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WARRIOR KINGS

1.0 INTRODUCTION This is a set of rules for recreating battles and campaigns from the ancient and medieval worlds, both real and imagined. As such, it is a real departure from what you may be used to. It doesn t have a rigid, traditional turn sequence where players alternate moving and firing with perhaps a melee or two at the end. It is much more fluid than that with both players moving figures, firing, and fighting as a result of various reaction tests. Forget perfect plans for few prearranged plans will survive past first contact! Opportunities arise as fortune smiles on one side then the other. The victory will go to the player who learns to exploit these situations. With this in mind, we present Before you can fight a battle, there are certain steps you have to take as preparation. They are: 1. Define the involved. Units 2. Assign Leaders to each side. 3. Establish Rating each side. War for 4. Determine who will be the Attacker . 5. Selection of Battlefield Terrain. 6. Set up the Placementterrain and Initial of forces. 7. Form your units into Bodies . 6.0 DEFINING UNITS Players have the option of using one, two, or four stands to represent one unit. For illustration purposes whenever the word "stand" is used, it is assumed to mean "unit". Every unit possesses the following characteristics: 1. Battlefield Purpose. 2. Combat Value. 3. Armor Class. 4. Mounted or Foot. 5. Special weapons or characteristics. 6.1 BATTLEFIELD PURPOSE Battlefield Purpose represents the primary combat action a given unit is prepared to perform. This may be due to training, tradition, equipment, attitude, or various other factors. Units must have one of the following three types of Battlefield Purpose. Melee: The purposes of "Melee Units" are to close with, engage, and destroy the enemy by means of maneuver and close combat. They are armed with lethal crushing, cutting, or thrusting weapons. They may be additionally armed with weapons that kill from a distance, but this does not change their basic purpose. (See DUAL ARMED). Missile: The purpose of Missile Units to are damage and confuse the enemy by the use of weapons that kill from a distance, such as bows, javelins, slings, darts, etc. They may be armed with melee weapons such as swords or axes, but view close combat only as a secondary activity and not to be actively pursued. Artillery units are classified as Missile also. Skirmish: Units designated as Skirmishers are prepared to interfere with and harass the enemy through use of missile weapons in a manner similar to Missile troops. However, skirmishers have no intention of coming into contact with the enemy under any circumstance and view close combat as the very last resort. 6.2 COMBAT VALUE OR CV Combat Value represents a combination of training, experience, morale, and motivation and is a

WARRIOR KINGS!
2.0 D6). 2. A ruler marked in inches. 3. Miniature figures in some consistent scale. 4. Some sort of markers numbered one to six for as explained later in the rules. Hits 5. A flat surface of three feet by four feet if using 15mm figures. All distances quoted in Warrior Kings are for 15mm figures. If playing with 25mm figures double all distances, if playing with 5mm halve them. 3.0 BASING One to four figures of any type may be mounted on any size base as long as base (stand) sizes are alike for similar troop types. Leader figures are mounted as part of a stand. Stands should always be square or rectangular as this makes Facing easier to define. Figures previously mounted for other rule systems will work as long as both sides are mounted for the same system. We recommend 40mm wide bases for 15mm figures and 60mm wide bases for 25mm figures. 3.1 FACINGS You should mount your figures carefully so that they are all facing in the same general direction on a given stand. This defines the unit s Front. The opposite stand edge is the Rear and the other two sides are the Flanks. 4.0 SCALE One inch on the playing surface equals roughly 40 yards. Each figure represents roughly 100 men. Each turn represents about 30 minutes. All scales are approximate (especially the time scale) since a great deal, or very little, may happen in a single turn. 5.0 PRE-BATTLE SEQUENCE REQUIRED EQUIPMENT 1. Two or more 6 sided dice. (Hereafter called

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numerical expression of its overall fighting quality. There are four possible Combat Values: CV6 - These are troops of rare and exceptional quality, often elite guards. CV5 - These are veterans of long and successful service, often noble horsemen or hardened, long service, regulars. CV4 - These are Reliable men of some experience, the bulk of most forces. CV3 - These are green or poor quality troops with little motivation or desire for combat. Often peasant levies or militia. 6.3 ARMOR CLASS There are three Armor Classes: AC 2 - Lightly armored or unarmored. AC 4 - Heavily armored. AC 6 - Very heavily armored.
St

Now that you have established the basic characteristics of your units, it to add s time Special Weapons or Characteristics those units which to should have them. These weapons and characteristics are allowed as per the Army Lists. 6.51 Dual-Armed Troops (Dual) - Melee troops are sometimes equipped with missile weapons in addition to their standard armament. Also, some units may be composed of mixed Melee and Missile troops. (This can be reflected on the stand by mounting one or more missile figures with one or more melee figures). Both of these are referred to as DualArmed . They are not to be confused with units that are armed with Combination Weapons below). . (See Dual-Armed troops may use their missile weapons and their melee weapons in the same turn. They are always considered Melee troops for reaction tests, etc. Dual-armed units cost 1 additional point per figure. 6.52 Combination Weapons (CW) - Some units historically carried short ranged, throwing weapons that were hurled into the enemy ranks just before contact. For example: the Roman or Spanish Pilum, the Saxon Angon, the Frankish Francisca, or the Byzantine Martiobolus. These spears, axes, and darts were intended to enhance the power of the troop s other weapons in combination with them. ComboArmed troops receive a +1 combat bonus in the first round of each melee. Combo-Armed cost 1 additional point units per figure. 6.53 Terror Troops (Terror) - Troops Terror are those which, by their nature or reputation, inspire unreasoning fear in their opponents. Elephants and camels often count as terror troops to forces that are unfamiliar with them, especially cavalry. Huns, Mongols, and Vikings are often Terror troops to specific historical enemies. These situations should be discussed and agreed upon prior to the battle. Units taking reaction tests within two (2) inches of Terror troops suffer a -1 to their reaction test. Artillery weapons always produce in their targets. Units terror fired on by artillery weapons suffer a -1 to their reaction test whether or not a has been scored. hit Terror troops cost 1 additional point per figure. 6.54 Fanatics (Fanatics) - Units such as Jewish Zealots, Viking Berserks, or Celtic Gaesati nearly always fought with ferocious courage regardless of the situation and were notorious for their disregard of casualties. They should be considered Fanatics . Fanatics never take Reaction Tests and may take only from melee and missile fire. When their Hits total exceed their original CV, they are removed hits from play. Mounted units may never be classed as 2

Examples:

Roman Legionaries 1 Century AD. CV4 AC4 Melee


Th

Welsh Longbowmen - 14 CV4 AC2 Missile

Century AD.
Th

Saracen Light Infantry - 13 Century CV3 AC2 Skirmish 6.4 MOUNTED OR FOOT Mounted units include cavalry, camelry, chariots, or mounted infantry. Whether or not a unit is mounted may affect movement, missile fire, range, and melee combat abilities. Mounted units may be dismounted in which case they function as foot troops. All dismounting takes place during the initial troop deployment. All other troops are considered troops, Foot including elephants and artillery. Mounted units cost 1 additional point per figure. 6.41 SHOCK CAVALRY Mounted Melee cavalry, chariotry, or camelry receive a +1 bonus in melee resulting from a Charge or Countercharge is, they initiated the melee by . That moving into contact with an enemy unit or due to a Countercharge on a reaction test. If they are in result wooded or rough terrain, crossing a river, or attacking an enemy that is behind stakes, they do not receive this bonus. Shock Cavalry units cost 1 additional point per figure in addition to the regular mounted cost. 6.5 SPECIAL WEAPONS/CHARACTERISTICS

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fanatics . (Horses have a much higher sense of selfpreservation than men do!) Fanatics cost 1 additional point per figure. 6.55 Barbarian Frenzy (Frenzy) - Troops like ancient Celts and Germans, Vikings, Dacians, and Samurai were noted for their fierce fighting abilities long as things were going their way. as Therefore, troops with Barbarian Frenzy will receive a +1 combat bonus in the first round of each melee but only if they are charging or countercharging. Barbarian Frenzy units cost 1 additional point per figure. 6.56 Pikes (Pike) - Pike armed troops receive a +2 combat bonus unless one or more of the following conditions exist: Unit is in wooded or rough terrain. Unit is in contact with enemy on two or more sides. Unit ground current melee. gave in the Unit is attacking enemy behind stakes. Mounted units who would normally be allowed to melee pike units instead will automatically suffer a result of - suffer 1 Hit Retire . Pike units cost 1 additional point per figure. 6.57 Elite Training (ET) - Units that have been given extensive training in either Melee or Missile fire. These units receive a +1 each time they are in melee or are firing. Examples include Roman legionaries, Cretan archers, and Japanese Samurai warriors. Note that some units can qualify for Elite Training in both missile and melee and would pay for both. Elite training costs 1 additional point per figure. 6.58 Stakes (Stakes) - These are long wooden poles that are placed into the ground to provide cover and to break up charges. They can only be used as per the lists when fighting historical armies. Units desiring to stakes announce their intention to do so drop must and may only when Active. They may not move drop nor fire when they are dropping stakes. The stakes occupy the frontage of one unit. Once dropped they remain in place. Only units directly behind them and in contact can count their advantage. Stakes provide Melee and Reaction Test benefits. Stakes cost 1 additional point per figure. 6.59 Artillery - There are two categories of Artillery. Pre-gunpowder Engines gunpowder and Cannon . Artillery units cost 1 additional point each. Engines - When an Engine 2D6 fires, are rolled. Their total represents the distance the engine s projectile reached. This distance is measured from the front of the stand. If this spot is occupied by any unit (of either side), that unit suffers 1 Hit (regardless of Armor Class). If the distance is equal or overhead of any unit, that unit must take a Reaction Test for being fired at and will count Terror. Cannon - When a Cannon roll fires, 3D6 and arrange them in descending order. The highest die is the distance the projectile travels in its first bound, measured as above. Any unit at that range suffers 1 Hit (regardless of Armor Class). The second die represents the second bound or bounce . Range is measured from the first point of impact and any unit occupying that point suffers damage as above. The third die represents the final bounce where the flight of the projectile stops. Damage is inflicted as above. Cannon are notoriously unreliable in this period and you should be alert to the following dangers. If, when rolling 3D6 for cannon fire, two out of three dice come up 1 cannon fails to fire. s, the If all three dice come up 1 cannon s the explodes! The cannon unit is removed from the table as per . Rout 7.0 ASSIGNING LEADERS Leaders are important in that the flexibility and effectiveness of an army depends largely on the number and quality of leaders it has. Every army receives one leader as part of its basic force. free This is your Commander in Chief . You are or CinC allowed to purchase additional leaders (SubLeaders) if you desire. After the first 20 units, SubLeaders may be purchased for each additional 20 units or portion of. They may only Activate and affect units under their command. Sub-leaders cost an additional 10 points. You use your leaders to activate Bodies of troops and to affect reaction tests, etc. These activities are explained later. 7.1 ESTABLISHING WAR RATING Before you can start a battle, you must establish the Rating each side. This is done War for using the following table: DIEROLL 1 WAR RATING 2 2 3 3 3 4 3 5 3 6 4

This rating is for your CinC. Each sub-leader is worth one rating point and is added to your army total. You may activate body of troops per turn for one each Rating you possess. Loss of a subWar point leader reduces your Rating one (1). If you War by lose your CinC, you lose his Rating War points. 3

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Regardless of losses or other conditions, you may always activate (1) body of troops per turn one 8.0 DETERMINING THE ATTACKER Each player starts with his Rating War and adds to it the appropriate modifiers below: +1 If your army is invading. +1 If the total of your units capable of scoutingtwo but not three times greater than your is opponent s. +2 If the total of your units capable of scouting three or more times greater than your is opponent if your opponent has no s, or scouting troops. For scouting purposes count each AC2 mounted unit twice, each AC4 mounted unit once, and do not count AC6 mounted units. All AC2 Skirmish infantry stands count . Each player then rolls 1D6 and adds this result to their total. The player with the higher total is the Attacker this battle and moves first. The other in player is the Defender is allowed to pick the and terrain. Reroll the die if the resulting total is a tie. If the Attackers is two or more times greater total than the defender the , then Attackerallowed to is add 50% to the movement of all of his units in the first turn. 9.0 TERRAIN SELECTION AND EFFECTS The terrain on which a battle is fought is often decisive. You should take great care in placing terrain features on the battlefield. The defender then rolls 1D6. The score represents the number of Terrain Points available to the defender. The defender may not choose more than three pieces of any type terrain. The defender must spend all his points. The following pieces of terrain are available, listed by point cost. 9.1 Terrain at one (1) point 9.11 Light Woods / Rough Terrain / Soft Ground - All bodies suffer a 1D6 movement reduction in inches if they enter or cross this type terrain. Shock Cavalry and Pike do not receive their combat bonus. Units may see and fire through no more than 2 of wooded terrain. The feature may cover no more than 6 or 12 . X 18 X 12 9.12 Gully - Units outside a gully may see and fire no more than 2 a gully. The feature may cover no into more than 6 or 12 . X 18 X 12 9.13 Road - Roads must enter from one edge of the board and either exit at an opposite edge or stop at a settled area. Roads are one stand wide and may be placed over any terrain except water. Movement on roads negates any terrain movement normally required. Example: A road running through the woods. 9.2 Terrain at two (2) points 9.21 Gentle Hill - A spot should be marked at the center of the hill denoting it s summit or crest. Units nearer the dot are considered to be . If the crest uphill is between two units they are on opposite of the sides hill. Hill crests block line-of-sight and units cannot fire through them. (Units may, however, always fire at 1 .) The feature may cover no more than 6 or 12 X 18 X 12 . 9.22 Heavy Woods - Visibility as Light Woods. Only AC2 bodies may enter or pass through and then at 1D6 penalty. The feature may cover no more than 6 or 12 . X 18 X 12 9.23 Steep Hills - Only Skirmish infantry bodies may enter or pass through at speed - 1D6. The feature may cover no more than 6 or 12 . X 18 X 12 9.3 Terrain at four (4) points 9.31 Lake / Sea - Impassable. Sea must be placed along edge of battlefield. The feature may cover no more than 6 or 12 . X 18 X 12 9.4 Terrain at six (6) points 9.41 River - This terrain feature must be 3 wide and may be up to 48 One end of the river must long. be placed at a table edge. The opposite end may terminate at a table edge other than the one it entered on, at the beginning of another river, or at a lake free or seashore. After placing a river roll 1D6. On a roll of 1 the river is not fordable and a bridge one-stand-wide must be placed across it at some point. On a roll of 2 or 3 the river is fordable for up to half its length. (Fords should be marked.) On a roll of 4 through 6 the river is fordable it s entire length. Fording is performed as follows: 1. The body must stop at the river s edge and forfeits any remaining movement. 2. Next turn, the body moves to the opposite edge and stops inside the river. 3. On subsequent turns, the body moves out of the river at the normal rate minus 1D6 until no units of that body remain in the river. Units in rivers are considered downhill of units on the river s bank and no unit may ever fire while in a river. Terrain may be of mixed types, such as wooded hills All terrain features etc. sizes are based on 15mm figures and the use of other scales will require adjustments. 10.0 ADMINISTERING TERRAIN EFFECTS All terrain effects are administered by body not . Terrain penalties are in effect until all units unit of a given body clear the terrain in question. 11.0 PLACING OF TERRAIN Warrior Kings is generally played on a 3 X 4 surface. Each player should place himself on one of the edges. This will be your long Baseline . The 4

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other two neutral edges are the Sidelines . The defender then places his terrain features wherever he desires. 12.0 RIGHT OF REFUSAL Once the defender has placed the terrain as he desires, the attacker is permitted the right to refuse combat. The players must then go through the terrain selection process again. The attacker is then allowed to refuse combat for a second time. After two refusals the attacker must accept the third time or one campaign season is advanced. 13.0 DEPLOYMENT OF TROOPS Each player now counts up his AC2 and AC4 mounted units. Count AC2 units twice. AC2 Skirmish infantry stands count . If your opponent has three times as many scouts you, or you have no as scouting units, you must place nine (9) units on the table for every three (3) he places until all of your forces are deployed. He may then deploy the remainder of his force. If the ratio of scouts is two-toone against you, you deploy six (6) units to his three (3). If the ratio is less than two-to-one you each deploy three (3) units at a time. The first unit deployed by each player must be his CinC. The defender then places his first group and then the attacker his first group. Players alternate this way until all units are deployed. The following restrictions apply to initial deployment 1. All units must be placed between 3 12 and from their respective baselines. 2. No unit may be placed less than 12 from either sideline. 3. No Melee unit or dismounted cavalry foot unit may be placed less than 18 either sideline. from 13.1 FORMING AND BREAKING UP BODIES You must now form your units into Bodies .A Body troops is any number of units in of Base Contact the beginning of a turn. Contact at Base means the body s stands are touching, in any way at all, even corner-to-corner. (Units that come into Base Contact during play will count as one body at the start of the next turn). Bodies may be broken up voluntarily when active or they are broken up involuntarily by reaction test results. 14.0 BATTLE SEQUENCE Now the battle may begin. You begin a turn by activating or more bodies of troops at your one discretion. It is during deployment and the first turn of the battle that you as CinC have the most control. After that, events may start to run along out of your hands. That is one of the entertaining aspects of Warrior Kings the Ancient and Medieval worlds, . In leaders started the battle rolling and then things pretty much went their own way. But all is not lost if you have a good deployment, reserves, and a great sense of timing! PLEASE NOTE! All movement, reaction tests, melees, and fire occur from the Active player to his left! s right A turn ends when all activated bodies have moved, all reaction tests caused by those moves, all reaction tests caused by those reaction tests etc. have been administered and all results have been carried out. Now it is the other players turn and the whole cycle starts again. These cycles continue until one of two things happen. One player s army has been forced from the field, or the players decide to end the battle by mutual consent. 14.1 ACTIVATION You may activate many bodies as you as have War Rating points each turn. Bodies must be activated to begin moving only. Bodies must continue moving until forced to stop. A body ends when all reaction tests and s turn melees involving that body have been administered. 15.0 VOLUNTARY MOVEMENT Voluntary movement is made possible only by activation. Units may use their full movement allowance only if they do not change direction either before or during their movement. (See WHEELING). Oblique movement is not allowed. Backward movement is only allowed when Giving Ground Skirmish units. or by PLEASE NOTE! Units facing an enemy that is facing them and in that enemy s charge reach may only move forward or remain stationary. Units not facing an enemy and in charge reach of an enemy unit may move as desired. 15.1 ABOUT FACE Foot units may face about (change facing 180 degrees) at a cost of their movement allowance. They may then use their remaining movement allowance. Mounted units and Artillery units must pay their full movement allowance to face about . 15.2 WHEELING Troops wheel by bodies. In a wheel, Right the front unit Right s front corner is the Right Pivot Point remains stationary. The unit now moves in and an arc toward its Right front. When it is finished moving the other stands of the body move to conform to this arc. A body may not exceed its normal movement allowance and no body may wheel over 45 degrees in one turn *. 5

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*Exception: A body of one (1) unit wide may wheel up to 90 degrees per turn. A wheeling foot body is not allowed any other movement. A wheeling mounted body may move up to half their normal distance. Wheels take place at the start or end of the turn. Bodies may wheel into contact but still are required to take the Attempt to Charge reaction test. In a wheel, all Left Rights become . Lefts 15.3 SKIRMISH MOVEMENT Skirmish units move differently from other troops. They are allowed to move in any direction, up to their full movement allowance. They may then be faced in whatever direction you desire. (See Interpenetrating). 15.4 DISMOUNTING If you wish to play any mounted troops as foot troops you must dismount them before they are placed on the table. They may reclaim their mounts after the battle. 15.5 INTERPENETRATING Skirmishers may pass freely through any friendly unit or units that are not moving or firing while they are being passed through. Skirmishers be passed through if they may are not moving or firing while they are being passed through. Skirmishers are come in contact with that Retiring friends are routed instead. 15.6 CHARGING Bodies charge by units. Units directly behind and in base contact with units that are to charge will be pulled along with them if they are of equal or lower CV. Units that have a higher CV will not be pulled along. If a unit belonging to a charging body is forced to , Halt , or , all units of the same body which are Retire Rout directly behind it must Halt. 16.0 BODIES FORCED TO STOP Bodies are stopped by any of the following conditions: 1. As the result of a reaction test. 2. Coming within 1 other friendly bodies of blocking their way. 3. Impassable terrain. 4. Reaching a terrain feature you wish to occupy. 5. After a pursuit. 6. Coming into an eligible position to fire at an enemy. (See Mandatory Firing). Once stopped, a body must be reactivated to resume movement. 17.0 INVOLUNTARY MOVEMENT Once a body has begun to move it must continue at no less than speed until forced to stop. 17.1 GIVING GROUND This is the result of a reaction test. To Give Ground unit must first be in melee. To a Give Ground unit moves backward 1 receives 1 a and (This hit does not cause a reaction test.) Units hit . giving ground will force back other foot units in contact behind them. Mounted units in contact behind them - take 1 hit Retire instead. If an enemy unit cannot Follow Up the then unit forced to Ground Give remains in place and still takes 1 Example: The enemy unit is still in hit . contact with other friendly units, often just by tip tip to contact only. 17.2 FOLLOWING UP Units that cause enemies to ground give must Follow Upand remain in contact. Units of the 1 same body in contact behind and of the same Combat Value or lower are forced to Up them. Follow with 17.3 RETIRE When forced to Retire a result of a as reaction test, a unit moves directly away from the path of the enemy and ends it s move facing this same enemy. They also receive 1 If during the move hit . they contact a friendly non-skirmish unit, they halt there and receive 1 additional If during the move hit . they contact friendly Skirmish units they will Rout them and move their full Retire distance. If pursuing enemies recontact them, or if they collide with another enemy, or if they collide with impassable terrain, they ROUT! Retiring units do not suffer terrain penalties. 17.4 ROUT If a unit routs it is removed from play. Routing units are assumed to now have equal to their hits original CV regardless of the number of they hits actually had at time of Rout. is never a Rout voluntary option. PLEASE NOTE! When two opposing units rout due to the same melee the unit with the higher modified current CV will continue melee while the other Routs. This unit will also receive 1 If both units have the same current hit . CV then they both receive a and continue the hit melee. 17.5 PURSUE Any unit that causes an enemy to retire or rout must roll 1D6. Units that were defending in the first round of melee, were continuing a previous melee, or had been forced to give ground, will pursue the enemy on a roll greater than their original Combat Value. Units that were attacking or following up will pursue on a roll equal to or less than their original Combat Value. If a leader is with a unit, you may alter the rolled number up or down one number at your option. 6

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Units directly behind and in base contact with units that are to Pursue will be pulled along with them if they are of equal or lower CV. Units that have a higher CV will not be pulled along. When making Pursuit moves measure the distance from the point of contact or point where the charge move ended if no contact occurred. Pursuers are not affected by terrain penalties. 17.6 ADVANCE A unit called upon to advance moves directly forward at half speed. If this would result in contact with the enemy then the unit must take the Attempt to Charge reaction test. If the reaction test that caused the advance was due to enemy action to the flank or rear, they are allowed to turn to face this enemy before advancing. PLEASE NOTE! A unit that has been fired at or threatened from flank or rear AND is within 4a facing enemy of melee unit will Halt in place instead counting as facing all directions. 2 3 4 16(6) 12(6) 12(5) 8(4) 6(3)

* Units required to Retire or Pursue, roll 1D6. A score of 1-3 subtracts one inch from their movement rate while a roll of 4-6 adds an inch. 19.0 LEAVING THE BATTLEFIELD Any units pursuing an enemy off the board may return on the following turn or later. They must however, be Activatedorder to move. They return in at the spot that they left. These are the only units that may ever return from off the battlefield. Units may leave the battlefield voluntarily along their own Baseline without Routing. Otherwise they are considered to have routed. 20.0 TRACKING A UNIT'S STATUS In Warrior Kings units will receive morale losses, casualties from missile fire, and melee casualties. All of these will reduce the unit's ability to fight. These are called "hits". Use the following methods when using one or two stands to represent a unit. If using four stands to represent a unit I recommend pulling figures instead. When a unit receives a place a marker hit bearing the appropriate number next to it. Units can receive from missile fire, melee resolution, and hits failed reaction tests. As the number of increase; hits change the marker to reflect this. Personally I use 1/2 cardboard counters. White ones read 1 on one side, 2 on the other. Then blue ones with 3 and 4 and finally red ones with 5 and 6. The colors are a quick reference for the condition of the unit involved. 21.0 MISSILE COMBAT Missile fire is mandatory. Because of this; a Missile or Skirmish unit may sometimes fire several times in the same turn. Mandatory Fire place when a Missile or takes Skirmish unit begins the turn in range of an enemy but not in contact. In this case the unit must fire. Fire as the result of a reaction test is explained in the Administering Reaction Tests section. 21.1 HOW TO FIRE To fire you must first designate the target unit. This target must be within range of the firer or firers. Ranges are as follows: MISSILE RANGES Foot Missile Units All Skirmish and any Mounted Units Artillery - Engines

17.7

HALT Once a unit halts, it becomes inactive and must be reactivated to resume movement. When one unit in a body halts, any units directly behind it will also halt. This includes a unit halting to fire. Units that are forced to by units they are not facing will turn to Halt face them unless they are already in an enemy unit s charge reach and already facing them. Units called upon to fire which have turned to face, turn to face, but do not fire (they moved). 18.0 MOVEMENT RATES Movement rates reflect the formation and order that troops actually used. Troops in looser formation (represented by fewer figures per stand) moved quicker than those in close formation. For movement purposes only, missile chariots count as 2 figures, melee chariots as 3 figures, elephants as 3 figures, and artillery as 4 AC6 figures regardless of actual AC.

MOVEMENT RATES FOOT - Normal move (Retire/Pursuit)* # Figs/ 2 3 4 AC2 8(3) 8(3) 6(2) AC4 8(3) 6(2) AC6 4(1)

6" 3" 12

MNTD - Normal move (Retire/Pursuit) # Figs/ AC2 AC4 AC6


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Artillery - Cannon 18 Whenever opposing units come into base to base contact, Melee combat occurs. Base contact may be forced upon units by being Drawn Into melee. This occurs when a unit ends its movement 1 or less from an enemy unit. The moving unit is Drawn the enemy by momentum. These units into must still take an Attempt to Charge reaction test. A moving unit always contacts the enemy with its front side. The non-moving unit may be contacted on any facing side. Base contact need not be complete and may be corner-to-side, side-to-side, or even corner-tocorner. It may be that more than one moving unit contacts a single enemy. This is also valid and constitutes a multi-unit melee. By definition, a melee consists of one unit fighting all the units it is in contact with. All melee dice are combined. 22.1 MELEE PROCEDURE Once enemy units are in contact, roll 1D6 for each meleeing unit modified by the conditions below: MELEE MODIFIERS +1 +1 +1 +1 +1 +2 +1 +1 +1 -1 -1 Unit has Elite Training. Unit is Cavalry round of melee. Shock first Unit is Combo Armed first round of in melee. Unit is Elephant in first round of melee. Unit with eligible Barbarian Frenzy . Units with eligible bonus. Pike Enemy is mounted. Leader stand. Unit is uphill. Enemy is in fieldworks or behind stakes. Unit is Missile or Skirmish.

The target unit must also be in the line of sight of the firer. Generally, troops may fire only at units they can which are to their direct front. All See Skirmishers, Chariots, and Elephants, however, may also fire to their direct rear. In order to see a unit for firing purposes, no part of the firing unit s front may be blocked by intervening units of either side or any sort of blocking terrain. Then, you roll the required number of dice. (2D6 for Missile Foot for all others.) The total is , 1D6 modified by the conditions below: FIRING MODIFIERS Target Mounted Target in cover

+1 -1

Firer has Elite Training +1 21.2 CASUALTIES FROM MISSILE FIRE All units firing at the same target must combine their modified die-roll totals together. Consult the following table to determine casualties. Cross the Die Roll Total with the target Armor Class to determine number of . hits However, the number of from missile fire hits may never be more than one per firing unit. hit CASUALTIES TABLE Die Roll Targets Armor Class Total 2 4 6 3 1 0 0 4 1 0 0 5 1 1 0 6 2 1 0 7 2 1 1 8 2 1 1 9 3 1 1 10 3 2 1 11 3 2 1 12 4 2 1 13 4 2 1 14 4 2 2 15 5 3 2 16 5 3 2 17 5 3 2 18 6 3 2 21.3 FIRING AT MULTIPLE TARGETS Multiple targets in the same arc of fire must be fired at. The would be applied to the lower AC Hit target, but both targets will have to take a Received Fire reaction test. 22.0 MELEE COMBAT

All units in melee with the same enemy unit will combine melee dice. may be distributed as Hits" the player sees fit except the lowest AC unit will receive first. Remaining scores are applied to the hits other units. (Check versus their AC individually). No unit in this situation may receive two before all hits units receive one. Consult the Casualties Table found under the Missile Fire section of the rules. Cross-index the total versus the target unit s Armor Class. Unlike Missile Fire, there is no limit to the number of that may be scored in melee. hits

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Once a melee round is completed, all units take an Involved in Melee reaction test. Those still in contact will continue melee in the next player s turn. 3 or 4 GRIEVOUS WOUND. Leader is no longer functional. Leader will recover from wounds in 1-3 campaign seasons. All units under his control take a Leader Lost reaction test. MORTAL WOUND. Leader will die in 1D6 days. Treat as GREVIOUS WOUND above.

5 or 6 22.2 FLANK OR REAR ATTACKS Flank attacks can be devastating when carried out. To qualify as a flank attack the moving unit would end his move in contact with the non-moving unit on any facing except the front. PLEASE NOTE! Bodies have their facings defined by the front units. Units directly behind the front unit do not have a front facing. Units charged to the flank or rear must pass a Receive Charge Reaction Test on both dice, otherwise they will Rout. If they do pass then they are considered to have faced the enemy and are no longer considered to have flanks or rear presented. The stands are not actually turned unless required to pursue after melee. 22.3 SKIRMISHERS ATTEMPTING TO CHARGE Skirmishers can charge non-skirmishers only after those units have received equal or greater hits than their original Combat Value. Otherwise, skirmishers that come into contact with non-skirmishers will rout!

24.0

REACTION TESTS The reaction test is the core of Warrior Kings . Players would do well to study this section. 24.1 HOW TO TEST REACTION The Reaction Test represents the effect of various stressful situations on a unit s ability to perform tasks as ordered. The consequences of Reaction Test rolls can often change defeat into victory, or die vice-versa! Taking a Reaction Test involves taking the unit s original CV and applying the appropriate modifiers below: REACTION TEST MODIFIERS CONDITION MODIFIER Leader stand. +2 In contact with leader stand. +1 Each friendly unit in direct contact to the flank or rear of tester. Count up to (3). +1 Uphill of all enemies. +1 In fieldworks, behind stakes, or in camp. +1 Unit in melee or fired on is outnumbered -1 Terror troops within 2 -1 Each suffered. hit -1 Missile / Skirmish in melee. -1 In Desperate Struggle . -1 Charged in or Flank Rear -2 Next roll 2D6 and compare the number on each die (NOT THE TOTAL) to the modified CV of each unit that is making a Reaction Test. If the individual die score is equal or less than the unit s current modified CV then the unit has passed on that die. It is possible to on two (2), one (1), and Pass zero (0) dice. (See Reaction Charts). PLEASE NOTE! All dice rolls for Reaction Tests are by body. In effect 2D6 are rolled for each body with modifiers applying to individual units. It is possible that some units in a body will have to check reaction while others will not. Often units of the same body will have different reactions from the same dice roll. 24.2 OUTNUMBERED Units in melee with or being fired at with more enemy figures than themselves are outnumbered. Outnumbered units will count a -1 for reaction tests. 25.0 WHEN TO TAKE A REACTION TEST

22.4

ARTILLERISTS IN MELEE Artillerists are considered missile units for melee purposes. 22.5 DESPERATE STRUGGLE Whenever a player rolls a natural 6 while trying to score on an enemy in melee, that roll hits results in a Desperate Struggle enemy player . The must take an Involved in Melee reaction test counting a temporary -1 to his CV. Units do not take a -1 for each 6 rolled, only if any rolled. 6 is 23.0 RISK TO LEADERS All leaders must be attached to some friendly unit. That is, they must be mounted on a stand with other figures. If a Leader unit suffers a in melee or hit from missile fire the player must roll 1D6 per hit scored. If the result is a leader is at risk. 6 , the Roll 1D6 again. If the result is greater than the leader s Armor Class then the leader is killed! All units under his control take a Leader Lost reaction test. If not, roll 1D6 again and consult the table below: LEADER AT RISK TABLE DIE ROLL CONSEQUENCE 1 or 2 MINOR WOUND. Carry on as normal.

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Reaction tests are given for the following reasons. 25.1 ENEMY THREAT TEST If a body of your Melee units starts more than 4 an enemy body, moves toward it, and from stops less than 4 away from and facing it, without contacting it, that enemy body must take an Enemy Threat reaction test. Units Retiring as the result of a charge and which are being pursued by an enemy body, which would normally be required to take this test, do not. ENEMY THREAT TEST MELEE UNIT: Pass 2 dice NON DUAL MOUNTED charge. ALL DUAL ARMED Halt and fire. FRENZY charge. OTHERS Halt. Pass 1 die Pass 0 dice ALL Halt. DUAL ARMED Halt and do not fire. ALL Retire. Pass 1 die CHARGERS continue suffer 1 hit . MOUNTED not charging will Retire. OTHERS Halt. DUAL ARMED Halt and do not fire. ALL Retire. Those with equal hits to original CV will rout instead.

Pass 0 dice

MISSILE UNIT: Pass 2 dice CHARGERS continue. OTHERS Halt and fire. Pass 1 die Pass 0 dice ALL Retire. ALL Rout.

MISSILE UNIT: Pass 2 dice ALL Fire. Pass 1 die Pass 0 dice ALL Retire ALL Rout.

Continuing our example the Persians must now take a Received Fire reaction test. Although the peltast did not cause a casualty, the test is still taken. The center Persian infantry unit, with the leader is the only one fired on so it is also the only one to take the test. If more than one unit had been fired on, then they too would have taken the test. The Persian infantry CV is 4. The modifiers would be +2 for leader, +1 for unit in contact to side, and +1 for unit in contact to side. The Persian modified CV is 8. No dice are rolled, as it is an automatic "Melee, pass 2 die". The Persian has a "Others advance 1/2 speed" result. This movement would put him into contact with the peltast unit, so he must now take an "Attempt to Charge" test. 25.3 ATTEMPT TO CHARGE TEST If you are attempting to move into melee with an enemy unit, you must take an Attempt to Charge reaction test. This applies to ANY move that will result in melee combat. (See Advance). ATTEMPT TO CHARGE TEST MELEE UNIT: Pass 2 dice CHARGE. Pass 1 die Pass 0 dice CHARGERS continue. Suffer 1 hit . HALT. Suffer 1 Those with hit . hits equal to original CV will rout instead.

To illustrate how the reaction test works here is a sample for each test. A body of three Persian infantry units are advancing toward a Greek peltast unit. The center Persian unit contains the Persian CinC. All three units are in line three units across. On their movement turn they move to three inches from the peltast unit. They now cause the Greek unit to take a "Enemy Threat" reaction test. The peltast CV is a 4. There are no additional modifiers. The dice score is a 3 and a 1. Looking up the result under "Melee, pass 2 die" we see the peltast has a scored a result of "All dual armed Halt and fire". Being dual armed the peltast fires. He does not score a hit. 25.2 RECEIVED FIRE TEST If you are fired on by any unit, you must take a Received Fire reaction test whether or not are hits taken. RECEIVED FIRE TEST MELEE UNIT: Pass 2 dice CHARGERS continue. DUAL ARMED not charging will fire. FRENZY Charge. OTHERS advance speed.

MISSILE UNIT: Pass 2 dice CHARGE. Pass 1 die Pass 0 dice ALL Rout ALL Rout

The Persian unit has a CV of 4 with another 4 modifiers for support and leader. The modified score is an 8. No die roll is needed and they score a "Charge" result. The Persians are now moved forward one inch 10

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from the peltasts. Note that the two Persian units in contact with the charger are not moved. 25.4 BEING CHARGED TEST Units attempting to contact the enemy and have passed a Attempting to Charge reaction test must stop 1 away and the target unit must take a Received Charge reaction test. If this test results in the target unit countercharging, move it into contact with the original charger. Other results take effect immediately. BEING CHARGED TEST MELEE UNIT: Pass 2 dice FOOT stand. FRENZY charge. DUAL ARMED stand and fire. OTHER MOUNTED charge. Pass 1 die FOOT charged by Shock Cavalry will rout. UNITS ALREADY IN MELEE will Rout. UNITS CHARGED TO FLANK OR REAR will rout. OTHER FOOT Halt. DUAL ARMED Halt may not fire. ALL MOUNTED RETIRE ALL Rout. Pass 1 die MISSILE UNIT: Pass 2 dice STAND and fire. SKIRMISHERS fire and Retire. Pass 1 die FOOT charged by Shock Cavalry will rout. UNITS ALREADY IN MELEE will rout. UNITS CHARGED TO FLANK OR REAR will rout. FOOT MISSILE Halt and fire with 1D6. FOOT SKIRMISHERS fire and Rout. MOUNTED Retire. ALL Rout. Pass 0 dice ALL Rout. ALL Rout. When enemy units come into physical contact, a Melee round occurs. ALL bodies at the end of a Melee round must take an Involved in Melee reaction test. Ground Give , Follow Up , , Retire , and Rout Pursuit moves will result from . Melee Units that collide with enemies during pursuit moves may cause additional reaction tests. Second or third rounds of a given melee take place in subsequent turns. INVOLVED IN MELEE TEST MELEE UNIT: Pass 2 dice MOUNTED that did not cause enemy to Rout or Retire will themselves Retire. OTHERS carry on. Pass 1 die FOOT in melee with any mounted will rout. OTHER FOOT Give Ground. MOUNTED Retire. ALL Rout.

Pass 0 dice

MISSILE UNIT: Pass 2 dice MOUNTED that did not cause enemy to Rout or Retire will themselves Retire. OTHERS carry on.

Pass 0 dice

Pass 0 dice

The peltast unit is being charged and must now take a "Being Charged" reaction test. Their base CV is a 4 with no modifiers. The dice score a 5 and a 4. The peltast unit has exceeded his CV on one die so must look under "Melee, Pass 1 die". The result is "Dual Armed Halt, may not fire". The Persian unit is moved into contact with the peltast. 25.5 INVOLVED IN MELEE TEST

The results of the melee are as follows. The peltast unit received 2 "hits". The Persian unit 1 "hit", unfortunately it was the leader who was killed. Both units now must take an "Involved in Melee" test. They would have whether or not they had received casualties. The Peltast has a modified CV of 2 (4 minus 1 for each "hit") and the die score is 3 and 4. They have Passed 0 dice and score a Rout. They are immediately removed from play. The Persian unit has a CV of 3 (4 minus 1 for the "hit"). They roll a 4 and a 1. "Pass 1 die. This is a result of OTHER FOOT Give Ground. The Persian unit is pushed back 1" and receives an additional "hit". 25.6 LEADER LOST TEST If a the CinC or Commander in Chief is lost due to rout, wounds, or death, the whole army must immediately take a reaction test. If a Sub-Leader is lost, only the units under his control must take this test. LEADER LOST TEST MELEE UNIT: Pass 2 dice ALL carry on. Pass 1 die FOOT Give Ground.

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MOUNTED Retire. 26.2 Pass 0 dice ALL Rout. CASUALTY RECOVERY Not all battle casualties are permanent. Men who have lost their way, lightly wounded men, scattered men, and temporary deserters often wander back to the Colors to fight, or run away, another day. After the battle and Pursuit over Major are each player groups his units that have suffered hits together into groups. Every third in each Like hit group is a permanent casualty. The other must hits be rolled for. Roll 1D6 for each, modified as follows: CASUALTY RECOVERY Unit is fanatic. Unit has been killed or wounded. s CinC Unit has battle. s side lost

MISSILE UNIT: Pass 2 dice ALL carry on. Pass 1 die Pass.0 dice ALL Rout. ALL Rout.

The Persian units must now take a "Leader Loss" reaction test for losing their CinC. Each unit rolls separately. The center unit has a modified CV of 1 (4 3). The die score is a 3 and 5. They "Pass 0 dice" and Rout. The left Persian unit has a CV of 4. The score of the dice are 4 and 6. They "Pass 1 die" and Give Ground and take a "hit". The right Persian unit has a CV of 4. The score of the dice are 3 and 2. They "Pass 2 dice" and Carry On. 26.0 POST - BATTLE SEQUENCE Battles end with only one player having units on the battlefield and he is the winner OR the battle has ended by mutual agreement. If the battle is ended by mutual agreement then a winner is declared if one side has three times as many Unrouted as the units other still on the field. PLEASE NOTE! Players may agree that neither side won and count the result as a draw with no major pursuit. 26.1 MAJOR PURSUIT After the battle, if there is a winner, his forces may perform a Pursuit Major . This is done in the following manner: 1. The winner places all of his non-routed units in a line on the table. These are the Hunters . 2. The loser then places his entire army (the Hunted on the table. He then places one of the ) back Hunted opposite each Hunter until each Hunter is covered or until the loser runs out of units. If Hunted outnumbers Hunters, the remainders escape major pursuit. 3. Any unoccupied Hunters are allowed to double up on any Hunted already opposite a Hunter. 4. If the movement allowance of a Hunted is greater than or equal to that of it s Hunter(s), nothing happens. The Hunted escapes. 5. If the movement allowance of the Hunted is less than it s Hunter(s), 2D6 are rolled for each Hunter and added together. Calculate casualties as normal. 6. These are given in addition to the casualties already on the Hunted unit. This is the only time when a unit may retain more than their original CV. hits

+1 +1 +1

A modified result of more means the 6 or is permanent. Other results and the is hit hit removed. The total number of permanent is hits applied to the units, one at a time, until each unit s original Combat Value is reached. When this happens, the unit is permanently lost. If one unit in a group remains whose original CV is greater than its total losses, roll 1D6. If the result is less than or equal to the difference, all remaining are removed. hits Otherwise, the unit is permanently lost. Example: The Templar unit has an original CV of 6. It has 2 remaining . The difference is 4. The die roll is a 3 hits so the are removed. If the roll were a 5 or 6 the hits unit would be removed instead. PLEASE NOTE! This ends the rules for playing battles on the tabletop, The following sections will deal with solo gaming, creating armies, and campaigns. 27.0 SOLO OR SAME SIDE GAMING Warrior Kings is ideal for and solo same side campaigns and battles. The main problem of solo and same side gaming has been enemy deployment and tactics. Warrior Kings has solved this problem. Solo gaming is where one person plays alone. Same side gaming is where all the players are on the same side and fights a side controlled by reaction guidelines usually dice result driven. 27.1 BASIC BATTLE TACTICS Each army in the lists has a letter corresponding to their Basic Battle Tactics. Correspond the letter with the correct chart below and roll 1D6. This result will be the basic deployment and battle tactic that the army will use. All other rules in Warrior Kings for setup and deployment apply. You will soon find that with the React mechanics of Warrior Kings solo games will retain the element of surprise not found in other rules. 12

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Army Type A Die Roll 1 2 3 4 5 6 Tactic Penetrate Center Penetrate Center Penetrate Center Penetrate Center Hammer and Anvil Encircle Flank Double Envelopment - While center is lightly held, fast moving units on the flanks attempt to surround both flanks of enemy army. 40% units in Center (may hold 10% in Reserve) 30% units on Left Flank 30% units on Right Flank Feigned Flight - Lighter units attack enemy in hopes of drawing them out into open when the troops retire. Pursuing enemy is then surrounded. 40% units in Center (may hold 10% in Reserve) 30% units on Left Flank 30% units on Right Flank Hammer and Anvil - One wing is oversize, other is weak. Attempt to attack and crush enemy force between attacks from center and oversize wing while other wing holds back ( refused ). 50% units in Center (may hold 10% in Reserve) 30% units on attacking flank. 20% units on defensive flank. Counterattack - Defensive posture and absorb enemy attacks, then counterattack with a large reserve. Best troops are held in reserve. 60% units in Center (may hold 30% in Reserve) 20% units on Left flank. 20% units on Right flank. Static Defense - Army assumes defensive posture with missile units in direct contact with second line of melee units. Cavalry is held in reserve to defend either flank. 80% units in Center. 20% units composed of cavalry in reserve. 28.0 WARRIOR KINGS ARMY LISTS

Army Type B Die Roll 1 2 3 4 5 6 Tactic Double Envelopment Double Envelopment Double Envelopment Feigned Flight Encircle Flank Encircle Flank

Army Type C Die Roll 1 2 3 4 5 6 27.2 Tactic Penetrate Center Static Defense Static Defense Hammer and Anvil Encircle Flank Counterattack

TACTICAL DESCRIPTION AND SETUP Each Basic Battle Tactic is described below including unit placement. Units are placed in either the Center (the 12 area in the middle of the player baseline the Left or Right Flank (6 to the ), on area left or right of the Center), or Held In Reserve (forming a second line in the Center and not touching the body in front of it). Penetrate Center - Heaviest melee units are placed in center with light screen, while wings hold back to prevent being encircled. Objective is to push through the enemy center. 60% units in Center (may hold 10% in Reserve) 20% units on Left Flank 20% units on Right Flank Encircle Flank - Attempt to slowly push through in center as the wing of fastest units attempt to turn one flank of the enemy. Other flank is defensive and tries to prevent encirclement. 60% units in Center (may hold 10% in Reserve) 30% units on attacking flank. 10% units on defensive flank.

28.1

READING THE LISTS This example will show how to read the Army List portion of the Campaign Sheet provided for the 23 armies used in this book. Selucid - This is the name of the army. 2/A/+1/8 - The the armies National Morale. The 2 is A defines its Basic Battle Tactics. The +1 is applied to its War Rating die roll. The 8 is the number of Recruiting Rolls it will receive per each 200 points additional used over the basic 200 point list published in Warrior Kings.

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# - This denotes the number of units an army has at the start for it's Basic Army. UNIT TYPE - Denotes the type of unit and any Special Characteristics it may have. CLASS - The unit s Battlefield purpose. CV - Combat Value. AC - Armor Class. SPEC - Special point costs applied if mounted (+1) dual armed (+1) missile (-1) etc. FIGS - Number of figures on base. COST - Point cost of unit. RECRUIT # - Die score on 2d6 rolled that will recruit specific unit. Example: Roll of 11 recruits 1 Phalangites-Pike. TOTAL - Point total for each group of like type units in army and a grand total at bottom. PLEASE NOTE! I recommend playing games with the troops listed at start and a full set of Recruiting Rolls. This will give armies of approximately 400 points. 28.2 FILING OUT THE CAMPAIGN RECORD Each army has a Campaign Record sheet that you may use to record events. Each one is good for one year and you have our permission to photocopy these sheets for your own use. Here is how to fill them out. Name - Name of the army. Group - Name of the campaign group it is in for historical enemies. Number - Number of the army. Year - Fill in the current campaign year. Morale - Use this box for the current National Morale. War Rating - Use this box for your current War Rating. 31.0 Recruiting Rolls - Keep track of the number of current recruiting rolls including those from peace treaties. Spr - Sum - Fall - Use this box to keep track of units in your army. Place the appropriate unit number under the appropriate season. GETTING STARTED After players have determined who is who they roll to determine what their War Rating is. This is done as per the Warrior King rules with a 1 being a 2 War Rating, a 6 being a 4 War Rating, and all other results a 3 War Rating. Example: Leo and Carl decide to play the Reconquista. High die roll determines who picks first.
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Wages of War - This is used to keep track of peace treaties, wars, duration of peace, and other seasonal information. 29.0 CAMPAIGNING WARRIOR KINGS Now that you understand how to fight battles we will provide a campaign system. This is a simple system that allows all the battles to be linked together with the results of one battle influencing the result of subsequent battles. There is little if any book keeping. And no diplomacy to "bog down" the campaign. I strongly urge not deviating from the following rules. These campaign rules can be used with any armies so have fun. 29.1 HANDS OF FATE In this campaign system, players are only the Captain General of the army as all "policy" and direction are out of their control or more aptly in the "Hands of Fate". Of all the campaign systems, this is the one that will generate the most battles. This system also allows players to control different armies in the same campaign. The campaign presented in this example isTHE RECONQUISTA - 1081 AD 30.0 THE SITUATION SO FAR After many years of being dominated and confined in the northern area of what is now Spain, two independent Christian states have risen to challenge the Moors. Although sometimes they're own worse enemy, they have decided to reconquer the land for Christendom. This crusade was known as the Reconquista. On the Moorish side the Caliphate that had ruled Andalus (Moorish Spain) has collapsed leaving a large number of "taifa" states. These small states have expansion as their first goal and are not afraid to fight their Moorish brothers, exactly as the Christians fight amongst themselves. This campaign can accommodate up to 4 players or may be played solitaire. At the start of the game each player chooses one state from the list. Leon (Christian) Toledo (Moor) Castile (Christian) Zaragosa (Moor)

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Leo takes Leon and rolls a 4 giving him a War Rating of 3. Carl chooses Castile and a roll of 5 means he has a War Rating of 3 also. 31.1 NON PLAYER STATES States that were not chosen by players will still be played in the campaign. Their War Ratings are rolled as normal with the exception that all rolls are at a -1 to the die. Example: Carl rolls a 2, which with a -1 becomes a 1 for Toledo, and Leo rolls a 6, which with a -1 becomes a 5 for Zaragosa. Here are the War Ratings for the two non-player states. Toledo - WR 2 Zaragosa - WR 3 Non-player states will behave as player states in all ways. They go to war, make peace, fight battles, and have a National Morale. When they are called upon to fight a battle, players decide who will command their army. Example: Toledo has been determined to go to war this turn and the target is Castile. Leo will act as the Toledo leader to fight Carl. 31.2 TIME PASSAGE The campaign is played in yearly turns. Each turn consists of 4 seasons, spring, summer, fall and winter. 32.0 TURN SEQUENCE 1 - Each player recruits his army for the upcoming year. This is done in the spring only. 2 - Players now roll to determine who is "Going to War". 3 - Players determine who attacks who. 4 - Attackers invade and defenders respond. 5 - Battles are fought and retreats made. 6 - National Morale adjustments made. 7 - National Morale checked. This completes one turn. Winter turn is handled differently. 1 - All units are removed from play. 2 - National Morale checks are still made. 3 - Leader death checks are made. 4 - El Cid banishment is checked. 5 - Almoravid invasion is checked. 33.0 FORCES INVOLVED Each player receives one Basic List from the corresponding Army List. This is the army he will always have at the start of the new year. Each player is also entitled to additional units by making Recruitment Rolls. A Player receives recruiting rolls for each area he controls. Each area has a number equal to its recruiting rolls with capitals having two. The second number is the value of the area when occupied by other states. Example: Spring of 1082 finds Castile in a good spot. Carl starts with the Basic List (note that ALL units from the previous year are lost) and has 10 Recruiting Rolls. 33.1 GOING TO WAR To determine if a state is "Going to War" roll 2D6 at the start of each season for all states that are not currently at war. If both die scores are equal or lower than the leader's War Rating, the state is "Going to War". Any other result means the state is at peace.

Example: In the Spring Leo rolls 2D6 to see if Leon is "Going to War". He rolls a 4 and a 6. Leo's War Rating is 3 so Leon does not "Go to War". Toledo rolls a 2 and a 1. The Non-Player War Rating is a 2 so Toledo declares war. 33.2 WHO FIGHTS WHOM After it has been determined who is "Going to War" consult the table below to determine who is fighting whom. States will only be at war with adjacent states. If a state has only one possible opponent, then they will fight. If a state has two or more possible opponents then assign each opponent one die roll and modify by the Belligerents Table below. BELLIGERENTS TABLE +1 If opponent is different religion +1 If "hated enemy". +1 If opponent of different religion is at war with state of same religion -1 If opponent is same religion -1 If opponent of same religion is at war with state of different religion

Example: Toledo has rolled successfully to "Go to War". The possible targets are as follows: Zaragosa with a -1 modifier for same religion. Leon with a +1 modifier for different religion. Castile with a +1 modifier for different religion. Leo rolls three dice and Leon scores the high roll. Toledo and Leon are at war. (In this case Carl would play Toledo). Faction, side, group, or different +/- for War Rating from each Army List may be substituted for religion in other time periods. When determining who is at war always match up adjacent states that rolled to "Go to War".

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Example: In the above example if Zaragosa and Toledo had both rolled to "Go to War" they would automatically have went to war with each other and rolled high die to determine who would attack whom. 33.3 WHERE TO ATTACK The attacker determines what area he is attacking by a die roll of 1D6. Roll 1D6 for each possible area and add to that the recruiting roll value. The high total is the area that is invaded. After the attacker enters the area the defender is allowed to move his forces into the same area regardless of the distance traveled as long as he moves through friendly controlled areas. Example: The Leonese army is attacking Toledo. Leo rolls 1D6 per area adding a +2 to one area and a +1 to the other. The final die score results in the Leonese attacking the 2 area. Carl, who is now value playing the Toledo forces, decides to move all of his units into the area to defend against the Leonese. 34.0 NATIONAL MORALE All states have a National Morale or NM. This is arrived at by adding the states Base Morale to their current leaders War Rating. Example: Carl playing Castile has a War Rating of 3. Castile has a Base Morale of 2. This would give Castile a National Morale of 5 (3 + 2). 34.1 CHECKING NATIONAL MORALE National Morale is checked at the end of every season. If the leader has been wounded or killed that season, do not count his War Rating towards National Morale. Example: It is the end of summer and the leader of Toledo has been killed. Toledo would not count his War Rating, and instead of a 5 National Morale they would have a 3. To check National Morale roll 2D6 and modify each die by the table below. NATIONAL MORALE MODIFIERS -1 Lost battle -1 Lost area -1 Attacker refused battle +1 Won battle Apply the die scores individually towards the NM. This is the same procedure used in Warrior Kings for Reaction Checks. Compare the results to the table below. If the die score is equal to or less than the NM then it is said to be a passing score. MORALE RESULTS TABLE Pass 2D6 Carry On. People are supportive of the government. Pass 1D6 Shaken. People are becoming less supportive. Subtract 1 from the current Basic Morale. Collapse. People no longer support government's actions. Subtract 2 from the current National Morale. If state is at war will immediately sue for peace. Peace will last one year for each point of difference between NM of states if winner has higher NM. If loser has higher NM then peace will last in number of seasons instead. Loser gives one Recruitment Roll per year to winner in addition to any rolls given up by loss of areas. War between the two states may not reoccur until end of peace and then may be generated as normal. Winner become loser's "hated enemy".

Pass 0D6

Example: Toledo and Castile go to war in the summer. Toledo decides to invade Castile. A battle occurs in which Castile wins and Toledo is defeated, their leader killed in the battle. At the end of the season morale is checked. Castile has a Base Morale of 2, a War Rating of 3, and has won the battle for an additional plus one giving him a total of 6 for National Morale. This is an automatic Carry On result on the Morale Results Table. It is Toledo's turn to check. Toledo has a Base Morale of 2, counts 0 for War Rating until next season when the leader would be rerolled, and a -1 for losing the battle for a total of 1 for National Morale. Leo, who was playing the Toledo State, rolls a 2 and a 5. This is a result of Collapse on the Morale Result Table. This is a -2 from morale so Toledo's new National Morale would be -1, a difference of 7 from Castile's NM. Toledo is now in a state of enforced peace with Castile for 7 years and has lost Recruiting Rolls for losing the war and for any area lost. Toledo will gain 1 per season until they s NM return to a Base Morale of 2. Castile stay as is. s will Castile is now Toledo's "hated enemy". 35.0 WINTER AND LEADER DEATH CHECK During the winter season all states must check to see if any Leaders, including El Cid, have died. Simply roll 2D6 per leader. On a roll of doubles that are higher than the leader's WR, the leader is dead. Roll WR of new leader. Otherwise, the leader lives on. Example: Leo rolls 2D6 with a result of double "4". As the Toledo leader is a WR of 2, he is dead and a new leader must be rolled for. 36.0 WINNING THE CAMPAIGN It is best to play the campaign in full years. Three years at least is the shortest recommended time 16

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period and it can last as long as interest continues. In any case the length of the campaign should be agreed upon prior to the start. As for determining a winner, that is pretty much decided by the players. With all the states it is usual for one player to fight with two or three different ones, making it hard to determine who won. The main goal is to have fun and fight battles. However, as with the battle rules, it should be pretty obvious who wins. PLEASE NOTE! This ends the Basic campaign system. What follows are rules specific for the Reconquista. 37.0 ENTER THE ALMORAVIDS The Almoravids were a fanatical Moslem sect that was invited into Spain in 1085 by the Andalusians (Moors) to assist in the fight against the Christians. They arrived and defeated the Christians in the battle of Zallaka. Instead of following up this victory they immediately began to subjugate their Andalusian friends. You figure! The Almoravid invasion check is rolled in the winter, invasion occurs in the spring. The Almoravids will only invade once. ALMORAVID INVASION TABLE Roll 1D6 and modify below. +1 Each Moorish area controlled by Christians. +1 Each Winter turn after 1081. Almoravids will invade on a roll of 6 or greater. They will automatically invade in 1087. The Almoravid will invade with one Basic List and 20 Recruiting Rolls. Roll 1D6 to see their arrival point. 1-3 is Toledo while a 4-6 is Zaragosa. 37.1 CHRISTIAN RESPONSE After invasion the Almoravid is allowed a "free move" as many areas as it is necessary to attack the closest Christian area. This may be through any Moorish controlled areas. Upon contact with the Christian area the Leader of that state is allowed to defend the area as normal and also issue a "Call to Arms". This is an attempt to gather allies to fight the Almoravids. Roll 1 recruiting roll for every Christian area controlled. These forces are then automatically moved to join the battle. After the battle they will remain until the end of the year as normal. El Cid may not participate in the first battle versus the Almoravids. Example: The Almoravid has landed in Zaragosa in the spring of 1085. Castile controls the closest Christian area. The Almoravids are immediately moved there regardless of distance. The Christian player, Castile immediately issues a to Call Arms receives 12 recruiting rolls for all of the . He Christian areas controlled by both Castile and Leon. These are immediately moved to join in the battle. 37.2 THE ALMORAVIDS WIN OR LOSE The Almoravids do not have a capital in Spain. They are allowed to remain in a non-capital Moorish area for one winter. Their army is not disbanded and they do not receive recruiting rolls. They will automatically go to war the following spring, determined as normal. For campaign purposes the Almoravids do not count the same religion modifier for determining whom they are going to war with. If winter comes round again and they do not have their own area, then they are removed and assumed to have returned to Africa. If they have their own area, then they will function as the other non-player states. Example: After defeating the Spanish in the summer the Almoravids fall back to Zaragosa and spend the winter there. They keep their full army and in the spring invade Toledo. After a battle they capture an area from Toledo and this becomes their capital. 38.0 EL CID - "FOR GOD, ALFONSO, AND SPAIN!" Robert de Vivar or El Cid as he became popularly known was a lesser Castilian nobleman who rose to power during this time period. Some look upon him as hero, desiring only to unite all of Spain, others as an adventurer out for personal gain. In either case, El Cid is represented in this campaign as follows. El Cid is represented by 1 knight unit, CV6 AC4 - Mtd Melee. He starts the game controlled by Castile. El Cid's War Rating is a 4 and will always count as the CinC when fighting for Castile or ANY other state. He will add 1 to all Reaction Checks made by all units of the army he is fighting with, whether Moor or Christian. Each winter turn roll to see if he has been banished by Castile. BANISHMENT TABLE YEAR 1081 1082 1083+

DIE ROLL 4 - 6 Banished 3 - 6 Banished 2 - 6 Banished

Upon his banishment El Cid receives one Basic List. This force is never replaced nor lost at the end of the year. El Cid may only recruit more units if he has conquered a Moorish area, never a Spanish one. Roll an additional 1D6 to determine what his force will do. On a roll of 1- 4 he will join Zaragosa, on a 5 -6 he will join Toledo. At the end of each year or until he dies, either in battle or by a Leader Death Check, roll 1D6. On a roll of 1 - 3 remains in the employ of his benefactor. On a 4 - 5 he rejoins Castile being reduced to one knight unit but is subject to banishment as outlined 17

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above. On a 6 he receives a Basic List in addition to whatever units he may still have. In the spring he will "Go to War" with any Moorish state, determined as normal. If El Cid returns to Castile and is banished a second time he will automatically receive the one Basic List and "Go to War" with the Moors as outlined above. Example: In the summer of 1081 the Castilian player roles a 4. El Cid is banished and another d6 is rolled. This time a 5 is rolled indicating that El Cid and his army of 1 Basic List will join the forces of Toledo. In the winter of '81 he rolls a 3 and remains in the employ of Toledo. In the following winter of '82 he rolls a 5 and rejoins Castile, his units are removed. The winter of '83 a 2 is rolled and he is banished once again. This time he will automatically "Go to War" with a Moor to be determined as normal and receives 1 Basic List. PLEASE NOTE! El Cid may only return to Castile once. He may not rejoin Castile if already banished twice but instead count rolls of 4 or 5 on the check as a 6. Why can t Skirmishers melee? This comes back to their Battlefield Purpose. They were trained to harass and disrupt from afar. They did not play a major role in hand to hand combat and at this level having them melee would encourage players to use them in ways they were never actually used. Why is cavalry so weak? If you are asking this question then you haven using your cavalry t been right. Historically, cavalry that charged fresh, steady infantry standing shoulder to shoulder did not have a chance of beating them. Cavalry charges were effective only against disordered and weakened infantry or those in loose formation. I reflect this in the rules by forcing infantry units charged by cavalry to pass their reaction with both dice. Other results cause them to rout! Cavalry charges were pretty much a onetime deal during the battle and had to be set up correctly. If you set up your charge against weakened units it will be very successful, perhaps devastating. If not, you will only succeed in wearing out and ruining your own cavalry. Why do you play on such a small table? Using a three by four table allows for quicker games and is plenty of space. Mongols and other fast moving missile armies have enough room to maneuver but they must get within range quickly. Is it okay to pre-measure distances? Yes you can if you handle it like we do. You state where you want your unit to end up (Example - 1 inch away from the enemy or outside of 4 inches), then move it there. Believe me, in real life the officer in charge of the unit knows how far he is from the enemy and where he would like to end up. Why won rules allow me to do what I t the want with my troops? It is the level of command that Warrior Kings is working at. You are the CinC, not the centurion. At this level you are responsible for the forming of bodies, deployment, reserves, and selecting terrain. It is your job to deploy your forces to give them the best chance of winning. The reaction test will allow your units to behave as they would in real life and also in the situations your deployment has put them in. I cannot stress how important deployment is. Many battles have been lost due to the horrible deployment of the player. Why is the attacker allowed to refuse battle after terrain is set? Battles were normally fought when both sides believed that they had a reasonable chance for victory. No general would fight in prohibitive terrain unless forced to. When playing a campaign this is reflected by the fact that your National Morale goes down if the attacker does not accept battle after the third terrain roll. 18

39.0

FAQ

Why are the rules based for 15mm figures? Although playable in 25mm I personally like 15mm scale. The amount of cost and time involved in buying and painting an army is pretty low. Instead of having one army I can field two or three. Why the choice of one stand per unit? The choice of using single stand units is a personal one. Some people choose to play with two or four stands equal to a unit. If you have the figures, then experiment. It is the number of units in the army that is important, not the number of figures in the unit. Why such small armies? Armies in Warrior Kings are actually quite large. Each list has between 15 and 30 units to control. After playing the game a few times you will see that it is important to keep your units together in bodies for better control. What exactly does a represent? Each hit represents a combination of things including hit wounded, dead, individuals sneaking off to the rear, loss of command, confusion, to name just a few. A is a measurement in the reduction in the ability hit and desire of the unit to continue to fight.

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Why the difference in missile ranges between foot missile units and foot skirmishers? Skirmishers are individuals taking deliberate aim on individual targets. As such the effective range (range with a reasonable chance to hit the target) would be the same for mounted and dismounted units. Foot missile units, however, were trained to engage at a longer range, sometimes with a higher trajectory, and typically with volley fire. Why isn t there an Army Breakpoint or something that causes an army to leave the field and stop fighting? I have a strong dislike for artificial rules to force one side or the other to lose the battle. Instead I believe an army should be allowed to fight until it is beaten. Doesn mean all battles will be fought t this to the bitter end? Isn how it was in real life. t this Armies fought until either one side was chased from the field (almost always) or both sides agreed to stop fighting (almost never). I have played in battles that ended with the winner having only 2 or 3 units left on the table. Remember this represents the remaining effective fighting units left, not the ones milling around. By the same token I ve played battles where one side has been crushed and the winner lost maybe one unit. What I m saying is, armies are beaten either when the player decides he has had enough and moves his units off the table via his baseline or the enemy forces his units off the table by use of the reaction tests. I had 1 on my Guard unit but lost the hit whole unit after the battle when recovering losses. How realistic is that? Pretty realistic I d say. Units that are not recovered are not necessarily dead or routed; they simply are no longer available for whatever reason. In your campaign system it seems that there is no diplomacy. Why is that? Have you noticed that when people are allowed to control everything they spend most of their time on the phone or in person negotiating elaborate treaties and alliances while doing all they can to avoid pitched battles? Although this in itself can be fun, the object of wargaming and probably why you bought this book is to fight battles. That is why I decided to write campaign rules that encourage miniature battles and not discourage them as diplomacy tends to do. Having said that I must admit that some diplomacy and roleplaying can enhance a campaign (a Crusader campaign I ran comes to mind). If I do publish a scenario book I will also publish the other campaign system that we use. It includes role-playing, families, diplomacy, economies, etc. It s called the and down dirty system. Why isn favorite army included in the t my book? It is impossible to include every army. If you have specific armies you would like to see or questions in general you can contact me in the following ways. www.twohourwargames.com How can you allow non-historical armies to fight each other? When I was first exposed to ancient and medieval wargaming over twenty years ago this question was never asked. Any army before the advent of muskets could fight any other. Rules at that time allowed for this by assigning points to each figure or unit. By this method armies of the same points total would stand a fair chance versus other armies of the same points total. After many years of gaming I found this to be true and that is an option in Warrior Kings. It really doesn't matter who or what is drawing the bowstring; the arrow hurts just the same. The point system works. This is not to say that these battles and campaigns should be played instead of historical campaigns I m just saying, don your choice of t limit armies and enemies. Have fun. If I don a rule can I just throw it out? t like You can do anything you want. BUT altering the rules in any manner can potentially alter the game in other unforeseen ways. Ask out playtesters. Changes made in some rules forced problems in other aspects we hadn t even thought of. Do what you want but I told you so. Why can t I make my army the way I want and what is the deal with recruiting rolls anyway? First of all, you can build your army anyway that you want. Just use the point system. But don surprised t be if you have a hard time finding opponents. Commanders in real life never had absolute control over the composition of their army. The lists in Warrior Kings recreate that. By playing the recommended Basic List with the total number of Recruiting Rolls you will be assured of having a typical yet unique version of the army you chose. Personally, nothing is more boring than playing the same army over and over. This is true whether it is your army or the one that you are fighting against. By using the Recruiting Rolls you should become a better player because you will be forced to adjust your tactics to your army composition. Also having some variety to your armies will generate more interest in your campaigns. Don't allowing players to fight any army against any other army cause one-sided battles? You have to realize that some armies will have a harder time against other armies. This happened all the time in real life and it will happen on the gaming table! This will happen whether you are playing historical opponents or non-historical opponents. It is not the difference in time periods of the armies that 19

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cause this but the troop types and tactics they use. By using the points system provided this is limited to some degree. If you are fighting a campaign whether historical or not, it is very likely that you may go to war with an army that is very much a challenge to yours. They may even defeat you and force you into peace. But maybe one that matches up better against it or can even dominate it invades that same army the next season. What is the best army out there? The best army out there is the one that you enjoy to play with even when it gets beat, because you will get beat. Pick an army you are comfortable with and learn how to play it. When you lose to one specific troop type it is better to learn how to deal with that than to run out and buy an army just like it. I know players that if they lose to light cavalry, switch to a light cavalry army like the Mongols. Then when foot missile armies like the 100 Years War English beat them, they run out and change to them. Well, you get the picture. Again, the best army is the one that you enjoy playing. I have beaten armies that on paper should have creamed me and have lost to armies consisting of what looks like two old guys and a dog. Deployment, terrain placement, and tactics win battles. Oh yes, don t forget timing and a little luck! Are there any plans for a second edition of Warrior Kings? NO! I hate that kind of stuff. If the rules aren t broken, don them. All you can expect t fix will be rule clarifications, if needed, possibly new army lists, and a scenario booklet if there is any interest in it. There will never be a major overhaul of the rules. I m shooting for something that follows the path of Risk. Been around for a long time with minor rule clarifications, but it Risk. I do however, have s still plans to publish rules using the React system covering other time periods. How do I get questions answered in the future? Either mail me, e-mail me, or voice mail me at the numbers given previously. Also, we will be on the web very soon. We also plan to frequently print articles in various trade magazines and make the rounds at all the major gaming conventions. I to d love here from you. 40.0 SAMPLE BATTLE C - Huscarls CV5 AC4 The Saxons deploy in one body three units deep with the Skirmishers in front of the two Huscarl units. The Norman forces for this small battle are as follows. 1 - Crossbowmen CV4 AC2 2 - Archer CV4 AC2 3 - Knights CV5 AC4 4 - Retainers CV4 AC2 The Normans deploy in one body two units deep with the Archers and Crossbowmen behind (?) the Knights and Retainers. SAXON TURN 1 Body ABC moves to 3 , skirmish fire range. They have moved so may not fire. No reaction tests are made, as the Skirmishers do not constitute a threat. NORMAN TURN 1 To protect the Norman cavalry, the skirmish units move through them and form up in front. The skirmishers are allowed to interpenetrate because the cavalry are not moving this turn. They cannot fire. SAXON TURN 2 Body ABC is now forced to Halt as the skirmishers are within range of a target. They fire and roll a The Saxon player chooses to inflict the 6 . hit on the Crossbowmen. Although the die score would be enough to inflict 2 only 1 may be scored for hits hit each missile unit firing. The Archers and Crossbowmen must roll their Received Fire Reaction Test. The score is a 2 and a The Crossbowmen have a modified CV of 5. 4 . (Base of 4 +2 for support from the Archers and Knights and a -1 from the The Archers would also check hit .) because they were also fired at, even though no hit was scored. The skirmishers pass Reaction with a Return Fire result. 2D6 are rolled, one per unit, and a total of 4 are scored. The Saxon Skirmisher receives 1 hit . The Saxon Skirmisher has a modified CV of 4. (Base of 4 +1 for support of the Huscarls and -1 from the They roll a 2 and a 3. The Saxon hit .) Skirmishers pass Reaction and return fire. They score 1 It must go on the Archers as the last hit went on hit . the Crossbowmen. Both Norman Skirmishers must check Reaction again for Received Fire. They roll two sixes and Pass 0 Dice. They both rout! This ends the Saxon turn.

This example involves the 1066 Saxons and the Norman lists. I have kept it short for ease of comprehension. To help understand try the battle with your own figures. The forces deploy 12 away from each other and are facing. The 1066 Saxons consist of the following units. A - Skirmisher CV4 AC2 B - Huscarls CV5 AC4

NORMAN TURN 2 The Norman cavalry now roll Reaction to Charge and score a 5 and 6. The Knights pass (5 +1 for support for a 6) but the Retainers Pass 1 Dice only (4 +1 for support for a 5) and score a Chargers 1998 Ed Teixeira 20

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continue. Suffer 1 hit . The Saxon Skirmishers now must take a Reaction Test for Receiving a Charge . They score a 2 and a 3 and Pass 2 Dice. (4 +1 support -1 for the for a modified CV of 4). They are allowed to Fire hit and Retire. They roll a 6. The Retainers must take the Whenever two units are fired at or involved in hit . Melee the lower Armor Class unit takes a before hit the higher AC unit would. The Saxons have no where to Retire to so instead remain in place and take 1 hit . The Norman cavalry must make a Received Fire check and roll two ones. They continue their charge and contact the Saxon Skirmishers who are then routed and removed from play. The Normans now roll for Pursuit individually. Because they were charging a roll of 1D6 equal or less than their original CV will cause them to pursue. They score a 1 and 4 individually and pursue. As their pursuit moves will put them into contact with the Saxon Huscarls they must take a Reaction Test Charge To . They roll low and Pass 2 Dice and score a Charge result. The Saxon Huscarls must make a Receive Charge check and will automatically Pass 2 Dice. (5 +1 for support = 6). The Normans are now moved into contact and melee will be resolved. The Saxon rolls 1D6 to inflict casualties. The die roll is modified by a +1 for the Huscarl having Elite Training (ET) and another +1 for the target being mounted. The die score is a adding 2 for a total of 8. This scores a on 6 , hit the Retainers (a three is needed to score a hit on AC2) and a is scored on the Knight (AC4 needs a 5). hit The Normans are allowed 2D6, one per unit, and will add +1 for an ET unit (Knights) +1 for Shock cavalry (Knights) and +1 for Shock cavalry (Retainers) for a total of +3. The dice score a 4 and a 1. With the + 3 modifiers the total is 8. The Huscarl receives 1 hit only. (AC4 receiving a on 5 or greater, the hit additional 3 points going unused.) Both sides make Involved In Melee reaction checks. The Huscarl is a modified 5 (base 5 +1 for support and -1 for ), the Knight is a modified 5 hits (base 5 +1 for support and -1 for ), and the hits Retainer is a 2 (base 4 +1 for support and -3 for hits). The Saxons roll a 2 and a 3, Pass 2 Dice and Carry On. The Normans roll a 5 and a 2. The Knights Pass 2 Dice. They did not cause the enemy to Rout or Retire so they must take 1 and themselves Retire and hit suffer 1 They roll 1D6 and score a 2. They are hit . moved 4 inches away and end facing the Huscarls. The Retainers Pass 1 Die and also Retire, suffering 1 They roll a 4 and add one to their Retire move hit . and are placed 7 inches back and end facing the enemy. The Saxons must now roll for Pursuit. Because the Huscarl was defending in melee the die roll would have to be equal or higher than the units original CV to force Pursuit. The die score is a 3, no Pursuit. This ends the Norman Turn 2! Being in a campaign, the Normans decide to withdraw from the battlefield with their losses. The Saxons now place their two Huscarls on the table for Major Pursuit. The Normans return their troops to the table and cover the Huscarls with a Knight and Retainer. As they have greater movement rates, the Huscarls are now allowed to inflict any additional on the Normans. hits The Saxons roll to recover casualties as follows. Skirmishers - Routed with 4 . One third of hits 4 is 1, so one is permanent. The Saxon rolls 3D6, hit one for each other The scores are a 2, 4, and a 6. hit . The six means one of the casualties are added to the other permanent one. CV4 - 2 is a 2. The Saxon hits rolls a 3 and loses the Skirmish unit. Huscarls - 1 One third of 1 is 0, so the hit . Saxon is allowed to roll off the The die roll is a hit . the stays. CV5 - 1 is a 4. The Saxon rolls 6 hit , hit a 3 and returns the Huscarl unit at full strength. The Normans now recover casualties. Casualties are lost on a roll of 6 with a +1 to all scores for losing the battle. The Knight has 2 hits, none permanent. He rolls 2D6, a 2 and a 1. The unit is returned at full strength. The Retainers have 4 1 permanent and hits three rolls. A 5, 6, and 1 means three total hits. CV4 3 equals 1. The Norman rolls a 2 and loses the unit. Both the Archers and Crossbowmen have 1 permanent and three rolls. After their rolls both hits have 2 hits and must roll a 2 or less. (CV4 - 2 .) hits They roll two 3 s, losing both units! The battle ends with 1 Knight unit and 2 Huscarls left.

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MOVEMENT RATES FOOT - Normal move (Retire/Pursuit)* # figs/ 2 3 4 AC2 8(3) 8(3) 6(2) AC4 8(3) 6(2) AC6 4(1)

MTD - Normal move (Retire/Pursuit) # figs/ 2 3 4 AC2 AC4 16(6) 12(6) 12(5) AC6 8(4) 6(3)

* Units required to Retire or Pursue, roll 1D6. A score of 1-3 subtracts one inch from their movement rate while a roll of 4-6 adds an inch. MISSILE RANGES Foot Missile Units All Skirmish and any Mounted Units Artillery - Engines Artillery - Cannon FIRING MODIFIERS Target Mounted Target in cover

6 3 12 18

+1 -1

Firer has Elite Training +1 LEADER AT RISK TABLE DIE ROLL CONSEQUENCE 1 or 2 3 or 4 MINOR WOUND. Carry on as normal. GRIEVOUS WOUND. Leader is no longer functional. Leader will recover from wounds in 1-3 campaign seasons. All units under his control take a Leader Lost reaction test.

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5 or 6 MORTAL WOUND. Leader will die in 1D6 days. Treat as GRIEVOUS WOUND above.

MELEE MODIFIERS +1 Unit has Elite Training. +1 +1 +1 +1 +2 +1 +1 +1 -1 -1 Unit is Cavalry round of melee. Shock first Unit is Combo Armed first round of in melee. Unit is Elephant in first round of melee. Unit with eligible Barbarian Frenzy . Units with eligible bonus. Pike Enemy is mounted. Leader stand. Unit is uphill. Enemy is in fieldworks or behind stakes. Unit is Missile or Skirmish.

REACTION TEST MODIFIERS CONDITION MODIFIER Leader stand. Flyer unit In contact with leader stand. Each friendly unit in direct contact to the flank or rear of tester. Count up to (3). Uphill of all enemies. In fieldworks, behind stakes, or in camp. Unit in melee or fired on is outnumbered Terror troops within 2 Each suffered. hit Missile / Skirmish in melee. In Desperate Struggle . Charged in or Flank Rear +2 +2 +1

+1 +1 +1 -1 -1 -1 -1 -1 -2

CASUALTIES TABLE Die Roll Targets Armor Class Total 2 4 6 3 1 0 0 4 1 0 0 5 1 1 0 6 2 1 0 7 2 1 1 8 2 1 1 9 3 1 1 10 3 2 1 11 3 2 1 12 4 2 1 13 4 2 1 14 4 2 2 15 5 3 2 16 5 3 2 17 5 3 2 18 6 3 2 19 6 3 2 20 6 4 2 21 7 4 3

"ENEMY THREAT TEST"


ENEMY THREAT TEST MELEE UNIT: Pass 2 dice NON DUAL MOUNTED charge. ALL DUAL ARMED Halt and fire. FRENZY charge. OTHERS Halt. Pass 1 die ALL Halt. DUAL ARMED Halt and do not fire. ALL Retire.

Pass 0 dice

MISSILE UNIT: Pass 2 dice ALL Fire. Pass 1 die ALL Retire

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Pass 0 dice ALL Rout

"RECEIVED FIRE TEST"


RECEIVED FIRE TEST MELEE UNIT: Pass 2 dice CHARGERS continue. DUAL ARMED not charging will fire. FRENZY Charge. OTHERS advance speed. Pass 1 die CHARGERS continue suffer 1 hit . MOUNTED not charging will Retire. OTHERS Halt. DUAL ARMED Halt and do not fire. ALL Retire. Those with equal hits to original CV will Rout

"BEING CHARGED TEST"


BEING CHARGED TEST MELEE UNIT: Pass 2 dice FOOT stand. FRENZY charge. DUAL ARMED stand and fire. OTHER MOUNTED charge. Pass 1 die Rout. UNITS CHARGED TO FLANK OR REAR will Rout. OTHER FOOT Halt. DUAL ARMED Halt, may not fire. ALL MOUNTED RETIRE Pass 0 dice ALL Rout. FOOT charged by Shock Cavalry will Rout. UNITS ALREADY IN MELEE will

Pass 0 dice instead.

MISSILE UNIT: Pass 2 dice CHARGERS continue. OTHERS Halt and fire. Pass 1 die Pass 0 dice ALL Retire. ALL Rout.

MISSILE UNIT: Pass 2 dice STAND and fire. SKIRMISHERS fire and Retire. Pass 1 die FOOT charged by Shock Cavalry will Rout. UNITS ALREADY IN MELEE will UNITS CHARGED TO FLANK OR REAR will Rout. FOOT MISSILE Halt and fire with 1D6. FOOT SKIRMISHERS fire and Rout. MOUNTED Retire. Pass 0 dice ALL Rout.

"ATTEMPT TO CHARGE TEST"


ATTEMPT TO CHARGE TEST MELEE UNIT: Pass 2 dice CHARGE. Pass 1 die Pass 0 dice CHARGERS continue. Suffer 1 hit . HALT. Suffer 1 Those with hit . hits equal to original CV will Rout instead. Rout.

MISSILE UNIT: Pass 2 dice CHARGE. Pass 1 die Pass 0 dice ALL Rout ALL Rout

"LEADER LOST TEST"


LEADER LOST TEST MELEE UNIT: Pass 2 dice ALL carry on. Pass 1 die Pass 0 dice
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FOOT Give Ground. MOUNTED Retire. ALL Rout.

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MISSILE UNIT: Pass 2 dice ALL carry on. Pass 1 die Pass.0 dice ALL Rout. ALL Rout.

"INVOLVED IN MELEE TEST"


INVOLVED IN MELEE TEST MELEE UNIT: Pass 2 dice MOUNTED that did not cause enemy to Rout or Retire will themselves Retire. OTHERS carry on. Pass 1 die FOOT in melee with any mounted will Rout. OTHER FOOT Give Ground. MOUNTED Retire. ALL Rout.

Pass 0 dice

MISSILE UNIT: Pass 2 dice MOUNTED that did not cause enemy to Rout or Retire will themselves Retire. OTHERS carry on. Pass 1 Pass 0 dice ALL Rout. ALL Rout.

"CASUALTY RECOVERY"
+1 +1 CASUALTY RECOVERY Unit is fanatic. Unit has been killed or s CinC wounded. Unit has battle. s side lost

+1

1/3 casualties are keepers, rest rolled for and loss on roll of "6".

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