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Guiscard2 (Regole)

This document provides rules for the wargame "Guiscard", which simulates the Norman conquest of Southern Italy and Sicily in the 11th century. The rules cover movement, missile fire, combat, castles, and siege tactics. Character and terrain counters are used on modular maps to represent the armies of Robert Guiscard and others. The game is intended to have simple rules while maintaining historical accuracy.

Uploaded by

Astolfo Geremia
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
474 views36 pages

Guiscard2 (Regole)

This document provides rules for the wargame "Guiscard", which simulates the Norman conquest of Southern Italy and Sicily in the 11th century. The rules cover movement, missile fire, combat, castles, and siege tactics. Character and terrain counters are used on modular maps to represent the armies of Robert Guiscard and others. The game is intended to have simple rules while maintaining historical accuracy.

Uploaded by

Astolfo Geremia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 36

2

RULES OF PLAY
The Norman Saga

Guiscard (The Cunning)


Normans conquer Southern Italy and Sicily
in the 11th Century

Guiscard is a skirmish game set during the conquest of Southern Italy and Sicily in the 11th Century by
Norman mercenaries led by Robert of Hauteville, nicknamed Guiscard (which can be translated by The
Cunning, The Wily or The Wiesel). Each counter displays a unique character in various stances and health
status. The various maps can be assembled in multiple ways to form varied terrains for the proposed scenarios.
Guiscard leverages the concepts and the scale of the games of CRY HAVOC series, which were published
in the 80’s and 90’s and which are no longer available. 30 years later, this game still has a lot of followers for
two main reasons: The stunning graphical quality of the maps and counters which were hand drawn and have
never been surpassed since then in my honest opinion; and simple, intuitive rules that allow for a quick learning
curve and enjoyable time.
Guiscard is intended for medieval history buffs, tactical wargame lovers, or those who enjoyed the CRY
HAVOC series back in the day. Due to its simple access and graphical quality, Guiscard is ideally suited for
young players or people discovering wargames, but game veterans should appreciate it as well.
All the maps and counters of the CRY HAVOC series are compatible with those of Guiscard, to enable
many more scenarios.

7 years after its first release, here is an updated and upgraded version with a new map, a campaign game
and new counters, including the formidable Varangian Guard of the Byzantine emperors. These counters are
now printed on a much thicker cardboard for easier handling.

Credits:
Guiscard is a project which consumed two full years of my life for its first version and another 6 months
for this upgraded version. I would never have been able to complete it without the help of the following
people:
Dan Buman, Giorgio Colonna, Hervé Delattre, Steve Doubtfire, Christian Delabos, Pierre Delabos, Philippe
Gaillard, Joël Gatrat, Emilien Gratien, Sir Gunther, Jean-Paul Kirkbride, Jazin Larrus, Ludovic Maes, Lütz
Pietschker, Laurent Schmitt, Arnaud Thierry, Thierry, Gianni Vonci and all the members of the Cry Havoc
community who supported me during all this time.

Apolline, Arthur, Théophile and Tristan are the names of some characters in the game, but they are also
the names of my children. This is a nice way to associate them to my passion for the Middle Ages.

Buxeria,
March 2021
CONTENTS
1 - DESCRIPTION AND USE OF THE COUNTERS 8.3.2 - Inner yard of building 15
FOR THE GAME ..................................................... 5 8.3.3 - Walls 15
1.1 - Some comments on time scales and distance 3 8.3.4 - Tents 15
1.2 - The counters representing the characters 3 8.3.5 - Doorways & courtyard entrance 15
2 - SEQUENCE OF PLAY .......................................... 4 8.3.6 - Exterior building corner 15
2.1 - Structure of the game turn 4 8.4 - Movement 15
3 - ENVIRONMENT .................................................. 5 8.4.1 - Movement through windows 15
3.1 - Types of open terrain appearing on the maps 5 8.4.2 - Low walls 15
4 - MOVEMENT ....................................................... 5 8.5 - Combats 15
4.1 - Stacking of counters 6 8.5.1 - Combat through a doorway or a window 15
4.2 - Restrictions on movement 6 8.5.2 - Tents 15
4.2.1 - Water & tree hexes 6 9 - CASTLES ........................................................... 16
4.2.2 - Hexes containing dead characters 6 9.1 - Terrain types 16
4.2.3 - How to clear a hex that has become impassable 6 9.2 - Defence structures 16
4.2.4 - How to carry a stunned character 6 9.2.1 - The stockade 16
4.3 - Infiltration of enemy lines 6 9.2.2 - The platforms 16
4.3.1 - Infiltration table 7 9.2.3 - The bascule gate 16
4.4 - Special movement rules for mounted 9.2.4 - Setting fire to wooden defences 17
characters 7 9.2.5 - Battering wooden defences 17
4.4.1 - Turning the horse 7 9.3 - Missile fire 17
4.4.2 - Mounting and dismounting from a horse 7 9.3.1 - Shooting from different levels 17
4.4.3 - Horses without a rider 7 9.3.2 - Shooting through doorways 17
4.4.4 - Horses and Terrains 7 9.3.3 - Shooting from behind arrow-slits, chapel windows
5 - MISSILE FIRE ..................................................... 8 and platforms 17
5.1 - Fire & movement 8 9.3.4 - Restrictions on shooting 17
5.2 - Missile fire and combat 8 9.3.5 - Shooting at characters on a platform, in
5.3 - Defensive fire 8 arrow-slits or behind a chapel window 17
5.4 - Resolving missile fire 8 9.4 - Cover 17
5.4.1 - Determining the impact hex 8 9.4.1 - Plateforms, arrow-slits and chapel windows 17
5.4.2 - Modifiers to the die roll 9 9.4.2 - Interior of the castle 17
5.4.3 - Assessing damages 9 9.4.3 - Doorways 17
5.4.4 - Effects of retreat from shooting 9 9.4.4 - Walls & stockade 18
5.5 - Restrictions on firing and cover 9 9.5 - Movement 18
5.5.1 - Line of sight/fire 9 9.5.1 - Restrictions of movement 18
5.5.2 - Firing across particular terrain and types of cover 9 9.6 - Movement and combat on stairways 18
5.5.3 - Firing over other characters 9 10 - SIEGE TACTICS ............................................... 18
5.5.4 - Shooting from a higher elevation 10 10.1 - The scaling ladder 18
5.5.5 - Shooting from a lower elevation 10 10.1.1 - The height of the ladders 18
6 - COMBAT ........................................................... 10 10.1.2 - Carrying and raising the ladder 18
6.1 - Effects of terrain on combat 10 10.1.3 - Movement 18
6.2 - Combat against more than one character 10 10.1.4 - Moving an upright ladder 18
6.3 - Combat against a defender in armour 11 10.1.5 - Shooting and combat 18
6.4 - Fighting against a stunned character 11 10.1.6 - Toppling a scaling ladder 18
6.5 - Retreat after combat 11 10.1.7 - Toppling a ladder from below 18
6.6 - Advance after combat 11 10.2 - How to ignite and extinguish a fire 19
6.7 - Restrictions on combat 11 10.2.1 - How to light a fire 19
6.8 - Missile fire & combat concerning horses 11 10.2.2 - How the fire spreads 19
7 - COMBAT TACTICS ............................................ 11 10.2.3 - How to extinguish a fire 19
7.1 - Mounted lance throwers 11 10.2.4 - Evacuating a fire hex and restrictions on
7.1.1 - Modifications due to fire range 11 movement 19
7.2 - Cavalry charges and counter-charges 11 10.2.5 - Damage caused by the fire 19
7.2.1 - Single rider charge 11 10.3 - Flaming arrows 19
7.2.2 - The counter-charge 12 10.4 - The stone thrower 19
7.2.3 - Effect on combat 12 10.4.1 - Operation 19
7.2.4 - The lance charge 12 10.4.2 - Movement 19
7.2.5 - The charge of the byzantine cataphracts 12 10.4.3 - Restrictions on shooting and movement 19
7.3 - Hoplites 13 10.4.4 - Resolving fire 19
7.3.1 - Formation 13 10.5 - The greek fire 19
7.3.2 - The foulkon (the tortoise) 13 10.5.1 - Operation 19
7.3.3 - Hoplites and infiltration 13 10.5.2 - Malfunction 20
7.4 - Refusing combat 13 10.5.3 - Damages 20
8 - HOUSES & OTHER BUILDINGS ........................ 14 10.6 - Climbing walls with grappling hooks
8.1 - Terrain types 14 and ropes 20
8.2 - Firing 14 10.6.1 - Grapnel thrower 20
8.2.1 - Firing through windows 14 10.6.2 - Using markers 20
8.2.2 - Firing through chapel window 14 10.6.3 - Effect on combat 20
8.2.3 - Firing through doorways 14 10.6.4 - Cutting the rope 20
8.2.4 - Walls 15 10.6.5 - Tearing down a stockade with a grappling hook 20
8.3 - Cover 15 11 - LAYING SIEGE ................................................. 21
8.3.1 - Interior of building 15 11.1 - Game sequence 21
11.1.1 - Supply 21 10 - Spies 28
11.1.2 - Random events 21 11 - Supply convoys 28
11.1.3 - Initiative 21 12 - Finances 28
11.1.4 - Number of besiegers and rationing 21 12.1 - Troop recruitment 28
11.1.5 - Healing table 21 12.2 - The mercenaries 28
11.2 - Building siege engines 21 12.3 - Looting 29
11.3 - Breaching the walls of a castle 22 13 - Encounters 29
11.3.1 - The siege record sheet 22 13.1 - Two groups of the same faction meet 29
11.3.2 - Different levels of demolition 22 13.2 - Encounter between two groups of different factions 29
11.3.3 - Result of demolition 22 13.3 - Encounter with a group of mercenaries 29
11.3.4 - Battering structures 22 13.4 - Encounter with a supply convoy 29
11.4 - Actions 22 13.5 - Entering a settlement or city 29
11.4.1 - Action 1: Assault! 22 13.6 - Attacking a settlement 29
11.4.2 - Action 2: Sally against the camp 23 14 - Combat 29
11.4.3 - Action 3: Sally for supply 23 14.1 - Relations between the campaign map and
11.4.4 - Action 5: Giving battle outside 24 tactical maps 29
11.5 - Surrender of the castle or building 24 14.2 - Setup of the tactical maps 29
11.5.1 - Surrender table 24 14.3 - Multiple groups participating in a battle 30
11.6 - Events table 25 14.4 - Deployment 30
14.5 - Refusing combat 30
CAMPAIGN RULES .................................................. 26 14.6 - End of the battle 30
1 - Goal 26 14.7 - Wounded characters after a tactical battle 30
2 - The maps 26 14.8 - The prisoners 30
2.1 - Terrain 26 15 - Sieges 30
3 - The play sheets 26 15.1 - The resources 30
4 - The counters 26 15.2 - Consequences of surrender 30
5 - Buildings 26 15.3 - Capitulation without a siege 31
5.1 - Settlements & cities 26 16 - Setup on the campaign map 31
5.2 - Castles 26 17 - Quick combat resolution 31
6 - The game turn 26 17.1 - Calculation the value of each faction 31
7 - Hostility 27 17.2 - Combat resolution 31
8 - Combat groups 27 17.3 - Calculation of the losses 32
8.1 - Combat group management 27 17.4 - Case of the faction leader 32
8.2 - Combat group headcount 27 18 - Optional: The environment 33
8.3 - Movement 27 18.1 - The weather 33
8.4 - Supply for combat groups 27 18.2 - The seasons 33
9 - The leaders 28

*
* *

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2
1 - DESCRIPTION AND USE OF THE COUNTERS > a black number: it represents the attack strength of the
FOR THE GAME character. Its amount is determined by the
length and heaviness of the weapon, the
1.1 - Some comments on time scales and distance skill of the man who is using it, and his
physical condition.
Guiscard is a game that simulates man-to-man combat on tactical > a red number: it represents the
maps. In other words, each game turn represents a very short period defence strength of the character. Its
of real time: a few tens of seconds at most. Enough time to shoot amount is determined by the skill of the
an arrow, to strike a blow with a sword, or to run a few metres. character in parrying and dodging blows,
The width of a hexagon is equivalent to two metres, a space as well as his physical condition.
sufficient for one soldier to wield his weapon comfortably but not Characters in armour have their red
enough for a rider on a horse. It is for this reason that each mounted number surrounded by a circle.
character occupies two hexes, and that it is forbidden to have two > a blue number: it represents the movement allowance
living characters in the same hex. of the character, in other words the number of movement
Missile-fire generally takes place at short or medium range. However, points that he can spend each game turn. Its amount is
shooting at long range has been included for the benefit of players determined by the mode of transport - on foot or on
who wish to use additional maps so as to create a much larger game horseback, the weight of armour worn, and the physical
board condition of the character.

1.2 - The counters representing the characters Other indications can be found:
> Horse riders use a small triangle to notify where the head
Each foot character is represented by two double-sided counters. of the horse is, hence the direction of the movement. It also
The first shows on one side the character in good health and defines the frontal arc of the horse.
on the reverse the character stunned. The second counter shows > Character counters display a 3-letter acronym to indicate
the same character when he is wounded on one side ,or on the their origin and troop type as detailed below:
opposite side... dead. Characters possessing a mount have four
counters: two represent them on foot and two others mounted. The system of double-sided counters is identical for all the
On the back of the healthy mounted rider's counter is a picture characters in the game 1.
of the horse without a rider, and on the back of the wounded It should be noted that a stunned character can neither move
mounted rider is the dead horse. nor attack, and that his defence strength is reduced to
On each counter are the name and picture of the character, as the passive protection offered by the equipment worn or
well as three numbers: carried.

First letter (Origin) Second letter (Type) Third letter (Class)

A Arab c Cavalry a Archer

B Byzantine i Infantry c Civilian

G German e Émir

L Lombard k Knight

N Norman h Heavy

S Sclavon (Slav) l Light

m Medium

s Slinger

p Peasant

v Varangian

________________
1 - With the exception of animals (dogs, wild boars, sheep) which only have one counter (Good health / Dead)

____
3
Face Reverse
Counter A
Horse without its rider:
Healthy mounted Robert dismounted to
character: Robert is fight on foot,
ready to add a new unless something hap-
chapter to his legend pened to him on the
battlefield

Wounded mounted cha- Counter B


racter: Robert overesti- Killed horse: Robert
mated his strength and must borrow another
found a stronger horse to continue
opponent than the fight
anticipated

Counter C
Healthy foot character: Stunned character:
Robert found it more Robert didn't see the
convenient to dismount large warrior whose
to continue the fight mace fell on him

Counter D
Killed character: Robert
Wounded foot
will never become the
character: Robert's end
Duke of Apulia and the
is in sight and he should
battle for his throne is
be very careful
about to start

2 - SEQUENCE OF PLAY

The players initially choose one of the suggested scenarios to play. Before beginning the scenario, they must lay out the maps in the
way indicated and select the characters present in the scenario.
The game itself is composed of a number of successive game turns. Each game turn is composed of two phases of character movement
each giving the initiative to one side or the other. During his phase of character movement, each player makes his characters shoot,
move and fight. When there are several players on each side, the characters on the same side shoot, move and fight at the same time.
As we will see, a player can also intervene with defensive missile-fire or counter-charge during the phase of his opponent.

2.1 - Structure of the game turn

Each game turn occurs in the following way:

Phase of player A
1. OFFENSIVE FIRE: All the missile troops of Side A can fire, with the exception of those that are in contact with an enemy
character.
2. ANNOUNCEMENT OF CAVALRY CHARGES AND COUNTER-CHARGES: Player A announces one by one the charges that
he/she intends to make with his/her cavalry. Player B has, in some cases, the possibility of declaring counter-charges (see § 7.2).
3. MOVEMENT AND DEFENSIVE FIRE: All of the characters of Side A who didn’t shoot in the previous phase can move. Others
must respect the limitations of their weapon type (see § 5.1 Fire & Movement).
Side B can fire missiles during the movement of characters from Side A, using characters that are not in contact with the enemy.
These characters must respect the specifics of defensive fire (see § 5.1 Fire & Movement, and § 5.3 Defensive fire).
4. COMBAT: All the characters of Side A that are in contact with enemy characters can attack, except those missile troops who
already fired in sequence 1.
5. STUNNED CHARACTERS: All the characters of Side A that were stunned during the phase of Player B are stood up (turn
over the counters concerned).
Phase of Player B
This is played exactly in the same way as that of player A, but this time it is Side B that has the initiative and which plays instead
of Side A. Player A can intervene in Phase 2 with counter-charges and Phase 3 with defensive fire. When Phase 5 is finished, a
new Game Turn starts and the player A resumes with the first sequence.
Note: It is important to keep strictly to the order of sequence of the Phases. Do not start a new Phase until the preceding one is
finished.

____
4
3 - ENVIRONMENT
3.1 - Types of open terrain appearing on the maps distance, while the disadvantage attached to certain terrain (-)
As we will see later, the type of cover affects shooting at a affects hand-to-hand combat.

Terrain Movement cost per Effect of terrain


Name Type of cover
Aspect hex on combat

Flat terrain 1 None 0

Scrub 2 - Foot Light -


4 - Horse

Tree Impassable to horses Light -


2 - Foot

Slope 2 - Foot Medium if fire crosses -


4 - Horse the top lip

Marsh 2 - Foot Light -


4 - Horse

Rock 4 - Foot Light -


Impassable to
mounted characters

Trail 1 in the trail path Medium if fire comes 0


Impassable to mounted from a
characters and by the sides lower elevation

Rocky 2 in the trail path Light -


Stairway Impassable to mounted
characters and by the sides

Beach 1 None 0

Shallow 2 Light -
Water

Deep Impassable to horses or Light, except if the shoo- -


Water characters with armour ter is adjacent to the
4 - Foot water hex

4 - MOVEMENT
Each character has a number of movement points marked on The following table summarizes the various movement points
the counter representing him (the blue number). found in the game:

Movement for Movement for


Type of character
healthy characters wounded characters
Woman & priest 4 2
Foot character without armour 8 4
Foot character with armour 6 3
Foot knight 6 3
Rider without armour 15 15
Rider with armour 12 12
Cataphract 10 10
Foot cataphract 4 2

____
5
Each hex entered makes him spend a number of movement points > for movements of one hex only,
corresponding to the difficulty of the terrain (see § 3.1 Types of > or if a character wants to change opponents by moving
Open Terrain Appearing On The Maps). On each turn, a player can only one hex.
move all or some of his characters, by using all or part of the A character who ends his movement on a hex adjacent to the
movement allowance of each one. The movement points used enemy does not roll a dice.
cannot be transferred between characters, nor can they be held in For mounted characters, the die is rolled only once, even if they
reserve for the following turns. occupy two hexes. The side with the black triangle is the one
taken into consideration for the infiltration rule.
4.1 - Stacking of counters The infiltration rule does not apply when the enemy is located
on the other side of a window or arrow slit.
During the game it is possible for characters to pass through hexes Example 1: Robert wants to attack both Byzantine infantrymen
containing a friendly character, a stunned character or a dead located 3 hexes away. He
character. But at the end of each movement phase there must be must stop on the first orange
no more than one living character on any hex. hex during his movement
phase to face an infiltration
4.2 - Restrictions on movement test. Argyris rolls 1D10.
Based on the results of the in-
Characters cannot pass through hexes containing enemy filtration table, Robert may
characters unless these are stunned or dead. On the other hand, continue to move towards his
crossing hexes containing friendly characters causes no problem. targets. Note that the second
orange hex doesn’t require any Infiltration test.
4.2.1 - Water & tree hexes Should Robert decide to only attack Alexio, the adjacent character
Characters on horseback cannot pass through a tree hex, a won't be able to try an infiltration attack.
building interior hex, a deep water hex. Horses without a rider
Example 2: If Robert wants to
and led by the bridle can cross tree hexes and cross water hexes.
attack Alexio safely, he would
Only foot character without armour can cross a deep water hex,
be better off using the path
for a cost of 4 movement points. Armoured characters, whether
adjacent to the mounted
on foot or mounted, can never cross a deep water hex. If they are
cataphract as he cannot attack
forced to do so, for example as a result of combat, they will drown.
a foot soldier under a tree.
Conversely, the path to the
4.2.2 - Hexes containing dead characters
right will lead to an infiltration
Hexes containing three dead persons or one dead horse cost one
test from Argyris. In both
movement point more than the normal cost.
cases, there is no test in the final hex adjacent to Alexio: There
Hexes containing six dead persons or two dead horses become
might be combat in the next step.
impassable. (The same rule applies if a hex contains three dead
persons and one dead horse).
During the combat phase, advances and retreats are also
movements. Only advances extending over more than one hex
4.2.3 - How to clear a hex that has become impassable
can lead to an infiltration test on the hex(es) crossed before the
Two characters on foot can move three dead persons or one dead final destination. In case of advance after combat, the defeated
horse by one hex. The two characters cannot do anything else character(s) cannot perform any infiltration test.
during their turn, neither move nor shoot nor fight. If the corpses
are thrown into the water they will sink into the depths and the Example 3: Roger fought
counters representing them are removed from the map. Zahir and forced him to
Note: This action is impossible if there is an enemy in a position retreat. Roger moves forward
to attack on an adjacent hex. after the combat and crosses
first the hex previously
4.2.4 - How to carry a stunned character
occupied by the Arab, then
A character on foot that moves through a hex containing a
stops on his final hex. There is
stunned character may carry that character on his back, but his
no infiltration test.
remaining movement points will be divided by two (rounding
down if necessary). At the end of his movement he drops the
stunned character onto one of the hexes beside his own. Retreat (following missile fire or combat) is an exception: Infiltra-
Note: This action is impossible if there is an enemy in a position tion tests are performed on all hexes crossed, including the final
to attack on an adjacent hex. one. Note that retreat is impossible on a hex adjacent to an enemy
that was involved in the combat. In this case, the retreating
4.3 - Infiltration of enemy lines character doesn’t move but is wounded instead.

When a character crosses a hex during his movement, which is Example 4: Ruggiero must
adjacent to an enemy who is in a position to attack, he must retreat 2 hexes following a
immediately face an infiltration test, before continuing his missile fire. The Lombard can
movement. A stun enemy is therefore excluded as he can't choose between 3 itineraries,
attack. Consequences of an infiltration test are put in effect which translate into:
immediately (a wounded character may not end up his - Only one infiltration test in
movement as a result). The opposing player rolls 1D10 and H1 for the blue path ;
checks the Infiltration Table in § 4.3.1. He rolls the die as many - One test in H1 as well for the
times as there are enemies adjacent to the hex in question (only red path ;
one attack per enemy per phase). - Two tests in H4 and one in
This rule only applies to hexes that are being crossed. It is not H5 for the green path.
necessary to perform a test:
____
6
Note: As explained in the retreat rules, the first hex crossed must remaining 5MPs become 2MPs
be opposite to the incoming direction of the missile fire. Ruggiero once on foot.
cannot retreat in the hex North-East of H1 and end in H2. He
cannot avoid the infiltration test. To be able to mount a horse, a
character must be on one of the
4.3.1 - Infiltration table 2 hexes adjacent to the animal,
as shown in the illustration.
1-5 No effect Neither the rider nor the horse
6-7 Movement stopped can be adjacent to an enemy in
a position to attack. Replace the
8-9 Character wounded counters for the rider on
10 Character killed foot and the horse with the
Character attempting single counter representing that
Character attempting
to infiltrate to oppose the infiltration same rider mounted. Only riders
(bonuses can be added) (maluses can be added) can later mount horses
belonging to other characters.
Rider -1 Rider +1 When a character dismounts,
Byzantine replace him with the counter for
Armored -1 +1 the horse and place the counter
Hoplite
for the rider on foot on an
Wounded +2 Wounded -2 adjacent empty hex. There is no
special restriction on dismounting.
4.3.1.1 - Restrictions due to terrain
An enemy can only oppose an infiltration if he can attack the hex 4.4.3 - Horses without a rider
on which is the character attempting to infiltrate. Horses without a rider stay immobile until they are mounted or
For example, the infiltration rule does not apply when the enemy led by the bridle. They can be pushed aside by a character who
is on the other side of a church window or arrow-slit, or if he is wants to use one of their 2 hexes.
mounted and the opponent is on a tree hex. To lead a horse by the bridle it is
enough for a character, either
4.3.1.2 - Special rule for mounted characters mounted or on foot (even a
Only roll the die once for mounted characters, even though they wounded one) to pass through one
occupy two hexes. It is the front part of the counter that is used of the 3 hexes adjacent to the
for the infiltration rule. horse head. This action is
impossible if there is an enemy in a
4.4 - Special movement rules for mounted position to attack next to the horse.
characters The character can continue on his
route, followed by the horse, which
4.4.1 - Turning the horse is treated as a simple extension of
The arrow drawn on the counters of mounted characters shows the the counter leading it. For mounted characters, this automatic
general direction of movement. To advance into the hex towards action is only possible if he is in a hex adjacent to the horse at
which the arrow is pointing or into one of the two hexes adjacent, the beginning or the end of his movement phase.
the rider spends movement points (MPs) normally. However, once During movement, a mounted character can attempt while
the rider turns his horse sharper than this, he spends 1, 2 or 3 points passing to catch the bridle of an uncontrolled horse, but it is
more than the normal cost for the necessary to roll 1D10 to see if he succeeds:
hex, as shown on the diagram that > 1 - 6: The manoeuvre is successful and the character can
follows. finish his move leading the riderless horse with him. The
The numbers on the hexes show riderless horse must be placed on one side or the other of
the movement cost (and how much the mounted character, in parallel and slightly behind in
the rotation adds). The orange hexes relation to the latter.
illustrate the frontal arc of the rider > 7- 10: The manoeuvre fails. The riderless horse remains
(see § 7.2.1). where it is. Even if the character ends the move adjacent to
Note. A rider who makes an about- the horse, he will not be able to control it this turn.
face (a 180° turn) spends 5 MPs.
A horse without a rider stays under the control of the original
4.4.2 - Mounting and dismounting from a horse player so long as he has a living character who is not stunned
To mount or dismount from a horse, a light cavalryman adjacent to the horse. When this is not so, the horse will belong
(unarmoured) spends 2 Movement Points and a heavy cavalryman to the first player who takes control of it.
(armoured) spends 3 MPs. These points are deducted from the A mounted character holding another horse by the bridle will
Movement Allowance shown on the counter before the character automatically lose control of it if he engages in combat or is
mounts or dismounts. The remaining Movement Points can be attacked.
used as follows:
> If the character is mounting the horse, double the character’s Note: A character on foot can lead up to three horses by the
remaining Movement Points. bridle as shown on the illustration. A mounted character can
> If the character is dismounting from the horse, halve the only lead one.
character’s remaining mounted Movement Points (divide by 4 if
he is wounded). Round down to the lower number if necessary. 4.4.4 – Horses and Terrains
Drogon on foot spends 1MP to get closer to his horse and 3MPs Only the front portion of the counter with the direction arrow
to mount it. His remaining 2MPs become 4MPs once on horse. is impacted by the terrain. A mounted character entering a slope
Arthur, who is mounted, moves 4MPs before dismounting. His hex will spend 4 movement points only.

____
7
5 - MISSILE FIRE defensive fire takes place while the enemy is moving. The player
using defensive fire can thus interrupt a character's move at any

X
Five individual missile weapons are available in this moment on a specific hex and declare that he/she is firing on him
game: the lance, the javelin (j), the sling (s) and the there with one or more missile-men. As a result of simultaneous
bow, be it the shortbow or the composite (a - firing, all the missile-men that will intervene at this moment must be
denoting archer). Only characters that possess one of identified before the shots are resolved. Whatever the results of the
the three letters j/s/a in the third slot on the lower shots, all are treated as having fired. In other words, if a player
right hand corner of their counter can use them during the missile- identifies, for example, three missile-men and the enemy character
fire phases. is killed by the second shot, the third missile-man will still have carried
In addition, 2 crew-operated weapons are available: The stone out his shot. His shot will not have had any additional effect: a result
thrower and the Greek fire (even though the latter is not really a often produced in reality.
missile weapon). If, after having survived one or more shots in one hex during his
Any character, mounted or on foot, shown with a lance without any movement, the enemy character can still move, a fresh defensive
flag (and with the exception of the Byzantine hoplites) can use it as fire cannot be carried out against him unless he has moved:
a missile weapon. This action can only be carried once per scenario. > 1 hex further if he is on foot and wounded
In the following sequences, the character will fight with another > 2 hexes further if he is on foot and unharmed
weapon for close combat, like a sword. Put a Lance marker on the > 3 hexes further if he is mounted
character counter to show that the lance was thrown. > 4 hexes further if he is mounted and charging
Javelin throwers can only shoot 4 times by scenario. Use the Lance So from here to there he may perhaps have the time to hide behind
marker to signal that they are out of ammunitions. a tree or arrive in contact with the character that had just shot at
Each character can only fire once during a missile-fire phase, but it him…
is possible to shoot more than once at the same target with different Note: It is not possible to use defensive fire against a character that
missile-men. Note that the composite bow and the lance can be used has not started his move, unless the other player declares that the
both on foot and on horseback. character will not be moved that turn. It is also not possible to fire at
Each weapon has its own specific characteristics that will influence one character, then at another, and then to return to fire again at
how it is used: strength, frequency of fire, range, handiness, and for the original target. Once the shots against one character have been
some types-ammunition limitation. finished, that character cannot be targeted again until the next game-
turn.
5.1 - Fire & movement
5.4 - Resolving missile fire
Frequency of fire and handiness are two factors that influence the
mobility of the shooter. Thus, the handier a weapon is, the less that Shooters are activated once after the other and must take into
movement is limited. But, a character that wants to make both an account the consequences of prior missile fires. To shoot at an
offensive shot and a defensive shot will generally move less than a enemy:
character that only makes the one offensive shot. > Identify the type of weapon used by the shooter ;
The relevant characteristics of each weapon are > Check the distance between the shooter and his target (the
summarised in the play sheet Nr 2. Place the number of hexes excluding the one the shooter is in) to assess
adjacent marker on the missile shooters having the range (short, medium or long) ;
already used either their offensive fire (Off. Fire) or > Determine the impact hex (see §5.4.1);
defensive fire (Def. Fire). > Check the type of target (on foot or mounted) ;
Note: The limitations on movement only apply to the game-turn > Determine the damages to the character on the impact hex.
preceding defensive fire. A character that decides not to fire during > Note when shooting on a rider: The shooter can select which
both his own turn and the enemy turn can always move normally. hex, that the mounted character occupies, is the target hex.

5.2 - Missile fire and combat 5.4.1 - Determining the impact hex
> Roll 1D10 and check the
A character cannot fire when he is in a hex adjacent to an enemy figure to the right to know
character at the moment of firing. He is treated as being involved in the actual impact hex. It
hand-to-hand combat. This rule obviously does not apply if the varies within a hex around
enemy character is not in a position to attack the hex occupied by the target hex. The two
the shooter (see § 6.6 Restrictions on combat). arrows indicate the possible
Once a player decides that his/her character will shoot during direction of fire depending
his/her turn (offensive fire) and/or the enemy player-turn (defensive on the position of the
fire), the character cannot attack an enemy character. This does not shooter. Note that the missile
prevent the character from moving later into contact with an enemy, from a stone thrower may
nor does it prevent him from defending normally if he is attacked fall within two hexes around
during the enemy turn. the target (see § 10.4.4) ;
> If a character (whether
Note: The limitations on combat only apply in the game-turn friend or foe) is in the impact
preceding the defensive fire. A character that decides not to fire hex, he suffers the consequences of the shooting table depending
during his turn and the subsequent enemy turn can always attack on the type of coverage ("None", "Light", "Medium" or "Heavy")
normally. > Notice the cover type of the target (None, Light, Medium or
Heavy), and check the appropriate column on the missile fire
5.3 - Defensive fire table ;
> Roll 1D10 and read the result in the corresponding missile fire
Only characters that have observed the requisite conditions for table.
movement and who have not been attacked during the previous turn Note that you don’t need to determine the impact hex if the target
can carry out defensive fire. is within 2 hexes of the shooter (which is about 4 meters / 12 feet
Unlike offensive fire, which is used against immobile characters, in the real world).

____
8
5.4.2 - Modifiers to the die roll 5.5.2.2 - Trees
Although it is primarily the die that determines the outcome of If there are trees or branches of trees between the shooter and
missile fire, there are several factors that can affect the determi- his target, the shot is impossible. It is possible, however, to fire
nation of the impact hex. The missile is considered lost for any at a target in a tree hex so long as the line of fire does not cross
result exceeding 10. any other tree hex. A character in a tree hex benefits from light
cover.
Modifier Circumstances affecting missile-fire dieroll
5.5.2.3 - Slope
+2 Shooter at long range Line of sight is not impeded by characters concealed by a slope.
Wounded shooter When the line of fire crosses the lip of a slope, shooting is not
+1 Shooter at medium range possible unless the character on the lower level is at least as far
away from the slope hex as the character on the upper level. If
Byzantine horse archer - due to their intensive he is closer, no firing is possible between them because they
-1 cannot see each other.
training

-2 Archer/Slinger within 4 hexes of his target Exception: Shooting is possible when the character on the lower
level is on the slope hex itself. He can then shoot, but he can
also be shot at because it is considered that he is half-way up
5.4.3 - Assessing damages the slope.
Check one of the two tables for resolution of missile-fire on the A character on a slope hex benefits from medium cover if the
Play Sheet Nr 2. Each table correspond to one category of line of fire passes over the lip of the slope.
target: on foot or mounted. The result varies according to the
type of fire weapon used and the target's cover. Three Byzantine archers,
Roll 1D10. Follow the horizontal line for the number rolled A, B & C, shoot at
(after modifiers), and in the column corresponding to the target's characters D & E. For A &
cover will be found the result of the shot: A, B, C, D, E or F. B, E benefits from medium
The description of the results is given at the bottom of each cover as the fire crosses
table. the top lip of the slop. On
It should be remembered that the result of a shot against a the other side, they can’t
character on foot or mounted is different if the character is shoot at D who is closer
wearing armour or is unarmoured. Any result exceeding 10 is from the slope than they
considered as 10. are. For C, D doesn’t
benefit from any
5.4.4 - Effects of retreat from shooting protection as the fire
The affected character must retreat immediately via passable doesn’t cross the top lip of
hexes; impassable hexes block retreat. the slope.
He can retreat through hexes occupied by other friendly
characters; he can also displace a friendly character, horse or Characters invisible for the shooter do not block the line of fire.
animal, which must, however, test on the Infiltration Table if This is the case if the shooter is on a slope and can't see another
they move into a hex adjacent to an enemy. character positioned below.
A rider can move half of its counter to satisfy the conditions for
retreat, but will retreat straight backwards; he cannot turn. 5.5.2.4 - Water
A character cannot retreat into a hex occupied by A character in a water hex (sea or river) never blocks a Line of
an enemy; if he is unable to retreat the full distance, he is Fire. He benefits from light cover except if the shooter is in an
wounded. adjacent hex. A character in a water hex cannot shoot.
NB: A character that is wounded or stunned is killed if he His cover turns to medium if the line of fire crosses a wooden
receives a wound or stunned result. Likewise, a stunned superstructure (like the jetty on The Jetty junction map) or scrub.
character that receives a retreat result is killed. Targets in a marsh don’t have any cover if the shooter is on the
bank.
5.5 - Restrictions on firing and cover Furthermore, rules for shooters on higher elevation will
eliminate the effects of terrain (see § 5.5.4).
5.5.1 - Line of sight/fire
A character can fire on an enemy character at any time that an 5.5.3 - Firing over other characters
unblocked line of fire exists between the shooter's hex and the If the line of fire of a slinger or a lance thrower passes through
target. The line of fire consists of an imaginary straight line a hex occupied by a living character or animal counter, shooting
drawn from the centre of the hexagon of the shooter to the is impossible. Note that stunned characters, though living, do
centre of the hexagon of the target. not block line of fire.
If that line of fire crosses a hex containing either a character or
any type of terrain other than flat terrain, the shot is subject to On the other hand, archers and javelinmen can shoot over other
restrictions explained in the following paragraphs. characters on condition that the target is at medium or long
When shooting along a hex border, the less restricting hex range and only benefits from light cover or no cover at all (see
counts for determining line of sight and cover. the application for mounted javelinmen in § 7.1).

5.5.2 - Firing across particular terrain and types of cover 5.5.3.1 - Exceptions:
> A character in a water hex does not block line of fire. He
5.5.2.1 - Scrub can be shot over freely;
It is possible to shoot into and across scrub hexes. A character > Horse archers can fire over friendly characters that are
benefits from light cover if he is on a scrub hex or if the line of fire immediately adjacent to them. They are, however, bound to
crosses a scrub hex. observe all the other restrictions on firing;

____
9
A, B, D and E are 6.1 - Effects of terrain on combat
fighting against C, F
and G. The odds differential of a combat can be modified by the nature
- Character A is a of the terrain occupied by each of the characters involved. You
horse archer. can see from the Terrain Types table (see the Playsheet Nr 1) that
- Because he is a terrain can influence combat in three ways: it can be neutral (0),
higher than B, A can or disadvantageous to the character occupying it (-), or advanta-
shoot over him at C. geous (+).
- D is also an archer, According to the terrain that each occupies, the odds differential
but he is not may need to be modified by shifting the column of possible results
mounted. Conse- to the left or to the right.
quently he cannot A mounted character is considered to occupy the least advanta-
fire over E at F. geous terrain of the two hexes occupied.
- A cannot fire over E at G because he is not adjacent to E. If the two sides are on equivalent terrain, the column does not
change and the odds remain the same
> Characters the shooting unit cannot see never block line of
sight or fire (for instance if he is on a slope and cannot see a Effect on the
Attacker Defender
character situated at a lower level (see § 5.5.2.3), he can fire against odds column
in terrain in terrain
overhead freely). (0/4, 5/8, 9/12, etc.)
Example: A shooter located on top of a slope and who can't see a
- + Shift 2 columns to left
character positioned beneath (see § 5.5.2.3) can shoot over him freely.
- 0 Shift 1 column to left
5.5.4 - Shooting from a higher elevation
2 hexes separated by a slope hex are one level apart. Terrain 0 + Shift 1 column to left
impact can be neutralized when shooting from a higher
elevation. Targets in a scrub, marsh, shallow water (but not deep 0 - Shift 1 column to right
water) or a slope don’t benefit from their normal cover if: + 0 Shift 1 column to right
> the shooter is one level higher in elevation and is located
less than half of the short range distance; + - Shift 2 columns to right
> the shooter is more than one level higher in elevation and
is located within the short range distance.
Most terrains bordering hexes (such as those providing 6.2 - Combat against more than one character
medium coverage like low walls, or those providing higher
coverage like stockades) only provide coverage for the hex A single character cannot attack several opponents at the same
behind that border. time.
When two characters (or more) decide to attack one enemy
5.5.5 - Shooting from a lower elevation character, they can attack individually, or alternatively they can
A character in the line of sight can be ignored if he is within N add their attack points to create a single total factor which is used
hexes of the target, N being the number of levels above the to calculate the odds differential against the defender's strength. If
shooter. they attack together, they may, as a bonus, shift the odds diffe-
rential column so obtained by one column to the right (see
Example: The defenders are example below). This rule does not apply when attacking a
located at the following levels: mounted character unless he is attacked by several riders.
Carlo on Level 1 and Sandro When the result of the combat shows that one of the attackers or
on Level 2. Yani the javelin defenders has been stunned or wounded, the player of the side
thrower can shoot over Jemal affected decides which of the characters receives the blow. On the
and Abbas at either Carlo or other hand, the result "Attacker retreats" or "Defender retreats"
Sandro. On the flip side, Samir applies to all the characters that participated in the attack or
can’t shoot at Carlo, as Abbas defence.
blocks his line of fire. A stunned character is automatically dead if, during any phase,
enemies occupy all accessible hexes surrounding him.
6 - COMBAT If the attackers decide to attack jointly and they are on different
types of terrain, the least advantageous terrain will be counted to
When two characters, or more, are on adjacent hexes, combat compare with that occupied by the defender.
can occur. Each combat is optional. The decision whether or If several defenders are attacked jointly and they are on different
not to attack rests with the player whose turn it is. His/her types of terrain, the least advantageous terrain will be counted to
characters are called the attackers. In the following player-turn compare with that occupied by the attacker(s).
they will defend against the opponent's attackers. Each
character can only make one attack per turn, but a defender Example: Assume that two characters attack an enemy with a
can be attacked several times by different attackers. differential of 9 If one attacking character is on terrain (0) and
To resolve a combat, calculate the difference between the the other attacking character on terrain (-), the two attackers
attacker strength (black figure) and the defender strength (red are considered to be on terrain (-). If the defender occupies a
figure). You get a differential that corresponds to a column of terrain (0), the Terrain Effects table (see the Playsheet) shows
possible outcomes listed in the appropriate Combat Table on that the odds differential must be shifted one column to the left
the Playsheet Nr2. (9/12 becomes 5/8). But since the two characters are attacking
The attacker then rolls the die to determine the exact result of together, they can shift the odds differential one column to the
the combat in question. There are two Combat Tables - one is right. The combat will thus be resolved as a differential between
used to resolve combats against mounted characters, the other 9 and 12, the number of attackers having counterbalanced the
against foot soldiers. terrain disadvantage.

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10
6.3 - Combat against a defender in armour friendly character is shifted one hex to make room for the
dismounted rider. If he is completely surrounded by enemies, a
When a character attacks a defender in armour (a defence dismounted rider is automatically killed. The horse itself remains in
strength with a circle around it), he adds 1 point to the number the same place and must be represented by its own counter (dead
rolled on the die when determining the result on the Combat or alive according to the result shown).
Results Table. It is this modified number which indicates the result If a player decides to attack a riderless horse, he resolves the combat
of the combat. If there are several defenders and not all are in or missile fire in the same way as for an unarmoured mounted
armour, this rule does not apply but any resulting injuries will be character. However, the results D or E for missile fire, and G, H or
inflicted on an unarmoured character. I for combat, cause the death of the horse.

6.4 - Fight against a stunned character Note: All the horses have a defense strength of 1, with an armour
bonus for the cataphracts.
Any result on the combat table with an impact on the attacker
(retreat, wounded, etc.) is not accounted for, as stunned characters
cannot defend themselves. Don't read any further ! You can already play Scenarios
1, 2, 3 and 4
6.5 - Retreat after combat

Retreat affects all defenders or attackers involved. Retreat is 7 - COMBAT TACTICS


calculated in number of passable hexes by the impacted character
and not in MPs. A character can retreat across hexes occupied 7.1 - Mounted lance throwers
by friendly characters. He can also displace friendly characters in
order to end up at the required distance from his starting point. This rule applies to
Displaced characters can displace other friendly characters, which any mounted character
can lead to a cascading retreat. If a retreating character or one carrying a lance without a
of the displaced characters is forced to pass or stop on a hex flag.
adjacent to an enemy, he must submit to an infiltration check. To be able to throw his
It is impossible to retreat across a hex occupied by an enemy. A lance, the thrower must
character that cannot retreat the full required distance necessary always have the target in
is automatically wounded. his frontal or side arcs.
Important: A stunned or wounded character dies immediately if
wounded or stunned again. A stunned character who is forced to Left example: The North
African cavalryman can
retreat also dies.
throw at both Lombard
knights, but not at both
6.6 - Advance after combat
infantrymen.
If at the end of a combat the attacker or the defender have been
forced to retreat (or if one or the other has been stunned or killed),
the victorious player can advance one of his/her characters by a
A cavalryman can throw
number of MPs equal to half of their movement allowance. The
over a friendly foot
first hex crossed must always be one of the hexes evacuated by
character, if he is adjacent
the enemy (or the hex of the stunned or killed character).
to him. This is not possible
Advance after combat is not obligatory but it must be carried out
if the target is less than 3
immediately, without waiting for the resolution of the other
hexes away from the
combats in process.
thrower.
Only a character involved in the combat can benefit from the
advance after combat. The MPs used during the advance after
Right example: The
combat do not prevent the character concerned from moving
cavalryman can shoot at
normally during the next game turn.
both knights, but not at
Note: The advance after combat must take account of the rules the infantryman.
for infiltration of enemy lines (§ 4.3), but with the following
restriction: an enemy character adjacent to the hex crossed cannot
roll the die if he is simultaneously engaged in combat, either in
attack or defence. Whether the combat has or has not already 7.1.1 - Modifications due to fire range
taken place is irrelevant. Frequency of fire and movement: Offensive fire only, no limitation
on movement
6.7 - Restrictions on combat
7.2 - Cavalry charges and counter-charges
As a general rule, any combat is impossible if the attacker could 7.2.1 - Single rider charge
not move into the hex that he is attacking.
Examples: a soldier in armour cannot attack a character in a water
Type of Short Medium Long
hex; a rider cannot attack a character in a tree hex.
weapon range range range
6.8 - Missile fire & combat concerning horses Modification No
+1 +2
to die roll modification
When a rider is dismounted following combat or missile fire, the
player to whom he belongs places the appropriate counter - rider Mounted Lance
1 to 3 hexes 4 to 6 hexes 7 to 9 hexes
stunned, wounded or dead - on one of the hexes adjacent to his Thrower
horse. In the event that all the adjacent hexes are occupied, a
____
11
The cavalry charge is a form of attack that allows could not because the latter did not have the knight within his
improved combat odds. Before commencing his/her frontal arc at the beginning of the charge.
moves, a player can announce cavalry charges. For
each charge the player identifies the rider concerned,
the target, and the route selected.

To be permissible, a rider’s charge must meet the following


conditions:
> The enemy chosen must, at the beginning of the charge, be
situated within the frontal arc of the rider (see the diagram
below) and visible to him. Line of sight is identical to line of
fire but only mounted characters will block the line of sight of
a rider.
> The rider must travel at least 6 hexes and his movement
cannot include any sharp turning that would require the
expenditure of extra movement points above the normal cost
of each hex (see §4.4).
> The four final hexes of the charge must be in a straight line
towards the target’s hex.

Frontal arc of a rider


The orange hexes are part of the frontal arc of a rider.

It is not possible to carry out more than one charge or counter-


charge against the same character in the same game turn. Once
a charge or counter-charge has been declared, it cannot be
withdrawn nor can the route be modified. No defensive fire is
allowed against a charging rider if a counter-charge has been
declared.
If a rider is subjected to an enemy charge of a range of at least
six hexes and this charge is directed against his frontal arc, he
can counter-charge. In this situation, he advances two hexes
towards the enemy following the same route as the latter.
7.2.2 - The counter-charge In those scenarios with a large number of riders, it is
After the announcement of each charge, the recommended that the charge/counter-charge markers be used.
opposing player has the opportunity to declare a These markers are placed on top of the characters concerned
counter-charge by one of his/her own riders. This as the charges and counter-charges are declared.
declaration must be made immediately, without
waiting for the identification of other later charges. 7.2.3 - Effect on combat
The counter-charge must be executed during the A charging rider has his attack strength increased by half. A counter-
movement phase of his opponent. The character carrying out the charging rider has his defence strength increased by half. If
counter-charge need not be the character chosen as a target by necessary the resulting number should be rounded down.
the opposing charge. To be permissible, a rider’s counter-charge Example: A Norman knight with an attack strength of 28 charges
must meet the following conditions: an Arab cavalryman with a defense strength of 9. The knight gains
> The counter-charging rider must have the charging rider within a bonus of 14 points, which gives him an attack strength of 42
his frontal arc (see the diagram above) and similarly must be able points this turn. If the Arab cavalryman were able to counter-
to see him. charge, he would add 4 points to his defense strength.
> A counter-charge must always end with the designated rider Charges and counter-charges are always resolved as a separate
occupying the final 2 hexes of the route of the opposing charge. combat, independent of any other attacks against one or other of
In other words, charge and counter-charge will encounter one the riders involved.
another face-to-face in the 4 final hexes of the originally declared Note: In the event that the counter-charging rider’s defence
charge, with each rider occupying respectively 2 of these hexes strength is greater than the attack strength of the charging rider,
(see the diagram below). the roles are reversed between them, so the defender
> To reach this position, the counter-charging rider cannot travel becomes the attacker. Unfavourable results for the rider that
more than half of the number of hexes declared for the original counter-charges are not taken into account.
charge (rounding down if necessary). In addition, as for the
opposing rider, his movement cannot include any sharp turning 7.2.4 - The lance charge
that would require the expenditure of additional movement Any group of 3 adjacent Norman knights or more charging in
points. a straight line get the benefits of the charge rules explained
above and, in addition, the die roll result is shifted one column
Example of charge and counter-charge to the right.
A Norman knight declares a charge against a Nubian pikeman over
10 hexes. A Heavy North African cavalryman decides to counter- 7.2.5 - The charge of the byzantine cataphracts
charge and moves to encounter the Norman by occupying the 2 These elite cavalrymen were trained intensively to charge in very
final hexes of the original charge route. tight formation to reinforce their shock impact. Use the same rule
The other Heavy North African cavalryman could alternatively as for the lance charge, but due to the limited mobility of these heavy
have been chosen to counter-charge, but the Fatimid cavalry-man soldiers, this tactic can only be used against infantry.

____
12
7.3 - Hoplites

7.3.1 - Formation
If at least three hoplites are aligned side-by-side in adjacent hexes,
add a Defensive Formation marker in front of them. The movement
potential of the formation is reduced to 3MP if all the characters are
in good health. The formation must stop if a member is wounded
or must reorganize to include valid members only.
An attacker or a group of attackers through the front hexes of the
formation must first face the forest of pikes (symbolized by the
Formation marker) before being able to reach the hoplites. The first
attack is therefore made on the Formation marker that has the same
combat values as its adjacent hoplite. Should the combat result be
Defender Wounded or Dead, remove the Defensive Formation
marker. The attacker will be able to engage the hoplite during the
following turn.
Any attack made through the frontal arc will first need to attack the
forest of pikes before being able to combat a hoplite in the next
sequence. The result is shifted one column to the left on the combat
table. If the hoplites are deployed two ranks deep, the result is shifted
two columns to the left. If they are deployed three ranks deep, the 7.3.2 - The foulkon (the tortoise)
result is shifted three columns to the left. A Hoplite formation could form the turtoise, like
A hoplite formation can also attack by shifting the result of 1, 2 or the Roman legionaries, in case of attack by
3 columns to the right depending on the depth of the formation. archers.
A formation marker moves at the same time as its adjacent hoplite The foulkon formation is only possible if the
counter. hoplites are deployed on at least 2 ranks deep and
While this formation is very strong in front, it is otherwise fairly weak 3 characters in front. The change of formation is only possible
on the sides. Any attack from the left side of the formation (the shield during the movement phase of the Byzantine player. Place a
side) is resolved without any formation bonus. Any attack from the foulkon marker on one of the hoplites to indicate the status of
right side (the unprotected side) leads to a shift of one column to the the formation. The formation of hoplites can only move 2MP
right of the combat table and an attack from the rear leads to a shift per turn when forming the foulkon. It provides medium cover
of two columns to the right. If the formation is attacked from several with respect to missile attacks, but all the results on the combat
sides, the combat is resolved taking into account the most table are moved one column to the left.
unfavorable side to the hoplite formation.
Given the compact nature of the formation, no Retreat after combat 7.3.3 – Hoplites and infiltration
result is taken into account for a hoplite in a formation when An opposing character carries an infiltration test only on the front
attacked from the front. It is considered a Wounded result if the hexes of the formation. Moving through the sides or rear of the
hoplite is attacked from the sides or behind. formation doesn’t lead to a test. Reversely, a hoplite formation
doesn’t have to be tested for infiltration in front due to the obstacle
of the lances.
Example: The Normans Tancrède and Robert attack the hoplite
Okeanos in center position. As they both attack by the front hexes 7.4 - Refusing combat
of the hoplite formation, the differential of (22 + 25 = 47) - 7 = 40
(column 26/40) is amended as follows: A character with a higher movement allowance than that of his
- One column to the right as there are 2 Normans; assailant (or assailants) can decide to use his superior mobility to
- 3 columns to the left because the formation is deployed on three avoid the combat. A rider will retreat 2 hexes; a foot character
ranks; will retreat 1 hex. The retreat can only be made through
- A final result in the 9/15 column. unoccupied hexes. A friendly character cannot be moved out of
Meanwhile, Drogo and Arthur attack Nikolaos on his left. Drogo the way to allow the retreat, and a character retreating into hexes
entering through a shield side hex, the initial differential of (22+26)- adjacent to an enemy is subject to the results of rolling on the in-
6=42 (column 41/60) is only modified by the number of attackers, filtration table.
or a shift of one column to the right to read the result in the 61/80
colum Don't read any further ! You can now play Scenario 5

*
* *

____
13
8 - HOUSES & OTHER BUILDINGS

8.1 - Terrain types

Movement Point Cost Terrain


Appearance Description Cover Type
per Hex Advantage
Impassable to
House Horses (except
None +
Interior doorway hexes)
1 - Foot

Building Wall Impassable Infinite 0

4 – Foot (to cross),


Window in Att. -
Impassable to Medium
Building Wall Déf. +
Horses

Door in
1 Medium Déf. +
Building Wall

2 - Foot,
Staircase None -
impassable to Horses

Low Wall 3 Medium Déf. +

Exterior
Building 1 Medium 0
Corner

Def. +
Chapel 1 - Foot
Heavy (Combat
Window (Impassable from outside)
impossible across)

-
2 - Foot
Tent Heavy (Combat
Impassable to horses
impossible across)

Tent 2 - Foot
Light -
Opening Impassable to horses

8.2 - Firing Special situation: A shooter in the hex adjacent to the window-sill
can fire into the interior of the building. His range of fire is however
8.2.1 - Firing through windows limited solely to those hexes that form the room. His Line of Sight
a) From the interior: a character inside a building can only fire at the runs from the middle of the interior edge of the window.
exterior from a window hex. The Line of Sight is then from the
middle exterior edge of the window and not from the centre of the Characters in the interior of a building benefit from medium cover
hexagon. He cannot shoot at a foot soldier adjacent to the window when shot at through a window.
but he can shoot at a rider (as the latter can't fight across the
window). 8.2.2 - Firing through chapel windows
b) From the exterior: a character located on the exterior can only These cross-shaped windows have the same characteristics as
shoot through a window if the target is immediately behind the arrow slits (see § 9.3.3)
window. The Line of Fire must be able to reach the centre of the
window hex without touching the walls, otherwise the shot is 8.2.3 - Firing through doorways
impossible. A character that is either outside or inside a building can shoot
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14
through a doorway so long as a section of wall does not block 8.4 - Movement
his Line of Sight. The calculation of Line of Fire is done
normally. However, when a character shoots from a doorway Walls are impassable. To enter a building, a character must be on
hex, his Line of Sight starts from the middle of the opening and foot and cross through a doorway or a window.
not from the centre of the hexagon. Horses, with or without a rider, cannot enter a building interior
hex. Otherwise; they can access courtyards or remain in doorway
Restrictions used for doorways are similar for courtyard entrances hexes.
or any combination of these two types of entrance.
8.4.1 - Movement through windows
8.2.4 - Walls Only foot characters can cross a window hex. This move is
Walls block Lines of Sight, except when firing through a doorway impossible if the hex on the other side is occupied by an
or a window. Fire is impossible if the line of sight is blocked. opposing character.

8.3 - Cover Note: Wounded characters with armour cannot cross a window
hex due to their reduced movement points of 3 or 2, as 4 points
8.3.1 - Interior of building are necessary to cross a window.
Characters in the interior of a building benefit from medium cover
when shot at through a doorway or a window. This is obviously 8.4.2 - Low walls
not the case if the character is shooting from the door hex. A low wall hex can be crossed at a cost of 3 MP, which can
actually be broken down into +2 to cross the hex side and +1 MP
8.3.2 - Inner yard of building to enter the hex (it can be important if a wall is adjacent to a tree).
Characters in the inner yard of a building benefit from medium A rider can jump over a low wall, but he cannot finish the move
cover when shot at through a doorway or a window. straddling the wall.

8.3.3 - Walls 8.5 - Combats


Characters behind a wall without an opening benefit from infinite
cover. It is thus impossible to shoot at them over the wall. 8.5.1 - Combat through a doorway or a window
When combat is fought across a doorway or a window, the
8.3.4 - Tents defender is always considered on favourable terrain (+), wherever
Each tent covers 4 hexes. A character in a tent hex is mostly he is located (inside or outside of building).
hidden from a Line of Sight standpoint and benefits from heavy
cover, except when the missile comes through the opening, in 8.5.2 - Tents
which case cover is only light. Combat between 2 characters across a tent hex is impossible,
except through the tent opening hex.
8.3.5 - Doorways & courtyard entrance A character can tear down a tent hex to get inside or outside. He
Characters in doorways or courtyard entrance benefit from must spend a full turn and can't perform any other action during
medium cover. This cover is limited to one side (exterior or this turn. Once torn down, the tent hex is considered like a tent
interior) of the door or courtyard entrance. The character must opening hex.
select his covered side in case of cross-fire. He will get no cover
when shoot at from the other side. Example: the Normans Romaric and Arthur stand in their tents
and are attacked by the Byzantines Milo and Stephanos. The
8.3.6 - Exterior building corner orange hexes represent the opening of each tent. Stephanos can
Characters in hexes containing a building corner benefit from shoot at Romaric who only benefits from light coverage as the
medium cover if the shooter is on a hex that does not allow him Line of Sight crosses the tent opening hex. He can also shoot at
to see two sides of the building at the same time. If he is Arthur who benefits from heavy coverage. Milo either needs to
subjected to a cross-fire, the character must choose the side first move through the tent opening hex or wait a full turn to tear
from which he will be protected. down the canvas to be in a position to attack Romaric.

Example of crossfire
Two Arabs shoot in the same turn at a Byzantine cataphract who
is in a building corner hex. He can’t benefit twice from medium
cover, so the owning player must choose which shooter he is in
cover from.

Don't read any further ! You can now play


Scenarios 5, 6, 7, 8, 9, 10

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15
9 - CASTLES

9.1 - Terrain Types

Movement Point Cost


Appearance Description Cover Type Terrain Advantage
per Hex

Castle Wall Impassable Infinite Impossible

1 - Foot Def. +
Arrow-slit Heavy
(Impassable from outside) (Combat impossible across)

1 - Foot,
Tower Gate Medium Def. +
impassable to horses

Infinite
1
Stockade (if fire crosses Impossible
Crossing impossible
the stockade)

1 - Foot,
Platform Heavy 0
4 from a ladder

2 - Foot,
Staircase None -
impassable to horses

9.2 - Defence structures passable with a penalty of 1MP. A character in a Stockade


Down hex is at a disadvantage (-) in case of a fight.
9.2.1 - The stockade
Stockades are defensive walls constructed using 9.2.2 - The platforms
the trunks of fir trees harvested from nearby An attacker with a ladder can jump from the top of the stockade
forests.While made from wood,stockades are a on a wooden platform. To know if he received well, roll 1D6. A
more fearsome obstacle than they seem at first character in armour adds 1 to the result of the die:
glance. They are impassable without a ladder. > From 1 to 5, the jump is a success;
Once on top, the attacker can only jump on the > 6, the character is wounded.
other side, at the risk of severe wounds. To know if he received A platform hex can’t be dismantled with a grapple, but it can
well, roll 1D6. A character in armour adds 1 to the result of the set on fire like a stockade.
die:
> From 1 to 5, the jump is a success ; 9.2.3 - The bascule gate
> 6, the character is wounded. The entrance to the castle is made through a bascule gate. It is
manoeuvred by chains and its low clearance allows only for men
A stockade hex can also be set on fire. If a stockade hex is on foot to cross by bending.
destroyed, by whatever the means (grapple ; stone thrower or
fire), put a Stockade Down marker on the hex. The hex remains 9.2.3.1 - Terrain Types

Movement Point Cost


Appearance Description Cover Type Terrain Advantage
per Hex

Impassable when Infinite


Closed Gate 0
the gate is closed (if fired through)

2 - Foot
Open Gate Light -
Impassable to horses

2 - Foot
Destroyed Gate - -
4 - Mounted

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16
9.2.3.2 - Raising/Lowering the gate 9.3.3 - Shooting from behind arrow-slits, chapel windows
A character has to stay a complete turn on a rear hex to be able to and platforms
activate the gate. When a character in a arrow-slit (or chapel window) hex aims at a
By default, the gate is closed. When it is raised, place the marker target outside the building, his line of fire is traced from the middle
Open Gate. of the hex-side chosen to shoot from and not from the centre of the
hex. In the same way, when a character in an arrow-slit hex shoots
9.2.4 - Setting fire to wooden defences through the arrow-slit, the line of fire is traced from the aperture of
It is possible to set the gate on fire with arrows (see § 10.3). When the arrow-slit. In all other situations the line of fire is calculated
the gate is burnt, flip the marker to show its destroyed side. normally.
A few arrow-slits are positioned across 2 hexes. Line of fire rules are
9.2.5 - Battering wooden defences applied as in the example below.
The stone throwers can batter the gate hex (see § 11.3). Two characters, one on the lower level inside the walls, and the other
Just like walls, only one wooden defence hex can be battered by day. on the platforms, can shoot at each other.
A D result is enough to destroy a hex with wooden defences.

9.3 - Missile fire

9.3.1 - Shooting from different levels


As a general rule when the shooter and the target are not on the
same level and are separated by an obstruction (rampart, house,
etc.), shooting is possible if the character situated on the lower
level is at least as far away from the obstruction as the character
on the upper level.

The map on your The shooting ranges of the Norman archers in the tower are
right shows the highlighted in red. Olivier can shoot at both Manueles and Petros,
hexes which can't but Alphonse cannot shoot at Philemon.
be shot at by a Note: Olivier can still shoot at Philemon from the southern arrow-
bowman located in slit of the hex in which he is. Conversely, Petros can shoot at
the Byzantine Olivier as he stays in the axis of the arrow-slit. (see rule § 9.3.5).
tower (or on top of
the entrance 9.3.4 - Restrictions on shooting
staircase). When shooting from an elevated position, such as a platform or
E x a m p l e : arrow slit hex, targets within the specified ranges will not benefit
Alphonse can from any cover if they are in scrub, slope, marsh, rock or shallow
shoot at Phile- water hexes.
mon, but Olivier Houses and trees that are situated at a lower level will not block fire
can't reach from one platform to another.
Manueles, due to Javelinmen, lance throwers and slingers cannot shoot through an
the intervals arrow-slit or chapel window. Lance bearers cannot throw their lance
between the tower up at a defender on a higher elevation (on a platform for instance).
wall, the stockade
and the slope. 9.3.5 - Shooting at characters on a platform, in arrow-
slits or behind a chapel window
The map on your If a shot is possible from above, it will also be possible from below
right shows the with one exception:
hexes which can't > To shoot at a character behind an arrow-slit or a chapel
be shot at by a window, the shooter must be in an exact straight line with the
bowman located arrow-slit or the chapel window.
on a platform
behind the 9.4 - Cover
stockade.
Example: Alphonse 9.4.1 - Platforms, arrow-slits and chapel windows
can shoot at Characters in these hexes benefit from heavy cover when the line
Philemon, but of fire crosses the stockade/wall hex-side sheltering the character
Olivier can't reach or the arrow-slit/chapel window aperture.
Manueles, due to
the intervals 9.4.2 - Interior of the castle
between the When the gate is closed, any character inside the castle benefits
stockade and the from infinite cover from the outside unless he is either on the
slope. platforms or behind an arrow-slit.
If a stockade or gate hex was previously destroyed, shooting across
9.3.2 - Shooting through doorways that hex is possible; the target benefits from light cover.
A character outside or inside a building can shoot through a
doorway if he is at the same level of elevation as the doorway 9.4.3 - Doorways
and line of fire does not cross a section of wall. A character in a doorway hex benefits from medium cover. This
When a character shoots from a doorway hex or from a hex cover is however limited to one side (exterior or interior) of the
behind a doorway hex-side, line of fire is traced from the middle doorway. If he is subjected to a cross-fire, the character must
of the opening and not from the centre of the hex. choose the side from which he will be protected.

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17
All characters in the interior of a building benefit from medium of the building.
cover when shot at through a doorway. This situation does not Stockade hexes are impassable from the outside of the castle
apply if the shooter is standing in the doorway hex. When the unless a character is on a scaling ladder. Platform hexes are
shooter is standing in a doorway hex, any target within the accessible from the interior of the castle by stairways.
building interior receives no cover.
9.6 - Movement and combat on stairways
9.4.4 - Walls & stockade
Characters behind a section of wall without an opening in it or a When the start or end of a stairway coincides exactly with the side
stockade benefit from infinite cover. It is impossible to shoot at of a hexagon, only the space of the hexagon in question allows
them. access to the stairway or combat with a character on it. In the
same way, when a stairway opens onto two hexes at the same
9.5 - Movement time, both hexes allow access and combat. Finally, when a
stairway opens into the middle of a hex, all the hexes adjacent to
9.5.1 - Restrictions of movement that one can be used for access to the stairway or to participate in
Walls, stockade, arrow-slits and chapel windows are impassable. combat with a character on it.
The tower can only be entered through its doorway. Arrow-slit
and chapel window hexes can only be entered from the interior Don't read any further ! You can now play Scenario 11

10 - SIEGE TACTICS

10.1 - The scaling ladder

Movement Point Cost


Appearance Description Cover Type Terrain Advantage
per Hex

Upright Ladder 3 on foot None -

10.1.1 - The height of the ladders out this process. It is impossible to move or turn a ladder if
Scaling ladders allow to reach the top of the someone is on it.
stockade.
Note that the tower cannot be scaled. 10.1.5 - Shooting and combat
A bowman at the top of a ladder can only shoot into the stockade
10.1.2 - Carrying and raising the ladder hex facing him. His target will still benefit from heavy cover.
A scaling ladder can be carried by any two characters. Use the Characters on a ladder do not benefit from any cover and are
‘horizontal ladder’ counter and place the characters on top of considered to be in disadvantageous terrain (-) in the event of
it. Characters carrying a ladder cannot engage in combat.
combat, shoot or generate an infiltration test; their movement
allowances are both reduced by 2 Movement Points. 10.1.6 - Toppling a scaling ladder
When one (or both) of the characters reaches a hex adjacent to A character on a platform hex that is facing the top of a ladder
a stockade hex, they can then raise the ladder. Replace the may attempt to topple the ladder instead of normal shooting and
‘horizontal ladder’ counter with an ‘upright ladder’ counter, combat.
which must be placed in one of the two hexes previously The attempt takes place during the character’s Combat Phase.
occupied by the horizontal ladder and pointed at an adjacent Roll one die:
stockade hex-side. > 1-6: The ladder is toppled.
> 7-10: The ladder stays in place.
Note: Any movement of a ladder is impossible if there is a If a ladder is toppled, replace the ‘upright ladder’ counter with a
character on it, or if an enemy character is on a hex adjacent to ‘horizontal ladder’ counter. This must be placed by the player that
the bottom of the ladder. toppled the ladder so that one of the halves of the horizontal
ladder still occupies the original ladder hex. Any character that
10.1.3 - Movement was on the ladder falls down and must be placed by his owner in
Climbing up or down a scaling ladder costs 3 movement points one of the hexes adjacent to the upright ladder hex, but not (of
Characters can move from the top of a ladder into the stockade course) in a stockade hex.
hex that the ladder is resting against at a cost of 4 Movement
Points or as a result of Advance after Combat. Remember to roll The fallen character may be placed on top of another character
for successfully advancing onto the platform from the top of the or on top of the toppled ladder. The character is automatically
stockade as described in § 9.2.2. wounded by his fall, and if he ends up stacked on top of another
It is possible for a character with 8 movement points to climb a character that other character will be stunned. A character that is
ladder and move onto a platform hex [which costs 4] during the already wounded or stunned will be killed. Ladders do not have
same game turn, so long as the ladder had been raised on a any effect on characters below if they topple onto them.
previous turn.
10.1.7 - Toppling a ladder from below
10.1.4 - Moving an upright ladder A character can attempt to topple a ladder from below in exactly
An upright ladder can be moved one hex, or faced in a different the same way as if the attempt had been made from above (see
direction within the same hex, by two characters adjacent to the rule § 10.1.6). To do this the character must be on a hex adjacent
ladder hex. Each character spends 2 Movement Points to carry to the bottom of the ladder.
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18
10.2 - How to ignite and extinguish a fire 10.4 - The stone thrower

10.2.1 - How to light a fire 10.4.1 - Operation


A character can set fire to a siege engine or a stockade hex by The stone thrower is an early form of trebuchet where the coun-
remaining on an adjacent hex for a whole turn. If, during the terweight is replaced by the force of several men pulling ropes.
turn following his arrival in that hex, he has not been dislodged The stone thrower can be either used in the tactical game or
by his opponent and he has not moved throughout his Player off-map for longer siege scenarios. It can fire once every three
Turn, the character can set fire to one adjacent hex instead of turns, during the offensive fire phase. The triangle on the
normal shooting or combat. Place a Flame marker on the target counter defines its frontal arc. Three characters must be
hex in the Combat Phase. adjacent to the frontal arc of the stone thrower to operate it.
A stone thrower is worth 1 battering point.
10.2.2 - How the fire spreads
At the end of his opponent’s Player Turn, a player determines 10.4.2 - Movement
whether or not the flames have spread from any hexes that he A stone thrower can move at a rate of 2 hexes per turn on a flat
has set alight. The fire can only spread into an adjacent hex if terrain (or 1 hex per turn on uneven terrain like scrubs or stairs).
that hex contains a stone thrower, a Greek fire or a wooden 4 adjacent characters are required to move it and they can’t
structure (stockade, jetty). Roll the die once for each adjacent perform any other action.
hex that meets the criteria, and consult the Fire Table under the
‘Spreading Fire’ column. This rule does not apply to any fire 10.4.3 - Restrictions on shooting and movement
that the opponent has succeeded in extinguishing during his It is impossible to shoot across a hex containing a stone thrower.
Player Turn. No character can enter or pass through a hex occupied by a stone
thrower.
Note: The Greek fire spreads immediately to any adjacent hex
containing naphtha (see § 10.5.1). 10.4.4 - Resolving fire
The range of a stone thrower is 30 hexes. The actual hex where
10.2.3 - How to extinguish a fire the stone will land is within a 2-hex radius of the targeted hex
A character can attempt to extinguish the flames if he is due to the poor accuracy of the engine. Roll 2D10 to locate the
adjacent to a hex on fire. Each character can make one attempt impact hex where the stone landed (which very likely will be
per turn in relation to just one hex. A number of characters may different from your target hex). Arrows indicate the direction of
each make a separate attempt at the same hex. A character the missile,
cannot move, shoot or fight during the Player Turn that he whether the line
attempts to extinguish the fire. Roll one die during the Combat of fire crosses a
Phase and consult the Fire Table under the ‘Dousing the Fire’ hex side or a hex
column on the Siege Record Sheet. angle.
Any character in
Note: The Greek fire can't be doused. the hex where the
stone actually
10.2.4 - Evacuating a fire hex and restrictions on lands will suffer
movement from the conse-
If the fire catches in or spreads into a hex containing a character, he quences of a
must immediately retreat one hex otherwise he will be wounded in 1D10 roll on the
Missile Fire Table.
the first turn and killed in the second. Once a hex is on fire it
If the hex is
becomes impassable.
occupied by a
A stunned character in a fire hex regains his senses immediately if
siege engine or
he rolls 1-6 on a D10 roll. If he fails the die roll, he perishes in the
any wooden
flames
defense, use the
column W on the
10.2.5 - Damage caused by the fire
Battering Table. If
If a hex burns for three turns in a row, its contents are completely
the hex is occupied by a stone wall, results are not taken into
destroyed. In order to record the passage of turns, use the
account.
counters marked 1, 2 and 3.

Note: The whole engine is considered to be destroyed if just one


10.5 - The Greek fire
hex of a stone thrower burns for three turns in a row.
10.5.1 - Operation
10.3 - Flaming arrows The Greek fire can only be used in the tactical
game, and therefore has no battering point
Archers can shoot arrows soaked in burning oil instead of
value. It can't be moved during the game. It can
normal arrows. These arrows are ineffective against characters be installed on platforms but cannot fire through
but can set siege engines and wooden structures on fire. arrow-slits. Two characters must be adjacent to
Flaming arrows can only be shot at targets that are at short the machine to operate it. It may fire every five
range. Instead of consulting the Missile Results Tables, the turns in the sequence of offensive fire (use
player rolls one die and consults the Fire Table under the column markers numbered from 1 to 5 to know when
corresponding to the type of target (which includes both the the machine can shoot again).
difficulty of hitting the target and the difficulty of setting it The Greek fire being projected using the
alight). pressure of a siphon, its range is quite small
If the fire catches, immediately place a Flame marker on the (maximum 10 hexes) and it cannot be used for very short
targeted hex. distances (less than 5 hexes). The flammable mixture can be

____
19
thrown on any target in the 120 ° arc formed by the two or If the wall is topped by a parapet, add 2 MPs to cross. The barn
three hexes in front of the machine (marked by the arrow is the only building which doesn't require any additional points to
direction). cross.
The flammable mixture spreads over a surface of 6 hexes A rope may be pulled up from above and the hook re-used, using
around the target hex. The mixture floats on the water surface. the same rules as for a ladder.
Place the corresponding naphtha counters on all seven hexes.
The mixture ignites when a flame reaches it (from a flaming 10.6.2 - Using markers
arrow or fire already lit). The mixture burns until the end of the Use the hook and rope markers to depict the various phases:
scenario, even on water ! > Use the coiled rope marker only when it is
Example: Dorian being carried ;
and Alexio use the > When successfully thrown, place the hook
Greek fire to repel marker like a ladder next to the wall on the
the attack of the same hex as the thrower ;
Normans. They The character may be at one of two levels - on
aim at hex A, the ground, or on the rope:
which is within > Place the character beneath the marker(s) if
range of the Greek on the ground ;
fire (represented by > between the hook and rope markers if on
the orange hexes). the rope at the top of the wall or stockade (but has not yet
The flammable crossed the hex-side).
mixture is spread
over 6 hexes Example: The Slav Vladko
surrounding A in climbs up a stockade. He is
which there are ready to cross it, while hoping
two of the four that Argyros will not sight him.
Normans. If an
archer manages to 10.6.3 - Effect on combat
set fire to the While attacking an adjacent
naphtha, these two character that is climbing a rope,
may burn in hell ! and the attacker is on a
platform, the die roll result is shifted two columns to the right. A
10.5.2 - Malfunction result of “E” [wounded] or “D” [stunned] is death, a result of “C”
Operating the Greek fire was a delicate operation due to its [retreat] has no effect.
complexity and it could break apart at any time. If the combat is taking place on a platform, and the result of a
Roll 1D10 before each shot with the Greek fire to ensure proper combat is a retreat onto a hex outside the walls where there is
operation: a grappling hook attached, the retreat is possible after rolling
> 1: The pressure blew the siphon. Turn the Greek Fire the die (1D10) to check if the character succeeds in grabbing
counter over to its destroyed side. Naphtha spreads over 6 the cord. The character must not be in armour. The attempt fails
hexes around the inopperable siphon. A simple spark is on a result of:
enough to set everything on fire; > 1-3 if he is in full health ;
> 2: The siphon is jammed and can no longer operate until > on 1-6 if he is wounded.
the end of the scenario. A failure results in the character falling to his death.
> 3-10: The siphon operates properly.
10.6.4 - Cutting the rope
10.5.3 - Damages Any character located on top of a wall may cut the grappled ropes.
An archer can fire the naphtha using the result of the fire table (see He succeeds in cutting the rope on 1-3 with 1D10.
§ 10.2.4). Unlike § 10.2.2, all 7 hexes of naphtha ignite simulta- Result of the fall is like dropping from a ladder (see § 10.1.6), or
neously. an automatic wound for the falling character. Any character on
Any character on a hex on fire rolls 1D10: the same hex is stunned.
> 1 - 5: The character is killed ;
> 6 - 8: The character retreats one hex and is wounded ; 10.6.5 - Tearing down a stockade with a grappling hook
> 9 -10: The character retreats one hex. When pulled by several characters, a grappling hook can be used to
Should the character retreat on another hex on fire, roll 1D10 again. tear down a section of the stockade. The grappling hook must first
be thrown (see § 10.6.1), then have 4 characters to pull the rope
10.6 - Climbing walls with grappling hooks and and who can't undertake any other action. To pull the rope, the
ropes characters must be aligned on 2 rows of adjacent hexes and at least
one hex away from the hex in which the grappling hook is.
10.6.1 - Grapnel thrower During the combat
An unarmoured character with a grappling hook (grapnel) can try phase, roll 1D10 to
to climb a wall or a stockade. The Byzantine tower can't be check the result of the
climbed. attempt: The section
The attempted throw is made during the movement phase. The of stockade is torn
character must be next to the target wall. He cannot move or fight down with a result of
during this phase. The success of the die roll is determined by the 1 or 2. Remove the
result of 1D10: grappling hook
> A result of 1-2 fails ; marker and place a
> A result of 3-10 is a success. Stockade Down
The movement cost is 8 MPs per level of elevation going up, and marker on the hex
4 MPs coming down. instead.

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20
Add +1 to the die result if one character is wounded. As a 2 - Roll 1D10 to determine who will get the initiative this day
consequence, it is impossible to tear down a stockade if 2 (see § 11.1.3).
characters out of 4 are wounded, or if one of them is killed or 3 - Bring the characters who were wounded the previous days,
stunned. and are healed, back into play.
4 - The player who won the initiative decides which action he
Don't read any further ! You can now play wants to perform (see § 11.4).
Scenarios 12 5 - If some characters have been wounded during the day, the
players roll 1D10 for each wounded character and put him on
the Record Sheet on the day he is supposed to heal (see §
11 - LAYING SIEGE 11.1.5).
A siege spreads over several days. Its duration is based on the 6 - After all actions have been performed, the siege marker is
quantity of water and supplies available to the besieged troops should moved down one day on the Record Sheet.
no relief force arrive. You will keep track of any actions taking place
during the siege on the Siege Record Sheet. 11.1.1 - Supply
At the beginning of any siege, roll the die to determine how
11.1 - Game sequence many days of supply are available to the besieged troops. The
castle or building will automatically surrender after this period,
On day 1, the besieged player needs to check the status of his as supplies have run out.
supplies, which will determine the number of days it can hold if
he can repel all the assaults. He then should follow a sequence The number of days varies with the type of building:
which is repeated every day: > Castle: Roll 3D10
1 - Roll 2D10 to determine if any random event could change > Farm & chapel: Roll 1D10
the course of the siege (see § 11.6). The number of besieged troops can impact this result:

# of Modifier due to the # of besieged troops


dice -8 -6 -4 0 +4 +6 +8
Castle 3D10 ≥ 35 34 - 29 28 - 24 23 - 20 19 - 11 10 - 5 ≤4
Farm 1D10 ≥ 27 26 - 23 22 - 19 18 - 15 14 - 11 10 - 7 ≤6
Chapel 1D10 ≥ 19 18 - 16 15 - 13 12 - 10 9-7 6-4 ≤3

If the modified number is inferior or equal to 2, the siege is 11.1.4 - Number of besiegers and rationing
considered to last for 2 days, which is the maximum number of Supply of the besieged garrison is still possible if besiegers don’t
fasting days for the garrison. This number will not vary during maintain enough troops for an effective blockade, as they won’t
the siege based on the new garrison count every day, except in be able to control the entire countryside. Check the following table
case of a massive arrival of refugees. to know if the rationing is in effect or not:
The arrival of a supply convoy can also impact the duration of
the siege: Add one day of supply for each packhorse reaching Besieger /
Impact on rationing
the besieged building. Defender Ratio

>2 Full impact


11.1.2 - Random events
Roll 2D10 each day on the Events Table (see § 11.6) to know Add +4 to the die roll
Between 1.1 and 2
if any random event might have occurred. Add +5 to the die on the events table
roll during the first 9 days of the siege; any result greater than
Add +8 to the die roll
20 is considered as 20. Each event can only occur once per ≤1
on the events table
siege. If the die roll results with an event which already occurred,
assume that nothing specific happened that day.
11.1.5 - Healing table
In scenarios covering several days, or even several weeks,
11.1.3 - Initiative
wounded characters may be able to recover from their wounds
At the beginning of each day of the siege, the Defender and the
before the end of the siege. At the end of each day of combat,
Attacker each roll 1D10. The Attacker (only) adds 4 to his roll.
roll one die for each newly wounded character and consult the
Whoever scores the highest has the initiative. If the results are
Recovery Table on the Siege Record Sheet. Note on the
equal then the Attacker has the initiative. calendar the date on which the character will recover. On the
> If the Attacker has the initiative, he may assault the castle morning of that day, so long as he has not been already killed
(see § 11.4.1), or batter the castle walls (see § 11.3.4) in combat, the wounded character is replaced by his equivalent
and/or build new equipment (see §11.2), or negotiate for in full health.
the surrender of the defenders (see § 11.5).
> If the Defender has the initiative, he may elect to sally 11.2 - Building siege engines
against a portion of the Attacker’s camp (see § 11.4.2), or
to support a supply convoy in its attempt to reach the castle The besiegers can build the following equipment during the siege:
(see § 11.4.3), or to attack the entire enemy force (see § > In 1 day: 2 grappling hooks or 2 ladders;
11.4.4). > In 8 days: 1 stone thrower.
> If the besieged garrison refuses to take the initiative, it will 5 characters per day are needed to build them. They cannot take
revert to the besiegers. part in any other tactical action in the meantime and are placed
Mark the selected activity of the day on the record sheet. in the corresponding box on the Siege Record Sheet.
Each date box will also record damage done to siege engines.

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21
11.3 - Breaching the walls of a castle directed against a particular hex to be recorded as soon as it
happens.
11.3.1 - The siege record sheet
Damage inflicted on the walls is noted down on the Siege Record 11.3.2 - Different levels of demolition
Sheet. This sheet contains a Battering Table, and a scale The various walls and structures are destroyed in several stages
plan of the various buildings, which allows the result of actions that are dependent on their inherent strength:

Double Stone Wall (D) Simple Stone Wall (S) Wooden Structure (W)
Gate
Farm walls
Byzantine tower Stockade
Chapel walls
Jetty
1 Structure slightly damaged Wall damaged Structure demolished
2 Structure damaged Wall demolished
3 Structure severely damaged
4 Structure demolished

Each stage of demolition marks one successful battering (a result markers on the building walls in accordance with the progress
of ‘D’ on the Battering Table). of battering.
Damaged hexes are treated as normal in relation to movement, > The Defender sets up all remaining defending characters
combat and cover until they have been completely demolished. anywhere inside the castle or building.
> The Attacker must place his remaining characters and any
11.3.3 - Result of demolition equipment he wishes to use, off the map alongside one or
When a structure hex (stone or wood) has been demolished, place more of open sides of the building map. The characters off-
a "Wall Down" or "Stockade Down" marker on the hex. Any map may enter on any Attacker’s movement step, but can
character in the hex at the moment that the demolition is enter only from the side alongside which they were placed.
completed will be wounded by the collapse of the structure. > The Attacker takes his phase first.
> Play continues until either the castle or building is taken,
11.3.4 - Battering structures or the attacking characters leave the map.
Each day, the besieger chooses which hexes he will batter –
stockade, wall, tower – and how many stone throwers he will The end of an assault: An assault is treated as ended when
assign to each hex. Each stone thrower represents one battering no face-to-face combat has taken place for five turns, and all the
point. He adds up the total of battering points against each hex defenders are separated from the attackers by a wall, a stockade,
and consults the Battering Table in the Siege Record Sheet. a gate or an impassable hex. At the end of an assault, all the
The result is impacted by the strength of the targeted structure. defenders who are isolated from the building centre are automati-
> D for a Double stone wall (Byzantine tower) ; cally captured.
> S for a Simple stone wall (farm, chapel) ; This breakdown of the action, faithful to the reality of combat in
> W for a Wooden structure (stockade or gate). the period, enables the attackers to regroup and the besieged
The besieger rolls one die per hex. troops to gain some time. It will be noted that as a consequence
The tower walls cannot be battered until at least one hex of the of this the castle may be taken in two assaults, while the other
stockade has been demolished. Only the 3 tower wall hexes that buildings may be taken in only one day.
are closest to the breach can be battered.
Besieging the besiegers: Once the besiegers have taken
Note that the 2 stone thrower counters provided are only intended control of a portion of the castle or the building and the
for the tactical game. Players can use more than 2 stone throwers defenders continue to resist in its inner parts, a reinforcement
if they can build them. party may arrive to try and break the siege from outside (see the
Events table). Faced with this new threat, the besiegers have the
11.4 - Actions choice between fighting outside (see § 11.4.4), or alternatively
Each of the following actions lasts one day. No other activity to take refuge in that part of the castle or building that they
is permitted on days in which any hand-to-hand fighting takes control.
place. If they decide to fight outside, the besiegers must choose one
of the two following procedures:
11.4.1 - Action 1: Assault ! > either give battle with all their forces while withdrawing
Map layout: Only one map is used. The Eagle Nest for the from that part of the castle or building that they control ; in
Castle of course or The Chapel map for the farm or the chapel. that situation the besieged garrison automatically recovers
Should a stone thrower be used for this action, it cannot be used control of the whole fortification or building ;
during the battering sequence. > or divide their forces into two: one party will give battle
while the other will continue the siege in the interior of the
The sides: Both sides may use all their remaining characters. fortification or building. In this situation, the besieged party
automatically gains the initiative and can try to retake the
Starting positions and sequence of play: part of the building or castle held by the besiegers. If the
The besieger can enter his/her forces through any map-edge in besieged party refuses to take the initiative, it will revert to
any turn. But, on the turn immediately before their entry onto the besiegers. The battle and the combats in the interior of
the map, the besiegers involved must be set out along the map- the castle or building must be played simultaneously, each
edge chosen. In this way the defenders have one turn to player passing from one table to the other.
re-deploy before the new attackers enter play. If the besiegers refuse to give battle and decide to take refuge
> The Attacker places "Wall Down" or "Stockade Down" in the part of the castle or building that they control, they
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22
can take their siege engines there. No rule stops the > Play continues until one side’s characters leave the map.
besieged party from trying to set these on fire during the
assaults. From the supply standpoint, the besiegers have at Special rule: The besieged player may burn siege engines and
their disposal the rations left by the besieged garrison when tents, using the procedure explained in § 10.2. In addition,
they retreated to the inner defences, as well as those that archers may use flaming arrows; each bowman is limited to six
they may have brought with them. flaming arrows. Note that a bowman may obtain flaming arrows
from a colleague by spending one full turn adjacent to the other
For the initiative, the roles are reversed from now on: the character. During this turn, no movement, combat or shooting
besieged garrison becomes the besiegers, and those who hold is permitted by either character.
the stockade of the front of the buildings become the besieged For every 5 tent hexes burnt by the end of the action, the
party. However, if the new besiegers choose to batter from a Attacker will be delayed 1 day because vital supplies must be
distance, the side that holds the stockade can decide on an replaced. He can do nothing to further the siege during the
assault against the tower, even if they have not won the appropriate number of days.
initiative. The negotiations for surrender of one or the other side
are suspended. Only the rules on automatic surrender are Example: 12 tent hexes have been burnt; the Attacker must wait
applicable. 2 days before continuing the siege. Note that further sallies are
possible during these days if the Defender gains the initiative;
Special rule: The Attacker can choose to halt the assault and assaults are not permitted.
the action for the day ends immediately if during an assault all the
remaining defending characters are in the following part of the su- 11.4.3 - Action 3: Sally for supply
perstructure: A group of defenders sally out under cover of night and try to
> The Byzantine tower for the castle, come back before daybreak with supply. They will have to avoid
> The hall, then the bedroom for the farm, the various patrols that maintain the blockade.
> The lobby for the chapel.
The defenders can only take with them half of their remaining Map layout: The Lagoon map
days of supply when they retreat. > So long as they hold the stockade of the castle or an entire
On any subsequent day when a new assault is launched, all building, then each time that they gain the initiative, the
remaining defending characters must be placed in the remaining defenders can carry out sallies for supplies. Members of the
defence superstructure. The remaining attacking characters can group must be chosen from the garrison (no more than one
be placed anywhere except in this part of the building. If the third of them). There cannot be more than one attempt per
defenders still have at least one missile thrower, the besiegers day of siege. They come back with 1D6 pack horses, each
must be placed beyond the fire range. The assault may then of them carrying one day of supplies. Use horses without a
commence. rider which must be led by the bridle as explained in §4.4.3.
> Patrols by the besiegers consist of a maximum of 8 men,
11.4.2 - Action 2: Sally against the camp and each patrol cannot contain more than 2 cavalrymen and
Map layout: The Lagoon map with all 7 tent overlays placed 2 shooters.
on open ground hexes ahead of the marsh.
Starting positions and beginning of the action: The
defender player starts the first game turn by entering the supply
group through Side 2 or 4 of the Lagoon map. During this first
turn, the characters in the patrol, or patrols if a second one
arrives, can only move half of their normal movement allowance
(rounded down if necessary). The patrol(s) enter the map
through one of the three other sides, as decided by the attacker
player. No defensive fire can be carried out by the patrol during
that first turn. From the second game turn onwards everything
returns to normal. Action continues until all defenders have
proceeded across the map.

Special rule: At the start of each of his phases, the Attacker


rolls 1D10 and refers to the table below, to find out if any
further patrols arrive. Note that the attackers could be reinforced
The sides: The Attacker (the Besieged) may use up to one by more than one patrol during the action.
third of his remaining characters (fractions round down). These
characters may not include more than half of the soldiers of one Patrol arrives if die roll is
type. Example: if the Attacker has 5 knights remaining, not Turn
equal to or less than:
more than 2 may take part in this action.
The Defender (the Besieger) may use up to half of his remaining 1 1
characters (fractions rounded down). There are no restrictions
on the type of characters which may be used by the Defender. 2 3

Sequence of action: 3 5
> The besieger places his characters anywhere on the map.
4 et + 7
In addition, he must place his siege engines (up to 2 stone
throwers and 2 ladders).
> The besieged player initiates the first turn by entering the The besieger can choose any patrol that has not been activated
map from any side in one or more groups. Some groups yet. A patrol may enter the map from any side at the Attacker’s
may delay entering the map until later turns, at the besieged discretion.
player’s discretion.

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23
11.4.4 - Action 4: Giving battle outside During a day of siege, the besieger can also attempt to negotiate
This action may take place only once in the game. the garrison’s surrender. He rolls 1D10 and checks the Surrender
Table below. The number obtained is modified to take the specific
Map layout: Both Lagoon and Eagle Nest maps, assembled situation affecting the defenders into account: if the result is 12
through their sides 2 and 4, and using only the central parts as or more, the garrison surrenders.
shown.
if the besiegers have at least twice the number of
+1
characters as that of the defenders;
if the besiegers have at least three times the number
Or +2
of characters as that of the defenders.
if the besiegers have breached the stockade or the
+1
building wall;

Or +2 if the besiegers hold the stockade;

if the besiegers control the stockade, and have brea-


Or +3
ched the tower walls.

11.5.1 - Surrender table


Starting positions and beginning of the action: The besieging player rolls 1D10 and adds the relevant modifica-
This action requires all Attackers and Defenders to participate. tion points that apply to the siege:
Defenders are deployed first within 5 hexes of either side of the > If the modified number reaches 12, the castle or building
Eagle’s Nest map. The Attacker can then place his troops within surrenders;
5 hexes of the opposite map side. The Attacker plays first. > Less than 12: the siege continues ;
> Automatic surrender: A garrison will surrender automatically
> The action will carry on until one side retreats or is crushed. if there is nothing left to eat, or if all the characters with a
If the Attacker retreats, the siege is lifted. The Defender can command capacity are dead.
retreat inside the fortified structure. In this case, the siege It will be noted that three different factors are taken into account
carries on. for bonuses: the number of besiegers, the level of supply of the
besieged garrison, and the progress level of the siege. Only the
11.5 - Surrender of the castle or building bonuses won from different factors are cumulative.

A castle or building will automatically surrender in two situations:


> There is insufficient food left for those defenders that are You can now play all the scenarios
still alive.
> All the characters with a capacity to command (Counts,
knights and nobles, cataphracts and koursores ; emirs and
heavy North African cavalry have been killed.

*
* *

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24
11.6 - Events table

Die Event Effects


A messenger enters the tent
He brings news of primary importance. The commander must lift
20 of the commander of the
the siege immediately.
besiegers

The besieged player gets 250 points to build an army which


19 A rescue party is in sight
automatically benefits from the initiative this turn.

Rain is filling the garrison's cisterns, which boosts their morale, while besiegers wade
18 Continuous rain through mud.
> The besieged player adds 5 points to his initiative roll.

He sneaks into the tent of the commander of the besiegers, a long knife in his hand.
Roll 1D10:
A thug sneaks into the
17 > 7 to 10: The commander is killed,
besiegers' camp
> 4 to 6: The commander is wounded,
> 1 to 3: The thug misses his target.

He proceeds towards the siege engines and tries to sabotage a


A thug sneaks into the machine. Roll 1D10:
16
besiegers' camp > 6 to 10: The engine is destroyed
> 1 to 5: Missed attempt

Roll 1D10 to know the number of sick (wounded) characters.


Dysentery outbreak in the
15 Each player chooses in turn who is infected. Previously
besiegers' camp
wounded characters can also be affected by the epidemic.

Nearby residents were able to take shelter in the besieged building. But these are
more mouths to feed!
14 Influx of refugees Roll 1D10 to know how many light infantrymen join the garrison. Move the siege
marker forward if the total number of besieged characters exceeds the supply
capacity.

A group of attackers managed to enter the building. The besieged party automatically
A spy opened the gate from takes the initiative this turn and launches an assault.
13
the inside > Castle: Place 6 besiegers in the inner yard.
> Farm & chapel: Place 4 besiegers in the building.

Part of the supplies


12 Move the siege marker 4 boxes forward.
were stolen !
A reinforcement party for
11 The besieger gets 250 points to build an army. He can't buy siege engines.
the besiegers
An engineer joined Under his command, building of stone throwers is accelerated: Only 5 days are needed
10
the besiegers to build one of them.
The garrison suspects that a Roll 1D10 for each besieged character. Whoever gets a 0 first is the traitor. He is killed
9
traitor lurks among them immediately.

The water in the cistern Roll 1D10 to know the number of sick (wounded) characters. Each player chooses in
8
was poisoned turn who is infected. Previously wounded characters can also be affected by the illness.

Smoke can be seen in


7 This is just a shrub fire. No impact on the siege.
the distance
The garrison commander is
6 Just a momentary disability. No impact on the siege.
not feeling well

5 to 1 -

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25
CAMPAIGN RULES
1 - Goal 4 - The counters
You are a young pennyless knight freshly arrived from Normandy These either represent siege markers, combat groups, supply
who decides to serve a local baron. You will be tasked to carry out convoys or group leaders typically knights for the Normans and
a number of missions by order of your lord. Lombards; Katafraktoi, Koursores or officers of the Varangian
Your missions will include joining an existing siege as a reinforce- Guard for the Byzantins; amirs and heavy cavalrymen for the
ment party, raiding and plundering the outskirts of a city held by Arabs. All group leaders will be named leaders in this rulebook
the Byzantines, and escorting his betrothed lady across hostile > The blue number in the bottom left is the
territory. By completing these missions, you will gain experience movement allowance of the counter, the
and glory, and you can expect to become, ultimately, a lord number of movement points that he can spend
yourself. each game turn.
Or you may play the role of an officer in the Varangian Guard and > The red number in the top left section is used
in charge of supervising the construction of a castle, fetching rein- to differentiate the various counters.
forcements that just landed in the port of Bari or convincing the > The black letter to the right identifies the type
inhabitants of a Lombard village to rebel against the Norman (N for the Normans, B for the Byzantines, Bv for
oppression. the Varangian Guard, L for the Lombards, A for
The scenarios are designed to generate confrontations which are the Arabs and G for the Germans).
resolved on tactical maps. > The background color identifies the faction of the noble or
The Campaign game is based on two essential things: group: Red for the Normans, purple for the Byzantines, brown
> The resources in settlements, castles or supply convoys. for the Lombards, green for the Arabs and dark blue for the
These resources allow combat groups to replenish their Germans.
supplies, but they are also a target for looting.
> The hostility of the various factions, which lead them to 5 - Buildings
seek armed confrontation or a middle ground with the enemy. 5.1 - Settlements & cities
Newly arrived Normans may want to fight at first sight of the Settlements are listed with black (village), blue (town) or red (castle)
enemy to plunder and loot, while Normans who have been names on the map. The 3 largest cities of Benevento, Bari and
living in Southern Italy for decades may be more willing to look Palermo are in green. A settlement can be associated with a
for a compromise with other factions. monastery or a port, but this characteristics only influences the
choice of the tactical maps.
2 - The maps In the case of tactical combat in a settlement, the player to whom
The first map (Apulia) it belongs chooses a group of 15 men-at-arms whose
shows a portion of composition is determined by the Combat Group Headcount
Southern Italy from table on Play Sheet Nr 4. The group increases to 30 men-at-arms
Campania south of if the combat takes place in a city.
Napoli to the marches Each settlement or city belongs to a leader and his faction. Each
of Calabria. settlement has a resource level between 1 and 10. Cities have
The second map unlimited resources. The resource level has an impact on the
(Sicily) covers the ability of a combat group to resupply or recruit new members.
island from Messina to The resources available in each settlement are provided on Play
Palermo. The red Sheet 5 based on the year the scenario takes place. Only supply
dotted area marks the convoys can replenish lost resources.
limit of the Val
Demone in the North 5.2 - Castles
East where the Greek Each castle has a garrison of 10 men-at-arms at the beginning of
and Christian popu- the scenario. The composition of the garrison is given by the
lations of the island Headcount Table on Play Sheet 4. The garrison is commanded
had all gathered after by a leader. Members of these garrisons can be hired by combat
the Arab conquest. groups, but there must always be at least 5 soldiers to defend the
castle. The only exception is the result of a siege or attack, which
Each hex represents may bring the number of defenders down to less than 5. In that
about 5 km (3 miles) case, priority must be given in the following days to bring
of land. reinforce the garrison to at least 5 defenders.
The resources in each castle are noted in Play Sheet 5 based on
2.1 - Terrain the year the scenario takes place.
The cost in movement points (MP) to enter a hex varies according
to the terrain, as mentioned on Play Sheet #4. When a hex 6 - The game turn
combines several types of terrain, consider only the most Each turn corresponds to one day. The campaign turn is also
unfavorable terrain cost (for instance, the cost to use a road hex used as a siege turn when the situation arises.
in a mountain hex is 2, not 1). Follow these steps in a campaign turn.
Game turn sequence
3 - The play sheets Both factions complete each step before they continue to the
The first sheet includes all the necessary tables for the campaign next:
game. > Check the supply status of all groups with 10 soldiers or
The other campaign sheets are used, to keep track of the more (see § 8.4)
headcount of the various combat groups, their level of supply and > Reorganise groups on the same hex (see § 8.1)
money, the prestige and hostility of the nobles, and the resources > Pay ransoms for leader prisoners (see § 14.8)
available in settlements, castles and supply convoys. > Create supply convoys in settlement or city hexes and
resource transfer (see § 10)
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26
Movement is then performed, along with any ensuing encounters, 8 - Combat groups
in order of the prestige of the leaders; the leader with the highest 8.1 - Combat group management
prestige playing first, then the next, etc. When 2 leaders of Each group is composed of at least three characters. This
opposing factions have the same prestige level, the group with minimum quota allows you to create groups of decoys, scouts
the most characters plays first. Groups with no prestige level play or reinforcements. Your opponent does not know the
last with priority given to the group with the highest character composition of a combat group, he only knows its existence on
count. Encounters can lead to tactical battles or sieges. the map. He can only learn about its composition if one of his
groups is on the same hex.
7 - Hostility If a combat group is made up exclusively of riders, a cavalry
Each combat group, town, city or Hostility Test group marker is used. This type of group can move faster than
castle has a hostility level between a group consisting solely of infantry or a mixture of both.
1 Pragmatic
1 and 10 at the beginning of the During the reorganization phase, a player can break a group
scenario (see Play Sheet 5). 2 Pragmatic
into several smaller ones. He can also combine several groups
The hostility of combat groups 3 Pragmatic to form a single, larger one, providing that they are all on the
can be affected by 2 factors: 4 Pragmatic same hex at the same time. When a group breaks up, the
> Traits of the leader of the 5 Moderate hostility of the smaller groups is the same as the previous, larger
group, 6 Moderate group. When several groups combine into a larger one, the
> Headcount of the group. hostility level of the leader of the largest previous group
7 Warlike
When he enters a hex with becomes the hostility level of the new group.
another combat group from a 8 Warlike
Two or more combat groups of the same faction cannot stay on
different faction, each player must 9 Fanatic
the same hex for more than one turn, otherwise they must be
first make a hostility test, using his 10 Fanatic grouped together. In other words, several "Combat Group"
current hostility level and adding counters of the same faction cannot be present on the same hex
or subtracting the modifiers listed below. for more than one turn.
> If each group draws a result of 6 or lower, no combat takes Any group of fewer than 3 characters dissolves automatically
place, and the remaining characters are removed from play (they got
> If a least one group draws a result of 7 or more, combat is lost in the wild…).
possible. The number of groups that can be created is only limited by the
availability of characters on the campaign map. They don’t need
Hostility modifiers to be led by a leader (see § 9).
Traits of the leader:
The more personal prestige Leader prestige: Modifier
8.2 - Combat group headcount
the leader has, the less 1 or 2 -2 The scenarios specify the total number of soldiers in each group.
encountered combat groups The soldier types follow a standard distribution that varies by
3 or 4 -1
will want to be hostile. Apply faction as shown on Play Sheet #4. If there are more than 12
the following modifiers to the 5 or 6 0
characters, simply add the results of two or more lines, using
existing hostility level: 7 or 8 +1 the "10" line for each set 10 characters,
9 or 10 +2 Example: A group of 15 Byzantines will be assembled by adding
the headcounts of lines 10 and 5.
Headcount:
When meeting with Difference in favor
Modifier 8.3 - Movement
another combat group, of the active player: A combat group can move up to 5 hexes per turn (shown in
calculate the difference 10 or more +2 blue at the bottom left of the counter). If the group is exclusively
between the number of
5 to 9 +1 made of riders, it can move up to 8 hexes per turn.
armed characters in
The type of terrain affects movement, as shown on Play Sheet
each group located in -4 to +4 0
4.
the same hex. Apply the -5 to -9 -1 A combat group can end its movement phase on a hex occupied
following modifiers to
-10 or less -2 by another group, be it friend, foe or neutral. But there can
the existing hostility
only be one combat group per hex at the end of a game turn -
level:
several groups of the same faction must regroup (see § 8.1) and
groups of opposing factions must fight or one faction must
Example: Guillaume and his Norman
retreat. The withdrawing group is the one with the lowest score
group meets a Byzantine combat group.
on the Test of Hostility.
The scenario setup provides the following
Hostility and Prestige levels for each
8.4 - Supply for combat groups
group, as well as the total headcount in
A combat group with fewer than 10 soldiers is considered to
each group:
be supplied at all times. However, any combat group of 10 or
- H8 and P7 for Guillaume, with 12
more soldiers consumes resources and must find supplies
soldiers in his group,
- H6 and P3 for the Byzantines, with 7 eachday. It cannot store supplies for more than one day. Supply
soldiers in this group. is only possible (but not certain) if the group is in a hex with a
town, a city, a castle of the same faction or a supply convoy.
The resulting modifiers are:
- Leader prestige : +1 for Guillaume and -1 for the Byzantines The resources necessary to supply a combat group depend on
- Headcount difference: 12-7=5, hence +1 for Guillaume and -1 for the number of soldiers it has:
the Byzantines > 1 if the combat group has between 10 and 19 characters,
Guillaume's total is 8+1+1=10, while the Byzantines total 6-1-1=4 > 2 if the combat group has 20 characters and more.
As Guillaume's total is greater than 7, he can attack the Byzantines,
while the reverse is not possible. A combat group will be affected in its next combat phase if it
was unable to resupply fully for 2 days in a row:
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27
> The combat group must modify all combat and missile fire 11 - Supply convoys
result die rolls by +1. Supply convoys are represented by a counter.
> In addition, without supply, the combat group will only be They can be created in friendly town, city
able to use half of its movement points (rounded down) in or castle hexes during a specific game turn
the movement phase (both in the campaign and in tactical phase.
games). A counter represents up to 5 pack animals and
a driver. Supply convoys can move 5 hexes per day as long as
The supply of a combat group can affect the level of resources there is a driver to guide them. Without a driver, a convoy
in a settlement, castle or convoy: cannot move and stays in its location.
> -1 if the combat group has between 10 and 19 characters, Up to 5 points of resources can be transferred between a
> -2 if the combat group has 20 characters or more. convoy and a town, a city or a castle during the resource
transfer step. Any resource transferred to a supply convoy must
Cities of Benevento, Bari and Palermo have infinite resources. be deducted from the settlement count. Each pack animal,
represented by a donkey in the tactical game, transports
Examples : 1 supply point.
> A group with 18 characters is in a town looking for Supply convoys in the scenario setups are neutral. They will join
supplies. It eliminates one point of resources to this town, a faction when an escorting combat group is located in the same
and it will only be able to get it back when the next supply hex. When unescorted, a convoy plies between its starting and
convoy will go through the town. finishing locations as mentioned in the scenario setup.
> 3 groups with over 20 characters each stay in a castle with
4 resources. One of these groups won't be able to get 12 - Finances
supplies. Each combat group starts the game with a sum of money in
Deniers (D) as detailed in the scenario. This money can be used
9 - The leaders to recruit troops in settlement and cities.
Each leader has a certain prestige that can affect Money can be earned by looting towns of the opposing faction
the hostility of groups encountered. The number (see § 13.2).
of leaders and their initial prestige is mentioned
in each scenario. 12.1 - Troop recruitment
Each leader is represented by a counter and Subject to adequate resources, a leader can recruit one or more
behaves like a combat group if he is accompanied by soldiers. characters in a settlement or city of his faction at a cost of 1
For movement purposes, consider only the movement point Denier per light infantryman or 0.5 Denier per peasant (see the
allowance of the group. recruitment table on Play Sheet #4). He can do the same in a
The prestige of a leader increases by 1 for every tactical battle settlement or city of a different faction if his modified hostility
won. It is decreased by 1 point for every battle lost or withdrawal test results is a 4 or less (pragmatic).
before battle. It is also decreased by 1 point if he loots a
town or city. The prestige level for a leader may never fall 12.2 - The mercenaries
below 1. Movement
A new leader may appear during the game if a group without a A group of mercenaries is represented by a
leader wins at least two tactical battles. Its highest ranking counter marked by the letter M. As with other
character becomes its leader, with a prestige of 2. factions, it can move faster if only comprised of
If in the meantime the group is reorganized, the above rule is riders. The location for each group of
still valid if at least 50% of the initial group members are still mercenaries is mentioned in the scenario setup
present. at the beginning of the campaign. A group of
mercenaries is considered neutral as long as it has not been
10 - Spies recruited by one of the factions. Each group of unrecruited
Spying was an integral part of medieval diplomacy and helped to mercenaries is moved alternatively by each player. It must move
dispel the fog of war. A spy is used to reveal the size and composition in the direction of a combat group in an attempt to be recruited.
of any combat groups of other factions within 2 hexes of his
position. He reveals his secrets as soon as he comes into contact Recruiting
with a leader or combat group of his own faction: The opposing A group of mercenaries can be recruited in 2 ways:
player must then reveal the size and composition of those of his > Hiring them,
groups the spy met to the player who owns the spy. > or promising them a share of the upcoming booty (with
Use a foot soldier from the tactical game to represent a spy. Its the risk that they could become hostile if the attack is slow
movement potential in the campaign game is only 5 points. to materialize, or if the booty is insufficient).
The spy counter only represents one individual and can be stacked Once recruited, the counter representing the group of
with other counters. mercenaries is stacked under the counter of the recruiting
A spy can be discovered if an opposing combat group is in the same faction and moves at the pace of the least mobile combat group.
hex. Throw 1D10 and check the result in the table below:
Cost of a mercenary
Die Result Each hired mercenary must be paid 2 Deniers. This one time
payment effectively hires them for the duration of the complete
1 to 5 Spy discovered
campaign game.
6 to 10 -
Promise of upcoming booty
The following modifiers can impact the die roll: If promised a share of the booty, the mercenary group must
> +2, if the encounter takes place in a settlement, perform a hostility test every turn following its recruitment, and
> +4, if the encounter takes place in a city. after applying the modifiers detailed in § 7.
A discovered spy is eliminated from the game. At each check after the first, add 1 from the die roll (for example
+3 for the 4th check).

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28
When the result exceeds 7, use the table in §17.1 to assess the defenders is repeated, based on the new resource level of the
relative value of the group of mercenaries compared to the one settlement.
of the group which recruited them. The mercenaries will quit (if
their value is lower) or attack the recruiting group (if their value 14 - Combat
is higher). 14.1 - Relations between the campaign map and
It is possible to pay a mercenary group that was promised loot tactical maps
later in the game to assure its unwavering and permanent The number of tactical maps used to resolve a battle depends
loyalty. on the total number of characters involved in the fight:
> 30 or fewer: 1 map,
Sharing of the booty resulting from looting > 31 to 60: 2 maps,
The leader of the combat group decides how many pillage > Over 61: 4 maps.
points to assign to mercenaries. If this number is greater than If only one tactical map is
or equal to the number of mercenaries, they will remain loyal used:
until the end of the campaign game. If this number is less, roll > The groups arriving
1D10 and consult the hostility table. The entire group of from the north or
mercenaries attacks on a result greater than 7. A new tactical northeast are deployed
battle takes place immediately. If a group employs more than along the top side of the
one group of mercenaries, distribute booty and check loyalty for tactical map,
each mercenary group separately; it is possible that some will > The groups arriving
revolt while others remain loyal. from the northwest are
deployed along the left
12.3 - Looting side of the tactical map,
If a combat group attacks a settlement or castle and wins the etc.
ensuing tactical battle, it can loot its remaining resources. One
loot point is equivalent to 1 level of resources, and is worth 1D If 2 tactical maps are used:
for future trades. The resource level of the location is adjusted > The groups arriving
after the looting. from the north are
deployed along the top
13 - Encounters side of the upper tactical
This phase of the game determines the effect of an encounter map,
between two groups, or when entering a settlement. > The groups arriving
from the northwest are
13.1 - Two groups of the same faction meet deployed along the left
It is possible to rearrange the groups during the reorganization side of the upper tactical
phase (see § 8.1). This is not an encounter in the sense of these map,
rules. > The groups arriving
from the southwest are
13.2 - Encounter between two groups of different deployed along the left
factions side of the lower tactical map, etc.
Combat is possible based on the results of the hostility test.
Note that even if the groups are hostile, combat only occurs if If 4 tactical maps are used:
> The groups arriving
one or both players decide to enter combat.
from the north are
deployed along the top
13.3 Encounter with a group of mercenaries
left side of the upper
They can be recruited if they are in search of an employer. If they
tactical map,
are already hired by another faction, it is possible to
> The groups arriving
entice them away (see § 12.2) or to engage in combat with them.
from the northwest are
deployed along the left
13.4 - Encounter with a supply convoy
side of the two tactical
It is possible to purchase all or part of the supplies carried by a
maps placed on the left,
convoy when the convoy is of the same faction as the group.
> The groups arriving
If the hostility test determines that the escort combat group is hostile,
from the southwest are
looting is possible after a successful tactical battle. Unescorted
deployed along the
convoys automatically belong to the first combat group that
bottom left side of the
encounters them.
lower tactical map,
> The groups arriving from the south are deployed along
13.5 - Entering a settlement or city
the bottom side of the lower right tactical map, etc.
It is possible to resupply and recruit new troops if the settlement
or city belongs to the same faction. If not, it is possible to attack
14.2 - Setup of the tactical maps
a settlement to loot it. A city is too large to be attacked. The choice of tactical maps depends on the nature of the
campaign map hex. Use at least one of the maps below, and
13.6 - Attacking a settlement complete the battleground with maps of terrain without a
The number of available fighters is related to its resource level: building (such as The Meadow or The Crusader Trail).
The higher the resources, the more fighters are available. Players in turn place one tactical map oriented as they see fit.
The type of fighters available is detailed in the tables on Play The first map is always chosen by the inactive/defending player.
Sheet 4. Once all the maps are laid out, players designate jointly or at
At the end of the fight, and regardless of its result, surviving random the northern edge, which corresponds to the north on
settlement defenders are removed from the game. In case of a the campaign map.
new attack in a subsequent round, the procedure for selecting
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29
Campaign
Open Terrain Forest Hills Swamp River Coast Settlement/City Castle
map hexes
Maps The Plateau The Woods The Plateau The Lagoon The River The Beach The Syrian Village The Norman Keep
published by The Meadow The Passage The Ditch The Ditch The Wood- The Cove The Hamlet The Eagle Nest
Historic-One The Crusader The Knoll bridge The Chapel The Priory
Trail The Hill The Creek The Passage The Chapel
The Sheepfold The Lagoon The Fortified Harbor
The Horn The Fortified Town
Original Cry The Watering The Olive - - The Watermill The Watchtower The Village The Castle (Siege)
Havoc maps Hole Grove The Ford The Abbey The Fortified The Krak of the
The Crossroads The Forest The Coast 1 Medieval Town Templars
The Open Field The Coast 2 The Abbey

14.3 - Multiple groups participating in a battle 14.7 - Wounded characters after a tactical battle
Other groups, friends or foes, located in adjacent hexes to the A character wounded during a tactical battle can move in the
one where the battle will take place can join the combat. These following turns with a penalty of 4 MPs on the campaign map. If he
groups won’t be able to move later in this turn. Take a note of is part of a group with other healthy characters, the entire group is
where each group entered the battle hex, as this will affect the penalized (as the wounded characters slow down the entire group).
setup and the conclusion of the tactical battle. A character wounded during a tactical battle must move towards the
nearest friendly settlement for healing. He won’t be able to leave it
14.4 - Deployment until complete recovery.
Depending on the situation after the Encounter phase, the He must reach a loyal settlement or castle,
various groups are deployed along the side of the tactical map Use the Healing Table on the Play Sheet 3 to see how many turns
corresponding to their arrival on the hexagon of the campaign will be needed for the character to recover.
map. If the settlement where the wounded character is staying is attacked,
The attacking player chooses whether or not to deploy first. He he can fight with his wounded combat potential.
can then choose to take the first turn of the tactical game or let
his opponent go first. 14.8 - The prisoners
A group made prisoner at the end of a battle will be escorted from
14.5 - Refusing combat the next turn by a group of at least 3 men to:
If the attacked group doesn’t Table for Refusing Combat
> the nearest settlement, city or castle belonging to the same
want to fight, each character Die Result faction;
in this group must face an > Place the counter representing the prisoners under the group
1 -
infiltration test. Roll 1D10 counter used for the escort.
for each member of the 2 -
group and check the results 3 - Prisoners (except leaders for whom a ransom is expected) are
on the following table. The 4 - eliminated from the game once the destination is reached. The
infiltration tactical modifiers escort can then be used as a combat group again.
5 Character taken prisoner
are used for these If an escort group can't be assembled, prisoners are massacred.
characters: 6 Character taken prisoner Leader prisoners are ransomed. Their ransom is in direct relation to
> Rider: -1 7 Character taken prisoner their prestige level (1 point of prestige = 2 Deniers of ransom). When
> Armoured: -1 8 Character wounded the ransom for a leader is paid, he is free to leave with an escort of
> Wounded: +2 2 friendly riders, taken among the other prisoners as a priority.
Furthermore, the leader loses 9 Character wounded
one point of prestige. 10 Character killed Note for the tactical game: If the convoy of prisoners is attacked
in the following days, unarmed prisoners only have 1 defence
14.6 - End of the battle potential. A friendly character must remain one full turn next to
The fight ends with one of the following 4 results: a prisoner without performing any other action to release him.
> An opponent is completely eliminated. The victorious The released character must remain one full turn next to a dead
faction remains on the hex of the campaign map in which or stunned character to take his weapons (re-arming himself to
the battle took place. The counter representing the opposing his normal defence and attack values in the process).
group is removed from play.
> An opponent decides to flee the battlefield. The 15 - Sieges
vanquished group is positioned on the campaign map in one 15.1 - The resources
of the three hexes located in the direction of its arrival. The Use the tactical rules of The Anarchy or Guiscard with the
victorious faction remains on the hex of the campaign map following modifications:
in which the battle took place. Each resource point provides enough supply for the besieged
> An opponent decides to surrender. The victorious faction party to sustain two days of siege. When all their resources are
remains on the hex of the campaign map in which the battle exhausted, the defenders must surrender. Their fate depends
took place while all the surviving opponents are held then on the table on Play Sheet 3:
prisoners. See § 15.8 for the management of prisoners.
> The battle lasts12 turns and neither side was able to 15.2 - Consequences of surrender
achieve one of the above outcomes. Each opponent retreats If the die result is between:
to one of the three hexes located in the direction of their > 3-4: Test each defender with 1D10, in reverse order of
arrival on the campaign map. If one side was already present their attacking potential. He is killed on a result
in the campaign hex at the start of the campaign turn the between 1 and 5. Stop the test when half the defenders are
battle was fought in, it must retreat to the hex opposite to dead.
the direction taken by its opponent. > 5-7: The winner forms one or more combat groups with
____
30
the prisoners. All riders are dismounted. Each group
of prisoners must be accompanied by an escort group.

15.3 - Capitulation without a siege


A settlement or a castle can decide to surrender to the only view
of the approaching army. The besieging group must first win a
hostility test (see § 7) when it arrives in the same hex as the
targeted site. For the headcount modifier, multiply by 2 the
number of characters in the besieged site.
If the besieged faction has a hostility level lower than 6, they can
negotiate a capitulation by giving part of their resources (rounded 17 - Quick combat resolution
up to the next number). Calculate the difference between the Use this rule if you don’t have time to play a tactical battle, or
hostility levels on both sides. Roll 1D6 and add this difference. if it doesn’t look very attractive to play.
Check the surrender table to find out what % of resources the
besieged faction must give away. If the result is 100%, the site 17.1 - Calculating the value of each faction
becomes controlled by the attacker. A value is given to the
characters in each faction Type of character Points
Example: Guillaume (P: 7, H: 7) and his group of 9 people wants to according to the
seize the Lombard town of Corato (H: 4, R: 5) with 6 inhabitants. following table: Infantryman w/o armour 1
Guillaume has a hostility of 7 + 1 (Prestige) + 0 (Difference of 10 The value of a wounded Infantryman w/ armour 2
besiegers - [2 x 6 besieged] = -2). His final hostility level is therefore character is half.
8 while that of Corato is 4. Corato will therefore ask for surrender Note: In the case of a Foot shooter w/o armour 2
and must give [8 - 4 = 4], added to 3 (roll of 1D6) = 7, or 70% of siege, all mounted cha- Foot shooter w/ armour 3
its 5 resources, or 3.5, rounded up to 4. But the Lombards keep racters are considered on
control of their town. foot and their values on Cavalryman on foot w/ armour 3
foot are used. Cavalryman w/o armour 3
16 - Setup on the campaign map Multiply these individual
The scenarios require placement of groups near a landmark (a town values by the number of Mounted shooter w/o armour 3
or a castle in most cases). The position relative to a location is characters in each class Mounted shooter w/ armour 4
expressed by its orientation on the cardinal points as shown in the to get the total value of
Cavalryman w/ armour 5
illustration to the right. each faction.

Example:

Type of character Points


Number Value Number Value
Infantryman w/o armour 1 6 6 6 6
Infantryman w/ armour 2 3 6 9 18
Foot shooter w/ armour 3 2 4 4 8
Mounted shooter w/o armour 3 6 18 6 18
Mounted shooter w/ armour 4 6 24
Cavalryman w/ armour 5 8 40
Total 25 74 31 74

Apply the following location modifiers to the total: 17.2 - Combat resolution
The combat is then resolved by calculating the difference of
Location modifiers points between the Attacker and the Defender using the
following table. In open field combat, the ratio of attacker to
Defender in a castle 100%
defender may have an influence on the results. In the case of a
Slope separating both factions (for the faction siege, damage caused by siege engines may affect the result:
20%
on higher ground)
River separating both factions 20% Outnumber modifier Siege modifier

Defender in a village 30% 1.5 ≤ Number


-1 Siege engine -1
ATT/DEF < 2
Note: Obstacles are evaluated at the full map level and are
based on the entrance sides of each faction, and whether the Number ATT/DEF ≥ 2 -2 Rubble hex -2
majority of the characters of a faction can benefit from them.

Example: If a battle takes place on The Plateau map, with the


attacker entering through Side 4 and the defender through Side
3, then the defender is considered tp benefit from the slope.
Likewise if the attacker enters through Side 1 and the defender
through Side 3. Using the example above, use the formula
74*1.2=88.8, rounded up to 89, to get the blended total of the
defender.
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31
Att.-Def. <120 -120/-81 -80/-41 -40/-21 -20/0 1/20 21/40 41/80 81/120 >120
1 E F F G G H H I I J
2 E E F F G G H H I I
3 D E E F F G G H H I
4 D D E E F F G G H H
5 C D D E E F F G G H
6 C C D D E E F F G G
7 B C C D D E E F F G
8 B B C C D D E E F F
9 A B B C C D D E E F
10 A A B B C C D D E E
In our example, we then have ATT=74 - DEF=89 = -15. The result is read in column [-20 / 0].

17.3 - Calculation of the losses remains in possession of the battlefield, and the losses on each
The final result depends on the type of confrontation (open field side. Loss percentages are applied equitably for each type of
combat or siege). Check one of the following tables to see who character.

Open field combat Siege

Att Def Att Def


Deaths Wounded Deaths Wounded Deaths Wounded Deaths Wounded
A A 30% 45% 0% 10% C 20% 40% 0% 5%
B A 25% 40% 5% 10% C 20% 35% 5% 5%
C B 20% 35% 5% 15% 15% 30% 5% 10%
D B 15% 30% 5% 20% 15% 25% 5% 15%
E B 10% 25% B 10% 20% 10% 20% 10% 20%
F 10% 20% B 10% 25% 10% 15% 10% 25% Key:
G 5% 20% B 15% 25% 5% 15% 10% 25% A: Rout
H 5% 15% A 20% 30% 5% 10% D 15% 25% B: Retreat
D C: Siege is lifted
I 5% 10% A 25% 35% 5% 5% 15% 30%
D: The garrison
J 0% 10% A 30% 40% 0% 5% D 15% 35% surrenders
In our example, the roll of 1D10 gives a 7, or a result D: the attacker must retreat and suffers losses of 15% dead and 30% wounded
while the defender gets away with only 5% dead and 20% wounded.
Losses are calculated as follows, after rounding:

Attackers Defenders

Type Dead Wounded Type Dead Wounded

5 knights =15%*5=0.75 g1 =30%*5=1.50 g2 6 mounted shooters =5%*6=0.30 g0 =20%*6=1.50 g2

4 infantrymen w/ armour =15%*4=0.60 g1 =30%*4=1.20 g1 4 foot shooters =5%*4=0.20 g0 =20%*4=0.80 g1

2 foot shooters =15%*2=0.30 g0 =30%*2=0.60 g1 9 infantrymen w/ armour =5%*9=0.45 g0 =20%*9=1.80 g2

Etc. ... ... Etc. ... ...

17.4 - Case of the faction leader Example:


The leader of each faction is tested separately using the result The example above gave a D result.
of the table in § 18.3. The attacker rolls 1D10 and gets a 7.
Roll1D10 and multiply the result by the % of deaths: Multiply this result by 15%, or 7*15%=1.05: The leader of the
> Any result greater than 2 leads to the death of the faction attackers is wounded.
leader The defender rolls 1D10 and gets a 10. Multiply the result
> Any result between 1 and 1.99 has the faction leader by 5%, or 10*5%=0.50: The leader of the defenders is
wounded. unarmed.

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32
18 - Optional: The environment 18.2 - The seasons
These parameters are determined at the beginning of the game The season the scenario takes place may have an effect on the
and will not change for the duration of the campaign. movement of troops (bad weather, floods, or snow may make
the roads impassable).
18.1 - The weather Season is determined at the beginning of the scenario and its
Bad weather can destroy the crops of the previous year, effect will not change throughout the game.
excellent weather can in turn improve crop yields, and thus have
an effect on the level of available resources. Weather testing is Season Table
done at the beginning of the scenario and its effect will be
Effect on
permanent for the duration of the campaign (as each turn Die Season
movements
represents one day, it is unlikely that a scenario lasts long
enough for the weather to change significantly over the course 1 Winter -2
of the campaign). 2 Winter -2
3 Spring -1
Weather Table
4 Spring -1
Die Effect on Resources 5 Summer -
6 Summer -
1 -3
7 Summer -
2 -2
8 Fall -1
3 -1
9 Fall -1
4 -
10 Fall -1
5 -
6 -
7 -
8 +1
9 +2
10 +3

*
* *

v 2.0 - 2021
Printed in France
for
HISTORIC’ONE Éditions
www.historic-one.com

____
33
Guiscard 2
Normans conquer Southern Italy and Sicily
in the 11th Century

The Norman Saga

This game series explores the adventures of the Normans during the 11th and 12th centuries, in
France, England, Southern Italy, Sicily, and the Middle East.

DIEX AIE ! ("God Our Help!", the war cry of the Dukes of Normandy): This game
explores the Saxon resistance to the imposition of the « Norman Yoke » in the decades
following the Battle of Hastings. The game lets you play Normans, Saxons and Scots.
DIEX AÏE includes a campaign game to generate tactical scenarios that can be played
on the various maps of the series.

THE ANARCHY is the name given to the civil war over the succession to the throne
of Henry I Beauclerc, King of England and Duke of Normandy, from 1135 to 1154.
Numerous castle sieges took place during this period, so this was the perfect
opportunity to update all the siege rules of the various games of the series. A
campaign game is also added to the tactical game.

AGER SANGUINIS (‘The Field of Blood’, based on the name of the last battle of
Roger of Salerno, Regent of Antioch in 1119): This complete game is set during the
conflict between the Normans of the Principality of Antioch, one of the Crusader
States, their Armenian allies and the first contingents of knights Hospitaller against
the Turks in the 12th Century.

MONTGISARD is an extension for AGER SANGUINIS to simulate the relentless


fights in the Holy Land between Saladin and Baldwin IV, the Leper King, from the
battle of Montgisard to the battle of Hattin. The game introduces new knight Templar
counters as well as famous characters like Reynald de Chatillon, Balian of Ibelin.
Sieges can be fought on a double map of the mighty 'Crac des Chevaliers' castle.

Upcoming:
SHERWOOD: A simplified game leveraging the Robin Hood theme, with counters and maps fully
compatible with the other games in the series. Perfect to introduce the younger generation to the
world of Cry Havoc!
PLANTAGENÊTS: This game, with both tactical and campaign elements, will be set during the epic
struggle between Plantagenets and Capetians in France in the second half of the 12th century.
Cover Artwork:
Massimo PREDONZANI

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