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Help Me Grok Chainmail
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<blockquote data-quote="Philotomy Jurament" data-source="post: 4663550" data-attributes="member: 20854"><p>Well...</p><p></p><p><em>Chainmail</em> is a miniatures wargame. It includes three different systems of combat: standard (i.e. mass combat), man-to-man, and fantasy. All are slightly different. OD&D refers you to <em>Chainmail</em>, but doesn't really explain <em>how</em> you're supposed to use it. OD&D also present the "Alternate" combat to-hit system, but even if you choose to use the Alternate system, you'll find that it lacks some information (e.g. the order of the combat turn), and <em>Chainmail</em> can be used to fill in those gaps.</p><p></p><p>Your first choice is whether to use the Alternate system or the <em>Chainmail</em> system for rolling "to hit." The Alternate system is the familiar "roll a d20" system, and models increasing skill by lowering the target number. <em>Chainmail</em> uses 6-sided dice, and typically models increasing skill by increasing the number of 6-siders (an exception is the fantasy table).</p><p></p><p>If using <em>Chainmail</em> to determine "to hit," you'll use the "Fighting Capability" that is listed in the OD&D books. For example, if you're a Level 2 Fighting Man, your Fighting Capability is "2 Men + 1," which means you'll roll 2d6, adding +1 to one of those dice. The dice are considered individually against the <em>Chainmail</em> table (either the standard or man-to-man table, in this case). In <em>Chainmail</em>, a hit is a kill, but in OD&D, a hit means 1d6 hit points of damage to the enemy.</p><p></p><p>Whether you use <em>Chainmail</em> or the alternate system for determining "to hit," it is still useful to reference <em>Chainmail</em> for the rest of the combat rules (e.g. moving, order of combat, initiative and melee first strike, morale, etc). </p><p></p><p>Personally, I use the alternate system along with a combat sequence derived from <em>Chainmail</em> and <em>Swords & Spells</em>. You can find a description of the <a href="http://www.philotomy.com/combat_sequence.html" target="_blank">full combat sequence, here</a>. There is also a <a href="http://www.philotomy.com/simple_sequence.html" target="_blank">simplified version of the sequence</a> on my site. The full sequence is nice if you're using minis and want some detail, and the simpler version is good for streamlined or mini-less play. I started off using the full sequence, but now that I've absorbed it, I find myself running combat more like the simple sequence, which judgments and rulings informed by the details from the full sequence. (You might also want to take a look at the <a href="http://www.philotomy.com/#multiple_attacks" target="_blank">multiple attacks</a> musing on my site.)</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 4663550, member: 20854"] Well... [i]Chainmail[/i] is a miniatures wargame. It includes three different systems of combat: standard (i.e. mass combat), man-to-man, and fantasy. All are slightly different. OD&D refers you to [i]Chainmail[/i], but doesn't really explain [i]how[/i] you're supposed to use it. OD&D also present the "Alternate" combat to-hit system, but even if you choose to use the Alternate system, you'll find that it lacks some information (e.g. the order of the combat turn), and [i]Chainmail[/i] can be used to fill in those gaps. Your first choice is whether to use the Alternate system or the [i]Chainmail[/i] system for rolling "to hit." The Alternate system is the familiar "roll a d20" system, and models increasing skill by lowering the target number. [i]Chainmail[/i] uses 6-sided dice, and typically models increasing skill by increasing the number of 6-siders (an exception is the fantasy table). If using [i]Chainmail[/i] to determine "to hit," you'll use the "Fighting Capability" that is listed in the OD&D books. For example, if you're a Level 2 Fighting Man, your Fighting Capability is "2 Men + 1," which means you'll roll 2d6, adding +1 to one of those dice. The dice are considered individually against the [i]Chainmail[/i] table (either the standard or man-to-man table, in this case). In [i]Chainmail[/i], a hit is a kill, but in OD&D, a hit means 1d6 hit points of damage to the enemy. Whether you use [i]Chainmail[/i] or the alternate system for determining "to hit," it is still useful to reference [i]Chainmail[/i] for the rest of the combat rules (e.g. moving, order of combat, initiative and melee first strike, morale, etc). Personally, I use the alternate system along with a combat sequence derived from [i]Chainmail[/i] and [i]Swords & Spells[/i]. You can find a description of the [url=http://www.philotomy.com/combat_sequence.html]full combat sequence, here[/url]. There is also a [url=http://www.philotomy.com/simple_sequence.html]simplified version of the sequence[/url] on my site. The full sequence is nice if you're using minis and want some detail, and the simpler version is good for streamlined or mini-less play. I started off using the full sequence, but now that I've absorbed it, I find myself running combat more like the simple sequence, which judgments and rulings informed by the details from the full sequence. (You might also want to take a look at the [url=http://www.philotomy.com/#multiple_attacks]multiple attacks[/url] musing on my site.) [/QUOTE]
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