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[NETEVEUINTAUIES CRUSADES II BATTLES FROM THE 121TH TO THE 15th CENTURIES, TABLE OF CONTENTS 1.0 Introduction 2.0 Game Components 2.1 Game Map 2.2 Game Counters 2.8 Game Charts 8.0 Sequence of Play 4.0 Leaders 4.1 Leader Ratings 4.2 Leader Casualties 423 Overall Leaders 5.0 Command 5.1 Command Chits 5.2 Changing Command Chits 5.3 Combat Units and Command 5.4 Skirmishers and Command 5.5 Routed Combat Units and Com- mand Chits 5.6 Crusader Heavy Cavalry Units and the Attack Command 6.0 Facing and Zones of Control 6.1 Facing 6.2 Zones of Control (ZOC) 7.0 Stacking 7.1 Stacked Units ‘8.0 Movement 8.1 Movement Allowance 8.2 Terrain and Movement 8.3 Enemy Units and Movement 9.0 Combat 9.1 Fire Combat 9.2 Line of Sight 9.3 Melee Combat 9.4 Melee Combat Table 9.5 Advance and Retreat 10.0 Morale 10.1 Effects of Rout 10.2 Recovery 110 Victory Conditions 12.0 Hattin 12.1 Battle Seenario 12.2 Special Rules 13.0 Hab 18,1 Battle Scenario 14.0 Nicopolis 14.1 Battle Scenario 15.0 Tannenburg 15.1 Battle Scenario 16.0 Advanced Rul 16.1 Advanced Crusades Sequence of Play 16.11 Action Chits | 16.12 Off Map Leader Boxes | 16.13 “Turn Ends" Chits 16.2 Melee Odds Modifiers 16.3 Split Commands 16.4 Berserk Units 161 ies of Being Berserk | 16.42 Exhaustion 16.43 Exhaustion Removal 16.5 Optional Vietory Conditions 16.6 Unit Type Modifier Table (Optional) 17.0 Game Credits 17.1 Recommended Reading > Design Notes (page 11) 1.0 INTRODUCTION Crusades II includes four battles: Hattin, Hab, Nicopolis, and Tannenbur All four games use a common system that reflects the battlefield tacties of the day. 2,0GAME COMPONENTS Each copy of Crusades II includes the following: 1 22” by 84” map, backprinted | 400 die-cut counters 1 rulebook | 1 player aid shoot 1 ten-sided die > Note: When using the ten sided die, a result of 0 is treated as a 10 result. 2.1 GAME MAP ‘The game map is a representation of, the historical battlefields; a hexagonal arid has been superimposed to regulate play. 2.2 GAME COUNTERS ‘Game counters represent combat units, leaders, and informational counters, Combat Unit Unit Type setup eee) BE Cre en Combat | ‘Strength Movernent Morale Leader Unit Leader (Command Rating Command Span (Combet Bonus Crusader Heavy Cavalry FRONT (non-charging side) Unit 7 setup Name Molo | a fee 16 87] | Combat Strength Color Code (bend) Inciesting Command |ack (charging side) Movement Unit Types =| (E) [e overall Leader Informational Counters [=e —— 4641 [aon leas ‘One roy | [Sa | [ame |S wel a iE Po me pa] ees bee =| in oe 3) foe geben) | | ite falas] [8] | conmanscn ~~ Men-at-Arms ‘Cannon | ~ =| = Stand Attack: ‘Muster pee 36 Cavalry > Leaders and the units they eontrol are color-coded for ease of play. Set-up sec- tions will also note which combat units are controlled by which leaders. > Note that all Crusader and Teutonic Knight cavalry, apart from mountod bowmen, are heavy cavalry; their op- ponents havenoheavy cavalry. Militia | ‘appear only in Hattin, The only Men- | ‘at-Arme are Wallenrod e-g, Lich- tensteineand and Baldwin h-1. Skir- mish units are always identified as such by a white horizontal band across ‘the counter. Action Chit Fire | | Move ‘The rulebook contains a number of charts and tablos that are needed to play the game. It is recommended that these be photocopied before play. 3.0 SEQUENCE OF PLAY Crusades II uses the following Se- quence of Play for each game turn. The nnamber of turns varies according to the battle and scenario chosen. The player whose turn it is is referred to as the phasing player, his opponent asthe ron- Phasing player. Game Turn: I. ORDER PHASE A. Initial Placement of Command At the beginning of a scenario, play- ers place a Command Chit of their | choice under each leader. B. Command Change Players may attempt to change the ‘current commands that each or any af their leaders are currently using. I. FIRST PLAYER MOVEMENT. PHASE > Each seenario lists which player moves first A. The first player checks to see if any units are out-of-command. Those units out of command are marked with an out-of-command marker. B. The first player then moves all eli- sible units that he destras to move, IM. FIRST PLAYER COMBAT PHASE A. Fire Combat Phase 1, Defensive Fire—All non-phasing units that have enemy units within their range may fire 2, Offensive Fire—All phasing units that have enemy units within their range may fire B. Melee During the Melee Phase the attacker may conduct melee attacks against ad- jacent enemy units. 1, Attacker checks morale of attack. ing units. 2. Defender checks morale of defend- ing units being attacked by enemy units which have passed their mo- vale check. 8. Moleo combat is resolved between attacking and defending units that, have passed morale in steps 1 and 2. Both players roll on the Melee Table and resolve results simulta neously, 4. Attacking Crusader heavy cavalry ‘units that were successful may now ‘move up to 4 movement points and engage in a second melee. IV. FIRST PLAYER RALLY PHASE 1. First player attempts to rally eli- gible routed units. 2. Starting with game turn 5, the sec- ond player checks to see if he rolls for vietory. V. SECOND PLAYER MOVEMENT PHASE Second player now checks his units for being out of command and then moves, VI. SECOND PLAYER COMBAT PHASE Second player conducts offensive fire and melee, while first player conducts defensive fire, VIL RALLY PHASE 1, Second player attempts to rally ei ible routed units. 2. Starting with game turn 6, the frst player checks to see if he rolls for victory. TW 4.0 LEADERS ‘Thore are two types of leaders in Cru- sades [leaders and Overall Leaders. Overall Leaders are in command of their | side's entire force, whoreas leaders are in | command only of those units assigned to | thom. Each scenario will designate the | ‘Overall Leaders and the combat units as- signed to the leaders, 4.1 LEADER RATINGS Leaders have three ratings: Command, Command Span, and Combat Bonus; Overall Leaders have only two ratings: Command Span and Combat Bonus. 4.11 Command ‘This rating is used to determine if a | command chit can be changed or not (205.0). 4.12 Command Span ‘This is the number of hexes a combat unit may be away from the leader and still be in command (see 6.31). 4.12 Combat Bonus ‘This is a die-roll modifier used during Melee. Only one leader per side may confer this benefit in a single combat; if more than one are present, owner chooses which to use. 4.2 LEADER CASUALTIES ‘Aleader stacked with a combat nit ori ht ae inated ring Me | Innis Kile fo tony unite remein in the hex. The leader is Mipped to his re placement sie, He is then moved to the heared friendly combat unit under his command. Leaders that do not havea replacement side (euch as some Overall Leaders) are removed fom play. ‘leader alone na hex thats entered yan enemy combat uni i flipped to his replacement side and is then moved ts the nearest friendly comb unit under his command. > Replacement leaders alone in a hex that entered by enemy combat unite areimmeditsly moved othe nearest friendly combat unit under their eom- mand > Loaders which avo stacked with units that are forced to retreat, must Te treat with thse tit Ifa lender is eliminated and no units offs ommand remain on the map, bei Femaved from play. Note thatthe 9 vc- | tory points awarded to the other side whon a loader becomes a casualty, are awarded once only per leader counter (see 110) 4.3 OVERALL LEADERS Overall Leaders have special abilities (in some scenarios, they are used to con- twol specific combat units just as leaders do, but in all scenarios Overall Leaders also have special abilities). Their special abilities are as follows: 1, Overall Leaders stacked with a friendly leader during the Command Phase automatically allow the Com- mand Chit of that leader to be changed. 2. Leaders who are within the Command Span of their Overall Leader during, the Command Phase, get a -1 dio-roll, modifier on any attempt to change their Command Chit. 8. Overall Leaders may change their own Command Chit without a die-roll, 4, Combat units assigned to other friendly leaders may trace command to their Overall Leader, instead, 5.0 COMMAND During the initial Command Phase of ‘each game, each leader commanding com- pat units (color coded ta show control) has ‘a Command Chit placed under the leader counter. Overall Leaders without combat. units assigned to them do not receive ‘Command Chits. This does not have to be shown to the opposing player. During ensuing Command Phases, these Com- ‘mand Chits may be changed (see 6.2). 5.1 COMMAND CHITS ‘There are six different Command hits; each has a different effect on the combat units 5.11 Attack Command Chit All combat units in command using the Attack Command Chit, must mova at least, half their movement allow- ance (rounded up) and must end their ‘movement closer to enemy units than they began; if they bogan the move- ‘ment phase adjacent to an enemy unit, they simply remain adjacent, Combat units with an Attack Command Chit receive a +1 die-roll modifier if at- tacking in Melee Combat. Combat ‘units in enemy zone of control (ZOC) must perform combat, either fire and/ or melee, Crusader heavy cavalry units have special abilities (see sec- tion 5.6). 5.12 Advance Command Chit All combat units in command using ‘the Advance Command Chit may move ‘up to their full movement allowance during the Movement Phase. They must end the turn one hex closer to (or remain adjacent to) the nearest en- emy combat unit. Combat units receive no Melee Combat die-roll modifiers for having an Advanee Command Chit. 5.13 Stand Command Chit ‘All combat units in command using the Stand Command Chit may move fone hex (only) during the Movement Phase, Combat unite receive a 41 die- rol] modifier during Melee Combat, if defending. 8.14 Retreat Command Chit All combat units in command using the Retreat Command Chit may move up to their full movement allowance during the Movemont Phase. They ‘must end the Movement Phase at least one hex further away from enemy com- bat units than they started. They re. ceive no Melee Combat die-roll modifiers 5.15 Reserve Command Chit All combat unite in command using the Reserve Command Chit may move up to their full movement allowance during the Movement Phase, They ‘may never enter a hex that is closer to fan enemy unit than 5 hexes away; to dotermine this 5 hex range, count the enemy-occupied hex, but not the hex tobe entered by the friendly unit. Re- serve combat units that begin a turn closer than 5 hexes to an enemy unit, must, if they move, do so in such a way that at the end of the Movement Phace they are 5 or more hexes away from the closest enemy combat unit. Reserve combat units reeeive no Me- lee Combat die-roll modifiers. 8.16 Muster Command Chit During the Command Phase of any ‘turnin which at least two combat units of a leader's force are either routed or destroyed, the Command Chit of the loader may be changed to Muster with- out the necessity for a Command die- 3 roll, Combat unite with a Muster eom- mand may move up to their full move ment allowanee during the Movement Phase, They may never enter a hex that is closer to an enemy combat unit than 5 hexes. Muster units that begin tum closer than 5 hexes to an en- femy unit, must move if possible 80 ‘that they are at least 5 hexes away at the end of the turn (if this is not pos- sible, they must conform to this re- quirement as nearly as they can). | > An Overall Leader may change his own Command Chit without a die-oll (this only applies when the Overall Leader has combat units assigned directly to hhim at the beginning of a scenario). 5.8 COMBAT UNITS AND COMMAND At the beginning of each Movement Phase all combat units, apart from Skir- mishers, must check to see if they are within the Command Span oftheir leader. Combat units that are not in command are considered out of command and are marked so, Leaders with a Muster command have ‘their Command Span inereased by one hex. Muster combat units receive no ‘Moleo Combat die-roll modifiers. > Noto: In some cases, a situation in the ‘game will ereate a position where the player will not be able to comply with, the movement restrictions of a Com- mand Chit. In euch a case, the player must reveal the Command Chit and demonstrate to the opposing player ‘that certain units cannot perform the Chit's requirements, Play then re- sumes with the Command Chit un- changed, 5.31 Command Span Bach leader has a Command Span Rat- ing. The rating indicates the number of hexes from a leader that a combat unit ean be, and still be in command, When tracing command span, count the hex the combat unit is in, but not the hex the leader is in, and trace from the leader to the combat unit Enemy zones of control block command span, unless occupied by a friendly combat unit. Hexes occupied by enemy eter cents CoMmeanD OnITe combat unite blosk command epan. During the Command Phase of each tum, a leader's Command Chit may be changed. To do so, a die is rolled and compared to the leader's Command Rat- ing. If the die result is equal to or less than the Command Rating of the leader, the Command Chit may be changed. If ‘the die-roll is greater than leader’s Com- 5.22 Command Span Extension A.combat unit outside its leader's Com- mand Span may be in command ifit is adjacent to a friendly adjacent in-com- mand unit under the command of the same leader, or if it can trace through series of such adjacent friendly com- bat units to a combat unit that is in > If they move, they must move within command span of their leader, or as close to this as possible. > Charging Crusader heavy cavalry units flip to their non-charging side, unless they are in an enemy zone of control. In that case, they remain on their charging sido. 5.34 Overall Leaders and Command Span Combat units may trace command from an Overall Leader even if not as: signed to him (units assigned to an Over- all Leader treat him as a regular leader when tracing command). When tracing to an Overall Leader with no command chit, the combat units may follow their own leader’s command chit, or they may ‘move only one hex and in the next turn’s Command Phase the owning player may place a command chit under the Overall Laader, to be used by all unite tracing command to the Overall Leader. If the Overall Leader has a Command Chit, any unit tracing command to him must abide by that Command Chit. > Euample: A combat unit under the com ‘mand of Hugh has to trace command to Godfrey, the Overall Leader. God: frey has an Advance Command Chit, whereas Hugh has an Attack Com. mand Chit. The combat unit would use Godirey’s Advance Command Chit. 5.4 SKIRMISHERS AND COMMAND ‘Skirmish units (foot or spear bowmen mand Rating, the Command Chit re | command, ‘or militia) are moved independently and Command Span Extension INCOMMAND —) —_INCOMMAND BY ‘out oF Example: | F ExTension COMMAND Sy ce 4641 NNN 5.88 Effects of Being Out of Command mains unchanged (see 5.16 for automatic change to Muster Command). 5.21 Effects of Overall Leaders on Changing Command CI > Ifaleader is within the commandspan | ® They may not move adjacent to an ofan Overall Leader, he receives a-1 | enemy combat unit ie-roll modifier. > A leader stacked with an Overall Leader during the Command Phase may automatically change his Com. mand Chit. ‘Combat units which are out of com- ‘mand suffer the following restrictions: > If in an enemy zone cf control, they: may not move. > They receive no die-roll modifiers for their Command Chit during Melee Combat. ignore the Command Chits. Skirmish units have the following restrictions and abilities: > They may not enter an enemy combat. tunit’s zone of control. > They may move adjacent to an enemy skirmish unit, as long as they are not entering another enemy unit’s ZOC. > Thoy may always retreat up to Shexes from an enemy infantry unit’s zone of, control before the Combat Phase be sins (Ze. bofore the start of Fire Com- bat—and therefore before they them- selves can fire), > Thoy may retreat up to 3 hexes from fan enemy cavalry unit's zone of con- trol before the Combat Phase begins, but only if the owning player rolls an 8, 9, or 10 for the skirmish unit. > Skirmish units may retreat through ‘enemy zones of control. 5.5 ROUTED COMBAT UNITS AND COMMAND CHITS Routed combat units follow no com- ‘mands. Instead they may be moved up to half their movement allowance avay from the closest enemy combat units during the Movement Phase. 6.6 CRUSADER HEAVY CAVALRY UNITS AND THE ATTACK COMMAND Unlike other combat units, Crusader | heavy cavairy units do not have a re duced strength side. Instead, they have ‘a non-charging and a charging side. When they are subject to an Attack Command, they may be flipped to their charging side if they successfully check morale during the initial Command Phase (e roll a die and have the result equal to or loss than their non-charging morale rat- ing). Charging Crusader heavy cavalry units that fail a morale check in melee (cither during commitment or as a result of combat) are flipped to their non-charg- ing side. They may only attempt to flip to. the charging side again (by making a morale check) at the start of a Command Phace in which they are not in an enemy zone of control. If their leader changes his command to a command other than ‘Attack, the Crusader heavy cavalry unit, is flipped to its non-charging side during the Command Phase (Exception: It does not flip if itis in an enemy ZOC; it does so instead at the start of the next tum in Which itis not in an enemy ZOC and the leader's order is other than Attack. 6.0FACING AND ZONES OF CONTROL (ZOC) All combat units except Skirmish units ‘and routed combat units have zones of control and facing. 6.1 FACING ‘A combat unit must face (point) in a specific direction at all times. All com- bat units must be faced toward a vertex (oint) of the hex it is in, not a hexside, 1s seen in the diagram below. All units in the same hex must face in the same direction. 6.21 ZOC and Facing Combat units exert ZOCs through their Front and Flank hexsides: they do not exert a ZOC through their Rear hhaxsides. Note that routed units have no ZOCs. 6.22 Z0C Extension Restrictions 2OCs do not extend through hexsides or into hexes across or into which that combat unit could not normally move. [= ZOC and Out of Command Units Out of command combat units may not leave an enemy ZOC. FRONT FRONT | REAR | REAR NN 6.11 Facing determines which of the units hexsides are Front, which are Flank, and which are Rear. Thro are always two of each (Bsception: Skir- mishers; see 6.14) 6.12.4 combat unit may change facing — in any direction—only during the Movement Phase and at the end of the Combat Phase if they took part in Molee Combat. Ifa combat unit wishes | > to change facing without moving from the hex it i in, it may do #0. Excep- tion: Crusader heavy cavalry tits that are charging may not change fac- ing, except at the end of the Combat Phase, Non-charging Crusader heavy cavalry unita may change facing 6.18 Facing affects a combat unit's Zone of Control (6.2) and combat (9.0) 6.14 Skirmish unite have no facings all hexsides are considered Front. 6.15 Combat units may only move through one oftheir frontal hexsides Tho first change of facing during the Movement Phase therefore is free Bach ensuing change cots one move: ment point. Aunit may change facing at no cost and then move, but if it proceeds to change facing after that it ensts one movement point to do so change of facing through any num- | ber of hexsides within a single hex, | counts a single change, Sine skirmish tmits have no facing, they never pay such ens. 6.16 At the ond of Melee Combat, facing changes have no cos. 6.2 ZONES OF CONTROL (Z0C) Combat units exert Zones of Control; leaders and skirmish units do not. 6.24 Effects of Z0C > A unit must stop when it enters an enemy ZOC. It may not move further im that Movement Phase regardless of how many movement points it has re- maining, > A friendly combat unit negates the effect of an enemy ZOC for purposes of tracing a Command Span, but it does not do so for movement or re- treat purposes, If more than one combat unit exerts « ZOC into the hex, there is no addi tional effect > A unit may never leave one enemy ZOC and move directly into another enemy ZOC. 6.25 Leaving a ZOC ‘A combat unit that begins a Move- ment Phase in any enemy ZOC may move out of that ZOC if it has a Re- treat, Stand, Muster, or Reserve Com- mand, and it is in command. Routed units may also leave an enemy ZOC, 7.0 STACKING Stacking refers to having more than fone combat unit in a hex at any given time, Unless stacked together at the be- ginning of a scenario, only one combat unit is allowed per hex. A combat unit ‘may not move through another combat, unit, unless the combat unit moving is a skirmish unit, There are no stacking re- strictions for Leaders or Overall Lead- ers. Stacking limits apply at all times during the turn 7.1 STACKED UNITS ‘Two combat units of the same type Ge. infantry, cavalry, ete.) may begin the game stacked together. Combat units 5 ‘may unstack. Unstacking is voluntary, ‘but restacking is not allowed; when com- bat units unstack, they may not restack for the remainder of the game. 7.11 Stacking Restrictions > Stacked combat units are treated as one combat unit for melee cambat and movement, while stacked together. > Stacked combat units fire separately during Fire Combat. > Astack moves with the movement al- lowance of ts slower component com- bat unit. > Combat units may not change their position in a stack. The lower combat, unit in the stack is exposed when the ‘upper unit is destroyed, > Leaders do not count for stacking pur- poses, 7.12 Stacking and Morale Checks When required to do so, each unit in a stack checks morale separately, start- ing with the top unit. 8.0 MOVEMENT During a friendly Movement Phase, a player may move all, some or none of his units, at his discretion. 8.1 MOVEMENT ALLOWANCE All combat units have their movement, allowance printed on the counter. The ‘Movement Allowance reprasents the to- tal number of Movement Points (MP) that. the unit may use in any one Movement. Phase (within Command Chit restric tions). These MPs may not be saved or transferred in any way. A unit does not Ihave to use all of its Movement Allow- ance, but it may never expend more. Com- bat units must always move through their frontal hexes (since skirmish units have rno facing, they may move in any direc- tion). Leaders have no printed Movement Allowance—it is 8. 8.2 TERRAIN AND MOVEMENT Each battlefield has different terrain, with each type of terrain having its own costs to enter. Each type of unit has dif- ferent costs to enter the various terrain types of terrain. Roads tend to speed up ‘movement or make it easier; to take ad- vantage of a road, a unit must enter that. type of hex from a similar, connecting, and contiguous hex (ie. it must move 6 along the road). The different types of terrain and their effects are listed on the Terrain Effects Chart. 8.8 Enomy Units and Movement ‘Afriendly combat unit may never en- ter a hex occupied by an enemy combat. unit. A friendly combat unit may enter a hex containing only an enemy leader (00 4.2) 9.0 COMBAT During each Combat Phase, combat is resolved in the following order: A. Defensive Fire B. Offensive Fire ©. Melee 9.1 FIRE COMBAT ‘Combat units with an asterisk *) after ‘their Combat Strength have the ability to perform Fire Combat, Combat units may only fire through frontal hexsides (skir- mish units may fire in any direction). To conduct Fire Combat, eligible units check line of sight (see 9.2) and the Range Table. ‘The owning player then rolls a die and adjusts the result by means of the modi fiers on the Fire Table and Terrain Chart. Each unit fires separately, even units stacked together. Combat units may be fired at more than once during a single Fire Combat Phase, but combat units may only fire onee during each phase. All Fire Combat in a single target hex must be resolved before resolving Fire Combat in another hex. No unit may fire at a range greater than the maximum range for that. type of unit. Skirmish units retreating from an enemy ZOC before combat do so before Fire Combat (see 5.4). The results ‘on the Fire Table are aa follows: Result Effect Miss ( No effect. 0 eae eras [ecerass plant | hetero ati the target hex suffers a stap loss, then all combat units in the | hex check morale, 9.11 Range Table ‘The Range Table lists ranges for dif- ferent types of combat units firing. When firing, players cross-index the | type of unit firing with the distance in hexes to the target. The result is then | applied to tho combat. When ealeulat. ing this distance, count the targethex, ‘but not the firing unit's hex. 9.12 Defensive Fire During the Defansive Fire Segment of the Fire Phase, all non-phasing com- bbat units with Fire capability and within range and line of sight of en- emy units may fire. 9.18 Offensive Fire During the Offensive Fire Segment of the Fire Phase, all phasing combat unite with Fire eapability and enemy units in range and line of sight may fire 9.2 LINE OF SIGHT Combat units firing at 2 hexes or more may fire only at targets to which they can trace a line of sight (LOS); ie. they |_ useable a seit. LOS is traced from the center of the firing hex to the center of the target hex. If LOS is blocked, fire is not possible. 9.21 Combat Units Firing at Enemy Units on the Same Elevation ‘The following block LOS when firing and target units are at the same el- evation: 1. A wooded or town hex at the same elevation 2. Combat unite on the same sleva- tion 3, Ahex of higher elevation | 82 Combat Unis Fring at Enemy ‘nite onaDilforent Elevation Th floving type eck LOS when fring and argt nie reat ferent | higher or toe elevate 1. intervening hex higher than beth age and Grr 2: Inervening wind oo. | 5 trerening combat unite scent tein tana 0a MELEE COMBAT Daring Melee Combat, the photing ployer may atch eam coburn inane of i camo uch two Front Me soe6:) Out ofCommant Route tnd Sirnah unite may nt nite me tee Nore thon oe ue may nas | tingle enemy combat anf Gtendng (AWE units must be in a single hex, but attack. ers may be in more than one hex. 9.81 Melee Requirements Auunit does not have to melee, butifit does there are certain requirements: 1. Ifa combat unit fired during Offen- sive Fire, it must melee the combat unit(s) it fired at. 2, All combat units in the defending hex must be attacked as one unit 8. In order to initiate melee, units must have an Advance, Stand, or Attack command. 9.32 Melee Procedure ‘The following procedure is used to re- solve Melee Combat: 1. Attacker announces which combat units are attacking and which enemy combat units will be attacked 2. The attacking combat units check their morale. If @ unit fails morale it does not rout, but neither does it attack. Charging Crusader heavy cavalry units that fail morale are flipped to their non-charging side. Units which pase the marale check must attack. 8. Cavalry units which have a Retreat or Stand command and which are about to be attacked by infantry, may now retrest 1 to 3 hexes (owning player's choiee), Skirmish units being attacked by cavalry units may retreat, on a dio-rall of 8, 9, or 10. The at- tacker must then advance at least one unit into the vacated hex. 4, Units defending against attackers who hhave passed their morale check now check morale. If they fail the morale check, they rout and retreat 3 hexes to their rear. Defending units that pass ‘morale accept combat. 5. Both players now total the combat strength of thoir units involved, and each player rolls a die. The results are modified by the leader combat bonus of any leaders present (ie. stacked with) attacker or defender, as well as by terrain, Command Chit, and the presence of routed units (if any). De- fonder applies results first, then the attacker. Note that the results of the defenders die-roll is applied to the attacker, and vice versa (just as in fire combat). 6. Morale checks as required are now made. If all defending combat units vacate the hex, at least one attacking unit must advance (if two are stacked together, both may do s0). 7. Charging Crusader heavy cavalry units that were attacking and ad- vanced as per step 6 may now move ‘up to 4 movement points. At the end of their movement they may attack any enemy units in their frontal zones of control, using the melee procedure {At the conclusion of this new combat, they do not receive further movement points > Example: A Crusader heavy eavalry unit that has been flipped to ts charge side is attacking a Turkish cavalry unit. First the Crusader and then the ‘Turkish cavalry check their morale. ‘Both pass. Both then roll on the Melee Table. The Turkish cavalry unit rolls ano effect on the Crusader unit, while the Crusader unit achieves a “Morale Check" result on the Turk. The Turk- ish cavalry unit retreats 3 hexes, and the Crusader cavalry advances into the hex, Since it successfully advanced into the hex, the Crusader unit now may move 4 more movement points {not counting the hex advanced into). It does so. At the end of this move- ment a Turkish infantry unit isin the Crusader’s frontal ZOC. Both units check and pass their morale. Both then roll and check the Melee Table. The Criasader achieves a ‘step loss” result on the Turkish unit, while the Turk achieves a “Morale Check” on the Cru sader. The Turkish unit is flipped to its reduced side, fails its morale check, and retreats two hexes (see 9.5). The Crusader unit passes its morale check ‘and advances into the vacated hex. ‘Combat has concluded, 9.4 MELEE TABLE ‘The Melee Table has a number of cal- tumns that correspond to the combat strength of the attacking or defending units. When resolving Melee Combat, each player finds the column that corresponds to the strength of his unit(s) and then rolls a die. The result is modified as ap- propriate (see foot of Melee Table) and the ‘modified result is cross-indexed with the strength of the unit(s) involved, in order to obtain a melee result. Die-rolls modi fied to less than zero are resolved using the zero line, die-rolls modified to greater than 12 are resolved using the 12+ line. 9.41 Melee Combat Results Results on the Melee Table are as fol- lows: Results | Effect No effect, ‘owning player's com- bat units present must check morale. 1,2 | Number of step losses that the combat units must take, starting with top unite I the attacking unite are in more than one hex and defender rolls thi result, the owning | player decides which top | units will take the losses. All combat units then cheek nnorale 9.42 Step Loss ‘All combat units with a reverse side have two possible steps to lose. Units with no reverse side (those with only 1 combat strength point) are elimi- nated by a single step loss. Crusader heavy cavalry is explained separately (See 8.43). 1. For the first step lost, lip the unit toits “Reduced Side.” The unit will now have a lower combat strength, movement allowanes, and morale rating. If there is no reverse side, the unit is eliminated. 2, For second step lost, the already flipped combat unit is permanently removed fram play. 9.48 Crusader Heavy Cavalry Step Losses Unlike other combat units, when a Crusader heavy cavalry unit suffers losses the following procedure is used: 1. For the first step lost, place a One Step Loss marker under the Cru- sader Heavy Cavalry unit. The unit, has its combat strength, movement allowance, and morale rating each ‘reduced by one. 2. For the second step lost, flip the One Step Loss marker to its Two Step Loss side. The unit has its combat strength, movernent allow- fanee, and morale rating each re- duced by two (te. by an additional fone each). 8, For the third step lost, the unit is permanently removed from play. MELEE TABLE NUMBER OF COMBAT STRENGTH POINTS TAO | 14-15 | 16-20 | 21-25 | 2630 | 31-40 is s/s g)e s/s s|= =! Tel ‘Melee Table Modifiers: ‘Melee Combat Results + Cavalry with an Attack Command when attacking has a +1 die-roli modifier. No effect. ‘M- All combat units must make a ‘+ Infantry with an Attack Command when attacking has a +1 morale check. ie-roll modifier. 1, 2= Number of step losses that the + Defending combat units with a Stand Command have a +1 die. combat units must take, start- roll modifier. ing with top units. If more than ‘+ Routed units have a -1 die-roll modifier fone hex is affected, ie. attack: ing units are in more than one hex and defender rolls this re- sult, owning player decides which top units will take the + Leaders stacked with attacking or defending units add the Leader Combat Bonus as a dio-roll modifier (see 4.13) + Units attacking defending units through the defender’s rear or flank hexside have a +1 die-roll modifier (a single such unit is A eaeeate att cake Tunes tea sufficient to confer this benefit on an entire multi-unit attack). check morale (using their new + Chock Terrain Effects Chart for other modifiers. lower morale) UNIT TYPE MODIFIER TABLE DEFENDER Men-AtArms | Infantry | Heavy | Cavalry ATTACKER, Cavalry Heavy Cavalry Cavalry Light Cavalry Bow Cavalry Skirmishers* * Skirmish units include crossbow, bow, and militia 2. In the Nicopdis seenario there are mounted bowmen Note: 1, There is no type modifier when cannon is attacked in who are dasignated as skirmishers; for the purposes of the Melee Phase (and artillery cannot melee offensively). the Unit Type Modifier Table they count as bow cavalry. TERRAIN EFFECTS CHART ‘MOVEMENT COSTS DEFENSIVE MODIFIERS, Infantry | Cavalry | Leaders | Heavy | Skirmishers Terrain Type (emp) Cavalry Fire | __Melee Clear Level 1 Clear Level 2 Clear Level 3 Woods Lake ‘Town “Road NA=Not Allowed. Defensive Modifiers are added to Fire Combat and Melee Combat die-rolls of combat units attacking into or ‘through the hex or hexside listed. FIRE TABLE RANGE TABLE ‘TYPE OF UNIT FIRING Mounted | Light | Cannon | Crossbow | militia | | TYPE Bow | Cavalry | Bow Mounted Bow Light Cavalry Cannon Militia | Crossbows | Results: = May firo; no die-roll modifier. <1, +1 = May fire; add the number as a die-roll modifier. X = May not fire; out of range. Fire Combat Table Results: == No Effect lif target ie Crusader M-= Morale Check; all combat Heavy Cavalry ‘units in the target hex must 1 iftarget is Men-at-Arms check morale. Range Modifiers 1 = The top combat unit in the ‘eee Range Table) target hex suffers a step loss and all combat units in the Terrain Modifiers hex check morale. (see Terrain Effects Chart) 9.5 ADVANCE AND RETREAT A.combat unit that is foreed ta retreat, as a result of Melee Combat, retreats 1 to 8 hexes, with the following restric- tions: 1. It cannot move across a hexside or into @ hex which it would not be able to move across or into during movement. 2, It cannot enter an enemy cocupied hex. 8, Iteannot enter an enemy ZOC, even if ceeupied by a friendly unit. 4, It cannot retreat off the map. 5. It cannot enter a friendly-occupied hex, unless it is oceupiod only by a leader. Combat units that are required to re- treat but camnot, instead lose an addi- jonal step. No rout marker is placed on such units, Ifa defender vacates a hex as 1 result of pre-melee morale check (see 9,32), melee, or a pre-combat skirmisher or cavalry unit withdrawal, the attacker must advance at east one combat unit] into the hex vacated (if the attacker has two combat unite stacked together, he may advance both). 10.0 MORALE | During Fire Combat and Melee acom- | batunit’s morale may need tobe checked. Units make only one morale check per type of combat phase, even if required to make more than one check. For example, if a unit, in the course of a single Fire Combat Phase, were required to make three checks, it would in factonly have to make one. To check a unit’s morale, own- ing player rolls a die, subtracts one from the result if@ leader is attacked with the ‘unit, and compares theresulttothe unit’s ‘morale rating. Ifthe die-roll is qual toor less than the morale rating, the combat ‘unit has passed the morale check. If the die-rollis higher, the combatunitrouts. A rout marker is placed upon it, and the unitisretreated from 1 to8 hexes (owning player making the decision). 10.1 EFFECTS OF ROUT Acombat unit that has routed suffers the following restrictions: 1. Routed unite cannot enter enemy ZOC. 2. Routed units cannot initiate melee combat, 10 8, Routed units have their movement al- Iowance halved, with any fractions rounded down, 4, Routed units suffer a -1 die-roll modi- fier when defending in Melee Combat. 5. Routed units may not take part in Fire Combat. 6. Routed units forced to check morale, have a +1 added to their die-ral Routed unite have no ZOCs. 8. Crusader heavy cavalry unite that are charging and fail morale are flipped to their non-charging sid. 102 RECOVERY During the Racovary Phase of each game turn, routed unite within the com- mand epan of their leader or their over alleommander, and notin an enemy Z0C, Src morals ifthe decalenutivoa | to or less than their Morale Rating, the rout marker is removed. If the result is greator than their Morale Rating, they ontinue trout and are retreated three hexes. Leader stacked with routed unite cause a-1dierll modifier when the unit | checks morale. 11.0 VICTORY | CONDITIONS Each scenario lists the number of com: bat strength points a sido may lose be- fore their opponent begins checking for vietory. To count losees, the player tatals the strength points of eliminated units by using the front (larger) combat strength of the unit, For Crusader heavy. cavalry units, the charging side's combat strength is used. To this is added 8 points for each leader eliminated, and 5 points | for an Overall Leader that is eliminated. ‘Thon examine combat units still on the ‘map, but with their reduced side upper- most. Subtract the reduced combat | strength from the unit's original full com bat strength, and add the difference to the loss total. Finally, the full combat, strongth of currently routed units is added to the loss total | Starting with tun 5 or when losses reach the indicated level, whichever is sooner, opponent checks for vietory during | hi RallyPhaseandeach turn after that, by rolling one die and comparing the result te ‘the scenario's victory table. This continues ‘until end of the gameis reached or the dic- | roll has yielded a vietory. 1 THE SCENARIOS 12.0 HATTIN Saladin had been seriously ill in early 1187. Ill enough to take stock of his life and decide he might not have many years left in which to take Jerusalem. With a sense therefore of some urgency, he gath- fered his army together at Tal ‘Ashtarah, After a grand review of his troops, he broke camp on June 26, and that night camped on the Golan Heights. By June £80 Saladin had crossed the Jordan River. King Guy at Acre held a council of his leaders, including Count Raymond of Galilee, with whom Guy had been an enemy for years. The council was split between two courses of action. The first was to stay where they were and force Saladin to meet them in abattle on a site of their choosing. The second course was. to strike out at Saladin as soon as pos- sible and defeat him before he could do too much damage. When Saladin laid siege to Tiberius, Guy chose the second course and marched toward that city, His ‘march would take him through the dry interior during the heat of summer. This meant his march must be purposeful and that his cavalry would suffer. King Guy brought with him the Holy Cross (sup- posed to be the eros Christ was crucified on). On the evening of July 3, while marching along the Casal Robert, Guy’s army met Saladin's force, With Gokbori’s division blocking the road in the rear, and Tagi al-Din’s division blocking the road in front, there was nothing Guy could do but wait. Surrounded in a nar- row valley, the Crusaders spent a rest- less night waiting for the attack to come. ‘The next day, it did. To their loft, the ‘Muttawiyah volunteers made harassing attacks, as their bonfires filled the air. Gokbori’s fores pressed in the rear, while Saladin engaged the right flank. Taqi al- Din’s foreo hold firmly in front of the Crusaders, After close fighting for some time, King Guy ordared Raymond and the advanced cavalry to cut their way through Tagi al-Din's force. He hoped to ‘move the rest of the army through the hole thus made in the ranks of the en my. Saladin was prepared for this. When the Crusader cavalry charged it was al: Jowod to pass through the Muslim lines, which then closed behind it. Raymond, rather than turning to fight again, con- TAGES ‘tinued off the field leaving King Guy to fend for himself. This was the eritical ‘moment of the battle, for Guy's failure to ‘escape from the trap sealed his fate, The fighting continued until Guy, defending high ground, finally surrendered. Saladin had won one of his greatest victories—a victory which would lead to his conquest of Jerusalem, 12.1 BATTLE SCENARIO ‘This game begins at the 1900 of July rd turn and ends at the conclusion of the 1180 of July 4th game turn (15 game turns). SETUP ‘The only units set up on the map are the Muslim militia units, Mat aq. They set up within 3 hexes of 1110, REINFORCEMENTS Reinforcements enter with the leader having either an advance or reserve com- ‘mand. The first unit entering one of the designated map hexes expends the nor- ‘mal movement cost to enter such a hex. ‘The next unit to enter the hex pays the cost to enter the hex plus one extra move- ‘ment point, The third unit pays the nor- ‘mal cost to enter the hex plus 2 extra movement points, and so on. Units stacked together count as one for this purpose. For the first three turns of the game, players using the Advanced So- quence of Play use one action chit per leader on the map or entering the map as a reinforcement for the current turn. ‘After turn three, the standard procedure of placing all chite in the opaque con- tainer is followed. > Example: Raymond and his force are entering the map. His first two units, Ray a andb are stacked together. They enter hex 2828 and expend 1/2. move- ‘ment point, Ray ¢ enters 2828 next and pays Land a half movement points (1/2 for a road hex and 1 for being the second to enter such a hex), If Ray d and e were stacked together and en- tered the hex 2828 next, they would pay 2 and a half movement points, Crusaders > On game tum one (1900): Raymond and all Ray a.m unite enter at hexes 2228 to 8127. > On game turn two (1990): King Guy, the Holy Cross, Guy ave, Guy e-k, Acre, and Lidde entor at hoxes 2228 to 3127. KWH TCOPOLLS > On game turn three (2000): Balian @'lbelin and the remainder of the Cru- saders enter at hexes 2228 to 3127, Muslims > On game turn one (1900): Tagi al-Din and units Ta aj enter at hexes 1400 0 2200. > On game turn two (1980): Saladin and. units Sal a,j enter at hexes 3408 to sais. DESIGNER'S NOTES ist, let me thank Steven ‘Kosakowsky for his suggestion of alternative victory eonditions. He had sent me a review that had included the alternative vietory conditions, and I liked them very much. Unfortunately, I discarded his envelope only to discover that was the only place where his address ‘was. So Steven, if you are out there, thanks for the suggestions, and I apologize for not writing to you. ‘The major change from Crusades to Crusades ITs the addition of the advanced rules, Of course, the main change with the advanced rules is the interactive chit system, We have found in play testing that it creates more tension in the game, as neither player knows what will happen when. The addition of the “Turn Ends” chit makes each turn even ‘more unpredictable. I therefore encourage you to use that rule as well. The one drawback to the advanced rules is, of course, that there is an increase in playing time. Using the basic system, all four games play from beginning to end in about 2 to 3 hours. Using the advanced systam, you ean add an hour or more. My suggestion is to use the basic rules when time is an issue if the game is being used in a tournament. Beginning players should also stick to the hasie game ‘until the main concepts of the game are understood. When you have the PAGES > On night turn one: Gokbori and Gk a- Kk may enter at hexes 2228 to 3127, 8409 to 3413, or 1009 to 1014, ‘The Muslim player (only) may with- hold reinforeements for as many turns 1s he chooses. ORDER OF MOVEMENT ‘The Crusader is the first player, the ‘Muslim the second, time to get really involved in the game, try the advanced version with all of the rules. EACH OF THE BATTLES in this quad were selected because of the situation, L have tried to vary types ‘of battles. This can he tough since ‘many of the battles were “line up ‘and go at it” types. Tannenburg and Hab fit that bill, although the battle of Hab has an interesting set up, where the Crusaders’ flanks are in jeopardy from turn one. Nieopolis is vory similar to Crécy (see 3W's The Black Prince), while Hattin is a meeting engagement (one of my personal favorite types of battle). I have expanded the scope of the Crusades taking one battle (Nicopotis) from Central Burope and one battle (Tannenburg) from Eastern Europe. This has opened up the possibility of a third quad somewhere down the road, Between row and then, I'll be accumulating information on the different battles of the period. If you have a distinet favorite and would like to see it done drop a line to me through 3W. Of course, it would be even better if you hhad some sources that would help ‘me expand my base of knowledge. Tve found through researching this pperiod that the more I delve the more there is to know and question. Until the next time, I wish you all ‘good gaming. Rob Markham uw COMMANDS In the battle scenario, players choose ‘their own command chits at the bogin- ning ofthe scenario. To use the historical commands, players should use the fol- lowing: Crusader Command Chits: Raymond Advance King Guy. Advance Balian d'lbelin Advance Muslim Command Chits: Saladin ‘Advance Gokbori ‘Advance Taqi al-Din ‘Advance BERSERK LEVELS Crusaders: 6-10 ‘Muslims: 8-10 ‘To win, check the following tables: Crusader Victory Table Die-Roll Needed Muslim Losses __for Victory 70-75 10 16-86 ae s7-968 8-10 97-116 7-10 117-122 6-10 198-126, 5-10 4-10 3-10 ‘Muslim Vietory Table Die-Roll Needed Crusader Losses __for Victory 10-75 10 76-95 orice 96 - 105 eso 106-112 7-10 118-136 Os 197-147 exo at 8-156 4-10 167% 3-10 If at the end of the last. game turn, neither player has achieved vietory on the above tables, the game is considered ‘a marginal victory for the Muslims, since BR the Crusaders would be foreed to with- draw and the siege would continue. 122 SPECIAL RULES There are three special rules for Hattin: night turns, the Holy Cross, and Crusader cavalry charges. 12.21 Night Turns During night turns, all leaders have Reserve or Muster commands. Units in enemy zones of contral must re- ‘treat during movement or take a stop Joss. There is no fire combat during night turns, and units may not enter enemy zones of control. Only one chit per leader is placed in the cup and only the move or pass options may be used. On the first turn after the last night turn, each player may change the commands for each of his leaders. It is assumed that during the night both Saladin and King Guy have con. tacted their subordinates and ex- plained the course of action for the next day. 12.22 The Holy Cross ‘The Holy Croce was believed to be the tmue eross on which Christ was eruci- fied. The Holy Cross counter is car- ried by whatever unit it is stacked with. The unit or units it is with have their strengths doubled if they have a Stand command and their morale rat- ing is increased by one at all times. If during melee, all units with the Holy Crose are eliminated, the Muslim units have captured the cross anditis removed from play. It counts as 30 points of losses for the Crusaders, 12.28 Crusader Cavalry Charges For Hattin only, each time a Crusader hoavy cavalry unit is given an attack command and is successfully flipped to its changing side, the unit must be checked to see if it goes berserk. 13.0 HAB ‘The summer of 1119 did not start well for the Crusaders. At Cerep, Roger, Prince of Antioch, had died along with many of his knights in battle against il Ghazi, Bmir of Mardin. In consequence Antioch was in the process of being over- run, Baldwin, King of Jerusalem, re. sponded by advancing into Antioch to save the Christian state T-Ghaai had wasted no time either. Not only had he advaneed deop into “Antioch, but he had been reinforced by his former arch-enemy, Toktagin of Dam- sous, I-Ghazi had been able to forge an allianee with Toktagin by dangling the prize of Antioch before his rival. Baldwin advanced toward the castle Zerdana, not knowing that the castle had already fallen to il-Ghazi. At Hab, the two foress met. The Turks deployed in a large half cirele, extending beyond both. the Crusaders’ flanks, Toktagin set up on the Crusader left, and i Ghazi on their right. Baldwin placed a small fore on each wing to counter the Turkish threat of encirclement, and positioned most of his heavy cavalry behind his infantry in the center. While Toktagin attempted to get behind the Crusader left, il-Chazi attacked the center and right, On the left, Toktagin’s forces were scattered by Robert Falooy’s changing cav- alty. Faleoy, however, failed to turn into the conter after his flank victory, eaus- ing the Crusaders to stay on the defen- sive. Meanwhile il-Ghaai’s forces were pressing the Crusaders in the center and on the right, not allowing the Crusaders enough time to organize a counter-at- tack. Repeatedly, Baldwin was forced to use the rally ery of “Holy Cross” to strike back at the Turks and stop their ad~ ‘vances. Soon the battlefield became cha- otic, with the battle breaking down into f series of confused and isolated fights By evening, il-Ghazi could see that he hhad failed to dostroy the Crusaders, hav ing suffered heavy losses he called off the attack. Baldwin, though hard pressed. for the entire battle, had gained his ob- jective. Il-Ghazi’s army was in retreat, and Antioch had been saved, 18.1 BATTLE SCENARIO ‘The game begins at the beginning of ‘the 0800 turn and ends at the conclusion, ‘of 1900 game turn (23 game turns), SETUP Crusaders > Units with an E set up designation are placed on the three “E” set up hexes on the map so that one unit is in each set up hex. > Units with an F set up designation set up within 3 hexes of the F set up hex. > All other units eet up within one hex of their designated set up hexee. eS ‘Turks All Turkish units are placed on the map within 3 hexes of their designated set up hexes. ORDER OF MOVEMENT ‘Tho Turk is the first player, the Cru- sader the second. COMMANDS In the battle scenario, players choose their own command chits at the begin- ning of the scenario. To use the historical commands, use the following. Crusader Command Chits: Baldwin Stand Antiochene Stand Fuleoy Stand Pons of Tripoli Stand Turk Command Chits T-Chazi Attack Toktagin ‘Advance BERSERK LEVELS Crusaders: 8-10 Turks: 7-10 VICTORY CONDITIONS To win, check the following tables: ‘Turkish Victory Table Die-Roll Needed Crusader Losses __for Victory 85-110 10 li. 124 9-10 "195-195 8-10 136 - 145, 7-10 146 - 155, 6-10 156 - 162, 5-10 163 - 170 4-10 ae 3-10 Crusader Victory Table Die-Roll Needed Turkish Losses for Victory 8-10 7-10 104-109) 6-10 110-120, 121-135 4-10 16 8-10 (RU SENUEST CaS If at the end of the last game turn, neither player has achieved victory on the above tables, the game is considered a draw. 14.0 NICOPOLIS | By 1396 most of the Balkans were under the control of the Turks From his position as the King of Hungary Sigis- rund, son of Holy Roman Emperor Charles TV, felt the time had come to push the Turks out of Burope, Sigismund ‘was in «unique pesition, with important connections throughout Western Europe fand Central Europe. With the backing of Pope Boniface IX, Sigismund began to sssemble his army. ‘The Crusader army crossed the Danbe into Turkish territory. Rather than move directly toward the Turkish capital of ‘Adrianople Sigismund, concerned with | supply, marco along the Danube with a transport fleet carrying supplies Tho Turks took little time to react. Sultan Beyazid was infront of Constan- | tinople when news of the Crusaders | reached him. He immediately began to force march to meet the invaders Meanwhile Sigismund had taken Vidin and Rahowa easily, but Nicopolis was a tougher task. Tt had stood against ‘Sigismund for sixteen days when Beyazid_ and his army arrived. This would be the battle that the Crusaders wanted, On a small plateau outside of Nienpolis, the ‘Turkish army deployed before the Cra- saders could react Bayer deployed the lakini irrague larunits)in the first ine. His janissaries (infantry) formed the second line, while below the plateau in the rear Bayezid and his sipahis (cavalry) waited for the ‘moment te attack, The Crusaders were in disarray. The French demanded an immediate charge, rather than wait for the deployment of che entire army. Ignoring Sigismund's orders, the French assaulted the Turks, not realizing that Bayesid and his cay. | atry were ot of sight. The charge carried he French through the first two lines, ‘bat with some loss, As they broke through the second line, Bayezid and his cavalry strack back, disrupting the charge. The | Fronch attack had failed utterly. | By this time, Sigismund advanced with the rest of his army. Unfortunately, 4s the assault began his wings crumbled and sigismund and his Hungarians faced the full bront of the Turkish assault. ‘The battle was lost and Sigismund, barely. avoiding capture, ended up taking a gal- ley to Constantinople. Few of his army wore as lucky. Bayezid had won a great victory. The prizes of Constantinople and Central Europe, however wore never to be his: eight years later he would be cap- tured by an even greater general, ‘Tamerlane, at the battle of Angora. 14.1 BATTLE SCENARIO ‘This game begins at the beginning of ‘the 0980 turn and ends at the conclusion of the 1500 game turn (12 game turns). SETUP Crusaders > Allunite with an F set up designation set up within 3 hexes of the F set up hex. > All other units set up within 1 hex of thoir sot up hox. Turks > All units with an A or B designation set up within 4 hexes of their set up hex. > Units with a C designation set up Within 2 hexes of their set up hex. > Units with a D designation set up Within $ hexes of their set up hex. ORDER OF MOVEMENT ‘The Turk is the first player, the Cra- sader the second, COMMANDS In the battle scenario, players choose their own command chits at the begin- ning of the seenario, To use the historical commands, players should use the fol- Towing? (Crusader Command Chite: Sigismund Reserve Jean Sans Peur Attack Burgrave Reserve Mirecha Reserve ‘Turkish Command Chits Bayezid Stand Prince of Serbia Reserve > Note: In order to gain some historical insight, the Crusader player is encour- aged to play with the historical com- mand for Jean Sans Peur atleast once, bolare trying something more logical. 13 Note that inthe Turkish army in this. | scenario (only), mounted bowmen are regarded as skirmishers, BERSERK LEVELS | Crusaders: 7-10 Turks: 8-10 VICTORY CONDITIONS ‘To win, chock the following tables: Crusader Vietory Table Die-Roll Needed Turkish Losses __ for Victory 56-68 | 69-80 “8195 = 6-10 710 : Sy ee 126-140 so yas 0 er” Turkish Victory Table Die Roll Necded Crusader Losses for Victory | 55-68 59-80 81-95 96-110 _ 111125 126-140 141155 6+ If there is no winner according t the above by the end ofthe last gene turn, the Turk is dedared the winner if there are Turkish non-routed combat units oc- cupying road hexce that would block « dlear path for the Crusaders either to ‘Arvouf or to the northern edge of the | game map. These units must also bo in| ommand. Otherwise, itis considered = Crusader victory. 15.0 TANNENBURG | By 1410, the Teutonic Knights were ro longer the crusading foree they had been. They did have a long history of ferocious campaigns to convert Prussians and Lithuanians to Christianity, but, by i“ the 1400s, they had carved out a secular | state that threatened Poland’s existence. Tn 1386 the states of Poland and Lithuania joined by way of the marriage of Queen Jadwiga of Poland to the Grand Duke Wladyslaw of Lithuania. This al- owed the two Slavie states to act in ac- cordance with each other when dealing with the Teutonie Knights. A revolt in the late fall of 1409 by Lithuanians in the Teutonic territory of ‘Samogitia opened a window of opportu- nity for the Slavs. Taking advantage of this situation, King Wladyslaw of Poland and Grand Duke Witold of Lithuania gathered a force together. Their purpose was to capture the Teutonic capital of ‘Marienburg or force a decisive battle with. the Teutonic Knights, By the summer of 1410 they had gath- ered an army of 50,000, and on July 9 ‘they marched into Prussia, They marched toward the Drweca River where the Hochmeister, Ulrich von Jungingen, was gathering the Teutonic Knights. By the time the Slav army had reached the Drweca River, the Hochmeister had im- proved the defensive position to the point where Witold and Wladyslaw were ad- vised not to attack. Instead, they decided to draw the Teutonic Knights out of their position by moving toward Marienburg, and laying siege to Dubrowno. In the event the fortress of Dabrowno fell quickly, the defenders being massacred, Ulrich von Jungingen sent 3,000 men | to reinforce Marienburg and with 37,000 set out to meet the Slav invaders. On uly 15, 1410 the two forces met outside of Tannenburg, After the troops deployed, the Slav army was goaded into making. an attack (the Hochmeister sent two of his swords to Wladyslaw and Witold, ask- ing them whether now that they were armed, would they come out and fight?) ‘The Slav army began a general ad- vance apart from the Lithuanian cavalry | on the Slav right flank which mado an all-out-assault. Initially, they over- whelmed the Teutonic flank, until a counter-charge by Wallenrod and his | heavy cavalry tumed the Lithuanians back. Wallenrod then attempted to rol up the Slavic right flank. The Hoch- | ‘meister decided to unleash his heavy ea alry in the center. ‘This charge nearly broke his oppo. nents, but at just this moment Witold appeared in the Teutonic rear with some Lithuanian and Tartar cavalry he had rallied after Wallenrod's assault. His sur- prise attack succeeded totally, the Hochmeister being killed. With his death, the morale of the Teutonic forces broke. The Slav army was triumphant. They had beaten an army that had dominated the region for decades. Even though the ‘campaign would conclude with the Slavs failing to take Marienburg, the first crack in Teutonic dominance had appeared, 15.1 BATTLE SCENARIO ‘The game starts at the 0980 game turn and ends at the conclusion of the 11800 game turn, or 18 game turns. SETUP ‘Teutonic Knights > All units with a D set up designation ‘set up within 1 hex of the correspond: ing set up hex on the map, > Unite with an E or F set up designa- tion set up within 8 hexes of their set up hex. Slav Army > Allunits set up within 8 hexes of their set up hex, ORDER OF MOVEMENT ‘The Slav army player is the first player, while the Teutonic Knight player is the second player. COMMANDS In the battle scenario, players choose their own command chits at the begin- ring of the scenario, To use the histories] commands, players should use the fol- lowing commands: Teutonic Knights Command Chits: Unlrich von Jungingen Stand Wallenrod Stand Lichtenstein Stand Slav Army Command Chits King Wladyslaw Advance Zyndram ‘Attack Witold Advance BERSERK LEVELS Teutonic Knights: 8-10 Slave: 7-10 VICTORY CONDITIONS For the Teutonic Knights to win, check the following tables: ‘Teutonic Knights Victory Table Die Roll Needed Slav Losses for Vietory 88 - 104 10 105 - 122 sone 28-138 ene 189-164 70 155-170 6-10 : 171-180 181-195 198 + Slav Victory Table Teutonic Die-Roll Needed Knights Losses for Vietory 76-90 10 pis i0s eee oa0) 107-112 8.0 fist te 185 - 150 510 161 - 168 4100 169+ a If at the end of the last game turn, neither player has achieved victory accoring to the above tables, the game is considered a draw. 16.0 ADVANCED RULES ‘These rules are intended to address some of the limitations of the basic sys- tem for The Crusades. These rules may be used with any of the games in the system. They do add some playing time and some complexity. Players may pick land choose which of the rules to use with the basic system. These rules are meant to be added to and expanded upon in future games in the series, while the ha- sie game will remain standard. 16.1 ADVANCED CRUSADES ‘SEQUENCE OF PLAY ‘When using the Action Chits @oe 16.11) use the following Sequence of Play. It will lengthen play, but it will alco create more ‘tensionandaddmorechallengetothe game, 1. Command Phase Both players may attempt to change ‘command chits. All action chits pro- vided in the game countermix are then placed in an opaque container; the exception is the Hattin scenario (see its reinforcement rules for details). IL Action Phase Players alternate drawing action chits from an opaque container, beginning with the Crusader player. As each chit is drawn, the owning player chooses a Jeador and his units to either move or conduct combat, or passes. After the action concludes, the next chit is drawn, the owning player performs fan action or passes. When all action chite have been drawn or the “pass option has been chosen twice sequen- tially, the Action Phase concludes. IIL. Rally Phase Both players attempt to rally their disrupted and routed units. IV.End Phase Both players check for automatie vic tory. If only one player makes a suc- cessful die-roll, that player wins. If either both players or neither, make successful dio-olls play continues and the next turn begins. The game-tum marker is adjusted on the game turn track. 16.11 Action Chits Action chits are color-coded to indi- ceate which side they apply to (pink for Crasaders/Teutonie Knights, green for their opponents). Action chits have two sides, moved and fired. When an ac- tion chit is drawn from an opaque con- tainer, the owning player has three options—pass, move, or combat. Dur- ing the course of a turn, each leader's command may move once and engage in combat (fire and melee) once. Pass Option When choosing the Pass option, the action chit is placed to one side, and another chit is drawn. If the next player chooses a pass option then the turn is over (even if the same player hhas passed twieo). Movement Op! ‘The owning player may move all of the units of one leader’s command, plus any skirmish and/or artillery units. At the end of movement, the moved side of the action chit is placed on the leader or on the Moved Fired box of the appropriate leader on the off-map chart. Players must note whieh skir- mish and artillery units have moved these units may not move again dur- ing the current turn, Out of command units may move when their leader is activated, but must follow the basic rules for out of command unite, Combat Command ‘The owning player may conduct com- bat (fire and melee) with all the units of one leader's command, plus any skirmish units andlor artillery unite. Fire combat is conducted fiat, followed by melee. At the end of combat, the “fired” side of the action chit is placed on top of the leader or on the appro- priate leader’s box on the off-map chart. Players must note which skir mish and artillery units have engaged in combat; these units may not en- gage in combat again during the cur- vent turn 12 Off Map Leader Boxes Each leader has an off:map box on which his current command can be recorded, and on which action chits may be placed. These boxes may be used to avoid cluttering up the map with markers, and thus ease play. 16.13 “Turn Ends” Chit (Optional) For added frustration and enjoyment, players may choose to use this optional rulewhenusing the Advanced sequence of play. After 5 action chits have been drawn, tho“Turn Ende” chitis placed in the opaque container with the remain- ing action chits (those that have not yet been drawn inthecurrentturn). When- everthe “Turn Ends” chitis drawn, the Action Phaso of the current turn ends. 162 MELEE ODDS MODIFIERS Bofore resolving melee, the attacker should compare his attacking strength points to the total strength points of the defender. A ratio is created and rounded in favor of the defender (for example, if an attacker with 5 strength points is at- tacking a defender with 2 strength points, the ratio would be 2 to 1. The attacker receives a die-roll modifier of 1 if the ratio is 2 to 1, +2 ifthe ratio is 3 to 1, or 15 43 if the ratio is 4 to 1 or greater. The defender receives a die-roll modifier of +Lif the ratio is 1 to 2 or less. Melee is, then resolved in the normal way, but with these additional modifiers being ap: plied to the die-rolls. 16.3 SPLIT COMMANDS Leaders controlling both infantry and cavalry may at their discretion split their command when subject to an “attack” command chit, The cavalry (only) may actin accordance with the “Attack” com- mand, while the infantry act as if they have a “Stand” command. When a force is split in this way, the leader must be moved with the cavalry. The choice of this option must be announced at the beginning of a turn. At the beginning of any turn in which the leader is in com- ‘mand span of the infantry or cavalry that id not mova, the player may announce that the rest of his force now has the “Attack” command as well. 164 BERSERK UNITS Whenever 2 step losses are taken in combat, each player checks for each of, Drie unite to aee if any of them go hareork. Each scenario lists the die numbers needed for a unit to go berserk. Ifa unit joes berserk, a berserk marker is placed fon tha unit and a second combat takos place against an adjacent enemy unit (it does not have to be the opposing unit from the initial combat, unless both be- ccame berserk, in which case the initial attacker is still considered the attacker. 16.41 Bffects of Going Berserk Berserk units have the following quali > Borserk units gain a 2 column shift to the right in melee combat when at- tacking. > Defending berserk units gain a 2 col- ‘umn shift to the left in melee combat. > Berserk units of the phasing player function as heavy cavalry in respect, to having the possibility of a second movement and attack (see 9.32 #7). Unlike heavy cavalry, they may at- tack @ second time even if the defender’s hex is not vacated at the ‘nd of the initial Melee Combat. > Berserk units that fail a Morale Check or that are required to retreat as a result of combat, become exhausted and have the “berserk” marker re- placed by an “exhausted” marker. 16 > Berserk units gain a1 dieroll modi- | fier when checking morale. > Berserk unite are not affected by com mand chits, + Note that even a single berserk unit attacking or defending confers the ad- vantage. column shift; it is not neces- sary forboth defenders or all attackers to be berserk, 16.42 Exhaustion When a berserk unit becomes ex hhausted, the following effects must be observed: | > During movement, it may move 1 hex, ‘but may not enter enemy ZOCs. > If at the beginning of movement an | exhausted unit isin an enemy ZOG, it must retreat one hex, unless by doing 0 it would move into an enemy ZOC. Ifit would move into an enemy ZOC, it does not retreat. > It may not attack, > If defending, an exhausted unit has a AR column shift during Melee Combat. > It has a +1 die-roll modifier for Mo- rrale Checks. > While exhausted, the unit ignores all ‘commands. 16.43 Exhaustion Removal Diving te aly Pose, oming player may check exhaustion removal | wy 200: een toe te wea ttn te | wnt is loge nated Chee we ian aie thas 16.8 OPTIONAL VICTORY Coxpmitons Prayers tllow th normal victory pro. | codarce, exept that when one Hager tas a succesful toy rly hisoppe nba) done afchee ings | 1. Conde; 8 2. Imma check morale for every tron te map at that fi owe Conte vagy outed inmediaay re treat tre hoes o tae a sep oe then the mole hacked en i they fl rater step le taken on 8. Chang ny one ears command Strat ad lee rot arson tietthateador unison already routed immediately retreat three hhexos or take a step loss). This occurs every time either player rolls a vietory, until one player eon- cedes, or until one player runs out of units 166 Unit Type Modifier Table (Optional) ‘To use the Unit Type Modifier Table, before resolving Melee Combat cross-ref- ference the type of unit attacking with the type of unit defending. The result is the die-roll modifier for the attacking unit. 17.0 CREDITS Designer: Robert Markham Playtesters: Alex Kachevsky, Mark Sea- ‘man, Brian Mulvihill, Rob Markham Rules Editing: Keith Poulter Glitch Detector: Don Gilbertzon ‘Map Graphics: Joe Youst Counter Art: Beth Queman Rules and Box Layout: Joyce Gusner Box Cover Art: Illustration by Angus McBride. Reproduced with permission from Osprey’s Elite Series book, The Normans by David Nicolle. ©1987 Osprey Publishing Co. London, England. 17.41 RECOMMENDED READING Delbruck, Hans Medieval Warfare Gabrieli, Francesca (edited by) Arab Historians of the Crusades Hay, Denys The Medieval Centuries Heath, Ian Armies of Feudal Europe 1066-1800 A.D. Joinville and Villehardouin Chronicles of the Crusades Nicole, David Hattin 1187 Oman, Charles The Art of War in the Middle Ages, Vol. 1 Regan, Geoffrey Decisive Battles Riley-Smith, Jonathan Atlas of the Crusades Riley-Smith, Jonathan The Crusades Runciman, Steven A History of the Crusades Val. 1-3 ‘These books should give you a goad aver- view of the period. If you can only read cone, let it be Runeiman, ©1994 Copyright 8W Inc. Sacramento CA King Guy Raymond Balian d'tbelin Baldwin Antiochene Fulcoy Pons of Tripoli 12.0 HATTIN TURN RECORD TRACK ta00 || 1000 | 220 || a0 LJ J J LEADER BOXES com || move |) FRE | com || move || rime | Saladin j t L —_ COM || MOVE |) FIRE com | move FIRE | Gokbori com || move |) Fine | com || wove || rine | Taqi al-Din Crusaders Muslims 13.0 HAB TURN RECORD TRACK 0800 || 0830 || 0800 || 0890 |) t000 |] 1030 |) 1100 || 1130 1200 || 1200 |} 1300 || 1330 |] 1400 || 1430 || 1500 || 1530 1600 || 1690 |} 1700 || 1720 |) 1800 |] 1820 |} 1900 LEADER BOXES COM |] MOVE || FIRE COM || Move || FIRE | ikGhazi com || wove |) ene com |) wove || Fine | Toktagin ‘| Turks com || wove || rine I com |) move || FIRE Crusaders CAUSADES 11 EBM) o1094 Sigismund Jean Sans Peur Burgrave Mirtcha Ulrich von Jungingen Wallenrod Lichtenstein 14.0 NICOPOLIS TURN RECORD TRACK 0930 || 1000 || 1090 || +100 |] 1190 || 1200 |! 1290 |) 1200 1300 |} 1400 || 1490 || 1500 LEADER BOXES com |) move |] mre com || move || rine | Bayezid COM || MOVE || FIRE com |/ Move || FIRE | Prince of Serbia com || MOVE || FIRE wi com |] move |} mre Crusaders 15.0 TANNENBURG ‘TURN RECORD TRACK 0820 || 1000 || 1020 || 1100 || 1390 |} 1200 || 1290 || 1300 |) 1390 1400 |] 1430 || 1500 || 1520 || 1600 |} 1690 || 1700 || 1750 || 1800 LEADER BOXES com |} Move |) RE com || wove || rine | Wiadystaw com || wove |} eine com || move |! rime | Zyndram com || move |) Re com || wove || rime | Witold Teutonic Knights Slavs

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