Post by derv on Apr 13, 2014 12:33:06 GMT -6
This is my continued attempt at reconciling mixing scale in Chainmail and using PC's from your D&D game. You may find it useful or you may simply find it entertaining
Chainmail Mixed Scale Mass Combat with the use of D&D PC’s
All “normal” 1:10 troop types are counted as a man per scale. So, a 1:10 HF figure would be worth 10 HF men on the Combat Table.
All “fantastic” 1:1 figures would count as a man per their description within the Fantasy Supplement. So, a 1:1 Hero would be worth 4 HF men on the Combat Table.
A 1:10 HF figure vs. a 1:1 Hero HF figure would receive 10 dice/ 6 kills (hits). The Hero would receive 4 dice/ 6 kills (hits). Four cumulative hits must occur against the Hero to kill him. Reduce the number of dice of a 1:10 figure as it takes casualties.
The rule found in U&WA on page 25 would be applied. It states, “Battles involving large numbers of figures can be fought at a 20:1 ratio, with single fantastic types fighting separately at 1:1 or otherwise against but a single 20:1 figure.” (I believe the best limit to scale to be 10:1 or less.)
Depending on contact, formations, and spacing, a max of three 1:1 figures may engage one 1:10 figure from the front at a time. But only one 1:10 figure may engage a 1:1 figure at a time.
In this case, hits must be tracked for the individual 1:10 figure and excessive casualty morale checks made at the point in melee when casualties fall below the stated percentage by troop type (this is by rounds and not turns). A failed morale check results in removal of the 1:10 figure. So, if after three rounds of combat a 1:10 HF figure suffers 4 kills, it must make a morale check of 7+ on two dice to remain in combat. In contrast, the loss of any “commander” figure will have an impact on an entire armies morale.
1:10 figures that sustain damage in melee with 1:1 figures should reduce their combat dice each round accordingly.
Any 1:10 figures who suffer casualties in melee with 1:1 figures but remain in play after the turn is resolved should reduce their Morale Rating by 1 for the sake of future Post Melee Morale checks. Our above HF figure would then have a Morale Rating of 4 (equivalent to LF).
Melee between mutual 1:10 figures would proceed as normal, with each figure in formation counting as a man on the Combat Table.
Notes on converting D&D PC’s:
1. Ignore Level and Fighting Capability. The only thing that applies is HD and AC.
2. Drop all modifiers to HD. Each whole HD= 1 man in capability.
3. If necessary, always round down on the Combat Table when determining number of dice for melee.
4. Use AC to assign a defensive troop type rating.
5. PC’s of Hero status or better may be used as “commanders” and those benefits apply (page 21).
-Fighter of 4HD or greater
-Cleric and Magic User of 5HD or greater
If attached to a unit of 1:10 figures, the commander would be the last figure to be attacked unless he breaks free from the unit to act independently. While attached to a unit, a commander adds +1 to all die rolls only. He would not add any additional die.
6. Magic weapons add one man of capability for each +1 modifier (max of +3). If weapon is +4 or greater, move to next higher troop type on combat table.
Magic armor should be figures into AC and the appropriate troop type selected for defensive troop type.
7. Healing potions/spells will cure 1-2 HD (light/ serious) of damage only.
8. For assigning point values to PC’s each HD= 5 points.
Suggested comparison of OD&D equivalent (for sake of monster conversions):
1. Horse= 2+HD creatures
*horse: unarmored= 1HD barded= 1+HD
2. AF= 1+HD creatures
3. HF= 1HD creatures
4. LF= <1HD creatures
LF + unarmored horse= (LH) 1+HD
HF or AF + unarmored horse = (MH) 2HD/ 2+HD
AF + barded horse= (HH) 3HD
Defensive ratings and equivalent (for sake of monster & PC conversions):
1. AC 9-7 (1-3)= LF/LH
2. AC 6-4 (4-6)= HF/MH
3. AC 3-2 (7-8)= AF/HH
PC’s may have different troop type ratings for attack and defense. If a PC is mounted, then simply change type from foot to equal horse type.
-All 1HD (including <1HD & 1+1HD) figures are “normal” troops that can be used at 1:10.
-Any 2HD figures may be used at 1:10, but will not then take cumulative hits so 1:1 is preferable.
-All figures 3HD or greater must be used at 1:1, but take cumulative hits.
-Humanoid creatures will generally be converted to foot. Quadrupeds, creatures that fly, undead, and magical beasts will convert as horse with consideration to HD equivalence.
-Simultaneous hits do not apply. All multi-HD figures take cumulative hits. Though “immunity” to normal attacks still apply for certain figures.
-All melee is resolved using the MCT. There is no need for the FCT.
-“Normal” combat between mutual 1:10 figures is resolved as it traditionally would.
-“Mixed” combat (between a 1:1 and 1:10 figure) is resolved as presented above.
OD&D HD Conversions of Chainmail FRT
*If you choose to use monsters & PC's from OD&D instead of the Fantasy Supplement.
Name= HD= troop type (attack/ defend)
Men= 1HD= (by type)
Hero= 4HD= (by type)
Wizards= 7HD= (7LF)
Superhero= 8HD= (by type)
Goblins/ Kobolds= 1HD= (HF/LF)
Orcs= 1HD= (HF)
Hobgoblins= 1+1HD= (AF)
Dwarves= 1HD= (HF/LF)
Gnomes= 1HD= (HF/LF)
Elves= 1+1HD= (AF)
Nixies/ Pixies= 1HD= (LF)
Lycanthrope= 4-6HD (wolf-bear)= (AF/HF)
Wraith= 4HD= (4AF or 2MH)
Trolls= 6+3HD= (6HF)
Ogres= 4+1HD= (4HF)
Balrogs= 10HD= (3HH)
Ent= 8HD= (8AF)
Giants= 8-12HD= (12HF/AF)
Dragons= 5-12HD= (4HH)
Roc= 6HD= (3MH/HH)
Elementals= 8-16HD= (4MH or HH)
Giant Wolves= 1HD (small animals)= (LH)
Wight= 3HD= (3AF or 2LH/HH)
Ghoul= 2HD= (2AF/HF or 1MH/HF)
Zombie= 1HD= (1AF/LF or 1LH/LF)
Skeleton= <1HD= (LF)
Feel free to comment. I ran a brief scenario that I'll be posting below.
Chainmail Mixed Scale Mass Combat with the use of D&D PC’s
All “normal” 1:10 troop types are counted as a man per scale. So, a 1:10 HF figure would be worth 10 HF men on the Combat Table.
All “fantastic” 1:1 figures would count as a man per their description within the Fantasy Supplement. So, a 1:1 Hero would be worth 4 HF men on the Combat Table.
A 1:10 HF figure vs. a 1:1 Hero HF figure would receive 10 dice/ 6 kills (hits). The Hero would receive 4 dice/ 6 kills (hits). Four cumulative hits must occur against the Hero to kill him. Reduce the number of dice of a 1:10 figure as it takes casualties.
The rule found in U&WA on page 25 would be applied. It states, “Battles involving large numbers of figures can be fought at a 20:1 ratio, with single fantastic types fighting separately at 1:1 or otherwise against but a single 20:1 figure.” (I believe the best limit to scale to be 10:1 or less.)
Depending on contact, formations, and spacing, a max of three 1:1 figures may engage one 1:10 figure from the front at a time. But only one 1:10 figure may engage a 1:1 figure at a time.
In this case, hits must be tracked for the individual 1:10 figure and excessive casualty morale checks made at the point in melee when casualties fall below the stated percentage by troop type (this is by rounds and not turns). A failed morale check results in removal of the 1:10 figure. So, if after three rounds of combat a 1:10 HF figure suffers 4 kills, it must make a morale check of 7+ on two dice to remain in combat. In contrast, the loss of any “commander” figure will have an impact on an entire armies morale.
1:10 figures that sustain damage in melee with 1:1 figures should reduce their combat dice each round accordingly.
Any 1:10 figures who suffer casualties in melee with 1:1 figures but remain in play after the turn is resolved should reduce their Morale Rating by 1 for the sake of future Post Melee Morale checks. Our above HF figure would then have a Morale Rating of 4 (equivalent to LF).
Melee between mutual 1:10 figures would proceed as normal, with each figure in formation counting as a man on the Combat Table.
Notes on converting D&D PC’s:
1. Ignore Level and Fighting Capability. The only thing that applies is HD and AC.
2. Drop all modifiers to HD. Each whole HD= 1 man in capability.
3. If necessary, always round down on the Combat Table when determining number of dice for melee.
4. Use AC to assign a defensive troop type rating.
5. PC’s of Hero status or better may be used as “commanders” and those benefits apply (page 21).
-Fighter of 4HD or greater
-Cleric and Magic User of 5HD or greater
If attached to a unit of 1:10 figures, the commander would be the last figure to be attacked unless he breaks free from the unit to act independently. While attached to a unit, a commander adds +1 to all die rolls only. He would not add any additional die.
6. Magic weapons add one man of capability for each +1 modifier (max of +3). If weapon is +4 or greater, move to next higher troop type on combat table.
Magic armor should be figures into AC and the appropriate troop type selected for defensive troop type.
7. Healing potions/spells will cure 1-2 HD (light/ serious) of damage only.
8. For assigning point values to PC’s each HD= 5 points.
Suggested comparison of OD&D equivalent (for sake of monster conversions):
1. Horse= 2+HD creatures
*horse: unarmored= 1HD barded= 1+HD
2. AF= 1+HD creatures
3. HF= 1HD creatures
4. LF= <1HD creatures
LF + unarmored horse= (LH) 1+HD
HF or AF + unarmored horse = (MH) 2HD/ 2+HD
AF + barded horse= (HH) 3HD
Defensive ratings and equivalent (for sake of monster & PC conversions):
1. AC 9-7 (1-3)= LF/LH
2. AC 6-4 (4-6)= HF/MH
3. AC 3-2 (7-8)= AF/HH
PC’s may have different troop type ratings for attack and defense. If a PC is mounted, then simply change type from foot to equal horse type.
-All 1HD (including <1HD & 1+1HD) figures are “normal” troops that can be used at 1:10.
-Any 2HD figures may be used at 1:10, but will not then take cumulative hits so 1:1 is preferable.
-All figures 3HD or greater must be used at 1:1, but take cumulative hits.
-Humanoid creatures will generally be converted to foot. Quadrupeds, creatures that fly, undead, and magical beasts will convert as horse with consideration to HD equivalence.
-Simultaneous hits do not apply. All multi-HD figures take cumulative hits. Though “immunity” to normal attacks still apply for certain figures.
-All melee is resolved using the MCT. There is no need for the FCT.
-“Normal” combat between mutual 1:10 figures is resolved as it traditionally would.
-“Mixed” combat (between a 1:1 and 1:10 figure) is resolved as presented above.
OD&D HD Conversions of Chainmail FRT
*If you choose to use monsters & PC's from OD&D instead of the Fantasy Supplement.
Name= HD= troop type (attack/ defend)
Men= 1HD= (by type)
Hero= 4HD= (by type)
Wizards= 7HD= (7LF)
Superhero= 8HD= (by type)
Goblins/ Kobolds= 1HD= (HF/LF)
Orcs= 1HD= (HF)
Hobgoblins= 1+1HD= (AF)
Dwarves= 1HD= (HF/LF)
Gnomes= 1HD= (HF/LF)
Elves= 1+1HD= (AF)
Nixies/ Pixies= 1HD= (LF)
Lycanthrope= 4-6HD (wolf-bear)= (AF/HF)
Wraith= 4HD= (4AF or 2MH)
Trolls= 6+3HD= (6HF)
Ogres= 4+1HD= (4HF)
Balrogs= 10HD= (3HH)
Ent= 8HD= (8AF)
Giants= 8-12HD= (12HF/AF)
Dragons= 5-12HD= (4HH)
Roc= 6HD= (3MH/HH)
Elementals= 8-16HD= (4MH or HH)
Giant Wolves= 1HD (small animals)= (LH)
Wight= 3HD= (3AF or 2LH/HH)
Ghoul= 2HD= (2AF/HF or 1MH/HF)
Zombie= 1HD= (1AF/LF or 1LH/LF)
Skeleton= <1HD= (LF)
Feel free to comment. I ran a brief scenario that I'll be posting below.