Metalsmashing Medieval and Ancient Battle Game
Metalsmashing Medieval and Ancient Battle Game
Metalsmashing Medieval and Ancient Battle Game
Moving Your Army above the muck and so normal road speed
applies when using it. The swamp speed only
Movement: To simulate how different soldiers applies to going through the swamp when off-
move, we use a simple trick. Imagine if a man road).
and a horse were going to race. Instead of the
race being a set distance, such as 500 yards, it Type Off road On road
would be a set time. It might be a few seconds. Light Infantry 4 6
If a man and horse both ran five seconds, the Armored 3 5
man might go 10 to 15 yards. The horse might Infantry
go 20 to 30 yards. We use a similar thing in Light cavalry 8 10
our game. A man moves half the distance of a Heavy 6 8
horse, simulating how fast he goes. cavalry
Wagon 4 7
Pushed 2 3
artillery
Men and horses in the field go slower than if If a unit goes from regular to rough terrain, he
they were on a road. The speeds below are must adjust accordingly. For instance, a
measured in numbers. Most people use inches, caisson going on a road five inches comes to a
but for smaller spaces you might use ford. That would leave 6 inches. Since the
centimeters. If you have a very large space, rough terrain speed is about 2/3 of the regular
you might double them. (If you double road speed, and the ford in one the road, he
movement, you must also double firing range.) would go 4 more inches. For determining
speed when moving from regular to rough
Type Off road On road terrain, we use a “rough guess-timate” that
Light Infantry 5 7 rough terrain speed is 2/3 of normal movement.
Armored 4 6
Infantry Other movement rules:
Light Cavalry 10 14
Armored 8 12 Light footmen & light cavalry can leap a wall
Cavalry that is chest high or lower. They have to go
Wagon 7 11 around higher walls. Heavy foot have to go
Pushed 3 5 around, or use ½ of their movement to climb
artillery over. Heavy cavalry can jump walls that are
waist high or lower to a man. Otherwise they
Some kinds of terrain make it even harder to must ride around them.
move. The chart below shows movement in Wagons and artillery must be pushed around
rough terrain” going uphill, going through a walls.
swamp, or fording a river at a ford (you cannot Men can enter a house. Cavalry, wagons and
ford a river that has no ford). (Note that with artillery cannot enter.
swamps, there is no “road speed.” If a road
goes through a swamp, it is assumed to be
Shooting Artillery
In our game, the two ways to fight the enemy Catapults, trebuchets, ballistae,
are to shoot him or melee. Shooting is very bombards and culverins are a
simple. You roll one die for every six shooters. specialty all their own. The first
Only the front rank can fire. To the number thing you need make are firing
that comes up on the dice, you add or subtract sticks. One should be 10 inches, the
as follows: other 16 inches. Mark 1 inch
increments on the first six inches.
Target is at long range: -1 On the other end, affix a circle. The
Target is behind soft cover (bushes): -1 circle should be 2 inches in diameter.
Target is behind hard cover (wall, in house): -2 Make the circle of wire, and affix its
Target is 2 inches or closer: +1 center to the end of the stick, as
Target unit has his back to you: +2 shown on Page 5.
Cavalry firing from horseback: -2
Target has shield: -1 Your artillery will need crews. Each culverin,
Target has armor: -2 trebuchet or bombard should have a crew of 6
Crossbow at short range: +1 to 8 men. Each catapult or ballista needs a
Arquebus or hand-cannon at close range: +2 crew of 4 to 6 men. 2 men must always be at
Sling: -1 the weapon, and the others must stay within
one infantry move of the gun. If your catapult
Weapon range: the chart below shows short and or ballista crew is reduced to 2 men, they fire at
long range. Anything further than long range half rate, i.e. every other turn. If your culverin,
cannot be shot. bombard or trebuchet crew is reduced to 3, it
fires at half rate. Any less than that, and the
Weapon Close range Long range weapon cannot operate until you send up more
Short Bow 0-3 3-6 artillerymen. Infantry and cavalry cannot
Long Bow, 0-4 4-8 operate artillery. Only artillerists can handle it.
Norse Bow
Light 0-4 4-7 Artillery pieces can either move or fire in one
Crossbow move . They cannot do both
Arbalest 0-6 6-12
Crossbow Each weapon had different ways of firing.
Hand cannon 0-3 3-5 Flat Trajectory: Ballistapults and culverins
(early gun) were direct-fire weapons. They were fired
Arquebus 0-4 4-8 directly at the front of enemy troops and targets
Sling 0-3 3-5 in a relatively flat trajectory.
Javelin / spear 0-2 2-4 Parabolic: Trebuchets, onagers, catapults and
bombards were fired in a parabolic trajectory.
If less then 6 men are firing, subtract their Their ammunition fell downward onto the
number from 6. The sum is the amount to enemy.
deduct from the dice when you roll for them to Some bombards could also be fired like
shoot. For example, if four men are shooting: 6 culverins.
minus 4 = 2. Deduct 2 from the dice roll.
To fire a parabolic weapon at a target,
place the stick so that the back end passes over
the weapon, and the circle is over the target.
Roll a die
1 means the shot fell 1 inch short – move the Weapon Short range Long range
stick back one inch Catapult, 3 10
2 means the shot fell 2 inches short – move the onager
stick back 2 inches Ballistapult 0 12
3 means the weapon overshot 1 inch – move Trebuchet, 4 16
the stick forward 1 inch* Mangonel
4 means the weapon overshot 2 inches – move Culverin 0 14
the stick forward 2 inches* Bombard*, 5 16
5 and 6 means it hit right on target. Haufnitze
* Some bombards can also fire flat trajectory
If you roll a 3 or 4, and it puts your circle past projectiles. You must determine this before the
its full range (more than 10 or 16, depending on game begins.
the weapon). then the piece is considered to
have misfired, causing no casualties. Artillery Flat trajectory weapons launch in a straight
line, cutting a swath through the ranks. Use a
thick wire and place one end at the artillery
piece ,and the other at the enemy. Anyone it
touches must roll a die to survive.
loses five. The winner holds the ground, and Command unit within 1 move: +2
the loser retreats ½ move. Losing of officer –1
If both sides get the same number, Losing of command unit (for units within 2
making it a draw, then both lose half their men moves of command unit) -2
as casualties. In that case, victory will depend Unit separated from other units more then 1
upon who brings up reinforcements fastest move away from allies units) -1
Elite Unit (Knights Templar, Praetorians, etc)
Light infantry – 1 +1
Armored infantry – 2 Unit has defeated an enemy unit within the
Light cavalry – 2 three previous moves: +2
Heavy cavalry- 3 Unit was defeated by enemy unit within three
Archer , crossbowman, arquebusier – 1 previous moves: -2
Unit is unharmed: +1
A unit of 8 or more men armed with polearms New officer joins unit: +1
gets a bonus against men armed with short
weapons. They also get the bonus against Morale results:
cavalry. The men with polearms get a free
strike when a melee starts. Before rolling for Roll dice add and subtract factors listed above.
the melee, roll one die for each six men with
polearms, making the usual deductions as if for 5, 6 Unit follows orders and fights
archery. Remove casualties Afterward, melee 4 Unit holds for one move
normally. 3 Unit retreats one move
2 Unit retreats for two moves.
1 Unit routs: retreats until it leaves battle or
Morale until checked
The difference between victory and defeat was Checking a routed unit
often a matter of the state of morale. For this
reason, we need to look at morale to determine To stop a routed unit, an officer must confront
if a unit stays and fights, or retreats. it. He rolls a dice. 5 and 6 mean the unit is
rallied, and returns to battle. 3, 4 means the
When to check morale: unit halts and must check morale on the next
turn. 1, 2 means the unit continues to rout.
Loss of 25% of men: unit halts one turn and The officer can remain with the unit and try to
checks morale rally it again the next move
Loss of 50% of men: unit halts one turn and
rolls for morale Any unit that Loses its officer automatically
Getting hit from behind by equal or larger halts 2 moves.
force: unit rolls for morale.
Getting beat in a melee or by projectile
weapons: roll for morale. Terrain
Loss of command unit: all units within two
moves of command unit must check morale Rivers can only be crossed at fords and bridges.
Houses can provide cover. Up to four men can
Factors which adjust more dice roll: be in a small house, and six in a large house.
Losing 25% of one’s unit: -1 Artillery can do direct fire against houses. Roll
Losing 50% of one’s unit: – 2 a die. 1, 2 and 3 means nothing happened. 4. 5
Command unit within sight: +1 and 6 mean damage was done. 4 hits by
artillery can destroy a small house. 7 hits can
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Metalsmashing: A Game of Ancient & Medieval Battles