MISCELLANEOUS SCENARIOS FOR “CRY HAVOC”
Version 1.2, 10/05

The following supplementary scenarios translated from French magazines are those that have not fitted into earlier collections of translated scenarios for the “Cry Havoc” series of games. “Cry Havoc” was designed for the 13th century (as was “Siege”), and the game system was extended by “Outremer” / “Croisades” into the 12th century and by “Viking Raiders” / “Vikings” into the 9th-11th centuries. The scenarios in this collection fall into two main groups based on the date of the encounter: the ‘feudal’ period contemporary with the Crusades (end of 11th to late 13th centuries) and the later ‘medieval’ period contemporary with the Hundred Years War (early 14th to mid 15th centuries). Most scenarios set in this later period require additional rules to deal with developments in warfare (e.g. longbow volleys and impetuous knights); handguns appear in the separately translated ‘Hussite Extension’, which is set towards the end of the medieval period.

Contents (CH = Cry Havoc, S – Siege,  CR = Croisades/Outremer)

12th-13th centuries
1.1	Bourgtheroulde 1124 (Claymore #11) (CH)
1.2	The Tournament of Braines-on-Vesle 1175 (Claymore #12) (CH)
1.3	The Battle of Legnano 1176 (Claymore #12) (CH, CR)
1.4	Malemort 1177 (Claymore #10) (CH, S)
1.5	The Rage of John Lackland 1200 (Casus Belli HS13) (CH)
1.6	Bangor 1282 (Claymore #11) (CH, S)
1.7	The Return of Sir Clugney (Claymore #1) (CH)
1.8	No Happiness in the Meadow (Graal #22) (CH)

The Hundred Years War (1338-1453)
2.1	Skirmishers (Crecy 1346) (Le Journal du Stratège #17/18) (CH, S)
2.2	The Battle of Crecy 1346 (Claymore #3) (CH, S, CR)
2.3	For a Little Patch of Ground: Crecy 1346 (Claymore #9) (CH, S, CR)
2.4 	Happy Anniversary 1356 (Claymore #2) (CH, S)
2.5	The Battle of Baugé 1421 (Claymore #3) (CH, S, CR)
2.6	The Art of Looting (Graal #14) (CH, S)

Scenario 9 can also be found in the ‘Siege Tactical Scenarios’, but is included here so as to keep all the Crecy scenarios in one place.

Other translated scenarios set during the Hundred Years War between England and France are:
•	The Combat of the Thirties 1351 (Stratège #72) (One-map Scenarios / Tournament Scenarios)
•	The Ambush at Sotteville 1364 (Claymore #4) (Tournament Scenarios)
•	Mantes 1364 (Graal #18) (Fortified Town Scenarios)
•	Kill the Mercs (Graal #16) (Siege Tactical Scenarios)

12th – 13th Centuries

1.1	BOURGTHEROULDE, 26 March 1124
Scenario for 2 players by Fabrice Renier, published in Claymore #11 and translated by Bob Gingell. The scenario uses “Cry Havoc” plus ‘The Forest’ supplementary map.

Background: In the year 1124, Normandy experienced fresh troubles. An Anglo-Norman royalist army led by Raoul [or Ralph] of Bayeux was ordered to intercept a small rebel force led by Galeran [or Waleran], Count of Mellent and Elbeuf. Raoul decided to offer battle near the village of Bourgtheroulde [also spelled Bourg Théroulde].

1.	Map layout:	Galeran > 10 Forest 12 | 7 Crossroads 5

2.	The sides
The Rebels – Galeran of Mellent: Sir William; Knights: Sir Alain, Sir James, Sir Gunter, Sir John, Sir Thomas, Sir Peter, Sir Jaques, Sir Roger; Sergeant: Sgt Martin; Spearmen: Bertin, Mark, Wat.

The Anglo-Normans – Raoul of Bayeux: Sir Richard; Knights: Sir Roland, Sir Gilbert, Sir Gaston, Sir Conrad; Sergeants: Sgt Tyler, Sgt Arnim; Archers: Aylward, Bowyer, Fletcher, Mathias, Engerrand, Chretien; Billmen: Tybalt, Rees, Robin, Guy.

3.	Starting positions and beginning the action: The Anglo-Normans set up first on ‘The Crossroads’ map. The Rebels then enter through Side 10 of ‘The Forest’ map.

4.	Victory conditions: Galeran Count of Mellent must leave the game board through Side 5 of ‘The Crossroads’ map. The Anglo-Normans must capture or kill all the rebel knights.

5.	Epilogue: When Galeran’s troops charged, the Anglo-Norman archers let fly several volleys of arrows, which wounded many horses and riders. Then the Anglo-Normans counterattacked, which allowed them to capture Galeran as well as the other rebel knights.

1.2	THE TOURNAMENT OF BRAINES ON VESLE 1175 
	(Le tournoi de Braines sur Vesle)
Two player scenario for “Cry Havoc” by Christian Delabos, published in Claymore #12. Translated by Terry Ford, with minor amendments by Bob Gingell. It also uses ‘The Open Field’ map.

History: In the XII century, the tournament is a warlike game where confrontations of knights and foot soldiers are real battles of which the goal is to capture the most enemy knights possible. In 1175, the Count of Hainault, Baudouin V, faced a troop of Frenchmen and Champagne residents. They prudently refused to fight and held on in the village of Braisnes. During the night, the Count and his men grew tired and began to abandon the area in disorder. It is at this moment that the Frenchmen and the Champagne residents chose to attack.  	

Maps   
                                            			
|              	|              	|              	|
|     The   	|     The      	|       The    	|
|     Open   	|  Crossroads	|     Village  	| 
|     Field  	|              	|              	| 
|               	|    	  	|              	|
 
Involved camps
Baudouin V: KNIGHTS:Sir Richard, Sir Roland, Sir Clugney, Sir Conrad, Sir Jaques; 
SERGEANTS: Sgt. Tyler, Sgt. Wood, Sgt. Arnim, Sgt. Martin; SPEARMEN: Bertin, Crispin, Hal, Odo, Ben, Mark, Perkin, Wat; BILLMEN: Tybalt, Robin, Rees, Gay, Jean.

Frenchmen and Champagne residents: KNIGHTS: Sir Gilbert, Sir Gaston, Sir Roger, Sir Peter, Sir Thomas, Sir William, Sir Alain, Sir John, Sir Piers, Sir James.

Starting positions
1. The French and Champagne residents are set up in the village streets and courtyards first. 

2. Baudouin V and his men place themselves then on "The Crossroads" map; the knights are within 5 hexes maximum of the side adjacent to the village map, and the infantrymen within 10 hexes maximum of that same side. 

3. For 3 turns the infantry heads at maximum movement points toward the furthest map-edge of  "The Open Field" map. The knights cannot move before the 5th turn. 

4. On the 4th turn French and Champenois can move and take first turn.

Victory Conditions
Each camp must capture the most knights possible. A killed knight scores no points. For the rules of surrender, see the Cry Havoc rule booklet (p. 13). 

Epilogue
Baudouin was surprised by the enemy’s assault but resisted, called back his infantry and carried the combat. 

Source                                         
C. Gaier, A la recherche d'une escrime décisive de la lance chevaleresque, in Armes et combats dans l'univers médiéval, Brussels, 1995 

1.3	THE BATTLE OF LEGNANO, 29 May 1176 (La bataille de Legnano)
Scenario by Fabrice Renier using “Cry Havoc” and “Croisades” plus ‘The Open Field’ map. Published in Claymore #12 and translated by Bob Gingell.

Background: During a campaign in Italy, a German army, of 2,500 to 3,000 cavalry and 500 Italian infantry under the command of Emperor Frederick I, confronted a Lombard League army that included 4,000 cavalry from Milan, Lodi, Novara, Vercelli, Brescia, Verona and the Marches. After a battle between the advanced guards of the two armies during the early hours of the morning, the main bodies deployed. A charge by the German cavalry routed the Lombard cavalry and began to push back the infantry. It was at this moment that a contingent of Milanese knights charged into the flank of the German army. A confused melee followed near the Milanese carroccio…

1.	Map layout: 			8		 B	3
				7 The Crossroads 5 | 2 The Open Field 4  A
					6			1

2.	The sides (CR = Croisades / Outremer, CH = Cry Havoc)
The Emperor’s army – Frederick I: King Richard (CR); Standard bearer: Sir Roger (CH); 
Knights (CR): Sir Raoul, Sir Amalric, Sir Balian, Sir Dreux, Sir Michael, Sir Walter, Sir Gerard; Mounted sergeants (CR): Sgt Guy, Sgt Baldwin.

Lombard League, Group A – Carroccio: Cart (CR*); 
Foot sergeants (CH): Sgt Arnim, Sgt A’Wood, Sgt Martin; Crossbowmen (CH): Arbalister, Francisco, Jacopa, Nicholas; Halberdiers (CH): Frederick, Wynken, Tom, Ben; 
Spearmen (CH): All 8; Peasants (CH): Gam, Smith, Giles, Wulf, Cedric.
[* In fact the scenario list peculiarly suggests that the cart should be taken from “Siege”.] 

Lombard League, Group B – Knights (CH): Sir Roland, Sir Gilbert, Sir Jaques, Sir Peter, Sir Thomas, Sir William.

3.	Starting positions and beginning the action: The Lombard League player sets up first: the carroccio with the infantry in the area within 5 hexes of side 4 of ‘The Open Field’. The German player then places his troops on ‘The Crossroads’ map and starts the game. After the third German player-turn, Group B of the League enter through Side 3 of the ‘Open Field’ map. [The instructions state Side 3 of ‘The Crossroads’ which does not exist; the diagram shows entry to be just right of centre through Side 3 of ‘The Open Field’ so substitution of the map names seems correct. Players could allow the League to enter onto either or both maps through that side of the game board.] 

4.	Special rules
•	Once the carroccio [a wagon containing the Milanese standard and holy relics] has been placed, it cannot be moved again.
•	Lombard troops within a range of 3 hexes from the carroccio have a bonus of –2 on D10 rolls for both missile-fire and combat.

5.	Victory conditions: The Germans must seize the Lombard carroccio, that is to say that here must be no more Lombards adjacent to the cart. The Lombards must kill the Emperor’s standard-bearer (Sir Roger) and/or prevent the Germans from taking the carroccio.

6.	Epilogue: During a confused melee around the Milanese carroccio, the standard-bearer was killed and the Emperor unhorsed. Unable to see the standard, the Germans thought that Frederick I had been killed and consequently abandoned the battlefield.

1.4	MALEMORT, 21 April 1177
Scenario for “Cry Havoc” and “Siege” plus ‘The Open Field’ supplementary map. Written by Fabrice Renier, published in Claymore #10 and translated by Bob Gingell.

1.	Background: After Richard the Lionheart, had subdued the lords of Aquitaine who had once again rebelled, left his mercenaries there in February 1177. These, following the custom of men of war abandoned without wages, decided to pillage the region of Limousin before returning to their home country of Brabant. Gerald, the Bishop of Limoges, appealed for help from the Count of Poitiers. The mercenaries, under the command of William the Clerk (Guillaume le Clerc), were discovered by scouts near Malemort in April 1177… 

2.	Map layout: 	(6 hexes) 4 The Open Field 2 | 7 The Crossroads 5  < Poitevin army

3.	The sides (CH = Cry Havoc, S = Siege)
The Mercenaries – William the Clerk: Sir Jaques (CH); Knights: Sir James, Sir Gunter, Sir William (CH). Sergeants: Sgt Tyler, Sgt Arnim, Sgt Martin (CH); Sgt Morgen (S). Crossbowmen: Jacopa, Codemar, Nicholas, Denys, Giles (CH). Halberdiers: Ben, Wynken, Otto, Geoffrey, Hubert, Watkin (CH); Bors, Evans, Fursa (S). Spearmen: Bertin, Crispin, Hal (CH). 

The Poitevin Army – Knights: Sir Richard, Sir Roland, Sir Gaston, Sir Clugney, Sir Roger, Sir Alain, Sir Piers, Sir Peter *, Sir Thomas (CH); Sir Lacy, Sir Clarence (S). Sergeants: Sgt Pugh *, Sgt Llewellyn (S). Archers: Bowyer, Mathias, Engerrand, Chretien (CH). Billmen: Cliff, Godric, Shawn (S). Spearmen: Aki, Brendan, Bryn, Mordred, Stori (S). Peasants: Giles, Smith, Radult, Salter, Wulf, Baker, Cedric, Carpenter.
[* Sir Roger appears twice in the Poitevin list, so Sir Peter has been substituted. Sgt Pugh has been added because the list has a reference to a second sergeant from “Siege” but no name.] 

4.	Starting positions and beginning the action: The Mercenaries are set up first on ‘The Open Field’ map within a distance of 6 hexes from Side 4. The Poitevins then enter through Side 5 of ‘The Crossroads’ map. 

5.	Victory conditions: No quarter! The winner is the player who manages to kill or capture all the knights and sergeants of the opposing side.

6.	Epilogue: By the evening the Poitevins were masters of the battlefield. Over 2000 mercenaries were killed, including their leader William the Clerk. Limousin was thus saved from these pillagers, fore-runners of the famous ‘routiers’ of the Hundred Years War.

Bibliography: Pernoud, Regine: Richard Coeur de Lion (Richard the Lionheart), Fayard 1988.

1.5	THE RAGE OF JOHN LACKLAND (La colère de Jean sans Terre)
Scenario for 2 players by Jean-Michel Clément and Valéry Lambert, published in Casus Belli Special issue HS13 (December 1994) and translated by Bob Gingell. This scenario uses “Cry Havoc” only.

Setting the scene
27 July 1200: John Lackland, brother of Richard the Lionheart, has been King of England for a year.  He likes to stay in his domains in Aquitaine. A great lover of women, he has developed an affection for the lady Audrey, daughter of a minor baron. However, she has rejected his advances because she is engaged to Sir Gilbert, a knight from Poitou.  King John decides to abduct her, but Gilbert is warned by one of his English friends. He leaves to take refuge in the lands of his brother Gaston, with his fiancee and a few close supporters...  

Furious, King John sends some knights led by Sir Richard to catch the fugitives, and to bring him Gilbert's head.  Gilbert and Audrey had just reached the family lands when they noticed their pursuers! They took refuge in a small village and sent a messenger to find reinforcements. Gilbert had just enough time to organise his defence before Richard and his men arrived at full gallop.  "Cry Havoc!"  shouted the English knights. For the pleasure of King John!  
Note: "Cry Havoc!" was a warcry of the English armies signifying "No Quarter!".

Map layout: The Village and The Crossroads, with edges 1 and 5 together.  

The sides present
The English Attackers – Knights: Richard, Piers, Conrad, James, John; Sergeants: A'Wood, Tyler; Halberdiers: Ben, Watkin, Frederick, Geoffrey, Otto, Tom, Naymes; Archers: Bowyer, Aylward.
The French Defenders – Knights: Sir Gilbert [on foot]; Billmen: Jean; Spearmen: Bertin, Crispin;  Crossbowmen: Gaston;  Archers: Enguerrand, Fletcher; Peasants: All except the women;  Women: Lady Audrey.
The French Reinforcements – Knights: Sir Gaston;  Sergeants: Sgt Martin, Sgt Arnim;  Billmen: Guy, Rees, Talbot;  Spearmen: Perkin, Mark, Odo, Ben.

Starting positions: The defenders are first placed on the Village map. The attackers enter through side 7 of the Crossroads map and take the first turn. The reinforcements enter the Village map (through Side 2, 3 or 4, which the defender must have noted secretly on a piece of paper before the start of the game).

Special rule	On the 10th turn the French player rolls a D10: on a result of 10 the reinforcements arrive. On the 11th turn he adds +2 to the result of the die, on the 12th turn +4, and so on until he obtains a result of 10 which allows him to bring on Gaston and his men.

Victory conditions
English total victory: Kill Gilbert and capture Audrey (and carry her off through map side 7 [rules as in Cry Havoc scenario 3]).
Draw: The English player only achieves one of the two objectives.
French total victory: The English player achieves neither objective; this is a dreadful blow to Sir Richard and the King will not be happy.

1.6	BANGOR 1282
Scenario for 2 players by Christian Delabos, using “Cry Havoc” and “Siege” plus ‘The Coast No. 2’ supplementary map. Published in Claymore #11 and translated by Bob Gingell.

Background: During the final war to subdue Wales, Edward I, King of England, set in motion a combined operation to encircle Llewellyn ap-Gruffyd, Prince of Gwynedd. One of the principal elements of this operation was formed of the troops led by Luke de Tany, the Seneschal of Gascony. Having conquered the Isle of Anglesey, de Tany was supposed to build a bridge across the Menai Straits so as to attack the Welsh from the rear. However, the Seneschal would not wait, and crossed the Straits with his army, taking advantage of the low tide. He did not know that the Welsh were waiting for him…

1.	Map layout: 	4 The Coast №2 2 | 5 The Crossroads 7

2.	The sides (CH = Cry Havoc, S = Siege)
The Welsh – 12 Archers (with longbows): Aylward, Bowyer, Fletcher, Mathias, Engerrand, Chretien (CH); Owen, Dylan, Idris, Myrlin, Aylwin, Gwyn (S). 16 Spearmen: Brendan, Mordred, Bryn, Gareth, Arnold, Hayden, Stori, Aki (S); Bertin, Crispin, Hal, Odo, Ben, Mark, Perkin, Wat (CH). 11 Peasants: Gam, Smith, Giles, Radult, Salter, Wulf, Baker, Gobin, Cedric, Carpenter, Farmer (CH). 3 Sergeants: Sgt Morgen, Sgt Pugh, Sgt Llewellyn.

The English – 6 Knights: Sir Lacy, Sir Clarence, Sir Wulfric, Sir Mortimer, Sir Fitzwaren, Sir Hughs (S). 7 Billmen: Godric, Cliff, Shawn (S); Tybalt, Robin, Rees, Guy, Jean (CH). 3 Engineers: Baldric, Jones, Dai (S). 5 Crossbowmen: Emlyn, Gawain, Edric, Alric (S); Jacopa (CH).

3.	Starting positions and beginning the action: The English set up on the Coast map. The welsh set up on ‘The Crossroads’ map and take the first turn.

4.	Special rules 
•	The first water hex (nearest the shore) costs 3 MPs, the second 5 MPs, and those after that are impassable to infantrymen but cost 5 MPs for horsemen (deep water).
•	All horsemen in deep water roll 1D6 per turn and are unhorsed and drowned on a roll superior to 3 [i.e. 4 and above].
•	Any character that is stunned in a water hex is killed

5.	Victory conditions: Eliminate two-thirds of the enemy numbers (including all the knights).

6.	Epilogue: The invaders fell into the Welsh ambush near Bangor. The Welsh warriors swept the English away. De Tany and his men were massacred and those that did not fall to Welsh steel were drowned by the rising tide.

7.	Source: ‘The Scottish and Welsh Wars’ by Christopher Tothers, Men-at-Arms series, Osprey, London 1984. 

1.7	THE RETURN OF SIR CLUGNEY (Le retour de Sir Clugney)
Scenario for Cry Havoc for 2 or 3 players, written by F. Ragin-Hari and published in Claymore issue #1. Translated by Terry Ford. It uses “Cry Havoc” plus ‘The Camp’ map from “Siege”.

History: Sir Richard has usurped the castle of Sir Clugney during his absence. Sir Clugney upon learning of these traitorous actions, runs to recover his castle. Thanks to one of his spies, Sir Clugney learns that part of the armed force with Sir Richard is at rest in the village of Glennhof. Sir Clugney decides to attack this village. Sir Richard is hesitant to help his companions because he fears that this would weaken the garrison of the castle.

Maps: "The Crossroads", "Village" and "The Camp" laid out in the following way: 
                     6                      2                    C_______                                     
       |                      	|               	|               	|
       |      The         	|       The     	|      The      	|
    5 |   Crossroads	|     Village   	|      Camp 	| D
       |                		|               	|               	| 
       |                		|               	|               	|
                      8                      4                    A

The Involved camps
* SIR RICHARD’S FORCE 
Group A: Soldiers of Sir Richard in the camp. 
KNIGHTS (on foot): Sir Richard, Sir Gaston, Sir Piers, Sir Thomas, Sir Conrad; HORSES: 5;
SERGEANTS: Arnim; SHORT BOW ARCHERS: Aylwald, Chretien; CROSSBOWMAN: Forester; BILLMEN: Guy, Jean, Rees, Robin, Tybalt; SPEARMEN: Ben, Hal, Perkin

Group B: Soldiers of Sir Richard in the Village of Glennhof.
KNIGHTS: (on foot): Sir Alain, Sir James; SERGEANT: Tyler; CROSSBOWMEN: Francisco, Jacopa, Bertrand, Jaques; SPEARMEN: Bertin, Crispin, Mark, Odo, Wat; PEASANTS: Baker, Farmer, Salter, Smith, Wulf; WOMEN: Audrey, Edith; MERCHANT: Leopold

* SIR CLUGNEY’S FORCE 
KNIGHTS (on horse): Sir Clugney, Sir Gilbert, Sir Roland, Sir Roger, Sir Gunter, Sir Jacques, Sir John, Sir William; SERGEANTS: Martin, A’Wood; SHORT BOW ARCHERS: Engerrand, Bowyer, Fletcher, Mathias; HALBERDIERS: Ben, Frederick, Geoffrey, Hubert, Naymes, Otto, Tom, Watkin, Wynken; PEASANTS: Carpenter, Cedric, Gam, Gilles, Gobin, Radult. 

Starting positions and beginning of the action
Group A positions are in the fortified camp and the group B positions are in the houses and the streets of the village. Sir Clugney’s force arrives on side 5 and begins the scenario. 

Group A cannot move before turn 6. At the start of the sixth turn the player representing Sir Richard makes a die roll to know if Sir Richard will help his men in the village: 
- die roll of 1 to 5: Sir Richard remains in the camp 
- die roll of 6 to 10: Sir Richard will help his companions in the village.

If after turn 6 Sir Richard still remains in the camp, the player rolls again each new turn of play. 

Victory Conditions
Victory belongs to the side that has killed or captured all of the opposing knights and sergeants. 

1.8	NO HAPPINESS IN THE MEADOW (Le bonheur n’est pas dans le pré)
Scenario by Denis Sauvage for 2 players using Cry Havoc, published in Graal #22 December 1989. Translation by Bob Gingell.

Background: 
“In times gone by I was a serf on the lands of Lord Roland, a good master by God! His neighbour, the dastardly Clugney, had invited his close friends to carouse at his castle. During dinner, with the wine having flowed freely, Clugney gave his opinion on Roland’s behaviour. He said that he was fair and good to his subjects. Taking offence at this flagrant fairness, the lords decided to sow a bit of disorder on the lands of my master. After a short journey, during which Clugney fell off his horse three times (due to the effect of the banquet), they arrived near to my village. Their tactics were explained quickly and each one followed these scrupulously: they just had to charge. One of Clugney’s men fell, struck by an arrow; “He seems to have drunk too much” shouted the lord, as he rushed at me with an evil grin…”
Extract from “It was no life” by Cedric the serf.

Map layout: 		| 5 The Crossroads 7 | | 3   The Village   1 |

Starting positions:
1) 	The Defenders are placed first. Five peasants are placed on The Crossroads. The three others are placed in the village. The men-at-arms must be placed on the tree or the building hexes on The Village map. In addition the six mules must be adjacent to the pool, joined together or not at the player’s choice.
2)	On Turn 1 the Attackers enter through map-edge 5.
3)	The Attackers move first.

The sides:
The Attackers – Lords: Clugney, Gaston, Gilbert; Knights: Roger, Gunter, Peter, John.

The Defenders – Sergeant: Martin; Shortbowmen: Engerrand, Bowyer, Mathias; Halberdiers: Ben, Tom, Frederick; Peasants: Carpenter, Baker, Salter, Cedric, Gam, Giles, Wulf, Smith; 
Equipment: 6 mules.

Special rule:
The game is limited to 7 turns because Roland will then arrive with reinforcements. The Attackers will instantly scarper.

Victory conditions:
The player that accumulates the most Victory Points by the end of Turn 7 is the winner.

Points for the Attacker			Points for the Defender
- Peasant wounded: 		1		- Lord wounded / killed: 	3 / 6
- Peasant killed:		2		- Knight wounded / killed:	2 / 4
- Man-at-arms wounded:	2		- Lord captured:		  8
- Man-at-arms killed:		3		- Knight captured:		  6
- Mule killed: 			2		- Each mule that survives:	  5

 

The Hundred Years’ War

2.1	SKIRMISHERS (Escarmouches)
Scenario for “Cry Havoc” and “Siege” published in Le Journal du Stratège #17/18 (in about 1984) and translated by Bob Gingell. The author is unknown. This is the earliest supplementary scenario published in a French magazine.

Background: This could have happened before the battle of Crécy.
A strong party of knights set out to pick a quarrel with the advanced guard of the army of the King of France. They were overthrown by a furious French charge. The English attempted to retreat, apparently in great disorder, pressed hard by the French knights who, enthused by their earlier success, pursued the “fugitives” with vigour and enthusiasm … (rumour was that the Black Prince was among the fugitives!). But was this a ruse to draw the impetuous French into a trap? The English archers were in position, and many soldiers were waiting in the village …

Map layout: 	6 The Crossroads 8 | 4 The Village 2 | A The Camp

Only the left half of ‘The Camp’ map is required.

The sides (CH = Cry Havoc, S = Siege)
The English – 4 Mounted knights (full strength): Sir Clarence, Sir Fitzwaren (S); Sir Piers, Sir James (CH). 5 Mounted knights (wounded): Sir Mortimer, Sir Hughs (S); Sir Peter, Sir William, Sir John (CH). 2 Knights on foot: Sir Richard (CH); Sir Lacy (S). 6 Spearmen: Ben, Bertin, Crispin, Hal, Odo, Wat (CH). 6 Longbowmen: Dylan, Aylwin, Gwyn, Idris, Myrlin, Owen (S).

The French – 11 Mounted knights: Sir Roland, Sir Gilbert, Sir Clugney, Sir Conrad, Sir Gaston, Sir Thomas, Sir Jaques, Sir Roger, Sir Alain, Sir Gunter (CH); Sir Wulfric (S). Sergeants: Martin (CH); Morgen (S). Billmen: Jean, Rees, Tybalt, Robin, Guy (CH). Shortbowmen: Chretien, Engerrand, Mathias (CH).

Starting positions and beginning the action: The English set up first - place the archers in the camp (they can leave it later if they wish), and the spearmen in the village buildings (at least one per house). The mounted and foot knights appear through Side 6 of ‘The Crossroads’ map, pursued by the French knights. The French archers, sergeants and billmen appear on Turn 2 through the same map-edge as the knights.

Special rules
1)	Zones of fire: The English archers in the camp are considered to be at a higher elevation, and as a result have a good view down onto part of ‘The Village’ and ‘The Crossroads’ maps. A diagram is supplied to indicate which hexes cannot be targeted by the archers in the camp. In rough terms this is all of the village buildings and courtyards, most slopes plus the 4 hexes behind them. Using the hex-numbering system from “Croisades” the following hexes cannot be targeted (but note that ‘The Village’ numbering starts from the bottom of the game map): 

•	Village – All courtyards; hexes between the trees and side 3 from D5 to G3 and then all slopes and intervening hexes facing sides 3 and 4 from G3 to Y13 (but the open hexes in K1-3 can be targeted); small section of slope facing side 1: I15, J15, K14-15, L15; hexes behind Building 1: E11-12, F11-12, G9-11, H10-11; hexes along the walls of other buildings: J4, L4, N4, O4, Q4, and K9, L9, N9, O8, Q8, and L11, O10, Q10, and O14, Q14; hexes behind Building 5: S4, S9, T5-8, U5-7; hexes behind courtyard of Building 3 plus end section of the nearby slope: S11-16, T11-15, U11-16, V11-15, W11-14. 
•	Crossroads – All hexes between the Hillock and side 8 plus open ground masked by the village: Z4-17 (= Z1-14 on ‘The Village’ map), Y4-16, X 4-10, 12 and 16-17; hexes behind the Hillock: U9-13, T10-14, S9-15, R10-16, Q10-15, P11-16; all other Hillock slope hexes except W8.

2)	The protection of the camp: The whole English army is entrenched within the camp, so it is inconceivable to attack it. Any English characters located within the confines of the camp cannot be attacked.

3)	Optional rules 1 (defensive fire), 2 (volley fire) and 4 (cavalry charges) are recommended. [Alternatively Rules 1 and 4a can be replaced by the equivalent rules from “Croisades”.]

4)	A Game Turn chart is supplied with this scenario:

1
	
2	
3	
4	
5	
6	
7	
8	
9	
10	
End	

Victory conditions
The French: The aim of the French is to kill all the English knights (because of the possible presence of the Black Prince). 
•	Each English knight killed or captured: 10 Victory Points (VPs)
•	All the English knights killed or captured: bonus of 50 VPs
•	Each English archer killed outside the camp: 20 VPs
•	No English characters in the village in Turn 11: 20 VPs

The English: The English victory conditions are different – they must not lose too many men, and must kill some Frenchmen, so as to inspire the rest of the army in the ambush.
•	Each French knight killed or wounded: 5 Victory Points

At the end of the game, calculate the difference between the Victory Points earned by the French player and those earned by the English player.
•	150 VPs and more: Great French victory
•	100-149 VPs: French success
•	50-99 VPs: English success
•	Less than 50 VPs: English victory.

A great French victory: The English see their knights slaughtered in a mere skirmish; what is worse their archers and infantry were no match for the enemy. The moral is obvious, they must negotiate.

French success: The English trap does not close properly and they are given a good drubbing. There is still a chance, however, that the French will try to attack the English camp frontally tomorrow; what will be will be…!

English success: They are roughly of equal merit as far as the English strategy is concerned. The French will try to do better tomorrow: certainly they will fall into the trap tomorrow…!

English victory: Astonishingly, the French knights have been thrashed! A holy lesson for the King of France. Whether he decides to attack or not tomorrow, the issue of the war is in no doubt at all.

[Two alternative scenarios from Claymore magazine dealing with the charge of the French knights at the battle of Crecy are also available in this collection as Scenarios 9 and 10.]

OPTIONAL RULES

1.	Sequence of fire
[This rule updates “Cry Havoc” to include a Defensive Fire Phase. The rules on Defensive Fire from “Croisades” should generally be followed rather than this interim amendment.]

Replace the second missile-fire phase for each player-turn with a “Defensive Fire” phase at the enemy (for those characters that have not moved). The sequence of play is changed as follows:
1)	Missile-fire phase for archers and crossbowmen
2)	Movement phase (except for crossbowmen that have shot)
3)	Defensive fire phase (by the enemy)
4)	Combat phase (archers and crossbowmen who fight cannot shoot defensively in the following turn) 

2.	Group firing

During battle, while the enemy was advancing on their lines, the archers in the second row could not see any individual enemy but instead shot in a group into a zone of fire. To take account of this reality, follow the table below:

Number of archers	Bonus to shooting die roll	Number of target hexes	Risk of deviation  from zone of fire 	
1	-1	1 maximum	0/6 on 1D6 for 1 hex	
2	-1			
3	-2	2 maximum	2/6 on 1D6 for 2 hexes	
4	-2			
5	-3	3 maximum	4/6 on 1D6 for 3 hexes	
6	-4			

Note: If the shot is made against 2 hexes or more, there is a risk of deviation from the zone of fire. 1D6 is rolled: for a zone of 2 hexes 1-2 results in deviation, and for 3 hexes 1-4 results in deviation.  If the test is positive, this means that the shot has shifted by one hex: roll 1D6 again to determine in which direction the zone of fire has been displaced.

The two hexes of a 2-hex zone of fire must be adjacent. A 3-hex zone is triangular with each hex adjacent to the other two. Each character within a zone of fire rolls for shooting effects subject to the modifiers indicated in the table above. A character occupying two hexes (such as a mounted knight) undergoes two shots with cumulative effect. A result cannot be less than 1 on the shooting results table (i.e. 0, -1 and -2 all count as 1). 

Group fire is impossible if the archers move during their movement phase, or if the archers are not adjacent to one another. At least one archer must be able to see the whole of the zone of fire (one, two or three hexes).

3.	Crossbow bolt penetration
[This rule cannot apply in this particular scenario but could be added to other scenarios with crossbowmen.]

The eye-witness evidence that has come down to us from this era relates that a crossbow bolt could punch through several bodies. 

When a crossbow shot has been fired at a character on foot, other than a knight, it is necessary to determine, irrespective of whether the shot hit or missed, whether the bolt continues on in a straight line and wounds other characters behind the target in that line of fire. To achieve this, the two hexes behind in the line of fire (unless there are obstacles) are tested for hits with a penalty to the die roll of +1 and +2 respectively. The results obtained are applied immediately whether they affect troops of one side or the other.

A knight on horseback or on foot will be affected by the shot subject to the penalty, but will be considered to be an obstacle (because of his high standard of protection against shot). 

[This rule could also be used for ballistas. The bolt could continue up to 4 hexes behind at +1 per hex.]

4.	Cavalry charges
[Like Rule 1 this is an early version of a rule that later appeared in “Croisades”, but it does have an extra rule for impetuosity to represent the difficulty of stopping once a charge has been launched; this additional rule is somewhat similar to that for berserkers in “Vikings”. Note that there is no rule included here for counter-charges as appears in “Croisades”.]

a)  Mounted knights can carry out a charge. For a charge to be possible, the knight must travel 6 hexes in a straight line (a straight line is defined in the same way as for a line of fire). The final hex must not be a slope. The charge doubles the attack strength of the knight.

b)  If the victim of the charge is killed, stunned or forced to retreat, the knight is carried away by enthusiasm and must advance after combat, making a further attack against all characters in the three hexes in front of him (if there are any there). If there are no adversaries adjacent, he continues for up to 3 hexes forward in a straight line until reaching one or more adversaries or an obstacle). The enemies are all attacked together in one combat even if this is disadvantageous for the knight. 

c)  If several knights charge at the same time, the first series of combats is resolved and then the second series (either before or after combat by foot characters) in whatever order the player chooses.

2.2	THE BATTLE OF CRÉCY 1346 (La bataille de Crécy)
Scenario by Philippe Gaillard for “Cry Havoc”, “Siege” and “Croisades” from Claymore #3. Translated by Bob Gingell. The scenario uses “Cry Havoc”, “Siege” and “Croisades” / “Outremer”.

This scenario uses ‘The Camp’ map to represent in a simple way the defensive strength of the English. An alternative, more complex, version of the same battle by Hervé Delattre was published in Claymore #9 under the title “For a little patch of ground”; this used 4 copies of ‘The Open Field’ map, stakes for the defences, and special rules for longbow volleys and impetuous charges. The alternative scenario appears in this collection as Scenario 10.

Background: An article about the battle appeared in Claymore #2. Crécy is the battle which put to an end the dominant role of the English mounted cavalry in favour of the archers – equipped with the longbow – and a more mobile dismounted cavalry (not represented in this scenario as foot knights are too weak). The French knights, concerned with their status and rank, and respecting the traditions of combat – heroic charges and contempt for footsoldiery – were decimated in a few hours. Despite this dreadful defeat (and that at Poitiers), the nobility repeated this useless concept of honourable fighting, and 69 years later were literally massacred at Agincourt.

Map layout: 	C The Camp A | 6 The Crossroads 8

The sides
The English – Leader: King Richard (C); 7 Mounted knights: Sir Walter (C); Sir James, Sir John, Sir Thomas (CH); Sir Clarence, Sir Hughs, Sir Lacy (S); 
5 Sergeants: Sgt A’Wood, Sgt Tyler (CH); Sgt Llewellyn, Sgt Morgen, Sgt Pugh (S); 
9 Halbardiers: Ben, Frederick, Geoffrey, Hubert, Naymes, Otto, Tom, Watkin, Wynken (CH); 
6 Billmen: Cliff, Godric, Shawn (S), Guy, Jean, Tybalt (CH); 
4 Shortbowmen: Bowyer, Chretien, Engerrand, Fletcher (CH); 10 Longbowmen: Aylwin, Dylan, Gwyn, Idris, Myrlin, Owen (S); Aylwin, Gwyn, Mathew, Myrlin (C). 

The French – Leader: King Philip (C); 17 Mounted knights: Sir Raymond (C); Sir Alain, Sir Clugney, Sir Conrad, Sir Gaston, Sir Gilbert, Sir Gunter, Sir Jacques, Sir Peter, Sir Piers, Sir Richard, Sir Roger, Sir Roland, Sir William (CH); Sir Fitzwaren, Sir Mortimer, Sir Wulfric (S); 
2 Mounted sergeants: Sgt Baldwin, Sgt Guy (C); 2 Foot sergeants: Sgt Arnim, Sgt Martin (CH); 
1 Halbardier: Bors (S); 2 Billmen: Rees, Robin (CH); 
12 Spearmen: Ben, Bertin, Crispin, Hal, Mark, Odo, Perkin, Wat (CH); Aki, Gareth, Hayden, Stori (S); 
4 Crossbowmen: Denys, Francisco, Giles, Jacopa (CH).

Starting positions and beginning the action: The English are positioned in the camp. The French enter through side 8 of The Crossroads. The French knights enter first and must charge (i.e. maximum movement for first and second turn) at the enemy lines. The infantry arrive on the second game turn after all the knights have moved. 

Optional rules: The following rules can be played: panic and rout, ransoms, and the archery rule “errare humanum est”.

Victory conditions: Death or capture of all the knights from one side will end the combat.

2.3	FOR A LITTLE PATCH OF GROUND (Pour un petit coin de potager)
Crécy, 26 August 1346
This scenario for “Cry Havoc”, “Siege” and “Croisades” / “Outremer” was written by Hervé Delattre, published in Claymore #9 and translated by Bob Gingell. It uses four copies of ‘The Open Field’ map [although any map could be used instead if all terrain other than flat and scrub were ignored]. It also requires a second copy of some characters from “Croisades” and “Siege”, and markers (which players will have to make for themselves) for the archers’ stakes. [Players with both “Croisades” and “Outremer”, or one of these plus the boxed “Siege Extension Set #1: The Templars Castle”, will already have two sets of character counters for “Croisades”.]

1.	Background: In the year of grace 1337 there started a series of confrontations which would see the kingdoms of France and England opposing each other for over a hundred years. On the morning of 26 August 1346, the English deployed along a crest running South-West / North-East for about 2 kilometres between the villages of Crécy and Wadicourt. Behind this crest was the wood of Crécy manor and before it was a slope with no cover. A little under 7,000 English, of whom half were archers, faced 12,000 French.

Our scenario represents in part the events of the pear orchard (from which came the emblem of the pear for Wales), defended by Welsh archers against Genoese crossbowmen and French knights.

2.	Map layout: 	French  Open Field 1 | Open Field 2 | Open Field 3 | Open Field 4

The maps are laid out with the long sides adjacent (Side 4 to Side 2).

3.	The sides (CH = Cry Havoc, S = Siege, CR = Croisades/Outremer)
The Welsh – 4 Sergeants: Sgt A’Wood, Sgt Martin, Sgt Tyler (CH); Sgt Morgen (S). 20 Archers (with longbows): Aylward, Bowyer, Chretien, Engerrand, Fletcher, Mathias (CH); Aylwin, Dylan, Gwyn, Idris, Myrlin, Owen (S); 2x Aylwin, Gwyn, Mathew *, Myrlin (CR). Equipment: 12 stakes.
[* Mathew has been renamed but is in fact the same character as Dylan from “Siege”. As an alternative to second copies of the 4 bowmen listed, the 4 Sudanese bowmen from “Croisades” could be used. ]

The French – 5 Genoese crossbowmen: Arnold, George, Henry, Jordan, Walter (CR).
First line of heavy cavalry (25 knights): Conrad, Roland, Clugney, Richard, Gilbert, Gaston, Alain, Roger, James, Jaques, Thomas, Peter, Piers, Gunter, William (CH); 2x Lacy, Hughs, Fitzwaren, Clarence, Mortimer (S).

Second line of heavy cavalry (21 knights): Raymond, Amalric, Guy (CR); 2x Mathew, Michael, Dreux, Balian, Roger, Gerard, Raoul, Walter, Baldwin (CR).

[An alternative to second copies of the 5 knights from “Siege” in the first line would be to add Sir John (CH), Sir Wulfric (S), and King Philip II, Abaga, El Arish (CR). Two copies of the 9 listed knights from “Croisades” in the second line are unavoidable, however, unless different values are accepted (e.g. by using mounted characters from “Samourai” or “Vikings”).]

4.	Starting positions and beginning the action: The English set up first, placing stakes in front of each archer in the first row (see the special rules below from Claymore #5) in the four final hex-rows of map 4. The French start the game off the map and take the first turn by advancing the Genoese crossbowmen. After that it is the turn of the first French line, applying the special rule for French Impetuosity. Lastly it is the turn of the second French line, also applying the special rule for French Impetuosity.

5.	Special rules (see the annex for the detailed rules on volleys, stakes and knights)
For the English – 
•	The archers are all armed with longbows and can use the optional ‘Volley of arrows’ rule.
•	Use the optional rule for stakes (from Claymore #5).
•	Each time that the French retreat due to failure of morale, roll 1D10. The result shows the number of Welsh archers that are not adjacent to a sergeant who will break ranks to cut the throats of any knights wounded or stunned on the ground in front. The English player will recover these undisciplined men in the following manner: as soon as one archer has killed his victim, roll 1D10. If the result is 6-10 he will rejoin his original ranks, otherwise he will choose another victim to assassinate.

For the French – 
•	The Genoese crossbowmen: A sudden storm has soaked their weapons and stretched their bowstrings such that their crossbows cannot shoot as far as usual. To represent this effect, the maximum range of shot for crossbows will be 50 hexes.
•	Throughout the battle the sun will be in the eyes of the crossbowmen, impeding their shots. To represent this effect add +1 to their die rolls.
•	The French cavalry: Apply all the rules for French knights – Impetuosity, Morale and Rallying.

6.	Victory conditions 
The English: The French must all be dead or have decided to abandon the fight. 
The French: All the English archers are dead.

Annex: The Special rules

1).	VOLLEYS OF ARROWS
In the Cry Havoc series, archers and crossbowmen shoot individually, but in the Middle Ages they generally shot as part of a company. Here are some proposed rules for companies of missile-men. 

1.1	Companies of missile-men
Companies of missile-men are allowed in all the games of the Cry Havoc series to shoot onto a particular area of the field of battle with a destructive power of shot. To do this, the shooters (archers, crossbowmen, javelinmen, etc…) must be positioned in a single row, adjacent to each other and commanded by a sergeant or a knight who is at one end of the row and adjacent to the company.

The sergeant or knight must be able to see the adversary aimed at by the company since he is the one to give the order to fire. A row must consist of at least 5 missile-men and this row can only fire directly to their front (there is no question here of shooting at an angle of 30).

When group fire is carried out, each shooter benefits from –1 on the die roll. When a company is going to shoot, the player determines the effective range of the shot (short, medium, long) and he will then only be able to shoot within that chosen zone. Example: If he chooses short range, he cannot hit characters at medium or long range in front of his company.

For each shooter a target is identified within the zone already chosen (one target can be chosen several times), then the shots are carried out and if the designated target is destroyed by an earlier shot, the later shot at that target is lost.

1.2	Rows of shooters 
An additional –1 is added for each extra row (1 additional row is possible for crossbowmen and javelinmen, 2 rows for Western archers, and 3 rows for Japanese bowmen).  The sergeant or knight is not essential for each additional row - the first row is enough.

2).	FRENCH KNIGHTS
Impetuosity of the French knights: After the arrival of all the Genoese crossbowmen on the map and Turn 1; at the beginning of each French movement phase roll 1D6. On a result of 6, the first French line rushes forward in a straight line (place all 25 knights in one single line abreast) at the English or Genoese that are in front of them.

After the arrival of the first line of French knights on the battlefield, roll 1D6 at the beginning of the next French movement phase. On a result of 6, start the assault of the second French line applying the same rules as for the first line.

Morale: Once a French line (by ‘line’ meaning the Genoese or the first or second line of knights) has lost a quarter of its effectives (rounding upwards), it must undergo a morale test every turn (at the beginning of the French turn). For losses of one quarter, roll 1D10 and if the result is 10 the whole line will turn round, move to the map edge and temporarily leave the game board (see rallying). For losses of half or more, roll the die and if the result is 8-10 apply the same retreat effects as for a quarter. For losses of three-quarters, roll 1D10 and retreat if the result is 6-10.Note that once a retreat is started due to demoralisation, the whole line retreats including those that have been abandoned on the way (e.g. wounded knights and those that have been unhorsed). 

Rallying: The French knights will rally off the board. As soon as 5-6 is rolled on 1D6, the off-board knights that were demoralised will repeat their assault under the ‘French impetuosity’ rules. Note that the French knights will always charge in a straight line and that the knights will not make any swerve to avoid wounded characters, knights on foot or crossbowmen: they will fight them. Besides this, in his/her movement phase the French player moves each part of the army line by line in the following order: Genoese, First line, Second line, Rallied first line, etc. …

3).	STAKES
These rules were written by Hervé Tardy and published in Claymore #5.

This obstacle, easy to put into place, was an efficient protection against enemy attacks throughout a battle. In particular, cavalry charges became impossible as the horse risks impaling itself on the sharpened points of the stakes. A traditional attack is still possible, but the advance of men-at-arms was considerably slowed down.
								    ____________
Movement: The “Stakes” markers are set up 		______________	    |           |           |
with a directional arrow pointing to the front. 	__|____|_____|_	__|____|____|__
Movement restrictions only apply to characters 	|__S_>|___|___	|          |    ^    |          |
attempting to advance through the frontal arc. 	__|____|_____|_	|_____|__S__|_____|
The examples show the hexes adjacent to the stakes that are within their frontal arc.

Tactical factors: Movement costs to enter the hex depend on the starting position of the character:

Character type	Starting hex	Move cost	Starting hex	Move cost	
Foot	Frontal arc	 4	Other hex	 2	
Rider	Frontal arc	 8	Other hex	 6	
 
A character on a stakes hex does not benefit from any cover. He is treated as being in disadvantageous terrain for combat purposes.

Special rule for horsemen: Mounted characters advancing through the frontal arc must undergo a test to determine if the horse avoids the sharpened points of the stakes. To do this roll 1D10 under the missile-fire table for shortbows against mounted targets. Armoured characters deduct –1 from the die, to represent the loss of agility of both rider and mount. The result is applied immediately. 
		______________________	
Example: The armoured rider A advances to attack the 		|_____|_____|__<    A_  __|
footsoldier B. He must spend 1 MP + 8 MPs (due to entering the	___|__S_>|___|_____|__	
frontal arc of the stakes S) and rolls 1D10 with a deduction of -1.	|__B__|S >|_____|_____|
The die roll is 3-1 = 2, giving a result of D: The horse is killed, the rider wounded and dismounted. The movement phase ends; he will be unable to fight during the combat phase that follows. 

Missile-fire and combat: A “stakes” hex does not block the line of fire of a missile weapon. Any character, whether on foot or mounted, that has to retreat after combat on a “stakes” hex across the frontal arc of the stakes, must submit to the consequences by rolling 1D10 on the missile-fire table as if shot at by a shortbow (armoured riders must deduct –1).

Any mounted character wishing to advance after combat onto a “stakes” hex across its frontal arc must also undergo that same test as explained above.

2.4	HAPPY ANNIVERSARY! (Joyeux Anniversaire!)
Scenario for Cry Havoc/Siege for 2 players, written by Kheir ED-DIN and published in Claymore-Normandy issue #2. Translated by Terry Ford. Scenario uses “Cry Havoc” and “Siege” plus extra ‘Open Field’ and ‘Crossroads’ maps.

History: Count Gilbert is anxious. Admittedly, he has been successful in combat, driving back a band of Anglo-Navarrais plunderers that he has tracked for two days with a score of French knights which accompanies the count at a fierce pace. But his Genoese mercenaries were exhausted by the long hours of functioning which they have just undergone and the remainder of the infantry has not yet arrived. Straight out, the Anglo-Navarrais were cut off around a small hill. 

Fortunately, there were Welsh archers with them. This would be a really sad joke! Because 10 years ago, day for day, on August 26 1346, the flower of the French knighthood died under the arrows at Crecy! 

Maps
            5                              		7	        
     |               	    |              	|               	|
     |     The   	    |     The      	|       The  	|
  8 |  Crossroads  |    Plain     	|   Crossroads	| 8
     |               	    |              	|                	| 
     |               	    |              	|            	|
             7                           		 5 

The sides (CH = Cry Havoc, S = Siege)
ANGLO-NAVARRAIS: KNIGHTS (on horse): Sir Clarence, Sir Lacy (S); SPEARMEN: Brendan, Bryn, Gareth, Hayden, Mordred (S); BILLMEN: Cliff, Godric, Shawn (S), Rees, Robin (CH); 
WELSH ARCHERS (longbow): Aylwin, Dylan, Gwyn, Idris, Myrlin, Owen (S), Aylward, Bowyer, Fletcher, Mathias (CH); EQUIPMENT: 5 screens (S). 

FRENCH: 
KNIGHTS (on horse): Sir Gilbert, Sir Alain, Sir Conrad, Sir Clugney, Sir Gaston, Sir Jaques, Sir James, Sir John, Sir Roger, Sir Roland, Sir Thomas, Sir William (CH), Sir Hughs, Sir Mortimer, Sir Wulfric (S); CROSSBOWMEN (Genoese mercenaries): Arbalister, Bertrand, Codmar, Francisco, Gaston, Giles, Jacopa, Jacques, Nicholas, Roland (CH).

Starting positions: The Anglo-Navarrais choose one of the two "The Crossroads" maps and place their troops there (on the hill and in a radius of 20 hexes of edge 8 of the map). Crossbowmen and then the French knights, enter by edge 8 of the opposite "The Crossroads" map. The French begin the first turn of play. 

Special Rules: Crossbowmen are very reduced by the many hours of functioning which they have of enduring under the rain; their equipment suffered also much. Consequently, +1 point is added to each missile results die roll when shooting crossbows. 

Victory Conditions: The victory goes to that of one the two players who arrives and has killed or captured all the enemy knights. 

Warning: This scenario does not have great interest: The Anglo-Navarrais side will do nothing but await the French attack and the French knights do not have use of another tactic other than to charge while waiting for their whole force to arrive. In fact, " Joyous Anniversary!" is especially a test which will enable you to include or understand the mechanism of the battle of Crecy. 

2.5	THE BATTLE OF BAUGÉ 1421 (La bataille de Baugé)
Scenario written by Philippe Gaillard for 2 or 3 players, using “Cry Havoc”, “Siege” and “Croisades”, plus ‘The Watermill’ map and terrain pieces from “Dragon Noir” and an extra copy of ‘The Crossroads’ map from “Cry Havoc”. Published in Claymore #3 and translated by Bob Gingell.

Background: On the 21st March 1421 the English chivalry under the command of Clarence, brother to King Henry V, attacked the French and Scots near Baugé. This attack “French-style” brought the English their first defeat since Agincourt. The Duke of Clarence and several dozen English knights were found among the dead. This little confrontation was also the sole continental victory of France’s Scottish allies (the contingent was destroyed at Verneuil in 1424).

Map layout: 	2    The Village    4 | 8  The Watermill  6
			1 / 7	     Tree	7 / 7
		6 The Crossroads 8 | 6 The Crossroads 8

[See Special Rules below for information on additional terrain.]

The sides (S = Siege, CH = Cry Havoc, CR = Croisades/Outremer)
The English troops – Knights: Sir Clarence, Sir Fitzwaren, Sir Hughs, Sir Lacy, Sir Mortimer, Sir Wulfric (S); Sir Clugney, Sir Conrad, Sir Gunther, Sir James, Sir John, Sir Peter, Sir Piers, Sir Richard, Sir Thomas, Sir William (CH); Sir Walter (CR).

The Franco-Scottish Troops, Group 1 – Knights: Sir Alain (CH), Sir Raymond, Sgt Guy (CR); Sergeant: Sgt Arnim (CH); Crossbowmen: Forester (CH), George, Denis (CR).

The Franco-Scottish Troops, Group 2 – Knights: Sir Gaston, Sir Gilbert, Sir Jacques, Sir Roland (CH); Sergeant: Sgt A’Wood (CH*); Halberdiers: Hubert, Geoffrey, Tom, Watkin (CH); Shortbowmen: Fletcher, Bowyer, Chretien, Mathias (CH).
[* The published list in error states ‘Arnim’ for a second time: A’Wood has been substituted.]

The Franco-Scottish Troops, Group 3 – Peasants: 11 (from Cry Havoc).

Starting the game: The French take first turn. Group 3 is set up in the village. Groups 1 and 2 enter through Side 3 of ‘The Village’ map AND Side 5 of ‘The Watermill’ map (at the players choice).
The English then enter through one or both of the central parts of Sides 5 of ‘The Crossroads’ maps.

Special rules 
•	Map: A 7-hex tree occupies the mid-point of the 4 maps. A bridge, 2 hexes wide and 3 hexes long, crosses the river in place of the stepping stones.

•	Weather – River: Despite flooding, the knights can ford the river at a cost of 4 MPs per hex. 

•	Weather – Mud: The banks of the river are muddy as a result of constant rain. For a width of 2 hexes, the [flat terrain] hexes bordering the river are MUD terrain and cost 2 MPs. 
[It is suggested that scrub and tree hexes should be unaffected by mud, but that the two slope hexes by the river should be impassable to horses due to the slippery mud.]

When a knight enters a mud hex, the player must roll 1D10 (for each such hex):
•	1-8: No effect
•	  9: Horse unharmed, rider stunned and dismounted (the horse slips but remains upright)
•	10: Horse killed, rider stunned and dismounted.

•	River: Any character stunned on a water hex is eliminated.

•	Scrub: It is suggested that the movement rules from “Dragon Noir” should be used, i.e. the movement cost for scrub hexes is doubled for horses (so 2 MPs for foot, 4 MPs for horses).

Victory conditions: The death of more than 50% of the English knights (i.e. 8 knights) results in victory for the French. The massacre of all the French with command capacity (i.e. knights and sergeants) gives victory to the English.

Bibliography: Gaillard, P. – “Les Ecossais dans les armées françaises 1420-1424” [The Scots in the Armies of France 1420-1424], D.E.A. de Civilisation Médiévale, Poitiers 1991.

2.6	THE ART OF LOOTING (De l’art du pillage)
Scenario for “Cry Havoc” and “Siege” by Nicolas Loubier, published in Graal #14 (circa 1989). Translated by Bob Gingell in 2003.

Background: During the Hundred Years War, there was a little village in open countryside. The English were very hungry and the lack of food was becoming dangerous for their men. A band of plunderers led by knights of questionable nobility decided to go and do their shopping in this village. On the same day, at almost the same moment, the remains of a French army arrived in the village to “rest” there and to “protect” it.

Map layout: 		3 Village 1 | 5 Crossroads 7

The sides: (all counters from “Cry Havoc” except those marked ‘S’ for “Siege”)
The English: 
Knights (mounted): Hughs [S], Gunter, John, William, Alain, James; Archers: Chretien, Bowyer; Spearmen [S]: Bryn, Stori, Arnold, Mordred, Aki, Hayden, Brendan, Gareth; Sergeant: Arnim.

They take the first player turn and in Game Turn 1 enter the village through map-edge 2. The game ends as soon as all of them have left the game board (through edges 2, 3 and 4 of The Village map).

The French: 
Group 1, The Village: Peasants: Farmer, Cedric, Will’m [S], Geoffrey [S], Mathew [S], Ivor [S]; Spearman: Ben; Archer: Mathias; 6 Barrels [S]; 1 Cart and Draft horse [S]; 2 Mules.

Ben, Mathias and Cedric are in the tavern (Building 4). The other peasants are divided between the other houses (with at least one per building). One barrel counter is placed in each house (representing food reserves; 2 counters are in Building 4). The horse and cart is in the courtyard of Building 3. One mule is in the courtyard of Building 5 and one in the courtyard of Building 4.

Group 2, Reinforcements: Mounted knights: Roland, Conrad, Roger, Clugney; Spearmen: Odo, Mark, Wat, Bertin, Crispin, Perkin, Hal; Billmen: Cliff [S], Godric [S], Shawn [S], Guy, Robin, Rees, Jean; Crossbowmen [S]: Alric, Edric.

The reinforcements enter through map-edge 7 of The Crossroads in Game Turn 3.

Special rules
•	See the rules of Cry Havoc [and Siege] for the use of mules and carts.
•	A man can carry a maximum of 4 points of food, a knight’s horse 10 points, the cart 60 points and a mule 20 points.
•	To pick up food a character must spend 1 Movement Point, be adjacent to a Barrel counter and not be under attack (1 point of food is picked up for each Movement Point expended).
•	To give food to someone else (or place it in a cart or on a mule) 1 Movement Point must be expended for each point of food transferred; of course it is also necessary to be adjacent to the mule or cart and not be under attack.
•	When a character is carrying his maximum of food, he fights as if in disadvantageous terrain and his movement is reduced by 2.
•	When a man picks up 1 point of food he can immediately pass it to an adjacent character if there is one (by spending 1 Movement Point he takes 1 point of food and gives it to his neighbour). This rule allows food to be passed out of windows [or along a chain of characters].
•	A character can drop food instantaneously at the beginning of his Movement Phase if he so wishes [i.e. he does not have to spend Movement Points to do so].
•	The ‘cask’ [barrel] counters represent a stock of food (sacks of grain, hams hanging from the ceiling, etc.); they do not obstruct movement or combat. The ones in the tavern contain 30 points of food each, the others 10 points.

Victory conditions
The English
•	For each point of food taken off the map: 1 Victory Point
•	For each mule led off the map: 6 Victory Points
•	For each peasant or infantryman killed: 1 Victory Point
•	For each knight killed: 2 Victory Points
•	For the draft horse: 10 Victory Points

The French
•	For each point of food remaining on the map: 1 Victory Point
•	For each live mule remaining on the map: 3 Victory Points
•	For each English infantryman killed: 1 Victory Point
•	For each English knight killed: 3 Victory Points
•	For the live draft horse: 5 Victory Points

History: Version 1.0 March 2001; version 1.1 December 2003 added scenario 13, made some minor amendments to scenario 12 and reorganised the presentation so that all scenarios started on a new page. Version 1.2 renumbered the scenarios within the two groups and added scenario 1.8.

RDG: Miscellaneous Scenarios version 1.2, October 2005