by Gary Comardo
Note: This article is a reprint from an early Saga and was published --and now republished-- in its all-caps format. --RL THE SEA-MEN'S ARMY FEARED NOT THE FLOOD.
THIS IS INTENDED TO BE A SIMPLE, FAST PLAYING GAME THAT WILL
CAPTURE THE FLAVOR OF DARK AGES WARFARE IN BRITAIN. THIS WAS A
FASCINATING PERIOD IN HISTORY, NOT BECAUSE OF ANY ADVANCES IN THE
ART OF WAR BUT BECAUSE OF THE HEROIC RESISTANCE OF A DOOMED
CIVILIZATION AGAINST A CRUDE BUT VIGOROUS FOE. MY INTERPRETATION
OF BATTLE IN THIS PERIOD IS THAT THERE WAS LITTLE MANEOUVRE OR
COMBINED ARMS TACTICS. VICTORY WENT TO THE STRONGEST ARM AND
HEAVIEST SHIELDWALL. I HAVE EMPHASIZED LEADERSHIP AS BANDS OF
ARMED MEN SEEMED TO HAVE COALESCED AROUND INDIVIDUAL LEADERS
RATHER THAN ANY ARTIFICIAL ORGANIZATION. INDIVIDUALLY MOUNTED
FIGURES ARE REQUIRED BUT THEY MAY BE PLACED LOOSE ON MOVE STANDS
FOR CONVENIENCE.
"TO AETIUS, THRICE CONSUL, THE GROANS OF THE BRITONS:
THE BARBARIANS DRIVE US TO THE SEA, THE SEA DRIVES US TO THE
BARBARIANS: BETWEEN THESE TWO METHODS WE ARE EITHER MASSACRED OR
DROWNED." [2]
CHIEFTAINS INSTEAD OF UNITS, AN ARMY IS COMPOSED OF CHIEFTAINS
AND THEIR FOLLOWERS. EACH CHIEFTAIN HAS A CARD FROM AN ORDINARY
DECK ASSOCIATED WITH HIM. HIS BAND MOVES WHEN HIS CARD IS DRAWN.
EACH ARMY WILL CHOOSE A COMMANDER FROM AMONG IT'S CHIEFTAINS. EACH
CHIEFTAIN HAS AN ABILITY FACTOR=TO 1D6. ANY CHIEFTAIN WITHIN 24"
OF THE ARMY COMMANDER CAN ALWAYS MOVE. OUTSIDE THAT RANGE, HE MUST-
ROLL LOWER THAN HIS MILITARY ABILITY ON 1D6 EACH TURN TO MOVE.
FAILURE ALL014S HIM TO CHANGE FORMATION OR FACING BUT NOT TO MOVE.
EACH CHIEF MUST STAND IN THE MIDDLE OF THE FRONT RANK OF HIS BAND.
EACH CHIEF HAS A PERSONAL STANDARD. FOR ADDITIONAL COLOR,
PERSONALITIES CAN BE DEVISED FOR EACH LEADER. THE NUMBER OF
WARRIORS THAT EACH LEADER CAN RAISE FOR A PARTICULAR CAMPAIGN=HIS
ABILITY X 3D6.25% OF EACH BAND SHOULD BE PROFESSIONAL WRRRIORS,
THE REST PEASANT SPEARMEN. ALL HORSEMEN MUST BE PROFESSIONALS.
MOVEMENT
AS EACH CHIEFTAIN'S CARD COMES UP, HIS BAND MOVES. MOVE
DISTANCE=2D6 FOR FOOT AND 4D6 FOR HORSE IN CLOSE ORDER. ADD 1D6
IF IN OPEN ORDER (MINIMUM 1" BETWEEN FOOTMEN AND 2" BETWEEN
HORSEMEN). CHANGING FROM ONE TO THE OTHER CONSTITUTES A
FORMATION CHANGE. FORMATIONS UP TO 10 MEN ACROSS MOVE FULL SPEED.
SUBTRACT 1" FOR EVERY ADDITIONAL 3 MEN ACROSS. ROUND
UP. THE FIGURES OF A BAND NEED NOT ALL BE IN THE
SAME FORMATION OR EVEN THE SAME BODY BUT NONE MAY BE
MORE THAN 12" FROM THEIR STANDARD. THE FRONTAGES OF
ANY SUB GROUPS OF' A BAND MOVING IN THE SAME
DIRECTION ARE TOTALLED VJHEN CALCULATING MOVEMENT
REDUCTIONS. IF A CHIEFTAIN IS SLAIN, HIS BAND MISSES
IT'S NEXT MOVE AND A SUCCESSOR IS CREATED. 1D6 IS
ROLLED FOR HIS ABILITY AND I IS SUBTRACTED FROM THE
RESULT. FOR THE REST OF THE CAMPAIGN THE DIE ROLL
STANDS WITHOUT THE MINUS. IF THE REPLACEMENT ROLLS A
I BEFORE THE DEDUCTION THAT BAND QUITS THE FIELD AND
GOES HOME FOR THE YEAR.
INSTEAD OF MOVING, A BAND OF FOOT MAY CHOOSE TO
CHANGE EITHER FACING OR FORMATION. HORSE MAY MOVE
AND CHANGE FACING OR FORMATION, OR CHANGE FACING
AND FORMATION WITHOUT MOVING.
TERRAIN MAY BE SELECTED BY ANY MUTUALLY
ACCEPTABLE METHOD. TERRAIN EFFECTS ON MOVEMENT AND
COMBAT SHOULD BE DEFINED BY MUTUAL AGREEMENT.
"HE THAT LAVISHED RINGS IN LARGESSE)
MELEE
ONLY FIGURES IN BASE CONTACT OR OVERLAPPING BY
1 FIGURE CAN TAKE PART. EACH COMBATANT (OR 2 IN
CASE OF AN OVERLAP) ROLLS 1D6. +1 IS ADDED FOR
EACH OF THE FOLLOWING:
THESE ARE CUMULATIVE SO A CHIEFTAIN ALSO BEING A
PROFESSIONAL WOULD GET A +2.
THE OPPOSING DIE ROLLS ARE COMPARED.
WHEN TWO BANDS CLASH INDIVIDUAL FIGURES THAT WIN THEIR MELEE CAN
MOVE INTO THE SPOT FORMERLY OCCUPIED BY THEIR OPPONENT UNLESS
THERE IS A MAN DIRECTLY BEHIND THE FALLEN WARRIOR THAT CAN STEP INTO
HIS PLACE. AT THE END OF EACH ROUND OF MELEE DECIDE WHICH SIDE WAS
DRIVEN BACK BY TOTALING IT'S SURVIVORS AND THE NUMBER OF OPPONENTS
SLAIN OR DRIVEN BACK DURING THE ROUND. IF ONE SIDE IS 25% GREATER IT
DRIVES IT'S OPPONENT BACK. 0N THE TURN THAT CONTACT IS MADE, NEITHER
SIDE CAN CHANGE FORMATION. ON SUBSEQUENT TURNS EACH CAN MOVE
UNENGAGED FIGURES UP TO 6".
ANY TURN THAT A BAND TAKES CASUALTIES TOTALING FIT LEAST 10% OF
IT"S ORIGINAL STRENGTH IT MUST CHECK MORALE.
IF A UNIT BREAKS, IT ADDS 1D6 TO ITS MOVE. FLEES DIRECTLY TO
THE SAFEST SPOT IT CAN FIND AT THE OWNING PLAYERS CHOICE. IF
ATTACKED, IT CAN NOT DEFEND ITSELF UNTIL IT RALLIES.
TO RALLY THE LEADER OF THE BAND PICKS A SPOT AND STANDS STILL. AT THE
END OF EACH TURN. HE ROLLS 1D6. IF THE ROLL IS LOWER THAN HIS ABILITY
HIS MEN REJOIN HIM. ONE STATIONARY TURN DURING WHICH THEY CAN
DEFEND THEMSELVES PUTS THEM BACK IN FIGHTING SHAPE. IF THE
CHIEFTAIN IS DEAD HIS BAND CAN ONLY BE RALLIED BY THE ARMY COMMANDER.
IF THE STANDARD IS LOST -1 ON THE RALLY ROLL.
SPECIAL HORSEMAN RULES
WHEN HORSEMEN CHARGE FROM AT LEAST 8" THEY STAND A CHANCE OF
RIDING DOWN FOOT SOLDIERS. IF THEIR TARGET IS IN OPEN ORDER OR IS
NO MORE THAN THREE RANKS DEEP IT IS ELEGIBLE FOR THIS KIND OF
ABUSE. EACH HORSEMAN ROLLS 1D6. IF THE TARGET UNIT IS IN OPEN ORDER 1-3
RIDES DOWN THE FIRST MAN CONTACTED, PUSHES ASIDE ANOTHER. CONTACTED
AND CONTINUES STRAIGHT FORWARD TO THE END OF HIS MOVE.
HORSEMEN CHARGED BY FOOT MAY IMMEDIATELY MAKE A 2d6" MOVE DIRECTLY AWAY
2D6 INCHES INMEDIATLY AND IN ADDITION TO ANY MOVEMENT DONE BY CARD
DRAW. THEY ONLY FIGHT THE FOOTMEN IF THEY ARE CAUGHT. ONLY BRITONS
AND PICTS CAN HAVE HORSEMEN. ONLY BRITISH HORSE CAN USE THE
BREAKTHROUGH RULE. NO MORE THAN ONE MAN IN TWENTY CAN BE MOUNTED
(ROUNDED IN THE PLAYERS FAVOR). ALL HORSEMEN PRESENT FIT A BATTLE
MUST BE CONCENTRATED IN NO MORE THAN ONE UNIT FOR EACH 200 WARRIORS
PRESENT. A LEADER IS APPOINTED FOR EACH HORSE UNIT FROM AMONG THOSE
PRESENT AND NEW LEADERS ARE CREATED TO TAKE THEIR PLACE
TEMPORARILY.
MISSILE FIRE
ONLY BRITONS AND PICTS CAN USE ARCHERY. NO MORE THAN ONE IN TEN
BRITONS AND ONE IN FIVE PICTS CAN BE BOW ARMED.
EACH ARCHER ROLLS 1D6 AND ADD THE FOLLOWING MODIFIERS:
RANGE IS 12"
RELIGION
THE DEFENDERS OF BRITAIN WERE LARGELY CHRISTIAN WHILE THE
ATTACKERS WERE PAGANS.EACH SIDE BELIEVED THAT THEIR MORTAL STRUGGLE
WAS MIRRORED BY A TEST OF STRENGTH BETWEEN THE RESPECTIVE GODS.
EACH SIDE MADE GREAT EFFORTS TO ENLIST THE AID OF IT'S GOD. AMONG THE
CHRISTIANS THIS TOOK THE FORM OF FINANCIAL SUPPORT FOR CHURCHES,
MONASTERIES ETC. AMONG THE PAGANS, SACRIFICES WERE MADE AND SHAMANS
SACRED GROVES AND THE LlKE WERE SUPPORTED. NO DARK AGE WARGAME
WOULD BE COMPLETE WITHOUT AT LEAST THE POSSIBILITY OF THE COMBATANTS
BEING INFLUENCED BY THE SUPERNATURAL. BEFORE EACH BATTLE EACH
OPPOSING COMMANDER MAY REDUCE THE SIZE OF EACH OF HIS BANDS BY 10%
INCLUDING ALL TROOP TYPES IN THE REDUCTION. A ROLL OF 1 ON A D6
INDICATES THE ENEMY BELIEVES IT ENJOYS DIVINE FAVOR. A REDUCTION OF 20%
WILL GIVE SUCCESS ON A ROLL OF 1 OR 2, AND 'SO ON UP TO A MAXIMUM OF 50%
FAILURE TO ATTEMPT TO WIN DI'vINE FAVOR BRINGS DIVINE DISPLEASURE ON A
ROLL OF 1.
STRATEGIC MOVEMENT
BRITAIN IS DIVIDED INTO TEN REGIONS. EACH REGION HAS
IT'S OWN CHEIFTAIN AND WARRIOR BAND AND STRONGHOLD. MOVEMENT IS BY
AREA.
THE BARBARIANS CAN'T DO 2 UNTIL THE BRITONS ARE DRIVEN FROM THE FIELD.
THEY CAN'T DO #3 UNTIL THE BRITONS ARE DRIVEN FROM THE FIELD AND STRONGHOLD OF A REGION.
THEY CAN'T DO #4 UNTIL THE BRITONS ARE DRIVEN FROM THE FIELD.
EACH BARBARIAN BAND RETURNS HOME WHEN ITS MOVEMENT IS
EXHAUSTED. THEY DISAPPEAR AUTOMATICALLY REGARDLESS OF LOCATION.
EXCEPTION: WHEN MOVING WITH THE ARMY COMMANDER, ALL BANDS MOVE AT
HIS SPEED. IF THEY START WITH HIM, THEY STAY WITH HIM FOR THE YEAR.
THE BARBARIANS CONSIST OF 7 SAXON BANDS, 2 ANGLE BANDS, 1 JUTE
BAND, 1 SCOTS-IRISH BAND, AND 1 PICTISH BAND. THE BRITONS CONSIST OF
10 BANDS, ONE FROM EACH DISTRICT.
ANGLES, SAXONS, AND JUTES ALL START IN GERMANY EACH YEAR UNTIL
THEY SETTLE IN BRITAIN AFTER WHICH OHE DA1411 MAY :3"TART IN EACH
SETTLED BRITISH DISTRICT. WHEN SAILING FROM GERMANY THEY MAY
LAND IN EBORICUM, SAXON SHORE, ICENORUM, LONDONIUM, and VINDOLANDIA.
SCOTS-IRISH MAY LAND IN RHEGED, GWYNNED, DUMNONIA, DYFED. THEY
MAY NOT SETTLE AND MUST RETURN TO IRELAND AT THE END OF EACH YEAR.
PICTS MAY "LAND" IN RHEGED AND EBORICUN. THEY MAY NOT SETTLE AND
MUST RETURN TO SCOTLAND AT THE END OF EACH YEAR.
THE GAME STARTS IN 440 A.D. ROLL 1D6 TO DECIDE WHAT YEAR THE
FIRST INCURESIONS TAKE PLACE. AFTER EACH CAMPAIGN, ROLL AGAIN TO
SEE WHEN THE NEXT ATTACK OCCURS.
DURING EACH YEAR THAT AN ATTACK TAKES PLACE THE ANGLO-SAXONS
(BUT NOT SCOTS-IRISH AND PICTS) CHOOSE A WAR LEADER. EACH LEADER
ROLLS 1D6 AND ADDS IT TO HIS ABILITY. THE PRESENT LEADER ADDS 1
AUTOMATICALLY. +1 FOR EVERY VICTORY HE EVER WON AND -1 FOR EACH
DEFEAT HE EVER SUFFERED. THE HIGH TOTAL IS LEADER FOR THAT YEAR. IF
A LEADER HAS BEEN ACTIVE FOR 20 YEARS AND THE ROLL IS ROLL IS A 6, HE
DIES OF NATURAL CAUSES (A RARE EVENT) AND A NEW LEADER IS CREATED.
THE WAR LEADER ADDS 1D6 TO HIS ABILITY. ALL LEADERS OF THE SAME
RACE DID THE SAME. ANY WHOSE TOTAL IS LOWER THAN THE TOP MAN JOIN
HIM. ANY WHOSE TOTALS ARE HIGHER STAY HOME AND FIGHT ONLY IF
THEIR DISTRICT IS ENTERED BY AN ENEMY. THOSE WHOSE TOTAL EQUALS
THAT OF THE WAR LEADER ROLL ANOTHER DIE.
STRATEGIC MOVEMENT IS BY CARD DRAW JUST LIKE TACTICAL MOVEMENT. EXCEPTION:
ALL BANDS UNDER THE DIRECT COMMAND OF A WAR LEADER MOVE WHEN HIS CARD IS
DRAWN. WHEN ALL LEADERS HAVE EXHAUSTED THEIR MOVEMENT THE CAMPAIGN YEAR IS
OVER. EACH BRITISH BAND RETURNS TO IT'S DISTRICT AND ANY BARBARIANS WHO HAVE NOT
SETTLED AUTOMATICALLY RETURN HOME.
EACH BRITISH DISTRICT PILLAGED ADDS 40 WARRIORS TO THE NEXT BARBARIAN WAVE. IF
PILLAGED BY A SINGLE BAND THAT BAND ONLY BENEFITS. IF BY A MULTI BAND ARMY,THE
ADDITION IS SPREAD EQUALLY AMONG THE BANDS. A DISTRICT MAY ONLY BE PILLAGED
EVERY TEN YEARS.
DEFENDERS MAY WITHDRAW TO All ADJACENT FRIENDLY REGION TO AVOID COMBAT.
AFTER A DEFEAT THEY MUST EITHER WITHDRAW OR GO INTO THEIR STRONGHOLD. BANDS
THAT WITHDRAW FROM, AN AREA BEFORE COMBAT FORFEIT ANY MOVEMENT FOR THAT TURN.
BRITONS MAY NOT ATTACK ENEMY HOMELANDS ALTHOUGH THEY MAY TRY TO
RECAPTURE REGIONS OF BRITAIN SETTLED BY BARBARIANS. THE NUMBER.
OF BARBARIAN BANDS REMAINS CONSTANT AT 12. THE NUMBER OF BRITISH
BANDS DEPENDS ON THE NUMBER OF AREAS HELD BY THEM AT THE START
OF EACH YEAR. THE GAME ENDS IN 600 A.D. OR WHEN THE BRITISH ARE
ELIMINATED, WHICHEVER COMES FIRST.
A FINAL NOTE ON LEADERS. ANY LEADER STRUCK DOWN IN COMBAT ROLLS
1D6.
"HEAREST THOU ROVER WHAT THIS PEOPLE SAITH? THEY WILL GIVE YOU
IN TRIBUTE SPEARS AND DEADLY DARTS, AND OLD SWORDS...HERE STANDS
AN EARL NOT MEAN WITH HIS COMPANY, WHO WILL DEFEND THIS LAND, AETHERED'S HOME,
MY PRINCES FOLK AND FIELD. THE HEATHEN SHALL FALL IN THE WAR. TOO SHAMEFUL IT
SEEM'D TO ME THAT YE SHOULD DO ABROAD WITH OUR TRIBUTE, UNFOUGHT WITH, NOW THAT
WE HAVE COME SO FAR INTO OUR LAND. NOT SO LIGHTLY SHALL YE COME BY THE
TREASURE: POINT AND EDGE SHALL FIRST MAKE ATONEMENT, GRIM WAR PLAY, BEFORE WE
PAY TRIBUTE." [1]
[1] THE BATTLE OF MALDON: ANGLO-SAXON POEM
A= ATTACKER LOSES 1/2 DEFENDER'S STRENGTH, DEFENDER LOSES NOTHING.
ASSAULTS COST NO MOVEMENT POINTS AND CAN BE LAUNCHED AS OFTEN AS
THE ATTACKER LIKES IN A SINGLE TURN. ASSAULTS CAN NOT TAKE PLACE
UNTIL THE BRITONS IN THE REGION HAVE BEEN DRIVEN FROM THE OPEN
FIELD.
TO BESIEGE A STRONGHOLD: FOR EACH -2 FROM MOVE ALLOWANCE. ROLL 1D6.
NOTE: STRONGHOLDS CAN ONLY BE USED BY THE BRITISH, AND EACH BRITISH AREA HA
ONE. IF CAPTURED BY BARBARIANS AND THE AREA LATER RECAPTURED BY THE BRITISH, IT
IS RESTORED. WHEN DEFENDING STRONGHOLDS IN DUMNONIA AND DYFED THE BRITISH
PLAYER CAN ALTER ANY DIE ROLL BY ONE.
CHIEFTAIN'S DOMINANT TRAIT
THIS IS OPTIONAL BUT I FIND I ENJOY THE GAME MORE IF
THE CHARACTERS ARE FLESHED OUT A LITTLE. ROLLL 1D6:
A ROLL OF 1 FOR AN ARMY LEADER COUNTS AS AN AUTOMATIC FREE 10% RELIGIOUS
C0NTRIBUTION. A ROLL OF 5 BY ANY CHIEFTAIN IMPROVES BAND MORALE BY +1.
PROMOTION
A RECORD SHOULD BE KEPT OF EACH CHIEFTAINS PROGRESS (FOR AS
LONG AS HE LIVES!)
+1/2 FOR EACH VICTORY HE PARTICIPATED IN.
AT THE END OF EACH YEAR, THE NET PLUS OR MINUS MODIFIERS ARE ADDED TO HIS
ABILITY NUMBER.
A NOTE ON SOME GOOD DARK AGES NAMES
SAXONS
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