Saturday, January 12, 2008

Melee

Melee comes with counters but I used GW Lord of the Rings figures


Melee is a game long out of print which was published by Metagaming back in the '70s. It is a simple combat game played on a hex grid. Melee eventually was joined by a companion game named Wizard, a game of dueling wizards. Melee and Wizards eventually became the combat amd magic system of a roleplaying game called The Fantasy Trip, TFT for short.


While TFT is no longer published and the owner of the copyright cannot be found, there is a simple from of TFT available from Dark City Games for free. Their simplifed TFT supports the solo adventues which they publish.

Download the rules and the same adventures and have a go at them on a quiet evening between your regular gaming sessions.

What follows is a blow by blow of the Melee game I played this morning.



The starting positions

Step up: Aragorn (ST=14, DX=10, MA=10) , Boromir (ST=14, DX=10, MA=10) and Legolas (ST=10, DX=14, MA=12) enter a clearing and are surprised to see three Uruks on the other side. The Uruk-hai: Lurtz (ST=14, DX=10, MA=10), an archer (ST=10, DX=14, MA=10) and an warrior (ST=14, DX=10, MA=10) as just a surprised so no one has an advantage. However since all were being cautious, all combatants have their primary weapons readied.

The stat sheet fits on the yellow stickies seen here.


Round one: The two side roll for initiative and the good guys get it. They advance toward the orcs cautiously so they only move half their adjMA (adjusted Movement Allowance), four hexes. Legolas wanting to shoot, only moves one hex forward. The bad guys have the same idea and mirror the good guys so as not to give them an advantage. Nobody can reach any other for sword play, but the two opposing archers can shoot. Legolas gets to go first because his is the higher adjDX and shoots at the other archer. As luck would have it, Legolas rolls 1+1+1 (three ones always hits) and then 8 (6+2) for Damage. The Orc archer’s leather armor absorbs 2 hits so his ST is reduced by 6 to 4. The Orc no longer decide it might be better to try to gang up with Lurtz on Aragorn so he drops his bow instead of shooting and readies his secondary weapon, a dagger. Legolas can shoot twice per round (his adjDX is 16 because he’s a very special Elf) and looses his second arrow at the hapless Orc archer. Legolas rolls 2+2+1 against his DX (-1 for the distance) so he hits the Orc again. This time he rolls 3+2 for 5 damage points. The Orc archer only has leather armor so damage is reduced by 2 for a total of 3 leaving ST=1. This round is over.

Round Two: The good guys win the initiative again. Aragorn and Boromir decide to slowly advance again while Legolas, pleased with himself takes a step forward and nocks another arrow. The Orcs meet the men and the bowless archer runs up to help his comrades. Even though the Orc bowman is engaging Aragorn, Legolas still has a clear shot and the highest DX of anyone so he goes first, rolling 2+2+1 (hit) followed by 5+2=7 for damage. Even with the Orc’s leather armor, this is much than is needed to drop him in his tracks. The melee then continues with Aragon and Bormir facing off one on one with the remaining Orcs. All have the same adjDX so they all must dice to determine the combat sequence. Aragon goes first, then the Orc facing Boromir, then Boromir, and Lurtz facing Aragorn is last. Aragorn hits Lurtz with 2+4+3 and does 6+4=10 damage. 2 are absorbed by Lurtz’ armor and 1 by his shield so Lurtz is down to ST=7. The Orc warrior hits Boromir with 4+4+1 and 2+3=5 damage. Boromir’s leather armor absorbs 2 and his shield 1 so his ST=12. Boromir tries to respond but rolls 6+4+5 and misses the Orc Warrior. Lurtz now swings with a 2+5+5 and hits Aragorn for 4+1=5 damage. Aragron’s armor takes 2 of the damage but he has no shield so his ST=11. Legolas still has an arrow left but he has no target so he drops his bow and readies his Elven blade (cutlass). This ends the round.

Round Three: The bad guys win the initiative but they are locked in combat. They’ve taken more damage than the good guys and are a man down…but being Orcs and not wanting to tick Sauman they stick around and go toe to toe. Legolas runs up to join the fight. He barely has enough MA to get into it and still be able to make an attack. Legolas has the highest DX so he tries to hit Lurtz. Leglaos rolls poorly but just makes it under his DX with 6+5+4 then rolls 6+4-2=8 for damage. Lurtz’ armor and shield take 3 way so now Lurtz’ ST=2. All the others have the same DX so they dice to determine combat order. The order is: Orc Warrior, Aragorn, Boromir, and then Lurtz. The Orc warrior swings at Boromir with a roll of 6+4+2 and misses. Aragron swings at Lurtz with 5+3+5 and misses. Then Boromir, still smarting for the last round swings at the Orc warrior with 6+1+2 and just misses him. Lurtz snarls and swing at Aragorn with a 6+2+2 and misses. Everyone but Legolas missed their targets In the swirling melee and it continues to the next round.

Round four: No need to roll initiative – everyone’s in it to the end! Legolas swings first and with 4+3+5 connects with Lurtz. Legolas Eleven blade does 2+1-2=1 damage with is all aborbed by Lurtz armor and shield. The combat order, after dicing, becomes: Boromir, Orc warrior, Lurtz and Aragorn. Boromir finally connects with the Orc facing him (third time’s a charm) and does 3+2=5 damage, 3 of which are taken by armor and shield so the Orc’s ST=12. The Orc attempts to strike back with 6+6+5 and catches nothing but air as Boromir deftly evades the blow. Lurtz, not looking too healthy at the moment, swings at Aragon with 6+2+1 and connects for 2+4=6 damage, 2 of which are taken by the Ranger’s leather jerkin. Aragorn’s ST=7. Aragorn responds with 1+3+5 and finds his target for 3+5=8, minus 3 for armor and shield, 5 points of damage which does Lurtz in. The doomed Orc Warrior is too busy with Boromir and too afraid of Sauman’s wrath to quit so he fights on into the next round.

Round five: The good guys win initiative so Legolas move around to the remaining Orc’s rear and Aragon moves in on his side. Legolas now has a +4 DX advantage and Aragon a +2 DX. Legolas goes first (naturally) and since his adjDX is now 20 he can’t miss except with a roll of 18 (6+6+6 always is a miss) which he does even come close to. Legolas does 4+2-2=4 damage but the Orc can’t use his shield to the rear so only deducts 2. The Orc’s ST=10. The combat order is Aragorn, Boromir and the Orc. Aragorn thrusts at the Orc’s side with 6+1+1 and strikes home for 5+2=7 damage. The Orc’s jerkin takes 2 damage so the ST=5. Borormir has a good chance to finish the fight and makes a thrust with 5+3+2+10 and just manages to miss! The Orc strikes at Boromir and hits him with 3+1+4 for 6+1=7 damage. Fortunately for Boromir, his armor and shield absorb 3 and so he only really takes 4. Boromir’s ST=8. The Orc Warrior is tenacious and has lasted another round.

Round Six: Legolas doesn’t roll al 6’s (6+6+2) so he hits the Orc for 5+3=8 damage, but the Orc’s armor barely misses saving him by taking away only 2 damage. The Orc staggers and sinks to the ground with his ST reduced to exactly zero.

3 comments:

Cris said...

Glad to see you are reviving a great old game! I spotted at least two apparent errors (in the Orc's favor):

As luck would have it, Legolas rolls 1+1+1 (three ones always hits) and then 8 (6+2) for Damage

In fact, a sum of 3 on a roll means triple damage! A sum of 4 is double damage, and a sum of 5 is an automatic hit, no matter what the attacker's adjDX is.

The Orc attempts to strike back with 6+6+5 and catches nothing but air as Boromir deftly evades the blow.

This would be a 17, and the Orc would have dropped his weapon. Don't forget that 18 is a broken weapon, and 16 is an automatic miss, even if the Orc's adjDX were 16 or higher.

Ray said...

Sure enough! I don't know how I missed that. Thanks for pointing that out.

Ed said...

Ray,

I hope you liked the game. Melee can be VERY see-saw in combat, with some real nail-biting moments that I never had in DnD (no trademark infringement intended, no need to send any lawyers or undead).

However, you made a couple other mistakes:

When Legolas rolled a 1+1+1 that’s not just an automatic hit, it’s triple damage (see top of page 11 in Melee).

When ST falls to 1, the figure is unconscious, see page 4.

The orc took more than 5 hits in turn one, and will have a -2 adjDX in turn 2.

Legolas cannot shoot AND ready a new weapon. He can shoot and drop the bow, but he will have to ready the weapon in the next turn. See page 7.

Both Lurtz and Boromir appear to have taken 5 hits in turn 2 and should be -2 DX in turn 3.

Again, Lurtz will be -2 DX in turn 4.

The orc rolling 6+6+5 has dropped his weapon (page 11).

Finally, 16+ always misses, not just 18.

Great write up. I bet writing it took an hour longer than the game!