TACTICAL SCENARIOS FOR “SIEGE” 
Version 1.3, 10/05
The following scenarios appeared in French magazines, and are grouped together on the basis of their focus on the maps and rules of “Siege”. This scenario file is divided into four groups: Groups 1 and 2 use ‘The Castle’ and ‘The Camp’ maps, and Group 3 deals with attacks on supply trains. The fourth group is the ‘Chateau-Gaillard’ cycle of scenarios, which can be played independently but which all relate to different parts of a single campaign; the 3 scenarios include one camp attack, one attack on lines of communication and one siege assault. The latter scenario uses “The Templars' Castle” expansion map set, which was sold in France by Eurogames as a boxed ‘Extension Set Number 1’ for “Siege”, and in England by Standard Games on its own as a two-map set. Neither extension publication included any scenarios: this is the only independent scenario published anywhere which uses the Templars Castle maps, although two other scenarios are in the campaigns noted below. 

Other scenarios from Claymore involving castles can be found in the ‘Siege Campaign scenarios’. In addition, the ‘Robin Hood’ campaign has a supply scenario and both it and the ‘Breaths of Life’ campaign have a castle assault using the Templars Castle. The Spanish Reconquista Armies Extension has a fortified camp scenario (“Las Navas de Tolosa”) and the Camp map is also used in the Croisades/Outremer scenario “Raid”.

Three other supplements for “Siege” have been translated: 
1)	The extended rules for “Siege” supplied with the two expansion sets (“The Templars Castle” and the “Fortified Medieval Town”): ‘Siege Extension Rules’; 
2)	A collection of siege campaign scenarios: ‘Siege Campaign Scenarios’; 
3)	A collection of scenarios for the “Fortified Medieval Town” map set: ‘Town Scenarios’.

Contents
1.	Castle assault scenarios
	1)	“Ah, the Spirit of Youth!” from Claymore #3 (with CRY HAVOC)
	2)	“Button up your Woollies” from Journal du Stratège #31 (with CRY HAVOC)
	3)	“In the Jaws of the Wolf” from Graal #7 (with CRY HAVOC and SIEGE)
	4)	“Kill the Mercs” from Graal #16 (with CRY HAVOC and SIEGE)
2.	Fortified camp scenarios
1)	“Crécy 1346” from Claymore #3 (with CRY HAVOC, CROISADES)
2)	“Doryleum 1097” from Claymore #10 (with CRY HAVOC, CROISADES)
3.	Supply scenarios
1)	“Ambush” from Claymore #4 (with CRY HAVOC)
2)	“Master Jones’s Ballista” from Claymore #7 (with CROISADES)
3)	“Weapons Convoy” from Casus Belli #47 (with ‘The Forest’ map)
4)	“Starvelings” from Claymore #8 (with CRY HAVOC and CROISADES)
5)	“Madman’s Ford” from Claymore #8 (with CRY HAVOC)
6)	“Sir Wulfric’s Exploit” from Graal #3 (with ‘The Forest’ map)
4.	The Chateau-Gaillard cycle of scenarios
		1)	“Attack on the Bernières Peninsula” from Claymore #6 (with CRY HAVOC)
	2)	“Tranchemer” from Claymore #7 (with CRY HAVOC, VIKINGS)
		3)	“The Breach at Chateau Gaillard” from Claymore #10 (with CRY HAVOC)

Terrain clarifications for ‘The Castle’ map
1.	There is no access from rampart hex H7 (at level 1) to tower doorway hex G6 (at level 0). 
2.	The tower hex T13 connects through three different doorway hex-sides to the stairs in S12 and the ramparts in S13 and T12. This avoids the problems created by one door in the centre of the hex, which would lead to the clumsy and confusing situation of having two characters on the same hex, one outside the door and one inside the door.
3.	The winch hex F9 costs 2 MPs to enter, but offers no cover and is less advantageous in combat than normal building interior hexes (i.e. (0) instead of (+)).

1.	CASTLE ASSAULT SCENARIOS
Note that the Siege Extension rules supplied with the two castle Expansion Sets provide some additional rules and clarifications that also apply to the ‘Border Castle’ (as the castle on ‘The Castle’ map is renamed). Optional rules on stairways from Le Journal du Stratège #41/42 can be found in the collections of extra rules translated in the ‘Cry Havoc Supplement’.

1.1	AH, THE SPIRIT OF YOUTH!! (Ah, Quelle jeunesse!!)
Scenario for 2 players by Fabrice Renier from Claymore #3 using “Cry Havoc” and “Siege”.

Background: “Conrad! I have just heard from a peasant that there is going to be a wedding at Montsalvage Castle. Sir Lacy’s future son-in-law, Sir Clarence, will gain a large estate from the marriage.” “Good god, it is terrible that this inheritance should go to that idiot Clarence.”
“What are you going to do, seize the bride and the castle at the same time, perhaps…”
“Ha! Ha! Ha!” (big laugh). “And why not? Lets saddle up, my friends, and by the grace of God…”

Map layout: The Castle from “Siege”.

The sides
The castle garrison – The bride’s father: Sir Lacy (on foot); The bride: Blodwin; 
The bridegroom: Sir Clarence (on foot); Sergeant: Sgt Morgen; Shortbowmen: Idris, Owen; Halbardiers: Bors, Fursa; Spearmen: Aki, Bryn, Hayden. 

The young knights – Leader: Sir Conrad; Sir Alain, Sir Gunter, Sir James, Sir John, Sir Peter, Sir Thomas, Sir William.

Starting positions and beginning the action: The garrison is placed anywhere in the castle, except on the winch hex for the drawbridge. The bride, her father and the bridegroom are placed in the courtyard. The 8 young knights start the game by entering through the map-edge facing the drawbridge.

Special rules
-	Sir Lacy and Sir Clarence are not cowards and will refuse to take refuge inside the keep until at least 5 men from the garrison have been killed.
-	Sir Lacy cannot be killed (or even wounded) unless he has taken refuge in the keep.
-	Sir Conrad can carry off the bride on his horse, which will reduce his movement by 2 Movement Points. Blodwin will then suffer the same injuries as those inflicted on Sir Conrad.
-	The rule for sieges is not applied in this scenario (see page 10, paragraph 1.75). [This special rule refers to the French rulebook and removes the extra defence strength of the keep door.]

Victory conditions: Sir Conrad wins if he carries off the bride alive and exits with her through the map-edge that he entered. Sir Lacy wins if he succeeds in preventing the abduction and in massacring as many knights as possible.

1.2	BUTTON UP YOUR WOOLLIES (Boutons les moutons)
Scenario by Xavier Jacus, for “Siege” and “Cry Havoc” plus ‘The Forest’ map, written up by Olivier Fèvre and Bruno Andris and published in Le Journal du Stratège #31. Playtesters: Pierre Forget, Benoit Marconnet, Francis Houard, Didier Rouy, Bruno Andris, Olivier Fèvre, Xavier Jacus.

Background: For several days before this, the winter in Lorraine had imposed its rigours on the vast plain. Above all the snow and ice ruled as masters of a countryside devoured by whiteness, from the banks of the river to the tip of the tallest pine tree. Uniformly grey, the cloudy sky only allowed a faint light to filter through, and even that speedily disappeared behind the ridges in front of the misty horizon. Nights were particularly dark… Already the wolves were howling in the gloomy forest.

In the castle dominating the village, several watchmen, bemoaning their bad luck in being on guard during such a night, tried vainly to warm themselves, preferring the relative shelter of the watchtower to a watchful evening on the ramparts exposed to the wind. Certainly nothing would happen at such an hour and in such weather…

A clamour from the track leading up roused the sergeant of the watch from his doze: “Hey, here come John the shepherd’s beasts; he must have decided at last to leave his pastures and bring his animals here! Arriving at this time, on such a dark night … It’s a bit late to lower the drawbridge! Bah! I will fine him a sheep, Sir Hugo will support me!”  During the time that the herd made its way to pass the night in the shelter of the castle, it had become darker still. The sergeant of the watch lowered the drawbridge and hailed John the shepherd, as the first ewes rushed into the shelter of the fortifications: “Hi there matey! My master will let you and your animals in, but you will have to pay a fine of one ewe for arriving so late.” He did not say any more as suddenly he was in the middle of the herd, with many shapes pressing on him from all sides, and weapons shining weakly in the light of the torches. Already too late to call for help, John the shepherd crushed his skull with a well-struck blow from a club. Brigands and marauders ran to assault the towers, ramparts and battlements, first cries, then fires, and the dogs barking: surprised in their watchtower, the watchmen were slower than normal in sounding the alarm.

In the keep, Sir Hugo and his supporters, woken suddenly from deep sleep, rushed to arm themselves… Whatever the result of the fighting, the freezing cloak of this winter night will close on a tragedy…

Map layout:  	G The Castle E  |    The Forest  	 > East 	
	[The Forest map is recommended but optional. The bandit player chooses its layout.]

Preparation: 10 sheep counters must be made. The suggestion is to use thick card, larger than the character counters, so that bandit counters can be hidden beneath the sheep counters. [A simpler alternative is to have 10 sheep markers numbered from 1 to 10, noting secretly the number of the sheep under which each of the 6 bandits is hiding. Make 5 torch markers, or use lanterns from “Samouraï”.] 

The sides [mainly using “Cry Havoc”, but “Siege” used where numbers are insufficient]
Bandits, Group 1 – Salter, Baker, Giles, Cedric, Radult, Gobin; Shepherd: Carpenter; 10 sheep.
Bandits, Group 2 – Any 6 [unarmoured] billmen or spearmen; Any 3 shortbowmen [+ Fursa*].
The Defenders, Group 1 – Sergeant: Sgt Tyler, Archer: Mathias; Spearmen: Bertin, Crispin, Perkin.
The Defenders, Group 2 – Archer: Fletcher; Halberdiers: Geoffrey, Hubert; Billmen: Rees, Tybalt.
The Defenders, Group 3 – Knight (on foot): Sir Gaston; Sergeant: Sgt Arnim; Horse (optional rule).
The Defenders, Group 4 – 1 sergeant, Any 6 peasants [secret option; peasants from both games].

[* Note: Fursa (a halberdier from “Siege”) is listed as the bandit chief in the victory conditions, but was omitted from the initial list of characters. This must be an error, and he should be in Bandit Group 2.]

Starting positions and beginning the action: 
Group 1 of the Defenders is placed on guard as follows: 
-	Sgt Tyler in the courtyard 4 hexes from the drawbridge
-	Mathias in the South Gatetower on the windlass hex
-	Bertin on an arrowslit hex in the North Gatetower
-	Crispin on the ramparts between the Owl Tower and the Round Tower
-	Perkin on the entranceway of the Morrigan Tower. 
-	Optionally, 5 torches on stands may be placed in the castle; at least 1 must be 4 hexes away from the drawbridge.
Groups 2 and 3 are sleeping in the keep and will enter as reinforcements after the alarm has been given on the second and third turns respectively (the characters in Group 3 take longer to arm themselves). Members of these groups may exit the keep immediately on their turn of entry, or wait until a later turn.

The game starts by moving the 10 sheep (each sheep counter represents several animals) under the orders of the shepherd, starting from outside the drawbridge with one sheep only in each hex. The Bandit player moves the sheep up to 4 hexes per turn until the alarm; the Turn Marker is not used until the alarm has been sounded.

Each time that the herd is moved, the Bandit player announces whether the bandits hiding under the sheep will stay hidden or not. If they come out of hiding, the Turn Marker is placed on the Turn Record Chart and the first turn starts with bandit movement. If they wish to remain hidden, check whether a hidden bandit has passed by or through Sgt Tyler’s hex. If this has not yet happened, no problem and continue with another sheep movement turn, until it becomes necessary to test whether the subterfuge has been detected by brave Sgt Tyler.
-	1st turn: 10% chance (roll 1 on 1D10)
-	2nd turn: 30% chance (roll 1-3 on 1D10)
-	3rd turn: 80% chance (roll 1-8 on 1D10)
-	4th turn: detection is automatic.
If the ruse is discovered, Tyler sounds the alarm himself and all the men on guard have a right to move half their movement allowance before the Turn Marker is placed and the Bandit starts the game. In addition, in this situation the bandits do not benefit from the full bonus from surprise (see special rule).

Group 2 of the Bandits are waiting on the Eastern map-edge in hiding in the bushes and under the trees (in The Forest if you have that map). They can start moving on the turn immediately after that in which the alarm has been given, i.e. the second bandit turn. [The Forest map appears to be optional but recommended: see below the change to Variant A if The Forest map is used.] 

Special rules
1.	Bonus from surprise: To take account of the effect of surprise, the bandit player receives a bonus of +3 to the die-roll for all attacks made during his first game-turn if he has voluntarily come out of hiding. The bonus is only +1 if the bandits are discovered by Sgt Tyler. 
Note however that the bonus is applied in the following manner: a roll of 6 would permit the bandit to choose any result from 3, 4, 5 or 6 (and this bonus will also apply to any attempt to barge if that optional rule is used).

2.	Sheep: There are 10 counters, which each have a movement allowance of 4 MPs. Bandits are hidden under some of these. The sheep restrict movement, forcing the expenditure of 2 MPs instead of 1 MP for the encumbered terrain (they cannot enter battlements or stairways). A character can stand on a sheep hex, in which case he will benefit from light cover against missiles, but suffer a deduction of 1 [-] in combat. A sheep counter can move through or stop on a hex occupied by a character, even if a bandit is hidden beneath it.
As soon as the fighting erupts, the sheep will scatter, bleating loudly. The scattering is 2 hexes per turn in a random direction determined by die roll (they can roll the die very well in their hooves, but will not move if they would have to pass through another sheep counter).

Secret decisions

The bandit must secretly choose one or other of the two options below, hiding the information until the end of the game which will be determined by the variant chosen by the Lord of the castle.
-	Option 1: The bandit decides to loot for the maximum number of turns.
-	Option 2: The bandit decides to kill all the garrison so as not to be followed afterwards.

The Lord of the castle player keeps his choice of options secret until the last possible moment.
-	Variant A: The Lord has built a tunnel leading to the village. In this situation, Sgt Arnim (if he has not left the keep with his lord on the 3rd turn) returns on the 6th turn, either from the keep or through the Eastern map-edge [the implication is through Castle map-edge E, but since this butts up against the Forest it is suggested that entry be allowed from either side F or side H of the Castle map], at the head of 6 peasants and another sergeant who had been in bed in the village with a wench. The game lasts until all bandits are dead or have left the castle.
-	Variant B: The Lord has built a tunnel leading to the South Gatetower. His men or himself can appear in that tower, at the foot of the staircase instead of leaving through the keep doorway. This move will however cost them 6 movement points in either direction. The game will stop on Turn 8. 

The winner is whoever fulfils the following victory conditions at the end of the game.

Victory conditions
Victory is determined according to the options chosen. A total victory will be very difficult to achieve for either side, and most commonly will be resolved with a partial conclusion and a calculation as to the comparative advantage gained by each player.

The bandits - option 1: The objective is looting, and the victory points (VPs) are gained as follows:
•	+3 VPs for each tower looted; +8 VPs for the keep looted
•	-1 VP for each bandit killed; -5 VPs if Fursa (the bandit leader) is killed.
(Looting requires a bandit to be in the tower for a full turn without fighting in attack or defence).

RESULT
0-5 VPs: 	A small advantage to the bandits if they can leave the castle
6-10 VPs: 	A good success for the bandits, if they can leave the castle
11+ VPs: 	Total victory. Fursa becomes a leader of standing in the region, so long as he still has enough men to impose his rule (at least 1/3 of his band).
Under this option the bandits must have a route for retreat available (free of opponents) either across the drawbridge or over the battlements.

The bandits – option 2: The objective is to destroy; apparently the bandits fear the response of the lord of the lands if they do not kill everyone. The only chance of avoiding a reprisal operation with the help of his neighbours is to burn the castle down, such that it will give him too much of a problem to rebuild it..! As a result, victory goes to the bandit if all the lord’s fighting men are dead or wounded, and all the wooden hexes in the castle (rampart walkways and stairways but not the drawbridge) are burned, AND the bandit still has at least 1/3 of his band in attack strength able to leave the castle. Otherwise, treat the calculation of victory conditions for Option 1 to give alternatives to total victory.

The Lord – Variant A: The keeper of the castle must kill all the bandits that have entered the castle (it is a matter of prestige), OR have raised the drawbridge and possess at least 3 times more points of attack strength than the bandit player has in defence strength at the end of 10 game-turns.

The Lord – Variant B: The keeper of the castle must prevent the bandit player from winning, which is already quite difficult, within 8 turns.

Optional rules
These rules are not absolutely necessary for this scenario, but we found them fun to use and they fit in well with the surprise attack aspect of this scenario.  All the following optional rules are merely suggestions, which each person will be able to play in his or her own way, having agreed with the other player(s). Think of what would happen in real life, and treat this marvellous series of games which is “Cry Havoc” and its fellows as being very close to a role-playing game with all the “power of imagination” that this implies. So, get on with it to your heart’s content..!

Barging: Any character can try to barge into another while moving. This costs 2 MPs for the attempt, which is calculated normally by determining the combat odds (less than 1:1 counts as 1:1) and rolling the die… Any negative result for one or other combatant causes that character to fall to the ground. The one that attempted to barge can then carry on with normal movement so long as he still has unused MPs and is not on the ground himself. A character on the ground has no Zone of Control so anyone can cross through his hex (which creates interesting possibilities of breaking through a line...). A character on the ground forced to retreat is wounded, and if he is already wounded he dies, and so on…

On the ground: All characters on the ground have their defence strength halved (rounding up), and in addition a knight on the ground will have a deduction of –2 to defence if attacked due to the heavy armour limiting his ability to avoid the blows. A knight on the ground must spend 4 MPs to stand up; if he is already wounded another character must come to his aid and spend 2 MPs to help him rise. Other characters need only spend 3 MPs to stand up. A character cannot make an attack if he has spent all his MPs to stand up, but he will regain his Zone of Control in relation to forcing retreat of enemy characters.

Jumping from the ramparts: Any character can decide to jump from a rampart walkway or a stairway into the courtyard. This jump is riskier for characters that are heavily equipped (that have a high defence strength)… For a defence strength of 10 or more, the character has 9 chances out of 10 of being wounded, for a strength of 9 it is 8 chances, etc., until a jumper with a defence of 2 has just 1 chance in 10. Characters with a defence of 1 will always make successful jumps (without being wounded). A wounded characters triples his defence strength for the purposes of the jump test. The boldest will imagine jumping onto other characters (Let’s go, d’Artagnan..!), so why not allow this, but note that in this case you will have to make the test subject to a penalty of –2 on the die roll to determine whether you land well on your victim and stun him, or whether you miss, in which case your character is on the ground (see the rule above).  In any event, jumping from a rampart is obligatory when you are trapped by fire and have no other way of escape.

Shooting at the light from a torch: It is possible to shoot at any character on a hex where a torch on a stand has been placed, and there is no penalty in such a case. On the other hand, all shooting at hexes around a torch hex will carry a penalty of –2 on the die-roll.

Shooting at the light from fires: This type of shooting allows all hexes adjacent to a fire hex to be shot at without penalty; all targets one hex further away carry a penalty of –1 on the die-roll.  

Fires: Spending a combat phase without fighting, while not being subjected to missile-fire, allows any bandit to set fire to all adjacent wooden hexes (including stairways, but excluding the drawbridge). The bandit must also not be adjacent to an enemy..!

Presence of a fully-harnessed horse in the stable: Assume that a “stable” is situated under a rampart no more than 5 hexes from the keep stairway. The Lord of the castle is a traditional warrior and applies strictly the aphorism that “The commander must see everything”. He requires his grooms must always have a horse saddled just in case… This precaution will show itself to be very useful in this case. The usual rules on mounting a horse will apply, but any soldier can fetch and lead the horse to his Lord, once the alarm has been sounded.

Barricading a door: Any character can decide to barricade himself behind a door (every stair-head hex is treated as having a heavy door). 
[Suggestion: this should not apply to stairways up to the ramparts but should apply to the two spiral stairs and the keep, plus the entrances from the ramparts to the Round Tower and Owl Tower. Players may choose to allow the Morrigan Tower to be barricaded as well.] 

To barricade himself, the character must be standing on the threshold of the door at the beginning of his movement phase, and use up the whole of his movement phase to close the door; he cannot attack during his combat phase. If he is attacked during the enemy player’s combat phase, the combat is resolved normally before determining whether the assailants have succeeded in preventing the door from being closed or not (all negative results for the character closing the door will show that he has failed in his attempt, all other results will indicate that the door is shut and SHUT TIGHT).

Any closed door can be broken down by at least two characters with a total of 10 points of attack strength. They will each lose one movement phase (on the threshold without moving) searching for a thick oak beam (there are necessarily some available nearby…) and then the following combat phases during which they must roll an even number on the die (only one attempt per turn). 

Ropes: Not all the bandits! Some have thought to provide themselves with ropes, with which if needed they can escape down from the battlements. It will not normally be necessary to use them, unless the operation turns bad and for example the drawbridge is raised, or the bandits are barricaded inside a tower. In that case, the bandit player counts up the number of his available characters and rolls 1D10. If the result is a number less than the number of live brigand characters, it shows that there are enough ropes for them to save themselves over the battlements (automatic escape if there is a route of access to the battlements); otherwise the survivors have no choice but to sell their lives dearly…

1.3	IN THE JAWS OF THE WOLF (Dans la gueule du loup)
Scenario by Denis Sauvage for “Cry Havoc” and “Siege” plus ‘The Forest’ map, from Graal #7.

Background: Lord Gilbert has invaded the lands of his cousin Roland and has arrived close to his castle. The latter, wanting to protect his peasants who have been taken by surprise still out in the fields, decided to leave his fortress to confront Gilbert’s troops. Unfortunately this manoeuvre proved only to be a trap. In the woods around the castle men-at-arms were preparing their assault.

Map layout:           The Forest     | 6  The Crossroads  8 
		 G The Castle  E | 2     The Village     4
[The Defender should choose the orientation of ‘The Forest’ map since no guidance is given.]

The sides
The Attackers, Group 1: Mounted Lords (6): Gilbert, Clugney, Gaston, Conrad, Lacy, Wulfric; Mounted knights (6): Roger, Fitzwaren, Hughs, Mortimer, John, Thomas; Sergeants (2): Morgen, Pugh; Halberdiers (9): Geoffrey, Watkin, Hubert, Evans, Bors, Fursa, Wynken, Naymes, Otto; Shortbowmen (2): Engerrand, Aylward.
The Attackers, Group 2: Sergeants (2): Llewellyn, Arnim; Billmen (8): Cliff, Guy, Jean, Godric, Tybalt, Robin, Rees, Shawn; Crossbowmen (4): Jacopa, Jacques, Arbalister, Codemar; Peasants (5): Ivor, Jasper, Roger, Mathew, Will’m; Equipment: 6 ladders.

The Defenders, Group 1: Dismounted knight (1): James; Spearmen (2): Hal, Ben; Crossbowman (1): Forester; Equipment: 2 barrels of oil.
The Defenders, Group 2: Mounted Lords (2): Richard, Roland; Mounted knights (3): Piers, Peter, Gunter; Sergeants (2): Martin, A’Wood; Halberdiers (3): Ben, Tom, Frederick; Spearmen (8): Wat, Perkin, Odo, Crispin, Bertin, Mark, Stori, Mordred; Crossbowmen (2): Bertrand, Francisco; Longbowmen (2): Idris, Dylan.
The Defenders, Group 3: Peasants (9): Carpenter, Gobin, Farmer, Baker, Salter, Cedric, Gam, Giles, Smith; Equipment: 6 mules. 

Starting positions:
(1)	The Defenders set up first. Group 1 is placed in the castle. The drawbridge is lowered. Group 2 is placed on ‘The Crossroads’ map. Group 3 enters through map-edge 4 on Turn 4.
(2)	Group 2 of the Attackers is placed on ‘The Forest’ map. They must be placed in forest hexes [i.e. tree hexes] at least three hexes from side H of ‘The Castle’ map. Group 1 enters on Turn 1 through map-edge 7 [of ‘The Crossroads’ map].
(3)	The Attackers have the first Player-Turn.

Victory conditions: 
(1)	If the Attackers capture the castle they win the game.
(2)	In the event that the castle is not taken, allocate the points below to the Defender for each character or mule that takes refuge in the castle. The game stops as soon as there are no more defenders alive outside the castle and the drawbridge has been raised.
		-  Knight in full health / wounded: 		5 points / 3 points
		-  Man-at-arms in full health / wounded: 	3 points / 2 points
		-  Peasant in full health / wounded:		2 points / 1 point
		-  Mule						10 points
	-  If the points total is greater than 100: the Defender wins
	-  If the points total is between 50 and 100: the game is a draw
	-  If the points total is less than 50: The Attacker wins.

Special rules: Apply the rules for ‘Panic’, ‘Ammunition Limitation’ and ‘Exchanging Ammunition’.

1.4	DEATH TO THE MERCS! (Mort aux soudards!)
Scenario for “Cry Havoc” and “Siege” by Nicolas Loubier, published in Graal #16.

Background: During the Hundred Years War many truces were made between the French and the English, but the French got the worst of these because the mercenaries in English service were technically unemployed and so set off the pillage the countryside… 

As winter approaches it is cold, and a group of Brabancon mercenaries led by Morgen the Cruel decided to rest for the winter in a small ruined castle. Morale is not that good, and supplies are rationed for little is left after looting for at least 6 leagues all around. Sir Gaston, called ‘The Crafty’, has received orders to control the problem of pillagers in the region and he means to solve the problem through use of cleverness (which is how he got his nickname!).  {Presumably the cleverness is in attacking them when they are all together and at their weakest.]

Map used:   The Castle

The sides
Barbancons: Sergeants (4): Morgen, Llewellyn, Tyler, Martin; Halberdiers (8): Evans, Tom, Fursa, Bors, Otto, Ben, Watkin, Frederick; Billmen (3): Cliff, Guy, Godric; Archers (2): Bowyer, Fletcher.

French: Knights (4, on foot or mounted): Gaston, Clarence, Peter, Thomas; Sergeant (1): A’Wood; Spearmen (11): Bryn, Stori, Arnold, Hayden, Gareth, Aki, Mordred, Ben, Wat, Mark, Hal; Peasants (5): Farmer, Salter, Carpenter, Giles, Smith; Crossbowmen (4): Alric, Roland, Giles, Denys.

Starting positions: The Brabancons are placed first. The French enter through map-edge E on Turn 1 and take the first Player-Turn.

Special rules 

The ‘castle’ is old and dilapidated, so:
(1)	The keep doorway does not exist [but it is suggested that, even if it is now just a hole in the wall, the keep entrance would still be almost identical to an ordinary doorway].
(2)	The drawbridge does not exist [so a Filled moat marker is required to cross there!].
(3)	There are 12 ‘Filled moat’ markers: 8 placed by the Attacker and 4 by the Defender.
(4)	There are 6 ‘Rubble’ markers: 4 placed by the Attacker and 2 by the Defender.

(5)	The moat is full of very cold foul water, so if anyone is forced to retreat into it, he will fall into the water. In the turn following that of his fall, at the end of the Movement Phase, he rolls 1D10, with: +1 if he is a knight, +2 if he is wounded, and –2 if someone spends the whole Movement Phase trying to help him out.
1-5: 	He can climb out onto the bank of the moat (an unoccupied dry land hex adjacent to the water hex).
		6-7:	He continues to flounder in the dirty water (in the same hex).
		8-10:	He drowns.

Characters cannot swim. Any character in the water is considered to be in extremely unfavourable terrain: -4; any attacks that he makes are shifted 4 columns to the left, and those made against him are shifted 4 columns to the right, on the Combat Results Table. His cover will be Medium against arrows and crossbow bolts.

(6)	The mercenaries’ morale is poor, so when one of them has been wounded, he will try to surrender if, at the beginning of the turn following the one in which he was wounded, he obtains a score on 1D10 that is greater than his [current] Attack Strength. The mercenaries can only surrender to knights (not to angry peasants). Once they have moved adjacent to a knight, they can exit the map.

Victory conditions: 
Mercenaries:
-	For each knight killed: 6 points
-	For each knight wounded: 3 points
-	For each sergeant killed: 3 points
-	For each man killed: 1 point
-	For each traitor killed: 3 points

French:
-	For each sergeant killed: 5 points
-	For each man killed: 2 points
-	For each man captured: 2 points
-	For each man hung: 6 points
For each group of 4 mercenaries captured by the French, one will be hung (you must make an example of them …), while the others will join the French Army.

Advice: The rule that allows the mercenaries to surrender can unbalance the game, but do not forget ‘role-playing’: the lowlifes and mercenaries will try to kill the ‘traitors’, that is if they are not themselves threatened (for pity’s sake don’t chase after victory points or make sordid calculations!). 

2.	FORTIFIED CAMP SCENARIOS
Translator’s Notes on rules for movement and missile-fire in trenches: 
1.	It costs +1 Movement Point (MP) for foot soldiers to climb into a trench hex (i.e. 2 MPs in total) but it should only cost +0 MPs (i.e. 1 MP in total) to move into a trench hex from an adjacent connecting trench hex (this rule is from Lutz Pietschker’s Play-By-Mail rules). 
2.	Reminder of rule from “Croisades”: Missile-fire targets in a trench hex gain heavy cover unless shot at in a straight line along a trench from another trench hex, in which case the target only gains light cover.

2.1	THE BATTLE OF CRÉCY 1346 (La bataille de Crécy)
Scenario by Philippe Gaillard for “Cry Havoc”, “Siege” and “Croisades” from Claymore #3. 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 (“For a little patch of ground”) was published in Claymore #9; this used 4 copies of ‘The Open Field’ map, stakes for the defences, and special rules for longbow volleys and impetuous charges. This alternative scenario, plus another based on a skirmish before the battle, is in the ‘Miscellaneous Scenarios’ file.

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 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, Enguerrand, 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.

2.2	DORYLEUM 1097 (Dorylée)
Scenario from Claymore #10 by Fabrice Renier, using “Cry Havoc”, “Siege” and “Croisades”, 

1.	Background: After the capture of Nicea in the First Crusade, the Franks divided their forces into two columns. He first, under the command of Prince Bohemond of Tarento, was soon attacked near Doryleum by a substantial Seljuk force commanded by the Sultan Kilij Arslan. Bohemond left the pilgrims in the camp and ordered his knights to dismount to support the infantry.

2.	Map layout: 	D The Camp B 7 Crossroads 5  <Seljuk Turks

3.	The sides
The Crusaders, Group A – Bohemond (mounted): King Richard (C); Knights on foot: Sir Richard, Sir Piers, Sir Clugney, Sir Roger, Sir Conrad, Sir Jacques, Sir James (CH); Sergeants: Sgt Tyler, Sgt Martin (CH); Archers: Simon, Peter, Fulk, Hugh (C); Crossbowmen: George, Denis (C); Billmen: Cliff, Shawn (C); Spearmen: Gareth, Bryn, Arnold, Hayden, Stori, Aki (C); Peasants: Farmer, Carpenter, Cedric, Salter, Wulf, Baker, Smith (CH); Civilians: Leopold, Philip, Audrey, Edith (CH); 7 Horses for the knights.

The Crusaders, Group B – Count Raymond de Saint Gilles: Sir Raymond (C); Byzantine scouts - Turcopoles: Tamara, Merton, Mosul (C); Knights: Sir Amalric, Sir Balian, Sir Dreux, Sir Michael, Sir Walter, Sir Gerard (C).

The Seljuks – Kilij Arslan: Kilij; Seljuk cavalry: Baha, Taki, Yaghi, Fa’iz, Vezelay, Rashid; Horse archers: Ayub, Fakr, Imad, Mongka, Qutuz, Rashid, Usamah, Yesugai, Arghun, Ruzzik, Bar; Bedouin cavalry: Al-Ashraf, Kitbuga, Rukn, Ismail, Thatoul, Mehmet; 
Infantry: Shammin, Farhad, Mohammed, Ageel, Mesut, Ali, Husseyin; 
Archers: Mustafa, Sadik; Slingers: Jalil, Mustaq, Omar.

4.	Starting positions and beginning the action: The Crusader player first places the peasants, civilians and the knights’ horses in the inside of the camp. The rest of Group A is placed on that part of The Crossroads map closest to The Camp and up to a maximum of 5 hexes from side 7. The Turkish player starts the game by entering his troops through map-edge 5 of The Crossroads map.

The Crusader reinforcements of Group B enter after Turn 25 through map-edges 5 and/or 8 of The Crossroads.

5.	Victory conditions: No quarter. Each side shows no mercy towards the enemy at the beginning of this crusade.

6.	Epilogue: After 3 hours of fighting, Bohemond began to despair of his situation. It was then that the advanced guard of the second Crusader column commanded by Count Raymond of Saint Glles arrived on the battlefield, surprising Kilij Arslan who believed he was fighting the whole of the Crusader army. The Turks panicked, and fled leaving their own camp to the fury of the Franks.

3.	SUPPLY SCENARIOS
The following scenarios use the game “Siege” and concern events incidental to sieges or castles. The factor they all have in common is that they are all based on attempts to intercept supplies or equipment.

3.1	AMBUSH (Embuscade)
Scenario by Philippe Gaillard, published in Claymore #4 as the first of a sequence of four independent scenarios from the Albigensian Crusade. The scenario uses “Cry Havoc”, “Siege” and ‘The Forest’ map.

Scenarios drawn from the Crusade against the Cathars can be found in the following sets of scenario translations:
1.	The Ambush 1210 (Claymore #4): Siege scenarios.
2.	The Battle of Muret 1213 (Claymore #4): Tournament scenarios.
3.	The Siege of Beaucaire 1216 (Claymore #4): Siege campaign scenarios. 
4.	The Downfall of the Lions 1218 (Claymore #8): Town scenarios.
5.	Death to the Cathars! 1240 (Casus Belli #34): Siege campaign scenarios.
6.	The Siege of Montségur 1243-1244 (Claymore #4): Siege campaign scenarios.
7.	The Conquest 1209-1214 (Claymore #4): Strategic campaign (#1), not yet translated – uses special campaign map of South-Western France.

1.	Background: 1210: A Crusader convoy loaded with food and siege engines leaves Carcassonne to bring support to Simon de Montfort, who is besieging the castle at Termes. Alerted by spies, the ‘Cathar’ lords intend to destroy the convoy and break the morale of the Crusaders. But, from thr heights of the ramparts of Carcassonne, the pillaging attempt has been spotted. William of Contres, the stronghold’s commander, sends part of the garrison to prevent the massacre.

2.	Map layout: 	Crusaders >  7 Crossroads 5 | 12 Forest 10  < Cathars

3.	The sides
The Crusader convoy – Mounted knights: Sir Alain, Sir Jacques (CH); 
3 unarmoured shortbowmen; 1 foot sergeant; 3 halbardiers; 10 peasants; 
Equipment: 6 mules, 4 carts carrying trebuchets [use just the trebuchet counters since the two are not separable], 4 draft horses [extra horses are needed - use any distinguishable spare horses with draft horse Movement Allowances].

The Crusader reinforcements – Mounted knights: Sir Richard, Sir John, Sir Thomas (CH); Sir Lacy, Sir Hughs (S); 6 spearmen.

The Cathars – Mounted knights: Sir Clugney, Sir Gilbert, Sir Roland, Sir Gunter, Sir Roger (CH); Sir Clarence, Sir Wulfric, Sir Fitzwaren (S); 
3 unarmoured crossbowmen; 1 shortbowman; 1 foot sergeant; 5 halbardiers.

4.	Starting positions and beginning the action 
-	The Crusader convoy enters first. Entry is made “in convoy”, that is to say all the characters and equipment must be adjacent. Picture a convoy!
-	The Cathars enter second and can be shot at by the Crusaders using defensive fire.
-	The Crusader reinforcements enter on Turn 9 through the same map-edge as the convoy.

5.	Special rules
-	The game lasts 13 turns.

-	Apply the rules of “Cry Havoc” and “Siege” for burning the carts and flaming arrows.

-	[One objective is for the Cathars to capture the mules. Suggestion and clarification: Capture could be achieved by leading mules off map-edge 10, and to do this the normal rules should be applied for leading a string of mules. Any mule that is on the map at the end of Turn 13 only counts as captured if actually adjacent to a Cathar character and not also adjacent to a Crusader.]

-	[There is no provision for the Crusaders to lead their mules and carts to safety, nor any objective for the Crusaders to conduct the convoy across the map. As a consequence, the Crusaders will almost certainly adopt a defensive formation once on The Crossroads map. Suggestion: Since it is possible (although difficult) for the convoy to cross the map, the carts and mules could be treated as safe for the Crusaders if led off map-edge 10. This creates the interesting prospect of both sides wanting to lead the mules off the same map-edge!]  

6.	Victory conditions
Victory Points (VPs) are calculated by adding up the damage caused by the Cathars:
-	Mule killed: 1 VP
-	Mule captured (or adjacent only to a Cathar on Turn 13): 3 VPs
-	Trebuchet burnt for 2 turns: 2 VPs
-	Trebuchet destroyed: 5 VPs.

Levels of victory:
-	0-5 VPs: 	 Decisive Crusader victory
-	5-10 VPs: 	 Substantial Crusader victory
-	10-14 VPs: Draw. A side’s relative victory is determined by the number of knights killed.
-	14-18 VPs: Substantial Cathar victory
-	18+ VPs:	 Decisive Cathar victory.

Bibliography: “La chanson de la Croisade Albigeois” [The epic story of the Albigensian Crusade] – Livre de Poche coll. Lettres Gothiques.

3.2	MASTER JONES’S BALLISTA (La baliste de maître Jones)
Scenario by Carl Pincemin for “Siege” and characters from “Croisades”, plus ‘The Open Field’ map, published in Claymore #7.

1.	Background: On the road between Alexandretta and Ravendel a small convoy had stopped for the night. Instructed by Joscelin II of Edessa to bring two ballistas to Ravendel, Master Jones is uneasy: many bands of Saracens have been noticed in the region. To prepare for any eventuality, the engineer placed one of the machines in a position to fire. At dawn, a cloud of dust announced the arrival of some horsemen: Friends? Enemies?

2.	Map layout: 		1 Open Field 3 | 4 Water Hole 2 | 4 Olive Grove 2

3.	The sides
The Franks – Engineers: Jones, Baldric, Dai; Sergeants: Lewellyn, Pugh; Halbardier: Fursa; Crossbowmen: Alric, Roger; Shortbowman: Myrlyn; Peasants: 6; 
Equipment: 1 horse and cart, 1 ballista.

The Saracens – Horse archers: 7; Bedouin cavalry: 6.

4.	Starting positions and beginning the action
-	The ballista is placed on the hill. The cart is placed between the hill and the water hole.
-	The Frankish player places his characters at a maximum of 15 hexes from his equipment.
-	The Saracen player starts the game by entering through side 1 of the Open Field map.

5.	Special rules
Ammunition limitations: Shortbow – 20 arrows; Crossbows – 3D10 bolts. 
There is no ammunition limitation for horse archers and the ballista.

6.	Victory conditions
-	The Frankish player must rescue the cart (with the second ballista) by exiting it through side 2 of ‘The Olive Grove’.
-	The Saracen player must kill the 3 engineers and burn the cart (see the rules for “Siege”).

3.3	WEAPONS CONVOY (Transport d'armes)
Scenario by Philippe Franck using “Siege” + The Forest map, from Casus Belli issue #47.

"On a moonless night ..."  This scenario is provided for “Siege”, the Forest map and 1 or 2 players, but it can easily be adapted for “Croisades” (or “Outremer”) or “Cry Havoc”.

Setting the scene
Deepwood (Fontbois) is abuzz with the news that the traitor Sir Clarence has managed to escape, with a handful of men, from the dungeons of Sir Lacy, his former lord.  So now Sir Clarence and his men can be found in the depths of the forest, not knowing what to do next. They know that, unarmed as they are, they have no chance of survival with the men-at-arms at their heels. 
There does remain one possible hope: one of their number learned by chance that Sir Lacy was going to send a consignment of weapons under a strong guard to one of his subordinates. The rebels decide to risk all with a night attack on the caravan.

Map layout: The Forest map. 

The sides
The rebels - Knights on foot: Sir Clarence, Sir Mortimer; Sergeants: Pugh, Morgen, Llewellyn;  Halbardiers: Bors, Evans, Fursa.

Sir Lacy's men - Knight on foot: Sir Hughs; Horse - Sir Hughs;
Spearmen: Hayden, Mordred, Bryn, Brendan, Gareth, Arnold, Aki, Stori;  Peasants: David, Morris, Mathew, Roger; 
Equipment:  1 fire, 2 lanterns, 1 horse and cart.

If you wish to adapt this scenario to “Cry Havoc” or “Outremer” the total of attack points [not purchase points] is 46 unarmed and 92 armed for the rebels, and 80 for Sir Lacy's men.

Starting positions
1) 	The fire is placed on the hex marked "Glade". All the men of Sir Hughs, except the watchmen, are placed within a range of 2 hexes around the fire. 
2) 	Four men can be placed anywhere on the map: these are the watchmen, the only ones of Sir Hughs' men who are awake.
3) 	The rebels enter through any one map edge at the player's choice. Only they can move until the alarm is given.

Special rules
1) 	The scenario takes place at night. All characters moving within an area of shadow will not be spotted until the alarm has been given.
2) 	A fire lights up an area of 8 hexes in range. A lantern affects 4 hexes, and a man without a lantern and outside a lighted area can see up to 2 hexes. A scrub or a tree hex counts as 2 hexes when counting ranges for light.
3) 	Do not confuse sight and light. Even if a person without a lantern cannot see a man 2 hexes in front of him, he will still be able to see all characters in lighted areas anywhere on the map.
4) 	Sir Hughs' men cannot move (they are sleeping) until the alarm has been given. They will spend one turn without moving (while they wake up and grab their weapons), then they will carry out actions normally.
5) 	The alarm is given if a rebel enters a lighted area, or if a watchman without a lantern is attacked and not killed at the first attempt.

6) 	Sir Clarence's men are unarmed - to represent this use their wounded counters. As soon as they capture weapons (from the cart or from the body of a dead enemy), they recover their original strengths.  Note: an unarmed man who is wounded is killed.
7) 	To arm himself a man must spend a turn in a hex adjacent to the cart or to a dead body.

Victory conditions
Include the following victory points in the calculation [for the rebels, in addition to the VPs for casualties as per the Siege victory point table]:
- 1 point for each armed rebel who leaves the map alive; 
- ½ point for each unarmed man leaving the map;
- 2 points if Sir Hughs' horse is captured;
- 4 points if the cart is captured.

3.4	STARVELINGS (Crève-la-faim)
A two-player scenario for “Cry Havoc”, “Siege” and “Croisades” / “Outremer” plus ‘The Watermill’ map from “Dragon Noir” / “Dark Blades” and ‘The Forest’ supplementary map. It was written by Stéphane Jacques, published in Claymore #8, and translated by Bob Gingell.

1.	Background: Winter has been bitter and famine has already followed its onset. Roused by despair, a horde of poor people leave the forest to sack the baron’s mill. Rumour has it that the flour will soon be transported to the castle …

2.	Map layout: 	12 Forest 10 | 7 Watermill 5 | 1 Village 3

3.	The sides (CH = Cry Havoc, S = Siege, CR = Croisades)
The starvelings: All the peasants (CH, S, CR); 5 billmen (CH); 6 shortbowmen (CH).

The villagers: Audrey, Edith, Leopold, Philip (CH); Blodwin, Baldric, Dai, Jones (S or CR).

The flour convoy: Knight (CH): Sir Gunter [mounted]; Sergeants (CH): Sgt Arnim, Sgt Martin; 
12 Spearmen (CH, CR); 4 Crossbowmen (S); 6 mules (CH); 2 carts with draft horses (S, CR).  

4.	Starting positions and beginning the action: The starvelings are placed anywhere on ‘he Forest’ map and take the first turn. The villagers are placed in the buildings on ‘The village’ map. The convoy and its escort are placed on ‘The Watermill’ map with the mules and carts next to the mill.

5.	Special rules
•	A cart carries 15 sacks of flour, a mule carries 3 and a man [on foot] can only carry one (and his movement allowance is then reduced by a quarter. [A better and simpler rule for carrying the sacks is the rule for carrying treasure in “Vikings”: it will cost any character +2 MPs. Note that as per “Croisades” all unarmoured characters should have a full health Movement Allowance of 8 MPs, so this change makes no difference for most healthy characters.]

•	At the end of each game turn, roll 1D10. If the number obtained is equal to or less than the number of the Game Turn, the villagers will intervene. If the number is even they will fight alongside the starvelings; if the number is odd they will reinforce the escort.

[Unloading sacks from cart or mule: Characters wishing to unload sacks must be adjacent to any side or rear cart hex, adjacent to any hex at the side of a live mule, or in the same hex as a dead mule.]

[Pushing a cart (rule from “Croisades”): If the draft horse is dead and has been unharnessed (a task taking one person one full turn without movement, shooting or combat), the cart can be pushed and/or pulled at a speed of 2 MPs by 2 people and at a speed of 3 MPs by 3 or more people.]

6.	Victory conditions: Each sack of flour is worth 10 victory points (VPs) to the starvelings if they manage to take it off Side 10 of ‘The Forest’ map. Each sack that the escort succeeds in taking through Side 12 of ‘The Village’ map gives 10 VPs to Sir Gunter. In addition, each mule or horse is worth 10 VPs.

3.5	MADMAN’S FORD (Le gué du fou)
A two-player scenario by Pascal Pelloquet for “Cry Havoc” and “Siege”, using 2 copies of ‘The Forest’ and 1 copy of ‘The Ford’ supplementary maps, Published in Claymore #8 and translated by Bob Gingell.

1.	Background: Sir Lacy had decided to lend a strong hand to his father-in-law Sir Raymond, who was besieged by a group of invaders from over the sea. Accompanied by Blodwin, his wife, he set off after having assembled his men and their provisions. Sir Richard, commander of the besiegers, wanted to control Sir Raymond’s lands. After Sir Lacy’s reaction he had decided to inflict a double blow: he would kill the son-in-law and marry the daughter of his enemy.  The madman’s ford seemed to Sir Richard to be the ideal place to realise his dark desires…

2.	Map layout: 	12 Forest 10 | 4 The Ford 2 | 10 Forest 12

NOTES
-	The first Forest map could be replaced by ‘The Crossroads’ with the pool to the left.
-	The Ford map could be replaced by ‘The Crossroads’ with the pool to the right, or by ‘The watermill’ with the mill to the right.
-	The second Forest map could be replaced by ‘The Camp’ with the camp to the right, or ‘The Village’ with building no. 1 to the right.

3.	The sides
The convoy – Knights: Sir Lacy, Sir Fitzwaren, Sir Mortimer; Halberdiers: Bors, Evans, Fursa; Spearmen: Aki, Arnold, Brendan, Hayden, Mordred, Stori; Archers: Aylwin, Dylan; Peasants: Mathew, Morris; Civilians: Blodwin, Philip (CH); Equipment: 2 carts and 2 draft horses.

The ambush – Knights: Sir Richard, Sir Gunter, Sir James, Sir John, Sir Piers, Sir Roger; Sergeants: Sgt Tyler, Sgt A’Wood; Peasants: Baker, Gam, Giles, Gobin, Radult, Salter, Smith, Wulf.

4.	Starting positions and beginning the action: The Ambush player places his characters first, noting their positions on paper the removing from the map all characters hidden in trees, scrub or any other covered hex. These characters will appear on the map once they have been used or have been discovered by their opponent.

The convoy then enters through Side 12 of the first Forest map. Blodwin must always be escorted by a man-at-arms and can climb onto one of the carts. [Optionally the man-at-arms could also climb onto the second hex of the cart.] Neither Blodwin nor her bodyguard can lead a cart.

5.	Special rules
•	To discover a hidden character, the move of a convoy character must cross or terminate in the hex of the hiding-place.

•	After discovery, all the convoy characters that have already been moved can alter their location by one hex, ignoring zones of control and limits on movement.

•	Once a hidden character has been discovered, all the hidden characters adjacent to him are also placed in play.

[Climbing onto and descending from a cart: These rules are taken from the Montjoie Extension by Hervé Tardy, published in Claymore #5.

Tactical factors for terrain	Foot move cost	Cover type	Combat effect	
Top of stationary cart	 2 (+1 or +2 to climb up)	 Medium 	 +	
Top of moving cart	 3	 Medium 	 0	

The cart has a step and so costs only +1 MP to climb up from and down to the 2 front side hexes and the 1 hex directly behind; consequently it costs 3 MPs to climb onto the cart and 2 MPs to climb down onto flat terrain. The other side hexes cost +2 MPs when climbing up or down. It is not possible to climb onto or down from the cart through the hex directly in front, whether or not the draft horse is harnessed; nor is it possible to climb onto or down from the cart while it is moving. Movement from one cart hex to another costs 2 MPs, unless the cart is moving in which case it costs 3 MPs. Note that “Croisades” and “Samouraï” changed the rules to permit characters to duck underneath a cart (without stopping there) at a cost of 4 MPs and to allow missiles to be shot through a cart hex at a penalty of medium cover.] 

[Pushing a cart (rule from “Croisades”): If the draft horse is dead and has been unharnessed (a task taking one person one full turn without movement, shooting or combat), the cart can be pushed and/or pulled at a speed of 2 MPs by 2 people and at a speed of 3 MPs by 3 or more people. At least one character must be in one of the three hexes in front of the cart.]

6.	Victory conditions: The Convoy player must exit at least one horse and cart, as well as Blodwin and Sir Lacy through Side 10 of the second Forest map. The Ambush player must capture at least one cart, kill Sir Lacy and his advisor Philip, and capture Blodwin. If Blodwin dies the game ends immediately in a draw. 
3.6	
SIR WULFRIC’S EXPLOIT (La geste de Sir Wulfric)
Scenario for Siege and ‘The Forest’ map by Julien Caporal, published in Graal #3, January 1988. Translation by Bob Gingell.

Background: The episode below will give you a chance to understand the chivalric spirit and the code of honour that inspired the heroic exploits of those people we call lords (‘seigneurs’ in French). One of these, and far from the worst of them, Sir Wulfric, had to confront huge expenses so he allied with and protected a band of robbers that plundered and pillaged on the lands ... of his neighbour Sir Lacy. As business continued, money refilled his coffers.

On this day in 1087, important business was afoot: a cart carryng duties and taxes in shiny hard cash had just Sergeants Pugh and Llewellyn as escorts. Sir Wulfric decided to attack it in the woods of Aas that guarded the entry to the valley of the same name from which they were travelling to relieve peasants of their wealth. To the usual gang he added spearmen from his regular troops, led by his right-hand man Sergeant Morgen, all in disguise for the action.

The cart is in sight; on the signal the little troop charge out … but surprise, surprise! With a disconcerting speed those that looked like peasants grab weapons from the cart, then halberdiers appear from the cart armed to the teeth, having been hidden by the tarpaulin…  

Map layout:  The Forest

The sides
The brigands – Sir Wulfric (mounted); Sgt Morgen; Spearmen: Aki, Arnold, Bryn, Gareth, Hayden, Mordred, Stori; Peasants: David, Geoffrey, Harry, Ivor, Jasper, Mathew, Morris, Roger, Will’m; Shortbowman: Myrlin.

The cart’s escort – Sergeants: Sgt Pugh, Sgt Llewellyn; Halberdiers; Bors, Evans, Fursa; 
Billmen: Cliff, Godric, Shawn; Equipment: 1 cart pulled by a draft horse.

Starting positions and beginning the action: 
All the brigands are camouflaged among the trees. Sir Wulfric is hidden in “The Copse”. The cart and escort must cross the woods by the wide path from Side 9 to Side 12. Once they have reached the clearing they can be attacked by the brigands. Once they have the initiative the defenders will be able to place themselves as they wish around the horse and cart.

Special rules:
-	To carry off the booty a brigand must stop next to the cart and take no action for a full turn once there is no further defender on the cart.
-	Any defender that leaves the map is treated as escaped (and the same applies to the cart).
-	The cart can be climbed at a cost of 3 Movement Points; moving inside the cart costs one MP. It gives medium cover against arrows [and so should also be + against attack]. [Note the only slightly different rules for the cart in Scenario 3.5 above.]
 
Victory conditions:
Sir Wulfric’s men must carry off the contents of the cart before the end of Turn 7, so as to have time to vanish completely before reinforcements can intervene. If Sir Wulfric is seen by one of the defenders and that character is not killed before the game ends, the game is a draw so long as he carried off the plunder because he will without a doubt be in bad trouble trying to explain his presence there. [This implies that if Sir Wulfric steals no plunder, whether he is seen or not, the defender wins.]

4.	THE CHATEAU-GAILLARD CYCLE OF SCENARIOS
These scenarios can be played independently or as part of a linked campaign.

4.1	ATTACK ON THE BERNIÈRES PENINSULA (L’attaque de la presqu’île de Bernières)
Scenario by Hervé Delattre using “Cry Havoc” and “Siege”, from Claymore #6.

1.	Background: The fortress of Chateau-Gaillard, in the South-West of Andelys (in the Eure region of France), dominates a promontory on the banks of the River Seine. This citadel was the work of Richard the Lionheart, King of England and Duke of Normandy. To make himself the master of Normandy, Philip-Augustus, King of France, must first capture Chateau-Gaillard, the true key to the Duchy.

In the last week of March 1203, the French host took up position on the Bernières peninsular (on the left bank opposite Chateau-Gaillard) after having put to flight the Norman troops stationed in advanced outposts. The French started building a bridge of boats so as to cross to the left bank. John Lackland, King of England decided at last to respond: he ordered Willliam the Marshal to attack the French at Bernières; alongside this the pirate Alain Tranchemer was instructed to destroy the bridge of boats. The two attacks were supposed to begin at the same time…

In August 1203, having waited in vain for the arrival of Tranchemer’s ships, William the Marshal hurled an assault by the mercenary leader Lou Pescaire and his men at the sleeping French camp.

2.	Map layout: 	The Camp

3.	The sides
The army of the King of France, Group A – Knight (on foot): Sir Gaston; Horse: 1; Sergeant: Morgen; Shortbowman: Chrétien; Crossbowman: Jacques; Billmen: Jean, Robin; Spearman: Aki; Peasants: Cedric, David, Geoffrey, Giles, Harry, Matthew, Robin, Roger, Wulf, Peddlar: Philippe; Merchant : Leopold; Camp follower: Edith.
French reinforcements, Group B – Knights (on foot): Sir Clugney, Sir Conrad, Sir Gilbert; Sergeant: Martin; Shortbowman: Mathias; Crossbowman: Bertrand; Spearman: Stori.

The mercenaries – Mounted knights: Sir Richard, Sir Peter, Sir Thomas, Sir Wulfric; Sergeants: Tyler, Pugh; Shortbowmen: Aylward, Bowyer, Enguerrand, Fletcher; Crossbowmen: Codemar, Forester, Francisco; Billmen: Guy, Rees, Tybalt; Spearmen: Bertin, Crispin, Odo, Wat.

4.	Starting positions and beginning the action
(1)	The French of Group A are placed in the entrenched camp in the following manner:
-	The knight, the sergeant, the men-at-arms, the archer, the crossbowman and the horse are in the inner part of the camp where the knights’ sleeping tents are depicted. Four men-at-arms are on guard. The others [= 3 men] are placed in the tents and sleeping. The horse is placed in one of the tents which acts as a stable.
-	The peasants, peddlar, merchant and Edith are placed anywhere within the boundaries of the entrenched camp. Half of them (including Edith) must be sleeping in the supply tents. There is nobody on guard and those not sleeping are placed within one hex of the tents.
(2)	The mercenaries enter through the northern map-edge (B) on the first turn.
(3)	The French reinforcements (Group B) arrive from the South (D) and/or East (C), two turns after the first hand-to-hand combat, or two turns after a French character reaches side C or D of the map.

5.	Special rules
(1)	Night combat: The sixteen hexes of the central part of the camp (except the two tree hexes) are lit up by campfires. In the other parts of the camp, the four hexes of the supply tents are illuminated by fires. All other hexes are in darkness and shooting at them is prohibited; a modifier of +1 is applied to all shooting. Characters cannot see into the unlit hexes, and they can only advance into such hexes using half their movement allowance. 

(2)	Characters within the tents are not placed on the map until they wake up (either naturally or by being touched in any way by an enemy). 
Group A cannot move until the enemy has shot at them or entered into hand-to-hand combat. They are placed on the map as soon as they move.
In the first French game turn, and in every turn after that, the French player rolls 1D10; a result of 10 means that a guard from Group A has spotted the enemy and sounds the alarm (see below).
The retreat of a character following missile-fire will not affect the sleepers but will automatically wake them up; all characters adjacent to an enemy must be placed on the map.

(3)	Alarm: Sleeping characters are placed on the game board with the counter side ‘stun’ facing upwards and with the rules for stunned characters applying to them. A character woken up cannot move during that friendly turn.

(4)	Panic: Panic rules apply only to Group A (see rules for “Croisades”).

6.	Victory conditions: Victory goes to whichever of the two players controls the camp.

Next episode: ‘Tranchemer’.

4.2	TRANCHEMER
Scenario by Christain Delabos published in Claymore #7, using “Cry Havoc” and “Vikings”.

1.	Background: August 1203: after a vicious night combat, the French army, advancing to besiege Chateau-Gaillard, had repelled a counter-attack on land by the Anglo-Normans (see Claymore #6). Then, when the day dawned, the ships of the pirate Alain Tranchemer appeared. Their mission was simple: to destroy the bridge of boats built across the Seine by the French and so to cut in two the troops of Philippe Augustus.

2.	Map layout: 		       4	  Anglo-Normans   2		
				3 Watchtower 1     |     1 Abbey 3
				        2			          4

3.	The sides (from Cry Havoc unless indicated otherwise)
The Anglo-Normans – Knights (4 +9, on foot): Sir Alain, Sir Piers, Sir Richard, Sir Roland; Aelfwine, Aethelred, Beorthulf, Ceolred, Edmund, Edward, Hygebehrt, Tostig, Wulfgar (Huscarls); Sergeant (1): Sgt Tyler; Halberdiers (2): Frederick, Watkin; 
Billmen (5): Guy, Jean, Rees, Robin, Tybalt; Archers (4): Bowyer, Chretien, Fletcher, Mathias;
Spearmen (3+5): Ben, Mark, Perkin; Aelfric, Aelmaer, Aethelbehrt, Eardwulf, Weohstan (Ceorls); Sailors (5+3): Aelfere, Cerdic, Eadred, Eadwig, Eanulf, Gam, Hugh, Wilfrid (Peasants);
Equipment: 2 Drakkars (Viking ships), 4 Grappling hooks.

The French – Knights (12, on foot): Sir Gilbert, Sir Clugney, Sir Conrad, Sir Gaston, Sir Gunter, Sir James, Sir Jacques, Sir John, Sir Peter, Sir Roger, Sir Thomas, Sir William; 
Sergeants (2): Sgt Arnim, Sgt Martin; Spearmen (5): Bertin, Crispin, Hal, Odo, Wat; 
Crossbowmen (7): Arbalister, Codemar, Denys, Francisco, Giles, Jacopa, Nicholas; 
Peasants (9): Carpenter, Cedric, Farmer, Giles, Gobin, Radult, Salter, Smith, Wulf. 

4.	Starting positions and beginning the action
-	The 3 galleys (Anglo-Saxon ships) are placed on the central folds of the maps with bow against stern so as to block the width of the river: these make up the bridge of boats. Each part of the bridge is fixed to its neighbour(s) and/or to dry land by 2 grappling hooks – there are consequently 8 grappling hooks in play at the start.
-	The French peasants are placed on the bridge. The crossbowmen are placed anywhere on the maps. The French sergeants and spearmen are placed anywhere except on the bridge.
-	The Anglo-Norman ships then start the game by entering through the side indicated.
-	The French knights enter during Turn 1 through any one or more sides of their choice. 
-	The French halbardiers enter during Turn 3 through any side or sides of their choice.

5.	Special rules
-	All the sergeants and knights carrying an axe are treated like “hirdmen” [presumably this means that they use the rules for 2-handed axes but not the rules for huscarl shieldwall].

-	As a consequence of the current, the ships have their movement allowance reduced by 2 points (thus it is necessary to allocate 5 pairs of rowers to achieve a speed of 3 MPs). 

-	The current flows from upstream to downstream and will carry in that direction (towards side 4 of Watchtower / side 2 of Abbey) any ship which is not being rowed or is not tied to a fixed object (including dry land), and any part of the bridge that has been detached from its neighbours (and dry land). The drift rate is 2 hexes per turn.

6.	Victory conditions: If at any time in the game one of the parts of the bridge drifts more than 2 hexes from the rest of the construction, the Anglo-Normans win a moral victory. Total victory goes to the side which manages to kill all the opposing knights

7.	Epilogue: Followed by a flotilla of smaller vessels, the 2 largest ships advanced. The combat was fierce. On the banks, the crossbowmen peppered the boats with bolts. Grappled to the bridge, the Anglo-Normans attempted to cut the cables. Their two-handed axes were very effective. Eventually, an enormous oak beam fell on the 2 ships and sank them. The small Anglo-Norman boats were inundated with arrows and stones, and eventually forced to retreat by the French reinforcements; the siege could now commence! 

Next episode: ‘Andelys Island’, using “Cry Havoc” and “Vikings”. [This episode has not been published.]

4.3	THE BREACH AT CHATEAU GAILLARD (La brèche du Château-Gaillard)
Scenario by Hervé Delattre for “Siege” and “Cry Havoc”  plus “The Templars Castle” map set, published in Claymore #10.

1.	Background: The French army is inside the first ring of walls and the second is going to fall in its turn due to repeated blows from rocks thrown against it by a catapult. The troops of Philippe-Augustus mount an attack to seize the keep before the Anglo-Normans can take refuge there. The fortress was finally taken despite 160 defenders being still able to fight. 

2.	Map layout: The Templars Castle with the following modifications:
-	The drawbridge to the second level is raised (and the gate closed);
-	The fortified guard post does not exist;
-	The raisable staircase is a normal stairway;
-	The battlements of the second level have been destroyed between the small south-eastern tower (where the staircase is) and the other large tower. Place [6] ‘rubble’ counters on this wall. [Optional rule: Since these demolished wall hexes connect terrain at Level 1 to terrain at Level 2, the consequent ‘sloping rubble’ should cost 3 Movement Points instead of the usual 2 MPs, just like moving from an ordinary rubble hex to an adjacent battlement hex.]

3.	The sides (all characters are on foot)
The army of the King of France – Knights: Wulfric, Roland, Conrad, Clarence, Gaston, William, Jacques, Alan, Roger, Gilbert; Sergeant: Martin; Shortbowman: Chrétien; Crossbowman: Jacques; Billmen: Jean, Robin; Spearmen: Aki, Stori; Halbardiers: Otto, Fursa, Hubert.
The Anglo-Normans – Knights: Lacy, Peter, Gunter, Mortimer, John; Sergeants: Pugh, Morgen; Longbowmen: Idris, Myrlin; Spearmen: Bertin, Odo, Wat.

 4.	Starting positions and beginning the action
The French are placed anywhere in the castle between the outer and the second ring of walls (except on the ‘rubble’ hexes).

The Anglo-Normans can place two men in the Upper Court or in the keep (except in the three first hexes of the Upper Court). The other characters are placed on the remainder of the second wall facing sides A2 and C2 of the map, but not on the ‘rubble’ hexes.

5.	Victory conditions
Length of game: 12 turns.
The French win as soon as a French character reaches the central hex of the keep. 
The English win by stopping the French achieving their victory condition.

Translation history: Version 1.0 completed April 2000; version 1.1 March 2001 adds 2 further translations (3.4, 3.5) and references to later translations of related scenarios to pages 1 and 8. Version 1.2 December 2003 added two castle assault scenarios from Graal magazine (1.3 and 1.4); amended to clarify in 3.4, 3.5, 4.3; and reorganised the layout to fit the pages better. Version 1.3 added one scenario from Graal #3 (3.6) and clarified reference to paragraph 1.75 in scenario 1.1.

RDG: Siege tactical scenarios, version 1.3 October 2005