by Mitru Costea III
Units are activated by a card pull. Keep all the face cards from a standard deck. Add one numbered card per unit; black for Christian and red for Muslim. When a unit's card is pulled, it may attempt to pass morale, if necessary, and each figure may either move or charge or fire. One pass through the deck equals one turn. On the board is a lengthwise road. This is a well-maintained, major old Roman road that should be wide enough for 5 side-by-side stands. You can add any other terrain you wish. The table should be at least 12 feet long. Christians start at one end and get a 3-turn head start. The Arabs then roll for their first unit. Fleeing Christians
Muslims
The Muslim player may opt to bring in infantry instead of cavalry by exchanging one light cavalry for two infantry or one heavy cavalry for three infantry figures. This is done when the troops enter the board. Only half of the exchanged infantry may be archers. On turn 1 and turn 2, troops enter the board edge blocking the fleeing Christian column. From turn 3 on, troops must roll to see where they enter. Game Stuff A Christian unit must pass its morale and have its leader figure attached in order to charge. Camp followers may never fight. Once the enemy is spotted, they will flee 11/2 movement distances in the direction of the nearest Christian soldiers. All melees are fought until one side is eliminated. Muslims will automatically attempt to attack camp followers once they come within 24 inches. Camp followers are automatically killed when a Muslim is in base contact. The camp follower's loot is seized by the Muslims and the Muslims must try to get the loot off the table. Example, 12 Muslim figures attack 2 camp followers with 2 carts. Once in base contact with the camp followers, the camp followers are killed and removed from the board. That leaves the 2 carts. The Muslim player rolls 1d6 for each cart of loot. The number rolled equals the number of Muslims that must escort that cart off the table. The Muslim player may choose which figures he wants as an escort. One heavy cavalryman counts as two figures. Captured figures must have a guard. Prisoners will never move at more than 11/2 speed. Movement
Cavalry may not cross walls and like obstacles except by umpire discretion.
Morale
To pass morale you must equal or exceed the morale number on 1d6.
You must check morale immediately if:
Morale modifiers
Failing morale:
Melee
Melee modifiers (cumulative)
Missile Fire
Short Range (0-8"): 1-5
Missile fire modifiers (cumulative)
If a mounted figure is hit, roll a die; odd=horse hit, even=rider hit.
VictoryEvery unit is on it's own. Christians that make it off the board by the road are considered safe. When the Christian leader leaves the board by the road or is slain, the game is over. Back to MWAN # 123 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2003 Hal Thinglum This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |