice to determine the multiplier.
Initial deployment precedes the first turn of the battle. It is conducted in two rounds. The order of the first round is from highest deployment dice to lowest. In the second round, from lowest to highest. In the first round, each commander may deploy any portion, or none at all, of his or her initial deployment. On the second round, commanders must deploy the balance of their initial deployment.
The intent is to allow commanders with higher deployment dice scores to influence the deployment in the first round, while enabling them to observe the full deployment of lower scorers before deploying their remaining forces in the second.
Summary of Orders of March and Deployment Schedules by Terrain
Terrain
Tactical March Formation*
Deployment Schedule
Base
Turn
Mountain or Track
Column of figures (2 × 20 troops)
One company
Two companies
Road
Column of figures (4 × 10 troops)
Three companies
Four companies
Forest, Swamp, or Hill
Column of companies
One battalion
One battalion
Clear
Column of battalions
One regiment
One regiment
* Tactical march formations are fully explained in “Orders of March.” Base Deployment: Based on the tactical march formation. A number of units that are deployed on enemy contact. Turn Deployment: Also determined by the tactical march formation. A number of units that may be deployed at the beginning of the second and subsequent turns of the battle until the regiment is fully deployed. Initial Deployment: A number of units equal to base deployment plus turn deployment multiplied by the difference in the contact dice. Deployed prior to the first turn of battle.
Subsequent Deployment
The initial deployment completed, the first turn of battle takes place. The commanders deploy a number of units equal to their turn deployment in a deployment round before the second turn of battle. The order of deployment in these subsequent deployment rounds is from lowest to highest deployment dice. The deployment round takes places before each turn until all commanders have deployed their full forces.
Advanced: March Table
“Here, at the outset, only the leading elements of both armies will be present on the field; the rest will arrive at measured intervals, dependent on march tables” (Bath, 74).
A march table is a schedule of movement showing a unit’s location at specific times along a planned route.1 I take Bath’s usage to imply an abbreviated table, showing only units in an order of march. In the simple campaign, our march tables show only regiments. We assume the commander has sufficient foresight to order companies within the march formation in the way best suited for tactical deployment, so the player chooses in the battle’s opening turns which units to deploy next. In an advanced game, the commander might create a march table, showing each company, prior to marching, thereby determining the order in which units are deployed, turn by turn, on the battlefield.
Notes
1British Military Terminology (PDF), Military Intelligence Service, Washington: U. S. War Department, 1943. March table: “a combined location and movement schedule for a march,” also, movement table, British (40).
“As they mined the ore, the dwarves dug tunnels and built dormitories, treasure vaults, and workshops. Soon they caroused in a drinking hall, and a citadel enclosed the surface entrance to their underground domain.”
Having friends over for tea yesterday, I hoped to show them the dwarven citadel, finished and under siege, with a red dragon installed in its new-gained lair atop the central donjon. But, as construction does, it took longer than expected. So I set up some dwarves hard at work.
Before the few remaining Throrgrmir clans abandoned their once-great civilization. Before the wyrmlings decimated the dwarven population and stole all their treasure. Before the renaissance, before the disastrous civil war, before they built the Throrgardr Gate to prevent the Great Wyrm’s passing. Before the Battle of Throrgardr, before the wyrm invaded the city, before the dwarves dug too deep and woke the primordial wyrm. Before even they built the city, now in crumbled ruin far beneath the surface and the granite dust of uncounted millennia. The Throrgrmir dwarves built the citadel.
On the edge of steep hills, high atop a plateau, the granite structure seemed to grow from the rock upon which it was built. Towering above the valley, throughout Throrgrmir’s long reign over the region, the citadel served as a surface beacon. All who gazed upon its bright facade from the wide valley floor, all who mounted its magnificent stair and entered within its high stout walls were reminded of the dwarven mastery of stone craft, of dwarven strength and ingenuity.
A disengagement operation is conducted when a commander wishes to avoid map contact, evade an engagement, delay an opposing force, or withdraw from a battle. Each disengagement operation is explained below.
Summary: When a commander opts for one of these operations, both commanders roll a dice. The dice throws are modified by each commander’s situation. The disengaging commander subtracts the opponent’s modified results from his or her own modified results and consults the Disengagement Losses Table. Any losses are removed from the disengaging force’s assault regiment. Following a disengagement, the two forces are no longer in map contact.
Multiple Opponents: When one force wishes to conduct a disengagement operation while in map contact with more than one opponent, each commander rolls one dice. The disengaging commander’s modified result is used against each enemy commander’s modified result separately. All losses are applied simultaneously. So, if losses from two opponents are 50% or more, the force is effectively destroyed.
Time and Move Points: Disengagement operations themselves cost no move points and, except for the delay operation, take no additional time. The avoid operation requires that the force has move points for the move, which follows disengagement. The delay operation consumes the half period.
No Rest: A force in map contact may not rest during a half period in which any disengagement operation is conducted or any move points expended.
Disengagement: Once disengaged, the adjacent forces are no longer in map contact. A commander may use the maneuver action to force a second map contact in the half period. When no longer in map contact, a force with sufficient move points remaining may continue movement. Unless one or the other forces moves immediately following a disengagement, the forces are again in map contact at the beginning of the next half period.
Cost of Battle in Time and Move Points
A battle, though it may require only a few minutes of combat, takes a half period of time but no daily move points. Much time is assumed to be taken up with reconnaissance and deployment prior to a battle. Afterward, time is spent tending wounded, repairing or replacing weapons and armor, scavenging the battlefield on the victorious side, setting up a defensive position on the vanquished side, and resting.
Disengagement Operations
Avoid
To avoid map contact, a commander must have enough move points to move into an adjacent hex or be able to conduct a forced march. After avoiding contact, the commander must move into an adjacent hex.
Evade
Either after the contact phase or following terrain selection in the deployment phase, a commander may decide to evade the engagement. Following an evasion, the commander may continue movement.
Delay
The delay action is contact with the enemy up to the point of engagement followed by a withdraw. A commander states the intention to delay before the contact phase, thereby foregoing contact and deployment phases as well as the initial exchange of volleys and blows that would normally take place on the wargames table. The delay action costs no move points but takes one half period as if a battle had been fought—which it has, we’ve only cut it short by a few minutes.
Withdraw
By the military definition, a withdraw is an organized retirement from the field. For our purposes, the withdraw operation includes those in which the force is in retreat or rout.
A withdraw is initiated during a tactical battle. Whenever a commander deems the battle is lost, he or she may withdraw. To do so, a number of figures equal to or greater than 25% of the original force must be moved behind the baseline.
Formed in Good Order: When at least 25% of the original force is moved behind the baseline in good order, the force is considered to be formed and in good order.
In Rout: If 25% or more of the original force is routed off the table, the entire force is considered to be in rout for the purposes of the withdraw operation.
In Retreat: Otherwise, the force is considered to be in retreat.
Disengagement Modifiers
Modifiers to the disengagement dice are divided into categories. Each commander considers his or her own condition for each category and applies the best modifier. Only one modifier is applied from each category. For instance, a commander using the maneuver action adds 1 to the dice. If the opponent is unformed, he or she may order an aggressive pursuit, which adds 2 instead.
Disengagement Modifiers Table
Formation
Modifier
Formed in good order
+2
In retreat
−1
In rout
−2
Retreat and Rout: See Withdraw above.
Tactics
Modifier
Maneuver
+1
Aggressive pursuit
+2
Rearguard
+2
Maneuver: See “Support, Reserve, Maneuver.” Aggressive pursuit: Immediately after the final turn of a tactical battle, a commander, using the maneuver action, may order an aggressive pursuit of a force disengaging in anything other than good order. The commander’s own force must be formed and must not be fatigued. Rearguard: May only be applied to the disengaging force. A force unformed or in retreat must be at more than half strength to organize an effective rearguard. A force in rout cannot organize an effective rearguard.
Cavalry
Modifier
Cavalry
+1
Fresh cavalry
+2
Fresh cavalry: Cavalry which has not engaged in melee today and is not otherwise fatigued is considered fresh.
Condition
Modifier
Fatigued
−1
Fatigued: From strategic movement, like forced march, not battlefield fatigue.
Strength: Consider the engaging regiment only. See “Orders of March.”
Terrain
Modifier
Favorable
+1
Unfavorable
−1
Terrain: Consider the commander’s current hex. Mountains are favorable for a disengaging force, clear is unfavorable. For the opponent, vice versa. Forest, swamp, and hill terrain are neither favorable nor unfavorable.
Disengagement Losses
The disengaging commander subtracts the opponent’s modified results from his or her own modified results and consults the Disengagement Losses Table. Losses are reduced from the force’s current strength.
Disengagement Losses Table1
Losses
Difference
Delay or Withdraw
Evade
Avoid
8 or more
— Negligible —
4 to 7
5%
— Negligible —
0 to 3
10%
5%
— Negligible —
−1 to −4
25%
10%
5%
−5 to −7
30%
25%
10%
−8
50%D
30%
25%
−9
75%D
50%D
30%
−10
— Destroyed —
75%D
50%D
−11
— Destroyed —
75%D
−12 or less
— Destroyed —
DDisplaced: The disengaging force is pushed to the hex opposite the contact. If, for any reason, the force cannot enter the hex, read the results from the line below. Reasons include: the opposite hex is occupied by an enemy force or a non-supporting friendly force, or the disengaging force hasn’t enough points to move into it. If a disengaging force is displaced and a supporting force occupies the hex opposite the contact, the supporting force, if it does not reinforce the disengaging force, is also displaced if it has the necessary move points and the next hex is unoccupied.
After the terrain reconnaissance earlier, Hadewych chose to evade the engagement. To her throw of 1, she adds 3 (formed in good order, rearguard, unfavorable terrain). Ingegerd rolled a 4. She adds 4 (formed in good order, supported, favorable terrain). The difference (4−8) of −4 reduces the regiment by 10%. Hadewych’s result is also compared to Aeskrvald’s result, which is 6 plus 3 (formed in good order, favorable terrain). With a −5 difference (4−9), Hadewych suffers another 25% losses.
Notes
1 The Disengagement Losses Table and its modifiers are derived from Bath’s section on withdrawing from battle (75-7). I adapted it to cover any disengagement. Where Bath uses a single dice roll, I prefer an opposed roll. So, I stretched out the results range to accommodate wider disparity. The tipping point, where losses increase rapidly, is preserved. The reaper marches before an army in flight.
Once the opponent’s force size and composition are estimated and the terrain upon which a battle may take place has been surveyed, each commander decides whether to engage or evade.
A commander with a 1 result on the contact dice, therefore unaware of the enemy, does not have the opportunity to evade.
If both opt to engage—that’s what we dressed up for—go to the deployment phase.
If both opt to evade, they are successful; the forces are no longer in map contact, and play continues on the strategic map.
If one opts to evade while the other desires engagement, the evasion is handled by dice throws, which is covered in the next article “Avoid, Evade, Delay, and Withdraw.”
With two forces opposite her one, Hadewych desires terrain she can use in her favor. But a gully on her left allows an unobserved enemy approach, and both opponents have the higher ground. Dissatisfied, she evades the engagement.
Here we use Chainmail’s Terrain Selection rules (10) to get an idea of the lay of the land. The commander with the higher score on the contact dice first draws and places a number of terrain cards, one at a time, equal to the difference in the unmodified contact dice. In case of a tie on the contact dice, use the unmodified dice rolls to decide first draw. Still a tie, dice for it. After the first, each commander in turn draws and places one card until each commander has drawn four cards.
Note that, with a good throw, the contact dice winner may draw and place four or more cards in the first turn. In that case, the opponent then draws and places four cards one at a time. When the contact dice winner draws and places three or fewer cards in the first turn, he or she takes subsequent turns up to a maximum of four cards. Then the opponent draws and places the remainder of his or her cards.
For now, we don’t model terrain. We avoid spending time to make terrain when we aren’t sure yet if the battle will take place. It is this general lay of the land that serves as input to commanders in their decision to engage or evade.
Chainmail’s Terrain Selection Clarification
How eight (or even 20) three-by-five-inch index cards yields terrain on a four-by-eight-foot table mystifies. Perhaps a line or two of explanation is omitted from the rules. Perhaps not, but it makes more sense if we add that the position and orientation of an index card, as laid by a player, indicates the terrain type in that area—not just the card’s space—on the battlefield.
We model the battlefield based on the cards, scaling up the indicated terrain to fill the space in a logical if not natural way. For example, the marsh card in the middle of the table between a hill card and a river card some distance to either side becomes a marshy area, limited by a hill rising up on one side and a river running through the other. The river continues through the upper part of the marsh to the second river card, placed in an opposite corner. And so on.
Only hills are specified to be “variously shaped.”1 This implies the shape is to be transferred to the battlefield. It stands to reason that the card’s orientation is also respected.
We might be tempted to draw the other terrain cards in particular shapes as well. Straight rivers occur in nature as well as on the wargames table. In play, we discover that the watercourse, while it might run through two cards, is dictated by high and low terrain. We might at least give way to the orientation of the card. Flowing from the first card, the river bends into the second.
Further, as the text instructs, “Terrain is placed anywhere on the table.” It isn’t clear whether the “eight blanks” are considered terrain and meant to be placed on the table, or whether the blank-drawing player is simply deprived of a turn. My table is half the size and my cards two-by-four inches. In first essays, I find that, though there is some power in placing clear between other features, playing the blanks may limit the freedom to shape the terrain.
Notes
1 Aside, the four basic hill shapes I came up with resemble an egg, a bean, a guitar, and a painter’s palette.