Norman Conquests in Italy & Sicily
Norman Conquests in Italy & Sicily
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.
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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.
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.
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
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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
2 - The characters
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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.
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.
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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.
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2.4.10 - Javelinmen (Aij)
Poorly equipped to remain highly mobile, these men had several javelins they used to harass the enemy.
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.
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.
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
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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.
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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
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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?
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 sides
The Swabians The Rescue Group
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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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.
The sides
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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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.
The sides
Omar Imran
Tarik Anouar
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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> 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.
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
Dog Sheep
The Norman Rebels
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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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.
The sides
The Normans The Byzantines
Niccolo Agamedes
Amadeo Stephanos
Aegidios
Androkles
Neapolitan Psiloi - Bia Petros
Infantry - Lij
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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.
The sides
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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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.
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
Amadeo Duccio 4 3
Rosmunda
Sichelgaite
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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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
The sides
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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> 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.
The sides
The Norman-Arabs The Germans
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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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.
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
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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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.
The sides
The Normans The Lombards
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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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.
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.
The sides
The Besiegers
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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
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 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.
The sides
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.
Starting positions
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
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
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.
Starting positions
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
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.
Starting positions
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
Lombards L1 Arechis and his combat group, 1 hex to the south east of 15 5 7 4
Avellino (east).
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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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.
Javelinman 2 ATT
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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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