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WARRIOR KINGS

1.0 INTRODUCTION This is a set of rules for recreating battles and campaigns from the ancient and medieval worlds. Though the rules have been written to maximize the ease of solitaire play, they may be also played with multiple players on each side. As the number of figures mounted on each stand is of minimal importance troops mounted for other rules may be used without difficulty. There is no rigid, traditional turn sequence where players alternate moving and firing with perhaps a melee or two at the end. As a battle progresses, each player will find his army steadily falling into disorder & becoming more difficult to control. Once a battle has begun it will be difficult to change ones plans. But forget perfect plans for few prearranged plans will survive past first contact! Opportunities arise as fortune smiles on one side then the other. The victory will go to the player who learns to exploit these situations. With this in mind, we present

2004 John Kelly Page 1 with 25mm troops then each stand will represent 50% more troops than the equivalent 15mm stand. In general, each stand will represent one unit. Whenever the word "stand" is used, it is assumed to mean "unit".

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Do not be put off by the length of the rules. Clear explanations have been stressed over an economy of words! Once one learns the terminology used in the rules & understands how to perform Reaction Tests then the remainder of the rules are very basic & simple to use. 2.0 REQUIRED EQUIPMENT 1. Two or more 6 sided-dice (2D6). 2. A ruler marked in inches. 3. Miniature figures in some consistent scale. 4. Some sort of markers numbered one to six for Hits as explained later in the rules. Sections of colored pipe cleaner are useful. 5. A flat surface (such as a card table, usually 33 by 33 inches) of 32 inches by 30 inches if using 15mm figures or 60 inches by 30 inches for 25mm figures. All distances quoted in Warrior Kings are for both 15mm & 25mm figures. 3.0 SCALE & UNITS One inch is equal to 30 yards. The time scale is less definite, but each turn can be taken to represent 15 minutes. Each stand of 6mm, 10mm, or 15mm infantry represents around 200 men (24 files wide by 8 ranks deep) & 400 men in Phalanx Order (48 files x 8 ranks) or Mob Order. A stand of dismounted knights represents 100 men. Each stand of cavalry represents 100 riders (24 files by 4 ranks.) Each Elephant stand represents about 4 animals. Both foot & mounted skirmishers are less well represented. Assume that each stand represents 200 foot skirmishers or 100 riders, though in reality only perhaps 1/2 to 1/4 as many skirmishers would occupy the frontage of a stand. All skirmishers, whether mounted or foot, are in Skirmish Order. When playing

BASING To play Warrior Kings, figures must be based on square or rectangular stands with figures mounted on them in such a manner that it is clear which is the Front of the stand. The Rear of the stand is then the opposite edge to the Front, while the Flanks of the stand are the other two sides. The recommended sizes for stands are detailed in the table below by troop type. The suggested mounting system is compatible with the most popular rules. Bases for 6mm, 10mm, & 15mm figures should be 40mm wide. Bases for 25mm figures should be 60mm wide. When mounting your figures, base depth is not critical and can be varied to fit the figures. This will not cause significant problems with game play. DEPTH OF EACH STAND 6mm 10mm 15mm 25mm 15mm to 15mm to 15mm to 20mm to Infantry Mobs Cavalry War Wagons Artillery Chariots Elephants
20mm 30mm 30mm 80mm 40mm 20mm 30mm 30mm 80mm 40mm 20mm 30mm 30mm 80mm 40mm 30mm 40mm 40mm

4.0

120mm 80mm

RECOMMENDED NUMBER OF FIGURES PER STAND 6mm 10mm 15mm 25mm 8 to 12 4 to 5 3 or 4 3 or 4 Irregular Order 16 5 to 6 4 4 Phalanx, Drilled, Regular Order 16 to 32 7 to 10 5 to 8 5 to 8 Mob Order 8 to 12 4 to 5 3 or 4 3 or 4 Firing Order 1 to 3 1 to 2 1 1 Artillery, Chariots, Elephants, War Wagons 5 to 8 3 2 2 Skirmish 9 to 10 4 3 3 Mounted Melee 12 5 4 4 Cataphract Order Leader figures should be mounted on a stand as part of a regular unit, e.g. a Viking general would be based on a standard Huscarl stand, replacing one of the Huscarl figures with the generals personal figure

WARRIOR KINGS
and probably replacing another of the Huscarls with a standard bearer figure. Similarly, an Ancient Greek general might be placed on a Hoplite stand with a standard bearer or musician, replacing two normal Hoplite figures with these leader figures. The stand the general is on retains its normal abilities, but also acquires command abilities as defined in Section 7.0. See section 33.2 if you want to have your leaders mounted separately. 4.1 DOUBLE-BASED UNITS Some units that fought together may be based on a single stand that is double the normal depth. There are a few special rules that apply to doublebased units. Otherwise double units will count as a single unit in all other respects. 5.0 PRE-BATTLE SEQUENCE Before you can fight a battle, there are certain steps you have to take as preparation. They are: 1. 2. 3. 4. 5. 6. 7. 8. 9. 6.0 Define the Units involved. Assign Leaders to each side. Establish War Rating for each side. Determine who will have the Initiative. Decide on the Line of Advance. Perform Pre-Battle Maneuver. Determine the Attacker. Select & place terrain. Deploy troops.

2004 John Kelly Page 2 melee weapons such as swords or axes, but view close combat only as a secondary activity and not to be actively pursued. Artillery units are classified as Missile units. Skirmish: Units designated as Skirmishers are prepared to interfere with and harass the enemy through use of missile weapons in a manner similar to Missile troops. However, skirmishers have no intention of coming into contact with the enemy under any circumstance and view close combat as the very last resort.

6.2

COMBAT VALUE OR CV Combat Value represents a combination of training, experience, morale, and motivation and is a numerical expression of overall fighting quality. There are four possible Combat Values: CV6 - These are troops of rare and exceptional quality, often elite guards. CV5 - These are veterans of long and successful service, noble horsemen, hardened regulars, or veteran legionaries (Caesars Xth Legion.) CV4 - These are reliable men of some experience, the bulk of most forces. CV3 - These are green or poor quality troops with little motivation or desire for combat. Often peasant levies, militia, or camp followers. 6.3 ARMOR CLASS There are four Armor Classes: AC 3 - Unarmored AC 4 Leather, Horn, Fabric AC 5 Chain Mail AC 6 Full Plate Armor The armor class may also be affected by the units shield & formation. For example, Greek Hoplites have an Armor Class of 5. Examples: Roman Legionaries 1St Century AD. CV4 AC5 Melee Th Welsh Longbowmen - 14 Century AD. CV4 AC3 Missile Th Saracen Light Infantry - 13 Century CV3 AC3 Skirmish 6.4 MOUNTED OR FOOT Mounted units include cavalry, camelry, chariots, or mounted infantry. Mounted units are classified as either Melee or Skirmish. Mounted units may be dismounted in which case they function as foot troops. All other troops are considered Foot troops, including elephants and artillery. Foot troops are classified as Melee, Missile, or Skirmish.

DEFINING UNIT CHARACTERISTICS Every unit possesses the following characteristics: 1. 2. 3. 4. 5. 6.1 Battlefield Purpose. Combat Value. Armor Class. Mounted or Foot. Special Weapons, Characteristics, or Order.

BATTLEFIELD PURPOSE Battlefield Purpose represents the primary combat action a given unit is prepared to perform. This may be due to training, tradition, equipment, attitude, or various other factors. Units must have one of the following three types of Battlefield Purpose. Melee: The purpose of "Melee Units" is to close with, engage, and destroy the enemy by means of maneuver and close combat. They are armed with lethal crushing, cutting, or thrusting weapons. They may be additionally armed with weapons that kill from a distance, but this does not change their basic purpose. (See DUAL-ARMED). Missile: The purpose of Missile Units is to damage and confuse the enemy by the use of weapons that kill from a distance, such as bows, javelins, slings, darts, etc. They may be armed with

WARRIOR KINGS
Mounted troops will have two separate Armor Class ratings. The first one is for the rider & the second one is for the riders mount. The mounts Armor Class rating will be used when fired on by missiles & the riders AC rating will be used when in melee. 6.41 MOUNTED MELEE TROOPS Mounted Melee receive a bonus in melee resulting from a Charge or Countercharge. That is, they either initiated the melee by moving into contact with an enemy unit or obtained a Countercharge result on a Reaction Test. Under some conditions they do not receive this bonus. 6.42 MOUNTED SKIRMISHERS Missile-armed light cavalry would typically ride up to enemy infantry or heavy cavalry, unleash their missiles, & then ride away, avoiding close combat. These tactics did not require continuous direction by the overall commander & were best carried out by small bodies. Mounted Skirmish Cavalry may be activated & given an order to Engage which they will continue to carry out until they are either given a new order or till they encounter a reason to halt. 6.43 MOUNTED KNIGHTS Knights include Milites, Hidalgos, Caballari, & Faris. Knights are not separately classified. They are simply well protected melee cavalry & are often rated as impetuous. Typically they are heavily armed medieval nobility. The couched lance (CL) began to be used by Western knights sometime between the Norman conquest of England & the First Crusade. Most knights that used a couched lance are rated as Superior. They will be Terror Troops to units that they charge that do not also use a couched lance. Full mail armor began to be worn around 1150 AD & full plate armor was not common until 1400 AD. 6.5 SPECIAL CHARACTERISTICS & UNITS Now that you have established the basic characteristics of your units, its time to add Special Weapons, Characteristics, or Order to those units which should have them. These weapons and characteristics are allowed as per the Army Lists. 6.51 Dual-Armed Troops (Dual) - Melee troops are sometimes equipped with missile weapons in addition to their standard armament. Also, some units may be composed of mixed Melee and Missile troops. (This can be reflected on the stand by mounting one or more missile figures with one or more melee figures). Both of these are referred to as Dual-Armed. They are not to be confused with units that are armed with Combination Weapons. (See below). DualArmed troops may use their missile weapons and their melee weapons in the same turn. Some double-based units will have a melee unit based in front with a missile unit based behind it. Such a unit will have a battlefield purpose of Melee & will count as Dual-

2004 John Kelly Page 3 Armed. Dual-Armed units may fire as Missile troops & melee as Melee troops.

6.52 Combination Weapons (CW or CW+) - Some units historically carried short-ranged, throwing weapons that were hurled into the enemy ranks just before contact. For example: the Roman or Spanish Pilum, the Saxon Angon, the Frankish Francisca, or the Byzantine Martiobarbulus. These spears, axes, and darts were intended to enhance the power of the troops other weapons in combination with them. CW troops receive a +1 combat bonus in the first round of each melee while CW+ troops (normally Romans) receive a +2. 6.53 Terror Troops (T) - Terror Troops are troops which, by their nature or reputation, inspire unreasoning fear in their opponents. Scythed Chariots, cavalry that use a Couched Lance, Elephants & camels count as terror troops. Huns, Mongols, and Vikings are often Terror troops to specific historical enemies. Germans are terrifying to Gauls. Cannons produce terror when they fire on a target. Special situations should be discussed and agreed upon prior to the battle. Units taking Reaction Tests within four inches of Terror troops suffer a -1 to their Reaction Test. 6.54 Fanatics (FN) - Units such as Jewish Zealots, Viking Berserkers, or Celtic Gaestati nearly always fought with ferocious courage regardless of the situation and were notorious for their disregard of casualties. They should be considered Fanatics. Fanatics may take Hits only from melee and missile fire. They will not suffer hits as a result of a Reaction or Morale Test. When their total Hits equal their original CV, they are removed from play. Any Reaction Test result that calls for a Fanatic to ROUT will be converted to a RETIRE result. 6.55 Barbarian Frenzy (BFZ) - Troops like ancient Celts and Germans, Vikings, Dacians, and Samurai were noted for their fierce fighting abilities as long as things were going their way. Therefore, if troops with Barbarian Frenzy are charging or countercharging, then they will receive a +2 combat bonus in the first round of each melee. After the first round of melee is over then all units with BFZ will be disordered. 6.56 Pikes (P) Pike-armed troops receive a +1 Melee combat bonus, enemy meleeing the front of a pike unit will receive a 1 combat modifier, & cavalry will not receive their usual charge bonus when charging the front of pikes unless the Pikes are disordered. 6.57 Superior (S) - Units that have been given extensive training in either Melee or Missile fire. These units receive a +1 each time they are in melee or are

WARRIOR KINGS
firing. Examples include English Longbows & Medieval Knights. 6.58 Inferior (I) - Units that have poorly motivated or inexperienced troops will be classified as inferior & will receive a 1 modifier when engaged in missile fire or melee. 6.59 Impetuous (IMP) Some troops will be rated as impetuous. Impetuous troops are typically troops such as medieval French knights or barbarian warbands. 6.60 Stakes (STK) - These are long wooden poles that are placed into the ground to provide cover and to break up charges. They can only be used as per the lists. Units desiring to drop stakes must announce their intention to do so. They may not move nor fire the turn they are dropping stakes. The stakes occupy the frontage of one unit. Once dropped they remain in place. Only units directly behind them and in contact can count their advantage. Stakes provide Melee and Reaction Test benefits. 6.61 Shieldwall (SW) Some melee infantry units will be allowed to form a shieldwall. Enemies attacking these units will receive an adverse melee modifier. Units in a shieldwall will be less likely to pursue a defeated enemy or to charge impetuously. Units must be activated to form a shieldwall. (Forming a shield wall may be combined with another activity.) While in a shield wall they may only make Forward Moves (see section 18.1) & may only move at of their maximum speed. A unit will immediately no longer be in a shieldwall once it makes any other form of movement or once it becomes disordered. 6.62 Static Infantry (SI) Static Infantry (SI) is a subtype of Melee Infantry. They are troops that either because of tactical doctrine or poor training were not inclined to charge the enemy. Typical examples would be Persian Sparabara, medieval pavisers, or poorly trained medieval pike armed infantry. Static Infantry will convert any Charge result on any Reaction Test to a Face & Halt result & they will never receive a bonus for charging. 6.63 Artillery - There are two categories of Artillery. Pre-gunpowder Engines and gunpowder Cannon. All artillery will fire directly ahead. Its arc of fire is the same as the width of its stand. Artillery may not both fire & move in its own turn. It may, however, move in its turn & fire in its opponents turn. Engines (Eng) - When an Engine fires, 4D6 are rolled. The player may pick any 3 of the 4 die results. Their total represents the distance the engines projectile reached. This distance is measured from the front of the stand. If this spot is occupied by any unit (of

2004 John Kelly Page 4 either side), that unit suffers 1 Hit (regardless of Armor Class). If the distance is equal or overhead of any unit, that unit must take a Reaction Test for being fired at.

Cannon (Can) - When a Cannon fires, roll 4D6.The total of the 4 die is the maximum distance traveled by the shot. Any unit located along the path of the shot & within range suffers 1 Hit (regardless of Armor Class). Any unit that is in the line of fire & within range will suffer the Terror modifier on their Reaction Test. Cannon are notoriously unreliable in this period and you should be alert to the following dangers. If, when rolling 4D6 for cannon fire, 2 dice come up 1s, the cannon fails to fire. If 3 or 4 dice come up 1s the cannon explodes! The cannon unit is removed from the table. 6.64 Camps and Baggage Trains Each side must have a camp or baggage train. A camp may be of any reasonable size. 80mm by 40mm or 80mm by 80mm is suggested for 15mm. Each sides camp may be deployed anywhere in their deployment area. Up to 2 units may be placed in each 40mm x 40mm section (60mm x 40mm for 25mm figures) of the camp to defend it. If there is no unit in it, then assume that the camp is defended by Camp Followers. These will count as a single Melee unit with an armor class of AC3 & a Combat Value of 3. They will never charge (ignore any required charges) & they will be destroyed if they are forced to Retire. A baggage train may not have fortifications, but a camp may have light (-1 Melee modifier) or heavy (-2 Melee modifier) fortifications. If an army is surprised then it may not have a camp but must instead have a baggage train. 6.65 Temporary Fortifications Players may purchase temporary fortifications. Temporary fortifications may either be anti-cavalry fortifications (such as stakes, caltrops, or pits) or allpurpose fortifications (such as a wall.) Anti-cavalry fortifications will only affect cavalry (see Section 22.1 Terrain Effects on Movement & Combat) while allpurpose fortifications will affect all troop types. (See Section 27.3 Melee Modifiers.) These must be deployed in the usual deployment area. Such terrain features should be represented by short strips of terrain that are 15 to 30 mm wide & of an appropriate length (minimum of one stands frontage.) They will be purchased in 40mm (or 60mm for 25mm games) segments. An anti-cavalry fortification will cost 1 point while an all purpose fortification will cost 2 points. 6.66 Elephants (El) Elephants are classified as Melee Infantry & are Terror Troops to all units except enemy elephants. Routing elephants will stampede.

WARRIOR KINGS
Each stand of elephants may have one stand of skirmishers attached to it. This is explained further in section 27.10. 6.67 Camels (Cam) Camels are Terror Troops only to enemy cavalry. They have no effect on infantry, elephants, or other camels. Camels will move more easily through loose sand. 6.68 War Wagons (WW) War wagons are classified as foot Missile troops. They move as artillery. Most war wagons will be manned by infantry armed with a missile weapon. War wagons may never charge. War wagons have no flank or rear. All stand edges count as a front edge. When taking a Reaction Test then all Advance or Retire results will be converted to a Halt result. 6.69 Scythed Chariots (SCh) Scythed chariots are rated as Mounted Melee units. They are Terror Troops to all enemy units & will automatically disorder any enemy unit that they contact. If they do not cause an enemy that they melee to either Retire or Rout then they are immediately destroyed. See section 30.5 Involved in Melee Test. 6.70 Battle Taxi Chariots (BTCh) Battle Taxi Chariots are rated as Melee Infantry. This class of chariots was used to transport infantry into battle where they then fought dismounted. They behave as Melee infantry in all ways except for movement, both voluntary & involuntary. For this purpose they will be treated as Mounted Melee units. 6.71 Missile Platform Chariots (MiCh) Missile platform chariots were manned by archers or javelinmen whose intent was to harass & disorder the enemy with missile fire rather than to engage them in melee combat. They are rated as Mounted Skirmishers. 6.72 Formation Order All infantry will have a Formation Order. The units order will be determined by its training & usual formation. Mounted troops (except mounted skirmishers & cataphracts), artillery, & elephants do not have a formation order. A units Formation Order will affect both its movement & its behavior in combat. Drilled Order (DO) - Includes all Roman legionaries & other highly trained Melee units, which should be capable of more efficient movement & disciplined behavior. There will normally be 4 figures per stand. DO troops are the most flexible & maneuverable troops. They will be able to pass off some hits to supporting troops. Phalanx Order (PO) - Includes all Greek Hoplites. All units that use this order were trained. There will normally be 4 figures per stand. PO troops will move more slowly & will be more easily disordered than other

2004 John Kelly Page 5 troop types. They will be able to pass off some melee hits to supporting troops & they will receive a bonus for fighting in a deep formation. The Romans actually used a phalanx rather than their more famous legion formation up until about 350 B.C. Greek phalanxes were generally 8 men deep though Thebes defeated the Spartans at the battle of Leuctra in 371 B. C. with a phalanx that was 80 files by 50 ranks. The Spartans phalanx was only 12 men deep & was pushed into disorder by the Thebans. The Macedonian phalanx was generally 16 men deep & had 3 different spacings: Open order with 6 feet per man, pyknosis with 3 feet per man, & synaspismos (locked shields) with 1 foot per man. Regular Order (RO) Includes trained troops who could accomplish more complex maneuvers. They will be easier to control. There will generally be 4 figures per stand. Byzantine infantry is an example. Irregular Order (IO) - Includes most barbarian & medieval infantry. There will normally be 3 figures per stand though some units (ancient Germans) may have 4. IO troops operate better in poor terrain than other melee troops & move forward well. They have difficulty, however, making any complex maneuvers. Mob Order (MO) - Includes all peasant levies & untrained poorly led troops. MO are the least maneuverable troops. Firing Order (FO) - Includes all non-skirmish missile armed infantry & all artillery. There will normally be 3 or 4 figures per stand. Well trained or unusually competent units such as English longbows should have 4 figures. Skirmish Order (SO) - Includes all skirmishers, whether mounted or foot. There will normally be 2 figures per stand. SO troops are the most maneuverable troops & are largely unaffected by poor terrain. Cataphract Order (CO) Applies to heavily armored cavalry that fought in close order. It should have 4 figures per stand. All cataphracts are classified as Melee cavalry. They are more easily disordered & move more slowly than other melee cavalry.

7.0

LEADERS Leaders primarily enable one to exert tactical control over ones army. They may also fight as other units & may provide inspiration to nearby units. Every army receives one free leader as part of its basic force. The unit which is to be the leader must be purchased as usual. There is, however, no extra cost to designate the unit as a leader. This is your Commander in Chief or C-in-C. You are allowed to purchase additional leaders (Sub-Leaders) if you desire. After the first 20 units, one Sub-Leader may be purchased for each additional 10 units or portion thereof. Sub-leaders cost 10 points in addition to the usual cost of the unit.

WARRIOR KINGS
7.1 ASSIGNING LEADERS All units must either be assigned directly to the C-in-C or to a Sub-Leader. Sub-Leaders may only Activate and affect units under their command. The Cin-C must have more units directly assigned to him than any of the sub-leaders. The C-in-C may activate or affect any unit in the army. You use your leaders to activate Bodies of troops and to affect Reaction Tests, etc. These activities are explained later. 7.2 ESTABLISHING A WAR RATING Each leader has a War Rating. The War Rating reflects the leaders ability to direct a battle & will determine how many orders he can issue each turn. To determine a leaders War Rating roll 1D6 on the following table & apply any modifiers (Section 47.0). This rating is for your C-in-C. Each Sub-Leader is automatically worth two War Rating Points (WRP). Each Leader or Sub-Leader may issue one order for each WRP he has. DIE ROLL WAR RATING 7.3 1 2 2 3 3 3 4 3 5 3 6 4

Page 6 LEADERSHIP STYLE Each C-in-C must also have a Leadership Style: Bellator (warrior), Practicus (active), or Torpeo (inactive.) The style may be chosen or may be assigned by a die roll. Bellator DR of 6, Pracicus DR of 3 to 5, Torpeo DR of 1 or 2. All Sub-leaders will have a Leadership style of Bellator unless a historical scenario requires otherwise. A unit will be in front of the leader if it is closer to the enemys baseline than the leader is. 2004 John Kelly

7.5

Bellator: The leader prefers to lead from the front ranks. His stand may initiate melee freely. He has a command range of only 3 (instead of the usual 6) when issuing an order to a unit that is in front of him. His command range is 6 when issuing a command to any other unit. Practicus: This would be the most common form of leadership style. His stand may initiate melee freely. His command range is 6. Torpeo: The leader wishes to avoid danger to his own person & issues orders from the rear of his army. His stand may not voluntarily initiate melee combat. He has a command range of 12. He may provide his Reaction Test modifier to any stand within 6. 7.6 IMPACT RATING Each leader will have a Impact Rating which is calculated from his other ratings as follows: (War Rating + Melee Modifier + Reaction Modifier)/2 + Prestige Rank + Leadership Style Round all fractions up. Bellator = -1 Practicus = +0 Torpeo = +2 As an example a C-in-C who has the following characteristics will have an Impact Rating of 5: War Rating = 3 Melee Modifier = +1 Reaction Modifier = +1 Recognized Leader Practicus Style If the leader is lost due to rout, wounds, or death then a Morale test must be taken by the units under his command. The Morale Test die roll modifier will be determined by the leaders Impact Rating as follows: Morale Test Impact Rating DR Modifier 1 to 3 -1 4 to 7 +0 8 to 10 +2 8.0 SETTING UP THE BATTLE If one is playing a campaign game then the attacker may be determined by the campaign rules. Otherwise, the following procedure, which simulates the march of both armies to the battlefield, may be used. If at any point one side decides to decline battle

LEADER ABILITIES All leaders will vary in their ability. Roll to determine the leaders (C-in-C & Sub-Leaders) Inspirational Rating. The Inspirational rating will determine the leaders Reaction Test & Melee Modifier. Players should roll once to determine the leaders Reaction Test Modifier & again to determine the leaders Melee Modifier. Players may wish to make some leaders Impetuous. They may either designate a leader as Impetuous or they may roll 1D6. On a result of 1 or 2 the leader will be Impetuous. All of the units of any body that an Impetuous leader is attached to will count as Impetuous while the leader is attached. INSPIRATIONAL RATING DIE ROLL 1 2 3 4 5 6 REACTION TEST +0 +1 +1 +1 +1 +2 MELEE +0 +1 +1 +1 +1 +2

7.4

PRESTIGE RANK Each C-in-C will have a Prestige rank of 1 to 4. This may either be assigned for a historical scenario or it may be randomly generated by rolling 1D6. Subleaders will all have a prestige rank of 1 unless a historical scenario requires otherwise. Name National Leader Famous leader Recognized Leader Unknown Leader Rank 4 3 2 1 Die Roll 6 5 3-4 1-2

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then it will receive a -1 modifier to its Operational Rating for the next battle. For non-campaign battles it is recommended that each army be allowed 225 points. As each basic list is about 200 points players will be able to upgrade (or downgrade) units or purchase additional units or leaders. See the army lists for a further discussion. 8.1 DETERMINING THE INITIATIVE Each side will roll 1D6 & add the result to the following: (C-in-Cs War Rating) + 1 for Skirmish Cavalry Superiority 1 if declined the last opportunity for a battle The result is the Operational Rating. The side that has the most Skirmish Cavalry will have Skirmish Cavalry Superiority. The side that has the higher Operational Rating will have the Initiative. In case of a tie then re-roll. 8.2 DETERMINING THE LINE OF ADVANCE The Initiative player (or the attacking player if determined by a campaign) must now decide what his line of advance will be. He may pick two of the following terrain types: Coastal Plain River Valley Dense Terrain Open Terrain For example a player may choose to advance first along a Coastal Plain & then up a River Valley. He may also pick the same type of terrain twice (i.e., Coastal Valley & Coastal Valley.) If a campaign game is being played then it is possible that the area of activity may not allow all of these choices. 8.3 PRE-BATTLE MANEUVER Pre-Battle maneuver by both sides is simulated by a series of die rolls. Each player will roll the die twice, once on each type of terrain chosen. The Initiative player will go first & the die rolls will then be alternated between players. Each player will roll 1D6 on the table that corresponds to the correct line of advance. The rolling player will apply the obtained result to his forces. Note that high rolls are good for the initiative player while low rolls are good for the noninitiative player. COASTAL PLAIN Initiative Player Non-Initiative Player Result Result Storm Favorable Sacrifice Naval Interdiction Naval Victory Uneventful Uneventful Uneventful Uneventful Reinforcements Defeated at Sea Seaborne Supply Defeated at Sea

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Die Roll 1 2 3 4 5 6

RIVER VALLEY Initiative Player Non-Initiative Player Result Result Flood Dam Breached Political Unrest Stir Insurrection Uneventful Uneventful Uneventful Uneventful Local Support Rebellion Supply Surplus Stores Raided DENSE TERRAIN Initiative Player Non-Initiative Player Result Result Slow Going Rapid Response Guerrillas Local Support Supply Shortage Scorched Earth Policy Uneventful Uneventful Intelligence Court Spy Undetected Surprised OPEN TERRAIN Initiative Player Non-Initiative Player Result Result Discovered Early Warning Disease Quarantine Uneventful Uneventful Uneventful Uneventful Uneventful Uneventful Rapid March Slow Response

Die Roll 1 2 3 4 5 6

Die Roll 1 2 3 4 5 6

OR = Operational Rating, AM = Army Morale, RR = Recruiting Roll. The results obtained are explained below. Players may pick which stands are to be lost. If more than 350 points are in each army then double the number or RR gained & stands lost. COASTAL PLAIN Uneventful: No effect on either side. Storm: Reduce OR & AM by 1 each. Lose 2 stands. Favorable Sacrifice: Increase OR & AM by 1 each. Gain 2 RRs. Naval Interdiction: Reduce OR by 2. Lose 2 stands. Modify your next die roll by 1. Naval Victory: Increase OR by 2. Gain 2 RRs. Modify your next die roll by 1. Reinforcements: Increase OR & AM by 1 each. Gain 2 RRs. Defeated at Sea: Decrease OR & AM by 1 each. Lose 2 stands. Seaborne Supply: Increase OR by 2 & AM by 1. Gain 2 RRs. RIVER VALLEY Flood: Reduce OR by 1. Lose 1 Artillery stand. Dam Breached: Increase OR by 1. Modify opponents next die roll by 1.

Die Roll 1 2 3 4 5 6

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Political Unrest: Reduce OR & AM by 1 each. Lose 1 Cavalry stand. Replace C-in-C. Roll for a new one. Stir Insurrection: Increase OR & AM by 1. Local Support: Increase OR by 2 & AM by 1. Gain 2 RRs. Modify opponents next die roll by +1. Rebellion: Decrease OR by 2 & AM by 1. Lose 2 stands. Supply Surplus: Increase OR & AM by 1 each. Stores Raided: Decrease OR & AM by 1 each.

2004 John Kelly Page 8 any units that he wishes to attempt the flank march. Next subtract the C-in-Cs War Rating from 7. The result is the number of D6 that must be rolled. Record the result of the die roll. At the beginning of each of the players bounds he will roll 1D6 & subtract the result from the total. On the turn that zero or a negative total is obtained the flanking force will arrive. The flanking force should be set up within 4 inches of the appropriate table edge. The flanking units may immediately attempt to charge any enemy units that are within 4 inches of the table edge.

DENSE TERRAIN Slow Going: Decrease OR by 2 & AM by 1. Modify your next die roll by 1. Rapid Response: Increase OR by 2 & AM by 1. Modify your next die roll by 1. Guerrillas: Decrease OR by 2. Lose 2 Infantry stands. Local Support: Increase OR by 2 & AM by 1. Gain 2 RRs. Supply Shortage: Reduce OR & AM by 1 each. Lose 1 Cavalry stand. Scorched Earth Policy: Increase OR by 1. Intelligence: Increase OR by 1. Increase one of your leaders rating by +1. Court Spy: Decrease OR by 2. Undetected: Increase OR by 2 & AM by 1. Increase one of your leaders rating by +1. Surprised: Decrease OR by 2 & AM by 1. Replace Cin-C. Roll for a new one. OPEN TERRAIN Discovered: Decrease OR by 2. Modify your next die roll by 1. Early Warning: Increase OR by 2 & AM by 1. Modify your next die roll by 1. Disease: Decrease OR & AM by 1 each. Decrease one of your Leaders ratings by 1. Lose 1 stand. Quarantine: Increase OR by 1. Rapid March: Increase OR by 2 & AM by1. Increase one of your leaders rating by +1. Slow Response: Decrease OR by 2 & AM by 1. Decrease one of your Leaders ratings by 1. 8.4 DETERMINING THE ATTACKER After Pre-Battle Maneuver has been completed, then the side with the highest final Operational Rating will be the attacker in the resulting battle. If there is a tie then the Initiative player will force march. He will get one more die roll with a -1 DRM. He must continue to force march until the tie is broken. If the Initiative player no longer has the highest Operational Rating then he will count as Surprised. If he has retained the highest rating & it is 4 or more points higher than his opponents then he will have Surprise on his opponent. 8.5 FLANK MARCH If a side has not been surprised then it may attempt a flank march. The player should first set aside

9.0

TERRAIN SELECTION The terrain on which a battle is fought is often decisive. You should take great care in placing terrain features on the battlefield. The battle will be fought on the terrain type that was chosen when determining the line of advance. The final terrain type that was rolled on will be used. First the defender rolls 1D6. The score represents the number of Terrain Points available to the defender. In Open Terrain, a Coastal Plain, or a River Valley, the maximum allowed points is 3. In Dense Terrain then the minimum allowed number of points is 5. If one is playing in 25mm scale then roll 2D6 & double the minimums & maximums. Should a battle occur along a River Valley, then a river must be placed by the defender. A road may be placed so as to run alongside the river. It may cross the river at one point. Either a bridge or a ford will be present at the crossing point. None of these features will cost any Terrain Points. If the battle occurs in a Coastal Plain then the defender may place a seashore along one edge of the table. A village & road may be placed near the seashore. None of these features will cost any Terrain Points. Regardless of the Line of Advance chosen, if the defender is not surprised, then he may place a village with a road running through it at no cost. Terrain may be of mixed types, such as wooded hills etc. Unless specified otherwise terrain features must fit inside a 6 by 9 rectangle & must fully cover a 4 by 5 rectangle. All terrain features sizes are based on 15mm figures and the use of other scales may require adjustments. The defender may not choose more than three pieces of any single type of terrain. The defender must spend all his points. The following pieces of terrain are available, listed by point cost. 9.1 Terrain at one (1) point 9.11 Light Woods Includes orchards. 9.12 Streams & Gullies - Streams & gullies should be no more than 1 inch wide by 15 long. Streams may either run into a river or seashore or off of the board. 9.13 Roads - Roads must enter from one edge of the board and either exit at an opposite edge or stop at a village. If a village is present then at least one road

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must run through it. Roads are one stand wide and may be placed over any terrain except lakes/seas. 9.14 Soft Ground 9.15 Low Hill - A spot should be marked at the center of the hill denoting its summit or crest. Hill crests block line of sight and units cannot fire through them. 9.2 Terrain at two (2) points 9.21 Heavy Woods 9.22 Steep Hills - A spot should be marked at the center of the hill denoting its summit or crest. Hill crests block line-of-sight and units cannot fire through them. 9.23 Difficult Ground Rocky, broken, uneven, etc., ground. 9.3 Terrain at three (3) points 9.31 Lake / Sea - Impassable. A sea feature may be up to 4 inches deep & cover up to one entire side of the board. 9.32 River - Must be 2 to 4 wide. 9.33 Villages If a village is placed then a road must run through it. The accompanying road is free. 11.0 PLACEMENT OF TERRAIN Each player should place himself on one of the long edges. This will be your Baseline. The other two neutral edges are the Sidelines. If the defender was not surprised then he will place the terrain features. If he was surprised then the attacker will place the terrain features. The playing surface should now be divided up into 6 roughly equal rectangles which are numbered one through six. A 32 by 30 field, for example, would be divided up into six rectangles, four of 15 by 10 inches & two central ones of 15 by 12 inches. A 60 by 30 inch field would be divided into six sectors, each 20 by 15 inches. The player who is to place the terrain will first place any seashores, rivers, & villages. Seashores & villages may be freely placed. Roll 2D6 to determine which sectors the river will enter & exit the table from. If a double is obtained then roll again. The river may make a modest curve as it traverses across the playing field. After placing a river roll 1D6. On a roll of 1 the river is not fordable and a bridge (which is free) onestand-wide must be placed across it at some point. On a roll of 2 or 3 the river is fordable for up to half its length. On a roll of 4 through 6, the river is fordable its entire length. Next roll 1D6 for each remaining piece of terrain & place it into the appropriate sector. No more than two pieces of terrain (not counting seashores, villages, roads, & rivers) may be placed in a single sector. Re-roll if necessary. When a piece of terrain is placed on the tabletop then it may overlap a previously placed piece of terrain. (However, not a river, seashore, or village.) Though the edges may lap over into adjacent sectors,

2004 John Kelly Page 9 the central point of the terrain must occupy the proper sector. Each piece of terrain must be wholly on the playing field.

11.1

DECLINING A BATTLE A surprised player may not decline a battle. If a campaign game is being played & a player declines a battle, then he must immediately retreat his field army either from the province or into the provinces capitol. 12.0 DEPLOYMENT OF TROOPS If one side is surprised then it must deploy all of its troops first. If neither side is surprised then each side will divide its units into three groups which must each contain as equal a number of stands as possible. The first group deployed by each player must include his C-in-C. The defender places his camp followed by the attacker. Next the defender places his first group and then the attacker his first group. Players alternate this way until all units are deployed. The following restrictions apply to initial deployment: 1. All units must be placed within 8 of their baseline. 2. No unit may be placed less than 4 from either sideline. 3. Each players camp may be placed anywhere in his deployment zone so long as it is in clear terrain or on a low hill. 12.1 FORMING AND BREAKING UP BODIES As units are deployed they should be formed into Bodies. A Body of troops is any number of units (even just one) in Base Contact at the beginning of a turn. Base Contact means the bodys stands are touching edge-to-edge by at least of the length of one of the edges in contact. Corner-to-corner & lesser amounts of edge-to-edge contact do not count. A single body of troops must be continuous with each of its members contacting another member. If there is a gap then the units may not be treated as a single body. Bodies may be freely formed without limitations when troops are initially deployed. An army that does not have its non-skirmish units formed up into only a few bodies will be very difficult to control. Bodies may either be broken up voluntarily when active or involuntarily by Reaction Test results. Once a body has been broken up then it may not reform unless the necessary conditions are met. See Forming New Bodies 14.5. 13.0 WEATHER Most battles will be presumed to take place in good weather. Players may, however, on occasion wish to fight a battle that was plagued by poor conditions. The factors that are affected by poor conditions are visibility, movement rates, shooting ranges, & army morale. If visibility is poor then the range of all missile weapons should be reduced to maximum visibility (say

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3). Bodies consisting of any non-skirmish units that have no enemy in sight may only: stand in place, change formation & facing, move straight ahead, or move toward the sounds of the nearest melee. If the ground is in poor condition then all Melee Cavalry should have their movement rate reduced to 4 inches & will only receive a charge bonus of +1 in melee. Should the weather be wet, then bowstrings will function less well. Reduce the ranges of all bows to 4 inches. Rivers may be more difficult to ford. If the climate is unusually harsh (such as with extreme heat or cold) then reduce the army morale level by 1. One can roll 1D6 for each of the four above factors. If a 5 or 6 is obtained then the condition is unfavorable. 14.0 BATTLE SEQUENCE Now the battle may begin. It is during deployment and the first turn of the battle that you as C-in-C have the most control. After that, events may start to run along out of your hands. That is one of the entertaining aspects of Warrior Kings. In the Ancient and Medieval worlds, leaders started the battle rolling and then things pretty much went their own way. But all is not lost if you have a good deployment, reserves, and a great sense of timing! On the first turn of the game, each player will begin his bound by activating one or more bodies of troops. Each player must either begin on their left & work to their right or vice-versa. Players may not skip around when moving & activating troops. On subsequent bounds, all movement, Reaction Tests, melees, & fires may begin from either the active players right, or from his left. Activities will be performed as one moves across the table from one direction to the opposite. Some units may move, some may melee, & some may fire. As there is no separate move, fire, or melee phase then all of these activities happen at the same time. When two or more bodies overlap each other from front to back (one in front of the other), or units are in the same body of troops, then any of the relevant units may be moved first. (Note that this is a very important rule!) Players may use extra WRP to move units out of the usual sequence. A bound ends when all activated bodies have moved, all Reaction Tests caused by those moves, all Reaction Tests caused by those Reaction Tests etc. have been administered and all results have been carried out. Now it is the other players bound and the whole cycle starts again. A complete turn will be finished after each player has completed a bound. These cycles continue until one players army has been forced from the field, or the players decide to end the battle by mutual consent.

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FIGURE #1

Bodies #1 & #2 each consist of 3 stands. As the two bodies overlap each other the player may move the 6 stands in the two bodies in any order that he wishes. FIGURE #2

If the player has elected to begin performing actions from his left to right then he must first complete all actions with units A, B, & C before units D & E may perform any actions. As units D & E belong to the same body either may act first. . If there are two players on one side then it is recommended that they each begin moving their units simultaneously. Each player should start on his outside flank & move toward the middle of the table. 14.1 REACTION TESTS There are the following types of Reaction Tests: Enemy Threat Test, Received Fire Test, Being Charged Test, & Attempt to Close Test. The names are largely self explanatory. In each case, when a test is required the player will make a die roll to determine what the testing unit (body) does. It may Charge, Face the enemy, Fire, Retire, etc. Tests will be taken as soon as they are called for & the results will be implemented immediately. Reaction Tests will be explained more fully in section 29.0. 14.2 ORDERS & WRPS A body is activated when it receives an order. WRPs are used to issue orders. Each WRP allows one order to be issued. A single order may only be issued to a single body. The order simply serves to activate the receiving body & thus to allow it to perform a different action than it is already performing. Bodies that do not receive a new order may not change their activity. That is, if the body is halted then it must

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remain halted. If it was making a Forward Move then it must continue to make Forward Moves. When a body receives a new order then it may change its activity. Each body may only be issued one order per turn. However, the body receiving an order is defined by the player at the time the order is issued. For example, if 10 different stands are arranged so as to form one body then the player has the option of treating it as more than one body (say a body of 4 stands & a body of 6 stands) & thereby issuing a different order to each of the redefined bodies. If a single order is issued to a body then all of the units in a body must perform the same action. That is, for example, they must all make a Forward Move if given an order to do so, or they must all halt if given a Halt order. 14.3 ACTIONS The following actions are allowed: a) b) c) d) e) f) g) Forward Movement, Lateral Movement then Halt, Change Facing then Halt, Change Formation then Halt, Halt, Skirmish Move, Rally then Halt.

A unit may not change from one activity, such as making a Forward Move, to another, such as a facing change, without receiving a new order. A unit that makes a Forward Move or a Skirmish Move will continue to repeat the same action until it receives a new order to do something else or it encounters a circumstance that will cause it to halt. All other orders will leave the unit halted. Note that firing does not require an order. A body may break up as a result of its movement or change of facing/formation. That is, even though all of the units in a body that are given a single order must perform the same action, they need not all move in lock step with each other, but may move in different directions or at different speeds. A change of facing/formation may also result in a body being broken up. For example, a body of units that are in a line may change formation into two separate columns. Or it could change facing with perhaps some of the units facing to the left & other units facing to the right. If different units in a single body wish to perform different actions (such as having some units halt while others change their facing) then they must each be issued a different order. For this purpose, a single body may be broken up & treated as multiple bodies with each body receiving a different order & performing a different action. A bodys turn ends when all Reaction Tests and melees involving that body have been administered.

Page 11 ISSUING ORDERS Each leader will use his WRPs to issue orders. WRPs may not be transferred among leaders & they may not be saved from one turn to the next. Leaders may only issue orders to units that are under their command. Orders will be automatically received by any bodies that are either attached to the leader or that are within the leaders command range. A body that the leader is part of will be attached to the leader. All skirmishers will automatically receive orders without regard to their location or distance from their leader. Any unit that does not automatically receive an order must make a Command Die Roll. Roll 1D6 to determine if it successfully receives the order. The order will be received on a die roll of 4, 5, or 6. Units must modify the die roll by their distance from the leader. For every full 6 inches that they are beyond the leaders command range then they will modify their die roll by -1. For example, if a leader has a command range of 6 inches, then any order that is issued to a unit that is 6+ to 12 inches away will be received on a die roll of 4, 5, or 6. But if the receiving unit is 13 inches away then it will only be received on a die roll of 5 or 6. The die roll will also be modified by a -1 if any terrain (not units) blocks the line of sight from the leader to the unit. A leader may choose to spend more than 1 WRP on a single order. For each additional WRP spent there will be a +1 DRM. For example, if a leader spends 3 WRP to issue an order to a unit that is 13 inches away then the DRMs will be -1 for distance, +2 for the additional 2 WRP spent, for a net +1 DRM. Regardless of any modifiers, an order will always be received on a die roll of 6. If you lose a leader then you lose his WRPs. Regardless of losses or other conditions, each side will always have a minimum of 2 WRPs. All orders using these leaderless WRPs are considered non-automatic and must be rolled for as if the leader were just over 6 inches away. 2004 John Kelly

14.4

14.5

FORMING NEW BODIES During deployment bodies may be freely formed without limitations. After deployment then a new body may not be formed unless: a) Some portion of the new body that will be formed is within the command range of its leader b) All of the units forming the new body are assigned to the same leader. To form the new body the leader will first issue an appropriate order (probably a Lateral Move Order) to a unit/body that will move to become part of the new body. It is then moved so as to form the new body. A newly formed body will be halted & on the next turn must be given a new order if it wishes to move.

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New bodies that contain only skirmishers may be formed at any time without any of the above limitations. Once formed, however, they will be halted & must be given a new order. If the conditions for forming a new body are not met then friendly stands may not be moved so as to touch one another. The exception to this rule is that a unit may always move so as to legally join a melee or to support a friendly unit that is engaged in a melee. 15.0 GENERAL ORDERS Each leader will have the most control of his troops at the beginning of the battle. In addition to having developed a plan of battle the leadership would generally have several pre-arranged command signals prepared for the battle. These might involve the raising of a standard, or perhaps the sounding of a horn or drum. Therefore there are several general orders that C-in-Cs & sub-leaders may utilize. General orders will automatically be received by all units. 15.1 GENERAL ADVANCE Once during a game a leader may issue an order for a General Advance. This order will only cost 1 WRP. It must apply to all non-skirmish troops under the leaders command. Skirmishers may be included in the order if the leader wishes. All affected troops will begin making a Forward Move toward the opponents board edge. 15.2 GENERAL HALT A leader may issue an order for a General Halt at any time before any of the units in his command have been involved in a melee. This order will only cost 1 WRP. It must apply to all non-skirmish troops under the leaders command. Skirmishers may also be included in the order if desired. All of the affected troops will halt in their current position. Once any units under his command have been involved in a melee then a General Halt may not be ordered. 15.3 SKIRMISHER ADVANCE Once during each battle, a leader may issue an order for all of the Skirmish units under his command to Engage the enemy. This order will only cost 1 WRP. Such an order must apply to all of the skirmishers under the command of the issuing leader. It may, however, include only foot or only mounted skirmishers. Ordered units will be activated & will begin moving. See section 20.0 for further details. 15.4 SKIRMISHER RECALL Armies often advanced with their skirmishers deployed in advance. The skirmishers would be recalled prior to contact between the main battlelines. To allow for skirmishers to function in smaller bodies without requiring a large number of orders to manage them, each leader is allowed once per battle to give a Recall Order to all Skirmish units under his command. Such an order must apply to either: all skirmishers, all

2004 John Kelly Page 12 foot skirmishers, or all cavalry skirmishers. Recalled skirmishers will immediately move by skirmish moves toward their own baseline. They will continue moving until they either reach their edge of the board or are 12 inches away from the nearest enemy. They will then halt.

16.0

RALLY A leader may spend WRPs to Rally units. Each turn the leader may rally as many units as he has available WRPs. The unit to be rallied must be under the leaders command, in the same body as the leader, & not engaged in a melee. The rallied unit will automatically remove one hit. 17.0 FRONTAL ZONE All stands have a Frontal Zone which is defined by the front edge of the stand. All of the table top that is located in front of the front edge is in the Frontal Zone. The Frontal Zone is established at the beginning of each move, before the stand is touched by the player. 17.1 ZONES OF CONTROL & PINNED UNITS Each stand of non-skirmish troops (Melee or Missile troops) has a Zone of Control (ZOC) that extends directly out 4 from the front of the stand. The ZOC is defined by the flank sides of the stand. Skirmishers & routing units do not have a ZOC & will ignore enemy ZOCs. None of the ZOC rules apply to Skirmish or routing units. FIGURE #3

Stands which begin their move in the ZOC of an enemy unit are Pinned. They may only: a) Halt, b) Withdraw directly away from the enemy without changing facing, c) Change facing by up to 45 degrees & advance toward or charge an enemy whose ZOC they are in, d) Move so as to line up with the enemy. Any movement to line up may not result in the enemy being farther away, but may include an advance. It may not include a facing change of more than 45 degrees e) Fire. A Pinned unit that already has a Forward Move order may freely choose any option. Should it cease moving forward then it will be Halted. Note that Missile

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units may be required to either Fire or to Withdraw. (See section 26.0.) Examples of actions that a pinned stand may not perform include the following: a) change formation, b) charge any unit whose ZOC they are not in, c) any form of sideways movement that does not serve to line them up with an enemy unit exerting a ZOC onto them, Note that these restrictions will only apply to the stands in a body that began in an enemy ZOC. Stands, in the same body, which were not in an enemy ZOC are not Pinned. If a unit enters an enemy ZOC while moving then it will not be Pinned unless it stops in the enemy ZOC. While ZOCs normally extend out 4 inches, they will never extend out further than the unit may see. They will never extend into terrain that the unit cannot enter, into any water feature, into field fortifications (not temporary fortifications), or into a town/village/camp. ZOC are blocked by both friendly & enemy units. A ZOC will extend out until it reaches a blocking unit or piece of terrain. It will not extend beyond this even if the blocking object only partially covers the ZOC. 18.0 VOLUNTARY MOVEMENT Voluntary movement is only made possible by activation. A Halted unit may not make any form of voluntary movement unless it is given a new order. No front corner of any stand may ever end its move farther from its starting position than the maximum allowed movement. When measuring the distance that a stand has moved one simply need only measure how far the front corners have been displaced from their starting positions. The following is a description of the types of allowable voluntary moves. Note that the Formation Order of a unit can affect its ability to perform these actions. See section 20.0. 18.1 FORWARD MOVE A body may only move forward by moving directly forward. As a body moves forward it is allowed to drift sideways by up to the width of a stand. At any time during its move it may wheel in order to change its facing by up to 45 degrees. The drift sideways is only allowed either before or after the wheel, not before AND after. Only one wheel per move is allowed. A body with a frontage that is wider than one stand that contains any non-skirmish infantry and that performs a wheel as part of a Forward Move will be disordered. Each non-skirmish infantry unit in the body will have a disorder marker placed on it. A body with a frontage of greater than one stand that contains any disordered non-skirmish infantry units may not perform a wheel as part of a forward move. Note that this serves to severely limit the maneuverability of bodies

2004 John Kelly Page 13 composed of Melee Infantry. See section 20.0 for exceptions. Once a body has made a Forward Move then it must continue making Forward Moves at no less than either 2 inches per movement or at normal speed of its slowest stand, whichever is greater, until it is forced to Halt or is given a new order. If a body is not in clear terrain then it may be limited to a slower movement rate. No other activities (such as a Skirmish or Lateral Move) require a minimum movement.

18.2

LATERAL MOVE Any movement that is not a Forward Move is a Lateral Move. A body may move in a direction other than directly ahead at of its normal movement rate. Units that make a Lateral Move will Halt once they have completed the move. Units that make a Lateral Move may not change their facing by more than 45 degrees. See section 20.0 for special restrictions. 18.3 FACING CHANGE A body may be given an order to perform a Facing Change. It may not perform any other movement & it will be halted once it completes its facing change. The only way that a single unit or multi-unit body, may voluntarily change its facing by more than 45 degrees is by performing a Facing Change. To do so, one stand must remain in place, though it may pivot about its center or about one front corner. The other stands will pivot about the stationary stand. A facing change of up to 90 degrees may be made using this procedure. Remember that no front corner of any stand may ever end its move farther from its starting position than the maximum allowed movement. A single unit or a multi-unit body may also perform an About Face. To do so, each stand of the body is flipped around so that it faces in the opposite direction. No other movement is allowed. 18.4 FORMATION CHANGE A body may also be given an order to perform a Formation Change. It may not perform any other movement & it will be halted once it completes its formation change. To do so, one stand of the body must remain stationary. The other stands of the body may then be rearranged. No stand may be placed in front of a stand that began in the front rank of the body. Any stand that begins in the front rank of the body may not be moved unless it is removed from the front rank of the body & placed into one of the trailing ranks. It is possible that a body making a Formation Change may break up into multiple bodies. A body that is in an enemy ZOC may not perform a Formation Change. If only part of a body is in an enemy ZOC then those stands that are out of the ZOC may participate in a change of formation. 18.5 SKIRMISH MOVE

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Any body that consists totally of skirmishers (foot or mounted) may move at normal speed in any direction & end its move facing in any direction. It may not, however, change formation as part of its movement. A change of formation always requires a separate order. Units that make this move may continue to move. They will not Halt unless they are given an order or encounter a reason to do so. This is referred to as a Skirmish Move. 18.6 DISMOUNTING If you wish to play any mounted troops as foot troops then you must dismount them as a Formation Change. Replace the mounted troops with an equal number of dismounted stands. The new stands should be placed in roughly the same place & same formation & with the same facing. When Mounted Melee units dismount then they should be represented by a stand with 3 or 4 figures. Dismounting, like all formation changes, may not be performed in an enemy ZOC. Troops may not remount until after the battle is over. 19.0 19.1 SPECIAL TYPES OF MOVEMENT

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INTERPENETRATION TABLE Moving Penetrated Unit Unit DO PO RO IO FO MO MC SK EL ART DO Y N Y N Y N N Y N Y PO N N N N N N N Y N Y RO Y N Y N Y N N Y N Y IO N N N N Y N N Y N Y FO Y N Y Y Y N N Y N Y MO N N N N N N N Y N Y MC N N N N N N N Y N Y SK Y Y Y Y Y Y Y Y Y Y EL N N N N N N N Y Y Y ART Y Y Y Y Y Y Y Y Y Y MC = Melee Cavalry; SK = Skirmishers EL = Elephants; ART = Artillery; Y = Yes; N = No 19.2 OPEN FILES The infantry units of some armies (mainly Crusaders & their opponents) were trained to open up their ranks in order to allow friendly melee cavalry to charge or to withdraw through them. Where this is allowed, it will be listed in the army lists. Units that are in a Shieldwall may not use the Open Files rule. Infantry that is allowed to use Open Files may be moved & charged through by friendly cavalry with no penalty if the following circumstances hold: The infantry must be stationary & must not have fired. The infantry unit must be formed up into a body that is only one rank deep. The infantry may not be disordered. The infantry must be in clear terrain.

MOVING THROUGH FRIENDLY UNITS The Interpenetration Table summarizes which units may voluntarily move through other units. No unit may interpenetrate another unit while either is in difficult ground, heavy woods, or a river. A charging unit may only charge through Skirmish Order units & artillery. No unit may voluntarily interpenetrate a disordered unit & no disordered unit may voluntarily interpenetrate another unit. A unit that is involved in a melee may not be interpenetrated. While a unit that has moved may be passed through, no unit may pass through a unit that has fired. A unit may, however, fire after being passed through. If a unit has enough movement so that the leading edge of its stand can pass completely through the unit to be interpenetrated, then it may make the move. The moving unit will be given whatever additional movement is necessary to get it fully through so that there will be no overlap. If, however, there is a column of moving units, then only those units that can move their leading edge beyond the unit to be passed through will be given the bonus movement. The trailing units in the column will be left behind. Whenever a unit pivots in place then it is allowed to have its corners swing through another adjacent unit. Double-based units are subject to the limits of both the front & rear units. For example, if the front unit is IO & the rear unit is FO then the double-based unit may not move through an IO unit.

19.3

MOVEMENT THROUGH GAPS Any unit may move through any gap that is at least 40mm (60mm in 25mm scale) wide without restrictions. A unit that is in skirmish order may move through a gap that is at least 20mm wide (30mm in 25mm scale) without restrictions. A unit that is not in skirmisher order may move through a gap that is at least 20mm wide (30mm in 25mm scale), but will become disordered & may not charge. A unit may never end its move in a position that would require it to overlap another unit. 19.4 CHARGE MOVEMENT Charges are conducted by individual units, not by multi-unit bodies. If several units in a single body are to attempt to charge, even if against different units, then the player may elect to roll 2D6 for all of the units in the body. The player may also choose to roll separately for each unit.

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If a unit is required to charge as a result of a Reaction Test, then it will be allowed to move up to its full move or 6 inches, whichever is more. If a unit is required to charge an enemy that it is not facing then prior to advancing it will pivot in place to face the target. If it must pivot by more than 45 degrees then it will become Disordered, as will any units that are pulled along behind it. It will then charge directly ahead in a straight line toward the enemy. Movement is measured after any pivot is made. Units may be required to charge as a result of taking one of the following Reaction Tests: Enemy Threat Test Received Fire Test Being Charged Test A unit that voluntarily charges does so by: Announcing its intent, Moving up to 1 base depth & then turning by up to 45 degrees to face its target, Moving to within of the target, Receiving any fire, Passing an Attempt to Close Test. Note that the turn by 45 degrees must be performed separately by each charging unit, not by a body as a whole. A unit that voluntarily charges may pull along units directly behind it if the player so wishes, but he is not required to do so. When a unit charges it will move directly ahead in a straight line toward the target of its charge. It may drift sideways by up to the width of a stand. 19.5 MOVEMENT OF UNITS IN COLUMN Stands that are behind, & in edge-to-edge contact will sometimes follow the leading stand. They will be required to follow the leading stand if their unmodified CV is equal or less than that of the leading stand & the leading stand is required to move forward in some way, such as to Charge, Counter-Charge, Pursue, Advance, Follow-Up, or to change Facing. If their CV is greater than the leading stand then the player may have them follow if he so wishes. FIGURE #4

2004 John Kelly Page 15 face the target of its charge then the second unit would be required to pivot with it.

Following stands will always Halt if a leading stand is required to Halt. Note that when the lead unit Routs then the following units are not required to do so. All of these Involuntary moves will be fully explained in section 21.0. When a column of units voluntarily moves then they may do as the player wishes. 19.6 CONTACTING THE ENEMY All stands should stay at least inch away from the enemy unless engaged in a melee. If a move causes a unit to move within inch of an enemy, but not to move into legal contact with an enemy, then they will stop inch away from the enemy. The only legal contact with enemy stands that is allowed is edge-to-edge contact. The moving stand may only move so as to contact an enemy stand with its front edge or one of its front corners. It may not, for example, back into an enemy unit & contact it with its rear edge or rear corner. Note that the attacking stand may contact the defending (non-moving) stand on any edge. If a moving stand makes edge-to-edge contact with its front edge with an enemy unit then it is allowed to make incidental corner-to-corner contact with other enemy stands or to contact other enemy stands with its flank edges. Once stands have made initial contact with an enemy then they may make the following free adjustments to get into legal contact. If at all possible stands must move into full edge-to-edge & corner-tocorner contact. This is referred to as preferred contact. Contact will not be legal & combat will not occur between two opposing stands unless at least 15mm of the front edge of one of the stands is in contact with the opposing stand. Once initial contact is made the moving stand may slide by up to of a stands width in order to line up (opposing edges flush & in corner-to-corner contact.) This slide is a free movement. The moving unit may also have a free pivot of up to 45 degrees in order become flush with its melee opponent. Any other units behind the pivoting unit & in edge-to-edge contact with it will slide & pivot with it. For example, if the lead stand of a body of three Phalanx Order units, that are formed into a column one stand wide & three stands deep, contacts an enemy unit with a front corner, then all three stands will slide & pivot as necessary to line up with the enemy unit. Only the stand that has made contact (& any stands immediately behind it) is allowed a free pivot. Other stands that are in the same body, but that are not in contact with the enemy, are not allowed a free pivot. They are allowed, however, to take part in the free slide. When pivoting in this fashion in order to make complete edge-to-edge contact with an enemy, then it is allowable for the pivoting stand to swing across & to

If the front unit, with a CV of 4, is required to charge then it will pull along the unit behind it, which also has a CV of 4. The rear unit with a CV of 5 will not be involuntarily pulled along though it may choose to follow. If the front unit were required to pivot in order to

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interpenetrate another friendly stand so long as it does not end its move on top of the stand. If there is not sufficient room for a stand to make legal contact with the enemy, then there will be no contact. If the non-moving enemy unit is not part of a multi-unit body, is not in fieldworks or behind temporary fortifications, & is not defending a terrain feature, then the attackers may require it to pivot by up to 45 degrees & to slide by up to of a stands width in order to conform to their frontage. FIGURE #5

2004 John Kelly Page 16 friendly units. If they cannot fall back then they may not be pushed back, but may still be charged. If a Melee unit announced that it is charging a skirmisher, then the skirmisher may not fall back, but must instead take a Being Charged Test.

19.8

LEADER STAND MOVEMENT A leader stand that is attached to other stands with which it is moving will follow the usual movement & activation rules. A leader stand may move by itself & attach to a body. Its independent movement will then be over. It may then move again with the body that it just attached to. In doing so, it is allowed to exceed its normal movement allowance. A leader stand moving by itself, unattached to other units, need not be given an order to change its activity, but may freely do as the player wishes. 19.9 BODIES FORCED TO HALT Bodies are halted by any of the following conditions:

FIGURE #6

Stands A & X are in Preferred Contact. Stands B & Y are in Legal Contact. They are prevented from sliding into Preferred Contact because of the irregular obstacles. Because at least 50% of a frontal edge is in contact A will fight X & B will fight Y. Stands that do not make legal contact, or that have only corner-to-corner contact or that contact a non-frontal edge of the enemy with a non-frontal edge will not take part in the combat. For example, opposing stands that are in flank edge to flank edge contact, will not fight each other, though they may provide a melee die roll modifier. Stands that are pursuing the enemy will catch them if they have enough movement to make any sort of contact. They may then have the usual free slide & pivot to line up. See sections 27.5 & 27.6 for a further discussion of allowed contact. 19.7 PUSHING BACK SKIRMISHERS A Melee unit may push back enemy skirmishers if they are not part of a multi-unit body that contains non-skirmish units & are in clear terrain. As the melee unit advances then any enemy skirmishers that it would contact must automatically fall back before the advancing melee unit. The skirmishers will fall back so as to stay 1 to 2 away from the advancing enemy unit. If necessary then they will fall back through

1. As the result of a Reaction Test. An Advance, Face, Retire, Withdraw, or Fire result will cause the unit to be Halted after completion of any mandatory movement. See Section 20.0 for special rules regarding skirmishers. 2. After a pursuit. 3. Engaging in a Melee. 4. Forming up into a new body. That is, for example, having a new unit join an existing body. 5. Reaching a terrain feature you wish to occupy. Clear terrain does not qualify as such a feature. Examples would include a crestline, the edge of a wood, or a stream. 6. Friendly bodies blocking their way. Units are not forced to halt by friendly units than they may move through. 7. Coming into an eligible position to fire at a non-skirmish enemy unit. The unit that is eligible to fire must halt. This does not include any Dual-Armed Melee units or Double-based units. 8. Impassable terrain. If a unit must halt & it is part of a multi-unit body then the player may either choose to halt the entire body or to have any unaffected stands continue moving. When a Missile unit moves into a position from which it is able to fire at an enemy then it must halt. It is not, however, forced to halt at its extreme range. It may continue to move toward its target until it is at of its maximum range. It then must stop without approaching any closer. This will allow several units of a body to move into a firing position rather than forcing the entire body to stop as soon as one unit can fire. Once halted, a body must be given a new order & thus be reactivated to resume an activity.

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FIGURE #7

2004 John Kelly Page 17 a chain reaction resulting in multiple units being pushed back. Skirmishers that give ground will fall back behind any units that they contact (including other skirmishers), even if this means that they must move more than 1 inch. If for some reason an enemy unit cannot Follow Up then the unit forced to Give Ground remains in place and is still disordered. If for some reason a unit cannot Give Ground then it will Rout. Units that are pushed back by a unit that gave ground will not be disordered.

21.2

If Body #1 were to stop at 4 inches away from enemy unit C then only unit B would be within range (A & B are armed with short bows that have range of 4 inches.) Body #1 may continue to move until it is only 2 inches away (1/2 the range of short bows) allowing unit A to come into range of unit C. 20.0 EFFECT OF FORMATION ORDER ON MOVEMENT Once ordered to Skirmish Move (or Engage) skirmisher stands & bodies will only convert to a halt order if they are given a new order or if they have any result on any Reaction Test (other than a Morale Test) that does not allow them to fire. Units that are in Irregular Order, Phalanx Order, or Cataphract Order may only make a Lateral Move as individual units, not as part of a multiunit body. Mob Order units may not make a Lateral Move. Drilled, Regular, Firing Order units, & cavalry are under no restrictions. DO, RO, & FO infantry units that are part of a body with a frontage of more than one stand may wheel as part of a Forward Move without becoming disordered. 21.0 INVOLUNTARY MOVEMENT Units that make an involuntary move are subject to the usual movement rules unless it is specified otherwise. Units that Advance, Rout, Pursue, Retire, Give Ground, or Follow Up are not subject to terrain movement penalties. Units that Advance, Rout, Pursue, or Retire are allowed to drift sideways by of a stands width as they move. Zones of Control do not affect units that Advance, Rout, Pursue, Retire, Give Ground, Follow Up, or Withdraw. 21.1 GIVING GROUND This occurs as the result of a Reaction Test. To Give Ground a unit must first be in melee. When Giving Ground a unit moves directly backward 1 inch and is disordered. All non-skirmish units giving ground will force back any other units that they contact. This may cause

FOLLOWING UP Units that cause enemies to Give Ground must Follow Up 1 inch and remain in contact. A unit may not Follow Up if it is in contact with other enemy units that are not being meleed. Therefore, for example, if a unit is in corner-to-corner or flank edge to flank contact with an enemy unit that is in melee with another friendly unit then it may Follow Up. If, however, the enemy unit is not engaged in a melee with another friendly unit then it may not Follow Up. Units that Follow Up are not disordered. A unit that Follows Up may not be able to remain in contact with skirmishers. 21.3 RETIRE When forced to Retire as a result of a Reaction Test, then a unit will move directly away from the enemy and will end its move facing this same enemy that caused them to Retire. A Retiring unit is allowed to drift sideways by of a stands width as it moves. Retiring skirmish units will simply move through any friendly units that they contact. The interpenetrated units will be unaffected. All skirmishers that are contacted by non-skirmish units that are retiring will also Retire. If a non-skirmish Retiring unit contacts a friendly non-skirmish unit then it will continue to Retire through that unit. It will be given whatever additional movement it requires to move through the unit. The unit that is moved through will be disordered. Elephants that are forced to Retire will cause any friendly units that they contact to also Retire. All Retiring units will Halt & take 1 additional hit if they encounter an elephant unit. If pursuing enemies re-contact a Retiring unit, or if the Retiring unit collides with another enemy, or with impassable terrain, then they will ROUT! See the Rout & Pursuit rules. All units that Retire are disordered. All units, except fanatics, that Retire for any reason will receive 1 hit. Any units that are caused to Retire by another Retiring unit will take 1 hit & will be disordered. A unit that Retires will be Halted after it has completed its retirement move. War Wagons convert a Retire result to Halt. 21.4 ROUT

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Rout is never a voluntary option. When a unit Routs, then it will be immediately removed from play if there is no enemy pursuing it. Once pursuit is over then the Routed unit is picked up. If pursued, then each turn the Routed unit will be moved a distance determined by the movement table. It must avoid impassable terrain. A Routed unit that contacts a river may not look for a ford. If the river is not fordable everywhere then it will simply drown. It will attempt to avoid all friendly & enemy troops. It must move by a direct path toward its baseline using Forward Moves. A Routing unit is allowed to drift sideways by of a stands width as it moves. If it cannot avoid impassable terrain or enemy units then it is immediately picked up & removed from play. All pursuit is now over. If it cannot avoid friendly units then it will interpenetrate & disorder them. The interpenetrated unit must immediately take a Morale Test. This will likely cause any pursuers to approach to within Reaction Test distance of the penetrated troops. Routing units ignore all ZOC rules & will not cause & need not take any Reaction Tests. 21.5 ROUTING ELEPHANTS It is always exciting to have stampeding pachyderms on the table. When elephants Rout then all units, whether friendly or enemy, that are within 4 inches will take an Enemy Threat Test. Any Charge or Fire result will be converted to Halt. Next roll 1D6 for each Routing stand of elephants. On a result of 1 they will stampede straight ahead, on a 2 to their right, on a 3 or 4 to their rear, & on a 5 to their left. On a die roll of 6 pick up the routed stand. They will Rout (1D6 +1 inches.) If it is possible to contact either a friendly or enemy unit then they must hit it. The unit about to be hit must take a Being Charged Test. A Charge or Fire result will be interpreted as Halt. If they do not rout or retire then the elephant will stampede through the unit causing 1 hit. After making one Rout move the elephant stand is removed from the table. 21.6 PURSUIT Pursuit by victorious troops often resulted in major command problems with a loss of control & a disorganization of the battleline. One of the most famous examples is the battle of Hastings in 1066 in which the Saxon infantry pursued the Normans. There is a natural tendency to pursue a defeated foe rather than turn to fight a fresh foe. This was generally less of a problem with well-trained troops, the Spartans being a famous example. Any unit that causes an enemy to Retire, or Rout either as a result of melee combat or as the result of a Being Charged Test outcome, must roll 1D6 & modify the results as required. On any final result of 5 or more then they must Pursue the fleeing enemy. On a result of less than 5 they may not Pursue. If several units in a body must roll to Pursue then 1 die should be rolled & applied to all of the units.

2004 John Kelly Page 18 During each players turn, they must re-roll to determine if they continue to Pursue a routing unit. A Retiring unit will only be pursued for one turn. Pursuit is then automatically over. A Routed unit will be pursued until the pursuer rolls otherwise. It is possible that they will Pursue their target off of the table.

PURSUIT DIE ROLL MODIFIERS Impetuous +1 First Turn of Pursuit +1 Mtd Melee +1 In a Fortification -2 Irregular Order +1 Foot Missile -1 Mob Order +2 Foot Skirmishers -1 Barbarian Frenzy +1 Cataphract Order -1 Shieldwall -1 Artillery will never Pursue & infantry will never Pursue Mounted. When making Pursuit moves, measure the distance from the point of contact or from the point where contact would have occurred had the target not Retired or Routed. While Pursuing units will cause enemy troops to take Reaction Tests, they will take none themselves while they are Pursuing. They will only take a Reaction Test if they approach an enemy unit that the fleeing unit has interpenetrated & fled through. They will then be required to take an Attempt to Close Test. Whatever the result, their pursuit will then be over. It is possible that a pursuer will be forced to collide with an enemy unit that he is not pursuing. In this case, the pursuer must take an Attempt to Close Test. If a routed unit is contacted by a pursuing unit then there will be no combat. The routed unit will remain on the table & will continue to rout each turn, so long as it is being pursued. All pursuing units are immediately disordered. A Pursuing unit is allowed to drift sideways by of a stands width. 21.7 ADVANCE A unit called upon to Advance moves directly forward at half speed or a minimum of 2 inches, whichever is more. If this would result in contact with the enemy then the unit must take an Attempt to Close Reaction Test. If the Advancing unit contacts a friendly unit then that it cannot penetrate then it will Halt. An Advancing unit is allowed to drift sideways by of a stands width as it moves. If the Reaction Test that caused a unit to Advance was due to an enemy that they were not facing, then the unit must to turn to face this enemy before Advancing. They will be disordered if they must turn by more than 45 degrees. A unit that Advances will be Halted once it has completed its mandatory Advance. If a unit is required to Advance as a result of a Reaction Test caused by fire or a threat from the flank or rear AND is also in the ZOC of an enemy unit in its

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Frontal Zone then, instead of Advancing, it will Halt in place with its current facing. War Wagons will convert an Advance result to a Halt. 21.8 HALT Once a unit Halts, it becomes inactive and must be given a new order to resume any other activity. When one unit in a body Halts, any units directly behind it will also Halt. This includes a unit Halting to fire. See section 19.9. Units that obtain a Halt result on a Reaction Test will immediately Halt without turning to face the unit that caused the result & without firing. 21.9 FACE Units that obtain a Face result on a Reaction Test will turn to face the enemy unit that caused the reaction unless it is in the ZOC of an enemy unit that is in its Frontal Zone. Then, instead of Facing, it will Halt in place with its current facing. Face may sometimes be combined with another action such as Fire or Advance. If no additional action is specified then they will be halted. If the unit was unable to Face due to enemy ZOCs then any other actions will be cancelled. 21.10 WITHDRAW A Withdraw result is similar to a Retire result, except that the Withdrawing unit will not receive a hit. Units that Withdraw are disordered. 21.11 CHARGE Units will sometimes be required to Charge as a Reaction Test outcome. Mounted Melee may ignore this result (convert it to a Face & Halt result) if they would be required to charge into woods, a town, or against a unit in permanent fortifications. Static Infantry will convert a Charge result to a Face & Halt result. 22.0 MOVEMENT RATES Movement rates reflect the formation and order that troops used. Troops in looser formation moved quicker than those in close formation. Irregular Order units could move forward rapidly while Phalanxes were slow & methodical. Movement rates are in Inches. FOOT MOVEMENT RATES Rout/Pursue ORDER Normal Withdraw/Retire Phalanx/ Firing/Mob 3 1D6 1 Artillery 3 1D6 - 2 Drilled/Regular 4 1D6 Irregular/Skirmish 5 1D6 +1 Elephants 5 1D6 +1 When rolling to determine a Rout, Pursuit, Withdraw, or Retire move then a single roll may be

2004 John Kelly Page 19 made for each multi-unit body. The minimum movement distance is always 1. Double-based units will move at the rate of the slowest unit.

MOUNTED MOVEMENT RATES Rout/Pursue TYPE Normal Withdraw/Retire Cataphract 5 1D6 +1 Melee 6 1D6 +2 Skirmish 8 1D6 +3

22.1 TERRAIN EFFECTS ON MOVEMENT & COMBAT Clear- This includes all even ground with only light vegetation & a minimal slope. Hard-packed sand is treated as clear. There is no effect on movement or visibility. Soft Ground- Includes clear terrain that is muddy, loose sand, & level ground that is covered in heavier scrub brush. Skirmish & Irregular Order infantry are unaffected. All other foot moves at a rate of 3 inches, all mounted at 5 inches. Visibility is not affected unless there is heavy scrub brush. In this case visibility is 5 inches. Camels treat loose sand as clear. Difficult Ground- Ground which is broken & irregular such that it prevents artillery & mounted from entering. Skirmish Order units (infantry & cavalry) move normally. All other foot moves at a rate of 2 inches. Visibility is not affected unless there is heavy scrub brush. In this case visibility is 5 inches. Units moving through difficult ground are automatically disordered. Light Woods- Permits entry of all but cataphracts, chariots, & artillery. Skirmish & Irregular Order infantry & Mounted Skirmish move normally. All other foot moves at 3 inches per turn. Mounted move at 5 inches per turn. Visibility is limited to 5 inches. Missile units may effectively fire 1 inch into light woods. Phalanx Order units that move through Light Woods are automatically disordered. Heavy Woods- Sufficiently dense underbrush & tree growth to totally prevent the entry of Phalanx Order, all mounted, elephants, & artillery. Skirmish Order infantry move normally, all other foot moves 2 inches per move. Missile units may fire if they are located at the edge of heavy woods. Visibility is limited to 2 inches. Artillery units may effectively fire 2 inches into all woods. All other units that are required to fire at a target in the woods will do no damage. No units will receive a charge bonus. Units moving through heavy woods are automatically disordered.

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Low hill- Will have a crestline which blocks sight. Does not slow movement but gives a combat advantage to any units that are uphill of their opponents. Steep Hill- Will have a crestline which blocks sight. Foot units will deduct 1 inch & mounted 2 inches from their movement each turn that they spend moving up slope. There is a combat advantage for any units that are uphill of their opponents. No units will receive a charge bonus when charging up a steep hill. Streams (& Gullies, Wadis, etc.)- Streams should normally be no more than 1 to 2 inches wide. All units must stop in the middle of the stream. They may then exit the stream on their next move at normal speed. Any unit that charges or countercharges out of a stream, will not receive a charge bonus in melee combat. Any unit that is contacted & meleed while in a stream will count as downhill from the attacking unit. The attacking unit will receive their charge bonus. Streams may sometimes have heavy vegetation along their banks. If this is the case then any units that are within 5 inches of the stream may not be seen beyond a distance of 5 inches. Missile units that are adjacent to a stream with heavy vegetation may fire & be fired at normally, but those that are not adjacent may not fire over it. Roads- All units may move along a road & ignore all surrounding terrain. All foot will gain +2 inches of movement & all mounted +3 inches of movement. All roads will be one stand wide. Rivers- Rivers will normally be at least 2 inches wide. They may be defined as impassable or they may have marked & well known fords. Fords might also be hidden. To find a hidden ford, a unit must move up to the edge of a river & stop. It will then roll 1D6. On a result of 6 then a ford is found & should be marked. It will have the width of one element. Another ford may not be found within 6 inches of it. Units crossing a ford must stop at the edge of the river. They will then move into the ford. Foot will move 2 & mounted 3 per turn. Any unit that charges or countercharges out of a river will not receive a charge bonus in melee combat. Any unit that is contacted & meleed while in a river will count as downhill from the attacking unit. The attacking unit will receive their charge bonus. Town/Village/Camps- These should generally be represented by individual buildings or small groups of buildings divided up into blocks. Players should define how many blocks each town will consist of. A block may be of any convenient size (40mm x 40mm is the suggested minimum) & will hold 1 or 2 units. Units will move into a block normally. Each turn a unit may move from a block to an adjacent block. A unit may not enter, but may attack, an adjacent block that contains an enemy unit. One unit must be chosen to lead the attack & one to lead the defense. Any other units taking part

2004 John Kelly Page 20 in the combat will count as overlapping units. The number of units that may attack a block is limited to the same number that it may hold. When a unit exits then they will be placed within 2 inches of the block facing away from it. On the next turn then they may move normally. No unit will receive a charge bonus when attacking a block. Units in a block need not take an Enemy Threat Test. ZOCs do not extend into or out of blocks. Units in a block do not have a flank or rear.

Stakes, Caltrops, & Pits- Some armies (such as the Medieval Scots, Flemish, or English) commonly dug pits or ditches to protect themselves from cavalry charges. Such terrain features should be represented by short strips of terrain that are 15 to 30 mm wide & of an appropriate length (minimum of one stands frontage.) Any mounted unit that charges across such features will not receive a charge bonus & will automatically be disordered. 23.0 LEAVING THE BATTLEFIELD Any units pursuing an enemy off the board may return on the following turn or later. At the beginning of each turn, roll 1D6 for each such unit. If the result is less than or equal to their current CV then they will return onto the board this turn. If there is a leader present with them off board, then they may modify their die roll by 1. If they are Impetuous troops then they must modify their die roll by +1. They will return, with a Forward Move order, within 6 inches of the spot that they left. If they do not return on their first turn that they roll successfully then they may never return. These are the only units that may ever return from off the battlefield. Units may leave the battlefield voluntarily along their own Baseline without Routing. When they do so then they may not return. 24.0 DISORDER Disorder allows for a means to temporarily reduce a units CV. This will generally be from the unit suffering disarray in its formation. Skirmishers will never be disordered under any circumstances. Mounted Melee, units with Barbarian Frenzy, & Mob Order units that have fought a melee will be disordered after they have completed the first round of melee & the Involved in Melee Test. Any unit that is forced to Give Ground, Pursue, Retire, or Withdraw for any reason will be immediately disordered. Any unit that as a result of a Reaction Test is required to change its facing by more than 45 degrees is disordered. A multi-unit body with a frontage of more than 1 stand that performs a wheel as part of a Forward Move will cause any IO, PO, or MO Melee Infantry in it to be disordered. Units may be disordered as part of movement through terrain that is not clear. Any non-skirmish unit that makes any movement through Difficult Ground, Heavy Woods, or a mounted unit that charges across a

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linear obstacle such as stakes, ditches, pits, a wall, or gully, will be disordered. Any unit that is not already disordered & suffers a hit from fire by a skirmisher will be disordered. The hit will not count as a normal hit. Instead it will disorder the target. If a disordered unit suffers a hit from skirmish fire then it will apply as a normal hit. All units will recover from disorder either by remaining Halted for 1 turn, or by performing a Change Formation action. The disordered marker will be removed at the end of their movement if they did not take part in melee or suffer a hit from fire. Mark all disordered units with a colored segment of pipe cleaner. Any unit that is disordered is subject to the following penalties: It will receive the Disordered -1 Reaction Test modifier Pikes will not receive the Pikes being Charged +1 Reaction Test modifier Opponents will not suffer the Charging Pikes -1 Reaction Test modifier Pikes will not receive the Pikes vs any +1 Melee modifier Phalanx Order units will not receive the per Supporting Phalanx Stand +1 Melee modifier Opponents will not receive the Enemy is Pikes, Phalanx, or Shieldwall 1 Melee Modifier DO & PO units may not pass off hits It may not benefit from the modifiers for charging into a melee It may not be in a Shieldwall. There is no further effect if an already disordered unit suffers a disordered result. 25.0 TRACKING A UNIT'S STATUS In Warrior Kings, units will receive morale losses, casualties from missile fire, and melee casualties. All of these will reduce the unit's ability to fight. These are called "hits". When a unit receives a hit place a marker bearing the appropriate number next to it. As the number of hits increase change the marker to reflect this. One may use 1/2 cardboard counters. White ones read 1 on one side, 2 on the other. Then yellow ones with 3 and 4 and finally red ones with 5 and 6. The colors are a quick reference for the condition of the unit involved. One might also use sections of colored pipe cleaners placed on the unit to represent hits. When a double-based unit receives a hit then the very first hit is placed on the rear unit. All later hits are placed on the front unit. The first hit will have no effect (except to cause a Reaction Test), & hence is a free hit.

Page 21 Players may wish to mark Halted units with a natural marker such as a small rock. Units that are Disordered, Routed units, & units that are Pursuing should also be marked in some way. 2004 John Kelly

26.0 26.1

MISSILE COMBAT FIRING ARCS Most units may only fire into their Frontal Zone (their front 180 degrees.) Each missile unit may only fire at targets that are located in its Frontal Zone (FZ). The FZ will be divided into a Primary Zone (PZ) & a Secondary Zone (SZ.) The PZ is located directly ahead of the firing unit & is delimited by the flank edges of the stand. Just extend the edges of the firing stand forward. This will define the PZ. The SZ is the rest of the firing arc. FIGURE #8

If possible then non-skirmish units must direct their fire at a target that is located in their PZ. Only if there is no target located in their PZ may they fire at a target in their SZ. There is an adverse modifier for firing at units that are not in the PZ. All Skirmishers, Chariots, and Elephants, do not have a Primary or Secondary Zone. They may fire in a 360-degree arc. They must, however, fire at the nearest target. 26.2 FIRING REQUIREMENTS Missile fire is mandatory. Mandatory Fire must take place when a Missile unit begins the turn with a non-skirmisher enemy unit in its Primary Zone. Missile units are not required to fire at enemy skirmishers or at any unit in their SZ. Dual-Armed units are never required to fire except as the result of a Reaction Test, though they may elect to fire like a Missile unit. Skirmisher units must fire if they begin their turn with any enemy unit within range. Enemy units that are engaged in a melee may not be fired at. Sometimes, however, a Missile unit may wish to fall back or charge instead of firing. If a Missile unit that is eligible to fire does not do so, then it must immediately Charge or make a Withdraw move. In order to do either it must first successfully be issued an order. Unless specifically allowed (as in some Reaction Test results), Missile units may not move & fire on the same turn. Movement, for this purpose, includes a change in facing. Because of their slow rate of fire a crossbow, handgun, or artillery unit that obtains a result on a Reaction Test that requires any

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movement, such as Face & Fire, or Fire & Retire, may not fire. Skirmishers may move & fire in the same turn. If a skirmisher unit begins within range of an enemy unit then it must fire before moving. Fire, along with all other activities, is executed beginning with bodies on one side of the table & moving to bodies on the opposite side. Note that units which belong to the same body, may act in any order & do not need to strictly act from left to right or vice versa. Because of this, it is possible that some units which began the turn eligible to fire will have their fire blocked by other units that have moved & hence will no longer be eligible to fire. Note that units which have fired may not be interpenetrated by other units. Fire by artillery is described in rule 6.63. 26.3 FIRING PROCEDURE To fire you must first designate the target unit. The target must be within range of the firer & must be visible to the firer. In order to have a clear line of fire then no part of the firing units front may be blocked by intervening units of either side or any sort of blocking terrain. To determine if there is a clear line of fire use The Box Test. Connect each front corner of the firing unit with each of the two nearest corners of the target unit. If the box created is clear of all obstructions then there is a clear line of fire. FIGURE #9

2004 John Kelly Page 22 st rank may fire over stands in the 1 rank, so long as they are facing down hill. Where possible, fire by different units onto the same target should be combined. Roll the required number of D6. 1D6 will be rolled for each stand that fires. The total of the firing die pip score rolled is then modified by the appropriate Firing Modifiers. Each stand that fires will apply all appropriate modifiers. It is possible that some modifiers will apply to more than one firing stand & will therefore be used more than once. For example, if two stands of Longbowmen fire at an infantry stand that is a Phalanx then the modifiers for each stand will be +1 (Phalanx) & +1 (Longbow.) Each firing stand will roll 1D6. So the player rolls 2D6 & adds +4 to their sum. Light woods will count as cover. Targets in heavy woods will not suffer casualties, though if they are in range & visible to the firing unit then they must be fired at. The -1 cover modifier applies to artillery while the -2 modifier applies to all other firing units. A target will be flanked if any portion of the front edge of the firing stand is behind its front edge. Flanking fire will affect the Received Fire Test.

FIRING MODIFIERS Target is Phalanx +1 Superior Firer +1 Target is Uphill -1 Longbow +1 Target is Skirmishers -1 Firer is Skirmishers -2 Target in Cover - 1/-2 Inferior Firer -1 Target is in SZ -2 Firer is Dual Mtd -1 A missile unit may fire multiple times in a single turn. A unit may also fire as the result of an Enemy Threat Test, Received Fire Test, & a Being Charged Test. Here are some examples. During its turn, a unit could perform fire. It could then later during its opponents turn be approached by an enemy & as a result of an Enemy Threat Test fire again. The enemy unit that received fire would then have to take a Received Fire Test. As a result of this, it may now charge the firing unit. The firing unit would now have to take a Being Charged Test. As a result of this, it could fire again. Another common case involves two different missile units firing at one another. They will often fire at one another till one of them retires. 26.4 FIRE INFLICTING CASUALTIES FROM MISSILE

Unit A may not fire at unit X because unit Y is in the way.

Javelin Handgun Longbow

MISSILE RANGES 2 Sling, Mounted Bow 4 4 Foot Short bow 4 6 Crossbow 6

A unit may fire over friendly troops if either the firer or the target is on higher ground than the blocking troops. If a double-based stand of units contains archers in the rear unit then they may always fire without any interference from the front unit. If missile nd troops are located on a slope then stands in the 2

The number of pips that it will take to inflict a hit on a unit is equal to the units Armor Class. That is, it will take 3 pips to inflict a hit on an AC3 unit, 4 hits on an AC4 unit, etc. The number of hits from missile fire (not artillery fire), however, may never be more than two hits per firing Short Bow & Longbow Missile unit & one per firing Skirmish unit or Missile unit armed with other weapons. Furthermore, no unit may suffer more than one hit from skirmish fire in a single volley (die

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roll.) This will encourage players to spread out their skirmisher fire onto multiple different targets. Units that are fired on by a handgun will calculate their hits with their targets armor class reduced by one level (lowest level is AC3.) Any unit that is not already disordered & suffers a hit from fire by a skirmisher will be disordered. The hit will not count as a hit. It will instead disorder the target. If a disordered unit suffers a hit from skirmish fire then it will apply as a normal hit. As skirmish units can never be disordered, they will simply suffer a hit. When missile units are firing at mounted troops then they will calculate the casualties inflicted by using the Armor Class rating of the riders mount. When double-based units are hit by missile fire then use the armor rating of the most heavily armored unit to determine casualties. 26.5 FIRE PRIORITY & FIRE AT MULTIPLE TARGETS If there are multiple targets in the firing units arc of fire then the first hit must be taken off of the closest enemy unit that is located in the PZ. The second hit may be placed on any target in the firing units arc of fire. If not enough pips were scored to inflict a casualty on a target in the PZ then there will be no casualties. All targets that either suffered a hit or that were located in the PZ will have to take a Received Fire Reaction Test. Note that as skirmishers, chariots, & elephants do not have a PZ then when they fire only units that actually suffer hits will be required to take a Received Fire test. 27.0 MELEE COMBAT Whenever opposing units come into legal base-to-base contact, Melee combat will occur. Units may only come into contact with the enemy as a result of a successful charge or pursuit. Each melee will be resolved after all Reaction Tests that might possibly draw more units into the melee have been resolved. This includes all relevant Attempt to Close & Enemy Threat tests. All of the units that belong to a single body that wish to join a melee must attempt to do so before the first round of the melee is resolved. After the first round has been conducted further units of that body may not voluntarily join the melee until the players next turn. After all of the units of a single body that wish to & that are able to have joined the melee then the melee will be resolved. Another round of melee will also be fought whenever a new unit joins the melee. Hence if units from a different body join the melee then another round of melee will be fought, even though it is still the same turn. Note that it will not be possible for multiple attackers to charge together unless they are part of the same body. Some melees will go on for several rounds & will last for more than one turn. These melees will fight a new round during each players turn whenever it is

2004 John Kelly Page 23 their time to act (acting with units from right-to-left or left-to-right.) A multi-unit body of attacking units may move into contact with a multi-unit body of defending units. If this occurs then the units should be paired off in a logical way so that there will be several melees. The attacker has the final say in how melees are divided up & in deciding in what order they will be resolved. In general, each attacking unit must be paired up with the defending unit that is in contact with the greatest portion of the front edge of the attackers stand. If a double-based unit is engaged in a melee then the unit based on the front of the stand will fight. Its armor rating will be used in determining the number of casualties.

27.1

MELEE PROCEDURE Once opposing units are in contact, then one should first define which units will be involved in each melee. Each melee will be rolled for separately. Each meleeing unit that is in edge-to-edge contact with an enemy unit may roll 1D6 modified by any Melee Modifiers. If a unit of either side has at least 15mm of one of its edges in contact with an enemy units edge & either unit has a front edge in contact then both units will be allowed to roll in the combat. If neither unit has at least 15mm of any of its edges in contact with an enemy or if neither unit has any portion of its front edge in contact with the enemy then there will be no combat. For example, there will be no combat between opposing units that only contact each other through their flank or rear edges. Each meleeing unit that is in either corner-tocorner, flank edge-to-flank edge, or partial (<15mm) front edge contact with an enemy unit may provide a favorable die roll modifier to the melee. A unit that is in corner-to-corner or flank edge-to-flank edge contact with an enemy will only provide a die roll modifier if no enemy is in contact with their front edge & they are not in contact with the front edge of an enemy. A unit which only has its rear edge or rear corner in contact with an enemy may not provide a melee die roll modifier. A unit that is meleeing an enemy unit by being in front edge contact (>15mm) will not provide a melee modifier to any other unit. It is possible that a unit can provide a die roll modifier to more than one melee. Melee Modifiers will be applied to each stand separately. If there is more than one stand on a side in a melee then it is possible that the same modifier will be applied to more than one stand & hence will be added into the total more than once. All units in a melee with the same enemy unit will combine their melee dice pip score & modifiers to obtain a single total. Hits will be inflicted as for missile fire, section 26.3. A die roll of a natural 6 will always score at least 1 hit. Unlike Missile Fire, however, there is no limit to the number of hits that may be scored by each stand involved in a melee. When in melee combat, the riders

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Armor Class is used to determine hits on cavalry, not the mounts Armor Class. If a player has more than 1 stand involved in a melee then he may distribute hits as he sees fit so long as the following priorities are observed: 1) The first hit must be applied to a unit that is in edge-to-edge contact with the front edge of an enemy, 2) The second hit must be applied to the unit with the lowest AC (which may be the same unit), 3) If possible, the third hit must be applied to a unit that has not yet received a hit this round of melee. If more than 3 hits are scored then cycle back through this list again. Once a melee round is completed, all units take an Involved in Melee Reaction Test. Those still in contact will continue the melee in the next players turn. FIGURE #10

2004 John Kelly Page 24 engaged in a melee, then it must retain at least 1 hit & it may choose to pass along the other 2 hits to the other stands.

FIGURE #11

If all of the units in the diagram are in Phalanx Order, then unit A would be allowed to pass hits along to units B & C. Unit D would be allowed to pass hits along to unit E. If all of the stands are in Drilled Order then unit A would be allowed to pass hits along to units B & D. Any stand that is meleed by the enemy on its flank or rear or that is disordered may not pass hits off to other stands. 27.3 MELEE MODIFIERS The following listed factors will modify each melee die rolled. MELEE MODIFIERS All are per Stand +3 *CL Knights, Charging, 1st round +2 *Melee Cavalry, Charging Any, 1st round +2 *Barbarian Frenzy, Charging Inf, 1st round +2 Missile unit in corner-to-corner contact +2 CW+ 1st round of melee +1 CW 1st round of melee +1 *Melee Inf Charging Inf, 1st round +1 Superior Troops +1 *Pike vs Any +1 *Per Supporting Phalanx Stand (+3 Max) +1 Uphill of all enemies +1 Melee unit in corner-to-corner contact +0/+ 1/+2 Leader stand -1 Enemy in Light Fieldworks or behind Stakes -1 *Enemy is Pikes, Phalanx, or Shieldwall -1 Inferior Troops -1 Melee troops in nonclear terrain -1 Unit in Shieldwall -2 Enemy in Heavy Fieldworks -2 Fighting to Flank/Rear + Match-up Modifier
*Modifier does not apply if the benefiting unit is Disordered.

Body #1, which consists of units A, B, & C, has charged into contact with enemy Body #2 which consists of unit D. Unit B is in front edge & corner-to-corner contact with enemy unit D while units A & C are in corner-to-corner contact with unit D. All of the units will take part in the melee, though A & C will only provide a die roll modifier. The first hit suffered by Body #1 must be applied to unit B. If either A or C were engaged with an enemy stand to their front then they would not provide a DRM. 27.2 DRILLED & PHALANX ORDER CASUALTIES All stands that are in Drilled Order may pass up to 1 hit to each friendly stand that they are in contact with. Corner-to-corner contact does not count for this purpose. The stands receiving hits must also be in Drilled Order & may not also be involved in a melee. Hits may only be passed to stands that have fewer hits. All stands that are in Phalanx Order may also pass along hits to other stands. They may only pass along hits to stands that are lined up directly behind them. Only the first stand need be in contact with the stand suffering the casualty. All of the other stands need only be lined up directly behind it & in edge-toedge contact. The stands receiving hits must also be in Phalanx Order & may not be involved in a melee. For example, if a stand of Roman legionaries suffers 3 hits in a single round of melee & is in contact with two other stands which have no hits & are not

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Note that no unit type will receive a charge bonus when charging up a steep hill, in heavy woods, out of a stream or river, into or out of a town, or when disordered. In addition, mounted units will not receive a charge bonus when charging in poor ground, light woods, across ditches, pits, or stakes, or when charging elephants or the front of well ordered pikes. st CL Knights, Charging, 1 round: Melee cavalry that used a couched lance will receive a +3 melee bonus in the first round of melee whenever it charges or countercharges. No other charge bonuses will apply. st Melee Cavalry, Charging Any, 1 round: Melee cavalry will receive a +2 melee bonus in the first round of melee whenever it charges or countercharges. No other charge bonuses will apply. Skirmish cavalry do not receive this bonus. st Barbarian Frenzy, Charging Inf, 1 round: Infantry that has Barbarian Frenzy will receive a +2 in the first round of melee whenever they charge or countercharge other infantry or artillery. No other charge bonuses will apply. Missile unit in corner-to-corner contact: Any Missile, Skirmish, or Dual-armed unit that is in corner-to-corner contact with an enemy unit & is not otherwise engaged in a melee. st Melee Inf Charging Inf, 1 round: Melee infantry will receive a +1 in the first round of melee whenever they charge or countercharge infantry or artillery. Infantry with Barbarian Frenzy will not receive this bonus in addition to their usual bonus. Missile Infantry, Skirmish Infantry, & Static Infantry will not receive this bonus. st CW+ (or CW) 1 round of melee: This represents melee infantry that is also armed with a missile that they use in the first round of melee (combination weapons.) This is in addition to any bonus that they would normally receive for charging & applies against all troop types. Superior Troops: All elite troops, such as veteran Carthaginian African infantry, Roman Triarii, or lance armed Medieval Knights, will receive a +1 in each round of melee against all troop types. Pike vs Any: Each stand of pikes that is engaged in a melee to its front will receive a +1 each round of melee against all troop types. Disordered pikes do not receive this bonus. Per Supporting Phalanx Stand: All Phalanx Order units, whether armed with pikes or spears, will receive a +1 each round of melee for each supporting stand of Phalanx Order troops. Supporting stands must be lined up directly behind the stand they are supporting & in edge-to-edge & corner-to-corner contact. Up to three ranks of stands may provide support. Phalanxes only receive this bonus when they are fighting to their front & are not disordered. Each stand represents troops that are deployed about 8 ranks deep. While only about the first 5 ranks of pikes (& perhaps only the first 2 or 3 ranks of spears) are able to fight, phalanxes also manifest some of their combat power as a physical pushing. The troops in the rear simply push, so as to run over the enemy in front. For this reason, a second,

2004 John Kelly Page 25 third, & fourth rank of phalanx stands (total of 32 ranks of men), are allowed to add in to the combat. Leader stand: Each leader stand directly involved in a melee will receive a +0, a +1, or a +2 each round, depending on the leaders rating. Uphill of all enemies: All stands that are uphill of all enemies that they are in contact with will receive a +1 each round of melee. Melee unit in corner-to-corner contact: Any unit armed with only melee weapons that is in corner-to-corner contact with an enemy unit & is not otherwise engaged in a melee. A unit may only provide one of the cornerto-corner contact modifiers, not both (there is never a +3 modifier.) Enemy in Light Fieldworks: This 1 will apply each round of melee if fighting any stands that are so protected. Enemy behind Stakes: This 1 will apply to cavalry or chariots each round of melee if fighting any stands that are so protected. May not be combined with a Fieldworks modifier. Unit in Shieldwall: Any unit in a shieldwall will get a -1 modifier to its melee roll. Enemy in Heavy Fieldworks: This 2 will apply each round of melee if fighting any stands that are so protected. Enemy is Pikes, Phalanx, or Shieldwall: Any stand fighting the front of an enemy stand having any of these characteristics will receive a 1 each round of melee. Disordered units will not receive this bonus. This represents troops receiving extra protection from their tight formation & effective use of shields. Inferior Troops: Some troops may be rated as inferior. These will receive a 1 modifier in each round of melee. Melee troops in non-clear terrain: Melee troops were most effective in clear terrain. They were generally not expected to fight in poor terrain. Skirmishers were much more effective in this circumstance. Melee troops will receive a 1 each round of melee in poor terrain. They will count as being in poor terrain if either they, or their enemy, is in poor terrain. Fighting to Flank/Rear: Applies to any unit that is contacted on its flank or rear by an enemy. Match-up Modifier: Compare the troop types involved in the melee to determine the modifier for each stand.

MeI Mis SkI MC SkC Ele Art

MELEE MATCHUP-MODIFIER ENEMY UNIT MeI Mis SkI MeC SkC 0 +2 +3 +1/-1* +2 -1 0 +1 -1 0 -1 -1 0 -1 -1 -1/+1* +1 +3 0 +1 -1 0 +1 -1 0 +1 +1 -1 +2 +1 -1 -1 0 -1 -1

Ele -1 -1 +1 -1 -1 0 -1

Art +3 +1 0 +3 +1 +2 0

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MeI = Melee Inf, Mis = Missile, SkI = Skirmish Infantry, MeC = Melee Cavalry, SkC = Skirmish Cavalry, Ele = Elephants, Art = Artillery *Before 375 AD & after 1350 AD Melee Cavalry receive a -1 modifier against Melee Infantry & Melee Infantry receive a +1 modifier against Melee Cavalry. Note that the melee modifiers will make certain troop types more effective against some enemies than others. For example, infantry will receive their charge bonus when charging pikes, but cavalry will not. Elephants will be most effective against nonskirmishers. Cavalry will be less effective against elephants than infantry. 27.4 FLANK OR REAR ATTACKS Flank/rear attacks can be devastating. To qualify as a flank/rear attack, the attacking stand must have begun its movement with some portion of its front edge located out of its targets Frontal Zone. If any portion of the attacking units frontal edge was not located out of the targets FZ then a flank/rear attack may not be performed. The attacking unit also, must end its move in contact with the non-moving unit on any facing except the front. A front corner of the target unit counts as part of its front. Units that are subjected to a flank or rear attack will receive an adverse modifier on the Being Charged Test & will probably be disordered. A unit that is attacked on its flank or rear may never receive any positive melee modifiers. Units that are charged on their flank or rear will be allowed to turn to face the attack if they obtain a good result on the Being Charged Test. See 30.3. Otherwise, if they pass the first Involved in Melee Test then they will be allowed to turn to face their attacker. See section 30.5. FIGURE #12

2004 John Kelly

Page 26

Unit A has charged into contact with unit X & has contacted unit X on a front corner. As this will count as a frontal attack unit A will pivot & slide so as to be in edge-to-edge contact with the front of unit X. 27.5 CONTACTING THE FLANK OF AN ENEMY COLUMN When the flank of an enemy column is contacted by an attacking unit then the attacking unit will normally contact the flank of more than one enemy stand. The attacking stand must line up with the defenders so that one of the attackers front corners is lined up with a front corner of one of the defending stands. If the attacked stands obtained a result on the Being Charged Test that allows them to face then all of the stands contacted by the front edge of the attacking unit will turn to face the attacker. Each stand of the attacker will be placed in front edge-to-front edge contact with one of the enemy stands. Each of the remaining enemy stands will be placed in column behind the front stand(s). FIGURE #14

On the left side in the diagram above, unit A may conduct a flank attack on unit B. Unit B may not conduct a flank attack on unit A. On the right side of the diagram unit A has moved into legal flank contact with unit B. FIGURE #13

On the left side of the figure, Body #1 (Unit A) has charged into the flank of Body #2 (Units W, X, Y, & Z.) On the right side of the diagram the contacted units (X & Y) have received a favorable result on either their Being Charged or Involved in Melee test & have turned to face their attacker. Neither unit Z nor unit W will take part in the combat. 27.6 MOVING UNITS ENGAGED IN MELEE

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Units that are engaged in melee may not make any form of voluntary movement. They may not voluntarily break off from the melee unless they are not in contact with the frontal edge of an enemy unit. They may then voluntarily break off from the melee without restrictions. If a unit is engaged in melee by only corner-tocorner contact, is not contacted by the front edge of any other enemy units, & is not in the ZOC of any enemy units, then immediately after the first Involved in Melee test it may close the door. To do so it will swing around so as to allow its front edge to become flush with the flank of the unit that it was in corner-tocorner contact with. Its front corner must remain in contact with the front corner of the enemy unit. If a unit must move through the ZOC of an enemy as it moves to close the door then it may not do so. DO, PO, RO, Leader units, all units located in any form of fortification, & units in a shieldwall have the option of closing the door. They are not required to do so. Missile & Skirmish units may never close the door. IO & MO units must close the door if possible. Dual-armed cavalry units always have the option of closing the door. All other melee cavalry must close the door. This flank contact will not cause the unit that has been contacted to take a Reaction Test. It will, however, cause it to lose any positive melee modifiers that it has & it will count as being meleed to the flank in any Reaction Tests. If a unit that has been meleed to its flank or rear obtains a Face result on an Involved in Melee test & is not engaged in a melee to its front, then it may turn to face its attacker. When a unit turns to face a flank attacker then if necessary, the position of the opposing units should be adjusted so that they are in both edge-to-edge & corner-to-corner contact. FIGURE 15

2004 John Kelly Page 27 not receive any positive melee modifiers & will count as meleed to the flank in the Involved in Melee test.

In Figure #15, for example, unit X would not be allowed to turn to face. X cannot turn because it is also being meleed to its front. Y is allowed to turn to face A. If it does so then X will no longer count as being meleed to its flank. If possible unit A will immediately slide so as to be in full contact with unit Y. In general the defending units will turn to face while the attacking units will slide to line up. In the example in figure #16, if A were not able to slide into corner-to-corner contact with Y then it would still melee with Y & would not provide a melee modifier against X. See section 27.1.

FIGURE 16

Unit Y obtained a result on its Involved in Melee test that allowed it to turn to face the flank attack from unit A. Unit A immediately slides to line up with unit Y. FIGURE 17

Units A & B have moved into melee with unit X. Immediately after the first Involved in Melee test, unit A will swing around to close the door. In the first round of melee, as only units B & X were in edge-toedge contact, they were the only units allowed to roll 1D6 each. Units A & Y were only allowed to provide support in the form of modifiers. In the next round of melee all 4 units will roll 1D6 each. Units X & Y may

In the left side of the figure above the column of units A, B, C, & D has been attacked on its flank by units X & Y while unit Z has attacked the front of the column. On the right side the column somehow survived the

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attack & obtained a good result on its Involved in Melee test. This allowed units B, C, & D to turn to face the flank attack. The sequence of movement can be as follows: First unit B is turned to face X. This requires that C & D be moved backwards by the depth of one stand. Next Unit X slides over to line up with unit B. This requires that unit Y slide over by of a stands width. Finally, units C & D are turned to face unit Y. 27.7 SKIRMISHERS ATTEMPTING TO CHARGE Foot skirmishers may only voluntarily charge skirmisher units, non-skirmisher stands that have hits equal to or greater than their CV value, non-skirmisher units located in non-clear terrain, elephants, & scythed chariots. Mounted skirmishers may only voluntarily charge disordered units, other skirmish units, or units with hits equal to or greater than their CV. Skirmishers may not charge an enemy camp. They may attack an enemy baggage train. 27.8 CHARGING INTO AN ONGOING MELEE Units may charge into an ongoing melee. Infantry may never charge cavalry that is engaged in a melee. 27.9 ARTILLERISTS IN MELEE Artillerists are considered Missile units for melee. They never Pursue. If they Retire as a result of being involved in a melee then count it as a Rout. 27.10 ELEPHANTS & ATTACHED SKIRMISHERS Each stand of elephants may have one stand of skirmishers attached to it. The skirmishers should be in edge-to-edge & corner-to-corner contact with the elephants. They may be placed either in front of or behind the elephants. The skirmishers role, when attached to elephants, is to protect them from enemy skirmishers. To reflect this, the first hit suffered by the elephants from each volley of missile fire by enemy skirmishers must be placed on the attached skirmishers. The first hit suffered from meleeing with enemy skirmishers must also be allotted to the attached skirmishers. This applies even if the skirmishers were not in physical contact with the enemy. If, however, more than one hit is suffered in a single volley of missile fire or in a single round of melee, then any additional hits will be placed on the elephant. 28.0 RISK TO LEADERS All leaders are mounted on a stand with other figures. If a Leader unit suffers any hits in melee or from missile fire, the player must roll 1D6. If the result is a 6, the leader is at risk. Roll 1D6 again and consult the Leader at Risk Table. If a C-in-C is lost then he is assumed to immediately be replaced by a subordinate. If the C-inCs unit was lost then the replacement may be put with any remaining unit. The replacement leader will have a

2004 John Kelly Page 28 War Rating of 2, a +0 modifier in melee & for Reaction Tests, will be an Unknown Leader, & will have a Practicus style.

LEADER AT RISK TABLE DIE ROLL CONSEQUENCE 1, 2, or 3 MINOR WOUND. Carry on as normal 4 or 5 GRIEVOUS WOUND. Leader is removed. All units under his command take a Morale Test. 6 MORTAL WOUND. Leader is removed. All units under his command take a Morale Test.

29.0

REACTION TESTS The Reaction Test is the core of Warrior Kings. Players would do well to study this section. The Reaction Test represents the effect of various stressful situations on a units ability to perform tasks as ordered. The consequences of Reaction Test die rolls can often change defeat into victory, or vice-versa! Reaction Tests serve to limit the players control of his army. They are somewhat like the morale & command tests that are used in other rule systems. Most of the Reaction Tests are very straight forward with minimal complexity. Due to the wide variety of circumstances than can trigger it, the Enemy Threat Test is the most complicated Reaction Test. 29.1 HOW TO TEST REACTION Taking a Reaction Test involves taking the units original CV and applying the appropriate modifiers. Next roll 2D6 and compare the number on each die (NOT THE TOTAL) to the modified CV of the unit that is taking a Reaction Test. If the individual die score is equal or less than the units current modified CV then the unit has passed on that die. It is possible to Pass on two (2), one (1), or zero (0) dice. To determine the result of the Reaction Test first find the correct troop type (Melee or Missile/Skirmisher.) Next look at the possibilities listed under the proper number of dice Passed (2, 1, or 0.) Generally the first possibility encountered, when reading from top to bottom, that applies to your troop type is the correct one. A unit may only react to whatever caused it to take the Reaction Test. That is, if the Reaction Test requires it to fire then it must fire at the body that caused the reaction. If the Reaction Test requires it to charge then it must charge the body that caused the reaction. Reaction Test rolls are generally by body. That is, if several units in a body must take a Reaction Test, then a single roll is made for all of the units in the body. Modifiers are then applied to individual units as

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required. It is possible for some of the units to pass while other units fail. Often units of the same body may have different reactions to the same event. Only units that are located in the front rank of a body will take the Reaction Test (Very Important!) Units in following ranks may be forced to follow the front rank units. See section 19.5. 29.2 REACTION TEST MODIFIERS Most of the listed modifiers will apply in all Reaction Tests. Each test has the modifiers that apply to it listed with the test. Some of the modifiers are self explanatory. Leader stand with Body +0/+1/+2: If a leader stand or a body that contains a leader must take a Reaction Test then apply the leaders Reaction Test modifier to every unit in the body. The leader may choose to add or subtract his modifier to the die result. The choice is made after the die is rolled & need not be the same for each stand. This is an important game mechanic that enables a player to keep control of his forces. Charging Flank/Rear +2: Applies to any unit that is charging the flank or rear of an enemy. Used in the Attempt to Close Test. Each Friendly stand in contact +1 (Max +3): Each friendly stand in edge-to-edge contact will provide a +1 modifier to the testing unit. Corner-to-corner contact does not count. Edge-to-edge contact must be at least of one edge in order to count. Phalanx Order units may count up to 3 ranks of Phalanx Order stands that lined up directly behind the lead stand. They must be in edge-to-edge & corner-to-corner contact. A doublebased unit will always receive a +1 modifier from the other unit that it is based with. REACTION TEST MODIFIERS Leader stand with Body +0/+1/+2 Charging Flank/Rear +2 Each Friendly stand in contact +1 (Max+3) In Fieldworks or Camp +2 Uphill of enemy +1 Behind Stakes/In cover +1 Pikes receiving a Charge +1 Charging Pikes -1 Outnumbered -1 Terror Troops within 4 -1 Charged by CL Knights -1 Each Hit -1 Disordered -1 Fired on by Cannon -1 Army Shaken -1 Charged or Meleed in Flank/Rear -2 + Match-up Modifier In Fieldworks or Camp +2: If a unit is located in its camp or any form of permanent fieldworks then apply this modifier. Uphill of enemy +1: Apply if the testing unit is uphill of the enemy unit which caused the Reaction Test.

2004 John Kelly Page 29 Behind Stakes/In Cover +1: Applies if the testing unit is positioned with stakes to its front, in cover, or temporary fieldworks. Pikes receiving a Charge +1: Applies to all nondisordered units armed with pikes that are being charged through their front. Used in the Being Charged Test. Charging Pikes -1: Applies if charging a nondisordered pike unit through its front. Used in the Attempt to Close Test. Outnumbered -1: Count up all figures on each side that are involved. Units that provide a modifier due to corner-to-corner or rear edge contact are counted. The side with the fewest figures suffers this modifier. This modifier is used when missile units exchange fire. It is not used if missile units fire on non-missile units. Used in the Involved in Melee Test & the Received Fire Test. Terror Troops within 4 -1: Applies if any enemy terror troops are within 4 inches & in sight. Charged by CL Knights -1: Applies to any unit that is charged by Melee Cavalry with a CL attribute. Applies in the Being Charged Test & in the Involved in Melee Test. Units with a CL attribute do not suffer from this modifier. Note that this is the same as the Terror modifier & is listed separately for emphasis. Fired on by Cannon -1: Used in the Received Fire Test. Note that this is the same as the Terror modifier & is listed separately for emphasis. ARMY Shaken -1: The army has taken enough losses to become Shaken. See Section 30.6. Charged or Meleed in Flank/Rear -2: Used in the Being Charged Test & the Involved in Melee Test. Match-up Modifier: This modifier is only used in the Involved in Melee Test. Cross index the types of stands involved in the combat to obtain the proper modifier for each stand. If a stand is meleeing more than one troop type then use the most adverse modifier.

MATCH-UP MODIFIER ENEMY UNIT MI Mis SI MC SC Ele Art MI 0 +1 +2 0 +2 -1 +2 Mis -1 0 +1 -2 0 -1 0 SI -2 -1 0 -2 0 0 0 MC 0 +2 +2 0 +2 -2 +2 SC -2 -1 0 -2 0 -1 0 Ele +1 +1 0 +1 0 0 +2 Art -2 0 -1 -2 -1 -2 0 MI = Melee Inf, Mis = Missile, SI = Skirmish Infantry, MC = Melee Cavalry, SC = Skirmish Cavalry, Ele = Elephants, Art = Artillery 30.0 WHEN TO TAKE A REACTION TEST Reaction Tests must be taken as soon as they are called for. Any result is then carried out immediately. If this causes another Reaction Test then it will be done immediately. This continues until all of the reactions resulting from the moving units actions

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have been carried out. If multiple Reaction Tests are called for then the player whose turn it is may decide in what order he wishes to do them. He may intermix Firing, Reaction Tests, & Melees as he sees fit. All actions must, however, be completed before the player may move on to his next unit. Most units that are making involuntary moves will neither take nor cause other units to take a Reaction Test. Routing units (except for elephants) will not cause & need not take any Reaction Tests. While Pursuing units will cause enemy troops to take Reaction Tests, they will take none themselves. Units that are Giving Ground, Following Up, Withdrawing or Retiring do not take & do not cause another unit to take a Reaction Test. Units that Advance will cause enemy units to take a Reaction Test. If a double-based unit that consists of a Melee unit & a Missile unit must take a Reaction Test then the player may choose whether it will test as a Melee unit or as a Missile unit. If a body that is more than 1 stand deep (it could be in a column) is required to take a Reaction Test then only the units in the front row will test. See Section 19.5. 30.1 ENEMY THREAT TEST If a body containing Melee units (note that Missile units & Skirmishers do not count) starts more than 4 inches away from an enemy body & then moves toward it so that it is now within 4 inches then that enemy body must immediately take an Enemy Threat Test. This test will be taken as soon as the 4-inch threshold is reached, before the moving unit completes its movement. After any result is implemented then the moving unit, which caused the reaction, may complete its movement. The one exception to this circumstance is when the moving unit has announced a charge. In this case the moving unit, will move to inch away from the target of its charge. The target of the charge (this includes any units that will potentially be in either edgeto-edge or corner-to-corner contact with the charger) will not take an Enemy Threat Test in response to the charge movement. Instead they will take a Being Charged Test. Other units that are not a target of the charge will take an Enemy Threat Test. Hence it is possible that as the charger makes its move toward its target, it will suffer from fire or perhaps it may even be charged by other enemy units. For example, Body A which is composed of 3 Mounted Melee units in a line charges enemy Body X which consists of 2 Missile units in line. Enemy Body Y consisting of 2 Mounted Melee units in line is located just off of the right flank of Body X. First Body A begins to charge Body X. When it is 4 away from Body Y then Y must take an Enemy Threat Test. Should Y get a Charge result then it will move to within of A. A will then take a Being Charged Test. If A gets a Countercharge result then the two units are moved into contact & a melee is resolved.

Page 30 If, however, Y obtained a Halt result on the Enemy Threat Test then A would move to away from X. X will then take a Being Charged Test. Assume that the units in Body X obtain a Face & Fire result. They fire with no result. Body A now performs a Received Fire Test. They obtain a Continue result. Next Body A must take an Attempt to Close Test. Body A tests & closes with Body X, overlapping it by 1 stand on Body Xs left flank. The melee may now be resolved. Units that are engaged in a melee will never take an Enemy Threat Test. 2004 John Kelly

ENEMY THREAT TEST


MELEE UNIT Pass 2 die IN FIELDWORK/CAMP Halt ALL DUAL ARMED Face & Fire DRILLED & REGULAR ORDER Free Choice PHALANX Halt IMPETUOUS MOUNTED Charge OTHER MOUNTED Charge < AC4, Face Others IMPETUOUS Infantry Face Cavalry, Charge Others OTHERS Face & Halt Pass 1 die ALL Halt, No Fire Pass 0 die ALL Retire. Hits equal To CV will Rout. MISSILE/SKIRMISH UNIT Pass 2 die ALL Fire Pass 1 die ALL Fire & Retire Pass 0 die ALL Retire. Hits equal To CV will Rout. MODIFIERS Army Shaken -1 Leader stand +0/+1/+2 Each Hit -1 In Fieldworks or Camp +2 Disordered -1 Friendly stand in contact +1 Behind Stakes/In Cover +1 Uphill of enemy +1 Terror Troops within 4 -1

If a multi-unit body must take an Enemy Threat Test then a single roll of 2D6 is made for all of the units in the body. If any unit in a body is required to take an Enemy Threat Test then all units in the body that are within 4 of the enemy triggering the test or that are in contact with a unit that is within 4 must test. (Remember that only units in the front row of a body will test.) Any modifiers are then applied separately to the individual units. The result must be first implemented for the units that are closest to the enemy. The units that are farthest from the enemy will have their results implemented last. As the enemy approaches it is likely that more friendly units will be required to test. FIGURE #18

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Body #1 (consisting of units X, Y, & Z) has been approached by enemy melee unit A. It will take an Enemy Threat Test by rolling 2D6. Unit Y will get a +2 modifier to its CV for being supported by units X & Z. Units X & Z will each get a +1 modifier for support. Unit X must implement the result of the Reaction Test first, followed by unit Y then by unit Z. If a charge by a reacting unit serves to screen off the enemy body from units that have not yet implemented their Reaction Test result then no other units in the multi-unit body are required to implement the result of the Reaction Test. Use The Box Test to determine if the enemy is screened off. Connect the nearest two corners of the moving enemy body with the nearest two corners of the stationary body. If the blocking unit is in the box created then it is between them. If the player wishes to continue implementing results then he may do so, but he must continue with the next closest unit. He is not allowed to skip to a farther unit & thus to pick & choose which results he likes. The intent of this rule is to prevent an entire large friendly body from chasing after a small approaching enemy body. FIGURE #19

2004 John Kelly Page 31 obtains a fire result. Simply roll the dice, adjust the roll for any modifiers (turn the face of the die to the adjusted number) & let it sit on the table next to the target. As more units obtain a fire result then they will also roll & place their die on the table. No further fire will occur against a target once a reacting unit has obtained a charge result against it. This is because the charging unit will now be assumed to be moving in the way of any further firing at the target. Fire may still be conducted at units in the enemy body that have not been charged. The results of the fire will be implemented before the charge is resolved. Other units may screen a unit from having to take an Enemy Threat Test. If a unit, of any type, either friendly or enemy, that is not part of the moving body, is partially between the moving body of melee units & the stationary body, then no Enemy Threat Test will be taken by the stationary body. Use the Box Test to determine if it is between the two. As an example, it is possible that a smaller body of friendly skirmishers might screen a larger body of melee troops located behind it from taking an Enemy Threat Test. If the approaching enemy melee units drive off the skirmishers (a likely result) then they will no longer serve as a screen. There can be extreme circumstances where two long battle lines, each a single body, are separated by a single skirmish (or other type) unit. It would be absurd to have the skirmishers screen the entire nonmoving body. In such a circumstance, use the box test on each unit to determine if it is screened off.

FIGURE #20

Melee unit A has approached enemy units X, Y, & Z. Units X & Y are screened by unit Z. If unit Z does not Retire or Withdraw out of the way then units X & Y will not be required to take an Enemy Threat Test. Unit X received a Face & Fire result. As enemy unit A was already in its fire arc it was not required to change its facing. It fired & missed. Next unit Y obtained a Charge result. Here it has been moved into contact with unit A. Unit Z will not be required to implement whatever result it obtained & it may not fire if it obtained a Fire result. If any unit fires on the approaching enemy then its fire may be combined with any other unit that also If a result calls for the reacting unit to fire & the target is out of range, then the reacting unit may hold its fire until the target unit moves into range. If the target chooses to stop out of range then there will be no fire. This will only be an issue for troops armed with javelins as their range is only 2 inches. Note that under MELEE UNIT Pass 2 Die Impetuous or Frenzied units will not charge if they are located in a town, camp or fortification. The DO & RO

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Free Choice result allows one to pick any of the results listed for a melee unit that has Passed on 2 die. The following example will illustrate how the Reaction Test works. A body consisting of three Persian melee infantry units is advancing toward a Greek peltast unit. The center Persian unit contains the Persian C-in-C. The three units are in a line three units across. On their movement turn, they move to 4 inches from the peltast unit. They now cause the Greek unit to take a "Enemy Threat Test. The peltast CV is a 4. There are no additional modifiers. Roll 2D6. The dice score is a 3 and a 1. Looking up the result under "Melee, pass 2 die" we see the peltast has a scored a result of "ALL DUAL ARMED Face and fire". Being dual armed with javelins, the peltast unit will be able to fire should the Persians continue to approach to within 2 inches. The Persian player continues to advance to 1 inch away. The peltast then fires (rolls 1D6) & misses. 30.2 RECEIVED FIRE TEST If a unit is fired on then it must immediately take a Received Fire Test if either it suffered a hit or was in the Primary Zone of the firer. Skirmishers will only cause a unit to test if a hit was inflicted. If a unit obtains a Fire result & the enemy is out of its fire arc, then it will turn to face the enemy & then fire. If a unit must ever turn more than 45 degrees then it will be disordered. If a unit obtains an Advance & Fire result then it will turn to face the enemy & advance of its usual move toward them. If this puts the enemy in range then it will fire. If a Fire & Retire result is obtained then the unit will turn to face the enemy, fire, & then Retire away from the enemy. Skirmisher Fire results in Continue means that the testing unit will continue whatever activity it was performing if the Received Fire Test was caused by skirmisher fire. A circumstance in which a unit might fire multiple times in a turn is when it is exchanging fire with another missile unit. Fire will continue & the units will continue to take Received Fire Tests until one side Retires or Routs. RECEIVED FIRE TEST
MELEE UNIT Pass 2 die CHARGERS Continue DUAL ARMED not Charging, Fire* DRILLED, PHALANX, SHIELDWALL not Charging, Halt* IN FIELDWORK/CAMP Halt IMPETUOUS Charge* OTHERS Face & Advance Speed* *Skirmisher Fire results in Continue. Pass 1 die CHARGERS Continue, Suffer Disorder MOUNTED Not Charging, Retire DUAL ARMED Halt, No Fire, Disordered OTHERS Halt & Disordered Pass 0 die ALL Retire. Hits equal To CV will Rout MISSILE/SKIRMISH UNIT Pass 2 die CHARGERS Continue OTHERS IN RANGE Fire OTHERS OUT OF RANGE Advance & Fire Pass 1 die ALL Fire & Retire

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Continuing our example, the Persians must now take a Received Fire Reaction Test. Although the peltast did not cause a casualty, the test is still taken by any units that were in the PZ of the firer. The center Persian infantry unit, with the leader, is the only one located in the firers PZ so it is the only one to take the test. The Persian infantry CV is 4. The modifiers would be +2 for leader (the Persian leader happens to have a Reaction Test modifier of +2), +1 for each unit in contact (so a +2.) The Persian modified CV is 8. No dice are rolled, as it is an automatic "MELEE UNIT, Pass 2 die". The Persian has a "Others Face & Advance 1/2 Speed" result. As the Persian infantry is classified as Irregular Order with a full movement rate of 5 inches, this movement would put him into contact with the peltast unit. He must now charge the enemy. 30.3 BEING CHARGED TEST Units that are attempting to charge into contact with the enemy must stop inch away from their target. The target of the charge must now take a Being Charged Test. Only the target units that will be in contact with the front edge or front corners of the charger must take this test. Other units in the body, which will not be contacted by the charger, do not test. BEING CHARGED TEST
MELEE UNIT Pass 2 die ANY ALREADY IN MELEE Carry On DUAL ARMED Face & Fire IN FIELDWORK/CAMP Halt INFANTRY Charged by Cavalry, Face OTHER Face & Counter Charge Pass 1 die PHALANX Charged by Any, Halt FOOT Charged by Melee Cavalry, Retire FOOT Charged to Flank/Rear by other, Halt & Disorder ALL IMPETUOUS Face & Countercharge FOOT Charged by Other, Halt MOUNTED Retire ANY ALREADY IN MELEE Disorder Pass 0 die ANY ALREADY IN MELEE Rout OTHERS Retire. Hits equal To CV will Rout. MISSILE/SKIRMISH UNIT Pass 2 die ANY ALREADY IN MELEE Carry On FOOT MISSILE Face & Fire or SWAP FOOT SKIRMISHER in Non-clear terrain, Face & Fire OTHER SKIRMISHER Fire & Withdraw if charged by melee troops OTHER SKIRMISHER Face & Stand if charged by nonmelee troops Pass 1 die ANY ALREADY IN MELEE will Rout ANY Charged by Melee Cavalry Retire FOOT MISSILE Halt, Disorder, & Fire FOOT SKIRMISHERS in clear, Retire

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The SWAP result under Pass 2 Die for MISSILE/SKIRMISH UNITS applies to missile units that have a melee infantry in edge-to-edge & corner-tocorner contact with their rear. The missile unit & the melee unit may trade places. The result is that the melee unit will receive the charge. This simulates tactics used in the Crusades. Note that under MELEE UNIT Pass 2 Die OTHER Face & Counter Charge will not counter charge if they are located in a town, camp or fortification. If a unit that is being charged on its flank or rear obtains a Face & Counter Charge result, then it will first turn to face its enemy before countercharging. If it must turn by more than 45 degrees then it will be disordered. If it obtains a Halt & Disorder result then it may not turn to face the enemy, but instead it will be struck on its flank or rear. Counter-charges do not cause a unit to take a Being Charged Test. The peltast unit is being charged and must now take a "Being Charged Test. Their base CV is a 4 with no modifiers. The dice score a 5 and a 4. The peltast unit has exceeded his CV on one die so must look under "Melee, Pass 1 die". The result is OTHER FOOT Charged by other, Halt". As the Peltast did not obtain a DUAL ARMED Face & Fire result they will receive the enemys charge at the halt without firing. 30.4 ATTEMPT TO CLOSE TEST If you are attempting to move into melee with an enemy unit, you must take an Attempt to Close Test. This applies to ANY move, either voluntary or involuntary, that will result in melee combat. This test is taken after the target of the charge has taken its Being Charged Test. ATTEMPT TO CLOSE TEST
MELEE UNIT Pass 2 die ALL Close Pass 1 die INFANTRY Charging Cavalry, Disorder &Halt OTHERS Close, No Charge Bonus Pass 0 die ALL Retire. Hits equal To CV will Rout MISSILE/SKIRMISH UNIT Pass 2 die ALL Close

If the chargers opponent counter-charged, then neither will take an Attempt to Close Test. Instead, both will automatically close & receive a charge bonus (if otherwise eligible.) The Persian unit has a CV of 4 with another +4 modifiers for support and leader. The modified score is an 8. No die roll is needed and they score a "Close" result. The Persians are now moved forward into contact with the peltasts. Note that the two Persian units in contact with the charger, who did not take a Reaction Test, are not moved. 30.5 INVOLVED IN MELEE TEST Each body, once all of its stands have finished a round of Melee, must take an Involved in Melee Test. This test may either be taken by body or for each separate melee, at the players choice. Stands that were involved in the melee due to corner-to-corner contact are not affected by the results. Face, Give Ground, Follow Up, Retire, Withdraw, Rout, and Pursuit outcome moves will be performed immediately. Remember that out of these possible outcomes, only Pursuit moves can cause further Reaction Tests. INVOLVED IN MELEE TEST
MELEE UNIT Pass 2 die MOUNTED that did not cause enemy Foot to Rout or Retire, Withdraw DRILLED SWAP or Carry On or Face OTHERS Carry On or Face Pass 1 die PHALANX Meleed to front by any will Carry On FOOT Meleed to flank/rear by any will Rout OTHER FOOT in melee with mounted, Retire OTHER FOOT in melee with other will Give Ground. MOUNTED that did not cause enemy to Rout, Withdraw, or Retire, will Retire Pass 0 die ALL Rout MISSILE/SKIRMISH UNIT Pass 2 die MOUNTED that did not cause enemy to Rout or Retire, Withdraw OTHERS Carry on or Face Pass 1 die ALL Retire. Hits equal To CV will Rout.

Pass 0 die ALL Rout


MODIFERS Leader stand +0/+1/+2 In Fieldworks or Camp +2 Shaken -1 Each Hit -1

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30.6

When two opposing units obtain the same adverse result on the Involved in Melee Test (both Give Ground, both Retire, Both Rout), the unit with the higher modified current CV will continue to melee while the other has the adverse result. If both units have the same current CV then they both receive a hit and continue the melee. If both units have hits equal to or greater than their CV & both get a Rout result then simply remove both units from the table. Under MELEE UNIT Pass 2 Die DRILLED SWAP, Carry On or Face means that a Drilled Order unit that is involved in a melee may exchange places with another Drilled Order unit that is in edge-to-edge & corner-to-corner contact with its rear edge & that is not already involved in a melee. Scythed Chariots that do not cause an enemy to Rout, Retire, or Withdraw are destroyed regardless of their own result on the Involved in Melee Test. INVOLVED IN MELEE MATCH-UP MODIFIER ENEMY UNIT MeI Mis SkI MeC SkC Ele Art MeI 0 +1 +2 0 +2 -1 +2 Mis -1 0 +1 -2 0 -1 0 SkI -2 -1 0 -2 0 0 0 MeC 0 +2 +2 0 +2 -2 +2 SkC -2 -1 0 -2 0 -1 0 Ele +1 +1 0 +1 0 0 +2 Art -2 0 -1 -2 -1 -2 0 Results of the melee are as follows. The peltast unit received 2 "hits". The Persian unit 1 "hit", unfortunately it was the leader who was killed. Both units now must take an "Involved in Melee Test. They would test whether or not they had received casualties. The Peltast has a modified CV of 2 (4 minus 1 for each "hit") and the die score is 3 and 4. They have Passed 0 dice and score a Rout. The Persian unit has a CV of 3 (4 minus 1 for the "hit"). It is no longer in contact with the other Persian units so it does not receive a modifier for their support. They roll a 4 and a 1. They then Pass 1 die. This is a result of OTHER FOOT Give Ground. Because the Greek unit Routed, the Persian unit will not be pushed back 1 inch. It will, however, be disordered. The Persian unit must now roll 1D6 to determine if it will pursue the routed Greek unit. As it is classified as Irregular Order, it will modify the roll by +1. A 2 is rolled so there is no Pursuit. The routed unit is now picked up from the table.

MORALE TEST If the C-in-C is lost due to rout, wounds, or death, the whole army must immediately take a Reaction Test. If a Sub-Leader is lost, only the units under his control must take this test. A Morale Test must also be taken by the entire army if its camp is lost. A unit must take a Morale Test if it is moved through by a friendly routing unit. Each side should keep a tally of all of its units that have a base unmodified CV rating of 4 or more. These will be classified as its Main Combat Units (MCUs.) Skirmish units & any units with a base CV of 3 or less are not counted. If an army is a Skirmish Cavalry Army (see section 35.1) then it will count Mounted Skirmish units as MCUs. Chariots that are classified as Mounted Skirmishers will always be counted. MORALE TEST MELEE UNIT
Pass 2 die Pass 1 die Pass 0 die ALL Carry on ALL Take 1 Hit ALL Retire. Hits equal to CV or in Melee will Rout.

MISSILE/SKIRMISH UNIT
Pass 2 die Pass 1 die ALL Carry on ALL Take 1 Hit

Pass 0 die

ALL Retire. Hits equal to CV or in Melee will Rout. Shaken -1


Each Hit -1 Disordered -1

MODIFIERS
Leader stand +0/+1/+2 In Fieldworks or Camp +2

Each Army will have a starting Morale level of 30/60. This means that the army will become Shaken & receive an adverse modifier of -1 to the CV of all units that take any type of a Reaction Test when it has lost 30% of its MCUs & it will have to withdraw from the battle once it has lost 60% of its MCUs. The armys morale level may be adjusted up or down by one or more levels as a result of their PreBattle Maneuver, because of harsh weather, or because of other campaign events. Each level of adjustment upward will improve the armys morale such that it will not receive the -1 Reaction Test modifier until it has lost an additional 10% of its MCUs & it will not have to withdraw until it has lost an additional 10% of its MCUs. Each level of adjustment of the armys morale downward will mean that it will receive the -1 Reaction Test modifier when it has lost 10% fewer of its MCUs & it must withdraw when it has lost 10% fewer of its MCUs. For example, if an army has had its morale adjusted downward by two levels as a result of events during its Pre-Battle Maneuvers then it will receive the -1 Reaction Test modifier when it has lost 10% of its MCUs & it will have to withdraw from the battle when it has lost 40% of its MCUs.

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The -1 Reaction Test Modifier will be active the instant that a side has passed the threshold of lost units. A unit will count as lost once it has routed. If a side consists of separate armies then they should track their losses & test for morale separately. Roll 2D6 for each body that must take a Morale Test & apply appropriate modifiers to the individual units. The Persian units must now take a "Morale Test for losing their C-in-C. Each unit rolls separately. The center unit has a modified CV of 2 (4 - 2). The die score is a 3 and 5. They "Pass 0 die" and Retire. As all retiring units take 1 hit, the Persian unit will now have 3 hits & a modified CV of only 1. The left Persian unit has a CV of 4. The score of the dice are 4 and 6. They "Pass 1 die" and take a "hit". The right Persian unit has a CV of 4. The score of the dice are 3 and 2. They "Pass 2 dice" and Carry On. 31.0 UNRELIABLE SUB-LEADERS Players may wish to make some Sub-Leaders unreliable. To do so, roll 1D6. If a 1 is obtained then the Sub-Leader is unreliable. If either a 2 or 3 is obtained then this die roll must be repeated just before the Sub-Leader is required to take his first Morale Test. Sub-Leaders will have their own units assigned to them. Whenever a Morale Test is taken then an unreliable Sub-Leader stand must test morale before any of the stands under his command tests. Should he Pass on 0 die then all of the stands under the unreliable Sub-Leaders command will immediately Rout. Any unreliable Sub-Leader will receive a 1 modifier to his CV when taking a Morale Test. If he passes then the stands of his command will check normally (without the -1 modifier.) 32.0 POST - BATTLE SEQUENCE Battles end when one side has been forced to withdraw OR the battle has ended by agreement. If the battle is ended by agreement then a winner is declared if one side has suffered two times as many Routed units as the other. Otherwise it is a draw. 32.1 CASUALTY RECOVERY Not all battle casualties are permanent. Men who have lost their way, lightly wounded men, scattered men, and deserters often wander back to the Colors to fight, or run away, another day. After the battle each side will make a Recovery Roll for each stand that was routed. Roll 1D6. If the die roll is equal to or less than the stands unmodified CV then the stand will be recovered. The die roll should be modified by the listed factors. An army will have Cavalry Superiority if it has 33% more stands (1.33 x) of cavalry than its opponent. Minimum eligible excess is 3 stands. Example: loser has 4 stands, the winner must have at least 7 stands, 6 is not enough even though 4 x 1.33 = 5.3 CASUALTY RECOVERY DRMS Lost, Victor Shaken +1 Lost, Victor Not Shaken +2 Lost in River Valley +1 Lost in Coastal Plain or Open Terrain & Victor has Cavalry Superiority +1 Was Surprised +1

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33.0

OPTIONAL RULES The following are optional rules that players may use if they so wish.

33.1

DOUBLE-BASED PIKE UNITS Players may prefer the look of double-based pike units. If so then all pike units may be doublebased with the usual rules for double-based units applying. This is the preferred way to base pike units, but as it is not the most popular way it has not been adopted as the standard. Double-based units cost +2 points more than single based units. Each stand of double-based units will represent 400 pikemen. 33.2 SEPERATELY BASED LEADERS Players may choose to base their leaders separately instead as part of a unit. Leaders based in this fashion will move as skirmish cavalry. Leaders that are based individually will never require orders to move & will never take Reaction Tests. They have no independent combat ability & they do not have a CV or armor rating. They may be fired at by missile units & will only suffer a hit if a 6 is rolled on a D6. When a 6 is rolled then the leader must roll on the Leader at Risk Table. If he is killed or injured then the model is simply removed. Unattached leaders may be charged by enemy units. The leader will automatically Retire for one move & the charger will automatically Pursue for one move. If the leader is ever contacted by the Pursuing unit, then he is captured & removed from the table. Leaders may be attached to other units. To do so simply move the leader adjacent to the unit that he is to be attached to. The leader will then be part of that unit & will move with it. He must check for injury each time that the unit that he is attached to suffers a hit. He may freely leave the unit & attach to another unit whenever it is his turn to move. 33.3 CAVALRY BREAKTHROUGHS For some historical scenarios or for fantasy battles players may wish to use this optional rule. It will increase the combat effect of melee cavalry. Mounted Melee units that have caused an opponent which was in clear terrain to Rout will roll for Pursuit as usual. If they pursue the routed unit & contact it then the routed unit is immediately picked up & removed from the game.

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The Pursuing unit must then continue moving forward & will contact any enemy unit that is within 4 inches & directly ahead. The advancing unit may drift sideways by of a stands width as it advances. It will not advance to contact an enemy unit that is in a fortified position or any terrain other than clear. For this purpose a low hill counts as clear terrain though a steep hill does not. No Attempt to Close Test is taken. The charging unit will automatically close with its opponent. The opposing unit must take a Being Charged Test. The charging Mounted Melee unit will not be disordered for the ensuing combat & hence will receive the melee combat modifier for charging. The combat will be resolved immediately. It is possible that a victorious unit may perform more than one such breakthrough combat. 33.4 FEIGNED FLIGHT Feigned Flight is a tactical movement option that is available to certain troop types. Irregular Order, Mounted Skirmish, & Mounted Melee may attempt a Feigned Flight. Cataphract Order & any Mounted Melee with the CL characteristic may not. The purpose of this tactic is to break up the enemys defensive line & to draw him out of a good defensive position. A Feigned Flight Order must be issued to a body of troops. The usual rules for issuing orders apply. In addition the body receiving the order must be located within 4 inches & in the ZOC of an enemy unit. The unit in Feigned Flight will perform an About Face and move directly to the rear for one full move as is determined in the Route column of the movement chart for the bodys troop type. It will end its movement facing away from the enemy & disordered (unless it is a skirmish unit which are never disordered.) All enemy Melee Infantry or Mounted Melee units that placed the fleeing enemy body in their ZOC shall undergo a Pursuit Check and immediately apply the result. The First Turn of Pursuit modifier will not be used. In this circumstance, infantry are allowed to pursue cavalry. If pursued then the fleeing unit must immediately take a Morale Test. Apply the result immediately. If the fleeing unit passes the Morale Test on two Die then it may elect to turn around to face the Pursuer. If it does not pass on 2 Die then it will suffer any adverse result & remain facing away from the Pursuer. If the pursuing unit has enough movement to contact the fleeing unit then it will automatically charge home. The Pursuer need not take an Attempt to Close Test & the fleeing unit need not take a Being Charged Test. Both units will be disordered for the ensuing melee. 34.0 SPEED OF PLAY The player may wish to adapt some of these conventions of play depending on the size of the battle. Play will be fastest if all Reaction Tests, Pursuits, &

2004 John Kelly Page 36 Retirements are rolled by body instead of by individual unit or melee. When two large battlelines collide one should roll a handful of die (with the correct number of die) for each battleline. After the roll assign a die to each meleeing stand. If a large body of archers is firing then roll a handful of die & assign a die to each firing stand. For fastest play then players should simply rout stands off of the tabletop once they have a number of hits equal to their CV.

35.0

SOLO GAMING Warrior Kings is ideal for solo campaigns and battles. Same side gaming is where all the players are on the same side and fight a side controlled by reaction guidelines which are dice result driven. 35.1 BASIC BATTLE TACTICS Each army in the lists has an Army Type that will determine its preferred Basic Battle Tactics. A Heavy Cavalry Army (HCA) has 33% or more of its stands as Melee Cavalry. A Skirmish Cavalry Army (SCA) has 50% or more of its stands as Skirmish Cavalry. A Heavy Infantry Army (HIA) includes at least 60% Melee Infantry. A Missile Army (MA) must have at least 33% of its stands as Missile stands. A Barbarian Army (BFA) includes at least 50% of its stands with Barbarian Frenzy. Any army not meeting any of these criteria will be classified as a Balanced Army (BA.) When playing solo, roll 1D6 on the correct table below. Surprised armies will use the Surprised Army Table. The result will determine the basic deployment and battle tactic that the army will use. Where an ** appears then consult the Army Type Match-Up Table to determine the strategy that will be used. If an army is outnumbered by more than 2:1 (counting stands) then a Defend strategy will always replace a **. HEAVY CAVALRY ARMY Die Roll 1 2 3 4 5 6 Basic Battle Tactic Broad Attack Echeloned Attack Echeloned Attack Envelope Flanks Envelope Flanks **

SKIRMISH CAVALRY ARMY Die Roll Basic Battle Tactic 1 Envelope Flanks 2 Skirmish & Flank March 3 Skirmish 4 Feigned Flight & Flank March 5 Feigned Flight 6 ** HEAVY INFANTRY ARMY Die Roll 1 2 3 4 5 Basic Battle Tactic Defend Penetrate Center Echeloned Attack Broad Attack Refused Flank

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MISSILE ARMY Die Roll 1 2 3 4 5 6 Die Roll 1 2 3 4 5 6 Basic Battle Tactic Defend Defend Defend Broad Attack Skirmish ** BARBARIAN ARMY Basic Battle Tactic Defend Penetrate Center Broad Attack Broad Attack Refused Flank ** BALANCED ARMY Die Roll 1 2 3 4 5 6 Basic Battle Tactic Defend Penetrate Center Broad Attack Refused Flank Echeloned Attack Envelope Flanks SURPRISED ARMY Die Roll 1 2 3 4 5 6 Basic Battle Tactic March Column March Column Center Deployed Defend Defend Roll on Army Type Table ARMY TYPE MATCH-UP TABLE OPPONENT HCA SCA HIA MA BFA BA RF BA EF EF EF RF FF BA S EF FF BA DEF BA EA PC PC EA DEF DEF EF RF EF RF DEF DEF BA PC RF EA --------- ----- ----- ----- ----TACTICAL DESCRIPTION AND SETUP

Page 37 Each Basic Battle Tactic is described below, including unit placement. For a battlefield that is 32 inches wide the Center is the 10 area (approximately 40% of the eligible deployment area) in the middle of the player baseline. For a battlefield that is 60 inches wide the Center is the 20 area in the middle of the player baseline. The Left & Right Flanks are the remaining portions of the baseline. Troops may not be deployed in the last 4 inches on the outside of each baseline. The deployment requirements should be viewed as guidelines which should be closely adhered to, but with minor deviations allowed. 2004 John Kelly

Flank March - Where this appears then in addition to the specified deployment a Flank march comprising 25% of the army will be attempted. March Column The entire army has been surprised while in a march column. The army may be deployed in up to three separate columns, all of which must be only one stand wide. Center Deployed One third of the army may be deployed as desired. The remaining two thirds must be deployed in no more than two columns, both of which may only be one stand wide. Roll on Army Type Table Roll again using the usual Army Type Table. Defend (DEF)- Army assumes defensive posture. Melee troops may not leave the deployment area until turn #4. 50% units in Center 25% of units on each flank Penetrate Center (PC)- Heaviest melee units are placed in center with light screen, while wings hold back to prevent being encircled. Objective is to push through the enemy center. At least some of the Center units must leave the deployment area on the first turn. 60% units in Center 20% units on each flank Broad Attack (BA) Units are evenly distributed & a broad frontal attack is made. At least some units in the center section & on each flank must leave the deployment area on the first turn. 40% units in Center 30% units on Left Flank 30% units on Right Flank Refused Flank (RF) One wing is weak. Attempt to attack and crush enemy force between attacks from center and oversize wing while other wing holds back. Units on the refused flank may not leave the deployment area until turn #4. 50% units in Center 35% units on attacking flank

HCA SCA HIA MA BFA BA 35.2

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15% units on refused flank Echeloned Attack (EA)- One wing is oversize. Attempt to attack and crush the opposing enemy flank & then roll up his battleline. Only units on the attacking flank may leave the deployment are on turn 1. At least some units from the Center must leave the deployment are on turn 2. No units on the defensive flank may leave the deployment are until turn 3. 40% units in Center 40% units on attacking flank. 20% units on defensive flank. Envelopment Flanks (EF)- While center is lightly held, fast moving units on the flanks attempt to surround both flanks of enemy army. At least some of the units on each flank must leave the deployment area on the first turn. A flank march must be attempted on one flank with 25% of its units. The remaining units go: 20% units in Center 30% units on each flank Skirmish (S) An attempt is made to wear down the enemy by skirmish combat. Heavy melee units are held in reserve until later in the battle. All melee units are placed in the center & may not leave the deployment area until turn 5. Feigned Flight (FF)- Lighter units attack enemy in hopes of drawing them out into open when the troops retire. Pursuing enemy is then surrounded. On the first two turns only skirmishers may leave the deployment area. 40% units in Center 30% units on Left Flank 30% units on Right Flank 36.0 CAMPAIGNING WARRIOR KINGS Now that you understand how to fight battles we will provide a campaign system. This is a simple system that allows all the battles to be linked together with the results of one battle influencing the result of subsequent battles. There is little if any book keeping & no diplomacy to "bog down" the campaign. The primary purpose of the campaign rules is to create a means for producing battles. Though specific armies are referenced these campaign rules can be used with whatever armies you have available. 36.1 HANDS OF FATE In this campaign system, players are only the Captain General of the army as all "policy" and direction are out of their control or more aptly in the "Hands of Fate". This system will produce many battles & will allow players to control different armies in the same campaign. The campaign presented in this example is THE RECONQUISTA - 1081 AD 37.0 THE SITUATION SO FAR

Page 38 After many years of being dominated and confined in the northern area of what is now Spain, two independent Christian states have risen to challenge the Moors. Although sometimes they are their own worst enemy, they have decided to reconquer the land for Christendom. They will use the Feudal Spanish army list. This crusade was known as the Reconquista. On the Moorish side the Caliphate that had ruled Andalus (Moorish Spain) has collapsed leaving a large number of "taifa" states. These small states have expansion as their first goal and are not afraid to fight their Moorish brothers, exactly as the Christians fight amongst themselves. They will use the Andalusian army list. This campaign can accommodate up to 4 players or may be played solitaire. At the start of the game each player chooses one state from the list. Castile / Leon / Asturias / Portugal / Galicia / Zamora -Christian Player #1, Capitol is Leon. 2004 John Kelly

Zaragoza / Albarracin / Valencia / Toledo / Denia / Murcia / Almeria - Moslem Player #1, Capitol is Valencia. Navarre / Aragon / Barcelona Christian Player #2, Capitol is Navarre. Cordoba / Baza / Granada / Seville / Jerez / Badajoz / Silves Moslem Player #2, Capitol is Cordoba. 37.1 GETTING STARTED After players have determined which state they will play they then roll to determine what their overall leaders War Rating is. This is done as per the Warrior King rules. 37.2 NON PLAYER STATES States that were not chosen by players will still be played in the campaign. Their War Ratings are rolled as normal. Non-player states will behave as player states in all ways. They go to war, make peace, fight battles, and have a National Morale. When they are called upon to fight a battle, players decide who will command their army. 37.3 TIME PASSAGE The campaign is played in yearly turns. Each turn consists of 4 seasons, spring, summer, fall (2 months each) and winter (6 months.) 37.4 TURN SEQUENCE 1 - Each player recruits his army for the upcoming year. This is done in the spring only. 2 - Players now roll to determine who is "Going to War". 3 - Players determine attacks. 4 - Attackers invade and defenders respond.

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5 - Battles are fought and retreats made. 6 Sieges are conducted. 7 Control of provinces is determined. 8 - National Morale checked. The Winter turn is handled differently. 1 - All units are removed from play. Return any captured leaders. 2 - Leader death checks are made. 3 - Regain National Morale. 4 - El Cid banishment is checked. 5 - Almoravid invasion is checked. 38.0 FORCES INVOLVED Each player receives one Basic List from the corresponding Army List. This is the army he will always have at the start of each Spring turn. It is his personal army which is most loyal to him & which will move about his kingdom with him. This army may not be split up & the players overall C-in-C (King, Amir, Caliph, etc) will always be assumed to be with it. Place this army in the players capitol province. This will be his states main army & the only force which is capable of moving about. Each province has its own feudal forces which will defend their home province but which will not leave it. They will attempt to repel any enemy forces that invade their province & they will fight alongside any friendly forces that come to aid them. Each area has a number of units equal to its recruiting rolls. When invaded the province with get this many rolls to raise feudal forces to repeal the invader. Feudal forces always are recruited immediately before a battle & appear at full strength. Several of the provinces that have the same name are distinguished by their geographical features. Each player may also hire mercenaries. Some provinces will yield an income (represented by mercenary recruiting rolls) that may be used to buy mercenaries (die roll for the mercenary unit received.) These mercenaries may either be placed with the players personal forces or they may be stationed in a province to stiffen its defenses. Players must roll to determine the mercenary forces that they will receive. Christian Player #1 Feudal Province Recruits Castile 10 (Capitol) Castile 6 (Mountains) Castile 6 (Mountains) Leon 10 (Capitol) Leon 8 (Coastal) Leon 6 (Mountains) Asturias 10 Portugal 8 (North) Portugal 8

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Page 39

Christian Player #2 Feudal Province Recruits Barcelona 10 (Capitol) Barcelona 8 (Mountains) Navarre 10 Aragon 8 Aragon 8 (Mountains) Moslem Player #1 Feudal Province Recruits Zaragoza 10 Albarracin 10 Valencia 10 Toledo 10 (Capitol) Toledo 6 (Mountains) Toledo 10 Denia 10 Murcia 10 Almeria 10 Moslem Player #2 Feudal Province Recruits Cordoba 10 (Capitol) Cordoba 6 (Mountains) Baza 10 Granada 10 Seville 10 (Capitol) Seville 6 (Mountains) Jerez 10 (Capitol) Jerez 10 Badajoz 10 Silves 10

Mercenary Recruits 3 2 4 2 2

Mercenary Recruits 2 2 2 2 0 1 1 2 1

Mercenary Recruits 3 0 1 1 2 0 1 1 2 2

Mercenary Recruits 2 0 0 2 1 0 2 1 1

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38.1 GOING TO WAR To determine if a state is "Going to War" roll 2D6 at the start of each Spring season for all states that are not currently at war. If a state is already at war then do not roll for it. If both die scores are equal or lower than the leader's War Rating, the state is "Going to War". Any other result means the state is at peace. A state will remain at war until either a peace is concluded or the enemy has been conquered. States may only initiate a new war during the Spring turn. Example: In the Spring Leo rolls 2D6 to see if Castile is "Going to War". He rolls a 4 and a 6. Leo's War Rating is 3 so Castile does not "Go to War". Zaragoza rolls a 2 and a 1. The Non-Player War Rating is a 3 so Zaragoza declares war. 38.2 WHO FIGHTS WHOM After it has been determined who is "Going to War" consult the table below to determine who is fighting whom. States will only be at war with adjacent states. If a state has two or more possible opponents then roll1D6 for each opponent and modify by the Belligerents Table below. Faction, Side, or Party, may be substituted for religion in other time periods. BELLIGERENTS TABLE +1 If opponent is different religion +1 If "hated enemy". -1 If opponent is same religion -1 If opponent of same religion is at war with a state of a different religion Example: Zaragoza has rolled successfully to "Go to War". The possible targets are as follows: Cordoba with a -1 modifier for same religion. Navarre with a +1 modifier for different religion. Castile with a +1 modifier for different religion. Leo rolls three dice and Navarre scores the high roll. Zaragoza and Navarre are at war. If more than one state has rolled to go to war then determine their opponents by the above procedure one state at a time. Randomly choose which state will go first. Once a state has had war declared on it then it will not roll to select an opponent. 38.3 WHERE TO ATTACK-SPRING The following procedure is used at the beginning of each Spring turn. Each state that is at war will determine which enemy province that he will attack. Randomly determine which state will go first. Each state will roll 1D6 for each province controlled by another player that is adjacent to one of his provinces. Modify the roll by the factors in the Attack Direction Table. The high total is the area that is invaded. Do this for each state. Once any province of a state has

2004 John Kelly Page 40 been attacked then that state may not roll to launch an attack. Once a province has been invaded then no other force may select it for an invasion. Each attacker will now simultaneously move their invading force into the attacked enemy province.

+ +4 -2 -2 38.4

ATTACK DIRECTION TABLE Mercenary Recruiting Rolls Lost Home Province Mountainous River Crossing

WHERE TO ATTACK- SUMMER & FALL Each Summer & Fall turn players that are at war will use the following procedure to determine where they will attack. As the order of play is important one must randomly determine which state will go first. Any army that is conducting a siege will not roll for a new attack but instead will continue its siege. Armies that are eligible to conduct a new attack will now roll 1D6 for each enemy province that is adjacent to the province that they are located in. Apply any appropriate modifiers. The high total is the area that is invaded. If an army is not adjacent to an enemy province then they will move by up to two provinces as per the usual rules. Once it has moved then it may roll to select a province to invade. 38.6 RESPONDING TO AN INVASION After all invading forces have been moved then the defenders will respond. They first roll 2D6 & compare the result on each die to their C-in-Cs War Rating. If the commander passes on both die then he will move his army through adjacent friendly provinces as far as is necessary to reach the invaded province. If he passes on only 1 die then he will move a total of two provinces toward the invaded province. The army must move up to two provinces, by a route that includes only friendly provinces, toward the besieged capitol. They must stop if they enter a mountainous province or if they cross a river. If he passes on 0 die then he will not respond to the invasion. Armies must always move by the most direct route. An army will always have to stop if they enter a mountainous province, if they cross a river, or if they enter a province that contains an enemy army. If a players capitol province has been invaded or if one of his provincial capitols is besieged, then his army will attempt to respond. Roll 2D6 per the usual procedure, but modify the C-in-Cs war rating by +1. If the C-in-C fails on both die then he will not respond to the invasion, but will carry on with his prior activity. It is possible that a defender may not be able to respond to an attack. If this occurs then the invaded province may appeal to an adjacent friendly province for help. Roll 1D6 & on a result of >4 the adjacent province will send its feudal forces (with a sub-leader)

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to help. An appeal may only be made to two adjacent provinces, but only one may actually resend troops. 38.7 RESOLVING INVASIONS If the defender cannot reach the attacked province then the attacker will fight any whatever force that is present. If the garrisoning forces are outnumbered by 2 to 1 (count the number of stands in each force) then they will remain in the capitol city (if one is present) & they will not fight a field battle. Each field battle will be decisive in that there will always be a winner & a loser. The loser will be forced to retreat either into an adjacent friendly province or into the provinces capitol. It will remain in the province that it retreated into & make no further voluntary movement for the remainder of the year. If its home province is recaptured then it will immediately move back into it. If there is no adjacent friendly province then the losing army will surrender & its leaders will be captured. If the friendly province moved into contains an enemy army & no unbesieged friendly army then they will surrender to that enemy army. Once the intrinsic forces are defeated or withdraw into their capitol then the attacker will occupy the province & may besiege its capitol. If there is no capitol then the province will be captured. If on a subsequent turn friendly forces come to lift the siege then any forces sheltering in the capitol will exit & fight a field battle along side the relieving army. If they are defeated then the siege will immediately be over & the province will be captured. 38.8 POST BATTLE RECRUITMENT After each battle is resolved then each side may replace some of their lost troops. Mercenaries may never be replaced, but players may replace units lost from their Basic Army list. Total up the number of units lost in the most recent battle, divide by 2, & round any fractions down. The player will then have this many free recruiting rolls to replace troops with. Example: Assume that before a battle an army had 20 units in its basic army & 5 mercenary units. If in the battle it lost 6 basic units & 3 mercenary units then it would be allowed to have 6/2 = 3 recruiting rolls. It would then be up to a strength of 17 basic army units & 2 mercenary units. If in the next battle it lost 4 basic units & 2 mercenary units then it would receive 2 recruiting rolls, giving it a strength of 15 basic army units. 38.9 SIEGES Some provinces will have a capitol that is fortified. Once any enemy field armies in the province have been defeated or have withdrawn into the capitol then the capitol may be besieged. The province will fall once all enemy armies have been expelled & the capitol has been taken. At the end of each season that an army occupies an enemy province that contains no enemy

2004 John Kelly Page 41 armies in the field a siege may be conducted. Roll 1D6. On a result of 5 or 6 the capitol falls. Each consecutive season of conducting a siege the besieger may add +2 to his die roll. If the capitol does not fall then the besieger must lose 1 infantry unit of his choice. An army that is conducting a siege will not break the siege to make a different attack. Do not roll for it to conduct an attack until the siege is completed. A player may voluntarily lift a siege at any time. If he does so then he must immediately move out of that province into an adjacent friendly province. The army will make no further movement or attacks that season. 38.10 ATTRITION When a force moves across mountains, enters a non-friendly province that has harsh terrain (desert, rough, etc. as defined by the scenario), or conducts a siege then the force must check for losses due to attrition. Roll 1D6. On a 5 or 6 it must lose 1 stand of mounted troops. On a 3 or 4 it must lose 2 stands of any troops. On a 1 or 2 there are no losses.

37.11

CONTROLLING A PROVINCE A province will be controlled by whomever controls the capitol. If there is no capitol then a province is controlled by driving out all enemy armies. If a besieged capitol has not been taken by the winter turn then the siege is broken. 39.0 NATIONAL MORALE All states have a National Morale or NM. This is arrived at by adding the states Base Morale to their current leaders War Rating (2, 3, or 4.) All states have a Base Morale as listed in the army lists. 39.1 CHECKING NATIONAL MORALE National Morale is checked at the end of each Spring, Summer, & Fall season, unless a state has collapsed in which case it is not checked. If the leader has been wounded or killed that season, do not count his War Rating towards National Morale. If a nations National Morale is reduced to below its starting level then it will remain at that level until the next Winter turn when it will return to normal. Example: It is the end of summer and the leader of Zaragoza has been killed. Zaragoza would not count his War Rating, and instead of a 5 National Morale they would have a 2. NATIONAL MORALE RESULTS TABLE Pass 2 die CARRY ON. People are supportive of the government. Pass 1 die SHAKEN. People are becoming less supportive. Subtract 1 from the current Base Morale. COLLAPSE. People no longer support the government's actions. Subtract 2 from the current National Morale. The

Pass 0 die

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leaders are overthrown & executed. Roll for a replacement leader. If the state is at war it will immediately sue for peace with all enemies. Any province containing enemy troops will be lost to the winner. Peace lasts until the next Spring turn. Winner become loser's "hated enemy". NATIONAL MORALE MODIFIERS -1 Lost Capitol +2 At Peace -1 Lost a Province +1 Won a battle +1 Captured a Province To check National Morale roll 2D6 and modify each die by the appropriate modifiers. Apply the die scores individually towards the NM. This is the same procedure used for Reaction Checks. Compare the results to the National Morale Results Table. If the die score is equal to or less than the NM then it is said to be a passing score. Only provinces lost or battles that occurred in the current season are counted. Sieges do not count as battles. All modifiers are cumulative. That is if a player lost the province that contains his Capitol then he would receive a -2 modifier. Example: Zaragoza and Castile go to war in the summer. Zaragoza decides to invade Castile. A battle occurs in which Castile wins and Zaragoza is defeated, their leader killed in the battle. At the end of the season morale is checked. Castile has a Base Morale of 2, a War Rating of 3, and has won the battle for an additional plus one giving him a total of 6 for National Morale. This is an automatic Carry On result on the Morale Results Table. It is Zaragoza's turn to check. Zaragoza has a Base Morale of 2 & counts 0 for War Rating until next season when the leader would be re-rolled. Leo, who was playing Zaragoza, rolls a 3 and a 5. This is a result of Collapse on the Morale Result Table. Zaragoza is now in a state of enforced peace with Castile through the next Spring turn. Zaragozas NM will return normal in the next winter turn. Castiles will stay as is. Castile is now Zaragoza's "hated enemy". 40.0 WINTER AND LEADER DEATH CHECK During the winter season all states must check to see if any Leaders, including El Cid, have died. Roll 2D6 per leader. On a roll of > 11 the leader is dead. Modify the die roll by +1 if the National Morale is below its starting level. Modify the die roll by +2 if the leader was captured. If the leader dies then roll the ratings of a new leader. Otherwise, the leader lives on. All captured leaders must be returned each Winter. 41.0 WINNING THE CAMPAIGN It is best to play the campaign in full years. Three years at least is the shortest recommended time period and it can last as long as interest continues. In any case, the length of the campaign should be agreed upon prior to the start. As for determining a winner, that

2004 John Kelly Page 42 is pretty much decided by the players. It is usual for one player to fight with two or three others, making it hard to determine who won. The main goal is to have fun and fight battles. However, as with the battle rules, it should be pretty obvious who wins.

PLEASE NOTE! This ends the Basic campaign system. What follows are rules specific for the Reconquista.

42.0

ENTER THE ALMORAVIDS The Almoravids were a fanatical Moslem sect that was invited into Spain in 1085 by the Andalusians (Moors) to assist in the fight against the Christians. They arrived and defeated the Christians in the battle of Zallaka. Instead of following up this victory they immediately began to subjugate their Andalusian friends. You figure! The Almoravid invasion check is rolled in the winter, invasion occurs in the spring. The Almoravids will only invade once. They will use the Almoravids (Fanatic Berber) army list. The Almoravids will invade on a roll of 6 or greater & will automatically invade in 1087.They invade with one Basic List and 13 Recruiting Rolls. Roll 1D6 to see their arrival point. On a 1-4 it is Jerez while on a 56 is Murcia. ALMORAVID INVASION TABLE Roll 1D6 and modify below. +1 Each Moorish area controlled by Christians. +1 Each Winter turn after 1081. If one is using different armies then the Almoravids could be replaced by other forces such as Mongols, Barbarians, Vikings, or Orcs! 42.1 CHRISTIAN RESPONSE After invasion, the Almoravids are allowed a "free move" through as many areas as is necessary to attack the closest Christian area or Christian army. This may be through any Moorish controlled areas. If there are several provinces to choose from roll 1D6 for each province & apply any relevant Attack Direction Modifiers. Upon contact with the Christians, the Leader of that state is allowed to defend the area as normal and also issue a "Call to Arms". This is an attempt to gather allies to fight the Almoravids. Roll 1 recruiting roll for every Christian Capitol that remains under Christian control. These forces are then automatically moved to join the battle. After the battle, they will remain until the end of the year as normal. El Cid may not participate in the first battle versus the Almoravids. Example: The Almoravid has landed in Murcia in the spring of 1085. Castile controls the closest Christian area. The Almoravids are immediately moved there regardless of distance. The Christian player,

WARRIOR KINGS
Castile immediately issues a Call to Arms. He receives 7 recruiting rolls for all of the Christian Capitols controlled by both Castile and Navarre. These are immediately moved to join in the battle. 42.2 THE ALMORAVIDS WIN OR LOSE The Almoravids do not have a capital in Spain. They will remain in whatever province they may have captured. If they failed to capture a province then in the first Winter turn they will withdraw to the nearest Moslem controlled province. Their army is not disbanded and they do not receive recruiting rolls. They will automatically go to war the following spring, determined as normal. For campaign purposes, the Almoravids do not count the same religion modifier for determining whom they are going to war with. If winter comes round again and they do not have their own area, then they are removed and assumed to have returned to Africa. If they have their own area, then they will function as the other non-player states. Example: After defeating the Spanish in the summer, but failing to capture a province the Almoravids fall back to Zaragosa and spend the winter there. They keep their full army and in the spring invade Toledo. After a battle they capture an area from Toledo and this becomes their capital. 43.0 EL CID - "FOR GOD, ALFONSO, AND SPAIN!" Rodrigo de Vivar or El Cid as he became popularly known was a lesser Castilian nobleman who rose to power during this time period. Some look upon him as a hero, desiring only to unite all of Spain, others as an adventurer out for personal gain. In either case, El Cid is represented in this campaign as follows. El Cid is represented by 1 knight unit, Mounted Melee, CV6 AC5, 3 figures, using a couched lance (CL), Impulsive, & Superior. He starts the game controlled by Castile. El Cid's War Rating is a 4, Reaction Test modifier +1, Melee modifier +2, and will always command the field army as the C-in-C when fighting for Castile or ANY other state. His war rating will not be used when checking National Morale. Each winter turn roll to see if he has been banished by Castile. BANISHMENT TABLE YEAR 1081 1082 1083+

Page 43 When banished roll an additional 1D6 to determine what his force will do. On a roll of 1- 4 he will join Zaragosa, on a 5 -6 he will join Cordoba. At the end of each year or until he dies, either in battle or by a Leader Death Check, roll 1D6. On a roll of 1 - 3 he remains in the employ of his benefactor. On a 4 - 5 he rejoins Castile being reduced to one knight unit. On a 6 he receives a Basic List in addition to whatever units he may still have. In the spring he will automatically "Go to War" with any Moorish state, determined as normal. He is still subject to banishment as outlined above If El Cid returns to Castile and is banished a second time he will automatically receive the one Basic List and join the Moors as outlined above. 2004 John Kelly

Example: In the summer of 1081 the Castilian player roles a 4. El Cid is banished and another d6 is rolled. This time a 5 is rolled indicating that El Cid and his army of 1 Basic List will join the forces of Cordoba. In the winter of '81 he rolls a 3 and remains in the employ of Cordoba. In the following winter of '82 he rolls a 5 and rejoins Castile, his units are removed. The winter of '83 a 2 is rolled and he is banished once again. This time he will automatically join a Moorish state to be determined as normal and receives 1 Basic List. El Cid may only return to Castile once. He may not rejoin Castile if already banished twice but instead count rolls of 4 or 5 on the check as a 6. 44.0 CRUSADER STATES CAMPAIGN This campaign covers the wars fought by the Crusades & the Crusader States from about 1090 AD to 1200 AD. The First Crusade ended in August of 1099 with the defeat of the Fatimid Egyptian army outside of Ascalon. The Crusader states were greatly diminished after the defeat of the army of the Kingdom of Jerusalem at the battle of Hattin in July 1187. This campaign is set in 1120. The Crusaders states will generally be outnumbered, but the Muslims states will not be united. Except as listed otherwise the existing campaign rules will be used. The following states are used in this campaign: Fatimid Egyptian, Aleppo, Damascus, the Seljuk Turks, the Kingdom of Jerusalem, the County of Tripoli, the Principality of Antioch, the County of Edessa, the Cilician Armenian Kingdom, & the Byzantine Empire. The following armies can be used: Fatimid th th th Egyptian 10 thru 12 Century, Syrian Muslims 11 th th th thru 13 Century, Seljuq Turk 11 thru 13 Century, Early Crusader Late 11th thru Early 12th Century (or th th Later Crusader Early 12 Century thru 13 Century), th th Cilician Armenian Late 11 thru 14 Century, & th th Komnenan Byzantine Late 11 thru 12 Century. Players may use either the Early or Late Crusaders lists as they wish. At this early date, however, the Military Orders were not yet active.

DIE ROLL 4 - 6 Banished 3 - 6 Banished 2 - 6 Banished

Upon his banishment El Cid receives one Basic List. This force is never replaced nor lost at the end of the year. El Cid may only recruit more units if he has conquered a Moorish area, never a Spanish one. He will then receive whatever mercenary rolls that province provides.

WARRIOR KINGS
44.1 BELLIGERENTS TABLE The Belligerents Table is used to determine who a power will go to war against & to request help.

2004 John Kelly Page 44 Use this table instead of the one listed in section 38.2. No power may go to war with Mosul.

BELLIGERENTS TABLE OPPONENT ACTIVE STATE Fatimid Aleppo Seljuk KoJerus Tripoli Edessa Antioch Byzan Armenia Damascus 44.2 Fatm ---1 +0 +1 +1 +0 +0 -1 +0 +0 Alep +0 --+0 +1 +1 +2 +2 +1 +0 +1 Selj -1 -1 --+0 +1 +1 +1 +2 +2 +0 KoJ +2 +1 +0 ---2 -2 -2 -1 +0 +2 Trip +1 +1 +0 -1 ---1 -1 -1 +0 +1 Edes +1 +2 +1 -1 -1 ---1 -1 +0 +0 Anch +1 +2 +1 -1 -1 -1 --+1 +0 +0 Byz -1 +0 +2 -1 -1 -1 +1 --+0 +0 Arm +0 +0 +1 +0 +0 +0 +0 +0 --+0 Dam +0 +1 +0 +2 +1 +0 +0 +0 +0 --Mosul ---2 -2 -------------2

ALLIES If a power has had war declared on it then it may ask for help from other powers. Once a power has received help then it may not continue rolling for help from other powers. Select a power to ask for help & roll 1D6. One may not ask for help from a power that is already at war or that has already sent help elsewhere. Start with the power that has the most favorable die roll modifier. If two powers have the same modifier, then roll for the power that is the closest. Modify the roll by the DRM on the Belligerents Table. If the modified die roll is a 2 or less then help will be sent. Once help has been sent then the sending power will continue to provide aid for the remainder of the year. The aiding forces will be automatically placed with the power that they are aiding. No movement path need be traced out. If the aiding power is invaded then it will recall the forces that it sent. They will be immediately removed from the map & will appear back with its army at the beginning of the next season. An aiding force will always send a force of 10 stands or of its army, whichever is less. These stands will be taken from its allotment of recruiting rolls & will therefore reduce the size of its standing army. Mosul may use either the Seljuq Turks or the Syrian Muslim lists. 44.3 ARMY SIZE & LOCATION The size of each powers army will be the sum of the Recruiting Rolls of all of the provinces that it controls. No single force may have more than 30 units in it. Distribute the non-player units into forces that contain between 10 & 30 units each. The player may distribute his own units into as many forces as he wishes, though none may contain over 30 units. Each will have its own leader. One, & only one leader, may be a National Leader. The National Leader must always begin each year leading the largest force & located in the national capitol. Other forces should be placed in other provinces. 44.4 RESPONDING TO AN INVASION The player may choose the order in which his forces will respond to an invasion. Once a force has responded then no other force may respond to the same enemy force, though they may attempt to respond to other enemy forces. Non-player forces will respond in the order of their proximity to the invading force. The nearest force will attempt to respond first. 44.5 SIEGES When besieging a fortified city, the besieging player will subtract 2 from his siege die roll.

44.6

THE MAP The map is divided up into numbered land & sea areas. The areas that consist of desert have harsh conditions & will cause troops to be lost to attrition & perhaps adversely impact the morale of armies. Some borders of land areas are mountainous or are covered by rivers. Most areas contain a capitol city. In some cases the capitol will be a heavily fortified. Area Key. The format is: Area # Name of Area, Type of Troop, Recruiting Strength

Where no type of troop is listed then the faction controlling the area will recruit it own troop type. Where one is listed, all recruits must be of the listed type. The Recruiting Strength is the number of Recruiting Rolls that the province provides to its owner. All provinces that are controlled by the Muslims (Seljuqs, Fatimids, Aleppo, & Damascus), Armenians, & the Byzantines will have a Garrison strength of 8. All provinces that are controlled by the Crusaders will have a Garrison strength of 3. E1 Egypt, Fatimid Egyptian, 20 E2 Sinai, Fatimid Egyptian, 5 1 Gaza, 2 2 Krak de Montreal, 2 3 Hebron, 2 4 Ascalon, 3 5 Jaffa, 3 6 Jerusalem, 4 7 Kerak, 2 8 Amman, 2 9 Bosra, 4 10 Habis Jaldak, 3 11 Nabalus, 2 12 Caesarea, 3 13 Tiberias, 2 14 Acre (Port), 3 15 Tyre, 3 16 Belfort, 2 17 Banyas, 3 18 Damascus, 6 19 Sidon, 3 20 Beirut, 4 21 Baalbek, 4 22 Tripoli, 5 23 Krak des Chevaliers, 3 24 Tortosa, 5 25 Homs (or Hims), 4 26 Hamah, 5 27 Shaizar, 4 28 Saone, 4 29 Latakia, 4 30 Marrat, 4 31 Antioch, 6 32 Harenc, 3 33 Aleppo, 6 34 Buzaah, 4 35 Edessa, 6 36 Samosata, 4 37 Turbessel, 5 38 Azaz, 4 39 Corice, Cilician Armenian, 4 40 Alexandretta, Cilician Armenian, 3 D1 Eilat, 0 D2 Arabia, 0 D3 Jordan, 0 D4 Syria, 0 D5 Jazira, 0 C1 Nicosia, Komnenan Byzantine, 2 C2 Limassol, Komnenan Byzantine, 2 C3 Famagusta, Komnenan Byzantine, 2 A1 Adalia, Komnenan Byzantine, 20 A2 Sycas, Cilician Armenian, 4 A3 Iconium, Seljuq Turk, 4

A4 Anatolia, Seljuq Turk, 4 A5 Seleucia, Cilician Armenian, 4 A6 Tarsus, Cilician Armenian, 4 A7 Sebastea, Seljuq Turk, 4 A8 Sis, Seljuq Turk, 4 A9 Adana, Cilician Armenian, 4 A10 Sarvantikar, Cilician Armenian, 4 A11 Marash, Seljuq Turk, 4 A12 Melitene, Seljuq Turk, 4 44.7 STARTING CONDITIONS At the start of the scenario the provinces are divided up among the various powers as listed below. Each powers capitol is listed in italics. Byzantine Empire: C1 Nicosia, C2 Limassol,C3 Famagusta, A1 Adalia Cilician Armenian Kingdom: A2 Sycas, A5 Seleucia, A6 Tarsus, A9 Adana, A10 Sarvantikar Seljuk Turks: A3 Iconium, A4 Anatolia, A7 Sebastea, A8 Sis, A11 Marash, A12 Melitene, Aleppo: 26 Hamah, 27 Shaizar, 30 Marrat, 33 Aleppo, 34 Buzaah, D5 Jazira Damascus: 9 Bosra, 10 Habis Jaldak, 17 Banyas, 18 Damascus, 21 Baalbek, 25 Homs, D2 Arabia, D3 Jordan, D4 Syria Fatimid Egyptian: E1 Egypt, E2 Sinai Principality of Antioch: 28 Saone, 29 Latakia, 31 Antioch, 32 Harenc, 39 Corice, 40 Alexandretta County of Edessa: 35 Edessa, 36 Samosata, 37 Turbesse, 38 Azaz County of Tripoli: 22 Tripoli, 23 Krak des Chevaliers, 24 Tortosa Kingdom of Jerusalem: 1 Gaza, 2 Krak de Montreal, 3 Hebron, 4 Ascalon, 5 Jaffa, 6 Jerusalem, 7 Kerak, 8 Amman,11 Nabalus, 12 Caesarea, 13 Tiberias, 14 Acre, 15 Tyre, 16 Belfort, 19 Sidon, 20 Beirut 45.0 BRITISH ISLES A map of the British Isles has been included for another campaign scenario. Each area on the map should be considered to have a fortified town which must be besieged to be taken. Each Scottish area (S & H) will have 8 recruiting rolls if invaded, each Northern England area 10, each area in England 9, each area in Wales & Ireland 12 rolls. Each area on the map that contains a capitol will have 4 die rolls for mercenaries. The areas on the map are named as follows: I - # Ireland S - # Scottish Lowlands H - # Scottish Highlands NE - # Northern England E - # England NW - # Northern Wales SW - # Southern Wales Invasions may be launched from any coastal province in Ireland to any coastal province on the western shore of England from E-1 in the south to H-1 in the north & vice versa. One may wish to replace the Almoravids in the Reconquista with Viking raiders. If playing solitaire then it is suggested that Ireland be ignored & that there should be four countries (Scotland, Wales, Northern England, & England.) Scotland & Wales should belong to one faction while Northern England & England belong to the other faction. 46.0 46.1 DETAILED SOLITAIRE CAMPAIGN BASIC STRUCTURE OF THE CAMPAIGN This campaign is designed to be played solitaire. The player will be involved in somewhat detailed management of his Provinces while the opposing side will be run in a simplified fashion by the game system. In this campaign there are only two sides, the player & his opponents. The opposing side can consist of several different Factions which may or may not cooperate. Maps & specific scenarios are available in the file section of the Warrior Kings Yahoo group. 46.2 FACTIONS

If Factions are fully allied then they will cooperate as if they were a single Faction. If they are partially allied then they may enter each others territory without restrictions. If they are independent then they may not enter each others territory. They will not invade one another, but they will not cooperate in any fashion. 46.3 SEQUENCE OF PLAY Each Year will consist of 4 turns; Spring, Summer, Fall, & Winter.

Seasonal Turn Collect Income (Spring Only) Roll for Unexpected Expenses (Fall only) Purchase Mobile Army (Once per Year Only) Determine Weather Purchase Supply Roll for Initiative Send Reinforcements Initiative Side Moves Non-Initiative Side Moves Determine Supply Status Resolve Combats Resolve Sieges & Looting Demobilize (Winter Only) Leader Deaths (Winter Only) Influence Rolls (Summer & Winter Only) 46.4 PROVINCIAL RATINGS Each Province will have an initial rating for the following characteristics:

Population: 3 to 6 Economy: Robust, Expanding, Lagging, Primitive Forage: Abundant, Fertile, Skimpy, Desolate Disposition: Friendly, Supportive, Indifferent, Distrustful, Unfriendly The Population & Disposition will never change. The Economy & Forage ratings will change. 46.5 CONTROL OF PROVINCES A player will control a Province if he has Military Control of it or if it is Allied & not under Military Control by his opponent. Whether or not a Province is Allied will be determined only by Influence Rolls. A Province will be under Military Control by the player that is in control of its capitol. When a Province is under Military Control & is Allied, then the player may obtain income from it & control its garrison. If it is only under Military Control then the player may obtain income from it but may not raise military Forces in it nor will it provide its own garrison. 46.6 ECONOMICS A Province will produce income equal to the Population times the Economic Rating. The multipliers are: Robust = 2.5, Expanding = 2, Lagging = 1.5, Primitive =1. The monetary unit is the Nomismata (a Byzantine unit.) A player may attempt to improve the economy of Provinces that are under his Military Control (whether Allied or not) by investing in them. Each Year the player may invest in the economy of each Province one time. Only one investment may be made in each Province each Year. This may be done at anytime during the Year. The player must invest a sum of Nomismata equal to the Provinces Population. He will then roll 1D6. On a result of 4-6 the Economic rating is increased one level. Each Year that a Province is subject to a successful invasion (contains an enemy army that wins either a siege or a battle within the Province) its Economic level will automatically decrease by one level. Once a Province has suffered a successful invasion the player may not make an investment in it for the remainder of the Year. A Provinces economic level may not decline by more than one level each Year. The player may not improve the economies of Hostile & Neutral Provinces unless they are under his Military Control. 46.7 UNEXPECTED EXPENSES

In the Fall Season the player must roll to determine his unexpected expenses. He will roll 1D6 for every four Provinces that he has under his Military Control. The total obtained is the number of Nomismata lost to unexpected expenses, graft, etc. The player must pay his unexpected expenses if possible. If the player does not have enough cash on hand to pay all of his unexpected expenses, then he must first attempt to raise additional taxes in at least one of his Provinces. For each Nomismata that he falls short he must disband 2 stands of troops. 46.8 GARRISONS The intrinsic garrison of each Province will be a number of stands equal to 2.5 times the Provinces Population Rating. The range is therefore 8 to 15 stands. The garrison will be raised (at no cost) whenever it is needed by making the appropriate number of Recruiting Rolls. Once raised the garrison will continue to serve for the remainder of the Year & may not be raised again. Losses suffered by the garrison will be carried over from one Season to the next, but not from one Year to the next. A garrison may never leave its Province & never requires any form of supply. All Player Provinces that are both Allied & under Military Control will have garrisons. Provinces that are under the players Military Control, but that are not Allied, will not have garrisons. Provinces that are under the enemys Military Control but that are not Allied to him will not have garrisons. All Neutral Provinces will have garrisons. 46.9 MOBILE ARMY The player may purchase a Mobile Army with his funds. Each Nomismata will purchase one stand. Stands are raised by Recruiting Rolls. The player may make a number of Recruiting Rolls in each Province equal to its Population rating. If any further Recruiting Rolls remain to be made then they should be made off of an army list of foreign mercenaries. Choose whichever list will work for you. The players Mobile Army may be split up into as many Forces as he wishes & they may be stationed in any friendly Province. No more than one Force may be stationed in each Province. A Force may never be larger than 30 stands. When a Force is first assembled, it may never be smaller than 5 stands. Its strength may fall to below this as a result of losses. A player may find it necessary to place these smaller Forces in Provinces that are under his Military Control but that are not Allied. A Mobile Army may only be purchased once per Year. This must be done at the beginning of a Season. The player will normally purchase his army at the beginning of the Spring Season, but he may delay this till latter if he wishes. Delaying its purchase will decrease his supply needs but will severely limit his offensive & defensive options. The Mobile Army may be disbanded voluntarily at the beginning of the Winter Season. It will automatically disband at the end of each Year. Opposing Forces will always mobilize every Spring & will automatically disband every Winter that the weather is not Warm. An opposing Faction will receive a number of stands equal to the Population of the Provinces it controls. Enemy stands should be organized into as small a number of separate Forces as possible. The organization should be such that no Force has fewer than 10 stands or more than 30. The Forces should either be placed in the enemys capitol Province or in Provinces that border or are the closest to the players Provinces. 46.10 WEATHER Roll 1D6 each season to determine the weather. Drought: Decrease the Forage Rating of all Provinces by one level. Rivers are low. In the Summer all Forces must roll for attrition. Wet: Rivers are at flood stage. Normal: No special effects. Cold: In Fall Seasons units may not forage. In the Winter all Forces must roll for attrition with a -1 DRM. Warm: In Winter Seasons units may forage. Hostile armies will remain mobilized in warm Winters. Perfect: Improve the Forage Rating of all Provinces by one level. D R 1 2 3 4 5 6 Spring Drought Wet Normal Normal Normal Perfect Summer Drought Drought Normal Normal Normal Perfect Fall Cold Wet Normal Normal Normal Normal Winter Cold Cold Normal Normal Normal Warm

46.11

FORAGE & SUPPLY

Non-player controlled Forces are never affected by supply demands. The Player may buy supply. Each Supply Point costs one Nomismata. Each Supply Point will supply 3 stands for 1 Season. Units may also be supplied by foraging. Foraging may adversely affect ones Influence in a Province. Units that forage must do so in every Province that they enter that Season. Units may never forage in a Winter Season unless the weather is warm. Units may never forage in a Desolate Province. If a foraging unit moves through a Province that it cannot forage in then no Forage Roll is made & there is no impact on ones Influence in the Province. To be in supply a stand need only successfully forage in a single Province. Even if a stand has already successfully foraged in a Province then it still must continue to make Forage Rolls in each Province that it enters that Season. Foraging is automatically successful for all of the stands of a Force in a Province with a Forage rating of Abundant. Roll 1D6 to determine the success of foraging in a Fertile or Skimpy Province. Only 1D6 will be rolled in each Province for an entire Force. If several different Forces move through a Province then each will make separate rolls. In a Fertile Province the first 10 stands of a Force are automatically supplied. In a Skimpy Province only the first 5 stands of a Force are automatically supplied. The result of the Foraging die roll is as follows: % Supplied 100 50 25 Fertile 4-6 2-3 1 Skimpy 5-6 3-4 1-2

Any stands that are not supplied by foraging may then be supplied by the expenditure of Supply Points. Any stands that are not supplied will immediately disband for the remainder of the Year. Before disbanding, however, they will Loot the Province that they are in! 46.12 PROVINCIAL FORAGE RATING Each Year a Province will start with its listed Forage Rating. During the Year this rating may be changed as a result of Weather, of fighting in the Province, or as a result of Looting. Immediately after each battle or conclusion of a siege in a Province roll 1D6 to determine if there has been a change in the Forage Rating of the Province. On a result of 1-3 reduce the forage rating of the Province by one level for the remainder of the Year. Any Spring or Summer Season that a drought exits will result in the lowering of the Forage Rating of all Provinces by one level for that Season. Any Fall with Cold will result in the lowering of the Forage Rating of all Provinces by one level for that Season. Any Spring or Summer Season that Perfect Weather exits will result in the raising of the Forage Rating of all Provinces by one level for that Season. Any Fall with Warm will result in the raising of the Forage Rating of all Provinces by one level for that Season. Any Season that a Province is looted its Forage Rating will be reduced by one for the remainder of the Year. All changes to a Provinces Forage Rating are cumulative. A Forage Rating can never be better than Abundant or worse than Desolate. 46.13 LOOTING Either side may choose to Loot a Province. This may only be done if a Province does not contain any opposing Forces outside of its city. A Province may only be Looted if all of the defending Forces in it are confined to its city. When a Province is Looted then its Forage Rating declines by one for the remainder of the Year. If its Economic level has not already been reduced by one during the current Year then it will also decline by one level. The Looted Province will obtain a -2 Influence DRM if the Looter was the player. If non-player Forces Loot a Province then there is a 1 DRM. A Province may only be Looted once each Year. All of the looting Forces will then be in supply for the remainder of the Season. Stands that are forced to disband because of lack of supply will Loot both friendly & unfriendly Provinces. 46.14 ATTRITION All Forces, whether moving or stationary, controlled by the player or not, must check for attrition if: It is Winter & it is not Warm It is Summer & there is a Drought They cross mountains or desert Whenever a Force must check for attrition then roll 1D6 on the Attrition Table. The first stand lost must be either mounted or elephants if possible.

Die Roll <0 1-2 3-5 6 46.15

Stands Lost 3 2 1 0

Die Roll Modifiers -2 Cold in Winter -1 Desert

INFLUENCE ROLLS At the end of each Summer & Winter Season the player must make an Influence Roll for each Province that is either under his Military Control or that is adjacent to a Province that is under his Military Control. Opposing Forces will never make an Influence Roll. Provinces will always be either Allied, Neutral, or Hostile. Provinces that change their status may change from Allied to/from Neutral & Hostile to/from Neutral. They will never change from Allied to/from Hostile. INFLUENCE ROLL (2D6) >12 Province becomes one level Friendlier >9 Add a +1 DRM 6 to 8 No Effect < 5 Add a -1 DRM < 2 Province becomes one level more Hostile As a result of the Influence Roll the Province may change its status or it may acquire a DRM for future Influence Rolls. All DRMs acquired as a result of an Influence roll are retained permanently & are cumulative. The DRM may not be less than -6 or greater than +6. The following DRMs may also apply. Each die roll modifier is cumulative. The player simply needs to maintain a current running total of DRMs for each Province. Disposition: The Provincial Disposition rating will not change & will provide the following modifier. Friendly +2, Supportive +1, Indifferent +0, Distrustful -1, Unfriendly -2. Investment: Each Year the player may invest in the economy of each Province one time. After investing roll 1D6 to determine the result. On a DR of 4-6 your investment succeeds, a +1 DRM is obtained, & the Economic level is raised by one. On a 1-3 the money is lost to corruption. No DRM is obtained. Bribe: Each Season the player may attempt one bribe in each Province. A Bribe will be equal to the Population of the Province being bribed divided by 2 & rounded up. After paying the bribe roll 1D6 to determine the result. On a DR of 36 you are now viewed more favorably. A +1 DRM is obtained. On a DR of 1 your attempt is discovered & you receive a -1 DRM. Marriage: Each Year the player may marry off one relative to the ruling house of one Province. Roll 1D6 to determine the result. On a DR of 1-4 it is a modest success & a +1 DRM is obtained. On a 5-6 the leader is blinded by love & a +2 DRM is obtained. Forage: Every time that a friendly army forages in a Province roll 1D6 to determine the result. On a DR of 1-4 the locals are enraged. A -1 DRM is obtained. Lost Province: Every time that a Province either switches from Allied or is conquered by the enemy, then your prestige falls. All Provinces that share a border with it immediately get a -2 DRM. All other Provinces immediately get a -1 DRM. Death of Leader: If your overall leader dies then all Provinces acquire a -1 DRM. Assassination: You may attempt to kill the leader of one Hostile or Neutral Province that is not under your Military Control each Season. Pay 2 Nomismata & roll 1D6. On a 1-2 then the attempt was a complete disaster & a -2 DRM is obtained. On a 3-4 the attempt was a failure, but you escaped all blame. On a 5-6 the attempt succeeds & a friendlier ruler is installed. A +2 DRM is obtained. Invasion of Neighbor: If you invade a Province then nearby Provinces feel your military pressure. All Neutral & Hostile Provinces that share a border with it will roll 1D6. On a 1-3 they are enraged at your action. A -2 DRM is obtained. On a 4-6 you have earned their respect & a +1 DRM is obtained. Alliance with a Neighbor: Whenever a Province Allies with you then immediately roll 1D6 for all Neutral & Hostile Provinces that share a border with it. On a 1-2 they fear your regional dominance & a -1 DRM is obtained. On a 3-6 you are seen as a growing power & a +1 DRM is obtained. Military Control: Whenever a Province is captured then you remove all of its hostile leaders & replace them with your supporters. All DRMs are immediately eliminated except for the Provinces Disposition DRM. Looting: If a players Forces loot a Province then its inhabitants are enraged. There is a -2 DRM. If non-player Forces Loot a Province then its inhabitants lose confidence in you. There is a 1 DRM.

Failure to Aid: If a player fails to send a defending Force to aid an invaded Province he receives a -2 DRM in that Province. Local Reinforcements do not count as sending aid. Raise Extra Taxes: At any time the player may attempt to raise extra taxes in any Province that he has Military Control of. He may only attempt to raise extra taxes in each Province once each Year. To do so roll 1D6. On a result of 1-2 no extra taxes are received. On a 3-6 the player receives extra taxes equal to the population of the Province. If the result was a 1-3 then he will receive a -1 DRM for the Province. Appoint New Provincial Governor: Each Season the player may appoint a new Governor in one Province under his Military Control. Roll 1D6. On a 1-2 he gets a 1 DRM, on a 3 a 0 DRM, & on a 4-6 a +1 DRM. Chance: Immediately before making the Influence Roll for a Province roll 1D6 to determine the effect of chance events. On a result of 1-2 there is a -2 DRM, on a 3-4 there is a -1 DRM, on a 5 there is a +1 DRM, & on a 6 there is a +2 DRM. 46.16 SENDING REINFORCEMENTS Each Season, after the initiative is determined, the player may dispatch up to 5 stands of reinforcements to one of his Forces. Forces that are not controlled by the player will send reinforcements to any Force that is conducting a siege or that conducted an invasion of enemy territory on the preceding Season. To determine the number of stands sent to non-player Forces use the following formula: (25 - Force Strength)/2 rounded up. Reinforcements should always be taken from a Force that is stationed in a home Province. 46.17 INITIATIVE Each Season roll to determine which side will have the Initiative. Only the side with the Initiative may conduct an invasion. It will determine any invasions that it will make & will move first. The side without the Initiative will then determine its reaction & make any movement. To determine the Initiative each side will roll 1D6 & add its overall commanders War Rating to the result. The side with the highest total has the Initiative. If the opposing side has several Factions then the Faction with the largest population rolls. 46.18 INVASIONS Each Season a player may freely decide what Provinces he will invade with his Forces. The player may not invade unless he has the Initiative. If the opposing Forces won the initiative then they must decide if they will invade & what Provinces they will invade. All Factions will determine their invasions independently. First, for each Faction, determine if it will conduct an invasion. Roll 2D6. If at least one die is less than the War Rating of that Factions overall leader then it will conduct an invasion. You may want to vary this rule for different Factions. Some Factions can be made less aggressive & will not invade unless both die are less than the War Rating. Regardless of the result, a Faction will continue any sieges that it is conducting. Only each Factions largest Force that is not already engaged in a siege will invade. Any Forces that do not invade will either be stationed in the Factions most populous Provinces (with no more than one Force in each Province) or will respond to any ongoing sieges of their cities. To determine which Province will be invaded roll 1D6 for each player controlled Province that is adjacent to the invading Faction. The player will invade the Province that receives the highest result. Modify the die roll by the following: -2 Across Mountains -2 Across a River -2 Desert + Population An invasion may never be conducted across a flooded river. A river that is low will not provide a DRM. More than one Faction may not invade the same Province. 46.19 MOVEMENT Each of the players Forces may move through three different Provinces each turn. A Force must stop if it: enters a Hostile Province, enters a Province that contains an enemy Force, crosses mountains, crosses a river that is not low. A flooded river may never be crossed unless both the Province entered & the Province exited are under that sides Military Control.

46.20 sieges.

RESPONDING TO AN INVASION The Non-Initiative side will respond to any new invasions or ongoing sieges. The Initiative side may respond to

To determine if a Force will respond roll 2D6 for each Force. For non-player Forces start with the closest Force. The Player may choose which of his own Forces that he wishes to roll for. Compare each die to the War Rating of the Forces leader. If he passes on both die then the Force will move as far as necessary to respond. If he passes on one die then he may move up to three Provinces. The usual movement rules must be observed in either circumstance. New Forces may attempt to respond until a Force actually moves into the contested Province. Each Force may attempt to respond to each invasion one time. 46.21 LOCAL REINFORCEMENTS If an invasion is not responded to then the invaded Province may appeal to its neighbors for help. It will appeal to each neighboring friendly Province for aid. Roll 1D6 for each neighboring Province. The neighbor will send a number of stands equal to the die roll as aid. A Province may not send more than of its garrison. The sending Province will have its garrison reduced by the number of stands sent for the remainder of the Year. 46.22 SEIGES If a defending Force/Garrison is outnumbered by 2 to 1 then it will withdraw into the Provincial capitol. The attacking Force will then either besiege it or loot the province. The Player may freely choose what his Forces will do. For non-player Forces roll 1D6 to determine which will occur. As some Factions may be poorly equipped to conduct sieges Factions will have individual ratings for this behavior. If the Province is looted then there is no siege & the attacking Force must move out of the Province in the next Season. If there is a siege then follow the usual siege rules. At the end of each season that an army occupies an enemy province that contains no enemy armies in the field a siege may be conducted. Roll 1D6. On a result of 5 or 6 the capitol falls. Each consecutive season of conducting a siege the besieger may add +1 to his die roll. If the capitol does not fall then the besieger must lose 1 infantry unit of his choice. Factions that are poorly equipped to conduct a siege will not add +1 to their die roll. An army that is conducting a siege will not break the siege to make a different attack. Do not roll for it to conduct an attack until the siege is completed. A player may voluntarily lift a siege at any time. If he does so then he must immediately move out of that province. 46.23 CHANGING ALLEGIANCE The player will make Influence Rolls at the end of each Summer & Winter Season. Any Province that changes from Allied to Neutral & that does not contain a friendly Force will no longer be under his control. If it contains a friendly Force then it will no longer be Allied, but it will remain under his Military Control. Any Province that changes from Neutral to Allied & that does not contain an enemy Force comes under his control. Its garrison will support his cause & it will be both Allied & under his Military Control. If it contains an enemy Force then it will be Allied, but it will be under the Military Control of the enemy. The player may find it necessary to keep a Force mobilized through the winter & stationed in any Province that is under his Military Control, but that is not Allied. 46.24 LEADER DEATH CHECK During the winter season all states must check to see if any Leaders have died. Roll 2D6 per leader. On a roll of > 11 the leader is dead. Modify the die roll by +2 if the leader was captured & by +3 if he was injured. If the leader dies then roll the ratings of a new leader. Otherwise, the leader lives on. All captured leaders must be returned each Winter. 47.0 FREQUENTLY ASKED QUESTIONS What exactly does a hit represent? Each hit represents a combination of things, including wounded, dead, individuals sneaking off to the rear, loss of command, confusion, to name just a few. A hit is a measurement in the reduction in the ability and desire of the unit to continue to fight. Why is cavalry so weak? If you are asking this question then you havent been using your cavalry right. Historically, cavalry that charged fresh, steady infantry standing shoulder to shoulder did not have a chance of beating them. Cavalry charges were effective only against disordered and weakened infantry or those in loose formation. I reflect this in the rules by forcing infantry units charged by cavalry to pass their reaction with both dice. Other results cause them to retire or rout! If you set up your charge against weakened units it will be very successful, perhaps devastating. If not, you will only succeed in wearing out and ruining your own cavalry. Is it okay to pre-measure distances? Yes. Believe me, in real life the officer in charge of the unit knows how far he is from the enemy and where he would like to end up.

Why wont the rules allow me to do what I want with my troops? It is the level of command that Warrior Kings is working at. You are the C-in-C, not the centurion. At this level, you are responsible for the forming of bodies, deployment, reserves, and selecting terrain. It is your job to deploy your forces to give them the best chance of winning. The Reaction Test will allow your units to behave as they would in real life and also in the situations your deployment has put them in. I cannot stress how important deployment is. Many battles have been lost due to the horrible deployment of the player. Why cant I make my army the way I want and what is the deal with recruiting rolls anyway? First of all, you can build your army anyway that you want. Just use the point system. Commanders in real life never had absolute control over the composition of their army. The lists in Warrior Kings recreate that. By playing the recommended Basic List with the total number of Recruiting Rolls you will be assured of having a typical yet unique version of the army you chose. Personally, nothing is more boring than playing the same army over and over. This is true whether it is your army or the one that you are fighting against. By using the Recruiting Rolls you should become a better player because you will be forced to adjust your tactics to your army composition. Also having some variety to your armies will generate more interest in your campaigns. How do I get questions answered in the future? Send e-mail to oldgrumbler@hotmail.com or check the Yahoo list at: http://games.groups.yahoo.com/group/warriorkings/ 48.0 SAMPLE BATTLE This example involves the 1066 Saxons and the Norman lists. I have kept it small & short for ease of comprehension. To help understand try the battle with your own figures. The forces deploy 7 away from each other and are facing. The 1066 Saxons consist of the following units. A Javelinmen CV4 AC3, J, S B Huscarls(#1) CV5 AC5, IO C Huscarls(#2) CV5 AC5, IO The Saxons deploy in one body three units deep (a column) with the Skirmishers in front of the two Huscarl units. The Norman forces for this small battle are as follows. 1 Skirmish Archers(#1) CV4 AC3, SB 2 Skirmish Archers(#2) CV4 AC3, SB 3 - Knights CV5 AC5/3, CL, IMP, S 4 - Spearmen CV4 AC5, IO, I The Normans deploy in one body two units deep with Skirmish Archer#1 in front of the Knights and Skirmish Archer#2 in front of the Spearmen. NORMAN TURN 1

The Norman force advances toward the Saxons. As they approach to 4 away the Saxon body must take an Enemy Threat Test. The Saxon player rolls 2D6 & gets a 4 & a 5. The Javelinmen have a CV of 4 which is modified to a 5 for being in contact with 1 friendly stand. It passes on both die & will fire at the body that caused the test. As the Normans are out of range then it will hold its fire until they move into range. The Normans choose to stay out of range & stop at 3 inches away. As skirmishers may move & fire both stands of skirmish archers now fire at the Saxon

Javelinmen (Roll 2D6 & subtract 2 for firing at skirmishers, -4 for skirmishers firing.) The net result is a 4 so one hit is scored on the Javelinmen. The Javelinmen now take a Received Fire Test. They now have a modified CV of 4 (CV4 1 for hit + 1 for rear support.) They roll a 2 & a 3 & pass on both die so they would fire back if the Normans were in range. This is the end of the Norman turn. SAXON TURN 2 The Saxon body is now moves to within 2 of the Normans & fires. The Normans need not take an Enemy Threat Test as the Saxons began within 4. The Saxon Javelinmen are within range of a target so they fire and roll a 6. The Saxon player inflicts the hit on the closest enemy unit (Skirmish Archers#1.) The first hit by skirmishers would normally cause a disorder, but as skirmishers cannot suffer disorder then it is a regular hit. The Skirmish Archers#1 must roll their Received Fire Reaction Test. The score is a 2 and a 4. They have a modified CV of 5. (Base of 4 +2 for support from the Skirmish Archers#2 and Knights and a -1 from the hit.) The skirmishers pass Reaction with a Return Fire result. 2D6 are rolled with a -2 for firing at skirmishers, -1 per unit, -4 for skirmishers firing, -2 per unit, and a net result of 4 is scored. The Saxon Javelinmen receive 1 hit. The Saxon Javelinmen have a modified CV of 4. (Base of 4 +1 for support of the Huscarls and -1 from the hit.) They roll a 2 and a 3. The Saxon Javelinmen pass Reaction and return fire. They score 1 hit. It must go on the enemy unit that fired at it which is the Norman Skirmish Archer#1. Norman Skirmish Archer#1 must check Reaction again for Received Fire. It rolls two 6s and Pass 0 Dice. They rout! This ends the Saxon turn. NORMAN TURN 2 All 3 remaining Norman units are part of the same body so the player may choose in which order to act with the units. As the Norman player wishes to charge with his Knights & his Spearmen he will perform the charge before he does any fire. If he first fired with the Skirmisher Archers in front of the Spearmen then the Spearmen would not be allowed to move through them. He announces the intent to charge with both units, issues a Forward move order to them, & he chooses to have the units act together rather than sequentially. Both units are already facing their target so next he moves them to within of their targets. The Saxon Skirmishers now must take a Reaction Test for Receiving a Charge. They score a 2 and a 3 and Pass 2 Dice. (4 +1 for support & -1 for the hit for a modified CV of 4). They are in clear terrain so they use the Fire and Withdraw result. They fire by rolling 1D6 & get a 6. As the Knights are the closest enemy unit they must take the hit. The Knights will be disordered. The Saxon Javelinmen roll 1D6 to determine how far they will retire & they obtain a 4. They withdraw through the Huscarls & end up behind them.

The Knights must now roll 2D6 on the received fire table. They obtain a 2 & a 3 & pass on both die (CV5 +1 for support from the Spearmen.) They & the Spearmen continue their charge. As the Saxon Javelinmen withdrew the Knights & Spearmen must roll 1D6 to Pursue. A 6 is rolled so both units Pursue. They will now hit the Saxon Huscurls#1. Saxon Huscarls#1 must make a Being Charged check. A 4 & 1 are rolled giving a result of Pass 2 Dice. (5 +1 for support -1 for being charged by a CL unit = 5.) Saxon Huscarls#1 that are being charged by the Knights will have a result of Face so they will receive the Knights charge at a halt. The Knights & Spearmen must now take an Attempt to Close Test. Roll 2D6 & obtain a 4 & 5. The Knights

modified CV is 5 + 1 for support -1 for a hit so they pass on both die. The Spearmens modified CV is 4 + 1 for support so they pass on both die. Both units close & are moved into contact. The Knights will move into front edge contact with Huscarl#1 while the Spearmen move into corner-to-corner contact with it. Saxon Huscarl#1 rolls 1D6 to inflict casualties. The die score is a 6. This automatically scores a hit on the Knights. The Knights roll 1D6 and will add +1 for being Superior, +3 for CL Charging & a +1 for the Spearmen being in corner-to-corner contact, +1 for the Melee Match-up Modifier for a total of +6. The dice score is a 3. With the +6 modifiers the total is 9. Saxon Huscarl#1 receives 1 hit. (AC5 receiving a hit on 5 or greater, the additional 4 points going unused.) Both sides now make Involved In Melee reaction checks. Huscarl#1 has a modified CV of 5 (base of 5 +1 for support and -1 for hits, 0 for the Match-up Modifier), the Knight has a modified CV of 5 (base 5 +1 for support and -1 for hits, 0 for the Match-up Modifier), and the Spearmen a 5 (base 4 +1 for support from the Knights.) Saxon Huscarls#1 roll a 2 and a 3, Pass 2 Dice and Carry On. The Normans roll a 5 and a 2. The Knights Pass 2 Dice. They did not cause the enemy to Rout or Retire so they must Withdraw & become disordered. They roll 1D6 to determine how far they will withdraw and score a 3. They are moved 5 inches away and end facing the Huscarls. The Spearmen Pass 2 Die and Carry On. If on the next turn Huscarl#1 wishes to melee with the Spearmen (note that the Knights fell back 5 inches so the Huscarls are not in their ZOC) then they will first turn 45 degrees to face the Spearmen by rotating about their center point. When they then move into contact with the Spearmen they will contact the Spearmen on their right front corner. This will not count as a flank attack because contacting a front corner counts as a frontal contact. Huscarl#1 will therefore pivot 45 degrees & slide so as to line up with the front edge of the Spearmen. Huscarl#2 may follow Huscarl#1, providing support, in all of these moves. 49.0 WARRIOR KINGS ARMY LISTS This example will show how to read the Army List for the armies used in this book.

Seleucid - This is the name of the army. 2/BA/+1 - The 2 is the armys National Morale. The BA defines its Basic Battle Tactics. The +1 is applied to its War Rating die roll. UNIT TYPE - Denotes the name of the unit. CLASS - The units Battlefield purpose. CV - Combat Value. AC - Armor Class. FIGS The number of figures on a base. SPECIAL Describes any special characteristics, weapons, or order. COST - Point cost of unit.

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