I've been playing a lot of the excellent Dux Bellorum game lately and my group and I have a long standing plan to play a Wars of the Roses campaign. trouble is, we've not found a set of rules for the period that we like. And then along came Dux Bellorum...
'Hmmm!' We thought. So I set about sorting out some, as yet untested, conversion rules for the period. Here they are. If they inspire you are you want to use them, let me know how they work out. Hopefully i'll be playing them some time in 2013.
DUX BELLORUM
WARS OF THE ROSES
Unit type
|
MV
|
BRV
|
AGG
|
MAGG
|
PRO
|
COH
|
PTS
|
Notes
|
Companions, Foot
|
2
|
10
|
6
|
-
|
6
|
6
|
5
|
Passage of foot
I'm with you lads! |
Companions, Mounted^
|
4
|
10
|
5
|
-
|
6
|
5
|
5
|
-
|
Men-at-arms, Foot
|
2
|
9
|
5
|
-
|
5
|
5
|
5
|
Passage of foot
|
Men-at-arms, Mounted^
|
4
|
9
|
5
|
-
|
5
|
4
|
5
|
-
|
Currours^
|
4
|
7
|
3
|
-
|
4
|
4
|
3
|
-
|
Currour skirmishers^
|
5
|
8*
|
3
|
-
|
4
|
2
|
2
|
Skirmishers
|
Retinue Billmen
|
2
|
7
|
5
|
-
|
5
|
5
|
3
|
Passage of foot
|
Retinue Longbowmen
|
2
|
7
|
2
|
Longbow 3
|
4
|
4
|
3
|
Passage of foot
|
Militia Billmen
|
2
|
7*
|
5
|
-
|
5
|
4
|
2
|
Passage of foot
|
Militia Longbowmen
|
2
|
7*
|
2
|
Longbow 3
|
4
|
3
|
2
|
Passage of foot
|
Field artillery
|
1
|
6
|
1
|
Artillery 3
|
4
|
2
|
5
|
Field artillery
|
Northern Border Troops
| ||||||||
Spears
|
2
|
7*
|
4
|
-
|
5
|
4
|
2
|
Impetuous
|
Archers
|
2
|
7*
|
1
|
Bow 2
|
4
|
3
|
2
|
-
|
Staves
|
5
|
8*
|
2
|
-
|
4
|
3
|
2
|
Skirmishers
|
Irish Mercenaries
| ||||||||
Kerns
|
3
|
8*
|
1
|
Javelins 2
|
4
|
2
|
1
|
Skirmishers
|
Gallowglass
|
2
|
7*
|
4
|
Javelins 1
|
5
|
4
|
3
|
-
|
Welsh Troops
| ||||||||
Longbowmen
|
2
|
7*
|
1
|
Longbow 2
|
4
|
2
|
2
|
-
|
Spearmen
|
2
|
7*
|
3
|
-
|
4
|
3
|
2
|
-
|
Continental Mercenaries
| ||||||||
Handgunners
|
2
|
7*
|
1
|
Handgun 1
|
4
|
2
|
1
|
-
|
Breton Javelin-men
|
3
|
8*
|
1
|
Javelin 2
|
4
|
2
|
1
|
Skirmishers
|
Crossbowmen
|
2
|
7*
|
2
|
Crossbow 3
|
4
|
3
|
3
|
Pavise
|
Pikemen^
|
2
|
7*
|
6
|
-
|
5
|
6
|
5
|
Pikes
|
Move (MV); Bravery (BRV); Aggression (AGG); Missile Aggression (MAGG); Protection (PRO); Cohesion (COH); Points (PTS)
^ These units follow up in close combat.
Bravery marked with an asterisk (*) indicates a brittle unit that reduces its Bravery to ‘6’ for Morale Tests.
Bravery marked with an asterisk (*) indicates a brittle unit that reduces its Bravery to ‘6’ for Morale Tests.
Ranged weapon
|
Range (BW)
|
Target Protection
|
Ammunition*
|
Notes
| |
Longbow
|
4
|
5
|
(4 ≤1BW)
|
3
|
-
|
Bow
|
4
|
5
|
3
|
-
| |
Crossbow
|
4
|
5
|
(4 ≤1BW)
|
3
|
-
|
Handgun
|
1
|
4
|
3
|
Cannot be used in wet weather / conditions
| |
Javelin
|
2
|
As normal
|
3
|
Unit can move and shoot
| |
Field artillery
|
Unlimited
|
5
|
(4 ≤ 4BW)
|
Unlimited
|
Deploys with non-skirmisher foot.
Moves in the phase with the army’s Foot
Cannot enter or cross terrain except hills.
Cannot be part of a group.
Cannot move into contact with enemy units.
Destroyed immediately if forced to retreat.
Cannot support or be supported in combat.
Cannot be used in wet weather / conditions.
|
* Ammunition: This is the number of times the unit can shoot in a battle.
Skirmishers treat all passable terrain as open for movement and suffer no penalty for fighting to the flank or rear.
Impetuous units are subject to making an uncontrolled charge (see p29).
I'm with you lads! Foot Companions inspire their less committed troops to remain in the battle when things are going badly. All friendly Brittle units within 4BW of a Foot Companion do not count as Brittle. Note: There are many accounts that leaders dismounted to fight in the front line with their infantry to ensure their loyalty. The general feeling among the commoners being that a mounted leader would simply ride off and abandon them, whereas a commander on foot couldn't do so and was committed to the battle.
Pavises increase a unit’s Protection to 6 against longbows, bows, and crossbows superseding the ‘target protection’ ratings of those weapons. This only applies if the unit has not moved this turn and if shot at from the front. The pavises are lost if the unit is forced to retreat from close combat. Note: there are some references to English Longbowmen being equipped with Pavises, however these appear to have been exceptional purchases. Therefore their use is generally limited to Continental troops.
Pikes units always move as for group movement even if moving as a single unit. They treat all movement-limiting terrain as impassable. Opponents fighting to the front of a pike unit suffer -2 Aggression and do not gain Aggression bonus for charging. Pikes cannot choose to fight to their flank or rear under any circumstance and do not fight back if attacked from that direction. Pikes cannot provide or receive support to friends. If forced to retreat, a pike unit always counts as blocked, does not move, and therefore suffers -1 Cohesion. Pike units must follow up if able.
Passage of foot units can interpenetrate each other as if they were skirmishers. This does not apply during forced movement such as retreats from combat. Longbow units are trained to retire behind, or allow forwards, their supporting foot.
Unit descriptions
Companions
There’s only one Companion unit in any army and they are always present as they are the army leader and his direct followers. They represent the leader’s personal guards and family and are the cream of his fighting force. They are best armed and armoured men on the field and will fight and die hard for their noble lord. Companions may be mounted or foot, although the practicalities of facing longbowmen coupled with the desire to ensure their loyalty by ‘fight among his retinue’ meant Companions usually fought dismounted. 5 Army Points for the unit.
Men-at-arms
Drawn from the wealthy ranks of lesser knights, gentry and professional soldiers, men-at-arms are the primary fighting men of the Wars of the Roses. Clad often in brigandine armour or ‘harness’ (full plate armour), they were freed from the need to use a shield and could therefore wield heavier two handed swords, axes, or the feared pollax. Well appointed, most owned a warhorse of some sort and certainly rode to battle. The predominance of the longbow on the battlefield however made the use of a horse on the field almost impossible. Most men-at-arms dismounted to fight. Men-at-arms may be mounted or foot. 5 Army Points for a unit.
Currours
Currours are described variously as ‘skirmishers’, ‘lancers’, ‘scouts’ and so on, typically lightly armoured and armed with a thrusting spear or ‘lance’. Their battlefield role seems uncertain although they appear to have played a significant part in riding down routed enemies. To allow various interpretations they can be fielded either as light cavalry lancers or as ‘lance’ armed skirmishers. 3 Army Points for a unit, or 2 Army Points if used as skirmishers.
Retinue billmen
A typical lord’s troops were made up of the men of his household, his tenants and above all his retainers. These loyal and well trained troops were known as ‘retinue men’. They came from many sorts of social background and would sign a contract with their lord known as ‘livery and maintenance’ where military service was exchanged for a salary and the lord’s protection. Retinue billmen fought with polearms such as the famed bill, halberds, glaives and poleaxes. 3 Army Points for a unit.
Retinue longbowmen
Militia billmen
The lower classes on the battlefield were the militia drawn from the lands of the nobles, gentry and retinue men. Typically armed with sallet helmets and padded jacks which were surprisingly good at cushioning a blow, they mostly used simple bills, or converted farm implements. They had little more than basic drill and were often unwilling fighters more ready to flee back to their farms than give their life for their lord. 2 Army Points for a unit.
Militia longbowmen
Militia longbowmen were drawn from the lower classes like the militia billmen. They were similarly reluctant soldiers. 2 Army Points for a unit.
Northern Border Foot
There is significant debate regarding the nature of the ‘Borderers’ and northern troops employed by various factions during the war. They are likely to have been levies from northern England and southern Scotland . Described as ‘spears’, this was in fact a generic term for infantry at the time and so they may well have been armed with spears, polearms (like bills), or indeed a variety of other hand weapons. As northern troops similar to the militia, they may also have used bows. References seem to indicate that they attended battle on the promise of plunder in lieu of wages and were unreliable, especially when forced to fight on open ground against quality opponents. To represent their desire to acquire loot over any tactical considerations they are impetuous. 2 Army Points for a unit of spears or archers.
Northern Border Staves
The Border Staves were lightly armed horsemen skilled at raiding and skirmish action but of limited use in open warfare. They were most likely armed with light thrusting spears. 2 Army Points for a unit.
Irish Kerns (Ceithrenn)
The Irish Kerns were light infantry skilled at skirmishing, hit and run tactics, ambushes and fighting from rough terrain. They wore little armour, perhaps a leather jack at most, and although they had bows they seem to have favoured the use of short spears and ‘darts’ (javelins). They fought by harassing slower and heavier troops with missiles, and fleeing to rough ground if pursued. Kerns were employed in small numbers as mercenary troops during the Wars of the Roses, but only by certain factions and noble houses. 2 Army Points for a unit.
Irish Gallowglass (Gallóglaigh)
Gallowglass were Irish heavy infantry of Norman descent. They fought in the Wars of the Roses as mercenaries. They wore iron helms and mail coats and were feared for using dreadful double-handed weapons like the sparth or sparr axe, or the claidheamh mór (claymore) sword. A Gallowglass also typically took to battle with a sword or axe, several spears and javelins and a bow (which was rarely used), all carried by attendant boys similar to English knightly squires from an earlier time. Although they rode to battle, they always dismounted to fight on foot. Like the lighter Kerns who fought alongside them, they were unreliable mercenaries in English service. 3 Army Points for a unit.
Welsh longbowmen
Drawn from the Welsh Marches, these bowmen were most likely similar to the English militia archers. They were mostly impressed to service and appear to have been unreliable in the field. 2 Army Points for a unit.
Welsh Spearmen
Warriors from the Welsh Marches lacked armour and fought with light spears and long knives. They were skilled at fighting in hills and rough ground but could also stand in open fighting for a short time. Welsh troops fought as levies for certain nobles during the Wars of the Roses. 2 Army Points for a unit.
Mercenary Handgunners
Drawn from various nations across Europe , these handgunners use the primitive firearms of the time. There is little evidence as to how these troops operated, but they appear to have made little impact in most battles, and traditional interpretations seem to suggest they deployed as skirmishers. It is likely they were ineffective when compared to longbows. Most handgunners of this period were equipped either with the primitive ‘handgonnes’ or very early versions of the hackbut or arquebus. 1 Army Point for a unit.
Mercenary Breton Javelin-men
Breton mercenaries served in small numbers at Mortimer’s Cross and Bosworth Field , and it is likely that they fought in their traditional style as skirmishers with javelins and shields. 1 Army Point for a unit.
Mercenary Crossbowmen
Across Europe , the crossbow was the professional soldier’s ranged weapon. European mercenaries from France , Switzerland , Germany and Italy served in the Wars of the Roses. Armed with a variety of field crossbows and often fighting from fixed positions behind pavises, they were none-the-less outclassed by the English longbowmen. 3 Army Points for a unit.
Mercenary Pikemen
Professional mercenaries supplied by Margaret of Burgundy, who was the sister of Edward IV and Richard III. These troops under the infamous Martin Schwartz were sent to aid in the attempt to put Lambert Simnel (a Yorkist pretender) on the throne. The Burgundian pikemen were a mix of Flemish, Swiss, and Germans. 5 Army Points for a unit.
Field artillery
Artillery pieces light enough to be transported in train on a forced march and with enough mobility to be of use in the field. Field artillery could be bombards, organ guns, ribauldequins, light cannons and the like. 3 Army Points for a unit.
Strategies and Tactics
Ambush @ 4 points
See p 50. May ambush with any skirmishers, Irish or Welsh troops.
Assassination @ 4 points
See p 50.
Dismount @ 3 points
See p 51. Mounted Companions dismount as Foot Companions. Mounted Men-at-arms dismount as Foot Men-at-arms. No other mounted troops will dismount.
Experienced warlord @ 2 points
See p 52.
Loyal @ 3 points
See p 53. Choose any single Men-at-arms or Retinue unit.
Monks @ 3 points
See p 54. These are Christian Priests brought along to bless the battle.
Swift deployment @ 2 points
See p 54.
Veterans @ 3 points
See p 55. Choose any single Men-at-arms, Retinue, or Continental Mercenary unit.
Eager Nobles @ 3 points
All your Companion and Men-at-arms units are Impetuous.
Extra ammunition @ 3 or 5 points
All units with limited ammunition for ranged weapons (e.g. longbows) gain an extra turn of shooting. Extra ammunition cost 3 points if 5 or fewer units are so equipped and 5 points for 6 or more units. ‘Extra ammunition’ may be chosen twice (giving two extra turns of shooting for 6 or 10 points).
Stakes @ 3 or 5 points
All Retinue and Militia Longbowmen in the army set up defensive stakes at deployment. Any mounted units attacking across those stakes suffer -3 Aggression. Any any non-skirmishing Foot units attacking across those stakes suffer -1 Aggression. If the longbowmen unit moves, the stakes are lost. Stakes cost 3 points if 5 or fewer units are so equipped and 5 points if 6 or more units have stakes.
Massed archery @ 5 points
All Retinue Longbowmen in the army are trained to conduct massed archery, firing their arrows quickly in a dense and devastating swarm. Massed archery gives the unit +2 Missile Aggression. It expends 3 full turns of ammunition and cannot be conducted within 1BW range. Massed archery cost 3 points if there are 5 or fewer Retinue Longbowmen units and 5 points if 6 or more Retinue Longbowmen units.
Organised supply train @ 4 points
The army maintains a well deployed and organised supply train. Arriving at the battlefield with such a supply train allows you to replace a limited number of lost Cohesion points. A unit (except Northern Border Troops, Irish Mercenaries, Welsh Troops, or Continental Mercenaries) that loses at least 1 point of Cohesion may use the supply train at the start of its Movement phase and if not within 5BW of any enemy unit. Instead of moving, and without needing to pass a Bravery test, it may automatically replaces 1 point of Cohesion up to its starting Cohesion value. A unit may only replace 1 point of Cohesion in a turn, but two units could replace 1 point each. Supply trains hold 2 Cohesion points in total (per game not per turn). Supply trains cannot be attacked and are not ‘present’ but should be represented by nice on-table models!
Subterfuge @ 4 points
The army has spies spreading misinformation in the enemy camp, or deep coffers with enough gold to buy off less keen enemies. Before either army deploys, select an enemy unit to target with subterfuge. Roll 1d6-1; the targeted unit reduces its Cohesion by this much before the battle. If its Cohesion is reduced to zero, the unit does not arrive for the battle and cannot be deployed. It does not count as a lost unit for Morale or victory conditions; the army simply starts with one fewer units than expected (adjust its size for Morale/Break accordingly). Companion and Loyal units cannot be targeted by Subterfuge.
Personal standard @ 3 points
The army leader is an inspiration and has carried his personal standard into the battle to ensure his troops won’t run while he remains in the battle. The Companion unit and any friendly unit (except Northern Border Troops, Irish Mercenaries, Welsh Troops, or Continental Mercenaries) within 3BW may reroll any failed Bravery test for Morale, accepting the second result.
Taunts and Insults @ 3 points
The Wars of the Roses created deep and personal divisions across England . Taunting and hurled insults could prompt troops to become overwhelmed with anger to the point that they would give up advantageous positions to ‘teach the enemy a lesson’. Once per battle at the start of any turn and after LPs have been placed choose one of your units. All enemy units within 3BW of this unit become Impetuous for that turn only.
Spare the commoners; kill the nobles @ 5 points
The army leader issues the famous order, first uttered by Edward. The army will give no quarter to the enemy nobles and no capture for ransom will be considered. All units in the army (except Northern Border Troops, Irish Mercenaries, Welsh Troops, or Continental Mercenaries) become Impetuous towards enemy Companion and Men-at-arms units, and gain an additional +1 Aggression in any combat turn that they move into contact (gaining +2 rather than the usual +1).
Army lists
Lancastrian
Aggressor rating: +2
Leadership points: 6-10
1 Foot or Mounted Companions @ 5 points
0-2 Men-at-Arms (foot or Mounted) @ 5 points each
0-1 Currours @ 3 points or Currour skirmishers @ 2 points
0-6 Billmen; Retinue @ 3 points each or Militia @ 2 points each
0-9 Longbowmen; Retinue @ 3 points each or Militia @ 2 points each
0-1 Field artillery @ 5 points
Northern Border Troops
0-2 Spears @ 2 points each
0-3 Archers @ 2 points each
0-1 Staves @ 2 points
Irish Mercenaries
0-2 Kerns @ 1 point each
0-1 Gallowglass @ 4 points
Welsh Troops
0-2 Longbowmen @ 2 points each
0-1 Spears @ 2 points each
Continental Mercenaries
0-2 Crossbowmen @ 3 points each
Notes:
There must be more Retinue or Militia Longbowmen units than Retinue or Militia Billmen units.
Welsh troops cannot be included in an army with Militia units.
Welsh and Irish troops cannot be included in an army with Northern Border Troops.
2 pieces of terrain when defending, or 3 pieces if Northern Border Troops or Welsh Troops included.
Can use any of the Strategies and tactics available (including extra Leadership Points).
Yorkist
Aggressor rating: +2
Leadership points: 6-10
1 Foot or Mounted Companions @ 5 points
0-2 Men-at-Arms (foot or Mounted) @ 5 points each
0-1 Currours @ 3 points or Currour skirmishers @ 2 points
0-6 Billmen; Retinue @ 3 points each or Militia @ 2 points each
0-9 Longbowmen; Retinue @ 3 points each or Militia @ 2 points each
0-1 Field artillery @ 5 points
Northern Border Troops
0-2 Spears @ 2 points each
0-3 Archers @ 2 points each
0-1 Staves @ 2 points
Welsh Troops
0-1 Spears @ 2 points each
Continental Mercenaries
0-1 Handgunners @ 1 point
0-1 Pikemen @ 5 points
Notes:
There must be more Retinue or Militia Longbowmen units than Retinue or Militia Billmen units.
Welsh troops cannot be included in an army with Militia units or Northern Border Troops.
2 pieces of terrain when defending, or 3 pieces if Northern Border Troops or Welsh Troops included.
Can use any of the Strategies and tactics available (including extra Leadership Points).
Yorkist Pretender (post-1485)
Aggressor rating: +2
Leadership points: 6-10
1 Foot or Mounted Companions @ 5 points
0-2 Men-at-Arms (foot or Mounted) @ 5 points each
0-1 Currours @ 3 points or Currour skirmishers @ 2 points
0-6 Retinue Billmen @ 3 points each
0-9 Retinue Longbowmen @ 3 points each
0-1 Field artillery @ 5 points
Irish Mercenaries
0-4 Kerns @ 1 point each
0-2 Gallowglass @ 4 points
Continental Mercenaries
0-1 Handgunners @ 1 point
0-1 Pikemen @ 5 points
Notes:
There must be more Retinue or Militia Longbowmen units than Retinue or Militia Billmen units.
2 pieces of terrain when defending.
Can use any of the Strategies and tactics available (including extra Leadership Points).
Richard III
Aggressor rating: +2
Leadership points: 6-10
1 Foot or Mounted Companions @ 5 points
0-2 Men-at-Arms (foot or Mounted) @ 5 points each
0-1 Currours @ 3 points or Currour skirmishers @ 2 points
0-6 Billmen; Retinue @ 3 points each or Militia @ 2 points each
0-9 Longbowmen; Retinue @ 3 points each or Militia @ 2 points each
0-1 Field artillery @ 5 points
Northern Border Troops
0-2 Spears @ 2 points each
0-3 Archers @ 2 points each
0-1 Staves @ 2 points
Notes:
There must be more Retinue or Militia Longbowmen units than Retinue or Militia Billmen units.
2 pieces of terrain when defending, or 3 pieces if Northern Border Troops included.
Can use any of the Strategies and tactics available (including extra Leadership Points).
Tudor (post-1485)
Aggressor rating: +2
Leadership points: 6-10
1 Foot or Mounted Companions @ 5 points
0-2 Men-at-Arms (foot or Mounted) @ 5 points each
0-1 Currours @ 3 points or Currour skirmishers @ 2 points
0-6 Billmen; Retinue @ 3 points each or Militia @ 2 points each
0-9 Longbowmen; Retinue @ 3 points each or Militia @ 2 points each
0-1 Field artillery @ 5 points
Welsh Troops
0-2 Longbowmen @ 2 points each
0-1 Spears @ 2 points each
Continental Mercenaries
0-1 Handgunners @ 1 point
0-2 Breton Javelin-men @ 1 point each
0-2 Crossbowmen @ 3 points each
Notes:
There must be more Retinue or Militia Longbowmen units than Retinue or Militia Billmen units.
Welsh troops or Bretons cannot be used if any Militia units are.
2 pieces of terrain when defending, or 3 pieces if Welsh Troops included.
Can use any of the Strategies and tactics available (including extra Leadership Points).
These rules use the Dux Bellorum concepts without permission. No infringment is intended.
NOTE
Interesting discussions of these rules / stats here:
http://www.lead-adventure.de/index.php?topic=53432.0
Tactical Hints and Comments
Recently we've been using these rules for an in-club campaign. Unfortunately i neglected to take pictures of the games, mostly due to the fast and frenetic action, and my involvement in wanting to win battles (which i didn't). However, I thought i'd add a few observations, hints and comments on how we found these rules worked, and on what strategies and tactics seemed to be successful. They're a bit random, but here goes...
Note: that none of us used any of the special 'Strategies and Tactics' rules, finding that 32pts doesn't go very far at all in building a decent force!
Foot or mounted companions?
Both have their merits, but overall i'd go with foot. Their ability to kepp the militia in the fight at army break is invaluable, and they're a tough front line unit in their own right.
Mounted they are highly mobile and hard hitting, almost capable of winning a battle on their own - the downside being they need to as they almost always seemd to be too far away from the rest of their army to help out with Leadership Points.
Artillery
Terrifying...BUT...not a game winner. In general they act as a Leadership Point drain for both sides, with the artillery commander using LP to boost their shooting and the opponent using LPs to neutralise it. As the archers come into range you need to switch LP expenditure to the infantry, so the artillery fire slackens off, and its lanes of fire a reduced, and once hit by any enemy action, the artillery is pretty much killed immediately. Overall, its spectacular, distracting, but not a game winner.
Archery
Almost never decisive, but a vital way to weaken the opponent before the bill/m-a-a get stuck in. In general the militia lose out to retinue longbowmen every time.
Tactically we tended to see fire concentration with two units combing to get 6 dice onto one enemy unit, but i still favoured the 1 on 1 approach. Over three shooting turns, 9 dice usually inflicted so much that the opposing archers would withdraw.
That said, one player filled their army with a mix of retinue and militia bowmen and basically outshot everyone else. He won the tournament!
Tactically, the key to your archery is to keep the line cohesive. We found that if you broke your bowmen up into smaller units they became basically ineffective.
Bill behind or beside?
Historically, the billmen and men-at-arms deployed behind their archers and waited for the end of the archery duel before advancing. We found players using this tactic extensively (and successfully). In particular, men-at-arms and foot companions needed to stay away from the armour piercing arrow-storm!
However some of us did try deploying the billmen on a flank away from the archers. This was successful only if used to blunt any flank moves by enemy mounted troops, and it left your archers dangerously exposed once the arrows were expended and the enemy heavy foot moved forwards.
Over all, i'd say using your bill/m-a-a units 'historically' by keeping them behind or very close to your archers is the best option.
Mounted troops
Currours. Really only useful for running down archers after they've retreated at the end of the archery duel. almost any other 'melee' unit with rip them to bits.
Mounted men-at-arms can be brutal, and can chew up a flank pretty well, but are easily sucked in and surrounded unless you support them well. The best option we found was to use a Mounted Companion and a Mounted Me-at-arms unit together, but this tended to get separated from the infantry, leaving them dangerously lacking in LPs!
We didn't try it but maybe this tactic would work better if you brought some Monks along to look after the infantry?
In general though, we found mounted troops to be unreliable in their effect. They may win you the battle spectacularly, but more often they seemed to get bogged down and destroyed.
Terrain
Largely inconsequential. We didn''t have a single battle where terrain played a significant part - mostly due to the lack of skirmishers to exploit it. The only advantage gained was by placing artillery on a hill, but this didn't last long once the enemy mounted troops stormed up and hit it.
Coordination
This is perhaops the most vital part of the game; you have to keep your force together so that they fight as a cohesive, coordinated whole. Every time a battle line became fragments, or a player tried some fancy maneuvering the more cohesive opponent tore them to pieces. Your movement tests will always fail at the wrong time, and trying to get disparate bits of your army to converge is almost impossible. Far better it seems to keep your Companion (commander) at the front, in the middle where his Bravery gets everyone going in the right direction, and his Leadership stops them from scarpering as soon as the arrows start flying!
Overcommitting
It's tempting to throw multiple units in on an enemy, but remember that a supporting unit only adds 1 dice. In general you'll want to try and get your best fighting unit engaging to the front and a militia unit supporting from the flank.
It's almost always better to not engage a decent fighting unit in support, but to head them off to seek a better fighting option for themselves. LPs can do the job of bolstering a tough fight far better than support.
The other side of that coin is of course if you can get a solid unit of your own sucking in 2-3 enemy units and bolstered with LPS, it can become a serious 'tar pit' for your opponent's decent troops!
The lesson we learned - don't overcommit your forces.
Never give up
So your army's broken? No matter, especially with a Foot Companion, even those brittle militia units may well stick around to the bitter end, and your opponent's army is likely close to breaking too (unless things have gone seriously wrong for you), so a couple of turns more fighting from a broken army might just break your opponent too!
So yes, hopefully those tips might help you figure out how best to defeat your opponent in the Wars of the Roses! If you have tips or observations of your own, please Comment!
NOTE
Interesting discussions of these rules / stats here:
http://www.lead-adventure.de/index.php?topic=53432.0
Tactical Hints and Comments
Recently we've been using these rules for an in-club campaign. Unfortunately i neglected to take pictures of the games, mostly due to the fast and frenetic action, and my involvement in wanting to win battles (which i didn't). However, I thought i'd add a few observations, hints and comments on how we found these rules worked, and on what strategies and tactics seemed to be successful. They're a bit random, but here goes...
Note: that none of us used any of the special 'Strategies and Tactics' rules, finding that 32pts doesn't go very far at all in building a decent force!
Foot or mounted companions?
Both have their merits, but overall i'd go with foot. Their ability to kepp the militia in the fight at army break is invaluable, and they're a tough front line unit in their own right.
Mounted they are highly mobile and hard hitting, almost capable of winning a battle on their own - the downside being they need to as they almost always seemd to be too far away from the rest of their army to help out with Leadership Points.
Artillery
Terrifying...BUT...not a game winner. In general they act as a Leadership Point drain for both sides, with the artillery commander using LP to boost their shooting and the opponent using LPs to neutralise it. As the archers come into range you need to switch LP expenditure to the infantry, so the artillery fire slackens off, and its lanes of fire a reduced, and once hit by any enemy action, the artillery is pretty much killed immediately. Overall, its spectacular, distracting, but not a game winner.
Archery
Almost never decisive, but a vital way to weaken the opponent before the bill/m-a-a get stuck in. In general the militia lose out to retinue longbowmen every time.
Tactically we tended to see fire concentration with two units combing to get 6 dice onto one enemy unit, but i still favoured the 1 on 1 approach. Over three shooting turns, 9 dice usually inflicted so much that the opposing archers would withdraw.
That said, one player filled their army with a mix of retinue and militia bowmen and basically outshot everyone else. He won the tournament!
Tactically, the key to your archery is to keep the line cohesive. We found that if you broke your bowmen up into smaller units they became basically ineffective.
Bill behind or beside?
Historically, the billmen and men-at-arms deployed behind their archers and waited for the end of the archery duel before advancing. We found players using this tactic extensively (and successfully). In particular, men-at-arms and foot companions needed to stay away from the armour piercing arrow-storm!
However some of us did try deploying the billmen on a flank away from the archers. This was successful only if used to blunt any flank moves by enemy mounted troops, and it left your archers dangerously exposed once the arrows were expended and the enemy heavy foot moved forwards.
Over all, i'd say using your bill/m-a-a units 'historically' by keeping them behind or very close to your archers is the best option.
Mounted troops
Currours. Really only useful for running down archers after they've retreated at the end of the archery duel. almost any other 'melee' unit with rip them to bits.
Mounted men-at-arms can be brutal, and can chew up a flank pretty well, but are easily sucked in and surrounded unless you support them well. The best option we found was to use a Mounted Companion and a Mounted Me-at-arms unit together, but this tended to get separated from the infantry, leaving them dangerously lacking in LPs!
We didn't try it but maybe this tactic would work better if you brought some Monks along to look after the infantry?
In general though, we found mounted troops to be unreliable in their effect. They may win you the battle spectacularly, but more often they seemed to get bogged down and destroyed.
Terrain
Largely inconsequential. We didn''t have a single battle where terrain played a significant part - mostly due to the lack of skirmishers to exploit it. The only advantage gained was by placing artillery on a hill, but this didn't last long once the enemy mounted troops stormed up and hit it.
Coordination
This is perhaops the most vital part of the game; you have to keep your force together so that they fight as a cohesive, coordinated whole. Every time a battle line became fragments, or a player tried some fancy maneuvering the more cohesive opponent tore them to pieces. Your movement tests will always fail at the wrong time, and trying to get disparate bits of your army to converge is almost impossible. Far better it seems to keep your Companion (commander) at the front, in the middle where his Bravery gets everyone going in the right direction, and his Leadership stops them from scarpering as soon as the arrows start flying!
Overcommitting
It's tempting to throw multiple units in on an enemy, but remember that a supporting unit only adds 1 dice. In general you'll want to try and get your best fighting unit engaging to the front and a militia unit supporting from the flank.
It's almost always better to not engage a decent fighting unit in support, but to head them off to seek a better fighting option for themselves. LPs can do the job of bolstering a tough fight far better than support.
The other side of that coin is of course if you can get a solid unit of your own sucking in 2-3 enemy units and bolstered with LPS, it can become a serious 'tar pit' for your opponent's decent troops!
The lesson we learned - don't overcommit your forces.
Never give up
So your army's broken? No matter, especially with a Foot Companion, even those brittle militia units may well stick around to the bitter end, and your opponent's army is likely close to breaking too (unless things have gone seriously wrong for you), so a couple of turns more fighting from a broken army might just break your opponent too!
So yes, hopefully those tips might help you figure out how best to defeat your opponent in the Wars of the Roses! If you have tips or observations of your own, please Comment!
Some really interesting ideas. I've just bought these rules, waiting for them to arrive and i'm going to give your adaptation a go.
ReplyDeleteThery'e nice, quick, fun and decisive. Hope you like them as much as we do! Let me know how things goes with the WotR proposed rules sir.
ReplyDeleteI'm making up an army calculator for your listings, and wonder if the Welsh longbowmen should be "Longbow 3" for their MAGG? Or is this to reflect a weaker impact than the English longbowmen?
ReplyDeleteI'm hoping to use your impressive conversion with some figures that have been looking for a fight since we tried "Bloody Barons". Should be fun.
The Welsh MAGG 2 represents the generally unwilling nature of these troops. They were impressed to service mostly, and although no doubt individually expert archers, during the WotR period they were unwilling militia. However if you feel the distinction is unnecessary, go for MAGG 3. Let us know how things go when you play the conversion. :D
ReplyDeleteThanks for that, Luddite. I'll post a copy of the Army Calculator across on http://boardgamegeek.com/boardgame/88079/dux-bellorum
ReplyDeleteFeel free to modify/adapt it, as it is based on your work, and Dan Mersey's rules.
Very interesting. I'll have a longer look at these. We've played a lot of Dux Bellorum games lately (they've certainly revitalised our ancients/dark age gaming :) ).
ReplyDeleteWingate
I've added in the 'I'm with you lads!' ability for foot companions.
ReplyDeleteHaving played through a game or two, the mounted troops need to be downgraded a bit, so i've dropped their Protection and Cohesion by a point or so.
ReplyDeleteWe tried your variant worked well, good job. However in our opinion Militia Billmen are too good for the points and Retinue Longbow not worth the points. Our next try will make the Militia Billmen Ag = 4...and give the Retinue Longbow Ammo=4 ie an extra volley...see if that fixes it for us.
ReplyDeleteWe also played Bow and Billmen cant form a group but M&A and Billmen could...worked for us. Thx for your efforts...re-ignited this period for us.
Interesting observations Zelzelus. Do you think dropping the Militia Billmen to Cohesion 3 (in line with militia longbowmen) would solve the problem? I like your tweaks though and if they work for you, great! Glad you like the rules. Dan made a great set of core rules so it was easy for me to piggy back on them to sort out some rules for our WotR games.
DeleteI'd be loathe to make the Billmen too vulnerable, they should have more staying power than than the Longbow but not be as good as Retinue...hence the weaker attack. Another suggestion was keep Retinue archers at 3 volleys but reduce Militia to two. I will report back on our findings but may take a while we cycle through a lot of different systems/periods.
ReplyDeleteGreat stuff Z. Let us know how the drop to Agg 4 works out. I think you're probably right that a drop to 4 is appropriate. I'll keep an eye on it in my games too.
ReplyDelete