Showing posts with label mass cbt. Show all posts
Showing posts with label mass cbt. Show all posts

Wednesday, October 13, 2010

Wheel-locks, Rifles, and the Roar of Cannons

AKA Adding Firearms to B/X D&D Part Deuce

I mentioned wheel-locks only briefly in my prior post. The wheel-lock mechanism (developed late 15th or very early 16th century) was a precursor to the flintlock and allowed for firearms to fire without the use of match cord. They did this by striking a spark from a piece of pyrite, similar to the spark of a wheel cigarette lighter that fires lighter fluid to create a flame (ah, the memory of my poor aching thumbs). In addition to the practicality of not carrying flaming string on your person, the removal of the match cord meant the weapon could be quite stealthy (until fired), giving off neither glow nor smell, and there was no danger of the weapon being useless in the rain.

As such, several kingdoms in Europe banned the wheel-lock or passed laws against its possession.

But the wheellock was never manufactured in great numbers and never replaced the matchlock in military forces. Costly to make, each required a skilled gunsmith to hand-craft the mechanism, and its operation wasn’t well-known or widespread. The snaphance developed mid-16th century was the next development in “locking mechanisms” until the flintlock (circa 1600) renders everything else obsolete, being both cheap and easy to produce and being extremely effective on the 17th and 18th century battlefield (due to its extra powder charge, a flintlock musket could hole plate armor at 100 yards).

Just because a weapon is invented on or around a particular date, doesn’t mean it became prevalent, nor immediately accessible. The harquebus was still the main long gun of eastern Europe well into the 17th century…a fact that allowed the Polish heavy cavalry (the Winged Hussars) to remain a potent battlefield force up into the 1700s…plate, lance, and sword, folks!

Rifling, the cutting of the gun barrels to impart spin on shot, allowing for more accuracy and range (like an NFL quarterback throwing a spiral), was known from at least the 15th century. However, in addition to being more costly to produce well-rifled weapons, rifle barrels needed more care and cleaning, becoming fouled and useless (or dangerous) with the black powder being used. Rifles as a matter of course don’t see regular battlefield action till the 18th century, though they are still used by individual hunters and sharpshooters. Elongated bullets (further improving accuracy) were not developed until the 18th century, well after the pseudo-medieval D&D era.

Pistols, too, could be rifled though...there is some historical evidence to suggest that the use of rifling on dueling pistols was considered “un-sporting.”

Black powder cannon (the roaring guns) were fairly slow to replace ancient-type artillery, being small, slow to maneuver, and short of range…as well as expensive to produce, slow to re-load, and dangerous to their own side on the battlefield. Part of the difficulty with early cannon is the inability of the Europeans (at the time) to cast large iron cannon, or iron balls. Instead, cannon are used as anti-personnel weapons, well into the 14th century (hurtling grapeshot, arrows, and anything else they can be stuffed with). However, by the end of the 15th century, cannon is replacing all other artillery pieces on the battlefields of Europe, and bombards on wheeled carriages are able to reduce castle walls to rubble with extensive pounding, just using (heavy) stone balls.

How heavy? Well, hundreds of pounds. Of course the cannon themselves weighed 2-4 tons.

Let’s put that in “D&D terms.” A two-ton cannon weighs 40,000cns in B/X terms. The largest transport presented in the Expert set is the wagon which, when pulled by four draft horses, can haul 25,000cns weight. You need about twice as much pull to schlep that Big Gun…which is about what they used in the “old days” (eight or nine horses to a cannon).

You can see how this could add up to be an expensive bit of hardware. Unlike a catapult or trebuchet which could (conceivably) be constructed “on site” (given timber and the right knowledge), cannon would need to be hauled to the siege…along with adequate shot and powder, feed for the horses, spare wheels for the carriage, etc.

[Jeez, I’m starting to sound a bit like ol’ whatsisname over at Tao of D&D]

For my purposes, I think I’m content to keep firearms right around the EARLY 15th century (1400s) era. There are handguns and harquebus and pistols and plate armor, but cannons are going to be suitable only as anti-personnel weapons. Wheel-locks and bombards might be available, but only from dwarven master smiths or less-than-sane magic-users. Will these things develop over the course of the campaign history? Probably not…after all, we’re talking about a world where powerful magic is available to the Powers That Be. Why would they spend money from their treasury developing technology and outfitting their troops? Especially when those troops might turn around and throw them down in a bloody proletariat revolution!

No...firearms as weapons are a novelty weapon and/or weapon of surprise. Plate armor has been developed (perhaps in part) to prevent the odd stray bullet from ending a mailed noble’s career. But societies with access to magic (like humans and elves) have no need to spend more time on the dangerous and temperamental black powder…firearms are expensive toys for wealthy adventurers and nobles, not the all-conquering weapons of war.

Now, for species that don’t have magic in their arsenal, firearm development is a different story:

- Dwarves are technological craftsmen, well versed in the making of locks and mechanisms. The development of the wheellock for use in firearms can be a boon in their on-going conflicts with goblins and the like (they don’t mind the extra craftsmanship/expense needed AND matchlocks would be counterproductive to their subterranean conflict…not to mention dangerous in close quarters fighting and close contact with black powder! However, there are several reasons dwarves would NOT go beyond wheellocks and bombards:
A) Dwarves in general are not ambitious to conquer territory and don’t have the numbers to raise the large armies (tens of thousands) of the late Middle Ages. Their weapons are more likely created for defense and/or love of working with contraptions.

B) Firing off any firearms in great number…wheellock, flintlock, whatever…creates huge clouds of black smoke. In the confines of tunnels, this can be dangerous to health, not to mention polluting to their environment.

C) Unless you’re laying siege (and dwarves are more likely to BE besieged), there’s little reason to create bombards underground. Possibly a few iron loaded cannons placed (outside) defensively can be used to smash approaching siege engines. Firing a cannon underground is reckless to say the least!

D) Any guns created may very well fall into the hands of enemies (goblins and such) at some point. One of the advantages dwarves have over the more numerous subterranean humanoids is their stout armor…why give up that advantage by allowing large numbers of firearms to be captured by the enemy?

- Halflings do not have access to magic and yet are not technologically inclined (nor are they especially ambitious and warlike…how many times did the hobbits of the Shire lay siege to Bree? Um…zero). For the halfling, too, I would imagine the firearm is more a novelty weapon…certainly it is loud and obtrusive for the stealthy species (whose accuracy with missile weapons is reason enough to lay off the intimidating black powder weapons).

- Humanoids, especially the fouler and more opportunistic ones, are likely to LOVE firearms and make as much use of them as possible. Fortunately for civilized folks, most humanoids are decidedly STUPID and unable to develop any but the crudest types of firearm. Goblins and/or orcs, might make use of the odd handgun or two, but certainly won’t be able to manufacture a matchlock harquebus or pistol. Hobgoblins might have the brains to do so, but are more inclined to prove their honor in hand-to-hand combat than with long-ranged shooting. However, a hobgoblin might carry a finely crafted pistol into battle along with his blade, if he can get one. Ogres are too stupid to use firearms, let alone make them, and giants are already their OWN cannon…they have no need of firearms. No…goblins and orcs are the most likely to make use of black powder weapons, and not in any great number. And even though they might WANT to manufacture a cannon (for anti-personnel use only), they have no horses to haul it…how many wargs/slaves does it take to bring an artillery piece out of the mountains and down to the battlefield? Too many.


The following new rules supplement the ones submitted yesterday:


A rifled firearm (harquebus and pistol only) costs 50%-75% more than the weapon’s usual price, depending on availability. A rifled harquebus has all range increments doubled; a rifled pistol has all its ranges increased by 50%. Rifled weapons’ rate of misfire increases by +1 after each firing until cleaned (which takes 1-2 turns). For example, the first shot from a rifled harquebus only misfires on a roll of “1.” The next shot in the same combat misfires on a 1 or 2. The third shot misfires on a 1, 2, or 3, etc.

MASS LAND COMBAT (for use with the B/X Companion rules)

FIREARMS: A unit equipped with firearms (God help us!) must all be armed with the same type of firearm. Units with handguns adds +5% to their damage multiplier in the missile phase; units with harquebus add +10% to their damage multiplier. Units with pistols add +10% as well, but only in the melee phase (pistols are two inaccurate to use at range on the battlefield). The damage multiplier may never be greater than 100%. Any unit that suffers a casualty from a unit armed with firearms checks Morale with a +1 penalty to the roll unless the unit is also armed with firearms.

SIEGE COMBAT

Cannon (1000gp): Requires four people to operate including one engineer or dwarf (4th+ level). May only be used against units and large monsters (attacks as a 4th level fighter). Cannon ammunition and powder costs 50gp per shot and does 12D12 damage. A unit attacked by cannon suffers a +1 penalty to Morale checks.

Bombard (2000gp, dwarf only): requires five people to operate including one dwarf engineer (4th+ level). Used as a light catapult but causes a breach in one clash. Cost per shot/clash is 250gp. If used against a unit, does 5D20 damage. Solid structures (siege towers and the like) are destroyed if hit (roll as a 4th level fighter).


Monday, August 24, 2009

B/X Companion: Mass Combat Complete


For the most part, anyway. It's four pages right now (the formatting needs to be finalized) and I need to add a table, but I think I've captured all the rules I want to incorporate into my B/X Companion for mass combat.

Looking back at Mentzer, I see that his War Machine system was six pages long, not counting the additional siege rules added in the Master set.  I explained earlier what I was looking for in a mass combat system and I think I got it all captured, though I was hoping to get it completed in two pages, not four. Ugh...well, I'll just have to trim down other areas (or adjust the formatting more).

Let me run down my check list real quick:

Does luck matter? Yes.
Does strategy matter? Yes.
Do tactics matter? Yes (with regard to unit use).
Do numbers matter? Yes (depending on the types of unit).
Do the commander's Int, Wis, and Cha matter? Charisma definitely; Int and Wis sometimes.
Does AC and type of weapon matter? Yes.
Do mounts (or lack thereof) matter? Yes.
Does Morale matter? Absolutely.
Do different merc types make a difference? Yes (should make a note about orc/goblin penalties probably for ease of reference).
Is PC heroic action important? Yes.
Can it be run with miniatures or without? Yes.
Does it differ enormously from normal B/X combat? No.
Does it require a bunch of lists of bonuses and penalties? No.

Hmmm...pretty much everything I was looking for, still with plenty of room for DM arbitration and house rules.  Good, good.

I should probably get someone to review this for me and see if it makes sense to someone else's eyes. Any B/X players out there want to volunteer?

: )

Wednesday, August 19, 2009

Mass Combat: You Guys Are Gonna' Hate Me


From the D&D Expert Rulebook (Cook/Marsh):

MASS LAND COMBAT: Although large-scale battles are beyond the scope of these rules, miniature rules such as SWORDS & SPELLS can be used.


From Labyrinth Lord (Proctor):

...


And so we come to the mass combat section of B/X Companion, specifically Part 9: Special Adventures...for what is warfare in a fantasy world but a "special" type of adventure.

I don't play many wargames myself...Warhammer 40,000 and Blood Bowl (if that latter counts as a "wargame;" I'm not sure it does). In figuring out how to work up a mass combat system, I reviewed my Stormbringer 1st edition (section 3.10, of course), Ars Magica's Ordo Nobilis ("lance" units), Pendragon, Albedo PC, the AD&D DMG (guess what...found nothing), and of course Mentzer's War Machine rules from his Companion set.

I also reviewed Jason Vey's Supplement VI, Forbidden Lore with his notes on Chain Mail. And of course, Gary Gygax's much maligned Swords and Spells.

"Much maligned?" Well, wikipedia says:

Swords & Spells proved unpopular, and its rules were discarded in later editions of D&D.

Considering S&S was published in 1976 and Mentzer's War Machine (a precursor to AD&D's Battle System) wasn't published till 1984...well, that a long time to go with all mass combat rules discarded. Even Cook is referring to them in his 1981 Expert set.

I reviewed S&S...it is an ugly hodge-podge of rules and scribblings. The jam-packed notes of a fevered wargamer trying to make a modicum of sense bending the existing D&D rules to the regulations of a mass combat drill on the table-top. I can see everything Gygax wants to do. I can see why it is unpopular ("impenetrable" my be a better word). To a non-wargamer, like myself (playing a few editions of WH40K doesn't count), trying to read S&S is like trying to learn how to work "Magick" by reading Crowley's Book of Law without the context (truly, a decent comparison as I attempted this myself, once upon a time).

And yet, and yet...

Oh, there is some greatness lurking around the edges of S&S. Well, "greatness" is a bit of an exaggeration. But "decent kernel of an idea" or "diamond in the rough" may be an apter phrase. Here's the main issue, as I see it:

Old Schoolers (like myself) aren't looking for a fantasy wargame. If we wanted that, we'd play Warhammer. I want an RPG, and an RPG exists in the Shared Imaginary Space of its participants (all apologies to players of D20 and 4th edition with your 5' steps and such).

So for a mass combat system in my B/X Companion, I don't want to be mounting trolls and ogres, or mounted knights...even if they ARE on a 20:1 scale. I certainly don't care whether or not they form a "mass," a "column mass," a "column," or a "line." These wargame terms mean nothing to me, neat as they might be to read about in historic non-fiction.

Here are my considerations for a mass combat system:

- luck (dice) matter
- the commander's Int, Wis, and Cha matter (brains and personality)
- numbers (troop size) matter
- Armor class matters
- mounts (or lack thereof) matter
- Morale matters
- ALL mercenary soldiers from the B/X Expert set matter!
- Tactics matter

I also wanted these things to be of importance and defined:

- Morale
- PC (heroic) action

Here's what I did NOT want:

- anything that required miniatures of any kind any more than a normal B/X game
- any system that was far removed from normal B/X encounters
- lists and lists of bonuses and penalties a la the War Machine

And regarding the latter, here's the reason why: I want to cut down on the search and handling time. Period. I don't mind math (part of what I do for a living is heavily math-oriented). In fact, math is a bit (if not absolutely) necessary to keep the combat abstract. But I do NOT want to be having to flip through pages in a book to see WHAT I need to add and subtract, get me? I don't want to have to reference pages of tables in order to do the math.

And so I have come up with a mass combat system for my Companion. There are only a couple details to work out (and I have to write it up in a way that both makes sense AND doesn't take up more than 2 or so pages). But it meets all my other requirements. I ran a sample combat today using the Battle of Hastings as a scenario (except the 2000 English Housecarls were gnolls in chain and shield and the 5500 levies were orcs) and I was able to bring about the same results as the real life battle. I'll play-test a couple famous fantasy battles next (I'm thinking the Battle of the Pelennor Fields; it seems to me Tolkien included troop numbers in his books).

Lo and behold the system has many similarities to Swords & Spells. Not just a few, but many. Some of the inspiration for systems (like the PCs' roles) come directly from the text of S&S, even though S&S itself skips rules to go with the text.

Yes, there is math involved: multiplication, division, addition, and subtracting (plus the rounding of fractions). But it's nothing that can't be done easily on a calculator, Excel spread sheet, or piece of graph paper.

It's either put a system in place or leave everything in the hands of DM fiat. I'm not against DM fiat as a general rule, but then why bother hiring a dwarf crossbowman from a human heavy footmen? Let's use the rules handed down to us from Gygax, Arneson, Cook/Marsh, and the rest!

Coming soon to a supplement near you....

Wednesday, July 29, 2009

Hotter Than H-E-Double Hockey Stick


It is 102 degrees in Seattle...the record highest temperature in recorded history, and us temperate natives are melting while Californian transplants prance about with happy smiles (actually, that's not true...everyone is bitching and who can blame us?).

I have some free time to write, and should be working on my B/X Companion, but instead find myself listlessly surfing other peoples' blogs.  O the humanity!  I did get three pages written up at lunch (the classes from Part 2...all complete), but there are only three or four spells left, and I need to start writing blurbs...not to mention figuring out the magic item lists (have a couple ideas...a new category of books, I think, either separate or part of the scrolls...and of course, plenty o weapons for those high level fighters to be on par with their spell-slinging buddies), AND the new mass combat rules.

I always enjoyed the simplicity of Mentzer's battle system (never did warm up to the AD&D2 version), but I kind of want something distinct. I find myself completely intrigued by two things I've never owned: Chainmail and Swords & Spells. Truly, I'd like to get my hands on BOTH for perusal, but if I HAD to make a choice, I think I'd really want to read the later work.

My understanding of Chainmail is that it is a rules set for a medieval wargame...with some magic and monsters thrown in. OD&D is based off it, and B/X is extremely close to OD&D, so it would seem the Chainmail rules would be the easiest to adapt to a mass combat system.

However, Swords & Spells was published AFTER the advent of OD&D...about 4 years by my reckoning (Gygax's campaign starting in 1972, right?). As an old wargamer who thence adapted his play style to OD&D, I would think that the 1976 Swords & Spells would have been the culmination of 4+ years of thought on how best to work OD&D in a mass combat fashion. And since B/X is extremely close to OD&D...well, you can see why I'm intrigued.

Of course, the reviews all pan it. Don't even like to consider it part of the OD&D canon. This also intrigues me, and not just because I am a contrarian at heart (thieves roll D4 damn it, not D6!). I just can't help but think there are some ideas to mine in the book...things that folks haven't looked at too hard because it interfered with their preferred style of play.

Dammit!  I want a copy! 

Since it doesn't look like I'm going to be very productive in the near future (too damn hot, plus I've got a plethora of projects around the house in preparation for the in-laws arrival), maybe I should just surf around and look for a copy...either on eBay or for download. Normally, I am NOT a proponent of illegal downloading, but if WotC has "locked the vault" well...what's a guy to do?

[By the way...finishing up the classes gave me a lot of ideas for how to run dominions which is going to be much of the Part 4: Adventure chapter (I think); I hope to make it both simpler, and more interesting than Mentzer's version...no offense, Frank...wish me luck!]