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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!
1
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:
2
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.
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
3
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.
4
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.
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
To test morale, roll 2d6+MR and then consult the following table:
5
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:
Fatigue
Troop Types
6
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
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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
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Changes
• Added Wizards to the list of those who can hurt Trolls and undo the
Paralysis caused by Ghouls
• 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
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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.
Troop Type MR
Light Infantry -2
Medium Infantry -1
Heavy Cavalry +1
The MR for Heavy Infantry, Light and Medium Cavalry stay at +0.
• Initial release
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