Eric Wood's quick rules for Medieval Battles 100 YEARS' WAR - Crecy War Rules
MOVE (Note - When "Wheeling", measure side that moves the most. Formation changes are by card.)
Distance | Move Thru | Terrain | |
Skirmisher Infantry | 2 Spans | +0 AP | +0 AP |
Unarmored Infantry | 2 Spans | +1 AP | +1 AP |
Armored Infantry | 1 Span | N/A | +1 AP |
Armored Cavalry | 1 Span OR 2 straight | N/A | +2 AP |
Infantry "defensive" or "Shield Wall" formations | Base width | N/A | N/A |
Note - Rules regarding 1) Turning to face, 2) Cavalry denying melee to infantry, and 3) Voluntary withdraw from melee.
MISSILE (Note - Can't fire if enemy unit is in contact with you. Don't measure distance until firing)
Ranks Deep | Range | Ignore Devense? | Reload Needed? | Roll Adjustment |
|
Heavy Inf - Crossbow | 1 | 4 Spans | 12 defense | Yes | N/A |
Skirmisher | 2 | 2 Spans | N/A | No | +2 to roll |
French - Short bow | 2 | 3 Spans | N/A | No | - |
English Long bow | 2 | 4 Spans | N/A | No | +1 to roll |
# of Rolls = 1 roll/casting (Note: Split Fire by reducing castings firing at target)
Roll Adjustments
+1 to roll | Target is in dense formations (march column, wedge, defensive, or shield wall) |
-1 to roll | -1 to roll Firing over friendly troops in "Single Line" formation |
-1 to roll | Target is Skirmishers |
1 span away | 3+ |
2 spans away | 4+ |
3 spans away | 5+ |
4+ spans away | 6 |
DEFENSE (Note - Defense reduces hits for EACH unit's attack against the target.)
Overall Defense (Melee + Missile) | Missile Defense | ||
Shield | +1 | If in woods or in buildings | +2 |
"Shield Wall" or "Defensive" formations | +1 | ||
Chain Mail Armor | +1 |
Deaths = Hits from missile fire or melee - Defense = number of dead castings. Half of cavalry unit deaths from indirect missile fire (bows and skirmishers) occur to horses so replace with dismounted figures.
Leader Death? = 6 on die = command stand casualty (roll again => 1-2 Musician, 3-4 Standard Bearer, 5-6 Leader).
MELEE (Note - Melee occurs at end of each side's actions for all opposing forces in contact.)
Fleeing units cannot fight. Skirmishers die automatically in the open, otherwise fight normally in the terrain.
# of Rolls = (Note: Attached comand stands increase the number of castings)
Most combat | 1 roll/casting |
Charging Mounted Lance in "Wedge" formation (first contact only) Note - Becomes "double-line" formation afterwards | + 2 rolls |
Polearms in "Defensive" formation | +2 rolls |
Roll Adjustments
+1 to roll (+2 if rear) | Flank |
+1 to roll/position | for each Advantageous Position |
+1 to roll | Long weapon and not use shield |
-2 to roll | In "March Column" |
Target Number to Hit
Command Stands or Knights (Blue) Melee | 4+ |
Soldiers (Green) or Veteran (Red) Melee | 5+ |
Peasants (Yellow) Melee | 6 |
ANY Missile Unit | 6 |
Melee Pushback
Whichever unit lost the most troops is pushed back one span distance. Winner claims the battle spot.
FLEE? (Note: Parts of units can flee. Don't roll if killed opponent or no one in the unit died this turn.)
# of Rolls = 1 roll/casting
Roll Adjustments
+2 to roll (+3 if C-in-C) | Attached Leader |
+1 to roll | "Shield Wall" Formation |
+2 to roll | "Defensive" Formation |
+1 to roll/position | For each Advantageous Position |
-1 to roll (-2 if rear) | Attacked in flank |
-2 to roll | Attacked while in "March Column" formation |
-1 to roll/death | Per Death in the unit this turn |
Target Number to Stand and Not Flee
Vs. Melee | Vs. Missile Fire | |
Peasants (Yellow) | 4+ | 4+ (two tries) |
Soldiers (Green) | 3+ | 3+ (two tries) |
Veterans (Red) | 2+ | 2+ (two tries) |
Knights (Blue) | 1+ | 1+ (two tries) |
NOTE - A natural roll of a 6 is always success.
If fail, continue fleeing away. Cannot fight back in melee or fire.
Morale Clock
Starts at 2/3 of total units:
-1 per destroyed or fleeing complete unit.
-1 per leader killed.
-1 if lost camp.
+1/turn with no losses yet opponent suffered a destroyed or fleeing unit.
Unit Size - 6 man units (Note: Attached leaders move with unit. Whenb unit moves, attached leader moves.)
"Span" = the distance from the tip of your thumb to the tip of your index finger. This will vary by player.
"Light" Formations (Note - skirmishers are restricted to "light" formations") | ||
Single Line | Missile can fire over | |
Double Line | O O O | |
"Dense" Formations | ||
Shield Wall (shielded only) | Slow,Easy Missile Target, Progects vs. Missile & Melee Missile can fire over, Helps Morale | |
Defensive (polearm only ie - Phalanx, Square, Schiltron, Hedgehog | ||
OOO | Slow,Easy Missile Target, Progects vs. Missile & Melee Melee bonus, Helps Morale | |
March column | OO OO | Fast, Easy Missile target, Porr Melee, Hurts Morale |
Wedge (melee cavalry only) | OO OOO | Easy Missile Target, Melee bonus, Temporary - reverts to double line after melee |
Action Points (AP) = 1d6 per leader. Each player on a side starts with 2 leaders (2 colored dice) and the overall commander player has a C-in-C (1 white dice). Colored dice's APs are only useable on your own troops. The white die's APs are usable by any player on your side. When command stands die, the AP dice are reduced. When APs are gone, then its other side's round.
Cards - Card-flipping costs an action point (AP). Can use card's effect at the cost of an AP per unit. No unit may use a card twice.
Card List
Turn To Face Charge - Any unit not in contact with an enemy unit can turn to face an enemy engaging it.
Cavalry Fallback from Infantry Charge - Cavalry units can fall back 1 span beyond the end point of the infantry's move to avoid contact (and thus melee) with infantry. If the cavalry fall back, they cannot charge that same unit later in the turn. Mounted knights would never fallback against foot knight charges.
Voluntary Retreat from Melee - Units moving away from melee must be turned facing away from melee.
English Morale Clock (starts at 6)
Broken Command |
French Morale Clock (starts at 9)
Broken Command |
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