SCALES AND EQUIPMENT

Scales
1 25mm figure represents 20 men.
1 wagon or engine model represents 4 wagons or engines.
1 move represents a period of time of approximately 1 minute.
The ground scale is 1 to 400 i.e. 2.5 mm to 1 m or approximately 1" to 10 m.
Bases
Troops should be mounted in groups of convenient size on rigid bases so that they are easier to move and preserve their correct spacing. Base sizes are not absolutely mandatory, WRG's DBM base sizes are quite acceptable.
Base Frontages
Infantry in close order
15mm
Cavalry in close order
20mm
Infantry in order
20mm
Cavalry in order
25mm
Infantry in open order
30mm
Cavalry in open order
30mm
Base Depths
Infantry in close order
20-25mm
Cavalry in close order
40-50mm
Infantry in order
25-30mm
Cavalry in order
40-50mm
Infantry in open order
25-30mm
Cavalry in open order
40-50mm
Types of Troops
Classes of Troops
Knightly
Knights
A Class
Elite Veterans
Soldier
Soldiers, Civic Militia
B Class
Experienced Troops
Mercenary
Mercenaries
C Class
Average Troops
Feudal
Other Feudal Troops
D Class
Poor Quality Troops
Armour
UI
Unarmoured Infantry
UC
Unarmoured Cavalry
PI
Protected Infantry
PC
Protected Cavalry
AI
Armoured Infantry
AC
Armoured Cavalry
HI
Heavily Armoured Infantry
HC
Heavily Armoured Cavalry
FI
Fully Armoured Infantry
FC
Fully Armoured Cavalry
Heavily and Fully Armoured Cavalry may, additionally be on barded horses; if so they are classed as HCb and FCb respectively.
 
Other Equipment
Players will also need a ruler, preferably marked in millimetres, several dice marked 2,3,3,4,4,5 and ordinary dice marked 1,2,3,4,5,6. Average dice are used for Soldiers or Mercenaries and ordinary dice for all others. Several decimal dice, marked 0 to 9 are also needed.
 
Weapons
In God's Acre troops may be termed 'pikemen' or 'archers' etc. if they are armed with uniform weaponry, but most bands, especially of routiers, carried a great assortment of weapons all in the same unit. To cope with this, several categories of mixed weapons are included.
Glaives & Arbelests
mixed pole arms mainly but including 25% crossbows
Bows & Bills
mixed pole arms but including 25% longbows
Spears & Axes
A mix of long-axes and guisarmes etc. with spears.
Skirmish Weapons
mixed missile weapons: 25% shortbows, 25% slings and 50% javelins etc.
Units
All troops must be organised into recognisable units for the duration of the batt1e. Units may have sub units acting within their overall orders, and always remaining within a normal move's distance of their parent body.
 
Command
Each Army must be led by an Army Leader command figure. The Army may be split into a number of Wards or Battals, usually 2, 3, or 4. Each Battal must be led by a Battal Leader command figure. Each unit should be led by a recognisable Unit Leader command figure.
 
Feudal Battals may contain Knightly and Feudal and Mercenary troops.
Regular Battals may only contain any Soldiers or Mercenaries.
Mercenary Battals may contain only Mercenaries.
Troops may also be classified as missile troops, skirmishers or shock troops.
Social Class.
A rigid social hierarchy is central to the morale system of Gods Acre. Command figures are the highest status, with Emperors, Kings or Popes being the highest status, followed by Dukes or Earls, then by Counts, then Barons. Then by the various troop types in the following order:
Knightly troops, A B & C class
OGmon3.JPG (26752 bytes)
Feudal A class
Mercenary or Regular A class
Feudal, Mercenary or Regular B class
Mercenary or Regular C class
Feudal C class and Mercenary or Regular D class
Feudal D class
Command Figures
Each player is allotted a set number of points for command figures. Peasants, Routiers and forced levies must be led by Sergeants, Sergeants by Knights, and Knights by Barons or higher. Knights and Feudal type troops can be combined into one unit; however, any of the Feudal type troops may not be superior in class to the Knights in the unit. The Knights may, however, be of a higher class then the Feudal type troops. Such a unit must then be led by a leader command figure suitable to lead the highest class of figures in the unit, i.e. a unit of Knights and Sergeants must be led by a Baron or higher, not a Knight. Regular units upto 300 men strong are led by Sergeants, above that by Captains. Regular Battals are led by Counts, and Armies by Dukes
 
Command Figures Cost
Command Value
Sergeant
Knight or Captain
Count or Baron
Duke or Earl
Emperor or King
1
10
20
30
40
50
2
20
30
40
50
60
3
30
40
50
60
75
4
40
50
60
75
90
5
60
70
80
90
100
The points cost of command figures as above is inclusive of its normal figure points cost.
Points Values
The basic figure cost includes a sword or hand arm if the figure carries one or a spear, pole arm, javelin, short bow or sling if it does not.
Basic Points Values
UI
2 points
UC
5 points
PI
3 points
PC
6 points
AI
4 points
AC
8 points
HI
6 points
HC
10 points
FI
8 points
FC
12 points
Additional Costs
+1
if B Class
-1
If D Class UI or PI
+2
if A Class
-2
If other D Class
+2
If Knightly
 
 
+2
Longbow or Heavy lance
+2
Horses to mount infantry
+1
Other Weapon
+2
Barding for HC or FC

Setting up a Battle

The Historical Battle
This is an attempt to recreate a battle from history, and the engagements may be either actual or hypothetical. In the staging of an actual battle the terrain will be easily ascertained from available historical sources, and the main problem is to scale down the armies. If staging a hypothetical battle, both terrain and forces should be arrived at by mutual assent and then throw a dice for sides. These situations offer limitless scope and allow players to make full use of the campaign factors as well as deciding troop types and classes. It is strongly urged that in these situations little attempt be made to equalise points values and the object will be for each player to make the best of his situation rather than necessarily get a 'win' over his opponent.
 
The Campaign Battle
This will take place as part of a campaign in which the terrain and composition of armies in a particular engagement will be decided by the strategical moves made by both players in the campaign. This again will lead to many unbalanced and interesting games allowing full scope for the use of campaign factors, etc. The campaign can be either historical or mythical.
 
The Competition Battle
Both players pick armies of their choice using the points value system on the above chart. Under no circumstances should a player use a troop type not included in the medieval army his reflects or equip troops with any weapon that their medieval prototype did not carry. It is suggested that the normal competition game be fought with an army of 1,500 points including up to 300 points for command. A larger game might go up to 2,000 points including command or even higher.
Give each player a set number of pieces of terrain. Each player in turn lays a piece of terrain anywhere on the table as long as it is 25Omm from his own base line or discards a piece until all the pieces are used up. Having picked armies and terrain both players draw a map of the terrain and mark clearly the position on it, of each of their units. Units must be deployed within 200mm of the player's base line. Both players having drawn maps, they then lay out their troops as shown on the maps.

The Results of Battle

Historical or Campaign Battles.
The winner loses half the figures removed as dead and the other half as wounded, to return to duty after 2 weeks. One tenth of all routed troops are lost as deserters and the rest of routed troops and casualties which did not add up to complete figures return to duty.
 
The loser loses all figures removed as dead with the exception of Knightly class, half of which may be assumed to be held for ransom. Half the routed figures are also lost, as deserters. Then, count the number of formed cavalry on both sides and if the loser has less, he loses 1 extra figure for each extra cavalry figure his opponent has in hand. The disproportion is due to the number of men who desert after a defeat, or are killed in fight and to the loser's wounded who, if not Knights, will almost certainly be massacred.
 
In a Competition Game both sides count full points values for all remaining formed figures and half points value for all prisoners except Knights, for whom they count full value, and half points value for all their figures who have pursued enemy troops from the field and not yet returned or have withdrawn voluntarily from the field.
KnightBat1.JPG (52132 bytes)

Orders

General orders for each Battal should be written at the beginning of each game. More specific orders can be written for each unit in the Battal. These orders should outline what the unit is expected to do in the battle but need not go into detail about specific formations. Units may be assumed to take minor actions within the framework of their general orders on their own imitative, e.g. a unit threatened by an attack may adopt and hold a defensive posture, cavalry can be assumed to counter-charge, morale, etc. permitting, missile troops may be assumed to fire and bring as many men as possible to bear on their own initiative.
A time limit of one minute per 100 points per side should be allowed for writing orders. At the end of this time any Battal not included in orders will be assumed to be without orders for the duration of the game or until the army leader has time between moves to write orders.
 
Orders for each unit in the Battal may be changed by the Battal Leader or in some cases the army leader. Changes of orders may be issued by the army leader concerning only situations he can see or has received a report on. Two minutes are allowed each move for writing these changes. Orders from the army leader are carried by messenger to the Battal Leader in command of the unit. He takes one move to read them before passing them on to the unit who again take one move to react to the orders. If the entire army is of Regular or Mercenary troops, then orders may be sent direct to a unit from the army commander. A leader takes one move to write or dictate a new order which he may then send by a messenger figure or detachment. This figure or detachment moves at open order cavalry speed.
Pre-arranged audio-visual signals may be given by army leaders to Battal Leaders or Class A or B, Regular, Mercenary or Feudal troops, denoting some previously arranged action by the unit(s) concerned. It is up to the umpire whether the unit concerned receives the signal, having regard to the influence of obstacles, confusion, and noise.
 
Units may only be ordered to move to or occupy positions they can see or know of from maps. Units may vary their formation at will as long as this does not violate restrictions placed on them by other rules or morale reactions or contract their orders. A unit's orders must be followed until changed by an order from a leader or they may be changed by a unit's morale enforced reaction.
Troops are deemed to have lost their current orders if they have been routed in combat or as a result of a morale reaction or they have advanced contrary to orders as a result of a disobedience test or their orders are deemed by the umpire to be inapplicable to the situation. Troops who lose their orders immediately take a morale test

Moving

The Move
The battle is fought as a series of moves. Both sides move simultaneously in accordance with their general orders or enforced morale reactions.
 
Move Sequence.
During each move the sequence is as follows:
1. Write down, then declare, all intended charges. (p.8)
2. Test morale for all troops wishing to charge. (p.10-11)
3. Move all troops.
4. Work out all shooting and resultant morale throws. (p.13&f)
5. Work out all close combat: and resultant morale throws and breaks. (p.15&f)
6. Work out all other morale throws. (p10-11)
Move Distances
These are the maximum distances which troops may move in clear terrain. Terrain obstructions and manoeuvring may slow actual moves.
 
Normal Move
Charge Move
Cavalry in close order
250rnm (l00m)
30Omm (120m)
Barded cavalry in close order
200rnm (80m)
25Omm (100m)
Cavalry in order
250mm (100m)
450rnm (180m)
Barded cavalry in order
300mm (120m)
500rnm (200m)
Cavalry in open order
400mm (160m)
600mm (240m)
Mounted Infantry
250mm (l00m)
400mm (160m)
Heavily or Fully Armoured Infantry
l00mm (40m)
150mm ( 60m)
Other Infantry in close order
l50mm (60m)
200rnm (80m)
Other Infantry in order
200mm (80m)
250mm (l00m)
Other Infantry in open order
200mm (80m)
250rnm (l00m)
Transport
l50mm (60m)
Not Allowed
The distances in brackets represent actual unscaled move distance and those wishing to measure in inches convert this to scaled movement by disregarding the terminal nought.

Infantry in open order may 'double' i.e. move at charge speed every alternate move. While doing so and in the period immediately after, they count as 'winded'.

Manoeuvre
Turning about or to flank
Cavalry deduct 150mm (60m) Infantry deduct 50mm (20m) Both are unformed when doing so
Changing frontage
No troops may move more than half their normal distance in any change of formation. When adjusting frontages do not deduct for turning
Wheeling.
All troops in open order wheel at full speed. All other troops wheel at half speed. To wheel, one flank remains stationary while the other moves.
Mounting and Dismounting.
Mounting or dismounting and deploying takes half a move. 1 figure in 5 must hold the animals.
Terrain
Open Woods.
Infantry in order or open order move at full speed. Infantry in close order and all cavalry move at half speed. Transport may only move along paths.
Close Woods
Infantry in order or open order move at half speed. Other infantry at quarter speed. Cavalry and transport move only along paths
Marshes.
Unprotected and protected infantry move at half speed. Other troops move at quarter speed. Transport may not cross marshes, except by paths.
Low Hills.
These present no difficulty to movement.
High Hills.
All infantry move at half speed. All cavalry move at quarter speed. Transport moves at quarter speed.
Cliffs.
Infantry without metal armour and in order or open order move at quarter speed. No other troops may move.
Linear Obstacles.
Infantry deduct 100mm (40m) from their move to cross. Cavalry deduct 150rnm (6Om) from their move to cross. Transport may only cross at bridges or gaps
Water.
Troops wading through water do so at quarter speed. If it has been decided that certain section of water are crossable only by swimming, then unprotected infantry and cavalry on unbarded horses may cross at quarter speed.
.Charges
A charge is any move intended to bring or bringing contact with the enemy in that move. As such it must be announced before any other actions. Charges may only be announced against a specific enemy within charge reach of a unit and visible to it at the beginning of a move. If the unit fails to make contact it must nevertheless move the full extent of its movement allowance.
In a charge troops move their normal move and then all shooting and morale tests (in that order) resulting are worked out. Once this is done the charge bonus is added and any resultant impacts are worked out. If a body of troops reaches its enemy within the normal move then the charged troops may not shoot.
There are 3 other occasions in which a charge may be made:
i.  Mounted infantry may use a charge bonus in a move in which they intend to dismount in order to seize a position or make an attack.
ii. Mounted messengers may use a charge bonus in any move regardless of other considerations.
iii. Open order infantry may move at charge speed every alternate move.
Reactions to charges
Any troops charged must either stand, evade or counter-charge.
Counter charges
These must be declared and launched as soon as the troops in question have finished their reaction time. If contacted before this, they may not counter-charge.
Evading
Skirmishers on foot
If charged by any cavalry or infantry in order or close order, they must evade. If charged by enemy infantry in open order, they may evade, or they may attempt to stand, or counter charge.
Mounted skirmishers
If charged they may evade, or they may attempt to stand, or counter charge.
Troops evading move up to a normal move directly away from the attack, ignoring deductions for turning and end up facing away from the enemy. Evading troops who fail to outdistance pursuit are caught with their backs turned. Missile armed troops who cannot shoot all round may not shoot during an evade move.
 
Interpenetntion
Sub units are allowed to interpenetrate the formation of their parent body without penalty. In all other cases interpenetration may not be voluntary i.e. it may only occur as the result of a break in close combat or a morale reaction and in these cases lighter troops may not penetrate the formation of heavier.
Loss of Formation
A unit is termed unformed if it falls into one of the following categories:
Infantry charged by cavalry while moving
Cavalry charged while stationary.
Troops still unrallied after a rout, pursuit, melee, unsuccessful charge
All troops crossing linear obstacles, or wading or swimming or climbing cliffs
Troops charged in flank or rear whilst frontally engaged or changing formation
Close-order infantry, and any pikemen or cavalry moving in woods, marshes or villages or on high hills.
Unformed troops manoeuvre at half normal rate and fight or shoot in one rank only without any benefit of any supporting ranks.
Loss of formation lasts for the whole move in which the cause is applicable and continues if troops am unformed ml pushed back in close combat.
 
Rallying and Reforming
After a melee, pursuit, unsuccessful charge or break situation, troops will need to rally and reform. While rallying troops may not advance but may retire at normal speed. They may shoot counting as unformed and are unformed in close combat. The following table shows the time in moves taken to rally after various actions.
 
A Class
B&C Class
D Class
Infantry after a melee or charge.
1
1
2
Infantry after a pursuit
1
2
3
Cavalry after a melee or charge.
2
3
4
Cavalry after a pursuit
2
3
4
All troops after having been broken.
2
3
4

 

Sienna.JPG (68501 bytes)

Morale

Distraction Factors, reflect factors which impair the morale and fighting efficiency of a unit. Add up all relevant factors from the list below and this distraction total will affect morale and combat. * This factor counts double for any unit with 10 or less current figures. It only counts for units with 50 or more figures per two figures removed.
Distraction Factors   Morale Values
each figure removed this move as a result of shooting * Troops Morale Value
If the unit is unformed. A Class 4
If the unit is shot at from, or has an enemy within charge reach behind, its flank. B Class 3
Missile troops or skirmishers on foot, charged by or in contact with cavalry. C Class 2
Missile troops or skirmishers in close contact with or charged by an enemy unit. D Class 0
Shock troops under fire while standing or retiring.    
 
 
All troops add their MV to all morale scores.
 
Morale Tests
Morale tests are taken by Leader figures on behalf of their units. Unit Leaders test when:
 
Mercenary or Regular troops declaring a charge against, or being charged by, any unit
Mercenary or Regular troops declaring a charge against, or being charged by, any unit
Another unit in their Battal breaks or passes in rout
The unit suffers 10% casualties in 1 move
The unit loses a round of close combat.
A unit is attempting to rally after routing.
The first time a Feudal or Knightly Battal comes within a normal move plus a charge move of the enemy.
During any subsequent move in which a unit of Knights or Feudal shock troops does not advance at over half speed
 
Army leaders may take tests as a Battal Leader if commanding a Battal.
Army or Battal Leaders may take tests as a Unit Leaders if commanding a unit.
Army Leaders test when 1 or more of their Battals is driven from the field. The test is taken for the unit the Leader is with or the nearest unit to him, and affects the whole army.
Battal Leaders or staff officers test when their major unit breaks or a Battal adjacent to his breaks or is broken. The test is taken for the unit the Leader is with or the nearest unit to him, and affects the whole Battal.
To Test Morale:
Throw two dice and add the unit's MV and. add or deduct as below: Finally, add or deduct the leader's Cv and consult the Morale results table:
BAND ONE: All units add or deduct + or - factors in this band
Major unit testing.
+1
Each distraction factor
-1
Army or Battal leader with unit.
+1
For each point lost in melee
-1
Unit in cover
+2
 
 
BAND TWO: Units only count the relevant the factors in this band if the other unit referred to is their peer
Friendly unit within 1 move of their flank
+1
Unit charged by or in contact with enemy
-1
Rear support by friendly unit
+2
Missile or skirmisher unit charged by or in contact with enemy.
-1
Each enemy unit routing within 500mm (200m)
+1
Foot unit lacking polearms or spears charged by or in contact with enemy cavalry.
-1
Enemy retiring within 500mm (200m)
+1
Enemy to rear and in charge reach or shooting at them
-2
Any Friendly unit retiring within 500mm (200m)
-1
Each friendly unit routing within 500mm (200m)
-1

Morale Results

Knightly
Feudal
Mercenary
Soldier
Result
15+
15+
18+
16+
Over Confident. Shock troops advance directly towards the nearest enemy for two periods, charging if possible. Missile troops or skirmishers close to effective range and shoot
10 to 14
10 to 14
11 to 17
10 to 15
Confident: All troops proceed with their orders
6 to 9
7 to 9
6 to 10
6 to 9
Cautious: No troops will charge their social superiors. Missile troops or skirmishers will halt to shoot when in effective range
4 to 5
5 to 6
4 to 5
4 to 5
Unsteady: No troops may advance save that shock troops may test to counter a charge
2 to 3
3 to 4
2 to 3
2 to 3
Shaken: Troops retire 1 period. Shock troops turn if charged or stand if in contact. Others break if in contact or charged.
0 to 1
0 to 2
0 to 1
0 to 1
Demoralised: All troops break if charged or in contact; otherwise, retire for one period
Any minus
Any minus
Any minus
Any minus
Routed: All troops rout.
When an Feudal or Knightly unit or Battal breaks in rout it can only be rallied by a Leader Figure of a higher social status than its current or ex leader, moving into contact with it. To rally the unit, it must then pass a standard morale test.
 
A Mercenary or Regular unit may attempt to rally as soon as it passes friendly troops within 250mm (100m) who are facing the enemy and who's morale is at least Confident.

Leader Casualties.

When a Knightly or Feudal unit's leader is killed or taken, throw 1 dice and add the CV of the leader and the unit's MV. Add 1 if the unit is Knightly and deduct 1 if Feudal. If the score is 11 or under the unit breaks in rout. If the score is 12 or higher the unit will seek revenge, attacking the nearest enemy at all times and never needing to take another morale test of any kind. If the Leader killed or taken is an Army or Battal Leader, then his troops will fight on if the unit testing passed the test, but, join in the rout if they break.
 
When a Mercenary unit's leader is killed or taken the band will withdraw from the field facing any attacks but taking no more morale tests. If a Mercenary Army or Battal Leader is killed or taken, his whole Army or Battal will act in the same way.
 
The CV of a regular unit is assumed to reflect its chain of command and as such, when a regular leader is killed or taken, he is assumed to be replaced by a subordinate. When a Regular Battal or Army Leaders, is killed or taken When a Knightly or Feudal unit's leader is killed or taken, throw 1 dice and add the CV of the leader and the unit's MV. If the score is 10 or higher the Army or Battal will fight on as normal, if the score is lower they will withdraw from the field.
 
Risk to Leaders
When a unit takes casualties from missile fire, or in melee, there is a risk that the Leader figure will be amongst the casualties. Throw one decimal die for each figure removed. If the score of any of them is equal to the Leader's Cv then he is a potential casualty. Throw a second die for each potential leader casualty and consult the results below:
Die Roll
Result
1
Leader killed
2
Leader seriously wounded and must leave the field
3
Leader slightly wounded, Cv1 must leave the field, others no effect
4 to 9
No effect
0
Leader taken if in Close-combat.

Shooting.

Troops Eligib1e to shoot
Shooting takes place throughout the move and is worked out at any time during the move at which the target is in range, as long as other considerations listed below are complied with.
 
Troops may shoot in an arc of 45 degrees to either side of a line perpendicular to the front of their base. The exception to this is mounted missile troops in open order who may shoot all round .
 
Two ranks of infantry or cavalry may fire direct. No indirect fire is allowed. Shooting is assumed to take place throughout the move and so troops who cannot shoot during the whole move may be penalised.
 
Windlass and repeating crossbowmen may not shoot and move. Stirrup crossbowmen may move at at quarter speed and shoot. Other infantry may move at half speed forwards and shoot. Open order mounted troops may move in any direction and shoot. Other mounted troops may at full speed forwards and shoot.
No troops may shoot during charge or counter charge move.
 
No troops may shoot at an enemy in base to base contact with their own side. No troops, save the pursuers, may shoot at routed troops or their pursuers during a move in any part of which the two were in contact.
 
Target Priorities
Troops must engage the target which has the highest priority in the list below:
1. An enemy advancing upon them and within charge reach.
2. An enemy of at least half their own strength shooting at them at effective range.
3. An enemy they are ordered to engage as a priority.
4. The nearest enemy.
Ranges: Troops may shoot within the following ranges:
Weapon
Long Range
Effective Range
Foot Longbow
600mm (240m)
250mm (100m)
Foot Composite Bow
600mm (240m)
250mm (100m)
Foot Bow
500mm (200m)
250mm (100m)
Cranquine
600mm (240m)
300mm (120m)
Arbalest
600mm (240m)
250mm (100m)
Repeating Crossbow
500mm (200m)
250mm (100m)
Sling
300mm (120m)
200mm (80m)
Staff-sling
500mm (200m)
200mm (80m)
Javelin
-
100mm (40m)
All Mounted Bows or Crossbows
500mm (200m)
200mm (80m)
Weapon Factors
Each group of weapons recognised by the rules has been allocated a weapon factor. To find the effect of missile fire read across from the appropriate weapon to the column concerning the standard of protection of the target. This basic factor will be modified by tactical and other factors listed below to give a final shooting factor.
Weapons at long range
UC
UI or PC
PI / AC /HC
AI / FC
HI / HCb
FI /FCb
Staffsling
1
1
1
0
0
0
Cranquine or Sling
1
1
0
-1
-2
-4
Arbalset
2
2
1
0
-2
-5
Longbow
3
2
1
-1
-2
-3
Other weapons
3
2
1
0
-4
NE
Weapons / effective range
 
 
 
 
 
 
Longbow
7
6
4
2
1
0
Composite Bow
7
5
3
1
0
-2
Cranquine or Staffsling
3
3
3
2
2
2
Arbalest or Sling
4
4
3
2
1
0
Other Weapons
8
5
2
0
-2
-4
Tactical Factors
Target not in range for whole move
-2
Mass target
+2
Target moved 150mm (60m) or more
-2
Target Surprised
+2
Target in partial cover
-2
Target shieldless
+2
Target in full cover
-2
 
 
Target in open order at 150mm (60m) or over
-2
All applicable factors are cumulative.
 
Random Factor: Each time a unit shoots, throw one die and modify the weapon factor as follows:
Die Score
A Class
B or C Class
D Class
1
-1
-2
-2
2
0
-1
-1
3 or 4
0
0
0
5
+1
+1
0
6
+2
+2
+1

Close Combat

Close combat is divided between two types of situations: impact-melee, where combat is along a recognisable line and mixed-melee where both sides have intermingled. In close combat both sides look up the combat factors in the appropriate table below, modify them by the relevant tactical and random factors, and then check them off against the number of men fighting in the casualty table
KnightBat2.JPG (58793 bytes)
 
Impact-melee
This is the result of a charge or pursuit except where two bodies of formed troops, in close or loose order, do battle along a recognisable line. Where a body of close order or loose order troops contacts or is contacted by an open order enemy, it is at the discretion of the close/loose order player to elect an Impact or Mixed Melee.
Troops Entitled to Fight, in Impact Melees are, figures in base to base contact with the enemy and one overlapping on each side.
 
Mixed-melee
Mixed Melee is any close contact situation not described in 'Impact' above, usually a continuing combat situation where both sides have become intermingled. Any combat resulting from the clash of two unformed or open order bodies is automatically a Mixed Melee.
Troops Entitled to Fight, in Mixed Melees are, figures in base to base contact with the enemy and one overlapping on each side plus all the figures directly behind them in a second rank.

.Impact-melee:

Weapon Factors against Cavalry
 
UC
PC
AC
HC
HCb
FC
FCb
Cavalry Lance
7
7
6
5
5
4
4
Cavalry Spear
8
6
4
3
3
2
2
Other Cavalry Weapon
6
5
3
2
2
1
1
Infantry Spears or Pikes
8
6
5
4
2
3
2
Infantry Pole Arms
7
6
5
4
3
4
3
Other Infantry Weapons
4
3
2
1
0
1
0
Weapon Factors against Infantry
 
UI
PI
AI
HI
FI
Cavalry Lance
7
7
6
5
4
Cavalry Spear
7
6
5
3
2
Other Cavalry Weapon
4
3
2
1
0
Infantry Spears or Pikes
7
6
4
3
2
Infantry Pole Arms
6
6
5
5
4
Other Infantry Weapons
4
3
2
1
0
Tactical Factors
Cavalry Charging at the gallop against other cavalry or against infantry not armed with pole-arms, spears or pikes
+2
Supported by a second rank of Close-order cavalry or Close-order Infantry with pole-arms, spears or pikes
+2
Cavalry charging onto formed Close-order Infantry with pole-arms, spears or pikes.
-2
Enemy unformed
+2
Enemy in cover
-2
Uphill of enemy
+2
Tired or Winded troops
-2
Advancing
+2
Each Distraction Factor
-1
Enthusiastic
+1
 
 
Fresh troops
+1
 
 
Knights
+1
 
 
The Results of Close Combat
Where more than one unit on one or both sides is involved in a close combat situation, total the casualties from all units involved to determine the results. Then add up each side's melee points from the following table:
 
Melee Points.
Each rank of formed infantry up to 4
+1
Cavalry who charged at the gallop
+3
If going forward
+1
If causing more casualties
+2
Uphill of the enemy
+1
If causing twice as many casualties
+2
Close Order in 2 or more ranks
+2
If causing thrice as many casualties
+2

Mixed-melee

It will be noticed in a melee that there is no factor for a lance. If a force which is lance armed becomes involved in a Mixed-melee situation, it is deemed to have abandoned its lance in favour of hand arms. Spears may be discarded at the player's discretion. Once discarded, lances, etc. cannot be picked up and may only be replaced from a wagon designated for the purpose of re-arming or a pre-designated re-arming point.
 
Weapon Factors against Cavalry
 
UC
PC
AC
HC
HCb
FC
FCb
Cavalry Broadsword or Mace
6
6
5
4
4
3
3
Cavalry Spear or sword
8
7
4
2
2
1
1
Other Cavalry Weapon
6
5
3
2
2
0
0
Infantry Swords or spears
5
4
3
2
0
1
0
Infantry Pole Arms
6
6
5
4
3
4
3
Other Infantry Weapons
4
3
2
1
-2
0
-2
Weapon Factors against Infantry
 
UI
PI
AI
HI
FI
Cavalry Broadsword or Mace
5
5
4
4
4
Cavalry Spear or sword
7
5
3
2
0
Other Cavalry Weapon
4
3
2
0
-2
Infantry Broadswords
7
5
3
1
0
Infantry Pole Arms
6
6
5
4
3
Infantry swords or axes
5
4
3
2
1
Other Infantry Weapons
4
3
2
0
-2
Tactical Factors
Enemy unformed
+2
Enemy in cover
-2
Uphill of enemy
+2
Tired or Winded troops
-2
Advancing
+2
Each Distraction Factor
-1
Enthusiastic
+1
 
 
Fresh troops
+1
 
 
Knights
+1
 
 
Melee Points.
Each rank of formed infantry up to 4
+1
If causing more casualties
+2
If going forward
+1
If causing twice as many casualties
+2
Uphill of the enemy
+1
If causing thrice as many casualties
+2
Close-order in 2 or more ranks
+2
 
 
Random Factor: Each time a unit fights in any melee, throw one die and modify the weapon factor as follows:
Die Score
A Class
B Class
C Class
D Class
1
-1
-1
-2
-3
2
0
-1
-1
-2
3 or 4
0
0
0
-1
5
+1
+1
+1
0
6
+2
+2
+2
+2

After a round of Impact-melee

The side with the higher Melee Points is deemed the winner, and the other side, the loser. The loser must test for morale at this point. If the loser breaks, go on to Broken troops (p.19), otherwise:
 
Infantry vs. Infantry.
The winner, total pushes the loser back 25mm (l0m) for each point by which they won. If the winner was stationary at the start of the melee, they may elect to stand their ground. If they were moving forward they must follow up, and a round of Mixed-melee follows.
 
Cavalry v. Infantry.
If the infantry wins, the cavalry must fall back a rally move.
If the cavalry win, they penetrate the infantry formation by one rank for each point by which they win. If they break right through then a round of Mixed-melee is fought counting the infantry as unformed and the cavalry as formed. If neither of these occurs, the action a round of Mixed-melee ensues immediately, counting both sides unformed. In both cases, leave the cavalry and infantry in the same places, as for the last round, to save confusion in working out frontages and the number of figures involved.
 
Cavalry vs. Cavalry.
The winner, total pushes the loser back 25mm (l0m) for each point by which they won. If the winner was stationary at the start of the melee, or advanced at the trot, they may elect to stand their ground. If they were charging at the gallop, then they must follow up, and a round of Mixed-melee follows. If the losers were not followed up then they must convert their fall back to a full rally move.

After a round of Mixed-melee

The side with the higher Melee Points is deemed the winner, and the other side, the loser. The loser must test for morale at this point. If the loser breaks, go on to Broken troops, otherwise:
 
Infantry vs. Infantry.
The losers fall back 25mm (l0m) for each point by which they were beaten. The winners side stand their ground or retire upto a rally move.
 
Cavalry v. Infantry.
If the infantry wins, the cavalry must fall back a rally move.
If the cavalry win, they burst through the infantry formation, however deep. Next move they may rally on the spot or move a rally move back to their own lines. This move may be completed irrelevant of any intervening troops from either side.
 
Cavalry vs. Cavalry.
The winners, may elect to stand their ground, or fall back a rally move. The losers must fall back a full rally move.

Broken Troops

Broken troops will make one move directly away from whatever broke them at charge speed and continue after this to make their way towards their own base line at normal speed until they are halted on a subsequent morale throw or have left the table.

Troops who are broken may not fight or shoot or use shields until halted by a rallying morale throw. Troops test for their morale as described in Morale, (p.10)

Broken troops will go round bodies of friendly troops if there is a gap within a quarter of a move. Otherwise, they will attempt to burst through.

Troops who leave the table while routing may not return. Any troops who leave the table for any other reason must rally and reform before returning.

Pursuing troops

Pursuing troops will follow the first move at charge speed minus 50mm (20m). To halt the pursuit the owning player must move a Leader figure into contact with them and then take a morale test (see p.10). If the pursuit continues they will then move at normal speed.

Pursuers get a free blow at their enemy in each move during any part of which they are in contact with them.

If pursuing troops come up against a body of stationary enemy troops in the first period of pursuit, they will avoid them if there is a wide enough gap within a quarter move. Otherwise they will charge them or, reaction time permitting, stop.

If pursuers are charged during first move of pursuit, they will automatically counter charge unless the charge was delivered from behind the original line of their flank.

Quarter

Troops who cannot escape pursuit will ask for quarter. Unless it has been decided beforehand that because of campaign restrictions a body of troops will not give quarter, the pursuers throw one die. If the score exceeds the number of casualties per figure that the pursuers have suffered quarter will be granted, otherwise, it will not. Where troops capture their social inferiors, they may slaughter them as below if they wish.

Where the quarter is granted, the captured must be led off the table escorted by one figure for every five figures prisoner.

If quarter is not granted, all figures in contact with the pursuers are killed in the next move; pursuit stops and the survivors escape but are removed from the table and take no further part in the battle.

KnightBat3.JPG (54818 bytes)

Classification of Troops

Social background and status
Knightly:
Land owners, usually fighting mounted surrounded by the best of their immediate retinue..
Feudal:
Small land owners without retainers, the retainers of Knights or higher lords, serving separately to them, and all tribal or clan forces.
Soldier
Full time soldiers in organised units. For example German Ministrales or Burgherwehr, Muslim Askaris or Ghulams and some Byzantine units.
Mercenary.
Soldiers, often landless men serving under their own officers for pay, frequently foreigners

Trainng and Experience

A Class Elite veterans of long and successful campaign experience
B Class Seasoned veterans
C Class Average troops, some of whom are experienced hands
D Class Poor quality troops, or disaffected levies.

Armour and Mounts

Unarmoured Infantry UI
Infantry with no armour of any kind, usually without helmets., with or without shields
Protected Infantry
PI
Infantry with a fur jerkin, leather jack, akheton , or similar non-metallic armour, often with some form of helmet.
Armoured Infantry
AI
Infantry in mail or scale haubergeon or similar lamellar protection, and iron helm
Heavily Armoured Infantry HI
Infantry in mail, scale or hauberk or similar, often with some form of arm and/or leg protection and iron helmet,
Fully Armoured Infantry FI
Infantry in mail, scale or hauberk, augmented by plate or brigandine, with full arm and leg protection and full helm,
Unarmoured Cavalry
UC
Cavalry with no armour of any kind, usually without helmets., with or without shields on unarmoured horses.
Protected Cavalry
PC
Cavalry with a fur jerkin, leather jack, akheton , or similar non-metallic armour, often with some form of helmet.on unarmoured horses
Armoured Cavalry
AC
Cavalry in mail or scale haubergeon or similar lamellar protection, and iron helm on unarmoured horses
Heavily Armoured Cavalry HC
Cavalry in mail, scale or hauberk, augmented by plate or brigandine, with full arm and leg protection and full helm, on unarmoured horses
Fully Armoured Cavalry FC
Cavalry in mail, scale or hauberk, augmented by plate or brigandine, with full arm and leg protection and full helm, on unarmoured horses
Heavily Armoured Cavalry HCb
Cavalry in mail, scale or hauberk, augmented by plate or brigandine, with full arm and leg protection and full helm, on barded horses
Fully Armoured Cavalry FCb
Cavalry in mail, scale or hauberk, augmented by plate or brigandine, with full arm and leg protection and full helm, on barded horses

Weapons

Missile Weapons
Longbow
English or Welsh longbows, but not Japanese longbows fired by foot troops
Composite Bow
The more powerful Eastern composite-reflex bows and Japanese longbows
Self Bow
Simple self and short bows and composite bows chosen for rate of fire rather than power.
Arbalest
Manually braced crossbows and latch-braced horsemen's crossbows
Cranquine
Crossbows braced mechanically by a cranquine, or windlass
Repeating Crossbow
Chinese late period crossbows, braced by lever and fed from a hopper
Staff-sling
A sling attached to a pole or staff, hurling stones anything upto 2lb in weight
Sling
A simple wrist/hand sling hurling pebbles or slingshot
Javelin
Hand hurled javelins, darts or light spears of all kinds
Cavalry Melee Weapons
Lance
Exclusively, European heavy lances, used couched, not lighter lances, even if longer.
Spear
Lighter lances and spears in excess of 5ft in length, i.e. excluding javelins
Broadsword
Exclusively, European long heavy two edged broadswords or bastard-swords
Mace
All manner of armour-defeating maces, horsemen's axes or horsemen's hammers.
Sword
All lighter swords and sabres, not classed as broadswords.
Other weapons
All other cavalry weapons, including javelins. Depending on circumstance, these may include weapons otherwise described above, such as lances in Mixed-melee or broadsword in Impact-melee
Infantry Melee-weapons
Pike
Long spears in excess of 9ft in length and wielded two-handed.
Spear
General infantry spears from 5ft in length, so excluding javelins, generally used single-handed
Pole-arms
Cut and thrust weapons like halberds, bills or glaives, but also including combinations like longaxe and spear or spear/lance and bastard-sword
Broadswords
Exclusively, European long heavy two edged broadswords or bastard-swords, where these are not counted as pole-arms
Swords or axes
Various swords, falcions, scimitars and hand-axes used personal weapons by infantry.
Other weapons
All other infantry weapons, including daggers and cudgels. Depending on circumstance, these may include weapons otherwise described above, such as pikes in Mixed-melee or broadsword in Impact-melee
Terrain
Open woods
areas of open wood or scrubland or orchards etc. They restrict vision and the movement of certain troop types and give cover from missile fire
Close woods
areas of extensive thicket or forest with dense undergrowth and restrict vision and the movement of all troops and give cover from missile fire
Marshes
areas of soft water logged ground impeding movement but not vision and giving no appreciable cover
Low hills
hills of insufficient gradient and height to impede movement but blocking vision from lower ground and offering a height advantage to troops on them.
High hills
hills both steep and high enough to impede movement, blocking vision from lower ground and offering a height advantage to troops on them.
Linear obstacles
Hedges and walls impede movement and offer cover from missile fire and in close combat.
Ditches impede movement, but do not offer cover from missile fire or in close combat, save that they give defenders in close-combat a height advantage, as they are assumed to defend behind the ditches, not in them.
Streams
are water obstacles which are fordable by wading, along their entire length
Rivers
are water obstacles, of sufficient substance to be only crossable by bridge, ford, boat or swimming
Villages or hamlets
clusters of buildings offering cover from missile fire and in close combat and movement disruption throughout
Buildings
Significant individual buildings, which offering cover from missile fire and in close combat but do not disrupt internal movement
Roads
are paved roads or firm tracks which negate terrain penalties otherwise incurred in certain areas.
Formations
Close-order
Troops drawn up as closely together as possible, including most shock armed infantry and some Western cavalry who charged knee to knee at the trot
Loose-order
Shock armed infantry, used to operating in difficult terrain, or not cohesive enough to operate in close order and most missile armed infantry. Most cavalry charging at the gallop,
Open-order
Skirmishing troops only

Other Definitions

Secure Flank:
a flank resting on an impassable obstacle, cover known to be held by friends, or another unit. Or one covered by an un-engaged friendly unit able to move onto the flank concerned in the coming move.
Rear Support
is having an un-engaged friendly unit within a normal move of the unit's rear
Fresh troops
are previously un-engaged troops who have not force marched to the battlefield and whose supply condition is fair or better.
Winded Troops
Are Open-order troops who have charged this move or last and not made contact with the enemy
Tired Troops
are mounted troops who have charged thrice or any troops who have fought 4 or more rounds of close combat and troops whose supply condition is bad or who have force marched to the battlefield
Visibility
As long as the line of sight in clear terrain is not obstructed by an obstacle, visibility in clear weather is unlimited. However, for the purposes of large games or map movement bodies of troops cannot be recognised as horse or foot at more than 1500mm (600m), or as friend or foe at more than 800mm (320m)
Visibility in open woods is 250mm (100m). However, troops hiding in ambush or concealed on the edge cannot be seen until observers are within 100mm (40m).
Visibility in a thick wood, or village is 150mm (60m). Troops concealed on the edge etc. cannot be seen until observers are within 100mm (40m).
Troops shooting from a wood automatically give away their position.

Optional Rules

Reaction
When faced with a new situation, troops need time to react and this will vary mainly according to their experience and the situation. The Reaction Time for different troops will be:
 
A Class
B Class
C Class
D Class
The surprise relaxation of a previously concealed and un-anticipated enemy unit.
A quarter move
A half move
A half move
A full move
The relaxation of a previously concealed but anticipated enemy unit.
Instant
A quarter move
A half move
A half move
A new but anticipated action by a previously located enemy
Instant
Instant
A quarter move
A half move
While they are reacting, troops may not change formation or front, engage a new target in missile fire or change the direction or pace of their movement if moving or begin to move if stationary.
 
Campaign Factors
These should be worked out before an action for each unit participating. Once calculated they remain constant for the duration of the game. In a campaign those factors should be easy to work out but in a one-of battle, it is best to count them as 0 for both sides. Add up the relevant factors below:
The army has great confidence in its leader
+2
The army has no confidence in its leader
-2
Fighting hereditary enemies or seeking revenge for a massacre etc.
+1
Having been defeated by this enemy in the past season
-1
Fighting in defence of homeland, or on Crusade
+1
Fighting in an unpopular war.
-1
Mercenaries paid a bonus.
+1
Mercenaries unpaid
-1
This will result in a plus or minus score counting a maximum of plus or minus two. This should be added to the unit's dice throws in morale tests and in random factors.
 
Mantlets and Pavices
Mantlets or pavices to cover one figure's frontage cost one point each. Figures carrying them deduct 50mm (20m) from their move. Erecting mantlets or pavices takes a quarter move. Once erected troops behind them count as in cover from missile fire, but not in close combat.
 
Leaders' character
In campaigns or structured battles, leaders may be allocated characters.
Rash
Must add Cv in morale tets
Impetuous
May not deduct Cv in morale tests
Competent
No restriction
Incompetent *
Must always deduct Cv in morale tests
Cautious
May not add Cv in a morale test where the result is 10 or more
Only Cv 1 or 2 may be classed as Incompetent.
 
Elephants
Elephants cost 40 points if un-armoured and 60 points if armoured, for the beast including the mahout. Crew are paid for separately as infantry. Elephants should be mounted on bases with a 40rnm frontage. They always count as Feudal troops and may not be A class.
 
They move at the same speed as infantry in Loose-order but count manoeuvring and terrain deductions as Close-order cavalry.
 
Enemy cavalry wishing to approach or being approached by an elephant within 200mm (80m) must test for morale deducting an extra 2 from the score. Any enemy troops except Indians count a distraction factor if within 200mm (80m) of elephants, and all enemy cavalry except Indians are unformed if within 200mm (80m) of elephants.
 
Elephants count as a HC or HCb target. Casualties are counted on the elephant and crew as a single figure, and when 20 hits are recorded the model is removed. Elephant crew shoot as infantry, but fight in close combat as cavalry. The elephant itself may engage in close combat on a factor of 8 against any target.
 
Camels
 
Camels cost the same points value as the equivalent cavalry minus 1 point. They are based exactly as cavalry, but may only be in Loose-order, and may never be heavily or fully armoured. Camelry are always Feudal and may never be A or B class.
 
Camelry move as Loose-order cavalry, but manoeuvring penalties are doubled and camels may not cross any terrain for which cavalry would be penalised.
 
Any non-Arab cavalry attempting to charge camelry counts an additional factor of -2 for so doing. If they fail the test, they become unformed. In combat camelry count as the equivalent type of cavalry but all non-Arab horsed troops they contact immediately become unformed.
 
 
Caltrops
 
It costs an additional 1pt per man to equip an infantry unit with caltrops. They take half a move for A,B or C troops to deploy and a full move for D class. Once deployed they may not be retrieved during the battle.
 
Any mounted troops crossing caltrops counts a factor of 8 against themselves for so doing. The casualties are added to any they then receive in melee during the same move for the purpose of determining the winner.
 
Stakes
It costs an additional 2pts per man to equip an infantry unit with stakes. They take a full move for A,B or C troops to deploy and two for D class. Once deployed they take the same time to retrieve.
 
Any mounted troops crossing stakes counts a factor of 10 against themselves for so doing. The casualties are added to any they then receive in melee during the same move for the purpose of determining the winner. Additionally, stakes count as cover to the defenders in close combat, whether or not their opponents are mounted.
 
Pottes
It costs an additional 1pt per man to cover the frontage of an infantry unit with pre-dug pottes. They may not be dug during the battle and once deployed they may not be re-filled during the battle.
 
Any mounted troops crossing pottes counts a factor of 10 against themselves for so doing, and any foot troops, a factor of 4. The casualties are added to any they then receive in melee during the same move for the purpose of determining the winner.
Confusion
This rule seeks to emulate the forces of inertia in a battle and inevitable break down in command and control. At the end of any move in which a Battal or a contingent of troops in a Battal other than the battle's main type do not move at over half rate, throw one dice for its leader, and consult the following chart:
Die score
Cv 1
Cv 2
Cv 3
Cv 4
1
Halt
Halt
No Move
No Move*
2
No Move
No Move
No Effect
No Effect
3
No Move
No Effect
No Effect
No Effect
4
No Effect
No Effect
No Effect
No Effect
5
Full Move
Full Move*
No Effect
No Effect
6
Full Move
Full Move
Full Move
Full Move*
No Effect: The unit continues to follow orders
No Move The unit halts, and may not move forward or rearward for one move, then resumes its original orders
No Move* The unit halts, and may not move forward or rearward for one move, then resumes its original orders. Only applies to Incompetent or cautious Commanders
Halt The unit halts, and may not move forward or rearward. It assumes a new order, of Halt until given a new order by a Leader figure.
Full Move The unit must make a full move in the direction of the nearest enemy.
Full Move* The unit must make a full move in the direction of the nearest enemy. Only applies to Rash or Impetuous commanders.

Using 15mm Figures

Use the following base sizes and either
            i.     halve all moves and ranges
  ii.     count the figure scale as 1 to 10/15 and use the rules exactly as they stand.
Base Frontages (Alternatively, DBM basing arrangements are quite acceptable)
Infantry in close order
10mm
Cavalry in close order
10-13mm
Infantry in order
12-15mm
Cavalry in order
12-15mm
Infantry in open order
15mm
Cavalry in open order
20mm
Base Depths
Infantry in close order
10-15mm
Cavalry in close order
20-30mm
Infantry in order
15-20mm
Cavalry in order
20-40mm
Infantry in open order
15-20mm
Cavalry in open order
20-40mm

Casualty Chart

Cross-reference the final factor with the number of figures shooting or fighting to get the chance of removing an enemy figure or figures.

Factor

Number of Figures

1

2

3

4

5

6

7

8

9

10

-5

0.1 0.1 0.2 0.2 0.3 0.3 0.3 0.4 0.4 0.5

-4

0.1 0.1 0.2 0.3 0.4 0.4 0.5 0.6 0.8 1.1

-3

0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.1

-2

0.2 0.2 0.3 0.4 0.5 0.7 0.8 1.1 1.1 1.2

-1

0.2 0.3 0.4 0.5 0.6 0.8 1.1 1.1 1.2 1.2

0

0.3 0.6 1*1 1*1 1*1 1*2 1*2 1*2 1*3 1*3

1

0.4 0.7 1*1 1*1 1*1 1*2 1*2 1*3 1*3 1*3

2

0.4 0.8 1*1 1*2 1*2 1*2 1*3 1*3 1*4 1*4

3

0.5 1*1 1*1 1*2 1*2 1*3 1*3 1*4 1*4 1*4

4

0.8 1*1 1*2 1*2 1*3 1*3 1*4 1*4 1*4 1*5

5

1*1 1*1 1*2 1*3 1*3 1*4 1*4 1*5 1*5 1*6

6

1*1 1*1 1*2 1*3 1*4 1*4 1*5 1*6 1*6 1*7

7

1*1 1*2 1*2 1*3 1*4 1*5 1*5 1*6 1*7 1*8

8

1*1 1*2 1*3 1*4 1*5 1*6 1*6 1*7 1*8 1*9

9

1*1 1*2 1*3 1*4 1*5 1*6 1*7 1*8 1*9 2*5

10

1*1 1*2 1*4 1*5 1*6 1*7 1*8 1*9 2*5 2*6

11

1*1 1*3 1*4 1*6 1*7 1*8 1*9 2*5 2*6 2*7

12

1*2 1*3 1*5 1*6 1*8 1*9 2*5 2*6 2*7 2*8

13

1*2 1*4 1*6 1*7 1*9 2*5 2*6 2*8 3*5 3*6

14

1*2 1*4 1*7 1*8 2*5 2*6 2*7 2*8 3*6 3*7

15

1*2 1*5 1*8 1*9 2*6 2*7 2*8 3*5 3*7 3*8

16

1*3 1*5 1*8 2*5 2*7 2*8 3*5 3*7 4*5 4*7

17

1*3 1*6 1*9 2*6 2*8 3*5 3*7 3*8 4*6 4*8

18

1*4 1*7 2*5 2*7 3*5 3*6 4*5 4*7 5*6 5*7

19

1*4 1*8 2*6 2*8 3*7 4*6 4*7 5*6 6*6 6*7

20 or more

1*5 1*9 2*7 3*5 4*5 4*7 5*6 5*7 6*7 7*7

If the score is presented as 0.# then throw two decimal dice, counting one colour as tens and the other as units. If the tens die rolls precisely 0 and the units die scores equal to or below the number indicated after the '.' then one figure is removed.

If the score is presented as #*# then the first number is the number of decimal dice to be rolled. Any scoring equal to or below the number indicated after the '*' removes one enemy figure.

E.g. 1 5 figures on a factor of -2, score presented 0.5. Black die (tens) scores 1 and Red (units) scores 5. No figure is removed, as the tens die failed to score 0.

E.g. 2 5 figures on a factor of -2, score presented 0.5. Black die (tens) scores 0 and Red (units) scores 5. One figure is removed.

E.g. 3 10 figures on a factor of 15, results in 3*8 i.e. 3 dice are throw, any scoring 8 or less result in a figure removed. The dice score, 4, 7 and 9, resulting in the removal of 2 figures.

 

Casualty Chart

Cross-reference the final factor with the number of figures shooting or fighting to get the number of casualties caused.

Factor

Number of Figures

1

2

3

4

5

6

7

8

9

10

-5

0

0

0

0

0

1

1

1

1

1

-4

0

0

0

0

1

1

1

1

1

2

-3

0

0

1

1

1

2

2

2

2

3

-2

0

1

2

2

2

3

3

3

3

4

-1

1

1

2

2

3

3

4

4

5

5

0

1

1

2

3

3

4

4

5

6

6

1

1

2

2

3

4

5

5

6

7

7

2

1

2

3

3

4

5

6

7

8

8

3

1

2

3

4

5

6

7

8

9

10

4

1

2

3

5

6

7

8

9

10

12

5

2

3

4

5

7

8

9

11

12

14

6

2

3

5

6

8

9

11

12

14

16

7

2

4

5

7

9

10

12

14

16

18

8

2

4

6

8

10

12

14

16

18

20

9

3

5

7

9

11

13

16

18

20

22

10

3

5

8

10

13

15

18

20

23

25

11

3

6

9

12

15

18

21

24

27

30

12

3

6

10

13

16

19

23

26

29

33

13

4

7

11

14

18

21

25

28

32

36

14

4

8

12

16

20

24

28

32

36

40

15

5

9

13

18

22

27

31

36

40

45

16

5

10

15

20

25

30

35

40

45

50

17

6

11

17

23

28

34

40

45

51

56

18

6

13

19

25

32

38

44

50

57

63

19

7

14

21

28

35

42

49

56

63

70

20 or more

8

16

24

32

40

48

56

64

72

80

This gives the number of casualties in men not figures. Divide the number given by 20 and remove that number of figures, carrying the remainder forward.

E.g. 1 5 figures on a factor of -2, cause 2 casualties. No figures are removed, but the 2 is added to the unit's casualty total.

E.g. 2 10 figures on a factor of 15, cause 45 casualties. Two figures are removed and the remaining 5 is added to the unit's casualty total.

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