WeaponsSCALES AND EQUIPMENT Scales 1 25mm figure represents 20 men. 1 wagon or engine model represents 4 wagons or engines.

1 move represents a period of time of approximately 1 minute. The ground scale is 1 to 400 i.e. 2.5 mm to 1 m or approximately 1" to 10 m. Bases Troops should be mounted in groups of convenient size on rigid bases so that they are easier to move and preserve their correct spacing. Base sizes are not absolutely mandatory, WRG's DBM base sizes are quite acceptable. Base Frontages Infantry in close order 15mm Cavalry in close order 20mm Infantry in order 20mm Cavalry in order 25mm Infantry in open order 30mm Cavalry in open order 30mm Base Depths Infantry in close order 20-25mm Cavalry in close order 40-50mm Infantry in order 25-30mm Cavalry in order 40-50mm Infantry in open order 25-30mm Cavalry in open order 40-50mm Types of Troops Classes of Troops Knightly Knights A Class Elite Veterans Soldier Soldiers, Civic Militia B Class Experienced Troops Mercenary Mercenaries C Class Average Troops Feudal Other Feudal Troops D Class Poor Quality Troops Armour UI Unarmoured Infantry UC Unarmoured Cavalry PI Protected Infantry PC Protected Cavalry AI Armoured Infantry AC Armoured Cavalry HI Heavily Armoured Infantry HC Heavily Armoured Cavalry FI Fully Armoured Infantry FC Fully Armoured Cavalry Heavily and Fully Armoured Cavalry may, additionally be on barded horses; if so they are classed as HCb and FCb respectively. Other Equipment Players will also need a ruler, preferably marked in millimetres, several dice marked 2,3,3,4,4,5 and ordinary dice marked 1,2,3,4,5,6. Average dice are used for Soldiers or Mercenaries and ordinary dice for all others. Several decimal dice, marked 0 to 9 are also needed. Weapons In God's Acre troops may be termed 'pikemen' or 'archers' etc. if they are armed with uniform weaponry, but most bands, especially of routiers, carried a great assortment of weapons all in the same unit. To cope with this, several categories of mixed weapons are included. Glaives & Arbelests mixed pole arms mainly but including 25% crossbows Bows & Bills mixed pole arms but including 25% longbows Spears & Axes A mix of long-axes and guisarmes etc. with spears. Skirmish Weapons mixed missile weapons: 25% shortbows, 25% slings and 50% javelins etc. Units All troops must be organised into recognisable units for the duration of the batt1e. Units may have sub units acting within their overall orders, and always remaining within a normal move's distance of their parent body. Command

Each Army must be led by an Army Leader command figure. The Army may be split into a number of Wards or Battals, usually 2, 3, or 4. Each Battal must be led by a Battal Leader command figure. Each unit should be led by a recognisable Unit Leader command figure. Feudal Battals may contain Knightly and Feudal and Mercenary troops. Regular Battals may only contain any Soldiers or Mercenaries. Mercenary Battals may contain only Mercenaries. Troops may also be classified as missile troops, skirmishers or shock troops. Social Class. A rigid social hierarchy is central to the morale system of Gods Acre. Command figures are the highest status, with Emperors, Kings or Popes being the highest status, followed by Dukes or Earls, then by Counts, then Barons. Then by the various troop types in the following order: Knightly troops, A B & C class Feudal A class Mercenary or Regular A class Feudal, Mercenary or Regular B class Mercenary or Regular C class Feudal C class and Mercenary or Regular D class Feudal D class Command Figures Each player is allotted a set number of points for command figures. Peasants, Routiers and forced levies must be led by Sergeants, Sergeants by Knights, and Knights by Barons or higher. Knights and Feudal type troops can be combined into one unit; however, any of the Feudal type troops may not be superior in class to the Knights in the unit. The Knights may, however, be of a higher class then the Feudal type troops. Such a unit must then be led by a leader command figure suitable to lead the highest class of figures in the unit, i.e. a unit of Knights and Sergeants must be led by a Baron or higher, not a Knight. Regular units upto 300 men strong are led by Sergeants, above that by Captains. Regular Battals are led by Counts, and Armies by Dukes Command Figures Cost Command Value Sergeant Knight or Captain Count or Baron Duke or Earl Emperor or King 1 10 20 30 40 50 2 20 30 40 50 60 3 30 40 50 60 75 4 40 50 60 75 90 5 60 70 80 90 100 The points cost of command figures as above is inclusive of its normal figure points cost. Points Values The basic figure cost includes a sword or hand arm if the figure carries one or a spear, pole arm, javelin, short bow or sling if it does not. Basic Points Values UI 2 points UC 5 points PI 3 points PC 6 points AI 4 points AC 8 points HI 6 points HC 10 points FI 8 points FC 12 points Additional Costs +1 if B Class -1 If D Class UI or PI

The campaign can be either historical or mythical. The Campaign Battle This will take place as part of a campaign in which the terrain and composition of armies in a particular engagement will be decided by the strategical moves made by both players in the campaign. In the staging of an actual battle the terrain will be easily ascertained from available historical sources. It is suggested that the normal competition game be fought with an army of 1. will almost certainly be massacred. both terrain and forces should be arrived at by mutual assent and then throw a dice for sides. The Competition Battle Both players pick armies of their choice using the points value system on the above chart.+2 +2 +2 +1 if A Class -2 If other D Class If Knightly Longbow or Heavy lance +2 Horses to mount infantry Other Weapon +2 Barding for HC or FC Setting up a Battle The Historical Battle This is an attempt to recreate a battle from history. count the number of formed cavalry on both sides and if the loser has less.500 points including up to 300 points for command. half of which may be assumed to be held for ransom. . he loses 1 extra figure for each extra cavalry figure his opponent has in hand. etc. of each of their units. If staging a hypothetical battle. These situations offer limitless scope and allow players to make full use of the campaign factors as well as deciding troop types and classes. as deserters. Under no circumstances should a player use a troop type not included in the medieval army his reflects or equip troops with any weapon that their medieval prototype did not carry. if not Knights. to return to duty after 2 weeks. The loser loses all figures removed as dead with the exception of Knightly class. Both players having drawn maps. Each player in turn lays a piece of terrain anywhere on the table as long as it is 25Omm from his own base line or discards a piece until all the pieces are used up. The winner loses half the figures removed as dead and the other half as wounded. One tenth of all routed troops are lost as deserters and the rest of routed troops and casualties which did not add up to complete figures return to duty. It is strongly urged that in these situations little attempt be made to equalise points values and the object will be for each player to make the best of his situation rather than necessarily get a 'win' over his opponent. Having picked armies and terrain both players draw a map of the terrain and mark clearly the position on it. and the engagements may be either actual or hypothetical. Give each player a set number of pieces of terrain. or are killed in fight and to the loser's wounded who. Units must be deployed within 200mm of the player's base line. The Results of Battle Historical or Campaign Battles.000 points including command or even higher. The disproportion is due to the number of men who desert after a defeat. A larger game might go up to 2. This again will lead to many unbalanced and interesting games allowing full scope for the use of campaign factors. and the main problem is to scale down the armies. Half the routed figures are also lost. Then. they then lay out their troops as shown on the maps.

and noise. Both sides move simultaneously in . Orders for each unit in the Battal may be changed by the Battal Leader or in some cases the army leader. for whom they count full value. More specific orders can be written for each unit in the Battal. He takes one move to read them before passing them on to the unit who again take one move to react to the orders. cavalry can be assumed to counter-charge.g. Units may vary their formation at will as long as this does not violate restrictions placed on them by other rules or morale reactions or contract their orders. missile troops may be assumed to fire and bring as many men as possible to bear on their own initiative. e. Changes of orders may be issued by the army leader concerning only situations he can see or has received a report on. then orders may be sent direct to a unit from the army commander. Two minutes are allowed each move for writing these changes. It is up to the umpire whether the unit concerned receives the signal. morale. This figure or detachment moves at open order cavalry speed. These orders should outline what the unit is expected to do in the battle but need not go into detail about specific formations.In a Competition Game both sides count full points values for all remaining formed figures and half points value for all prisoners except Knights. Orders from the army leader are carried by messenger to the Battal Leader in command of the unit. Troops are deemed to have lost their current orders if they have been routed in combat or as a result of a morale reaction or they have advanced contrary to orders as a result of a disobedience test or their orders are deemed by the umpire to be inapplicable to the situation. Pre-arranged audio-visual signals may be given by army leaders to Battal Leaders or Class A or B. Units may be assumed to take minor actions within the framework of their general orders on their own imitative. Regular. having regard to the influence of obstacles. A time limit of one minute per 100 points per side should be allowed for writing orders. Mercenary or Feudal troops. At the end of this time any Battal not included in orders will be assumed to be without orders for the duration of the game or until the army leader has time between moves to write orders. If the entire army is of Regular or Mercenary troops. confusion. etc. Orders General orders for each Battal should be written at the beginning of each game. A leader takes one move to write or dictate a new order which he may then send by a messenger figure or detachment. a unit threatened by an attack may adopt and hold a defensive posture. permitting. Units may only be ordered to move to or occupy positions they can see or know of from maps. and half points value for all their figures who have pursued enemy troops from the field and not yet returned or have withdrawn voluntarily from the field. Troops who lose their orders immediately take a morale test Moving The Move The battle is fought as a series of moves. denoting some previously arranged action by the unit(s) concerned. A unit's orders must be followed until changed by an order from a leader or they may be changed by a unit's morale enforced reaction.

e. Other troops move at quarter speed. All cavalry move at quarter . (p10-11) Move Distances These are the maximum distances which troops may move in clear terrain. (p. move at charge speed every alternate move. Work out all other morale throws. Write down. Test morale for all troops wishing to charge. Work out all shooting and resultant morale throws. Close Woods Infantry in order or open order move at half speed. Mounting or dismounting and deploying takes half a move.accordance with their general orders or enforced morale reactions. Mounting and Dismounting.15&f) 6. Terrain obstructions and manoeuvring may slow actual moves. While doing so and in the period immediately after. Infantry in open order may 'double' i. Transport may not cross marshes. All infantry move at half speed. Unprotected and protected infantry move at half speed. Work out all close combat: and resultant morale throws and breaks. Transport may only move along paths.8) 2. To wheel. they count as 'winded'. Move Sequence. then declare. These present no difficulty to movement. 1 figure in 5 must hold the animals. (p. Other infantry at quarter speed. Move all troops. Cavalry and transport move only along paths Marshes. All troops in open order wheel at full speed. Normal Move Charge Move Cavalry in close order 250rnm (l00m) 30Omm (120m) Barded cavalry in close order 200rnm (80m) 25Omm (100m) Cavalry in order 250mm (100m) 450rnm (180m) Barded cavalry in order 300mm (120m) 500rnm (200m) Cavalry in open order 400mm (160m) 600mm (240m) Mounted Infantry 250mm (l00m) 400mm (160m) Heavily or Fully Armoured Infantry l00mm (40m) 150mm ( 60m) Other Infantry in close order l50mm (60m) 200rnm (80m) Other Infantry in order 200mm (80m) 250mm (l00m) Other Infantry in open order 200mm (80m) 250rnm (l00m) Transport l50mm (60m) Not Allowed The distances in brackets represent actual unscaled move distance and those wishing to measure in inches convert this to scaled movement by disregarding the terminal nought. (p. All other troops wheel at half speed.10-11) 3. Terrain Open Woods. (p.13&f) 5. Low Hills. Manoeuvre Turning about or to flank Cavalry deduct 150mm (60m) Infantry deduct 50mm (20m) Both are unformed when doing so Changing frontage No troops may move more than half their normal distance in any change of formation. When adjusting frontages do not deduct for turning Wheeling. High Hills. all intended charges. Infantry in order or open order move at full speed. During each move the sequence is as follows: 1. one flank remains stationary while the other moves. Infantry in close order and all cavalry move at half speed. 4. except by paths.

As such it must be announced before any other actions.Charges A charge is any move intended to bring or bringing contact with the enemy in that move. Mounted skirmishers If charged they may evade.speed. Transport may only cross at bridges or gaps Water. Loss of Formation . they may not counter-charge. iii. There are 3 other occasions in which a charge may be made: i. Infantry deduct 100mm (40m) from their move to cross. If the unit fails to make contact it must nevertheless move the full extent of its movement allowance. Evading Skirmishers on foot If charged by any cavalry or infantry in order or close order. they may evade. it may only occur as the result of a break in close combat or a morale reaction and in these cases lighter troops may not penetrate the formation of heavier. or they may attempt to stand. Missile armed troops who cannot shoot all round may not shoot during an evade move. Linear Obstacles. In all other cases interpenetration may not be voluntary i. Troops wading through water do so at quarter speed. Cavalry deduct 150rnm (6Om) from their move to cross. If it has been decided that certain section of water are crossable only by swimming. Charges may only be announced against a specific enemy within charge reach of a unit and visible to it at the beginning of a move. Once this is done the charge bonus is added and any resultant impacts are worked out. If contacted before this. they must evade. evade or counter-charge. Open order infantry may move at charge speed every alternate move. No other troops may move. Evading troops who fail to outdistance pursuit are caught with their backs turned. If a body of troops reaches its enemy within the normal move then the charged troops may not shoot. . Mounted messengers may use a charge bonus in any move regardless of other considerations.e. Troops evading move up to a normal move directly away from the attack. Counter charges These must be declared and launched as soon as the troops in question have finished their reaction time. Transport moves at quarter speed. then unprotected infantry and cavalry on unbarded horses may cross at quarter speed. or counter charge. ignoring deductions for turning and end up facing away from the enemy. Cliffs. Mounted infantry may use a charge bonus in a move in which they intend to dismount in order to seize a position or make an attack. Reactions to charges Any troops charged must either stand. or counter charge. Infantry without metal armour and in order or open order move at quarter speed. If charged by enemy infantry in open order. Interpenetntion Sub units are allowed to interpenetrate the formation of their parent body without penalty. or they may attempt to stand. In a charge troops move their normal move and then all shooting and morale tests (in that order) resulting are worked out. ii.

Morale Tests Morale tests are taken by Leader figures on behalf of their units.D Class0 Shock troops under fire while standing or retiring. reflect factors which impair the morale and fighting efficiency of a unit. unsuccessful charge or break situation. The following table shows the time in moves taken to rally after various actions. Distraction Factors Morale Values each figure removed this move as a result of shooting *TroopsMorale Value If the unit is unformed. pursuit. or has an enemy within charge reach behind. They may shoot counting as unformed and are unformed in close combat. All troops add their MV to all morale scores. Rallying and Reforming After a melee. marshes or villages or on high hills. 2 3 4 Morale Distraction Factors. It only counts for units with 50 or more figures per two figures removed. Unformed troops manoeuvre at half normal rate and fight or shoot in one rank only without any benefit of any supporting ranks. pursuit. or wading or swimming or climbing cliffs Troops charged in flank or rear whilst frontally engaged or changing formation Close-order infantry. melee. A Class B&C Class D Class Infantry after a melee or charge. Unit . Loss of formation lasts for the whole move in which the cause is applicable and continues if troops am unformed ml pushed back in close combat. and any pikemen or cavalry moving in woods. unsuccessful charge All troops crossing linear obstacles. Add up all relevant factors from the list below and this distraction total will affect morale and combat.C Class2 Missile troops or skirmishers in close contact with or charged by an enemy unit. 1 1 2 Infantry after a pursuit 1 2 3 Cavalry after a melee or charge. While rallying troops may not advance but may retire at normal speed.B Class3 Missile troops or skirmishers on foot. troops will need to rally and reform. its flank. charged by or in contact with cavalry. * This factor counts double for any unit with 10 or less current figures. 2 3 4 Cavalry after a pursuit 2 3 4 All troops after having been broken.A unit is termed unformed if it falls into one of the following categories: Infantry charged by cavalry while moving Cavalry charged while stationary.A Class4 If the unit is shot at from. Troops still unrallied after a rout.

any unit Another unit in their Battal breaks or passes in rout The unit suffers 10% casualties in 1 move The unit loses a round of close combat. Shock troops advance directly towards the nearest enemy for two periods.Leaders test when: Mercenary or Regular troops declaring a charge against.factors in this band Major unit testing. During any subsequent move in which a unit of Knights or Feudal shock troops does not advance at over half speed Army leaders may take tests as a Battal Leader if commanding a Battal. Battal Leaders or staff officers test when their major unit breaks or a Battal adjacent to his breaks or is broken. -1 Enemy retiring within 500mm (200m) +1 Enemy to rear and in charge reach or shooting at them-2 Any Friendly unit retiring within 500mm (200m) -1 Each friendly unit routing within 500mm (200m)-1 Morale Results Knightly Feudal Mercenary Soldier Result 15+ 15+ 18+ 16+ Over Confident. To Test Morale: Throw two dice and add the unit's MV and. Army Leaders test when 1 or more of their Battals is driven from the field. +1 Each distraction factor -1 Army or Battal leader with unit. or being charged by. any unit Mercenary or Regular troops declaring a charge against. Missile troops or skirmishers close to effective range and shoot 10 to 14 10 to 14 11 to 17 10 to 15 Confident: All troops proceed with their orders 6 to 9 7 to 9 6 to 10 6 to 9 Cautious: No troops will charge their social superiors. -1 Each enemy unit routing within 500mm (200m) +1 Foot unit lacking polearms or spears charged by or in contact with enemy cavalry. or being charged by. charging if possible. The test is taken for the unit the Leader is with or the nearest unit to him. add or deduct the leader's Cv and consult the Morale results table: BAND ONE: All units add or deduct + or . and affects the whole army. A unit is attempting to rally after routing. Missile troops or skirmishers will halt to shoot when in effective range . and affects the whole Battal. The test is taken for the unit the Leader is with or the nearest unit to him. The first time a Feudal or Knightly Battal comes within a normal move plus a charge move of the enemy. +1 For each point lost in melee -1 Unit in cover +2 BAND TWO: Units only count the relevant the factors in this band if the other unit referred to is their peer Friendly unit within 1 move of their flank +1 Unit charged by or in contact with enemy -1 Rear support by friendly unit +2 Missile or skirmisher unit charged by or in contact with enemy. add or deduct as below: Finally. Army or Battal Leaders may take tests as a Unit Leaders if commanding a unit.

moving into contact with it. To rally the unit. is killed or taken When a Knightly or Feudal unit's leader is killed or taken. his whole Army or Battal will act in the same way. Add 1 if the unit is Knightly and deduct 1 if Feudal. there is a risk that the Leader figure will be amongst the casualties. When an Feudal or Knightly unit or Battal breaks in rout it can only be rallied by a Leader Figure of a higher social status than its current or ex leader. Troops Eligib1e to shoot Shooting takes place throughout the move and is worked out at any time during the move at which the target is in range. When a Regular Battal or Army Leaders. If a Mercenary Army or Battal Leader is killed or taken. Leader Casualties. When a Mercenary unit's leader is killed or taken the band will withdraw from the field facing any attacks but taking no more morale tests. If the score is 10 or higher the Army or Battal will fight on as normal. If the score is 12 or higher the unit will seek revenge. Others break if in contact or charged. A Mercenary or Regular unit may attempt to rally as soon as it passes friendly troops within 250mm (100m) who are facing the enemy and who's morale is at least Confident. throw 1 dice and add the CV of the leader and the unit's MV. others no effect 4 to 9 No effect 0 Leader taken if in Close-combat. or in melee. Risk to Leaders When a unit takes casualties from missile fire. it must then pass a standard morale test. then his troops will fight on if the unit testing passed the test. When a Knightly or Feudal unit's leader is killed or taken. retire for one period Any minus Any minus Any minus Any minus Routed: All troops rout. Throw a second die for each potential leader casualty and consult the results below: Die Roll Result 1 Leader killed 2 Leader seriously wounded and must leave the field 3 Leader slightly wounded. otherwise. Throw one decimal die for each figure removed. if the score is lower they will withdraw from the field.4 to 5 5 to 6 4 to 5 4 to 5 Unsteady: No troops may advance save that shock troops may test to counter a charge 2 to 3 3 to 4 2 to 3 2 to 3 Shaken: Troops retire 1 period. join in the rout if they break. If the score is 11 or under the unit breaks in rout. The CV of a regular unit is assumed to reflect its chain of command and as such. he is assumed to be replaced by a subordinate. If the Leader killed or taken is an Army or Battal Leader. throw 1 dice and add the CV of the leader and the unit's MV. attacking the nearest enemy at all times and never needing to take another morale test of any kind. If the score of any of them is equal to the Leader's Cv then he is a potential casualty. Cv1 must leave the field. but. 0 to 1 0 to 2 0 to 1 0 to 1 Demoralised: All troops break if charged or in contact. Shooting. as long as other considerations . Shock troops turn if charged or stand if in contact. when a regular leader is killed or taken.

Stirrup crossbowmen may move at at quarter speed and shoot. may shoot at routed troops or their pursuers during a move in any part of which the two were in contact. 4. An enemy advancing upon them and within charge reach. Target Priorities Troops must engage the target which has the highest priority in the list below: 1. 3. No troops. 2. Windlass and repeating crossbowmen may not shoot and move. Other mounted troops may at full speed forwards and shoot. Other infantry may move at half speed forwards and shoot. An enemy they are ordered to engage as a priority. Ranges: Troops may shoot within the following ranges: Weapon Long Range Effective Range Foot Longbow 600mm (240m) 250mm (100m) Foot Composite Bow 600mm (240m) 250mm (100m) Foot Bow 500mm (200m) 250mm (100m) Cranquine 600mm (240m) 300mm (120m) Arbalest 600mm (240m) 250mm (100m) Repeating Crossbow 500mm (200m) 250mm (100m) Sling 300mm (120m) 200mm (80m) Staff-sling 500mm (200m) 200mm (80m) Javelin . To find the effect of missile fire read across from the appropriate weapon to the column concerning the standard of protection of the target. No indirect fire is allowed. Shooting is assumed to take place throughout the move and so troops who cannot shoot during the whole move may be penalised. This basic factor will be modified by tactical and other factors listed below to give a final shooting factor. Open order mounted troops may move in any direction and shoot. Weapons at long range UC UI or PC PI / AC /HC AI / FC HI / HCb FI /FCb Staffsling 1 1 1 0 0 0 Cranquine or Sling 1 1 0 -1 -2 -4 Arbalset 2 2 1 0 -2 -5 Longbow 3 2 1 -1 -2 -3 Other weapons 3 2 1 0 -4 NE Weapons / effective range Longbow 7 6 4 2 1 0 Composite Bow 7 5 3 1 0 -2 .100mm (40m) All Mounted Bows or Crossbows 500mm (200m) 200mm (80m) Weapon Factors Each group of weapons recognised by the rules has been allocated a weapon factor. The nearest enemy. save the pursuers. The exception to this is mounted missile troops in open order who may shoot all round .listed below are complied with. Two ranks of infantry or cavalry may fire direct. Troops may shoot in an arc of 45 degrees to either side of a line perpendicular to the front of their base. An enemy of at least half their own strength shooting at them at effective range. No troops may shoot during charge or counter charge move. No troops may shoot at an enemy in base to base contact with their own side.

In close combat both sides look up the combat factors in the appropriate table below. modify them by the relevant tactical and random factors. Where a body of close order or loose order troops contacts or is contacted by an open order enemy. in Mixed Melees are. and then check them off against the number of men fighting in the casualty table Impact-melee This is the result of a charge or pursuit except where two bodies of formed troops.Cranquine or Staffsling 3 3 3 2 2 2 Arbalest or Sling 4 4 3 2 1 0 Other Weapons 8 5 2 0 -2 -4 Tactical Factors Target not in range for whole move -2 Mass target +2 Target moved 150mm (60m) or more -2 Target Surprised +2 Target in partial cover -2 Target shieldless +2 Target in full cover -2 Target in open order at 150mm (60m) or over -2 All applicable factors are cumulative. do battle along a recognisable line.Impact-melee: Weapon Factors against Cavalry UC PC AC HC HCb FC FCb Cavalry Lance 7 7 6 5 5 4 4 Cavalry Spear 8 6 4 3 3 2 2 Other Cavalry Weapon 6 5 3 2 Infantry Spears or Pikes 8 6 Infantry Pole Arms 7 6 5 4 3 Other Infantry Weapons 4 3 2 on each side plus all the figures directly 2 5 4 1 1 1 4 2 3 2 3 0 1 0 . it is at the discretion of the close/loose order player to elect an Impact or Mixed Melee. Mixed-melee Mixed Melee is any close contact situation not described in 'Impact' above. . figures in base to base contact with the enemy and one overlapping on each side. Troops Entitled to Fight. figures in base to base contact with the enemy and one overlapping behind them in a second rank. Any combat resulting from the clash of two unformed or open order bodies is automatically a Mixed Melee. in close or loose order. where combat is along a recognisable line and mixed-melee where both sides have intermingled. in Impact Melees are. Troops Entitled to Fight. Random Factor: Each time a unit shoots. throw one die and modify the weapon factor as follows: Die Score A Class B or C Class D Class 1 -1 -2 -2 2 0 -1 -1 3 or 4 0 0 0 5 +1 +1 0 6 +2 +2 +1 Close Combat Close combat is divided between two types of situations: impact-melee. usually a continuing combat situation where both sides have become intermingled.

Spears may be discarded at the player's discretion. spears or pikes +2 Cavalry charging onto formed Close-order Infantry with pole-arms. Each rank of formed gallop +3 If going forward +1 Uphill of the enemy Close Order in 2 or +2 infantry up to 4 +1 Cavalry who charged at the If causing more casualties +2 +1 If causing twice as many casualties +2 more ranks +2 If causing thrice as many casualties Mixed-melee It will be noticed in a melee that there is no factor for a lance. Then add up each side's melee points from the following table: Melee Points. cannot be picked up and may only be replaced from a wagon designated for the purpose of re-arming or a pre-designated re-arming point.Weapon Factors against Infantry UI PI AI HI FI Cavalry Lance 7 7 6 5 4 Cavalry Spear 7 6 5 3 2 Other Cavalry Weapon 4 3 2 Infantry Spears or Pikes 7 Infantry Pole Arms 6 6 5 5 Other Infantry Weapons 4 3 1 0 6 4 3 2 4 2 1 0 Tactical Factors Cavalry Charging at the gallop against other cavalry or against infantry not armed with pole-arms. it is deemed to have abandoned its lance in favour of hand arms. etc. lances. -2 Enemy unformed +2 Enemy in cover -2 Uphill of enemy +2 Tired or Winded troops -2 Advancing +2 Each Distraction Factor -1 Enthusiastic +1 Fresh troops +1 Knights +1 The Results of Close Combat Where more than one unit on one or both sides is involved in a close combat situation. Once discarded. If a force which is lance armed becomes involved in a Mixed-melee situation. spears or pikes. total the casualties from all units involved to determine the results. Weapon Factors against Cavalry UC PC AC HC HCb FC FCb Cavalry Broadsword or Mace 6 6 5 4 4 3 3 Cavalry Spear or sword 8 7 4 2 2 1 1 Other Cavalry Weapon 6 5 3 2 2 0 0 Infantry Swords or spears 5 4 3 2 0 1 0 Infantry Pole Arms 6 6 5 4 3 4 3 Other Infantry Weapons 4 3 2 1 -2 0 -2 Weapon Factors against Infantry UI PI AI HI FI . spears or pikes +2 Supported by a second rank of Close-order cavalry or Close-order Infantry with pole-arms.

and a round of Mixed-melee follows. In both cases. The loser must test for morale at this point. leave the cavalry and infantry in the same places. then they must follow up. If the cavalry win. If neither of these occurs. counting both sides unformed. If they were moving forward they must follow up. the action a round of Mixed-melee ensues immediately. the loser. they penetrate the infantry formation by one rank for each point by which they win. Each rank of formed If going forward +1 Uphill of the enemy Close-order in 2 or infantry up to 4 +1 If causing more casualties +2 If causing twice as many casualties +2 +1 If causing thrice as many casualties +2 more ranks +2 Random Factor: Each time a unit fights in any melee. If the winner was stationary at the start of the melee. If the infantry wins. otherwise: Infantry vs. and a round of Mixed-melee follows. or advanced at the trot. . go on to Broken troops (p. throw one die and modify the weapon factor as follows: Die Score A Class B Class C Class D Class 1 -1 -1 -2 -3 2 0 -1 -1 -2 3 or 4 0 0 0 -1 5 +1 +1 +1 0 6 +2 +2 +2 +2 After a round of Impact-melee The side with the higher Melee Points is deemed the winner. The winner. If the loser breaks. The winner. to save confusion in working out frontages and the number of figures involved. Infantry. Cavalry v.Cavalry Broadsword or Mace 5 5 4 4 4 Cavalry Spear or sword 7 5 3 2 0 Other Cavalry Weapon 4 3 2 0 -2 Infantry Broadswords 7 5 3 1 0 Infantry Pole Arms 6 6 5 4 3 Infantry swords or axes 5 4 3 2 1 Other Infantry Weapons 4 3 2 0 -2 Tactical Factors Enemy unformed +2 Enemy in cover -2 Uphill of enemy +2 Tired or Winded troops -2 Advancing +2 Each Distraction Factor -1 Enthusiastic +1 Fresh troops +1 Knights +1 Melee Points. they may elect to stand their ground. and the other side. total pushes the loser back 25mm (l0m) for each point by which they won. If the winner was stationary at the start of the melee. Cavalry. they may elect to stand their ground. If they were charging at the gallop. If the losers were not followed up then they must convert their fall back to a full rally move.19). total pushes the loser back 25mm (l0m) for each point by which they won. Cavalry vs. Infantry. the cavalry must fall back a rally move. as for the last round. If they break right through then a round of Mixed-melee is fought counting the infantry as unformed and the cavalry as formed.

go on to Broken troops. the cavalry must fall back a rally move. Troops test for their morale as described in Morale. they will avoid them if there is a wide enough gap within a quarter move. If pursuers are charged during first move of pursuit. The losers must fall back a full rally move. If the score exceeds the number of casualties per figure that the pursuers have suffered quarter will be granted. If pursuing troops come up against a body of stationary enemy troops in the first period of pursuit. The winners. Troops who leave the table while routing may not return. they will automatically counter charge unless the charge was delivered from behind the original line of their flank. all figures in contact with the pursuers are killed in the next move. Next move they may rally on the spot or move a rally move back to their own lines.10) Broken troops will go round bodies of friendly troops if there is a gap within a quarter of a move. Where the quarter is granted. the loser. To halt the pursuit the owning player must move a Leader figure into contact with them and then take a morale test (see p. Any troops who leave the table for any other reason must rally and reform before returning. Otherwise they will charge them or. otherwise. the captured must be led off the table escorted by one figure for every five figures prisoner. stop. Where troops capture their social inferiors.After a round of Mixed-melee The side with the higher Melee Points is deemed the winner. If the cavalry win. If the infantry wins. . Cavalry. and the other side. The loser must test for morale at this point. they burst through the infantry formation. Infantry. If the loser breaks.10). Quarter Troops who cannot escape pursuit will ask for quarter. Unless it has been decided beforehand that because of campaign restrictions a body of troops will not give quarter. Cavalry vs. pursuit stops and the survivors escape but are removed from the table and take no further part in the battle. otherwise: Infantry vs. The winners side stand their ground or retire upto a rally move. however deep. may elect to stand their ground. the pursuers throw one die. If quarter is not granted. Infantry. (p. Broken Troops Broken troops will make one move directly away from whatever broke them at charge speed and continue after this to make their way towards their own base line at normal speed until they are halted on a subsequent morale throw or have left the table. or fall back a rally move. Pursuing troops Pursuing troops will follow the first move at charge speed minus 50mm (20m). This move may be completed irrelevant of any intervening troops from either side. Otherwise. Pursuers get a free blow at their enemy in each move during any part of which they are in contact with them. Cavalry v. The losers fall back 25mm (l0m) for each point by which they were beaten. Troops who are broken may not fight or shoot or use shields until halted by a rallying morale throw. If the pursuit continues they will then move at normal speed. it will not. reaction time permitting. they will attempt to burst through. they may slaughter them as below if they wish.

Muslim Askaris or Ghulams and some Byzantine units. Fully Armoured Infantry FI Infantry in mail. leather jack. Mercenary. augmented by plate or brigandine. scale or hauberk. with full arm and leg protection and full helm. and all tribal or clan forces. For example German Ministrales or Burgherwehr. often with some form of helmet. usually without helmets. often with some form of helmet. augmented by plate or brigandine. Armour and Mounts Unarmoured Infantry UI Infantry with no armour of any kind. augmented by plate or brigandine. usually without helmets. scale or hauberk. . on unarmoured horses Heavily Armoured Cavalry HCb Cavalry in mail.. often landless men serving under their own officers for pay. and iron helm on unarmoured horses Heavily Armoured Cavalry HC Cavalry in mail. Soldier Full time soldiers in organised units.Classification of Troops Social background and status Knightly: Land owners. frequently foreigners Trainng A B C D and Experience ClassElite veterans of long and successful campaign experience ClassSeasoned veterans ClassAverage troops. serving separately to them. or similar non-metallic armour. or disaffected levies. leather jack. the retainers of Knights or higher lords. on unarmoured horses Fully Armoured Cavalry FC Cavalry in mail. with full arm and leg protection and full helm. scale or hauberk or similar. some of whom are experienced hands ClassPoor quality troops. with or without shields on unarmoured horses.. akheton . Armoured Infantry AI Infantry in mail or scale haubergeon or similar lamellar protection. with or without shields Protected Infantry PI Infantry with a fur jerkin. Soldiers. often with some form of arm and/or leg protection and iron helmet. with full arm and leg protection and full helm. usually fighting mounted surrounded by the best of their immediate retinue. akheton . and iron helm Heavily Armoured Infantry HI Infantry in mail. Feudal: Small land owners without retainers. scale or hauberk.on unarmoured horses Armoured Cavalry AC Cavalry in mail or scale haubergeon or similar lamellar protection. scale or hauberk.. Unarmoured Cavalry UC Cavalry with no armour of any kind. or similar non-metallic armour. Protected Cavalry PC Cavalry with a fur jerkin.

Depending on circumstance. Arbalest Manually braced crossbows and latch-braced horsemen's crossbows Cranquine Crossbows braced mechanically by a cranquine. Other weapons All other infantry weapons. darts or light spears of all kinds Cavalry Melee Weapons Lance Exclusively. including javelins. such as lances in Mixed-melee or broadsword in Impact-melee Infantry Melee-weapons Pike Long spears in excess of 9ft in length and wielded two-handed. excluding javelins Broadsword Exclusively. hurling stones anything upto 2lb in weight Sling A simple wrist/hand sling hurling pebbles or slingshot Javelin Hand hurled javelins. where these are not counted as pole-arms Swords or axes Various swords. Other weapons All other cavalry weapons. these may include weapons otherwise described above. Spear General infantry spears from 5ft in length. braced by lever and fed from a hopper Staff-sling A sling attached to a pole or staff. Spear Lighter lances and spears in excess of 5ft in length. these may include weapons otherwise described above. i.augmented by plate or brigandine. European heavy lances. Depending on circumstance. Sword All lighter swords and sabres. not lighter lances. falcions. augmented by plate or brigandine. European long heavy two edged broadswords or bastard-swords Mace All manner of armour-defeating maces.e. not classed as broadswords. European long heavy two edged broadswords or bastard-swords. horsemen's axes or horsemen's hammers. used couched. such as pikes in Mixed-melee or broadsword in Impact-melee Terrain . but also including combinations like longaxe and spear or spear/lance and bastard-sword Broadswords Exclusively. including daggers and cudgels. scimitars and hand-axes used personal weapons by infantry. on barded horses Fully Armoured Cavalry FCb Cavalry in mail. on barded horses Weapons Missile Weapons Longbow English or Welsh longbows. so excluding javelins. bills or glaives. scale or hauberk. generally used single-handed Pole-arms Cut and thrust weapons like halberds. even if longer. but not Japanese longbows fired by foot troops Composite Bow The more powerful Eastern composite-reflex bows and Japanese longbows Self Bow Simple self and short bows and composite bows chosen for rate of fire rather than power. or windlass Repeating Crossbow Chinese late period crossbows. with full arm and leg protection and full helm. with full arm and leg protection and full helm.

Formations Close-order Troops drawn up as closely together as possible. boat or swimming Villages or hamlets clusters of buildings offering cover from missile fire and in close combat and movement disruption throughout Buildings Significant individual buildings. save that they give defenders in close-combat a height advantage. Most cavalry charging at the gallop. blocking vision from lower ground and offering a height advantage to troops on them. High hills hills both steep and high enough to impede movement. Or one covered by an un-engaged friendly unit able to move onto the flank concerned in the coming move. but do not offer cover from missile fire or in close combat. who have charged this move or last have charged thrice or any troops close combat and troops whose supply condition is bad or who have force marched to the battlefield Visibility . not in them. They restrict vision and the movement of certain troop types and give cover from missile fire Close woods areas of extensive thicket or forest with dense undergrowth and restrict vision and the movement of all troops and give cover from missile fire Marshes areas of soft water logged ground impeding movement but not vision and giving no appreciable cover Low hills hills of insufficient gradient and height to impede movement but blocking vision from lower ground and offering a height advantage to troops on them. as they are assumed to defend behind the ditches. or not cohesive enough to operate in close order and most missile armed infantry. Open-order Skirmishing troops only Other Definitions Secure Flank: a flank resting on an impassable obstacle.Open woods areas of open wood or scrubland or orchards etc. ford. which offering cover from missile fire and in close combat but do not disrupt internal movement Roads are paved roads or firm tracks which negate terrain penalties otherwise incurred in certain areas. along their entire length Rivers are water obstacles. Streams are water obstacles which are fordable by wading. or another unit. including most shock armed infantry and some Western cavalry who charged knee to knee at the trot Loose-order Shock armed infantry. cover known to be held by friends. Rear Support is having an un-engaged friendly unit within a normal move of the unit's rear Fresh troops are previously un-engaged troops who have not force marched to the battlefield and whose supply Winded Troops Are Open-order troops and not made contact with the enemy Tired Troops are mounted troops who who have fought 4 or more rounds of condition is fair or better. used to operating in difficult terrain. Ditches impede movement. Linear obstacles Hedges and walls impede movement and offer cover from missile fire and in close combat. of sufficient substance to be only crossable by bridge.

Troops concealed on the edge etc. or on Crusade +1 Fighting in an unpopular war. or village is 150mm (60m). Troops shooting from a wood automatically give away their position. Mantlets and Pavices Mantlets or pavices to cover one figure's frontage cost one point each. The Reaction Time for different troops will be: A Class B Class C Class D Class The surprise relaxation of a previously concealed and un-anticipated enemy unit. Erecting mantlets or pavices takes a quarter move. it is best to count them as 0 for both sides. This should be added to the unit's dice throws in morale tests and in random factors. In a campaign those factors should be easy to work out but in a one-of battle. Add up the relevant factors below: The army has great confidence in its leader +2 The army has no confidence in its leader -2 Fighting hereditary enemies or seeking revenge for a massacre etc. leaders may be allocated characters. Rash Must add Cv in morale tets Impetuous May not deduct Cv in morale tests Competent No restriction Incompetent * Must always deduct Cv in morale tests Cautious May not add Cv in a morale test where the result is 10 or more . for the purposes of large games or map movement bodies of troops cannot be recognised as horse or foot at more than 1500mm (600m). Leaders' character In campaigns or structured battles. troops need time to react and this will vary mainly according to their experience and the situation. A quarter move A half move A half move A full move The relaxation of a previously concealed but anticipated enemy unit. Campaign Factors These should be worked out before an action for each unit participating. +1 Mercenaries unpaid -1 This will result in a plus or minus score counting a maximum of plus or minus two. Optional Rules Reaction When faced with a new situation. However. or as friend or foe at more than 800mm (320m) Visibility in open woods is 250mm (100m). troops may not change formation or front. Visibility in a thick wood.As long as the line of sight in clear terrain is not obstructed by an obstacle. cannot be seen until observers are within 100mm (40m). Once erected troops behind them count as in cover from missile fire. troops hiding in ambush or concealed on the edge cannot be seen until observers are within 100mm (40m). but not in close combat. Once calculated they remain constant for the duration of the game. Figures carrying them deduct 50mm (20m) from their move. Instant A quarter move A half move A half move A new but anticipated action by a previously located enemy Instant Instant A quarter move A half move While they are reacting. engage a new target in missile fire or change the direction or pace of their movement if moving or begin to move if stationary. visibility in clear weather is unlimited. However. +1 Having been defeated by this enemy in the past season -1 Fighting in defence of homeland. -1 Mercenaries paid a bonus.

Elephants Elephants cost 40 points if un-armoured and 60 points if armoured. Camels Camels cost the same points value as the equivalent cavalry minus 1 point. Any mounted troops crossing stakes counts a factor of 10 against themselves for so doing. Camelry move as Loose-order cavalry.B or C troops to deploy and a full move for D class. Any non-Arab cavalry attempting to charge camelry counts an additional factor of -2 for so doing. . Elephant crew shoot as infantry. and may never be heavily or fully armoured. If they fail the test. but may only be in Loose-order. but fight in close combat as cavalry.B or C troops to deploy and two for D class. Enemy cavalry wishing to approach or being approached by an elephant within 200mm (80m) must test for morale deducting an extra 2 from the score. Any mounted troops crossing caltrops counts a factor of 8 against themselves for so doing. Once deployed they take the same time to retrieve. Elephants should be mounted on bases with a 40rnm frontage. Any enemy troops except Indians count a distraction factor if within 200mm (80m) of elephants. They move at the same speed as infantry in Loose-order but count manoeuvring and terrain deductions as Close-order cavalry. and when 20 hits are recorded the model is removed. but manoeuvring penalties are doubled and camels may not cross any terrain for which cavalry would be penalised. They are based exactly as cavalry. for the beast including the mahout. Stakes It costs an additional 2pts per man to equip an infantry unit with stakes. The elephant itself may engage in close combat on a factor of 8 against any target. Crew are paid for separately as infantry. They take a full move for A. The casualties are added to any they then receive in melee during the same move for the purpose of determining the winner. Camelry are always Feudal and may never be A or B class. They take half a move for A. In combat camelry count as the equivalent type of cavalry but all non-Arab horsed troops they contact immediately become unformed. they become unformed. Additionally. The casualties are added to any they then receive in melee during the same move for the purpose of determining the winner. Elephants count as a HC or HCb target. and all enemy cavalry except Indians are unformed if within 200mm (80m) of elephants. Caltrops It costs an additional 1pt per man to equip an infantry unit with caltrops. They always count as Feudal troops and may not be A class. Once deployed they may not be retrieved during the battle.Only Cv 1 or 2 may be classed as Incompetent. Casualties are counted on the elephant and crew as a single figure.

a factor of 4. Base Frontages (Alternatively. and any foot troops. whether or not their opponents are mounted. DBM basing arrangements are quite acceptable) Infantry in close order 10mm Cavalry in close order 10-13mm Infantry in order 12-15mm Cavalry in order 12-15mm Infantry in open order 15mm Cavalry in open order 20mm Base Depths Infantry in close order 10-15mm Cavalry in close order 20-30mm Infantry in order 15-20mm Cavalry in order 20-40mm Infantry in open order 15-20mm Cavalry in open order 20-40mm Casualty Chart Cross-reference the final factor with the number of figures shooting or fighting to get the chance of removing an enemy figure or figures. then resumes its original orders No Move*The unit halts.stakes count as cover to the defenders in close combat. Only applies to Incompetent or cautious Commanders HaltThe unit halts. At the end of any move in which a Battal or a contingent of troops in a Battal other than the battle's main type do not move at over half rate. count the figure scale as 1 to 10/15 and use the rules exactly as they stand. They may not be dug during the battle and once deployed they may not be re-filled during the battle. It assumes a new order. Any mounted troops crossing pottes counts a factor of 10 against themselves for so doing. Confusion This rule seeks to emulate the forces of inertia in a battle and inevitable break down in command and control. and may not move forward or rearward for one move. halve all moves and ranges ii. Full MoveThe unit must make a full move in the direction of the nearest enemy. throw one dice for its leader. Only applies to Rash or Impetuous commanders. Using 15mm Figures Use the following base sizes and either i. then resumes its original orders. Full Move*The unit must make a full move in the direction of the nearest enemy. of Halt until given a new order by a Leader figure. and consult the following chart: Die score Cv 1 Cv 2 Cv 3 Cv 4 1 Halt Halt No Move No Move* 2 No Move No Move No Effect No Effect 3 No Move No Effect No Effect No Effect 4 No Effect No Effect No Effect No Effect 5 Full Move Full Move* No Effect No Effect 6 Full Move Full Move Full Move Full Move* No Effect: The unit continues to follow orders No MoveThe unit halts. Pottes It costs an additional 1pt per man to cover the frontage of an infantry unit with pre-dug pottes. The casualties are added to any they then receive in melee during the same move for the purpose of determining the winner. . and may not move forward or rearward. and may not move forward or rearward for one move.

40.10.81.30. Any scoring equal to or below the number indicated after the '*' removes one enemy figure.81*11*21*21*31*31*41*41*41*5 51*11*11*21*31*31*41*41*51*51*6 61*11*11*21*31*41*41*51*61*61*7 71*11*21*21*31*41*51*51*61*71*8 81*11*21*31*41*51*61*61*71*81*9 91*11*21*31*41*51*61*71*81*92*5 101*11*21*41*51*61*71*81*92*52*6 111*11*31*41*61*71*81*92*52*62*7 121*21*31*51*61*81*92*52*62*72*8 131*21*41*61*71*92*52*62*83*53*6 141*21*41*71*82*52*62*72*83*63*7 151*21*51*81*92*62*72*83*53*73*8 161*31*51*82*52*72*83*53*74*54*7 171*31*61*92*62*83*53*73*84*64*8 181*41*72*52*73*53*64*54*75*65*7 191*41*82*62*83*74*64*75*66*66*7 20 or more1*51*92*73*54*54*75*65*76*77*7 If the score is presented as 0.20. E.40. The dice score. Black die (tens) scores 0 and Red E.81.40.11.2 -10.20.1 -30.81.10.81*11*21*21*21*31*31*41*4 30.11.80.50.50.10. any or less result in a figure removed. counting one colour as tens and the other as units.60.20. FactorNumber of Figures 12345678910 -50000011111 -40000111112 -30011122223 -20122233334 -11122334455 01123344566 .40.21.30. If the score is presented as #*# then the first number is the number of decimal dice to be rolled.2 00. E. Black die (tens) scores 1 and Red (units) scores 5.70.5.60.20.60.30.50.# then throw two decimal dice.20.5.30.91.40. as the tens die failed to score 0.40.1 -20.20. 3 dice are throw.61*11*11*11*21*21*21*31*3 10.FactorNumber of Figures 12345678910 -50.30.' then one figure is removed. Casualty Chart Cross-reference the final factor with the number of figures shooting or fighting to get the number of casualties caused.50. 2 5 figures on a factor of -2.g.g.g.51*11*11*21*21*31*31*41*41*4 40. in the removal of 2 figures.40. score presented 0.40.5 -40.40.20. results in 3*8 i. 1 5 figures on a factor of -2.30. figures on a factor of 15. 4.71*11*11*11*21*21*31*31*3 20.10. If the tens die rolls precisely 0 and the units die scores equal to or below the number indicated after the '. score presented 0.11. 7 and 9.30.e.11. 3 10 scoring 8 resulting (units) scores 5.30.10. One figure is removed.70. No figure is removed.

cause 45 casualties. E.g. cause 2 casualties. Divide the number given by 20 and remove that number of figures. Two figures are removed and the remaining 5 is added to the unit's casualty total. E. 1 5 figures on a factor of -2. No figures are removed. but the 2 is added to the unit's casualty total.11223455677 21233456788 312345678910 4123567891012 52345789111214 623568911121416 7245791012141618 82468101214161820 93579111316182022 1035810131518202325 1136912151821242730 12361013161923262933 13471114182125283236 14481216202428323640 15591318222731364045 165101520253035404550 176111723283440455156 186131925323844505763 197142128354249566370 20 or more8162432404856647280 This gives the number of casualties in men not figures. Return to Wargames Forum Download God's Acre Now ! . carrying the remainder forward.g. 2 10 figures on a factor of 15.