Crusader-rules.pdf

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Leadership plays a strong role in these rules. Lead your men from the front... not the treeline!
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Introduction
& Basing
Contents
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9.
Skirmishers
10. Leaders
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11. Special Unit Abilities
12. Artillery, Elephants &
Chariots
13. Army Morale
14. Points
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Unit Organisation
Unit Statistics
The Turn Sequence
Movement
Missile Fire
Melee
Morale
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15. Generic Troop Types
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Sample Scenario
1. INTRODUCTION
The aim of these rules is to accurately reflect the differing skills and abilities of troops and
armies in battle yet still remain fun to play. Any rules set are a trade off between realism and
playability – hopefully I am at least close to the right balance between the two.
I have chosen to use stands rather than individual figures as the basis for units for three
reasons. The rules represent units of troops and not individuals – as such it isn’t that
important where your standard bearer or officer is – so long as the unit is fighting they are
assumed to be taking part somewhere. The second reason is that I dislike rules systems
that try to represent large battles with skirmish rules mechanisms, complicated special
formations and abilities, with the odd super characters thrown in. Most importantly though
– I like the simplicity of moving, organising and playing with stands of figures and think they
also happen to look damned nice.
The rules should allow armies from widely differing time periods to fight against each other
and the points system given at the back of the book will remain consistent throughout. You
may have some problems with a Norman army fighting against a Macedonian but they will
at least both use the same rules.
DESIGNER’S NOTES
Throughout the rules you’ll find these little boxes that briefly explain the
reasoning behind rules mechanisms and game play.
I would like to think that the system used will discourage ‘gamey’ tactics. If you find there
is something that gives your troops a distinct advantage in the game but ‘feels’ wrong -
then it probably is. I didn’t want to have to write a 200 page rulebook that tried to cover
every single situation that might crop up within a game – it’s probably impossible to do that
anyway. If in doubt use common sense or roll a dice.
The rules are always developing and I
will be more than happy to hear peoples’
comments and suggestions. You can
write to me at Crusader Miniatures or
drop me an email. If you have questions
about the rules please try to frame them
in such a way that I can send back a
yes/no answer.
You can also check out the Crusader
Miniatures Yahoo web site where there
will be a section devoted to these rules
– it will provide updates, army lists and
a FAQ section among other things. All
of the details can be found at:
www.crusaderminiatures.com
Mark Sims
Crusader Miniatures
2. Unit Organisation & Basing
These rules are primarily designed for 25-28mm figures as that is what I game with! They can, however, be
easily modified for 20, 15, 10 and 6mm without too much trouble. In these cases you can either keep the base
sizes the same and have differing numbers of figures on them or work out your own system. Changing inches
to centimetres or halving all distances are obvious adjustments that spring to mind for smaller scales.
The ‘ideal’ base sizes are simply 40mm to 50mm square for infantry, 50mm square for cavalry. Chariots and
elephants should be roughly 60mm by whatever depth is needed. Some flexibility may be required for larger
figures, chariots and elephants. The exact frontage and depth of the base is not a hugely important factor in
these rules so you are welcome to use whatever you have available.
This basing system should allow you to use figures based for other popular rules with very little difficulty. You
can either re-base figures onto stands, put them on temporary movement trays or keep them as they are and
just ‘assume’ they are based correctly - I’ve used all three methods. Whatever you choose it isn’t hard to
represent a unit and as the rule mechanics use stands to determine combat rather than figures you can even
get away with 2 armies based slightly differently – though this is obviously not ideal.
Unit sizes are pretty much up to the players depending on the figures that you have and the army list guidelines.
Unless the army lists state otherwise the minimum unit size is
4
stands and the maximum is
8
stands for
cavalry and
12
stands for infantry.
UNIT FORMATIONS AND ORGANISATIONS
Basically the units are made up of stands of troops. Some units may be of mixed troop types but the vast
majority will consist of stands of the same troops who are armed and armoured in the same way. Each unit
is assumed to include a command stand – this costs no extra points and fights exactly the same as the
remainder of the unit.
There is no set formation for your units. They can be as many stands wide or deep as you like. You’ll obviously
work out for yourselves which formations are most suitable for combat and movement for various types of
troops.
To count the depth for formations in melee the unit must be 3 or more stands wide and also have more than
half of its back rank of stands. So a unit 3 stands wide would need to have a second rank of 2 stands to count
as 2 ranks deep.
Any unit that is more stands deep than it is wide counts an in ‘March Column’ and is immediately shaken when
it contacts any enemy forces. Certain scenarios may call for troops to arrive on table in column.
Some units will have the
ability to form into skirmish
order. These troops must
still keep in base to base
contact
with
another
member of the same unit
but within those constraints
they may be positioned
in whatever formation
the player likes. Skirmish
stands
are
generally
represented by having less
figures per stand and have
appropriate modifiers in
the rules.
Units may ‘snake’ to go
around terrain, line hill
contours or river banks
and such but otherwise
will remain in ranks and
files during movement and
combat.
3. The Unit Statistics
Each troop and command stand will have a set of statistics that you’ll use to work out if it passes a morale
test, how far it can move, how well it fights in combat and such. The stats for each unit are represented in the
following order:
Unit Name, Number of Stands, Morale Class, Combat skill, Bow skill, Wounds, Hand to Hand Attacks, Missile
Attacks, Training and Leadership, Movement, Armour, Notes & Weapons. These are abbreviated on the stat
line as follows.
Unit (stands)
Morale
CS
BS
Wnd
Hatk
Matk
T&L
Move Armour Notes
Unit Name
Name of the unit (well duh!).
Stands
The number of stands that the unit starts with.
Morale
The morale class of the unit from worst to best: Dregs, Levy, Trained, Regular, Seasoned, Veteran, Elite. Most
troops will fall into the Trained to Seasoned classes.
CS
The combat skill of the troops within the unit. All stands will have the same CS – even in mixed formations and
command stands. The skill levels are good, average and poor.
BS
The ‘Bow’ skill of the unit reflects how good it is with missile fire or thrown missile weapons (Bow skill is easier
to say than Ballistics skill). Skill level can be good, average or poor.
Wnd
The number of wounds that a stand can take before it is removed. Skirmishers will have 2, normal formed
troops 3. Veteran and Elite morale class troops gain an extra wound per stand.
Hatk
The number of hand to hand attacks that each stand gets in combat. Skirmishers have one and normal
formed troops two. Elite will get an extra attack per stand for hand to hand combat.
Matk
The number of missile attacks that the stand will have. Formed troops get 2 attacks per stand, skirmishers
get one attack per stand. Morale class does not affect the number of missile attacks in the same way that it
does for Hand to Hand attacks.
T&L
The Training and Leadership level of the unit. This will be used to determine how long the unit takes to carry
out orders, reform, its chance to recover from being shaken and such. The higher the better.
Move
The distance in inches that the unit can travel in a normal move. This distance is doubled for charge, rout and
march moves and is modified by die rolls for flee moves.
Armour
There are 5 types of armour: None, Light, Medium, Heavy and Extra Heavy. You’ll find various examples of the
differing armour classes in the Army Lists at the back of the book.
Notes
This is where the weapons, special abilities or any other notes are given for the unit.
Points
Not technically part of the stat line the points value of each stand is often given afterwards. Simply multiply
this by the number of stands for a unit’s final points cost. There are no extra points for command stands within
a unit – each is always assumed to include a command stand.
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