Chainmail, OD&D, and the One-Minute Combat Round

I have long struggled with the one-minute combat round sometimes used in OD&D. Yes, it is easily ignored and many do. But I like at least to make sense of why a rule is as it is. If I don’t understand, whether I use it or ignore it, I’m bugged.

After a reader pointed out an oversight, I reconsidered the final conclusion made in this article, that is, that the OD&D combat round must be less than one minute in length. Please see “The One-Minute Combat Round Revisited.” Though the rule in OD&D—and by extrapolation in Chainmail—is clear, I still struggle with it, and the other conclusions and the observations made herein remain valid, so I leave this article as is.

I think I’ve sussed it. Forgive me if you’ve got this figured out before. I’m catching up. Much has been written about turns and rounds in Chainmail melee. Most of what I find on the internet discusses melee resolution in mass combat.1 I wasn’t able to wade through it all. Please do point me to other arguments or make your own in the comments below.

Mass Combat vs. Man-to-Man

I’m talking here about the combat round in Chainmail’s Man-to-Man Combat system, which is inherited by OD&D. On the subject of melee resolution in mass combat, the rules are, whether by design or lack of it, perfectly ambiguous. One could argue either way, citing, in many cases, the same passage from the text.

To decide, I defer to the definition of Melee Resolution (15). According to my reading, melee “rounds” occur at step 6 in the turn sequence. Each side engaged in melee throws one or more dice a single time to determine hits, casualties are removed, and post-melee morale is tested. If both sides stand the morale test, they are still engaged in melee. But, unless in the middle of a charge, we go on to the next melee on the field, where we repeat the process: dice, casualties, morale, until all melees have had a round. Then, we go back to step 1 in the turn sequence to let other figures on the field get a turn before we continue melee(s) at step 6 in the next turn.

In Chainmail, Gygax and Perren give us the one-minute turn for miniatures combat (hereafter, mass combat2). They also give us the man-to-man combat rules, to which “all the [mass combat] rules apply, except where amended below” (25). Later, in D&D (1974), Gygax and Arneson describe Fighting Capability as “a key to use in conjunction with the Chainmail fantasy rules,3 as modified in various places herein” (Men & Magic, 18).

Mass combat and man-to-man melee must take place at different time scales.

Modern interpretation of this combination of rules yields the one-minute combat round for OD&D. [See also “The One-Minute Combat Round Revisited.”] After a few more man-to-man combat rounds this morning, it occurs to me that mass combat and man-to-man melee must take place at different time scales. That is, in a one-minute turn, all units engaged in mass combat roll the dice once against opponents, while figures engaged in man-to-man melee may roll more than once, exchanging a series of blows, until the outcome is decided—in the same one-minute turn.

I outline the argument below. I hope it is more coherent than its subject matter.

Diverse Sources

Even the casual Chainmail reader is not surprised to learn that the published rules are not a cohesive system for mass combat and individual melees with magic and monsters, integrated like the systems on board an M1 Abrams main battle tank. Chainmail is a number of rules subsets, cobbled together from different sources, more akin to a field-expedient shoe repair job.4 Historian Jon Peterson finds antecedents for the three major subsets, which correspond to the major divisions in Chainmail’s contents table.5

  • RULES FOR MEDIEVAL MINIATURES—Rules for Medieval Wargames, Tony Bath, 1966.
  • MAN-TO-MAN COMBAT—Contribution to Wargamer’s Newsletter #51, Phil Barker, 1966.
  • FANTASY SUPPLEMENT—Rules for the New England Wargamers Association, Leonard Patt, 1970.

Note that Chainmail does not take the earlier systems whole cloth. Peterson uses words like “derivative,” “borrows,” and “prefigures” to describe the relationships.  Of the subsystems, Peterson writes, “each derived from different influences in the creative commons of miniature wargaming, and although Gygax adapted and anthologized them, little effort was made to reconcile or interwork them.”6

It is this lack of reconciliation that sows confusion. That each subset comes from a different source opens the door on the possibility that the time scales differ in mass combat and man-to-man melee.

Turn Sequence and Man-to-Man

Before I go further, it must be understood that the Turn Sequence is used in the Man-to-Man system. If you’re a believer, please skip down to the next heading. If not, let me convince you.

The Turn Sequence, whether move and counter-move or simultaneous movement, stipulates steps for each turn. The sequence is, of course, given in the mass combat section. But those rules apply to the man-to-man rules “except where amended” (25), and, in this regard, they are not.

The best evidence for this is in the “first blow” section (25), which introduces the notions of “attacker” and “defender” without specifying how the designations are determined. It’s implicit—use the Turn Sequence: “1. Both opponents roll a die [for initiative].” Unless the opponent with the high roll opts for the counter-move or wants to parley, he or she is the attacker. The other, the defender.

Melee Resolution

So, if we agree that the Turn Sequence is intended to be used with Man-to-Man Combat, then, after initiative, the opponents move, take artillery and missile fire, and at step 6: “Melees are resolved.”

Here is where the confusion between the two disparate systems comes into play. In the mass combat section, Melee Resolution is described:

“After both players have rolled the number of dice allotted to them for their meleeing troops by the Combat Tables, casualties are removed, and morale for both opponents is checked” (15).

As this is not explicitly amended in the Man-to-Man section, we expect each figure to roll once on the Man-to-Man Melee Table and, if neither hits, we wait for step 6 to come around again.

Under that assumption though, the “first blow” section cited above doesn’t make sense. For it goes on to give conditions to determine who gets the first blow on the first and subsequent rounds of melee. If each side gets only one blow per one-minute round, there would be no “2nd round and thereafter” (25), because each side would roll for initiative, which determines the attacker, at the beginning of the turn.

During the melee resolution step, each unit engaged in mass combat melee gets one throw of the dice,7 while, during the same step, figures in man-to-man melee throw dice until the outcome is decided.

Granularity

Two sides in a mass melee roll attack dice and assess damage simultaneously. High above the battlefield, where one figure represents 20 troops, we don’t see who gets the first blow and who gets the second—nor do we want to. The system simulates tens or hundreds of troops attacking and defending during one minute.

At a 1:1 figure scale, we don’t see the entire field. Hovering just overhead, we see a few individuals close up. The action is more granular. We take it as read, for example, that missile fire in mass combat considers only maximum range, whereas Man-to-Man amends missile fire to give a single archer a better chance to hit targets at short and medium ranges.

Below I enumerate some amendments to the mass combat system that imply, when fighting man-to-man, a combat round of less than one minute. There are others. These are both the most salient and the least ambiguous.

1. Rear and Flank Attacks.

“Men attacked from the rear do not return a blow on the 1st round of melee and automatically receive 2nd blow position on the 2nd round of melee. Men attacked from the left flank automatically receive 2nd blow position on the 1st round of melee” (25).

In mass combat we see attacks from the rear and flanks, but there is no second round. The action is carried to the next turn. In man-to-man, we can see the combatant turning to strike the attacker. In the case of a rear attack, he has to dodge another blow before he can reposte. If he is attacked from the flank, we see that he is right-handed.

2 Parry.

“For any weapon 1 class higher to three classes lower than the attacker the defender may parry the blow…” (25).

Above we saw in which hand he held the weapon, now we can compare its size with his opponent’s weapon. Further, at the 1:1 scale, we see the defender parry an attack. In reality, a parry happens in an instant. It’s so fast, a casual observer might not see it. Movie actors have to exaggerate the gesture to show us a parry on film.

3. Horse vs. Foot.

“When fighting men afoot, mounted men add +1 to their dice for melees and the men afoot must subtract -1… Men may be unhorsed by footmen if they specifically state this is their intent before dice are rolled” (26).

At man-to-man scale, mounted men attack with a weapon class versus an armor class, as do footmen. The difference in their disposition is accounted for by adjustments to their dice rolls. Moreover, any unhorsing is assumed in the mass melee combat tables. At 1:1, we have to state the intention and hope for success.

Conclusion

How much time does it take to turn around? How long to parry a blow or take a swing at a rider? I’m not arguing to set a number of seconds for the man-to-man combat round. My point is that the period is not stipulated and that it must be less time than the one-minute turn.

In Chainmail’s Man-to-Man Combat, a round of melee is like a round of drinks: We don’t know how much time it takes. We only hope to be upright at the end of it.

I conclude that Gygax and Perren do not intend the one-minute round for Man-to-Man Combat. Rather, the entire man-to-man melee is assumed to be resolved in the one-minute turn. The length of the man-to-man round is not specified in Chainmail nor, subsequently, in OD&D.8, 9


Notes

1 For further discussion on the topic of melee resolution in mass combat, see “Melee Rounds per Turn in Chainmail,” on the “Original D&D Discussion” forum.

2 It is rare if ever that we see the term “mass combat” in early wargames rules. When they refer to combat or melee, they speak of clashes between companies, regiments, and brigades. Individual engagements are the exception. Hence the terms “man-to-man” and “individual” melee, which are today disused.

3 I ignore the particular reference to the fantasy rules and assume Fighting Capability is interpreted within the frame of the entire ruleset.

4 It does not escape notice that, around the time Chainmail was being developed, Gygax supported a family of five as a shoe cobbler.

5 Links to Peterson’s articles about subset antecedents on his “Playing at the World” blog. Beware the rabbit hole.

6 To-Hit Rolls in Individual Medieval Combat, from Phil Barker to Chainmail

7 A caveat concerning mass combat melee: Each unit gets one throw of the dice unless, as in the case of the example (15-16), a charge is not halted in the first throw of the dice and the charging unit meets an enemy unit by the end of the charge move. In that case, the charging unit and its opponent get another throw in the same turn. A similar scenario can occur when missile troops refuse combat (15).

In the case, however, where the result of post-melee morale is “melee continues,” I read “melee continues [the next turn].” This, based chiefly on the text of Melee Resolution (15, cited above).

8 Though he stipulates a 10-second combat round, Moldvay reproduces Chainmail’s man-to-man system in a more coherent manner. The significant changes in B/X (1981) are two:

  1. The side with initiative goes through all the steps of the turn sequence before the other.
  2. All actions—melee as well as movement, spells (artillery), and missile fire—take place within the 10-second round. 

9 We don’t forget that Gygax instituted the one-minute combat round in Advanced D&D (Dungeon Master’s Guide, 1979). There, the author stated clearly his intention:

“Combat is divided into 1 minute period melee rounds, or simply rounds, in order to have reasonably manageable combat. ‘Manageable’ applies both to the actions of the combatants and to the actual refereeing of such melees. It would be no great task to devise an elaborate set of rules for highly complex individual combats with rounds of but a few seconds length. It is not in the best interests of an adventure game, however, to delve too deeply into cut and thrust, parry and riposte (61).”

If our own intention is to the contrary—that is, to delve, however deep, “into cut and thrust, parry and riposte,” which is the stuff of fantasy adventure combat since the 1980s, then the argument for “rounds of but a few seconds length” is persuasive.

Two against one, c’mon…
Solon Theros Challenges Minke Meine and Annemie Tacx.
“Two against one, c’mon…”

“Allies You Have None”

“Instead of using one figure to represent numerous men, a single figure represents a single man. Use this system for small battles and castle sieges. When using the Man-to-Man Combat system all preceding [mass-combat] rules apply, except where amended below” (Chainmail, 25).

Figures

At the end of the skirmish phase (previous), Solon Theros excuses the commanders and allows the peasants to slink off the field. Remove those figures from the arena.

Champions of Chaos

“Allies You Have None” is the man-to-man combat phase of Champions of Chaos, an introductory wargame scenario, in which Solon Theros chooses champions to fight for Chaos.

Replace each standing unit, no matter how many figures remain, with two figures of its type. Place one where the unit stood, the other some distance away to avoid like-armament melee. For each unit without a standing figure, add one of its figures to the field where the unit met its end.

Each figure represents a warrior equipped as the figure, allowing for exceptions for variety in armor and weapon class.

Allies You Have None
“Allies You Have None. Fight!”
Solon Theros so begins the melee.

Using my own field as an example, one figure of Meine’s Light Foot remains. I replace it with two figures. I allow one Light Foot, normally unarmored, to wear leather armor as the miniature wears. The other I designate to wear no armor. Another example, the same figure wields two daggers. To differentiate the figures—who are now “characters” after all—I give one a sword. I want to see how well an underdog performs, so the sword goes to the leather armored figure, while the unarmored figure begins with a pair of daggers.

Twelve to Twenty

If you have less than a dozen or more than a score of figures on the field, add or subtract some. Barring simultaneous combat, where opponents might slay each other, the number of melees you’ll fight is equal to the number of figures less one.

Scales

Although the figure scale is now 1:1, Gygax and Perren do not indicate any change in either the ground or time scales using the man-to-man system. This strains my imagination, but for the moment, I’ll leave it.

Exercising Chainmail

The intent of Champions of Chaos is to learn the Chainmail rules as written and use them at the table. Thereafter, armed with better understanding of their working, we may make adjustments in later scenarios of the Valormr Campaign.

Terrain

The only note concerning the terrain is that columns, in addition to blocking movement, line of sight, and field of fire, may be used as cover versus missile fire. Chainmail says, “Cover subtracts from dice scores” (41), without stipulating the penalty. I suggest subtracting 1 or 2, depending on the attacker’s angle, allowing that full cover makes the target impervious.

Acquiring Shields and Additional Weapons

A victor may pickup the shield and weapons of the vanquished. Multiple weapons may be carried within reason. A dagger, sword, shield, and spear may be carried, for example, but if you don’t fight with the spear, it—or the shield—must be discarded. It comes to the same though, because you can pick up the spear after the melee if you aren’t bleeding out next to it.

To exercise the full range of weapon-versus-weapon and weapon-versus-armor classes, you might allow other weapon types to be picked up. At the end of a melee, roll a d12 on the weapon class list (Man-to-Man Melee Table, 41). A result of 1 to 8 indicates the corresponding weapon is nearby, in addition to the arms of the vanquished; 9-12 indicates no additional weapon is found.1

Record-Keeping Reduction

Allow the combatants to reduce by half your record keeping. Make no notes on armament until the end of a melee.

In a one-minute turn, picking up or discarding a shield or weapon takes no appreciable time, as does sheathing and drawing a weapon prior to engagement. A combatant who draws a weapon in melee, however, is treated as being attacked from the rear (25). You can do it, but you shouldn’t.

Additional weapons in one’s arsenal allow for choice in subsequent melees. As he approaches, consider your opponent’s weapons and armor compared to your own on the Melee Table (41) and the “first blow” rules (25). Don’t draw too soon. Given time, a clever opponent might, after you’ve drawn, drop one weapon and draw another before closing.

Missile Weapons

A combatant using a missile weapon attracts a charge from one to three of the closest opponents in missile range. This because every fighter knows that, even if they aren’t the first target, they might be the next.

Missile weapons are most judiciously used after the field is thinned. A stationary bowman fires at a range from 150 (bow) to 210 yards (longbow) twice per turn, but the second shot is taken at the end of the turn. Consider the number of targets and range before nocking an arrow.

Move, Missile, and Melee

Following the Turn Sequence (9), move each figure—charging whenever possible, take any missile fire, then resolve melees. By my reading of the rules, a man-to-man melee is resolved in its entirety within a single one-minute turn. For simplicity’s sake, conduct one melee at a time.

Because it would too onerous to roll first move (Turn Sequence, step 1) for a dozen figures, on the first turn assume movement is simultaneous but don’t write orders. Dice for first move at the beginning of a melee to determine which figure is the attacker and which the defender. The field should be considerably thinned by the second turn.

One Hit, One Kill

Modern adventure gamers might scour the Man-to-Man Combat section for how many hits a figure takes before it falls. The answer, though unwritten, is one. Hit points haven’t been invented yet.

“Halt!”

In this series of melees, a story unfolds. One warrior is victorious over all opponents. Pit figure against figure until only one remains.

When Solon Theros calls the halt, your figure stands over the prone form of his or her last opponent. Scattered around the silent battlefield, a score of others, enemies and former comrades, stand over prone forms.


Notes

1 Weapons of classes above 8 are unwieldy in man-to-man combat. Just for fun though, pit a dagger against a two-handed sword.

Killing Field at Aldefane

Annemie Tacx drew the killing field. She knew her enemy. Minke Meine was an aggressive commander.

Tacx’s longbows formed across the space between a pillar and the north wall. Their arrows could reach into the bog, south, and across the stream, east. Between the longbows, heavy foot interspersed themselves. A troop of peasants skulked thirty yards behind. Opposite the pillar, two units of armored foot in a column filled the narrow stretch of firm ground beside the bog.

Dracken Deep vs. Ternemeer

Find the scenario and setup for the skirmish here described in “Dracken Deep vs. Ternemeer.”

Meine positioned her archers along the stream, just beyond longbow range. Likewise, her armored foot, three units in a column, between the two eastern pillars. Her light troops lined up along the north wall.

Then the doors closed, and Solon Theros, after promising cruel death for cowards, began the battle.

Start Positions

Meine’s armored troops advanced, lead elements crossing the stream. The longbows let fly the first volley as, on Tacx’s right, her own column advanced. The forward unit skirted the field.

The following unit halted at the field’s edge, and Meine’s light foot charged them. The intent surely was to mask the longbowmen’s fire. But the charge was repulsed, and Meine’s main body entered the field under a hail of arrows.

End Turn 3

Meine’s lead element charged Tacx’s right. The right withstood the charge. Then, under fire from across the stream, the right pressed the attack, charging Meine’s main body.

The light foot, recovered, charged the firing line. A volley of arrows cut down their first rank. The second rank charged on. The longbows refused combat, falling back to the line of peasants, while the heavy foot halted the charge.

In the killing field, the fight was on. Armored troops clashed. Having dispatched the light charge, Tacx’s heavy foot flanked the line’s left, while Meine flanked the right. In the general melee that followed, both sides were diminished.

With no targets, Meine’s archers advanced, crossing the stream. Tacx’s longbows also advanced, putting the enemy archers in range of indirect fire.

In the loggia above, red eyes blinked. “Halt!” said Solon Theros.

The last swords clanked. Shields lowered. Remnants of armored troops were on the right. The killing field was colored in blood. On opposite sides, longbows and archers. Between them, Tacx’s few remaining heavy troops stood, chests heaving.

For the space of a heart beat, all was silent. Solon Theros began to speak. “Your—”

Arrows whisked the air. The heavy troops fell. Silence again.

Another beat, another volley of arrows from the other direction. Archers fell. Stillness followed. A crow swooped over the field to light atop a fallen pillar. It ruffled its feathers.

Solon Theros began again. “Your enemy is your enemy. Your countryman is your enemy. Allies you have none. Fight!”

Champions of Chaos

So begins the man-to-man combat phase of Champions of Chaos.

Score

Annemie Tacx leads Ternemeer to victory over her rival Dracken Deep’s Minke Meine. Both will go on to lead troops against the forces of Law in the Valormr Campaign.

Scores include the two figures felled after the halt. This is Chaos.

Score   Dracken Deep   Ternemeer  
Troop Type Cost Figures Total Figures Total
Peasant 0.5        
Light Foot 1     4 4
Heavy Foot 2 3 6 2 4
Armored Foot 2.5 7 17.5 9 22.5
Additional Weapons          
Bow 3     2 6
Longbow 4        
Total   10 23.5 15 36.5

End Positions

Dracken Deep vs. Ternemeer

Afternoon light seeps through Darkmeer’s mists. At Aldefane, Solon Theros, from the loggia, surveys the field below. His eyes glow red through a steel visor. Atop a tall tower crouches Anax Archontas. Diamond pupils, large as shields, gleam through slits.

Terrain

The simplest version of the scenario is played on a featureless field. To exercise the terrain effects rules, I embellish the arena.

Aldefane
Aldefane.
The table is 35″ × 22″—I reserve the dining table for Valormr’s climactic battle. The arena interior, 18″ × 30″, scales to 360 by 600 yards.

A loggia, still intact, overlooks the arena from the north. Beside it, a stone tower reaches 480 feet into the fog above.1 An ancient fountain (off table) still flows. Water spills through cracks to form a stream (blue), which floods low ground (bog, green). Massive columns (stones), which once supported a roof, lean at discomforting angles. The sinking ground toppled one of the four. It lies half submerged in the bog. Elsewhere, the decaying structure deposits rubble (pebbles) on the otherwise hard-packed dirt. A large gate, now destroyed, once enclosed the south side. A door is set in each semicircular end, east and west.2

With 120-foot bases, the columns, whether standing or toppled, block movement, line of sight, and field of fire. Consider rubble as rough terrain. The stream is 20 yards wide at all points. Otherwise, see the Terrain Effects table (Chainmail, 9).

Champions of Chaos

“Dracken Deep vs. Ternemeer” is the skirmish phase of Champions of Chaos, an introductory wargame scenario, in which Solon Theros chooses champions to fight for Chaos.

Figures

The orders of battle give the number of figures by cost and troop type for each force.

Orders of Battle Dracken Deep Ternemeer
Troop Type Cost Figures Total Figures Total
Peasant 0.5     3 1.5
Light Foot 1 5 5 4 4
Heavy Foot 2 4 8 3 6
Armored Foot 2.5 10 25 9 22.5
Additional Weapons          
Bow 3 4 12    
Longbow 4     4 16
Total   19 50 19 50

Notes on Orders of Battle

  1. Additional weapons count only for total points; the figures are already counted.
  2. Commanders are not purchased. They don’t fight. Their presence impacts troops on the battlefield as per Chainmail’s commander rule (21).
  3. Dracken Deep Bows are Heavy Foot; Ternemeer Longbows, Light.

At 50 points per regiment, Anax Archontas spends 100 points, which are deducted from Chaos’s total for the Valormr Campaign. With the points, the dragon could have bought five heroes. He expects Solon Theros to produce more.

Deployment

Regiments are divided into formations of like troops called units.3 The commanders dice for first go. The winner chooses a side of the stream in which to setup her troops, positioning herself in the stands above. Her opponent takes the other side.

The commanders, in turns, then place one unit at a time, each anywhere on her side of the stream.4 The commander figure is also placed in turn on the battlefield.

Start

When the last unit is deployed, Solon Theros orders the doors closed. Two figures position themselves in the south gate. One holds an axe, the other a whip. Both wear black hoods.

Claws scrape granite as the dragon adjusts position. Pebbles and dust fall in a plume from the tower.

Solon Theros scans the assembled troops. “Who flees kneels—before the executioner… after long torture.”

The superhero begins the battle so: “Destroy your enemy; give no quarter.”5

Begin with the Turn Sequence (Chainmail, 9). Move-and-countermove preferred, as it’s faster and easier.

Morale: Test Post Melee Morale (15) as normal but replace a surrender result with a rout. Furthermore, a unit that fails a check for Instability Due to Excess Casualties (17) is not removed from play, nor does it surrender. Instead, each time a unit fails this test, it suffers a penalty (-1) on one dice whenever a roll is made. So, if a unit fails a second time, it takes a -1 from two dice.6

Objective

Score points by removing enemy figures from play. Each figure is worth its purchase cost, including additional weapons. The commander with the most points when Solon Theros calls a halt wins.

Dracken Deep vs Ternemeer
Minke Meine (right) of Dracken Deep Squares Off Against Rival Annemie Tacx (left) of Ternemeer at Aldefane.

Notes

1 The tower’s height puts the battlefield 30 feet outside the range of the dragon’s fear effect.

2 The tabletop arena is built from stones quarried from the wintertime model of Throrgardr.

3 Larger forces might have enough figures of a troop type to make multiple formations. In that case, a formation of like troops may be added to a previously placed formation.

4 Another scenario, perhaps called “Champions of Law,” might restrict setup to a smaller area.

5 Prisoners, the rules for which are too complex for the scenario, are disdained by Solon Theros.

6 Tracking accumulated penalties for instability might be a record-keeping burden. I suspect though that a unit fighting with even the initial penalty won’t last long.

Ground and Figure Scale, Formations, Troop Ratio and Types

“The ratio of figures to men assumed is 1:20, the ground scale is 1″:10 yards, and one turn of play is roughly equivalent to one minute of time in battle. The troop ratio will hold true for 30mm figures, but if a smaller scale is used it should be reduced to 1:10” (Chainmail, 8).

Figure Scale

In the 2000s, I collected an embarrassing number of plastic fantasy figurines. Inexpensive and pre-painted, D&D Miniatures are 30mm scale. Perfect. Except they are mounted on a circular base. A man-sized model takes up a one-inch-diameter space, which fits in the five-foot square occupied by the character on a twenty-first century battle grid.

Wargame miniatures often have rectangular bases, which correspond to the breadth and depth of the unit represented. Transposing its one-inch base to the battlefield, my man-sized figurine represents 20 men milling about in a hundred square yards.

A wave of the hand seems an easy solution. I respect the breadth but ignore the figure’s depth. The 20 men are in formation at the front edge of the space occupied by the figure. In the case where multiple figures make two or more ranks, all troops represented are in ranks, one behind the other, irrespective of the scaled depth.

Archers in Two Ranks
Archers in Two Ranks.
Each figurine represents a number of troops in a rank across the leading edge of the front rank of figures.

Using the larger scale without also using smaller figurines impacts play in two other ways. One, areas of effect, while scaled accordingly, more frequently touch a larger base. A near miss on Gygax’s table is a hit on my table. Two, shorter distances present less spectacle. A giant hurling a rock 20 inches downrange on an eight-foot table looks the same as the scaled ten-inch throw compared to my four-foot table. But, as the giant in both cases is three inches tall, the shorter throw appears less impressive.

To compensate for the former, I might use a longer “variation measure” (Chainmail, 13) for field guns and giant throws. I’m not sure, though, that this won’t have some other unintended impact.

Ground Scale

“The playing area that the battles are fought out upon should be a table rather than the floor. It can be from a minimum of 4′ to a maximum of 7′ wide, and it should be at least 8′ in length” (Chainmail, 5).

Gygax was famous for hosting wargames on a large sand table in his basement. The largest table I have—upon which I must also dine—measures 31″ × 47″. I could run small engagements in the scaled 310-by-470 yards, but Light Horse charge across it in a single turn, and a figure anywhere on the table is a target for Longbowmen stationed in the center.

I stretch the table by doubling the ground scale. At 20 yards to the inch, the battlefield is 620 yards by almost a thousand. It’s similar to playing on a five-by-eight-foot table. But not quite. The figurines remain the same size, so they effectively take up four times the space on my battlefield than they would on Gygax’s basement table. On my table, commanders lack the same room for maneuver.

Figure-to-Troop Ratio

Because a one-inch base now stretches across 20 yards, I up the figure scale as well. At the corresponding figure scale, I could field armies the same size as Gygax, but 1:80 sounds unreasonable.

To approach the calculation another way, I count men in one rank at Bath’s “very close order” (Ancient Wargaming, 20).1 In the closest formation, each man occupies only 18 inches.

At 18″ per, 40 fighters fit in one rank 60 feet (20 yards) wide. Therefore, at 1:40, a rank of figures, bases touching, are in very close order. As per Chainmail, figures up to 1″ apart are in close order, and any farther is open order.2

Scale for the Valormr Campaign

Ground Scale: 1″ to 20 yards*
Figure Scale: 1:40
Time Scale: 1 minute per turn

* To convert, all distances given in Chainmail are halved.

Formations
Formations.
Left to right: a lone figure represents 40 troops in one rank at close order unless otherwise stated; 120 Heavy Spears, one rank, very close order; two ranks of 80 each Armored Foot, close order; two ranks3 of 160 Armored Spears, the first presents a shield wall, very close order.

Troop Types

According to Bath, light foot “wear no armor of any description, either leather or metal. They may carry a light shield and are usually but not always armed with missile weapons” (16). Gygax & Perren imply as much in the missile fire table (Chainmail, 11), where targets are categorized as unarmored, half-armor [another word for Heavy or Medium (Bath, 16)] or shield, and fully armored.

Since most any combat-capable characters in D&D wear some sort of armor, it is the rare figurine in my collection which could be considered Light Foot. I, therefore, adjudicate by case, according to my needs, whether to class a lightly-armored figure as Light or Heavy.

Furthermore, there is a dearth of mounted figures in the D&D Miniatures line. Again, I take the liberty to call any figure mounted, thus turning Foot into Horse as desired.

Light Foot and Peasants
Light Foot and Peasants.
In Champions of Chaos, these figures wearing leather armor (foreground) are classed as Light Foot. They stand in open order. Others (background) are peasants in milling-about formation.

My reading of Chainmail gives Light Foot a sore disadvantage. They move and charge at the same rate as Heavy Foot, get no more attack dice than an equal number of points of Heavy Foot, and suffer weak morale. I suspect this is by design, being historically—and logically—accurate. In historical wargames, as in early fantasy games, a force adhered to percentages of troop types. We see such orders of battle in Bath’s Hyboria, Arneson’s Blackmoor (First Fantasy Campaign), and as recently as the AD&D Monster Manual. I assume a player bought only as many Light Foot as the order of battle required. Though anachronistic, the cliché is apt—cannon fodder.

I haven’t yet worked out the orders of battle for the Valormr Campaign. These Light Foot are a nod in that direction, as are the peasants, who Solon Theros herded from the countryside to fill the ranks.


Notes

1 Bath seems to have invented the term “very close order” to differentiate from close order. Historically, close order is less strictly defined, meaning troops spaced anywhere from 18″ to 36″ apart. Gygax and Perren make no mention of “very close order.” Chainmail gives advantages to pole arms formed in close order, given as figures “1″ or less apart” (Chainmail, 40).

2 Chainmail makes no distinction of, nor has rules for, extended order. We’ll leave it at that for now.

3 Chainmail allows only a formation’s first rank of figures to engage in melee. I am not sure why that is. In the historical phalanx, men armed with spears could engage targets from the second rank and with pikes (up to 20′ long) from as far back as the fifth rank. Maybe Gygax and Perren assume each figure is in multiple ranks, but then the figure’s width cannot accurately depict the formation’s breadth.

Setting Up a Wargames Campaign

I came only recently to Tony Bath. I’d heard vague stories about a game in the misty past set in Conan’s world. Details were murky and scarce. It wasn’t clear if it was D&D or something else, and I couldn’t sort out how the game related to the archetypal barbarian.

In early 2011, while browsing the Hill Cantons, I discovered a four-part series about Bath’s Hyboria wargames campaign (December 2010). Author Chris Kutalik had got hold of a copy of Setting Up a Wargames Campaign by the legendary English wargamer. Kutalik doesn’t so much review the book as proselytize. That day I became an acolyte.

Today, we take for granted the campaign. For modern role-playing gamers, a single adventure is called a “one-shot,” and while the form has its merits, it lacks the scope, continuity, and satisfaction a campaign provides.

The Society of Ancients

Tony Bath founded the Society of Ancients and its journal Slingshot in 1965. Now in its 56th year, the society continues to thrive. It has an active members-only online forum, hosts an annual Battle Day, and still produces Slingshot bi-monthly in full color.

So it was, too, with wargamers in the 1960s. Pushing lead figures across a tabletop gets stale after a number of unrelated battles. The context, coming from historical accounts, is inflexible. The setup and tactics, again historical, are sometimes limited. Battles often ended in a slug-fest, there being no reason a general might conserve troops for the morrow.

Veering from the strictly historical wargame, campaigners step back from the table and consider the larger theater of operations. On large-scale maps showing rivers instead of streams, mountains instead of hilltops, countries instead of towns, opposing generals exercise strategy instead of tactics. They march armies, represented by pins, across the map, each general in secret from the other, until forces meet.

In the ensuing battle, the context, setup, and tactics are all determined by the preceding events and the terrain upon which the two forces find each other. Troops must be used effectively or be withdrawn to fight another day. This is the stuff of the campaign.

In Bath’s Hyboria, King Arthur and his knights waged war on Conan’s Cimmerian hordes.

In those years, Tony Bath devised the quintessential wargames campaign. But he went further, for he set the campaign in a fictitious world. He lifted the map from the end papers of a Robert Howard novel. He cribbed also the setting’s name, and so Hyboria came again to life in the second half of the twentieth century. Bath borrowed real-world cultures, both ancient and medieval, to populate the continent with peoples, whence armies were drawn.

In Bath’s Hyboria, King Arthur and his knights waged war on Conan’s Cimmerian hordes. Carthaginians struggled against Viking raiders. Picts crossed swords with Persians. Aquilonians, allied with Argives and Nemedians, laid siege to a Turanian town occupied by Hyrkanians.

Tony Bath’s Ancient Wargaming including Setting Up a Wargames Campaign

That was only the beginning. Bath describes the process and much more in amicable prose. Setting Up a Wargames Campaign was published in 1973 by Wargames Research Group. It had a second edition (1977) and a revised third edition in 1986. Copies now circulate on various reseller sites for not extraordinary prices. At the time, though, I couldn’t find any such copy.

Instead, I found a reproduction. As part of his History of Wargaming Project, John Curry, with the Society of Ancients, published Tony Bath’s Ancient Wargaming (2009, 2011), which is a reprint collection of three previously published books:

  • Peltast and Pila Ancient Wargaming Rules (Tabletop Warfare, 1976)
  • Setting Up a Wargames Campaign (WRG, 1973)
  • The Legend of Hyboria (Society of Ancients, 2005)

In setting up the Valormr Campaign, I’m using Wargames Campaign’s first three chapters, in which Bath describes the basics:

  • How to Set Up Your Campaign
  • Map Movement
  • Contacts, Battles and After Effects

I’m sure to make use of later chapters in subsequent campaigns. Furthermore, the ancient wargame rules Peltast and Pila will serve in campaigns taking place earlier in the DONJON LANDS time line.

Champions of Chaos

It was yet during Throrgrmir’s Renaissance when rumors spread to the four corners of the world about the wyrmlings which terrorized the dwarves in their dungeon domain.

Anax Archontas Pyrgos Pyrkagias came from lands far south of the World Dragon Mountains, where the red dragon was known as Lord Master of Flame Tower. He brought with him Solon Theros, a superhero with a reputation for ruthlessness, savagery, and cunning in war.

From a temporary lair in the Western Mountains above Darkmeer, Anax Archontas verified the truth of the wyrmling rumors. Then, with Solon Theros he made a plan to conquer the dwarves and thus begin the prophesied Age of Dragons.

Plan made, the dragon hissed at Solon Theros. “First, find champions from among the human rabble below to fight for our purpose.”

Regiments assembled before Solon Theros and Anax Archontas
Regiments from Dracken Deep and Ternemeer assembled before Solon Theros and Anax Archontas.

Wargame Scenario

Champions of Chaos is an introductory wargame scenario, in which Solon Theros chooses champions to fight for Chaos. It exercises four of Chainmail’s rule subsets.1 Thus, the scenario is conducted in four phases.

  1. Skirmish: Regiments from two petty states fight an engagement.
    ▪ Setup: Dracken Deep vs. Ternemeer
    ▪ Narrative: Killing Field at Aldefane
  2. Man-to-Man Combat: Surviving troops of both sides face off against each other—every man for himself.
    ▪ Setup: “Allies You Have None”
    ▪ Narrative: Four Without Country
  3. Jousting: Those who remain standing compete in the lists.
    ▪ Setup: Death Rides to Mortal Combat
    ▪ Extra: Strategy on the Jousting Matrix
    ▪ Narrative: Hargrane Against Nine in the Lists
  4. Fantasy Combat: Winners undergo long and arduous training under the whip of Solon Theros. One year later, the heroes are tested against fantastic creatures.
    ▪ Extra: A Final Test of Courage
    ▪ Setup: Heroes of Chaos

Solon Theros chose warriors from two of Darkmeer’s petty states. Neighbors Dracken Deep and Ternemeer are fierce rivals. Commanders Minke Meine and Annemie Tacx have met before.2

For the venue, Solon Theros chose Aldefane, a structure built by the Greater Ones. Whatever its original purpose, its ruins now serve as an arena.

It’s been a lustrum since I played Chainmail. Before the Valormr Campaign proper, I refamiliarize myself with the rules for medieval miniatures in Champions of Chaos.


Notes

1 Another rule subset describes sieges. Too complex for the simple scenario, those rules may serve later in the Valormr Campaign.

2 Naming: Anax Archontas and Solon Theros, being from south of the World Dragon Mountains, get their names from Ancient Greek. For Darkmeer places and persons, I cull names from Dutch, Frisian, and Old Frankish. In all cases, I take license to suit my own ear, finding justification in the millennia between now and then.

Myths and Legends

Myths

In the dream of the dragon, Earth
Was ruled by the Greater Ones,
Who created magic and with it
Made themselves from Men, the First Race.
From the flesh-blood of Men did make
The Greater Ones they themselves.
For nothing on Earth was beyond
Their power with the magic they created.

—excerpt from Song of the World Dragon

Song of the World Dragon is an ancient text, one of the earliest non-magical written works, which recounts the myths of the world’s origin. Here I summarize three.

Greater Ones

A superintelligent species of beings once lived in a world known as Earth. Called the Greater Ones, its members wielded power as gods. They created magic, and they built the donjons, whose spires, now in ruins, still punctuate the horizon. They also created the demihuman species and monsters. The Greater Ones did not survive the Rending.

The Rending

The Earth of the Greater Ones ended in a cataclysmic apocalypse—an explosion so powerful as to tear the world to pieces and rip a hole in space and time. The perpetrator was the Illmind, a sinister collective of hyperintelligent, extra-dimensional beings.

World Dragon

Through the rent was thrown one part of Earth. The Ershard fell into a void, where there was only a far away light and a cosmic dragon. The dragon knew that the few surviving creatures would not long live in the void so far from any energy source. So, the dragon took the Ershard on its back and carried it toward the light. Now, the Ershard, still on the dragon’s back, orbits the light.

Legends

These legends, known in the north, are told about the Throrgrmir dungeon. The authoritative source for these legends, among many others, is Viggo Eskilsson’s Histories of Throrgrmir From Great Wyrm to Age of Dragons.

Ormr and Wyrmlings

When the Throrgrmir dwarves dug too deep, they awoke a primordial wyrm. She crept from the depths into their underground city and fed on its populace. The dwarves fought the wyrm back to her lair.

But, now nourished, the primordial wyrm descended to the Underside of the Ershard, where she mated with the World Dragon. In her lair below the dwarven city, she laid seven eggs. Six hatched.

Named Ormr by the dwarves, the primordial mother is also know as the Great Wyrm. Her spawn, as wyrmlings.

Six wyrmlings scurried into the dwarven domain. They devoured any dwarves who stood in their way, but what they sought was treasure. They stole the dwarves’ gold, gems, and fine-made works and took them back to the wyrm’s lair.

Since Stardark’s End, naught is known about the Great Wyrm. Perhaps she died in her lair, deep below the surface. But some say she left the dungeon, flying on wings to the cold northern ends of the Ershard. Others say she descended again to the Underside to mate once more with the World Dragon.

The wyrmling clutch was decimated during the Stardark Empire. The last wyrmling, after delivering its touch, was killed by Faerunduine’s claws.

Wyrm-Touched Dragons

During the reign of Dagrun Stardark, the wyrmlings continued their scavenging for treasure. They stole from any creature possessing wealth: ogres, giants, demons, as well as dragons. But a wyrmling’s touch effected dragons. It made them stronger, more intelligent, more ferocious.

Three dragons were so touched:

  • Ixmundyr: Red dragon. Made his lair in a magma chamber. Slain.
  • Gullhringr: Gold dragon. Lair unknown. Disappeared with all the dungeon’s inhabitants at Stardark’s End.
  • Faerunduine: Green dragon. Lairs in the Deepmost Caverns. Recently gained a cult following. A temple at the Throrgardr Gate is dedicated to her.

The Seventh

No one knows whatever happened to the Great Wyrm’s unhatched egg. In antique texts—most by Stardark’s mages and by the fiend Murtax, it is called “the Seventh.”

Wyrmwyrd

The Throrgrmir dwarves made a device called the Wyrmwryd to control dragons. During her reign, Dagrun Stardark used the Wyrmwyrd to subdue the Great Wyrm.

Wyrm-Touched Dragons Ixmundyr  Gullhringr  and Faerunduine
Wyrm-Touched Dragons: Ixmundyr (deceased), Gullhringr (unknown), and Faerunduine (extant).

Beliefs and Religion

“History doesn’t repeat itself, but it rhymes.”

—Mark Twain1

Beliefs

These are fundamental beliefs widely held among all peoples throughout the known world.

Eternal Recurrence

The world ends; the world begins anew. Time is cyclical. The most recent end of the world was the Rending. Before that, there was Ragnarok, a battle between the giants and the gods. Before that, the Great Deluge, the Ever Winter, and the Time of Fire. The present world will be destroyed following a battle between Law and Chaos. Chaos wins.

Fates and Destiny

In the north, they are the Norns. In the south, the Moirai personify destiny. To the east, one’s destiny is determined by the stars. In all cases, the common term is “the Fates.” The gods obey the Fates. It is part of divine responsibility. Mortal creatures may choose to obey or to resist them. Diverse myths portray a hero’s struggle against the Fates and his or her success or failure.

Religion

Most folk, particularly those north of the World Dragon Mountains,2 are adherents to the Pantheon of gods. Followers revere all the gods, the Allfather chief among them.

The holy symbol is the Ouroboros, a serpent biting its tail. The symbol is presented with the “bite” at the circle’s top. The inverse presentation, considered heresy, signifies rebellion against the Pantheon.3

Rituals, ceremonies, and festivals follow the Ring Cycle, which comprises eight annual cycles of birth, death, and rebirth, and an overall cycle of worldly renewal. The faithful make rituals daily as well as monthly and seasonally.

As such, churches and cathedrals are dedicated to the Pantheon as a whole, yielding a central place to the Allfather. At the same time, temples, dedicated to a particular god, are not rare, while shrines may be either to a single god or to the Pantheon. In no case is devotion to the Allfather ignored.4

A religious edifice of a community is staffed by clerics, who attend to the religious, if not spiritual, needs of the faithful. These clerics may be of the adventuring class or minister clerics. Minister clerics may rise, though slowly, within the church hierarchy to hold upper offices.

Community Size Edifice Office
Village Church (rarely temple) Priest
Small Town Church Curate
Large Town (or City) Church Bishop
Major City Church or Cathedral Matriarch/Patriarch

Each office is appointed by the next higher, usually influenced by its own superiors. For examples, the bishop of Valormr is appointed by the patriarch in the Grand Duchy’s capital city.5 The bishop appoints the curate of Odenwoad as well as that of Fyrir, and each curate appoints priests to surrounding villages.

Development Guidelines

In developing the DONJON LANDS setting, I strive to create only what is necessary for game play. Though I indulge to some degree when an opportunity to explore the world presents itself. In so doing, I follow two guidelines. Here I describe how they relate to the setting’s religions.

Ancient Models

To save myself a tremendous amount of work, I use as models ancient religions of our own world. The religion followed north of the World Dragon Mountains draws from Germanic and Norse mythology. While, south of the range, the inspiration is from Greek mythology, and east of the (unnamed) central sea, Mesopotamian and Ancient Egyptian. Models not copies.

B/X Implied Setting

A goal of the Wyrmwyrd campaign is to develop a setting that corresponds to the rules as written. In B/X, clerics “have dedicated themselves to the service of a god or goddess” (B9). No gods are described. A DM, who so desires, might elaborate on the Pantheon to define a much more detailed and complex religion, while another might use only “the Allfather”6 as a generic god.

Notes

1 The quote is often attributed to Twain. The Quote Investigator debunks the myth.

2 The World Dragon Mountains are far south of the Throrgrmir Valley.

3 A sect or cult of Chaos might use the Ouroboros inverted among its membership—never openly in civilized communities. We may encounter the symbol more frequently in the dungeons.

4 One might imagine the predominant religion as pantheistic merging toward monotheism, as the Church of the Allfather consolidates its power.

5 As folk in Valormr prize their independence, there is some tension between the Lords of Valormr and the Church of the Allfather. The best they can arrange is for the Valormr bishop to be a local native, who then, so hope the Lords, keeps local interests in mind. That is not the situation at present.

6 Of course, one might want to replace the Allfather with the Allmother. I suspect a matriarchal religion—that is, one whose primary god is female—would look much different though, not just a change in gender. Further, it would be interesting to follow the evolution of a religion whose chief god is non-gender or non-binary or simultaneously male and female. I intend to experiment with these in future campaigns. Meanwhile, I would love to see your examples.

Valormr Heralds

From among local aristocracy, the Lords of Valormr appoint several heralds. They are charged with the duty to disseminate information throughout the domain. These tabarded riders can bring the news from the Free City to the domain’s farthest reaches within a day.1

Spring in the Eighth Year of Valormr2

Latest news from the dungeon, the following information is commonly known throughout the Throrgrmir Valley.

  • The Red Ogre, Emperor of the Undersun, has completed construction of a “great wall” within the dungeon. Imperial troops now man fortifications to block key passages in a wide perimeter, which encloses the subterranean empire.
  • The Red Ogre also built a library. Overlooking the Throrgrmir Bridge, the library is filled with ancient and modern texts from eastern lands.
  • The Red Ogre has come to an agreement with Pegasus Manes. The adventurers pay the Emperor’s “tax,” and his troops leave them alone in the dungeon—as long as the adventurers show no signs of aggression.
  • Griffon’s Claws continue to extort Valormr. With monies thus gained, they recently added a stronghold to Isolde’s Tower, which is now a formidable fortress.
  • Formidable though it is, the fortress does not hinder the blink dogs, who harass Griffon’s Claws within it.
  • Pegasus Manes has allied with the blink dogs and recruits a force to fight Griffon’s Claws.
  • While Faerunduine, Wyrm-Touched, sleeps and grows stronger, a previously unknown cult has erected a temple at the old Throrgardr Gate. The cultists built an altar from the petrified bones of the last wyrmling. The object of their adoration is the wyrm-touched dragon herself.
  • To house the tomb of their lost comrade, members of the Ghouling Gauntlet are constructing a shrine. Meanwhile, they look for signs of the vampire’s whereabouts since their first encounter.
  • The Red Ogre propositions Valormr to join the Undersun Empire. The Emperor and the city have made a temporary non-aggression pact. The Emperor now sends an ambassador with full honorary accompaniment—which is to say, an army…

This, I think, is the final installment of the Wyrm Dawn campaign. Play of How to Host a Dungeon created a complex underground environment, a robust history, and details this Dungeon Master would not have discovered without it. Tony Dowler created a truly unique game that deserves more attention and more exploitation. I look forward to using it to create more, bigger, more diverse dungeons as we further explore DONJON LANDS. Now on to Wyrmwyrd.

On to Wyrmwyrd

Notes

1 Departing in the morning, first to Fyrir and crossing the Abrandyr and a tributary at ferry points, a rider gains the village north of Ellriendi by nightfall.

2 While familiar with the calendar used in the Grand Duchy—as it is the primary trading partner, the fierce folk in the Throrgrmir Valley, favoring their independence, have long preferred to reckon years according to their own system. Thus, the local calendar begins from the Free City’s recent founding.