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Goliath – Guidelines for War Games

He wore a bronze helmet, and his bronze coat of mail weighed 125
pounds. He also wore bronze leg armor, and he carried a bronze
javelin on his shoulder. The shaft of his spear was as heavy and thick
as a weaver’s beam, tipped with an iron spearhead that weighed 15
pounds. His armor bearer walked ahead of him carrying a shield.
1 Samuel 17:5-7, New Living Translation (NLT)

Ten Things

1. Rule One: The referee’s judgment is the supreme authority, not a set of
written rules. This is the one and only rule.
2. The remainder of this booklet are just guidelines, not rules.
3. There aren’t guidelines for everything.
4. When in doubt, make a new rule.
5. Since the referee makes the rules, it’s up to the referee to teach the players
how to play. The players needn’t ever see this guide book. Players learn
by example.
6. The proposed method of resolving mass combat outlined herein can be
summarized in one sentence as follows: Roll a big handful of six-sided dice
and count up the dice that exceed a target number to determine casualties.
7. More specific suggestions for resolving combat appear below. But the
referee is encouraged to modify these mechanics or create entirely novel
ones.
8. Using six-sided dice as a randomization method is completely optional.
Experiment! Percentile dice, playing cards, or rock-paper-scissors might
work better. Or the referee could simply decide the outcome of a melee
based on intuition.
9. It is possible to use more than one combat resolution mechanic within
the same game, e.g., one for mass combat, a different one for jousting,
yet another one for man-to-man combat, still another for grappling, an
alternative system for man-to-man, and so on ad infinitum. The referee is
encouraged to learn and play other wargames!
10. The referee should carefully consider the reasons for playing. Is the main
reason to simulate history realistically, reenact a battle from LotR, or just
have fun? Cater the rules to accomplish these goals. If the main goal is
fun, then impose the Rule of Fun and excise anything from the game that
impedes having a good time!

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Playing area

The playing area could be a sand table, a battle mat, a whiteboard, an online
virtual game table, the floor, your lawn. Use whatever you have available.

Figures

Figures can represent infantry, cavalry, tanks, monsters, artillery, aliens, giant
robots, space ships, etc. Figures may be metal or plastic miniatures; or blocks;
or paper counters; or colored ink on a whiteboard. Use whatever works. Each
figure has 12 characteristics:

1. Armor Class (AC): Light (L), Medium (M), or Heavy (H).


2. Mount Type (MT): Infantry (I) or Cavalry (C).
3. Hits (HT): Whole number indicating how much damage the figure can
take before being removed from play. If a unit consisting of figures with
1 HT each attacks a figure with multiple HTs, then they must score that
many HTs simultaneously to remove it from play. Whereas, if a figure
with multiple HTs attacks another figure with multiple HTs, then HTs only
need to be scored cumulatively.
4. Attack Rating (AR): Measures attack capability. There are six basic
ratings obtained from the product AC x MT, e.g., LI=Light Infantry. We
impose an ordering on these six basic ratings: LI < MI < HI < LC < MC
< HC. Under certain circumstances, like flanking, figures deserve a bonus
to their attack capability; we denote this AR+1, which just means LI fights
as MI, . . . , and HC gets +1 on each die. N.B. HT always modifies AR.
For example: A Hero has HT=4. If he’s on foot with medium armor, then
his AR=MI. But he attacks as if he were 4 separate MI.
5. Defense Rating (DR): Measures defensive capability. Quantified like
AR, incl. HT modifier.
6. Morale Rating (MR): An integer modifier that ranges from -4 to +4. A
+4 means the figure never checks morale, e.g., a Dragon or a Hero.
7. Movement (MV): Standard movement, measured in inches.
8. Charge (Chg): Movement when charging, if applicable.
9. Fly: Movement in the air, if applicable.
10. Missile (Mss): Range for missile attacks, if applicable.
11. Special Abilities (SA): A red dragon breathes fire. A Wizard casts spells.
The bite of a ghoul paralyzes anyone except elves. SA’s are only limited
by imagination.
12. Point Cost (Pts): A rational number based on AC, MT, Missile capability,
and Special Abilities (SA).

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Scale
The following ratios aren’t specified by the game. Use whatever makes the most
sense.
Scale: Ratio of distance in the playing area to distance in real life. The suggested
movement rates in these guidelines are listed in inches. You interpret this how
you want. An inch could represent a parsec if you’re playing a battle in space.
Base size: The dimensions of the base of the figure, in inches. Just use common
sense: dragon > cavalry > infantry.
Time: The exact relationship between game time and real time is fluid. The
guidelines suggest using an abstract, turn-based system. But you could play
against a real-time clock. Or decide 1 turn = 10 minutes.
The ratio of one figure to the number of troops they represent–might be 1-to-1
or 1-to-20.

Facing and Formation


A unit is a group of figures of the same kind, e.g., 30 LI. The units are arranged
in the playing area with a certain facing and formation. A formation has a
certain frontage (number of figures in front) and number of ranks deep.
Changing formation costs 1 move. Changing facing costs 1/4 move per 45 degree
turn.

Turn sequence
Method 1: Move/Countermove
Hits are resolved (and figures removed) immediately.

1. Each side rolls a die. High score elects whether to move first.
2. Move
3. Resolve missile fire
4. Resolve melee

Moves may be split into 2 half-move segments in order to conduct split-move


and fire and pass through fire. See the section on missile fire below.
Morale checks can occur at any step in the turn sequence (see below).
Method 2: Written orders/Simultaneous
Since combat occurs simultaneously, figures have the opportunity to return an
attack prior to being removed from play. Instead of rolling for initiative, both
sides write down orders for each unit. Orders may be conditional. The remainder
of the turn sequence is the same as Method 1.

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Terrain

Rugged terrain slows movement by half. Particularly difficult terrain may prevent
charges or formations of troops.

Missile Fire

Roll 1 die per attackers’ HT. Each die scores a hit depending on the defenders
AC as follows:

AC Score to hit
L 4-6
M 5-6
H 6

Rate of Fire: Crossbowmen, archers, and longbowmen fire 1x per turn. If archers
or longbowmen don’t move and aren’t meleed at the end of a turn they may fire
2x. If crossbowmen, archers and longbowmen moved up to 1/2 of MV they may
fire 1x; but if they move > 1/2 of their MV, then they may fire once only if they
roll higher on a d6 vs their opponent.
Heavy crossbowmen fire every other turn. They may move up to 1/2 of their MV
and still reload or fire, but if they move > 1/2 of their MV they must roll higher
on a d6 vs their opponent to fire, and no reloading is allowed. They get a +1 to
Missile Fire rolls.
Split-move and Fire: Horsemen armed with bows are permitted to move up to
1/2 of their MV, fire, and then continue to move out the balance of their MV.
Such horsemen may be fired upon by opponent missile troops during their firing
pause.
Pass-through Fire: Stationary missile troops may elect to give pass-through fire
to any enemy units which are within their missile range at the half-move portion
of the turn. This includes enemy troops split-moving, passing by, or charging
the missile troops.
Arc of Fire: 45 degrees left or right for infantry; 180 degrees left and 45 degrees
right for horsemen.
Number of Ranks Permitted to Fire: The first two ranks of missile troops are
permitted to fire. Additional ranks of missile troops on significantly higher
ground are permitted to fire.
Indirect Fire: Archers and longbowmen (but not crossbowmen) may fire over
the heads of any intervening troops if they are more than 3" distant. Indirect
fire reduces the range of the weapon firing by 1/3. Indirect fire adds +1 to the
target’s AC.

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Cover reduces the number of hits inflicted by half.
Throwing axes, spears and javelins may fire only 1x per turn, they may always
fire at enemy troops charging them, and they may not fire indirectly.
Missiles add to the point cost listed in the section on Troop Types.

Projectile Type Extra Point Cost Missile Range


Bow 3 points 15"
Crossbow 1.5 points 24"
Longbow 4 points 21"

Melee

DR=LI MI HI LC MC HC
AR=LI 1/1 (6) 1/2 (6) 1/3 (6) 1/2 (6) 1/3 (6) 1/4 (6)
MI 1/1 (5+) 1/1 (6) 1/2 (6) 1/2 (6) 1/3 (6) 1/4 (6)
HI 1/1 (4+) 1/1 (5+) 1/1 (6) 1/1 (6) 1/2 (6) 1/3 (6)
LC 2/1 (5+) 2/1 (6) 1/1 (6) 1/1 (6) 1/2 (6) 1/3 (6)
MC 2/1 (4+) 2/1 (5+) 2/1 (6) 1/1 (5+) 1/1 (6) 1/1 (6)
HC 4/1 (5+) 3/1 (5+) 2/1 (5+) 2/1 (5+) 1/1 (5+) 1/1 (6)

The numbers “X/Y (R)” indicate X dice thrown per attacking Y figures with
the R being the target number needed to hit. For example, a Light Infantry (LI)
figure attacking another Light Infantry figure gets 1 die with 6 needed to hit.
Situational modifiers:
Flanking: Flanking troops fight at AR+1.
Rear attacks: Rear attacks fight at AR+1. Troops attacked from the rear may
not return the attack.

Morale Check

Morale is tested in the following circumstances:

1. When a unit is charged


2. Post melee
3. When a unit takes heavy casualties

To test morale, roll 2d6+MR and then consult the following table:

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Score Result
6 or greater Melee continues
3-5 Back 1 move
0-2 Rout 1.5 moves
<0 Surrender

Heavy Losses: After a unit sustains heavy losses, it must check morale. The
percentage of losses triggering a morale check depends on the unit’s AC as
indicated on the table below. Apply the penalty to the morale check dice roll:

AC % Losses Penalty
L 25% -2
M 33% -1
H 50% 0

Rout and Rally: A unit that routs must spend the next turn attempting to rally.
They may not move or attack on any turn they are attempting to rally. If they
fail to rally, they rout another 1.5 moves. Consult the following table:

Turn of rout Die score needed to rally


1 Automatic if not attacked, 1-2 if attacked
2 3-6
3 6
4 Removed from play

Fatigue

Figures require 1 turn of rest per 3 turns of melee; or 5 turns of movement; or a


combination of 4 turns of melee and movement; otherwise AR, DR and MR are
all reduced by 1.

Troop Types

Type AR DR HT MR MV Chg Fly Mss SA Pts


Bowmen LI LI 1 +0 9" 12" – 15" 4.0
Crossbowmen LI LI 1 +0 12" – – 24" 2.5
Dragon HC HC 4 +4 9" 15" 24" – 2,5,6,10 100.0
Dwarves MI LI 1 +0 6" 9" – – 2 2.5
Elves MI MI 1 +1 12" – – 18" 1,2,3 4.0

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Type AR DR HT MR MV Chg Fly Mss SA Pts
Ghouls LC HC 2 +2 9" – – – 2,7a,12 20.0
Giants MI HI 12 +4 12" 18" – 20" 2,10 50.0
Goblins MI LI 1 +0 6" 9" – – 2 2.5
Halflings LI LI 1 +0 12" – – 15" 1 1.0
Heavy Cavalry** HC HC 1 +1 12" 18" – – 5.0
Heavy Infantry HI HI 1 +0 6" – – – 2.5
Heavy Crossbowmen MI MI 1 +0 9" – – 24" 4.0
Hero * * 4 +4 12" 15" – 18" 4 20.0
Light Cavalry** LC LC 1 +0 24" 30" – – 3.0
Light Infantry LI LI 1 -2 9" 12" – – 1.0
Longbowmen LI LI 1 +0 12" 15" – 21" 5.0
Medium Cavalry** MC MC 1 +0 18" 24" – – 4.0
Medium Infantry MI MI 1 -1 9" 12" – – 2.0
Ogres MI MI 6 +1 9" 12" – – 2(9) 15.0
Ogrillons MI MI 4 +1 9" 12" – 15" 2 10.0
Orcs MI MI 1 +0 9" 12" – 15" 2 2.0
Orcs, Giant HI MI 1 +0 9" 12" – 15" 2 2.5
Orogs HI MI 2 +0 9" 12" – 15" 2 5.0
Peasants LI LI 1 -4 9" 12" – – 0.5
Ranger *+1 * 4 +4 12" 15" – 18" 4 20.5
Skeletons MI MI 1 +4 6" – 9" – 2 5.0
Super Hero * * 8 +4 12" 15" – 21" 4,5,6 50.0
Trolls HI HI 3 +4 9" 12" – – 11 75.0
Werewolf HI MI 4 +4 9" 12" – – 2,8 20.0
Wights LC HC 1 +1 9" – – – 2,7b 7.5
Wizards*** HI HI 2 +4 12" – – 24" 1,2,4,5,10 100.0
Wraiths MC MC 2 +2 18" 24" 36" – 2,5,6,7a 10.0
Zombies MI MI 1 +4 6" – 9" – 2,12 15.0

* Depends on the underlying AC and MT.


** Players can add projectiles to cavalry types. The missile ranges and extra
point costs are listed in the Missile Fire section.
*** Wizards can throw lightning bolts or fireballs up to 24“. These kill any
figures hit with MR ≤ 0. A figure with MR>0 can make a saving throw: 2d6 +
MR ≥ 10.
Spells: Wizards who do not move and are not under attack can cast spells–light,
darkness, haste, slow–let your imagination run wild! An opponent’s Wizard can
cast a counterspell with 2d6 ≥ 7. Victims of these spells make a saving throw
with 2d6 + MR ≥ 10. Wizards are limited to 7 spells per battle.

Special Abilities (SA)

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Number Ability
1 Invisibility
2 See in normal darkness as if it were light
3 Split move and fire
4 Raise morale of friendly troops
5 Cause the enemy to check morale
6 Detect hidden enemies
7a Paralyze by touch until touched by Elf, Hero, Super Hero or Wizard
7b Paralyze by touch for 1 turn
8 Shape-shift into the likeness of animals
9 Regenerate HT
10 Cast fire, similar substances, or stones
11 Can only be hurt by Giants, Heroes, Super Heroes or Wizards
12 Figures killed by this type become this type!

Acknowledgements

Thanks to derv for helpful feedback on fatigue, morale, routing, and trolls.
Thanks to kesher for helpful feedback on the melee table, ghouls, giant orcs, and
HTs.

References

Free online resources for wargames, Kriegsspielle and Medieval warfare:

• Ashdown, Charles Henry. Armour & weapons in the middle ages


• Bodenstedt, Henry. Siege of Bodenburg
• Ffoulkes, Charles John. Armour & weapons
• MacDonnell, J R. The tactical war game–A translation of Beitrag zum
Kriegsspiel
• Oman, Charles William Chadwick, Sir. The art of war in the Middle Ages,
A.D. 378-1515
• Swift, Eben. A Simplified War Game–Translated from the French and
arranged for American students
• UK War Office. Rules for the conduct of the war-game
• von Verdy du Vernois, Julius Adrian Friedrich Wilhelm. Beitrag zum
Kriegsspiel
• Wells, H G. Little Wars

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Changes

Version 0.6 (2016-04-14)

• Added Wizards to the list of those who can hurt Trolls and undo the
Paralysis caused by Ghouls

Version 0.5 (2016-04-13)

• Changed Giant Orcs and Ghouls


• Added Orogs, Ogrillons, Skeletons, Wights, and Zombies
• Differentiated SA 7 into 7a and 7b
• Added SA 12

Version 0.4 (2016-04-12)

• Fixed Wizards MR
• Fixed HC vs HC on melee table
• Changed ghoul from 10 Pts to 20 Pts
• Changed giant orcs from 1 Ht to 2 Hts, and from 2.5 Pts to 5 Pts
• Clarified when HTs need to be scored simultaneously or cumulatively
• Clarified meaning of AR+1

Version 0.3 (2016-04-04)

• Added: Guidelines for Heavy Losses in the Morale Check section


• Added: Guidelines for Rout and Rally in the Morale Check section
• Added: References section for free online resources for wargames,
Kriegsspielle and Medieval warfare
• Added: “lawns” to Playing Areas, since that’s what HG Wells used when
he wrote Little Wars
• Added: Ogres in the Troop Types section
• Changed: Trolls in the Troop Types section

Version 0.2 (2016-04-03)

• Added: Acknowledgements section


• Added: URL of OD&D Discussion thread for Chainmail clones to YAML
metadata
• Fixed: Numerous spelling errors

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• Added: Figures require 1 turn of rest per 3 turns of melee; or 5 turns of
movement; or a combination of 4 turns of melee and movement;
otherwise AR, DR and MR are all reduced by 1.
• Added: When testing morale after heavy losses, apply a -1 penalty to the
roll per 25% losses taken.

• Added: Peasants with MR=-4 and Pts=0.5


• Changed: The Morale Check table so that surrender occurs on a result of
less than 0
• Changed: The following Morale Ratings changed from 0

Troop Type MR
Light Infantry -2
Medium Infantry -1
Heavy Cavalry +1

The MR for Heavy Infantry, Light and Medium Cavalry stay at +0.

Version 0.1 (2016-03-27)

• Initial release

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