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A rule set for battles with Dark Age Warbands

As I finished reading Bernard Cornwell's Arthur trilogy, I discovered Gripping Beast's fantastic 28mm range of Dark Age figures and obviously there was no way that I could resist. I've been buying and painting them up for a while now, and I've tried a few different rules with them. Unfortunately, I haven't yet found the set that give me the game I want, so I thought I'd write my own.

What I was trying to achieve was a game which matched my interpretation of warfare in this period..

Two forces lined up, mostly warbands or pressed levy, organised into units around their leader, with a few comitatus or cavalry to stiffen up the force. As the lines stood and faced each other, their leaders would whip up their warriors and hand out the mead.. the shamen casting curses at the enemy line and providing a boost of morale to the warriors they stood with. A few berserks would rush out to challenge the enemy, suicidal charges against their tightly packed ranks. Slowly the lines would start to creep toward each other, the leaders still encouraging their men and shouting orders to form shieldwall if that was their plan. A few young men would skirmish ahead and on the flanks of the lines, light bows and javelins having little real effect on the battle lines, although taking down the odd warrior. Finally warbands would rush forward into contact and control of events here was limited to keeping the warriors in the line, rallying any faltering troops and leading charges into weakened enemies. Cavalry, although present, was not in great numbers and would either deal with each other or deal the decisive blow and pursue a retreating foe.

Before you historians write in to pull apart my picture, I know it may not be accurate, but this was the kind of encounter for which I wanted to create rules.

These are very much a first draft and are here for your comments or suggestions. They are presented as they stand, written for my own consumption, so there isn't a lot of explanatory text. Like most homegrown rules, I have lifted ideas I liked from other sets, being especially inspired for the motivational rules by Daniel Mersey's excellent 'Glutter of Ravens' .

My main reservation is the need to keep records, either on paper or with markers of some sort, so ideas on this area would be welcomed.

I have made no distinction between the types of warriors in 'British' or 'Saxon' armies.
A unit is defined by three main factors .. the influence of it's leader, it's basic level of ability and it's current level of motivation. The number of hits or casualties is another factor but I tried to move the emphasis on to motivation.

The rules that follow were printed in Lone Warrior issue 137. Lone Warrior is the journal of the Solo Wargamers Association.

Feel free to use and adapt, email me with comments etc. but please respect their copyright. (14.12.2001)



UNIT ORGANISATION

Each Unit made up of a number of stands
(infantry 40x40 4 figs.) (Cav 50x50 2 figs)
Min 1 stand which includes the leader for that unit .
Leader has ability of 1 to 3 (fixed.)
Unit training / skill defined as Levy, Warband or Comitatus or Cavalry. This is fixed.
The motivation or spirit of a unit ranges from 1 to 10. This varies throughout the game.

Army or force consists of number of units , each led by a leader. The overall commander is on a normal stand and may join other units if necessary.

Usually no more than one third of force can be comitatus.


START OF GAME

All units start with motivation score = 0. (Scenario may alter this score). The commander throws 1d6 and adds 1 for each point of leader ability in his force, including himself. This total score is the no. of pts available to allocate to the units motivation scores. (As the leader sees fit)
eg A force has four units with leaders. Three with ability of 1, one has ability of 2. A total of 5. A roll of a d6=3,+5 = 8 points. The player may choose to add 2 points to each units motivation, or to give one unit 4 points, another 2, and the last two one point each.

TURN SEQUENCE

Turns are alternate

1. Leaders spend ability points on;

a. Improving motivation
b. Manoeuvre
c. Ordering Charges


2. Movement

3. Shooting

4. Test units being charged

5. Melees

6. Panic Tests



1. Leaders Actions

An army commander within 6 inches and not in melee can add his ability points to another unit.

a. Improving Motivation.


If unit is not in melee, leader can spend his ability points on improving the Motivation

b. Manoeuvre.

If a unit has a Motivation of 10, it is forced to move toward the nearest enemy, the leader can spend a point on trying to hold.
A unit can stop or move straight forward at no cost. In order to change direction or formation, or move at the double, the leader must spend pts on trying to influence.

A leader can also try and form shield wall (a single stand can form shield wall) Unit Motivation must be no less than 5 and no more than 9. Unit must be infantry in the open.

Roll 1d6 and score under;

3 Levy
4 Warband
5 Comitatus / Cavalry

c. Charges.

Only possible for units with Motivation equal to or greater than 5.

To try and charge an enemy unit, leader must roll 1d10 and score under current Motivation.

+ leader ability score
-1 Unit is in cover (both units)
-2 target unit in shield wall
+1 Unit has second rank ("in depth")

Cavalry will not charge units in cover.



2. Movement

Compulsory
Movers first;

Units of Motivation 10 must move forward toward nearest enemy at least 2inches unless held.

Units of Motivation 2 to 4 cannot move forward or toward enemy

Units of Motivation 1 must retreat full move away from nearest enemy. (Rout)


Chargers move next, then all others. (All distances are in inches)

Infantry normal move 4
Infantry Double Move 6
Infantry Charge Move 4+ 1dAv
Shield wall Max move 2
Cavalry 8
Cavalry Charge 8 + 1d6


Modify movement by terrain (half speed)

Chargers who fail to reach their target -1 Motivation

3. Shooting and Skirmishers

No seperate units of skirmishers. A unit may have individually based skirmishers attached to it. Max of 1 per stand.
They do not make contact but rely upon missile fire.
Position within 6inches of parent unit and move up to 6inches in movement phase. They will always evade chargers.

As a stand is removed, remove 1 skirmisher fig too.

In the shooting phase, if the parent unit is not in melee, they may shoot at enemy units in the open within 12inches.

For each fig shooting, roll 1d6. Hit on 6
Shieldwall, Skirmishers or Cavalry save on d6 roll of 5,6.

The removal of skirmisher figs does not count towards unit casualties.



4. Test units being charged

See Panic tests for method.

If a unit being charged routs and is contacted by charger, it is automatically destroyed in the melee phase.

Cavalry can evade an infantry charge (even if they moved) up to 8inches. They suffer -1 Motivation




5. Melee

Only possible if a unit has successfully charged.

Line up stands and count Max one stand per unit as an overlap

Both sides roll 1d6 and modify;

For each stand of Levy in contact +1
For each stand of Warband +2
For each stand of Comitatus/Cav +3

Each stand in Shield wall +1
Chargers, each supporting stand +1 (second rank of stands)
Infantry charging, each stand +1
Cavalry charging, each stand +2

Compare totals. Highest score wins melee.
The loser takes hits in figures equal to the difference in scores and -1 Motivation

If difference is >= 4, winner also takes 1 hit point (fig), loser an additonal -1 Motivation and Shield walls are broken. (This rule is cumulative for each 4 points)

Casualties

Casualties are only removed as whole stands, remainder carried forward. Stands may be removed from rear ranks first. Count cavalry figures as two figs. (ie 4 hits per stand)

Leaders as casualties.

Leaders stands can normally be removed last. However, when a stand is removed, roll 1d6. If score = 6, leader stand is removed

End of melees

If a unit has reached Motivation 1, it will rout immediately, moving full move to rear. (See Panic tests)

Winning unit can move forward 1 stand from rear ranks to contact.

Cavalry with higher Motivation than opponent may voluntarily break off, retreat full move and suffer -1 Motivation.

6. Panic Tests

Taken when;

Unit is charged
Unit loses a stand

Commander lost within 12inches
Cavalry charged by infantry lose melee

Roll 1d10 and modify;

+/- Motivation
+1 Uphill
+2 Shield wall or defending obstacle
-1 each stand lost this turn
-2 Flank attacked
-3 Rear attacked
-2 Unit leader killed this turn


Score 5 to 10 = -1 Motivation
Score < 5 = -2 Motivation. If in melee, break off and retreat full turn

If Motivation reaches 1 unit routs immediately, full move distance to rear.

A unit whose opponent in melee beaks, routs or is destroyed adds +1 to Motivation
Additional +1 if enemy higher grade

A unit in Shieldwall that has it's Motivation reduced to below 5 does not automatically lose it's shieldwall formation.



OPTIONAL RULES

Berserkers

Once the battle lines have been set out, Roll 1d6 per Levy / Warband unit.
Odds = Berserker.

These individually charge the closest enemy unit. Roll 1d6. 5,6= hit (6 on Shieldwall). For each hit, roll again until no hits. Berserker then removed.

If two opposing berserkers meet, simply roll d6, highest wins, loser killed.

Druids / Shamen

Attached to a unit. Do not contact any other troops but are removed when leader stand is removed. Has an ability of 1 to 3 which can be used to add to leader ability or as general, to others within 6inches. Can also be used to curse enemy leaders within 6inches, removing Motivation in the same way.


 MOTIVATION SCORE:
 1 2 3 4 5 6 7 8 9 10
ROUT NO ADVANCE NO ADVANCE  NO ADVANCE             MUST ADVANCE
         SHIELDWALL (SW)  SW  SW  SW  SW  

 


 

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