Battle Field Scouting
in Day Of Battle

by Chris Parker

An army's basic ability to out-scout its opponent is based on leader initiative (IN) and the use of lighter troops. These are usually skirmishers but others may be used. The side that outscouts the other may deploy first or second and decides which side has first move.

Pre-Battle Procedure

Before a battle can begin the terrain must be determined and placed, and scouting takes place, then the armies are deployed.

1. Each side secretly decides which (if any) Cos. it will use for scouting. Once this is done each side adds up its scouting. Sides that used none have a minimum score of 1.

    5 Points: Per Cos. Of Skirmish Cavalry
    3 Points: Per Cos. Of Sergeants
    2 Points: Per Cos. Of Skirmish Infantry

2. A scouting force must have a leader. Choose a L&H from one of the participants in the battle. This L&H will lead the scouting force. Draw a card and compare it to the L&H Initiative (IN). If the card is a numbered card the IN is unchanged. If it is a red face or ace it is increased by +1. If it is a black face or ace it is reduced by -1. A Joker is redrawn. Finally multiply the total score from step 1 by the L&H modified initiative.

3. The Scout Retainer: If the army commander or the scouting L&H has a Scout as one of his advanced retainers (see Knights Round Table #1) the IN of the scouting L&H is increased by +5. If this L&H is out-scouted the Scout is lost for the duration of the battle.

    Ex: Sir John (a hero in the battle) is given the task to move ahead with a small force and scope out the land. He is given 4Cos of Skirmish Cavalry (20pts.), 2Cos. of Sergeants (6pts.) and 10 Cos. of Skirmish Infantry (20pts.). This gives him a total of 46 points. He draws a black 9, his IN is unchanged. This total is multiplied by his IN of 12 for a total of 542 Scouting Points.

    His opponent allocates a force of 10Cos. of Skirmish Infantry (20pts) and 4Cos. of Sergeants (12pts.) for a total of 32 points. The leader of this group has an IN of 12, he dwas a red 5, no change to his IN. His total score is 352 points.

4. Divide the larger side's total points from steps 1 and 2 by the smaller side's points and determine the odds.

    Ex: Sir John outnumbers his opponent by 1.54 to 1.

Scouting Results

0-49%: Neither side has outscouted the other well enough to gain any real advantage. The higher score does gain some valuable information.

    1. The lesser side must reveal part of his army to the winner. To do this the winner draws one card (see below).
    2. Proceed to the basic game rules for army deployment, and first move determination.

50-99%: The side with the higher score has the upper hand.

    1. The lesser side must reveal part of his army to the winner and if he is using any stakes and pits and where they are. To do this the winner draws one card (see below).
    2. The winner decides who deploys troops first.
    3. Proceed to the basic game rules for first move determination.

100%+: The winner has out-scouted the other side.

    1. The lesser side must reveal part of his army to the winner and if he is using any stakes and pits and where they are.
    2. The winner decides who deploys first.
    3. The loser must deploy any of his troops that he might have otherwise deployed hidden.
    4. The loser reveals any flank marches and the side they will arrive on.
    5. Proceed to the basic game rules for first move determination.

Scouting Forces On The Battle

Forces used for scouting may not be available at the immediate start of the battle. Starting with the first game turn for the winner and the third game turn for the loser and rolling from there on after until arriving each of the scouting L&H makes an IN test to see if they arrive. If the roll is equal to or less than his IN he arrives on that turn. The loser adds +10 to his die roll. Each turn thereafter he subtracts -1 from his die roll for each try.

When they appear they may march on on any part of their table edge as long as it is not within 15" of an enemy unit. They may only advance onto the table a single normal move and may not charge that game turn. Unless skirmishers they will arrive in a column formation.

Card Draw Results

Numbered: If it is a number card (2-10) the loser reveals how many Cos. in his army and the basic breakdown of mounted and foot. He does not reveal the types.

Face: In addition to the above he reveals how many of these Cos. are knights.

Joker: Reveals the number and type of all Cos in the army except skirmishers and if any stakes and pits are being used.


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