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TTG - Micro Medieval

Medieval miniatures wargame

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100% found this document useful (3 votes)
291 views33 pages

TTG - Micro Medieval

Medieval miniatures wargame

Uploaded by

DainXB
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction
  • Rules and Mechanics
  • Optional Rules
  • Appendices
  • Combat Charts
  • Additional Armies

It is the age of chivalry, pageant and colour, with heavily armoured

knights and their retinues locked in combat. It is the age of honour


and feudal service to a liege lord and is, perhaps, the most colour-
ful agin in military history. It is also the age of murder, peasant
oppresion, political intrigue, and of the mercenary and his dubious
loyalties.
With Micro-Medieval, players can re-create this colourful period and
the military tactics of the time. The basic game gives a typical
French army with its preponderance of heavy cavalry pitting itself
"against an English army built around the use of its mass missile
weapon, the longbow. As the French King you must, again, throw your
armoured horsemen against a stolid English defensive position in an
attempt, this time, to alter the course of history. As the English
King your" aim must again be the destruction of the French nobility by
massed missile fire bolstered by your dismounted knights.
Other armies are also available in the form of additional army cards.
These are designed to increase the scope of the game by the introd-
uction of some of the more well known European armies. Each card is
a complete army and incorporates any additions to the basic rules in
order that they ~y be used against any of the other forces.

~licro ,..jJflebiebal
MOVE PROCEDURE
The game is played on an alternate move basis, each side throwing
one dice at the beginning of the g~ [Link] one with the higher
score moving first on all odd numbered moves. N unit, other than
those which are counter-charging, routing, retreating or evading;
may move in their enemies move turn.
The sequence of each move is as followsj-
1., Move all routing units and retreating units.
2. Moving player declares any charges, measures the distance to
contact, and determines at what point in the move contact viII
be made.
The moving player then moves his other units as required •.
3. Non-moving player specifies any evading or counter-charging
units and determines their move.
4. Non-moving player determines the result of his missile fire,
resolving any missile morale tests or loss of movement due to
'effect fire' resulting from this fire as they occur.
5. Reso~~e all melees and determine push~backs/routs as a result
of such melees.
6. Move all units that hve been pushed bac~routed and victorious
following up units. Throw for following up/pursuing units if
they wish to attempt to break contact.
RANDOM THROWS
Where, in the rules, a 'Random Throw' is called for proceed as
follows;-
Throw one red dice and count the score as MINUS. Throw one black
dice and count the score as PLUS. Subtract the lower score from
the higher and if the red dice score was the higher then the
random throw is a Minus result, if the black was the higher then
the result will be a Plus.

~
See appendix for details on how to make and set up your battle
terrain.

~
A unit will be considered to be in cover when in a wood, on the
inside edge of dead ground, in broken ground (infantry only), scrub
or behind a wall or hedge.
A unit will be in cover if it moves to the rear of a friendly unit
which is in order or close order formation, and the unit seeking
the cover can no longer be fired on by an enemy. Infantry units
behind stakes are classed as in cover for morale purposes only.

DEAD GROUND
Areas indicated as dead ground will provide cover for all units in
it. Whilst in dead ground. a uni t may not be fired on except by
enemy units which are on the edge or in the same dead ground.

MOVDoIENT
For details on the movement of units see Table 1 on the combat
·charts.

2
~
These may be used by the English army onll and are assumed to be
positioned before the battle commences. The! may not be moved during
the battle.
One section of stakes will cover the frontage of one foot unit in
order or close order formation. One knight unit must be dismounted
for every TWO stake sections used and must remain dismounted for the
duration of the battle. Stakes will not impede the movement of
defending infantry who advance through them or open order troops
retiring through them. All other troops, including friendly cavalry
advancing, will class them as a linear obstacle.

DISMOUNTED KNIGHTS
To simulate the English tactic of dismounting their knights to supp-
ort the longbowmen, up to six such units may be dismounted, each
having its own dismounted counter which bears the same identification
number. When dismounted these units have 2/3 of their mounted
fighting factor, and will fight with two handed cutting weapons
when in melee.

VISION RESTRICTIONS
Troops in woods will see other troops in the same wood if they are
within 30mm of each other. Troops in the wood will not be seen by
troops outside the wood unless the latter are on the edge of it.

Weapons &: .formations


See the combat charts for details of weapon ranges and effects in a
melee.

TIMING OF FIRING
Crossbows, hand guns and artillery may only fire at the end of their
fire move, each requiring a full move in which to re-load. These
units may not move and re-load but may move and fire if loaded
(not artillery) at the beginning of the move, in which case they may
move up to their full NORMAL move distance and then fire.
All other missile weaponS may be fired/hurled at any time during the
move, but will inflict only halfrate casualties if engaging a target
while the unit itself is moving, except for cavalry armed with short
or composite bows and all hand hurled weapons, which engage at full
effect at all times.
No unit may fire missile weapons while charging or counter-charging.

ARC OF FIRE
Foot troops, mounted crossbowmen and artillery have 'an arc of fire
of 45 0 to their front. Hounted bowmen may fire through 360 0 when in
order or open order formation and aS,for foot troops when in close
order.

3
OVERHEAD FIRE
Missile weapons may be fired over the h~ads_ of intervening troops-
if either the firer or target is on higher ground and the inter-
vening unit is not within 20mm of the target along the line of
fire. Longbows may engage the enemy over intervening friendly
units on the same level, with a reduction in ~ffect (see"note on-
the combat charts).

AMMUNITION SUPPLY (English army only)


The longbow units may continue to fire each-move as long as one of
the wagon counters is within 100mm of it. If not, then the unit
will have sufficient arrows to fire for a further two moves only.

ARMOUR CLASS
This is given as a letter on each unit's counter, where A is the
highest armour class and C the lowest. Routing units will drop one
armour class, ie A will become B, B become C, and C remain as C.

COLUMNS
These may be formed by infantry units who are in order or close
order formation, counters being placed behind and touching the
leading unit. The minimum size of a column is two units deep by
one uni t wide.
In a melee, the unit directly behind the leading unit may add half
of its present fighting factor to the melee calculation if armed
with PIKES, one quarter if armed with spears or halberds.
Units forming a column ignor the formations given on their counters
and will be classed as in 'column' order.

MISSILE FIRE AT CHARGING TROOPS


This will be at full effect by units that are being charged if the
charging unit moves over ~ move before contact is made. If less
than this distance is moved before contact then such fire will be
at half effect.
Other units firing on the same charging unit will fire at full
effect if the charging unit moves i of its move or more, otherwise
half effect if less than this distance.

4
EFFECT RANGE
This. is the range at which missiles are fired at a low trajectory
and thus have more effect on the. leading ranks of the target unit.
At this range, or less, (see table 2 on the combat charts), each
fighting factor lost by a unit may slow it down as follows;-

Unit moving at the: Slowing effect/FF lost


Infantry Cavalry
Walk none none
Trot -- ~
Charge ~ ~
The distance calculated will equal the distance that the target
unit must be moved back IMMEDIATELY. If a trotting unit is attemp-
ting to charge but loses sufficient fighting factors to stop it
moving at the charge rate then it must continue at the trot.
ego If a knight unit moving at [Link] loses 70 fighting
factors which is equal to 35mm, then it cannot increase
to the charge speed, ie. 70mm to 100mm per move, and
must continue at the trot. This same unit al~eady
moving at the charge would be forced into a trot. It
could be forced to a walk· if it loses sufficient
fighting factors from such fire.

EFFECT FIRE AGAINST CHARGING TROOPS - METHOD


Firstly determine the distance the charging unit will move to make
contact. Then determine the 'effect fire' result on it, adjusting
this result for charge distance if required. Subtract the distance
lost due to effect fire from the units FULL CHARGE MOVE RATE. If
the remaining distance is more than that required to make contact
then the charge goes home. If less, then the charging unit is
moved this distance only. Remember that this may mean that the
charging unit is· forced to a trot or walk wether contact is made
or not.

MISSILE FIRE CALCULATION


To determine the effect of missile fire proceed as follows;-
1. Measure the range from the nearest point on the target counter
to the centre of the firing unit's counter, and determine if it
is long or short [Link] for the weapon firing.
2. From table 3 on the combat charts determine the weapon factor.
3. Throw a random factor and multiply the result by the figure
given in Table 3A on the combat charts.
4. Add or s~btract 2. and 3. and adjust for any fire at charging
troops. The result equals the number of fighting factors lost.
Note; If more than 3 similar missile units are firing at a line of
advancing enemy units, of the same armour class, and they are
in the same range section, then calculate each firer's effect
separately, add the results together, and divide this total
by the number of target units. The final result is the number·
of fighting factors lost by each unit.
5
Jmelrr
This will take place when one or more opposing counters come into
contact with each other or an obstacle which is being defended.
One round of melee will take place at the end of each player's
move.

MANOEUVERING WHILE CHARGING


A unit may not wheel or change face once it starts a charge move.

COUNTER-CHARGING
Infantry units may mount a counter-charge after taking a morale·
test. Cavalry must be moving at the trot rate in order to mount an
effective counter-charge and gain impact bonus~

CHARGING
To obtain impact bonus on the first round of melee, a unit must
charge fOr at least one quarter of its charge move distance.
INFANTRY units may charge once every three moves.
CAVALRY units must go through the charging sequence detailed below.
While attempting to make contact with an enemy it may move at the
charge rate for two moves but if no contact is made it must slow
to the trot for half a move and then to the walk for half a move.
After this it may continue at the walk or stop. After a charge a
cavalry unit may not move at other than the walk, unless it is in
open order formation, for three moves. See 'Pursuit' rules later
for th~ exception to this rule.
Charges may not be made through broken ground, scrub or marsh areas
. unless the charging unit is in open order formation.

CAVALRY CHARGE SEQumCE


Units must build up to a charge move by moving through a walk and
trot stage. Use the triangular indicators to show at what stage a
unit is at during a move.
The following shows the stages of build-up to a charge •.

~~
STAGE 1
~~ ~~
SATGE 2 STAGE 3
Unit is moving at Unit moving at Uni t moving at
the walk (at least the trot. (must the charge
i a move must be make a full move
made at the walk) at thia rate)

Note;- The indicators may be placed at the side or rear of a


unit if required. Where more than one unit is charging
together use only one indicator for all the units.

6
EVADING A CHARGE
Open order units, gunners and routing units may attempt to evade
an attacker. The unit will turn, if necessary, through 180 0 and
move at the charge rate directly away from its attacker. Where
possible units, other than those routing, may interpenetrate with
friendly units during an evade move without causing a morale test
on the interpenetrated unit. No unit, other than mounted archers,
may fire while evading, all such fire being at half effect.

FLANK ATI'ACKS
When an attacking unit engages another in flank, or only part of
an anemy unit counter, it will count only half its present fighting
factor in the first round of the melee. In the second and subsequent
rounds of the same melee, the unit may count its full fighting
. factor if not engaging more than one enemy unit and it is in order
or open order formation. ·Units in colUmn may never break formation
and thus may only engage with half its fighting factor at any time.
Examples of flank and partial contact attacks.

These count ~FF· in 1st. round.


units 1 & 2 may overlap counting
full FF in sub. rounds.

Both attacke~s count full FF in


sub. rounds, defender counts full
FF against frontal unit only.

These count full FF


against each other.
This counts
1/3 of its
melee result
against each
enemy unit.

These count ~ of their FF


against the flanking cavalry
{Column)

7
PURSurr
Units pursuing a routing or evading enemy may use their charge move
rate continuously while in contact with the enemy, but may only
pursue, at the charge rate, for two moves if not in contact with'
the enemy.

FOLLOWING UP
Units which force an ~nemy back in a melee must follow up in the
first melee round. On subsequent rounds of the same melee they may
attempt to break contact, or if pursuing, stop the pursuit as
follows;-
Throw one dicej-
Troop Type Enemy pushed back Enemy Enemy
in the melee evading Routing
Knights 5 5 5
Feudal cavalry 5 6 6
Feudal infantry 6 5 6
Reglilars 4 3 5
Militia 6 5 6
Mercenaries 4 3 4,

The above numbers represent the minimum throw required.


Add 1 to the dice throw if lead by a Noble. Not
Add 2 to the dice throw if lead by the King/C-in-C. mercenaries

MELEE CALCULATION
To determine the effect of a melee round proceed as follows for
each unit engagedj-
FIRST ROmW
1. Divide the units present fighting factor by 10.
2. Add the units weapon factor from Table 8 on the combat charts.
3. Add or subtract any tactical factors that apply.
4. Add any impact or formation bonus from Tables 9 and 10 on the
combat charts.
5. Throw a random factor and multiply the result by 5 and add
or subtract this to 4. above.
The final result is the number of fighting factors lost by the
OPPOSING unit. If more than one enemy unit is engaged then divide
this equaly between them. '
RESULT OF FIRST ROUND MELEES
The unit which inflicts the larger fighting factor loss is the
winner of that melee round. Subtract the lower loss from the higher,
the result is the BASIC 'push back factor' of the loser.
IMPORTANT; The winner should make a note of this factor in the 'D'
column on his unit's record sheet.

8
Add or subtract any additional push back distance~ from Table 11
to the previous basic factor. The final result equals the. number
of mm's the losing unit is pushed backwards. If this distance
exceeds the maximum push back distance for that unit (as given in
the last column of Table 11) then the loser routs.
Note; On the impact round and all first non~impact rounds of a melee
the Winning unit must follow up, on subsequent rounds he may
attempt to break contact if he again is the winner. The losing
unit will always be pushed back even if the winner breaks
contact.

SUBSEQUENT ROUNDS OF THE SAME MELEE


Proceed as for the fir~t-round following steps 1 to 4 but in step 3
the previous round loser will count the -5 factor for being pushed
back. Continue as followsj-
5. Add the last round's Basic push back factor to the winner uf
the la~t rounds present total.
6. Throw a random factor and multiply the result by 5, and add
or subtract this to 5. above.
As in the first round the final result equals the number of fighting
factors lost by the enemy unit, and the difference equals the basic
push back factor of the loser. Proceed as in the first round to
determine the total push back distance.

NOTES ON MELEES
1. A unit may not count impact if attacking an enemy who is already
engaged in a melee. It will however, count any formation bonus.
2. After the first round of cavalry/cavalry melees, units armed
with lances will drop these weapons and engage with secondary
weapons. Troops armed with' more than one such weapon may choose
which is to be used.
3. When a column of infantry units is engaged to its front, then
all losses inflicted will be against the leading unit. However,
push backs will apply to the whole column, uniess this exceeds
the maximum column push back distance in which case the leading
unit routs but the remaining units (after. a [Link]) will
remain stationary and the attacker moves forward to engage the
next unit in the column. In the next round the attacker may
only count HALF the basic push back factor that it achieved
against the unit which broke.
The routing unit is immediately moved to the rear of the column
and begins its rout move from there, after allowing for a 1800
turn.
4. Cavalry units which lose a melee round against infantry will
recoil after an impact round if the final push back distance
exceeds 1Ornm. If less than this distance, or in subsequent
rounds of the same melee, it will be pushed back in the normal
way. ' .
A unit which recoils must retire for at least one full move
before it may attempt to attack again. Victorious infantry
units may not follow up a recoiling cavalry unit.
5. Units which are broken through will rout.
9
JJloral ~t5t5
A morale test must be taken immediately the cause occurs, these
beingj-
1. Unit first loses 30 or more fighting factors in any one'round
(not move) of fire.
2. Unit loses more than 50 fighting factors in anyone move.
3. Being charged, unless in cover (except feudal levies).
4. Feudal levies ordered to charge.
5. Unit of similar or higher class retires, retreats or routs
within 100mm and in sight.
6. Unit routs through it.
7. A noble is killed or wounded (if using this optional rule).
This applies to the units he is leading only.
8. The King/C-in-C is killed or wounded within 75mm and in sight
(if using, this optional rule).

HOOOUR MORALE
This test must be taken by all knight units and feudal cavalry
units whenj-
1. Feudal cavalry throw a 1 or 2 on their morale test dice.
2. Feudal cavalry when enemy feudal cavalry are within charge
range.
3. Knights whenj-
a) Enemy knights come within 200mm.
b) Enemy, other than feudals, rout or retire within 200mm.
c) Under missile fire and suffering more than 50 fighting
factor loss in anyone round of fire.
To determine the units honour morale result, throw one dice and
consult Table 6 on the combat charts. If the unit is forced to
charge then consult Table 7 for priorities if not obvious.

MERCENARY ORDERS
Each time a mercenary unit is given an order a random throw must
be made. A 0 or plus result means the order will be carried out, a
-1 to -3 means the order will be ignored, -4 and the unit will
retire for one move, -5 throw agail1: if this second result is a
minus then the unit will move towards the enemy and attempt to
change sides. Any other result and the unit will retreat from the
battlefield.
Add to the dice score if they outnumber (in fighting factors)
the enemy which they are ordered to attack.
Add 1 to the dices score if a Noble is leading them.
Add 1 to the dice score if supported by troops of similar or
higher class within 75mm to the flank or rear.
Add 2 to the dice score if the order is given personaly by the'
King/C-in-C.
10
ATTEMPrS TO CHANGE SIDES
On a second minus result the commander of the opposing army will
throw one dice. A result of 1 or 2 and he refuses their offer and
they march off the field, 3 to 6 and he immediately takes control
of them. They must move to the commanders counter before. they may
be used in an attack, but may defend themselves at any time.

TAKING A MORALE TEST


For normal morale tests proceed se follows;-

1. Throw one ordinary dice and determine the unit's bseic morale
factor from Table 4 on the combat charts.
2. Add or subtract any tactical factors that apply
3. Using the result from 2. above consult Table 5 to determine
the units action, if any.

MORALE RESULTS
Good Means that the unit may carry on with its orders.
Fall back Means that the unit wil~ retire facing the enemy.
Retire Means the unit will turn, without penalty, and move away
from the nearest enemy until no longer under fire or
wi thin charge range.
Break/Rout Means the unit will turn, without penalty, and move at
its charge rate directly away from the enemy.
Retire to Cover Means the unit will turn and move to the nearest
cover or until it is no longer under missile fire. It
must then remain stationary for one full move but may
tur~ during this move.

Note;- 1) Routing units which are unable to move and are in


contact with the enemy, will surrender.
2) Deserters will take no further part in the battle.

RALLYING
Only knights and regular troops may be rallied by the King/C-in-C
moving to them and remaining with them for one full"move.

ROUTING UNITS INTERPENETRATING


Units which rout may interpenetrate with friendly units who are in
order or open order formation forcing such units to take a morale
test and remain stationary for the rest of that move. They will be
forced to move round all troops in other formations.
Friendly knights. and heavy cavalry units may charge through these
routing troops who will lose 100 fighting factors for being
charged through and will inflict no penalties on the charging unit.

11
<!&ptionall\ule~
RIS TO COMMANDERS
While a King/C-in-C or Noble figure is with 'a unit he will be
subject to becomming a casualty. The King/C-in-C counter has a
points value of 24 and a Noble counter 20. When this value is
reduced to 10 or less the figure is considered to be wounded and
may only move at the walk rate. When less than 5 he may not be
moved at all. When reduced to zero he is killed.
Loss of Points Value
In a Melee
He will throw one random factor at the end of each round of melee,
any negative' result will equal the number of points he will lose.
With a Unit Under Missile Fire
Throw one random factor for each full 50 fighting factors lost by
the unit he is with and count the result as above.
(Note; per 60 fighting factors if he is not with the unit but is
within 20mm of it).
Under Missile Fire and More Than 20mm From a Unit.
ie. the counter itself is the target. As for above but count the
figure as an open order target of 50 fighting factors.
With a Pursued Routing Unit,
As for 'in melee' but throw TWO minus dice in the random throw.
Contacted When Alone
He will surrender On any negative random result, otherwise he may
attempt to escape. There will be no melee as such only the random
throw. If he is surrounded he will be automaticaly killed.

BATTLES
During this period armies were normally divided into three parts
known as 'battles'. To simulate this divide each army into three
parts before the battle starts each of which being commanded by
one of the noble counters.
Throughout the game all morale factors and additions or subtractions
to dice throws for a noble will only apply to the units he is
commanding, ie. in his own Battle.
All knight units in each Battle will treat their respecti,ve noble
as the King/C-in-C if he is leading them in an attack.

FIRING AT A COLUMN
When a column is fired on by non-effect range bow fire and art-
illery ball fire, each unit in the column will suffer casualties
as follows;-
Leading unit 7010
Second unit 2010
Third unit 1010
If there ~s no third unit then 5% is added to each of the others.

12
~ppenbix
APPENDIX 1
TERRAIN
To make up terrain features for the game proceed as followsj-
~
Cut hill contours from brown card in varying sizes and shapes, and
mark the crest line on each.
6"

Place on top, lining


up the crest lines
at either end.

DEAD GROUND - BROKEN GROUND


t 4" to 6"

Cut into irregular shapes, between 4" and 6" long by 1" to 3" wide,
using white or grey card. Mark each card with the type of terrain
that it represents.
WOODS - SCRUB - MARSHES
As for above but use green 'and blue card respectively.
ROADS - RIVERS - BRIDGES - HEDGES
All such terrain features can be indicated on the playing area by
either coloured chalks or strips of string or wool.

APPENDIX 2
DECIDING THE WINNER
Set up the terrain"and, before placing the counters on the playing
area, decide which of the following games are to be played;-
1. Allocate points values (between 50 and 200) to various terrain
features, these being awarded to the player holding them at the
end of the game.
2. Determine some action which the attacker must take to achieve
victory, ie. clear the road off the board or take the main
hill in the enemies centre.

13
TYPE OF GAME
It is suggested that the type of game played is that of attack!
defence, where one army occupies a defensive position and the
other assaults that position. The defender should occupy positions
which cover at least three quarters of the width of the playing
area, and his forces should be set up before the attacker deter- .
mines the start positions for his units.

CAMPAIGNS
For the purpose of campaigns use the following sca1es;-
Battlefield - ~ mile 400mm.
One pair of moves ~ hour.

WRITING ORDERS
In the basic game, when each side has set out its units, both
commanders write general orders for each section of their army.
These orders will be carried out and may only be changed by the
commander counter being moved to the unit concerned and giving
the new orders. Dicing for mercenary orders will not take place
until the·unit(s) are required to move.
Individual units may be given specific orders if required, and
artillery must be given specific orders as to the targets it is to
engage, or the priority of its targets which may only be changed
by the King/C-in-C.
If the optional 'Battle' rules are being used then general orders
need only be written for each'Batt1e'.

APPENDIX 3
CASUALTY RECORD SHEm' DEFINITIONS
U Unit identification
IF Units initial fighting factor
K Killed
PF Units present fighting factor
B Artillery unit identification
D This r.o1umn is used for recording deserters and also
the basic push back factor gained in winning a melee
round. This latter factor should be written in brackets
to distinquish it from the deserters.

'4
UNIT COUNTERS
Id~,I!t:ification

Cavalry

Fighting factor
Unit order weapon(s)
Main

Unit Identification Unit type figure


Unit class
Infantry Uni t order ..,.:::.......[Link]-+~=""- Armour class
Fighting factor
-Secondary weapon(s)

WEAPON TYPES
Ht = HeavyLance Jav Javelin
LL Light Lance CCw Cavalry cutting weapon
Sp Spear 2HW Two handed cutting weapon.
P Pike Hal Halbard
Sw Sword MX Mixed weapons
Xb Crossbow LB Longbow
Sb Short bow Hg Handgun
Cb Composite bow SL Sling
Artillery
A1 Large guns
A2 = Small guns

TROOPS TYPES (in class order)


K Knight
mK Mercenary knight (M or Me other mercenary troops)
R Regular
Fc Feudal cavalry
Fm Feudal militia
Fl Feudal levies

SOLO PLAY
Micro-Medieval can be played as a solo game by using the following
suggestionB;-
1. The battle must be an attack/defence battle.
2. There must be·a reason for the battle, ie. use the second
type of game given in the 'Type of Game' section previous.
3. You take command of the defenders, moving the attackers to
a seb of detailed written orders.
4. Rely on dice throws to settle any alternatives which arrise,
ie. 1 - 2 - 3 = yes, 4 - 5 - 6 = no.
5. Use the following battle-field set up system.

15
SETTING our A BATTLEFIELD
This ~ystem is ideal for solo play but is also useful where more
than one player is involved and leads to more interesting sitUations.
Divide the playing area as follows;-

Defenders Base Line


2 3· 4 5 6
A
1----+---+---+--1--1---1
B
CI--f--+--1---t--+---1
o
1----+---+---+--1--1---1
E

By throwing one dice for each area and refering to the following
table you determine the type of terrain in each section. It is
suggested that each piece of terrain should occupy at least 50%
of the area. Where similar terrain features appear in adjacent
areas then these may be joined together to form a larger section .
of that terrain, and should occupy at least 75% of the total area
2 3 4 5 6
A 0 w· 0 o· 0 H

B H B 0 0 0 w
C s o· O· o· 0 B
o 0 0 0 S W H

E 0 Oil H 0 H· W

H Hill (dice again for the number of contours;- 1,2,3


4,5 = 2 and 6 = 3)
D Dead ground
o Open level ground
B Broken ground
S Scrub or marsh if a river or stream runs through the area.
W Wood
Rivers and Roads;- If these are required then where an asterisk
appears on the above table then this indicates the start of a road
or river. If there is no asterisk at the opposite baseline then
the road or river leaves the playing area at one edge and not the
baseline. The asterisks on the 'C' line indicates the position in
the centre·of the playing area, only one being counted.
If no asterisks appear on either base line but does in the centre
then the river/road runs [Link] centre of the board.

cv Coprright Tabletop Games 1979


Designed and Produced by Tabletop Games, England.

16
CASUALTY & FIGHTING FACTOR RECORD Cavalry & Artillery
U IF U IF U IF U IF U IF U IF U IF
K 0 PF K 0 PF K 0 PF K U PF K 0 PF K 0 PF K 0 PF

U IF U IF U IF U IF B IF B IF B IF
K 0 PF K 0 PF K 0 PF K 0 PF TARGET PF TARGET PF TARGET PF

B IF B IF B IF B IF B IF B IF B IF
TARGET PF TARGET PF TARGET PF TARGET PF TARGET PF TARGET PF TARGET PF
I--
f--
f---
I--
f---

Copyright © TabletoD Games 1975


CASUALTY & FIGHTING FACTOR RECORD Infantr}'
U IF U IF U IF U IF U IF U IF U IF
K 0 PF K 0 PF K 0 PF K 0 PF K 0 PF K 0 PF K 0 PF

U IF U IF U IF U IF U IF U IF U IF
K 0 PF K 0 PF K 0 PF K 0 PF K 0 PF K 0 PF K 0 PF

U IF U IF U IF U IF U IF U IF U IF
K 0 PF K 0 PF K 0 PF K {) PF K 0 PF K 0 PF K 0 PF
~licro Njifitbitbal ~omhat ~bart5
1- MOVEMENT in MM's
Troop Normal Trot, Charge On Scrub & Marsh & Cross Lin- Mount/Dismount
type • (walk) /Rout Hills· B/Ground Woods ear Obstacle Up to 90" 180~
Open order - ~
Mounted Knights 40 60 100 -25 NP NP 1 move Wheel t move Others - 1M
Close order Cav. 60 80 120 -20 -30 •• NP 1 move Wheel, t move
-25 •• Wheel' Prepare guns to
Order Cavalry 70 90 140 -20 NP 1 move - 50 fire or move off
Open order cav. 90 -- 150 -10 -10 -60 ' -45 Wheel - 40 J

Close order Inf. J

Foot knights ..
all columns
35 -- 50 -20 -20 .. NP 1 move - 15. -15 ...
I
Order I;nf. 50 -- 70 -30 -25 .. -40 -40 - 20 -20
Open order Inf. 65 -- 80 -10 -15 -30 -25 - 10 - 10
A1 guns 25 -- -- -15 NP NP ' NP 2 moves 2 moves
y
A2 guns 35 -- -- -20 NP NI' 2 moves 1 move 1 move
.
e
Wagons 30 -- -- -20 NP NP 2 moves - 10 -'20
, I
Movement notes;- 1 ) Open order cavalry need not go through the trot stage but may increase from walk to charge.
2) Units falling back facing the enemy do so at half'their respective walk rate.
3) Units falling back to reform move at walk speed, retiring units may move at the trot.
INTERPENETRATION
This occurs wh it th h th er, 2 MISSILE RANGES
.' . -, WEAPON
RANGES in MM's
Interpenetrating Interpenetrated Penalties to Short Effe<;t ' Lonp; (max)
unit unit Interpenetrator ~omposite/Short bow 2'+0
00 175
o "or 0/0 o or 0/0 none Long bow 100 200 300
0/0
",0
C/O
~"C/O
CO
CO
0/0
0
-1Omm
move
move
move
t Mounted'crossbow
Foot crossbow
90
120
60
180
,250
60
260
350
100 '
,.,C/o C/O 1 move Sling
Handguns 80 120 120
No interpenetration allowed thr~ugh close
orde~ cavalry or infantry column with the Hand hurled missiles 40 40 75
exception of leading column units breaking. 180 480 480
A1 Ball
Guns A2 Ball 100 360 360
Long range~
3 MISSILE FACTORS
Short ranll:8 All Hail 150 150 -
Number of TARGET SIZE' (in Fighting FactorsJ/Armour class
fighting
WEAPON 801 + 351 to 800 1 to 350 All sizes Multipl ying
. factors in
firirill' unit
A B C A B C A B C B C 3~ Factor
300 of. 29 36 37 ,'+° 1l:l 2 9 11 12 15 1520 12 14 Rand oiD
54 72 23 535 31 49 10 12 Type of fire
24 14 resu:I t
BOWS
101 to 299 30 3 2 ;40
45 60 20
20
31
2742 6 9 l:l13 11 17 9 11 l:l 10
Long range x 2
1 to 100 1927 2l:l40 3 6 12 18 1l:l28 24 4 7 6 10 915 7 9 6 8
53 38 Short range x 5
21 0 24 25 40 27 49 13 19 ,13 19 1320 . 10 At charging
Cross- '500 + 45 3 59 396 8 31 19 ' 8 12 troops x 3
bows & 18 26 4 2°27 21 35 23 42 10 7 14
Hand-
251 to 499 39 51 3 60 17 917 917 610
1334 ~\3 29 17 18 7 15 7 15 715 5 10 4 8
guns 1 to 150 53 25 31 2°38 OVER-HEAD FIRE
14 1624 19 7 11 9 16 1223 910 9 12 1°14 3 13 4 7 Longbows firing over in ter-
Other 250 + 19 31 vening friendly troops, on
missile 101 to 249 1°13 12 18 1522 5 7 7 11 10 19 5 9 510 °11 2
11 3 5 the same level, will su btract
weapons 7 8 9 10 11 19 3 5 5 7 l:l14 3 6 3 7 '+ 9 2 8 2 4 10 from their fa<:tor fr om
1 to 100 the table opposite. All
2°36 2240 2 543 18 22 14 15 19 7 10 targets, except knights and
Ball
A1 31 2°34 37 19 23 31 710
heavy cavalry, will be
16 1 14 15 17 12 14
Guns
A2 21 725 1927 21 23 25 914 20 24 4 7 4 7 classed as 'C' class ar mour.
A1 55 60 65 38 44 49 25 28 31 11 13
Hail
A2 43 48 52 29 34 38 19 23 28 10 12
Open order
Order and Close order troops troops
MORALE RESULT TABLE
4- MORALE FACTOR (1 dice) 5
DICE THROW Final Under missile fire Being Charging
. Troop Type H = Take honour result stat~onary Advanc~ng Charged nrantry l;[Link]~ry
.1 2 3 4 5 6 morale test
All kni~hts H H H H Cl< OK 8 Good Good Good Good Good
Feudal cavalry H H 12 13 14 15 ADDITIONS TO DICE 7 Good Good 1D x 10 Good Good
Regulars 12 14 15 16 17 18 +2' if King/C-in-C 6 Fall back Good 2D x 10 Good Good
within 5Omm. one move
Feudal militia 14 16 Retire for Halt for Fall bac~ Halt one
12 13 15 17 +1 i f noble 5 to cover Good
and Mercenaries one move one move move
leading unit. Retire to Retire Retire Slow to
Feudal levies 9 10 11 12 13 14 +1 if ;n '::,,1nmn 4 Break
cover to cover to cover a trot
Retire [Link] to
TAcrICAL FACTORS 3 Break to cover Break Break a walk
+2 Unit advanced during move -3 King/C-in-C. killed/ less Retire
Break Break Break Break
wounded within 150mm than 3 to cover
+2 Unit in cover including and in sight.
.- _. --.-
stakes 1D/2D= number of dice thrown for deserter~
-1 Per full 10 fighting -1 Infantry being charged
factors lost this move by 0 or CO cavalry and
not in cover or column
7Priority
- HONOUR MORALE PRIORITY TABLE
2
1 3 4 5
-1 Per friendly unit formation(NOT PIKES) Troops I
routing within sight. -3 Being interpenetrated CO Any Missi~e
by a routing unit. Knights Kn's. Cav troops Any
-1 If under artillery fire Cav
-4 Militia and levies being Feudal Cav Feudal Missile o or Feudal Any
-2 Engaged in flank Cav. troops 00 Cav Inf.
-5 Engaged to rear charged by CO cavalry.

(3-
Random
HONOUR MORALE
Enemy retiring or Si~ilar class of. Unit under
s MELEE WEAPON FACTORS
OPPOSING TROOP ARMOUR G'rs
result routing within enemy' troops within missile fire UNIT OWN Cavalry Infantry +ALL
charge distance charge distance TYPE WEAPON KN B C A B C 00
-5 to -3 CH CH CH Heavy Lance 16 23 25 23 28 32 11
-2 or -1 CH CH CH Light Lance 10 20 23 19 25 30 16
0 CH CH Good CAV Spear 9 17 21 13 20 28 18
+1 to +3 CH Good Good Javelin 5 9 16 9 13 19 13
+4 or +5 Good Good Good .Cavalry cut:'
ting weapon 12 17 20 17 20 24 10
+1 to dice if noble leading or within 25mm
+2 to dice if King/C-in-C within 50mm Sword 4 7 13 8 12 17 20
-1 to dice if feudal. cavalry , le) Pike 21 28 35 14 12 10 3
9IMPAOT BONUS --F " 3--FoRMATIOiN NUs -- Halbard 18 23 19 16 18 20 5
CAVALRY INFANTRY
~
Linear Ob Spear 14 19 24 12 15 18 8
Own CO 0 00 COL CO 0 00 or Stakes
CO 20 8 25 10 10 20 INF Javelin 3 6 9 4 8 11 6
156 15 12 25 18 352 '5 -30_3 '5
~O 2 Handed cut
u Cl-10 100 15 8 5 4 13 8 17 12 24 16 -35_ 27 -ting weapon 9 15 19 18 22 24 7
00 .,15 -10 5 0 -12_ -10_ 4 -5 0 10 6 . -20_ Sword
9 18 3 7 10 4 9 14 10
COL 10"0 15 8 0 18 30 14 0 19 10 2418 8 -5 -8
7 Mixed weapon 0 1 2 0 1 2 3
..... CO b 2 12 " 16 5_ 10 0 20 15 510 -8_ 10
s:: 10 5
HO 3_ 6 9 2 12 5 -10_ -Ir_ -3
9 4 -S-o 12 8 -5
(\() 0_ 1;; 2_ 8 4_
3
-25_ 12 -W_ 10j" 10_
7 5 0 0
5 11 ADDITIONAL PUSH BACK DISTANCES
• Applies per unit in a column Losing Unit Max. Push.
TACTICAL FACTORS Winning Mtd. Cav Cav Cav Inf Foot Inf Inf Inf Back
+10 Follow~ng
up a retreating enemy. Unit Kn CO 0 00 Col Kn CO 0 00 Distance
+12 Pursuing a routing enemy Mtd. Kn. 0 15 0 BT BT f4 0_1!i 15 0 1r0 5 131 10 BT 25
-5 Pushed back in a melee or retiring. CO Cav. U -5 0 10 5 BT -1!i2fJ 0 110 5 131 10 BT 30
-30 Unit routing
-20 Engaged in the rear.
o Cav. ..s -10 10 -5 0 BT I~~ o _I; 15 n lU 5 BT 35
00 Cav. -15 -10 -5 0 -30 -10 -5 0 5 40
-8 Enemy defending a linear obstacle
-20 Cavalry attacking enemy behind stakes Inf. Col -10 -5 5 10 0 5 10 BT BT 25
-10 Close order troops fighting in other than open grond Foot Kn -8 -4 4 8 -10 0 5 10 BT 30
+8 If noble leading (+12 if C-in-C) CO Inf. -5 -2 3 5 -20 -5 0 5 BT 30
-10 Inf stationary contacted by charging enemy o Inf. 0 0 5 -15 -30 -10 -5 0 5 35
-25 Cav stationary (or walk) contacted by charging enemy 00 Inf. 0 0 -10 -20 -40 -15 -10 -5 0 40
-10 All knights and H/Cav in 3rd and Sub round of melee BT = Unit broken through. Impact~on-impactand
-10 for cavalry attacking pikes +5 if losing unit down hill round ~ all sub. rounds.
1 fL
MWI" c
335
fL
MWt' c
335

~
FL
Mw c
335

Mw j
fL
c
335

k
FL
Mw c
335
FL

I c
335

Mw t FL
c
335

r Ft
c
335
JillDITTONAL RULES FOR EXTRA ARMY CARDS

.-RUSSIAN ARMY -

Bow Armed Knight. Uni, hi,


These units may not use their bows while moving un1ess they
have discarded their lances, which may not be retrieved. or
been angaged in a melee when their lances would have been
discarded after the first round.
Note:- This rule does not apply to the bow armed cava1ry
who may fire their bows and retain their spears.
ITALIAN STATES
As this is mainly a mercenary army add ONE, TWO to tbe
knight units, to all black dice throws when giving
orders to merce~.ry units.
Rand~nner/Halbard Units
The5e units may only count half their present fighting
factor when engaging with their missile weapons.

SPANISH AND POLISH ARMIES


s
These units may be used to screen the front of other
friendly units. While operating thus they will take all
'effect range' fire on themselves. Long and shortbow
fire directed over their heads. at the~a~reened unit,
will be at half effect.

BUI\'OUNDIAN ARMY
Mounted Infantry' Units
These two units are in effect one unit and ss such they
must always operate together. The longboWS lIIuSt dismount
to fire at all times. If one unit breaks then the other
will have an automatic morale dice throw of 1 in its
test.
• I W ¥

MOUNTED CROSSBOW UNITS


cs,
.
_ ; - ; ' 5

Applicable tOj - Italian States. Spanish and Burgundians •



These troops must dismount to fire at full effect. If
they fire while mounted they thr()w TWO minus diee in their
random throws and also take two moves to re-load if
stationary, three moves if mo....ing. They may not use this
weapon if moving at the trot Or charge.
N,ote~- When the unit dismounts turn its counter over t·o
indicate this. Write the units details on this
reverse side for refference.
PIKE COLUMNS
om En •

Applicable tOi- Italian states, Burgundians and Scots.


k~en these units are formed into columns the following
will apply.
1. When engaged to their front, in melee, by cavalry the
sec~nd unit vill add i of its present fighting factor
to the mel~e calculation.
2. If engaged in flank they may not use more than 10% of
the present fighting factor of each unit in contact
with the enemy unit flanking them. If engaged frontally
at the same time the above rule is reduced to ~
instead of ~.
3. If attacked in the rear, the rear unit must have
sufficient time to turn to meet the attack otherwise
it may only Use 10% of its present fighting factor in
the ensuing melee. If there is time for it to turn to
meet the attack then only this unit will count in the
melee, ie. subsequent units may not turn to meet this
attack.
4. The above rules also apply to columns attacke~ by
infantry, with the exception th~t, subsequent un;[Link]
may not use any part of their fighting factors in a
melee in which they are not in direct contact with
the attacker.

A product of TABLETOP GAMES

[Link] in Enlllend
~urgunbtan

1
0
Mw
r Fl
C
306
2
0
3
Mw
r Fl
C
306
Fl

0
4
Mw
# C
306
Fl

0
Mw
I C
306

I
5 Fl
Mw C
0 308
1 ~ Fm
Sw c
750

~ 750
Fm
C

Fm
~totti~b

4
Mw Mw
0 0 N
2 FL 5

0
3
Mw c
386 0
FL 6
Mw
N
Mw c. Mw
0 N
1
Sb
t
Sb
t Mw j
FL
c
Sb
t Fm
C 0
400 8
386
FL

t
Fm
c
400 0
Mw
f c
386

0
Sb
t Fm
C
400
3Jtaltan ~tates
Ru~~ian

1
t Fl
C
490

j
Fl
c
490
FL
c
N 490
Fl
MW c
0 N 490
5

0
MW
r Fl
c
490

r Fl
c
490

Cb t Sw Fl
c
0
2
Cb t Sw
310
Fl
c
0
3
t . Sw
310
Fl
C
310
ftolisb
1

FL
c
345
FL
c
345
c!german

1 Hg t Sw R
b

o
o
2 Hg t Sw
630
R
b
630

~.
Fl

Fe
0
Sp
~ 690
C

~
3 Fl
Jav/Sw B Sp c
558 0 690
4 Fl

0
Sp -;( 690
C

Fl
;f 690
C

~'

.c .c .c .c
I/)
I/) I/) I/)
0- 0-
I/) I/)
o o o o
o N OM o .. 0'" o ao 0
~pani~b

1 FL
C
535
FL
c
535
FL
C c
535
FL
Sp C
535
FL
Sp C
535
FL
Sp C
1 535
FL
Mw c
380
FL
Mw C
380
FL
c
0 380
FL
1 J.y ~ C
00 300
FL
2 JaY ~ C
00 300
FL
1 SL ' ) - C
00 300
2
}
FL
C
300

It is the age of chivalry, pageant and colour, with heavily armoured
knights and their retinues locked in combat. It is the a
MOVE PROCEDURE
The game is played on an alternate move basis, each side throwing
one dice at the beginning of the g~ anj.tQe
~
These may be used by the English army onll and are assumed to be
positioned before the battle commences. The! may not be mo
OVERHEAD FIRE
Missile weapons may be fired over the
h~ads_ of intervening troops-
if either the firer or target is on higher
EFFECT RANGE
This. is the range at which missiles are fired at a low trajectory
and thus have more effect on the. leading ran
Jmelrr
This will take place when one or more opposing counters come into
contact with each other or an obstacle which is bein
EVADING A CHARGE
Open order units, gunners and routing units may attempt to evade
an attacker. The unit will turn, if necessa
PURSurr
Units pursuing a routing or evading enemy may use their charge move
rate continuously while in contact with the enemy
Add or subtract any additional push back
distance~ from Table 11
to the previous basic factor. The final result equals the. n

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