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GAME RULES FOR CHARGE !

by Florent Coupeau Translated by Angus Clarke Modifications 03/10/11 1. INTRODUCTION Charge! is intended as an introduction to wargaming, with the Middle Ages as a setting. 2. BASICS The game is played with two players and includes the following materials: - several maps, each with a hexagonal grid printed on it to regulate movement (the hexagons are hereafter referred to as hexes ); - possible terrain features placed on the map; - one or two sided counters representing the combat units; - 1 turn marker; - 8 Charge markers; - a Combat Results Table and a Terrain Effects Chart - players will also need to supply a 6 sided die. 3. COUNTERS AND MARKERS
Name Strength Points

Red colour (Franks) Commander Strength & Morale points Movement Points Cavalry Strength & Morale points

Movement points

Name Blue color (Fontenoy Lothaire side)

There are 6 types of unit: infantry (figure on foot and without a range value), foot soldiers with missile weapons (figure on foot and with a range value), cavalry (figure on horseback and without a range value), mounted soldiers with missile weapons (figure on horseback and with a range value), commanders (represented by a face) and baggage (represented by a wagon) Most units have two sides (or 2 step loss); the front side with the units full strength values, called complete, and the reverse side which has lower values, and represents the reduced unit. Commanders, baggage and some units have only one side. Units have no facing. The counters bear the following information: - the background colour indicates which army the unit is in; - the units name; - the strength points, also representing the units morale; - the range in hexes (if missile fire is possible); - the movement points, expressed in MPs.

Range Green colour (Jengland - Bretons)

missile cavalry
Baggage Movement points Strength points Brown colour (Brissarthe & Montfaucon) Baggage

4. SCENARIOS The two players choose the scenario that they wish to play. The scenario will give them the necessary instructions to place the different overlays on the map which simulate the terrain of the particular battlefield, unit deployment, the side playing first (player 1), the player who plays second (player 2) and finally any special rules that may apply. 5. SCENARIO LENGTH Each scenario lasts a set number of turns. In Phase 6 of each turn the Turn Marker is advanced one square on the Turn Record Track. The game finishes at the end of the last turn, if neither of the two sides has previously achieved the victory conditions. 6. GAME SEQUENCE Each turn is composed of 6 phases: 1. Movement of Player 1 2. Combat of Player 1 3. Movement of Player 2 4. Combat of Player 2 5. Check victory conditions 6. Advance the Turn Marker 7. STACKING A unit may never be placed in a hex occupied by another unit, friendly or enemy. However, during movement a unit may pass through a hex occupied by a unit from the same side. Exception : the commander and/or one baggage unit may be placed on another friendly unit (infantry, cavalry, missile infantry, missile cavalry). 8. COMMANDERS A commander adds his strength points to those of the unit with which he is stacked (both in attack and defence). In addition, during morale checks, he adds a bonus of 1 to the unit with which he is stacked and to any units situated in the six adjacent hexes. A commander retreats if the unit with which he is stacked retreats (after a R result or an unsuccessful morale check). He is also eliminated if the unit is eliminated. He is also eliminated if he is alone in a hex and an enemy unit passes through that hex. Commanders never check their morale. 9. MOVEMENT During his movement phase, each player moves as many units as he wishes, within the Movement Point limits of each unit. A unit will expend a varying number of MPs depending on the terrain present in the hex it wishes to enter (see Terrain Effects Chart). If a unit does not have enough MPs available to enter a hex, it may not enter the hex. A unit may not keep unused MPs for use in the next turn. Unused MPs are permanently lost. Each unit must have finished its movement before another unit may move. The road bonus noly applies if the unit started on a road hex. 10. ZONES OF CONTROL Each unit extends an influence into the six hexes surrounding the hex it occupies. These hexes constitute its Zone of Control. Zones of Control have particular qualities:

A unit may enter an enemy Zone of Control without expending any extra MPs. However it must stop its movement upon entry. A unit may not pass directly from one enemy Zone of Control to another; it must first of all enter a hex free of any enemy Zone of Control. Zones of Control do not extend over river hexsides, unless crossed by a bridge. A unit may not retreat into an enemy Zone of Control

11. COMBAT 11.1 BASICS Combat is optional and takes place between one or several attacking units and one defending unit. In order to fight, the attacking unit, in the case of infantry or cavalry, must be adjacent to the unit it wishes to engage; for those units able to shoot missiles, the target unit must be within the range in hexes indicated on the counter. Several units may together attack a single enemy unit, providing that each attacking unit is within the required distance. This is treated as a single combat, and is resolved with one die roll. Each unit may only attack, or be attacked, once per phase. Each combat is resolved separately, and combat results are applied immediately. 11.2 CHARGE Each cavalry unit (but not missile cavalry) that charges adds +2 to its strength in attack. Its possible if: - The charged enemy unit is in a clear, road or bridge hex. - The charging unit must move only towards its target and the hexes crossed must be road or clear hexes. No retreat before going back in the same hex for example. A commander stacked with a charging unit adds only his strength points (the charge bonus applies to the unit not the commander). The charging unit must advance after combat. 11.3 UNITS WITH A MISSILE FIRING CAPABILITY A unit capable of firing (mounted or on foot) may engage: - an adjacent unit in attack or in defence (hand to hand). However it must reduce its strength by 1 (minimum : 1 strength point). This only applies to combat, not to morale checks. A missile firing unit on its own may only attack in hand to hand combat at odds better than 1/1. - a unit within firing range, but only in attack and if the firing unit is not adjacent to an enemy combat unit. The firing unit suffers neither elimination, retreat, morale check, unless it is attacking another unit capable of firing. It may fight alone, or add its strength points to other units attacking the same hex, either in hand to hand combat, or by missile fire. It may fire over an enemy unit. 11.4 BAGGAGE A Baggage unit cannot attack. It always has a strength of 1 in defense (never modified by the terrain). It has no ZoC and can only be attacked hand to hand. The combat results of R & T have no effects on baggage. When another unit is stacked with a baggage unit, the combat unit can only be attacked hand to hand and adds its Strength to the baggages strength. The R combat result (after a combat or a morale check) has no effects on the two units. On the contrary, the combat results of T (with a step loss), 1 and 2 are applied normally on the combat unit and the baggage unit is automatically eliminated if the defending unit is eliminated. When a baggage unit is eliminated, it is turned over on its Pill side and has no more effects on Combat and Stacking.

11.5 COMBAT RESOLUTION Once combat has been declared, the attacking player adds together the strength points of the attacking units, including any possible charge bonus. The defender does the same for the defending unit, also taking into account any bonus due to the terrain. The ratio between the two forces is worked out, expressed with the attackers ratio first and the defenders second. This ratio may go from 1/2 (or 1 against 2) to 4/1 (or 4 against 1), and is always rounded in favour of the defender. The attacker then rolls the die. According to circumstances, the number rolled may be modified by the nature of the terrain (see Terrain Effects Chart). Lastly, using the final strength points ratio and the number rolled on the die, the players refer to the Combat Results Table (eventually modified by the terrain). The result of the combat is where the two lines meet. Combat results are applied immediately. 11.6 TERRAIN All modifiers due to terrain are cumulative. Only the terrain of the defending unit counts. If at least one attacking unit is on the same side as the defending unit, the corresponding die bonus doesn't apply. 11.7 COMBAT RESULTS 1st letter: A : Attacker D : Defender 2nd letter : 2 : 2 step losses 1 : 1 step loss T : Morale check R : Retreat 1 hex

11.8 RETREAT A R result leads to a retreat of one hex of all the affected units. A unit which is unable to retreat because it has an impassable terrain or an enemy Zone of Control behind it, suffers a step loss unless it is surrounded by friendly units which are not in enemy ZoC. In this event, the retreating unit displaces a friendly unit, occupies the vacated hex, and the owning player carries out a morale check on the displaced unit. The adjacent unit must also be able to retreat in accordance with the rules. If not, the same procedure is repeated. In this way several units may retreat in sequence, each undergoing a morale check, all as the result of one combat. 11.8 RETREAT A R result leads to a retreat of one hex of all the affected units.. If a unit is unable to retreat because it has only impassable terrain and/or enemy units around it, suffers a step loss. Otherwise, lunit doit reculer par ordre de priorit dans un hex adjacent:
1234sans ZdC ennemie et sans unit amie sans ZdC ennemie et avec une unit amie en ZdC ennemie et avec une unit amie en ZdC ennemie et sans unit amie Retreating unit No effect No effect Test de moral avec un malus de -1 1 step loss Repulsed friendly unit --Lunit amie adjacente est repousse et teste son moral Lunit amie adjacente est repousse et teste son moral ---

Lunit amie repousse (si elle nest pas limine par un test de moral rat) peut se retrouver dans le mme cas que la 1re unit et provoquer des reculs en cascade et donc plusieurs tests de moral suite un seul combat.

Note : This simulates the possibility of panic overtaking those units watching their comrades retreat or flee. On applique dabord tous les reculs et on teste ensuite le moral des units concernes.

Example : The unit A est attaque et selon lordre de priorit, elle doit reculer en repoussant lunit B. A testera donc son moral avec -1. B ne peut que reculer en repoussant son tour C qui peut reculer dans un hex sans ZdC ennemie. B et C testeront leur moral normalement. If a unit is forced to retreat off the map it is eliminated.

11.9 ALLOCATION OF STEP LOSSES Each unit has one or two steps. Units which have only one step loss are eliminated after their first step loss. Upon the first step loss, a two step loss unit is turned onto its reduced side; on the second step loss the unit is eliminated. Losses are distributed as the owning player desires, but in such a way as to ensure as far as possible that all step losses are applied. If two or more units are attacking, losses may thus be distributed amongst them. Example : Player 1 attacks with one full strength and one reduced unit. He suffers an A2 result. He therefore has the choice of either reducing the full strength unit and eliminating the reduced unit, or simply eliminating the full strength unit.

11.10 MORALE CHECK When a morale check is required the owning player rolls a die for each unit concerned and compares the die roll with the units morale value. He adds 1 to the units morale value if the commander is stacked with, or is adjacent to the unit. If the result is lower than the units morale there is no effect. If the result is equal to the units morale, it must retreat 1 hex. If the result is greater than the units morale level, it suffers 1 step loss. If the unit is already reduced, it is eliminated.

11.11 ADVANCE AFTER COMBAT When the result of a combat forces the defender to retreat or when the defender is eliminated, one of the adjacent attacking units may, if it wishes, occupy the hex abandoned by the defender, without regard to the effects of any Zones of Control or movement limits. This doesnt apply if the defender has retreated before the combat (for example the Breton cavalry at the battle of Jengland). The reverse is also true for the defender. The decision whether or not to occupy the opponents hex must be announced immediately after the combat has been resolved. A unit which has charged must always occupy the hex of an opposing unit which has retreated or has been eliminated. If several units are eligible to advance, only one unit (plus eventually a commander) may advance. 12. VICTORY CONDITIONS During Phase 5 of each turn the players check to see if one of the two armies has passed its Army Morale Threshold (specified for each scenario). Each player totals the strength points of his own eliminated units. If his commander is eliminated, he adds the strength of the latter to the total, + 4 points. If a Baggage unit is eliminated, he adds its strength + 2 points. Then he checks to see if he has passed his Armys Morale Threshold. If one player has reached the threshold or more, the other player achieves a major victory. If both armies have passed their thresholds at the end of the same turn, the player whose army has passed the threshold by the least achieves a minor victory. If, at the end of the scenario, neither army has passed its Morale Threshold, players should refer to the victory conditions for that particular scenario. 13. OPTIONS Both players must agree on one or several optional rules to apply them. 13.1 MOVING FROM AN ENEMY ZOC TO ANOTHER ENEMY ZOC A unit that is in an enemy ZOC may go directly into another enemy ZOC. It must first test its morale. If a leader is stacked with the unit, he follows in every way the results of this unit. If the result is lower than the morale of the unit, the unit passes through another enemy ZOC. If the result is equal to the morale of the unit, nothing happens. If the result is higher than unit morale, it suffers 1 step loss. If the unit was already on his side reduced, it is eliminated. If a leader was stacked with the unit, he is also eliminated. 13.2 COUNTER-CHARGE To simulate implicitly the counter-charges, the charge bonus applies only against units not having that ability. Thanks to Laurent Closier, Arnaud Delaunay, Amaury de Vandire, Lisa and Pierre-Yves Riou, Laurine and Caroline, la Nantaise de simulation http://sites.google.com/site/lanantaisedesimulation/ and all the other playtesters for their enthousiasm !

TERRAIN EFFECTS CHART Cost per hex 1 0,5 1 2 2 impassable 1 (0.5 if road) 2 2 (0.5 if road) Effect on combat +1 on the die roll -1 column for the defending unit -1 column for the defending unit No retreat possible +1 on the die roll +1 on the die roll

Clear Road Village Woods Hill River Mountain Bridge Ford Creek

COMBAT RESULTS TABLE STRENGTH RATIO 1/1 1,5/1 2/1 D1 D1 D1R DT D1 D1 DR DT DT AR DR DT AT AR DR A1 AT AR A1R AT AT

Die 1 2 3 4 5 6 7 or +

1/2 et DR DR AR AT A1 A1R A2

1/1,5 DT DR AR AT AT A1 A1R

3/1 D2 D1 DT DT DR AR AT

4/1 et + D2 D2 D1 DT DR DR AR

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