Alfred's Wars

A Travel Wargame

by Liam P Sarsfield

PREPARATION

Cut out the map opposite and glue it to a thin sheet of polystyrene file with white glue. For extra strength, stick this in turn to a stout piece of card or plastic card. - Use multi-coloured map pine for the armies.

Jumbo Map (extremely slow: 482K)

DEPLOYMENT

Each side has a pool of 20 'armies' to call from. You may like to make it tougher on the English side by giving the Danes 10 extra.

Danes begin at sea.

English have one army on each coastal town. These represent local militia and may not be moved. Each of the following towns have a field army: Winchester, York, Carlisle.

REINFORCEMENTS

Danes: On a throw of any double, one Danish army starts in the sea sector indicated by the dice.
English: On the throw of double 5 or 6, afield army may enter play at Winchester, York or Carlisle.

MOVEMENT

Throw 2xD6. The score is the total number of movement points for that side this turn. These points are divided amongst the armies to allow them to move, Le. the Danes have three armies in play, and score 8 on the dice. One army can move all 8 points if the others remain stationary, or one army could be given 4, another 3 and the last 1 point.

Terrain Costs
Sea Hex: 1 point, Danes only
Mountains/Hills: 2 points, +2 to enter, +1 exiting
To land 2 points plus cost of terrain
Wetlands/Marsh 4 points, +3 to enter (0 English)
Plain 1 point
Rivers 1 point, + Cost of terrain
Forest 3 points, +3 to enter, +2 to leave
N.B. Only one army per hex please.

BATTLE

Throw 2xD6 per army in attack. Add one die if attack is made in the open. Consult the Results chart after each throw. You do not have to throw for every army. - The last result thrown is the one that stands. So if you have three armies in the attack and the first scores a 10, then you may be happy with this result and stop rolling there. However, if you score a 6, then an 8, and on attempting to Improve this a 4; the 4 being the lost, is the result that stands. Results

    11-12 1 defender destroyed
    9-10 1 defender routed 1xD6 hexes
    6-8 Stand off
    4-5 1 attacker routs away, 1xD6 hexes
    2-3 1 attacker destroyed

    Modifiers
    -2: defender in mountains, town, wetlands (English only) or forest
    -1: defender behind river
    +1: Danes
    Armies retreating into sea are destroyed.
    Danes can attack from sea but cannot be attacked in return.

OBJECTIVES

Danes win by taking 15 towns at the end of play. Lose if they don't. Set time limit on game of 1 to 1 1/2 hours.


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