by Wally Simon
There’s a medieval campaign in being ‘twixt Bob Hurst (in Texas) and Don Bailey (in Colorado). Both contenders send me their moves via e-mail, I fight the battles in solo style, and tell them of the results. In effect, all they do is move ‘Army Points’ around the map, and I do all the rest. It keeps me busy during rainy days. The campaign map is a 10x10 grid of 100 squares, as shown. Each side has three armies, valued at 700 Army Points (AP), 800 AP and 900 AP. Capturing the towns will yield additional AP for raising a fourth army, but until then, the two sides only have a total of three tokens to move. The AP values were gotten via a profoundly complex and involved analysis of the troop types available in the boxes in which I store my 25mm medieval figures… the analysis is extremely historically accurate, and the army list reflects the medieval soldiery available in September of the year 1342, at 9:00 PM. There’s another complete listing for October of that year, but for now, I’ll stick to September. In short, there are five types of troops, each with its appropriate battle factor, which I termed Vulnerability.
Mounted knights : 8 Foot knights : 10 Men @ arms : 12 Archers : 14 Untrained foot : 15 Note that the big guys, the stronger units, have a smaller Vulnerability level than those below them. This shows up in combat… for example, if 6 stands of men @ arms is in contact with a 6-stand unit of foot knights, the chance of the two units scoring on each other is:
The foot knights, in striking back: 6 stands x target vulnerability of 12… 6x12, or 72 percent chance of the foot knights successfully scoring. Jak Both Hurst and Bailey set out their three armies, and it turned out that their 900 AP armies were both located near the town of Jak. If an army is 3 squares away from an enemy force, there’s a 40 percent chance it learns of the enemy’s presence. Two squares away, and the percentage is up to 70 percent. Adjacent forces automatically know of each other’s whereabouts. I diced, and determined that both 900 AP armies were aware of the proximity of the other side. The Bailey force made for Jak, but was intercepted by the Hurst force, and so we had the first battle, near the town of Jak. I’ve got to fight these battles solo, and so I don’t want the table too full of figures. For the Jak battle, the following number of stands opposed each other.
In effect, there were five units per side, each composed of about 6 or 7 stands. Archery range was 20 inches, and units could move 10 inches at a time, so the two armies closed rapidly. Prior to the battle, I diced (30 percent chance) to see if any units would start off-board… the only one to do so were the Hurst men @ arms. I expect, during this campaign, to go through five or six different sets of medieval rules, and in this first cut, I used a card system for determining when the sides moved. There were 6 cards in each side’s deck and they were alternately drawn:
1 card All but one unit is active 2 cards All but 2 units are active 1 card Archers may move and fire 1 card Mounted and foot knights may move forward The system I described above for combat, using as an example men @ arms versus foot knights, was also used for the firing procedures. For example, when the 7 stands of the Bailey archer unit fired at mounted knights, the calculation was
Key Factor
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