Day of Battle

New Medieval Rules 1.1

by Chris Parker

Note: You need a set of Day of Battle rules to implementthese changes--RL.

The following new rules and modifications have come about after a year of intense gaming with the rules. As the author and long time gamer I'll be the first to admit that there is no such thing as a perfect set of rules. This holds doubly true for a new set. There will always be little problems that unexpectedly arise. These such corrections and future supplements will be published on MagWeb.

To use any of these rules you will need a copy of Day Of Battle. To purchase a copy just contact us below in the medium of your choice. We'll send you a copy and bill you $12, we trust you.

All About Games
PO Box 1201, Plaistow NH, 03865.
EMail: CParker868@aol.com.
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COMBAT MODIFIERS 1.1

Basic Rule Modifier

Version 1.1 Page 17: The following changes are made to two Combat modifiers.

+5 Massed Target: March column, block, wedge or firing at the flank or rear of a non-skirmish unit. Halving Modifier.

Non-skirmish vs. any in difficult or rough terrain, skirmisher against any in the open or shooting at any rough terrain.

COMBAT & MELEE PROCEDURE 1.1

Basic Rule Change

Version 1.1 Page 17: The following change is made to the Charge & Melee Procedure.

5.1 Any attached L&H make their PCS checks with the loser adding +5 to his die roll for being the original loser and +1 for each Strike Difference in the Melee.

ADVANCED COMBAT TABLE 1.1

Advanced Rule Change

Version 1.1 Page 18: The following change is made to the Non-Skr. Cavalry Response.

(-) If charged form over 1MF: Untrained counter-charge, moving 1/2 the remaining distance to the charger. Trained move 1.1 MF towards the charger.

RETAINER TABLE 1.1

Advanced Rule Change

Version 1.1 Page 18: Only Leaders may use Special Retainers.

MORALE MODIFIERS 1.1

Basic Rule Modifier

Version 1.1 Page 20: The following changes to two morale modifiers will help to keep units from advancing out of a secure position unrealistically.

These two modifiers if used are then ignored if the final result of the morale check (either Automatic or Harassing) was an Advance. Naturally if the final result after subtracting these modifiers was Advance the unit would still act accordingly. The third is an entirely new modifier.

    +5 Unit is in the Battle Line
    +10 Supported
    -10 Unit is Broken

BATTLE FIELD SCOUTING

Advanced Rule Addition

Version 1.1 Page 10: This new rule offers an Advanced version for a part of the Pre-Game-Procedure. If this rule is used it is inserted between the second and third bullet on page 10.

Scouting is designed to represent an army's ability to out-scout its opponent. This ability is mainly based on leader initiative (IN) and the use of light troops. These troops are usually skirmishers but others may be used in a pinch.

Scouting Procedure Before starting a game there are a few things that need to be done.

1. Each side secretly decides which (if any) Cos. it will use for scouting. Once this is done each side adds up its scouting points and the two scores are compared. A side that used no scouts has a score of 1.

SCOUTING POINTSM

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

2. A scouting force must have a leader. Choose a L&H from one of the participants in the battle. If he is a Hero inn the battle he will be a Leader at this time and will lead the scouting force. Once the basic scouting points have been determined draw a card and compare it to the Leaders 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, a red Joker is +2. If it is a black face or ace it is reduced by -1, a black joker is a -2. Finally multiply the total scouting points from step 1 by the Leaders final modified initiative.

3. The Scout Retainer: If the Army Commander or the scouting Leader has a Scout as one of his Advanced Retainers (see below) the IN of the scouting Leader is increased by +5 for this purpose only. If this Leader side 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 was 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. If the lower side had a Scout Retainer it is lost.

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.

If the lower side had a Scout Retainer it is lost.

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.

If the lower side had a Scout Retainer it is lost.

1. The lesser side must reveal the type and size of half of the units in his army 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.

CARD DRAW RESULTS

Draw One Card

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.

Scouting Forces On The Battle Field

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 second game turn for the loser each of the scouting L&H makes an IN test to see if they arrive on time. If the roll is equal to or less than their IN they arrive on that turn. The loser adds +5 to his die roll each time. Each turn thereafter until they arrive they subtract -1 from their die roll for each previous attempt.

When they appear they may march on at any part of their rear table edge not within 15" of an enemy unit. They may advance onto the table in any formation, one single normal move and may not charge that game turn. This move is free and does not require a Command Point. At this point the any leader that was actually a hero returns to one.

REGIMENTS

Advanced Rule New

Version 1.1 Page 9: A Regiment (Rgt.) in Day Of Battle is a unit that is fielded at the maximum Cos. strength allowed within the rules. Organizing at Rgt. strength saves the unit 1AP in cost.

The maximum number of Rgt. in an army is equal to the Social Rank of the Army Leader. All Cos. within a Rgt. must be the of the same type. No mixed Cos. are allowed.

Maximum Regiment Strengths

    Cavalry Regiments: 5Cos.
    Skirmish Regiments: 5Cos.
    Other Regiments: 10Cos.

Regiment Benefits

    -1AP to the total unit cost.
    +1 to a Regiments Morale Grade after all other modifiers.
    +1 to a Regiments Combat Value after all other modifiers.

ALLIANCES

Optional Rule New

Version 1.1 Page 26: The use of these should be agreed on before they are used. A player may spend up to one quarter of his army points on allies, be it Leaders, Heroes, Companies or Regiments. Allies represent the fact that alliances and bargains between different leaders and nations were commonplace.

Alliances also allow players the opportunity to field new miniatures they may have in their collection without having to field an entire army.

Up to 25% of an armies Army Points may be spent on allied troops of any other single army. Therefore a player may not have an army with two different Allied forces within. Allies may only be purchased after all the army minimums have been met in the army they are fighting in. Furthermore all associated costs with the unit must be paid for.

    Ex: If an army list allows 0-5 Cos. in it's army they can not be allowed to be used as Allies. If the army list allowed 1-5 Cos. then up to 5Cos. could be fielded as Allies.

1. The use of Allied troops and their nationality must be announced to the opposing player before armies are created.

2. Allied L&H have their initiative (IN) reduced by 5 to represent the fact that they are not fighting for their own Lords or lands.

3. Allies fighting in an army that is facing an army made up of or that has Allies from their own country have their Morale Grade (MG) reduced by 3.

4. Allied units of less than Regiment strength must have a Hero attached. This hero counts against the number of L&H allowed in the army.

5. Allies may only come from troop types with a minimum number of Cos. listed and their number of Cos. may never be greater than the maximum allowed on their own army list.

NEW SPECIAL RETAINERS

Advanced Rule Additional

The following Special Retainers are added to the game. They should add some new variety to the game.

Version 1.1 Page 18:

HEALER

Success Number: 10

This retainer allows a Leader to do one of the following. As with any Special Retainer they are removed once they are used.

1. Returns one lost Cos. of figures to any unit that is in Distant Proximity to the enemy, in good order and morale and that has not taken over 50% figure casualties.

2. Remove a wound from a Leader or Hero.

3. Return one Simple Retainer that has been used to the Leader.

Version 1.1 Page 18:

SCOUT

Success Number: 15

This retainer allows a Leader to do one of the following.

1. Scout out a terrain feature on the battle field to determine if it is occupied by any enemy unit without committing troops to do so.

2. Reveal if a unit has already deployed or could deploy Stakes and Pits.

3. Reveal a table edge where a flanking force will arrive.

This Retainer may only be placed during the players turn. To use this Special Retainer play any action card and place a scout figure on the edge of the terrain feature or along the table edge where a flank march could arrive. If the roll succeeds any unit within the terrain feature or that has Stakes & Pits is immediately placed on the table in it's exact position within the terrain feature. If the flank march roll is a success the player must reveal the turn and place the force is meant to arrive (if any).

If the terrain feature or scouted edge is closer to an enemy unit than a friendly unit the scouts success chance is halved.

After the success roll the scout is taken off the game table.

Unlike other Retainers the scout may continue to be used as long as he rolls his success number.

HARASSING MORALE RESULTS

Advanced Rule Rules Change

Version 1.1 Page 21

Advance: If an Advance result would bring a unit into Combat with an enemy unit that is not disordered and that would be the Weapon of Choice in combat the result is ignored.

Leader Morale Bonus: If the unit scores an Advance and there is a Leader (not a hero) attached to the unit the leaders MB as a modifier depends on the Leaders Motivation.

Chivalric motivated leaders are a plus modifier.

Raider motivated leaders are a minus.

Mercenary motivated leaders can go either way at the players choice.

STRIKE RESULT MODIFIERS

Advanced Rule Rules Modification

Version 1.1 Page 22

Trained units change Strike Results against them by raising the number of Strikes required to cause maximum damage by one.

    Ex: A unit of 6Cos. would normally take Nominal damage if it took 1-2 Strikes. Medium damage would be 3Strikes and Maximum damage would be 4 Strikes. If the unit is Trained the number of Strikes required to take Maximum damaged is raised from 4 to 5 Strikes.

Page 22. (+ Strike) Any units with a (+1 or +2 Strike) listed after their Morale Grades on page 22 in the rule book are null and void.

Knights (as listed on an Army List) increase their Medium Strike point +1.

Levy and Militia (as listed on an Army List) decrease their Medium Strike -1.

    Ex: A unit of 4Cos. would take Medium Strike damage when receiving 2Strikes

    If the unit is Knightly this value is raised by +1 to 3Strikes.
    If the unit is Militia or Levy this value would be reduced -1 from to 1 Strike.


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