Get yer Fighting Man Back (from Chainmail)
Feb 23, 2013 5:41:24 GMT -6
librarylass and hengest like this
Post by waysoftheearth on Feb 23, 2013 5:41:24 GMT -6
A while back I put together a summary of The Humble Fighting Man's advantages. All that stuff was right out of the 3LBBs. It seemed "reasonable enough" so I had no need to look any further.
Since then a number of other discussions have touched on the fighting man's capabilities, chiefly Greyhawk's Legacy in which the fighting man's worth is debated, and Combat Rounds and Movement in which the rate of missile fire and melee attacks are discussed.
These (and other) threads are cause to re-consider the fighting-man -- in light of the capabilities/functions that don't appear in the 3LBBs, but which are implied by their presence in Chainmail.
[Note that I'm no Chainmail buff; most of this information comes second or third hand. But here is as good a place as any to get it all together in one place for discussion.]
So then.
What are these "mythical" capabilities that the OD&D Fighting-Man is owed from Chainmail?
(I'll list them first, then discuss the sources in detail below...)
At 1st Level:
1. (and presumably thereafter) a fighting-man is +1 to hit and +1 to damage rolls,
2. a fighting-man can have any one set of armour (presumably for free),
At 4th Level:
3. He is immune to fear and/or panic (such as that caused by a wand of fear, drums of panic, a terrifying dragon, and so on.),
4. He adds +1 to morale rolls of any troops he is leading in combat,
5. He is not subject to randomised missile or melee hits unless there are no other targets available,
6. He can hit (ordinarily impervious) dragons with normal weapons.
If dragons are not impervious to normal weapons in your game, then he is instead +4 to hit dragons.
At 8th Level:
7. He causes "normal" types to check morale when he charges them.
Normal types includes clerics up to 5th level, M-Us up to 6th level, fighters up to 2nd level, and (presumably) most other man-like types with up to ~3 HD.
8. He is +2 to hit (ordinarily impervious) dragons with normal weapons.
If dragons are not impervious to normal weapons in your game, then he is instead +6 to hit dragons.
At ALL Levels:
9. He has multiple melee attacks per one minute combat round versus ALL opponents.
Regardless of HD. Yessiree.
Read on for the the nitty-gritty details and grossly unjustified assumptions, etc., etc.,...
Points 1 & 2:
1. At 1st level (and presumably thereafter) a fighting-man is +1 to hit and +1 to damage rolls,
2. a fighting-man can have any one set of armour (presumably for free),
Leaders: It is suggested that leaders be given a +1 on all of their dice, and that their type of armor be considered the best for their origin and period.
(CM p26)
While "levelled" fighting-men do not exist in the historical massed battle rules, the "+1 on all their dice" translates exactly to the 1+1 HD of the Veteran (1st level fighter). So one might assume that an OD&D 1st level fighter is equivalent to a Chainmail Leader, and hence the Veteran should have all benefits ascribed to the Leader.
Points 3, 4, & 5:
3. He is immune to fear and/or panic (such as that caused by a wand of fear, drums of panic, a terrifying dragon, and so on.),
4. He adds +1 to morale rolls of any troops he is leading in combat,
5. He is not subject to randomised missile or melee hits unless there are no other targets available,
Heroes (and Anti-heroes) need never check morale, and they add 1 to the die or dice of their unit (or whatever unit they are with). They are the last figure in a unit that will be killed by regular missile fire of melee
(CM p30)
"need never check morale" is straight forward.
"add 1 to the die or dice of their unit" presumably implies the morale dice, which would make this function similar to the clerical Bless spell.
"the last figure in a unit that will be killed by regular missile fire" is again, straight forward; heroes don't die randomly. They must be struck down purposefully.
(Point 6 is combined with point 8, below)
Point 7:
7. He causes "normal" types to check morale when he charges them.
When a Super-hero approaches within his charge movement of the enemy, all such units must check morale as if they had taken excess casualties.
(CM p30)
This is straight forward.
Presumably this function is only applicable versus "normal" types (we already know from above that Heroes are not subject to this kind of intimidation).
Points 6 & 8:
6. He can hit (ordinarily impervious) dragons with normal weapons.
If dragons are not impervious to normal weapons in your game, then he is instead +4 to hit dragons.
8. He is +2 to hit (ordinarily impervious) dragons with normal weapons.
If dragons are not impervious to normal weapons in your game, then he is instead +6 to hit dragons.
These require somewhat more convoluted justification.
Firstly, regarding dragons:
They melee as if they were four Heavy Horse being impervious to missile or melee hits in normal combat (see Hero and Super Hero sections for the only exceptions ).
(CM p35)
Note that Chainmail positions dragons as "being impervious to missile or melee hits" except versus non-normal (aka Heroic) opponents.
Chainmail goes on to say...
A Hero-type, armed with a bow, shoots a dragon passing within range overhead out of the air and kills it on a two dice roll of 10 or better, with 2 plus 1 on the dice firing an enchanted arrow. Rangers are Hero-types with a +1 on attack dice.
...
A Super-hero, armed with a bow, shoots a dragon passing within range overhead out of the air and kills it on a two dice roll of 8 or better
(CM p30)
Detailing how heroes and super-heroes can kill (but see below) dragons with missiles. We must presume either that heroes can also kill dragons in melee combat, or that missile fire is the only way for heroes to kill dragons. The former seems more plausible to me.
Regarding "hits" and "kills":
Melee can be conducted with the combat table given in Volume I or by the CHAINMAIL system, with scores equaling a drive back or kill equal only to a hit.
(U&WA p25)
So, dragons are said (by CM) to be impervious to normal missiles and melee, but can be "hit" by heroes with a 2d6 roll of 10+ (16.67% chance of a hit), or super-heroes on a 2d6 roll of 8+ (41.67% chance).
M&T gives dragons as AC 2 so Attack Matrix II implies that a "normal" type (1 HD monster) could hit a dragon on a d20 roll of 17 (20% likely). However, CM has already told us that dragons are impervious to normal missile fire, so (by Chainmail reckoning) normals should require an impossible d20 roll of 21. I.e., their regular d20 attack roll should be adjusted by -4.
Attack Matrix I also tells us that 4th and 8th level fighters would require d20 rolls of 15 and 12 to hit an AC 2 dragon. Adjusting these by the same -4 "factor" means they would actually need rolls of 19 and 16, respectively.
Those are 10% and 25% odds. However, Chainmail has already stated that heroes and super-heroes hit dragons 16.7% and 41.7% of the time. Hence, heroes and super-heroes are 6.7% and 16.7% more likely to hit dragons than Attack Matrix I otherwise suggests.
We could round these +5% and +15% or to +1 and +3 adjustments on a d20, respectively.
We might also assume that the Chainmail style hero would probably have a high dexterity, for which OD&D already allows a +1 to hit with missiles. Hence, the hero needs no further adjustment versus dragons, while the super hero adds +2.
Thus:
. At 4th level a fighting-man can hit dragons (ordinarily impervious to normal attacks).
. At 8th level a fighting-man is +2 to hit dragons (ordinarily impervious to normal attacks).
Or, if dragons are not impervious to normal attacks in your game, then these figures should instead be:
. At 4th level a fighting-man is +4 to hit dragons.
. At 8th level a fighting-man is +6 to hit dragons.
Point 9:
9. He has multiple melee attacks per one minute combat round versus ALL opponents.
The Big One. And likely the most contentious one.
Read on at your own peril...
Over in the discussion of Chainmail Melee Rounds our resident Chainmail buffs discussed the matter of turns and rounds in Chainmail, and concluded (as far as I can tell) that in Chainmail:
One minute "turns" include as many "rounds" of melee as are necessary to resolve the combat.
But let's start at the beginning...
The ratio of figures to men assumed is 1:20, the ground scale is 1":10 yards, and one turn of play is roughly equivalent to one minute of time in battle.
(CM p8)
So Chainmail "turns" are one minute long.
Later the terms "round" and "melee round" also appear numerous times. However, the summary of fatigue alone is enough to convince us that turns and rounds are not one and the same thing:
FATIGUE
Continued activity brings on weariness:
1. Moving 5 consecutive turns.
2. Moving 2 consecutive turns, charging, then meleeing.
3. Moving 1 turn, charging, then meleeing 2 rounds.
4. Meleeing three rounds.
(CM p11)
The notion of "melee rounds" (as distinct from one minute "turns") is repeated frequently, for example:
Miscellaneous Melee Information:
...
4. After the first round of melee excess troops (figures unopposed by an enemy directly before them) from the flanks or from rear ranks may be moved so as to overlap the enemy formation's flanks...
(CM p16)
Then, from the opening section of the Man-to-Man Combat rules we have this:
When using the Man-To-Man combat system all preceding rules apply, except where amended below:
...
Melee: When two figures are within melee range (3"), one or several blows will be struck. The order of striking depends upon several factors. The man striking the first blow receives a return blow only if he fails to kill his opponent.
1st Round:
First blow is struck by —
a) the attacker, unless
b) the defender has a weapon which is two classes higher, or
c) the defender is fighting from above (castle wall, rampart, etc.).
2nd Round and thereafter:
First blow is struck by —
a) the side which struck first blow previously, unless
b) the opponent has a weapon which is two classes lower, or
c) the opponent is fighting from above.
...
(CM p25)
So, it's apparent that:
1. Melee rounds are distinct from 1 minute turns,
and that:
2. Hand to hand combat is resolved in "one or several" melee rounds.
The exact number of rounds is not stated explicitly; it's whatever number of rounds are required to get a result.
(See the linked discussion for the full details).
This is largely ignored by (or unknown to) D&D players who generally allow just a single attack roll per one minute combat turn.
This is despite the 3LBBs repeatedly suggesting that Chainmail be the basis for combat resolution. I.e., where alternate mechanics are not stated explicitly then one should presume that the Chainmail rules are applicable.
The side-effect of this oversight is that the importance of melee is drastically diminished compared to missile-fire and spell casting.
But How Many Melee Rounds Are There?
Without an exhaustive study of Chainmail in action it's impossible to say. However, there are several hints in the linked thread that "three" melee rounds per one minute Chainmail turn might be the magic number. Chainmail states that combatants are downgraded by fatigue after three rounds of melee (p11). Howandwhy99 notes that "WS&IM" (whatever that is?) uses 3 minute "naval turns", each having three 1 minute combat rounds. And Chogowiz reported that three was the maximum number of rounds he played out in a Chainmail turn.
If we are prepared to assume (for the sake of this argument) that three is the "golden number" of melee rounds per one minute turn, then an OD&D fighting-man should make three attack rolls per melee round!
If we care to "grade" fighting-men according to their experience level, then we might finesse this bold assertion further, e.g.:
Note that Chainmail's Mass Battle and Man-to-Man rules are concerned with fighting-types only. AFAIK the Fantasy Supplement doesn't suggest otherwise -- but whether the same advantage should be applicable to the other types is a whole different argument. It's worth noting, however, that AD&D made it clear that multiple attacks per "combat round" were made by fighters only.
OD&D's "well known" multiple attacks versus "normal types"* would, of course, still be applicable and would work in conjunction with the "new" multiple attacks per round rule: The fighting-man presumably being entitled to whichever number of attacks is greater each round.
Thus (using my finessed table, above), a 1st or 2nd level fighting man would roll twice per round versus all opponents. At 3rd level, he would roll thrice per round versus "normal" types but twice per round versus others. At 4th level, he would roll four times versus normals, but thrice versus others. And so on.
Ouch.
Final Note on "Normal" Types
There's a lot of talk about "normal" types.
According to the Fighting Capability given in M&M (p17-18), magic-users are "Normal" (i.e., not "Heroic") until they reach 7th level, clerics are "Normal" until they reach 6th level, and fighting-man are "Normal" until they reach 3rd level.
Presumably, therefore, almost all other man-like monsters with fewer than 4 HD must also be considered "normal" (and subject to 1 attack per fighter level).
Since then a number of other discussions have touched on the fighting man's capabilities, chiefly Greyhawk's Legacy in which the fighting man's worth is debated, and Combat Rounds and Movement in which the rate of missile fire and melee attacks are discussed.
These (and other) threads are cause to re-consider the fighting-man -- in light of the capabilities/functions that don't appear in the 3LBBs, but which are implied by their presence in Chainmail.
[Note that I'm no Chainmail buff; most of this information comes second or third hand. But here is as good a place as any to get it all together in one place for discussion.]
So then.
What are these "mythical" capabilities that the OD&D Fighting-Man is owed from Chainmail?
(I'll list them first, then discuss the sources in detail below...)
At 1st Level:
1. (and presumably thereafter) a fighting-man is +1 to hit and +1 to damage rolls,
2. a fighting-man can have any one set of armour (presumably for free),
At 4th Level:
3. He is immune to fear and/or panic (such as that caused by a wand of fear, drums of panic, a terrifying dragon, and so on.),
4. He adds +1 to morale rolls of any troops he is leading in combat,
5. He is not subject to randomised missile or melee hits unless there are no other targets available,
6. He can hit (ordinarily impervious) dragons with normal weapons.
If dragons are not impervious to normal weapons in your game, then he is instead +4 to hit dragons.
At 8th Level:
7. He causes "normal" types to check morale when he charges them.
Normal types includes clerics up to 5th level, M-Us up to 6th level, fighters up to 2nd level, and (presumably) most other man-like types with up to ~3 HD.
8. He is +2 to hit (ordinarily impervious) dragons with normal weapons.
If dragons are not impervious to normal weapons in your game, then he is instead +6 to hit dragons.
At ALL Levels:
9. He has multiple melee attacks per one minute combat round versus ALL opponents.
Regardless of HD. Yessiree.
Read on for the the nitty-gritty details and grossly unjustified assumptions, etc., etc.,...
Points 1 & 2:
1. At 1st level (and presumably thereafter) a fighting-man is +1 to hit and +1 to damage rolls,
2. a fighting-man can have any one set of armour (presumably for free),
Leaders: It is suggested that leaders be given a +1 on all of their dice, and that their type of armor be considered the best for their origin and period.
(CM p26)
While "levelled" fighting-men do not exist in the historical massed battle rules, the "+1 on all their dice" translates exactly to the 1+1 HD of the Veteran (1st level fighter). So one might assume that an OD&D 1st level fighter is equivalent to a Chainmail Leader, and hence the Veteran should have all benefits ascribed to the Leader.
Points 3, 4, & 5:
3. He is immune to fear and/or panic (such as that caused by a wand of fear, drums of panic, a terrifying dragon, and so on.),
4. He adds +1 to morale rolls of any troops he is leading in combat,
5. He is not subject to randomised missile or melee hits unless there are no other targets available,
Heroes (and Anti-heroes) need never check morale, and they add 1 to the die or dice of their unit (or whatever unit they are with). They are the last figure in a unit that will be killed by regular missile fire of melee
(CM p30)
"need never check morale" is straight forward.
"add 1 to the die or dice of their unit" presumably implies the morale dice, which would make this function similar to the clerical Bless spell.
"the last figure in a unit that will be killed by regular missile fire" is again, straight forward; heroes don't die randomly. They must be struck down purposefully.
(Point 6 is combined with point 8, below)
Point 7:
7. He causes "normal" types to check morale when he charges them.
When a Super-hero approaches within his charge movement of the enemy, all such units must check morale as if they had taken excess casualties.
(CM p30)
This is straight forward.
Presumably this function is only applicable versus "normal" types (we already know from above that Heroes are not subject to this kind of intimidation).
Points 6 & 8:
6. He can hit (ordinarily impervious) dragons with normal weapons.
If dragons are not impervious to normal weapons in your game, then he is instead +4 to hit dragons.
8. He is +2 to hit (ordinarily impervious) dragons with normal weapons.
If dragons are not impervious to normal weapons in your game, then he is instead +6 to hit dragons.
These require somewhat more convoluted justification.
Firstly, regarding dragons:
They melee as if they were four Heavy Horse being impervious to missile or melee hits in normal combat (see Hero and Super Hero sections for the only exceptions ).
(CM p35)
Note that Chainmail positions dragons as "being impervious to missile or melee hits" except versus non-normal (aka Heroic) opponents.
Chainmail goes on to say...
A Hero-type, armed with a bow, shoots a dragon passing within range overhead out of the air and kills it on a two dice roll of 10 or better, with 2 plus 1 on the dice firing an enchanted arrow. Rangers are Hero-types with a +1 on attack dice.
...
A Super-hero, armed with a bow, shoots a dragon passing within range overhead out of the air and kills it on a two dice roll of 8 or better
(CM p30)
Detailing how heroes and super-heroes can kill (but see below) dragons with missiles. We must presume either that heroes can also kill dragons in melee combat, or that missile fire is the only way for heroes to kill dragons. The former seems more plausible to me.
Regarding "hits" and "kills":
Melee can be conducted with the combat table given in Volume I or by the CHAINMAIL system, with scores equaling a drive back or kill equal only to a hit.
(U&WA p25)
So, dragons are said (by CM) to be impervious to normal missiles and melee, but can be "hit" by heroes with a 2d6 roll of 10+ (16.67% chance of a hit), or super-heroes on a 2d6 roll of 8+ (41.67% chance).
M&T gives dragons as AC 2 so Attack Matrix II implies that a "normal" type (1 HD monster) could hit a dragon on a d20 roll of 17 (20% likely). However, CM has already told us that dragons are impervious to normal missile fire, so (by Chainmail reckoning) normals should require an impossible d20 roll of 21. I.e., their regular d20 attack roll should be adjusted by -4.
Attack Matrix I also tells us that 4th and 8th level fighters would require d20 rolls of 15 and 12 to hit an AC 2 dragon. Adjusting these by the same -4 "factor" means they would actually need rolls of 19 and 16, respectively.
Those are 10% and 25% odds. However, Chainmail has already stated that heroes and super-heroes hit dragons 16.7% and 41.7% of the time. Hence, heroes and super-heroes are 6.7% and 16.7% more likely to hit dragons than Attack Matrix I otherwise suggests.
We could round these +5% and +15% or to +1 and +3 adjustments on a d20, respectively.
We might also assume that the Chainmail style hero would probably have a high dexterity, for which OD&D already allows a +1 to hit with missiles. Hence, the hero needs no further adjustment versus dragons, while the super hero adds +2.
Thus:
. At 4th level a fighting-man can hit dragons (ordinarily impervious to normal attacks).
. At 8th level a fighting-man is +2 to hit dragons (ordinarily impervious to normal attacks).
Or, if dragons are not impervious to normal attacks in your game, then these figures should instead be:
. At 4th level a fighting-man is +4 to hit dragons.
. At 8th level a fighting-man is +6 to hit dragons.
Point 9:
9. He has multiple melee attacks per one minute combat round versus ALL opponents.
The Big One. And likely the most contentious one.
Read on at your own peril...
Over in the discussion of Chainmail Melee Rounds our resident Chainmail buffs discussed the matter of turns and rounds in Chainmail, and concluded (as far as I can tell) that in Chainmail:
One minute "turns" include as many "rounds" of melee as are necessary to resolve the combat.
But let's start at the beginning...
The ratio of figures to men assumed is 1:20, the ground scale is 1":10 yards, and one turn of play is roughly equivalent to one minute of time in battle.
(CM p8)
So Chainmail "turns" are one minute long.
Later the terms "round" and "melee round" also appear numerous times. However, the summary of fatigue alone is enough to convince us that turns and rounds are not one and the same thing:
FATIGUE
Continued activity brings on weariness:
1. Moving 5 consecutive turns.
2. Moving 2 consecutive turns, charging, then meleeing.
3. Moving 1 turn, charging, then meleeing 2 rounds.
4. Meleeing three rounds.
(CM p11)
The notion of "melee rounds" (as distinct from one minute "turns") is repeated frequently, for example:
Miscellaneous Melee Information:
...
4. After the first round of melee excess troops (figures unopposed by an enemy directly before them) from the flanks or from rear ranks may be moved so as to overlap the enemy formation's flanks...
(CM p16)
Then, from the opening section of the Man-to-Man Combat rules we have this:
When using the Man-To-Man combat system all preceding rules apply, except where amended below:
...
Melee: When two figures are within melee range (3"), one or several blows will be struck. The order of striking depends upon several factors. The man striking the first blow receives a return blow only if he fails to kill his opponent.
1st Round:
First blow is struck by —
a) the attacker, unless
b) the defender has a weapon which is two classes higher, or
c) the defender is fighting from above (castle wall, rampart, etc.).
2nd Round and thereafter:
First blow is struck by —
a) the side which struck first blow previously, unless
b) the opponent has a weapon which is two classes lower, or
c) the opponent is fighting from above.
...
(CM p25)
So, it's apparent that:
1. Melee rounds are distinct from 1 minute turns,
and that:
2. Hand to hand combat is resolved in "one or several" melee rounds.
The exact number of rounds is not stated explicitly; it's whatever number of rounds are required to get a result.
(See the linked discussion for the full details).
This is largely ignored by (or unknown to) D&D players who generally allow just a single attack roll per one minute combat turn.
This is despite the 3LBBs repeatedly suggesting that Chainmail be the basis for combat resolution. I.e., where alternate mechanics are not stated explicitly then one should presume that the Chainmail rules are applicable.
The side-effect of this oversight is that the importance of melee is drastically diminished compared to missile-fire and spell casting.
But How Many Melee Rounds Are There?
Without an exhaustive study of Chainmail in action it's impossible to say. However, there are several hints in the linked thread that "three" melee rounds per one minute Chainmail turn might be the magic number. Chainmail states that combatants are downgraded by fatigue after three rounds of melee (p11). Howandwhy99 notes that "WS&IM" (whatever that is?) uses 3 minute "naval turns", each having three 1 minute combat rounds. And Chogowiz reported that three was the maximum number of rounds he played out in a Chainmail turn.
If we are prepared to assume (for the sake of this argument) that three is the "golden number" of melee rounds per one minute turn, then an OD&D fighting-man should make three attack rolls per melee round!
If we care to "grade" fighting-men according to their experience level, then we might finesse this bold assertion further, e.g.:
Fighting | Attack |
-Man | Rolls |
Level | /Round |
1-3 | 2 |
4-7 | 3 |
8+ | 4 |
Note that Chainmail's Mass Battle and Man-to-Man rules are concerned with fighting-types only. AFAIK the Fantasy Supplement doesn't suggest otherwise -- but whether the same advantage should be applicable to the other types is a whole different argument. It's worth noting, however, that AD&D made it clear that multiple attacks per "combat round" were made by fighters only.
OD&D's "well known" multiple attacks versus "normal types"* would, of course, still be applicable and would work in conjunction with the "new" multiple attacks per round rule: The fighting-man presumably being entitled to whichever number of attacks is greater each round.
Thus (using my finessed table, above), a 1st or 2nd level fighting man would roll twice per round versus all opponents. At 3rd level, he would roll thrice per round versus "normal" types but twice per round versus others. At 4th level, he would roll four times versus normals, but thrice versus others. And so on.
Ouch.
Final Note on "Normal" Types
There's a lot of talk about "normal" types.
According to the Fighting Capability given in M&M (p17-18), magic-users are "Normal" (i.e., not "Heroic") until they reach 7th level, clerics are "Normal" until they reach 6th level, and fighting-man are "Normal" until they reach 3rd level.
Presumably, therefore, almost all other man-like monsters with fewer than 4 HD must also be considered "normal" (and subject to 1 attack per fighter level).