03-30-2024, 01:33 PM
(This post was last modified: 03-30-2024, 11:02 PM by Secrets of Blackmoor.)
I was contacted by Rdubs on Twitter about turn lengths and melee in Chainmail.
Since he was in a discussion on a service which does not archive well, I have suggested we move here so I can add some basic info for people to chew on and discuss.
CM is most popular today because if it's connection to Blackmoor, Greyhawk, and D&D. I would not say it is the best medievals system out there from the time period as there are many. Yet, people really are interested in it. For myself I would likely choose to only do the massed combat, or simply use another system.
CM as published by G&K is three systems which are kludged together.
- Perrens massed combat, which I am pretty sure was derived from another set of rules.
- The Man to man system
- The Fantasy system, which Jon Peterson showed is for the most part plagiarized from Leonard Patt's, Fantasy Game.
Each system reveals a different kind of resolution without being specific.
Perren's system, dubbed the LGTSA medieval rules, is actually best in its original from in the Domesday Book. The writing is clear anfd simple, and there aren't too many Gygaxian dangling provisional rules turning it into spaghetti code. Consider the rules are only eight pages long!
SCALE FOR FIGURES, DISTANCE, AND TIME
Right on the top of the first page the scale for minis is described as 40mmm elastiolin figures. The table scale is 1 inch = 10 yards. The time scale is 1 turn = 1 minute.
If you go to the published booklet for Chainmail it states the same scales while also mentioning the use of Airfix 25mm scale figures can also be used.
MELEE AND POST MELEE MORALE CHECKS
Melee combat is where things get interesting in terms of time. Each side rolls their attacks and inflicts casualties. Then both sides roll a die and multiply the number of remaining troops by the die roll. The player with the higher number wins the combat round and the opponent is forced to retreat.
However, if there is less than a 10 point difference difference between the two side's totals the melee will continue next turn.
Chainmail expandso n the LGTSA rules and even calls the section 'post melee morale'.
Yet, the concepts are the same. You fight with dice and apply casualties, and then you check to see who stands and who flees.
MAN TO MAN RULES
Here you see a change in how combat works with such things as figures with longer weapons getting multiple attacks in one round, and figures in sieges being allowed to climb a ladder, conduct combat, and then advance to the top of the wall.
The language changes from 'combat turn', which I take to mean a single melee phase each turn for manned combat, to a 'melee round' of back and forth attacks during one turn. Yet, on a quick scan of these rules I did not see a specific limit to the number of combat rounds per turn. thus, it isn't quite like OD&D yet.
just to conclude:
While Gygax was enamored with Chainmail and applied it heavily in his edits of D&D, Arneson was likely not using CM that much. Yes, he used it, but it did not serve him well for doing an RPG. Of course, Gygax seems to concur since he then puts Arneson's RPG combat system into D&D.
Be careful when making assumptions in regard to these old rules. I see people use the concept of 10 turns to 10 one minute combat rounds which are then divided into an even more granular 6 second combat resolution round, because 10 by 10 by 10 makes sense, right?
No No No - Do not assume these things. Just observe what is being done in what system. Despite the overlaps as far as influence, these are all distinct. This is especially true when trying to untangle OD&D. So many sources went into OD&D that it is nearly impossible to make clear paths of influence. If anything, once you claim veracity on and single item you are heading down an avenue of faslehood.
All of this has likely been discussed in such forums as ODD74, which I can't seem to access anymore, and probably in archived discussions here.
Maybe someone who has more knowledge about these systems can post some links to this discussion.
Ciao, Griff
Since he was in a discussion on a service which does not archive well, I have suggested we move here so I can add some basic info for people to chew on and discuss.
CM is most popular today because if it's connection to Blackmoor, Greyhawk, and D&D. I would not say it is the best medievals system out there from the time period as there are many. Yet, people really are interested in it. For myself I would likely choose to only do the massed combat, or simply use another system.
CM as published by G&K is three systems which are kludged together.
- Perrens massed combat, which I am pretty sure was derived from another set of rules.
- The Man to man system
- The Fantasy system, which Jon Peterson showed is for the most part plagiarized from Leonard Patt's, Fantasy Game.
Each system reveals a different kind of resolution without being specific.
Perren's system, dubbed the LGTSA medieval rules, is actually best in its original from in the Domesday Book. The writing is clear anfd simple, and there aren't too many Gygaxian dangling provisional rules turning it into spaghetti code. Consider the rules are only eight pages long!
SCALE FOR FIGURES, DISTANCE, AND TIME
Right on the top of the first page the scale for minis is described as 40mmm elastiolin figures. The table scale is 1 inch = 10 yards. The time scale is 1 turn = 1 minute.
If you go to the published booklet for Chainmail it states the same scales while also mentioning the use of Airfix 25mm scale figures can also be used.
MELEE AND POST MELEE MORALE CHECKS
Melee combat is where things get interesting in terms of time. Each side rolls their attacks and inflicts casualties. Then both sides roll a die and multiply the number of remaining troops by the die roll. The player with the higher number wins the combat round and the opponent is forced to retreat.
However, if there is less than a 10 point difference difference between the two side's totals the melee will continue next turn.
Chainmail expandso n the LGTSA rules and even calls the section 'post melee morale'.
Yet, the concepts are the same. You fight with dice and apply casualties, and then you check to see who stands and who flees.
MAN TO MAN RULES
Here you see a change in how combat works with such things as figures with longer weapons getting multiple attacks in one round, and figures in sieges being allowed to climb a ladder, conduct combat, and then advance to the top of the wall.
The language changes from 'combat turn', which I take to mean a single melee phase each turn for manned combat, to a 'melee round' of back and forth attacks during one turn. Yet, on a quick scan of these rules I did not see a specific limit to the number of combat rounds per turn. thus, it isn't quite like OD&D yet.
just to conclude:
While Gygax was enamored with Chainmail and applied it heavily in his edits of D&D, Arneson was likely not using CM that much. Yes, he used it, but it did not serve him well for doing an RPG. Of course, Gygax seems to concur since he then puts Arneson's RPG combat system into D&D.
Be careful when making assumptions in regard to these old rules. I see people use the concept of 10 turns to 10 one minute combat rounds which are then divided into an even more granular 6 second combat resolution round, because 10 by 10 by 10 makes sense, right?
No No No - Do not assume these things. Just observe what is being done in what system. Despite the overlaps as far as influence, these are all distinct. This is especially true when trying to untangle OD&D. So many sources went into OD&D that it is nearly impossible to make clear paths of influence. If anything, once you claim veracity on and single item you are heading down an avenue of faslehood.
All of this has likely been discussed in such forums as ODD74, which I can't seem to access anymore, and probably in archived discussions here.
Maybe someone who has more knowledge about these systems can post some links to this discussion.
Ciao, Griff