By Chris Parker
There are quite a few rules on the market. Many of them were written in the early 70's, but most are still available on the market today. I'm making no attempt to judge any of these rules; instead, I will offer comparisons and ideas on how they play. I will rate each set of rules as has been done in past reviews: 1-5; with 1 is very easy, 3 is average and 5 is very complex or involved. GETTING STARTEDFirst, the player needs rules. They are available from a wide variety of sources including local hobby stores, wargaming magazines or directly from the manufacturer. Prices range generally from $5-$10, making the collection of a number of rules quite affordable. On that note, most rules use the same figure mounting, making it easy to buy and try different rules before making a final decision which one is for you. Next, the player needs figures. These generally fall into two sizes: 25mm and 15mm. At present, most rules are written for 25mm figures with 15mm usually included as an afterthought. The benefit of 25mm's is their appearance. Their detail and size makes them appealing, while the benefit of 15mm pieces is their cost and size. They usually cost half the price of 25mm; and they take up almost half of the space, thus effectively doubling a player's table size.
Key Format: P--8 1/2" x 11", 1/2P= 5" x 8 1/2" BOOKS ON MEDIEVAL WARFAREThe two most popular series of books are Osprey's "Men at Arms" and Funcken's "Arms and Uniforms". The first series is semi-affordable ($7-$8) and more readily available. Not all of these books are worth their weight in gold, though they contain a number of color plates and a lot of script. Osprey has a large number of titles, but be selective - look first whenever possible. The second series comes in hard cover and is priced around $25 each. The price tends to put off many buyers, but the books are well worth it. There are two volumes: one covers Carolingians (8th century) through The Hundred Year War (15th century), and two covers the Late Middle Ages and Renaissance. These volumes are filled with color prints and a lot of helpful text. They are available in French and English versions. Another new set of books, just out on the market is by Palladium Books. The first volume, "Weapons and Armor", was reviewed in The Courier (Vol. IV, No. 1); and the second is "Weapons and Castles". Both are inexpensive ($5 each) and contain a wealth of information on weapons, armor and fortifications. They have some overwhelming stats on weapons and armor and their effect upon each other. These books cover armor penetration and strength against all manner of weapons, from short swords to switch blades. TURN SEQUENCESThere are two old standards of turn sequence on the market with few variations. The most popular is "Written/ Simultaneous Movement". This option offers the most control over troop reaction and lets the player try to second guess his opponent. The only problem with this type of turn sequence is the "Well, if I saw that happen, I really would have done this" mentality. Most rules deal inadequately with this problem or even ignore it. Thus, written orders appear to be as stone-like as the Ten Commandments. The best feature of this system is its allowance for moving, shooting and fighting together so no one feels left out or passed over. The other turn sequence system is "Move/Counter Move" and is the older of the two. It is much easier for keeping track of opponent's tactics and resolves reactions better, but it creates a lot of dead time. Many gamers dislike sitting around waiting for their move. I personally enjoy watching the game unfold and having a chance to collect my thoughts. This system however, may not exactly aid the fog of war, but it tends to lead to an enjoyable evening. MOVEMENTAll but one set of rules under review here allows units to move across the board in exactly allowed distances every turn. "Ancient Warfare", however, includes a diced movementsystern thatwasquite uniquewhen itfirstcame out. Diced movement systems exist now in other games like "The Sword and the Flame". Every unit is given a certain number of dice to roll according to their training, armor, etc. The dice are rolled and certain modifiers are added or subtracted from the score. This system leads to a very unpredictable game. imagine being a Saracen general knowing that your light cavalry will move between 3-28" in a turn (5d6-2"), or being a Norman commander whose heavy cavalry can move 3-18" (3D6) per turn. FIGURE RATIOSMost rules shown represent troops on a 20 to 1 scale ratio. This representation means that every casting on the table represents 20 men drawn up within the frontage and depth of stand thatthe casting is mounted on. One game contains a 50 to 1 ratio and a couple of rule sets are for 1 to 1 gaming. A 50 to 1 ratio enables the gamer to play out some truly large battles with ease and not declare bankruptcy right after the game. However, he may tend to lose some of the individualistic flavor of this period by playing at such a high level of command. At 1 to 1, the players certainly are not out to fight a battle but a skirmish; perhaps an ambush, recon, or a raid. Each gamer must decide on what level he will play. To refight Hastings at 1:1 would be impossible, while a 1:20 ratio would require 2500 miniatures per side. At 1:50 a little over 1000 figures per side would do. As you can see, a little planning and research will pay off in the long run. GROUND SCALEThe most common ground scale is 1" equals 30'. While one game doubles that scale (1" = 63), and there are a few below it (1" = 6'), 1" = 30' remains quite constant with a 1:20 ratio. A number of these rules do not state their ground scale or figure ratio. Whether this omission is an oversight or just never considered is beyond the scope of this article. MOUNTING FIGURESThe standard figure mounting was set many games ago by WRG (Wargames Research Group). Any author trying to crash intothe mainstream of medieval or ancient wargaming must consider using the standards set by WRG. The basic premise is that the gamer who currently has an army does not want to remount his troops every time a new set of rules is written. Meanwhile, the player whose troops are mounted on a different stand size will have trouble finding opponents at conventions, tournaments, or if he just moves out of his local playing area. Standard mounting places infantry on stands called "Multiple Move" stands. This feature allows them to be moved around faster and also ]ends an air of order to the mass. Infantry are generally mounted on three different size stands depending on their formations. Cavalry are mounted on two or three stand sizes depending on a particular set of rules. WEAPONS COMPARISONThe following chart compares ranges for most common missile weapons in medieval games. Ranges are given in real yards and table inches.
MOVEMENT COMPARISONMovement is based on a body of troops in line formation moving normally for one turn. Terrain is considered open.
FIRE POWERThe following chart is based on ten stationary figures (200 men) firing on Heavy Infantry that is one rank deep and stationary. All kills are given in actual men. To convert to figures, divide by the number ratio used in the game.
Note: Knighthood has the capability of killing as many figures as fired. The number given is the average, according to the hit #. THE RULES THEMSELVESCHAINMAIL This set of rules was basically the first US set to hit the market. They offered a way to play Medievals, Renaissance and Fantasy. The game stressed individual mounting of figures although no mention of mounting was given. The rules came with several pictures of wargames in progress, finally giving us newcomers to the game a chance to see what it looked like. Chainmail was very vague in certain areas. No missile ranges are given for massed combat, making the player decide on his own ranges or use its man to man combat ranges. Close combat is done by rolling multiple dice. The number rolled is determined by the type of men fighting and their foes. it is not always one die per figure. This is a middle ground between individual combat and unit on unit. Missile fire was a combination of systems. First, you determined how many men were firing, then you found the proper column and rolled for hits. It is definitely not a one to one feeling, but at the same time it is not unit to unit. Chainmail also tried to deal with the textbook belief that knights were generally berserk. It uses a morale rule that states that they must advance under certain conditions. Chainmail led the way for American rules and toward skirmish gaming. MEDIEVAL WARFARE This set of rules is the easiest to play set on the market. I remember buying it and half an hour later we were playing. It is written in a flowing dialogue with plenty of examples. Armor is dealt with in layers; each one builds on the other to give a final total. There is a unique way of dealing with spear armed units. When attacked, they must roll for their cohesion. if they succeed they divide the number of men they have by the armor level of their opponent. This calculation determines how many figures were killed on impact. Melees then take place. if a unit fails to be cohesive, combat goes right to melee with little chance for infantry to defend successfully against cavalry. Even if the spear unit was stationary there is a chance of being incohesive. Melee is a figure-to-figure process. Each casting rolls against its opponent. An opponent is defeated by a roll that is higher than his Armor level. Missile fire is accomplished in a similar manner, with range and target armor as the deciding factor. As in melees, each casting rolls a die. These rules are a lot of fun to play, and allow players to fight a battle in a short time without a lot of research or preparations. KNIGHTS & MAGICK These are an expensive, three volume set ($20). About one quarter will be of interest to the historical gamer. They are essentially a set of "skirmish" rules with figures placed on single stands within one inch of another in the same unit. Leaders and commanders are very important; if a unit does not have leadership its actions are severely limited. Combat and missile fire is on a man-to-man basis. Attacks can generally be done per group by rolling for each figure participating. This system [ends itself very well to the mixed type of units usually found in a medieval army. There is also a provision for a figure to shoot at or melee with more than one figure and win. This feature is generally for groups that are outnumbered or in a last ditch situation, another factor that fits well into skirmish games. These rules also lend themselves well to large games. Morale and movement is accomplished easily. It would have been nice to have some sort of a mass missilry chart as in "Chainmail", as this would speed up the action. Its siege rules are easy, relying on math and numbers and fitting into general use on the gaming table. The Joust and Personal Combat section also is an interesting variation for some gamers. It allows each player to pit his commander and hero against another. Two groups may face each other by sending its heroes out in single combat. The winner will boost his army's morale and dishearten the loser's as well. These rules were not designed JUST for the historical gamer. They are mostly for individual and fantasy combat, giving players a chance to fight elves with dragons or launch a flame spell from the hand of a powerful magic user. The rules are definitely aimed at the fantasy gamer though with some thought may be adaptable to the medieval period. KNIGHTHOOD AND THE MIDDLE AGES Like some of the rules mentioned above, these rules are designed for a lot of dice. The game system features a move- countermove system with built in reaction periods. Charge movement is quite generous, allowing a unit to move three times its normal distance in one turn. The game applies "A hand full of dice" approach to its play; missile fire, close combat, and morale all use multiple dice rolls. Missile fire and combat roll one die per figure. The number of dice may be modified by rate of fire for missile and impact weight for combat. Close combat is decided by weight at impact and unit cohesiveness. (The original concept is borrowed from "Medieval Warfare".) These rules suffer from a lack of order. The cheat sheet information does not match up with the rule book and the attached errata sheet makes matters worse. Players are forced into their own interpretations over the author's meaning. One interesting new idea brought out in this set of rules, however, is its lack of automatic morale checks. Each player receives a certain number of morale chits, he watches his opponents troops carefully, and when he observes that a unit is almost failing, he "calls" on the unit. if the unit fails, he keeps his morale chit; if the unit passes, he forfeits it to his opponent's leader. This mechanism tends to keep the morale checks to a minimum allowing them to occur just at opportune times. So far rules that have been reviewed deal with warfare from a single figure perspective. The remainder of the rules to be covered in this review treat combat and missile fire on a "unit to unit" basis and use written orders. They tend to use percentile (100) and average dice (2-5) while the first group (except Knights and Magick) use regular dice. These rules use the English methods of average dice and casualty charts, and most of them are obviously based on WRG. GOD'S ACRE AND CONDOTTIERI Both of these sets of rules are written by the same author and build on the same basic game system. These games are both light on casualties. Melees do not last beyond one dice roll as one side is always the victor. Losers often must sustain a decisive morale check. Morale and training seem to be the keys to winning these games. A major factor to consider is the amount of detail required to analyze and buy an army. All leaders and units have Social and Training levels. Leaders also are given combat/command ratings, which count in morale and melee situations. These games stress the attack or retreat of a socially superior unit, whether friend or foe. These rules will appeal to the gamer who does not like to see huge gaps open in his lines and who would rather play at an army level, slowly wearing an opponent down until it breaks or surrenders. Both sets use strict written orders with change accomplished through messengers and dice. CHIVALRY & SORCERY This set of rules is contained within a larger set of rules and like all three sets above it uses written orders. It is the least bloody of all rules so far reviewed. Certain troops are very hard to eliminate, and to make matters worse, certain other troop types are harder to hurt. For example, a normal heavy cavalryman would take twenty hits to eliminate. Knights on barded horses take 30 hits, and if the horse is fully armored, 40 hits are needed to remove it. Once combat is resolved ' a procedure is used to determine whether the battle line is broken through. This procedure allows for a nice representation of the period; cavalry can break through if it can maintain an attack. Morale plays an important role here. A unit will break if it is pushed back beyond certain limits. Morale is checked because of casualties, leaders killed, or due to breaking friends or enemies in the vicinity. C & S also has chapters devoted to sieges and campaigning. Many players eventually may envision a large medieval campaign; these rules provide such a system. This is a complete game system from campaign to siege and is worth a look. The rules are published in very fine script and take extra care to read through. Some vagueness occurs in the miniature rules causing the player to stop and decide what to do. A major factor to consider is the price. The wargaming rules themselves are not over 30 pages with siege and campaign thrown in, out of a book of over 125 pages. The price of the book is ten dollars. Most of the book, however, does not pertain to historical wargaming. One footnote to consider is that the book has not gone up in price yet!!! Other printers take note. BROADSWORD Here is an interesting set of rules. The author freely claims to have built on "The Royal Armies of the Hyborean Age" by Lin Carter and Scott Bizar (not reviewed here) and turned them into a historical set of rules. These rules are written in the English mold with few interesting variations. The turn sequence is very interesting. Orders are written at the start of each turn. The game then has two movement phases. Orders may not be changed during the second move except under threat of attack. Furthermore, a unit may only accomplish one action in each movement phase and may not generally do the same action twice in the same turn. This sequence tends to make reactions to charges and physical interactions smoother. Close combat uses combat factors and average dice. Instead of a casualty chart, however, the number of hits is multiplied by the number of figures involved for a final result. This number is then divided by "10" enabling the number of casualties to be deducted temporarily. The most unique part of these rules is its inclusion of 11 historical battles in the back. Scenarios are presented with orders of battle and maps, making it a double value, definitely one to own. The battles range from Civitate -1053 AD to Marchfield - 1278 AD. ANCIENT WARFARE These rules are unique unto themselves, and can compare to no others on the market. They are the only ones reviewed that go above a 1:20 ratio. They are highly complex and require a great deal of study. The game stresses written orders and a great deal of paper work. Damage to units is not just shown in figures lost but in an invisible strength called "UCV" (unit combat value). The game is not overly bloody, after all, 50 men are eliminated with each figure lost, but when a unit starts to lose its UCV, things go badly. The rules offer a unique diced movement system that keeps everyone on their toes. it also has an optional "normal" movement system that allows a chance factor to be included in a unit's movement but not as much as when diced. The game also stresses written orders. Unlike other sets reviewed, it requires definitions and guidelines that units must follow. No freelance writing here. A very good list of armies also is included in the back. SUMMARYAll of the rules reviewed in this article have something to offer to the gamer. Many of them lack the hard core of research that some gamers demand. Some are overly complex and other overly simple. Let's face it, no set of rules ever pleases everyone. What the gamer must do is decide what is best in a game and find the set that comes closest to satisfying this requirement. Gamers should not be afraid to modify oradd to their favorite rules. If they are still unsatisfied, they can try writing their own. One last thought to consider: Being knowledgable is not what you know, but how you use it. May the dice be with you. Back to Table of Contents -- Courier Vol. IV #4 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1983 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |