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Norman Conquests in Italy & Sicily

The document discusses the history of the Normans in southern Italy and Sicily in the 11th century. It describes the political landscape of the region at the time, with Byzantium and various Italian powers vying for control. In 1017, the first groups of Norman knights arrived as mercenaries but soon began establishing permanent settlements. Over the next few decades, the Normans consolidated power in the region under leaders like William Iron Arm and his brother Drogo, eventually conquering most of southern Italy and Sicily from the Byzantines and Lombards.

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Astolfo Geremia
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100% found this document useful (1 vote)
674 views32 pages

Norman Conquests in Italy & Sicily

The document discusses the history of the Normans in southern Italy and Sicily in the 11th century. It describes the political landscape of the region at the time, with Byzantium and various Italian powers vying for control. In 1017, the first groups of Norman knights arrived as mercenaries but soon began establishing permanent settlements. Over the next few decades, the Normans consolidated power in the region under leaders like William Iron Arm and his brother Drogo, eventually conquering most of southern Italy and Sicily from the Byzantines and Lombards.

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/ 32

2

The Varangian Guard

HISTORY & SCENARIOS


History

Normans in Southern Italy and Sicily


in the 11th Century

1 - The historical context

1.1 - Southern Italy and Sicily at the beginning of the 11th Century

Byzantium had conquered Southern Italy and Sicily in the first half of the 6th century. But by the end of that century, Lombards
coming from Northern Italy had conquered most of the peninsula, with Byzantium retaining only Calabria and Sicily. From the middle
of the 9th century, the Aghlabid Dynasty of Ifrîquya (the original name of Eastern Maghreb) raided Sicily to take possession of the
island. A new Byzantine offensive at the end of the century took back most of the lost territories in Apulia and Calabria and established
Bari as the new provincial capital. Lombard territories further north were broken down between three cities led by princes: Capua,
Salerno, and Benevento. Further east, Italian duchies of Naples, Amalfi, and Gaeta tried to keep their autonomy through successive
alliances with the various regional powers to try and maintain their commercial interests. Ethnic struggles in Sicily between Arabs
and Berbers on the one side, and various dynasties on the other side, led to power fragmentation: The island is divided between four
rival military factions at the beginning of the 11th century. Beyond its natural boundaries, Southern Italy had to cope with two
external powers which were looking to expel Byzantium from what they considered was part of their area of influence: the Papacy
and the Holy Roman Empire.

1.2 - The mercenaries

The first groups of Norman knights


appear in this chaotic situation in Byzanti ne
1017. Transiting through Rome, Empir e
Spoleto
Pope Benedict 8th recruits them to Ragusa
rampage the Byzantine territories in
Papal
Apulia. Once back in their States
homeland, they told the opulence of Sulmona
Roma ADRIATIC SEA
the cities they plundered, which Civitate Vieste Durazzo
1066 (Dyrrachium)
generated a great deal of envy from Ostia 1053 1081-1082
Principalty
penniless kid brothers and turbulent of Capua Duchy of
Benevento County
knights sentenced to exile by Trani
1073
Capua of Apulia
Richard, the Duke of Normandy. In Duchy of Gaeta Gaeta Bari
Aversa Benevento 1068-1071
1029, a group of Normans led by County of Aversa Melfi
1043
Rainolf Drengot is given the city of Naples Brindisi
Duchy of Naples Salerno Matera
Apulia 1071
Aversa by the Duke of Naples for Amalfi
1076 Avlona
Principalty Taranto
their services. This was the first Duchy of Amalfi
of 1063
permanent Norman settlement in Salerno Otranto
1080
Italy. The new comers were hired as
Corfu
mercenaries by the Italian dukes and Scribla 1084
1044
the Lombard princes. In 1038, 300
Normans join a Byzantine TYRRHENIAN
expedition to conquer Sicily, led by SEA Calabria
General George Maniakes. Among Crotone
them is William of Hauteville, who Maida
was just arriving from his native Lipari
Cotentin. He becomes famous at
Palermo IONIAN
the siege of Syracuse where he 1064 &
Gerace SEA
1071-1072 Messina
charges the Arab governor by 1061 Reggio
himself, kills him, and is nicknamed Trapani Cerami 1060
1063
Iron Arm as a result. The expedition Misilmeri
1068 Etna
fails due to quarrels about the way to Troina
Mazara Sicily Catania
share the booty. Back in Italy, 1073 Enna
1087
1071 NORMAN ITALY
Normans feel the need to nominate Agrigento
11th century
1086
a leader to strengthen their newly Ragusa Siracusa
1088
acquired territory and expand their
conquest. After several unlucky
Battle
attempts, the emigrant knights name
Siege
William Iron Arm as their count. His MEDITERRANEAN SEA 1073 Date of Norman
brother Drogo succeeds him in 1045 conquest
after his death.
Malta

____
2
1.3 - The brigands

Thirty years after their first appearance, the feelings of the local people about the Normans had radically changed. The initial gratitude
felt towards these mercenaries, who were serving their princes, had transformed into hate. The Normans were increasingly being viewed
as foreigners who only cared about plunder and conquest of territories for their sole profit. From their small castles perched on high hills,
they raided the surroundings, looking for loot and ransoming the local populations. One year after the death of William, his half-brother
Robert arrives in Italy, hoping to get his own share of the cake. His brothers Drogo and Humphrey don’t receive him well and he is sent
to a desolated part of Calabria to continue the conquest. He acts there as a marauder as he first needs to get supplies for him and his
followers. His initial lair of Scribla was in such a hostile area that he leaves it a few years later for San Marco Argentano. Robert doesn’t
hesitate to use wily tactics to get what he wants, hence his nickname of Guiscard (the wily, the weasel). Drogo is assassinated in 1049 and
his brother Humphrey succeeds him to carry on with the organized conquest of Apulia at the expense of Byzantium. Pope Leo 9th perceives
the growing power of the Normans as
a threat, and he organizes a coalition to
BATTLE OF CIVITATE - 18 June 1053 defeat them. The defining encounter
takes place in Civitate on June 18th,
Deployment and first phase Second phase 1053. The Papal army is made of
Papal army German contingents, including a group
of 600 Swabian knights, and miscella-
neous militia from the neighboring
German troops
Italian and Lombard cities. Against
them, Humphrey leads the center,
Rudolf, Richard of Aversa the right wing and
Prince of Benevento
Gérard, 6
1
Robert Guiscard the left wing with his
Werner von Maden Duke of Lorraine 4
1 Calabrian troops. Richard easily scatters
Albert von Winterthur Lombard
700 Swabian and Italian levies the Italian contingents while Humphrey
knights
3
1 Richard 1st faces the terrible Swabians (1-2-3).
of Aversa Robert rescues him by attacking the left
5
1
flank of the Germans. His bravery
reverses the odds. To end the battle,
2
1 1 Richard of Aversa, who had rallied his
troops after pursuing the Italians (4)
attacks the rear of the Swabians who
make their last stand (5-6). The Pope
Onfroy Richard 1st
Robert Guiscard of Hauteville of Aversa
who witnessed his crushing defeat from
Calabrian troops: 1000 Norman 1000 Norman the ramparts of Civitate is made
100 horsemen, knights knights
500 footmen prisoner by the Normans that night.
Norman army The victory is total for Humphrey of
Hauteville.

1.4 - The counts

Once back, Robert resumes his bandit life to complete the conquest of Calabria. His younger brother Roger joins him around
1057 and displays unmatched bravery. That same year, Humphrey dies and Robert is nominated as Duke of Apulia by his peers,
after preventing Humphrey’s son from the inheritance. To strengthen his power and get the favors of the local populations, Robert
rejects his first wife Aubrée and marries Sichelgaite, the sister of Gisolf of Salerno. His respectability is recognized in 1059 when
Pope Nicolas 2nd recognizes him as Duke of Apulia, Calabria and Sicily as well as all the future conquests. Calabria being now
conquered, Roger’s target is now Sicily. The emir of Syracuse and Catania, Ibn At Timnah, calls Roger, whose fame had already
crossed the Messina straight, for him to help against his brother-in-law, emir of Agrigente and Castrogiovanni. Roger’s first raid is a
failure due to too few soldiers and ill-preparation, but he summons Duke Robert and returns in May 1061 with two thousand men.
They penetrate more than 120 miles inland then come back on the continent after leaving garrisons in the conquered castles. Ibn
At Timnah is assassinated the following year and Roger comes back in Sicily with 300 followers. The inhabitants of Troina revolt
against the Norman occupation and besiege Roger, his wife, and his men in the citadel during the long winter of 1062/63. He takes
advantage of a party, where all the Arabs are drunk, to sally and slaughter the besiegers. Informed about the arrival of a rescue Arab
army, he fights them in Cerami, east of Troina, and is victorious in a very outnumbered situation. He wants to push his advantage
up to Palermo where Robert joins him. However, the siege of a city, which is still supplied by the sea, is useless. Robert must lift the
siege and return quickly in Apulia where his barons are revolting. They are led by Abelard, the son of Humphrey, as he is bitter that
he had been removed from power. Four years will be needed to put down the rebellion. He then decides to bring the Byzantine
presence in Italy to an end by besieging Bari in 1068. After one year without any success, Robert calls the Calabrian fleet to blockade
the city by sea. Twenty more months will be needed before the garrison surrenders, ending five centuries of Greek presence in Italy.
Once the situation is stabilized in Italy, Robert Guiscard lays siege in front of Palermo, by land and by sea this time. After several
months of siege, Robert uses trickery to capture the city. In the surrender act of 1072, Robert promises to respect the customs and
the religion of the Arab populations, which will become the defining feature of Norman Sicily.

1.5 - The Duke of Apulia

Robert Guiscard needed a break after conquering all of Southern Italy and Sicily, but he has to deal with Abelard and other
barons who continue rebelling. Additionally, Pope Gregory 7th becomes hostile and calls Christendom to help him annihilate the
Norman power. Robert is excommunicated but the punitive expedition that the Pope expected never forms. This leaves enough
time for Robert to eradicate the barons’ rebellion in 1078. At the same time, a conflict strikes between the Pope and the Holy

____
3
Roman Empire. Gregory's political clout forces him to come
to terms with Robert in 1080 to avoid being caught in the BATTLE OF DURAZZO
middle. The situation with the Papacy being finally cleared, Cape Pali OR DYRRACHIUM
Robert now puts his focus on Byzantium, and especially the
18 october 1081
Illyrian Coast off Italy, which had become the rally point for
all the opponents to the Duke. He sends his son Bohemond
ahead of the rest of his army to seize Avlona. The main
Norman fleet puts to sea soon after. Once in Avlona, Robert’s Salt marshes
army seizes the island of Corfu and then marches towards the Imperial Army of
city of Dyrrachium (Durazzo), which is besieged in 1081. A
Alexios Komnenos
Byzantine rescue army, led by the Emperor Alexios
Komnenos, tries to attack the besiegers in the rear. The battle
at first is difficult for the Normans due to the pressure of the
Varangian Guard, mostly made of Anglo-Saxon huscarls. A
Varangian
smart outflanking manoeuver by Robert changes the course
Guard
of the battle. The huscarls look for shelter in a nearby church
which is burnt and they all perish (1). Alexios retreats, but is ADRIATIC Durazzo
St-Michael's
chased by a group of Norman knights and he barely escapes. SEA Norman church
The siege of the city of Dyrrachium continues for four months Citadel
1
and the city finally surrenders in February 1082. Robert Army
Guiscard can’t celebrate his success for too long as he is
Bay of Durazzo
informed that the German Emperor is marching on Rome
with a formidable army. At this same time, his Apulian barons
had rebelled again. Robert leaves Bohemond in command and
returns quickly to Italy. After mastering his barons’ rebellion one more time, he rushes to Rome to rescue Pope Gregory 7th who
is besieged in the Castle St Angelo, while Emperor Henry 4th has seized the city of Rome. Henry decides to evacuate the city as
soon as he hears that Robert is approaching with a massive army, leaving the Romans alone to defend their city. Robert takes Rome
after a by-pass action and frees the Pope. However his troops plunder Rome and commit massacres, which leaves the city battered.
Meanwhile in Illyria, Bohemond had a few early successes but had to give up in 1083 while facing the Basileus when Durazzo was
retaken by the Venitians. The Guiscard needs to cross the Adriatic Sea one more time to help his son. His fleet is ambushed by the
Venitians, but their over-confidence plays against them, as a Norman counter-attack destroys the Greek and Venitian allies. During
the winter, a disease decimates the Norman army. Robert himself is afflicted and dies on July 17, 1085. The epitaph on his tomb
is a good summary of his character: "Here lays Guiscard, terror of the world".

1.6 - Bibliography

La terreur du monde - Huguette Taviani-Carozzi - 1996 - Fayard


Les empires normands d'Orient - Pierre Aubé - 1983 - Tallandier
Norman Naval Operations in the Mediterranean - Charles Stanton - 2011 - Boydell
Mercenaries & Mighty Warriors - Medieval Warfare - 2011 - Karwansaray B.V.
Byzantine Infantryman c.900-1204 - Timothy Dawson - 2007 - Osprey
Byzantine Cavalryman c.900-1204 - Timothy Dawson - 2009 - Osprey
Byzantine Armies 886-1118 - Ian Heath - 1979 - Osprey
The Moors - David Nicolle - 2001 - Osprey
Italian Medieval Armies - David Nicolle - 2002 - Osprey
The Normans - David Nicolle - 1987 - Osprey
Norman Knight 950-1204 - Christopher Gravett - 1993 - Osprey
German Medieval Armies - Christopher Gravett - 1997 - Osprey
The Varangian Guard 998-1453 - Raffaele d’Amato - 2010 - Osprey
The Normans in Italy - Raffaele d’Amato - 2020 - Osprey

2 - The characters

2.1 - The Normans

2.1.1 - The Counts (Ncc)


Robert and Roger are the two brother heroes of the conquest. Their equipment is typically Norman, although richly
adorned with gold and the use of two-tone helmets. Heraldry does not exist in the eleventh century yet, hence the dragon
and griffin shapes on their shields in the way that Normans commonly did.

2.1.2 - The knights (Nck)


The Norman knights who arrive in Italy are formidable warriors who easily defeat the Lombards and Byzantines who are
more inclined to develop trade than win on the battlefield. In the 11th century, knights still hold their lance over the head,
ready to be thrown as a javelin. The lance could also be used to jab, by amplifying the movement with the arm. The use of
the couched lance (the weapon firmly blocked under the arm so that the rider, the frame and the lance form only one missile)
will become widespread only at the end of the 11th century. The lance charge is a form of attack which was developed in the
middle of the 11th century by the Normans and would become the distinctive trait of the Western knights in the 12th and
13th centuries. It might have been developed in Southern Italy. Initial strength was generated by the lance firmly hold under
the right arm, but the tight formation of a group of mounted knights made it even stronger.

____
4
2.1.3 - Norman infantry (Nim & Nij)
The equipment of infantry differs little from that of the knights: They wear the same nasal helmet, a coat of mail, stopping
at the top of the thighs and a large kite shield. They fight with the lance-javelin, sword, or axe.

2.1.4 - Archers (Nia)


The use of the bow was not a Norman specialty, and enlisted archers could come from different French provinces.

2.2 - The Byzantines

2.2.1 - The katafraktoi (Bch)


These riders were the most heavily armoured fighters of the time, making them less mobile but very effective as a shock
unit against infantry. Their chainmail was covered with the epilôrikion, a padded coat which left the additional metal
protections for arms and legs visible. In addition to a round shield, the katafraktoi, or cataphract, could fight with a
spear, two swords (the curved paramêrion and a straight sword with 2 blades, the spathion), or a mace.

2.2.2 - The koursôres (Bcm)


This medium cavalry was used to pursue routing enemies or defeat mounted enemies. They were much
less heavily armed than the cataphracts to be able to move quickly. They wore a chainmail (alusidôton)
over a padded jacket (zava) and protected with a round shield. Their armament could be a spear, a sword,
or sometimes one or two maces.

2.2.3 - The horse archers (Bca)


These light riders were not wearing any chainmail to ensure maximum mobility. Their protection was made of a padded
coat called kavadion whose sleeves could fold to be able to fight more freely. They wore a felt hat covered with a turban.
They used a composite bow and carried from 30 to 40 arrows in a quiver. Many archers were Turkish mercenaries, re-
cognizable by their lamellar corselet.

2.2.4 - The Varangian Guard (Biv)


The personal guard of the Basileus consisted of mercenaries of Russian or Scandinavian origin who wielded a very
dangerous two-handed ax, but who left them very exposed in defense due to the lack of shield. After the Battle of
Hastings in 1066, many Anglo-Saxon Huscarls joined the Guard and fought again against the Normans, notably
at Dyrrachium in 1081.

2.2.5 - Les hoplitai (Bih)


This heavy infantry fought in close formation with a long spear, in the manner of the Macedonian phalanx. Protection
was reduced to a quilted coat and a shield, as they had little opportunity to fight in melee. They wore either a helmet or
a felt hat covered with a turban. Intensive drilling was essential to enable formation movement with long pikes of 4.5 m
(14 feet). To move forward under a barrage of arrows, they practiced the foulkon, this maneuver that the Romans called
the tortoise.

2.2.6 - Les skutatoi (Bim)


This medium infantry was equipped with the skuta, a large shield and a lamellar corselet (the klibanion).

2.2.7 - Les peltastoi (Bil)


This light infantry implemented a shorter (2.5 m - 8 feet) spear than the hoplitai pike. Their mission was to harass the enemy or
come to reinforce a weakening formation.

2.2.8 - Les psiloi (Bia)


These shooters could either use a 1m (3-foot) long bow, javelins, or a sling. Their training allowed them to shoot
an arrow in the shaft of a spear.

2.2.9 - The civilians (Bic)


The Byzantine civilization was refined and members of the nobility lived in opulence, hence the glitzy outfits that
were enhanced with many gems. The Byzantine clergy began evolving around 1054 following the schism of Eastern
and Roman churches that gave birth to the Orthodox Church.

2.2.10 - The Greek fire


This mixture of naphtha was projected using a pressure syphon and then set fire with flaming arrows. Greek fire had the cha-
racteristic of burning on the water and could only be extinguished with sand or vinegar.

2.3 - The Lombards

The Lombard principalities were economically rich, which evoked intense envy, but they were militarily weak: few cavalry, based primarily on
urban militias for the defense of cities. On the flip side, they were experts in siege warfare.

2.3.1 - The noblemen (Lcn)


Lombard nobles seemed more anxious to show off their belonging to their caste than lead troops on the battlefield. Hunting
was a crucial activity for them. Their attire takes much from Byzantine style, like the presence of a hood. These characters
also serve as light cavalry, often used in southern Italy.

____
5
2.3.2 - The knights (Lck)
These knights were no match to the Normans. Their equipment was a mixture of Eastern and Western influences, like the single-
edged sword.

2.3.3 - Medium infantry (Lim)


These soldiers were from the upper classes of the cities, who could afford quality equipment: mail hauberk, typical large
Pavese shield beveled down to kneel behind. The left leg is equipped with a mail chausse for protection when the soldier
kneels.

2.3.4 - Urban militia (Lil)


City dwellers had to provide military service to compensate for the absence of a caste of warriors, as was prevalent elsewhere in
Europe at that time. They are simply equipped and their morale was not high if they were fighting heavily armoured knights, as we
saw at Civitate in 1053.

2.3.5 - Neapolitan infantry (Lij)


The equipment of these soldiers is close to that of the medium infantry, with a mail hauberk and a long shield with flat base. The mail
avantail fastened to the helmet is clearly of Middle Eastern inspiration. They were equipped with the falchion, a kind of machete, and
javelins.

2.3.6 - Archers (Lia)


The archers were not highly valued in the Italian society. So these are very poorly equipped soldiers who are used to harass
the enemy.

2.3.7 - Slingers (Lis)


The sling is a weapon that was used throughout the Middle Ages. As archers, these soldiers had no protection.

2.3.8 - Javelin throwers (Lij)


They were used to harass the enemy before the main assault.

2.3.9 - Civilians (Lic & Lip)


A woman of nobility, a peasant, a nun and a shepherd are four bystander characters who may be
involved in different scenarios.

2.4 - The Arabs


Muslim armies who conquered Sicily consisted of Africans, Berbers, exiles from Spain, and Persians.

2.4.1 - Heavy North African cavalry (Ach)


These riders wore a chainmail under their padded coat called jubbah. A similar padded cover (tijfaf) protected the horse.
Their equipment was adapted from those found in Fatimid Egypt, with the use of the lance or mace.

2.4.2 - Medium Khurasani cavalry (Acm)


These riders were from Persia and equipment is similar to that of the Turks of the time, including boots, a coat of mail
under the tunic and a helmet surrounded by a turban.

2.4.3 - Light North African cavalry (Acl)


The Berbers had a large cavalry, although poorly equipped, and used primarily javelins. They had a
leather shield for protection and did not use stirrups. These horsemen had adopted the Arab turban at
the end of the tenth century, while the rest of the equipment is still of Berber influence.

2.4.4 - The Emirs (Ace)


These city Governors were richly dressed, but their combat capabilities were quite limited.

2.4.5 - Heavy infantry (Aih)


While equipped with a coat of mail, a helmet protecting the neck, and shield, these soldiers were still struggling to stand
up to the Norman infantry.

2.4.6 - Medium infantry (Aim)


Less protected than the previous ones, they wore a lamellar corselet called Jawshan and a large shield.

2.4.7 - Berber infantry (Aim)

2.4.8 - Light infantry (Ail)


These soldiers served in the militia to defend strongholds. They had no special protection apart from a shield and a helmet.

2.4.9 - Nubian infantry (Ain)


Aghlabids and their successors recruited former slaves called abid for their elite guard. These soldiers were armed entirely
with African equipment, including a padded coat. The only exception was the use of a metal helmet.

____
6
2.4.10 - Javelinmen (Aij)
Poorly equipped to remain highly mobile, these men had several javelins they used to harass the enemy.

2.4.11 - Archers (Aia)


North African foot archers played a major role in the conquest of Sicily. They used Arab bows which were less powerful than the
Turkish composite bow. These archers wear a hauberk called Dir'.

2.5 - The Germans

2.5.1 - The Ministeriales (Gcm)


Since the beginning of the eleventh century, the prominent German barons kept in their service knights who were not free. Named
Dienstleute in German or ministeriales in Latin texts of the period, these men-at-arms formed the bulk of the German cavalry
that Emperors sent to Southern Italy to claim this territory as rightfully theirs. In comparison with those of their Norman contem-
poraries, their chainmail and shield were much more rudimentary.

2.5.2 - The Swabian knights (Gik)


These Knights were the elite of the army assembled by Pope Leo IX to fight the Normans in Civitate in 1053.
Ill trained to fight on horseback, they preferred to fight on foot with their feared long swords that could cleave
an enemy in two. Their determination to conquer or die made them formidable opponents

2.5.3 - Lotharingian knights (Gim)


These German knights served in the armies of the Emperor when he fought in Italy. Their gear was quite dated for the time,
with a side slit chain mail or shield with a very large central boss.

2.6- The Slavs (or Sclavons) (Sil)

Slavic populations had migrated to southern Italy, back in the seventh century, from Dalmatia. Although not well integrated,
they had the advantage of knowing the terrain. They fought as mercenaries in the Byzantine army, but they also formed a
strong contingent of infantry in the service of Robert Guiscard when he plundered Calabria.

2.7- The mercenaries

Southern Italy was a maelstrom of people who had no sense of belonging to a faction: Byzantine cities were mainly populated by
Greeks and Italians who lived under Arab rule in Sicily. More than fifty percent of Byzantine armies were formed using mercenaries
from all origins and religions, be it Slavs, Turks, Anglo-Saxons (after the conquest of England), or even Normans as during the 1038
expedition led by George Maniakes in Sicily. The Normans were only a small group of elite soldiers, and they had to enlist Lombards,
Slavs, Byzantine army deserters, and even Arabs after the conquest of Sicily. So do not be surprised if the scenarios happily mix
characters from diverse backgrounds to form the two opposing factions.

2.8 - The animals

Besides the cavalry horses, Guiscard provides three types of animals: harmless sheep, dogs trained for
hunting and which obey their master, and wild boars which can be deadly if they are forced.

3 - The maps

3.1.1 - The Eagle Nest


This map displays a square tower of Byzantine origin, isolated atop a hill overlooking the sea and beach. It is surrounded by a wooden
palisade and access to its first floor is made via a wooden staircase. The flat terrain which extends to the east is an ideal ground for
cavalry charges.

3.1.2 - The Lagoon


This map represents a marsh by the sea. Small elevations of land emerge from the swamps and are an excellent defense for infantry against
mounted opponents.

3.1.3 - The Chapel


This map displays a coast with a chapel and a Lombard farm. It can be combined with both any other Coast map and any other standard
map. This Byzantine chapel is represented with its four typical domed apses, preceded by a vestibule (the small room between the exterior
door and the actual chapel entrance). Note that only four hexes are part of the front vestibule. The hexes on both far sides are part of the
adjacent apse. The windows are cross-shaped and are playable like arrow-slits. Despite the entrance staircase, the floor of the chapel is at
ground level. The farm is shown with residential buildings and a barn. The various buildings are adjacent to a courtyard where the sheep are
kept. In case of an attack, the barn is a great elevated position for archers who can even outflank the attackers trying to enter the residential
buildings.

3.1.4 - The Reef 1 & 2 mini-maps


These two junction maps are used with the maps above to represent an abrupt shift of the coast.

3.1.5 - The Jetty mini-map


This map displays a small pier from which boats can dock and unload their goods.

____
7
3.1.6 - The Staircase mini-map
This junction map represents a staircase carved into the rock to cross
a cliff. The parapets along the staircase provide good protection for
archers who want to prevent passage of the attackers from the beach
below.

3.1.7 - The Overlook


This overlay represents a flat terrain which is intended to cover the castle
hexes of the Eagle Nest map.
Beware at cutting the shape along the sand color and not only the hex
edges, to make sure you will cover the entire castle drawing.

3.1.8 - Combining maps


All of these maps can be assembled together to form a wide variety of
terrain such as: an island, a river, the mouth of a river, or the meandering
coastline. You can also purchase additional maps in the Shoppe of Cry
Havoc Fan (cryhavocfan.org) to create other combinations. The Big Island
(pictured below) is made by adding the maps "The Cove" and "The Beach".
The Big Cove by adding The Passage and 2 Islet maps to the Chapel map.

____
8
Scenarios

We propose 14 scenarios of increasing difficulty for you to get familiar with the rules of Guiscard 2. Scenarios 4 & 6 require
the use of The Passage map which is available in our Shoppe.
The proposed purchase table at the end of this booklet lets you create your own scenarios using balanced forces. An Excel utility
on www.cryhavocfan.org is available to help you set up your scenarios more easily.

Table of Contents

Scenario 1: The evening of Civitate ................................................................ 10


Scenario 2 : Stairway to Heaven .................................................................... 11
Scenario 3: Only the river left to cross! ........................................................... 12
Scenario 4: The sheep of the Catepan ............................................................ 13
Scenario 5: The pike forest ............................................................................ 14
Scenario 6: BBQ in Durazzo .......................................................................... 15
Scenario 7: Looted while away hunting .......................................................... 16
Scenario 8: The pious Norman ..................................................................... 17
Scenario 9: The Outpost ................................................................................ 18
Scenario 10: Bohemond's booty ..................................................................... 19
Scenario 11: Don't trust a dead Norman ......................................................... 20
Scenario 12: The favors of the emperor ......................................................... 21
Scenario 13: The Hornets' Nest ..................................................................... 22
Scenario 14: Family affair .............................................................................. 24
Campaign scenarios

Scenario 1: The George Maniakes Expedition ................................................. 25


Scenario 2: The Mercenaries .......................................................................... 26
Scenario 3: Enough with the Greeks ............................................................... 27
Scenario 4: Cerami ........................................................................................ 28
Scenario 5: Finishing the job .......................................................................... 29
Scenario 6: Salerno must fall .......................................................................... 30

Purchase table ........................................................................................... 31

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9
Scenario 1: The evening of Civitate
Background
July 1053: The battle under the walls of Civitate is coming to an end. A small group of Swabian knights becomes separated from the main
force and resists the onslaught of the Normans. Off in the distance, a few fellow Ministeriales realize their desperate fight and rally a few
fleeing militia and Lombard knights to rescue them. Can they reach them in time?

Map layout and starting positions

Position the "Outlook" overlay over the castle hexes of the Eagle Nest map.
Swabians are positioned first on the overlay hexes.
Normans are then set up on the map.
They can be adjacent to the Swabians.

The rescue group is placed on the Lagoon map.


The Germans and their allies play first.
The game is played in 12 turns.

The sides
The Swabians The Rescue Group

Hermann Hugo Arechis Ilario


Manfred Dietrich Bertoldo Fabio
Hadmar Konrad Gisulfo Sandro
Paulus Arnolfo Gaetano
Swabian Jacob Urban Domenico
Knights - Gik Thadeus Militia - Lil

Ministerialis - Knights - Lck


Gcm
The Normans
Robert Guillaume Goran
Arthur Miroslav
Tancrède Vukadin
Tristan Branimir
Odon Slavs - Sil Radoje
Onfroy Vlatko
Sarlon
Rainulf
Counts - Nck Knights - Nck Drogon

Victory conditions
Victory is decided by the number of surviving Swabian knights at the end of the 12 turns:
> 4 & up: German victory;
> 2 or 3: Draw;
> 1 or none: Norman victory.

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10
Scenario 2: Stairway to Heaven
Background
1030 - The Amalfi Coast is undergoing incessant raids by Arab pirates from Sicily. A felucca just docked and a group of warriors from Palermo
landed on the beach. Spies have indicated that a village on top of the cliff was a great target for looting. A small staircase leads there, but the
Lombards watch carefully.

Map layout and starting positions


Set the Arabs up on the beach hexes of the”Staircase” junction map.
Lombards are positioned on any other hexes.
Arabs play first.
The game is played in 12 turns.

The sides

The Lombards The Arabs

Carlo Niccolo Bashir Farid


Amadeo Abbas
Sayyid

Standard Neapolitan Khurasanis Heavy


Bearer - Lim Infantry - Lij on foot - Acm Infantry - Aih

Ilario Ettore Jawhar Adama


Ercole Callisto Haroun Dadsoul
Lucio Ahmad Enomedjou

Urban Archers - Lia Medium Nubian


Militia - Lil Infantry - Aim Infantry - Ain
Edigio Mario Zahir Tarik
Kamaal Hamid
Qadir Youssef

Slinger - Lis Javelin - Lij Light Infantry - Archers - Aia


Ail

Special rule
Both Sand hexes across the Lagoon and Staircase maps are quicksand and are therefore impassable.
The slope hexes on the Staircase map are impassable as well.

Victory conditions
The Arabs must cross the cliff to reach the Lombard village. At the end of the 12 turns, count the number of Arabs located on top of the cliff
and beyond.
> 12 & up: Decisive Arab victory - The booty will be huge!
> 9 to 11: Narrow Arab victory - Another push, and the victory is ours... assuming that the Lombard resistance fades away;
> 6 to 8: Narrow Lombard victory - Reinforcements are arriving from the village, we will force them to sail away.
> Less than 5: Decisive Lombard victory - We will make sure they never want to come back!

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11
Scenario 3: Only the river left to cross!
Background
February 1061 - The Emir of Syracuse needs military aid against his brother, the Emir of Agrigento. He calls Roger de Hauteville for help,
who crosses the strait with 160 knights and lands at Messina. The north coast of the island is sacked but the Normans face counter-attacks
from the Arab garrison of Messina. Roger decides to return to his vessels. He still needs to cross a river near its mouth in order to reach his
ships, but a strong Arab party is determined to stop them.

Map layout and starting positions


Position the "Outlook" overlay over the castle hexes of the Eagle Nest map.
Normans are positioned on the Lagoon map, at least 4 hexes away from the
river.
The Arabs are set up on the Eagle Nest map.
The game is played in 12 turns.
The Normans play first.

The sides

Les Normans Les Arabs

Roger Guy Jabbar Bashir


Arthur Qadir Khaled
Tancrède Sharif Shakil
Tristan
Odon
Onfroy
Sarlon
Counts - Nck Knights - Nck North African Khurasanis -
Rainulf
Heavy Cav - Acm
Drogon
Ach
Teobaldo Jahmal Ahmad
Gisulfo Riyaad Mahmud
Arnolfo
Romualdo

Knights - Lck Berber Light Arab Cav.


Light Cav. - Acl - Acl

Omar Imran
Tarik Anouar

Archers - Aia Javelins - Aij

Farid
Abbas
Sayyid
Yacoub
Heavy Infantry Nasser
- Aih

Special rule
All water hexes south of the rocks marking the mouth of the river are considered Shallow Water hexes.

Victory conditions
The Normans must cross the river and exit the Eagle Nest map through its side 3. At the end of the 12 turns, the number of Normans having
exited the map will determine the victory:
> 12 & up (including Roger): Striking Norman victory - Roger will come back to Sicily very soon.
> 9 to 11 (including Roger): Narrow Norman victory - Despite its losses, Roger was able to realize that this island is immensely wealthy
and can be taken.

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12
> 6 to 8: Narrow Arab victory - The Arabs will be ready to throw them back as soon as they try to land.
> Up to 5: Striking Arab victory - The lesson was tough. These Norman marauders won't come back any time soon.

Epilogue
The Normans took back to sea as the resistance of the inhabitants of Messina was too strong. They rested in Calabria and called for the Duke
Robert Guiscard to arrange for a better planned expedition.

Sources
La terreur du monde – Huguette Taviani-Carozzi - Pages 357-358.

Scenario 4 : The Sheep of the Catepan


Background
September 1041 – Following the Norman and Lombard rebels' defeat of the Byzantines at the Battle of Montemaggiore (May 4, 1041), the
Catepan Exaugustus Boioannès was sent to Italy to fix the situation. After suffering a setback before Melfi, the Byzantine army takes refuge
in the fortress of Montepeloso, which seems impregnable. To draw them into combat, the rebels are increasing their raids against the herds
which provide the place, and they are destroying vines and olive trees in the surrounding countryside as well. During one of these attacks, a
group of looters comes up against a rather peculiar herd: a party of Varangian guardsmen.

Map layout and starting positions

The Byzantine player places the sheep, the dog, Duccio and the Varangian guards
on the map first, anywhere but the 'deep water' hexes. If the Varangian guards are
placed on tree hexes, their location remains secret until they come into the line of
sight of an opposing counter.
The Norman player begins the game by bringing in all his counters via Side 2, 3 or
4. The Norman player always goes first.
The game is played in 12 turns.

The sides

The Byzantines

Cnut Hakon Aldo Duccio


Harald Brandr
Thorlak
Leif
Varangian Varangian Asgot Javelin – Lij Civilian - Lip
officers - Bik guards - Biv Eyjolf
Thorstein
Einar
Olaf
1 3

Dog Sheep
The Norman Rebels

25 Guillaume Gontrand Avray


Drogon

14 Drogon Gildas Osbern


Arthur Rioulf

Javelins - Nij Light infantry -


Nil
12 Nck

Knights - Nck

Special Rule
Capturing the sheep: use the rules for riderless horses with the following exception: Only characters on foot or dog(s) can
capture sheep. The dog will not pull but push them ahead.

Victory conditions
The Rebel player wins the game if he manages to get 3 sheep off the map and / or all Varangian guardsmen are killed.
The Byzantine player wins the game if at the end of the game at least 3 sheep are still on the map and / or if all the Knights are dead.
Note: It is forbidden to kill a sheep. This precious resource cannot be wasted

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13
Option
To benefit the Norman player, add Landry (Nij), the javelin thrower.
To benefit the Byzantine player, add a dog: Dog 2.

Epilogue
On September 3, the Byzantine army finally emerged from its lair to break the siege. At the end of fierce combat during which the Norman
chivalry once again worked wonders, the Byzantines were shattered and Boioannès was captured.

Scenario 5: The pike forest


Background
Spring 1082 - The eldest son of Robert Guiscard, Bohemond, besieges the Byzantine city of Ioannina in Epirus. The Emperor Alexios leads
his army to the rescue. He developed a tactic to break the momentum of the Norman cavalry, putting his heavy infantry armed with long
spears at the center of his line.

Map layout and starting positions


Assemble the map as shown on the left. Use the "Overlook" overlay to cover the castle
hexes. Water hexes are not playable.
The Byzantines are set up on the bottom half of the Eagle Nest and Reef 1 maps.
The Normans are positioned on the Lagoon and Reef 2 maps.
The game is played in 15 turns.
The Normans play first.

The sides
The Normans The Byzantines

Guillaume Arechis Nikephoros Basil


Arthur Bertoldo Kosmas Cyril
Tancrède Teobaldo Ioannis Leo
Tristan Gisulfo Demetrios
Odon Arnolfo Manasses
Onfroy Romualdo
Sarlon
Knights - Nck Rainulf Lombard Kataphracts - Koursores -
Drogon Knights - Lck Bch Bcm
Gontrand Henri Jason Stavros
Gildas Gauthier Murad Eukleides
Sigisbert Eudon Takis Georgios
Audomar Nizier Salih Helios
Javelins - Nij Alcuin Norman Etienne Hamza Hoplites - Bih Evangelos
Landry Infantry - Nim Pierrick Kephalos
Nikolaos
Horse Okeanos
Archers - Bca Palaimon

Philibert Goran Argyris Alexio


Alphonse Miroslav Diogenes Dorian
Merlin Vukadin Milo Filippo
Sigismond Branimir Damian Patroclus
Archers - Nia Alaric Slavs - Sil Radoje Skutatoi - Bim Manueles Peltastoi - Bil Philemon
Olivier Vlatko

Niccolo Agamedes
Amadeo Stephanos
Aegidios
Androkles
Neapolitan Psiloi - Bia Petros
Infantry - Lij

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14
Victory conditions
The goal of each player is to weaken what is the strength of the opponent, in order to ensure future victories.
The Norman cavalry on the one hand, the hoplites on the other are the main targets of the opponents. At the end of the 15 turns,
count the number of Norman knights and remaining hoplites. The party with the most characters alive (healthy, stunned, or wounded)
wins.
Note that the Lombard knights do not count towards the achievement of the goal.

Epilogue
Bohemond got advanced notice of the scheme. He divided his troops and attacked by both sides, routing the Greek army.

Sources
La terreur du monde – Huguette Taviani-Carozzi - Page 470.

Scenario 6: BBQ in Durazzo


Background
18 October 1081– During the battle of Dyrrachium, the Varangian guard is outflanked by a Norman attack and the elite troops retreat to a
nearby church, where they take refuge. To flush them out, their pursuers set the building on fire.

Map layout and starting positions


The Norman player places a fire marker on one of the
tips of the chapel's cross-shaped tiles, except the one
next to the entrance. Then the Byzantine player places
at least half of the Varangians in the chapel and the
others in the farm.
The Norman player then places his men anywhere on
the maps, excluding the chapel, the farm, and the
hexes immediately adjacent to these buildings.
The Byzantine always plays first.
The game is played in 15 turns.

The sides

The Varangians The Norman Rebels

Cnut Arthur Alcuin Angilbert


Harald Guillaume Gildas Gauthier
Odon Landry Gauvin
Tancrède Henri
Varangian Knights on foot Javelins – Nij Medium Romaric
officers - Bik - Nck Infantry - Nim Nizier

Hakon Guy Avray


Brandr Drogon Osbern
Thorlak Rainulf Rioulf
Leif
Varangian Asgot Light Infantry -
guards - Biv Eyjolf Nil
Thorstein
Einar Knights - Nck
Olaf

Special rule
Every minute that passes without the Varangian guardsmen fleeing the chapel persuades the Normans that the matter is closed and the
Byzantines prefer to die in the flames. They are therefore tempted to go elsewhere to fight.
Consequently, on each turn that passes without a living Byzantine counter exiting the chapel, the Norman rolls 1D6 at the start of his turn.
The result, divided by two, indicates the number of counters he should immediately remove from the map. Any result less than 1 is not taken
into account. The Norman chooses which characters will leave.
The rules for the propagation of fire apply.

Victory conditions
The Norman player wins the game if all Varangian guards are killed.
The Byzantine player wins if all the knights are dead AND at least one of the Varangian guards is unharmed at the end of the game.

Epilogue
On October 18, none of the Varangian guard was able or willing to leave the church. They all died in the flames.

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15
Scenario 7: Looted while away hunting
Background
Around 1040 - The people of Nocera must pay a tax on wine to the priory of Salerno. They built a warehouse to store their royalties. This
is tempting prey for the Norman mercenaries of the prince of Salerno, who cannot resist some plunder to improve their wages- especially as
the Lord Guaimario and his retinue have gone hunting.

Map layout and starting positions


Use The Chapel map.
Set the Lombards of the warehouse on the farm or within 3 hexes of it. The sheep and Duccio
are placed in the courtyard while Rosmunda and Sichelgaite are in the buildings.
Three bags of supplies are in the barn.
The Normans are positioned along the Side 2 of the map and play first. Gaimario and his retinue
return from hunting on turn 6. They enter through the side 2 of the map.
The game is played in 15 turns.

The sides
The Normans
Guillaume Gontrand Romaric Avray
Tristan Alcuin Etienne Osbern
Odon Landry Pierrick Rioulf
Sarlon Gauvin
Guy Javelins - Nij Norman Henri Norman Light
Infantry - Nim Eudon Infantry - Nil

Knights - Nck

The Lombards of the warehouse


Pandolfo Fabio Ettore Anselmo
Gaetano

Nobles Urban Militia - Archers - Lia Slingers - Lis


on foot - Lcl Lil

Amadeo Duccio 4 3
Rosmunda
Sichelgaite

Neapolitan Civilians - Lip Sheep Supply


Infantry - Lij

Guaimario and his retinue


Atenolfo Gisulfo Ilario Carlo
Guaimario Arnolfo Sandro
Ercole
Remigio
Urban Militia - Standard
Lil Bearer - Lim

Nobles - Lcl Knights - Lck

Dante Dog 1
Niccolo Dog 2

Neapolitan Dogs
Infantry - Lij

Special rule
Capturing the booty: Two characters on foot must remain adjacent to a Booty counter for a full turn without any other action to
take possession of it. They can then carry it as long as they remain adjacent to the Booty counter. If they are engaged in combat,
they must release the booty and will have to wait a full turn without any action to resume control of it.

Capturing sheeps: Use the rules 4.4.3 dealing with horses without a rider. The only exception is that only characters on foot can
capture sheeps.

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16
Victory conditions
The Normans must capture as many sheep and bags of supplies as possible. At the end of the 15 turns, count the plunder swept off
the map by the Normans:
> 5 or 6: Total Norman victory - There will be a big party tonight!
> 3 or 4: Narrow Norman victory - The Normans deserved their reputation but the loot is not enough to feed them for very long.
> 1 or 2: Narrow Lombard victory - The Normans will be more careful next time, or will come back in force?
> None: Total Lombard victory - The Normans should have learned their lesson and will not return anytime soon.

Sources
La terreur du monde – Huguette Taviani-Carozzi - Pages 179/180

Scénario 8 : The pious Norman


Background
1045- Raoul leads a band of Normans. He is a thief but he is pious. He enters a church with his band near Monte Cassino after
having deposited their weapons outside the entrance. The servants immediately shut the doors behind them and call the nearby
dwellers.

Map layout and starting positions


Use The Chapel map.
Set up the Normans in any hexes in the chapel (except for the entrance stairs) using their
"Wounded" stances.
The Lombards are positioned around the chapel, including Remigio (Lil) on the entrance
stairs.
The game is played in 15 turns.
The Normans play first.

The sides

The Normans The Lombards

Roger Avray Romualdo Drago


(Raoul) Osbern
Rioulf

Count Norman Light Knight Standard


on foot - Nck Infantry - Nil on foot - Lck Bearer - Lim

Onfroy Gauvin Dante Ilario


Arthur Romaric Livio Fabio
Tristan Angilbert Niccolo Sandro
Guy Amadeo Gaetano
Knights Norman Neapolitan Urban Domenico
on foot - Nck Infantry - Nim Infantry - Lij Militia - Lil Ercole
Remigio
Lucio
Ruggiero
Gildas Alphonse
Sigisbert Merlin

Javelins - Nij Archers - Nia

Special rule
To retrieve his weapons, a Norman must remain a full turn without fighting in one of the 4 outdoor hexes around the entrance stairs
of the chapel. At the end of the turn, the Norman recovers his full combat potential (his "Healthy" stance is brought back).
The Norman archers cannot shoot until they recover their bow.
The Normans are enraged for having been fooled: in the first five turns, all disarmed characters benefit from a (-2) on the combat
table.

Victory conditions
The Normans must exit the chapel with as many men as possible and keep them alive for 15 turns. At the end of the 15 turns, count the
number of live Normans (healthy, wounded, or stunned) outside the chapel:
> 12 & more: Striking Norman victory – These Lombards will pay big for their treason.

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17
> 9 to 11: Narrow Norman victory - We will come back to revenge our comrades!
> 6 to 8: Narrow Lombard victory - These damned Normans will think twice the next time.
> up to 5: Striking Lombard victory - We got rid of the Normans for a long time.

Epilogue
The Lombards thought that the Normans had seized the prior. They invaded the church and killed 15 Normans, routed the others, and
captured Raoul.

Sources
La terreur du monde – Huguette Taviani-Carozzi - Pages 180/181.

Scenario 9: The Outpost


Background
1084– Entrenched in the Castel Sant’Angelo of Rome, Pope Gregory VII is besieged by the troops of Emperor Henry IV. The prelate calls
Robert Guiscard for help. Guiscard gathers an army largely made up of Arabs, and flies to the aid of the Pope. On the banks of the river Tiber,
a small mounted vanguard collides with an Imperial outpost.

Map layout and starting positions


The German player places two slavs on 'The Lagoon'
map as a sentry; the rest of his troops are placed in
the buildings on the 'The chapel' map. The riderless
horses are placed adjacent to the buildings.
The Norman-Arab player begins the game by entering
from side 4 of 'The Lagoon' map.
The Lotharingian infantry arrive as reinforcements
from side 2 of the 'The Chapel' map on turn 5.
The game is played in 12 turns.

The sides
The Norman-Arabs The Germans

Tristan Merin Goran Hugo


Guy Husayn Miroslav Dietricht
Guillaume Jahmal Konrad
Arthur Riyaad
Ahmad Slavs - Sil
Mahmud

Knights - Nck Light Cavalry MinistérialIs -


- Acl Gcm

Jabbar Paulus Arnold


Qadir Jacob Johan
Anwar Leopold Erbelin
Sharif Thadeus
Swabian Otto Lotharingian
knights - Gik infantry - Gim

Heavy Cavalry
- Ach Callisto

Archer – Lia
Victory conditions
The objective of each side is to kill all enemy knights (Ministerialis, Swabian or Norman). If at the end of the twelve turns neither side has
achieved this objective, victory goes to the one who killed and wounded the most enemy knights. In the event of a tie, the game is drawn.

Options
Add Mario, the Javelin Thrower (Lij) to provide the German player with an advantage.
To provide the Arabian-Normans with an advantage, consider that all knights are equipped with a lance they can throw, whether they display
a flag or not.

Epilogue
His army weakened, Henri decides to lift the siege of the Castel Sant’Angelo, and leaves Rome without facing the troops of Robert Guiscard.
Rome is plundered, ravaged and set on fire by its Norman-Arab liberators. While surviving the siege, Gregory VII will eventually be sent into
exile and die in Salerno in May 1085.

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18
Scenario 10: Bohemond's booty
Background
Spring 1083- Bohemond, the eldest son of Robert Guiscard, lays siege in front of the Greek city of Larissa in Epirus. The Emperor Alexios
tries one more time to rescue the city with his army. He managed to make Bohemond believe that he was fleeing by retreating a regiment
displaying his banner. The Norman launches his cavalry in pursuit of the fugitives, but leaves his camp exposed as a result. Alexios then comes
out of hiding and storms the camp to seize the booty collected.

Map layout and starting positions

Assemble the maps and position the tents as shown to the left. Only the left side of the Lagoon map is used.
The Norman player hides his Treasure and Supply counters under the tents (one per tent) out of sight of the other player. Use 3 other counters
as decoys. (The Naphtha counters for instance).
The Norman player positions the foot soldiers on the Eagle Nest map (these soldiers must be placed on the left 2/3 of the map). The Norman
and Lombard cavalry is set up off map to the left.
The Byzantine player enters through the right hand side of the Lagoon map.
The game is played in 12 turns. The Byzantine player takes the first turn.

The sides

The Normans The Byzantines

Robert Gontrand Nikephoros Argyris


Roger Gildas Kosmas Diogenes
Sigisbert Ioannis Milo
Audomar Demetrios Damian
Javelins - Nij Alcuin Manasses Skutatoi - Bim Manueles
Landry Theodoros

Counts - Nck Kataphracts -


Bch
Guillaume Henri Theophilos Alexio
Arthur Gauthier Stelios Dorian
Guy Eudon Cyril Filippo
Tristan Angilbert Patroclus
Odon Norman Etienne Peltastoi - Bil Philemon
Onfroy Infantry - Pierrick
Sarlon Nim
Knights - Nck Rainulf Koursores -
Drogon Bcm

Arechis 3 supplies Jason Agamedes


Bertoldo 2 treasures Murad Stephanos
Teobaldo Takis Aegidios
Gisulfo Salih Androkles
Arnolfo Hamza Psiloi - Bia Petros
Romualdo Timon Thadeos

Lombard Horse Archers


Knights - Lck Booty - Bca

Special rule
Intervention by the Norman cavalry: The Norman player rolls 1D10 at the beginning of each of his turns to know if his cavalry
will come back this turn. The cavalry appears on a roll of 10. From the second turn on, add +1 to the die result every turn (+5 on
turn 6 for example). Any result above 10 is considered a 10.

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19
Capturing the booty: Two characters on foot must remain adjacent to a Booty counter for a full turn without any other action to
take possession of it. They can then carry it as long as they remain adjacent to the Booty counter. If they are engaged in combat,
they must release the booty and will have to wait a full turn without any action to resume control of it.

Victory conditions
The Byzantines must seize as many booty counters as possible (except decoys of course) and get them off the map through the right
side of the Lagoon map. The Normans must stop them. The number of Booty counters taken off the map determines the victory:
> 4 or 5: Decisive Byzantine victory - Bohemond lost everything and will have to retreat;
> 3: Narrow Byzantine victory - Bohemond will lose a lot of time to rebuild its war booty;
> 1 or 2: Narrow Norman victory - The majority is saved and Bohemond will be able to pay his troops in order to continue the conquest.
> 0: Decisive Norman victory - The Byzantines failed and their losses will probably lead to a future Norman victory.

Epilogue
Bohemond came back too late to avert disaster. He returned to Italy to ask Robert Guiscard for help.

Sources
La terreur du monde – Huguette Taviani-Carozzi - Page 472.

Scenario 11: Don't trust a dead Norman


Background
Around 1050- Robert wants to take a castle belonging to a monastic community, but his retinue is too small. He decides to employ trickery:
He is taken on a stretcher by his men in procession, pretending to be dead, while hiding weapons under their clothes. Once in the courtyard
of the fort, the truth comes out...

Map layout and starting positions


Deploy the Normans in the castle courtyard.
Then position the Lombards inside the castle.
The castle gate is closed.
The game is played in 12 turns. The Normans play first.

The sides
The Normans The Lombards

Guillaume Teobaldo Ilario Dante


Arthur Gisulfo Gaetano Niccolo
Guy Romualdo Domenico
Tristan Ercole
Knights Odon Knights Urban Remigio Neapolitan
on foot - Nck Onfroy on foot - Lck Militia - Lil Infantry - Lij
Sarlon
Rainulf
Drogon

Robert Callisto Drago Aldo


Carlo

Count Archer - Lia Standard Javelin - Lij


on foot - Nck Bearers - Lim

Victory conditions
The Normans must seize the castle. At the end of the 12 turns, victory is determined by the control of the different elements of the
castle. Control is effective for the side with the most living characters in certain parts of the fortress:
> Total Norman victory if they control the tower, the north wall, and the south wall;
> Decisive Norman victory if they control the tower and at least one of the two walls;
> Marginal Norman victory if they control the two walls, but not the tower;
> Marginal Lombard victory if the Normans control only one wall;
> Decisive Lombard victory if the Normans don't control any part of the castle;
> Total Lombard victory if Robert was killed in the fighting.

Sources
La terreur du monde – Huguette Taviani-Carozzi - Pages 188/189.

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20
Scenario 12: The favors of the emperor
Background
October 1018- The Lombard lord Melus leads the revolt against Byzantium, with the help of Norman mercenaries. His troops were defeated
at Cannae and he fled to Germany. His brother Dattus took refuge in the papal tower of Garigliano and expected to get the protection of the
Prince of Capua. But the latter, wishing to gain favor with the Emperor, decided to deliver him Dattus, who is only defended by a few Normans.

Map layout and starting positions


Dattus and his Normans are positioned inside the castle.
The men of the Prince of Capua are deployed outside the castle, at least 6 hexes away
from the stockade.
The men of the Prince of Capua play first.
The game is played in 15 turns.

The sides
The troops of Dattus The prince of Capua
Gisulfo Arthur Basil Jason
(Datto) Onfroy Cyril Takis
Rainulf Perikles Timon

Lombard Norman
knights on foot knights
- Lck on foot - Nck
Koursores - Bcm Horse
Archers - Bca
Sigisbert Gauvin Argyris Alexio
Audomar Nizier Diogenes Dorian
Landry Angilbert Milo Filippo
Damian Patroclus
Javelins -Nij Norman Skutatoi - Bim Manueles Peltastoi - Bil Philemon
Infantry - Nim
Philibert Avray Stephanos Ilario
Merlin Osbern Petros Sandro
Alaric Rioulf Thadeos Gaetano
Ercole
Archers - Nia Norman Light Psiloi - Bia Urban Remigio
Infantry - Nil Militia - Lil Lucio
Fabio

Ladders

Special rule
Capture: If during a fight, several characters of the Prince of Capua get a combat differential of 60 (or more) against Dattus, who
is not adjacent to any character of his side, he may be captured.
Roll 1D10 to determine if Dattus is taken prisoner:
> From 1 to 4, Dattus surrenders;
> From 5 to 10, Dattus courageously continues the fight!

When Dattus surrenders, use his "Wounded" stance. He must then be escorted to one of the edges of the map by two armed men.
The escort must remain in the hexes adjacent to the prisoner at all times (the prisoner moves with his guards).

Dattus may attempt to escape during the movement phase in the following circumstances:
> If a member of his escort is no longer in a hex adjacent to his (whether by negligence or because he was killed or forced to
retreat after a missile fire or a combat).
> If a member of his escort is attacked.. In this case, instead of fleeing, Dattus can join the attack.

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> If his escort of two men is reduced to one after a missile fire or a combat, he may try to escape even if the remaining escort is
in an adjacent hex.
Dattus can get his full strength back (if he was not already wounded when captured) by staying one full turn next to a dead character
to take his weapon.
If Dattus attempted to flee or attacked a member of his escort, and is currently adjacent to an enemy character, they can try again
to take him prisoner or choose to attack him. If attacked, Dattus must fight to the death because, by fleeing, he lost the right to ask
for mercy.

Victory conditions
The men of the Prince of Capua must capture Dattus dead or alive, to secure their victory. If at the end of the 15 turns, Dattus has
not been taken and is still alive, the number of Norman survivors determines the outcome:
> More than 10 Norman survivors: Large Norman victory. These Lombards subsidized by the Greeks understood the lesson.
> More than 6 Norman survivors: Narrow Norman victory. There should be enough men to repel another attack.
> Normans and under: Short Capuan victory. The attackers will have no problem raising reinforcements and take this place at
the next assault.

Epilogue
The Normans were able to obtain refuge with the abbot of Monte Cassino, but Dattus was taken prisoner. They brought him into Bari mounted
on a donkey as a peasant and he was tied up in a leather bag and thrown into the sea.

Sources
La terreur du monde – Huguette Taviani-Carozzi - Pages 140/141.

Scenario 13: The Hornets' Nest


Background
Sicily, 1038 - While Georges Maniakès begins his reconquest of the island, a small Arab garrison harasses its lines of communication. To put
an end to the harassment, the general first detaches a few Greek units which are gnashing their teeth at the defenders' defiance. A group of
Norman mercenaries sent as reinforcements having also failed, Maniakès decides to put an end to the problem by dispatching the Varangian
Guard. They arrive on the spot as the horsemen of the garrison are marauding.

Map layout and starting positions


The besieging player places a Destroyed Palisade marker at a location of his choice.
The Arab garrison is placed first in the fortifications of the Eagle's Nest map, then the
besieging forces are placed on the map outside the fortification hexes, at least two hexes
away from the slope. The Arab cavalry then enters, if they wish, on the map through sides
2, 3 or 4. The Arab cavalry enters the map on the turn that suits them.
The Arab garrison plays first, then the besiegers, then the Arab cavalry.
It is possible to play this as three-player scenario, with one besieging and two Arab players.
It is also possible to play with four or five players, with one or two Arab players and three
besieging players. In this case, the Arab garrison plays first, then the Varangian guards,
the Normans, the Byzantines, and the Arab cavalry. In this case see the optional rule 1.2.
The game is played in 15 turns.

The sides

The Besiegers

Arthur Basil Cnut Hakon


Tristan Harald Brandr
Thorlak
Leif
Varangian Varangian Asgot
officers - Bik guards - Biv Eyjolf
Thorstein
Knights - Nck Koursores - Bcm Einar
Olaf
Angilbert Argyris Alexia Philibert
Gauthier Manueles Dorian Alphonse
Gauvin Filippo Alaric
Henri Patroclus
Medium Romaric Skutatoi - Bim Peltastoi - Bil Philemon Archers - Nia
Norman Nizier
Infantry - Nim

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22
Stephanos 2 2
Androkles

Grappling
Psiloi - Bia hooks

Ladders
The Arab Garrison (all on foot) Arab Cavalry
Jabbar Awras Qadir Ahmad
Mbarek Kamaal Merim
Hakku Ahir Mahmud
Jawhar Ziyad Riyaad
Heavy North Medium Harow Light Infantry - Salih
African cavalry infantry Rachid Ail
- Ach - Aim Ahmad
Light cavalry -
Acl

Imram Samir Anwar


Yani Omar Sharif

Javelins - Aij Archers - Aia

Heavy cavalry
(Ach)

Special rule
On any turn, an Arab cavalry character may exit the map of his own free will, by the side of his choice. However, to return to the
field he must wait for the second turn following his exit if he returns by the side by which he started, and the third turn if he returns
by one of the other two sides. This rule also applies to Arab cavalry that is forced to retreat. Thus an Arab horseman forced to exit
the map edge due to a combat result is not wounded.

Optional rule 1.1


Even though they served the same ruler, Normans, Varangians, and other Byzantines did not necessarily get along. To simulate this,
in order to gain a bonus in a group attack, the attackers must all be of the same origin: Normans (Nck, Nia and Nim), Greeks (Bcm,
Bim, Bia and Bil) or Varangians (Bik and Biv).
That said, besieging factions still cannot fight or shoot at each other.

Optional rule 1.2


If the Normans, Varangian guards and Greeks are played by different players, in addition to the rules above, new victory conditions
for besiegers apply (see below).

Optional rule 2
To give an advantage to the Arabs, add the following horseriders: Bashir, Mukhtar, Khaled (Acm).

Victory conditions
In a game with two or three players, the besieging player wins the game if, at the end of the 15 turns, the attackers have succeeded
in driving the Arab garrison from the stockade and the courtyard, and still has at least one unharmed Varangian guard. If a besieging
character manages to enter the tower, the game ends with an immediate victory for the besiegers.
The Arab garrison wins the game if, at the end of the 15 turns, there are at least two unharmed characters left in the courtyard or
on the stockade, and no more than a single unscathed besieging character on the stockade or in the courtyard.
The Arab cavalry wins the game if, at the end of the 15 turns, all the Varangian guardsmen are dead or wounded, and at least one
of the Arab horsemen on the map is alive.

In a game with four or five players (one or two Arabs and three besiegers), a Varangian, Norman, or Byzantine character who
manages to enter the tower grants an immediate victory to the controlling player.
In a four or five-player game, if no Arab or besieging player meets their victory conditions, the besieging player who first succeeds
in placing a counter on the stockade or in the courtyard of the Eagle’s Nest wins a minor victory over the other besiegers (but not
over the Arabs).
So it is quite possible that this fight has no winner!

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Scenario 14: Family affair
Background
Fall 1073- Abelard, the son of Humphrey of Hauteville, disowned by
Robert Guiscard is in constant rebellion. He is entrenched in Santa
Severina Calabria, north of Crotone. Robert Guiscard and his brother
Roger decided to lay siege to his den and to storm it immediately.

Map layout and starting positions


Position both Jetty and Reef 2 junction maps along the Eagle Nest and
Lagoon maps as shown.
The troops of Abelard are deployed in the castle.
The forces of Robert and Roger are positioned on the Lagoon map.
The game is played in 15 turns.
The besiegers play first.

The sides

The troops of Robert & Roger The troops of Abelard

Robert Guillaume Odon Jacques


Roger Arthur (Abélard) Eustache
Tancrède Sarlon Renaud
Tristan Drogon Roland
Counts on foot Knights Knights French
Onfroy Thibaut
- Nck on foot - Nck on foot - Nck infantry - Nim
Rainulf
Gontrand Gauvin Drago Dante
Gildas Romaric Livio
Sigisbert Nizier
Audomar Etienne
Javelins - Nij Norman Standard Neapolitan
Alcuin Pierrick
Infantry - Nim Bearer - Lim Infantry - Lij
Landry Henri
Eudon
Philibert Goran Ilario Angelo
Merlin Miroslav Sandro Callisto
Alaric Vukadin Remigio
Branimir Lucio
Archers - Nia Slavs - Sil Radoje Urban Archers - Lia
Vlatko Militia - Lil

1 2 Anselmo
Edigio

Grappling
hooks Slingers - Lis

Stone
thrower

Victory conditions
Abelard's capture is the only victory condition in this scenario. As Robert Guiscard doesn't wish the death of his nephew, the attackers must do
everything to capture him alive. If at the end of the game, Abelard is still alive, the defending player wins. If Abelard died, there is no winner.

Special rule
Abelard's capture: Use the capture rules in Scenario 12.
Abelard: To prevent the besieged player from sending his hero into suicide attacks to obtain a draw, Abelard can’t attack when the differential
is under 16 on the combat table.

Epilogue
The siege lasted until the end of 1075. To break Abelard's resistance, Robert took his half-brother Hermann prisoner and Abelard agreed to
surrender in exchange for the release of his half-brother.

Sources
La terreur du monde – Huguette Taviani-Carozzi - Pages 302/303.

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Campaign scenarios
These 6 scenarios use either the Apulia or the Sicily map. Game sheet Nr 6 indicates the affiliation of the different towns and castles according
to the year of the scenario. Resource and hostility levels are also mentioned. Whenever a change occurs during the game, write down the new
faction or value in the boxes to the right.

1 – The George Maniakes Expedition


Background
1038 – The Basileus decides to take advantage of the anarchy that reigns in Sicily between the various Arab emirs to launch an expedition of
reconquest, led by General George Maniakes. Its army is made up of the Varangian Guard commanded by Harald Hardrada, Lombard
contingents commanded by Arduin and 300 Norman mercenaries including the elder brothers of Robert Guiscard. Maniakes has already
recaptured Messina, and is preparing to launch raids across the island.

Starting positions

Type # Location Headcount Resources Hostility Deniers Prestige


Byzantines B1 Demetrios and his combat group, in Messina (northeast). 15 5 5 6

B2 Basil and his combat group, in Messina (northeast). 12 6 4 5

B3 Kosmas and his combat group, in Messina (northeast). 18 7 6 7

B4 Harald and his Varangians, in Messina (northeast). 11 9 3 5

Normans N1 Drogon and his combat group, in Messina (northeast). 14 7 4 5

N2 Guillaume and his combat group, in Messina (northeast). 12 8 3 6

Lombards L1 Guaimario and his combat group, in Messina (northeast). 15 4 5 2

L2 Atenolfo and his combat group, in Messina (northeast). 14 5 4 3

Arabs A1 Qadir and his cavalry group, 1 hex to the southeast of Patti 14 6 6 3
(northeast).
A2 Abd-Allah and his combat group, 1 hex to the southwest 18 5 9 4
of Milazzo (northeast).
A3 Bashir and his cavalry group, 1 hex to the northeast of 12 7 5 6
Catania (east).
A4 Hassan and his combat group, 1 hex to the north of 16 5 8 5
Taormina (northeast).
A5 Khaled and his combat group, 1 hex to the southeast of 15 4 7 3
Troina (center).
A6 Jabbar and his cavalry group, 1 hex to the northeast of 12 5 6 4
Mistretta (north).
A7 Combat group, 1 hex to the southeast of Lentini (southeast). 13 4 6 2

A8 Combat group, 1 hex to the northeast of Enna (center). 13 3 5 3

Convoys C1 One convoy in Syracuse (southeast), shuttling with 6 5


Messina (north-east).
C2 One convoy in Enna (center), shuttling with Catania 5 5
(east).
C3 One convoy in Mistretta (north), shuttling with Messina 7 5
(southeast).
C4 One convoy in Centuripe (center), shuttling with 5 4
Syracuse (southeast).

The game is played in 15 days on the map of Sicily.


The playing field is limited to the hexes east of Enna.
The army of Georges Maniakes (made up of Byzantines, Lombards and Norman mercenaries) plays first.

Victory conditions
The troops of Georges Maniakes must conquer as many of the castles and cities held by the Arabs as possible. Victory depends on the number
of conquered castles and cities:
> Less than 3 - Striking Arab victory: The expedition has failed miserably and the Basileus calls George Maniakes back to Constan-
tinople.
> From 3 to 6 - Marginal Arab victory: Despite some losses, Georges Maniakes does not yet have sufficient hold to hope to stay
in Sicily indefinitely.
> From 7 to 10 - Byzantine marginal victory: Much remains to be done, but a good part of Sicily is now in the hands of Georges
Maniakes.
> More than 10 - Brilliant Byzantine victory: The prestige that Georges Maniakes will derive from this success should serve his
consuming ambitions, and why not allow him to soon claim the title of Basileus?

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Epilogue
Despite initial successes, the expedition suffered from disagreements linked to the authoritarianism of Georges Maniakes and quarrels exploded
over the sharing of the booty. The Norman mercenaries left the army to return to southern Italy. William of Hauteville earned his nickname
Iron Arm after killing the emir of Syracuse during a violent charge.

Sources
Pierre Aubé, Les empires normands d’Orient, p. 40-42.

2 – The Mercenaries
Background
Spring 1042 - General George Maniakes, returned to favor by Byzantium, is ordered by the Basileus to suppress the rebellion of the Lombard
cities and to crush the Norman mercenaries employed by Atenolf of Benevento and led by Argyros, the own son of Meles. The coming
campaign is an opportunity for wealth-hungry Normans to carve out fiefdoms for themselves, or at least to plunder gleefully.

Starting positions

Type # Location Headcount Resources Hostility Deniers Prestige


Normans N1 Guillaume and his group, 1 hex to the northeast of Ascoli. 10 7 6 5

N2 Odon and his group, 1 hex to the southeast of Melfi. 8 6 5 4

N3 Roger and his group, 1 hex to the northeast of Venosa. 10 8 5 4

Mercenaries M1 Combat group, 1 hex to the north of Potenza. 6 8 1 2

M2 Combat group, 1 hex to the north of Venosa. 7 9 2 3

M3 Combat group, 1 hex to the southeast of Foggia. 8 7 1 2

M4 Combat group, 1 hex to the northeast of Troia. 6 6 2 4

Lombards L1 Bertoldo and his group, 1 hex to the south of Venosa. 6 5 7 4

L2 Arechis and his group, 1 hex to the south of Minervino. 8 6 6 5

Byzantines B1 Nikephoros and his group, 1 hex to the southwest of Corato. 12 8 7 9

B2 Kosmas and his group, 1 hex to the northwest of Canosa. 10 7 5 6

B3 Demetrios and his group, to the south of Molfetta. 9 8 4 7

B4 Harald and his Varangians, 1 hex to the southwest of Bari. 10 9 5 8

B5 Basil and his group, to the north of Montepeloso. 8 8 6 4

B6 Combat group, 1 hex to the southwest of Conversano. 9 7 4 2

B7 Combat group, 1 hex to the southeast of Trani. 8 6 5 3

Convoys C1 One convoy in Lucera (northwest), shuttling with 4 5


Conversano (northeast).
C2 One convoy in Barletta (north), shuttling with Potenza 3 4
(center).
C3 One convoy in Troia (northwest), shuttling with 4 5
Castellaneta (northeast).

The game is played in 15 days on the Apulia map.


The playing field is limited to the hexes located north of Potenza.
The Normans play first.

Special rule
Use the surrender rules (see § 15.2) to speed up siege resolution.

Victory conditions
The Normans must amass resources and conquer as many castles and cities as possible. Victory depends on the number of conquered castles
and cities:
> Less than 2 - Striking Byzantine victory: The attempts of the Normans were countered, and the little booty taken will be quickly regained.
> From 2 to 5 - Byzantine marginal victory: The Normans are not numerous enough to keep these holds and a rapid campaign should
allow the Byzantines to take them back.
> From 6 to 9 - Marginal Norman victory: These conquests will be a good starting point for future attempts at expansion, but the looting
did not satisfy the greed of the Normans.
> 10 and more - Striking Norman victory: The Normans will meet in Melfi to share all these conquests.
The Normans can also win if they manage to accumulate 50 resource points.

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Epilogue
Following the accession of Constantine Monomachos, George Maniakes rebeled and was proclaimed emperor by his troops. The new Basileus
then offered Argyros to become the new catepan, which he accepted. The Normans then turned away from him and appointed a chief from
their ranks: William of Hauteville, a.k.a. Iron-Arm and elder brother of Robert Guiscard. In September, the lands conquered by the Normans
were shared in Melfi.

Sources
Huguette Taviani-Carrozi, La terreur du monde, pp. 160-165.

3 – Enough with the Greeks


Background
1060 - Robert Guiscard is determined to drive the Greeks out of Italy. Helped by his brothers Mauger and Roger, he successively seized
Taranto and Brindisi, but the Byzantines resisted and even went to besiege Melfi. The cities of Apulia resist, more to preserve their privileges
and autonomy recognized by the successive capetans, than by attachment to Byzantium. The port of Bari, where the capetan sits, is the city
that must be taken for Apulia to fall into the hands of Robert Guiscard. While leading the siege of the city, he sent small groups to ensure the
submission of the last cities still in Byzantine hands.

Starting positions

Type # Location Headcount Resources Hostility Deniers Prestige


Normans N1 Robert and his combat group, in Bari. 16 6 10 9

N2 Roger and his cavalry group, 1 hex to the south of 6 9 3 6


Bisceglie (north).
N3 Drogon and his combat group, 1 hex to the 10 7 6 7
southeast of Corato (north).
N4 Odon and his cavalry group, 1 hex to the north of 7 8 4 5
Genzano (center).
N5 Guy and his cavalry group, 1 hex to the north of 8 9 3 7
Matera (center east).
N6 Guillaume and his combat group, 1 hex to the north 14 7 5 6
west of Castellaneta (east).
N7 Combat group, 1 hex to the southeast of Ascerenza 12 6 4 4
(center).
Byzantines B1 Basil and his combat group, 1 hex to the north west 12 6 6 4
of Conversano.
B2 Demetrios and his combat group, 1 hex to the 15 7 7 5
southwest of Canosa.
B3 Nikephoros and his cavalry group, within 2 hexes to 11 6 6 6
the south of Conversano (northeast).
B4 Harald and his Varangians, within 2 hexes to the 10 8 4 7
southeast of Montescaglioso.
Convoys C1 One convoy in Canosa (north west), shuttling with 6 5
Conversano (north east) while by-passing Bari to
the south.
C2 One convoy in Molfetta (north), shuttling with 4 4
Potenza (center).
C3 One convoy in Venosa (center) shuttling with Cas- 4 5
tellaneta (north east).
The game is played over 20 days on the Apulia map.
The playing field is limited to the hexes east of Melfi.
The Normans play first.

Special rule
The siege of Bari is not one of the objectives of the scenario. Robert’s troops are reinforcements for other combat groups, knowing that
Robert cannot leave the siege of Bari.

Victory conditions
The Normans must conquer as many castles and cities held by the Byzantines as possible. Victory depends on the number of conquered
castles and cities:
> Less than 3 - Striking Byzantine victory: The Byzantines remain firmly established in southern Italy, and continuous reinforcements can
allow Bari to hold out indefinitely
> From 3 to 4 - Byzantine marginal victory: There are enough strongholds left for the Byzantines to launch counterattacks on the besieging
army of Bari.
> From 5 to 6 - Marginal Norman victory: The last settlements of the Byzantines are now isolated and will fall sooner or later.
> > From 7 to 8 - Striking Norman victory: As soon as Bari surrenders, the Byzantine presence in Italy will be over.

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Epilogue
Bari fell in 1071 after 3 years of siege by land and sea. Apulia being in the hands of Robert Guiscard, he will now be able to turn his focus to
Sicily.

Sources
Huguette Taviani-Carrozi, La terreur du monde, pp. 259-264.

4 – Cerami
Background
Summer 1063 - Roger de Hauteville is in Troina. The people of Greece revolted last winter, prompting Muslims to seek aid in Africa. Two
fleets soon dock in Palermo and Girgenti and head for Troina. Roger sends detachments in all directions to intercept the Arab squadrons
before they assemble for the final assault.

Starting positions

Type # Location Headcount Resources Hostility Deniers Prestige


Normans N1 Roger and his combat group, in Troina (center). 12 7 7 8

N2 Sarlon and his combat group, 1 hex to the north of Enna 12 8 6 7


(center).
N3 Guillaume and his combat group, 1 hex to the north of 18 6 8 6
Caltanissetta (center).
N4 Combat group, 1 hex to the southeast of Nicosia (center). 15 5 7 3

N5 Drogon and his combat group, 1 hex to the southwest of 12 7 6 4


Petralia (north).
N6 Guy and his cavalry group, 1 hex to the south of 10 8 5 5
Caltavuturo (north).
N7 Combat group, 1 hex to the southeast of Geraci (north). 15 6 6 2

Arabs A1 Bashir and his combat group, in Caccamo (northwest). 14 7 7 5

A2 Qadir and his cavalry group, 1 hex to the southwest of 10 8 6 6


Termini (northwest)
A3 Abd-Allah and his combat group, within 2 hexes to the 18 6 9 4
south of Geraci (center).
A4 Combat group, 1 hex to the southeast of Geraci (north). 12 6 6 3

A5 Hassan and his combat group, 1 hex to the north of 15 7 7 5


Girenti (southwest).
A6 Khaled and his combat group, 1 hex to the south of Cal- 12 6 6 6
tanissetta (center).
A7 Jabbar and his cavalry group to the southeast of Sutera 8 8 4 5
(west).
A8 Combat group, 1 hex to the southwest of Nicosia (center). 16 5 8 2
Convoys C1 One convoy in Girgenti (southwest), shuttling with 7 5
Catania (east).
C2 One convoy in Collesano (north), shuttling with Paterno 6 5
(east).
C3 One convoy in Caccamo (northwest), shuttling with 5 4
Girgenti (southwest).
C4 One convoy in Caltavuturo (north), shuttling with Enna 6 5
(center).

The game is played in 15 days on the map of Sicily.


The Normans play first.

Victory conditions
Victory depends on the number of Arab counters removed from play:
> Less than 20 - Striking Arab victory: The Normans have barely affected the Arab forces converging on Troina. Soon the final assault
will eliminate any Norman presence in Sicily.
> From 20 to 49 - Marginal Arab victory: Despite some damage, the Arab forces are still numerous enough to inflict a severe correction
on the Normans gathered in Troina
> From 50 to 79 - Marginal Norman victory: The Arab contingents are weak enough so that Roger's troops who have taken refuge in
Troina do not have to fear a devastating assault.
> 80 and over - Striking Norman victory: The Arab troops are defeated even before they can join. Roger will cut the remaining squadrons
into pieces.

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Epilogue
The enemy armies clashed at Cerami, about twenty kilometers from Troina. Despite flagrant numerical inferiority, the Norman Knights
charged and won. Cerami is often compared to Montgisard, another battle where a cavalry charge decided victory despite a severe imbalance
of power.

Sources
Huguette Taviani-Carrozi, La terreur du monde, pp. 361-363.

5 – Finishing the job


Background
1072 - Palermo fell into the hands of Robert Guiscard but the Arabs still control much of Sicily. He lets his younger brother Roger complete
the conquest of the island.

Starting positions

Type # Location Headcount Resources Hostility Deniers Prestige


Normans N1 Roger and his combat group, in Nicosia (center). 20 6 5 6

N2 Sarlon and his combat group, within 2 hexes to the south 18 7 4 7


of Geraci (center).
N3 Guy and his combat group, 1 hex to the south of Catania 16 5 5 5
(east).
N4 Drogon and his combat group, 1 hex to the south of 16 8 5 6
Centuripe (east).
N5 Guillaume and his combat group, 1 hex to the southwest 14 9 4 5
of Caccamo (northwest).
N6 Combat group, within 2 hexes to the south of Petralia 15 7 4 4
(center).
N7 Cavalry group, within 2 hexes to the south of Troina 10 5 6 4
(center).
Arabs A1 Abd-Allah and his combat group, 1 hex to the northwest 14 6 5 3
of Syracuse (southeast).
A2 Bashir and his combat group, 1 hex to the southwest of 14 9 4 5
Enna (center).
A3 Qadir and his combat group, 1 hex to the southwest of 15 7 4 4
Castronovo (center-west).
A4 Khaled and his cavalry group, within 2 hexes to the 14 9 4 5
southwest of Caltanissetta (center).
A5 Jabbar and his combat group, 1 hex to the north of 15 7 4 4
Girgenti (southwest).
Convoys C1 One convoy in Girgenti (southwest), shuttling with 7 5
Catania (east).
C2 One convoy in Collesano (north), shuttling with Paterno 6 5
(east).
C3 One convoy in Caccamo (northwest), shuttling with 5 4
Girgenti (southwest).
C4 One convoy in Termini (north), shuttling with Enna 6 5
(center).

The game is played in 15 days on the map of Sicily.


The Normans play first.

Victory conditions
The Normans must conquer as many Arab strongholds as possible. Count the number of seized locations at the end of the 15 turns:
> Less than 2 - Striking Arab victory: The Arabs still hold firmly in Sicily. The Normans are still far from having conquered the island.
> From 2 to 4 - Marginal Arab victory: The Arabs still have enough strongholds to constitute a danger. Reinforcements announced from
Ifriqiyah will allow a reprisal.
> From 5 to 7 - Marginal Norman victory: The campaign was a success. A few more similar blows and the island will be entirely in Norman
hands.
> 8 and more - Resounding Norman victory: The Arab presence in Sicily ends. Roger de Hauteville is now the Ruler of Sicily.

Epilogue
The conquest of the island is a succession of raids and sieges that will last 20 years.

Sources
Huguette Taviani-Carrozi, La terreur du monde, pp. 367-372.

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6 – Salerno must fall
Background
April 1076 - To strengthen his grip over southern Italy, Robert Guiscard, who now controls Apulia and Calabria, decides to put an end to the
Lombard principality of Salerno, to counter the ambitions of Richard of Capua, the other Norman prince of the region. The Prince of Salerno,
Gisulfo, is Robert Guiscard's own brother-in-law, but that won't stop the Norman from attacking him. The defenses of Salerno are deemed
impregnable, but Robert is determined to starve the population to force Gisulfo to surrender, while other Normans ravage the surrounding
countryside.

Starting positions

Type # Location Headcount Resources Hostility Deniers Prestige


Normans N1 Robert and his group, in Salerno (southwest). 20 7 10 9

N2 Guy and his combat group, 1 hex to the southwest of 15 6 8 6


Amalfi (southwest).
N3 Odon and his combat group, 1 hex to the south of Eboli 16 7 7 5
(southwest).
N4 Roger and his combat group, 1 hex to the southeast of 12 6 5 4
Teggiano (south).
N5 Drogon and his cavalry group, 1 hex to the south of 14 5 7 6
Guardia Lombardi (east).
N6 Guillaume and his combat group, 1 hex to the southwest 20 9 8 8
of Potenza (center).

Lombards L1 Arechis and his combat group, 1 hex to the south east of 15 5 7 4
Avellino (east).

L2 Atenolfo and his combat group, 1 hex to the south of 12 4 5 3


Conza (southwest).
Convoys C1 One convoy in Nocera (southwest), shuttling with 6 5
Potenza (center) via Teggiano.
C2 One convoy in Benevento (east), shuttling with Teggiano 5 5
(south) while by-passing Salerno to the north.

The game is played in 15 days on the Apulia map.


The playing field is limited to the hexes located to the south of Benevento.
The Normans play first.

Special rule
The siege of Salerno is not one of the objectives of the scenario. Robert’s troops are reinforcements for the other combat groups, knowing
that Robert cannot leave the siege of Salerno.

Victory conditions
The Normans must collect the greatest number of resources.
At the end of the 15 turns, the number of resources and money accumulated by the Normans is counted. If the Normans have collected:
> Less than 60 resources and deniers: Striking Lombard victory - The Normans did not expect such resistance and Robert is starting to
wonder if he will ever capture Salerno.
> Between 60 and 79 resources and deniers: Marginal Lombard victory - Despite the destruction, Campania still has enough resources
to stand up to the Normans, which gives courage to the besieged of Salerno.
> Between 80 and 99 resources and deniers: Marginal Norman victory - The destruction is significant and strongly affects the morale of
the besieged in Salerno. More and more residents are demanding that Gisulfo begin negotiations for terms.
> 100 resources and deniers: Striking Norman victory - Campania is devastated and can no longer supply the besieged of Salerno. The
impregnable city can only surrender.

Epilogue
Salerno fell after 8 months of siege due to the pressure of some besieged who could no longer bear the shortages and famine in the city.
Prince Gisulfo took refuge in a castle with a few loyal troops and it will take another 4 months for him to surrender.

Sources
Huguette Taviani-Carrozi, La terreur du monde, pp. 285-294.

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30
Purchase table

This table will let you create your own scenarios to balance the opposite sides. An Excel utility is available on
www.cryhavocfan.org to help you quickly calculate the total cost of your armies.

Basic cost of a character

Heavy cavalry (with armour) ATT + DEF

Light cavalry ATT + DEF

Horse archer 2 ATT + 2 DEF

Armoured foot ATT + DEF

Unarmoured foot ATT + ½ DEF (1)

Javelinman 2 ATT

Armoured shortbowman 2 ATT + 2 DEF

Unarmoured shortbowman 2 ATT + DEF

Slinger 3 ATT + DEF

Clergy, Peasant, Civilians ATT


(1) Round downwards if necessary.

Animals, equipment and supplies

Fully equipped riding horse 12

Dog 6

Draft Donkey 6

Sheep 2

Siege equipment

Grappling hook 5

Siege Ladder 10

Stone Thrower 30

Greek Fire 50

Notes: ATT and DEF are abbreviations for Attack strength points and Defence strength points.

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31
Guiscard 2
Normans in Southern Italy and Sicily
in the 11th Century

Byzanti ne
Empir e
Spoleto
Ragusa

Papal
States

Roma Sulmona
Vieste
ADRIATIC SEA Durazzo
Civitate
1066 (Dyrrachium)
Ostia 1053 1081-1082
Principalty
of Capua Duchy of
Benevento County Trani
of Apulia 1073
Duchy of Gaeta Capua
Gaeta Bari
Aversa Benevento 1068-1071
County of Aversa Melfi
1043
Naples Brindisi
Duchy of Naples Salerno Matera
Apulia 1071
1076 Avlona
Amalfi
Principalty Taranto
Duchy of Amalfi 1063
of
Salerno Otranto
1080

Corfu
Scribla 1084
1044

TYRRHENIAN
SEA Calabria
Crotone
Maida
Lipari

Palermo IONIAN
1064 &
1071-1072 Messina Gerace SEA
1061 Reggio
Trapani Cerami 1060
1063
Misilmeri
1068 Etna
Troina
Mazara Sicily Catania
1073 Enna
1087
1071 NORMAN ITALY
Agrigento
1086
Siracusa
11th century
Ragusa 1088

Battle
Siege
MEDITERRANEAN SEA 1073 Date of Norman
conquest

Malta

Cover artwork:
Massimo Predonzani

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