Warriors of God: War by Proxy
Warriors of God: War by Proxy Rulebook
Table of Contents
Table of Contents
Setup
| Area | Control | Leader | Troops and other units |
|---|---|---|---|
| England | English control | Edward I (***) 3-5 | 3 troops |
| Scotland | English control | ||
| Wales | English control | 2 Welsh Longbow (independent) | |
| Flanders | English control | Guy de Dampiere (**) 2-5 | 2 troops |
| Holland | French control | Floris V (*) 4-4 | 2 troops; 2 Frisian (independent); 1 West Frisian (independent) |
| Picardy | French control |
Holland is now a playable area with a value of II. It has a VP value of 0 if both Frisian and West Frisian independent troops are present; a value of 1 VP if there is only one independent troop; and 2 VP if both have been eliminated.
Non-Aligned: Jan I of Brabant (**) 3-5 + 1 troop; Reinoud I (*) 1-3 + 1 troop
| Turn | Years | English | French | Non-Aligned |
|---|---|---|---|---|
| 1 | 1281-1289 | Willem van Gulik (*) 3-3; John Balliol (**) 1-3 | Jan II of Holland (**) 2-3; William Wallace (*) 5-1 | Otto IV of Burgundy (**) 1-4; Jan II of Brabant (**) 1-3 |
| 2 | 1290-1299 | Robert III of Flanders (**) 2-2; Edward II of England (***) 1-2 | Robert II of Artois (**) 4-1; Willem III of Holland (**) 2-5 | Jacques de Molay (*) 3-1; Robert I of Scotland (**) 2-6 |
| 3 | 1300-1309 | Arthur II of Brittany (**) 1-5; Jan III of Brabant (**) 2-4 | Mahaut d'Artois (**) 4-3; Phillipe V of France (***) 1-6 | Eudes IV of Burgundy (**) 2-5; Robert III of Artois (*) 3-1 |
| 4 | 1310-1319 | Nicolass Zannekin (*) 3-2; Edward III of England (***) 1-2 | Louis de Dampiere (*) 1-4; Phillipe VI of France (***) 1-5 | Reinoud II of Gelre (*) 3-3; David II of Scotland (**) 1-2 |
Flanders
Since the battle of Bouvines in 1214, the French king had maintained a dominant position over the County of Flanders. In the decades following, the English would work to erode the French position, exploiting the economic power of the wool trade and the growing wealth of the merchant class in the Flemish towns. Brugge (Bruges in French) during this time period, the de facto capital of Flanders, would grow into the largest city in Europe based largely on the wool trade, exceeding both London and Paris in size. It was here as well that the anti-French rebellion of 1320 began.
Special VP
Flanders is worth an additional VP (for 3VP) if the same power controls both Holland and Flanders. It is worth 4VP if Flanders, Holland and Luxembourg are all controlled by the same power.
England is worth 3VP if both it and Scotland are under English control. England is worth an additional VP if the English king is present (the English can still score IVP [sic: 1VP] if the king is present whether or not England is uncontrolled or controlled by the French).
The power which eliminates the last unit of an independent gains 1VP.
Fleets
Fleets are a new type of specialist unit. They represent war ships, transports, crew and soldiers. There are five fleets, two for England, and one each for Picardy, Flanders and Holland, which can only be raised in the home area as indicated by the crest. A maximum of 1 fleet SP can be raised per turn per area (and this counts towards the total number of troops raised in an area). To expand a 1 SP fleet to 2 SP, it must be in its home area as indicated by the crest. England has a maximum of two 2 SP fleets. If two 1 SP England fleets are commanded by the same leader, they can be combined into a single 2 SP fleet at any time fie [i.e. flip] one fleet over to its 2 SP side and remove the other fleet; this counter can then be raised like any other regular troop SP. Likewise, a 2 SP England fleet could be split into two 1 SP fleets, if the second fleet counter is available and not already in play on the map.
Fleets may only be commanded by a king, admiral (indicated by anchor symbol), or a 2-star leader from Flanders or Holland. A king or admiral may command any fleet (for example Philippe V, if King of France and in a position to do so, could take command of an England fleet, a Holland fleet or Flanders fleet, as well the Picardy fleet). A 2-star Flanders leader may only command the Flanders fleet. A 2-star Holland leader may only command the Holland fleet. Fleet SP count against a leader's usual limit, except admirals may command 2 fleet SP in addition to their usual limit of 3 SP for one star, 6 for two stars, 9 for three stars).
Fleets may only be placed in or move to a coastal area. The exact placement of a fleet is irrelevant due to the scale and time frame of the game. For example, a fleet on the "south" coast of England could move directly to Scotland (it hasn't been dragged overland but is assumed to have sailed around Wales).
Movement over sea connection arrows is changed to the following. The number of leaders which may use a sea connection depends on control and the presence of fleets. The minimum number is 0. Add 1 if there is a friendly control marker in either the starting or destination area (total of 1 even if both areas are controlled). Add 1 for each friendly, commanded fleet SP in either area. Subtract 1 per each enemy commanded fleet SP in either area. Subtract 1 if there is an enemy control marker in either area (maximum of 1). The maximum number of leaders which may use a sea connection is 2. Note that a fleet does not have to move with a leader(s) using a sea connection.
Example: Edward I and John Balliol are in England (English control). Edward commands a 2SP England fleet. Normandy is unoccupied and uncontrolled. Robert of Artois is in Picardy (French control) in command of a 2SP French fleet. Jan II of Holland is in Holland (French control) in command of a 1SP Holland Fleet. Both English leaders could move to Normandy (+1 for control, +2 for fleet SP = 3 leaders, but there is a maximum of 2). No leaders could move to Picardy (+1 for control, +2 for fleet SP, -1 for enemy control, -2 enemy fleet SP = 0), and one leader (either Edward or Balliol) could move to Holland (+1 for control, +2 for fleet SP, -1 for enemy control, -1 enemy fleet SP = 1).
If a leader makes a move from a coastal to a non-coastal area, any fleets must be left in the coastal area. Unlike other troop SP, fleets are not removed if left out of command. They are left on the board until an eligible leader can take command according to usual procedure (but fleets out of command have no effect on game play).
Flects [Fleets] in combat behave like any other SP. In a siege, Fleet SP can also be used like Gunners (up to 2 SP as usual, ie not 2 Fleet SP and 2 Gunner SP).
Naval Battles
If both sides have fleet SP in an area, a separate naval battle is fought before regular battle or siege is determined. Naval battles always consist of three rounds, with no option of running away. Strength consists of the fleet SP, plus troop SP (including leader troops) up to the number of fleet SP (including any longbow bonus). Excess SP are ignored and are not affected (ie. these cannot be removed to satisfy losses). Bravery is that of the commanding leader (king, admiral, or 2 star Flanders/Holland leader). If both a king and admiral are present in one force, the owning player can choose which bravery rating to use, otherwise normal ranking rules apply. When hits are applied in a naval battle, losses can only be taken from those units involved in the battle. and must first be taken from troop SP and leaders before fleet SP can be removed. This can result in a force becoming "leaderless" In this case bravery is 0 for the rest of the combat. If a naval battle leaves one side without any leaders, no regular battle is fought. The leaderless SP are simply ignored until the Deploy Troops phase (and any troops left unassigned are removed as usual in the Dispose of Unassigned Troops phase).
Historical Note on Fleets
Fleet pieces are included in this scenario, since a number of key naval battles were fought in the wars over Flanders (but without making major changes to the overall rules). Naval battles at the time were often more bloody than land battles. Once combat was begun, there was little maneuver and a number of battles were multi-day affairs. Thus in this variant, naval battles have a set length. A naval victory can give advantage to a subsequent land campaign and can also help in sieges in coastal areas (representing blockades). Use of fleets can be risky. Lose a key leader and your fleet pieces may end up stranded in an area you can no longer easily reach (or at least it would use up actions getting a naval leader to that area to take command), if an enemy leader has not already taken command of those naval resources. Unlike land troops, unassigned naval SP are not removed and can, therefore, be difficult to replace. Think of it this way: a Holland fleet left in Normandy does not represent a bunch of empty ships stranded on the Norman coast. It represents a loss of naval potential from Holland, while Normandy, at least temporarily, has gained some naval potential.)
Independents
Independents are special troop SPs representing some of the last "tribal" nations in Western Europe, the Welsh and Frisians. Independent SP are never moved or commanded. They never attack but only defend. Any independent SP reduce the value of their home area by 1 VP per force. Wales is reduced to 1 VP if there are any Welsh SP. The West Frisian SP and Frisian SP each reduce the VP value of Holland by 1. For example, Floris V attacks and eliminates both West Frisian SP. The VP value of Holland would be reduced from 2 to 1 (for the Frisian SP). To attack an independent, place an aggressor marker on the force you are attacking. This counts as a "move". Independents cannot accept siege and will always fight a field battle. Strength is the total number of SP in the force and bravery is the total number of counters. Longbow bonus applies. For example, at full strength, the Welsh (2 have a bravery of 2 and 2 SP plus a 2 SP Longbow bonus Bravery, 4 SP); the West Frisians have a bravery of 1 and 2 SP; and the Frisians have a bravery of 2 and 4SP. [Sentence as printed; garbled in the source.] Additional friendly forces can join in simply by moving into the area. All combat with independents in an area is resolved first, then regular combat, if any, is resolved as usual.
Each turn, during Deploy Troops, an independent can replace 1 SP if available, unless completely eliminated. For example, if both Welsh SP are eliminated, they can never be replaced. In fact, in the case of the Welsh, once eliminated as an independent power, Welsh SP are raised and used as troop SP as usual. Frisian and West Frisian SP are considered completely separate. That is, if both West Frisian SP are eliminated, they may not be replaced even if Frisian SP are still in play. Unlike the Welsh, Frisian/West Frisian SP cannot be raised as troop SP: once completely eliminated they are gone for good.
There is a maximum of three combat rounds, but independent SP will always attempt to withdraw into their native mountains or swamps after a round of combat, and can do so without penalty. This is not running away, there is no final battle round. Combat simply ends, remove the aggressor marker, with both forces left in their current locations. To continue with a second or third round of combat, the aggressor's commander must roll equal or less than his/her bravery after each round. After the third combat round, the battle immediately ends.
Templars
The Knights Templar SP is placed with De Molay when he enters play. No other units are raised by De Molay when he is placed on the board. De Molay may subsequently command other troops, but no other leader may command the Knights. In combat, the Knights Templar is treated as a chevalier (ie. it can absorb 2 hits), but when eliminated, the Knights Templar SP cannot be rebuilt, it is permanently removed. (The side eliminating the Knights Templar SP gain IVP [sic: 1VP], just as if an independent force was eliminated.)
Scotland
Scottish leaders (only) may escape to Ireland as if it had a land connection with Scotland. Scottish leaders can move back to Scotland as if it was a regular land movement (that is, the move is not considered to use a sea connection).
Braveheart
Wallace can remove English control in Scotland as an action regardless of the presence of any English controlled leaders.