Chapter 7
Medieval Wargames Rules
UNIT TYPES
This game features the unit types of Knights, Archers, Men-at-Arms, and Levies, each of which occupies a frontage of between 4 and 6 inches. Any size or scale of figure may be used; wargamers should decide for themselves how many figures constitute a given unit.
SEQUENCE OF PLAY
Each complete turn comprises two player turns. Each wargamer follows the sequence listed below in his or her player turn:
1. MOVEMENT
Movement Allowances. Units may move up to the distances listed below during their turn:
Unit Type | Movement Distance |
Infantry | 6” |
Skirmishers and Warband | 9” |
Cavalry | 12” |
Turning. Units turn by pivoting on their central point. They may do so at the start and/or the end of their move.
Terrain. Units are affected by terrain as follows:
Moving and Shooting. Units may not shoot if they have moved during the same turn.
Interpenetration. Units may never pass through each other.
Charge Moves. Charges are resolved by moving the attacking unit into contact with its target. They are subject to the following restrictions:
2. SHOOTING
Only Archers may shoot, the procedure for which is as follows:
Adjudge Field of Fire. Units may only shoot at a single target within 45º of their frontal facing.
Measure Range. Archers have a range of 12”.
Assess Casualties. Archers roll a die when shooting, and add 2 to the result. The score gives the number of hits the target acquires, which is modified by the following:
3. HAND-TO-HAND COMBAT
The procedure for Hand- to-Hand Combat is as follows:
One Sided Combat. Units only inflict casualties during their own player turn.
Assess Casualties. Units roll a die. Men-at-Arms and Levies use the unmodified score; Knights add 2 to the result; and Archers subtract 2. The result gives the number of hits the target acquires, which is modified as follows:
Movement Within Combat. Hand-to-Hand Combat only concludes with the elimination of one of the contesting sides. Units may however turn to face an attack upon their flank or rear, but only if they are not simultaneously being engaged frontally.
4. ELIMINATING UNITS
Units are eliminated upon the acquisition of 15 hits.