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Post by jmccann on Aug 18, 2013 11:32:56 GMT -6
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Post by cooper on Aug 18, 2013 11:48:01 GMT -6
Nice report. Some things to think about beginning to keep track of (if you aren't already). 1) making sure you are allowing multiple rounds of combat per turn. 2) rules on how charging forces must continue charge movement even if it means moving though/past opposing forces. 3) rules on sweeping formations around to flank opposing forces (see #1 and #2 above) There are some others. I'll link to in an edit in just a moment. Here's my morale walkthroughMake sure you're up to date on how rounds workWhen formulating your armies, you can consider using the XP value of the leader as the amount of Gold able to be spent on outfitting said army subtracting the cost of a castle etc. This way you aren't "making up" what magic items, fantastic henchmen et al law or chaos will have. For example if your army leader is 7th level, then he should have about 64,000gp to buy an army with (say 640pts). This is where the FFC by arneson comes in handy in showing how to outfit a lord/wizard/high priest fairly. For example, your Baron Athelstand on the side of Law should be limited in number of heroes based on his available # of henchmen based on his charisma. Each of these henchman heroes should be leading a unit (and providing a morale+leader bonus detailed in the man-to-man rules). Any magic items a character has should be subtracted from the army commanders GP total (based on the XP value provided in the DMG). Fantastic units cost 100gp per HD per individual (including heroic/henchmen forces). Adding such book keeping makes outfitting an army much more organic and less arbitrary--the DMG is quite invaluable for this since this is where gygax put all of his Arneson FFC stuff. So with about 7000gp per year in income, if Naed needed to go to war he could hire a 70 point army or up to 320 points if he spent an entire year crafting potions. Here's an example I set up for Keep on the Borderlands and between a drow city and greyhawk city Here's Naed the 7th level mu, but at 10th level and after having purchased a tower and outfitted a small force of men.
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Post by jmccann on Aug 18, 2013 18:15:52 GMT -6
Thanks. I'll take a look at your links. I would like to start up an ongoing campaign and will probably base it largely on the FFC material.
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Post by Deleted on Aug 18, 2013 18:43:04 GMT -6
Nice little report.
Did you use the Man to Man or 1:20 combat resolution?
But yeah, a charge of heavy knights is pretty much going to shatter anything much weaker unless they're outnumbered around 4:1 or more.
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Post by jmccann on Aug 18, 2013 20:01:42 GMT -6
We used the mass-battle rules. We just winged it for the Labyrinth Lord stuff - really spells were the only thing that were important.
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Post by scalydemon on Aug 19, 2013 9:11:27 GMT -6
It was good to meet you jmccann and give Chainmail a try. One of those bucket list games for me for sure.
I think you can learn a lot more by actually getting a game out and giving it a go playing it - than just reading through the rules multiple times. This exercise seems to prove that point
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Post by waysoftheearth on Aug 19, 2013 17:13:27 GMT -6
A slight tangent, but worth remarking upon this: a charge of heavy knights is pretty much going to shatter anything much weaker unless they're outnumbered around 4:1 or more. I haven't played Chainmail specifically, but of historical wargames in general I think @gronanofsimmerya 's observation would be true for open terrain only. Knights (or other mounted troops) shouldn't expect to do well against pike or spear infantry, or against any reliable foot that are positioned uphill, or in difficult ground, and mounted troops would expose themselves to genuine risk if charging densely formed missile troops, especially the superior sorts.
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Post by Red Baron on Aug 19, 2013 17:38:56 GMT -6
A slight tangent, but worth remarking upon this: a charge of heavy knights is pretty much going to shatter anything much weaker unless they're outnumbered around 4:1 or more. I haven't played Chainmail specifically, but of historical wargames in general I think @gronanofsimmerya 's observation would be true for open terrain only. Knights (or other mounted troops) shouldn't expect to do well against pike or spear infantry, or against any reliable foot that are positioned uphill, or in difficult ground, and mounted troops would expose themselves to genuine risk if charging densely formed missile troops, especially the superior sorts. Ever played Medieval 2: Total War? A unit of heavy cavalry charging downhill would mow down anything short of pikes. Example www.youtube.com/watch?v=RuEbhv6A4Q0
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Post by waysoftheearth on Aug 19, 2013 17:54:39 GMT -6
I agree that's entirely plausible Red Baron, but I meant to imply the situation when the foot are positioned uphill, and the mounted are positioned downhill of them
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Post by Red Baron on Aug 19, 2013 18:20:11 GMT -6
I agree that's entirely plausible Red Baron, but I meant to imply the situation when the foot are positioned uphill, and the mounted are positioned downhill of them Ah. I missed your meaning. That's where that "bold knights must charge nearby units" rule comes into play and you realize you're about to have a lot of dead horses on your hands.
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Post by Deleted on Aug 19, 2013 21:21:52 GMT -6
I agree that's entirely plausible Red Baron, but I meant to imply the situation when the foot are positioned uphill, and the mounted are positioned downhill of them True, but the photos he showed of the battlefield showed a wide flat narrow place to hem the Orcs in nicely.
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Post by Red Baron on Aug 19, 2013 21:55:08 GMT -6
Not sure if this applies to the orcs in the scenario, but the ad&d monster manual says that 50% of orcs carry polearms or spears. Chainmail says they attack and defend as heavy foot.
So the orcs should hold up better than I had initially thought, but I've played enough total war that I can't get the images of heavy spearmen flying into the air and get trampled underfoot as a unit of horsemen a third the size hit them head on.
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Post by waysoftheearth on Aug 20, 2013 6:12:10 GMT -6
I wonder how it might have gone if the sides were well balanced? Seems that the forces of law were mostly mounted while the chaotics were mostly afoot. Therefore, the chaotics might have done well to deploy some "bait" right up the back between the arms of the hills, with their main strength positioned on either hill waiting to swoop down. In that scenario, the knights would probably have been forced to dismount in order to assault the hills, but even then they would be disadvantaged fighting their way uphill. On the other side, the lawfuls wouldn't want to fall for such an obvious trap, so they would have done well to deploy most of their strength to one flank (say, left of picture) leaving a few fast moving sweepers to delay/block the chaotic on the other flank from rejoining the battle. The lawfuls could focus much of their strength on that one enemy flank. Even if they had to scale a hill dismounted (which they probably would have to), concentrating on one hill would be preferable to attacking both hills at once, or getting crushed between them. Overall, seems like it should have been a hard ask for the lawfuls... but the battle report says the chaotics got smashed. Partly due to poor balance, perhaps, but also due to poor deployment I reckon Great fun jmccann, looking forward to hearing about what happens next!
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Post by Red Baron on Aug 20, 2013 7:36:46 GMT -6
I would grab another player for the session take the role of the evil high priest. The chaotics would probably have done better and the battle would have more unexpected twists if they had a commander that was trying to crush the heroes. Intelligent evil is scary evil.
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Post by jmccann on Aug 20, 2013 8:05:10 GMT -6
I wonder how it might have gone if the sides were well balanced? Seems that the forces of law were mostly mounted while the chaotics were mostly afoot. Therefore, the chaotics might have done well to deploy some "bait" right up the back between the arms of the hills, with their main strength positioned on either hill waiting to swoop down. In that scenario, the knights would probably have been forced to dismount in order to assault the hills, but even then they would be disadvantaged fighting their way uphill. On the other side, the lawfuls wouldn't want to fall for such an obvious trap, so they would have done well to deploy most of their strength to one flank (say, left of picture) leaving a few fast moving sweepers to delay/block the chaotic on the other flank from rejoining the battle. The lawfuls could focus much of their strength on that one enemy flank. Even if they had to scale a hill dismounted (which they probably would have to), concentrating on one hill would be preferable to attacking both hills at once, or getting crushed between them. Overall, seems like it should have been a hard ask for the lawfuls... but the battle report says the chaotics got smashed. Partly due to poor balance, perhaps, but also due to poor deployment I reckon Great fun jmccann, looking forward to hearing about what happens next! The mounted Chaotic forces held up well. There will be more foot, more medium cavalry and more missile troops and a wider valley. In the scenario the parts of the hills facing the center were impassable cliffs so what you are describing is a little off. Also, don't forget this is not just a military scenario and the bad guys have enough spells and whatnot to take out a couple of the heroes of Law. In fact that happened although it is not reflected in the battle report. The baddy got away w/ the loot and now there is a chase.
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Post by jmccann on Aug 20, 2013 8:07:40 GMT -6
I would grab another player for the session take the role of the evil high priest. The chaotics would probably have done better and the battle would have more unexpected twists if they had a commander that was trying to crush the heroes. Intelligent evil is scary evil. Who you calling unintelligent ?? I thought about having one of the players take the side of Chaos but decided against it. If I expand this into a campaign I will probably have some players taking the part of Chaos but I want to have something to do.
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Post by Deleted on Aug 20, 2013 10:38:08 GMT -6
The point values in Chainmail actually work pretty well to balance a scenario.
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Post by waysoftheearth on Aug 20, 2013 16:07:15 GMT -6
In the scenario the parts of the hills facing the center were impassable cliffs so what you are describing is a little off. Doh! Curses to inconvenient terrain
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Post by Red Baron on Aug 20, 2013 17:34:21 GMT -6
I would grab another player for the session take the role of the evil high priest. The chaotics would probably have done better and the battle would have more unexpected twists if they had a commander that was trying to crush the heroes. Intelligent evil is scary evil. Who you calling unintelligent ?? I thought about having one of the players take the side of Chaos but decided against it. If I expand this into a campaign I will probably have some players taking the part of Chaos but I want to have something to do. I didn't mean to imply that. A judge would have an interest in the chaotic forces loosing so that the adventure could progress to the final showdown/ horseback chase/ whatever. Otherwise he doesn't get to use all that material he painstakingly dreamed up.He feels if he plays to well he'll kill the heroes. Players make unexpected blunders and shrewd tactical moves in a way that judges tend not too. I feel it makes for a more interesting game and a seemingly more intelligent enemy to have a player commanding as the EHP.
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Post by jmccann on Aug 20, 2013 21:46:10 GMT -6
Who you calling unintelligent ?? I thought about having one of the players take the side of Chaos but decided against it. If I expand this into a campaign I will probably have some players taking the part of Chaos but I want to have something to do. I didn't mean to imply that. A judge would have an interest in the chaotic forces loosing so that the adventure could progress to the final showdown/ horseback chase/ whatever. Otherwise he doesn't get to use all that material he painstakingly dreamed up.He feels if he plays to well he'll kill the heroes. Players make unexpected blunders and shrewd tactical moves in a way that judges tend not too. I feel it makes for a more interesting game and a seemingly more intelligent enemy to have a player commanding as the EHP. Don't worry, I did not REALLY think you wuz callin me stoopid. You are right about me not trying to wipe out the players. I definitely was not trying to wipe out the players, as an independent player would have tried to do. It would be even harder to balance the overall scenario under those circumstances. Even if there were an independent player though, there was not enough threat from the Chaos forces, and the botched terrain design (too narrow valley) ended up making the Chaos side entirely too brittle.
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