Au Fil de L'epée - Scenarios
Au Fil de L'epée - Scenarios
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A.3 Duration and Victory Conditions
The Battle lasts 6 turns.
Victory point breakdown
The crusader player scores :
• 3 points per unit de Ch or Ha eliminated ;
• 2 points per enemy unit of Ab eliminated ;
• 1 point per enemy unit of Mi eliminated or per enemy unit (whatever type) in rout on the map
.
• 3 points per enemy leader killed.
• 5 points per enemy leader captured.
The southern player scores:
• 8 points per unit de Ch eliminated ;
• 4 points per enemy unit of Ha or Ab eliminated ;
• 2 points per enemy unit (of whatever type) in rout on the map .
• 5 points per enemy leader killed or captured (except Simon de Monfort).
• 10 points for the death of Simon de Monfort.
• 20 points for the capture de Simon de Monfort.
Add the points scored by each side and compare them.
Automatic Victory
If during the Battle, one of the two players score 30 victory points more than his opponent, the
game ends immediately in his victory.
Victory at the end of the game
The player who scores 10 points more than the other has won.
If neither side scores 10 points more than the other, the Battle ends in a draw.
A.4 Special rules
Specific Terrain
- Muret Hexes: Treat these as village hexes.
- Wall : It is not possible to melee across a wall of a gate. A unit may only enter Muret into an
unoccupied hex using a gate.
- Treat the camp hexes as woods. Treat the hexes containing a siege-engine as Farm/Mill/Abbey
hexes.
Charge of the Crusaders
A unit of Ch receives a bonus of +1 on its first charge.
Movements of the Southerners
- The Southerners cannot make a reaction charge.
- The First Body cannot move (*) before the 2nd turn, unless one of its units is attacked in melee.
- The Second Body cannot move (*) before the 3rd turn, unless one of its units is attacked in
melee.
- The Third Body cannot move (*) before the 4th turn, unless one of its units is attacked in
melee.
- The besiegers cannot move (*)before the 4th turn (except to enter Muret) unless one of its units
is attacked in melee.
(*) : changing facing is considered to be movement.
Pierre II d’Aragon
The Southerners immediately suffer a (cumulative) malus if :
- Pierre II moves (voluntarily) towards the western edge : -1 in melee (attack only) each time that
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the distance to the west edge of the board diminishes.
- Pierre II is wounded, killed or captured : -1 in melee (attack) +1 in melee (defence); -1 in
quality.
- Additionally when Pierre II is wounded, killed or captured, make the following test for Bernard
IV, Raymond VI and the Consuls : throw a dice, if the result is less than or equal to the command
rating: No Result; if it is greater, all the units of that leader suffer a discouragement; and will rout
if the dice score is 5 or more.
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Ch (2 counters),1904 and 1804 (1 counter in each hex)
Ha (1 counter), 2104
Mi de Gand, de Bruges and des Flandres (3 counters), 2105, 2006 and 1806 (1 counter in each
hex)
Ar (1 counter),1905
Renaud de Dammartin, comte de Boulogne, 0705
Ch (1 counter), 0705
Mi d’Audenarde (2 counters), 0806 and 0606
Hugues de Boves, 0905
Ha brabançons (2 counters), 0904 and 0905
No « remonte » or « démonte » markers are available.
B.2 Reinforcements
No reinforcements during the Battle.
B.3 Duration and Victory Conditions
The Battle lasts 8 turns.
Victory point breakdown
Automatic Victory
If the King of France Philippe II or the emperor Otton IV are killed or captured, the enemy player
wins the Battle, which halts immediately.
If during the Battle (check at the end of each turn), one of the two players has scored 30 victory
points more than his opponent, the game ends immediately in his victory.
Victory at the end of the game
The players score:
• 5 points per enemy unit of Ch eliminated ;
• 4 points per enemy unit of Ha eliminated ;
• 3 points per enemy unit of Ab eliminated ;
• 2 points per enemy unit of Ar eliminated ;
• 1 points per enemy unit of Mi eliminated ;
• 1 point per enemy unit (of whatever type, except Mi) in rout on the map at the end of the
game;
• 3 points per enemy leader killed (except Philippe II and Otton IV, see Automatic Victory) ;
• 5 points per enemy leader captured (except Philippe II and Otton IV, see Automatic Victory
and except for Hugues de Boves, who lacks any « market value ») ;
Add up the points scored by each side and compare them:
• The player who scores at least 7 points more (7 or more) that his opponent has won ;
• If neither side scores 7 points more than the other, the Battle ends as a draw ;
• If Philippe II and Otton IV are killed or captured simultaneously in the course of the same
combat, the Battle finishes as a draw.
B.4 Special rules
Commune militias. To represent the very deep and close formation adopted militia units at
Bouvines, it is possible to stack two Mi counters of the same banner per hex. The stacked
militias total their PF for combat and use the poorest quality of the two units. Whenever they are
stacked, two units of militia are treated as a single counter for the effects of combat, attempts at
reorganisation etc. In the case of retreat or advance after combat two stack militia units must
advance or retreat together (except where there are limits on stacking in the case of retreat. For
example, you can retreat only one of the two militia into a hex already occupied by another
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militia unit and leave the remaining militia unit in place to suffer an extra level of
disorganisation). For movement, the unit may stack with another unit of militia or one unit may
leave the stack but must pay 1 extra PM to do so. Once stacked, two militia units move together
without extra cost, as a single counter, but only as long as they do move together (same start
hexes, same route, same destination hexes).
Archers. All the Ar units used in Bouvines suffers a modifier of –1 to the fire dice, cumulative
with all other modifiers. Their bow was not as efficient as the longbow of the Hundred Years
War.
Rout
During the Rally Phase, the obligatory rout movement is limited to half (rounding up) of the
units’ Movement Allowance (rather than the total, as in Rule 12.2)
B.5 Optional Rules
Struggle to the death. La Battle goes through to Turn 10, if at the end of Turn 8, the result is a
draw. Use of this rule must be agreed by both players before the start of the game..
Free deployment. What would have happened if the two leader had chosen another deployment?
Due to the totally flat terrain, a deployment that the enemy could not observe would not be
conceivable. As a result, The two players throw a 1d10. The one with the lower score (if scores
are equal, the Imperial Player), sets-up on the map one banner and its leader. The other player
does the same with one of his banners and they alternate until all banners have been placed on the
map. The only limits are the following: the French Player can only set-up his units and leaders in
the hex ranges XX10 to XX14. The Imperial Player can only set up his units and leaders in the
hex ranges XX01 to XX06. The victory conditions are unchanged.
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Ch, 0511
Danois (chef), 0411
Ch, 0411
Ha, 0412
No « remonte » or « démonte » markers are available.
C.2 Reinforcements
No reinforcements during the Battle.
C.3 Duration and Victory Conditions
The Battle lasts 5 turns. It starts at 9h and ends at 11h30.
Victory at the end of the game :
• 4 points per enemy unit of Ch eliminated ;
• 3 points per enemy unit of Ha or Ar eliminated ;
• 1 point per enemy unit of Mi eliminated ;
• 1 point per enemy unit in rout (of whatever type) on the map ;
• 3 points per enemy leader captured or dead.
In addition, if Alexandre Nevski is killed, the Crusader Player scores 20 points. However, if
Alexandre Nevski is still on the map at the end of the game, the Russian Player scores an
additional 5 points.
Add up the points scored by each side and compare them. The player who has scored at least 5
points more (5 or more) than his opponent has won. If neither side score 5 points more than the
other does, the Battle is a draw.
C.4 Special rules
Terrain. Frozen lake and plain are treated as clear terrain. An attack only from the lake to the
shore gives a malus of 1 to attacker and vice versa (difference of level).
Broken ice. If a unit of Knights moves on a Frozen Lake hex adjacent to the plain, the ice is
broken. At the moment a unit leaves this hex (as the result of a melee, rout movement or
movement), place a Glace Brisée marker on the hex which become prohibited terrain for all kinds
of unit (even for an obligatory advance after melee).
Crusader militias. If one the Crusader player’s militia units suffers any form of negative result
(retreat, fatigue, discouraged, routed), the two units automatically enter rout, even if the second
did not participate in the combat.
Russian militias. The Russian Militia units have a fire capability as follows: They fire at two
hexes as a maximum, just as Ab, and with the following values : 1 hex (8), 2 hexes (9). The result
of their fire will never cause rout.
Russian horse archers. The Russian horse archers units, with a fire factor, have the following
characteristics: they fire two hexes maximum, like an Ar and with the ratings following : 1 hex
(6/8), 2 hexes (7/9). They may fire while mounted.
Alexandre Nevski. If the Alexandre Nevski counter is not adjacent to a Crusader unit, all the
Russian units suffer a malus of 1 in quality at any stage of the game. Alexandre Nevski can never
be captured. If he is captured, treat him as dead.
C.5 Optional Rules
These rules allow the simulation of some possibilities from the Battle.
The Crusader Army has not decided that the death of Alexandre Nevski is it main objective for
the Battle :
The Crusaders are no longer obliged to rush forward to attack the Russian forces. To simulate
this eventuality, do not count the 4 victory points at the end of the game for the Russian Player if
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Alexandre Nevski is alive. Also do not use the 20 victory points for the Crusader Player if he is
killed.
Alexandre Nevski is treated as just another leader. His capture or death scores 3 victory points for
the Crusader Player. This overrules the Alexandre Nevski Special Rule above.
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Mercenaires, 1211
Ha (5 counters), 0811, 1011, 1211, 1411 and 1611
No « remonte » or « démonte » markers are available.
D.2 Reinforcements
The reinforcement banners enter the game during phase C of the turn noted.
During their activation, the units enter in column (in the order chosen by the player) : the first
unit has all its PM, the second all of its PM less one etc.
Tour 3 :
Manfred Hohenstaufen, Ch siciliens (2 counters) and Cl sarrazins (3 counters), in hexes 1614
Tour 4 :
Galvano Lancia, prince de Salerno, Ha toscans, Ha lombards and Cl sarrazins, in hexes 1614
D.3 Duration and Victory Conditions
The Battle lasts 10 turns.
Victory point breakdown
Automatic Victory
If Charles d’Anjou of King Manfred Hohenstaufen are killed or captured, the enemy player has
won the Battle, which halts immediately.
If during the Battle, one of the two players scores 25 victory points more than his opponent
(check at the end of each turn), the game ends immediately in his victory.
Victory at the end of the game
The players score:
• 3 points per enemy unit of Ha (mounted) or of Ch eliminated ;
• 2 points per enemy unit of Cl or of Ha (on foot) eliminated ;
• 1 point per enemy unit of Ar or Ab eliminated ;
• 1 point per enemy unit (of whatever type, except Ar or Ab) in route on the map at the end of
the game;
• 3 points per enemy leader killed ;
• 5 points per enemy leader captured (except chef Mercenaires and Sarrazins, 0 point).
Add up the points scored by each side and compare them:
• The player who has scored at least 5 points more (5 or more) than his opponent has won.;
• If neither side score 5 points more than the other, the Battle is a draw.
• If Charles d’Anjou and Manfred Hohenstaufen are killed or captured simultaneously in the
course of the same combat, the Battle finishes as a draw.
D.4 Special rules
Army Leader. The Army Leader of the King of Sicily’s army is the chef des mercenaires, until
the arrival of Manfred on the field of battle.
Archers. All the Ar units in play at Benevento suffer a modifier de –1 to the fire dice,
accumulated with all other modifiers. The modifiers of +1 (for 4PF) and +2 (for 8PF and more)
only apply in this scenario to the Sarrazins Ar and to them alone. Their bow was not as efficient
as the longbow of the Hundred Years War
Reinforcements. The reinforcements may not leave the road during their first movement. If they
are activated a second time (by the army leader) in the same turn, they may leave the road.
Obligatory combat. During the first two turns of play, the two banners of the King of Sicily’s
army already deployed on the map on the map (Mercenaires and Sarrazins) must engage in at
least 2 melees (per turn).
Rout
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During the Rally Phase, the obligatory rout movement is limited to half (rounding up) of the
units’ Movement Allowance (rather than the total, as in Rule 12.2)
D.5 Optional Rules
Manfred controls his army. Contrary to historical events, Manfred prevents his infantry
engaging in Battle in a precipitate manner. To simulate this situation : Manfred is deployed in
1512 at the beginning of the game and obligatory combat rule is not used.
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Terrain Table:
Fire Table :
Modifiers :
• -1 the firer (or all the firers) have less than 4 strength points (for ex : archers of strength 3 = -
1 to the dice). This does not apply to artillery.
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• +1 if the strength points of the firer (or all the firers) have more than 4 strength points
• +2 if the strength points of the firer (or all the firers) have more than 8 strength points
• -1 if the firer (or one of the firers) has moved in the current activation
• -1 if the firer (or one of the firers) is mounted
• -1 if the firer (or one of the firers) is discouraged
All these modifiers are cumulative.
Note : If several units target their fire on the same target, fire is resolved using the range column
of the unit furthest away from the target.
Results :
The target suffers a result if the score of d10 is greater than or equal to the figure given.
Note : If there is a figure on the table, it is the result required to discourage the unit. See 12. for
the cumulative effects of "discouraged" Results
Effects on leaders :
• A 9 on a d10 in a melee (before modifier) requires a wound or capture test for leaders
stacked on the target unit : throw a d10 : 0 à 5 nothing happens, 6 à 8 the leader is wounded, 9
he is killed.
Melee Table
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Modifiers concerning unit quality
• Attacker superior in quality to the defender : +1
• Attacker inferior in quality to the defender : -1
Note: in the case of combined attacks (several attackers or several defenders), use the best quality
of the attackers and the best of the defenders
Other modifiers:
• + or - the difference in bonus between the leaders – of both sides – participating in the combat
• -2 if the attacking unit (or one of the units) has used offensive fire
• +2 if the defender (or one of the defenders) is attacked in a rear hex
• + 2 a charge into front hexes
• +3 a charge into rear hexes
• -2 if all the attackers are discouraged
• -1 if one of, but not all of, the attackers, is discouraged.
• +1 if one of, but not all of, the defenders, is discouraged
• +2 if all of the defenders are discouraged or at least one is in rout
• + 3 if all of the defenders are all in rout
R = retreat
Dr = go into rout
D = discouraged
F = fatigued
Advance after combat is prohibited to discouraged units (attackers or defenders).
See 11. and 12. for the cumulative effects of the "fatigued" and "discouraged" Results
Effects on leaders :
• A 9 on a d10 in a melee (before modifier) requires a wound or capture test for leaders
stacked on the attacking unit. A 0 or a d10 in a melee (before modifier) requires a wound or
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capture test for leaders stacked on the defending unit :
In both cases throw d10 : 0 to 5 Nothing happens, 6 to 7 the leader is captured, 8 he is
wounded, 9 he is dead.
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