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EVER MInD

THE BILLHOOK S
ELUX Wargaming late medieval
small battles and
big skirmishes

by Andy CAllan
Book
Contents
Introduction ....................................................................................................................... 3
Albion: The Wars of the Roses ............................................................................................ 4
Core Rules .......................................................................................................................... 6
Theatres and Conflicts
Gallia: The Hundred Years’ War ...................................................................................... 40
Bohemia: The Hussite Wars ............................................................................................. 60
Helvetia: The Swiss-Burgundian Wars .............................................................................. 74
Italia: The Italian Wars ...................................................................................................... 87
Northumbria: The Anglo-Scottish Border Reivers ............................................................. 100
Lusitania: Warfare in Portugal .......................................................................................... 111
Hibernia: Warfare in Ireland ............................................................................................. 120
Hobby
Painting ........................................................................................................................... 131
Modelling ........................................................................................................................ 142
Kitbashing ....................................................................................................................... 156

Cards, Tokens, and Quick Reference Sheets ......................................................................... 161

Credits
Written by Andy Callan This publication features metal and plastic 28mm
miniatures from a variety of manufacturers, including:
Edited by Dan Faulconbridge 1st Corps, Antediluvian Miniatures, Artizan Designs,
Copy Editing by Neil Smith Colonel Bills, Crusader Miniatures, Foundry, Giants in
Miniature, Perry Miniatures, The Assault Group, Timeline
Cover art by Neil Roberts Miniatures and Wargames Atlantic. We would like to
Photography and Design by Wargames Illustrated thank 1st Corps (Bohemia), Artizan Designs (Italia),
Perry Miniatures (Gallia), Steve Wood (Albion and
Published by Wargames Illustrated Ltd. Hibernia), and Tim Gordon (Northumbria) for lending
Printed in Albion painted figures from their collections to be photographed.
Special thanks to Steve Wood, without whom none
Join the Never Mind the Billhooks of this would have got beyond NG13, to Pete Harris
community on and Giles Shapley for spreading the word, to the
‘International Brigade’ of Contributors who have now
taken ‘Billux Dillux’ beyond the shores of Albion, and
Copyright © A. Callan 2022
to Richard Lloyd for his inspirational modelling work.
First published November 2022

2
Introduction By Dan Faulconbridge

ever Mind the Billhooks was originally conceived as a set of rules for wargaming the smaller
battles of the Wars of the Roses (WotR) - the dynastic conflict between the houses of York and
Lancaster in late 15th Century England. The WotR remains the core period for which the game
has been designed and continues to be played. However, the popularity of ‘Billhooks’ meant that
it was only a matter of time before players would begin to look at using the rules for other historical
conflicts of the late medieval period.
So, in light of popular demand to expand the game beyond its Wars of the Roses core, Billhooks Deluxe
extends the rules coverage into seven new theatres and conflicts.
They each have their own section in this rulebook, providing:
1. Background to the period/conflict
2. Changes and alternatives to the core Billhooks rules
3. Additional Special Rules
4. Scenarios
The rules in the new theatres and conflicts sections of the book have been developed by the original
author Andy Callan and a team of fellow Billhooks players and enthusiasts, they are not intended to
‘cross-pollinate’. For example, a game between a Hibernian army and one from Italia will not work
well, nor is it intended to do so.
At the back of this book you will find sheets of Playing Cards and Tokens, along with Quick Reference
Sheets for use in all the different Billhooks theatres.
If you are new to Billhooks or a Wars of the Roses gaming purist, you should first turn to the ‘Ten
Point Summary’ on page 7 and then get to know the Core Rules. However, if you care to look beyond
the WotR and take your gaming into other late medieval periods, you will find much to enjoy in the
wargaming opportunities offered by Gallia, Helvetia, Italia, and the other theatres and conflicts covered
in this book. You might also use the troop statistics and Special Rules in those chapters as a tool kit to
expand the game even further afield.
Billhooks Deluxe concludes with a comprehensive Modelling, Painting, and Kitbashing section
provided by Richard Lloyd, aka Captain Blood. You will find his guides, tricks, and tips invaluable for
extending your Billhooking beyond the gaming table and onto the hobby desk.
Without further ado, let’s turn over the page and begin our journey into the world of Billhooks Deluxe,
beginning with an introduction to the rules’ core period, The Wars of the Roses..

NEV
Never Mind the Billhooks was first published in August 2020 as a free rules
THE B ER MIND
supplement with Wargames Illustrated magazine. This pre-release version ILLHO
OKS
of the rules was the springboard for what has become Billhooks Deluxe.
Billhooks continues to be well supported in the pages of Wargames Illustrated
on a regular basis with articles featuring optional rules, periods, and modelling
guides expanding the Billhooks gaming experience beyond the rulebook. You
will also find a dedicated ‘Never Mind the Billhooks’ page in the ‘Gaming’
section of the Wargames Illustrated website.
Wargam
There is also a lively Facebook Group where Billhookers exchange hobby Small Ba ing Big Skirmish
ttles in th es
e Wars of and
the Rose
projects, debate rules, and describe their Never Mind the Billhooks games. Never
Mind the
Billhoo
ks Dan
edit.ind
d 1
By An
dy Calla
n
s

04/08/
2020
20:55

3
Albion ThE WAR S OF ThE ROSES By Andy Callan

“The Wars of the Roses were unfortunate in their The battles of the period ranged from short and
historians”, according to Sir Charles Oman, writing relatively bloodless (Losecoat Field, 1470) to
nearly a century ago. The contemporary sources are long and brutal (Towton, 1461), but all of them
partisan or contentious at best, or more often simply represented a distinctively English way of warfare,
fragmentary or non-existent. Despite some recent which avoided elaborate manoeuvres or protracted
advances in battlefield archaeology, this remains just sieges to focus instead on trial by battle as the
as true today. This means that anything I might say supreme arbiter of political disputes.
about that history in the following paragraphs may
The overwhelming majority of the combatants
be open to challenge.…
were the ‘traditional’ English troop types - Archers,
Possibly because of all this uncertainty, this period Billmen, and heavily armoured Men-at-Arms.
has always proved fertile ground for history buffs, Fighting on foot, in the style made famous in France
zealots, cranks, dramatists, and novelists... and during the Hundred Years’ War, was standard
wargamers, of course, who share certain qualities practice. We know of only two battles definitely
and enthusiasms with all of the above groups. involving charges by mounted knights - Blore Heath
(1459) and Bosworth (1485) - and both proved to be
While the conflict we now call The Wars of the
failures. Light Cavalry ‘Prickers’ played their part as
Roses extended from the First Battle of St. Albans in
either a sort of ‘Military Police’ or in the pursuit, but
1455 to Bosworth in 1485 (even then a case could
only rarely saw any use on the battlefield (certainly
be made to extend this period back to Shrewsbury
at Tewkesbury and possibly at Towton). Foreign
(1403) and forward to Stoke Field (1487) - see
mercenaries, such as Handgunners, Pikemen,
what I mean?), it has been calculated that active
and Irish Kerns, put in an occasional battlefield
campaigning went on for no more than a total of
appearance but rarely (with the possible exception
around 60 weeks over those 30 years. Most of the
of Bosworth) made any noticeable difference to the
population simply got on with their lives while
outcome. Continental developments in the art of
the Mafia-like noble families and their retainers
war passed England by, and Flodden (1513) would
fought a series of short turf wars to determine
be fought and won by the English in the old style.
who got to be top dog in the legalised protection-
racket that was the system of government at the More important perhaps than weaponry and
time. By the end of it, the warring houses of York tactics, the threat of treachery hung in the air over
and Lancaster had managed to exterminate each many of the battles and proved decisive in several
other so successfully that Henry Tudor, with only of them, not only Bosworth - best known to us
the flimsiest of claims to the succession, was left as through Shakespeare’s dramatisation. It left the
virtually the last man standing. Even so, he and his Commanders of the time anxiously looking over
namesake son would pursue the last vestiges of the their shoulders not sure who to trust, which makes
Yorkist line with an obsessive vindictiveness, which their obsession with bringing their differences to
ended only with the beheading of the 67-year-old the chancy issue of battle hard to understand from
Countess of Salisbury (daughter of the Duke of a 21st Century perspective.
Clarence - of ‘butt of Malmsey’ fame) in 1541.

4
But these, like all historical figures, were men of
their own time and culture, and their character
and motivation is hard to judge from across the
centuries. Amongst them, we might have our own
personal favourites and for the most dubious of
reasons. For what it’s worth, my sympathies are with
Edward IV, who could be inspirational and decisive
when it really mattered but lazy and hedonistic
the rest of the time. I reckon he would make good
company on a night on the town! Unlike the pallid
Henry VI, himself the grandson of a usurper, who
no doubt would have willingly resigned the crown
if only his wife had let him.
Be that as it may, I have not let any personal
prejudices about the respective claimants to the
throne of England affect the writing of these rules.
All tabletop factions are equal, and the various types
of troops perform according to my own reading of
structure and random events combine to produce
how things panned out on the battlefields of the day.
a game narrative that consistently mirrors a typical
A typical battle would open with some indecisive battle of the time.
skirmishing and jockeying for position followed by
Although the game was originally designed for
an exchange of archery barrages. Unless one side
smaller battles (like Nibley Green, 1470), some
had significantly more of them (as at Mortimer’s
players have successfully used these rules to play-
Cross or Stoke Field), the opposing longbowmen
out historical re-fights of major battles on a scale
usually cancelled each other out. In any case, once
far beyond anything I originally imagined. Yet they
their arrow supply was used up, the decisive fighting
still produce outcomes very similar to real events.
came down to the Melee specialists - Men-at-Arms
An epic recent re-fight of Towton, for example, with
and Billmen - with some ‘hard pounding’ until an
over 1,500 figures in battle-lines fifteen feet long,
incident on one part of the field led to a domino-
went down to the very last turn, after six hours of
like morale collapse of one of the armies. Skilful
play, with a decisive push by Edward IV’s household
generalship could not win you the battle without
Men-at-Arms, led by the King in person, wrenching
some significant assistance from Dame Fortune.
victory from the very jaws of defeat.
That makes Edward IV’s unbroken run of victories
all the more impressive - he certainly rode his luck But you can have just as much fun in an hour or two
on more than one occasion. with around a hundred figures a side on the dining
room table. And because so much is down to blind
In Billhooks, it’s just the same - you can try all the
chance, you don’t invest as much ‘emotional capital’
clever tactics and fancy manoeuvres you like but it’s
as in a more traditional wargame.
all largely down to the turn of the cards and the roll
of the dice. You will find yourself as much a witness to
battlefield events as a protagonist, and so, in the
The more I play the game and read other players’
words of Kipling, you can more easily:
battle reports, the more I have come to realise that
I have created something in Billhooks that is less of “...meet with Triumph and Disaster,
a traditional wargame and more of a mechanism and treat those two imposters just the same.”
for generating tabletop battle stories. Part by design
Who cares who won? Fancy another game?
and part by happy accident, the card-driven turn

5
THE COR E
RULES
Contents
I. WHAT IS NEEDED TO PLAY ............... 8 VII. TURN SEQUENCE ............................... 14
II. HOW THE BATTLE/GAME IS WON .... 8 Manoeuvre Phase .................................. 15
III. ARMY AND UNIT ORGANISATION .... 8 Main Battle Phase ................................. 15
Infantry .................................................. 8 Ending the Turn .................................... 15
Cavalry ................................................... 10 VIII. ORDERS ............................................... 16
Artillery ................................................. 10 Leaders and Order Tokens ..................... 16
Army Troop Restrictions ......................... 10 Issuing Orders ....................................... 16
Troop Quality ......................................... 10 IX. ACTIONS .............................................. 17
Wards ..................................................... 10 Initiative Actions ................................... 17
IV. POINTS VALUES ................................... 12 Core Rules Action List ........................... 18
Points Cost Per Figure/Per Unit .............. 12 Action Examples ................................... 19
Extra Points Cost Per Unit ...................... 12 X. MOVEMENT ......................................... 20
V. LEADERS ............................................... 13 Infantry ................................................. 20
Command Class ..................................... 13 Cavalry .................................................. 20
The Role of Leaders ............................... 13 Artillery ................................................ 20
Risk to Leaders ....................................... 13 Charge! ................................................. 20
Wounds .................................................. 13 Buildings ............................................... 20
VI. PREPARE FOR BATTLE ........................ 14 Woods ................................................... 20
UNDERSTANDING THE CARD DECKS 14 Movement Penalties .............................. 21
Moving Through Friendly Troops .......... 21
Movement Summary ............................. 21

6
XI. SHOOTING ............................................. 22 XV. DAUNTED ......................................... 36
Spotting .................................................. 22 Daunted Effects .................................... 36
Shooting from Cover and Hills ................ 22 XVI. WINNING THE BATTLE
AND ARMY MORALE TOKENS ..... 37
Targets and the Shooting Arc .................. 22
XVII. MUSTERING THE FORCES
SHOOT! ...................................................... 22
(OPTIONAL RULE) ............................ 38
Shooting: Range and Hitting .................... 23
XVIII. SUMMARY OF NEW
Shooting: Saving Throws ......................... 24 CORE RULES ................................... 39
Shooting: Saving Throw Adjustments ...... 24 QRS . Albion Quick Reference Sheet ............. 179
Removing Casualties .............................. 24
Shooting and Morale ............................... 24
Leaders Attached to Units
that are Being Shot at .............................. 24
TEN POINT SUMMARY
Ammunition Supply ................................ 24
1. Billhooks uses six-sided dice (D6s) and
Shooting Notes ........................................ 25 28mm figures, and is ideally played on a
XII. MELEE .................................................... 26 6' x 4' table.

Moving Into Melee - Attack ..................... 26 2. You will need around 100 figures per side
to play a game lasting an hour or two.
Reactions - How a Unit Reacts to
Being Attacked ....................................... 26 3. There is no notional ground scale or
Evade Moves ........................................... 27 fixed figure:man ratio. So your army of 100
figures can represent 100 men (for a big
Leaders In Melee .................................... 27 skirmish) or 1,000 men (for a small battle)
FIGHT! ...................................................... 28 or however big a force you choose it to be.
Melee: Hits Adjustments ......................... 28 4. Figures are based individually, preferably
Melee: Saving Throws ............................ 28 in groups of 8 (horse) or 12 (foot). Although
there is no strict rule, most players use
Melee: Saving Throw Adjustments .......... 29 20mm x 20mm bases for individual infantry
Applying Casualties/Kills ....................... 29 figures and 25mm x 50mm bases for cavalry.
Figures are ideally removed as individual
Winning and Losing the Melee ............... 29 casualties, so you will need to use markers
Following Up ......................................... 29 to denote casualties if you are using multi-
based units.
Continuing Melees .................................. 29
Flank and Rear Attacks into Melee .......... 31 5. Points are assigned to different troop types
and for ‘extras’ like veterans and pavises.
Example of Melee ................................... 32
6. The turning of cards dictates which
XIII. MORALE .............................................. 34
player goes next.
When Should a Unit Take
a Morale Crisis Test? .............................. 34 7. Leaders order Units to take Actions.

Making the Test ..................................... 34 8. Cards are also used throughout the game
for Special Events and Bonuses.
Auto Passes and Fails for Infantry .......... 34
Infantry Formations and Morale ............ 34 9. Tokens are used for Orders and Morale
Status. These are placed on the table next to
Rerolls ................................................ 35 the Units.
Checking the Morale Crisis Test Result .... 35
10. The game uses a two dice hit-then-save
XIV. DISARRAY ............................................ 36 combat system.
Disarray Effects ....................................... 36

7
WHAT IS NEEDED AR MY A ND UNIT
TO PLAY ORGA NISATION

1) Two medieval armies of around 100 figures A player’s fighting force or army is made up of
each. The rules have been designed with 28mm individual Units; Units form Wards, and Wards
figures in mind, preferably based individually or form Armies, either Yorkist or Lancastrian.
in pairs then placed in Movement Trays.
A ‘Unit’ is the collective term for any combined
2) Lots of ordinary six-sided dice (D6s): about group of friendly individual figures.
twelve per player. Plus one small/micro D6
A Unit is formed of one Band, one Company
for each Company of Archers to track their
(or more), one Squadron, or one Section. This
arrow supply.
depends on the troop type within the Unit.
3) Three decks of cards: Play, Bonus, and
INFANTRY
Special Event (see page 14).
Bands
4) Four sets of tokens: Disarray, Daunted,
Order, and Army Morale. Formed of six Skirmisher figures. Individually
based or in twos.
Cards, tokens, and quick reference sheets for
each army can be found at the back of this Skirmishers can (only) be: Archers,
rulebook to be scanned, printed, and cut-out Crossbowmen, Handgunners, or Kern.
OR you can download them from the Wargames Bands operate in a loose formation with their
Illustrated website (wargamesillustrated.net). bases up to one base width apart.
Companies
Formed of twelve Infantry. Two ranks of six
figures. Preferably individually based or in twos
and collectively mounted in a movement tray.
Companies can (only) be: Archers, Billmen,
Disarray Token Daunted Tokens Army Morale Tokens
Pikemen, or Men-at-Arms.
Companies may be deployed as single (12-man)
Units or as pairs (two x 12-men) in one of the
following formations:
Yorkist and Lancastrian White and Red (Generic) Paired Formations:
Order Tokens Order Tokens
Daunted and Order Tokens have two variations:
• Line formation: Two 12-man Companies of
Albion and Europa/other theaters. the same troop type, side by side.

HOW THE BATTLE/


• Block formation: Two 12-man Companies
of the same troop type, one behind the other.
The advantage of a Paired Formation is that
GA ME IS WON it counts as only one Unit for the purpose of
receiving Orders; e.g. a line of Archers can Shoot
with one Order, or a Block of Pikemen can Move
• Death of a Commander with only one Order. The drawback is that a
A player Kills the enemy Commander-in-Chief Morale Crisis Test failure by one Unit may then
(C-in-C) or forces him from the battlefield. affect the other.
• Loss of Morale The two Companies in a Paired Formation
cannot swap places during the battle.
A player claims an Army Morale Token and the
opponent has none left (see XVI, p.37)
• Surrender
One player concedes.

8
A Company of Pikemen

A Band of Irish Kern Skirmishers

Two Companies of Men-at-Arms in Line Formation

A Company of Archers

Two Companies of Billmen in


Block Formation

9
Mixed Blocks TROOP QUALITY
Archers may form a Mixed Block with Billmen The quality of the troops in a Unit:
or Men-at-Arms to make a 24-man formation a) Influences its fighting ability.
of 12 Archers and 12 Billmen or Men-at-Arms.
The Archers may then Shoot as the front b) May restrict Actions.
Company, or swap places to support the other c) Affects points values.
Company from behind in Melee.
Infantry Companies can be rated as follows:
CAVALRY
• Levy (Archers and Billmen - recruited as Town
Squadrons Militias or Shire Levies).
Formed of eight mounted figures. Preferably • Retinue (Liveried Retainers or Mercenaries).
individually based or in twos.
• Veteran (Household Professionals).
Knights should be collectively mounted in a
movement tray in a single rank. Both Units in a Paired Formation must be of the
same Quality - the assumption is that they have
Light Horse operate in a looser formation with trained together.
their bases up to one base-width apart until they
are involved in a Melee. Skirmishers and Cavalry are always rated
as Retinue.
ARTILLERY
WARDS
Section
Armies are sub-divided in Wards, with each
Formed of one gun and three crew. Ward being made up of a number of Units and
ARMY TROOP RESTRICTIONS controlled by a Leader.
Companies of Archers or Billmen (roughly equal One of the Leaders should be chosen as
numbers of each or as close as you can get) the Commander-in-Chief (C-in-C). He has
should make up at least half the troop points in command of both his own Ward and overall
an English army, with Skirmishers and Artillery command of the army.
together totalling no more than one-fifth. Unless they are joined in a Paired Formation (see
Except for battles set in Ireland, only one side above), always try to keep a gap of at least 1"
can field Kern. In case of dispute, just dice for it. between friendly Units (terrain permitting).

An Artillery Section

A Mixed Block of Archers and Billmen

10
A Squadron of Knights

A Squadron of Light Horse

A 38 POINT WARD
Archers: 12 pts. Leader: 5 pts. Artilllery: 9 pts. Billmen: 12 pts.

11
POINTS
VA LUES

Individual figures and their Units are assigned a points value in line with their equipment and
quality. Points values are used as a way of balancing a game - two players fielding armies made up
of equal points values will find their forces are evenly matched.
A total of around 100 to 120 points per army makes for a good size, fast moving, two player game.
Consult the list below to work out the points values of a player’s troops. Combine the individual figure
values to give a total value for each Unit (Cavalry Squadron x8, Infantry Company x12, Skirmisher
Band x6), and combine the Unit values to give an Army total.
Note: The Army Commander-in-Chief is free, but each additional Leader costs five points.

POINTS COST EXTRA POINTS COST PER UNIT


per figure per unit
Men-at-Arms are Veterans +6
Knights 3 24
Light Horse 1.5 12 Archers or Billmen (Infantry) are Veterans +3
Men-at-Arms 2 24
Billmen 1 12 Archers or Billmen (Infantry) are Levy -3
Pikemen 1 12
Equip a Company of Archers with stakes +3
Archers 1 12
Skirmishers 1 6
Equip a Band of Crossbowmen or
Artillery* 6 9 +3
Handgunners with pavises
Artillerymen* 1 -
Field Defences; trenches, barricades
*A gun costs 6 points and requires three Artillerymen
or wagons. Equal to the frontage of an +3
@ 1 point each - so a gun and crew cost 9 points in total.
Infantry Company

12
LEA DER S
Leaders perform a vital role in the game; they Lord Bingham
issue Orders to troops and influence many
aspects of play.
One of the stars
Each player should aim to have between two on the card has
and four Leaders in their army with two or been crossed out
to denote that this
three Units assigned to each Leader - forming a Leader is a Class
Ward. It is also useful to have a Leader with each two Commander.
Cavalry Squadron. He can also take
two Wounds.
The C-in-C is both a Ward and Army
commander.
WOUNDS
Leaders Move 8'' on foot or 12'' mounted,
depending on the type of figure used. Unlike normal troops, Leaders can take more
than one Wound/Kill - they can be hit several
Each Leader should be given a name (players use times before dying and being removed from play.
your imagination!) and a rank; e.g. Lord, Knight A Leader can take the same number of Wounds
Banneret, Captain, or Serjeant (use historical as his Command Class; e.g. a Hero can take
inspiration). three Wounds.
A Leader’s name should be written on a Record Wounds on the Leader’s card (by
coresponding Leader Card from the Play Deck crossing out stars), or use Wound Markers on the
(more on this is in VI). figure’s base.
COMMAND CLASS A Leader drops a Class with each Wound he
All Leaders have a Command Class of 1, 2, or 3. receives during the game.
Assume every Leader is Command Class 2 unless When a Leader has no Wounds left, he is Killed
players want things a bit more unpredictable, in - take the figure off the table and remove his card
which case roll 1D6 per Leader and consult the from the Play Deck. If the Leader is the player’s
table below: C-in-C, that player loses the game immediately.
• 6: Class 3 (Hero). No army can contain more A Leader attached to a Unit that is wiped out
than one Hero - so reroll if necessary. by Shooting but who survives his ‘Wound
rolls’, escapes by making a single Move as a
• 2 - 5: Class 2 (Commander). This covers most
free Action.
professional soldiers and Noblemen.
• 1: Class 1 (Dolt). Some junior Nobles fall into
this category. They have their uses as Cavalry
Leaders! The Army C-in-C can never be a Dolt
- so reroll!
If rolling for Command Class, do so before
assigning Leaders to Wards.
THE ROLE OF LEADERS
Leaders are required to issue Orders to their
Units and are able to Rally wavering troops
under their command.
RISK TO LEADERS
A Leader cannot be targeted in a Melee or by
Shooting but he may be harmed if he is attached
to a Unit that suffers Kills (see pages 24 and 27)
or if he is attacked while isolated.
13
PR EPAR E FOR Optional Scouting Phase: Each Player sets out
their Light Horse Squadrons on their respective
BATTLE baselines, one at a time. If one Player cannot
match a Squadron set out by the enemy, then
they have been out-scouted and must deploy two
of their Wards first. If both sides have the same
Before the battle begins, players should make number of Light Horse Squadrons (or if both
the following preparations regarding the card have none), dice for deployment as above.
decks and placement of their figures.
4) Count the number of Infantry Companies
1) The three card decks need to be prepared: Play and Cavalry Squadrons in your army (exclude
Deck, Bonus Deck, and Special Event Deck (see Skirmishers and Artillery) and take that many
further explanation below). Army Morale Tokens. Keep them out of
One Leader Card is required to represent each sight (e.g. inside a tabletop tent or building)
corresponding Leader model in a player’s army. somewhere on your baseline.
Once players have written the rank and name During the course of a game players will lose
of their Leaders on the appropriate card (see V, Army Morale Tokens as their troops suffer
p.13), the Leader Cards should be added to the setbacks on the battlefield (see XVI, p.37).
Play Deck, and all decks should then be shuffled
and placed face down on or near the battlefield.
2) Toss a coin. The winner sets up the tabletop
TUR N
terrain, while the opponent gets to choose SEQUENCE
which side of the table to position their troops.
3) Dice to see who goes first. Players then take The game begins with players taking turns to
turns to position their troops, starting with all Move their Units around the battlefield during
Skirmishers and Artillery, then one Ward at a the Manoeuvre Phase, which ends when
time in an agreed Deployment Zone (e.g. up to hostilities begin. Play then switches to the
9" in from the baseline - player’s table edge - and Main Battle Phase in which the order of play is
with only Skirmishers and Cavalry allowed to determined by drawing cards. During this phase,
deploy within 9" of the table sides). The front Leaders Order the Units in their Wards to carry
lines of the two armies should not be more than out their commands by issuing Order Tokens.
30" apart.

UNDERSTANDING THE CARD DECKS


THE PLAY DECK Skirmish Cards
Consists of: When a Skirmish Card is drawn, the player indicated may
perform Initiative Actions with ALL of their Skirmish Bands
• One Leader Card for each Leader in the two armies -
and any Artillery (see IX, p.17).
usually three per side.
THE BONUS DECK
• Two Bonus Cards.
Consists of five cards:
• Two Skirmish and Artillery Cards - one for each side.
• Perk Card: Any unengaged Unit can take a single free Action
Leader Cards
(e.g. Shoot, Move, or Rally).
When a Leader Card is drawn from the Play Deck, the Leader
• Forfeit Card: Play on an enemy Unit when it is given an Order
named has the opportunity to issue Orders to his troops
- it can only take one Action, not two, this turn.
(see VIII, p.16).
• Reroll Card: Claim an immediate reroll of any single dice or
Bonus Cards
hand of dice you throw this turn for any purpose.
When a Bonus Card is drawn from the Play Deck, dice-off to see
• Special Event Card: Draw a card from the Special Events
which player then draws a card from the Bonus Deck. Dice off:
Deck. Play it once at any time in the battle. After the Special
both players roll 1D6, the highest wins. Nobody gets the card if the
Event Card comes up for the second time in a game, discard
scores are tied.
it so that only four cards remain in the Bonus Deck.
The winner can either play the card immediately or save it and
• Dummy Card: No effect (don’t tell your opponent).
interrupt the run of play later in the turn. If it is not used, it
must be returned to the bottom of the Bonus Deck at the end of
the turn - USE IT OR LOSE IT!

14
MANOEUVRE PHASE MAIN BATTLE PHASE
Players start by taking turns to Move one Unit After the Manoeuvre Phase ends, the order of
each. For this purpose a Unit can be a: play is determined by turning over the top card in
the Play Deck.
• Single Unit.
Play continues until only one card remains in the
• Formation (of two Companies).
Play Deck - Always ignore the final card left
• Leader or Unit/Formation with a Leader in the Play Deck (tough luck if this is a Leader
attached to it. Card!).
During this phase, players may choose to Move ENDING THE TURN
different Units or keep moving the same one. For
Once all the cards (except the last one) in the
example, they may send a Cavalry Unit off on
Play Deck have been turned, carry out the
a wide flanking Move or Move Skirmishers to
following tasks:
occupy an area of terrain.
1) Free Actions. With the exception of
All Moves in this phase are free single Actions,
Skirmishers and Artillery - any non-Daunted
so any Units that Move in this phase may be
Unit that was not activated this turn (i.e. it has
Ordered again in the first turn of the Main Battle
no Order Token next to it) may now remove
Phase.
one Disarray Token or in the case of Archers,
For Movement rates, see page 21. No Movement Shoot once.
penalties apply for Moves made in Good Going
2) Test. Take a Morale Crisis Test (see XIII,
in this phase.
p.34) for every Unit that is now Daunted or
The Manoeuvre Phase ends and the Main Battle reduced to half strength or less unless it is
Phase begins as soon as a Unit Attacks or Shoots. engaged in an ongoing Melee or it won a Melee
If the Manoeuvre Phase is ended by a Company this turn and then suffered no further losses.
of Archers Shooting, it will reduce their 3) Gather. Gather up all Order Tokens from the
ammunition supply by one (see XI, p.24). battlefield.
4) Shuffle. Re-shuffle all the cards in the Play
Deck and Bonus Deck.

A HoRsE! A HoRsE!
Re-RoLl
A mounted enemy Leader’s horse

liNG bolts, throwing him from the saddle.


A BuST An aR R
He is stunned and out of action for

RuMoU
R the rest of his turn and must stay
CouNt
anT Re-roll one die or SpEciAl
For Feit
on foot until he can order a Cavalry
on an en
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EveNt
is ca rd ele e.
Play th inuing M This card must be played immediately.
in a Cont er is seen to
Leader
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His perso a rumour circu card if yo
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BoNuS Sample cards,


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(See Rulebook page 14)
iaLis
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ALSO
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Continue any Melee if
this is the first Bonus theatres.
and card drawn this turn.

ErY
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(See CONTINUING MELEE,
Rulebook page 30)

PlAy DECK
- ItalIa-

- ItalIa
-

15
LEADERS AND ORDER TOKENS

OR DER S A Leader can use one Order Token to do one of


the following:
1) Move himself: The Leader figure Moves
independently and in any direction without
Orders are issued by Leaders to instruct Units
Turning or Wheeling restrictions. This includes
under their command to perform Actions.
moving to attach himself to a Unit so that his
When a Leader’s card is drawn from the Play base is touching the Unit’s. Once attached to a
Deck, it is that Leader’s time to issue Orders to Unit, he can Move himself along with the Unit.
the Units in his Ward. His card is In Play. The player places the Order Token beside their
Note: A C-in-C can issue Orders to Units from other own Leader.
Wards provided they are within his command range. 2) Mount-up or Dismount (swap figures): He
The Command Class of a Leader dictates how can do this only once in the battle and can’t swap
many Order Tokens he can use while his card is back again.
in play. 3) Issue an Order: Give an Order to a Unit
• Dolt: One token. within his Command Range or to which he
is attached. Put an Order Token next to the
• Commander: Two tokens. Unit. A Leader attached to a Unit engaged in
• Hero: Three tokens. a Continuing Melee (see page 29) cannot give
Orders - he is too busy fighting!
4) Rally: Rally a Unit he is attached to
(see XIV and XV, p.36).
ISSUING ORDERS
Only the Commander-in-Chief can Order a Unit
not belonging to his own Ward.
With the exception of Skirmishers and Artillery
acting on Initiative (see page 17), a Unit must
York and Lancaster Order Tokens. Players place
their Order Tokens next to their Units or Leaders have a Leader attached or within Command
to show they have been issued with an Order. Range to receive an Order and to carry out
Actions.
The Command Range of all Leaders is 6'' in
any direction measured from the Leader figure’s
base to any point of the Unit being issued with
the Order.
A Unit may only receive one Order Token per turn.

Summary:
• A Leader can only Move and issue Orders when
his card is in play.
• Leaders issue Orders to their own Wards - with the
exception of the C-in-C who can Order any Unit.
• A Leader’s Command Range is 6''.
• One Unit may receive one Order per turn, and gets
two Actions.
• Skimishers and Artillery don’t need Order Tokens.
• Place an Order Token next to a Unit to indicate
activation.
• Choose two Actions per Unit from the Action List.

16
INITIATIVE ACTIONS
ACTIONS Skirmishers and Artillery: Skirmishers and
Artillery do not need to receive an Order Token
to take an Action - they act on initiative, taking
their two Actions when their card is turned.
After receiving an Order from their Leader, However, a Leader can choose to Order them by
Units proceed to carry out their instructions giving them an Order Token.
in the form of Actions. These include Note: Skirmishers and Artillery cannot act on
Moving, Shooting, Rallying, and hand-to- Initiative and receive an Order Token in the same turn.
hand fighting (Melee). A Leader activates his
Units one at a time. Continuing Melee: Units engaged in a
continuing Melee from a previous turn are also
Two Companies in formation (Line or Block) considered to be taking an Initiative Action. All
count as one Unit for the purpose of receiving they can do is continue to fight, and they cannot
Orders. be issued with any other Order this Turn. Their
A Unit that has been issued with an Order Melee will take place when the first Bonus Card
Token can take up to two Actions per turn. For is drawn in the next Turn.
example, Move twice or Move and Shoot.

17
Core RulesACTION LIST
A Unit can perform TWO of the following Actions per turn, in any sequence:

Move
This includes any Attack or Charge Move to engage an enemy Unit.
Note: A Levy Unit can only Move into combat if it is accompanied by a Leader.

Wheel
The Unit turns using either flank as its axis. If it turns more than 45° it must take a Disarray token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

About Face
Turn through 180°. Not possible for deployed Artillery.
Because the Unit has turned more than 45° it must take a Disarray Token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

Shoot
The Unit Shoots its missiles at an enemy Unit.
Note: Only Archers in Companies (not Skirmishers) can Shoot twice in a turn, i.e. take two Shoot Actions.

Rally
The Leader must be attached to a Unit for it to make a Rally Action during a turn.
Reform the ranks, and if necessary, turn to face the enemy.
For each Rally Action, remove one Disarray Token from a Unit. It takes two Rally Actions to remove a
Daunted Token.

Pack-up
Limber or unlimber a gun/Artillery section. This counts as two Actions.

Special Action
All Special Actions count as two Actions - a Unit cannot do anything else in the same turn.
This covers any ‘fancy’ Order that might come up during the course of a game; e.g. Changing a
formation, splitting a formation into two companies, archers planting stakes, or Billmen chopping a gap in
a hedge.
Light Horse Dismount: A Squadron of Light Horse who are equipped as mounted Archers or
Crossbowmen may dismount and act as a Skirmisher Band. Two must remain mounted to act as horse
holders - they cannot perform any further Actions until the whole Band remounts. The Unit is now
activated by the Skirmish card unless given an Order by a Leader.
Knights Dismount: Knights may Dismount to fight on foot. They form a small Company of Men-
at-Arms (8 men at full strength) but still make Morale Crisis Rolls as Cavalry (roll 1D6+1). Once
Dismounted, Knights must send their horses away and cannot operate again on horseback.

18
A Lancastrian Bills Unit It pivots up to a maximum
is issued with an Order of 45o without taking a
to Wheel. An Order Token Disarray Token.
is placed next to the Unit.

The base is flipped


This Bills Unit is issued
around and the Unit
with an Order to About Face.
takes a Disarray Token.

This Yorkist Unit is Disarrayed. A Unit of Light Horse is


The player Moves in his Leader issued with a Special Order
and issues an Order to Rally. to Dismount and Skirmish.

19
CAVALRY

MOVEMENT Knights Move:


• 8" in Good Going.
• 4" in Bad Going (marshes or built-up areas
Units and Leaders Move about the battlefield only - they cannot enter or Move inside
in order to engage with the enemy, to be well woods).
placed to issue Orders, or to get out of trouble. Light Horse Move:
All Units can Move dead ahead or obliquely • 10" in Good Going.
inside their ‘forward arc’ - a line extending 45° to
the right or left of their front rank - without any • 4" in any Bad Going (including woods).
penalty. There are further Movement Penalties
Skirmishers and Light Horse operate in loose listed below.
‘swarms’ and can Move in any direction ARTILLERY
without penalty.
Move 4". They cannot Move in Bad Going.
Leaders can likewise Move in any direction,
They may pivot in position up to 45° but fire at
unimpeded, 8" on foot or 12" mounted.
reduced effect (see below).
Remember: It takes two Actions to deploy or
Note: Game etiquette. Whether or not to allow pack up a gun.
pre-measuring before Movement and Shooting
is up to you - so long as both players agree to Heavy guns and bombards cannot be Moved or
play by the same convention. Either way, do pivoted.
not get too picky about an odd fraction of an CHARGE!
inch - remember the card sequence imposes an
artificial ‘stop-go’ on otherwise simultaneous Only Cavalry are allowed to Charge (into
battlefield activity. combat). Charging adds +4" to their Movement.
A Charge Move may only be made as part of an
INFANTRY Attack Move into Melee.

Companies Move: If Cavalry use both Actions to Move, only the


second Action can be at Charge rate.
• 6" in Good Going.
A Cavalry Charge Action must start at least half
• 4" in Bad Going (marshes, woods etc.). a Charge Move away from the enemy. To claim
There are further Movement Penalties the Melee bonuses, it must go straight ahead and
listed below. cannot be made uphill.
Skirmishers Move 8" (6" when carrying pavises). Knights may only Charge or Counter-charge
twice during a game.
• Bad Going does not reduce their Movement.

Buildings
Skirmishers are normally the only troops allowed to Move into buildings unless this forms part of
a special scenario, in which case players should give each building a maximum occupancy limit -
normally no more than six men on foot from each army - unless it is a particularly big structure.
Skirmishers can also Shoot from buildings. They cannot be targeted unless they themselves have already
been seen to Shoot from the building this turn. Otherwise, they are assumed to be taking cover.
Woods
A Unit in a wood must be designated as either inside a wood or lining its edge. This has implications
for Shooting.

20
MOVEMENT PENALTIES 4) Field defences and stakes are obstacles (see 3.
Certain types of Moves result in Units receiving above) for Infantry. Any Cavalry crossing them
penalties. receive two Disarray Tokens and halt. Skirmishers
are exempt from any penalty.
Skirmishers and Light Horse operate in loose
‘swarms’ and are not restricted in the same way 5) Disarray: Any Unit that Moves on a steep hill or
as most standard Units - their exemptions are in Bad Going receives one Disarray Token for each
noted below. Move - up to a maximum of two. Note: Skirmishers
are exempt from this penalty.
1) Arc: If a Unit Moves outside of its forward
arc, including sideways shuffles, Evades, and MOVING THROUGH FRIENDLY TROOPS
Retreats, it receives one Disarray Token. Note Troops can Move forwards or backwards through
that troops cannot be Ordered to ‘back off ’ facing friendly troops with no penalty if they are of the
the enemy - they must turn around and change same arm (i.e. Infantry can Move through Infantry or
Facing (see 2, below). Note: Skirmishers and Light Cavalry can Move through Cavalry). Otherwise, both
Horse are exempt from this penalty. Units receive one Disarray Token.
2) Wheel and About Face: If a Unit Wheels or Exception: Skirmishers never Disarray other troops.
changes facing through more than 45° during
one Action, it receives one Disarray Token.
Note: Skirmishers and Light Horse are exempt from Optional Brexit rule: All troops can Move
this penalty. through a friendly Unit of their own
3) Obstacles: If a Unit crosses any natural or nationality. But if foreign mercenaries Move
man-made obstacle such as a stream or fence, through English troops who don’t have a
it receives one Disarray Token and ends that Leader with them, scuffles break out and
Action no matter how far the Unit has Moved both Units take a Disarray!
already. Note: Skirmishers and Light Horse are
exempt from this penalty.

MOVEMENT SUMMARY

TROOP TYPE GOOD GOING BAD GOING

Foot 8"
Leader 6"
Mounted 12"

Skirmishers 8"

Infantry 6'' 4''*

Knights 8'' 4''*†

Light Horse 10'' 4''*

Artillery 4'' -

CHARGE!+ +4'' -

+
* Receive a Disarray Token. † No Movement in woods. Cavalry only. Max. twice per game.

21
The Shooting arc is 45° either side of straight
SHOOTING ahead (measured from each end of the Shooting
Unit). Targets outside of this arc cannot be hit.
Ordinarily, troops must Shoot at the nearest
target, except:
Archers, Skirmishers, and Artillery loose or a) A Unit with a Leader attached may choose
fire their missiles at the enemy according to the its target.
rules below.
b) Two Archer Companies in a line formation
SPOTTING can choose to Shoot at the enemy that is nearest
In order to Shoot at an enemy Unit, the Unit to either one of them so long as it is within the
doing the Shooting must be able to spot their Shooting arc of both.
target. Units Shoot as a whole (i.e. all the men c) Artillery must return fire if shot at this turn -
in the Unit) as long as all the models have sight otherwise, they always target the nearest enemy
of some part of the target. Only visible enemy Company or Squadron.
figures within a target Unit may be Killed/
removed. Any extra hits on hidden/unseen Shooting through gaps
enemy figures do not count. To shoot at a target that is visible only through a
gap between troops or terrain the gap must be at
Targets can be spotted: least 4'' wide.
a) Automatically in the open when they are in In addition, the line of shot of Artillery must not
clear Line of Sight of the Shooting Unit. pass within 3'' of any friendly troops - it makes
Note: Except for Skirmishers, any other troops (enemy them nervous!
or friendly) on the same level obstruct Line of Sight.
b) At 6'' in dense cover (woods or buildings).
SHOOT!
1) Dice are rolled to score Hits on the target
c) At 12'' behind light cover (low walls or
Unit. To determine how many dice can be
hedges).
rolled, count the number of troops/figures in the
d) If they have shot from cover themselves - Shooting Unit, considering the following factors:
thus revealing their position.
a) Only figures in the first two ranks can Shoot.
SHOOTING FROM COVER AND HILLS
b) Disarrayed or Daunted Units can only count
Only Skirmishers can Shoot from buildings (see their front rank figures.
page 20). Only Skirmishers can Shoot inside a
Note: This does not affect Disarrayed Skirmishers
wood. Their Maximum Range is then only 6'' for
- their loose formation means they are not in ranks
all weapons.
anyway.
Troops Shooting out from the edge of a wood
c) Artillerymen count double. So, with a full
use their normal ranges.
crew of three, six dice are thrown for the gun.
Archers on a hill may be Ordered to Shoot over Unless the gun pivoted this turn roll only one dice
the heads of a friendly Unit lower down in order per crewman.
to hit a target further away. The target must be at
Note: Artillery guns need at least two crewmen to be
least 6'' beyond the intervening friendly troops.
able to fire.
TARGETS AND THE SHOOTING ARC
d) Halve the number of dice rolled when
Measure Range from the front centre of the Skirmishers and Artillery Shoot at each other
Shooting Unit to the nearest point of the Target (they make difficult targets for aimed Shooting).
Unit (not between individual figures). This is not
2) Roll the final total of dice (round halves up).
a precise science, so try not to fall out about the odd
fraction of an inch! In order to score a successful Hit, different troop
types require different dice scores. Consult the
Troops engaged in Melee cannot be shot at. The
Shooting Chart for the score required.
shooters risk hitting their own men! For the same
reason, a Shooting Unit cannot shoot through
any friendly troops, even Skirmishers.

22
SHOOTING: RANGE AND HITTING
TROOP SHORT TO LONG
TO HIT
TYPE RANGE HIT RANGE
Archer
Under 9'' 5+* 9'' - 15'' 6*
Companies

Skirmishers 0 - 12'' 5+ - -

Kern 6'' 5+ - -

Artillery †:

Field Guns 0 - 30'' 6 - -

Heavy Guns 0 - 36'' 6 - -

* Veteran Archers: reroll any 1s, once.


† Artillery Misfire: If three or more 1s are rolled in the same Shoot Action, the gun blows up
and is out of action for the rest of the game.

23
SHOOTING SAVING THROWS SHOOTING SAVING THROW
ADJUSTMENTS
To avoid Hits becoming Kills (the missiles may
not penetrate the armour or may just cause a 1) Infantry in cover: behind and touching
flesh wound), the defending player takes all the pavises, wagons, walls, anywhere within a built-
successful Hit dice scored against them and rolls up area, inside a wood, or lining its edge, move
them in an effort to ‘Save’ their troops from up one Armour Class for Saving Throws; e.g.
becoming casualties. Consult the chart below to Billmen in cover go up to Heavy Armour.
see what dice score is required to Save or Kill.
Note: We know this makes no difference for Men-at-
The score required to Save depends on the Arms, but they have no business skulking in cover!
Armour Class (e.g. Medium Armour) of the
Hedges give no protection against Shooting.
target being hit.
2) Men-at-Arms: Armour Class is reduced to
If the target is an Infantry Block, all Hits fall on
Medium when hit by Handguns or Crossbows
the Company nearest to the shooters. If the front
(Armour-piercing missiles!).
Company is wiped out, any ‘overkills’ are ignored.
REMOVING CASUALTIES
Special rules for Artillery. Any Hits caused
by Artillery are automatic Kills (armour is no Always take casualties from the rear rank of a
use against this powerful new technology!). A Company - troops are assumed to Move forward
Pike Block (these are always tightly packed) also to fill any gaps in the front rank.
suffers one extra Kill on the rear Company as the SHOOTING AND MORALE
cannon shot bounces through (so 1 Hit = 2 Kills,
2 Hits = 3 Kills, etc.). A Unit reduced to half strength or less by
Shooting must take a Morale Crisis Test at the
end of the turn (see XIII, p.34).
ARMOUR CLASS
SCORE RESULT LEADERS ATTACHED TO UNITS
and TROOP TYPE
THAT ARE BEING SHOT AT
Heavy 1-2 Kill
If a target Unit with a Leader attached takes more
Men-at-Arms 3+ Save than three Shooting Kills or more than two if the
Leader is mounted, roll 1D6 for each extra Kill.
Medium 1-3 Kill The Leader takes a Wound for each roll of 1.
Billmen, Pikemen, and
Knights (vulnerable horses!) 4+ Save See V (p.13) for the implications of a Leader
being Wounded.
Light 1-4 Kill
Archers, Skirmishers, A Leader attached to a Unit that is wiped out
and Light Horse 5+ Save by Shooting but who survives his Wound rolls,
escapes by making a single Move as a free Action.
Naked 1-5 Kill
Kern and AMMUNITION/ARROW SUPPLY
Levy Infantry 6 Save Archer companies Shoot ‘arrowstorms’ (mass
barrages). They only have enough arrows for six
of these.
Track their shots by placing a micro/small dice
behind the Unit. The dice begins the battle
displaying a ‘6’, and the number is reduced by
one each time the Unit Shoots.
When reduced to zero, they can no longer Shoot.
Artillery and Skirmishers do not need to track
their ammunition supply.

24
SHOOTING NOTES
1 - A band of five skirmishing
Crossbows normally roll five
dice. However, if they are
Shooting at other Skirmishers,
they halve this score (2.5),
rounding up to three.
They are hitting on 5+, but
even so, setting Skirmishers
against Skirmishers or
Artillery is rarely going to be
very effective. They are best
used to harass targets that
can’t Shoot back or to provoke
enemy Archer Companies into
wasting their arrows.

2 - A Company of
Archers at full strength
rolls twelve dice. They
can Shoot twice in
a turn, which would
give a total of 24 dice
hitting on 6 at Long
Range and 5+ at Short
Range, so don’t mess
with Archers unless
they are low on arrows
or you are heavily
armoured!

3 - Archers vs
Archers will usually
cancel each other
out, leaving the
Melee specialists to
decide the battle.

25
MOVING INTO MELEE - Attack
MELEE Cavalry may Charge into Melee, all other troops
simply Move in and Attack.
Knights may only Charge or counter-charge
twice during a game (and so get the special
Hand-to-hand, sword-to-sword, and billhook- Charge bonuses for Moves and Melee), but they
to-skull fighting - the cut and thrust of can make unlimited Attacks.
medieval warfare. Melee combat is represented
If an attacking Unit’s opponent Evades (see
in the game by the rolling of dice and the
below), the attacker may choose to halt at the
cheering of the players!
enemy’s original position or continue up to its
To enter into Melee, a Unit must Attack (Move maximum Move - this may include moving on
into contact) with an enemy Unit. to Attack a different enemy Unit that the evaders
Unless it is a flank or rear Attack (see below), passed through.
align the two opposing Units so that they are REACTIONS - How a Unit reacts to being
touching bases and face-to-face. This avoids any Attacked
messy overlaps and potential problems with
Unengaged Units (i.e. those not already in a
opposing armies using different base sizes.
Melee) can turn to face a flank or rear Attack.
Troops cannot Attack an enemy they (or the
Unless:
Leader who is Ordering them) could not see
when they started their Move. 1) The Attacking Unit emerged from Ambush
(see the Special Events Card) this turn.
Levy troops will only Attack if a Leader is
with them. 2) The attacking Unit took only one Action to
make contact.
Skirmishers - except Kern - cannot Attack.
Note: The defending Unit does not take a
Kern may only attack Skirmishers, any Disarrayed
Disarray Token for this emergency change of
or Daunted troops, or an exposed enemy flank or
facing in self-defence.
rear that can be reached in a single Move.

26
Otherwise, Units will react depending on their
Troop Type:
Infantry Companies e.g. Billmen, Pikemen,
and Men-at-Arms: Always stand and fight.
A Block of Pikemen can choose to turn to face
and form a Hedgehog. This formation has no
flanks or rear, but it cannot Move.
Turn the two Units of Pike back-to-back. It takes
one Action to form back into a Block again.
Skirmishers and isolated Leaders: Always try to
Evade an Attack (see below). Cavalry might still
catch them!
Knights: Always Counter-Charge enemy Cavalry
but may Evade enemy Infantry. To Counter-
Charge, the Knight Unit being attacked Moves
to meet its attackers. Position them halfway EVADE MOVES
between the attacker’s starting point and where Infantry and Skirmishers cannot successfully
the Knights began Moving from. Evade any Cavalry who only have to take one
Artillery: Can stand and Shoot if it is deployed Action to get to them.
and has not already Shot this turn. Otherwise, An evading Unit, except for Archers in a Mixed
the Gunners flee and don’t return. Block (see above), does an About Face, takes a
Light Horse: May choose to Counter-Charge Disarray Token, and makes one Move away from
(like Knights) or Evade up to one Charge Move its enemy. If there is cover or a friendly Unit
(14"). within one Move, it will shelter there instead. If
it evades off the table, it does not come back but
Archers: Roll 1D6 (also see the exceptions
there is no loss of Army Morale Tokens.
below). In the case of Archers in Line formation,
roll one dice for Reaction and apply the result to Any friendly Knights that evading Skirmishers
both Companies. or Light Horse pass through may Counter-attack
(but not benefit from any Charge Bonus) if they
1 - 3: Evade.
would otherwise be caught at the halt by enemy
4+: Shoot once at Short Range. Cavalry.
Note: Levy and Daunted troops reroll 6s. LEADERS IN MELEE
Do not roll for Archers who have turned to face a
A Leader attached to a Unit in Melee adds
flank attack - they must stand and fight but have left
extra Hits according to his Command Class
themselves no time to Shoot.
(see Melee Hits Adjustments, below).
Archer Exceptions: In the following situations
Duels: Two Commanders-in-Chiefs attached
Archers don’t need to roll - they can choose their
to opposing Units in Melee must either quit the
Reaction:
Melee - causing a Morale Crisis Test - or fight a
1) The Archer Unit is Veteran. Duel: Play three rounds of Rock, Paper, Scissors
2) The Archer Unit has a Leader attached. (or just roll off). Win two out of the three rounds
to Kill. A Hero against a non-hero always wins
3) The Archer Unit is behind stakes or other field the first round. You lose the game immediately
defences. if your C-in-C is Killed. Work out the result of
Archers in Mixed Blocks: When evading, a Duel before any Melee fighting as it won’t be
Archers in a Mixed Block simply swap places required - the troops stand around waiting to see
with the Company behind them (Billmen, the outcome!’
etc.). The Archers can give them rear Support An Isolated Leader who is foolish enough to get
in the fighting (see Infantry Blocks, p.28). The caught and attacked rolls two Melee dice (three
Companies cannot swap places during a Melee. for a Hero) and Saves on a 3+. He fights on until
Killed or rescued.

27
MELEE HITS ADJUSTMENTS
FIGHT!
All
THE FIRST ROUND OF MELEE
Veteran troops or troops who are attacking or
1. Total up the number of troops/ following-up: reroll any dice scores of 1 (once).
figures fighting. Make the following
Knights (Charging, on the flat)
adjustments:
Reroll 1s, 2s, and 3s in first round of combat.
Infantry Companies:
Exceptions
Count two Ranks.
There are no rerolls for:
Infantry Blocks:
• Cavalry vs Pikes.
Rear Support Bonus: add the troops in the third
rank unless being attacked in their flank or rear. • Any troops Attacking or Charging while in
Disarray.
Pike Blocks:
That are attacking count all four ranks in the • Infantry attacking uphill.
the first round of a Melee (three ranks when
• Attacking across a defended obstacle (e.g.
defending frontally or in a Hedgehog).
stakes) or into a defended building.
Cavalry and Skirmishers:
Leaders
Count all of their troops.
Leaders not fighting a duel add extra Hits to the
If Disarrayed or Daunted: total scored by any Unit they are attached to (no
- Infantry count only their front rank. need to roll).
- Cavalry and Kern count only half their number.
- Hero: 3 extra Hits.
Any troops attacked in the flank or rear:
- Commander: 2 extra Hits.
Count only half a rank if they have not turned
- Dolt: 1 extra Hit.
to face the Attack. A Block attacked in the flank
counts only the end file, i.e. only the figures Note: A Leader must be mounted to add extra hits to a
touching the enemy. cavalry Unit.
Attacking across a defended obstacle: MELEE SAVING THROWS
- Cavalry become Disarrayed.
As with Shooting, the player being attacked takes
- Infantry Blocks count only their front Company.
all the successful Hit dice scored against their
Attacking a defended building: Unit and rolls them in an effort to Save their
Only Infantry can Attack a defended buildings. troops/figures from becoming casualties
They count only their front rank.
Consult the chart below to see what dice score is
2. Once it has been established how many required to Save or Kill.
troops can fight (based on the procedure above),
The score required to Save depends on the troop
determine how many dice should be rolled to Hit
type of the target being hit.
by consulting the information below:
Note: This is not quite the same as in Shooting!
• Knight: 2D6 per figure.
• Man-at-Arms and Light Horseman: 1.5D6 per TROOP TYPE SCORE RESULT
figure, i.e. three dice for two figures.
• Billman, Pikeman, and Kern: 1D6 per figure. Knights and 1-2 Kill
• Archer, Skirmisher, and Artilleryman: 1D6 per Men-at-Arms 3+ Save
two figures.
Billmen, Pikemen, 1-3 Kill
3. Now roll the total number of dice (halves are
rounded up). and Light Horse 4+ Save
4. Dice scores of 4+ are all hits.
Archers, Skirmishers, 1-4 Kill
5. Roll all hits again for Saving Throws (see
Kern, and Levy Billmen 5+ Save
below).
1-5 Kill
Levy Archers
6 Save
28
MELEE SAVING THROW ADJUSTMENTS Cavalry and Kern in Melee: If Cavalry do not
Daunt or Break Infantry opponents in the first
Infantry defending cover (behind walls or inside
round of Melee, they must disengage - they
a building) count as the Troop Type ‘above’, e.g.
About Face, take one Disarray Token, and
Billmen in cover count as Men-at-Arms.
Retreat one Move.
Note: Trees, hedges, and pavises give no extra
If they lost the Melee, they must take a Morale
protection in Melee.
Crisis Test first - Daunted or Broken results apply
APPLYING CASUALTIES/KILLS as normal (see page 35), but a Pass still means
Always remove casualties from the rear rank of a disengage. The Cavalry’s motto in Melee is “Beat
Company - troops are assumed to Move forward ‘em or bounce off ”. They might take a while to sort
to fill any gaps in the front rank. themselves out, but they will then be ready to ‘go
again’ unless they are hit in the meantime by a
In a face-to-face Melee, all Kills fall on the front well-judged attack by enemy reserves.
Company of a Block. Unlike Shooting, if the
front Company is wiped out, any overkills are Apply the same rules to Kern since they used
taken by the rear Company. Reroll these overkills similar tactics - “Beat ‘em or beat it” - with the
if the rear Company has better armour. same effect in game terms.

A Block attacked in the flank shares Hits equally FOLLOWING UP


between its two Companies. In the case of an
odd number of Hits, the leftover Hit falls on the This simply means that the victorious Unit tries
Company chosen by the Attacking player. to stay in contact with the enemy by making a
single Move as an immediate free Action. By
Leaders eagerness or lack of discipline, it surges forward
If a Unit in Melee has a Leader attached and it in an attempt to hack down the enemy.
takes more than three Kills in a round of combat,
roll 1D6 for each Kill above three. The Leader Note: Retreating Cavalry and Skirmishers will be able
takes a Wound for each dice score of 1. to outrun Infantry.

Leaders can take one to three Wounds - the same CONTINUING MELEES
number as their Command Class. After the first round of combat, the Melee
A Leader drops a Class with each Wound received. continues next turn if:

When a Leader has no Wounds left, he is Killed 1) The first round was tied, or
- take his figure off the table and remove his card 2) The losers pass their Morale Crisis Test, or
from the pack. If the Leader Killed is the player’s
3) The winners Follow Up.
C-in-C, they lose the game immediately.
See over the page for when the continuing
If a Unit is wiped out in Melee, any attached
combat takes place.
Leader is always Killed without making any
Wounds rolls.
WINNING AND LOSING THE MELEE
1) Count the total number of Kills from the
Melee - the player suffering the most Kills is the
loser of this round of combat.
2) The loser must make an immediate Morale
Crisis Test (see page 34).
3) If the Unit fails and Retreats or Routs,
victorious Cavalry and Kern must always Follow
Up or Pursue (see below) as an immediate, free
Action of one Move.
Other victorious Units containing a Leader can
choose to Follow Up or Pursue by making a
single Move as a free Action.
Otherwise, the victors hold their ground.

29
Fight another round of Melee at the point THE THIRD ROUND OF MELEE
when the first Bonus Card is drawn from the
This proceeds exactly as the Second Round of
Play Deck during the next turn or whenever a
Combat with the following exceptions:
new combatant joins the fight by attacking into
the flank or rear. - Both sides will now have Disarray Tokens, so
only their front ranks can fight.
THE SECOND ROUND OF MELEE
- There are no rerolls.
This proceeds exactly as the First Round of
Combat with the following exceptions: AFTER THREE ROUNDS OF MELEE
- Dice scores of 5+ are Hits. If neither side is Daunted or Broken after three
rounds of Melee, both are exhausted and take
- Reroll 1s if (and only if) you won the first round
another Disarray Token.
of Melee.
The Defenders have managed to hold their
- Both sides take a Disarray Token at the end of
ground, so the original Attackers must
the second round.
immediately Fall Back one Move facing
the enemy.
Note how the heaviest fighting takes place in the
opening rounds then tails off as both sides become
fatigued.

30
FLANK AND REAR ATTACKS INTO A
CONTINUING MELEE
If troops from a different Ward
Also see REACTIONS (page 26). attack into the Flank of an
A Unit on its own that is attacked in the flank or ongoing Melee, any friendly Units
rear can usually turn to face. that are already engaged must first take a
Morale Crisis Test (see XIII, p.34).
Attacking into the flank of an ongoing Melee is
potentially decisive (viz. The Battle of Towton) If troops from a different Ward attack into the
but it can also be very risky (The Battle of Rear of an ongoing Melee, their friends will be
Barnet)! This is because in the confusion of battle in no doubt that they are coming to their aid,
your friends might think you have turned traitor so they do not have to test.
and are attacking them. To replicate this:

31
EXAMPLE OF MELEE

1 - Moving into Melee and Reactions 2 - The First Round of Melee


A Company of twelve Archers has been caught moving in In the Melee, all six remaining Knights count as attacking since
the open and is Charged by a Squadron of eight Knights. they are in one rank.
After rolling 1D6 to ‘React’, the Archers boldly stand
their ground rather than Evading. They get off one
Shot at Short Range, inflicting two Kills on the
charging Knights with their 12 dice.

3 - Melee Procedure The Archers count .5 each and there are twelve men in their two
ranks, giving them a total of six dice, hitting on 4+.
Knights count two each, so they get 6x2 = 12 dice, hitting
on 4+. Melee Score Adjustments
The Knights will get to reroll any 1s, 2s, and 3s (as they are
charging) - they only get this reroll once.

4 - Hits Scored The 4s, 5s, and 6s are straight Hits. The That 4 is converted into another Hit, so
1s, 2, and 3 are rerolled and a further 1, nine Hits in total.
The Knights’ twelve dice score 1, 4, 5, 4,
2, 3, and 4 are scored.
3, 6, 2, 4, 6, 5, 1, 4.

32
5 - Saving Throws He scores 2, 3, 2, 5, 1, 4, 6, 3, 2 - so two models Save and remain
on the table. Seven are removed.
The Archer player rolls nine Saving Throws needing 5+.

6 - Returning Blows The Knight player makes two Saving Throws. He needs 3+. He
scores 3 and 4 - so both models Save and none are removed from
The Archers now strike back with their six dice (based on their
the table.
original strength). They score 2, 3, 3, 4, 2, 6. That’s two Hits in total.

7 - Winning the Melee


Counting up the number of
Kills - 0 scored by the Archers, 7
scored by the Knights – it is clear
that the Knights’ player has won
the combat in the first round.
The Archer player must now
make a Morale Crisis Test and
roll 8 or more to pass. If he does
so, the Knights will ‘bounce off ’.

33
MOR A LE INFANTRY FORMATIONS AND MORALE
If either Company in a Line or Block Formation is
reduced to half strength or less, test at the end of the
Turn unless it is engaged in a continuing Melee or
At certain times during a game, Units will be has won a Melee this turn.
required to make a Morale Crisis Test. If the If one Company in a formation is Daunted or Broken
Unit passes its test, it has stood firm in the by failing a Morale Crisis Test after losing a Melee,
face of the crisis and continues to act without then so is the other one, regardless of their relative
restriction. It it fails, there will be negative points value (so beware having Men-at-Arms behind
repercussions. Archers when it comes to a fight!).
Making a Morale Crisis Test involves rolling dice. When both Companies are Daunted, they Move
WHEN SHOULD A UNIT TAKE A apart 2'' as they Fall Back, Fall Back, splitting the
MORALE CRISIS TEST? formation.

1. IMMEDIATELY If one Company in a formation is wiped out in


Melee, the owning player must still do a ‘Losing a
a) Lost Melee: When a Unit loses a round of Melee’ Morale Crisis Test for it and apply the result
Melee. to the other Company - this will always be either
b) Leader: When a Leader with a Unit is Killed Daunted or Broken unless a double 6 (an automatic
or he quits a Melee. pass) is rolled.

c) Friendly Unit: When a Unit sees (has Line A failed Morale Crisis Test after losses to Shooting
of Sight to) a friendly Unit of equal or higher applies only to the testing Company, but the formation
original points value wiped out, or routing, is permanently split by this whether it Falls Back or
within 12". Routs. Note that the other Unit may still be Disarrayed
or forced to make a Morale Crisis test, depending
A Unit never has to test more than once for this on the relative position and points value of the two
while the current Leader card is in play even if companies.
more than one Unit is wiped out or Routing.
If a formation has to make a Morale Crisis Test
Remember that other troops - friendly and enemy - because it sees something bad going on around it
obstruct Line of Sight. (friends Routing or wiped out or a cowardly Leader),
d) C-in-C: If a Commander-in-Chief attached test for one of the Companies (owner’s choice) and
to the Unit refuses a duel. apply the result to both of them.
e) Flank Attack: If troops from a different
Ward attack into the flank of an ongoing Melee MAKING THE TEST
- the friendly Unit that is already engaged must
• Infantry: roll 2D6.
take a Morale Crisis Test.
• Cavalry: roll 1D6+1 (add 1 to the dice score).
2. AT THE END OF A TURN
• Skirmishers and Artillery: roll 1D6. Treat any
All Units
6-man garrison of a building as Skirmishers
If the Unit is Daunted or reduced to half
(for Morale purposes only).
strength or less as a result of casualties caused
by Shooting or Melee unless it is engaged in a Note: As small Units, Cavalry, Artillery, and
continuing Melee or it won a Melee this turn Skirmishers are in serious jeopardy whenever they have
(or its opponents in Melee disengaged) and it to take a Morale Crisis Test - it really is a morale crisis
then suffered no further casualties in the rest of for them! The Infantry were the battle-winning troops
the turn. in this period. “In the footmen is all the trust…”
ETIQUETTE AUTO PASSES AND FAILS FOR INFANTRY
Do these End of Turn Morale Crisis Tests from A straight dice score of double 6 is always a
right to left across the table as viewed by the Morale Crisis Test pass.
player who Moved last in the turn. A straight dice score of double 1 is always a
Morale Crisis Test fail.
The dice Goddess has spoken!
34
REROLLS
In the following (positive) circumstances,
a Unit should reroll a dice score of 1:
a) If its Troop Quality is Veteran.
b) If it has a Hero Leader or the Army
Commander-in-Chief attached.
c) If it won a Melee this turn or its opponent in
a Melee withdrew.
Lastly, as an OPTIONAL RULE to be agreed
beforehand (since this can make for longer games):
d) If it is still at full strength (this makes
undamaged Units less likely to be spooked by
events around them).
Note: Rerolls can be made only once per test.
In the following (negative) circumstances,
the Unit should reroll a 6:
a) If it is Disarrayed or Daunted.
b) If its Troop Quality is Levy.
c) If it is under attack in its flank or rear. a) Daunted troops who have failed a Morale
Crisis Test and Fall Back through a friendly Unit
Note: Rerolls can be made only once per test. of equal or lower original points value cause it to
If the positive and negative situations are equal, take a Disarray Token.
(e.g. a Hero leading a Levy Unit) - take the first If the Fall Back takes troops into contact with an
throw of the dice with no rerolls. enemy Unit, treat this as a new combat, which
CHECKING THE MORALE CRISIS TEST takes place next turn as a ‘Continuing Melee’.
RESULT b) Troops armed with bows, crossbows, or
Pass handguns who Fall Back after losing a Melee
cannot Shoot again in this game (they have to
If the resulting dice score is 5+ and greater drop their weapons to fight using their side-arms)
than the number of Kills sustained by the Unit - remove their arrow supply dice.
during the entire battle so far, the Unit passes
the test. 2) If the resulting dice score is 4 or less, the
Unit is Broken.
If the Unit is involved in Melee, the fight
continues. Broken troops and any Leader (except a Hero -
he gets away with a free Move!) must Rout 12"
If a friendly Unit is attempting to join a Melee straight back towards their own baseline.
from the flank or rear, it may do so.
Note: This might spark a Morale Crisis Test in
Fail friendly Units.
1) If the resulting dice score is 5+, but equal to The Broken Unit, and any Leader still with it,
or less than the number of Kills sustained by then scatters to the four winds - take them off the
the Unit during the entire battle so far, the Unit table and put them back in their box.
is Daunted. Eg. a 12-man Company that has
taken 6 kills must roll 7 or more to pass. Victorious Cavalry or Kern whose enemy Break
from a Melee must immediately pursue them for
It (and any Leader with it) must immediately 12" and take two Disarray Tokens for their pains.
Fall Back one Move towards its own baseline If they go off the table, they don’t come back.
(figures should stay facing the enemy) and take a
Daunted Token unless it already has one. Put the 3) Failing a Morale Crisis Test usually leads to
token beside the Unit. the loss of an Army Morale Token (see XVI, p.37).

35
Both of these Units have

DISAR R AY received a Disarray Token


following Melee.

Units may become Disarrayed following


complex or difficult manoeuvres, or as a result
of combat. A Unit in Disarray is less effective
in Melee and at Shooting.
DISARRAY EFFECTS
- For Shooting and in Melee: a Disarrayed
Infantry Unit only counts its front rank.
Disarrayed Cavalry and Kern count only half
their number.
- A Disarrayed Unit is more likely to fail a
Morale Crisis Test - it must reroll one 6.
- Regardless of circumstances, a Unit can never This Unit is Daunted -
its Actions are
have more than two Disarray Tokens. severely restricted.
Rallying Off
A Leader must join a Unit to Rally Off (remove)
Disarray Tokens as a Rally Action during a turn.

DAUNTED
Daunted troops are scared and shaken.
Psychologically, they are struggling with
the battle and will not perform as well as
undaunted troops.
DAUNTED EFFECTS
The Unit’s Leader arrives
- A Daunted Unit has the same disadvantages (right) and attempts to Rally
as one in Disarray (see above). In addition: Off its Daunted Token.
Although it can defend itself if attacked, it cannot
be given any Orders except to Move away from
the enemy. It will remain Daunted and must make
a Morale Crisis Test at the end of each turn.
- A Leader must join a Unit to Rally Off
(remove) a Daunted Token (two Rally Actions),
but a Unit cannot be Daunted and then Rallied
in the same turn.
- Regardless of circumstances, a Unit can never
have more than one Daunted Token.
- A Daunted Unit that passes a Morale Crisis
Test stays Daunted and in position. Put the
Daunted Token in front of it. It must still make a
Morale Crisis Test at the end of each turn.

36
WINNING Claiming Army Morale Tokens
• Claim one enemy Army Morale Token
THE BATTLE when one of their Squadrons or Companies
(excluding Skirmishers and Artillery) fails a
And AR MY MOR A LE Morale Crisis Test and takes a Daunted token.
TOK ENS • Claim one Army Morale Token if an already
Daunted enemy Squadron or Company is
Broken or destroyed or Retreats off the table
(excluding Skirmishers and Artillery).
Winning a game of Never Mind the Billhooks
is possible in one blow, by Killing or breaking • Claim two Army Morale Tokens if an
the enemy’s Commander-in-Chief. Otherwise, undaunted enemy Squadron or Company is
a player has to do sufficient damage to their Broken or destroyed or Retreats off the table
opponent’s Army to break its Morale or make (excluding Skirmishers and Artillery).
it concede. • Claim back a lost Army Morale Token when
Starting Pool of Army Morale Tokens you rally a Daunted Squadron or Company
(excluding Skirmishers and Artillery).
• At the start of the battle, count the number of
Cavalry Squadrons and Infantry Companies (so If you claim a Token and the enemy has none
a two-Company formation counts as two) in left to give - you win the Battle.
your Army - exclude Skirmishers and Artillery - Note that it is up to you to claim Morale tokens
and take that many Army Morale Tokens. Keep off your opponent then put them in a common
them out of sight (e.g. inside a tabletop tent or discard pile. Don’t forget!
building) somewhere near your baseline.

37
MUSTER ING • Then shuffle all the rest of the cards, get your
opponent to cut them, and then deal yourself
THE FORCES cards until you have equalled or exceeded the
agreed points total. Ignore the restrictions on
Skirmishers and Artillery.
So, if the agreed points total was 100 for troops
OPTIONAL RULE and 10 for Leaders (2 @ 5 points), you might
Rather than simply choosing your army as start with a core force of three Companies of
outlined in Section IV, the rules below provide Archers and two of Billmen (for a total of 5 x12
optional rules for setting up a game of Never = 60 points).
Mind the Billhooks. Note that 4 companies @ 12 would give only 48 points,
You can build the opposing armies for a game leaving you two short of the 50 required to make up
by agreeing a points total and then putting half your troop points. Apply any points for Troop
together two forces worth that many points, Quality upgrades/downgrades when calculating these
always bearing in mind the required proportions core requirements.
of Archers, Billmen, Skirmishers, and Artillery. Then deal yourself extra cards from your
But for something a bit more unpredictable and Unit Deck until you equal or exceed 100. For
entertaining, try this instead: example, you might get:
Sort out the figures in your collection into Units • One band of Skirmishers (6 points),
of the different troop types described in III.
• One Company of Men-at-Arms (24 points),
Make out a card for each Unit. This might just
be a simple text description, e.g. “One Company • One gun and crew (9 points), giving you a
of Archers (12 points)” or maybe something a bit total of 99 points.
more elaborate. (You could even incorporate an Since you have not yet equalled or exceeded
image of the figures themselves!) the total, you get to draw one more card. This
As you add to your collection (as wargamers might be anything from a band of Skirmishers
always do!), make out an extra card for each new (6 points, for a total of 105) to a Squadron of
Unit. Knights (24 points, for a total of 123).
Now, when building your army for a game: In this way, points are rarely exactly equal (real
armies never were!), the Players are not able to
• Agree a total of points for each army (so
build themselves a tailor-made ‘Super Army’,
many points for troops plus extras for
and each game will present them with a unique
Leaders). The agreed troops’ total should
set of tactical challenges.
not be divisible by six (so choose 115 or 125
points rather than 120).
• For an English Army, draw at least half
of the troop total in cards representing
Companies of Archers and Billmen (roughly
equal numbers of companies of each or as
close to it as you can get).

38
SUMMARY that turn. Heavy guns and bombards have
a range of 36'' (not 30''). They cannot swivel.
OF NEW Veteran Archers reroll 1s when Shooting (The
COR E RULES Shed Amendment).
Pike Blocks are densely packed, so they take
one extra Kill on the rear Company when hit by
Although the Core Rules contain a number Artillery (one Kill becomes two, etc.).
of clarifications introduced in the light of the Skirmishers do not obstruct Line of Sight.
comments and feedback received since the
orginal version of Billhooks was published, • XII MELEE
there are only a few changes of any substance - Reactions: Daunted troops reroll a 6.
as outlined below.
Melee hit adjustments: Infantry attacking
• III ARMY AND UNIT ORGANISATION uphill do not reroll 1s. Cavalry do (The Koets
Only one side can field Kern (The Wood Amendment).
Amendment). Melee Saving throws: Kern save on 5+ in Melee
• IV POINTS VALUES (not 6).

Veteran Men-at-Arms: Cost 6 points extra per Continuing Melee: An Infantry Block counts
Company (not 3). its third rank in the second round as well as the
first.
• VI PREPARE FOR BATTLE
Kern (as well as Cavalry) must disengage if they
Optional Scouting Phase: The army with the do not Daunt or Break an opponent in the first
least Light Horse must deploy all of its Artillery round of a Melee.
and Skirmishers and one of its Wards first.
• XIII MORALE
Only Skirmishers and Cavalry can deploy
within 9'' of the table sides (The BASH Make a Morale Crisis Test if troops from a
Amendment). different Ward attack into an ongoing Melee.

• VIII ORDERS A roll of a double 6 by Infantry is always a


Pass, double 1 is always a Fail. No rerolls!
Leaders can use one Order Token to mount or
dismount once in the battle (exchange a foot for Reroll one 1 if the C-in-C is attached to
a mounted figure, or vice-versa). the Unit.

• XI SHOOTING Reroll one 6 if the Unit lost a Melee after being


attacked in its flank or rear.
Any gap a player Shoots through must be at
least 4'' wide. Artillery’s line of fire must go no Optional: Reroll one 1 if the Unit is at full
closer than 3'' to friendly troops. strength. Note: this can make for a longer game.

Artillery can swivel in position up to 45º but Daunted troops fall back one Move (not 9'')
then rolls only one Shooting dice per crewman facing the enemy.

39
GalliA ThE HunDRed YearS’ War By Simon Macdowall

The Hundred Years’ War (1337- FIRST PHASE -


1453) is mostly remembered for TRIUMPH OF THE LONGBOW
the great triumphs of English
The invasion went well. Defeating a French fleet
archers over French knights
at Sluys (1340), Edward landed in Normandy
in the set-piece battles
and began to ravage the countryside, capturing
of Crécy (1346), Poitiers
Caen and slaughtering the inhabitants. King
(1356), and Agincourt
Philip Valois responded by leading a large army
(1415). It is true that the
against the English, culminating in the Battle of
English longbowmen came
Crécy (1346) where the flower of French chivalry
to dominate the battlefields
was mown down by English longbowmen.
of Western Europe during the
Hundred Years’ War and helped bring about The shock of the defeat at Crécy forced the
the the decline of the mounted knight as the French to rethink their tactics. They took to
arbiter of battle. Yet the English did not always defending strong points and using small forces
have it their own way, and in the end, they lost to harass the English while avoiding battle.
the war. The English launched devastating long range
raids (chevauchées), burning and pillaging the
The Hundred Years’ War was more of a dynastic
countryside in an effort to force the French
struggle for control of France than a conflict
to battle. Enormous damage was done to the
between two nations. In the 1300s, France was a
French economy and morale by these chevauchées
patchwork of semi-independent fiefdoms, their
while the population was being devastated by the
rulers holding their lands as vassals of the French
Black Death (1347-52).
King. The English King Edward III was one of
these - holding Gascony in southwestern France. King Philip died in 1350 and was succeeded by
Although an independent monarch in England, his son John. In 1356, King John led 11,000 men
he was still required to pay homage to the French to intercept a large chevauchée of 6,000 English,
King for his French holdings. This rankled, as did Welsh, and Gascons led by Edward III’s son -
French support for the Scots whenever they were Edward of Woodstock, known later as the Black
at war with English - which was most of the time! Prince. The resulting Battle of Poitiers was a
catastrophic defeat for the French. King John
When the French king Charles IV died in 1328,
was captured and taken to England, and a huge
Edward III of England was his closest male heir
ransom was demanded for his release.
(Edward’s mother, Isabella, was Charles’ sister).
Isabella claimed the crown of France for her son. France was in a terrible state. Half the
The French nobles rejected this, proclaiming population died in the Black Death plague while
Philip comte de Valois as the new king. Edward the countryside was ravaged by marauding
did not press matters until 1337 when the French armies and brigands. As the nobles and clergy
decided that Gascony should be ruled directly by were exempt from taxation, the burden to pay
King Philip. Edward III responded by renewing for the war and the king’s ransom fell on the
his claim to the French throne. Building an impoverished peasants and townsfolk. This
invasion fleet at Dunwich on the Suffolk coast, resulted in a bloody uprising in 1358 known
Edward sailed to France in 1339 to back up his as the ‘Jacquerie’. The rebellion was cruelly
claim by force of arms. suppressed and King John’s ransom paid, but
France was in no state to continue the war. In
1360, the Treaty of Brétigny gave Edward III full
sovereignty over his expanded French holdings,
in return for which Edward temporarily dropped
his claim to the French throne.

40
SECOND PHASE - THIRD PHASE -
FREE COMPANIES AND RAIDERS AGINCOURT TO CASTILLON
Although the Treaty of Brétigny ceased War resumed in earnest when King Henry V of
formal hostilities for a while, it did not bring England invaded France, famously defeating the
peace to France. Bands of routiers roamed the French at Agincourt (1415). After Agincourt,
countryside, burning, looting, and murdering. Henry V secured an alliance with the Duke
Unemployed Gascon, English, Breton, and of Burgundy and married the French King’s
French soldiers, these routiers banded together daughter. The Treaty of Troyes (1420) recognised
in ‘Free Companies’ (free from the structure of Henry’s children as heirs to the French throne,
national armies) to continue to profit from a life disinheriting the Dauphin (the French king’s son)
of constant warfare. Some were little more than who was declared illegitimate. This did not end
brigands operating a brutal extortion racket. the war as the Dauphin, supported by the Comte
Others, such as Sir John Hawkwood’s White d’Armagnac, continued to resist.
Company, evolved into structured mercenary
Henry V died prematurely at Vincennes in 1422,
bands, offering their services to anyone who
leaving his infant son (also Henry) as heir to both
could pay.
the English and French thrones. Henry V’s death
A struggle for the throne of Castile resulted and the arrival of Jeanne d’Arc (Joan of Arc)
in English intervention to support King Pedro on the scene in 1429 turned the tide of the war.
against his half brother Enrique of Trastámara. Inspired by Jeanne, the French forced the English
The Black Prince raised a force of around 8,000 to lift the siege of Orléans. This was followed
men in Gascony - mostly from amongst the Free up by a French victory at the Battle of Patay
Companies with a small core of English knights (1429) where the English archers were encircled
and archers. They crossed the Pyrenees to support by French cavalry and two of the English
the Castilian king. France supported Enrique’s commanders were captured. The Dauphin was
claim to the throne of Castile. Seeing this conflict crowned King Charles VII of France at Reims
as an opportunity to rid France of the scourge of in 1429. Ten-year-old Henry VI of England was
the Free Companies, the French hired many of crowned King of France at Paris two years later.
them to go to Spain under the leadership of the
The French resurgence continued after Jeanne’s
constable of France, Bertrand du Guesclin.
capture in 1430 and her execution the following
The Black Prince won a pyrrhic vistory at year. Their incursions into English held territory
the Battle of Nájera (1367), but the expense whittled away support. A truce was agreed in
of raising so many mercenaries had emptied 1444 that temporarily put formal hostilities on
his coffers. A few years later, King Pedro was hold. The French used the truce to reorganise
defeated and killed, giving France a Castilian and reinvigorate their armies, while the English
ally with a powerful navy. The English imposed had to deal with the enormous costs of the war
new taxes in Gascony to recoup their losses from and the loss of revenue from their devastated
the Castilian expedition. This led to a revolt by French possessions.
a number of Gascon nobles who appealed to the
War broke out again in 1449 with a French
French King for support. King Charles V (who
offensive into Normandy, defeating the English
succeeded John in 1364) repudiated the Treaty of
at Formigny (1450), then going on to conquer
Brétigny, reopening formal hostilities.
Gascony after their victory at Castillon in 1453.
The French chose a strategy of attrition, hitting Castillon was the last battle of the Hundred Years’
the English where they were weak and bypassing War. Any hope that the English may have had to
where they were strong. French and Castilian regain their lost French territories was destroyed
fleets took command of the seas, allowing by the struggle for control of the English throne in
Guesclin to launch destructive raids against the Wars of the Roses.
the coasts of England and the Channel Isles
in a seaborne strategy parallel to the English
chevauchées. In 1373, a large English chevauchée
led by John of Gaunt harried its way from Calais
to Bordeaux with little to show for it. Following
the deaths of the Black Prince and Edward III,
a truce was agreed in 1389 that put a temporary
stop to the conflict, allowing both the English
and French to deal with domestic issues.
41
WargaminG PotENTial
Apart from the set piece battles such as Crécy, won a resounding victory at Poitiers, it is most
Poitiers, and Agincourt, most of the Hundred probable that the Black Prince was not actively
Years’ War was characterised by relatively seeking to bring about the engagement, but
small scale actions. All of these are perfect for rather he was forced to give battle as the French
Billhooks games. had cut off his line of retreat.
THE CHEVAUCHÉE More typically, the French might shadow the
chevauchée, looking for opportunities to attack
A chevauchée was a long range ‘ride’ deep into
foraging parties and vanguards or rearguards.
enemy territory typically carried out by the
The logistical problems caused by moving so
English in the first two phases of the Hundred
many men and horses deep in enemy territory
Years’ War. After 1415, the English concentrated
forced the English to split up into smaller bands
on consolidating their occupation instead.
moving on separate routes. On several occasions,
The idea was to wreak havoc through a vast the French were able to successfully ambush
swathe of French territory, devastating their isolated groups of English before they could be
economic base and will to fight. Typically, reinforced.
a chevauchée would pillage and burn every
A chevauchée offers myriad possibilities for
town and village in its path, slaughtering the
relatively small scale wargames, such as:
inhabitants and destroying crops. They would
bypass castles and other strongly defended • A French force deployed to block the route of
places. The idea was to get back to a secure base an English advance guard or isolated band.
before the enemy could gather a sufficient force
• An English raiding party attacked by a force
to intercept them.
from a nearby French castle as the English
A chevauchée was much more than a simple raid. plunder a village and the villagers try to resist.
Many went hundreds of miles deep into enemy
• A French attack on the English rearguard or
territory. The Black Prince’s chevauchée in the
supply train.
autumn of 1355 was conducted by about 7,000
men (the majority Gascons) with 15,000 horses. • An English attack on what they took to be a
They rode 300 miles from Bordeaux to Narbonne lightly defended village or town, only to find
and back again. it is either well defended or reinforcements are
on their way.
A devastating chevauchée could be used in an
attempt to draw the French out to defeat them
in battle. This is what happened at Poitiers
when a larger French army intercepted the
Black Prince’s chevauchée. Although the English

42
THE FREE COMPANIES When they had bled that area dry,
they would move on to greener
Large numbers of soldiers left unemployed by
pastures or hire themselves out to
the Treaty of Brétigny (1360) banded together
a willing paymaster. The King of
to form independent military companies - free
Navarre, the Dukes of Brittany,
of national control and operating outside the
and Counts of Armagnac were their
normal codes of war. Although a company
principal employers - the latter so
would have a very small core of men-at-arms, the
much so that ‘Armagnac’ became a
majority of the men were noted for the lightness
nickname for the companions.
of their equipment. Most probably had horses,
even if many of them would normally fight on Apart from including several companies in
foot in battle. a French, English, or Spanish force, a Free
Company makes a perfect Billhooks army. As
A Free Company rarely exceeded 100 men,
most were less than 100 men strong, it is possible
although several companies might occasionally
to build a wargaming Free Company on a
band together for a joint expedition. A few were
‘one figure equals one man’ scale. The sort of
larger. Sir Robert Knollys, for example, is said to
scenarios suitable for them would be very similar
have commanded 600 companions, according to
to those of a chevauchée. Other possibilities might
one source. Another gives him 500 longbowmen,
include:
500 spearmen, and 60 men-at-arms in 1369.
• Two rival companies fighting it out for control
The companions earned their living
of a contested area.
by holding a castle and operating a protection
racket throughout the surrounding countryside. • A French Knight gathering a force to rid his
lands of a marauding company.
• A company raiding a lightly defended village,
which is then reinforced by troops from a
nearby castle.

43
TheatR ES of ConFLict
BRITTANY SPAIN
A war of succession was fought in Brittany The struggle for the throne of Castile (1351-69)
(1341-65) between the Counts of Blois and became inextricably entwined in the Hundred
Montfort for control of the Duchy. The French Years’ War, the English supporting King Pedro
supported Charles de Blois, while the English and the French supporting his illegitimate
supported John de Montfort. English troops brother Enrique de Trastámara. The prize was
were sent by Edward III to aid de Montfort. Sir the Castilian navy that was more powerful than
Thomas Dagworth, with a small army of around either the French or English fleets. Both England
1,000 English and Bretons, defeated Charles de and France hired tens of thousands of men
Blois’ 4,000 French, Bretons, and Genoese at from the Free Companies to support their rival
La Roche-Derrien in 1347. In exchange for a claimants. The Black Prince leading one side,
huge ransom, Edward III agreed to recognise Bertrand du Guesclin the other, alongside their
de Blois as Duke of Brittany in 1353. This led respective Spanish allies.
to an uneasy truce while de Montfort continued
Apart from the Battle of Nájera (1367), which
to press his claim. Ten years later, the English
involved tens of thousands of men, there are
again intervened to support de Montfort. This
plenty of interesting possible scenarios for
culminated in the Battle of Auray (1364) where
a smaller Billhooks game. These can offer an
de Montfort, aided by Sir John Chandos’
interesting deviation from mainstream Hundred
English, defeated and killed de Blois.
Years’ War engagements thanks to the many
The relatively small scale of the actions light troops used by the Castilians. Most notable
in Brittany make it perfect for a Billhooks were the Jinetes (javelin-armed light skirmishing
campaign. Even the largest armies only cavalry), but light infantry including archers and
numbered in the low thousands, while the many slingers were also used.
unrecorded encounters would have had a few
The conflict in the Iberian Peninsula was much
hundred men on each side. A large number of
wider than the French and English struggle for
the non-Bretons on both sides were provided by
influence in Castile. The fighting in Portugal is
the Free Companies.
covered in the Lusitania section of this book.

44
THE BRITISH ISLES FLANDERS
France’s support for Scotland’s perennial wars Early in the war, Flemish rebels backed Edward
with England was one of the original causes of III’s claim to the French crown, with the
the Hundred Years’ War, and the two countries important towns of Ghent, Bruges, and Ypres all
remained allied for the duration. Many Scottish declaring for Edward. A number of engagements
troops fought for the French on the continent were fought in Flanders; sometimes, but not
through the war, and the Scots conducted a always, involving English troops alongside their
number of incursions into northern England Flemish allies against the French.
with varying degrees of success. The smaller
The opening moves of the Hundred Years’ War
raids are covered in the Northumbria section of
were fought out in Flanders. Edward III landed
this book (p.100).
4,500 men at Antwerp in 1338. The following
In 1385, Jean de Vienne, the Admiral of France, year, he led an Anglo-Flemish army into France
landed in Scotland with just over 1,000 men- towards Cambrai, but nothing much came of it
at-arms and 500 crossbowmen. Although de apart from the sacking of 45 French villages.
Vienne’s hoped-for Franco-Scottish invasion of
Although very much a backwater compared to
England never materialised, a ‘what if ?’ wargame
other theatres in the Hundred Years’ War, there
of a Scottish attack on the English northern
is plenty of scope for small scale battles for
marches with French support is highly plausible.
wargamers who would like to field communal
The eventual victory of Enrique de Trastámara Flemish militia either alongside English troops or
in Castile gave France an ally with a powerful on their own.
fleet. The Castilian navy destroyed an English
fleet at La Rochelle (1372), giving the Franco-
Castilians control of the English Channel.
This allowed the French to launch a series of
destructive raids against the coasts of England
and the Channel Isles.

45
Billhooks
Gallia Rules
All the core Never Mind the Billhooks rules continue to apply,
except for the changes and additions set out below.
Consult the Gallia Quick Reference Sheet (p.172) for all stats of troops in this theatre.

AR MY A ND UNIT
Companies
Formed of twelve Infantry. Two ranks of six
ORGA NISATION figures. Preferably individually based or in twos
and collectively mounted in a Movement tray.
Companies can (only) be:
INFANTRY Longbowmen: English and Welsh
Bands Longbowmen and their imitators.
Formed of six Skirmishers, individually based or May only be included in English Armies, Free
in irregular groups. Skirmishers can be: Companies, and Scottish allies in a French army.
Archers: Men Skirmishing with bows or Crossbowmen: Massed Crossbowmen such as
crossbows rather than operating in Formed the Genoese and some town militias.
Companies. May only be included in French Armies and
These can also include Spanish Slingers. Spanish or Flemish allies of the French or
English. Often protected by pavises.
Light Infantry: Lightly equipped men on foot,
including Welsh and Cornish knifemen, Irish Spearmen: All Infantrymen with pole-arms,
Kern, Breton and Gascon Bidowers, French including spears, bills, halberds, and glaives.
Jacquerie, and Brigands. May be included in all Armies.
Note: No Handgunners. Although handguns were used Men-at-Arms: Knights, squires, and other men
during the Hundred Years’ War, they were not used in of rank fighting on foot in full armour.
any significant numbers. Players wishing to represent
some handgunners can mix them with crossbow-armed May be included in all Armies.
Archers, counting them as the same. Note: No Pikemen - Scottish, Flemish, and French
armed with long spears count as Spearmen.

A Band of Skirmishers armed with crossbows

46 A Company of Archers
A Mixed Block of Men-at-Arms and Spearmen

INFANTRY FORMATIONS Exclusive to Spanish allies of the English or


Companies may be deployed in single (twelve French.
men) Units or joined in one of the following Mounted Infantry: Crossbowmen,
larger Unit formations: Longbowmen, and Spearmen, mounted for
Line Formation: Two Companies side by side. mobility.
The Companies should normally be of the same While mounted, they may not Shoot and their
troop type. mounted fighting capability is limited (counting
Block Formation: Two Companies one behind as Skirmishers).
the other. They may either be of the same troop They may dismount as their appropriate
type or: Infantry counterpart.
• One Company of Longbowmen backed up Mounted Archers or Cossbowmen may
by one Company of either Men-at-Arms or dismount to operate as a 6-man Skirmisher
Spearmen. Band or combine to form a 12-man Company.
• One Company of Men-at-Arms backed up Mounted Spearmen can only operate on foot as
by one Company of Spearmen. a combined 12-man Company.
Herce Formation: Only allowed in English Squadrons
Armies and Free Companies. Made up of three
Companies: One Company of Men-at-Arms or Formed of eight mounted men in a single rank.
Spearmen in the middle, and one Company of Knights: Mounted Men-at-Arms.
Longbowmen on each side.
Light Horse: Men who fight mounted but with
CAVALRY lesser armour and status than Knights. This
Bands includes Hobilars, sergeants, Coustilliers, lightly
equipped men of the Free Companies, and
Formed of six mounted Skirmishers, individually Muslim Cavalry in Spanish Armies.
based or in irregular groups.
These can be either:
Jinetes: Light Cavalry Skirmishers armed
with javelins.

English Archers and Men-at-Arms in Herce formation

47
CAVALRY FORMATIONS ARMY TROOP RESTRICTIONS
Squadrons of Cavalry should normally be Historical game scenarios may well determine
deployed in single (eight man) Units, one army composition. In other cases, Armies should
rank deep. be composed as described below:
Cavalry in French Armies and Free Companies English
may adopt Block Formation with a Squadron of
An English army must contain at least one
Knights in the front backed up with a Squadron
Ward of English (this includes Welsh and
of Light Horse behind for support. Such a
Gascons).
Formation may not have Light Horse in front
- the rules of chivalry would not countenance Up to two Wards may be of allies. Depending
lesser men getting in front of their betters! on the theatre of battle and phase of the
war, these may be Spanish, Flemish, or Free
ARTILLERY
Companies. Flemish allies may not be used
An Artillery Section has one gun and a three- together with Spanish.
man crew.
An English army may also have French allies -
Field guns were in their infancy, but they were Bretons in the early years, Burgundians in the
occasionally used in battle. In the final phase of later stages:
the war, the French began to deploy large numbers
• Longbowmen should make up at least a
of guns - 300 being used at Castillon (1453).
quarter of the troop points. They may be
Artillery was cumbersome, so it cannot be moved mounted.
once set up on the battlefield/tabletop.
• Men-at-Arms and Knights should make up no
WARDS more than a quarter of the troop points.
Armies are subdivided into Wards, usually French
three: Vanward, Mainward, and Rearward, but
A French army must contain at least one Ward
occasionally more. Wards are made up of a
of French.
number of Units, each controlled by a Leader.
Up to two Wards may be of allies. Depending
One of the Leaders should be chosen as
on the theatre of battle and phase of the
the Commander-in-Chief (C-in-C). He has
war, these may be Spanish, Scottish, or Free
command of his own Ward and overall
Companies. Scottish allies may not be used
command of the army. The C-in-C may not be
together with Spanish:
from an allied contingent (see below).
• Knights and Men-at-Arms should make up at
least half of the troop points.

A Squadron of Light Horse

48
Free Companies TROOP QUALITY
Free Companies may form an army on their In Billhooks Gallia there are four troop ratings:
own, fighting against the French or another Free
Rabble Armed peasants with little or no
Company, or may be allies of either or both the
training: May only be Spearmen, Archers, or
English and French.
Light Infantry.
They can be:
Levy Town militias and hastily raised troops:
Spanish (Castilian) May only be Spearmen, Archers, Light Infantry,
• Jinetes, Archers, and Light Horse should make or Light Horse.
up at least a quarter of the troop points. Retinue Trained professional or semi-
Flemish and Scots professional troops that formed the bulk of
most Armies: May be any troop type.
• Spearmen should make up at least a half
of the troop points. Scottish Spearmen (not Veterans Hard-bitten men with extensive
Flemish) may be mounted. experience of war: May be any troop type -
apart from Artillery or Skirmishing Infantry.
Others
NOTE ON SCENARIO DESIGN
• Light Horse should make up at least a quarter
of the troop points. You should normally allow French armies to
out-point English opponents by around 25% if
• Men-at-Arms and Knights should make up no they are to have much chance of winning a battle
more than a quarter of the troop points. against the power of the English longbow.

AN 80 POINT WARD
Longbowmen with Leader: Knights: Men-at-Arms: Longbowmen:
stakes: 15 pts. 5 pts. 24 pts. 24 pts. 12 pts.

49
POINTS
VA LUES

POINTS PER FIGURE EXTRA POINTS PER UNIT


• 0 points: Army Commander-in-Chief (C-in-C). • +25% extra points for each Veteran
Company or Squadron. For example, Veteran
• 5 points: Additional Leaders (up to two).
Longbowmen cost 12+3 = 15 points, and
• 7 points: Additional Leaders (beyond two). Veteran Men-at-Arms cost 24+6 = 30 points.
• 1 point: Spearmen, Longbowmen, • -2 points for each Levy Company or Squadron.
Crossbowmen, Light Infantry, and Archers.
• -3 points for each Rabble Company.
• 1.5 points: Light Horse, Jinetes, and
• +3 points to equip a Company of
Mounted Infantry.
Longbowmen with stakes.
• 2 points: Men-at-Arms.
• +3 points to equip a Company of
• 3 points: Knights. Crossbowmen with pavises.
• 9 points: Artillery. • +3 points for a length of field defences equal
to the frontage of a Company.

LEA DER S ACTIONS


Leaders are required to issue Orders to their DISMOUNTING
Units and to encourage their men in battle,
Knights would often dismount to fight on foot.
either by leading them in the fight or rallying
This was usually a deliberate decision made
them when wavering. Typically, Leaders in the
before the battle lines were drawn up, after which
Hundred Years’ War led from the front while
their horses would be led to the rear.
attached to a Unit of Men-at-Arms or Knights.
However, Knights and Light Horse may also
If a Leader is ‘killed’ in Melee, roll 1D6. On
Dismount to fight on foot as a Special Action
a roll of 1 - 3, he yields and is taken prisoner
(counting as two Actions) during the game.
instead.
They form a small Company of Men-at-Arms or
Spearmen (8 men at full strength) but still make
Morale Crisis Tests as Cavalry (1D6+1). Once

OR DER S
Dismounted, they must send their horses away
and cannot operate again on horseback.
Bands of Mounted Spearmen may do the
same with 12 figures forming one Company of
A Leader attached to a Unit in combat may not Infantry Spearmen.
give Orders. His personal example of fighting in A single Band of mounted Longbowmen or
the front rank will, however, encourage others Crossbowmen may dismount to form a Band
to follow his example and help to Rally troops of Archers; or two Bands may combine to
within his command reach. form a single Company of Longbowmen or
Crossbowmen.

50
GA LLIA ACTION LIST
A Unit can perform TWO of the following Actions per turn in any sequence:

Move
This includes any Attack or Charge Move to engage an enemy Unit.
Note: Levy and Rabble Units may only Attack into Melee if 1) Accompanied by a Leader, or
2) A Leader is engaged in Melee within 6'', or 3) The enemy are Skirmishers, Daunted, or in Disarray.

Wheel
The Unit turns using either flank as its axis. If it turns more than 45° it must take a Disarray token.
Note: Not required for Skirmishers (on foot or mounted). In this theatre only they can move freely in any direction.

About Face
Turn through 180°. Not possible for deployed Artillery.
Because the Unit has turned more than 45° it must take a Disarray Token.
Note: Not required for Skirmishers (on foot or mounted). In this theatre only they can move freely in any direction.

Shoot
The Unit Shoots its missiles at an enemy Unit.
Note: Only Longbowmen on foot may take two Shoot Actions.

Rally
Troops in disarray may Rally if within the command range of a Leader. The Leader does not have to be
attached. Daunted troops may also Rally if within the command range of a Leader who is engaged in
Melee. Otherwise, the Leader must be attached to the Unit in order for it to Rally.
Note: This is to encourage leading from the front, the norm in the Hundred Years’ War, rather than hanging back.
Reform the ranks, and if necessary, turn to face the enemy.
For each Rally Action, remove one Disarray Token from a Unit. It takes two Rally Actions to remove
a Daunted token.

Special Action
Dismount: See IX, p.50 Actions.

MOVEMENT
Only Skirmishers (on foot or mounted) may Move in any direction without penalty (including in Bad
Going) or Move through friendly troops without causing Disarray. Light Horse do not have these abilities.

51
SHOOTING MELEE
See the Gallia Quick Reference Sheet for a full See the Gallia Quick Reference Sheet for a full
breakdown of Ranges and scores required to Hit etc. breakdown of scores required to Hit, etc.
LONGBOWMEN COMPANIES Levy and Rabble: May only Attack into Melee
if 1) Accompanied by a Leader, 2) A Leader is
Shooting at Long Range on a high angle would
engaged in Melee within 6'', or 3) The enemy are
create a wide beaten zone, which could wreak
Skirmishers, Daunted, or in Disarray.
havoc on attacking enemy (especially Cavalry)
- rear rank Archers would be able to Shoot as Skirmisher Bands: May not normally Attack.
effectively as those in front. At Short Range, the However:
arrows would have greater penetrating power;
but as the angle of shooting decreased, the Jinetes and Light Infantry: May Attack
Archers in the rear would be unable to Shoot enemy Skirmisher Bands, enemy in Disarray or
effectively and the beaten zone would narrow. Daunted, and an exposed enemy flank or rear
that can be reached in a single Move.
Therefore, in game terms, no distinction is made
for Hits scored between Long and Short Range - Mounted Infantry: May Attack enemy
all Hit on 5+. Skirmisher Infantry or Rabble.
CROSSBOWMEN COMPANIES Knights and Men-at-Arms: Must always Attack
enemy Knights or Men-at-Arms as a priority.
Long Range: 9" - 12". Hit on a 6.
They may only Attack other troops if no ‘worthy
Short Range: Less than 9". Hit on a 5+. opponents’ are within reach of their Attack
Crossbows start the game fully loaded. The first Move. An enemy Block or Herce of combined
time they are shot, the player may roll one dice Archers and Men-at-Arms count as Men-at-Arms
for every man in the Company. He cannot then in this instance even if the Archers are in front.
Shoot again in that turn. REACTIONS
After the first shot, the weapon’s slow reloading Jinetes: May choose to either Evade or Counter-
is represented by allowing Crossbowmen to Charge Light Horse or Skirmishers, but they
Shoot with only half their number for each always Evade other attackers.
singular Shoot Action.
If they choose to Evade, the player rolls 1D6.
This means they can stand still and Shoot with On a score of:
all their men (taking two Shoot Actions to do
so), or Move once and then Shoot with half 1 - 2: May Evade up to one Charge Move.
numbers, or Shoot with half their number and 3+: May Evade up to two Charge Moves.
then Move.
(There is a chance that attacking Cavalry
A Crossbow Company making a Double Move might catch them).
that is not given an Order
during a Turn may Shoot Spearmen and Men-at-Arms: Must stand and fight.
once (as a free Action) Longbowmen:
with half of their number
a) Who are on their own roll 1D6:
at the end of the Turn.
1 - 3: Evade. May not Shoot.
There are no limits on
Crossbow ammunition. 4+: Shoot once at Short Range, then stand to
receive the attack.
Veterans, or those behind stakes or other field
defences, or with a Leader attached, may choose
what they do.

52
b) Who are in a Herce Formation or positioned FIGHT!
next to Men-at-Arms or Spearmen, Shoot once
at Short Range then stand to receive the attack • Knights: 2D6 per figure.
alongside the heavier troops. Treat them all as a • Men-at-Arms, Light Horsemen, and Jinetes:
single Formation for the subsequent Melee and 1.5D6 per figure, i.e. three dice for two figures.
any Morale Crisis Test rolls.
• Spearmen, and Light Infantry: 1D6 per figure.
In cases a) and b), when Longbowmen Shoot
and have not shot before in the turn, they may • Longbowmen, Crossbowmen, Skirmishers,
take an additional shot at Long Range against an Mounted Infantry, and Artillerymen: 1D6 per
enemy whose attack Move started from 9" away two figures.
or beyond.
c) Who are in a block with Men-at-Arms or
Spearmen behind them, Shoot just once at Short
Range then swap places with the heavier troops MOR A LE
who stand to receive the enemy attack.
Crossbowmen: If attacked, a Crossbow
REROLLS
Company must dice for its reaction:
In addition to the Core Rules.
1 - 3: Evade. May not Shoot.
In the following (negative) circumstances, the
4+: Stand and fight after shooting once with
Unit should reroll a 5+: If its Troop Quality is
half their men at Short Range. They cannot
Rabble.
Shoot if they have all shot already this turn.
Note: Rerolls can be made only once.
Knights: Always Counter-Charge enemy
attackers of any kind.
INITIAL ROUNDS OF MELEE WINNING
Infantry and Cavalry blocks get a rear support
bonus in the first and second rounds of Melee.
THE BATTLE
Infantry add all the troops in the third rank.
Cavalry add half the troops in the second rank. There is no automatic win for killing or breaking
the enemy Commander-in-Chief. However:
• Claim an Army Morale Token if the enemy
C-in-C is killed or broken or two if he yields in
Melee and is taken prisoner.
• Claim an Army Morale Token for other enemy
Leaders taken prisoner, but not for ones that
are killed.

53
Scenario
Capture the Wagon
Recovering The Loot
This scenario is set in the second phase of the Hundred Years’ War (1360-1389) when the Free
Companies and routiers ravaged the French countryside. A small Free Company is returning to its
secure base with a wagon full of loot extorted and plundered from various towns and villages. The
local French seigneur has gathered a force to intercept it with the intention of recovering the loot and
putting an end to the Company’s extortion racket that has been bleeding his lands dry.
This scenario could easily be adjusted to represent an English force returning from a chevauchée being
intercepted by a French army.

Or der of Battle
Free Company
Choose up to 100 points from the following:
• Captain of the Company @ 0 points.
• Up to one other Leader @ 5 points.
• Up to one Squadron of Knights @ 24 points.
• One to four Squadrons of Light Horse @ 12 points each.
• One to three Companies of Longbowmen @ 12 points each.
• Up to two Companies of Spearmen @ 12 points each.
• Up to two Bands of Light Infantry @ 6 points each.
• One wagon carrying the loot @ 0 points.
• Extra to upgrade any Units to Veteran @ 3 points per Unit.
• Extra to mount any or all Longbowmen and Spearmen @ 6 points per Unit (.5 point per man).
Notes:
A Free Company in this situation would likely have had all its men mounted. However, many
players will not have that many mounted Infantry, so the mounting of Longbowmen and
Spearmen is optional. Most of the men in a Free Company would have been hard-bitten veterans.
A large proportion of a Free Company would have been Light Horse. The minimum number of
Light Horse is only one Squadron to allow players to play this scenario if they do not have lots of
Light Horse amongst their painted miniatures.
The wagon moves at Infantry rates and may Move when its current owner’s Skirmish Card is
drawn. It has no missile or combat capability.

54
OBJECTIVES
The Free Company player needs to get the wagon with
the loot and as many troops as possible off the opposite
table edge from his entry point (see map). The French
player needs to try to capture the wagon and prevent
the enemy from escaping.
The Free Company may re-claim one Army Morale
token for each non-broken Company or Squadron
(excluding Skirmishers) that exits the opposite table
edge and another if the wagon exits.
The French player may claim one army morale token
if he captures the wagon - losing it if the wagon is
recaptured. In order to capture the wagon, the player
needs to have a non-daunted unit within 2" and no
enemy any closer. If this is the case, the wagon changes
sides and may be moved by the capturing player.

Or der of Battle
French
Choose up to 125 points from the following:
• The Seigneur @ 0 points.
• Up to two other Leaders @ 5 points each.
• Two to four Squadrons of Knights @ 24 points each.
• One to three Companies of Spearmen @ 12 points each.
• Up to one Squadron of Light Horse @ 12 points.
• Up to one Company of Crossbowmen @ 12 points.
• Up to two Bands of Archers (crossbow armed) @ 6 points each.
• Up to two Bands of Levy Light Infantry @ 3 points each.
• Extra to upgrade up to one Unit to Veteran @ 3 points.
• Reduction to downgrade any Units, except Knights, to Levy @ -2 points per Unit.
Notes:
It is unlikely that a local lord would have very many Knights at his disposal, so the composition
of this army is based on the idea that he has called in allies from neighbouring lands. Therefore,
there must be at least one Squadron of Knights for each Leader - representing the men of rank
following that Leader. So, if there are three French Leaders there must be three Squadrons of
Knights. It is also unlikely that a local seigneur would have many veterans, and many of his
troops would have been levied from his lands. The French have more points because they will
need it to have a chance of success.

55
DEPLOYMENT
The French player may deploy anywhere in his deployment area (see map) and should sketch his
desired deployment on a copy of the map in advance and before knowing the Free Company order of
march. The French player does not deploy their troops until after the Free Company has deployed.
The Free Company player deploys their entire force in a single column along the road with the rear of
the column just clear of the table edge at the Free Company entry point (see map). They may choose any
order of march they like.
Once the Free Company has deployed, the French player then lays out his troops according to the
sketch map drawn up in advance.

French
Deployment Area

Woods Woods

Free Company
Entry Point
Road

Free Company
Exit Point

56
Scenario
Billhooks and Rowlocks
The Battle of St. Aubin’s Bay 1406
by Richard Mallet

Jersey, the largest of the Channel Islands and only 14 miles from the coast of France but loyal to the
Crown of England, was to face numerous raids throughout the Hundred Years’ War.
One such raid was launched by a famous and successful Castilian knight, Pedro Niño. In 1406,
having consulted with the local lords of Brittany and Normandy, he led a combined Spanish/French
army across the sea to Jersey. He landed in St. Aubin’s Bay, moored his ships near an islet, and made
a plan for raiding the island. Pedro realised that he’d be able to lead his men from the islet to the
shoreline during low tide. The following day, he arrayed his men for battle and waited for the English
to advance.

Or der of Battle
Spanish, Normans, Bretons, and French led by Pedro Niño
Pedro is afforded Hero status as he was a successful and popular warrior Captain.
His other Leaders are rated as two-star Commanders - there are no Dolts in Pedro’s outfit!
1. Pedro Niño, Count of Buelna, Commander-in-Chief of the Spanish/French Raiders.
2. Gutierrez Diaz de Gamez, Pedro’s Standard Bearer (and later his biographer).
3. Hector de Pontbriant, Lord of Tournemino.
120 Army points of troops chosen from:
• Men-at-Arms (twelve men) @ 24 points.
• Spearmen (twelve men) @ 12 points.
• Light Infantry (six men) @ 6 points.
• Longbowmen (twelve men) @ 12 points.
• Crossbowmen (twelve men) @ 12 points.
• Skirmish Archers (six men) @ 6 points.
Pedro’s raiding force are seasoned soldiers. His army must contain at least one Unit each of
Men-at-Arms, Spearmen, and Crossbowmen. Veteran status can be afforded to as many Units as
desired @ 3 points per Company (6 points for Men-at-Arms). Because of the quality of his men,
none of the Units can be rated as Levy or Rabble.

57
THE BATTLE
Realising the precarious situation of having the sea at his back,
Pedro formed his host using all the experience he had. His force
consisted of many veterans of the wars in France. He kept
his heavy infantry close to the standards and pushed his light
infantry, archers, and skirmishers to the wings of his battle line,
covering them with hastily constructed pavisades.
The English were able to form on the uppermost part of the
beach with the woods and marshland behind them. A mounted
force, who had ridden from the east of the island, were able
to join the fray. The cavalry attempted to outflank Pedro’s
force, but after some heavy fighting, they were beaten off. The
English Men-at-Arms and militia then launched their assault
upon Pedro’s battle-line. After much fighting, Pedro’s force was
able to rout the English and pillage the island, taking prisoners
that were ransomed back after some negotiation. With the
ransom and loot safely aboard his ships, Pedro sailed back to
France. Perhaps if the English had had better quality soldiers
or had not attacked piecemeal, the battle may have had a
different outcome.

Or der of Battle
English: Castle Garrison and Jersey Militia
Leaders (dice for their grade: 1 = Dolt; 2 - 5 = Commander; 6 = Hero).
1. Renaud de Carteret, Commander-in-Chief.
2. Constable Le Gros, second-in-command of the Castle Garrison.
3. Centenier Blampied, Jersey Militia Commander.
120 Army points of troops chosen from:
• Light Horse (eight men) @ 12 points.
• Men-at-Arms (twelve men) @ 24 points.
• Spearmen (twelve men) @ 12 points.
• Longbowmen (twelve men) @ 12 points.
• Crossbowmen (twelve men) @ 12 points.
• Skirmish Archers (six men) @ 6 points.
The force must include one Unit of Light Horse and no more than one Unit of Men-at-Arms.
No Units may have Veteran status. At least two Units must be rated as Levy (representing
Jersey’s Militia forces), reducing their total points cost accordingly.

58
THE BATTLEFIELD SPECIAL EVENT CARDS
Special terrain placement rules The scenario makes use of the three new
Billhooks Gallia Special Event cards.
The battlefield can contain up to two sand dunes
(hills) on the English side. Behind the sand Remove Treachery, False Colours, and
dunes is an area of marshy land (8" x 4" or as Fauconberg’s Gambit from the Special Event
appropriate) that should remain hidden until deck and replace them with the Gallia Special
the Spanish/French force are within 6" of the Event cards Peasant Revolt, God is with us,
feature. The English player must declare this and Show of Valour.
when/if the situation occurs. The English player
If Peasant Revolt is drawn by either side, the
should note the site of the marsh on a copy of
new unit will always fight for the English, either
the map prior to the game commencing.
as a band of locals joining the battle from inland
OPTIONAL RULE: TIDES (anywhere on the English baseline, if the card is
drawn by the Pedro Player) or as angry fishermen
Jersey has one of the largest tidal movements
landing from the sea (anywhere on the shoreline,
in the world, which to the unsuspecting can
if drawn by Carteret)!
prove to be very tricky! The sea lies at the back
of Pedro’s force. As the game progresses, the DEPLOYMENT
tide will begin to encroach upon the battlefield
The English player may deploy up to 12" onto
(D3+1" per Turn) from the beginning of Turn
the board. The Spanish/French player may
Two until it reaches the middle of the table. Any
deploy 6" onto the shore. The Spanish/French
unit that is completely covered by the tide or
force may deploy three units with pavises at no
retreats into the sea is destroyed.
extra points cost.

Woods Woods

English Battle Line

Sand Dune
Sand Dune

High Water Mark

Incoming Tide Spanish/French Battle Line

59
Bohemia ThE Hussite Wars By Pavel Mančar´

The Hussite Wars were a But as with all revolutions, divisions would
prolonged and convoluted appear among the revolutionaries. From its
religious power struggle beginnings, the Hussite movement comprised
that is nigh-on impossible to two major factions. The moderate Utraqists or
describe properly in just a few Calixtines - named after the chalice, one of the
short pages. But one thing is symbols of the communion of both kinds - and
clear - it all started in 1402 when the radical Taborites, taking their name after
Jan Hus, a Czech priest, scholar, and supporter the city of Tábor, established in 1420 as a place
of the ideas of John Wycliffe, denounced the where people would live their lives in strict
corrupt behaviour of the Church and papacy. adherence to the Bible.
In 1414, Hus was called to the Council of The local nobles would also play a pivotal role in
Constance. The Council primarily convened the Hussite Wars, frequently switching sides with
to resolve the Papal Schism, but it also sought the changing fortunes of either party.
to confront the matters raised by Wycliffe, and
Catholic Europe saw the Hussites as heretics
later by Hus. Even though he had received
who needed to be crushed by military power.
assurances of safe conduct from the future
Under the leadership of Sigismund, there were
Holy Roman Emperor, Sigismund of Hungary,
four crusades launched against the Hussites in
Hus was arrested, tried, declared a heretic, and
which there was combat, but every one of them
burned at the stake. The same fate would also
ultimately ended in failure.
befall Jerome of Prague, a follower of Hus and
the man who had brought Wycliffe’s teachings Many of the Hussite successes can be attributed
to Prague after being exposed to them during to the brilliant leadership of the Taborite Jan
his studies at Oxford. Žižka of Trocnov. The one-eyed commander
achieved fame as a brilliant leader who never
After the death of Hus, the Kingdom of
lost a battle, and some sources even place him
Bohemia, ruled by Sigismund’s brother
as taking part in the Battle of Agincourt on the
Wenceslaus, was thrown into turmoil. Hostilities
English side! He first proved his military genius
escalated in Prague when a mob led by
in the Battle of Nekmíř in December 1419 (or
prominent preacher Jan Želivský stormed the
January 1420) by using the soon to be famous
New Town Hall on 30 July 1419, killing the
Hussite wagenburg (wagon fort) tactic for the first
burgermeister and city councillors by throwing
time. He would once again deploy the wagenburg
them out of the windows in what would become
in the Battle of Sudoměř, taking advantage of the
known as the First Defenestration of Prague.
surrounding terrain and defeating a larger force.
Just two weeks later, Wenceslaus died, and there
Žižka’s legend reached its peak when he lost his
was no stopping the Hussite revolution. It would
other eye during the siege of Rábí castle in June
gradually swallow the entire kingdom and plunge
1421, yet still he skillfully led the Hussite armies
it into years of warfare and chaos.
until his death in October 1424.
The Hussite ideology formed around the Four
After Žižka’s death, Prokop Holý took command
Articles of Prague written down in the spring
of the Hussite forces and repelled the next two
of 1420, preceded the European reformation
crusades. Sigismund was thus forced to negotiate.
movements of the 1500s by a century. The
In January 1433, the Hussite delegation lead
Articles called for freedom to preach the word of
by Holý arrived at the Council of Basel. The
God, celebration of the communion under both
talks would then continue for some time in both
kinds (bread and wine to priests and laity alike),
Bohemia and Switzerland.
poverty of the clergy, and finally, punishment for
mortal sins regardless of rank.

60
Slowly but surely, different expectations for The Margrave of Meissen led the attack against
the negotiations, as well as growing ideological the defenders commanded by Žižka, who
and political differences, drove the radical and according to some sources, only numbered 26
moderate factions of the Hussites even further men and three women. After fierce fighting, the
apart. The stage was set for the bloody and attackers broke through, but in the nick of time
fratricidal Battle of Lipany at the end of a local priest brought Hussite reinforcements.
May 1434. They joined the battle with a mighty battlecry
that led to much confusion among the crusaders
On one side stood the Czech Catholic nobility,
as they mistakenly thought that they were being
moderate Hussites, and forces from Prague and
attacked by a much larger force. The Knights
Mělník, led by former Hussite supporters Diviš
panicked and even caused other units preparing
Bořek of Miletínek and Oldřich II of Rosenberg.
to attack to rout as they fled the battlefield. After
Against them stood the Taborites led by Holý
the battle, Sigismund decided to negotiate, but
and the so-called 'Orphans' - Hussite forces
when the talks failed, he was forced to disband
previously led by Žižka.
his army due to mounting costs.
Both sides used the defensive wagenburg tactic,
Battle of Vyšehrad (1 November 1420)
but thanks to a perfectly executed plan devised
by Diviš, the Taborites were defeated in one Another crucial battle of the First Crusade took
of the bloodiest clashes of the Hussite Wars. place in Prague under the walls of Vyšehrad, one
With Prokop Holý dead on the battlefield, of the Catholic strongholds in the city, the second
nothing stood in the way of a treaty between one being Prague Castle itself. The Hussites were
Sigismund, Church officials, and the Hussites. well aware that these enemy fortresses posed a
The Compacts of Basel, announced in 1436, major threat to the city, so they decided to besiege
brought the Hussite movement a final small Vyšehrad. However, they did not have enough
victory. All adults in Bohemia and Moravia were manpower to make a direct assault, so they called
free to choose between the Hussite and Catholic on the Orebite and Taborite factions as well as
faiths. The newly crowned King Sigismund also other Hussite groups for help.
had to agree with the annexation of Church
The siege began on 15 September. As Sigismund
lands and the inclusion of lesser nobles and
was slow to react, the starving defenders signed a
town representatives in the state assembly at the
treaty with the besiegers in mid-October, stating
expense of those of the Church.
that if the king did not arrive by the end of the
Thus ended the Hussite Wars, with a Hussite month, they would surrender on the first of
victory and Bohemia totally ravaged and November. It is unclear if Sigismund knew about
exhausted after years of plundering and the deal, but we do know that his army arrived
bloodshed. too late. The garrison had already capitulated
and had no intentions to join the relief force in
BATTLES OF THE HUSSITE WARS
their attack.
First Crusade (March - July 1420)
Perhaps that was why the Czech nobles in the
Battle of Vítkov Hill (14 July 1420) relief force tried to dissuade the king from
The decisive battle of the first crusade against attacking the strong Hussite positions around
the Hussites took place on Vítkov Hill, Vyšehrad. But Sigismund accused the nobles of
overlooking Prague. The Hussite victory ended cowardice and disloyalty, which in turn provoked
the siege of Prague by the crusaders, who the nobles into an act of extraordinary bravery.
had at first attempted to starve the defenders Czech Knights dismounted and attacked the
into submission. However, in the end it was defenders’ fieldworks on foot, almost achieving
Sigismund‘s forces who suffered from attrition. victory but ultimately leading to the slaughter of
the cream of the crop of the Czech nobility.
As the road running over Vítkov remained the
last lifeline to the besieged city, the Hussites Sigismund’s plan was to attack the besiegers
expected an attack and hastily fortified the hill in two places. Bohemian units were to assault
with palisades and wooden fortifications. The through ponds and marshes on one side, while
crusaders launched their assault on the afternoon German mercenaries and Hungarian units
of 14 July. would attack from another. Czech nobles

61
broke through, forcing the Hussites to retreat, Hussites broke into the
but the defenders managed to rally, and with city despite the truce and
reinforcements, pushed the assault back. massacred some 5,000
This battle could make for an excellent scenario. soldiers and civilians.
Although the Hussites are behind defences, The Second Crusade
these are not as powerful as a wagenburg. It also has it all. Treachery,
breaks the mould of the typical Hussites versus brave last stands, sieges,
crusader battle with heavy cavalry attacking massacres, even a
wagons. And if you are a fan of 'what if ?' desperate cow charge.
scenarios, you could also let the garrison sortie You could easily create a
from the besieged fortress. short campaign from this
Second Crusade (August 1421 - January 1422) crusade alone. First the attack on the wagenburg,
then a counterattack at dawn, and finally the
Battle of Kutná Hora (21 - 22 December 1421) decisive crusader last stand at Deutschbrod -
In 1421, the armies of the Rhine Palatinate though you will need a lot of wagons for the
crossed into Western Bohemia and besieged encircled Hussites!
Žatec. But the crusaders soon retreated Third Crusade (July - August 1427)
after receiving reports of incoming Hussite
reinforcements. Meanwhile, Sigismund marched The Third Crusade ended in total disaster for the
from Hungary and in December stood before the crusaders after the Hussite siege of Tachov in
gates of Kutná Hora, a silver mining town whose 1427 and the subsequent massacre of its defenders
cultural, economic, and political importance and inhabitants. Indeed, to this day the street
rivalled that of Prague itself. where the attackers broke through into the city is
called ‘Bloody’.
The Hussite garrison fortified themselves in a
wagenburg in front of the city walls, but they were Fourth Crusade (June - August 1431)
betrayed by the German citizens of Kutná Hora After negotiations in today’s Bratislava (1429)
who opened the gates to the crusaders. Hussite and Cheb (1431) had failed, a fourth and final
supporters in the city were massacred and their campaign was launched. Alas, it was once again
force outside was surrounded. short-lived, plagued by confusion in the chain
But the wagenburg repelled all attacks. At one of command, and ended in the disastrous Battle
point, the crusaders even attempted to drive a of Domažlice.
herd of cows in front of them as a shield against Battle of Domažlice (14 August 1431)
Hussite fire. Žižka, who was already blind by that
time, again proved his genius and throughout the At Domažlice, Hussite forces led by Prokop Holý
night prepared his forces for a counterattack. managed to defeat the forces of the Holy Roman
Empire and the Kingdom of Hungary as well as
Before dawn on 22 December, the Hussites their attached Papal and Italian units, and did so
broke through and escaped. The crusaders did almost without a fight. The crusaders set up their
not pursue them, and Žižka was thus able to own wagenburg, manned by the Italian guard of
muster reinforcements, and after New Year, Cardinal Giuliano Cesarini , but a chaotic, last-
he surprised Sigismund's thinly spread forces minute change of positions by the crusader troops
and took Kutná Hora back. However, not was mistaken for a retreat and most of their army
before the crusaders had set fire to the city, fled the field. Only the wagenburg defenders stood
which prevented the Hussites from their own and fought.
immediate pursuit of the enemy.
With their opponent seriously weakened, the
Nevertheless, after extinguishing the fire, the Hussites scored an easy victory, capturing around
Hussites managed to catch up with their fleeing 300 guns and handguns and 2,000 wagons.
enemies. They first defeated the crusaders in the According to legend, Cesarini disguised himself
Battle of Habry, then cut down the retreating as an ordinary soldier and fled with the retinue of
force near Deutschbrod (today’s Havlíčkův the bishop of Würzburg.
Brod), where the crusaders had made a stand,
probably in order to cover the retreat of their From a gaming point of view, this battle would be
king. The first assault on the city itself was a perfect opportunity to let the Hussites taste their
repelled and Žižka began negotiations, but some own medicine on the battlefield, forcing them to
face a wagenburg.
62
‘Glorious rides’ Czech mercenaries fighting for the Order by
burning them at the stake. The Hussites then
Throughout the conflict, the Hussites mounted
advanced as far as Danzig on the shores of the
several large-scale raids against many bordering
Baltic Sea. Among the riches and plunder taken
countries. These were the equivalent of
back to Bohemia by the glorious ride was a most
chevaucheé operations elsewhere (see the Gallia
peculiar find - a single camel. Following their
section, page 40), and while they called them
return, the Hussite force participated in the siege
‘glorious rides’, they were anything but. They
of Pilsen. During one of the counterattacks, the
were mostly launched simply for plunder or to
city defenders captured the camel. And that, the
dissuade the target countries from supporting the
story goes, is how a camel made it onto the coat
crusaders.
of arms of Pilsen.
Arguably, the most famous ride took place in
Strangely enough, the glorious ride that reached
1433 when the Orphans - Hussites formerly
the Baltic Sea was not the farthest extent of
led by Jan Žižka - under the leadership of Jan
Hussite military affairs. After the crusades were
Čapek of Sány fought alongside Polish King
defeated, Hussite veterans with knowledge of
Wladyslaw II Jagiello against the Teutonic Order.
wagenburg tactics found themselves highly sought
Lacking heavy guns, the Hussites and their allies
after as mercenaries. This brought them as far as
unsuccessfully besieged the fort of Konitz. But
Varna in the Balkans where they fought against
in August, they captured Tczew after a single
the Ottomans.
assault. There, they infamously executed the

63
WargaminG PotENTial
THE HUSSITE WARS: ORGANIZATION, majority of these armies with additional support
WEAPONS, AND TACTICS in the form of wagons and artillery. These armies
also constituted a legal entity, so to speak, with
One of the most interesting things about this
their own seals, the authority to sign treaties, and
period is the difference in the army composition
more.
of the opposing sides. Hussite forces mostly relied
on infantry, while the Catholics relied on heavy The smallest unit of the Hussite army was a
cavalry formed by nobles and their retinues. wagon and its crew, a total of around 20 men
armed with crossbows, handguns, or pole-arms.
At the beginning of the wars, the Hussites had
A wagon was led by its own hetman, and each
three armies at their disposal based around the
group of ten wagons was in turn commanded
three major Hussite strongholds in Bohemia:
by a corporal, who was among other things,
Prague, Tábor, and Hradec Králové.
responsible for the marching order and keeping
The Army of Prague was formed by militias the right distances between wagons in a wagenburg.
from the various city districts and mercenary
Wagons formed the backbone of the Hussite
forces maintained throughout the war. Lower
army and allowed it to regularly defeat heavy
nobles and vassals granted land in exchange for
mounted Knights, a feat that did not happen
military service formed the Prague cavalry arm.
particularly often when armoured cavalry clashed
Originally, the Taborites were a poorly armed
with infantry in medieval warfare. In a battle,
peasant mob without cavalry. This changed after
the wagons turned into small but formidable
the capture of Mladá Vožice, in April 1420,
fortresses, and their role on the tabletop is the
where the Hussites obtained large amounts of
same. It was not easy to defeat the wagenburg,
cavalry equipment. Even then, the Hussites
and the rules take that into account. At the same
largely fielded only light cavalry. By contrast,
time, wagons were not invincible and that is also
Orebites from Hradec Králové had plenty of
reflected in the rules.
cavalry units from the beginning of the conflict,
courtesy of numerous lower nobles and Hussite Hussite infantry were equipped with every
lords from Eastern Bohemia. possible weapon but mostly two-handed pole-
arms like voulges and the much feared war flails
Between 1422 and 1425, the Hussite armies
with iron spikes. They formed the main part of
underwent a dramatic change with the formation
Hussite armies and were highly organized.
of standing armies. They were well-equipped,
consisted of experienced soldiers, and were In game terms, most Hussite infantry counts as
supposed to operate all year long - not raised billmen. Men-at-Arms would only be present
only in times of need. Infantry still formed the as part of a nobleman’s retinue or highly

64
experienced companies such as the veterans of marching army, and for pursuit on the battlefield.
Jan Žižka. Pikemen and Longbowmen were not It is also quite probable that the majority of
used in these wars. Hussite cavalry were mounted crossbowmen
rather than armoured men-at-arms with lances.
In the crusader armies, infantry played a smaller
role as the Catholic nobles primarily relied on In game terms, this means that cavalry can
the charge of their heavy cavalry. Infantry was form only a minority part of a Hussite army.
typically used for sieges or only in a supporting Additionally, Hussites are allowed to field no
role, advancing to exploit any break in the more than one unit of Knights.
enemy line made by the Knights. In game terms,
On the other hand, the typical crusader armies
crusader armies must consist of two-thirds
will consist mostly of heavy cavalry. This is their
cavalry and one-third infantry.
greatest strength but also their greatest potential
However, the Hussites did not exclusively fight weakness. As much as Knights were still the
against crusaders. They also fought the militias ‘tanks’ of the medieval battlefield, throughout
and levies of Catholic cities or nobles. So there is the entirety of the Hussite Wars they kept
nothing stopping you from building a more infantry underestimating their opponents and did not
based army provided your opponent agrees. learn from their mistakes, charging headlong
against the Hussite wagons again and again.
The Hussites also frequently used blackpowder
weapons - heavy siege guns as well as smaller Do not let that discourage you from playing as
ones (tarasnice) or even handguns, such as the crusaders though! They also have the added
ones called píšťala, a ‘whistle’, as it resembled appeal of their multi-nationality. You can field
a flute. According to some sources, it was from units from the Holy Roman Empire, German
this word that the word ‘pistol’ has entered our Electorates like Trier, Saxony, or Palatinate,
vocabulary. A similar linguistic development can Teutonic Knights, Knights Hospitaller, or even
be seen between the word houfnice and its English the Kingdom of Hungary. Truly an impressive
variant ‘howitzer’. selection of heraldry for these ‘Iron Lords’.
Another peculiar part of the Hussite forces Crusaders cannot use mobile wagons, but there
was the slingers. These were mostly children is nothing stopping you from tailoring your own
and were often used to throw caltrops or fire scenarios. After all, Hussites did attack a static
'whistling' bullets to startle enemy horses. In the wagenburg at the Battle of Domažlice or in the
end, I decided against making these slingers into fratricidal Battle of Lipany. Indeed, in the latter,
an in-game unit, but they are incorporated as a both armies confronted each other from the
Hussite Special Event Card. protection of their own wagenburgs.
Hussite cavalry played a very different role to the So, how can we adapt the Billhooks rules to re-
heavy Knights of their Catholic opponents. They fight the battles of the Hussite Wars?
were used for scouting, protecting the flanks of a

65
Billhooks
Bohemia
Rules
All the core Never Mind the Billhooks rules continue to apply,
except for the changes and additions that are set out below.
Consult the Bohemia Quick Reference Sheet (p.173) for all stats of troops in this theatre.

AR MY A ND UNIT
Mixed Blocks
Crossbowmen or Handgunners may form a
ORGA NISATION Mixed Block with Billmen (only) to make a 24-
man formation.
CAVALRY
INFANTRY Squadrons
Bands Formed of eight mounted figures. Preferably
Formed of six Skirmisher figures. Individually individually based or in twos.
based or in twos. Knights should be collectively mounted in a
Skirmishers can (only) be: Crossbowmen or movement tray in a single rank.
Handgunners. Light Horse operate in a looser formation with
Companies their bases up to one base-width apart until they
are involved in a Melee.
Formed of twelve Infantry. Two ranks of six
figures. Preferably individually based or in twos BANDS
and collectively mounted in a movement tray. Mounted Skirmishers. Formed of six Mounted
Companies can (only) be: Billmen (this covers Crossbowmen.
all staff weapons, including spears and flails), ARTILLERY
Crossbowmen, Handgunners, or Men-at-Arms
Formed of one gun and three crew. Either:
Companies may be deployed as single (12-man)
Units or as paired (two 12-men) two-Company Light Artillery (Tarasnice): Frame-mounted
Blocks. guns that could be manhandled by their crew
(move 4''). May be carried on board a wagon.
Paired Formations Take only one action to deploy or pack up.
Billmen (only) Companies can be paired Field Artillery (Houfnice): May be towed
together, but only in Block formations, not Line. behind a wagon. Otherwise immobile. Standard
see Core Rules. artillery rules apply.

66
WAR WAGONS POINTS
The Hussite secret weapon - a lethal combination
of mobility, protection, and firepower.
VA LUES
The length of a wagon (and its horse team - if it
has one) should occupy the same frontage as an Apply all the Core Rules with the following
infantry Company of twelve men formed two- additional troop-types:
deep. When unhitched and deployed in a line,
wagons are assumed to carry enough pavises, Mounted Crossbowmen: 1.5 points each.
ropes, and chains to form a continuous barrier A War Wagon costs 3 points, its crew costs 6,
between the vehicles (show this using suitable and a horse team (if it has one) costs 3, so 12
models). points in total.
The standard crew is six men, three equipped Light Artillery (Tarasnice) cost 4 points for the
with polearms (voulges, flails, halberds, etc., gun and 2 points for the two-man crew, so 6
counting the same as Billmen in game terms) and points in total.
three with handguns or crossbows. If six figures
cannot fit inside the model wagon, they may be Note: Pavises were in common use in this period, so
postioned elsewhere on its base. They can also be it costs no extra points to equip any Crossbowmen or
ordered to operate beyond the wagon. Handgunners with them.

A group of horse-drawn wagons can operate in


'Train' formation either in a column (nose to tail)

LEA DER S
or line abreast. A Train counts as a single unit/
formation for orders purposes, but each wagon
tests separately for Morale.
ARMY TROOP RESTRICTIONS
Hussite Armies
The cavalry-heavy Crusader armies will require
Infantry Companies and War Wagons must
extra Leaders (5 points each) compared to the
make up at least two-thirds of the points in a
infantry-based Wars of the Roses/Core Rules
Hussite army. Hussites are allowed to field no
period.
more than one unit of Knights or Veteran Men-
at-Arms (these cost 6 points extra per Company). All Leaders can
refuse a duel with
Crusader Armies
no effect on their
Cavalry must make up at least two-thirds of the troops’ Morale.
points in a Crusader army.
TROOP QUALITY
Hussite War Wagon Units always count as
Veteran for Morale purposes (reroll one 1
- thanks to the sense of security the wagon
provides). This comes at no extra points cost.
Hussite Infantry may be either Levy (3 points less
per Company) or Retinue.
Crusader Infantry are usually Retinue,
occasionally Levy, but never Veteran (reflecting
their low morale when fighting against religious
zealots!).
PR EPAR E FOR
BATTLE
All Cavalry (on either side) are rated as Retinue.
WARDS
Hussites win any tied dice rolls for choice of
So long as they remain together in a Train, any terrain or order of deployment.
number of War Wagons in a Hussite army count as
a single Ward and formation for orders purposes.

67
Bohemia ACTION LIST
A Unit can perform TWO of the following Actions per turn in any sequence:

Move
This includes any Attack or Charge Move to engage an enemy Unit.
Note: Levy Units may only Attack into Melee if accompanied by a Leader.

Wheel
The Unit turns using either flank as its axis. If it turns more than 45° it must take
a Disarray token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

About Face
Turn through 180°. Not possible for deployed Artillery or War Wagons in line abreast.
Because the Unit has turned more than 45° it must take a Disarray Token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

Shoot
The Unit Shoots its missiles at an enemy Unit.

Rally
A Leader must be attached to a Unit for it to make a Rally Action during a turn.
Reform the ranks, and if necessary, turn to face the enemy.
For each Rally Action, remove one Disarray Token from a Unit. It takes two Rally Actions to remove a
Daunted Token.

Special Actions - See Core Rules, plus:


War Wagons: It takes two actions to halt a wagon, unhitch its horses, set up its defensive screens, and
form a continuous barrier with other wagons. Wagon crews may be ordered to operate beyond the wagon.
Once deployed, wagons cannot be moved again except for manhandling.
Empty wagons may be occupied by other troops simply moving onto them. Wagon crews may replace their
losses with reinforcements from an adjacent wagon or Unit. Do this as a free Move Action at any time a
friendly card is in play. A Company may split into two six-figure Bands in order to occupy two wagons.
Field Artillery (Houfnice): Can be towed behind wagons and take two actions to deploy.
Light Artillery (Tarasnice): Can be carried on board wagons and take only one action to deploy.
They can be deployed and then Shoot in the same turn.

68
MOVEMENT MOUNTED SKIRMISHERS
(CROSSBOWMEN)
Mounted Crossbows have a range of only 9" and
get no armour-penetration bonus against Men-
War Wagons at-Arms (they used a less powerful weapon than
their Infantry equivalents).
A horse-drawn wagon Moves 8". If pulled by
its crew it Moves only 3". LIGHT ARTILLERY (TARASNICE)

Wagons cannot enter Bad Going or cross obstacles. Range: 20".

Mounted Crossbowmen Roll 2D6 per crewman.

Move 10" (like Light Horse) but cannot Charge. Hit on a 6. All Hits Kill.

Pavises The gun blows up if three or more 1s are rolled


in one Shoot Action.
Skirmishers (only) equipped with Pavises Move
only 6" instead of the normal 8". FIELD ARTILLERY (HOUFNICE)

Artillery All standard Artillery rules apply.

Light Artillery pieces can be manhandled 4". WAR WAGON CREWS

Field Artillery pieces can be towed behind a Range: 12" for both Crossbows and Handguns.
wagon but are otherwise immobile. Hit on a score of 4+ (They are resting their
weapons and shooting from a protected and
elevated position).

SHOOTING
They Shoot either when:
• The Skirmisher card is drawn or
• When ordered by a Leader or
• When Reacting if attacked or
See the Quick Reference Sheet for a full list of
ranges and scores required to Hit etc. • At the end of any Turn in which they were not
activated.
COMPANIES OF HANDGUNNERS
AND CROSSBOWMEN They can never Shoot more than once in a Turn
unless they are attacked.
Long Range is 9" - 12". Hit on a 6.
Kills on a War Wagon crew are removed
Short Range: Less than 9". Hit on a 5+.
equally from pole-arm and missile troops.
Crossbows and Handguns start the game loaded.
If the number of Kills is not divisible by two,
The first time they are shot, the player may roll
an odd Kill is selected randomly (roll a dice to
one dice for every man in the Company. He
decide).
cannot then Shoot again in that Turn.
WAR WAGON SAVING THROWS
After the first shot, the weapon’s slow reloading
is represented by allowing their handlers to All infantry inside a deployed War Wagon or
Shoot with only half their Unit numbers for on its base save on 3+ against Shooting (and
each singular Shoot Action. in Melee).
This means they can stand still and Shoot with If the wagon has not yet been deployed, they
all their men (taking two Shoot Actions to do so) save on 4+. If operating beyond the wagon, or
or move once and then Shoot with half numbers pulling it, they save only on 5+.
or Shoot with half their number and then Move. Wagons give no protection against Artillery fire.
A Crossbow or Handgun Company that is not Any wagon that has suffered a Kill from enemy
given an Order during a Turn may Shoot once (as Artillery is damaged and cannot be Moved.
a free Action) with half of their numbers at the Any wagon that has suffered more than 2 kills is
end of the Turn. immobilised (by assumed hits to its horses).
There are no limits on ammunition.

69
MELEE
MELEE PROCEDURE
War Wagons
Cannot attack.
Once deployed, wagons do not have a flank
See the Bohemia Quick Reference Sheet for a full list or rear.
of Saves and special rules. In a Melee, roll 1D6 per crewman equipped with
REACTIONS - How a Unit reacts to being polearms, 0.5 per Crossbowman/Handgunner
attacked (so a full crew of six would roll 4.5 dice, which
rounds up to 5).
See the Core Rules, plus:
Unengaged wagons deployed in a train on either
Handgun and Crossbow Companies react like
side of an attacked wagon count as ‘support’ in a
Archers in the Core Rules (see page 27). If they
Melee, adding half of their crew to the defender’s
roll 4+ to 'Shoot once at short range', they count
rolls in every round of combat.
only half their number unless is this their first
Shot. Deployed Wagons count as a ‘defended obstacles’
if attacked; so enemy Cavalry are Disarrayed and
War Wagon Crews operating outside the
count only half their number, and Infantry blocks
vehicle do not roll - they will always Shoot once
count only their front Company. Attackers get no
(if they have not already Shot this Turn) then
rerolls for Attacking or Charging.
retire to their vehicle. They must have at least 1"
remaining at the end of their Move to climb back Kills on a War Wagon crew are removed
aboard. equally from pole-arm and missile men.
If attacked on board the wagon, crews If the number of Kills is not divisible by two, an
always stand and fight. Any Handgunners, odd Kill always falls on a pole-armed figure as
Crossbowmen, or attached Light Artillery will they are the first line of defence.
Shoot at their attackers . WAR WAGON SAVING THROWS
Mounted Crossbowmen can always successfully All Infantry inside a deployed War Wagon or on
Evade Infantry by Moving enough to avoid its base save on 3+ in Melee (and in Shooting).
contact.
If the wagon has not yet been deployed, they
If they are attacked by enemy Cavalry, roll a dice: save on 4+. If operating beyond the wagon or
1 - 3: They Evade one charge move (14"). pulling it, they Save only on 5+.
4+: They Evade two normal moves (20"). FLANK ATTACKS INTO A
CONTINUING MELEE
This is usually enough to get them clear but not
always! Units do not need to take a Morale Crisis Test if
friends attack into the flank of a continuing Melee.
If they Evade, they do not get Disarrayed since
this is their usual method of fighting.

MOR A LE
War Wagon Crews make a Morale Crisis Test by
rolling 1D6+1 (like Cavalry).
Hussite crews (as Veterans) always reroll a 1.
Treat each Wagon as a separate Unit.
They do not have to test if they see friendly
troops wiped out or routed.
If Daunted or Broken they abandon their
vehicles.

70
Scenario
Peasants and Iron Lords
^^
The Battle of Sudomer 1420
The Battle of Sudoměř was the first significant Legends aside, a part of the royalist force did
Hussite victory against the royalist forces. It also indeed try to attack the Hussite position over the
showcased the military genius of hetman Jan drained pond but failed. The mud, rather than
Žižka as he defeated the so-called Iron Lords - legendary scarves, slowed the heavy cavalry down,
Knights Hospitaller from Strakonice and other and the lightly-armoured Hussites took advantage
heavy cavalry - with a relatively small and ill- and mounted a successful counter-attack.
equipped peasant army. Meanwhile, the Knights Hospitaller under
The two sides met on 25 March 1420. Žižka Jindřich of Hradec charged the wagenburg across
and his force of around twelve wagons and 400 the dyke. The first attack was repelled by Hussite
men, women, and children were travelling from fire. The next one did reach the wagons but was
Pilsen towards the newly established Hussite also repulsed. The sole success of the royalists
town of Tábor. The hetman had taken part in the came when troops under Petr of Šternberk
unsuccessful defence of Pilsen in the previous captured about thirty Hussites who had
months, and following the fall of the city, he and counterattacked from the wagenburg.
his forces were granted safe passage to Tábor. The approaching night put an end to the
However, the one-eyed commander soon learned fighting, and the Knights’ forces left the field.
that the Iron Lords were not intent on upholding The Hussites spent the night on the defended
the treaty and rode against him. dyke and claimed victory.
Žižka then sought favourable ground to form
a wagenburg, choosing a narrow dyke between
the ponds of Markovec and Škaredý, the latter
having been drained. On this narrow strip of
solid ground, the Knights’ force (numbering
between 700 and 2,000 men) could not deploy
properly, nor use its numerical advantage.
According to legend, the Hussite women placed
cloth and scarves on the drained Škaredý pond,
disguising its muddy bottom, literally entangling
the advancing Knights, and making it easy for
the Hussites to finish them off.

71
Or der of Battle
Hussite army
1st Ward:
Valkoun of Adlar (Commander) @ 5 points.
Four wagons (with crew, no horses) @ 36 (4 x 9) points.
2nd Ward:
Jan Žižka (C-in-C, hero) @ 0 points.
Two Pole-arm Companies @ 24 (2 x 12) points.
One Light Cavalry Squadron @ 12 points.
3rd Ward:
Břeněk of Švihov (Commander) @ 5 points.
Two Crossbowmen Bands (Skirmishers) @ 12 (2 x 6) points.
Two Handgunners Bands (Skirmishers) @ 12 (2 x 6) points.
Total: 106 points

Or der of Battle
Crusader army
1st Ward:
Jindřich of Hradec (Knight Hospitaller) @ 5 points.
Two Knights Hospitaller Squadrons @ 48 (2 x 24) points.
2nd Ward:
Petr of Šternberk @ 5 points.
Two Squadrons of Knights @ 48 (2 x 24) points.
3rd Ward:
Bohuslav of Švamberk (C-in-C) @ 0 points.
One Squadron of Knights @ 24 points.
All Leaders are two-star Commanders.
Total: 130 points

72
SPECIAL RULES Deployment rules
Dismounting: Knights may Dismount to fight as The Hussite army must deploy on the dyke as per
Men-at-Arms (see the Gallia Chapter, page 40). the map (below) with two wagons on either side.
All wagons are deployed. Other units are free to
Drained pond: Counts as Very Bad Going for
deploy anywhere in-between.
horses (move 2"). Cavalry cannot charge through
the drained pond. The Royalists have two deployment zones. One
in the upper corner for the Knights Hospitaller,
Counts as Bad Going for Hussite Cavalry and
and the second for the rest of the Iron Lords.
dismounted Knights, but Hussite infantry is not
disarrayed by moving through the pond. VICTORY CONDITIONS
Also, to spice the game up with the legend Hussites win if Žižka is still alive at the end of
about cloth camouflage, the first time a unit of Turn 8.
Knights is shot at or engaged in melee in the
Royalists win the moment they kill or rout Žižka
pond, the Royalist player rolls a dice to find
from the table, or if they manage to completely
out how slogging through the mud affects the
destroy one of the two wagenburgs on either side
saving throws. The result applies for the rest of
of the Hussite deployment zone.
the game:
To destroy the wagon, the unit of Knights must
1 - 2: Save on a 5+.
use one Action next to the empty wagon while
3 - 4: Save on a 4+. unengaged. A destroyed wagon does not count as
an obstacle for moving or combat purposes.
5+: Save as normal (3+ or 4+ if shot at by
handguns or crossbows). Destroying either of the wagons provide the
Knights with a gap to charge through and
slaughter the remaining Hussites.

Knights Hospitaller
Deployment Area
Pond Markovec

Hussite
Deployment Area
Remaining Royalists

Škaredý
Deployment Area

(Drained Pond)

73
Helvetia The Swiss-Burgundian Wars (1474-1477)
By Andy Callan

CHARLES THE BOLD 500 years. It’s arguable that the last (or should
that be ‘most recent’?) of these wars for the
Charles, the last
Burgundian Inheritance ended only in 1945.
Valois Duke of
Burgundy, inherited BILLHOOKS AND BURGUNDIANS
a fabulously
Clearly, since the Burgundian Wars and the Wars
wealthy domain
of the Roses overlapped chronologically, the
from his father, Duke
technology is the same, and we aren’t going to
Philip the Good (d.1467).
have too many problems with novelty troop types.
But all this wasn’t enough for him.
The main issue is going to be coming up with
He dreamed of unifying the extensive but
suitable changes to the Command and Control
scattered Burgundian possessions into a single
mechanisms to best reflect the differences in the
block, which would recreate the former ‘Central
Swiss and Burgundian methods.
Kingdom’ of Lotharingia of the Emperor
Charlemagne. First of all, though, here’s a quick summary of
the key ‘wargames-significant’ tactical issues to
Apart from dressing up in ‘blingy’ outfits
be learned from the contrasting tactics of the two
(including a notorious jewel-encrusted golden
armies and their performance in the major battles
hat), what Charles loved best was playing at
of the period.
soldiers on a grand scale. He lavished enormous
amounts of money on creating a splendidly- THE SWISS ‘KISS’
equipped, multi-national, professional army. The Swiss were expert practitioners of the ‘keep
Uniquely for the times, it was a permanent, all it simple, stupid!’ principle.
arms formation, regularly paid, and organised
according to strictly regulated Ordinances. These Their armies, of whatever size - from the 1500 at
set out to control its behaviour in camp and on St Jakob-en-Birs (1444) to almost 25,000 at Morat
campaign and laid down detailed arrangements (1475) - were always arrayed in the traditional
for its battlefield tactics. three divisions, but these could be varied in their
individual strengths according to circumstances,
On paper, this all seemed marvellous, and the and it was never an even three-way split.
Burgundian army certainly looked very pretty.
But it turned out that it couldn’t fight. When put Unlike all other armies of the time, they had no
to the test, it wasted a year in an unsuccessful ‘figurehead’ field commanders who led from the
siege of a minor Rhenish town (Neuss 1474-5), front, instead deciding on their grand tactics at
then when Charles got suckered into an entirely a pre-battle Council of War. Each division was
unnecessary war with his Swiss neighbours, given a specific task but mutual cooperation in
it suffered three humiliating defeats in quick action would always be taken as granted. Well-
succession. At the first, the duke lost his treasure; coordinated flanking manoeuvres were a regular
at the second, he lost most of his army; and at part of their plans.
the third, he lost his head. Compared to their enemies, their equipment
Since he left no male heir, and his daughter Mary and weaponry was limited but practical.
died in a riding accident only five years later, Their infantry formed masses of pikemen or
the former Burgundian possessions were up for halberdiers, usually in a mixed formation, with
grabs and became the ‘Cockpit of Europe’ as his support from relatively small numbers of attached
territories were fought over by successive rulers skirmishers (crossbowmen and handgunners)
of France and Germany for much of the next and sometimes some light, manhandled
artillery. Cavalry was always of relatively minor

74
importance, consisting mostly of mounted THE BURGUNDIAN CONUNDRUM
crossbowmen. For anything heavier, they had to
‘How do I beat the Swiss?’ was a question
rely on contingents of knights provided by their
Charles should really have resolved before
allies in neighbouring principalities.
picking a fight with them. As it was, in the
They usually had a marked superiority in three great battles he fought against them, he
numbers over their opponents, thanks to their experimented with three different and ingenious
ability to raise large numbers of unpaid but well- tactical combinations. Unfortunately for him,
trained civilian ‘reservists’ under their unique none of them worked.
system of mobilisation; a tradition of citizen-
At Grandson (2 March 1476), he tried a mix of
soldiers that continues in Switzerland to this day.
cavalry and firepower, using his knights to ‘pin’
Despite having only limited numbers of the huge Swiss square so that his artillery and
Cavalry, they consistently out-scouted their archers could shoot into the static mass. This
opponents and thus secured the element of was working quite well, but after a couple of
surprise in their attacks. hours, the cavalry horses were getting ‘blown’
and the archers were running out of arrows;
Their infantry formations could move across
so he tried to tempt the Swiss to break out
the battlefield with matchless speed. They were
of their square by re-aligning his forces in a
utterly merciless in victory, and expecting no
tactical withdrawal. This turned into a genuine
better treatment in defeat, they strictly enforced
withdrawal then a panicked rout when the rest
the death penalty on their comrades for any
of the Swiss army suddenly and unexpectedly
cowardice or desertion in action. As a result,
appeared - up to then, only their Vorhut (Van)
the Swiss were never routed or broken. The best
had been in action. Charles got away with most
that an enemy might hope to do would be to kill
of his army intact because the victorious Swiss
enough of them to persuade the rest to make a
were distracted by the fabulous riches of the
grudging retreat from the field. Otherwise, they
nearby Burgundian camp.
would literally fight to the last man.
At Morat (22 June 1476), Charles tried
Once the victory was won, the lightly-armed rear
fieldworks and firepower, protecting his siege
rankers would drop their pikes and swarm over
lines around the lakeside town with an extensive
the battlefield in a merciless pursuit of anyone -
field fortification christened the Grunhag or green
soldier or non-combatant - who could not outrun
hedge, which suggests some sort of abatis. The
them. Few could, unless they had a good horse.
idea was to lure the Swiss onto these defences
In the contemporary illustrated chronicles by and shoot them down with massed artillery and
Diebold Schilling the Elder, the Swiss soldiers archers. Again, this was a good plan, but after
are depicted as swarms of goggle-eyed, spindly- waiting in vain for several days for the Swiss to
legged, impish figures, taking a grinning delight attack, it got to payday and it was raining, so
in the slaughter of their enemies. They remind Charles stood most of his men down and had
me of hordes of goblins in fantasy wargames them line up in camp to draw their wages. The
armies, and to some extent, this has influenced Swiss had kept the Burgundian position under
the changes I have made to the rules. close observation and chose that very moment to
You don’t mess with a Swiss army - even my launch a well coordinated double envelopment.
rather watered-down Billhooks version (you The remaining garrison at the Grunhag shot
should have seen the earlier drafts!) - and expect down and halted the initial Swiss attack, but
anything other than a very hard fight! there were not enough of them to hold the line,
and they were soon outflanked. After that, no
part of the Burgundian army was in any position
to mount an organised resistance, and up to half
of Charles’ army was slaughtered against the
lake shore, from which there was no escape.
Finally, at Nancy (5 January 1477), Charles
tried a variant on his ‘come and get it’ tactics.
This time he rested one flank on a river with
his front protected by a steep-sided stream. To

75
‘stiffen’ his remaining infantry, he dismounted day. So why did this ‘modern’ army, so fine on
most of his men-at-arms, possibly on the paper, fail so spectacularly when it came to the
advice of his Italian captains - this tactic had test of battle?
brought the Milanese a rare success against the
The first thing to say is that Charles was
Swiss at Arbedo, 55 years before. Once again,
unfortunate in his enemies - or rather that he was
Burgundian reconnaissance was ineffective,
disastrously unwise in picking an unnecessary
and the Swiss and Lorrainers simply screened
fight with the Swiss Confederation. The men
the enemy front with a Vorhut made up largely
of the Burgundian Ordonnance proved to be as
of skirmishers while the main body executed
much use as chocolate soldiers against the Swiss,
another sweeping envelopment move before
but his army would probably have acquitted itself
descending a steep, snow-covered hillside to
reasonably well against any other opponents.
attack Burgundian flank. Charles could not
re-deploy his troops in time, and his guns could Mercenaries are not bad in themselves - indeed,
not elevate sufficiently to engage the rapidly the Swiss and Landsknechts would soon be proving
advancing enemy. It all ended in another panic their worth in this role on many a battlefield. But
and rout, made worse by the defection of the lumped together here in an ill-assorted collection
Count of Campobasso, an Italian Condottiere of troops of all types and nationalities, they seem
Captain, who switched sides and joined in the to have lacked the ability to act in concert let alone
pursuit of his former comrades all the way to the develop any of the esprit de corps that is essential in
gates of Metz, thirty miles away. a successful army.
Duke Charles was hacked down and killed by an Charles didn’t help matters with his constant
anonymous halberdier while fleeing the field. His meddling. Scarcely a year went by in the
naked corpse, partially eaten by wolves, was found early 1470s without a new set of ordonnance
in a ditch some days later by a party including regulations, which worked against all these
his personal physician, who identified it from newly-raised troops settling down and getting
a distinctive scar from the battle of Montlhéry used to working together.
and a nasty-sounding fistula in the groin - which Lastly, by the mid-1470s, the Burgundian
could go some way towards explaining Charles’s Army was dominated, at least in terms of its
customary restlessness, bad temper, and lack of higher ranking officers, by Italians steeped in
success in the heir department. a Condottiere tradition of cautious strategy and
THE ARMY OF CHARLES THE BOLD complicated battle-plans. This was not the best of
mindsets with which to confront the brute force
Duke Charles lavished his wealth and attention
masses of the Swiss.
on creating a well-equipped, regularly-paid,
professional army that included some of the Now let’s see what we need to do to adapt the
most sought-after mercenary troops of their Billhooks rules to suit these new armies.

76
Billhooks
Helvetia
Rules
All the core Never Mind the Billhooks rules continue to apply,
except for the changes and additions set out below.
Consult the Helvetia Quick Reference Sheet (p.174) for all stats of troops in this theatre.

AR MY A ND UNIT
ORGA NISATION

THE SWISS CONFEDERATION


INFANTRY
Bands
Formed of six Skirmishers, individually based or
in irregular groups.
Crossbowmen/Handgunners, the rules are the
same for both.
Companies
Formed of twelve Infantry. Two ranks of six Mixed Formations:
figures. Preferably individually based or in twos Blocks: Pikes may form a Mixed Block with
and collectively mounted in a Movement tray. Halberdiers to make a 24-man formation of 12
Companies can (only) be: Pikemen or Pikes and 12 Halberdiers.
Halberdiers. Double-Blocks: Four-company Double-Blocks -
Halberdier Companies may be deployed as single two Blocks, as above, side-by-side.
(12-man) Units. Pikemen must (and Halberdiers Squares: Three-company Squares - a ‘sandwich’
may) operate in Paired Formations. of two Pike Companies and one Halberdier.
Paired Formations All the above formations count as one Unit for
Eligible Companies can be paired together in the Order purposes, but their component Companies
following formations: may also be ordered to act tactically as separate
Units. To do so they must stay within 6" of any
Block formation: Two 12-man Companies of part of the parent Unit (defined as the one with
the same troop type, one behind the other. most of the flags (see V, p.80).

77
CAVALRY BURGUNDIAN 'ORDONNANCE'
Squadrons INFANTRY
Formed of eight mounted figures. Preferably Bands
individually based or in twos.
Formed of six Skirmishers, individually based or
Knights (allied) in a single rank. in irregular groups.
Light Horse Operating in a looser formation Crossbowmen, Handgunners - the rules are the
with their bases up to one base-width apart until same for both - or Archers.
they are involved in a Melee.
Companies
Bands
Formed of twelve Infantry. Two ranks of six
Formed of six mounted Skirmishers, individually figures. Preferably individually based or in twos
based or in irregular groups. and collectively mounted in a movement tray.
Mounted Crossbowmen. May Shoot from Companies can (only) be: Pikemen,
horseback or dismount to fight as Skirmishers. Crossbowmen, Archers, Men-at-Arms
ARTILLERY (dismounted knights), or Billmen (troops
equipped with any sort of polearm, such as
Section halberds, glaives, guisarmes etc.)
Light Artillery formed of one gun and three Companies may be deployed as single Units
crew. May be attached to an Infantry formation (12-man) or paired in a Block Formation (two
and Move with it. 12-men).
ARMY TROOP RESTRICTIONS Block Formation
Infantry Companies must make up at least three- Two 12-man Companies of the same troop type,
fifths of the troop points in a Swiss army, with one behind the other.
Skirmishers and Artillery together making up no
more than one-fifth. Mixed Formations

See XVII (p.84) below for an example of a small Archers may form a Mixed Block with Pikemen
Swiss army. to make a 24-man formation of 12 Archers
and 12 Pikes. The Archers should be placed to
TROOP QUALITY the rear from where they can Shoot and offer
All Swiss Infantry companies are rated as support in Melee to the Pikemen.
Trained (Retinue) for points purposes (cost
12 points each), but they count as Veterans for
Morale purposes (reroll one 1).
All other Swiss troops are rated as ‘Retinue’ for
points and other game purposes.
Wards
All Swiss armies always have three Infantry
Divisions/Wards - the Van (Vorhut), Main battle
(Gewalthut), and Rear (Nachhut), with ‘Leader’
cards marked accordingly. These divisions can be
of any size and do not have to be all the same.

78
CAVALRY ARMY TROOP RESTRICTIONS
Squadrons Due to the succession of different ‘Ordonnances’,
there was no standard organisation from one year
Formed of eight mounted figures. Preferably
to the next. However, for game purposes, any
individually based or in twos.
Burgundian army of the 1470s must contain at
Household Knights or Mercenary Knights in a least one of each of the following units:
single rank.
• Men-at-Arms (heavy armour, on foot) OR
Light Horse (Coustilliers) Operating in a looser Knights @ 24 points per Company/Squadron.
formation with their bases up to one base-width
• Light Horse (Coustilliers) @ 12 points
apart until they are involved in a Melee.
per Squadron.
Bands
• Pikemen @ 12 points per Company.
Formed of six mounted Skirmishers, individually
• Archers @ 12 points per Company.
based or in irregular groups.
• Skirmishing Handgunners, Crossbowmen, or
Mounted Crossbowmen. May Shoot from
Archers @ 6 points per Band.
horseback or dismount to fight as Skirmishers.
• Artillery @ 9 points for a gun and crew.
Mounted Archers. Must Dismount to Shoot.
Additional troop selections can be made from
Two mounted Archer Bands can combine to
more of the above or any of the following:
form one Dismounted Company (12 figures), in
which case they Shoot 'arrowstorms' and apply • Bands (6 men) of Mounted Archers
the usual Ammunition Supply rule. @ 9 points.
ARTILLERY • Bands (6 men) of Mounted Crossbowmen
@ 9 points.
Section
• Companies (12 men) of Billmen or
Field Artillery formed of one gun and
Crossbowmen @ 12 points (no extra points to
three crew.
add pavises).
Organ Guns and Ribauldequins formed of
• An Organ Gun (and crew) @ 5 points.
one gun and two crew.
Note: A mixed-arms force like this is going to require
rather more Leaders (@ 5 points each) than an
infantry-based Wars of the Roses Army.
TROOP QUALITY
All Burgundian troops are rated ‘Professional’,
which is the same as ‘Retinue’ in the Core Rules.
The only exceptions are the troops of the Ducal
Household (Knights or English Archers, at a cost
of 6 or 3 points extra per Unit, respectively) who
are ‘Elite’ (the same as ‘Veterans’ in the Core
Rules). Normally, there should be no more than
one unit of each of these in a Burgundian Army
of less than 150 points.
Wards
A Burgundian army can have any number of
Divisions/Wards each commanded by its
own Leader.

79
LEA DER S
Cards and two Bonus Cards from the Play Deck.
Shuffle them well, then draw one card. If it is a
Bonus Card, play proceeds as normal and the
Swiss deploy their whole army. Return all the
cards to the Play Deck.
Swiss Divisions do not have individual Leader If a Ward Card is drawn, then that Ward will
figures, so they pay no points for them. Instead initially operate as an off-table detachment with
of a Leader figure, each ward has a Command orders to make a flank march and appear on either
Group represented by a central group of flags the right or left side of the table - the Swiss player
and musicians in one of its Infantry formations. must choose one and make a written note.
For game purposes, this is always treated as a Keep the Ward Card and return the rest of the
Class 2 Commander, but it cannot be challenged cards to the Play Deck. The Swiss player does
to a duel, and it gives no benefits for Melee or not have to tell their enemy they have done this
Morale purposes. - it is up to them to work it out by looking at the
Note that any Swiss Cavalry will require their Swiss deployment. Cover can be useful here -
own separate leaders, costing 5 points each woods and hillsides are not in short supply on
as normal, if they are to operate outside the typical Swiss terrain.
command range of a Ward. Swiss Cavalry The Swiss detachment cannot arrive until the first
Leaders are always Class 2 Commanders, but time there is a drawn dice-off for a Bonus Card.
players must dice for the Class of any Leaders of The Swiss player then rolls a dice to see exactly
allied Knights. what happens.
Burgundian Leaders are professional soldiers, so The detachment arrives on the previously noted
they are never Dolts - so always reroll 1s when side of the table according to the dice roll:
dicing for their Class.
• 1: No show. Roll again the next time the Bonus
Burgundian Leaders add no extra Hits in Melee, Card dice-off is drawn.
except when they are at the head of a Unit of
Household Knights or Men-at-Arms. • 2 - 4: The detachment appears halfway along it.
• 5+: It appears anywhere along it - at a point
chosen by the Swiss player.
The Swiss player then shows the detached

PR EPAR E FOR
Ward’s Card to activate its troops as usual - they
take one Action to appear on the table edge and
may then make a second Action to Move or
BATTLE Shoot.
The Ward Card then goes into this Turn's Play
Deck discard pile.
In any battle between Swiss and Burgundian
armies, the Burgundians must always deploy Note: This rule is designed to make things a little less
their entire army first (the Swiss consistently predictable for both sides and to even things up a bit
caught them on the hop!) for the Burgundians since the Swiss detachment might
arrive late or not at all. If you try a couple of battles
The Swiss army is not necessarily deployed in without this rule, you will soon see why it is necessary!
full at the start of the battle if the Swiss player
chooses to operate the following rule: THE PLAY DECK
SWISS DEPLOYMENT (OPTIONAL) Swiss armies have no Leaders in the traditional
sense, so their Play Deck Leader Cards should
A player controlling the Swiss army is bound be labeled as the three Divisions/Wards
to put into effect the battle-plan agreed at the (Vorhut, Gewalthut, and Nachhut). If a Ward
Council of War held the day before. This might is acting as a detachment, its card is temporarily
involve a characteristic flanking manoeuvre by removed from the Deck (see ‘Swiss Deployment
one of the army’s Divisions. (Optional)’ above).
Before setting out any of the troops on the table, Burgundian armies have the usual Leader Cards.
the Swiss player takes the three Division/Ward

80
Helvetia ACTION LIST
A Unit can perform TWO of the following Actions per turn, in any sequence:

Move
This includes any Attack or Charge Move to engage an enemy Unit.

Wheel
The Unit turns using either flank as its axis. If it turns more than 45° it must take
a Disarray token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

About Face
Turn through 180°. Not possible for deployed Artillery.
Because the Unit has turned more than 45° it must take a Disarray Token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

Shoot
The Unit Shoots its missiles at an enemy Unit.

Rally
A Leader must (see exception below) be attached to a Unit for it to make a Rally Action during a turn.
Note: A Swiss Infantry formation does not need a Leader attached to make a Rally Action during a Turn (since they
don’t have any Leaders as such).
A Rally Action allows a Unit to Reform its ranks, and if necessary, turn to face the enemy.
For each Rally Action, remove one Disarray Token from a Unit. It takes two Rally Actions to remove a
Daunted Token.

Pack-up
Limber or unlimber a gun/Artillery section.
Field Artillery: Two Actions. Light Artillery and Organ Guns: One Action.

Special Action
All Special Actions count as two Actions.
Dismount: Mounted Bands who are equipped as Archers or Crossbowmen may dismount and act as
Skirmishers. The Unit is activated by the Skirmish Card unless given an Order by a Leader.
Halberdiers Detach: A Swiss Halberdier company may be ordered to detach itself from a formation.
It takes one Action to receive the Order, and it may then make one Move Action.

81
Turn Sequence SHOOTING
MANOEUVRE PHASE See the Helvetia Quick Reference Sheet for a full list
The Swiss Player always moves first. This phase of ranges and scores required to Hit etc.
ends when: a Cavalry or Infantry Unit attacks or CROSSBOWMEN COMPANIES (Burgundian)
Shoots, or any Artillery fires for the second time.
Long Range: 9" - 12". Hit on a 6.
Short Range: Less than 9". Hit on a 5+.
Crossbowmen start the game fully loaded. The

Orders
first time they Shoot, the player may roll one
dice for every man in the Company. They cannot
Shoot again in that turn.
After the first shot, the weapon’s slow reloading
Swiss Command Groups give Orders like Class is represented by allowing Crossbowmen to
Two Leaders. They always remain with their Shoot with only half their number for each
formation. Their command range is measured singular Shoot Action.
from any part of it. This means they can stand still and Shoot with
Skirmisher Bands or Light Artillery may be all their men (taking two Shoot Actions to do
assigned to a Swiss Infantry Formation and so), or Move once and then Shoot with half
move with it on a single Order; as long as they numbers, or Shoot with half numbers and
keep within its command range, OR they may be then Move.
activated by the 'Skirmishers and Artillery' Card A Crossbow Company that is not given an Order
as usual (but not by both in the same Turn). during a Turn may Shoot once (as a free Action)
with half numbers at the end of the Turn.
There are no limits on ammunition.

MOVEMENT
MOUNTED CROSSBOWMEN
Range: 9". Hit on a 5+.
They do not get the same extra armour
penetration as Infantry crossbow bolts because
See the Helvetia Quick Reference Sheet for a full list of their lighter and less powerful weapons.
of Movement Rates. Mixed Pike and Archer Blocks (Burgundian)
INFANTRY The Pike Company is always placed in front.
Swiss Infantry companies and formations The Pikemen were trained to kneel and allow
move 8" (not 6") in Good Going, or 6" in Bad the Archers to shoot over their heads (this
Going. They can never have more than one sounds risky but it was recommended in one
Disarray Token. of the Ordonnances). During a Turn, the Block
can Move once and Shoot once (or vice versa),
CAVALRY
or Move twice, or Shoot twice.
Mounted Crossbowmen move 10" and may be
Always measure the range from
activated by the ‘Skirmishers and Artillery’ card
the front rank of the Block.
or by a Cavalry Leader, but not by both in the
same Turn.
ARTILLERY
Light Artillery attached to a Swiss Infantry
formation moves 6" in any going.

82
MELEE
ARTILLERY
Light Artillery
Range: 24".
Organ Guns
See the Helvetia Quick Reference Sheet for a full list
Range: 18". Hit on a 5+ with 4D6.
of Saves and Special Rules etc.
They cost only 5 points (for the gun and its crew
REACTIONS - How a Unit Reacts to Being
of two) but take a full turn to reload.
Attacked
Targets Save on 6.
A Swiss Infantry formation (of any size): May
SHOOTING SAVING form a defensive Hedgehog (Igel) if attacked in
THROW ADJUSTMENTS its flank or rear and must do so if attacked by
Burgundians Cavalry. The Hedgehog has no flanks or rear, and
counts three ranks against an Attack from any
Apply all the core rules. direction (four ranks against Cavalry).
Swiss It takes one action to re-form into a Block or
1) All Swiss infantry Save on 5+ - most were Square.
relatively lightly-armoured for this period. Mounted Skirmishers: Always Evade Infantry. If
2) When a Swiss Infantry Block or Square attacked by Cavalry, roll 1D6:
is Shot at (by any weapons), any Kills from 1 - 3: Evade one Light Horse Charge
Shooting are shared equally between all its Move (14")
Companies (they are trained to fill in any gaps in
the ranks). If the Kills cannot be shared equally, 4+: Evade two standard Light Horse
any leftovers fall on the front Companies. The Moves (2 x 10" = 20")
effect is to make such formations more resilient This is usually (but not always!) enough to get
than before. them out of trouble. They are not Disarrayed by
For example: If there is only one Kill, take it Evading (unlike Infantry Skirmishers who don’t
off the front company. If there are five Kills on like the experience of having the enemy get too
a three-company Square, two fall on each of the close) - this is their usual way of fighting.
front two companies and one on the rear. Crossbowmen Companies, roll 1D6:
A Double-Block is treated as two separate Blocks 1 - 3: Evade without Shooting.
when Shot at, so shooters must specify which
4+: Shoot once at Short Range (with half
one they are Shooting at if this is not clear.
their men).
However, the dense Swiss formations are very
Mixed Pike and Archer Blocks: The Pikemen
vulnerable to shot bouncing through their ranks;
are always in front, so there is no need to test
they always suffer one extra Kill when shot at by
their reaction. They always stand and fight.
Artillery - so two hits on a Block = three Kills
(2+1). A Swiss army shouldn’t stand around Swiss Infantry in Melee: All Swiss Infantry
waiting to be shot at! formations count four ranks in the first round
if attacking. They also count four ranks in the
first round if defending in a Hedgehog against
Cavalry, but only if all the Companies are armed
with pikes. In the second round, they count three
ranks; and in the third, they count two.
If any Swiss formation includes a Halberdier
Company: Include all of the Halberdiers in
the Melee head count in the second and third
rounds. They Hit on 4+ in every round of Melee.
MELEE SAVING THROWS
Swiss Pikemen and Halberdiers Save on 4+
in Melee.

83
MOR A LE MUSTER ING
ThE FORCES
SWISS
An Example of a Small (but deadly) 125-point
Since they count as ‘Veterans’ for Morale Swiss and Allied Army
purposes, Swiss Infantry (not Skirmishers)
always reroll a 1. • Seven infantry Companies @ 12 points each
(total 84 points - note that 60% would be 75).
They are never Broken or Routed. They treat
a Broken Morale result as Daunted instead, Organised as:
although they must hand over the usual number • Vorhut: One Block of one company of
of Army Morale tokens. Pikemen and one of Halberdiers.
However, once Daunted, they can never be • Gewalthut: One Square of two companies
Rallied again since they have no individual of Pikemen and one of Halberdiers.
leader figures to inspire them. The unit has taken
the collective decision that it has had enough and • Nachhut: One Block (same as the Vorhut).
will simply march off the battlefield. If attacked • Four bands of Skirmishers @ 6 points each
it will fight to the last man. (total 24 points - note that 20% would be 25).
BURGUNDIANS At least one band attached to each of the
three Wards.
Non-Household Burgundian units must always
make a Morale Crisis Test whenever any • One Squadron of allied Light Horse
friendly troops (except Skirmishers) move back @ 12 points.
through them (not just troops of a different arm • One Cavalry Leader @ 5 points.
as in the standard rules). This reflects some of
Total: 125 points.
the nervousness this army customarily displayed
in battle. An Example of a Small (125 points*)
Burgundian Ordonnance Army

WINNING
• Two squadrons of Knights @ 24 points
(48 points in total).

THE BATTLE • One squadron of Coustilliers (Light Horse)


@ 12 points.
• One company of Pikemen @ 12 points.
A Burgundian army loses the battle at the • One company of Archers @ 12 points.
moment it has to hand over its last Army Morale
• One company of Crossbowmen @ 12 points.
Token (rather than when it is asked to hand one
over and it has none left). • One band of Skirmisher Handgunners
@ 6 points.
• One Gun and crew @ 9 points.
• Three leaders @ 15 points (5 points each).
• One Army Commander @ 0 points.
*This adds up to 126 points, but the Burgundians are going
to need any help they can get against the Swiss! Feel free to
increase their points by up to 25% rather than always have
an "equal ponts" battle.

84
Scenario
Provocation and Diversion
The Battle of Héricourt 1474
GENERAL IDEA
Héricourt is a small town in Burgundian Franche-Comté that was besieged by the Swiss and their
Rhenish allies in the late autumn of 1474. This was designed as a deliberate provocation and diversion
while the main Burgundian army under Duke Charles was otherwise engaged at the seemingly
interminable siege of Neuss, some 300 miles North around Cologne.
Little is known in any detail, but there were apparently two engagements in the
vicinity of the town. One involved the storming of a wagon-fort, but both
of them were Burgundian defeats. The Swiss were apparently outraged by
their allies’ practice of taking prisoners, but it is pleasant to record that
the Burgundian garrison of Héricourt negotiated terms, once all hope of
relief was gone, and was allowed to march out. This may explain the later
Swiss thirst for revenge after learning of the
massacre of their comrades after their
surrender of the town of Grandson.
Since not much is known about the
battle, considerable liberties have been
taken with this scenario.

Or der of Battle
Burgundian army
125 army points - use either the example army (see page 84) or
choose any combination of troops within the permitted army
restrictions. Leaders marked with an * are fictional.
• Antoine, Grand Bastard of Burgundy (Army C-in-C)
• The Count of Ferrerorocher*
• Sir Richard Thornton*
• Capitaine Leonidas*
• The Wagon Fort includes a fixed garrison of one Company
of Crossbowmen (points free).

85
Or der of Battle
Swiss and Allies army
125 army points - you must use the example army (see page 84).
• The Allied Cavalry is commanded by Count Oswald of Thierstein.
• One of the Swiss divisions must operate as a detachment (see Optional Swiss deployment rule).
• The other two enter the battlefield on the two roads on the northern table edge (one on each road).
• The Cavalry must accompany one of them - it cannot operate with the detachment.
• The enemy wagon-fort must be captured to claim a complete victory. It counts as ‘field defences’.

RULES TO REMEMBER ADDITIONAL SPECIAL ACTION


In the Set-up phase, the Burgundians always Reorganise Knights
Deploy first.
Two squadrons that are damaged (but not
In the Manoeuvre phase, the Swiss always Daunted) and within 8" of each other may be
Move first. ordered to reorganise as a new squadron of up
to eight figures. Remove any leftover figures
Swiss Pike formations in Melee count four ranks
(beyond eight) and surrender one Army
in the first round, three in the second, and two in
Morale Token.
the third.
Note: This should makes things a bit easier for the
Swiss Infantry companies count as Veterans for
hard-pressed Burgundians!
Morale purposes (reroll a 1). They NEVER rout.
A Burgundian army is defeated when it hands
over its last Army Morale Token.

Village

Wagon
Fort

86
Italia The Italian Wars By Andy Callan

For thirty-odd years, from 1494 Thanks to all this pictorial and written evidence,
to 1525, the Italian peninsula we know so much more than ever before about
was the cockpit of Europe. It how the theory and practice of warfare developed
was all a result of the stubborn in a particular time and place. The Italian
ambition of three French Wars take us from Seminara and the Seigneur
kings - Charles VIII, Louis XII, D’Aubigny (a veteran of Bosworth) to Pavia and
and Francis I - to pursue flimsy Blaise de Montluc, who was captured as a junior
dynastic claims to the Kingdom officer at that battle and went on to become a
of Naples and the Duchy of marshal of France in the Wars of Religion. In
Milan. It would be tedious to wargames terms, we go from ‘Bills and Bows’
list the endless twists and turns of to ‘Pike and Shot’. The question is, ‘Can the
diplomacy that set the warring parties - the Billhooks rules cope with the transition?’
French, Imperialists, Spanish, Swiss, and the
I think they can, so long as we take account of the
various Italian states - either at each other's
technical developments and the new troop types
throats or into short-lived alliances. Suffice it
introduced in this period of rapid change.
to say that at the end of this period, and after
a vast expenditure of blood and treasure, the BILLHOOKS ITALIA TROOPS
French had achieved none of their aims, and Note that the assessments of Troop Quality in these
the Hapsburgs were firmly established as the rules reflect the prejudices of this author and some
dominant power in Italy - a position they would of his sources, including Blaise de Montluc, Niccolo
retain for centuries to come. Machiavelli, F.L.Taylor, and Sir Charles Oman.
The Hapsburg-Valois Wars would rumble on for Players are invited to amend them accordingly if their
another quarter of a century without any further national pride is offended in any way.
advantage to either side, but it is the earlier
part of the conflict that is of most interest. All 1. INFANTRY
that furious military activity had transformed Archers (Longbows)
the theory and practice of European warfare,
Now very rare in continental armies, but there
inspired writers and artists, and has now become
is some evidence in the pictorial record (if you
an attractive period for today’s wargamers.
look closely enough) for their continued use by
Why wargame the Italian Wars? the French, at least in the early part of this period
Because they are so darned colourful for a start. (Fornovo 1495, Genoa 1507). ‘Archer’ is a tricky
Unlike in previous periods, we are spoiled for word in French written sources because it can
choice with an over-abundance of detailed mean anything from ‘man with a bow’ (of any
depictions of soldiers and battles. Contemporary kind) to a sort of heavy cavalryman!
artists were every bit as inspired as present Some Venetian ‘Colonial Marines’ used Eastern-
day wargamers by the exotic appearance of style composite bows and made effective
Landsknechts, Gendarmes, Stradiots and the like. skirmishers on land.
And thanks to the development of mass printing,
Crossbows
their work found a ready market when converted
to high quality woodcuts and etchings. For the The French used Gascon crossbowmen in very
first time too, soldiers took to publishing their great numbers right up until the mid-1520s
memoirs, so in many cases we have multiple (Montluc). They mostly deployed as swarms of
eye-witness accounts for many of the battles that skirmishers but could also operate in more regular
took place during this period. formations, especially in defensive positions
(Marignano, 1513).

87
Bills and Halberds But, perhaps because of their vulnerability in the
open to cavalry, they found no imitators, and even
Bills and the like were allowed only as a weapon
the Spanish had set them aside by the end of this
of last resort under Italian militia ordinances.
period, except for storming breaches.
Halberdiers were mostly used as colour guards
within pike blocks. They came into their own Pikemen
after the initial contact in a Melee. They could
They dominated the battlefields of the Italian
sometimes move outside the block to operate
Wars. Essentially unchanged since the Burgundian
against the flank of an enemy engaged in a ‘push
Wars, apart from a lengthening of the pike to
of pike’ (Novara, 1513).
18 feet, the pike blocks grew ever more massive,
Spearmen requiring feats of mental arithmetic on the part of
their officers to form them into idealised squares
At the start of this period, Italian armies deployed
(some batons of command even had tables of
large numbers of lightly armoured infantry
square roots printed on them for this purpose).
equipped with big shields and short langue de boeuf
spears. They showed themselves to be equally Contemporary observers were very clear that,
ineffective against pikemen and hard-charging despite appearances, not all pikemen were the
Gendarmes and soon disappeared from the scene. same and maintained that there was a definite
national hierarchy of effectiveness:
Arquebusiers
1. Swiss. The best that money could buy but
Handgunners were already a significant feature
fiercely independent and resistant to taking
in Italian armies as skirmishing schiopettiere (or
any orders from foreigners. Irresistible when
‘snappers’), and man-portable firearms became
attacking across open ground and dogged in
more important as the period progressed, forming
adversity: "A wall against the enemy and almost
ever increasing proportions in all armies. They
unconquerable" (Guicciardini). Hated the
seem to have been mostly used as skirmishers or
Landsknechts and liable to attack them on sight.
as small bodies (‘wings’ or ‘sleeves’) operating
Fast-moving and utterly merciless.
alongside pike blocks. They could also be used en
masse in defence, with some early efforts at firing 2. Germans (Landsknechts). Nearly as good
on command (Cerignola, Bicocca). There is some and usually more readily available. Willing
anectodal evidence that they outranged crossbows, to fight for anyone, and did so on battlefields
though their effective ranges probably overlapped. from England to Hungary and from Calabria
Their main advantage was that the weapon was to Sweden. Reliable if paid on time; otherwise,
cheaper to make and maintain, and the man could likely to operate like a militant trade union,
carry more ammunition and keep fighting for with a lightning strike or work to rule. They
longer (as described by Montluc). had a mutual loathing of the Swiss and no
sympathy for any fellow countrymen caught
By the end of this period, heavier, forked
fighting for the other side (whatever that side
arquebuses were coming into use in limited
might happen to be at the time).
numbers. They were harder-hitting and had a
longer reach. 3. Spanish and French. If nothing better
was available, there was little to choose
Sword and Buckler Men
between them.
These Rodeleros were a Spanish speciality and
4. Italians.
proved to be equally effective against pike blocks
Bottom of the
in Italy as they were at the same time against
league material
swarms of Aztec warriors in Mexico. Their
- not expected to
successes at Cerignola and Ravenna, where they
stand for long in
ducked around and underneath the masses of
a straight fight.
pikes to cut and stab their way through the enemy
ranks, made a great impression on observers, and
Machiavelli dreamed of equipping an army with
a combination of these Roman-style swordsmen
and the pike phalanx of the Greek.

88
2. CAVALRY Demi-lances
Gendarmes (Knights with horse armour) Typically, armoured men on unarmoured horses
who formed reserve squadrons in support of the
Hugely expensive top-quality armour and horse
heavier troops. Employed by most armies as a
bardings were now standard equipment; so apart
cheaper, more flexible, and rather more biddable
from matters of minor detail, this aristocratic
alternative to Gendarmes.
cavalry mostly operated to common pan-
European standards. But, like pikemen, not all Light Horse
aristocratic cavalry were reckoned to be the same. Lance and sabre-armed Stradiots, recruited in the
The French were widely recognised as the best of Balkans, became the mercenary light cavalry of
the bunch (despite an embarassing, if temporary, choice in most armies, following some notable
loss of prestige at the ‘Battle of the Spurs’ in 1513) early successes in the army of the Venetian
and could usually be expected to win the day Republic. Arguably more useful off the field than
in any straight cavalry versus cavalry fight. The on it, where they were always on the lookout for
Italians, in particular, were mightily impressed by rich pickings in the enemy camp or baggage-train.
their irresistible charge or furia francese. Otherwise, no different to any other light horse.
Imperial (German and ‘Burgundian’) knights Skirmish Cavalry
were rather less aggressive and preferred deeper Mounted crossbowmen had long featured in
formations. The Spanish were respected as continental armies following the development
individual warriors, but there were never of new mechanisms (such as the cranequin
enough of them to make much of a difference and goat’s foot) that allowed for reloading
despite their nasty habit of aiming for the horse on horseback. Their weapon was lighter, less
not the man. powerful, and had a shorter range than the
Most Italians remained wedded to their infantryman’s windlass-operated equivalent, but
Condottiere traditions and were markedly less gung it enabled them to operate effective ‘shoot and
ho in combat than their foreign equivalents. scoot’ tactics so long as they were not facing
massed infantry firepower.

89
The Italians first used mounted arquebusiers in COMMAND AND CONTROL
the mid-1490s, and by 1511, only one in ten of
Although the traditional ‘three battle’
the Florentine cavalry were armed with a lance,
organisation remained the theoretical norm,
the rest being allowed to choose crossbows or
there were signs of a move towards more
arquebuses according to personal inclination.
tactically flexible arrangements.
Mobile firepower could be further enhanced by
The Swiss and Landsknecht pike blocks had their
the temporary expedient of moving arquebusiers
permanently-attached parties of ‘shot’, and the
around the battlefield on the cruppers of cavalry
Spanish went one further with the creation of
or by giving them their own nags, so that by
the colunela formation that combined pikemen,
the end of this period, there was a recognised
arquebusiers, and sword and buckler men.
battlefield role for mounted infantry: "ready for
anything hot and unwholesome" (Taylor). Various Italian writers were inspired to suggest
new organisations based on classical models, and
The Spanish had their own specialist form of
wholesale army reforms All'antica were proposed
skirmishing light cavalry. Like the infantry
for Florence (by Macchiavelli) and actually carried
Rodeleros, their light cavalry Jinetes had learned
out in Venice (by D’Alviano). Towards the end of
their tactics during the wars of reconquest against
this period, the French, as part of their search for
the Moors from whom they had copied the
a reliable native infantry, raised ‘legions’ allegedly
equipment of javelins and light shield. In game
inspired by the Roman model.
terms, they are the mounted equivalent of Irish
Kerns; happy to skirmish but always ready to With the significant exception of the French,
attack an unwary enemy. whose army commanders insisted on leading
personal charges at the head of their Gendarmes
3. ARTILLERY
(and suffered disproportionately, as a result),
Previously seen as only a secondary and C-in-Cs now preferred to exercise the arts
supporting arm, guns became increasingly of generalship rather than demonstrate their
important in the battles of this period. Much of personal skill at arms. The idea of a duel between
their earlier unreliability had now been overcome, opposing commanders became unthinkable.
and they were deployed in ever increasing
Compared to the Wars of the Roses, there was
numbers. As a result, armies began to build
a lot more cavalry on the battlefield (more than
defensive fieldworks.
half of Charles VIII’s army that invaded Italy
Ravenna (1512) showed the battlefield possibilities in 1494 was mounted); so in game terms, this
of massed bombardment - the mutual cannonade means players are going to have to spend more
of two hours or more was unprecedented in points on Leaders in order to keep control of all
European warfare and a lasting lesson against these fast and wide-ranging Squadrons.
the dangers of standing still under fire. Rapid
To some extent, though, this is offset by the
movement across the artillery’s ‘beaten zone’
distinctively ‘democratic’ command and control
came to be seen as one route to victory for the
systems of the Swiss and Landsknecht pike blocks.
highly vulnerable pike blocks - an early example
Although they had their elected Captains, they
of the ‘flight to the front’ phenomenon.
operated more like a ‘works committee’, agreeing
Ravenna was also notable for an aggressive use of a basic tactical plan before the battle and then
mobile artillery by the French and their Ferrarese rigidly putting it into practice. As a result, they
ally when they manoeuvred and re-sited their have their own built-in internal leadership and
guns in mid-action in order to seek out the are not going to be bothered by such things as the
most advantageous firing position. death or flight of a leader or require any personal
inspiration in combat or adversity.
The ‘gun-carts’ deployed by the
Spanish at that battle had only novelty So, these are the new features we are going to
value, like earlier ribauldequins have to take into account in order to transfer the
and organ guns. basic mechanisms of Billhooks from England to
Italy. What does this mean in terms of changes
Captured guns could
to the rules?
sometimes be turned
around and used against
their previous owners.

90 90
Billhooks
Italia Rules
All the core Never Mind the Billhooks rules continue to apply,
except for the changes and additions that are set out below.
Consult the Italia Quick Reference Sheet (p.175) for all stats of troops in this theatre.

AR MY A ND UNIT
Formations:
Eligible Companies can be combined in the
ORGA NISATION following formations:
Pike Block formation: Two 12-man Companies
of Pike, one behind the other.
INFANTRY Squares: Three-Company Squares - a ‘sandwich’
Bands of three Pike Companies.
Formed of six Skirmishers, individually based or Note: The third rank of a Swiss or Landsknecht
in irregular groups. Block or Square may be six halberdiers and/or
two-handed swordsmen.
All armies use Arquebusiers and/or
Crossbowmen. Blocks or Squares may have a Skirmisher Band
or a Half-Company (single rank of six men) of
Venetian and early French armies can field Arquebusiers permanently attached - it counts as
Archers. part of the same formation for orders purposes
Spanish and Italian armies may have Sword and so long as it remains within 6".
Buckler men (they can attack like Kern in the Mixed Blocks
Core Rules).
Are not available in this theatre.
Companies
Spanish Colunelas: A combined-arms Three-
Formed of twelve Infantry. Two ranks of six Company Formation: one of Pikes, one of
figures. Preferably individually based or in twos Rodeleros, and one of Arquebusiers. The
and collectively mounted in a Movement tray. Arquebusiers form a two-rank Company
Companies can (only) be: Crossbowmen, operating in front of the block, or two Half-
Arquebusiers, Pikemen, Halberdiers, Italian Companies or Skirmisher Bands operating to
Pavesari or Tabulacciari (Spearmen) or Spanish either side of it.
Rodeleros (Sword and Buckler men).
Companies may be deployed
as single (12-man) Units or in
multi-Company Formations.

91
CAVALRY
Squadrons
POINTS
VA LUES
Formed of eight mounted figures. Preferably
individually based or in twos. Can (only) be
Gendarmes, Demi-Lances, Light Horse,
or Stradiots. POINTS PER FIGURE

Bands • 0 points: Army Commander-in-Chief.

Formed of six mounted Skirmishers, • 5 points: Leader.


individually based. Can (only) be: Mounted • 1 point: Crossbowmen, Arquebusiers, Archers,
Shot (Crossbowmen or Arquebusiers) or Jinetes Pikemen, Spearmen, Halberdiers, Sword and
(who can attack, like Kern). Activated either by a Buckler men, Artillerymen.
Leader within command range (6") or when their
• 1.5 points: Light Horse, Stradiots, Jinetes,
Army’s Skirmisher Card is drawn from the Play
Mounted Shot.
Deck (but not both in the same turn).
• 2 points: Demi-Lances.
ARTILLERY
• 3 points: Gendarmes.
Section
• 9 points: Artillery and three crew.
Formed of one gun and three crew.
• EXTRA POINTS PER UNIT
ARMY TROOP RESTRICTIONS
• +3 points: Infantry Company are Veteran.
Armies in this period came in all sorts of troop
combinations, depending on the availability of • -3 points: Infantry Company are Levy.
mercenaries for hire, so there is no equivalent of • +3 points: Skirmisher Band is equipped with
the ‘must be half Bows and Bills’ in Wars of the forked arquebuses (1520 onwards).
Roses Core Rules armies. However:
• +3 points: Horse team for French artillery
• Skirmishers (on foot or mounted) and Artillery piece (+ 6 points for any other army).
must not exceed one third (not one fifth) of the
army troop points total. • 3 points: For a fortified gun position or a
company-wide ditch and rampart.
• Swiss armies, on the rare occasions when they
are operating independently, must spend at
least two-thirds of their points on Pikemen.
Swiss can never fight against each other, but
Landsknechts may fight for both sides! LEA DER S
• French armies must always include at least one
Gendarmes unit.
TROOP QUALITY Swiss and Landsknecht Pike formations are
Use the same ratings as in the Core Rules. activated by their own cards in the Play Deck:
maximum of three in an army. Mark these as
Swiss Pike units are always Veteran (you must
the traditional Vanguard (Vorhut), Main Body
pay 3 extra points per Company). They never
(Gewalthut), and Rear Guard (Nachhut). They
break and rout - the worst that happens is they
have no individual Leaders as such, but their
become Daunted. They can only be Rallied by
‘Command Group’ is represented by flags and
the Army Commander in person.
musicians in the middle of the formation. This
Landsknecht Pike Companies may be Veteran, if gives no extra hits in Melee, it cannot be killed,
you choose to pay the 3 extra points. and it never quits the unit. It costs no extra points
Otherwise, all Infantry Companies are either and always counts as a two-star Commander, so
‘Professional’ (the same as ‘Retinue’) or ‘Levy’ it can give two orders. Its Command range is 6" -
(cost nine points instead of twelve). measured from any part of the formation.

All Italian Civic Militia Companies are Levy. Frenchmen leading Gendarmes are the only
Army Commanders who can claim extra hits in
Melee. Duels never happen.

92
Italia ACTION LIST
A Unit can perform TWO of the following Actions per turn, in any sequence:

Move
This includes any Attack or Charge Move to engage an enemy Unit.
Note: A Levy Unit can only Move into combat if it is accompanied by a Leader.

Wheel
The Unit turns using either flank as its axis. If it turns more than 45° it must take a
Disarray Token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

About Face
Turn through 180°.
Because the Unit has turned more than 45° it must take a Disarray Token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

Shoot
The Unit Shoots its missiles at an enemy Unit.

Rally
A Leader must be attached to a Unit for it to make a Rally Action during a turn.
Reform the ranks, and if necessary, turn to face the enemy.
For each Rally Action, remove one Disarray Token from a Unit. It takes two Rally Actions to remove a
Daunted Token.
Rally: Swiss and Landsknecht formations can take Rally Actions from Disarray during a turn without
needing a Leader attached (since they have no individual Leaders).

Pack-up
Limber or unlimber a gun/Artillery section. This counts as two Actions.

Special Actions
All Special Actions count as two Actions - a Unit cannot do anything else in the same turn.
This covers any ‘fancy’ Order that might come up during the course of a game; e.g. Changing formation,
or splitting a formation into two companies.
Mounted Infantry: From 1520 onwards, Italian Skirmisher Arquebusiers may act as Mounted
Infantry. They may mount up behind any friendly Cavalry (except Gendarmes) and move across the
battlefield with them until they dismount to act as Skirmishers again. Until they dismount, they are
activated by the Skirmish card unless given an Order by a Leader.
Mobile Artillery: Horse-drawn Artillery takes only one Action (not two) to unlimber, so it can
unlimber and Shoot in the same turn. After that, the horse team is withdrawn (take it off the table) so
that it cannot limber up again. (We are not talking about Napoleonic-style horse artillery here!)
Reorganise Gendarmes (Knights): See the Special Rule in the Helvetia scenario, page 99.

93
MOVEMENT SHOOTING
See the Italia Quick Reference Sheet for a full list of See the Italia Reference Sheet for a full list of
Movement Rates. ranges and scores required to Hit etc.
INFANTRY ARQUEBUS AND
CROSSBOWMEN COMPANIES
Sword and Buckler men move 8" when operating
as Skirmishers or as independent Companies. Long Range: 9"- 15". Hit on a 6.
Spanish Rodeleros conform to the movements of
Short Range: Less than 9". Hit on a 5+.
any Pikemen to whom they are attached.
Crossbowmen and Arquebusiers start the game
Skirmishers with forked arquebuses Move 6".
fully loaded. The first time they shoot, the player
CAVALRY may roll one dice for every man in the Company.
They cannot Shoot again in that turn.
Spanish Jinetes are the only Mounted
Skirmishers who can Attack and/or Charge. After the first shot, the weapon’s slow reloading
is represented by allowing Crossbowmen and
The normal rules for Light Horse apply to
Arquebusers to Shoot with only half their
Stradiots; except, if they ever get within one
number for each singular Shoot Action.
move (10") of the enemy baseline (including as a
result of a pursuit or follow-up), they go off the This means they can stand still and Shoot with
table in search of loot and do not return. This all their men (taking two Shoot Actions to do
has no effect on their army’s Morale Tokens. so), or Move once and then Shoot with half
numbers, or Shoot with half their number and
ARTILLERY
then Move.
Mobile Artillery: A gun may start the battle
An Arquebusier or Crossbow Company that is
limbered and with a horse team attached for an
not activated during a Turn may Shoot once (as a
extra cost of 3 points for a French army, or 6
free Action) with half of their number at the end
points for anyone else. So a mobile gun will cost
of the Turn.
6 (for the gun), + 3 (for the crew), + 3 (6) for the
horses, for a total of 12 (15) points. It moves 8" There are no limits on Crossbow or Arquebusier
per Move Action. ammunition.
See ‘Special Actions’ (page 93). ARTILLERY
Range: 36"
Artillery Misfire: Guns are put out of action for
two turns (not destroyed) if three or more 1s are
rolled when shooting.

94
MELEE
Captured Artillery: Guns captured by enemy
Infantry can be taken over, turned around (this
counts as a Special Action), and then used
against their former owners. Roll only three dice
for shooting (not six).
SHOOTING AT PIKES See the Italia Quick Reference Sheet for a full list of
Saves and Special Rules etc.
Except in the case of Levy troops, when
any formation including pikes is shot at (by REACTIONS
any weapons), any Kills from Shooting are How a Unit Reacts to Being Attacked
shared equally between all its Companies (this
represents disciplined troops moving up to fill Arquebusier and Crossbow Companies: Roll
any gaps). 1D6 and apply the result below:
If the Kills cannot be shared equally, any 1 - 3: Evade without Shooting.
leftovers fall on the front Company. The effect 4+: Shoot once at Short Range - with only half
is to make experienced Pike formations more their men and then Evade.
resilient than in earlier periods.
If a Leader is attached or they are behind
For example; if there is only one Kill, it is taken defences, they can choose what they do.
off the front Company. If there are four Kills on
a Three-Company Square (ouch!), two fall on If attached to a Pike Unit or Colunela, any
the front Company, and one each on the second Arquebusiers and Crossbows don’t roll - they will
and third. always Shoot once (count all of them) and then
retire behind the Pikemen.
Any all-Pike formation is very vulnerable to
Artillery shot bouncing through its dense ranks Gendarmes and Demi-Lances: Always Counter-
- it always suffers an extra Kill - two hits on a Charge enemy Cavalry.
block = three Kills (2+1). It’s a bad idea to stand Light Horse and Stradiots: Can choose to
around being Shot at! Counter-Charge or Evade.
SHOOTING SAVING Skirmisher Cavalry and Jinetes: Always Evade.
THROW ADJUSTMENTS Roll 1D6 and apply the result below:
1) Infantry: Are wearing less armour than in 1 - 3: Evade - one Light Horse charge move (14")
earlier periods, so all Infantry have a Save of 5+
4+: Evade - two normal moves (20"). This is
when Shot at.
usually enough to get them clear but not always!
2) Infantry in cover: Behind and touching
Any Skirmisher Cavalry, Jinetes, or Stradiots
wagons, walls, anywhere within a built-up area,
who Evade do not get Disarrayed - this is
inside a wood, or lining its edge - Save on 4+.
their usual way of fighting, unlike Infantry
Hedges and vineyards give no cover against Skirmishers, who don’t like the enemy getting too
Shooting. close to them.
3) Forked Arquebuses: Save on 6 for all troops
hit by these weapons. FIGHT!
Gendarmes
Treat them the same as Knights in the Core
Rules; except, when charging, only French
Gendarmes reroll 2s and 3s (as well as the 1s all
troops reroll when attacking). Imperial, Spanish,
or Neapolitan Gendarmes reroll 2s, and other
Italian Gendarmes just reroll 1s.
Demi-Lances: 2D6 per figure. Reroll 1s -
whether Charging or Attacking.

95
Special Melee rules for Pike formations Swiss, Landsknecht, and French Pike formations
(and Spanish Pike/Rodeleros blocks) divide all
No Cavalry get any rerolls against Pikes, whether
Kills equally between the component Companies
Attacking or Charging.
(as for Shooting). The effect is to make a
1. Swiss count four ranks in the first round prolonged ‘push of pikes’ more likely when these
(Attacking OR Defending); then three in the troops are involved.
second, and two in the third.
Halberdiers and Swordsmen
2. Landsknechts count four ranks in the first
In a ‘push of pikes’, if a formation includes
round (if Attacking) or three if Defending; then
a third rank of Halberdiers/double-handed
three in the second, and two in the third.
Swordsmen (Swiss and Landsknechts) or a
3. French and Spanish apply all the standard support company of Rodeleros (Spanish), then
rules - so four ranks Attacking (three if include all of them in the headcount in the
Defending) in the first round; then two in the second and third rounds. There is no need to
second round, and only one (Disarrayed) in show this by moving them to the front of the
the third. formation unless you prefer to do so. They
4. Italians and others count only three ranks always hit on 4+ in Melee (remember that all
in the first round, whether Attacking or other troops hit only on 5+ in the second and
Defending; then two in the second, and only third rounds).
one (Disarrayed) in the third.

96
Spearmen
Italian Militia Infantry equipped with big shields. MOR A LE
Their short spears are poor anti-Cavalry
weapons, so foreign Gendarmes get all the
Charge rerolls against them.
All Core Rules apply, except
Flank Attacks into a Continuing Melee
1. Swiss Infantry formations are never broken
Troops never have to test Morale for suspected - they can only be Daunted by a failed Morale
treachery if friends attack into the flank of a roll of any score.
continuing Melee.
2. Any Daunted Swiss or Landsknechts can
only be Rallied by the Army Commander.
3. All Infantry Formations ignore any friendly
missile troops or Cavalry they see wiped out
or Routing.

97
Scenario
Set piece Refight
The Battle of Seminara 1503

A rematch of the battle in 1495, with the Spanish once more against a French army under the
command of Bernard Stewart, 4th Seigneur d'Aubigny.
Unusually for the times, this seems to have been a case in which the two sides agreed the date and
location for a pitched battle. This suggests that the two commanders believed their armies to be evenly
matched. And because the historical record is sketchy on the details of the fighting (since it was
overshadowed by a more significant Spanish victory, at Cerignola, only a week later), this makes it an
ideal subject for a wargame.

DEPLOYMENT Toss a coin for who goes first, then take turns to either
The diagram shows a typical layout after place a terrain feature in one quarter of the battlefield
applying the following rules: or to ‘pass’. The battlefield is fixed after each player has
made two choices, only one of which can be a ‘pass’
Special terrain placement rules (so you could end up with two, three, or four terrain
The battlefield can contain up to four features). The player who lost the original toss then gets
terrain features: the choice of end.
1. A farmhouse and enclosure. Either player may choose to have a concealed Skirmisher
Band - use a suitable Unit from their order of battle - in
2. A vineyard-covered hillside. a terrain feature that is positioned entirely within their
3. A small wood. own half of the battlefield. Mark this unit’s position on
a map and only reveal it, either when it Shoots, or when
4. A walled orchard.
an enemy unit comes within 6".

Or der of Battle
French: Bernard Stewart, 4th Seigneur d'Aubigny,
Grand Constable of Naples
Two Leaders @ 5 points and 120 army points of Troops chosen from:
• Squadrons of Gendarmes (at least two of these) @ 24 points.
• Two-Company Blocks of Veteran Swiss Pikemen (at least one, no more than two) @ 30 points.
Note that Swiss formations have their own leaders (represented by special cards in the Play
Deck), which cost no extra Army points.
• Gascon Crossbowmen in Skirmisher Bands @ 6 points; or Companies @ 12 points.
• Squadrons of Light Horse (Stradiots or other lance-armed cavalry) @ 12 points.
• Deploy your troops within 6" of your own baseline.

98
Or der of Battle
Spanish: Fernando Count of Andrade
Two Leaders @ 5 points and 120 army points of Troops chosen from:
• Infantry Companies (Arquebusiers, Pikemen, or Sword and Buckler Men) @ 12 points
each; or deployed as a Three-Company mixed-arms Colunela formation @ 36 points.
• Demi-Lances: A Heavy Cavalry Squadron @ 16 points (no more than one of these).
• Jinetes: Light Cavalry Skirmishers @ 9 points per Band.
• Italian Mounted Crossbowmen: Light Cavalry Skirmishers @ 9 points per Band.
• Skirmisher Arquebusiers @ 6 points per Band.
• Artillery @ 9 points per gun (including crew).
• Deploy your troops anywhere within the third of the table nearest to your own baseline.

Special Rule
Reorganise Gendarmes: Two Damaged Squadrons may reorganise as a new Squadron of up to
eight figures (see page 86 of the Helvetia chapter for the full rules).

Farm

Woods

Hill with
Vineyard

99
Northumbria The Anglo-Scottish Border Reivers
By Tim Gordon

The antics and actions of the became established that no March Law could ever
‘Steel Bonnets’ - the Border prevent. Other raids were then planned, not just
Reivers of England, Scotland, to plunder ‘kyne’ (cattle) or ‘insight’ (household
and the Debatable Land - goods), but to lure the pursuing victims into pre-
lasted for several hundred planned ambushes so that scores could be settled
years, from the early 1300s with murderous intent. Such killings could prompt
until the start of the 17th Century. yet further bloodshed until the whole region was
This lengthy period provides plenty of gaming living in fear of fire, sword, and pillage.
opportunities. Usual perceptions have a few dozen
While autumn and winter were the usual times
riders rustling cattle at night, burning farmsteads,
for resorting to ‘reiving’, there are accounts of
with some bloody feuding thrown in. However,
outbreaks of wrongdoing that took place at other
there was a lot more conflict than just that, and
times of the year. Eventually, certain families
on a far wider and grander scale. The raids - or
achieved a level of renown as ‘experts’ in this
‘Rides’ or ‘Rodes’ - often involved several hundred
way of life. Their notoriety provided them with
men, with some of the major families even able
an impressive powerbase, along with a strong
to put a few thousand into the saddle. The action
network of allies or intimidated vassal families, to
wasn’t just limited to attacking isolated towers,
live beyond March Law and defy the Wardens.
bastles, and houses. Several villages and towns
like Elsdon, Haltwhistle, and Kilham experienced The main families - the ‘surnames’ of repute -
the dread of running street-fights, plundering, could have other families as part of their grayne,
and burning; on several occasions, they gave the
raiders a good beating too.
These ‘frays’ could escalate, beginning a
seemingly endless cycle of localised violence that
could last for years, drawing in other families
from across the Marches and eventually involving
the March Wardens and their appointed officers.
These men were the only official presence that
had any semblance of authority in these lands.
Scottish Wardens tended to be royal appointments
that promoted one of the local Lordly landowners
above all others, with obvious potential for
other families to challenge this. The English
also generally appointed their Warden by royal
decision but often from ‘southerners’ who had no
experience or connection with these ‘wild’ lands,
A ‘Ride’ often triggered a reaction - an immediate
‘Hot Trod’ pursuit, or a later ‘Cold Trod’ counter-
raid to either recover stolen livestock or property,
or to punish or seek restitution by other means.
This could involve the kidnapping of hostages for
ransom or for exchange of family and allies taken
as prisoners in the initial raid. Inevitably, the death
rate increased too, which in turn created bitter
enmity between certain families, and blood feuds

100
so that surnames and bynames began to get declared their allegiance to the Armstrongs, would
intermingled. The latter was an already common eventually become Sim Armstrong of Calfhill.
feature in society - to note a man’s occupation
One method employed to try and defuse some
or where he worked or lived was often more
of the local bad blood was to hold events known
appropriate than a family surname. Naming
as Days of March (more generally referred to as
conventions didn’t just end there - the Borderers
‘Days of Truce’). These were opportunities for
were just as imaginative with their names for
both the English and Scottish March Wardens
each other. From the simple referencing of a
to meet to resolve problems laid down by the
father’s son, such as ‘Sandie’s Gib’ or ‘Sim’s
Reiver families as ‘Bills of Complaint’ seeking
Jock’, nicknames were used often too. Infamous
compensation from other families, and to try to
examples exist today in recent historical literature
restore order. It was also a moment when the
- ‘Halflugs Jock Elliot’ might have had his ears
Reivers could meet to socialise and trade - as
clipped in battle or in the pillory; ‘Nebless Clem
such, these ‘fairs’ were popular events, often well-
Crozier’ may have also lost his nose in battle or
attended - but despite their official nature, even
maybe it was a birth defect; and who knows what
they were never completely immune from violence
happened to ‘Fingerless Will Nixon’? Others
breaking out.
were known or remembered for different reasons:
‘Winking Will’, ‘Ill Will Armstrong’, ‘Unhappy For generation after generation, this is how the
Anthone’, ‘Evilwillit Sandie’, and then there people of the Border Marches lived until James
was ‘Gleed John’ who was short-sighted, while VI of Scotland succeeded Elizabeth I of England
‘Dand Oliver the Lover’ might have been a hit in 1603, and these two nations (and Ireland) were
with the ladies of the land - or perhaps not, such joined as a ‘Union of the Crowns’.
is the humour of the Borderers. This is because This variant of the Never Mind the Billhooks
derogatory nicknames were often circulated Rules aims to cover the historical period of the
too, such as ‘Davy the Lady Armstrong’, and 1450s to the 1550s along the Anglo-Scots border.
‘Buggerback Elliot’ and his brother ‘Dog Pyntle There are some amendments to the original
Elliot’. But surnames, nicknames, and bynames rules to better reflect the smaller scale and more
could all come together, so that, by way of an irregular nature of combat.
example, Jock’s Sim of Calfhill, whose family

101
Billhooks
Northumbria
Rules
All the core Never Mind the Billhooks rules continue to apply,
except for the changes and additions that are set out below.
Consult the Northumbria Quick Reference Sheet (p.176) for all stats of troops in this theatre.

AR MY A ND UNIT
Reiver companies are ‘mixed arms’ with a varied
range of swords and bucklers, spears, halberds,
other polearms etc., plus a mix of missile
ORGA NISATION weapons, such as short bows, light crossbows
(‘latches’), and pistols (‘daggs’) or handguns, all
within the same Unit. In a standard Company of
INFANTRY twelve figures, you have a notional even split of
Bands ‘Shooters’ and Melee only figures. Note: there is no
need to have an exact mix of figures.
Formed of six Skirmishers, individually based
or in irregular groups. Skirmisher bands might This ‘mixed-unit’ organisation works against
be armed with a variety of missile weapons but like-for-like forces. There is less emphasis on
should all be treated as Skirmishing Archers. Shooting as it doesn’t inflict quite enough
They have 1D6 per figure in Melee against other casualties, so the usual Reiver trait of bloody
Skirmishers, or 1D6 per two figures against Melee combat remains the decisive manner to
other troops. win battles. Consequently, proper Companies of
English Archers and Billmen can really overturn
There were very few handgunners available along
and drive off Reivers.
the Borders; so if these are present, at best they
deploy as a single Skirmisher Unit. For English March Wardens only, the Foot
can be Companies of Archers, Billmen, or
Companies
Halberdiers. Numbers of these are very limited,
Formed of twelve Infantry in close formation - so a maximum of two Companies of each, and
six figures in two ranks. even then, only if the Warden or Deputy Warden
Reivers: These men are either dismounted Light is to be present and in command.
Horse or ‘Louns’ (foot reivers) available as a Local Town Levy: A mixed force of Spearmen,
garrison when the Heidman Reiver is defending Billmen, and Archers.
his home territory.
No other Troop Types are available.

102
INFANTRY FORMATIONS TROOP QUALITY
Reiver companies can be paired together, but Levy: The local forces called out from towns
only in line formations, not blocks. and villages, or from vassal families honouring a
pledge to support the Heidman or the Warden.
CAVALRY
It can also cater for the ‘Broken men’ - Reivers
No Knights. cast out from their usual families; some of them
All mounted troops are classified as Light Horse. wanted, some criminals and ne’er-do-wells, now
leaderless and able to attach themselves wherever.
Formed of eight mounted figures of Light Horse
as in the Core Rules, with the following extras/ Retinue: The usual standard for all Reiver
clarifications: families. This class caters for the majority of the
troops involved in Reiver battles.
They were skilled at using light crossbows -
latches - from horseback, so they have a Shoot Veterans: The Warden's close escort, or
capability while mounted (see XI, below). immediate kin/family for Reiver Leaders. This
quality could also be used for those official
They may also dismount to fight (see IX, below). troops sent to the English Warden, and paid
ARTILLERY for by the Royal Exchequer, to assist him in his
role - there were never many of them available,
Not available for operations in the field. In this
however. The Scottish Warden tended to rely
period, it would only really feature at high-class
upon his own family and retainers.
fortifications, and Reivers tended to avoid those
places with very few exceptions.
ARMY TROOP RESTRICTIONS
POINTS
Reivers
Must include a lead Unit that acts as the
VA LUES
principal Leader’s entourage.
Raiders: At least half must be Mounted -
POINTS PER FIGURE
Light Horse.
• 0 points: Commander-in-Chief (the Heidman,
Defenders: At least half must be Infantry.
or the Warden or Deputy Warden in charge).
Both sides: Up to a quarter of the force can
• 1 point: Common Archers, Billmen,
be Skirmishers.
Spearmen, Handgunners, Reiver Louns
Warden’s Force (Reiver foot troops), and (for English
Up to a quarter must be Spearmen, Billmen, only) the Warden’s Archers, Billmen, and
Halberdiers, and/or Archers - the Warden's Halberdiers.
official troops. • 1.5 points: Light Horse (as Reivers).
(Any) other • 5 points: Each additional Leader character
Companies can (family of the Heidmen, Keepers, Land
be drawn from the Sergeants, etc.).
nearby garrisons -
EXTRA POINTS
these will be local
friendly Reivers • +3 points: Company or Squadron
answering the are Veterans.
Warden’s summons • -3 points: Company are Levy.
for assistance.
• +3 points: Give a Defending Company
defences (palisade, barmekin, wall, etc.) to
protect its frontage in its starting position.
• There are no stakes or pavises available.

103
Northumbria ACTION LIST
A Unit can perform TWO of the following Actions per turn in any sequence:

Move
This includes any Attack or Charge Move to engage an enemy Unit.
Note: A Levy Unit can only Move into combat if it is accompanied by a Leader.

Wheel
The Unit turns using either flank as its axis. If it turns more than 45° it must take a Disarray token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

About Face
Turn through 180°. Not possible for deployed Artillery.
Because the Unit has turned more than 45° it must take a Disarray Token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

Shoot
The Unit Shoots its missiles at an enemy Unit.

Rally
A Leader must be attached to a Unit for it to make a Rally Action during a turn.
Reform the ranks, and if necessary, turn to face the enemy.
For each Rally Action, remove one Disarray Token from a Unit. It takes two Rally Actions to remove a
Daunted Token.

Special Actions - See Core Rules, plus:


All Special Actions count as two Actions - a Unit cannot do anything else in the same turn.
This covers any ‘fancy’ Order that might come up during the course of a game, e.g. splitting a formation
into two companies or Billmen chopping a gap in a hedge.
Light Horse as Skimishers: Can dismount and act as Skirmishers. Two must remain mounted to act
as horse holders - they cannot perform any further Actions until the whole Band remounts. The Unit is
now activated by the Skirmish card unless given an Order by a Leader.
Light Horse as an Infantry Company: Two Light Horse Units of eight each can dismount to create one
Reiver company on foot of twelve with the remaining four figures acting as horse-holders.
Skirmisher Special Action - ‘Pillage and Loot’
A Skirmisher unit can be instructed to search a certain building or a specific terrain feature on the
tabletop - such as a copse, a ‘cleugh’ (gulley/ravine), or a shieling, barn, or yard - to hopefully discover
some ‘Kyne’ (cows/cattle) or ‘Insight’ (household goods) to plunder and carry off. The test for the
Pillage and Loot Special Action is only ever done at a specific location defined by the tabletop terrain
(such as ‘the Barn’, or ‘the Shieling’, or ‘the Woods’, etc.). So, if the Defender wants to guard his

104
LEA DER S

cattle or his goods, he can


place his forces there - at These can be a Reiver Heidman, his male kin,
a specific terrain location/ such as his brothers, sons, or nephews, any
item - to protect them or be notable Reiver characters who command through
somewhere close by. their own renown, or the March Warden, Deputy
March Warden, the Constables or Keepers
Resolution method: the Skirmisher of various castles and towers, and any Land
unit rolls 2D6; one white D6 and Sergeants.
one coloured D6. If the white D6
scores higher than the coloured D6, All the standard rules for Leader Classes, Order
the difference is how much ‘Kyne’ can be Tokens, Wounds, and Melee/Morale bonuses
driven off. Vice versa, the higher colour D6 still apply.
score shows how much ‘Insight’ is looted. For Random generation of Command class, roll
If both dice roll the same - a double - nothing 1D6 for each Leader:
of any value is found, the looters are left • 6: Class 3 (Hero - or maybe Arch-Villain,
empty-handed. depending on the scenario) - a maximum of
Exception A one per force.
On a roll of double 1: Immediately place an • 2 - 5: Class 2 (Commander) covers most
Enemy Unit of Skirmishers who have been Warden Officers, Heidmen, and their
lying in wait, ready to spring an ambush, and deputies.
conduct an immediate Melee with them. • 1: Class 1 (Gowk) - well-known for finding
Exception B everyday life a challenge.
On a roll of double 6: Immediately place a English and Scottish Reiver families should
‘Notable Person’ (priest, merchant, traveller, have a Heidman in command, while the official
miller’s son, blacksmith’s daughter, etc.) who English forces might have a March Warden or
can be a valuable hostage to ransom back Deputy Warden.
later, if the scenario allows.
Example:
Little Jock Elliot’s skirmishers are plundering
the Charlton’s barmkin (a fence palisade) before
approaching the bastle itself. He rolls a white D6
scoring 4, and a red D6 scoring 2, for a difference
of 2 on the White D6. They find two sizable cows
worth driving off. Now approaching the bastle in the
following turn, they crack open the wooden door that’s
been left unlocked (odd?) and roll the White and Red
D6 again, scoring 1 on both dice. All that’s there are
huge clumps of burning smouldering peat deliberately
left there by the owners.

105
SHOOTING MELEE
With the exception of English Archers, all
All of the Core Rules continue to apply. Plus:
troops Shoot only once per turn and have no
need to track their ammunition supply. In a mixed-arms Company, all troops roll 1D6
per figure in Melee.
English Archer Companies of the Warden’s
forces are allowed two Shooting actions per ARMOUR CLASS AND SAVING THROWS
turn and have a maximum six Shots during a See XI - the same rules apply as for Shooting.
game - as per the Core Rules for Archers.
Reiver Companies and Light Horse, and Town

DISAR R AY
Levy: Only half of the available figures (round
down) can Shoot, once per turn.
SKIRMISHERS AND REIVERS ON FOOT
Range: 12". Hit on 5+.
MOUNTED REIVERS Border Reivers are less constrained and ordered
in their ways of fighting. As a consequence, no
Range: 9". Hit on 5+. Reiver troops - on foot or mounted - can ever have
ARCHER COMPANIES more than one Disarray Token at any one time.

Long Range: 9" - 15". Hit on 6. The English Warden’s Infantry Companies do not
benefit from this, however, and must still abide by
Short Range: Less than 9". Hit on 5+. the original Core Rules' two Disarray Token limit.
ARMOUR CLASS AND SAVING THROWS

SPECIA L
For Veterans, allow Medium Armour as the
maximum possible, either for the Heidman

RULES
and his close family rider escorts, or for the
Warden’s own retinue and the better equipped
English troops (Save on 4+).
For Retinue, the maximum permitted is Light
Armour - the usual steel bonnet, jack, etc. (Save LOOT MARKERS
on 5+).
Kyne should be represented by model cattle,
For Levy, usually Unarmoured, the same as for sheep, and/or horses.
‘naked men’ (Save on 6).
Insight might be barrels, sacks, boxes, etc. Once
When shooting at a mixed-arms Company, seized, it is assumed to be carried off or slung
there is no need to distinguish between hits on over the raiders’ saddles. Use suitable markers to
‘Shooters’ or ‘Melee’ troops. show units are so burdened.
In a standard ‘Hot Trod’ scenario, the Reivers
have two bases of Kyne and/or Insight for each
company involved in the raid. These move at the
same pace as any unit guarding them.
If a unit guarding Kyne or carrying Insight is
Attacked, it must choose between fighting at half
strength and keeping the loot or fighting at full
strength and automatically losing all of it.
Unguarded Kyne just head for home at the speed
of the unit previously guarding them. They
can be recovered if new guards are allocated.
Unguarded Insight is simply abandoned and
lost permanently.

106
Scenario
Black-Eye Saturday
Reiving and Street Fighting
It is Market day in Haltwhistle, and traders, farmers, and townspeople are enjoying a profitable and
pleasant afternoon. The peaceable scene is rudely interrupted when the Grahams come clattering
into town bent on grabbing whatever they can before riding off north back to Netherby. Scattering the
defenceless townsfolk, who seek refuge in the houses and bastles of the main street, the raiders drive off
cattle and plunder the traders’ wares to carry off plenty of insight. But Bold John Ridley is not amused.
This is his town, on his turf, and the ‘Hot Trod’ cry goes up (based on true events, the Armstrong Raids
on Haltwhistle in the 1590s).
This scenario has two parts: the initial Raid as the Grahams turn up, and the Pursuit by the Ridleys and
their allies as the raiders head off for the supposed sanctuary of the Debatable Lands.

PART ONE: THE RAID ON HALTWHISTLE Then, on Turn Four, the Bells under their
own Leader, Nebless Billy Bell, arrive with
The tabletop is set out as a town green and
their two Companies of mounted Reivers as
marketplace with various buildings, pens, and
reinforcements at the North entrance.
spaces around it, and three entrance/exit points
- West, North, and East. The town has a few PART TWO: THE PURSUIT
stone buildings, some of which are fortified as
Whoever has survived from Part One amongst
‘peel towers’ or ‘bastles’. These ‘strong-places’
the Ridleys and Bells, are now joined by more
are effectively fire-proof - the town’s other timber
Bells, two more Companies of mounted Reivers,
houses are not.
and the Rowells of Catton, two Companies of
The Grahams can enter from West and North, or Reivers led by brothers Hughie and Longleg-
just choose one of them. At the end of the Raid, John.
either the West or the North must be their single
They all set off in a ‘Hot Trod’ pursuit of the
point-of-departure.
Grahams. But the Grahams have put in place
Within the town are ‘stalls’ of insight goods and a back-up force, lying in wait to ambush any
‘yards’ of cattle. Place a few skirmisher units such pursuit, under Black Archie Graham, the
acting as the traders and townspeople. If they get terror of Kirklinton. He has four Companies of
into any combat with a Grahams unit, they can Reivers; two dismounted, two mounted.
only hit on 6s. The Grahams can search ‘stalls’ as
As an optional extra, if the Grahams soundly
well as buildings and yards on the tabletop. Any
beat the Ridleys, Bells, and Rowells in their
search that rolls a double 5 as well as the usual
‘Hot Trod’ pursuit, consider adding a new force,
double 6 allows the Ridleys player to muster a
potentially even for a third player to control.
company of Town Levy armed with Spears/
Polearms. Entering from the Northern edge of the tabletop,
blocking the Grahams' usual escape route back to
Regardless of all that, Bold John Ridley turns
their lands, is the Deputy Warden of the English
up on the tabletop at the end of Turn Two when
West March returning to Carlisle.
he staggers out of the ‘Black Bull’ inn with a
Skirmisher unit belonging to his allies, the Bells Sir Edward Musgrave and his Band of English
of Greenhead. Warden troops, along with some Light Horse
Reivers provided by local English border families,
At the end of Turn Three, John’s son Georgie,
would be eager to join this fight to capture some
another Leader for the Ridleys, arrives at the
Grahams as their original prey the Armstrongs
East entrance to the town with reinforcements -
have eluded them these past few days.
three Companies of mounted Reivers.

107
Or der of Battle
Defenders
The Ridleys, the Bells of Greenhead,
the Rowells of Catton, and the Town Levy.

Part One
Leaders:
Bold John Ridley (Hero)
John’s Georgie Ridley (Commander)
Nebless Billie Bell (Commander)
• One Bells’ Retinue Skirmisher Band with Bold John Ridley @ 6 points.
• Two Levy Traders/Townspeople, acting as Levy Skirmisher Units @ 6 points.
• Three Ridleys’ Retinue mounted Reiver Companies with John’s Georgie Ridley @ 12 points each.
• Three Bells’ Retinue mounted Reiver Companies with Nebless Billie Bell @ 12 points each.
Typical Town Levy:
Company of Levy Spearmen @ 9 points.
Company of Levy Billmen @ 9 points.

Part Two
Leaders:
Hughie Rowell (Commander)
Longleg-John Rowell (Gowk)
Whoever survives Part One, except the Town Levy, plus:
• Another two Bells’ Retinue mounted Reiver Companies @ 12 points each.
• Two Rowells’ Retinue mounted Reiver Companies with Hughie and Longleg-John @ 12 points each.

108
Or der of Battle
Attackers
The Grahams of Netherby and Kirklinton.

Part One
Leaders:
Richie-the-Elder Graham (Hero)
Braw Fergus Graham (Commander)
• Four Grahams’ Retinue mounted Reiver Companies @ 12 points each.
• Two Grahams’ allies Levy mounted Reiver Companies @ 12 points each -
‘broken-men’, little better than common brigands and robbers.

Part Two
Leader:
Black Archie Graham (Hero)
Whoever survives Part One, plus:
• Four Retinue mounted Reiver Companies with Black Archie Graham @ 12 points each.

Optional Part Two


Leader:
Sir Edward Musgrave (Commander)
An optional reinforcement for the Defenders in Part Two, Sir Edward Musgrave, Deputy Warden
of the English West March, is returning home from a fruitless sweep of the lands to the North. As
he has found no Armstrongs, and hearing the news of a ‘Hot Trod’ underway, the chance to catch
some ‘devious Grahams’ is just as good.
As the Grahams spring their ambush on the pursuers, Musgrave and his small ‘army’ will enter via
the Northern edge of the tabletop, potentially cutting off the Grahams likely retreat.
• Two English Companies of Archers @ 12 points each.
• Two English Companies of Footmen @ 12 points each - with polearms.
• Three Retinue mounted Reiver Companies @ 12 points each - the Ogles, the Middletons,
and the Milburns.

109
PART ONE: THE RAID ON HALTWHISTLE

North
To Greenhead
Access

To Hexham

Haltwhistle
East
To Carlisle Access

Castle
Hill
West
Access
River S
outh T
yne

PART TWO: THE PURSUIT

North

Ford

Hag's Bog
Ford
Ford

Ford
Peg's
Well

110
Lusitania Late Medieval Portugal (1369-1479)
By Joao Pedro Especial

For the purposes of gaming the slopes to the South. In response to this turning
various wars that took place in movement, the Portuguese army inverted its
Portugal during the Later Middle Ages, we dispositions and also formed up on the Southern
can split the chronology (and the 'Army and slopes. Although the slopes were gentler, the
Troop Restrictions') into two periods of conflict. flanks were still protected by natural obstacles
FIRST PERIOD (1369 - 1387) Around six o'clock in the afternoon, the Castilian
army was ready for battle. The heavy cavalry
This period covers the three wars of D.Fernando
charged but soon became disorganised; squeezed
against Castile, none of which ended well for
into the space between the two ravines that
Portugal. For the initial operations in Castilian
protected the flanks and under the heavy rain
territory, the king's host was built around noble
of English arrows and crossbow quarrels shot
houses and mercenaries. This period saw the first
from the Portuguese line. By sunset, the Castilian
recorded use of English mercenary longbowmen
position was becoming untenable and desperate.
in Portugal. In his last war, D.Fernando had the
When the Castilian royal standard-bearer fell,
assistance of a full English expeditionary force
the troops in the rear thought their king was
under Edmund, Earl of Cambridge.
dead and started to flee in panic; in a matter of
The Civil War of 1383 - 1387 moments, this became a general rout.
Until the Battle of Aljubarrota in 1385, most After 1385, with the recognition of D.Joao as
of the Portuguese noble houses sided with the King of Portugal and the renewed support of the
'Legitimist' party, headed by Juan of Castile, and nobles and their knights, the tactic of fighting
so in the first two years, the 'Rebel' side (the party dismounted fell into disuse.
headed by D.Joao, Master of Avis, future king
SECOND PERIOD (1415 - 1479)
of Portugal), was lacking in any heavy cavalry.
To compensate for this deficiency, he got the This period starts with the muster of the army to
whole army to fight on foot, with heavy infantry attack Ceuta in the first of the seaborne invasions
in the centre flanked by missile troops, on terrain on the coast of Africa that would become the
of his own choosing - echoing tactics already hallmark of Portuguese military activity for the
adopted by English armies in France. The Battle next 150 years. This and the increased use of
of Atoleiros, in 1384, was the first use in the gunpowder weapons, are the main differences to
Iberian peninsula of these new defensive tactics the previous period.
for outnumbered infantry when facing superior
At the Battle of Toro (1476), in the only war
heavy cavalry.
Portugal waged on European soil during this
Aljubarrota was the pinnacle of these tactics. later period, the army of Afonso V formed in
On the morning of 14 August 1385, the army three wards (Centre under the king, Left under
of D.Joao took its position on the north side Prince Joao, Right with allied Castilian lances
of a hill, facing the road to Lisbon where the of the Archbishop of Toledo and forces of the
Castilians were expected to appear. It formed Duke of Guimaraes and Vila Real, resting on
in three wards and a reserve. The army was the Douro river) The Left wing was based on
protected by natural obstacles on both flanks. the massed firepower of the Crossbowmen and
Espingardeiros (handgunners) of the Bishop
As expected, the Castilian vanguard arrived from
of Évora, whose shooting broke the Castilian
the North toward midday. Seeing the strong
attack, followed by a charge by the Prince´s
defensive position occupied by the Portuguese,
Knights, routing that Castilian flank. Meanwhile,
Juan of Castile made the wise decision to avoid
the other Portuguese flank and the king's Centre
combat on the enemy's terms and took his army
were defeated, which enabled the Castilians to
around the hill to approach from the gentler
claim victory.
111
ORGANISATION, WEAPONS, the king’s muster, equipped with spear, shield,
AND TACTICS and helmet, which were usually supplied by the
During the Reconquista period, which was town arsenal. Side arms were any available, from
fully accomplished by the mid-1200s, the kings long knives and axes to swords. They were not
of Portugal had preferred to grant their newly- accounted, so we have no idea of how many of
won lands to monastic orders when they were them were available, only approximate numbers
sparsely populated, or to reinforce the powers of from estimated populations; but in major field
the reconquered cities, instead of creating new armies, there would be two or three Peoes to each
noble houses or enlarging the domains of the old Besteiro
ones. In military terms, this meant that the feudal do Conto.
troops (Knights and their retinues) never formed Ginetes were skirmishing cavalry, either
the bulk of later Portuguese armies, whereas the impoverished lower nobility, highway bandits
town militias were constantly called to arms. enlisted for the duration of the war, or local
Town militias were assembled around crossbow guides. They fought with javelins or light spear
companies (called Besteiros do Conto - Accounted and shield (usually adarga type) and used little
Crossbowmen) recruited from craftsmen and or no armour. They rode smaller horses with
shopkeepers, who in exchange for tax and social short stirrups.
benefits, had to provide the full equipment for a During the first half of the 15th Century,
crossbowman, including helmet, sidearms, some gunpowder weapons, both hand-held and heavy
form of protection (gambesons and mail were guns, became popular in Portugal. The failed
popular), and ‘100 bolts that fit’ (every crossbow attack on Tangier in 1437 has the first reference
was different!). There were not many of these for the use of massed handguns. They were used
soldiers, perhaps only around 5,000 in the whole alongside or instead of crossbows to such an
kingdom, with Lisbon fielding 300 and major extent that a general inspector of artillery was
towns such as Évora, Porto, and Coimbra less established in 1449, like the ones that existed for
than 100 each. The Anadel-Mor was the king’s the crossbowmen and Acontiados cavalry.
officer, and he periodically inspected these
The other major components, besides the town
Besteiros do Conto and their equipment, imposing
militias, were the 500 Lances from the noble
fines as needed, or confirming a crossbowman by
houses and the 340 Lances from the Military
inscribing his name in the account book (hence
Orders. The Portuguese Lance did not have a
the name ‘Accounted’).
fixed composition like the French or Burgundian
We know that at least some of the Besteiros do ones. Usually, a noble knight was followed by
Conto were mounted, but little is known of this a mounted squire or two, three, or more foot
troop type except that sometimes it appears soldiers and crossbowmen, and a page. Portuguese
in texts and that the king kept a bodyguard of knights up to 1383 usually fought mounted. Only
several hundred of them. during the Crisis of 1383-85 did the practice
The other ‘branch’ of the town militias was of fighting dismounted become usual (mainly
the cavalry. In earlier times, they were called because most of the Portuguese nobles fought
Cavaleiros Vilãos (Town Cavalry), but from the on the Castilian side). The Military Orders were
14th Century onwards, they were called Acontiados no longer the monastical fraternities of the 12th
(The Accounted Ones). They were farmers of and 13th Centuries, but more like a ‘social club’
the land around the town and had to keep a fixed for second sons of major nobles or young gentry
number of horses and men with the corresponding eager for the ‘networking’ connections and the
panoply of helmet, light armour, sword, and spear opportunities for martial glory that belonging to a
(in accordance with one of the five classes) in military elite might bring.
exchange for tax and social benefits. The Courel- In times of war, when a king sent out his
Mor was the cavalry officer with similar functions Condestável’ (Constable) to array all the troops
to the Anadel-Mor. of the towns and the armies of noble houses,
Peoes (spearmen) were the remainder of the town a general pardon was issued to any outlaws
militia, made up of all the able-bodied men in that were willing to join the muster. These
case of need (like in a siege) but of a more select Homiziados, as they were called, made useful
levy if the town was required to send troops to scouts, both on foot and mounted, due to their
local knowledge.

112
MODELLING AND WARGAMING Also, nobles and rich burghers liked embroidered
WITH A PORTUGUESE ARMY and painted cloth in Andalusian style. And all
this is great for the wargamer because you can
A Late Medieval Portuguese army is an
model a bit of this ‘Andalusian’ look in your
interesting force to build, mostly because of
army, especially if you are modelling a force
the light troops (Ginetes are compulsory) and
from the south of Portugal (Algarve is, of
its character of a mostly urban militia, but also
course, an Arabic name).
because of the slightly different look compared
to other contemporary armies. It can be a large For the army of the later period, we have a first
army due to a prevalence of cheap troops and class pictorial source in the Pastrana Tapestries,
skirmishers, especially if you rate them as levies, commissioned by King Afonso V. They show in
or you can aim to build a small and tough all great detail the arms and equipment of an army
veteran foot army for 1383-85. The use of an contemporary to the Wars of the Roses but with a
English ally can give it a different dimension very different look.
on the tabletop and also be the reason to start
This is an army than can make your opponent
a Portuguese army if you already have some
nervous if he doesn’t have enough skirmishers.
English Hundred Years’ War models.
My advice is for you to push a couple of Ginete
You need two basic infantry types: Crossbowmen units along both table edges in the Manoeuvre
and Spearmen. The first tended to follow Phase as far as you can or your opponent allows,
whatever was in fashion in terms of equipment then leave them there waiting, like vultures,
and look at the time, so models from the for the Skirmish Card to activate them to fall
Hundred Years’ War or Wars of the Roses will on any exposed enemy units. They can be very
do (but you can always throw in a couple of vulnerable to shooting, so they should charge
earlier models, even those with conical helmets) any enemy skirmishers approaching. If chased
As for the spearmen, considering they used their by heavier troops, they are doing their job of
own equipment or got whatever was distributed diverting them from the main battle line.
by the town arsenal, I would say that anything
If you are going to face massed archers (English
from the 13th Century onwards is acceptable
Longbowmen), I suggest that you use pavises
(yes, you can sneak the odd ‘Norman’ or ‘Arab’
for the Besteiros or else they risk being shot to
foot soldier onto the back row!)
pieces from long range shooting. One advantage
One thing that adds to the visual interest of this of crossbow companies over archers is that,
army is the existence of large muslim (or crypto- despite lacking the arrowstorm effect, they don’t
muslim) communities the further south you go. have an ammunition limit, so in the final turns
The everyday dress of town folk and peasants of a game they can still Shoot, and that can
could be very influenced by North African looks. cause that extra casualty that makes a unit take
a Morale Crisis Test.

113
Billhooks
Lusitania
Rules
All the core Never Mind the Billhooks rules continue to apply,
except for the changes and additions which are set out below.
Consult the Lusitania Quick Reference Sheet (p.177) for all stats of troops in this theatre.

AR MY A ND UNIT
INFANTRY FORMATIONS
Companies may be deployed as single (12-man)
ORGA NISATION Units or a two-Company Block.
Note: Native Portuguese Infantry may not operate in a
two-Company Line formation.
INFANTRY
• Block formation: Two 12-man Companies,
Bands one behind the other. Blocks may be formed
Formed of six Skirmisher figures. Individually by two Companies of Peoes or as a mixed
based or in twos. formation with one Company of Peoes and
one of Besteiros do Conto.
Skirmishers can (only) be: Besteiros do Conto
(Crossbowmen), Espingardeiros (Handgunners), CAVALRY
or Homiziados (armed with javelins). Bands
Bands operate in a loose formation with their Formed of six Mounted Skirmishers. They
bases up to one base width apart. can be either Besteiros de Garrucha (Mounted
Companies Crossbowmen) or Ginetes (Mounted Javelins,
like the Spanish Jinetes). These may be activated
Formed of twelve either by a Leader or by the Skirmisher Card
Infantry. Two ranks of (but not by both in the same turn).
six figures. Preferably
individually based or Squadrons
in twos and collectively Formed of eight mounted figures. Preferably
mounted in a individually based or in twos.
movement tray.
Cavalry Squadrons can be: Knights or
Companies can (only) Acontiados (Light Horse).
be: Homens d’Armas
(Men-at-Arms), Peoes Knights should be collectively mounted in a
(Spearmen - treated movement tray in a single rank.
the same as Billmen Acontiados, Besteiros de Garrucha, and Ginetes
for all game purposes), operate in a looser formation with their bases up
Besteiros do Conto, or to one base-width apart until they are involved in
Mercenary English Longbowmen. a Melee.

114
ARMY TROOP RESTRICTIONS Second Period (1400-1479)
First Period (1369-1399) Half of the points must be spent on at least one
Unit of each of:
Half of the points must be spent on at least one
Unit of each of: • Companies of Crossbowmen @ 12 points (or 9
points if Levy. Can have Pavises @ +3 points).
• Crossbowmen Companies (Besteiros do
Conto) @ 12 points (or @ 9 points if Levy. • Companies of Spearmen/Billmen @ 12 points
Can have Pavises @ +3 points). (or 9 points if Levy).
• Spearmen Companies (Peoes) @ 12 points • Mounted Skirmisher Bands @ 9 points.
(or @ 9 points if Levy).
The other half of the points chosen from:
• Mounted Skirmisher Bands (Ginetes)
• Squadrons of Knights @ 24 points.
@ 9 points.
• Companies of Men-at-Arms @ 24 points.
The other half of the points chosen from:
• Squadrons of Light Horse @ 12 points.
• Squadrons of Knights @ 24 points.
• Squadrons of Mounted Crossbowmen
• Squadrons of Light Horse (Acontiados)
@ 12 points.
@ 12 points.
• Bands of Skirmishers armed with Crossbows,
• Bands of Skirmishers armed with Crossbows
Javelins, or Handguns @ 6 points.
or Javelins @ 6 points.
• A gun and crew @ 9 points.
• A Company of mercenary English
Longbowmen @ 12 points (one maximum). • One Company of twelve mercenary English
Longbowmen @ 12 points (one maximum).
Allies (only if no other mercenaries are used).
• One Company of twelve Handgunners
One allied Ward up to one third of the points
@ 12 points (one maximum).
based on the Army Troop Restrictions for the
Gallia English Army (see page 48).
Troop Quality
Knights can be upgraded to Veteran for 6 points
extra per Squadron.
POINTS
If not using any mounted troops other than VA LUES
Ginetes, players can upgrade any Besteiro do
Conto and Peoes to Veterans for 3 points extra
per Company, and use up to two Companies For new troop types:
of twelve Veteran Men-at-Arms @ 30 points, Peoes @ 1 point
representing the army of 1383-1385.
Ginetes @ 1.5 points
Besteiros de Garrucha @ 1.5 points

MOVEMENT
For new troop types:
Mounted Skirmishers (Ginetes)
10" in Good Going. 4" in Bad Going. They can
Charge 14" (see XII, p.117).
Besteiros de Garrucha
As Ginetes, but they cannot Charge.
115
LUSITA NIA ACTION LIST
A Unit can perform TWO of the following Actions per turn in any sequence:

Move
This includes any Attack or Charge Move to engage an enemy Unit.
Note: A Levy Unit can only Move into combat if it is accompanied by a Leader.

Wheel
The Unit turns using either flank as its axis. If it turns more than 45° it must take a Disarray token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

About Face
Turn through 180°. Not possible for deployed Artillery.
Because the Unit has turned more than 45° it must take a Disarray Token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

Shoot
The Unit Shoots its missiles at an enemy Unit.
Note: Only English Longbowmen Companies can Shoot twice in a turn, i.e. take two Shoot Actions.

Rally
A Leader must be attached to a Unit for it to make a Rally Action during a turn.
Reform the ranks, and if necessary, turn to face the enemy.
For each Rally Action, remove one Disarray Token from a Unit. It takes two Rally Actions to remove a
Daunted Token.

Pack-up
Limber or unlimber a gun/Artillery section. This counts as two Actions.

Special Action
All Special Actions count as two Actions - a Unit cannot do anything else in the same turn.
This covers any ‘fancy’ Order that might come up during the course of a game, e.g. Archers planting their
stakes, changing a formation, or splitting a formation into two Companies.
Besteiros de Garrucha: May dismount and act as Skirmishers. The Unit is activated by the Skirmish
Card unless given an Order by a Leader.

116
SHOOTING
Espingardeiros that are not activated during a
turn may Shoot once (as a free Action), with half
of their numbers, at the end of the Turn.
We have modelled the Espingardeiros as a rare
See the Lusitania Quick Reference Sheet for a full troop type with some erratic behaviour and
breakdown of Ranges and scores required to Hit etc. effects due to their novelty. If in one game they
save your day, but in the next achieve nothing,
COMPANIES OF CROSSBOWMEN we have achieved the intended result!
Long Range: 9"- 12". Hit on a 6. GINETES AND HOMIZIADOS
Short Range: Less than 9". Hit on a 5+. Javelin range: 6". Hit on a 5+.
Crossbowmen start the game fully loaded. The
first time they Shoot, the player may roll one

MELEE
dice for every man in the Company. They cannot
Shoot again in that turn.
After the first Shot, the weapon’s slow reloading
is represented by allowing Crossbowmen to
Shoot with only half their number for each
singular Shoot Action. MOVING INTO MELEE - Attack
A Crossbow Company that is not activated Ginetes can only Charge or Attack frontally
during a Turn may Shoot once (as a free Action) against other Skirmishers or against Disarrayed
with half of their number at the end of the Turn. or Daunted troops.
There are no limits on ammunition. Mounted Crossbowmen cannot Charge or Attack.
BESTEIROS DE GARRUCHA REACTIONS -
(MOUNTED CROSSBOWMEN) How a Unit reacts to being Attacked.
Range: 9". Hit on a 5+. See the Core Rules, plus:
They do not get the same extra armour Ginetes and Besteiros de Garrucha: May always
penetration as Infantry crossbow bolts because choose to Evade enemy Infantry by Moving as
of their lighter and less powerful weapons. far as is necessary to avoid contact.
COMPANIES OF ESPINGARDEIROS Must test for reaction if Attacked or Charged by
(EARLY HANDGUNNERS) mounted troops. Roll a 1D6: 1 - 2: Evade one
charge Move (12"); 3+: Evade two Moves (20").
Range is 12". Hit on a 6.
Note: This is usually (but not always!) going to be
They Shoot only once per turn.
enough to keep them out of trouble.
Espingardeiros start the game loaded. After they
Unlike all other troops, they are not Disarrayed
have Shot for the first time, they must either
by Evading, since this is their standard tactic.
Shoot or Move - they can’t do both.
Companies of Crossbowmen or Espingardeiros
All troops (regardless of armour) need a Save of
6 against Shots from Espingardeiros. Must dice for their reaction:
For each 1 rolled on the Shooting dice, an 1 - 3: Evade - straight back or taking shelter
Espingardeiro is put out of action (his weapon behind any nearby friends or cover.
malfunctions), but the model stays on the 4+: Stand and Fight after Shooting once with
battlefield behind the unit, showing he is still half their men at Short Range (they cannot Shoot
available for Melee and Morale purposes only. if they have all Shot already this turn).
Infantry are Disarrayed and Cavalry are MELEE PROCEDURE
Daunted if they suffer two or more Kills from an
Espingadeiro Company volley, due to the noise, As in the Core Rules except:
smoke, and shock effect. Ginetes: Roll 1.5D6 per figure in Melee.
Save on 4+.
Besteiros de Garrucha: Roll 1D6 per figure in
Melee. Save on 5+.
117
Scenario
Death to the Duke
The Battle of Alfarrobeira 1449
This Battle took place on 20 May 1449. It was TROOPS
a confrontation between the forces commanded
There is no surviving detailed breakdown of
by King Afonso V of Portugal and his uncle D.
units per side; so in the end, all depends on
Afonso, Duke of Bragança, against the army
the amount of models and table size you have
of the rebellious Infante D. Pedro, Duke of
available. However, here are some guidelines for
Coimbra (former regent for Afonso V) aided by
replaying this battle:
D. Álvaro Vaz de Almada.
• The total numbers we find in the limited
The place was Vialonga, north of Lisbon, along
available sources are usually 30,000 for
the creek of Alfarrobeira. Today it’s an industrial
the king and 6,000 for D. Pedro, but these
district, so we don’t have an exact location for the
numbers are huge if one considers that there
battle. The result was the clear defeat and death
were less than 5,000 accounted crossbowmen
of the Duke of Coimbra and the establishment
and only 840 lances in the whole realm. So
of the Braganças as the most powerful House
those numbers should probably be reduced
of Portugal.
by at least half. The main point is that the
We know four episodes from this battle. They king’s army was three or four times bigger
are, in sequence: than D. Pedro’s. This would be far too big an
advantage in game terms; so I suggest the king
1 - Skirmishers from both sides engage in combat
should out-point D. Pedro by between 3:2
on the river bank and get reinforced by more
and 2:1, and the strong defensive position the
skirmishers and formed troops from both sides.
rebels are in (see below) should go some way
2 - An artillery shot into the king's camp almost to offset the odds.
kills him. A general assault is declared against
• D. Pedro’s army was mainly a feudal host,
D. Pedro’s camp.
so mostly Men-at-Arms and Crossbow
3 - During the assault, D. Pedro is shot in the Companies, a few Spearmen from the
neck by an archer. Coimbra militia, foot Skirmishers and Light
4 - D. Álvaro Vaz de Almada is killed in combat Horse, and a couple of Artillery pieces.
and the rebel side collapses. Considering his own and D. Alvaro’s prestige
and personal history, I would say at least half
of this force was Veteran.
• The king had come from Lisbon and
Santarem, so he was accompanied by their
town Militia plus the royal guard (a Company
each of Men-at-Arms and Crossbowmen).
Treat the Militia as Levy and the guard
as Veteran.
• The Bragança army had made a cross-country
forced march to avoid Coimbra, so possibly
was not in the best of shape. I would suggest
they might start with fewer models (ten seems
a good number) per Company to reflect this.

118
THE TABLE THE PALANQUE
The table layout should look something like The Palanque used by D. Pedro's army was
the map below. You can add a farm and a few a portable wooden fortification. It was pre-
cultivated fields for eye candy only. fabricated to be assembled on site, and the
first time there was a mention of one is in the
Except for the skirmisher bands of both sides, all
preparations for the attack on Ceuta in 1415,
other troops start inside their respective camps.
described as a ‘wooden castle’. It was used
You need a large enough camp for D. Pedro to
both as a camp fortification and as a siege
allow for the defensive deployment of all his
device to surround a city under attack. There’s
Companies. For the king’s side, just deploy each
a representation of a Palanque in one of the
Ward in contact with the royal camp and proceed
Pastrana Tapestries, the one that shows the siege
from there as usual.
of Arzila.
THE LEADERS
In game terms, it counts as Cover for Melee and
The Rebel side has two Leaders. D. Pedro is a Shooting except against Artillery.
Hero. D. Alvaro is rated as a Commander for
VICTORY CONDITIONS
orders purposes but counts as Hero for hits and
melee score adjustments. The king wins by Killing or Routing the two
Rebel Leaders. The Rebels win if they break the
The king’s side has four Leaders. Afonso V (rated
king’s army or Kill the king.
as Commander) is the Army C-in-C. D. Afonso
de Bragança is also a Commander, and there are
two Captains (both Dolts) from the militia of
Lisbon and Santarem.
It seems that Leaders were deliberately targeted
in this battle, so apply the usual rules for
Leaders attached to units in Shooting or Melee;
but in this case, just one Wound means the
Leader is Killed in action.

King's Camp

King's
King's Ginetes
Skirmishers

30""
King's
King's Ginetes 30 Skirmishers

Alfarrobeira Creek
D. Pedro's
Skirmishers

D. Pedro's
Ginetes
D. Pedro's Camp
D. Pedro's
Ginetes

119
Hibernia Warfare in late medieval Ireland By O.B

At the start The English king then tried appointing one of the
of our period, Anglo-Irish earls. This brought its own problems.
Ireland was The magnates often hated each other. The
dominated by Yorkist Earl of Desmond said of the Lancastrian
four great colonist earldoms Earl of Ormond ,“I’ll drink his blood like milk”.
focussed on Ulster, Munster,
An appointment for one was a disappointment
and two in Leinster. The scene
to the others. The disappointed then encouraged
was set when Roger Mortimer,
their own Gaelic Irish relatives and allies to
heir presumptive of England, Earl of
ravage the colony while they complained to the
March and Earl of Ulster, was killed fighting the
king of England.
Irish in Leinster in 1398.
It’s often said that the Anglo-Norman colonists
At the end of it, only three earldoms remained.
of Ireland became more Irish than the Irish, and
One of those, led by the king of England’s
it’s worth exploring that. By blood, most of them
leading official in Ireland, was in open rebellion.
had been marrying into the Gaelic aristocracy for
Another was disclaiming any English origin. The
generations. These ties were taken seriously. The
Butler Earls of Ormond alone bucked the trend.
Anglo-Irish Great Earls employed gallowglass
It was a period of history known as the Gaelic and kern. They spoke Irish and patronised
Revival in which power slowly passed from the Irish poets and jurists. Crucially, they remained
English colony to the resurgent native Irish lords. politically English.
From an English perspective, holding on to The Irish lords were also in competition with
Ireland was always expensive. In the good times, each other. Naturally, they ravaged the colony on
when weather and crop yields were good, it request. Mostly though, they preferred colonists
was deemed worth the expense. An increasing to pay protection money. As early as 1422, the
population created more demand for agricultural Anglo-Irish parliament in Dublin lamented that
produce and thus enriched the great land-owning most colonists were paying black rent to the
magnates. At such times, no one minded the Gaels. The lesser colonists increasingly fled back
huge expense of a royal expedition to Ireland if to England and safety. The Gaels then took back
it didn’t have to be there too long. the land.
The good times didn’t last, and the kings of All of the Irish lords were engaged in a near
England needed to find a way of hanging on constant struggle for supremacy with their
to Ireland while still showing a profit. Two neighbours whether Gaels or colonists. They did
methods were available: an English appointee not hesitate to call in their Anglo-Irish relatives
could be sent to act as the king’s proxy, or to aid the cause. To add to the dynamic, a semi
one of the great Anglo-Irish earls could be revival of the Old Irish warrior cult of the Fianna
appointed. They tried both. took off among the Gaelic aristocracy and their
professional soldiers. They actively sought danger
Any English appointee immediately incurred the
in battle and showed their hardiness by going
enmity of the Great Earls. Mostly, they couldn’t
barefoot and bare legged whatever the weather.
risk attainder as rebels as they might have their
lands confiscated. Instead, they turned to their Steadily, new power blocks emerged. In
native Irish relatives and allies and asked them Leinster, the Gaelic lords assembled and elected
to set about the colonists. Then, amid the havoc, a new provincial king. In Ulster, the struggle
they denounced the English appointee to the for Gaelic supremacy saw the collapse of the
king as unfit for office. Anglo-Irish earldom. Among the beneficiaries
were the Hebridean Scots who constituted part
of Ulster Gaeldom.
120
In Munster, the Great Desmond Earls put it THE COMBATANTS
about that they were actually Greeks and not
In this period, all of the Irish soldiers involved in
English at all.
the fighting were full-time professionals. Taken
In Leinster, the Earl of Ormond was related by together they were often referred to as Bonnacht,
marriage to the Irish king of Leinster. His great which is to say billeted men. Horsemen,
adversary the Earl of Kildare would end up gallowglass, and kern could all be Bonnacht. The
throwing down the Sword of State and rallying general levy of Irishmen was rarely required to
his kinsmen Anglo-Irish and Irish in an open serve at this time.
revolt against the king of England.
There were also mercenary companies who
Serious men among the Gaels anticipated the could be hired for the season. These mercenaries
restoration of a native high king of Ireland. could be horsemen, gallowglass, or kern hired by
the Anglo-Irish, English, or Irish; anyone willing
One of the great 'What ifs?' of these times was
to pay them.
the plan of James IV, King of Scots to invade
Ireland. He was dissuaded by the Ulster Gaels Additionally, companies of Hebridean soldiers
and instead marched to Flodden Field. were available for hire. Known to the English as
Redshanks, they were expensive but formidable
CAMPAIGNS AND BATTLES
troops. The Irish simply called them Albanach,
Campaigns and battles in the period tended to be which means Scots.
short and small. When overwhelming force was
There were some Hebridean clans living in
gathered by one side, the other usually submitted
Ireland. When necessary, they could field the
before it came to fighting. The resulting treaties
traditional clan host.
were compared to pie crusts; easily made and
easily broken. Otherwise, low-level skirmishing Apart from the occasional royal expedition,
and raiding was near continuous, and the pursuit the English presence was limited to the Royal
of a strategic objective could be sustained for Deputy’s small but professional retinue.
years. Armies might consist of Irish, allied
The Anglo-Irish colonists of the Pale and the
Anglo-Irish, and Scots contingents. Together,
towns were liable to be levied for military service.
they all fought eagerly in pursuit of the same
Troops so raised might vary in equipment and
interest; their own.
quality. The towns were particularly loyal to the
English Crown in the hope of protection against
both the Irish and the Anglo-Irish Great Earls.

121
IRISH TROOP TYPES ANGLO-IRISH TROOP TYPES
INFANTRY THE LORD DEPUTY’S RETINUE
Gallowglass The Lord Deputy’s Retinue was paid for by the
English exchequer. This allowed for 40 mounted
These men were formidable professional close-
‘Spears’ and 180 mounted archers.
quarters fighters. Wielding two-handed axes and
armoured in mail, they formed a solid centre The Spears might best be treated as a unit of light
around which the rest of an Irish army operated. horse if they perform their usual role and fight
They might open hostilities by casting javelins, mounted. When fighting as Infantry, treat them as
but first and foremost, they were melee troops. a company of Men-at-Arms as their armour was
heavier than anything worn by the Irish. The extra
Kern
numbers to make up a full company are deemed
The professional light infantry of Ireland. to be drawn from the nobility of the Pale.
Contrary to popular opinion, they were not just
Deploy the Archers either mounted (in
skirmishers: they could also form up and deliver
Squadrons) or on foot (in Companies).
a fierce charge. Being unarmoured, kern could
move faster than most other troops. THE PALE AND THE TOWNS
Scots Mercenaries In times of crisis, every man between the ages
of 16 and 60 in the Pale was liable for military
Hailing from the Hebrides, these islanders were
service. We have good reason to think that they
often employed by the Irish. Perhaps best known
didn’t quite turn out as soldiers did in England.
under their English nickname of ‘Redshanks’,
they were able soldiers. Uniquely, they combined Archers seem to have been in short supply. At
archery with good melee skills. These mercenary Knockdoe, the biggest Irish battle of the period,
companies were always armoured with helmet only two contingents of archers were present,
and mail, and sometimes aketon. and one of these belonged to the Lord Deputy
and were likely imported Englishmen.
Hebridean Clans
We are told that many Palesmen had taken to
Some Hebridean clans were resident in Ireland
throwing javelins like the Gaels, although it
and mobilised to protect or further their interests.
seems they lacked the latter’s facility with that
Not all of the clansmen involved were as well
weapon. The nobles of the Pale seem to have
equipped as the mercenary companies.
preferred to fight dismounted.
CAVALRY
ANGLO-IRISH RELATIONS
There were two types of Irish horsemen in this
Wider English politics was of little relevance
period: the mailed nobles and their lightly-
to most of the Irish lords; but during the Wars
armed retainers. For game purposes, we
of the Roses, the Geraldine Earls of Desmond
represent these as a single type of 'Irish Cavalry'
claimed to be Yorkist and the Butler Earls of
that operate in eight-man squadrons. They use
Ormond Lancastrian. They sent Irish troops to
the same statistics as Light Horse but with some
fight (respectively) at Stoke Field and Mortimer’s
extra abilities.
Cross only to suffer heavy losses in both battles
due to their lack of armour. At Piltown, in 1462,
the Earls fought each other in what has been
called the only Irish battle of the Wars
of the Roses. Meanwhile, the
Pale was generally pro-Yorkist,
providing a safe refuge in time of
need to such as Richard of York,
The Earl of Warwick, and the
pretender Perkin Warbeck.

122
Billhooks
Hibernia
Rules
All the core Never Mind the Billhooks rules continue to apply,
except for the changes and additions that are set out below.
Consult the Hibernia Quick Reference Sheet (p.178) for all stats of troops in this theatre.

AR MY A ND UNIT
Men-at-Arms, and Archers serving alongside
the native types.

ORGA NISATION Billmen or Archers can be rated as Levy - Core


Rules for Levy troops apply.
Paired Formations:
INFANTRY All Core Rules regarding Paired Formations
Bands apply.
Formed of six Skirmisher figures. Individually • Line formation: Two 12-man Companies of
based or in twos. the same troop type, side by side.
Skirmisher Infantry can (only) be: Anglo-Irish • Block formation: Two 12-man Companies,
Archers or Kern (mostly javelin-men, with some one behind the other. Only Billmen can form
archers and maybe the odd handgunner at the a Paired Block.
very end of our period - they were rare in Ireland Mixed Blocks
before the Elizabethan era). (Archers and Billmen/Men-at-Arms)
Bands operate in a loose formation with their Only available to Anglo-Irish troops. All other
bases up to one base-width apart. Core Rules regarding Mixed Blocks apply.
Companies CAVALRY
Formed of twelve Infantry. Two ranks of six Formed of eight mounted figures. Preferably
figures. Preferably individually based or in twos individually based or in twos.
and collectively mounted in a movement tray.
Cavalry Squadrons can be: Irish Horse, Spears, or
Hibernian Companies can be: Gallowglass, Mounted Archers, these last two being available
‘formed’ Kern, Hebridean Mercenaries, or in an Anglo-Irish force only. All should be
Clansmen. regarded as Light Horse for Movement purposes.
Clansmen are represented by a 50/50 mix of Irish Horse and Mounted Archers may dismount
better-armed gentry (front rank) and their Cateran (see Special Actions).
followers (rear rank). They all count the same for
game purposes. Irish Horse may Skirmish from horseback (see
Special Actions).
Anglo-Irish forces (from the Pale and major
towns) can also have Companies of Billmen,

123
MOVEMENT
ARTILLERY
Not available in this theatre.
ARMY TROOP RESTRICTIONS
For each Gallowglass Company in an army,
a player must have at least two Bands of INFANTRY
Skirmishing Kern - to represent the attendants In Bad Going, formed Kern Move 6" and never
who invariably accompanied them. take more than one Disarray Token.
An Anglo-Irish/Palesmen force must make up at CAVALRY
least one-third of its points from allied native Irish
All Cavalry Move as per Light Horse in the
troop types and no more than one quarter from
Core Rules.
Archers. It may have a single Company of Men-
at-Arms or a Squadron of Spears (but never both). Mounted Archers and Irish Horse cannot Charge
or Counter-Charge.
The Lord Deputy’s Retinue and any Scots
Companies cannot be on the same side. INFANTRY CHARGES
TROOP QUALITY Like Cavalry in the Core Rules, several types
of Hibernian Infantry are allowed to Charge
All Hibernian Infantry are professional and
into combat, but they cannot Counter-Charge.
should be rated as Retinue.
Consult the Quick Reference Sheet for the
The Lord Deputy’s Infantry: up to three number of Charges and bonuses allowed during
Companies may be rated as Veteran at a cost of a game.
25% extra points per Company.
Note: Infantry Charge at the same rate as they Move.
Billmen and Archers from the Pale and the towns
A Charge Action must start at least half a Move
may be rated as Levy at a cost of 25% fewer points
away from the enemy. To claim the Melee
per company (9 instead of 12).
bonuses, it must go straight ahead and cannot be
made uphill.
Troops cannot Shoot and claim the Melee
bonuses for Charging in the same turn.
POINTS
VA LUES

POINTS PER FIGURE


Kern (Skirmishers and ‘formed’), Archers, and
Billmen: 1 point.
Clansmen: 1.25 points.
Spears, Irish Horse, Mounted Archers,
Gallowglass, Hebridean Mercenaries: 1.5 points.
Men-at-Arms: 2 points.
EXTRA POINTS PER UNIT
Lord Deputy’s Infantry are Veteran: 25% extra
points per Company.
Anglo-Irish Infantry (Archers or Billmen) are
Levy: -3 points.
The fieldworks most commonly used in Ireland
were 'plashings' (barriers of densely interwoven
trees and undergrowth along the edges of woods).
They cost 2 points per Company frontage.

124
HIBER NIA ACTION LIST
A Unit can perform TWO of the following Actions per turn, in any sequence:

Move
This includes any Attack or Charge Move to engage an enemy Unit.
Note: A Levy Unit can only Move into combat if it is accompanied by a Leader.

Wheel
The Unit turns using either flank as its axis. If it turns more than 45° it must take a
Disarray token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

About Face
Turn through 180°.
Because the Unit has turned more than 45° it must take a Disarray Token.
Note: Not required for Skirmishers or Light Horse - they can move freely in any direction.

Shoot
The Unit Shoots its missiles at an enemy Unit.
Note: Only Archers in Companies (not Skirmishers) can Shoot twice in a turn, i.e. take two Shoot Actions.

Rally
A Leader must be attached to a Unit for it to make a Rally Action during a turn.
Reform the ranks, and if necessary, turn to face the enemy.
For each Rally Action, remove one Disarray Token from a Unit. It takes two Rally Actions to remove a
Daunted Token.

Special Actions - See Core Rules, plus:


Irish Horse
Dismount to fight: As a Band of six Infantry with two horse holders. Activated by a Leader Card (as
on horseback). On foot, Irish Horse use the Gallowglass statistics, so they can use their javelins only
once in this role (since their retainers are back with the horses), and they still make Morale Crisis Tests
as Cavalry (roll 1D6+1). Two Bands may combine to form a 12-man Company.
Skirmish from horseback with javelins: The Unit can be activated either by a Leader Card or by the
Skirmisher Card (but not by both in the same turn). They have no ‘ammunition’ limits for javelins since
they are regularly resupplied by the retainers.
Mounted Archers
Dismount to Fight: As a Band of six Skirmisher Archers with two horse holders (Range 12", hit on
5+).They still make Morale Crisis Tests as Cavalry (roll 1D6+1). Two Bands may combine to form a
12-man Company which Shoots arrowstorms and makes Morale Crisis Tests as Infantry (roll 2D6).

125
SHOOTING MELEE
See the Hibernia Quick Reference Sheet for a full See the Hibernia Quick Reference Sheet for a full
list of ranges and scores required to Hit etc. list of Saves and special rules.
Archers from the Pale and major Towns Shoot MOVING INTO MELEE
arrowstorms like English longbowmen. The
Spears Charge like Knights in the Core
usual range and arrow supply rules apply.
Rules. Gallowglass, Formed Kern, Hebridean
All Hebridean Mercenaries and half of any Mercenaries, and Clansmen can also Charge
Clansmen have bows as well as Melee weapons. into Melee.
Their long range is 12", hitting on a 6; short
MELEE HIT ADJUSTMENTS
range is under 9", hitting on a 5+. They can
Shoot twice before their arrow supply runs out ALL Charging Units (on the flat)
but Shoot only once per turn. Reroll 1s, 2s, and 3s in first round of combat.
The following troop types are armed with Note: This special bonus reflects the fearsome
javelins. All have a range of 6" and hit on a 5+. reputation of these troops in internecine Irish warfare.
It should not be applied to any Irish troops fighting
• Irish Horse: no ammunition limits as they
against foreign enemies.
are regularly resupplied by their retainers.
WINNING AND LOSING THE MELEE
• Gallowglass: Shoot once with half
their numbers. Victorious Cavalry, Kern, and Clan Units
must Follow Up. Other victorious troops with
• Formed Kern: Shoot twice with half their
an attached Leader can choose to Follow Up.
numbers before they run out of javelins.
Otherwise, victorious troops always hold
• Skirmishers: no ammunition limits. Treat any their ground.
Kern figures armed with bows or handguns
Unlike Skirmishers, Formed Kern do not
the same as Javelinmen (range 6").
'bounce off' after an indecisive first round
• Levy Billmen: Shoot once with half of Melee.
their number.

126
Scenario
A bit of Ravaging
Get Rich. Get Out. Get Drunk

Mostly, in our period, ravaging your opponent’s lands was more common than set-piece battles. That
applied to Ireland too. Everyone looked to do it when opportunity presented. The trick was to get in
quickly, steal everything in sight, burn things, and ideally, kill a few notable enemies. You could then go
home richer, get drunk, and boast about having made your point.
Usually, there was a best route in and out of the target area. This simplified things for the attacker but
also increased the risks involved. The defender, if he mobilised quickly enough, knew just where to
intercept the raiders. Much loot could be recovered at this juncture, and sometimes the raid turned into
a brutal defeat for the raiders.

THE ARMIES THE PRECIOUS OBJECT


Both players assemble their armies. Any The precious object could be gold, a religious
combination of the Bands or Companies above relic, or even the head of a hated enemy.
can be selected, except that the Lord Deputy’s Displaying slain opponents’ heads was
Retinue and any Scots Companies cannot be on fashionable with everyone. The precious object
the same side. is very portable - designate an individual Raider
figure that has charge of it. He needs to exit
Both sides should be approximately the same
the board with it, either with a friendly unit or
size. Use the Billhooks points system if there is
Moving on his own when his side's Skirmisher
any dispute.
Card is drawn.
The players then toss a coin for who plays the
THE LIVESTOCK
Raiders (heads) and who the outraged defenders
(tails). The prestige animals of Ireland were horses
and cows. Raiders would round up as many of
THE SPOILS OF WAR
them as possible. Our Raiders have secured two
The Raiders have been lucky and have secured bases (three to four head each) of livestock for
loot. The following loot plays an important part each Band or Company involved in the raid. The
of the game: livestock will move at the same pace as the Unit
THE PRISONER or Units guarding it.

The prisoner is of very high status and can either If a Unit guarding livestock is attacked, it
be profitably ransomed or kept as a hostage for chooses between fighting at half strength and
his people’s future good behaviour. The Raiders keeping the livestock or fighting at full strength
must safely get the prisoner off the board to and automatically losing it. Unguarded livestock
enjoy the fruits of his captivity. just heads for home at 8" per turn. It can be
recovered if new guards join it.
Use a figure to depict the prisoner, who is safely
bound and cannot fight and must be attached to a THE GROUND
Raider unit. If the Prisoner is accidentally killed The ground should be mainly good going as it
in Shooting or Melee (treat him as an attached is the best route into the defender’s territory. I
Leader who can take only one wound), the suggest considering the following:
Raiders incur a deadly and endless blood feud.
Gently rolling hills that will not reduce movement
but will both give a combat advantage (no Charges
uphill) and restrict line of sight.
127
Woods were very common in Medieval Ireland, DEPLOYMENT
so use as many as you feel appropriate.
The Raiders deploy up to 9" in on the opposite
Boggy or marshy ground could be placed side of the board to the river bank base line. They
adjacent to the hills or between them. aim to reach and cross the river with the spoils of
their foray. The Defenders aim to stop them and
A river with a ford.
will deploy up to 9" in from the river table edge.
Rivers often indicated political boundaries.
Follow the original Billhooks deployment
One long side of the board has a river running
sequence. This may result in the Raiders
its entire length. This marks the Raiders' home
maintaining their head start or the Defenders
territory, and it is to there that they must return.
stealing a march on them.
The exit point for our Raiders is a river ford that
should be clearly marked on the river bank. The WINNING AND LOSING
ford is the width of an Infantry Company, and it
In addition to the standard Billhooks end of
can be crossed in one Move without penalty.
game calculation, for losses, players are awarded:
Raiders can attempt to cross the river at other
• One Army Morale Token for each base of
points. This takes up a single Move but might not
livestock successfully stolen or recovered.
work. Roll 1D6; on a score of 1 - 4, abandon the
attempt and head for the ford; on a 5+, follow • Four Army Morale Tokens for the side in
the procedure below. possession of the Prisoner once the Raiders
have exited the board. He can be captured
Any attempts to cross the river beyond the
only by defeating the unit he is attached to in
ford will take three Moves before the Band or
a Melee.
Company so doing is securely on the far bank.
Roll a D6 for each Band or Company: crossing • Three Army Morale Tokens for the side in
on a 6 means that a figure is lost to drowning. If possession of the Precious Object. It can be
a wounded Leader is with the crossing Company, captured only by killing the Raider who is
roll another D6; if the result is a 6, the Leader carrying it in a Melee.
becomes the casualty. • The side with the most Tokens is the winner.

Ford River

Bog
Bog

Hill
Wood

Wood
Hill

Bog

Wood
Hill

128
PA INTING,
MODELLING &
KITBA SHING
BY Richard Lloyd

129
Contents
Painting - Introduction .................................................................................... 131
General Advice .............................................................................................. 131
A Blow-by-Blow Paintjob ............................................................................... 134
Modelling - Introduction ................................................................................. 142
Material Needed ............................................................................................ 142
Making your Markers/Tokens ........................................................................ 145
• Disarray Markers ...................................................................................... 145
• Order Markers ........................................................................................... 146
• Arrow Supply Markers .............................................................................. 146
• Daunted Markers - Cavalry ........................................................................ 148
• Daunted Markers - Infantry ....................................................................... 150
• The Hidden Ditch ..................................................................................... 153
Kitbashing - Introduction ................................................................................ 156
Building a Figure ........................................................................................... 158

130
Painting
Introduction
I’ve painted a lot of 28mm Wars of the Roses figures over the last few years. This section explains how I do it. It’s far
from the only way, of course. If simple block colour followed by ‘the dip’ works for you, that’s absolutely fine - crack
on. The layering technique I use isn’t for everybody. For one thing, it requires a degree of patience and more time than
many wargamers are able to invest. It’s by no means difficult though; a technique that anyone can learn, which will repay
practice, and will improve with experience.
Layering is as old as art itself; it’s the process of laying increasingly lighter shades over a dark base to build up an illusion
of light and depth and heightening the contrast between different areas within a painting. In a one-inch tall figure, this
effect is concentrated and intensified, helping the figures ‘pop’.
Layering is the opposite of the ‘dip’ or ‘wash’ approach, where one slathers stain over a painted figure in order to darken
its recesses and create that illusion of depth. Layering is a more controlled method that produces more accurate results
but takes longer. It depends on how swanky you want your wargames figures to look versus how quickly you want to get
them onto the table. As with most things in wargaming, you spend your money (or time) and take your choice.

General Advice
1. I like my figures to stand out on the tabletop, so I use bold, bright colours with plenty of contrast. Some people
prefer more subtlety. Others believe the medieval world was all dull earth colours and insipid homespun hues (it
wasn’t). But whether you go for a jazzy palette or subdued tones, the technique is the same.

131
2. I mainly use Vallejo Model Color plus a few Citadel
(Games Workshop) paints. Both ranges are reliably
opaque, highly pigmented, and don’t dry to a shine. I
mix my own colours as I go along because off-the-shelf
‘triads’ can give rather stark transitions between layers.

3. Acrylic paints dry out ridiculously fast, so I work


off a wet palette made with a water saturated wadded
sheet of absorbent kitchen towel placed on a plastic
takeaway lid with a folded square of baking parchment
over it. This arrangement keeps the paint wet during
and between sessions. It saves a huge amount of
wasted paint and quite a bit of time.
I decant very small quantities of paint onto the wet
palette, thin and mix them as required, and apply to
the figure.

4. I use water to thin acrylic paint. It’s really all you


need despite the proliferation of flow improvers,
retardents, extenders, flavour enhancers, and other
assorted arcane preparations aimed at parting
modellers and painters from their cash.
A thinner consistency goes on more easily and really
helps the subtlety of transitions between shades.
Several thin coats are more effective and easier to
control than one thick coat that clogs up the detail.
Build up the colour and shading gradually.

5. It’s the third layer - the topmost highlight - that really makes a figure ‘pop’. You won’t be able to truly judge the
effectiveness of your handiwork until you’ve applied this last highlight. Things can sometimes look a little muddy
until the transformative final highlight is on. So don’t stop after just one highlight layer!

132
6. I use Rosemary and Co., Series 33 Kolinsky Sable
brushes - a 3/0 to apply initial coats of paint, and a
10/0 for most of the detail. Shamefully, I use the point
of my brush to mix and thin paint on the palette. Such
cavalier abuse undoubtedly shortens the lives of the
brushes but saves a great deal of faffing around every
time I switch from one layer to the next.

7. Generally, (apart from the face) try to paint the


middle parts of your figure first and work outwards
from there to the limbs, weapons, and headgear. Don’t
leave painting the innermost, difficult-to-get-at areas of
your figure until the end, or you’ll end up having to do
a lot of touching up.

8. I don’t paint eyeballs. I find that all too often they


make a figure look slightly comical. If I view someone
from a distance that makes them appear about an inch
tall, all I can make out is the shadows of their eye
sockets. Not for nothing did Old West shootists give the
famous order: ‘Wait till you see the whites of their eyes’.
Someone’s got to get pretty close to you before you can
see the whites of their eyes. Sculptors know this, which
is why most of them sculpt eyelids, not eyeballs.

9. In this method of painting, washes and inks should


be used sparingly. Some painters drench their finished
figures with a wash, claiming it helps tie the whole
thing together; this is true but it also deadens the
colour and muddies all those painstakingly applied
highlights. There is a place for washes - but used with
precision, not slopped on in a glutinous flood.
Over recent years, I have rediscovered the joys of ultra-
thinned oil paints used as ‘pin washes’. These perform
way better than acrylic washes or inks. You need the
merest pinprick of highly pigmented oil paint thinned
1:10 or 1:15 with artists’ quality white spirit (pricey,
but it flows like a dream and is entirely odourless).

133
A Blow-by-Blow Pa intjob

I first primed my figure with white then undercoated it with a matt dark brown spray paint. If you’re in the UK, I
recommend Halfords ‘Camo Brown’. It’s dark enough to provide a strong underlying tone but light enough to let
you see what you’re doing (unlike black). It dries in five minutes and to a flat matt, providing an excellent base for
your acrylic paint to key onto.

1 The first thing to paint is the face. Why? Because the face is usually what
‘sells’ the figure and thus rewards most care and attention. So paint the
face first while your enthusiasm is high and the point of your brush at
its sharpest.
My base skin tone is a 50:50 mix of Vallejo Red Leather and Vallejo Dark Flesh
thinned with a drop of water. Paint this colour straight onto the face and hands.
If a hint of dark undercoat can be discerned through this base skintone, so
much the better. A suggestion of shadow in the hollows of the cheeks, under
the chin, and down the sides of the nose is good. Let the dark undercoat show
through between the lips, the fingers, and the eyelids.
It doesn’t matter if your paint strays somewhere at this early stage. As other
colours are added later, any errant smudges will be overpainted.

2 Now touch in the bottom lip and teeth. Stir the merest touch of a dark
red into your flesh tone, then apply this to the lower lip. The upper lip is
rarely visible and best ignored. You can highlight the lower lip slightly -
just a dot of a lighter shade right in the middle.
For the teeth, just a tiny line of Vallejo Ivory or Citadel Bleached Bone will do
the trick.

134
3 Next, highlight the face and hands. Mix a touch of Vallejo
Ivory into your base skintone; again, thinned with a drop of
water. Now, using the finest point brush you own, apply this
lighter colour to cheekbones, bridge and tip of the nose, the flare
of the nostrils, chin, jawline, muscles around the mouth, and so
on. Leave the base skintone showing only in the recesses.
Remember, paint dries darker. What may look an alarmingly
bright highlight when you first apply it will dry within a few
seconds, giving a much subtler transition.

4 Now stir in a tiny bit more Vallejo Ivory and repeat


the process, only even more sparingly. Now you’re just
applying small points of this second highlight onto the
most prominent features - the tip of the nose, the point of the
chin, the top edge of the cheekbones - just dotting on tiny touches
of the lighter colour.
Use the same technique on the hands, using a couple of layers of
highlights to make the tendons, knuckles, and fingertips stand out.

5 Skin completed, next up is metalwork. You don’t need fancy


metallic paint sets for this, just your choice of black and silver
thinned with a little water. Mix together and - Ta-da! - you’ve
made gunmetal. Paint the armour, helmet, and weapons.

135
6 The next step is to apply a wash to the metalwork. I
use a tiny touch of Payne’s Grey oil paint mixed with
an equally tiny amount of Burnt Umber. Thin the oil
paint with artist quality white spirit to an ultra-dilute mix.
Then, using the point of a fine brush, run this wash into all
the recesses and joints on the metalwork and around the
raised detail. When dry, the spirit evaporates, and you’ll find
the pigment has gathered most convincingly around things
like rivets, helping them to really stand out.
You can also use an oil wash to weather armour and
weapons. Apply the merest touch of a thin Burnt Umber
wash here and there to suggest wear, tear, dirt, and dried
blood. Or add a pinprick of Burnt Sienna in a wash to
suggest the beginnings of rust.
Of course, you could use off-the-shelf acrylic washes or inks
for this, but I don’t find them as effective or precise. They
tend to smother, whereas an oil wash accentuates. Ultra-thin
oil washes also dry to a matt finish, whereas acrylic washes
usually dry to a nasty shine.

7 The final step on the metalwork is a very watered-


down neat silver - more water than paint.
Gradually add highlights with this thin, translucent
silver, building up a gleaming patina to mimic the play of
light upon steel. Pay particular attention to rims (like the
upper edges of the tassets) and the top of convex surfaces
(like the crown of the helmet). For very final highlights,
use neat silver, unthinned, applying just a dot here and
there where the light would catch polished steel on studs,
rivets, belt buckles, pommels, and the like.

136
8 Now onto the clothing. This figure is joining the
retinue of Sir Thomas Howard, Earl of Surrey,
whose livery was red and white. Ordinarily, I’d
give him a parti-coloured coat; but as his torso is fully-
armoured, I’ve decided to give him an all-red coat and
parti-coloured hose and buckler instead.
For the basecoat, I’ve used Vallejo Burnt Red with a
light grey for the contrasting colour (white with the
merest touch of black mixed into it). Paint the buckler
half-and-half, trying to leave a fractional line of
undercoat between the two colours. It’s not essential
but does help reinforce the contrast between the
colours. If you muck it up, don’t worry, just paint over
any splodges with the opposing colour until you’ve
achieved a fairly straight line down the middle.
On the hose, leave the suggestion of a seam showing
down the back of each leg by painting down either
side of it but not over it.

9 Next, apply the first highlight layer to the


clothing. Each successive, lighter layer should
pick up more sparingly on the most pronounced
creases, leaving the folds in the darker tones. For my
red, I’ve used Citadel Evil Sunz Scarlet (yes, really - the
name may be daft, but it’s the best red I’ve found). For
the contrasting colour, I’ve just added more white to
the pale grey mix.
On the hose, highlight raised detail like the calf
muscles and shins. A tiny bit of freehand can suggest
creases or sags where the fabric has gathered.
On the buckler, apply the highlight to the rim, boss,
and rivets.

137
10 For the top highlight layer, I’ve mixed a
small amount of Vallejo Bright Yellow into
the Citadel Evil Sunz Scarlet. Always use a
yellow tone to lighten red. If you use white, or even
cream or ivory, you can end up with a chalky pink.
For the contrasting colour, the topmost highlight is
pure white.

11 Next, paint the leatherwork - belts, boots, and


scabbard. Don’t miss the little straps that attach
the tassets to the fauld (the armoured skirt).
Ordinarily, I’d use a mix of different leather colours on
a figure, but for ease of demonstrating the approach,
everything here is Citadel Snakebite Leather - one of
my favourite colours, now sadly discontinued by Games
Workshop (I believe Balor Brown is the updated version).

12 Now mix some Vallejo Pale Sand into


the Citadel Snakebite Leather and start to
highlight the raised areas on the belts and
straps. On the scabbard, paint a line of the highlight
colour down either side of the sheath. On the sword
hilt, a couple of horizontal freehand strokes can
suggest leather wrapping on the grip. On the boots,
use the highlight to pick out the top of the boots, any
straps, the toe and heel, and paint some transverse
highlights across the instep.

138
13 For the topmost highlight, mix in more
Vallejo Pale Sand or a touch of Vallejo
Ivory. Apply to the previously highlighted
areas, leaving some of the first highlight showing.
Pay particular attention to fine raised details like the
scabbard bindings.

14 Onto the bill. The head has already been


painted along with the rest of the metalwork.
That only leaves the haft. On some figures,
I paint the hafts of polearms in striped livery colours.
But as this figure is already quite bright and colourful,
I’ve gone with natural wood. Paint the haft in Vallejo
Flat Earth.

15 For the highlights, first mix some Vallejo


Desert Yellow into the Vallejo Flat Earth
and apply this lengthwise down the corners
of the square section haft. For the second highlight,
add in some Pale Sand to the mix, and use this to paint
a few lengthwise streaks down the haft and corners to
suggest woodgrain.

139
16 Onto the finishing touches … I’ve given the
buckler an ultra-thin wash of Raw Umber oil
paint to really make the rivets and rim stand out.

17 I’ve added a livery badge on the shoulder of his


coat (the Howards’ distinctive white ‘cross crosslet
fitchée’). First in a very thin light grey…

18 …then highlighted in pure white.

140
19 For the base texture, apply a paste of
sand, PVA, and matt emulsion with
a few bits of grit for rocks. A liberal
coat of Winsor & Newton Galeria matt varnish
seals and smooths the end product.
Once dry, touch in the metal parts with a thin
wash of gloss acrylic varnish, restoring some
metallic sheen. And finally, use neat silver to
retouch the belt buckle and scabbard fittings.

20
Paint the base with a 50:50 mix
of black and Vallejo Flat Earth,
drybrush with Vallejo Flat Earth,
and then drybrush again with
a 50:50 mix of Vallejo Flat Earth and Vallejo
Ivory, and finally, the merest touch across with
Vallejo Pale Sand to pick up on the highest
points of the base texture. Add a few grass tufts
and wild flowers, and he’s done.

He takes his place alongside his fellow veterans.

141
Modelling
Introduction
Wargaming is a 3D form with soldiers, vehicles, buildings, and terrain all modelled in miniature. Let’s face it, that’s what
we love about it; otherwise, we would all just be playing board games. So when using wargames rules that require on-
field markers or tokens, I like to make them visually fit in not shout out for attention. To me, printed 2D counters or day
glow plastic knick-knacks look out of place on a lovingly created model battlefield - fine for board games, not so much
for wargames.
This, I hasten to add, is in no way a criticism of the excellent tokens produced for Never Mind The Billhooks - it’s just a
matter of personal taste. If you’re happy with printed tokens, then great. But if you’re of my pernickety persuasion, then
here’s how I went about modelling Order Markers/Tokens, Arrow Supply Markers, and Disarray and Daunted Markers.

Material Needed
1. BASES
I’ve used metal repair washers in 15mm, 20mm, 25mm,
and 40mm diameters. The different sizes help visually
differentiate the various types of finished markers.
I prefer metal bases because they give weight and
stability to a marker. Some people just use coins, but
bulk packs of washers are inexpensively available from
online sellers and DIY stores. Round or square plastic
or MDF bases would work just as well though.

142
2. GREEN STUFF
You’ll need some sort of putty to form the underlying
groundwork on each base. Green Stuff is a two-part
epoxy modelling putty that dries to a hard, plastic-like
finish. It has the great advantage of being super-sticky
when mixed; so you can push things into it, and they’ll
stick fast. But you could use Procreate, Milliput, Das,
Fimo, or any other product that sets hard.

3. GLOOP
‘Gloop’ is my go-to medium for figure basing and
terrain projects of all sizes. It’s just a homemade blend
of PVA, matt emulsion, sharp sand, and (optionally)
some fine model railway grit all mixed into a thick
paste. Why splash out on small bottles of ready-made
‘basing texture’, when you can make your own in
inexhaustible quantities and at a fraction of the price?
And in whatever colour and consistency you want? It’s
easy to make, easy to apply, and sets rock hard with a
plastic-like finish thanks to the PVA. Mix a load. Keep
it in an airtight jar. It will cost you literally pennies and
last you years.

WORKING WITH GREEN STUFF


If you are not used to working with Green Stuff, here’s a few things to bear in mind.
Green Stuff comes in two parts. The yellow half is soft and sticky; the blue (the hardener) is
much stiffer. A 50:50 mix will stay moderately sticky and workable for at least an hour.
If you mix in more blue, it won’t stay soft and workable for as long but will set slightly harder.
If you mix in more yellow, it will stay workable for much longer, but when it cures, it will have a
slightly more elastic feel ‘to it’.
The middle line on Green Stuff strips should be trimmed away and discarded before mixing. The
yellow and blue sections will have already started to dry where they touch and this will make for
a lumpy mix.
Green Stuff is ultra-sticky when first mixed, so you need to use water to lubricate your fingers
and any tool you’re using.
I use just one metal sculpting tool for all my Green Stuff work. It has a leaf shaped spear point
at one end and a kind of tiny trowel at the other. It’s good for almost any job you’ll need to do.

143
4. PERRY PLASTIC PARTS 5. ROCKS
Now, to be fair, this presupposes you’re wargaming in Terrain and bases invariably look better with the
28mm (sincere apologies to devotees of smaller scales), addition of a few rocks. They add texture and visual
and also that you’re using Perry Miniatures plastic interest. I keep a supply of several different types,
figures somewhere within your armies. grades, and sizes from aquarium gravel to model
railway grit (called ‘talus’ by those in the know - don’t
If you’re one of those wargamers with an atavistic
ask me why). Also, various quantities of real gravel
antipathy to plastic, you can certainly buy metal parts
scavenged from different places, like black volcanic
that will do the job. But one of the many wonderful
grit from Lanzarote and fine ornamental gravel
things about the Perry plastic medieval sets is that even
from garden centres. Every handful of foraged grit
once you’ve built your entire box of figures, you’ll find
gets brought home in a small bag and added to the
you have a cornucopia of spare parts left over. And
collection, where it will last me for years.
it’s these spares that come into their own for making
delightful markers and tokens. What else were you
planning to do with all those leftover heads, weapons,
bucklers, scabbards, pennons, and bits and pieces of
armour anyway?

6. LIQUID POLY CEMENT 7. GREENERY


Essential for anything involving sticking or altering Most wargamers will already have their own preferred
plastic wargames figures and parts. It not only glues static grass, turf, and tufts, or whatever you prefer to
body parts together, it dissolves and melds plastic, use to add a little greenery to your bases. For many
acts as a smoother, filler, and concealer of joins, sticks years, I used the MiniNatur/Silflor range of tufts and
almost immediately, sets firmly within 15 minutes, and flowers. Many people appear to have switched over
hardens completely after an hour or two. It’s pretty to Gamers Grass products, although I find their tufts
amazing stuff. The Revell Contacta product that I use rather too large for 28mm single figure infantry bases. I
comes with a needle dispenser for pinpoint accurate will say though, their Tiny Tufts are perfect for use on
application. Other brands are available. small tokens.

144
Making your Markers/Tokens
DISAR R AY MAR K ER S
Begin by following the Green Stuff process for the Order Markers (covered on the next page), on a round 25mm
base. Embed a smorgasbord of spare parts onto this base to represent arms and equipment dropped or discarded as
a unit becomes disordered.
I’ve pulled out a whole boxful of suitable spares: bits of armour cut off surplus arms (pauldrons and couters work
particularly well for this), polearm heads and hafts, various pennons and flags, bucklers, trumpets, shattered staves,
broken lances, helmets, gauntlets, swords, and so on. In reality, no medieval soldier would drop a valuable item like
a sword or helmet - other, perhaps, than in an all-out panic-stricken rout - but they look good, so what the heck.
For broken polearms and lances, snick a few lengthwise cuts with your craft knife into the end of the stave where it’s
meant to have broken off. Then splinter it up a bit.

1 Apply a small pad of Green Stuff to a base


and embed an artistically arranged collage of
discarded weapons and equipment. The final
ground level will be a whisker higher once you’ve
added your basing texture; therefore, stick the
items onto the putty so that some parts sit slightly
proud of the surface. The finish on the Green
Stuff doesn’t have to be smooth or neat because
it’s going to be covered up by your gloop or other
basing texture.

2 Once the putty has cured, apply the gloop or


surface texture, taking care not to get it on the
items themselves.
3 Once the surface texture is dry, follow Step 20
on page 141 to paint your base.

4 After priming, paint, varnish, titivate with tufts, etc.


Here’s a selection of disarray markers, showing the
pleasing variety you can achieve. The dog sniffing the
gauntlet is a hunting hound from Steel Fist Miniatures. The
ploughed-in cannon shot is just a tiny ball of Green Stuff.

145
OR DER MAR K ER S
These are the smallest and easiest to make; basically, just a helmet and a tuft of flowers set on a diddy base.
Painted helmets were a ‘thing’ in the later medieval period, and using two contrasting colour schemes gives you
two sets of different, but immediately recognisable, order tokens for York and Lancaster, England and France, or
whatever setting you’re using. Mine are for the Wars of the Roses.

1 The five Perry late 15th Century plastic sets alone


contain 70 different heads, so you have plenty
to choose from. Here, I’ve picked a simple pot
helmet with an open face and a closed sallet.
2 On a 15mm washer, stick a small ball of Green
Stuff and shape it into a shallow mound.

3 Push the head gently into the putty. You don’t


need to push it too deep; it will stick. The rim
of the helmet should sit slightly proud of the
surface of the putty because you’re going to build
4 If you’re using a head with an open-faced
helmet, make sure it’s pressed face-first into
the putty. We want it to look like a discarded
helmet, not a severed head!
up the ground level a little more when you add your
Visored helmets can sit in a more upright posture,
gloop. The helmet should look like it’s sitting or lying
although leaning slightly to one side looks more
on the ground, not half-buried in it.
natural than perfectly perpendicular.

AR ROW SUPPLY MAR K ER S


In Never Mind The Billhooks, longbows are limited to just
six volleys or arrowstorms in the course of a game. Handily,
you can keep track of how many volleys a company has
1 Take a 20mm diameter washer or
base. Apply Green Stuff. Embed your
arrow sheaf on one half of the base.
In the other half of the base, make a square,
left by placing a marker dice alongside each unit of archers. micro-dice shaped indentation by pressing a
Obviously you could just use freestanding dice, but that micro-dice down into the putty and wiggling
would be a bit boring. Sheaves of Perry arrows stuck into the it about a bit.
ground are perfect set dressing for these markers. For variety,
you can mix the ones from the Agincourt English Army set
with the ones from the Wars of the Roses Infantry set.
A sheaf of arrows paired with an unobtrusive micro-dice on a
diminutive scenic base is all you need.

146
5 Once the putty has cured and the helmet stuck in
place, use an old paintbrush to apply the gloop.
Cover the entire base around the helmet, taking
care not to get it on the helmet itself.

6 Once the surface texture is dry, follow Step 20 on page 141 to paint your base. I’ve painted my tokens in
murrey-and-blue for York and blue-and-white for Lancaster. Finally, add a tuft of flowers; white blooms
on the Yorkist order tokens, red on the Lancastrian ones (Wars of the Roses, see?) Here’s a selection of
order tokens using a variety of different helmets.

2 Once the putty has


cured, apply the
gloop or surface
texture, taking care not to
3 Once the surface texture
is dry, follow Step 20
on page 141 to paint
your base.
4 Paint the arrows and groundwork,
then add a few small tufts or some
static grass to finish it off.
Here’s a selection of arrow supply markers.
get it in the recess you’ve
made for your micro-dice.

147
DAUNTED MAR K ER S - CAVA LRY
Getting slightly more ambitious, you can make Daunted Markers for mounted units too, using exactly the
same process, tools, and techniques.

1 Pick your horse and stick it together. The limbs of a


horse downed in battle are liable to fall into strange
positions just like a human casualty. You can see from
the light-coloured bruising on the plastic that I’ve bent the
uppermost legs firmly down (having first cut out a small
wedge behind the top of each leg), so they appear to be
folding down towards the ground. I’ve also bent one of the
forelegs back, half-snapping it at the knee, and then hidden
the break with a few shavings of plastic melted into a drop of
liquid poly cement.

2 I decided to model this knight still in the saddle of his


fallen steed. I used a set of legs from the Agincourt
Mounted Knights set as they’re slightly longer, but I’ve
sliced off the leg apparently trapped beneath the dead horse.
It won’t be seen, and this makes it easier to mount the overall
model on its base.

3 I plant the model onto a low mound of Green Stuff,


then push a few rocks into the putty so they appear to
support any raised limbs (on horse or rider) that aren’t
lying naturally on the ground.

148
4 Once the Green Stuff has cured, fill in all around the
models with your gloop or basing paste, further building
up the surface to fill any remaining gaps underneath the
model where it’s meant to be resting on the ground.

5 Once the model is complete, add any last bits and


pieces, like discarded weapons or equipment, then
follow the usual steps in the painting process.

6 Once you’ve shaped the ground surface to take the rider, it’s
easier to paint him separately then attach him once the horse
and base is all painted before varnishing the lot and adding
finishing touches of tufts or static grass.

7 The finished equestrian Daunted Marker.

149
DAUNTED MAR K ER S - INFA NTRY
I decided to use battlefield casualties to signify a unit in morale meltdown. You can, of course, buy ready-made
metal casualty figures; but with a minimal amount of kitbashing, making your own dead is, well … dead simple. So
don’t become daunted yourself because I promise you it’s quite easy.

1 Some of the Perry bodies lend themselves more naturally to


casualty postures, although almost any of them will work
with enough surgery. Let’s try it with a running figure from
the Agincourt French Infantry set, which I’m going to use to make
an English Hundred Years’ War Bills Daunted Marker!

2 First slice the base off the figure - easy with a sharp knife.
Take care to keep the feet intact though.

3 You see strange attitudes in dead bodies because limbs tend


to fall in unnatural-looking arrangements. So a good first step
is to chop off one leg and glue it back on at a slightly weird
angle. Make good any join by slathering it in liquid poly cement,
and if needs be, dissolving a few shavings of plastic into it to fill
any gap. Alternatively, make an incision behind one knee, snick
out a wedge of plastic, then bend the leg brutally backwards so it’s
tucked awkwardly under the recumbent figure.

4 Arms should look lifeless and flopped. You may need to


change the attitude of a hand so that it appears to hang
limply on the end of the arm. Such minor alterations are
the work of a few seconds with a sharp knife and a splash of poly
cement. Once the newly attached appendage has started to set,
after a couple of minutes, you can bend it into its final desired
posture. A quick brush over with poly cement will magic away
any visible join.

150
5 The position of the casualty’s head is the most important
thing. It too needs to rest in an unnatural attitude, thrown
backwards or lolling forwards. My advice is to push this
much further than you think. It may look odd at first, but once the
figure is mounted on its resting place, that awkwardly positioned
head will really sell it. If you end up with a gap at the neck joint,
a few plastic shavings and a drop of poly cement will conceal and
smooth it away in a few seconds.
A head with a grimacing face works best for obvious reasons.

6 Finally, the groundwork.


Even after surgery, a casualty figure created from a body in
a standing or running pose won’t lie obligingly flat on its
base. Instead of worrying about how to make the figure lie flat, the
trick is to build up the ground surface beneath the figure so that the
ground follows its contours and appears to be naturally supporting
the figure where it has fallen. To do this, first support your figure
on a small mound of Green Stuff stuck onto a 40mm diameter
washer and roughly moulded to fit the shape of the figure. Push the
figure gently down so that it sticks to the putty.

7 Judicious positioning of small rocks also really helps makes


visual sense of the finished model. If an arm, leg, or head
looks a little weirdly up in the air, pop a rock under it. You
can build up around the rock afterwards with a small amount
of gloop. Hey Presto! It no longer looks like the body part is
stranded in midair at an unnatural angle. It now looks like it’s
come naturally to rest against a rock. It’s a simple trick of the eye.

8 Push in one or two ‘props’, but just enough so that they


stick to the putty. Battlefield debris really helps set off these
casualty figures - discarded helmets or swords, bucklers,
a shattered polearm. They paint a picture of the aftermath of a
ferocious melee.

151
9 Once the putty has cured (a few hours usually), fill
in all around the figure with your basing paste. Thin
it down to run it into difficult-to-reach crevices, like
between the legs. Use the paste to build up the surface and
fill any last remaining gaps underneath the casualty where
it’s meant to be resting on the ground.

10 While your basing paste is still wet, lightly push


in any final small pieces of extra set dressing, like
bucklers or arrows. Or you can wait until the surface
texture is dry and attach them with superglue.

11 Once the surface texture is dry,


follow Step 20 on page 141 to
paint your base.
If any aspect of the finished model doesn’t look
quite right, never forget that grass tufts can help
camouflage a multitude of sins!

12 Below, you can see a completed batch of Daunted markers.


Go easy with the claret. They look more convincing without lashings of blood and gore.

152
THE HIDDEN DITCH
One of the amusing special event cards in Billhooks (‘Terrain Advantage’) lets you place a previously unseen
ditch directly in front of one of your units, forming a formidable surprise obstacle to would-be attackers.
I’ve made a model to represent this on the tabletop - a waterlogged ditch complete with casualties, recalling,
perhaps, the murderous aftermath of the Battle of Towton when the Cock Beck, clogged with the Lancastrian
dead, ‘ran red for days’. It’s basically a self-contained mini-diorama.

1 One of the great things about multipart plastic figures is that


you can chop them in half or cut them off at the knee to easily
model figures part-submerged in water. I decided to include
one casualty floating face down in the middle of the ditch, and one
fallen on either bank. To model your casualties, apply the principles
described in the section on making Daunted Markers.

2 Cut a piece of plasticard (or other sheet


basing material) into an irregular rectangle
slightly wider than the frontage of one
of your infantry companies. Add a sausage of
Green Stuff to delineate the raised bank around
the ditch. You can’t sink the ditch into the table,
so use the flat surface of the plastic card as the
water level and build up the banks of your ditch
around it.

3 To support the casualties slumped on either internal


bank of the ditch, I made my banks fairly steep. But
they could be much shallower than this and still
achieve the same effect.

4 Once the Green Stuff has cured, apply gloop to


build up a more natural looking bank all around
the ditch, taking care to keep the internal ‘water
surface’ area of the ditch clean and perfectly flat.
Make the interior line of the banks slightly irregular
where they meet the surface of the water - it looks
more natural.

153
5 Once the surface texture has dried, give
the whole lot a generous coat of spray
primer, then drybrush with earth colours as
previously described.
I decided to paint my two upright casualties
separately, but it seemed easier to paint the
‘drowned’ figure in situ.

6 Paint in the water surface before painting the sunken casualty. Water in
rivers, lakes, and ponds very rarely looks blue. It’s usually somewhere
on a spectrum between brown and olive green. I’ve gone for
an unattractive sludge colour (Vallejo Natural Woodgrain
with a dash of Vallejo Russian Uniform mixed
in). Normally, I’d wetblend increasingly
darker shades towards the middle of an
expanse of water to create the illusion of
depth. Muddy ditchwater though, much like the
contents of a WWI shell hole, is an opaque soup
of organic matter and doesn’t reveal its depth.

7 Next paint the casualty figure in the water.

8 Paint the other two casualty figures.


9 Glue them into position with a touch of superglue
(poly cement won’t bond cleanly now there’s
primer and paint on the respective surfaces). Give
all the figures a coat of matt varnish.

154
10 Vegetation is usually the last thing to add.
But in this case, I’ve included a few stands
of reeds, which should look like they’re in
or near the water. So before adding varnish to form
the water surface, I’ve drilled a few tiny holes and
added some reeds (model railway scenic material)
with a dab of superglue.

11 I’ve used several different scenic


‘water’ products down the years,
and they’re a mixed bag. For a
small area like this, the simplest way to
portray water is good old yacht varnish.
It’s extremely durable, very shiny, and
slightly tinted (even the clear stuff). So a
couple of coats will give a glossy brown
sheen to the surface. While it’s wet, drop
a few broken fragments of reed onto
the varnish - standing water usually has
detritus floating on it.

Finally, add a few grass tufts and bits of scrub foliage


(it’s the vegetation that was hiding the ditch!)
And that’s it.

155
Kitbashing
Introduction
It’s ten years since multipart 28mm plastic figures first I do appreciate this isn’t
made the genre jump from Orcs and Space Marines for everyone though.
to ‘historical’ settings. These days, we have multiple Many grizzled old
manufacturers offering hundreds of different kits across wargamers ask, “why
all the popular periods; some of which, it has to be said, bother assembling
are better than others in terms of both quality and value plastic figures when you
for money. can get metal ones on
the table straightaway?”
Fortunately, for the period covered by Billhooks, we
Well, after tedious
have the glorious range of late medieval sets by Perry
hours spent scraping off
Miniatures, which are superb in every way. As well as
flash, veiling, casting
being first into this market, Perry plastics (in my humble
worms and unsightly mould lines, that is. My answer is,
opinion) remain streets ahead of their competitors in
because modelling these figures is a creative joy; build a
the quality of the sculpting and the historical fidelity
thousand and make every one different. When has that
of the figures and equipment; not to mention the
ever been possible with historical wargames figures?
sheer number, variety, and versatility of figures and
components included in each and every set. Still, if modelling doesn’t float your boat, or the actual
miniatures in your wargames are purely secondary to
Thanks to Michael and Alan Perry, I’ve spent the
the game itself, fair enough. Dear reader, this is not for
last ten years happily addicted to crafting endless
you. If you’re still with me, however, here are a few
permutations of miniature medieval fighting men.
things to bear in mind…
This is the real appeal of plastic for me: the infinite
possibilities for crafting unique figures; and not only Plastic 28mm multipart figures are moulded in hard
from a single box, because as each new Perry medieval plastic. It’s rigid, yet easy to cut, shave, and shape;
set has emerged, the kitbashing possibilities have nothing like the bendy polythene used in 1/72 scale
expanded exponentially, with all the parts from each figures of old.
kit being pretty much interchangeable. It’s a rewarding
The injection moulding process yields a perfect finish
pursuit, which you can take even further with a modest
every time, leaving only the faintest mould lines. Do
amount of simple conversion work.
please take the time to remove them though. It pains
me to see these lovely figures hastily stuck together
and painted with mould lines still visible when it takes
literally a few seconds to get rid of them. A quick
scrape with a craft knife is all they need. Or you can
just ‘paint’ them away using the miraculous smoothing
properties of liquid polystyrene cement.

156
GETTING THE BEST FROM YOUR BOX
The knack in assembling these figures is to craft combinations of bodies, arms, and heads into postures that have
the ring of truth. It’s attention to detail - the slight angling of an arm here, the tilt of a head there - that makes all
the difference to whether your final figure looks ‘real’ or not. You can certainly just bosh together a whole box of
40 figures in an hour or two, and they’ll look okay, but they won’t look great.
Yet making them look great is so easy. You’re going to be playing with these figures for many years to come, so
why not invest a little extra time in planning how to get the best out of them? With eight or nine different sets
currently in the Perry late medieval range, offering several hundred interchangeable components (not to mention
cross-fertilisation with parts from other manufacturers), the permutations are limitless. And that’s before you get
into conversions.
So take your time and try things out before you glue. A tiny bit of sticky tack is a big help. The positioning of the
head, in particular, makes a massive difference to the end product. Looking left, right, or straight ahead? (Straight
ahead is rarely the best choice). Slightly up or slightly down? Tilted to one side or the other? Here’s a tip: The head
often sits a little low on the shoulders, so put a dab of poly cement into the neck socket and drop in a shaving or two
of plastic. Leave that to dissolve for a few seconds then pop the head on. It helps it sit up and invariably makes for a
better attitude in the finished figure.
Minor conversions are very easy to do. A hand holding a sword is a hand holding a sword. But that hand doesn’t
necessarily have to live on the end of the arm it came attached to. Snick it off and glue it onto the end of any other
arm for a totally different effect. Study the components and try to think of them as a flexible set of resources.
Use a small pair of side cutters
or a craft knife to carefully snip
components off their frame. It’s
better to take a component off
the frame, bringing a tiny amount
of sprue with it, and tidy it up
afterwards, rather than cutting
too close to the component and
damaging it. Resist the urge to just
twist parts off their sprue. If you do,
you’ll end up with ugly craters and
bits of missing detail - especially
in smaller and more delicate
components like sheathed swords.
And don’t waste all those little crumbs and shavings of sprue you cut and scrape off your chosen components.
They can come in handy down the line. Collect everything up in a little box and save it for later.
These figures are inexpensive compared to metal miniatures, so try not to worry about spoiling a few parts here
and there. A box of Perry plastics will cost you the same as a small round of drinks, but the pleasure they bring
will last a lot longer!
Once you start chopping them around, things will go wrong, and you may end up using a few more components
than you meant to. It’s no big deal: buy another box. Most mishaps are recoverable anyway with the help of a
small application of remedial liquid poly cement.

157
Building a Figure
I’m going to show you a step-by-step build involving a moderate amount of conversion work to demonstrate how
easy it is even once you decide to start chopping figures in half.
I’m making a tough-looking billman cheering on his lord before (or after) battle. I want him to have an armoured
body but unarmoured arms and legs. That combination suggests a well-equipped veteran amongst the rank and
file soldiery.
I’m going to draw on three or four different Perry sets to create this figure.

1 I’ve taken one of the ‘standard’ bodies (on the left) from the Wars or the Roses (WotR) Infantry set and
one of the fully armoured figures from the WotR Foot Knights set (in the centre). I’ve then transplanted the
infantryman’s legs onto the knight’s body (on the right).
The figures aren’t intended to be cut up like this, but it’s easy to do and vastly multiplies the number of unique
figures you can create even from just one box.
Use a heavy craft blade like a Stanley knife to carefully chop
through the thighs on both figures, taking care to leave the
knight’s armoured tassets intact. Then stick the soldier’s
legs onto the knight’s torso. If there are any gaps where the
legs join the torso, fill them with a splosh of liquid cement
and poke a few shavings of plastic sprue into the crevice.
The plastic dissolves in a second or two, and then, using the
point of a craft knife, you can work the resultant goo as filler.
Finally, run a line of liquid poly cement around the join to
make sure it’s invisible.

2 So that’s the basic body sorted. Next job - the arms.


On this veteran’s coat, I’m going for the ‘leg of mutton’ shoulder - a distinctive
menswear fashion in the later 15th Century. For this, I’ve picked a couple of arms
from the Agincourt French infantry box.
The plastic Agincourt sets by Alan Perry are a whisker taller (and so, the arms a fraction
longer) than Michael Perry’s WotR sets. It’s not that much of a difference, and I mix parts
from the two ranges all the time. But it does mean I can afford to pop the top of the arms
up slightly when gluing them onto the torso, creating that puffed-shoulder look.
The left arm will be hanging freely, so I can use that as it comes. But I want the right arm
enthusiastically brandishing a bill, so I need to replace the
sword with a bill.
For this, I’m going to need one of the sets of bill arms
from the WotR Infantry set.

3 As you can see, I’ve cut off the


attached bill arm then sliced
away the hand holding the foot
of the haft, leaving only the right hand
gripping the centre of the haft.

158
4 Now I can snick off the
hand holding the sword
5 Next, the head. I’ve picked
one of my favourite heads
from the original WotR
Infantry set (it’s also in the
from the French Infantry
arm and attach the bill by its Mercenaries set). It’s the fellow in
moulded-on hand with a tiny dab an open-faced sallet who looks like
of liquid poly cement. he’s shouting - or cheering perhaps.
The combination of this head with
After that I attach the arms to the the leg-of-mutton shoulders ought
body, remembering to make them to make the figure look like he’s
sit up a little proud for that period stepped straight out of a Graham
shoulder look. Turner painting.
The next question is, should he look
straight ahead like this?

6 Or to his left? 7 Or his right?


Slightly up or slightly down?
Tilted to one side or the other?
The attitude of the head makes all the
difference to your finished figure, so it’s well
worth trying out different positions before
settling on how you want it. My advice is
always try to do something slightly unexpected
with the head. It usually pays off.

HEADS
Once you’ve built a couple of hundred of these
figures, you may well find yourself coming back
to certain favourite heads even though there are 70
different ones to choose from in the Perry WotR
sets alone plus another 20 or so separate heads in
the HYW sets!
Here’s the same head
used on eight different
figures. As you can
see, even though the
head is identical,
the figures all still
have quite different
characters.

159
8 As you can see, I’ve settled on looking slightly to his left,
head upturned a little. Looking up to his mounted liege
lord, perhaps.
I’ve finished him off with a few added bits and pieces
to contribute a bit more of that capable looking veteran
character. He now wears a sword on his left hip; on the other
hip, a buckler hangs from his belt. I’ve also added a raised
visor to his sallet.
The sword and visor both come from the WotR Foot Knights
set; the buckler from the Agincourt English Infantry set.
Once the glue has set fully hard, after an hour or two, run the
edge of a craft knife quickly over all the seams and joins on
the figure, removing any residual mould lines or wisps of dried
glue. Then paint over any remaining blemishes, crumbs of
plastic, and joins with a little liquid poly cement, brushing them
away into invisibility.

9 And here he is, primed and ready for undercoating


and painting.
Overall, he took around 45 minutes to put together from
start to finish: thinking, cutting, pulling out different parts and
trying them out, and then gluing.
Some would regard this as an intolerable imposition on their
precious dice-rolling time. To me, it’s time well spent in a fun
creative process, yielding a completely unique figure with great
character.
So get kitbashing!

160

CArdS,TokenS,
& QuiCK
R EfeR ENCE ShEEts

Contents
Cards ............................................................................................................. 162
Bonus Deck ................................................................................................... 162
Play Deck ...................................................................................................... 163
Special Events Deck ....................................................................................... 166
Card backs ..................................................................................................... 170
Tokens ............................................................................................................ 171
Quick Reference Sheets ................................................................................... 172
Gallia ............................................................................................................ 172
Bohemia ........................................................................................................ 173
Helvetia ......................................................................................................... 174
Italia .............................................................................................................. 175
Northumbria .................................................................................................. 176
Lusitania ....................................................................................................... 177
Hibernia ........................................................................................................ 178
Albion ........................................................................................................... 179

The following ten pages display the cards and tokens you will need for playing the Core Rules and different theatres
and conflicts for Billhooks Deluxe. These can be scanned from this book, then printed; or downloaded from the
Wargames Illustrated website. High quality complete decks of cards and MDF tokens are also available to purchase
from the Wargames Illustrated website.

The Wargames Illustrated website is also the place to go to find


updates, patches, errata, and extras for Never Mind the Billhooks Deluxe.

www.wargamesillustrated.net

161
BONUS DECK

SpEciAl
For Feit Re-RoLl
EveNt
Play on an enemy unit when Draw a card from the Special
it is given an Order Token - Re-roll one die or Event deck. Play it now or
this turn it can take only one a hand of dice. save it to play any time later
(not two) actions. in the battle.

PeRk DuMmy

Keep this card to make the


Take a free action with one
enemy think you might have
unengaged friendly unit.
a trick up your sleeve.

162
PLAY DECK

LanCasTRiaN
BoNuS BoNuS LeAdER
Dice to draw a card Dice to draw a card
from the Bonus deck. from the Bonus deck.
(See Rulebook page 14) (See Rulebook page 14)
ALSO ALSO
Continue any Melee if Continue any Melee if
this is the first Bonus this is the first Bonus
card drawn this turn. card drawn this turn.
(See CONTINUING MELEE, (See CONTINUING MELEE,
Rulebook page 30) Rulebook page 30)
- Albion-

YorKiST
SkIRmiSHers ers LeAdER
and and
ArTilLErY Y

- Albion -

R ED ArmY WhItE ArmY


The two cards above are specific
LeAdER LeAdER Leader Cards for Albion. The two
cards to the left are generic Leader
Cards for any Europa theatre. You
can add more character to your
Europa decks by using the cards
specific to each theatre, featured on
pages 164 and 165.
Note: If you are using the specific
Europa cards you will need to
decide which player is using the
White/Unicorn Order Tokens and
which player is using the Red/Lion
Order Tokens.

-Europa- -Europa-

163
EnGliSh HusSItE
SwIsS
LeAdER LeAdER

- Gallia - - Bohemia- - Helvetia-

FRenCH CruSAdER BurGunDIan


LeAdER LeAdER LeAdER

- Gallia - - Bohemia- - Helvetia-

EnGliSh ScOtTisH
LeAdER LeAdER

- Northumbria- - Northumbria-

164
ImpERiaLisT SpaNISh IRisH
LeAdER LeAdER LeAdER

- ItalIa- - ItalIa- -Hibernia-

FRenCH ItalIAn R EBeL IRisH


LeAdER LeAdER LeAdER

- ItalIa- - ItalIa- -Hibernia-

R EBeL RoYAlIst
LeAdER LeAdER

- Lusitania- - Lusitania-

165
SPECIA L EVENTS DECK
Make up the Special Event Deck by using the nine Core Rules Cards (pages 166 and 167) plus the three additional cards that apply only
to each specific theatre/conflict (see the note at the bottom of each card), but feel free to mix and match where appropriate, like we have
done with Lusitania.

FaLse CoLOUrS FLanK AttAck TerR Ain


AdVanTAge

Play on an unengaged enemy One of your units uses dead The front of one of your
unit. They are unsure of the ground to make two moves and Infantry Companies is protected
allegiance of your units and launch a surprise flank attack - by a hidden ditch. The enemy
cannot move this turn or shoot the enemy unit cannot react can’t charge you and will take
unless you attack or shoot first. and turn to face. two Disarray Tokens if they
try to cross.

- Core rules - - Core rules - - Core rules -

LoCAl TruCE AmBUsH SuddEN HeAvy


RaiN ShOweR!
Play this card instead of
Continuing Melee. All You have an extra Band of
combatants immediately back Skirmishers hidden in an No shooting (except for javelins)
off one move distance and take unoccupied building, wood, for the rest of this turn.
no further part in the battle or other patch of bad going,
This card must be played immediately.
UNLESS they are attacked anywhere on the battlefield.
or shot at.

- Core rules - - Core rules - - Core rules -

166
A HoRsE! A HoRsE! An aR RanT A BuSTliNG
CouNteR FeiT RuMoUR
A mounted enemy Leader’s horse Play this card on an enemy
bolts, throwing him from the saddle. Leader in a Continuing Melee.
Play this card if your C-in-C
He is stunned and out of action for His personal banner is seen to
is wounded or killed. It’s
the rest of his turn and must stay fall causing a rumour circulate
not really him - just a decoy
on foot until he can order a Cavalry that he has been killed. The
bearing his arms. Your real
unit to supply him with a re-mount. other units in his Ward take
Army Commander is not
a temporary Disarray Token
This card must be played immediately. affected in any way.
until their next friendly
Leader card is drawn.

- Core rules - - Core rules - - Core rules -

eXtR A FAuConBErg’S TrEAchERy!


aRrOw SuPplY GaMbit
Play this card on one leaderless
enemy Company or Squadron
that has not yet engaged.
When one of your Archer Trick enemy Archers so their Roll 1D6:
Companies has shot off its long range shots drop short.
1 - 3: It turns around
initial allocation of six rounds, Play after they roll their dice -
and marches off the field.
they get an extra two rounds they waste their arrows
of shooting. and get no hits. 4 - 6: It changes sides and will
attack the nearest enemy. Then it
acts as one of your own units.

- Albion - - Albion - - Albion -

CaLTrOpS ShoW OF VaLOUr WeLl-DrIllED

One unengaged unit of Knights


or Men-at-Arms without orders
Play on one of your Infantry
is anxious to demonstrate
units when it is attacked. Play on any friendly unit not
its valour. It may make an
It scatters caltrops as a defence engaged in Melee to remove
immediate double attack or
so the enemy gets no rerolls all its Disarray Tokens.
charge move towards the nearest
for attacking or charging.
enemy Knights or Men-at-Arms.
It may not attack other troops.

- Lusitania - - Lusitania - - Lusitania -

167
PeA SAnt ReVOLt GoD Is With Us ShoW OF VaLOUr
Your army is joined by a wandering
A band of disgruntled peasant
cleric (or peasant girl) whose visions
Light Infantry shows up in the from God foresee victory. Place an One unengaged unit of Knights
rear of the enemy. appropriate figure on the table beside the or Men-at-Arms without orders
Place them anywhere in the enemy C-in-C who may move independently is anxious to demonstrate
rear beyond 8" from any enemy whenever the C-in-C’s card is drawn its valour. It may make an
in addition to the C-in-C. The visionary
troops. You may take normal immediate double attack or
may rally Daunted and Disarrayed
Skirmisher actions with them troops in the same way as a normal
charge move towards the nearest
whenever your ‘Skirmishers and Leader but may not give orders nor enemy Knights or Men-at-Arms.
Artillery’ card is drawn. make any other Leader actions. It may not attack other troops.
This card must be played immediately. This card must be played immediately.
- Gallia - - Gallia - - Gallia -

R ELiGiOuS ZeAl FIrEPowER CaLTrOpS


Hussites only: Nominate one
Infantry unit or Wagon crew to have a
detachment of Slingers who fire special
“whistling bullets”. They do not roll Play on one of your Infantry
A priest attached to the army to hit - instead, an enemy cavalry unit units when it is attacked.
rallies one of your Daunted within range (10") is Disarrayed and It scatters caltrops as a defence
units without needing the must retreat one move.
so the enemy gets no rerolls
intervention of a Leader.
Hussites or Crusaders: Play this for attacking or charging.
card on a unit of enemy Handgunners
or Artillery. Their powder is damp -
they cannot fire this turn.
- bohemiA - - Bohemia - - Bohemia -

WeLl-DrIllED DoNnERwETteR! CoMinG ROUnd


tHe MoUnTAin
Reinforcements, in the form of
There is a heavy downpour of rain a fresh Company or Squadron
- no shooting of any kind - (of your choice), arrive on your
Play on any friendly unit not which will continue until the baseline. It will move to join the
engaged in Melee to remove next time there is a tied dice-off nearest friendly Division every
all its Disarray Tokens. for a Bonus card. Alpine summers time a Bonus card is drawn.
can be unpredictable…
Alternatively - the Swiss may use
This card must be played immediately. this card to bring on their flanking
force if it has not yet arrived.

- helvetiA - - Helvetia - - Helvetia -

168
FirE oN ComMAnD No MoNEy, BaD WaR
No SwiSS
Play on any unengaged
Swiss or Landsknecht Play on any unengaged
All of your Arquebusier Pike formation that is wholly enemy Swiss or Landsknecht
companies can move and fire within its own half of the table. Pike formation. It must attack
(or fire and move) at full effect It turns around and marches the nearest Swiss or
this turn instead of counting off the battlefield as a protest Landsknecht Pike formation in
only half their numbers. at being in arrears of pay. your own army, regardless
This has no effect on the of the circumstances.
army’s Morale Tokens.

- itAliA - - ItalIa - - itAliA -

BoG aNd MiR E HoWLinG WiNdS CrEePIng TwiLigHt

Place an area of impassable Shooting ranges are halved. The


boggy terrain (approximately All troops halve their game will end in 1D6 x turns, after
A5-sized) on the table. This number of shooting dice which all remaining raiders will use
must be in low ground and for the rest of the game. the darkness to make a successful
must be somewhere that has escape with their loot.
not already been passed This card must be played immediately.
through by troops of either side. This card must be played immediately.

- northumbriA - - Northumbria - - Northumbria -

DeA Dly ENEmIeS FIaNnA! BaTHarNAcH

Gallowglass at Feud.
When played, two opposing When played, two units of
Gallowglass companies must the owning player’s Irish Torrential rain pours down for
move to attack each other and troops can opt for an the rest of the day - no more
then fight it out to the bitter immediate heroic charge on shooting except with javelins.
end and the last man standing any opposing unit in reach.
with no Morale Crisis Test rolls.

- Hibernia - - hiberniA - - Hibernia -

169
170
BoNuS DECK BoNuS DECK BoNuS DECK

PlAy DECK PlAy DECK PlAy DECK

SpEC
ECia
iaL
L EVen
EVenTTs SpEC
ECia
iaL
L EVen
EVenTTs SpEC
ECia
iaL
L EVen
EVenT
Ts
Dec
ecKK Dec
ecKK Dec
ecKK
TokenS

ORDERS - ORDERS - ORDERS - ORDERS -


YORKIST LANCASTRIAN EUROPA (WHITE) EUROPA (RED)

ARMY MORALE DISARRAY DAUNTED - ALBION DAUNTED - EUROPA

171
Gallia Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee
1) May Charge or Counter-Charge - twice per game.
2) When Charging: reroll 1s, 2s, and 3s in first round of Combat.
Knights 3 8" (12") - 2 4+ 3+
3) Must pursue Broken enemy.
4) May Dismount.
Light Horse 1.5 10" (14") - 1.5 5+ 4+ May Charge or Counter-Charge.
Jinetes 1.5 10" (14") 6" Hit on 5+ 1.5 5+ 4+ Can only make frontal Attacks against Skirmishers/ Daunted/ Disarrayed.
Mounted Infantry 1.5 8" (12") - 0.5 5+ 5+ May Dismount.
Men-at-Arms 2 6" - 1.5 3+ 3+ Save on 4+ if Shot at by Crossbows or by Longbows at short range.
Spearmen 1 6" N/A 1 4+ 4+
9" (S) Hit on 5+
Longbow Company 1 6" 0.5 5+ 5+ May Shoot twice in a turn, limited to six 'arrowstorms'.
15" (L) Hit on 5+
9" (S) Hit on 5+ 1) After first Shot, count only half numbers per Shoot Action.
Crossbow Company 1 6" 0.5 5+ 5+
12" (L) Hit on 6 2) There are no limits on Crossbow ammunition.
Skirmisher Light Infantry
1 8" 6" Hit on 5+ 1 6 5+ Must pursue Broken enemy.
and Kern
Skirmisher Archers,
1 8" 12" Hit on 5+ 0.5 5+ 5+ Always Evade if Attacked.
Crossbowmen and Slingers
1) Roll 2D6 per Artilleryman when Shooting.
2) All hits are Kills. Add 1 extra Kill vs Pike Blocks.
Gun and three crew 9 - 30" Hit on 6 0.5 5+ 5+
3) Three or more 1s = the gun blows up.
4) Minimum crew: two.

172
Bohemia Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee

1) May Charge or Counter-Charge - twice per game.


2) When Charging: reroll 1s, 2s, and 3s in first round
Knights 3 8" (12") - 2 4+ 3+
of Combat.
3) Must pursue Broken enemy.

Light Horse 1.5 10" (14") - 1.5 5+ 4+ May Charge or Counter-Charge.

Mounted Skirmisher Missile Troops 1.5 10" 9" Hit on 5+ 1 5+ 5+ Always try to Evade if Attacked.

Bills (Staff weapons) 1 6" - 1 4+ 4+

Men-at-Arms 2 6" - 1.5 3+ 3+ Save on 4+ if Shot at by Crossbows or Handguns.

9" (S) Hit on 5+ After first Shot, count only half numbers per
Crossbow and Handgun Companies 1 6" 0.5 5+ 5+
12" (L) Hit on 6 Shoot Action.
1) Always Evade if Attacked.
Skirmisher Missile Troops 1 8" 12" Hit on 5+ 0.5 5+ 5+
2) Shoot once in a turn.

Houfnice Field Artillery and three crew 9 - 30" Hit on 6 0.5 5+ 5+ 1) Roll 2D6 per Artilleryman when Shooting.
2) All hits are Kills.
3) Three or more 1s = the gun blows up.
Tarasnice Light Artillery and two crew 6 - 20" Hit on 6 0.5 5+ 5+
4) Minimum crew: two.
War Wagon and six crew 9 3" by hand 0.5 (Missiles) 1) Wagon takes two Actions to deploy.
12" Hit on 4+ 3+ in wagon 3+ in wagon
(Three Pole-arms, three Missiles) Horses +3 8" towed 1 (Pole-arms) 2) Other unengaged wagons count as support in Melee.

173
Helvetia Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(CHARGE) D6 Per figure Shooting Melee
1) May Charge or Counter-Charge - twice per game.
2) When Charging: reroll 1s, 2s, and 3s in first round
Knights 3 8" (12") - 2 4+ 3+
of Combat.
3) Must pursue Broken enemy.
Light Horse 1.5 10" (14") - 1.5 5+ 4+ May Charge or Counter-Charge.
1) Always Evade if Attacked.
Skirmisher Mounted Crossbows 1.5 10" 9" Hit on 5+ 1 5+ 5+
2) May Dismount - use Infantry Skirmisher stats.
Burgundian Men-at-Arms 2 6" - 1.5 3+ 3+ Save on 4+ if Shot at by Crossbows or Handguns.
Burgundian Bills, Glaives, etc. 1 6" - 1 4+ 4+
Burgundian Pikes 1.5 6" - 1 4+ 4+
9" (S) Hit on 5+ After first Shot, count only half numbers per
Burgundian Crossbow Company 1 6" 0.5 5+ 5+
12" (L) Hit on 6 Shoot Action.
9" (S) Hit on 5+
Burgundian Archers 1 6" 0.5 5+ 5+ May Shoot twice in a turn, limited to six 'arrowstorms'.
15" (L) Hit on 6
1) Always Evade if Attacked.
Burgundian Mounted Archers 1.5 10" - 1 5+ 5+
2) Must Dismount to Shoot.
1) Include all Halberdiers in the Melee head count in
the second and third rounds. They hit for 4+ in every
Swiss Halberdiers 1 8" - 1 5+ 4+
round of Melee.
2) Halberdiers Detach - see Action List.
Swiss Pikes 1 8" - 1 5+ 4+ See Swiss Infantry in Melee page 83.
1) Always Evade if Attacked.
Skirmisher Missile Troops 1 8" 12" Hit on 5+ 0.5 5+ 5+
2) Shoot once in a turn.
Field Artillery and three crew 9 4" 30" Hit on 6 0.5 5+ 5+ As Core Rules.
Light Artillery and three crew 9 6" 24" Hit on 6 0.5 5+ 5+ As Core Rules, except for Movement.
1) Takes a full turn to reload.
Organ Gun and three crew 5 4" 18" Hit on 5+ 0.5 5+ 5+
2) Hit for 5+. All targets Save on 6.

174
Italia Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee

1) Save on 4+ when Shot at by Arquebuses.


Gendarmes 3 8" (12") - 2 3+ 3+ 2) Only Charging French reroll 1s, 2s, or 3s.
3) Must pursue Broken enemy.
4+ vs Infantry
Demi-Lances 2 9" (12") - 2 4+ Reroll 1s when Charging or Attacking.
3+ vs Cavalry
1) May Charge or Counter-Charge.
Light Horse (Including Stradiots) 1.5 10" (14") - 1.5 5+ 4+
2) Stradiots within 10'' of the enemy baseline go off looting.

Skirmisher Mounted Missile Troops 1.5 10" 9" Hit on 5+ 1 5+ 5+ Always Evade if Attacked.

1) Can only make frontal Attacks against Skirmishers/


6" Hit on 5+
Jinetes 1.5 10" (14") 1.5 5+ 4+ Daunted/ Disarrayed.
(Javelins)
2) Always Evade if Attacked.

Pikes 1 6" - 1 5+ 4+ See special Melee rules (section XVII, see p.96).

As supports in a Pike formation, they all count in the second


Halberds 1 6" - 1 5+ 4+
and third round, hitting on 4+.
Sword and Buckler men 3+ vs Infantry As supports in a Spanish Colunela formation, they all count in
1 8" - 1 5+
(Spanish or Italian) 5+ vs Cavalry the second and third round, hitting on 4+.
Pavesari and Tabulacciari
1 6" 12" Hit on 5+ 1 5+ 5+ Always rated as Levy.
(Spearmen)
9" (S) Hit on 5+
Crossbow and Arquebus Company 1 6" 0.5 5+ 5+ After first Shot, count only half numbers per Shoot Action.
15" (L) Hit on 6
1) Always Evade if Attacked.
Forked Arquebus Skirmishers 1 6" 18" Hit on 5+ 0.5 5+ 5+ 2) May Shoot once in a turn.
3) All troops Save only on 6 when Shot at by them.
1) Always Evade if Attacked.
Other Skirmisher Missile Troops 1 8" 12" Hit on 5+ 0.5 5+ 5+
2) May Shoot once in a turn.
1) Roll 2D6 per artilleryman when Shooting.
2) All hits are Kills. Add 1 extra Kill vs Pike Blocks.
Gun and three crew 9 4" 36" Hit on 6 0.5 5+ 5+
3) Three or more 1s = the gun is out of Action for 2 turns.
4) Minimum crew: two.

175
Northumbria Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee
1) May Charge or Counter-Charge.
Reiver Light Horse 1.5 10" (14") 9" Hit on 5+ 1.5 5+ 4+
2) Half (round down) can Shoot each turn.
1) Veterans Save on 4+; Levy on 6.
Reivers on Foot (Louns/LH) 1 6" 12" Hit on 5+ 1.5 5+ 5+
2) Half (round down) can Shoot each turn.
Skirmisher Reivers 1 8" 12" Hit on 5+ 1 5+ 5+ Always Evade if Attacked.
Warden’s Footmen (Bills, etc.) 1 6" - 1 4+ 4+ Always rated as Veterans.
9" (S) Hit on 5+ 0.5 1) Always rated as Veterans.
Warden’s Archers 1 6" 5+ 5+
15" (L) Hit on 6 (1 vs Skirmishers) 2) May Shoot twice in a turn.
1) Always rated as Levy.
Town Footmen (mixed weapons) 1 6" 9" Hit on 5+ 1 6 6
2) Half (round down) can Shoot each turn.
ohw enoyrevE .puorg koobecaF skoohlliB eht dniM reveN eht no koob siht ni egap a morf hpargotohp a tsop lliw ew ,reftaereht shtnom eerht rof htnom eht fo yad emas taht no dna IIXXMM.IIX.IV gninnigeB
.05£ tsael ta htrow seidoog skoohlliB niw ot ward ezirp a otni deretne eb lliw - gnitsop eht fo ruoh eno nihtiw - )noitamrofni rehtruf on dna( otohp eht fo rebmun egap eht htiw tsop taht woleb stnemmoc

176
Lusitania Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee

1) May Charge or Counter-Charge - twice per game.


Knights 3 8" (12") - 2 4+ 3+ 2) When Charging: reroll 1s, 2s, and 3s in first round of Combat.
3) Must pursue Broken enemy.
Acontiados
1.5 10" (14") - 1.5 5+ 4+ May Charge or Counter-Charge.
(Light Horse)
Besteiros de Garrucha
1.5 10" 9" Hit on 5+ 1 5+ 5+ Always Evade if Attacked.
(Mounted Crossbows)
Ginetes
1 10" (14") 6" Hit on 5+ 1.5 5+ 4+ Can only make frontal Attacks against Skirmishers/ Daunted/ Disarrayed.
(Mounted Skirmishers)
Homens d'Armas
2 6" - 1.5 3+ 3+ Save on 4+ if Shot at by Handguns or Crossbows.
(Men-at-Arms)
Peoes
1 6" - 1 4+ 4+
(Spearmen - Billmen)
Besteiros do Conto 9" (S) Hit on 5+
1 6" 0.5 5+ 5+ After first Shot, count only half numbers per Shoot Action.
(Crossbow Company) 12" (L) Hit on 6
1) After their first Shot, they either Move or Shoot.
Espingardeiros 2) All targets need 6s to Save. Hit on 6s, misfire on 1s.
1 6" 12" Hit on 6 0.5 5+ 5+
(Handgun Company) 3) If they score two Kills in a single volley, Infantry are Disarrayed and
Cavalry are Daunted.
9" (S) Hit on 5+
English Archer Company 1 6" 0.5 5+ 5+ May Shoot twice in a turn, limited to six 'arrowstorms'.
15" (L) Hit on 6
1) Always Evade if Attacked.
Homiziados Skirmishers (javelins) 1 8" 6" Hit on 5+ 1 6 5+
2) May Shoot once in a turn.
1) Always Evade if Attacked.
Other Skirmisher Missile Troops 1 8" 12" Hit on 5+ 0.5 5+ 5+
2) May Shoot once in a turn.
1) Roll 2D6 per Artilleryman when Shooting.
2) All hits are Kills.
Gun and three crew 9 - 30" Hit on 6 0.5 5+ 5+
3) Three or more 1s = the gun blows up.
4) Minimum crew: two.

177
Hibernia Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee
1) Cannot Charge.
Irish Horse 1.5 10" (n/a) 6" Hit on 5+ 1.5 5+ 4+
2) May Dismount to fight as Gallowglass.
1) Treat javelin, handgun, or bow-armed Kern the same for all
6" Hit on 5+
Irish Skirmisher Kern 1 8" (n/a) 1 6 5+ game purposes.
(all weapons)
2) Must pusue Broken enemy.
1) May Charge - once per game. When Charging: reroll 1s, 2s,
and 3s in first round of Combat.
Irish Formed Kern 1 8" (8") 6" Hit on 5+ 1 6 5+
2) Shoot twice (javelins) per game with half numbers.
3) Must pursue Broken enemy.
1) May Charge - once per game.When Charging: reroll 1s, 2s, and
3s in first round of Combat.
Irish Gallowglass 1 .5 6" (6") 6" Hit on 5+ 1.5 4+ 4+
2) Shoot once (javelins) per game with half numbers.
3) Must pursue Broken enemy.
1) May Charge - once per game. When Charging: reroll 1s, 2s,
9" (S) Hit on 5+ and 3s in first round of Combat.
Scots Hebridean Mercenaries 1.5 6" (6") 1.5 4+ 4+
12" (L) Hit on 6 2) Shoot twice (arrows) per game.
3) Must pursue Broken enemy.
1) May Charge - once per game. When Charging: reroll 1s, 2s,
9" (S) Hit on 5+ and 3s in first round of Combat.
Scots Clansmen 1.25 6" (6") 1.5 5+ 5+
12" (L) Hit on 6 2) Shoot twice (arrows) per game with half numbers.
3) Must pursue Broken enemy.
May Charge - twice per game. When Charging: reroll 1s, 2s, and
Lord Deputy's Spears (Light Horse) 1.5 10" (14") - 1.5 5+ 4+
3s in first round of Combat.
Lord Deputy's Men-at-Arms 2 6" (n/a) - 2 3+ 3+
Lord Deputy's Mounted Archers 1.5 10'' (n/a) - 1 5+ 5+ May Dismount to fight as Skirmishers.
9" (S) Hit on 5+
Lord Deputy's Archers 1 6" (n/a) 1 5+ 5+ May Shoot twice in a turn. Use Core Rules for Arrow supply.
15" (L) Hit on 6
The Pale and the Towns Billmen 1 6" (n/a) 6" Hit on 6 1 5+ 5+ Shoot once (javelins) per game with half numbers.
9" (S) Hit on 5+
The Pale and the Towns Archers 1 6" (n/a) 0.5 6 6 May Shoot twice in a turn. Use Core Rules for Arrow supply.
15" (L) Hit on 6

178
Albion Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee

1) May Charge or Counter-Charge - twice per game.


Knights 3 8" (12") - 2 4+ 3+ 2) When Charging: reroll 1s, 2s, and 3s in first round of Combat.
3) Must pursue Broken enemy.
1) May Charge or Counter-charge.
Light Horse 1.5 10" (14") - 1.5 5+ 4+
2) Mounted Archers and Crossbowmen may Dismount and Skirmish.

Men-at-Arms 2 6" - 1.5 3+ 3+ Save on 4+ if Shot at by Crossbows or Handguns.

Bills/Pikes 1 6" - 1 4+ 4+

9" (S) Hit on 5+


Archers 1 6" 0.5 5+ 5+ May Shoot twice in a turn, limited to six ‘arrowstorms’.
15" (L) Hit on 6
1) Must pursue Broken enemy.
Skirmisher Kern 1 8" 6" Hit on 5+ 1 6 5+
2) Shoot once in a turn.
1) Always Evade if Attacked.
Skirmisher Missile Troops 1 8" 12" Hit on 5+ 0.5 5+ 5+
2) Shoot once in a turn.
1) Roll 2D6 per Artilleryman when Shooting.
4" 30" (36" Heavy) 2) All hits are Kills. Add 1 extra Kill vs Pike Blocks.
Gun and three crew 9 0.5 5+ 5+
(n/a Heavy) Hit on 6 3) Three or more 1s = the gun blows up.
4) Minimum crew: two.

ACTIONS: (1) MOVE HIMSELF, (2) ORDER A UNIT,


LEADER CLASS POINTS MOVE
(3) RALLY A UNIT, (4) ORDER AND MOVE WITH A UNIT.

Hero 5 8" (12" mtd) Can do three of these Actions.

Commander 5 8" (12" mtd) Can do two of these Actions.

Dolt 5 8" (12" mtd) Can do one of these Actions.

179
EVER MInD
THE BILLHOOK S
ELUX Wargaming late medieval
small battles and
big skirmishes

Billhooks is a fast-action game of late medieval European warfare, set at the


small battle/big skirmish level - think Nibley Green rather than Towton.
You will need around 100 figures a side, lots of D6, and a 6 x 4 foot table -
everything else you need to play the game is included in this book. A typical
game can be played through in around 90 minutes (or rather less if the Dice
Goddess wills it!).
Billhooks Deluxe gives you a ‘Core’ Wars of the Roses ruleset and then
expands that to cover seven new Theatres and Conflicts from across Western
European Christendom c.1350-1525. You will find troop stats and special
rules for Irish Gallowglass, Hussite War Wagons, and Landsknecht Pikemen
along with all the other troop types to be found on battlefields of the period,
from Hundred Years’ War France to Renaissance Italy.
The game uses a card-driven turn sequence and simple but exciting combat
mechanisms (with loads of dice being rolled!) to produce battles that are full
of period flavour but always unpredictable.
Play one game of Billhooks and you’ll want to play another!
The following are the Theatres and Conflicts you can find in this book:
Albion - The Wars of the Roses
Gallia - The Hundred Years’ War
Bohemia - The Hussite Wars
Helvetia - The Swiss-Burgundian War
Italia - The Italian Wars
Northumbria - The Anglo-Scottish Border Reivers
Lusitania - Late Medieval Portugal
Hibernia - Warfare in Ireland
Finally, there is a Modelling Masterclass chapter with a comprehensive
guide to painting, modelling, and kitbashing 28mm plastic figures.

ISBN 978-1-3999-3666-8

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