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,
-
Mounted troops and Light Foot may fight in one and a half ranks.
-
Close Combat foot other than Pikes may fight in two ranks.
-
Formed Pikes may count up to three ranks, provided all three are of Pikes, otherwise only two.
-
Artillery fight in one rank.
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 :
-
suffered more casualties in total than it has inflicted in this round of combat (across all combats it has participated in)
-
suffered more than ½ casualty per front rank element and
-
is not in all round defence
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.
-
Unit is under two thirds strength and has lost an element this move.
-
D class unit has suffered casualties from Artillery fire
-
Unit has been shot at or attacked by previously hidden enemy
-
A gunpowder weapon has exploded within 3”
-
Skirmishers which have lost elements to enemy Mounted this move
-
D class unit contacted by enemy Mounted this move
-
Unit has been forced to test because of combat result
-
Enemy has contacted (not overlapped) unit’s flank or rear this turn
-
Unit has had contact with fleeing or routing friends this move
-
General or sub-commander’s element destroyed while leading unit
-
Fleeing or routing unit of equal or better quality within 6” this move
-
Fresh enemy have arrived on the battlefield within 12”
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.
-
If, at the end of the move, the army has lost half or more of its starting units destroyed, driven from the field or routed. Do not include skirmisher or artillery units in the count.
-
If the commander is destroyed, driven from the field or routed this turn.
-
if another division in the army is forced to disengage this turn
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
-
A : Standard 6 element unit
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B : Six element unit, having lost one element and one casualty
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C : 12 element mixed unit, having lost 1 MAA and 2 Pike casualties
Unit |
Type |
Mle |
Dis |
1 |
2 |
3 |
4 |
5 |
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6 |
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7 |
8 |
9 |
10 |
11 |
12 |
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A City Militia |
Sp |
C |
I |
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B Retainer Longbow |
Sh |
B |
S |
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X |
X |
X |
X |
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C Schiltron |
MAA/Pike |
B |
I |
X |
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X |
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19
FREE COMPANY UNIT RECORD SHEET
Unit |
Type |
Mle |
Dis |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
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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
-
Shooting : 1 rank, longbow 1 ½
-
Mounted troops and Light Foot 1 ½ ranks.
-
Close Combat foot other than Pikes 2 ranks.
-
Formed Pikes 3 ranks all Pikes, otherwise 2.
-
Artillery 1 rank.
-
Disordered : all troops shoot/fight in one rank
-
Bad terrain : all troops fight in 1 rank.
-
Overlap : 1 element on either flank.
-
Flank & rear : 2 d6 for every element fighting
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 :
-
more casualties than inflicted (all combats) and more than ½ casualty per front rank element, recoil
-
1 or more casualties per front rank element or ½ or more per element overall, test morale.
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
-
Meet an enemy unit
-
Meet a friendly unit they cannot pass through
-
Meet impassable terrain
-
Shot, Skirmishers or Light Artillery, if moving would bring into contact with enemy
-
successfully challenged
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
-
Any except Artillery through Artillery but unit moved through destroyed
-
Mounted through 1 rank of Light Foot but unit moved through disordered.
-
1 rank of Shot and Skirmishers withdraw/recoil through up to 2 ranks of Foot.
Flight & Rout
1st. move: Turn and move full + 1d6 Later moves : full + 3”
Pursuit
1st. Move: full + 1d6 Later moves: full
TESTS
Control
-
Crossing the enemy’s front
-
Breaking off from combat
-
Formation change
-
Rallying from disorder
-
Rallying from pursuit
-
Infantry avoiding following up
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
-
Unit is under two thirds strength and has lost an element this move.
-
D class unit has suffered casualties from Artillery fire
-
Unit has been shot at or attacked by previously hidden enemy
-
A gunpowder weapon has exploded within 3”
-
Skirmishers which have lost elements to enemy Mounted this move
-
D class unit contacted by enemy Mounted this move
-
Unit has been forced to test because of combat result
-
Enemy has contacted (not overlapped) unit’s flank or rear this turn
-
Unit has had contact with fleeing/routing friends this move
-
General or sub-commander’s element destroyed while leading unit
-
Fleeing or routing unit of equal or better quality within 6” this move
-
Fresh enemy have arrived on the battlefield within 12”
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
-
more than its current morale, flee.
-
1 1/2 or more times its current morale, routed.
-
Skirmisher or Artillery unit which fails test is destroyed.
Army Morale
-
Army has lost ½ or more of its units destroyed, driven off or routed. (NB don’t count skirmishers or artillery)
-
Army commander is destroyed, driven off or routed this turn.
-
if another division forced to disengage this turn
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.