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Mass Combat in AD&D

File this one under “so easy I wonder why I didn’t think of this forty years ago.”

You have 80 Roman legionnaires packing short swords and chainmail with shields. You have 80 elite Austrian pikemen in dashing plate armor with rather stellar looking white collars. Who wins and at what cost?

Before we answer that, I want to highlight that this is in fact mass combat. Just for reference, in 1986, Steve Jackson defined “mass combat” as any rpg fight involving over 20 fighters– it’s right there in a sidebar in second edition GURPS! This is the same guy that figured out how to cram a Bulge game down onto a single piece of paper, so give him some credit here. For Steve and pretty much everybody else in the roleplaying space, “mass combat” means any battle so big it becomes too tedious to resolve with typical rpg combat systems.

Now, back to our legionnaires and pikemen. It turns out that AD&D can handle this scenario even better than it handles typical dungeon battles. It’s almost as if the game itself were somehow built around this scale of activity!

The trick is to think of each group of fighting-men as a collective entity. A mercenary soldier in AD&D has 4-7 hit points, which comes out to 5.5 on average. You can think of each unit of 80 men as having 44 hit points altogether– and then represent them on the tabletop with a set of eight figures. (Each figure represents ten men– the way Gygax dealt with things in the rather obscure volume of OD&D rules called Swords & Spells.)

Let’s give the Romans here a break and say that they won initiative in the opening round and manage to pull up in front of the pikemen two inches away so that they can hurl their spears without taking any attacks in return. The Austrian’s plate mail is AC 3, there is an AC Adjustment of -3 for spears thrown at plate, and there is a -2 penalty for medium range. A zero-level human fighter needs a 20 to hit AC 0. With that -2 for range added in, we are going to have to beg the DM to apply that to the armor class rather than to the die roll in order to have any chance to hit at all. Rolling a satisfying mass of 8 d20’s, it turns out that the question of what happens on a natural 20 here is a moot point, because they just aren’t happening!

During round two, the Austrians elect to charge the Romans. Chainmail and shield is AC 4 in AD&D. AC 4 gets an AC Adjustment of -1 when attacked by 13′ spears. During the charge, however, the Austrians get +2 to to-hit for their charge. The Austrians will hit on 16+ on a d20… and in this case I think it is reasonable for the second rank of figures to make an attack roll as well. The Austrians score two hits– and then roll a total of 7 for the damage.

Because the Romans have suffered an amount of damage slightly greater than the average hit point value of the men in their unit, they lose one figure.

Striking back to complete the round, the Romans are targeting AC 3 and take a -2 AC Adjustment for their short swords. Only their front rank may fight, so they get four rolls and need (again) natural 20’s to hit. They got one! Rolling a 3 for damage, this is NOT enough to remove a figure of the pikemen in return.

At this point, reality should be sinking in for the Romans. Even with hot dice, their opponents are hitting twice as often as they are. According to the DMG, this does call for a morale check. The base morale target is 50%. The Romans take a 10% penalty for “taking casualties without inflicting any” and another 10% penalty for “each friend killed”. A low roll is good here… but the Romans get 64 which is then modified to 84. They failed by 34! This results in “flee in panic” according to the morale results!

Well, this didn’t last long, but it is not entirely over. The Austrians get a set of parting shots before the Romans can break off from the melee. This will be against AC 5 because they no longer have a shield. The AC Adjustment is still -1. The bonus for striking at guys breaking off from melee is +4. The Austrians need 13+ to hit. Rolling 8 d20’s, they get three hits. Their damage totals 13 this time… which means the Romans lose two more figures. (They have done a total of 20 points of damage to the unit, but needed exactly 22 to remove 4 figures.)

Thus ends the combat in a mere three rounds– our marvelous Austrians holding the battlefield without even breaking a sweat. They are no doubt satisfied that the weird Armor Class Adjustment tables from the AD&D Players Handbook turn out to have some actual point for existing after all.

10 responses to “Mass Combat in AD&D

  1. Jeffrey Boyd Garrison February 18, 2023 at 2:17 am

    The weapon type vs. armor class adjustment table is buggy… if it were revised, a reasonable case could be made for it. EGG has been quoted as not actually using the table himself and added it for some sort of completeness (I can’t recall the source with clarity now unfortunately, so, one must decide whether or not to take my word on this). Regarding Steve Jackson, while honoring credit where credit is due, he’s on my “ashamed to have been a fan” list since his company showed its uber woke colors and jumped on the simping bandwagon. Steve Jackson Games is fully in support of cancelling people like you and especially people like me where and when they notice.

    I should probably add, finally, …excellent commentary as usual Jeffro. You always give me pause to re-evaluate AD&D concepts even if I am unlikely to personally implement them. I’ll always have good things to say about BroSR and related things even if I only cheer from the sidelines.

    • jeffro February 19, 2023 at 10:30 am

      Gaming product released in 1978 needing editing and revision? SAY IT AIN’T SO!

      Quibble over the actual numbers on the chart if you wish, but the point remains. It demonstrably works very well when applied to large bodies of mercenary troops. Also, at the “normal man” level of play, plate mail is a superpower and is even more awesome when the “weapon vs AC” modifiers are taken into account. Finally, the combat system presented here is superior to Chainmail, Battle System, and the one included with Frank Mentzer’s Companion set. The reason is that it scales up without requiring you to translate back and forth between other systems. It plays very fast while honoring all of the nuances of the AD&D (or D&D) game rules that your players have like likely already mastered.

      • Jeffrey Boyd Garrison February 19, 2023 at 5:46 pm

        The concept is absolutely sound and I don’t disagree for a second. The quibbles aren’t meant to throw the baby out with the bathwater, but I am suggesting that AD&D MUST be scrutinized and adapted like any ship with holes that need patching. Time and again you have established that AD&D ….IS seaworthy (rules as written), despite those holes, so my quibbles are as much praise (who would waste quibbles on something unworthy of quibbling?).

        Also, only 1st level parties should worry about Quibbles as they are only HD: 1+1 with No. Appearing: 1-4.

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  3. wandererbill March 12, 2023 at 4:43 am

    I can not quite grasp the point of summing up those average hit points for the whole unit. I think that’s rather confusing. Why not simply state eight 1:10 figures at 5.5 hp each? Thus making it much more obvious how many hits are needed to take out one figure.

    When looking at it like this, it really is just regular AD&D combat with a certain figure scale applied for the *narrative implication*, that one figure represents 10 actual combatants.

    Factoring in the figure scale only becomes necessary when units of differing figure scale engage.

    • jeffro March 12, 2023 at 7:27 am

      It’s basically Swords & Spells.

      The main benefit is that you can play out battles like the sample one from the Companion Set and it is actually easier to run while maintaining ALL of the flavor of the AD&D rules. Frank Mentzer’s rules just aren’t D&D.

    • jeffro March 12, 2023 at 11:47 am

      One problem that I have seen with people implementing this is that when people mix scales, they sometimes get confused and forget to translate from one to the other.

      But if you think of the ten figures of normal men has having 55 hit-points or whatever… then the magic-user “hero” unit type with 18 hit-points is scaled. The question then is what to do when the scaled up unit hits the lone figure. You will have to remember to multiply by 10! But the individual PC’s striking at the mass unit in a scenario does NOT have to remember to, for example, divide their damage by 10 or anything like that. The latter is more likely to turn up in session, which is why I chose to do it the way I outlined here.

      In real mass battles the 1:1 figures will generally be fighting other 1:1 figures as much as possible. Bodies of troops will be fighting other bodies of troops the majority of the time as well. (Think Theodan charging the king of Harad at the Battle of Pelannor Fields while Merry and Eowyn fought the Nazgul.) Gygax argues this pretty clearly in Swords & Spells and I dig it.

      • Nagora July 27, 2023 at 5:38 am

        There’s a couple of wrinkles in the scale-clash. Firstly, fighters should scale by level and make just one to-hit roll. So a 4th level fighter rolls to-hit, then rolls damage and multiplies by 4. There’s a lot of argument about this, but I think that works pretty well.

        Secondly, watch out for area effect. A fireball that hits a unit should do 10x damage to reflect that each individual in that unit suffers the same damage. What to do about saving throws? A single roll for the unit would average out over the course of a battle, or you could do something with the individual chance to save which would be less swingy but more work.

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  5. TBeholder July 27, 2023 at 2:34 am

    Wasn’t D&D made as a detailed extension of Chainmail to begin with?
    Then there was more abstract battle system for Birthright.
    And in OSR era yet another one in “An Echo, Resounding” by Kevin Crawford for his Red Tide setting (so under Labyrinth Lord).

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