Viking Rules

For Miniatures

TURN SEQUENCE

    1. Determine initiative (high die gets choice)
    2. First player moves and charges
    3. Second player moves and charges
    4. Stationary foot shoots
    5. Stationary mounted shoots
    6. Foot moving half or less shoots
    7. Mounted moving half or less shoots
    8. Melee

MOVEMENT

Movement Rates

    Foot 6"
    Mounted 12"
    Carts, wagons & pack animals 6"
    Hedgehog 2"
    Shield wall 0"

Modifiers

    Roads x2
    Woods, fordable water, rough going x1/2
    Crossing hedges, walls or parapets +1"
    Charge move:
      foot: normal move+1d6
      mounted: normal move + 2d6

To be eligible to conduct missile, may only move half or less and may not charge. During player's movement, may change facing without penalty as follows:

    Foot - up to 180 degrees.
    Mounted - up to 90 degrees

The hedge hog is a ring formation with all figures facing outward (minimum of 5 figures required).
The shield wall is formed by figures in stand-to-stand contact, all facing in one direction (minimum of 7 figures required).
Only warrior types on foot may use the hedge hog or shield wall formations.
If a figure charges but fails to contact an opposing figure, it may not charge the next turn, and no charge modifiers apply this turn.
Ignore terrain effects when retreating or disengaging.

MISSILE FIRE

RangeShort (-1)Medium (0) Long (+ 1)
bow0 - 3"3.1 - 10"10. 1 - 15"
crossbow 0 - 5"5.1 - 15" 15.1 - 21"
javelin/sling0-1"1.1 - 4"n/a

Modifiers

    Target mounted: -1
    Firing unit mounted +1
    Target charging +1
    Target behind hedge, wall or parapet +1
    Target in woods +1
    Target behind shield wall or hedge hog +1
    Firing unit moved +1
    Firing unit non-warrior +1

Results

    Natural 1 is always a kill.
    Modified 1 or 2 is a kill.
    All other results - no effect.

Visibility is line-of-sight. Maximum visibility in woods is 8".
Missile unit being charged fires at short (-1) range. Casualties removed before contact with firing unit.
Missile unit that charged may not fire.
Target chosen by random die roll (number rolled = position in line). Same figure may be target more than once in a Oven round (even after already having been hit).
Archers may fire over friendly troops if:

    1. firing from higher elevation, or
    2. opposing figure at least 6" from firing unit and opposing figure at least 3" from friendly figure being fired over. Any missile unit may fire from second rank if first rank in shield wall. In order to fire through other figures, must be at least P gap between stands. Arc of fire is 180 degrees.

MELEE

Occurs when opposing stands in base-to-base contact. Attacker squares off and adjusts all combats on stand-to-stand basis, doubling up where extra figures are available. If after the first round of melee survivors remain, attacker may re-allocate figures who no longer have an opponent so as to double up or worse on surviving defenders who are still locked in melee from the previous round. Defending figures without an opponent may count as support if facing an attacker and within 2". A figure may count as support only one time in a given round of melee.

Each player rolls 1d6 for each melee. Attacker roll minus defender roll = result

Result

    3+ defender killed
    1,2 defender retreats (foot 2d6; mounted 3d6)
    0 locked; recalculate and roll again
    -1,-2 attacker retreats (as above)
    -3 attacker killed

If attacker or defender is forced to retreat, all supporting figures shall also retreat. Retreating figures will role individually for retreat distance. End retreat move facing in the direction of the retreat. If attacker or defender is Hied, all supporting figures retreat as above.

Modifiers

    Mounted charging +1
    Mounted v. foot +1
    Beserker (first round)+2
    (subsequent rounds)+1
    Each additional figure in support + 1 (up to max of +3)
    Leader +1
    Surprise attack/ambush (first round only) +1
    Defending hedge, wall or fortification +1
    Defending higher ground+1
    Defender in shield wall (first round only) +2
    Defender in hedge hog (first round only) +1
    Attacking from behind (first round only) +1
    Non-warrior type -1
    Attempted unsuccessfully to disengage -1
    Small animal -3
    Large animal -2

Disengaging

If after first round of melee still alive and locked in combat, may attempt to by rolling 1d6. If result 1,2,3, foot retreats 3d6 and mounted retreats 4d6. Figure ends move facing in direction of retreat.

Modifiers

    For each figure in support: -1
    Mounted v. foot: -1
    For each additional opposing figure: +1
    Foot v. mounted: +1
    Retreating uphill,through woods, or across fordable water: +1

Taking Prisoners

If an attacker wants to capture an opposing figure, move into contact as though engaging in melee. However, attacker must announce his intent to capture (as opposed to simply killing) the opposing figure. If melee result is that the defender is "killed," the defender is actually captured by the attacker. Any other result is treated as a normal melee result. A captured defender is considered unarmed and in any subsequent melee actions (i.e. in an effort to escape) fights as a non-warrior type.


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