Army List to Introduce
Fantasy/Warhammer Players
to Historical Gaming

By Mark Steinberg

The following is an army list we used for a Historical demonstration game to the introduce Fantasy/Warhammer crowd to other gaming options. We used Tactica rules by Arty Conliffe, with some minor changes and used all citadel brand "empire" figures. The unit size changes reflect figure availability and use of citadel movement trays. The idea was to make it look familiar to the fantasy players and yet be and easy to learn system that rewards tactics over magic and heroes.

We have played a number of games with varying degrees of success but it has definitely opened the eyes of some fantasy gamers. Either side has won, the winner uniformly is the side that uses the better tactics.

TACTICA :

Rules by Arty Conliffe, Game Moderator Mark Steinberg and Scott Hayes.

UNITSIZETYPEFVWEAPONMISSILE MORALEMOVEMENT
Early Swiss
Vorhut Keil40Hvy. Inf5-6Halberd -+38 inches
Gewalhut Keil40Hvy. Inf5-6Halberd -+38 inches
Nachut Keil40Hvy. Inf5-6Halberd -+38 inches
Footmen20Skirmish--Crossbow -8 inches
Footmen20Skirmish--Crossbow -8 inches
If two of the three Keils break, the Swiss lose.
German Imperialist
German Knights16Knights6Lance- +38 inches
Teutonic Knights16Knights6Lance- +38 inches
Mercenary Knights12Knights6Lance- +28 inches
Dismounted Knights12Heavyinf6Various- +28 inches
Dismounted Knights12Heavyinf6Various- +28 inches
Hungarians16Lt.Cav.3-6Various Bow+012 inches
Levy (foot)30Hvy. Inf4-6Spear Crossbow+08 inches
Footmen12skirmish--Handgonne -8 inches
All units other than the footmen count towards army break point. If 4 of the seven main units break, than the Imperialist army loses.

Hidden set up. Missile fire range is 12 inches.

All units start at least two ranks deep. The knights and levy units suffer from impetuousness, which will cause them to need to keep moving , at least half speed and toward the enemy, once they move. The levy can move up to 1/2 speed before becoming impetuous.

For melee combat units roll dice for each figure in the first row plus 2 dice (3 for pike) for every rank they are deeper than the enemy unit. Cavalry units are always considered to be only one rank deep. Lance armed units count all figures in first two ranks on initial charge. Any unit that has moved is considered to have charged or be able to counter charge. Enemies fight value (FV) determines what number on each d6 equals a kill.

Units struck in the flank may not respond on initial contact, and are disordered. Disordered units get no rank bonus and only fight with V~ the figures in the front rank. Swiss keils are not considered to have a flank or rear, but if struck in the flank or rear may only respond to all attacking units with the number of figures in their front rank, divided evenly, and are considered 4-6 FV with regard to the attackers striking the flank/rear of the Swiss Keil.

Missile armed troops may fire up to two ranks deep, (long bow not in this game, get 4 ranks). For every two figures shooting player rolls one die, any 6 is a kill on target unit. Knights require 3 figures shooting, per die, because of their better armor. Fire is forward and on a 45 degree arc from each unit. Light horse may fire backwards. Skirmish units move as loose clusters and measure fire from each figure.

Skirmishers may fire on more than one unit, formed units may only fire on one target.

Skirmish units that are contacted by formed units are dispersed. Figures eligible to fire get one parting shot and then the unit is eliminated.

Levy unit is special unit considered to be both pike and crossbow armed. It fires as though first ranks are armed with crossbows. Melees with 4 ranks of pikes.

Most units may only move forward, wheel up to 90 degrees at a cost of the outside arc measurement or do an about face or formation change at a cost of their entire movement. Swiss Keil units and light horse formation change at 1/2 cost, and about face free.

Turn sequence is; each turn, roll for initiative, minus one to die roll of last turns winner, this is a cumulative modifier. Initiative winner chooses to move first or second, one player moves all his units, then other player moves all his units, then any missile fire is resolved and considered simultaneous, and then melees are resolved.

Formed Units other than keils test morale at 50% casualties. Units will continue to test at each successive round in which they receive casualties. All units are eliminated when they reach 25% of original capacity.

These scenario rules supersede the written rules in the published edition. Any historical inaccuracies or play imbalances are the fault of the game moderator and not of the published rules.

The Swiss units are tough and have lots of advantages. The Imperialist player has several more units and some of the best troops on the board. He can win if he uses his troops property and manages to concentrate on only two keils.


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© Copyright 1999 Hal Thinglum
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