In the recent wargame I fought with Richard Watson, I used a set of rules that were heavily based on Donald Featherstone's Ancient rules.
FEATHERSTONE-STYLE VIKING & ANGLO-SAXON WARGAME RULES
1. SCALES AND UNITS
- Ground scale: 1" = 20 yards.
- Time scale: 1 turn = 5 to10 minutes.
- Units:
- Huscarls: 12 to 16 figures.
- Fyrd/Bondi: 16 to 20 figures.
- Archers: 8 to12 figures.
- Skirmishers: 6 to 8 figures.
2. TURN SEQUENCE
- Movement.
- Missile Fire.
- Melee (Both sides take part).
- Morale.
- Repeat for other side.
3. MOVEMENT
- Armoured Infantry: 4”.
- Shieldwall Infantry: 3" (Cannot charge).
- Unarmoured Infantry: 6".
- Archers/Skirmishers: 8".
- Cavalry: 10".
- Routing units: 10”.
- Charge: +2” (Must roll 3 or more on a D6).
4. MISSILE FIRE
- 1D6 per 2 firing figures.
- Archery Short Range (6”): Score of 5 or 6 hits.
- Archery Long Range (12”): Score of 6 hits.
- Spear (3”): Score of 6 hits.
- -1 against shieldwall.
- 1 hit removes 1 figure.
5. MELEE
- 1D6 per 3 figures.
- Modifiers:
- +2 Huscarls.
- +1 Shieldwall (in defence).
- +1 Charge.
- +1 Uphill.
- +2 Flank/Rear.
- -1 Disordered.
- Score of 5 or 6 hits.
- Every 2 hits = 1 casualty.
- Loser tests morale.
6. SHIELDWALL RULES
- Movement: 3".
- +1 defence.
- Missile fire against it: -1.
- Breaks if flanked, loses melee, or takes 25% casualties.
7. MORALE
- Test when losing melee, taking losses, or seeing routs.
- Rolls 2D6 + modifiers:
- +2 Huscarls.
- +1 Leader within 6”.
- +1 In shieldwall.
- -1 Fyrd.
- -1 At half strength.
- Results:
- Score is 10+: No effect.
- Score is 7 to 9: Unit cannot move next turn.
- Score is 6 or less: Unit routs and leaves the battlefield at 10” per turn.
- Rallying: Leader must join the unit and rolls 2D6.
- Results:
- Score is 8 or more: Unit rallies but cannot move next turn.
- Score is 7 or less: Unit cannot be rallied and continues to rout.
8. LEADERS
- +1 morale within 6"
- +1 melee if attached.
- Risk if unit loses melee by 3 hits. Rolls a D6:
- Results:
- Score is 1: Slain.
- Score is 2: Wounded and loses all bonuses.
- Score is 3 or more: Unharmed.
9. TERRAIN
- Woods: most troops disordered.
- Rough: -2" movement; no shieldwall can enter.
- Hills: +1 to defenders.
10. OPTIONAL RULES
- Berserkers:
- Move 8".
- +2 melee on first round.
- Rout if they lose melee.
- Fyrd:
- Morale –1.
- Need leader to charge.
It is worth noting that the battle was fought on a pair of Chessex Megamat 1" reversible blue-green squares vinyl mats. These measured 34½" x 48" and we set them up side-by-side, giving us a tabletop that was just under 6' x 4'. Using a grid meant that we didn't have to measure any distances during the game, which considerably speeded up play.

No comments:
Post a Comment
Thank you for leaving a comment. Please note that any comments that are spam or contain phishing messages or that come from Google Accounts that are 'Unknown' will be deleted.