IRISH AND SCOTTISH ARMIES (9th – 15th Centuries)

This translation by Bob Gingell is based around an article on Irish and Scottish armies in the “Cry Havoc” series of games, written by Christian Delabos in Claymore magazine #13/14 published in 1998. It is accompanied by a number of scenarios by the same author that utilise the rules from the article. The translation also includes three related scenarios from earlier issues of Claymore, and a set of supplementary rules that are necessary for the scenarios. The rules and scenarios use the games “Cry Havoc”, “Siege”, “Croisades” and “Vikings”, plus some supplementary maps.

Contents
1	Irish armies
1)	The Viking era [includes rules on throwing stones]
2)	The feudal period (12th to 14th centuries)
2	Scottish armies
1)	The Picts
2)	The pre-feudal period (11th century)
3)	The feudal period (12th century and later) [includes rules on pikemen]
4)	Highlanders and Islemen (11th to 15th centuries)
3	Supplementary rules not in the English versions of the games
1)	Two-handed axes (from “Vikings”)
2)	Shieldwall (from “Vikings”)
3)	Berserkers (from “Vikings”)
4)	Cutting hamstrings (from Claymore #5)
5)	Low walls (from Claymore #5) 
6)	Stakes (from Claymore #5)
7)	Mounted javelinmen (from Claymore #6)
8)	Special terrain: Marsh and Pit-traps (from Claymore #6)
9)	Knightly arrogance (from Claymore #8)
10)	Volleys of arrows (from Claymore #9)
4	Scenarios
1)	The Peaceful Meeting: 890
2)	The Day of the Seven Sleepers: Dunsinane 1054
3)	The Last Raid: Alnwick 1093
4)	The Charge of the Galwegians: Northallerton 1138 (from Claymore #10)
5)	Sir Amory Tristram: Connaught 1189
6)	Stirling Bridge 1297 (from Claymore #8)
7)	Flanking Manoeuvre: Falkirk 1298
8)	The Battle of Bannockburn 1314 (from Claymore #6)
9)	Raid on the Lowlands: 14th century
10)	Fight to the Death: North Inch in Perthshire 1396.

[Note: Three further scenarios from Claymore #13/14 are also available; although relating to Ireland and Scotland, none of these use any of the special rules for Irish and Scottish armies. 
‘Largs 1263’ is in the “Vikings Supplement”, ‘Wolf Hunt: Ettrick Forest 13th century’ is in the “Dragon Noir Supplement”, and ‘Dublin 1171’ is in the “Town Scenarios”.]

Although the Celts are well-known for their strong tendency to fight amongst themselves, those from Ireland and Scotland did also cross swords with invaders. These invasions were made first by the Vikings and then by the Anglo-Normans. During the course of the interminable conflicts which embellished the Middle Ages in Britain and Ireland, the armies evolved to a greater or lesser extent due to influences from outside and the need to counter-act new dangers. 

1.	IRISH ARMIES

1.1	THE VIKING ERA

1)	Irish Warrior
During the Viking era, these warriors fought with a short sword and very small shields (bucklers). Occasionally they used hand-thrown stones. 

Throwing stones by hand
Frequency of fire and effectiveness are the same as for slings. Modifications due to range:

Range	Short	Medium	Long	
Modification	0	+2	+3	
Distance	1-2 hexes	3 hexes	4 hexes	

Irish warrior: Bondi and Ceorls without spears (from “Vikings”).

2) 	Kern
Javelinmen were very common in the Irish armies. They most commonly carried 3 javelins. Use the Ceorls and Berserkers from “Vikings” that are shown carrying spears or javelins to represent kerns.
Kerns: Ceorls and Berserkers carrying spears or javelins (from “Vikings”).

3)	Sons of death
These redoubtable warriors were Irish who had adopted Viking methods of fighting. They formed bands of looters and mercenaries fighting only for profit. They caused real fear among their Viking and Irish enemies.

To simulate the effects of their reputation, use the following rule: Any character wishing to attack a son of death for the first time must roll under his attack strength on 1D10. The sons of death are the only Irish able to use armour. The rules on two-handed axes are also applied to those among them shown as carrying such axes. The berserker rules are not used for them.
Sons of death: Hirdmen, Berserkers and Bondi from “Vikings”.

1.2	THE FEUDAL PERIOD (XIIth – XIVth CENTURIES)

1)	Irish Warrior
At the end of the Viking era, Irish warriors adopted the 2-handed axe. It became their preferred weapon. The rule for 2-handed axes consequently applies to them (but not the berserker rules).
Irish warriors: Berserkers and Bondi (from “Vikings”)

2)	Kern
These are the same as in the Viking era.

3)	Galloglaich
These mercenaries from the Highlands and Western Isles of Scotland provided some weight to the Irish armies thanks to their very warlike demeanour, their coats of mail and their heavy two-handed axes.
Galloglaichs: Huscarls (from “Vikings”).

2.	SCOTTISH ARMIES

From the Pictish warriors that confronted the Vikings to the spearmen of William Wallace and Robert the Bruce, the Scots, unlike the Irish, saw their methods of fighting evolve considerably over the centuries.

2.1	THE PICTS

1)	Pictish heavy cavalryman
Pictish noblemen fought mounted and were protected by a coat of mail, helmet and small shield.
Pictish heavy cavalry: Mounted Earls (from “Vikings”).

2)	Pictish light cavalryman
Pictish cavalry were mounted javelinmen. They carried 3 javelins. See the rules from Claymore #6 to use this type of warrior (repeated in section 3.3 below).
Pictish light cavalry: Turcopoles (from “Croisades”).

3)	Pictish crossbowman
Strange as it may seem, the Picts knew of the crossbow. It is not certain that they used them in warfare, but why not give them that option?
Pictish crossbowmen: Crossbowmen (from “Siege”).

4)	Pictish warrior
These consisted mainly of spearmen who formed the core of the Pictish army. Like all the Picts, except the nobles, they fought unarmoured.
Pictish warriors: Bondi (from “Vikings”) and Spearmen (from “Siege”).

2.1	THE PRE-FEUDAL PERIOD (XIth CENTURY)
Most of the elements of the Pictish army are repeated here (heavy cavalry, light cavalry, crossbowmen, warriors) with the addition of Thanes and Ceorls (from “Vikings”) to take account of the Anglo-Saxon (Northumbrian) influence on Scotland during this period.

2.2	THE FEUDAL PERIOD (XIIth CENTURY AND LATER)
This period was characterised by the appearance of knights (from the influence of the Normans) and large numbers of spearmen. 

1)	Norman knight
Little by little, the Norman nobles took over in Scotland, bringing with them the feudal system and their methods of combat. As Scotland was a poor country, it was quite difficult for the knights to follow the evolution of military equipment as the centuries passed, and their armament became out-of-date by comparison to their English adversaries. 
Norman knights(12th Century): Templars (from “Croisades”).
Norman knights(13th – 14th Centuries): Knights but not Barons (“Cry Havoc” and “Siege”).

2)	Archer from Ettrick Forest
These are the only archers from the Lowlands. They are armed with a shortbow.
Archers from Ettrick Forest: Shortbowmen (from “Cry Havoc” and “Siege”).

3)	Peasant
This troop type consists of 3 categories of fighter:
-	“Ordinary peasants”.
-	“Patriots”. During the wars against the English, Scottish nationalism was born with the effect of creating a very determined fighter. To simulate this enthusiasm, the “patriots” use the rule for cutting hamstrings (from Claymore #5). During the Anglo-Scottish wars all the peasants would either be “patriots” or “spearmen” (see below).
-	“Spearmen”. Some peasants could be integrated into the ranks of the pike schiltrons (see below).
 
4)	Pikemen in schiltrons
At the beginning of the 13th Century the largest part of lowland armies consisted of spearmen fighting in serried ranks. This type of formation was called a schiltron.

To form a schiltron, there must be at least 5 spearmen fighting and standing adjacent to one another. The long pikes of the schiltron are represented by the counters provided in this issue of Claymore (two sets of 32 double-sided markers were provided for cutting out: 1 set of small markers showing the pike upright and one set of long 2-hex markers showing the pike horizontal). The formation of a schiltron is shown in diagram (1) below. The starred hexes show the zone of control of the pikes, which cover the three hexes to the front of each pike.

Each pike gives a bonus to the soldier carrying it:
+10 to both attack and defence strength against cavalry;
+5 to both attack and defence strength against infantry.
These bonus points only apply if the combat takes place within the zone of control of a pike. 

A pikeman attacked from outside the zone of control of his pike will automatically lose his weapon. A pike dropped onto the ground can be picked up at a cost of 2 movement Points (MPs). The act of moving with a pike costs 3 MPs (i.e. +2MPs over the cost of the terrain in the hex).

During an attack from the front on a pikeman and his pike, an attacker obtaining a positive result in the combat (defender killed, wounded or stunned) destroys the defender’s pike and immediately occupies the hex taken up previously by the weapon. The defender is subsequently reduced to his normal characteristics.

Diagram (1)			 	Diagram (2)				Diagram (3)

    |       |       |        |        |       |		    |       |       |        |        |       |		    |       |       |        |        |       |	
|       |       |       |   *   |        |       		|       |       |       |   *   |        |       		|       |       |       |        |        |       	
    |       |       |   *   |    |  E  |		    |       |    X    >   |    |  E   |		    |        |       |    X    >   |  E   |	
|       |       |   *   |    |  D  |		|       |       |   *   |    |  D  |		|       |       |   *   |    |  D  |	
    |       |   *  |    |  C   |       |		    |       |   Y  |    |  C   |       |		    |       |   *   |    |  C   |       |	
|       |   *  |    |  B   |       |		|       |   *  |    |  B   |       |		|       |   *  |    |  B   |       |	
    |   *  |    |  A   |       |       |		    |   *  |    |  A   |       |       |		    |   *  |    |  A   |       |       |	
|       |   *   |       |       |        |		|       |   *   |   Z  |       |       |		|       |   *   |       |       |       |	
    |       |        |        |       |       |		    |       |        |        |       |       |		    |       |        |        |       |       |	

Examples
Diagram (2): 
Counter X (Sir Richard) fights counter E (Bertin) at 30 against 17 (10+7) = 1:1
Counter Y (Tybalt) fights counter C (Hal) at 11 against 11 (5+6) = 1:1
Counter Z (Otto) fights counter A (Ben) at 11 against 6 (0+6) = 1:1
D (Crispin) and E (Bertin) combine to fight X (Richard) at 18 (10+8) +19 (10+9) = 37 v. 14 = 2:1
B (Mark) and C (Hal) combine to fight Y (Tybalt) at 12 (5+7) +13 (5+8) = 25 v. 6 = 4:1
Diagram (3): 
Sir Richard destroys Bertin’s pike and moves into the space previously occupied by it. He is now adjacent to the pikeman. 
Pikemen in schiltrons: Peasants, Spearmen, Billmen, Sergeants and Halberdiers 
(from “Cry Havoc” and “Siege”).

2.4	HIGHLANDERS AND ISLEMEN (XIth – XVth CENTURIES)

The Highlands and Western Isles of Scotland formed a specific historico-geographical area heavily marked by Norse influences and a strong Celtic undercurrent. The warriors from this area tended to intervene in many ways in “Cry Havoc” – as mercenaries operating in Ireland (see above), as parts of the feudal Scottish armies or as Royal Scottish Guards, as loyal troops of the Lords of the Isles, and even as clansmen fighting for their clan chief.

1)	Isleman and Elite warrior
These warriors equipped with coats of mail or gambesons, with helmets and armed most commonly with a two-handed axe, are the fierce adversaries. In the Viking period they can form a shieldwall.
Islemen: Huscarls and Hirdmen (from “Vikings”).

2)	Highland archer
These archers are protected by coats of mail and use a short bow. In some battles, their intervention was decisive. They and the elite warriors formed the best parts of the Highland armies.
Highland archers: Heavy bowmen (from “Croisades”).

3)	Clansman
Fairly lightly armed, they never fought without a target shield and a dirk (a hunting knife). The clansmen have not yet appeared in Claymore (they did not really appear until the end of the Middle Ages – despite the widely believed but mistaken belief that they did). In the midst of these primitive fighters one would find a few javelinmen and all could throw stones by hand (see the rules above).
Javelinmen: Ceorls and Bondi carrying spears (from “Vikings”).
Other clansmen: Other Ceorls and Bondi (from “Vikings”). 

3.	SUPPLEMENTARY RULES

3.1	THE TWO-HANDED AXE (from “Vikings”)
This rule is used in a number of supplementary scenarios, and can be used by any character depicted carrying an axe. Two other conditions must also be satisfied: the character must be on foot and in full health. The character gains in attack strength but loses in defence as he will be unable to use his shield. At the time of starting the combats, the player concerned identifies those warriors who will attack using their axes with both hands. On each of them he places an axe marker in such a way that it can be clearly seen. The marked characters will have their attack strength doubled during the current combat phase. During the enemy player’s turn, the same characters will be treated as being in an unfavourable situation (-) if they are attacked, a disadvantage which is added to the calculation concerning the nature of the terrain (+, 0 or -). When a shooter takes one as a target, he subtracts 1 point from the die roll result before consulting the missile-fire results table. The protection given by armour remains. When his game turn comes round again, a player can decide to remove the axe marker from a character, or alternatively to leave it. If the axe marker is removed, the character’s attack strength returns to normal and he no longer suffers any of the defence disadvantages (for missile-fire and combat) consequent on the method of fighting.
3.2	SHIELDWALL (from “Vikings”)
This rule appears only in “Vikings” and allows 3 or more regular soldiers with large shields to stand in a line and overlap their shields. This creates heavy cover against missile fire and advantageous terrain in combat. The benefit only applies to the front and prevents them from moving or attacking.

3.3	BERSERKERS (from “Vikings”)
This rule normally only applies to Viking characters, but is also applied to the Galwegians in scenario 4.
 
All berserkers in contact with an enemy character must attack, whether alone or as part of a multiple attack. If the result of the combat is unfavourable to the defender (retreat, stun, wounded or killed), the berserker must take advantage of the opportunity for advance after combat if this will place him adjacent to an enemy, whether it be the one who has retreated or another. If, however, the result of the combat favours the defender, the berserker ends his game turn. Once all the combats have been resolved, the Viking player rolls a die for each berserker victorious in a combat: 1-3 and the berserker calms down and ends his turn; 4+ and the berserker enters a berserk rage and starts a new combat. This second round of combats for berserkers is resolved immediately; they can attack alone, or in combination if their locations allow. After advances after combat the procedure is repeated until all the berserkers have calmed down. A berserker who ends his advance without coming into contact with an enemy will automatically calm down. 

3.4	CUTTING HAMSTRINGS (by Hervé Tardy, from Claymore #5)
This method of combat was an essential part of every medieval battle. The role of such men was to discreetly approach knights in combat and, with a carefully targeted knife-stroke, to cut the hamstring tendons of the poor horse so that it collapsed, thus rendering its rider much more vulnerable. Due to the cowardliness and dishonour of such an act, only peasants [and Goblins from “Dragon Noir” / “Dark Blades”] are able to make this type of attack. [Some scenarios use this rule to give an extra bonus to fanatical peasants.]

Movement: At the beginning of his movement phase, the peasant must be outside the field of view of the target rider (the arc to the front and from the side hexes. See the example below). The player then declares his intention to attempt to hamstring the horse. If that act succeeds, the peasant will not be able to carry out any other action during the combat phase. 

All of his movement must be made outside of the field of view of the rider. If this is not the case, the attempt fails. The character must end his move on one of the three hexes adjacent to the rear of the rider. [The field of view is the same frontal arc referred to for mounted javelinmen (see 3.6).]
			    					_________________________
Example 1: Rider C faces three enemies (A2, A3 and	__|_____|__X__|__*__|_A2__|__
A4). A1 is a peasant who will try to hamstring the horse.	|_____|__X__|__C___>__|_A3__|
The starred hexes (and the hexes of A2, A3 and A4)		__|_____|__X__|__A4_|__*__|__
show C’s field of view. The hexes marked “X” are		|_____|_____|__*__|__*__|__*__|
those from which the attack can be mounted.			__|__A1_|__*__|__*__|__*__|___

Resolving the attack: At the beginning of his combat phase, the hamstring-cutter rolls 1D6 and consults the Challenges table. A failure indicates that the rider (or his horse) has discovered him and that he has been wounded by a sword blow (or kick…). The attempt will end there.

If he passes this last test, the attempt is resolved as an attack at 7:1 odds against an unarmoured mounted character; results D, E and F will cause the death of the horse. The defence strength of the horse is 1.
			    					___________________________
Example 2: Movement phase: A1				__|_____|_____|__*__|_A2__|___
moves to the hex marked “X” without 			|_____|__X__|__C___>__|_A3__|
crossing a starred hex. He is now 				__|___|_____|__A4_|__*__|___
ready to make his hamstring attempt.				|_____|___|__*__|__*__|__*__|
			__|__A1_|__*__|__*__|__*__|___
In the event of a successful attack, the rider is affected by his fall according to the results shown in the table. The hamstring-cutter can advance after combat normally. If he fails to obtain D, E or F, the results shown are not applied to the rider.
			    					___________________________
Example 3: Combat phase: A1 succeeds with a 4 on the	__|_____|___|__B__|_A2__|___
Challenge table. He has not been seen and can therefore	|_____|_A1|__C___>__|_A3__|
launch his attack. His attack odds are 7. The die result of	__|_____|_____|__A4_|__*__|___
4 gives result E. The horse collapses and the knight falls	|_____|_____|__*__|__*__|__*__|
wounded (B). A1 advances after combat (). A2, who 	__|_____|__*__|__*__|__*__|___
has not yet fought, can now attack the wounded knight B.

It is possible to use more than one hamstring-cutter against the one rider in a turn, but only one of them can make the attack. On the other hand, the rider can be attacked in normal combat during that same turn by all other adjacent enemies.

3.5	STAKES (by Hervé Tardy, from 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.  

3.6	LOW WALLS (by Hervé Tardy, from Claymore #5)
Outside walls to the courtyards of the houses on The Village and Fortified Medieval Town maps can be treated as low walls of about a metre in height, sufficient to stop chickens and pigs but not soldiers. The layout of these maps is substantially changed. Tactical factors are modified as follows:

Terrain	Move cost	Type of cover	Effect on combat	
Low wall	 3 [= +2]	 Medium	 + (in defence)	

[Although stated to cost 3 MPs, since the low wall affects hex-sides not hexes it is really +2; this is important on The Village map where a wall is adjacent to a tree. Low walls are identical to the parapets at the edges of flat roofs, and the rules can also be applied to the walls edging the broad keep entry stairways on the Fortified Medieval Town and Templars Castle maps.]

A rider can jump over a low wall, but he cannot finish the move straddling the wall. [To give a small risk of failure and injury, use the “Dragon Noir” rule for jumping over a river or trench. Movement cost is 1 MP per hex, but the jumper must roll a die – 1-9 is successful, 10 is a refusal (rider falls off and is stunned), 11+ is successful but a bad landing (horse killed, rider wounded). The die roll is modified +1 for armour and wounded, and +4 for attempting a 2 hex jump.]

3.7	MOUNTED JAVELINMEN (by Christian Delabos, from Claymore #6)
This type of battlefield specialist is discovered as much among the Bretons from Nominoë (in the 9th century) as among the Turcomans of the Middle East. You can also find these men among the steppe nomads (Cumans, Petchenegs, etc…), among the Muslims of Spain, among the Aragonese (in the 13th and 14th centuries) and among the Irish [and Picts, according to Claymore #13/14]. 

The mounted javelinmen are necessarily light cavalry and they cannot carry more than 3 javelins.

To be able to throw a javelin, the thrower must always have the target in his frontal arc.
							___________________________
Example 1: C can throw at A1 and A2 		|_A3__|____C_>___|__*__|__*__
in frontal arc (*), but not at A3 and A4.		___|_____|__*__|__*__|_A2_|__*
							|_A4__|__*__|_A1__|__*__|__*__
A javelinman can throw over a friendly
foot character, if he is adjacent to him. 
This is not possible if the target is less than 3 hexes away from the thrower.										_______________________
							|_____|____C_>____|__*__|
							___|_____|__B__|__*__|__*
Example 2: C can fire at A1 and A2, 			|_____|__A3__|__*__|__*__|
but not at A3.						___|__*__|__A2_|__A1_|__*

Modifications to die roll due to range for mounted javelin

Range	Short 	Medium	Long	
Distance	1-4 hexes	5-10 hexes	11-15 hexes	
Modification	 0	 +1	 +2	

For the result of the missile-fire, consult the tables [for javelins] from “Croisades”.

Frequency of fire and movement: Offensive fire only, no limitation on movement.
Purchase Cost / Points value: 2x Attack Strength + 1x Defence Strength.

3.8	SPECIAL TERRAIN: MARSH AND PIT-TRAPS (by Philippe Gaillard, Claymore #6)
These rules are for the special supplementary map ‘The Marsh’. The French magazine Claymore has produced two such maps – ‘Montségur’ in issue #4 (a small castle on a cliff), and ‘The Marsh’ (Le Marais) in issue #6. ‘The Marsh’ has mainly flat terrain, a small hillock, some trees and scrub, and a wide “river” of marsh. The marsh does not link to rivers on other maps. It is used for a total of 5 scenarios from issues #6 and #13/14; four of these scenarios figure in this extension (Scenarios 3, 5, 7 and 8), and the fifth is in the ‘Viking Raid’ campaign.

Terrain type	Move cost	Cover	Combat effect	
	Foot	Horse			
Water (marshy pools)	5	Impassable	Light	-	
Marsh (deep marsh)	4  (1)	6  (1)	Light	-	
Fascines across marsh	2	2 	None	-	
Hidden pit-traps (2)
Revealed pit-traps	2
2	2
3	None	-	

NOTES:
(1) 	Armoured characters mounted or on foot must test to see if they become stuck in the marsh. This marsh has higher move costs than the marsh terrain in Dark Blades and Dragon Noir.
(2) 	The fascines may represent pits covered with branches designed to hinder cavalry charges (as in the Bannockburn scenario). Riders (only) must test to see if they fall into the pit. 

Marsh
Armoured characters (both mounted and on foot) in a Marsh hex roll 1D10 for each hex entered to test whether they get stuck in the mire.
1-4: The character is stuck and cannot move for the rest of this turn (attacks and defends normally).

Armoured characters that are stunned in a Marsh hex must roll 1D10 to try to stand up. 
1-5: The character is not stunned but remain lying in the mire. Leave the ‘Stunned’ counter but place a blank marker on the counter to distinguish it from stunned characters. The character cannot attack and his defence strength is the same as that of a stunned character. 

Pits
The Scots at Bannockburn had dug many traps covered with branches to hinder the cavalry charges. In other scenarios these ‘pit’ hexes will represent fascines placed across the marsh to create a path. 

All the Pit hexes are booby-trapped. Roll 1D10 for each knight (only) that attempts such a hex:
1-2: The knight and his mount fall into the hole; the horse is killed, rider stunned and dismounted. 
3-4: The rider and his mount fall into the hole; the horse is killed, rider wounded and dismounted.
5-10: The rider safely passes the side of the trap. 

Once a trap is activated (1-6 on an additional D10 die roll) a marker is placed on the hex. [The procedure seems to be that each character that successfully avoids falling into a pit must roll the die again to determine whether the pit is exposed, thus helping characters who may subsequently enter that hex.] The cost to cross the hex increases to 3 MPs for riders (the horse slows down to evade the obstacle) but remains at 2 MPs for infantrymen. 

[Note that the scenario ‘The Final Battle’ from the ‘Viking Raid’ campaign uses slightly different rules for traps. Any enemy character (on foot or mounted) entering one of 10 secretly designated booby-trap hexes will automatically die. A fascine marker is then placed on that hex. Any character forced to retreat into a pit-trap hex already exposed will also die.]

‘The Marsh’ map
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						           Side 6

Abbreviations: b = scrub (bushes); t = tree; s = slope; m = marsh; f = fascines/pits; w = water; blank = flat.

An alternative to the use of this map is to use ‘The Ford’, treating the river as marsh and the central ford as a path of fascines. This approach would work for most scenarios, but is least appropriate for Bannockburn where entry must be restricted to the area A1-M1 behind the marsh. ‘The Crossroads’ map could also be modified by adding markers for marsh and ignoring the Pool.

3.9	KNIGHTLY ARROGANCE (by Christian Delabos, from Claymore #8)
These rules are applied to French knights during the Hundred Years War, and to English knights during the earlier period of the Anglo-Scottish wars.

The knights believed themselves to be the best warriors in the world, and had contempt for the lower classes who fought on foot: to them the military bravery of the foot soldiers counted for nothing. To this deep-seated contempt was added an almost complete lack of any concept of discipline: all knights must show themselves to be valiant, and it was incumbent on them to prove their valour at full speed by galloping immediately to kill the enemy.

These two characteristics, class-based arrogance and lack of discipline, were the cause of most impetuous charges. There could never be any question of infantry having the strength to resist an assault by knights!  And yet, cavalry were defeated when confronted by unmoving infantry of good morale! Almost every time these disasters were a consequence of the immeasurable arrogance of the knights! It is therefore necessary to provide rules to simulate the above.

(1)	Basic rules
This proposed rule introduces the possibility of enforced pursuit during combat between knights and foot soldiers.

If at the end of an attack of one or more knights against a foot soldier, the latter is forced to retreat, each heavy cavalryman involved must roll 1D10 to determine whether the rage of battle has overwhelmed him into pursuing his victim. Such automatic pursuit occurs on a roll of 9 or 10 with the following modifications to the die roll:

-	The target is wounded: 		+1 to die roll
-	The target is a peasant: 		+3 to die roll
-	The target is a knight on foot: 	-2 to die roll

This test is made for each knight engaged in the combat.

If an automatic pursuit starts, the pursuer (or pursuers) makes an advance after combat and must submit to the results of a roll on the Challenges Table if appropriate. This advance after combat will stop as soon as the pursuers find themselves in contact with the target (or at the closest possible spot if that is impossible). Only the riders who participated in the attack on an enemy on foot can participate in his pursuit. The pursuit does not give any additional right to attack to the pursuers.

(2)	Advanced rules
In the set of advanced rules the basic rules are applied with a few additions. 

From now on, automatic pursuit can also take place against infantry not attacked but who have retreated during their own movement phase. These automatic pursuits operate during the knights’ movement phase and can lead to attacks.

If a foot soldier from Side A has retreated at least 8 hexes in the front arc of one or more knights from Side B, each of the knights must undergo a test (as in the basic rules). Pursuit starts in the event of a positive result in the test, and so long as no obstacle separates the pursuer from his target (infantry from the same side as the pursuer are not considered to be obstacles). 

In the event of pursuit starting, any contact between a pursuer and the pursued must involve an automatic attack by the former on the latter. In the event of a pursuit involving several pursuers, each combat is resolved individually. All combats are resolved during the combat phase of the player controlling the pursuers.  

Such a rule allows simulation of the traps that companies of foot could set for knights over-confident in their own prowess. 

3.10	VOLLEYS OF ARROWS (by Hervé Delattre, from Claymore #9)
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, used in particular for English longbowmen. 

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 the 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 has been destroyed by an earlier shot, the shot is lost.

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.

4	SCENARIOS

4.1	THE PEACEFUL MEETING 890 (L’entrevue pacifique)

Scenario by Christian Delabos for “Vikings”, “Cry Havoc” and supplementary map ‘The Ford’.

Background: At the end of the ninth century the Norsemen Torstein and Sigurd invaded Caithness and Sutherland in the far north of Scotland. But the Picts proved to be fierce fighters and Torstein was killed in a battle (890). Entering combat on his own, Sigurd attempted to negotiate with Melbrikta, the main Pictish chief. However, distrusting his emissary, the Norseman travelled to the meeting with a force more numerous than that agreed…

1.	Map layout: The Ford

2.	The sides
The Vikings – Jarl Sigurd: Eirik (mounted); Hirdmen: Hallstein, Tjodolv, Torberg, Torgils; Berserkers: Hake, Hildebrand; Archer: Gunnar; Bondi: Vagn, Torodd, Hermod, Torleik, Otto.

The Picts – Melbrikta: Coelmund (mounted); Mounted warriors: Wulfric, Aethelwulf; 
Javelinmen: Domar (Bn), Glum (Bn), Aelfric (Ce*); Warrior: Balder; Crossbowman: Forester. 
[* the original scenario specified Eadric: this was an error as Eadric has no spear.]

3.	Starting positions and beginning the action: Melbrikta starts the game by entering on his own through side 4; Eirik then enters through side 2. On the third turn, the Vikings enter the map through side 2, immediately followed by the Picts through side 4.

4.	Special rules
-	Use the rules on Pictish armies from the game aid in Claymore #13/14 (see section 2 above).
-	Crossing the river is only possible at ford hexes (costing 3 movement points).
-	Any character stunned in the water is killed.

5.	Victory conditions: For both sides – kill the enemy leader.

6.	Epilogue: At the end of a ferocious fight, the Picts were defeated and Melbrikta killed. Jarl Sigurd cut off his enemy’s head and carried it off as a trophy. Ill followed from this act: wounded by a tooth protruding from the mouth of his victim, he died of the infection that followed.

7.	Source: Jean Renaud - “Les vikings et les celtes”, Ouest France, 1992

4.2	THE DAY OF THE SEVEN SLEEPERS (27 July 1054 – Dunsinane in Perthshire) 

Scenario by Christian Delabos for “Vikings” and “Croisades”, plus two copies each of ‘The Crossroads’ and ‘The Open Field’ maps.

Background: It was by assassinating his predecessor that MacBeth achieved the throne of Scotland. The two sons of the deceased King were forced to flee far away: Donal Bane (‘Donald the White’) to the Western Isles and Malcolm Canmore (‘Malcolm Big Head’) to the South under the protection of Siward, Earl of Northumberland. In 1054, Siward launched a campaign against Scotland to re-establish Malcolm on the throne. MacBeth faced the threat, assembled his followers and even recruited several freelance Norman knights. The only battle of the campaign took place on 27 July 1054 at Dunsinane in Perthshire: this was the “day of the seven sleepers”. 

1.	Map layout: 	             > 3 Open Field 1   6 Crossroads 8 <
Siward  > 6 Crossroads 8   3 Open Field 1 <  MacBeth

[The scenario as written forgot to specify entry map-edges and gave no orientation for the ‘Open Field’ maps (orientation is not important on such an open map); those details have been implied by the translator from the layout of the maps.]

2.	The sides
The army of Siward the Dane – Hirdmen: All; Huscarls: All; Thanes: All; 
Cavalry: Eirik, Svein, Sigurd; Edwin, Aethelwulf; Wulfric, Edmund; Ragnar (Vikings).

The army of MacBeth – MacBeth: Coelmund (Earl - Vikings). 
Norman knights: Sir Roger, Sir Amalric, Sir Balian, Sir Dreux, Sir Raoul, Sir Michael, Sir Walter; Crossbowmen: Emlyn, Roger, Alric; Light cavalry: Arnulf, Kamal, Merton, Tamara (Turcopoles); Spearmen: Bryn, Gareth, Arnold, Hayden, Stori, Aki (Croisades). 
Infantry: Grim, Glum, Yngve, Gyrd, Runolv, Stig, Askjel, Balder, Hagbard, Otto (Bondi - Vikings).

3.	Starting positions and beginning the action: The two armies deploy up to 3 hexes maximum from their map-edge. MacBeth takes first turn.

4.	Special rules
-	All the rules from “Vikings” apply here. Note however that the hirdmen can form a shieldwall [in addition to and combined with the huscarls].
-	The Scottish light cavalry use the rules in the game aid for Scottish armies (see sections 2.1.2 and 3.3 above on mounted javelinmen).

5.	Victory conditions: The player who kills all the enemy heavy cavalry wins the game.

6.	Epilogue: The battle was bloody but not decisive. Despite all the Normans being killed and MacBeth saving himself through flight, Siward went home empty-handed. It was not until 1057 that Malcolm Canmore avenged his father by killing MacBeth (at the battle of Lumphanan). Less than a year later he became king of Scotland. {Note for those who know their Shakespeare and expected a forest: this is the actual battle of Dunsinane and there is no Burnham Wood!]

4.3	THE LAST RAID, Alnwick November 1093 (Le dernier raid)

Scenario by Christian Delabos for “Vikings” and “Croisades” plus extra maps.

Background: Repeatedly humiliated by William Rufus, King of England, Malcolm Canmore sought a means of re-establishing his authority over the southern regions of the kingdom of Scotland. To achieve these ends, “Big Head” launched a desperate raid into Northumbria. Alas! The King and his troops fell into a Norman ambush near Alnwick! Malcolm fled, pursued by the enemy knights.

1.	Map layout: Three maps chosen from the following eight: ‘The Forest’, ‘The Open Field’, ‘The Crossroads’, ‘The Village’, ‘The Marsh’, ‘The Watermill’, ‘The Village of the White Dragon’ and ‘The Temple’.

2.	The sides
The Normans – Knights: Sir Amalric, Sir Balian, Sir Dreux, Sir Raoul, Sir Michael, Sir Walter, Sgt Guy, Sgt Baldwin (Croisades).

The Scots – Malcolm: Edwin (Earl); Edgar: Edgar (Huscarl); 
Thanes: Ceolwulf, Eadulf, Alfred, Athelferth, Osgar, Sigulf (Vikings). 
Spearmen: Bryn, Gareth, Arnold, Hayden, Stori, Aki (Croisades). 

3.	Starting positions and beginning the action: The Norman player secretly chooses 3 maps from among the 8 proposed. One of the maps is laid out as the starting map onto which the Scottish force enters through one of the narrow map-edges. All the Scots advance for one turn at least 6 hexes towards [and facing] the map-edge opposite.

The Normans then enter onto the map through the opposite map-edge, and the Norman player places the two remaining maps [narrow sides connecting] behind the Scots on map number 1.

Normans > Map 1 - Map 2 - Map 3 > Exit for Malcolm and Edgar 

4.	Special rule: The riders cannot carry out a charge.

5.	Victory conditions
-	If Malcolm and his son Edgar manage to leave map 3 through the edge shown, the Scots are victorious.
-	If Malcolm is killed but Edgar escapes, the Scots gain a minor victory.
-	If Malcolm escapes and Edgar is killed, it is a draw.
-	If the king and his son are both killed, the Normans win.

6.	Epilogue: That day, Margaret, Queen of Scotland, lost both her husband and her eldest son. Three days later, the Queen herself died of illness (16 November 1093). As was the Scottish custom, Donal Bane replaced his brother on the throne. 

4.4	THE CHARGE OF THE GALWEGIANS, 22 August 1138 (La charge des Galwegians)

Scenario by Christian Delabos for “Vikings” and “Cry Havoc”, plus supplementary map ‘The Open Field’. This scenario was published in Claymore #10.

1.	Background: During the battle of Northallerton, the Scots of King David confronted the English forces commanded by William of Aumale and Thurstan, Archbishop of York. The savage Galwegians, led by Donald their chieftain, were the first to charge the English army. They hurled themselves against the archers and English knights entrenched upon a hill.

2.	Map layout: 	English  The Crossroads | The Open Field  < Galwegians

3.	The sides
The Galwegians – Donald (mounted): Ceolmund. Warriors: Alrek, Torgrim, Hake, Hildebrand, Olav, Ulv, Ragnvold, Brynjolf, Dag, Torkjel, Bjorn, Blotolf (Berserkers); Grim (Bondi); Godwine, Oswald, Aelfweard, Aelfric, Ordhek (Ceorls).

The English – Knights (on foot): Sir Jacques, Sir Roger, Sir Peter, Sir Thomas, Sir William, Sir Alain, Sir John, Sir Piers, Sir James, Sir Gunter. Bowmen (shortbow): Aylward, Bowyer, Fletcher, Mathias, Engerrand, Chretien (Cry Havoc); Aelle, Aelfgar, Aldred, Osric (Vikings).

4.	Starting positions and beginning the action: The English player lays out the two maps as he wishes with the long sides together, and places his men 10 hexes from the outer long map-edge of ‘The Crossroads’. The Galwegian player then enters through the outer long map-edge of ‘The Open Field’.

5.	Special rules
-	All the Galwegian warriors are considered to be berserkers (see the rules in “Vikings”).
-	The rule from “Vikings” on two-handed axes is not used here.

6.	Victory conditions
For the Galwegians – Kill all the English knights, then exit one-third of the starting strength (7) through the outer edge of ‘The Crossroads’ map.
For the English – Kill two-thirds of the Galwegians.

7.	Epilogue: The clash was brutal and the warriors from Galloway made the English line bend. But, bristling with arrows, they were finally driven off.

4.5	SIR AMORY TRISTRAM, Connaught 1189

Scenario by Christain Delabos for “Vikings” and “Croisades” plus supplementary maps ‘The Crossroads’ (from “Cry Havoc”), ‘The Forest’, ‘The Open Field’ and ‘The Marsh’.

Background: Among all the Anglo-Norman barons who, at the end of the XIIth century, threw themselves into the conquest of Ireland, John de Courcy is one of the most famous. However, when they disembarked at Howth, it was Sir Amory, his brother-in-law, who led the troops into combat. Amory Tristram multiplied his exploits against the Irish while John de Courcy saw himself confined to governing a part of Ireland. However, in 1189, Richard I recalled de Courcy to England.
 Immediately Sir Amory, who was in Connaught, rushed to rejoin his brother-in-law. The weakness of his force had not, however, escaped O’Connor, the King of Connaught. The Irish decided therefore to finish off this dangerous invader.

1.	Map layout: The Irish player lays out as he likes the following maps: ‘The Crossroads’, ‘The Forest’, ‘The Open Field’ and ‘The Marsh’ (from Claymore #6). 

2.	The sides (CR = Croisades/Outremer, V = Vikings/Viking Raiders)
The Anglo-Normans – Sir Amory (mounted): Sir Amalric (CR). Knights (mounted): Edmund (V); Sir Gerard, Sgt Baldwin (CR). Sergeants: Sgt Lewellyn, Sgt Pugh (CR). 
Infantry: Cliff, Shawn, Fursa, Bryn, Gareth, Arnold, Hayden, Stori, Aki (CR); 
Archers (shortbow): Matthew, Myrlin, Aylwin, Gwyn, William, Hugh, Fulk, Ansel (CR).

The Irish – Warriors: Alrek, Torgrim, Gaute, Hake, Hildebrand, Olav, Ulv, Ragnvold, Brynjolf, Dag, Torkjel, Bjorn, Blotolf (V); Kerns: Aelfric, Aelmaer, Aethelberht, Eardwulf, Weohstan (V).

3.	Starting positions and beginning the action: The Irish are placed first on one or more maps at the player’s choice. Characters placed on a tree or scrub hex are hidden and so are not placed on the game-board. The Anglo-Normans then enter in column, two by two, knights first, on one map through any side of their choice.

4.	Special rules
-	See the game aid in this issue for details on rules applying to the Irish fighters.
-	The hidden characters stay hidden so long as they have not fired, fought, moved and are not  in contact with the enemy. 
-	A knight who finds himself more than 6 hexes from Sir Amory at the beginning of his movement phase will take flight towards the closest map-edge, and will continue his ride until he exits the map or Sir Amory is once again within a range of 6 hexes.

5.	Victory conditions
For the Irish – They must kill Sir Amory and at least half of his escort.
For the Anglo-Normans – They win if they kill or wound all the Irish warriors.

6.	Epilogue: Quickly surrounded, the Anglo-Normans succumbed under the superior numbers. Sir Amory was killed when he charged the Connaughtmen.

4.6	STIRLING BRIDGE, 11 September 1297

Scenario by Christian Delabos for “Cry Havoc” and “Siege” plus maps from “Samouraï”, published in Claymore #8.

1.	Background: After the outbreak of the revolt of William Wallace, John de Warenne, Governor of Scotland for Edward I, marched against the rebels. A Scottish army commanded by William Wallace and Sir Andrew Moray took up a position behind the River Forth, by Stirling Bridge. After a day of negotiations, the English decided to fight the battle.

2.	Map layout:   English > 1 The Temple 3 1 White Dragon Village 3

3.	The sides (CH = Cry Havoc; S = Siege)
The Scots – Knights (mounted) with axe: Sir Roland (CH); without axe: Sir William (CH). Sergeants with axe: Sgt Tyler, Sgt A’Wood (CH), Sgt Llewellyn (S); without axe: Sgt Arnim (CH). Unarmoured billmen: 5 (from CH); Spearmen: 16 (from CH and S); Shortbowmen: 6 (from CH); Peasants: 9 (from S).
The English – Knights (mounted): Sir Clugney, Sir Conrad, Sir Gaston, Sir Gilbert, Sir Richard (CH); Sir Lacy, Sir Wulfric (S). Sergeants: Sgt Martin (CH); Sgt Morgen, Sgt Pugh (S). Halberdiers: 15 (from CH and S including the 3 armoured billmen); Crossbowmen: 4 (S); Shorbowmen: 6 (from S); Peasants: 11 (from CH).

4.	Starting positions and beginning the action: The Scottish player places his forces on the two maps. The English player then starts the game by entering his troops through side 1 of ‘The Temple’ map.

5.	Special rules
-	The river is only crossable at the bridge.
-	The Scots carrying an axe can, when fighting on foot, use the Hirdmen rule from “Vikings” for two-handed axes.
-	The Scottish peasants can use the hamstring-cutting rule from Claymore #5.
-	The English knights must use the rules on knightly arrogance (basic and advanced) from this issue of Claymore.
[Note: The Scottish pike formations were first used at Falkirk a year later, so the rules for them should not be applied here.] 

6.	Victory conditions
For the Scots – They must control the village situated on the ‘Village of the White Dragon’ map and between side 3 of ‘The Temple’ map and the river.
For the English – They must control the village and the bridge.
To control an area, it is necessary to have at least 3 characters present and no unwounded enemy there.

7.	Epilogue: The matter ended badly for the English who lost at least 1000 infantry and 200 knights (including the second-in-command Hugh de Cressingham). Unable to force the crossing, John de Warenne retreated to Berwick. As recompense for his services, William Wallace was made “Guardian of the Crown and Leader of the Scottish Armies”.

8.	Bibliography
Ian Heath: Armies of Feudal Europe 1066-1300, Wargames Research Group Press, 1989.
Christopher Rothero: The Scottish and Welsh Wars 1250-1400, Osprey, Men-At-Arms series #151, London, 1990.

4.7	FLANKING MANOEVRE, Falkirk 21 July 1298 (Prise de flanc) 

Scenario by Christian Delabos for “Vikings”, “Cry Havoc” and “Siege”, plus ‘The Arena’ from “Dragon Noir” and the special supplementary map ‘The Marsh’.

Background: After Wallace’s victory at Stirling Bridge (see scenario 4.6), Edward I decided to rule Scottish affairs himself. A great royal army thus took the road to Scotland. Wallace attempted to stop the invader at Falkirk by placing his men on a hill protected by a marsh. This very strong disposition had, however, a weak point: it could be outflanked... Very quickly the Scottish right wing found itself fighting at close quarters against an English charge at their flank.  

1.	Map layout:   English >  8 Crossroads 6 | 4 Arena 2
						     | 7 Marsh 9
							  ^ English

[The orientation of the maps is not specified in the scenario; this layout seems most appropriate.]

2.	The sides (CH = Cry Havoc, S = Siege, V = Vikings/Viking Raiders)
The Scots – 16 Spearmen: Bertin, Crispin, Hal, Odo, Ben, Mark, Perkin, Wat (CH); Brendan, Mordred, Bryn, Gareth, Arnold, Hayden, Stori, Aki (S). 4 Sergeants: Sgt Tyler, Sgt A’Wood, Sgt Arnim, Sgt Martin (CH). 3 Archers: Aylward, Bowyer, Fletcher (CH). 
5 Islemen: Aelfwine, Edgar, Edward, Aethelmund, Beorhtulf (V: Huscarls). 
Equipment: 20 Pikes; 10 stakes (to be placed on the Marsh map).

The English – 11 Knights: Sir Jacques, Sir Roger, Sir Peter, Sir Thomas, Sir William, Sir Alain, Sir John, Sir Piers, Sir Richard, Sir Roland, Sir James (CH). 
6 Welsh archers (longbow): Owen, Dylan, Idris, Myrlin, Aylwin, Gwyn (S).

3.	Starting positions and beginning the action: The Scots are placed first on ‘The Arena’ map. The English start the game by entering a group of knights (“any” or “all”) through the exterior short side of ‘The Crossroads’ map. The English archers and remaining knights enter on Turn 4 through the exterior long side of ‘The Marsh’ map [side 6], as shown in the map layout.

4.	Special rules
-	The arena is considered to be a hill, so the terrain slopes up not down.
-	The special rules for Scottish armies are used here.
-	The special terrain rules for ‘The Marsh’ map are used [but the fascines are only a path across the marsh – there are no pits in this scenario].
-	The rules for “volleys of arrows” from Claymore #9 are used (see 3.9 above).
[The lifting barrier and ‘The Cells’ building on the Arena map should be ignored. Alternatively, the edge of the game-board can be at row R of the Arena and Marsh maps.]

5.	Victory conditions: 
If all the English knights are dead or wounded, the Scots win the game.
The English are the victors once two-thirds of the Scots are dead.

6.	Epilogue: After victoriously repelling a first charge by the enemy knights, the Scottish spearmen were overwhelmed by a rain of arrows. On the other flank, the situation developed in a similar way. Under these conditions, the whole position of the Scots collapsed, and William Wallace had to flee.  

4.8	THE BATTLE OF BANNOCKBURN 1314 (La bataille de Bannockburn)

Scenario by Philippe Gaillard using “Cry Havoc”, “Siege”, “Croisades” and the special supplementary map ‘The Marsh’, published in Claymore #6. 

1.	Background: Robert I, the Bruce, had come to beseige Stirling, the last-but-one place on Scottish territory still occupied by the English. Edward II decided to counter-attack and advanced with 15,000 men. The King of Scotland had no more than 5,000 soldiers and a small number of cavalry. On 24th  June 1314, the two armies confronted one another on the marshy banks of the Bannock Burn…

2.	Map layout:  English >  8 Marsh 6 7 Crossroads 5

3.	The sides (CH = Cry Havoc, S = Siege, CR = Croisades)
The English – King Edward: King Richard (CR).
15 Knights: Sir Alain, Sir Gunter, Sir Jacques, Sir James, Sir John, Sir Peter, Sir Piers, Sir Roger, Sir Thomas, Sir William (CH); Sir Fitzwaren, Sir Hughs, Sir Lacy, Sir Mortimer, Sir Wulfric (S). 
1 Sergeant (mounted): Sgt Baldwin (CR); 3 Sergeants (on foot): Arnim, A’Wood, Tyler (CH). 
6 Unarmoured archers (longbow): Mathew (CR); Aylwin, Dylan, Gwyn, Myrlin, Owen (S). 
14 Unarmoured spearmen: Ben, Bertin, Crispin, Hal, Mark, Odo, Perkin, Wat (CH); Aki, Arnold, Bryn, Gareth, Hayden, Mordred (S). 
2 Armoured billmen: Cliff, Shawn (S); 4 Unarmoured billmen: Jean, Rees, Robin, Tybalt (CH).

The Scots – King Robert: King Philip II (CR).
6 Knights: Sir Clugney, Sir Gaston, Sir Gilbert, Sir Richard, Sir Roland (CH); Sir Raymond (CR). 
3 Sergeants (on foot): Pugh, Llewellyn, Morgen (S). 1 Unarmoured crossbowman: Roland (CH). 
5 Unarmoured archers (shortbow): Aylward, Bowyer, Chretien, Engerrand, Fletcher (CH).
7 Armoured halberdiers: Frederick, Naymes, Geoffrey, Otto, Tom, Watkin, Wynken (CH).
11 Peasants: All from Cry Havoc *.
[* The scenario as written states “All 10 from Cry Havoc plus Forester”; this is obviously an error as there are 11 peasants in “Cry Havoc” and Forester (a mix-up with Farmer?) is an unarmoured crossbowman. It is suggested that players just use the 11 peasants from “Cry Havoc”.] 

4.	Starting positions and beginning the action: The Scots are placed on the Crossroads map and divided into two groups. The infantry and the King are on the flat terrain of the half-map area between the map fold and side 6 (at least 3 hexes from the map edges); the cavalry are on the flat terrain in the quarter-map area between ‘The Hillock’, ‘The Pool’ and the corner of sides 7 and 8. On the first turn the English player enters his cavalry through map-edge 8 between the marsh and side 7; on the third turn the archers enter and on the infantry on the 5th turn.

5.	Special rules
-	The special terrain rules for Marsh and for Pit-traps are used (see 3.8).
-	Panic and rout: Only the English are affected by panic and rout (see the rules for “Siege”). The Scots are fighting for their independence and their morale is proof against all tests.
[Note: The rules for pikemen were developed later. Players may wish to apply those rules to the Scottish sergeants, billmen and spearmen, but beware of unbalancing the scenario.]

6.	Victory conditions: The death of a King gives victory to the opposing side.
The players receive victory points (VPs) calculated in the following manner:
-	5 VPs for each knight or mounted sergeant killed.
-	3 VPs for each armoured soldier killed.
-	1 VP for each peasant or unarmoured soldier killed.

7.	Epilogue: The 4 Scottish “schiltrons” (circles of spearmen), seconded by the cavalry, pushed the English back into the marsh and slaughtered them mercilessly. Bannockburn was (after Hastings) one of the most humiliating defeats suffered by England: 1 count, 6 barons, 200 knights and many hundreds of infantrymen lost their lives there. For many years Scotland had recovered its independence.

Bibliography
The Scottish and Welsh Wars 1250-1400, Osprey.
D. Eggenberger: An Encyclopedia of Battles, Dover Publications.

4.9	RAID ON THE LOWLANDS, Scotland 14th century (Raid sur les Basses Terres)

Scenario by Christian Delabos for “Vikings” and “Croisades” plus the maps from “Cry Havoc”.

Background: After having created a Highlander out of a common piece of horse dung, God asked him ‘What are you going to do now?’
Into the Lowlands, replied the creature, to steal a cow. This story, which circulated in the Lowlands during the Reformation, originated from the raids conducted by the clansmen towards the end of he Middle Ages. Here then is one of these raids on the Lowlands.

1.	Map layout:   The Village | The Crossroads

2.	The sides (V = Vikings/Viking Raiders; CR = Croisades)
The Highlanders – Clan chief (on foot): Edmund (V). 
6 Archers: Simon, Robert, Jean, Nicholas, Peter, Renier (CR).
The Lowlanders – Knight (mounted): Sir Roger (CR). 2 Sergeants: Sgt Pugh, Sgt Llewellyn (CR). 
6 Peasants: Morris, Jasper, Ivor, Dylan, Will’m, Gawain (CR).
5 Women: Blodwin (CR); Agatha, Astrid, Hilda, Judith (V). Animals: 1 goat, 1 pig, 2 horses.

3.	Starting positions and beginning the action: The Lowlanders are divided into two groups, and placed at the player’s choice on the two maps. The livestock are placed in the courtyards of the houses, but can never enter the houses. 

The Highlanders start the game by entering through one or more sides of ‘The Crossroads’ map.

4.	Special rules:
-	Edmund cannot fight on horseback.
-	The rules for two-handed axes apply to the Highland chief.
-	The courtyard walls in the village are considered to be low walls (see 3.6 above).
-	The knight’s horse is potential booty.
-	Neither of the two sides can kill any of the precious animals. Only the knight’s horse might die if it is involved in a combat with its master on its back.

5.	Victory conditions: The livestock are the object of the game. If at any time the clansmen manage to leave the map with at least two living animals, they are victorious.

4.10	FIGHT TO THE DEATH, North Inch in Perthshire 1396 (Lutte à mort)

Scenario by Christian Delabos for “Vikings”, published in Claymore #13/14. This scenario with equal sides also appears in the set of translated ‘Tournament scenarios’.

Background: In the first half of the XIVth century Clan Mackintosh received the lands of Glenloy and Loch Arkaig as reward for its loyal services to the Scottish crown. These lands were, however, occupied by Clan Cameron! To defend their property, the latter began a struggle against Clan Mackintosh. In 1396, King Robert III organised a melee between 30 champions from each of the two clans.

1.	Map layout: The Open Field and The Coast #2 laid out by agreement between the players.

2.	The sides
The Camerons – 
Armoured warriors:- Hirdmen: Agnar, Torberg, Gunnstein, Tor, Skule, Ingemar, Hallstein, Klemet; 
Huscarls: Aelfwine, Beorhtulf, Ceolred, Tostig, Aethelred, Osmed.
Clansmen:- Berserkers: Alrek, Gaute, Hildebrand, Ragnar, Ulv, Brynjolf; Ceorls: Godwine, Aelfweard, Aethelberht, Aelmaer; Bondi: Glum, Gyrd, Balder, Otto, Hermod, Domar.
The Mackintoshes – 
Armoured warriors:- Hirdmen: Magnar, Torstein, Heinrek, Skofte, Tryggve, Hulvid, Tjodolv; 
Huscarls: Edgar, Edmund, Aethelmund, Hygeberht, Kola, Ecgbryht, Wulfgar.
Clansmen:- Berserkers: Torgrim, Hake, Olav, Dag, Ragnvold; Ceorls: Oswald, Ordheh, Eadric, Weohstan; Bondi: Yngve, Runolv, Hagbard, Torodd, Torleik; Thane: Sigulf; Peasant: Eadred.
[Since he is placed with the unarmoured clansmen, the players may optionally agree that the thane Sigulf should be treated as unarmoured and with a movement allowance of 8.]

3.	Starting positions and beginning the action: The Camerons are placed on the map along one of the three landward sides. The Mackintoshes are then placed along one of the two remaining sides. Determine randomly which of the two sides starts the game.

4.	Special rules
(1)	The rules for two-handed axes (from “Vikings”) are used here. On the other hand, neither the rules for berserks nor those for shieldwalls are used. [The Camerons are slightly stronger and have more axemen, so to help balance the sides those ceorls and bondi with small axes could be treated as using two-handed axes.]
(2)	At the beginning of his player-turn, each player rolls 1D10. If the number rolled is higher than the number of surviving clan members, panic seizes his troops and they immediately lose the game.
[Note: Since there is no mention of javelins or stone-throwing, it appears that those special rules for highland clansmen are not applied to this scenario. They are an option, however, since both sides have equal numbers of both clansmen to throw stones and spear-armed clansmen to throw javelins.]

5.	Victory conditions: To win the fight, the enemy must be exterminated or put to flight.

6.	Epilogue: The Mackintosh victory was overwhelming: they did not suffer one person wounded while the sole Cameron survivor owed his safety to his flight across the River Tay. For all that, this combat did not put an end to the conflict: it continued for another two hundred years. 

Version 1.0 June 2000; version 1.1 amended section 3.8 (marsh and pit-traps).

RDG: IRISH & SCOTTISH Armies, version 1.1, April 2001