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Dux Bellorum Medieval

This document provides rules for a variant of the Dux Bellorum wargame called Star & Garter. Key points include: 1) Game size varies from 60-100+ points with a minimum of 10 points spent on pre-game scouts and spies. 2) Players roll dice to determine army aggression and the aggressor/defender. 3) Terrain is placed randomly on the table by alternating players. 4) Primary objective is usually to rout the enemy. Secondary objectives are determined randomly for each army. 5) Special rules cover deployment, scouts and spies, leadership points, new unit types like mercenaries, and optional army strategies.

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100% found this document useful (3 votes)
1K views5 pages

Dux Bellorum Medieval

This document provides rules for a variant of the Dux Bellorum wargame called Star & Garter. Key points include: 1) Game size varies from 60-100+ points with a minimum of 10 points spent on pre-game scouts and spies. 2) Players roll dice to determine army aggression and the aggressor/defender. 3) Terrain is placed randomly on the table by alternating players. 4) Primary objective is usually to rout the enemy. Secondary objectives are determined randomly for each army. 5) Special rules cover deployment, scouts and spies, leadership points, new unit types like mercenaries, and optional army strategies.

Uploaded by

Endakil
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Star & Garter (Dux Bellorum Hundred Years War Variant) V1.

4
Unlike Dux B, standard games in S&G vary from a minimum of 60 points aside up to a 100 points or more. However in all cases a minimum of 10 points must be
used for the Scouts and Spies pre-game phase and/or Army strategies and tactics (see comment below).
Determining the Aggressor
Unless the scenario states otherwise each player rolls 1D6. If more than 50% of your force is mounted +1 to this. This is your force aggression for the game. The
player that has the highest force aggression if the aggressor. The other player is the defender (repeller)
Terrain Deployment
In S&G, terrain is not selected by the repeller. Instead (for a 6 x 4 table) each player rolls 1D6 and the total of these 2 die is how many terrain features will be on the
table. Both players take it in turns (starting with the repeller) to place a piece of terrain anywhere on the table. When all the terrain has been placed the repeller may
decide which of the long edges of the table to have as their baseline.
Primary Objectives
As per the scenario, usually to rout the enemy
Secondary Objectives
In S&G each army also have a secondary objective, which can influence whether success in battle is considered a major or minor victory by your King.
Before troop deployment each player rolls 2D6 in secret. Read from the table below for your armys secondary objective for the game.
Roll
2
3
4
5
6
7
8
9
10
11
12

Secondary Objective
Seize Select the terrain feature closest to your enemys baseline. You must occupy this (and be unopposed) at the end of the game
Hold Select the feature closest to you own baseline. You must occupy this (and be unopposed) at the end of the game
King Killer You must kill the enemys Kings Companions
Advance You must exit 25% of your troops from the table via your opponents baseline
Protect the Camp Place at least one of your units within 2 BW of your camp. No enemy unit must be within 4 BW of the camp at the end of the game.
Truce You must not be responsible for opening hostilities with the enemy. You must hold your men in check, and neither fire nor engage in close combat,
until attacked by the enemy.
Save your bowmen Do not lose any bow carrying units (bow, longbow or crossbow) during the battle
Lead from the front - Your leaders must prove to their troops that they are fearless in battle. Your Kings Companions must kill at least 2 enemy units in
close combat during the game.
Destroy the Guns If your opponent has siege weapons or guns in their army, you must destroy them all, for fear of them being used to damage your
castles. If your opponent has no guns, re-roll.
Taunt the Enemy Finish the game with any unengaged bow unit within 4 BW of the enemys Kings Companions.
Kill the Mercenaries If you opponent has mercenaries in their army, you must destroy them all. This will give a strong message to the other mercenaries
in the enemys pay that they are supporting the wrong side in this war. If he has no mercenaries, re-roll.

Deployment of Troops
Deployment of troops is as per the original game (aggressor first - non skirmish foot, non skirmish mounted, then skirmishers) except units are deployed at least
4BW from the centre line of the table and at least 4BW from any table edge. Each side also deploys a camp anywhere on their half of the table following the same
rules. The camp is modelled on a double sized base (i.e. 1BW x 1 BW). Throughout the game any friendly unit within 4 BW of the camp receives +1 Bravery. The
camp may be captured by the enemy, this is achieved by any unit being in base contact with the camp for 1 complete turns unopposed. A captured camp causes an
immediate roll for rout for all the players troops, and a similar test at the end of every subsequent turn.......so don't leave your camp unprotected! If your camp is
captured you can capture it back by killing all enemy in base contact with the camp, and then remaining in contact with the camp for 1 turn unopposed.
Scouts & Spies pre-game phase
When designing your force you may purchase Scouts and / or Spies for use in the pre-game phase. Both Scouts and Spies cost 2 points each and are used as
follows:
Once the Armies are deployed on the battlefield, but before any movement or combat takes place, the player who has purchased the most Spies for their army
nominates one of their opponents units (any but the Kings Companion) and rolls 1D6. On a roll of a 6 that unit is removed from play to simulate the spy either
managing to bribe, coerce or deceive the units leader into not coming to battle. Each side takes in turn until all spies have operated, at which point the armies break
point is recalculated. The loss of these troops does not effect the leadership points available to each army, with both starting with 6 points (see comment later).
When all spies have operated, the player who has purchased the most Scouts for their army nominates one of their own skirmish units, and converts them to a
scout. By becoming a scout that unit gets to move 1D6 base widths immediately in any direction. The opposing player now does the same with one of their skirmish
units (if they have any scouts). The scout movement then returns to player one who may convert another skirmisher to a scout, and so on until both players run out
of Scouts or does not wish to convert anymore skirmishers.
For the remainder of the game foot scout units move at 1D6 BW per turn, and mounted scouts at 2D6 BW per turn,but the player does not have to roll against
bravery in order to do so (it is automatic). In all other respects Scouts operate as a normal skirmish units, except:
1) Scouts may not capture enemy camps
2) Scouts may not attack non-skirmish units
3) Scouts may not use leadership points
This concludes the pre-game phase and the usual game turn sequence can commence with the repeller placing their first LP on a unit of choice.
Leadership points
In Star and Garter each army receives 6 LP, of which 3 may be distributed at the start of each turn, to boost the chosen units aggression, avoid charges or to allow
them to bid for out of turn movement (as per the original Dux Bellorum rules). Leadership points may not be given to mercenaries or scouts. Unlike the original rules
the LP may not be used to soak up hits inflicted during combat. Instead the Kings Companions of each army retain 3 leadership points which are used to rally their
troops at the end of each turn.
At the end of each turn (after all combat has been resolved, including pursuits) the remaining 3 LP are distributed individually or in multiples to any unit within 4 BW
of the Kings Companions. For each LP, the unit then rolls 1D6, and on a 5+, 1 cohesion point is returned to that unit, up to their starting cohesion value. If the Kings
Companions are locked in close combat at the end of the turn they may not rally their troops.
Leadership points are lost with each unit that is killed as per the original Dux Bellorum rules, and as per the original rules additional LP may be purchased as part of
your army design. At no point may the Kings rally themselves!

New Combat Rules


Mercenaries
Pikemen, Billmen, Brigands, Massed Archers, Longbowen, Crossbowmen and all Skirmishers may be mercenaries (typically Welsh, Flemish and Gascons for
English and Genoese and Scottish for the French). These units cost 1 point less than their native equivalents, but their bravery and morale tests are taken at -1.
Mercenaries act in the same way as native troops but may not have leadership points distributed to them. They may however be rallied by the Kings Companions.
Close Combat Pursuits
After close combat has been resolved, and the losing unit has retreated BW (as per the original Dux Bellorum rules), the victor may choose to pursue his enemy
by immediately moving into base contact (with the nearest base edge). A second round of close combat is then immediately resolved. During this pursuit any
mounted troops that are chasing down the enemy receive +1 aggression. Once resolved, the defeated then retreat BW as per normal close combat. This
concludes the close combat phase and no secondary pursuit is allowed.
Strategies & Tactics (in addition to the original ones in Dux Bellorum)
Pavisse All non-skirmish crossbowmen in your army are given Pavisse (large shields).This increases their protection to 6 against all but artillery fire. If the unit is
forced to fall back the unit looses their Pavisse. Cost 2 army points
Stakes All non -skirmish, and un-mounted units are allocated stakes which upon a successful command may be placed directly in front of the unit (once placed the
stakes cannot be moved). Any unit behind and in direct contact with the stakes receive a +1 bonus to their protection value (up to a maximum of 6) when engaged in
hand to hand combat (no bonus against missile fire). Cost 3 army points.
Combined arms English Pikemen or Billmen may group with massed archers or longbow men (with pikes/bill to the fore). This formation allows the missile troops
to the rear to fire over their brothers in arms (using the pikes front base LOS but the missile troops position for distance calculations) even when the pikes/bill are
engaged in close combat. Cost 3 army points.
Warrior Bishops A Warrior Bishops joins your army (based the same as all other standard foot troops and has the same stats as Billmen/Brigands). His fierce
religious support for the King adds 2 LP each turn, which can be distributed to any units within 4 BW. Cost 3 army points.
Order of the Star/Order of the Garter 1 unit of Knights are Members of the French Order of the Star /English Order of the Garter, and gains +1 aggression for the
entire game. Cost 2 army points.
Engineers A unit of Engineers joins your army (based the same as all other standard foot troops and has the same stats as Brigands / Billmen). On contact with a
wall or defence, the Engineers can be ordered to breach the fortification, rolling 1D6 attacks hitting on 5+. Defence cohesion points are explained below in the siege
warfare heading. Cost 3 army points per unit.
Supply Wagon Modeled on a standard sized base (i.e. BW x 1 BW). All troops within 2BW of the Supply Wagon gain 1 bravery, happy in the knowledge that
their army is well supplied and support is close at hand. The Supply Cart has a bravery of 7 and may move 1BW per turn. It has a protection of 3 and a cohesion of
2. It has no aggression stat or ability to defend itself and cannot use LP. Supply Wagons may also be used to replenish English Longbow units once per game. Cost
3 army points.

English Hundred Years War


Min/Max
Unit Type

Move
(BW)

Bravery

Aggression
(& Missiles)

Protection

Cohesion

Army
Points

Kings Companions
(foot)
Kings Companions
(mounted)
Knights (foot)
Knights (mounted)
Sergeants (foot)
Pikemen

10

10

2
4
2
2

9
9
8
7

6
5
5
4

5
6
5
6

5
5
4
4

5
5
4
4

Billmen
Massed Archers

2
2

7
7

3
2 (3 with bow)

5
4

4
3

3
3

Longbow

3 (4 with bow)

Skirmishers with
Bow

8 (6 for
morale)

1 (2 with bow)

Skirmish with
Crossbow

8 (6 for
morale)

1 (2 with
crossbow)

Mounted
Skirmishers
Heavy cannon

8 (6 for
morale)
7

1D6+3

Mobile Cannon

1D6

Perrier (Stone
Thrower)

Notes
1/1 or

Pursues with +1 aggression

Pursues with +1 aggression

Only 1 BW move if anything but straight forward.


-1 for attackers aggression when attacking Pikemen to the
front.
May use Combined Arms rule
May use Combined Arms rule
4BW range
Hits on 5+
May not move and fire in same turn
May use Combined Arms rule
5 BW range
Hits on 4+
May not move and fire in same turn
May use Combined Arms rule
May only fire in 3 missile phases unless re-supplied by a
supply wagon.
4 BW range
Hits on 5+
May not move and fire in same turn
5 BW range
Hits on 4+
+1 aggression if under 2BW range.
May not move and fire in same turn
No missile attacks
Pursues with +1 aggression
10 BW range
Hits on 5+
Immobile, purely for siege games
Must be commanded to load, on successful load may fire in the
next missile phase.
May not fire and load in same turn.
6 BW Range
Hits on 5+
May not move and fire in the same turn
Must be commanded to load, on successful load may fire in the
next missile phase.
8 BW Range
Hits on 5+
Once moved it takes 1 turn to ready for firing.

1/1
2/- or
2/-/-/-

-/-/-

2/4

-/-

-/2

-/2
-/1

-2

-/3

French Hundred Years War


Min/Max
Unit Type

Move
(BW)

Bravery

Aggression
(& Missiles)

Protection

Cohesion

Army
Points

Notes

Kings Companions
(foot)
Kings Companions
(mounted)
Knights(foot)
Knights (mounted)
Retainers
(mounted)
Pikemen

10

10

Pursues with +1 aggression

1/1

2
4
4

9
9
8

6
5
5

5
6
5

5
5
4

5
5
4

Pursues with +1 aggression


Pursues with +1 aggression

1/2 or
1/2
2/-

Only 1 BW move if anything but straight forward.


-1 for attackers aggression when attacking Pikemen to the
front.

Brigands
Massed Archers

2
2

7
7

3
2 (3 with
bow)

5
4

4
3

3
3

Crossbowmen

2 (3 with
crossbow)

Skirmishers with
Bow

8 (6 for
morale)

1 (2 with
bow)

Skirmish with
Crossbow

8 (6 for
morale)

1 (2 with
crossbow)

Breton Horse

8 (6 for
morale)

2 (1 with
javelin)

Heavy cannon

1D6+3

Mobile Cannon

1D6

Perrier (Stone
Thrower)

4BW range
Hits on 5+
May not move and fire in same turn
5 BW range
Hits on 4+
+1 aggression if under 2BW range.
May not move and fire in same turn
4 BW range
Hits on 5+
May not move and fire in same turn
5 BW range
Hits on 4+
+1 aggression if under 2BW range.
May not move and fire in same turn
Armed with Javelin
Javelin range 2BW
Hits on 5+
Pursues with +1 aggression
10 BW range
Hits on 5+
Immobile, purely for siege games
Must be commanded to load, on successful load may fire in the
next missile phase.
May not fire and load in same turn.
6 BW Range
Hits on 5+
Must be commanded to load, on successful load may fire in the
next missile phase.
May not move and fire in the same turn
8 BW Range
Hits on 5+
Once moved it takes 1 turn to ready for firing.

1/1 or

-/-

-/-/-

-/-

-/-

-/-

-/-

-/1

-/1

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