This action might not be possible to undo. Are you sure you want to continue?
Revised Rules for Big Battles Combining Hordes of the Things and De Bellis Antiquitatis (and including a few extras….)
Draft Date: June 12, 2007 Revision Developed and Copyrighted by Jeff Bolton Lead Assistant Developer: Chris “Crashdoggy” Cluckey
The developer thanks David (The Evil) Brown of Evil Gong Miniatures (http://members.optusnet.com.au/~dfmbrown/), G. Branko, Bob Beattie, Alan Saunders (along with his superb The Stronghold on the Web), the members of the HOTTs Mailing List, Marco Germani (and his colleagues in Milan), Rich Kurtin, Stuart Roe, Charlie Bennett, Philip Woutat, Van Vorhis, and Keith Dalluhn. If I forgot anyone, my apologies. If I got it wrong, my bad.
Important! You need both Hordes of the Things (HOTTs) and De Bellis Antiquitatis (DBA) rules to make complete use of these rules. Although these rules are complete and intended for solo use when fighting a large battle, rules for standard-sized battle games, definitions of the troop elements, basing conventions, and so forth can only be found in the HOTTs or DBA rules. A glossary of terms is available in the HOTTs rules.
In this game two players (or teams of players) select armies of miniature figures from the lists in the original rules, included here, or by making up their own using a points system. Multiple figures are glued to rectangular bases called elements for ease of handling. One player/side sets up pieces of terrain representing woods, hills, marshes, rivers, towns, etc. on the gaming area. The other player/side picks which board edges are to be each player's home edge. Then the players place their elements on the board. They then take turns moving their elements and resolving shooting, magical, and close combat. At the start of each player/side’s bound (turn), that player rolls a single 6-sided die for each command and the number that comes up (PIPs) is the number of elements or groups of them in the command that can be moved. PIPs can also be reserved for magical combat. The player/side can then move any of the elements of his/her army up to that limit, according to the distances allowed for each troop type. The players then resolve shooting, magical, and close combat according to the methods given in the rules. It is then the other player/side’s bound. They alternate until one player/side achieves the victory conditions, then shake hands and play another game.
Within these rules, the following terms for certain troop elements are used:
Great Hordes! Term Shooter Expendables War Wagons Elephant Camelry Cavalry Light Infantry Light Horse Skirmishers Pikes DBA Term Bows Scythed Chariots War Wagons Elephant Camelry Cavalry Auxilia Light Horse Psiloi Pikes HOTTs Term Shooter No Equivalent No Equivalent No Equivalent No Equivalent Rider No Equivalent No Equivalent No Equivalent No Equivalent
One can find fantasy (HOTTs) equivalents to all of the elements found in DBA. Players should remember that elements are based on their function on the historical or fantasy battlefield, not their name. For example, Light Horse elements include those fantasy elements that function in the same basic way as historical light horse, no matter the mount. In the same way, Camelry elements include those fantasy troops that function in the same way as camels; traversing certain types of adverse terrain (usually hot, dry, nasty stuff) with some ease and having negative impact on the mounts of other troops. Finally, Expendables represent those units that concentrate on a suicidal all-or-nothing type of spectacular attack.
Playing Area and Ground Scale
The optimum playing area is a rectangle of about 72 inches by 48 inches for 25mm figures and a correspondingly smaller area for 15mm or smaller figures. The ground scale varies with the size of army represented, but for convenience 25mm or 1” on the table can be taken as equivalent to 100 paces in real life if using 15mm or smaller figures, or 10mm as equivalent to 25 paces if using 25mm figures. A pace is assumed to be about 0.75 meters. 1
Basic HOTTs is played between two armies, each consisting of elements totaling an amount agreed upon between the players. A recommended total for a good game is 150 army points (AP).
Element Type Airboat Artillery* Beasts Behemoth Blades Camelry Cavalry Clerics Dragon Elephants Flyers God Hero (Aerial) Hero Element Type Hordes Knights Light Infantry Light Horse Lurkers Magicians Paladin Pikes Expendables Shooters** Skirmishers*** Sneakers Spears War Wagons Warband General +10 to cost of element Cost 8 7 5 10 5 6 6 7 10 7 4 10 15 10 Cost 2 7 3 5 2 10 10 3 7 6 or 4 4, 3 or 2 7 4 7 4
Optional: **Shooters equipped with short range weapons (such as short bows, slings, or handguns) cost 4AP. All others cost 6AP. ***Skirmishers equipped with long range shooting weapons cost 4AP, those with short range shooting weapons cost 3 AP. All others cost 2 AP. Shooters and skirmishers can be equipped with weapons that have a long or short range. If players do not wish to use the different ranges or allow skirmishers to shoot, use the lowest AP value. In other words, Shooters cost 4AP and Skirmishers 2AP. Each general is considered part of one of the army's elements. A general element can not be a god, dragon, paladin, lurker, expendable, or sneaker element. Generals are created by adding +10AP to the cost of the designated element. For example, to designate a Knight as a general, add +10AP to the AP cost of the Knight element. Generals can either represent extra players or not. Players should also ensure that general’s elements are quite distinctive. Each army must also have a Stronghold which is used only when defending. The loss of the Stronghold is fatal to its army.
Each army is divided into commands, each controlled only by its own general. One general per army is designated as commanderin-chief. Commands can be of unequal size. The total of elements costing 8AP or more in an army cannot exceed half its total points, but commands can have as many such elements as are available.
As generalship is definable as the skill with which generals adapt their troops’ movements to those of the enemy and to the battlefield, varied and realistic terrain is essential for interesting battles. With these rules so much less time is needed to paint armies, and the size of the playing area is so limited, that players should feel they can afford to spend time and ingenuity on making terrain as visually attractive as troops. The defending player provides the battlefield, usually by placing separate terrain features on a flat base or cloth which represents flat good going such as pasture, open arable fields, steppe grassland or smooth desert, according to the requirements below. Alternatively, defenders can provide permanent terrain boards or blocks conforming to the same requirements. The battlefield is notionally bisected twice at right angles to its edge to produce 4 equal quarters. The types of feature that can be used depend on those of the defending army's home topography. Topographical categories and their compulsory and optional terrain features are:
Topography Arable Forest Hilly Steppe Dry Tropical Littoral Compulsory Features None Woods Steep Hills Gentle Hills Rough Ground Woods Waterway Optional Features River, Steep Hills, Gentle Hills, Woods, Road, BUA River, Marsh, Gentle Hills Gentle Hills, River, Woods, BUA, Road River, Rough Ground, BUA Dunes, Steep Hills, Oasis, BUA River, Marsh, Rough Ground, BUA, Road Either Steep Hills or Marsh, either Woods or Dunes, BUA
The battlefield must include 1-2 compulsory and 2-4 optional features. It must also comply with all the following rules: • The majority of terrain must be good going. • At least 3 of its quarters must include at least part of a terrain feature. 2
• At least 2 of its quarters must include a Waterway, a River or some bad going. • It cannot include more than 1 each of Waterway, River, Oasis or BUA, or 2 each of any other type of feature. Area Terrain Features cannot be less than 1 element base width across in any direction. This type of feature includes Steep Hills, Gentle (or good going) Hills, Woods, Marsh, Rough Ground, Dunes, Oasis and BUA. Area features, other than BUA, must be roughly oval in shape. Steep (but not Gentle) Hills, Woods, Marsh, Rough Ground and Oasis are bad going. Dunes are bad going except to camelmounted (or similar) troops. An element partially in bad going counts as entirely in bad going. All hills slope up to a center line ridge and give a close combat advantage if all an element's front edge is upslope of all of its opponent. A BUA (Built-Up Area) represents a large palisaded village, hill fort, walled town or castle. It is bad going. No part can be more than 1000p from a battlefield edge. Linear Terrain Features each run from one battlefield edge to that opposite, crossing only 2 of the battlefield's quarters. They include Waterways, Rivers and Roads. A Waterway represents the sea or a great river. It is impassable, and troops should not be where they must recoil into it! It can extend up to 1500p inwards from a battlefield edge. Sea can have a beach up to 100p deep, which is good going. Rivers are not bad going, but troops crossing may be penalized in other ways. A river's nature is constant along its whole length. Roads are among the most common terrain features in history or fantasy. Few are paved with gold (or more likely yellow brick), most being simply convenient routes by which inhabitants customarily move along, so should be depicted as earth tracks. Ground troop elements move astride roads rather than on them, so it is important that the terrain for half an element width on both sides should be identical, so as to make it obvious if the element is in good or bad going or uphill should it be involved in fighting. A road crosses any river met by ford or bridge. Special Terrain Restrictions and Notes In some cases, spell casting is hindered but not prevented by certain types of terrain. After terrain in set – but before any further actions – the defender can designate one type of terrain as being anti-magic terrain. If the attacker agrees, the terrain functions as antimagic terrain during the game. If the attacker does not agree, both sides roll a die. The high roller can accept or deny the anti-magic terrain. In cases of a tie, the anti-magic terrain is accepted. An element partly in bad going is treated as if entirely so.
Strongholds & Camps
At the time of deployment (below), the defender can choose to place either a Stronghold or a Camp. The attacker must place a Camp. The following pertain to both Strongholds and Camps: • Each must either be positioned on its player's base board edge, or on the shoreline if this is a sea edge. At least its nearest point must be within 600p of the center of that board edge or shoreline • Neither cannot count as a flank or rear contact, nor as an overlap. • Neither can be placed entirely behind terrain impassable to ground troops - there must be at least a one element wide passable route to it. • Only one element can fight in close combat against a Stronghold or Camp during a bound. It can be aided by up to two other elements, which need not be in contact with the main fighting element. All must be in at least partial front edge contact with the Stronghold.
These can take any form appropriate to their army, such as an enchanted forest, elf hill, the entrance door to dwarf caverns, city, beached fleet, mountain peak, barrow or graveyard, but most usually an exceptionally tall and spiky "Walt Disney Gothic" castle or tower. Only the defending player or side has a Stronghold. Strongholds are not troop elements. They are assumed to have their own garrison or magical protection and cannot be further garrisoned by elements. They offer powerful resistance to open attack, but are regarded as the seat of the defenders’ power. Thus, defenders losing their Stronghold are defeated. A Stronghold must fit inside an imaginary rectangle of 600p maximum length and width, and must itself be at least 200p in length and width. As terrain defenses are already included in a Stronghold’s combat factor, strongholds and troops attacking them are always treated as if in flat good going and cannot count as defending a river bank. A Stronghold cannot be captured by unaided Aerials, but can be captured by Aerials aided by ground troops.
A Camp can be a simple earthwork or palisade, a wagon laager, a hill fort, a brush boma, a group of medieval tents with interlaced guy ropes, Mongol yurts with tethered ponies, a square of kneeling camels, or even the sand between a pair of partly beached ships, whichever is appropriate to your army. A Camp is depicted as a half rectangle of such defenses positioned on a board edge or beach edge anywhere in good going on dry land within the army's initial deployment area. No Camp should be larger inside than will easily accommodate any one appropriate element of the player's army, and its external dimensions should not be more than approximately double its internal. 3
Camps can (should) be garrisoned. Camps can be garrisoned by 1 only of your troop elements, which can vacate it or be replaced by another such element. If no such element is provided, the Camp is left undefended. An undefended Camp, or a Camp whose defenders have been destroyed or have vacated it, can be occupied without combat by moving a troop element into front edge contact with it. Any single element can occupy an undefended Camp and then defend it. An occupying element can vacate the Camp voluntarily by a tactical move, but does not pursue defeated attackers as an outcome move. A Camp that is or has been occupied by the enemy, either during the battle or earlier in the campaign, and which has not been reoccupied by its original side is said to be under enemy control. An allied command can (but is not required to) be provided with its own Camp. If no allied camp is provided, the army uses the single camp for the entire army.
Deployment before the start of the game is as follows: 1. Each side throws one dice. The lower score denotes the defenders; higher score – attackers. 2. The defenders choose the terrain squares or place the terrain on the board. 3. Anti-magic terrain is nominated and either accepted or rejected. 4. The attackers number the playing area’s two long edges 1,2 and 3,4,5,6 respectively. 5. The attacker throws one dice, taking the edge corresponding to their score as their base edge. 6. The defenders place their side’s Stronghold or Camp on that opposite. 7. The attackers place their Camp on their base edge. 8. Both sides now alternately deploy one command (except Gods, Dragons and Lurkers) within 600p of their base edge, or of its shoreline if a sea edge. The defenders start first. This alternating set-up continues until all commands are placed. 9. The defenders take first bound. Deployment can be modified to accommodate the needs of campaigns.
PIPs and Sequence of Play
One differently colored 1 to 6 (six-sided) dice is needed for each command. One PIP dice is thrown for each command at the start of the bound. Each command’s PIPs can only be used for troops belonging to that command. It is not necessary to complete the movement of each command before going on to the next. The defender takes first bound, then each side alternates. During each side’s bound: 1. It dices for player initiative points (PIPs) by throwing a specific dice for each command. 2. It can use PIPs to make tactical moves in any order the player chooses, deploy Gods, Dragons or Lurkers, desorcell a Hero or Magician or replace destroyed Hordes, in any order the player chooses. PIPs can be saved for bespelling during the current bound. 3. Elements turn to face flank or rear attackers (without using PIPs) if required to do so. 4. Magicians can bespell (using PIPs) and Shooters of both sides and Artillery shoot once each in distant shooting (without using PIPs), in an order decided by the side whose bound it is. If there is a choice, the owning player chooses which of his elements shoot at which target. Any resulting outcome moves are made immediately. 5. Any elements of both sides that are in suitable contact with enemy resolve close combat (without using PIPs), in an order decided by the side whose bound it is. If several elements are attacking a Stronghold, the attacking player decides which of his elements counts as the main attacking element. Any resulting outcome moves are made immediately. PIPs cannot be retained for use in later bounds or turns.
A God is not deployed on-table until successfully invoked by the controlling player/command expending 6 PIPs, then is placed anywhere in the controlling player’s half of the board but not within 200p of enemy. Any future score by that player/command of only 1 PIP requires the command’s first God to arrive (of those currently present) to leave the battlefield without returning during the battle. A God relied on by both sides joins whichever side first successfully completes the invocation, and counts lost to the other side.
Dragons are not deployed on-table until successfully summoned by the controlling player/command expending 6 PIPs. When summoned, all a command’s own Dragons are deployed with their rear base edges in contact with any part of the army’s base board edge, but not within 200p of enemy.
Lurkers are not deployed on-table until enemy troops enter a suitable terrain feature, as described below: • Land Lurkers (and water Lurkers in marsh only) must be placed in a bad going terrain feature with their front edge in close combat contact with an enemy element that has just moved in or been deployed in that feature. This must be in the Lurkers’ command’s first bound of the game, or in the bound after that enemy element was deployed in or moved in that bad going feature. 4
Water Lurkers must be placed in a water feature (river, sea or lake) with their front edge in close combat contact with an enemy element that has at least part of its base in or over that feature. • If the enemy element is of Aerials in either of the above cases, Lurkers can only be deployed if the Aerials are already in close combat contact to their front. Deploying Lurkers for the first time costs 1 PIP. Lurkers cannot make a tactical move in the same bound that they are deployed. When deployed, Lurkers must have at least part of their base in the terrain feature in which they appear. They cannot voluntarily completely leave that terrain feature. If, however, they either flee or no longer have any enemy within 600p, they are removed from the board and can be used a second time for 2 PIPs, or a third and final time for 3 PIPs, not necessarily in the same terrain feature. If forced to leave their terrain feature to conform to enemy or to recoil, they cannot make any tactical move except to return to that terrain feature.
Replacement Hordes are deployed with their rear base edges in contact with any part of their side’s base board edge or their Stronghold or Camp, but not within 200p of enemy. 1 PIP is expended for each Horde replaced. If more than one Horde is replaced in a bound, each one after the first must be deployed in side edge contact with another Horde of the same command deployed this bound. Replacement Hordes cannot make a tactical move in the same bound as they arrive.
Desorcelling Heroes or Magicians
Desorcelling a Hero or Magician expends 6 PIPs. A desorcelled Hero reappears in front edge contact with the enemy Stronghold if there is one, and must resolve combat with this when close combat is next resolved. If the enemy have no Stronghold the Hero reappears in rear edge contact with the enemy base board edge, as near the center of that edge as terrain permits. If an enemy element blocks arrival of a desorcelled Hero, that enemy element is shifted, pivoted and moved back (and, if necessary, the Hero moved forward) sufficiently to conform to front edge close combat contact with the Hero's flank edge. A desorcelled Magician reappears exactly where ensorcelled, facing the same direction, as indicated by his marker. An ensorcelled Magician can only be voluntarily desorcelled when his marker is not even partially covered by other troop elements, whether friendly or enemy. If desorcelled due to the destruction, ensorcellment or fleeing of his/her bespeller, and his marker is even partially covered, the Magician is destroyed.
A tactical move is a voluntary move that uses up PIPs and happens before bespelling, shooting and close combat. It can be by a single element or by a group of elements. It must not be confused with outcome moves (recoils, flees and pursuits), which are compulsory, do not use up PIPs, usually follow bespelling, distant shooting or close combat and are always by a single element. Each single element or group tactical move uses up 1 PIP. A tactical move by a single element or group including the C-in-C expends 1 PIP less than usual. Extra PIPs are required in certain circumstances: • Use 1 extra PIP if the move includes Magicians, or Aerials. • Use 1 extra PIP if any or all of the following apply: (The following are not cumulative.) o If the troops’ own general is lost. o If the general element is in frontal edge contact with an enemy element. o If the whole of the element or group to be moved starts more than 1200p away from their own general’s element. o If the whole of the element or group to be moved starts both more than 600p away from their own general’s element and also either beyond the crest of a hill or in or beyond a wood or built-up area. A tactical move by a single element can be in any direction, even backwards, diagonal or oblique, and can end facing any way. A group is defined as a number of elements which, except as made necessary by wheeling a column to follow a road, are facing in the same direction with each in both edge and corner to corner contact with another. To move as a group, each element must move parallel to, or follow, the first of them that moves and must move the same distance or wheel through the same angles. None can start in contact with an enemy element’s front edge. Aerials can group only with aerials. Groups are temporary: If the whole of a group cannot move, some of its elements will probably be able to move as a smaller group or as individual elements. Conversely, a group or single element can move to join other elements and make its next move as a group including these. A group move by road, or across bad going or a river, must be in or into a 1 element wide column. A group move can include any of the following: • Moving straight ahead. • One or more wheels (forwards only) on either or both front corners, measuring the move distance of the outer front corner of each wheel in a straight line. The wheels must be added together to determine the total move distance. • Reducing frontage to form a single element wide column. • Wheeling a column to follow a road. This is only necessary if any elements would otherwise entirely leave the road. Each element wheels in succession on arrival at the place where the first wheeled. Only the front element’s move is measured, the other elements being treated as moving the same distance. 5
Moving up to half an element base width sideways to line up with enemy within 1 element base width ahead. (Note that this distance is not counted against the normal movement of the element.) A group move cannot include any other reductions or increases in frontage or changes in direction or facing.
Forming a Single Element Wide Column
The front element of the column moves forward normally. It can wheel. Other elements of the original group move as if by single element moves, the nearest elements falling in behind the column, the rest moving to close up any resulting gaps. No element can exceed its normal move distance nor end further to the rear than its previous position. Except as made necessary by wheeling part of the column to follow a road, all elements must end facing the same direction and in both edge and corner to corner contact with another element of the original group. It may take more than one move for the whole group to join in the column.
Passing Over, Under or Through Friendly or Enemy Troops
Aerials can pass over any ground troops except when recoiling. Any ground troops can pass under enemy Flyers or Aerial heroes or friendly Aerials if these are not already in close combat contact. Gods can pass through any friends or enemies. Magicians can pass through any friends. Mounted can pass through friendly Foot, but only if facing in the same or opposite direction. Skirmishers can pass through friendly Foot or Mounted, but only if facing in the same or opposite direction. Sneakers can pass or be passed through by any friends or enemy. When an element’s outcome move is insufficient to clear the base of an element it is passing through, under or over, it is placed in the first large enough unoccupied space beyond. When an element’s maximum tactical move is insufficient to clear the base of an element it is passing through, under or over, it cannot pass.
Crossing an Enemy Element’s Front
No element can make a tactical move within 1 element base width distance in front of an enemy element (with the exception of enemy Flyers against Foot or Mounted elements) or within 1 base width distance of an enemy Stronghold or Camp except in any of the following circumstances: • If at least partially separated from the enemy element or Stronghold or Camp by another element. • To move straight forward towards such an element, Stronghold or Camp at least part of which is perpendicularly in front of any part of its front edge. • To contact whichever such element, Stronghold or Camp can be contacted by the shortest move. It cannot so contact an enemy element’s flank or rear. • To line up parallel to, facing, and directly opposite whichever such element's front can be so faced by the shortest sideways shift. Such a move cannot end further away from that enemy than was the nearest point of the element at the start. • To completely pass through, over or under it. 6
To move straight back to its own initial rear with or without a 180 degree change of facing, and without ending in edge contact with enemy. Once clear of the enemy element’s front, the moving element can perform any legal movement. Again, note that enemy Flyers do not restrict enemy Foot or Mounted movement to their front within 1 element base width.
Tactical Moves Ending in Contact with Enemy
Artillery cannot move if that move would end in any contact with enemy. Other troops can only move into contact with enemy elements if a single element or at least one element of a group ends (after enemy conform if required to do so - see below) in one of the following positions: • Front edge in full contact with an enemy element's front edge. • Front edge in at least partial contact with an enemy element's flank edge and front corner in contact with that enemy element's front corner. • Front edge in full contact with an enemy element's rear edge. • In right-to-right or left-to-left front corner to front corner contact with an enemy element that is already in close combat contact to its front. • In partial or complete side edge to side edge contact with an enemy element, whether or not this is already in close combat contact to its front. If a group moves into contact with enemy elements that have a gap of less than an element base width between them (and are not required to conform as below), some may end the move in partial contact, but not in accordance with any of the above. These will not take part in combat this bound. Any troop element which is in good going and not part of a group must immediately pivot and/or shift sideways to conform to an enemy group contacting it unless already in contact with enemy to its front or there is insufficient on-board unoccupied space for it to conform or to recoil after it has done so. (Even if a recoil is not a possible outcome). Such an element conforms to full front edge to front edge contact with the enemy element making most contact with it. In all other cases, the moving side must conform to one of the contact positions listed in the first paragraph. No element can move into contact with an enemy element's rear unless it starts entirely on that side of an imaginary line prolonging the rear base edge of the enemy element. No element can move into contact with an enemy element's flank unless it starts partly or entirely on that side of an imaginary line prolonging the side or rear base edge of the enemy element, any part not on that side of the line being behind the enemy rear.
Aerials can engage ground troops in close combat, but cannot be engaged in close combat by ground troops other than a Hero or Paladin unless already in close combat to their front. In other circumstances an element of Aerials whose base is in physical contact with the base of an element of ground troops is deemed not to be in contact for the purpose of the rules, except that the Aerials can count as an overlap. An Aerial element in physical contact with an enemy ground element in one of the contact positions defined in the first three bullet points at the start of this section, but not yet engaged in close combat, can initiate close combat in its own side’s bound without expending PIPs. As soon as Aerials are in close combat to their front (even against other Aerials), all ground elements currently in suitable physical contact (including overlaps) also enter the close combat, and remain in close combat contact until all physical contact (except overlaps) is lost after resolving outcome moves.
Except as necessary when contracting a group into a column, an element cannot even partly enter a gap less than 1 element (base width) wide between any of: • elements it could not pass through, over or under in the direction moved • a Stronghold or Camp • impassable terrain unless both of the following conditions are met: • While any part of it is in the gap it must move straight forward (or straight back if recoiling) and stop when it reaches any obstruction it cannot pass. • Unless recoiling, it must end its move in contact with an enemy element.
Breaking off From Close Combat
A single element can use a tactical move to break off from enemy in contact with its front, but only if all of the following apply: • It has a greater maximum move in the terrain it ends up in than would the element broken off from. • It does not start with an enemy front edge in contact with its flank or rear. • It does not end in contact with enemy. An element breaking off must move at least 200p straight back and any remaining move must be in the same direction. It ends its move facing the element broken off from.
Aerial elements can cross water in any direction and can end their bound over water. Water Lurkers can move in any direction in a water feature. Other elements can only cross a river (or channel narrow enough to be treated as a river) by bridge or by wading. Elements wading a river must do so within 45 degrees of perpendicular to the bank, and must face either the direction they are moving or the opposite direction. After starting to cross they cannot voluntarily change direction except: • To line up with the front rank in close combat contact with an enemy element defending the bank. • To retrace their steps to the bank from which they started. • To pivot by the minimum necessary to resume a permitted angle of crossing.
Optional: River Depth
The first element to attempt to cross a river off-road during the game must dice. • A score of 1 or 2 indicates that the river is paltry – it slows crossing but is too shallow and easy-banked to aid defense. • Scores of 3, 4 or 5 indicate the river slows crossing and its banks aid defense. • A score of 6 indicates that the river slows crossing, its banks aid defense and each element crossing it off-road must dice separately and score 3 or more to cross successfully; 1 or 2 causing it to use a PIP but remain on the near bank.
Optional: Defending BUA
As BUAs represent towns or villages surrounded by palisades and/or earth and stone walls, some provision should be made for storming and defending these walls. Model walls should be constructed so that elements may occupy them and attackers may obviously attack these elements from the other side of the walls. BUAs are permitted to be deployed as per the terrain rules and the Defender may deploy up to one full command within the perimeters of the BUA. The Defender must deploy the command with elements in the BUA as his/her first on the table. Unless assaulting, ground elements may only leave and enter the BUA through a gateway in a single-element-wide column. When entering or leaving a BUA, the distance between its near and far edges is disregarded for the purpose of measuring movement. Troops attacking a BUA always count as fighting foot. Infantry assaulting walls are assumed to use improvised ladders or rams. Troops attacking an undefended wall section do so as if attacking defenders whose combat factor is 0. Attackers and defenders can overlap each other as if the walls did not separate them. A defending element that does not occupy a single wall section must shift to conform to an attacker if there is room. Elements defending walls exert a “zone-of-control” (i.e., cannot cross the element’s front) to their front, similar to elements defending Camps, and measured from the outer edge of the wall. Elements disregard an unfavorable outcome when attempting to cross undefended walls. Combat outcomes applying only in good going do not apply when defending or attacking across walls. An element assaulting a BUA which destroys a defending element or forces it to flee or recoil, or which achieves a higher score than an undefended wall-section, immediately pursues 1 base-depth measured from the inner edge of the wall, any opponents recoiling sufficiently to make room. Friends following, unless through a gate, count as assaulting an undefended wall next bound. If an element subsequently flees or recoils back across the wall or gateway, this is measured from the outer edge of the wall, and foot opponents pursue back into contact with the wall. An element of Warwagons (representing a mobile siege tower or ram) does not pursue across the wall, but an element of foot in contact behind the Warwagon, can instead. BUA Tactical Factors: +2 If foot defending behind BUA walls when shot at or in close combat, unless any of the following apply: • They are Warwagons • They are being shot at by Artillery • The attacker is a Warwagon .
Other Terrain Restrictions
Artillery cannot make a tactical move off-road in bad going. 12
Aerials can fly over ground troops, a Stronghold, Camp or any terrain, but cannot end any move in a wood or built-up area.
Tactical Move Distances
Movement is not measured when an element starting its move in an overlap position pivots into front edge contact with the same enemy element's flank (even if the enemy element is not in close combat contact to its front). Otherwise the maximum distance between the starting point of any front base corner of a single element or any element of a group and that corner's final position is:
Element Airboat Artillery Beasts Behemoth Blades Camelry Cavalry Clerics Dragon Elephant Expendable Flyers God Hero Hero (Aerial) Hordes Knights Light Horse Light Infantry Lurkers Magicians Paladin Pikes Shooters Skirmishers Sneakers Spears War Wagon Warband Type Aerial Foot Mounted Mounted Foot Mounted Mounted Foot Aerial Mounted Mounted Aerial Aerial Mounted Aerial Foot Mounted Mounted Foot Foot Foot Mounted Foot Foot Foot Foot Foot Foot Foot Terrain Types Good Going Bad Going Road 500 500 * 200 Not Allowed 300 400 400 400 300 200 400 200 200 400 300 200 400 400 200 400 200 200 400 1200 1200 * 300 200 400 400 200 400 1200 1200 * 1200 1200 * 500 200 500 1200 1200 * 200 200 400 300 200 400 500 200 500 300 300 400 200 200 * 500 200 500 500 200 500 200 200 400 200 200 400 300 300 400 300 300 400 200 200 400 200 Not Allowed 300 200 200 400 * Does not apply to element. **Water Lurkers Only, Bad Going Lurkers are not allowed. Water * 100 100 100 100 100 100 100 * 100 100 * * 100 * 100 100 100 100 200** 100 100 100 100 100 100 100 100 100
To count as moving entirely along a road, all elements of a column must be at least partly on the road throughout the move. The front element of the column must face along the road and straddle it. (The same applies to a single element.) The river move distance applies while the front edge of a single element or of a column is in a river (unless at a road ford). Only the front element of a column is delayed by a river. With the exception of rear elements of a column wading a river: • An element starting its move with any part of its base in bad going or with its front edge in a river cannot move further than its maximum move in that terrain type even if part of its move is in good going. • An element whose move would enter bad going or a river must stop at the edge of the terrain feature if its move has already exceeded its maximum permitted move in that terrain. If it has so far moved less than that maximum move, it can move into the terrain until that maximum move is reached.
Second or Subsequent Tactical Moves During the Same Bound
Elements that have already moved during the current bound, either as part of a group or alone, can make a second or subsequent move, either as. part of a group or alone, but only if they did not break-off, retire, or dismount, and are: 1. Light Horse that do not start or go within an element base width of a known enemy element or Stronghold. 2. During the first bound of their side, Skirmishers that do not start or go within an element base width of a known enemy element, Stronghold or Camp. 3. Knights, Behemoths, Beasts, Expendables, or Warband (including any supporting Warband) if their second move will end in close combat with an enemy front, flank, or rear edge, or if capable of acting as an overlap. 4. Troops whose leading or only element is in column moving entirely along a road, and will not contact enemy. 5. Troops in a column group or only element includes the general, and will not contact enemy. 14
PIPs are spent for each second or subsequent move.
A Magician element which is neither in close combat contact with an enemy element nor overlapping an enemy element that is itself in close combat contact to its front, can bespell one enemy element (or Stronghold) within 600p during a bound. This expends 2 PIPs. A 2nd or 3rd Magician element that bespells the same target element aids the bespelling of the 1st (main bespeller) instead of its action being resolved separately. 1 PIP is expended for each 2nd or 3rd bespeller. Range is measured from the nearest point of the bespelling element to the nearest point of the target element. Magicians are able to scry their targets by magical means, so intervening elements or terrain features do not block bespelling. Bespelling is permitted even if the target is in close combat. Except for the opponents not being in contact, the effects of bespelling are resolved exactly as in other combat.
Artillery and Shooters can shoot at any one enemy element edge (or Stronghold or Camp edge) any part of which is both within range and inside an imaginary rectangle extending 1 element base width either side of the shooting element's front. Range is measured from the nearest point of the shooting element’s front edge to the nearest point of the target edge (including corners). Shooting at or from a Camp is treated as at or from its edge. Ranges are:
Element Artillery War Wagons Shooters (long range) Shooters (short range) Skirmishers (long range) Skirmishers (short range) Range 500 200 300 200 300 200
Optional: Shooters and Skirmishers in a second rank can shoot (or support shooting) if the shooting element is directly behind the element in the front rank and facing in the same direction. Shooting range is measured from the front of the front rank element. All shooting requirements are measured and determined from the front edge of the front element. Shooting is not permitted if any of the following apply: • If either the shooting element or the target is in any of the following situations: o In close combat contact. o Troops Overlapping an enemy element that is itself in close combat contact to its front. o In a position to provide rear support to a friendly element that is in close combat contact to its front. • If any other troop element is even partly between (uncrossed) straight lines joining the front corners of the shooting element to the corners of the target edge, or if either of these lines passes through the target element, except that Aerials can be shot at over ground troops. (Also, see optional rule above.) • If a Stronghold, Camp, hill crest, wood or built-up area is even partly between (uncrossed) straight lines joining the front corners of the shooting element to the corners of the target edge, except that: o Troops whose front edge is entirely within 50p of the edge of a wood or built-up area can shoot outwards. o Troops can shoot inwards at a target edge which is entirely within 50p of the edge of a wood or built-up area. Each element can only shoot (including shooting back) once in a bound. Any element that can shoot must shoot. Artillery shoot only in it’s own side’s bound and then only if it did not move in the current bound. Except for the opponents not being in contact, the effects of distant shooting are resolved in the same way as other combat. When two opposing elements mutually target each other, each side only throws one dice, the total combat scores determining the outcome of both sides’ shooting. A target which has not already shot, and which can shoot back, must shoot back at the shooting element most directly to its front. When more than one element shoots at the same target, a 2nd and 3rd element aid the shooting of the main shooting element instead of their shooting being resolved separately. Any more elements shooting at that target this bound have no effect. If the target element is shooting back at one of the elements, that one must be treated as the main shooting element, otherwise the owning player chooses which of his elements counts as the main shooting element.
Close combat occurs when an element has moved into, or remains in, both edge and corner to corner base contact lined up with an enemy element or in at least partial front edge contact with an enemy Stronghold or Camp.
Flank or Rear Contacts
An element contacted to flank or rear by an enemy element's front edge must turn to face at the end of the movement phase unless either of following apply: • It is already in mutual frontal edge contact with an enemy element. • It is already in front edge contact with the enemy Stronghold or Camp. If there is insufficient room for the turn, the contactor is moved back to make room. If that is impossible, the contactor's move is cancelled. If an element is contacted to flank or rear by the front edges of more than one enemy element, its controller chooses which one it will face. If turning to face one such attacker breaks contact with another, this is moved to renew contact if there is room. If an element contacts the flanks of two enemy elements, both these turn, the second moving to behind the first. If a 3rd element is contacted, it recoils. An element in contact with the flank or rear of an enemy element which is fighting to its front fights only as a tactical factor for its friends."
An element counts as an overlap against an enemy element in close combat if either of the following apply: • It is in right-to-right or left-to-left front corner to front corner contact with the enemy element, and is not itself in full front edge close combat contact. • It is in partial or complete side edge to side edge contact with the enemy element, whether or not it is itself in close combat contact to its front. Two opposing elements in contact on their side edges overlap each other. An element overlapping an enemy element which is fighting to its front fights only as a tactical factor for its friends. It can overlap two enemy elements on opposite flanks, or elements exposed by its own frontal opponent having recoiled, fled or been destroyed or ensorcelled that bound. Dragons cannot give or receive friendly overlap support.
In the case of a troop element, its main close combat opponent is the enemy element in front edge to front edge contact with it, or the Stronghold or Camp it is attacking. In the case of a Stronghold or Camp, the player attacking the Stronghold or Camp chooses which of his eligible elements counts as the Stronghold’s or Camp’s main close combat opponent.
Whether in close combat, bespelling, bespelled, shooting or only shot at, each player dices for his main element, and adds the appropriate combat factor to its score:
Element Airboat Artillery Beasts Behemoth Blades Camelry Cavalry Clerics Dragon Elephant Expendable Flyers God Hero Hordes Knights Light Horse Light Infantry Lurkers Magicians Paladin Pikes Shooters Skirmishers Sneakers Spears Stronghold War Wagon Warband Combat Factor Against: Foot or Mounted or Stronghold Aerial 5 3 4 4 3 4 4 5 5 3 2 4 3 3 4 4 6 6 4 4 4 4 2 2 6 6 5 5 2 2 3 4 2 2 3 2 2 2 4 4 6 6 3 4 3 4 2 2 5 3 4 4 6 6 3 4 3 3
When an element is attacked in flank or rear while also fighting to its front, its opponents use only 1 dice and the combat factor of the element to its front.
Add to or subtract from combat scores for each of the following that applies:
+3 +2 If resolving close combat: If pikes, a friendly element of the same type in full front edge contact with their rear edge and neither element is in bad going, except against Light Horse, Shooters, Skirmishers and Flyers. Count this factor (once only) if any of the following apply: • If it is being bespelled and the shortest line from the main bespeller crosses running water or within 600p of a Cleric or Paladin (friendly or enemy). • If it is being bespelled or shot at while in a wood, built-up area, or Camp. • If resolving close combat and defending a Camp. If it is a general's element and is in close combat, shot at or bespelled (but not shooting without being shot back at or bespelling). If resolving close combat: If Spears or Warband have a friendly element of the same type in full front edge contact with their rear edge, and neither element is in bad going, except against Light Horse, Shooters, Skirmishers and Flyers. If resolving close combat: Count this factor (once only) if neither element is aerial, and either of the following apply: • If uphill. • If defending a river bank except at a road ford or bridge. Optional: If Pikes, Spears, Light Infantry, Shooters, Skirmishers, or Blades who are fighting Aerial, Mounted, or Warbands, or attacking a Stronghold or Camp if supported by a second rank element of Shooters, or those Skirmishers or Light Horse equipped with shooting weapons and which is directly behind and facing in the same direction. In addition, neither element can be being shot at. Important: Note that elements can always be attacked by magic. For each 2nd or 3rd element aiding a shooting or bespelling enemy or an enemy attacking a Stronghold.
+1 +1 +1
If resolving close combat: For each flank of the element which is either • overlapped or • has an enemy element in front edge and front corner-to-corner contact with it. This factor cannot be counted more than once on each flank. If resolving close combat: If the element has an enemy element in full front edge contact with its rear edge. Count this factor (once only) if any of the following apply, except vs. a Stronghold: • If any type except Shooters, Warband, Skirmishers, Light Infantry, Lurkers, Beasts or Stronghold is in bad going on or off-road (whether in close combat, bespelling, bespelled, shooting or shot at). • If Mounted (other than Beasts) are in contact with the front edge of enemy (other than Aerials) who are in bad going on or off-road. • If Aerials are in contact with the front edge of enemy who are in a wood or built-up area on or off-road. • If any type except water Lurkers is in contact with the front edge of enemy water Lurkers. • If bespelling an enemy Magician who is within 600p of his own Stronghold.
Compare your element’s combat total with its opponent’s, then make the outcome move specified below. This depends on the type of your element (or stronghold) and that of its main close combat opponent or the main element shooting at or bespelling it. If no outcome is listed and neither side breaks-off, continue fighting next bound. Elements disregard an unfavorable outcome in the following circumstances: • When bespelling any element except another Magician or a God. • When shooting without being shot back at. (Artillery cannot shoot back in an enemy bound). • When aiding bespelling or distant shooting. • When fighting as an overlap. • When fighting Sneakers (unless a general, Stronghold or other Sneakers). An element in frontal combat with an enemy flank or rear edge, or aiding an attack on a Stronghold, disregards the outcomes listed below, but recoils if a friendly element in contact with the enemy’s front recoils, flees, or is destroyed or ensorcelled. If a Pikes, Spears, Light Infantry, Shooters, Skirmishers, Blades, or Warband element is destroyed as a result of a combat in which were added any tactical factor(s) by a supporting element to the rear, the supporting element is also destroyed. This applies even if the destruction is a consequence of a recoil combat outcome.
Combat Outcomes Table
If An Element’s Total Is Equal To That Of The Enemy:
Expendable Hero v Hero Paladin v Magician Others Aerial Hero (Aerial) Airboat (Aerial) Artillery (Foot) Beasts (Mounted) Behemoth (Mounted) Blades (Foot) Camelry (Mounted) Cavalry (Mounted) Clerics (Foot) Dragon (Aerial) Elephant (Mounted) Expendable (Mounted) Flyer (Aerial) God (Aerial) Hero (Mounted) Hordes (Foot) Knights (Mounted) Light Horse (Mounted) Light Infantry (Foot) Lurkers (Foot) Destroyed. Both destroyed if in close combat and their totals are odd, not even numbers. Both destroyed if in close combat and their totals are odd, not even numbers. No effect Ensorcelled by Magician. Destroyed by Hero, Paladin or Artillery. Flee from Stronghold. Otherwise, recoil. Flee from Magician. If not, recoil. Destroyed if in close combat. Destroyed by any Mounted in contact. If not, recoil. Destroyed by Skirmishers, or Light Horse. Flee from Magician, Dragon or Artillery. If not, recoil. Destroyed by Warband. If not, recoil. Destroyed if in terrain that it considers bad going or flee from Expendables. If not, recoil. Destroyed if in bad going or flee from Expendables. If not, recoil. Destroyed by Knights if in good going or by Warband not garrisoning a Camp. If not, recoil. Destroyed by Hero or Paladin. If not, flee off the battlefield. Destroyed by Skirmishers, Light Infantry, light horse, artillery, or if in bad going. If not, recoil. Destroyed. Flee from Magician. If not, recoil. Flee off the battlefield from God, Magician or Cleric Ensorcelled by Magician. Destroyed by Hero, Paladin or Artillery. Flee from Stronghold. Otherwise, recoil. Destroyed by Knights, Elephants, or Expendables if in good going or by Warband not garrisoning a Camp or Behemoth. If not, recoil. Destroyed by Behemoths, Elephants, Light Horse and Expendables or by Shooters, Artillery or Magician they have moved into contact with this bound, or if in bad going. If not, recoil. Flee from Expendables, Artillery shooting, or if in bad going. If not, recoil. Destroyed by Knights or Behemoths in good going. If not, recoil. Flee off the battlefield
If Its Total Is Less Than That Of The Enemy But More Than Half:
Combat Outcomes Table
Magician (Foot) Paladin (Mounted) Pike (Foot) Shooters (Foot) Skirmishers (Foot) Sneakers (Foot) Spears (Foot) Stronghold War Wagons (Foot) Warband (Foot) Cavalry (Mounted) Flyers (Aerial) Light Horse (Mounted) Skirmishers (Foot) Others Ensorcelled by Magician. Destroyed by Hero, Paladin, Dragon, or God. If not, recoil. Destroyed if in close combat. Destroyed by Knights, Elephants, Behemoths or Expendables if in good going or by Warband not garrisoning a Camp. If not, recoil. Destroyed by any Mounted in contact. If not, recoil. Destroyed by any Knights, Cavalry, Riders, or Flyers in good going. Otherwise, recoil if in bad going; if not, flee. Flee. Destroyed by Knights, Elephants, Behemoths or Expendables if in good going or by Warband not garrisoning a Camp. If not, recoil. Captured if in contact with any except Aerials. Destroyed by Artillery shooting, Behemoths, or Elephants. Destroyed by Knights or Expendables if in good going, or by Behemoth. If not, recoil. Flee from Foot except Light Infantry, Shooters, and Skirmishers if in good going, or Artillery in close combat. If not, destroyed. Destroyed by Hero, Magician, Aerials, Shooters, Light Infantry or Skirmishers. If not, flee Destroyed by Mounted, Magician, Aerials, Shooters, and Skirmishers or if in bad going or Artillery shooting. If not, flee. Destroyed by Mounted except Elephants, Aerials, Light Infantry, Skirmishers, or Shooters. If not, flee. Destroyed.
If its total is half or less than half that of the enemy:
A Hero or Magician ensorcelled by a hostile Magician is temporarily removed until desorcelled by expenditure of 6 PIPs or the destruction, ensorcellment or fleeing of the bespeller. 23
A Magician who scores 1 with a bespelling dice and who has done so before is self-ensorcelled. Any Magicians aiding bespelling are not affected. A self-ensorcelled Magician can only be desorcelled by the expenditure of 6 PIPs. An ensorcelled Magician, however ensorcelled, is replaced by a flat marker of the same size as the Magician’s base. This marker must show facing, and either depict an ensorcelled frog, insect or similar, or have a suitable model placed on top. If a model is provided, it must not be fixed to the marker. This is so that it can be moved out of the way if another troop element ends its move over the marker. The marker does not count as a troop element, cannot move, does not obstruct troop movement or shooting, and cannot be involved in any bespelling, shooting or close combat.
A recoiling element moves straight back its base depth to its rear without turning, or a base width if this is less. If it meets friends, it passes through to their rear if of a type allowed to do so, otherwise pushes them (and any subsequent elements) back if they are facing in the same direction. Behemoths, Elephants, Dragons or Gods can only be pushed back by Behemoths, Elephants, or Dragons. A recoiling element is destroyed if any of the following apply: • It starts its recoil with any enemy in front edge and front corner-to-corner contact with its flank edge or full front edge contact with its rear edge. If all such enemy are Sneakers, the recoiling element is destroyed only if it is a general. • It is unable to complete its recoil because it meets any troops (friendly or enemy) that it cannot pass through, pass under, push back or destroy. • It is unable to complete its recoil because it meets terrain it cannot cross or a Stronghold or Camp or is garrisoning a Camp. • It is of Aerials and its recoil would enter a wood or built-up area. • It is of any type (except water Lurkers) with even part of its base in or over a river and recoils in a direction greater than 45 degrees from perpendicular to the bank. The first bullet point applies even if the enemy are of a type which the recoiling element could normally pass through, pass under or destroy. Otherwise, any troops in the path of the recoil of a Behemoth, Elephants, or Dragon except Behemoths, Elephants, Aerials or Sneakers are destroyed. Troops met at the end of its recoil are not destroyed. An element that recoils because of the effect of shooting only at its rear base edge, first turns 180 degrees. Enemy contacted on their rear edge by the recoiling element’s rear edge or rear corner, or contacted on a side edge by its rear corner only are also destroyed. If aerial troops recoil from ground troops that pursue, and their bases remain in contact after both have completed their outcome move, the close combat continues next bound.
A fleeing element first recoils (as above). An element that must flee off the battlefield is then removed without having to travel to the edge. Any other element turns 180 degrees after its initial recoil and then moves a full tactical move plus 100p, or 600p – whichever is shorter - towards its original rear. After its initial recoil and 180 degree turn, a fleeing element changes direction only by the minimum necessary up to 90 degrees: • to avoid enemy it cannot pass through, under or over, • to avoid friends it cannot pass through, under or over, • to avoid bad or impassable going, a Stronghold or a garrisoned Camp, • to pass through friends it contacts, but not to avoid crossing a river, which destroys non-Aerial troops. In the case of the first three bullets, it can only change direction if no such obstruction is visible in the new direction within 400p. It is destroyed by enemy or impassable terrain it cannot so avoid. Friends it cannot pass through, under or over, nor avoid, are burst through, then flee behind it until it stops.
An element of Knights, Behemoths, Beasts, Expendables, or Warband (including any supporting Warband) whose close combat opponents recoil, break off, flee or are destroyed immediately pursues straight forward the lesser of its own base depth or width unless any of the following apply: • It remains in contact with an enemy front edge after its frontal opponents break off. • It fought only as an overlap or flank or rear contact. • Any part of its base would enter a river, reach impassable terrain or leave the battlefield. • It was defending a Camp. A Warband element that added +1 in rear support of a pursuing element also pursues. Any element that wins a melee combat against a camp immediately follows up, occupying it – if possible.
Except as noted below, an element counts as lost if it is destroyed, leaves or flees or recoils even partly off the battlefield, or is currently ensorcelled. A God, Dragon or Lurker element that has not yet been deployed does not count as lost. 24
A Horde element that is replaced, a Lurker element that returns, or an ensorcelled element that is desorcelled ceases to be lost. A Horde general can return but no longer counts as a general. Destroyed Lurkers cannot return. Lurker elements that were removed from the battlefield on the latest occasion because they had no remaining opponents within 600p do not count as lost, even if they previously fled or this was the third time they left the battlefield. Apart from Hordes, Lurkers and ensorcelled elements, elements that leave or flee or recoil off the battlefield cannot return during the same battle, but reappear in the next turn of a campaign. An allied command whose Camp is currently controlled by the enemy counts as 10 points extra loss to that command. Any other Camp currently controlled by the enemy counts as 10 points extra loss to each non-allied command.
A command becomes demoralized for the remainder of the game if either of the following apply: • At the end of any bound it has lost half its original AP. • Its general is lost and its next PIP dice score is not greater than one-sixth its AP currently lost. This represents immediate panic after loss of a general, so only applies once per command. Heroes and Paladins and any troops garrisoning a Camp are unaffected by the effects of demoralization. They remain subject to normal command and PIP requirements. Each tactical move by a demoralized command can only be used to do one of the following: • To move a single element. • To hold a single element in place, turning it 180 degrees if desired. • To hold a group in place without turning. No other group moves are permitted. In each of their side’s bounds, all elements of a demoralized command that are neither moved nor held nor in close combat flee toward their own base edge, regardless of whether or not they were forced to flee in a previous bound. Demoralized elements deduct –2 in close and magical combat. Shooting combat is unaffected by morale. Troops of a demoralized command do not count as lost for the purpose of determining the lost AP of the whole army until they are destroyed or leave the battlefield, except that: • Ensorcelled elements count as lost. If they are desorcelled they no longer count as lost. This does not, however, cause the command to cease to be demoralized even if it reduces the command’s losses to less than half. • Gods, Dragons and Lurkers that are currently off the battlefield count as lost even if they have not yet been deployed. They cannot be deployed. • Destroyed Hordes cannot be replaced. If enemy are in close combat with elements of a demoralized command, the normal pursuit rules are extended to apply to all types of un-demoralized element including supporting elements, but excluding Artillery or Warwagons.
Winning and Losing A Battle
A side is defeated and must immediately flee off the battlefield if, at the end of any bound, any of the following apply: • It has lost its commander-in-chief, and has also lost more AP than the other side. • It has lost half its AP, and has also lost more AP than the other side. • It has lost its Stronghold.
Optional: The Morale Record
This rule replaces both the Demoralized Commands and Winning and Losing a Battle sections of these rules. Important: To use this rule, you will need paper to record changes in morale or a ten-sided (0-9) die for each command. Note for Scenario and Campaign Designers: Different levels of morale can be assigned to commands in order to reflect a variety of changes to the morale of a command. For example, the loss of a previous battle or facing a particularly feared foe/species/general. Each individual command starts the game with one morale point per each 5 full army points in the command, rounding down. Note this on a piece of paper or by displaying the appropriate number on the ten-sided die. Add or subtract – as indicated – the following from the morale record: -1 For every friendly element in the command that receives a recoil or flee combat result except those of Light Horse, Skirmishers, Lurkers, or Flyers. -2 For every friendly element in the command eliminated. -2 If any other friendly command is demoralized. -3 If friendly Camp is captured. -4 For every friendly Hero or Magician element in the command that is eliminated or enscorcelled. -6 For loss of the general of the command (in addition to the AP of the general’s element). +1 For every 2 PIPs expended to purchase a morale point. +1 For every replaced Horde element in the command. +2 If enemy Camp is captured. +3 If captured Friendly Camp is re-captured. +4 For every friendly Hero or Magician element in the command that is descorcelled. 25
Morale losses are immediate. When the command record hits 0, the command is demoralized. Once a command is demoralized, it remains so for the rest of the game.
The Effects of Demoralization
Heroes and Paladins and troops garrisoning a Camp are unaffected by the effects of demoralization. They remain subject to normal command and PIP requirements. Each tactical move by a demoralized command can only be used to do one of the following: • To move a single element. • To hold a single element in place, turning it 180 degrees if desired. • To hold a group in place without turning. No other group moves are permitted. In each of their side’s bounds, all elements of a demoralized command that are neither moved nor held nor in close combat flee toward their own base edge, regardless of whether or not they were forced to flee in a previous bound. Demoralized elements deduct –2 in close and magical combat. Shooting combat is unaffected by morale. Troops of a demoralized command do not count as lost for the purpose of determining the lost AP of the whole army until they are destroyed or leave the battlefield, except that: • Ensorcelled elements count as lost. If they are desorcelled they no longer count as lost. This does not, however, cause the command to cease to be demoralized even if it reduces the command’s losses to less than half. • Gods, Dragons and Lurkers that are currently off the battlefield count as lost even if they have not yet been deployed. They cannot be deployed. • Destroyed Hordes cannot be replaced. If enemy are in close combat with elements of a demoralized command, the normal pursuit rules are extended to apply to all types of un-demoralized element including supporting elements, but excluding Artillery or Warwagons.
The Morale Record: Winning and Losing A Battle
A side is defeated and must immediately flee off the battlefield if, at the end of any bound, any of the following apply: • It has lost its commander-in-chief, and has more demoralized commands than the other side. • All of its commands are demoralized. • It has lost its Stronghold. If both sides somehow manage to have all their commands become demoralized at the exact same moment, victory goes to the first side to eliminate an enemy element.
Optional Army Lists with Species Characteristics
The following lists are not intended as exclusive or exhaustive. Feel free to modify (or ignore) them to fit your own interpretation.
Elves or Fairies
Description: These are the tall, slim, nearly-immortal humanoids of Tolkien’s fantasies and similar works. Note that these could be good or evil. There are also good alternative views of these, especially in the works of the late Poul Anderson, especially in The Broken Sword. Topography: Forest, Hilly, or Littoral Stronghold Suggestions: Hollow hill, grove of trees, or castle Special Rules: Elven Shooters and Skirmishers have a +1 Tactical Factor in all Shooting Combat. Optional Rule: Elves can combine Shooters with Blades or Spears in the same element. To represent this, combine figures of the appropriate types on the same base. At the time of combat, the Elven controlling player can decide whether the element fights as a Shooter, Blade, or Spear element. The cost for this hybrid element is the cost of the most expensive type plus half the AP cost of the other (rounding any fraction up). For example, the player wishes to combine Shooters with long-range weapons with Blades. The resulting cost is 9 AP; the cost of the Shooters (6 AP) plus half the cost of the Blades after rounding the fraction up (3 AP). These elements do not count against the limit of elements 8 Army Points or higher. Thanks, Chris!
Description: Best depicted as 3-4 feet tall, exceptionally strong, very durable, heavily-bearded, miniature Vikings with a strong penchant for two-handed cutting and crushing weapons. Topography: Hilly Stronghold Suggestions: Cavern with impressive bronze door or brewery Special Rules: Dwarven Foot ignore any negative combat modifiers in non-woods bad going. Dwarven generals have the same effect on magic as Clerics or Paladins.
Orcs or Goblins
Description: Although the dictionary defines orc merely as a monster, modern authors seem to universally follow Tolkien in using the term as a synonym for a large goblin. These have not had a fair press. They can be fanatically brave despite being weaker and less practical that most other humanoids. Certainly, they are kind to animals – since they train them so well. It is interesting that Tolkien’s characters describe orc in much the same terms as those used by medieval chroniclers to describe 26
the Mongols who, today, are considered a nice friendly people of eccentric life-style. Commonly, the general is a particularly impressive Orc (Hero) or a non-Orc Magician. Topography: Forest or Hilly Stronghold Suggestions: Stronghold suggestions: Cavern entrance or dreary woods Special Rules: Wolf-Riders ignore the effects of bad going on movement and combat factors (not combat outcomes or results).
Description: Gnomes are a cohesive, communal race with an extraordinary legalistic society. They tend to keep to themselves. They expect all bargains and contracts to be filled to the letter, rigidly enforcing the small print. Can be very vindictive when they feel wronged. Topography: Hilly or Forest Stronghold Suggestions: Concealed cavern entrance or village Special Rules: Gnome Foot ignore the negative combat modifiers in woods. Gnome generals have the same effect on magic as Clerics or Paladins.
Description: This includes the near-copies of JRR Tolkien’s hobbits that are so popular in the fantasy genre. These seem to have certain traits in common: stealth, quiet courage, endurance, extremely good eye-hand coordination (making them good at shooting and throwing), and pragmatism. A select minority also seems to enjoy adventuring, although most seem to prefer to remain home with their creature comforts. Topography: Arable or Forest Stronghold Suggestions: A comfortable hole, cottage, or inn. Special Rules: Small Folk Foot elements have a +1 Tactical Factor in all shooting combat and a –1 in all close combat. Small Folk generals have the same effect on magic as Clerics or Paladins.
Description: The skeletons, zombies, and similar popular figures are accommodated by this list. Topography: Any Stronghold Suggestions: Necropolis, graveyard, barrow, or dark castle Special Rules: One Magician in the army must be the Necromancer/General/Commander-In-Chief. This element is not allowed to engage in magical combat (except as a defender). If the Necromancer/General is eliminated or ensorcelled, the army loses automatically at the end of the bound (with no other considerations). Undead elements can choose to ignore recoil results (choice is made at the time of combat resolution) except when an enemy unit is in position on its flank or rear to provide close combat support.
Description: Found in many fantasy works, these are often the degenerate remnants of a earlier civilization. Most seem to be based in wet jungles and swamps or hidden desert ways. Mounts are often large bipedal reptiles. Topography: Tropical or Dry Stronghold Suggestions: Ruins of weirdly-proportioned architecture Special Rules: Reptilian Foot ignore the combat effects of one common type of bad going terrain common to their type. For example, if from dry, they could ignore the effects of bad going dunes.
Description: A number of fantasy works include armies of this type. Normally, these armies are raised by a sorcerer of minimal military skill (and overwhelming ego) that attempts world conquest through magic and numbers of minions. Sometimes, the army is supplemented by competent mercenaries. Topography: Any Stronghold Suggestions: Black tower or ruined gateway Special Rules: None
Description: These are found in a number of fantasy works such as Michael Moorcock. Usually these are things that invade the real world. The invaders are varied but seem to depend on human dupes to further their ends. Topography: Any Stronghold Suggestions: Dimensional gateway to other planes of existence Special Rules: None
Desert Nomad (Human)
Description: This army list is based on the Arabian Nights and the Hollywood derivatives. Topography: Dry Stronghold Suggestions: Ornate Arabian city gates or tower Special Rules: Camelry ignore the movement effects of dunes, scrub/brush, and similar desert bad terrain. 27
Arthurian Legend (Human)
Description: This army list is based on the works of Malory, Tennyson, and the glorified versions of the Arthurian Era produced by Hollywood. Shining armor and cleanliness are a requirement. Topography: Arable or Forest Stronghold Suggestions: Hollywood version of Camelot Special Rules: Knights and Heroes receive a +1 when defending against magical attack.
Arthurian Semi-Historical (Human)
Description: This army list is based on those works that attempt to place Arthur in a more historical – and realistic – milieu. Gone are the knights in shining armor. Rusty mail, fur cloaks, and warriors fighting on foot in shield-walls are more the norm. The most common foe would be Saxons, Picts, Irish and such (best represented as Barbarian humans) – or orcs. Topography: Arable or Forest Stronghold Suggestions: A modified hill fort or Roman fortification Special Rules: None
Description: These are humans lacking in written culture and fond of the old ways: head-hunting, cattle rustling, raiding, and world conquest. Topography: Forest, Hilly, Tropical, or Littoral Stronghold Suggestions: Hill fort, drinking, or beached boats Special Rules: None.
Description: Humans of medieval culture, but including superior comfort and plumbing. Probably the most popular type of army in modern published fantasy. Topography: Arable or Forest Stronghold Suggestions: Nothing more or less than a castle. Stained glass windows optional. Special Rules: Knights and Heroes receive a +1 when defending against magical attack.
Steppe Nomad (Human)
Description: Much like the Barbarians, with the added stipulation that all things are done on horse. Topography: Steppe Stronghold Suggestions: Wagons or yurts Special Rules: Nomad Cavalry and Light Horse can freely rotate up to 180° in place at the start or end of any movement.
Description: Raiders from the sea, looking for loot, pillage, slaves, and other portable values. Ships are the sole mode of distance movement. Sometimes, local mounts are rustled and employed for scouting and similar uses. Topography: Littoral Stronghold Suggestions: Beached ships or palisaded encampment Special Rules: None
This action might not be possible to undo. Are you sure you want to continue?
We've moved you to where you read on your other device.
Get the full title to continue listening from where you left off, or restart the preview.