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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.)
DistanceMove ThruTerrain
Skirmisher Infantry2 Spans +0 AP +0 AP
Unarmored Infantry2 Spans+1 AP +1 AP
Armored Infantry1 SpanN/A+1 AP
Armored Cavalry 1 Span OR 2 straightN/A+2 AP
Infantry "defensive" or "Shield Wall" formationsBase widthN/AN/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
RangeIgnore
Devense?
Reload
Needed?
Roll
Adjustment
Heavy Inf - Crossbow14 Spans12 defenseYesN/A
Skirmisher22 SpansN/ANo+2 to roll
French - Short bow23 SpansN/ANo -
English Long bow24 SpansN/ANo+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
Target Number to Hit
1 span away3+
2 spans away4+
3 spans away5+
4+ spans away6

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
O O O O O O
Missile can fire over
Double Line
O O O
O O O
"Dense" Formations
Shield Wall (shielded only)
OOOOOO
Slow,Easy Missile Target, Progects vs. Missile & Melee
Missile can fire over, Helps Morale
Defensive (polearm only ie - Phalanx, Square, Schiltron, Hedgehog
OOO
OOO
Slow,Easy Missile Target, Progects vs. Missile & Melee
Melee bonus, Helps Morale
March column
OO
OO
OO
Fast, Easy Missile target, Porr Melee, Hurts Morale
Wedge (melee cavalry only)
O
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

  1. Skirmishers - Fire then move OR Move then fire
  2. Leaders -Move 1 AP AND/OR Rally Fleeing Troops +1 AP AND/OR Join Two Similar Troops +1 AP
  3. Infantry (includes skirmisher infantry) - Move
  4. Missile (not artillery) - Fire OR Reload
  5. Stationary Missile (not artillery) - Fire OR Reload (only if not moved this turn)
  6. Any unit in "March Column" formation - Move
  7. Formation Change
  8. Flee! - Mandatory - Move
  9. General Advance - All units - Move
  10. Cavalry (except knights) (includes skirmisher cavalry) - Move
  11. Chivalrous Charge! - Mandatory for all mounted knights (blue) - Full Move 1 AP OR Stationary 2 AP.
  12. Rally - Auto with leader, Leaderless units rally on 6.
  13. Leader Inspires Men - Single Unit w/ attached leader - Any single action
  14. Reshuffle (Note: Break into 2 halves, reshuffle both, place Reshuffle card in bottom half.)

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
1
2
3
4
5
6
7
8
9
10

French Morale Clock (starts at 9)
Broken
Command
1
2
3
4
5
6
7
8
9
10


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