Medieval Wargaming

Rules

by Brian Dewitt

Brian offers these medieval rules patterned after our morale game. Here, neither figures nor stands are removed and the impact of continuous fire and combat is reflected in the unit's morale level ... a unit that fails morale four times is removed from the field.

Unit sizes may range from six 3-man stands for archers to about two 3-man stands for heavy cavalry. Brian has replaced the card movement system and its draw of increment cards with the throw of an "average" 6-sided die. The die roll is the number of actions or "impulses" that infantry may move or fire. An additional die is thrown and the sum of both average dice gives the cavalry impulse allotment.

Brian has incorporated some neat ploys ... one of them, for example, concerns melee, which requires a stand-by-stand pair-off; the unit with the last surviving stand is the melee winner and takes the loser's position.

A losing unit that wins none of the pair-offs will rout, whereas if at least one pair-off was won, there is a chance that the unit falls back in order.

RULES

ORDER OF PLAY

1) PLAYER A MAY ATTEMPT TO RALLY ANY ROUTING UNITS.
2) PLAYER A MOVES.
3) PLAYER B MAKES DEFENSIVE MOVES (ONLY UNITS BEING CHARGED MAY MOVE AND THEN AT 1/2 SPEED. ARCHERS OR ART MAY GIVE SUPPORTING FIRE.)
4) MELEE.
5) PLAYER A BREAKTHRU (UNITS WINNING MELEES MAY MAKE 1/2 SPEED MOVE.)
6) PLAYER B REACTION TO BREAKTHRU (SAME AS IN 3 ABOVE.)
7) BOTH PLAYERS CHECK MORALE OF ANY UNITS THAT SAW A UNIT WIPED OUT OR ROUTED.
8) PLAYER A BECOMES PLAYER 8 AND PLAYER B BECOMES A.

2. Morale

NO HITS 8
1 HIT 7
2 HITS 6
3 HITS 5 -1 IF ROUTERS BURST THROUGH UNIT
4 HITS UNIT DESTROYED

-1 FOR EVERY IMPACT
+2 IF WON MELEE THAT PLAYER TURN
-1 FOR EVERY UNIT SEEN ROUTED OR ELIMINATED
-1 IF ROUTERS BURST THROUGH UNIT

MUST ROLL HIGHER THAN MORALE TO FAIL. ONLY COUNT EVENTS WITHIN 15" OF UNIT. (1-10)

    ANY UNITS SUFFERING AN IMPACT FROM FIRING MUST TAKE A MORALE TEST AFTER ALL SHOOTING HAS BEEN RESOLVED.

    DURING THE MORALE PHASE EACH UNIT MUST TAKE A MORALE TEST IF THEY SAW ANY GROUPS WIPED OUT OR ROUTED THAT PLAYER TURN OR IF THEY SAW A GENERAL KILLED IN A MELEE. (MAY SEE THROUGH RANKS OF INFANTRY AND 1 ROW OF CAVALRY. MAX VISIBILITY OF 15").

    THE MORALE MODIFICATION FOR SEEING LNI-S ROUTED OR ELIMINATED ONLY APPLIES DURING THE RALLY PHASE AND MORALE PHASE AT THE END OF THE TURN

    DURING RALLY PHASE A PLAYER MAY ATTEMPT TO RALLY ANY ROUTING UNITS. (UNITS COUNT AS SEEING THEMSELVES ROUTING.)

    UNITS PASSING A RALLY TEST MAY MOVE NO CLOSER TO ENEMY TROOPS ON THEIR NEXT MOVE.

    UNITS FAILING A RALLY TEST CONTINUE TO ROUT.

    ANY UNIT BURST THROUGH BY RETREATERS OR ROUTERS MUST PASS A MORALE TEST. ROUTERS AND RETREATERS MAY CONTRACT 1 STAND ON EITHER FLANK TO AVOID FRIENDLY UNITS.

    UNITS THAT HAVE RETREAT OR ROUT MOVES BLOCKED BY IMPASSABLE TERRAIN MUST PASS AN ADDITIONAL MORALE TEST. IF THEY FAIL/THEY SURRENDER.

3. Movement

TWO DICE ARE ROLLED (2-5) TO DETERMINE THE NUMBER OF IMPULSES ALLOWED FOR THE ARMY DURING THAT PHASE. INFANTRY USES THE FIRST DIE ONLY, WHILE CAVALRY USES THE TOTAL ROLLED TO DETERMINE THE NUMBER OF IMPULSES THEY MAY MOVE. (WHENEVER A UNIT ROUTS OR RETREATS/A SPECIAL ROLL IS MADE TO DETERMINE NUMBER OF IMPULSES OF RETREAT.)

    LIGHTS 4" PER IMPULSE UNARMORED
    MEDIUM 3" PER IMPULSE CHAINMAIL SHIRT
    HEAVY 3" PER IMPULSE CHAINMAIL BODY SUIT OR COVERED HORSE IF CAVALRY
    SUPERHEAVY AND ARTILLERY 2" PER IMPULSE PLATE MAIL OR ARMORED HORSE

MAY EXPAND 1 STAND ON EACH FLANK PER IMPULSE IF UNIT SITS. TAKES 1 IMPULSE FOR A INFANTRY TO CHANGE FACING (90 OR 180 DEGREES.) TAKES 2 IMPULSES FOR A CAVALRY UNIT TO CHANGE FACING. TAKES 1 IMPULSE TO PLANT OR PULL UP STAKES. INFANTRY MAY MOVE BACKWARDS AT 1/2 SPEED. PINWHEELS ARE MEASURED FROM THE UNIT MAKING THE FURTHEST MOVE. UNITS TRAVELING ON ROADS GAIN 1" PER IMPULSE.

    UNITS CHARGING MOVE 1/2 THE DISTANCE TO THE CHARGED UNIT. AFTER DEFENSIVE FIRE THEY CLOSE FOR MELEE.

    COUNTERCHARGERS MUST MOVE AT LEAST 1" FORWARD AND EXPEND AT LEAST 2 IMPULSES OF THEIR REACT:ON MOVE TO GET MELEE BONUS.

    MUST STOP AT LEAST 3" FROM FRONT OR 1" FROM SIDE IF NO CHARGE.

    UNITS MAY NOT SPLIT.

    ONE UNIT MAY PASS THROUGH ANOTHER BUT IT TAKES EACH IMPULSES.

    CAVALRY MAY NOT MOVE BACKWARDS.

SHOOTING POINTS FROM TABLE X # OF MEN X # OF IMPULSES FIRING / 10

HORSE ARCHERS DIVIDE TOTAL BY 2

IF SHOOTING INDIRECTLY OR AT LONG RANGE ONLY COUNT 1/2 OF FIRING MEN

IF SHOOTER ROLLS EQUAL OR LESS THAN SHOOTING POINTS CAUSES A IMPACT ON DEFENDER (1-10)

    SHOOTING IS NOT RESOLVED UNTIL ALL MOVEMENT IS FINISHED.
    MAY FIRE 2 ROWS DEEP. JAVELINS COUNT ONLY 1/2 OF SECOND ROW.
    BOW, JAVELIN, SLINGS AND MOUNTED MAY MOVE AND FIRE ON SAME IMPULSE.
    LONG RANGE OR INDIRECT COUNT 1/2 OF FIRING FIGURES.
    HORSE ARCHERS DIVIDE SHOOTING POINTS BY 2.
    MAY FIRE OVER FRIENDS WHO ARE AT LEAST 2" AWAY BUT NOT MORE THAN 15"
    FOOT MAY FIRE 45 DEGREES TO EITHER SIDE. MOUNTED 360 DEGREES.
    RANGES ARE DECREASED BY HEIGHT EFFECT WHEN SHOOTING UPHILL AND INCREASED WHEN SHOOTING DOWNHILL. (COUNT 2 HEIGHT LEVELS FOR CASTLE WALLS OR TALL HILLS.)
    EACH UNIT MAY ONLY FIRE ONCE PER TURN. (IF A UNIT FIRES DEFENSIVELY IT MAY NOT FIRE DURING THE OFFENSIVE PART OF THE TURN.)

SHIELDS

SUPER HEAVIES COUNT SHIELDLESS ONLY FROM CROSSBOW.
CANNOT SHOOT AND USE SHIELD AT THE SAME TIME.

Melee

TROOP POINTS
LIGHTS 1
MEDIUM 2
HEAVY 3
SUPER HEAVY 4
LANCE 1
NO SHIELD -l
2-HANDED 1.5
1 MAN STAND -2

MODIFICATIONS

CHARGE OR COUNTERCHARGE 1
MOVING INF HIT BY CAVALRY -2
DOWN HILL CHARGE 1
UP HILL CHARGE (DEFENDERS HOLDING GROUND) 2
SPEAR VS LIGHTS OR MEDIUM +1
PIKE OR THRUSTERS VS CAVALRY +2
DEFENDER BEHIND STAKES -1 (INF) -2(CAV)
ATTACKING ON FLANK +1
MACE VS SUPER HEAVY 1

MELEE STRENGTH = MORALE + TROOP POINTS + ROLL 0-10)

  • ROW OF CAVALRV AND 2-HANDED MAY FIGHT. 2 ROWS OF INFANTRY AND CUT-N-THRUST MAY FIGHT. 4 ROWS OF PIKE MAY FIGHT.
  • ONLY COUNT STANDS IN PARTIAL OR FULL CONTACT DIAGONAL MAY FIGHT.)
  • ROLL FOR EACH STAND IN A MELEE SEPARATELY. WHEN ALL OF THE UNITS STANDS IN A BATTLE LOSE, THE UNIT TAKES 1 HIT AND MAKES A MORALE ROLL. IF THE UNIT PASSES, IT MAKES A RETREAT MOVE, BUT A ROUT MOVE IF IT FAILS.
  • IF A UNIT LOSES A MELEE WITHOUT DRIVING BACK AT LEAST 1 ENEMY STAND IT AUTOMATICALLY ROUTS INS7EAD OF RETREATING.
  • MORALE MODIFICATIONS D0 NOT COUNT IN MELEE.
  • ONLY COUNT 1/2 OF MORALE IN THE MELEE STRENGTH OF A UNIT WHICH LOST A MELEE ON THAT PLAYER TURN (ONLY HAPPENS DURING BREAKTHROUGHS.)
  • ANY INFANTRY UNIT WHICH LOSES A MELEE IN WHICH IT ONLY HAD 1 OR 2 STANDS OR CAVALRY UNIT WHICH ONLY HAD 1 STAND RETREATS WITHOUT TAKING A HIT AND KEEPS ITS MORALE.
  • IN MULTIPLE UNIT MELEES, PLAYERS ALTERNATE PICKING WHICH UNIT THE ROLL IS FOR THE UNITS MUST HAVE A LEAST 1 STAND IN CONTACT. THE MELEE CONTINUES UNTIL NO UNITS ARE IN CONTACT.
  • UNITS HITTING THE FLANK OF A UNIT MAY BE CONSIDERED IN CONTACT WITH THE ENTIRE DEFENDING UNIT (FLANKING PLAYERS OPTION.)
  • A UNIT CHARGED IN THE FLANK AND FRONT MAY TURN SOME STANDS TO FACE THE FLANK CHARGE IF IT DOES NOT COUNTERCHARGE.
  • DO N0T COUNT 2-HANDED WEAPONS OR PIKES AS SHIELDLESS IN MELEE.
  • UNITS HIT IN REAR DO NOT FIGHT BACK.

EVADE

A CHARGED UNIT ALWAYS HAS THE OPTION TO EVADE WHEN CHARGED. EVADERS GET A FREE TURN AROUND BUT MOVE AT 1/2 SPEED.

RETREATS

ANY TIME A UNIT TAKES A HIT, IT MUST RETREAT

    RETREATS ARE MADE AT 1/2 SPEED WITH THE UNIT FACING THE ENEMY.

ROUTS

A UNIT'S INITIAL ROUT MOVE IS AT 1/2 SPEED BUT FUTURE ROUTS ARE MADE AT FULL SPEED. (ROUTERS ALWAYS FACE AWAY FROM THE ENEMY)

BREAKTHROUGH

ONLY STANDS THAT HAVE NOT YET LOST MAY FIGHT IN ANOTHER
UNITS THAT CHARGE A UNIT THAT RETREATS OR EVADES MAY STOP AT THE CHARGED UNIT'S OLD LOCATION OR THEY MAY MOVE THEIR FULL MOVE HITTING ANY UNITS IN THEIR PATH.

6. SIEGES

DAMAGE LISTED PER IMPULSE PER CATAPULT/ PER RAM/ AND PER 3 MEN. COUNT DAMAGE THE TURN TARGET IS REACHED. MAY STEP THROUGH BREACH ON FOLLOWING TURN WITH DEFENDERS COUNTED BEHIND OBSTACLE.

HAND EFFECTS COUNT EVERY 3 FIGURES SEPARATELY FOR WALL DEFENSES.

FIRE ARROWS

TAKE 2 IMPULSES TO LIGHT AND 2 IMPULSES TO SHOOT. (MAY LIGHT ONE TURN AND SHOOT THE NEXT). IF DAMAGE TIMES ROLL (1-10) IS GREATER THAN 50 THEN CAUSES FIRE. (FIRE DOES 5 PTS OF DAMAGE ON OWNERS TURN EACH TIME HE FAILS TO PUT OUT FIRE (50% CHANCE.)

20 CASUALTY POINTS RENDERS A STRUCTURE UNUSABLE OR MAKES HOLE 3" WIDE.

DEFENDERS IN SIEGE TOWERS OR PENTHOUSES HAVE IMPACT NUMBER DIVIDED BY 2 FROM ARTILLERY AND OTHER SHOOTING DOES NOT HURT THEM.

FRONT ROW OF TROOPS HIDING BEHIND CASTLE WALL NOT SHOOTING OR DROPPING ROCKS MAY NOT BE SHOT AT FROM FRONT.

UNITS ON CASTLE WALL THAT ARE REQUIRED TO RETREAT FROM ENEMY SHOOTING, MAY HIDE BEHIND WALL INSTEAD OF RETREATING.

SIEGE TOWERS

MAY NOT USE PIKES ON TOWER. DOWNHILL CHARGE WHEN REACH WALL WITH DEFENDERS NOT COUNTING AS BEHIND OBSTACLE. IF RETREATED MOVE BACK FROM WALL AND PULL UP DOOR. IF ROUT, RUN DOWN TOWER. TAKES 8 PIECES TO PUSH TOWER (OR PENTHOUSE) EACH LEVEL CLIMBED COUNTS AS 2

ROCKS AND POIL

ATTACK AS LONGBOW. TWO ROWS DEEP MAY DROP ROCKS AND THE SUPPLY IS LIMITED AT START. MAY DROP OUT 3" FROM WALL. MAY DROP ROCKS DURING DEFENSIVE FIRE. MAY ONLY DROP ROCKS ONCE A TURN.

LADDERS

TAKES 1 IMPULSE FOR A STAND TO CLIMB. EACH UNIT MAY CARRY 2 LADDERS.

  • ATTACKERS # + MORALE + ROLL IS COMPARED WITH DEFENDERS # + MORALE ROLL. (NOTE: HORSES AND PIKES MAY NOT BE USED ON CASTLE WALLS.)
  • IF ATTACKER WINS, 2 STANDS MOVE TO TOP OF WALL WITH DEFENDER MAKING ROOM. IF DEFENDER WINS STANDS ARE MOVED BACK TO GROUND.
  • DURING A PLAYERS TURN, EACH SCALING LADDER WHICH THE PLAYER IS NEXT TO MAY BE KNOCKED OVER AND BROKEN ON A ROLL OF 8-10.).
      ATTACKER LI=0 MI=1 HI=2
      DEFENDER LI=3 MI=4 HI=5 SHI=6
      DEFENDER SHIELDLESS -1, HAS SPEAR OR 2-HANDED +1

TAKES 2 IMPULSES TO RAISE OR LOWER CASTLE GATE (CONTROLLED FROM BEHIND DOOR.)

7. RULES OF PLAY

RISK TO GENERAL

    GENERAL MAY RAISE MORALE BY 1 OR 2 POINTS BUT IS AT RISK BY DOUBLE THE AMOUNT. COMMANDER-IN-CHIEF MAY ADD A T0TAL OF 10 POINTS DURING THE GAME TO ANY UNIT WITHIN 10" WITHOUT BEING AT RISK.

    IF GENERAL OR C-IN-C IS IN MELEE HE MAY RAISE ANY ROLL. 1 BUT IS KILLED ON A ROLL OF 1 OR 2.

ARRIVAL - MAY MAKE 1/2 MOVE ON TURN OF ARRIVAL.

PIECE COST
SUPER HVY CAV 19
HEAVY CAVALRY 12
MEDIUM CAVALRY 10
LIGHT CAVALRY 8
SUPER HVY FOOT 12
HEAVY FOOT a
MEDIUM FOOT 6
LIGHT FOOT 4

MODIFICATION COST
2-HANDED, PIKE +2
NO SHIELD -1
MACE. SPEAR +1
CROSSBOW, SLING +1
LONGBOW. BOW, OR SS +2
LANCE, CUT-N-THRUST +2
C-IN-C 100
GENERAL 50


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