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Time Machine: Melee Dice

The following article, titled “Melee Dice,” was written by a gamer named Bob Coleman and published in 1967 in the first issue of a publication called The Miniature Parade. While it may not be directly applicable to any particular gaming situation, it displays an interesting thought process and a method for going beyond the limits imposed by dice.

The following article, titled “Melee Dice,” was written by a gamer named Bob Coleman and published in 1967 in the first issue of a publication called The Miniature Parade. While it may not be directly applicable to any particular gaming situation, it displays an interesting thought process and a method for going beyond the limits imposed by dice. Note, however, that a then-nonexistent d4 would have solved the author’s particular problem! 

Here is a great idea gamers will be interested in …

The element of chance adds immeasurably to war gaming. If decisions were based entirely on known factors, battles would deteriorate into mathematical contests, best played by computors [sic]. No unit could cover itself in glory standing fast in the face of overwhelming odds — nor could a unit disgrace itself by running at the first brush with the enemy. 

But chance can get out of hand. Last month we had a Napoleonic battle in which the side with fewer numbers won every melee and morale throw! For example, British infantry in line outfought five times their number of French Cuirassiers. Also, the British Guards exchanged a volley with ¼ their number of French line infantry, then turned and fled in blind panic, leaving the bewildered French wondering what had happened to their opponents! It got so bad that a maxim was developed, “Never attack with superior numbers”! 

It is unfortunate that luck appears to completely overrule skill — and this has happened numerous times. The melee and morale rules we use have each side count its points and then multiply these by a die throw; the side with the higher number wins. One way to calm down the post-volley morale throw is to cause nobody to run unless one player scores at least twice as high as the other. Someone need not run every time a volley is fired — which seems realistic. It also causes a superior force to be harder to run off, and at the same time gives a greatly inferior force a chance to stand and fight instead of running like cowards. 

Still, for melees, the highest number wins, and with a spread of 1-6 on a die, it is possible for a force outnumbered 5-1 to win a melee. In this case the problem is not there isn’t enough spots on a die, but too many. 

I have designed a special “melee die,” which we have used with outstanding success. The numbers on it are 5 - 8 - 11 - 14 - 17 - 20. Instead of a “spread” of 6, it only has a spread of 4 from its highest to lowest number. 

Thus, a side outnumbered at 3-1 has a chance to win but there can be no more 1-4 or 1-5 upsets. It must be kept in mind that when points are counted, more than numbers of troops involved is included in our rules. 

Factors that make it possible for a smaller group to beat a larger one have been controlled — terrain, type of unit, and morale all go to make up the number that will multiplied by the die roll. This number is actually a representation of “fighting ability” or “combat strength” in a particular situation. 

Under such conditions, the better force usually wins. I can understand a unit occasionally winning against a force 3 times as powerful as it is (all of the variables can’t be controlled), but even that shouldn’t happen too often. 

I don’t want to do away with luck — just temper it a little!