from http://talismancoins.com/products/64822
These are the latest version of my rules as of 13 SEP 2017. Updates from 21 AUG are:
- Added Board Edge as impassible terrain,
- Retreat is now always a Fast Move straight back, for simplicity,
- Defending Terrain is now always half hits, for simplicity,
- Several small clarifications of language with no rule change.
I'm very pleased with how they've progressed and been cleaned up. Many useful suggestions have been made, and much attention has been given to the subtle details of mechanics so you will have few moments when it isn't clear what the design intent is - and for those, you can use the Triple Zed rule and then fire a message to me!
The intent is to put the player in the role of commander and give him decisions to make at that level, ones that really matter and affect the outcome. While it is possible to lose - or win - with the dice, generally the better player will win 3-4 out of 5 times with these rules, usually by thinking ahead a couple turns and paying attention to the scenario victory conditions.
They've been playtested extensively with strangers: veterans and newbies alike. Some of the scenarios have been played as much as 20 times. From the July post, these have mainly been edited for clarity and corrections, and the Force Matrix and Optional rules have been fixed up.
It is worth remembering that the 30 scenarios of the One-Hour Wargames book are key to the crisp, tight play of these rules - buy them if you don't have them, they're worth every penny [or pence]!
Any questions, just shoot a reply to this post - enjoy!
09/13/17 - FEUDAL
WARGAME RULES: gaming the 90%!
A battle game for 1000 warriors a force on
a 3x3-4’ table, A.D. 1000-1300 or so.
GAME CONVENTIONS
0.00 Grey
Areas are resolved by
defining the issue in
“either/or” terms and rolling off, the “Triple-Zed
Rule”.
0.1 Measuring may
be done anytime.
0.2 Dice used are six-sided, with
either 1-6 [D6] or 2-5 [D5] on the sides [the D5 “average dice”, has pips of 2,
3, 3, 4, 4, & 5, no 1 & 6]. Pick one to use for all game rolls.
Due to this choice, dice are referred to as “Dx”.
0.3 Scale is 5-10
minutes of action / inaction; 5” = 40y [1”=8y]. A 25mm fig=20 / 15mm fig=10
men. A 3’ battle-field is therefore about 300y square, representing the decisive
fighting area rather than the maneuver area.
0.4 Units represent 160 close foot, 80 knights/loose foot, 40
skirmishers [mounted or foot] in five feudal types:
a. Knights or milites, are feudal nobles with mail, helm, lance, and shield on warhorses,
supported by retinues. They charge
aggressively but lack cohesion and horse armor so are vulnerable to casualties.
b. Serjeants or servientes, or mercenary
stipendarii, are footmen with spear, shield and hand weapons. Those armored
are in the front ranks, often stiffened with dismounted knights. Veteran
captains, mutual support, experience and obligation to nobles or cities make them
the best of the foot.
c. Freemen or liberi are the lesser experienced and armed men of a province or
town called to fill out the ranks, especially in sieges. They’ve less élan but support the knights with
numbers in solid groups.
d. Bowmen are serjeants, liberi or mercenary stipendarii,
with bow or crossbow, who may shoot volleys. They’ve enough missiles to
endanger targets and affect the battle but avoid mêlée until they run out.
e. Brigans or ruttae are bandits or camp-followers with knives, improvised
weapons, throwing rocks, javelins, et al.
The best are fierce raiding warriors.
They harass from difficult terrain, charging vulnerable opponents. Also called
ribauds, bidets, brigans, kerns, jacquerie,
etc.
0.5 Figures & Basing. Units have a Front of 4-6” and a depth half that.
I use single 5”x 2.5” bases with 3-5 mtd / loose order figs, 12-16 foot. WRG/DBx
bases work on 12x6cm sabots, or any 2-1 Front-Flank ratio.
0.6 Base Width [BW] & Base
Depth [BD] are used for measurements and must be in a 2-1
ratio. The BD measures a Unit half; more than half a Unit is needed for Line of
Sight, terrain advantages, a protected flank, to shoot, a gap to shoot through,
charge contact, and more. So whether 2.5” or 30mm, the BD matters!
0.7 Front, Flank & Rear are measured from
Unit corners, 45° arcs off the sides Front, Rear or Flanks – left and right. A
Unit’s Front center point shows if it
is in and can Target a Unit’s Front, Flank or Rear Arc.
0.8 Bows are
missiles propelled by a device, e.g. bows, slings, and crossbows.
0.9 Javelins are
missiles thrown by a person, including throwing spears, javelins, hand axes and
rocks.
0.10 Terrain has two types, Area and Linear. Area are 6-12” per side or diameter. Linear are 6-12” long x 1-3” wide. Units are
Defending terrain if within Area terrain or lining the edge of intervening Linear
terrain.
a.
Hills. Area. Defensive bonus if within AND uphill of mêlée
opponent.
b.
Woods, Marsh.
Area. Only Brigans may enter. Defensive bonus.
c.
Camp, Village. Area. Defensive bonus.
d.
Lakes, Rivers, Cliffs, Board-Edge.
Impassible Area and Linear respectively.
e.
Walls, Ditch, Riverbank (at Bridge or
Ford). Linear. Defensive
bonus.
f.
Roads. Linear. Road move gives BD bonus
& cancels terrain restrictions, [2.9]
0.11 Line of Sight. Units must
have LoS to a Target Unit at the time of a Shot or Charge. LoS is measured from
a shooting or charging Unit's Front center point:
a.
To a BD of the Target Unit’s side within which the
attacking Unit is located – it can only be in one!
b.
To Units lining the edge of Area or Linear terrain,
and vice-versa.
c. Up to a BD between
Units across one side of or within Area terrain,eg woods, hill [crest / plateau
edge].
d.
And requires a gap >BD through which to trace
it.
e.
And is obstructed by anything a figure height or
taller, e.g. hills, woods and Units, but may be traced by a Unit on a height
clearly taller and if the obstruction is closer to the Sighting Unit than the Target
Unit.
LoS is blocked to a Target’s Flank if it has a friendly Unit beside it and under
a BD away, [measure corners - front to
front and rear to rear]; obstructing terrain within the BD of a flank does the
same. Note that as LoS is used for both Shooting and Charges, a
Protected Flank restricts both.
PLAY SEQUENCE. A
full turn has each player taking four phases:
Attacker
[player A]: 1) Shoot, 2) Move, 3) Mêlée, 4) Rally
Defender [player D]: 1) Shoot, 2) Move, 3) Mêlée, 4) Rally
1) SHOOT
1.1 Shooting Basics. Bowmen and Brigans may
shoot if they’ve a LoS [0.11] and are not in mêlée or out of missiles. Bowmen
shoot in “Phase 1, Shoot”, while Brigans shoot in “Phase 2, Move” [2.8]:
a. Range is 2BW for Bows, BW for Javelins, measured per LoS above.
b. Bowmen that Shoot cannot move in Phase 2. Brigans that shoot in Phase 2 cannot
Charge.
c. Shooting into a Mêlée is permitted if there is LoS to a Targeted Unit’s side.
d.
Protected Flanks. These may not be shot as there is no
LoS to them [0.11g].
1.2 Resolving Shooting. Roll a Dx for the number of Hits against the Target Unit, modified in
order:
a. Brigans shooting are -2,
b. Terrain. Units defending woods, camp, village
or walls halve Hits,
c. Armored. Serjeants halve Hits from
shooting,
d. Unshielded
or unprepared. Double
Hits from Units shooting into a Target’s Rear Arc [cf. 0.7].
e. Stacked Modifiers. The max benefit is ¼ Hits [1/2x1/2] and one halving and doubling cancel
out.
f. Round all fractions up. This increases
the minimum number of Hits which accounts for fatigue.
1.3
Place an Attacked Marker
on every Target Unit. Something
red is easy to spot!
1.4 Missile Limit. Brigans and Bowmen are out of missiles at 3 Shots - mark the Unit.
1.5 Remove units with 15+ Hits from Bowmen at the end of
Phase 1, from Brigans at the end of Phase 2.
2) MOVE
2.1 Move Basics.
Players sequentially; select a Unit, state if using the Fast bonus, then
move the Unit in a straight line any part of the total, using Turns before or
after the Move to change direction.
Class 1
Serjeants, Freeman, Bowmen 5” Move BD Fast
+BD Road +BD
Class 2 Brigans 7.5” Move
BW Fast +BD Road +BD
Class 3
Knights 10” Move BW Fast +BW Road +BD
2.2 Moves allow
a Retreat [2.4c] or a Charge [2.7] and require a Turn to change direction.
2.3 Fast Moves are the same, but also require a Unit
start / remain over a BD from all enemy Units unless Charging [2.7], in which
case they may pass within a BD of enemy Units on their route to their charge
target.
2.4 Turning. Turns are not measured but are
movement; Units may rotate on their center up to 180° per Turn. While doing so,
their corners and edges may pass “over” Units and any Terrain, but the Unit must
immediately move clear, i.e. not interpenetrate [2.7]. Note this means a Unit may
always rotate 180° [an “about face”]:
a.
Serjeants, Freemen and Bowmen may Turn once, at the start of
their move.
b.
Knights may Turn once, at the start OR
end of their move.
c.
Brigans may Turn twice, once at the
start AND once at the end of their move.
2.5 Retreat from Mêlée is allowed for Units in
Front contact with one Unit from a slower move Class; the Unit makes a Fast Move straight back, ending facing the
original direction.
2.6 Facing an Attacker is allowed if a Unit is in Mêlée
contact with enemy Unit(s), none on its Front. It turns a full 90° / 180° to
face one contacting Unit with its Front side.
Adjust enemy Unit bases to maintain contact. If
space is a problem, leave as-is and mark that side as the “Front” [cf. 0.5].
2.7 Gaps & Interpenetration. A
gap of a BW
is needed to fit between Units or terrain. Brigans may move through
Brigans, but must end move clear of the stationary Brigans. No other
Interpenetrations are allowed.
2.8 Shooting & Moving. Bowmen may not Move if they shot in Phase 1
[1.1b]. Brigans may Shoot before or after their Move [including all Turns] but
may not Charge if they Shoot.
2.9 Roads. Units
that move entirely touching a road with any part of their base get a bonus BD
distance.
2.8 Charging requires
either a Front Arc LoS [0.11] to a Target Unit within a Fast Move away, OR that the Target Unit be within a
BD of the Charger’s Flank Arc (measure from both corners). Fulfilling this, Contact is made by putting the units edge
to edge for at least a BD long, centered as much as possible.
a.
A
Charge to Flank is done by Turning the Charger then Contacting the Target with its Front as above.
b.
Contact
is limited to four Charging Units, one on each Target side; Front, Rear and
each Flank.
c.
Brigans may only charge a Flank or Rear, and
only if they did not Shoot.
d.
Bowmen may only Charge when out of missiles.
e.
Protected Flanks. These may not be Charged as there is no
LoS to them [0.11g].
f.
Side Edge Contact is allowed in cramped situations
between Units and Terrain / Board Edge if:
i.
a Gap over a BD exists for an attacker to get thru, and,
ii.
the Charge Target will allow at least a BD of edge contact.
Mark the contacting side as the Unit’s
[temporary] front. Rotate 90 so the Front Edge is in contact as soon as
circumstances allow, e.g. an obstructing Unit moves. Using a side as front can
also occur when melee Targets turn to face an attacker on their own turn or to
prevent clever players from manipulating the rules!
The
goal is to get Charging Units in full edge contact of at least a BD, despite
terrain modeling, basing or sabots; also to reward flank protection while
penalizing unprotected flanks and rear.
If disputed, cf. 0.00!
3) MÊLÉE
3.1 One-Sided Mêlée. Units only inflict Hits during their own player turn and only on one Target
Unit in Frontal Contact. Mêlée includes lulls in action as both sides
catch breath and exchange insults in close proximity.
3.2 Resolving Mêlée. Roll a Dx for each attacking Unit to get the Hits on the Target Unit,
modified in order:
a. Unit Types. +2 for Knights and -2 for Brigans and Bowmen.
b. Terrain. Units uphill, or Defending a ditch, riverbank, wall etc, halve
Hits.
i.
Units defending woods halve Hits, but ONLY on the turn they are charged.
c. Armored. Serjeants halve Hits.
d. Unshielded or Unprepared. Double Hits from Units Contacting
a Flank or Rear.
e. Stacked Modifiers. The max benefit is ¼ Hits [1/2x1/2] and one halving and doubling cancel
out.
f. Round all fractions up, even quarters, as for Shooting [cf. 1.2f].
Mêlée concludes with the elimination of Units or
their Retreat from Mêlée [cf. 2.2].
3.3
Place an Attacked Marker
on any Unit that was in Mêlée. Something red is easy to
spot!
3.4 Remove Units as soon as they get
15+ Hits.
4)
RALLIES
4.1 Rallying. Units eligible to rally
off Hits due to this or an Optional Rule do so now.
a. Phasing
Units that didn’t Shoot, Move or Mêlée may Rally off 1 Hit.
b. If
they ALSO do not have an Attacked Marker, they may rally off 1 additional Hit.
c. If a
Unit has 5 Hits or more, they cannot rally to below 5 Hits, i.e. the 5 Hits are
permanent.
4.2 Attacked Markers for the Phasing Player’s Units are
now removed.
6-Hit Unit Variant
Some find tracking 15 Hits a burden.
This system reduces the number of Hits a unit has to 6, tracked with 1d6.
·
Units
that inflict d6+2 Hits get 3 Attack Dice, d6 get 2 Attack Dice, and d6-2 get 1
Attack Dice.
·
All
Units inflict a Hit with a roll of 3+ on an Attack Dice.
·
4.1
is changed to rolling 1Dx and rallying a hit on a 3+, none if they’ve an
Attacked Marker, and if a Unit has >2 Hits it can’t be rallied to below 2
Hits.
·
Units
are removed when their Hits are >6.
Some nuance is lost with this, but
nuance of game mechanics is not really what OHW is about, anyway!
The
optional rules will have the most trouble being adapted, but: approximate
values are 2/6 Hits = 5/15 Hits, and a 5 Hit = 12 Hit / 7 Hit = 18 Hit Unit.
Units that are a bit inferior hit on a 4+ with their dice instead of 3+.
OPTIONAL
RULES
PERSONALITIES
These come in several
types and their use is encouraged since so much of Feudal warfare was about
people and personalities. For every three Units in a force, a player may pick a
personality figure. All function as a
Unit upgrade. If not in Mêlée, the Personality may transfer to another Unit
within 6” at the start of the friendly Movement Phase. If the Unit is destroyed, the personality is
removed with the Unit.
·
A Knight Errant is a warrior with renowned personal fighting skill
honed in battles and tournaments like William Marshal. He inspires others with his skill so his Unit inflicts +1 Hit in Mêlée.
·
A Constable is a powerful Lord, such as Earl Robert of Gloucester. He knows that fear and his willpower keep men
fighting alongside him, so his Unit may Rally
even if it Moved.
·
A Horse Marshal knows how
to maneuver knights on a battlefield – he
gives his Knight Unit an additional Turn at the end of movement.
·
A Bow Marshal is a
renowned missile master, like Robert Boet or Benkin. He knows how to control
and loose high-arc volleys so his Bowmen shoot
an extra BW distance for 3BW altogether, i.e. 15”.
·
A Brabanter is a famous mercenary captain such as William of Ypres. He
knows how to hire reliable veterans, so
his unit may re-roll its hit dice in combat [but the result stands, even if worse!].
·
A Banner is an upgrade to any
personality above. The Banner is a
prestigious symbol of the Personality that inspires his followers. It
allows a Unit to Rally despite an Attacked Marker [4.1b].
o
However, it does count
as another personality.
o
The Personality, and his
banner, must stay with one Unit of Knights or Serjeants for the battle.
·
A Christian
Priest may be used to rally Dx bonus
Hits [per 4.1b] once to one Unit, since he has a holy relic,
standard, vigorous prayers, etc., however the Unit must obey the Rally rules. Remove the priest from the Unit once he’s
inspired them, he’s tired and wants to go back to the monastery to pray!
Tired Units
Units
that have passed ten Hits are Tired and
-1 to all Dx rolls – Shooting, Moving and Mêlée. Use one Red die to mark the Hits.
This represents unrecoverable
fatigue and casualties in a typical 10-15 turn battle.
Rallying undisciplined feudal warriors was
difficult; instead of automatically rallying hits, use this rule:
·
Units
eligible to rally roll a dice, losing 0 Hits on 1, 1 Hit on 2-5, 2 Hits on a 6.
Savings Rolls
Some love’em, others hate’em. The good thing is that they reduce math and
give a Unit a chance to endure [or collapse…] unexpectedly. They also keep both players involved in a
Turn. Simply roll a d6 for each halving
of Hits, saving on a 4+. If they get two
halvings [e.g. one for armor and one for terrain] then re-roll the
failures.
Missile Supply Variants
* Accepting some
unpredictability, Missile Units run out of missiles if they roll a natural ‘5’.
* Missile Units that
are well-supplied, e.g. defending fortifications, have a 4-Shot limit, not 3.
Initiative
Battles often began with one side as the clear 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 +2 for the Initiative Side, who
also wins ties. If the Initiative side loses the roll, Initiative
changes to the other side which goes first each Turn until it changes again.
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
less likelihood to change use +3 for the side holding Initiative, for more go
with +1.
·
Subtract '1' from the
players dice rolls for each friendly Unit removed.
·
Personality: Strategos has a one-time bonus of +3 to
seize Initiative.
Trained Units
Some Feudal warriors were full time
professional with a lot of experience working together. Often, these were paid mercenaries who manned
garrisons, but sometimes they were hired in large groups. If using this rule, all Dx rolls are made
with a d6, producing less dependable results for movement, mêlée and
shooting. Trained [T] Units instead roll
a Dx, making them less spectacular [good or bad] but more dependable.
Force Morale
The 1HW scenarios have 6 Units per side as the norm. This
conveniently comes to rolling a Dx each time a friendly Unit is destroyed,
attempting to roll equal or higher than the total number of friendly
Units destroyed to keeping fighting. If you roll less your force routs and the
game ends.
·
As this shortens the
game a lot, you can roll TWO Dx and keep fighting if EITHER roll beats the
number of Units lost. With a three or
four Unit army, roll a Dx halved [round up].
·
You could also get a +1
to your roll if your opponent has lost more Units, emboldening your force to
greater efforts, or a +1 if you still have a Personality on the board.
·
In a campaign game,
allow the opposing side to get one last free attack as the army flees, or
eliminate all Units that are in mêlée with a Unit of higher movement class.
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.
Diced Movement
Movement by Feudal units was not
consistent as only a few in a given force would have had experience campaigning
and fighting together. The blowing of horns, following of banners / standards
would guide the warrior groups, but it wouldn’t be in a predictable timeframe
[which is why drill has been historically practiced by more sophisticated
professional armies]. To use diced movement, the following changes are made:
Class
1 Serjeants, Freeman, Bowmen Move 3” Fast +Dx” Road +3”
Class
2 Brigans Move
6” Fast +Dx” Road +3”
Class
3 Knights Move
9” Fast +Dx” Road +3”
Javelins shoot 6” and Bowmen 12”
[because the average move is longer].
Advantages and Disadvantages
It’s quite easy to alter the qualities of units to
get more variety – note this will slow down the game. If used, both armies are
permitted to improve a Unit with an advantage and downgrade a Unit with a disadvantage.
No Unit should have better than +2 or worse
than -2 in Shooting or Mêlée or have more than one advantage and/or
disadvantage used upon it. Some suggestions:
·
Determined
/ Unenthusiastic: 18 Hits / 12 Hits,
·
Mêlée +1 /
-1, Shoot +1 / -1, Extra Missiles for 4 Shots total,
·
Freemen /
Bowmen that enter Woods, or only have 3 shots, or run out on a 5-6.
Example:
an unpaid mercenary crossbow unit may shoot Dx+1 but have only 12 Hits. A
German Knight Unit may Melee Dx+1 but have 18 Hits due to their slower, denser
charge method.
Impetuous Charges
Units prone to impetuous charges, e.g. Knights,
Warbands, sometimes found themselves a little farther away than needed to
contact the enemy. Practice and desire often gave them that last little bit of
distance, but it required real exertion and risked fatiguing men and horses.
Allow the impetuous Unit to charge up to 3” farther, but take a Hit for each
inch or part used, applied immediately. So using a 2.25” Charge bonus results
in 3 Hits taken. This ability should be taken as a Unit Advantage.
If using
this, balance this for by inflicting a Hit on a Unit using Retreat move.
Alternative Troop Types
It is not always clear from accounts how warriors
were armed and how they used their weapons. Some flexibility is in order to
take these into account.
·
Brigans
with Bows / Crossbows – these Shoot 2BW distance, but only in Phase 1, like
Bowmen.
·
Mounted
Brigans – these are Brigans who Fast Move a BW but cannot enter woods. They usually had Javelins, but can arguably
have bow or a light crossbow with the same effect.
·
Cavalry –
these move as Knights, mêlée Dx and shoot Dx-2 as Brigans in Phase 2 [with javelins].
FEUDAL FORCE MATRIX
The OHW rules have six different diced forces a side
with 3-4 core Units and three other Units that vary from 0-2 in each force, for
36 possible combinations! The below matrix suits the focus of these rules
better. Knights and Bowmen predominate, with Brigans [to procure supplies, i.e.
steal] and some Freemen who are the least common type, being expensive to feed
and only useful at sieges.
Knights+ Bowmen* Brigans Freemen
Die
roll Core Type
1 Type 2 Type
3
1 1 1
2 2 [Defensive or Siege type of force]
2 3 1 1 1
3 3 2 1 0
4 4 1 0 1
5 4 1 1 0
6 4 2 0 0
+Knights may dismount before a game, becoming a Serjeants Unit instead –
they may not remount.
*One Bowmen may shoot at Dx+1 as mercenary crossbows.
Balance this by making one Knight mêlée Dx+1 as mounted Serjeants, or one
Freeman mêlée Dx-1 as unwilling levy.
Some
variations for interesting corners of the Angevin Empire and British Isles:
Anglo
Irish: Core – Brigans, T1 Bowmen, T2
Knights, T3 Freemen.
Norse
Irish: Core – Brigans, T1 Serjeants, T2
Freemen, T4 Cavalry [move as
Knights, mêlée only Dx].
All scenarios should have an additional 8x4” wood
placed fully within and against the edge of a square.
Scots
Common Army: Core –
Serjeants*, T1 – Brigans, T2 – Bowmen, T3 - Knights
*Scots Serjeants are schiltrons; Hits from mêlée are
halved but not Hits from shooting.
Scots
Isles & Highlands: Core –
Serjeants, T1 – Brigans, T2 – Freemen, T3 – Bowmen
Any Bowmen and Freemen may be replaced by Brigans.
Early
Feudal French or German: Core –
Knights, T1 – Freemen, T2 – Bowmen, T3 – Brigans
Bretons: Core – Cavalry*, T1 – Brigans, T2 – Bowmen, T3 –
Knights
*Cavalry move as Knights but mêlée Dx and shoot as
Brigans [Try a Horse Master personality!].
North
Welsh: Core – Freemen1, T1 – Knights2,
T2 – Brigans, T3 – Bowmen
South
Welsh: Core – Bowmen, T1 – Knights2,
T2 – Brigans, T3 – Freemen
1 Any Freemen
be replaced by Brigans; one may become Serjeants
2 Any
Knights may be replaced with Cavalry, as Bretons above.