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