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
|
 |
- 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.
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
|
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
-
- 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.
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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