By Terry L. Gore
Okay, now that I have your undivided attention, here is my 'sales presentation' (and also the introduction to the upcoming Foundry editions due out late next year.) These rules will provide you with clean, realistic, fast and exciting miniature wargames for years to come. They were designed for the individual who desires a workable, yet detailed tactical system with which to play a mentally as well as emotionally stimulating wargame with. They are also usable in tournament settings, with balanced army lists included! You not only will be able to build and design the armies which fit your personality, you will also have the reward of painting your miniature forces and leading them to glorious victory. There are aspects of Medieval Warfare, which are different from most other rules you may be familiar with. First of all, there is absolutely no bookkeeping or paperwork involved. Order chits or markers are used instead of 'written' orders; thus there is no ambiguity of intent on the part of the players. Casualties and unit cohesion are likewise kept track of with markers or actual casualty figures, depicting losses and states of unit integrity loss. This system is accurate, it is quick and it leaves no room for player confusion or argument. Secondly, the movement system allows for your miniature armies to move faster when outside of a certain distance from their nearest visible enemy. This 'Strategic' movement is based upon the simple reality that troops were easier to control, direct and move until they became aware of the threat of enemy attack and the very real fear of combat. They managed to follow orders until within close proximity (called 'Tactical Range' in these rules) of their foes. That distance is roughly 360 paces, or the point at which enemy troop types can be identified. The commanders' actions could be completely directed towards keeping their army moving and the units in these armies aligned with their neighbors. Once the troops moved up to and into Tactical Range, the commanders were under increasing time limitations as well as battlefield pressures and could only give orders to select numbers of troops in a given period of time…we assume each turn represents only 5-10 minutes in duration. When within Tactical Range, troops moved slower as they spent more time keeping their eyes on enemy dispositions or manoeuvres and consequently moved at a slower, more deliberate pace then when far away from a serious, perceived threat. Once the troops move to within Tactical Range, they move at the slower, Tactical movement rates. They also are now required to have orders if they want to do anything other than stand there. Generals issue orders, and each general is limited in the number he can send each turn. This means that you, the player, must make very important decisions turn after turn. Should you spend all your orders ensuring that your charges are made in a co-ordinated and supported manner, or should you try to rally those disordered knights before they are attacked by enemy spearmen? Should you bolster the firing ability of your archers with defend orders or retire them, hoping to outrun an expected enemy attack? No matter what your tactics, you must decide each turn which units receive orders and which do not…and this is often a very tough choice. You must outthink your opponent and hope you've made the right choice! Morale is of paramount importance when successfully leading leading your army to victory. You must keep your units supported and within 'Command Range' (which is the same distance as Tactical Range) of a general. There are certain battle formations, which also increase your units' morale. An intelligent commander does what is necessary to ensure the best possible resolve in his troops. Placing the foot in a shieldwall or giving them defend orders tightens their formation and their confidence. Utilising higher ground and obstacles also gives men a sense of advantage over their enemy. The rules let you use your tactical skills, many of which you will learn 'in the field' to bolster the morale of your troops. Missile fire and close combat results are determined by weaponry, armor, morale, and tactical considerations as well as a certain amount of variable factors (die rolls). For missile fire, a simple 10-sided die is rolled for each eligible stand firing. A modified percentile, determined by range, enemy armor, whether you are moving and firing or defending in a prepared firing mode, as well as cover and number of figures based per stand determine hits. For close combat purposes, both players roll off against each other, using a standard 6-sided die. The winner adds the difference to his various other combat factors (quality of your troops, enemy armor, weapon used, charging or not, in a 'frenzied' state or not, tactical position and formation) and multiplies the final number times the eligible stands he has fighting. The use of a 6-sided die roll off eliminates the huge luck factor present in so many other rules while still giving a unit a chance to defeat a better quality opponent. Do not be discouraged by poor die rolls! Though they may appear critical at times, the cumulative effects of morale, missile fire and combat rolls determine the winner over the whole course of the battle, not just in a single lucky or unlucky roll. Single die rolls do not have a profound effect on the game. Besides, if you decide to purchase the services of a priest or holy man to accompany your army into battle, each turn you get one chance to 'call on the Gods' and re-roll one bad die result! Often, you will have one of your flanks collapsing only to later see the units hold, recover and then defeat their enemies. This was a common occurrence in Medieval war and is replicated well in these rules. Finally, the primary determinants of victory in the Medieval period were generalship (or lack of it) and troop quality. These rules are driven by these factors. If you do not have a plan of battle and simply throw your army at the enemy, you will lose. Use logic and common sense. A mounted charge uphill into waiting ranks of pikemen will fail miserably. Conversely, using archers to destroy the cohesion of the pike formation will allow the cavalry to have a good chance at success. Just like real warfare in the Medieval period, the best commander with a good plan of battle usually prevails. Now you can learn what it was like to command a Medieval army. Command it well and triumph will be yours. No matter if you win or lose, however, I hope you will enjoy playing Medieval Warfare as much as we have enjoyed developing it. Back to Saga #67 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 1998 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 |