| initiative | 1. | Both sides roll 1d6 for initiative; high roll wins. |
| missile/spell | 2. | In initiative order, both sides fire missiles, cast spells, etc. |
| movement | 3. | Side with initiative moves up to half move |
| movement | 4. | Side without initiative moves up to half move |
| missile/spell | 5. | In initiative order, both sides fire missiles, cast spells, etc. |
| movement | 6. | Side without initiative moves the remaining half move |
| movement | 7. | Side with initiative moves the remaining half move |
| missile/spell | 8. | Unengaged combatants fire missile, cast spells, etc. |
| melee | 9. | Engaged combatants fight one round of melee. |
Background
This combat sequence is a slightly modified version of the combat rules in Swords & Spells (which is based on the original Chainmail medieval miniature combat rules). I find these rules satisfying for a number of reasons. First, they use precise positioning and miniatures to give a tactical feel to combat. Second, they provide a simple way to include spell casting times into the combat. Third, they provide rules for firing multiple missiles in a combat round. Fourth, I like the way movement is divided up so that opposing forces "meet in the middle" rather than one side closing all the distance on their turn. Lastly, I like the way these rules pull together and work with concepts from D&D (rate of fire, weapon reach, facing, spell-casting time, et cetera), and that they are firmly rooted in the traditional sources of the game. Special thanks to T. Foster (and his posts on the Knights & Knaves Alehouse forums) for the suggestion to use this sequence with OD&D, and for his assistance and advice in compiling and adapting these rules for man-to-man combat.
A PDF version of the combat sequence is available.
For those who prefer a lighter set of rules to govern combat, or who do not use miniatures, a simplified version of these rules may suffice.
Go to Philotomy's OD&D Musings