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Metalsmashing Medieval and Ancient Battle Game

Metalsmashing Medieval and Ancient Battle Game

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Published by Thor Sheil
Quick, simple wargame rules covering the Ancient to Medieval eras. Easy to learn, easy to play. For use with miniature soldiers, Viking, knights and warriors of all kinds.
Quick, simple wargame rules covering the Ancient to Medieval eras. Easy to learn, easy to play. For use with miniature soldiers, Viking, knights and warriors of all kinds.

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Published by: Thor Sheil on Jun 24, 2010
Copyright:Attribution Non-commercial


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 Metalsmashing: A Game of Ancient & Medieval Battles
Presented courtesy of Milihistriot.com © 2005 All Rights Reserved 
 Metalsmashing: A Game of Ancient & Medieval Battles
Presented courtesy of Milihistriot.com © 2005 All Rights Reserved 
1 This is a basic set of rules for battles from theAncient to the Medieval era. It is intended forsoldiers as small as 15mm, and as tall as 30mm.If you use larger figures and / or a larger space,double the moves. Likewise, if your space isvery small, then measure in centimeters ratherthan inches.The average space for a game would be4” by 2” or smaller. Using these rules, you caneven play on a coffee table. All you need areminiature soldiers, terrain pieces, measuringsticks and six-sided dice.
To recreate the battles of old, you would needthousands of miniature figures and a massiveplaying area. Even small skirmishes mightinvolve a thousand or more men. Likewise, theranges of weapons range from 200 yards for acrossbow to a mile or more for a culverin. Askirmish could involve movement and firingover a mile of terrain. A larger battle wouldrage over anything from a square mile toseveral miles.How much space would it take torecreate a mile of battle? If you used 25mmfigures, it would be 65 foot by 65 foot. ForHO, which is 20m scale, it would be a littleover 64 foot. 15mm is close to 1/120, and thatwould be 44 foot. Imagine setting up andmoving thousands of figures over 65 foot!What we do is scale everything down.We scale down the movement, the range of weapons and the number of men in a unit.This allows us to recreate a battle in a muchsmaller space. “Scaling down” has been usedfor years. It does not sacrifice the realism of the game. Scaling allows you to enjoy a fullbattle in minimal space, with a manageablenumber of pieces.Units: The kind of warfare described in thisgame was organized. The Ancient armies suchas the Romans were very organized; medievalarmies had a looser kind of organization. Mostsoldiers were organized into units. These wereled by experienced soldiers or nobles.Our game works better if we replicatethe units of old. In our scaled-down world, aninfantry unit would be nine to eleven men and acommander. A cavalry unit would be four tofive men and a commander. An artillery unitwould be two machines and their crews.You would also need the overallcommand unit. This would have a general onhorseback, a standard bearer, an assistant andan extra man.Now comes the problem of moving allthose men. The way to make it easier is a trick called “traying.” We make a base out of wood,plastic or cardstock. It might be 4 inches longand 1 inch wide. To it we glue four footmen,all in the same position. To make a unit ,wecould make two of these trays. Our third traywould have our commander and the remainingriflemen. Should you decide on a 12-man unit,you might make the third tray with an officer, astandard bearer, and two footmen.Of course, you could opt for six-mantrays.Cavalry Trays might have two or threehorsemen. You could also make trays of fiveto six horses.An artillery piece might be trayed withtwo or three crewmen. The other crewmencould be loose.To make consistent trays, consider what othersdo:For 25mm to 30mm figures, most players traytheir men at one-inch intervals so that eachcontrols a 1” by 1” area. Cavalry controls 1”by 1 ½”For 15mm to 20mm, some prefer to have a ½inch interval. Cavalry gets ½” by 1 inch Of course, some use ¾” and 1”. Some who use20mm might stick to 1” and 1 ½” for cavalry.
 Metalsmashing: A Game of Ancient & Medieval Battles
Presented courtesy of Milihistriot.com © 2005 All Rights Reserved 
Moving Your Army
Movement: To simulate how different soldiersmove, we use a simple trick. Imagine if a manand a horse were going to race. Instead of therace being a set distance, such as 500 yards, itwould be a set time. It might be a few seconds.If a man and horse both ran five seconds, theman might go 10 to 15 yards. The horse mightgo 20 to 30 yards. We use a similar thing inour game. A man moves half the distance of ahorse, simulating how fast he goes.Men and horses in the field go slower than if they were on a road. The speeds below aremeasured in numbers. Most people use inches,but for smaller spaces you might usecentimeters. If you have a very large space,you might double them. (If you doublemovement, you must also double firing range.)Type Off road On roadLight Infantry 5 7ArmoredInfantry4 6Light Cavalry 10 14ArmoredCavalry8 12Wagon 7 11Pushedartillery3 5Some kinds of terrain make it even harder tomove. The chart below shows movement inrough terrain” going uphill, going through aswamp, or fording a river at a ford (you cannotford a river that has no ford). (Note that withswamps, there is no “road speed.” If a roadgoes through a swamp, it is assumed to beabove the muck and so normal road speedapplies when using it. The swamp speed onlyapplies to going through the swamp when off-road).Type Off road On roadLight Infantry 4 6ArmoredInfantry3 5Light cavalry 8 10Heavycavalry6 8Wagon 4 7Pushedartillery2 3If a unit goes from road to open land, or viceversa, it must change its speed. For example, acavalry unit moves 5 inches on a road, and thengoes into woods. This leaves seven inches.However, since off road speed is ½, then theunit can only go 3 ½ inches into the woods.If a unit goes from regular to rough terrain, hemust adjust accordingly. For instance, acaisson going on a road five inches comes to aford. That would leave 6 inches. Since therough terrain speed is about 2/3 of the regularroad speed, and the ford in one the road, hewould go 4 more inches. For determiningspeed when moving from regular to roughterrain, we use a “rough guess-timate” thatrough terrain speed is 2/3 of normal movement.
Other movement rules:
Light footmen & light cavalry can leap a wallthat is chest high or lower. They have to goaround higher walls. Heavy foot have to goaround, or use ½ of their movement to climbover. Heavy cavalry can jump walls that arewaist high or lower to a man. Otherwise theymust ride around them.Wagons and artillery must be pushed aroundwalls.Men can enter a house. Cavalry, wagons andartillery cannot enter.

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