Rules Queries

Medieval Warfare

by Terry Gore


Questions submitted by Russ Lockwood

I hope to make this into a regular column each issue. Please submit any rules questions either by mail or e-mail to 061815@msn.com. Now, on to the questions!

1) About the turn sequence on page 7:, 4a) does Excellent equal Exceptional?

    Yes.

2) Do I read Maneuver rule Pg. 10; (6. D. 2. a) correctly? That EACH turn of moving through light terrain with close order infantry they receive a Disorder Marker, so on the third turn they've picked up three Disorders and rout?

    Yes. You must halt and Recover their order at some point, they can't just keep moving and becoming more and more fragmented.

3) Since Leaders can spend multiple orders to issue an order to a unit outside the 12" command radius, can leaders therefore give multiple orders to a single unit within command radius? (i.e. issue multiple Recover orders to a disordered unit--see pg. 15 7C2b? Issue multiple move orders?)

    No multiple Recover orders are allowed. The only multiple orders allowed to a unit are to halt a Frenzied Mounted unit from continuous charging (see pg. 8, 5A2.)

4) With missile fire, can a 1/2 stand fire? (i.e., it says round up for close combat, but I didn't see a mention in missile fire for what happens when one disordered stand fires.)

    Each eligible Firing stand has a 10% chance for a hit.

5) I recommend using dummy order counters so that the opponent does not know which of your units are ordered and which are not.

    A good optional rule, Russ! Consider it done. Subsequent editions of MW will include this.

6) When the Reveal Orders phase occurs, are ALL orders revealed for both sides?

    Yes.

7) Can you wheel more than once in a move?

    No.

8) On a normal move, what is the closest distance you can come to a unit?

    You can move right into an enemy unit, but you receive no Charge bonus die roll modifiers. See pg. 18, 8A - "Units which MOVE, charge or counter-charge into contact with an enemy unit initiate close combat."

9) Does a general's unit require an order?

    Only if it is more than just the command stand itself.

10) Is a skirmisher (SC or SI) a "U" (Unarmored) target?

    Yes.

11) When does Countercharge and Morale tests for being Charged come in the turn sequence? Example: Player A, with initiative, launches a charge against B, which has its own Charge order. They are far enough apart to force a roll of the charge die for distance moved. Both have exactly the same units. Is it: a) A rolls for a charge, and IF he makes it, then B countercharges, or, b) A announces the charge and B announces a charge and they meet in the middle and there is no roll.

    The correct answer is b). The sequence during a turn has first charges, then countercharges, with morale tests being taken at any time when required.

12) To continue this line of thought, and provide an example from our test play: A wants to do a Frenzied charge vrs. B, which also has a charge order. For Frenzy, A rolls for morale, but fails the morale roll, and so halts 1" away disordered from B. Sequentially, due to initiative, B then does his charge and can't help hitting A at such close distance. Can A countercharge B's charge?

    No, he has taken a chance, trying to 'pump himself up' into a frenzied state and failed. (See page 15, Morale Failure Results.) The Charges and Counter-charges are simultaneous, with the counter-charging unit reacting to the charging unit. Only units with Charge orders may attempt to become Frenzied. Unit A must simply sit, disordered, and take B's countercharge.

13) When do Retirements occur during the sequence? In a continuing melee from the last turn, player A wants to Retire from B. B wants to move a second unit behind A to set up a charge for the next turn. B has elected to take the initiative. Does B's move come before or after A's retirement?

    B has elected to move first, so it is tough luck for A! If you have a Retire order and you are charged, you Retire in the face of the charge, hoping to outrun it.

14) On the missile fire table, close range is 0-2", Effective is 2"-4" and Long is 4"-10" (for bows). The bow unit is exactly 2" away from the target unit. What range do you use?

    My playtesters were right! I didn't think this question would occur. Okay, call it "up to and including..." for range. 2" is Close Range.

15) A 6-stand bow unit is going to fire on a target. Four stands are at Effective range, but two stands measure out to Long range. There are no modifiers. Does this mean 4 dice for 8s and 2 dice for 10s, or because the majority are in Effective range, is it 6 dice for 8s (all rolled on a d10)?

    Four dice for 8s and two for 10s. To clarify, at the top of page 17, change "Firing Unit" to "Firing Stand".

16) What does 'Halt' mean after a morale check? Does that mean you cannot move the unit the next turn, or that the unit never moved in the first place?

    It means you stop NOW! Next turn the unit may be given and act upon new orders.

17) In the example of play, last page, bottom illustration, unit A and B are flush up against each other in battle, and a corner of C is just nicking the corner of A. It says C counts in combat. So it appears the attacker is not required to conform to the defender in order to get into Close Combat. All you need to do is to nick a corner to initiate combat?

    Yes, although you fight with only that one stand and any eligible ones behind. In this instance, it counts as a frontal charge, not a flank charge.

18) In a follow up, can you expand?

    No. In Medieval times, my research has shown that troops behind the front lines simply pushed harder against thos ein front, instead of fanning out and enveloping the flanks of an enemy unit.

19) Can you kill a general during missile fire or close combat, so the side no longer gets those general's orders?

    Yes. See page 4, 2A4.

That's all for this issue.


Back to Saga #61 Table of Contents
Back to Saga List of Issues
Back to MagWeb Magazine List
© Copyright 1997 by Terry Gore
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com