MW Fast Play Rules

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    Medieval Warfare Fast Play Rules 7.0RULES FOR WARGAMING TACTICAL LEVEL COMBAT

    FROM !"#$!"" A%(Version 7.0 2/20/02)

    By Terry L. Gore

    War has been defined by Bruce Lincoln as "Organized and coherent violence conducted betweenestablished and internally cohesive rival groupsit is neither individual, spontaneous, random, nor irrational." rying to replicate warfare, during the !edieval period especially, has been a daunting andchallenging tas . hese rules are an attempt to do #ust this. he Fast Play rules are an outgrowth of our Medieval Warfare rules. $or some time, there hasbeen a %uestion of how to recruit new wargamers into the hobby as well as attract older players whohave &dropped out& for a variety of reasons. he MW rules are very complete, but they are not a simplesystem to learn without guidance. hey also re%uire plenty of figures, something many new gamers arenot willing to commit to.

    $or these reasons, ' have decided to write a set of &$ast (lay& rules. hose of you familiar with the

    e)isting MW gaming system will have no problem sitting down and playing a game. here is a lot youwill notice that isn&t there in MWFP , however. $or e)ample, you only have a single general with a moregenerous Leadership *bility. We are also using #ust the de facto W+ basing here - no alternatebasing. here is no trategic !ovement, no ambushes, no flan marches, no upply /nits, fewer special formations, a simplified movement table, a more concise missile fire table, an abbreviatedclose combat table, no *dvanced +ules and no naval capability. /nit sizes are set at 0-1 stands for mounted and 2-3 stands for foot. 4o optional rules are included and while we will use the e)isting MW army lists until 5ave mith and teve chifani complete their wor on army lists for the Fast Play rules, the number of stands, both minimums and ma)imums are divided by three. $or the other changes to the lists, go to the (reparing for Battle section and loo under *rmy election.

    *ll of this will give you a very fast-paced game that can be played on a smaller surface, allowingplayers to use itchen tables or card tables to set up and play on, even with 26mm figures7 he idea is

    to have a game you can finish in an hour and a half or so.erry ore

    $& ORGANI'ATIONMEDIEVAL WARFARE Fast Play Rules uses miniature model soldiers laid out on a tablecomplete with model terrain. 8ou use dice, rulers and various mar ers designating orders, condition of units, casualties, etc. to bring about the results of a !edieval battle.

    he miniature figures are organized onto cardboard, wood or metal bases sometimes referred to inother rules as &elements& . We refer to them as stands. 9ach stand has one or more model soldiers

    mounted on it. $or these rules, we use the standard W+ basing system, illustrated a bit later.'n Fast Play Medieval Warfare , unli e some popular rules, the figures you have organized andpainted must be gathered together into tactical :units;, or groups of stands representing the warbandsand feudal banners under command of local leaders.

    here is no boo eeping involved in these rules. *ll changes in status can be represented on the tableby mar ers, stand position, etc. his results in fewer &misinterpretations& of player intentions and lessarguments.

    1.1 Tables, i!"re and Time #$ale he width of a stand represents an actual ground-scale distance of appro)imately 1< paces. *ny

    size of figures may be used in Medieval Warfare .

    9ach game turn represents appro)imately 6-0< minutes of actual time. 9ach stand represents between 0

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    *ll measurements are ta en from the nearest point on any stand in a unit.

    1.2 %nits and Generals

    %nits, &i'isions and rmies

    9ach &"nit consists of between 0 and 3 stands of miniature figures. enerals are one stand. *rtillery and 9lephant units can be 0 or 2 stands in size. =avalry units can be from 2-1 stands in size. $oot units are from 2-3 stands in size.

    Generals enerals influence movement, morale and fighting ability, and thus play a very important part in

    your battle plan. he better commanding generals were often able to pic the terrain on which tofight and would be able to usually outmaneuver their opponents.

    9ach army has one general counting as a unit for all purposes.

    1.* Table &efinitionsKnown Enemy *ny enemy unit or general on the table. here were usually enough scouts to

    eep local commanders informed of enemy positions as well as tell-tale dust,noise, etc. to indicate that the enemy was there.

    Visibility Line of sight, bloc ed by woods, hills and buildings, but not stands of figures./nits see all around with a >3< degree field of vision. /nits may be nownwhile not visible.

    Mounted *ny troops riding animals ?cavalry, elephants, and camels@.

    Cover Being in any type of woods, behind walls, mantlets or pavises, or in

    buildings.Flank * flan is simply the side of a unit in military parlance. * unit must have one

    of its stands behind the front of an enemy unit&s stands before any charges,movement or shooting in order to be able to count as a flan attac Ashot.his is illustrated at the end of the !issile $ire section of the rules.

    Delaying Terrain *ny terrain that causes a particular troop type to be slowed down.

    1.+ Troo &efinitionsroops are differentiated by four factors ma ing up the whole manCD hese are *rmor, Weaponry,!orale, raining and /nit trength. * stic er can be taped to the rear of a unit&s command stand toidentify it.

    Ty i$al %nit -dentifi$ation #ti$ er his is an e)ample of how to identify the ma eup of a unit.'nclude the unit description, armor, morale class, weaponry and number of stands. he slip has thearmor type ?Eeavy 'nfantry@, morale ?Warriors@, training ?'rregular@, weaponry ? pear F hield@ and thenumber of stands in the unit.

    4orman Eeavy 'nfantry,Warriors ?'@, pearA hield ?1@

    rmor * stand of figures represents the type of men actually portrayed by the castings along with their retainers, s%uires, etc. *ll of the figures on a stand must have the same armor, weaponry and morale.

    ode rmor Tye &es$ri tion$( $ull (late !edieval nights encased in complete plate armor starting around 0>1

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    * *rmored !ost nights of the late 0> th to mid-01 th centuries, wearing mail withsome plate armor additions, usually covered with a surcoat with heraldicmotifs.

    $!$ull !ail

    $ully mail-clad nights. his covers most nights of the 02 th to 0>thcentury, and armored 9astern cavalry on partly armored horses.

    E Eeavy he early medieval nights were mail-clad men on unarmored horses.

    his category will also include the mail armored foot that ma e up thebul of medieval infantry armies, who may not be of : nightly; status.

    L* Lightly *rmored

    'nfantry wearing leather or fabric armor, and similarly e%uipped cavalryriding unbarded horses. hese were generally poorer soldiers such asgarrison troops, lesser thegns and retainers.

    / /narmored (oorer infantry and cavalry ?on unbarded horses@ with no body armor at all.9)amples include early cottish spearmen and lavs. his categoryincludes all s irmishers, whether the figures are shown completely withoutarmor or not.

    #tands in a "nit may ha'e different armor and ea ons as allo ed in the army lists i.e. li!htlyarmored infantry (L -) s earmen in the front ran , "narmored infantry (%-) ar$hers in the rear.

    &esi!n ote =avalry may start the game dismounted. 5ismounted Loose Order cavalry forms up ase%uivalently armored and armed =lose Order 'nfantry. One stand of infantry replaces two stands of mounted. 5ismounted irmish =avalry form up as similarly armed irmish 'nfantry. Oncedismounted, cavalry may not remount during the game.

    Trainin!ome troops fought in organized units under trained commanders. hey were paid ?sometimesregularly@, drilled as units, and were supplied with arms by their employer. hey were rare in the!edieval period. herefore, there are only two grades of trainingD

    Trained Byzantine regulars, some 9astern armies and a few troop types in later Westernarmies. rained troops have maneuver advantages and can perform certainbattlefield evolutions that untrained troops cannot. hey cost a bit more than

    'rregulars, reflecting the added e)pense of their training.Irregulars *ll the rest7 'rregular troops are less able to maneuver in the face of their enemies.

    Wea onryhe weaponry and armor often defined the social status of the !edieval fighter. he army lists specify your troops; weaponry. Weapons use counts whether a unit is charging, moving, or standing still. Weapons vary inlethality and the number of ran s allowed to use them ?see the =lose =ombat tables@. 'f otherwise unarmed, alltroops are considered to be carrying the e%uivalent of a sword with a combat factor of

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    9lephants and artillery are always considered shielded.

    34$e tion *ny units with a)es, pi es long spears, halberds or lances will count shielded in the initialround of a close action due to the longer reach and lethality of their weapons. 'n subse%uent rounds of the close action they will be shieldless.

    *ny units within any type of woods counts as shielded to any type of missile fire.

    5oralehere are five different levels of troop morale and one combination level for troops in the game.

    Elites Eousehold troops and loyal guards. 9asily controlled and very tough to defeat./sually the best armed and armored.

    Fanati!s +eligious zealots or other intensely motivated troops. 5ifficult to control, butfearsome to face in =lose =ombat.

    Warbands hese infantry fighters counts as fanatics up to and including their first round of close combat, after which treat them as warriors. lavs and 'rish bonnagt aree)amples.

    Veterans Older, e)perienced fighters. Well armored and determined.

    Warriors he bul of !edieval armies. (rotection varied widely, from none at all to heavilyarmored. * challenge to control, but usually reliable in combat.

    Poor arrison troops, militia and levies. Often unreliable, but plentiful in many armies.

    1.6 i!"res er #tandThe n"mber of fi!"res mo"nted on a stand is determined by the fi!htin! order of the "nit. Thisis e4 lained belo . lose order fi!hters were troops who fought shoulder to shoulder in tight formations, such as

    Byzantine s utatoi, a)on huscarles or 4orman spearmen. * close order unit has four figuresmounted on each stand.

    Loose order fi!hters were troops who fought in a more open formation, such as armies operatingin delaying terrain li e Welsh, lavs, 'rish or (atrician +oman au)ilia.

    0. 'rregular units in loose order have three figures mounted on a stand.

    2. rained units in loose order have fo"r figures mounted a stand.

    >. !ounted units in loose order have three figures mounted to a stand.

    ote rained loose order foot fought in closer order than their untrained counterparts, while retainingthe ability to maneuver effectively in bro en terrain.

    # irmish order fi!hters are troops who spread out in wide, dispersed formations. /nits inirmish order have t o figures mounted on a stand.

    rder i!"res/stand=lose 1Loose > for 'rregulars A 1 for

    rainedirmish 2

    1.8 Basin!

    W9G Basin!

    !W$( uses the standard W+ basing system. $or alternate $oundry or WE*B basing consult the fullMW rules set.

    tandsAbases are 2

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    Base depths are not all that important. With many of the new 2Jmm plus size figures, you may have touse deeper stands to fit your figures on them. $or those interested, however, here are the W+ basedepthsD

    rder and #$ale of i!"res 26mm i!"res 16mm i!"res 10mm i!"reslose rder oot 20mm 16mm 10mmLoose rder oot *0mm 20mm 16mma'alry +0mm *0mm 20mm3le hants or rtillery :0mm +0mm +0mm!ount the figures 1 to a stand for close order and trained loose order, > to a stand for 'rregular looseorder, and 2 for s irmish order as noted above.

    1.7 Losses and #tand 9emo'alWhenever a unit has lost a number of its figures e%ual to its figures per stand, either four, three or two,a stand must be removed. his reflects the continuous losses a unit suffers through fatigue, desertionand wounds as well as close combat or missile fire attrition. $igures are not individually removed, but the losses are ept trac of until enough of them have

    been inflicted to remove a stand. $igure losses, hereafter referred to as &casualties&, are recorded by placing mar ers alongside the

    unit ?figures of casualties, small roc s, piles of battlefield debris, loose shields of appropriatenationality, plastic to ens or whatever you find convenient and aesthetically pleasing@.

    Once enough figures have been lost to e%ual the number of figures on one stand in the unit, astand is removed.

    tands are removed from the rear ran s of the unit regardless of unit ma eup. 't is assumed thatthe rear ran s would move forward to ta e the place of the front ran s as they fell.

    tand losses will have an effect on unit morale as well as fighting capability. hese will bee)plained later in the rules.

    1.: &i$ehere are two different types of dice used in Medieval Warfare Fast Play . here is the standard 3-sided variety ?which is referred to as a d3 throughout the rules@ and also the 0

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    he eneral can also #oin any unit ?always being placed on the front ran @ for as long as desired.he unit then still re%uires orders.

    Once #oined with a unit, the general can only leave it during the !ovement (hase.

    2.2 General Leadershi bility and rders * eneral is rated for his leadership ability, which determines the number of orders he may issue eachturn. Li e any other factors involved in war, this leadership ability could vary %uite widely. he better your commander, the more advantages you will have in battle. /ltimately, however, all decisions areup to you and a poor battle plan or badly thought out e)ecution of a battle plan will cost you the battleno matter how good your commander. * eneral;s leadership ability is determined after the armies have been chosen, but before terrain

    has been placed or either side has deployed its troops. +oll two d3 for your eneral and find the result on the following table. he rolls are made openlyG

    each side is assumed to now the %uality of the other&s leader by reputation7

    &ie 9oll 9es"lt Leadershibility 9atin!

    rders er T"rn

    12 harismati$ 6; < 11 34$e tional +

    2

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    9ach player pic s an army from the army lists. Eistorical match-ups are encouraged7 We stronglyrecommend battles be fought between historical enemies, or at last those that could have come toblows in real life. *rmy size in FPMW should be between 2

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    +oads may run across +ivers, treams and Low Eills, or through any Light or 5ense terrain. * Bridge or $ord is automatically placed wherever a +oad crosses a +iver ?or vice versa @.

    *side from these e)ceptions, a piece of terrain may never be placed on top of another.

    *.+ #ettin! " rmies(layers are encouraged to set up a screen between them so that they do not see their opponent&s armybefore all deployment is finished. $olded cardboard or auto sunscreens are great for these.

    *lternatively, set up one unit at a time, dicing for who goes first. /nits on small tables may be placed up to 1" from their player;s own baselineG units on larger

    tables may be up to 3C from the player;s own baseline. (layers desiring an even %uic er game mayagree to set on up to " from their baseline.

    & OR%ERS8our units need orders to move. 't is up to you to decide how to use your orders each turn. Whether toorder charges, to try to recover disordered units, or to try to retreat a threatened unit out of harm&s way,all are options and decisions you must ma e. 8ou are limited in the number of orders you can transmit each turn. 't is necessary to plan ahead. 8our general has a limited amount of orders, depending upon his leadership ability, and each army has twoadditional orders as well. 8ou may thus have from a low of five to a ma)imum of seven total orders toissue each turn.

    +.1 -ss"in! rders5epending on the ability of his eneral, each player has between five and seven Orders to place eachturn. * eneral may issue orders to any friendly unit on the table, there is no &=ommand +ange& in

    FPMW . Orders are normally re%uired for units to move. * unit is normally issued only one order each turn during the Orders (hase.

    * unit without orders automatically stands in place unless it is re%uired to move due to a morale or a close combat result.

    34$e tion $anatics or frenzied units normally must charge an enemy unit when within their normalmovement range of the enemy unit. irmishers may be forced to +etreat by enemy units that try tomove into contact with them, and any unit may be forced to +etreat as a result of failed morale test.

    * unit does not need an order to fire missiles.

    +.2 rder &efinitionshis section details what each Order signifies, as well as restrictions and bonuses. here are si) ordersthat can be given. hese areD

    0. d'an$e < his is the order to use for moving in the direction the unit is currently facing.

    2. har!e - his order is used when a unit attempts to attac an enemy unit.

    >. &e loy < * maneuver order, used for a facing or formation change to get into a more favorableposition to advance, charge or fire at an enemy unit.

    1. &efend - his is the order to use when preparing to receive a charge or get ready to fire atoptimum efficiency.

    6. 9etreat - his is the order you want to use to run away7

    3. 9e$o'er - his order is used to bring a unit bac from various states of disorder or to restocdepleted missiles.

    o fa$in! or formation $han!es are ermitted d"rin! d'an$e, har!e or 9etreat mo'ement

    9

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    "nit may heel +6 de!rees before they $ommen$e mo'in!.

    "nit may shift stands into a rear ran in order to a'oid r"nnin! into other "nits,terrain or obsta$les. -t m"st ha'e at least a stand idth s !a to mo'e thro"!h.

    d'an$e he unit must move at least half of its ma)imum allowed movement in the direction the unit is

    currently facing unless it runs into an enemy unit first. *dvancing units may allow their frontage to conform to the edge of terrain features or obstacles

    that they move up to, as long as no stands e)ceed their movement allowance or physicallyseparate from the rest of the unit ,

    *dvancing units may fire, but fire at reduced effectiveness if they are foot units. *dvancing units must follow-up or pursue close combat opponents.

    har!e * unit must be within its normal movement distance of the target of its charge in order to be issued

    =harge orders.34$e tion 'nfantry must be within half their normal move distance to =harge mounted troops. . * charging unit must move at least 0A2 of its allowed =harge !ove unless it contacts an enemy

    unit before it reaches that distance.

    9)ceptionD $renzied units. ee $renzied =harges. . irmish 'nfantry may only =harge irmish 'nfantry or the flan or rear of other troops. irmish

    =avalry may attac whatever they choose. 'f the charging unit has more than one potential target for its =harge, the =harging player chooses

    which to attac . 'f the charging unit can hit two or more enemy units ne)t to each other, the chargecan be declared against all of them.

    =harging units must pre-empt their own charges and charge any enemy that %as been ordered to!%arge his unit unless it is impossible to physically do so ?i.e. can&t wheel to face, enemy chargingto rear, etc.@. his is still considered a =harge, rather than a =ountercharge.

    =hargers who are =harged in the flan or rear will ma e their own =harge move, hoping to outruntheir enemy. 'f caught before contacting the target of their own =harge, they are halted and suffer the conse%uences7 'f they manage to first hit the target of their own =harge, but are then hit in theflan or rear themselves, they fight their target unit with all applicable charge bonuses, but suffer the penalties for the flan or rear attac .

    =harging or =ountercharging units may not fire missiles. =harging units must follow up or pursue close combat opponents.

    o"nter$har!es

    * =ountercharge differs from a =harge in that the unit in %uestion has *dvance orders, not =hargeorders..

    he countercharge options for units with *dvance orders areD 5o"nted troo s may countercharge or not move at all, ta ing the enemy charge at the halt.

    # irmish a'alry may either countercharge or change their order to +etreat and run away. -nfantry may countercharge other infantry that is charging but must hold against mounted.

    # irmish -nfantry will change their orders to +etreat. 't may only countercharge other irmish'nfantry.

    rtillery must ta e the charge at the halt.

    /nits must be facing, or be able to wheel to face their attac ers to be able to =ountercharge.ren=ied har!es

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    his type of charge is e)tremely powerful, but also ris y. Once in a frenzied state, a unit rea$ts as if itwere a fanatic unit. he following units may attempt to become frenziedD

    *ny 'rregular unit. *ny eneral. *ny rained unit that is within >" ?1"@ of a charging friendly general.

    o attempt to become frenzied, roll a !orale est for the unit with no modifiers. 'f the unit passes the !orale est, it becomes frenzied. 'f it fails, it suffers the normal effects of

    failure ?these can vary from halting disordered to fleeing in rout7@

    34$e tion 4o !orale est is made for $anatics. hey are always frenzied when they charge.

    /nits that are frenzied eep that distinction as long as they win their close combats. Once they lose or draw, they lose the frenzy.

    anati$s har!in!$anatics are always considered in a state of charge readiness. $anatic units that find themselves withintheir normal movement range of any enemy they $an rea$h must attempt to charge that enemy unitunless constrained by a +ecover order.

    ome enemy targets may not be reachable, i.e. cavalry cannot charge into dense terrain, etc.$renzied units are not re%uired to charge units in delaying terrain or behind obstacles.

    $renzied mounted units are not re%uired to charge elephants, pi e, long spear or halberd armedfoot.

    $renzied units are re%uired to move their full charge movement allowance.

    A

    B

    C

    DE

    Z

    &e loy/se this order to change facing or formation, or to face an enemy unit that is moving into or already isin contact with your flan or rear. 'f an enemy unit is behind your flan and you thin it may chargeyou, it is advisable to issue 5eploy orders to avoid being hit in the flan .

    0. * rained unit that has a 5eploy order and is neither 5isordered nor being charged mayperform any 2 of the following actions in a turn.

    2. 'rregular units and rained units in other circumstances may perform only 0 actionD

    han!e fa$in! a f"ll ;0 or 1:0 de!rees.han!e formation.

    11

    Charge Eligibility :Units B, C, D are eligicharge targets based distance and angle! " #tside distance and $ #tside the angle re%#ired!

    &' 'riendl( #nit ) *as in +lacas sh *n C * #ld bineligible *ith n line ' sight,

    b#t B c #ld still be charged bdr ++ing bac stands t threar ran !

    &n'antr( #nit D * #ld n t bable t c #ntercharge as itdistance is greater than charge range!

    &' C had a charge rder again( # and B did n t ( # -#ch se C as the target ' ( #r charge!

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    Trained foot, other than i es, halberds or lon! s ears, may sideste 1 stand idth toeither flan , i!norin! any terrain delays.

    Trained foot may fall ba$ 1> (2>), remainin! fa$in! their enemy thro"!ho"t.?

    T"rn ;0 de!rees or heel " to +6 de!rees to fa$e an atta$ er as he har!es in.?

    @la$e sta es, $altro s, sear$h for fords et$.

    5o'e one base de th strai!ht for ard, i!norin! terrain delays.

    ? hese are legal =harge responses to an ordered charge on the unit.

    /nits with 5eploy Orders may follow-up or pursue close combat opponents at the owning player;sdiscretion.

    &efendOnly non-fanaticAfrenzied foot may be given 5efend Orders. !ounted units may never be given5efend orders. /nits with 5efend orders are assumed to be :prepared; for the attac , with spearsbutted into the ground, a)es at the ready, and archers with arrows at hand.

    /nits with 5efend orders must remain motionless throughout the turn. hey receive combat and morale bonuses for defending under all circumstances. *rchers may fire an *rrow Barrage unless they are low on missiles or out of missiles ?see !issile

    $ire section@. 'f forced to move due to morale tests, re%uired retreats or combat results, immediately remove the

    5efend order. 'f the unit has become frenzied, immediately remove the 5efend order.

    /nits with 5efend orders do not follow-up or pursue close combat opponents.

    9etreat

    /nits with +etreat orders attempt to escape from perceived danger or a close combat by turning andrunning away. hey were often unsuccessful. $anatics or $renzied units may never be given a +etreat order. hey would not obey it. +etreating units must turn 0J< degrees with their bac s to the enemy and ma e a +etreat move in

    that direction. hey must +etreat from either the nearest enemy unit, or any enemy unit that is=harging, *dvancing or already in contact with them. 'f charged or advanced into by more thanone enemy unit, retreat at an angle an e%ual distance from them both.

    he +etreat move distance must be rolled for ?see !ovement ables@. * retreating unit ma ing an ordered retreat normally must move at least 0A2 of the +etreat move

    distance.

    34$e tion D * unit may retreat less than 0A2 if it would otherwise have to contact an enemy unit. +etreating units end the turn in whatever formation this causes them to adopt, but facing away

    from the enemy. 4on- irmish units that +etreat are disordered from their retreat move unless they are rained

    troops moving no more than 0A2 of their movement allowance. +etreating units may not fire. 'f the +etreating unit is contacted by an enemy unit, the retreating unit counts as being hit in the

    flan or rearG causing it to be disordered. irmish 'nfantry will be destroyed if contacted. 'n the following turn&s Orders (hase , a retreated unit may turn 0J< degrees without penalty before

    Order mar ers are placed, unless it is in contact with an enemy unit.

    * unit may not retreat into a close combat. +etreating units must avoid contacting enemy stands.

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    # irmishers and 9etreat irmish 'nfantry automatically +etreat if any non- ' unit attempts to=harge or *dvance into contact with them. 'n the same circumstances, irmish =avalry voluntarilymay opt to +etreat. 4o orders are re%uired for this and any e)isting orders are cancelled.

    'f e)tra movement is re%uired for this during the !ovement (hase ?i.e. the unit has already moved firstin the !ovement (hase and an enemy unit is advancing into it during its turn@, the unit is disordered.

    9e$o'er hin of a +ecover order as a call for rallying around the banner and re-ordering of the ran s. *+ecover order may not be used to recover a unit from more than one situation in a turn. +ecover Orders are placed on those units which the player desires to +ecover from +out,

    5isorder, $ragmentation or Out of !issilesALow on !issiles. +ecover orders may also be placed on $anatics or frenzied units. his will prevent them from

    automatically charging the nearest eligible enemy unit. 'n order to +ecover, units must stand in place with no movement or missile fire of any ind. 'f a recovering unit fires or is contacted by an enemy unit, immediately remove the Recover order

    ?i.e., the unit does not +ecover@. /nits in a =lose =ombat may never be given a +ecover order.

    +.* &"mmy orders5ummy order mar ers may be used to confuse your opponent as to which units actually have orders.imply place :blan ; counters behind those units that have no real Orders. 9ach player is limited tothree dummy orders per Orders (hase.

    +.+ %nits ith no orders/nits that do not have any orders when contacted by an enemy unit have no choice in their responses. hey ta e all charges at the halt, with no wheels, facing or any other movement. irmishers may always elect to +etreat, however. hey must follow-up or pursue enemy in contact.

    34am le

    orman -rre!"lar Aea'y a'alry (A ) ni!hts ha'e a har!e order a!ainst a By=antine Aea'y-nfantry (A-) Trained foot "nit. The By=antines ha'e a &e loy order.

    The orman ants his A to be fren=ied hen they atta$ , so he rolls a d10 (the "nit leader is!i'in! an ins irin! s ee$h to his men). The A are 'eterans, so they need to roll a * or better (*0 l"s) to ass their morale and be$ome fren=ied.

    They roll a 8 and $har!e fren=ied.

    The By=antines ele$t to mo'e ba$ ards as a $har!e res onse "nder &e loy orders, ho in! tomo'e o"t of ran!e of the $har!in! A .

    !& SE*UENCE OF PLA+ his is how we play each turn of the game. 't is important to follow this e%uence of (lay in the e)actorder listed. (laying completely through each part of the turn is very important to the understanding of the concepts of Medieval Warfare and how a battle could sway bac and forth.

    On the first turn of a game, units are sufficiently eager and in a state of battle-readiness. $or the firstturn of the game only, all units can *dvance, +etreat or 5eploy without orders. his first turn of thegame is done simultaneously, pro-rating movement if necessary.

    6.1 rders @hasehis is the point at which your enerals must decide which orders to give and which units will getthem.

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    Before any orders are placed, any unit not involved in a close combat, routing or in frenzied pursuitis allowed to ma e a &free& 0J< degree turn to face an enemy unit.

    9ach player now simultaneously places his allowed number of order mar ers and &5ummy& ordersfa!e down on any desired units.

    /nits without orders may still fire missiles.

    6.2 -nitiati'e &ie 9oll @hasehis phase determines which side moves first in the !ovement (hase. 8ou may want your opponent tomove first in order to e)ploit any openings he presents. 8ou may want to go first yourself to eeppressure on him. 9ach player rolls a d3, adding M0 if their eneral is =harismatic. he player with the higher modified roll has the 'nitiative and decides which player will move f irst. +eroll in the event of a tie.

    6.* har!e &e$laration @haseBoth players now simultaneously declare and e)ecute any ordered charges and permitted chargeresponses ? ee Orders section@. $lip over any charge order mar ers and the orders of any units beingcharge. =harges opened most battles. his occurs before any other moves are made. he 'nitiativewinner decides from which flan to begin charges from. +oll for charge distances, countercharges, etc., and move units into contact. argets of charges get to respond to the charges if they had proper orders ? ee Orders section@.

    irmishers may always retreat if being charged. Otherwise, the targets sit and ta e the charge atthe halt.

    Line up units base edge to base edge for combat, moving e)tra if necessary to align the unitsagainst each other with no penalty.

    6.+ 5o'ement @hase *fter all =harges and charge responses are finished, all other units with orders get to ma e their moves. he player who has been chosen to move first now turns over any remaining order mar ers.

    9ach unit now follows its orders, starting with the outermost unit on whichever flan the player chooses and wor ing across the table until reaching the outermost unit on the other flan .

    he opposing player then turns over his order mar ers and applies all of his Orders in the samefashion.

    6.6 5issile ire @hase *fter charges and other moves have all been resolved, any eligible stands on both sides maysimultaneously conduct missile fire. =harging and counter-charging troops may not fire. he winner of the initiative die roll ?another advantage for the high roller@ decides which flan to

    start the !issile $ire (hase from. Wor across the table from one flan to the other, each sidefiring simultaneously before removing any stands due to casualties.

    * unit that is the target of a charge may fire if eligible ?see !issile $ire section@. *rtillery that moved in the current turn may not fire.

    6.8 lose ombat @hasehis is the most important phase of the game. $ollow the =lose =ombat procedure and you will nothave problems.

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    * battle may see-saw bac and forth and this attritional aspect of battle is representative of the natureof hand-to-hand warfare . +esolve each close combat between units in contact one at a time, starting from the flan chosen

    by the player who won the 'nitiative roll. his can be very advantageous.

    34$e tion * multi-unit close combat is resolved as though it were a single close combat. *ll

    participating units will fight it out simultaneously no matter what their position is relative to the flanwhere the close combat started.

    *fter each single close combat, perform all resulting push bac , +out and (ursuit movement. (roceed to the ne)t close combat ,

    6.7 9e$o'ery @hasehis is the part of the turn when troops are brought bac from rallying and resting to a better-organizedphysical and psychological state. his is performed simultaneously by both players. /nits that had a+ecover Order mar er placed on them during the Orders (hase may do one of the followingD *ttempt to +ally from +out.

    +ecover from $ragmented to 5isordered. +eplace the $ragmented mar er with a 5isorder mar er. +ecover from 5isordered to 4ormal. +emove the 5isorder mar er.

    +emove an Out of !issiles A Low on !issiles mar er.

    ote +ecover mar ers are removed at the end of the turn. /nits in close combat may not be issued+ecover orders.

    34am le of rders

    Both layers la$e their orders on sele$ted "nits. The orman layer and the By=antine layer

    then both roll a d8 to see ho has the -nitiati'e.

    The orman layer rolls a 6, the By=antine layer rolls a *. -f either had a harismati$ !eneral,he o"ld add C1 to his die roll.

    #in$e the orman on, he de$ides hether he ants to mo'e first or ha'e the By=antine layer mo'e first. Ae de$ides that he ants to see hat the By=antine layer has " his slee'e, soele$ts to !o se$ond.

    Both layers sim"ltaneo"sly de$lare any har!es and both fli o'er any har!e order mar ers.The orman ele$ts the flan from hi$h to be!in mo'in! the $har!in! "nits.

    fter all har!es, alon! ith fren=ied $har!e attem ts, $o"nter$har!es and any allo able$har!e res onses are $om leted (&e loy res onses, 9etreats, et$.), the By=antine layer fli so'er his remainin! order mar ers and his "nits follo their orders.

    n$e he is finished, the orman layer fli s o'er his order mar ers and mo'es.

    fter all mo'ement is done, both sides sim"ltaneo"sly fire missiles and then fi!ht o"t all the$lose a$tions, a!ain from the flan i$ ed by the -nitiati'e inner.

    ,& MOVEMENT'f a unit is not given an order, then it may do nothing during the !ovement (hase other than stand inplace, unless specifically re%uired to do otherwise by a !orale result.

    34$e tion 'f the unit is $anatics or frenzied re%uired to charge then they will charge with no ordersre%uired. irmishers about to be contacted by an enemy unit may retreat with no orders re%uired.

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    he variable =hargeA+etreatA+out moves ta e into account the &reaction time& of a unit to respond toan order, a threat, or a complete brea down. hus, it may sometimes be less than the normal moveallowance.

    8.1 5o'ement Tables#5 LL 9 53&-%5 #T D 2 < d8 /Loose rder 5o"nted :> d8 C6> < d8 (&is.) /rtillery 2> one /

    +oad !ovement ) 2

    L 9G3 #T D 3< !! W'59ormal har!e/9etreat/9o"t Li!ht Terrain &ense Terrain

    lose rder oot 8> d8 C2> < d8 (&is.) (&is.)ther oot :> d8 C+> < d8 # irmisher oot :> d8 C8> o &elay d8 C8> < d8 (&is.) /# irmish a'alry 18> d8 C12> < 2d8 /ther 5o"nted 12> d8 C;> < 2d8 (&is.) /rtillery *> one /(&is.) !eans the unit it 5isordered from moving into or through that terrain.+oad !ovement ) 2

    Wheelin! D * wheel is a pivot. he unit is swinging li e a door, but troops were slowed down whileperforming this manoeuvre, as it is e)tremely difficult to maintain your order while moving this way.

    Wheeling units pivot around their non-moving inner stand. hey may pivot through a ma)imum of 16degrees each turn, counting double the actual wheeling distance moved. he wheeling distance is thedistance the outer stand moves. *ll wheels are performed at the start of a unit&s movement. /nits withstands one behind the other may &follow the leader& as the lead stand wheels. his allows a roadcolumn to move along the path of the lead unit.

    8.2 ormations

    #tandard ormationshe following formations may be used by any unit, regardless of terrain. /nits under 5eploy Ordersmay change from one formation to another.

    8our units are not loc ed into the formation you initially start the battle in. 8ou may change your formations as the battle progresses by using 5eploy orders or as a close

    combat result.

    Line * unit is in Line when it is 0 or 2 stands deep. his is the formation used by mounted units and most foot when they are e)pecting to engage in

    combat.

    5ass * unit is in !ass when it is 0 or 2 stands wide, and at least > stands deep. his formation is most commonly used by infantry units e%uipped with long spears or pi es.

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    9oad ol"mn * unit is in +oad =olumn when it is in a 0 stand wide column using a road. * unit must be in this formation in order to en#oy the movement advantages conferred by +oads.

    000 000 000 5o"nted "nit of three stands in line.

    0000 0000 oot "nit of fo"r stands in0000 0000 line formation.

    0000 oot "nit of three stands in mass formation.00000000

    Indicates retraction of unit widthfor Irregular and Trained units.

    Reverse arrows for expansion

    # e$ial ormations hese formations are able to be used only in clear terrain and wedges arelimited to those armies allowed them in the army lists. /se mar ers to designate whether a unit is inwedge, conrois or shieldwall ?use shields, spears, etc.@. * unit may only be in one special formation at a time. pecial formations may not be used in delaying terrain.

    Wed!e

    =ertain units were allowed the use of a wedge formation. Wedge allows a second ran to fight that otherwise would not be able to. his is especially helpful

    for cavalry or a)e-armed foot. Wedging units were more vulnerable to missile fire. /nits allowed to wedge are noted in the army lists.

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    onrois

    Other cavalry could form up in a very tight formation, called =onrois.

    hey may fight with a ran and a half.

    his formation is more vulnerable to missile fire. =onrois may be formed by any non-s irmisher cavalry unit.

    #hield all

    his was a formation for infantry only, mounted may not use it. 't was slow-moving, but allowedgreater fighting power to be concentrated, provided a sense of security, and made the troops amore difficult missile target.

    $renzied units may not be in shieldwall formation. /nits in shieldwall that become frenzied mustfall out of shieldwall into line formation.

    .! Terrain Effects

    5epending upon your field of battle, terrain often dictated the flow of the fighting. ome armies, suchas Euns or !ongols, would opt for an open plain, where their numerous and maneuverable cavalrycould ride freely around the enemy army. Other armies, such as the Welsh or lavs, fighting in looseorder and on foot, preferred hilly, wooded terrain allowing them to use deadly ambushes. 4ormally,scenarios have terrain already selected. $or competition games, go to the end of the rules boo let andloo under errain eneration for rules on selecting your own terrain.

    Li!ht Terrain and bsta$les

    teep hills, scrub, sand dunes, obstacles and roc y ground all cause delay and even disorganization insome troop types which attempt to move through them. Low hills, orchards and light woods do not. *ll troops e)cept irmish 'nfantry deduct the light terrain penalty from their move distance once any

    stand of a unit touches the terrain. hey may not have enough move distance left to actually enter the terrain, which means they stop moving at that point.

    /nits in light terrain or facing obstacles may still =harge or =ountercharge but receive no closecombat charge bonuses for doing so.

    &ense Terrain

    5ense terrain is tough to traverse. 't includes woods, swamps, bogs and steep hills covered with lightterrainG moving through these inds of rough country posed a considerable problem to many trooptypes. 'nfantry in dense terrain may still =harge or =ountercharge but will receive no close combat

    bonuses. he advantage of ordering in a charge in dense terrain is to possibly get more movementallowance in order to hit a target a distance away.

    !ounted units are not allowed in dense terrain.

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    "#

    $elaying Terrain

    9i'ers

    +ivers could be difficult to cross at best. enerals sometimes spent hours searching for a suitablecrossing point, and even then, fording a river was slow and dangerous. +ivers may be crossed only atBridges and $ords. Whenever a +oad crosses over a +iver ?or vice versa@ place a Bridge or a $ord one stand wide at

    the crossing. *ny unit that is under 5eploy Orders and has a stand touching a river may search for a ford. 9ach

    touching stand rolls a d3, and on a roll of :3; a 2-stand width ford is found. he ford remains inposition for the rest of the battle. !ar it with a few small roc s.

    9oads

    /nits that spend their entire !ovement (hase moving along a road *dvance, =harge, +out and+etreat two times their normal distance, ignoring all effects of any terrain that the road crosses.Eowever, units may only move along a road in a +oad =olumn ?i.e., a column that is one stand wide@.

    8.+ -nter enetration:'nterpenetration; is the term used when a stand or more of one unit moves through one or more standsof another friendly unit. /sually, this was not a good thing, disordering both units. he only instanceswhere this can occur without penalty to both is whenD

    irmisher foot move through or are moved through by any friendly unit without penalty.'n other circumstances, a unit that moves into a friendly unit is placed directly on the far side of thatunit, and halts there with the two units; stands in contact. he penetratedC unit is not moved. Both unitsare 5isordered ,

    8.6 han!in! a$e$acing refers to the direction in which your unit is pointed or is moving. o change facing means to turn the unit toward another direction, either to the side or to the rear. * unit that is under 5eploy Orders may turn and face in a new direction even if engaged in =lose

    =ombat.

    his is done by turning the individual stands. *ll stands must either be turned < degrees, to faceleft or right, or turned about 0J< degrees.

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    8our unit of Loose Order 'nfantry isattempting to move into brush?Light errain@. 4ormal movedistance for large bases is JC.

    *fter moving 1C roll a d3 andsubtract this from remainingmovement ?in this case 1C@. On aroll of 1, 6, 3 the unit will not haveenough movement to enter thedelaying terrain and will halt #ustoutside.

    'f the unit was =lose Order startingmovement from #ust outside theterrain ?3C normal move distance@ itwould roll a d3 and on a 3 it wouldbe unable to move at all. On anyother roll it would move into theterrain and become 5isordered.

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    34am le of 5o'ement into &elayin! Terrain

    "nit of orman "narmored infantry (%-) ar$hers in loose order is *> a ay from a forest. Theyish to enter the oods, so d"rin! their mo'ement hase, they are mo'ed *> to the ed!e of theoods. Their normal mo'ement allo an$e is :>, so normally they o"ld ha'e 6> left. Theoods are &ense Terrain, ho e'er. The orman layer m"st roll a d8 and add 2> to it for thetotal %- delay in in$hes. -f he rolls a * or more, the ar$hers may not enter the oods this t"rn (*l"s 2> eE"als 6>, all he has left). -f he rolls a 1, the ar$hers o"ld mo'e 2> into the oods thist"rn.

    e4t t"rn, he m"st roll a!ain for the delay. Ae rolls a 8. The 8 added to the 2> eE"als :>, histotal mo'ement allo an$e. The ar$hers o"ld not e'en mo'e at all. They are tem orarily lostF

    -& MORALE ood morale could be assured by ma ing certain that troops were in a secure position both physicallyand psychologically.

    (roblems of confidence arose when one side felt itself to be inferior to another, often with regard tonumbers, morale and armor %ualityG nobody wants to fight a foe who appears to be braver, better e%uipped, and here with all his cousins7

    !ounted assaults were often worrying for a stationary target, although infantry armed with long spearsor pi es would usually stand their ground as they felt they were ready and able to beat the cavalry.!ost infantry was not able to feel %uite so confident. Being uphill, or protected by an obstacle definitelyhelped morale and was often daunting to attac ers.

    7.1 5orale #tates

    'n Medieval Warfare Fast Play , the morale state can be considered an amalgamation of several factors,including the psychological, mental state of the fighters, as well as physical e)haustion, hunger and thirst.

    +ecord that a unit is 5isordered by placing a 5isorder mar er on it. ' use shields for these as mar ers,one shield for each disorder. wo shields ?disorders@ means the unit is $ragmented. hree shields andthe unit is +outed.

    Good rder he unit is in a state of readiness for battle. *t the start of a game, all units are considered to be inood Order unless specified otherwise by the scenario.

    &isorderedhe unit is starting to fragment. =ohesion has been lost, and fighting as well as shooting ability isreduced. he unit must +ecover to regain ood Order and fight at full effectiveness.

    Causes of Disorder -Cumulative. -nter enetration other than by or thro"!h #-.

    failed morale test res"lt. ny "nit "shed ba$ in $lose $ombat

    5a in! an ordered 9etreat. This does not a ly to Trained troo s mo'in! no more than 1/2of their normal mo'e or to any s irmishers.

    The "nit har!ed and failed to ma e $onta$t.

    The "nit has destroyed all of its lose ombat o onents (this may ne'er res"lt in the "nitbe$omin! ra!mented or orse.)

    The "nit "rs"ed and failed to $at$h or $onta$t any enemy (this may ne'er res"lt in the "nitbe$omin! ra!mented or orse.)

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    "nit in ed!e or $onrois that $har!ed this t"rn and failed to ro"t or destroy its o onent.

    ny e4tra mo'ement reE"ired to be ta en d"rin! the normal 5o'ement @hase beyond thatallo ed in a t"rn, i.e. s irmishers hi$h ha'e already mo'ed d"rin! their mo'ement haseand are then for$ed to 9etreat d"e to enemy mo'ement d"rin! the o onent s mo'ementhase.

    The "nit is $onta$ted by an enemy "nit in the flan or the rear. a'alry really, the horses < meetin! Hstran!e beastsI ithin *> (+>). or e4am le 3le hants

    o"ld fri!hten all b"t #o"th sian a'alry, hile amels o"ld do the same for horsesfrom o"tside the desert $o"ntries of orth fri$a and sia.

    5o'ement thro"!h delayin! terrain as indi$ated on the 5o'ement Tables.

    Effe!ts of Disorder Only the front ran of a 5isordered unit fires missiles or fights in close combat regardless of

    weapon type. he unit may still be issued charge orders. he unit may still be in any allowed special formation.

    ra!mentedhe unit is beginning to fall apart as its troops become scattered and unresponsive to command. 'tmust +ecover to regain a 5isordered state. +ecord that a unit is $ragmented by placing a second5isorder mar er on it.

    Causes of Fragmentation# se$ond &isorder. s the res"lt of a failed morale test.

    Effe!ts of Fragmentation#Only half the front ran of a $ragmented unit fights in close combat or may fire missiles.

    * $ragmented unit may not be issued =harge Orders and may not =ountercharge. 't may beissued any other Order ,

    he unit may not be in any pecial $ormations.

    9o"tedhe unit flees in disarray and is then removed.

    Causes of +out# third &isorder.

    s the res"lt of a failed morale test

    Effe!ts of +out# he unit will ma e automatically a +out move ?see movement tables@ during the turn that it fails its

    !orale est. Other units seeing the +out are affected. Once all other units have tested for seeing the rout, the routing unit is removed.

    7.2 5orale TestsWhenever any of the following events occur in a phase of the turn, the unit in %uestion mustimmediately ta e a morale test. 'f the events are occurring simultaneously, i.e. an unarmored infantryunit is being charged by a heavy cavalry unit, it only has to ta e one test, even though there are two!orale est events.

    0 "nit is har!ed (not o"nter$har!ed) by a better armor $lass (L $har!ed by A )

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    2. -nfantry in the o en is har!ed (not o"nter$har!ed) by non

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    'f a eneral is with a unit that fails a !orale est, he suffers the result along with it, +outing or +etreating according to his own movement allowance.

    * second disorder causes an already 5isordered unit to become $ragmented. * third 5isorder causes the unit to +out. hings could only get so bad before a unit would begin to fall apart andcease to function.

    * +etreat move as a result of morale failure must always be at the full movement allowance.34am le

    The By=antine A- ha'e lost a stand of fi!"res to rolon!ed missile fire. They m"st no ma ean immediate morale $he$ . They are all alone, ith no other friendly "nits nearby.

    They are Warriors, so they m"st roll a d10 and roll + or more to ass. They roll a +.

    Their die roll modifiers are to either flan or rear. This res"lts in a modifiedmorale die roll of 2. #in$e they need a + to ass, they ha'e failed their morale by 2. Loo atthe 5orale ail"re 9es"lts and see that fail"re by 2 res"lts in a 9etreat, &isordered res"lt. TheBy=antines t"rn, fa$in! to their rear, and m"st retreat a $om lete mo'e endin! " disordered.

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    .& MISSILE FIREWhile !edieval battle were traditionally decided by massive hand-to-hand combats, the actions of missilearmed troops N archers, slingers and #avelinmen in the early days, crossbowmen around 0

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    troops, such as close-order foot, may carry only a small number of missiles. *rtillery and handgunnerscarried sufficient ammunition to last through a battle, but were very slow to reload.

    'n order to portray the vagaries of war ?being tired, poorly supplied with missiles, etc.@, we utilize a veryeasy system to determine if a unit is Low on !issiles or Out of !issiles. *rtillery and Eandgunners go Low on !issiles each time they fire. 'f they fire while already Low on

    !issiles, they automatically go Out of !issiles. =lose Order 'nfantry armed with Havelins ?includes throwing a)es, darts and similar thrown weapons@

    may fire only once before they are Out of !issiles. *ny units armed with arious weapons may fire them only once before they are Out on !issiles. *rchers that fire an *rrow Barrage immediately become Low on !issiles ?see *rrow Barrage below@. *ll missile-armed units go Low on !issiles if any of their d0< !issile $ire rolls is a "0

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    Line of #i!ht9ach firing stand must fire at the closest enemy unit to which it can trace an unbloc ed Line of ight. *rtillery ?only@ may fire over any troops if either the target andAor the firing artillery is on higher

    ground. Other missile troops have their fire bloc ed or screened by friendly or enemy units, including

    irmishers. hey cannot ignore eligible targets in front of them in order to fire at units further away roops need at least a one-stand width gap to fire through. /se common sense. /nits in any type of woods ?orchards, light woods or forests@ must be within 0" of the edge to be able

    to fire out or to be fired upon by troops outside the wood, and be within 0" ?2"@ of an enemy within thewoods to fire on them. he canopy of trees is great protection from missiles.

    Tar!et 3li!ibility

    9ach stand must fire at the nearest eligible enemy target. +oll a die to settle ambiguous situations. !issile troops can only fire at the stands of an enemy unit in =lose =ombat that are overlapping and

    are not eligible to fight that turn. 4on-chargingAcounter-charging units may fire all missile weapons e)cept for #avelins and various at

    chargers as they close in ?#avelins and various are used in the close combat.@

    :.: rtillery

    *rtillery grew progressively more powerful as time passed. 9arly &gonnes& were huge. hey wereimmobile and primarily used in sieges.

    'n MWFP , artillery are powerful units. hey not only have a much greater range than other missile units,they also ignore all armor.

    unpowder artillery receive a d0< for each artilleryman crewing the gun. he slow rate of fire of gunpowder artillery, however, results in the gunpowder artillery being Low on !issiles after a singleshot.

    !echanical artillery receive a d0< per stand, #ust li e any other missile units. hey do not go Low on!issiles after as shot as gunpowder artillery does.

    *rtillery are very vulnerable in a close combat. hey count as L*' when fighting and, if pushed bac ,are considered destroyed.

    *rtillery are always considered shielded due to their dispersed nature and the protection afforded bythe guns themselves.

    A

    B

    C

    D

    E

    Z

    %issile &ire'.#r #nit ' archers has B, C, D as

    + ssible eligible targets based n rangeand arc ' 'ire!

    D * #ld n r-all( ha/e t be 'ired #+ nas it is the cl sest target!

    Units dr + #t ' eligibilit( i' the 'iring#nit has n chance t hit the target need11 t hit !

    &' this is the case, then C * #ld bec -ethe cl sest eligible target!

    &' 'riendl( #nit ) *as +laced as sh *n C* #ld be ineligible d#e t li-ited line ' sight and B * #ld bec -e the target!

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    :.;irin! @ro$ed"re

    his details the way we carry out missile fire. o slow with this at first, as it may seem confusing.Eowever, you will %uic ly grasp the ease and accuracy of the method.

    hose of you used to simply modifying a die roll will find the !issile $ire procedure a bit different. $irst

    of all, you are modifying the o Eit number, not the die roll. 8ou will %uic ly ?the first time you try it@ getused to this as it;s %uic and easy to do7 Once you arrive at the final o Eit number, simply throw all of the dice for the stands in the firing unit and see how many have that number or more. hese are thenumber of hits you have inflicted7 !easure the distance from the front ran of firing stand?s@ to the target to determine if you are in

    range. he firing range for stands in the second ran ?if they are permitted to fire@ is measured from the first

    ran eligible to fire. *dd or subtract all applicable modifiers from the o Eit number to arrive at a final modified number

    you need to roll on each d0< to get a hit. 9ach roll that is e%ual to or greater than this number inflicts a casualty ?i.e., figure removed@ on the

    target unit. 'f the modified o Eit number is 00 or more, your unit does not get to $ire at that target this turn. ee

    if there is another target in arc and range that you can hit and fire at that instead.

    :.10 5-##-L3 -93 T BL3#

    he number of firing dice is modified as followsD 2ll effe!ts are !umulative,

    "mber of #tands rro Barra!e &isordered, Lo on 5issiles Both &isordered and Lo+ #tands irin! 8 di$e 2 di$e 1 di$e* #tands irin! + di$e 1 di$e /2 #tands irin! * di$e 1 di$e /1 #tand irin! / / /

    %se of shields. *rchers are re%uired to use both hands when firing and are therefore consideredshieldless during the firing phase if they shoot. hielded #avelinmen and slingers need onlyone hand to use their missile weapons so are considered shielded while shooting.

    /nits using pavise count as shielded while firing.

    For Medium (i)ed 3asesd10 #$oreto Ait 7C ;CW3 @ ormal Lon!Aand!"n 0 2Na'./Var. 0 ?M2 for the *)e and M0 for the arious@, but the rear ran fights with a weapons factor modifier of only M0 ?the *)es are not counted as they may not fight froma second ran @.

    'n units with mi)ed weaponry, such as 0A2 pear, 0A2 Bow, the =lose =ombat weaponry should beplaced in the front ran s, i.e. spearmen should not be behind archers7

    o fight in multiple ran s, the stands have to be from the same unit. 8ou cannot :stac up; differentunits behind one another and fight7

    ;.* lose ombat a$tor and as"alty al$"lation=alculate the number of enemy casualties by multiplying the final total combat factor times the number of friendly stands eligible to fight.

    5ivide this number by 0< to determine how many casualties you inflict. $or e)ample, if you have a final factor of 21, divide by 0< and this results in two automatic casualties

    and a 1

    .2@ and they do not get to fight bac against those units hitting them in the flanor rear. 'n this instance, three casualties are inflicted with the possibility of a fourth on a roll of 0 or 2?2

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    5 9 L3 #TT%#anati$ C23lite C2Veteran C1Warrior 0@oor

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    Where both units suffer the same number of casualties, they are considered "loc ed in melee", andcontinue the close combat ne)t turn. *ny frenzied mar ers are removed.

    Losin! a lose ombat he unit that suffers more casualties ?figures@ lost fall bac 0" and gains a level of disorder while

    remaining facing their opponent. *rtillery that is pushed bac is destroyed.

    Winnin! a lose ombat 'f the enemy unit is pushed bac , the winning unit must follow up ?i.e. move forward, maintaining

    contact with the pushed bac enemy unit@ unless they have 5efend Orders, in which case theycannot, or 5eploy Orders giving them the option of doing so or not.

    .'f the enemy unit is routed or retreats because of orders or a morale result, the winning unit must rollfor its pursuit move distance and attempt to catch the fleeing enemy unless they have 5efendOrders, in which case they cannot, or 5eploy Orders giving them the option of doing so or not.

    ote 5efend or 5eploy orders are only in effect during the first round of a close combat.

    he pursuing unit must follow by the most direct route possible, not deviating from it to hit another enemy unit unless a new enemy unit is in the way.

    'f you catch a retreating unit in pursuit, it suffers another disorder. 'f it then has three disorders it is

    immediately routed and your pursuit continues. 'mmediately roll again for move distance and see if you catch the enemy.

    'f you catch a routing unit, it is destroyed. 'f the enemy unit is completely destroyed, no further pursuit move is made, but the winning unit will

    be disordered if not already. 'f pursuing or following-up an opponent causes a unit to contact another enemy unit, the unit counts

    the bonus for pursuing or following-up, but does not count as charging ?i.e. does not receive the=harge combat bonus.@ he new =lose =ombat will be fought out immediately, not ne)t turn.

    34 andin! "t fter a @"sh Ba$ ome troops were capable of &swarming& around the flan s of their enemy or penetrating them to such an e)tent that they are able to bring more troops to bear on their beleaguered opponents. o simulate this, we allow any units to e)pand out as they push bac their opponent. his is done as followsD

    *fter the enemy unit has been pushed bac , the following up unit may swing stands from its rear ran s up in line with his front ran , e)panding the frontage of the unit by up to one stand per flan .

    his may not result in contact with any other units, either friendly or enemy. 'f other units are in theway, the e)pansion cannot be done.

    34am leLet s say o"r By=antine layer rolled a d10 and !ot a se$ond hit on the orman A . TheBy=antines on the $lose $ombat. The ormans m"st fall ba$ 1>. The By=antines had &efendorders, so may not follo

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    * unit engaged in multiple close combats never pursues a +outing or +etreating opponent unless allof its opponents +out or +etreat.

    * unit engaged in multiple close combats that wins all of them does not pursue any +outingopponents if this would cause it to split its stands and become $ragmented.

    'f a unit engaged in multiple close combats wins some but loses others, the stands which lost arepushed bac and the unit suffers the subse%uent disorder for being pushed bac in close combat.5ou are never re6uired to s"lit a unit, T%e ot%er stands will fall ba!k to remain aligned/ even if t%ey won t%eir !ombat, he big disadvantage of multiple unit combat for the single unit is that theunit suffers the worst result of any of the combats.

    ;.7 Lea'in! and 9et"rnin! to the TableOur battlefield ends with the edge of the table. *ny unit that leaves the table ?battlefield@ must beremoved and cannot return.

    *ny unit that has any part of any of its stands go off the edge of the earth ?i.e. go off the table edge@ isimmediately removed from play. 'f routers or retreating units are chased or followed off the table, they count as 0

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    10.2 V- T 9K &-T- # 9 T %9 53 T G 53#

    To"rnament Vi$tory onditions :

    Once an army loses enough of its units routed, destroyed or captured, to reach his army&s Brea (oint?B(@, or when a player decides to concede the game ?i.e., surrender@ usually after a general is lost, thebattle ends.

    rmy Brea ointsEow many units you start with in your army and the number of these units it has lost determines thewinner of a battle. he number of units you can lose before losing the battle is referred to as the *rmyBrea point.

    his ratio of beginning units to B( is on the following tableD

    6, 3 or R /nit *rmy K B( 2 units lost

    J, or 0< /nit *rmy K B( > units lost

    00, 02 or 0> /nit *rmy K B( 1 units lost

    as"alty Loss @oints

    Once the battle is concluded, both players then count up their =asualty Loss (oints as followsD

    *dd up the total number of points cost per stand in rout or removed from the table.

    Vi$tory @oints * player receives 0 ictory (oint for each of the following conditions that appliesD

    Won the battle ?enemy conceded or reached his army Brea (oint@. $or each 0-26 points of enemy stands removed.

    8ou have a non-s irmisher unit on the enemy side of the table at the end of the battle.

    9ach enemy eneral illed or captured.

    Vi$tory Le'el

    he difference between player&s ictory (oint totals determines the level of victoryD

    M0 ictory (oint Marginal Vi!tory

    M2 ictory (oints Ta!ti!al Vi!tory

    M> ictory (oints (trategi! Vi!tory

    M1 ictory (oints De!isive Vi!tory

    M6 ictory (oints *verw%elming Vi!tory

    The @riest 9oll

    $or those of you who consistently roll lousy dice, we use a &(riest& figure in our games. he priest is freeand allows you to re-roll one bad die roll of your choice per turn. 't can sometimes save a very badsituation, but as often as not, may have worse results7

    hat&s the game7 ' hope you will en#oy your miniature battles and feel free to contact me with any%uestions you may have.

    erry ore

    tlgoreSfrontiernet.net

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