So after last weeks battle a revue of the rules to make sure we were doing it right
we weren't
Poleaxed 2 rule revue
Roll for initiative
Command
Generals (G),
battle commanders (BC) and contingent commanders (CC) can do one of the following
1-Send order,
2-listen to message, 3-respond to order (dicing for interpretation) or 4-fight
The G gives
orders to his BC; the BC gives orders to his CC.
It takes 1
turn for a messenger to carry new order
If the G is
touching the BC contingent then the order is instant, if BC is touching CC the
order is instant.
The general
can change his own order instantly and act accordingly.
So if G sent an order to a distant BC
(turn1) the BC listens to the order (turn2) the BC responds to the order
(turn3)
The BC sends new order to a CC (turn4)
the CC responds to the order (turn4 if in contact).
If G is in contact with BC, G sends
order to BC (turn1) BC responds to order (turn1) The BC sends new order to a CC
(turn2) the CC responds to the order (turn2 if in contact).
Action
1-Exchange
ranks to front or front ranks to rear
2-Exchange
ranks ending in original position (only happens when lining defences or terrain
feature)
If one
contingent in a battle does this, then so does all.
3-Form/unform
square.
4-Move 1 rank
of HMW figures to side of contingent (only in pike/spear block).
5-Mount/Dismount
6-Put down
stakes
Any of the above stops movement and
shooting. None of the above can be done whilst fighting
with the exception of Pike of 4+ pike
ranks who can form square but not if disordered, pushed back, perusing, broken
into.
Charge declaration
Player A
nominates contingents who will charge (control tests and flinching may override
orders) then payer B.
All melee and
missile troops who didn’t declare a charge must stand against a charge and
cannot move in the movement phase.
Skirmishers
and artillery must evade in the movement phase if they will be contacted by
chargers.
Movement
Contingents
must move full dice distance
Contingents
may halt for one turn to allow others to catch up (orders permitting)
All
contingents must stop at the attack distance (40 for infantry, 60 for cavalry)
chargers continue the rest of their movement after the shooting phase.
Wheeling is
done by front corner only (front corner doesn’t move as the contingent wheels)
Moving thru
your own stakes doesn’t cause disarray.
Missile
troops that were shot at last turn must take a control test if they wish to
move and not shoot. Does not apply if shot at by skirmishers at more than short
range.
Pike units in
square cannot move
Retire is at
half speed
Shooting
Overhead fire
is allowed from steep hills and battlements
Target
priority is 1-unit to the front, 2- unit in front of adjacent contingent, 3-Ark
of fire
Long bow not
at short range targets majority type, if equal at lesser type.
All other
shooting targets front rank.
Add up
tactical factors, if 0 or – then left hand column. If + then roll D10 if score
is equal to or less than tactical result then right hand column if not left
hand column.
If 2+ dp are
scored roll on commander risk test D10 and if failed roll 2d6 on a 2 roll d6 on
risk table
Charge
All units
that declared charge now move into contact. If they cannot make contact they hold
at the attack distance and are disordered.
Melee
In Pike
/spear units the second rank fights as well as supporting (use the 12 column)
If a unit has
been hit on the flank then it is assumed to turn to fight (it still takes a
flinch test).
If engaged to
the front and flank the front rank fights forward (no supports) and the other
ranks fight the flank using the majority weapons and armour (no supports).
When pike are
in square they have 1 supporting rank all around.
After melee
calculations both side roll a D10, higher inflicts 1 more casualty.
Results
Each DP
difference, infantry 10 paces, cavalry 20 paces If unit is pushed back and not
routed then attackers follow up in position.
If attacked
on flank with other flank against friend do not move but add +3 push back next
turn.
Cavalry V infantry. If cavalry win, they hack their way
into the contingent and fight the back ranks not the first 2 ranks next turn
(both are disarrayed). If they lose they will retire for 1 move.
If the
infantry draw or win the next bound the cavalry will break out the rear and
move I move away. If the contingent is pike it will break out a side not
attacked. Cavalry will not fight another round this turn but will stop at
attack distance.
Commanders,
If more than 1DP taken then roll D10 if
under DP’s taken roll D6 on risk table
Pike
formations cannot separate and must try to stay in contact. They cannot follow
up after melee if it would mean losing contact.
Rout
Troops that
are already disarrayed rout if they fail a flinch test.
If a
contingent routs in melee the attacker fights an immediate unopposed second
melee counting routers disarrayed and pushed back, (test CC casualty).
The routers
then move away at rout speed, the attackers take a control test to see if they pursue.
Routers move
directly away taking the quickest route around friends, if not interpenetration
will take place disarraying unit, terrain penalties are ignored for routers but
not pursuers.
Pursuit
Any unit that
has failed a control test must pursue their enemy.
Pursuers will
take the shortest route and will avoid other troops unless they declare a
charge on the pursuers.
Pursuit
continues until a successful rally in the rally phase.
Rally
Contingents who
have not suffered more than 4dp per rank and have their CC may attempt to rally
using highest troop type.
Fighting/1dp
inflicted by shooting whilst routing or being pursued prevents rallying.
Troops may
rally from disarray caused by shooting if they are not in melee, pursuing or
routing.
Contingent
with 4+Dp per rank and or lost commander may rally but will remain disarrayed,
adopt stand orders, can shoot and will fight if attacked.
Contingent
with 5+Dp per rank may rally but will remain disarrayed will withdraw, cannot shoot and will fight if attacked. If commander
gone it will rout.
Roll on the
highest quality troops.
Misc
Retire means
fall back facing the enemy for 2 moves.
Units in
dense terrain may not be seen until within 40paces
Units in
terrain may not be seen until within 80paces
Interpenetration
causes disarray to both units.
1 rank of
cavalry is noted as 2 ranks on roster
2 rank of
cavalry is noted as 3 ranks on roster
Flinch
Flinch tests
are taken throughout the turn as and when circumstances arrive
Troops that
fail a flinch test are disarrayed, disarrayed troops failing flinch test rout.
Troops
advancing test on front rank
Troops
standing test on facing attack or majority facing attack.
Troops in
cover test on highest.
Troops pushed
back or broken into test on lowest type
Skirmishers
Skirmishers
may operate 100pace away from their parent battle
They may pass
thru friends without disarray.
Skirmishers
only ever inflict 0 or 1 Dp use composite xbow type
Skirmishers
ark of fire is 45 degrees
Do not fight,
will always give way to melee/missile troops, if charged they will evade
Skirmishers
are noted as 2 ranks on the roster.