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    WARRIOR KINGS

    1998 Ed Teixeira 1

    1.0 INTRODUCTIONThis is a set of rules for recreating battles and

    campaigns from the ancient and medieval worlds, bothreal and imagined. As such, it is a real departure fromwhat you may be used to. It doesnt have a rigid,

    traditional turn sequence where players alternatemoving and firing with perhaps a melee or two at theend. It is much more fluid than that with both playersmoving figures, firing, and fighting as a result ofvarious reaction tests. Forget perfect plans for fewprearranged plans will survive past first contact!Opportunities arise as fortune smiles on one side thenthe other. The victory will go to the player who learnsto exploit these situations. With this in mind, wepresent

    WARRIOR KINGS!

    2.0 REQUIRED EQUIPMENT1. Two or more 6 sided dice. (Hereafter called

    D6).2. A ruler marked in inches.3. Miniature figures in some consistent scale.4. Some sort of markers numbered one to six

    for Hits as explained later in the rules.5. A flat surface of three feet by four feet if

    using 15mm figures. All distances quoted in WarriorKings are for 15mm figures. If playing with 25mmfigures double all distances, if playing with 5mm halvethem.

    3.0 BASINGOne to four figures of any type may be

    mounted on any size base as long as base (stand)sizes are alike for similar troop types. Leader figuresare mounted as part of a stand. Stands should alwaysbe square or rectangular as this makes Facing easierto define. Figures previously mounted for other rulesystems will work as long as both sides are mountedfor the same system. We recommend 40mm widebases for 15mm figures and 60mm wide bases for25mm figures.

    3.1 FACINGS

    You should mount your figures carefully sothat they are all facing in the same general directionon a given stand. This defines the units Front. Theopposite stand edge is the Rear and the other twosides are the Flanks.

    4.0 SCALEOne inch on the playing surface equals

    roughly 40 yards. Each figure represents roughly 100men. Each turn represents about 30 minutes. Allscales are approximate (especially the time scale)since a great deal, or very little, may happen in asingle turn.

    5.0 PRE-BATTLE SEQUENCE

    Before you can fight a battle, there are certainsteps you have to take as preparation. They are:

    1. Define the Units involved.2. Assign Leaders to each side.3. Establish War Rating for each side.

    4. Determine who will be the Attacker.5. Selection of Battlefield Terrain.6. Set up the Initial Placement of terrain andforces.7. Form your units into Bodies.

    6.0 DEFINING UNITSPlayers have the option of using one, two, or

    four stands to represent one unit.For illustration purposes whenever the word

    "stand" is used, it is assumed to mean "unit". Everyunit possesses the following characteristics:

    1. Battlefield Purpose.

    2. Combat Value.3. Armor Class.4. Mounted or Foot.5. Special weapons or characteristics.

    6.1 BATTLEFIELD PURPOSEBattlefield Purpose represents the primary

    combat action a given unit is prepared to perform. Thismay be due to training, tradition, equipment, attitude,or various other factors.

    Units must have one of the following threetypes of Battlefield Purpose.

    Melee: The purposes of "Melee Units" are toclose with, engage, and destroy the enemy by meansof maneuver and close combat. They are armed withlethal crushing, cutting, or thrusting weapons. Theymay be additionally armed with weapons that kill froma distance, but this does not change their basicpurpose. (See DUAL ARMED).

    Missile: The purpose of Missile Units are todamage and confuse the enemy by the use ofweapons that kill from a distance, such as bows,

    javelins, slings, darts, etc. They may be armed withmelee weapons such as swords or axes, but viewclose combat only as a secondary activity and not to

    be actively pursued. Artillery units are classified asMissile also.

    Skirmish: Units designated as Skirmishersare prepared to interfere with and harass the enemythrough use of missile weapons in a manner similar toMissile troops. However, skirmishers have nointention of coming into contact with the enemy underany circumstance and view close combat as the verylast resort.

    6.2 COMBAT VALUE OR CVCombat Value represents a combination of

    training, experience, morale, and motivation and is a

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    numerical expression of its overall fighting quality.There are four possible Combat Values:

    CV6 - These are troops of rare and exceptional quality,often elite guards.

    CV5 - These are veterans of long and successfulservice, often noble horsemen or hardened, longservice, regulars.

    CV4 - These are Reliable men of some experience,the bulk of most forces.

    CV3 - These are green or poor quality troops with littlemotivation or desire for combat. Often peasant leviesor militia.

    6.3 ARMOR CLASS

    There are three Armor Classes:AC 2 - Lightly armored or unarmored.AC 4 - Heavily armored.AC 6 - Very heavily armored.

    Examples:

    Roman Legionaries 1St

    Century AD.CV4 AC4 Melee

    Welsh Longbowmen - 14Th

    Century AD.CV4 AC2 Missile

    Saracen Light Infantry - 13Th

    CenturyCV3 AC2 Skirmish

    6.4 MOUNTED OR FOOTMounted units include cavalry, camelry,

    chariots, or mounted infantry. Whether or not a unit ismounted may affect movement, missile fire, range,and melee combat abilities. Mounted units may bedismounted in which case they function as foot troops.All dismounting takes place during the initial troopdeployment.

    All other troops are considered Foot troops,including elephants and artillery.

    Mounted units cost 1 additional point perfigure.

    6.41 SHOCK CAVALRYMounted Melee cavalry, chariotry, or camelry

    receive a +1 bonus in melee resulting from a Chargeor Countercharge. That is, they initiated the melee bymoving into contact with an enemy unit or due to aCountercharge result on a reaction test. If they are inwooded or rough terrain, crossing a river, or attackingan enemy that is behind stakes, they do not receivethis bonus.

    Shock Cavalry units cost 1 additional point perfigure in addition to the regular mounted cost.

    6.5 SPECIAL WEAPONS/CHARACTERISTICS

    Now that you have established the basiccharacteristics of your units, its time to add SpecialWeapons or Characteristics to those units whichshould have them. These weapons and characteristicsare allowed as per the Army Lists.

    6.51 Dual-Armed Troops (Dual) - Melee troopsare sometimes equipped with missile weapons inaddition to their standard armament. Also, some unitsmay be composed of mixed Melee and Missiletroops. (This can be reflected on the stand bymounting one or more missile figures with one or moremelee figures). Both of these are referred to as Dual-Armed. They are not to be confused with units thatare armed with Combination Weapons. (See below).Dual-Armed troops may use their missile weaponsand their melee weapons in the same turn. They arealways considered Melee troops for reaction tests,

    etc. Dual-armed units cost 1 additional point perfigure.

    6.52 Combination Weapons (CW) - Some unitshistorically carried short ranged, throwing weaponsthat were hurled into the enemy ranks just beforecontact. For example: the Roman or Spanish Pilum,the Saxon Angon, the Frankish Francisca, or theByzantine Martiobolus. These spears, axes, and dartswere intended to enhance the power of the troopsother weapons in combination with them. Combo-Armed troops receive a +1 combat bonus in the firstround of each melee.

    Combo-Armed units cost 1 additional pointper figure.

    6.53 Terror Troops (Terror) - Terror Troops arethose which, by their nature or reputation, inspireunreasoning fear in their opponents. Elephants andcamels often count as terror troops to forces that areunfamiliar with them, especially cavalry. Huns,Mongols, and Vikings are often Terror troops tospecific historical enemies. These situations should bediscussed and agreed upon prior to the battle. Unitstaking reaction tests within two (2) inches of Terrortroops suffer a -1 to their reaction test. Artillery

    weapons always produce terror in their targets. Unitsfired on by artillery weapons suffer a -1 to theirreaction test whether or not a hit has been scored.

    Terror troops cost 1 additional point per figure.

    6.54 Fanatics (Fanatics) - Units such as JewishZealots, Viking Berserks, or Celtic Gaesati nearlyalways fought with ferocious courage regardless of thesituation and were notorious for their disregard ofcasualties. They should be considered Fanatics.Fanatics never take Reaction Tests and may takeHits only from melee and missile fire. When theirtotal hits exceed their original CV, they are removed

    from play. Mounted units may never be classed as

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    fanatics. (Horses have a much higher sense of self-preservation than men do!)

    Fanatics cost 1 additional point per figure.

    6.55 Barbarian Frenzy (Frenzy) - Troops like

    ancient Celts and Germans, Vikings, Dacians, andSamurai were noted for their fierce fightingabilitiesas long as things were going their way.Therefore, troops with Barbarian Frenzy will receive a+1 combat bonus in the first round of each melee butonly if they are charging or countercharging.

    Barbarian Frenzy units cost 1 additional pointper figure.

    6.56 Pikes (Pike) - Pike armed troops receive a +2combat bonus unless one or more of the followingconditions exist:

    Unit is in wooded or rough terrain.

    Unit is in contact with enemy on two or moresides.Unit gave ground in the current melee.Unit is attacking enemy behind stakes.

    Mounted units who would normally be allowedto melee pike units instead will automatically suffer aresult of Retire - suffer 1 Hit.

    Pike units cost 1 additional point per figure.

    6.57 Elite Training (ET) - Units that have beengiven extensive training in either Melee or Missile fire.These units receive a +1 each time they are in meleeor are firing. Examples include Roman legionaries,Cretan archers, and Japanese Samurai warriors. Notethat some units can qualify for Elite Training in bothmissile and melee and would pay for both.

    Elite training costs 1 additional point perfigure.

    6.58 Stakes (Stakes) - These are long woodenpoles that are placed into the ground to provide coverand to break up charges. They can only be used as perthe lists when fighting historical armies. Units desiringto drop stakes must announce their intention to do soand may only drop when Active. They may not movenor fire when they are dropping stakes. The stakes

    occupy the frontage of one unit. Once dropped theyremain in place. Only units directly behind them and incontact can count their advantage. Stakes provideMelee and Reaction Test benefits.

    Stakes cost 1 additional point per figure.

    6.59 Artillery - There are two categories of Artillery.Pre-gunpowder Engines and gunpowder Cannon.

    Artillery units cost 1 additional point each.

    Engines - When an Engine fires, 2D6are rolled. Their total represents the distancethe engines projectile reached.

    This distance is measured from the front of

    the stand. If this spot is occupied by any unit(of either side), that unit suffers 1 Hit(regardless of Armor Class). If the distanceis equal or overhead of any unit, that unitmust take a Reaction Test for being fired at

    and will count Terror.

    Cannon - When a Cannon fires, roll3D6 and arrange them in descending order.The highest die is the distance the projectiletravels in its first bound, measured as above.Any unit at that range suffers 1 Hit(regardless of Armor Class). The second dierepresents the second bound or bounce.Range is measured from the first point ofimpact and any unit occupying that pointsuffers damage as above. The third dierepresents the final bounce where the flight

    of the projectile stops. Damage is inflicted asabove.Cannon are notoriously unreliable in this

    period and you should be alert to the followingdangers.

    If, when rolling 3D6 for cannon fire, two out ofthree dice come up 1s, the cannon fails to fire.

    If all three dice come up 1s the cannonexplodes! The cannon unit is removed from the tableas per Rout.

    7.0 ASSIGNING LEADERSLeaders are important in that the f lexibility and

    effectiveness of an army depends largely on thenumber and quality of leaders it has. Every armyreceives one free leader as part of its basic force.This is your Commander in Chief or CinC. You areallowed to purchase additional leaders (Sub-Leaders) if you desire. After the first 20 units, Sub-Leaders may be purchased for each additional 20 unitsor portion of. They may only Activate and affect unitsunder their command.

    Sub-leaders cost an additional 10 points.You use your leaders to activate Bodies of

    troops and to affect reaction tests, etc. These activitiesare explained later.

    7.1 ESTABLISHING WAR RATINGBefore you can start a battle, you must

    establish the War Rating for each side. This is doneusing the following table:

    DIEROLL 1 2 3 4 5 6WAR RATING 2 3 3 3 3 4

    This rating is for your CinC. Each sub-leader isworth one rating point and is added to your army total.You may activate one body of troops per turn foreach War Rating point you possess. Loss of a sub-leader reduces your War Rating by one (1). If you

    lose your CinC, you lose his War Rating points.

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    Regardless of losses or other conditions, you mayalways activate one (1) body of troops per turn

    8.0 DETERMINING THE ATTACKEREach player starts with his War Rating and

    adds to it the appropriate modifiers below:+1 If your army is invading.+1 If the total of your units capable of

    scouting is two but not three times greater than youropponents.

    +2 If the total of your units capable ofscouting is three or more times greater than youropponents, or if your opponent has no scoutingtroops.

    For scouting purposes count each AC2mounted unit twice, each AC4 mounted unit once, anddo not count AC6 mounted units. All AC2 Skirmishinfantry stands count .

    Each player then rolls 1D6 and adds this resultto their total. The player with the higher total is theAttacker in this battle and moves first. The otherplayer is the Defender and is allowed to pick theterrain.

    Reroll the die if the resulting total is a tie.If the Attackers total is two or more times greaterthan the defender, then the Attacker is allowed toadd 50% to the movement of all of his units in the firstturn.

    9.0 TERRAIN SELECTION AND EFFECTSThe terrain on which a battle is fought is often

    decisive. You should take great care in placing terrainfeatures on the battlefield.

    The defender then rolls 1D6. The scorerepresents the number of Terrain Points available tothe defender. The defender may not choose more thanthree pieces of any type terrain. The defender mustspend all his points. The following pieces of terrain areavailable, listed by point cost.

    9.1 Terrain at one (1) point9.11 Light Woods / Rough Terrain / Soft Ground- All bodies suffer a 1D6 movement reduction ininches if they enter or cross this type terrain. ShockCavalry and Pike do not receive their combat bonus.

    Units may see and fire through no more than 2 ofwooded terrain. The feature may cover no more than6 X 18 or 12 X 12.9.12 Gully - Units outside a gully may see and fireno more than 2 into a gully. The feature may cover nomore than 6 X 18 or 12 X 12.9.13 Road - Roads must enter from one edge ofthe board and either exit at an opposite edge or stop ata settled area. Roads are one stand wide and may beplaced over any terrain except water. Movement onroads negates any terrain movement normallyrequired. Example: A road running through the woods.

    9.2 Terrain at two (2) points

    9.21 Gentle Hill - A spot should be marked at thecenter of the hill denoting its summit or crest. Unitsnearer the dot are considered to be uphill. If the crestis between two units they are on opposite sides of thehill. Hill crests block line-of-sight and units cannot fire

    through them. (Units may, however, always fire at 1.)The feature may cover no more than 6 X 18 or 12 X12.9.22 Heavy Woods - Visibility as Light Woods.Only AC2 bodies may enter or pass through and thenat 1D6 penalty. The feature may cover no more than6 X 18 or 12 X 12.9.23 Steep Hills - Only Skirmish infantry bodiesmay enter or pass through at speed - 1D6. Thefeature may cover no more than 6 X 18 or 12 X 12.

    9.3 Terrain at four (4) points9.31 Lake / Sea - Impassable. Sea must be placed

    along edge of battlefield. The feature may cover nomore than 6 X 18 or 12 X 12.

    9.4 Terrain at six (6) points9.41 River - This terrain feature must be 3 wideand may be up to 48 long. One end of the river mustbe placed at a table edge. The opposite end mayterminate at a table edge other than the one it enteredon, at the beginning of another river, or at a free lakeor seashore.

    After placing a river roll 1D6. On a roll of 1 theriver is not fordable and a bridge one-stand-wide mustbe placed across it at some point. On a roll of 2 or 3

    the river is fordable for up to half its length. (Fordsshould be marked.) On a roll of 4 through 6 the river isfordable its entire length. Fording is performed asfollows:

    1. The body must stop at the rivers edge andforfeits any remaining movement.

    2. Next turn, the body moves to the oppositeedge and stops inside the river.

    3. On subsequent turns, the body moves outof the river at the normal rate minus 1D6 until no unitsof that body remain in the river.

    Units in rivers are considered downhill ofunits on the rivers bank and no unit may ever firewhile in a river.

    Terrain may be of mixed types, such aswooded hills etc. All terrain features sizes arebased on 15mm figures and the use of other scaleswill require adjustments.

    10.0 ADMINISTERING TERRAIN EFFECTSAll terrain effects are administered by body

    not unit. Terrain penalties are in effect until all unitsof a given body clear the terrain in question.

    11.0 PLACING OF TERRAINWarrior Kings is generally played on a 3 X 4

    surface. Each player should place himself on one of

    the long edges. This will be your Baseline. The

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    other two neutral edges are the Sidelines. Thedefender then places his terrain features wherever hedesires.

    12.0 RIGHT OF REFUSAL

    Once the defender has placed the terrain ashe desires, the attacker is permitted the right to refusecombat. The players must then go through the terrainselection process again. The attacker is then allowedto refuse combat for a second time. After two refusalsthe attacker must accept the third time or onecampaign season is advanced.

    13.0 DEPLOYMENT OF TROOPSEach player now counts up his AC2 and AC4

    mounted units. Count AC2 units twice. AC2 Skirmishinfantry stands count . If your opponent has threetimes as many scouts as you, or you have no

    scouting units, you must place nine (9) units on thetable for every three (3) he places until all of yourforces are deployed. He may then deploy theremainder of his force. If the ratio of scouts is two-to-one against you, you deploy six (6) units to his three(3). If the ratio is less than two-to-one you each deploythree (3) units at a time.

    The first unit deployed by each player must behis CinC. The defender then places his first group andthen the attacker his first group. Players alternate thisway until all units are deployed.

    The following restrictions apply to initialdeployment

    1. All units must be placed between 3 and 12from their respective baselines.

    2. No unit may be placed less than 12 fromeither sideline.

    3. No Melee foot unit or dismounted cavalryunit may be placed less than 18 from either sideline.

    13.1 FORMING AND BREAKING UP BODIESYou must now form your units into Bodies. A

    Body of troops is any number of units in BaseContact at the beginning of a turn. Base Contactmeans the bodys stands are touching, in any way atall, even corner-to-corner. (Units that come into BaseContact during play will count as one body at the start

    of the next turn).Bodies may be broken up voluntarily when active orthey are broken up involuntarily by reaction testresults.

    14.0 BATTLE SEQUENCENow the battle may begin. You begin a turn by

    activating one or more bodies of troops at yourdiscretion. It is during deployment and the first turn ofthe battle that you as CinC have the most control.After that, events may start to run along out of yourhands. That is one of the entertaining aspects ofWarrior Kings. In the Ancient and Medieval worlds,

    leaders started the battle rolling and then things prettymuch went their own way. But all is not lost if you have

    a good deployment, reserves, and a great sense oftiming!

    PLEASE NOTE!All movement, reaction tests, melees, and fire occur

    from the Active players right to his left!

    A turn ends when all activated bodies havemoved, all reaction tests caused by those moves, allreaction tests caused by those reaction tests etc. havebeen administered and all results have been carriedout.

    Now it is the other players turn and the wholecycle starts again. These cycles continue until one oftwo things happen.

    One players army has been forced from thefield, or the players decide to end the battle by mutualconsent.

    14.1 ACTIVATIONYou may activate as many bodies as you

    have War Rating points each turn. Bodies must beactivated to begin moving only. Bodies must continuemoving until forced to stop.

    A bodys turn ends when all reaction tests andmelees involving that body have been administered.15.0 VOLUNTARY MOVEMENT

    Voluntary movement is made possible only byactivation.

    Units may use their full movement allowanceonly if they do not change direction either before or

    during their movement. (See WHEELING). Obliquemovement is not allowed. Backward movement is onlyallowed when Giving Ground or by Skirmish units.

    PLEASE NOTE!Units facing an enemy that is facing them and

    in that enemys charge reach may only move forwardor remain stationary. Units not facing an enemy and incharge reach of an enemy unit may move as desired.

    15.1 ABOUT FACEFoot units may about face (change facing

    180 degrees) at a cost of their movement

    allowance. They may then use their remainingmovement allowance.Mounted units and Artillery units must pay

    their full movement allowance to about face.

    15.2 WHEELINGTroops wheel by bodies. In a Right wheel,

    the Right front units Right front corner is the PivotPoint and remains stationary. The unit now moves inan arc toward its Right front. When it is finishedmoving the other stands of the body move to conformto this arc. A body may not exceed its normalmovement allowance and no body may wheel over 45

    degrees in one turn *.

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    *Exception: A body of one (1) unit wide maywheel up to 90 degrees per turn.

    A wheeling foot body is not allowed any othermovement.

    A wheeling mounted body may move up to

    half their normal distance.Wheels take place at the start or end of the

    turn. Bodies may wheel into contact but still arerequired to take the Attempt to Charge reaction test.

    In a Left wheel, all Rights become Lefts.

    15.3 SKIRMISH MOVEMENTSkirmish units move differently from other

    troops. They are allowed to move in any direction, upto their full movement allowance. They may then befaced in whatever direction you desire. (SeeInterpenetrating).15.4 DISMOUNTING

    If you wish to play any mounted troops as foottroops you must dismount them before they areplaced on the table. They may reclaim their mountsafter the battle.15.5 INTERPENETRATING

    Skirmishers may pass freely through anyfriendly unit or units that are not moving or firing whilethey are being passed through.

    Skirmishers may be passed through if theyare not moving or firing while they are being passedthrough.

    Skirmishers that are come in contact withRetiring friends are routed instead.

    15.6 CHARGINGBodies charge by units. Units directly behind

    and in base contact with units that are to charge will bepulled along with them if they are of equal or lower CV.Units that have a higher CV will not be pulled along. Ifa unit belonging to a charging body is forced to Halt,Retire, or Rout, all units of the same body which aredirectly behind it must Halt.

    16.0 BODIES FORCED TO STOPBodies are stopped by any of the following

    conditions:1. As the result of a reaction test.

    2. Coming within 1 of other friendly bodiesblocking their way.3. Impassable terrain.4. Reaching a terrain feature you wish tooccupy.5. After a pursuit.6. Coming into an eligible position to fire at anenemy. (See Mandatory Firing).

    Once stopped, a body must be reactivated toresume movement.17.0 INVOLUNTARY MOVEMENT

    Once a body has begun to move it must

    continue at no less than speed until forced to stop.

    17.1 GIVING GROUNDThis is the result of a reaction test. To Give

    Ground a unit must first be in melee. To GiveGround a unit moves backward 1 and receives 1hit. (This hit does not cause a reaction test.) Units

    giving ground will force back other foot units in contactbehind them. Mounted units in contact behind themRetire - take 1 hit instead.

    If an enemy unit cannot Follow Up then theunit forced to Give Ground remains in place and stilltakes 1 hit. Example: The enemy unit is still incontact with other friendly units, often just by tip to tipcontact only.

    17.2 FOLLOWING UPUnits that cause enemies to give ground

    must Follow Up 1 and remain in contact. Units of thesame body in contact behind and of the same Combat

    Value or lower are forced to Follow Up with them.

    17.3 RETIREWhen forced to Retire as a result of a

    reaction test, a unit moves directly away from the pathof the enemy and ends its move facing this sameenemy. They also receive 1 hit. If during the movethey contact a friendly non-skirmish unit, they haltthere and receive 1 additional hit. If during the movethey contact friendly Skirmish units they will Routthem and move their full Retire distance. If pursuingenemies recontact them, or if they collide with anotherenemy, or if they collide with impassable terrain, theyROUT!

    Retiring units do not suffer terrain penalties.

    17.4 ROUTIf a unit routs it is removed from play. Routing

    units are assumed to now have hits equal to theiroriginal CV regardless of the number of hits theyactually had at time of Rout. Rout is never avoluntary option.

    PLEASE NOTE!When two opposing units rout due to the same meleethe unit with the higher modified current CV willcontinue melee while the other Routs. This unit willalso receive 1 hit. If both units have the same currentCV then they both receive a hit and continue themelee.

    17.5 PURSUEAny unit that causes an enemy to retire or rout

    must roll 1D6. Units that were defending in the firstround of melee, were continuing a previous melee, orhad been forced to give ground, will pursue the enemyon a roll greater than their original Combat Value.Units that were attacking or following up will pursue ona roll equal to or less than their original Combat Value.If a leader is with a unit, you may alter the rolled

    number up or down one number at your option.

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    Units directly behind and in base contact withunits that are to Pursue will be pulled along with themif they are of equal or lower CV. Units that have ahigher CV will not be pulled along. When makingPursuit moves measure the distance from the point

    of contact or point where the charge move ended if nocontact occurred. Pursuers are not affected by terrainpenalties.

    17.6 ADVANCEA unit called upon to advance moves directly

    forward at half speed. If this would result in contactwith the enemy then the unit must take the Attempt toCharge reaction test. If the reaction test that causedthe advance was due to enemy action to the flank orrear, they are allowed to turn to face this enemy beforeadvancing.

    PLEASE NOTE!A unit that has been fired at or threatenedfrom flank or rear AND is within 4 of a facing enemymelee unit will Halt in place instead counting as facingall directions.

    17.7 HALTOnce a unit halts, it becomes inactive and

    must be reactivated to resume movement. When oneunit in a body halts, any units directly behind it will alsohalt. This includes a unit halting to fire. Units that are

    forced to Halt by units they are not facing will turn toface them unless they are already in an enemy unitscharge reach and already facing them. Units calledupon to fire which have turned to face, turn to face, butdo not fire (they moved).

    18.0 MOVEMENT RATESMovement rates reflect the formation and

    order that troops actually used. Troops in looserformation (represented by fewer figures per stand)moved quicker than those in close formation. Formovement purposes only, missile chariots count as 2figures, melee chariots as 3 figures, elephants as 3

    figures, and artillery as 4 AC6 figures regardless ofactual AC.

    MOVEMENT RATESFOOT - Normal move (Retire/Pursuit)*

    # Figs/ AC2 AC4 AC62 8(3) - -3 8(3) 8(3) -4 6(2) 6(2) 4(1)

    MNTD - Normal move (Retire/Pursuit)

    # Figs/ AC2 AC4 AC6

    2 16(6) - -3 12(6) 12(5) 8(4)4 - - 6(3)

    * Units required to Retire or Pursue, roll 1D6.

    A score of 1-3 subtracts one inch from their movementrate while a roll of 4-6 adds an inch.

    19.0 LEAVING THE BATTLEFIELDAny units pursuing an enemy off the board

    may return on the following turn or later. They musthowever, be Activated in order to move. They returnat the spot that they left. These are the only units thatmay ever return from off the battlefield.

    Units may leave the battlefield voluntarilyalong their own Baseline without Routing. Otherwisethey are considered to have routed.

    20.0 TRACKING A UNIT'S STATUSIn Warrior Kings units will receive moralelosses, casualties from missile fire, and meleecasualties. All of these will reduce the unit's ability tofight. These are called "hits". Use the followingmethods when using one or two stands to represent aunit. If using four stands to represent a unit Irecommend pulling figures instead.

    When a unit receives a hit place a markerbearing the appropriate number next to it. Units canreceive hits from missile fire, melee resolution, andfailed reaction tests. As the number of hits increase;change the marker to reflect this.

    Personally I use 1/2 cardboard counters.White ones read 1 on one side, 2 on the other. Thenblue ones with 3 and 4 and finally red ones with 5 and6. The colors are a quick reference for the condition ofthe unit involved.

    21.0 MISSILE COMBATMissile fire is mandatory. Because of this; a

    Missile or Skirmish unit may sometimes fire severaltimes in the same turn.

    Mandatory Fire takes place when a Missile orSkirmish unit begins the turn in range of an enemy butnot in contact. In this case the unit must fire.

    Fire as the result of a reaction test is explainedin the Administering Reaction Tests section.

    21.1 HOW TO FIRETo fire you must first designate the target unit.

    This target must be within range of the firer or firers.Ranges are as follows:

    MISSILE RANGESFoot Missile Units 6"

    All Skirmish and anyMounted Units 3"

    Artillery - Engines 12

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    Artillery - Cannon 18

    The target unit must also be in the line of sightof the firer. Generally, troops may fire only at units

    they can See which are to their direct front. AllSkirmishers, Chariots, and Elephants, however, mayalso fire to their direct rear.

    In order to see a unit for firing purposes, nopart of the firing units front may be blocked byintervening units of either side or any sort of blockingterrain.

    Then, you roll the required number of dice.(2D6 for Missile Foot, 1D6 for all others.) The total ismodified by the conditions below:

    FIRING MODIFIERSTarget Mounted +1

    Target in cover -1

    Firer has Elite Training +1

    21.2 CASUALTIES FROM MISSILE FIREAll units firing at the same target must

    combine their modified die-roll totals together. Consultthe following table to determine casualties. Cross theDie Roll Total with the target Armor Class to determinenumber of hits.

    However, the number of hits from missile firemay never be more than one hit per firing unit.

    CASUALTIES TABLEDie Roll Targets Armor Class

    Total 2 4 63 1 0 04 1 0 05 1 1 06 2 1 07 2 1 18 2 1 19 3 1 110 3 2 111 3 2 1

    12 4 2 113 4 2 114 4 2 215 5 3 216 5 3 217 5 3 218 6 3 2

    21.3 FIRING AT MULTIPLE TARGETSMultiple targets in the same arc of f ire must be

    fired at. The Hit would be applied to the lower ACtarget, but both targets will have to take a ReceivedFire reaction test.

    22.0 MELEE COMBAT

    Whenever opposing units come into base tobase contact, Melee combat occurs. Base contactmay be forced upon units by being Drawn Intomelee. This occurs when a unit ends its movement 1or less from an enemy unit. The moving unit is

    Drawn into the enemy by momentum. These unitsmust still take an Attempt to Charge reaction test. Amoving unit always contacts the enemy with its frontside. The non-moving unit may be contacted on anyfacing side. Base contact need not be complete andmay be corner-to-side, side-to-side, or even corner-to-corner. It may be that more than one moving unitcontacts a single enemy. This is also valid andconstitutes a multi-unit melee. By definition, a meleeconsists of one unit fighting all the units it is in contactwith. All melee dice are combined.

    22.1 MELEE PROCEDURE

    Once enemy units are in contact, roll 1D6 foreach meleeing unit modified by the conditions below:

    MELEE MODIFIERS

    +1 Unit has Elite Training.

    +1 Unit is Shock Cavalry first round of melee.

    +1 Unit is Combo Armed in first round ofmelee.

    +1 Unit is Elephant in first round of melee.

    +1 Unit with eligible Barbarian Frenzy.

    +2 Units with eligible Pike bonus.

    +1 Enemy is mounted.

    +1 Leader stand.

    +1 Unit is uphill.

    -1 Enemy is in fieldworks or behind stakes.

    -1 Unit is Missile or Skirmish.

    All units in melee with the same enemy unitwill combine melee dice. Hits" may be distributed asthe player sees fit except the lowest AC unit willreceive hits f irst. Remaining scores are applied to theother units. (Check versus their AC individually). Nounit in this situation may receive two hits before allunits receive one. Consult the Casualties Table foundunder the Missile Fire section of the rules. Cross-indexthe total versus the target units Armor Class.

    Unlike Missile Fire, there is no limit to thenumber of hits that may be scored in melee.

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    Once a melee round is completed, all unitstake an Involved in Melee reaction test. Those still incontact will continue melee in the next players turn.

    22.2 FLANK OR REAR ATTACKS

    Flank attacks can be devastating when carriedout. To qualify as a flank attack the moving unit wouldend his move in contact with the non-moving unit onany facing except the front.

    PLEASE NOTE!Bodies have their facings defined by the front units.Units directly behind the front unit do not have a frontfacing.

    Units charged to the flank or rear must pass aReceive Charge Reaction Test on both dice,

    otherwise they will Rout. If they do pass then they areconsidered to have faced the enemy and are no longerconsidered to have flanks or rear presented. Thestands are not actually turned unless required topursue after melee.

    22.3 SKIRMISHERS ATTEMPTING TO CHARGESkirmishers can charge non-skirmishers only

    after those units have received hits equal or greaterthan their original Combat Value.

    Otherwise, skirmishers that come into contactwith non-skirmishers will rout!

    22.4 ARTILLERISTS IN MELEEArtillerists are considered missile units for

    melee purposes.

    22.5 DESPERATE STRUGGLEWhenever a player rolls a natural 6 while

    trying to score hits on an enemy in melee, that rollresults in a Desperate Struggle. The enemy playermust take an Involved in Melee reaction testcounting a temporary -1 to his CV. Units do not take a-1 for each 6 rolled, only if any 6 is rolled.

    23.0 RISK TO LEADERSAll leaders must be attached to some friendly

    unit. That is, they must be mounted on a stand withother figures. If a Leader unit suffers a hit in melee orfrom missile fire the player must roll 1D6 per hitscored. If the result is a 6, the leader is at risk.

    Roll 1D6 again. If the result is greater than theleaders Armor Class then the leader is killed! All unitsunder his control take a Leader Lost reaction test. Ifnot, roll 1D6 again and consult the table below:

    LEADER AT RISK TABLEDIE ROLL CONSEQUENCE1 or 2 MINOR WOUND. Carry on as normal.

    3 or 4 GRIEVOUS WOUND. Leader is no longerfunctional. Leader will recover from woundsin 1-3 campaign seasons. All units under hiscontrol take a Leader Lost reaction test.

    5 or 6 MORTAL WOUND. Leader wil l die in 1D6

    days. Treat as GREVIOUS WOUND above.

    24.0 REACTION TESTSThe reaction test is the core of Warrior

    Kings. Players would do well to study this section.

    24.1 HOW TO TEST REACTIONThe Reaction Test represents the effect of

    various stressful situations on a units ability to performtasks as ordered. The consequences of ReactionTest die rolls can often change defeat into victory, orvice-versa!

    Taking a Reaction Test involves taking the

    units original CV and applying the appropriatemodifiers below:

    REACTION TEST MODIFIERSCONDITION MODIFIER

    Leader stand. +2 In contact with leader stand. +1

    Each friendly unit in direct contact to theflank or rear of tester. Count up to (3). +1

    Uphill of all enemies. +1

    In fieldworks, behind stakes, or in camp. +1

    Unit in melee or fired on is outnumbered -1 Terror troops within 2 -1

    Each hit suffered. -1

    Missile / Skirmish in melee. -1 In Desperate Struggle. -1

    Charged in Flank or Rear-2

    Next roll 2D6 and compare the number oneach die (NOT THE TOTAL) to the modified CV ofeach unit that is making a Reaction Test. If theindividual die score is equal or less than the unitscurrent modified CV then the unit has passed on thatdie. It is possible to Pass on two (2), one (1), andzero (0) dice. (See Reaction Charts).

    PLEASE NOTE!All dice rolls for Reaction Tests are by body. In

    effect 2D6 are rolled for each body with modifiersapplying to individual units. It is possible that someunits in a body will have to check reaction while otherswill not. Often units of the same body will havedifferent reactions from the same dice roll.

    24.2 OUTNUMBEREDUnits in melee with or being fired at with more

    enemy figures than themselves are outnumbered.Outnumbered units will count a -1 for reaction

    tests.

    25.0 WHEN TO TAKE A REACTION TEST

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    Reaction tests are given for the followingreasons.

    25.1 ENEMY THREAT TESTIf a body of your Melee units starts more

    than 4 from an enemy body, moves toward it, andstops less than 4 away from and facing it, withoutcontacting it, that enemy body must take an EnemyThreat reaction test. Units Retiring as the result of acharge and which are being pursued by an enemybody, which would normally be required to take thistest, do not.

    ENEMY THREAT TESTMELEE UNIT:Pass 2 dice NON DUAL MOUNTED charge.

    ALL DUAL ARMED Halt and fire.FRENZY charge.

    OTHERS Halt.

    Pass 1 die ALL Halt.DUAL ARMED Halt and do not fire.

    Pass 0 dice ALL Retire.

    MISSILE UNIT:Pass 2 dice ALL Fire.

    Pass 1 die ALL Retire

    Pass 0 dice ALL Rout.

    To illustrate how the reaction test works hereis a sample for each test.

    A body of three Persian infantry units areadvancing toward a Greek peltast unit. The centerPersian unit contains the Persian CinC. All three unitsare in line three units across.

    On their movement turn they move to threeinches from the peltast unit. They now cause theGreek unit to take a "Enemy Threat" reaction test.

    The peltast CV is a 4. There are no additionalmodifiers. The dice score is a 3 and a 1. Looking upthe result under "Melee, pass 2 die" we see the peltasthas a scored a result of "All dual armed Halt and fire".Being dual armed the peltast fires. He does not scorea hit.

    25.2 RECEIVED FIRE TESTIf you are fired on by any unit, you must take a

    Received Fire reaction test whether or not hits aretaken.

    RECEIVED FIRE TESTMELEE UNIT:Pass 2 dice CHARGERS continue.

    DUAL ARMED not charging will fire.FRENZY Charge.

    OTHERS advance speed.

    Pass 1 die CHARGERS continue suffer 1 hit.MOUNTED not charging will Retire.OTHERS Halt.DUAL ARMED Halt and do not fire.

    Pass 0 dice ALL Retire. Those with hits equalto original CV will rout instead.

    MISSILE UNIT:Pass 2 dice CHARGERS continue.

    OTHERS Halt and fire.

    Pass 1 die ALL Retire.

    Pass 0 dice ALL Rout.

    Continuing our example the Persians must

    now take a Received Fire reaction test. Although thepeltast did not cause a casualty, the test is still taken.The center Persian infantry unit, with the leader is theonly one fired on so it is also the only one to take thetest. If more than one unit had been fired on, then theytoo would have taken the test.

    The Persian infantry CV is 4. The modifierswould be +2 for leader, +1 for unit in contact to side,and +1 for unit in contact to side. The Persian modifiedCV is 8. No dice are rolled, as it is an automatic"Melee, pass 2 die". The Persian has a "Othersadvance 1/2 speed" result. This movement would puthim into contact with the peltast unit, so he must nowtake an "Attempt to Charge" test.

    25.3 ATTEMPT TO CHARGE TESTIf you are attempting to move into melee with

    an enemy unit, you must take an Attempt to Chargereaction test. This applies to ANY move that will resultin melee combat. (See Advance).

    ATTEMPT TO CHARGE TESTMELEE UNIT:Pass 2 dice CHARGE.

    Pass 1 die CHARGERS continue. Suffer 1 hit.

    Pass 0 dice HALT. Suffer 1 hit. Those with hitsequal to original CV will rout instead.

    MISSILE UNIT:Pass 2 dice CHARGE.

    Pass 1 die ALL Rout

    Pass 0 dice ALL Rout

    The Persian unit has a CV of 4 with another 4modifiers for support and leader. The modified score isan 8. No die roll is needed and they score a "Charge"

    result. The Persians are now moved forward one inch

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    from the peltasts. Note that the two Persian units incontact with the charger are not moved.

    25.4 BEING CHARGED TESTUnits attempting to contact the enemy and

    have passed a Attempting to Charge reaction testmust stop 1 away and the target unit must take aReceived Charge reaction test. If this test results inthe target unit countercharging, move it into contactwith the original charger. Other results take effectimmediately.

    BEING CHARGED TESTMELEE UNIT:Pass 2 dice FOOT stand.

    FRENZY charge.DUAL ARMED stand and fire.OTHER MOUNTED charge.

    Pass 1 die FOOT charged by Shock Cavalry willrout.UNITS ALREADY IN MELEE willRout.UNITS CHARGED TO FLANK ORREAR will rout.OTHER FOOT Halt.DUAL ARMED Halt may not fire.ALL MOUNTED RETIRE

    Pass 0 dice ALL Rout.

    MISSILE UNIT:Pass 2 dice STAND and fire.

    SKIRMISHERS fire and Retire.

    Pass 1 die FOOT charged by Shock Cavalry willrout.UNITS ALREADY IN MELEE willrout.UNITS CHARGED TO FLANK ORREAR will rout.FOOT MISSILE Halt and fire with1D6.FOOT SKIRMISHERS fire andRout.

    MOUNTED Retire.

    Pass 0 dice ALL Rout.

    The peltast unit is being charged and mustnow take a "Being Charged" reaction test. Their baseCV is a 4 with no modifiers. The dice score a 5 and a4. The peltast unit has exceeded his CV on one die somust look under "Melee, Pass 1 die". The result is"Dual Armed Halt, may not fire". The Persian unit ismoved into contact with the peltast.

    25.5 INVOLVED IN MELEE TEST

    When enemy units come into physical contact,a Melee round occurs. ALL bodies at the end of aMelee round must take an Involved in Meleereaction test. Give Ground, Follow Up, Retire,Rout, and Pursuit moves will result from Melee.

    Units that collide with enemies during pursuit movesmay cause additional reaction tests. Second or thirdrounds of a given melee take place in subsequentturns.

    INVOLVED IN MELEE TESTMELEE UNIT:Pass 2 dice MOUNTED that did not cause

    enemy to Rout or Retire willthemselves Retire.OTHERS carry on.

    Pass 1 die FOOT in melee with any mounted

    will rout.OTHER FOOT Give Ground.MOUNTED Retire.

    Pass 0 dice ALL Rout.

    MISSILE UNIT:Pass 2 dice MOUNTED that did not cause

    enemy to Rout or Retire willthemselves Retire.OTHERS carry on.

    Pass 1 die ALL Rout.

    Pass 0 dice ALL Rout.

    The results of the melee are as follows. Thepeltast unit received 2 "hits". The Persian unit 1 "hit",unfortunately it was the leader who was killed. Bothunits now must take an "Involved in Melee" test. Theywould have whether or not they had receivedcasualties.

    The Peltast has a modified CV of 2 (4 minus 1for each "hit") and the die score is 3 and 4. They havePassed 0 dice and score a Rout. They are immediatelyremoved from play.

    The Persian unit has a CV of 3 (4 minus 1 for

    the "hit"). They roll a 4 and a 1. "Pass 1 die. This is aresult of OTHER FOOT Give Ground. The Persian unitis pushed back 1" and receives an additional "hit".25.6 LEADER LOST TEST

    If a the CinC or Commander in Chief is lostdue to rout, wounds, or death, the whole army mustimmediately take a reaction test. If a Sub-Leader islost, only the units under his control must take this test.

    LEADER LOST TESTMELEE UNIT:Pass 2 dice ALL carry on.

    Pass 1 die FOOT Give Ground.

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    MOUNTED Retire.

    Pass 0 dice ALL Rout.

    MISSILE UNIT:

    Pass 2 dice ALL carry on.

    Pass 1 die ALL Rout.

    Pass.0 dice ALL Rout.

    The Persian units must now take a "Leader Loss"reaction test for losing their CinC. Each unit rollsseparately. The center unit has a modified CV of 1 (4 -3). The die score is a 3 and 5. They "Pass 0 dice" andRout.

    The left Persian unit has a CV of 4. The scoreof the dice are 4 and 6. They "Pass 1 die" and Give

    Ground and take a "hit".The right Persian unit has a CV of 4. The

    score of the dice are 3 and 2. They "Pass 2 dice" andCarry On.

    26.0 POST - BATTLE SEQUENCEBattles end with only one player having units

    on the battlefield and he is the winner OR the battlehas ended by mutual agreement. If the battle is endedby mutual agreement then a winner is declared if oneside has three times as many Unrouted units as theother still on the field.

    PLEASE NOTE!Players may agree that neither side won andcount the result as a draw with no major pursuit.

    26.1 MAJOR PURSUITAfter the battle, if there is a winner, his forces

    may perform a Major Pursuit. This is done in thefollowing manner:

    1. The winner places all of his non-routed unitsin a line on the table. These are the Hunters.

    2. The loser then places his entire army (theHunted) back on the table. He then places one of theHunted opposite each Hunter until each Hunter is

    covered or until the loser runs out of units. If Huntedoutnumbers Hunters, the remainders escape majorpursuit.

    3. Any unoccupied Hunters are allowed todouble up on any Hunted already opposite a Hunter.

    4. If the movement allowance of a Hunted isgreater than or equal to that of its Hunter(s), nothinghappens. The Hunted escapes.

    5. If the movement allowance of the Hunted isless than its Hunter(s), 2D6 are rolled for each Hunterand added together. Calculate casualties as normal.

    6. These are given in addition to the casualtiesalready on the Hunted unit.

    This is the only time when a unit may retainmore hits than their original CV.

    26.2 CASUALTY RECOVERYNot all battle casualties are permanent. Men

    who have lost their way, lightly wounded men,scattered men, and temporarydeserters often wander

    back to the Colors to fight, or run away, another day.After the battle and Major Pursuit are over

    each player groups his units that have suffered hitstogether into Like groups. Every third hit in eachgroup is a permanent casualty. The other hits mustbe rolled for. Roll 1D6 for each, modified as follows:

    CASUALTY RECOVERY+1 Unit is fanatic.+1 Units CinC has been killed or wounded.+1 Units side has lost battle.

    A modified result of 6 or more means the

    hit is permanent. Other results and the hit isremoved.

    The total number of permanent hits isapplied to the units, one at a time, until each unitsoriginal Combat Value is reached. When this happens,the unit is permanently lost. If one unit in a groupremains whose original CV is greater than its totallosses, roll 1D6. If the result is less than or equal to thedifference, all remaining hits are removed.Otherwise, the unit is permanently lost. Example: TheTemplar unit has an original CV of 6. It has 2remaining hits. The difference is 4. The die roll is a 3so the hits are removed. If the roll were a 5 or 6 the

    unit would be removed instead.

    PLEASE NOTE!This ends the rules for playing battles on the

    tabletop, The following sections will deal with sologaming, creating armies, and campaigns.

    27.0 SOLO OR SAME SIDE GAMINGWarrior Kings is ideal for solo and same

    side campaigns and battles. The main problem of soloand same side gaming has been enemy deploymentand tactics. Warrior Kings has solved this problem.

    Solo gaming is where one person plays alone.

    Same side gaming is where all the players are on thesame side and fights a side controlled by reactionguidelines usually dice result driven.

    27.1 BASIC BATTLE TACTICSEach army in the lists has a letter

    corresponding to their Basic Battle Tactics.Correspond the letter with the correct chart below androll 1D6. This result will be the basic deployment andbattle tactic that the army will use. All other rules inWarrior Kings for setup and deployment apply.

    You will soon find that with the React

    mechanics of Warrior Kings solo games will retain theelement of surprise not found in other rules.

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    Army Type A

    Die Roll Tactic1 Penetrate Center

    2 Penetrate Center3 Penetrate Center4 Penetrate Center5 Hammer and Anvil6 Encircle Flank

    Army Type B

    Die Roll Tactic1 Double Envelopment2 Double Envelopment3 Double Envelopment

    4 Feigned Flight5 Encircle Flank6 Encircle Flank

    Army Type C

    Die Roll Tactic1 Penetrate Center2 Static Defense3 Static Defense4 Hammer and Anvil5 Encircle Flank6 Counterattack

    27.2 TACTICAL DESCRIPTION AND SETUPEach Basic Battle Tactic is described below

    including unit placement. Units are placed in either theCenter (the 12 area in the middle of the playerbaseline), on the Left or Right Flank (6 area to theleft or right of the Center), or Held In Reserve (forminga second line in the Center and not touching the bodyin front of it).

    Penetrate Center - Heaviest melee units are placed incenter with light screen, while wings hold back toprevent being encircled. Objective is to push through

    the enemy center.60% units in Center (may hold 10% in

    Reserve)20% units on Left Flank20% units on Right Flank

    Encircle Flank - Attempt to slowly push through incenter as the wing of fastest units attempt to turn oneflank of the enemy. Other flank is defensive and triesto prevent encirclement.

    60% units in Center (may hold 10% inReserve)

    30% units on attacking flank.

    10% units on defensive flank.

    Double Envelopment - While center is lightly held,fast moving units on the flanks attempt to surroundboth flanks of enemy army.

    40% units in Center (may hold 10% inReserve)

    30% units on Left Flank30% units on Right Flank

    Feigned Flight - Lighter units attack enemy in hopesof drawing them out into open when the troops retire.Pursuing enemy is then surrounded.

    40% units in Center (may hold 10% inReserve)

    30% units on Left Flank30% units on Right Flank

    Hammer and Anvil - One wing is oversize, other isweak. Attempt to attack and crush enemy force

    between attacks from center and oversize wing whileother wing holds back (refused).50% units in Center (may hold 10% in

    Reserve)30% units on attacking flank.20% units on defensive flank.

    Counterattack - Defensive posture and absorbenemy attacks, then counterattack with a largereserve. Best troops are held in reserve.

    60% units in Center (may hold 30% inReserve)

    20% units on Left flank.20% units on Right flank.

    Static Defense - Army assumes defensive posturewith missile units in direct contact with second line ofmelee units. Cavalry is held in reserve to defend eitherflank.

    80% units in Center.20% units composed of cavalry in reserve.

    28.0 WARRIOR KINGS ARMY LISTS

    28.1 READING THE LISTSThis example will show how to read the Army

    List portion of the Campaign Sheet provided for the 23armies used in this book.

    Selucid - This is the name of the army.

    2/A/+1/8 - The 2 is the armies National Morale. TheA defines its Basic Battle Tactics. The +1 is applied toits War Rating die roll. The 8 is the number ofRecruiting Rolls it will receive per each 200 pointsadditional used over the basic 200 point list publishedin Warrior Kings.

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    # - This denotes the number of units an army has atthe start for it's Basic Army.

    UNIT TYPE - Denotes the type of unit and any SpecialCharacteristics it may have.

    CLASS - The units Battlefield purpose.

    CV - Combat Value.

    AC - Armor Class.

    SPEC - Special point costs applied if mounted (+1)dual armed (+1) missile (-1) etc.

    FIGS - Number of f igures on base.

    COST - Point cost of unit.

    RECRUIT # - Die score on 2d6 rolled that will recruitspecific unit. Example: Roll of 11 recruits 1Phalangites-Pike.

    TOTAL - Point total for each group of like type units inarmy and a grand total at bottom.

    PLEASE NOTE!I recommend playing games with the troops

    listed at start and a full set of Recruiting Rolls. This willgive armies of approximately 400 points.

    28.2 FILING OUT THE CAMPAIGN RECORDEach army has a Campaign Record sheet thatyou may use to record events. Each one is good forone year and you have our permission to photocopythese sheets for your own use. Here is how to fill themout.

    Name - Name of the army.

    Group - Name of the campaign group it is in forhistorical enemies.

    Number - Number of the army.

    Year - Fill in the current campaign year.

    Morale - Use this box for the current National Morale.

    War Rating - Use this box for your current War Rating.

    Recruiting Rolls - Keep track of the number of currentrecruiting rolls including those from peace treaties.

    Spr - Sum - Fall - Use this box to keep track of units inyour army. Place the appropriate unit number underthe appropriate season.

    Wages of War - This is used to keep track of peacetreaties, wars, duration of peace, and other seasonalinformation.

    29.0 CAMPAIGNING WARRIOR KINGS

    Now that you understand how to fight battleswe will provide a campaign system. This is a simplesystem that allows all the battles to be linked togetherwith the results of one battle influencing the result ofsubsequent battles. There is little if any book keeping.And no diplomacy to "bog down" the campaign. Istrongly urge not deviating from the following rules.These campaign rules can be used with any armies sohave fun.

    29.1 HANDS OF FATEIn this campaign system, players are only the

    Captain General of the army as all "policy" and

    direction are out of their control or more aptly in the"Hands of Fate". Of all the campaign systems, this isthe one that will generate the most battles. Thissystem also allows players to control different armiesin the same campaign. The campaign presented in thisexample is-THE RECONQUISTA - 1081 AD

    30.0 THE SITUATION SO FARAfter many years of being dominated and

    confined in the northern area of what is now Spain, twoindependent Christian states have risen to challengethe Moors. Although sometimes they're own worseenemy, they have decided to reconquer the land forChristendom. This crusade was known as theReconquista. On the Moorish side the Caliphate thathad ruled Andalus (Moorish Spain) has collapsedleaving a large number of "taifa" states. These smallstates have expansion as their first goal and are notafraid to fight their Moorish brothers, exactly as theChristians fight amongst themselves.

    This campaign can accommodate up to 4players or may be played solitaire. At the start of thegame each player chooses one state from the list.

    Leon (Christian)Toledo (Moor)

    Castile (Christian)Zaragosa (Moor)

    31.0 GETTING STARTEDAfter players have determined who is who they

    roll to determine what their War Rating is. This is doneas per the Warrior King rules with a 1 being a 2 WarRating, a 6 being a 4 War Rating, and all other resultsa 3 War Rating.

    Example: Leo and Carl decide to play the

    Reconquista. High die roll determines who picks first.

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    Leo takes Leon and rolls a 4 giving him a War Ratingof 3. Carl chooses Castile and a roll of 5 means hehas a War Rating of 3 also.

    31.1 NON PLAYER STATES

    States that were not chosen by players will stillbe played in the campaign. Their War Ratings arerolled as normal with the exception that all rolls are ata -1 to the die.

    Example: Carl rolls a 2, which with a -1becomes a 1 for Toledo, and Leo rolls a 6, which witha -1 becomes a 5 for Zaragosa. Here are the WarRatings for the two non-player states.

    Toledo - WR 2 Zaragosa - WR 3

    Non-player states will behave as player statesin all ways. They go to war, make peace, fight battles,

    and have a National Morale. When they are calledupon to fight a battle, players decide who willcommand their army.

    Example: Toledo has been determined to goto war this turn and the target is Castile. Leo will act asthe Toledo leader to fight Carl.

    31.2 TIME PASSAGEThe campaign is played in yearly turns. Each

    turn consists of 4 seasons, spring, summer, fall andwinter.

    32.0 TURN SEQUENCE1 - Each player recruits his army for the

    upcoming year. This is done in the spring only.2 - Players now roll to determine who is "Going

    to War".3 - Players determine who attacks who.4 - Attackers invade and defenders respond.5 - Battles are fought and retreats made.6 - National Morale adjustments made.7 - National Morale checked.This completes one turn.

    Winter turn is handled differently.

    1 - All units are removed from play.2 - National Morale checks are still made.3 - Leader death checks are made.4 - El Cid banishment is checked.5 - Almoravid invasion is checked.

    33.0 FORCES INVOLVEDEach player receives one Basic List from the

    corresponding Army List. This is the army he willalways have at the start of the new year. Each playeris also entitled to additional units by makingRecruitment Rolls. A Player receives recruiting rolls foreach area he controls. Each area has a number equal

    to its recruiting rolls with capitals having two. The

    second number is the value of the area when occupiedby other states.

    Example: Spring of 1082 finds Castile in agood spot. Carl starts with the Basic List (note that ALL

    units from the previous year are lost) and has 10Recruiting Rolls.

    33.1 GOING TO WARTo determine if a state is "Going to War" roll

    2D6 at the start of each season for all states that arenot currently at war. If both die scores are equal orlower than the leader's War Rating, the state is "Goingto War". Any other result means the state is at peace.

    Example: In the Spring Leo rolls 2D6 to see if

    Leon is "Going to War". He rolls a 4 and a 6. Leo'sWar Rating is 3 so Leon does not "Go to War". Toledorolls a 2 and a 1. The Non-Player War Rating is a 2 soToledo declares war.

    33.2 WHO FIGHTS WHOMAfter it has been determined who is "Going to

    War" consult the table below to determine who isfighting whom. States will only be at war with adjacentstates.

    If a state has only one possible opponent, thenthey will fight.

    If a state has two or more possible opponents

    then assign each opponent one die roll and modify bythe Belligerents Table below.

    BELLIGERENTS TABLE+1 If opponent is different religion+1 If "hated enemy".+1 If opponent of different religion is at war

    with state of same religion-1 If opponent is same religion-1 If opponent of same religion is at war with

    state of different religion

    Example: Toledo has rolled successfully to"Go to War". The possible targets are as follows:

    Zaragosa with a -1 modifier for same religion.Leon with a +1 modif ier for different religion.Castile with a +1 modifier for different religion.Leo rolls three dice and Leon scores the high

    roll. Toledo and Leon are at war. (In this case Carlwould play Toledo).

    Faction, side, group, or different +/- for War Ratingfrom each Army List may be substituted for religion inother time periods.

    When determining who is at war always matchup adjacent states that rolled to "Go to War".

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    Example: In the above example if Zaragosaand Toledo had both rolled to "Go to War" they wouldautomatically have went to war with each other androlled high die to determine who would attack whom.

    33.3 WHERE TO ATTACKThe attacker determines what area he is

    attacking by a die roll of 1D6. Roll 1D6 for eachpossible area and add to that the recruiting roll value.The high total is the area that is invaded. After theattacker enters the area the defender is allowed tomove his forces into the same area regardless of thedistance traveled as long as he moves through friendlycontrolled areas.

    Example: The Leonese army is attackingToledo. Leo rolls 1D6 per area adding a +2 to one areaand a +1 to the other. The final die score results in the

    Leonese attacking the 2 value area. Carl, who is nowplaying the Toledo forces, decides to move all of hisunits into the area to defend against the Leonese.

    34.0 NATIONAL MORALEAll states have a National Morale or NM. This

    is arrived at by adding the states Base Morale to theircurrent leaders War Rating.

    Example: Carl playing Castile has a WarRating of 3. Castile has a Base Morale of 2. Thiswould give Castile a National Morale of 5 (3 + 2).

    34.1 CHECKING NATIONAL MORALENational Morale is checked at the end of every

    season. If the leader has been wounded or killed thatseason, do not count his War Rating towards NationalMorale.

    Example: It is the end of summer and theleader of Toledo has been killed. Toledo would notcount his War Rating, and instead of a 5 NationalMorale they would have a 3.

    To check National Morale roll 2D6 and modifyeach die by the table below.

    NATIONAL MORALE MODIFIERS-1 Lost battle -1 Lost area-1 Attacker refused battle +1 Won battle

    Apply the die scores individually towards theNM. This is the same procedure used in Warrior Kingsfor Reaction Checks. Compare the results to the tablebelow. If the die score is equal to or less than the NMthen it is said to be a passing score.

    MORALE RESULTS TABLEPass 2D6 Carry On. People are supportive

    of the government.

    Pass 1D6 Shaken. People are becoming lesssupportive. Subtract 1 from thecurrent Basic Morale.

    Pass 0D6 Collapse. People no longer supportgovernment's actions. Subtract 2 fromthe current National Morale. If state isat war will immediately sue for peace.Peace will last one year for each pointof difference between NM of states ifwinner has higher NM. If loser hashigher NM then peace will last innumber of seasons instead. Losergives one Recruitment Roll per year towinner in addition to any rolls given upby loss of areas.War between the twostates may not reoccur until end of

    peace and then may be generated asnormal. Winner become loser's "hatedenemy".

    Example: Toledo and Castile go to war in thesummer. Toledo decides to invade Castile. A battleoccurs in which Castile wins and Toledo is defeated,their leader killed in the battle. At the end of theseason morale is checked. Castile has a Base Moraleof 2, a War Rating of 3, and has won the battle for anadditional plus one giving him a total of 6 for NationalMorale. This is an automatic Carry On result on theMorale Results Table. It is Toledo's turn to check.

    Toledo has a Base Morale of 2, counts 0 for WarRating until next season when the leader would be re-rolled, and a -1 for losing the battle for a total of 1 forNational Morale. Leo, who was playing the ToledoState, rolls a 2 and a 5. This is a result of Collapse onthe Morale Result Table. This is a -2 from morale soToledo's new National Morale would be -1, adifference of 7 from Castile's NM. Toledo is now in astate of enforced peace with Castile for 7 years andhas lost Recruiting Rolls for losing the war and for anyarea lost. Toledos NM will gain 1 per season until theyreturn to a Base Morale of 2. Castiles will stay as is.

    Castile is now Toledo's "hated enemy".

    35.0 WINTER AND LEADER DEATH CHECKDuring the winter season all states must check

    to see if any Leaders, including El Cid, have died.Simply roll 2D6 per leader. On a roll of doubles thatare higher than the leader's WR, the leader is dead.Roll WR of new leader. Otherwise, the leader lives on.

    Example: Leo rolls 2D6 with a result of double"4". As the Toledo leader is a WR of 2, he is dead anda new leader must be rolled for.

    36.0 WINNING THE CAMPAIGNIt is best to play the campaign in full years.

    Three years at least is the shortest recommended time

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    period and it can last as long as interest continues. Inany case the length of the campaign should be agreedupon prior to the start. As for determining a winner,that is pretty much decided by the players. With all thestates it is usual for one player to fight with two or

    three different ones, making it hard to determine whowon. The main goal is to have fun and fight battles.

    However, as with the battle rules, it should bepretty obvious who wins.

    PLEASE NOTE!This ends the Basic campaign system. What

    follows are rules specific for the Reconquista.

    37.0 ENTER THE ALMORAVIDSThe Almoravids were a fanatical Moslem sect

    that was invited into Spain in 1085 by the Andalusians(Moors) to assist in the fight against the Christians.

    They arrived and defeated the Christians in the battleof Zallaka. Instead of following up this victory theyimmediately began to subjugate their Andalusianfriends. You figure! The Almoravid invasion check isrolled in the winter, invasion occurs in the spring. TheAlmoravids will only invade once.

    ALMORAVID INVASION TABLERoll 1D6 and modify below.

    +1 Each Moorish area controlled by Christians.+1 Each Winter turn after 1081.

    Almoravids will invade on a roll of 6 or greater.

    They will automatically invade in 1087.

    The Almoravid will invade with one Basic List and 20Recruiting Rolls. Roll 1D6 to see their arrival point. 1-3is Toledo while a 4-6 is Zaragosa.

    37.1 CHRISTIAN RESPONSEAfter invasion the Almoravid is allowed a "free

    move" as many areas as it is necessary to attack theclosest Christian area. This may be through anyMoorish controlled areas. Upon contact with theChristian area the Leader of that state is allowed todefend the area as normal and also issue a "Call to

    Arms". This is an attempt to gather allies to fight theAlmoravids. Roll 1 recruiting roll for every Christianarea controlled. These forces are then automaticallymoved to join the battle. After the battle they willremain until the end of the year as normal.

    El Cid may not participate in the first battleversus the Almoravids.

    Example: The Almoravid has landed inZaragosa in the spring of 1085. Castile controls theclosest Christian area. The Almoravids areimmediately moved there regardless of distance. TheChristian player, Castile immediately issues a Call to

    Arms. He receives 12 recruiting rolls for all of the

    Christian areas controlled by both Castile and Leon.These are immediately moved to join in the battle.

    37.2 THE ALMORAVIDS WIN OR LOSEThe Almoravids do not have a capital in

    Spain. They are allowed to remain in a non-capitalMoorish area for one winter. Their army is notdisbanded and they do not receive recruiting rolls.They will automatically go to war the following spring,determined as normal. For campaign purposes theAlmoravids do not count the same religion modifier fordetermining whom they are going to war with. If wintercomes round again and they do not have their ownarea, then they are removed and assumed to havereturned to Africa. If they have their own area, thenthey will function as the other non-player states.

    Example: After defeating the Spanish in the

    summer the Almoravids fall back to Zaragosa andspend the winter there. They keep their full army andin the spring invade Toledo. After a battle they capturean area from Toledo and this becomes their capital.

    38.0 EL CID - "FOR GOD, ALFONSO, ANDSPAIN!"Robert de Vivar or El Cid as he became

    popularly known was a lesser Castilian nobleman whorose to power during this time period. Some look uponhim as hero, desiring only to unite all of Spain, othersas an adventurer out for personal gain.In either case,El Cid is represented in this campaign as follows.

    El Cid is represented by 1 knight unit, CV6AC4 - Mtd Melee. He starts the game controlled byCastile. El Cid's War Rating is a 4 and will alwayscount as the CinC when fighting for Castile or ANYother state. He will add 1 to all Reaction Checks madeby all units of the army he is fighting with, whetherMoor or Christian. Each winter turn roll to see if he hasbeen banished by Castile.

    BANISHMENT TABLEYEAR DIE ROLL1081 4 - 6 Banished1082 3 - 6 Banished

    1083+ 2 - 6 Banished

    Upon his banishment El Cid receives oneBasic List. This force is never replaced nor lost at theend of the year. El Cid may only recruit more units ifhe has conquered a Moorish area, never a Spanishone.

    Roll an additional 1D6 to determine what hisforce will do. On a roll of 1- 4 he will join Zaragosa, ona 5 -6 he will join Toledo.

    At the end of each year or until he dies, eitherin battle or by a Leader Death Check, roll 1D6. On aroll of 1 - 3 remains in the employ of his benefactor.

    On a 4 - 5 he rejoins Castile being reduced to oneknight unit but is subject to banishment as outlined

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    above. On a 6 he receives a Basic List in addition towhatever units he may still have. In the spring he will"Go to War" with any Moorish state, determined asnormal.

    If El Cid returns to Castile and is banished a

    second time he will automatically receive the oneBasic List and "Go to War" with the Moors as outlinedabove.

    Example: In the summer of 1081 the Castilianplayer roles a 4. El Cid is banished and another d6 isrolled. This time a 5 is rolled indicating that El Cid andhis army of 1 Basic List will join the forces of Toledo.

    In the winter of '81 he rolls a 3 and remains inthe employ of Toledo.

    In the following winter of '82 he rolls a 5 andrejoins Castile, his units are removed.

    The winter of '83 a 2 is rolled and he is

    banished once again. This time he will automatically"Go to War" with a Moor to be determined as normaland receives 1 Basic List.

    PLEASE NOTE!El Cid may only return to Castile once. He

    may not rejoin Castile if already banished twice butinstead count rolls of 4 or 5 on the check as a 6.

    39.0

    FAQ

    Why are the rules based for 15mm figures?Although playable in 25mm I personally like 15mmscale. The amount of cost and time involved in buyingand painting an army is pretty low. Instead of havingone army I can field two or three.

    Why the choice of one stand per unit? Thechoice of using single stand units is a personal one.Some people choose to play with two or four standsequal to a unit. If you have the figures, thenexperiment. It is the number of units in the army that isimportant, not the number of figures in the unit.

    Why such small armies?Armies in Warrior Kings are actually quite large. Eachlist has between 15 and 30 units to control. Afterplaying the game a few times you will see that it isimportant to keep your units together in bodies forbetter control.

    What exactly does a hit represent? Eachhit represents a combination of things includingwounded, dead, individuals sneaking off to the rear,loss of command, confusion, to name just a few. Ahit is a measurement in the reduction in the abilityand desire of the unit to continue to fight.

    Why cant Skirmishers melee? This comesback to their Battlefield Purpose. They were trained toharass and disrupt from afar. They did not play amajor role in hand to hand combat and at this levelhaving them melee would encourage players to use

    them in ways they were never actually used.

    Why is cavalry so weak? If you are askingthis question then you havent been using your cavalryright. Historically, cavalry that charged fresh, steadyinfantry standing shoulder to shoulder did not have achance of beating them. Cavalry charges wereeffective only against disordered and weakenedinfantry or those in loose formation. I reflect this in therules by forcing infantry units charged by cavalry topass their reaction with both dice. Other results causethem to rout! Cavalry charges were pretty much a one-time deal during the battle and had to be set up

    correctly. If you set up your charge against weakenedunits it will be very successful, perhaps devastating. Ifnot, you will only succeed in wearing out and ruiningyour own cavalry.

    Why do you play on such a small table?Using a three by four table allows for quicker gamesand is plenty of space. Mongols and other fast movingmissile armies have enough room to maneuver butthey must get within range quickly.

    Is it okay to pre-measure distances? Yesyou can if you handle it like we do. You state whereyou want your unit to end up (Example - 1 inch awayfrom the enemy or outside of 4 inches), then move itthere. Believe me, in real life the officer in charge ofthe unit knows how far he is from the enemy andwhere he would like to end up.

    Why wont the rules allow me to do what Iwant with my troops? It is the level of command thatWarrior Kings is working at. You are the CinC, not thecenturion. At this level you are responsible for theforming of bodies, deployment, reserves, and selectingterrain. It is your job to deploy your forces to give themthe best chance of winning. The reaction test will allowyour units to behave as they would in real life and also

    in the situations your deployment has put them in. Icannot stress how important deployment is. Manybattles have been lost due to the horrible deploymentof the player.

    Why is the attacker allowed to refuse battleafter terrain is set? Battles were normally foughtwhen both sides believed that they had a reasonablechance for victory. No general would fight inprohibitive terrain unless forced to. When playing acampaign this is reflected by the fact that yourNational Morale goes down if the attacker does notaccept battle after the third terrain roll.

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    Why the difference in missile rangesbetween foot missile units and foot skirmishers?Skirmishers are individuals taking deliberate aim onindividual targets. As such the effective range (rangewith a reasonable chance to hit the target) would be

    the same for mounted and dismounted units. Footmissile units, however, were trained to engage at alonger range, sometimes with a higher trajectory, andtypically with volley fire.

    Why isnt there an Army Breakpoint orsomething that causes an army to leave the fieldand stop fighting? I have a strong dislike for artificialrules to force one side or the other to lose the battle.Instead I believe an army should be allowed to fightuntil it is beaten.

    Doesnt this mean all battles will be fought

    to the bitter end? Isnt this how it was in real life.Armies fought until either one side was chased fromthe field (almost always) or both sides agreed to stopfighting (almost never). I have played in battles thatended with the winner having only 2 or 3 units left onthe table. Remember this represents the remainingeffective fighting units left, not the ones milling around.By the same token Ive played battles where one sidehas been crushed and the winner lost maybe one unit.What Im saying is, armies are beaten either when theplayer decides he has had enough and moves his unitsoff the table via his baseline or the enemy forces hisunits off the table by use of the reaction tests.

    I had 1 hit on my Guard unit but lost thewhole unit after the battle when recovering losses.How realistic is that? Pretty realistic Id say. Unitsthat are not recovered are not necessarily dead orrouted; they simply are no longer available forwhatever reason.

    In your campaign system it seems thatthere is no diplomacy. Why is that? Have younoticed that when people are allowed to controleverything they spend most of their time on the phoneor in person negotiating elaborate treaties and

    alliances while doing all they can to avoid pitchedbattles? Although this in itself can be fun, the object ofwargaming and probably why you bought this book isto fight battles. That is why I decided to writecampaign rules that encourage miniature battles andnot discourage them as diplomacy tends to do. Havingsaid that I must admit that some diplomacy and role-playing can enhance a campaign (a Crusadercampaign I ran comes to mind). If I do publish ascenario book I will also publish the other campaignsystem that we use. It includes role-playing, families,diplomacy, economies, etc. Its called the down anddirty system.

    Why isnt my favorite army included in the

    book? It is impossible to include every army. If youhave specific armies you would like to see orquestions in general you can contact me in thefollowing ways.

    www.twohourwargames.com

    How can you allow non-historical armies tofight each other? When I was first exposed to ancientand medieval wargaming over twenty years ago thisquestion was never asked. Any army before theadvent of muskets could fight any other. Rules at thattime allowed for this by assigning points to each figureor unit. By this method armies of the same points totalwould stand a fair chance versus other armies of thesame points total. After many years of gaming I foundthis to be true and that is an option in Warrior Kings. Itreally doesn't matter who or what is drawing the

    bowstring; the arrow hurts just the same. The pointsystem works. This is not to say that these battles andcampaigns should be played instead of historicalcampaigns Im just saying, dont limit your choice ofarmies and enemies. Have fun.

    If I dont like a rule can I just throw it out? You can do anything you want. BUT altering the rulesin any manner can potentially alter the game in otherunforeseen ways. Ask out playtesters. Changes madein some rules forced problems in other aspects wehadnt even thought of. Do what you want but I toldyou so.

    Why cant I make my army the way I wantand what is the deal with recruiting rolls anyway?First of all, you can build your army anyway that youwant. Just use the point system. But dont be surprisedif you have a hard time finding opponents.Commanders in real life never had absolute controlover the composition of their army. The lists in WarriorKings recreate that. By playing the recommendedBasic List with the total number of Recruiting Rolls youwill be assured of having a typical yet unique versionof the army you chose. Personally, nothing is moreboring than playing the same army over and over. Thisis true whether it is your army or the one that you arefighting against. By using the Recruiting Rolls youshould become a better player because you will beforced to adjust your tactics to your army composition.Also having some variety to your armies will generatemore interest in your campaigns.

    Don't allowing players to fight any armyagainst any other army cause one-sided battles?You have to realize that some armies will have aharder time against other armies. This happened allthe time in real life and it will happen on the gamingtable! This will happen whether you are playinghistorical opponents or non-historical opponents. It is

    not the difference in time periods of the armies that

    http://www.twohourwargames.com/http://www.twohourwargames.com/
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    cause this but the troop types and tactics they use. Byusing the points system provided this is limited tosome degree. If you are fighting a campaign whetherhistorical or not, it is very likely that you may go to warwith an army that is very much a challenge to yours.

    They may even defeat you and force you into peace.But maybe one that matches up better against it or caneven dominate it invades that same army the nextseason.

    What is the best army out there? The bestarmy out there is the one that you enjoy to play witheven when it gets beat, because you will get beat. Pickan army you are comfortable with and learn how toplay it. When you lose to one specific troop type it isbetter to learn how to deal with that than to run out andbuy an army just like it. I know players that if they loseto light cavalry, switch to a light cavalry army like theMongols. Then when foot missile armies like the 100

    Years War English beat them, they run out andchange to them. Well, you get the picture. Again, thebest army is the one that you enjoy playing. I havebeaten armies that on paper should have creamed meand have lost to armies consisting of what looks liketwo old guys and a dog. Deployment, terrainplacement, and tactics win battles. Oh yes, dont forgettiming and a little luck!

    Are there any plans for a second editionof Warrior Kings? NO! I hate that kind of stuff. If therules arent broken, dont fix them. All you can expectwill be rule clarifications, if needed, possibly new armylists, and a scenario booklet if there is any interest in it.There will never be a major overhaul of the rules. Imshooting for something that follows the path of Risk.Been around for a long time with minor ruleclarifications, but its still Risk. I do however, haveplans to publish rules using the React system coveringother time periods.

    How do I get questions answered in thefuture? Either mail me, e-mail me, or voice mail meat the numbers given previously. Also, we will be onthe web very soon. We also plan to frequently printarticles in various trade magazines and make therounds at all the major gaming conventions. Id love to

    here from you.

    40.0 SAMPLE BATTLE

    This example involves the 1066 Saxons andthe Norman lists. I have kept it short for ease ofcomprehension. To help understand try the battle withyour own figures. The forces deploy 12 away fromeach other and are facing.

    The 1066 Saxons consist of the followingunits.

    A - Skirmisher CV4 AC2

    B - Huscarls CV5 AC4

    C - Huscarls CV5 AC4The Saxons deploy in one body three units

    deep with the Skirmishers in front of the two Huscarlunits.

    The Norman forces for this small battle are asfollows.

    1 - Crossbowmen CV4 AC22 - Archer CV4 AC23 - Knights CV5 AC44 - Retainers CV4 AC2The Normans deploy in one body two units

    deep with the Archers and Crossbowmen behind (?)the Knights and Retainers.

    SAXON TURN 1Body ABC moves to 3, skirmish fire range.

    They have moved so may not fire. No reaction tests

    are made, as the Skirmishers do not constitute athreat.

    NORMAN TURN 1To protect the Norman cavalry, the skirmish

    units move through them and form up in front. Theskirmishers are allowed to interpenetrate because thecavalry are not moving this turn. They cannot fire.

    SAXON TURN 2Body ABC is now forced to Halt as the

    skirmishers are within range of a target. They fire androll a 6. The Saxon player chooses to inflict the hiton the Crossbowmen. Although the die score would be

    enough to inflict 2 hits only 1 hit may be scored foreach missile unit firing.

    The Archers and Crossbowmen must roll theirReceived Fire Reaction Test. The score is a 2 anda 4. The Crossbowmen have a modified CV of 5.(Base of 4 +2 for support from the Archers and Knightsand a -1 from the hit.) The Archers would also checkbecause they were also fired at, even though no hitwas scored. The skirmishers pass Reaction with aReturn Fire result. 2D6 are rolled, one per unit, and atotal of 4 are scored. The Saxon Skirmisher receives 1hit.

    The Saxon Skirmisher has a modified CV of 4.

    (Base of 4 +1 for support of the Huscarls and -1 fromthe hit.) They roll a 2 and a 3. The SaxonSkirmishers pass Reaction and return fire. They score1 hit. It must go on the Archers as the last hit went onthe Crossbowmen.

    Both Norman Skirmishers must checkReaction again for Received Fire. They roll two sixesand Pass 0 Dice. They both rout! This ends the Saxonturn.

    NORMAN TURN 2The Norman cavalry now roll Reaction to

    Charge and score a 5 and 6. The Knights pass (5 +1

    for support for a 6) but the Retainers Pass 1 Dice only(4 +1 for support for a 5) and score a Chargers

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    continue. Suffer 1 hit.The Saxon Skirmishers now must take a

    Reaction Test for Receiving a Charge. They score a2 and a 3 and Pass 2 Dice. (4 +1 support -1 for thehit for a modified CV of 4). They are allowed to Fire

    and Retire. They roll a 6. The Retainers must take thehit. Whenever two units are fired at or involved inMelee the lower Armor Class unit takes a hit beforethe higher AC unit would. The Saxons have no whereto Retire to so instead remain in place and take 1 hit.

    The Norman cavalry must make a ReceivedFire check and roll two ones. They continue theircharge and contact the Saxon Skirmishers who arethen routed and removed from play. The Normans nowroll for Pursuit individually. Because they werecharging a roll of 1D6 equal or less than their originalCV will cause them to pursue. They score a 1 and 4individually and pursue. As their pursuit moves will

    put them into contact with the Saxon Huscarls theymust take a Reaction Test To Charge. They roll lowand Pass 2 Dice and score a Charge result.

    The Saxon Huscarls must make a ReceiveCharge check and will automatically Pass 2 Dice. (5+1 for support = 6). The Normans are now moved intocontact and melee will be resolved. The Saxon rolls1D6 to inflict casualties. The die roll is modified by a+1 for the Huscarl having Elite Training (ET) andanother +1 for the target being mounted. The die scoreis a 6, adding 2 for a total of 8. This scores a hit onthe Retainers (a three is needed to score a hit on AC2)and a hit i