It has been discussed to exhaustion how these medieval rules were a crucial influence in the genesis of Dungeons & Dragons. This is not the purpose of this post. I will focus on its virtues strictly from a wargaming perspective as a mass battles ruleset.
Chainmail contains a variety of rules. I will only discuss point 1 in the following list:
- Medieval mass battles rules
- Siege rules.
- Man-to-man (skirmish) medieval
- Jousting rules
- Fantasy additions to mass battles rules and sieges
WEATHER
This table in my opinion is pure genius. So simple, dynamic and elegant. It can be overlaid into any ruleset. I would only add perhaps the possibility of mist (reduced visibility) in the cloudy table. One can note some subtilties in the table. For instance, rainy spells are more fleeting than clear weather (two arrows leading out of them vis a single arrow)
FATIGUE
POST-MELEE GRANULARITY
OK, the formula seems complicated, but it is just explained poorly. The formula is better explained (and actually quite simple) in the retroclone Grognard. But the highlight for me is the rich diversity of outcomes in step 4 and how morale plays into it. This subsytem allows for the eventuality of a hundred elite bastards (5 figures in the 1:20 scale of the game) holding a flank. Metal!
In short, this ruleset strictly from a wargaming perspective (even if D&D had never been invented) is great and innovative.
For this post I used as a reference the 2nd edition (1972)
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