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Page 1: Strongbow Rule Book
Page 2: Strongbow Rule Book

I LOVE the spring-tide of the year When leaves and blossoms do abound, And well it pleases me to hear The birds that make the woods resound With their exulting voices. And very well it pleases me. Tents and pavilions pitched to see, And oh, my heart rejoices To see armed knights in panoply Of war on meadow and on lea.

I like to see men put to flight By scouts throughout the countryside, I like to see, armed for the fight, A host of men together ride; And my delight’s unbounded When castles strong I see assailed, And outworks smashed, whose strength has failed, And near the walls, surrounded By moats, and by strong stakes enrailed, The host that has the ramparts sealed.

And well I like a noble lord When boldly the attack he leads, For he, whene’er he wields his sword, Inspires his men by his brave deeds, Their hearts with courage filling. When tide of battle’s at the flood, Each soldier then, in fighting mood, To follow should be willing. For no man is accounted good Till blows he’s given and withstood.

Axes and swords and spears and darts, Shields battered in with many a blow We’ll see when first the battle starts, And clash of arms as foe meets foe; The steeds of dead and dying Wildly will rush throughout the field, And all who wish to be revealed As brave will e’er be trying How best their axes they may wield, For they would rather die than yield. Not so much joy in sleep have I, Eating and drinking please me less Than hearing on all sides the cry “At them!” and horse riderless Among the woodlands neighing. And well I like to hear the call Of “Help!” and see the wounded fall, Loudly for mercy praying, And see the dead, both great and small, Pierced by sharp spear-heads one and all.

Barons, without delaying, Pawn every city, castle, hall, And never cease to fight and brawl.

Papiol, make no staying, Lord Yea-and-Nay go rouse and call, Tell him this peace on me doth pall.

-Bertran de Born, in the reign of Richard I (“Lord Yea-and Nay”)

Page 3: Strongbow Rule Book

Preface

Page 4: Strongbow Rule Book

By Anthony Holton

I can’t remember when I first encountered the Perfect Captain website. I do remember that I needed some medieval troop counters so my seventh graders could play a simple medieval battle, and the Captain had them, for the wonderful cost of free, as part of the first edition of his Ironbow rules. The beautifully rendered counters were a fun introduction for my goofy twelve-year olds, and many of them went on to become wargamers themselves.

Since that time, the Perfect Captain’s site has become very special to hundreds, perhaps thousands, of people all over the world. The guys behind the Captain have produced rules sets and graphics that are professional in their production values, and innovative in their concepts. It’s amazing that they have always made these games available online and for no cost; they only ask for a donation to a charity of our own choice.

Who is the Captain? He’s mysterious and modest, declining to take any credit or reward for sharing his time and ideas. It can be said that there are three Canadian brothers who serve as his minions. I hope that one day their names will be known.

The rules in front of you are a supplement for the second edition of Ironbow. In my experience, they provide the most realistic and satisfying medieval game I’ve yet encountered. The rules concepts are entirely the Captain’s, and he deserves all of the credit for what follows. Our sincere gratitude goes to three guys from Montreal for all of the joy, fun, learning, and warm friendships that Strongbow will give to so many in the future.

Anthony Holton

Autumn, 2012

Page 5: Strongbow Rule Book

Introduction

When The Perfect Captain turned out Ironbow II way back in 2006, we made some vague promise of an upcoming supplement for the feudal armies of Britain and France. Well, the wheels turn at a glacial rate in the Captain’s workshop- but they do turn.

This present supplement covers the armies of the British Isles and France from around 1050 to 1300 A.D. Political borders of course only show up on maps, but in a sense much of the political and military activities of these regions were isolated from those of neighboring regions. Although a pan-European culture was growing (even a trans-continental one, thanks to the Crusades), most conflicts remained local conflicts. The German Emperor was interminably preoccupied with his restive and independent nobility, and Italy and his Eastern marches, that he rarely interfered in French and British matters. The Spanish princes were tied up in the Reconquista, and only ventured into areas of southern France that they had claim to, and then only sporadically. Even the great Scandinavian warlords, who for three centuries before our era thought of these western lands as easy pickings for their raiders and colonists, were now traveling the Viking path only a few times a century instead of yearly; furthermore, they only went west to overawe their wayward colonies. So France and Britain were often left up to their own devices… and even then, if not for the Norman Conquest, these two lands might have also remained as insular as they had been during the so-called “Dark Ages” after the fall of the Western Roman Empire.

It’s satisfying to think of the Normans as the catalyst for so much of the history (and much of the mayhem) of this era. Rollo and his Viking followers might have entered the chronicles in 911 as a bunch of losers (defeated at the battle of Chartres), but by the 12th century you would find their descendants holding fiefs from the foothills of the Pyrenees to the Highlands of Scotland- and as far east as Antioch. Norman, French and Flemish knights seem to be the one constant on all battlefields in our era; and there they ruled. Finally, lurking in their long shadows we begin to catch glimpses of the future of European warfare - the peasant bowmen and pikemen of an age to come.

Page 6: Strongbow Rule Book

It has been a lot of fun working on the game- but the better part of the fun has been working on it with Anthony Holton. The original idea and impetus for the supplement years ago was Tony’s, and he spearheaded the research, and did the bulk of the work on the unit cards and army parameters. Better yet was the long correspondence that we shared over the years as we discussed and debated aspects of the feudal era, and for the passion Tony had for the material- a passion that was easy to catch. Best of all was the warm friendship that Tony always expressed to us, one that continues to this day and we hope, beyond.

Thanks, Tony.The Perfect Captain

2012

Important Note: Please be aware that Strongbow is not a game in and of itself- it is a supplement to our Ironbow II rule set.

Page 7: Strongbow Rule Book

Troop Ratios in Ironbow II and Strongbow

Many miniature wargamers tend to obsess over troop ratios, scales and basing. When we first conceived of Ironbow, there was no set ratio representing the amount of actual men per each element or stand. Our first rulebook gave a range of anywhere between 20 and 200 men per element (stand). As we did not settle on any actually representative lists for each nationality or group, this wasn’t thought a problem. We ourselves used them for various sized battles, from those recorded as including merely hundreds of men in total, to much larger affairs. The flexibility allowed us to simulate more armies than our limited budgets would allow.However, as we developed Ironbow II, we planned to have more extensive lists, with an attempt at more realistic troop totals, and realized that a more specific scale for troop representation was needed. Since we were planning to include some of the larger armies in the mix, we felt that we’d skew the figure/men ratios to the higher end of the scale, without reducing our movement rates, or more critically, our archery ranges. We think of archery as being more critical than movement because historical archery ranges can easily be estimated, whereas movement distances will vary depending on the time scale chosen for each turn. And since we already had worked out the relative effectiveness of archery against oncoming troops (in order to allow for a reasonable amount of ranged attacks), we decided to leave them generally intact from the original set.This left us with a small problem (for some) in terms of using IB2 for smaller battles. With most cavalry representing about 100-150 men (although with an allowance for as little as 50 men per stand) this is especially true for Strongbow armies. Many of the important engagements in the era and theater covered by this new supplement were fought with as little as 1000 men a side, with sometimes as few as 100 knights or less. This can be difficult to simulate at the current scale. So what to do?First of all, there is one thing that works in Strongbow’s favour in this respect- the long archery ranges and movement rates make more sense at a lower scale, rather than a higher one. A good scale would be 25 to 50 men for a cavalry stand and 75-125 men for infantry; this would be closer to our original conception. It would allow players to simulate some of the miniscule yet important armies employed in the era- like the first Norman army that invaded Ireland.Some might find that this puts larger battles, like Hastings, Northallerton or Bouvines, out of reach at this scale, but that would be so only if you look at the exaggerated numbers mentioned in some period ecclesiastic chronicles. If one looks at the more detailed

Page 8: Strongbow Rule Book

accounts, or at reconstructions based on official troop rolls and other records, one gets a more practical and realistic view of field army sizes. For instance if we take the battle of Bouvines in 1214, hardly a minor engagement in the era, one sees fairly limited numbers fielded- even with the kings of France, England and the Emperor present. These men ruled literally millions of subjects, yet altogether fielded about 14,000 men in total- smaller than conservative estimates for either army at Hattin. Hastings probably falls within the same range- and Northallerton must certainly been smaller still.Some might be bothered by using the same movement and shooting ranges for a wide ratio of scales. We disagree; for us, the main factor in determining ranges has always been board size- allowing a battle to unfold tactically in characteristic manner is the most important thing. If the board is too small for the ranges, deployment and early maneuvering will be a problem; if it is too large, the time a game takes to play may be lengthened unnecessarily.However, if players are bothered by this, they can make rulers of their own using either ½” or ¾” increments when using a larger scale (painting the increments on a thin wooden dowel is a way to do this), and using the game unchanged for a smaller one… but we hardly think that it’s worth the trouble.

Basing remains the same in SB as in IB2- any uniform basing (all troop stands having the same frontage) will work. Players who use single figure stands and movement trays will have to find their own way of dividing them into elements- sorry.

As for unit sizes, we don’t think this needs to change much. Feudal era armies are known for dividing up even the smallest armies into ridiculously small divisions, often in exactly the same way that they would larger ones. However, we have slightly increased the allowable size for units in Strongbow- see “Generating Strongbow Armies” for details.

Page 9: Strongbow Rule Book

New Rules for Strongbow and Ironbow

Although many of the troops who fought on the fields of Britain and France did some time in the Crusades as well, there were some differences between the armies they constituted “at home” and those abroad. Furthermore, Clan and Reaver armies have some special characteristics that need addressing.Please note that all of the following rules are classified as Optional- you may use the units and armies of this supplement under the IB2 rules as normal. However, these rules should provide a more characteristic “flavour” for the era. Some may also be used in Ironbow II.

1. Converged Spear units: Most armies, especially the Saxon, Viking, Welsh and perhaps the Scots would often form units with what we would term multiple troop types. Most of the troop types mentioned in the set, while named for a single type of troop, like Knights, Huscarls or Fyrd, in fact already include multiple types, mostly differentiated by social status- Knights for instance include actual knights in the front rank, but sergeants, pages and such in the rear ones. Because of this, the Ironbow system does not allow for units with different types of stands to be mixed into the same unit- the individual stands are already “mixed”.However, here is a rule where you could try to mix at various least spear type units- that for these purposes will include Dismounted Knights. Lower quality spear can form up behind higher quality stands, allowing for the modifier for extra ranks of spears. The unit uses the front rank values for all purposes- except for Disaster Reaction checks, when they use the lower quality troops’ rating.The entire front rank need not be the better type- only 1/3 of the stands must be so to qualify (representing them thinning out across the entire frontage). Any Casualties (which now can occur outside to Victory 1 or 2 results- see below) must however be from the better type- if their amount falls to less than a third, the unit uses the lower quality ratings from that point on.

2. Shieldwall: Certain armies may form a shieldwall. This can be used with the following army lists: Anglo-Danish, Late Viking, Kingdom of the Isles and Anglo-Norman, if a particular army of these types qualify.

Page 10: Strongbow Rule Book

a. To qualify: At start, if an army has at least 60% of its stands being shielded spearmen, huscarls, and/or dismounted Knights, then it may form a shieldwall. This will mean that at least 75% of these types of troops will form into allowable units, but these units will be arranged in contact as a line across the army’s frontage. Any combat relating to the shieldwall is still resolved as individual combats by units as normal.b. Results: Any army forming a shieldwall will get to remove (“shed”) one minus status point before Status calculation in the Army status phase on each turn the wall is intact. To be intact, there must not be any gap in the wall with an unengaged enemy stand in said gap at the end of the Melee phase. Shieldwall Gaps: If a gap occurs in this way at the end of the melee phase, then a +2/-3 status adjustment modifier is counted for the penetrating side, and against the gapped side.Cavalry which has burst into a unit, or merely a destroyed the front rank of a multi-rank formation do not count toward this. Cavalry which has burst through, but do not occupy a position in the enemy formation (having moved at least a base depth beyond the rear rank) count as having gapped the shieldwall, although next turn if not prevented, elements in the gapped wall could seal the gap up, reinstituting the ungapped shieldwall. Note that the +2/-3 is not done away with if the shieldwall is reinstated, although the army may resume shedding negative points in the Status phase again.

Other Status modifiers, like outflanking or reinforcements, continue as normal.

3. Huscarl Withdrawl: Anglo-Danish Huscarls, Viking Royal Hirdmen or Isles Hirdmen will only follow a Withdraw Order from a battle if their King does as well (they will most likely be his bodyguard). If he has been killed in battle, they will only withdraw in good order bearing his body. If unable (a clear path is blocked), they will stand until destroyed. Any rout from combat will mean immediate elimination, as if being struck in the rear. All other rout results are ignored.Note: If this event occurs, the game should be drawn out to the bitter end, and later recounted to others over flowing horns of mead. Giving up early is ignoble.

4. Clan Ambush: Clan commands may be given “Await” orders when placed in a hidden ambush position (usually in some woods). They will only check for order interpretation when an enemy comes within charge reach (shortest reach in the command) instead of 20”. If they shift to an aggressive order, follow it as normal- however, they may

Page 11: Strongbow Rule Book

choose to interpret an “F” result (Follow Current Order) as “Threaten” orders.

5. Clan Charges: Clan Spear/Shock/Skirmish units, during the Tactical Archery phase (right after having charged to contact) may resolve an archery attack against the target of their charge if they have a javelin range rating (3” range). This simulates the flinging of javelins at the last moment of the charge. These archery attacks use the “Chargers” line on the Archery Victory Table, regardless of whether the target has charged or stood.

Example. A unit of 8 Welsh Milwyr (Milw), whose side has initiative, declares a charge against a unit of 4 English Communal Sergeants (C/Sg). The Milw passes its “Declare” Reaction test, getting a “C” result. The C/Sg takes a “Charged” test, and gets an “H” result. In the Oblig. Move phase, the Milw are moved to contact the C/Sg unit.In the Tactical Archery Phase, the Milw fire their “2” archery factor at their enemy, rolling up 2 hits against the sergeants. This results in a 5D result on the Archery Victory table. The C/Sg are unimpressed by their antics as they roll a “2”, so a regular melee round is in order. If however they had rolled a 5 or 6, they would have become disordered, halving their melee number, and giving the Milwyr a good chance of prevailing.However, if the target of the Milw had been a Crossbow (Cb) unit, another situation may have come up. Let’s say the Cb’s had rolled a “V” (Volley) result on their Charged reaction test- In that case, the Cb’s would have the chance to fire in the Obligatory Archery phase, before the Milw even close enough to lob their javelins. This fire would also be resolved on the “Chargers” line on the Archery Victory table. The Welshmen, if in close order, could end up disordered- or worse, considering the firepower of the Cb’s; if the Cb’s were in two ranks, they could even rack up the big hits, decimating the poor Welshmen.

6. Evade, Pursuit, Rout, and Difficult TerrainClan troops, like most skirmish troops, tend to evade more than they stand. Most Clan armies operate in areas with much bad terrain- dense woods in Wales, bogs in Ireland, and moors and rough ground in the Highlands. They often would Evade attacks by Feudal type armies by running into Difficult Terrain. Occasionally, their pursuers might foolishly venture into these morasses, allowing their more agile foes to cut them down.

Page 12: Strongbow Rule Book

To simulate this a few new items must be added to the terrain rules, and the Obligatory moves rules.a. Difficult Terrain: Dense woods and Bogs, Marshes, etc., will be classified thus. Ordinarily, only OO foot may enter, at half speed. b. Clan “Hillmen”: OO Clan foot are classified as “Hillmen” as in IB2, allowing them to enter terrain that other units may not venture into. Any Clan foot that is not OO may still enter difficult terrain, but move half and become disordered.c. Clan Evades: clan units Under Threaten, Await or Avoid orders may choose to interpret a “S” (Stand) result from a Reaction test as “E” (Evade) results. They may evade into difficult terrain.d. Pursuit into Difficult Terrain: horse pursuing Clan troops into Difficult terrain will roll a pursuit roll, (unmodified by any positive threat numbers); if they fail, they move at normal speed, right into Difficult terrain as if it is open ground for the rest of that turn. Afterwards, they are considered “Bogged Down”.e. Bogged Down: troops that are Bogged Down can only move at half speed, and must move out of the Difficult Terrain by shortest route possible on the next turn after becoming bogged down, and are Disordered. They may not rally or do anything else while bogged down.f. Charging Bogged troops: Clan foot may charge Cavalry that is bogged down. Bogged Down troops have no negative threat numbers. They must roll a disaster roll if charged, as if being charged in the rear. If contacted, they are treated as if struck in the rear. If routed, they roll their rout moves as normal, and then halve the total for the move.g. Pursuers: Pursuing infantry will not enter into difficult terrain- they will cease pursuit rather than enter, as normal.

7. CasualtiesMany wargames exaggerate the amount of casualties that occur from archery fire and melee. Most casualties would occur during routs, once one side had broken and turned their backs on their foes. This was reflected in Ironbow by the fact that actual loss of stands due to combat only occurred in either a V1 or V2 result from Fire or Melee. However, there are a few instances where some troops, who had the ability to hold there positions even when under effective archery fire, or in a hard fought melee, did die where they stood. Therefore, we are introducing an Optional system to simulate these events.a. Archery Fire: Disciplined or Trained troops may choose to exchange a single stand of troops to change any Archery Reaction result other than an “M” to an “M”. •To qualify for this, they must be in a command led by a commander with a positive Prowess rating.

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•They may only make this exchange if the loss does not constitute one half of their current strength- otherwise, the must apply the result rolled as usual.b. Melee: Any unit who loses a melee with a PB* or FB* result must check for casualties. They roll a 1D6; on a 5 or 6, they lose a stand, and must take a Disaster Check, modified by any Threat numbers applicable.c. Too many losses: any unit which loses one half of their original strength must rout if they lose another stand.