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In the midst of this vigorous and almost uninterrupted
struggle with the Saxons, he covered the frontier by garrisons
at the proper points, and marched over the Pyrenees into Spain
at the head of all the forces that he could muster.
All the towns and castles that he attacked surrendered
and up to the time of his homeward march he sustained no loss whatever;
but on his return through the Pyrenees he had cause to
rue the treachery of the Gascons.
That region is well adapted for ambuscades by reason
of the thick forests that cover it;
and as the army was advancing in the long line
of march necessitated by the narrowness of the road,
the Gascons, who lay in ambush on the top of a very high mountain,
attacked the rear of the baggage train and the
rear guard in charge of it,
and hurled them down to the very bottom of the valley
[at Roncevalles, later celebrated in the Song of Roland].
Chapter 8, Spanish Expedition, from the Life of Charlemagne, by Einhard |
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Alternate Rules: Medieval by Rick Barber
Disclaimer: These rules are offered "as is," without scenarios, without support. To enjoy them fully, use them as a starting point for creating your own version of this setting. 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 The following are the house rules I've come up with for using the figures and dice from the Lionheart boardgame (Parker Brothers) on the boards from Battle Cry. With 92 nicely molded 28mm (Warhammer size) figures and the same sort of dice you found in Battle Cry, this allows you to cheaply add a whole different era of combat to the great game you already have. I'd recommend that anyone who enjoys Battle Cry run to their nearest KB Toy Outlet, where they have this game for sale for the princely sum of $9.99!
Basic Unit Stats and Capabilities
King/Knight
Move 3 and Battle. Roll 2 dice per figure (King rolls 4).
Takes 2 hits to kill each figure.
Infantry, Peasants, Mercenaries
Move 2 and Battle.
Roll 1 die per Figure on stand (maximum of 10!).
Archers
Move 2 (may move 1 and Battle, unless moving out of contact).
Roll 1 die per figure on stand.
Heavy Infantry
Move 1 (always) and may freely turn before moving.
Takes 2 hits to kill each figure.
Additional Unit Notes
Archers
Fire to a range of (3) within firing arc (see the Facing rules below).
Range of (4) if on hill firing at lower ground. If any unit moves
adjacent to an Archer unit, that Archer gets DEFENSIVE FIRE
(with the dice being the number of figures on the stand, rounded up)
before the moving unit Battles.
This is true even if the Archer is
not the target of the attack. Archers always use the Arrow icons
when rolling for hits, even against an adjacent enemy.
If playing a scenario using Longbow-armed Archers,
they use the Axe icons when
rolling for hits on non-adjacent enemy units.
Stakes
If desired for the scenario, each Archer unit can set
up 2 hexsides of stakes. These may be placed at the start of the
scenario, or may be placed as a move by the Archer unit later
(roll 1 die, with an Arrow icon needed for success). Stakes prevent
Charges, and allow Archers to roll Axes for hits against any
troops facing them through the staked hexsides.
The King
The figure of the King represents both the
monarch himself and his personal unit of bodyguards,
usually the fiercest and most loyal troops in the Army.
As such, the King gets to roll 4 dice in Combat.
The King never Routs, and any unit directly supported by
the King may ignore the first 2 Panic results rolled
against it in any combat. (Hint: if you have more than one Lionheart set,
it's recommended that you add an additional Knight figure to the
King's stand. This figure gets the normal 2 dice in Combat (total
of 6!) but more importantly adds a bit of defensive depth to His Majesty.
Command Rules
Dice for Command
While it's certainly possible to play Lionheart using the Battle Cry cards,
here's a suggestion for another way to run the game.
In the below, all dice rolls are scored as follows:
Axe = 0, Arrow = 1, Panic = 2.
Initiative
Instead of simply alternating who activates a unit,
each player rolls 1 die, scored as above, with the winner getting
to go. Tie rolls go to the player who didn't go in the previous turn,
which should tend to keep things even.
Number of Moves
Once it's your turn to activate,
roll 2 dice to see how many units you may move.
The result will be anything from 0 to 4, but the average will be 2.
Movement Rules
Turning
All turns (up to 180) count as 1 space off of a unit's movement.
Facing
All units (including Heavy infantry) must
face hex spines, rather than hexsides, and have 2 front, 2 flank and 2 rear
hexside facings. Units may only Move/ Battle through their Front hexsides,
but may receive combat through their Front or Flank
hexsides at no penalty. Any Melee attack made into the Rear
hexsides of a target unit gives the Attacker half again his normal
dice, rounded up.
Battle Rules
Panic & Rout
Notes
Bloody Dice
You'll notice that this game is pretty bloody with the dice provided.
I'm experimenting with a bit slower-paced
game by putting a small dot on one each of
the Arrow and Axe icons on all the dice,
and counting those faces as misses.
Either that or require 2 and 3 hits
respectively to kill Infantry or Knights/Heavy Infantry,
though then keeping track of those odd hits is a pain.