Contact me at

to see how YOU
can advertise here...
Mainly 28s...
The specialist 28mm wargames review site.
 
 Home  |  Reviews  |  Free Rules  |  "Blog" 

These rules are an in-progress work by Anthony Clipsom.

If you have any comments or suggestions about the rules, you can e-mail them to: .



         Download the original rules here...


Anthony has also begun a Yahoo group for support for the rules. Please feel free to join...


Being rules for small actions of the Hundred Years War and other fights of the longbow era

© Anthony Clipsom 2007

INTRODUCTION TO TEST VERSION

I started work on these rules to fulfil some personal gaming criteria. I wanted rules for a small battle but not a skirmish. The command level would therefore be around the unit, rather than the division. I imagine medieval unit commanders using their initiative and experience within an overall game plan, so the player is being a succession of unit commanders with limited initiative, plus the big cheese, who has slightly more control over those around him.

My figures are 25-28mm, but I have only a small space to game, so distances reflect this. I also like multiple bases for ease of movement, so I have returned to simple casualty rosters (though you could use markers). The system should work easily enough for multiple bases in other scales, as it is based on a nominal strength of the base rather than an actual headcount of figures.

The game assumes a game scenario agreed in advance, rather than an equal points, random set up game. It is assumed things not covered in the rules (like scouting, ambushes, destruction of property) will be covered in the scenario.

Players won't find a lot of innovative new mechanisms and while some influences are obvious (e.g. the use of DBA PIP-style mechanism to limit the number of actions a player can take), others are lost in the mists of time.

Enjoy the game.

Anthony Clipsom

1.PRELIMINARIES

1.1 Troop Definitions

Troop Class Troop Type Description
Knights Mounted Men-at-arms on good horses. Superior Knights are 15th Century men-at-arms in full plate riding plate barded horses.
Cavalry Horsemen with poorer equipment or horses e.g. Hobilars,gros varlets, etc. Superior cavalry are those better equipped men expected to play a supporting or substituting role for men-at-arms e.g coutilliers
Close combat foot Men-at-Arms Gentlemen and retainers, with good equipment and motivation, fighting in close order
Polearms Close order foot with polearms, including bills, godendag, halberd etc.
Pikes Troops using two-handed pike in dense formations. Superior pikes are later 15th Century troops fighting in the developed Swiss manner
Spears Using shorter spears with or without shields in close formation
Levies >Militia or armed peasants in close formation, lacking martial skill.
Light foot Ribalds Lightly armed irregular infantry eg bidowers
Skirmishers Loose order missile armed troops, armed with javelins, bows, crossbows, slings or handguns.
Shot Missile troops armed with longbows, crossbows and handguns. Includes mixed bases of shot and pavisiers or pikemen.
Artillery Heavy Immobile and deployed prior to battle
Light Wheeled small-bore artillery and Ribauldequins, which can be moved into position

1.2 Morale classes

Troops are divided into four morale classes. Morale class is an overall reflection on a unit.

Class Base Morale Description
A 9 Good troops, confident in their abilities, e.g. the bulk of men-at-arms, best mercenaries or professionals
B 8 Experienced troops, willing and able to fight, e.g. the bulk of professional soldiers
C 8 Inexperienced troops, willing but untested, e.g. most militia
D 7 Troops of dubious commitment, e.g. levies

While B and C class troops have the same base morale, they react differently to casualties (see 5.10 and 5.17 ), C class are more prone to panic and they are less confident if unsupported (see 6.1).

1.3 Discipline

Units are also categorized by their level of discipline and control. Each class is given a discipline factor, which is used to take control tests.

>Rabble (R)
Level Factor Description
Disciplined (D) 9 Drilled and trained e.g. Swiss pikes
>Steady (S) 8 Troops experienced in working together with clearly understood command structure but lacking formal drill e.g. condottiere, ordnance companies
Ill-disciplined (I) 7 The majority of troops brought together for a battle or campaign made up of small contingents unfamiliar with one another e.g. feudal knights.
6 An armed mob, lacking command, control and common sense e.g. rural levies

Mounted troops may not be rated better than steady. In mixed units, the discipline factor is that of the least disciplined type.

1.5 Terrain

Terrain is in four basic types; good, marginal, bad or impassable.

Good e.g. flat or gently sloping ground
Marginal e.g. cultivated ground
Bad e.g. broken ground, steep slopes, bogs, woods, built up areas
Impassable e.g. sea, lakes, cliffs

Marginal ground may prove to be good or bad. For each area of marginal ground, throw a die when the first unit of either side attempts to cross. 1-3, the ground is good, 4-6 it is bad. The good/bad probability can be varied according to game scenario to represent, for example, the effects of rain.

Rivers, ditches, hedges and walls can be obstacles of unknown difficulty. Unless the difficulty of an obstacle is defined in the game scenario, or the obstacle is clearly impassable (e.g. a castle wall), the first unit to try to cross such an obstacle during the game other than by road must throw one ordinary dice.

Score Type Effect
1 – 2 Slight No effect on movement. Cannot be defended
3 – 4 Normal Half move to cross, complete move at normal speed. Defensible.
5 – 6 Difficult Half move to cross, complete move at bad terrain speed. Defensible.

Lines of stakes or pits count as a slight obstacle to foot but a normal defensible obstacle to mounted troops. All obstacles are impassable to Artillery elements, except where crossed by a road. A road counts as good conditions regardless of the terrain it crosses. Roads have a nominal width of one element.

2. SEQUENCE OF PLAY

The two sides take alternate turns. Each player’s turn has the following phases:

Movement

a) Dice for Command Points

b) Make any compulsory moves

c) Make non-compulsory moves, actions and rallies

Shooting

a) Carry out own shooting

b) Any enemy elements able to shoot which have not yet done so shoot

c) Note any units needing to test in Morale phase

Close Combat

a) Carry out close combat, moving any troops necessary

b) Take post-combat morale tests

Morale

a) Take all remaining unit morale tests

b) Opponent takes army morale test (if necessary)

c) Take own army morale test (if necessary)

Results and Reorganisation

a) Both sides carry out after test moves and actions, as required

All non-compulsory moves, combats and unit morale tests are made in the order decided by the player whose turn it is.

3. ORGANISATION AND COMMAND

ORGANISATION

3.1 Command structure

An army is led by a divisional commander, aided where appropriate by up to two sub-commanders.

3.2 Units

All troops are parts of units, consisting of a number of elements. Artillery units consist of single elements. All other units have 4 or more elements up to a maximum of 12 elements for close combat infantry, 8 for Ribalds or Shot and 6 elements for other classes. Units may consist of a mixture of troop types, provided they are all the same troop class. The army commander or sub-commander acts as unit commander for his own unit and is placed in the front rank of it.

3.3 Elements

Elements consist of a number of figures mounted on a single base with a common frontage. Provided a common system is used by both sides, it is not vital what the frontage is or how many figures are on the base. Using the common 60mm. frontage, the following values would be typical :

Artillery 1 model
Skirmishers 2 figures
Close combat foot 3 or 4 figures
Others 3 figures

Double depth elements should be used to represent a single element, with an appropriate nominal number of figures.

If the number of figures on a base varies between the armies, decide a nominal number for the duration of the game.

All fighting and shooting is based on the element, as are formation changes.

3.4 Casualties

Units suffer casualties in figures but they are only removed when they total a whole element. Each element is equivalent to the number of figures on the base (or nominal equivalent).

Casualties are totalled across the unit and, when they total a whole element, removed after a round of shooting or combat. Where the total is less than a whole element, markers should be used or records kept on a unit casualty sheet (see Appendix 2). Where a unit is made up of different troop types, a record should be kept of casualties against different types.

3.5 Formations

Multi-element units fight in lines, blocks, columns or all-round defensive formation. An all-round defensive formation has elements facing outwards on all sides. It has no flanks or rear, all its outward facing elements counting as its front rank, and cannot move. Only close combat foot can be deployed in all-round defence.

Multi-element units must try to remain in base contact at all times, either edge to edge or corner to corner. A unit not in formation, with elements facing in more than one direction, is unformed and cannot move until it has reformed (see 4.10).

COMMAND & CONTROL

3.6 Commanders

Each commander’s ability to lead is rated good, average or poor – a rating reflecting not just personal abilities but also the lower level leadership and communication available to the army. A commander also has an effect on any unit he is physically leading, both in term of control and morale.

3.7 Command points

Command is exercised by assigning command points (CPs). At the beginning of each turn, throw 1 d6 to determine the number of command points available that turn. The throw is modified according to the quality of the army’s commander.

Poor Commander
Good Commander +1 (up to maximum of 6)
Average Commander unmodified>
–1 (down to minimum of 1)
3.8 Under Command

A commander or sub-commanders’ personal unit is under command. All other units are not under command. Units under command have more freedom of movement than those not under command (see 4.1, 4.6)

3.9 Commanders’ effect on Morale

Morale impact is more about inspiration rather than ability to command, so is not directly connected to whether the commander is rated good, average or poor. Therefore, any commander or sub-commander adds +1 to the morale of a unit he is with.

3.10 Control Tests

In order to carry out certain actions, units need to pass a control test. The procedure is to throw 2d6. If the score is less than or equal to the unit’s discipline factor, it has passed the test. A good commander may deduct -1 from the score of a testing unit under command. A poor commander adds +1 to the score.

4. MOVEMENT

4.1 Movement & Manoeuvre

Movement includes not just actual movement but non-combat manoeuvres as well, such as turns and formation changes. These are divided into separate actions. Each unit can make one action per movement phase (N.B. extending a move does not count as a separate action).

Some actions are free but most cost CPs.

The following are free moves costing no CP:

  • move or halt a unit under command
  • Move a unit which moved last turn
  • Move or halt a Skirmisher unit
  • About face and move a Skirmisher unit
  • Compulsory moves (or compulsory halts)

The following actions cost 1 CP :

  • move a unit not under command which was halted last move
  • halt a unit not under command which moved last move
  • Move a unit of Shot into contact with the enemy
  • extending a move for a unit under command
  • change direction or wheel
  • pivot an artillery piece
  • attempt to rally disordered unit
  • attempt to rally a fleeing or pursuing unit
  • attempt a formation change
  • attempt to break off from combat, where permitted

4.2 Move distances

Class Move Distance (ins)
Good Bad
Mounted 10 6
Close Combat Foot 6 4
Light Foot 8 6
Light Artillery 6 -

4.3 Moves : Units will normally start an action halted . They will not move unless ordered to do so. Once moving, they will continue until they :

  • Are ordered to halt
  • Meet an enemy unit
  • Meet a friendly unit they cannot pass through
  • Meet impassable terrain
  • If Shot, Skirmishers or Light Artillery, if moving would bring them into contact with the enemy
  • Are successfully challenged (see 4.7)

Units may start an action moving if the scenario dictates. In particular, units entering from off –table are considered moving.

Movement should be at least half speed, except when making a compulsory move, when it must be full speed. All elements in the unit must move the same distance.

If a unit makes contact with an enemy unit other than Skirmishers (see 5.11), the unit’s move ends. If the contact is at an angle, the move is completed by aligning the attacking unit to the enemy, the unit pivoting on the element making the first contact.

4.4 Restrictions on movement: Light artillery cannot be moved into contact with an enemy, move off-road in bad going or cross obstacles except by road. Heavy Artillery cannot move, except to pivot. Units in all round defence and units with elements facing in more than one direction cannot move, except to flee or rout.

4.5 Wheeling

Units may wheel up to 45°, pivoting on one or other front corner. The element moving furthest on the outer edge of the wheel may not move more than the maximum distance in that terrain, nor less than half distance.

Wheeling was a complicated manoeuver and therefore to wheel costs 1 CP per move. Units which were wheeling last move will halt, unless the appropriate CP points are paid for them to carry out another action, including continuing to wheel.

A single element column following a road is considered to be moving forwards, rather than wheeling.

4.6 Changing direction : Units of skirmishers can turn and move in the same move at no cost, regardless of which direction they may have moved in last turn. The ability of other units to change direction depends on whether they moved or were stationary last move.

  • A stationary unit can make one 90 degree or full 180 degree turn (about face) at the beginning of the move and still move full distance at cost of 1 CP.
  • A moving unit may halt and make a 90 degree or 180 degree turn at the cost of 1CP.
  • Artillery units may pivot up to 45 degrees in one turn at cost of 1 CP.

4.7 Extended moves

A unit under command may move at up to one-and-a-half times normal pace, providing it is in good terrain, at a cost of 1CP.

4.8 Moving across the enemy’s front : Any unit wishing to advance across the front of an enemy unit other than to make contact with it must take a control test, if any element will pass within that unit’s move distance in the terrain. If it fails, it must halt. Units retiring, recoiling or fleeing across the enemy’s front do not need to test.

4.9 Breaking off : Units with a longer move in the terrain may attempt to break off from combat by taking a control test.

If successful, the unit turns directly away from the enemy and moves off a full move. A unit which is in contact with the enemy on two or more sides at the same time

cannot break-off.

Pursuing units do not break off but rally from pursuit (see 4.13) followed by a “turn and retire” move on their next turn if desired (see 4.5 above).

4.10 Moving through friendly troops: Provided there is space on the other side of the unit passed through, the following interpenetrations are allowed –

  • Any troops except Artillery may pass through Artillery but the unit moved through is destroyed by the action.
  • Mounted troops may pass through a single rank of Light Foot but the unit moved through is disordered.
  • A single rank of Shot and Skirmishers may withdraw or recoil through up to two ranks of Foot.

4.11 Formation Changes : A unit in good order wishing to change or reform its formation (including changes of frontage) takes a control test. If successful, it can reform in the new formation, provided that no element moves further than its maximum normal move in the terrain. Where a unit is in close combat, only elements not in base contact with the enemy can move.

A unit changing formation may not carry out any other action but any element in the unit not changing position may return fire if shot at. A disordered unit cannot change formation; it must first rally from disorder.

4.12 Rallying from disorder : To rally from disorder, a unit must pass a control test. Only units not in contact with the enemy may attempt to rally. A rallying unit cannot also be moved but may shoot back if shot at.

4.13 Flight and Rout : Except in first immediate flight move (see 7.1), a fleeing unit moves a total distance of 3” further than its standard move in that terrain, ending facing away from the enemy. It does not have to maintain a formation, provided its individual elements remain in base contact. It moves in a straight line, passing through friends where possible and crossing passable obstacles. It may, however, change direction by the minimum necessary to avoid enemy, friends it cannot pass through, or bad or impassable terrain.

After the first immediate flight move, provided it is not in contact with pursuing enemy, a fleeing unit can seek to rally in its next movement phase. To do so, it takes a morale test (see 6.1 below)

Routing units behave as fleeing units, except that they cannot rally. They continue to flee until they leave the table, except for artillery units, which immediately disperse and are removed.

A rallied unit halts and resumes an appropriate formation. Rallied units cannot shoot or return fire on the move they rallied.

4.14 Pursuit : A unit whose last move was pursuit must continue to pursue, unless it rallied or was stopped before it could complete its move. The unit moves at full normal distance in the terrain, stopping if it meets a defensible obstacle, impassable terrain, a friendly unit or if it contacts the enemy. To rally from pursuit, the unit must pass a control test.

5. COMBAT

5.1 Combat Procedure : There are two forms of combat; shooting and close combat. Shooting involves the use of missile weapons and takes place when the elements engaged are not in base contact. Close combat reflects both melee and shooting prior to contact and takes place when a unit has moved into, or remains in contact with, an enemy unit or with a fortification.

All combat, missile and melee, is calculated in the same way. One d6 is thrown per attacking element and compared to the modified defence factor of the target element. If the score is equal or greater than the defence factor, a casualty is caused. Combat is simultaneous i.e. both sides get to attack before casualties are removed (provided they are eligible).

5.2 Defence

The minimum number needed to cause casualties to an enemy unit is dependant on the defending troop type, weapons used and tactical circumstances (see 5.9 and

5.13 below). The chart below gives the basic number needed to cause a casualty on an element of that troop type. This is adjusted using shooting or combat modifiers to give a final score. The minimum modified defence score is 2, the highest 6.

Basic defe nce factor
Shooting Close Combat
4 3
Superior Cavalry 4 4
Artillery 5 3
Skirmishers 5 -
Polearms, Pikes, Spears, Knights 5 4
Men-at-arms, Superior Knights 6 5

Ribalds,Shot,Levy,Cavalry

5.3 Casualty Removal

A unit must retain a continuous frontage. Casualties are removed from the rear rank, representing supporting ranks moving through to replace the fallen. Where there is only one rank, casualties should be removed from the ends of the unit. In mixed units, it may be that front rank is of one type and the remainder of the unit another. In this case, remove an element from the end of the front rank and move up a rear rank element into its place.

A commander’s element is always the last of its type to be removed, representing troops rallying round the commander as casualties mount. When it is removed, however, the commander is considered to be hors-de-combat.

SHOOTING

5.4 Eligibility to shoot : Only troops with missile weapons who are not in base contact with the enemy can shoot. Shot and Skirmishers may shoot in both their own and their opponents turn. Artillery shoot only in their opponent’s turn.

Each element can shoot at an angle of up to 22 ½ degrees on either side of straight ahead. Imaginary lines drawn out at this angle from either front corner out to maximum range give the element’s target zone.

In most cases, only one rank may shoot. However, longbow armed shot may shoot in one and a half ranks, except when lining a hedge or fortification, shooting out from

a wood or built up area or if disordered, when they may only shoot in one rank.

Weapon Max. Effecti ve Range No. of dice per element Restrictions
Heavy Artillery 36” One at all ranges Shoot in opponents turn. Shoot only if they did not pivot in their own turn.
Longbows 18” One per element half range or less, one per two elements otherwise
Crossbows 18” One per element half range or less, one per two elements otherwise Crossbows may not shoot in their own turn if they moved or changed formation during the turn.
Light Artillery 18” One at all ranges Shoot in opponents turn. Shoot only if they did not move or pivot in their own turn.
Handguns 9” One at all ranges Handguns may not shoot in their own turn if they moved or changed formation during the turn.
Bow crossbow, sling or handgun skirmishers 9” One per two elements at all ranges
Javelin and other hand-thrown missile skirmishers 3” One per two elements at all ranges

5.5 Target priorities : A missile element that is shot at and has not already shot this turn must shoot back if it can.

Artillery, Shot or Skirmishers who are not returning fire shoot at the nearest eligible enemy unit. To be an eligible target, it must be within the shooter’s target zone, not in contact with an enemy element or providing an overlap and not obscured by terrain or other troops

5.6 Effects of terrain : Shooting over obscuring terrain such as built up areas, woods or hills is not permitted. Tall linear features like hedges or curtain walls obscure troops behind but not in contact with them. Elements in built up areas or woods may only shoot out if their front edge touches the edge of the feature and may only be shot at to return fire. Shooting within built up areas or woods is not permitted.

5.7 Shooting at mixed units

Shooting is aimed at the nearest enemy element. For example, if the front rank is made up of men-at-arms and the rear ranks of polearms, a unit shooting from the front will hit only the men-at-arms, from the rear the polearm men and from the flank a mixture of types.

5.8 Perils of Gunpowder : Artillery which throw 1 misfire and must throw again. A score of 1 on the rethrow means weapon has exploded and is destroyed. All units, friendly or enemy, with any elements within 3” test morale in the morale phase.

5.9 Shooting modifiers :

These are added to or subtracted from the basic defence factor when shooting. They are cumulative.

Shooting Unit is
+1 disordered
-1 Longbowmen shooting half range or less
Target unit is
+2 Behind fortifications
+1 Protected by Pavise, unless shooter is artillery
+1 In cover (e.g. edge of woods, built up areas, hedges)
-1 being shot at from the flank or rear
-1 Men-at-Arms or Superior Knights shot at by crossbow or handgun armed Shot or artillery

5.10 The morale effects of casualties : If the unit has suffered 1 or more casualties per front rank element or ½ or more casualties per element in the whole unit, it is disordered and must check morale. If the unit is A or B class, it may waive the test if its overall casualties are a third or less, though it remains disordered.

CLOSE COMBAT

5.11 Initiating Close Combat : Generally, close combat takes place when a unit moves into contact with the enemy. The elements of the two units in contact are realigned so it is clear which elements are in combat with one another. However, both Skirmishers and Artillery are restricted in their close combat ability.

Skirmishers cannot move into contact with other troops. If contacted by any Mounted troops in good going, the contacted elements are immediately destroyed and the horse continue their move unhindered. After testing morale, the skirmishers reform their ranks in place (see 7.3). If contacted by Mounted troops in difficult terrain or any foot in any terrain, the unit immediately falls back a full move, allowing the contacting troops to complete their move. Elements unable to fall back due to terrain or other units are destroyed.

Artillery elements may not initiate combat but may defend themselves

5.12 Elements eligible to fight

Any element in frontal contact with the enemy is eligible to fight. In addition, various elements in supporting ranks or overlapping the enemy line at either end may fight.

The number of supporting ranks that may be counted varies according to type, terrain and disorder. Only figures that are facing the enemy’s direction and not engaged with other enemy may be counted.

In good terrain and good order,

In bad terrain or disordered, all troops fight in a single rank.

A single element overlapping the edge of the enemy unit may be counted on either flank.

Overlapping elements and supporting ranks count the same as they would if they were actually in physical contact with the enemy unit.

For each eligible element, one six sided die is thrown. If a unit manages to attack an enemy unit in the flank or rear, it increases the number of dice it may roll in melee on the contact move. Units in contact with the rear or flank of the enemy unit double the number of dice they roll (i.e.: 2 d6 for every element fighting). A unit attacked in the flank or rear which is not in flight turns contacted elements to face the threat but no supporting elements may be turned or counted. It should be remembered a unit in all round defence has no flank or rear.

5.13 Combat Modifiers

They are cumulative.

Dicing element is: Theseareaddedtoorsubtractedfromthebasicdefencefactorinclosecombat.
Levies, C & D class Shot, Artillery +1
Mounted fighting spears or pikes frontally +1
Disordered +1
In supporting rank or overlap +1
All Knights moving into contact this move (not following up) -1
Men-at-arms, Polearms, superior Pikes -1
Longbows contacted frontally this move -1
Following up a recoiling enemy -1
Enemy unit is:
foot defending a field fortification or fortified camp. +2
uphill of dicing unit +1
Foot behind defensible obstacle (e.g. hedge, ditch) +1

5.14 Casualties and Morale : Calculate casualty effect in the same manner as after shooting. A unit which :

must recoil. It is possible that units in a combat will both recoil if one or both of them is involved in multiple combats, though only one may flee (see 6.1 below).

If it suffers 1 or more casualties per front rank element or ½ or more per element overall, a unit must also check morale. As with shooting, A or B class units can waive this test if their overall casualties are a third or less. If the unit passes or waives the test, it must still recoil if it meets the criteria.

5.15 Recoiling : A recoiling unit retires 3” facing its opponent. If it meets friends, it passes through to the rear of their formation if interpenetration is allowed. Where it cannot recoil through a unit, the recoiling unit pushes it back if it is Light Foot. If a unit cannot complete its recoil due to impassable terrain, friends it cannot push back or contacting an enemy unit it recoils as far as possible, but if any elements remain in contact, the unit is disordered.

5.16 Following up : Following up is a move to maintain contact with a recoiling enemy. Units only follow up if they have not been forced to recoil or flee themselves, are not in all round defence and are not in a continuing combat with or obstructed by another unit.

A mounted unit whose enemy recoil must immediately follow up if able to do so. An infantry unit will follow up unless it takes and passes a control test. Artillery do not follow up.

If fighting over a fortification or obstacle whose defenders recoil or flee, an attacking unit may follow up across the fortification or obstacle provided it is not impassable. A defending unit will not follow up if its opponent recoils or flees.

A unit whose opponent recoils through friends may still follow up but will halt in contact with the unit recoiled through.

6. MORALE

6.1 Unit Morale Tests : Unit morale tests are taken in the following circumstances, which apply on the move they occur only. Even if more than one applies, the unit only tests once. If any of a unit’s close combat opponents test before it and fail, its morale is so boosted by success that it waives testing on that move. Distances are measured from the nearest element in the unit.

To test, throw two ordinary dice and compare to unit’s current morale. In most circumstances, a unit’s current morale is its base morale modified by situational factors. However, a unit under command counts its commander’s base morale instead.

The following situational factors apply :

+1 Commander or sub-commander with unit -1 Unsupported C or D class foot. -1 Unit has lost a third but not yet half original strength -1 Unit is disordered

-1 Army is demoralised -1 Foot unit in flight -1 Unit has been contacted by fleeing friends this move -2 Mounted unit in flight -2 Unit has lost half but not yet two thirds original strength -4 Unit has lost two thirds original strength or more

A supported foot unit is one which is in base contact with another unit of friendly foot, which is not in flight or routing.

If the unit scores more than its current morale, it must flee. If its score is one and a half or more times its current morale, it is routed. A Skirmisher or Artillery unit which fails a morale test is destroyed.

6.2 Army Morale : Armies test their morale as a whole in the following circumstances.

To test, throw 1 ordinary die. Add 1 if in deliberate defence.

If the result is 4 or more, the army fights on. If it is 3 or less, the army is demoralised.

If an army loses its commander and has no other leader to take command, it is automatically demoralised.

6.3 Demoralisation : A demoralised army must in its next turn seek to leave the battlefield by their own base edge as quickly as possible. It may not initiate close combat except where their retreat is blocked but may remain in combats already underway from which it cannot break off. Where opposing armies become demoralised, both sides disengage from one another and retreat.

Withdrawal moves count as compulsory moves and may be made without CP cost.

7. RESULTS AND REORGANISATION

7.1 Fleeing : A unit fleeing makes an immediate move away from the enemy of a normal move plus the score on 1 die in inches. If it meets friends, it passes through their formation if interpenetration is allowed, disordering the elements passed through and causing that unit to take an immediate morale test. If it cannot flee through a unit, it contacts and flows round it. If the fleeing troops are mounted, any element contacted is disordered.

If any element of a unit is unable to complete its initial flight move because it is hemmed in by friends it is destroyed, as is any element forced into impassable terrain or into contact with an enemy unit.

7.2 Pursuit : Mounted units whose enemy flee and who would be eligible to follow up a recoiling enemy immediately pursue one full move distance in the terrain plus the score on 1 die in inches, stopping if they meet a defensible obstacle, impassable terrain, a friendly unit or if they contact the enemy.

7.3 Reforming units: Elements should be moved to fill gaps caused by casualties to maintain a continuous frontage. Other re-organisation, including rallying, must wait to the unit’s next move.

7.4 Ending the game

When one side is demoralised, the other may be declared the victor. The game can end at this point or the pursuit of the defeated force by the victor may be played out. In the case of a battle involving more than one division, the action may continue.

Appendix 1: Further explanations

Attack And Defence

The scenario should define the basis of the combat. It may be a encounter battle, where both armies are attacking. Most medieval battles, however, had a clear attacker and defender. Defenders may have rapidly taken a defensive position or they may have carefully prepared it. This is deliberate defence and within these rules only armies in deliberate defence count as defenders and reap the benefits. Troops in deliberate defence always deploy before the attacker. Only troops in a command in deliberate defence may use fieldworks or deploy obstacles.

Morale in Mixed Units

It is possible for a unit to contain elements of troop types who would normally individually be of a higher or lower class. In a mixed unit of this type, the unit class is that of the majority of the unit at the start of the game, except where at least a quarter of the unit consists of troops two class classes higher than the majority (i.e. A with C or D, B with D). In this exceptional case, the overall unit class rises to one class higher than the majority. For example, a unit of six elements of C class militia and two elements of A class men-at-arms would have an overall B class class.

Class in mixed units is based on the starting composition of the unit and is not modified by casualties.

Superior Knights

A normal element of knights represents a mixture of levels of equipment. However, an element of Superior Knights represents only those in most complete armour. A unit of Knights may therefore only contain up to half its elements as Superior Knights, with half being ordinary Knights or Superior Cavalry. The Superior Knights should be deployed either as the front rank of a multiple rank unit or in the centre of a single rank.

Pavise

Crossbowmen often protected themselves with pavises, usually carried by specialist pavise bearers in the unit. The number of pavise bearers was small compared with the number of cross bowmen. These units do not therefore count as mixed, the effect of the pavises being covered by a shooting factor. Units should be modeled either with standing pavises or with occasional pavise bearers to demonstrate they are pavise equipped.

Mounted infantry

Normally, troops who intend to dismount to fight will be drawn up at the start of the battle as infantry. Some scenarios (e.g. a flank march, an ambush) might require troops to be in marching order when they appear on the field.

Mounted infantry count as Cavalry. They count as one morale class lower than their dismounted equivalent and fight with a +1 modifier, to represent their lack of skill and confidence while on horseback. Mounted Shot cannot shoot. Dismounting should be treated as a formation change.

Knights and Cavalry also often dismounted. These should be treated the same as mounted infantry, excepting, of course, the penalties for fighting mounted. Knights dismount as Men-at-arms, Cavalry as Spears.

Appendix 2 : Example Record sheet

  1. A : Standard 6 element unit
  2. B : Six element unit, having lost one element and one casualty
  3. C : 12 element mixed unit, having lost 1 MAA and 2 Pike casualties
Unit Type Mle Dis 1 2 3 4 5 6 7 8 9 10 11 12
A City Militia Sp C I
B Retainer Longbow Sh B S X X X X
C Schiltron MAA/Pike B I X X X

19

FREE COMPANY UNIT RECORD SHEET

Unit Type Mle Dis 1 2 3 4 5 6 7 8 9 10 11 12

20

COMBAT

Shooting ranges and effects

Weapon Max. D6 per element Restrictions
Heavy Artillery 36” 1 all ranges Shoot in opponents turn but only if did not pivot in own turn.
Longbows 18” 1 ½ range or less, 1 per 2 otherwise
Crossbows 18” 1 ½ range or less, 1 per 2 otherwise Crossbows may not shoot in own turn if moved during turn.
Light Artillery 18” 1 all ranges Shoot in opponents turn but only if did not move or pivot in own turn.
Handguns 9” 1 all ranges Handguns may not shoot in own turn if moved during the turn.
Bow etc. skirmishers 9” 1 per 2 all ranges
Javelin skirmishers 3” 1 per 2 all ranges

Defence factors

Target Basic defence factor
Shooting Close Combat
Ribalds, Shot, Levy, Cavalry 4 3
Superior Cavalry 4 4
Artillery 5 3
Skirmishers 5 -
Polearms, Pikes, Spears, Knights 5 4
Men-at-arms, Superior Knights 6 5

Shooting modifiers :

Shooter is
disordered +1
Longbowmen shooting half range or less -1
Target unit is
Behind fortifications +2
Protected by Pavise, unless shooter is artillery +1
In cover (e.g. edge of woods, built up areas, hedges) +1
being shot at from the flank or rear -1
Men-at-Arms or Superior Knights shot at by crossbow or handgun armed Shot or artillery -1

Combat Modifiers

Dicing element is:
Levies, C & D class Shot, Artillery +1
Mounted fighting spears or pikes frontally +1
Disordered +1
In supporting rank or overlap +1
All Knights moving into contact this move (not following up) -1
Men-at-arms, Polearms, superior Pikes -1
Longbows contacted frontally this move -1
Following up a recoiling enemy -1
Enemy unit is:
foot defending a field fortification or fortified camp. +2
uphill of dicing unit +1
Foot behind defensible obstacle (e.g. hedge, ditch) +1

The minimum modified defence score is 2, the highest 6.

Ranks eligible

Casualties and Morale

Shooting : 1 or more casualties per front rank element or ½ or more casualties per element in the whole unit, disordered and test morale.

A or B class may waive test if overall casualties 1/3 or less, though it remains disordered.

Combat :

A or B class units can waive test if their overall casualties are a third or less.

MOVEMENT

Move distances

Class Move Distance (ins)
Good Bad
Mounted 10 6
Close Combat Foot 6 4
Light Foot 8 6
Light Artillery 6 -

CP : 1d6 per division. Good commander +1, Poor -1

moves costing no CP: cost 1 CP :
move or halt a unit under command move a unit not under command which was halted last move
Move a unit which moved last turn halt a unit not under command which moved last move
Move or halt a Skirmisher unit Move a unit of Shot into contact with the enemy
About face and move a Skirmisher unit extend a move for a unit under command
Compulsory moves (or compulsory halts) change direction (90/180°) or wheel
pivot an artillery piece (45°)
attempt to rally disordered unit
attempt to rally a fleeing or pursuing unit
attempt a formation change
attempt to break off from combat, where permitted

Moves

Once moving, unit will continue until : ordered to halt

Linear obstacle test

Score Type Effect
1 – 2 Slight No effect on movement. Cannot be defended
3 – 4 Normal Half move to cross, complete move at normal speed. Defensible.
5 – 6 Difficult Half move to cross, complete move at bad terrain speed. Defensible.

Interpenetration

Flight & Rout

1st. move: Turn and move full + 1d6 Later moves : full + 3”

Pursuit

1st. Move: full + 1d6 Later moves: full

TESTS

Control

To test, throw 2d6. If score is equal or less than discipline, pass

D=9, S=8, I=7,R=6

Unit under command : Good commander -1 to score, Poor commander +1

Morale

To test, throw 2d6 and compare to unit’s current morale. A=9, B=8,C=8,D=7

+1 Commander or sub-commander with unit -1 Unsupported C or D class foot. -1 Unit has lost a third but not yet half original strength -1 Unit is disordered -1 Army is demoralised -1 Foot unit in flight -1 Unit has been in contact with fleeing friends this move -2 Mounted unit in flight -2 Unit has lost half but not yet two thirds original strength -4 Unit has lost two thirds original strength or more

Result

Army Morale

To test, throw 1d6. +1 deliberate defence. Result : 4 or more fights on. 3 or less, demoralised. Loss of commander and no other leader = demoralised.


Top of Page