Following the lengthy reply I made in comments relating the last Crusades post, I thought it might be useful if I posted these. They are the army lists and quick reference sheets that I'll use here for TtS Crusades games. They have all of the house rule amendments included (at least I'm pretty sure they do), and the sheets over ride the rules as originally published.
Obviously, the lists reflect what's in my collection. The rule changes have been made purely to add an extra layer of depth to give my Crusades games more period characterisation - this is especially the case when it comes to missile weapon technology.
I've added a new formation called whirling mass specifically to reflect the tactics of Turcoman horse archers. Unlike settled Seljuk Turks and Arab troops, who used shower shooting whilst stationary, Turcomans were constantly on the move when shooting. Turcomans used, what I can only describe simply as, 'shooting by tribal caracole': That is sweeping in in large groups, before shooting, then retiring, the process constantly being repeated by more groups behind. This whirling, dust raising multi-unit tactic is a difficult thing to model, so I've come up with whirling mass. (see notes under Turcomans in the lists below).
I've also added a couple of simple rule changes for impetuous troops who often charged without orders, and made a simple change to the way artillery works.
Possibly the most radical change I've made is to dispense with ammunition chits altogether because so much in the Crusades shoots; having stacks of chits everywhere isn't great; I frequently forget to expend them on shooting (or worse put them into the replenishment stack); it is a needless complication that slows the game down. Units do still go out of ammunition (and such units are marked with a counter) but, they do so following activation to shoot, on drawing a 1 (ace) chit when determining if there is a hit or not (javelins are treated slightly differently - see QRF). Ammunition is replenished in the usual way except that on a single replenishment the unit counts as 'loaded' until it draws a 1 (ace) chit again. I do something similar for lances. I do not have separate lance and ammunition chits, they amount to the same thing and have been termed 'replenishment chits'.
I'll stick my neck out here and say that Simon M. will not mind me publishing this as I think the official TtS army lists and QRF are free to download from his site, and he's quite open to new ideas. He calls his amendments TtS Even Stronger; I call my amendments TtS Even Longer.
EDIT: Since originally posting I have edited the tables and reposted them here. Some people are not getting the tables in the right format. If you are experiencing difficulties, drop me an email (see my contact details in the sidebar), and I'll send you the original MS Word doc.
Syrian
|
|||||
Unit |
Description |
# |
Save |
Cost |
|
Generals & heroes |
Mounted, attached general |
1 - 3 |
2+ |
5 |
|
Upgrade to heroic |
Any |
3+ |
+1 |
||
Upgrade to senior general |
0 - 1 |
- |
+1 |
||
Mounted, Turcoman tribal leader ¹ |
0 - 1 |
2+ |
5 |
||
Heroes |
4 - 8 |
- |
1 |
||
Askari or Ghulams |
Cavalry lance, veteran |
1 - 3 |
6+ |
11 |
|
Upgrade by adding composite bow |
Any |
- |
+2 |
||
Other Syrian or Kurdish cavalry |
Cavalry lance |
1 - 6 |
7+ |
9 |
|
Upgrade to veteran |
Up to 1/2 |
6+ |
+2 |
||
Bedouin cavalry |
Light cavalry lance or javelin, raw |
0 - 4 |
8+ |
4 |
|
Upgrade from raw |
Any |
7+ |
+1 |
||
Reform two units into tribal
mass ² |
Any |
- |
-1 |
||
Turcomans |
Light cavalry composite bow |
4 - 8 |
8+ |
5 |
|
Reform two units into whirling
mass ³ |
Up to 1/2 |
- |
0 |
||
Upgrade to impetuous ⁴ |
Any |
- |
-1 |
||
Ah’dath |
Shieldwall, raw |
0 - 5 |
8+ |
5 |
|
Upgrade spearmen to glaiveman (2HCW) |
Up to 2 |
- |
+1 |
||
Muttatawwia |
Warriors, deep, impetuous |
0 - 2 |
7+ |
10 |
|
Upgrade to warriors, fanatics, deep, impetuous ⁴, added hero |
0 - 2 |
8+ |
+1 |
||
Kurds or Daylami foot |
Javelinmen, veteran |
0 - 2 |
6+ |
7 |
|
Crossbowmen |
Light infantry, crossbow |
0 - 2 |
8+ |
4 |
|
Al-ashair |
Light infantry, composite bow, raw |
0 - 5 |
9+ |
3 |
|
Naffatun |
Small light infantry unit, hand hurled ITW weapon ⁵ |
0 - 2 |
8+ |
3 |
|
Artillery |
Small artillery unit. |
0 - 2 |
7+ |
7 |
|
1 |
Notes Must command at least at least four tribal units; may not command
other troops. |
||||
2 |
·
A tribal
mass is represented by placing one unit directly behind the other with
the same facing. ·
A tribal
mass has two hits; it is disordered after receiving a first hit, lost
after receiving the second. ·
A tribal
mass is not required to evade when charged; it may, however, choose to
evade. ·
A tribal
mass may charge disordered formed troops frontally. ·
A tribal
mass cannot share a box with any other troops. ·
A tribal
mass is treated as light troops in all other respects. |
||||
3 |
·
A whirling
mass is represented by placing the stands in a circle running clockwise with
the command stands arranged so that the facing of the formation is clear. ·
A whirling
mass has two hits; it is disordered after receiving the first, lost after
receiving the second. ·
A whirling
mass can shoot twice on the same activation unless it is disordered, in
rough terrain, or it is partially OOA (partially OOA with one OOA marker, totally
OOA with two) when it can shoot only once. ·
A whirling
mass never presents a flank to shooters but always presents a flank to
chargers. ·
A whirling
mass cannot share a box with any other troops. ·
A whirling
mass is treated as light troops in all other respects. |
||||
4 |
A failed activation on a 1 will cause impetuous troops to charge the nearest enemy unit within reach
and remain impetuous until successfully activated again. Whilst impetuous
light troops may not evade. Impetuous troops always hit on 6+ in the first
round of combat. |
||||
5 |
If Naffatun turn a 1 when activating to shoot (throw) their fire pot
incendiary terror weapons (ITW), someone drops a pot and the unit must make a
save or be lost. |
||||
Seljuk
|
|||||
Unit |
Description |
# |
Save |
Cost |
|
Generals & heroes |
Mounted, attached general |
1 - 3 |
2+ |
5 |
|
Upgrade to heroic |
Any |
3+ |
+1 |
||
Upgrade to senior general |
0 - 1 |
- |
+1 |
||
Mounted, Turcoman tribal leader ¹ |
0 - 2 |
2+ |
5 |
||
Heroes |
3 - 6 |
- |
1 |
||
Ghulams |
Cavalry, lance, composite bow |
2 - 5 |
7+ |
11 |
|
Upgrade to veteran |
Any |
6+ |
+2 |
||
Seljuk horse archers |
Cavalry, composite bow |
2 - 5 |
8+ |
9 |
|
Upgrade to veteran |
Up to 1/2 |
7+ |
11 |
||
Turcomans |
Light cavalry composite bow |
6 - 12 |
8+ |
5 |
|
Reform two units into whirling
mass ² |
Up to 1/2 |
- |
0 |
||
Upgrade to impetuous ³ |
Any |
- |
-1 |
||
Armenian knights |
Cavalry, lance |
0 - 2 |
7+ |
9 |
|
Armenian light cavalry |
Light cavalry lance or javelin |
0 - 2 |
8+ |
5 |
|
Syrian cavalry |
Cavalry, lance, veteran |
0 - 1 |
6+ |
11 |
|
Bedouin cavalry |
Light cavalry lance or javelin, raw |
0 - 1 |
8+ |
4 |
|
Turkish or Armenian foot. |
Javelinmen |
0 - 5 |
7+ |
7 |
|
Turkish or Armenian archers. |
Light infantry, composite bow |
0 - 5 |
8+ |
4 |
|
Kurds or Daylami foot |
Javelinmen, veteran |
0 - 2 |
6+ |
9 |
|
Adhath |
Shieldwall, raw |
0 - 2 |
8+ |
5 |
|
Crossbowmen |
Light infantry, crossbow |
0 - 2 |
8+ |
4 |
|
Naffatun |
Small light infantry unit, hand hurled ITW ⁴ |
0 - 2 |
8+ |
3 |
|
Artillery |
Small artillery unit. |
0 - 2 |
7+ |
7 |
|
1 |
Notes Must command at least at least four tribal units; may not command
other troops. |
||||
2 |
·
A whirling
mass is represented by placing the stands in a ‘circle’, running
clockwise, with the command stands arranged so that the facing of the
formation is clear. ·
A whirling
mass has two hits; it is disordered after receiving the first, lost after
receiving the second. ·
A whirling
mass can shoot twice on the same activation unless it is disordered, in
rough terrain, or it is partially OOA (partially OOA with one OOA marker, totally
OOA with two) when it can shoot only once. ·
A whirling
mass never presents a flank to shooters; it always presents a flank to
chargers. ·
A whirling
mass cannot share a box with any other troops. ·
A whirling
mass is treated as light troops in all other respects. |
||||
3 |
A failed activation on a 1 will cause impetuous troops to charge the nearest enemy unit within reach
and remain impetuous until successfully activated again. Whilst impetuous
light troops may not evade. Impetuous troops always hit on 6+ in the first
round of contact. |
||||
4 |
If Naffatun turn a 1 when activating to shoot (throw) their fire pot
incendiary terror weapons (ITW), someone drops a pot and the unit must make a
save or be lost. |
||||
Other
Notes ·
Danishmend armies can also include Syrian
cavalry and Adhath. ·
Great Seljuk armies can include everything
except Armenians. ·
Following the First Crusade, Seljuk armies
did, on occasion, field allied contingents of Franks. |
|||||
Crusader (Frankish)
|
|||||
Unit |
Description |
# |
Save |
Cost |
|
Generals & heroes |
Mounted, attached, heroic general |
1 - 4 |
3+ |
6 |
|
Upgrade to senior general |
0 - 1 |
- |
+1 |
||
Upgrade senior general to ‘Great’ as Bohemund ¹ |
0 - 1 |
3+ |
+4 |
||
Upgrade to mounted, attached, heroic Military Order general ² |
0 - 1 |
3+ |
0 |
||
Mounted, attached, Armenian ally general ³ |
0 - 1 |
2+ |
5 |
||
Heroes |
4 - 8 |
- |
+1 |
||
Army standard |
True Cross or Holy Lance of Antioch, attached ⁴ |
0 - 1 |
- |
4 |
|
Knights |
Knights, lance |
2 - 6 |
6+ |
11 |
|
Upgrade to veteran |
Up to 1/2 |
5+ |
+2 |
||
Upgrade veteran knights to Brother Knights, fanatics, plus added hero |
0 - 1 |
5+ |
+2 |
||
Turcopoles |
Light cavalry, lance, composite bow |
0 - 4 |
7+ |
6 |
|
Armenian knights |
Cavalry, lance |
0 - 2 |
7+ |
9 |
|
Armenian cavalry |
Light cavalry, javelin |
0 - 2 |
7+ |
5 |
|
Bedouin cavalry |
Light cavalry lance or javelin, raw |
0 - 1 |
8+ |
4 |
|
Foot Sergeants |
Armoured foot with integral bow or crossbow support |
0 - 8 |
6+ |
10 |
|
Upgrade as bolstered by foot knights (2HCW) ⁵ |
0 - 4 |
5+ |
+2 |
||
Upgrade as veteran Brother Sergeants |
0 - 1 |
5+ |
+2 |
||
Arriere-ban or pilgrim soldiers |
Shield wall, raw |
0 - 3 |
8+ |
6 |
|
Crossbowmen |
Armoured light infantry, crossbow |
0 - 2 |
7+ |
4 |
|
Archers / slingers |
Light infantry, simple bow or sling |
0 - 3 |
8+ |
4 |
|
Pilgrims |
1st Crusade, civilian
mass, IPW ⁶ |
0 - 5 |
9+ |
4 |
|
Upgrade to Mob, deep, IPW as pilgrim militia |
0 - 2 |
8+ |
+3 |
||
Armenian foot |
Javelinmen |
0 - 3 |
7+ |
7 |
|
Armenian archers |
Light infantry, composite bow |
0 - 3 |
8+ |
4 |
|
Syrian archers |
Light infantry, composite bow, raw |
0 - 3 |
9+ |
3 |
|
Maronite archers |
Bowmen, composite bow |
0 - 1 |
8+ |
7 |
|
Artillery |
Small artillery unit. |
0 - 2 |
7+ |
7 |
|
1 |
Notes Bohemund may play two replacement ‘activation chits’, or ‘to hit
chits’, or a combination of both, in a single turn rather than the usual one.
When testing for injury he always picks the lower of two chits. |
||||
2 |
General must attach to Military Order knights; he may only command
knights, sergeants, crossbowmen and turcopoles. Military Order knights
require a military order general. |
||||
3 |
An Armenian ally General is needed if more than four units of
Armenians are used. |
||||
4 |
Add three extra VP medals to the army’s total; lose three VP medals
if it is lost. Count as a hero for any unit within 1 box range. Units in the
same box, or adjacent boxes, never test for routing units. |
||||
5 |
The number of available mounted knight units must be reduced by one
for every bolstered foot sergeant unit fielded. |
||||
6 |
Civilian mass are 1st
Crusade pilgrims ‘on the road’ rather than an armed mob. They have two hits
(to reduce staying power). They do not count as deep for box occupation. Upgraded
mobs are as per the standard rules and include campaigning pilgrim militias.
Both count as deep formations for movement. |
||||
Other
notes ·
Military Order Brother Knights and Brother
Sergeants are only available after 1128. The save of Brother Knights is not
downgraded for being fanatic due to their discipline, hence 2 points extra. ·
Armenians are only available to the armies of
Antioch and Eddessa. ·
Maronite archers are only available to
Tripoli. ·
Knights did not regularly dismount to fight. During
the last year of the 1st Crusade (1098 -99) half the total number of knights
fielded must fight on foot due to a lack of horses. German knights dismounted
to fight in the difficult terrain, “as was their Teutonic fashion”, outside
Damascus in 1147. ·
Frankish armies sometimes included larger Islamic
contingents than listed. E.g. Bedouin tribesmen under their own chieftain, large
numbers of Turcoman mercenaries, or the army of an allied Islamic state. |
|||||
Easy Activations |
||
Move or Charge one box straight ahead, or two boxes straight ahead if
mounted. |
||
Move and Shoot one box straight ahead (light troops armed with
javelins only). |
||
Shoot and Move backwards, facing in same or opposite direction (light
troops armed with bows only). |
||
Replenish units that are out of ammunition (OOA), or replenish
‘broken lances’. |
||
Rally. |
||
Difficult Activations (Light troops
ignore all difficulty) |
||
Move or Charge one box diagonally ahead, maintaining facing; mounted
units may move or charge one further box straight ahead thereafter. |
||
Move one box sideways, maintaining facing. |
||
Move backwards one box, or two if mounted, facing in the same or
opposite direction. |
||
Change facing, or exchange places within their box. After this,
mounted may move one box straight ahead. |
||
Move or charge into, through, or out of rough terrain. |
||
Save Modifiers |
||
Type |
Circumstance |
Mod |
Melee |
Light infantry in rough terrain, except when charged by light
infantry. |
+2 |
Foot when charged across fortifications. |
+2 |
|
Any hit by improvised peasant weapons (IPW). |
+2 |
|
Foot when charged uphill. |
+1 |
|
Foot in rough terrain charged by mounted. |
+1 |
|
Any, defending against a charge across a stream, bridge, shoreline or
stakes. |
+1 |
|
Foot (except light infantry), who are not disordered, receiving a
frontal mounted charge. |
+1 |
|
Charged by foot wielding two handed cutting weapons (2HCW). |
-1 |
|
Light infantry charged by mounted in the open. |
-1 |
|
Shooting |
Units hit at three boxes range by composite bows. |
+2 |
Any hit by improvised peasant weapons (IPW). |
+2 |
|
Units hit, at any range, by simple bows or slings. |
+1 |
|
Foot behind field fortifications, except versus artillery or
incendiary terror weapons. |
+2 |
|
Shieldwall, or any units behind cover, except versus artillery or
incendiary terror weapons. |
+1 |
|
Light infantry, light cavalry or artillery, except versus artillery
or incendiary terror weapons. |
+1 |
|
Units hit from behind a flank or rear, except versus artillery or
incendiary terror weapons. |
-1 |
|
Rally |
A general is present in the box. |
+1 |
For each unit in a position from which it could charge the testing
unit. |
-1 |
|
Special Saves |
||
All units in a targeted box, hit by artillery (artillery targets a
box, not a unit) regardless of circumstances. |
7+ |
|
Any unit hit by incendiary terror weapons (ITW). |
9+ |
|
Useful
Reminders |
||
Shooting |
Target priority is always the nearest
target, with diagonals measured as 1.5 boxes. All hit on 8+. |
|
Range: Javelins, IPW and ITW: 1 box.
Simple bows, crossbows & slings: 2 boxes. Composite bows: 3 boxes (save
bonus applies at 3 boxes range). Artillery: 4 boxes. |
||
Bowmen, veteran Ghulams, veteran
Askaris, and double strength Turcomans in whirling
mass, may shoot twice except when disordered or in rough terrain. |
||
Melee |
All hit on 6+, except disordered and
light troops, bowmen, artillery, civilian
mass and mobs who require an 8+. |
|
Note: Fanatic troops always hit on 6+.
Impetuous troops always hit on 6+ in the first round of combat. |
||
Evade |
3+ if mounted in the open evading
foot, or foot evading any in rough terrain. |
|
5+ if mounted in the open evading
mounted, or foot in the open evading foot. |
||
7+ if foot in the open evading
mounted, or mounted evading any in rough terrain. |
||
Injury to Generals |
Generals must save each time the unit
is hit. Generals failing to save draw a second chit to determine the effect: 9-10= Killed; 6-8 = Seriously wounded
must retire from battle; 1-5 = Lightly wounded, no effect, a second light
wound is a serious wound. A general surviving attached unit loss
automatically joins another of his command. |
|
Difficult Activations & Out of command |
Difficult activations are 1 activation
point harder to achieve than normal; all difficulty is cumulative. Deep units
and civilian mass find difficult
activations ‘doubly difficult’ (e.g. 2 levels of difficulty is 4 points
harder). |
|
If the command’s general is dead or
has left the field; the general is more than 2 boxes away, or 3 boxes away if
the unit is light troops, difficulty will always be 1 point harder. Not
cumulative. |
||
Replenish OOA & Lances |
Any bows or crossbows, artillery, ITW,
or IPW go out of ammunition (OOA) after turning a 1 to hit. |
|
Light troops with javelin go OOA after
turning a 1-5 to hit; others with javelin go OOA automatically. |
||
Lances need replenishing after turning
a 1 to hit. |