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HISTORICAL SAMPLER<br />

FREE HISTORICAL ARMY LISTS AND LOCAL CAMPAIGN SYSTEM


INTRODUCTION<br />

RALLY ROUND THE KING <strong>–</strong> HISTORICAL SAMPLER<br />

In Rally Round <strong>the</strong> King we saw mighty armies engaged in a<br />

struggle for dominance in <strong>the</strong> mystic land of Talomir, <strong>the</strong><br />

world of Warrior Heroes <strong>–</strong> Armies and Adventures. But if we<br />

go far<strong>the</strong>r back in time, real time, we can see that Talomir has<br />

its roots in <strong>the</strong> past of our own world, Earth.<br />

Now we bring <strong>the</strong> armies from Earth’s past into <strong>the</strong> fray. Now<br />

you can recreate actual <strong>historical</strong> battles or even see how a<br />

Roman legion will fair in a face off with a Goblin horde.<br />

Recreate a battle of five armies from fantasy? Why not, as we<br />

see Teutonic Knights, Elves and Dwarves face off against<br />

Saracens and Orcs on <strong>the</strong> lonely windswept slopes of an<br />

ancient mountain.<br />

In <strong>the</strong> future over 120 <strong>historical</strong> armies for Rally Round <strong>the</strong><br />

King (RRtK) divided into four convenient releases:<br />

Ancients and Alexander.<br />

Pax Romana.<br />

Crusaders and Norsemen.<br />

For King and Country.<br />

This <strong>sampler</strong> contains three <strong>historical</strong> armies from each and a<br />

simple Campaign system called, Local Campaigns, we’ve<br />

used many time. Enjoy!<br />

RULES ADJUSTMENTS<br />

The only change in <strong>the</strong> rules for <strong>the</strong>se <strong>historical</strong> armies is <strong>the</strong><br />

expansion of <strong>the</strong> armor classes to include AC3 and AC5.<br />

These new classes can easily retrofit onto Rally Round <strong>the</strong><br />

King using <strong>the</strong> movement charts below.<br />

FOOT MOVEMENT RATES<br />

Normal move (retire/pursue*)<br />

FIGS AC 2 AC 3 AC 4 AC 5 AC 6<br />

2 8" (3") 8” (3") 8" (3") 7” (2”) 6" (2")<br />

3 8" (3") 8” (3") 8" (3") 7” (2”) 6" (2")<br />

4 6" (2") 6” (2”) 6" (2") 5” (1”) 4" (1")<br />

MOUNTED MOVEMENT RATES<br />

Normal move (retire/pursue*)<br />

FIGS AC 2 AC 3 AC 4 AC 5 AC 6<br />

2 16" (6") 15” (6") 14" (6") 12” (5”) 10" (4")<br />

3 12" (6") 12" (6") 12" (6") 10” (4”) 8" (3")<br />

4 10" (4") 9” (4”) 8" (4") 7” (3”) 6" (3")<br />

© 2012 DAVID GRAY <strong>–</strong> ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012<br />

1<br />

LOCAL CAMPAIGNING<br />

In RRtK we gave you a National Campaign system (RRtK,<br />

page, 59) where each battle affected whe<strong>the</strong>r <strong>the</strong> country<br />

continued to fight. This works great for <strong>the</strong> big picture. In<br />

Local Campaigning we let you fight a smaller, more localized<br />

campaign. Is it better? That’s for you to say, it’s just ano<strong>the</strong>r<br />

toll for you to use. So let’s get started.<br />

SETTING UP THE CAMPAIGN<br />

Follow this procedure when starting <strong>the</strong> campaign and note<br />

that this is extremely solo and same side friendly.<br />

Decide which armies will fight.<br />

Build each list to <strong>the</strong> agreed upon points total.<br />

Divide your forces into 4 to 6 army groups of at<br />

least three units. These army groups are never<br />

reorganized. Be sure to track <strong>the</strong> current<br />

composition of each army group as losses occur.<br />

As long as you have at least one unit left <strong>the</strong><br />

army group still exists.<br />

Get a regular deck of playing cards or perhaps<br />

you have something else that can be used for<br />

mar<strong>king</strong> <strong>the</strong>se army groups. For simplicity’s sake<br />

we will assume that you are using cards.<br />

Designate one side as red and <strong>the</strong> o<strong>the</strong>r black.<br />

Give <strong>the</strong> black side one Spade for each army<br />

group that it has. Count <strong>the</strong> number of Spades he<br />

has <strong>the</strong>n divide this number by two and <strong>round</strong><br />

down. Give <strong>the</strong> black side that many Clubs. The<br />

Spades are actual units while <strong>the</strong> Clubs are<br />

phony army groups or \decoys.<br />

Do <strong>the</strong> same with <strong>the</strong> red player counting<br />

Diamonds as army groups and Hearts as decoys.<br />

Once all of <strong>the</strong> units in <strong>the</strong> army group have been<br />

destroyed <strong>the</strong> corresponding card is removed<br />

from play.


THE CAMPAIGN MAP<br />

RALLY ROUND THE KING <strong>–</strong> HISTORICAL SAMPLER<br />

The Campaign Map can be as simple or detailed as you like.<br />

Regardless of your decision it all starts with <strong>the</strong> Ladder. Here’s<br />

a picture of <strong>the</strong> Campaign Ladder.<br />

Let’s go over <strong>the</strong> map in detail.<br />

TIME LINE<br />

The numbered rows across <strong>the</strong> Campaign Map represent <strong>the</strong><br />

total number of turns in <strong>the</strong> campaign and are used to track<br />

time. At its simplest form it is numbered 1 to 8. This could<br />

have been 1 to 6 or 1 to 10; <strong>the</strong> choice is yours.<br />

If desired, months or days can be substituted for <strong>the</strong> numbers.<br />

It doesn’t matter as all we’re doing is trac<strong>king</strong> time and<br />

limiting <strong>the</strong> turns that <strong>the</strong> campaign takes place.<br />

THEATER OF WAR<br />

Across <strong>the</strong> three columns of <strong>the</strong> Campaign map you see <strong>the</strong><br />

words Left, Center, and Right. This names each column and<br />

© 2012 DAVID GRAY <strong>–</strong> ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012<br />

2<br />

gives a reference to <strong>the</strong> part of <strong>the</strong> map that army groups may<br />

occupy.<br />

When combined with <strong>the</strong> Time Line each army group will<br />

have its location during each moment of <strong>the</strong> campaign<br />

pinpointed.<br />

DETAILING THE MAP<br />

To add character and flavor to <strong>the</strong> Campaign Map we<br />

recommend doing <strong>the</strong> following:<br />

Make some boxes on <strong>the</strong> map more valuable in<br />

<strong>the</strong> campaign by placing a +1 in <strong>the</strong> box. The<br />

Campaign is decided by <strong>the</strong> number of Victory<br />

Points (page, ##) each player accumulates during<br />

<strong>the</strong> campaign. The +1 represents and additional<br />

Victory Point that can be gained by occupying<br />

this box during <strong>the</strong> campaign.<br />

Instead of using Left, Center, and Right giver<br />

each column a geographical name. In <strong>the</strong><br />

following Campaign Map we have modeled it<br />

after <strong>the</strong> Levant during <strong>the</strong> Crusades so named<br />

<strong>the</strong>m <strong>the</strong> Coast, inland and <strong>the</strong> Desert.<br />

CRUSADER CAMPAIGN MAP


RALLY ROUND THE KING <strong>–</strong> HISTORICAL SAMPLER<br />

If you desire you can pre-roll <strong>the</strong> actual<br />

battlefields for all of <strong>the</strong> boxes on <strong>the</strong> map. Just<br />

be sure that <strong>the</strong> boxes you use are in proportion<br />

to <strong>the</strong> table size you wish to play your games on.<br />

The sample map is set for square tables.<br />

Superimpose <strong>the</strong> map grid over an actual map of<br />

<strong>the</strong> area. This adds a bit more flavor to <strong>the</strong><br />

campaign as you can say that you are fighting<br />

outside Damascus or o<strong>the</strong>r important area of <strong>the</strong><br />

map.<br />

OPENING STAGES OF THE CAMPAIGN<br />

Once you have divided your units into army groups and laid<br />

out <strong>the</strong> Campaign Map <strong>the</strong> Campaign can begin.<br />

Each player rolls 1d6 with <strong>the</strong> higher score<br />

choosing to go first or defer.<br />

All cards are placed in <strong>the</strong> Turn One row.<br />

The first player now chooses one of his cards,<br />

ei<strong>the</strong>r an army group or decoy, and places it face<br />

down on <strong>the</strong> table (1) and declares in what<br />

Theater (column on <strong>the</strong> map) it is located. This<br />

can be Left, Center, or Right as he so desires.<br />

The second player now chooses one of his cards,<br />

ei<strong>the</strong>r an army group or decoy, and places it face<br />

down on <strong>the</strong> table and declares in what Theater<br />

(column on <strong>the</strong> map) it is located. This can be<br />

Left, Center, or Right as he so desires.<br />

Both players alternate until all of <strong>the</strong>ir cards have<br />

been placed. This may result in cards in all or<br />

some of <strong>the</strong> Theaters.<br />

This ends <strong>the</strong> Opening Stages of <strong>the</strong> Campaign.<br />

If using markers <strong>the</strong>se could actually be placed on <strong>the</strong> Campaign<br />

Map. If using cards it is important to remember in what column <strong>the</strong><br />

card is in and what row as <strong>the</strong> game plays out.<br />

TURN SEQUENCE<br />

The Campaign has a limited number of turns and each turn has<br />

a strict turn sequence. Here’s how we do it:<br />

At <strong>the</strong> start of each turn only <strong>the</strong> cards that are in<br />

a box in <strong>the</strong> current turn are used. If <strong>the</strong> card is in<br />

a box at a later turn it is not used this turn.<br />

Example <strong>–</strong> It is turn 4 of <strong>the</strong> campaign. Loo<strong>king</strong> at <strong>the</strong><br />

following picture we see red and black cards on <strong>the</strong> map. Only<br />

<strong>the</strong> cards in <strong>the</strong> turn four boxes will be sued this turn. The<br />

cards in <strong>the</strong> turn five boxes do not come into play until turn 5.<br />

© 2012 DAVID GRAY <strong>–</strong> ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012<br />

3<br />

Starting with <strong>the</strong> boxes that are occupied by red<br />

or black cards, but not both, we hand out Victory<br />

Points (page, ##).<br />

After that has been done any box with red and<br />

black cards must be resolved. Both sides now<br />

choose to Fight (page, ##) or Flight (page, ##)<br />

and any resulting Victory Points (page, ##) are<br />

handed out. Once this is resolved <strong>the</strong> turn is over<br />

and we proceed to <strong>the</strong> next turn in <strong>the</strong> Campaign.<br />

FIGHT OR FLIGHT<br />

When a campaign box is occupied by both red and black cards<br />

each player must choose to fight a battle (Fight) or leave <strong>the</strong><br />

box to <strong>the</strong> enemy (Flight). Both players must write down <strong>the</strong>ir<br />

decisions and reveal <strong>the</strong>m at <strong>the</strong> same time.<br />

FIGHT<br />

When both sides have chosen to Fight, a battle is fought using<br />

Rally Round <strong>the</strong> King. The first player to have occupied <strong>the</strong><br />

box is <strong>the</strong> defender. If both started in <strong>the</strong> box, as in <strong>the</strong> first<br />

turn, <strong>the</strong>n players can dice at random to see who defends.<br />

Note that if after a player has exercised his Right of Refusal<br />

(RRtK, page, ##) and he has not accepted <strong>the</strong> terrain his Fight<br />

result has now become a Flight result.<br />

Note that cards are never revealed to be army groups nor<br />

decoys. When a battle results simply ga<strong>the</strong>r <strong>the</strong> units involved.<br />

FLIGHT<br />

When a player has chosen to leave <strong>the</strong> box to <strong>the</strong> enemy<br />

(Flight) <strong>the</strong>ir army must move down <strong>the</strong> Campaign Map.<br />

Here’s how we do it:<br />

Army groups and decoys forced to Flight have<br />

two options.<br />

Move down one box (turn) staying in<br />

<strong>the</strong> same column.


RALLY ROUND THE KING <strong>–</strong> HISTORICAL SAMPLER<br />

Example <strong>–</strong> Continuing from <strong>the</strong> previous picture we see <strong>the</strong> red<br />

card in box Desert 4 has chosen Flight. The player chooses to<br />

move <strong>the</strong> card down to box Desert 5 staying in <strong>the</strong> same<br />

column. The card will be active in <strong>the</strong> 5 th turn and has<br />

reinforced <strong>the</strong> red card already in <strong>the</strong> box.<br />

Move down two boxes (turns) and shift<br />

to an adjacent column.<br />

Example <strong>–</strong> Continuing from <strong>the</strong> previous picture we see <strong>the</strong> red<br />

card in box Desert 4 has chosen Flight. The player chooses to<br />

move <strong>the</strong> card down two boxes and over one column into box<br />

Inland 6. The card is not active until <strong>the</strong> 6 th turn.<br />

Players may choose to Flight some cards and<br />

Fight with o<strong>the</strong>rs.<br />

When both sides choose Flight <strong>the</strong>y will roll 1d6<br />

with <strong>the</strong> higher score moving first.<br />

You can always Flight into an empty, friendly or<br />

enemy occupied box.<br />

© 2012 DAVID GRAY <strong>–</strong> ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012<br />

4<br />

AFTER THE BATTLE<br />

After <strong>the</strong> battle is over each sides recovers casualties normally<br />

(RRtK, page, 43).<br />

LOSING THE BATTLE OR GAINING A DRAW<br />

If a player has lost <strong>the</strong> battle, left <strong>the</strong> field, or if <strong>the</strong> battle was<br />

a draw, both sides remained on <strong>the</strong> field at <strong>the</strong> end of <strong>the</strong><br />

battle, he has two options and must do one or <strong>the</strong> o<strong>the</strong>r.<br />

All army groups involved in <strong>the</strong> battle are<br />

dropped one to three boxes down <strong>the</strong> map<br />

staying in <strong>the</strong> same column.<br />

All army groups involved in <strong>the</strong> battle are<br />

dropped two to four boxes down <strong>the</strong> map and<br />

shifted to an adjacent column.<br />

Any army groups that fall off <strong>the</strong> map are out of <strong>the</strong> campaign.<br />

WINNING THE BATTLE<br />

If a player has won <strong>the</strong> battle, driven <strong>the</strong> enemy from <strong>the</strong> field,<br />

he has two options and must do one or <strong>the</strong> o<strong>the</strong>r.<br />

All army groups involved in <strong>the</strong> battle are<br />

dropped one box down <strong>the</strong> map staying in <strong>the</strong><br />

same column.<br />

All army groups involved in <strong>the</strong> battle are<br />

dropped two boxes down <strong>the</strong> map and shifted to<br />

an adjacent column.<br />

RECOVERY OF LOSSES<br />

After each battle <strong>the</strong>re may be some units that were destroyed<br />

and removed from <strong>the</strong> campaign. Here’s how <strong>the</strong>y may be<br />

recovered:<br />

For each box down <strong>the</strong> surviving army moves it<br />

is allowed to recover 33% of <strong>the</strong>ir destroyed<br />

units, <strong>round</strong>ed to <strong>the</strong> nearest whole number.<br />

Only units lost <strong>the</strong> previous battle may be<br />

recovered.<br />

All troops from both sides that are not recovered<br />

are removed from <strong>the</strong> campaign.<br />

Example <strong>–</strong> The Norman player lost <strong>the</strong> battle and has lost<br />

eight units. They drop down two boxes so will recover 66% of<br />

his losses or five units. The Norman player is allowed to<br />

choose which units he will recover. The Vi<strong>king</strong> player won <strong>the</strong><br />

battle and lost two units. He has chosen to drop down only one<br />

box so will recover 33% of his losses or one unit.


WINNING THE CAMPAIGN<br />

RALLY ROUND THE KING <strong>–</strong> HISTORICAL SAMPLER<br />

To win <strong>the</strong> Campaign must accumulate more Victory Points<br />

than your opponent. The first player to do so has won. This<br />

can happen while <strong>the</strong>re are still turns left in <strong>the</strong> Campaign!<br />

What are Victory Points and how do you get <strong>the</strong>m?<br />

VICTORY POINTS<br />

Victory Points are a measure of how successful you are during<br />

<strong>the</strong> Campaign. At <strong>the</strong> end of each turn Victory Points are<br />

handed out for <strong>the</strong> following results:<br />

X VICTORY POINTS<br />

CIRCUMSTANCE VP<br />

AWARDED<br />

Nei<strong>the</strong>r side has army groups remaining in <strong>the</strong> 0<br />

box at <strong>the</strong> end of <strong>the</strong> turn.<br />

OR<br />

Both sides have Decoys with Fight orders.<br />

Your side has Fight orders and <strong>the</strong> o<strong>the</strong>r has 1<br />

Flight or you are unopposed in <strong>the</strong> box.<br />

The tabletop battle ended in a draw. 1 each<br />

You won <strong>the</strong> tabletop battle. 2<br />

Your side has Fight orders and <strong>the</strong> o<strong>the</strong>r only 2<br />

has Decoys with Fight orders.<br />

HOW MANY VICTORY POINTS NEEDED TO WIN?<br />

Here’s how to determine how many Victory Points are needed<br />

to win:<br />

Count how many boxes <strong>the</strong>re are on <strong>the</strong><br />

Campaign Map.<br />

Add to this total all <strong>the</strong> Bonus Points on <strong>the</strong> map.<br />

Divide this new total by two, <strong>round</strong>ing down.<br />

The number of Victory Points needed to win is<br />

this final total plus one.<br />

Example <strong>–</strong> Using <strong>the</strong> Crusader Campaign Map (page, ##) we<br />

see <strong>the</strong>re are twenty four boxes. To this number we add <strong>the</strong> five<br />

Bonus Points for a total of twenty nine. Diving this by two we<br />

have fourteen. Adding one gives <strong>the</strong> number of VP needed to<br />

be fifteen. The first player to reach this has won <strong>the</strong> campaign.<br />

How big of a win? If you accumulate three times his number<br />

you have crushed him. Twice his number is a sound beating<br />

while having more is a win. If you have more <strong>the</strong>n you won a<br />

clear victory.<br />

© 2012 DAVID GRAY <strong>–</strong> ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012<br />

5<br />

CUSTOMIZING YOUR CAMPAIGN<br />

After you have played <strong>the</strong> campaign we have included and<br />

gotten <strong>the</strong> hang of it, try some of <strong>the</strong> following ideas.<br />

SAMPLE GAME<br />

First, you can change <strong>the</strong> gaming periods, even<br />

naval and space battles.<br />

Add more boxes to Campaign Map.<br />

Start one side with a 20% larger point total than<br />

<strong>the</strong> o<strong>the</strong>r but only allow <strong>the</strong>m to use 60% of <strong>the</strong>ir<br />

force at <strong>the</strong> start. The rest may not come into<br />

play until later turns.<br />

Here’s a few sample turns to explain in more detail how to<br />

gain Victory Points.<br />

Turn 1 <strong>–</strong> Alternating one card at a time Blue and Yellow<br />

places all <strong>the</strong>ir cards in <strong>the</strong> first turn row. When <strong>the</strong>y are<br />

finished <strong>the</strong>y must give Fight of Flight orders for each box.<br />

These are written down prior to being revealed. Note that <strong>the</strong><br />

cards are not revealed, just <strong>the</strong> orders.<br />

In <strong>the</strong> left box Blue decides that he is outnumbered and<br />

Chooses Flight while Yellow chooses Fight. Yellow gains one<br />

Victory Point. Blue has to choose what to do and decides to<br />

drop back one box into <strong>the</strong> turn two row. Yellow decides to<br />

move his cards down one box as well.<br />

In <strong>the</strong> center box both players choose Fight orders. Cards are<br />

not revealed but <strong>the</strong> units are placed on <strong>the</strong> table and a battle<br />

fought. The battle is a draw. Both sides gain 1 Victory Point.<br />

Each now rolls 1d6 with <strong>the</strong> higher score (Blue) going first.<br />

Blue decides to drop back one box so will recover 33% of his<br />

losses. Yellow now decides to drop down two boxes and will<br />

cover 66% of his losses.<br />

In <strong>the</strong> right box Yellow is grossly outnumbered and chooses<br />

Flight. Blue chooses Flight as well but for a different reason.<br />

Each now rolls 1d6 with <strong>the</strong> higher score (Yellow) going first.<br />

Yellow decides to drop down one box. Blue decides to drop<br />

down two boxes and over one column. He is now placed in <strong>the</strong>


RALLY ROUND THE KING <strong>–</strong> HISTORICAL SAMPLER<br />

third row center box with Yellow’s cards. As both sides had<br />

Flight orders and nei<strong>the</strong>r had cards remaining in <strong>the</strong> box<br />

nei<strong>the</strong>r will gain any Victory Points.<br />

After one turn <strong>the</strong> score is Yellow 2 Victory Points and Blue 1.<br />

Here’s <strong>the</strong> campaign map at <strong>the</strong> start of turn 2.<br />

Turn 2 <strong>–</strong> In <strong>the</strong> left box Blue decides to Fight as does Yellow.<br />

Yellow wins <strong>the</strong> battle and scores 2 Victory Points. Blue must<br />

move first and decides to drop down three boxes so recovers<br />

99% or all of his losses. Yellow decides to drop down two<br />

boxes and over one column ending its move in row four center<br />

box.<br />

Blue is unopposed in <strong>the</strong> center so gains one Victory Point. He<br />

chooses to drop down one box and joins his forces in <strong>the</strong> third<br />

row center box.<br />

Yellow is unopposed in <strong>the</strong> right so gains one Victory Point.<br />

He decides to drop down one box.<br />

After two turns <strong>the</strong> score is Yellow 5 Victory Points and Blue 2.<br />

Here’s <strong>the</strong> campaign map at <strong>the</strong> start of turn 3.<br />

© 2012 DAVID GRAY <strong>–</strong> ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012<br />

6<br />

Turn 3 <strong>–</strong> Row three left box is empty so no Victory Points are<br />

scored.<br />

The center box sees a big battle as each chooses to Fight. The<br />

battle is a draw and each side gains 1 Victory Point. Both<br />

sides roll 1d6 to determine who will move first. Yellow goes<br />

first and drops down two boxes and moves to <strong>the</strong> left column<br />

into <strong>the</strong> turn five left column box which is occupied by Blue’s<br />

force. He drops his o<strong>the</strong>r force down one box staying in <strong>the</strong><br />

center. Blue drops down three boxes and over to <strong>the</strong> left<br />

column into box six left column.<br />

The right box is occupied by only Yellow who gains 1 Victory<br />

Point. Yellow chooses to drop down one box into row four.<br />

After three turns <strong>the</strong> score is Yellow 7 Victory Points and Blue<br />

3. Here’s <strong>the</strong> campaign map at <strong>the</strong> start of turn 3.<br />

Turn 4 <strong>–</strong> Yellow is starting to extend its lead as it picks up two<br />

points for being in unopposed boxes. Yellow has a<br />

commanding lead in <strong>the</strong> campaign and being unopposed in <strong>the</strong><br />

right column can keep collecting Victory Points for being<br />

unopposed. It is important to remember that Yellow could have<br />

only Decoys in that column, it doesn’t matter as Blue has<br />

chosen not to oppose him!<br />

The Local Campaign system requires <strong>the</strong> player to strike a<br />

balance between recovering battlefield losses and opposing <strong>the</strong><br />

enemy in all columns or <strong>the</strong>aters.<br />

The use of Decoys limits <strong>the</strong> intelligence of <strong>the</strong> players and<br />

reflects <strong>the</strong> influence, whe<strong>the</strong>r actual armies or not, over <strong>the</strong><br />

area of <strong>the</strong> campaign.<br />

FINAL WORDS<br />

We hope this <strong>sampler</strong> has allowed you to see that Rally <strong>round</strong><br />

<strong>the</strong> King can be used with your <strong>historical</strong> battles as well as<br />

fantasy ones. Enjoy <strong>the</strong> Local Campaign system which is<br />

ano<strong>the</strong>r tool for your THW toolbox.


RALLY ROUND THE KING <strong>–</strong> HISTORICAL SAMPLER<br />

ANCIENTS & ALEXANDER<br />

# Unit Type Figures Combat<br />

Middle Kingdom Egyptian<br />

Motivation<br />

Conquest<br />

Morale<br />

3<br />

Tactics<br />

A<br />

War Rating Recruiting Rolls<br />

0 12<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

2 Elite Infantry Foot Melee 4 5 3 0 32 2, 12<br />

64<br />

2 Infantry Foot Melee 3 4 3 0 21 4, 7<br />

42<br />

2 Conscripts - UD Foot Melee 3 3 3 -1 15 5-6<br />

30<br />

3 Archers Foot Missile 3 4 2 -1 15 8-9<br />

45<br />

1 Nubian Archers Foot Missile 2 4 2 -1 10 3<br />

10<br />

1 Bedouin Slingers Foot Skirmish 2 4 2 -2 8 11<br />

8<br />

0 Libyan Javelinmen Foot Skirmish 2 4 2 -2 8 10<br />

0<br />

11 199<br />

# Unit Type Figures Combat<br />

Middle Assyrian<br />

Motivation<br />

Conquest<br />

Morale<br />

3<br />

Tactics<br />

B<br />

War Rating Recruiting Rolls<br />

1 16<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

3 Heavy Chariots - Shock Terror Dual Mounted Melee 1 5 3 4 12 3-4<br />

36<br />

5 Light Chariots Mounted Missile 1 5 2 0 7 6, 8<br />

35<br />

1 Cavalry - Dual Mounted Melee 2 4 3 2 18 2, 12<br />

18<br />

3 Asharittu - Dual Foot Melee 3 4 3 1 24 7<br />

72<br />

1 Hupshu - UD Dual Foot Melee 3 4 3 0 21 5<br />

21<br />

2 Tribal Archers - UD Foot Missile 2 3 2 -2 6 9<br />

12<br />

1 Tribal Slingers Foot Skirmish 2 3 2 -2 6 10<br />

6<br />

1 Tribal Javelinmen Foot Skirmish 2 3 2 -2 6 11<br />

6<br />

0 0<br />

17 206<br />

# Unit Type Figures Combat<br />

Alexandrian Macedonian<br />

Motivation<br />

Conquest<br />

Morale<br />

4<br />

Tactics<br />

A<br />

War Rating Recruiting Rolls<br />

2 9<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

1 Companion Cavalry - Shock Elite Mounted Melee 3 6 4 3 39 -<br />

39<br />

0 Thessalian Cavalry Mounted Melee 3 5 4 1 30 5<br />

0<br />

1 Thracian Horse Mounted Skirmish 2 4 2 -2 8 8<br />

8<br />

1 Hypaspists Foot Melee 4 5 3 0 32 4, 10<br />

32<br />

3 Phalanx - Pikes Foot Melee 4 4 3 1 32 7, 9<br />

96<br />

1 Mercenary Hoplites Foot Melee 3 4 3 0 21 6<br />

21<br />

1 Javelinmen Foot Skirmish 2 5 2 -2 10 2<br />

10<br />

0 Rhodian Slingers Foot Skirmish 2 4 2 -2 8 12<br />

0<br />

0 Cretan Archers Foot Missile 2 5 2 -1 12 3<br />

0<br />

0 Archers Foot Missile 2 4 2 -1 10 11<br />

0<br />

8 206<br />

© 2012 DAVID GRAY <strong>–</strong> ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012<br />

7


PAX ROMANA<br />

RALLY ROUND THE KING <strong>–</strong> HISTORICAL SAMPLER<br />

# Unit Type Figures Combat<br />

Principate Roman<br />

Motivation<br />

Conquest<br />

Morale<br />

4<br />

Tactics<br />

A<br />

War Rating Recruiting Rolls<br />

1 7<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

3 Legionaries - Elite Foot Melee 4 5 4 1 40 5-7<br />

120<br />

1 Lanciarii - CW Foot Melee 3 5 4 1 30 9<br />

30<br />

1 Auxiliary Foot - CW Foot Melee 3 4 4 1 27 4, 8<br />

27<br />

0 Auxiliary Cavalry Mounted Melee 3 4 4 1 27 10<br />

0<br />

1 Equites Mounted Skirmish 2 4 2 -1 10 3, 3<br />

10<br />

1 Slingers Foot Skirmish 2 4 2 -2 8 2<br />

8<br />

0 Archers Foot Missile 3 4 2 -1 15 12<br />

0<br />

7 195<br />

# Unit Type Figures Combat<br />

Parthians<br />

Motivation<br />

Conquest<br />

Morale<br />

3<br />

Tactics<br />

B<br />

War Rating Recruiting Rolls<br />

1 12<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

3 Cataphracts - UD Shock Mounted Melee 3 5 5 1 33 2, 5-6, 12 99<br />

10 Horse Archers Mounted Skirmish 2 4 2 -1 10 3-4, 7-11 100<br />

0 0<br />

13 199<br />

# Unit Type Figures Combat<br />

Spartacus<br />

Motivation<br />

Loot<br />

Morale<br />

2<br />

Tactics<br />

A<br />

War Rating Recruiting Rolls<br />

0 11<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

0 Cavalry - UD Mounted Melee 3 4 3 0 21 5<br />

0<br />

1 Gladiators - UD Foot Melee 4 5 4 -1 32 9<br />

32<br />

2 Equipped Slaves - UD Foot Melee 4 4 4 -1 28 8<br />

56<br />

2 Slaves- UD Foot Melee 4 4 3 -1 24 4, 10<br />

48<br />

4 Mob - UD Foot Melee 3 3 2 -1 12 6-7<br />

48<br />

1 Javelinmen Foot Skirmish 2 3 2 -2 6 2-3<br />

6<br />

1 Slingers Foot Skirmish 2 3 2 -2 6 11-12<br />

6<br />

11 196<br />

© 2012 DAVID GRAY <strong>–</strong> ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012<br />

8


RALLY ROUND THE KING <strong>–</strong> HISTORICAL SAMPLER<br />

CRUSADERS & NORSEMEN<br />

# Unit Type Figures Combat<br />

Anglo-Norman<br />

Motivation<br />

Conquest<br />

Morale<br />

3<br />

Tactics<br />

A<br />

War Rating Recruiting Rolls<br />

0 8<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

2 Knights - UD Shock Frenzy Mounted Melee 4 5 4 2 44 9-10<br />

88<br />

0 Sergeants - UD Shock Mounted Melee 3 4 3 1 24 2, 12<br />

0<br />

4 Foot Sergeants - UD Foot Melee 4 4 3 -1 24 6-8<br />

96<br />

2 Archers - UD Foot Missile 2 4 2 -2 8 3, 11<br />

16<br />

0 Welsh Foot - UD Foot Melee 3 4 2 -1 15 4<br />

0<br />

8 200<br />

# Unit Type Figures Combat<br />

Vi<strong>king</strong>s<br />

Motivation<br />

Loot<br />

Morale<br />

4<br />

Tactics<br />

A<br />

War Rating Recruiting Rolls<br />

0 7<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

2 Huscarls - UD Fanatic Frenzy Foot Melee 4 5 4 36 6, 8, 11 72<br />

3 Freemen - UD Frenzy Foot Melee 4 4 3 28 7, 9-10, 12 84<br />

1 Irish - UD Frenzy Foot Melee 3 4 2 18 5<br />

18<br />

1 Archers - UD Foot Missile 2 4 2 12 4<br />

12<br />

1 Thralls - UD Foot Melee 3 3 2 15 2-3<br />

15<br />

8 201<br />

# Unit Type Figures Combat<br />

Early Crusader<br />

Motivation<br />

Religious<br />

Morale<br />

4<br />

Tactics<br />

A<br />

War Rating Recruiting Rolls<br />

0 8<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

2 Knights - UD Shock Frenzy Mounted Melee 4 5 4 2 44 4-5<br />

88<br />

3 Spearmen - UD Foot Melee 4 4 3 -1 24 6-8<br />

72<br />

2 Crossbowmen - UD Foot Missile 3 4 3 -2 15 9-10<br />

30<br />

1 Pilgrims - UD Foot Melee 3 3 2 -1 12 2, 12<br />

12<br />

0 Archers - UD Foot Missile 2 4 2 -2 8 3<br />

0<br />

0 Turcopoles - UD Dual Mounted Melee 2 4 2 1 14 11<br />

0<br />

0 0<br />

8 202<br />

© 2012 DAVID GRAY <strong>–</strong> ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012<br />

9


RALLY ROUND THE KING <strong>–</strong> HISTORICAL SAMPLER<br />

FOR KING & COUNTRY<br />

# Unit Type Figures Combat<br />

Motivation Morale Tactics War Rating Recruiting Rolls<br />

Loot 3 A 0 7<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

1 Knights - UD Shock Frenzy Mounted Melee 4 5 6 2 52 4<br />

52<br />

1 Mounted Crossbowmen - UD Mounted Missile 3 4 4 -1 21 3, 11<br />

21<br />

2 Feudal Levy - CW Foot Melee 3 4 4 1 27 8-10<br />

54<br />

2 Mercenary Pikemen - Pikes Foot Melee 4 4 3 1 32 5-7<br />

64<br />

1 Handgunners - Firearms Foot Missile 2 4 2 0 12 2, 12<br />

12<br />

7 203<br />

Late Medieval Danish<br />

# Unit Type Figures Combat<br />

Mediev al Aragon<br />

Motivation<br />

Conquest<br />

Morale<br />

3<br />

Tactics<br />

A<br />

War Rating Recruiting Rolls<br />

0 7<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

1 Knights - UD Shock Frenzy Mounted Melee 4 5 6 2 52 9-10<br />

52<br />

1 Jinetes Mounted Skirmish 2 4 3 -1 12 2-3<br />

12<br />

2 Militia Foot Melee 4 4 3 0 28 5, 7<br />

56<br />

2 Crossbowmen Foot Missile 3 4 3 -1 18 2-4<br />

36<br />

2 Almughavars - UD Frenzy Foot Melee 3 5 3 0 24 6, 8<br />

48<br />

8 204<br />

# Unit Type Figures Combat<br />

Motivation Morale Tactics War Rating Recruiting Rolls<br />

Conquest 3 B 0 7<br />

Class<br />

Value<br />

Armor<br />

Class<br />

Special Cost Recruiting Rolls Total<br />

1 Crusader Bro<strong>the</strong>rs - Shock Frenzy Elite Mounted Melee 4 5 6 4 60 2, 4-5 60<br />

1 Crusader Knights - UD Shock Frenzy Mounted Melee 4 5 5 2 48 11-12 48<br />

1 Turcopoles Mounted Skirmish 2 4 2 -1 10 9<br />

10<br />

1 Mounted Crossbowmen - Dual Mounted Melee 3 4 3 2 27 10<br />

27<br />

2 Feudal Spearmen - UD Foot Melee 3 4 3 -1 18 3, 8<br />

36<br />

2 Archers - UD Foot Missile 2 4 2 -2 8 7<br />

16<br />

0 Handgunners - Firearms Foot Missile 2 4 3 0 14 6<br />

0<br />

8 197<br />

Late Teutonic Knights<br />

© 2012 DAVID GRAY <strong>–</strong> ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012<br />

10


ALEXANDER OR CAESAR<br />

OR MAYBE ATTILA?<br />

In Rally Round <strong>the</strong> King we saw mighty armies engaged in a struggle for dominance in <strong>the</strong> mystic land of<br />

Talomir, <strong>the</strong> world of Warrior Heroes <strong>–</strong> Armies and Adventures. But if we go far<strong>the</strong>r back in time, real time,<br />

we can see that Talomir has its roots in <strong>the</strong> past of our own world, Earth.<br />

Now we bring <strong>the</strong> armies from Earth’s past into <strong>the</strong> fray. Now you can recreate actual <strong>historical</strong> battles or<br />

even see how a Roman legion will fair in a face off with a Goblin horde. Recreate a battle of five armies<br />

from fantasy? Why not, as we see Teutonic Knights, Elves and Dwarves face off against Saracens and Orcs<br />

on <strong>the</strong> lonely windswept slopes of an ancient mountain.<br />

This <strong>sampler</strong> contains twelve <strong>historical</strong> armies and a simple Campaign system called, Local Campaigns,<br />

we’ve used many time. Enjoy!

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