Into the Dark
aka Dan's Fast & Simple Darkage & Medieval Wargame Rules

Introduction

Exactly who decided wargame rules needed introductions?

I'm aware that there are many rule sets on the market designed to deal with medieval armies. However most of these sets are meant to deal with skirmish fighting. Even some of the better known rules for armies are really just skirmish rules done on a giant scale. The rules you see before you are designed for battles between armies, similar to those found in history or heroic literature. Large scale battles can be fought to a conclusion in a reasonable amount of time.

These rules were originally designed for 25mm/30mm figures, although they can easily be used for 15mm by dividing all ranges in half, or by using centimetres instead of inches. Don't be put off by the size of the rules, they actually play very fast and easy. Try only the basic rules until you are comfortable with play, then add whatever optional rules you like. The section on game preparation takes up a lot of room, but is only needed when first creating your army. In fact you could skip it if you're just checking out how the rules work. Come back to it only if you decide to give them a try.

What's New - March 28/2005, some of the optional rules are now posted.

Dan Abbott

PART I - GAME PREPARATION

The Troops
Choosing Your Army
Basing
Unit Organisation
Troop Quality
Troop Types
Point Costs

PART II - BASIC RULES

Setup Turn Sequence Movement
Gaming Area Compulsories Maximums
Deployment Initiative Turns & Wheels
Formations Movement Charges & Evades
Zone of Control Combat Miscellaneous
Morale Disorder

Terrain Combat Morale
Disordering Terrain Armour Morale Levels
Restrictive Terrain Missile Fire Morale States
Roads Melee Morale Tests
Combat Results Control Tests
Pursuits & Rallys

PART III - OPTIONAL RULES

Special Troops SWAT Misc
Champions Longbow Command & Control
Warbands Polearm Scouting
Skirmishers Crossbow Difficult Maneauvers
Chariots Pike Army Lists
Shieldwall
Wedge
Hedgehog

PART I - GAME PREPARATION

THE TROOPS

Before you can begin, you'll need an army from the Dark Age or Medieval periods. The army you choose should be one you're interested in, and should be modelled after a historical one - troop types not found in the original army should not appear in yours. For ease of reference your army can be picked from any respectable set of army lists, or your own research, or you can use those (soon) found at the end of these rules.

This historical army acts as a natural restriction, and forces the player to make realistic troop decisions. This army list or 'Order of Battle' can be a detailed description of the army the player intends to use, and should describe each unit and its capabilities separately. The easiest way is to simply list the units, their statistics, sizes and costs, one unit per line, on a sheet of paper, keeping this list handy for later ease of reference. Sample sheets will be included.

Choosing Your Army

Unless your game is part of a campaign, or a prepared scenario, which pre-determines the forces involved, you'll need to agree upon the size of the opposing armies. This will depend on how many figures you have, the size of your table, and how much time you wish to spend. The bigger the armies, the longer the game will take. For an 'encounter' battle the easiest way to ensure a fair game is to decide on a point total, the maximum points each player may use to create his army. Using 1000 point armies is good for quick games between two players, while 2000 point armies are much larger and will require an entire evening, or multiple players. How to calculate the points of your army is described later in these rules.

Basing

Althought not necessary, there are two reasons for placing multiple figures on standard bases.

One - to make sure both sides get equal numbers of equal troop types into a melee, so that an opponent that unrealistically packs figures onto tiny bases doesn't gain an unfair combat advantage.

Two - to make moving the figures easier.

In any given scale, you'll notice that the width of all the multi figure bases is the same. The number of figures placed on each base (and the bases depth) are the only differences. This number of figures or 'Density of Formation' is one of the things which defines the unit's troop type (explained later). The base width is more important than the depth, since it determines how many figures you can squeeze into any given combat. The depth is dependant upon the troop type and formation, and can be adjusted to allow for variations in figure bulkiness.

Figure Scale
15mm
25mm
30mm
(or large 28mm)
Base width
1.5"
2.5"
3"
Base depth by type
# / base *
Close order foot
.5"
.75"
1"
4
Loose order foot
.75"
1.25"
1.5"
3
Loose order foot
.75"
1.25"
1.5"
2
Close order mounted
1.25"
1.75"
2"
4
Loose order mounted
1.25"
1.75"
2"
3
Open order mounted
1.25"
1.75"
2"
2

* number of figures on each multi base

However, as long as the principle of equal troop types taking up the same amount of room is kept, any convenient base size can be used. For the popular single based 28mm figures, a 20mm base is considered close order, and a 25mm base is considered loose order.

Unit Organization

All the figures in an army must be grouped together into units. The figures that make up a unit must be in base to base contact at all times, no unit may be split into smaller pieces. When organizing units, several characteristics are defined. These characteristics represent the abilities of the troops in the unit, such as: quality, type, armour, and density.

In addition, all figures in a unit should be placed on identical multi figure bases. A unit is then made up of a number of these multi bases (called elements), which must remain in contact at all times. If you use single based figures, remember to treat them as if they were in groups.

If different troop types are mixed in a unit, it moves at the speed of the slowest. When in melee, the figures in contact with the enemy determine the attack/defence values, when giving or receiving missile fire the values of the majority troop type are used. It is simpler to keep all troops in a unit the same.

Troop Quality

Armies of the middle ages usually had a genuine mix of troop quality levels. A player should try to maintain this diversity in their order of battle.

The quality of the troops refers to their effectiveness and training as soldiers, and their ability to fight as a cohesive unit. The quality of the troops in an army can vary greatly, depending on their training, their experience, and their willingness to fight. Battle hardened veterans are a much harder foe to defeat than newly raised slave troops. The quality of your troops is defined by their Troop Quality Level. This is a figure's fighting ability or battle experience, and its morale level.

Quality: Level Morale Description
5 fanatic Fanatics represent any units from history given to mindless bloodlust. These could be mounted knights, or the berserker infantry of the vikings. These units were dangerous to an enemy because of their reckless assault, but this same ferocity made them unpredictable and uncontrollable for their own commanders. Steady fanatics receive a +1 modifier in melee.
4 elite Elite units represent the best of an armies regular fighting forces. These were level headed knights, or personal bodyguards who had trained since youth, or troops with a great many years of military service. They were motivated in battle by belief in their own abilities.
3 average Average troops represent the backbone of most armies. They were troops with some proper military training and battle experience and were properly armed. Often they were hired men at arms or in service to a lord.
2 levy Levy were troops with some minimal training and equipment, although not particularly motivated or couragous.
1 peasant Peasants represent the various reluctant peasant or slave troops that were sometimes scraped up before a battle to enlarge numbers. These units were usually poorly trained, and armed with whatever was handy. Peasants alway receive a -1 modifier in melee.

When calculating an army's point value in encounter battles, the troop quality level is the basic cost of each figure.

ie: levies = 2 pts each, elites = 4 pts each

Troop Types

The figures in a unit either have melee weapons and are considered Melee Troops, or missile weapons and are considered Missile Troops, or have both and are considered Cross Trained. These are very important classifications as they determine how a unit fights in combat.

The units in the army are further characterised by a three letter code. This describes;

1st - how close the warriors stand to each other when formed up in their units, (formation density)
2nd - what type of protection the average warrior in the unit has, (armour average)
3rd - if they are considered infantry or cavalry, (foot/mounted)

1) Density : (C) Close order 4 figs per base (or on 20mm bases)
(L) Loose order 3 figs per base (or on 25mm bases)
(O) Open order 2 figs per base ( or on 40mm bases)

The number of figures per base, 2, 3 or 4, determines how packed together the men are and is known as the units formation density .

Close order troops are intended to move and fight shoulder to shoulder. This gives them a powerful, compact mass while sacrificing a little speed and flexibility. Figures individually mounted on 20mm bases are close order troops.

Loose order troops like to have a little more 'elbow room' to move and swing weapons. This gives the infantry the flexibility needed to avoid disorganisation while in disordering terrain, and mounted the room for impeteous charges. They sacrifice some of their offensive punch while gaining a bit more manoeuvrability. Figures individually mounted on 25mm bases are loose order troops.

Open order troops operate in a spread out, dispersed formation to occupy space and screen the rest of the troops. They are normally intended to harass the enemy instead of directly charging him. They are usually unarmoured and missile armed. Figures individually mounted on 40mm bases are open order troops.

There is no cost associated with the unit density.

2) Armour: (U) Unarmoured Clothes only
(P) Protected Leather or quilted armour
(A) Armoured Chainmail, or plate cuirass
(M) Mailed Plate mail
(E) Encased Complete plate armour

* All troops are assumed to be carrying shields unless otherwise stated.

The amount and quality of armour worn by troops will effect the units longevity in battle. However, good armour will add significantly to the cost of the unit. The following list outlines the various forms of armour and the cost.

Unarmoured troops are dressed in ordinary clothes or uniforms and must depend on their shields alone for protection. Barbarian warriors would be a good example of this type. In combat they're hit by a 3-6 on a d6. These troops cost the basic quality cost.

Protected troops have some minimal armour made of leather or quilted material. Lightly armoured retainers or men-at-arms would be dressed in this fashion. In combat they're hit on a 4-6. They cost an extra 1 point per figure.

Armoured troops have chainmail armour or a steel breastplate, and normally wear helmets. This is the standard for armoured troops such as Normans or medieval sargeants. In combat they're hit on a 5-6. They cost an extra 2 points per figure.

Mailed troops are protected by steel plates & chainmail armour, or unusually complete cuirass, and full helmet. Cavalry would have some barding. Early medieval knights would be armoured like this. They're hit on a 6 only, costing 3 extra points per figure.

Encased troops are completely encased in full plate armour, and full helmet. Cavalry would have complete barding. Later period medieval knights would wear this armour. They're hit on a '7', costing 4 extra points per figure. This type of armour wasn't really cost effective, slowing down the troops, while giving extra protection only against the weapons it was developed to combat, such as crossbows and polearms. Troops armoured like this have their maximum move distance decreased because of the weight of their armour, (and are still hit in combat on a natural die roll of 6).

3) Category: (F) Foot troops are infantry
(M) Mounted troops are cavalry

Foot troops must walk in order to move. When calculating the cost of a unit, they are simply the basic quality cost plus any armour additions.

Mounted troops ride when they move and are normally cavalry, but may also be special troop types such as chariots. When calculating their cost, double the normal cost for their quality and armour.

Point Cost of Troops

The purpose of a troop cost is to allow armies of different troop types to be given a value, so different armies of equal value can fight each other on an even basis, with the determining factors being skill (and luck) and not how big or how good your chosen army is (or in one companies outrageous example, how much you paid for the figure). It allows for a fair start to battles that are not part of a campaign or a pre-designed scenario (where anything can happen).

Troop Cost - A figures basic cost is calculated by adding its Troop Quality level to its Armour cost. If the figure is mounted, the basic cost is doubled.

Most troops are assumed to be armed with one basic weapon. This may be a melee or a missile weapon, and in most cases there is no cost for this first weapon. However, if a player wishes to have a unit cross-trained, with both missile and melee weapons, the troop cost per figure is doubled.

Unit Cost - An armies value is the total cost of all its units. To get the unit cost, multiply the final troop cost by the number of figures in the unit. Then, to represent the command structure of the unit, necessary to ensure the units cohesiveness, add the troop quality level x 10. (actually this is just an additional cost per unit to balance the greater effectiveness of a greater number of smaller units)

Examples:

Town Militia (CUF): Quality levy 2 pts
Armour none 0 pts
Category infantry -
Troop Cost 2 pts
Unit Cost: (if a) 16 figure unit = 16 x 2 = 32, plus command (2 x 10) = 52 points
 
Knight (LMM): Quality fanatic 5 pts
Armour plate mail 3 pts
Category cavalry x2
Troop Cost 16 pts
Unit Cost: (if a) 12 figure unit = 12 x 16 = 192, plus command (5 x 10) = 242 points
 
Combat Archer (LPF): Quality elite 4 pts
Armour leather 1 pt
Category infantry -
cross trained x2
Troop Cost 10 pts
Unit Cost: (if a) 12 figure unit = 12 x 10 = 120, plus command (4 x 10) = 160 points

PART II - BASIC RULES

SETUP

These rules are designed to be played with standard six sided dice (d6), the more the better. You will also need a measuring device such as a ruler or measuring tape, and markers of some sort, bingo chips of two different colours, or cut sections of pipe cleaners work well for this purpose.

Gaming Area

First, you'll need somewhere to play, some kind of playing surface. This area will be dependent on the size of your figures, and the size of the armies involved. If the battle is being fought with 25 or 28mm figures, a dining room table should be sufficient for small battles, but a playing surface of at least 4 ft by 8 ft will be needed for larger ones. If 15mm figures are used, a dining room table should be more than enough.

Unless you're recreating a battle from history, you'll need some method of placing terrain. Care should be taken when setting up the battlefield, too much rough terrain will limit manoeuvre. Medieval armies, because of their limited mobility preferred to engage on open fields. There are several methods of randomly determining terrain, use whatever system both players agree on. A common method is - one player places terrain, the other player picks which side he wishes to set up on.

Deployment

The method of deployment will depend on whether a equal point 'meeting engagement' battle or a campaign/scenario battle is being fought. If the battle is part of a campaign or scenario, the method of deployment will be determined by the conditions of that campaign or scenario.

If it's a meeting engagement, any type of hidden deployment may be used, a blocking screen down the center of the table, quick sketch maps, etc, or the following system can substitute. Each side alternates setting up units, one at a time, first all the foot troops, then all the mounted. To begin, each side rolls a die. The side with the lower score starts by placing one foot unit, then the other side does, and they alternate until all the foot units are placed. If one player has more foot units than his opponent, he places the leftover units now. Next place the mounted units, using the same procedure as for the foot.

You may deploy no further in than 1/4 of the table width, and less if agreed upon, and no closer than 12" from the side edges (unless you have a small table).

Formations

The most effective troop formation is a two rank deep straight line, as many bases wide as you feel effective, with the back rank the same size as the front, all facing the same direction. A rectangle, 3 bases wide by 2 deep is a common formation.

Zone of Control

All units have a 'Zone of Control', which extends straight forward of the unit's front. This space is considered to be the area where a unit can react to an enemy units movement. For melee troops this zone is equal to half of its own normal movement distance, and they may 'opportunity charge' any enemy unit moving in this ZOC. For missile troops this zone is equal to their weapons' close range, and they may 'opportunity fire' at any enemy moving in this ZOC.

TURN SEQUENCE

Now the scene is set to engage each other in battle. It begins with trepidation or anticipation, but soon the first volley of arrows pierce the sky, and battle cries form in the throats of angered troops.

These rules follow a move - countermove alternating sequence of play.

Sequence of Play

1. Compulsory movement - routs, pursuits and rallies.

2. Dice for initiative. *

3. Movement

  1. The side with initiative moves first.
  2. The other side moves.
  3. Counter-charges, evades, and opportunity charges are moved, out of sequence, as they occur.

4. Combat

  1. Missile fire
  2. Melee

5. Morale Tests

Movement is not considered simultaneous, although firing is.

* Initiative - At the beginning of each turn both sides roll dice, the winner decides if he wishes to keep or pass the initiative to his opponent. The side with the initiative moves first.

MOVEMENT

During each turn, the side with the initiative moves all their troops first, then the other side moves theirs. Some movement may occur out of phase (ie; evades, counter-charges, opportunity charges). All movement must be straight forward moves and/or forward wheels, up to a units maximum move distance, or a unit may turn completely around - about face, reversing direction. A unit cannot move unless all its figures are facing the same direction.

Distances

The below distances are for use with 25mm to 30mm figures, for 15mm half the distances or use centimetres instead of inches.

Maximum movement allowance by troop type:

Type Move Rout/Evade
Close order Foot 6" 3d6"
Loose order Foot 8" 3d6"
Open order Foot 8" 3d6"
 
Close order Mounted 8" 4d6"
Loose order Mounted 12" 4d6"
Open order Mounted 16" 5d6"
 
SPECIAL : Limit to maximum move distance because of armour weight:
Encased Foot 4" 2d6"
Encased Mounted 8" 3d6"

Turning

Turning a unit completely around so that it faces the opposite direction, normally uses up half of the units turn, (unless disordered when it takes the whole turn). Turning a unit to the left or right is not normally permitted, this movement must be done as a forward wheel.

Wheeling

Wheels are a way of changing the direction a unit is facing. Wheels are measured along the outside edge and are normally done at full speed. They are conducted by moving the front rank of figures forward along a curved arc until either the outside figures maximum movement is reached, or the unit is facing in the desired direction. The inside figure pivots in place, not moving, until the wheel is completed. Back ranks now fill in behind the front one and any left over movement may be taken. No slanted movement, or backward wheels are permitted. Units are definitely not permitted to wheel from the center, with half the unit moving forward, and half backwards.

Charging

Any move that intends to contact the enemy, whether straight ahead or not, is a charge, and is the same distance as a normal move. Melee troops that are charged from the front may charge back, known as counter-charging, and are treated the same as if they also charged. If a unit receives opportunity missile fire while charging, it must take a control test to continue. Failing the test results in stopping before contact. If the unit being charged, runs away before contact, the chargers may stop upon reaching the targets original position, or continue the charge until they've used up their maximum move.

Impetuous Charges

These are meant to represent wild, powerful charges and are normally permitted only to cavalry. Units that charge impetuous hit their targets harder, doubling the amount of dice they're allowed in melee. This is only good for the first round of combat, they return to normal for subsequent turns. To be eligible, the unit must be at least a third of its maximum movement distance away from the target, and this part of the charge must be straight forward. Impetuous charges are not permitted in or through disordering terrain. These charges sometimes cause an extra morale test for the target unit. Any unit counter-charging an impetuous unit becomes disordered upon contact unless they're also impetuous.

Opportunity Charges

Opportunity charges are moved out of sequence (see ZOC), but are otherwise the same as ordinary charges, and may allow a unit to move more than once in a turn.

Evading

Open order troops and troops armed with missile weapons may attempt to avoid an enemy charge by evading. This is an intentional quick retreat which includes a free turn at the start, but must be directly away from the charger, and ends up facing away from them. Each type of unit has a number of dice to be rolled when evading, the result being how far the unit moves. The entire distance rolled must be moved, and during compulsory movement next turn, you must turn back (rally) to face the way you came. If the unit does not move far enough to get beyond reach of the chargers, they are caught and attacked in the back and may not fight back during melee this turn. Evading may possibly allow a unit to move multiple times during a turn, being allowed to evade each new charge. A missile unit is not allowed to fire, then move, if it's evading. Fire is done during fire phase, if the unit is still eligible (very rare) it may fire then.

Frontage Changes

A unit may normally expand or contract its frontage by 2 elements per turn (1 element per 1/2 turn) if it's not moving. Disordered units may only change frontage by 1 element per turn. No unit may change frontage while in melee.

Interpenetration

This is the movement of one unit through another. No unit may pass through an enemy unit, or pass through a friendly one that is in melee or routing. Otherwise they may, but some cases may have unfortunate results depending upon their formations. Open formation foot units may pass through any other unit at any time, without penalty to the open unit. A stationary unit being passed through by a foot unit, is treated as if it were disordering terrain for the moving unit. The stationary unit is not effected. If both interpenetrating units move this turn, or the moving unit is mounted, their maximum move is halved, and both units become disordered.

Disorder

This is the disruption of a units normal organized formation, effecting both its combat ability and its morale. This occurs when a unit; fails a control test, fails a morale test by more than 2, moves while in disordering terrain, pursues a routing enemy, turns to face more than one direction, or improperly interpenetrates another unit. A disordered unit should be marked in some manner. It now wheels at half normal speed, takes twice as long to perform frontage changes, and takes a full turn to turn around. A disordered unit counts only its front rank figures while in melee and receives a -1 modifier during morale and control tests.

TERRAIN

One of the enjoyable aspects of miniature wargaming is making the scene as realistic as possible. Good terrain features add to this. Open fields, woods, rivers, hills, farms and roads are the most common terrain features. Terrain may be purchased from any hobby store, or can be made using inexpensive materials.

Disordering Terrain

Close order foot and all mounted consider the following to be disordering terrain; steep slopes, open woods, brush, rough ground, buildings, shallow streams, linear obstacles such as fences or ditches, and other friendly units. The maximum movement allowance for mounted troops in this terrain decreases to half their normal movement. Loose and open order foot are not effected.

Restrictive Terrain

All troops consider the following to be disordering terrain.

Dense woods and swamps may not be entered by mounted, and all foot becomes disordered. Maximum movement is halved.

Deep streams disorder all troops, all foot movement is halved, all mounted movement quartered.

Deep water may not be entered at all under normal circumstances. If troops are forced into it the following occurs; unarmoured or protected cavalry may swim at quarter speed, unarmoured infantry and armoured cavalry loose 50% of their numbers to drowning and the rest swim at quarter speed. All other troops drown.

Roads

Roads are considered to be one element wide, and cancel the effects of any disordering terrain while a unit is completely on it. A unit must be in column, one element wide, to use a road.

COMBAT

A unit either has missile weapons, or melee weapons, or has both and is considered 'cross-trained'.

The first two ranks of a unit are normally the only ones eligible to participate in combat, and only figures that are facing the enemys direction. For each four figures attacking (rounded down) one six sided die is thrown. Calculations are done per unit attacking, you do not carry over fractions from unit to unit. Each rolled die that equals the targets armour value with modifiers, or higher, results in one casualty. Rolling a natural '1' is always a miss, a '6' always a hit, regardless of the final 'to hit' number needed.

Armour

All combat, missile and melee, is calculated in the same way. The minimum number needed on each dice, to cause casualties to an enemy unit, is dependant on the defending units armour. The below chart gives the minimum number needed (before modifiers) for each type of armour.

Defenders Armour: (U) Unarmoured hit on a 3+
(P) Protected hit on a 4+
(A) Armoured hit on a 5+
(M) Mailed hit on a 6+
(E) Encased hit on a 7+ (or a natural 6)

Missle Fire

Shooting occurs after all movement is completed, but before melee combat. Foot troops may not move more than half their turn and still shoot, while mounted may move full and still fire normally. Units may not shoot if charging, in melee, pursuing or being interpenetrated. Ammunition supply is assumed to be sufficient for the entire game. Missile range is measured from the front rank.

If possible, a unit must shoot first at any enemies charging it. If not being charged it may shoot at any target in its range and arc of fire this turn. A unit must normally concentrate its fire onto one target. If there are figures which cannot hit the first target, they may shoot at another one in arc, concentrating as much as possible. A unit that is being charged must split its fire as evenly as possible among all the units charging it.

At long range the number of dice thrown is halved (ie: 1 d6 per 8 figs firing, rounded DOWN). It is possible for a unit to fire partly at long range, and partly at short because of it's position. If needed, measure each element from the nearest corner, straight towards the target unit to discover which range the element counts as. Elements in a second rank use the range of the element in front.

Even if done out of sequence, all firing is considered simultaneous.

Opportunity Fire

Missile troops also have a ZOC, equal to their close range, and may opportunity fire on any enemy unit crossing it, allowing them to fire out of sequence. However this does not allow missile units to fire twice in one turn. If missile troops are the target of a charge, are able to stand, and are eligible to opportunity fire at the chargers, they may choose at what point they wish to fire. At that point the chargers must take a control test (before contact).

Target Eligibilities

Line of sight from the firing unit to the target is required. No firing over other units is permitted unless the firer or the target is on elevated terrain.

Foot armed with missile weapons may only fire directly to their front, with NO arc of fire. Mounted may fire in any one direction, forward, back, left or right. Only elements directly facing an enemy element, or behind such an element (2 ranks), are eligible to fire. One extra element, next to an eligible one may also fire, this represents the only arc of fire allowed. Any elements involved in melee are not eligible targets, although those not involved (a third rank, a longer line, etc) are.

Missile Weapons

Foot Bow - This includes all bows used by infantry, other than longbows or heavy crossbows. These troops do not have shields if missile armed only, and if cross trained, can not use them while firing. For convenience sake, this category includes light crossbows.

Mounted Bow - Any bow used by mounted troops. Shields are restricted the same as for foot.

Sling - These are leather thongs used by foot troops to hurl either stones or specially cast lead bullets. They have shields, and can use them even while firing.

Javelins, Thrown Axes, etc - These very short range weapons are considered to be melee weapons.

Ranges : Close Long
Foot Bow 6" 18"
Mounted Bow 6" 12"
Sling 6" 12"

Modifiers - These are added to or subtracted from the dice rolled in combat. They are cumulative.

Target unit is: Open order foot -2
Loose order foot or open order mounted -1
Shieldless, or being hit from the rear +1
In light cover (woods, fences) -1
In heavy cover (buildings, walls) -2

For example, a 16 figure unit firing at long range would roll 2 dice. If they were firing at a loose order foot target unit in leather armour they would need a 5 or 6 on the dice to get hits (protected unit 4+ to hit, each die modified by -1 for loose order).

Melee

Only figures armed with melee weapons are meant to fight hand to hand, missle troops in melee receive penalties. An element must be frontally in contact with the enemy, even partially, or directly behind such an element. NO extra overlaps are counted. It is assumed that most weapons have an equivalent effect, except for some special weapons described later. All melee combat is considered simultaneous.

No formation changes may be made while engaged in melee. If charged in the flank or rear, the attacked unit is pinned, and must wait until the next turn before turning to face its attackers. If attacked in the flank only, when the attacked unit turns it forms a column one element wide, facing left (or right), with no expansion of ranks permitted.

Flanks & Rear ...

If a unit manages to attack an enemy unit in the flank or rear, it increases the number of dice it may roll in melee. The elements in contact with the rear or flank of the enemy unit, double the number of dice they roll, or more simply, the number of figures normally needed per melee dice is halved (ie: 1 d6 for every 2 figures fighting). A unit can get flanked by an enemy charging into their flank or by an enemy already in melee, wrapping around.

Melee Weapons

There is no practical difference in the basic hand to hand weapons used in these rules. Weapons that require a modification to the basic rules are found in the optional rules section.

Shields - All melee troops have shields. Shields are considered to be large enough to cover most of the body, or light enough to be moved quickly to block an opponents attack. Shields cannot be used in melee when wielding a weapon requiring the use of two hands. Shields cannot be used when attacked from the rear.

Modifiers - These are added to or subtracted from the dice rolled in combat. They are cumulative.

Attacking unit is: Enemy unit is:
charging or counter-charging +1 without shields or unable to use them +1
steady fanatics (quality 5) +1 uphill of attacking unit -1
peasants or missile troops * -1 defending an obstacle (fence, ditch) -1

* unless the missile troops are cross trained

Remember to double the number of dice rolled (1 d6 per 2 figures) if your unit, charged impetuously or if it's attacking an enemy units flank or rear. These two causes ARE cumulative, so if you charge impetuously into a target units flank or rear you receive 1 d6 per figure in contact.

Combat Results

Both sides take morale tests for being in combat. Possible results are, passed, shaken, driven back, or routed. If a unit is driven back or routed, the opposing unit, (unless driven back or routed themselves), may have to follow up, attempting to stay in contact (see morale tests). Otherwise combat continues. During the next turn 1 element of overlapping elements on each flank (if any) may be wheeled into contact. The overlapped unit is now considered flanked.

Driven Back

When a unit is driven back, it moves directly back 4 inches, away from its melee opponent(s) but still facing them. Its opponents will normally move up to stay in contact. This movement is treated as happening during the next turns compulsory movement phase. A unit that is driven back into a friendly unit pushes it back and disorders it also. Close order troops (unless disordered) may refuse to be pushed back by friendly units, routing them instead. A unit that cannot move back the full 4 inches, routs instead.

Rout

When a unit routs, it runs away from the enemy. Roll the number of dice appropriate to their troop type, and move that total (in inches) away, finishing with their backs to the enemy. During their first rout move they move straight away from the enemy(s) that broke them. On subsequent turns, they move towards their own base edge by the shortest route. Surrounded units surrender.

Routers are considered loose order troops for all purposes. If they meet friendly troops they will attempt to pass through any existing gaps at least 1 element wide. If there are none, they will attempt to interpenetrate the friendly unit. All rules for interpenetration are in force, and if passed through, the friendly unit must immediately take a morale test and may become disordered. Only close order troops may refuse to be passed through. If a unit routs off the table, it is considered gone for the rest of the game.

Pursuit

If all of a units melee opponents rout, the unit (if not routed or driven back themselves) will normally have to chase them. This is known as a pursuit. A pursuit move is the same distance as a normal move, and if you stay in contact with the enemy, combat is done during normal combat phase. If you pursue off the table your unit is gone for the rest of the game.

Normally your unit must pursue for at least one turn. Units which held their position without charging or counter-charging before combat may attempt a control test not to pursue. If your unit passes this test they do not pursue, but they may not move at all that turn other than to reorganize.

Once a pursuit has started, the pursuing units must pass a control test, taken just before compulsory movement, before they're considered under control again. Failing this test means the unit must continue to chase the routers. A unit will continue to chase until under control again by passing a control test, or if the routers can no longer be seen by them. If routers left the table last turn, you can still see them for this turn, but not afterwards.

If, while chasing routers, another enemy unit gets in your way, you may convert your pursuit into a charge on this unit. The charge may be declared impeteous if you're allowed impeteous charges. The target unit gets no opportunity to fire, evade or counter-charge, (it's taken by surprise), but also it doesn't take any morale tests if being impeteously charged.

Rallying

Rallies occur during the compulsory movement phase. If a unit took no actions (move or fight) during the previous turn it may attempt to rally. A disordered unit will rally automatically (remove disorder marker). A unit trying to become steady from shaken must pass a control test. You may attempt both.

A routed unit may attempt to rally, by passing a morale test. If it succeeds, it stops and faces back the way it came during compulsory movement. Morale state is dependant on the dice roll. It is still disordered and its movement is finished for the current turn.

An evading unit will rally automatically, and face back the way it came. It does not become disordered for evading.

MORALE

The morale of each unit is defined by their Troop Quality Level and their current status. The Quality level of the lowest quality troops in the unit determines its morale level, and their current status is determined by circumstance. The different morale states possible are: steady, shaken, or routed. A unit can also be 'driven back', but this is more of a combat result than a morale status.

Morale Levels

The below chart shows the different morale levels dependant on quality.

Morale: Level Quality
5 fanatic
4 elite
3 average
2 levy
1 peasant

Morale States

There are 3 different morale states possible: steady, shaken, or routed. A unit can also be disordered in addition to these 3 states.

Steady - this is the normal morale state, and the state all units start with. Steady units receive no special consideration

Shaken - a unit can only become shaken by failing a morale test, and the unit should be maked in some fashion. Units receive a -1 modifier for any morale tests taken while shaken. Units can become steady again by passing a control test, or by driving back or routing all their melee opponents. Shaken fanatics loose their combat modifier of +1.

Routed - if a unit fails a morale test by a large enough margin, the unit routs (runs away from the enemy). Units can recover from rout by taking a morale test.

Morale Tests

These are normally taken after combat at the end of the turn, and should be taken in the order shown below. To pass, the units morale level or less, with adjustments, must be rolled on a six sided die. If you fail the test by rolling higher than the required number, how badly you failed determines the severity of the result. A unit must take a separate test for each event applicable.

These tests are made necessary by the following:

Some tests may be required out of sequence (*) as they happen, with the results taken immediately, even before combat if applicable.

Modifiers - These are added to or subtracted from the morale level of the testing unit. They are cumulative.

unit shaken -1 unit is currently shaken
unit disordered -1 unit is currently disordered
casualties -2 for each 25% casualties accumulated from original strength
unit flanked -3 unit has been flanked by enemy in melee
melee success +1 inflicted more casualties in melee than received from enemy
-1 received more casualties in melee than inflicted on enemy
numbers +1 if you outnumber your melee opponents by double or more
-1 if your melee opponents outnumber you by double or more
+1 receiving long range missile fire by less enemy than your own numbers
unit supported +1 unit has unrouted friendly units within 3" of both flanks, or the unit has a complete 3rd rank.
unit is uphill +1 unit is uphill of all enemy within sight
unit in cover +1 unit is completely in or behind cover for missile fire, or defending an obstacle in melee, or behind the front lines and cannot see the enemy
friends routing -1 each friendly unit routing within 12", (not including the unit causing the test)
unit isolated -1 no unrouted friendly troops in sight within 12"

Result: Die Roll Morale
equal or less passed
over by 1 or 2 shaken
over by 3, 4 or 5 driven back
over by 6 or more routed

Passed - If you roll the units morale level or lower (with modifiers), on a d6, you have passed the morale test. There is no change in the units status, unless you're attempting to rally from rout. In this case, the unit ceases rout and becomes 'steady'. It turns around and faces the way it came during next turns compulsory movement. It is still disordered.

Shaken - If you fail the test by going over its morale level (with modifiers), by 1 or 2, the unit becomes shaken. If it is already shaken, there is no additional penalty. If you're attempting to rally from rout, the unit ceases rout and becomes 'shaken', otherwise the same as above (passed).

Driven Back - If you fail the test by going over its morale level (with modifiers), by 3, 4 or 5, the unit becomes shaken and disordered and is driven back 4 inches. If it is already shaken and/or disordered, there is no additional penalty. If you're attempting to rally from rout, you have failed.

Routed - if you fail the test by 6 or more (with modifiers) the units nerve has cracked and it must flee next turn during compulsory movement, the number of inches equal to their dice roll (see combat results).

Control Tests

These are taken as needed, and are done almost exactly as morale tests, but with different results. A passed control test means the unit performs as desired, a failed one means it doesn't, severity of failure doesn't matter and morale is not effected.

When a unit attempts to pass a Control test, it uses its quality level.

PART III - OPTIONAL RULES

SPECIAL TROOPS

Troop types that do not fit well within the standard rules are described here. These troops require a slight change or expansion of the basic rules to allow for their special abilities.

Champions

Represented by a single figure, Champions are single individuals of heroic proportions. His (her) effect on the battlefield is far in excess of the abilities of a normal warrior. When creating them during Game Preparation, treat them in the same way as a normal warrior. They are always considered Open Order regardless of what size base they are on. Their point cost is 10 times that of a normal warrior outfitted identically. For example, an elite champion (quality 4) in chainmail (armour 2) would cost 60 points. There is no command cost for champions. Yes, in spite of the term 'champion', you can have 'peasant champions'.

Foot Champions can take a total of 2 hits before being removed. Mounted Champions can take 3 hits, the first one removing the mount. Champions attack with 2 d6's until wounded (1 hit) when they use only 1. Champions cannot pin or flank units or be flanked themselves, and they may always attack back no matter which side they're contacted on. Champions may join units and are treated as if mixed in with the front rank. While in the front rank, up to 2 of their opponents dice may target the champion.

Warbands

A foot unit may be declared a Warband at the beginning of a game at no cost.

Warbands function only slightly different from normal units. Warbands may attempt to charge Impetuously in the same way as cavalry whenever they charge. They must pass a control test, and if successful, the charge becomes an impetuous one. At the end of the turn (assuming melee combat occurred) the Warband becomes disordered if it isn't already.

Skirmishers

Open order missile units may be declared to be skirmishers at the beginning of the game at no cost.

Skirmishers are treated only slightly differently from other open order missile troops. They're the only troops allowed to 'back up'. Skirmishers may move backwards at half speed without turning and may still fire. They must always choose to evade if charged.

Chariots

Still undergoing playtest.

SWAT

Special weapons and tactics. These units or weapons have different or additional effects (and costs) from similar units in the basic rules. Peasant class units may not use SWAT.

Longbow

Troops armed with longbows require extra 'training'. During Game Preparation, troops armed with longbow cost 1.5 the normal cost. This cost is calculated in the same way as cross-training or mounted troops, and is used to balance the greater effectiveness of this weapon. Units with longbows may not be cross trained.

Longbows have longer ranges than normal bows, having a maximum range of 24 inches and a close range of 8 inches. They also have greater penetration at close range, gaining a +1 to hit modifier.

Polearm

Any troops armed with large bladed weapons requiring both hands to wield can be declared to be polearms at no extra cost. Troops with polearms gain a +1 modifier in all melee combat, however since they require both hands to use, their opponents receive the +1 'opponent shieldless' modifier. When not in melee they may use their shields normally.

Crossbow

There is no extra cost to arm missile troops with crossbows. Troops armed with light crossbows use the basic bow rules. Large or heavy crossbows have increased range and penetration but decreased manoeuvrability. Maximum range for heavy crossbows is 24 inches and close range is 6 inches. Heavy crossbows receive a +1 to hit modifier when they fire. Troops armed with heavy crossbows may not move and fire.

Pike

Troops armed with pikes require extra 'training'. During Game Preparation, troops armed with pike cost 1.5 the normal cost. This cost is calculated in the same way as cross-training or mounted troops, and is used to balance the greater effectiveness of this weapon. Units with pikes may not be cross trained.

Units armed with pikes can fight in a deeper formation than normal. Instead of only the first 2 ranks being eligible to fight, up to four ranks of a pike armed unit are eligible. Although pikes require both hands to wield, the only troops that receive the +1 'opponent shieldless' modifier are other pike units, and troops that contact the pike unit on the flanks or rear.

Shieldwall

Close order foot troops with large shields may pay 1 extra point during Game Preparation to be able to use Shieldwall. During their movement phase, any unit able to form shieldwall may declare they're doing so instead of moving. While in shieldwall, units may only move 4 inches per turn, opponents in frontall contact receive a -1 melee modifier, and the unit receives a +1 morale modifier. Disordered units may not be in shieldwall.

Wedge

Still undergoing playtest.

Hedgehog

Still undergoing playtest.

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