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Neil Thomas – Medieval

Play sequence Charges Movement


1. Charges and defensive 1. Declare charges 24 Lt Cav
shooting 2. Measure distance 20 Hv Cav& Mounted Knights
2. Movement 3. Move into contact if in 12 Warband, & Lt Infantry
3. Normal Shooting distance 8 All others
4. Hand to hand & morale for 4. Defensive shooting if Artillery may not move
all troops charge started over 8 away
and defender uses
Shooting Measure range Javelins Turning
24 – Foot bow & crossbow 5. Remove casualties due to Lt Cavalry, & Lt inf – No penalty
16 - Horse Bow & x-bow, sling shooting and enter melee Others – All turns, wheels and
8 – Javelin deviations greater than 30º
1 d6 per base. Longbow 3-6 hit; Saving Rolls for Hits away from directly ahead -
Crossbow 5-6 hit. Others 4-6 3-6 ExHv Armour half move
Artillery: Dice for number of dice. 4-6 Heavy armour Difficult Terrain
If 1, gun explodes. Other 5,6 Medium armour Hills – No effect
wise roll resulting number 6 Others River – 1 move
of dice. Each 4-6 is a kill.
-2 from dice if shot by x-bow Woods – Lights, and Warband
Woods - half effect unaffected. All others on
-1 from dice if shot by longbow
Moving & Shooting No saving throw from artillery fire foot – half move. Cavalry
may not enter woods.
Light infantry with javelins & Light Remove 1 base per 4 casualties
cavalry with bows can
move then shoot or shoot Hand to Hand {4-6 on dice = hit}
then move. Attacker Heavy Ft Knights/Med Inf Hv Arch Lights
Light cavalry with javelins can Infantry Hv Cav & Warband Peasants
shoot any point during Mtd Knights
move Hv Infantry 1 2 3 4
All others must be stationary to Foot Knights 1 1 2 3
shoot.
Medieval Inf 1 1 2 3
Chargers cannot shoot
Warband 1 1 2 3
Hand to Hand Notes Mtd Knights 1 1 2 3
Mounted knights roll 1 extra dice Hv Cavalry 1 1 2 3
per base -1st round only Peasants 1 1 1 2
Units uphill roll 1 extra dice per Hv Archers 1 1 1 2
base - 1st round only
All Lights 1 1 1 1
Troops defending river bank roll
1 extra dice in 1st round Hand to Hand in Woods
Attacking flank / rear roll 1 extra 1 dice per base irrespective of type unless warband fighting other
dice every round while still troops in which case 2 dice per base
on flank.
Turn to face flanking attackers in
second round if not Morale Test Procedure
engaged frontally Each morale test roll 1 dice. Failure to
Cav & Lt Inf may withdraw from achieve score loses an additional base
melee after 1 move (if Fanatic 2-6
faster than opponents). Elite 3-6
Morale Tests Average 4-6
All troops test morale each time a base is removed in Hand Levy 5-6
to Hand.
Suffer any casualties from artillery or handgun Commoner infantry (not fanatics) add 1 to
Peasants take additional test every melee turn. dice if within 8 of foot knights

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