Montgisard
Montgisard Rulebook
Table of Contents
Table of Contents
- 2 The Characters
- 2.1 The Ayyubids
- 2.2 The Templars
- 2.3 The Franks
- 2.3.1 King Baldwin IV of Jerusalem (Fcn)
- 2.3.2 Reynald de Châtillon (Fcn)
- 2.3.3 Raymond of Tripoli (Fcn)
- 2.3.4 Balian of Ibelin (Fcn)
- 2.3.5 Sibylla (Fic)
- 2.3.6 The True Cross (Fic)
- 2.3.7 The King's Guard (Fck / Fim)
- 2.3.8 The City Burgesses (Fim)
- 2.3.9 The other Frankish characters (Fil, Fix, Fia, Fip)
- 3 Crac des Chevaliers
- 4 Rules
- 5 The Campaign Game
- 6 The Tactical Scenarios
- 7 The Campaign Scenarios
- Purchase table
2 The Characters
2.1 The Ayyubids
2.1.1 Saladin (Salah ad-Din)
Many accounts of the great Muslim leader describe him wearing a yellow cap, white shawl, mail coif and mail-lined kazaghand. This civilian garment afforded him discreet protection from an Assassin's knife.
2.1.2 The Ghilman (Acg, Aig)
The Muslim ghulam (plural ghilman) forces were recruited from purchased slaves or prisoners of war and formed the standing army of any ruler. Many of them were of Greek origin following the battle of Myriokephalon, and their number reached as many as 10,000 by the end of the 12th century.
2.1.3 The Mamluks (Ack, Aik)
The Mamluks were the ghilman of Fatimid Egypt. These slave soldiers, mostly of Christian origin, were highly regarded, and Saladin used them as his personal guard. They wore either a tunic or belt of saffron color for recognition, and typically carried a bow, mace, lance or sword. A few of them were equipped with heavier armour for close combat, and their horses wore a barding of doubled felt for increased protection from arrows.
2.1.4 Anatolian Infantry (Aim)
These men from the Sultanate of Rum in modern day Turkey were far from home, but the Ayyubid army was very diverse. They wear a Byzantine mail shirt with an extension to protect their back, originally designed for horsemen. Their equipment included an Iranian-style, double-ended spear called a zhupin.
2.1.5 Light Fatimid Infantry (Aij)
The Jarwajaraya infantryman is a volunteer who wears civilian costume and carries only simple equipment, consisting of javelins designed to penetrate armour and a tall shield of the januwariyah type with a flat base. Such volunteers would not even carry swords.
2.1.6 Other Ayyubid Characters (Aim, Ail, Aia)
Medium infantry, light infantry and archers are similar to those presented in the Ager Sanguinis booklet.
2.2 The Templars
2.2.1 The Knights Templar (Ock)
Two French knights, Hugh de Payens and Godfrey de St Omer founded the order with seven other brethren in 1118 to protect pilgrims on the road between Jaffa and Jerusalem. King Baldwin II was impressed by their devotion, and granted them lodging in a section of his palace which was supposed to be the site of the Temple of Solomon, hence the order's name. By the late 12th Century, the Knights Templar had never attained large numbers: there were 120 in 1152, 80 of them were present at Montgisard in 1177 out of a total of 300, and probably the same number at Hattin 10 years later.
Their equipment consisted of a hauberk, a long-sleeved chain mail shirt with a hood or coif, over a padded jerkin or haubergeon as an additional layer of protection. The hauberk was covered with a white surcoat, displaying the red cross of the order, to prevent the sun from heating their chain mail. This monastic tunic did impede their movements, but allowed for easy identification on the battlefield. They wore a conical helmet and were armed with the same weapons as western knights of the period: a long broadsword, a 4-meter (13 feet) long lance made of ash, and a kite-shaped shield.
2.2.2 Dignitaries (Oin)
The military order's chain of command included several officers under the Grand Master: the Marshal; the Commander of the Knights, who led the army when the Marshal was absent; the Gonfanonier, who was the Order's standard-bearer; the Master Esquire, who was a brother sergeant responsible for all esquires and grooms; the Turcopolier, and others.
2.2.3 Sergeant-Brothers (Oim)
Sergeants existed as early as 1147 and were under the command of the Turcopolier on the battlefield, who also commanded the lightly armed turcopoles. They were distinguished from the knight-brothers by their descent, as only the son of a knight could become a Templar Knight. According to the Order's statutes, their armour was simpler than that of the knights, with a padded jerkin to wear under their armour and a kettle-hat rather than a full helm. They wore black surcoats, with a red cross front and back.
2.3 The Franks
2.3.1 King Baldwin IV of Jerusalem (Fcn)
Baldwin was the son of King Amalric of Jerusalem. He contracted leprosy in its most debilitating form at a young age, and quickly lost the use of his right arm; he learned to wield his sword with his left hand, but later became blind and was unable to ride a horse, being transported instead on a litter. He was crowned in 1174 at the age of 13, and died in Acre in spring 1185. His 11-year reign was surprisingly long, given his illness and the great deal of political turmoil between the two parties at the court to control his succession, and was even a period of grandeur which would quickly collapse on his death, and led to the disaster of Hattin and the fall of the kingdom of Jerusalem. Baldwin concealed his face with scarves; he never wore an iron mask.
2.3.2 Reynald de Châtillon (Fcn)
Reynald was regent of the kingdom at the time of the battle of Montgisard. He married Stephanie of Milly, lady of Oultrejordain, and Baldwin IV also granted him Hebron, making him one of the most powerful lords of the kingdom. His warlike nature and the position of his lands, at the crossroads of the caravan trails between Egypt, Syria and the Red Sea, made him into a fierce opponent to the rising power of Saladin. His naval expedition against Mecca and attacks upon caravans led Saladin to vow to kill him. He kept his promise, beheading Reynald himself after the Battle of Hattin.
2.3.3 Raymond of Tripoli (Fcn)
Raymond III was count of Tripoli from 1152 to 1187. He was captured at the Battle of Harim in 1164, and was imprisoned in Aleppo for almost ten years. He became prince of Galilee and one of the wealthiest lords in the Kingdom of Jerusalem through his marriage to Eschiva of Bures. He was elected regent of the kingdom from 1174 to 1176 during the minority of Baldwin IV, and then again in 1185 on the death of the Leper King. He commanded the vanguard of the kingdom's army in the Battle of Hattin, and managed to flee before the end of the battle to return to Tripoli, where he died of pleurisy later that year.
2.3.4 Balian of Ibelin (Fcn)
Balian was the son of a knight who served the count of Jaffa, and who was awarded the lordship of Ibelin, between Ascalon and Ramla (Rames). He was 35 at the time of the Battle of Montgisard, when he and his brother Baldwin of Rames led the first charge against Saladin's army. He later joined Raymond of Tripoli against the followers of Baldwin IV's mother Agnes de Courteney, and fought at the battle of Hattin, where he managed to escape the battlefield to put Jerusalem in a state of defense against the Saracens. He negotiated the surrender of the city with Saladin and returned to Tripoli. He commanded the rearguard of Richard the Lionheart's army at the battle of Jaffa, and died in 1193.
2.3.5 Sibylla (Fic)
Sibylla was the sister of King Baldwin IV, and became the prize all ambitious nobles aspired to win as it became obvious that whomever married her would soon become the next King of Jerusalem, following the death of the Leper King. She was first married in 1176 to William of Montferrat. He died the following year after Sibilla gave birth to a son, who would later become King Baldwin V. Five years later, Baldwin IV married her to a vassal of the King of France, Gui of Lusignan, to foster the hope of external military aid. When her son died in 1186, she became heiress to the throne and was crowned alone, as sole reigning Queen; however, she immediately announced that she chose Gui as her husband and consort, and crowned him King. Following the disaster of Hattin, she returned to Jerusalem, where she led the defense along with the Patriarch and Balian of Ibelin. Sibylla died in 1190 during the siege of Acre, during an epidemic which swept through the camp.
2.3.6 The True Cross (Fic)
The True Cross was encased in gold and adorned with pearls and precious stones, and was embedded with a small fragment of wood from the cross upon which Jesus was crucified. It was the most sacred relic in the Latin Kingdom of Jerusalem. It was housed in the Church of the Holy Sepulchre under the protection of the Latin Patriarch, who marched with it at the head of the army before every battle. The True Cross was captured by the Saracens during the battle of Hattin in 1187, and was lost forever.
2.3.7 The King's Guard (Fck / Fim)
The King had his own guard of mercenaries, like all other rulers of the time. The King's illness made their role even more important as he quickly became unable to even walk. There is no evidence that the guard wore the blue and yellow livery shown in Kingdom of Heaven.
2.3.8 The City Burgesses (Fim)
Due to the constant state of war in the kingdom, all men were potentially liable to reinforce the army, and they were summoned by Baldwin to join the army at Ascalon before the Battle of Montgisard. These wealthy merchants and upper class burgesses could afford more sophisticated equipment than the standard militia levies, with mail, helmet and kite-shape shield.
2.3.9 The other Frankish characters (Fil, Fix, Fia, Fip)
The men-at-arms, crossbowmen, archers and peasants are similar to those presented in the Ager Sanguinis booklet.
Note: The nomenclature for the various factions has changed from Ager Sanguinis to Montgisard. The Normans (N) have become the Franks (F) and the Turks (T) are now the Ayyubids (A), but their counters can be used interchangeably in the various scenarios.
3 Crac des Chevaliers
Section 3.1 (Historical background of the castle, with its footnote) is a narrative essay and is not reproduced.
3.2 Description of the map
3.2.1 The various levels
The double map accurately represents the fortress in its final stage during the second half of the 13th century, well after the events described in Montgisard. The castle uses 7 different levels, which are differentiated by their color. Level indicators (a number with a vertical arrow next to it) make it easy to know what level each character is at, to calculate lines of sight.
3.2.2 The doors
Door indicators (an arrow between two half-open doors) show where the doors are for entering buildings, towers or walls, since the dotted lines cannot take everything into account.
The main gate, the vaulted ramp, the access door to the inner ward and the doors under the trapezoidal tower provide access to the stables and are accessible to riders. Horse riders only for the vaulted ramp. The others can only be used by characters on foot.
3.2.3 Indoor and outdoor hexes
The cement between the slabs is tan in color if it is outside and gray if it is inside (the stables along the wall at the bottom left, the chapel, the great room, and stairs). This enables better differentiation between the contiguous elements.
3.2.4 Lower level passages
Passages under the depicted levels are represented by dotted lines: under the central oblong tower, under the other tower to access the underground, under the trapezoidal tower to the left to access the stables, and the large open cistern (known as Grand Berquil).
3.2.5 The aqueduct
An aqueduct made it possible to carry water from an underground source to the open cistern. This water hole cannot be crossed. Impassable grills below the outer walls prevent passage through the aqueduct. The aqueduct is underground beyond the stones and slope.
3.2.6 The towers and staircases
Entering a tower allows access to all hexes at the same level, and the staircase is the means to move up or down several levels. Count 2MP per level, or 8MP to go from level 2 to level 6 of the same tower, for example. A character can move in any hex of each level of a tower even if only one level is represented on the map. The spiral staircases are used to cross one or two levels, like the staircase between the 2 towers of level 3 and 4 behind the vaulted ramp, which allows access from one tower to another.
NB: For purists, I know that a staircase should be attached to a load-bearing wall, but it was not possible given the location of the arrow slits!
3.2.7 The vaulted ramp
One of the hallmarks of Crac was its vaulted underground ramp, which allowed access to the upper ward from the outside. Many arrow slits along the route prevented an assailant from entering the castle too easily by this route.
This underground ramp is provided on a separate map. The outer ward on the dual map is occupied by flat terrain. This serves two purposes:
- to allow characters to move at the same time in the underground and in the open air above their heads without the need for stacked counters, which is always tedious;
- to be able to use the Crac map for other castles such as Kerak, while weakening the defenses a bit. It is now possible to enter the lower ward directly from the main gate.
To exit the vaulted ramp to the inner ward, a character must pass under the two-level tower and take the passage as shown in the illustration.
3.2.8 The Great Hall and its gallery
The Great Hall of the castle is 2 hexes wide and therefore extends under the rampart wall. It is preceded by a gallery with low walls topped with colonnades similar to those of the cloister on the priory map of The Anarchy.
3.2.9 Glacis
This steeply sloping wall strengthens the south and west sides of the fortress. It provides protection against earthquakes and houses a gallery pierced with arrow slits (not shown on the map). We invite you to look at pictures of the actual castle on the internet to see the appearance of this impressive feature. In the game, this glacis is impassable.
4 Rules
4.1 Morale
Montgisard is a battle where the Christians faced an enemy twenty times greater in number and still won thanks to their stellar morale, boosted by the presence of the Leper King and the True Cross, and their desire to avenge their dead from the day before; Saladin's troops, on the other hand, were motivated more by the prospect of easy loot than any great desire to fight. It was therefore necessary to create rules to counterbalance this great numerical discrepancy.
The morale rules given here are not absolutely necessary to play any of the other scenarios in the game. They do, however, add a certain realism to these tactical confrontations, and prevent manoeuvres that are too odd or suicidal . . . They also ascribe value to the human factor in the unfolding of a battle.
4.1.1 Morale table
The following characters from the Ager Sanguinis, Montgisard and Guiscard games (for the Byzantines) belong to the following classes:
- King Baldwin, Sultan Saladin and the Basileus Isaac are considered supreme leaders.
- Raymond of Tripoli, Balian of Ibelin and Reynald de Châtillon are considered Barons.
- Qudamah, Hisham, Munqidh and Bakkar are considered Emirs.
| Morale level | Western Europe | Byzantines & Eastern Christians | Saracens |
|---|---|---|---|
| 15 | Religious Orders* | — | — |
| 12 | Barons; King | Varangian Guard; Basileus | Emirs; Sultan |
| 10 | Knights; Sergeants; Clergy & Dignitaries | Kataphractoi; Koursôres; Armenian heavy cavalry; Pope | Mounted Mamluks; Mounted Ghilman; Assassins |
| 6 | Turcopoles; Light cavalry; Heavy infantry; Medium infantry; Light infantry; Archers; Crossbowmen | Hoplitoi; Skutatoi; Horse archers; Trapezitoi; Peltastoi; Psiloi | Syrian & Turkish cavalry with armour; Bedouins; Horse archers; Light cavalry; Heavy infantry; Medium infantry; Light infantry; Foot archers; Crossbowmen; Slingers; Naphta throwers |
| 2 | Engineers; Armed peasants; Civilians | Engineers; Armed peasants; Civilians | Engineers; Armed peasants; Civilians |
* Knights only.
If the number obtained is higher than the modified level of morale, the character panics. A 'PANIC' marker is immediately placed on the character concerned. The player representing that character must follow the rules explained in Section § 4.2.
All these tests and their consequent effects must be resolved before carrying out of any unresolved missile-fire, movement or combat.
NB: A character's morale can only be checked once per phase (missile-fire, movement, or combat), whenever the situation arises (see § 4.1.2). If, during that same phase, other tests are required, they are ignored. However, a character may undergo a number of tests during different phases of the same turn.
| Modifier | Value |
|---|---|
| Presence of the Supreme Leader on the battlefield | +2 |
| Presence of the True Cross on the battlefield (for Westerners only) | +2 |
| Character in (+) terrain | +2 |
| Character with morale of 10 or more within 3 hexes | +2 |
| Friendly character affected by panic or rout within 3 hexes | -2 |
| Supreme leader killed in this battle | -2 |
| Character wounded | -2 |
| Character already affected by panic | -2 |
| Loss of the True Cross (Westerners only) | -2 |
4.1.2 Morale test
A character must test morale each time that he finds himself in one of the following circumstances:
- The character on foot is being charged and not being protected by a counter charge. The test is made after all movement has been carried out, but before the combat in question;
- A character of the same side and of higher morale level is killed within 3 hexes. The test is made immediately after the death of the character in question occurs;
- The Supreme Leader is killed on the battlefield;
- Units of equal or higher morale level routs within 3 hexes. The test is made before the routing character carries out his movement;
- The character is displaced to make room for a panicking or routing character. The test is made after the panicking or routing character has completed its movement. Only characters of equal or lower rank to the panicking or routing character test their morale.
- The character is without another character with a morale level of 10 or more within movement range at the end of the movement phase, while enemy is within 5 hexes.
Note: If several characters are required to check morale, the test is always made first for those with the highest unmodified morale levels (see table § 4.1.1).
A test may require the character's morale level be modified according to the table in the next column.
4.1.3 Effects of morale loss
If the character's morale level reaches zero or less after modification, the character routs automatically. A 'ROUT' marker is immediately placed on the character concerned. The player representing that character must follow the rules explained § 4.3.
If the level of morale of a character after modification is above zero, the player concerned rolls 1D10. If the resulting number is lower than or equal to the morale level after modification, the character maintains his morale and continues to move and fight normally.
4.2 The effects of panic
A panicking character immediately retreats from the enemy a distance equal to half his movement allowance, rounding the number up if necessary, taking account of the limitations imposed by the nature of the terrain and ensuring if possible that each hex crossed increases the distance from the enemy. It is not possible to enter the same hex twice. Cavalry that panic start their retreat with a 180 degree turn on the spot if they are facing the enemy. The movement points required for that manoeuvre are deducted from the point total that they have to retreat.
The retreat can be made across hexes occupied by friendly characters. It is also possible to displace one or more friendly characters in order to permit the panicking character to reach the distance required from his starting point. But, in this situation, any displaced character or characters of equal or lesser morale than the one panicking must also test their own morale. The results of these new tests are applied immediately. It is thus possible to cause a realistic chain of panic that sweeps away several characters.
In case of a chain reaction, the first panicked character's retreat is handled fully before secondary affected characters resolve the effect of their checks.
To clear the retreat path, one may also displace animals, without subjecting them to a panic test.
If while retreating the panicking character has to pass through or stop on a hex adjacent to an enemy, it must check each time for the result on the Infiltration Table, adding +1 to the die roll. In addition, his panic is transformed into rout, and he must continue his retreat by now spending all his remaining movement points (see § 4.3).
During subsequent game-turns, a panicking character cannot enter into contact with enemy characters. If attacked, the attackers benefit from the following advantages in the combat: the force differential is shifted by one column to the right and any results that might affect the attackers are ignored.
A character remains panicked until one of the two following situations occurs at the end of a movement phase:
- A character with a morale at least two levels higher is in an adjacent hex, and is not in contact with an enemy.
- The character is at least 6 hexes away from the nearest enemy character.
Once one of these two situations occurs, the 'PANIC' marker is removed from the character, and it will recover its normal characteristics.
Note: Retreat due to panic does not affect the movement allowance of the character during the following turn.
4.3 Effects of rout
A routing character acts just like a panicking character, save that it must immediately retreat its full movement allowance, and repeat the same procedure in each subsequent movement phase. If while retreating it has to pass through or stop in a hex adjacent to an enemy, it must test on the Infiltration Table, adding +2 to the die roll.
A routing character continues to flee until a character with a morale at least 2 levels higher occupies an adjacent hex at the end of the movement phase (so long as the routing character is not in contact with an enemy). Once this situation occurs, the 'ROUT' marker is removed and the character recovers its normal characteristics.
Note: When a panicking character is affected by rout, it must complete its movement until the distance travelled (in both panic and rout) has made it expend its full movement allowance.
Characters in fortified castles or towns can panic, but cannot rout.
Surrounded characters: A panicking or routing character that cannot carry out the whole of its retreat because it is obliged to pass through a hex occupied by an enemy, is automatically wounded. If it is already wounded, it dies.
4.4 Enemy advance after panic or rout
During combat, if panic or rout affects a character in contact with the enemy, the enemy characters adjacent can advance up to half of their normal movement allowance. This advance does not affect their movement allowance in the following turn. This advance takes place after the panicking or routing characters retreat. In the event that the fleeing character causes panic or rout among other characters, the advance will not take place until all retreats have been carried out.
When the victim of a charge panics or routs away before the charge takes effect, the attacking cavalry unit may use any remaining MP in the movement phase and make a normal attack.
Characters that advance must take account of the rules on infiltration of enemy lines, except when it concerns a panicking or routing character.
4.5 Leaving the map as a result of panic or rout
The player whose character leaves the map in a state of panic or rout must roll 1D10 and consult the appropriate column of the Desertion Table (for the campaign game).
4.5.1 Desertion table
| Panicking character | Routing character | |
|---|---|---|
| The character deserts and is eliminated if: | 1 - 3 with 1D10 | 1 - 6 with 1D10 |
| The character joins a friendly group after the battle if: | 4 - 10 with 1D10 | 7 - 10 with 1D10 |
Note: If a character leaves the map other than in a way explicitly allowed by the scenario, this is treated as a rout.
4.6 Special situations
Panic, rout and infiltration of enemy lines: A panicking or routing character has no influence on the hexes around it. As a result, an enemy character that passes next to panicking or routing characters does not risk being wounded from the result of a die-roll on the Infiltration Table. This applies even if the enemy character is itself in a state of panic or rout.
Panic and rout within a castle or fortified town: Characters fighting in the interior of a castle or fortified town, whether they are assailants or defenders, are subject to panic, but not to rout.
4.7 The True Cross
The relic always begins a scenario in the hands of Albert. If Albert is stunned or killed, the True Cross counter is placed on Albert's stunned or killed counter. It is possible to take the True Cross if a character remains a full turn in a hex adjacent to the True Cross without fighting.
5 The Campaign Game
The campaign scenarios use the same rules as Ager Sanguinis.
5.1 The maps
The game features two campaign maps:
- Judaea, from Gaza in the south to Jaffa (Tel Aviv today) in the north, and from Ascalon in the west to Kerak in the east via Jerusalem. It is in this part of the kingdom that the battlefield of Montgisard and the castle of Kerak, belonging to Reynald de Châtillon, are located.
- Galilee, from the plain of Esdraelon in the south to Beirut in the north, and from Tyre in the west to Damascus in the east. It is in this part of the kingdom that the battlefields of Hattin and Marj Ayun are located.
The castles are divided into three categories: Standard castles, large castles (which are played with a double map like that of Crac des Chevaliers) and cave-fortresses. A future tactical map will be provided to play this type of fortification. When the castle belongs to a military order, a red (Templar) or black (Hospitaller) cross indicates who it belongs to.
Each hex represents about 3 km (2 miles) of land.
The maps are captioned in French. Below are the translations of the key locations:
Judaea map:
- Judée – Judaea
- Mer Méditerranée – Mediterranean Sea
- Mer Morte – Dead Sea
- Idumée – Edom
- Terre d'Oultre-Jourdain – Lordship of Oultrejordain
Galilee map:
- Galilée – Galilee
- Tabarie – Tiberias
- Mer de Galilée – Sea of Galilee (Lake Tiberias)
- Mer Méditerranée – Mediterranean Sea
- Chaîne du Liban – Lebanon Mountains
- Anti-Liban – Anti-Lebanon Mountains
- Plaine d'Esdrelon – Plain of Esdraelon
- Plaine de la Bocquée – Bekaa Valley
- Terre de Suète – Land of Sueth
- Gué de Jacob – Jacob's Ford
- Beyrouth – Beirut
- Sagette – Sidon
- Tyr – Tyre
- St Jean d'Acre – Acre
- Caiphas – Haifa
- Damas – Damascus
- Caves de Tyron – Caves of Tyron
- Cave de Suète – Cave of Sueth
5.2 The counters
These either represent siege markers, combat groups, supply convoys or group leaders (typically knights for the Franks, Crusaders or military orders, Mamluks or Ghilman for the Ayyubids). All group leaders are named nobles in this rulebook.
- The blue number in the bottom left is the movement allowance, the number of movement points that may be spent each game turn.
- The red number in the top left section is used to differentiate the various counters.
- The black letter to the right identifies the type (F for the Franks, O for the military orders, C for the Crusaders, A for the Ayyubids).
- The background color identifies the faction of the noble or group: Blue for the Franks, black for the Hospitallers, white for the Templars and green for the Ayyubids.
5.3 Tactical maps for the campaign map hexes
| Campaign map hexes | Open Terrain | Forest | Hills | Swamp | River | Coast | Town/City | Castle |
|---|---|---|---|---|---|---|---|---|
| Maps published by Historic-One | The Plateau; The Desert; The Meadow; The Crusader Trail; The Wadi | The Woods | The Plateau; The Ditch; The Knoll; The Hill; The Sheepfold; The Horn | The Lagoon; The Ditch | The River; The Woodbridge; The Creek; The Lagoon | The Beach; The Cove | Village of Outremer; The Caravanserai; The Hamlet; The Priory | The Crusader Castle; The Norman Keep; The Eagle Nest; The Crac des Chevaliers |
| Original Cry Havoc maps | The Watering Hole; The Crossroads; The Open Field | The Olive Grove; The Forest | - | - | The Watermill; The Ford | The Watchtower; The Abbey; The Coast 1; The Coast 2 | The Village; The Fortified Medieval Town |
As printed, The Plateau and The Ditch each appear under two terrain columns, and The Lagoon appears under both Swamp and River.
6 The Tactical Scenarios
These 15 scenarios of increasing difficulty use the game components of Ager Sanguinis and Montgisard. Most scenarios also use the commercially available maps The Desert, The Caravanserai, The Meadow, The Ditch (from Diex Aïe), The Knoll and The Crusader Trail. A few scenarios involve game components included in the boxed game The Anarchy.
Additional scenarios to simulate larger sieges such as those of Beirut, Crac des Chevaliers or Jerusalem will be offered later, with a double map that can be combined with the Fortified Saxon Port to represent the city of Jerusalem, and replace the legacy map of the Fortified Medieval Town. The proposed purchase table at the end of this booklet lets you create your own scenarios using balanced forces. An Excel utility on www.cryhavocfan.org is freely available to help you set up your scenarios more easily.
The scenario "Background" paragraphs, "Epilogue" paragraphs and "Sources" lists are narrative and bibliography and are not reproduced.
Scenario 1: The spring of Cresson
Map layout and starting positions
Use the maps The Desert and The Crusader Trail. The Ayyubids are deployed on the Crusader Trail map, all within one hex of the dotted trail and face the side 4 of the map. The Franks play first and enter through side 3 of the Desert map. The game is played in 12 turns.
The sides
The Franks
- Hospitallers: Rémi, Balian, Benoît, Ancelin, Guérin, Raymond
- Templars: Roger, Amédée, Martin, Amaury, Raoul, Eudes
The Ayyubids
- Mamluk Emir: Qudamah, Hisham, Munqidh, Bakkar
- Mamluks: Umayyah, Jibril, Malik
- Ghilman: Shihab, Abbad, Marwan, Hamzah
- Ghilman: Askin, Sulayman, Mansur, Hamza, Ziyad, Razin
- Faris: Taqî al-Dîn, Al-Djahiz, Qizil, Zâhir
- Turkoman Cavalry: Aïtekin, Kütchük, Sandjar
- Horse Archers: Yusuf, Korham, Nasr, Tzakhas
- Syrian Cavalry: Ergun, Odul
Victory conditions
The Franks must kill as many Ayyubids as they can. The Ayyubids cannot leave the battlefield, and must therefore stay and fight. At the end of 12 turns, count the number of Ayyubids killed:
- 15 and over: Striking Frankish victory. The raid of the Ayyubids is stopped and Gérard de Ridefort has won his insane bet.
- From 10 to 14: Narrow Frankish victory. The Ayyubids have lost enough men so that the raid can no longer do much damage.
- From 5 to 9: Narrow Ayyubid victory. The Franks did not stop the raid and it is already heading for the next village to loot.
- 4 and under: Striking Ayyubid victory. The Franks are defeated and the loss of many knights of the two orders will be irreplaceable for the rest of the operations.
Scenario 2: Hattin 1187 - The flight of Raymond of Tripoli
Map layout and starting positions
The Frankish riders deploy on the half of the Meadow map next to Side 1. The Ayyoubids are deployed on the Desert map. The Franks play first. The game is played in 8 turns.
The sides
The Franks
- Nobles: Raymond
- Knights: Miles, Pons, Josselin, Aubry, Eudon, Foulque
- Turcopoles: Hagop, Avak, Hovan
The Ayyubids
- Mamluks: Uthman, Dirar, Karan, Sawwar
- Ghilman: Muzahim, Bundar, Zakaria, Alqamah
- Medium Infantry 1: Yacoub, Nasser, Farid, Sadr
- Medium Infantry 2: Iskander, Hamid, Murad, Kutbeddin
- Syrian Medium Infantry: Humayd, Razin, Safwan, Bilal
- Anatolian Medium Infantry: Dabbah, Ammar, Thabit, Yazid
- Fatimid Javelinmen: Fudayl, Anas, Khalaf, Sandi
- Archers: Farras, Nusayr, Talib, Maymun
Victory conditions
The Franks must leave the playing field through the side 3 of the Desert map. The Ayyubids must prevent them.
At the end of the 12 turns, the victory is determined by the number of Franks who left the playing field, each Frank being worth one point. Raymond of Tripoli is worth 2 points if he manages to escape, but deduct a point from the Franks if he does not succeed:
Note: the set-up line above reads "The game is played in 8 turns", but these victory conditions are printed as "At the end of the 12 turns"; both are kept as printed.
- 8 and up - Striking Frankish victory. The breakthrough is successful and these men will not know the fate of their companions in misfortune stranded on the Horns of Hattin. But it is also a valuable group that could have changed the outcome of the battle if they had continued the fight!
- 6 or 7 - Narrow Frankish victory: The main body of the troop has escaped the trap.
- 4 or 5 - Narrow Ayyubid victory: Less than half of the Franks were able to escape.
- 3 or less - Striking Ayyubid victory: The Franks failed to break the Ayyubid lines and the survivors will face the same fate as the other infidels on the hill.
Scenario 3: Hattin 1187 - Save the True Cross!
Map layout and starting positions
The Franks are deployed in the central sector limited by the slopes. The Ayyubids enter in the first turn from all sides. The game is played in 10 turns. The Ayyubids play first.
The sides
The Franks
- Templars: Martin, Dreux, Raoul
- Noble: Milon
- King's Guard: Aubert, Bertrand
- Burgesses: Béranger, Robin
- Light Infantry: Rouard, Guichard, Justin, Vincent
- Crossbows: Grégoire, Wadard, Urbain
- True Cross: Albert
The Ayyubids
- Mamluk Emir: Bakkar
- Mamluks: Umayyah, Ghassan, Jibril
- Ghilman: Shihab, Abbad, Marwan
- Syrian Medium Infantry: Humayd, Razin, Safwan
- Anatolian Medium Infantry: Dabbah, Ammar, Yazid
- Fatimid Javelinmen: Fudayl, Anas, Khalaf
- Fatimid Light Infantry: Salim, Daffafah, Wahb
- Archers: Farras, Bashar, Talib
Special rules
Any character leaving the map voluntarily or not (retreat after combat) is eliminated. Morale rules should be used in this scenario.
Victory conditions
The Franks must avoid at all costs that the True Cross falls into the hands of the Ayyubids, who must take it and shelter it.
If at the end of the 10 game turns, or earlier:
- The Ayyubids seize the True Cross and make it leave the playing field: A striking Ayyubid victory. The morale of the Franks is badly damaged and the collapse of their army is imminent.
- The Ayyubids have seized the True Cross but it is still on the playing field. Narrow Ayyubid victory. The Franks will try to take it back but their morale loss will make the task almost impossible.
- The Franks still hold the True Cross, but there are at least 12 Ayyubids on the map: Frankish narrow victory. The danger is averted in the short term, but a new wave of attackers could easily overtake the few survivors.
- The Franks still hold the True Cross, and there are less than 12 Saracens left on the map: Striking Frankish victory. When the army sees the holy relic waved above the battlefield, its courage will increase and it will be possible to loosen the Saracen grip.
Scenario 4: Hattin 1187 - The tent of Gui
Map layout and starting positions
Use the following maps: The Horn, The Ditch (Diex Aïe), The Plateau (Ager Sanguinis) and The Meadow, as well as the red tent included in Ager Sanguinis. The maps and overlay are positioned as shown on the illustration. The Franks are placed on the Horn map. The Ayyubids are deployed on the three other maps. They play first. The game is played in 12 turns.
The sides
The Franks
- Hospitallers on Foot: Benoît, Ernoul
- Hospitallers on Foot: Pierre, Adhémar
- Templars on Foot: Roger, Amédée, Martin, Raoul, Michel, Eudes
- Knights on Foot: Pons, Josselin
- Sergeants Templars: Turold, Osbern
- King's Guard: Milon, Foucher, Aubert, Jobert
- Medium Infantry: Aymeri, Ogier
- Burgesses: Joce, Robin
- Light Infantry: Amelin, Charles, Raimbaud
- Crossbows: Colomban, Urbain
- Archers: Tanguy, Germain
The Ayyubids
- Mamluk Emirs: Hisham, Bakkar
- Mamluks: Malik, Jibril
- Ghilman: Sulayman, Ziyad
- Ghilman: Abbad, Marwan
- Turkoman Cavalry: Aïtekin, Sandjar
- Horse Archers: Yusuf, Nasr
- Medium Infantry 1: Yagmur, Sunduk, Umar
- Fatimid Medium Infantry: Humayd, Safwan, Bilal
- Anatolian Medium Infantry: Sabur, Ammar
- Light Infantry: Abdulaziz, Muharrem, Dilman, Yazid
- Fatimid Light Infantry: Salim, Tawbah, Daffafah, Wahb
- Fatimid Javelinmen: Fudayl, Anas, Khalaf, Sandi
- Archers: Mansur, Borsok, Güksün
- Archers: Farras, Bashar
Special rules
Taking the tent down: Two characters must be adjacent to the tent for a full turn without being involved in combat or moving to be able to take the tent down.
Victory conditions
The Ayyubids must take down the King's tent while the Franks must prevent them. The Ayyubids win a striking victory as soon as the tent is brought down. If at the end of the 12 turns the tent is still standing, the victory depends on the number of Franks remaining on the map. Count 2 points per knight and 1 point for the other characters:
- 30 and over - Striking Frankish victory: Despite the assaults, the Frankish defense has perfectly resisted and Saladin decides to call for retreat. Hattin's name won't go into history books!
- From 22 to 29 - Narrow Frankish victory: Despite many losses, the resistance of the Franks has shaken the morale of the Ayyubids. They decide to stop fighting for the day.
- From 15 to 21 - Narrow Ayyubid victory: The Franks suffered heavy losses and the next assault should be decisive.
- 14 and under - Striking Ayyubid victory: The Frankish army is destroyed and its men begin to surrender.
Scenario 5: The King's messenger
Map layout and starting positions
Place Armand and Burchard in the high tower. The knights and turcopoles are positioned in the central castle. The crossbowmen are in the shooting positions protecting the access to the vaulted ramp. Thibaud and his troop start off-map. They come into play in the first turn through the main gate. Thibaud and Blanchot are the last to enter the castle. They play first. The game is played in 10 turns.
The sides
The Templars
- Dignitaries: Armand, Burchard
- Turcopoles on foot: Hagop, Avak, Arshavir
- Crossbows: Adrien, Gaspard, Wadard, Urbain
- Knights on foot: Martin, Raoul
The troop of Thibaud
- Knight on foot: Thibaud
- Sergeant on foot: Blanchot
- Knights on foot: Pons, Aubry
- Medium Infantry 1: Ogier, Augustin
- Medium Infantry 2: Milon, Daimbert
- Crossbows: Evrard, Manassé
Special rules
Once out of the vaulted ramp, Thibaud's men can negotiate with any character they meet during their movement phase by launching 1D10. The member of the garrison lets them go on a roll between 1 and 6 and no longer fights them later.
Armand cannot leave the high tower.
Victory conditions
Thibaud must reach the high tower and get in touch with Armand to deliver his message. The Templar garrison must try to prevent them.
Thibaud wins if he succeeds before the end of the 10 turns.
If Thibaud is killed, his group can still achieve a narrow victory if another member manages to approach Armand and convince him after a successful negotiation roll.
The Templars win in all other cases - but it is a bitter victory because the king counted on them to strengthen his small army on the eve of Montgisard.
Note: This is a purely hypothetical scenario and not a very credible one, but it was the only way to play in the vaulted ramp. In reality, no one has ever tried to infiltrate the Crac des Chevaliers while passing by!
Scenario 6: Montgisard 1177 - The heroic charge
Map layout and starting positions
The Franks of the first battle (as were named combat groups in the Middle Ages) are deployed within 6 hexes of Side 3 of the Meadow map. They play first. Reynald de Châtillon and the Military Orders are positioned within 8 hexes of Side 3 of the Desert map. They can only move from the third turn. King Baldwin, his guard and the True Cross are deployed on the mound of the Desert map (including the slopes). The mounted Ayyubids are positioned on the half of the Plateau map facing Side 1. The baggage train is placed in the center of the Wadi map, on the sand hexes. The Ayyubids on foot are positioned on the Wadi map. During the first two turns, they must move to the left in a straight line, using all of their MPs.
The sides
The first battle of the Franks
- Baron: Balian of Ibelin
- Knights: Miles, Pons, Josselin, Aubry, Foulque
The second battle of the Franks
- Baron: Reynald de Châtillon
- Knights Templars: Amédée, Martin, Amaury, Eudes, Michel
- Knights Hospitallers: Rémi, Benoît
The rear guard of the Franks
- King: Baldwin IV
- True Cross: Albert
- King's Guard: Milon, Foucher, Aubert, Jobert, Bertrand
- Crossbows: Grégoire, Colomban, Urbain
The left wing of the Ayyubids
- Mamluk Emir: Qudamah, Munqidh, Bakkar
- Mamluks: Umayyah, Jibril, Malik, Ghassan
- Ghilman: Shihab, Abbad, Marwan, Hamzah
- Ghilman: Askin, Sulayman, Mansur, Razin
The right wing of the Ayyubids
- Mamluks: Uthman, Dirar, Karan, Sawwar
- Ghilman: Muzahim, Bundar, Zakaria, Alqamah
- Medium Infantry 1: Basak, Ferhat, Abbas, Sinan
- Medium Infantry 2: Yagmur, Sunduk, Umar, Ertas
- Medium Infantry 3: Yacoub, Nasser, Farid, Sadr
- Medium Infantry 4: Bakr, Hamid, Murad, Kutbeddin
- Medium Infantry: Humayd, Razin, Shahin, Arubah
- Anatolian Medium Infantry: Sabur, Thabit, Ammar, Yazid
- Light Infantry 1: Abdulaziz, Muharrem, Dilman, Yazid
- Light Infantry 2: Kismet, Sezgin, Aykut, Marwan
- Light Infantry 3: Zahir, Kamaal, Qadir, Salih
- Light Infantry 4: Jawhar, Haroun, Rachid, Ahmad
- Fatimid Light Infantry: Salim, Tawbah, Daffafah, Wahb
- Fatimid Militia: Ishaq, Asim, Qurrah
- Javelinmen 1: Imran, Faruq, Anouar, Yani
- Javelinmen 2: Muqatil, Rafi, Firouz, Moudjir
- Fatimid Javelinmen: Fudayl, Anas, Khalaf, Sandi
The baggage train
- Bedouins: Sinan, Balak
- Pack camels: 3 camels
- Pack horses: 4 horses
Special rules
Disorganization: To take into account the total surprise of the Ayyubids, move the result of any combat in favor of the Franks by one column, either to the right if the attacker is Frank, or to the left if the attacker is Ayyubid.
Victory conditions
The Franks must rout the greatest number of Ayyubids.
At the end of the 12 turns, count the number of Ayyubids or pack animals that are either dead, have left the map or in rout:
- 60 and over - Striking Frankish victory: The army of Saladin is routed and the Kingdom is saved!
- Between 45 and 59 - Narrow Frankish victory: The Muslims must retreat, but there are still a lot of Ayyubid troops looting the surrounding villages. Another fight will be necessary to push them back to Egypt.
- Between 30 and 44 - Narrow Ayyubid victory: Saladin was on the hot seat! The Franks failed to break through and the baggage train was saved. Reinforcements are on the way and Baldwin's small army will be quickly wiped out.
- Under 30 - Striking Ayyubid victory: The Franks didn't have a chance. The road to Jerusalem is now completely open.
Scenario 7: Montgisard 1177 - The last stand of the Mamluks
Map layout and starting positions
The Ayyubids are positioned on the Knoll map. Saladin is placed on the top of the mound. The first battle of the Franks is deployed on the Plateau map while the second is placed on the Crusader Trail map. The religious orders occupy the Wadi map. The game is played in 10 turns. The Franks play first.
The sides
The first battle of the Franks
- Baron: Balian of Ibelin
- Knights: Miles, Pons, Josselin, Foulque
- Medium Infantry: Augustin, Aymeri, Ogier
- Crossbows: Gaspard, Urbain, Grégoire
The second battle of the Franks
- Baron: Reynald de Châtillon
- Burgesses: Firmin, Joce, Maurice, Rigord
- Light Infantry: Rouard, Guichard, Justin, Vincent
- Archers: Tanguy, Germain, Crépin
The religious orders
- Knights Templars: Amédée, Amaury, Dreux, Raoul
- Knights Hospitallers: Ernoul, Raymond, Rainier
The Ayyubids
- Mamluk Emir: Qudamah, Hisham, Bakkar
- Mamluks: Umayyah, Jibril, Malik, Ghassan
- Ghilman: Shihab, Abbad, Marwan, Hamzah
- Ghilman: Sulayman, Mansur, Hamza, Razin
- Syrian Cavalry: Ergun, Odul
- Mamluks: Uthman, Idrisi, Hilal, Sawwar
- Ghilman: Muzahim, Bundar, Zakaria, Alqamah
- Sultan: Salah ed-Din
Special rules
The Mamluks cannot leave the battlefield. Saladin can't be killed.
Victory conditions
The Franks must kill the greatest number of Mamluks or capture Saladin. The game ends with a Striking Victory for the Franks as soon as Saladin is captured under the rules 7.4 of Ager Sanguinis. If Saladin manages to flee, count the number of Mamluks killed at the end of the 10 turns.
- 20 and over - Narrow Frankish victory: The few remaining Mamluks will have to surrender, flee or be massacred on the spot in the evening. In any case, the victory is for the Franks.
- From 15 to 19 - Tie: Night will soon fall without a winner coming off. Each camp retreats and goes to treat its wounded.
- From 10 to 14 - Narrow Ayyubid victory: The Mamluks stopped the furious charge of the Franks. If they can no longer win the battle, the Franks are now too few to continue the fight.
- Under 9 - Striking Ayyubid victory: The Mamluks reversed the situation by their resistance and it is now Baldwin's army which is on the run.
Scenario 8: The reinforcement column
Map layout and starting positions
The Franks are deployed on the Ditch map, at the foot of the hill and marching south. The Ayyubids are placed on the Wadi map, to the left of the dry stream. They play first. The game is played in 10 turns.
The sides
The Franks
- Knights: Miles, Aubry, Eudon
- Turcopoles with lance: Hagop, Avak, Hovan
- Turcopoles with bow: Ghoukas, Diran
- Medium Infantry: Milon, Daimbert, Aubré
- Infantry with gambison: Enguerrand, Alphonse, Dudon
- Sergeants: Aubin, Albéric, Ulric
- Crossbows: Evrard, Geldemar, Manassé
- Archers: Colin, Eloi, Raoul
The Ayyubids
- Mamluk Emir: Munqidh, Bakkar
- Mamluks: Jibril, Malik, Ghassan
- Ghilman: Shihab, Abbad, Hamzah
- Ghilman: Hamza, Mansur, Razin
- Turkoman Cavalry: Kütchük, Aïtekin, Sandjar
- Horse Archers: Nasr, Korham, Tzakhas
Victory conditions
The Ayyubids must kill or capture as many Franks as possible. At the end of 10 turns, count one point for each free surviving character, then consult the table below:
- 16 and over - Striking Frankish victory: The attack has been pushed back and the column will join the King's camp this evening, where these reinforcements will be welcome.
- From 12 to 15 - Narrow Frankish victory: The Franks remain master of the field, even if the losses have been significant.
- From 8 to 11 - Tie: The Muslim riders have retreated, but the survivors are too weak to join the King's camp this evening.
- From 4 to 7 - Narrow Ayyubid victory: The Mamluk attack did a lot of damage. The survivors will not be able to resist another assault.
- 6 and under - Striking Ayyubid victory: The infidels are defeated and the prisoners will be sold at a good price on the slave markets of Damascus.
Scenario 9: The Oasis of al-Usaila
Map layout and starting positions
The Frank player places his counters on the Plateau map. All the cavalrymen are dismounted. The horses and pack animals are placed on the stony ground hexes with the two peasants to look after them. The other characters on foot are placed on the other half of the map, towards the oasis and at least 4 hexes away from any stony ground hex. The Egyptian player deploys his counters on the Desert map, at least 4 hexes away from the junction with the Plateau map. He plays first. The game is played in 10 turns.
The sides
The Franks
- Knights Templars: Dreux, Raoul, Michel, Eudes
- Turcopoles with lance: Hagop, Avak
- Turcopoles with bow: Sarkis, Ghoukas
- Knights: Pons, Josselin, Aubry, Eudon
- Sergeants Templars: Osbern, Rioulf, Eudon
- Peasants: Paul, Audouin
- Pack camels: 3 camels
- Pack horses: 4 horses
The Ayyubids
- Mamluk Emir: Bakkar
- Ghilman: Askin, Hamza, Mansur
- Ghilman: Shihab, Abbad, Marwan
- Syrian Cavalry: Ergun, Odul
- Faris: Taqî al-Dîn, Al-Djahiz
- Horse Archers: Yusuf, Korham, Tzakhas
Special rules
The Franks can't kill their pack animals.
Victory conditions
The goal of the Egyptians is to kill as many Franks as possible and seize the pack train. Count 1 point per Frank killed or pack animal captured. At the end of 10 turns, sum the total to decide the result of the skirmish:
- 20 and over - Striking Egyptian victory: The Franks will not risk into Sinai again anytime soon.
- From 15 to 19 - Narrow Egyptian victory: The Franks can no longer continue their progression and will have to retire the next day.
- From 10 to 14 - Tie: The Egyptians must give up, but the Franks are too weak to continue their march towards Egypt.
- From 5 to 9 - Narrow Frankish victory: The Egyptians have been pushed back, but the Franks will have to wait for reinforcements before continuing across Sinai.
- Less than 5 - Striking Frankish victory: As of tomorrow, the Franks will resume their march to deny the road from Syria to the Egyptian forces.
Scenario 10: The Constable's Death
Map layout and starting positions
The Franks are deployed first on the right side of the Horn map, to the right of the slope. They move south. The Ayyubids are positioned on the Knoll map and on the heights of the Horn map. They must be at least 5 hexes away from the nearest Frank. They play first. The game is played in 10 turns.
The sides
The Franks
- King: Baldwin IV
- Knights: Miles, Josselin (Humphrey), Aubry, Eudon
- Turcopoles: Hagop, Hovan, Arshavir
- King's Guard: Milon, Foucher, Aubert, Jobert, Bertrand, Yvain
- Medium Infantry: Milon, Daimbert, Payen, Aubré
- Crossbows: Grégoire, Colomban, Gaspard, Urbain
The Ayyubids
- Mamluk Emirs: Qudama, Munqidh, Bakkar
- Ghilman: Shihab, Abbad, Marwan, Hamzah
- Syrian Cavalry: Ergun, Odul
- Turkoman Cavalry: Aïtekin, Kütchük, Sandjar
- Horse Archers: Yusuf, Nasr, Tzakhas
- Archers: Borsok, Güksün, Sabawa
- Archers: Nusayr, Talib, Maymun
Special rules
King Baldwin can't be killed.
Victory conditions
The Ayyubids must kill as many Franks as possible and capture the King if they can. The Franks must prevent them. The capture of the King is a striking victory for the Ayyubids. If he is not captured at the end of the 10 turns, count the number of dead Franks:
- 15 and over - Narrow Ayyubid victory: Although their instructions were to wait for reinforcements from Saladin, the ambush succeeded and the Franks are seriously weakened.
- From 10 to 14 - Narrow Frankish victory: Despite significant losses, the Franks maintain the upper hand on the battlefield.
- Under 9 - Striking Frankish victory: The Constable knew how to counter the ambush, and has escaped the trap without too much damage.
Scenario 11: Saladin Must Die!
Map layout and starting positions
The two Assassins are placed on the map outside the tent, with a rock, slope, tree or tent hex between them and the Guards. The Assassin player secretly notes two of the names of the remaining Ayyubid troops (Mamluk and Ghilman) on a piece of paper. These two are disguised Assassins. The other characters are placed inside the tent in one row, with Saladin in front of them, adjacent to only one other character. The game is played in 8 turns.
The sides
The Ayyubids
- Sultan: Saladin
- Mamluk Emir: Munqidh, Bakkar
- Mamluks 1: Umayyah, Ghassan
- Mamluks 2: Uthman, Sawwar
- Ghilman 1: Shihab, Hamzah
- Ghilman 2: Muzahim, Alqamah
- Medium Infantry: Hamid, Iskander, Murad, Kutbeddin
- Assassins: Ak Sonqor, Dahak
Special rules
During turn 1, only Saladin moves, and he must move in front of his troops in the tent. Once he is in a hex (including his starting hex) adjacent to one of the disguised Assassin, that one is revealed, Saladin stops and the Assassins player gets one single melee attack on Saladin. Given the surprise effect, move the result of the die by 2 columns to the right for that attack.
During turn 2, the Ayyubid player may move and attack with Saladin and the Guards normally. The other Mamluks and Ghilman don't take any action, due to surprise. The Assassins player reveals his second disguised character. Then he gets to use all his characters, including the Assassins outside according to the normal rules.
From turn 3 on, both players get to use all their surviving characters according to the normal rules.
Victory conditions
The Assassins win if they manage to kill Saladin. They achieve a striking victory, if one of the Assassin character manages to leave the map after Saladin is killed. The Ayyubids win if Saladin survives. They achieve a striking victory, if they can also capture one of the Assassins.
Scenario 12: The Hunt for Infidels
Map layout and starting positions
The Franks are placed on any hex in elevation (i.e. level 1 at least). The Ayyubids enter the first turn through side 4 of the Horn map. The Ayyubids play first. The game is played in 10 turns.
The sides
The Franks
- Medium Infantry: Milon, Payen, Aubré
- Burgesses: Béranger, Joce, Robin
- Light Infantry 1: Galeran, Edgard, Joël
- Light Infantry 2: Justin, Vincent, Garin
- Light Infantry 3: Amelin, Raimbaud, Boniface
- Light Infantry 4: Enguerrand, Herriot, Dudon
- Sergeants: Albéric, Ulric, Ebremar
- Crossbows: Adrien, Wadard, Gaspard
- Archers 1: Colin, André, Eloi
- Archers 2: Tanguy, Germain, Brice
The Ayyubids
- Ghilman: Mansur, Ziyad
- Ghilman: Shihab, Abbad, Marwan, Hamzah
- Faris: Taqî al-Dîn, Al-Djahiz, Qizil, Zâhir
- Bedouins: Sinan, Ridwan, Balak
- Horse Archers: Yusuf, Korham, Nasr, Tzakhas
- Light Infantry 1: Zahir, Kamaal, Qadir, Salih
- Light Infantry 2: Abdulaziz, Muharrem, Dilman, Yazid
Special rules
Off-map movements: The Franks cannot leave the map (unless they are taken prisoner).
Victory conditions
The Ayyubids must kill or take prisoner as many Franks as possible. At the end of ten turns, count the number of Franks killed or prisoners:
- 23 and +: Striking Ayyubid victory - These infidel dogs have received the just punishment for their crimes.
- From 16 to 22: Narrow Ayyubid victory - Survivors from today's attack have nothing to eat or drink, and will be caught in the coming days.
- From 8 to 15: Narrow Frankish victory - At nightfall, we will be able to escape, and they will find it very difficult to catch us.
- 7 and under: Striking Frankish victory - There are enough of us to resist them, and we will stand our ground firmly next time.
Scenario 13: The Gate of Kerak
Map layout and starting positions
Reynald de Châtillon, his knights and crossbowmen are placed in the castle near the main entrance:
- Miles, who represents Yvain, must be on the outer hex with the gate icon, defending the gateway.
- The crossbowmen are on the ramparts of the castle in section C2, facing the village.
- Reynald and the other knights are in the outer ward of the castle.
The other Franks are positioned on the Village and Caravanserai maps. Every building or part of the Caravanserai building needs to be occupied, with at least one character per lettered building and two characters per named building, at least one hex away from any door hex. All civilians, pilgrims and peasants need to be inside buildings.
The Ayyubids enter by the sides 4 of the Village map and 4 of the Caravanserai map, 10 characters in turn 1, followed by additional 3 characters per following turn. They play first.
The game is played in 10 turns.
The sides
The Franks
- Noble: Renaud
- Knights: Miles (Yvain), Josselin, Foulque
- Medium Infantry: Aymeri, Ogier, Rollin
- Burgesses: Béranger, Joce, Robin, Maurice, Rigord
- Light Infantry: Guichard, Justin, Vincent, Garin
- Sergeants: Denys, Aubin, Albéric, Ulric
- Crossbows: Colomban, Gaspard
- Archers: Colin, Bérold, Eloi, Guimard
- Peasants: Serlon, Gérald, Renaud, Paul, Norbert, Audouin, Toutain
- Civilians: Sibille, Mélisende, Constance
- Pilgrims: Hubert, Yvon
The Ayyubids
- Mamluk Emirs: Hisham, Munqidh
- Mamluks: Jibril, Malik
- Ghilman: Askin, Sulayman, Hamza, Ziyad, Razin
- Ghilman: Shihab, Abbad, Marwan, Hamzah
- Horse Archers: Yusuf, Korham, Nasr, Tzakhas
- Syrian Cavalry: Ergun, Odul
Special rules
The main gate of the castle cannot be closed.
Victory conditions
While the gate of the castle is open and defended by a single knight, the inhabitants of the borough must try to take refuge in Kerak without letting any Ayyubid enter with them.
At the end of 10 turns, the Ayyubids win the game if at least one of them has managed to enter the outer ward of the castle and is still alive. If no Ayyubid has entered, the number of town inhabitants, who started the game in the village and caravanserail maps, and who have made it to the castle determines victory:
- Over 16: Striking Frankish victory - Despite the foolishness of his decision to defend the town, Reynald was able to save a large number of lives.
- 11 to 15: Narrow Frankish victory - The high number of villagers saved from the town will bolster the castle defenses.
- From 7 to 10: Tie - Only a small number of burgesses were able to survive the attack, but they will now be able to help defend the castle.
- From 4 to 6: Narrow Ayyubid victory - Most of the inhabitants are massacred and the looting of the town can begin.
- Less than 4 or entering the castle: Striking Ayyubid Victory - The failure of Reynald de Châtillon's strategy will soon be theirs.
Scenario 14: The Siege of Safed
Map layout and starting positions
The belfry is placed on the right hand side of the Desert map. The Ayyubids are positioned on the right hand side of the Desert and Meadow maps. The Templars are then deployed in the castle. The Ayyubids play first. The game is played in 12 turns.
The sides
The Templars
- Knights: Roger, Amédée, Amaury, Raoul, Michel
- Turcopoles: Hagop, Avak, Arshavir
- Sergeants: Rioulf, Turold, Osbern, Eudon
- Dignitaries: Armand, Burchard
- Crossbows: Grégoire, Colomban, Wadard, Urbain
- Rock Stockpile: 4
- Oil Buckets: 3
The Ayyubids
- Mamluk Emir: Munqidh
- Mamluks: Idrisi, Dirar, Karan, Sawwar
- Ghilman: Shihab, Abbad, Marwan, Hamzah
- Ghilman: Muzahim, Bundar, Zakaria, Alqamah
- Medium Infantry 1: Basak, Ferhat
- Medium Infantry 2: Yagmur, Sunduk, Ertas
- Medium Infantry 3: Evhad, Iskander, Murad, Kutbeddin, Bakr, Hamid
- Fatimid Medium Infantry: Humayd, Razin, Shahin, Arubah
- Anatolian Medium Infantry: Sabur, Ammar, Thabit, Yazid
- Light Infantry 1: Kismet, Sezgin, Aykut, Marwan
- Light Infantry 2: Abdulaziz, Muharrem, Dilman, Yazid
- Fatimid Light Infantry: Salim, Tawbah, Daffafah, Wahb
- Archers: Djawali, Mansur, Güksün, Sabawa
- Archers: Farras, Nusayr, Talib, Maymun
- Mantlets: 4
- Ladders: 4
- Belfry: 1
Victory conditions
The victory is determined by the number of defenders killed. At the end of 12 turns, count their number:
- 15 and over - Striking Ayyubid victory: The castle is finally taken after months of siege! Saladin will be pleased.
- From 10 to 14 - Narrow Ayyubid victory: The castle has not yet fallen, but there are so few defenders left that the next assault will be the right one.
- From 5 to 9 - Narrow Templar victory: Many losses, but the castle still stands!
- 4 and under - Striking Templar victory: After such a defeat, the Ayyubids will have no other choice but to lift the siege.
Scenario 15: The Fall of Belvoir
Map layout and starting positions
Place 3 Rubble counters on the rampart south of the Mill Tower. The Ayyubids set up their troops first. They begin the game on the maps adjoining the castle. Select 4 medium infantry counters and 4 light infantry counters to form the group trying to fight through the vaulted ramp. The Hospitallers are deployed inside the castle. The game is played in 15 turns.
The sides
The Hospitallers
- Knights: Rémi, Balian, Benoît, Guérin, Rainier, Arnould, Adhémar
- Turcopoles: Ghoukas, Avak, Arshavir
- Medium Infantry: Edouard, Vauquelin, Mathieu, Arnaud
- Light Infantry: Guichard, Justin, Garin
- Crossbows: Geldemar, Evrard, Manassé, Achard
- Archers: André, Bérold, Eloi, Raoul
- Oil Buckets: 3
- Rock Stockpiles: 4
The Ayyubids
- Mamluk Emir: Qudamah
- Mamluks: Uthman, Idrisi, Hilal, Sawwar
- Ghilman 1: Sulayman, Mansur, Hamza, Ziyad
- Ghilman 2: Shihab, Abbad, Marwan, Hamzah
- Ghilman 3: Muzahim, Bundar, Zakaria, Alqamah
- Syrian Cavalry: Ergun, Odul
- Medium Infantry 1: Bakr, Evhad, Hamid, Iskander, Murad, Kutbeddin
- Medium Infantry 2: Yagmur, Sunduk, Umar, Ertas
- Fatimid Medium Infantry: Humayd, Razin, Shahin, Arubah, Safwan, Bilal
- Anatolian Medium Infantry: Sabur, Thabit, Yazid, Ammar
- Light Infantry 1: Jawhar, Haroun, Rachid, Ahmad
- Light Infantry 2: Abdulaziz, Muharrem, Dilman, Yazid
- Light Infantry 3: Sezgin, Kismet, Aykut, Marwan
- Fatimid Militia: Ishaq, Asim, Qurrah
- Archers 1: Djawali, Mansur, Borsok, Güksün, Sabawa
- Archers 2: Farras, Bashar, Maymun
- Javelinmen 1: Imran, Faruq, Anouar, Yani
- Javelinmen 2: Muqatil, Rafi, Firouz, Moudjir
- Fatimid Javelinmen: Fudayl, Anas, Khalaf, Sandi
- Ladders: 4
Special rules
The main gate has been forced open before the game starts, and the attackers can freely enter the vaulted ramp. All other doors or gates have been destroyed and are freely passable.
Victory conditions
The Ayyubids must reach the inner ward of the castle, either through the vaulted ramp, by climbing the second wall with ladders, or by entering through the postern located near the chapel. At the end of 15 turns, count the number of living Ayyubids inside the second wall. Do not count the characters still in the vaulted ramp, or under the covered parts allowing access to the second wall:
- 20 and up - Striking Ayyubid victory: There are enough attackers in the castle to overwhelm the survivors of the garrison and other troops are in the process of joining them. The castle is finally in Saladin's hands after a year of siege!
- From 10 to 19 - Narrow Ayyubid victory: This beachhead should be sufficient to hold until the arrival of reinforcements. The fall of the castle is just a matter of hours away.
- From 1 to 9 - Narrow Frankish victory: The attackers are not numerous enough to resist the counterattack of the Hospitallers. They will be repelled easily.
- None - Striking Frankish Victory: The castle is still in the hands of the Hospitallers, and the failure of the assault will severely affect the morale of the Ayyubids.
7 The Campaign Scenarios
Scenario 1: The race to Jerusalem
Starting positions
| Type | # | Position | Head count | Resources | Faith | Deniers | Prestige |
|---|---|---|---|---|---|---|---|
| Franks | King Baldwin, his guard and the True Cross, within 1 hex of Ascalon | 8 | 7 | 8 | 9 | ||
| Franks | Reynald de Châtillon and his combat group, within 1 hex of Ascalon | 10 | 4 | 5 | 7 | ||
| Franks | Balian of Ibelin and his combat group, inside Ascalon | 10 | 6 |
The game is played in 15 days on the Judaea map. The playing field is limited to the hexes west of Jerusalem. The Franks play first.
Special rules
The castles of Blanche Garde, Gibelin and La Grande Mahomerie are represented by the Crac des Chevaliers map in the tactical game. The other castles can be represented by either the Crusader Castle or the Norman Keep.
Victory conditions
The Ayyubids must raid the country and destroy or take as many resources as possible. They score 1 point for every 10 resources taken from the Franks or military orders ( for example 3 points for 34 resource points).
Victory depends on the number of resources taken by the Ayyubids:
- 5 or less - Striking Frankish Victory: The Ayyubids' attempts were countered and the few resources taken will be quickly recovered.
- From 6 to 15 - Marginal Frankish victory: The kingdom's cities and castles resisted well and these new raids were no more damaging than the previous ones or those to come.
- From 16 to 25 - Marginal Ayyubid victory: The kingdom has suffered loss and the king will find it difficult to resist another attack.
- 26 and more - Striking Ayyubid victory: The whole country is devastated and the kingdom is permanently weakened. All that remains is for Saladin to take Jerusalem.
Scenario 2: Saving Kerak castle
Starting positions
| Type | # | Position | Head count | Resources | Faith | Deniers | Prestige |
|---|---|---|---|---|---|---|---|
| Franks | F1 | Reynald de Châtillon and his combat group, inside Kerak | 16 | 4 | 5 | 6 | |
| Franks | F2 | Aubry and his combat group, inside Kerak | 5 | 6 | 2 | 2 | |
| Franks | F3 | King Baldwin and his army, inside Jerusalem | 30 | 7 |
Hisham must bring at least two siege engines with him. The game is played in 15 days on the Judaea map. The Franks play first.
Special rules
Use the map layout for the tactical scenario 13 to represent Kerak and its adjoining town. King Baldwin needs two days to muster his army. When Kerak is under siege, the C2 convoy stops south of the river located 5 hexes north of Kerak and continues its journey to Jerusalem from this point.
Victory conditions
Saladin must take Kerak. The Franks must prevent it. If Kerak has not fallen by the end of the 15 days, the Ayyubids can still win the game if they defeat the relief army.
Scenario 3: The diversion of the Leper King
Starting positions
| Type | # | Position | Head count | Resources | Faith | Deniers | Prestige |
|---|---|---|---|---|---|---|---|
| Franks | F1 | King Baldwin, his guard and the True Cross at the Gué de Jacob (Jacob's Ford) (centre) | 8 | 7 | 9 | 9 | |
| Franks | F2 | Balian of Ibelin and his combat group, within 1 hex of the Gué de Jacob (centre) | 15 | 7 | 4 | 7 | |
| Franks | F3 | Raymond of Tripoli and his combat group, within 1 hex of Safed (centre) | 18 |
A convoy shuttling between 2 cities starts his path towards the first city mentioned. The game is played in 15 days on the Galilee map. The Franks play first.
Victory conditions
The victory depends on the number of resources taken by the Franks:
- 20 or less - A Striking Ayyubid victory: The Franks turn around pitifully when the news of the capture of Mosul filled the Damascenes with joy.
- From 21 to 30 - Marginal Ayyubid victory: Despite some damage, Damascus' resistance was enough to convince the infidels to turn back. Saladin can resume the siege of Mosul.
- From 31 to 40 - Frankish marginal victory: Damascus suffered and Saladin had to stop his assault on Mosul to come and defend his capital. The king's diversion succeeded.
- 41 and over - Striking Frankish victory: All of Syria between the Jordan river and Damascus is in ruins. Camels loaded with booty form a long procession and head towards Jerusalem with the triumphant King.
Scenario 4: Joining the King's army
Starting positions
| Type | # | Position | Head count | Resources | Faith | Deniers | Prestige |
|---|---|---|---|---|---|---|---|
| Franks | F1 | Pons and his combat group, inside Tyre (north west) | 20 | 6 | 5 | 7 | |
| Franks | F2 | Renaud and his combat group, inside Beaufort (north east) | 18 | 7 | 4 | 6 | |
| Ayyubids | A1 | Jibril and his combat group, within 1 hex of Scandelion (west) | 16 | 8 |
The game is played in 15 days on the Galilee map. The Franks play first.
Special rules
The castles of Safed and Toron are represented by the Crac des Chevaliers map in the tactical game. The other castles can be represented by either the Crusader Castle or the Norman Castle.
Victory conditions
Victory depends on the number of soldiers who have joined the camp at Saphoria after the 15 days:
- 40 or less - Striking Ayyubid victory: The low number of troops joining the King ensures Saladin's victory in the coming days.
- From 41 to 70 - Marginal Ayyubid victory: Despite the arrival of these reinforcements, the Frankish army will not be large enough to resist the Sultan's offensive.
- From 71 to 100 - Frankish marginal victory: King Gui is happy to see these reinforcements arrive. He is less apprehensive about the next battle with Saladin.
- 101 and over - Striking Frankish Victory: All the forces of the Galilee have joined the royal army. The sultan is eagerly awaited.
Scenario 5: Taking back Galilee
Starting positions
| Type | # | Position | Head count | Resources | Faith | Deniers | Prestige |
|---|---|---|---|---|---|---|---|
| Ayyubids | A1 | Qudamah and his combat group, within 1 hex of Tiberias (south east) | 20 | 6 | 6 | 5 | |
| Ayyubids | A2 | Bakkar and his combat group, within 1 hex of Hattin (south east) | 20 | 4 | 4 | 6 | |
| Ayyubids | A3 | Shihab and his combat group, within 1 hex south of Safed (south) | 20 | 7 |
Each Ayyubid combat group commanded by an officer must contain at least one siege engine. The game is played in 20 days on the Galilee map. The Ayyubids play first.
Special rules
Crusader and Order castles do not contain more than 5 characters. Only 5 men per town and 10 per city can be raised, who may only be peasants, civilians, light infantrymen or archers without armor. No troops can be levied in any settlement whose inhabitants have fled.
Victory conditions
The Ayyubids must take as many castles and capture as many Franks to sell them as slaves as they can. The Frankish inhabitants of the towns and cities must flee and take refuge in Tyre.
At the end of the 20 days, count the number of castles and Frankish prisoners taken. If the Ayyubids have captured:
- 8 castles or 60 prisoners: Striking Ayyubid victory - Frankish colonization is over and the price of slaves in the markets of Damascus and Aleppo plummets.
- 6 castles or 40 prisoners: Marginal Ayyubid victory - Galilee has returned to the fold of Islam, even though Tyre still resists.
- 4 castles or 20 prisoners: Marginal Frankish victory - Galilee still resists. Reinforcements arriving in Tyre lend hope to the refugees. If another contingent arrives soon, reconquest is a possiblity.
- Less than 4 castles or less than 20 prisoners: Striking Frankish victory - Galilee remains Frankish and will be the beachhead for the upcoming reconquest.
Note: The conditions above can't be mixed (like 4 castles and 30 prisoners).
Purchase table
This table will allow you to create your own balanced scenarios. An Excel utility is available on www.cryhavocfan.org to help you quickly calculate the total cost of your armies. For siege scenarios, it is recommended that the total points of the besieger be at least 50% greater than the defenders, or even double.
Basic cost of a character
| Character | Cost |
|---|---|
| Heavy cavalry (with armour) | ATT + DEF |
| Light cavalry | ATT + DEF |
| Armoured horse archer | 2*ATT + DEF |
| Unarmoured horse archer | 2*ATT + DEF |
| Camel rider | ATT + DEF |
| Armoured foot | ATT + DEF |
| Unarmoured foot | ATT + ½ DEF (1) |
| Shortbow man | 2 ATT + DEF |
| Hashishin/Nizari/Assassin | 2 ATT + DEF |
| Armoured crossbowman | 3 ATT + 2 DEF |
| Naphta thrower | 3 ATT + 2 DEF |
| Javelin thrower |
(1) Round down if necessary.
Animals
| Animal | Cost |
|---|---|
| Pack camel | 12 |
| Pack horse | 8 |
Siege engines
| Siege engine | Cost |
|---|---|
| Siege ladder | 10 |
| Filled moat | 10 |
| Mantlet | 10 |
| Stone Stockpile | 15 |
| Oil Buckets | 20 |
| Gallery | 20 |
| Ballista | 25 |
| Stone thrower | 30 |
| Mangonel | 40 |
| Battery ram | 40 |
| Belfry | 50 |
Note: ATT and DEF are abbreviations for Attack strength points and Defence strength points.