BATTLESYSTEM


PART 1. INTRODUCTION TO BATTLESYSTEM
[1.0] SEQUENCE OF PLAY
[2.0] COUNTERS, SCALE AND UNIT ORGANIZATION
[3.0] SETTING UP
[4.0] MORALE, DISCIPLINE AND COMMAND
PART 2. THE BASIC GAME
[5.0] INITIATIVE PHASE
[6.0] RALLY PHASE
[7.0] MOVEMENT PHASE [8.0] MELEE PHASE PART 3. THE INTERMEDIATE GAME [9.0] HEROES AND COMMANDERS
[10.0] MISSILES AND ARTILLERY [11.0] SPECIAL MOVEMENT PART 4. THE ADVANCED GAME [12.0] WEATHER CONDITIONS AND NIGHT BATTLES
[13.0] SPECIAL CREATURE ABILITIES [14.0] MAGIC [15.0] FLYING COMBAT AND MOVEMENT [16.0] CAMPAIGN RULES
Army Roster Sheet Scenario Book The Art of 3D Gaming AD&D
BATTLESYSTEM Game Options Underground - - Designer's Notes
Clangeddin Silverbeard (god of battle) - - Kiri-Jolith (god of battle)

Table of Contents +

PART 1. INTRODUCTION TO BATTLESYSTEM +




GAME PARTS +
GETTING STARTED +

[1.0] SEQUENCE OF PLAY +
[1.1] INITIATIVE PHASE +
[1.2] INITIAL MISSILE PHASE +
[1.3] RALLY PHASE +
[1.4] MOVEMENT PHASE +
[1.5] MISSILE & MAGIC PHASE +
[1.6] MELEE PHASE +
[1.7] END OF GAME ROUND PHASE +

[2.0] COUNTERS, SCALE AND UNIT ORGANIZATION +
[2.1] GROUND SCALE +
[2.2] COUNTER RATIOS +
[2.3] COUNTER SCALE +
[2.4] MOUNTING MINIATURE FIGURES +
[2.5] SPECIAL COUNTERS +
[2.6] TYPES OF UNITS +
[2.7] INDIVIDUALS +
[2.8] REGULAR UNITS +
[2.9] SKIRMISH UNITS +
[2.10] MOBS +
[2.11] SPECIAL UNIT TYPES +

[3.0] SETTING UP +
[3.1] ARMY ROSTER SHEET +
[3.2] HEROES AND COMMANDERS ROSTER SHEET +
[3.3] CHARACTER RECORD SHEETS +
[3.4] ARMY PLACEMENT +
[3.5] MEASUREMENT +

[4.0] MORALE, DISCIPLINE, AND COMMAND +
A. MORALE +
[4.1] DETERMINING BASE MORALE +
[4.2] DETERMINING CURRENT MORALE +
[4.3] HOW TO CHECK MORALE +
[4.4] WHEN TO CHECK MORALE +
[4.5] EFFECT OF MORALE CHECKS +

B. DISCIPLINE +
[4.6] DISCIPLINE +

C. COMMAND +
[4.7] DEFINITION OF COMMAND +
[4.8] COMMAND RADIUS +
[4.9] CHARISMA BONUS +
[4.10] COMMAND HIERARCHY +

PART 2. THE BASIC GAME +
[5.0] INITIATIVE PHASE +
[5.1] TEAM INITIATIVE +
[5.2] INDIVIDUAL INITIATIVE +

[6.0] RALLY PHASE +
[6.1] CONDITIONS FOR RALLY +
[6.2] HOW TO RALLY +
[6.3] IF THE UNIT IS RALLIED +
[6.4] IF THE UNIT DOES NOT RALLY +
[6.5] OUT OF COMMAND UNITS +
[6.6] GIVING ORDERS TO A MOB +

[7.0] MOVEMENT PHASE +
A. FORMATIONS +
[7.1] DEFINITION OF FORMATION +
[7.2] CLOSED FORMATION +
[7.3] OPEN FORMATION +
[7.4] SKIRMISH FORMATION +
[7.5] MOB FORMATION +
[7.6] CHANGING FORMATION +

B. MOVEMENT +
[7.7] HOW TO MOVE +
[7.8] MOVEMENT AND ENEMY UNITS +
[7.9] CHANGING DIRECTIONS +
[7.10] CHANGING FRONTAGE +
[7.11] WRAP-AROUND MOVEMENT +
[7.12] FIGHTING WITHDRAWAL +
[7.13] FORCED MARCH +
[7.14] CHARGE +
[7.15] ROUTING +

[8.0] MELEE PHASE +
[8.1] FORCES ELIGIBLE TO FIGHT +
[8.2] WEAPON IN HAND +
[8.3] DETERMINING ATTACK RANGES +
[8.4] MELEE PROCEDURE +
[8.5] DICE CONVERSIONS +
[8.6] MULTIPLE ATTACKS +
[8.7] KILLED AND WOUNDED FIGURES +
[8.8] ENDING A MELEE +

PART 3. THE INTERMEDIATE GAME +

[9.0] HEROES AND COMMANDERS +
[9.1] CHARACTERS AS MEMBERS OF UNITS +
[9.2] CHARACTERS AS COMMANDERS +
[9.3] CHARACTERS AS DEPUTY COMMANDERS +
[9.4] CHARACTERS AS HEROES +

[10.0] MISSILES AND ARTILLERY +

A. MISSILE WEAPONS +

[10.1] WHO CAN USE MISSILES +
[10.2] WHEN MISSILES ARE USED +
[10.3] AMMUNITION +
[10.4] MOVEMENT AND MISSILE FIRE +
[10.5] SPLIT-FIRE +
[10.6] PASS-THROUGH FIRE +
[10.7] INDIRECT FIRE +
[10.8] MISSILE FIRE MODIFIERS +

[11.0] SPECIAL MOVEMENT +

A. CAVALRY AND CHARIOTS +
[11.1] DEFINITION OF TERMS +
[11.2] RATING CAVALRY +
[11.3] RATING CHARIOTS +
[11.4] CAVALRY AND CHARIOT CHARGES +
[11.5] CAVALRY AND CHARIOTS IN MELEE COMBAT +

B. SPECIAL FORMATIONS +
[11.6] SHIELD WALL +
[11.7] SET SPEARS/PIKES +

C. TERRAIN EFFECTS +
[11.8] TERRAIN EFFECTS ON MOVEMENT +
[11.9] TERRAIN EFFECTS ON COMBAT +

PART 4. THE ADVANCED GAME +

[12.0] WEATHER CONDITIONS AND NIGHT BATTLES +
[12.1] INITIAL WEATHER CONDITIONS +
[12.2] EFFECT OF WEATHER CONDITIONS +
[12.3] SPECIAL WEATHER CONDITIONS +
[12.4] WEATHER MAGIC +
[12.5] NIGHT BATTLES +

[13.0] SPECIAL CREATURE ABILITIES +
[13.1] COMBAT BONUSES AND PENALTIES +
[13.2] POISON +
[13.3] INVULNERABILITY +
[13.4] PARALYSIS +
[13.5] LEVEL DRAINING +
[13.6] AWE AND FEAR +
[13.7] BREATH WEAPONS +
[13.8] REGENERATION +
[13.9] UNDEAD AND MINDLESS CREATURES +

[14.0] MAGIC +

A. RULES AND REGULATIONS FOR MAGIC USE +
[14.1] RESTRICTIONS OF MAGIC USE +
[14.2] GAME SCALE AND AREA OF EFFECT +
[14.3] SAVING THROWS +
[14.4] LINE OF SIGHT +

B. TYPES OF MAGIC +
[14.5] MAGICAL WEAPONS AND ARTILLERY SPELLS +
[14.6] CHARM, HOLD, AND TEMPORARY IMMOBILIZATION +
[14.7] BONUSES AND PENALTIES +
[14.8] INVISIBILITY +
[14.9] AWE AND FEAR +
[14.10] CREATE TROOPS +
[14.11] DETECTION AND INFORMATION +
[14.12] MAGICAL DEFENSES +
[14.13] MOVEMENT +
[14.14] ILLUSIONS +
[14.15] MODIFICATION/DISGUISE OF TERRAIN/TROOPS +
[14.16] REGENERATION AND MAGICAL HEALING +
[14.17] SPELLS THAT ONLY AFFECT INDIVIDUALS +
[14.18] SPECIAL EFFECTS +
[14.19] CLERICS AND UNDEAD +
[14.20] MAGIC ITEMS +
[14.21] PSIONICS +
[14.22] BARD POWERS +

[15.0] FLYING MOVEMENT AND COMBAT +
[15.1] MOVEMENT +
[15.2] FORMATIONS +
[15.3] COMBAT +
[15.4] BOMBING +

[16.0] CAMPAIGN RULES +
[16.1] RECOVERING CASUALTIES +
[16.2] EXPERIENCE POINTS +
[16.3] CREATING ARMIES +
[16.4] COMMON SENSE +


 



 
 

--------PART 1---------
INTRODUCTION
 
 



 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
PART 1. INTRODUCTION TO BATTLESYSTEM
[1.0] SEQUENCE OF PLAY
[2.0] COUNTERS, SCALE AND UNIT ORGANIZATION
[3.0] SETTING UP
[4.0] MORALE, DISCIPLINE AND COMMAND
-
-
BATTLESYSTEM
-
-

The BATTLESYSTEM Fantasy Combat Supplement
allows you to create fantastic armies on the field of
battle! You command troops && heroes in a war against
the forces of darkness!

    The BATTLESYSTEM game is a mass
combat accessory for both the AD&D
and D&D game systems. You must have
either the AD&D game rulebooks or at
least one of the D&D boxed sets in
order to play. You must play the
BATTLESYSTEM game with either the
AD&D or D&D game -- you can't "mix
and match" the systems. Some of these
rules apply only to the AD&D game;
some only to the D&D game. Most
rules, however, apply to both systems.

    This game is designed primarilay to be a
miniatures wargame, but miniatures are
not necessary in order to play.

    Both the AD&D and D&D games
originally grew out of miniatures
wargaming. Many of the rules in the
AD&D and D&D games (such as the
AD&D game custom of giving
movement rates in inches) were derived
from the CHAINMAIL game, designed
by Gary Gygax && Jeff Perren.
The CHAINMAIL Fantasy Supplement was the original inspiration for the Collector's Edition of the DUNGEONS & DRAGONS game,
and everything that grew out of it.

    With the BATTLESYSTEM game, the
AD&D and D&D games go back to
their roots. You may have wondered
what else you could do with the
miniatures you have collected besides
showing order of march and possibly
running a small melee. The
BATTLESYSTEM game allows you to
fight a large battle using miniatures, and
gives your AD&D && D&D game
heroes the chance to become military
leaders in your campaign world!

GAME PARTS

* 1 32-page rule book
* 1 24-page scenario book
* 1 16-page guide to miniatures
* 2 Player Aid Cards
* 2 Metal Miniature Generals
* 3-D ADVENTURE FOLD-UP Figures
* Army Roster Sheets
* 801 die-cut counters

The BATTLESYSTEM Rulebook,
which you are now reading, is the first
part of the package. It tells you how to
play. The Scenario book sets up actual
battles you can fight, and also tells you
how to create your own
BATTLESYSTEM scenarios to go with
your campaign. THE ART OF
THREE-DIMENSIONAL GAMING is a
guide to miniatures--how to buy them,
paint them, mount them, and store them.
That book also tells you how to create
3-D terrain features.

The counters that are included in the
game can be used instead of
miniatures--if, for example, you don't
happen to own 500 orc figures. As you
collect miniatures, you can use the
counters as ready-made "miniature
bases."

There's more to making an exciting
miniatures battle than just buying lots of
miniatures. The rest of the battle is
important, too. So, we've included a set
of 3-D ADVENTURE FOLD-UP figures
that are compatible in scale with the
miniatures.

Finally, to get you started, the package
includes two metal miniatures--generals
and standard bearers. You can paint and
mount them for immediate use.

<img> <img>

GETTING STARTED

This is the first part of the
BATTLESYSTEM game. Read the rules
in this book without trying to memorize
them; this will familiarize you with the
game. The rules are broken down into
Basic, Intermediate, and ADVANCED Games,
each with an introductory
scenario. If you  are an experienced
gamer, you should be able to start with
the ADVANCED Game.

This box contains all the basics for
play. If you already have a large
collection of miniatures, you should start
by mounting them on the counter bases
provided (see THE ART OF
THREE-DIMENSIONAL GAMING and
later sections of these rules) or on bases
of equivalent size. If your miniatures are
already mounted on bases of
approximately the same size, there is no
reason to change them. You can also mix
counters and miniatures as needed. You
will need a large playing surface--a
tabletop at least four feet square is the
minimum (4' x 8' is much better)--with
access on all sides.

These rules are written in a version of
the Case System, which should be
familiar to most wargamers. There are four Parts:

  • Introduction (you are reading it now),
  • Basic Game,
  • Intermediate Game, and
  • Advanced Game.

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    Within the Parts,
    there are Sections. Each Section is
    numbered (1.0, 2.0, 3.0, etc.) and named
    (Sequence of Play, Counters and Scale,
    Setting Up, etc.). Starting off each
    Section is a general rule or procedure
    that tells you what topics are covered in
    that section. Within each section are
    numbered paragraphs, called Cases. The
    Cases are the specific rules for the
    BATTLESYSTEM game. Each Case is
    numbered in a decimal version of the
    Section number (e.g., the first Case in
    Section 1.0 is Case [1.1]). Sometimes, a
    Case is broken down further; those
    sub-cases are labeled with capital letters.
    There is one spcial exception that some
    wargamers will find unusual: if there are
    more than nine Cases in a section, the
    case numbering goes from [1.9] to [1.10]
    to [1.11], and so on. Don't be confused
    by this; just remember that there can be
    more than nine cases of a particular
    Section.

    This game can be played either with or
    without a DM or referee.
    The Basic Game, Intermediate Game,
    and even some levels of the Advanced Game can be played without a referee.
    If you use invisibility or illusion magic, or
    if you use very many high-level spells or
    unusual monsters, a referee is strongly
    recommended. The referee can be your
    DM, or somebody else.
    If you are using the BATTLESYSTEM
    game in your AD&D or D&D game
    campaign, and there is a large battle
    involving the forces of evil (controlled by
    the DM) and the forces of good
    (controlled by the players), it is a good
    idea to select an independent referee to
    handle invisible movement, spell effects,
    and other areas that can cause
    controversy. This also lessens the burden
    on the DM. The referee (whether or not
    he is also the DM) should be the final
    arbiter of any rules problems. If you
    don't use a referee and you encounter a
    rules problem, let common sense and fair
    play resolve the problem. (Remember to
    record your decision so that it applies in
    the future!) If that approach doesn't
    work, send your rules questions along
    with a stamped, self-addressed envelope
    (phrased so a one-word or short answer
    can be given!) to Rules Editor,
    BATTLESYSTEM Fantasy Combat
    Supplement, TSR, Inc., POB 756,
    Lake Geneva, WI 53147.

    We'll get back to you.


    --------PART 2---------
    THE BASIC BAME


    PART 2. THE BASIC GAME
    [5.0] INITIATIVE PHASE
    [6.0] RALLY PHASE
    [7.0] MOVEMENT PHASE
    [8.0] MELEE PHASE
    -
    -
    BATTLESYSTEM

    The Basic Game covers only the most essential rules of
    the BATTLESYSTEM game. With the Basic Game, you
    can fight a battle between two small armies. The Basic
    Game does not include missiles, magic, artillery,
    or individual characters. Those rules are given in the
    Intermediate and Advanced Games.

    For the purposes of the Basic Game,
    Unit Commanders are always assumed to
    be fighting with the unit [9.2]. Brigade
    and Army Commanders can operate as
    independent figures, but Indivdual
    Combat [9.4] is not allowed.

    THIS ENDS THE BASIC GAME
    SECTION. USING THESE RULES, YOU
    MAY NOW PLAY THE
    INTRODUCTORY SCENARIO,
    "BATTLE AT THE CROSSROADS."


    --------PART 3---------
    THE INTERMEDIATE GAME
     
     



     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    PART 3. THE INTERMEDIATE GAME
    [9.0] HEROES AND COMMANDERS
    [10.0] MISSILES AND ARTILLERY
    [11.0] SPECIAL MOVEMENT
    [12.0] WEATHER CONDITIONS AND NIGHT BATTLES
    -
    -
    BATTLESYSTEM

    The Intermediate Game expands the options avail.
    in the Basic Game. With the Intermediate Game, you can
    FIGHT a battle that incl. missiles, artillery, cavalry,
    individual Heroes, special formations, and terrain
    effects. These rules can be adapted to play any type of
    historical minis battle from the dawn of organized
    warfare to the intro of gunpowder.
     

    THIS ENDS THE INTERMEDIATE
    GAME SECTION. USING THESE
    RULES, YOU MAY NOW PLAY THE
    INTERMEDIATE SCENARIO, "BATTLE
    OF THE BORDERLANDS".


    --------PART 4---------
    THE ADVANCED GAME
     



     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    PART 4. THE ADVANCED GAME
    [12.0] WEATHER CONDITIONS AND NIGHT BATTLES
    [13.0] SPECIAL CREATURE ABILITIES
    [14.0] MAGIC
    [15.0] FLYING COMBAT AND MOVEMENT
    [16.0] CAMPAIGN RULES
    -
    BATTLESYSTEM

    The Advanced Game allows you to use the full range
    of options available in the AD&D and D&D games.
    Magic, flying, weather, night battles, and special
    monsters are all available. Finally, the Advanced Game
    provides special campaign rules to allow full integration
    of the BATTLESYSTEM game into your role-playing
    campaign.


    Unit Name =
    Unit Type =
    AC =
    HD/fig =
    MV =
    AR =
    AR Modifiers =
    ML =
    ML Modifiers =
    DL =
    # FIG =
    Ratio =
    Size =
    Unit Commander/Deputy =
    Race/Class/Level =
    MR% =
    PPD =
    P/P =
    RSW =
    BW =
    Sp =
    Weapon Damage/#AT =
    Special Abilities and Limitations =

    Heroes and Commanders Roster Sheet

    ARMY NAME =
    PLAYER NAME =

    NAME =
    CLASS/LEVEL =
    COMMAND RANK =
    S =
    I =
    W =
    D =
    C =
    CH =
    MR % =
    AC =
    CB =
    RACE =
    PPD =
    P/P =
    RSW =
    BW =
    SP =
    HD =
    CR =
    HP =
    Mv =
    THACO =
    AR =
    THACO/AR MODIFIERS =
    WEAPON/DAMAGE/#AT =
    SPECIAL ABILITIES AND LIMITATIONS =


     

    Question: First, my question is in two parts;
    are the stats in the present Gods, Demi-Gods and Heroes correct for AD&D,
    and since there are no large-scale battle rules in the DUNGEON MASTER'S GUIDE, are the rules in Swords and Spells or Chainmail the official army rules?
    If not, what rules are recommended?

    Answer: Gods, Demi-Gods and Heroes was written for OD&D.
    There is a revised edition being written right now by Jim Ward && Rob Kuntz.
    This book will be for play with AD&D. There are no official rules for army
    battles in AD&D yet. We find that Chainmail works pretty well when we
    want to have armies fight each other. We are presently considering
    something along these lines, but it is in the beginning stages.
    (Update: See DEITIES & DEMIGODS)
    (Update: See BATTLESYSTEM).


     
     




    Ecology Fund

    Reduce - Reuse - Recycle


    Army Roster Sheet


     

    PLAYER NAME:
    ARMY:
    BRIGADE:

    UNIT NAME:
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP:
    AR:
    AR Modifiers:
    ML:
    ML Modifiers:
    DL:
    Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:
     

    UNIT NAME:
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP:
    AR:
    AR Modifiers:
    ML:
    ML Modifiers:
    DL:
    Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:
     

    UNIT NAME:
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP:
    AR:
    AR Modifiers:
    ML:
    ML Modifiers:
    DL:
    Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:
     

    UNIT NAME:
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP:
    AR:
    AR Modifiers:
    ML:
    ML Modifiers:
    DL:
    Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:


    Heroes and Commanders Roster Sheet

    ARMY NAME:
    PLAYER NAME:

    NAME:
    RACE:
    CLASS/LEVEL:
    COMMAND RANK:
    S:
    I:
    W:
    D:
    Co:
    Ch:

    MR%:

    PPD:
    P/P:
    RSW:
    BW:
    Sp:

    AC:
    HD:
    hp:
    THACO:
    CB:
    CR:
    MV:
    AR:

    THACO/AR Modifiers:

    SPECIAL ABILITIES and LIMITATIONS:
     
     

    ARMY NAME:
    PLAYER NAME:

    NAME:
    RACE:
    CLASS/LEVEL:
    COMMAND RANK:
    S:
    I:
    W:
    D:
    Co:
    Ch:

    MR%:

    PPD:
    P/P:
    RSW:
    BW:
    Sp:

    AC:
    HD:
    hp:
    THACO:
    CB:
    CR:
    MV:
    AR:

    THACO/AR Modifiers:

    SPECIAL ABILITIES and LIMITATIONS:
     
     

    ARMY NAME:
    PLAYER NAME:

    NAME:
    RACE:
    CLASS/LEVEL:
    COMMAND RANK:
    S:
    I:
    W:
    D:
    Co:
    Ch:

    MR%:

    PPD:
    P/P:
    RSW:
    BW:
    Sp:

    AC:
    HD:
    hp:
    THACO:
    CB:
    CR:
    MV:
    AR:

    THACO/AR Modifiers:

    SPECIAL ABILITIES and LIMITATIONS:
     
     

    ARMY NAME:
    PLAYER NAME:

    NAME:
    RACE:
    CLASS/LEVEL:
    COMMAND RANK:
    S:
    I:
    W:
    D:
    Co:
    Ch:

    MR%:

    PPD:
    P/P:
    RSW:
    BW:
    Sp:

    AC:
    HD:
    hp:
    THACO:
    CB:
    CR:
    MV:
    AR:

    THACO/AR Modifiers:

    SPECIAL ABILITIES and LIMITATIONS:



     


    "Gary's Notes"

    John Stark wrote:
    Gary, thanks for tackling my queries! Here's another one if you don't mind.

    Did wargaming (i.e., using Chainmail and whatnot, or the later Battle System) make it into your campaigns in the early days of D&D (say through the 70's and into the early 80's)? All of the stuff in the various rulesets about players getting to "name" level, building castles or strongholds, combined with the advice and rules on hiring/attracting mercenaries, non-human troops, constructing buildings or siege equipment, and so on, always seem to point to the idea that at some point campaigns would (or at least could) move into the realm (ahem) of large scale conflicts, empire building, and so on.

    If you did incorporate wargaming into your campaigns back then, do you have any wargaming stories, battles, or exploits to share about that element of the game? Did any of the players in your games build castles and/or armies, and go on a tear across the lands of Greyhawk?
     


    Short answer:

    No, we left tabletip miniatures battles behind in favor of the RPG.
    When mass-combat took place the DMs I played with, as well as me personally, abstracted the battles to contests between the proncipal figures, did quick attrition of the ordinary forces, and then used morale to determine when one side or the other broke.

    The reason for that is that the players did not want to wargame thay wanted to engage in RPGing.

    Cheerio,
    Gary

    Quote:
    Originally Posted by Gray Mouser

    Hey Gary, a couple things here.
    First, my question: when PC's in your campaign got to higher levels and started setting up strongholds did they ever engage in large-scale conflicts (viz., fielding armies against their foes)?
    If they did was such conflict resolved using Chainmail or did you wing it?
     


    We never got into any large-scale PC force vs. PC force battles in the campaign.
    however, Rob was the DM for some of Mordenkainen's roving forays with several thousands of troops, even city siege attacke.
    He winged such, as we both had considerable experience with large-scale military miniatures battles.
    That's what I did when a large PC force met a large NPC one opposed to it.
     


    Haakon1,

    About all I can add is that a computer can run regular A/D&D combat rules for an army and have the results done in real time.
    Care would be needed to manage morale rules, for those would be critical to outcomes.
    A programmer with good knowledge of military miniatures could do it without much trouble--aside from the time needed to enter all the data.

    When I run mass combat I fudge the action using a d6 for every 5, 10, or 20 men on a side.
    Mounted troops add 1 to the result. Much tougher units can have a +2 to their dice. 5 wounds, 6 kills.
    Wounded men do not count in the next round's combat rolls.
    Morale depends on what sort of troops are engaged and what leaders they have there with them.

    Cheers,
    Gary