Chevauchee Basic Rules
During the 100 Years War between France and England, bands of soldiers from both sides launched raids into enemy territory, burning, pillaging, and slaying as much as possible before opposition could be mounted in strength. This practice, known as chevauchee, is the inspiration for this game of medieval and Renaissance warfare. Designed for fun and playability, Chevauchee is perfect for novice and veteran gamers alike. Chevauchee offers a basic set of man-to-man combat rules, expanded optional rules, and a special system for simple siege warfare. Besides these rules, you will need some miniature figures, a ruler or tape measurer, and a handful of six-sided dice (referred to hereafter as d6). Virtually any miniature figures can be used, from 1/72 or 1/35 plastic soldiers, to metal models of medieval or Renaissance troops. Smaller figures are usually best for large battles, due to space limitations on the gaming area. New rules and addenda for Chevauchee, a dramatically expanded siege system, and rules for large unit battles, will periodically be posted in Skirmisher. The retail version of Chevauchee includes a full-color cover, cutout models and miniatures, a point system for building armies, real-world armies translated into game terms, and more.
Setup
.0 Players select comparable, though not necessarily equal numbers of soldiers
for simple games. Games portraying historic battles or with complex victory
conditions may involve dramatically different troop ratios.
.1 Establish the boundaries of the playing area, whether it be a table-top,
section of floor, or a special gaming area. Any scenery, obstacles, buildings,
etc., are placed at this time.
.2 Establish victory conditions. Often these conditions are simply to destroy
the opposing force, but battles may be fought to capture a town, seize bridges
or key terrain, or fight a delaying action for a certain number of turns.
.3 Place the soldiers on the field. If one force defends a position, it
is placed on the field first, so that player can take advantage of the terrain.
Ranges and Distances
.0 All ranges and distances are in inches, and assume 1/72 scale (or about
one inch tall) soldiers. This scale also works well for 15mm and 25mm soldiers.
.1 For larger soldiers, adjust ranges accordingly. For 1/35 scale soldiers
(about two inches tall) simply double all range and movement figures. When
figures are given in brackets [], they are reflecting this scale.
.2 Under this system, each inch is equal to about 2 yards [1 yard for 1/35
scale soldiers].
Movement
.0 The two types of movement are walking and charging.
.1 Individual soldiers may change direction at will during normal movement
and change facing at the end of normal movement. Charges must be made in
a straight line.
.2 Base movement is determined by the weight of the soldiers armor
and equipment.
.3 Charge moves gain a variable boost of speed. Since the bonus is rolled
after the declaration of a charge, players will sometimes find their soldiers
running out of steam sooner than anticipated.
.4 Soldiers may not charge for more than two consecutive turns.
.5 If a number of soldiers charge, it is easiest to roll once for each armor
category to determine the charge bonus for that turn.
.6 Certain terrain hinders movement. Terrain modifiers are not cumulative.
If crossing more than one type of terrain, apply the least favorable.
|
7 7 6 6 14 14 12 12 |
2d6+6 2d6+4 2d6+2 2d6 3d6+6 3d6+4 3d6+2 3d6 |
| Terrain Marsh Waist-Deep Ford Woods Uphill Rough Terrain Enter/Exit Building Cross Hedge/Low Wall |
-4 -4 -3 -2 -3 -1 -3 |
no charges no charges no charges no charges |
Note: double all distances and terrain modifiers for 1/35 scale soldiers.
Turns
.0 Each game turn represents 20 seconds of action. Every soldier can move,
attack, do a combination of both, or take no action at all.
.1 At the beginning of each turn, both players roll a d6. The player with
the higher score has the choice of electing to move first (Move) or last
(Counter-move). The player with the first move option is referred to as
Player A, and his opponent as Player B. Remember that this is merely a representation
of combat initiative, and who is Player A or B is likely to change from
one turn to the next.
.2 Each Turn is composed of four phases, which occur in the following sequence:
Phase I: Move
Phase II: Counter-move
Phase III: Missile Fire
Phase IV: Melee
Phase I: MOVE
.0 Player A announces all charge moves and their intended targets.
.1 Soldiers may be moved up to their maximum movement score, modified by
any terrain penalty or charge bonus. Roll charge bonuses prior to each soldiers
charge.
.2 Soldiers passing within 1" [2" for 1/35 scale] of an enemy
model are considered to be engaged and must halt movement.
Phase II: COUNTER-MOVE
.0 Player B announces all charge moves and their intended targets. Roll
charge bonuses to be applied this turn.
.1 Soldiers may be moved up to their maximum movement score, modified by
any charge bonus or terrain penalty.
.2 Soldiers passing within 1" [2"] of an enemy model are considered
to be engaged and must halt movement.
Phase III: MISSILE-FIRE
.0 Archers, Longbowmen, and Slingers may fire twice if they remained stationary
and unengaged.
.1 Archers, Longbowmen, and Slingers may fire only once if they moved, or
only once if they became engaged as a result of enemy movement. In the latter
case, assume they released their arrows just before contact, and are free
from the normal prohibition of missile weapons in melee (explained below
in Phase IV: Melee).
.2 Crossbowmen and Handgunners may only fire when their weapons are loaded.
One complete movement turn is required to load their weapons. They may remain
stationary, load their weapons, and fire all in one turn; or they may load
their weapons during one turn, then move and fire in the next. Loading soldiers
who become engaged as a result of enemy movement must beat their opponents
in a d6 roll in order for them to load and discharge their weapons in time.
If their weapons were already loaded, they may fire when engaged as described
above in section .1.
.3 Spears, axes, javelins, etc., may be thrown once per turn.
.4 Players resolve all missile fire and apply the results simultaneously
(Player A can make calculations first, followed by B, but no kills or wounds
are reflected until all calculations have been made by each player).
Phase IV: MELEE
.0 When soldiers are engaged in melee (within 1" [2"]), the order
of attacks depend on several factors. Soldiers slain are removed from play,
and cannot make counter-attacks.
.1 If a soldier intends to withdraw from melee, the player must announce
his intention at the beginning of the phase. Before resolving attacks, each
player rolls 1d6 and adds the soldiers weapon class (explained below
in Melee Combat Resolution); mounted soldiers roll 1d6+1 and
add their weapon class. If the player wanting to withdraw has the higher
result, the soldier is moved up to half his normal movement away from his
opponent. If he loses the roll, the soldier remains engaged and forfeits
his attack this turn.
.2 Soldiers that fired missiles during Phase III but are now engaged (only
possible in their first turn of melee) may not make melee attacks until
the following turn, as they are in the process of dodging blows and desperately
readying their melee weapons. If a soldier held its fire and prepared for
contact, conduct melee as normal.
Missile Combat Resolution
.0 Once a missile attack has been declared, measure the distance to the
target. If the target is within the weapons base range, there are
no attack penalties.
.1 For every increment beyond base range, there is a cumulative attack modifier
of -1. For example, a bow fires at no penalty at up to 6"; there is
a -1 modifier from 6" to 12", a -2 modifier at 12" to 18",
etc.
.2 Each weapon also has an attack modifier reflecting its accuracy and lethality.
.3 The attacker rolls 3d6 and adds any weapon and range modifiers. All modifiers
are cumulative (i.e., added together), except as noted. If the final score
equals or exceeds the targets defense number, the target is killed.
.4 Normal soldiers have a defense number of 10, but this may be modified
by armor or cover.
.5 Soldiers that moved normally suffer an additional -1 attack modifier
to missile fire. Soldiers can not charge and fire in the same turn.
.6 If firing into a melee of enemy and friendly soldiers, roll the attack
with a -1 modifier. If the attack misses, immediately roll against the defense
number of the closest friendly soldier.
.7 Mounted soldiers suffer a -1 modifier to all attacks with missile weapons,
in addition to any other modifiers (i.e., -2 if such attacks are made after
movement).
.8 Due to the unpredictability of war, any natural roll of 3 is a miss,
and any natural roll of 18 is a kill regardless of other modifiers.
| Weapon Bow Crossbow Handgun Sling Longbow Spear/Axe Dagger |
6" 8" 5" 5" 8" 2" 2" |
+ 0 + 2 + 0 + 0 + 1 + 0 - 1 |
|
Note: Remember to double all ranges for 1/35 scale soldiers.
* Targets gain defensive modifiers from some cover, but modifiers are ignored for armor or wooden cover, like mantlets or hoardings.
** May only be used by English or Welsh troops.
Melee Combat Resolution
.0 The first strike in melee frequently means the difference between life
and death. Longer weapons usually strike first during the initial exchange,
but smaller and faster weapons are handier if the fight bogs down into subsequent
turns.
.1 In the first turn of melee, the first blow is struck by--
a) the soldier who moved to contact, unless,
b) his opponent has a weapon that is one or more classes higher, or,
c) his opponent is fighting from above (e.g., castle rampart, staircase,
etc.).
.2 For the second and following turns of melee, the first blow is struck
by
a) the soldier who struck first previously, unless,
b) the opponent has a weapon that is one or more classes lower, or,
c) the opponent is fighting from above.
.3 Soldiers attacked from the rear do not return a blow on the first turn
of melee, and receive 2nd blow position in the second turn. Soldiers attacked
from the flank receive 2nd blow position on the first round of melee.
.4 In addition to its attack class, each weapon has a unique attack modifier
that reflects its armor penetration and lethality.
.5 Soldiers gain a +1 attack modifier at the end of a charge. Soldiers entering
melee as the result of a normal move, or soldiers failing to conclude their
charge do not gain this bonus. For example, soldier A charges soldier B,
but his move falls short of melee distance. If soldier B counter-charges
and engages soldier A, only soldier B has a +1 charge bonus.
.6 Roll three d6 and add any attack modifiers. If the final score equals
or exceeds the targets defense number, the target is killed. If the
roll is lower than the defense number, the target is considered unharmed.
.7 Normal soldiers have a defense number of 10, but this may be modified
by armor.
.8 Due to the unpredictability of war, any natural roll of 3 is a miss,
and any natural roll of 18 is a kill regardless of other modifiers.
| Weapon Unarmed Mailed Fist Dagger Shield Rim Club/Quarterstaff Battle-Axe Hammer Mace Sword Flail 2-H Axe Spear 2-H Sword Peasant Weapon Pole-Arm Halberd Mounted Lance Pike |
1 1 1 1 2 2 2 2 3 3 3 4 4 4 4 4 5* 6* |
-3 -2 -1 -2 -1 +0 +0 +0 +0 +1 +1 +0 +2 -1 +1 +2 +1 +0 |
* If failing to kill an opponent in the first turn of melee, pikes and lances are typically discarded in favor of hand-weapons such as a swords or maces. If victorious, the soldier can use his pike or lance against his next foe.
Armor and Cover
.0 Normal soldiers have a defense number of 10. Armor increases a soldiers
defense number, making him harder to kill. A soldier is killed when an opponent
scores higher than his defense number during a melee or missile attack.
.1 Unarmored soldiers wear nothing heavier than clothing and perhaps helmets. Generally, this category applies to peasant levies and early barbarians like Picts and Celts. No defense modifier.
.2 Light soldiers wear layers of cloth, leather, or quilted gambesons. Most wear open-faced helmets. A lucky few wear short mail shirts or a simple breast-plate. Archers and militia are frequently categorized as Light soldiers. Defense modifier of +1.
.3 Medium soldiers typically wear chain-mail or brigandine coats of plates. Almost all wear open or full-face helmets. A few supplement their mail with plate armor on their legs and arms. The popular image of a man-at-arms is an example of a Medium foot soldier. Most professional soldiers, mercenaries, and early medieval knights fall into this category. Defense modifier of +2.
.4 Heavy soldiers wear plate armor over most of their bodies, and typically wear full-faced or visored helms. Gothic, White Armor, and most transitional plate-mail falls into this category. Generally speaking, Heavy foot and horse are the noble-men and high-ranking soldiers of the later middle-ages. Defense modifier of +3.
.5 Shields give soldiers a +1 modifier against attacks from the front or left flank. Bucklers (small shields) provide a defense bonus only against melee attacks, and may not defend against missile fire. Even if the figure is equipped with a shield, soldiers fighting with two-handed melee or missile weapons may not claim this bonus.
.6 Mounted soldiers gain a defense bonus of +1 in addition to any modifiers for armor. The reason for this is that mounted soldiers are more difficult than infantry to fight during melee combat, and present a faster moving target for missile troops. This bonus is already included in the table below.
.7 Cover modifiers are cumulative with armor, but are applied only against missile attacks. Melee attacks are not protected by cover.
| Armor Category Unarmored Light Foot Medium Foot Heavy Foot Unarmored Horse Light Horse Medium Horse Heavy Horse Shield* |
+0 +1 +2 +3 +1 +2 +3 +4 +1 |
*Cumulative when attacked from front or left flank
| Cover Low Wall In Woods Battlements/Window Behind Mantlet Behind Arrowslit +4 |
+1 +2 +2 +3 +4 |