rex bellator
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Black Mouse Games ©2012 De Re Militari Series
Rex Bellator
(Warrior Kings)
Wargame Rules for Mass Battles in the Medieval Ages
476AD to 1485AD
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Black Mouse Games ©2012 De Re Militari Series
Table of Contents
INTRODUCTION ................................................................................................................................................... 5
Warfare in the Age of Chivalry ....................................................................................................................... 5
KEY CONCEPTS ................................................................................................................................................... 6
Army Structure ................................................................................................................................................ 6
Command and Control .................................................................................................................................... 6
Combat ............................................................................................................................................................ 6
SCALE .................................................................................................................................................................... 8
Ground Scale ................................................................................................................................................... 8
Time Scale ....................................................................................................................................................... 8
Figure Scale ..................................................................................................................................................... 8
TROOP TYPES AND CLASSIFICATIONS ......................................................................................................... 9
Troop Quality .................................................................................................................................................. 9
Troop types ..................................................................................................................................................... 9
Troop Classification ...................................................................................................................................... 10
Element Basing ............................................................................................................................................. 10
COMMAND AND CONTROL ............................................................................................................................ 11
Concept ......................................................................................................................................................... 11
Commanders ................................................................................................................................................. 11
Command Rating .......................................................................................................................................... 11
Unreliable Allies ........................................................................................................................................... 12
Stratagems ..................................................................................................................................................... 12
SETTING UP THE GAME ................................................................................................................................... 14
Pre-Battle Set Up........................................................................................................................................... 14
Army Selection.............................................................................................................................................. 14
Selection of Attacker and Defender .............................................................................................................. 14
Terrain selection ............................................................................................................................................ 14
Weather Selection ......................................................................................................................................... 15
Weather Effects ............................................................................................................................................. 15
Visibility ........................................................................................................................................................ 16
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Missions ........................................................................................................................................................ 16
Arrival and Placement of Forces ................................................................................................................... 17
SEQUENCE OF PLAY ......................................................................................................................................... 18
INITIATIVE PHASE ............................................................................................................................................ 18
RALLY PHASE .................................................................................................................................................... 18
Rally Spears .................................................................................................................................................. 18
Enact Stratagem ............................................................................................................................................ 19
MOVEMENT ........................................................................................................................................................ 20
Movement Phase ........................................................................................................................................... 20
Formations .................................................................................................................................................... 20
Complex Moves ............................................................................................................................................ 20
Movement distances ...................................................................................................................................... 21
Terrain Effects ............................................................................................................................................... 21
Types of Moves ............................................................................................................................................. 21
COMBAT PHASE ................................................................................................................................................ 23
Concept ......................................................................................................................................................... 23
Procedure for Combat ................................................................................................................................... 23
Missile Ranges .............................................................................................................................................. 23
ROUTE PHASE .................................................................................................................................................... 24
SIEGE RULES ...................................................................................................................................................... 25
Concept ......................................................................................................................................................... 25
Tactics of the Siege ....................................................................................................................................... 25
Phase 1: Entering the Region ........................................................................................................................ 25
Seizing the Gate or Postern ........................................................................................................................... 26
Investment of the Siege ................................................................................................................................. 26
Breaching the Gates or the Walls .................................................................................................................. 27
Storming the Walls ........................................................................................................................................ 27
Supply Phase ................................................................................................................................................. 28
CAMPAIGN RULES ............................................................................................................................................ 30
Concept ......................................................................................................................................................... 30
Campaign Objective ...................................................................................................................................... 30
Campaign Game Map ................................................................................................................................... 30
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Sequence of the Campaign ............................................................................................................................ 31
Supply Season ............................................................................................................................................... 31
Campaign Season .......................................................................................................................................... 33
Victory........................................................................................................................................................... 34
BATTLE OF CRECY ........................................................................................................................................... 35
Background ................................................................................................................................................... 35
Weather/ Time of Day ................................................................................................................................... 35
Terrain Selection ........................................................................................................................................... 35
Victory Conditions ........................................................................................................................................ 35
GAME SETUP ...................................................................................................................................................... 37
TERRAIN EFFECTS ............................................................................................................................................ 38
COMBAT TABLES .............................................................................................................................................. 39
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Black Mouse Games ©2012 De Re Militari Series
INTRODUCTION
Warfare in the Age of Chivalry
Rex Bellator (Warrior Kings) was born from desire to develop a set of miniature rules which were fun to play,
didn’t require much brain power and avoided geometric play. The desire was to have rules which allowed a
game that simulated the essence of medieval warfare, not a simulation of medieval warfare played as a game.
The rules reflect the cultural nature of the day, where the power of the King or his main commanders
determined the flow of the battle. The command rules had to reflect that some subordinate nobles could place
the command in chief in an awkward position, undermining battle planning in the pursuit of their personal
position. The Battle of Crecy, the scenario provided in these rules is a case in point. The King of France
intended not to fight that battle on that day but was over-ruled by his nobles. The results speak for themselves.
These rules are intended to be learnt within a few turns, and played in one night of three hours. The random
elements of the setup, as well as uncertainty over the mission was designed to avoid some players desire to
game the system. While this can’t be avoided at least I hope it can be minimised.
The intent from Black Mouse Games is to continue to improve the playability of these rules. Some things can
and will change but only if they are played.
Michael Callan
Black Mouse Games
2012
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KEY CONCEPTS
Army Structure
The feudal and medieval army was not a homogenous beast. In fact it was more an amalgam of disparate
personal troops working together under a liege lord as an Army commander. This is hard to simulate in any
game but to get a close approximation the basic army is broken into three parts as a minimum. These parts,
named “Battles” have pre-determined places on the battle field. Each of these Battles is made up of “spears”
which are a loose approximation of the troop groupings.
For example, a spear of knights represents not only the knights their retainers such as squires etc.
The appearance on the battlefield and subsequent command of the battle rests on the ability of the commander
to draw this loose amalgamation of competing interests into a functioning whole. Hence, another structure
concept is social standing which may find the Army Commander being “rolled” by a more powerful sub-
ordinate who demands pride of place. This is simulated by a command roll in the setup phase which could see
an unforeseen change of order of march and placement on the battlefield, even in some extreme circumstances
loss of part of the force.
Finally cultural and societal factors will also dictate how an army is structured and functions. This is borne out
in the difference between a regular and irregular force, as well as tactical advantages given to some troops. For
example Islamic troops excelled at strategic defence postures and the use of light troops. Hence, their troops
have advantages in some circumstances.
Command and Control
Command and control aspects of the game are played out through the command rating, the command radius
and command points. The one figure covers all of these aspects of the game, reducing the complexity of the
issue while the use of points increases the complexity of decision making. Of course, rolling for a decision
introduces an element of luck into the command system.
The command structure requires at least four commanders, the Commander in Chief (CinC), and three battle
commanders. Anything less leads to a breakdown of command. This chain of command also requires the CinC
to exercise control over his forces through his commanders. To simulate this there is a command radius in
which a commander can influence the battle by using flags, horns, signals and couriers. Outside of that radius
the commander cannot influence or communicate with troops. Added to this complexity, each commander has
to remain in line of sight of their subordinate commander to influence them. (No one can see a flag with a hill
intervening.
Hence, each player must weigh up the risks of sending flank attacks, troops though woods or out of sight
against the reward. Like medieval generals this will sometimes pay off, sometimes not.
Combat
The aim of medieval combat was to place pressure on an opponent’s line until a breakthrough occurred in
which case the light cavalry would exploit that breakthrough and the line collapsed.
Combat is based on the combat value of the Spear. The system is simple in that all combat occurs in the
combat phase and the outcome is simply the unit either loses all cohesion and is removed, it suffers a morale
check or it is forced back by the weight of its opponents. The use of a combat table with a 2D6 roll simplifies
the process and smooths out the statistics.
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Tied to combat is morale and this outcome may impact upon others around the Spear. A difference with the
system is that units that fail morale and break will always be able to escape but Spears in their line of retreat
have to check their own morale. The rationale is that even though the retreating Spear may affect other soldiers
junior leaders may have a chance of holding their Spear together. Where it becomes dangerous is if the
commander a Battle fails a morale check, leading to the entire Battle having to check morale.
Advance after combat represents the continuing move forward of a Spear as it pushes or breaks its opponent.
The advance is designed to produce a bow in the line until there are no Spears behind, at which point there has
been a successful breakthrough. Otherwise the line keeps bending.
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SCALE
Ground Scale
Ground scale is represented as:
50 feet = 1" or 25mm
This holds for all scales but if players wish to change this then they may use:
28mm - 50 feet = 2"
Time Scale
Few battles will last for an entire day. Virtually all of the action takes place in the hours of daylight, from dawn
to dusk. Night actions are rare, these usually being in the form of surprise raids on encampments or siege
positions. Battles therefore tend to last for 12 to 15 turns, maximum, with each turn representing
approximately one hour.
Figure Scale
Each element in play represents a “Spear”, with groups of “Spears” forming one of three or four battles. Each
"spear" represents around 100 cavalry and 250 foot depending on type.
A Spear must represent the troop type and be based accordingly. Base size is unimportant as long as the bases
on both sides are the same. However, it is highly recommended that base width should conform to the standard
of 40mm for 15mm or 60mm for 25/28mm.
An example scenario using the above scales is at Annex A.
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TROOP TYPES AND CLASSIFICATIONS
Troop Quality
Troop types are based on experience and training. This experience and training will determine the quality and
hence performance of your troops in battle. There are four levels of training and experience which troops may
attain
Quality Comments
A Elite Veterans with high quality equipment, training and morale.
B Seasoned Veterans with good quality equipment, training and morale.
C Unseasoned troops with average quality equipment, training and morale. If Knights or Sergeants,
they are still in training and lack experienced. If Mercenaries, they are not dependable.
D Green or Poor or Disaffected Troops with poor quality equipment, training and morale.
Troop types
Type Explanation
LI Light Infantry are foot troops with no protective clothing and without shields
MI Medium Infantry are troops protected by armour but without shields or troops without armour but
using shields.
HI Heavy Infantry are troops protected by armour and shields
HAI Heavily Armoured Infantry are troops clad in full mail/plate armour and using shields.
LC Light Cavalry are troops mounted on sturdy medium horses. They wear no protective clothing and
are either without shields or are unable to use them.
MC Medium Cavalry are troops mounted on sturdy medium horses. They wear armour but without
shields, or they carry shields and wear no armour.
HC Heavy Cavalry are troops mounted on large warhorses with mail shirts or breastplates and use
shields, or 3/4 scale or mail armour and do not use shields.
AC Armoured Cavalry are troops mounted on large warhorses. They wear full mail armour and use
shields.
HAC Heavy Armoured Cavalry are troops mounted on large warhorses protected by quilted, leather, or
mail barding. They wear full armour and carry shields.
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Troop Classification
All troops will be classified under one of the following headings:
Skirmishers: LI or LC. Troops so designated may operate in a skirmish line and attempt to evade
charges and advances directed against them. However, troops so designated will charge and melee in
open order at a penalty against shock troops or Missile Troops in prepared defences.
Missile Troops: Formations composed entirely of Archers or Crossbowman. Such troops will not
employ charge tactics and are prone to retire or retreat when charged unless protected by Shock Troops
or prepared defences. Only Type “A” and “B” Missile Troops or those in HI armour will charge an
enemy.
Shock Troops: All units armed with Shock and Melee weapons as their primary armaments are
classified as Shock Troops. They may charge or melee in close order. Skirmishers will always attempt
to evade such troops.
Element Basing
All figures must be combined into elements of several figures fixed to a thin rectangular base. Base size is not
critical provided that all bases have the same frontage and both armies use the same conventions.
Figures per base and Spear cost is as follows:
Troop Figures
Per Base
Regular Irregular
A B C D A B C D
Light Infantry (LI) 2 4 3 2 1 5 4 3 2
Medium Infantry (MI) 3 5 4 3 2 6 5 4 3
Heavy Infantry (HI) 4 6 5 4 3 7 6 5 4
Heavy Armoured Infantry
(HAI) 4 7 6 5 4 8 7 6 5
Light Cavalry (LC) 2 8 7 6 5 9 8 7 6
Medium Cavalry (MC) 3 9 8 7 6 10 9 8 7
Heavy Cavalry (HC) 3 10 9 8 7 11 10 9 8
Armoured Cavalry (AC) 4 11 10 9 8 12 11 10 9
Heavy Armoured Cavalry
(HAC) 4 12 11 10 9 13 12 11 10
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COMMAND AND CONTROL
Concept
Command and control of a medieval army is difficult and relied on the level of training provided to troops
involved. The better the commander the more influence they had on the battlefield, both prior to and during
the battle. Poorly trained troops were difficult to manage and if poorly led the outcome could lead to disaster.
The limitations of the communication systems also contributed to the confused nature of battle. Hence, a
command radius based on the abilities of the commander, with a command rating tried to simulate the situation
where commanders relied on line of sight, bugles and flags to pass on orders.
Commanders
Commanders can undertake a wide variety of tasks but the main ones are to rally troops or inspire troops in
combat. Placement of commanders to bring a reserve forward, bolster the centre of a Battle or rally breaking
troops is important. They are represented by a Command Spear.
Command Spears can fight but cost more due to their command capability. Commanders come in four groups
with associated costs added to the type of Spear they represent:
Poor: (CR: 4-5) Unable to organise their disparate troops or react effectively to emerging conditions.
These commanders are ineffective on the battle field. Cost +5/10 points.
Average: (CR: 6-7) Able to manage their troops but will struggle in uncertain circumstances.
Uninspiring this group is the major element of commanders in the period. Cost +15/20 points.
Good: (CR: 8-9) Experienced or trained, these commanders are able to use troops, ground, and weather
to effectively bring forces to bear. Cost +25/30 points.
Inspired: (CR: 10) Experienced, trained and brilliant these commanders organise, train and fight their
army without parallel. Their ability is so great they can manage the disparate personalities that make up
the command elements of the army. Cost +35 points.
Command Rating
The command rating for any battle commander is based on a variety of factors:
The ability of the commander himself.
The type of army
The command and communication system
Command ratings are used for the following:
Rallying troops: Less than the CR rallies the spear
Changing orders: Less than the CR allows a change of orders or direction.
Moving troops: Less than the CR allows a complex move by a battle or spear.
Command Radius is the distance at which a commander can send orders or rally troops. The command
radius is equal in inches to the command rating. Therefore a leader with a command rating of 9 has a command
radius of 9 inches.
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Command Points: These are the number of points a commander can use within a given turn and is equal to
their command rating. The limit applies in a turn for both sequences. Take care that you do not use your entire
lot of command points in your own phase and leave nothing to continue to control your own army and react in
your opponent’s phase.
Unreliable Allies
Any mercenary contingent or allied force that fails a command roll for any reason is now unreliable until the
CinC has that Battle in his command radius. At this point a successful command roll from the CinC will
remove the unreliable status.
Unreliable Battles will not follow orders nor engage with enemy forces. If an enemy force comes within the
command radius of a mercenary Battle the enemy Battle’s commander may make a command roll and apply
the following outcome:
A roll of 2: The mercenary battle goes over the enemy. The mercenary Battle will not go back to their
original employer.
A roll less than the Command Rating of the commander: The mercenary Battle will not engage with
the enemy for the rest of the game, allowing free passage for the enemy forces to pass through them.
The mercenary Battle will retire in the first route phase.
A roll equal to the Command Rating of the commander: The mercenary Battle will not engage with
the enemy for the rest of the game, but will not allow free passage for the enemy forces to pass through
them.
A roll greater than the Command Rating of the commander: The mercenary Battle will engage
with the enemy if attacked and once attacked will recommence to take orders from its original
employer.
A roll of 12: The mercenary Battle returns to active status and will take orders from its original
employer.
An allied Battle that becomes unreliable remains unreliable until the CinC brings them back over or they are
attacked by the enemy. They never swap sides in De Re Militari.
Stratagems
Stratagems are in the command and control area as these belong rightly to the CinC and no one else. There are
36 stratagems in Chinese military law and over 500 in Western warfare. Most fall into the underhanded and
sneaky category. Rex Bellator has six:
1. Feigned Flight: Can only be carried out by regular A-C troops, or irregular A troops. In the movement
phase of the opposing player one battle of the non-phasing player that is in contact or within the
command radius of the phasing player may retire one full move back from the phasing player’s troops.
Any troops in contact or within that command radius must pursue for the full distance. If they contact
the opposing player they gain no tactical advantages.
2. Ambush: Can be carried out by any troop types. Six spears minimum must be placed in heavy woods
or behind large terrain. Once triggered an ambushing force conducts missile fire or conducts close
combat without taking any adverse outcomes for the first turn of the ambush.
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3. Hidden Obstacles: Any infantry force in a defensive position may place out hidden obstacles to the
front of its line but these must be within spear range. The effect on an opposing force is that it is held
up for one movement phase while it finds a path through the obstacle.
4. Flank Attack: A complete Battle remains off board and returns at a time designated without having to
roll for a command roll. Can only be carried out by a CinC with a CR 8 or more.
5. Changing Deployment: Two battles can interchange locations after deployment ceases. This requires
a command roll to implement. This must occur after all other set up activities have been completed.
6. Scouting: If an Army has light cavalry of more than three Spears it may conduct scouting. Scouting
requires a command roll by the Army commander. If successful then one of the following have to be
revealed by the opposing player:
o Flank Attack
o Ambush
o Hidden Obstacles
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SETTING UP THE GAME
Pre-Battle Set Up
Preparation for the game revolves around determining what Army you intend to bring to the table. Army
selection prior to mission is designed to simulate the uncertainty of battle planning and preparation. In
addition the selection of terrain occurs after the selection of the army. Commanders took their armies forward
without knowing exactly where battle would occur; hence the random selection of terrain injects further
uncertainty into the game. Sequence for the Pre-Battle Set up is:
1. Army selection
2. Selection of Attacker and Defender
3. Terrain selection
4. Weather Selection
5. Mission Selection
6. Arrival and placement of forces
Army Selection
Players determine army point’s size and then select armies based on the Army Lists. Army selection must meet
the following:
At least three battles -Vanguard, Main and Rear Guard. This is the order of march for these Battles and
therefore determines the order in which they are placed.
Each Battle must have a commander which is a clearly visible Spear, with flag or identification.
There must be more than four Spears in a Battle.
Mercenary Spears cannot be mixed with any other troops but Civil Militia or Allies and is commanded
by an Average Commander. Mercenary Battles are unreliable if they fail a command roll.
Selection of Attacker and Defender
Unless a scenario each player rolls 2D6 and the player with the lowest score chooses to be defender or
attacker. Players may also suggest that the player with the lowest score is the Attacker.
Terrain selection
The table is setup using a random system. This system will determine the time of day, weather and after that
terrain. There is opportunity for the defender to move some elements of terrain based on the Commander in
Chief’s command rating.
Players roll 1D6 for weather and consult the weather table. The weather determines other factors such as the
visibility, and going.
Players then roll 2D6 for Time of day based on the weather. This will also determine visibility.
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Players then roll 2D6 for each sector of the board for terrain and consult the terrain table. The defending player
must place the selected terrain anywhere inside the sector. Terrain in one sector must be placed in such a way
that it does not touch terrain in another quadrant. However, a clever defender will place terrain in their sector
and the attacker’s sector to their own advantage.1 The terrain selection table is at Annex B
The attacking player may swap two sectors if they achieve a command roll. This is to avoid the Defender
having too much of an advantage but also to simulate that the Defence would be unable to make terrain suit his
purposes.
Weather Selection
The players agree as to who will roll 1D6 for weather, checking the chart below which provides the weather
and its effects for the game. For one off games rolls are always on the summer line of the chart for Warm
climate. For scenarios or campaigns it will depend on the location and season.
Climate Season 1 2 3 4 5 6
Winter Clear Mist Light Rain Heavy Rain Snow Snow
Cold Spring Clear Mist Light Rain Light Rain Heavy Rain Snow
Summer Clear Clear Clear Mist Light Rain Heavy Rain
Autumn Clear Mist Light Rain Light Rain Heavy Rain Snow
Winter Clear Clear Mist Light Rain Heavy Rain Snow
Warm Spring Clear Clear Clear Mist Light Rain Heavy Rain
Summer Clear Clear Clear Clear Mist Light Rain
Autumn Clear Clear Clear Mist Light Rain Heavy Rain
Winter Clear Clear Clear Clear Dust storm. Light Rain
Dry Spring Clear Clear Clear Dust storm. Light Rain Heavy Rain
Summer Clear Clear Clear Dust storm. Dazzle Dazzle
Autumn Clear Mist Dust storm. Light Rain Light Rain Light Rain
Winter Clear Mist Mist Light Rain Light Rain Heavy Rain
Tropical Spring Clear Clear Light Rain Light Rain Heavy Rain Heavy Rain
Summer Clear Clear Clear Clear Mist Light Rain
Autumn Clear Clear Clear Clear Light Rain Light Rain
Weather Effects
Weather effects are as follows:
Clear: no effect
Mist/Dust Storm: Visibility reduced, no missile fire
1 This means that there is two pieces of terrain for every sector on the board.
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Light Rain: Visibility reduced, no movement hampering, bows/crossbows range halved or limit of
visibility
Heavy Rain: Visibility reduced, movement halved, bows/crossbows range limit of visibility
Visibility
Visibility Distance
As long as line of sight is clear visibility is unlimited Unlimited
Open Woods 6”
Dense woods 2”
Fog/dust storms/Misty rain/Night (moonlit) 6”
Dusk/dawn/light rain 24”
Heavy rain 2"
BAU 2"
Missions
There are 6 missions within the game. The attacking player rolls 1D6 and consults the mission table
Die Mission
1 Army Destruction: Reduce the Opponent's army to the point it can no longer fight again
2 Seize Terrain: Hold vital terrain until end of the game to deny it to the enemy
3 Delay: Buying time for the rest of the Army to prepare for combat
4 Withdraw: The Defender must withdraw from the field of combat intact.
5 Advance: The Attacker must cross the battlefield and exit the other side before the end of the game.
6 River Crossing: The Attacker must seize a river crossing and hold it until the end of the game
At the end of the game players check the achievement of objectives and add them up. The final score is than
checked against the table below to determine the level of victory.
Points Victory Level
81-100 Decisive Victory
61-80 Tactical Victory
41-60 Marginal Victory
31-40 Stalemate
21-30 Marginal Loss
11-20 Tactical Loss
0 - 10 Decisive Loss
Missions and their victory conditions are at Annex E.
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Arrival and Placement of Forces
Players should allow for the time lost marching their armies to the battlefield and deploying their troops. The
Attacking commander rolls 1D6 and deducts the result from 15 to give a realistic number of turns or hours of
daylight available for combat.
If a Battle is commanded by a Duke or equivalent, a member of the German Holy Roman Empire, or a
mercenary captain then the player rolls one dice and implements the results:
Die Roll Outcome
1-3 All Battles arrive on time and are deployed
4-5 One Battle arrives late and a second die is rolled with that number being the turn upon
which the Battle will arrive at the owning player’s rear edge of the battlefield.
6 One battle does not arrive. A second die is rolled with that number being the turn upon
which the owning player can commence to roll a command roll to see if the Battle will
appear. A roll of 12 means the Battle is lost. For campaign purposes a second roll is
taken and if the command roll is failed then the Lord and his Battle have gone to the
other side.
The above represents vagaries of war where the King or his Princes are not available and as such could be
quite challenging for a player.
Players lay out their Battles in the sequence:
1. Vanguard. If there are only three Battles, the Vanguard is placed on the right of the line. If there are
more than three Battles, then it may be placed to the front or rear of the battleline.
2. Main Guard. The Main Guard is always placed in the centre. If the Main guard does not arrive or
arrives late the Vanguard must be placed in the centre.
3. Rear Guard. The Rear Guard is always placed on the left.
4. Other Guards. Any other Guard is placed to the right if the Vanguard is to the front, or at the rear.
If the players CinC has a command value of less than 6 the player rolls 2D6 for each Battle:
A roll less than the Command Rating of the commander: The layout remains extant.
A roll greater than the Command Rating of the commander: The Battle Commander with the
highest command rating is now placed in the Vanguard position.
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SEQUENCE OF PLAY
The game is played in sequence with the player with the initiative (attacker) having the first sequence followed
by the player without the initiative (defender) sequencing second. Noting that the initiative may change hands
at the start of either turn and with a player possibly moving, firing and attacking twice in a row. The sequence
of play is:
Initiative Phase
Rally Phase
Movement Phase
Combat Phase
Rout Phase
INITIATIVE PHASE
Each player rolls 2D6 and if the roll is less than the command rating of the leader, the player with the lowest
score has the initiative. The player with the initiative has the first sequence. Players continue to roll until one
achieves less than their command rating.
RALLY PHASE
In the rally phase the player with the initiative may take several actions using their commanders. Each action
comes at a cost. Hence, players need to think carefully of what they want their commanders to do in any given
phase as they may be unable to be used to support combat or deal with routing units in the Rout Phase if the
commander remain behind to rally troops.
Rally Spears: Battle Commanders can attempt to rally broken spears within their command radius.
Each rally roll costs 1 command point.
Rally Commanders: An Army Commander can rally a broken Battle Command Spear. Each rally
costs 2 points.
Enact stratagem: The Army commander can enact a stratagem. The commander rolls 2D6 and the
stratagem is enacted if the roll is less than the command rating of the leader. Each stratagem roll costs
4 command points. The Battle undertaking the stratagem must be in line of sight of the Army
Commander to be given the orders to commence the operation. Stratagems that occur before the
beginning of the game do not require to be in line of sight but even so do come with a risk of failure.
The Battle Commander enacting the stratagem on behalf of the Army Commander must achieve a CR
to be successful.
Give Orders: The Army Commander can give orders to other Battles to advance, retreat, withdraw or
otherwise act in accordance with the army as a whole. The Army commander must be in line of sight to
give such orders.
Rally Spears
Each Spear that is broken continues to retreat from combat in the movement phase until it has been rallied by a
commander. An attempt to rally is conducted at the beginning of each sequence by the in-sequence player.
The phasing player rolls 2D6 for Spears within its command radius and the results of a rally test are:
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A roll less than the Command Rating of the commander: The Spear rallies, ceases movement and
turns to face the opposing players board edge. The Spear cannot move nor engage in combat in its
sequence but can be engaged in combat by the opposing player in their sequence.
A roll equal to the Command Rating of the commander: The Spear rallies, ceases movement and
remains facing its own players board edge. The Spear cannot move nor engage in combat in its
sequence but can be engaged in combat by the opposing player in their sequence.
A roll greater than the Command Rating of the commander: The Spear fails to rally, remains
broken and continues to retreat.
A "Broken" Spear that reaches the owning player’s long edge of the board is removed from play and is counted
a kill
Enact Stratagem
Each stratagem a player pays for must have a command roll to determine success. These rolls are taken at the
point at which a stratagem is enacted but in the main this will occur in the Rally Phase, prior to movement.
Each stratagem, except off table movement, which is a set up stratagem is has its die roll in the first Rally
Phase of the game
The phasing player rolls 2D6 for each stratagem:
A roll less than the Command Rating of the commander: The stratagem is successfully
implemented.
A roll equal to the Command Rating of the commander: The stratagem is delayed one turn but does
not need to reroll.
A roll greater than the Command Rating of the commander: The stratagem is unsuccessful and can
be rerolled next turn.
A roll of 12: The stratagem is unsuccessful and cannot be rerolled again for the game.
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MOVEMENT
Movement Phase
The active player moves their Battles or Spears. Any Battle or Spear within a command radius may move. Any
Spear or Battle outside the command radius but in LOS of a commander requires a command roll. The Battle
Commander rolls 2D6 and the Battle or Spear is able to move if the roll is less than the command rating of the
leader. Knights will always continue to move towards any enemy formation in line of sight and visibility
unless a commander rolls a command roll to make them stop.
Movement occurs in the following sequence:
Charges announced
Skirmish troops moved away from line of charge
Ordinary movement conducted left to right front to rear.
Movement occurs only in the movement and rout phase, except for:
Horse archers (Missile Fire Phase); and
Skirmishers (Melee Phase).
Formations
All units are formed bodies of troops and must have a set formation. The following formations are possible:
Battleline: All spears in the battle are facing in the same direction and are touching at least one other
spear. The line may be two or more spears deep and at least two spears wide. The battleline will be
relatively straight but can be bent to conform to terrain such as hills and woods in order to keep the
entire unit within the confines of the terrain.
Skirmish Line: A single rank of figures extending in open order. All figures in the unit are facing the
same direction. A skirmish line is never used to attack close order troops and will fall back when
attacked. Only LI and LC can form skirmish lines.
Column: All figures are facing in the same direction. The column is deeper than the Battleline and
always moves in normal order.
Column of March: When travelling along a road a unit will assume a width to conform to the width of
the track they are following. A Column of March will be one to three Spears wide and as deep as is
necessary to maintain unit integrity.
Defensive Square: All spears in the unit are facing outward from a common centre, with the lines not
deeper than prescribed for a Battleline. Since a defensive square is used only in moments of grave peril
or when facing an immediate attack by massed cavalry, a morale test is required by all infantry not of
Type “A” or “B” status.
Complex Moves
Complex moves require training and skill. Accordingly, a roll is made by the commander for every complex
move within a movement turn. Failure to make the command rating means the formation ceases movement for
the turn. Subtract one from the die roll for each of the following:
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Regular troops
'A' and 'B' graded troops
A and B Graded troops that are regular gain a -2 advantage.
Movement distances
The maximum distance in inches any single element can travel is:
Type Normal Road Charge
HAC 4 6 6
AC 6 8 10
HC 6 6 8
MC 8 8 10
LC 10 10 12
HAI 3 3 3
HI 4 4 4
MI 6 6 8
LI 8 8 10
Baggage Train 10 10 NA
Light War Engine 10 10 NA
Heavy War Engine 5 5 NA
Terrain Effects
Terrain effects chart is at Annex C.
Types of Moves
A unit may perform one of the following functions:
Action Explanation Complex Cost
Change Formation A unit may change from one formation to another. N 1/2 move
Change Facing A unit may change the direction it is facing. (Line to Column etc) N 1/4 move
Advance A unit may advance to the limit of movement allowed. N Nil
Withdraw A unit may fall back its normal move distance without turning its face from the
enemy.
Y 1/2 move
Rally Back Cavalry fall back full normal move to regroup of a charge if repulsed in its previous
attack.
Y Full move
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Action Explanation Complex Cost
Wheel A unit may pivot on the end of one flank or another (or along any point in between if
attempting to move around the flank of an enemy unit it is overlapping or to conform
to terrain features). A Wheeling manoeuvre sees the pivot point remain stationary
while the farthest flank moves up to its maximum allowable distance without breaking
the line.
N
Dismount/Mount Mounting or dismounting and deploying takes one-half the movement of a cavalry or
mounted infantry unit to a maximum of 150mm (60m/yd). When mounting, cavalry
are unable to charge or gallop in the same movement phase.
Y 1/2 move
Stand or Reform A unit may choose to do nothing in the way of movement. An unformed or disordered
unit may restore some semblance of formation to its ranks by standing and sorting out
the mess. This is especially true of Type “C” and “D” troops which are not trained and
drilled enough to reform on the move.
N
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COMBAT PHASE
Concept
The concept of combat is that missile and close combat occurs in the same phase. There is no sequence or
priority to it as it is simultaneous. Both players fight combat with units in contact or in missile range with the
active player rolling first. The dice must be rolled from left to right, front to rear, followed by the second
player. The range and combat values for missile and other troops is at Annex D along with the combat charts.
In melee combat missile troops use the same combat value as for missiles.
Procedure for Combat
Each element in contact follows the process below:
Identify the Combat Value of the Spear in contact or firing
Subtract the Combat Value of the opposing Spear
Roll 2D6 and modify the roll with the combat and leadership modifiers
Find the result on the combat table (Combat values of less than zero throw on the zero column)
Multiple elements versus single:
Add up the Combat Value of all the Spears in contact with the opposing single Spear
Subtract the Combat Value of the opposing Spear
Roll 2D6 and modify the roll with the combat and leadership modifiers
Find the result on the combat table (Combat values of less than zero throw on the zero column)
Effects of combat are implemented simultaneously, including morale roll outcomes and before the rout phase.
Thus units broken in the combat phase will move again in the rout phase.
The results are:
Kill (K): The Spear is removed from play.
Morale (M): The Spear takes a morale check and immediately applies the results.
Repulsed (R): The Spear falls back one stand depth. Spears behind it also fall back.
No Result (-): The element stands and remains in contact.
Results are applied simultaneously to both sides. However if a result means that both players have a flow on
adverse result (A Spear forces the line to be repulsed back) then the sequencing player moves first. Missile fire
is resolved exactly the same as close combat except if the target is unable to return fire then the firing Spear
obviously will have no adverse outcome.
Missile Ranges
Missile fire occurs in combat phase using troops that have not moved, except for horse archers. Horse archers
are trained to move half a move, fire and then move again. To simulate this Horse Archers move half
movement in the movement phase and then fire and move half movement in the Missile Fire Phase. This
simulates the ability of opposing missile troops to have a chance of firing as well but not other troops to
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engage. At the end of combat Horse Archers may move 1/2 movement if they only moved 1/2 in the
movement phase.
ROUTE PHASE
Spears that route must do so at the charge rate for the first turn, after which they move at the normal rate. They
will move to the rear edge of the board unless stopped by an impassable object, in which case they will move
using the shortest possible route to find a way of the board. At no stage can they move towards the opponents
edge of the board.
If a Spear is trapped and unable to seek the rear edge of the board it is removed from play in the next Route
Phase.
Routing Spears that come in contact with other Battles will continue through them or around them. However,
if they remain in contact with the new Spears or Battles at the end of the route phase then any Spear in contact
must take a morale check.
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SIEGE RULES
Concept
Siege warfare was a long drawn out event which is not well simulated in the wargames environment. In many
cases the siege can last months as opponents try and wear each other out. Therefore the concept of the siege
rules is that the siege goes in phases in which sides rest, refit and repair at points in the battle.
Indeed the siege is more of a mini-campaign
Noting that forces being besieged will run out of items to repair, feed and bolster forces, while the besieger
will have the chance to be reinforced and steal off the land. However, all this is dependent on the setup phase
of the game. If the besieged has been surprised then they may not be ready for a long siege, while if they have
been forewarned they may have instituted a scorched earth policy – much to the attacker’s chagrin.
Tactics of the Siege
Both sides engage in a series of tactics to bring the siege to a close. The Siege itself is a series of battles that
occur in sequence:
1. Entering the region
2. Seizing the gate or postern
3. Investment of the Siege
4. Breaching or storming the gates or the walls
5. Raising the siege by engaging the besiegers with a relieving force or a major sally from the castle.
Phase 1: Entering the Region
The attacker must enter the region and move towards the castle. The attacker will be trying to reach bow range
of the castle undetected. In doing so the attacker therefore has a chance of seizing the gate or postern by
surprise.
The attacker rolls 2D6 and this number is the Entering the Region roll. The outcomes of this roll are
A roll of 2 the attacking force has total surprise and has entered the region before the defender has had
a chance to prepare and bring in supplies from the region. The attacker now has a -1 on all supply rolls
for rest of the game. If this condition is met, there is a chance to seize the gate or postern
A roll of 4-5 or less the attacking force has surprise and can approach to within bowshot of the castle. If
this condition is met, there is a chance to seize the gate or postern
A roll of 6-8 the defender has learned of the entry and has closed the gates. The attacker has no chance
of seizing the gate or postern
A roll of 8-11 the defender has had prior warning the approaching force and is prepared. The Defender
now has a -1 on all supply rolls for the rest of the game.
A roll of 12 treat as though an 8-11 roll but the Attacker now has a +1 on all supply rolls for the rest of
the game.
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Seizing the Gate or Postern
The Gate or Postern may be open if the alarm has not been sounded. However, if the alarm has been given,
proceed to Investment of the Siege. If the attacker has achieved a chance of seizing the gate or postern the
attacker rolls 2D6 and this number is the Seizing the Gate or Postern roll. The outcomes of this roll are:
A roll of 2 the attacking force has not only seized the gate but achieved total surprise and has entered
the fortification before the defender has had a chance to prepare. The attacker may now place 1D6
Spears inside the fortification. These must be placed with one spear in contact with the gate or postern.
A roll of 3-5 the attacking force has surprise and has entered the fortification before the defender has
had a chance to prepare. The attacker may now place 1D6 (halved) Spears inside the fortification.
These must be placed with one spear in contact with the gate or postern.
A roll of 6-8 the defender has learned of the entry and has defended the gates. The places a spear at the
entry but the defender cannot close the gates and combat is played out as though it is clear terrain
A roll of 8-12 the defender catches the attacker in time and closes the gates. However, there is no time
for the defender to make other preparations and therefore the attacker may attempt to break the gate and
force entry without defender interference for that turn.
If there is more than one entry to the fortification then the attacker may choose which entry is seized. Once
declared the other gate or postern is now closed and must be broken through normally.
Investment of the Siege
The investment of the siege occurs when the attacker either fails to achieve surprise or loses the seizing of the
gate or postern (in other words forced from the castle). In this phase the attacker must declare a Battle out of
combat to simulate seizing nearby villages, crossroads and lines of communications or troops foraging. This
Battle returns in time but remains out of the game for the phase only.
In this phase the defender may conduct the following:
1. Sorties from the castle
2. Hindering or destroying foraging parties
The Defender may declare a Battle out of combat to simulate the above and rolls 2D6 for the following results:
A roll of 2 the Defender’s sortie has caught the Attacker totally by surprise. The Attacker’s Battle
remains out of combat for a further Phase and loses 1D6 of its spears.
A roll of 3-5 the Defender’s sortie has caught the Attacker surprised. The Attacker’s Battle remains out
of combat for a further Phase.
A roll of 6-8 the Defender’s sortie has caught the Attacker’s foraging party. The Attacker throws +1 on
the supply roll for one Phase only.
A roll of 8-11 the Defender’s sortie is repulsed. The Defender can make no further sorties for the rest of
the siege and that Battle remains out of combat for a further Phase.
A roll of 12 the Defender’s sortie is caught by the Attacker’s cavalry and dealt a blow. The Defender’s
Battle remains out of combat for a further Phase and loses 1D6 of its spears.
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Breaching the Gates or the Walls
To breach the gates of a castle requires a battering ram or artillery. The attacker has one battering ram per
phase. A battering ram moves at the speed of heavy artillery. The Spear moving the battering ram is placed
behind it but s considered for missile fire purposes to be level with the front of the ram. The ram provide +1 to
the combat value of the Spear.
Once the battering ram’s front edge reaches the front edge of the gates it may commence combat, in the
combat phase. The battering ram throws on the Zero column of the combat table with no modifiers. The results
are as follows:
K = One point of damage to the gate.
M = ½ point of damage
R = no effect
Once the ram has inflicted three points of damage to the gate it is breached and the battering ram is removed.
The Attacker’s Spear is moved into position at the gate and if there is a Defender’s Spear in place combat
occurs again. If there is no Defender’s Spear behind the gate the Attacker’s Spear exploits forward its base
depth.
In the combat phase if there is a Defender’s Spear above the gate or to one side then the Defender throws on
the +1 column, and the results are as per normal. While, the Defender’s Spear cannot take an adverse results
from the battering ram it can be engaged by missile fire if possible.
The same process can be used to breach a wall but the battering ram must inflict 5 points of damage before a
breach occurs.
Heavy Artillery follows the same procedure as the battering ram but the difference is that it does so from a
distance, and can only be engaged by missile fire or close combat from a sortie.
Light Artillery cannot breach a gate or wall but can engage Defenders as missile fire.
Storming the Walls
There are two methods of storming the walls:
Ladders
Siege Towers
The Attacker receives one ladder for every six Spears. These are replenished in the Supply Phase of the siege.
The procedure for storming using ladders is that the front Spears of the assault have ladders (remembering 1 in
6 rule) which if their base successfully reaches the base of the wall are then considered to have been raised up
on to the wall. In the first combat phase of reaching the wall the Defender rolls on the +1 column and combat
results are applied with a K result destroying the ladder. The Attacker only rolls for missile fire not close
combat.
In the next turn combat is conducted normally with modifiers for combat applied. The results are as follows:
If Defender:
K = Spear removed. Attacker advances onto the parapets.
M = if the defender fails morale and retreats then the attacker advances onto the parapets.
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R = The Defender moves directly back one base depth. Attacker advances onto the parapets.
If Attacker:
K = Attacker Spear removed. Ladder destroyed.
M = if the Attacker fails morale and retreats then any spear behind moves forward to fill the gap if
possible.
R = the attacker moves directly back one base depth.
Once the Attacker is on the parapets then successive Spears may use its ladder to enter the castle at that point.
The procedure is that the Spear moves to the base of the wall in the movement phase and advances up to the
parapets if possible in the combat phase. This means that if the Attacker’s Spear in the breach does not move
out of the way in the movement phase then the follow on Spear will not be able to advance up the ladder until
the next turn.
Siege Towers are major constructs which allow the Attacker to move over moats and walls. The movement is
the same as battering rams but the Spears inside the tower are placed in sequence behind it. Once a tower is
either at the edge of the moat or wall it may drop its drawbridge and the first Spear is placed in contact with the
Defender’s Spear. Combat occurs normally.
Siege towers may be destroyed by Defenders prior to reaching the wall by artillery, or missile fire. The CV and
damage points for a siege tower is 5, and combat while it moves forward is conducted normally with no
adverse outcome for missile troops from that combat with the tower.
Siege Towers are never replaced if destroyed.
Supply Phase
Every 6 turns or as declared by players the Attacker withdraws from combat unless there are more than 6
Spears and a Commander inside the castle walls. At this point the fight is to the death and is played on.
At this point both players retired and commence resupply. For the Attacker this means more foraging, but for
both sides this means stitching up the wounded, fixing breached walls and gates, repairing weaponry and
rebuilding siege equipment.
Both sides roll 2D6 every supply phase and apply the following results:
A roll of 2 means supply is excellent.
o If a Defender all breaches in walls and gates are repaired enough to require the Attacker to re-
breach. 1/3 of Killed Spears and ½ of lost spears due to retreat are recovered.
o If Attacker 1/3 of Killed Spears and ½ of lost spears due to retreat are recovered.
A roll of 3-5 means supply is good.
o If a Defender all breaches in walls and gates are repaired enough to require the Attacker to re-
breach but with walls having only 3 points and gates on 2 points. 1/3 of Killed Spears and 1/3 of
lost spears due to retreat are recovered.
o If Attacker 1/3 of Killed Spears and 1/3 of lost spears due to retreat are recovered.
A roll of 6-8 means supply is average.
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o If a Defender all breaches in walls and gates are repaired enough to require the Attacker to re-
breach but with walls and gates only having 1 damage point to breach. Only 1/3 of lost spears
due to retreat are recovered.
o If Attacker 1/6 of Killed Spears and 1/3 of lost spears due to retreat are recovered.
A roll of 8-11 means supply is bad.
o If a Defender no breaches in walls and gates are repaired. No killed or lost spears are recovered.
o If Attacker no siege equipment is replaced, and 1/6 of lost spears due to retreat are recovered
A roll of 12 means supply is atrocious.
o If Defender the entire garrison must take a command role. Failure of command role means no
sorties, no repairs made, no spears are recovered and all die roll comes with a +1 until supply
moves back to average.
o If Attacker the entire force must take a command role. Failure of command role means no siege
equipment is replaced, no spears are recovered and all die roll comes with a +1 until supply
moves back to average.
Winning the Siege
Once a siege commences there is only one result: Death or Glory. There is no retreat for Defenders and
once the walls are breached and fighting occurs inside the castle the outcome is dependent on the number
of Spears killed. Victory is determined when the Defender can no longer hold the walls or the keep.
Victory conditions are:
Objective Points
Defender Castle remains in your hands. The walls have been breached but there
are no Attacker’s Spears inside the Walls
20
Attacker Castle is in your hands. There are no unbroken Defender’s Spears inside
the walls
20
Attacker Castle is in your hands. There are no Defenders on the walls 10
40% or more of opponents Spears "killed" 10
20% or more of opponents Spears "killed" 5
Army commander "Killed" 10
Each Battle commander "Killed" 5
Each opponent Spear "Killed" 1
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CAMPAIGN RULES
Concept
Military campaigning was limited to the length of feudal service required by the King or overlord for feudal
armies. Hence, campaigning seasons were short and involved posturing as much as battle to seek advantage.
Some wars took many years but the campaigns themselves were in relatively short periods of time where the
weather was good enough to allow movement and living off the land for foraging armies.
For Rex Bellator campaigning is therefore conducted in turns spanning seasons. For the purposes of the game
there is a campaign season and a winter season. The campaign season runs for nine turns ( one month per
turn), and the winter season lasting on turn (three months per turn).
Campaign Objective
A campaign is an attempt by one player to bring about an objective using a variety of forces and capabilities.
There is only one objective and this can be either randomly selected or chosen by agreement between players.
there can be more than two players in a campaign and each may have separate objectives.
To randomly select a campaign objective each player rolls 1D6 and consults the table below.
Die Objective
1 Seize the throne. You are a claimant to the throne and are backed by a faction who is supplying forces
to you. You must defeat the other claimant's army and seize his capital to declare victory. The pretender
must stop you from doing so.
2 Recover lost lands. You have claims on lands held by your opponent. You must recover these through
force by capturing the local castle in each region and holding it until the end of the game
3 Defend your Crown. Each player must defend their crown and their lands from being seized by their
opponents. The winner is the one who has seized either the crown of another player or the most regions.
4 Rebellion. A rebellion has been started on your borders. Several regions have fallen to the rebels who
are well organised and well led. You must defeat the rebel army and recover the lost regions before they
secede from your kingdom.
5 Conquest. You intend to conquer a land for economic reasons You must defeat the opposing army, and
seize all your opponent's cities.
6 Civil War. All players are at each other's throats in a game of shifting alliances. You must defeat your
opponents completely, holding cities and castles finally claiming the throne.
Campaign Game Map
The campaign game map can be any type of country or region but it should be hex gridded to allow movement.
Players may wish to us a region by region approach but they will need to determine their own movement
allowances. For a hex map it must also be divided into regions in which there is one walled city and one castle.
Smaller towns and built up areas will be represented on the map but do not affect play.
The map should be divided into hexes which display what type of terrain. The main terrain types are:
1. Clear. Normal die roll on terrain chart for combat.
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2. Roads: Normal die roll on terrain chart for combat but a road must be placed running from one battle
edge to another.
3. Hills: Two of the six sectors must have rolling hills in them. The remaining sectors roll normally on the
chart.
4. Woods: Two of the six sectors must have dense woods in them. The remaining sectors roll normally on
the chart.
5. Mountains: Two of the six sectors must have high hills or cliffs in them. The remaining sectors roll
normally on the chart.
6. Rivers: If the hex has a river in it then a rive must be placed lengthways across the board. If there is a
bridge and road in the hex these must also be placed on the board. If there is no bridge or road then a
ford is placed randomly along the river based on a die roll aligning with a sector. All other terrain is
determined on a normal roll on the terrain chart.
Any hex with a castle or city or small town or BAU must have this represented on the board as well.
Sequence of the Campaign
A campaign occurs in sequential seasons:
1. Supply Season:
o Withdraw to Winter quarters.
o Determine Supply Season Weather
o Determine Political State
o Determining Supply State
o Rebuild of forces
2. Campaign Season (Nine Turns)
o Initiative
o Movement of forces
o Combat (A tabletop battle)
o Reorganisation
Supply Season
The supply system requires players to reorganise and reinforce forces for future campaign seasons. The
process for the Supply Season is:
1. Withdraw to Winter Quarters: All forces in the field are moved back to the nearest town or
fortification under their control. If players choose to retain armies in the field they then undergo
attrition at the 10% per month rate depending on the weather.
2. Determine Supply Season weather: Players roll for weather on the weather chart on the Winter line
depending on the climate.
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3. Political State: Player enter into alliances and agreements as they see fit. However, within their own
kingdoms their political strength will rely somewhat on their success in battle. Players roll 2D6 to
determine their political state:
a. A roll of 2: Your nobility and the people are behind this just war. Extra reinforcements and
supplies are forthcoming. -2 on your supply roll and an extra 10% reinforcements.
b. A roll of 3-5: Your nobility is behind you in this political struggle. Extra reinforcements and
supplies are forthcoming. -1 on your supply roll and an extra 5% reinforcements.
c. A roll of 6-8: Your nation agrees with this war but can see no distinct reason to be behind it.
Some of your nobles are waiting to see the outcome before backing you.
d. A roll of 8-11: Your nobles and people see this war as a massive waste of life and are becoming
disenchanted with your ways. Reinforcements and supplies are slow in coming. +1 on the
supply roll and you receive a -5% on your reinforcements.
e. A roll of 12: Revolt at home! You have had to take your reinforcements and use them to quell
rebellion across the kingdom. +2 on your supply roll and you receive a -10% on your
reinforcements
4. Die roll modifiers for the political state are cumulative:
a. -1 for each Victory
b. -1 for each enemy castle or city held by friendly forces
c. -2 for holding the enemy's capital
d. + 1 for each of your castles or cities held by the enemy
e. + 1 for each loss
f. +2 if enemy holds your capital
5. Determine State of Supply: Each player rolls 2D6 and the results are implemented as follows:
a. A roll of 2 means supply is excellent. Forces recover at the rate of 1/3 of Killed Spears and 1/3
of lost spears. Reinforcements are 20% of total forces.
b. A roll of 3-5 means supply is good. Forces recover at the rate of 1/3 of Killed Spears and 1/3 of
lost spears due. Reinforcements are 10% of total forces.
c. A roll of 6-8 means supply is average. Forces recover at the rate of 1/3 of lost spears.
Reinforcements are 5% of total forces.
d. A roll of 8-11 means supply is bad. No killed or lost spears are recovered. 1D6 is rolled and that
number is the number of Spears per army who desert and are lost for the next campaign season.
e. A roll of 12 means supply is atrocious. No killed or lost spears are recovered. 1D6 is rolled and
that number is the number of Spears per command who desert and are lost for the next
campaign season.
6. Die roll modifiers for supply are cumulative:
a. -1 for each Army Commander with a rating over 7 (CR7+).
b. -1 if in friendly territory but not in a city or castle
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c. -2 if in a friendly city or castle
d. + 1 if in an enemy captured city or castle
e. + 2 if in enemy territory but not in a city or castle
f. +1 if the weather is Snow or Heavy Rain
7. Rebuild Forces: Players may now move commands around the map and place reinforcements as they
see fit. A command may be moved to an adjacent region only. An Army cannot fall below two
commands. Reinforcements may be grouped into a single command which must be placed into a city,
otherwise reinforcements may be placed as Spears into existing commands across the armies.
Campaign Season
The campaign season comes in nine turns of a month each. Players forces move and fight on a monthly basis
with a reorganisation phase at the end for housekeeping. There is the possibility of nine battles within a
campaign season depending on the strategy. Sieges are treated in accordance with the siege rules and each
supply phase represents the end of a month.
Initiative: Players make a command roll and the lowest command roll has the initiative. The player with the
initiative moves first and also rolls for weather for that turn. Weather effects movement and battles. Hence
within the campaign setting weather is not rolled for in battle settings.
Movement and Combat: Players move forces in sequence with the phasing player moving one of his armies,
then followed by the next player moving one army and so on. When a players force moves into contact with
another player's force then combat occurs. The outcomes of that battle are then applied.
Movement is hex based and armies have 24 movement points. Costs for movement are as follows:
7. Clear: 1 point
8. Road: 1/2 point
9. Hills: 2 points
10. Woods: 2 points
11. Mountains: 3 points
12. Combat: 3 points To represent the lost time of preparing and then reorganising after battle
13. Rivers: +1 point if not travelling along a road
Combat is conducted in accordance with the rules. Post battle each player recovers some of their losses.
Victor: Recovers all Spears voluntarily or involuntarily moved off the field of combat and no Killed
Spears.
Defender: Recovers all Spears voluntarily moved off the field of combat and no Killed Spears.
The phasing player continues with movement until all movement is expended for that Army. The next player
then starts their movement phase.
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Reorganisation: Players stop and reorganise forces. 1/3 of Killed Spears and 1/3 of involuntarily moved off2
the field of combat are recovered for each Army. Baggage trains may be moved forward to enhance supply.
Victory
Victory in a campaign is based on the objective. The campaign can go on for as long as players agree or one
player achieves a decisive victory. Campaign Victory conditions are
Objective Condition Points
Seize the
throne.
Hold the capital (only one capital in this game) 20
Destruction of opponent's army 20
Every battle won 5
Recover lost
lands
Hold three castles 20
Hold Three cities 10
Destruction of opponent's army 10
Every battle won 5
Defend your
Crown
Hold the capital 30
Seize a region 20
Destruction of opponent's army 10
Every battle won 5
Rebellion Destruction of opponent's army 30
Seize a region 20
Every battle won 5
Conquest Destruction of opponent's army and seizing all cities, castles and regions No points -
only one
outcome
Civil War Destruction of opponent's army and seizing all cities, castles and regions No points -
only one
outcome
2 This relates to those Spears involuntarily moved off the field when the player lost the combat and did not recover them directly
after combat. This represents where their troops flee and desert after losing the battle. Victors have already recovered their
involuntarily moved Spears and therefore do not get an extra 1/3 back!
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Black Mouse Games ©2012 De Re Militari Series
ANNEX A
BATTLE OF CRECY
(26 August 1346)
Background
Having been informed that his Flemish allies had been driven back from their siege of Bethune, Edward III of
England decided to cease movement and do battle with the French Army under Philip VI of France.
Drawing up three battles between the towns of Crecy and Wadicourt with his longbowmen on the flanks using
the terraced land to funnel the French attack into the English dismounted men at arms. This battle saw the
French with a 3:1+ advantage taking 5,000 casualties to the English 300.
Weather/ Time of Day
Clear but intermittent heavy rain halves movement. The battle commences at 4pm and continues for 10 turns.
Terrain Selection
Terrain is as per the map.
Victory Conditions
Both sides mission is to destroy the other's Army. Victory conditions are as follows:
Mission Objective Points
Army Destruction: Reduce
the Opponent's army to the
point it can no longer fight
again
60% or more of opponents Spears "killed" 20
40% or more of opponents Spears "killed" 10
20% or more of opponents Spears "killed" 5
Army commander "Killed" 10
Each Battle commander "Killed" 5
Each opponent HAC/HAI Spear "Killed" 5
Each opponent Crossbowmen Spear "Killed" 3
Each other opponent Spear "Killed" 1
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Black Mouse Games ©2012 De Re Militari Series
Forces
English Commander in Chief (CinC): King Edward III
Type Quality Vanguard Battle Rearguard
Commander Edward of
Woodstock (the
Black Prince)
CR: 9
William d'Bohun Earl of
Northumberland (Lord High
Constable of England)
CR:8
Edward III
CR:9
HAC A 1 1 1
Longbowmen MI B 9 5 4
Spearmen HI B 2 0 0
Men at Arms HAI A 9 5 7
Welsh
Spearmen HI B 2 2 0
Cannon
Lt
Arty C 1 0 0
French Commander in Chief (CinC): Philip VI King of France
Kingdom of
France Type Quality Vanguard Battle Battle Battle Rearguard
Commander
Huart
d'Autel
(Marshal
of France)
CR:7
Charles II
d'Alencon
CR: 7
Louis II
d'Blois
CR:5
Philip VI
King of
France
CR: 5
Unknown
CR: 7
Command
Spear HAC A 1 1 1 1 1
Crossbowmen
(elite) MI A 19 0 0 0 0
Spearmen HI B 0 0 0 0 0
Men at Arms HAI B 10 0 0 0 0
Mounted Men
at Arms HAC B 3 20 20 40 0
Common Foot
and Town
militia
LI D 0 0 0 0 56
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Black Mouse Games ©2012 De Re Militari Series
Annex B
GAME SETUP
Random Terrain Tables
Die Roll Terrain Explanation Sectors
2 Open Terrain Attacker
3 Open Woods One or two wood pieces 1 2 3
4 Dense Woodland Three or four wood pieces 4 5 6
5 Rolling Hills One level Hill Defender
6 River
A continuous river across
adjacent sectors
7 Open Terrain
8
Cliffs
Three level Hill with one
face in towards centre and
directly straight
9 High Hills Three level Hill
10 Bridges Only if a river is thrown
11 Linear Barriers
Hedges, stone walls,
gullies
12 Marshes
A 200mm by 200mm
terrain piece
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Black Mouse Games ©2012 De Re Militari Series
ANNEX C
TERRAIN EFFECTS
Terrain Effect on Movement
Open Terrain All troops, transports, and siege engines move at normal speeds.
Open Woods Infantry may march in normal or open order at full speed. Cavalry and Infantry in close order move at 1/2 speed.
Transport and siege engines are restricted to roads and tracks.
Dense Woods All infantry must move in open or normal order at 1/2 speed. Cavalry, transport and siege engines are restricted to
roads and tracks
Rolling Hills All combat troops are unimpeded. Transport and siege engines move at 2/3 speed.
Water If wading is possible, all movement is at 1/2 speed. If fording is possible only by swimming, only Light Infantry and
Cavalry troops may cross at 1/5 speed (no charge or forced marches)
High Banks All Light and Medium Infantry lose 1 inch of movement. All heavy Infantry and Cavalry lose 2 inches of movement.
Transport and siege engines require 1 phase at the bank to move
Cliffs All Light Infantry climb or descend at 1/3 speed. All Medium and Heavy Infantry climb or descend at 1/5 speed.
Cavalry, transport and siege engines cannot cross this terrain
High Hills All Infantry move at 1/2 speed upslope. All Cavalry moves at 1/3 speed upslope. All transport and siege engines
move at 1/4 speed
Bridges Infantry deduct 1 inch from their speed when crossing. Cavalry deduct 2 inches at normal speed and 1/4 speed in
charge. Transport and siege engines may cross only at bridges and gaps.
Linear
Barriers
Infantry deduct 1 inch from their speed when crossing. Cavalry deduct 2 inches at normal speed and 1/4 speed in
charge. Transport and siege engines may cross only at bridges and gaps.
Marshes All charges reduce by 1/3 speed and all normal movement by 1/2 speed
Roads All terrain effects negated except Mud (unless all-weather road).
Fortifications All infantry deduct 50mm at top of battlements. Cavalry, transport, and siege engines may cross only through gates.
Sharpened
stakes
All troops cross at 1/2 normal speed. Charges are not possible. The troops must halt one phase in front of the barrier.
Transport and siege engines may cross only through gaps.
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Black Mouse Games ©2012 De Re Militari Series
Annex D
COMBAT TABLES
Combat Table Tactical Factors
Die Roll/CV 0 1 2 3 4 5 6 Tactical Factors DM
2 K K K K K K K Flank -1
3 M M K K K K K Rear -2
4 R M M M M M K Facing Shield Wall 2
5 R R M M M M M Charging (First Phase) -1
6 - R R R M M M Charging Cavalry (First Phase) -1
7 - - R R R M M Facing Broken -1
8 - - - R R R M Cavalry Facing Pikes 1
9 - - - - R R R
10 - - - - - R R Type Range CV
11 - - - - - - R English Longbow 12' 6
12 - - - - - - - Composite Bow 8' 4
Short Bow 6' 3
Combat Values Morale Heavy Crossbow 12' 6
Type A B C D Type MV Light Crossbow 8' 5
HAC 9 8 8 6 A 9 Hand-Hurled Missiles 2' 2
AC 8 7 6 5 B 8 Light War Engine 12’ 8
HC 7 6 5 4 C 7 Heavy War Engine 24’ 10
MC 6 5 4 3 D 6
LC 5 4 3 2
HAI 7 6 5 4
HI 6 5 4 3
MI 5 4 3 2
LI 4 3 2 1
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Black Mouse Games ©2012 De Re Militari Series
Annex E
MISSIONS
Mission Objective Points Comments
Army Destruction: Reduce the Opponent's army to
the point it can no longer fight again
60% or more of opponents Spears
"killed"
20
40% or more of opponents Spears
"killed"
10
20% or more of opponents Spears
"killed"
5
Army commander "Killed" 10
Each Battle commander "Killed" 5
Each opponent Spear "Killed" 2
Mission Objective Points Comments
Seize Terrain: Hold vital terrain until end of the
game to deny it to the enemy
Highest point in opponent's set up
zone taken and held until end of the
game
20 Highest point means
either a natural or man-
made feature
Key terrain in opponent's set up zone
taken and held until end of the game
10 Key terrain are such
things as bridges,
buildings and hills but
not the highest point
Highest point in your set up zone
taken and held until end of the game
5 Highest point means
either a natural or man-
made feature
Key terrain in your set up zone taken
and held until end of the game
5 Key terrain are such
things as bridges,
buildings and hills but
not the highest point
Army commander "Killed" 5
Each Battle commander "Killed" 2
Mission Objective Points Comments
Delay: Buying time for the rest of the Army to
prepare for combat
Opponent's army held in neutral zone
of battle field until end of game
20 Held in means that no
more than 30% of the
opponent's force crosses
into your set up zone
Opponent's army held in neutral zone
of battle field until two turns before
the end of game
10 Held in means that no
more than 30% of the
opponent's force crosses
into your set up zone
Your Army withdraws from the field
with less than 30% losses
10
Your Army withdraws from the field
with less than 50% losses
5
Army commander "Killed" 5
Each Battle commander "Killed" 2
Each opponent Spear "Killed" 1
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Black Mouse Games ©2012 De Re Militari Series
Mission Objective Points Comments
Withdraw: The Defender must withdraw from the
field of combat intact.
Your Army withdraws from the field
with less than 10% losses
20
Your Army withdraws from the field
with less than 20% losses
10
Your Army withdraws from the field
with less than 30% losses
10
Your Army withdraws from the field
with less than 50% losses
5
Opposing Army commander "Killed" 5
Each opposing Battle commander
"Killed"
2
Each opponent Spear "Killed" 1
Mission Objective Points Comments
Advance: The Attacker must cross the battlefield and
exit the other side before the end of the game.
Your Army exits the field with less
than 10% losses
20 In this case exits via the
defender's base line
Your Army exits the field with less
than 20% losses
10 In this case exits via the
defender's base line
Your Army withdraws from the field
with less than 30% losses
10 In this case exits via the
defender's base line
Your Army exits the field with less
than 50% losses
5 In this case exits via the
defender's base line
Opposing Army commander "Killed" 5
Each opposing Battle commander
"Killed"
2
Each opponent Spear "Killed" 1
Mission Objective Points Comments
River Crossing: The Attacker must seize a river
crossing and hold it until the end of the game
You hold a main river crossing
(bridge or ford) with 30% of your
force on the opponent's side of the
river
20
You hold a main river crossing
(bridge or ford) with 10% of your
force on the opponent's side of the
river
10
You have 10% of your force across
the river but do not hold the crossing
5
The river crossing is contested either
side has one Spear in contact on the
crossing.
5
Opposing Army commander "Killed" 5
Each opposing Battle commander
"Killed"
2
Each opponent Spear "Killed" 1
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