Diex Aïe
Diex Aïe Rulebook
Table of Contents
Table of Contents
- 1 - Description and Use of the Counters for the Game
- 2 - Sequence of Play
- 3 - Environment
- 4 - Movement
- 5 - Missile Fire
- 6 - Combat
- 7 - Combat Tactics
- 8 - Houses & Other Buildings
- 9 - Castles
- 10 - Siege Tactics
- 11 - Laying Siege
- Campaign Rules
1 - Description and Use of the Counters for the Game
1.1 - Some comments on time scales and distance
Diex Aïe is a game that simulates man-to-man combat on tactical maps. In other words, each game turn represents a very short period of real time: a few tens of seconds at most. Enough time to shoot an arrow, to strike a blow with a sword, or to run a few metres.
The width of a hexagon is equivalent to two metres, a space sufficient for one soldier to wield his weapon comfortably but not enough for a rider on a horse. It is for this reason that each mounted character occupies two hexes, and that it is forbidden to have two living characters in the same hex.
Missile fire generally takes place at short or medium range. However, shooting at long range has been included for the benefit of players who wish to use additional maps to create a much larger game board.
1.2 - The counters representing the characters
Each foot character is represented by two double-sided counters. The first shows on one side the character in good health and on the reverse the character stunned. The second counter shows the same character when he is wounded on one side, or on the opposite side... dead. Characters possessing a mount have four counters: two represent them on foot and two others mounted. On the back of the healthy mounted rider's counter is a picture of the horse without a rider, and on the back of the wounded mounted rider is the dead horse.
On each counter are the name and picture of the character, as well as three numbers:
- A black number: it represents the attack strength of the character. Its amount is determined by the length and heaviness of the weapon, the skill of the man who is using it, and his physical condition.
- A red number: it represents the defence strength of the character. Its amount is determined by the skill of the character in parrying and dodging blows, as well as his physical condition. Characters in armour have their red number surrounded by a circle.
- A blue number: it represents the movement allowance of the character, in other words the number of movement points that he can spend each game turn. Its amount is determined by the mode of transport (on foot or on horseback), the weight of armour worn, and the physical condition of the character.
Other signs that can be found on the counters:
- Horse riders have a small triangle to indicate where the head of the horse is, hence the direction of the movement. It also defines the frontal arc of the horse.
- Character counters display a 3-letter acronym to indicate their origin and troop type as detailed below:
| First letter (Origin) | Second letter (Type) | Third letter (Class) |
|---|---|---|
| N – Norman | c – Cavalry | a – Archer |
| S – Scottish | i – Infantry | c – Civilian |
| X – SaXon | h – Huscarl | h – Huscarl |
| k – Knight | ||
| j – Javelin | ||
| l – Light | ||
| m – Medium | ||
| n – Noble | ||
The system of double-sided counters is identical for all the characters in the game.¹ It should be noted that a stunned character can neither move nor attack, and that his defence strength is reduced to the passive protection offered by the equipment worn or carried.
¹ With the exception of animals (horses, donkeys) which only use one counter (In good health / Dead).
Counter illustration (reference diagram, “Counter A”–“Counter D”). The printed page shows four pairs of counter faces for a sample character, Baudri, with the following captions:
- Counter A – Healthy mounted character (face): “Baudri is ready to add a new chapter to his legend.” Reverse: “Horse without its rider: Baudri dismounted to fight on foot, unless something happened to him on the battlefield.”
- Counter B – Wounded mounted character (face): “Baudri overestimated his strength and found a stronger opponent than anticipated.” Reverse: “Killed horse: Baudri must borrow another horse to continue the fight.”
- Counter C – Healthy foot character (face): “Baudri found it more convenient to dismount to continue the fight.” Reverse: “Stunned character: Baudri didn’t see the large warrior whose mace fell on him.”
- Counter D – Wounded foot character (face): “Baudri’s end is in sight and he should be very careful.” Reverse: “Killed character: Baudri will never become Earl in England.”
2 - Sequence of Play
The players initially choose one of the suggested scenarios to play. Before beginning the scenario, they must lay out the maps as indicated and select the characters present in the scenario.
The game itself is played in a number of successive game turns. Each game turn has two phases of character movement, each phase giving the initiative to one side or the other. During his phase of character movement, each player makes his characters shoot, move and fight. When there are several players on each side, the characters on the same side shoot, move and fight at the same time. As we will see, a player can also intervene with defensive missile fire or counter-charge during the phase of his opponent.
2.1 - Structure of the game turn
Each game turn is played like this:
Phase of player A
- OFFENSIVE FIRE: All the missile troops of Side A can fire, except for those that are in contact with an enemy character.
- ANNOUNCEMENT OF CAVALRY CHARGES AND COUNTER-CHARGES: Player A announces one by one the charges that he/she intends to make with his/her cavalry. Player B has, in some cases, the option of declaring counter-charges (see § 7.2).
- MOVEMENT AND DEFENSIVE FIRE: All characters of Side A who didn’t shoot in Step 1 can move. Others must respect the limitations of their weapon type (see § 5.1 Fire & Movement). Side B can fire missiles while characters of Side A move, using only characters that are not in contact with the enemy. These characters must respect the specifics of defensive fire (see § 5.1 Fire & Movement, and § 5.3 Defensive fire).
- COMBAT: All the characters of Side A that are in contact with enemy characters can attack, except those missile troops who already fired in Step 1.
- STUNNED CHARACTERS: All the characters of Side A that were stunned during the phase of Player B recover (turn over the counters concerned).
Phase of player B
This is played exactly in the same way as that of player A, but this time it is Side B that has the initiative and plays instead of Side A. Player A can intervene in Step 2 with counter-charges and Step 3 with defensive fire.
When Step 5 is finished, a new Game Turn starts and the player A resumes with the first Step.
Note: It is important to keep strictly to the order of Steps of the Phases. Do not start a new Step or Phase until the preceding one is finished.
3 - Environment
3.1 - Types of open terrain appearing on the maps
| Terrain | Movement cost per hex (Foot / Horse) | Name / Type of cover | Effect of terrain on combat |
|---|---|---|---|
| Flat terrain | 1 | None | 0 |
| Scrub | 2 – Foot / 4 – Horse | Light | – |
| Tree | 2 – Foot; impassable to horses | Light | – |
| Slope | 2 – Foot / 4 – Horse | Medium if fire crosses the top lip | – |
| Marsh | 2 – Foot / 4 – Horse | Light | – |
| Rock | 4 – Foot; impassable to horses | Light | – |
As we will see later, the type of cover affects shooting at a distance, while the disadvantage attached to certain terrain (–) affects hand-to-hand combat.
4 - Movement
Each character has a number of movement points marked on his/her counter (the blue number). The following table summarizes the various movement point allowances found in the game:
| Type of character | Movement for healthy characters | Movement for wounded characters |
|---|---|---|
| Woman | 4 | 2 |
| Foot character without armour | 8 | 4 |
| Foot character with armour | 6 | 3 |
| Rider without armour | 15 | 15 |
| Rider with armour | 12 | 12 |
Each hex entered makes him spend a number of movement points corresponding to the difficulty of the terrain (see § 3.1 Types of Open Terrain Appearing On The Maps).
For riders, the cost in movement points is only paid by the front section of the counter (the side with the direction arrow). For instance, a rider crossing a slope only pays 4 points for the front side of the counter, the back side follows for free.
On each turn, a player can move all, some or none of his characters, by using all or part of the movement allowance of each one. The unused movement points cannot be transferred between characters, nor can they be held in reserve for the following turns.
4.1 - Stacking of counters
It is allowed for characters to pass through hexes containing a friendly character, any stunned character or a dead character, but at the end of each movement phase there must be no more than one living character in any hex.
4.2 - Restrictions on movement
Characters cannot pass through hexes containing enemy characters unless they are stunned or dead.
4.2.1 - Water & tree hexes
Characters on horseback cannot pass through a tree hex, a building interior hex, or a river hex. Horses without a rider and led by the bridle can cross tree hexes and cross water hexes.
Only foot characters without armour can move into a river hex, for a cost of 4 movement points. Armoured characters, whether on foot or mounted, can never move into a river hex. If they are forced to do so, for example as a result of combat, they drown immediately.
4.2.2 - Hexes containing dead characters
Hexes containing three dead persons or one dead horse cost one movement point more than the normal cost. Hexes containing six dead persons or two dead horses become impassable. Three dead persons plus one dead horse also block a hex.
4.2.3 - How to clear a hex that has become impassable
Two characters on foot can move three dead persons or one dead horse by one hex. The two characters cannot do anything else during their turn, neither move nor shoot nor fight. Corpses thrown into the water will sink, and the counters representing them are removed from the map immediately.
Note: Clearing a hex is impossible if there is an enemy in a position to attack from an adjacent hex.
4.2.4 - How to carry a stunned character
A character on foot that moves through a hex containing a stunned character may pick up and carry that character on his back, but his remaining movement points will be halved (rounding down if necessary). At the end of his movement he drops the stunned character onto one of the hexes next to his own.
Note: Picking up and carrying is impossible if there is an enemy in a position to attack from an adjacent hex.
4.3 - Infiltration of enemy lines
When a character moves through a hex that is adjacent to an enemy who would be able to attack in close combat, he must immediately face an infiltration test before continuing his movement. The moving player rolls 1D10 and checks the Infiltration Table in § 4.3.1. He rolls the die as many times as there are enemies adjacent to the hex in question (but per Phase, each enemy can only cause one such infiltration check). If a character ends his movement on a hex adjacent to an enemy, he must attack all enemies adjacent to his hex or make an infiltration check for each he will not attack and that is not attacked in this same Phase by another character.
Example 1: Gaucher wants to attack both Saxon Ceorls located 3 hexes away. He must stop on the first orange hex during his movement phase to face an infiltration test. The Huscarl Osferth rolls 1D10. Based on the results of the infiltration table, Gaucher may continue to move towards his targets. Note that the second orange hex doesn’t require any infiltration test. Should Gaucher decide to only attack Guthstan, he will have to first perform an infiltration test due to the adjacent Ceorl.
Example 2: If Gaucher wants to attack Guthstan safely, he would be better off using the path adjacent to the mounted Thegn Beostan as he cannot attack a foot soldier under a tree. Conversely, the path to the right will lead to an infiltration test from Osferth. In both cases, there is no test in the final hex adjacent to Guthstan if there is combat in the next step.
During the combat phase, advances and retreats are also considered movements. Only advances extending over more than one hex can cause an infiltration test on the hex(es) crossed before the final destination. In addition, when advancing after combat, the defeated character(s) cannot perform any infiltration test.
A missile thrower can try to prevent the movement of an adjacent enemy even if he shot in the previous phase, but he won’t be able to shoot in the following turn as he had to drop his missile weapon to fetch a hand weapon.
Combat and movement value changes of a character wounded by an infiltration test are applied immediately. He may then no longer be able to complete his intended move due to lack of movement points.
Example 3: Erwan fought Duncan and forced him to retreat. Erwan moves forward after the combat and first crosses the hex previously occupied by the Scot, then stops on his final hex next to Conan. There is no infiltration test.
Retreat (following missile fire or combat) is an exception: Infiltration tests are performed on all hexes crossed, including the final one. Note that you cannot retreat into a hex that is adjacent to an enemy who was involved in the combat. In this case, the retreating character doesn’t move but is wounded instead.
Example 4: Bouchard must retreat 2 hexes following a missile fire. The Norman can choose between 3 retreat paths, which translate into:
- Only one infiltration test in H1 for the blue path;
- One infiltration test in H1 as well for the red path;
- Two tests (one in H4 and one in H5) for the green path.
Note: As explained in the retreat rules, the first hex of the retreat must be away from the incoming missile fire. Bouchard cannot retreat into the hex North-East of H1 and end in H2. He cannot avoid the infiltration test.
4.3.1 - Infiltration table
| Die roll (1D10) | Result |
|---|---|
| 1-5 | No effect |
| 6-7 | Movement stopped |
| 8-9 | Character wounded |
| 10 | Character killed |
| Character attempting to infiltrate (bonuses can be added) | Modifier | Character attempting to oppose the infiltration (penalties can be added) | Modifier |
|---|---|---|---|
| Rider | -1 | Rider | +1 |
| Armored | -1 | Wounded | -2 |
| Wounded | +2 |
4.3.1.1 - Restrictions due to terrain
An enemy can only oppose an infiltration if he is able to attack the hex of the character trying to infiltrate. For example, the infiltration rule does not apply when the enemy is mounted and the opponent is on a tree or a river hex.
4.3.1.2 - Special rule for mounted characters
Only roll the die once for mounted characters, even though they occupy two hexes. Only the front part of the counter (with the arrow) is subject to the infiltration check.
4.4 - Special movement rules for mounted characters
4.4.1 - Turning the horse
The arrow on the counters of mounted characters shows the general direction of movement. To advance into the hex towards which the arrow is pointing, or into one of the two hexes adjacent to it, the rider spends movement points (MP) normally. However, once the rider turns his horse sharper than this, he spends 1, 2 or 3 points in addition to the normal cost for the hex, as shown on the diagram below.
[Diagram: the numbers on the hexes show the movement cost (and how much sharp turn adds). The orange hexes show the frontal arc of the rider (see § 1.2).]
Note: An about-face (a 180° turn) costs 3 MP.
4.4.2 - Mounting and dismounting from a horse
To mount or dismount from a horse, an unarmoured cavalryman spends 2 MP and an armoured cavalryman spends 3 MP. These points are deducted from the Movement Allowance shown on the counter before the character mounts or dismounts. The remaining Movement Points can be used as follows:
- If the character is mounting the horse, double the character’s remaining Movement Points.
- If the character is dismounting from the horse, halve the character’s remaining mounted Movement Points (divide by 4 if he is wounded). Round down if necessary.
Example: Enguerrand on foot spends 1MP to get closer to his horse and 2MPs to mount it. His remaining 5MPs become 10MPs once on horse. Raoul, who is mounted, moves 4MPs before dismounting. His remaining 8MPs become 4MPs once on foot.
To be able to mount a horse, a character must be on one of the 2 hexes adjacent to the animal, as shown in the illustration. Neither the rider nor the horse may be adjacent to an enemy able to attack. Replace the counters for the character on foot and the horse with the single counter representing that same character mounted. Only characters that have a “mounted” counter can mount horses. When a character dismounts, replace him with the counter for the horse and place the counter for the character on foot on an adjacent empty hex. There is no special restriction on dismounting.
4.4.3 - Horses without a rider
Horses without a rider stay immobile until they are mounted or led by the bridle.
To lead a horse it is sufficient for any character, even if wounded, to pass through one of the 3 hexes adjacent to the horse’s head, but only if there is no enemy in a position to attack next to the horse. The leading character can continue on his route, followed by the horse, which is treated as a simple extension of the counter leading it and follows in his/her path. A mounted character may only start leading if he is in a hex adjacent to the horse at the beginning of his movement phase.
A mounted character can attempt to catch the bridle of an uncontrolled horse while passing by, but it is necessary to roll 1D10 to see if he succeeds:
- 1 - 6: The maneuver is successful and the character can finish his move leading the riderless horse with him. The riderless horse must be placed on either side of the mounted character, in parallel and slightly behind him.
- 7 - 10: The maneuver fails. The riderless horse remains where it is. Even if the character ends his move adjacent to the horse, he will not be able to take control of it this turn.
A horse without a rider stays under the control of the original player so long as he has a living character who is not stunned adjacent to the horse. Otherwise, the horse will belong to the first player who takes control of it.
A mounted character holding another horse by the bridle will automatically lose control of it if he engages in combat, fires missiles or is attacked.
Note: A character on foot can lead up to three horses by the bridle as shown on the illustration. A mounted character can only lead one horse.
5 - Missile Fire
Five individual missile weapons are available in this game: the lance, the javelin (j), the sling (s), the short bow (a = archer) and the crossbow (x). Only characters that possess one of the four letters j/s/a/x in the third slot on the lower right hand corner of their counter can use them during the missile-fire phases.
In addition, any character, mounted or on foot, shown with a lance without any flag can use it as a missile weapon, but only once per scenario. This action can only be carried once per scenario; thereafter, the character will fight with another weapon for close combat, like a sword. Put a Lance marker on the character counter to show that the lance was thrown. Note that the lance can be used both on foot and on horseback.
Each character can only fire once during a missile-fire phase, but it is possible to shoot more than once at the same target with different missile-men.
Each weapon has its own specific characteristics that will influence how it is used: strength, fire rate, range, handiness, and, for some types, ammunition limitation.
5.1 - Fire & Movement
Fire rate and handiness are two factors that influence the mobility of the shooter. Thus, the handier a weapon is, the less his movement is limited. A character that wants to make both an offensive shot and a defensive shot will generally move less than a character that only makes the one offensive shot. The relevant characteristics of each weapon are summarised in the play sheet Nr 2.
Note: The limitations on movement only apply to the game-turn preceding defensive fire. A character that decides not to fire during both his own turn and the enemy turn can always move normally. Put the other way, movement during his own turn may cancel his ability for defensive fire in the following turn of his opponent.
5.2 - Missile fire and combat
A character cannot fire when he is in a hex adjacent to an enemy character at the moment of firing. He is treated as being involved in hand-to-hand combat. This rule does not apply if the enemy character would not be able to attack the hex occupied by the shooter (see § 6.6 Restrictions on combat).
Once a player decides that his/her character will shoot during his/her turn (offensive fire) and/or the enemy player-turn (defensive fire), the character cannot attack an enemy character. This does not prevent the character from moving into contact with an enemy later, nor does it prevent him from defending normally if he is attacked during the enemy turn.
Note: The limitations on combat only apply in the game-turn preceding the defensive fire. A character that decides not to fire during his turn and the subsequent enemy turn can always attack normally.
5.3 - Defensive fire
Only characters that have observed the requisite conditions for movement and who have not attacked during the previous turn can carry out defensive fire.
Unlike offensive fire, which is used against non-active, hence immobile characters, defensive fire takes place while the enemy is moving. The player using defensive fire can thus interrupt a character's move at any moment on a specific hex and declare that he/she is firing on him there with one or more missile-men. As a result of simultaneous firing, all the missile-men that will intervene at this moment must be identified before the shots are resolved. Whatever the results of the shots, all are treated as having fired. In other words, if a player identifies, for example, three missile-men and the enemy character is killed by the second shot, the third missile-man will still have carried out his shot. His shot will not have had any additional effect: a common result often produced in reality.
If, after having survived one or more shots in one hex during his movement, the enemy character can still move, he cannot be subject to further defensive fire until he has moved again:
- 1 hex further if he is on foot and wounded;
- 2 hexes further if he is on foot and unharmed;
- 3 hexes further if he is mounted;
- 4 hexes further if he is mounted and charging.
So from here to there he may have the time to hide behind a tree or come into contact with the character that had just shot at him…
Note: It is not possible to use defensive fire against a character that has not started his move, unless the other player declares that the character will not be moved that turn. It is also not possible to fire at one character, then at another, and then to return to fire again at the original target. Once the shots against one character have been finished, that character cannot be targeted again until the next game-turn.
Use the Off/Def marker by folding it down by the middle to indicate the phase in which the shooter used his weapon.
5.4 - Resolving missile fire
To shoot at an enemy:
- Identify the type of weapon used by the shooter;
- Check the distance between the shooter and his target (the number of hexes excluding the one the shooter is in) to assess the range (short, medium or long);
- Check the type of target (on foot or mounted).
You will then determine the impact hex, then determine the damages to the character on the impact hex.
5.4.1 - Determining the impact hex
- Roll 1D10 and check the figure to the right to know the actual impact hex. It varies within a hex around the target hex. The two arrows indicate the possible direction of fire depending on the position of the shooter. [Diagram: the central target hex is marked “1-4”; the six surrounding hexes are numbered 5 to 10 (5 upper-right, 6 lower-right, 7 bottom, 8 lower-left, 9 upper-left, 10 top).];
- If a character (whether friend or foe) is in the impact hex, he suffers the consequences of the shooting table depending on the type of coverage (“None”, “Light”, “Medium” or “Heavy”);
- Roll 1D10 and read the result in the corresponding missile fire table.
Note when shooting on a rider: The shooter can select which of the two hexes the mounted character occupies is the target hex.
Note that you don’t need to determine the impact hex if the target is within 2 hexes of the shooter (which is about 4 meters / 12 feet in the real world).
5.4.2 - Modifiers to the die roll
Although it is primarily the die that determines the outcome of missile fire, there are several factors that can affect the determination of the impact hex. Any result greater than 10 is considered as 10, any lower than 1 as 1.
| Modifier | Circumstances affecting missile-fire die roll |
|---|---|
| +2 | Shooter at long range |
| +1 | Wounded shooter |
| +1 | Shooter at medium range |
| -2 | Shooter within 4 hexes of the target |
5.4.3 - Assessing damages
Check one of the two tables for resolution of missile-fire on the Play Sheet Nr 2. Each table corresponds to one category of target: on foot or mounted. The result varies according to the type of fire weapon used and the target's cover.
Roll 1D10. Follow the horizontal line for the number rolled (after modifiers), and in the column corresponding to the target's cover, you will find the result of the shot: A, B, C, D, or E. The description of the results is given at the bottom of each table. It should be remembered that the result of a shot against a character on foot or mounted is different if the character is wearing armour or is unarmoured. Any result exceeding 10 is considered as 10.
5.4.4 - Effects of retreat when fired at
The character affected must immediately retreat. He can retreat across hexes occupied by friendly characters. He can also displace friendly characters in order to end up at the required distance from his starting point. But if the retreating character or one of the displaced characters is forced to pass or stop on a hex adjacent to an enemy, he must submit to the consequences of the infiltration table.
It is impossible to retreat across a hex occupied by an enemy. A character that cannot retreat the full distance necessary is automatically wounded.
Important: A stunned or wounded character is considered to be dead if wounded or stunned again. A stunned character that is forced to retreat is also considered to be dead.
5.5 - Restrictions on firing and cover
5.5.1 - Line of fire
A character can fire on an enemy character at any time that an unblocked line of fire exists between the shooter's hex and the target. The line of fire consists of an imaginary straight line drawn from the centre of the hexagon of the shooter to the centre of the hexagon of the target.
If that line of fire crosses a hex containing either a character or any type of terrain other than flat terrain, the shot is subject to restrictions explained in the following paragraphs.
When shooting along a hex border, the less restricting hex counts for determining line of sight and cover.
5.5.2 - Firing across particular terrain and types of cover
5.5.2.1 - Scrub
It is possible to shoot into and across scrub hexes. A character benefits from light cover if he is on a scrub hex or if the line of fire crosses a scrub hex.
5.5.2.2 - Trees
If there are trees or branches of trees between the shooter and his target, the shot is impossible. It is possible, however, to fire at a target in a tree hex so long as the line of fire does not cross any other tree hex. A character in a tree hex benefits from light cover.
5.5.2.3 - Slope
Slope hexes do not block the line of fire so long as it does not cross the top lip of the slope. When the line of fire crosses the lip of a slope, shooting is not possible unless the character on the lower level is at least as far away from the slope hex as the character on the upper level. If he is closer, no firing is possible between them because they cannot see each other.
Exception: Shooting is possible when the character on the lower level is on the slope hex itself. He can then shoot, but he can also be shot at because it is considered that he is half-way up the slope.
A character on a slope hex benefits from medium cover if the line of fire passes over the lip of the slope.
[Diagram: Two javelin throwers A, B and a Saxon archer C, shoot at characters D & E. For A & B, E benefits from medium cover as the fire crosses the top lip of the slope. On the other side, they can’t shoot at D who is closer from the slope than they are. For C, D doesn’t benefit from any protection as the fire doesn’t cross the top lip of the slope.]
5.5.2.4 - Water
A character in a water hex (sea or river) never blocks a Line of Fire. He benefits from light cover except if the shooter is in an adjacent hex. A character in a water hex cannot shoot.
His cover turns to medium if the line of fire crosses a wooden superstructure (like a bridge) or scrub. Furthermore, rules for shooters on higher elevation will eliminate the effects of terrain (see § 5.5.4).
5.5.3 - Firing over other characters
If the line of fire of a slinger, a crossbowman or a lance thrower passes through a hex occupied by a living character or animal counter, shooting is impossible. Note that stunned characters, though living, do not block line of fire.
On the other hand, archers and javelin men can shoot over other characters on condition that the target is at medium or long range and only benefits from light cover or no cover at all (see the application for riders with lance in § 7.1).
5.5.3.1 - Exceptions
- Riders with lance can fire over friendly characters that are immediately adjacent to them. They are, however, bound to observe all the other restrictions on firing.
[Diagram: Normans A, B, D and E are fighting against Saxons C, F and G. Character A is a rider with lance. Because he is higher than B, A can shoot over him at C. D is also an archer,² but he is not mounted. Consequently he cannot fire over E at F. A cannot fire over E at G because he is not adjacent to E.]
- Characters the shooting unit cannot see never block line of sight or fire (for instance if he is on a slope and cannot see a character situated at a lower level (see § 5.5.2.3), he can fire overhead freely).
² The knee down position of this archer doesn’t have any impact on gameplay (unless stated otherwise in the scenario).
5.5.4 - Shooting from a higher elevation
Terrain impact can be neutralized when shooting from a higher elevation. Targets in a scrub, marsh, river or a slope don’t benefit from their normal cover if:
- the shooter is one level higher in elevation and is located less than half of the short range distance;
- the shooter is more than one level higher in elevation and is located within the short range distance.
Most terrains bordering hexes (such as palisades) only provide coverage for the hex behind that border.
5.5.5 - Shooting from a lower elevation
A character in the line of sight can be ignored if he is within N hexes of the target, N being the number of levels above the shooter (two hexes separated by a slope are considered to be one level apart).
Erratum (v4.1) applied: the first sentence of the example below was misspelled in the printed edition and is restated correctly here. It reads: “In this example, the crossbowman Gerold cannot shoot at the slinger Munro because the knight Mauger is 2 hexes away from Munro, who is only one level above Gerold.”
[Diagram example:] In this example, the crossbowman Gerold cannot shoot at the slinger Munro because the knight Mauger is 2 hexes away from Munro, who is only one level above Gerold. On the flip side, Munro can shoot at Vital (and vice versa), as the line of sight goes above Gervais and Arnoul underneath. But Vital can’t shoot at Lachlan or Aluinn as Arnoul is blocking his line of sight. Should Arnoul get stun, Vital could then shoot. Ruairidh cannot shoot at Arnoul as Lachlan blocks his line of sight.
6 - Combat
When two characters, or more, are on adjacent hexes, combat can occur. Each combat is optional. The decision whether or not to attack rests with the player whose turn it is. His/her characters are called the attackers. In the following player-turn they will defend against the opponent's attackers. Each character can only make one attack per turn, but a defender can be attacked several times by different attackers.
To resolve a combat, calculate the difference between the attacker strength (black figure) and the defender strength (red figure). You get a differential that corresponds to a column of possible outcomes listed in the appropriate Combat Table on the Play sheet Nr 2. The attacker then rolls the die to determine the exact result of the combat in question. There are two Combat Tables - one is used to resolve combats against mounted characters, the other against foot soldiers.
6.1 - Effects of terrain on combat
The odds difference of a combat can be modified by the nature of the terrain occupied by each of the characters involved. You can see from the Terrain Types table (see the Play sheet Nr 1) that a terrain can influence combat in three ways: it can be neutral (0), or disadvantageous to the character occupying it (-), or advantageous (+). According to the terrain that each character occupies, the odds differential may need to be modified by shifting the column of possible results to the left or to the right.
A mounted character is considered to occupy the least advantageous terrain of the two hexes occupied.
If the two sides are on equivalent terrain, the column does not change and the odds remain the same.
| Attacker in terrain | Defender in terrain | Effect on the odds column (0/4, 5/8, 9/15, etc.) |
|---|---|---|
| – | + | Shift 2 columns to left |
| – | 0 | Shift 1 column to left |
| 0 | + | Shift 1 column to left |
| 0 | – | Shift 1 column to right |
| + | 0 | Shift 1 column to right |
| + | – | Shift 2 columns to right |
6.2 - Combat against more than one character
When two characters (or more) decide to attack one enemy character, they can attack individually, or alternatively they can add their attack points to create a single total factor which is used to calculate the odds differential against the defender's strength. If they attack together, they may, as a bonus, shift the odds differential column so obtained by one column to the right (see example below). This rule does not apply when attacking a mounted character unless he is attacked by several riders.
When the result of the combat shows that one of the attackers or defenders has been stunned or wounded, the player of the side affected decides which of the characters receives the blow. On the other hand, the result "Attacker retreats" or "Defender retreats" applies to all the characters that participated in the attack or defence.
A stunned character is automatically dead if, during any phase, enemies occupy all accessible hexes surrounding him.
If the attackers decide to attack jointly and they are on different types of terrain, the least advantageous terrain will be counted to compare with that occupied by the defender.
If several defenders are attacked jointly and they are on different types of terrain, the least advantageous terrain will be counted to compare with that occupied by the attacker(s).
Example: Assume that two characters attack an enemy with a differential of 9. If one attacking character is on terrain (0) and the other attacking character on terrain (–), the two attackers are considered to be on terrain (–). If the defender occupies a terrain (0), the Terrain Effects table (see the Play sheet) shows that the odds differential must be shifted one column to the left (9/15 becomes 5/8). But since the two characters are attacking together, they can shift the odds differential one column to the right. The combat will thus be resolved as a differential between 9 and 15, the number of attackers having counterbalanced the terrain disadvantage.
6.3 - Combat against a defender in armour
When a character attacks a defender in armour (a defence strength with a circle around it), he adds 1 point to the number rolled on the die when determining the result on the Combat Results Table. It is this modified number which indicates the result of the combat. If there are several defenders and not all are in armour, this rule does not apply but any resulting injuries will be inflicted on an unarmoured character.
6.4 - Retreat after combat
Retreat affects all defenders or attackers involved. A character can retreat across hexes occupied by friendly characters. He can also displace friendly characters in order to end up at the required distance from his starting point. Displaced characters can displace other friendly characters, which can lead to a cascading retreat. If a retreating character or one of the displaced characters is forced to pass or stop on a hex adjacent to an enemy, he must submit to an infiltration check.
It is impossible to retreat across a hex occupied by an enemy. A character that cannot retreat the full required distance necessary is automatically wounded.
Important: A stunned or wounded character dies immediately if wounded or stunned again. A stunned character that is forced to retreat also dies.
6.5 - Advance after combat
If at the end of a combat the attacker or the defender have been forced to retreat, or if one or the other has been stunned or killed, the victorious player can advance one of his/her characters by a number of MPs equal to half of their movement allowance. The first hex crossed must always be one of the hexes evacuated by the enemy (or the hex of the stunned or killed character).
Advance after combat is not obligatory but it must be done immediately, without waiting for the resolution of any other pending combat.
Only a character involved in the combat can benefit from the advance after combat. The MPs used during the advance after combat do not count against the character’s movement allowance during the next game turn.
Note: The advance after combat must take into account the rules for infiltration of enemy lines (§ 4.3), but with the following restriction: an enemy character adjacent to the hex crossed cannot roll the die if he is simultaneously engaged in combat, either in attack or defence. Whether the combat has or has not already taken place is irrelevant.
6.6 - Restrictions on combat
Generally, any combat is impossible if the attacker would not be allowed to move into the hex he is attacking. Examples: A soldier in armour cannot attack a character in a water hex; a rider cannot attack a character in a tree hex.
6.7 - Missile fire & combat against mounted characters
When a rider is dismounted following combat or missile fire, the owning player places the appropriate counter – rider stunned, wounded or dead – on one of the 6 hexes adjacent to his horse. If all the adjacent hexes are occupied, a friendly character may be shifted one hex to make room for the dismounted rider. If he is completely surrounded by enemies, a dismounted rider is automatically killed. The horse itself remains in the same place and must be represented by its own counter (dead or alive according to the fire or combat result shown).
If a player decides to attack a riderless horse, he resolves the combat or missile fire in the same way as for an unarmoured mounted character. However, the results D or E for missile fire, and G, H or I for combat, cause the death of the horse.
Note: All animals have a defence strength of 1 if no other value is printed on the counter.
Don’t read any further! You can already play Scenarios 1 and 2.
7 - Combat Tactics
7.1 - Mounted lance throwers
This rule applies to any mounted character carrying a lance without a flag. To be able to throw his lance, the thrower must always have the target in his frontal or side arcs.
[Diagram – left example: The Scottish cavalryman Urquhart can throw at Gwendal and Roussel, but not at Herluin and Charles. A cavalryman can throw over a friendly foot character, if he is adjacent to him, but only if the distance to the target is at least 3 hexes. Right example: Urquhart can shoot at Charles and Herluin, but not at Gwendal.]
7.1.1 - Modifications due to fire range
Fire rate and movement: Offensive fire only, no limitation on movement.
| Type of weapon | Short range | Medium range | Long range |
|---|---|---|---|
| Mounted Lance Thrower | 1-3 hexes | 4-6 hexes | 7-9 hexes |
| Modification to die roll | No modification | +1 | +2 |
7.2 - Cavalry charges and counter-charges
7.2.1 - Single rider charge
The cavalry charge is a form of attack that improves combat odds. Before starting any of his/her moves, a player can announce cavalry charges. For each charge the player identifies the rider concerned, the target, and the route selected.
To be able to charge, a rider must meet the following conditions:
- The target enemy must, at the beginning of the charge, be within the frontal arc of the rider (see the diagram below) and visible to him. Line of sight is identical to line of fire but only mounted characters will block the line of sight of a rider.
- The rider must travel at least 6 hexes and his movement cannot include any sharp turning that would require the expenditure of extra movement points above the normal cost of each hex (see § 4.4).
- The four final hexes of the charge must be in a straight line towards the target’s hex.
[Diagram: Frontal arc of a rider. The orange hexes indicate the frontal arc of a rider.]
7.2.2 - The counter-charge
After the announcement of each charge, the opposing player has the opportunity to declare a counter-charge by one of his/her own riders. This declaration must be made immediately, without waiting for the identification of other later charges. The character doing the counter-charge need not be the character chosen as a target by the charge. To be able to counter-charge, a rider must meet the following conditions:
- The counter-charging rider must have the charging rider within his frontal arc (see the diagram above) and must be able to see him.
- A counter-charge must always end with the designated rider occupying the final 2 hexes of the route of the opposing charge. In other words, charge and counter-charge will encounter one another face-to-face in the 4 final hexes of the originally declared charge, with each rider occupying respectively 2 of these hexes (see the diagram below).
- To reach this position, the counter-charging rider cannot travel more than half of the number of hexes declared for the original charge (rounded down). In addition, as for the original charge, his movement cannot include any sharp turning that would require the expenditure of additional movement points.
*Example of charge and counter-charge: The Norman knight Roussel declares a charge against the Thegn Ligulf over 10 hexes. The mounted Thegn Ethelnoth decides to counter-charge and moves to encounter the Norman by occupying the 2 final hexes of the original charge route. Guthwold could alternatively have been chosen to counter-charge, but Wulfram could not because the latter did not have the knight within his frontal arc at the beginning of the charge.
It is not possible to carry out more than one charge or counter-charge against the same character in the same game turn. Once a charge or counter-charge has been declared, it cannot be withdrawn nor can the route be modified. No defensive fire is allowed against a charging rider if a counter-charge has been declared.
If a rider is subjected to an enemy charge of at least six hexes and this charge is directed against his frontal arc, he can counter-charge himself. In this situation, he advances two hexes towards the enemy following the same route as the latter.
In those scenarios with a large number of riders, it is recommended that the charge/counter-charge markers be used. These markers are placed on top of the characters concerned as the charges and counter-charges are declared.
7.2.3 - Effect on combat
A charging rider has his attack strength increased by half. A counter-charging rider has his defence strength increased by half. If necessary, the resulting number are rounded down.
Example: A Norman knight with an attack strength of 28 charges a Scottish cavalryman with a defence strength of 9. The knight gains a bonus of 14 points, which gives him an attack strength of 42 points this turn. If the Scottish cavalryman were able to counter-charge, he would add 4 points to his defence strength, or a total of 13 points for this counter-charge.
Charges and counter-charges are always resolved as a separate combat, independent of any other attacks against one or other of the riders involved.
Note: If the counter-charging rider’s resulting defence strength is greater than the resulting attack strength of the charging rider, their roles are reversed, and the defender become the attacker. Unfavourable results for the rider that counter-charges are ignored in this case.
7.2.4 - The lance charge
Any group of 3 or more adjacent Norman knights charging in a straight line get the benefits of the charge rules explained above and, in addition, the die roll result is shifted one column to the right.
7.3 - Refusing combat
A character with a higher movement allowance than that of his assailant(s) can decide to use his superior mobility to avoid the combat. A rider will retreat 2 hexes; a foot character will retreat 1 hex. The retreat can only be made through unoccupied hexes. A friendly character cannot be moved out of the way to allow the retreat, and a character retreating into hexes adjacent to an enemy is subject to an infiltration check.
7.4 - The shield wall
The Saxon player can adopt this tactical formation with his Huscarls and Thegns by lining them up side by side in groups of at least 3 characters (see diagram).
The two hex-sides that point to the front of each counter will form the front line. All the Saxons forming the line are treated as being in heavy cover against missile-fire, and in favourable terrain when they are attacked, whatever the type of terrain that they occupy. However, they get these advantages only if fired at or attacked from the front; shooting and attacks from the sides and rear are resolved normally.
7.5 - The two-handed axe
This technique is limited to experienced warriors, but such a skill confers an extraordinary strength in attack balanced by the fact that it also renders that character vulnerable in defence since he cannot use his shield. Only characters carrying an axe and belonging to one of the following troop types can use the axe:
- For the Saxons: The Earl Aegelferth, the Huscarls and the Ceorl Alfmaer.
- For the Normans, the knight Geoffroy and the medium infantryman Bouchard.
Two other conditions must also be satisfied: the character must be on foot and in full health.
When starting the combat step, the attacking player identifies the warriors who will attack using their axes two-handed. He places an “axe” marker on each of them. The marked characters will have their attack strength doubled during the current combat phase. During the enemy player’s turn, the same characters will be treated as being in an unfavourable situation (–) if they are attacked, a disadvantage which is added to the calculation resulting from the type of terrain (+, 0 or –), thus possibly causing a 2 column shift. When a shooter takes one as a target, he subtracts 1 point from the die roll result before consulting the missile-fire results table. The protection given by armour remains. When he becomes active again, a player can decide to remove the axe marker from a character or to leave it in place. If the axe marker is removed, the character’s attack strength returns to normal and he no longer suffers any of the defence disadvantages for missile-fire and combat caused by this method of fighting.
Don’t read any further! You can now play Scenarios 3, 4 and 5.
8 - Houses & Other Buildings
8.1 - Terrain types
| Terrain | Movement point cost per hex | Cover type | Terrain advantage |
|---|---|---|---|
| House Interior | Impassable to horses (except doorway hexes); 1 – Foot | None | + |
| Wattle & Daub Wall | Impassable | Infinite | 0 |
| Window in Building Wall | 4 – Foot (to cross); impassable to horses | Medium | Att. –; Def. + |
| Door in Building Wall | 1 | Medium | Def. + |
| Staircase | 2 – Foot; impassable to horses | None | – |
| Fence | 2 to cross | Medium | Def. + |
8.2 - Firing
8.2.1 - Firing through windows
a) From the interior: a character inside a building can only fire at outside hexes from a window hex. The line of sight is then determined from the middle of the window’s exterior edge, not from the centre of the hex.
b) From the exterior: a character outside of the building can only shoot through a window if the target is immediately behind the window. The Line of Fire must be able to reach the centre of the window hex without touching the walls, otherwise the shot is impossible.
Special situation: A shooter in the hex outside and adjacent to the window can fire into the interior of the building. His range of fire is however limited solely to those hexes that form the room. His line of sight runs from the middle of the interior edge of the window.
Characters in the interior of a building benefit from medium cover when shot at through a window.
8.2.2 - Firing through doorways
A character that is either outside or inside a building can shoot through a doorway so long as no section of a wall blocks his line of sight. The calculation of line of fire is done normally. However, when a character shoots from a doorway hex, his Line of Sight starts from the middle of the opening and not from the centre of the hex.
Characters inside a building benefit from medium cover when shot at through a doorway. If the shooter is in the doorway hex, characters in the room adjacent to the door receive no cover.
8.2.3 - Walls
Walls block lines of sight, except when firing through a doorway or a window. Fire is impossible if the line of sight is blocked (infinite cover).
8.3 - Cover
8.3.1 - Interior of building
Characters inside a building benefit from medium cover when shot at through a doorway or a window.
8.3.2 - Walls
Characters behind a wall without an opening benefit from infinite cover. It is thus impossible to shoot at them across the wall.
8.3.3 - Doorways
Characters in doorways benefit from medium cover. This cover is limited to one side (exterior or interior) of the door entrance. The character must select his covered side in case of crossfire. He will get no cover when shot at from the other side.
8.3.4 - Exterior building corner
Characters in hexes containing a building corner benefit from medium cover if the shooter is on a hex that does not allow him to see the two sides of the building at the same time. If he is subjected to a crossfire, the character must choose the side from which he will be protected.
Example of crossfire: Two Saxons shoot, in the same turn, at a Norman noble who is in a building corner hex. He can’t benefit twice from medium cover, so the owning player must indicate against which shooter he is covered.
8.4 - Movement
Walls are impassable. To enter a building, a character must be on foot and must cross through a doorway or a window.
Horses, with or without a rider, cannot enter a building interior hex. They are allowed in doorway hexes.
8.4.1 - Movement through windows
Only foot characters can cross a window hex. This move is impossible if the hex on the other side is occupied by an opposing character.
Note: Wounded characters with armour cannot cross a window hex due to their reduced movement points of 3 or 2, as 4 points are necessary to cross a window.
8.4.2 - Fences
They are designed to stop chickens and pigs, but not men-at-arms. A character can cross them at a cost of 2 MP or destroy them by standing idle one full turn next to a fence hex.
8.5 - Combats
8.5.1 - Combat through a doorway or a window
When combat is fought across a doorway or a window, the defender is always considered to be on favourable terrain (+), regardless of whether he is inside or outside.
Don’t read any further! You can now play Scenarios 6 and 7.
9 - Castles
9.1 - Terrain types
| Terrain | Movement point cost per hex | Cover type | Terrain advantage |
|---|---|---|---|
| Moat | 4 (1 from an adjacent moat hex); impassable to horses | None | – |
| Filled Moat | 2 on foot; impassable to horses | None | 0 |
| Bridge | 1; impassable from the moat | None | 0 |
| Gate | Impassable when the gate is closed | Infinite (if fire crosses the gate) | 0 |
| Stockade | 1; crossing impossible | Infinite (if fire crosses the stockade) | Impossible |
| Platform | 1 – Foot; 4 from a ladder | Heavy |
9.2 - Defence structures
9.2.1 - The palisades
Palisades are defensive walls constructed using the trunks of fir trees harvested from nearby forests. While made from wood, palisades are a more fearsome obstacle than they seem at first glance. They are impassable without a ladder. Once on top, the attacker can only jump to the other side, at the risk of severe injury. To see if he landed unhurt, roll 1D6. A character in armour adds 1 to the result of the die:
- From 1 to 4, the jump is a success;
- 5 or 6, the character is wounded.
A palisade hexside can be set on fire. If a palisade is destroyed, put a Burnt Palisade marker on the hexside. The adjacent hexes remain passable with a penalty of 1 MP. A character in a Burnt Palisade hex is at a disadvantage (–) in case of a fight.
9.2.2 - The platforms
An attacker with a ladder can jump from the top of the palisade on a wooden platform. To see if he landed unhurt, roll 1D6. A character in armour adds 1 to the result of the die:
- From 1 to 5, the jump is a success;
- 6, the character is wounded.
A platform hex can be set on fire like a palisade.
9.2.3 - The mobile bridge
Access to the bailey is made through a mobile bridge which spans the moat. A character staying idle for a complete turn in a hex adjacent to the bridge can either throw it into the moat or withdraw it, hence preventing access to the castle. If the bridge was simply withdrawn and placed under the gate tower, it can be put back in place by a character staying idle for one full turn in an adjacent hex. If the bridge was pushed into the moat, it can’t be retrieved until the end of the scenario.
9.2.4 - The gate tower
The entrance tower includes a gate. Firing into or through a hex with a closed gate is impossible.
Gates can only be opened from the inside of the bailey. To open or close the gate, a character must be adjacent to the gate and remain idle for one full turn. The gate can be operated at the end of the turn. Flip the gate counter to indicate its current status.
9.2.5 - The bascule gates
The entrance to the motte is made across a ramp closed at both ends by bascule gates. They are maneuvered by chains and their low clearance allows only for men on foot to cross (and even they would have to stoop to pass through, though this is not modeled in the game).
A character has to stay a complete turn on a rear hex to be able to activate the gate. By default, the gate is closed. When it is raised, place the marker “Open Gate”.
9.2.6 - Setting fire to wooden defences
It is possible to set the bridge or gate on fire with arrows (see § 10.3). When the defence is burnt, flip the marker to show its destroyed side (bascule gates) or remove the marker (bridge, gate tower).
9.3 - Missile fire
9.3.1 - Shooting through doorways
A character outside or inside a building can shoot through a doorway if he is at the same level of elevation as the doorway and line of fire does not cross a section of wall.
When a character shoots from a doorway hex or from a hex behind a doorway hex-side, line of fire is traced from the middle of the opening and not from the centre of the hex.
9.3.2 - Shooting from behind tower windows and platforms
When a character in a tower window hex aims at a target outside the building, his line of fire is traced from the middle of the hex-side chosen to shoot from and not from the centre of the hex. In all other situations the line of fire is calculated normally.
Two characters, one on the lower level inside the walls, and the other on the platforms, can shoot at each other.
9.3.3 - Shooting from different levels
Generally, when the shooter and the target are not on the same level and are separated by an obstruction (rampart, house, etc.), shooting is possible if the character situated on the lower level is at least as far away from the obstruction as the character on the upper level.
Map caption (page 24, with the map of the motte): This map shows the hexes which can’t be shot at by a bowman located in the tower of the motte (or on top of the entrance staircase).
Map caption (page 25, with the map of the motte): This map shows the hexes which can’t be shot at by a bowman located on a platform behind the stockade of the motte.
Erratum (v4.1) note: the erratum states that the descriptive texts of these two diagrams were reversed. Checked against the printed page: the captions as printed on pages 24 and 25 already match the wording the erratum gives for each page, so no change was made to the captions above.
9.3.4 - Restrictions on shooting
When shooting from an elevated position, such as a platform or a tower window hex, targets within the specified ranges will not benefit from any cover if they are in scrub, slope, marsh, rock or river hexes.
Shooting is not allowed if a character friendly to the shooter is adjacent to the target and at the same height as the target. Houses and trees that are situated at a lower level will not block fire from one platform to another.
Javelinmen, lance throwers and slingers cannot shoot through the tower windows. Lance bearers cannot throw their lance up at a defender on a higher elevation (on a platform for instance).
9.3.5 - Shooting at characters on a platform or behind tower windows
Reciprocity: If a character on a platform can shoot at a character below, he can also be the target of that character.
9.4 - Cover
9.4.1 - Platforms
Characters in platform hexes benefit from heavy cover when the line of fire crosses the palisade/wall hex-side.
9.4.2 - Interior of the castle
When the gate is closed, any character inside the castle is in infinite cover against the outside unless he is either on the platforms or behind a window.
If a palisade or gate hex is destroyed, shooting across is possible; the target benefits from light cover.
9.4.3 - Doorways
A character in a doorway hex benefits from medium cover. This cover is however limited to one side (exterior or interior) of the doorway. If he is subjected to a cross-fire, the character must choose the side from which he will be protected.
All characters in the interior of a building benefit from medium cover when shot at through a doorway, but only if the shooter is not standing in the doorway hex itself. When the shooter is standing in a doorway hex, targets within the building interior receive no cover.
9.4.4 - Walls & palisade
Characters behind a section of wall without an opening in it or behind a palisade benefit from infinite cover. It is impossible to shoot at them.
9.5 - Movement
9.5.1 - Restrictions of movement
Walls, palisades and tower windows are impassable. The tower can only be entered through its doorway. Palisade hexes are impassable from the outside of the castle unless a character is on a scaling ladder. Platform hexes are accessible from the interior of the castle by stairways.
10 - Siege Tactics
10.1 - The scaling ladder
10.1.1 - The height of the ladders
Scaling ladders allow reaching the top of the palisade. Note that the tower cannot be scaled.
10.1.2 - Carrying and raising the ladder
A scaling ladder can be carried by any two characters. Use the ‘horizontal ladder’ counter and place the characters on top of it. Characters carrying a ladder cannot engage in combat, shoot or force an infiltration test; their movement allowances are both reduced by 2 Movement Points.
When at least one of the characters reaches a hex adjacent to a palisade, they can raise the ladder at no additional MP cost. Replace the ‘horizontal ladder’ counter with an ‘upright ladder’ counter, which must be placed in one of the two hexes previously occupied by the horizontal ladder and pointed at an adjacent palisade hex-side.
10.1.3 - Movement
Climbing up or down a scaling ladder costs 3 Movement Points. Characters can move from the top of a ladder across the palisade the ladder is resting against at a cost of 4 Movement Points or as a result of Advance after Combat. Remember to roll for successfully advancing onto the platform from the top of the palisade as described in § 9.2.2.
It is possible for a character with 8 Movement Points to climb a ladder and move onto a platform hex (which costs 4 MP) during the same game turn, but only if the ladder had been raised on a previous turn.
10.1.4 - Moving an upright ladder
An upright ladder can be moved one hex, or turned into a different direction within the same hex, by two characters adjacent to the ladder hex. Each character spends 2 Movement Points in the process. It is impossible to move or turn a ladder if a character is on it or if an enemy is adjacent to the bottom of the ladder.
10.1.5 - Shooting and combat
A bowman at the top of a ladder can only shoot into the palisade hex facing him. His target will still benefit from heavy cover.
Characters on a ladder do not benefit from any cover and are considered to be in disadvantageous terrain (–) in case of combat.
10.1.6 - Toppling a scaling ladder
A character on a platform hex adjacent to the top of a ladder may attempt to topple the ladder instead of normal shooting and combat. The attempt takes place during the character’s Combat Step.
Roll 1D10:
- 1-6: The ladder is toppled.
- 7-10: The ladder stays in place.
If a ladder is toppled, replace the ‘upright ladder’ counter with a ‘horizontal ladder’ counter. This must be placed by the player that toppled the ladder so that one of the halves of the horizontal ladder still occupies the original ladder hex. Any character that was on the ladder falls down and must be placed by his owner in one of the hexes adjacent to the upright ladder hex, but not (of course) in a palisade hex.
The fallen character may be placed on top of another character or on top of the toppled ladder. The character is automatically wounded by his fall, and if he ends up stacked on top of another character, that other character will be stunned. As usual, a character that was already wounded or stunned will be killed. Ladders do not have any effect on characters below if they topple onto them.
10.1.7 - Toppling a ladder from below
A character can attempt to topple a ladder from below in exactly the same way as if the attempt had been made from above (see rule § 10.1.6). To do this the character must be on a hex adjacent to the bottom of the ladder.
10.2 - How to light and extinguish a fire
10.2.1 - How to light a fire
A character can set fire to a wooden or wattle & daub structure hex by remaining on an adjacent hex for a whole turn. If, during the turn following his arrival in that hex, he has not been dislodged by his opponent and he has not moved throughout his Player Turn, the character can set fire to one adjacent hex instead of normal shooting or combat. Place a Flame marker on the target hex in the Combat Phase.
10.2.2 - How the fire spreads
At the start of his Player Turn, a player determines whether the flames have spread from any fires he has ignited or spread previously, i.e. from any flame counter he has been responsible for and that has not yet been extinguished (removed) by the opponent. The fire can only spread into an adjacent hex if that hex contains a wooden or wattle & daub structure (palisade, bridge, house, etc.). For each Flame counter, roll the die once for each adjacent hex that meets the criteria, and consult the Fire Table under the ‘Spreading Fire’ column.
10.2.3 - How to extinguish a fire
A character can attempt to extinguish the flames if he is adjacent to a hex on fire (i.e. to a Flame counter). Each character can make only one attempt per turn, and only for one hex. A number of characters may each make separate attempts at the same hex. A character cannot move, shoot or fight during the Player Turn that he attempts to extinguish the fire. Roll one die during the Combat Phase and consult the Fire Table under the ‘Dousing the Fire’ column on the Siege Record Sheet.
10.2.4 - Evacuating a fire hex and restrictions on movement
If a Flame counter is placed in a hex containing a character, he must immediately retreat one hex, otherwise he will be wounded in the first turn and killed in the second. Once a hex is on fire it becomes impassable.
A stunned character in a fire hex regains his senses immediately if he rolls 1-6 on a D10 roll. If he fails the die roll, he perishes in the flames.
10.2.5 - Damage caused by the fire
If a hex has burnt for three (not necessarily consecutive) turns, its contents are completely destroyed. To record the number of turns the hex was on fire, use the counters marked 1, 2 and 3.
10.3 - Flaming arrows
Archers can shoot arrows soaked in burning oil instead of normal arrows. These arrows are ineffective against characters but can set wooden and wattle & daub structures on fire.
Flaming arrows can only be shot at targets that are at short range. Instead of consulting the Missile Results Tables, the player rolls one die and consults the Fire Table under the column corresponding to the type of target (which includes both the difficulty of hitting the target and the difficulty of setting it alight). If the fire catches, immediately place a Flame marker on the target hex.
10.4 - Filled moat
Before starting an assault on the ramparts, the besieging player places ‘Filled moat’ markers on the moat hexes of his choice. The number of available ‘Filled moat’ markers will be stated in each scenario or is the result of “building” filled moat in the course of a siege (§ 11.2).
Filling a part of the moat not only makes the movement of characters on foot easier, but it is also the only means by which scaling ladders can be raised up to the walls.
In scenarios covering several days of siege, the ‘Filled moat’ markers are removed at the end of each tactical action and distributed afresh before another assault.
Don't read any further! You can now play Scenarios 8, 9.
11 - Laying Siege
A siege spreads over several days. Its duration is based on the quantity of water and supplies available to the besieged troops should no relief force arrive. You will keep track of any actions taking place during the siege on the Siege Record Sheet.
11.1 - Game sequence
On day 1, the besieged player needs to check the status of his supplies, which will determine the number of days he can hold out if he can repel all the assaults (see § 11.1.1). Then he must follow a sequence that is repeated every day:
- Roll 2D10 to determine if any random event changes the course of the siege (see § 11.6).
- Roll 1D10 to determine who will get the initiative this day (see § 11.1.3).
- Bring the characters that were wounded the previous days, and are healed, back into play.
- The besieger can try to set fire to wooden or wattle & daub structures (see § 11.3).
- The player who won the initiative decides which action he wants to perform (see § 11.4).
- If some characters have been wounded during the day, the players roll 1D10 for each wounded character and put him on the Record Sheet on the day he is supposed to heal (see § 11.1.5).
- After all actions have been performed, the siege marker is moved down one day on the Record Sheet.
11.1.1 - Supply
At the beginning of any siege, roll the die to determine how many days of supply are available to the besieged troops. The castle or building will automatically surrender after this period, as supplies have run out.
The number of days varies with the type of building:
- Castle: roll 3D10
- Great Saxon Hall: roll 1D10
The number of besieged troops can affect this result:
| Building (dice) | Modifier due to the number of besieged troops: –8 | –6 | –4 | 0 | +4 | +6 | +8 |
|---|---|---|---|---|---|---|---|
| Castle (3D10) | ≥ 35 | 34 – 29 | 28 – 24 | 23 – 21 | 20 – 11 | 10 – 5 | ≤ 4 |
| Great Hall (1D10) | ≥ 27 | 26 – 23 | 22 – 19 | 18 – 15 | 14 – 11 | 10 – 7 | ≤ 6 |
Whatever the result, the minimum duration of a siege is 2 days, which is the number of fasting days the garrison can endure. The number of siege days will not be re-calculated during the siege based on a daily garrison count, except in case of a massive arrival of refugees.
The arrival of a supply convoy can also impact the duration of the siege: add one day of supply for each packhorse or donkey reaching the besieged building.
11.1.2 - Random events
Roll 2D10 each day on the Events Table (see § 11.6) to see if any random event occurs. Add +5 to the die roll during the first 9 days of the siege; any result greater than 20 counts as 20. Each event can only occur once per siege. If the die roll gives an event which already occurred, nothing specific happens that day.
11.1.3 - Initiative
At the beginning of each day of the siege, the Defender and the Attacker each roll 1D10. The Attacker (only) adds 4 to his roll.
Whoever scores the highest has the initiative. If the results are equal then the Attacker has the initiative.
- If the Attacker has the initiative, he may assault the castle (see § 11.4.1), or build new equipment (see § 11.2), or negotiate for the surrender of the defenders (see § 11.5).
- If the Defender has the initiative, he may elect to support a supply convoy in its attempt to reach the castle (see § 11.4.2), or to attack the entire enemy force (see § 11.4.3).
- If the besieged garrison refuses to take the initiative, it will revert to the besiegers.
Mark the selected activity of the day on the record sheet.
Note: If you own the game Guiscard, you may also perform the additional actions described there, like building siege engines, battering the walls or sallying against the Attacker’s camp.
11.1.4 - Number of besiegers and rationing
Supply of the besieged garrison is still possible if besiegers don’t maintain enough troops for an effective blockade, as they won’t be able to control the entire countryside.
Check the following table to know if the rationing is in effect or not:
| Besieger / Defender ratio | Impact on rationing |
|---|---|
| > 2 | Full impact |
| Between 1.1 and 2 | Add +4 to the die roll on the events table |
| ≤ 1 | Add +8 to the die roll on the events table |
11.1.5 - Healing table
In scenarios covering several days, or even several weeks, wounded characters may be able to recover from their wounds before the end of the siege. At the end of each siege day, roll one die for each newly wounded character and consult the Recovery Table on the Siege Record Sheet. Note on the siege record sheet the date on which the character will recover. On the morning of that day the wounded character is replaced by his equivalent in full health, provided he is still alive at that time.
11.2 - Building new equipment
The besiegers can build a scaling ladder or a set of fascines in 2 days during the siege: 5 characters per day are needed to build them. They cannot take part in any other action in the meantime and are placed in the corresponding box on the Siege Record Sheet.
11.3 - Setting fire to the structures
11.3.1 - The siege record sheet
Damage inflicted on the walls and buildings is noted down on the Siege Record Sheet. This sheet contains a Fire Table, and a scale plan of the various buildings, which allows to record the result of actions directed against a particular hex.
11.3.2 - Set structures on fire during a day siege
If the besieger has archers, they may try to set fire to buildings and wooden structures of the besieged building, regardless of which side has the initiative and what action this side did choose. The results are obtained from the same fire table as for the tactical game with the following modifications: the besieging player designates one target hex per day;
- Add 2 to the die roll for the first archer in his army;
- Add 1 to the die roll for each additional archer in his army.
Example: The besieger has 3 archers. The target is a hex with a house. Add 2 to account for the siege situation, plus 2 for the 2 additional archers (i.e. a total of +4 to the die roll). Any result with a D10 greater than or equal to 4 sets the house hex on fire.
The Defender may attempt to extinguish the fire in the hex, but without any modifiers to the die roll.
Fire spread is tested successively for all adjacent hexes that can burn, adding 2 to the die roll. If a new hex catches fire, the Defenders may try to extinguish it immediately. This sequence continues until all flammable hexes adjacent to a fire have been tested.
11.3.3 - Result of fire
When a structure hex has been burnt, place a “Burnt Palisade” marker on the hex.
Any character in the hex at the moment of its destruction will be wounded by the collapse of the structure.
11.4 - Actions
Each of the following actions lasts one day. No other activity is permitted on days in which any hand-to-hand fighting takes place.
11.4.1 - Action 1: Assault!
Map layout: Only one map is used. The Motte & Bailey for the Castle of course, and the Woodbridge map for the Great Hall.
The sides: Both sides may use all their remaining characters.
Starting positions and sequence of play: The besieger can enter his/her forces through any map-edge in any turn. However, on the turn immediately before their entry onto the map the besiegers involved must be set out along the chosen map-edge. This means that the defenders have one turn to redeploy before the new attackers enter play.
- The Attacker places “Burnt Palisade” markers on the buildings in accordance with the progress of fire as noted on the siege record sheet.
- The Attacker places as many “Filled Moat” counters as he was able to build during the previous days (§ 11.2).
- The Defender sets up all remaining defending characters anywhere inside the castle or building.
- The Attacker must place his remaining characters and any equipment he wishes to use, off the map but alongside one or more of open sides of the building map. The characters off-map may enter on any Attacker’s movement step, but can enter only from the side alongside which they were placed.
- The Attacker takes his phase first.
- Play continues until either the castle or building is taken, or the attacking characters leave the map.
The end of an assault: An assault is treated as ended when no face-to-face combat has taken place for five turns, and all the defenders are separated from the attackers by a palisade, a gate or an impassable hex. At the end of an assault, all the defenders who are isolated from the building centre are automatically captured.
This breakdown of the action, faithful to the reality of combat in the period, enables the attackers to regroup and the besieged troops to gain some time. Please note that consequently the castle may be taken in two assaults, while the Great Hall may be taken in only one day.
Besieging the besiegers: Once the besiegers have taken control of a portion of the castle and the defenders continue to resist in its inner parts, a reinforcement party may arrive to try to break the siege from outside (see the Events table). Faced with this new threat, the besiegers have the choice between fighting outside (see § 11.4.3), or alternatively to take refuge in that part of the castle that they control.
If they decide to fight outside, the besiegers must choose one of the two following procedures:
- Either give battle with all their forces while withdrawing from the part of the castle that they control; in that situation the besieged garrison automatically recovers control of the whole fortification or building,
- or divide their forces into two: one party will give battle while the other will continue the siege in the interior of the fortification or building. In this situation, the besieged party automatically gains the initiative and can try to retake the part of the castle held by the besiegers. If the besieged party refuses to take the initiative, it will revert to the besiegers. The battle outside and the combats inside the castle must be played simultaneously, each player passing from one map layout to the other if necessary.
The defenders can only take with them half of their remaining days of supply when they retreat into an inner part of the castle.
From the supply standpoint, the besiegers have at their disposal the rations left by the besieged garrison when they retreated to the inner defences, as well as those that they may have brought with them. If the group that retreated on the motte still holds some of the outer walls, a reinforcement group (that is not modeled in detail by the game system) will be able, under cover of night, to send 1D6-day of supply per day into the inner castle.
For the initiative, the roles are reversed from now on: the besieged garrison becomes the besiegers, and those who hold the palisade become the besieged party. The negotiations for surrender of one or the other side are suspended. Only the rules on automatic surrender are applicable.
Special rule: The Attacker can choose to halt the assault and the action for the day ends immediately if during an assault all the remaining defending characters are in the following part of the structure:
- The motte for the castle (including the ramp if the lower bascule gate is closed);
- The first 4 hex rows for the Great Hall.
On any subsequent day when a new assault is launched, all remaining defending characters must be placed in the remaining defence structure. The remaining attacking characters can be placed anywhere except in this part of the building. If the defenders still have at least one missile thrower, the besiegers must be placed beyond his/their effective fire range. The assault may then begin.
11.4.2 - Action 2: Sally for supply
A group of defenders sallies out under cover of night and tries to come back with supplies before daybreak. On their way back they will have to avoid the patrols that maintain the blockade.
Map layout: The Ditch or Woodbridge map (at the Attacker’s discretion).
- So long as they hold the palisade of the castle or an entire building, then each time they gain the initiative, the defenders can carry out a sally for supplies. Members of the group must be chosen from the garrison (no more than one-third of it). Only one such attempt can be made per day. The group is in the process of returning with 1D6 pack animals, each of them carrying one day of supplies.
- The besieger forms a patrol that may have a maximum of 8 men, but cannot contain more than 2 cavalrymen and 2 missile throwers.
Starting positions and beginning of the action: The defender player starts the first game turn by entering the supply group with the pack animals through side 2 or 4 of the map. During this first turn, the characters in the patrol, or patrols if a second one arrives, can only move half of their normal movement allowance (rounded down). The patrol(s) enter the map through one of the three other sides, as decided by the attacking player. Defensive fire is not allowed for the patrol during that first turn. From the second game turn onwards everything returns to normal. Action continues until all defenders have crossed the map and left it at the opposite side.
Special rule: At the start of each of his phases (including his first phase in the action), the Attacker rolls 1D10 and refers to the table below to find out if any further patrols arrive. Arriving patrols are built with the same restrictions as the initial one. Note that the attackers could be reinforced by more than one patrol during the action. The besieger can choose any patrol that has not been activated yet. Patrols arriving after the first one may enter the map from any side at the Attacker’s discretion.
| Turn | Patrol arrives if die roll is equal to or less than |
|---|---|
| 1 | 1 |
| 2 | 3 |
| 3 | 5 |
| 4+ | 7 |
11.4.3 - Action 3: Giving battle outside
This action may take place only once in the game.
Map layout: The Ditch or Woodbridge map (at the Defender’s discretion).
Starting positions and beginning of the action: This action requires that all characters of the attacker and the defender participate. Defenders are deployed first within 5 hexes of either side of the map. The Attacker will then place his troops within 5 hexes of the opposite map side. The Attacker plays first.
- The action will continue until one side retreats or is eliminated. If the Attacker retreats, the siege is lifted. The Defender can retreat into the fortified structure; in this case, the siege continues.
11.5 - Surrender of the castle or building
A castle or building will automatically surrender in two situations:
- There is insufficient food left for those defenders that are still alive; the siege ends automatically at the end of the time period calculated beforehand, and the defenders lose the game.
- All the characters with a capacity to command (Norman knights and nobles, Saxon Earls and mounted Thegns, Scottish medium cavalry) have been killed; the side thus afflicted loses the game.
During a day of siege, the besieger can also attempt to negotiate the garrison’s surrender. He rolls 1D10 and checks the Surrender Table below. The number rolled is modified to take the specific situation affecting the defenders into account. If the modified result is 12 or more, the garrison surrenders, otherwise the siege continues.
11.5.1 - Surrender table
The besieging player rolls 1D10 and adds the relevant modification points:
- If the modified number reaches 12, the castle or building surrenders;
- Less than 12: the siege continues;
- Automatic surrender: a garrison will surrender automatically if there is nothing left to eat, or if all the characters with a command capacity are dead.
Note that two different factors are taken into account for bonuses: the number of besiegers, and the progress level of the siege. Only the bonuses won from different factors are cumulative.
| Modifier | Condition |
|---|---|
| +1 | If the besiegers have at least twice the number of characters as that of the defenders; or |
| +2 | If the besiegers have at least three times the number of characters as that of the defenders. |
| +1 | If the besiegers have breached the palisade of the bailey or the building wall (of the Great Hall); |
| +2 | If the besiegers hold the palisade of the bailey; |
| +3 | If the besiegers control the palisade of the bailey, and have breached the tower walls. |
You can now play all the scenarios!
11.6 - Events Table
Roll 2D10 each day (see § 11.1.2) and consult the table below.
| Die | Event | Effects |
|---|---|---|
| 20 | A messenger enters the tent of the commander of the besiegers | He brings news of primary importance. The commander must lift the siege immediately. |
| 19 | A rescue party is in sight | The besieged player gets 250 points to build an army which automatically benefits from the initiative this turn. |
| 18 | Continuous rain | Rain is filling the garrison's cisterns, which boosts their morale, while besiegers wade through mud. The besieged player adds 5 points to his initiative roll. |
| 17 | A thug sneaks into the besiegers' camp | He sneaks into the tent of the commander of the besiegers, a long knife in his hand. Roll 1D10: 7 to 10 – the commander is killed; 4 to 6 – the commander is wounded; 1 to 3 – the thug misses his target. |
| 16 | A thug sneaks into the besiegers' camp | He proceeds towards the ladders and tries to sabotage them. Roll 1D10: 6 to 10 – the ladders are destroyed; 1 to 5 – missed attempt. |
| 15 | Dysentery outbreak in the besiegers' camp | Roll 1D10 to know the number of sick (wounded) characters. Each player chooses in turn who is infected. Previously wounded characters can also be affected by the epidemic. |
Campaign Rules
1 - Goal
You are a young Norman knight who will perform different missions by orders of your lord. Your missions will include: the collection of taxes, supervising the construction of a motte, or the destruction of a village in a mutinous territory where danger lurks at every corner of the way. By completing these missions, you gain experience and glory and you can expect to become, ultimately, a lord yourself.
Or you may play the role of a Saxon thegn willing to rebel against the Norman usurpers of the throne, who came from across the Channel to impose a new and intolerable way of life.
The scenarios are designed to generate confrontations which will be resolved on tactical maps.
The principle of the campaign game is based on two essential criteria:
- The resources available in the villages, the mottes or supply convoys. These resources allow combat groups to replenish their supplies, but they are also a target for looting.
- The loyalty of Saxon villages and combat groups. If their loyalty falls below a certain threshold, these groups can become hostile and revolt.
2 - The maps
The first map shows Northumberland, from York to the mouth of the Tees. This part of the kingdom, subject to Viking and Scottish influences, was ravaged by the Normans during the revolt of 1069.
The second map shows Kent, from Hastings to Canterbury. It will be used for the 1066 campaign.
Each hex represents about 5 km (3 miles) of land.
3 - The play sheets
The first sheet includes all the necessary tables for the campaign game. The other campaign sheets are used, depending on the map and the period, to keep track of the headcount of the various combat groups, (as well as their loyalty in some cases), their level of supply and the money they have, the prestige of the various commanders, the resources available in the villages, the mottes, supply convoys, and the loyalty of the villages.
4 - The counters
They either represent buildings (motte), combat groups, supply convoys or group leaders (typically knights).
- The blue number in the bottom left is the movement allowance of the counter, in other words the number of movement points that he can spend each game turn.
- The red number in the top left section is simply used to differentiate the various counters.
- The black letter to the right identifies the faction of the counter (N for Normans, X for Saxons, S for Scots, V for Vikings and M for Mercenaries).
5 - The villages
The following groups of dwellings use the generic name of village: small village, large village, city, abbey and harbour (which is just a village by the sea).
All villages are Saxon, and their behavior is driven by their loyalty to King William. Each Saxon village has a resource level between 1 and 10. The resource level has an impact on the ability of a combat group to resupply here or to recruit new members if the loyalty of the village is 4 or higher.
Optional: The resource level can be affected by various factors:
- Weather;
- Season.
6 - The motte & bailey castles
Each campaign scenario specifies the number and location of mottes built by the Normans to secure the territory. Saxons, Scots and Vikings can not build mottes. Place one Motte counter on each hex mentioned in the scenario.
Each motte has a garrison of 10 Norman soldiers at the beginning of the scenario. Members of these garrisons can be hired by combat groups, but there must always be at least 5 soldiers to defend the motte. The only exception is the result of a siege or attack, which may bring the number of defenders down to less than 5. In that case, priority must be given in the following days to bring reinforcements to strengthen the garrison to at least 5 defenders.
Each motte has a level of resources between 1 and 5, which can be affected by various optional factors:
- Weather;
- Season.
7 - The terrain
The cost in movement points (MP) to enter a hex varies according to the terrain, as mentioned on Play Sheet #4. When a hex combines several types of terrain, you consider only the most unfavorable cost (for instance, the cost to cross a river in a hilly hex with a forest is 3, not 5).
8 - The game turn
Each turn corresponds to one day. The campaign turn is also used as a siege turn when the situation arises.
Follow these steps in a campaign turn. Both factions complete each step before they continue to the next.
Game turn sequence:
- Check the supply status of all groups with 10 soldiers or more (see § 12).
- Reorganisation of the groups on the same hex (see § 10).
- Creation of supply convoys in villages or motte hexes and resource transfer (see § 14).
- Movements (see § 11).
- Encounters (see § 18).
- Tactical Battles (see § 20).
- Sieges (see § 23).
9 - Loyalty
Loyalty is due to King William. It is therefore total for any Norman group, but can be vary for each Saxon village or group. Each village or Saxon combat group has a level of loyalty between 1 and 10 at the beginning of the scenario (see one of the campaign sheets). Loyalty can be affected by various factors:
- Trait of the commander of the group;
- Headcount in the incoming Norman group;
- Looting (see § 17).
The loyalty level affects the attitude towards combat groups controlled by the Norman player.
When he enters a hex with a village or a Saxon combat group, the Saxon player must first make a loyalty test, using his current Loyalty level and adding or retrieving the modifiers listed below. If the result is 3 or less, the village or group revolts and can attack the Norman group.
| Loyalty test die roll | Result |
|---|---|
| 1 – 3 | Revolt |
| 4 – 10 | – |
Other combat groups don’t have to perform loyalty tests:
- The Scottish and Viking combat groups are always considered hostile;
- The Norman combat groups are always loyal.
Mercenary groups only perform a loyalty test when they have been promised a share of expected loot (see § 22).
Loyalty modifiers
Trait of the commander: The more personal prestige the commander has, the less combat groups or villages will want to revolt. Apply the following modifiers to the existing loyalty level:
- –2 from the loyalty test result if the prestige of the commander is less than or equal to 2;
- –1 from the loyalty test result if the prestige of the commander ranges from 3-4;
- +1 to the loyalty test result if the prestige of the commander ranges from 6-7;
- +2 to the loyalty test result if the prestige of the commander is greater than or equal to 8.
Headcount of the Norman group: When meeting with a group of Saxon fighters, calculate the difference between the number of Normans and the number of Saxons in the group located in the same hex. Apply the following modifiers to the existing loyalty level:
- +2 if the difference is greater than 10;
- +1 if the difference is greater than 5;
- –1 if the difference is less than –5 and the loyalty of the Saxon group is less than 5;
- –2 if the difference is less than –10 and the loyalty of the Saxon group is less than 5.
The number of Normans in a group entering a village also has an influence on loyalty (the larger their numbers, the less likely the villagers are to revolt). Apply the following modifiers to the existing loyalty level:
- No effect if there are 10 soldiers or less;
- +1 from 11 to 20 soldiers;
- +2 beyond 20 soldiers.
10 - Combat groups
Each group is composed of at least three characters. This minimum quota allows you to create groups of decoys, scouts or reinforcement. The opponent does not know the composition of a combat group, he only knows its existence on the map. He can only learn about its composition if one of his groups is on the same hex.
If a combat group is made up exclusively of riders, a cavalry group marker is used. This type of group can move faster than a group consisting solely of infantry or a mixture of both.
During the reorganization phase, a player can break a group into several smaller ones. He can also combine several groups to form a single, bigger one, providing that they are all on the same hex at the same time. When a Saxon group breaks, the loyalty of the smaller groups is the same as the one of the previous, larger group. When several groups combine in a bigger one, the loyalty level of the commander of the largest previous group becomes the loyalty level of the new group.
Two or more combat groups of the same faction cannot stay on the same hex for more than one turn, otherwise they must be grouped together. In other words, several "Combat Group" counters of the same faction cannot be present on the same hex for more than one turn.
Any group of less than 3 characters dissolves automatically and the remaining characters are removed from play (they got lost in the wild…).
11 - Movement
A combat group can move up to 5 hexes per turn (shown in blue at the bottom left of the counter). If the group is exclusively made of riders, it can move up to 8 hexes per turn.
The type of terrain affects movement, as shown on Play Sheet #4.
12 - Supply for combat groups
A combat group with less than 10 soldiers is considered as supplied at all time. On the other hand, any combat group of 10 or more soldiers must find supplies every day. It has no ability to store supplies for more than one day. Supply is only possible (but not certain) if the group is in a hex with a village, a motte or a supply convoy.
The amount of resources necessary to supply a combat group depends on the number of soldiers it has:
- 1 if the combat group has between 10 and 19 characters;
- 2 if the combat group has 20 characters and more.
A combat group will be affected in its next combat phase if it was unable to resupply fully for 2 days in a row:
- The combat group must modify all combat and missile fire result die rolls by +1.
- In addition, without supply, the combat group will only be able to use half of its movement points (rounded down) in the movement phase (both in the campaign and in tactical games).
Erratum (v4.1) note: the erratum restates this third paragraph; the wording above is the same as the printed rule, and no change was needed.
The supply of a combat group can affect the level of resources of a village, a motte or a convoy:
- –1 if the combat group has between 10 and 19 characters;
- –2 if the combat group has 20 characters or more.
13 - The commanders
Each commander has a certain prestige that can affect the loyalty of villages or groups encountered. The number of commanders and their initial prestige is mentioned in each scenario.
Each commander is represented by its counter and behaves like a combat group if he is accompanied by soldiers. For movement purposes, consider only the movement point allowance of the group.
The prestige of a commander increases by 1 for every tactical battle won. It is decreased by 1 point for every battle lost or withdrawal before battle. The prestige level for a commander may never fall below 1.
A new commander may appear during the game if a group without a commander wins at least two tactical battles. Its highest ranking character becomes its commander, with a prestige of 2.
If in the meantime the group gets reorganized, the above rule is still valid if at least 50% of the initial group members are still present.
14 - Supply convoys
Supply convoys are represented by a counter. They can be created in a village or motte hex during a specific game turn phase.
A counter represents up to 5 pack animals and a driver. Supply convoys can move 5 hexes per day as long as there is a driver to guide them. Without a driver, a convoy can not move and stays in its location. Up to 5 points of resources can be transferred between a convoy and a village or a motte during the resource transfer step. Each pack animal, represented by a horse or a donkey in the tactical game, transports 1 supply point.
A supply convoy is neutral; the faction to which it belongs is based on the presence of an escorting combat group in the same hex.
15 - Finances
Each combat group starts the game with a sum of money in Pounds (£) as detailed in the scenario. This money can be used to recruit mercenaries or troops in villages.
Money can be earned by looting villages (see § 17).
16 - Troop recruitment
Subject to loyalty and adequate resources, a Norman noble or knight can recruit one or more light infantrymen in a village at a cost of £1 per person (see the table of recruitment on Play Sheet #4).
A Saxon group or commander can only recruit in a village sharing the same beliefs: a rebel village with a rebel Saxon group; a loyal village with a loyal Saxon group. Both Normans and Saxons can also recruit the mercenaries they come across on the map (see § 22).
Scottish and Viking groups and commanders can't recruit.
17 - Looting
If a combat group attacks a village and wins the ensuing tactical battle, it can loot the remaining resources in the village. One loot point is equivalent to 1 level of resources, and is worth £1 for future trades. The village resource level is adjusted after the looting. The extent of the looting will affect the loyalty of the village (see Looting Table on Play Sheet #4), so you may decide to only partially loot the village.
18 - Encounters
This phase of the game determines the effect of an encounter between two groups or when entering a village.
Two groups of the same faction meet: It is possible to rearrange the groups during the reorganization phase (see § 10). This is not an encounter in the sense of these rules.
Encounter between two groups of different factions:
- Saxon vs. Norman: A loyalty test determines the attitude of the Saxon group. If hostile, any of the players may start combat if he wishes.
- Scottish or Viking vs. Norman: They are always hostile and any of the players may start combat if he wishes.
- Saxon or Scottish vs. Viking: They are always hostile and any of the players may start combat if he wishes.
- Scottish vs. Saxon: Roll 1D10; the Scottish group is considered hostile with a result of 4 or more.
Note that even if the groups are hostile, combat only occurs if one or both players decide to enter combat.
Encounter with a group of mercenaries: They can be recruited if they are in search of an employer. If they are already hired by another faction, it is possible to entice them away (see § 22) or to engage in combat with them.
Encounter with a supply convoy: It is possible to purchase all or part of the supplies carried by the convoy when the convoy is in the same faction as the group or if the loyalty test for a Saxon convoy is successful. If the loyalty test determines that the escort combat group is hostile, looting is possible after a successful tactical battle. Unescorted convoys automatically belong to the first combat group that encounters them.
Entering a village: It is possible to resupply and recruit new troops if the village remains loyal. If the attitude of the village is hostile (negative loyalty test), it is possible to attack the village to loot it.
19 - Attacking a village
The number of available fighters in a village is a function of its resource level and loyalty: the higher the resources, the more fighters are available. Similarly, the lower the loyalty, the more fighters are available.
The type of fighters available is detailed in the Village Defender Table on Play Sheet #4. Additional fighters available following the loyalty test are to be taken as light infantry (at least 50% of the headcount), then as missile thrower and then foot thegns.
Note concerning the table: NR indicates the number of available resources. Round the result NR / x up.
Example: A village has a resource level of 8 and loyalty of 3. It can mobilize 17 defenders according to the table above, to which it can add (8 / 3 = 2.6), or 3 additional defenders given the hostility of the village: 2 light infantrymen plus one missile throwers (or foot thegn).
At the end of the fight, and regardless of its result, surviving village defenders are removed from the game. In case of a new attack in a subsequent round, the procedure for selecting defenders is repeated, based on the new resource level and loyalty values of the village.
If a village loses a battle, its loyalty increases by 3 points. If it wins a battle, its loyalty is reduced by 3 points. Loyalty can never fall below 1 or rise above 10.
20 - Combat
Retreat before combat: A group can refuse a fight if it has at least 1 movement point left. In this case, it must leave the hex of the opposing group, using as many of its remaining movement points as possible. If an opposing group attacks it again during the same step, it will not be able to retreat again.
Due to its higher movement allowance, a cavalry group that has any movement point left can always retreat before a fight if its opponent is a foot or mixed group. It may even deny combat more than once in the same game turn step.
Relations between the campaign map and tactical maps: The number of tactical maps used to resolve a battle depends on the total number of characters involved in the fight:
- 30 or less: 1 map;
- 31 to 60: 2 maps;
- Over 61: 4 maps.
If only one tactical map is used:
- The groups arriving from the north or northeast are deployed along the top side of the tactical map;
- The groups arriving from the northwest are deployed along the left side of the tactical map, etc.
If 2 tactical maps are used:
- The groups arriving from the north are deployed along the top side of the upper tactical map;
- The groups arriving from the northwest are deployed along the left side of the upper tactical map;
- The groups arriving from the southwest are deployed along the left side of the lower tactical map, etc.
If 4 tactical maps are used:
- The groups arriving from the north are deployed along the top left side of the upper tactical map;
- The groups arriving from the northwest are deployed along the left side of the two tactical maps placed on the left;
- The groups arriving from the southwest are deployed along the bottom left side of the lower tactical map;
- The groups arriving from the south are deployed along the bottom side of the lower right tactical map, etc.
[Diagram: a compass of eight hexes, labelled North, North-East, South-East, South, South-West, North-West, shown for the one-, two- and four-map layouts.]
Setup of the tactical maps: The choice of tactical maps depends on the nature of the campaign map hex. Use at least one of the maps below, and complete the battleground with maps of terrain without a building (such as The Meadow or The Crusader Trail).
Players in turn place one tactical map oriented as they see fit. The first map is always chosen by the inactive/defending player. Once all the maps are laid out, players designate jointly or at random the northern edge, which corresponds to the north on the campaign map.
Tactical Maps Selection
| Campaign map hexes | Open Terrain | Forest | Hill | Swamp | River | Coast | Village (*) | Motte |
|---|---|---|---|---|---|---|---|---|
| Maps published on Cryhavocfan | The Meadow; The Crusader Trail | The Woods | The Ditch; The Knoll; The Hill | The Lagoon; The Ditch | The River; The Woodbridge | The Beach; The Cove | The Hamlet | The Motte; The Eagle Nest |
| Original Cry Havoc maps | The Crossroads; The Open Field | The Forest | – | – | The Watermill; The Ford | The Watchtower; The Abbey | The Village | – |
(*) A village can also be assembled with the Saxon village overlays on a terrain map, at the discretion of the Saxon player.
Multiple groups participating in a battle: Several groups of the same faction or allies can attack the same enemy group at the same time if they complete their movement in the same hex. Take a note from where each group entered the battle hex, as this will affect the setup and the conclusion of the tactical battle.
Deployment: Depending on the situation after the Encounter phase, the various groups are deployed along the side of the tactical map corresponding to their arrival on the hexagon of the campaign map. The attacking player chooses to deploy first or not. He can then choose to take the first turn of the tactical game or let his opponent go first.
End of the battle: The fight ends with one of the following 4 results:
- An opponent is completely eliminated. The victorious faction remains on the hex of the campaign map in which the battle took place. The counter representing the opposing group is removed from play.
- An opponent decides to flee the battlefield. The vanquished group is positioned on the campaign map in one of the three hexes located in the direction of its arrival. The victorious faction remains on the hex of the campaign map in which the battle took place.
- An opponent decides to surrender. The victorious faction remains on the hex of the campaign map in which the battle took place while all the surviving opponents are held prisoners. See § 21 for the management of prisoners. (Source error, printed as is: the prisoner rules are chapter 22 in this edition; § 21 is the wounded-characters chapter.)
- The battle already lasted 12 turns and no side was able to achieve one of the above outcomes. Each opponent retreats in one of the three hexes located in the direction of their arrival on the campaign map. If one side was already present in the campaign hex at the start of the campaign turn the battle was fought in, it must retreat in the hex opposite to the direction taken by its opponent.
21 - Wounded characters after a tactical battle
Erratum (v4.1) note: the erratum’s “Wounded characters after a tactical battle” insertion (between chapters 20 and 21) is the same wording as the rule printed in this v1.2 edition as chapter 21, so the text below is transcribed once, as printed.
A character wounded during a tactical battle can move in the following turns with a penalty of 3 MPs on the campaign map. If he is part of a group with other healthy characters, the entire group is penalized (as the wounded characters slow down the entire group).
A character wounded during a tactical battle must move towards the nearest friendly settlement for healing. He won’t be able to leave it until complete recovery.
- A Norman (or loyal Saxon) must reach a loyal village or a motte;
- A rebel Saxon must reach a rebel village.
Use the Healing Table on the Play Sheet Nr 3 to know how many turns will be needed for the character to recover.
A wounded Scot or Viking character can’t be healed in a village and his wound will take longer to heal: add +2 to the die roll on the Healing Table.
If the village where the wounded character stays is attacked, he can fight with his wounded combat potential.
22 - The prisoners
A group made prisoner at the end of a battle will be escorted from the next turn on by a group of at least 3 men to:
- the closest loyal village or motte if the Normans won;
- the closest hostile village if the Saxons won;
- the closest coastal hex if the Vikings won;
- the closest northern edge hex if the Scots won.
Place the counter representing the prisoners under the group counter used for the escort.
Prisoners are eliminated from the game once destination is reached. The escort can then be used as a combat group again.
If an escort group can't be assembled, prisoners are massacred.
Note for the tactical game: If the convoy of prisoners is attacked in the following days, unarmed prisoners only have 1 defence potential. A friendly character must remain one full turn next to a prisoner without doing any other action to release him. The released character must remain one full turn next to a dead or stunned character to take his weapons (re-arming himself to his normal defence and attack values in the process).
23 - The mercenaries
Movement: A group of mercenaries is represented by a counter marked by the letter M. As with other factions, it can move faster if only comprised of riders. The location for each group of mercenaries is mentioned in the scenario setup at the beginning of the campaign. A group of mercenaries is considered neutral as long as it has not been recruited by one of the factions. Each group of unrecruited mercenaries is moved alternatively by each player. It must move in the direction of a combat group in an attempt to be recruited.
Recruiting: A group of mercenaries can be recruited in 2 ways:
- Hiring them;
- or promising them a share of the upcoming booty (with the risk that they could become hostile if the attack is slow to materialize, or if the booty is insufficient).
Once recruited, the counter representing the group of mercenaries is stacked under the counter of the recruiting faction and moves at the pace of the least mobile combat group.
Cost of a mercenary: Each hired mercenary must be paid £2. This one time payment effectively hires them for the duration of the complete campaign game.
Promise of upcoming booty: If promised a share of the booty, the mercenary group must perform a loyalty test every turn following its recruitment. At each check after the first, subtract 1 from the die roll (for example –3 for the 4th check). It is possible to pay a mercenary group that was promised loot later in the game to assure its unwavering and permanent loyalty.
Sharing of the booty resulting from looting: The commander of the combat group decides how many pillage points to assign to mercenaries. If this number is greater than or equal to the number of mercenaries, they will remain loyal until the end of the campaign game. If this number is less, roll 1D10 and consult the loyalty table. The entire group of mercenaries attacks on a Revolt result. A new tactical battle takes place immediately. If a group employs more than one group of mercenaries, distribute booty and check loyalty for each mercenary group separately; it is possible that some will revolt while others remain loyal.
24 - The sieges
Non-Norman factions (Saxons, Scots, Vikings or Mercenaries) can besiege a motte held by the Normans.
Use the rules of the tactical game with the following modifications: each resource point provides enough supply for the besieged Normans to sustain two days of siege. When all the resources are exhausted, the defenders must surrender. Their fate then depends on the surrender table below:
| Die | Result |
|---|---|
| 1 | All defenders are massacred |
| 2 | All defenders are massacred |
| 3 | Half the defenders are massacred, the other half is held prisoner |
| 4 | Half the defenders are massacred, the other half is held prisoner |
| 5 | All the defenders are prisoners |
| 6 | All the defenders are prisoners |
| 7 | All the defenders are prisoners |
| 8 | Defenders are free to go |
| 9 | Defenders are free to go |
| 0 | Defenders are free to go |
Surrender consequences: If the die result ranges between:
- 3-4: Test each defender with 1D10, in reverse order of their attacking potential. He is killed on a result between 1 and 5. Stop the test when half the defenders are dead.
- 5-7: The winner forms one or more combat groups with the prisoners. All riders are dismounted. Each group of prisoners must be accompanied by an escort group.
25 - Combat group headcount
The scenarios specify the total number of soldiers in each group. The soldier types follow a standard distribution that varies by faction as shown on the Play Sheet #4. If there are more than 12 characters, simply add the results of two or more lines, using the “10” line for each set of more than 10 characters as long as possible.
Example: A group of 15 Normans will be assembled by adding the headcounts of lines 10 and 5.
26 - Setup on the campaign map
The scenarios require placement of the groups near a landmark (a village in most cases). The position relative to a location is expressed by its orientation on the cardinal points as shown in the illustration to the right.
27 - Optional: The environment
These parameters are determined at the beginning of the game and will not change for the duration of the campaign.
The weather: Weather testing is done at the beginning of the scenario and its effect will be permanent for the duration of the campaign (as each turn represents one day, it is unlikely that a scenario lasts long enough for the weather to change significantly over the course of the campaign). Bad weather can destroy the crops of the previous year, excellent weather can in turn improve crop yields and thus have an effect on the level of available resources.
| Die | Effect on resources |
|---|---|
| 1 | -3 |
| 2 | -2 |
| 3 | -1 |
| 4 | – |
| 5 | – |
| 6 | – |
| 7 | – |
| 8 | +1 |
| 9 | +2 |
| 10 | +3 |
The seasons: Season is determined at the beginning of the scenario and its effect will not change throughout the game. The season during which the scenario takes place may have an effect on the movement of troops (bad weather, floods, or snow may make the roads impassable).
| Die | Season | Effect on movement |
|---|---|---|
| 1 | Winter | -2 |
| 2 | Winter | -2 |
| 3 | Spring | -1 |
| 4 | Spring | -1 |
| 5 | Summer | – |
| 6 | Summer | – |
| 7 | Summer | – |
| 8 | Fall | -1 |
| 9 | Fall |
You can now play all the scenarios!
A character in a water hex (sea or river) never blocks a Line of Fire. He benefits from light cover except if the shooter