Tag Archives: wargames rules

Trial by Battle – some supplemental rules for Later Medieval Battles

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. 

 

Medieval Skirmish Wargames Rules

I have been working on writing some medieval skirmish wargames rules recently. Here’s a first draft that I’m currently playtesting. I have included some sample stat blocks at the end of the rules. Would be great to get any feedback if you want to leave a comment at the end of the post.

Medieval Skirmish Wargames Rules

Principles 

Small scale skirmish – up to a dozen figures a side  

High to late medieval setting.  

Each figure has a stat line: 

  • Initiative 
  • Move 
  • Shoot Skill – if applicable 
  • Melee Skill 
  • Weapon properties 
  • Bravery  
  • Special Abilities 

Tokens needed for Light and Serious Wounds. Ideally have casualty figures for casualties!  

Turn Sequence 

  1. Activations
  2. Take Actions 
  3. Resolve Bravery rolls 
  4. Determine if a Winner 

Activations 

Two sets of different coloured dice – in a bag. One dice per figure.  

Dice drawn to determine which side goes next. Then dice thrown to determine number of actions – use as a d3. Some figures may have +1 or -1 initiative and be able to take more actions. Never below 1.  

Actions are: 

Move – if want to run need two or more Move actions.  

Fight – can fight twice if have enough actions.  

Shoot – again can shoot more if have more actions. 

Leaders/specials – can do things like rally/challenge other knights, pray etc.  

After Activation – put the dice next to them to indicate moved.  

Move 

Standard 6” etc  – more detail tbc here! 

Shooting 

Simple to hit roll. Normally 3+ unless opponent has moved twice in the turn.  

Melee 

Opposed Roll – d6 + Fighting Skill 

Average Soldier would be +1 

Loser – pushed back. 

If Loser rolls a natural 1 – they slip or trip and lie prone – can get up in their turn but at risk if attacked before then. 

Winner can follow-up or use it as opportunity to disengage – can’t otherwise without risk.  

If Winner rolls a modified 6 or more then loser takes damage.  

Damage 

Hit Location! 

1: Head 

2-3: arms 

4-5: body 

6: legs 

If roll is 7+ to hit then can specify location.  

If armoured on that location – defee 

Mail or brigandine etc – 5+ savnder gets to make a save – weapon modifies that. If not then roll 1d6. 

Plate or enclosed helm: 4+ save 

Heavy weapon – e.g. halberd etc: -1 to save. Dagger: +1 to save etc. More granular than this for different weapon types.  

Some weapons might add to initiative for instance as well. Factor these into stat lines. Or is it better to have normal stat line and then have to add in weapons factors – as reminds player that weapons are contributing to their rolls etc?  

1-3 – light wound (can carry on, but can only do max of two activations) 

4-5 serious wound (max of one activation and penalties to rolls etc).  

6 – dead. 

Need tokens for wounds.  

Bravery 

If leader wounded or someone else killed in that turn – then test for bravery for each person. Modifier of +1 per killed person in total. 

2d6 under or equal to Bravery.  

If failed then flee token and person can only spend activations running away until rallied by leader.  

Medieval Skirmish Wargames Rules – Stats

Man-at-Arms 

Initiative Move Shoot Skill Melee Skill Bravery 
0 5” 0 +2 8 

Special Abilities: 

Aimed blow Can +1 or -1 when selecting hit location.  

Weapon properties: 

Two-handed weapon: +1 to Damage roll 

 

Foot Sergeant 

Initiative Move Shoot Skill Melee Skill Bravery 
0 6” 0 +1 7 

Special Abilities: 

 

Weapon properties: 

Long Spear – can attack when 1” away – if so -1 Melee Skill, but opponent cannot hurt wielder.  

Glaive/bill – two-handed. 

 

Archer 

Initiative Move Shoot Skill Melee Skill Bravery 
0 6” +1 0 7 

Special Abilities: 

Mallets and poignards. If outnumber a man-at-arms get a +1 to melee skill.  

Weapon properties: 

Longbow. Fast shooting. Can use all activations in a turn to shoot.  

If Elite archer – +1 Initiative – so possibility of 4 shots per turn.  

 

Crossbowman 

Initiative Move Shoot Skill Melee Skill Bravery 
0 6” +1 0 7 

Special Abilities: 

Pavise – if supported by pavisier, the crossbowman is almost immune to archery -2 to hit.  

Weapon properties: 

Maximum of one shot in a Turn. Can only move and shoot if has 3+ activations.  

 

A verray, parfit, gentil knyght 

Initiative Move Shoot Skill Melee Skill Bravery 
+1 5”/10” 0 +2 9 

Special Abilities: 

Challenge: If another knight on the table can use an action to make a challenge. Other knight must accept or lose ability to rally. Both knights will only fight each other until decided. More detailed rules for the challenge.  

Rally: If within 12” can use action to rally fleeing troops. They roll on knight’s bravery to stop fleeing.  

Mounted: If mounted – 10” move. Rules for attacking horse? Horse defence?  

Weapon properties: 

If mounted, then can use Lance to charge: +1 Damage and enemy can’t attack back – like spear? Charge takes knight past their enemy?  

Dismounted – Two-handed as per Man-at-arms: +1 Damage 

Priest 

Initiative Move Shoot Skill Melee Skill Bravery 
0 6” 0 0 6 

Special Abilities: 

Pray: Add reroll  

Peace of God: Allows battle to end before too many people are hurt?  

Weapon properties: