Invasion 1066: Stamford Bridge
Invasion 1066: Stamford Bridge Rulebook
Table of Contents
Table of Contents
Invasion 1066 Basic (Series) Rules
1. Components
- 11”x 17” map
- Counter sheets (140 counters)
- One cover sheet/player aid
- One player aid
- One rules booklet
- The game requires a six sided die, not included
2. Facing & Zones Of Control
The diagram on the map describes how a unit must be placed so that the top edge of the counter always faces one of the six available vertex (where two hexsides join). This establishes the front facing of the unit, together with its flanks and rear facings.
2.1 A unit can influence the area directly in front of it, that is, the two hexes that touch the unit’s front facing are under its control. This is referred to as the unit’s zone of control (ZOC). All units except routing units and leaders have a ZOC.
2.2 A unit can only ever attack other units that lay within its own ZOC. That is, units can only attack out of their front hexsides.
2.3 As soon as a unit, while moving, enters an enemy ZOC, the unit must stop and end its movement for that turn (except routing or pursuing troops which ignore enemy ZOCs). A unit is free to move next to the flanks and rear of an enemy unit without this restriction.
2.4 If a unit starts its movement phase in the ZOC of an enemy, the unit can move away from that enemy but it may only move a maximum of 1 hex that turn and the hex moved into cannot be next to the same or another enemy unit.
2.5 Note that units will often find themselves in each others ZOC, the ZOC of both units does exist at the same time.
3. Sequence Of Play
3.1 The scenario will describe how many game turns are played in that battle and which side is player ‘A’ and which is player ‘B’.
Each game turn is divided into two parts. Player ‘A’ conducts the various phases listed below in strict order, starting with a missile phase and ending with a reorganisation phase. Player ‘B’ then becomes the phasing player and follows exactly the same procedure.
Once both players have conducted their player phases, that turn ends. The game turn marker is advanced 1 position along the turn track and the sequence of play begins again. Once the final turn has ended, check the victory conditions to establish the winner.
3.2 Missile phase - offensive The Phasing player may fire with any friendly missile capable troops that are on their unfired side.
3.3 Movement phase The Phasing player can move all, some or none of their units. Note that ‘routing’ units MUST move.
3.4 Missile phase - defensive The non-phasing player may fire with any missile capable units that are on their unfired side.
3.5 Combat phase Each and every ordered unit (but not missile capable units) belonging to the phasing player may attack one enemy unit in its ZOC using the Close Combat Table.
3.6 Reorganisation phase The Phasing player can attempt to reorganise any and all ‘disordered’ and ‘routing’ friendly units that are not in an enemy ZOC.
3.7 Player ‘B’ now becomes the phasing player repeat the above sequence starting with the missile phase and ending with the Reorganisation phase. Player ‘A’ will now be the non-phasing player.
3.8 Finally, at the end of the turn, flip all missile capable units of both sides to their unfired side.
4. Missile Units
4.1 Each missile capable unit on the map can only fire once per game turn, but the owning player can choose whether each individual unit will fire in the missile offensive phase or the missile defensive phase. Once fired, the unit is flipped over to its fired side so that it cannot mistakenly be used twice during the game turn.
4.2 During a friendly missile phase, each friendly ordered missile capable unit on its unfired side may fire once at an enemy unit that is within weapon range (see Missile Table). There are no modifiers. For each unit firing, a die is rolled, the Missile Table shows the scores needed to disorder the target unit.
4.3 Missile results are either ‘no effect’ or ‘disruption’. Units can never be eliminated by missile fire. Exception: An enemy leader alone in a hex may be the target of missile fire and eliminated. (14.4)
4.4 Whenever a missile capable unit rolls either a 1 or 2, then the firer is out of arrows and is removed from play and placed into the ‘Out of Arrows’ box. Exception: Saxon archers in Hastings never run out of arrows
4.5 A missile capable unit may only fire out from their front facing (see example). Archers have a range of 2 hexes and all others have a range of 1 hex. See example diagram 4.5 on back of cover.
4.6 Missile capable troops that have a range of more than 1 hex can never fire through an occupied hex to reach beyond it (i.e. they cannot fire over the heads of units to reach beyond). See example diagram 4.6, unit “A” blocks fire. They may fire along a hexside with troops on one side as long as the hex on the other side is clear.
4.7 If a missile capable unit has a choice of targets, but one of the targets is in its ZOC, then it must fire at that unit next to it in preference to one that is further away. See example diagram 4.7, unit “A” must be target
4.8 If a missile capable unit receives a disordered result in any type of combat, it is eliminated instead.
4.9 A unit can receive more than 1 missile attack per phase and per turn.
4.10 Missile capable units cannot attack a unit in close combat, they may only attack in a missile phase and use the Missile Table. Though of course, they can themselves be subjected to close combat, which is why they have a combat value.
5. Movement
5.1 All ordered units have a movement allowance of 3 movement points (MPs) per turn. Leaders have 4 MPs per turn. Units (not disordered units) that start the movement phase with or adjacent to a leader have an increased movement allowance of 4 MPs per game turn.
Routing units have their movement allowance increased to 4 MPs which must be fully used each turn. (10.0)
Disordered units have their movement allowance reduced to 2 MPs per turn.
5.2 During the movement phase, a player may move any friendly units of their choice across the map. Units move from hex to adjacent hex, paying the amount of movement costs required to enter each new hex (see Terrain Table for costs).
5.3 Though a unit can only attack into its frontal hexes, it is free to move in any direction regardless of facing (except charging cavalry). At the end of its movement, the unit can be faced in a direction of the owners choosing. A unit that does not move during the movement phase, may still have its facing changed anyway, even if it is in the ZOC of an enemy unit.
5.4 Units (other than those routing or pursuing) must stop when entering an enemy ZOC. (2.3)
5.6 Units can move into a hex of a friendly lone leader but not one occupied by another unit. Missile capable units have an interpenetration rule. (7.0)
5.7 A unit can move out of an enemy ZOC but it can only move 1 hex that turn and the hex moved into cannot be next to the same or another enemy unit.
5.8 If a unit moves off the map for whatever reason, it never returns to play and counts as eliminated for victory point and morale purposes.
6. Charging Cavalry
6.1 During their movement phase, ordered cavalry can choose to charge the enemy rather than moving normally. This may be done at any time during a players movement phase so other units may move and/or charge before and after the cavalry units charge. The cavalry has its movement allowance increased to 4 MPs for this purpose (a leader cannot add to this). As it moves hex by hex, it can only move into one of the two hexes in its frontal facing (see charge diagram 6.1 on back of cover). To conduct a charge, cavalry must start their movement phase at least two hexes away from the target unit (i.e. at least 1 hex gap is between charger and target).
6.2 Some types of terrain may prevent cavalry from charging through or at targets in it. Cavalry may not charge into or through Morass, Brook or Slope hexes and thus enemy units in these hexes are immune to cavalry charges.
6.3 Cavalry that begin their movement phase in the ZOC of an enemy unit cannot charge.
6.4 Charging cavalry must attack the first enemy unit that it contacts through its frontal facing (i.e. its own ZOC) using the Close Combat table. If both frontal hexes contain enemy units, the attacker can choose which one of those units to attack. Charging cavalry get a +2 bonus to their combat value. Following the attack if the cavalry was not eliminated it is disordered if not already disordered. Charging cavalry do not change facing at all throughout the charge.
6.5 If a charge eliminates an enemy unit then the cavalry must advance into the hex and stop. Its facing does not change. This combat and advance after combat may cause a leader loss. (14.3, 14.4)
6.6 A charging cavalry may attack an enemy leader alone in its hex. The attacking cavalry unit automatically “wins” the combat and advances into the hex per the normal rules. (6.5). Combat and advance may cause leader loss. (14.3, 14.4)
7. Interpenetration
7.1 During movement, units capable of interpenetration (archers in Hastings) can exchange position with any other friendly unit that is either next to its front or rear facing. Simply swap the two units, this totally exhausts the movement allowance of each unit for that turn. One (only) of the units can be adjacent to an enemy prior to performing this exchange. See example diagram 7.1 on back of cover. Archer may switch places with units A or B.
7.2 Interpenetration is movement and units may not enter terrain prohibited to them through interpenetration. Any terrain that will disorder a unit when entered by movement will also disorder a unit when entered by interpenetration.
8. Combat Phase
8.1 Units (not missile capable troops) that start their combat phase having an enemy unit in their ZOC may attack the enemy using the Close Combat Table. Attacks are always resolved 1 unit against 1 unit.
Attacking is completely voluntary.
8.2 The attacking player chooses in which order the attacks are conducted. In each case, the attacker compares the combat value of the attacking unit with the combat value of the defending unit. The combat value of each unit may be modified by certain factors such as terrain, facing, charging or leadership as described on the Close Combat Table. The difference between the two values is called the differential.
8.3 The attacker rolls a die and adds the score to the differential to get the final attacking strength. Cross index that final attacking strength with the combat results on the Close Combat Table and implement immediately.
Important - regardless of the original combat value of a unit, while it is disordered, its basic combat value (before modifiers) becomes 3.
Example: A unit with a strength of 5 attacks a unit with a strength of 4. This would produce a differential of +1 for the attacker. Roll a die (say a 2 is scored) and add the result to the differential (2 +1 = 3) to get the final strength. On the Combat table a final strength of 3 means that both attacker and defender become disordered.
If the defender had occupied a slope hex it would have received a combat modifier of +1 to add to its own combat value. This would have reduced the differential to zero so that the final strength (diff 0 + Dice throw of 2) would have been ‘2’, which would be a disorder for the attacker instead.
8.4 If a unit receives an ‘eliminated’ result, it is removed from play the attacking unit MUST advance into the hex, together with any leader that might be stacked with the attacker but the unit must maintain it’s facing. If the defending hex was occupied by an enemy leader whose unit has been eliminated or routed away see (14.4) for leader loss rules.
8.5 Defenders never advance after combat.
8.6 Each unit may only make one close combat attack per game turn but each combat unit and leader can be attacked more than once by close combat each game turn.
8.7 If a unit attacks into an enemy flank or rear facing then it gets +2 modifier to its combat value.
8.8 Combat results are limited to ‘disorder’, ‘elimination’ and ‘no effect’.
8.9 If an enemy leader is alone in a hex then a friendly ordered unit may attack the leader. The attacking unit automatically “wins” the combat and advances into the hex as per the normal rules. (8.4). Combat and advance may cause leader loss. (14.3, 14.4)
9. Morale
9.1 Whenever an ‘Elimination’ result is suffered as a result of the Close Combat Table (including charging / leader casualties), the player taking the loss must take a morale test for each friendly class (see 9.2) of units adjacent to the eliminated unit / leader.
9.2 The playbook will describe which classes units belong to but it will typically be based upon function, nationality / tribal or warrior class etc. So for example in a Hastings game, the Normans would be split into 3 nationalities, Norman, Breton and Franco-Flemish, while the Saxons would be split into 2 warrior classes, Housecarl (Thegn) and general Fyrd.
9.3 To take the morale test, roll a die and add to the score the number of units already eliminated from the testing nationality / tribe or warrior class etc. This includes the unit that has just been eliminated and all associated dead leaders of the testing group. Check the total score against the Morale Check Table. If the score equals or exceeds the break level of the particular group being tested, then the testing group has failed.
9.4 If the morale test is passed, then play continues normally. If the test is failed then all units of the same testing warrior class / nationality / tribe / function with or adjacent to the eliminated units hex are marked with ‘rout’ markers.
9.5 Each of these newly routed units must immediately be rotated so that it’s front facing now points towards its own map edge. It immediately spends 4 MPs to retreat and must only move out of its front facing. Rules 2.3 and 2.4 are ignored, if a vacant hex exists, it must move into it.
9.6 If a routing unit cannot expend all 4 MPs because both hexes to the front of the unit are blocked by other units (friend or foe) then the routing unit is eliminated instead though this does not trigger another morale test but the eliminated unit will contribute to future morale tests.
9.7 All normal movement rules apply, i.e. a routing unit would end its movement without being eliminated if it entered terrain that would normally force it to stop moving for that turn (such as morass or brook). If possible, units should take a path that is least likely to be obstructive in terms of spending MP’s to get off the map. (it must however continue to only move through its front hexes) Rule 2.4 does not apply here.
9.8 While ever a unit is under a ‘routing’ marker, its movement rate is increased to 4 and its combat value is reduced to 2.
10. Disordered & Routing Units
10.1 Units marked with a ‘rout’ marker MUST also move as described in 9.6 in every subsequent friendly movement phase until it either successfully reorganises and has its rout marker replaced with a disorder marker or it leaves the map in which case it counts as eliminated for victory and morale purposes.
10.2 Disordered units have a movement allowance of 2 and a combat value of 3 regardless of their ordered values. They may not attack. Missile capable troops are never disordered, rather, they are eliminated instead.
10.3 Routing units have a movement allowance of 4 and a combat value of 2, they cannot attack or fire. They continue to have a facing but do not have a ZOC.
10.4 Leaders never rout but can choose to stay and move with a routing unit that they are stacked with.
10.5 Disordered units that receive a further disorder result simply remain disordered.
10.6 If a disordered unit routs, replace the disordered marker with a ‘rout’ marker. Routing units are never effected by any combat result other than elimination.
11. Reorganisation
11.1 Units are always in one of three states; ordered, disordered or routing. All units start the game ordered but through the rigours of battle some may deteriorate into disorder or rout.
11.2 The only way that a disordered or routing unit can recover to a higher state is to pass a recovery test.
11.3 During the reorganisation phase, each friendly disordered or routing unit can make a recovery attempt providing the unit is not in an enemy ZOC at the time. Additionally, routing units must be with or next to a friendly leader before they can test.
11.4 Roll a die for each testing unit and check on the appropriate line on the Reorganisation Table for the result.
11.5 Note that if a non missile capable routing unit passes its test it does not immediately become ordered, rather, its routing marker is replaced with a disordered marker and it can change facing - it can then try to lose its disordered status in any of the following friendly reorganisation phases.
11.6 Missile capable units that rally from rout become ordered.
11.7 A leader can assist any and all friends that are with or next to him to recover providing the leader is not himself next to an enemy.
12. Terrain
12.1 The Terrain Table explains the movement point cost for a unit to enter into a particular hex type and shows the effect on close combat (not missile fire) that the terrain may have. The exclusive rules will discuss individual terrain types.
13. Stacking
13.1 Only 1 unit can occupy a hex at any one time. This may never be exceeded, even momentarily.
13.2 A hex can also contain 1 leader and 1 rout or disorder marker in it.
14. Leaders
14.1 If a unit is stacked with a leader at the moment of combat, it receives a combat modifier of +1.
14.2 Leaders cannot refuse to be involved in the combat of any unit that it is stacked with.
14.3 Whenever a leader, is involved in a close combat, or is in a hex that receives missile fire then following that combat and regardless of it’s outcome, the player controlling that leader rolls a die, on a ‘1’ the leader is considered killed and is removed from play. This does trigger a separate morale test.
14.4 When a unit advances after combat into a hex containing an opposing leader, the player controlling that leader rolls a die, and on a result of 1 or 2 the leader is removed from play, triggering the morale test for adjacent units. (9.1) Note that this means that a leader who has an enemy unit advance after combat into its hex must have first survived the leader check from combat, (14.3) and then take another for the enemy advance into its hex.
14.5 Leaders are never disordered and never rout. However they can choose to remain with a routing unit at the moment the unit routs (i.e. it may choose to move with the unit).