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1.
[This article is a revised version of an article on the Byzantine Army by the same author in Claymore
#2. Some additional elements from that earlier version are included below in italics.]
Strategic Scenarios No. 1 for Croisades, set in a period when the Emperors of the Comnenus dynasty
resumed an active role in Syrian politics, includes a Byzantine player. However, since the original
English version (Outremer) did not include any Byzantine characters, the French rules in
Croisades proposed instead that counters from Siege and Cry Havoc be used.
That solution does not allow an accurate simulation of the Byzantine army of this period, since the
range of counters from the early games is relatively small the publication of Vikings resolves this.
It is possible to solve this problem and create a Byzantine army closer to what it would have been like
in reality, by picking out the right counters from the various boxed games in the series [Croisades /
Outremer, Vikings/ Viking Raiders, Cry Havoc, Siege]. Here then are the different elements
of the Byzantine army during the Crusades.
The Byzantine Army
The Basileus: The Basileus is the emperor of Byzantium. During the period of the first strategic
scenario for Croisades [the Course of the Nile 1164-1168], Manuel I Comnenus (1143-1180)
presided over the destiny of the Empire. This man was, according to the orientalist Rene Grousset, one
of the greatest rulers in the history of Byzantium.
To represent the Basileus or the Grand Domestic (Commander-in-Chief of the Army) - Murda (heavy
cavalry from Croisades).
The Varangian Guard: Originally formed from Swedish vikings settled in Russia (Varangians), this
personal guard to the Basileus replaced the old Byzantine guard regiments in the second half of the
11th century. After 1066 it stopped recruiting in Russia and mainly recruited Anglo-Saxons fleeing
Norman rule in England. The Huscarls and Hirdmen from Vikings best represent the Varangian
guardsmen; the special rule on two-handed axes must be used, but not the [shieldwall] Huscarl combat
1
formation rule.
Huscarls - Aelfwine, Aethelmund, Aethelred, Beorhtulf, Ceolred, Ecgbryht, Edgar, Edward, Hygeberht,
Kola, Osmed, Tostig, Wulfgar; Hirdmen - Agnar, Ivar, Magnar, Skule, Torberg, Torgils, Torstein.
Klibanophoroi: These extra-heavy cavalrymen had both a coat of mail and scale armour, and their
horses were protected by leather and scale armour. This troop type were last used in the Manzikert
campaign (1071); they are only shown here for use in tactical scenarios and cannot be used in forces
for strategic campaigns set during the Crusades.
The Royal Mamluks from Croisades fit this group well - Abaga, Al-Kamil, El-Arish, Hakim, Maarat.
Kataphraktoi (heavy cavalry): Formed from the Byzantine aristocracy, the Kataphraktoi also wore
scale asrmour and a mail coat. Westerners were contemptuous of these cavalrymen, estimating their
military value as being closer to sergeants than knights.
Their equipment was similar to that of their Syrian equivalents, so use Syrian heavy cavalry from
Croisades - Ashok, Kukburi, Mohammed, Moonga, Nassim, Suejac.
Mercenary heavy cavalry: Many Western knights served in the Byzantine armies as mercenaries. Some
of these men, such as the Norman Roussel de Bailleul, achieved considerable renown serving the
Basileus or betraying him! [These mercenaries are referred to in most texts as the Latinikon]. The
mercenaries were mostly Normans, coming in particular from the Kingdom of Sicily.
Western [Frankish] knights from Cry Havoc - Sir Alain, Sir Gunter, Sir James, Sir Jacques, Sir
John, Sir Peter, Sir Piers, Sir Roger, Sir Thomas, Sir William.
Mercenary light cavalry (short bow): Formed from various steppe peoples (Alans, Cumans, Pechenegs,
Turks, etc.), many horse archers served as mercenaries. Like the Normans they were not always loyal
and could change sides during a battle. [They are referred to in most texts as the Skythikon.]
Horse archers from Croisades - Arghun, Bar, Ruzzik, Yesugai, Ayub, Fakr, Imad, Mongka, Qutuz,
Rashid, Usamah.
Trapezitoi (light cavalry): These cavalrymen were unarmoured and their equipment was limited to a
helmet, a buckler, a sword and a lance.
Turcopoles from Croisades - Arnulf, Kamal, Merton, Mosul, Reuben, Tamara.
Skutatoi (heavy infantry): The Byzantine heavy infantry had scale armour or a coat of mail, helmet,
buckler, sword and spear. No counters from the Cry Havoc series accurately represents this type of
soldier; a solution is to use unarmoured spearmen counters but to treat them as being armoured.
Spearmen from Siege - Aki, Arnold, Brendan, Bryn, Gareth, Hayden, Mordred, Stori.
Peltastoi (light infantry): Unarmoured infantry was an increasingly important element in Byzantine
infantry during the 11th, 12th and 13th centuries.
Ceorls from Vikings, ceorls with spears can be used as javelinmen - Aelfweard, Eadric, Godwine,
Oswald, Ordheh (axe /sword); Aelfric, Aelmaer, Aethelberht, Eardwulf, Weohstan (spear/javelin).
Psiloi (archers): Unlike both western and muslim armies, the Byzantines ignored the crossbow. Viking
and Saxon archers from Vikings will represent the Byzantine archers most effectively.
Archers - Gandalv, Gunnar, Hauk, Hvsing, Lodin, Reidar, Torfinn, Yngrar; Aelfgar, Aelle, Aldred,
Cenwulf, Osric, Swithulf, Wulfroth.
Engineers, civilians and peasants: Engineers from Siege and Croisades; civilians and peasants
from those games and Cry Havoc.
Special rules
1. Command: The Basileus is very often found at the head of the Byzantine armies, alternatively the
Grand Domestic will be in command. He is assisted by Dukes (Dux) who lead contingents from the
different "themes" (provinces) of the empire. To represent these Dux, use the kataphraktoi Ashok and
Mohammed. The Guard Commander [Akolouthos = Acolyte] can be represented by Edmund (from
Vikings). The navy was under the command of a grand admiral (Megas Dux).
2. Morale: One of the main characteristics of the Byzantine army during the Crusades was the poor
morale of the native contingents. On the other hand, the mercenary troops (Varangian Guard, Franks,
horse archers) had a relatively high morale. However, as a disadvantage, these troops could prove very
unreliable when in combat against their own compatriots or if their wages had not been paid. The
details of morale and command factors are shown on the table below.
Character
Basileus
Domestic
Grand
Dux / Akolouthos
Klibanophoroi
Kataphractoi
Varangian Guard
Mercenary Heavy Cavalry
Mercenary Light Cavalry
Trapezitoi / Skutatoi
Peltastoi
Psiloi
Engineer
Civilian / Peasant
COMMAND
Character class (C)
Range
Power
MORALE
Level
C1
Commander-in-chief
12
25 x C2-3
11
C2
C3
Noble
Officer
10
08
15 x C3-4
10 x C4+
C4
NCO
06
8 x C5+
C5
Regular
C6
Irregular
10
09
08
10
10
08
05
04
03
03
02
2.
Name
Commanders
Murda
Ashok
Mohammed
Edmund
27
15
15
37
Klibanophoroi 66
27
25
23
21
19
60
57
48
42
Kataphraktoi
Moonga
Suejac
Nassim
Kukburi
PV
mt/ft
Name
PV Name
48
46
44
44
41
40
38
36
21
21
21
20
18
19
18
17
Varangian:
Axe
29
29
27
26
22
21
38
34
32
30
28
26
17
14
14
12
12
12
Trapezitoi
28
27
23
21
18
12
11
10
9
8
Latinikon
66
38
35
41
Al-Kamil
Maarat
Hakim
Abaga
El-Arish
Name
34
31
30
26
13
12
12
10
Sir Jacques
Sir Roger, Peter
Sir Thomas
Sir Alain, William
Sir John
Sir Piers
Sir James
Sir Gunter
Skythikon
Arnulf, Kamal
Merton
Reuben
Mosul
Tamara
Aelfwine, Edward
Hygeberht
Ceolred
Wulfgar
Skule
Aethelred
Varangian Gd
Ivar
Edgar, Agnar
Magnar
Beorhtulf
Aethelmund, Tostig
Torberg, Torstein
Kola
Osmed, Torgils
Ecgbryht
Skutatoi (A)
Brendan
Mordred
Arnold, Bryn, Gareth
Hayden, Stori, Aki
3.
21
20
20
19
19
19
18
17
16
15
12
11
11
Peltastoi: Jav
Aelfric
Eardwulf
Aelmaer
Aethelberht
Weohstan
Peltastoi
PV
16
14
12
12
10
13
11
9
Godwine, Oswald
Aelfweard, Ordheh 22
21
Eadric
19
19
Psiloi
18
17
Gunnar
16
Wulfroth
Gandalv, Cenwulf 15
14
Osric, Swithulf
13
Torfinn
Aldred
Hauk, Yngrar
Hvsing, Aelfgar
Reidar, Aelle
Lodin
Only Anglo-Saxon and Viking characters carrying an axe can use this rule. Two other conditions must
also be satisfied: the character must be on foot and in full health. Axe markers are needed. At the
time of starting the combats, the player concerned identifies those warriors who will attack using their
axes with both hands. On each of them he places an axe marker in such a way that it can be clearly
seen. The marked characters will have their attack strength doubled during the current combat phase.
During the enemy players turn, the same characters will be treated as being in an unfavourable
situation (-) if they are attacked, a disadvantage which is added to the calculation concerning the nature
of the terrain (+, 0 or -). When a shooter takes one as a target, he subtracts 1 point from the die roll
result before consulting the missile-fire results table. The protection given by armour remains. When
his game turn comes round again, a player can decide to remove the axe marker from a character, or
alternatively to leave it. If the axe marker is removed, the characters attack strength returns to normal
and he no longer suffers any of the defence disadvantages (for missile-fire and combat) consequent on
the method of fighting.
4
[Note that the points values given above for Varangian Guardsmen with two-handed axe are based on a
formula of 2x Attack (ATT) + x Defence (DEF), raising ATT for doubled attack but reducing DEF
for vulnerability in defence. Christian Delabos in Claymore #2 had originally proposed 2x ATT + 1x
DEF.]
4.
THE ARMENIAN ARMY, by Bob Gingell
Croisades treats the Byzantine army, required for Strategic Scenario No. 1, as being identical to the
Armenian army required for Strategic Scenarios No. 3 and No. 4 (which have no Byzantine player).
The suggested composition of both armies is a free choice from characters in Cry Havoc and
Siege, with recourse to Croisades only when the first two run out. This approach is slightly more
accurate for Armenian armies than it is for Byzantine armies, but it still does not capture the flavour of
the area known as Lesser Armenia or Cilician Armenia.
Armenia was a minor state sandwiched between the major states, which retained its independence by
playing off one side against another. At different times it provided mercenaries both to the Crusader
States and to the Seljuk Turks, and it allied to the Mongols (as is shown in the supplementary strategic
scenario The Last Crusade, published in Claymore #11).
The armies of Cilician Armenia in the 13th century were influenced by both West and East, and were
primarily armoured cavalry and unarmoured foot, with a few allies providing unarmoured horsemen
and mercenaries providing knights and armoured foot.
King Philip II from Croisades can represent the King; Grast and Hohmley, Aldus, Dill and Evans
from Dragon Noir can be Barons and Officers.
Armoured cavalry can be represented by the lesser armoured knights from Dragon Noir and the
Syrian cavalry from Croisades: Aldus, Dill, Evans, Gustav, Matt, Paul, Roberts; Ashok, Kukburi,
Moonga, Mohammed, Nassim, Suejac. [In Dark Blades Aldus = Ceebey, Gustav = MacKandy, Paul
= Leigh.]
[Note: Rough conversion from Dark Blades: all armoured; increase defence strengths of 6 and below
healthy by +2, and 4 and below wounded by +1; increase attack strengths of all wounded foot by +1.]
[As an alternative to using the armoured mounted characters from Dragon Noir, the armoured
riders from Vikings could be used. These are less ideal to represent the Armenian cavalrymen
because they are generally stronger, but are handy since (except for Edmund, who is the Varangian
commander for the Byzantines) they are not otherwise used for the era of the Crusades: Edwin, Eirik
(barons); Coelmund, Svein, Sigurd (nobles); Aethelwulf, Tor, Edmund, Wulfric. Those armed with axes
cannot use the Vikings rules for two-handed axes.]
Unarmoured spearmen are closest to the spear-carrying Ceorls and Bondi from Vikings [the ceorls
are also used as Armenian auxiliaries in the Mongol Army extension]; plus spearmen from Cry
Havoc and Siege: Aelfric, Aelmaer, Aethelbehrt, Eardwulf, Weohstan; Domar, Glum, Torleik,
Yngve; Mark, Ben, Bertin, Crispin, Hal, Odo, Perkin, Wat; Aki, Arnold, Brendan, Bryn, Gareth,
Hayden, Mordred, Stori.
Unarmoured shortbowmen can be represented by the Bowmen from Vikings: Aelfgar, Aelle, Aldred,
Cenwulf, Osric, Swithulf, Wulfroth; Gandalv, Gunnar, Hauk, Hvsing, Lodin, Reidar, Torfinn, Yngrar.
Bedouin allies cannot command other troops, and are not subject to out-of-command restrictions. Use
the 6 Bedouins from Croisades: Al-Ashraf, Ismail, Kitbuga, Mehmut, Rukn, Thatoul.
Frankish mercenaries can be represented by the 3 Knights, the 3 Armoured Halbardiers from Siege
and 3 of the Armoured Crossbowmen from Cry Havoc: Sir Fitzwaren, Sir Mortimer, Sir Hughs;
Bors, Evans, Fursa; Arbalister, Denys, Nicholas. Note: Mercenary knights only command other
mercenaries.
Peasants and civilians can be represented by any from Cry Havoc, Siege or Vikings; women
should normally have a movement allowance of 8 (4 if wounded).
King
Baron
Elite Heavy Cavalry
Heavy Cavalry
Mercenary Knight
Bedouin
Mercenary Foot
Spearman, Merc. Crossbow
Archer
Peasant
Civilian
COMMAND
Character class (C)
C1 Commander-in-chief
Range
12
Power
25 x C2-3
C2
C3
C4
Noble
Officer
NCO
10
08
06
15 x C3-4
10 x C4+
8 x C5+
C5
Regular
C6
Irregular
MORALE
Level
15
12
10
09
10
06
07
05
04
02
01
PV mt/ft
Name
PV mt/ft
Name
54
48
44
23
20
21
Bedouins
18
17
16
15
14
13
13
15
15
13
12
12
10
10
8
7
7
6
6
Spearmen (U)
42
39
36
34
30
30
29
38
35
34
31
30
26
23
20
18
17
14
13
43
42
40
18
19
17
20
19
18
32
31
27
Commanders
King Philip II
Grast
Hohmley
Heavy
cavalry
Aldus (noble)
Evans (noble)
Dill (noble)
Matt
Paul
Roberts
Gustav
Ashok
Mohammed
Moonga
Suejac
Nassim
Kukburi
Al-Ashraf
Kitbuga
Rukn
Ismail
Thatoul
Mehmut
Franks (A)
Sir Mortimer
Sir Fitzwaren
Sir Hughs
Bors
Fursa
Evans
Nicolas
Arbalister
Denys
PV
14
13
Tybalt
12
Guy, Rees, Robin
11
Jean, Bertin
11
Brendan, Crispin
10
Hal
10
Ben, Mark. Odo
9
Perkin, Wat, Aelfric
9
Mordred, Eardwulf
9
Aethelberht
8
Glum, Yngve
8
Arnold, Bryn, Gareth 8
Hayden, Stori, Aki
6
Aelmaer, Weohstan
4
Torleik
Domar
Name
PV
Archers
22
21
19
19
19
19
18
17
16
16
15
15
14
14
13
Gunnar
Wulfroth
Gandalv
Cenwulf
Osric
Swithulf
Torfinn
Aldred
Hauk
Yngrar
Hvsing
Aelfgar
Reidar
Aelle
Lodin
Alternative
heavy cavalry
Edwin (baron)
Eirik (baron)
51
50
27
27
Coelmund (noble)
Svein (noble)
Sigurd (noble)
Aethelwulf
49
48
47
44
26
26
25
25
Tor
Edmund
47
41
42
23
23
21
Wulfric
5.
THE BATTLE OF MANZIKERT August 1071 (LA BATAILLE DE MANZIKERT)
Croisades (Outremer) and Vikings (Viking Raiders) + Crossroads and Open Field maps:
scenario by Fabrice Renier.
Setting the scene
In 1071, taking advantage of an attack by the Seljuks on the Fatimid state of Damascus and Egypt, the
Emperor Romanus IV Diogenes launched an undertaking to recover the territories of Armenia that had
been lost to Byzantium. He prepared an army of 200-600,000 men (different sources vary as to the
numbers). Whatever the numbers, these men were poorly trained and had little discipline. In addition
most were non-combatants (engineers, servants, administrators). Discovering the Byzantine advance,
the Seljuk Sultan Alp Arslan force-marched immediately to intercept the Byzantine army.
On the day of the battle the army of Romanus IV amounted to a little over 100,000 men, and that of
Alp Arslan 15,000-40,000 depending on the sources. The Byzantine army was organised in 3 divisions,
with the Emperor in the centre, and it moved forward towards the Seljuk camp. The Byzantines
encountered little resistance, and the Emperor became afraid that they would fall into a trap; so he
ordered a retreat towards his own camp. Unfortunately, through incompetence or by chance of fate, his
order was misinterpreted and the rumour spread that Romanus had been killed. Panic set in: the two
wings dissolved and the Reserve fled. The Emperor remained on his own in the centre with his
Varangian Guard which had to face the charge of 10,000 Seljuk cavalry led by Alp Arslan himself...
This scenario represents the final combat of the battle: the Emperor and his guard determined to sell
their lives dearly, but after a tough resistance Romanus IV was captured by a Turkish Mamluk.
Manzikert was one of the worst defeats the Byzantine Empire had known. The consequences of that
reverse were dramatic: a permanent Seljuk state was from then on established in Anatolia, the frontier
defence disintegrated, and the heirs of Romanus IV unleashed a terrible civil war in the heart of the
Empire.
Map layout: The Crossroads and The Open Field with sides 6 and 3 together. [Instead of The Open
Field supplementary map, any map could be used with all hexes except scrub treated as flat terrain.]
The sides
The Seljuk Turks - Alp Arslan: As-Salih; Heavy Cavalry: Kilij;
Horse archers: Arghun, Ayub, Bar, Fakr, Imad, Qutuz, Mongka, Rashid, Ruzzik, Usamah, Yesugai;
Light Mamluks: Baha, Fa'iz, Rashid, Taki, Vezelay, Yaghi;
Bedouins: Al-Ashraf, Ismail, Kitbuqa, Mehmet, Rukn, Thatoul.
The Byzantines - Romanus IV Diogenes: Murda; Klibanophoroi (extra-heavy cavalry): Hakim,
Maarat;
Varangian Guard (from Viking Raiders/Vikings), armoured:
- Huscarls: Aelfwine, Aethelmund, Aethelred, Beorhtulf, Ceolred, Ecgbryht, Edgar, Edward,
Hygeberht, Kola, Osmed, Tostig, Wulfgar;
- Hirdmen: Agnar, Ivar, Magnar, Skule, Torberg, Torgils, Torstein;
Psiloi (archers): Reidar, Lodin.
Starting positions: The Byzantines are placed first in the centre sections of the board (anywhere within
the right side of Crossroads and left side of Open Field). The Emperor and his cavalrymen must be
surrounded by the Varangian Guard. The Seljuks start the game by entering through any one or more
map edges.
Victory conditions: The Turkish player must capture the Emperor. If Romanus IV is attacked by 6
against 1, the Seljuk player will capture him automatically. The Emperor cannot leave the board.
9
6.
1)
2)
Both of the above use the Fortified Medieval Town map set and are published separately with the
group of Town Scenarios.
History: Version 1.4 May 2000 added the Armenian army; version 1.5 added armoured mounted
characters from Vikings as an alternative way to represent Armenian heavy cavalry.
10