Due to popular demand I have put together some additional rules for Trial by Battle for later medieval wars – particularly War of the Roses.
These are as of yet not play-tested, but will at some point form part of supplements for the Hundred Years War and War of the Roses.
They can be downloaded here: War of the Roses – new Rules v2
And here they are in text form:
New Rules for Later Medieval Battles
Pits/stakes and static defences
Also, for use in Hundred Years War supplement
Treated as difficult ground for movement purposes, so half move for all Units. Can either be a linear static defence – such as stakes or an area static defence such as pits or ditches. Area static defences are 6” by 6”. This means that a Unit of Mounted Knights would take at least two Rounds to cross them.
Cavalry must also pass a Unit Courage Test to cross the static defences (must roll 7 or less on 2d6, 8 or less if General with them). If failed, they do not break but remain stationary for that Round. They may attempt to cross again next Round or move away. If moving away through area static defences they do not need to pass a test, but their movement is still halved.
To cross an area of pits Mounted Knights would have to pass two consecutive tests while presumably under fire from Archers.
New Units
New Units added to the list for quick reference below, plus any special rules below.
Unit Name | Move | Terrain | Archery Hits | Range | Melee Hits | Save | Stamina |
Mounted Knights | 9” | Not Woods | n/a | n/a | 1d6+1/1d6 | 4+ | 6 |
Light Cavalry | 12” | All | 1d6-2 | 12” | 1d6-2 | 6+ | 6 |
Foot Knights | 4” | Not Woods | n/a | n/a | 1d6 | 3+ | 6 |
Infantry | 6” | Not Woods | n/a | n/a | 1d6-1 | 4+ | 6 |
Archers | 6” | Not Woods | 1d6-1 | 18” | 1d6-2 | 5+ | 6 |
Light Infantry | 9” | All | n/a | n/a | 1d6-2 | 6+ | 6 |
Arbalesters | 6” | Not Woods | 1d6-1 | 18” | 1d6-2 | 4+ | 6 |
Handgunners | 6” | Not Woods | 1d6-1 | 18” | 1d6-2 | 5+ | 6 |
Pikemen | 4” | Clear only | n/a | n/a | 1d6+1 | 3+ | 6 |
Artillery | 2” | Clear only | 1d6-2 | 30” | n/a | 5+ | 3 |
General | 12” | Not Woods | n/a | n/a | +1 | n/a | n/a |
Arbalesters
Heavy late medieval crossbowmen. Use Pavise for cover – thus the higher save. Reduce save to 5+ if pavises not available.
Slow firing: fire every other turn
Armour Piercing: -1 to Save from Archery hits.
Handgunners
Late medieval handgun. Slow firing but caused fear in enemy troops.
Slow firing: fire every other turn
Cause Fear: If enemy lose 2 or more stamina because of Handguns in one Round, must make a Unit Courage Test.
Pikemen
Slow to manoeuvre but effective against Cavalry and other infantry.
Movement reduced to half for 45 and 90 degree turn. Cannot move if turn 180 degrees.
Cannot cross obstacles or difficult ground
Artillery
Covers range of different artillery pieces seen on the battlefield. Slow to manoeuvre, but greater range than other weapons.
Slow firing: fire every other turn
Cause Fear: If enemy lose 2 or more stamina because of Artillery in one Round, must make a Unit Courage Test.