Cry Havoc complete PBEM rules
by Lutz Pietschker
alias Noitaler
Version: 1.0 Date : 27. April 1995
This html version by: M.S.
Sozzi
Version 1.0 covers all rules from the games "Cry Havoc!", "Siege", and
"Samurai Blades".
Terrain types, equipment and some rules from "Dark Blades", "Outremer",
and "Viking Raiders" were also described and consolidated. What is missing
entirely is magic. Those who are interested in it should take a look into
"Dark Blades"- but if you read carefully, you might find a dragon
somewhere in this text.
To play the game you also need the file MAP.CH that describes map
coordinates in detail.
Disclaimer: My English may not be quite standard, which has the
simple reason that I am German and this is all they ever taught me. In
cases of doubt please read what I meant, not what I wrote. And, yes, it is
meant to be UK English.
Copyright: The games and original rules are under copyright for
Standard Games and Publications Ltd., UK, who have done a great job
providing us with them in the first place. You must have the original
games and rules to play, for technical reasons and to protect this
copyright. Ordering information is included in section 29.
Contents
Preface
The rules in this file are the megalomaniac attempt to outdo Standard
Games, Ltd., and to provide a complete set of rules usable for every game
of the "Cry Havoc!" series. They are meant to replace the rule booklets
(in a technical sense only, see copyright notice above), not to add to
them, so read the rules carefully, please: some might be different than
those you are used to!
Some familiarity with the game is assumed, though, and historical
background and character descriptions are only included where necessary in
the context of the rules.
I tried to keep playability as high as it was originally, and often
decided to use a simple rule but to explain it in some breadth on the
assumption that reading a long text is still faster than reading a short
text some times over.
For additional explanations, see also the "Plagiarizer's Notes" at the end
of the text. If you want to replay the examples of section 27. you need
the mapboard "The Village" from "Cry Havoc!" and some counters.
If you do not like these rules, please play by the procedures described
in RULES.CH, which are based only on the original rules booklets. If you
are utterly annoyed and regard me as a scoundrel conning CIS connection
charges out of you, just Cry Havoc! and send me a challenge. Keep those
gauntlets flying!
PBEM Remarks
No game master is needed in a normal game (he would be necessary for
playing a double-blind game, which certainly changes the characteristics
of the game a lot and is, as I have been told, great fun to play.)
Each party could conceivably be formed by more than one player. A
player turn (PT) would then be completed when each player of that side had
sent his turn to each other player (of both sides). How far interaction
and information between players of one side shall be allowed must be
arranged beforehand. I think multi-player scenarios should use the
optional rule about Command Control (22.3), and divide the forces along
the zones of command. Exchange of information might be limited to one or
two sentences per turn (just what a knight might call to another knight in
10 seconds), and should only be allowed between those commanders not
currently in melee and in line of sight of each other.
The PBEM game uses the System of Chivalrous Dice, otherwise called the
honour system. Each player rolls for any action that happens in his player
turn, and the other(s) shall trust him to be honest. The same goes for any
other action as counting arrows etc. To keep the game flowing you should
even roll for the enemy in your PT.
If you are not willing to follow this rule, please tell your opponent so
before the game starts. If you do not trust your opponent, please do not
play with him.
Errors and rule violations must be claimed by the opponent instantly in
his next PT. If he does not do this, the results stand. Corrections are
taken into account only if they are sent before the opponent sends his
next message (time of sending the messages counts). If errors are detected
by the opponent, the PT is not repeated but modified:
All characters who made no mistake act as plotted. Combat results are
corrected if necessary, but plotted combat takes place, even if the odds
are different from what the player planned. As far as possible, the
original die rolls are used, and the active player shall make any
additional die rolls that may be necessary.
A unit that "made a mistake" acts as plotted up to the point of error and
voids all illegal action thereafter (further legal action is taken as far
as possible). Missile fire that was not allowed, or was directed against
an empty hex, still spends ammunition (he fired into the blue).
A chivalrous player might decide to correct or let errors be corrected
that are obvious typos.
Most "Cry Havoc!" mapboards originally do not have a coordinate grid.
Read MAP.CH about how to add a coordinate system to the mapboards. Play
goes more smoothly, and less errors occur, if you mark each single hex
before play begins. (Water-resistant overhead projection pens are
excellently suited for the task.)
Definitions
Abbreviations:
SSR : scenario special rules
LOS : line of sight
MP : movement points
MPA : movement point allowance
">" stands for "greater than", ">=" for "equal or greater
than", "<" for "less than", and "<=" for "equal or less
than".
"DR" or "DR10" always stands for one roll of a 10-sided die.
"3DR" (or 3DR10) would mean three rolls of that die with the
results summed up. If 6-sided dice have to be used, this is expressed as "DR6".
A "DRM" is a die roll modifier, a value that is added to the die
roll (a negative DRM reduces the DR result, of course). Unless specified
otherwise, all DRM are cumulative.
What is rolled on the dice is the "original DR". The "final DR"
is calculated by adding the appropriate DRM to the original DR.
A "+1 CS" means a column shift of one column to the right when
looking up a combat result table, and a "-1 CS" a shift of one column to
the left.
The combat odds calculated by dividing the (perhaps modified, e.g. charge
attack) combat strength values are called "original combat odds".
The "final combat odds" are obtained by applying the appropriate CS
to the original odds.
Random determination of a hex or location may be performed by
assigning a number to each possible location and rolling a die. The hex
whose number shows up is selected. Exactly one hex or location is
selected. Random determination of a unit works differently: Roll a
10-sided die for each eligible unit. The (one or more) units who rolled
the lowest number are selected.
The terms "attack (resp. defence) strength", "attack value", "attack
factor", "attack points" are used synonymously.
If not stated otherwise, fractions of numbers are retained.
Normally, this yields the same result as rounding them down, because they
vanish in the calculation of odds, and fractional movement points may not
be used either.
Ah, yes: "he" also means "she", etc.; even if this may not advance
equality, it is at least an acknowledgement of the problem. Here's to you,
Ladies! A real knight will always regard himself your humble obedient
servant.
Unit is a general term including any character or animal, as
well as carts, all siege engines, and ships, but excluding portable and
minor equipment like torches, ladders, lanterns etc. In the text, it is
sometimes used synonymously to "character".
A character is every unit on the map that has counters showing 4
different states of health. In principle, a character is capable of
independent movement and/or action (even if not at that moment or in that
scenario). He remains a character even if he is temporarily or permanently
disabled during the game and thus loses his moving/ acting capability.
A character is identified by the name printed on the counters, belongs to
one or more character class(es), and may have special abilities and
special status attributes. Most characters that are allowed to mount have
2 additional counters, showing the healthy and wounded mounted character
and the live and dead horse.
Animals are different from characters insofar as they only have
two health states ("healthy" and "dead"), and that they never move or act
independently (the dog is a slight exception to this).
Equipment are carts, siege engines, ladders, screens, torches,
barrels of oil, treasure etc. Frequently a distinction is made between
"non-portable" and "portable" equipment, with the portable sub-divided
into equipment that "hinders movement" (i.e. MP are needed to carry it)
and such that does not. Ships are a special class of equipment with its
own set of rules.
Character status:
Healthy: This is the "good order" status of a character or animal,
the status with the highest strength and movement values.
Live/Dead: Live characters can be healthy, wounded, or stunned.
Live animals can only be healthy. Active/Inactive: Active
characters are those who act or move by the player's decision, even if
currently trapped in a situation that limits their freedom of action or
movement (for example, panic). Stunned, dead, or neutral characters,
prisoners, and animals are regarded inactive. If a rule demands an
"active" character for a task, he may be wounded or healthy.
Mounted/Dismounted: A character can be mounted, i.e. on horseback,
or dismounted. He has different capabilities and restrictions in each of
those two states. Only certain character classes may mount horses. No
other animals may be mounted. A mounted character is also referred to as
"rider" or "cavalry", an unmounted character as "infantry" or "foot". If
in the process of mounting (which may take several turns, see 12.3) he
remains dismounted until mounting is completed, and vice versa.
Armoured/Unarmoured: Armoured characters are those with an
encircled defence strength on the counter (as used in "Outremer"). In
addition all knights, and all characters with an unmounted healthy defence
strength of >= 6, are regarded as armoured. All other units are unarmoured.
Friendly / Neutral / Enemy: All characters controlled by one player
are "friends" to that player, all characters controlled by his opponent
are "enemies". Neutral characters are controlled by neither player, they
only act as guided by rules and will remain stationary and inactive
otherwise.
Character Classes: The following character classes are defined:
Caparisoned Knights: Also called Barons. They have armoured horses
in addition to their own armour and are treated like other knights in all
respects.
Knights: This includes all kinds of Kings, Barons, Knights, Mamluks,
Viking Jarls, Saxon Earls and Thanes, and all kinds of Samurai. All
knights are armoured, may mount horses, and exercise command control over
friendly characters.
Sergeants: Sergeants may have command control defined by the
scenario special rules or set-up. All sergeants may mount horses.
Archers: This includes (mounted and unmounted) shortbowmen and
longbowmen.
Spearmen: They may use their spear as a missile only by SSR. Even
if the weapon has been thrown, attack and defence values remain the same.
Spearmen have a special combat attack option against characters in water
hexes (see 17.5).
Missilemen: This includes archers, crossbowmen, slingers, and
spear-, dagger- or shuriken-throwing characters. Ammunition for missilemen
is limited for daggers (2 per assassin character) and spearmen (1 spear,
or by SSR), for others only if the optional ammunition limitation rule is
used (see 22.2). Crossbowmen use own fire phases (and phase restrictions)
because of the complicated loading process; all other missilemen fire like
archers. The combat values of missilemen who are out of ammunition remain
unchanged; they just may no longer fire missiles.
Soldiers/Civilians: Some characters may be designated as
"civilians" in a scenario, or may be civilian implicitly by their
profession (merchant etc.). All characters that are not civilians are
soldiers. Engineers manning the siege engines are soldiers, and cleric
personnel may be civilians or soldiers depending on the scenario.
Special Character Types: Some character types have special
abilities:
Engineers: Engineers are soldiers with special technical knowledge
(some of them could even do multiplication), and very light armament. They
are required for operating, repairing and building siege engines. They may
do this even if wounded, as it is more their special knowledge that is
needed than their physical strength.
Berserk: Berserk (or Berserker) are a Viking character type. They
worked themselves into a rage before the battle, and rushed into the fray
like madmen, disregarding pain, danger and even injury to some extent.
Berserks behave normally in battle except as noted below (for an
explanation of the term "ADJACENT" see 3.4): On the beginning of each own
movement phase the player rolls a die for every active berserk that is
within movement range of an active enemy. On a DR of 1 to 7 he remains (or
returns to) "normal", on a DR of 8 to 10 the character goes into (or
remains in) "berserk rage" that lasts to the beginning of his next
movement phase, when he has to check for rage again. There is a +3 DRM if
the character is already in a rage. If the character is in a rage already
and rolls an original 10, he goes into "mad rage" and will, regardless of
existing melees, attack any one eligible character in this one turn, even
of his own side. The character attacked in "mad rage" is determined by the
rules below, but random decision is continued until exactly one target
character is singled out. While in a rage, the berserk's wounded and
healthy attack strengths are increased by 7 points, and his defence
strengths by 2 points. In addition, he will treat the first "wounded"
result received in each fit of rage like a "no effect" result. A berserk
in a rage will always attack ADJACENT enemies in combat, never break melee
voluntarily, and never accept surrender (this is an exception to 22.7). If
there are more than one ADJACENT enemies, the berserk may attack one or
more of them at his choice (only one in "mad rage"). He may attack as part
of a combat group, and may shift targets, like any other character. Only
if there is no ADJACENT enemy, the berserk will move ADJACENT to the
nearest (measured in MP) enemy in his LOS. He will always take the route
using the fewest MP, choosing freely between equivalent routes. If, during
the move, he gets a LOS to a nearer target, he will switch his attack to
this new target. If he becomes ADJACENT to an enemy on his way, he will
stop immediately and attack in the combat phase. No rage starts, and any
rage ceases immediately, if he has no enemy in LOS or within his movement
range.
Assassins: These are fanatic Muslim characters that have
specialised in (you guessed it) assassination, and other covert forms of
warfare. They usually carry 2 daggers with them which they may throw.
Assassins have advantages at night. They are immune to the "night" DRM on
the Panic Table. If not illuminated, they may be seen only if adjacent to
the viewer (their own ability to see units is normal). Assassins have a -2
DRM on the Swimming Table.
Ninja: Ninja are Japanese warriors with special training and great
determination. They are the only units that may throw the shuriken
throwing knives. Ninja have advantages at night. They are immune to the
"night" DRM on the Panic Table. If not illuminated, they may be seen only
if adjacent to the viewer (their own ability to see units is normal).
Ninja have a -2 DRM on the Swimming Table.
Japanese Monks: Those monks often put their mental power to
practical use. One of their common, if astounding, feats was to deflect
missiles. The attacking player throws a die whenever an active infantry
monk was hit by a missile (except dagger, shuriken, ballista bolt) with a
result other than "no effect". The damage result is modified as follows:
DR 1,2,3,4: A "killed" becomes a "wounded", a "wounded" a "retreat", and a
"retreat" a "no effect" result. No further deflection attempts may be made
in this fire phase DR 5,6,7 : The result is taken in full but he may
attempt deflection again in this fire phase on another missile attack. DR
8,9,10 : The result is taken in full, and no further deflection attempts
may be made in this fire phase.
Time and distance scale:
1 hex is about 1.50 m, so one mapboard is approximately 25 by 35 m.
Normal time flow is assumed as 10 seconds real time per player turn, with
player turns taking place nearly simultaneously (they are only separated
for playability). The 10-second-interval only refers to the short-term
flow of action; you may not conclude that 24 hours equal 8640 game turns.
Obviously there will be slack periods of time, and those are worked into
the game turns imperceptibly. A 10-turn-scenario may well depict a brawl
of 30 minutes real time, for example, and time passes even faster under
siege conditions.
In some scenarios, and in campaigns, certain actions are considered in
a matter of days. The first definition for a "day" is as given in the
"Siege" scenarios:
The scenario attacker and defender each roll a die. If the defender rolled
5 more than the attacker, he has the initiative for that day, else the
attacker has the initiative.
In turns with defender initiative, the defender may chose to sally against
the attacker, or to sally for supplies. In a turn with attacker
initiative, the attacker may chose to attack the castle, or to batter the
castle, and/or to repair or build siege engines.
Scenarios for this sequence are included in the "Siege" scenario booklet.
The "sally" and "attack" actions are in fact scenarios, with the siege
situation providing only the background and the circumstances. So the
decision for attack or sally just means "now play that scenario".
The battering and building/ repair actions are handled very abstractly and
without playing a scenario for that day ("offboard" procedures, see 19.3,
19.51, 19.6); the day passes without any other player action but to
allocate men and siege engines to the task planned, and to resolve the
battering damage or the building/ repair success, which is done by rolling
one or more dice and looking up the results in the appropriate tables.
At the end of each day repairs, healing, resupply, and reinforcements come
into effect. If night action takes place, it is limited by similar
conditions, but without further repair or healing results. Since this
definition of a day leaves most of the action to the attacker, I propose
that at least the defender may effect repairs on days with attacker
initiative. Still, it might lead to an unbalanced game in terms of player
activity.
I offer an alternative definition that allows to play a day in more
detail, though it works on a scale that probably does not allow to play a
whole siege. It may be useful, perhaps, to represent a sequence of a few
days of a siege situation. With this definition, each day is a scenario of
its own, and most action happens "onboard (see 19.4, 19.52, 19.7). The day
is assumed to have passed when
-
the scenario has been played to the given number of turns or to the
given victory condition, or
-
80 game turns have been played, or
-
one whole game turn has been "passed" by the players without either
of them taking any action, or
-
10 game turns have been played without any combat or battering
action, or
-
both players agree on it.
At the end of each day and/or night scenario, players may draw back
forces into their camps, castles, houses or whatever they consider their
own uncontested base of operations, and may rearrange them freely inside
that area. In effect, this results in a new set-up for each new day or
night action (excluding siege engines). All fires (excluding campfires and
fireplaces set up deliberately for illumination) are extinguished, all
places that were on fire are regarded as destroyed.
The beginning of a new day may also be the time to apply healing, resupply,
etc.
Maps, Hexes, Counters
Half-hexes at the map edge are playable exactly like full hexes. They
also have the full movement cost. All units are regarded "onboard" as long
as they occupy at least one hex or half-hex of the map.
Hexes that are formed by two half-hexes with different terrain butted
together provide the movement possibilities and costs of the more
difficult terrain, the better cover, and the more disadvantageous terrain
modifier of the two.
A hex has only one terrain at a time, there are no different
"locations" in a hex. Exceptions to this rule are the siege tower (19.12),
the Dungeon (16.33), Gate hexes (16.31), Bridges (16.124, 16.125), and the
Drawbridge (18.1).
Example: A hex with a ladder is a ladder hex; a character in this hex is
always on that ladder (you can not walk "under" the ladder).
Every terrain fills the entire hex (but excluding the hexsides) even if
the artwork does not show this. For line of sight purposes, the same is
true for hindering equipment or characters. The exception to this are
slope lips, building walls etc., which are extended hex borders rather
than hex terrain, and for which the actual artwork decides about line of
sight.
In cases where two adjacent hexes share a normal hexside (i.e. no "hexside
terrain"), and both of those hexes provide cover resp. a LOS hindrance,
LOS is not free along that hexside but determined by the hex with the
lesser cover resp. hindrance. See also chapter 5., "Line of Sight".
Hexes are called "adjacent" in these rules if they share a common
hexside and a LOS exists between them. Adjacency allows a missile attack.
If, in addition, movement directly across the common hexside is allowed
(assuming a character had the necessary MPA, and ignoring in-hex movement
hindrances), the hexes are called ADJACENT. For a combat attack ADJACENCY
is required, and this might not be reciprocal: for example, a rider may
not attack through a window (because he is not allowed to move directly,
in his present mounted status, through the window), whereas infantry, even
if wounded, might attack him through the window (because in principle
infantry is allowed to cross window hexsides). (The "spearman special"
combat attack (see 17.5) is an exception from the ADJACENCY requirement
for combat.)
Offboard characters are not adjacent to any other character.
Some additional counters or markers might be useful, e.g. to mark melee
status or open/shut status of doors and gates. Torches and cauldrons of
boiling water are an example for special equipment for which no original
counter exists.
Notification of unit positions is by hex coordinate, if necessary
preceded by the mapboard short name (see file MAP.CH). Hexsides are
designated by the adjacent hex coordinates, separated by a slash (e.g.
VilT6/S6 is a window hexside).
For units that occupy more than one hex the front or "head" hex coordinate
is given first. (Example: A horse in VilL9-L10 looks into the yard of
building 4; if it is in VilL10-L9 it probably just came out of the yard,
with his rear end still in the doorway.) Animals led or strung together
are written from "head" (or leader) to "rear", with "+" signs indicating
the coherence. (e.g. Tybald VilT10 + Horse U10/V11 + Mule_1 V12 + Mule_3
V13 ...).
For upright ladders, the hex the ladder top points to is given behind the
ladder base coordinate after an angled bracket (a ladder in CasK5>K6
stands in K5 and points to K6).
Carried Equipment is noted in parentheses behind the carrying character's
name, for example "Ben (torch)".
For horses and carts, the 3 frontmost hexes adjacent to the "head" hex
are called the "front arc", the 2 hexes to the right and left the "side
hexes", and the 3 remaining hexes adjacent to the rear hex the "rear arc".
Sequence of Play
Each Game Turn (GT) consists of two identical Player Turns (PT). Each
player works out his PT and sends the results to his opponent(s). At least
two messages must be exchanged for each GT (that is, one for each PT).
From time to time, additional messages are necessary to resolve the
results of missile attacks, pinning, or other incidents. Each PT has
several phases (or steps).
PT phases for the first player:
-
Perform retreats that result from the previous PT attacks & combat
-
Assign tasks to characters.
-
Missile attacks by archers and slingers, then by crossbowmen and
ballistas, then by horse archers, that are not in melee (If necessary,
let the opponent handle retreats now.)
-
Move ships and resolve collision and ramming damage
-
Move (except crossbowmen who fired in step 2.), including withdrawal
from melee and voluntary dismount
-
Again, missile attacks by archers and slingers, then by horse
archers, that did not move too far (see 6.) (If necessary, let the
opponent handle retreats now.)
-
Combat and advance
-
Resolve "offboard" battering ram attacks
-
Change units to "mounted" status and complete other tasks, resolve
onboard battering and repairs, un-stun all friendly characters
(including those stunned in this PT)
-
Done! Now inform your opponent what has happened.
PT of second player:
This is exactly like first player's turn.
Note: If missile attacks have a "defender retreat" result and it
matters where the defender retreats to, additional messages would have to
be exchanged after such attacks. If the retreat path is pre-determined by
the rules, the attacker moves the retreating unit himself; if the attacker
decides that he does not care where the defender retreats to, he may
continue and leave the retreat resolution to the next player in his PT.
Messages should always deal with complete phases. It is not appropriate
for the game scale to ask for retreat resolution after every missile
fired; in this respect, all fire in one phase shall be regarded as
simultaneous.
Comments in the PT messages can create a realistic atmosphere and should
be used freely.
Line of Sight
Line of sight (LOS) is important for missile fire, catapult use, and
for detection of enemies and consequently raising alarm.
In daytime scenarios, LOS is always reciprocal: If A can see B, B can also
see A (and shoot at him, for example). In night-time scenarios this may
not be the case if one character is illuminated and the other is not, or
if the characters have different capabilities for stealth (Ninja or
Assassin, see 2.74 resp. 2.73).
LOS is always traced from hex to hex. If a hex is visible, a unit in it
can be fired at (though it may receive cover). Units that are not on the
map are always out of sight.
In most cases, LOS may be traced from any part of the viewer's to any part
of the target hex (see also optional rule 22.4, "Alternative LOS").
Exceptions apply only for fire through apertures (windows, doors, arrow
slits). In this case LOS is traced from any point on the edges of the
aperture depiction, or any point between them. This applies regardless if
the aperture is a hexside or an in-hex-feature. (Note that range is still
measured from hex to hex.)
In cases of doubt, LOS checks can be carried out by stretching a piece of
thread along the LOS. Hindrance or blocking occurs only if the obstacle is
visible on both sides of the thread.
LOS can be hindered by intervening characters, equipment and terrain,
or be blocked completely by them. A hindrance is referred to as "cover"
and modifies missile attack results.
LOS across a common hexside always exists if this hexside is not a wall
without aperture, or a closed gate door or drawbridge (a closed door or
window are no apertures until opened). Even between adjacent hexes,
in-hex-terrain or the common hexside may provide cover against missile
fire.
Elevation may affect LOS. Elevations in man-made terrain features are
always marked by stairs that must be passed while moving from one location
to another.
The number of stair hexes passed on this (hypothetical) move marks the
elevation difference. Natural elevations are marked by a LOS crossing a
slope or moat lip. Slope elevation is equivalent to one stair hex for LOS
purposes.
In the following, the terms "elevated" (or "higher") and "lower" always
refer to the relative elevation between two locations, not to an absolute
elevation.
Hindrance is always determined only by the one most heavy of all
hindrances passed by the LOS. For example, multiple "light" hindrances
still give only light cover. When LOS is exactly along a hex border, the
hindrance of the lighter of the adjacent terrain types or hex contents
applies. LOS to multi-hex-units may be traced to either hex, and the
target receives the appropriate cover, but note the missile fire
restrictions in 6.52.
Special LOS cases
This listing is meant to alert the player to the existence of special
LOS cases. In cases of doubt, the LOS description in the terrain or
equipment section shall be used. For cover, see 6.5.
-
LOS exists over, through and into scrub, fence, and tent hexes.
Elevation may void the cover of these terrain types.
-
LOS exists over, into or through rubble hexes.
-
LOS exists over, through and into rock hexes.
-
LOS exists into (but not through or over) tree hexes.
-
LOS exists into door and gate hexes, but not through them. A
character in a door hex has a free LOS to both interior and exterior.
(For a hexside door, LOS is determined as for a window.)
-
LOS exists through windows, hexside doors, and arrow slits. However,
if the firer is not adjacent to the window, he can only see the hex(es)
directly adjacent to the other side of the window. If he is in an
adjacent hex himself, his LOS to the other side is only limited by any
obstacles on that other side. However, he may neither see nor fire
through more than one window or arrow-slit hexside at a time. In effect,
you may look into a building or out of it- never through it.
-
No same- or lower-level LOS exists, and no fire is allowed, over or
through walls that have no apertures. LOS over walls may exist from
elevated positions (see below).
-
A battlement hexside always allows LOS to rampart hexes that are
adjacent to the battlement. For fire into other hexes the battlement
affects LOS like a wall hexside: LOS from same-level or lower elevation
is blocked, but elevation may provide LOS over the battlement wall.
-
All bridges (including drawbridges and footbridges) block LOS
between the locations under and above the bridge, and LOS from elevated
positions to the location under the bridge. Same-level LOS to the
location under the bridge is only blocked if LOS passes a bridge end
hex.
Elevation differences block LOS only in the following cases:
-
LOS passes a hex that is higher than both firer and target hex
(which means a hill is between them).
-
Firer and target are at different elevations, and LOS passes a slope
lip, moat lip, or courtyard-side rampart edge hexside that is closer to
the lower unit than to the higher one (if the distance is equal LOS is
not blocked). Slope or moat lips also do not block LOS if the lower unit
is adjacent to the lip hexside, but the target receives cover if the
fire crosses the lip hexside.
Elevated positions provide an extended LOS, and elevations block same
or lower level LOS themselves. Note that a slope only creates an elevation
if the LOS actually passes the slope lip.
For fire from an elevated position, walls (including battlements) give
cover only if the wall hexside is closer to the target than to the firer,
but even then no LOS exists through the roof of a building into building
interior hexes. LOS into or through doors and windows is not affected by
elevation. Castle Wall terrain (16.19) and castle towers (16.113) always
blocks LOS regardless of elevation.
Intervening characters do not block LOS, though they may hinder or block
fire (see 6.2). Intervening equipment may hinder or block LOS (for
details, see sections 18. and 19.). The siege tower blocks all LOS through
its hexes.
Missile Attacks
Missiles can be arrows, crossbow bolts, ballista bolts, stones hurled
from a sling, thrown daggers and shuriken, and thrown spears. All missiles
are lost after use and may not be recovered for further use under any
circumstances. If the optional ammunition limitation rule (22.2) is not
used, however, only daggers and spears are limited in supply. If a
character with a missile weapon has no ammunition left, he obviously may
make no further missile attacks. He still may have combat normally, and
his combat values are not affected. Missile supply may be refreshed by SSR,
during campaign games, and by ammunition exchange (see 22.2).
The attacker decides which missile attacks take place and determines LOS.
He may observe the results of every attack before deciding on the next one
(in other words, attacks are not pre-registered). Each missileman may only
fire once in each of his fire phases, and each fire must be directed
against one single character. No rule forbids to fire on friendly
characters, and if this happens in error or otherwise, the results stand.
No missileman may fire if he is in melee or in the same location with an
enemy.
No missiles may be fired by characters in deep or bottomless water, or on
ladders.
Missile fire and movement restrict each other. Crossbowmen who fired may
not move in the same PT, and archers may only fire in the second missile
fire phase of the PT if they used <= half of their MPA in the movement
phase.
Only targets in LOS may be attacked. Only one hex of a horse or rider
needs to be in LOS to fire at him. If both hexes are visible, the firer
may chose which of them to attack. In any case, the fire is resolved
normally and afflicts the entire unit at full strength. No fire is allowed
into overstacked hexes (see 7.2).
Fire is allowed over intervening characters (or the equivalent animals,
see 13.) as long as the following conditions are not violated:
-
Any fire is allowed if the intervening unit is lower than both firer
and target. The exception to this is the siege tower which always blocks
all fire over or through it.
-
For same-level fire, fire over intervening characters is only
allowed for archers and spearmen. It is also forbidden if the target
would receive medium or heavy cover from the terrain or equipment it
occupies, or if more than 4 characters intervene (this is due to their
LOS hindrance, not because they physically hinder the missile). Even if
fire is allowed, the target receives light cover (+1) if characters
intervene as by 6.54.
-
For fire from or to an elevated position, an intervening character
blocks fire if it is closer to the lower-level unit than to the higher
unit. (Note that a slope only creates an elevation if LOS actually
crosses the slope lip of that slope hex.)
Regardless of elevation difference and weapon type, any fire is
forbidden if an intervening active unit is adjacent to, and on the same
level as, the target or the firer. If the target or firer is a rider or is
on a cart, though, only an adjacent rider or horse blocks fire.
Implicitly, fire is also forbidden into overstacked hexes (see 7.1).
To fire, calculate the distance (so many hexes, including the target but
exclusive of the firer's hex), and determine to what range (short, medium
or long) this corresponds for this type of missile. No fire is allowed
into the firer's own hex ("zero distance") or above long range. If the
optional ammunition limitation rule is used, mark off the used ammunition
from the firer's supply.
Now roll a die, and add resp. subtract the applicable DRM. Among others,
there are modifiers for weapon type, range, cover, movement status, etc.
Find the appropriate Missile Fire Table, look up the damage result, and
apply the damage.
Cover
The terrain in the target hex, terrain along the LOS, or hexside
features may hinder missile fire. From the target's point of view, this is
called "cover".
The cover of different terrain types is treated in the "Terrain" section
of the rules (16.).
Cover only modifies the result of missile fire, not of combat. Light cover
adds a +1 DRM to the DR, medium cover a +2 DRM, and heavy cover a +3 DRM.
"Infinite" cover is synonymous to a blocked LOS and thus blocks fire
completely. Cover is cumulative with other DRM, but if different cover DRM
would be applicable only the one most heavy of them is used. Multiple
"lighter" covers do not add up to any heavier cover.
Riders and horses receive the cover of the one hex the firer aimed
at. This hex must be in LOS of the firer. If both hexes are in LOS, the
firer must chose the nearer of the two hexes as his target hex; if both
are equidistant, he may chose between them freely.
Cover received from exterior building corners and doors is special
insofar as it is limited to certain fire directions. In-hex-doors only
give cover from the inside or from the outside, not both. A hexside
door only gives cover for fire passing through it.
Exterior building corners only give cover if the corner depiction
blocks LOS to some part of the corner hex. Even if cover exists, the
character in the corner hex may only claim one of the two possible LOS
"shadows" as cover at a time.
Thus, if he decided to get cover from one specific fire or general
direction, he is in cover for all fire with a similar LOS shadow, and in
no cover for all other fire. This is true regardless of elevation.
The player must state which cover he claims, else it is determined by the
first incoming fire (as described in 7.9).
For same-level fire, the target receives light cover (+1) if any
characters intervene.
Regardless of the number of scrub, tent and fence hexes passed,
these terrain types provide light cover (+1) for same-level fire. Fire
from an elevated position voids the cover of scrub and fences. It also
voids cover for fire over tents, but not for fire into the tent hex.
Trees provide light cover (+1) regardless of elevation.
Rubble provides medium cover (+2) regardless of elevation if the
target is in rubble or LOS passes a rubble hex.
Rock provides medium cover (+2) for fire into or through rock
hexes, which is voided for fire from elevated positions.
Cover from water is not affected by elevation.
Debris from destroyed tents, siege engines, carts etc. provides no
cover itself, but does not affect cover received by terrain or other
circumstances.
Ambush
A missile attack by a hidden enemy force is called "ambush". An ambush
situation modifies panic determination in the PT in which this attack
occurs. It has no other effects. For hidden setup see also 22.8, for panic
determination 22.9.
Damage
The damage done, and possible consequences, are described in the "Combat
and Missile Fire Results" (10.) section of the rules.
Movement
Stacking:
Each hex may be occupied by only one live character or animal at a
time. During movement or retreat, characters and animals may pass through
friendly characters and any head or tail hex of animals not currently
mounted by an enemy. They may not end their movement in such a hex.
Animals strung together and/or led are treated like one "long" animal and
may be passed only in their end hexes (see 13.62 / 13.7).
There are some exceptions to the stacking rule:
-
Characters falling from embattlements, towers, siege towers,
ladders, rocks, etc. into occupied hexes: In this case, the character
already occupying the hex immediately receives a "stunned" damage, and
the falling character a "wounded" damage. If both survive, the hex is "overstacked"
because it contains 2 live characters.
-
If falling into deep or bottomless water, the falling character will
take no damage, but the character stunned by the fall drowns immediately
as by normal water rules in this case (see 17.).
-
Characters occupying different sides of a closed door in a door hex.
In this case, once the door is opened or destroyed the hex is
overstacked, and the 2 characters are in melee automatically. Note that
a withdrawal from this melee is not possible in a single movement phase
since the first withdrawal step is one hex and leaves the two characters
still ADJACENT to each other.
-
Siege Towers may have one character below it and one on it in every
hex (see 19.12). This is no overstacking.
-
Units might drift under bridges or footbridges while other units
occupy the bridge (see 17.), or may move in the moat beneath a lowered
drawbridge (see 18.1). This is no overstacking.
-
In the Dungeon, even live characters may be stacked (see 16.33)
without creating overstacking.
-
If overstacking occurs by any reason, players must move one or both
characters in order to go back to normal stacking conditions, and must
do this as soon as possible in the normal game sequence. Neutral
characters and animals will remain in an overstacked hex and not move
away on their own, and may block or hinder movement. Characters in an
overstacked hex may attack and defend in combat normally, but may
neither fire missiles nor be the target of missile fire.
-
Even in overstacked hexes damage results are handled normally,
damage still applying only to the character(s) in combat. It could
happen, though, that a retreated enemy blocks the advance movement of
the victor because he remains ADJACENT.
Each character has a movement point allowance (MPA) printed on his
counter. As he moves through each hex he expends movement points (MP)
depending on the amount that each hex costs to pass through. Some hexsides
need additional MP to cross them, for example windows and battlements. MP
needed to carry equipment are spent before MP may be used for actual
movement (so a task that demands to spend the "complete MPA" of a
character is incompatible with carrying equipment).
He may spend none, some or all of his MP in one movement phase, but he may
not accumulate unused MP for later use, nor may he exceed his MPA
(exception: a character climbing out of water may exceed his MPA, see
17.). He may transfer MP to other characters only by "helping" them (see
12.2).
A player may move one, some or all of his characters in his movement phase
in any sequence, one at a time. A character who ended movement may not
resume movement later in that movement phase, even if he still has MP
left.
No character (or animal led by a friend) may pass through a hex
containing a live enemy (note that stunned characters are "live").
Friendly and neutral units may be passed through if their hindrance (7.8)
is not sufficient to block movement, but movement may never end in such a
hex.
No unit may pass through any hexside or enter any terrain that is
marked as "impassable" for this type of unit.
Elevation differences may only be negotiated by slopes, moat slopes,
stairs, scaling ladders, or use of the siege tower. (In some cases, slopes
may be circumvented using flat ground terrain.) The cost for taking the
elevation is worked into the movement cost for the terrain resp.
equipment.
Movement of riders and led horses must observe additional restrictions:
-
Movement may be done forward into one of the 3 hexes of the front
arc at normal cost, the "rear" following into the former head hex.
-
To move forward into any other direction, a horse must first pivot
round the rear hex, paying the normal movement cost for the hex(es)
passed through by the head. After every 60 degree pivot, it may be moved
normally into what is now the front arc. It may pivot any number of
times (on flat ground, even a 8-MP-warhorse could make a 1.333 turn
pirouette).
-
To move or pivot backwards is similar to forward move, only the move
may be into any of the three hexes of the rear arc, and the unit pivots
round its head section. All backward movement or pivoting doubles normal
movement cost, though.
-
Forward and backward movement may be combined freely. For example,
turning a horse in some narrow place could make some shunting necessary.
-
Dismounting is a special form of movement that takes all of the
rider's MPA, see 12.34.
At every moment, all hexes of a unit must be on firm ground. Even if
only part of a unit is forced to move into non-ADJACENT terrain, the whole
unit falls into this hex and an ADJACENT hex (determined at random).
Animals die, riders are dismounted and are placed ADJACENT to the horse at
random, characters (including riders) receive a "wounded" damage result,
equipment is destroyed. If falling into deep or bottomless water, animals
drown, equipment vanishes, but a falling character is not wounded by the
fall.
Besides terrain, debris and live and dead characters and animals may
hinder movement. Up to 3 foot characters do not hinder movement, 4 to 6
double the movement cost for that hex, and more than 6 make the hex
impassable. A horse or oxen is equivalent to 3 characters, a mule to 2
characters, and any other animal to 1 character. Debris is equivalent to 3
characters. Besides hindering movement, this also changes the in-hex
terrain combat advantage to "negative".
For a character in an exterior corner hex or door hex the controlling
player should note, for each turn he arrives at or remains in such a hex,
from which side he shall receive cover. He may change this in every own
movement phase and, if he does not move otherwise, this changing of cover
does not count as movement. See also 6.53 for cover from corners.
If cover direction is not stated, it is determined in every turn by the
first fire directed at the character in that turn, in a way that he
receives cover from this fire. (Of course, a cunning enemy might use this
to his advantage by setting the fire sequence to do maximum damage.)
Charge Movement
A charge is a fast movement towards an enemy preparing a charge combat
attack. Charge attacks are only available to cavalry and must be declared
before starting the move. To declare a charge the attacker must have a LOS
to at least one of his targets before he starts to move.
A charge is a movement of which at least the last 6 hexes are straight
forward towards the target. The movement must not be necessarily be along
a hex row, but must be as straight as possible on the hex grid, i.e. have
no "bends" except those imposed by the hex grid. It may not include
pivoting, or circumventing obstacles with use of MP.
A charge attack increases the attack strength, but may also incur risks to
the attacker: see 9.4.
Pinning a Passing Character
Characters may pass ADJACENT enemies without any special hindrance.
However, any passed active enemy that is not in melee already may try to
"pin", i.e. stop the passing character. He may try this only in hexes
where the passing character would be allowed to end his move. The pinning
attempt is done out of sequence, in the opponent's movement phase.
Each character may only make one pinning attempt per movement phase, but
more than one pinning attempts may be made (by different enemies) against
a passing character in one hex.
Only characters that actually move may be the target of a pinning attempt,
and the attempt is always in the hex "moved into", so in the start hex of
a move no pinning is possible. Passed units may not combine their strength
for the pinning attempt, it is always done on a one-on-one basis.
The pinning attempt is decided by evaluating a "combat" between the
characters. Any "defender" damage result successfully pins the mover; any
other result rejects the attempt. The "combat" result is in every respect
obtained like a normal combat result, but it only decides about the
success of the pinning attempt; no actual damage is caused. Infantry
trying to pin a rider must use a -1 CS in addition to all other combat
modifiers (even in addition to the normal "Infantry attacks mounted
character" CS).
A successful pin locks both characters in melee immediately. The moving
character forfeits the rest of his movement phase, but the player may give
him new combat orders.
A rejected pinning attempt has no effect whatever, and the passing
character may continue movement.
Since the pinning rule could severely affect PBEM game speed, all
pinning attempts are handled as follows: The defender shall read the
opponents movement orders hex-by-hex, decide about pinning attempts
immediately (i.e. before reading on about other movement- honour rules
apply), and also evaluate them before reading on. When he is through with
reading the movement phase and any pinning attempt succeeded, he must
inform the moving player of the changed situation. Pinning voids any other
plotted action of the pinned character, but he may decide to attack the
pinning character (or any other ADJACENT enemies) in the combat phase. (He
obviously may fire no missiles since he is in melee now.) Orders for fire,
movement, combat etc. of other characters may not be changed. This may
lead to situations the attacker did not plan nor like, but, well... this
is war, not a puzzle game!
Combat
A character may attack any character(s) that are ADJACENT to combat.
Note that equipment that provides a possibility to move between adjacent
hexes at the same time makes them ADJACENT and allows combat between them
(e.g. ladders, siege tower); on the other hand hexside terrain or
elevation may block movement and make even adjacent hexes non-ADJACENT.
Characters are never forced to attack, even if currently in melee
(exception: combat on ships, see 15.). Each character may attack only once
per combat phase, but a unit may be attacked any number of times.
The attacker decides which combats take place, and he may attack in any
order. He may observe the results of previous combats before deciding on
the next combat constellation.
To resolve combat, divide the attacker's attack strength by the
defender's defence strength (use modified strengths if applicable). Round
the result down to the next relation given in the appropriate Combat Table
to obtain the "original combat odds". Apply column shifts (CS modifiers)
to get the "final combat odds". Among others, there are modifiers for
terrain and mounted/unmounted status.
Now roll a die, look up the damage result in the table, and apply the
damage.
Multiple Combat
If more than one character of both sides are ADJACENT to each other,
the attacker chooses in which constellation they actually have combat in
this turn.
To do this, he groups units that shall attack together, and declares which
defenders shall be attacked as a group. All attack factors of an attack
group are added into one combined attack strength, and similarly a
defending group defends with its combined defence strength.
Note that even as part of a combat group a character may only attack
ADJACENT enemies. No combat group may be formed that violates this rule.
The combat constellation may change in every PT at the active player's
decision.
In multiple combat, the attacker may use a specific "+" CS modifier only
if it applies to all units of the group, and must use all "-" CS modifiers
that affect any unit of the group. The defender may claim a "-" CS
modifier if it applies to any unit of the group, and suffers only from "+"
CS modifiers that apply to all units of the group.
Damage results normally are taken only by one character of the losing
side. If the losing side is a group, random selection is used to determine
which unit takes the damage, and this may cause more than one unit to
suffer a result (see 2.).
Encirclement
A character is encircled if he is in melee with (not just ADJACENT to)
more than one character, and any two of those characters are not adjacent
to each other. This situation obviously presents a serious disadvantage in
combat and is allowed for by the "encircled" CS (see Combat Table).
Encirclement may apply to both attacker and defender (in which case the CS
cancel themselves).
Note that not all encircling characters actually have to take part in the
combat; it is sufficient that they are in melee status with the encircled
unit. It is possible that an attack causes encirclement of either side for
subsequent combats of the same combat phase.
Charge Attack
Charging is a special, powerful form of combat attack that can only be
used by cavalry. It is declared and started during the movement phase: see
7.10.
A charge attack is always a separate attack; it may attack more than one
target, but not combine attack strength with other characters. Each unit
may only be charged once per PT.
The charging attacker receives a bonus of half his normal attack strength
for this one attack.
Example: A knight with an attack value of 27 would attack with a strength
of 40,5 after a charge. Otherwise, a charge attack is a normal combat
attack and also causes melee status.
If the target is a rider that is not currently in melee, and the charge
hits his front arc, there is a possibility that the charge fails. In this
case the attacker must roll a die before resolving the combat and apply
the following results:
-
DR 1,2,3 : charge is successful and resolved with full effect
-
DR 4,5,6,7 : counter-charge: charge is successful and resolved with
full effect, but the attacker himself is immediately attacked with the
unmodified current attack strength of the defender. This attack is out
of sequence; it does not affect any further PT phases at all, and only
damage results affecting the charging character (i.e. "defender" results
on the Combat Table) are used.
-
DR 8,9 : defender evaded: attack has no effect
-
DR 10 : parry: defender unharmed, attacker dismounted and stunned
An evasion, counter-charge or parry result itself does not change the
map positions of the units, though the damage results may do so.
Terrain Influences
Certain terrain gives an advantage or disadvantage in combat. To take this
into account, the combat odds are modified with a terrain advantage CS;
see the terrain descriptions and the Combat Tables for details. Only one
modifier for in-hex terrain may be used for each side. Cavalry and horses
always use the more disadvantageous modifier of the two hexes they occupy.
The presence of debris in a hex, or of characters or animals that present
a movement hindrance (7.8), changes any terrain to "negative" terrain.
This replaces the normal modifier for the in-hex terrain, but it is
cumulative with hexside terrain or other modifiers.
Some terrain or hexside features make combat impossible because they make
hexes non-ADJACENT. For example, no combat is allowed through walls
without aperture, and arrow-slits. Mounted characters may never attack
through window and door hexsides, and may not attack into the interior of
a house from a door hex. Elevation differences may also make hexes
non-ADJACENT (e.g. rampart/ moat). See also 3.4 for a definition of
ADJACENCY.
Combat against animals
Riderless animals are attacked on the Combat Table for "Combat against
mounted target, or against animal" (26.32), ignoring all damage results
given for the rider. Retreat results apply. The exception to this rule are
dogs which have combat like infantry (see 13.3). A mounted horse may not
be attacked separately; the attack must be directed against the mounted
character.
Ambush
A combat attack by an enemy force of which more than half of the
attack strength was hidden from view until it attacked is called "ambush".
An ambush situation modifies panic determination in the PT in which this
attack occurs. It has no other effects. For hidden setup see also 22.8,
for panic determination 22.9.
Combat and Missile Fire Results
Missile fire and combat have immediate effects and may cause additional
consequential damage. Any missile fire or combat (even a "no effects"
result) makes the target aware of the enemy, so that he may raise alarm
etc. (at night, a missile attack does not necessarily imply that the
character is able to see the firer).
Any damage result but "no effect" forces a character to drop any items
that require MP expenditure to carry them. Other items must be dropped
only if "dismounted", "stunned", or "killed".
A unit may receive more than one damage result in one PT or even turn
phase. Each damage is resolved immediately, so a second attack (or even
consequential damage of the same attack) might hit the unit in a weakened
state and lead to most final consequences.
-
No effect: No unit takes any damage. For missile fire, this
is a clear miss but spends ammunition, of course. For combat, this still
locks all participants in melee.
-
Retreat n hex(es): The missile fire target, resp. one of the
participants of combat, must retreat exactly the specified number of
hexes (exception: retreat into cover, see 10.24). In case of combat,
either side may be forced to retreat.
The retreat is performed by the player controlling the characters, or by
the attacker for neutral characters and animals. Characters leading
animals or prisoners let these go, and items that hinder movement are
dropped immediately.
In retreat, a character may never enter a hex ADJACENT to an active
enemy character. He may use such a hex if he already occupied it before
the retreat (this is especially important for cavalry). If possible, the
general direction of a retreat must be away from, i.e. increase the
distance to, the main force (measured in attack points) of the attack
that caused the retreat. Otherwise, a retreat follows all normal
movement rules, and may never exceed the unit's MPA. If a foot character
is not able to retreat at all, he receives an additional "wounded"
result. If he can not, by any reason, retreat the full number of hexes
required he receives an additional "stunned" result in the last hex
entered. A unit may never retreat more than once per PT (i.e. twice per
GT); if any additional retreat is required, penalties for "failure to
retreat" apply.
Cavalry must retreat by using backward movement if the attack came in
only through his front arc. For other attacks it is free to choose
backward or forward movement. Pivoting is allowed, and a 60 degree pivot
counts as one hex retreated if the pivot did increase the distance to
the attacking force. If the horse cannot retreat in full, or not at all,
the rider takes an additional "stunned/dismounted" result instead in the
final position of the horse.
For retreats caused by missile fire, the retreat may at no point of the
path decrease the distance to the firer. If possible, the retreat must
end in a hex that provides at least medium cover against that firer. In
this case the retreat may be stopped without the penalty for incomplete
retreat in the first hex that provides the cover.
If it is not possible to reach cover with that retreat the player is
free to retreat by his own decision, but in this case he must increase
the distance to the firer by at least one hex, and must retreat the full
demanded number of hexes, or the penalties for incomplete retreat apply
as described above.
A retreat may possibly break melee status.
Unmounted animals always retreat by trying to get away from the
direction of the attack, i.e. they try to increase its distance from the
strongest attacking unit.
In addition, animals will try to retreat into a direction where they may
cover the full distance demanded in flat ground terrain, or the terrain
demanding the least movement points as a second choice. Otherwise, the
attacker directs the retreat.
Horses will use backward movement when more than half of the attack
strength came in through the front arc, and forward movement in all
other cases. Only if further movement is blocked they will pivot as far
as necessary, with each 60 degree pivot counting as a 1-hex retreat if
it increased the distance to the attackers, and continue movement as
soon as possible.
If an animal that is part of a string is forced to retreat, it will only
move and/or pivot as far as possible without forcing other animals of
the string to move.
Unmounted animals suffer no damage for failure to retreat; they retreat
as far as possible and then stop. If a led animal is attacked and
retreats, the leader must let it go immediately and may not accompany it
in the retreat. Even if it remains ADJACENT he has to pick it up again
before he may resume leading.
-
Stunned: The character is replaced by his "stunned" counter,
dropping every item he carried and letting go of all animals he led and
prisoners he guarded. Riders are dismounted automatically (see 10.6). A
stun breaks melee status because only active characters can be in melee.
Stunned characters may be captured (see 12.4). A stunned character will
be wounded by an additional "retreat" result since he can not retreat.
He takes "wounded" damage normally (which makes him active again), but
is killed by a second "stunned" result. All stunned characters return to
their healthy status at the end of the controlling player's PT (even
those that were stunned in this PT).
-
Wounded: The character is replaced by his "wounded" counter.
Any additional "stun" or "wounded" damage kills a wounded character.
Wounds do not break melee status. The character is forced to drop items
that hinder movement, but may keep other items and may continue to guard
prisoners. Riders are only dismounted if stated explicitly.
-
Killed: The character is replaced by his "dead" counter.
Requiescat In Pace.
-
Dismounted: Dismount is a consequential damage of any
"stunned" or "killed" result, and may be coupled with "wounded" results
if stated explicitly. Place the horse where the rider counter was. Place
the appropriate infantry counter of the character in one of the two side
hexes, if possible in a way that he is placed away from the majority of
his attackers (measured in attack points, random in case of ties).
If both side hexes are occupied by live characters, determine a free hex
ADJACENT to the horse at random (but dismounting may not occur through a
window or door hexside).
If all usable ADJACENT hexes are occupied by live characters and the
horse is dead, place him in one of the dead horse hexes at random; if
the horse is not dead, the character is killed and his "dead" counter is
placed in one of the hexes ADJACENT to the horse at random. (Hard luck.
He probably broke his neck in falling, but this does no harm to a unit
already in the hex.) A dismount may or may not break melee status.
A dismount forces the character to let go of any item he carried and any
animal or prisoner he led.
For damage resulting from multiple combat, the character(s) affected by
a damage result are determined by random selection (see 2.).
There is one exception to this: if random selection for any (infantry,
horse, or rider) "killed" result indicates more than one unit to take
damage, only one unit (random, too) will actually be killed; for the
others it is reduced to "wounded" or (in case of animals) "none".
If a character is stunned or killed while he carried something, he
drops that item into the hex he occupies. If retreating or wounded, he
only drops items that cost MP to carry them. If dropping has any effect on
the item this is mentioned in the "Special Equipment" section.
Advance after combat
If a unit retreated or was killed, one character of the victorious
side of that combat (player's choice) may advance immediately after
resolving the damage. He must start his advance into the hex vacated by
the retreating or killed character, but is free in his advance movement
afterwards. He may never violate normal movement rules in an advance.
Advance is only possible after combat, not after missile fire. Note that
advance can be used by the victor of the combat, regardless if he is
attacker or defender in this PT. Only one of the characters directly
involved in the combat may advance, and only immediately after this
combat. Advance is voluntary. No pinning is possible during an advance.
The advancing character may use up to half of his MPA if he is not
ADJACENT to any enemy before the advance. He may move one hex, spending no
more than his full MPA, if he is ADJACENT to an enemy before the advance,
but not in any melee.
He may move one hex, but spend no more than half of his MPA on that move,
if he is in melee. Even if this move should break melees he may not
advance further.
Advance is a move out of sequence, and MP used for advance do not count
against the MPA for the next movement phase.
Panic and rout
Combat or fire results may lead to panic or rout. These rules are
optional and only valid if agreed beforehand or by SSR. See 22.9 for
details.
Melee
Melee status is a consequence of combat, pinned movement, or
overstacking.
Missile attacks and combat against animals or inactive characters do not
cause melee status.
Melee status imposes some limitations to the actions of both characters.
It links individual characters with each other; you might imagine that
melee status creates a tie between them that will exist until it is broken
by some positive action.
While in melee, a character may not do anything but to continue combat
or withdraw from melee. In particular, a character in melee may not fire
any missiles, mount, or dismount, try to pin enemy movement, challenge to
single combat, light or extinguish fires, operate or repair equipment,
etc. He may not pick up equipment, but is not forced to drop things he
carried before entering melee. A rider that is in melee may not be led by
another character. He may attack any characters that are in melee with
him, or any additional units that are ADJACENT, thus bringing them into
melee, too. He is not forced to attack every character in melee with him;
he may attack one, some, all, or none of them at his choice, though a
refusal to attack does not break melee status (he just decided he would
concentrate on defence only). Melee does not change combat odds or
influence combat in any other way.
Melee status is initiated automatically by combat, regardless of the
damage result. A character can be in melee with more than one character.
In multiple combat situations, all attackers and defenders of the combat
are in melee with each other immediately.
Melee status may be rejected by a rider that is not currently in melee and
that attacks one or more infantry characters. The rider must attack alone
in this combat (.i.e. not as part of a combat group), and he must declare
if he will accept or reject melee status before combat is resolved. (This
exception simulates a hit-and-run situation made possible by the speed and
impact of the rider.) For all other combat situations melee is automatic.
Once in melee, all character types are treated equally.
Melee status is also caused by a successful pinning attempt (see 8.), or
from the moment overstacking occurs (see 7.2).
Melee status between two characters is broken immediately when one of
them becomes inactive or withdraws, but this has no effect on other melees
a character is in. Once he is free from all melees, all limitations
imposed by melee status end immediately.
A withdrawal from melee can be performed voluntarily in 3 ways, and may be
forced by a few involuntary types of movement:
-
By moving the character one hex in the movement phase, paying normal
movement costs. There are no restrictions other than normal movement
restrictions, and this move may be a "dismount" action. Melee is broken
immediately to all characters he is no longer ADJACENT to. If the
character is no longer in melee with any character after this 1-hex
move, he may continue the move with the rest of his MPA. If he remains
in any melee after the 1-hex move he must stop and end his movement
there.
-
As a result of advance after combat (see 10.9).
-
By transporting the character away from the combat (e.g. by moving a
cart, siege tower or ship the character is on). In this case the
movement limitations only depend on the units that initiate or perform
the move, and the withdrawal is only a consequence of it.
-
As a result of retreat. In this case the retreat is taken in full by
the normal retreat rules, even if the character is still in melee with
an enemy after the first hex moved. Pursuit: the victor may have the
option to advance after combat. If, after this advance, he is again
ADJACENT to the retreated character, melee status between them may
continue at the advancing player's choice.
-
As a result of other involuntary moves (dismount as a combat result,
falling, etc.).
Other Actions
Tasks
Certain actions take more time than one turn phase, and are therefore
governed by special rules. Such actions are called "tasks".
A task is always accomplished in full PT increments, and it may take one
or more PT to complete it. If not specified otherwise, those PT must be
consecutive.
If a character shall begin a task this must be declared at the beginning
of the PT, and that character may not be in melee.
While working on a task, he may take no other action whatever, nor may he
move, lead animals, guard prisoners, etc. If he does, or is attacked in
combat (regardless of the result), the task is broken off and is regarded
as if it never had been begun (there do not remain any "partial" results
of the task). He may be wounded by missile fire without being forced to
break off, but he uses his wounded strength from then on. Any retreat
forces him to break off the task.
Wounded characters use their wounded strength factors. For tasks that are
described as taking so many turns, this number of turns is doubled for
wounded characters, or two wounded characters may replace one healthy
character.
The result of an accomplished task comes into effect at the end of the
working character's PT if not explicitly stated otherwise.
Helping other characters
Any character with a MPA of at least 3 may help an ADJACENT infantry
character to move over obstacles, through windows, and other difficult
terrain. He may transfer up to two MP to that character, but may not in
this turn fire missiles or attack in combat. He must begin his movement
phase ADJACENT to the character he wants to help and must remain ADJACENT
throughout the move. Otherwise, both characters spend MP normally during
this move.
It is also possible to help a wounded character to mount, which reduces
the time needed for the task (see 12.33), or to help a character leave the
water which improves his chances to climb out and also adds to his MPA
(see 17.), or to support a wounded character in deep water which improves
his chances to survive and move (see 17.42). All these special helping
actions take the full MPA of the helping character, so that he may not
move himself while helping.
A (live or dead) unmounted character may also be carried by 2 healthy
characters who start their movement phase at opposing hexes ADJACENT to
the carried character. The whole assembly moves as one rigid piece and has
a MPA of 2 which it may use to move straight into any direction, or to
pivot 60 degrees round the carried unit. Straight movement and pivoting
may be combined freely. The helpers may also load/ unload their burden on/
from a cart hex that is ADJACENT to the carried character and to one of
the helpers, with the other helper moving into the hex that was occupied
by the carried character (this takes one complete movement phase and will
disrupt resp. create the assembly, see the example in 27.7).
Mounting and dismounting
Only horses may be mounted, and only by characters that either started
the scenario mounted, or are of the Knight or Sergeant character class, or
are allowed to mount by SSR. In addition, peasants may mount a horse that
is attached to a cart, but may not attack while mounted and must dismount
before the horse may be detached. A character that has no special counter
for the mounted state uses his infantry counter on top of the riderless
horse counter and may add 5 to his combat attack strength while mounted.
For all kind of movement (including advance, retreat, etc.) the MPA of the
horse is used. All carried items that hinder movement must be dropped
before mounting.
Mounting and dismounting is possible only from/to one of the 2 side hexes
of the horse, and the side hex used must be ADJACENT to the horse. In
addition, mounting and dismounting is not possible across a window, slope
or moat lip, river bank, or door hexside (mounting from/into a door hex is
allowed).
Mounting is a task that takes one PT; mounting comes into effect at the
end of the PT. Neither horse nor character may move in that PT. Characters
in melee may not mount, but the mere existence of ADJACENT characters is
no hindrance.
Wounded characters take two entire PT to mount, and mounting is effective
only at the end of the second PT. If helped by another character (which
costs all MP of the helper, see 12.22), a wounded character may mount in
one turn.
Dismounting is not a task, but a special form of movement that takes the
full MPA of a character. It becomes effective at the end of the movement
phase. Neither may the horse move before the dismount, nor the character
after dismounting, but the character may act normally in all phases before
and after the movement phase. Missilemen may fire before dismounting, but
not after. Dismounting is allowed for characters in melee, and the
dismounting may break the melee. There is no penalty for wounded
characters.
Taking and guarding prisoners
One procedure is described in 22.7, "Ransom and Surrender", and may be
applied to any character that surrendered by any reason. SSR may define
other procedures instead. The guard must be allocated to the prisoners
explicitly, and may not lead animals at the same time as guarding
prisoners.
In addition, a stunned character may be taken prisoner if the nearest
friendly soldier is in a distance >= his MPA to him. A friendly soldier
that is currently in melee only prevents capture if he is ADJACENT to the
stunned character.
Picking up, carrying, and dropping equipment
Only infantry may pick up and carry equipment. Picking something up is
only allowed in the movement phase, at the cost of 1 movement point. Of
those things that cost MP to carry (that "hinder movement"), a character
may never carry more than one at a time, and he will lose them if he
receives a "stunned", "retreat", or "dismount" combat or missile fire
damage, or if he panics. Other items are only lost on a "stunned" or
"killed" result.
Missilemen may not fire while they carry anything. A character in melee
may continue to carry items, or drop them, but he may not pick up any new
items. A character may drop an item he carries at any moment during his
PT, at no cost. If not dropped before the character begins his move
(regardless whether it a normal move or advance), the cost for carrying
the item is subtracted from whatever MPA the character has available for
this move. For the actual move, he may only spend what is left of his MPA
after that. Dropped items remain in the character's hex.
Exchanging items is simply a sequence of one character dropping the item
and another picking it up again.
Opening and closing doors, windows, and gates
Normally all doors, windows and yard gates are open; closeable
apertures in buildings and towers exist only by SSR. SSR must also state
if a door is of the "building" or "keep" door class as regards battering
resistance. (It is common to give at least the keep, or strongest castle
tower, a massive door of the "keep door" class.)
There are 2 different ways a door or window can be "closed": "shut" means
that it may simply be opened again from both inside or outside, "bolted"
means that it has been secured from the inside and must be unbolted from
there again before opening it. The only way to open a bolted door or
window from the outside is to batter it.
To open or shut a door or window, a character must be ADJACENT to it and
expend 2 MP in his movement phase. To bolt or unbolt it requires the
complete MPA of a character, and this may only be done from the interior
of the building.
A door or window must be shut to bolt it, and unbolted to open it.
To open, shut, bolt or unbolt a door or window a character may not be in
melee. No active enemy may be ADJACENT to either side of the door resp.
window while shutting it, and no active enemy may be ADJACENT to the
interior side of while bolting or unbolting it.
Gate doors exist implicitly in gate hexes. They may only be opened or shut
from an ADJACENT hex on the inside of the castle resp. town. To open or
shut a gate door is a 1-turn task. A shut gate doors bolts automatically,
and unbolting is done automatically with the opening action. Opening or
shutting is not possible if the gate hex contents would block infantry
movement through this hex.
Raising the Alarm
SSR may demand that units are alerted before they may act. To do this,
a character must become aware of an enemy by seeing him, or by being
attacked by missile fire (regardless of LOS and result), or by being
alerted himself by another unit. If still active by then, he may raise the
alarm at the end of this PT, and all characters in a 10-hex-radius are
aware by the start of the next friendly PT. (Note the difference between
"this" and "friendly" PT.) If he is equipped with a signal horn by SSR,
his alerting radius is 20 hexes.
Alerted characters will pass the alarm on in their next PT automatically,
thus spreading the "circle of awareness".
A dog may also raise alarm (see 13.3).
Chivalrous Single Combat Challenge
A player may challenge his opponent in his own player turn before
taking any other action (except resolving retreats and other "mopping up"
from the last PT). This action is possible if the challenger has at least
one active mounted knight that is not in melee in his onboard ranks
currently, and the other at least one healthy mounted knight. Only one
such challenge may be made by each side in one scenario. An accepted
challenge interrupts the normal sequence of play.
The challenger must name one knight who will fight for his side and, if he
wishes to do so, state additional conditions that shall be met. These
conditions must be reasonable in the scenario context and may not by
themselves decide the scenario victory. (For example, a reasonable
condition would be to propose a specific fighting ground, or that the
loser shall deliver a prisoner or a treasure. To demand that the loser
shall withdraw all archers from the game would certainly be unreasonable.)
The challenged player must now decide to accept or refuse the challenge.
If he refuses, play goes on with the challenging player continuing his
turn as normal.
A refusal has the following effects: None of the currently onboard
samurais of the refusing side may use the Glorious Suicide special action
(see 12.10) any more in this campaign. European Knights may never refuse a
challenge if they are on a quest for the Holy Grail, or by the orders of a
lady, on penalty of forsaking their quest. However, this would be the
individual fate of that knight and may or may not affect the scenario
victory.
If the challenge is accepted, game freezes for the duration of the fight.
All current combat and melee status ends immediately, no missiles may be
fired, and no characters may move except by mutual consent to clear up
space for the combat. Berserk rages cease, and no rage die rolls are taken
for the duration of the challenge combat (exception: a berserk that is the
champion of his side continues to check for rage, with all possible
consequences if he attacks a character other than his chosen opponent).
The player that violates this frozen state immediately loses this
scenario, and his honour.
The challenged player now names any one mounted knight in his ranks as his
champion, decides on the fighting ground, and places his champion. The
challenger then places his knight. None of the fighters may be placed in a
position with a positive terrain advantage. The challenged player then
begins with the first turn. (Note that this sequence may allow the
challenged player to charge attack, depending on the challenger's
position.) The fighters may not use missiles, only movement and combat are
allowed. Otherwise, the normal sequence of play is used.
The fighters may move freely subject to normal movement limitations, but
may only enter "natural" terrain and bridges (no buildings, yards, etc.).
They may not attack any other unit during single combat by penalty of
losing the scenario.
If two PT have gone by without combat, the next player must do his best to
attack in his PT. If a wounded opponent is dismounted, it is regarded as
chivalrous (but not required) that his opponent dismounts, too, or lets
him mount again without interference.
This challenge combat ends only and immediately with the death (or
surrender, if allowed) of one of the knights. After that, play continues
with a normal PT for the side that lost. Players must fulfil conditions
set before the single combat or lose their honour (not necessarily the
game).
Moving Bodies and Debris
For various reason, a player may want to clear hexes of bodies or debris.
To move 2 bodies (or one dead mule, or 1 hex of debris left from destroyed
equipment or tents) one hex is a one-turn-task for 2 healthy characters
(or the equivalent), to move or pivot a dead horse or 2-hex-debris one hex
is a 2-turn-task for 2, or a one-turn-task for 4 healthy characters (or
the equivalent). 3-hex or larger debris (e.g. destroyed battering ram or
siege tower) may not be cleared.
The body or debris may be moved 1 hex into any hex ADJACENT to both movers
(even into their own hex, if stacking limits are not exceeded). It may
never be moved into any terrain that would cost a foot character more than
2 MP to enter, and the workers themselves may not move.
Everything thrown into deep or bottomless water disappears from the map
immediately, even if only part of the counter was moved into water.
Rubble may not be moved or cleared.
Glorious Suicide
Glorious suicide (seppuku) is only allowed to samurai type characters.
If a player has only one living samurai left, and he deems the situation
desperate, he may atone for his failure to succeed by committing seppuku.
This is usually done by slashing his belly open with his own sword
(hara-kiri), contemplating his interior for some time, meanwhile composing
and reciting a short poem of deep meaning, preferably in the traditional
"haiku" form (17 syllables with the rhythm 5-7-5). (James Bond 007 is said
to have gained great honour with the poem "You only live twice- once when
you are born and once- when you look death in the face", though in the end
of course he survived. Well, it was not a pure haiku, on the other hand.)
Technically, seppuku is a special task that can only be accomplished by a
dismounted, active samurai character. He must declare his intention to
commit seppuku, and may not perform any action, especially not move,
attack, fire missiles, for two full consecutive turns of the controlling
player. Missile attacks do not affect seppuku if the samurai survives
them; he will not retreat, but take a "wounded" result instead. If he
defends in combat with his normal strength seppuku is broken off, but he
may chose to defend with his "stunned" defensive strength, which would not
interrupt his final task. The samurai must recite his poem at the end of
the second player turn, and dies immediately after that.
If the poem composed by the player strikes a chord in the heart and mind
of his opponent, and players remember it from game to game, the player may
have lost that battle, but he has observed his duty towards his emperor
and his ancestors, and may regard himself a worthy (perhaps even the
superior) warrior after all. On the other hand, of course, a chivalrous
player could "gain face" (i.e. win honour) by not interfering with the
seppuku of a beaten, but brave enemy.
Animals
All animals remain stationary if not mounted by a character, or led, or
driven from a cart. For retreat movement of animals, see 10.26 and the
sections following it.
Animals are either healthy or dead, no other status is possible. They are
attacked on the tables for mounted units and are affected only by the
"retreat" and "horse killed" results (treat all other as "no effect")
(exception: dogs use infantry tables, see 13.3).
Mules, horses and oxen may be strung together in any sequence, and a horse
or oxen may be attached to a cart. (It is not forbidden, but serves no
purpose either, to attach a string of animals to a cart. If it is done,
only oxen or horses, not both, may be in that string.)
All horses (even those attached to a cart) may be mounted, and no other
animal may be mounted. Horses are the only 2-hex animals; they have a
"head" and a "rear" hex, and corresponding arcs that define "forward" and
"backward" movement and pivoting. For all other animals these expressions
are meaningless, they may move into any direction without penalty.
For terrain influence on movement, oxen are treated like horses, dogs are
treated like infantry (except that they may not scale ladders), and all
other animals are treated like mules.
All animals are considered neutral, even if currently led, so they do not
hinder movement of either party through their hex (note that a string of
animals may only be passed through at the tail or head end since it is
regarded as "one long animal").
Horses and Oxen
Horses have a max. MPA of 8, oxen of 3, and both have a defence value
of 1 if not stated otherwise on the counter. Horses and oxen hinder LOS
and missile fire like cavalry, and hinder movement like 3 foot characters.
Mules
Mules have a MPA of 6 and a defence factor of 1. Mules hinder LOS and
missile fire like infantry. They hinder movement like 2 characters.
Dogs
Dogs were not included in the original games (except some very nasty
wardogs in "Dark Blades"). Dogs have an attack strength of 4, a defence
factor of 2 and a MPA of 10. They only move if led, and may move in any
terrain like infantry (with the exception that they may not scale
ladders).
Dogs never attack friendly characters. (Well, I know they do, but this is
a game.) If unattended, they automatically attack enemy characters, cats
and postmen in ADJACENT hexes, and try to pin passing enemy characters.
They attack the first enemy they can (one of them at random in case of
ties), and will continue to attack this one character as long as possible.
If led, a dog will only attack on the controlling player's command.
Dog attacks are subject to normal combat rules, and combat with a dog
causes melee status. Unlike other animals, they use the tables for
infantry for missile fire and combat against them. They take or cause
damage normally, except that a "defender wounded" result kills them. Dogs
never advance after combat.
Dogs may also alert characters. If an enemy or neutral character
approaches the dog to less than 5 hexes (regardless of LOS), the dog will
bark loudly at the beginning of the next player turn. This can be heard to
a distance of 15 hexes and makes characters aware of something going on.
Other Animals
Other animals may not be strung together. They use terrain like mules,
never hinder LOS or fire in any way, and hinder movement like 1 foot
character. If not given explicitly, their defence factor is 1, and their
MPA 6. Their main function is to provide atmosphere, and as booty.
Dragon
The dragon- no, there must be a limit to your patience. ...
So, OK: the dragon was introduced in "Dark Blades". It is a 2-hex-unit
with the states healthy (a:40, d:20, m:10), wounded (a:20, d:10, m:5),
stunned (d:5), and dead. Since he acts independently, he is rather a
character than an animal. So you can go on and play Young Siegfried or
such like, and even invent some fearful flame spitting abilities or
whatever. Ah, I forgot: the dragon is green. Refer to "Dark Blades" for
details.
Stringing animals together
To string two animals together, or to un-string them, is a task that
takes an active foot character one turn, during which he must be ADJACENT
to both animals.
Only horses, oxen, and mules may be strung together, in any order. Horses
may be connected head-to-rear only (i.e. the head of one horse must always
be in the rear arc of the other, and vice versa). Strung animals must
always be connected in a single file, not parallel to each other. It is
allowed to connect or disconnect an animal at both its front and rear end
in the same turn, but one character may only make one connection per turn.
A string of animals may have any length. A string of animals is treated as
one "long and winding" animal, with the rear part of the last animal
treated as rear hex and the head part of the first animal as the head. The
string's MPA is that of the slowest animal in the string. If led, the
leader becomes the "head" of the string. A character may pass through a
string of animals only at its head or rear hex. For retreat movement of a
string of animals see 10.27.
Leading Animals
Animals may be led by any (mounted or unmounted) active character. A
rider may also be led, but only by a friend, and only if he is not in
melee. Since a string of animals is treated as one "long" animal, all
rules for leading also apply to a string of animals. A leader may only
lead one animal (or string of animals) at a time, and may not guard
prisoners at the same time.
To begin leading, the character must move (or be) ADJACENT to the head hex
of the animal and declare his intent to lead it from now on. A mounted
leader must always keep the head hex of the led animal in one of his own
rear arc hexes. A character may not begin to lead an animal if a enemy
that is not in melee is also ADJACENT to the animal's head hex. Enemies
have no special hindering effect once leading has begun.
The leader and the animal become a "string of animals" (13.6) in this
moment, with the leader (or his head hex, if he is mounted) as "head" of
the string. To take up an animal for leading costs 1 MP for the leader.
The leader may continue his movement with the rest of his MPA, taking the
animals with him. Leading itself causes no additional MP cost. A led
animal may neither exceed its own MPA nor that of the leader, taking
terrain into account normally. An animal may change leaders in the
movement phase any number of times, but never exceed its MPA in one
movement phase.
The led animal follows its leader hex by hex or as directed by him. If a
string of animal is led, this applies to the first animal of the string,
and the others follow it hex by hex. Even if led, animals may not violate
movement rules. Backward movement is allowed for single animals, or for
the first animal of a string as long as the rest of the string remains
stationary. If one animal of the string is dead the string may only move
in a way that the dead animal remains stationary. As long as the general
requirements for leading (ADJACENCY, etc.) are observed it is allowed to
lead an animal into a new hex without moving the leader himself, or to
move the leader without moving the animals. Note that the leader's
movement is done before that of the animal, so the animal might provide a
movement hindrance for the leader.
While leading animals, the character's attack value is halved, and he may
fire no missiles. His defence and movement values remain unchanged. Riders
may not charge while leading. Otherwise, the character may act normally.
Led animals may not be "stolen" from the leader, he must be forced to let
them go to gain control of them. Animals remain neutral even if led and do
not become "friendly" or "enemy" units.
The leader may drop the animals anytime he wants in his own PT, and any
effect of leading ceases immediately. He will let go of the animals
automatically upon receiving "stunned", "retreat" or "dismount" damage
from missile fire or combat, but simply entering melee does not force him
to let them go. If a friendly mounted character is led, leading may also
be ended by that character at any time. Once the leader dropped the animal
for any reason he must use exactly the same procedure as described above
to begin leading again.
Animals might conceivably be led by each player in his PT, and so move
twice in a GT.
Carts
The cart is 2-hex-equipment with a front and rear hex (the front is
where the word "cart" is written on the counter) and corresponding arcs.
Attaching and detaching a draft animal to/ from a cart uses the same
mechanics as stringing and un-stringing animals to one another (see 13.6).
A cart may be pulled by a horse or oxen at an MPA of 4 or the MPA of the
animal, whichever is less. To move an animal-drawn cart, the drawing
animal must be led, or ridden, or driven from the cart's front hex. Note
that a peasant may mount and ride a draft horse while it is attached to
the cart (see 2.54), but that he must dismount before the horse may be
detached again. It is allowed to attach a string of animals to a cart, but
it serves no purpose (in particular, it does not increase the MPA of the
cart). The rear hex of a draft animal must always occupy a hex of the
cart's front arc. The draft animal may only move or pivot forward, and the |