The Last Crusade

Medieval Skirmish Rules

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
Unit of 6 mounted men-at-arms.
Unit of a mounted leader and 2 mounted knights.
Unit of 6 mules, 12 foot, 2 mounted knights and 3 prisoners (good for deals). Unit of 1 mounted knight, 8 foot, and 4 bowmen. Unit of 3 bowmen and 1 pack horse.
Unit of 1 mounted knight, 8 foot, and 4 bowmen. Unit of 3 bowmen and 1 pack horse.
Unit of 1 mounted knight, 8 foot, and 4 bowmen.
Unit of camp followers, carts, civilians, etc. (large as possible).

Muslims
Turn 1 on a roll of 1-4 on a d6; get 10 light cavalry. On a 5,6; get 10 heavy cavalry.
Turn 2 on a roll of 1-3 on a d6; get 10 light cavalry. On a 4-6; get 10 heavy cavalry.
On every turn thereafter, roll 1d6:

  • 1-3 get 2 heavy cavalry and 10 foot.
  • 4 get 2 light cavalry and 10 archers.
  • 5 get 10 light cavalry.
  • 6 get 10 heavy cavalry.

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
Movement rates (inches)
Light infantry 10
Heavy infantry 6
Light cavalry 24
Heavy cavalry 12
Carts/wagons/pack animals 6
Road bonus x 2 (charge or route on a road is 1.5 x 2)
Charge or rout x 1 1/2
Rough x 1/2

Cavalry may not cross walls and like obstacles except by umpire discretion.
Cavalry may pass through friendly infantry. It may also charge through, but then rolls 1d6 for every mounted figure charging. On a roll of 1-3 an infantry figure is killed. The infantry unit is disorganized and may not advance until it passes its morale roll.

Morale
Morale values
Leaders 1
Hvy Cav: 2
Light Cav: 3
Infantry: 3
Camp followers: 6

To pass morale you must equal or exceed the morale number on 1d6.
Failing morale does not affect firing bows.
A unit's morale is determined by the highest rated figure in the unit. Units may not combine.
Only the leader may switch to another unit.

You must check morale immediately if:
An enemy is within charge range of you, or you are attempting to charge.
You see a friendly unit route.
You are hit by missile fire.
You are in line of sight of your leader being slain.

Morale modifiers
Leader with unit +2
Unit leader slain -3
Heavy cavalry attempting to charge inf. +2
Infantry in the open attacked by heavy cav. -2
Infantry in the open attacked by light cav. -1
Routing -3

Failing morale:
Any unit that fails its morale twice in a row routs. Routing units are fleeing in terror.
Any unit that fails its morale roll may not charge.
Any unit that fails its morale roll fights in melee with a -2 modifier.

Melee
Melees are fought by opposing figures in base contact.
High die wins, ties are re-rolled.

Melee modifiers (cumulative)
Leader with unit +2
Has shield/armor +1 for each
Shorter weapon -1
Infantry vs light cavalry -1
Infantry vs heavy cavalry -3
Unit failed morale -2
Each additional figure in contact +1 each

Missile Fire
A die roll of 1 is always a hit, regardless of modifiers.
Name your targets before rolling for the fire.

Short Range (0-8"): 1-5
Medium Range (8-16"): 1-3
Long Range (16-30): 1

Missile fire modifiers (cumulative)
Armor/shield/in cover +1 each
Target mounted -2

If a mounted figure is hit, roll a die; odd=horse hit, even=rider hit.
Armored horses take 3 hits to kill; unarmored horses take 2 hits to kill.

Victory

Every 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.


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© Copyright 2003 Hal Thinglum
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