HISTORICAL BACKGROUND

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SPECIAL RULES

FEROCIOUS CHARGE
The charge of a unit of Knights was renowned for its ferocity, and few could stand up to it. If a unit from the army is noted as having Ferocious Charge and wins the round of combat, their opponents automatically break, with no Leadership test being taken. Enemy units that normally ignore Break tests (such as Stubborn troops) must roll a D6. On a 1-3 they are broken anyway, and on a 4-6 they hold. However, it may be possible for a unit to fall back in good order, so refer to those rules.

MIXED ORDER
Where specified by the list, crossbowmen / bowmen may be combined with other infantry to form a simgle regiment, with the crossbowmen/bowmen initially making up the front rank(s) of the unit. When entering close combat, the player controlling the unit may choose one of the two options: the crossbowmen/bowmen may remain in the front rank(s), allowing them to stand and shoot against a charging enemy; in this case, spear-armed figures in the second rank may fight in close combat. Alternatively, the crossbowmen/bowmen may retire to the rear rank(s); this prohibits them from shooting, but allows up to two ranks of spearmen, or one rank of other infantry, to fight in close combat. A unit in which the crossbowmen/bowmen have retired to the rear may bring them forward again by spending and entire turn reforming.

CHIVALRIC HONOR
Knights were not necessarily nobles, nor were nobles necessarily knights. The noble class and the knightly class slowly began to merge during the second half of the 12th century. The Knights follow the code of Chivalry, and during a battle, the chivalrous knight was idealized as brave in battle, loyal to his Liege Lord and to God, and willing to sacrifice himself for the greater good. A unit of Knights or a combined unit with more than half knight models may ignore the Panic test if the unit fleeing doesn’t contain nor Noble Character or Knight . 

ARMY COMPOSITION

Units of ()may have a Leader (+5 pts), Musician (+5pts) and Standard (+5pts).  

Characters of the points value of the army may be spent on characters.

warriors: of the points value of the army must be spent on.

Uncommon warriors: of the points value of the army may be spent on.

Mercenaries : of the points value of the army may be spent on Mercenaries.

CHARACTERS

0-1	GENERAL

	M	WS	BS	S	T	W	I	A	Ld	Pts	
King/Duke	4	6	5	4	4	3	6	3	9	180	

Equipment: Armed with a shield, sword and light armour. May have heavy armour (+1 pt), double-handed weapon (+3pts), lance if mounted (+3pts). May ride a Warhorse (+8pts). The Warhorse may have Cloth Barding (+4pts).

Special Rules: Army General, Chilvaric Honor, Ferocious Charge if mounted and as long as he’s accompanying Mounted Knights or Sergeants. 

(historical text).

HERO

	M	WS	BS	S	T	W	I	A	Ld	Pts	
Earl/Count	4	5	4	4	4	3	5	3	9	110	

Equipment: Armed with a shield, sword and light armour. May have heavy armour (+1 pt), double-handed weapon (+3pts), lance if mounted (+3pts). May ride a Warhorse (+8pts). The Warhorse may have Cloth Barding (+4pts).

Special Rules: Army General, Chilvaric Honor, Ferocious Charge if mounted and as long as he’s accompanying Mounted Knights or Sergeants. 

(historical text).

CHAMPION

	M	WS	BS	S	T	W	I	A	Ld	Pts	
Baron/Lord	4	5	4	4	3	2	5	2	8	90	

Equipment: Armed with a shield, sword and light armour. May have heavy armour (+1 pt), double-handed weapon (+3pts), lance if mounted (+3pts). May ride a Warhorse (+8pts). The Warhorse may have Cloth Barding (+4pts).

Special Rules: Chilvaric Honor, Ferocious Charge if mounted.

(historical text).

0-1	CHAPLAIN

	M	WS	BS	S	T	W	I	A	Ld	Pts	
Bishop	4	4	4	4	3	2	4	2	8	80	

Equipment: Armed with a shield, mace or club and light armour. May have heavy armour (+1 pt), double-handed weapon (+3pts). May ride a Warhorse (+8pts). The Warhorse may have Cloth Barding (+4pts).

Special Rules: Any unit a Bishop is with may re-roll failed panic tests. The Bishop may be upgraded to Army General (+25 pts) if no King/Duke or Earl/Count is present. 
The Bishop may be upgraded to a Crusading Bishop for +40pts. Crusading Bishops have their Ld incresased to 9 and are subject to Hatred of the enemy as described in the Psychology section. Any unit led by a Crusading Bishop is also subject to Hatred of the enemy (Nevertheless Hatred does not extend to warhorses). Crusading Bishops are Bloodthirsty, as is the unit they lead. A Bishop upgraded to a Crusading Bishop cannot re-roll failed panic tests.

With the power of the Pope and the Crusades, a churchman acting as an adviser often rides with the army. 
Arnaud Amaury, Abbot of Citeaux who was Pope’s legate and was riding with Simon of  Monfort during the Albigensian Crusade in southern France, was asked by the knights attacking Beziers how to identify the heretics. “Kill them all. God will know his own” was his answer .
During the battle of Bouvines in 1214, William Longsword, Earl of Salisbury was captured after being hit by the mace of Philippe of Dreux, Bishop of Beauvais who rode with the french king Philippe II. Philippe of Dreux fought in St Jean d’Acres during the third crusade.

WARRIORS

0-1 SPECIAL UNIT

	M	WS	BS	S	T	W	I	A	Ld	Pts	
Bodyguards	4	4	3	3	4	1	4	1	8	20	
Mounted Bodyguards	8	4	3	3	4	1	4	1	8	35	

Equipment: Armed with a shield, sword, lance (if mounted) and light armour. May have heavy armour (+2 pt). Mounted bodyguards riding Warhorse. The Warhorse may have Cloth Barding (+4pts).

Special Rules: Drilled. Dismounted Bodyguards have Stubborn. Mounted ones have Ferocious Charge.

(historical text).

UNIT

	M	WS	BS	S	T	W	I	A	Ld	Pts	
Knight / Sergeant	4	4	3	3	3	1	4	1	7	15	
Mounted Knight / Sergeant	8	4	3	3	3	1	4	1	7	30	

Equipment: Armed with a shield, sword, lance (if mounted) and light armour. May have heavy armour (+2 pts). Mounted knights/sergeants-at-arms riding Warhorse The Warhorse may have Cloth Barding (+4pts).

Special Rules: Mounted Knights / Sergeants-at-arms have Ferocious Charge. Hatred any enemy mercenary unit. Combined Formation with Esquires. Knight may have the Chivalric Honor (+10pts).

(historical text).

UNCOMMON WARRIORS

UNIT

	M	WS	BS	S	T	W	I	A	Ld	Pts	
Spearmen	4	3	3	3	3	1	3	1	5	6	

Equipment: Armed with thrusting spear, hand weapon and shield. May have light armour (+2 pts). May exchange their spear and shield for bow (free) or crossbow (+3pts).

Special Rules: A unit of militia with only bowmen is Light Infantry

(historical text).

MERCENARIES

0-1 UNIT

	M	WS	BS	S	T	W	I	A	Ld	Pts	
Mercenary 	4	4	3	3	4	1	4	1	7	16	

Equipment: Armed with a shield, hand weapon, thrusting spear and light armour. May have heavy armour (+2 pt). 

Special Rules: Stubborn, Drilled. 

(historical text).

UNIT

	M	WS	BS	S	T	W	I	A	Ld	Pts	
Mercenary 	4	3	3	3	3	1	3	1	5	7	

Equipment: Armed with a hand weapon. May have shield(+1pt), thrusting spear (+2pts). May have light armour (+2 pts). May have crossbows (+3pts). 

Special Rules: Mixed Order, Fearsome. 

(historical text).

SCENARIOS

TITLE

(historical text).

SITUATION

PLAYERS

BATTLEFIELD

DEPLOYMENT

WHO GOES FIRST

LENGHT OF GAME

VICTORY CONDITIONS

REFERENCE WORKS

INTERNET LINKS

WAB Forum

http://wabforum.co.uk

SPECIAL THANKS

Many thanks to WAB Forum members for providing the template and their great support.