People have been talking about mass combat minigames again recently, so this seems almost topical. At some point in the rose colored days of my youth, I thought it would be cool to be able to run big battles in DnD and to have the PCs command their own armies against their foes. But there wasn’t anything made to handle it in the rules I had picked up, just random references to a sourcebook built for those sorts of fights strewn about in various products (like Dragon Kings). So when I was hunting through a random used book pile and found BATTLESYSTEM Miniatures Rules, it was like all finding a buried treasure.
Or so I thought. I cracked it open, read the basics, and then never had a time to use them. Or never wanted to maybe, not really sure anymore. And then the book sat on my shelf, or in a box, or wherever until I pulled it a few weeks ago to get around to writing this OSSR for it. So let’s grab the scotch and get to it. We’ll be talking about the second edition of the BATTLESYSTEM (god that’s going to be annoying, so let’s shorten it) BS rules, which means this one:

and not this one:

It was released in 1989, the same year as second edition was released. It’s like they wanted a functional large scale battles game out at the same time as the new edition or something. The primary design credit goes to Douglas Niles, who is notable for some adventure modules, a bunch of novels (primarily Dragonlance ones), and not so much design work. It looks like this was his second run with wargame rules, since it seems to have followed his “Knight Hawks” work for Star Frontiers in the mid 80s. So there’s not a lot of design pedigree to really look at here, but the BS rules were playtested by Zeb Cook, which is a promising start right? Right?
Introduction
The introduction starts with a standard ‘about this book’ section, and it does a good job at laying out the whole thing. Chapters 1-5 are about the fundamentals, chapter 6 adds some intermediate stuff and special units, while chapters 7 and 8 finish it up with the advanced stuff like sieges, wall scaling, and (oh yeah) magic. Then they go on about how the intermediate and advanced rules are totally modular, and you can just not use them if you don’t want to deal with them. But you should try them first, just to be sure. After all of this they mention that, if you wanted to, you could use the included appendix to convert your PC to the BS rules. And then plug miniatures one more time, really really hard, by mentioning they have a section about painting them and how it’s just not the same without fancy tiny men to push around in diorama style terrain.
And this is about when I realize that this isn’t a sourcebook for ADnD 2e. This is a whole fucking different miniatures game that happens to have an ADnD 2e label on it, rather like the minis game for 3e (and probably 4e). I probably should have realized that from the way they went on and on about miniatures and the way that they rather strongly marginalized magic in the writeup, but I didn’t. I skimmed too much of the intro for that I guess.
But it’s pretty clear now that BS isn’t going to talk about how to run ADnD with large numbers of creatures in a way that makes sense, this is a going to tell me to stop playing ADnD and start playing BS to handle those fights. And while that might work in a “bolt another game on to deal with this other stuff” way, it had better be a simple game because I have to teach this to players when they games switch. I was hopeful for rules to talk about renewing my fighter’s free army, building up larger ones, and other sorts of things along those lines, but I’m pretty doubtful I’ll get those now. And that makes me sad.
The bottle’s not empty and maybe there’s a gem in here, so onward we go. I guess I’m doing an Old School System Review here instead, which would be annoying if I didn’t have scotch because my frame of reference is all fucked now. Here are some things to keep in mind as we continue:
- I’ve never played any of the other big minis games, and I’m generally disdainful of them. This may be fucking awesome or terribad compared to them, but I won’t know it.
- I’m familiar with the concept of pushing things around a table because BattleTech was a thing I played for a while, but it’s a much smaller scale.
- I’ve painted the pewter minis and own some of the DnD plastic minis because it’s fun to push them around a battlemat once in a while.
The next few sections aren’t very important, but I suppose they’re helpful if you’re new to this sort of game and looking at the book in a store. They tell you the different things you’ll need to play, talk about running different scenarios, and how to start and end play. They tell you that the default scale is 1 inch = 10 yards. Then there is a couple of paragraphs about how you can mail questions to them and they’ll send back an answer. While that’s pretty much custserv in the snail mail era, it still warms my heart just a bit that they included it. Or maybe that’s just scotch.
Following the introduction we have a page summary of the basic rules. I think I’ll skip that for the most part, because we’ll be getting to them in more depth later. Probably. I could rage quit before that, or run out of scotch.
Chapter 1
Chapter 1 is titled “Reviewing the Troops”. It gives us wonderful definitions of common troop types like light, medium, and heavy infantry, and how the differ from each other and militia despite being all dudes on foot. These terms don’t have any actual meaning in the game as far as I can tell, they just wanted you to know that. There’s a section like this for cavalry as well, and one more for special troops. Here again we see that special is lumping all of the siege engines and unique heroes and fantastic creatures. Tellingly, fucking elephants are listed as a special unit in the same line as giants and dragons. And since they mention that infantry and cavalry figures represent 10 dudes but don’t say the same thing for special, I’m not even sure I’ll get giant infantry units out of these rules. Guess we’ll find out in chapter 7 or 8, but until then, FUCK.
The next section is about units and unit sizes. There’s a bit more WYSIWYG bullshit to start with; they don’t want you mixing guys with primary weapons that are too different. Since these are masses of units instead of individual ones and the different weapons have different attack values I can sort of see the point, but it just seems heavy handed (and also minis wank). After that they talk about unit size though, and there’s some actual mechanical advice in there. They went ahead and tied morale checks to the number of figures lost from a unit, so units with more dudes in them tend to suffer more casualties before breaking down. But they also don’t get to maneuver through tight spaces, though it’s not really clear whether that’s something you can moderate with movement options. Whatever, maybe it’ll make sense in chapter 4 when they talk about movement.
The minimum number for figures in the units is interesting. They want at least 6 guys in an infantry unit (unless they’re bigger than human, and then only 4 because giant frog). With that 1 figure = 10 guys thing, the smallest infantry unit you can have in the basic game is 60 dudes. And they recommend infantry units of 12-36 figures. The focus here is army combat plain and simple, there is fuck all for squad based stuff. Maybe it’s in the intermediate rules, or maybe they just don’t care about what I want in a game (inconsiderate asshats).
The chapter ends with a section on the Unit Roster. I skipped it before, but here is the basic format for units in the game along with the basic mechanics of each thing (since it won’t make any damn sense if I do that again):
24 Light Infantry (Short Swords), AD 6, AR 7, Hits 1, ML 11, MV 12”
- “24” is the number of figures in the unit. Yes, you’re supposed to have 24 sufficiently similar (if not identical) fancy painted light infantry figures hanging around that you can put on bases and march around a board. This is more than I have painted in my life probably, and would be a significant $$ investment in the old pewter stuff. Fucking minis games.
- “Light Infantry (Short Swords)” should be self explanatory.
- ”AD 6” means that their Attack Dice is a d6. It could also have been 6+10 to mean that they roll a d6 and a d10 on their attack or 2d10 to mean that they roll 2d10 on an attack, but don’t actually add them together. Why they dropped the “d”s in the simple cases, I don’t know, but it’s kind of annoying to add them back in sometimes. I’m pretty sure that each figure is potentially good for one of those dice, so if you got all 24 of your units to run a train on some other unit you’d need a bunch of d6s. The individual dice get compared to a TN threshold chart to determine how many hits each die is worth. Yay multiple output value, multiple dice type pools.
- ”AR 7” means that their Armor Rating is 7. Since this is a 2e product lower is better, so it’s used as the TN for a pool of Xd10 to soak the total hits, where X is the number of initial hits. The highest is 10, the lowest is 2 I think. Yay variable TN d10 pools.
- ”Hits 1” means that they can take 1 hit before they have to pull a figure from the unit. There are probably units with a lot more hits, like heroes. At least these simple guys don’t have to carry around a hit tracker with them.
- ”ML 11” is their morale value. It seems that 11 is average, 13 is elite, and 15 is rare. This is checked all the time apparently. You roll 2d10, and actually add them together, and if the result is equal to or less than your ML you succeed on the check. So we can add a roll under mechanic to the pile. Hero’s don’t have a ML of their own, but can impact the ML of things nearby instead.
- ”MV 12” ” is their movement rate, measured in inches, because this is a tabletop wargame and that’s what you do. For anyone who thinks that a 360 feet is a lot of movement (because they remembered the distance thing above), remember that they’re doing things in 1 minute turns.
Chapter 2
Chapter 2 is titled “Sequence of Play”, and it is 1 page long. It’s not even the front and back of that page, just a single side. Why this is its own chapter and not part of something else, I don’t even.
Here’s the turn order:
- Step 1: Charge Declaration – You say which units of yours are going to charge the other guys. Guy who lost initiative last round declares all of them first, except not on the first round.
- Step 2: Initiative Determination – It’s still 2e, so we’re rolling 1d10 and the lowest number wins. You get a -2 bonus for each charge you declared, so you might want to declare a bunch of those, but then you also have to make a bunch of ML checks to make those charges not fail, so maybe not. Winning init (by having the lowest modified number) means you get to choose whether to move first or second, and there are some decent tactical options in there I guess. But those are your only two options, because 3+ people will not want to play this game together.
- Step 3: First Movement – Whoever got picked to move first, does that. They move their units in whatever order they want to, though they have do all of their chargers before they can do anyone else. Along the way they suffer opportunity charges or pass-through missile fire, make opportunity missile fire, or do other sorts of other interrupt stuff.
- Step 4: Second Movement – Whoever got picked to go second does the same stuff as the previous guy did. Not literally the same stuff I guess, since they have different units.
- Step 5: Magic – Magic gets its own phase. I have no idea what happens here in general though, because those are advanced rules. But this is when it happens in the turn phases, right when you could have had a Third Movement for your non-existent second friend.
- Step 6: Melee Combat – Whoever won initiative picks a set of units close enough to brawl it out, and they do that. Then the guy who lost initiative picks a set of units close enough to brawl it out who haven’t done that yet, and they brawl it out. And they keep swapping back and forth like that until all of the brawls have been brawled.
- Step 7: Missile Combat – Any missile guys who didn’t fire during the movement step get to fire now, alternating back and forth between players until they’re all spent. As before, the guy who won init gets to start.
- Step 8: End of Turn – Book keeping and winner determination time. Then back to step 1 if no winner is crowned and you still have time left for another turn.
Also, we’re now up to 54 (scotch) different die mechanics for different things in the game. Miss unified die mechanics yet? I sure do.
Up next is Chapters 3, 4, and 5: Morale, Movement, and Combat respectively. The chapter on movement alone is longer than the rest of the book up to that point, because it's a tabletop wargame and that's a thing they do I guess. Should be up in a couple of days, after I get more scotch.