Blood steams in the snow. A weary
fighter stands amidst the corpses of the
vile creatures he has slain. Jewels and
gold
are heaped about. He counts his treasure,
and when his tallying is done, he smiles
smugly. Then, gazing heavenward, he
shouts, ?Hey, DM! I?ve just made 9th level!
When da I get my keep??
Faced with this situation, many Dungeon
Masters simply grant the land for the
freehold. This is often due to a desire
to
avoid large-scale battles which are often
difficult to manage using the normal
AD&D® game?s combat
system. Although
the simple grant is perfectly acceptable,
there is an alternative that can add an
entirely new dimension to any campaign:
the BATTLESYSTEM?
fantasy combat
supplement. You can use this supplement
to transform a boring task into an epic
quest for a keep.
The value of
land
There are several good reasons to avoid
a straightforward land grant. 1st of all,
in any feudal milieu, land ownership
equals money and
political power. If that
land also includes a fortified structure,
then it also equals military power. Agriculture
is the primary means of producing
wealth in most feudal societies; wealth
and
power are thus derived from the control
of the means of production. A castle with
any fortification value at all is costly
to
take if its owner decides to rebel or defy
his overlord. A noble?s power is directly
based upon the number of holdings under
his direct control, modified by each holding
?s productivity. It is sometimes the case
that a noble is actually more powerful
than his king; the Dukes of Burgundy
were often more powerful than the
French monarchs who ruled them. Even
monarchs hold personal demesnes, which
produce income and often include castles
that provide the royal power base.
Consequently, any lord is highly reluctant
to relinquish any land or castle, since
that would reduce his own wealth and
power. Occasionally, a property might fall
heirless or to a minor, but the crown soon
pounces upon these windfalls with alacrity.
English history, for example, reports
cases of unwed heiresses suddenly assigning
their inheritance to the crown and
entering convents. The convents generally
cooperated with the crown because they
received the luckless girls? dowries as
their
share. Land, in short, always belongs to
someone, and few are the lords who simply
give it away. While the debate over
realism in fantasy is far from the point
of
this article, if a realistic campaign world
is
desired, don?t simply pass out land to
any
fighter who obtains the necessary experience
points.
A keep should be earned. To even be in a
position to do this, the character must
have performed some great service for a
monarch or great lord. (An alternative
would be for the PC to purchase a noble
title for a large sum ? say, 500,000 gp.
Feudal rulers were always short of cash,
since most of their income was in the form
of goods and services.) Depending upon
the PC?s status, this grant might also
include induction into the lowest rank
of
nobility, because ownership of a castle
and
a title were virtually synonymous.
However, given the previous discussion
on the rarity of vacant holdings, the DM
should provide a catch to the deal. One
possibility is that the title is clouded,
and
the property is currently held by an evil
baron. In another example, the land could
be in an area that was once part of the
kingdom, but is presently outside its borders.
Another possibility is that the castle
is owned by a rebellious lord, and the
holding is in forfeit to the crown Regardless
of which of the myriad possibilities is
chosen, the PC should be required to
swear fealty before the overlord reveals
the fine print: The castle is yours ? if
you
can take it.
This oath of fealty is taken seriously;
to
be forsworn is considered an act of rebellion.
In many cases, oathbreakers are
outlawed, with bounties offered for their
heads. Players should be made aware that
the oath is not simply a nice bit of chrome
that can be dropped just because ?their?
castle actually belongs to someone else
at
the moment.
An oath of fealty cuts both ways,
though, and the overlord also has obligations
as well. Indeed, the entire fabric of
feudal societies is based upon an elaborate
series of agreements between peasants
and nobles, nobles and overlords, and
overlords and monarchs. The overlord
must give as good as he gets.
Raising an army
Once the PC has received his grant and
sworn his oath, the raising of an army
may begin. Unless a war has just ended
or
the area has a large population surplus,
the number of troops available for hire
will be quite limited in both number and
quality. To expedite the raising of a large
force, DMs should use Table
1.
If there are insufficient PCs to act as
unit
commanders, the questing PC needs to
recruit captains. The DM can create these
NPCs and have them simply show up
searching for employment (or Table
2 may
be employed instead).
When the PC finds troops for hire and a
leader to command them, these characters
must be paid. All NPC commanders and
troops demand an enlistment bonus of one
month?s pay, plus their first months pay
in
advance. The players should understand
that these characters are not followers
but
expert hirelings. If they are abused or
cheated, they desert or mutiny. Also, all
of
the units must be provisioned and maintained.
To simplify this process, use Table
3.
During the period that the quester is
raising his force, all the units that have
already entered service must be paid
monthly, fed daily, and equipped as necessary.
Conflicts between restless, idle
troops and local citizens are always possible.
Such conflicts can be used at the DMs
discretion to reflect the difficulty of
being
an army commander. Furthermore, for an
army to be at maximum effectiveness, a
variety of support personnel and equipment
are required. Some of the required
personnel and equipment and their costs
can be found in Table 4.
Foes and more foes
Now that the questing army has been
formed, it?s time to create the hostile
force. This task is very similar to that
of
stocking a dungeon, except that it is not
advisable to generate these forces randomly.
First, examine the PCs? forces. Next,
determine what sorts of beings are available
to their opponents. Give extra weight
to spell-casters in the party, because
even
a mid-level one can neutralize large numbers
of troops. Consider the alignments of
the monsters. Also, think about the current
owner of the land to be taken. Is he
despotic? Can he levy troops locally? Does
he have allies and vassals?
These considerations will assist the DM
in creating the opposing commander
(which is the next step). Make sure that
he
is powerful enough to have taken or
earned the land he holds. Next, examine
the PCs to determine what sort of heroes
are going to take the field against the
enemy. (Unless you?re feeling very confident
or unless the party is small, don?t try
to match the party?s numbers.) While
you're creating enemies, give them any
magical equipment
deemed necessary and
logical for them to have.
Once the hostile force and its commanders
are created, give some thought to
what type of defense the hostile lord will
employ. Will he sit behind his walls, attack
madly, or launch a cunning ambush? In
any event, the enemy commander should
be assumed to have extensive knowledge
of the local terrain and climatic conditions.
If the nature of the terrain is not known
to
the PCs and they do no scouting, the DM
might prepare a nasty surprise for them.
Battlefields
and victory
The forces have been selected. Spells
have been memorized. The objective is
clear. Swords have been drawn, and the
battle is nigh. But where will the combatants
fight? What if it rains?
The easiest answer to these questions is
to conduct the battle on a featureless
plain
of 36" X 48" on a sunny, summer day at
nine o?clock in the morning. That is also
the most boring answer. A grove of trees,
a stream, or a village can provide a focus
for the battle. Under certain circumstances,
such terrain features can also provide
special victory conditions. Remember that
every type of feature added to the battle
also adds complexity. Nonetheless, if the
situation warrants dense forests or steep
hills, don?t hesitate to use them.
Regardless of the terrain you decide to
employ, it?s a good idea to have the battle
in daylight to simplify sighting problems.
The weather, on the other hand, is an
aspect of the battle that can be quite
critical.
Rain, fog, or high winds can ground
air units; mud or snow can cripple mounted
units; and intense heat or cold can
debilitate men and beasts. Weather
can be
determined using the system found in the
BATTLESYSTEM rules, but there are
other
methods you can use. In any case; weather
provides an opportunity to add many
different, intriguing possibilities.
Everything has been determined now
except the victory conditions. It is possible
to have a simple fight to the death ? whoever
kills all his opponents first wins.
However, this type of combat lacks finesse.
There are no hard and fast rules for deciding
who wins; too many factors may come
into play. Consider the relevant factors,
including the battlefield, the point of
the
quest, and the nature of the opponents.
For example, a raid on the baggage train
would have different victory conditions
than an assault on a keep. The best bet
is
for the DM to use his own judgment.
A quest for keeps
The remainder of this article is a demonstration
of the various techniques previously
discussed. What follows is a sample
?keep quest? for a party of eight PCs,
ranging in experience from 8th to 12th
level, two of whom are magic-users. Initially,
the party?s forces consist of 1 unit
of short-bow archers, 2 units of heavy
infantry, and 1 unit of light cavalry.
BATTLESYSTEM statistics follow under
each scenario description.
The central PC in this case is Rialto, a
12th-level
Wizard of Imperial descent.
Rialto provided a very important series
of
services to the Emperor, who rewarded
him with the title Warden of the Western
Marches. Unfortunately, this bequest lies
in a region that has been outside the
Empire?s borders for well over 300 years.
To have more than an empty title, Rialto
must raise an army to take his land. Rialto
recruits his comrades to assist him in
his
quest. He then learns of a further complication:
War has broken out along the only
feasible route to his new lands, and
humanoid opponents are everywhere.
All abbreviations
for units are as per
page 5 of the BATTLESYSTEM supplement
rule book. The saving-throw categories
have been combined into ?Saves,? and
weapons information has been similarly
condensed. ?SA? stands for ?special abilities,
? and ?LRC? stands for ?Level/Race/
Class.?
Scenario 1
The Battle of Newbridge
The party and army have marched
for
1 month and are now within the
Imperial-humanoid war zone. When they
are about 6 miles from the last major city
before the frontier (coincidentally, Rialto's
home city), they encounter refugees. The
fleeing people tell the party that the
invaders have crashed through the frontier
defenses and seem intent on attacking
the town. Also, the party is informed that
a major battle
is being fought outside the
city. Moments later, the PCs' rear guard
reports that a large group of monsters
is
approaching (evidently some local monsters
are marching to assist their brethren).
Left unhindered, these creatures will
strike the Imperial rear guard in the midst
of battle, with disastrous consequences.
The party must stand and fight.
The battlefield
A rapid river is the critical terrain feature
in this scenario; it can only be crossed
at the bridge. Also, there is a small village
surrounded by a 4' wall. Consult Map
1
for further details.
Initial deployment
The PCs' forces deploy first within 12"
of the bridge on the east side of the river.
The monsters deploy
9" from the eastern
edge of the map north of the river.
Victory conditions
The monsters win
if they exit 20 or
more unrouted units off the western edge
of the map. The party wins if no monsters
exit the western edge of the map. Any
other result is a draw.
The PCs'
forces
?Leo?s Crusaders?: Regular infantry; AC
4; #FIG 10; Unit Commander PC; HD/fig
10; Ratio 1O:l; LRC 1/human/fighter; MV
9?; Size M; Saves Fl; AR 20; ML 13; long
swords;
SA can form shield wall.
?Dalwin?s Hammers?: Same as above, but
with a different Unit Commander.
?Aldo?s Archers?: Regular bowmen; AC
8; #FIG 10; Unit Commander PC; HD/fig
10; Ratio 1O:1; LRC 1/human/fighter; MV
12?; Size M; Saves Fl; AR 20; ML 11; short
bows and daggers.
?F Troop?: Regular cavalry; AC 8; #FIG
10; Unit Commander PC; HD/fig 20; Ratio
10:1; LRC 1/human/fighter; MV 24?; Size
L; Saves Fl; AR 20; ML 13; lances, horseman
?s maces, and light horses.
Hostile forces
"Meanies": Regular orc;
AC 6; #FIG 16;
Unit Commander Snarler, CR 6?; HD/fig
10; Ratio 10:1; orcs; MV 9?; Size M; Saves
F1; AR 19, ?1 in daylight; ML 13; DL 11;
scimitars.
"Hackers": Same as above, except for
Unit Commander Gorp, CR 6?.
"Woods Terrors": Regular goblin cavalry;
AC 6; #FIG 12; Unit Commander Quibble,
CR 12?; HD/fig 30; Ratio 10:1; goblins
and
warg wolves; MV 18?; Size M; Saves F1;
AR 20; ML 13; DL 11; spears and daggers.
"Bloody Spears": Regular bugbears; AC
5; #FIG 16; Unit Commander Grisly, CR 6?;
HD/fig 15; Ratio 5:1; bugbears; MV 9?;
Size
L; Saves F3; AR 16; ML 12; DL 10; spears.
Heroes and commanders
Varn: Fl0; Army Commander; S 15, I 13,
W 11, D 11, Co 16, Ch 17; AC ?1; CB +2;
human; Saves F10; HD 10; CR 18?; hp 72;
MV 9?/15?; long sword +3;, #AT 3/2;
THAC0 9; AR 24; SA shield +3 and potion
of
extra-healing; AL LE.
Joebob: Hero; AC 3; Ettin; Saves F10; HD
10; hp 68; MV 12?; large and small clubs;
#AT 2; THAC0 12; AR 27.
Samendave: Same as Joebob (hp 61).
Puddentane: Same as Joebob (hp 55).
Scenario 2
The Battle of Westpass
After the battle at Newbridge, the PCs
push on toward the goal. Avoiding the
contending armies, they enter the mountains
? but the only pass is fortified and
held in force by humanoid invaders. The
season is late fall; winter is near. The
PCs
hear rumors that the invaders may be
retreating. They must force the pass
quickly or be caught between two forces.
The battlefield
The battle takes place in a narrow
mountain pass bounded on the north and
south by cliffs 400' tall. A 5?-high wall,
pierced by a wooden gate, spans the pass
(see Map 2).
Initial deployment
The monsters
deploy first within 3" of
the wall. The party deploys within 6" of
the eastern edge of the map.
Victory conditions
If there are no unrouted units on the
map, the monsters
win. If there are no
monster units within 6? of the wall, the
party wins. All other results are considered
a draw.
The PCs' forces
Same as Scenario 1,
minus any permanent
losses.
The pass
garrison
"Sharpers": Regular goblins;
AC 6; #FIG
16; Unit Commander Smedley, CR 4?; HD/
fig 10; Ratio 10:1; Goblins; MV 6?; Size
S;
Saves Fl; AR 20, ?1 in daylight; ML 10;
DL 10; short bows.
"Breakers": same as above, except for
Unit Commander Snarl, CR 4?.
"Red Maimers": Regular
gnolls; AC 5;
#FIG 12; Unit Commander
Gnarly, CR 6?;
HD/fig 20; Ratio
10:l; gnolls; MV 9?; Size
L; Saves F2; AR 16;
ML 12; DL 10; pikes.
"Scum": same as above,
except for Unit
Commander Grazzy,
CR 6"
Heroes and commanders
Fallou: F14; Army
Commander; S 16, I
11, W 12, D 13, Co
17, Ch 16; Saves F14;
AC 0; CB + 1; human;
HD 9 + ; CR 19?; hp
90; MV 18?; mace
+2 ; #AT 2; THAC0 6;
SA boots
of speed and plate mail + 1;
AL CE.
Naz: MU8; Deputy Army
Commander; S
9, I 16, W 8, D 16,
Co 6, Ch 11; AC 8; CB 0;
human; Saves MU 8;
HD 8; CR 9? ; hp 24;
MV 12?; dagger +1;
THAC0 18; AR 33; SA
spell use dimension
door, ice storm, fly,
fireball
( X 2), mirror image, rope trick,
web, magic missile
( X 3), and shield;
AL NE.
Igor Bic: Fire giant;
Hero; AC 3; CB 0;
Saves F11; HD 11;
hp 70; MV 12"; huge
sword; THAC0 10;
AR 25; SA hurl rocks,
immunity to fire.
Efgor Bic: Same as Igor Bic (hp 62).
Scenario 3
The Battle of Foggy Bottom
After forcing its way through Westpass,
the party skirts the land of the invaders.
During the conflict at Westpass, the PCs
were able to liberate 3 captured units.
These men were so grateful that they
offered to serve Rialto for a time. When
the party reaches the Western Marches,
a
group of disaffected peasants
are similarly
recruited.
The weather turns very contrary, and a
persistent fog sets in. The party's force
slowly marches across the plains, guided
by a flying PC. Suddenly, the guide discovers
an ominously large force on a collision
course. The holder of the sought-for keep
has received reports of the party?s
approach. He has elected to sortie from
his
castle, confident that his powerful army
could crush his rivals in the field. The
party rapidly uses its advanced warning
and the fog's concealment to set an
ambush, hoping to use surprise to offset
their inferior numbers.
The battlefield
This time, the map
is a featureless plain
36" X 48".
Initial deployment
The monsters deploy first. All units are
in closed formation, one behind the other,
in the same order that they are listed,
with
1" between units. The leading unit is 30"
from the western edge of the map, and
the column must be at least 15" from
either the northern or southern edge.
Party forces are deployed in any legal
formation within 12" of either the northern
or southern edge of the map,
but
within 24" of the eastern edge.
Victory conditions
The monsters win
if there are no
unrouted party units or living PCs on the
field. The party wins if they hold the
field.
Any other result is a draw. (If the party
does not win, it must fight this group
again or abandon the quest.)
Special conditions
1. At the start of the battle, the weather
is foggy. Each turn after the initiative
phase, beginning with the second turn,
the
party rolls ld6 and consults Table
5.
2. On the first game turn, the party
automatically has initiative.
The PCs' forces
Same as Scenario 2,
less any permanent
losses, plus the following units:
?Exon?s Extras?: Regular infantry; AC 4;
#FIG 10; Unit Commander PC; HD/fig 20;
Ratio 10:l; 2/human/fighter; MV 9?; Size
M; Saves F1; AR 20; ML 11; DL 12; long
bows.
?Fudd?s Wildcats?: Regular cavalry; AC 4;
#FIG 10; Unit Commander PC; HD/fig 20;
Ratio 10:l; l/human/fighter; MV 18?; Size
L; Saves F1; AR 20; ML 13; DL 14; long
swords.
Peasant levy: Mob; AC 9; #FIG 20; Unit
Commander none; HD/fig 6; Ratio 10:1; 0/
human/fighter; MV 12?; Size M; Saves F0;
AR 21;,ML 9; DL 9; fauchards.
Hostile forces
"Crashing Boars": Regular orc
cavalry;
AC 6; #FIG 12; Unit Commander Gronk,
CR 8?; HD/fig 40; Ratio 10:1; orc and giant
boar; MV 12?; Size M; Saves F1; AR 19,
?1
in daylight; ML 14; DL 13; spears.
"Green Guts": Regular
gnoll infantry; AC
5; #FIG 12; Unit
Commander Sneer, CR 6?;
HD/fig 20; Ratio
10:1; gnolls; MV 9?; Size
L; Saves F2; AR 16;
ML 12; DL 10; spears.
"Numbskulls": Regular hill giants; AC 4;
#FIG 12; Unit Commander Smokey; HD/fig
42; Ratio 5:1; hill giants; MV 12?; Size
L;
Saves F8; AR 17; ML 14; DL 12; huge
clubs.
?Iron Guard?: Regular infantry; AC 3;
#FIG 12; Unit Commander The Black
Knight; HD/fig 30; Ratio 10:1; 3/human/
fighter; MV 6?; Size M; Saves F3; AR 18;
ML 13; DL 12; two-handed swords.
?Hell on Wheels?: Regular chariots; AC 3;
#FIG 4; Unit Commander Lioneddes CR 9?;
HD/fig 60; Ratio 10:1; lions and humans;
MV 12?; Size L; Saves Fl; AR 16; ML 12;
DL 11; spears and javelins.
?Griffon Airmobile?: Regular cavalry; AC
8; #FIG 12; Unit Commander Ace; HD/fig
40; Ratio 10:1; griffons and humans; MV
12?//30?; Size L; Saves F1; AR 20; ML 13;
DL 12; javelins and short bows.
Heroes and commanders
Baron Demento: F20; Army Commander;
S 17, I 15, W 9, D 15, Co 16, Ch 18; AC
? 3; CB + 2; human; Saves F20; HD 9 + ;
CR
24?; hp 110; MV 6?/15?//12?; long
sword
+3 ; #AT 2; THAC0 0; AR 15; SA shield
+2, plate mail armor +3, ring of flying,
brooch of shielding, helm of teleportation,
and heavy war horse with chain-mail
barding; AL CE.
The Black Knight:
F14; Unit/Deputy
Army Commander; S
16, I 12, W 8, D 17,
Co 17, Ch 16; AC
? 1; CB + 1; human;
Saves F14; HD 9 +;
CR 18?; hp 92; MV 9?/
18?; broad sword
+3 ; #AT 2; THAC0 4;
AR 19; SA scale mail
+2, potion of extrahealing,
and medium war horse;
AL LE.
Smokey: Fire giant; Unit Commander;
AC 3; CB 0; Saves Fll; HD 11; CR 8? ; hp
76; MV 12?; huge sword; THAC0 9; AR 24;
SA immune to fire.
Ace: A10; Unit Commander; S 14, I 14,
W 8, D 18, Co 15, Ch 16; AC 2; CB + 1;
human; Saves T10; HD 8; CR 13?; hp 47;
MV 12?//30?; dagger +2 (poisoned);
THAC0 14; AR 29; SA leather armor +2,
wand of magic missiles (47 charges), ring
of feather falling, potion of invisibility,
and
mounted on a griffon; AL LE.
Aftermath
While the BATTLESYSTEM supplement
is perfect for conducting entire wars and
monstrous invasions, it can also be used
for small-scale actions. Furthermore, if
PCs are required to win their castles,
it
then becomes an indispensable aid
because it permits the DM to conduct
small battles with only modest bits of
work. Also, the players will feel that
they
have truly earned their freeholds. All
in
all, the BATTLESYSTEM supplement is a
very valuable tool for this purpose. If
you
are going to fight, then fight for keeps!
Roll/month (1d100) | Available forces |
01-03 | No forces available |
04-10 | 100 archers (short bows and leather armor) |
11-20 | 100 infantry (short swords, small shields, and chain mail) |
21-30 | 100 cavalry (light war horses, long swords, and leather armor) |
31-40 | 100 cavalry (heavy war horses, heavy lances, and chain mail) |
41-50 | 100 infantry (long swords, large shields, and chain mail) |
51-60 | 100 archers (long bows and leather armor) |
61-65 | 100 dwarven infantry (axes and chain mail) |
66-70 | 100 elven infantry (long swords, long bows, and leather armor)* |
71-75 | 100 halfling slingers (slings, daggers, and leather armor)* |
76-80 | 200 zero-level peasants (no equipment) |
81-90 | 100 infantry (banded leather armor and spears) |
91-95 | 100 cavalry (compound short bows, scimitars,
leather armor, and light
war horses) |
96-97 | 100 elite elves (Fl/MUl) (long swords, long bows, and scale mail) * * |
98-99 | 100 2nd-level infantry (two-handed swords and plate mail) |
00 | 100 hippogriff airmobile cavalry (short
bows, long swords, and
leather armor) |
Unless otherwise specified, all units are
1st level. All forces include sergeants at a ratio of 1 per 9 fighters.
* These forces may use Skirmish formations.
* * The DM should choose one offensive
and one defensive spell, and allow the commander to decide which has been
memorized before battle begins.
Table 2
Captain Availability
Roll/month (1d12) | Available captain |
1 | None available |
2-5 | Swashbuckler |
6-7 | Myrmidon |
8 | Champion |
9 | Superhero |
10 | Elven Swashbuckler |
11 | Dwarven Swashbuckler |
12 | Half-orc Swashbuckler |
Table 3
Monthly Wages and Maintenance Costs
- | Wages | Maintenance |
Short-bow archers | 360 gp | 30 gp |
Long-bow archers | 720 gp | 30 gp |
Slingers | 540 gp | 30 gp |
Light infantry | 200 gp | 30 gp |
Heavy infantry | 400 gp | 30 gp |
Light cavalry | 540 gp | 450 gp |
Heavy cavalry | 1,080 gp | 450 gp |
Horse archers | 900 gp | 450 gp |
Elite troops | 1,500 gp | 35 gp |
Airmobile | 3,000 gp | 120 gp |
All costs are based on 100 men (90 soldiers
and 10 sergeants). Increase costs appropriately
for larger units. All costs are based on
lst-level units; as units gain levels,
they demand 25% pay increases per level.
The monthly pay for an NPC captain is
100 gp per level. Maintenance for officers
is included in that of their unit.
Table 4
Support Personnel and Equipment Costs
Special personnel | No. required per 100 men | Monthly cost | Initial cost |
Leather worker | 1 | 30 sp | 5 gp |
Pack handler | 5 | 30 sp | 250 gp |
Teamster | 2 | 5 gp | 275 gp |
Armorer | 3 | 100 gp | 400 gp |
Blacksmith | 2 | 30 gp | 300 gp |
Camp followers | 10 | - | - |
Initial costs include all necessary tools
and equipment for the hirelings to do their
jobs. For very short campaigns, forces
may do without these specialists.
Table 5
Weather Table
Roll/turn (1d6) | Weather condition |
1 | Fog lightens |
2-5 | No change |
6 | Fog thickens |
If the fog lightens, the weather
becomes clear. If the fog thickens,
it becomes a heavy fog. If a
heavy fog thickens, treat it as no
change in weather. If a heavy fog
lightens, it becomes fog. For the
ill effects of fog,
consult the
BATTLESYSTEM supplement
rules, page 21.
[Further information on mustering
troops appeared in Tables and "Tables
of
Troops”
in DRAGON® issue #99, and “Armies
from
the Ground Up," in issue #125.
Ambushes are discussed in “In the Heat
of
the Fight” in this issue.]