Sweet House Rules

An "Alexander Nevsky" Wargame

by Charles and David Sweet

Introduction by David Sweet, 1999:

These rules, were ultimately inspired by the Alexander Nevsky movie. Eventually, my father, Charles Sweet, and I did some research and then converted and painted up figures and wrote rules to fit. Originally, around the 1970s, we did the armies in 25mm; my father as the Teutonic Knights, myself as the Russians. Some years later, we repeated the armies in 15mm.

Our Nevsky rules were a special variant of the "Sweet House Rules" that had grown up to cover our annies and penods other than the 30mm American Revolution (for those rules, see MWAN #85). The Nevsky rules were influenced on a number of points by some ideas of Gerard DeGree, such as the use of Melee Deployment Indicators (MDI's). Also, for example, he, like us, preferred the idea, which we adopted for the Nevsky and other rules, of counting diagonal measurements for movement, range, etc., as 1 1/2 squares instead of 1 (this approximates the mathematical ratio, the square root of 2, or 1.414 ).

The version of the Nevsky rules that follows is the "second edition" of 1991. The rules were then rewritten mainly to provide expanded examples and descriptions for some matters which my father and I tended to take for granted from our familiarity with the house rules.

A note on the Nevsky rules' organizational "divisions." These include what my father and I considered to be historical troop types. However, the divisions are artificial in the sense that they were designed, and refined after playtesting, to try to provide a wargame which was (1) more or less balanced, and (2) could be played in a few hours' time. The most unhistorical item is probably the ballistas. While both sides may have had them, we might have been stretching to put them (rather than just for sieges) in the field forces which the divisions represent. However, we liked to use ballistas, so we kept them. Also, in game terms, ballistas provide some balance, as for example, they can destroy the otherwise powerful knights. "Longbowmen" in the rules is a short form for "foot bowmen who are not crossbowmen."

RULES

Troop
Type
MoveMelee Value
Per Stand
Melee Support
Type Number
Firing
Range
Cost Pts
per Stand
Stands Per
Unit
Knights**1-72
Turcopoles411-54
Light Cavalry51/222 1/253
Armored Infantry1 1/21 1/21-4 4
Medium Inf211-34
Levy Inf21/21-24
Javelinmen31/222 1/233
Longbowmen31/22333
Crossbowmen31/22343
Ballistas1 1/2--681
Ballistarii (Crew)21/23-22
Commanders**4-101
* See rules below; varies

1. Introduction:

A. This game is designed to reproduce a battle between the Teutonic Knights and the Russians led by Alexander Nevsky, about 1242 A.D.

B. The game is played on a board gridded into squares (4" for 25mm; 3" for 15mm). Everything concerning movement, firing and melee is determined by squares. For all purposes except retreats, measuring or moving on the 3 diagonal from square to square is counted as 1 V2.

2. Army Composition:

A. The game is designed to be played in divisions of fixed organization, though slightly different for each side. One division is a reasonable amount for one player, and a game of one division per side fits well on a board of approximately 12 X 12 squares. For more players, use multiple divisions and lengthen the board surface.

B. Each division is organized into a number of units. There is normally one unit per square, of a fixed initial size, subject to casualties and the exceptions noted below. Except during a melee, units of different sides can not occupy the same square at the same time. For stand sizes and figures per stand, see the Appendices.

C. A ballista unit is initially composed of one ballista and two stands of crew (Ballistarii).

D. Initial composition of one division (considered rounded off to be 200 points each):

UNIT TYPE UNITS PER DIVISION
Teutonic
Knights
Russians
Knights43
Turcopoles10
Light Cavalry11
Armored Infantry22
Medium Infantry13
Levy Infantry22
Javelinmen12
Longbowmen13
Crossbowmen20
Ballista (with crew)11
Commanders11

3. Initial Setup of Terrain:

A) The terrain is first placed; this can be done either on an agreed upon basis, or with one player setting up and the other player choosing which side to take.

B) The basic piece of terrain is the "protected square". This represents clumps of buildings, trees, rocks, and so forth. Each such square is shown by a building, group of trees, or other items. Enough should be used to mark the square, but not to fill it, as there needs to be room for the troops.

C. Roads (which include tracks, trails and so forth) are all of one kind and are represented by strips of cardboard or felt, about 1/2 square wide or less, and in lengths that are multiples of squares. In this game, for convenience, when roads turn, they do so in sharp, right-angle comers: intersections can be shown by using odd lengths or placing one length on top of another. Roads should not straddle squares on the side, because for game purposes, an entire square with a road in it is considered a road square.

D) It is suggested that protected squares be few and scattered, and that one or two long roads (which may intersect or make right angle turns) should be used. Roads and protected square items should not be placed in the same square. If it is desired to have a roadside farm or village (perhaps two buildings), place the protected squares next to the road square.

E) Rivers are represented, similar to roads, by pieces of felt or cardboard (blue) about 1/2 square wide or less, and in multiples of squares. If used, rivers should run on the side of squares and also make right angle turns. If important enough to be used, rivers should be considered impassable, except at fords or bridges, which should be clearly marked (bridges and fords are considered to create protected squares - a road can cross a river at a bridge or ford). Experience has shown, however, that rivers generally slow down the game without adding much to play It is suggested that they not be used unless the players want to create a problem in crossing (this game does not usually try to reproduce the storied end of the most famous battle between the Teutonic Knights and Alexander Nevsky's Russians, where some of the beaten Knights supposedly fell through the ice of the frozen Lake Peipus).

F) Special Terrain: Special rules on hills or other pieces of terrain should be declared before the players set up troops. Of these, hills are occasionally used, one or two per 12 X 12 squares. These hills are considered to be big and represent more than ordinary slopes. One common rule is that knights, Turcopoles, light cavalry, ballistas, and commanders can not move onto hills at all, and that the moves of everyone else are reduced by one whenever part of the move is onto, on, or off the hill. This is taken at the smallest amount, so that, for example, medium infantry who are on the plain two away could not move onto a hill that turn, but would move one to the edge and stop. Hills are normally considered protected squares for shooting and melee purposes (see below), but are sometimes bare and affect only movement.

4. Initial Setup of Troops:

After the terrain is placed, a moveable screen is placed down the middle between the two sides. The screen should be at least as long as the table and high enough to block a standing player's sight Terrain which straddles the middle should be marked and temporarily moved. Each player then sets up all of the player's troops behind the player's own front lines. The front lines should be six full squares apart, so that, on a 12 X 12 board, each setup should be on the back three lines of squares. The screen is then removed, any terrain replaced, and play begins.

5. Sequence of Play:

This is a simultaneous-fire, alternate-move game. The sequence for each turn (move) is:

    1. Both sides fire ballistas.
    2. Both sides fire missiles (light cavalry, javelinmen, Longbowmen, crossbowmen).
    3. Attacker moves and declares melee supports.
    4. Defender declares melee supports.
    5. All melees are fought and retreats made.
    6. Next turn begins, Repeat sequence, with defender becoming attacker, and vice versa.
At the start of the first turn, one player from each side rolls a six-sided die (136) and the high die becomes the attacker for the first turn (if tied, roll again). Attacker and defender then rotate as noted above.

6. Movement:

A) For most basic moves, see the table at the start. Moves are normally by units, one per square, except as noted.

B) A move begun, traveled entirely upon, and ended in a road square increases by one.

C) No unit, once formed, of Turcopoles, light cavalry, armored infantry, medium infantry, levy infantry, javelinmen, Longbowmen, or crossbowmen may split up among squares. These units can not join with each other in the same square, or join with any other troop types except as noted below.

D) A commander can move separately, or can join any other unit of the same side, or leave that unit after joining it. There can be no more than one commander of the same side per square.

E) A ballista can be moved by any other unit. It starts with two stands of Ballistarii, because these are the only type that can fire it (see below), but if these stands leave or are destroyed, another unit can try to move the ballista. Anyone trying to move the ballista moves at the slowest rate (that is, 1 1/2or 2 1/2 if on a road). A ballista can not begin, move through, or end on a protected square (except a commander), whether they are moving a ballista, or not, except that they can join or split with each other, provided that there are no more than four stands per square. Only one ballista per square.

F) Knights can join or split in any manner so long as there are no more than two of the same side per square.

G) Knights and commanders normally have a move of three. However, they may execute a charge of five, provided that they do not begin, move through, or end in a protected square, and provided that they fight in a melee (either leading a charge or as support) on that turn. On the turn after a charge, knights or commanders may move only 1 1/2. Thereafter, their move returns to normal, and another charge can be made if desired.

H) Ordinary protected squares do not otherwise slow anyone's movement.

I) Troops can move through their own units freely without penalty, provided that, at the end of movement, the restrictions above are followed on the number of units per square.

J) No unit can move through enemy units. If two enemy units are diagonally adjacent, the comer between them can not be moved through. Fa unit moves into a square occupied by the enemy, the unit automatically starts a melee, and is said to lead a melee. However, some troops are not allowed to lead a melee (see below), and therefore can not move into enemy squares.

K) A ballista is abandoned so that, at the end of a turn of movement, a side leaves no troops in the same square, the ballista is considered to belong to no one. The first player to move troops into the square can then claim the ballista. for that side as long as some troops of the side remain with the ballista (the troops can change, as noted above).

L) All units must uniformly face towards a side or a comer (diagonally) of the square being occupied at all times. Support Type I troops (see table) can face only towards a side. A ballista can face towards a corner if the troops in the same square can. A commander can face towards a side or corner if separate. If joined with a unit, the commander faces as the unit faces. The attacker can change facings for any units at any time during the move portion of the turn. Both the attacker and the defender can change fficings at the end of a melee, but only for the surviving troops of those involved in the melee (including units which retreated after the melee). All changes of face, if allowed, have no cost in movement points.

7. Ballista Fire:

A) All ballistas fire before missiles, but simultaneously with each other. If a ballista, is destroyed, mark it temporarily, let it fire, and then remove it.

B) The ballista is considered to be an arching fire model which can not be screened by troops in front of it (though a player who misfires can hit the player's own troops - see below).

C) Ballista range is 6. The cone of fire is a total of 90 degrees (45 degrees each side from the facing direction) based on the square the ballista is in, to any target's square. Troops of a player's own side can be hit out of a ballista's cone of fire, but not outside the ballista's range. A ballista can not destroy troops in the same square with it.

D) To be able to fire, a ballista must have one stand of Ballistarii in the same square (this is usually shown by placing a stand touching the ballista at it's rear). A ballista fires one shot per turn, and is considered to have unlimited ammunition as long as it is not destroyed.

E) To fire a ballista, place a small working model catapult or other arching fire item to the rear relafive to the target (that is, with the ballista between the hoped-for aiming point and the model). Soft clay or similar projectiles are normally used, with a marked point on them for measurement. Fire the model, and if anything is within one inch radius (25mm; 3/4" if 15mm) of the projectile's measuring point, it can be hit, except that the target must be within range and cone per "C" above, and except that if a hoped-for target is in a protected square, the measuring point must itself be in the protected square. To hit a ballista, the measuring point must be within one inch (25mm; 3/4" if 15mm) of the ballista's forward axle. One shot normally creates one hit which destroys one stand, except that if a ballista. is hit, one stand of any unit in the same square is also destroyed.

F) A "destroyed" batlista or stand is removed from the board immediately (except see "A" above for allowing simultaneous ballista fire). In particular, a stand of missile troops destroyed by a ballista can not fire missiles on that turn.

G) If two or more targets are within a shooter's radius of hitting, shooter gets the choice of which to destroy.

H) A ballista, can not fire from a bridge or ford.

9. Missile Fire:

A) Missile fire is by light cavalry, javelinmen, Longbowmen, and crossbowmen. All firing is simultaneous with each other. Any stands destroyed by missile fire can still fire back on that turn if they have not already fired and if they meet the other requirements for range, cone of fire, and so forth.

B) Firing is by units. Each troop type has a maximum range shown on the table. Each unit has a 90 degree cone of fire (45 degrees each side of the direction the unit is facing). Units or protected squares (or special terrain such as hills, if so declared at the start of the game) screen fire when between the firing unit and a proposed target. This is basically measured from the center of square to square. For details, see the Appendixes. Fire can be into a protected square, but at a reduced rate (see below). Units do not and can not fire into their own troops.

C) Firing uses six-sided dice (D6). The firing unit chooses a legal target. Normally one die is rolled per stand. If the unit is firing into a protected square, subtract one die. Each unit after the first firing mto the same target is considered to have "converging fire" and adds one die (however, if units are different distances, one of the closest units must be the first to fire and not get the extra die otherwise, the shooter can choose the order of units to fire, and where a unit may have choices, can wait to see how other of that side's units do). Each unit fires at most once per turn. To fire, roll the correct number of dice and consult the correct table below for the troop type, crossing the target type with the range. Each successfid hit based on the "Needed to fire" destroys one stand, which is removed from the board (but tnd missile troops are allowed simultaneous return fire, if any, as noted in "A" above).

D) Missile Firing Tables

FIRE BY Javelinmen, Longbowmen, Light Cavalry
Target TypeRange
11.5-22.5-3
(3: Longbow only)
Javelinman, Longbowman, crossbowmen,
Ballistarii, Levy & Medium infantry
1,2,31,21
Armored infantry, light cavalry, Turcopoles1,21Double 1
KnightsDouble 1
or Double 2
Double 1Triple 1
CommandersDouble 1Triple 1Impossible

FIRE BY Crossbowmen
Target TypeRange
11.5-22.5-3
(3: Longbow only)
Javelinman, Longbowman, crossbowmen,
Ballistarii, Levy & Medium infantry
1,2,31,21
Armored infantry, light cavalry, Turcopoles1,2,31,2Double 1
Knights1,2Double 1, Double 2,
Double 3, or Double 4
Triple 1
CommandersDouble 1
Double 2
Double 1Triple 1

E) Ballistas can not be destroyed by missile fire, but troops in the same square are hit according to the usual rules (ballistas do not produce cover of any kind). If two or more types are in the same square (normally, this would happen with commanders and another type), and the die rolls of a unit would allow the shooter to destroy either type, shooter gets the choice.

F) Example: A unit of Longbowmen is firing at range 2. It is at full strength - three stands - has no adds or subtracts, and rolls three dice of 1,1,3 at some enemy javelinmen at one away. Under this good roll, three stands of enemy javelinmen are removed. If the range had been 1 1/2 two stands would have been removed. If the target had been knights at range two, one knight would be destroyed, but if the target had been knights at range three, nothing would have been destroyed. Dice or die rolls can not be "saved" or carried over from unit to unit. Each unit fires separately (CAUTION: this example was chosen to show the variety of hit possibilities, and dice are not always this deadly when firing on the fired. Note that a 5 or 6 can not hit anything, no matter what the shooter, target, or range).

G) Missile troops are considered to have unlimited ammunition until destroyed (however, an injured unit with less stands will be rolling fewer dice).

H) If through good luck, there are more hits than stands in the target square, all stands in the target square are destroyed, but the extra hits are not saved or carried over.

9. Melees and Retreats:

A) To make a melee, a unit of the attacker must move into a square occupied by the enemy. This square becomes the "contact square". Any units in adjacent squares may attempt to support if able to do so (see below). A unit can fight in only one melee per turn. Thus, if a unit is in the contact square, it must fight in that melee and not support elsewhere.

B) A unit in a contact square must fight. However, a unit does not have to support if not so desired. As noted in the sequence of play, the attacker moves and declares all possible and desired melee supports. The defender then declares any possible and desired melee supports. The melees are then fought If there is more than one melee per turn, the attacker chooses the order in which to fight the melees. Each melee is fought through and any retreats from it are made, then go on to the next melee.

C) Support Type 1 troops can support only straight ahead or directly to the side. Type 2 troops can support to any side or comer except the side or comer directly to their rear. Type 3 (Ballistarii) can not support at all, and can only fight in their own defense. Type 4 troops (commanders) can support in any direction if alone in a square, but, if joined with another unit, must support exactly like that unit. No unit, including a unit joined by a commander can ever split its support between more than one melee in the same turn.

D) Ballistarii can never initiate a melee in the contact square. If a unit of javelinmen, Longbowmen or crossbowmen has been reduced to a single stand, the unit can not initiate a melee in the contact square unless a commander joins the unit or at least one other friendly unit supports the single-stand unit Commanders acting separately can not initiate a melee in the contact square; in order for them to do so, a unit must move into the contact square with them.

E) Knights, Turcopoles, and light cavalry ("Cavalry") are subject to special restrictions as well. When attacking, for cavalry to support a melee, there must a unit of cavalry in the contact square. On defense, cavalry can not support a unit of armored infiintry, medium infantry, levy infantry, javelinmen, Longbowmen, crossbowmen, or Ballistarii unless that unit is directly to the side.

F) To resolve a melee, first total the melee points value of each side. The value per stand of most units is on the page I table. Knights and commanders are normally worth two per stand, but when making a "charge move" (see movement) knights and commanders are worth four per stand. Ballistas have no separate melee value - the value is of whatever unit is in the square. Subtract one from the attacker's total if the contact square containing a bridge, ford, road, or ballista. For hills or other special terrain, subtract one if so declared in the special rules before the game.

G) This game uses Melee Deployment Indicators (MDI's). These are six blocks, one per side, identical on the back, with the front having each of six different formations marked, one per block COLUMN, LINE, FLANKING, PINCERS, SQUARE, and WITHDRAWAL. Each side secretly picks one MDI, and the results are turned over and compared per below. (Note: The MDI formation names are used solely for resolution, any troops can pick any MDI, so that, for example, there can be cavalry "squares"). If there is more than one melee in the turn, one draw of MDI's is made per melee.

H) The basic Melee Resolution Table is:

    COLUMN is superior to FLANKING and PINCERS.
    LINE is superior to SQUARE and COLUMN.
    FLANKING is superior to LINE and SQUARE.
    PINCERS are superior to LINE and SQUARE.
    SQUARE is superior to PINCERS and COLUMN.
    WITHDRAWAL succeeds against LINE, SQUARE, and WITHDRAWAL, but fails against COLUMN, PINCERS, and FLANKING

I) If neither side has picked WITHDRAWAL:

If the deployments are alike:

    a) if numbers are unequal, both sides lose one-half the value of the weaker (in points) side and the weaker side then retreats two squares. If the stronger side is three or more times the strength of the weaker side after losses, however, the weaker side is destroyed instead of retreating, causing no further loss to the stronger side.

    b) if numbers are equal, both sides loss one-half their value and neither retreats, unless both sides still have stands left in the contact square, in which case both sides retreat two squares.

If the deployments are unlike:

    The inferior deployment (which may start out either stronger or weaker or tied in points) loses one for the first one in value of the superior deployment side, then loses one more for each two remaining on the superior deployment side. The superior deployment loses one for each two losses suffered by the inferior deployment side. After the losses are taken, the side which is weaker in points (whether it had the superior or inferior deployment) retreats two squares. If the stronger side is three or more times the strength of the weaker side after losses, however, the weaker side is destroyed instead of retreating, causing no further losses to the stronger side. If numbers are equal after losses, neither retreats, unless both sides still have stands left in the contact square, in which case both sides retreat two squares.

EXAMPLES.- (1) Side A has 11 and picks SQUARE. Side B has 7 and picks FLANKfNG. FLANKWG is superior to SQUARE. Side B kills one for its first one and has six remaining, so it kills 6/2 or 3 more, for a total of 4. Side B loses 4/2 or 2. Side A now has 7 points left, and Side B has 5. Side B is thus the weaker side despite picking the superior deployment, and must retreat.

(2) Side A has 11 and picks SQUARE,- Side B has 7 and also picks SQUARE. Each side loses 7/2, , leaving Side A with 7 1/2 and Side B with 3 1/2. Side B retreats.

(3) Side A has 11 and picks SQUARE. Side B has 7 and picks COLUMN. SQUARE is superior to COLUMN. Side A kills a total of 6. Side A loses 612 or 3. Side A has 8 left, Side B has only 1. Side B would normally retreat, but Side A's survivors are more than 3 times Side Bs survivors, so Side Bs last 1 is instead destroyed without further loss to Side A.

J) If WITHDRAWAL fails, treat it as an inferior deployment per above. If WITHDRAWAL succeeds, all withdrawing units retreat 2 squares, taking any ballistas with them (ballistas can move more on retreats), and no stands are lost by either side.

K) Units in the contact square should be eliminated first if possible, before supporting units. Losses are normally by whole stands. Exception - Knights and commanders can be "half-killed" in the melee if necessary for rounding (use a casualty cap or other marker, a half killed stand moves and fights like a normal stand except it is worth only half melee value, that is, 2 if charging, otherwise 1). The loss calculation should first be made in point value down to the last fraction to see which survivors are strong, and also if the 3-times rule applies (if it does, the weather side losses all stands and rounding applies, if at all, only to the stronger side). Because units have different values, the exact number can not always be destroyed. Therefore, follow the rules as closely as possible, rolling a die if necessary for fractions.

Example: A has 4 medium infantry stands (4x1 = 4) and must lose 1 1/2. A loses 1 stand and a die a rolled to see whether a second is lost. Since many melees are usually fought, it is a good idea after the first such roll, instead of continuing to roll, to keep a balance sheet with the two sides alternating on losing the odd fraction of a stand. Such "carried over" losses are purely book-keeping and do not affect the basic strength calculations in "F" above when resolving any melee.

L) For retreats only, diagonals count as 1 instead of 1 1/2. Armored infantry and ballistas if able to a may take a retreat move even though their normal move is 1 V2. Defender retreats to the rear if possible, attacker toward the direction from which the attacking units came. If enemy units or impassable terrain are in the way, the retreat skirts them but goes as far as possible in the prescribed direction. If enemy units and/or impassable terrain (including the contact squares of melees not yet resolved) completely block a retreat retreating units are instead destroyed. If friendly units are in the way, the retreaters pass through them, with no penalty to any unit entirely off the board, it may not return, and is counted at half value if counting losses at the end of the game.

M) Loser retreats with a ballista unless there is no one left in the square. The winner then captures a ballista if it was in the contact square and the loser has no one left in the square, unless the winner also has no stands left in the contact square. In this case, no one controls the ballista, and it is abandoned. If a ballista is left behind because all the troops in a supporting square were lost, the ballista is also treated as abandoned and no one controls it.

N) All stands or ballistas which are lost are removed from the board. All survivors of the melee get a fi-ee change of face (including retreaters, if still on the table).

0) Any unit which has been forced to retreat as a result of a melee may not move on the immediate next turn or support any other unit The unit may fire and defend itself in a melee (Note that if the retreating units belonged to an attacker, they would not be able to move anyway, as the attacker becomes the nonmoving defender the next turn). On the next turn following, the retreated unit is restored to full normal abilities. Units retiring under a successful WITHDRAWAL are not affected by this rule.

EXAMPLE. On turn 6 a unit of crossbowmen supports an unsuccessful charge of Knights and is forced to retreat, coming to rest alongside a unit of friendly medium infantry. On turn 7, the crossbowmen may fire if anyone is within range, cone, and soforth, but if the medium infantry are attacked, the crossbowmen ran not support their comrades. However, if the crossbowmen are themselves attacked, they can fight at-full value and receive support from the medium infantry. On turn 8, the crossbowmen may move, fire, or melee per normal.

10. OTHER RULES:

A) As an exception to the normal melee and movement rules, ifa unit of medium infantry, levy infiurtry, javelinmen, Longbowmen, crossbowmen, or Ballistarii has been reduced to a single stand and is in the open, then a unit of cavalry can run over and destroy the single stand without stopping to fight a melee. The destroyed stand is then removed from the board without any loss to the cavalry. Single stands of armored infantry are exempt from this rule. Also, if the single stand is in the same square as a ballista, the rule does not apply.

B) At the end of any fire or melee portion of a turn, if a unit of Turcopoles, light cavalry, medium infantry, or levy infantry has been reduced to one stand, the stand immediately retires one full additional move. Thereafter, on each attacker's move portion of the turn, the stand must retire an additional full move, to the rear as fast as possible, until the stand retreats off the board. This stand can not advance, fire, support, or initiate a melee, but the stand can fight in it's own defense.

C) Also, if at the end of any fire or melee portion of a turn, a unit of levy infantry is reduced to two stands, the unit must roll a die. 4,5,6 - retires as if under the single stand rule above. 1,2,3 stays, but if the unit is further reduced to 1 stand, is subject to the single-stand retreat rule above.

D) If a commander happens to be with a unit which is forced to retire under the 2-stand or single-stand rules, the commander does not have to retire with the unit but can stay and move freely. Also, ballistas do not have to be taken with a retiring unit.

E) Once any unit refires, retreats, or voluntarily moves off the board, the unit is set apart. The unit can not return to the board but counts as half value if points are totaled at the end of the game.

F) At the end of any game turn, either side can destroy any ballistas it controls (this includes a side which has just taken control of a ballista during the movement or melee portions of that turn).

G) Games last until one side concedes or is destroyed or for an agreed upon number of turns. If the latter, the cost points of each side surviving are totaled (including half values for units moved off the board per above, and half values for any half killed knights or commanders). The highest total wins.

APPENDIX I. SCREENING CONVENTIONS

There are many screening situations in missile fire, and common sense is to be used in interpreting the rule. However, the following positions have come up enough to show the rulings. In the sketches, A and B represent the firing unit and target (assume correct facings and range, if both are firing units, the rule is mutual, so both are screened or not screened). X represents the screening agency (troops, terrain, etc).

Unit A is screened from Unit B, and vice versa, in the following:

APPENDIX II. STAND MOUNTING

Troop TypeFigures/StandStand Size (width and depth)
15mm25mm
Knights, light cavalry11/2 " x 1"15/16" x 1 1/2"
Turcopoles21" X 1"1 9/16" X 1 1/2"
Any infantry/Ballistarii23/4" X 3/4"1 1/4" X 1 1/4"

Ballistas are not normally mounted at all but are free standing models. Commanders can vary somewhat. They are normally on a stand slightly larger than the turcopole stand, and include one mounted figure as the commander, and two or three other figures shown as standard bearers, musicians, guards, etc.

Traditionally, Javelinmen, Longbowmen, and crossbowmen are mounted diagonally on a stand, one forward and one back. Levy infantry, who are mounted side by side in more or less the middle (sometimes offset slightly to fit weapons). Ballistarii are normally mounted side by side at the back of a stand, so a stand can slide under a model ballista. An alternative mounting for Ballistarii is a stand as wide as above, but only as deep as the figures' bases (for example, perhaps 5/8" in 25mm).

If players already have figures mounted for another game, it is not absolutely necessary top rebase if both sides use the same system, one stand under the other system is used to represent one stand under these rules, a full unit set of the other stands fits within a square, and the troop types can be distinguished.


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