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- Units need an aggression of at least 4 to close. If neither of two units facing each other has enough then assume resting/stand off. - Compare trumps. Highest wins that round of combat. - Both lose one off trumps and strength. Loser then also loses points difference off other ratings in sequence agg./form./stg. - Both sides separate 2". If difference 3+ loser retreats 4", winner has option of following up (see manoeuvre). CAVALRY RULESCavalry always Start at Column 3. Cavalry vs stationary Infantry - A. cavaly combat - Neither side can use LPs to influence combat trumps B. Cavalry lose 1 agg point unless they win a combat. C. Cavalry that win inflict (even by only 1) an additional 2 fp and force loser back 4 "- causing relevant effects. D. Cavalry in pursuit - Always fight on turn 3 line of combat chart - unit that retreating - leader can only add 1 to FP or AP. Cavalry + light infantry vs cavalry - Cavalry with attached light infantry (allamani only) - Infantry with form of 3 or less and agg of 6 or more adds its Combat values to attached cavalry if it attacks! CAVALRY - javelin throwing cavalry - Javelin throwing cavalry can advance on 4+ Move to 4 " throw 2 rounds javelins. During those rounds can only raise agg and Form by 1. Units attacked by javelin cavalry - While under attack can only raise agg and form by 1 - retinues can raise fp only by 2 instead of agg by 1. Once 2 rounds over cavalry must check agg and go into closing with the enemy Infantry charge cavalryA. Throw die for all cavalry being charged. B. If 1- 3 cavalry take normal morale effects and can dismount and become a retinue with -1 formation in addition. C. If 5,6 cavalry role ave die and add amount to aggression - must charge if agg is enough on any unit D. If 4 then cavalry take effects and make their own minds up
Leaders in combatNote; New king rules !!!- If not facing opposition leaders: wounded (lose one LP) for dice of 1 if on winning side, 1/2 if draw, 1/2/3 if loser. - Personal combat with opposing Leader: May refuse challenge but retinue loses one agg. If accepted fight 3 rounds (stones/scissors/paper). Lose 1LP if 2 rounds lost, 2 LP's if 3 lost. - If standard falls (risk as for leader, see above) lose 1 form. Take up standard again automatically on first fall, for 4+ on 2nd, and 5/6 only on subsequent. If not taken up again assume captured: lose one off all ratings (retinue + adj. units that turn, others next turn) - If he is present, a leader can chose the combat trumps for his retinue (unless cav vs stat inf). Costs 1LP. Where two leaders are facing each other and choose different trumps the standard combat trumps (as used by other units that turn) applies. - Leaders must lead from the front unless they have suffered more than 1 wound or have only one LP left. Reaction- Units are influenced by the fortunes of adjacent friendly units. Start at one end of the line. - If an adjacent friendly unit:
Manoeuvre- Before the lines close there is no manoeuvre: units march straight ahead. Once the lines have clashed, however, various eventualities are possible: a) Outflanking: A unit outflanking/overlapping another may attack its flank if its agg. is at least 4 and (if no leader present) it throws an initiative dice LOWER than its agg. (Plus one on dice for each previous refusal to attack (i.e. it gets more difficult)). b) Follow-up and retreat: A unit must retreat 4" if the difference on combat trumps was 3 or more. Victor can follow-up if agg. 4+. Adjacent units react to this advance/retreat. c) Pursuit and Rout: A unit routs if any of its ratings drop to zero. Victor pursues if aggression 4 or more. Chase fugitives one turn and 12". Lose Av. dice off formation and strength. Formation should not drop below one but if strength goes down to zero assume whole unit pursues enemy off field. If leader present never drop to zero strength. CAVALRY - pursue 18" - lose Ave dice off formation and strength - If leader then you stop going to 0 on 4,5,6. d) Envelopment: A unit attacked in flank or rear and not engaged on another facing (or one wishing to attack to its own flank/rear) counts 1/2 effect in combat. May turn to face (see below) in next turn. Two or more units attacking one unit combine their ratings in combat to give a trumps score. e) Wheeling: A wheel up to 90 degrees costs 1LP and loss of 1 form. Over 90 = 2 LP's and 2 form. f) Rallying: A stationary leader with a standard, not involved in combat, can rally one strength point per turn (from stragglers, etc) to a total not exceeding the original strength of the unit. Cavalry may interpenetrate friendly infantry as long as they are facing the same way or exactly the opposite way unless Sheidwall FP=8.
Explanatory NotesThese rules use a number of quite unconventional mechanisms so readers who haven't seen them demonstrated may find the following useful: 1) BASES Base size doesn't matter as long as its consistent for all groups. Beer mats make ideal group bases. The number of figures on a group base is irrelevant. Use whatever you think looks right or whatever you can afford. 2) FORMING UP i) The army forms up as a single line of group bases. No reserves allowed! - Cavalry always form up in front . Unless Late Roman Regulars.
ii) The leaders take up their positions (2-5 leaders per side). One player per leader is ideal. They stand in front of their personal retinue (one group base). Each leader commands a 'Division' or 'Battle', which is made up of one retinue and a contingent to either side.
3) RECORD KEEPING For each unit you need to keep a record of the current state of its various ratings (aggression, strength, formation). I use a piece of cork tile with mapping pins to move up and down the score tracks (this saves the constant crossing out of a paper ad pencil record).
Place these behind the unit concerned, standing upright, so you an read off ratings at a glance while they are hidden from you opponent. I paint the reverse side to match the table colour and stick on a few of the 25mm cardboard cut-out Saxon figures now sold by Standard Games and Publications to help the visual aspect from the enemy's side of the table. Alternatively, you can simply represent Strength by the number
of figures on the base. 4) THE ADVANCE Each Commander in Chief has two cards, one blank and the other saying 'CHARGE'. He displays one of these after phase one of each forming up turn. 5) CLOSING WITH THE ENEMY When the two lines close you will find that the unit divisions rarely coincide. This doesn't matter as long as the actual bases are aligned. Simply break down the units into smaller versions of themselves (cloning), maintaining the same Aggression/Strength/Formation ratings. Since the original contingents represented no coherent unit structure in the first place, being simply used for administrative convenience, this breaking down makes no difference. Boundaries between the Divisions of the army MUST be maintained though, for leadership purposes.
'Fighting Lines' are lengths of string or florists wire used to mark off boundaries of engagements. 6) COMBAT The Stone/Scissors/Paper game: A playground game, but for those of you unfamiliar with it here it is... Each player forms one hand into a fist, knocks three times on the table and then simultaneously displays one of the following: Stone (=fist). Beats scissors (smashes them) but is beaten by paper (is wrapped up by it). Scissors (=two fingers). Beats paper (cuts it) but is beaten by stone (smashed). Paper (=open palm). Beats stone wraps it up) but is beaten by scissors (cut). Genuine hand to hand combat!! 7) GENERAL APPEARANCE As one wing of the army moves off to the advance first, or after a few turns of fighting and groups begin to rout off, you'll find gaps appearing in the line. To prevent these gaps making the battlefield look too 'regular' scatter a few loose figures around to represent stragglers. These have no influence on the game other than to make it look better (and if you don't want it to look good why on earth are you using figures in the first place?). The cardboard figures mentioned above also look very good scattered as dead. 8) CAVALRY RULES - For use with - PICTS, NORTH BRITONS, MIDLANDS AND SOUTH EAST BRITONS , SAXONS IN SCOTLAND, LATE ROMANS. Player must have cavalry if from the above areas -
Side loses a Division when the following happens - a. 2 of the following 3 are captured/routed/dead. -- Leader standard retinue b. When all the contingents are routed retinue retires from field unless with a king - then it fights on. Side loses game when -
10) Kings Most armies were led by kings in this period as lots of small parts of Britain had kings - There are 2 types - Normal Kings And Warrior Hero Kings All kings have at least as large a contingent as everyone else. a.Normal Kings - reroll one combat die for single combat (total)
Even if all contingents routed retinue will fight on if king alive c. Warrior Hero Kings as above and can out-trump other leaders by playing trumps with his retinue
ARMY LISTS
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Type
|
Aggression
|
Formation
|
Strength
|
Notes
|
| Comitatus |
8
|
7
|
7
|
|
| Contingent |
7
|
6
|
6
|
|
Type
|
Aggression
|
Formation
|
Strength
|
Notes
|
| Comitatus |
7
|
8
|
7
|
|
| Contingent |
6
|
7
|
5
|
|
| Cavalry |
6
|
5
|
4
|
|
Type
|
Aggression
|
Formation
|
Strength
|
Notes
|
| Comitatus |
7
|
8
|
8
|
|
| Contingent |
6
|
7
|
6
|
|
| Cavalry (Javelins) |
6
|
6
|
5
|
|
Type
|
Aggression
|
Formation
|
Strength
|
Notes
|
| Legio/Auxilia Palatina |
7
|
8
|
8
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Count as Comitatus |
| Limitanei/Poor troops |
5
|
7
|
5
|
|
| Heavy Cavalry |
6
|
7
|
6
|
Count as Comitatus (Clibanarii) |
| Medium Cavalry (Javelins) |
5
|
6
|
5
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one unit per 2 is Comitatus |
| Light Cavalry (Bow/Javelins) |
5
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4
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4
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Do not close with enemy unless enemy lower agg than them and form lower as well. One unit per 2 is Comitatus |
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