wargames rules for ancients, dark ages, medieval and

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11:25 21/10/2014 CRUSADER Historical Miniatures Rules CRUSADER LITE VERSION chapters in red are not included CONTENTS 1. Introduction 2. Unit Organisation & Basing 3. Unit Statistics 4. The Turn Sequence 5. Movement 6. Missile Fire 7. Melee 8. Morale 9. Skirmishers 10. Leaders 11. Special Unit Abilities 12. Artillery, Elephants & Chariots 13. Army Morale 14. Points Copyright Mark Sims 2006 If you want to reproduce or redistribute this version please ASK first! - 1 -

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Page 1: Wargames rules for ancients, Dark ages, Medieval and

11:25 21/10/2014

CRUSADERHistorical Miniatures Rules

CRUSADER LITE VERSION chapters in red are not included

CONTENTS

1. Introduction2. Unit Organisation & Basing3. Unit Statistics4. The Turn Sequence5. Movement6. Missile Fire7. Melee8. Morale9. Skirmishers10. Leaders11. Special Unit Abilities12. Artillery, Elephants & Chariots13. Army Morale14. Points

Copyright Mark Sims 2006If you want to reproduce or redistribute this version please ASK first!

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2. Unit organisation and basing

These rules are primarily designed for 25-28mm figures as that is what I own! They can, however, be modified for 20, 15, 10, 6mm without too much trouble. In these cases you can either keep the base sizes the same and have differing numbers of figures on them or work out your own system. Changing inches to centimetres or halving all distances are obvious adjustments that spring to mind for smaller scales.

The ‘ideal’ base sizes are simply 40mm to 50mm square for infantry, 50mm square for cavalry. Chariots and Elephants should be roughly 60mm by whatever depth is needed. Some flexibility may be required for larger figures, chariots and elephants. The exact frontage and depth of the base is not a hugely important factor in these rules so you are welcome to use whatever you have available.

This basing system should allow you to use figures based for other popular rules with very little difficulty. You can either re-base figures onto stands, put them on temporary movement trays or keep them as they are and just ‘assume’ they are based correctly - I’ve used all three methods.

Whatever you choose it isn’t hard to represent a unit and as the rule mechanics use stands to determine combat rather than figures you can even get away with 2 armies based slightly differently – though this is obviously not ideal.

Unit sizes are pretty much up to the players depending on the figures that you have and the army list guidelines. Unless the army lists state otherwise the minimum unit size is 4 stands and the maximum is 8 stands for cavalry and 12 stands for infantry.

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Unit Formations and Organisations.

Basically the units are made up of stands of troops. Some units may be of mixed troop types but the vast majority will consist of stands of the sametroops who are armed and armoured in the same way. Each unit is assumed to include a command stand – this costs no extra points and fights exactly the same as the remainder of the unit.

There is no set formation for your units. They can be as many stands wide or deep as you like. You’ll obviously work out for yourselves which formations are most suitable for combat and movement for various types of troops.

To count the depth for formations in melee the unit must be 3 or more stands wide and also have more than half of its back rank of stands. So a unit3 stands wide would need to have a second rank of 2 stands to count as 2 ranks deep.

Any unit that is more stands deep than it is wide counts an in ‘column’ and is immediately shaken when it contacts any enemy forces. Certain scenarios may call for troops to arrive on table in column.

Some units will have the ability to form into skirmish order. These troops must still keep in base to base contact with another member of the same unit but within those constraints they may be positioned in whatever formation the player likes. Skirmish stands are generally represented by having less figures per stand and have appropriate modifiers in the rules.

Units may ‘snake’ to go around terrain, line hill contours or river banks and such but otherwise will remain in ranks and files during movement and combat.

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3. The Unit StatsEach troop and command stand will have a set of statistics that you’ll

use to work out if it passes a morale test, how far it can move, how well it fights in combat and such.

The stats for each unit are represented in the following order.

Unit Name, Number of Stands, Morale Class, Combat skill, Bow skill, Wounds, Hand to Hand Attacks, Missile attacks, Training and Leadership, Movement, Armour, Notes & Weapons.

And are abbreviated on the stat line as follows.

Unit (stands) Morale CS BS Wnd Hatk Matk T&L Move Armour Notes

Unit Name – The name of the unit. (Well, Duh!)

(Stands) – The number of stands that the unit starts with.

Morale – The morale class of the unit from worst to best Dregs, Levy, Trained, Regular, Seasoned, Veteran, Elite. Most troops will fall into the Trained to Seasoned classes.

CS – The combat skill of the troops within the unit. All stands will have the same CS – even in mixed formations and command stands. The skill levels are good, average and poor.

BS – The ‘Bow’ skill of the unit reflects how good it is with missile fire or thrown missile weapons (Bow skill is easier to say than Ballistics skill). Skill level can be good, average or poor.

Wnd – The number of wounds that a stand can take before it is removed. Skirmishers will have 2, normal formed troops 3. Better morale classes can have more wounds per stand.

Hatk – The number of hand to hand attacks that each stand gets in combat. Skirmishers have one and normal formed troops two. Elite will get an extra attack per stand for hand to hand combat.

Matk – The Number of missile attacks that the stand will have. Formed troopsget 2 attacks per stand, skirmishers get one attack per stand. Morale class does not affect the number of missile attacks in the same was that it does for Hand to Hand attacks.

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T&L – The training and Leadership level of the unit. This will be used to determine how long the unit takes to carry out orders, reform, its chance to recover from being shaken and such. The higher the better.

Move – The distance in inches that the unit can travel in a normal move. This distance is doubled for charge, rout and march moves and is modified by die rolls for flee moves.

Armour – There are 5 types of armour. None, Light, Medium, Heavy and Extra Heavy. You’ll find various examples of the differing armour classes in the army lists at the back of the book.

Note – This is where the weapons, special abilities or any other notes are given for the unit.

Points – Not technically part of the stat line the points value of each stand is often given afterwards. Simply multiply this by the number of stands for the units’ final points cost. There are no extra for command stands within a unit – each is always assumed to include a command stand.

Unit (stands) Morale CS BS Wnd HAttk Matk T&L Move Armour

Saxon Huscarls (6) Veteran Good none 4 2 - 9 4” Medium

Notes - Shieldwall, steadfast, 2 handed weapons.

Unit (stands) Morale CS BS Wnd HAttk Matk T&L Move Armour

Norman Knights (5) Seasoned Good None 4 2 - 9 7” Heavy

Notes – Shock, mounted, lance.

Unit (stands) Morale CS BS Wnd HAttk Matk T&L Move Armour

Fyrd Archers (8) Trained Poor Av 3 2 2 6 4” None

Notes - Bow

Unit (stands) Morale CS BS Wnd HAttk Matk T&L Move Armour

Levy slingers (6) Levy Poor Poor 2 1 1 5 6” None

Notes – Skirmishers, slings.

Designers Notes: The rules are specifically designed to emphasise the quality and abilities of troops through their training, leadership and morale level rather than dwell on the details of armour or weapons. You’ll find veteran and elite troops are excellent, levy and dregs terrible – no matter what weapons or armour they may have.

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4. The Turn Sequence

What follows is a brief outline of basics of the game and the turn sequence. I’ll go into all of this in more detail later.

The army that you control will be made up of individual units, from a small battle with 3 or 4 a side to larger battles only limited by your space and figure availability

Leaders are an important part of these rules. They are not super fighting machines with extraordinary statistics but can add significantly to the morale, motivation and manoeuvrability of units. Adding Alexander to the front of your Companion cavalry may well tip the balance in any combat.

A commander will find that they can affect the manoeuvrability of units before contact is made with the enemy, after that control will begin to break down and they may be better suited to direct command of units at important points of the battle. This has proved to be a pretty good representation of the loss of control that commanders had after the initial deployment of the army.

Initiative is determined and the first player will begin their turn. The most important thing you’ll need to understand about the game system is that each unit is activated and acted with in its entirety before moving onto the next unit. It may charge, fight a combat, win and break through, fight another combat, lose that, break and flee - all in succession.

There are no separate movement, firing, morale or combat phases. Instead one player will activate all of their units in turn and then the other player will do so. It may take a couple of turns to get used to the fact that you move a unit and then fire straight away or that the melee happens right now – not after you’ve moved everyone else. In a couple of games time it’ll be second nature.

A players’ turn can end in two ways. Firstly they can simply act with all of their available units and have nothing left to move, fire or fight with. Secondly they can attempt an action that results in one of their units being routed, either by losing a melee, failing a morale test, being wiped out entirely or whatever. This will be the end of that players turn and represents their lossof initiative and impetus.

Designers Notes: I have found that activating units, carrying out all of their actions and then moving on to the next gives a much more fluid game than one constrained by movement, firing, combat and morale phases.

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Initiative

Both sides will roll a D10 and add the commanders T&L Modifier highest will have the option to go first or second. Re-roll ties without the command modifier applied to the die roll.

Both sides will then take alternate turns throughout the rest of the battle.

Activating Units

Each unit has a Training and Leadership (T&L) level, the higher the better. This reflects its ability to manoeuvre and act under its own initiative.

During the players turn they will need to activate each unit before it canact. Units will always be able to make a simple move, charge or shoot at an enemy that they can target in their turn but when they want to change facing, formation, sidestep or retire they will need to pass a Training and Leadership test to do so.

The basic T&L number is modified by certain circumstances which are defined in the table below.

A unit may only carry out one formation or facing change per turn and it must do so at the start or end of its move. If done after it has moved and it fails its T&L test it may not carry out the manoeuvre or fire.

Units manoeuvring may retire or sidestep but may not combine such a move with any other formation or facing change. If the unit fails its T&L test then it may not do the formation or facing change or choose to do anything else. It may still react later in the turn if charged but its move is now effectively over.

Designers Notes: The T&L rolls for awkward manoeuvres represent the different capabilitiesof units and the difficulty troops would face changing facings and formations or retiring in good order before an enemy. The rules are very restrictive on purpose and you’ll find that when units get into difficult positions they have trouble getting out of them.

This does mean that if you have badly trained troops you need to think of a simple plan and stick with it – likewise if you can put your opponent off balance by turning a flank or punching a hole in their line you will have an advantage that you can exploit. Use your troops to outmanoeuvre if you think they are good enough – keep things simple if not.

If troops fail a T&L test while attempting a manoeuvre they do nothing else that turn. This doesn’t mean that they are just standing there watching the world go by – it just means that an amount of disorder has resulted, orders have not got through to everyone or the unit is simply slow to manoeuvre.

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Within Command Radius (6”) + Commanders T&L modifierCommander attached to unit Only fails test on a roll of 12

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5. Movement

Units will each have a Tactical movement value – this is how far they can move over open terrain with no obstacles when within engagement range of the enemy. When a unit is charging or marching its basic movement distanceis doubled. Marching is only allowed outside engagement range (6”)

Basic Movement

Troop type Infantry Cavalry/Chariots

Light & Medium 4” 8”Heavy 3” 7”Extra Heavy 3” 6”Skirmish order +2” +2”Evade 2D6” * 3D6” *Charge/March/Rout times 2 times 2

* Though the maximum distance may not be more than double the normal move – no matter what the die rolls are.

Example – Byzantine Psiloi in light armour with the feigned flight ability. 4” basic tactical move, 8” charge, march or rout move. Flee 2D6” (with a maximum of 8”)

Proximity to the enemy

Unless your unit is carrying out compulsory movement, routing or conducting breakthrough movement it may not move closer than 1” to any enemy unit or individual stand. Command stands do not count for this rule.

While charging a unit may move closer than 1” to other enemy units. Where possible you should try not to charge across the face of enemy formations. This is an impossible rule to quantify so please just use common sense and play to the spirit of the rules rather than the letter.

Obstacles and rough ground

It takes half the move of the troops to cross linear obstacles. This is half of the total move and you can march over these. Rough terrain is crossed at half speed for the most part though some troops in certain terrain may move faster or slower than this – again you can march over or through rough ground.

There are some terrain features that certain troop types cannot cross or enter and some troops take more penalties for crossing obstacles than others. The terrain table below gives details of this.

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Type of Terrain Movement effect

Light Woods Skirmish infantry – no effect Formed Inf & Skirmish cavalry– Move half. 50% Shaken if charge

Cavalry – Move half. 100% shaken if chargeHeavy Woods Skirmishers – half move – 50% shaken if charge Infantry – Half move. 100% shaken if charge Skirmish Cavalry – Half move. May not Charge Other Cavalry – Quarter move. May not ChargeGentle Hills No effectsSteep Hills All skirmishers ascending hills –2” per contour

Other Infantry up hills –2” per contour. 25% shaken if chargeOther Cavalry up hills –2” per contour. 50% shaken if charge

Stream, ford, All half move speed throughrough ground Formed Infantry 25% shaken if charge Formed Cavalry 50% shaken if chargeObstacle, wall Infantry 50% shaken if charge Cavalry 100% shaken if charge

Terrain Effects

Troops’ movement will be affected by terrain types and obstacles. Whether the unit is cavalry or infantry, skirmishers or formed determines how badly they are affected.

The terrain table lets you know how much the units movement is reduced by – either half or quarter speed or an amount that is taken off the move per contour. Hills only reduce movement speed when you are going up them.

Movement and formation changes.

Troops may not march during a turn that they are carrying out any type of manoeuvre that requires a T&L.

Wheeling. Troops can wheel as part of their move and the distance travelled is measured as the outermost part of the wheel. Troops wheel like an opening or closing door so be sure not to cut corners or have them ‘sideslip’ too much. This might not make a huge difference to units in column but a long line of troops will find it very slow going wheeling about the battlefield.

About face– it takes the unit a quarter of its move to change facing by 90 or 180 degrees. The unit will have to pass a T&L test to about face or it will simply remain in place and may not carry out any further move that turn. Drilled troops get to about face free so they can about face and then move their full distance. Note that even though this about face is free it still counts as movement for T&L tests and firing modifiers.

Change formation. The unit changes its entire formation and/or facing to anything that it likes. If the unit doesn’t have space to reform then it cant change to the new formation. This is not a movement option to shuffle units about! Troops take the entire turn to reform and may not fire missile weapons

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(though may still use defensive fire) they need to pass a T&L test to do so otherwise remain in place.

Change ranks and files. A unit takes half a turn (drilled a quarter turn) to expand or contract its frontage by up to 2 stands. T&L test required.

Sidestep or retire. Half speed, T&L test needed. All troops can retire or sidestep at half speed. You cannot combine a retire move with a forward move in the same turn but you can still wheel, incline etc.

March Moves If the unit starts it turn more than 6” away from the enemy then it may

march. It may not change formations, facings, ranks or retire but it can wheel as much as it likes – measuring the wheeling distance as you would normally.

If a unit uses a march move it must stop at 6” away from any enemy forces and may not move closer as part of this march move.

As an example this would mean that a unit with an 8” march move that is 9” away from the enemy could not march to within 1”. It could, however useits normal tactical move distance and simply advance 4” and so ending its turn5” away. Put simply – units outside of engagement range don’t have to use march moves.

Oblique. The unit may ‘drift’ either side of straight ahead for no movement penalty. Measure the distance as usual. Note that this doesn’t let the unit sidestep. Troops may incline at up to 45 degrees. Basically for each 1” of forward movement it may move 1” sideways.

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6.Missile Fire

Troops armed with missile weapons may fire so long as the target is in its front arc of fire – 45% for all troop types except skirmishers (see skirmish rules later)

If line of sight is blocked or some of the target is in range and some outthen only roll for the bases that can actually see or reach the target. However,if some firing stands are in one range band and some in another then use the firing modifiers of the majority of the firing unit. Targets that are in cover need to have more than half of their bases in/behind cover to count the bonus effect. Measurements are taken to the nearest point of the target unit. Some common sense will no doubt be needed here.

Massed or ‘overhead’ archery fire can be used by formed troops. Eachstand in back ranks of the unit gets to fire but with half the normal number of missile attacks - make sure that the stands are in range of the target.

Hills and elevated positions will allow units to fire over the heads of friendly and enemy troops but still don’t allow every stand to fire - massed archery may still be used but otherwise only the front rank on hills may fire. This even applies if some of the bases in the unit are on ground level and others on the hill terrain model. Think units – not just figures.

There are 2 levels of hills – low and high. If on a low hill there is an amount of dead ground equal to the distance between the firing unit and the farthest point of the obstacle. If on a high hill the dead ground is equal to half the distance between the firing unit and the farthest point of the obstacle. This is most easily explained by a diagram!

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The missile troops ‘A’ are on a hill. Measuring to the farthest point of the obstruction (Unit B) they find it is 8” away. This means there is another 8” of dead ground beyond unit B if the firers are on a low hill, 4” of dead ground beyond unit B if the firing troops are on a high hill.

In this example the archers are on a low hill and they may not target unit ‘C’ as it is in dead ground because of the unit B, had they been on a high hill they could have.

All missile weapons are assumed to have unlimited ammunition. Bows, crossbows, slings and handguns are ranged weapons for all troops. Javelins, darts, spears etc are ranged weapons for skirmishers.

Javelins, thrown spears, heavy pila, thrown axes and the like are all classed as melee weapons for formed troops and are used in the first round ofcombat – effectively being hurled just before contact is made with the enemy – see the combat rules later for the use of these. This is important as they willnot allow missile or defensive fire under any circumstances.

Targets and Splitting Fire

Units may freely choose up to 2 targets to shoot at if they like. Any stands that do not have a target in their range or arc of fire may not shoot.

It is suggested that players try to fire all of the unit at a single target if possible – this cuts down on time spent measuring distances and calculating modifiers.

Moving and Firing

All troop types may move and fire though formed troops will lose some effectiveness when doing so. Movement is completed first and then the unit will fire from where it ends its movement. The only exception to this is the ‘parthian shot’ special ability which allows firing part way through movement.

Whereas normally you can always shoot without needing to pass a testwhen you want to change formation and fire you need to make a T&L test as normal. If you fail the unit may not move or fire – it is assumed to still be carrying out its move order.

Designers notes: Why can crossbows move and fire? As these rules represent units of troops and each turn can be anything from 10-30 minutes long it seems ridiculous to penalise a crossbowman for taking 12 seconds to load his weapon as opposed to 6 seconds for one armed with a bow. All troops can move and fire but formed units get a minus to their attack roll, this represents the time spent moving rather than shooting and ranging in on a target.

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Missile Fire Example

Archer unit A has two target to its front but cannot fire the entire unit at either one – some of the cavalry are out of fire arc and the line of sight of some of the stands is blocked by the cavalry unit.

The player could opt to fire 4, 3 or 2 stands at the cavalry and the remainder at the skirmishers. For the sake of this example he chooses to fire 3 stands at each enemy unit.

The cavalry unit is a target in Heavy armour –3, the firing unit has just moved –1 for a total modifier of –4. This means that as each stand has 2 missile attacks it will have six D10 rolls needing 10’s to hit (10-4=6, the number required to score a hit.) If the unit had not moved it would roll needing 9 or 10 on D10 to hit.

The other half of the unit now fires at the skirmishers. Measuring the range the player sees that one stand is in medium range but the other 2 are inlong range – all 3 stands will use the long range modifiers.

Target is skirmishers – 2, target is at long range – 4, firer moved –1 fora total of –7. Obviously its impossible to get a modified result of 6 or more on D10 if you –6 off the roll so instead halve the number of attacks with 10’s hitting.

In this case the player would roll 3 dice and need 10’s to score a hit.

Next turn the skirmish slingers move forward 6” into their medium range bracket. They fire at the archer unit ‘A’ with the following modifiers.

Target has Light armour –1, firing at medium range –2, shooter has poor missile skill –1 (moving does not apply to skirmish fire so no modifier there) for a total of –4.

Skirmish stands get one missile attack each so this unit will roll 4 dice needing 10’s to hit.

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Weapon Close Medium Long

Bow/ Light Xbow 6” 12” 24”Crossbow 8” 16” 32”Late Handgun 6” 12” 24”Early Handgun 5” 10” 20”Sling 5” 10” 20”Staff Sling 6” 12” 24”Short/horse bow 5” 10” 20”Longbow 6” 12” 24”Javelins/Darts 5” - -Light Cannon/Bolt thrower 10” 20” 40”

Heavy Cannon 15” 30” 60”

Missile Fire To hit Modifiers to D10 die roll Poor Skill - 1 Good Skill +1 Target Light armour – 1

Target Medium Armour – 2Target Heavy Armour – 3**Target Extra Heavy Armour – 4**Medium range – 2Long range – 4Firing at skirmishers – 2Formed troops (not skirmishers) moved and fired –1Light cover – 1Heavy Cover -3Defensive Fire -1Firing while Shaken –2Firing crossbow, longbow or handgun at close or medium range +1*Cannon/BT at close, medium, long +3/+2/+1*

* Longbows, Crossbows and handguns – these missile weapons will give a +1to hit rolls but only at close or medium range. Cannons or Bolt throwers +3 at close range, +2 at medium, +1 at long None of these apply when firing at skirmish targets** Cannon/bolt thrower – Heavy and Extra Heavy armour modifiers will be reduced to –2

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Results5 or less = miss6 or more = 1 hit

If the modifier to shooting is –5 or worse then you wouldn’t normally be able tohit. In this case halve the number of attacks (round down) with 10’s hitting as normal.

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Line Of Sight

For a unit to be able to shoot at a target it must be able to see it. This is true of all missile fire – even for engines and bombards that may not fire in a direct line at the target.

The firing arc for all missile armed units is 45 degrees either side of straight ahead. The only exception to this is skirmishers and individual standslike elephants and war wagons etc who have a 360 degree arc of fire but the other stands within their own unit still block line of sight.

Missile Fire and CoverCover may well protect against missile fire. There are 2 types of cover

– Hard and Soft. All terrain features must come into one of these categories.To benefit from any cover bonus more than half of the stands in the

unit must be under cover or the firing unit can only target stands that are in cover.

Removing casualties

Casualties are removed from wherever in the unit the player wishes, though if the troops are in a single line it does make sense to remove bases from the end that was hit by the missile fire.

A player can remove stands so that the unit reduces either its depth or frontage.

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Types of Cover

Hedge – SoftWall- HardBuilding of any type – HardLight Woods – SoftHeavy Woods - HardWooden Fence – SoftGorse Bushes – Soft

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As an example a 6 stand unit that is in 2 ranks of 3 stands takes lossesof 2 stands, the player can either make the unit 3 stands frontage with one stand remaining behind (which wouldn’t count as a rank by the way) or they could take both stands from one side and make the unit 4 stands square (again – this would mean it has no rank bonus).

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Defensive Fire

Defensive fire occurs when a missile armed unit is charged. Its stands may shoot at the attackers as they come in so long as the chargers are within their normal arc of fire.

Move the charging unit to within 4” of the target, decide which defending stands have the target in their missile fire arc and then carry out thedefensive fire.

The fire of all stands that are eligible to shoot is assumed to be taken at4” so there are no range modifiers, but there is an additional –1 to hit for troops that are being charged whilst firing. If the charge happens to start closer than 4” then the fire is carried out as soon as the charge is declared.

The point where the fire is carried out is also the point where the attacker will take their morale test so if they rout it will be from this point – not where they started their charge (unless starting within 4” of the target obviously). Likewise if a unit is halted shaken by the defensive fire this is the point at which they will halt.

This defensive fire is in addition to any other actions that the unit may have taken or will take later in the turn.

Shaken troops may use defensive fire – though they will obviously suffer from the effects that being shaken has on their ability to hit.

Skirmishers may use defensive fire if they opt to stand and receive a charge.

Taking Morale Tests due to Defensive Fire

If a unit is hit by Defensive fire from a formed unit it must always take a morale test if the fire causes any losses at all - even if the charging unit is at full strength.

If a unit is hit by defensive fire from a skirmishing unit then it will only have to take a morale test if it would have caused them to do so under normalcircumstances. In this case the skirmish defensive fire would have to bring the unit to 25% or more losses or inflict a casualty on a unit that is already at 25% or more losses.

This simply reflects the effect of a withering barrage of fire from formed troops compared to the intermittent fire that skirmish units carry out.

Defensive Fire Example

In the example below the owner of the 2 cavalry units is the ‘active’ player. Both have already lost one stand and so are at 25% losses.

He elects to charge the archers with unit ‘C’ who are just 3” away from the nearest point of the target ‘A’.

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As the charge is starting within 4” the cavalry are not moved yet, instead defensive fire is carried out at this point. Only 3 of the Archer units’ stands have the target within their firing arc at this point so the fourth will not be able to fire.

Rolling for 6 attacks at close range unit ‘A’ is lucky enough to score 2 hits, the charging cavalry must take a morale test as they have taken defensive fire from a formed unit which has caused at least one casualty.

The cavalry get a final score of 3 on their morale test and so will halt, shaken, where they are. If they had routed they would rout immediately from this point and this would cause the active players’ turn to end.

As the first unit did not go in it is decided to charge with cavalry unit ‘B’ who start the move 9” away from the enemy. After the charge is declared they are moved forward ‘till the nearest part of the attacking unit is 4” away from the archers (you do not need to ‘line up’ units).

The archers conduct defensive fire at 4” with all of the unit firing as they all have the cavalry in their front firing arc. All defensive fire is always carried out at close range no matter the missile weapon used - even though many of these stands may be more than 4” away from the target at this point.

This fire results in 2 casualties but this time cavalry unit ‘B’ passes its morale test and will charge home. The cavalry are now moved the final 4” forward and into contact with the archer unit and combat ensues.

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7.Melee

Melee Overview

As the main focus of any ancient rules is melee combat it is necessarilythe most in depth part of them so a brief overview of the combat system will help explain some of the details in this chapter.

There are 4 main phases to each melee.

The charge - where the units are moved into contact – there may be some defensive fire and morale tests and some troops may have the option totry to evade. When it is determined that the charge ‘goes in’ you move onto the next phase.

The attacks – are made by stands that would get to fight in the melee. You will roll D10’s to inflict damage on the enemy unit, there are no saves or wound rolls.

The combat resolution – this is where you are actually going to determine who has won the fight. It is based upon the damage inflicted in the previous round, comparing the various situation modifiers that the units have and a bit of luck.

The combat results –a table that will determine how well you have beaten the enemy and what the effect of the melee is. This may be anything from just forcing them back to routing the unit completely. The results may force morale tests for nearby friend and may allow the victor to make extra breakthrough movement.

Melee

The only way for a unit to get into combat is for it to charge or be charged – this may be as a declared charge, a breakthrough move or a counter charge. When units charge they can move up to double their normal move distance – normal terrain modifiers apply.

Charge arc for the unit is 45% either side of straight ahead and is measured from the nearest point of the charging unit to the nearest point of the target – the same goes for charge distance. This may result in part (in some cases a large part) of the unit moving farther than its normal charge movement distance but that is OK.

There may be cases where a charging unit would bump into another enemy formation or impassable terrain before it reached its target – if this is the case then you may not charge the target but must either manoeuvre so that you can do so in later turns or declare a charge against the ‘blocking’ unit.

The target of the charge has a few options. They may either stand andshoot if armed with missile weapons and are facing the correct way – they may elect to counter-charge if possible or they may – if they have the feigned flight ability or are skirmishers – elect to flee from the chargers. (see special troop abilities later in the rules). Other formed troops do not have the option to run away from a charge! Infantry may not counter charge cavalry.

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Charging into Contact

The charging unit should ideally aim for the front centre of the target -though this obviously cannot be the case all of the time. Players are encouraged to charge unit to unit and it is definitely against the spirit of these rules to aim to clip targets to gain advantages for combat, morale or breakthrough.

The charging unit does not have to align to the front of its target upon contact. As soon as any part of the attacking force meets any part of the defending then movement stops and this is the position that the units occupy for the ensuing melee.

This is important as the facing and position of the units determine their breakthrough targets and also the friends that may have to take morale tests in case of routing or destroyed units.

Stand & Shoot

Standing and shooting is pretty self explanatory and is covered in the firing rules – so long as the firing stands have the chargers in their firing arc then they may shoot at the attackers as they charge in. If the chargers are outside this arc then the defending stand does not get to shoot even if the charging unit would end up in base to base contact with the front of the firers – it is simply assumed that they came from too awkward a direction.

With defensive fire the chargers are moved to within 4” of the target, it is determined which stands may fire and then it is carried out (if the charge starts closer than 4” then the fire is carried out before the chargers move).

The unit then takes any appropriate morale test (see defensive fire rules) and may or may not complete its move into contact with the target.

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If the charge would count as a flank attack then the defenders will not get to fire defensively or counter charge. This is the case even if there is a fullstand within the front 45 degree facing as in the example above with the cavalry unit on the left. It has one full stand behind the flank of the slingers when the charge is declared allowing it to count as a flank charge and one fullstand in the front 45 degree arc which would allow the defenders to shoot or counter charge. The flank attack overrides and cancels the defensive fire and counter charge options.

Skirmishers

Skirmish or units that have the feigned flight ability have the added option to flee from attackers. These will be gone into in more depth in the skirmish and special abilities sections of the rules.

Counter Charge

This is an option if the attackers would contact the front of the target unit – the attackers charge has to have started in the front 45% arc as for defensive fire above. The counter-charging unit does not move on the tabletop but is simply assumed to have countered as the attack goes in. The counter charging unit may make a breakthrough move if it wins the combat asnormal – otherwise it would have to stand no matter the winning result.

The counter charging unit cannot get any bonuses for cover, defensive positions, special formations that give defenders a bonus and would also haveto take any tests for charging in disordering terrain if that was applicable.

The unit gets any charge bonus that would normally apply for specific weapons, for shock troops charging and can use thrown melee weapons as normal in the first round of combat.

As with defensive fire above any flank attack will override the defenders option to counter charge.

Charging in Rough Terrain

When troops elect to charge they have a chance to become shaken if they do so in rough terrain or over streams or up steep slopes etc. In this case roll for the chance to be shaken as soon as the unit reaches the obstacleor – if already in rough going – as soon as the charge is declared. You can find this information on the movement and terrain table.

Becoming shaken by going through bad terrain will not stop a charge initself but the morale of the unit will be effected from the point where it has become shaken. This may be important if the unit is under defensive fire.

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Breakthrough Moves

Breakthrough moves occur when a charging (or counter charging) unit wins a combat and follows up. If the winning unit contacts another target thenthe combat is immediately resolved as any other charge with the following exceptions. The newly contacted unit only has the option to counter charge or stand – it may not fire and may not flee – even with the feigned flight ability or if it is a skirmish unit. Also – neither unit gets to use any thrown missile weapons that they are armed with as they would do in the first round of a normal combat.

Breakthrough movement does not ‘stack up’ so work out how far the breakthrough is from the first combat only. You may want to make a note of which units can be hit if the breakthrough carries on its full distance or place amarker at the spot where the breakthrough move would end if it goes full distance.

If a unit forced to take its break through leaves the table it may return on following turns. It is activated like any other unit and if the player forgets orloses the initiative then they will have to wait for next turn.

When a unit comes back on it may not charge or fire but may make a half move. It must return within a half move distance of where it left the table (mark the point with a counter of some sort).

Once it has been determined that a unit will take its breakthrough movethey must take all of it and may not voluntarily stop mid way through.

Breakthrough moves must be taken in a straight line forward, the unit may not wheel, incline or move obliquely.

Who Can Fight

The basic idea behind who can fight is that units engage each other – not individual figures or bases. However, this does not mean that all troops on both sides will be able to attack.

The smallest frontage in bases is assumed to attack with the entire front rank of the unit. The opposing – wider – unit will fight with the same number of bases plus one overlap on each flank if they have the extra bases available.

It does not matter where the units engage along their front – if only a single base touches then both units will still fight, it is assumed that both sideswill pile into the combat without you having to move the stands on the table.

As stated before it is still preferable for units to engage as much as possible even though the number of stands actually touching is unimportant. Chargers should, where possible, aim front centre to front centre when carrying out a charge.

As an example, if a 4 stand wide unit engages one that is 8 stands wide then the smaller unit will attack with 4 stands, the larger with 6.

Even though stands may have different base sizes you still calculate who fights by bases. In the example above if the 4 stand unit were cavalry they would still only fight 6 bases of the enemy – infantry – unit. This is why it is not hugely important what basing system you use – so long as you can calculate the amount of bases that would take part in the combat.

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Thrown Weapons in Combat

Javelins, darts, pilum, throwing spears or axes – all are used as melee weapons by formed troops but as missile weapons by skirmishers. With formed units these are weapons that are hurled just before contact with the enemy – as such they are used in the combat phase only and will never confer any defensive fire ability to the unit.

Troops that are noted as having thrown weapons will get to re-roll some of their attack dice if they miss. Thrown weapons will allow a re-roll for any die result of ‘1’ on D10. The attack modifiers remain exactly the same as before. This re-roll applies to any number of combats that they may be in throughout the game except for breakthrough combat – thrown melee weapons are never used in breakthroughs by either side.

Skirmish units with thrown weapons do get the re-roll in combat as wellas the ability to use them as missile weapons.

Thrown Melee Weapons example

A unit of 6 Republican Roman Hastati stands armed with thrown weapons (pila) are engaged in combat with 3 Carthaginian spearmen stands. Both have average weapon skill and both have medium armour – there are noother modifiers.

As the Carthaginians have only 3 stands the Romans will get to fight with 5 stands, giving them 10 attacks. The modifiers to their attack rolls (-2, target has medium armour) mean they will hit on rolls of 8, 9 or 10.

Ten d10 are rolled and result in 1,2,2,4,5,7,7,8,9,10 which gives 3 hits. The D10 result of 1 is re-rolled and if this comes up with 8, 9,or 10 then will give another hit. Any other result is a miss.

CombatOnce you have got your units into base to base contact it is time to

work out who wins and loses the melee. This is a combination of the casualties that are inflicted from both sides, the starting morale grade of the units and the advantages or disadvantages that they gain from their situation, numbers, flank attacks and the like.

The first part of the combat is to determine how many casualties are caused. This is done by having the bases that can fight carry out attacks on each other. Combat is simultaneous so both sides will get to attack before casualties are removed.

Bases will have either one two or three attacks each and a D10 is rolled for each attack from each base. You need to get a final modified result of 6 or more to hit.

Each stand will have a combat skill which reflects how well they can fight. They will be at Good, Average or Poor skill level. The relative combat skills, armour and weapons will all be taken into account to determine the finalmodifiers to the D10 attack roll.

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Formed troops get 2 attacks per stand, skirmish order troops will get one attack per stand. Elite troops gain one more melee attack per stand.

To hit modifiers

-1 Target in Light Armour-2 Target in Medium Armour-3 Target in Heavy Armour-4 Target in Extra Heavy Armour-2 You are Shaken +1 You are Charging with Lance, Xyston or Kontos (mounted only)+1 You are Fighting with Heavy weapons+or- Compare the weapon skills on the table below.

Attackers Defenders skill

Skill Good Average Poor

Good - +1 +1

Average - - +1

Poor -1 - -

Modified D10 result5 or less = missed6 or more = 1 hit

If the modifier is –5 or more then you wouldn’t normally be able to hit. In this case halve the total number of attacks (round down) with 10’s hitting as normal.

Weapon Types

Cavalry with Lance, Xyston or Kontos– when mounted troops charge with these they give a +1 modifier to the attack chance. If cavalry do not charge they do not get this bonus.

Heavy Weapons –Two handed weapons, polearms etc give a +1 to the attackroll

Longbows, Heavy Crossbows and handguns – these missile weapons will give a +1 to but only if the fire is given at close or medium range. This bonus does not count when the unit is firing at a skirmish target.

Pikes – As the stands and units represent hundreds of men it would not make sense to have pikes and spears fighting in multiple ranks. The bonus for pike armed troops is that they have a greater chance to win the combat rather thankilling masses more of the enemy. Pikes will gain a +4 in the combat resolution against cavalry and +2 against infantry. This bonus only applies if the pike unit is fighting to its front.

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Long Spears – As pikes above but the bonuses are less. Infantry with long spears gain +2 vs cavalry and +1 vs infantry.

Thrown weapons – How these weapons are used depends on the type of troops using them. In the case of formed troops javelins, pila, thrown axes etcare all assumed to be hurled just before contact with the enemy. In this case they will give a re-roll in the first hand to hand combat of the melee but have no other ‘missile’ value. Formed troops may not use thrown melee weapons for defensive fire.

Javelins and thrown weapons for skirmishers – Skirmish troops use javelins, thrown spears or darts as actual missile weapons in the same way that they would bows or slings. Skirmish troops may use thrown missile weapons for defensive fire.

Contacting the enemy

When you declare a charge and move to contact the enemy you shouldaim to charge the front centre of your unit towards the front centre of the enemy - though this will not always be possible and is not mandatory.

You do not need to align bases when you contact the enemy unit – youshould actually keep the chargers facing the direction they have charged and this will most likely mean that only a small part of the 2 units will touch.

This is important because of the direction that any breakthrough movement will take – see the example at the end of this chapter.

Melee results

Once both sides have inflicted casualties then you will need to decide who has actually won the combat. This is a combination of the casualties inflicted in the previous phase, the relative situation of the opposing units, their morale classes and a little bit of luck.

If for any reason a unit is wiped out, is reduced to one stand or only 25% of their starting strength from attacks then the melee is an automatic victory for their opponents. Any remaining stands are immediately removed and this will cause morale tests as with any other routing or destroyed unit. Results for the winner are as though the enemy unit is routed and they will geta breakthrough of 3” if infantry and 6” if cavalry. If fighting against multiple units then all of the enemy must be wiped out or automatically broken for this rule to apply.

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Calculate the Winner

Both sides will now total up their melee modifiers form the table below. Just apply the points to your own side and all of the amounts are positive. Forexample fighting against shaken troops gives you plus 2 points rather than minus 2 points from the enemy score.

Finally each side adds a D6 die roll to their score and this is their final melee value for this combat. You now compare the difference in the 2 scores and apply that amount to the victory table to see how well the battle has been won and lost.

If at this stage both sides have exactly the same amount then both roll another D6 with no modifiers. The winner of this ‘dice off’ is assumed to have won the melee by one point.

Melee results modifiers.

+ The morale level combat value (+1 to +7) E+1 for each wound that has been inflicted on the enemy in this combat E+2 Attacking flank or rear E+ 2 Enemy unit shaken E+2 defending cover or obstacle E+1 Outnumber enemy by 50% or more in stands **+1 ‘shock’ troops charging or counter charging+1 Steadfast troops Defending+1 deeper ranks than the enemy **+2 Enemy unit in Skirmish Order+1/+2 Long spear Vs infantry/Cavalry*+2/+4 Pike Vs infantry/Cavalry*+? Commanders inspirational rating E+2 Unit in Phalanx Formation.*

* Only applies when the unit is fighting to its front.E In a melee involving elephants on either side only these modifiers apply.

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Victory Table

Start with the difference between the melee results from above and then applythe following modifiers depending on what % of losses the losing side has sustained so far.

+5 The losing side is at 50% or more losses in stands.+2 The losing side is at 25% but not yet 50% losses in stands.+2 The losing side is formed troops beaten by Elephants

1-2 Recoil - Move back 2" for infantry or 3" for cavalry facing the enemy3-4 Retire back 4" for infantry or 6" for cavalry facing the enemy.

The unit becomes shaken 5-6 Retreat back 6" infantry or 9" cavalry, facing enemy. Unit becomes shaken. Winners get a breakthrough move of 2" for infantry or 4" for cavalry7+ Rout 8" infantry or 12" cavalry, facing away. Side loses initiative

Winners get a breakthrough move of 3" for infantry or 6" for cavalry

Victory Results

As you can see the higher the number obtained on the victory table themore effectively the enemy have been beaten.

1-2 Recoil – the unit moves directly away from the enemy the full distance stated – infantry”/cavalry”. Units that are forced to recoil end their move facing the enemy they retired from. If they end their move on top of friendly troops they are simply placed beyond that unit – even if this means they move back farther than their indicated distance. Troops that are forced to recoil off table are lost as are troops that are forced to retire into any formedenemy units.

3-4 Retire Shaken. As above but retires farther and the unit is shaken as well – if it is already shaken then no additional effect applies.

5-6 Retreat as above but farther still. The winning unit will get a breakthrough move of Infantry/Cavalry distance. The distance is measured from where the combat was fought and any units that are within charge arc and range may be attacked as part of a breakthrough move. To refrain from taking the breakthrough movement the winning unit must pass a T&L test.

7+ Rout, the unit is routed from combat, it flees the required distance facing away from the enemy and will continue to rout until rallied, it disperses or it leaves the board. This will count as a rout for morale and loss of initiativepurposes so if the active player was the loser and routs then their turn is over.

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The Victory table may not go below ‘Retire’ or above ‘rout’ no matter what the melee result or the number of steps up or down.

As an example take a unit of Spears are already at 25% losses. They lose a combat by 4 points so they will start at ‘3-4 Retire’ but will add +2 to thelevel of their defeat for being at 25% losses. This will make the final result 6 so becomes ‘5-6 Retreat’.

It is sometimes possible for 2 units to fight each other to breaking point – if they both lose casualties that take them to 75% or more losses for example. In this case both units will disperse and they both count as routed for loss of initiative and morale purposes. Basically they fight each other into the ground.

Morale Tests due to Routing or Destroyed Units

As a result of combat some units may be routed or destroyed entirely. In this case they cause an immediate morale test on any friendly units within 8” of the point where the unit was routed/destroyed. This morale test is taken immediately after the unit is destroyed or if routed immediately after the routing unit is moved and so it occurs before any breakthrough movement.

Terrain and Cover in combat

Some troops may be in cover, buildings or behind walls when fighting. Some terrain types may also disorder the attacker or be disadvantageous to the defender.

For combat purposes if any part of the unit is in bad terrain then the whole of the unit counts as in it. Likewise if any of the attackers are forced to go into the terrain then the whole unit takes the penalties.

It is possible for one side to count as being in bad terrain but the other does not. When a unit is attacked crossing an obstacle or leaving a wood for example.

Common sense is definitely going to be required here!

Flanks and Rear

You will need to determine if some attacks come from the flank or rear of units. Draw a continuous line across the front of the unit and down either side and this will determine where the units’ front, flanks and rear are.

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Skirmish units do not have flanks or rears. There will be cases where aformed unit may be conforming to the edge of a terrain feature and so is not ina perfect formation as above. In cases such as this you are going to have to use your own judgement and trust to the sportsmanship of both sides – please don’t turn the end bases excessively just to keep your flanks safe!

As you can see by the diagram below at least one full stand of any attacking unit needs start the charge behind the flank or rear line of the unit it is charging to get the bonus.

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Flank and Rear attack

When a formed unit hits another formed unit in the flank or rear as part of a charge it will immediately cause the target to become shaken. As skirmishers are not formed troops this rule does not apply to them either as the targets or the attackers.

Melee Example

In the example below the cavalry unit ‘B’ is about to charge. It cannot charge the enemy ‘C’ as it would ‘bump’ into the infantry unit ‘A’ if it tried to doso. It charges directly forwards to contact the spear unit ‘A’.

Charging units do not have to conform to the enemy as the actual number of bases physically touching is not important to the combat – it is assumed that the units fight, not individual figures.

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So, the actual position of the charging unit is as above. This is where the combat will occur and it is from this point that breakthrough, routs and morale tests will be resolved.

Unit A Morale CS BS Wnd HAttk Matk T&L Move Armour

Saxon Thegns (6) Seasoned Av none 3 2 - 9 4” Medium

Notes - Shieldwall,

Unit B Morale CS BS Wnd HAttk Matk T&L Move Armour

Norman Knights (4) Veteran Good None 4 2 - 9 7” Heavy

Notes – Shock, mounted, lance.

Both of the units have taken casualties. The Spearmen are down to 4 stands from 6 the cavalry unit ‘B’ is at 3 stands from a starting strength of 4.

Both sides attack simultaneously and in this case the Norman cavalry will fight with 3 stands and have 6 attacks while the Spearmen will fight with 4 stands and have 8 attacks.

The Norman modifiers are target in medium armour –2, difference in weapon skill (good against average)+1, cavalry charging with Lance +1 for no modifier to their attack rolls – they will need 6’s on D10 to hit. They roll 2,2,5,7,8,10 for 3 hits. These are marked next to the spear unit but no stands are removed yet.

The Saxon spearmen modifiers are target in heavy armour –3 and that is it. So, they will roll 8 D10’s needing 9 or 10 to score a hit. They end up with one hit. Again this is marked against the Norman unit.

Now, once all attacks have been carried out the stands are removed (but keep track of the number of hits you did – they are part of the combat resolution). If, at this point, a unit is reduced to a single stand, is at 25% or less of its starting strength then it is immediately removed. In this example a Saxon stand is removed and a hit marked against the Normans but no stand is removed from their unit.

Melee results modifiers are now totalled for each side. Normans have +6 for their morale level of veteran, +3 for wounds inflicted on the enemy, +1 shock troops charging. For a total of +10

Saxons have +5 for seasoned morale class, +1 for wounds inflicted for a total of +6. Both sides now roll a D6 and add the score to their total. This results in a final match up of 14 for the Normans and 8 for the Saxons – a difference of 6 points.

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The difference of 6 points is applied to the Victory table. However, the spear unit is now at only 50% strength so 5 is added to the final result – this takes it to 11 which means that the Saxons rout and gives the winning cavalrya breakthrough move of 6”.

The spear unit routs away from the combat towards its own base line. This causes an immediate morale test for any friendly units within 8” with the results applied straight away. The Norman cavalry unit then sees what it wants to do about the 6” breakthrough.

Most units will have the option to try to stop taking their breakthrough moves. They need to roll a T&L test if they do not want to breakthrough, otherwise they must follow through – even if there are no targets to charge onto.

In this example the Norman cavalry have the enemy cavalry unit ‘C’ within their breakthrough distance and it is also within the front facing of their current position so they decide to keep on going. Unfortunately they lose the combat and rout so this ends the turn for the Norman player.

Multiple Melee combat

As you can only activate one unit at a time there can only ever be multiple units on one side, not both. In these cases you average out the modifiers that affect the combat, including the average for morale, deeper ranks etc but you total all of the stands for determining if one side is outnumbered by 50% or more.

As an example One enemy unit contacts 2 of your spear units, one is shaken and the other is steadfast. The attacker will get +1 instead of +2 for the shaken enemy and you will get + ½ for the steadfast (rounded up to +1).

Use common sense when determining which stands will attack which units – if in doubt split them half and half – this may well result in you having to work out 2 different sets of modifiers.

The side with multiple units will still only have a single value for its melee results and will still only roll a single D6 for the random modifier.

Contacting the side of a unit

While it is ideal to have two units contact each other front centre to front centre this does not happen all the time. There will be cases where a charging units front only contacts the side edge of an enemy formation. This still counts as the units being involved in a melee and will only count as a flank charge if a full stand started behind the enemy flank as normal.

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8.Morale

The morale grade of the unit will determine how much damage they can take before they give up and flee, their chance to rally, to charge and to stand when the army around them starts to crumble.

When to take Morale Tests

There are various times that morale tests are taken throughout the turn

When a unit has lost 25% casualties in stands - taken immediatelyWhen a unit has lost 25% or more of its stands then it must take a

morale test for each time it receives one or more casualties from missile fire after that.

When a unit within 8” is destroyed by missile fire or in combat, is forcedto rout from combat, routs due to a failed morale test of any kind or disperses because of losing 75% or more of its starting number of stands (or being down to only a single stand). However, a routing unit that disperses because of the extra stand it loses each turn does NOT cause a test – it has already done so when it first routed.

Routed or destroyed skirmishers do not cause tests on friendly formed troops – only other friendly skirmish units and individual stands.

When an army loses its commander all units in the army will roll.When the Brigade commander is lost all units that were in his

command will take morale tests.

A unit may be forced to pass more than one morale test in its turn.

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In the example above all of the units are at 50% losses in stands but none of them are currently shaken.

During the opposing players turn the cavalry unit ‘A’ is fired upon and takes a single hit. As it is already at more than 25% losses this means it takes a morale test which it rolls and becomes shaken. Later in the turn the opposing play shoots at it again, cause another test which it fails and subsequently routs. This will immediately cause the other units Cavalry ‘B’ and Spears ‘B’ to test as well.

Cavalry ‘B’ pass their test but Spears ‘B’ rout. This rout will in turn cause another test for Cavalry B and also Spears A as they are within 8” of a friendly routing unit so will have to test too.

Spears A pass their test with the aid of the commanders morale bonus as they are within his 6” command radius.

Note that units only cause tests on friends at the point when they actually rout – they do not cause tests on subsequent turns just by being within 8” or if they disperse as a result of the extra stand losses that routers take when they do not rally.

Unit disperses

When a unit is reduced to one stand or less than 75% of its starting number of stands – it will automatically disperse. This will cause morale tests to friends within 8” as normal and will lose the owning side the initiative if it is currently their turn. The exception being if an already routing unit disperses – this does not cause a morale test on friendly units, nor does it lose that side the initiative. The unit is simply removed from the table when it gets to one stand or 25% remaining of its starting strength, there is no need to move the unit on the tabletop.

Compulsory moves for routers

Routing units must be the first that you activate when it comes to your turn. You may still choose which order to activate your routing troops and may also activate commanders first. Apart from those exceptions you cannot activate any other unit until all of the routers have attempted to rally and been moved or have dispersed.

To pass a morale check the unit needs to roll a D10 and will add its starting morale value to the roll, +1 for dregs, +3 for veterans etc. The results are then as follows.

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Starting morale values according to morale class.

+1 Dregs or Levy

+2 Trained or regular

+3 Seasoned or veteran

+4 Elite

Morale modifiers.-2 Unit is shaken (does not apply if the unit is trying to rally from routing)-2 Unit has already lost 25% of its starting strength in stands-5 Unit has already lost 50% of its starting strength in stands+? Commanders morale value if attached or within command radius.

+D10plus the value of a D10 die roll+? Plus the morale value of the troops according to their quality

A unit may take more than one morale test in a turn if it is fired on morethan once and takes a hit, if it is within 8” of more than one friendly routing unitetc. It is possible to shake a unit by firing at it from one unit then fire at it again with another unit and break it.

Final Total Result0 or less Broken – rout1- 5 Shaken6+ Continue on

Shaken

As units get shot at, charge in or through rough terrain, lose combats orfail morale tests they may become shaken. This represents the loss of confidence, cohesion or leadership within the unit. It is also used to representunits that become disordered but for the purposes of these rules and the sakeof simplicity both effects are treated in the same way.

Effects of shaken are the same for all units no matter the type.

Shaken units suffer combat and morale penalties –2 to attack rolls, the enemygets +2 for fighting shaken units and the unit suffers a –2 morale modifier.Shaken troops may still fire defensively or counter charge.

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Results of morale tests on chargers

Defensive fire is carried out at 4” but is always calculated as though themissile fire were at the close range band of the weapon. Formed troops forcea morale test on chargers if the fire does any damage – even if the unit is at full strength. If the attackers are forced to halt or rout then that is the point in their move where they will stop or flee from.

If the charge happens to start within 4” of the target then the attacking unit remains where it is while the defensive fire is carried out. If halted or routed then it does so from the point where it started the turn.

To contact the enemy the attackers need to get a result of ‘continue on’which is 6 or more. If they fail to do this then they will halt, shaken, at whatever distance they were fired at. It is possible to rout the charging unit with defensive fire if they get a final morale result of 0 or less.

If the defensive fire is from skirmishers then the charging unit will not need to take an automatic morale test. Instead it will only test morale if it would have to do so under normal circumstances – i.e. – is reduced to 75% orless of its starting strength by the fire is already at 75% or less of its strength and takes more casualties.

In the example above the cavalry have declared a charge on the archerunit who will fire defensively. The cavalry are moved forward until they are within 4” of the nearest part of the archers – it is at this point that the fire is carried out.

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The cavalry unit is seasoned and started the battle with 4 stands – it now only has 3 so is at 25% losses. The defensive fire is carried out with 3 archer stands firing and inflicts one loss on the cavalry – the chargers will nowneed to pass a morale test as the defensive fire was from formed troops and has caused a casualty – this would be the case even if the cavalry were at fullstrength.

The cavalry start at seasoned which gives them +3, they have 25% losses in stands but not yet 50% so have a –2 modifier. This gives them a final modifier of +1 which they then add to a D10 die roll.

In this case if they roll 1-5 they will halt at 4” and become shaken. If they roll 6-10 they will charge home and combat will ensue as normal.

Suppose the cavalry had been reduced to 50% strength by the missile fire their morale test would have been +3 for being seasoned but –5 for being at 50% losses. If they had rolled 1 or 2 on the D10 they would have routed from this point. This would end the turn for the active player and cause an immediate morale test on the friendly spear unit.

Recovering from being shaken

A units training and leadership affects how well it responds to commanders orders, how well it performs when away from direct command and how easy it is to control and to re-organise when things start to go badly.

To recover from being shaken the unit must simply roll and pass a T&L test. All normal modifiers apply – including commander within 6” command radius or attached to the unit.

If it does this it may then remove its shaken marker but may do nothingelse at that time. If it fails to remove its shaken marker then it is still in the process of recovering and reorganising and may not chose to make any other action instead – just as though it had failed trying to carry out an awkward manoeuvre.

A unit does not have to try to remove its shaken marker – it can still actwhile shaken, bearing in mind the penalties and restrictions listed above.

Charging routing troops

Routing units are valid targets for charges. The routers must opt to fleefrom the charge even if they are not skirmishers and do not have the feigned flight ability.

All of the usual fleeing rules apply with the exception that if the routing unit is contacted by the chargers it is immediately wiped out. Unlike when routing troops disperse this will cause morale tests for friendly units.

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Routing Units

When units are forced to rout they will move their rout movement distance as described in the movement table. For purposes of the distance travelled over obstacles and rough terrain the unit is treated as though it were skirmishers. There must be a base sized gap or more for the unit to flee through that is not occupied by enemy troops or impassable obstacles.

A unit can flee through friendly units if it has to but if there is no gap as described above then it will shake any unit that is interpenetrated if that unit does not pass a T&L test. The exception being drilled troops and skirmisherswho do not need to make this roll. Skirmishers are not shaken if they are interpenetrated nor do they shake other units if they are the routers.

If the routing unit cannot flee its full move then it is destroyed at the point where it was stopped. If a fleeing unit exits the table for any reason it is lost and may not return.

Troops will flee directly away from an enemy that they lose to in combat OR directly to their own base line – whichever makes more sense at the time. In subsequent turns they will flee towards their own base line just like all other routing troops. This may well cause your troops to appear to routin the wrong direction at first but this is only the initial flight from the enemy in combat.

If routed by missile fire they will rout towards their own base line immediately.

Rallying Units

Trying to rally routing troops is the first thing that you must do in your turn. If they do not rally they immediately lose a stand and the unit is now down to 1 stand or at 25% or less of its starting strength then it immediately disperses and is removed from the table. Note – in this case the dispersal does not cause extra morale tests on nearby troops.

Otherwise it will continue to move at rout speed towards its own edge of the board. If they exit the table they are removed from play for the rest of the game.

To rally a unit you have to get a final result of 6 or more ‘continue on’ on the morale table. Use all of the usual modifiers for the units starting morale,% of losses, commanders being in command radius but NOT the unit being shaken.

If the unit does rally it is immediately reformed into any formation the player likes, facing any direction but is shaken. It takes its full action to rally and reform so may not fire missile weapons or do any other action though it can still fire defensively or counter charge as normal later in the turn. Even though it has rallied it will still be shaken so effectively it takes at least 2 turns to bring a unit back to full effectiveness after routing.

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