Medieval Warfare Rules

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MEDIEVAL WARFARE RULES

By Slim Mumford

A SOCIETY OF ANCIENTS PUBLICATION


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Society of Ancients Publications

This is a reprint of a set of rules first published by the Society fifteen years ago. Although both
wargames and rule-writing have advanced in the intervening years, readers may like to reflect on
whether these simple rules do not compare well with present-day complexity. Phil Barker, one of the
most significant figures in the development of wargaming during this time, has written a special
introduction to what we hope will prove a popular and thought-provoking addition to our series of
booklets.

Ian Greenwood, July 1984.

Slim Mumford's Medieval Warfare Rules - an Introduction by Phil Barker

This set of rules was a late development of the Bath/Featherstone system that held sway before the
days of WRG, and is widely considered to have been the ultimate in 'fun' rules.

I remember listening with bated breath to an account of an assault by Slim Mumford's troops on the
city held by Tony Bath's warrior bishop (or was it the other way around?). The first shot fired at the
main gate by the assailants' bombard passed clear over and slew the bishop on the battlements of
his citadel. The defenders abandoned the walls to pray in the crypt. The besieger laughed cruelly,
fired again, and knocked the gate flat - but couldn't do anything about it, his horse bolting from the
bang to a distance from which his cry of 'Forward'' was either unheard by the waiting assault party
or assumed to be directed at his horse.

This re-publication of a classic may hopefully serve to remind today's rule-writers that it is NOT
necessary to parrot WRG formulae or heap complication upon complication. Even today, it is as good
a set of semi-skirmish rules for combats in open field, around fortifications, or on shipboard as you
are likely to find. It may lack modern features such as reaction tests, but where else will you find
rules that account for the obstacle value of a herd of frightened pigs in a courtyard? A developed
version is still used for the longest running of all postal campaigns, the epic struggle for power
between the rival popes Genesis III and Exodus IV. Long may both continue!
-3-

PART ONE : THE BATTLE

MOVES Single Double


Heavy Armoured Infantry 4 8
Heavy Armoured Infantry with shields 4 6
Light Armoured Infantry 5 10
Light Armoured Infantry with shields 5 7.5
Unarmoured Infantry 6 12
Heavy Armoured Cavalry 8 16
Light Armoured Cavalry 10 20
Unarmoured Cavalry 12 24
Wagons (3" if only one horse) 4 4
Bombards crew 3 (2" if 2) 4 -*
Springalds crew 2 3 -*
Cats crew 6 3 -
Siege Towers Crew 6 or 2 Horses (Unladen) 3 -
Men laden with stones, pots of oil, cases of axes etc. 4 -
Large Ram on wheels, crew 4. 4 -
Large Ram by hand, crew 4. 2 -
Small Ram, crew 3. 4 -
Mantlet, crew 2. 3 -
Scaling ladder, crew 3 (2 men 2"). 4 -
Trebuchet, crew 5 or 2 horses (move taken hitching). 2 -*
Mangonel, crew 3. 4 -*
Mangonel towed by 2 horses (move taken hitching) 4 -*
Large raft, crew 8 3 -
Medium raft, crew 5 3 -
Small raft, crew 2 3 -
Cattle and sheep 4 6
Pigs 3 4

Double moves on alternate goes only unless routed.


Cavalry cannot turn more than 60 degree during a double move.
* Means cannot move and fire. TWO INCHES ADDED ON ROADS.

FIRING Short Medium Long


Long Bow (Line archers fire twice when still) 6 12 18
Crossbow (must load when still) +1 when behind wall 6 12 18*
Horsemen Arbalist (can be fired on double move, 6 9 12
loaded still)
Peasants' Bow 6 9 12
Handgun (fired on alternate goes, blows up on 1, 6 - -*
misfires on 2)

All the above fired as single shots require:

6 at long, 5 or 6 at medium or 4, 5 or 6 at short ranges.


Firing in volleys of 5 men -3 at long, -2 at medium and -1 at short ranges.
-4-

FRONT TWO RANKS ONLY MAY FIRE UNLESS REAR RANKS ARE ON OR ARE FIRING AT A SUPERIOR
HEIGHT.

Short Medium Long


Trebuchet, 3" dia. burst circle (min. crew 5) - 8-16 16-24
Mangonel, 2" dia. burst circle (min. crew 3) - 8-16 16-24

Both the above: 6 at long or 5 or 6 at medium for hits.

Bombard burst triangle 3" x 6". Blows up on 1 (min. crew 3) 6 - -


Springald Single dart 0-8 8-16 16-24

Misfire on 2 take; effect on 3, 4, 5, 6.


Crossbow and handgun hits -1, Springald hits -2 off saving throws.

NOISE EFFECTS on horse and cattle: dice thrown for each one (or team of two) when: within 12'' of
bombard it stampedes on 1 or 2; within 24 of bombard or 12" of a handgun it stampedes on a 1.

To regain control of stampeded livestock one man per animal (or team) needs 4, 5, 6 first
subsequent move, 5, 6 second or 6 on third moves.

FIRING ON ATTACKERS

When moving more than a single move attackers will always receive fire. Line archers fire once at
long range and dice 4, 5 or 6 to fire at close range as well (1, 2, 3 they dont fire second time). Other
troops fire at close range automatically. When move less than a single move but more than 2" a dice
is thrown: 4, 5 or 6, or in the case of line archers 3, 4, 5 or 6, needed to fire at short range.

SPLIT MOVES

Skirmishing archers, and horse arbalisters may spilt move, for example if they have first move they
are allowed technically to advance, fire and retire within the limits of their move without being
meleed (unless of course they cannot retreat far enough). Skirmishing archers can advance 3'' and
retire up to 6" but this counts as a double move. Horse arbalisters can fire on a double move
anyway.

Horse arbalisters, like crossbowmen, must remain stationary to re- load. Whilst attacking they are
not allowed to fire.

MELEES

Foot count 1, Cavalry 2. One dice for every 5 points, half numbers on the dice are casualties. Two
rounds per game move. Front ranks only count but rear ranks can be used to replace casualties in
the front rank. If one side has only half the strength of the other it must throw for morale.

A unit can only detain twice its number in a melee. Individual combats for small numbers and in
castle assaults; one throw, highest dice inflicts wound; if dice equal neither does. One to two, dice
against mean of two plus one. One to three, one dice versus the mean of three plus two. In the last
two cases if the individual wins he wounds only one of his opponents. Two rounds per game.

BONUSES. Attackers get 1 impetus bonus per dice on level ground and 2 when attacking downhill (0
uphill). Downhill is counted to within 4" of the bottom of a hill for those charging off. No impetus
-5-

bonus can be claimed when the defenders are beyond an obstacle or in individual combats. When
the attack is up the bank of a stream the defenders get 1 point per dice.

First Round Bonuses

Spears, bills and halberds 1 per dice against cavalry.

Lances 1 per dice against anything.

Weapon Bonuses

Two-handed axes and halberds subtract half off saving throws every move.

UNLESS IN A FORTIFIED AREA FOOT ARCHERS AND CROSSBOWMEN ARE TAKEN TO HAVE DISCARDED
THEIR BOWS AND HAVING BEEN ENGAGED IN A MELEE CANNOT BE USED AS MISSILE MEN FOR THE
REST OF THE DAY.

Women and Bishops have no value in a melee although they can be counted as casualties. In one to
one or more they have a saving throw each go but no chance of wounding their opponents.

FRONTAGES Cavalry and two-handed axemen can hold 1.5" of front whilst other infantry hold only
1''.

REAR ATTACK (no flank attacks) a dice is thrown for the attacked troops. Engaged troops, 5or 6 fight
on, 3 or 4 surrender, 2 or 1 wiped out. Unengaged troops 5 or 6 turn and fight but attackers get
extra bonus points per dice, 3 or 4 take inflicted casualties, rest flee routed, 2 unit surrenders, 1
troops wiped out.

Note if engaged troops attacked in the rear are in two ranks or more and they throw a 5 or 6, the
rear may turn around and fight, in which case the attackers get an extra bonus point per dice.

Prisoners: One escort is needed to every five prisoners and they move at the speed of the slowest
troops present in the batch. In the event of the escort being killed the prisoners take one move to
retrieve hand weapons.

BREAKTHROUGH RULES applicable to cavalry units of five or more with at least 3'' move in hand to
the rear of the attacked unit. Two dice thrown for attackers.

Defence Heavy Cav. Need Lt. Cav. need


2 ranks of Hvy. Cav. or 4 of inf. 11 12
2 ranks of Lt. Cav. or 3 of inf. 10 11
1 rank of Hvy. Cav. or 2 of inf., front being spears 9 10
1 rank of Lt. Cav. or 2 of inf. 8 9
1 rank of halberdiers or spearmen 6 7
1 rank of infantry 5 6

If the breakthrough is achieved the cavalry may be moved as much of their move as remains or as
desired beyond the 3 mark. One round of melee is thrown for counted as in transit with the
defenders getting double normal casualties and must dice for morale as follows : 5 or 6 rallied but
must remain in present position for one move, 3 or 4 routed, run the most convenient way to the
rear, 2 or 1 surrender. Subtract one from the dice if the broken-through troops are peasants.

Breakthroughs are automatic through unformed, routed or troops in units of 4 or less.


Breakthroughs cannot be achieved over troops behind obstacles.
-6-

PASSTHROUGH RULES

A single rank of troops may pass through one rank at a time. If a double line or more attempts to
pass through a single line, or a single line through a second line (in rout) then the stationary troops
must throw.

6 they halt and rally the retreating troops.


5 they stand firm but let the retreating troops pass through.
4, 3, 2 or 1 they are swept away at the rate (double or single) of the retreating troops.

SAVING THROWS

Numbers needed to save


Hvy. Armoured Cav. 3, 4, 5, 6
Hvy. Armoured lnf. with shield 3.5, 4, 5, 6*
Lt. Armoured Cav. and Hvy. Armoured lnf. 4, 5, 6
Lt. Armoured lnf. with shield 4.5, 5, 6
L t. Armoured Inf. or unarmoured Cav. 5, 6
Unarmoured Inf. 6
Horses and Cows 4, 5, 6
Sheep and Pigs 5, 6

Shields do not protect against rear fire. Fences and hedges add one to saving throw. Walls, buildings
and wooden defences add 2 to saving throw. Crossbows, hand guns and boiling oil at short range, -1
from saving throw. Springalds -2 from saving throw. Two-handed axes -0.5 from saving throw.

NOTE: for 4.5 etc. throw a second time for 0.5s with 456 saved or 123 killed.

MORALE

When all Officers, or Commanding Officer, or Local Staff Officer, or 50% of a unit have been killed, or
a unit is outnumbered 2 to 1 in a melee, a dice must be thrown for morale. If the following, the unit
is shaken and must throw again:

Regulars or peasants in own Barony 1 or 2, Mercenaries 1, 2 or 3, Peasants, Local Levies or


Townspeople 1, 2, 3 or 4.

On the second throw 5 or 6 means rallied but must not move next go, 3 or 4 means retires a single
move in good order, 1 or 2 means routed a double move.

NOTE, if it is not possible for the troops to retire they must surrender. FOR MORALE PURPOSES
SMALL UNITS OF SIMILAR TROOPS MAY BE FORMED INTO LARGE ONES.

RALLYING

On subsequent goes, attempts may be made to rally a fleeing unit: On the first 4, 5 or 6 needed, on
the second 5 or 6, on the third a 6. Staff Officers add 1, Commanding or Staff of Ducal or high rank
add 2 to the dice but the Officers concerned must stay with the unit which will flee otherwise.

CONTROL OF PEASANTS

Peasants, after being started off, must throw to see if they obey any subsequent order (apart from
firing). If a 1 or a 2 is thrown they disobey the order and carry on as before.

OFFICERS' POWERS
-7-

Any attack of 30 men or more (20 in a siege) must have an Officer of Staff rank within 9". Only
Officers of Staff rank may command armies; if all are killed, each unit dices: 4, 5, 6 routed to nearest
stronghold; 3, 2, 1 surrenders. Fragmentary units may be combined if within 6" of an Officer. If a unit
loses all Officers it can take no initiative, i.e. it must carry on, stop, or retire.

Once it stops it may only retire and once it starts retiring it may not stop. Exceptions to this are small
bodies of missile skirmishers as below.

Skirmishers more than 6 from an Officer must dice if formed troops move within 12 or the
skirmishers wish to go within 12 of a formed body of troops.

Enemy approach skirmishers: 4, 5, 6 O.K., 3 retires, 2 or 1 routed.


Skirmishers want to approach enemy: 4, 5, 6, O.K., 3, 2 or 1 waits.

SECOND RANK ARCHERS

Where archers are sheltered behind a line of other troops, casualties are diced for in proportion 1 in
every three an archer or, if the front line troops have shields 1 in every 4 an archer.

OBSTACLES

Rivers:

Grade I, up to 12" wide: impassable except on bridges and boats.


Grade II, 6" wide: impassable except by marked fords, bridges and boats.
Grade III, 4": occasionally fordable for one day only if 6 thrown.
Grade IV, 2": fordable as under fording rules.
Grade V (ditch), 2" of move used up.
Morasses: Infantry, single move only; cavalry, 4" only; impassable for Siege Engines.
Marshes: Crossable only by fording rules unless marked impassable.
Low Fences, Hedges & Walls take up 2"; infantry can only go at single move rate. Impassable to siege
engines and wagons.
High Fences & Walls: Impassable to all troops.
High Hedges Impassable to foot. Cavalry dice for each man: 1, broken neck, 2 or 3, horse refuses.
Sharpened Stakes take 2" off infantry moving towards the points (single move rate only). Halt cavalry
for rest of move or 4" at least used up. Once cavalry have passed through they are deemed beaten
down.
Caltrops: Infantry single move no effect; double move, dice each man per inch: 1 = injured. Cavalry
can pass through safely at 4" per move, any faster dice per man per inch: 1 out of action rest of
battle. 2 must halt and stay in position next move.
Steep Slopes: Infantry half moves only. Impassable to cavalry up or down.
Upward Slopes Single move only.
Open Woods: Single moves only for cavalry.
Dense Woods: Impassable to cavalry, single moves only for infantry, which must break formation.
Impassable to Siege Engines.
Cliffs: Scalable only by unarmoured infantry, dice each man per 2" up slope 1 fallen down and
injured, 2 must go to the bottom and start again, 3 held up one move.
Flocks of Sheep or Herds of Pigs 4" only all troops.
Herds of Cattle: 4" cavalry, impassable to infantry.
To count as an obstacle the above must be head-on or two deep.

FORDING RULES
-8-

All troops move 2" per go with dice thrown for each man.
Cavalry: 1 half drowned, 2 halted a move (includes horses and cattle).
Infantry: 1 drowned, 2 or 3 halted a move (includes sheep and pigs).
Siege Engines: 1 or 2 lost, 3 or 4 halted a move.

OBSTACLE CONSTRUCTION

CALTROPS may only be laid by Engineers. It takes 3 men one 1 x 3" strip per move. Without a cart
carrying reserve supplies they may only lay one strip. Each Company carried enough for1 8".

SHARPENED STAKES take a day to put up at 12 per 10 men.

CONCEALED CALTROPS: Infantry at single-move pace automatically discover them. Infantry at double
pace and Cavalry at single pace dice as a body: 4, 5 or 6 discover the caltrops and can take
appropriate action. Cavalry at double pace need a 6 to discover them.

DESTRUCTION OF OBSTACLES

It takes three men one go to remove one 3" x 1'' strip of caltrops.
It takes five men two goes to remove a strip of sharpened stakes or a low fence.
It takes five men four goes to cut down a hedge of strip size. (3" high or 4 low)
It takes five men six goes to throw down a wall of strip size.

SETTING FIRE TO BUILDINGS

Stone buildings are non inflammable.


Half-timbered buildings need 6 by any man engaged in firing it (he can do nothing else that move).
Fully timbered buildings 5 or 6 needed by a man firing it.
Tents or haystacks, 4, 5 or 6 needed by any man firing them.
-9-

PART TWO : THE SIEGE

GENERAL RULES

Besiegers can come to within 18" of the walls providing they are behind covers at the start of a
battle. Cover in this case means buildings, walls, or palisades. Palisades must be built out from the
24" mark.

TRENCHES may be carried to within 8" of the walls providing they are lined 3" clear of being
enfiladed. They have the same defensive value as palisades except Springalds cannot penetrate
them. (i.e. 2 points added to saving throw for men exposing themselves). Trenches count as ditches
(Grade V rivers) as obstacles and 2" is taken off the move of men getting out of them. Tunnels and
Trenches must be dug under the supervision of an Engineer. If integrated into a defensive position,
high wall and fences may have fire steps put behind them for firing over.

NORMAL FIELD RULES APPLY UNLESS STATED OTHERWISE.

MOVES

Horizontal moves are as normal. Cavalry cannot climb anything.

Distances are taken up by the following in any one move:

3" ascending ladder or steps to the parapet.


2" descending ladder or steps from the parapet.
4" ascending small towers from the ground.
3" descending small towers to the ground.
2" ascending small towers from the parapet.
2" descending small towers to the parapet.
6" ascending large towers
4" descending large towers
1" opening door or trapdoor.
0" shutting door or trapdoor.
0" descending from six foot wall.

A man is taken ascending a six foot wall. A man jumping from the parapet wall must dice: 1 or 2 hurt,
3 stationary rest of move. Two men can pull up a ladder taking up 2" of move doing so. One man can
push over a ladder unless it has two men on the supports.

Unopposed Entries

Four men may come up an unopposed scaling ladder per move.


Eight men may come off an unopposed Siege Tower ramp per move.

MOVING WEAPONS

Fire pots unimpeded. = 4


Stones and pots of boiling oil, one man. = 4
Scaling ladders, at least three men. = 2
Scaling ladders, at least two men. = 4
Ordinary ladders, at least two men. = 4
Bombards, at least three men. = 2
Bombards, at least two men. = 3
Mantlets, two men. = 2
- 10 -

Mangonels, at least three men. = 2


Mangonels with team of horses (move taken hitching or unhitching) = 4
Trebuchet, at least 5 men or team or horses. = 2
Large Battering Ram on wheels, at least 4 men. = 4
Large Battering Ram by hand, at least 4 men. = 2
Cat, at least 4 men. = 3
Springalds, at least 2 men. = 3
Siege Tower, at least 6 men. = 3
Small Battering Ram, at least 3 men. = 4
Case of four double-handed axes (one man). = 4

FIRING FROM SIEGE TOWERS

Four men only can fire from the top floor. When the tower is within 6" of the fortifications (any part)
firing becomes normal with saving throw as follows

For men visible by firing only.


Siege Tower or Tower versus Wall Tower men add 2 and wall men 1.
Tower or Siege Tower to Tower: both add 2 to saving throws.
Tower or Siege Tower to Large Tower: former adds 2, latter 3.
Large Tower from wall or ground: same as firing at fortifications (6.5 needed).

FIRING AT STONE FORTIFICATIONS (Permanent stone walls and towers)

Observed fire only permitted.

Bows, crossbows and handguns must be within 6'' of fortifications to fire. Firing is done individually,
a 6.5 being needed for a hit. Springalds fire as normal except that ranges are reduced to 4", 8'' and
12" for short medium and long respectively. Observed fire only. Mangonels and Trebuchets are
deemed to be fired blind at a tower or a stretch of wall. Small towers are divided into two, the large
round tower into four, the keep into six and all walls into 2" sections. On a missile (bag of stones)
hitting the target dice is thrown to decide which section has been hit. Mangonels hit one section and
trebuchets two.

ALL SAVING THROWS ARE NORMAL WHEN A HIT IS ACHIEVED.

MISSILE MEN IN FORTIFICATIONS CAN REGAIN THEIR WEAPONS AFTER A MELEE.

Palisades are wooden defences with a firing step. Add two to saving throw. Mantlets are movable
wooden screens giving cover for two men only. Also they add two to the saving throw.

HAND MISSILES

These are written down as being piled at various positions. Men setting up ladders or battering
doors automatically put themselves within range of hand missiles. Hand missiles may be thrown by
anyone. Handstones and fire pots ranges are 2" from wall, 3" from a tower, or 4" from a large tower.
Fire pots only 1" on the ground. Anti-personnel, a 4, 5 or 6 needed for a hit. Fire pots need a 5 or 6
to set an Engine on fire (a cat is allowed one move and a Siege Tower two before become unusable).
Fire pots are destroyed if the man carrying one is hit or engaged in a melee.

POTS OF BOILING OIL 1.5" automatic hit range with 1.5" burst circle or first three men per pot. 2
deducted from saving dice. One pot per fire, it takes 4 moves to heat up and can be taken off the fire
for one move only.
- 11 -

FIRING INTO MELEES

If the missile misses, a dice is thrown: 1 or 2 hits one of the firers side. Bombard, Mangonel and
Trebuchet burst areas include all inside.

FIRING ON SIEGE ENGINES

Stones fired from Mangonels, Trebuchets and Bombards need the following

3, 4, 5 or 6 to crush a Mantlet (men behind hit)


5 or 6 to destroy a Siege Tower (men on top two floors hit)
6 to crush cat (men inside hit)
6 to break the wheels of a Large Ram.
6 to destroy Mangonel.
6.5 to destroy Trebuchet.
4, 5 or 6 to break ladder.
5 or 6 to crush Springald.
6 to destroy Bombard.

Hand stones need 6 to break a fallen ladder.

Springald hitting Siege Tower, Palisade or Mantlet needs 4, 5 or 6 to penetrate and hit one man.

MELEEING

FRONTAGES. Scaling ladders fight on a one-man-front, Siege Towers on a two man-front. Breaches in
Towers are two men wide and in walls three men wide. Doors and trapdoors are one man and gates
two men wide. In the event of a defender being killed he can be immediately replaced by another if
available. Rear attacks in small numbers melee: whilst engaged 5, 6 fight on, 1, 2, 3 or 4 cut down.

MORALE is diced for in units of a wall or tower etc. for the defence. If more than 60% of troops
actually fighting a narrow-front melee are killed throw for the unit's morale. Each assault force of
more than 20 must have a Staff Officer to lead it. In assault an officer must go in at the half-way
mark, whilst if two are present also at the three-quarter mark. The last Officer present must go in
when there are still 5 other men left outside. Castle Commanders must stay on the Keep. If Castle
Commander killed, 1 or 2 castle surrenders, otherwise men throw for morale. A castle without Staff
Officers must surrender when the first tower falls. A castle with no Officers left must surrender.
When the first tower is captured the castle (or Town) commander dices: 1 or 2 surrenders. If a Town
surrenders, 1, 2 citadel does also, vice versa, 1, 2 or 3

MELEE ADVANTAGES

Defender versus man on scaling ladder or stair +1.


Defender versus man from Siege Tower, equal.
Defender versus man in breach or gateway, equal.
Defender versus man coming up through trap door +2.
Defender on 6' wall versus man on ground +1.

The presence of a Staff Officer with any group of men adds 1 to their second Throw for morale, the
Commander 2. The morale of a mixed group of troops is thrown as a group using the saving throw of
the most predominant type. In the case of equal numbers, the throw is that of the more unreliable
troops. Morale thrown every time a group loses 50% or its Officer.

WEAPON CONSTRUCTION
- 12 -

The following table gives the times taken to construct the various engines using

Engineers only:
Mangonels, 4 men 3 days.
Trebuchets, 7 men 3 days.
Cats, 4 men 3 days.
Springalds, 2 men 3 days.
Mantlets, 2 men I day.
Scaling ladders, 4 men 1 day.
Small Battering Ram, 2 men one day.
Large Battering Ram, 4 men 2 days.
Siege Tower, 7 men 3 days.

The following can be constructed by non-Engineers.


Mantlets, 2 men 2 days.
Scaling ladders, 4 men 2 days.
Small Battering Ram, 2 men 2 days.
Large Battering Ram, 4 men 2 days.
Palisades, 10 men 1 day for 6".
Six foot wall, 10 men per 3 section per day.

BREACHING

Axes. After one move in position, one (double-handed) axeman needs the following on the dice to
break through: door or trapdoor 6, gate 6.5. Two axemen need 5 or 6 for a door and a 6 for a gate.

Small Battering Ram. (4 men to operate) needs a 6 to break a gate, or a 5 or 6 to break a door or
trapdoor.

Large Battering Ram. (6 men to operate) needs 5 or 6 to break a gate and a 3, 4, 5 or 6 for a door.

Bombard. needs 3, 4, 5 or 6 to break gate or door.

Mangonel. needs 6.5 for a gate and a 6 for a door (after hitting same).

Trebuchet. needs 6 for a gate of a 5 or 6 for a door (must be visible).

Cat. After three moves in position a cat (6 men) needs a 5 or 6, dice thrown each move to breach
wall or Tower.

Mines

Trenches are dug at 4" a day with 4 men digging and 8 men as reliefs. Tunnels are dug at 2" a day
with the same number of men. Trenches have the same value as mantlets for cover. When the
tunnel has reached the wall or Tower, an attempt to breach by mining may be made. For a wall,
after two days for a round tower (small) three days and for a square tower four.

The first move a 5 or 6 is needed, the second a 4, 5 or 6, the th1rd a 3, 4, 5 or 6 and fourth a 2. 3, 4, 5
or 6. In the event of a 1 being thrown the mine has failed and cannot be attempted for another two
days. If the attempt is successful the tunnel is taken to be blocked.

CONCEALMENT OF TROOPS
- 13 -

Palisades can conceal 12 men per 3" strip square to the enemy. Cats can hold 12 men. Bottom of
Siege Tower 8 (6 on other floors 4 on top). Trenches 2 men per inch. Unblocked end of mining
tunnel holds 12. Mantlets 2 men each. Troops may also be concealed in woods, buildings etc.

DESTRUCTION OF SIEGE ENGINES

If a man can reach an untended engine he takes one move to damage it as follows
Springald damaged so that it takes 2 men three goes to repair Jt.
Mangonel damaged so that it takes 3 men two goes to repair lt.
Trebuchet damaged so that it takes 5 men one go to repair it.
- 14 -

PART THREE : RIVER CRAFT

CURRENTS

Currents run parallel to the river banks downstream at all times.

Lakes 1" per move


Grade I rivers (6-12") 2" per move
Grade II rivers (4-6") 3" per move
Grade III rivers (2-4'') 4" per move
Grade IV rivers {1-2) if navigable 3" per move

WINDS

To initiate a dice is thrown 1 N or NE, 2 = E or SE, 3 = S or SW, 4 = W or NW, 5 or 6 throw again. A


second dice decides whether the cardinal or secondary point is chosen.

A dice is then thrown for strength: 1 no wind, 2 light wind, 3 or 4 medium wind, 5 = strong wind, 6 =
gale.

Before each subsequent throw two dice are thrown, one for the direction and one for the strength
of the wind. If a 1 is thrown there is a change and a second dice is thrown. For direction 1, 2 or 3
anticlockwise, 4, 5 or 6 clockwise; for strength 1, 2 or 3 weaker, 4, 5 or 6 stronger.

Gales

Craft may not leave the bank in the gale. Craft caught out in a gale must head for the bank, dicing
every move until they get there: 1 = foundered, 2 = mast broken.

UNDERWATER OBSTACLES

When passing over obstacles a dice is thrown every go.

Rocks: 1 or 2 sunk.

Sand banks: 1 sunk, 2 or 3 grounded.

If grounded a 5 or 6 is needed each move to break free.

Collisions with the Banks: dice as for ramming minus 1 on the dice.

For convenience the craft are adjusted for current at the beginning of each move.

ROWING OR POLING

Small boats and rafts can move 3" per go.

Large or medium rafts can move 2" per go. Ships must sail or be towed.

SAILING

Boats and ships are all square-rigged and have the same speed.

The diagram below gives the speeds in light wind, multiply them by 2 for a medium wind, 3 for a
strong wind and 4 for a gale.
- 15 -

3 3

2 2

1 1

0 0

WIND DIRECTION

Boats wanting to cross the wind must wear ship (270 degree turn) which uses up 6" of move. Other
changes of course take no distance. Boats setting sail can only go half a move or less. Boats
anchoring or mooring must drop their speed to 4" or less. Boats travelling at 6" or more cannot cut
their speed by more than half maintaining the same course.

It takes half a move to moor or anchor. In the event of a wind change catching a boat aback (head on
with sails set) a dice is thrown.

Gale: 1 founders, 2, 3 or 4 mast breaks.

Strong Wind: 1 founders, 2 mast breaks.

Medium Wind: 1 mast breaks.

RAMMING

After moves for current have been made, boats or ships can attempt to ram. The course must be
straight to target. The defender can throw a dice to see if he can take evasive action if desired.

If the attacker is taking 3/4 or more of his move the defender may try to evade automatically. If half
or more he needs a 3, 4, 5 or 6. If a 1/4 or more he needs a 5 or 6.

If an attempt to evade is mace a further dice is thrown.


1 or 2 fails to evade.
3 or 4 presents either beak or quarter to the attacker (whichever is nearest).
5 or 6 evades enemy ship, completes a move without changing speed or course.
The effectiveness of the attempt depends on the speed of approach and the position of the point of
impact.

Ramming at speeds of 12 or over


A position: 1 or 2 attacker sunk, 3 or 4 both sunk, 5 or 6 defender sunk.
B position: 1 attacker sunk, 2 or 3 both sunk, 4, 5 or 6 defender sunk.
C position: 1 or 2 both sunk, 3, 4, 5 or 6 defender sunk.
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D position: 1 both sunk, 2, 3, 4, 5 or 6 defender sunk.

Ramming at speeds of 6 to 12
A position: 1 attacker sunk, 2 or 3 both sunk, 4 or 5 neither sunk, 6 defender sunk.
B position: 1 or 2 both sunk, 3, 4 or 5 neither sunk, 6 defender sunk.
C position: 1 both sunk, 2, 3 or 4 neither sunk, 5 or 6 defender sunk.
D position: 1, 2 or 3 neither sunk, 4, 5 or 6 defender sunk.

If the collision is between a ship and a boat 2 is added or subtracted as the case may be in the ships
favour.

GRAPPLING

Any craft coming within 2 of another craft may attempt to grapple, 4, 5 or 6 they do. No movement
apart from current drift is permitted. If a boat sinks whilst grappled to another it drags the other
with it. A boat held up by two other boars must be cut loose when opportunity offers.

MISSILE FIRE

Hits are achieved as normal.

Stones from Engines: on boats 1, 2 or 3 sunk, 4, 5 or 6 normal burst circle.

Springald darts and handstones: 1 or 2 sunk, 4, 5 or 6 one man hit. Add 1 to dice for ships.

On a missile hitting a boat or ship dice are used to determine who has been hit. Ships and boats
count as light cover adding 1 to sav1ng throws.

Survivors

When a craft has sunk the men are put in the water. The next and every subsequent go they dice to
see if they are still swimming as below. Swimming is done at 2" per move.
Heavy armed infantry need 6.
Light armed infantry and heavy armed cavalry need 5 or 6.
Unarmed infantry and light armed cavalry need 4, 5 or 6.
Unarmed cavalry need 3, 4, 5 or 6.

SAILORS

Since a sailors allegiance is to his boat, he automatically changes sides if his boat is captured. Unless
deliberately attacked sailors do not fight in melees apart from those manning ships. If the sailors in
the boat are killed the boat must continue at its present speed and course one move, after which it
must be rowed until the sailors are replaced.

The crew of a boat is 2 sailors, one who is normally left on shore as a reserve. A boat can carry a
total of 4 men, but 1 survivor may also be carried. A ship has a crew of 5 sailors. They contain a
handstone thrower for the crows nest, 2 crew for the Springald, 1 Captain and 1 other. 14 others
may be carried.

RAFTS

Rafts have a speed of 2 for large and medium and 3 for small with only one man needed to pole
them.
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Apart from the operator, their carrying capacity is as follows:


Large raft, 22 men or 6 horsemen or Mangonel and crew or wagon and team.
Medium raft, 11 men or 3 horsemen.
Small raft, 5 men or 1 horsemen or a ferry tackle.

RAFT CONSTRUCTION

Subject to limitations in the availability of timber rafts can be constructed as follows:

Large rafts 10 engineers or 20 others, 1 day.


Medium rafts, 5 engineers or 10 others, 1 day.
Small rafts, 2 engineers or 5 others, half day.

FERRY PROCEDURES

Only engineers may construct ferries. It takes 2 engineers half a day to make the two tackles for a
ferry.

To set up the ferry a line is carried across the river by raft or boat.

On reaching the other side a further move is taken by at least 2 men to set up the tackle. The ferry
can be operated from either end and needs at least 4 men for a medium raft or 6 for a large raft.
Speed is 6" per move.

Normal moves are taken embarking and disembarking.

Once installed and if weather is suitable ferrying can continue overnight.

Ferries cannot be operated in gales.

TOWING RIVER CRAFT

This is irrespective of current.

Large Rafts rowed by 6 foot upstream 3 downstream 4


Medium Rafts towed by 4 foot upstream 3 downstream 4
Large Rafts towed by 3 horse upstream 6 downstream 8
Medium Rafts towed by 2 horse upstream 6 downstream 8

Boats can be towed upstream or downstream at the single move rate of those towing them with
either 2 foot or 1 horse. Ships have the same rules as Large Rafts.

If a ferry is caught in a gale a dice is thrown each move until it can be moored: 1 raft founders, 2 line
breaks.

If any boat or raft hits the line at 4" speed or over it parts.

MISCELLANEOUS RULES

SIMULTANEOUS MOVE RULES

Both players must write out the orders each move for the movement and deployment of their
troops. Units omitted are taken to continue as they are. Firing need not be noted.

DISENGAGEMENTS
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One force cannot tie down more than double its numbers nor car, it tie down troops not yet
committed. If a player with inferior points value in a melee wishes to disengage and his opponent
objects, he must dice : 5 or 6, he may, 4, 3 or 2 he may not and is driven back half a single move, 1
he is routed a double move with the pursuers advancing a single move.

If a player with superior points value in a melee wishes to disengage part or all of his troops from a
melee and his opponent objects he must dice 1 or 2 he must continue fighting.

Skirmishers and Horse Arbalisters

If these have enough move in hand they may dice to escape attackers. Attackers half a single move
away, 6 needed, attackers a single move away 5 or 6 needed, attackers a move and a half away 4, 5
or 6 needed, attackers a double move away 3, 4, 5 or 6 needed.

ESCAPING STAFF OFFICERS

No Staff Officer may leave the field before his Commanding Officer unless accompanying troops. If a
player wishes a Staff Officer to desert his troops he must dice: if armoured 1 or 2 or if unarmoured 1
he must stay with his troops until the end of the battle.

CAMPAIGN MORALE RULES

A decisive battle is one in which the losing commander has his battle flag captured. Battle flags of
Commanders and personages ranking Duke or above will be positioned at the beginning of each
battle or Siege. They must not be moved whilst fighting is in progress. If a Ducal battle flag is
captured whilst the commanders stay free the personages of the Duchy must dice for campaign
morale. Likewise if a Ducal flag stays free whilst the Commander's flag is captured the personages of
the Duchy are exempt from throwing the campaign morale dice. Otherwise all personages of
differing loyalty present or subject to these present must throw a campaign morale dice after a
decisive victory or defeat. If any Royal Troops (Royal Cavalry or infantry from the Royal Provinces
excepting Consort's troops and Peasants) are engaged all the personages of the state are affected.

Personages on the losing side throwing a 1 or 2 add 1 to their discontent value. Personages on the
winning side throwing a 5 or 6 subtract 1 from their discontent value.

Discontent values are DO loyal, D1 slightly discontented, D2 discontented and D3 in revolt. Any
personage with a relative on the other side cannot be better than D1.

Other factors affecting Discontent Values are:

Advantage: promotion, or death of enemy relatives subtracts one. If subject Peasants revolt
automatic reversion to D1 at least.

Disadvantage: in any of the following cases a dice is thrown 1 or 2 add 1 to the D value: if taxes are
raised, or province town or castle taken or if equal promoted.

D values can also be changed in the winter political campaign.

Invaded Baronies lose 10 pieces tax value for every five days they are invaded after the first five.
Towns lose 5 pieces for every 5 days they are invested after the first five.
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RECOVERING STAFF OFFICERS

After a battle Staff Officer casualties are diced for: 5 or 6 they recover for the next season. If the
Staff Officer fell on ground held by the enemy at the end of the battle he is captured and ransomed.
{This depends on the political set-up as a Peasant Leader would be executed).

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