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Rules by the Neo Stalinist Reality Wargames Collective

 

Written by the Party Chairman and Comrade Frenchie

 

Copyright permission is given to download/copy these rules for personal use only

 

Danegeld and Dragonships - Dark Age Skirmish Rules version 1.0

   

Initiative

The side that inflicts the most kills in the turn wins the initiative in the next turn and gets to go first. Roll for ties. During your go you can do anything in any order.

Movement

In the open                3d6”

In a template             2d6”

Mounted troops add a die

Berserkers when berserk add a die

Troops in loose shieldwall subtract a die

Troops in tight shieldwall subtract two dice

Movement can be rolled for by the stand or by the group of stands or by the “unit”

Individual stands can be grouped contiguously together to form temporary “units”. Breaking up such a unit simply requires the component stands to be moved out of base to base contact with each other. Forming and breaking up units does not count as a formation change.

There are no deductions for turning, simply measure from the furthest point travelled by the stand.

Shieldwall

Stands can be in one of three formations. But, no stand can change formation twice in a turn, ergo it is not possible to change from normal order to tight shieldwall in one turn, nor is it possible to form and then break up a shieldwall in the same turn. The formations are:

Normal Order

Loose Shieldwall

Tight Shieldwall

Shieldwalls of either type can be broken up back into normal order by simply declaring the stand to have done so.

Stands acting as a unit must have same formation. Archers and sharpshooters cannot form a unit with stands not of their type

Bravery Test

In order to enter a melee a stand must charge. In order to charge a stand must pass a bravery test. A stand that is charged may halt to receive (no bravery test required), or it may counter-charge, in which case it must pass the bravery test.

Roll 1d6 per figure on the base

Add a die if the stand is led by a commander or hero

Add a die if the stand is berserk

Add a die if the army banner is going forward

Add a die if the stand is in shieldwall

Add a die if better quality men are charging close by (within 1ft and in sight)

Subtract a die if better quality men are running away close by

Subtract one die per wound on the stand

To pass the test one or more dice must score:

6              If the stand is Thrall

5 – 6        If the stand is Warrior

4 – 6        If the stand is Huscarl

3 – 6        If the stand is Berserker

Bow armed stands wishing to fire at an opponent that is charging them must pass a bravery test

Stands acting as a unit may take one group test to charge. The test is worked out based on the front rank of the group. E.G. if Huscarls act as the front rank of a unit of Thralls then the whole unit tests as if it were Huscarls.

Berserkers Going Berserk!

A stand of Berserkers must roll a 5 or 6 in order to go berserk. The Berserkers must have an enemy in sight in order to try and go berserk. Non-berserk Berserkers must roll if they are in melee. The die roll is modified by:

+2            if lesser quality men are charging close by (within 1ft and in sight)

+1            if the army banner is attached or going forward close by

+1            if a commander or a hero is attached or going forward close by

Stands acting as a unit may take one group test

Combat

Melee

Melee is worked out on a stand versus stand basis, regardless of whether either, both or all combatants in the melee are acting as part of a unit or not. With the exception of stands formed in wedge, only those stands in contact with an enemy fight.

A stand rolls 1d6 for each figure on the base

Stands armed with Axe add a die when fighting mounted opponents. Or, if they are charging, counter-charging or pursuing

Stands armed with Spear add a die on the first turn of a melee if they halted to receive the charge

Berserk Berserkers add a die

Mounted stands add a die

A stand that is uphill of it’s opponent adds a die

A stand supported to the rear by a 2nd rank adds a die

A stand supported to the rear by a 2nd and 3rd rank of spear adds one die for each rank

A stand that is or has an attached commander/hero adds a die

A stand that halted to receive a charge while in loose shieldwall adds a die

A stand that halted to receive a charge while in tight shieldwall adds two dice

For each wound on the stand in contact subtract a die

 

Wedge – 3 stands (1 in front and 2 behind) form a wedge. The wedge fights with all three stands against it’s opponent. A wedge maintains its formation until it looses a melee, after which it flattens out against its opponent. A wedge that cuts through a shieldwall changes into a column in order to break through. A wedge that destroys or throws back its opponent may make a free one base advance, if it contacts the enemy it must fight again.

Shooting

Bow Range:   Effective   12”

                      Long         24”

Archer stands roll 1d6 per figure on the base. Sharpshooter stands roll 2d6 per figure on the base.

A stand that is stationary adds a die

A stand firing at a mounted target adds a die

A stand with an attached commander/hero adds a die

A stand that is firing into an enemy’s unshielded flank or his rear adds a die

If the target is in a template subtract a die

For each wound on the stand subtract a die (or for each wound on each stand if firing as a group)

If a group of stands are going to fire at the same target then they must fire as a group. Modifiers apply only once to the group, not once to each stand. E.G. if three stationary stands fired as a group then they would get only one extra die for being stationary, they would NOT get one extra die each.

 

Scoring Hits

The chance of inflicting a hit on the target is based on the quality of the men that the stand represents

Thralls: For each die that scores a 6 one hit is inflicted on the target

Warriors: For each die that scores a 6 one hit is inflicted on the target. If no 6s are rolled warriors may count 5s instead.

Huscarls: For each die that scores a 6 one hit is inflicted on the target. If no 6s are rolled

Huscarls may count 5s. If no 5s are rolled then they may count 4s.

Berserkers: For each die that scores a 6 one hit is inflicted on the target. If no 6s are rolled

Berserkers may count 5s. If no 5s are rolled then they may count 4s and if no 4s are rolled

then they may count 3s.

 

Armour Saving Throws

A stand must throw to try and save each hit inflicted upon it. A saved hit is ignored.

Unarmoured/helmet only saves on a 6

Shield with or without helmet saves on a 5 or 6

Chainmail with or without shield saves on a 4, 5 or 6

 

Effect of Hits

Use the procedure below for the effects of hits in a drawn melee:

All hits must be taken as wounds

 

Use the procedure below for the effects of shooting hits and for when a stand has lost

a melee:

The first hit must be taken as a wound. Other hits may be taken as wounds, or the stand can

run away 1d6” per hit

 

Use the procedure below for the effects of hits upon a stand that has won a melee:

The first hit must be taken as a wound. Other hits may be taken as wounds, or the stand can pursue a running away opponent 1d6” per hit. If an enemy is contacted during this pursuit move then another melee is fought, a stand in pursuit does not need to take bravery tests to charge opponents.

 

Removing Stands - When a stand has taken as many wounds as it has figures on it then it is removed from play, if there are excess wounds remaining then they are ignored

Observation

Any stand in the open can be seen as long as the observer can trace a line of sight to it that does not pass through a template

Stands looking into a dense template can see 1d6” into it. Stands looking out of one can see 2d6".

Stands looking into a light template can see 2d6” into it. Stands looking out of one can see 3d6”.

Note – only one roll per turn is allowed to determine observation into/out of a template.

Amalgamating Wounded Stands and Cycling Men to the Front Rank of a Melee

Two or more wounded stands of the same type can be combined to form an unwounded stand. This cannot be done if any of the stands involved are in melee. This does not count as a formation change.

 

A stand acting as a support rank for a stand in melee can exchange places with the stand it was supporting. This simulates tired men falling back to be replaced by fresh troops.

Commanders and Heroes

Commanders/heroes represented by a single figure are treated as if they were a stand of 3 figures, otherwise they are treated as the stand that represents them. A commander/hero cannot be targeted separately from the stand/unit he is attached to, except by sharpshooters firing at him from effective range. An unattached commander/hero is treated like a normal stand.

 

If an army commander is killed all stands in the army must take an immediate bravery test without modifiers. If the test is failed the stand is removed from play, it being assumed that the men have quit the battle. Any stands acting as a unit must test as a unit.