[Ed Allen (c) 2000] ...William gave a signal to his troops, that, feigning flight, they should withdraw from the field. By means of this device the solid phalanx of the English opened for the purpose of cutting down the fleeing enemy and thus brought upon itself swift destruction; for the Normans, facing about, attacked them, thus disordered, and compelled them to fly. In this manner, deceived by a stratagem, they met an honorable death in avenging their enemy; nor indeed were they at all without their own revenge, for, by frequently making a stand, they slaughtered their pursuers in heaps.

Battle of Hastings, by William of Malmesbury

[Ed Allen (c) 2000]

The Battle of Hastings, 1066

Alternative Scenario by Philip Taylor

Disclaimer: The images used above are © 2000 by Ed Allen, and are used by kind permission. It is our hope that players interested in boardgames will also be interested in miniatures gaming (see Ed's Hobby Hovel for a great introduction).

Introduction I have used the Battle Cry rules and board with the Lionheart pieces. The scenario was playtested at the World Boardgaming Championships and seemed to work. In fact it could be played with just Battle Cry pieces, if you're willing to visualize cannons as archers. The instructions for setting up are below.

The full battle set up is depicted in JPG format similar in presentation to the other Battle Cry scenarios.

Basic Setup with Battle Cry Pieces
[o] Saxons


[o] Normans

Using Battle Cry and/or Lionheart Pieces
[o] Battle Cry and Lionheart You can augment the Battle Cry pieces with one set of Lionheart pieces as follows: use Lionheart Kings for the 2 kings, use Lionheart archers for the archers and use Lionheart infantry for the infantry.
[o] Lionheart Only You could use six or eight sets of Lionheart to get the full effect!!

Additional Rules
[o] Units that cannot fully retreat suffer one piece loss per unused flag die (the entire unit not eliminated).
[o] Note the dice for archers are 0,3,2 that is zero at range 1 (the adjacent hex), 3 at range 2, and 2 at range 3. Archers with a "general" get 1 die at range 1 (instead of 0).


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Site: by John A. Foley    Launched 06/30/2000, last updated 07/18/2001.