Copyright © 2019, Paul Scrivens-Smith

Copyright © 2019, Paul Scrivens-Smith

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Saturday, 6 April 2019

Hail Caesar Lists and house rules for the later Hundred Years War

 

Later Hundred Years War French

·       Half of the units in the army must be Men at Arms

·       Half of the foot and crossbowmen must be Militia

·       Divisions are of at least 4 units

·       One Commander of leadership 8 per division

Unit

Clash

Sustain

Short range

Long Range

Morale save

Stamina

Special

Points

Men at Arms: Cataphract cavalry with lances

·        make Tough fighters

·        make Valiant

·        make Eager

9

6

3/0

0

4+

6

Stubborn

39

+1

+3

0

Sergeants: Heavy cavalry with lances

9

6

3/0

0

4+

6

 

33

Men at Arms: Heavy infantry

·        make Tough fighters

·        make Valiant

·        make Steady

·        make Eager

·        arm with Double-handed weapon

7

 

 

 

 

8

7

 

 

 

 

7

3/0

 

 

 

 

2/0

0

 

 

 

 

0

4+

 

 

 

 

4+

6

 

 

 

 

6

Stubborn

 

 

 

 

Stubborn

29

+1

+3

+3

0

+1

Men at Arms: Heavy infantry as small units

·        make Tough fighters

·        make Valiant

·        make Steady

·        make Eager

·        arm with Double-handed weapon

5

 

 

 

 

6

5

 

 

 

 

5

2/0

 

 

 

 

1/0

0

 

 

 

 

0

4+

 

 

 

 

4+

4

 

 

 

 

4

Stubborn

 

 

 

 

Stubborn

22

+1

+2

+2

0

+1

Foot: Medium infantry with spear

·        make Militia 

·        Arm with Double-handed weapon

6

 

7

6

 

6

3/0

 

2/0

0

 

0

5+

 

5+

6

 

6

 

23

-3

+1

Crossbowmen: Medium infantry with crossbow

·        make Militia

·        make Stubborn to represent Pavise

6

6

3

3

5+

6

 

26

-1

+2

Bidets: Skirmishers with javelins and darts

 

·        arm with bows instead

3

 

2

2

 

2

2

 

2

0

 

2

-

 

-

4

 

4

Militia

 

Militia

10

 

11

Peasant levy

5

4

2

0

-

6

Militia

Wavering

6

 


 

Later Hundred Years War English

·       A quarter to a half of the units in the army must be Men at Arms

·       Divisions are of at least 4 units

·       One Commander of leadership 8 per division

Unit

Clash

Sustain

Short range

Long Range

Morale save

Stamina

Special

Points

Men at Arms: Cataphract cavalry with lances

·        make Tough fighters

·        make Valiant

9

6

3/0

0

4+

6

Stubborn

39

+1

+3

Sergeants: Heavy cavalry with lances

9

6

3/0

0

4+

6

 

33

Men at Arms: Heavy infantry

·        make Tough fighters

·        make Valiant

·        make Steady

·        make Phalanx

·        arm with Double-handed weapon

7

 

 

 

 

8

7

 

 

 

 

7

3/0

 

 

 

 

2/0

0

 

 

 

 

0

4+

 

 

 

 

4+

6

 

 

 

 

6

Stubborn

 

 

 

 

Stubborn

29

+1

+3

+3

+3

+1

Men at Arms: Heavy infantry as small units

·        make Tough fighters

·        make Valiant

·        make Steady

·        make Phalanx

·        arm with Double-handed weapon

5

 

 

 

 

6

5

 

 

 

 

5

2/0

 

 

 

 

1/0

0

 

 

 

 

0

4+

 

 

 

 

4+

4

 

 

 

 

4

Stubborn

 

 

 

 

Stubborn

22

+1

+2

+2

+2

+1

Bowmen: Medium infantry with war bow

·        arm with Double-handed weapon

·        give Stakes

6

7

6

6

3

3

3

3

5+

5+

6

7

Marksmen

Marksmen

27

+2

+2

Bowmen: Light infantry with war bow fielded as small units

3

3

2

2

6+

4

Marksmen

16

 

Bidets: Skirmishers with javelins and darts

·        arm with bows instead

3

2

2

2

2

2

0

2

-

-

4

4

Militia

Militia

10

11

Peasant levy

5

4

2

0

-

6

Militia

Wavering

6

 

 


 

Special Rules for the Hundred Years War


·        Cataphract:

o    Shooting is at -1 against formed cataphracts.

o    HYW Knights still move 9” (+1pt).

·        Crossbow:

o    Enemy morale save is capped at 5+.

o    May not perform closing fire.

·        Command Traits:

o    For each commander at the start of the battle roll two dice for their traits, note that if the traits cancel each other out then the commander is just a standard competent commander.

o    If a double is rolled the commander just has that one trait.

1.        Incompetent – This commander must re-roll any command roll that gives two or more moves. (Cancels Tactician)

2.        Cowardly – After making all command rolls for their troops this commander must join the unit in their command furthest from the enemy. (Cancels Brave)

3.        Despised – This commander may not use the Heroic Rally rule. (Cancels Inspiring)

4.        Inspiring – If attempting a Rally or Heroic Rally any failed command roll counts as a pass. (Cancels Despised)

5.        Brave – Once per turn any unit in his command that is within 12” may re-roll any Break Test, the second roll always counts. (Cancels Cowardly)

6.        Tactician – Once per turn may this commander can re-roll a failed command roll. (Cancels Incompetent)

·        Double-handed weapons:

o    Infantry only.

o    Enemy morale save capped at 5+.

o    Men at Arms with Double-handed weapons cannot use the close ranks rule.

·        Eager:

o    Free move on a charge order given within maximum charge distance.

o    If a Blunder is rolled for a charge move it is always counted as a 6.

o    Any unit of French Men at Arms that can be given a Charge order against a unit of English Men at Arms must do so.

·        Elite:

o    Recover from disorder on a 4+ at the start of the turn.

·        Heavy Infantry:

o    Shooting is at -1 against formed heavy infantry.

o    Men at Arms foot units not armed with double handed weapons may close ranks in combat the unit fights with a -1 to hit penalty but gain a +1 morale save.

·        Heroic Rally:

o    Instead of performing a ‘Rally’ action a Commander may also try a Heroic Rally.

o    If the roll is successful, then the number of additional casualties removed is equal to the score that his command rating roll is beaten by.

o    If the roll is failed, then the Commanders rating is reduced by one.

·        Lances:

o    The enemy has a -1 morale save when attackers are charging or counter charging.

·        Marksmen:

o    Re-roll one missed ranged attack.

·        Militia:

o    No move on a roll equal to the commander’s leadership when given an order.

·        The Oriflamme:

o    The French Army may choose to field the Oriflamme in a unit of Men at Arms at no cost with the following rules:

o    Every French unit has the Eager special rule.

o    The French unit carrying the Oriflamme has the Elite and Valiant special rules.

o    If the French unit carrying the Oriflamme is forced to give ground from combat, then all units in the French army become subject to the Militia rule for the rest of the game.

o    If the French unit carrying the Oriflamme is broken in combat, then it is captured all units in the French army become subject to the Wavering rule and any benefit from the Oriflamme are lost.

·        Phalanx:

o    Lost combats up to two count as a draw until the unit is shaken.

·         Stakes:

o    Stakes are placed on a successful ‘move’, if the unit is to be moved a successful 'move’ shall be needed to pick up the stakes or they shall be abandoned.

o    Lost combats up to two count as a draw until the unit is shaken.

o    Mounted opponents lose any charging benefits against a unit with emplaced stakes.

o    If a unit moves without picking up the stakes, then the stakes are lost.

o    If a unit with stakes retreats or gives ground the stakes are lost.

·        Steady:

o    Ignore the first ‘6’ rolled for break tests from ranged attacks each turn.

·        Stubborn:

o    Re-roll a failed morale save.

·        Sweeping Advance:

o    A unit of Men at Arms cannot make a sweeping advance if their opponents were also Men at Arms, only a ‘Moves by Victorious Units’ is allowed as time is spent accepting quarter and determining ransoms.

o    If a unit containing an enemy commander is visible, then any Man at Arms performing a Sweeping Advance must move directly towards the commander’s unit unless a 4+ is rolled then they may make a Sweeping Advance as normal.

o    If the enemy camp is visible, then any troops performing a Sweeping Advance must move directly towards the camp unless a 4+ is rolled then they may make a Sweeping Advance as normal.

·        Tough Fighters:

o    Re-roll a failed combat attack.

·        Valiant:

o    May re-roll one break test per battle if the result of the first test was ‘Break’.

·        Wavering:

o    Take a break test each time you take a casualty.

 

5 comments:

  1. Nice work Paul. This will give us all food for thought and a few ideas to try.

    ReplyDelete
    Replies
    1. No problem, if you have any feedback from your games let us know.

      Delete
  2. Very tweakable the Black Powder stable rules, although I have not warmed to Hail Caesar, doesn't deliver my vision of ancient and medieval warfare, although it could be spot on, who really knows?

    ReplyDelete
    Replies
    1. I really dislike Black Powder, but should probably give V2 a try. I do like how Hail Caesar encourages a battle line approach, too many other sets seem to end in a starburst.

      Delete
  3. We have played a few games using (part of) the Scrivsland houserules and warmy lists and they have worked quite well. Future games will incorporate more of the rule set.

    ReplyDelete