qrs & markers
TRANSCRIPT
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SEQUENCE OF PLAY
1. Orders Phase: Performed simultaneously by both sides.
2. Strategic Movement Phase: For units outside engagement range and without order markers.
3. Charge Declaration Phase: Both players simultaneously declare and execute any charges and charge reactions.
4. Roll For Initiative:Both players roll a d6 to decide who moves first in the Tactical Movement Phase.
5. Tactical Movement Phase:After all charges and responses are finished, all other units with orders make their moves.
6. Missile Fire Phase:All eligible stands on both sides simultaneously fire missiles.
7. Close Combat Phase: Resolve close combat between units in contact with each other one at a time, starting from the flankchosen by the player who won the roll for initiative.
8. Recovery Phase:When units with a Recover order are rallied or reorganised, performed simultaneously by both players.
ORDERS
Charge:Unit must be within its normal tactical movement distance of its target unit.
Ferocious Charges: Units with a Ferocious marker or containing fanatics will automatically make a Ferocious Charge againstenemy units to their front and within engagement range, unless issued a Recover order.
Advance:Unit must move at least half its maximum allowed movement.
Countercharges:A unit with an Advance order may Countercharge in response to a Charge being made upon it.
Deploy:A unit may use a Deploy order to change facing or formation, or to face an enemy unit moving into or already in contactwith its flank or rear, or follow up or pursue a retreating or routing enemy unit. Trained units in good order and with Deployorders may perform any 2 of the following actions, other units may perform any 1.
Trained units may also choose from the following actions:
Sidestep 1 stand width to either flank retaining the same facing.
Fall back 2, remaining facing the enemy.
Defend:Troops on foot only. Units with Defend orders receive combat and morale bonuses. Archers not low on missiles mayfire an arrow barrage. Cannot follow up or pursue unless they become ferocious as a result of a morale test.
Retreat: Units become disordered except skirmish troops or Trained units moving less than half their movement distance.Move directly away from nearest enemy unit.
Recover:A successful morale test is required to execute a Recover order from Routed to Fragmented. A unit with a Recoverorder will automatically recover from Fragmented to Disordered or Disordered to Good Order. This order may also be used forunits out of or low on missiles to be re plenished.
ABILITY LEVELS FOR GENERALS
Die Roll Result Rating Orders per Turn
12+ Charismatic 5
4
3
2
9-11
5-8
2-4 Buffoon
Stalwart
Heroic
Roll 2d6, add + 2 for the commander.
FOUNDRY BOOKS, 23-34 St. Marks Street, Nottingham, Great Britain NG3 1DE Telephone: 0(+44)115 841 3000 Fax: 0(+44)115 841 3250
www.WARGAMESFOUNDRY.com.
Change formation.
Change facing 90 or 180 degrees.
Turn to face an attacker or existing opponent.
Wheel up to 45 degrees to face an attacker.
Move one stand depth straight forward, ignoring terrain delays.
Expand or contract one stand per flank.
Place stakes, caltrops, search for fords etc.
Exchange ranks.
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Dice Roll Modifiers for Morale Test:
In shieldwall/schiltron/Swiss square
Defend orders
In cover
Unrouted general visible within half engagement range
Pike, halberd or long spear in good order charged frontally by cavalry
Unrouted sacred banner or relic within engagement range
Pushing back or pursuing enemy
Defending a superior tactical position*
General or champion with unit
+1
+1
+1
+1
+2
+2
+2
+2
+2
Each strength point lost
Disordered
Charging a superior tactical position*
Unsupported**, unless schiltron or Swiss square which alwayscount as supported
Fragmented
Enemy visible and facing flank or rear within half engagementrange (within 2" in forest.
Overall commander or sacred relic seen routed or lost withinengagement range
-1
-1
-1
-1
-2-2
-2
*Superior Tactical Position:
Uphill, behind walls or streams, inside buildings, defending obstacle, river bank
Note: Forests do not constitute a superior tactical position!
**Supported:
To be supported a unit must have two out of three of the following benefits:
Any unrouted friendly stand within engagement range of testing unit's rear.
Any unrouted friendly stand within engagement range of 45 degrees of the testing unit's left flank.Any unrouted friendly stand within engagement range of 45 degrees of the testing unit's right flank.
MORALE TESTRESULTS
If a general is with a unit that fails a morale test, he suffers the result along with it, routing or retreating according to his own movementallowance.
Trained units retreating as a result of morale failure use the charge/rout/retreat movement table.
If Charging Otherwise
Failed by 1 Halt 1 from enemy, unless enemy isCharging or overcharging, in which casehalt in current position.
Halt - Disordered.
Failed by 2 Halt - no move - Disordered. Retreat full distance - Disordered.
Failed by 3 Retreat full distance - Disordered. Retreat full distance - Fragmented.
Retreat full distance - Fragmented.Failed by 4 Rout - lose 1 stand.
Rout - lose 1 stand. Rout - lose 2 stands.Failed by 5
Failed by 6+ Rout - lose 2 stands. Destroyed unless in contact withenemy, in which case surrender.
TEST MORALE FOR:Unit charged by better armour class.
Infantry in the open charged by non-skirmish cavalryor elephants.
A general or sacred relic is destroyed or routed withinengagement range of the unit.
A stand or stands lost this phase of turn.Each friendly non-skirmish infantry unit routing ordestroyed within half engagement range.
Attempting to rally routers.
Attempting to make a Ferocious Charge.
MORALE TEST TABLEClass Morale Value to succeed on a 10 Sided Dice (d10)
Elites
Veterans
Fanatics
Warband
Warriors
Poor
2 or more
3 or more
3 or more
Count as Fanatics up to and including the first round ofclose combat, then as Warriors
4 or more
5 or more
Interpenetration exceptinvolving skirmish infantryor crusader order.
Crossing obstacles unlessskirmish infantry.
Failed morale test.
Pushed back in closecombat.
Retreating, except trainedtroops moving less thanhalf their normal move andskirmish troops.
Wedge or conrois whichfails to break through, routor destroy an enemy unit.
Charging or pursuing unitfails to make contact.
Extra movement taken.
Attacked in flank or rear.Cava l ry or mountedinfantry dismounting, orany troops other thans k i r m i s h i n f a n t r ydisembarking from boats.
Cavalry units serving inarmies which do notcontain e lephants orcamels, coming within onethird engagement range ofthem.
Units passing throughdelaying terrain wherespecified in Terrain Delay
and Disorder Chart.
Unit should be pushedback but cannot due tobeing blocked.
Effects of Disorder
Only front rank may fightin a close combat includingunits in wedge or conrois.
Only half of each rank mayfire.
May still be issued Chargeorders as normal.
Causes ofDisorder
Attrition TableDice Roll Result
1 - 2 Lose 3 strength points
3 - 4 Lose 2 strength points
5 - 6 Lose 1 strength point
7+ No losses
Effects ofFragmentation
Only half the front rankfights in close combat.
Only half the front rankmay fire missiles.
May not be issued Chargeorders or countercharge.
www.WARGAMESFOUNDRY.com.
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Deduct or add the enemy armour type:
Units of mixed armour type, count as front ranks armourtype unless disordered or fragmented, then as worst in unit.
2. Morale Class Value
Add your unit morale class value as listed
below:
Fanatic +2, Elite +2, Veteran +1,Warrior 0, Poor -1
If a unit is of mixed morale class calculate the
combat score of each group separately, then addthem all together for a final number.
Arrow Barrage: One extra dice per each two stands firing. Firing unit is Disordered or Fragmented: Halve number of dice, or front rank only may fire.
Firing unit is Low on Missiles: Halve numberof dice. Out of Ammunition: No stands may fire.
MISSILE FIRE TABLES
Weapon
FirstRound
vs Mounted
FirstRound
vs Foot
SubsequentRoundsvs Foot
SubsequentRounds
vs MountedEligibleRanks
Bill/Halberd
Long Spear
Pike
Spear
Axe
Foot Javelin
Mounted JavelinLance
Warband Weapons
+2 +2
+2
+2+3
+3
+3 +3
+2 +1
+1+1
+1 +1
+1
+2 +3
0
+2 +1
0
0
0
0
+1 +1
+2+2
0
0
00
+1
+1
+1+1
1
2
2
3
1
1
1
11
Missile Weapons 0 0 0 0 1
1. Weapons Factors and Ranks Eligible to Fight
For Small Sized StandsRange
Score to Hit 50%(1to5) 30%(1to3) 10%(1)
Close Effective Long
For Large Sized StandsRange
Score to Hit 50%(1to5) 30%(1to3) 10%(1)
Close Effective Long
Weapon
Handgun
Dart/Javelin
Bow/Sling
Longbow
Crossbow
Artillery
Weapon
Handgun
Dart/Javelin
Bow/Sling
Longbow
Crossbow
Artillery
0- 1
0- 1
0- 1
0- 3
0- 1
0- 6
1- 3
-
1- 3
3- 6
1- 6
6- 14
-
-
3- 7
6- 9
6- 9
14-20
For Standard/Foundry Sized StandsRange
Score to Hit 30%(1to3) 10%(1)
Close Effective Long
Weapon
Handgun
Dart/Javelin
Bow/Sling
Longbow
Crossbow
Artillery
0- 2
0- 2
0- 2
0- 4
0- 2
0- 8
2- 4
-
2- 4
4- 8
2- 8
8- 20
-
-
4- 10
8- 12
8- 12
20- 30
0- 3
0- 3
0- 3
0- 3
0- 6
0- 12
3- 6
-
3- 6
6- 12
3- 12
12- 30
-
-
6- 15
12- 18
12- 18
30- 45
-2 Targetis ful l plate or ar moured*
-2 Targetis ski rmish infan try
-2 Windy or stormy weather
Missile Fire Dice Roll ModifiersModify each dice rolled, then check against "Score to Hit" on the table below:+1 Firing unit has strength of 4*
+1 Target is lightly armoured*
+1 Target is in conrois, mass or wedge+1 Longbows or crossbows firing on non-
skirmish cavalry
+1 Firing unit has defend orders
+2 Targetisunarmoured*
-1 Targetup hillfrom shooters
-1 Target is in full mail*
-1 Targetis ski rmish cavalry-1 Foot un itmoves an dfires
-1 Firing un itha sstr engthof two*
-1 Targetco unts as shi elded
-1 Target i s charging or isin closecombat
-1 Target in cover (not pavise/mantlet vs.Handguns/Artillery
-1 Target is in shieldwall*
-1 Firing un itis ret reating mounted
*Ignore these factors for artillery or handgunner fire.
A pavise or mantlet counts as a shield and cover frommissile fire.
If the modified "to hit" number is lower than theminimum for the range, your fire is inef fective and causesno damage.
All missile troops, except handgunners and artillery, roll 1d10 for each stand firing. Handgunners roll 2d10 per stand firing, while artillery roll 1d10 for eachremaining crewman (each hit on an artillery stand kil ls one crewman).
CLOSE COMBAT TABLES
Mounted troops charging Long Spear/
Halberd/ Pike armed infantry in Good Order
Skirmish cavalry or any infantry Charging orCountercharging*
Non-sk i rmish cava l ry Charg ing orCountercharging*
Ferocious mounted troops in the first round ofcombat
Ferocious infantry in the first round of combat
Pushed back enemy in the previous turn orFerocious troops pushing back or pursuingopponents
General or champion with unit
Majority of stands on higher ground than
enemy unit; or charging downhillElephant Charging or Countercharging
Shieldless enemy**
In better morale state than opponent
Each strength point more per stand thanopponent
Deeper full ranks than enemy
Wider frontage than enemy
Enemy with Defend orders
Enemy in shieldwall, schiltron or Swiss square
Enemy behind an obstacle
Enemy defending houses, walls, palisades, etc.
Mounted infantry charging*
* Chargers crossing any obstacles or in delaying terrain, donot receive the charge die roll bonus.
**A pavise does not count as a shield for close combat.Mantlets count as obstacles.
-d6
+d6
+d6
+3
+2
+2
+2
+2
+2
+1
+1
+1
+1
+1-1
-1
-2
-2
-2
4. Combat Modifiers
3. Enemy Armour Type
Full Plate
Armoured
Full Mail
Heavy
Lightly ArmouredUnarmoured
Elephant
-3
-2
-1
0
+1+2
-1
50%(1to5)
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AdvanceAdvanceAdvanceAdvance
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DeployDeploy
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DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy
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ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge
ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge
RetreatRetreat
RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat
RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat
RecoverRecover
RecoverRecoverRecoverRecover
RecoverRecoverRecoverRecover
RecoverRecoverRecoverRecover
RecoverRecoverRecoverRecover
RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover
RecoverRecover RecoverRecover RecoverRecover
DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DefendDefend
DisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisordered
WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge
ConroisConrois
ConroisConrois
ConroisConrois
ConroisConrois
ConroisConrois
ConroisConroisFerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious
ShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwall
Fire&Flee
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Fire&
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Fire&
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Fire&
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Fire&
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Fire&
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Fire&
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Fire&
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Fire&
FleeLow on
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OOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrder
WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge
Fire&Flee
Fire&
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Fire&
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Fire&
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Fire&
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FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious
ShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwall
FragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmented Routed Routed Routed Routed
ConroisConrois
ConroisConrois
ConroisConrois
ConroisConrois
ConroisConrois
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Here are some spare markers you may also wish to cut out orcopy, along with Pursuit markers, which you may wish to add in.
FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious
ShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwall
Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee
WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge
AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvanceDeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy
ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge
RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat
RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover
DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend
ConroisConrois
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PursuitPursuit
PursuitPursuit
PursuitPursuit
PursuitPursuit
PursuitPursuit
PursuitPursuit
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Here are some spare markers you may also wish to cut out orcopy, along with Pursuit markers, which you may wish to add in.
WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge PursuitPursuit
PursuitPursuit
PursuitPursuit
PursuitPursuit
PursuitPursuit
PursuitPursuitFire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee
RoutedRouted
RoutedRouted
RoutedRouted
RoutedRoutedFragmentedFragmented
FragmentedFragmentedFragmentedFragmentedFragmentedFragmented
FragmentedFragmentedFragmentedFragmented
FragmentedFragmentedFragmentedFragmented
FragmentedFragmentedFragmentedFragmented
FragmentedFragmentedFragmentedFragmented
FragmentedFragmentedFragmentedFragmented
FragmentedFragmentedFragmentedFragmented
ConroisConrois
ConroisConrois
ConroisConrois
ConroisConrois
ConroisConrois
ConroisConrois
OOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrder
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OOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderFerociousFerociousFerociousFerociousFerociousFerociousFerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerociousShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwall ShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwall
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