Finally back from playing Army, so had time to look over the rules. I've cleaned up and clarified the definitions of front, flank and rear so hopefully they are not only easier to understand and use, but make more sense during the charge and shooting phase. I tweaked the lists a little and fixed a couple other small things that I've learned from making the WWII rules. Check them out and let me know what you think!
Most likely next projects are to play this out with some of my dusty Warhammer stuff. Then finish up my Saxon army and get those figs onto the table.
EDIT 10/14/15: re-re-worked the flank/rear definitions, and clarified melee contact. This is definitely the hardest part of rules writing! I have also been inspired to get my English Feudal Knights on the table, and a batrep with pics will be up soon!
DARK
AGE WARGAME RULES
Grey Areas.
Any situation not explicitly covered in the rules, or a measurement that
is “too close to call”, should be defined in “either/or” terms and resolved with
a friendly roll off in the winner’s favor.
Units.
There are four
types of Units in the Dark Ages rules, representing British types.
1.
Infantry are assumed to have some training and
experience working together and adopting a protective shieldwall formation at
need. Due to this defensive posture,
they move slower than other Units. They
may have large shields/short spears or small shields/long spears.
2.
Warband are wild fighters who attack with
speed and ferocity. Their lack of armor
and individual style leaves them vulnerable to casualties. Some are Raiders
who use terrain to advantage. Others are Warriors
prepared to stand together on open ground fighting with great determination.
3.
Cavalry represent household soldiers on small
unarmored horses who use their mobility to hurl missiles with impunity until
the enemy is weakened, then charge in to finish them off. As professionals, some may have larger
horses, armor and helmets and be eager to charge into melee.
4.
Skirmishers are usually hunters/raiders w’bows &
knives, or javelin-armed freemen w’small shields & short swords. They harass with missiles, preferably from
difficult terrain, charging if they see an opportunity. Some are aggressive household warriors with
better weapons.
Figures & Basing. 4-6
inch frontage per Unit with no prescribed depth, figure size or number per base. Mine are two adjacent 6cm bases of 2-6 25mm figures
[WRG standard], for a total of 12cm [47/8”] or 5 bases of 2x1”
cavalry singles. This makes all my Units
about 5” wide, and 1.5-2” deep.
Dice. For more averaged results, I use a d5, which
is the UK “average dice”, having pips of 2, 3, 3, 4, 4, 5, eliminating 1 &
6. If you want more extremes, use a
d6. Try using a d6 for Warband and d5
for Infantry.
Line
of Sight. LoS is measured from a Unit's front
center point to the center of a fully visible side of the Target Unit Base:
Front, Left, Right or Rear. It is
blocked by intervening Units, hills, woods, buildings, etc. apparently higher
than the height of the figures. So –
elephants are higher than cavalry are higher than infantry.
·
Units
may see into and out of woods, town, and hills [plateau effect] but not through
two sides.
·
Units
must have LoS to shoot or charge enemy Units at the time of the shot or charge.
Front, Flank & Rear.
These are measured from the Unit corners, 45 off the front, rear or each
base side. The location of a Unit’s
Front center determines if it is in an enemy Unit’s Front, Flank or Rear
Facing.
Play Sequence. A
full turn has each player taking four phases:
Attacker
[player A]: 1) Movement, 2) Shooting, 3) Melee, 4) Routs
and Rallies
Defender
[player D]: 1)
Movement, 2) Shooting, 3) Melee, 4) Routs and Rallies
1) MOVEMENT
Players sequentially move their Units,
with no corner exceeding the total distance rolled in inches.
1.
Class
1. Infantry move
1d5, +2”
2.
Class
2. Warband, Skirmishers move 2d5, +2”
3.
Class
3. Cavalry move
3d5, +2”
To fit through a gap or move along a
road, the two bases may be placed one behind the other, or the cavalry bases
may move sideways or in a column of bases for appearances sake. There’s no game difference for a “column” as
the warriors are just flowing through a gap or along a road.
Javelin Moving Shots
Units with javelins may perform a
Moving Shot in their Movement Phase, either before or after their move. Skirmish bows may not shoot if they move but
may if they Turn [Turns are not “movement”].
Terrain.
There are two
terrain types, Linear and Area. Linear
are 6-12” long x 1-3” wide. Area are
6-12” per side or diameter. Building or
tree models are only decorative – move as needed to position Units.
·
Hills. Area.
No movement effect. Defensive
bonus when uphill.
·
Villages, Woods, Brush, Marsh. Area. Only Skirmishers and Raiders may enter,
4” movement penalty. Defensive bonus if
entirely inside.
·
Lakes & Rivers.
Impassible Area and Linear respectively. Units may cross at a bridge or
ford.
·
Walls, Gullies. Linear. No movement effect but
defensive bonus.
·
Roads. Linear. Units get a 4” bonus if entirely
following a road and not Charging.
Interpenetration. Only Skirmishers through any Unit, and
vice-versa. The moving Unit must roll
enough on its move dice to entirely clear the stationary Unit’s base.
Turning.
Units rotate
on their center or center-front up to 180°. Turns are not
movement and not measured.
1.
Warband &
infantry may Turn once, at the start OR end of their move.
2.
Skirmishers & Cavalry may Turn twice, once at the start AND
once at the end of their move.
3.
Any Unit in melee contact with Unit(s), none on
its front facing, may face one of the Unit(s) with its front. The Unit turns a
full 90° or 180° and
enemy Unit bases are adjusted to maintain contact.
Charging.
Charge moves end
with the Unit in Contact with an enemy Unit.
1.
Eligible Target Units must have any part of their base
within the Charging Unit’s Front and in LoS, and the closest distance between
the two Units must be less than the movement amount rolled.
2.
Contact is then made by moving along the
shortest legal move from the Charging Unit’s Front Facing towards the center of
any Facing that is not already in contact, maximizing the
amount of edge to edge Contact, if any, and minimizing any gap using all
available movement to do so. It then
stops moving.
3.
Contact may be made by only one attacking
Unit per facing; front, rear and each flank.
There is no additional free movement to achieve fully
aligned edge-to-edge contact [the so-called “closing the door” of DBA and other
rules]. Any gaps are assumed to
be filled with fighting men!
2) SHOOTING
Skirmishers and javelin
Units may shoot three times a game with these restrictions:
·
Range is 12” for bows and 6” for javelins measured per LoS above.
·
Skirmish Bows may not shoot if they moved during the Movement Phase, but Turns
are not movement.
·
Javelins may not shoot if they performed a Moving Shot in the Movement
Phase.
·
Fulfilling the above restrictions, shooting into a melee is
permitted.
Roll 1D5 and subtract
2 if the Unit is armed with bows, or 1 if armed with javelins. This gives the number of
Hits against the
Target Unit, modified as follows:
o Terrain. Units defending woods, villages or
walls halve Hits [round up].
o Shieldwall. Infantry Units automatically assume
a shieldwall formation against any threat, so they halve Hits [round up] from
shooting at their front or flank facings.
o Unshielded or unprepared. Double Hits from Units shooting at the rear Facing.
o
Stacked Modifiers. The max defensive benefit any Unit may
receive is ¼ Hits [1/2x1/2].
3) MELEE
One-Sided Melee.
Units only inflict casualties during their own player turn.
Roll 1D5 for the Unit,
only modifying with +1 for Warriors, -1 for javelin Skirmishers / javelin Cavalry,
and -2 for bow Skirmishers. The final
result is the Hits against the Target Unit, modified as follows:
·
Terrain. Units uphill or defending woods / river
bank / gully / wall halve Hits [round up].
·
Shieldwall. Infantry Units halve Hits [rounded up].
·
Unshielded or
Unprepared. Double Hits by Units attacking on the flank
or rear facing.
·
Stacked Modifiers. The max defensive benefit any Unit may
receive is ¼ Hits [1/2x1/2].
There is no dividing of the Hits a Unit inflicts
upon multiple Units attacking it [one enemy Unit may attack each facing; front,
rear and either flank, for four total Units]. Units only fight melee
combats to their Front, attacking a single enemy Unit in contact with their Front
Facing. Melee concludes with the elimination of Units. Units in melee may turn to face attackers if
they don’t have anyone on their Front. [see
Movement].
4)
ROUTS AND RALLIES
·
Any Unit with 15 or more
Hits is removed from the table.
·
Any Unit eligible to
rally off Hits due to an Optional Rule does so now.
Units that pass ten
total Hits have 5 become permanent – mark them in red as they may not be
rallied.
OPTIONAL
RULES
PERSONALITIES
These come in several
types to give an army some more “personality”.
For every three Units in a force, a
player may pick a suitable personality figure.
All personalities function as a Unit upgrade that may transfer to
another Unit within 6” at the start of the friendly Movement Phase. If in a Unit that is in melee they may not
leave it, sharing its fate if destroyed.
·
Hero. This is a warrior with personal fighting
skill, or frenzied pagan shaman. Inspiring
others with their skill and eagerness, Heroes give a +1 bonus in shooting or
melee combat.
·
Leader. This is a campaign veteran, such as a Roman
Centurion. He knows that maneuver will
win the battle more often than personal valor, and demands discipline from his
men. A Leader gives a Unit one
additional Turn that may be used at any time during its movement.
o
Banner. This is an upgrade to either personality
above. The Banner is a prestigious
symbol of the personality and his people.
It allows a Unit that is not in Melee, and has not moved or shot, to
rally off 1-3 Hits [half a d5 roll rounded up].
A Banner counts as another personality.
·
A Christian
Priest rallies off d5 Hits since he has a holy relic, standard, great
exhortations, etc.
·
RALLY
VARIATION: Once a Unit has taken 5 or more Hits, it may not
rally to below 5 Hits. This represents fatigue, fleeing, injuries
and deaths unrecoverable during a short battle.
INITIATIVE
Battles often began with one side as the
aggressor, making a series of attacks until fatigue or enemy resistance caused
them to lose momentum. To simulate this,
the scenario attacker has Initiative and goes first each Turn [if no clear
Attacker, roll off]. But at the start of
Turn 2 - and every Turn after - roll off adding +3 for the Initiative Side.
If the Initiative side loses the roll, Initiative changes to the other
side and they start going first each Turn. Note this allows the side
seizing Initiative to go twice in a row as the turn order changes, which could
be a critical moment in a game. While it is possible for Initiative to switch
several times, it is likely to only change once or twice. Additional options:
·
For
more likelihood to change use +2 for the side holding Initiative, for less go
with +4.
·
Subtract '1' from the
players dice rolls for each of their Units that have routed.
VARIABLE
QUALITY
For each army of six
Units, allow one Unit to be Elite, but one must be Levy to balance things out!
Elite /
Stubborn troops = 18 Casualties before routing.
Levy /Nervous
troops etc = 12 Casualties then routing.
FORCE MORALE
The 1HW scenarios have 6 Units per side as the norm. This
conveniently comes to rolling a d5 each time a friendly Unit is destroyed,
attempting to roll higher than the total number of friendly Units
destroyed to keeping fighting. If you roll equal or less your force routs and
the game ends. With a three or four Unit army, roll a d5 halved [round
up]. As this shortens the game a lot,
you can roll TWO d5 and keep fighting if EITHER roll beats the number of Units
lost. You could also get a +1 to your
roll if your opponent has lost more Units, emboldening your force to greater
efforts
In a campaign game, allow the opposing side to
get one last free attack as they rout. For more "period flavor",
consider fun ways to gain a bonus point or two on the die roll, like winning a
pre-game challenge, praying to God [or 'the gods'], fatigue from force marching
to an objective, etc.
IDEAS FOR UNIT TYPES
This is just to show how well the game mechanics can
represent historical types [or myths!].
The internal mechanics are more nuanced than they appear. Relative
values between fighting Units are very important.
Roman
Militia.
These are Infantry who melee at d5-1.
Roman
Cavalry.
These better-equipped cavalry on bigger horses shoot & melee at d5.
Roman
Infantry.
These all have javelins, but may not charge until they have fired them
all off
Arthur’s
Cavalry.
As above, but are d5+1. If “Roundtable
Knights”, let them fight d5+2.
Mounted
Servants. These fight with javelin but at
d5-2. If Arthur’s cavalry is in play,
they may also be upgraded. In this case,
a second Unit must be downgraded.
Irish
Nobles. These javelin Skirmishers fight
at d5.
Scots
Nobles.
These Determined Warband fight at d5+1 with 18 Hits.
Viking
Veterans.
After deployment choose to fight as Infantry OR Warriors.
Generally speaking, even a small change is bit in
this game. Give a single Unit a couple
of upgraded abilities and you will quickly find yourself with the super-unit
problem that plagues fantasy rules – so less is more!
FALL
BACK!
Skirmishers and cavalry may make a full move directly back out
of melee to Fall Back [FB]:
·
IF they are from a higher movement
class than all enemy Units in the melee
·
AND no enemy are in contact with
their rear facing.
If an enemy Unit is in frontal Contact with the FB Unit,
dice-off their movement distances – if it wins the enemy Unit makes a free
attack before the Skirmish or Cavalry Unit moves the amount it rolled.
MISSILE SUPPLY
Any shooting roll of a
natural ‘5’ results in the Unit having used the last of their missiles with
that shot. This replaces the three-shot
limit. Statistically, this will result in more shots by a Unit.
DECLARED MOVEMENT
The player indicates a Unit, states
the intent of its move, rolls the dice and then fulfills the intent as much as
possible. Units move the full distance
rolled even if farther than desired.
They may however stop alongside a Unit with a banner, at a terrain
feature that gives a movement or combat bonus [e.g. road, hill], and must stop
at any Unit they may not interpenetrate, Contacting for Melee if an enemy Unit. Warband must contact an enemy Unit if
they roll enough distance.
Note,
this section is the one most open to disagreements, so use with caution! A Personality with a Banner suddenly becomes
essential if you use this rule.
ARMY
LISTS
Army lists - people love them,
people hate them. Bottom line is that they are as useful and beneficial
as gamers and game masters let them be. They certainly help newbies get
started with a game, a benefit that cannot be underestimated in a fast-play set
that will likely attract newer players. The trick is to not let building
killer lists become the game’s main strategy. Altho optimizing a list is
OK, the list needs to typify the warriors of the time, not be some strange
amalgamation of fantasy and competitiveness.
Historical context is somewhat absent from the force matrix on p. 64 of Neil Thomas "One - Hour Wargames". It's worth noting that he has d6+2 Warband as 0, 1 or 2 Units max in a force based upon random rolling [you can’t pick the force] and an Infantry norm of 3-4 Units out of six. In my blog posts, I have been invading Strathclyde with a force of five Warband and a Skirmisher, which probably explains some of the problems I've had fending them off! Ergo, here's some lists that are closer to the RAW for those who want to try them out for pickup or historical match-ups, but with a bit more historicity.
Points and Unit values are not a part of the
matrix as they are unnecessary. I did
design a cost matrix of Unit abilities, and basically found that they are all
about the same in value, strengths and weaknesses. Certainly in some scenarios certain Units are
more valuable than others. Over the
course of a small campaign or series of battles, it should even out.
Design notes for these
lists. I've toned down
Warband from +2 attack to +1. Overall, they were a bit overpowered usually
overcoming even the solid Infantry Units in a straight fight. This is
balanced by allowing any list to have a Unit upgraded by +1 and allowing
Personalities. Thus the NT result is obtained, but we’ve some historical troop
types that can be deployed in larger numbers. Using their speed, Warband
can still often get onto a flank, especially if they pick good Skirmishers as
options – Skirmish Units are essential.
Preventing super-units and super-armies, a sin to which most gamers are
prone, is the goal.
Also, I've switched the
definitions to d5 average dice from the original NT d6, as the swing of results
was a bit too extreme - it was often more important than good tactical play. All Units above the underline are
required. All shooting has a 3-shot limit or optional ammo supply rule in
effect - part of the Dark Ages supply and organization problem. If you
want unlimited ammo, go get yourself civilized and hole up in a fortress!
Unit Definitions
Warriors are Warband who
attack at d5+1 and have same terrain limits as Infantry
Raiders are Warband who attack
at d5 and can enter terrain like Skirmishers
Cavalry and Infantry
attack at d5
Cavalry, javelins and “Skirmish
- javelins” attack at d5-1
Skirmish - bows attack
at d5-2
Late Dark Age / Early
Medieval Britain Armies
There are six Units in
every army list. Most start with 3 -4 of the six being Infantry.
Then they can round off their force with additional required Units and at
least one choice. They are directly based upon the force matrix on p.64 of the
1HW book that I've fit into likely historical counterparts. However, you
can always use Allies or rename a list if you feel it represents your
understanding of the history better!
As the scale of the game
is approximately 1/10, most of these little "nations" and their
warlords would be hard-pressed to raise more than a few hundred specialty
warrior types on their own, altho all would have some sort of full-time followers
- the richer and more famous the patron, the more warriors he'd have in his
personal household. These lists are meant to represent a "typical"
force for this sort of common, small-scale fight of 400-700 men on a side.
This is big enough to really make trouble and steal a lot of stuff, but
small enough to move quickly and live off the land. Probably this would be 95% of the fighting a
warrior would do in his life. A large
battle with several thousand men was an event a typical warrior might only see
once or twice in his life!
Variations for All
Armies
o Upgrades. One Unit made Household [+1 to D5 attack] OR Determined [18 Hits
before routing], AND,
o Downgrades. One Unit made Levy [-1 to D5 attack], OR Reluctant [12 Hits then
routing]
Units may only get one change,
and cannot be upgraded past +2, or downgraded past -2. Units in italics may not be
up/downgraded. The ONE upgrade MUST then
have a downgrade, also.
Allied Forces
You may field 1-3 Units as
an Allied force from another list’s required Units.
- If 1-2
Units, then if a natural '2' is rolled for Movement it will
not move while the leaders debate what's in their best interest.
- If 3
Units, a Personality may be taken for the Allies, in which
case they will not need to roll as in #2 above. This Personality
counts against any total Personality limit chosen by the players for the
battle.
- Personalities
may only affect or attach to Units of their own list, Host or Allied.
Anglo-Saxons
4 Infantry
1-2 more Infantry
1
Warriors or Raiders
1 Cavalry
If six Infantry are
taken, may get two upgrades and two downgrades instead of one each.
Strathclyde
2 Infantry
2 Cavalry
1 Skirmishers, bow or
javelin
1 Infantry
1 Skirmishers, bow or
javelin
Welsh
2 Infantry & 2
Skirmish – Javelins, OR
2 Raiders & 2
Skirmish - Bows
1 Skirmish w' javelins
or bows
1 Cavalry w' javelins
1 Raiders
Scots
3 Infantry
1 Infantry OR 1 Raiders
1 Skirmishers w'bow
1 Cavalry
1 Cavalry w'javelins
1 Warriors
Viking Invaders
1 Warriors OR Raiders
4 Raiders
1 Skirmish Bow OR
1 Raiders
Danelaw Norse [“Settled”
Vikings]
4 Infantry
1 Warriors OR Raiders
1 Skirmisher, bow OR
1
Raiders
Barbarians
These may be
mercenaries, raiders, an area plunged into civil strife and banditry, fallen
Romans, whoever has lost the vestiges of civilization, clan, tribal or
otherwise. Note that this is NOT an option from the 1HW lists, but should
work if the Warband are mostly Raiders.
4 Raiders or Warriors
1
Skirmishers with javelins
1
Cavalry w’ javelins
1 Skirmishers with bow
That's a lot of work you've done.
ReplyDeleteyeah, I'm working hard to both have fun and expand my gamer base. The more accessible the rules the easier it is to get players. Going to a 1-hour set, plus or minus a few minutes, that is still tactically interesting and historical / flavorful, is a big part of that. I've been continuing the process of selling out of game systems that give me migrains, and that no one can figure out how the rules work well enough to think about tactics instead of the rules.
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