INFANTRY AND CAVALRY

Examples of troop classification are:

  • Light Foot: Missile troops, Swiss/Landsknechte*, Peasants^ Crews
  • Heavy Foot: Normans, Saxons, Turks, Vikings, Men-at-Arms
  • Armored Foot: Dismounted Knights, Sergeants, Italian City Levies and Condottiere
  • Light Horse: Magyars, Mongols, Saracens, Spanish, Turks, Hobilars
  • Medium Horse: Mongols, Norman Knights, Esquires, Saracens, Spanish, Turks, Turcopoles
  • Heavy Horse: Knights, Reiter, Gendarms
*^SPECIAL CLASS — see Combat Tables

Knights: Feudal Knights were ill-disciplined and generally refused to take orders from anyone — even their liege lord. However, they were exceptionally brave. Whenever Knights come within charging distance of an enemy they will charge regardless of any orders, unless a 6 is rolled on an "obedience die," and regardless of any such roll if they can see other friendly troops moving towards the enemy, or attacking, they will charge or move towards the enemy if unable to charge. If more than one type of enemy troops are within charging distance the order of precedence that the Knights will follow is:

  1. Other Knights
  2. Any other mounted troops
  3. Baggage or missile troops firing upon them
  4. Armored Foot
  5. Missile-armed troops
  6. Artillery or siege equipment
  7. Heavy Foot
  8. Light Foot, Peasants, or Levies
  9. Pike armed troops

Levies: These units were local citizenry, watch, militia and the like, who were occasionally drilled and called to arms in times of trouble. They were used most often by the Italians and Flemish — in fact, the Flemish pikemen were good fighters if properly supported by cavalry, but it was hopeless for them to take the field without such support. As they were citizen soldiers, they were poorly trained, half-disciplined, and fought in masses. Their chief arms were long spears, various pole weapons, or pikes. Levies should be treated as Heavy Foot unless otherwise stated. The Flemish add 1 to dice scores when checking morale.

Mercenary Troops: Practically any kind of troops can be designated as mercenaries. For example, an army that normally would be unable to field a body of pikemen could do so by opting to hire a formation of mercenary pikemen. The trouble is that these troops are likely to change sides at the drop of a hat (full of silver, naturally). Before each turn a die must be rolled to see what they will do. If a 1 is rolled they merely stand still that turn, doing absolutely nothing (except defending themselves if attacked). If a 2-5 is rolled they will obey orders. If a 6 is rolled, a second roll must immediately be made:

Die Score Result
1 More pay! Stand, no attacking or movement
2 March off board (things aren't going well at home, they say
3 Bribed! March to join the enemy (as soon as they reach the enemy lines they turn and may attack you)
4-6 Carry out orders normally for the next three moves, no die checks required during that time. (You're really a winning personality)

Once engaged in melee it is not necessary to check mercenaries until after the melee is concluded.

Peasants: Often dragged into battle, these unwilling warriors were usually very unreliable, and poor fighters in the bargain. In a melee they will fight as Light Foot, but the problem is to get them to fight. (Usually the poor peasants stood around until the Knights decided the battle, and the peasants on the losing side were then cheerfully butchered by the winners.) Two dice must be rolled for every peasant unit before they will do anything:

To move - score 7 or better.

Peasants that fail to attack must stand unmoved. If they fail to defend, they are treated as if they lost a melee and had routed.

Religious Orders of Knighthood: Such troops will never surrender, and when Morale results call for such they will fight on normally. They receive a +1 on all Morale dice due to their elite nature.

Enemy Unit: To Attack To Defend Against
Peasants 4 5
Light Foot, Levies 6 6
Heavy Foot 8 7
Armored Foot, Pikes 9 8
Light Horse 10 9
Medium Horse 11 10
Heavy Horse 12 11

English Lonqbowmen: These troops carried long stakes which they would firmly set into the ground once they had taken up position in order to inhibit or prevent cavalry attacks. Longbowmen in position for two complete turns are therefore considered to have planted their stakes. Any cavalry attacking them from the front must roll a die for each figure in its front rank, 4-6 indicating the horse is impaled and the rider slain.

Magyars: Magyar cavalry is all very mobile, about three-quarters being light, the other quarter medium. About one-quarter of the light cavalry have bows and can split-move and fire. There are few foot in a typical Magyar army (10% maximum unless a fortification is involved), and all are light.

Mongols: All Mongols are horsed, one-quarter being medium lancers, one quarter light lancers, and all the rest being light horse with bows. Mongols are able to be forced to retreat and not have to rally to move normally next turn, but if they are routed they will have to perform as heretofore outlined. They will not hesitate to take unusual risks, for cowardly actions were punished by death.

Poles: The main arm of the Polish is their cavalry, about three-quarters of which are medium horse armed with lances. The other part are light, 10% of the total horse being light, crossbow-armed cavalry. The Poles also have both heavy and light foot. Treat all Polish troops as either elite or one class above their actual rating for purposes of morale.

Russians: Only about 20% of a typical Russian army is horsed. No less than three-quarters of the cavalry are medium, the balance being light. Approximately 50% of the foot are heavy, most of whom are armed with pole arms. 10% of the foot troops are light infantry armed with crossbows.

Saracens: All Saracen footmen are light troops, and a high percentage are armed with short bows (15" range). Saracen cavalry are predominantly light, but their elite units are medium. They will take no prisoners from "religious" orders of knighthood (Templars and Hospitallers.)

Scots Infantry: Scottish infantrymen were armed with exceptionally long spears (almost pikes) and could form massed circles, schiltrons, which in most respects are treated as Swiss/Landsknechte pike formation. The primary difference in the Scottish formation is that it is unable to move. Cavalry armed with lances may attack at even odds, i.e., each attacker and defender rolls one die, 6's killing. A schiltron requires the same amount of time to form as a column.

Spanish: Spanish Knights are predominantly medium, while about 50% of their horse are light, javelin-armed troops who may split-move and cast darts.

Tartars: For purposes of any miniatures game it is safe to treat a Tartar force as if it were composed of Mongols. There may have been somewhat fewer horse bowmen, and after Timor the liklihood of a Tartar force being as highly disciplined as that of the Mongols was small.

Viking Berserkers: Berserkers, despite their lack of armor, should be treated as having leather armor and shield. Give them a +2 on attack dice. Once they see troops in battle they will charge to the attack, and they will not stop fighting until either they have killed all of their opponents or they are themselves killed.


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