Supreme Warlord: Bloodlust

Wargame Rules for
Pre-Gunpowder and Fantasy Eras

by Rudy Scott Nelson



DESIGN STAFF: Rudy S Nelson, Gray Strickland, Chip Russ and JJ Parus.

SUPREME WARLORD: BLOOD LUST is a set of rules designed to create massive battles using 15mm Historical pre-1600 castings and/or Fantasy castings. The Blood Lust Series is an effort to get new players into historical and miniature gaming. The rules will focus on combat and inflicting casualties because new players understand blood flowing and the visual affect of depleting units. Morale and command control rules will be a factor but will not dominate play. Players can use these rules to fight historical battles or a-historical engagements.

Historical armies can also be used to fight non-human fantasy opponents. The only real differences in fantasy and historical forces are the presence of different races (orcs, elves, lizardmen, etc.) with special racial characteristics that are not unlike many human cultural differences. Special creatures such as dragons and giants will have special abilities that are rated to inflict relative damage but not dominate play. In the fantasy version, the World is in the midst of conflict dominated by several races embarking on quests of global domination with the conflicts escalating into wars of Racial Extermination.

Some Fantasy special rules and army lists are based on the Supreme Warlord Supplement released in 1984. Several companies make 10mm-15mm Fantasy ranges and in some cases the troop types and weapons have varied. This is one reason why we adopted the weapon classes that we did. Players should have no problem classifying their troops even if different manufacturers are used.

TABLE OF CONTENTS

INTRODUCTION
SEQUENCE OF PLAY
1.0 FUNDAMENTALS
1.1 Mounting
1.2 Unit Organization
1.3 Troop Classifications
1.4 Terrain Layout
2.0 ADMINISTRATION
2.1 Formations
2.2 Command & Control
2.3 Morale
2.4 Reorganization
3.0 MOVEMENT
3.1 Rates
3.2 Terrain Modifiers
3.3 Direction of Movement
4.0 DISTANCE FIRES
4.1 Basics
4.2 Weapon Types
4.3 Damage/ Hit Chart
4.4 Special Target Table
5.0 MELEE COMBAT CHAPTER
5.1 Basics
5.2 Procedure Summary
5.3 Determining Attacker Numbers
5.4 Weapon Kill Values
5.5 Defensive Armor Values
5.6 Terrain Modifiers
5.7 Optional Die Rolls
5.8 Casualty Chart
5.9 Special Casualty Situations
6.0 AFTER MELEE ACTIONS
6.1 Melee Results
6.2 Melee Victor
6.3 Recoil
6.3 Recoil
6.4 Routs
6.5 Flee Moves
7.0 TACTICAL MAGIC
7.1 Concept
7.2 Types of Spells
8.0 OBJECTIVE COMBAT

SEQUENCE OF PLAY

ALTERNATING PHASE ACTIVITIES SEQUENCE OF PLAY

PHASE ONE: Both Players Cast Spells for the Turn (Record Type).

PHASE TWO: DISTANCE FIRE
1. Select a Target
2. Add up all of the castings from units firing at the same target
3. Determine if enough firers are used to inflict losses and how many.
4. If Artillery, Equipment, Special Creature target, then a To Hit roll is made.

PHASE THREE: CHARGE DECLARATIONS
1. Declare Charge and Target
2. Target Morale Check and Response (Hold, Counter-charge)

PHASE FOUR: NON-CHARGE MOVES

PHASE FIVE: CONDUCT Movement into MELEE Contact

PHASE SIX: RESOLVE MELEES
1. Based on the attacking troop's weapons select the appropriate KV.
2. Modify the weapon's KV by the target's troop type Defensive Armor class
3. Modify the attack value by any unit, terrain or formation modifiers.
4. The result is the Melee value of the attacker.
5. Index the Melee Value with the number of fighting castings.
6. Remove casualties from the units in combat.

PHASE SEVEN: Conduct any morale check, recoil and flee movement

PHASE EIGHT: CONDUCT COMMAND STRATEGIC MANEUVERS**

ALTERNATING TURNS SEQUENCE OF PLAY

PHASE A: Both Players cast any Spells for the turn (Record type)

PLAYER A TURN.

PHASE TWO: DISTANCE FIRE
1. Select a Target
2. Add up all of the castings from units firing at the same target
3. Determine if enough firers are used to inflict losses and how many
4. Artillery, Equipment, Special Creature targets have a To Hit roll made.

PHASE THREE: CHARGES and MOVEMENT
1. Declare Charge and Target
2. Target’s Morale Check and Response (Hold, Counter-charge)
3. It is best to CONDUCT Movement into MELEE Contact, first
4. Conduct NON-CHARGE MOVES

PHASE FOUR: RESOLVE MELEES
1. Based on the attacking troop's weapons determine the KV
2. Modify the weapon's KV by the target's troop type Defensive Armor class
3. . Modify the attack value by any unit, terrain or formation modifiers.
4. The result is the Melee value of the attacker.
5. Index the Melee Value with the number of fighting castings.
6. Remove casualties from the units in combat.

PHASE FIVE: Conduct any morale check, recoil and flee movement

PHASE SIX: CONDUCT COMMAND STRATEGIC MANEUVERS **

    ** Command Strategic maneuvers are conducted in Initiative Order (See Rule)

PLAYER B TURN: Repeat Phases Two through Six.

FUNDAMENTALS

1.1 Base Mounting. Many of the types are similar to other popular tactical systems in order to allow players to play without having to go through the tedious task of re-basing castings. To account for some oversized models, additional basing options are provided for unusual troop types and models.

1.12 The width is standard. The depth will vary according to the troop type.

Troop TypeCasting Scale
10-15mm25mm 6mm
Basic Stand Width40mm60mm40mm
Drill and Mass15mm20mm15mm
Flexible, Support, Light Foot20mm30mm20mm
Mounted Horse, Light Horse, Horde30mm40mm20mm
Elephants, Chariots, Artillery40mm80mm20mm
Battlewagons, special castings*80mm120mm30mm

Oversized models :

Special castings are those models which are too large to fit onto the normal depth (ex. 40mm for 15mm) This may also be the case in regards to width. Command Stands include a general and his staff may be an oversized model. A single chariot, Creature, equipment or throne may be placed along with staff or escort skirmishers on a double-wide stand. A double-wide stand will count as two stands. An extra deep stand will only count as one stand.

Artillery, Chariots, wagons and some special creatures are mounted one model per stand or in some cases, may have two escort skirmishers also on the stand.

1.2 Unit Organization.

Stands are combined and operate in a unit. Since casualties are taken from the rear and flank stands, there should be no reason for a unit to be shattered. For stands that can operate individually, rules will be given for them. In order to standardize units and their costs, an initial range of stands per unit is used. The number of stands per unit will decrease as a unit loses casualties.

    Light Foot , Non-Human Hordes, Mass and Flexible units are 6 stands.
    DRILL, Support, Human Hordes, Chariot, Mounted units are 4 stands.
    Elephants, artillery, Battlewagons and most fantasy creatures are 1 or 2 stands.

1.3 TROOP CLASSIFICATIONS

Troops are classified into types based on training, armor protection, weapon- attack ability and movement style. In the fantasy version of the rules, they are classified by race, with specific characteristics. Depending on the Army List comments, Artillery, Chariots and wagons may have 2 support/escort skirmishers also on the stand as well as any operating crew. Command Stands include a general and his staff and must be distinguishable from other stands. The models such as Chariots, thrones, shrines, wagons, banners and other items can be used as part of the General's stand. They will not affect its movement or combat ability that will be the same as its attached bodyguard troops.

1.31 Training and Movement Classes. These classes will reflect the unit’s training level and the style of movement employed. Troops are generally grouped into either drilled or irregular classes. In addition their class will indicate their style (speed) of movement and tactical employment. Special Creatures include magical beasts, mythical creatures and animals such as Elephants. : Double the number of castings given per stand for 6mm troops

    MASS = Represents troops which fight in dense formations and used numbers to defeat an opponent. They receive little if any formal drill training. (4 castings per stand)

    FLEXIBLE = Represents troops which fight in irregular formations which can maneuver through rough terrain. They also rely on numbers but are more effective in rough ground than in open areas. They seldom received any formal drill training. (3 castings per stand).

    DRILL = Represents troops drilled to fight in dense formations and rely on impact and maneuver to defeat an opponent. (4 castings per stand).

    SUPPORT = Represents drilled troops trained to fight in regular formations but can maneuver through rough terrain. They are more effective in rough ground than in open areas. They are often employed in support of Drill formations but can be given independent tasks. (4 castings per stand).

    LIGHT FOOT = Represents foot troops whose main task is to harass and confuse enemy formations rather than inflict casualties. They are mainly armed with distance weapons and have little or no armor. (2 castings per stand).

    LIGHT HORSE = Represents mounted troops whose main task is to harass and confuse enemy formations rather than inflict casualties. They are mainly armed with distance weapons and have little or no armor. (2 castings per stand)

    MOUNTED LOOSE ORDER (MLO) = Mounted troops which fight in irregular formations and are effective in open areas. They rely on numbers and impact to defeat the enemy. They receive little formal drill training. (3 castings per stand).

    MOUNTED CLOSE ORDER (MCO) includes knights and other cavalry trained to charge in dense formations. Unless stated as Special Drill Troops, they are mounted 3 per stand. Units currently mounted four per stand can remain so.

    HORDE = Represents poorly motivated or trained levies, slaves and skeleton troops. Though some may be armed with distance weapons they cannot Distance fire. They are rated as SM armed due to the wide variety of weapons carried but some Fantasy units may be LM armed. (5-7 castings per stand).

1.32 Armor Classifications evaluates protection provided by clothing and shields.

    NO ARMOR = Includes troops wearing only cloth or no clothing at all. Some creatures have a higher bare skin rating due to their skin's natural toughness.
    LIGHT ARMOR = This is the basic armor of leather or heavy quilted fabric.
    METAL ARMOR = Includes the various types of linked or sewn-attached metals.
    PLATE ARMOR = is very heavy encompassing armor used in the medieval era.
    SHIELDS = The use of shields enabled a unit to engage the enemy while suffering few casualties from the distance weapons used by Light and supporting troops. Shield effectiveness varied in melee contact. As a result shield-less penalties in melee combat is limited. Troop types that are shield-less are denoted in the Army Lists.

1.33 Weapon's Classifications

    IMPACT (IM) melee weapons are any combination of thrown weapons (pilum, javelin, ax) and followed up by an attack with a blade/ spear and a shield. Mounted Troops who charge with a Lance.
    HEAVY (HM) melee weapons including any two-handed melee weapon (axe, sword, naginata, bill and halberd). Mounted Troops who thrust with spears.
    LIGHT (LM) melee weapons include any shield plus a hand held item (sword, axe, javelin used to thrust) or ill trained troops or hordes (FHD) armed with a variety of weapons. Mounted troops who throw javelins, then fight with a sword.
    PIKE-LONG SPEAR (LS) melee weapons are used by foot troops who can stab at a distance but need ranks of troops to be effective. Though some of these weapons require two hands to use, their length and other protection factors are used to consider these troops as shielded. Mounted troops do not use this column but many special creatures will.
    SECONDARY (SM) melee weapons include shield-less foot troops and equipment crews fighting with a sword, small ax or dagger. This includes archers caught mounted and armed only with a bow and sword. It also includes Wolves and animals that use claws and teeth.

1.4 Terrain Types and Battle-board Layout

    KEY FEATURES = These are the focal point of the battle. Examples are bridges, river fords, villages and outposts. Large towns and castles are not included as they often expand over several sectors and would require a special scenario setup.

    CLEAR = Though all ground has natural irregularities, this represents the "flat" area commonly selected for a battle. A second piece cannot be placed on a Clear sector but Clear can be placed on a Key Feature sector OR a hill to ensure that it stays gentle.

    HILL = Elevated rises which will give a unit an up-hill advantage in shooting and melee combat. It will be open rated for movement unless a rough section is added to it.

    ROUGH = This represents various types of difficult ground which can impede movement. Examples include bogs, marsh, rocky, and lightly wooded areas.

    OBSTACLES = This includes areas that cannot be traversed during the course of the battle. Examples are lakes, ponds, deep swamp, dense woods and rivers. A river can only be placed if part of a Key terrain feature AND will extend vertically off the board or if in sectors 3 or 9 can curve and exit the board while still in that sector.

1.41 The layout of the terrain on the board is the initial step of the battle. The board is divided into 9 equally sized sectors. We use the clock method with 12 being the upper center, 1 being upper right, 3 being mid-right side, 4 being lower right, 6 being lower center, 8 being lower left, 9 being mid left, 11 being upper left and 0 being mid-center.

Each player will be able to state the terrain in FOUR of the sectors. A majority of the terrain piece must be in the sector and it is recommended that the entire piece be in it. The ninth sector is the KEY Terrain sector. Terrain for this KEY sector is actually placed first. A die roll during a non-campaign battle determines the placement in the ninth sector. In a campaign battle the defender will make the placement. The Key Terrain sector must be in one of the mid-board sectors (3, 0, 9). In one sector only, Each player can deploy two terrain pieces. This is used to transform a Hill into a Rough Hill or provide more defensible terrain in the Key Feature sector.

1.42 Layout Example: The Roman player rolls high and gets to place the Key feature. He places a river and bridge in sector 3 with the river curving and exiting out 3 board-edge (he could have extended it into sector 4 and off the bottom edge) and the other end extending into sector 1 and exiting off the upper edge (it cannot curve off the side or into another sector. The Greek player declares sector 4 as CLEAR. The Roman player places a hill in sector 12. The Greek player declares sector 0 as CLEAR. The Roman player places Dense Woods in sector 8. The Greek Player places rough on the hill in sector 12 making it a rough hill. The Roman player places a hill in sector 11. The Greek player places a rough piece in sector 1. The Roman player places a hill in sector 3. The Greek Player declares sector 6 as Clear. The Roman player declares sector 9 as clear.

ADMINISTRATION

The fantasy battles are Racial Extermination Wars. As such some concepts that apply to ‘civilized wars’ will not apply to these conflicts. Quarter is not given or asked. Surrender will result in a sacrificial death or slave labor. After-melee actions are NOT required in the basic game. The soldiers understand the nature of these Racial Extermination Wars. It is a victory or death situation and as such there is no retreat, recoiling or routing. Only in a historical, Advanced or campaign game is there an optional or required after-melee action.

2.1 Formations

2.11 Individual stands are considered to be in a formation appropriate to their situation.

2.12 Units consist of more than one adjacent stand. The size of a unit is limited by the Army Organization Lists and rules. The basic formations are:

    A. Column, which consists of a unit frontage of one stand only with the other stands in the unit deployed behind it. Since the maximum size of a unit is only six stands, doublewide columns are not allowed.

    B. Line, which consists of stands being deployed Side by side. The formation can be either one or two stands deep.

2.13 There were several unique formations used throughout history. Some examples included squares, wedges, testudos and horse circles. Special formations cannot be used in Rough terrain.

    2.131 Square, which consists of stands that are turned to face in all four directions. If the unit has only 3 stands, the one stand will face the nearest enemy and the other two stands will angle back in a triangle. Squares cannot move or charge. They can fire archery in any direction. The turn that a Square shifts to a Column formation, it is Disrupted and under Reorganization. It forms column of one/two stands facing the closest enemy. A Square cannot shift directly into a line. Mounted troops and Special Creatures cannot form Square.

    2.132. Wedges consists of a few troops in the front rank and more troops in each following rank. Only a "Regimented" (Regular) Mounted Horse unit armed with a lance and any 4 per stand-mounted units currently in a column can be in this formation. Use a special marker. The Wedge unit will count FOUR stands as in contact for the initial charge move and the Second Engaged turn. If the unit has not broken the enemy by the end of two melee turns, it has lost its momentum and is considered a stationary column. The formation of Wedges by foot units is an isolated tactic and is reflected in the unit's troop classification.

    2.133. Testudos were used by Roman troops but other countries used variations. It is a special anti-distance weapon formation. It allowed an armored unit with large shields to move into contact with maximum protection from distance fire, so are rated as PLATE ARMOR to distance fire.

    2.134. Horse Circles were used by Light Horse troops armed with bows that had no intention of contacting enemy forces. They can only be used in historical battles. These units are regarded as a fast moving target. They will flee if Charged.

2.2 Command and Control

2.21 In a Basic Learning game, a General can order any number of units to act, as long as they are in his command. A Command includes all of the units assigned to a General. A commander who is locked in a Melee cannot issue orders to any unit.

2.22 In the Advanced rules, the number of units that can be moved per turn depends on the General for that command. The Commander in Chief will have a Command of his own. A Commander in Chief has 10 Control points per turn. A Same race sub-General has 8 control points. A different race and/or Allied General have 6 Control points. Normally the race of an Army will be stated during the pre-battle set up. Any stands attached to a Command stand will move with the General and does not count as an expended control point for that commander. A commander within SIX inches of an enemy unit OR is Disrupted loses half of his control points. A commander who is locked in a Melee cannot use any control points. Control points can be expended on any unit within the Visibility/Control range whether or not the command stand can establish a line of sight. As a commander uses the Control points, a d10 or d6 die can be used to track the expenditures. The use of command points to limit the activities of a General is very important when using Wizards in a Fantasy battle. Control points are expended at one per unit when desiring to:

    1. Order a unit to move.
    2. Reorganize (Recover the morale of) a unit.
    3. Conduct a Spell if capable of performing a spell (5 points)
    4. Ordering an archery or artillery unit to fire at an airborne target. Ordering a unit to fire must be done every turn. Archery as the result of being charged does not require a control point to be spent.
    5. In multi-player battles, a point must be spent in order for one player to talk to another player. It may represent a communications spell or the task of sending messengers. Technically you might say that in single player battles, the Generals have additional points available that are used to communicate with other Generals or for the CnC to direct the other Generals. These are used automatically since adding strict Command and Control response rules would slow and complicate the game.

2.3 Morale

2.31 In Fantasy battles, there is no need for morale rules since it is a "No Quarter" situation. Units are locked in combat until one side or the other is completely eliminated. However ratings are still given for units in the Army Lists for use in a Campaign game.

2.32 In Historical battles, morale reflects a unit’s willingness to follow orders and remain in combat. We need to remember that a vast majority of the soldiers in the ancient era had no education, were very superstitious and even viewed death in a different manner. This actually lends to a more willingness to engage in combat. But when they do lose morale it is a cascade effect sweeping away undisciplined troops. Training enhances a unit’s ability to withstand adverse situations.

2.33 Basic Morale terms. Elite and Fanatic are the same class of troops. Elite is used for Drill and Support. Fanatic is used for Mass and Flexible troops. Average is the rating for the majority of troops. Poor troops include levies, Hordes and other unmotivated people. All Light Foot Troops are rated as Average unless listed differently in the Army Lists.

2.34 Conversion of Morale and training ratings from other rules.

    Elite and Fanatic = Superior and other top rank ratings terms. (A or B)
    Average =Ordinary and most mid-level ratings (C)
    Poor = Inferior and other worse level ratings (D-E)

2.35 Morale failures result from losses due to either distance fire or melees. Elite and Fanatic troops will fail morale only if the unit suffers FOUR times as many hits in a melee than it inflicts. This is Melee ONLY and does NOT include hits from Distance Fires.

2.351 Average troops will fail morale only if the unit suffers FOUR times as many hits in a melee plus any losses to Distance Fires that turn than it inflicts.

2.352 Poor troops will fail morale only if the unit suffers TWICE as many hits in a melee, plus any losses from Distance Fire than it inflicts. Units that fail morale rout and are Disrupted after its Flee move.

2.36 Reorganization is required once a unit has been disrupted. The unit must be reformed to become “undisrupted”. Reorganization is required:

    A. After an opponent has been eliminated.
    B. The turn after they’re Command’s General's Stand is destroyed
    C. If they are subject to the effects of an enemy Wizard's Spell
    D While they are being Attacked by a Special Creature.
    E. Meleeing while part of the unit is still in a water feature.

2.37 EFFECTS of Disruption are that:

    1. The Unit or stand cannot move, counter-charge or fire distance weapons.
    2. The Unit can melee if charged but have the Disrupted modifier.

2.38 To Reorganize a unit and remove its disruption status, the unit must be within the Visibility/Control range of a general who is not in contact with the enemy, whether or not the command stand can establish a line of sight and the general must spend the required number of command points to reorganize the unit. At the start of the next turn, the unit is no longer disrupted.

2.39 The Control range for Generals is Light Horse movement range.

MOVEMENT

3.1 Units move at a rate provided according to their troop class and the terrain being traversed. Units can move all some or none of their movement allowance. Certain conditions may prevent a unit from moving. Elephant, Artillery, equipment, and Special Creatures that do not have a Movement rate given in their description use the DRILL rate

Basic Movement Rates in inches15mm25mm6mm
LIGHT HORSE121610
MOUNTED HORSE, CHARIOTS9127
FLEXIBLE, LIGHT FOOT, SUPPORT9127
DRILL, ELEPHANTS695
MASS FOOT, ENTS, BATTLEWAGONS463
** ROUGH TERRAIN MAX MOVE 342

3.2 Terrain Modifiers reflect crossing difficult terrain. All Mounted types, Drill and Mass foot units move at the Rough Terrain rate for each turn that they are in rough or wooded terrain. Flexible, Support and Light Foot can move their normal rate. All units use the Rough Terrain rate any turn that they are in water. Artillery, wagons and Chariots cannot enter woods. Certain Fantasy troops ignore the Rough Terrain penalty (Ex. Ents)

3.3 Direction of Movement

1. INDIVIDUAL Stands can move in a 360-degree arc. (ex. Generals, creatures)

2. COLUMNS can move in a 360-degree arc. It will wheel in place and prior to its movement. It will suffer a distance penalty if moving away from the nearest enemy unit. The maximum distance allowed after a wheel is HALF of the allowed range AFTER any deductions for terrain. Drill and Support units can wheel up to 90 degrees without paying the Wheel penalty.

3. LINES can move forward or 180 degrees backward and end facing in either direction. They cannot move at an angle. They cannot wheel.

4. Special Large doublewide base formations move as line formations.

DISTANCE FIRES

4.1 Distance Fires includes bows, crossbows, longbows, bolt-throwers, catapults, other artillery and some special creatures. Slings and skirmish javelins values are counted in the skirmish capabilities of the units. Damage from distance fire is related to the volume of fire and DA of the target. Artillery and equipment like bolt-shooters and catapults are effective against compact troops and special creatures.

4.2 The main categories are Bow, Longbow and Crossbow which are further divided by type of fire Volley OR Select fire.

    A. Volley fire is long distance un-aimed overhead fire that is more effective against close order units. Certain troop types like Skeletons, Orcs and untrained/Green Humans can only fire volley fire. Shots at flying creatures are considered volley fire.

    B. Select fire is aimed fire at a closer range. It is deadlier but can leave the firer subject to charges while firing. Elf units always fire using the Select Column./ Chart. The maximum range for using select fire is SIX inches except for Elves.

    C. Longbows can only be used by Elves, Amazons, Centaurs, certain Human and High Orc units. Longbows have a maximum range of EIGHTEEN inches.

    D. Crossbows are limited to those castings shown cast with the weapon. Crossbows have a maximum range of EIGHTEEN inches in volley fire and Twelve inches for Select fire.

    E. Bows are the primary weapon of most orcs, human and mounted archer units. Foot bows have a max range of TWELVE and mounted bows of NINE inches

    F. Arquebusiers are limited to castings with guns, mainly Humans and Dwarves. Their max range is NINE inches. They use the Crossbow-Select Kill Table.

4.3 The Distance Fires Damage Chart indexes the type of weapon and the target's DA. The resulting number is the Number of firing castings required to inflict ONE casting casualty. Artillery numbers are the number needed when rolling a d10 to get one casualty on the target. This represents the difficulty in aiming artillery. Enhanced Artillery is any gunpowder cannons and several Special Creatures. Artillery firing at Hordes, Drill, Mass foot and MCO has a +2 to the die roll. Artillery firing at Light Foot and Light Horse has a -2 to the die roll.

FirerNo ArmorLight ArmorHeavy ArmorPlate Armor
Longbow-Select36912
Longbow-Volley691218
Crossbow-Select69912
Crossbow-Volley991521
Bow-Select12121824
Bow-Volley12182424/+8
Artillery-Normal+5+6+7+8
Artillery-Enhanced+3+4+5+6
4.4 Distance Fires versus Equipment and Special Creatures. The first number is the number of firers needed before a roll to hit (second number) can be made.

FirerEquipmentQuick Average Slow
Longbow-Select24/8+18/7+15/7+12/6+
Longbow-Volley24/9+24/9+24/8+18/7+
Crossbow-Select18/8+18/8+15/7+12/6+
Crossbow-Volley24/9+24/9+24/8+18/7+
Bow-Select24/9+24/9+18/8+ 18/7+
Bow-Volley36/9+36/9+36/8+36/7+
Artillery-Normal5+9+7+6+

4.41 Equipment includes any items which remain stationary for long periods of time or when deployed. Examples are Catapults, Shrines, Bridges and Towers.

4.42 Quick includes those Special Creatures which move Light Horse speed and/or can fly. Examples are Dragons, Trolls, Harpies and Griffins

Average includes most Creatures that move at Fast Foot and Mounted Horse speeds. Examples are Ogres, Giants, and Chariots.

Slow includes most creatures that move at Drill or Mass foot speed. Examples include Ents, Elephants, Mammoths, Rhinos and war wagons.

MELEE COMBAT

5.1 This combat system is a casualty inflicting system utilizing the factors of weapon type, defensive armor and number of combatants. The weapon type is given a Kill Value (KV) that is modified by the defender's defensive armor value (DA). The modified Kill Value may be further modified by Terrain considerations. The final Kill Value is indexed with the column reflecting the number of combatants attacking. The charts are arranged so that four per stand units would have a natural advantage when compared to three per stand units. The indexed result is the number of whole and or half castings eliminated. The printing may not show the period, so every right-hand number should be either a 0 (whole casting) or 5 (half casting). The casualty number is rounded down and the losses are removed from the unit.

5.2 Melee Procedure Summary

1. Determine the weapon type = Kill Value (KV).
2. Modify the KV by the defender's defensive armor value (DA).
3. Modify by Terrain considerations.
4. Conduct the Optional Ability Die Roll and adjust the KV.
5. Index the final KV with the column reflecting the number of combatants attacking. The result is the number of whole and half castings eliminated. For the casualty half number, the owner rolls a saving roll odd/even to see if it is a kill.
6. Remove Casualties from the units
7. ADVANCED. Conduct morale checks and recoil and rout moves.

5.3 Determining the Number of Attackers.

The number of attackers eligible to fight from a unit is based on troop type, weapon class, formation and terrain.
a. Stands in contact can fight.
b. One stand to each side of the contact can fight if it is not in contact with another unit.
c. Hordes, Artillery, Standing mounted units including chariots can fight only their rank in contact. Also in disrupted units, ONLY stands in contact can fight
d. Light Foot, Drill, Support, Mass and charging mounted units can fight the rank in contact plus stands located in the second rank and behind a stand in contact.
e. Cavalry Wedges plus Pike and Long Spear Support and Drilled units can fight 4 stands deep as long as they are behind a front rank which in contact AND moved forward that turn.

NOTE: The Kill Chart includes combatant numbers for more than 24 even though that is the maximum number of castings which can be in a unit. This allows players to customize unit organizations, to more than six stands, if desired.

5.4 Weapon Type Basic Kill Value
IMPACT (IM) = 6
HEAVY (HM) = 5
LIGHT (LM) = 3
PIKE-LONG SPEAR (LS) = 2
SECONDARY (SM) = 1

5.5 Defensive Armor Value Modifiers
NO SHIELDS = +1
NO ARMOR = +1
LIGHT ARMOR =0
METAL ARMOR = -1
PLATE ARMOR= -3

5.6 Terrain Modifiers and Other Modifiers
Defender is in Rough terrain = -1
Defender is located Uphill of the attacker = -1
Attacker is Uphill of the defender = +2
Defender is located in Protective Cover = -2
Unit is Disrupted = -2 if Attacking; +1 if the target

5.7 OPTIONAL DIE ROLL

to Reflect training and intangibles. The attacker and defender will each roll a die (d6). The dice are compared and the defenders total is subtracted from the attacker. The difference is then added or subtracted (if less than 0) to the attackers Kill Value. An interesting variation can be used to vary the type of die rolled according to national, race or morale modifiers. It will slow play but provides for realistic variations. Morale, Racial National and Training Die type Variations. (d12, d10, d8, d6, d4)

Fantasy Battles. Some are as specified in the Army lists.
d12 = Special Creatures based on Army lists. Troops with attached Generals
d10 = Human Elite Drilled, Human Fanatics, All Elves, Elite Orcs
d8 = Dwarves, Mounted Horse, Mass foot, Elephants, Battlewagons, Chariots
d6 = Orcs, Light Horse, Fast Foot, Light Foot, All standing Mounted types
d4 = Troops that are Disordered, Panicked, all Horde types, Artillery crews

Historical Battles
d12 = Troops with attached Generals
d10 = Drilled, MCO & Support troops, Fanatic troops
d8 = Mounted Horse, Mass foot, Elephants, Battlewagons, Chariots
d6 = Light Horse, Fast Foot, Light Foot, All standing Mounted troop types
d4 = Troops that are Disordered, Panicked, all Horde types, Artillery crews

Example: A Roman Legionnaire unit of 8 men fighting with Impact weapons contacts a Gaul Warband wearing NO Armor but with shields in woods. Impact (6) + No Armor (+1) + Rough Terrain (-1) + d10 result of (5) = KV of 11. 11 index with 8 = 7 kills.

5.8 KILL VALUE - ATTACKER NUMBER CASUALTY TABLE

The table is not proportional as the KV and combatants get larger. As the advantage of an attacker over his target increases the likelihood and amount of damage increases dramatically not proportionally.

Atkrs KV1-34-78-1112-1516-19 20-2728-3536-4344+
-2 or less00.51.52.53.54.55.56
-100.51.52.53.5577
0.5.511.534688.5
1.511.5234.56.58.510
2111.52.5457911
311.5235689.512
41.51.52.53.55.578.51013
51.523467.591114
6223.5578.51012.515
722.54.5689111316
82.5356.5910121417
92.5467.51011131518
10 +3578.51112.514.51620

5.9 While a unit is still in melee contact with an enemy unit, it may have to remove lost casualties. The recommended order of removal is as follows:
A. From Rear stands of the unit not in combat.
B. From Flank stands of the unit not in combat.
C. Divide the casualties equally among the stands in combat.
D. Stands (Creatures/ equipment) with escort troops or crew will remove casualties from the attached men before damage is inflicted on the equipment or creature

5.91 Special creatures and equipment are eliminated in stages. First, all of the escort troops or crew must be eliminated. Next the item receives a damaged- impaired status marker. Finally an impaired item is eliminated. Example: An Elephant with three crew has 5 stages-hit level before being eliminated. Each crewman except the mahout is killed then on the fourth hit the elephant is impaired and eliminated on the fifth hit. Impaired is just an accounting term and has no effect on combat since the model actually represents several fighting groups or animals. Artillery can fire and Creatures can fight until destroyed.

5.92 Only Chariots with escort infantry have stages. Other chariots are evaluated by the number of draft animals. So a 4-horse chariot can take 4 hits. Chariots with non-horse draft animals are treated as draft animals.

AFTER MELEE ACTIONS

6.1 After-melee actions are NOT required in the FANTASY version and basic game. Those are victory or death situations, so there is no retreat, recoiling or routing. Once a unit is engaged in a close combat melee, it cannot break contact until either it or the opponent is eliminated. Sometimes both sides are eliminated. Only in the Advanced or campaign game would there be after-melee actions.

6.2 Once an enemy unit has been eliminated, the victor must spend the next turn reorganizing. During this segment, casualties are consolidated and stands removed. The unit can select a new direction and change formation if desired. If a unit is charged and contacted while it is reorganizing, it will face and melee the attacker BUT will consider the Reorganizing Status modifiers to combat.

6.3 RECOIL is the failure of a unit to maintain momentum. It occurs when a unit receives TWICE as many hits in a turn from melee and Distance Fire than it inflicts. Foot units armed with LS weapons now fight on the SM chart and only two ranks are eligible. Mounted units armed with Impact (Lance) weapons now fight on the SM Chart. All units are Disrupted and use that Melee modifier. In the advanced/HY game, recoiling units must move directly back one stand depth.

6.4 ROUTS is a morale failure within a unit. It is not used in Fantasy battles.

Elite and Fanatic troops will fail morale only if the unit suffers FOUR times as many hits in a melee than it inflicts. This is Melee ONLY and does NOT include Distance Fire hits.

Average troops will fail morale only if the unit suffers FOUR times as many hits in a melee plus any losses to Distance Fires that turn than it inflicts.

Poor troops will fail morale only if the unit suffers TWICE as many hits in a melee, plus any losses from Distance Fire than it inflicts.

Routs also occur when if using the optional morale rules and break conditions are met. In the basic system, routed units are removed from play (slaughtered).

In Advanced/campaign, the unit conducts a Flee move. After it conducts the Flee move, it is faced toward the closest enemy and losses a stand to attrition. it is disrupted and remains stationary until reorganized/rallied by a General.

6.5 FLEE MOVES are measured at twice the normal movement rate for that troop type with terrain modifications still being considered. The direction of the move must be toward the nearest unengaged General within visibility OR toward the camp or friendly Board edge.

TACTICAL MAGIC

7.1 Magic actually played an important part in historical warfare and is a vital part of any fantasy system. Historically, due in part to the lack of education and superstitions among warriors, commanders relied on a number of methods to booster their troops. Some recorded examples include the use of painting magical signs on the weapons, shields, animals and the warriors; the use of soothsayers to predict victory; the use of religious or sacred relics to inspire the troops; and the use natural events to invoke the support of the Gods. So the concept of magic should not be beyond the grasp of players with historical armies.

As a design method to prevent any one concept from dominating play, the use of magic has been restricted. Magic is tactical in nature with limitations of its effect or being able to compare such effects to modern knowledge of warfare (ex explosives, chemical warfare). Most generals will have minor soothsayers/ wizards as part of their staff but their abilities are limited to communication efforts.

7.11 Tactical Magic can only be used by a major wizard or sorcerer. Spells are limited to moral type with certain ones being limited to evil forces and others to good forces. The casting of a spell also requires an extensive effort so will require the expenditure of numerous command points to cast or in some cases maintain the spells effects. A Wizard with the rank of General can only use their magic to control Skeleton units. In a Good or Neutral army only One General can be rated as a Wizard. In an Evil army only two Generals can be wizards.

7.2 Types of Spells and Their Effects

7.21 GOOD SPELLS

    A. Burst of Light. It eliminates any penalties for darkness, fog or rain for the turn that it is cast. Any Evil unit within 12 inches will halt temporarily and cannot not move or fire that turn (or in their phase after the spell is cast, if using alternating turns.) There are no morale effects of Good or Neutral units.

    B. Ball of Fire. It is treated as artillery and effect all units contacted within a six inch wide path and extends 12 inches from the casting stand.

    C. Bolt of Lightning. It is treated as artillery and affects only the targeted unit within 12 inches from the casting stand.

    D. Protective Ring. It creates a wall and prevents enemy arrows, artillery from hitting any unit within 12 inches of the Wizard. Winged creatures cannot fly within the 12 inch ring. Enemy units can still move into the ring and melee friendly troops. Enemy units that began the turn within 12 inches of the caster can still fire distance weapons.

    E. Null Spell. This is a neutralizing spell. It will cancel all spells cast for that turn. Each wizard can cast this spell only once per battle.

7.22 Evil Spells

    F. Fog of Gloom. It activates any penalties for darkness, fog or rain for the turn that it is cast. Any Good or Neutral unit within 12 inches will halt temporarily and cannot not move or fire that turn (or in their phase after the spell is cast, if using alternating turns.) There are no morale effects on Evil units.

    G. Ball of Fire. It is treated as artillery and effect all units contacted within a six inch wide path and extends 12 inches from the casting stand.

    H. Bolt of Lightning. It is treated as artillery and effects only the targeted unit within 12 inches from the casting stand.

    I. Wave of Fear. It creates a wave of fear pulsating 12 inches in all directions from the caster. Winged creatures cannot fly within the 12 inch radius of the caster. Enemy archers and artillery cannot fire. Enemy units cannot move or charge that turn. Friendly troops will charge the nearest enemy unit, being more afraid of the wizard than the enemy.

    J. Null Spell. This is a neutralizing spell. It will cancel all spells cast for that turn.

7.3 It cost 5 command points to cast a spell. Certain spells The Null Spell, the Wave of Fear and the Protective Ring can only be used once per battle.. The Ball of Fire and Lightning Bolt can be used more than once.

7.31 In basic battles the Fog of Gloom and Burst of Light can only be used once. In advanced Battles they can still only be used once but can be maintained active for multiple turns by the caster. If the caster is fired at or becomes involved in a melee, his concentration is broken and the spell is void.

OPERATIONAL OBJECTIVE ZONES (OPTIONAL)

The nature of combat varied between field battles and those fought over built-up and fortified areas. The cohesion of both the defender and attacker were shattered as the ebb and flow among the buildings and fortifications. Objective Zones reflect these circumstances for game purposes. A City, City Wall or extensive field fortifications will consist of several adjacent Objective Zones.

8.1 Administration and Zone Display.

8.11 Contested Zones are target zones of chargers or if both sides control sectors in it.

8.12 Zone sector transfers. Each zone except Class W and F are considered to be pie-shaped, so units can move freely between them. Troops in sector 1 can move/ attack either sector 2 or 3. If uncontested, units can move freely between any sectors. Units cannot transfer to sectors of adjacent zones without first becoming In-Transit.

Class W and F zones are linear so units can only enter adjacent sectors. In a contested Class W/F zone, units can transfer freely between controlled adjacent sectors but NOT through enemy controlled or engaged sectors.

8.13 Each Objective zone will have a box or sheet to display its status. Each display will consist of an In-Transit sector and Garrison sectors labeled (1-4) in a number equal to the Troop capacity. For example the common Town (B) display will consist of an In-transit box and THREE garrison sectors labeled (1,2,3).

8.14 Classifications

    A : A village of scattered buildings.

    B: A town with a moderate number of buildings.

    C: A Reinforced Objective Zone is a Roman Camp, Hill Fort or a village/ town which has been heavily fortified with barricades and other field works.

    F: A Field Fortification area is a linear feature such as a redoubt or palisade. It can consist of one or several connecting zones.

    W. A well constructed City Wall area. It can consist of several connecting zones

The dimensions of the zone on the board are flexible. Players can adjust their boundaries to suit the terrain. The shape can be square, round, rectangular or irregular. Below are suggested maximum diameters.

Zone Class 15mm Size 25mm Size 6mm Size Capacity Traffic
A6”-9”9”6”62
B6”-9”9”-12”6”123
C9”-12”12”-15”6”-9”164
F9“W x 3”D12”Wx 4”D6”W x 2”D124
W9”W x 3”D12”W x 4”D6”W x 4”D125

8.2 Troop Capacity is the term for garrisoning the zone. A zone can house (offer protection) up to the number of stands equal to its capacity. Units in excess of this number are considered to be on the road with no cover. When a unit enters the zone it is removed from the board and placed in the a sector of the holding box.

8.3 Traffic-Ability is the number of turns it requires to traverse a zone . This applies to non-combat movement and melee completion reorganization. Non-combat example: A unit enters a village (2 rating) on turn two and can exit the zone on turn four or later. A Melee completion (objective captured) example: Several units defeat all of the enemy units holding a zone (rating of 3) on turn six and the enemy will not counterattack. The victorious units can exit the zone in a non-combat manner or as part of a charge on turn Nine.

8.4 Morale in Objective Zones (If Morale is used) Units in a zone will check Morale due to a melee result or if they receive a casualty due to Artillery fire. Units in a zone will not check morale if other units in or outside the zone fails morale.

8.5 Distance Fire and Objective Zones.

8.51 Artillery deployment. Attached Artillery is allowed above the Troop capacity listed above. Class W & F zones are allowed three firing stands per zone. All other zones can contain a maximum of two stands per zone.

8.52 Outside artillery targeting a zone. Empty zones being targeted are not affected by hits will not affect all of its buildings. If the zone is occupied, then the owner must state, prior to firing, if there are units in the In-transit sector and if any are in garrison. Stands in the In-transit sector are crowded on the roads, so do not receive as much zone protection, so casualties must be taken from them first. If no units are in the In-Transit sector, then losses are removed from garrison stands. The owner selects the units to receive the casualties.

    Outside Artillery fire is resolved normally but the following modifications.
    Target is in the In-Transit zone. Treat troops as listed armor but always shielded.
    Target is in a Class A Garrison resolves fire as a normal field barrage.
    Target is in a Class B, C garrison Targets are rated as Heavy armor and shielded
    Target is in a Class W or F zone... Targets are treated as Plate and shielded.

8.53 Archery fire into Objective Zones can only affect stands located in the In-transit Zone. All stands despite Defensive Armor are rated as Heavy Armor (unless Plate Armor) and shielded. Only Volley Fire can be used. The Darken the Sky Option cannot be used.

8.6 Assaults on Objectives

8.61 During the Charge Declaration Phase, the attacker will designate which units are attacking the zone. The defender can move units into or out of the zone as part of normal movement. They cannot counter-charge the attackers.

8.62 During the Objective Combat Resolution Phase, these guidelines are used:

    1. Troop Allocation Segment. These are conducted in secret on a sheet of paper or hidden display box due to a lack of specific tactical data “fog of battle”. The zone is divided and labeled into a number of COMBAT sectors equal its Troop Capacity. The In-Transit sector is ignored.

    2. The Defender will allocate troops including any in the In-Transit box to sectors. At least one stand must be placed in each sector. If not enough stands are left to cover every sector, then any assault into the undefended sector will be successful. All defender troops are rated as shielded.

    3. The attacker will allocate by unit, who will attack which sector. One unit must attack each sector. All stands on both sides are eligible to fight. Consider the modifier DA rating for Defenders. Defenders is in the In-Transit zone treat troops as listed armor and shield rating. Defender is in a Class A, Garrison DA is the same and rated as shielded. Defender is in a Class B, C garrison are rated as Heavy armor and shielded. Defender is in a Class W or F zone are treated as Plate and shielded.

    4. Combat is resolved normally. Any defender (.5) losses are automatically dropped to the whole number. Any Attacker (.5) losses are raised to the next higher number. Troops are locked in combat until one or both retreats or are eliminated. A sector is controlled when all enemy troops are killed. A Zone is secure when every sector is controlled.


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