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Over a thousand years of

Vengeance
Tactical combat from the Dark Ages to the Renaissance
Document Version 1.00.3

digital Gameworks
www.digitalGameworks.com
Vengeance is (C)opyright 2015 by Jeff Lapkoff and digitalGameworks
ALL RIGHTS RESERVED

Overview
Vengeance is a tactical combat simulation game depicting some of the numerous and varied
Medieval field battles that took place in the period from about 500 AD to 1500 AD. The
Vengeance game system scale is an abstracted tactical level, but is generally built around a
20m per hex / 20 men per unit concept.
Vengeance was designed to be a quick, interactive, and easily played turn based combat
game. There are no seperate phases for movement, combat, or ranged fire. Players may
perform any available action at any time during their turn segment. Entire battle groups can
be commanded with just a few clicks of the mouse and most of the scenarios have been
scaled down to keep the battles tight and focused.

Menu Bar Functions


The menu bar groups are as follows: File | Battle | Army | Display | Preferences | Help

File
The file group menu bar functions include:
Begin New Battle
Starts a new Vengeance battle. (See Starting a New Battle)
Contact NetPlay Game Host
Attempts to contact a game host for playing a Vengeance battle against an opponent across a
network.
Save Battle
Saves the current battle in progress
Save Battle As...
Saves the current battle in progress under a different name
Load Battle
Loads a previously saved battle
Load PBEM Battle
Loads a Play by E-Mail game
Recent Battles
Loads a recently played battle

Exit
Exits Vengeance and returns to Windows

Battle
The Battle Group Menu Bar functions include:
Battle Report
Provides an overall report on the progress of the battle (See Battle Report)
Turn Report
Provides a combat report indicating gains and losses that have taken place during the current
turn segment. (See Turn Report)
Replay Turn
Replays the action that has taken place during the current turn segment.
Turn replays are most useful in PBEM games enabling one to replay the events that have taken place during the
opponent's turn segment.

End Turn
Ends the current turn segment and passes play to the opposing player.

Army
The Army Group menu bar functions include:
Standing Orders
Displays the current faction's Standing Orders form. (See Standing Orders)
Faction Order of Battle
Displays the selected faction's Order of Battle with relevant unit statistics.
Faction Reinforcement Schedule
Displays the selected faction's expected reinforement schedule (if applicable)
In battles where there are no reinforcements, or after all reinforcements have arrived, these menu options will be
deactivated and not accessible.

Display
The Display Group menu bar functions include:
Action Log
Toggles the battle Action log on or off (See Action Log)
Unit Display
Toggles the level three unit display between Board Game and Miniature
Map Grid Overlay
Toggle the map grid overlay on or off
Zoom In
Changes the view level of the map to the next highest level.
Zoom Out
Changes the view level of the map to the next lowest level.
Note: There are currently three map zoom levels in the Vengeance game system.

Preferences
The Preferences group menu bar functions include:
Set Preferences
Displays the Set Preferences form (See Preferences)
Sound is
Enables one to quickly and globally toggle all sound on or off

Help
The Help group menu bar functions include:
Help
Displays this help file
About
Displays Vengeance version, credits, and copyright information.
Register Vengeance
Displays the Vengeance Registration form.
If you're using a demo version of the game, Register Vengeance enables you to enter a registration code purchased
from digitalGameworks, which registers and allows full access to the game.

Starting a New Battle

To start a new battle, select File then Begin New Battle from the menu bar. The Begin Battle
form will display a series of simulation options as follows:
Battles
The list of battle scenarios currently installed on your computer.
History
Battle history/description and Icon.
Computer Is
The 'Computer Is' group determines what the computer's function will be for the selected
battle.
Western Force
The computer will command the forces to the left side of the map.
Eastern Force
The computer will control the forces to the right side of the map.
Note that the terms Western Force and Eastern Force are generic names referring to the forces that setup
to the left or western side of the map, and to the right or eastern side of the map. When selecting an actual
battle, these terms will be replaced by the actual historical names of the combatants. For example The Battle
of Stamford Bridge pits the Saxons (the western force) against the Norsemen (the eastern force).

Neither
The computer "referees" the battle. Choose this option for a human vs human battle.
Both
The computer commands both forces and plays against itself.
PBEM (Play By E-Mail)
To set up a Play By E-Mail game, click on the PBEM control and Vengeance will generate a
PBEM file after each turn segment. (See PBEM Games)
Network Host
Select Network Host to host a game over a local area network or the web. (See Net Play)
AI Style
The AI Style group sets the style of game played by the computer in Human vs Computer, or
Computer vs Computer games.
Balanced
The balanced mode offers an opponent that is unweighted towards defense or offense.
Aggressive
The computer plays a more aggressive "attacky" style of game
Cautious
In this mode, the computer holds back a bit, plays a more defensive game and takes less
chances.
Chaotic
The balanced mode is a random combination of the Aggressive and Cautious AI modes. Select
this mode for more of an "off the cuff" computer opponent.

Fog of War
When turned on, the Fog of War (FOW) option, in essence hides some of an opponents
statistics from being viewed until contact (close combat) is made with the unit. It represents
the situation where you may see a group of warriors armed with battle axes and kite shields
but at the same time, you don't know their morale, level of training, or experience ect. As the
saying goes... there's only one way to find out!
When the FOW option is turned off, all of an enemy unit's statistics will be open to you
whether you've previously met them in battle or not.
Visibility
Always
With visibility set to Always, an entire army's units will always be visible on the map and to the
opposition for the entire game.
Upon Detection
Each individual unit becomes visible only when an opposing unit can see it. Units can "see"
other units on the battlefield when they are able to trace a line of sight (LOS) to the unit.
Whether an LOS exits between units is mostly determined by terrain type and weather. In
Vengeance units never block LOS. When Upon Detection mode is selected, the computer
automatically calculates the LOS and determines unit visibility.
Weather
The type of weather selected impacts upon visibility, movement, ranged fire, and combat. See
Weather conditions for a detailed list of the weather conditions modeled in Vengeance
Leader Replacement
Determines whether a faction will try to make a battle field replacement fora fallen leader. If
leader replacement is turned off, a battle group will break if its leader is lost.
Surrender Point
Sets the point at which an army will "give up the fight" and surrender the field to the enemy. If
an army's morale slips below the surrender point, it breaks and the battle is over.
Vengeance defaults to an Army morale surrender point of 30, but you may lower this for "last
stand" type battles, or raise it depending upon the situation you want to model.
Note that if the battle contains a terrain objective held by a surrendering force, any points associated
with the objective are automatically awarded to the winning faction regardless of which army occupies
the objective.

Battle Report
The Battle Report displays the following statistics for each faction:
Men and Units
Active:

% currently active

Destroyed:

% killed in action

Surrendered: % surrendered
Deserted%

% deserted

Total Lost:

% lost (KIAs, surrenders, and deserters)

Combat Strength
The current aggregate combat strength of the active units.
Fire Power
The current aggregate ranged weapon power of the currently active units.
Army Morale
The current average morale of an army.
Surrender Point
The point at which an army will surrender to the enemy. For example, a surrender point of 25
means that an army will surrender if its morale drops below 25.
Victory Points
The total number of victory points held by a faction.
Weather and Victory Level Status
Weather setting and current victory level status
[<<] [>>]
To display or hide battle history
[Done]

when finished

Turn Report
The turn report displays the following statistics of each faction for actions taken place during
the current turn.
Men and Units
Destroyed:

% killed in action

Surrendered: % surrendered
Deserted:

% deserted

Total Lost:

% lost (KIAs, surrenders, and deserters)

Victory Points
The number of victory points gained or lost during the turn.

Standing Orders
Standing orders provide a meaure of control over how your units responed to actions taken
during your opponents turn.
Reaction Fire
Missile units that have not used their maximum shots per turn (SPT) may fire at moving enemy
units during the enemy turn segment.
Exclude All Units
When selected your army will not perform reaction fire
Exclude If Distance exceeds effective range
When selected your missile units will not fire until the enemy is within the effective range of a
given unit's weapon
Exclude Low Ammo units
When selected missile units of low ammunition status will not perform reaction fire
Exclude non-multi-shot Weapons
When selected single shot per turn missile units (crossbows, arquebusiers) will not perform
reaction fire.
Note: Artillery NEVER perform reaction fire.

Close Combat Counter Attack


Whenever a unit moves adjacent to an opposing unit, that unit may immediately launch a
close combat attack on the advancing enemy unit. The counter attack standing order sets the
rules that your units should follow when enemy units enter their zone of control (ZOC)
Always
your units will always counter attack where possible.
If Favorable
Your units will counter attack only if enemy losses would appear to be greater than theirs.
Never
You units will never counter attack.
Attack Evasion
When an attack is leveled against a unit, if possible, the defending unit may attempt to evade
it. The attack evasion standing order sets the rules that your units should follow when
attacked.
Always
Your units will attempt to evade all attacks launched against them.
If Favorable
Your units will attempt to evade only those attacks in which their losses would appear to be
greater than those of the attacking unit.
Never
Your units will never attempt to evade attacks.
Note: Units in Skirmish formation, always attempt to evade attacks regardless of Standing Order
setting.
Rally
Auto Rally Individual routed units
When selected, any individual routing units will attempt to rally

Exclusions
The Standing Order exclusions provide a method to differentiate defensive actions from those
of "regular" units in special circumstances. For example, you might set your regulars to
counter attack if favourable, but stop your leaders from doing so in order to minimize the risk
of losing them.
Leaders: Attempt Evasion of All Enemy Attacks
When selected, battle group leaders will attempt to evade all combat attacks launched by the
enemy.
Leaders: Do Not Counter Attack
When selected, battle group leaders never launch counter attacks.
Leaders: Avoid Combat
When selected, leaders avoid initiating combat
Terrain Objective: Never Evade if Defending
When selected, a unit or battle group will never evade if controlling a terrain objective.

Order of Battle
Displays the order of battle and relevant unit statistics for the selected force.
-Click on a battle group to view its units
-Double click on a unit to select it and close the form or click [Done] when finished

Reinforcement Schedule
Displays the reinforcement schedule and relevant statistics for the sected force

Preferences
Enables the setting of default game system preferences.
Unit Display
Select Board Game or Miniature
Show Map Grid
Turn map gird overlay on or off
Show Map Text
Turn map text on or off
AI Display Level
Sets the zoom display level for an AI player
Select Small (Level 2) or Large (Level 3)

Action Log
Turn the Action Log form on or off
Game Message Delay
Set the number of seconds a game message should display on the info panel
Sound
Turn sound on or off
Net Play Defaults
Display Name: Your display name when playing a game over a network
Comm Port: Default comm port for network games

Vengeance UserInterface (UI)

The main components of the Vengeance UI are: The Battle Map, Command Panel, Action Log,
and Info Panel.
Battle Map
The battle map is the main visual representaion as to what is occuring on the battle field.
Moving the mouse over a hex displays its terrain and unit stats on the the Info panel and
Command panel if applicable. Click on a friendly unit to select it. All of the actions in a battle
can be controlled or accessed from the Command Panel and Battle Map.

Action Log
Action log displays a running list of the actions that have taken place during the turn segment.
Scroll up/dn to review any actions.
Info Panel
The Info panel at the bottom of the screen displays terrain, unit, and combat information.
The Command Panel

General Section
The general section provides information pertaining
to the battle, army, and display.
Faction

The active faction

Army Morale and Break Pt


The active faction's current overall morale and break
point.
Current Turn/Max Turn
Score

(+) if leading, (-) if behind

General Quick Buttons


Zoom In

Zoom display in

Zoom Out

Zoom display out

Toggle Hex Grid

Toggle hex grid on or off

Standing Orders

Adjust standing orders

Order of Battle

View order of battle

Battle Report

View battle report

Battle Group Section


The battle group section provides information and enables actions pertaining to the currently
selected battle group.
Battle Group Icon

Displays the battle group icon

Battle Group Status


The selected battle group's current status, morale level and break point, strength level, %
disrupted, % fatigued, and % out of formation.
Battle Group Name

The name of the selected battle group

Battle Group Command Buttons


Battle Group command actions automatically become active when an action is available. In
order to comand battle groups, the battle group leader must be the selected unit.
With the exception of the Advance and Fire directives, a Battle Group leader may only issue one
Battle Group Command per turn segment.
[Advance]
The battle group will attempt to advance to contact towards the nearest enemy units
[FallBack]
The battle group will attempt to retreat away from enemy units. Retreating units receive a
temporary action point bonus but lose any formation they currently hold during the retreat.
[Rally]
Attempt to rally a routed battle group (See Rally)
[Fire]
Orders ranged fire capable units to fire upon the nearest enemy targets
[Charge]
Orders capable units to charge and attack enemy units
[Attack]
Orders the battle group to close with and attack the nearest enemy units
[Hold]
Orders the battle group to hold position and rest for the turn segment. Only units that have
taken no action during the turn segment receive a 'Hold' rest bonus.

[ReGroup]
Orders the battle group to move towards and regroup around the leader. Units lose formation
executing a ReGroup order but any disrupted or disordered units are returned to ready status.
In order to issue a ReGroup Command, a Battle Group leader must be at least three or more
hexes away from the nearest 'In Command' enemy unit.
[Formation]
Check and order a formation change for the entire battle group (See Formation Change)
[Next Battle Group]
Move command to the next faction battle group
Unit Section
The unit section of the Command panel displays information and enables actions pertaining
to the currently selected unit.
Icon

Unit game icon

Unit Statistics
STR:

Current strength level

AP:

Current action points available

VP:

Point value of the unit

CLS:

Unit Class

STS:

Current unit status

MRL:

Current Morale Level

FTG:

Current fatigue level

FRM:

Current formation

AMMO:

Current ammunition level (if applicable)

SPL:

Current supply level (if applicable)

Unit Equipment Icons:


Combat weapon, armor type, shield type, Ranged fire weapon
Unit Name
Unit name and [Atk-Def-Mve-Fire] values
Unit Action Buttons
[Next Unit]

Next unit in battle group

[Facing]

Chnage unit facing

[Ranged Fire]

Fire at best target

[Attack]

Attack best target

[Formation]

Attempt to return to last ordered formation

[ReSupply]

Resupply ammunition

[Rally]

Attempt to Rally

Game Section
[Replay Turn]

Replays the events of the current turn

[End Turn]

End the turns and passes the initiative to the opposing player

Game Concepts
Introduction
Medieval armies usually consisted of a king or his appointed commander, knights, men at
arms, mercenaries, and often untrained militia from the surrounding countryside. It would
usually be organized into a number of wings or battle groups each consisting of a mixture of
the available arms types. Nobles, Knights, and men at arms usually occupied the center of a
wing, while the more mobile missile armed troops screened their flanks. The militia were
generally relegated to guarding camps and were generally not trusted in battle.
On the field, the wings would be normally be formed in lines adopting formations depending
upon the type and dispostion of the wing. The English usually fought dismounted and
adopted a defensive position, employing woods or other natural obstacles to guard their
flanks. Continental armies usually assumed an offensive posture, attacking with their wings in
close order or wedge formations.
The interrelationships of the various unit types was very important to the evolution of strategy
on the medieval battlefield. The mounted knight provided the most effective combination of
speed and shock but even the knight could not ride the battlefield with impunity. Longbow
and pikemen proved they could stand and turn back the stiffest cavalry charge. Each unit type
in a wing was most effectively used in concert with each other.
Sequence of Play
The sequence of play for both factions in Vengeance is as follows:
-Reinforcement Check
-Leader Replacement (if applicable)
-Rally Individual Routed Units (if applicable)
-Uncontrolled Unit Check
-Movement and Combat Turn Segment
-Berserker Check
-Deserter Check

Victory Conditions
In the Medieval battlefield and in Vengeance, most battles continue until all of the warriors on
one side have either been killed, captured, surrender, or desert. The side which holds the field
generally wins.
Unit Values
Most units carry a point value which is awarded to the opposing side when the unit is
destroyed, surrenders, or deserts. No points are awarded for routed or broken enemy units,
the unit must be removed from the battle field before any victory points are awarded.
Terrain Objective Value
In some battles, a terrain objective is defined and assigned a value. If a unit is holding
(occupying) a terrain objective, that unit's army is awarded the value of the terrain objective. If
a battle contains a terrain objective that is held by an army which surrenders, any points
associated with that objective are automatically awarded to the winning army regardless of
which faction occupies the terrain objective.
Winning a Battle
The side (army) which holds the field wins. If an army's morale slips below its surrender point,
or if an army loses all of its leaders, that army surrenders and and the opposing faction
automatically wins the battle. See Army Morale. If a battle reaches it maximum turn limit with
both armies still engaged, then the army holding the most victory points wins the game. You
can always refer to the Battle Report (even after a battle has ended) to see exactly what
transpired during a battle.
Victory Levels
Decisive

Winning faction holds a 3 to 1 or greater advantage in points

Substantive Winning faction holds a 2 to 1 or greater advantage in points


Marginal

Winning faction holds less than a 2 to 1 greater advantage in points

Debateable Battle declared a draw, but a faction holds a slight point advantage
You can check the current victory status at any time during play by entering the Battle Report
Screen.
Army Morale
The overall measure of an army's willingness to fight. Should an army's morale slip below its
Surrender Point, the army will surrender the field to the enemy and automatically lose the
battle. Army morale is displayed at the start of every turn segment and can also be monitored
from the Command panel.

Leaders
Medieval armies were usually broken down into battle groups or 'wings' which were
commanded by leaders. A battle group must have a leader in order to be controlled and
issued commands.
Leaders also influence units under their command in performing performing morale checks.
Leaders with positive ratings are beneficial, those with negative ratings, a hindrance.
Command Range
The distance at which a unit may be from a battle group leader and still be under its influence.
Units within the command range of a Leader are considered to be 'In Command'.
Rating
A measure of the leader's ability. Leader ratings may be positive or negative.
Display
When a unit is selected, its battle group members are indicated with a grey dot overlay and its
leader is indicated with a silver star overlay directly on the battlemap.
Clicking on a selected unit to toggles the leader command range indicator on or off.
Leader Replacement
If a facton's Leader Replacement option is chosen, its battle groups may replace fallen leaders.
In order for a battle group to promote a leader, it must have an available unit of Veteran or
higher rank that is not routed or broken.
Notes:
-Units that are Broken, Routed, or beyond the command range of their wing leader, are out of
command and no longer under player control. Units out of command range generally attempt
to move back into the command radius of their leader.
-If an army loses all of its leaders, it is forced to surrender and loses the battle.

Morale
Morale is a key concept to the operation of Vengeance. A unit's morale represents its 'lust for
battle' or willingness to fight. Virtually every action that a unit may take is influenced to some
degree by its morale level. Morale is rated between 0 (lowest) and 120 (highest).
Morale Decreases
Units experience decreases in morale when:

taking losses

seeing other friendly units take losses

fatigued

passing thru certain terrain types

Morale Increases
Units experience increases in morale when:

inflicting losses

seeing other friendly units inflict losses

resting

rallying

passing thru certain terrain types

Notes
-A unit's morale can never exceed it's initial morale level + 25%
-Berserk units receive a temporary morale boost

Zones of Control
A unit's zone of control (ZOC) is usually described as the adjacent hexes (or cells) that
surround it. This generally holds true for the Vengeance system, except units never project a
ZOC into their rear hex sides. (See Facing)
Notes:
-Broken or Routed units never project control over ANY hex sides.
-Whenever units move into an enemy ZOC
-they may move no further for the rest of the turn segment.
-they may be counter attacked by the enemy units controlling the ZOC.

Line of Sight
A Line of Sight (LOS) determines if units can see, and consequently, fire upon each other. The
Vengeance automatically calculates whether a line of sight exists between units.
LOS Effects and Restrictions
-LOS is either blocked or unblocked. A blocked LOS does not allow missile combat or spotting
to occur between the two units in question.
-Units do not block an LOS, however only certain missile weapons such as long bows, are
capable of firing over the heads of intermediate units to reach a target. Crossbows for
instance, cannot fire over or through units to reach a target. See Missile Weapons
-An LOS is never blocked into adjacent hexes.
-Units can fire into or out of, but never through a hex with primary terrain greater than its
own.
-An LOS passing thru locations with above ground level (AGL) terrain, can be blocked if the
total amount of blocking points passed thru reaches 100%. For example, a forest hex with a
blocking point value of 25 will not block the LOS. However if the LOS passes thru four forest
hexes of the same type, the the LOS would be blocked.

Movement
Each unit is allotted a number of Action Points (APs) per turn which it expends in order to
move on the battlefield. The cost of APs per move depends upon on the terrain, distance
covered, and the type and status of the unit moving.
Selecting a Unit
To select a unit for movement and or combat, move the cursor over the unit and left-click the
mouse button. The selected or "hot" unit is outlined with a black hex border and its statistics
are displayed on the Info and Command Panels.
Once selected, the hexes that the unit may legally move to will be indicated on the map. To
move the unit, click on the hex that you want to move the unit to. The unit will then attempt
to move to the new location and the cost of the move will be subtracted from the unit's APs.
Factors Influencing Movement Rates
Terrain Effects
-Each hex terrain has a cost per move (CPM) value which a unit must "pay" in order to enter it.
A terrain's CPM value along with other relevant statistics is always displayed at the bottom of
the info panel.
-Units cannot move to terrain with base elevations greater than their current elevation plus one.

Unit Type, Status, and Formation


A unit's type, current status, and formation all directly impact on its ability to move on the
battlefield.
Weather
-Weather conditions like rain and snow may increase a units AP per move rate. (See Weather)
Enemy Zones of Control
-Once a unit has moved into an Enemy ZOC, it cannot move any further for the rest of the
turn segment and may be open to counter attack
-A unit beginning its turn in an enemy ZOC may not reenter another enemy ZOC for the
duration of turn segment.
Stacking
Depending on the unit formations involved, a unit may pass through other friendly units, but
can never end its move in a location with another unit. Only one unit may occupy a hex at a
given time.

Charge Attacks and Close Combat


Close combat refers to any non-ranged combat that takes place between adjacent units on
the battlefield. There are two types of close combat in Vengeance, Charge Attacks and Melee.
Charge Attacks
The charge attack is the most powerful form of close combat in Vengeance. In almost all
cases, a unit's combat strength is increased if it is able to charge attack an enemy unit
Exception: Cavarly units do not fare well charging Infantry units armed with pikes.
Unit Charge Requirements:
-Must be an in command Infantry or Cavalry unit of Ready status, not more than 25%
Fatigued with a clear path to the enemy unit not exceeding 60m (3 hexes) in distance
Restrictions:
-Units in Shieldwall, Square, or Skirmish formation may not charge
-Infantry units in armored in Field Plate or higher or carrying large shields may not charge
-Pike armed units may not charge
-Units cannot initiate a charge out of an enemy ZOC

Initiating a Charge
If a battle group leader is currently selected, the Battle Group [Charge] button on the
command panel will be activated. Click it to begin a battle group charge against the nearest
enemy units.
Note: A charge is a coordinated attack that can only be initiated by a leader. Individual unit
attacks against an enemy are always handled as general melee combat.
Morale Check
Before units begin the actual charge, they must pass a Morale Check. Units failing the morale
check become disrupted and can not complete the charge.
Note: No Charge attacks may be initiated during heavy rain or snow weather conditions.
Melee
If a battle group leader is selected, clicking the battle group [Attack] button will launch an
attack against the nearest enemy units.
To manually initiate a melee, move a unit adjacent to the enemy unit to be attacked. Next
move the cursor over that unit. The projected Attacker/Defender odds will be displayed on the
Info panel. Lastly, click on the enemy unit to begin the attack. Alternatively one may simply
click the Unit Attack button on the Command Panel and an attack will be launched against the
nearest enemy unit.
Moving into an enemy controlled ZOC may not be a casual affair as enemy units capable of
launching a counter attack may do so once you've entered their ZOC. See Counter Attacks.
For Combat Modifiers see Strength Modifiers.

Counter Attacks
Counter attacks are a form of defensive close combat initiated when a unit moves into a hex
adjacent to an enemy unit. Whether a unit launches a counter attack, is controlled by the
particular situation and their Standing Orders regarding Counter Attacks.
Units may not launch counter attacks if they:
-are not of Ready status
-have previously attacked during the turn segment
-have fatigue rating higher than 50%
-are not permitted by terrain considerations (stakes, ditches, hedges, etc)
-are in skirmish, shieldwall, or square formation
Note: Artillery and Supply units never counter attack

Evasion
When an attack is leveled against a unit, that unit may attempt to evade it. In order to evade
an attack, a unit must first be able to move to an open adjacent hex that's not controlled by
an enemy unit
A unit's chances of evading an attack are influenced by its status, formation, and terrain
occupied. Additionally, infantry have a more difficult time evading attacks initiated by cavalry
and conversely, cavalry have an greater chance of evading attacks initiated by infantry.
If successful, the unit will move to a "safe hex" and avoid the attack. One can control the
circumstances under which units attempt to evade attacks in the Standing Orders section.

Ranged Fire
Units capable of ranged fire may target enemy units within their weapon's range-- if they can
see them. Certain types of terrain may block a firing unit's LOS. Vengeance automatically
determines if an LOS exists between units.
Note units NEVER block LOS in Vengeance.
Issuing a Fire Order
If a battle group leader is selected, clicking the battle group [Fire] button will order all capable
units in the battle group to fire upon enemy targets.
To perform ranged fire at the unit level, first select a ranged fire unit. All enemy units capable
of being fired upon will be high lighted. Lastly click on the unit you wish to fire at.
Alternatively one may simply click the Unit Fire button on the Command Panel and the nearest
enemy unit will be fired upon.
T

Rally
As a result of combat losses and ranged fire casualties, battle groups and units may become
routed. When this occurs, a group or unit's ability to function is lost and the unit or group is
no longer under control. Routed groups or units may attempt to remedy this situation by
trying to Rally.
Rallying an Individual Unit
Units of Veteran class or higher, whose Battle Groups are still in command, may attempt to
rally on their own. In order to rally, a unit must not have expended any APs in the current turn
segment. Click on the Rally Icon in the Unit Control Panel to attempt a Rally.
Rallying a Group
Only a Battle Group leader may issue a Rally command when his Battle Group is of routed
status.
In order to issue a Rally command, the Battle Group leader must not have expended any APs
during the current turn segment.
Successful rallies are largely dependent upon a unit's morale, class, and whether or not they
are under the command of a "good" leader. Units that rally receive a morale boost and are
returned to Disrupted status.
While there is no limit on the number of times a group or unit may attempt to rally during a
battle, any time a rally attempt is unsuccessful, the unit(s) involved may Break.

Morale Checks
A unit's morale or willingness to fight is tested at various times during a battle. Unit's passing
the morale check are able to carry on as normal. Units failing a morale check are penalized to
a degree depending upon the cause of the morale check.
Situations that cause a Morale Check:
-Attempting to Rally
-Disrupted or disordered units attempting to attack or file missiles
-Attempting to evade attacks
-Attempting to change or return to formation
-Defending units failing a morale check may surrender
-Routed units failing a morale check may desert

Fatigue
During battle units become fatigued. With each level of fatigue that a unit carries, its abilities
to perform on the battlefield become degraded. If afforded no rest, a unit will become
exhausted (100% fatigued) and will barely be able to function. Units may recover from fatigue
by a Battle Group Hold order or automatically by not taking any action during their turn
segment.
-Fatigue is measured in increments of 25% to 100%
-Both infantry and cavalry wearing plated armor and bearing larger shields fatigue at a higher
rate when involved in close combat.

Berserk Attacks
Any unit left adjacent to an enemy unit at the end of a turn segment without initiating an
attack has a chance of going berserk. Berserk units will immediately launch a close combat
attack on the nearest enemy unit. Berserk attack results can be favorable or unfavorable as the
berserk unit receives a momentary morale boost and loss of fatigue for the attack, but also
loses any formation it may be holding.
Units may remain berserk for several turns and return to disrupted status and normal morale
when they calm down.

Rout Movement
Routed and Broken units are considered out of control and attempt to move back towards
their initial side of the map. If a routing unit passes through a friendly unit as it falls back, that
unit could loses formation and may become disrupted or routed itself if it fails a morale check.

Deserters
At the start of a turn segment, a check for a faction's uncontrolled units is performed. Any
units of Routed or Broken status are subject to having deserters. Should a unit of routed or
broken status fail a morale check, a randomly determined percentage of men from the unit
will desert. If the entire unit should desert, it is removed from the battlefield and its point
value is awarded to the opposition.

Facing
There are two facing directions in Vengeance. Those
are left and right or east and west.
A unit may not sight thru its rear hex sides. Anything
behind the direction that a unit is facing cannot be
seen.

Units are greatly hampered in their ability to defend if attacked thru their rear hex sides. A unit
may change its facing at anytime without cost except after being involved in close combat
attack.
Exception: Artillery units and units equipped with a pavise must pay an Action Pt cost to change
facing.

Change Formation

Use the Battle Group [Formation] command to set


formation orders for the unit types within a battle
group.
The Formation Orders form displays the current
formation, number of units, and % of units
currently out of formation by unit type
Click [Issue Formation Order] to order all battle
group units to attempt to enter the formation
selected for their type. A battle group or unit must
pass a morale check in order to change formation.

Notes:
-Only a battle group leader can issue a formation change order, individual units of veteran
class or higher may only attempt to return to the last ordered battle group formation.
-Units may perform only one change formation attempt per turn
-Disrupted, Routed or Broken units may not change formation.
-Units occupying a hex with a terrain defensive modifier (stream, marsh, woods, etc.) may not
be able to change formation.
-Units in an enemy ZOC cannot change formation
Note: Units that cannot enter the ordered formation will attempt to enter the next closest type. For example, a unit
not capable of entering Shieldwall will enter Close Order instead.

Formation Types
The term "formation" refers to the way a unit's men are lined up. Different formations yield
different effects on a unit types movement, combat, missile fire, and defensive capabilities.
The following are the formation types available in Vengeance:
Close Order
Best used for defending attacks
Types: Infantry, Cavalry
Effects: increased combat capability, minor movement penalty, can charge, other units can
not
pass through units in close order formation
Note: Leaders may always freely pass through friendly units

Open Order
Generally used for movement and reducing losses or disruption from ranged fire.
Types: Infantry, Cavalry
-Not desirable for close combat.
Shieldwall
Best used for defending against close combat attacks.
Type: Infantry with medium to large shield
-increased defensive ability, cannot charge
Square
An "all around" formation best used for defensive purposes.
Type: Infantry of full strength
-No rear or flank hex sides, reduced rate of movement, cannot charge

Wedge
A pointed formation best used for attacking defensive close order and shieldwall formations
Types: Cavalry of Full Strength
-increased attack ability against close order units
Skirmish
Best used for Ranged fire units
Types: Infantry and Ranged fire capable cavalry units
-Reduced chance of loss from enemy ranged fire, easier to evade melee attempts, cannot
initiate attacks
Limbered/Unlimbered
Types: Artillery
Limbered artillery can move, Unlimbered Artillery can fire
In Vengeance, all artillery are placed as Unlimbered 'set units'. Their formation and position cannot be
changed or moved during game play.

No Formation
Types: Infantry, Cavalry
Reduced combat efficiency

Supply
As missile units fire, they deplete ammunition. Missile units may be resupplied by moving
adjacent to a supply unit, or a structure (such as a town, castle or camp) with the ability to
provide ammunition. When resupply conditions are met, the resupply icon will be activated on
the command panel. Click on the resupply icon to resupply the unit's ammunition.
-Units may receive supply from an enemy structure ONLY if they occupy the structure

Combat and Ranged Fire Strength


The measure of a unit's raw close combat or ranged fire lethality. The higher the rating, the
stronger the unit. Mostly derived from a unit's weapon type and strength.
Vengeance displays a 'raw' lethality rating based upon a unit's weapon type and strength against an
unarmored unit. When calculating actual combat results, the weapon type and unit strength is measured
against the actual armor class and strength of the defending unit.

Defensive Strength
The measure of a unit's raw ability to defend itself against combat and missile attacks. A unit's
defense rating is primarily based upon its armor and shield type.
See Strength Modifiers for additional influencing factors.

Strength Modifiers
There are conditions and situations that occur on the battlefield where combat strength shifts
are added (or subtracted) to an attacker's or defender's base strength.
Close Combat Modifiers
(+) Each class higher
(+) Each Armor Class higher
(+) Each Shield Class higher
(+) Unit is Ferocious (See Ferocious Attacks)
(+) Unit is Berserk
(+) Unit is flanked by friendly units
(+) Unit is in 'closer' order formation
(+) Unit has weapon precedence (for example Pike versus Sword)
(+) Unit is less fatigued
(+) Unit is less disrupted
(+) Attacking thru defender's flank or rear hex side
(+) Attacker is in Wedge vs Close Order or ShieldWall
(+) Attacker is cavalry vs infantry
(-) Attacker is infantry vs cavalry
(-) Attacker is cavalry vs pike
(-) Attacker is downhill of enemy
(-) Defender is in ShieldWall formation
(-) Defender is in defense positive terrain
(-) Attacker is in attack negative terrain
(-) Defender is behind stakes.
(-) Defender is barded cavalry

Ranged Fire Modifiers


(+) Shooting unit is firing within the effective range of the weapon
(+) Shooting unit is Elite or higher
(+) Target is in Close Order
(-) Shooting unit is firing beyond the effective range of the weapon
(-) Shooting unit is Militia or lower
(-) Shooting unit is disrupted or disordered
(-) Shooting unit is fatigued
(-) Target is moving
(-) Target is barded cavalry
(-) Target is in Skirmish or Open Order formation
(-) Weather is Rain or Snow
(-) Shooting unit is firing "over the heads" of other units
(-) Shooting unit is performing Reaction Fire

Terrain Statistics
Terrain statistics are displayed along the bottom of the of the Info panel. The terrain stats
displayed represent that of the currently selected unit, or that of the hex pointed to by the
cursor.
Hex
The number of the hex.
Type
The type of terrain represented in the hex as in Rivers, Woods, Marshes, etc.
CPM (Cost Per Move)
The base movement cost of the hex. Note that if the hex is part of a selected unit's move
overlay, CPM then represents the total APs required to move into the hex from that unit's
current position.
Def (Defensive Modifier)
Active hexes may have positive or negative defensive modifiers.
Units defending from terrain with a positive combat modifier, receive a corresponding positive
combat shift when attacked.
Units attacking or defending from terrain with a negative defense modifier receive a
corresponding negative combat shift when involved in close combat from the hex.
Mrl (Morale)
The effect on a unit's morale upon entering the hex
Elv/AGL
The elevation is the base or primary terrain level and the AGL (if applicable) represents the
height of any Above Ground Level secondary terrain in the hex.
LOS %Blk
The percentage of LOS that the AGL in the hex blocks. If the LOS passes through hexes and
the Blk% exceeds 100, the LOS is blocked.

Caltrops
Caltrops are nasty little devices used to setup the medieval equivalent of a mine field. Anytime
a unit passes thru a caltrops hex it runs a chance of becoming halted, disrupted, or suffer a
loss. Units may never charge thru a caltops infested hex.

Ferocious Attack
Units designated as 'Ferocious' receive a sizable combat bonus when entering close combat
for the FIRST time. Ferocious units are indicated with an exclamation point (!) after their name.
Some historic examples of ferocious units would be the Swiss and Scottish Pikemen.

Carnage
Whenever a unit is destroyed due to close combat or missile attack, a carnage marker is
overlayed on the battlemap where the unit was destroyed.
-Units entering carnage hexes pay an extra AP
-Carnage hexes cannot be part of a charge attack path

Stakes
Stakes were primarily used by medieval archers as a defensive construct against attacking
enemy units.
Combat Effects:
-Units defending behind stakes receive a defense bonus
-Units cannot charge attack enemy units that occupy a hex containing stakes
-Ranged fire units firing via straight-line (non overhead) into a hex with stakes receive an
accuracy reduction
Movement Effects:
-Units may not fallback through hexes containing stakes
-Foot units may pass into a hex containing stakes at an additional 2 AP cost
-Mounted units may pass into a hex containing stakes at an additional 4 AP cost

Structures: Castles and Camps


Structures like castles and camps are built into the Vengeance system for the main purpose of
providing supply and-- depending upon their defensive capability, sanctuary to units.
All structures have the following statistics:
Side
Which faction the structure belongs to.
ReSupply Level
The supply level of the structure contains. See ReSupply
Def (Defensive Modifier)
Structures may have positive or negative defensive modifiers. Units battling from a hex
containing a structure receive a combat shift depending on the structure's rating.
AGL:
The above ground level of the structure (used for LOS determination)
Notes
Units occupying structures:
-may not evade close combat attacks
-are not subject to fallback movement if routed in battle
-Units may receive supply from an enemy structure ONLY if they occupy the structure
-Units may not receive supply from any structure occupied by an enemy unit

Unit Types
There are three 'core' unit types in Vengeance:
Infantry units
Move and fight by walking or running.
Cavalry units
Units that move and fight mounted on horses and generally have more APs and therefore
more maneuverability than other units.
Supply
Supply bearing units. These units are able to resupply other units
Notes:
-Both infantry and cavalry units may be armed with weapons capable of missile fire.
-Infantry armed with period 'heavy guns' are considered to be Artillery units.

Unit Statistics
STR: Strength.
A unit's current strength level (Full, Reduced, Partial, or Low)
AP: Action Points
A unit's current Action Point total. (See Movement)
VP: Victory Points
Number of victory points that the unit is worth. See Victory Conditions.
MRL: Morale
A measure of the unit's training and willingness to fight. (0-120)
CLS: Class
Classification of a unit's training. (See Unit Class)
STS: Status
A unit's current status
FRM: Formation
A unit's current battle formation. (See Formation Types)
FTG: Fatigue
The measure of a unit's fatigue level.
Leader
-If the unit is a wing leader, its rating and command range are indicated
ATK
The type of combat weapon used and current combat strength of the unit.
Missile
The type, strength, and range of the missile weapon used
Defense
Indicates a unit's defensive capability.
Ammo
Indicates missile weapon ammunition level.

Weather Conditions
Clear
Max Sighting Range: 60 hexes
Effects: None
Rain
Max Sighting Range: 20 hexes
Effects: Movement slightly reduced, Ranged fire accuracy slightly reduced, increased chance of
powder weapon misfire
Heavy Rain
Max Sighting Range: 10 hexes
Effects: Movement reduced, Ranged fire accuracy reduced, greater chance of powder weapon
misfire, Charge attacks not available
Fog
Max Sighting Range: 3 hexes
Effects: Ranged fire accuracy slightly reduced
Snow
Max Sighting Range: 7 hexes
Effects: Movement slightly reduced, Ranged fire accuracy slightly reduced, increased chance of
powder weapon misfire
Heavy Snow
Max Sighting Range: 5 hexes
Effects: Movement slightly reduced, Ranged fire accuracy slightly reduced, increased chance of
powder weapon misfire

Unit Class
A unit's class represents its level of training and morale.
Peasant
Morale Max:50
Untrained men added to fill out an army.
Militia
Morale Max:70
Moderately trained soldiers.
Veteran
Morale Max:80
Experienced trained soldiers.
Noble
Morale Max:100
Experienced highly trained soldiers, usually of royal blood (European feudal nobility)
Elite
Morale Max:90
Experienced highly trained soldiers.
Hero
Morale Max:120
Reserved for those figures of extraordinary or legendary ability.

Status
A unit's status represents its current operating level. The status levels in the Vengeance system
are as follows:
Ready
Unit is fully functional
Disrupted
Unit has lost some measure of order and coordination and must rest to regain them
-Cannot change formation
-Attacks, defends and fires missiles at a reduced level of efficiency
Disordered
Unit has lost a greater measure of order and coordination and must rest to regain them
-Cannot hold or change formation
-Attacks, defends and fires missiles at a greater reduced level of efficiency
Routed
The unit has lost all sense of order and coordination and must be rallied to regain control.
-No longer under Command or Player Control, tries to move away from battle towards its
starting map side
-May try to surrender if attacked
Broken
For all intent and purpose, the unit is running for its life and is trying to leave the battlefield
-No longer under Command or Player Control, only flees towards its starting map side
-Warriors will begin to desert the unit

Ammunition
The amount of ammunition a ranged fire unit has remaining.
X

Unit has no ammunition and may not fire unless resupplied

Unit may fire one shot before running out of ammunition

Lo

Unit is low on ammunition and has a 25% chance of having one shot left with each
shot fired

Hi

Unit is high on ammunition but has a 10% chance of reaching low status with each
hot fired

Weapons of Medieval Field Warfare


Combat Weapons
The Vengeance system currently models the following close combat weapons:
Name

Lethality

Precedence

Peasant Weapon

30

10

Secondary Weapon

40

20

Shortsword

50

35

Axe

60

25

Mace

60

25

Maul

60

25

Long Sword

70

40

Spear

70

50

Pike

80

90

Long Maul

70

60

Pole Arm

80

70

Flail

70

45

Lt. Lance

80

80

Hvy Lance

95

90

-Combat Lethality ratings displayed are projections against UNARMORED units. Lethality
ratings are adjusted game time depending upon the armor rating of the enemy combat unit.
-Lance armed cavalry units fight with sword if not moving to combat
-Infantry units with a weapon precedence rating lower than 50 receive a combat deduction
when attacking mounted units
-Infantry units with a weapon precedence rating of 70+ receive a combat bonus when
attacking mounted units

Ranged Fire Weapons


The Vengeance system currently models the following ranged fire weapons:
Name

Typ

Throwing Axe

Rtg

Rng

SPT

OHF

%MF

Yes

Javelin

Yes

Sling

Yes

Staff Sling

Yes

10

Bow

Yes

Composite Bow

Yes

CrossBow

No

Long Bow

10

Yes

HandCannon

No

20

Arquebus

No

15

Lt Gun

12

Yes

20

Early Hvy Gun

20

(1)

Yes

20

Late Hvy Gun

25

(1)

Yes

15

Typ
Weapon type (T Thrown, S Sling, B Bow, P Powder, A Artillery)
Rtg
Raw lethality rating against an unarmored target
Range
Range of the weapon in hexes
SPT
Shots per tun
OHF
Over head fire. Whether the weapon is capable of firing over units.
%MF
% chance of misfire

Artillery
-Can only use same elevation OHF if the target range is greater then half its maximum range.
-Heavy Guns cannot be moved from their setup position
-Heavy Guns Fire at a rate of 1 shot per 3 Turns
-Light Guns Fire at a rate of 1 shot per 2 Turns
-Due to their unreliability, artillery may randomly miss targets, or only cause enemy
disruptions/disorder.
-May not fire at targets adjacent to friendly units
-May not fire if they are adjacent to enemy units
Mounted Bowmen
-May only fire once per turn no matter their missile weapon SPT
Effective Range
The effective range of a weapon is defined as its Max Range divided by two.

Armor and Shields


Armor Types
-Armor Class 1

Cloth

-Armor Class 2

Leather

-Armor Class 3

Chainmail

-Armor Class 4

Partial Plate

-Armor Class 4

Field Plate

-Armor Class 5

Cavalry Plate

Shields
Small

+1 Defense Modifier

Medium

+2 Defense Modifier

Kite

+2 Defense Modifier

Large

+3 Defense Modifier

Tower

+4 Defense Modifier

Play By E-Mail
The Play By EMail option allows you to play Vengeance head to head against an opponent
anywhere in the world via e-mail. All you have to do is send a turn segment file to your
opponent after completing your game turn.
Setting Up A PBEM Game
Click Computer Is Neither to setup a player vs player game, then click on the PBEM box to
turn on the Play By E-Mail option. The player starting the game begins the game with the
initiative and is responsible for setting the game variations.
Saving a PBEM Game
Once the game variations are set, the player beginning the game starts. Vengeance will begin
saving a PBEM file called Vengeance.vpbm (unless you change the name) to your saved games
directory at the end of every turn segment. You'll receive a message indicating that the PBEM
file has been saved. At this point, you should exit Vengeance and send the file to your
opponent.
Loading a PBEM File
Upon receiving a PBEM file from your opponent, copy it into your Vengeance\saved games
directory. Then start the game. From the menu bar, select File, then Load PBEM Game. After
loading the file, you'll receive a turn segment report alerting you to the losses and gains that
took place during your opponent's turn. Select OK when finished with the report and continue
the game with your turn segment. When done with your turn, send the new .vpbm file to your
opponent.

Network Play
The Netwok Play option allows you to play Vengeance head to head against an opponent
directly via a network or the web.
Setting Up A Network Game
Vengeance does not use a server but instead attempts to establish a direct 'peer to peer'
contact between opponents. This being the case, one player acts as a 'Host' and starts the
game, while the other acts as the 'Client' and attempts to contact the hosting player.
Hosting a Network Game
Click 'Computer Is' Neither to setup a player vs player game, then click on the NetPlay box to
turn on the NetPlay option. The hosting player and his selected faction begins the game with
the initiative and is responsible for setting the game variations.

Upon clicking [Begin] the selected scenario will be loaded and the hosting player will be
presented with the NetPlay screen. At this point the hosting player simply needs to verify that
that the IP address and Comm Port displayed are accurate and reflect those that the client
player will be using in order to make contact. When ready, the host should click [Listen] and
wait for the opponent to make contact. A NetPlay game may be canceled anytime by closing
the NetPlay form.

Contacting a Vengeance NetPlay HostTo contact a game host player, select 'Contact NetPlay
GameHost' from the File section of the main form menubar.
Enter your opponent's IP address and ensure that you are using the correct comm port then
click [Connect] to contact the game host.

NetPlay
Once a connection has been established, the game will proceed with the non-phasing player
viewing the actions taken by the player with the initiative. You can send a text message to
your opponent at anytime by entering it in the Send Msg box and clicking [Send]
Trouble Shooting Net Play Games
IP Addresses
If both players are on the same local area network (LAN) or have direct connections to the
world wide web, the IP address that Vengeance automatically detects should be correct.
Conversely, if either player is on a LAN connected to the Web via a router, two additional steps
will have to be taken in order to make a direct peer to peer connection:
1) Determine your Public IP
Visit a site like http://www.whatsmyip.org/ or just enter What is my IP into your
web search engine of choice. This will provide you with your internet connection's
public IP. This is the IP that you'll need to provide to your opponent.
2) Port Forward
Lastly, you'll need to set up a Port Forward from your router and the port you're using
for network play with Vengeance, to your computer's private LAN address. Considering
the number of different router types available, it's impossible to provide step by step
instructions but it's actually easier than it sounds. There are plenty of resources on the
web, but start with your router's manual.

Designer's Notes...
In days of old when Knights were bold and...
When the original Medieval titles (1.0 & 2.0) were first released under the Incredible
Simulations banner, they were the only historical tactical Medieval warfare computer
simulation games in town.
Fast forward to the present and one finds the Medieval period has been done, and some
might say over done, by several of the largest game development studios around.
So... why Vengeance now?
Moving forward into 2015 with digital Gameworks, I wanted to bring Medieval, that is
Vengeance along, and also update it's game engine for future expansion in the process.
I view the new Vengeance system as more open and one that I hope will continue to evolve
and grow over time, not only with Windows and Vengeance, but with other platforms, titles,
and periods as well.
I sincerely hope you that enjoy the game and thank you for your continued interest and
support.
Best, Jeff Lapkoff 2015 February

Contacting Us
Contact digitalGameworks via e-mail at:
E-Mail:

jeff@digitalGameworks.com

WebSite:

http://www.digitalGameworks.com

Registering Vengeance
if you've purchased Vengeance directly from digitalGameworks, you'll receive a registration
code set via e-mail. Select 'Register Vengeance' from the Help File group on the Menubar, and
enter your registration code set in the fields provided. The game will be unlocked and you'll
have full access to all of the scenarios and options. Be sure to keep your registration set in a
safe location in the event you need to reinstall the game.
For information about purchasing Vengeance, please visit: www.digitalGameworks.com.

Limited Warranty
Neither digitalGameworks, Jeff Lapkoff, nor any dealer or distributor makes any warranty,
express or implied, with respect to this program, documentation, or any related item, their
quality, performance, merchant ability or fitness for any purpose. It is the responsibility solely
of the purchaser to determine the suitability of the product for any purpose.
In no case will digitalGameworks or Jeff Lapkoff be held liable for direct, indirect or incidental
damages resulting from any defect or omission in the product, manual, or other related items
and processes, including, but not limited to, any interruption of service, loss of business,
anticipated profit, or other consequential damages.
This warranty gives you specific legal rights, you may also have other rights which vary from
state to state.

Credits
Jeff Lapkoff
Game and Scenario design, Programming, Art, Sound, and Documentation

Dennis Bishop, Phil Natta, and Richard Everill


Additional Scenario Design

Phil Natta
Additional Art Assistance

Sources
The Art of War in the Middle Ages, C.W.C Oman,Cornell University Press
Fantasy Wargaming, Bruce Galloway, Stein and Day Publishers
Medieval Warfare, Hans Delbruck, University of Nebraska Press
Medieval Warfare Source Book, David Nicolle, Arms and Armour Press
Warlords, Tim Newark, Arms and Armour Press
Hastings 1066, Christopher Gravett, Osprey Military Campaign Series No. 13
Revenge, Todd Fischer and Rich Rostrom, Emperor's Press
The Normans, Rich Rostrom, Emperor's Press
The Flower of Chivalry, Bruce McFarlane, The Canadian Wargamers Group
Yeoman, Simulations Publications, Inc.
Tactica Medieval, ArtyConliffe, Ed Regendahl, Quantum Publishing
Cambridge Illustrated Atlas of Warfare in the Middle Ages, Nicholas Hooper & Matthew
Bennet, Cambridge University Press
Battles of the Dark Ages, Peter Marren, Pen and Sword
Dies IraeThe Day of Wrath

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