Wednesday, October 2, 2019

The Ubiquitous Man-at-Arms

If I’m going to so carelessly apply house rules, then it would make sense that I clearly define the most important building block in DOK. That to me would be Men-at-Arms (MAA), armored horsemen capable of fighting on foot. Their target cost is approximately 40 ecus. Here’s the line I’m going with:

Mounted MAA: Combat Factor 4/2, Move 3/1, Rally 7+, Charge Bonus +2, Cause Panic, Shock, Pursuit
Dismounted MAA: Combat Factor 3, Move 2/1, Rally 6+, Heavy Armor, Special Support

Cause Panic: Any unit subject to panic must immediately make a rally roll when charged by a unit that causes panic. Failure results in a demoralization, which is added prior to the combat roll. Modifiers include leader rally bonuses (+1 or +2), single or double demoralization (-1), support from MAA (+2 per side), and support from any other units (+1 per side).

Shock: Any unit with shock that is able to apply its charge bonus causes an additional demoralization marker if it wins combat with a natural roll of 9 or 10.

Heavy Armor: Any K or DD is treated as a D on the Archery chart.

Special Support: MAA add +2 per side supported when checking units subject to panic. MAA support allows any number of continuous Longbow units to support normally. If MAA support is lost due to retreat or destruction, then Longbow units immediately lose this bonus. NOTE: This rule allows the long wings of archers at Agincourt and Verneuil to fight effectively in close combat (which they did), and it makes the MAA supporting those archers an even more desirable target to engage and eliminate (as they were).

Pursuit: I’m thinking this over for Verneuil, currently handled as in DOK.

Options where historically appropriate:

Elite: +1 CF (unless mounted in difficult terrain), +1 RF (+20 ecus)
Rash: +1 CF which is permanently lost when demoralized, must follow up even if demoralized or double demoralized and not already engaged, +1 RF (free)
Dismounting: I’m hesitant to include this option unless the historical replay demands it.

Astute readers will notice that my house rules only slightly vary from the official version. So why bother? Cuz it’s fun! Chipco’s leniency towards home rules is one of their finest qualities, so I take liberties.

I certainly do seem to be throwing out a lot of oddball special rules. Hopefully I’ll properly think through them all prior to the next game time. After reading Little Wars TV’s outstanding effort with Age of Hannibal, I definitely think they nailed how to introduce special rules to a unit’s basic stat line. 1. Keep it short. 2. Keep it simple. In fact, Age of Hannibal probably deserves its own detailed discussion on subtle adjustments to the basic Chipco engine that are well worth considering. Another time.

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