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Start Here: Reading OD&D, page by page

I am starting a project on this blog: to read the original, 1974 version of Dungeons & Dragons (OD&D) page by page, and see what insights emerge from the text itself.  OD&D's rules are notoriously scattered, with key mechanics dispersed across specific cases or unit descriptions rather than consolidated into general procedures. OD&D also assumes and all but requires familiarity with the rules of  the miniatures wargame  Chainmail . As a result, players must piece together the system by cross-referencing multiple sections, inferring general rules from narrowly defined examples. The project will unfold in two kinds of posts: - “Page reads,” which follow the books in order, examining each page carefully and taking it on its own terms; and -"Consolidation posts" that will, over time, gather everything the rules have say about a single topic (for example: "knights", "goblins", or "swords" into one place, even when that information...

Archers

 All the information below is taken from  Chainmail , except where noted: ARCHERS Morale:  4 (and check for instability due to excess casualties at only 1/4 losses) Move 9”, Charge 12", Missile Range 15" Attacks:  - in large-scale combat, does ranged attacks using the Missile Fire table and melees as  Light Foot; - in individual combat, according to the weapon used (usually a short bow). Defense:  - in large-scale combat, as  Light Foot; - in individual combat, according to the armor worn (usually none or leather armor).   Traits: Indirect fire.  Archers  can deliver high, arcing volleys, allowing them  to aim above the front ranks and target enemies behind them. Rate of Fire.  The amount of times an archer can fire per turn depends on what else the archer has done that turn: • If an archer does not move and are not in melee at the end of a turn, they may fire twice. • If they moved up to ½ normal movement (no charge) and are ...

Table: Missile Fire

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  From Chainmail , page 11.

Religious orders of knighthood

Religious Military Orders (High and Late Middle Ages) Typical units: Turcopoles ( Medium Cavalry ), Heavy Horsemen ( Knights ). Behavior: Knights of a religious order receive a +1 on all Morale dice and will never surrender, fighting on normally even if morale results call for it. Originally conceived as monastic communities, the first military orders included the Knights of the Holy Sepulchre and the Knights Hospitaller, founded after the First Crusade (1099). Their members would renounced worldly life to pursue religious devotion. Over time, however, some orders evolved into powerful and, at times, aggressive political and military forces. They were followed by the Order of Saint Lazarus (c. 1100), Knights Templar (1118), the Order of Montesa (1128), the Order of Santiago (1170), and the Teutonic Knights (1190). These warrior-monks combined monastic vows with armed service to defend Christian pilgrims and conquered territories during the Crusades. Most of the major crusades — the Fi...

Saracens

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 Saracens (Early, High and Late Middle Ages) Army composition: Saracen infantry are all are Light troops, a high percentage of which are Archers armed with short bows (15" range). Saracen cavalry is predominantly Light Cavalry, with elite units being Medium Cavalry . Behaviour: Saracens will take no prisoners from religious orders of knighthood (Templars, Hospitallers etc.). “Saracen” was a catch-all term used for Arabs and Muslims by Europeans. In the 8th century, Arab-Berber forces crossed into Iberia, opening the door to the Muslim takeover of Spain. From the 11th century onwards, Middle Eastern Muslims defended against the European Crusades. Saracen warriors on the cover of Chainmail . NOTE: The Saracens of Chainmail are represented in by two “monster” entries in OD&D: the Desert Nomads and Dervishes. The Desert Nomads seem to represent the “typical” Saracens. Rules-wise, they are similar to OD&D's Bandits in most aspects except for composition of forces. OD...

Reading Chainmail: the cover

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The full title game's full title is  Chainmail: Rules for Medieval Miniatures  and that tells us exactly what the game is: a toolkit for simulating medieval warfare on the tabletop. The cover illustration shows a crusader  knight  (perhaps a member of a religious military order ), clad in  chainmail and helmet , striking with a  sword  from horseback. Opposing him are figures that appear to be Saracens , equipped with  spears  and  shields , grounded and defensive against the knight’s momentum.

Heavy Cavalry

 All the information below is taken from  Chainmail , except where noted: HEAVY CAVALRY Morale:  Morale 9 (check for instability due to excess casualties only at 1/2 losses) Move 12" (Road Bonus 3"), Charge 18", Missile Range – Attacks:  - in large-scale combat, as  Heavy Horse ; - in individual combat, according to the weapon used. Defense:  - in large-scale combat, as  Heavy Horse ; - in individual combat, according to the armor worn. Traits: Impetus Bonus (optional).  Cavalry units receive an Impetus Bonus when charging into melee across smooth, level terrain or down moderate slopes. These troops add one extra die to their normal number of combat dice.  Cavalry Charge Shock (optional).  A defending unit must roll 2d6 to withstand a charge by mounted men. If it fails the required score, it retreats one move and a half and must rally. Required score to withstand a Heavy Cavalry charge: Peasants: 11  Light Infantry (including all Ra...

Medium Cavalry

 All the information below is taken from  Chainmail , except where noted: MEDIUM CAVALRY Morale:  Morale 8 (if Knights, check for instability due to excess casualties only at 1/2 losses) Move 18" (Road Bonus 6"), Charge 24", Missile Range - Attacks:  - in large-scale combat, as  Medium Horse ; - in individual combat, according to the weapon used. Defense:  - in large-scale combat, as  Medium Horse ; - in individual combat, according to the armor worn. Traits: Impetus Bonus (optional).  Cavalry units receive an Impetus Bonus when charging into melee across smooth, level terrain or down moderate slopes. These troops add one extra die to their normal number of combat dice.  Cavalry Charge Shock (optional). A defending unit must roll 2d6 to withstand a charge by mounted men. If it fails the required score, it retreats one move and a half and must rally. Required score to withstand a Medium Cavalry charge: Peasants: 10  Light Infantry (includ...