I'm increasingly finding it much easier in solo play when using OD&D rules to use CHAINMAIL Troop Combat to handle many of my encounters, as there is so much less to track and not as many rolls to make. Troop Combat or probably better known as 20:1 combat (although it doesn't necessarily have to be used at that ratio) relies on determining a Fighting Capability and Attack As and Defend As ratings for the troops involved. A major disclaimer here is that this is not based necessarily on weapons and armour of troops but is more complex than that. It subsumes things such as a units formation, whether close or loose so it's best not to think of a figure's ability to defend in troop combat as a direct conversion from armour class. That being said, armour class is a useful reference in deciding what troop classification a figure should be. Deciding what Fighting Capability a character will fight as can be simply a matter of looking at the Fighting Capability column under t...
I've just got done listening to an episode of Blogs on Tape. Specifically episode 172 - Pleasures of the OSR: Emergent Story and Open Worlds, by Ben. L. This got the cogs turning in my brain thinking about "faction play" or "domain play". In particular I felt inspired to take a trip down the rabbit hole to explore what the original Dungeons & Dragons rule pamphlets says about these concepts. From memory, not much considering this original system was marketed as a "top-down" war game. However I have a suspicion that much can be extrapolated from what these pamphlets do say. So let's take a look... OD&D Domain & Faction Play In Men & Magic the character section provides details of high level character play, which is very applicable to domains or factions. In particular what income is available to high level characters: "Top-level fighters (Lords and above) who build castles are considered “Barons,” [...]. Base income for a Baron ...