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Blas-Tastic Oct '14

SEASONS OF WAR: DAYS OF THE CONQUEROR

Scenarios and Armies

 

Players first choose one of six battle scenarios included in the rules to play. Each scenario gives players a different set of challenges and objectives, these include capturing enemy leaders, defending a feature of the battlefield and setting light to an enemy settlement. Alternatively, the campaign tree can be followed, allowing one side to stage their own invasion whilst the other attempts to repel them.

 

In the army lists section of the rulebook there are five forces for players to pick from: Normans, Anglo Saxons, Vikings, Franks and Bretons. Each army list includes unit entries for each unit that can be taken in the force. Attack, armour, morale and discipline values for each unit are given in this section, as well as any notable equipment the unit carries. The army list section also includes optional points values for each unit.

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The Turn

 

The game operates on an IGOUGO system, where players take it in turns to complete all actions with their units before handing the turn over to their opponent. A discipline check is rolled for a chosen unit which dictates whether a unit may perform a simple or strategic action or even perform a rash action out of the player's control.

 

By using leader models and their 'inspire' rule effectively, players may re-roll discipline dice, giving an increased chance of being able to perform desired actions with their units.

 

Simple Actions

 

Simple actions are the 'bread and butter' actions of wargaming, these are:

 

Move - units can move 4" or 8" depending on whether they are infantry or cavlary - a move action also allows units to pivot.

Charge - units may attempt to engage an enemy unit in a fight. The unit adds the result of a bonus die roll to their movement value.

Shoot - units armed with missile weapons (bows, crossbows, javelins etc.) may attempt to damage enemies from afar. Each weapon type has a maximum range and attack type. Some weapons also confer bonuses to the shooting attack such as the crossbow's 'armour piercing' rule.

 

The attack type of a missile weapon dictates the type of dice rolled when attacking with the unit. Once all

attack dice have been rolled, the defender rolls their armour dice (of the type given in the target unit's armour type) and matches up the rolls. Any attack dice that beat the armour dice cause damage. The type of dice used for attacking and armour rolls are affected by the unit's special equipment and whether the unit is in a shieldwall formation or not.

 

Once damage is worked out, the target unit must make a morale roll using the die type given in the unit's morale type - the higher the die type, the more likely the unit is to hold.

 

Strategic Actions

 

Strategic actions require greater discipline to perform, these are:

 

Forced March - units may move at an increased pace.

Reform - units may change their facing and formation.

Regroup - retreating units may regain composure after a successful disciple roll.

Support - units may attempt to support a friendly unit's shoot or charge action, combining any attack dice or making a co-ordinated charge.

Shieldwall - certain units may adopt a shieldwall, incresing the armour type of the unit but hampering its ability to move at speed and attack effectively.

Feigned Flight - cavalry units may attempt to draw enemy units out of formation, baiting them the charge and then fleeing.

 

The Fight Phase

 

After any and all actions have been performed by the units on one player's side, the fight phase is undertaken. During the fight phase, units have the chance to deal damage to enemies they are currently engaged with.

 

Before any dice are rolled or models removed, a 'fight strength' is calculated for each side in the fight. This takes into account the quality of the units, the number of bases on each side as well as including bonuses for leaders involved in the fight and whether a unit is defending higher ground. The fight strengths of both sides are compared; the player whose side has the highest may allocate re-rolls to either the attack or armour rolls made on behalf of their units.

 

The attacking and defending system works along the same lines as with shooting (described earlier) but allows units armed with special equipment such as Dane axes or lances to apply bonuses to their attack type.

 

 

Once fights are resolved, all relevant morale tests are taken; those units which pass the test remain locked in the fight, whilst those that fail flee! The battle continues until the turn limit of the specific battle scenario is reached, where results are calculated, taking into account how well each side achieved their objectives.