Chapter One-Der

Medieval Warfare

Introduction/Organization

By Terry L. Gore
© 1997 and Reprinted by Permission of Publisher

Rules for Tactical Level Combat from 450-1500AD

Hard to tell which comes first, old fellow...death or glory.
--Orkneyinga Saga

Introduction

Medieval warfare. A period of extreme fanaticism to a cause, be it religiously or secularly based, fought by men who threw their lives into the maelstrom of bloody hand-to-hand combat, enduring horrendous wounds and deprivations of all kinds. Generais were revered and blindly followed simply because they spoke well or were good fighters. Men who fought for God, wealth and honor.

These rules are intended to give an intense, exciting and mentally challenging game to those who enjoy a 'test of wills'. Players must make many decisions each turn and there is little dependence on the dice to win the game or to lose it for you. Each turn, tactical situations will dictate decisions that the Commanding General must make. Some are simple; to Charge or to Defend. Others are not; whether to fire an intensive arrow barrage and run low of missiles or to hold back and trust your accuracy will be enough to blunt the enemy charge. Which units to move each turn, and you are limited in your choices, will give away your strategy...or perhaps deceive your opponent into committing his reserves. Good tactics will win the game for you. It is important to weaken an enemy before simply charging in with your heaviest troops. Rarely will a foolish charge be rewarded with success.

Above all, each game should be enjoyable and stimulating as well. Hopefully, you will gain some knowledge of the difficulties of command in the Medieval period. Here is the framework. Now, it is up to you....

1. Organization

The main and principle point in war is to secure plenty of provisions for oneself an~l to destroy the enemy hy famine. Famine is more terrible than the sword.
--Vegetius

MEDIEVAL WARFARE uses miniature figures on a terrained table with dice, rulers and various markers designating orders, condition of units, casualties, etc. The figures are organized onto 'stands' or bases with several stands making up a Unit. From two to four figures constitute each stand.

Stand sizes correspond to the popular WRG/DBM basing. These are tactical level rules, each stand of figures representing roughly from 40 to 80 actual men. Therc is no bookkeeping involved in these rules. All situations are represented by markers, stand position, ete., on the table.

A) Scale and Time

1) For 15mm scale figures, an inch or 25mm equals 25 yards. For 25mm scale, use a standard ruler, but photocopy it at 150%. All distances are expressed in inches. Simply allow 25 mm/inch for metric conversion.

2) Each turn equals 5-10 minutes of actual time.

3) Each figure equals 20 actual men.

4) Each elephant/artillery model equals 2 actual elephants, or artillery pieces.

5) Stand Sizes:

Unit Type15mm Figures25mm Figures
Width (All Stands):40mm60mm
Depth:
Close Order Foot15mm20mm
Loose/Open Order Foot20mm30mm
Cavalry30mm40mm
Elephant/Chariots40mm80mm
Artillery/OtherAs RequiredAs Required

B) Units and Generals

1) Armies in these rules are made up of Divisions. Each Division (or Battle) consists of a number of Units. Each Unit (or Warband) consists of several ,stands' (bases) of figures.

2) Each army has a CiC. Each Division has a General. Both Generals and the CiC influence movement, morale and fighting ability, so are very impOnant to the overall play of the game.

3) Notate the armor type, weapons, morale and beginning strength (number of stands in the Unit) on a sticker placed underneath or behind the command stand of each Unit and of the CiC/General,s stands.

4) Casualties are designated by using casualty figures, small rocks, markers, etc. Stands with 4 figures (Close Order) require 4 casualties to remove; those with 3 figures (Loose Order) require 3 casualties and 2 figure stands (Open Order) only need 2 casualties for removal.

C) Definitions: Ranges are for both 15mm and 25mm. Simply use the 150% ruler for 25mm.

Engagement Range:If within 12"/30cm (300 yards) of any known enemy.
Strategic Movement:Any movement by Units outside of Engagement Range.
Tactical Movement:Any movement by Units inside of Engagement Range.
Light Terrain:Scrub, orchard, marshland, sand dunes, brush, rocky ground.
Dense Terrain:Woods, swamps, bogs, steep hills, gentle hills with light terrain.
Known Enemy:Any enemy Unit on the table; Ambushers who have not revealed themselves are not known.
Obstacles:May be natural features; streams, walls, hedges, or man- made; caltrops, stakes or chains.
Visibility:Use Line of Sight, blocked by woods, hills, towns, but not figures.
Command Range:Within 12"/30cm (300 yards) of a General.

D) Troop Definitions: Troops are differentiated by their Armor, Weaponry, Morale Quality and Training.

1) Armor: In these rules, a stand of figures is representative of the type of fighter designated along with their retainers, squires, etc. Thus a Norman knight stand includes the knights as well as their ancillary sergeants, assumed to be making up the rear ranks of the figure.

Troops are organized on stands depending on their order; i.e. 4 figures/stand for Close

Order and Loose Order Trained, 3 figures/stand for Loose Order, and 2 figures/stand for Open Order.

Definitions:

    FAK: Fully Armored Knights: Plate-armored knights on armored horses, Loose Order.
    PAK: Partially Armored Knights: Lesser armored than above, Loose Order.
    PAC: Partially Armored Cavalry: Byzantines and Eastern armies in Close or Loose Order.
    FMK: Fully Mailed Knights: Riding barded horses, includes most knights of the 12th to 13th century, in Loose Order.
    FMC: Fully Mailed Cavalry: Often lance and bow-armed Eastern cavalry, in Loose Order on partially armored horses.
    PMC: Partially Mailed Cavalry: i.e. 11th Century Normans, in Loose Order.
    LAC: Lightly Armored Cavalry: Poorer cavalry armed with lance, spear, bow or javelins in Loose Order.
    UC: Unarmored Cavalry: in Loose Order, with lance, spear, bow or javelins.
    El: Elephants: Count for casualty purposes as a Close Order 4 figure stand.
    SC/SI: Skirmisher Cavalry and Infantry: Intended for missile fire in Open Order.
    FAI: Fully Armored Infantry: Often dismounted FAK, slow but tough, in Close Order.
    PAI: Partially Armored Infantry: Lesser armored, dismounted Men-at-Arms, billmen, etc., in Close Order.
    FMI: Fully Mailed Infantry: Dismounted fully mailed knights, in Close Order.
    PMI: Partially Mailed Infantry: Dismounted partially mailed cavalry, the bulk of Medieval infantry armies, in Close Order or fighters who used looser formations for fighting, such as Viking Huscarls, and well-armored Dark Age warbands.
    LAI: Lightly Armored Infantry: Poorer troops such as garrison troops, lesser thegns, etc. in either Close or Loose Order.
    UI: Unarmored Infantry: Scots spearmen, Slavs, poorer landed fighters, in either Close or Loose Order.

Note: Diamounted Loose/Close Order cavalry forms up ao equivalently armored and armed Close Order Infantry. Dismounted Skirmiah Ca~ralry form up as similarly armed Skirmish Infantry.

2) Weaponry: The Army Lists specify which weapons a given figure may have. Each figure has at least a sword.

    a) In addition to this, Mounted figures may also be allowed a Lance, lavelin, Bow, Crossbow, Longbow and Axe (Japanese Samurai sword).

    b) Infantry figures may have a Pike, Halberd, Long Spear, Spear, Axe (includes two-handed swords), Javelin (includes francesca, throwing axes, etc.), Bow, Longbow, Crossbow, Sling and Staff Sling. Some troops are allowed two or more weapons (see Army Lists).

    c) Figures may be shielded or unshielded. Certain missile troops may carry Pavisse or Mantlets, which protect from missiles, but do not count in Close Combat. All troops count shieldless to those enemy shooting or charging into their unshielded flank or rear.

3) Morale: There are six Morale Grades of troops.

    a) Elites -Household troops and loyal Guards. Controllable and tough to defeat. Usually the best armed and armored.
    b) Fanatics
    -Religious zealots or overly motivated types who are difficult to control, but are fearsome to face in Close Combat.
    c) Veterans
    -Older, experienced fighters. Well armored and hard to defeat.
    d) Average
    -The bulk of Medieval armies. Armor varied from none to heavilly armored. A challenge to control, but usually reliable in combat.
    e) Poor
    -Garrison troops, militias and levy conscripts. Often unreliable, but plentiful in many armies.
    f) Rabble
    -The absolute worst. No armor, sword-armed at best, they would usually run at the first sign of danger.

4) Training: There are only two types of troops, Trained (Byzantines and some Eastern armies as well as a few troop types in later Western armies) and Untrained (the rest!)

    a) Trained troops maneuvered faster and could perform certain battlefield evolutions which Untrained troops could not. They were easier to control and accepted orders better. Though of as good fighting ability as their more unruly adversaries, they were not prone to charging off in a frenzied state, attacking anything in sight as their Western counterparts often did.

    b) Untrained troops were less able to maneuver in the face of their enemies. They were more difficult to control and often would not follow their orders. They did, however, have thc capacity to become ferocious when angered and could frequently tear through an enemy formation through sheer force of impetus, courage and fury.

E) Army Lists: Army Lists are included, however many existing published lists may be easily modified and used. Over ninety historically balanced army listings can be found in the second half of this booklet.

Available from: Saga Publishing, 890 James Rd., Rochester, NY 14612: $20 plus $3 shipping.

More Medieval Warfare

Interview: Terry Gore, Designer, Medieval Warfare


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