The following rules are modified from Day Of Battle when any of the armies in the First Crusade supplement are used. 1-1. TABLE SET UP The table width (in feet) is determined by adding up the final total number of army points (including handicaps) for both armies and dividing by 16; fractions are rounded naturally. Table depth is always 4'. Some armies have a handicap which is listed on their Army Profile. This used to help balance a game. For example, a 45 point Crusader army engages a 45 point Seljuq Turk army. The Turks have a handicap of +5 which gives them a total 50 army points. The total number of army points in the battle is 95. This is divided by 16 for a result of 5.9, which rounds up to 6. The table size for this battle will be 6' by 4'. 1-1.2 TABLE DEPLOYMENT In the original Day Of Battle rules both armies are allowed to deploy up to 12" from their rear table edge. Skirmish troops may deploy anywhere within this zone. Other troops must be at least 6" in from either flank. This deployment is modified when facing any Eastern Armies in the First Crusader Supplement other then the Crusaders themselves. Eastern Armies: An army that requires at minimum of 5Cos. of Horse Archers in their army list. Eastern armies are allowed to deploy on the table up to 12" from their rear table edge. Their skirmish troops may deploy anywhere within this zone. Other non skirmish troops must be at least 6" in from either flank. Furthermore horse archers are allowed to deploy along any flank - table edge up to 6". A Western Army facing an Eastern Army must deploy at least 6" on but not greater than 15" on from their rear table edge. Skirmish troops may deploy anywhere within this zone. Other troops must be at least 12" in from either flank 1-2. CRUSADER RESPONSE CHART: Response to a charge is modified by using the new Crusader Response Chart. These new responses reflect the different style of fighting in this period. For example, horse archers were one of the most common troop type deployed by the Eastern nations. Their formation and movement was such that they could move like birds in flight. The hardest task the Crusaders had was to close with them for combat. They were usually able to dart in, fire off their weapons and flee out of charge distance. Troops like this demand special rules that allow them to act as themselves. They cannot be expected to react like the skirmish troops of Western Europe. 1-3. MOUNTING AND DISMOUNTING OF KNIGHTS Knights that begin a game mounted may dismount once during the battle. Once they have done so they must fight on foot for the duration of the battle. Such an action is considered a maneuver for command point cost. Dismounted knights have their own statistics on the Crusader Army Profile. While dismounted they count as spearmen against cavalry and men at arms against all others. While dismounted a Cos. of horse holders representing the pages and horses must be placed within 3" of the knights. If the horse holders are contacted by an enemy unit they are lost. This loss counts as defeating knights in combat for honor points for the leader that contacted them (see Honor Points). 1-4. EASTERN LEADERS SOCIAL RANK CHART The eastern social strata was different from that of the west. To maintain some continuity between the two eastern leaders are given new titles for their social ranks. These titles may not match up exactly with their historical usage, but serve to add flavor to the game.
1-5. EASTERN SPEARMEN Eastern spearmen are always based 3 figures per Cos. These soldiers were never expected to stand up to the onslaught of western knights. Furthermore they themselves usually represent a mixture of troops within the Cos. Most have swordsman, archers or other missile troops scattered within their ranks. To reflect this Eastern spearmen do not add the morale bonus of an attached leader or hero when the unit makes an order test upon entering combat. 1-6. THE USE OF THE SQUARE Eastern spearmen as defined above in 1-5 may not form square. 1-7. SCOUTING During the First Crusade there appears to have been very little attempt to scout out the exact location and strength of an enemy. Battle after battle tends to prove this. Therefore due to the inability of the Crusaders and or the lack of interest on the majority of the others only the Byzantine army may initiate scouting as a pre-battle function. If the Byzantine player opts for scouting his opponents scouting points are halved. 1-8. INTEGRAL SKIRMISH WEAPONS In this theater many units in the eastern armies had mixed troop types. Often times spearmen, swordsmen and missile troops all fought together in small bands or even hordes. The Byzantine heavy cavalry has had integral horse bowmen throughout their history. These type of units are noted on the Army Profile with a Note 8. Skirmish Weapons. A unit so noted has integral skirmish weapons. These allow it a free fire as skirmishers either before or after it performs a maneuver (move, change formation or charge). The unit may be ordered to fire in place of any other command. It may not perform a maneuver and fire and then perform a fire, this would be a replication of the fire command. It must be either or but not both. When it fires it's skirmish weapons it rolls with half dice, rounding down. This is different from normal skirmishers who roll full dice. All rules for skirmish weapons as printed in Day Of Battle and The First Crusade apply. As a skirmish weapon armed unit it receives defensive fire as any skirmish unit would. If it attacks or is attacked it may fire before the combat. Skirmishers that fire in reaction to a charge incur the (-) penalty as listed in Day Of Battle. This penalty, (-) is a +1 modifier which is added to the initiative die roll of the leader or hero commanding the skirmish unit at the start of his next game move. This modifier reflects the distraction of a leader by a unit he commands reacting to an event without orders to do so. Some units with Note 8 listed could have a different weapon such as composite bow in place of a skirmish weapon. In this case all the above rules apply but with the unit using the statistics of the listed different weapon. For example, a unit of Seljuq Turk Spearmen have Note 8, listed on their army profile which gives them skirmish weapons. The unit is 8 Cos. Strong. If it was charged from it's front it would get a defensive fire with 4 dice (half dice). Lets say their combat value was 10. The skirmish weapon adds a +1 for its weapon bonus for a total combat value of 11. Since skirmish fire is always halved against any in the open the spearmen are rolling 4 dice for 5 or less. Lets say the spearmen are charging an enemy unit. Since they have skirmish weapons they are allowed to fire their weapons before they contact the enemy, no matter how far they had to move to contact. Again they would roll 4 dice for a 5 or less. If the spearmen had been allowed to use composite bows they would have had a longer range. The range would have been 20" for composite bow rather than 5" for skirmish weapons. And they would have had a weapon bonus of +2 instead of a +1. 1-9. NEW MISSILE WEAPONS The following chart replaces the original Missile Weapons chart provided in Day Of Battle. While none of the weapons in the original game changed many more have been added including a light crossbow.
Rate Of Fire: When two units fire at each other the rate of fire as (listed on the Missile Weapons Chart) determines which fires, or rolls it's dice first. The higher rate of fire unit fires first. The slower unit will then return fire in its current state after making any morale checks that may have been called for due to the fire. In the case of identical rates of fire the fire is simultaneous. For example unit of horse archers (rate of fire 3) move in and fire on a unit of light cross bows (rate of fire 2). The horse archers have the higher rate of fire and do so first, inflicting medium damage on the crossbows. The medium damage disorders the crossbows and inflicts 1 figure casualty on them. The crossbows then return fire in disorder which halves their final combat value. Since this was a reactionary fire the crossbows add a (-) distraction modifier to their leader. Weapon Bonus (+?): This number is the first modifier added to the firing units' combat value. It reflects the weapons overall hitting power. The greater the number the harder hitting the weapon is. For example a composite bow armed unit with a combat value of 12 fires on a skirmish unit with a combat value of 6. The composite bow unit adds +2 weapon bonus for a modified combat value of 14. The skirmisher adds +1 weapon bonus for a modified combat value of 7. Now apply any other modifiers that are applicable. In this example both units would be halved for firing at or being skirmishers in the open. 1-10 CRUSADER REACTION With the introduction onto the battlefield of the fluid horse archer it seemed only fitting to make some adjustments in the reaction rules. This chart replaces the reaction chart in Day Of Battle whenever one of the First Crusade armies is in use. Horse Archers (-) A) If not caught in one normal move then fallback directly away from the charger maintaining a 15" distance between the two or into rough or difficult terrain or through a supporting friend in good order. (-) B) If caught in a normal make a Terrain check. Pass see A above. Fail stand, fire at effective range and fight with half dice. Sections
1st Crusade Section 1 1st Crusade Section 2 1st Crusade Section 3 1st Crusade Unit Charts Crusade Terrain Chart Back to Knights Round Table #3 Table of Contents Back to Knights Round Table List of Issues Back to Master Magazine List © Copyright 1998 by All About Games. 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 |