Everything about Chainmail Game totally explained
Chainmail is a
medieval miniatures wargame created by Jeff Perren and
Gary Gygax. The 1971 edition includes a fantasy supplement and is one of the oldest sets of rules for fantasy miniature wargaming, containing spells and monsters that would reappear in
Dungeons and Dragons.
Early History
The use of 40 mm
Elastolin miniatures for medieval wargaming was promoted by
Siege of Bodenburg which appeared in
Strategy & Tactics magazine in 1967. This motivated Jeff Perren to develop a few pages of his own rules for these miniatures. He introduced the rules to
Gary Gygax and the
LGTSA. Gygax expanded the rules to 16 pages and published them in the newsletter of the
Castle & Crusade Society.
The Rules
In the core rules, each figure represents 20 men. Troops are divided into six basic types: light foot, heavy foot, armored foot, light horse, medium horse, and heavy horse. Melee is resolved by rolling six-sided dice: for example, when heavy horse is attacking light foot, the attacker is allowed to roll 4 dice per figure, with each 5 or 6 denoting a kill. On the other hand, when light foot is attacking heavy horse, the attacker is allowed only 1 die per 4 figures, with a 6 denoting a kill.
Additional rules govern missile and artillery fire, movement and terrain, charging, fatigue, morale, and the taking of prisoners.
The Fantasy Supplement
The rules first appeared under the name
Chainmail when they were published by
Guidon Games in 1971. For this edition of the game Gygax added rules for
jousting, man-to-man melee, and conducting battles with fantasy creatures. The man-to-man melee used two six-sided dice (
2d6) to determine whether a kill is made and took account of the attacker's weapon and the defender's armor. The armor sequence was almost identical to that which would later be used in
Dungeons & Dragons.
The fantasy creatures and spells exploited the contemporary popularity of
The Lord of the Rings and helped make
Chainmail Guidon's best seller. In a 2001 interview Gygax recalled that
...as the members began to get tired of medieval games, and I wasn't, I decided to add fantasy elements to the mix, such as a dragon that had a fire-breath weapon, a hero that was worth four normal warriors, a wizard who could cast fireballs, [whichhad] the range and hit diameter of a large catapult, and lightning bolts, [whichhad] the range and hit area of a cannon, and so forth. I converted a plastic stegosaurus into a pretty fair dragon, as there were no models of them around in those days. A 70 mm Elastolin Viking figure, with doll's hair glued to its head, and a club made from a kitchen match and auto body putty, and painted in shades of blue for skin color made a fearsome giant figure. I haunted the dime stores looking for potential additions and eventually found figures to represent ogres, elementals, etc. The players loved the new game, and soon we'd twenty or more players showing up for every session. |
Each of the fantasy creatures are treated as one of the six basic troop types. For example, halflings are treated as light foot and elves are treated as heavy foot. Giants are treated as 12 heavy footmen, and require 12 cumulative hits to kill. Heroes are treated as 4 heavy footmen, and require 4 simultaneous hits to kill. Wizards were not limited to fireballs and lightning bolts: they could cast other spells. Unlike in D&D, a stronger wizard can cancel the spell of a weaker wizard by rolling a 7 or higher with two six-sided dice.
Use with Dungeons & Dragons
Dave Arneson used
Chainmail in his
Blackmoor campaign, and many elements of
Chainmail were carried over wholesale into
Dungeons & Dragons (1974). In fact, the original edition of
D&D recommended the reader own a copy of
Chainmail. Gygax intended the
Chainmail combat rules to be used in D&D, though he provided an alternative
d20 attack matrix which eventually became standard.
Early
D&D players could fall back to the
Chainmail rules when conducting battles between armies, a situation where the
D&D rules would be cumbersome. Improvisation was required, since
D&D contained monsters and spells not covered in
Chainmail. In
Swords & Spells (1976) Gygax tried to fix this problem by introducing a diceless approach for large battles which averaged each monster's
D&D statistics.
Swords & Spells was unpopular, and its rules were discarded in later editions of
D&D.
Later Products
In 1975
TSR, Inc. acquired the rights to
Chainmail and released the 3rd edition, which was printed as late as 1979. It was replaced the following year by the
Dungeons and Dragons Miniatures Game, which made the switch from metal figures to pre-painted plastics, following the trend of competitors such as
Mage Knight.
Notes and references
Further Information
Get more info on 'Chainmail Game'.
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