http://www.grippingbeast.com/shop.php?CatID=37 to start the ball rolling for a set of skirmish Feudal rules that look brilliant.
Most combat is dealt with in the normal wargames dice fest but character vs character is foought out with the best of 3 Stone, Paper, Scissors!
I remember a similar idea from the 70s called Lunge, Cut & thrust where you planned at least 2 moves ahead & fought individually.
This appeals to me, especially the Reputation rules whereby Knights can gain experience & therefore battle readiness & can take more hits so you can follow characters throughout their career.
This is my take on Jim Wallman's excellent rules:
Men At Arms
One
Brain Cell Medieval Skirmish Rules © Jim
Wallman 2003
Setting up the game
These rules are intended for several players - say 4
or more. Players control significant leaders, the key lords or knights, who in
turn have contingents of fighters under them.
The players should have at least one leader each. They
can take control of more than one leader each - but this might make the
play more difficult in some ways.
Each Leader has a contingent
of fighters or group of followers between 6 and 20 figures strong depending
on type. So a group of mounted knights might be about 6 figures and a group of
rebellious peasants would be around 20.
Actions
In each game turn every player gets to perform Actions.
All actions are assumed to happen simultaneously.
1. Players declare what ACTION they are doing (see
below)
2. Players can move their personal figure and any
followers under their command in accordance with
the ACTION they said they were going to do.
3. If movement brings groups of followers into weapon
range then work out who killed who. Work out archers and long range effects
first. Then work out melee.
4. At the end of the turn, all groups of followers
that have been fighting have to take a test to see how they are feeling (called
the Morale Test)
These are the actions you can do:
Hit Someone (usually
another specific named Player). If you choose this you cannot move your
followers around that turn because you are too busy concentrating on your
immediate enemy to tell them what to do.
Shout
"Follow Me, Men!" Lead your followers towards the enemy (assuming that’s
where you’re heading). All your followers within 20cm of your figure will
follow you by the most direct route to the limit of their movement distance
(See Movement below)
Inspire Your
Followers. Sometimes
your followers might get a bit downhearted (especially if they’ve been taking
casualties and their morale is low). You can make them happier by stopping what
you are doing and giving them a stirring speech, or hurling insults at your
enemies (See below for Morale Test).
Send or
Receive a message. Sometimes you need to tell someone something, or send
a message. If you are not within 12cm of that person then you can’t talk to
them, you must write a note. Yes, really write with a pen and paper.
This is an action. The note is then transported using a messenger from
your followers to the person its meant for. Reading the note is an action too,
so they might not have time to read it when it gets there!
Shout "Attack them!" This is where
you can send your followers to attack a specific, named, enemy group. You don’t have to
accompany the attack. All your followers move towards the enemy group you
pointed at as fast as they can move until
they get within weapon range - then they fight. If you are not with them they
might not fight as well though (see Morale
Test).
Movement
Each individual figures move as directed by their
leader, up to the following maximum distance each turn:
Type Distance
(cm)
Peasants, lightly armoured soldiers, Archers,
Crossbowmen. 15
Armoured Men at Arms 12
Light horseman 40
Armoured Knight 25
Carts, engines, other slow stuff. 8
? dmtd Kn or mtd MAA?
Obstacles can’t be easily crossed. If crossing a low
wall or hedge, take one move delay. Wading though a ford or shallow stream,
lose half the movement distance.
Shooting :
In order to shoot, archers and crossbowmen may not
move in the same turn.
The score in the table is the chance of a hit. 1 hit
kills except it takes 2 hits to kill a player-leader figure.
Archers.
Roll 1d6 per figure shooting Archers
are limited to 30 arrows
vs target Range: 25cm 50cm
75cm
Peasants/Soldiers/Archers 4,5,6 5,6 6
Man at Arms 5,6 6 6
Light Horseman 4,5,6
5,6 5,6
Mounted Knight 6 6 -
Crossbows.
Roll 1d6 per figure shooting Crossbows
take one turn to reload. Crossbows are limited to 30 bolts
vs target Range: 25cm 50cm 100cm
Peasants/Soldiers/Archers 4,5,6
5,6 6
Man at Arms 4,5,6
5,6 6
Light Horseman 4,5,6 5,6 5,6
Mounted Knight 5,6 5,6 -
What about Mounted = larger
target? Could say, if a hit scored on a mounted target, roll 5+ to save so the
horse is killed instead & the rider dismounted (maybe winded i.e. fights at
reduced CF)?
Morale test
Events and circumstances can make your followers less
keen to fight.
The entire contingent is affected by the morale rules,
whatever their type.
Roll 1d6 when:
- The contingent takes a casualty.
- The contingent is surprised.
- If the player in command wants the group to take a test
- Commoners being threatened by nobles for the first time (i.e. when
a line of knights starts moving towards a clump of peasants).
Add or subtract the following factors:
-1 for each casualty this turn
-1 for each 10% casualties in game
-1 visibly outnumbered.
+2 having a stirring speech
from a friendly leader this turn. (The umpire might increase this if the player
actually gives a real stirring speech.)
-1 having been directly and specifically
insulted by an enemy leader within 20cm this turn.
-1 if the group’s leader is not present
-1 Higher class enemy troops moved closer to
you this turn.
The check the result in this table:
Result
3+ Morale is fine - carry on as desired.
0-2 Contingent
may not move closer to any enemy forces & must pass a morale test next turn
to move closer to the enemy.
<0 Contingent
must move away from the enemy as quickly as possible. It must pass a morale
test next turn to stop running away. The figure representing the leader/player
leading the contingent is not bound by these results and may fight or run away
as desired.
Melee
STEP ONE: Break the combat up into ’fights’. A fight
is one fighter vs one or more enemies.
STEP TWO: For each ’fight’ roll 1d6 per side, add the
factors below and compare the scores
Factors in Melee:
Peasant -2
Archer -1
Soldier 0
Man At Arms +2
Knight on foot +3
Leader +4
On horseback +1
Outnumbered 2-1 by unengaged enemies -2
Outnumbered 3-1 by unengaged enemies -3
Outnumbered 4-1 or more by unengaged enemies -4
Maybe -1 more to each Outnumbered so 4 Pst vs 1 Kn
must score 6:2 to kill???
If they win by 1 or more means the loser is pushed back
5cm does winner fu?
If fighting against Peasants/Soldiers /Archers a win
by 2 or more is a kill
If fighting against Men At Arms a win by 3 or more is
a kill
If fighting against Knights a win by 4 or more is a
kill
If fighting a Leader a win by 4 or more is a HIT (it
takes 2 hits to kill a leader)
If the outnumbered figure wins, it can kill/hit only
one of its enemies that turn. Winner chooses which one.
or
use PP Choice die to see who chooses?
Points System: related to the above?
Knight 8
Man At Arms 6
Hobilar 5
Soldier 4
Archer/XB 3
Peasant 2
[+1 To
mount Soldiers or Archers on horseback]?
So,
6 Kn = 8 MAA =
9.6Hb =12 Sd = 16 LB/XB = 24 Pst
Personal Leader figure is free, whatever type he is -
make contingent up to 48AP
Should start with say, 1 Ldr; 3Kn; 4MAA; 2 Hb; 8 Sd; 8
LB; 6 XB; 6 Pst = 38 figures/56 pieces
1 Ldr +
3 Kn; 4 MAA = 48AP
Personal Combat
Leaders are special cases (nutcases, some might say -
though not within earshot).
If they fight just the followers of other leaders,
then use the rules above.
If they fight other Leaders i.e. people of similar
standing, then these rules apply.
Leaders never outnumber other leaders.
In the event of a multiple fight between leaders,
those not involved will watch and cheer from the sidelines until their turn comes.
Each game turn of combat is three rounds of paper,
stone, scissors. The player with the best of three inflicts one hit on their
enemy.
Leaders may break off combat and try and run away -
but then that wouldn’t be very heroic would it? Whatever would their followers
think?
ADDITIONAL BRAIN CELLS
Here are a few additional, and optional, wrinkles you
might like to add.
Personal Development
Each leader can accumulate experience and reputation
which can affect their abilities in combat. This is carried over every time the
leader is used in action, ideally over a campaign or series of linked battles.
Score nothing for killing peasants.
Score 1 point for every soldier/archer killed
Score 2 points for every man at arms killed
Score 5 points for every knight killed
Score 10 points for every enemy leader defeated in
personal combat
Score 20 points for every action where you are on the
winning side.
Accumulated score Level
/ Prefix Benfits
0-100 1 - Noble The basic level, as in the
rules.
101-500 2 - Respected Melee bonus increased to +5
501-1000 3 - Heroic Number of hits increased to
3
1001-2000 4
- Impressive Melee bonus increased to +6
2001-4000 5
- Fearsome Number of hits
increased to 4
4001-8000 6 - Awesome Melee bonus increased to +7
Start with a
named Noble & if he survives & accumulates enough experience/reputation points (ERP) he will
rise a level in Personal Reputation, gaining a better CF &/or Hit level =
better Fighting Skills &/or Stamina.
Can be helped if
Leaders are not automatically killed when they reach their hit limit but may be
wounded &/or captured for ransom?
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