In “Vertical Scale,” we consider stairs which incline at angles greater than 45 degrees. At the DM’s disgression, such steepness impacts movement and melee combat.
Movement
At vertical rises of 15 and 20 feet over ten horizontal feet, the distance traveled is 18 and 22 feet. For either, we round to 20 feet of movement.
Considering also the extra effort to step up and, in the 20-foot case, a vertiginous decent, we justify halving the explorer’s move rate. So, moving up or down stairs—a ten-foot square on the map—costs 40 feet of movement.
Moving faster, an explorer must roll his or her dexterity score or less on a twenty-sided dice or tumble to the bottom of the stairs, taking d6 damage for each ten feet fallen.
Melee
Higher Ground
If your chosen rules do not address the issue, add 1 to attack rolls for melee combatants on higher ground.
Falling
When a melee combatant suffers a violent blow (i.e. takes damage), he or she must roll against dexterity or fall and suffer damage as above.
“The possibilities for employing such creatures are almost endless, and the abilities and weaknesses of each should be decided upon prior to the game they are to be used in. For example, a giant spider might be unkillable by normal men, but will kill them unless they roll a save of 8 or better, and it would combat fantastic opponents as if it were a Lycanthrope” (Chainmail, 36, entry Giant Spiders and Insects).
In the last few monster descriptions (36-7), Gygax and Perren give examples of adding new creatures to the Chainmail system using the framework of the rules. Chimerea and other such mythical flyers, for instance, are treated “as the most nearly corresponding type of creature covered herein.” Giant Wolves attack as Light Horse and move as Medium Horse. Versus fantasy creatures, they get two attacks “as men” (which I read as two Light Horse), and they defend as a Wight. In the example cited above, a spider’s poison is modeled by a saving roll.
To assign attacks and defenses as an existing creature on the Fantasy Combat Table, some analysis is required. Scrutinizing the table, we see that each creature attacks with varying success against the others, and the creature’s defense is subsumed into the opponent’s attack. So, a dragon hits a wizard with a two-dice roll of 10, while the wizard hits the dragon with a 9. There is no separate defense roll.
Totaling all a creature’s attack target scores, we get a clearer, though simplified, view. Likewise, for defense.
The score required for each attacker-defender pair makes sense—or at least can be justified. Figuring out whether one creature is more or less powerful than another, however, is difficult. Totaling all a creature’s attack target scores, we get a clearer, though simplified, view. Likewise, for defense.
Fantastic Opponents by Attacks and Defenses
In the two tables below, creatures are ranked by best attacks and best defenses, respectively. The stronger attacker has a lower total. The stronger defender, a higher.
Order of Best Attacker
Rank
Creature
Attacker
Defender
1
Dragon
82
130
2
Elemental
86
121
3
Super Hero
91
110
4
Giant
92
118
5
Treant
95
115
6
Wizard
99
121
7
Roc
101
109
8
Hero
117
76
9
Lycanthrope
118
78
10
Troll, Ogre
118
86
11
Wraith
119
108
12
Wight, Ghoul
121
67
Order of Best Defender
Rank
Creature
Attacker
Defender
1
Dragon
82
130
2
Elemental
86
121
3
Wizard
99
121
4
Giant
92
118
5
Treant
95
115
6
Super Hero
91
110
7
Roc
101
109
8
Wraith
119
108
9
Troll, Ogre
118
86
10
Lycanthrope
118
78
11
Hero
117
76
12
Wight, Ghoul
121
67
Using these tables, we can more easily find the general power of a new creature. Once narrowed to a range of two or three existing creatures, we decide on an equivocal creature by a brief examination of those creature’s attacks and defenses, perhaps choosing one creature for attacks and another for defenses. One step further, if a couple scores vary widely from our vision of the new creature, we might assign different scores, taking the example of some opponents versus True Trolls (table, 34).
Comparing Creatures by Rank
Further analysis reveals the order of attackers mostly corresponds to that of defenders. Dragons and elementals, for example, are ranked first and second in both orders. Wights are last.
Rank
Attacker
Defender
1
Dragon
Dragon
2
Elemental
Elemental
3
Super Hero
Wizard
4
Giant
Giant
5
Treant
Treant
6
Wizard
Super Hero
7
Roc
Roc
8
Hero
Wraith
9
Lycanthrope
Troll, Ogre
10
Troll, Ogre
Lycanthrope
11
Wraith
Hero
12
Wight, Ghoul
Wight, Ghoul
In this table, we see that some types are ranked differently for attacks and defenses and that these are paired (italicized). Super-heroes are ranked third as attackers, sixth as defenders, while wizards are the reverse: third as defenders, sixth as attackers. The same with the pairs hero-wraith and lycanthrope-ogre.
Chainmail doesn’t say how to determine which spells a Wizard may cast. Perhaps it is implied that the referee choses the spells according to the scenario. Or we might assume a Wizard may cast any spell.
If we want to determine a particular spell list for a Wizard, we could use a random method, either by drawing cards from a deck or by rolling dice. One way to get a number from 1 to 16 on dice is to roll a d8 and d6. The d8 determines a pair of numbers: 1 is 1-2, 2 3-4, and so on. Between the two numbers, choose odd or even based on the result of the d6.
I use the general term magic-user hereafter to refer to a Wizard of any power level, reserving the specific term for the more powerful of the class.
In the Valormr Campaign, Zosimos and the Elf King and Queen are seven-spell Wizards. All other magic-users have a point value of 80 (close to average by number of spells), and I dice for the power level. Spells are determined by drawing from a deck.
Complexity
In addition to this randomosity, I added Chainmail’s optional Spell Complexity (33). Because the complexity was often higher than the user’s level, spells rarely took effect. A fireball, certain of effect, was more worthwhile than a spell with little chance of success. Magic-users became 80-point missile throwers.
After a brief trial, I did away with it. Spell Complexity is better used when the spell list is determined with some judgment.
Player Choice
To preserve some power in spell-use while incorporating Complexity, we might allow the player to choose spells of any complexity, either before play or in game. In both cases, the player judges the risk of failure.
Restricted by Complexity
To lean in the direction of later adventure games, we might throw out the chance of spell failure and restrict a magic-user to complexity levels at or below his or her power level, based on number of spells. A Seer has access to only Complexity 1 spells, for example; a Warlock, Complexity 4 and below.
Choose From a Subset or the Entire Spell List?
While the adventure game that grew out of Chainmail restricts arcane magic-users to a subset of spells—usually acquired over time and collected in a spell book, we might allow access to the entire spell list, possibly restricted by complexity as above. This carries the potential to slow play, as the player must consider more options. On the other hand, it makes magic-users a little more powerful and makes them appear more prescient, as they are more likely to have just the right spell for the situation.
Apart from the Throrgrmir Civilization, Aeskrvald is the largest power center within the realms of law. Though a venerable and well-loved king still sits on the throne, the city is effectively ruled by a prince. The Prince of Aeskrvald coordinates the Forces of Law, but the armies remain independent.
Each Throrgrmir regiment represents one clan. At this point in Throrgrmir’s Renaissance, eight clans comprise the dwarven civilization. Each dwarf clan recruits a regiment. Regiment commanders are Dwarf-Heroes.
Four hills, two woods, a marsh, and a river runs through it. Using Chainmail’s Terrain Selection method, a battle is fought over similar ground, regardless of the larger terrain in which the engagement takes place.
This is more true in my experiments playing the whole terrain-card deck. But even when limiting the draws to four per player (as the rules suggest), a forest battlefield could be barren of trees. Opposing forces in swampland might fight on a battlefield with a couple hills and no marsh. Conversely, in hill country, a commander might have to maneuver around a swamp. There is no intrinsic difference between battlefield terrain in different biomes.
The following modification simulates more varying terrain. It exchanges terrain cards based on the terrain types occupied by opposing forces on the strategic map.
One or More Terrain Types
Depending on your strategic-level rules, you might fight a battle within a single biome, say forest or hills. Or, outside a campaign, you might be fighting a battle in which the scenario dictates the general terrain. In those cases, you have only one terrain type as input to the following card exchange.
Using the Valormr strategic rules, however, when two or more forces meet on the strategic map, each force occupies one hex. Each occupied hex may have terrain different from the others. We assume the engagement takes place somewhere near hex borders. So, we encounter a mix of biomes.
Replacement Cards
This method requires making additional terrain cards. As an alternative, a pencil mark, erased afterward, on the cards which these replace may suffice.
4 woods
2 marsh
1 river
2 hills
4 wooded hills
4 low hills
4 high hills
1 impassable terrain
Marsh, Pond, Gully, and Rough Ground ★
With this method, we group marsh, pond, gully, and rough ground into a category, designated by a star (★). In some terrain types, we replace one or more of these four cards, which we may choose randomly or by preference.
Simulating Maneuver for Suitable Terrain
A battle does not necessarily take place in a random spot between two armies. Commanders maneuver forces to fight on advantageous terrain. This is modeled in the strategic rules by the contact dice. The commander with the higher throw draws and places, in his or her first turn, a number of terrain cards equal to the number by which the throw was won. In this way we simulate the commander’s advantage gained by outmaneuvering the opponent.
Hills and Lines of Sight
A rise of seven feet or more over a hundred horizontal feet (7% grade) slows movement.1 This becomes the definition of a hill in a tactical wargame. All hills slow movement, but not all hills block lines of sight. At a scale of 1″:10 yards, a hill rises at least two feet over one inch on the table. At 1″:20 yards, the hill is four feet or higher. I round to five.
Class
Height
Blocks Lines of Sight for Creatures
Low
5′
Smaller than man-sized
Medium
10′
Man-sized to ogre- and troll-sized
High
15′
Up to giant-sized2
I represent hills of different heights with layers of cardboard, from which the contour is cut (photo above). A low hill is one layer. I add another smaller layer, cut to a similar contour, to make a medium hill. For a high hill, I add a third—larger—layer beneath the first. Thus, a high hill is also broader.
Terrain Card Replacements
We take the terrain types given in Chainmail’s Terrain Selection (10) as clear terrain. That is, when all engaging forces occupy clear hexes, we use the terrain cards in the numbers given.
For each non-clear terrain hex occupied by an engaging force, exchange cards as follows. When three or more forces meet, no more than two of the same terrain type should be considered.
Players may agree, prior to the draw, to substitute any card that makes sense in the battlefield scenario.
Clear: No change.
Forest: Exchange one hill and one ★ for one wood card each.
Hills: Exchange one ★ for one hill card. If a second force also occupies hill country, one ★ exchanged should be the marsh.
Forested Hills: As hills, plus exchange two hills for two wooded hills.
Swamp: Exchange one hill for one marsh; two hills become low hills. When a second force is in swampland, also exchange the gully for one river; all hills are low.
Mountains: Exchange the marsh for impassable terrain—a peak, an escarpment, or the like; two hills are high. With a second force in mountains, exchange one ★ for one hill; two more hills, now four out of five, are high.
Rivers and Coastlines: Apply the predominant terrain type as above. River cards define one or more tributaries or inlets.
Positioning Rivers, Coastlines, Trails, and Roads
When forces occupy hexes containing linear features, these may be transposed to the wargames table prior to terrain card draws. The position of a river, coastline, trail, or road depends on the relative positions of the forces involved.
Careful placement lends to or limits tactical possibilities for one or more sides without depriving all forces of portions of the table. If all forces are on the same side, for example, the river edges the battlefield. If one force is on the opposite bank, or if one or more forces travel on water to enter the battlefield, the river may well run through it.
After using it in his games for eight years, Dan “Delta” Collins of Delta’s D&D Hotspot and Wandering DMs finally, in this Hotspot post, opened the cover on the pit where he cached this six-page booklet chock-full of traps.
One Table, Myriad Dooms
On the first page, Dan explains in one paragraph how to generate a trap for your dungeon stocking needs. He tells you how often a trap is present, your chance to find it, and failing that, your chance to trigger it.
If you’re old school, you might consult the Monster Determination and Level of Monster Matrix from OD&D’s Underworld and Wilderness Adventures to determine the trap’s level. I adore the “Lost Matrix,”1 and I’m excited to have another reason to use it. On the matrix, you might find a 3rd-level trap anywhere from dungeon level one through five.
Let’s take pit traps, for example. On upper levels, you got your standard covered.jpgt traps for neophyte adventurers. For more experienced delvers, you got pits with spikes, pits with monsters, locking pits, and pits that crush you in your plate mail like a tin can.
The rest of the digest-sized page is a single table of d12 traps for each level, one through six. That’s 72 traps at the end of a dice roll.
Table entries are brief and descriptive. Dan suggests the text may be copied straight into your digital dungeon room notes.
Five Pages of Descriptions
Dan doesn’t leave you gazing at the approaching edge of the swinging pendulum. In remaining pages, he describes each trap, divided by type. There are eight types, including crushing, confining, and magic/energy traps, plus my favorite pit traps. Some have variations, like a poison’s strength or a missile’s accuracy. Each description provides how much damage, what save if any applies, and how to escape the trap should you survive its immediate effects.
Furthering our pit-trap example: At the deepest levels, you might find, if you’re lucky, a covered pit. Lifting the cover, you see spikes poking up from the bottom. The points are covered in poison. When you don’t find the cover, you fall through it, it locks, and the pit floods. Don’t worry. Dan tells you how to get out of it. Spoiler: It’s a job for friends topside. They should have an axe. Hold your breath while they work.
The OED Traps Digest is a free download for the Original Edition Delta fantasy rules system. Go to OED Games and search for Traps.
Working Traps on Wandering DMs, Sunday
For a live trap-stocking demonstration from the author of the OED Traps Digest, catch up with the Wandering DMs on YouTube today at 1 p.m. Eastern US. In “Dungeon Design Dash 2,” Dan and fellow DM Paul Siegel continue their work from a previous episode. Earlier, they stocked monsters and treasures in a one-page dungeon. They intend to finish this week with puzzles, tricks, and traps.
Don’t forget your ten-foot pole. I’ll bring the axe.
Notes
1 I call it the “Lost Matrix,” because, after an abbreviated appearance in the Holmes Bluebook and a more extensive rendition in the 1979 AD&D Dungeon Master’s Guide, it isn’t reproduced in later editions—the beginning of the end of the old school, so saith the grognard.
As the red dragon winged across a starry sky toward the citadel, Arkthark marched the goblinoid horde toward the northwest edge of the Ellriendi Forest. The Elding Regiment North Battalion awaited him.
Using the method outlined in Terrain Reconnaissance, the elven commander drew and placed four terrain cards—based on the difference in the contact dice—on the table in her first turn. Along with a few lucky draws afterward,1 she blocked Arkthark behind obstacles.
The hobgoblin commander had little choice. His orders were to push into the forest before dawn, when the human armies would take up the advance. The orders came from Hadewych the Arbiter, who worked for Anax Archontas. The red dragon brooked no excuse for failure.
In addition to unfavorable terrain, a two with no modifiers on the contact dice made Arkthark only aware of an elven force before him. He had no idea of its size or composition. The engagement would be fought in the 14th hour of the day, around eight o’clock in the evening. All that is determined from one opposed dice roll. See “Map Contact.”
Hills are cardboard cutouts. Two layers indicate a ten-foot height, which slows movement over one inch per layer going up and obstructs lines of sight through the top layer.
The gully is shown by two strips of cardboard either side it. A gully is considered to be around six feet deep, hiding creatures moving along its length. To cross the width of a gully, a unit must halt on the near side and spend half its move rate to descend into the gully and, if it doesn’t move along it, another half to scramble up the other side.
Woods, clipped from kitchen sponges, are traversed by paths, which are considered wooded for purposes of movement, cover, and concealment, as is a one-inch border surrounding them.
Pebbles simulate a patch of rough ground.
River, pond, and marsh are scissored from cloth rags. The small pebbles lining the water are not rough ground. They only look nice and help to weigh down the cloth in case of a strong wind that blows through the apartment to keep a summertime wargamer cool.
Note the river (which I take for a stream) runs into but not out of the marsh. I suspect subterranean tunnels in the area—perhaps a dungeon.
Notes
1 I’m still experimenting with playing the whole deck of terrain cards. On my square table, two-thirds the scale size of a regular wargames table, the terrain appears crowded. I might reduce the number of terrain cards proportionally for future battles.
The river Grunnthraesir divides the Ellriendi Forest into two halves: the Groennendr (east) and the Elding (west).
The elves must protect the forest, maintaining a perimeter guard at all times.
The Elf King may lead a contingent outside the forest in extreme circumstances—say, to fight in a climactic battle against Chaos.
The Elf Queen’s Court does not move. The Elf Queen and the Court defend the Groennendr’s center hex, where they guard a secret, with their lives.
On the strategic map, the three Elf Regiments are divided into two battalions, 17 elves each, identified by their regiments and the “North” or “South” designator.
Anax Archontas is the prime mover of the Chaos Armies. He appointed Hadewych the Arbiter Commander General of the Chaos Armies. With her, Archontas plans the campaign and, to her, delegates all operations. Solon Theros is Lieutenant Commander General.
Chaos Strengths
Most total points.
Access to most fantasy creatures.
Chaos Weaknesses
Few Hero and Super-hero types.
Few Wizards.
Few enchanted items.
General Notes on the Tables
Army Points: Budget, allowance, and figure cost are counted in army points, often referred to as points.
Budget, Total, and Remainder: An army’s initial budget is in the upper right of its table, its initial total, lower right. Any remainder is added to the first month’s allowance.
Monthly Allowance: At the beginning of each month, an army gains an allowance equal to 10% of its initial budget. This allowance (not shown), plus any remainder from the previous month, may be spent on “Specials,” which include fantastic creatures and mercenaries.
Available: Maximum number of the figure type (or enchanted item) that the army may have at any time. Losses can be replaced by spending points.
Command Element: Includes the commander and any figures which march with him or her.
Typical Regiment: Starting composition of one regiment within the army. Each army consists of one or more regiments, noted in the table header with the army name.
Regiment or Command Element: Note that adding a number of figures to a typical regiment adds to an army as many times the number as the army has regiments. To add a number independent of the number of regiments, add figures to the command element.
Wizards: Unless its power is predetermined, a Wizard costs 80 points. Dice for its number of spells.
Enchanted Items: Magic swords and armor and enchanted arrows cannot be replaced. When its wearer or wielder does not survive, the victor, assuming the vanquished is pushed from the field, may find enchanted items. An enemy victor finds the dropped item on a 1 or 2 on the dice. A friendly recovers it on a 1 to 4. Otherwise, the item is lost for future generations to discover. Available and current figure counts do not include enchanted items.
Peasants: Chaos Armies pull peasants from the fields to fight as they may.
Undefined Creature Types: I threw in a few creatures that are not in Chainmail. I cross reference the miniatures rules and B/X to divine game stats for them. I mean “divine,” like finding water with a stick.
Orders of Battle: Chaos Armies
Anax Archontas (Dragon)
Budget
200
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Anax Archontas Pyrgos Pyrkagias (Red Dragon)
100
1
1
100
Champions of Chaos*
100
1
1
100
Heroes*
0
6
6
0
Wizards
80
1
0
0
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Total
9
8
200
* For 100 points Anax Archontas got 6 heroes in Champions of Chaos. These he may use as a personal guard or attach to the command element of an army or whatever else the cunning wyrm might devise.
Hadewych — 5 Regiments
Budget
480
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Hadewych the Arbiter (Super-hero)
50
1
1
50
Wizards
80
1
0
0
Enchanted Arrows
10
0
0
0
Magic Swords
10
1
1
10
Magic Armor
10
1
1
10
Subtotal
2
1
70
Typical Regiment
Army
Peasants
0
6
0
0
0
Armored Foot
2.5
18
18
45
225
Longbows
5
8
4
20
100
War Apes†
5
4
0
0
0
Subtotal
36
32
80
325
Total
39
35
395
† Creature type not defined in Chainmail.
Solon Theros — 2 Regiments
Budget
120
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Solon Theros (Super-hero)
50
1
1
50
Enchanted Arrows
10
0
0
0
Magic Swords
10
1
1
10
Magic Armor
10
0
0
0
Subtotal
1
1
60
Typical Regiment
Army
Peasants
0
6
0
0
0
Light Foot
1
5
5
5
10
Heavy Foot
2
4
4
8
16
Archers
4
8
4
16
32
Subtotal
23
19
28
58
Total
25
21
118
.
Annemie Tacx — 3 Regiments
Budget
330
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Annemie Tacx (Hero)
20
1
1
20
Wizards
80
1
1
80
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
2
2
100
Typical Regiment
Army
Peasants
0
6
0
0
0
Light Foot
1
5
5
5
15
Heavy Foot
2
4
4
8
24
Armored Foot
2.5
8
8
20
60
Longbows
5
8
8
40
120
Subtotal
31
31
68
219
Total
32
32
319
.
Minke Meine — 3 Regiments
Budget
300
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Minke Meine (Hero)
20
1
1
20
Wizards
80
1
1
80
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
2
2
100
Typical Regiment
Army
Peasants
0
6
0
0
0
Light Foot
1
5
5
5
15
Heavy Foot
2
4
4
8
24
Armored Foot
2.5
8
8
20
60
Archers
4
8
8
32
96
Subtotal
31
31
60
195
Total
32
32
295
.
Arkthark (Goblin Horde) — 4 Regiments
Budget
700
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Arkthark (Hobgoblin-Hero)
20
1
1
20
Dire Wolves†
5
2
2
10
Goblin Worg Riders†
6
1
1
6
Giant Wolves†
15
2
1
15
Giant Stag Beetle†
10
1
1
10
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
7
6
61
Typical Regiment
Army
Goblins
1.5
14
14
21
84
Goblin Bows‡
4.5
4
4
18
72
Hobgoblins
2.5
22
22
55
220
Hobgoblin Bows‡
5.5
4
4
22
88
Bugbears†
3
12
12
36
144
Subtotal
56
56
152
608
Total
63
62
669
† Creature type not defined in Chainmail. ‡ Range 15″.
(Kobolds) — 2 Regiments
Budget
80
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Leader (2 Men)**†
10
1
1
10
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
1
1
10
Typical Regiment
Army
Kobolds
1.5
7
7
10.5
21
Kobold Bows‡
4.5
4
4
18
36
Giant Centipedes†
1
4
4
4
8
Subtotal
15
15
32.5
65
Total
16
16
75
** Fights as 2 of its class. † Creature type not defined in Chainmail. ‡ Range 15″.
Oberon (Orcs) — 3 Regiments
Budget
320
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Oberon (Orc-Hero)
20
1
1
20
Orc Wardrummers†
10
1
1
10
Orc Rhino Riders†
20
1
1
20
Orc Archers*‡
5
1
0
0
Ogres
15
2
2
30
True Trolls
75
1
1
75
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
7
6
155
Typical Regiment
Army
Orcs
2
27
27
54
162
Subtotal
27
27
54
162
Total
34
33
317
* A single orc archer may be useful in man-to-man engagements. † Creature type not defined in Chainmail. ‡ Range 15″.
The Laugher (Gnolls) — 2 Regiments
Budget
180
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
The Laugher (3 Men)**†
15
1
1
15
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
1
1
15
Typical Regiment
Army
Gnolls†
2.5
21
21
52.5
105
Gnoll Archers†‡
5.5
4
4
22
44
Subtotal
25
25
74.5
149
Total
26
26
164
** Fights as 3 of its class. † Creature type not defined in Chainmail. ‡ Range 15″.
(Lizard Men) — 2 Regiments
Budget
90
Figures
Points
Type
Cost
Available
Current
Subtotal
Total
Command Element
Leader (2 Men)**†
10
1
1
10
Enchanted Arrows
10
0
0
0
Magic Swords
10
0
0
0
Magic Armor
10
0
0
0
Subtotal
1
1
10
Typical Regiment
Army
Lizard Men†
2.5
9
9
22.5
45
Subtotal
9
9
22.5
45
Total
10
10
55
** Fights as 2 of its class. † Creature type not defined in Chainmail.
When I set out, at the beginning of the summer, to describe strategic-level play in the Valormr Campaign, I hadn’t the idea to write a set of rules. Tony Bath’s prose is completely coherent, and the rules he outlines in Setting Up a Wargames Campaign entirely playable as is. But much of Bath’s text discusses options and different ways the author ran the game, and the rules are more complex in some ways than I want for a simple campaign and don’t do enough in others.
So, I drew many ideas from the venerated text and adapted them to fit my own purposes. This, we might think, was Bath’s intent.
These strategic rules touch the tactical battlefield only at its entry and exit points: deployment and withdraw. I use Chainmail, but another wargames campaigner may use their choice of tactical combat rules. And while the Valormr Campaign is medieval fantasy, the strategic rules may be used in any ancient or medieval setting, fantasy or no.
These rules have not yet been tested in play. I embark, tomorrow, on a campaign that begins with a dragon’s predawn raid on a dwarven citadel and the encroachment of the Chaos Armies into an elven forest. With less than three weeks till summer’s end, this will be more a play-through than a play-test.
Valormr: Rules for Strategic Map Campaigns
For convenience I link the pertinent articles that comprise the rules. Entries marked by an asterisk (*) are not so much rules for the topic as examples from which to draw your own ideas.