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"Melee - Single vs Multiple Attackers -- what's a good way?" Topic


7 Posts

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702 hits since 7 Feb 2018
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Comments or corrections?

Schogun07 Feb 2018 4:01 p.m. PST

Say 1v2. high roll (with mods) wins.

Defender rolls 1 die; attackers each roll 1 die, so 2 dice.
If defender rolls under both attackers' dice, he's dead.
If defender rolls higher than one but less than other, he kills one but he's killed too. Or since one attacker was higher, he's dead without killing anyone? Other?

Or…attackers get bonus to roll for additional attackers? Bonus to both, and both roll (see above). Or one die roll but with bonus(es)?

Other methods you like better?

Thanks

Anton Ryzbak07 Feb 2018 5:49 p.m. PST

Is this a d6 system? If so the method where each figure gets a die is better; if you allow a bonus for each additional attacker it quickly becomes impossible for the defender to win.
If you are using a d10/d12/d20 system then the second method is faster

I would use the d6 system where each figure rolls his own die

Oberlindes Sol LIC Supporting Member of TMP07 Feb 2018 6:33 p.m. PST

Don't forget to factor in morale and skill. A single samurai could kill five or six ordinary soldiers, and you can't really pack more than about five or six on one in melee anyway. Even today, aikido students practice the rondori to deal with multiple attackers.

SBminisguy07 Feb 2018 7:07 p.m. PST

You could use something like the old All For One! skirmish system where a figure gets "X" number of dice based on skill level, and they allocate the to their combats vs various figures. In the case of multiple attackers you'd split up your dice pool and allocate what you wan per foe. Then each figure rolls their d6 pools, IIRC highest total wins that match, etc.

So a Skill 6 figure would get 6 dice, making them the equal to that many dice worth of opponents' skill levels.

Ed Mohrmann07 Feb 2018 11:12 p.m. PST

The skirmish medieval rules I wrote years and years
ago allow 2 trained infantry to fight 1 trained
infantry w/o penalty.

If > 2 attack a single defender, there is a penalty
( minus pip[s] depending upon skill level of attackers)

If > 3 attack a single defender, there is a chance of
an errant strike hitting a fellow attacker (% based
upon skill level, again). This can also influence
the attacker's morale, causing the number >2 to pull
back, if the errant strike hits home.

advocate08 Feb 2018 5:53 a.m. PST

Depends on the level of detail you want. SBminisguy of a dice pool is quite good if you want that level of detail.

If you want something quicker, I'd suggest a slight modification on what you suggest. Fight each individual combat in sequence. If a figure is outnumbered at the moment of combat, give them a -1. So if A and B are fighting X, A and X would fight, with X at -1. If X wins, he gets to fight B at evens; if it was a draw, he fights B at -1. I wouldn't allow more than 3 to attack a single figure in a turn – and I'd keep the modifier at -1, as on a D6 that's quite significant.
This gives the opportunity of a little strategy – do you attack the weaker or the stronger opponent, if you have the initiative;; or do you lead with your weaker or stronger character? And it allows for the possibility of a bit of heroics, if the dice land well.

A simpler system yet is for all the figures to roll together, and the highest kills on enemy. You may or may not want to give a modifier for outnumbering, if you think it appropriate.

Personal logo Herkybird Supporting Member of TMP12 Feb 2018 12:27 p.m. PST

In my rules, I have used several systems…
(1) Allow a limited number of figures to fight 1, add 1 to the die for each extra attacking figure.
(2) Add 1 to the attackers roll if he has supporting figures.
(3) My most recent rules use different melee values for different figures, so I just throw 1D6 for each figure, and choose the highest total to all the figures on the attacking side, and work out the result against the total of the lone figure.

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