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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 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.
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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.
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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.
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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.
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).
crusader crossbow
Promotions
native subject inf > native light cav
colonist spearmen > ordens spearmen
native regular inf > schiffskinder
knechte > turkopolen
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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”.
levies
light
ritter dsmtd ritter mtd artilery
Tier 3
Promotions
militia missile > mercenary missile
levies > militia melee > merc. melee
mercenary
militia diener > mercenary diener > knights
ministerialen mtd > ritter mtd
ministerialen dsmtd > ritter dsmtd
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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
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).
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
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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).
Promotions
Peasants > Militia
Infantry > Retainers dsmtd > Handguns
Cumans > Lithuanians
Retainers mtd > Knights > Elite Knights
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
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
Sergeants > Lesser Men at Arms mtd. > Superior Men at Arms mtd.
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.
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.
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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!
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.
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.
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.
Victory: Your Battle Company controls more objective markers than your opponent’s.
Defeat: Your opponent’s Battle Company controls more objective markers than you.
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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.
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.
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