Aim
To create a medieval figure wargame that starts with the organisation, preparation and planning for battle that leads to the final decision on the battlefield.Organising the army into their three wards would be an interesting debate - who to command who, which contingent to march next to another etc. There would have been incidents on the march - looting, fighting, arguments etc. - that would need to be addressed. The leader of the army would need to impress upon the men why they were fighting and why theirs was a just cause that God would favour.
Then there is the night before when planning for the next day of battle is very important.
Game Description
The game will be a multiplayer game that has five Acts.
Warriors for the Working Day
Marching in the Painful Field
The Royal Captain Walking
Through the Foul Womb of Night
Cry “Havoc,” and Let Slip the Dogs of War.
All players are on the same side - a better de. They are in effect comrades - though of course some are more equal than others - as the army leader will be a King or Duke, and the other leaders will be Dukes, Earls, Barons and assorted knights. They are effectively trying to win the war and also win their own victory conditions. Sometimes these might conflict.
We are but warriors for the working day;
Our gayness and our gilt are all besmirched
With rainy marching in the painful field.
Henry V - Act 4, scene 3
Act 1 - Warriors for the Working Day
The players are assigned the role of a Lord. This comes with the usual list of lands, estates, offices, wealth and also a short biography. The Lord will also have a list of friends and rivals etc. who will be in the same army. Each Lord will have a personal “retinue” of loyal retainers and servants, who act as their bodyguards, and will enhance status. Some Lords will have a Commander - a professional soldier servant - in their retinue Next a series are cards are dealt from the “hosts” pack. These represent the companies, groups and contingents of soldiers who have turned up. The Lords will then assign and organise these into three Wards. A Commander is an experienced professional soldier who will be able to advise their Lord.
Cards
Lords and their Retinues
Town, & City Contingents
Mercenary Bands
Professional Soldiers
Form Special Units
Mercenary Bands
Artillery
Scourers and Prickers
Forlorn Hopes of Archers
Men at Arms
The player places the cards into their “battles”
Three battles and a Reserve
Special Units assigned to a Battle
Commander of the Battle
Subordinates
Deputy
Professional Soldiers
Act 2 - Marching in the Painful Field
Incidents that might occur on the march. A fight and a murder. A quarrel over loot or baggage or a bar maid!
What do you resolve each problem?
How do you control the men, organise the baggage, the food, looting etc?
Act 3 - The Royal Captain Walking
What methods do the leaders use to raise the morale of the troops; to tell them that their cause is just and honourable?
Masses
Theatre
Preaching
Victuals
The Royal Captain Walking
Act 4 - Through the Foul Womb of Night
The planning for the battle on the night before. The field of battle is known or at least the terrain and some intelligence will be had on the enemy.
Any last minute changes to the Battles and Leaders
Any deployment of the Special Units
What is the battle plan
Deployment on the field of war
What signals and orders are pre-arranged
Act 5 - Cry “Havoc,” and Let Slip the Dogs of War.
The battle will require little intervention from the players. They will have a few decisions to take but might suffer from not being able to implement them.
Deploy the Battles and the special forces (some might be secret)
Some players might wish to now use another set of rules for a medieval wargame, integrating some of the factors from the campaign into the ruleset for the battle.