Thursday 4 July 2024

Mass Combat 2: Battlesystem (1st Edition)

Battlesystem - Wikipedia 

Let's have a look at the grandpa of all D&D mass combat rules, Douglas Niles' first edition Battlesystem, supporting both the AD&D and D&D lines. The product received a big rollout in 1985 with tie-ins to adventure modules using its system, namely the Bloodstone Pass H series for Forgotten Realms, and Dragons of War for the Dragonlance setting. 

It's easy to see Battlesystem as a cynical move to get people to buy miniatures in the hundreds. In 1985 TSR had just made a deal with Citadel to produce a new line of official figures. No doubt they were eyeing the burgeoning popularity of the parent company's Warhammer game. But Battlesystem also provides cardboard counters if figures are lacking. So it's fair to say that it was designed functionally, with the aim of enabling a kind of action that many campaigns naturally grow into. The boxed set does promote the miniatures hobby, but stays realistic about the ability of most tables to field large 3D forces to order.

Battlesystem distinguishes itself from other miniatures games of the day by advertising its scaleability to D&D individual stats. For most troops each figure represents 10 individuals grouped into units of 4-48 figures. Units have the D&D stats of their constituents: hit dice (the measure of damage), armor class, movement rate, damage die. What's different from D&D are: morale on a 2d10 scale, compromising between D&D's 2d6 and AD&D's percentile system; required unit commanders who affect morale and command; and some effects of formation (formations can be open or closed, and formed units are more effective than skirmishers and mobs). These are all sensible ways to model the emergent properties of units that a pure scaling approach would miss.

The notorious THAC0 (To Hit Armor Class 0) stat underlies Battlesystem's one unforced break from the RPG rules. Popular pressure at the time was moving design away from the venerable combat matrices and into this simpler and more transparent way to resolve hit rolls. Instead of just using THAC0, though, Battlesystem takes it as the basis to calculate an Attack Rating, factoring in a number of formation and tactical modifiers. Then, Attack Rating minus defending Armor Class plus 2d6 feeds into a table factoring in the attacker's damage die and giving the Hit Dice of expected enemy casualties per attacking figure. While this mechanism is clunkier than some of the other rules sets we'll consider, it does improve on the swingy, all-or-none d20 hit rolls of the RPG, in a nod to the bounded chance criterion. And the table is by no means deterministic. A unit of hobgoblins with 10 figures in the front line can do as much as 40 Hit Dice damage (on a lucky 2) or as little as 2 (on an unlucky 12).

Hidden in this table is a clever resolution of the problem I alluded to last time. To recap: literally applying the D&D combat rules en masse would result in much higher casualties in front-line clashes than historical battles ever knew. Even in the systems of the 80's, where one combat round was a glacial full minute, troops with average training and equipment would hit each other on, let's say, a 13 (40% chance), and deal, on average, killing damage with one weapon blow. After three rounds of this, there's only about a 20% chance that any individual would be missed three times. And so, close to half the fighting troops would be dead: nearly everyone who was hit twice and half those who were hit once.

In Battlesystem, one mass combat round equals three D&D rounds. And in that space of time, each figure, usually representing 10 troops, deals out on average 1 hit die of damage, enough to kill one of the aforementioned average individual troops. Instead of a 50% casualty rate per three minutes, we get the more historically bounded 10%. This pace, by the way, serves the incrementality criterion well -- it might take a few rounds of fighting before morale gets to the break point.

Why is skirmish combat held to be more lethal than mass combat? The answer would deserve its own post, explaining the gap between largely fictional views of heroic combat and the realities of military history and psychology.  For now, it's a sign of canny design instincts that the scaleability of the system is broken in the one place where it makes for both a better simulation and a better game.

Battlesystem is otherwise a typical miniatures rules set in its allowances for casualties, movement, command, morale, terrain, and so forth. But how does it do on the final criterion left, the interface between PCs and the mass battle? Even without the player characters fighting, a fantasy miniatures game has to factor in the doings of heroes, wizards, and outsized monsters -- both how they fare against troops, and how troops fare against them. 

Battlesystem introduces this heroic layer into the second helping of rules, the Intermediate Game. The options are interesting on paper: a PC can embed themselves into a unit, act as a commander or deputy commander of a unit, or range the battlefield freely as a hero.

As a unit member you might improve the unit's fighting ability somewhat, but you share the fate of the unit if it is destroyed or routed, rolling on a table to see if you survive albeit unconscious or badly wounded. This is not a very interesting or palatable role, but might be appropriate for lower-level characters who find themselves on the battlefield.

The commander is a defined role in the unit and is important for cohesion and command, and the rules also allow for higher-up commanding roles, right up to general. A deputy is there to step up if the commander is killed or incapacitated by magic or assassination. These rules are  on the whole less interesting than they could be. Commanders are immune to harm from military sources until their whole unit is killed, reducing the risk of battle and the chance for deputies to be promoted. What's more, command is incompatible with spell casting, but opens up a role for deputies to take command while the usual leader is brewing a spell. A unit commander will probably have to go along with orders, while more agency can be found in higher ranks - but how to convince the generals to let you in?

One gets the impression that the hero, shades of Chainmail, is the main way competent PCs are supposed to enter the battlefield. If heroes meet fellow individuals or monsters, they fight it out using normal rules, three rounds to one Battlesystem round. Damage between individual figures and units is easily translated, each figure being 10 individuals and hit dice being convertible 1:4 to hit points. In any round, only the most undermatched attackers can hope to do more than wound a figure, which translates to laying low 5 individual soldiers. Of course, area damage spells have much more potential.

These rules are generally satisfactory, but underplay the ability of individuals to target and eliminate enemy commanders, except through magic or (yuck) assassin abilities. Around the turn of the 18th century, revolutionary armies in America and France fielded sharpshooters or tirailleurs armed with longer-ranged rifles. Their mission was to harass units and pick off their leaders, to the great dismay of armies used to 18th century style - not cricket to target officers of noble blood! But eventually even the British army made use of such tactics. The fantasy equivalent would be, as a hero, charging the orc lieutenant commanding a battalion of 300 and cutting him down in a one-to-one duel. Allowing for such a mission would be more satisfying and consequential for would-be heroes than dealing out abstract figure-level wounds, and more equalizing for the balance between mid-level fighter-types and magic-users.

Overall, although suffering from some of the inelegance that lingers in 1980's game design, Battlesystem is a worthy old Studebaker of a ruleset that hits most of the desirables.

Next up: We turn to some of the new-old-school solutions.

3 comments:

  1. Honestly, I think that you're running into a thing here where you both want the combat to FEEL heroic AND to produce results in line with how actual combat works, and those are confused purposes that run at cross purposes to each other.

    My own SNa-TLECs can simulate a realistic combat in any setting in about 30 seconds per round -- https://taylor-lane.itch.io/a-system-neutral-turnless-combat-system -- but it won't feel heroic.

    A heroic combat is a combat in which one superhuman troop can turn the entire battle, and an entire battle of 100s, 1000s, or 10s of 1000s is really just the epiphenomena around which a battle between a handful of superhumans turns.

    Sure, you'll kill 10% of your troops every round -- both because that's dramatic, which the rules are oriented towards, and because if a battle was between a red dragon & their red kobolds vs. a gold dragon & their gold kobolds, you would expect very high casualty rates for the kobolds -- and these superhumans are dragon-equivalents, as proven by them being able to 1-v-1 a dragon and win. Put another way, the modern equivalent of a superhuman hero-type PC-on-the-battlefield is some sort of supertank that with missile launchers and a drone cloud and on-board machine guns pointed in every direction -- obviously a fight between 2 groups of 4 such machines does not have a great survival rate for their local support troops!

    A realistic combat is about like, logistics and morale and terrain and manuever and a bunch of things that are mostly factors of how well the two armies set themselves up to operate before the battle started. Which is how SNa-TLECS operates -- I literally wrote it by taking the ideas in the 36 Stratagems (https://en.wikipedia.org/wiki/Thirty-Six_Stratagems) and then playtesting that for a year and a half of games. It's completely serviceable, but that neccessarily means that it's not heroic.

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  2. I think the disconnect kind of works in play, though. You have the regular battle with regular troops, and in the PC's spotlight you have the super stuff. So logically instead of wasting time mowing down 1% of a stand of orcs they should be seeking out the wizards, commanders, and morale busting monsters.

    But your objections touch on another problem that D&D doesn't fess up to - injecting huge amounts of magic and monsters into a medieval/early modern society and then pretending it doesn't interfere with the Warhammer-style warts and rats. On the battlefield, just being assured of 1-2 mid-level damage casters per side would have an effect on tactics comparable to the development of howitzers or machine guns.

    So now I really want to do that post engaging with Grossman's On Killing and maybe coming to the conclusion that the average soldier is not a very good death machine and the PC's are as much monsters, eager and willing to kill, as the things they fight. Lamentations of the Flame Princess toys with that idea - the fighter is the only human class who's any good at fighting, and it's presented as a kind of haunted veteran type.

    The bit about logistics and setup reminds me that most of these systems ultimately are about doing the battles themselves rather than the campaigns they're embedded in. When I've done mass combat it has mostly been about campaigns the PCs are not directing, but got involved in, supporting one or the other side (or maybe, um, instigated by stirring up a huge horde of underground monsters). At the domain game level where players get their own armies, a larger-scale system would be needed.

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    Replies
    1. Definitions:
      Realistic Combat -- there are 2 opposing armies, and the PCs are in one of them
      Heroic Combat -- there are any number of the PCs and 1 (maybe 2? *maybe more*) boss monster, and all of those people have personal armies that are supporting them
      Cinematic Combat -- You have the regular battle with regular troops, and in the PC's spotlight you have the super stuff. So logically instead of wasting time mowing down 1% of a stand of orcs they should be seeking out the wizards, commanders, and morale busting monsters.
      Definitions over

      So, if you want to do cinematic combat, why does what those regular troops do matter at all? You should only simulate things to the degree that they actually matter to the events of the campaign -- after all, we COULD simulate things like predator-prey population dynamics. We generally do not!

      "But your objections touch on another problem that D&D doesn't fess up to - injecting huge amounts of magic and monsters into a medieval/early modern society and then pretending it doesn't interfere with the Warhammer-style warts and rats. On the battlefield, just being assured of 1-2 mid-level damage casters per side would have an effect on tactics comparable to the development of howitzers or machine guns"

      Yep yep yep.

      "So now I really want to do that post engaging with Grossman's On Killing and maybe coming to the conclusion that the average soldier is not a very good death machine and the PC's are as much monsters, eager and willing to kill, as the things they fight. Lamentations of the Flame Princess toys with that idea - the fighter is the only human class who's any good at fighting, and it's presented as a kind of haunted veteran type"

      Even the squishiest PC generally doesn't have to make morale checks to avoid fleeing or will checks to hurt someone or even benefit from luxuries or neccessities. Brief sketch of non-monster PC combat turn, to prove my point:
      1. Roll 1d20+Wis Mod vs. their Charisma to hurt them
      2. etc etc etc
      NPC combat turn
      1. etc etc etc
      2. All PCs roll1d20+Wis Mod vs. any damage taken by a PC, to see if they flee in terror
      I mean, in general, morale checks are either done when half a side is dead OR when their leader dies? And, y'know... no? You can make people break and run just by glaring at them right.

      People hurting each other is actually terrifying and chaotic and you generally don't know what's happened until it's over. Sometimes, not even then! Violence is traumatic and fast and just, y'know, generally upsetting even if you succeed at doing most of it to the other guys and very little of it being done to you. The whole turn based system obscures that by making it seem like violence even on the lowest level is controlled, strategic, predictable, and orderly -- let me assure you, in real life, no one is waiting their turn!

      The reason you are running into issues with combat systems not producing realistic results is because you are starting from that position.

      "At the domain game level where players get their own armies, a larger-scale system would be needed."

      very much so, but I disagree that it needs to be a moment to moment system.

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