CRY HAVOC GAME AIDS: SOLITAIRE RULES, PLAY-BY-MAIL AND SIMULTANEOUS MOVEMENT
Version 1.1, 7/02
The following Game Aids were published in the French magazine “Claymore” and are based on the rules for the games of the “Cry Havoc” series published in French by Eurogames. It should be noted that a very detailed set of play-by-mail rules, based on the rules for the games of the “Cry Havoc” series published in English by Standard Games, were developed separately by Lutz Pietschker and published on his website (www.flyhi.de). These Game Aids were translated by Bob Gingell in 2001. [Note on printing: the final page is in landscape format, so may need printing separately.]

Contents
1.	Method for solitaire play
2.	Cry Havoc Play-By-Mail
3.	Rules for simultaneous play

1.	METHOD FOR SOLITAIRE PLAY by Carl Pincemin, from Claymore #7, 1995

Everybody who has at one time wished to play “Cry Havoc”, “Siege” or “Croisades” solitaire has been confronted with problems over missile-fire and actions, not forgetting stunned characters that must managed for both sides. If there are more than a dozen missile-men on each side, we cannot overlook the distinction between offensive and defensive fire, and their relation to the movement that is possible according to frequency of fire.

Unless one has an excellent memory, we all may forget shots or allow some archers to shoot two or three times in both defensive and offensive fire. We have all forgotten fires in hexes, or wounded riders that have to take three turns to mount a horse [Note that this relates to the early rules since these rules for mounting were changed in “Croisades”]. To minimise these contradictions, here are around 50 markers designed for the solitaire player. However, we advise purists, who do not wish to overlook anything and who wish to follow all the rules absolutely, to play with two or more people.

1.1	The ‘OFF shot’ and ‘DEF shot’ markers

a)	There are two types of ‘OFF shot’ marker: blue Offensive Shot and red Offensive Shot. The same also applies to ‘DEF shot’: blue Defensive Shot and red Defensive Shot.
b)	A blue marker shows that shooting is possible and has not yet occurred, and that before this shot it will be necessary to take account of the character’s restrictions due to movement. A red marker shows that the shot has taken place, and that possible movement of characters after this shot must take account of this shot (e.g. movement allowance reduced by half, movement impossible, etc.).
c)	Check each situation according to the rules of “Croisades”.

Note: The solitaire player plays alternately Player A then Player B.

Shortbow (on foot or mounted): Player A must play by first carrying out his offensive shots. Before this phase he/she has 4 combinations of marker available to be played on the shortbowman (whether on foot or mounted).
-	Situation 1:	Blue markers ‘OFF shot’ and ‘DEF shot’
-	Situation 2:	Blue marker ‘OFF shot’ only
-	Situation 3:	Blue marker ‘DEF shot’ only
-	Situation 4:	No markers

  c1.	In Situation 1 the solitaire player decides to make his/her shortbowman shoot both	 offensively and defensively.
-	Place two blue markers (‘OFF shot’ and ‘DEF shot’) on the bowman.
-	Carry out offensive fire and replace the blue ‘OFF shot’ marker with a red ‘OFF shot’ marker, then continue the turn managing the other characters.
-	During the Movement Phase, without having to remember anything, the player can verify that the missile-man has conducted an Offensive Shot and that he can use a Defensive Shot. The player also knows that the character can only move half of his movement allowance.
-	Once all movement has been carried out, remove the red ‘OFF shot’ marker, leaving only the blue ‘DEF shot’ marker. (Note that all the red ‘OFF shot’ markers should be removed after all movement has taken place.)
-	Playing solitaire, the player then takes control of Side B, and while carrying out movement for Side B the player will see that the bowman from Side A can make a Defensive Shot.
-	Once the Defensive Shot has been made, the blue ‘DEF shot’ marker is replaced by a red ‘DEF shot’ marker, in order to avoid several defensive shots by that bowman. 

By using the red ‘OFF shot’ and ‘DEF shot’ markers, the solitaire player can manage all his/her characters so as to respect the movement limitations without ever forgetting a shot and never allowing an archer to make too many shots.

  c2.	In Situation 2 the shortbowman conducts a single Offensive Shot, then will be able to move the whole of his movement allowance.
-	During defensive shooting the absence of a blue ‘DEF shot’ marker reminds the solitaire player that the archer cannot carry out any Defensive Shots, priority having been given to movement over shooting.

  c3.	In Situation 3 the player decides to move the archer the maximum movement allowance, then to shoot defensively. He/she thus places only a blue ‘DEF shot’ marker and does not conduct any offensive fire.
-	During the Movement Phase, the absence of a red ‘OFF shot’ marker reminds the player that the missile-man has not conducted any offensive fire and that he still reserves the possibility of moving without limitation on his movement.
-	During the Movement Phase of the opposing Side, this archer can carry out a Defensive Shot. The blue ‘DEF shot’ marker will then be replaced by a red ‘DEF shot’ marker.

  c4.	In Situation 4, where no marker has been placed, no shots are possible either offensively or defensively.
-	This shortbowman can move his full movement allowance.

d)	The Assassin’s dagger: Shots do not affect movement, so only red markers are used: a red ‘OFF shot’ marker after offensive fire and a red ‘DEF shot’ marker after defensive fire.

e)	Javelinmen: Only offensive fire is possible: the red ‘OFF shot’ markers are placed after offensive fire.

Note: In the two situations above (for daggers and javelins) blue ‘OFF shot’ markers may be used if desired so as to show very clearly that offensive shots are possible.

f)	Slingers: If an Offensive Shot has been made, place a red ‘OFF shot’ marker on the character carrying the sling. During the next Movement Phase, his movement allowance is reduced by half. After movement, remove the red marker.

g)	Longbow (on foot): Note in particular that Defensive Shots are only possible if the archer has not moved. In the situation where the player decides at the beginning of the turn to shoot both offensively and defensively, but then changes his/her mind and decides to move, just remove the blue ‘DEF shot’ marker. Movement disallows defensive fire.

h)	Crossbow: Once a blue marker has been used, movement becomes impossible. This shows the importance of choosing which type of shot will be made before the Offensive Fire Phase, and then placing the marker for the required purpose. Alternatively, also before the Offensive Fire Phase, choose movement instead of shooting. 

i)	The Ninja shuriken: For the shuriken thrown by Ninjas in “Samouraï”, we advise you to use the same rules on frequency of fire and movement as for javelins and shortbows. 

j)	Mounted longbows: For the mounted longbows in “Samouraï”, we advise you to use the same rules on frequency of fire and movement as for longbows in “Croisades”. Thus a mounted samurai can use both offensive fire and defensive fire if he does not move.

1.2	The ‘Shot held’ markers
This marker tells that the weapon is ready to fire. 

It is primarily designed for ballistas so as to show their state of readiness and to cope with the fact that once loaded they can fire 2, 3 or even 10 turns later. Without this, each turn the player would have to note down which ballistas are ready to fire and which ones cannot fire.

For players that do not follow the letter of the rules for “Croisades”, this marker can also be used for crossbowmen.
-	Place the ‘Shot held’ marker on a crossbowman who has neither moved nor fired nor fought during the turn. On the following turn the player has an additional choice in addition to normal offensive fire: an exceptional defensive fire shot that can be made if the weapon was not fired in the previous turn. This allows for two shots in one game turn. On the following turn the sequence of fire returns to normal.

1.3	The ‘HORSE’ markers
This marker is placed on a rider who decides to mount or dismount at the end of Phase 2 (as per the rules of “Croisades”). 

-	During Phase 5 of the same turn, the ‘HORSE’ marker reminds the solitaire player of the movement to be carried out by his/her rider (mounting a horse or dismounting from a horse).

-	Place a second marker on a wounded rider so as to take account of the number of turns required to make his descent from or ascent onto the horse. The second marker is placed at the end of the second Phase of the second turn. The two markers are removed during Phase 5 of the second turn.

1.4	The ‘ACTION’ markers
The ‘ACTION’ markers are used for the following actions:
A:	Raising a drawbridge
B:	Lowering a drawbridge
C:	Opening a gate (to the medieval town)
D:	Closing a gate
E:	Lighting a fire
F:	Extinguishing a fire
G:	Clearing a blocked hex that has become impassable
H:	Exchanging ammunition
I:	Harnessing a draft horse or linking up mules
J:	Detaching a draft horse or mules
K:	Upsetting a ladder
L:	Loading a ballista
M:	Others

The ‘ACTION’ marker is generally placed at the end of a character’s movement. The actions are all different and take different lengths of time. [These markers can also be used for similar actions not listed above that were introduced in supplementary rules.] Details follow below.

Actions A, B, C, D, E: 
-	A character arriving on the hex concerned may have an ‘ACTION’ marker placed on him at the end of his movement (Turn 1 Movement Phase).
-	If the character does not move during a turn, does not fight and does not shoot, the action is considered to have been carried out before the Movement Phase (of Turn 2), the marker is removed and the drawbridge is raised or lowered, the gate is opened or closed. The character can now move normally and other characters can, for example, use the drawbridge if it has been lowered. 
The ‘ACTION’ markers are placed after character movement and are removed before Phase 3 (movement) of the following turn. 

Exception: Lighting a fire. The action of lighting a fire takes during the Combat Phase that follows movement in Turn 2: the ‘ACTION’ marker is replaced by a ‘FIRE 1’ marker if allowed by the die roll. Note that it is an essential requirement that the character must not have moved during the Movement Phase, whether voluntarily or as a result of defensive fire, from the beginning of the second turn.

Action K (ladder): 
-	The character arrives, and at the end of his movement the ‘ACTION’ marker is placed on him.
-	In contrast to the actions above, the marker is removed during the Combat Phase or at the end of that phase: the action has then been completed (with the die roll, etc.) 

Actions F, G, H, I, J:
-	These particular actions take only 1 turn so long as during that turn there is no other movement of the character, nor combat nor firing.
-	The ‘ACTION’ markers are placed on the characters concerned before the Offensive Fire Phase, and then are removed during Phase 5.
-	Since interference with the character’s movement during this turn is the only way to prevent the action, only a successful defensive shot will stop the character from carrying out the action. 
-	Special situation: clearing a blocked hex. The marker is removed after the movement and consequent action of two men.

Action L (ballista):
-	Before Phase 3 an ‘ACTION’ marker is placed on both the Engineer and his assistant. On the following turn, before Phase 3, a second marker will be placed on the 2 characters. 
-	Before Phase 1 of Turn 3, the two ‘ACTION’ markers are removed from each character and replaced by a ‘Shot held’ marker on the ballista itself. This is now ready to fire and can fire either offensively or defensively, or during a later turn.

1.5	The markers ‘Fire 1’, ‘Fire 2’, and ‘Fire 3’ 
A character arrives on a hex. Player A wishes him to light a fire. An ‘ACTION’ marker is placed on him. No action by the opponent affects him, nor is there combat nor shooting. He does not move during his own side’s Movement Phase, whether voluntarily or as a result of defensive fire. 
-	During Phase 4, if the die roll allows it, a fire is lit: the ‘ACTION’ marker on the character is removed and replaced by a ‘Fire 1’ marker on the burning hex.
-	On each subsequent turn, after the Movement Phase and before the Combat Phase, the marker is replaced by another fire marker – ‘Fire 1’ then ‘Fire 2’ then ‘Fire 3’. Instead of a ‘Fire 4’ marker, the hex is treated as being destroyed.

1.6	‘CHARGE’ and ‘COUNTER CHARGE’ markers
The rules for these markers are the same as those used in “Croisades”.

1.7	‘Combat’ markers
Under the rules of “Siege” for missile-fire, all missile-men that fought in the previous turn cannot fire during the Offensive Fire Phase.

Once a missile-man engages in combat, a ‘combat’ marker is placed on him. It will not be removed until after the offensive shots that follow this combat.

The missile-man will not be able to shoot until the next Defensive Fire Phase or Second Firing Phase (in “Siege” and “Cry Havoc”).

1.8	The markers ‘Stun A’ and ‘Stun B’
-	As Player A plays, he/she stuns several opponents during combat, and a knight of his/her own side is stunned by defensive fire. Player A places ‘Stun A’ markers on all the characters that have been stunned during his/her player-turn (characters both from his/her own side and from that of his/her opponent).
	Player B plays. During Phase 5 all the characters that were stunned with a marker ‘Ass A’ will stand up (ready to play again).

-	The same procedure applies to Player B. 

In summary, whichever is the active player, all the characters with a ‘Stun’ marker are stood up (whichever Side they are on) if that marker corresponds to the player-turn of the previous player.

1.9	Markers for solitaire play

Photocopy, cut and colour these markers yourselves.

OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	
HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	HORSE	
Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	
Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	
Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE

CHARGE
	
COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	
COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	

Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held		
Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held		
Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	
Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	
Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	
Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	
Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	
Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	Stun
  A	
Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	
Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	

These markers have been reproduced at the same size as those published on a single page in Claymore magazine. These markers are smaller than equivalent game markers in the boxed games of the “Cry Havoc” series. An alternative set of markers is produced separately (in the ‘Cry Havoc markers’) at sizes comparable to those in the boxed games.
2.	CRY HAVOC PLAY-BY-MAIL by Richard Pech from Claymore #12, 1997

You are a fan of that superb medieval simulation that is “Cry Havoc”, and you are desperately searching for an opponent with whom to cross steel. The nearest member of the Hobby is trying to send signals to you from more than 50 kilometres distant from your castle. This is however not a problem thanks to a method of playing games by mail set up by the Nimes club for historical simulation games, ‘Les Volques Arécomiques’.

The aid explained here is an Order Sheet which the player must complete in the following manner: on the left-hand side column note the character names on his/her side then the character’s state of health (1 = good health, S = stunned, ½ = wounded, + = dead).

The next column is reserved for archers and crossbowmen that were not engaged in combat on the previous turn. The shooter’s target hex must be noted. The result of this column will be determined by the Game Master (GM).

In the Movement Column (mvt) will be noted the destination hex of characters other than crossbowmen that are going to shoot. (For mounted characters and horses that cover 2 hexes note both the hex containing the head of the horse and the hex containing its tail; e.g. H = B6, T = A5).

The next column is reserved for all the archers, including those that were involved in combat during the previous turn. Note here the target hex of the shooter (the result of the shot being determined by the GM).

Next comes the combat column. Note the hex occupied by an opponent who will be attacked.

In the column for advance after combat, the player must note down the destination hex of the character in the event of a successful result in the attack. (If he does not wish to move, leave the column blank.) Special situation: In the event of the attacker retreating, the GM will determine the hex to be retreated to and will note it in this column. 

In the column for standing up you need to put an arrow pointing upwards in the situation where characters were stunned during the opposing player’s phase. Riders that have not made any action during the current turn can mount or dismount: state this in the column by writing ‘M’ or ‘D’.

When a character is leading a horse by the bridle, this manoeuvre must be stated in the space for ‘leading a horse’ by noting the hex occupied by the horse when the character grabbed the bridle.

Some scenarios offer the option for a side to leave the battlefield (by exiting the map). When a character deliberately leaves the map, state this in the ‘evade’ column by noting the map-edge crossed while fleeing. In this situation the ‘mvt’ column is not used.

Some special manoeuvres that are not included in the table can be noted on an extra sheet of paper (e.g. connecting mules into indian file).

Once the Order Sheet has been completed, send it to the GM with a postage stamp for reply. The GM notes down the results in the relevant spaces then sends the Order Sheet to the opposing player with a new Order Sheet which the latter will complete and return to the GM with a stamp, and so on until the end of the game.

When told the results of their opponent’s turn, each player will also be told of the results of their own turn.

The maps of the “Cry Havoc” series do not have numbered hexes, which does cause a handicap for a game by mail. The problem has been resolved by numbering in pencil the hexes on the map edge in the following manner: along the length of the upper part of the map the hexes are numbered from A to A*, and along the depth of the map from top to bottom the hexes are numbered from 1 to 17. 

[Note: The lettering system explained above shifts the columns one to the left of those identified in “Croisades”. Although the hex numbering system explained in “Croisades” is only slightly different, it is official and it should be used instead of the one proposed above. Full columns are lettered A to Y with the left edge hexes being AA (or A* if preferred) and right edge hexes Z.]

The only thing that remains is for you to contact the chief GM for this system and he will have the pleasure of entering your name and sending you all the necessary further information. 
[Richard Pech then gives his address and telephone number in Ales, France.]

[The summary of PBM rules is not accompanied by a blank Order Sheet, but a provisional sample sheet based on the description above has been designed by the translator and is attached below.]

[Note that the rules used appear to be those for the earlier games “Cry Havoc” and “Siege” rather than the rules used in “Croisades” and the later games of the series. The main difference for orders is Defensive Fire: these PBM rules are based on alternate play with all of one side’s actions carried out in one player’s turn and all of the other side’s actions carried out in the other player’s turn. If players wish to play with Defensive Fire, then, as in Carl Pincemin’s solitaire rules above, the players must order it in their own turn to take effect in the forthcoming opposing player’s turn.]

2.1	ORDER SHEET (Designed by Bob Gingell, based on description given by Richard Pech)

CHARACTER
NAME		SIDE		PLAYER NAME		
Turn Number	Health	Shoot 1	Mvt	Shoot 2	Combat	Adv	Stand	Lead
horse	Evade / Other	
		Target	Result		Target	Result	Target	Result					

													

													

													

													

													

													

													

													

													

													

This form may be more useful in landscape format: see the Annex at end of this document.

3.	RULES FOR SIMULTANEOUS PLAY by Bob Gingell
These rules are a set of suggestions as to how the games in the “Cry Havoc” series might be converted to a system of simultaneous movement. The main use of such rules would be in Play By Mail (PBM) or Play By E-Mail (PBEM) games. These have not been play-tested.

The game system was not designed for simultaneous movement. Such a method of play will slow the game down, and for face-to-face play alternate movement is much simpler. However, in PBM and PBEM play such a system could speed up play, as each player’s moves would be adjudicated at the same time as all the other players’ moves. The time-scale is so short that misjudgements that result in enemies rushing past each other instead of at each other could be justified as representing errors in the heat of battle. It might also reinforce the value of linear tactics such as shield walls.

3.1	Sequence of play: There are no Player Turns, just one Game Turn divided into the following Phases.
1.  	NAVAL PHASE: All characters on boats are allocated tasks and the vessels carry out their first movement order.
2.	OFFENSIVE FIRE PHASE: All the archers and crossbowmen from both sides may shoot, with the exception of those in contact with an enemy character.
3.  	MOVEMENT AND DEFENSIVE FIRE PHASE: All the characters from both sides can move, except crossbowmen that have just fired. Boats, and wild animals or neutral monsters (such as the Gharvs from “Dragon Noir 2”), also move now if they are in play. During this Phase, both players can use defensive fire with missile-men that are not in contact with an enemy.
4.  	COMBAT PHASE: All characters in contact with enemy characters, including Gharvs, may attack. Characters that are able to advance after combat do so immediately after their combat and may then be attacked by a defending character adjacent to the hex of that advance. Note that if Berserkers advance after combat, they can attack again immediately.
5.	WILD BEAST PHASE: Wild animals and Gharvs appear, and can move and attack (a second time if already in play). If not adjacent to any characters they may be required to withdraw.
6.  	STUNNED CHARACTERS PHASE: all characters that had been stunned during the previous Game Turn get back on their feet (turn over the relevant counters).

3.2	Naval movement: The rules to apply here are those from the French game “Vikings”, which allow boats to move twice in a game turn. For both Phase 1 and Phase 3 players must allocate a task to each character on a ship or rowboat, decide speed and direction, and give instructions on throwing grappling hooks and pulling ropes. Rowboats in underground rivers and lakes move more slowly so can only move in Phase 3. All crew members can disembark in Phase 3 if the boat reaches land in Phase 1, but only those crew-members identified as ‘Ready to Board’ can disembark if the boat reaches land in Phase 3. Characters may push a boat into the sea by land movement during Phase 3, but the crew cannot start rowing until the next opportunity for naval movement, which will be Phase 1 of the following Turn. 

3.3	Shooting: These rules work better using the “Defensive Fire” rules from the later French games. There are thus two missile-fire phases, one in Phase 2 and one in Phase 3. All shooting in Phase 2, and all shooting in any one Movement Segment of Phase 2, is simultaneous: this is a simple rule that avoids the conflicting rules from different games on whether crossbows and/or horse archers shoot more slowly. In Phase 2 players must order Aimed Fire at either one specific target hex or one named target character. In Phase 3 players may order Aimed Fire: if a hex is specified, the shooter will only fire if a character (including a friendly character!) moves into or through that target hex, and if a character is specified, the shooter will not fire if the target character does not move. If a character is targeted for Defensive Fire, the shooter should specify a type of terrain (e.g. flat), or a distance in hexes from the shooter, or a group of hexes adjacent to one another, which when entered by the target would trigger the order to fire. 

Alternatively, for Defensive Fire only, it is possible to order ‘Opportunity Fire’, but this will carry a penalty of +1 to the die-roll. There are two types of Opportunity Fire: Area Fire and Self Defence. For Area Fire the shooter chooses a range (Short, Medium or Long) and a Line of Fire of 60 degrees (i.e. straight lines through two adjacent hexes in front of the shooter, and all the hexes that fall between those two lines of hexes). If a character is in a window or arrow-slit hex, the Line of Fire covers all that is visible through the chosen window or arrow-slit, but is still limited to a stated range. For Self Defence, the shooter will fire at an enemy that moves within 6 hexes of his position, irrespective of the direction from which that enemy comes. The player may specify a range of less than 6. In both cases the normal assumption is that the shooter will fire at the first enemy character to enter the target area. However, the player may order that the shooter be restricted to firing at a particular type of enemy character (e.g. cavalry, or any troop type except peasants), and he may be ordered only to shoot the second (or any later) enemy to enter the area.

3.4	Movement: As all characters would be moving at the same time, a staged movement system is required to determine movement priority and which characters move first. The table below divides the Movement Phase into Segments and shows the priority order in which movement takes place. If two opposing characters both attempt to enter the same hex in the same Segment, the faster character moves first; if they have the same movement allowance, roll a die to determine which enters the hex first. As characters may cross over hexes occupied by friendly characters, this system of order of movement is normally only required when the movement order of one character crosses the movement ordered for an enemy character. 

Characters may order a ‘Wait’ to stop movement in any Segment. A ‘Wait’ at the beginning of a move allows the character to challenge an enemy entering an adjacent hex in any Segment from the start of the Phase until the Segment in which he is ordered to spend MPs to move. A ‘Wait’ at the end of a move grants the character the benefit of an initiative advantage in any subsequent combat.

Simultaneous Movement Table #1

Movement Allowance	Movement Segments	
15	1	2	3	4	5	6	7	8	9	10	11	12	13	14	15	
14	1	2	3	4	5	6	7	8	9	10	11	12	13	14		
13	1	2	3	4	5	6	7	8	9	10	11	12	13			
12	1	2	3	4	5	6	7	8	9	10	11	12				
11	1	2	3	4	5	6	7	8	9	10	11					
10	1	2	3	4	5	6	7	8	9	10						
9	1	2	3	4	5	6	7	8	9							
8	1	2	3	4	5	6	7	8								
7	1	2	3	4	5	6	7									
6	1	2	3	4	5	6										
5	1	2	3	4	5											
4	1	2	3	4												
3	1	2	3													
2	1	2														
1	1															

This table is based on the only simultaneous movement found in the “Cry Havoc” series of games: naval movement in “Vikings”. It has the advantage of simplicity, but the disadvantage that slow-moving characters (like a wounded knight) move as quickly as fast-moving characters (like a light cavalryman). Effectively all characters move forward quickly and then stop to wait for characters with a high movement allowance to complete the rest of their movement. The optional alternative table below staggers movement throughout the Movement Phase. 

Recommended optional alternative Simultaneous Movement Table #2

Movement Allowance	Movement Segments	
15	1	2	3	4	5	6	7	8	9	10	11	12	13	14	15	
14	1	2	3	4	5	6	7		8	9	10	11	12	13	14	
13	1	2	3	4		5	6	7	8	9		10	11	12	13	
12	1	2	3		4	5	6		7	8	9		10	11	12	
11	1	2		3	4		5	6	7		8	9		10	11	
10	1		2	3		4	5		6	7		8	9		10	
9		1	2		3	4		5		6	7		8	9		
8		1		2	3		4		5		6	7		8		
7		1		2		3		4		5		6		7		
6		1		2			3		4			5		6		
5			1		2			3			4		5			
4			1			2				3			4			
3				1				2				3				
2					1						2					
1								1								

The table above assumes that a slow-moving character will enter a hex over a number of segments, but that there is a fixed point of time at which the character is more in the new hex than in the old one and so entry by an enemy character into that same hex will be prevented. As a consequence, this table does not (as in some simultaneous movement systems) treat only the final segment as the one in which entry is achieved. 

Blocked movement and terrain costing more than one Movement Point
Movement may be blocked during a Segment if an attempt is made to enter a hex occupied by an enemy or if both attempt to exchange hexes. Characters moving into a rough terrain hex or over an obstructed terrain hex-side will not enter the relevant hex until all of the movement cost has been met. Thus, under Table #2 a fast enemy could enter a hex first even if he was later in starting to spend MPs to enter. Any such blocking of the hex has the effect of suspending movement, and any Movement Point that cannot be used while an enemy is in the hex is lost. Earlier expenditure of points to enter rough terrain is retained and continues to count towards the full expenditure, but all expenditure that would have been made while the hex is blocked will be lost. See the examples below as an illustration of how both of the tables above would deal with this situation. 

Example 
Dismounted Knight A is ordered to move from Crossroads flat hex T5 via scrub S4 (cost 2 MPs) and flat R4 to R3, using his full movement allowance of 4 MPs. Enemy Spearman B is ordered to move from slope hex Q5 via flat R5, and scrub hexes S4 and T4 to scrub U3, using up only 7 of his Movement Allowance of 8 so having a ‘Wait’ at the end. The two paths cross in S4. 

Table #1: B moves to R5 in Segment 1, while A starts spending the 2 MPs needed to enter S4. In Segment 2, B starts spending the 2 MPs needed to enter S4 and A moves into that hex. In Segment 3, B moves into S4 as A simultaneously moves out into R4. A completes his moves by entering R3 in Segment 4. After this B continues to move into T4 (in Segment 5) and U3 (in Segment 7), completing his move with a ‘Wait’ in segment 8. 

Table #2: B moves first, to R5 in Segment 1, then in Segment 3 both start spending the 2 MPs needed to enter S4. B gets into S4 in Segment 5 (3rd MP now spent), and is still there in Segment 7 when A would normally complete his 2nd MP. A loses the 1 MP that he could not spend moving into S4, but keeps the 1 MP spent in Segment 3 before B moved into the hex. B moves out to T4 in Segment 9, and in Segment 11 A can finally spend the second MP needed to get into S4. B continues to U3 in Segment 13 and then waits out Segment 15, as he has no further moves ordered. A can move into R4 in Segment 15, but cannot complete the ordered move into R3. 

Note that if B had ordered a ‘Wait’ in Segment 1, the effect would have been exactly the same as above, since although B finishes paying to enter S4 in Segment 7 instead of Segment 5, B moves before A in Segment 7 and so still gets into the hex and still causes A to forfeit the 1 MP for that Segment. B would then move out in Segment 11 just before A moves in. However, a ‘Wait’ ordered by A at the beginning of his move would have forced a challenge against B once he entered S4 in Segment 5, since the ‘Wait’ would apply from Segment 1 to Segment 7 (when A would have started spending the MPs to move into S4 himself).

Illustration of simultaneous movement (using Table #2)		Q	R	S	T	U	
The diagram to the side shows B completing his move as ordered, spending 1 MP to move in Segment 1, then 2 MPs each for 3 further hexes in Segments 5, 9 and 13. A cannot complete the move ordered in Segment 7 because B is in the hex, so loses the 1 MP that would have been spent in Segment 7 and is unable to complete the full move ordered.

Notes: s = slope, b = scrub (bushes), A and B = start points and hexes entered with Segment number, (A) = A’s intended final hex. 	  3
3

  4
4

  5
5	-
s

-
s

-
s 
B	(A)

-
A15

-

B1
-	-
b

-
b A11
B5
-
b	b

-
b
B9
-
A

-	-
b
B13
-

-	

Challenges of enemy characters attempting to pass by a defender are still possible and are made when the enemy enters a hex adjacent to the defender, but such challenges can only be made by characters that do not move during that Turn or have ordered a ‘Wait’ that applies in the Segment when the enemy actually attempts to pass by.

Ships and wild beasts: alternative movement arrangements
“Viking Raiders”, “Vikings” and “Dragon Noir” separate entirely all movement of ships and wild beasts from all character movement. If this approach were to be used in these Rules, the proposed combination of the second movement phase for ships and beasts with the one movement phase for characters in Phase 3 would need to be changed. This could be achieved by dropping the phase 3 move, either so that ships and beasts have only one movement phase (as is the case in “Viking Raiders”), or by allowing them  to move in both Phases 1 and 5. One phase only would substantially slow down their movement, and there is also an advantage to allowing Defensive Fire against ships and beasts in Phase 3, so although players are free to simplify matters no change is recommended.

3.5	Combat: Combat takes place in exactly the same way as in the normal game, and players can as normal order that combat takes place in a particular order, but some extra rules are needed to deal with simultaneous combat. Players have three alternative combat orders: ‘attack’, ‘defend only’, or ‘defend and counterattack’. Defending characters will not fight unless attacked; characters ordered to defend and counterattack will defend at first and then attack if still able to do so. Attack orders result in attack or counterattack, depending on whether they are attacked first by the enemy. 

Order of resolution of combats: The first group to attack are charging cavalry. Next are characters that have not moved at all during that turn, although such characters will often decide to defend instead, particularly if they are behind an obstacle such as a window. The next group of characters are those that have moved but were ordered to ‘Wait’ at the end of their move (like Spearman B in the Table #2 example above). This group is subdivided, with those who have the largest number of such Segments in which they were ordered to ‘Wait’ having the right to attack first. The last group consists of those that moved their full movement allowance. In determining combat order within the above categories, priority will be given firstly to the combat order given by each player and secondly to the fastest characters. Use a die-roll to determine initiative if none of the other tests provides an answer. 

3.6	Wild beasts: Wild beasts are participants in the scenario that do not belong to either side. The only beasts that can be found in the published games are the crocodilian Gharvs from “Dragon Noir Volume 2”. These neutral ‘wandering monsters’ appear from water or marsh as a result of a die-roll, and attack any nearby characters belonging to any player. They move and attack twice in each Game Turn (which for these rules is in Phases 3 and 6), and they return to the water if no target is near. The concept could be applied to any other beasts that may be added to the game (see suggestions in the ‘Dragon Noir Supplement’). As the Gharvs appear after normal player movement and combat, the die-roll for the appearance of wild beasts should only be made in Phase 6.

3.7	Magic: Magic spells (if available in the scenario) can be cast in any Phase or Segment, but must be ordered in advance. Ordinary spells require preparation, so orders must specify the spell and Phase of casting and cannot be conditional upon any particular event in that Turn, except where a specific hex is targeted in the same manner as for missile-fire and for counterspells. Spellcasters may normally cast one ordinary spell plus one counterspell in any one Game Turn. Spells cast in Phase 2 may neutralise missile-fire in that Phase, so are in fact cast before shooting. Spells cast in Phase 3 may be targeted like Defensive Fire, but need not be dependent on enemy movement. 

A counterspell is cast to neutralise an enemy spellcaster’s spell: as a result it must be written as a conditional order for each Phase. Counterspells are divided into four types: (1) spells of personal protection; (2) spells against a particular spell from any spellcaster; (3) spells against a class of spell from a particular spellcaster; and (4) spells against any spell cast at a particular character, object or hex. Players may order one type of counterspell for some Phases, and different types for other Phases. If faced by more than one enemy spellcaster, a player may choose to act purely defensively and cast two counterspells instead of one ordinary spell and one counterspell; in this case one of the two counterspells must be personal protection for all Phases of the Turn.

History: Version 1.0, October 2001: contained the two translations and the simultaneous movement rules, and also included supplementary markers. Version 1.1: Conversion into rtf and the unsatisfactory marker pages were dropped with the intention of re-doing them separately later.

RDG: Cry Havoc Game Aids Version 1.1, July 2002

ANNEX

2.2	ORDER SHEET (LANDSCAPE) 
Designed by Bob Gingell, based on description given by Richard Pech. Adjust Page Setup, Paper Size, to print this page only in landscape orientation.

Character Name		Side		Player Name		
Turn Number	Health	Shoot 1	Mvt	Shoot 2	Combat	Adv	Stand	Lead
horse	Evade / Other	
		Target	Result		Target	Result	Target	Result