Copyright © 2011-2026, Paul Scrivens-Smith

Copyright © 2011-2026, Paul Scrivens-Smith

All rights reserved. This work may not be reproduced, in whole or in part, without the prior written permission of the creator.

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.

 

Thursday, 4 April 2019

More Hundred Years War with Hail Caesar


Last Thursday Drew and I threw the Hundred Years War collection down on the table and had another game of Hail Caesar with the Hundred Years War modifications that we are working on - I'll get them up in a blog article soon.

Again Drew commanded the French and myself the English and we fought each other to a bloody stalemate. Likely we could both have retired and rallied, but the night was late.

Some images and commentary from the game.
English Men at Arms - who actually did something in this game.

The English right advances securing the main line on a ridge and swings in creating a deadly arrow storm on the right.

The battle starts to develop with the French centre and left pushing on at the English.

The French Militia on the right secure themselves on the high ground and refused to move for much of the game.

French Knights advance on the English bowmen

Again and again the horses are thrown onto the stakes.

The English Men at Arms move in to take some of the pressure.


While the English right is pushed back the English unit on the small hill now known as Harry's Knob hold firm. 

Again the French Men at Arms climb Harry's Knob and are again pushed back.  

Again and again the French Knights come on and the English right starts to waver.

There seems to be more Knights than arrows!

At last the French Militia move from the high ground and assault the English left, only to be forced back again and again.
By the end of the game the English right was broken, but most of the French units were close to break point and unable to take advantage. The English could have sorted out their line and the French rallied and came again, but it was getting late so time to call it a bloody draw.

Hundred Years War: French (13)


I am really finding it quite relaxing to paint these Perry Miniatures Agincourt Foot Knights. Great figures, easy to assemble and a doddle to paint. With the added bonus that there is not a lot of flesh tone to be concerned with.

I'm painting the figures four at a time so you'll see the palette being reused, but as some are going in English units and some in French they should not end up with too many in the same scheme.


I know that a knight would be accompanied by other men at arms in his livery, but as these units are supposed to represent about 300 men each I'm not too hung up on that.

Again, when not painting specific nobles I don't get too hung up on heraldry and livery and am again aiming for plausible rather than necessarily authentic.


Purists may be shocked to know that this banner that of Charles II of Navarre from BattleFlag and is about 40 years to early for these troops, but could represent Joan of Navarre his grand-daughter.

Drew is round tonight so hopefully these chaps shall make it on to the table for our game and I'll get to shoot them full of holes.


Some individual shots of each figure.


I think I made a bit of a botch of the 'water budget' on the second figure. The third is a body off of the standard French Infantry sprue, but a suitable head and visor makes a good man at arms of him.



On the first of this group I was going for a 'field or sable lion rampant' but reckon it's closer to the Ferrari prancing pony.



The simple Cross of St. Dennis is much in evidence on all these figures and marks those out specifically as French, most of the others can easily fit into English units if required, although I'll try to keep them separate.


There are enough Men at Arms on the painting table in various stages at the moment that there should be another post at the weekend.


Wednesday, 3 April 2019

Hundred Years War with Hail Caesar


Drew and I have now played a couple of games of Hail Caesar using the Hundred Years War collection as I now have enough stuff painted for at least a dozen units per side.

Some shots from the first battle that came out as a minor French Victory.


The abbot ready to dash to the sanctuary of his monastery.
French Men at Arms advance into a storm of bodkins.


The English archers steady behind their stakes

Beer break! Something suitable

A failed blunder and a  small unit of Archers charges the Knights, then pass 5 from 6 morale saves - embarrassing!
French Men at Arms crash home on the English left


The weight of numbers can only tell.

But the French are driven back in disorder!

The French militia crash home against the English right.


This time the French are more successful and the English are pushed back in disarray.

The Men at Arms on the French right make another drive and the English start to give ground.
You'll notice no shots of the English Men at Arms. They arrayed for battle in support of the archers and failed every command roll they made leaving the archers to bear the brunt of the French attacks.