Miniatures
Written by the Party Chairman and Comrade Frenchie
Copyright permission is given to download/copy these rules for personal use only
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.
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
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
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.
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
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.
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.
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.
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
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
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.
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/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.