by Martin Hogg
UNIT ORGANISATIONEach Unit made up of a number of stands (infantry 40 x 40 = 4 figs.) (Cavalry 50 x 50 = 2 figs) Min 1 stand which includes the leader for that unit. Leader has ability of 1 to 3 (fixed.) Unit training / skill defined as Levy, Warband or Comitatus or Cavalry. This is fixed. The motivation or spirit of a unit ranges from 1 to 10. This varies throughout the game. Army or force consists of number of units, each led by a leader. The overall commander is on a normal stand and may join other units if necessary. Usually no more than one third of force can be comitatus. START OF GAMEAll units start with no motivation score. (Scenario may alter this score). The commander throws 1D6 and adds 1 for each point of leader ability in his force, including himself. The total number of points is allocated to the units motivation. TURN SEQUENCETurns are alternate 1. Leaders spend ability points on:
b. Manoeuvre c. Ordering Charges 2. Movement
1. Leaders Actions An army commander within 6 inches and not in melee can add his ability points to another unit. a. Improving Motivation If unit is not in melee, leader can spend his ability points on improving the Motivation. b. Manoeuvre If a unit has a Motivation of 10, it is forced to move toward the nearest enemy, the leader can spend a point on trying to hold. A unit can stop or move straight forward at no cost. In order to change direction or formation, or move at the double, the leader must spend points on trying to influence. A leader can also try and form shield wall (a single stand can form shield wall). Unit Motivation must be no less than 5 and no more than 9. Unit must be infantry in the open. Roll 1D6 and score under;
4 Warband 5 Comitatus / Cavalry c. Ordering Charges Only possible for units with Motivation equal to or greater than 5. To try and charge an enemy unit, leader must roll 1d10 and score under current Motivation.
-1 Unit is in cover (both units) -2 target unit in shield wall +1 Unit has second rank ("in depth") Cavalry will not charge units in cover. 2. Movement Compulsory Movers first:
Units of Motivation 2 to 4 cannot move forward or toward enemy Units of Motivation 1 must retreat full move away from nearest enemy. (Rout) Chargers move next, then all others. (All distances are in inches)
Infantry Double Move 6 Infantry Charge Move 4+ 1dAv Shield wall Max move 2 Cavalry 8 Cavalry Charge 8 + 1D6 Modify movement by terrain (half speed) Chargers who fail to reach their target -1 Motivation 3. Shooting and Skirmishers No separate units of skirmishers. A unit may have individually based skirmishers attached to it. Max of 1 per stand. They do not make contact but rely upon missile fire. Position within 6 inches of parent unit and move up to 6 inches in movement phase. They will always evade chargers. As a stand is removed, remove 1 skirmisher fig too. In the shooting phase, if the parent unit is not in melee, they may shoot at enemy units in the open within 12 inches. For each fig shooting, roll 1D6. Hit on 6 Shieldwall, Skirmishers or Cavalry save on d6 roll of 5, 6. The removal of skirmisher figs does not count towards unit casualties. 4. Test units being charged See Panic tests for method. If a unit being charged routs and is contacted by charger, it is automatically destroyed in the melee phase. Cavalry can evade an infantry charge (even if they moved) up to 8inches. They suffer -1 Motivation 5. Melee Only possible if a unit has successfully charged. Line up stands and count. Max one stand per unit as an overlap Both sides roll 1D6 and modify;
For each stand of Warband +2 For each stand of Comitatus/Cav +3 Each stand in Shield wall +1 Chargers, each supporting stand +1 (second rank of stands) Infantry charging, each stand +1 Cavalry charging, each stand +2 Compare totals. Highest score wins melee.
Casualties Casualties are only removed as whole stands, remainder carried forward. Stands may be removed from rear ranks first. Count cavalry figures as two figs. (ie 4 hits per stand) Leaders as casualties Leaders stands can normally be removed last. However, when a stand is removed, roll 1D6. If score = 6, leader stand is removed End of melees If a unit has reached Motivation 1, it will rout immediately, moving full move to rear. (See Panic tests) Winning unit can move forward 1 stand from rear ranks to contact. Cavalry with higher Motivation than opponent may voluntarily break off, retreat full move and suffer -1 Motivation. 6. Panic Tests Taken when;
Unit loses a stand Commander lost within 12inches Cavalry charged by infantry lose melee Roll 1d10 and modify:
+1 Uphill +2 Shield wall or defending obstacle -1 each stand lost this turn -2 Flank attacked -3 Rear attacked -2 Unit leader killed this turn Score 5 to 10 = -1 Motivation
If Motivation reaches 1 unit routs immediately, full move distance to rear. A unit whose opponent in melee beaks, routs or is destroyed adds +1 to Motivation
A unit in Shieldwall that has its Motivation reduced to below 5 does not automatically lose it's shieldwall formation. OPTIONAL RULESBerserkers Once the battle lines have been set out, Roll 1D6 per Levy / Warband unit.
These individually charge the closest enemy unit. Roll 1D6. 5,6 = hit (6 on Shieldwall). For each hit, roll again until no hits. Berserker then removed.
Druids / Shamen Attached to a unit. Do not contact any other troops but are removed when leader stand is removed. Has an ability of 1 to 3 which can be used to add to leader ability or as general, to others within 6 inches. Can also be used to curse enemy leaders within 6 inches, removing Motivation in the same way.
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