Press The Beast

YE COMPLEAT MANUAL OF UNMANNERLY FIGHTING

In OSR games I have seen many players and refs alike bemoan the weakness of low level characters. This is what some call a “skill issue.” This guide shall set the record straight: to fight you must be strong and cunning in equal measure. Study this manual and conquer your foes!

This guide will assume the use of rules common in Basic/Expert and OD&D derived games. All referees run their game differently, and the efficacy of these tactics depend in part on the methods employed by your ref. There are a few rules of special importance:



Reaction Roll: When a foe is first encountered, a check is made to gauge the foe’s disposition. This may even lead to negotiation.
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Morale Check: When a leader is killed, more than half of an enemy force is eliminated, or circumstances seem particularly trying, the ref shall check if your foe still has the will to fight on.

Surprise Roll: When either side catches the other unaware, a check is made for the party or individuals to see if they are surprised. If so, a massive advantage is gained.

Flanking and other situational bonuses/penalties: various RPG games have different ways of handling this (i.e, advantage in 5e, or modifiers of +/-2 on a roll). Discuss with your ref how this is handled, but also be sure to advocate for yourself based on fictional positioning.



This manual is going to first present principles and then describe numerous tricks I have used to overcome all manner of foe. Obvious tricks such as "Use an enemies weakness" or "divide and conquer" will not be repeated here.


HOW THOU SHALT BE ARMED When you gather together for an expedition, be sure at least half or more of the present party is made up of Fighting Men. The basic principle of combat is thus: the stronger man wins. Thieves, Wizards, Wackos, and Weirdos are less helpful in battle than a Fighter with a good sword arm.

We understand the world in Hit Points, Attack Bonus, and Armour Class. If you are superior in these metrics then you will overcome your foe. Low level characters are best able to improve Armour Class: the better armour your party has, the better your odds of survival.

Thus, the more heavily armed Fighters the better. Some will caution you with tales of heavily armoured warriors drowning in water or being chased down by agile foes. Trust me: the occasions where you bemoan your armour and weapons are far fewer than those in which you are thankful for them. You may always remove your arms and armour, the reverse is not true.

Caltrops are invaluable for slowing pursuers or creating rough terrain in front of your formation. Ropes may be used for traps, binding foes, and all manner of useful adventuring applications. Medical equipment is necessary to bind wounds after battle, and for keeping hostages alive. Finally, be sure to bring ample food and light.

THE CHAIN OF COMMAND In combat, decisive decisions—even if imperfect—are better than slow or no decisions. Thus, you shall appoint a caller. In situations of danger and conflict, the caller will serve as the final arbiter. This speeds play, reduces hesitation, and improves the ability of the party to operate under stress. The party must operate as one.

HOW YOU SHALL CONDUCT YOURSELF The underworld ebbs and flows between corridors and open rooms. The party must become an organism that smoothly adapts to these circumstances. Regardless of your position in the dungeon, it is best to see the party as a clam. The hard exterior (Fighters) protects the vulnerable inside (Wizard, Thieves, Simpletons, treasure haulers, etc). While your formation must at time be flexible, hold fast to this basic principle.

Light is always an important consideration. It is best if handled by a Wizard, Thief-type, or Squire character. If none are present, then the most sickly and pathetic of Fighters will be forced to do so.

Establish doctrines for moving through corridors and empty rooms. These are called close and wide formations, respectively. Establishing this allows you to move through the dungeon without the need to constantly discuss positioning, and transition smoothly between formations. For both close and wide formations, be sure to position heavily Fighters at both the front and back.

SCOUTING AND RECON Scouting is often useful, and may become a valuable tool with the right party composition. When scouting, always send two to three men together. They should be lightly armoured and the group should include a Thief-type if one is available.

When the enemy is found, reconnaissance should stay in contact with the enemy. They will send back one of the men to report the situation to the party. The caller may then determine a course of action based on the situation.

THE THRESHOLD OF VICTORY OR DEFEAT
 Doors are the key to many dungeon conflicts. The party shall establish two approaches to entering rooms: soft entry and hard entry.

Soft entry is done quietly and slowly. A lightly armed Fighter or Thief-type will open the door slowly. If none are there to notice him, he shall creep around the room and get a sense of its layout. If he encounters monsters, he will enter into negotiations if they seem friendly, or immediately retreat if not. If the monsters are hostile, you may surround the door with one heavily armoured Fighter on each side to circle beat the unfortunate creature that slithers out, employ a trick described below like the CHINESE FALSE RETREAT, or withdraw. Controlling a chokepoint provides a great advantage.

Hard entry involves breaching the door (Typically with an open door check) and, if there are occupants, attacking them on sight. This provides a chance for surprise and failing that you may ask the referee to provide a bonus to your initiative roll. The formation is thus: two heavily armed fighters move in with weapons drawn backed by two other fighters with javelins or bows at the ready. Shock violence allows for quick routes. Allow no survivors, and if you do take them captive. Foes that retreat can be caught by lightly armoured Fighters.

For either method you may decide to listen closely at the door if you think there may be something threatening inside. This takes time, and should not be done at every door.

Dungeons are usually hostile environments and both approaches have merit. You have limited information about what’s behind a given door. If foes are equal or lesser strength, then the hard entry provides a great advantage. If they are of greater strength, then soft entries are preferable.

MISSILE WEAPONS The efficacy of missile weapons depends on how permissive the referee is. Some will allow you to chuck daggers and fire bows over the head of allies in tight hallways. Others will disallow it completely. Some will present a chance of hitting an ally.

Missile weapons are most effectively used in open rooms or by simply using the missile weapons before foes engage in melee. An archer may let off an arrow, and then retreat behind the front lines, or the front liners may themselves carry javelins to throw at opponents before they engage.

Where they may be applied, missile weapons provide a huge advantage.

ON COMBAT MANEUVEURS Many fighters think it best to disarm, trip, drive back, and perform various other tricks. These techniques ought to be reserved for rare occasions, where their successful application will turn the tide of battle. All else being equal, striking to kill is the best option. Many fighting men become obsessed with cunning strategies and die as a result.

If you may push a foe off a ledge, blind a tough opponent to prevent them hitting allies, crush an opponent with a pillar or chandelier, disarm a foe's powerful magic item, etc then it may be valuable.

RETREAT AND WITHDRAWAL Withdrawing when needed is essential for survival. You may make clean retreats when needed or, at times, you may choose the theatre of battle. By carefully mapping the dungeon, you may retreat to a location of your choice to gain an advantage.

When retreating, it is often wise to make a fighting retreat while backing out of enemy territory. Most foes will not be over eager to lose more of their own men attacking a foe that is on the retreat. If a clean break is needed, make use of caltrops to slow your foe. Alternatively, some foes will be distracted by coins or food thrown about the place.

BATTLING UNDEAD Undead may not need to make morale checks and may ignore certain tactics. The way they ceaselessly pursue their quarry, however, makes them predictable and more vulnerable to traps and ambushes. Their predictable behaviour makes them easier to deal with than more intelligent foes.

THE APPLICATION OF A SQUIRE Once the second level is reached, a fighter should bring along a young lad to serve as a squire. He should be hench and able. Arm him in leather armour, have him carry a torch, supplies, ammunition, and back up weapons. Do not dedicate him to combat: by observing your feats he will grow on his own.

Many adventurers hire mercenaries to serve as little more than meat shields. Instead, fight your own battles and invest in a retainer.


What follows are various tricks. These tricks assume at least four Fighting Men are present. Three shall be heavily armed Warriors and one shall be a lightly armed Skirmisher.

WARRIOR: Arm yourself in chain, grab a shield, and bring the following: a sword, an axe or mace, a dagger, and one to three javelins. The sword shall be your primary arm, an axe may be used to splinter wooden doors or chest while a mace is effective against skeleton-type enemies, a dagger may be used when you are being grabbed by ghoulish fiends, and all warriors ought to arm themselves with a ranged weapon. A javelin is quicker to bring to bear than a bow or crossbow: for a close quarters combatant this is essential.

Those who can afford plate armour shall bring a greatsword or polearm instead of a shield.



SKIRMISHER: For you impoverished and desperate adventurers who cannot afford chain or plate, you will bring leather armour, a spear, a dagger, and a shortbow. 10 arrows and 5 fire arrows will supply the bow (simply wrap a pouch of gunpowder to the arrow head). The Skirmisher must use their wits to survive and ought to be a spry lad. Remember that a spear may attack from the second rank: the skirmisher should stay behind the warriors and respond flexibly to whatever situation they find themselves in.

CORRIDOR FIGHTING This is the oldest trick in the dungeon playbook. When outnumbered, move to a hallway. Only two or so men will be able to stand abreast, and the opponent will be forced into a slow battle of attrition. If you wear superior armour, you may be able to slay very large groups in this manner.

This strategy has many weaknesses. Intelligent foes know the dungeon well and will be able to split up their forces and flank you. If you are caught in a pincer in a corridor, dedicate all your energy at eradicated the weaker side. If the foes can bring some kind of area attack to bear (Magic, flame breath, bombs of fire, etc) then you will be quickly defeated.

ROTATION Roman legions would rotate tired soldiers out to maintain their onslaught. The skirmisher should always remain in the rear even if all three warriors are fighting in the front. Lower HP warriors should make a fighting retreat behind the rear rank.

WHEN SURPRISED AND SURROUNDED You shall rally as quickly as possible and breach through the opposing line to create a gap. The skirmisher shall stay in the centre of the formation, while two warriors take the front and the remaining warrior guards the rear. You may then retreat through this gap or, form up, and create a pitched battle if the odds are in your favour.

USING NEGOTIATIONS FOR SLAYING WITHOUT HONOUR If a foe agrees to negotiate you must determine if their friendship will provide an advantage. If not, and they seem equal or weaker than your party in strength, then you shall negotiate until your foe seems to drop their guard. Without any warning, draw your weapons and slay your foes without mercy. This tactic has served me well many times. 

Make sure to leave no survivors so that you may maintain the appearance of honour. This is a great asset which must be protected.

DESTROY ENEMY MORALE Target enemy leaders if you can. If not, quickly reduce numbers to force a morale check. This is your goal in every combat against numerous foes. If the foe retreats, it is unwise to follow to closely. As they run deeper into the dungeon, you may be caught unawares by a trap or lured into their lair.

WOLF TACTICS When you are fighting a large foe such as an ogre in an open space you may easily lay it low by surrounding it and baiting it to a bold fighting man. This warrior ought to take defensive maneuvers (Typically improving AC by two points) and, while he is under attack, his allies can pepper the beast with javelins and arrows. The ogre, in a rage, will move to attack those harrying it. The Fighter who bravely withstood the assault may throw his own javelin, while others retreat to draw the beast away and another warrior takes up a defensive position. At this point, the beast will likely be felled.



These sorts of tactics are valuable against foes like Dragons and Chimera which expel terrible flames. By spreading wide, you only expose one or two men to the inferno.


You may perform such tactics with as few as two men, though more is preferable. I was able to kill a pair of ogres with such tactics. Myself and a three brave men distracted the ogres, while hired skirmishers laid it low with arrows. While my arm was broken in the effort, we felled a great evil with minimal casualties.

MISSILES COUNTER MAGIC; MELEE COUNTERS MISSILES; MAGIC COUNTERS MELEE In many games, projectiles are loosed before spells are cast. Use your skirmisher to shut down enemy magicians and prevent them from casting spells. Likewise, foes armed with bows are unable to properly defend themselves from warriors. If possible, it may worth sending a warrior to the flank to pressure missile users. Finally, a melee fighter has little recourse against well guarded magic-user.

As mentioned, each warrior should arm themselves adequately for melee and ranged combat.

LURING FOES FOR A VARIETY OF FIENDISH ENDS Once you have some knowledge of the dungeon, you may bait monsters to chase a skirmisher. This has many applications. When running, he should retreat through known corridors and confound his foe via loops, t-junctions, secret doors, and hiding places.


The application of this tactic depends on the composition of enemy forces. If there are many foes, you can expect them to divide their numbers and give chase with a small portion of the total number. You will sometimes find rooms with, say, 23 or more Goblins. In this case, the Skirmisher may be chased by around 4-8 goblins. In this case, an effective plan is to lure the foe as above and then, through a corridor to the side, the party may emerge and defeat the foes with an ambush. This cuts off their retreat and allows you to defeat a significant portion of a larger body.

If there are few foes or a singular large monster, then the party may set an ambush in the monster’s lair while the bait runs away. Traps are effective here: a bear trap being a great example. When the monster returns, the party may surprise and defeat it soundly.

If the monster seems too tough to defeat, the party may instead loot its lair and leave as quickly as possible. Before battling the ogres mentioned above, I lured them from their home on horseback while my allies looted their lair. The intelligence gained while inside aided us in defeating these beats later.

CHINESE FALSE RETREAT Position a warrior and skirmisher behind a corner. Two warriors advance toward the foes and, after a brief combat, retreat. The foes enter the room and are flanked by the two fighters around the corner. The warrior cuts off their retreat, while the skirmisher peppers them with arrows. Most refs will award flanking attacks a bonus of +2 or +4 to hit.

USING DUNGEON TRAPS TO YOUR ADVANTAGE Many traps can be turned against dungeon denizens. In the heat of battle, for example, foes may not notice a pit trap beneath their feet during a chase or the heat of battle. Make sure not to trigger a trap yourself if running away from a foe. If in battle, you may drive foes into traps with combat maneuvers.

DUELS Many foes, such as Orcs, have a high degree of pride. In my experience, it is sometimes possible to diffuse a larger conflict by duelling the enemies leader. This is a tactic only for the bold, though it may earn you the respect of your rivals.

Losing may not result in death, depending on the terms of the duel. Generally, I try to follow the conventions of my foe.

If you cheat in one of these duels, you will earn my disappointment forever.


Armed with advice more valuable than steel, go forth and claim your prize deep within the bowels of the earth. While some adventure only to fulfill their greed, you ought to do so for the thrill of battle.

Godspeed!