Monday, May 21, 2018

Joining Battle


Once forces are organized battle can begin. These are the basic charts for how to resolve a turn. 


CHAINMAIL CHARTS REVISDED

Turn Sequence

Roll Initiative – Winner determines who is side A

A – Declare Charges, move all non-charging units, resolve all Split Move & Fire, Receive all Pass-Through Fire. Complete Charges. Resolve Regular Missile Fire.

B – Declare Charges, move all non-charging units, resolve all Split Move & Fire, Receive all Pass-Through Fire. Complete Charges. Resolve Regular Missile Fire.

Missile Fire – Resolve fire for any unit that has not fired this turn, or second fire for stationary Bows.

Melee Resolved

Moral Checks



Movement Rates

Troop Type
Move
Charge
Light Foot
9
12
 Heavy Foot
9
12
Armored Foot
6
8



Troop Type
Walk
Canter
Gallop
Light Horse
0-10
11-20
21-30
Medium Horse
0-8
9-16
17-24
Heavy Horse
0-6
7-12
13-18

Horse may move up or down one level per turn. Must move at least the minimum listed each turn. See NOTES on MANEUVERS.



Maneuvers

From
To
Time, or Requirements
Column
Line
1 Turn
Line
Column
1 Turn
Face Left/Right

1 Turn*
Face Rear

2 Turns*
Column/Line
Square
2 Turns* Infantry Only
Wheel

Count 2” for each 1” moved
Side Step

1 Turn*, 3” Left or Right Infantry Only

*Units caught in melee while maneuvering must beat opponents dice roll or count as flanked.

Squares once formed have no flank but may not move.

Cavalry may only maneuver by Wheel if at a Canter, and if at Gallop may only wheel up to 45 degrees at the beginning of the turn.

Wheels work by holding down the inside corner and move forward along the outside. A second unit following moves directly into rear contact of the lead unit.



Terrain Effects

Terrain
Effect
Prevent Charge
Gentle Hill
Half Speed Up Hill
Yes, Up only
Steep Hill
Half Speed
Yes
Woods
Impenetrable except to Ambush started in
Yes
Rough
Cavalry Half Speed Walk or Canter Only
Yes, all
Marsh
Half Speed. Cavalry Walk Only
Yes
Fordable River
Halt on contact. One turn to cross. Cavalry Walk, or Canter Only
Yes

Moral Levels

Quality Level
Casualty %
Score to Remain
Mob*
N/A
If a mob checks moral it automatically routs
Militia
25%
8 or better
Regular
33%
7 or better
Veteran
33%
6 or better
Elite
50%
4 or better



Combat Results

Light Foot Vs.                                                                                        Light Horse Vs.

Light Foot - 1 die per man, 6 kills                                            Light Foot - 2 dice per man, 5, 6 kills

Heavy Foot             - 1 die per 2 men, 6 kills                           Heavy Foot             - 2 die per man, 6 kills

Armored Foot         - 1 die per 3 men, 6 kills                           Armored Foot         - 1 die per man, 6 kills

Light Horse             - 1 die per 2 men, 6 kills                           Light Horse             - 1 die per man, 6 kills

Medium Horse        - 1 die per 3 men, 6 kills                           Medium Horse        - 1 die per 2 men, 6 kills

Heavy Horse          - 1 die per 4 men, 6 kills                            Heavy Horse          - 1 die per 3 men, 6 kills



Heavy Foot Vs.                                                                                      Medium Horse Vs.

Light Foot - 1 die per man, 5, 6 kills                                         Light Foot - 2 dice per man, 4 – 6 kills

Heavy Foot             - 1 die per man, 6 kills                               Heavy Foot             - 2 dice per man, 5, 6 kills

Armored Foot         - 1 die per 2 men, 6 kills                             Armored Foot         - 2 die per man, 6 kills

Light Horse             - 1 die per 2 men, 6 kills                             Light Horse             - 1 die per man, 5, 6 kills

Medium Horse        - 1 die per 3 men, 6 kills                             Medium Horse        - 1 die per man, 6 kills

Heavy Horse          - 1 die per 4 men, 6 kills                              Heavy Horse          - 1 die per 2 men, 6 kills



Armored Foot Vs.                                                                                    Heavy Horse Vs.

Light Foot - 1 die per man, 4 – 6 kills                                          Light Foot - 4 dice per man, 5, 6 kills

Heavy Foot             - 1 die per man, 5, 6 kills                              Heavy Foot             - 3 die per man, 5, 6 kills

Armored Foot         - 1 die per man, 6 kills                                   Armored Foot         - 2 die per man, 5, 6 kills

Light Horse             - 1 die per man, 6 kills                                   Light Horse             - 2 die per man, 5, 6 kills

Medium Horse        - 1 die per 2 men, 6 kills                                Medium Horse        - 1 die per man, 5, 6 kills

Heavy Horse          - 1 die per 3 men, 6 kills                                 Heavy Horse          - 1 die per man, 6 kills



Missile Combat

Weapon
Range
1
2
3
4
5
6
7
8
9
10
Short Bow
5/10/15
6-7-8
6-7-8
6-7-8
7-8-9
8-9-10
9-10-11
10-12-/
12-/-/
10-12-/
12-/-/
Light Crossbow
6/12/18
5-6-7
5-6-7
5-6-7
6-7-8
7-8-10
8-9-11
9-11-/
11-/-/
9-10-/
10-12-/
Horse Crossbow
5/10/15
5-6-7
5-6-8
5-6-8
6-8-9
7-9-10
8-10-11
9-12-/
11-/-/
9-11-/
10-12-/
Heavy Crossbow
8/16/24
4-5-6
4-6-7
4-6-7
5-6-8
6-8-9
7-9-10
8-10-11
0-11-12
7-9-12
9-11-/

Rate of Fire: All but Heavy Crossbow can move full and fire. Heavy Crossbow can move half and fire, or if moving over half, if they beat their opponent’s die roll (both sides roll 1d6). Bows that don’t move and are not in melee can fire twice in a turn.

Bows, but not crossbows may fire indirectly. The target must be over 3 inches from them. This reduces their range to -/6/10. Their targets armor increases by one category, with categories 7 and 8 becoming arrow-proof.



Armor Classes

1)    No Armor 2)    Leather or Padded 3)    Shield Only 4)    Leather Armor and Shield 
5)    Chainmail 6)    Chainmail and Shield 7)    Partial Plate 8)    Partial Plate and Shield 
9)    Horses – No Armor 10)  Horses – Barded


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