Bared Breast and Naked Blade

A Game of Dark Age Celtic Warfare
in the Pre-Roman British Isles

by Stephen L. Lawrence

PURPOSE: To provide rules for an enjoyable, playable skirmish level game based on the PreRoman Era of Celtic Britain And Ireland.

SEQUENCE OF ACTION:

  1. Declare Formation of Shield Walls.
  2. Declare Charges.
  3. Charge Moves half distance. Contacted groups are pinned.
  4. Forrn Shield Walls. Non-moving missile troops make first fire.
  5. Normal Movement,, Finish Charges. Non-pinned groups may move.
  6. Missile Fire by all groups.
  7. Pre-Melee Morale Checks
  8. Conduct Melees
  9. Post-Melee Movement (Retire, Fall Back, Rout, & Pursuit)

    Morale is taken at the appropriate times, and acted on immediately.

MOVEMENT:

All movement is measured in inches. movement may not be stored for later use, nor transferred between groups. One rate for each group.
GROUP TYPENORMALDIFFICULTMODIFIERS TO MOVEMENT:
Shock Infantryd6+6"d6+1" Obstacles(Wall/Fence/etc) -1d6"
Skirmish Infantry d6+8" d6+3"Wounded Half
Shield Walld6" d6-3"*Running(l in 3) Double
Chariots2d6+6"d6+6"Ford Stream Half
Wagons & Cartsd6+3"d6+1"Heavy Woods/Brush Half
Herd Animals2d6"2d6"*-Negative total disrupts Shield Wall

Chariots Running on Difficult Ground are wrecked on a die roll of 1. A group or individual may always move less than the maximum, unless a Charge has been declared. In this case, the maximum must be moved unless the enemy is contacted first! These are the days of glorious battle and goriest death!

MISSILE FIRE:

Measure from the front of the firer's base, to the rear of the target base.
FIRER TYPE: To Hit Short LongMODIFIERS:
Bow5+ 0-12" to 36"Target stood still +1
Sling5+ 0- 8" to 24"Target in cover -1
Firer may not Run and fire.Target in Shield Wall -2
RESULTS OF A HIT:Firer being charged -1
Grazed 1 (No Effect)Target at Short Range +1
Wounded2-5 (1-4 if no shield)Firer moved (No Running) -1
Killed6 Target wearing no armor* +1

MELEE:

Melees erupt when two, opposing forces come into base-to-base contact. Melees continue until one side is annihilated or their morale fails. Either way it is a bloody mess. Each side gets one die for each figure in melee as the figures pair off (extra figures jump in where it is possible). High roll wins and the difference determines the results. Where more than one figure is fighting an opponent, the defender's die roll receives only the negative modifiers, never any positive ones.
FIGURE TYPEBONUSMODIFIERS TO MELEE DICE
Leaders and Heroes+2Unshielded vs Shielded -1
Veteran Warriors+1Attacking over an obstacle -1
Archers+0Non-Archer/Non-Combatant Charging +1
Wardogs+1Charging downhill +1
Other Non-Combatants-1Spear-armed in charge +1
-Opponent is spear armed vs, Charge -1
-Opponent is in Shield Wall -1
-Facing 2 or more dogs -1

Results to Lower Scorer

    -1 Pushed Back
    -2/3 Wounded
    -4+ Killed

Shield is destroyed on a roll of 1 by the defender.

MORALE:

Morale is taken whenever one of the following happens:
1). Unit prepares to close into melee combat.Stand
2). Unit receives losses from missile fire.Cover
3). A unit sees enemy on their flank or rear within charge move.Rout
4). A friendly unit is annihilated or routs.Rout
5). A major leader is rendered hors de combat.Rout


FIGURE TYPE:BASE MODIFIERS
Elites4Each 25% losses taken -1Leader lost -2
Veterans3Secure flanks +1 Foe w/in charge -1
Regulars2Rear Support +1 Shock Charging +l
Militia1Shock Troops +1 Defending Obstacle +1
-Skirmish being charged -1 Leader w/in 6" +1

UNIT SIZES: The game is intended as a skirmish game, therefore units should be small, no more men including a leader.

SHIELD WALL: A shield wall requires the following:

  1. a shield,
  2. a minimum of six figures a required, in two ranks, and
  3. second rank figures must have a spear to strike in melee.

SUGGESTED SCENARIOS:

  1. Straight up battle with both sides relatively equal.
  2. A livestock raid, with one side having a few extra men to herd the purloined piggies, etc.
  3. Stealing a mate, with a lady thrown in for the taking.


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© Copyright 1996 by Solo Wargamers Association.

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