FALCHION
FEUDAL WARGAME RULES

By Wesley A. Rogers



INTRODUCTION

General: This is a set of rules for recreating small-scale battles in the "Feudal Age" in Westem Europe, roughly A.D. 700-1200. This was a period when large battles were relatively rare compared to the endemic "petty" wars of barons, raiders, etc.

Game Size: The rules are intended for battles with 50-100 figures per side (250500 actual men). They are not intended for siege situations, but rather for smaller scale field battles.

Figure and Distance Scales: In the game, each figure represents a group of five men, and a typical unit should be 10-20 figures (50-100 men). One inch represents 4 paces (about 10 feet) in 25mm scale, and about 5 paces (13 feet) in 15mm scale.

Dice: The game uses 6-sided dice.

TROOP TYPES

Grades: There are three grades of troops:

Elite: A veteran warrior or member of the society's "fighting class", such as a knight.
Warror: An fighting-man with some training, such as a mercenary or full-time retainer.
Levee: An untrained and usually unwilling fighter, such as a peasant.

Armor: There are four armor classes of troops; each applies to both infantry and cavalry:

Unarmored:Not wearing any armor except maybe a helmet.
Light: Leather armor only, mail shirt only, or shield only.
Medium: Leather or partial mail plus shield, or full mail without shield.
Heavy: Full mail plus shield, or plated mail with or without shield.

Abbreviations: Ul = Unarmored infantry, UC = Unarmored Cavalry, Ll/LC = Light Infantry/cavalry, Ml/MC = Medium Infantry/Cavalry, Hl/HC = Heavy Infantry/Cavalry.

Missile Weapons: A figure may carry one of a variety of missile weapons: A throwing weapon, a light bow, a light sling, a composite bow, a longbow, a light crossbow, a heavy crossbow, or a heavy sling.

Combat Weapons: The basic rules make no distinctions between melee weapons. The rules assume that each man uses the weapon he is most comfortable with, and that it is general skill, rather than hardware, that makes the difference in combat. This lets you differentiate units according to the weapons the figures are using, if you wish, and not have to worry about their effects in battle.

BASING FIGURES

It is convenient to base an infantry figure on a 3/4" X 3/4" (20mm X 20mm), and a cavalry figure on a 1" X 2" (25mm X 50mm) base.

For 15mm figures, use 1/2" X 1/2" for footman and 1/2" X 1" for cavalry.

However, the rules do not depend very strongly on any given basing system. You may use whatever system you like, as long as it is consistent.

Individual basing is best; however, you may certainly mount multiple figures on bases if you like; this will somewhat cut down on the versatility of figure placement, but will speed up play of the game.

LEADERS

Types of Leaders: There are two types of leaders in the rules, Centenars (commanders of 100 men) and Millenars (commanders of 1000 men.). Each unit must have a Centenar. The entire force may have one Millenar. A Centenar may command only the figures in his own unit; a Millenar may command any figures in his force.

Command Radius: Each leader has a Command Radius (CR), representing his effective control of the men in his unit. The rules assume that Command Radius depends mostly on being able to see the leader; due to the noise and confusion of combat, voice commands are rather limited. Millenars are assumed to have more standards, musicians, etc., so their radii are larger than those of Centenars. CR is measured as follows:

Figures in Front of the Leader: The radius for figures in front of a Centenar's front base edge is 2(1.5)" from the center of his base. The radius for Millenars is 4(3)".

Figures Next to or in Back of the Leader: The radius for figures in back of this line is 6(4 5)" for Centenars ,Leaders, and 12(9)" for Millenars.

Columns: A unit with all of its bases touching, in a column up to 4 figures wide, with the leader in the front rank, may stretch beyond the leader's command radius; typically this is used to travel along a road (see Terrain Effects).

Effects of Out of Command: If a figure is out of command, it moves at half speed. If 1/3 or more of a unit's figures are out of command, the entire unit suffers a morale penalty (basically, twice as many men must be in command as out of command for the unit to function normally).

Obviously, it is important for leaders to be in the front ranks of their units. A leader who hangs out in the back, where it is safe, will not exercise much control, and the morale of his unit will suffer.


mw90p17.jpg - 13.82 K
Figure 1: Command Radius

ORGANIZING UNITS

General: At the start of the game, group the figures in each force into "units", usually of 10-20 figures, each with a Centenar. Any combination of figure types is OK, even mixing infantry and cavalry.

Unit Morale: The morale of the unit depends on the majority grade of its figures, but is affected by other grades of men. You can, for example, "stiffen" a group of levees by placing some warriors or elites with them. If you had a group of 12 levees, for example, you could raise their morale by placing 7 warriors with them (see the Morale Modifiers).

Footmen: Infantry units may be fairly alike in composition. Most foot units would be local militias or mercenary bands.

Cavalry: Cavalry units should be more mixed. A feudal retinue was usually a group of local tenants, each bringing X knights and 2X-4X lesser-armed cavalry. They would usually refuse to let their men be split into tactically homogeneous units. A 10-figure cavalry unit, for example, might have 1 Centenar, 3 HC elite knights, and 6 MC warrior troopers.

GAME SETUP AND VICTORY

Setup: Setup conditions will vary widely (if not wildly), according to the type of game you want to play. Some ideas would be the defense of a village from raiders, preventing crossing of a ford in a river, etc.

Victory: Likewise, victory conditions can vary quite a bit. In general, a good guideline is to try and make each side have an even chance of winning. One important exception to this is if you are playing with a novice. In this case, give him lots of elites and make sure he clobbers you! This will ensure that he comes back to play again.

TURN SEQUENCE

At the start of the game, each side rolls 1 D6; the high-scoring side is Side A each turn, and the other side is Side B. Follow the sequence below each tum until the game ends:

1) Side A does all shooting.

2) Side A moves all troops. Side B tests morale vs. cavalry charges if necessary, then does eligible pass- through fire.

3) Side B then does all other shooting.

4) Side B moves all troops. Side A tests morale vs. cavalry charges if necessary, then does eligible pass-through fire.

5) Fight one round of combat.

6)Units suffering 2 or more hits, and suffering more hits than they inflicted this turn, test morale.

Movement Chart

Ul/LI: 10 (7.5) UC/LC: 20 (15) Costs for Special Actions
Ml: 8 (6) MC: 16 (12) Over/through obstacle: 2(1.5)",
Hi: 6 (4.5) HC: 12 (9) Rough terrain: Half speed
Wagons: 6 (4.5) Dense terrain:Quarter speed

Zones of Control: A figure exerts a 1-inch "zone of control" around itself. If an enemy figure moves within 1" of an enemy figure, it must stop and fight with that figure.

Moving Routing Troops: Routing figures move toward their baseline; they may swerve to avoid enemy figures. If they cannot avoid coming within 1" of any enemy figures, or are forced to enter impassable terrain, they either surrender or are dispersed; in the basic rules, simply remove them from play at once.

MOVEMENT

General: Each turn a player may move some, all or none of his figures up to the limit of their movement allowance.

Rates: Troops move at the rates listed in the Movement Chart. In the basic rules there is no movement difference for routing, charging, or normal movement. Leaders move at the rate of their armor type, plus 2" (e.g. an HI leader moves 8" per turn).

Turning: To turn a figure in place takes 1/4 of a turn. A figure may make as many turns during a move as its movement will allow; basically, up to four turns if it did no other movement.

Out of Command: Except when routing, a figure which starts the turn out of command moves at half speed.

Charging: There is no "charge impetus", nor is there any allowed response to a charge other than to stand and meet it (assuming the target figure does not rout). To "charge", simply move the desired figures to contact with the enemy.

Breaking Off: When in contact with the enemy, a figure may not move away without doing a break off. This applies even if the enemy moved to contact this turn, and the figure in question has not yet moved this turn. To do a break off, the figure moves away, taking no cost to turn. The move must be as directly away from the enemy as possible, and must be a full move if possible. The enemy gets a free strike at the breaking off figure.

TERRAIN EFFECTS

Woods: Woods are rough ground for foot, dense for cavalry. Shooting range inside, or past the fringes, is 4(3)", unless the shooter is touching the fringe, shooting out. Woods give cover vs. shooting, but none vs. combat. Cavalry fighting in or attacking into woods count as "in difficulty".

Hills: Gentle hills are rough ground, steep hills are dense ground. Steep slopes cause all troops attacking up to count as "in difficulty.

Roads: Figures spending their entire turn on a road may move 2(1.5)" faster.

Buildings: Troops in buildings get "arrow slit" cover, and count as in cover if attacked. Cavalry may not attack buildings. Define how many figures each building can hold at the start of the game.

Obstacles: Obstacles are streams, ditches, walls, fences, etc. Obstacles usually cost 1/2 move to cross, but may vary according to the scenario. Some may be impassable to cavalry, for example. Some may give cover vs. missile fire. Figures fighting to cross an obstacle are usually considered "in difficulty", but this depends on the obstacle.

Darkness: The rules as written are for daylight encounters. If a game takes place at night, use these rules:

1) Cavalry are totally useless. Mounted figures mill about helplessly, and are attacked as if fin difficulty". They cannot move except to rout.

2) Shooting is forbidden except at figures within 2(1.5)" of a fire. large fires such as burning buildings shed light for 6(4.5)" around them.

3) Movement is half speed unless moving straight at a fire or other light source. If a figure encounters any obstacles, roll a die. On a '1' the figure is disabled.

4) Sleepinq figures must roll a 4-6 on one die to wake up, and only after an alarm has been sounded. The figure is then "stunned" and helpless for 1 full turn.

All woken figures are unarmored, taking one turn to put on light armor, three turns for medium, and six turns for heavy.

SHOOTING

General: Shooting takes place before movement; this means that, in general, a force advancing will have to receive the first shooting losses.

Procedure: To shoot, nominate the target, then roll to hit. If there is a hit, the target may receive a saving throw based on its armor class. The Shooting Table lists the ranges and saving throws for all missile weapons.

Arc of Fire: The arc of fire is 45 degrees to either side of the figure's front facing.

Shooting Between Figures: A figure may not shoot between two other figures whose bases are touching, and if the gap between them is 2(1.5)" or less, the shooter must be within 2(1.5)" to shoot between the other figures.

Limitation on Targets: No more than two figures per turn can shoot at the same target, unless the other shooters have no other possible targets. This keeps the game from degenerating into a "shoot the leader" turkey-shoot.

Overhead Fire : All missile weapons except slings (yes, crossbows could use high-trajectory fire) may shoot over friends, provided the shooter can see the target (see Visibility). All overhead targets are treated as in cover (6 needed to hit).

Pass-Through Fire: If a figure did not move or shoot in its most recent shooting or movement phase, it may do pass through fire against any enemy target that moved through its arc of fire. It may not shoot again in the current turn.

Reloading

Heavy crossbows must reload one turn after shooting. Example: Figure shoots on turn 3 and cannot move or reload that turn. Figure spends turn 4 reloading and may shoot again on turn 5. You may wish to mark "unloaded" figures in some manner as a reminder.

Chance to Hit

Same for all weapons.

If the target is in the open: 5-6 needed.
If the target is in cover: 6 needed.
If target in complete cover (arrow slit, crenallations, etc), then need a 6 and a confirmation of another 4-6 roll.

Shooting Table

Weapon Type Range
to
Target
Saving Throw vs. Troop Type
UI/UC LI/LC MI/MC HI/HC
Thrown
Light Bow
6 (4.5)
10 (7.5)
4-6 3-6 2-6 2-6
Light Sling
Light Crossbow
Composite Bow
12 (9)
16 (12)
16 (12)
5-6 4-6 3-6 2-6
Heavy Sling
Longbow
Heavy Crossbow (R1)
16 (12)
20 (15)
20 (15)
None None 5-6 4-6

COMBAT

Procedure: To conduct a round of combat, figure the combat points (see below) for each pair of figures in contact. If one figure has more points, pass the difference to its die roll. Roll one die for each figure, adding any relative combat points, and compare the scores:

0 Difference - No Effect: If the modified scores are the same, the result is "no effect" and the combat continues.

+1 Difference - Fall Back: If the difference is exactly +1, the losing figure must fall back 2(1.5)" and counts as till next turn. The winner may follow up.

+2 Difference - Dead: If the difference is 2 or more, the losing figure is killed. The winner may occupy the dead man's position.

Ganging Up on a Single Opponent: Two or more figures may not gang up on a single opponent unless the extra figures have no other possible targets. When several figures gang up, designate one figure as the striker; the others are his "helpers". If the lone figure wins a +1 difference, the striker alone is forced back. If the lone figure gains a +2 difference, the striker is dead. The helpers may continue to fight next turn. In any event, each side only rolls one die.

Enemy in Difficulty: A figure counts as "in difficulty" if on a ladder, trying to cross a wall at least chest high, or if it was forced back in combat on the previous turn. You should also define at the start of the game any other terrain or situation which places a figure in difficulty.

Free Strikes: When a figure gets a free strike, the target merely rolls its combat die "defensively"; this is, if its score is higher than the striker's, the striker suffers no ill effects.

Striking at Routing Figures: Strikes at routing figures are all free strikes.

Combat Advantage Points:

  • Each skill level above enemy: 1
  • Heavier armor: 1
  • Cavalry in the open vs. foot: 1
  • Enemy in difficulty: 1
  • Each friend helping: 1

Figuring the Odds: Players who like to "crank the numbers" may be interested in the chart below. It lists the chance for various results, based on the difference in combat points. note that the chance for a force-back is almost always smaller than the chance for a kill. This is because a +1 difference must be exact, while a +2 or more difference also includes differences of +3, +4, etc. The chart also shows why the maximum advantage is 3 points. At this level, there is only a 1/36 chance for the figure with advantage to be killed; at higher levels, there would be no chance for the advantage figure to die, which seemed unfair to me. Note also that a +2 advantage in points is decisive; the figure at advantage has only about an 8% chance to be killed, but his opponent has about a 60% chance to be killed.

Combat Odds Chart

Point
Advantage
Chance for Each Possible Result Die Score Differences
Higher
Killed (-2)
Higher
Forced
Back (-1)
No Effect Lower
Forced
Back (+1)
Lower
Killed (+2)
0 10/36 5/36 6/36 5/36 10/36
1 7/36 4/36 4/36 6/36 15/36
2 3/36 3/36 4/36 5/36 21/36
3 1/36 2/36 3/36 4/36 26/36

MORALE

A unit must test morale at these times:

1) If a foot unit is charged by cavalry "in the open", and the cavalry are at least 1/4 the size of the foot unit. Take the test as soon as the charging unit is visible to the infantry (units can see all around themselves).

2) Any unit must test at the end of any turn when it has suffered at least 2 hits, and has suffered more hits (shooting and combat combined) then it has inflicted.

Procedure: To test, roll two dice and modify as shown, then cross-index the final score to see the result. Round up percentages to the next whole figure. For example, if an 11-figure unit suffers a "1/10 rout" result, 2 figures rout. The owning player chooses which figures in the unit rout. This generally means the lowest quality figures go first, which makes perfect sense, all things considered.

Morale Chart

Final Score Result Modifiers
8 -12 Carry on Unit 2/3 or more in Millenar's CR: +2
6 - 7 1/10 of unit routs Unit 2/3 or more Elite: +2
4 - 5 1/6 of unit routs Unit 1/3 or more out of Centenar's CR: -2
3 - 4 1/4 of unit routs Unit 2/3 or more Levee: -2
1 - 2 1/2 of unit routs .
0 Entire unit routs .

AMMUNITION

General: As an optional rule, you may include limited ammunition for your units

Expenditure: To keep the paperwork within the bounds of reason, assume that if part of a unit shoots, the entire unit counts as having shot, and that ammunition may not be transferred between units in the heat of battle.

Throwing Weapons: For throwing weapons, allow 1-3 shots, depending on the type of weapon (1 spear, up to 3 javelins, etc.)

Other Weapons: For other weapons, allow 5-10 shots per unit (you can roll 1D6 and add 4, for a variable ammunition supply).


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© Copyright 1997 Hal Thinglum
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