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Age of Chivalry

Battle
Companies

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Campaign Rules for small scale WAB
medieval battles
Version 1.0

Battle Companies
Battle Companies was a variation of The Lord of the Rings Strategy Battle Game that allowed players
to follow the progress of a band of Warriors, lead by a Noble as they fought through a series of games.
This version here is adapted to Age of Chivalry and allows you to develop Characters and regiments by
surviving deadly battles, gaining new Special Rules, improved characteristics and equipment. Of
course, those Nobles who do badly may find themselves suffering grievous injuries and losing followers
as their fellow warriors succumb to their wounds. Through the course of your games you will be able to
create characters and a band of warriors that mean far more to you than the normal forces you play
with every week, a Battle Company with personalities and a history all of its own.

Step One: Gather your Injury Table, 2D6 Effect


force
Choose which Battle Company you 1-2 Dead or Captured – If the Character was killed by missile
wish to use (only 5 available at fire then there is no chance for survival. His adventure ends
the moment), and gather up the here… remove the noble from your roster. If he was downed
models you will need. Naming the during melee fighting or a successful pursuit during flight,
characters and regiments there is still a chance he survived and was captured. Roll a
individually might help when it dice. A result of 3 or below means the character is dead. A
comes to record-keeping, and result of 4 or above means the character is captured by the
entering their details onto a opponent who downed him. The player owning the captured
record sheet. Once you have character may later decide to execute him or keep him
selected your force you may imprisoned so he can exchange him with other prisoners or
choose one character to be your even points.
General, you should make up a
suitable name/title for him. Roll
once on the Noble Advance Table 3 Lost in Battle – The Character lies wounded somewhere on
and add the gained attribute to his the field of battle. The players should, as soon after their
profile, this character is bookkeeping is completed as possible, play ‘Take the high
considered a General in all ways ground’ with the lost Character as the objective. The Character
from this point onwards. may not act, or be attacked for the duration of the game. If his
Throughout your games your side wins, or if a draw occurs, the Character is returned, and
Battle Company may grow in size makes a full recovery. If not, he is considered Dead.
and strength.

Step Two: Play a game 4 Niggling Injury – Before each game the Character must
make a roll. On the score of a 1, the Character’s injury is
Find an opponent. Either agree
plaguing him and he cannot take part in the game. A Character
with them which scenario you are
can have more than one Niggling Injury, in which case he must
going to play or roll on the
make one roll for each.
scenario table. During the game,
record how many wounds each
character inflicts, and how many
experience points each regiment 5 Flesh Wound – The Character escaped or was rescued but
scores, as described on step five. he is severely wounded. He must miss his next game.
Keep models fleeing from the
table to one side. (Casualties
should be removed as normal). All 6 Full Recovery – The Character escaped or was rescued and
this is essential for step five. has recovered from his wounds. He may play the next game as
normal.

Step Three: Injuries


Once you have finished your game, it’s time to work out the seriousness of the injuries your
Characters have sustained. It’s very important that this phase is remembered, and ideally should be
the first thing players do after the battle is over. Every Noble removed as a casualty should roll on the
Injury table (opposite). If any Character rolls the ‘Dead or Captured’ result, all their equipment is lost
and cannot be given to another member of the Company or the captors.

Step Four: Casualties Models which fled


Once the fate of your fallen Characters is decided, remove (and erase 1D6 Effect
from your rosters) all the common soldiers who died in the battle (they
don’t get to roll). Then, (unless the scenario mentions otherwise) roll for 1-3 Dead or Lost
4-6 Return to the
Company
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all models who fled from the table to see if they will return to your company or if they were lost or
dead.

Step Five: Experience


Once you have resolved all the injuries sustained by your Company, it is time to see which of them, if
any, have gained enough Experience to improve in some way. Characters gain an Experience Point:
• Each time they remove a wound from any enemy model.
• Each time they play in a scenario.
• Each time their side wins a scenario.
Every time a Character gains 3 Experience Points he may roll once on the Noble Advance table below.
If you roll a result for your Character that you cannot use, either because the Character already has
the Special Rule or because his profile has reached its maximum, you may choose any other result
from the same table. Should they have all the Experience increases available on the Hero Advance
Table, they may roll in the Hero Leadership Table.

Noble Advance Table Leadership Table


D6 Effect D6 Effect
Unit Promotion Table
1 Ranger - The Character's Initiative or Ballistic Skill is 1 Veteran - The Character
1D6may+XPreroll all 'to hit' dice once
Effect
increased by 1. The controlling player may chose. To a per game and must abide by the new roll.
1-5 No Effect
maximum of 6
6 Veteran
2 Stubborn - The Character becomes(May rerolland
Stubborn allmay
‘to hit’
dice rolls once per battle).
pass the rule to any formed unit provided he is positioned
7+ Promoted (Not all units are
2 Skilled - The Character's Weapon Skill is increased by 1 in its front rank. eligible for this. Check Nation
to a maximum of 6 Promotion Tables. If promotion is
3 Favor of the Court not
– Each time the Character’s
available nationgains a
then the unit
exchanges influence points for army
‘Veteran’ points
reroll they gain an
bonus.
extra 10% bonus. (eg. With one IP you gain 55 pts instead
3 Tough - The controlling player may choose between of 50.) This bonus can be applied more than once.
Toughness and Strength. Each may only be improved once.
4 Elite - The controlling player may choose between an
extra Attack or Wound. The Character's Attacks and 4 Leader - The Character's Leadership skill is increased by
Wounds may not exceed 7 in total. (eg. 3 wounds and 4 1 to a maximum of 10.
attacks)
5 Leader - The Character's Leadership skill is increased by 1
to a maximum of 10.
5 General - Roll again on the Leadership Table.
6 Choose - One result from the above.
6 Choose - One result from the above.
The way in which common units improve is quite different. Common troops gain an Experience Point:
• Each time they break an enemy regiment with a standard.
• Each time they kill the last model of an enemy regiment.
• Each time they capture an enemy standard.
To see if your surviving regiments receive promotion, roll a dice for each regiment at the end of every
game. (you roll for all surviving regiments, even the ones which did not score any experience points,
even the ones who are broken or fled off the table during the battle). Add the number of Experience
Points scored in the game and compare this number to the Unit Promotion Table to see if the unit
advances. Common troops may not carry over Experience Points scored in previous games. If a unit
becomes Veteran, they can reroll all ‘to hit’ dice rolls once per every battle. They must reroll all dice
and not just the failures and must abide by the second result. Units may receive up to three Veteran
bonuses (four if the unit starts with a Veteran bonus like the VtI Hungarian Armati). Units get to keep
their Veteran bonus even after promotion.
Not all units are eligible for promotions. If a unit gets promoted it is actually transformed into a totally
different unit. Available promotions are listed in the various specific battle company tables later in this
document. During the promotion procedure, you will not spend additional points in order to upgrade a

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unit. The unit will also receive basic equipment for free. If promotion is not available for a type of unit,
or if the player does not wish to promote a unit then the unit gains a ‘Veteran’ reroll bonus instead.
A player may not transfer veteran bonus or promotions from one unit to another. When the last model
of a unit dies in battle (or is lost after a battle) the unit ceases to exist. The veteran bonus or
“promotion slot” is lost and cannot be passed to another unit, nor can the player create a newly
promoted unit for free.

A Polish infantry patrol meets with Teutonic Order Native Spearmen. Low level and badly equipped troops will be common in the first phases of
the AoC Battle Companies campaign.

Step Six: Influence


Influence represents the patrons of the different Companies sending reinforcements, and support to
the Nobles leading them. The more victories the Company gains, the more a patron will offer them aid.
Influence is measured with Influence points.
Unless otherwise mentioned by a scenario, players receive:
 +2 Points for playing a scenario.
 +1 Point for a win
 +1 Extra Point per every 100 points of difference for a victory against a Company
which was initially stronger.
For the third bonus, only the points of the actual deployed models are counted and not the “reserves”
and any models who didn’t fight during that particular scenario. Thus if a 610 points strong Company
scores a victory over a 905 points Company, they will win 5 points: 2 for participating, 1 for the victory
and 2 for being more than 200 points weaker than their opponents. The losers will only earn their 2
points for participating in the scenario.
You may use influence in any of the three ways. Firstly you can exchange one influence point for 50
points. You can then use the points in order to purchase common tier 1 roster troops or equipment for
one of your regiments. The second way to use influence points is to spend them in order to gain direct
access to tier 2 troops. By spending 3 influence points, you are allowed to purchase a tier 2 regiment
(of course you also have to pay the relevant points value for the units as well). By spending 2 influence
point you can reinforce an existing tier 2 regiment (again you will have to pay for the troops normally).
You can also buy directly a tier 3 unit by spending 6 influence points, or reinforce an existing one by
spending 3. Thirdly you may spend influence points in order to adjust the roll you make on the Noble
Advance Table whenever a Character gains a level. Each additional point you spend can adjust the dice
score up or down by one per Influence Point spent.
To summarize, you can spend:
 1 IP in order to get 50 points of troops or equipment
 1 IP in order to introduce a new hero in your company. (you don’t pay any IP for
your first hero)
 3 IPs in order to be able to purchase a tier 2 unit
 6 IPs in order to be able to purchase a tier 3 unit. All “out of list” units (and allies)
count as tier 3
 2 IP in order to be able to reinforce a tier 2 unit
 3 IPs in order to be able to reinforce a tier 3 unit
 1 – 5 IPs in order to adjust the dice score when rolling on the Noble Advance Table
You are not forced to field all the units and Characters of your Company in every battle.
Sometimes you might want to keep a small unit of Tier 2 veterans as a reserve until you have
enough influence to reinforce them.

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Step Seven: Balance and End Game
Due to this system’s design, some imbalanced battles are bound to take place. Make sure to always calculate the points value of
each Company and try to place the biggest one on the most difficult situation in every scenario (if there is one). Count the
points value of each Company as normal and add 100 points for each Character in the Company plus 20 points for each
additional Leadership point the Character has gained. (a Ld. 9 Character will count as costing 140 points). Don’t count the
Character’s equipment points. No need to get into such detail.
After playing a few games we suggest you organize some team battles (2vs2 or more). Again make sure to maintain a balance in
the battle and place the strongest Companies in rival teams. You may also want to organize big battles in which your Battle
Company is part of a larger force. Since you can calculate the points value of your company, including it in a larger force
shouldn’t be a problem, (provided your opponent agrees).
AoC Battle Companies is being designed as an experience/advancement model for an ambitious plan on a more elaborate and
advanced map-based campaign system. The addition of the 6th Step (Influence) allows this ruleset to become a stand-alone
Campaign System. Its open ended nature and lack of linear storyline and maps makes it a versatile Campaign System suitable for
gamers with limited free time, casual club members and family people. Playing more often will in most cases improve your
Company, unless you are very unlucky in which case you might find yourself starting over again. We encourage giving away a
couple of additional Influence Points to people who enter late in the campaign, provided the rest of the group is advanced in a
point where the newcomer would have no hope facing them. Finally, with the reserves system we encourage stronger
Companies not to deploy a much bigger force than their opponents, as in the unlikely event that they lose, their opponents will
earn a lot more IPs than they would normally do if the odds where even.

Teutonic Order Rittersbruder. You will most probably need both influence points and battle experience in order to acquire such champion
troops.

Step Eight: Building your Force


Chose a Character from your nation’s Characters list. Roll once
Noble Equipment pts Noble Equipment pts
on the Noble Advance table (this bonus roll is only applied
hand weapon 1 Battle Standard 20
once, only to your first ever character created). Spend points
halberd 2 light armor 1
in order to purchase equipment for the hero (from the Noble
throwing spear 2 heavy armor 2
Equipment tables) and purchase additional troops.
You start the game with 700 points and 2 Influence Points. thrusting spear 2 half plate 3
You can buy your Characters whatever equipment you want. two handed weapon 2 full plate 4
There are 2 quick rules you need to have in mind though: lance 2 cloth barding 4
1. Heroes follow normal encumbrance rules. A partial pike 2 plate barding 6
plate will always slow you (and the unit you might bow 1 half barding 4
join) down. Don’t carry too much equipment with longbow 2 kontos 2
you. Carrying both a halberd and a two handed crossbow 2 sling 2
weapon is cheesy. handgun 3 staffsling 2
2. You shouldn’t purchase equipment that is not light crossbow 1 javelin 1
available to any of your troops in your nation. No buckler 1 heavy throwing spear 2
throwing spears for your Teutonic General. You shield 1 mixed weapons 1
might want to make a horsearcher Character for large shield 2 Horse 12
your Teutonic army to lead the native cavalry, but pavise 2 Warhorse 18
again, combining bow, lance and warhorse can be
considered cheesy.
Before each battle you may chose if any of your Characters will be a General. You must inform your opponents about it when
deploying the character. A Battle Standard Bearer can never be a General. You only need to equip a character with a Battle
Standard in order to make him into a General. Also have in mind that many of the above weapons are designed for the infantry
and cannot be wielded on horseback (such as the halberd, the longbow and the pavise to name a few).

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When purchasing equipment for the troops (the regular units) you don’t follow any of the above special rules. Just purchase
whatever is allowed by your army lists in the army books. You will also spend the points values mentioned in your army books
and not the above table.

Step Nine: Trade


Some of this game’s resources are tradable. Players may exchange points, units, characters, prisoners and even services if they
so desire. The one resource that is not tradable is the Influence Points. IPs will have to be exchanged for points first in order to
be traded with other players. While 1 IP can be exchanged for 50 points, you cannot buy back 1 IP with 50 points. Prisoners can
be sold to any of the players, but can only join a nation’s roster if the original owner agrees. A Hungarian noble for example will
only fight for Hungary. If he is captured and sold to the Polish, he will not be able to fight for the Polish unless the Hungarian
player grants such permission.

Teutonic Order Battle Company


Reference: Age of Chivalry

Initially lacking archers, this list offers solid tier 2 units and quick advance to Tier 3 units. The only drawback is that IP must be
spent for most Tier 2 units to be purchased. Army Composition restrictions do not apply to the Battle Company rules, but it’s up
to the players to make sure the companies are as realistic as possible. (a company consisting entirely of knights looks cool but is
definitely not realistic).

Teutonic Order Unit Tiers


INFANTRY CAVALRY ARTILERY
native subject inf knechte
colonist spearmen
Tier 1

native regular inf

crusader knights dsmtd crusader knights mtd


schiffskinder
Tier 2

crusader crossbow

rittersbruder dsmtd rittersbruder mtd light artillery


ordens spearmen native light cav
Tier 3

ordens crossbow turkopolen


handgunners

Promotions
native subject inf > native light cav
colonist spearmen > ordens spearmen
native regular inf > schiffskinder
knechte > turkopolen

crusader knights mtd > rittersbruder mtd


crusader knights dsmtd > rittersbruder dsmtd
crusader crossbow > ordens crossbow
crusader crossbow > handgunners

Teutonic Order Characters


Only one type of character is available to the Teutonic order. This type can be used to fulfill all the roles in the army.

Name Pts Mv WS BS St To Wo In At Ld special


Magister 100 4 3 3 3 3 2 4 2 7

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Holy Roman Empire Battle Company
Reference: Age of Chivalry

Even though this list offers crossbowmen right from the start, levies must be trained in order to become solid heavy infantry.
Here we use the later list as it’s the most popular one. Army Composition restrictions do not apply to the Battle Company rules,
but it’s up to the players to make sure the companies are as realistic as possible. Landsknecht and Verlorene Haufe special rules
do apply however. The player must chose if his force is going to be Imperial, Clerical, Communal or Feudal in the beginning of
the game by choosing his first character from the appropriate category. The Imperial Army must pay one extra point for each
Landsknecht model whenever one is purchased. In a Communal Army every other militia unit may be WS3 BS3 for an additional
point per model (or for free if the unit was a result of a Levies promotion). The Clerical and Feudal options give access to War
Wagons which are treated as “out of list units”.

Holy Roman Empire Unit Tiers


INFANTRY CAVALRY ARTILERY
militia missile militia diener
Tier 1

levies

ministerialen dsmtd ministerialen mtd


militia melee mercenary diener
Tier 2

light
ritter dsmtd ritter mtd artilery
Tier 3

mercenary melee mercenary knights


mercenary missile

Promotions
militia missile > mercenary missile
levies > militia melee > merc. melee
mercenary
militia diener > mercenary diener > knights
ministerialen mtd > ritter mtd
ministerialen dsmtd > ritter dsmtd

Holy Roman Empire Characters


The first character you chose will define the type of army you will make (imperial, communal, clerical or feudal). While the
Imperial army will allow you to field Landsknecht mercenaries instead of normal ones and the Communal option will allow you
to field a few elite militia units, the Clerical and Feudal options will only give you the option to spend 6 IP (plus cost in points) in
order to introduce wagons to the army, (as wagons are ‘out of list’ units and thus count as tier 3).

Name Pts Mv WS BS St To Wo In At Ld special

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Imperial Commander 100 4 3 3 3 3 2 4 2 7
Clerical Commander 90 4 3 3 3 3 2 4 2 7
Feudal Commander 90 4 3 3 3 3 2 4 2 7
Communal Commander 100 4 3 3 3 3 2 4 2 7

Kingdom of Hungary Battle Company


Reference: Age of Chivalry

We used the AoC list as we tried to make these rules initially require only one book. The Vlad Hungarians are more popular so
you are free to improvise if you really want to stick to playing New men or another such list. What this Company’s Tier 1 troops
lack in staying power, they gain in mobility. IPs will have to be spent for heavy cavalry, while heavy infantry can be gained by
promoting peasants. Army Composition restrictions do not apply to the Battle Company rules, but it’s up to the players to make
sure the companies are as realistic as possible. (a company consisting entirely of knights looks cool but is definitely not realistic).

Kingdom of Hungary Unit Tiers


INFANTRY CAVALRY ARTILERY
archers cuman
crusading peasants
Tier 1

crossbow/hgun mercenary knights


clipeati serbian
Tier 2

knights dsmtd knights mtd war wagon


light
Tier 3

armati szekeler artillery


clipeati Royal Band
tartars

Promotions
crusading peasants > armati
crusading peasants > clipeati
serbian > knights mtd > Royal Band
cuman > tartars
cuman > szekeler
mercenary knights > knights mtd > Royal Band
archers > crossbow/hgun

Kingdom of Hungary Characters


The Noble Character can be used in order to fulfill all army roles. The Priest character can only give the Frenzy bonus to
peasants. It is possible to equip the priest with all kinds of equipment and even make him into a Battle Standard bearer but you
might find out that while the priest gives a head start bonus to the army, leading peasants is a dangerous and risky task at the
later stages of the campaign.

Name Pts Mv WS BS St To Wo In At Ld special


Noble 100 4 3 3 3 3 2 4 2 7
Warband,
Priest 80 4 3 3 3 3 2 4 2 5
Frenzy

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Kingdom of Poland Battle Company
Reference: Age of Chivalry

This list offers a good range of Tier 1 troops. IPs must be spent in order to purchase heavy cavalry. Peasants must be used in
order to be promoted to Militia. Noble commander and Knights rules do not apply to the Battle Company rules. Army
Composition restrictions do not apply to the Battle Company rules, but it’s up to the players to make sure the companies are as
realistic as possible. (a company consisting entirely of knights looks cool but is definitely not realistic).

Kingdom of Poland Unit Tiers


INFANTRY CAVALRY ARTILERY
Peasants Cumans
Infantry
Tier 1

Retainers dsmtd Retainers mtd


Tier 2

Militia Knights Light Artillery


Handgunners Lithuanians Wagon Tabor
Tier 3

Elite Knights War Wagon

Promotions
Peasants > Militia
Infantry > Retainers dsmtd > Handguns
Cumans > Lithuanians
Retainers mtd > Knights > Elite Knights

Kingdom of Poland Characters


Only one type of character is available to the Polish Commonwealth. This type can be used to fulfill all the roles in the army.

Name Pts Mv WS BS St To Wo In At Ld special


Noble 100 4 3 3 3 3 2 4 2 7

Diener and Knechten are some of the cheap Tier 1 cavalry choices that are somehow always ignored in normal games.

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Free Companies Battle Company
Reference: Age of Chivalry

This Company is different from all the other Companies in more ways than one. First of all it starts with weak infantry and strong
cavalry. Sergeants are the best Tier 1 cavalry available in this ruleset. They are versatile and can be both medium shock cavalry
and horsearchers. Brigands on the other hand are only useful in the early stages of the game when no formed cavalry threatens
them. This is a list where lots of promoting is required in order for the player to gain access to the good units. There is a 3 step
promotion table including all units.

Free Companies
INFANTRY CAVALRY ARTILERY
Brigands Sergeants
Tier 1

Crossbowmen Lesser Men at Arms


Lesser Men at Arms
mtd.
Tier 2

Superior Men at Superior Men at light


Arms Arms mtd. artillery
Tier 3

Bidets
Longbowmen
Elite Crossbowmen

In the original AoC Free Companies list you get to upgrade one unit of Crossbowmen to BS 3 and LD 7. In these rules we call this
unit “Elite Crossbowmen”. You cannot pay extra points in order to upgrade your Crossbowmen to Elite. You must promote
simple Crossbowmen after they gained sufficient experience (or buy Elite Crossbowmen, spending 3 IPs for the unit and 11
points plus equipment for each). You can have as many Elite Crossbowmen as you want.

Promotions

Brigands > Lesser Men at Arms > Superior Men at Arms

> Crossbowmen > Longbowmen


Brigands > Crossbowmen > Bidets
> Crossbowmen > Elite Crossbowmen

Sergeants > Lesser Men at Arms mtd. > Superior Men at Arms mtd.

Free Companies Characters


Only one type of character is available to the Free Companies. This type can be used to fulfill all the roles in the army.

Name Pts Mv WS BS St To Wo In At Ld special


Captain 100 4 3 3 3 3 2 4 2 7

Battle Companies Scenarios


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Here are some mini-scenarios for players to use with their Battle Companies. Players should use
their imagination and improve or alter these if they wish, even making entirely new scenarios if
they want to. Many of the victory conditions for the scenarios below involve calculating the
percentage of points remaining in a Company. This should be the number of points value of units
who started the game, not including any who belong to your company but have missed the
battle. Sometimes the game will go against one Company, and there will be little point
continuing. A player can quit the field, giving victory to his opponent, in any of his own rounds in
which his Company is below half of its starting strength. If they do this, then the game ends
immediately, and the surrendering player is considered to have lost. Further to this they also
lose one Influence point from the total number they receive at the end of the game.

Rescue
A Noble finds himself separated from his main force and under attack from the enemy. As his
foes seek to cut him down, his companions race to his rescue. This opportunity is too much for
the attackers to pass up, providing they can slay the Noble without too much loss.

Layout: A 48" x 64" board with as much or as little terrain as the players desire. More terrain
makes for a more exciting game. Players should feel free to use their imagination in setting up
the board. The terrain should be placed before the Starting Positions are decided.

Starting Positions: Each player <-12" ->


should roll a dice. The lowest
scoring player is the defender and
should place one of his Characters
(this is the target Noble) and one
of his regiments within 6” of the
centre of the board. The opposing
player may place his entire
company within 18” of one board
edge.
Attacker deployment area

Objectives: The defending


company must save their Noble.
The attackers must try to kill him
while he is cut off from the <- 12" ->
majority of his Battle Company.
The game finishes at the end of target
the turn in which the target Noble Noble
is slain, or the attacking company
is reduced to below 50% of its
starting numbers.

Defender victory: The defender


is victorious if the attacking
company is reduced to below 50%
of its starting numbers (points
value).

Attacker victory: The attacking


force is victorious if the target
Hero placed in the centre of the
board is killed.

Draw: The game is a draw if both sides achieve their objective in the same turn.

Special Rules
Surprise: The attacker always plays first in this scenario.

To the rescue! The company of the target Noble is keen to rescue their comrade and leader. At
the end of their first Move Phase they move onto the board anywhere along the opposite table
edge to the attacking player. Whenever a new unit is introduced, one edge or corner of the unit
must touch the table edge. When introducing skirmishers, at least one model should be touching
the table edge and you should never place any models further than 8” from the table edge.

Against the odds: Should the target Hero survive the game he will gain 1 extra Experience
point in addition to the normal amount for playing and surviving.

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Take the High Ground
Somewhere in the area lies an object of immense importance to both sides, from a signal fire
which needs to be urgently set alight, a haul of weapons, or the entrance to a hidden tunnel.
Whatever it is, its defense is paramount.

Requirements: A 48" x 64" board. More terrain will make for a longer lasting game, so players
are encouraged to use their imagination when setting up the board. Players will also need a
marker, preferably no larger than a cavalry base, to act as an objective.

Layout: The Objective marker should be placed in the centre of the board. Each player should
then roll a dice. The highest scoring player should choose a board edge. His opponent takes the
opposite edge. These are the players’ starting edges.

Objectives: Once a side has been reduced to 50% of its starting number (points value), roll a
dice at the beginning of each round. On the roll of a 1, 2 or 3 the game automatically ends.
Whoever controls the objective in the centre of the table is the winner (see Victory below).

Special Rules
Wild Search: Both Companies have split up their warriors to broaden the search. To represent
this, no units will start play on the board. At the end of each player’s Movement phase players
should roll a dice for each unit in their Company not on the board. The first turn will thus consist
mostly of these rolls. Whenever a new unit is introduced, one edge or corner of the unit must
touch the table edge. When introducing skirmishers, at least one model should be touching the
table edge and you should never place any models further than 8” from the table edge.

D6 Result
1 The unit is delayed and doesn’t move on to the board this turn. This unit still counts as part of
the Company’s total size for rolling for the game end.
2 The unit moves onto the board from either side edge. The side, and the entering point (table
quarter) are both chosen by the opponent.
3 The unit moves onto the board from any point on either side edge, chosen by the controlling
player.
4-6 The unit moves onto the board from the controlling player’s edge. Newly arrived units act
normally, but may not charge, on the turn that they initially arrive.

Victory: Your side has at least twice as many models within 12" of the objective compared to
your opponent.

Defeat: Your opponent has at least twice as many models within 12" of the objective compared
to you.

Draw: Any other situation results in the game being a draw.

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You are going to have to field Crusading Peasants and gain a promotion in order to include the Hungarian Armati in your Hungarian army!

The Chance Encounter


Two opposing Companies travelling through the wilderness happen upon each other. An enemy
apparently alone and cut off from support is not an opportunity to pass up. Quick thinking and a
strong arm will win the day here.

Layout: A 48” x 64" board with much terrain. More terrain should make for a more exciting
game, particularly if the companies are both small.

Starting Positions: The Chance Encounter takes place during a storm or thick fog. Both
players should roll a dice in order to see who gets to choose a board edge. Both players should
now deploy their companies simultaneously within 12” of each table edge without letting their
opponent see their deployment. Bring all of the miniatures on the table and then place some
obstacle on the centre of the table (some boxes of cereal should do). Deploy your forces secretly.
When both sides are finished deploying, they should roll a dice to see who plays first.

Objectives: The leaders of the opposing Companies are seeking a quick victory over their
enemy without too many losses. At the end of the turn in which one side has lost 35% of its
starting number (points value) the game ends. Models that flee from the battlefield will join their
companies after the fight is over without having to roll on the “Models which fled” table. The
grim weather makes pursuing impossible.

Victory: Your opponent’s Battle Company is reduced to 65% of its starting points total.

Defeat: Your Battle Company is reduced to 65% of its starting number and your opponent’s is
not.

Draw: The game results in a draw if both players’ Battle Companies are reduced to 65% in the
same turn.

Holding the Line


In an area of pivotal strategic significance one Company finds itself guarding a road, mountain
pass or forest path. With orders to stand their ground and hold this route against all enemies, it
is with consternation that they spy an enemy force advancing, desperately seeking passage.

Layout: A 48" x 64" board with as much terrain as possible. Additionally, a road or pathway
should travel between two opposite board edges.

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Starting Positions: Each player should roll a dice. The lowest scoring player is the defender,
and should place his force within 15" of the centre of the road (and within 12” of the table edge).
The attacker should deploy his forces at the opposite side within 12” of the table edge but not
closer to 12” from each of the side edges. The attacker plays first in the first turn

Objectives: If 33% (points value) of the attacking Company manage to move off the opposite
table edge, the attacking force wins. Otherwise, the defenders are victorious. Models who flee
from the battlefield do not count as casualties and will not have to roll on the “Models which
fled” table, neither do they count towards the number of models who must break through.
However, the game only ends when one
side’s models are either incapacitated or
have left the table, regardless of whether
the victory conditions have been met.

Attacker Victory: If 33% of the attacking


force (not including fleeing models) move off
the opposite table edge, they win.

Defender Victory: If the attacker fails to


move 33% of his models off the opposite
table edge the defender wins.

Draw: Neither of the above is true.

Special Rules
The Road: The road should be wide enough for 4 cavalry models to fit in. The road gives a +1
to the movement attribute of a unit on all movement that is taking place inside it. (If a unit is
entering or leaving the road during a movement phase the +1 bonus is lost). The bases of all
models of the unit must be within the road terrain in order to gain such a benefit. Thus moving
along the road and gaining a speed bonus is only possible if the unit face is 4 cavalry models or
less.
Raid
Both Companies have been tasked with seizing control of a series of supply depots in an area of
a larger battlefield. Five key areas have been deemed essential for control and both companies
will vie fiercely for them.

Layout: A 48"X64" board with as much or as little terrain as the players desire. Players also
need five counters to represent the objectives.

Set-up: The players should take it in turns to place the objective counters on the table top. They
may be no closer than 12" to any board edge. Placing objectives far from each other is
recommended.

Starting Positions: After the terrain and the markers are placed, both sides should roll in order
to chose a deployment side. Deploy units normally and make
sure to never deploy a unit further than 12” from the table
edge.

Objectives: When the game ends, count the number of


models from each side whose bases are entirely within 6” of
each objective marker. An objective is controlled by
whichever player has the most models with their bases
entirely within 6” of it. The player who controls the most
objective markers wins the game. If both players control an
equal number of objective markers, the game is a draw. Once
either force is reduced to below half of its starting number,
the game might suddenly end. At the end of each turn after this condition is met, one player
should roll a D6. On the result of a 1, 2 or 3 the game ends.
You can use 3 such crates for each resource marker

Victory: Your Battle Company controls more objective markers than your opponent’s.

Defeat: Your opponent’s Battle Company controls more objective markers than you.

Draw: Both Companies control an equal number of objectives.

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Special Rules

12"
Booty: Victory is hardly important in this scenario.
Players do not earn Influence Points for
participating in this scenario nor do they gain IP’s
for victory. They do gain IP’s for controlling the
resources of the battlefield. A player gains 2 IP’s
for each uncontested resource marker he controls
at the end of the game and 1 IP for each contested
marker in which his contesting models are more
than his adversary’s. A resource is ‘contested’
when both sides have models with their bases
entirely within 6” of the supply marker’s centre. If

12"
both sides have an equal number of models whose
bases are entirely within 6” of the supply marker’s
centre by the end of the game then it’s virtually impossible for any of the sides to loot that
particular resource.
An example of how you can deploy the resource markers
Players receive the following Influence Points:
 +2 Points controlling a resource

12"
completely.
 +1 For controlling a contested resource
 +1 Extra Point for a victory against a
Company which was initially stronger by
at least 150 points.
If more than two players participate in this
scenario (e.g. 2 vs 2) then each side will add all the
allied models that are contesting the resource as if
they belonged to the same army, in order to find
out which side controls a resource. All the players
of a side will gain influence points for controlling a
resource. (e.g. if the Polish are fully controlling one
supply marker at the end of the game, both they

12"
and their Hungarian allies will be rewarded 2 IPs
each for this particular marker).
After the battle is over all participants should roll for ‘counter raid’ as described on the next
scenario.
Group up the markers if there are too few units in both companies

Counter Raid
The raid was fruitful but the raiders, burdened with loot, where bound to attract attention on
their way home. This scenario recreates a loaded raiding party being brought to battle by a
hostile force as a result of a prolonged counter-raid (or chance encounter) pursuit. The scenario
starts in a late evening hour when the raiders, fatigued by the marching and burdened by the
booty realize that they cannot outrun their pursuers anymore. Holding their positions and
fending off their pursuers is the only solution for the next couple of hours until nightfall allows
them to continue their flight.

Raid and Counter Raid rules: Nobody is allowed to use their looted IP’s immediately after the
‘Raid’ scenario is over. Both sides (winners and losers) should make sure they can bring the
booty back home first. Both sides should roll 2 dice each in order to see if they make it home
safely with the booty or are intercepted. If the number rolled is equal or lower than the IPs
earned in the ‘Raid’ scenario, then the raiding Company is intercepted and a ‘Counter Raid’
scenario should be the next scenario this player should play. The counter Raider could be the
loser of the ‘Raid’ scenario or another random Company. If the ‘Raid’ scenario included more
than one player on each side, the raiders should each roll for his own loot even though both
receive the same loot value. After the Counter Raid scenario is over, some of the booty might
have been redistributed. Players are finally allowed to use their hard earned IP’s.

Layout: A 48"X64" board with as much or as little terrain as the players desire. More terrain
benefits the defending party so we would recommend agreeing on placing 4 major random
terrain features (2 for each player). Players also need counters to represent the objectives. The
deployment areas should not be over-cluttered with terrain as you will need to place booty
markers on clear ground, so make sure to place a maximum of one terrain piece 18” from each
table edge.

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Starting Positions: After the terrain is deployed, both sides roll in order to pick table edges.
The defenders (raiders) deploy first. They place their booty markers and their entire force before
the attackers (counter-raiders) deploy theirs. The Defender should place their Company within
18” from their table edge. They should also place their booty markers in clear terrain (not inside
forests or on hills). Each booty marker should represent 2 IP’s (one smaller marker should be
used for the last 1 IP if the booty accumulated was an odd total). Thus a player defending 7 IPs
worth of loot should place 2 big booty markers and a small one on his deployment side. Booty
markers can never be placed closer than 6” from a table edge, (both the rear and the side
edges).
After the defender is done deploying both the booty markers and his company, the attacker can
deploy his force in his home table edge no further forwards than 12” from his home table edge
and no closer than 12” to the side edges of the table.
The defender may now exchange the positions of two of his units, if he likes. (i.e., two units and
attached characters can swap positions but booty markers cannot be moved).

Objectives: The game should last for six turns or until the attackers concede. The attackers
(Counter Raiders) play first. Their aim is to capture as much booty as possible until nightfall
forces them to withdraw from the raider’s camp. Victory is hardly important in this scenario. The
aim of both parties is to control as many booty markers as possible when the game is over. In
this scenario, players do not receive the usual influence points earned in the other scenarios for
winning or participating. Instead, players receive the following Influence Points:
 +2 Points for every big booty marker they control (or have captured) at the end of
the game.
 +1 Point for every small booty marker they control (or have captured) at the end of
the game.
 +1 Extra Point per every 100 points of difference for a victory against a Company
which was initially stronger.

Attacker Victory: If the attackers hold more IP’s than


the defenders at the end of the game, the attackers
win.

Defender Victory: If the attackers hold less IP’s worth


of booty at the end of the game or have conceded, the
defenders are victorious. If the attackers concede, they
immediately lose all their captured IP’s (which are
returned to the defender.

Draw: Neither of the above is true.

Special Rules
Booty: Booty markers should again be the size of 3 infantry bases or less. Booty cannot be
moved during the battle. Friendly troops must move round booty bases. Enemy troops can either
move around it or capture it (if numbers allow). Booty cannot be marched into or shot at. It can
be contacted by a normal move, charge move or pursuit move after combat. Booty can be
captured only by the Counter Raiders, simply by moving any unit of at least 5 models into
contact with a booty base (a fleeing unit cannot capture booty). When this has been done,
remove both the booty base and 3 models from the Counter Raider unit for the rest of the game
(they are assumed to be leading it to safety). Booty bases cannot be recaptured by the
defenders. Booty markers which have not been captured by the attackers at the end of the
game are considered to be automatically controlled by the defenders even if no defenders are
near them.
Playing a scenario
Some scenarios are triggered by special events. A “Raid” scenario
is likely to trigger an “Counter Raid” and the “Take the High Scenario Table
Ground” scenario can be triggered by a Noble being lost in a 1 – Rescue
previous battle. The effects of the scenarios on a particular
2 – Take the High Ground
Company vary greatly. There are easy and fast scenarios like the
“Chance Encounter”, particularly rewarding scenarios like the 3 – The Chance Encounter
“Raid” and slow and bloody scenarios like “Holding the Line”. 4 – Holding the Line
Some scenarios are triggered by special events. A “Raid” scenario 5 – Raid
is likely to trigger an “Counter Raid” and the “Take the High 6 – Pitched Battle? Roll
Ground” scenario can be triggered by a Noble being lost in a Again? (We haven’t found a
previous battle. Whenever this is not the case, rolling on a suitable sixth scenario yet).
Scenario Table as soon as a battle is arranged is highly recommended, as it’s a nice way to add
balance and variety to the campaign.

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Special Rules and Clarifications
Army Composition: In the AoC Battle Companies Rules there are no Army Composition rules or
restrictions. A company can consist of as many characters as a player desires, or can consist
entirely of a specific unit.

Out Of List Units: All allies and mercenaries and other units which are allowed but not
specifically described in a list count as “out of list units” and are thus considered tier 3. As out of
list units cannot be the outcome of a promotion they must be purchased by spending 3 IPs plus
the points value required.

Multiplayer: Medieval battles are more accurately recreated when each side consists of more
than one player. Feel free to arrange 2 vs. 2 games, but try to have the teams balanced.
Whenever a Battle Company has been enjoying particular success and is becoming increasingly
strong, you might even arrange for 2 vs. 1 or 3 vs. 2 games. Don’t forget that in all the scenarios
all the players of each side get the same IP rewards. The IPs are not divided between the
players, they are duplicated so that every participant can earn his share as if he was alone in his
side.

Weather: Feel free to use Guy Bowers’ Weather Rules which can be found in page 130 of the
Siege and Conquest book.

Version 1: We need your help!


As mentioned earlier, these rules have been designed as the first part of a very ambitious
project of a complicated, and realistic map campaign. They were largely based on Adam Troke’s
Lord of the Rings Battle Companies ruleset, while some elements where borrowed by other
wargames books (such as the works of Guy Bowers and James Morris). These rules are far from
complete. Amongst the various improvements these rules could use, they definitely need the
following:
1. Constructive Criticism. The whole idea might be completely wrong!
2. Research and playtesting in order for the character advancement and IPs distribution to
be balanced.
3. A lot more lists.
4. Roster sheets including space for recording experience points (particularly for the
Heroes).
5. At least one more scenario
6. Input and playtesting so that the current lists can be balanced.
7. More detailed endgame options. (i.e. When does a Campaign end? A mega battle to
decide the outcome? Maybe an option to storm a player’s headquarters/keep and if
victorious, loot all points and capture/free all prisoners?)
8. Proofreading. The text is in a pretty bad shape at the moment and there aren’t any
English speaking people available to help us improve it.

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