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 Troops must be used effectively or be withdrawn to fight another day.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.

The Valormr Campaign

Who says B/X’s 40th anniversary says Chainmail’s 50th. Before there was “the game that started it all,” there was the game that started that. Initiated by wargamer Jeff Perren and further elaborated by Gary Gygax, iterations of the rules for medieval miniatures wargames were published in zines as early as 1970.

Just prior to its 1971 publication by Guidon Games, Gygax added 14 pages of rules inspired by fantasy fiction. The “Fantasy Supplement” opened the gates on tabletop battles with wizards and heroes, elves, trolls, giants, and other fantastic and mythical creatures, including dragons. Chainmail was the steel with which Dave Arneson struck Wesely’s Braunstein flint. The spark was Blackmoor, and it ignited the flame that became DUNGEONS & DRAGONS.

“Valormr: val (war or slain) + ormr (wyrm), pronounced Val-ORM-r. During the Throrgrmir Renaissance, when the new-hatched wyrmlings prowled the dungeon, already dragons came to hasten the prophesied Age of Dragons. The dwarves called to their neighbors, who responded in force. Dragons recruited forces of Chaos to oppose them.”

—from “Empire of the Undersun

The Valormr Campaign using Chainmail
The Valormr Campaign plays out events leading to the battle and the battle itself, using Chainmail: rules for medieval miniatures by Gary Gygax and Jeff Perren (3rd Edition, Lake Geneva, WI: Tactical Studies Rules, 1975).

Notes

For the history of D&D, see Playing at the World (Jon Peterson, San Diego: Unreason, 2012) and Designers & Dragons: The ’70s (Shannon Appelcline, Silver Springs, MD: Evil Hat, 2013).