by Mitru Costea III
The game is move counter move with the Vikings moving first. The turn sequence is morale check; movement; missile fire; melee. Bowmen can fire and move half or move half and fire. Movement Rates in inches
Cavalry may not cross walls and like obstacles unless umpire agrees. Morale Levels
A figure must check morale immediately if:
Cumulative modifiers to morale roll
Have one morale marker -1 Fleeing in terror (routing) -2 Leader slain in LOS -3 Heavy cavalry attempting to charge infantry +2 Out of sight of enemy +2 Infantry without spears, in the open attacked by heavy cavalry -2 Infantry without spears, in the open attacked by light cavalry -1 If you fail a morale roll, place a marker on the figure. Marked figures:
Melee Melees are fought by opposing figures in base-to-base contact. Each player rolls a D6. High die wins, ties are locked in melee.
Cumulative melee modifiers
Missile Fire
If the target is mounted, modify the to hit number by -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. Targets with a shield or armor get a saving throw of 6 on a D6. If the figure has both shield and armor the saving throw is 5,6. Some thoughts on the game: 1. I don't have any problem with missile fire from behind a shield wall. So, set archers fire two deep. 2. I do have a problem with missile fire at targets in cover or among a herd of cattle, for example. These targets can only be fired at from close range. If you are firing at a figure in melee, behind a cow, etc. and roll a miss, roll again. Odd number=hit closest figure to original target. Even number=complete miss. If there are multiple close figures, roll a die to select the one that is hit. 3. A figure fighting a melee cannot break off fighting to run over and fight someone else. A figure may only break off combat if it fails morale and runs away or kills its opponent. 4. In melee, when a loser is pushed back, the enemy figure(s) must follow and remain in base-to-base contact. 5. When two or more figures melee one enemy figure, all figures make their rolls before the results are applied. If the lone figure is killed by the first attacker, the other attackers continue their attack and may not change their melee target. 6. If a horse is killed by missile fire, the fallen rider gets a morale marker. Roll a die and if an odd number results, the rider is knocked out and can do nothing until an even number is rolled for that figure during the owning player's morale phase. If the roll at the time of the fall is even, the fallen rider is unhurt and may act as any other infantry. 7. Cattle must be in base contact with a figure to move in the direction the player wishes. Loose cattle move in a random direction (roll a die), and move at the beginning of each player's turn. 8. There is no road bonus in this game because during this period the roads sucked. 9. If you don't like a rule, change it for the next game. Example gameViking Bands
Saxon Bands
The Viking group with the cattle is at one end of the table trying to get the cattle to the ship at the opposite end. Vikings and Saxons roll 1D6 to see what turn they enter the board. They roll to see where they come on, except for the ship's guard, which comes on at the edge of the board where the ship is located. Victory PointsVictory points are awarded for enemy dead and any objectives achieved.
Additional Notes After play testing we found that the game came down to about five figures left on a side slugging it out. So we felt there should be some sort of unit morale. If the Saxons loose 40% of their total force they will no longer charge unless they outnumber the enemy 2:1. If the Vikings loose 50% of their total force they will have the option of breaking off a melee and are not bound by the locked in combat rule. If breaking off from a melee they must make an attempt to reach their ship. 1. Missile armed troops may fire defensively if attacked by melee. They fire using the close range chart but melee at a minus 2 for the first . 2. Archers must fire on the closest figure. Too many archers who were about to be cleaved in two were taking shots trying to kill a leader halfway across the board. 3. Smaller units will not attack larger units unless you are a berserker or are attempting to follow a leader who has successfully charged. 4. Small Saxon groups will attempt to form large ones or rally to the leader if possible. The sight of 4 Saxons trying to block a Viking mob full of berserkers until the leader shows up is a little too heroic. 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 |