Post by derv on Jul 10, 2015 21:04:54 GMT -6
Chainmail’s Mass Combat Table for Blow-by-Blow Melee
The Chainmail Mass Combat Table was most certainly created and intended for large battles with units of figures in formations. The smallest sized unit would possibly contain 4-8 figures and no less, but preferably more. This is obvious, if one wants their units to be effective on the battlefield, when considering troop types like light or heavy foot vs. heavy horse, where 4 men only receive one die in melee. I won’t touch on how sheer numbers can bear on morale in Chainmail also.
What if we want to use the Mass Combat Table at 1:1 figure scale? No problem, same rules apply. It matters little whether your figures are considered 1:20 or 1:1. What if we want to use the Mass Combat Table as a blow-by-blow combat resolution mechanic at 1:1? You like the Mass Combat Tables ease of resolution and don’t care for the Man-to-Man system for what ever reason. You are also looking for a way to resolve smaller conflicts quickly and easily.
Well, we could take Appendix A and where it says “man” or “men” replace it with the word “round”. If we do this the MCT will read that a LF will get one die per three rounds against AF and that AF will get one die per round against the LF. So, we can then conclude that over the course of three rounds the AF will get 3 dice (blows) to the LF’s one. We will compress this information into a single round even though the table will suggest from 1-4 rounds between the different types.
This require us to assess our troops individually and assign them a general troop type or, alternatively, a specific armor value and weapon value that corresponds to a troop type. I’ve offered some suggestions below, but others have already categorized these things in the past and it’s easy enough to come up with your own. Do what seems right to you.
I have converted the MCT to ratios of blows per round by type. The target numbers remain the same on a d6. It matters little whether you consider the ratio to equal the severity/force of the blow, the swiftness of the weapon, the quantity of blows, or the effectiveness of the weapon against certain armor. It’s an abstraction and remains consistent with the MCT as written.
Weapon types:
LF: mace, sword
HF: battle axe, spear
AF: flail, morning star
LH: dagger, hand axe
MH: pole arms, two handed sword
HH: lance, pike
Light Foot vs.:
LF 1:1, 6; HF 1:2, 6; AF 1:3, 6; LH 1:4, 6; MH 1:6, 6; HH 1:16, 6
Heavy Foot vs.:
LF 2:1, 5+; HF 1:1, 6; AF 1:2, 6; LH 1:4, 6; MH 1:6, 6; HH 1:12, 6
Armored Foot vs.:
LF 3:1, 4+; HF 2:1, 5+; AF 1:1, 6; LH 1:1, 6; MH 1:4, 6; HH 1:6, 6
Light Horse vs.:
LF 4:1, 5+; HF 4:1, 6; AF 1:1, 6; LH 1:1, 6; MH 1:2, 6; HH 1:6, 6
Medium Horse vs.:
LF 6:1, 4+; HF 6:1, 5+; AF 4:1, 6; LH 2:1, 5+; MH 1:1, 6; HH 1:2, 6
Heavy Horse vs.:
LF 16:1, 5+; HF 12:1, 5+; AF 6:1, 5+; LH 6:1, 5+; MH 2:1, 5+; HH 1:1, 6
So how would this work? As an example, a HF vs. AF would get one die per round where 6 kills, while the AF would receive two dice each round where 5+ kills.
If you choose to distinguish weapon and armor types, an example might be a LF/LH (leather and hand axe) enters melee with an AF/MH (plate and two handed sword). The LF/LH would attack as LH vs. AF and get one die per round where a roll of 6 kills. The AF/MH would attack as MH and get six dice each round against LF where a 4+ kills. Recognize that regardless of the number of dice rolled, there can only be one kill/hit per round.
Some rough probabilities:
6= (1 die)16.7%, (2) 30.6%, (3) 42.1%, (4) 51.8%, (5) 59.8%, (6) 66.5%, (12) 88.8%, (16) 94.6%
5+= 33.3%
4+= 50%
Some other thoughts and possibilities:
Porting over Fighting Capabilities from M&M, tossing in hit points and d6 damage, magic weapons add dice, magic armor subtracts dice, Heavy weapons strike first blow in first round, Light weapons strike first blow there after.
The Chainmail Mass Combat Table was most certainly created and intended for large battles with units of figures in formations. The smallest sized unit would possibly contain 4-8 figures and no less, but preferably more. This is obvious, if one wants their units to be effective on the battlefield, when considering troop types like light or heavy foot vs. heavy horse, where 4 men only receive one die in melee. I won’t touch on how sheer numbers can bear on morale in Chainmail also.
What if we want to use the Mass Combat Table at 1:1 figure scale? No problem, same rules apply. It matters little whether your figures are considered 1:20 or 1:1. What if we want to use the Mass Combat Table as a blow-by-blow combat resolution mechanic at 1:1? You like the Mass Combat Tables ease of resolution and don’t care for the Man-to-Man system for what ever reason. You are also looking for a way to resolve smaller conflicts quickly and easily.
Well, we could take Appendix A and where it says “man” or “men” replace it with the word “round”. If we do this the MCT will read that a LF will get one die per three rounds against AF and that AF will get one die per round against the LF. So, we can then conclude that over the course of three rounds the AF will get 3 dice (blows) to the LF’s one. We will compress this information into a single round even though the table will suggest from 1-4 rounds between the different types.
This require us to assess our troops individually and assign them a general troop type or, alternatively, a specific armor value and weapon value that corresponds to a troop type. I’ve offered some suggestions below, but others have already categorized these things in the past and it’s easy enough to come up with your own. Do what seems right to you.
I have converted the MCT to ratios of blows per round by type. The target numbers remain the same on a d6. It matters little whether you consider the ratio to equal the severity/force of the blow, the swiftness of the weapon, the quantity of blows, or the effectiveness of the weapon against certain armor. It’s an abstraction and remains consistent with the MCT as written.
Weapon types:
LF: mace, sword
HF: battle axe, spear
AF: flail, morning star
LH: dagger, hand axe
MH: pole arms, two handed sword
HH: lance, pike
Light Foot vs.:
LF 1:1, 6; HF 1:2, 6; AF 1:3, 6; LH 1:4, 6; MH 1:6, 6; HH 1:16, 6
Heavy Foot vs.:
LF 2:1, 5+; HF 1:1, 6; AF 1:2, 6; LH 1:4, 6; MH 1:6, 6; HH 1:12, 6
Armored Foot vs.:
LF 3:1, 4+; HF 2:1, 5+; AF 1:1, 6; LH 1:1, 6; MH 1:4, 6; HH 1:6, 6
Light Horse vs.:
LF 4:1, 5+; HF 4:1, 6; AF 1:1, 6; LH 1:1, 6; MH 1:2, 6; HH 1:6, 6
Medium Horse vs.:
LF 6:1, 4+; HF 6:1, 5+; AF 4:1, 6; LH 2:1, 5+; MH 1:1, 6; HH 1:2, 6
Heavy Horse vs.:
LF 16:1, 5+; HF 12:1, 5+; AF 6:1, 5+; LH 6:1, 5+; MH 2:1, 5+; HH 1:1, 6
So how would this work? As an example, a HF vs. AF would get one die per round where 6 kills, while the AF would receive two dice each round where 5+ kills.
If you choose to distinguish weapon and armor types, an example might be a LF/LH (leather and hand axe) enters melee with an AF/MH (plate and two handed sword). The LF/LH would attack as LH vs. AF and get one die per round where a roll of 6 kills. The AF/MH would attack as MH and get six dice each round against LF where a 4+ kills. Recognize that regardless of the number of dice rolled, there can only be one kill/hit per round.
Some rough probabilities:
6= (1 die)16.7%, (2) 30.6%, (3) 42.1%, (4) 51.8%, (5) 59.8%, (6) 66.5%, (12) 88.8%, (16) 94.6%
5+= 33.3%
4+= 50%
Some other thoughts and possibilities:
Porting over Fighting Capabilities from M&M, tossing in hit points and d6 damage, magic weapons add dice, magic armor subtracts dice, Heavy weapons strike first blow in first round, Light weapons strike first blow there after.