Warband 1st Ed Rules is a simple set of skirmish rules I wrote for 5th century AD British scenarios. It is usable for other periods, and indeed has a fantasy add on. Its intended for 25 or 28 mm individually based figures. Between 20 and 30 figures per band give a reasonable game, but it can cope with more or less.
DBA mechanisms
The rule mechanisms owe a lot to DBA, except that each figure is an “element” representing one man. Instead of trying to double the opponent’s score the aim is to beat it by 5 or more.
Battles, decided by morale. Casualties affect morale, but they are not the only factor.
Classification of troop type is simple. Except for missile fire, arms and armour are less important than the man represented.
leaders
Each band has one War Band Leader, with enhanced fighting capability. Mounted leaders move at mounted rate, treated as the equivalent mounted troop type except that they use the leader combat factor. When shot at, all leaders (foot or mounted), treated as heavily armoured.
Infantry
If the leader is lucky he may have some Top-Rate Infantry. Experienced, disciplined and well motivated soldiers. Examples may include household troops, remnants of regular Roman units in the post-Roman period, or huscarls in an 11th century army.
The majority of his band are likely to be Average Infantry. Skilled with their weapons, but not as practised as top-rate troops. Examples include levy spearmen in the post-Roman period and “Fyrd” spearmen in an 11th century army.
One or two Skirmishers, armed with bow, sling or javelin, may be useful.
Cavalry
Heavy Cavalry well horsed cavalry with good training. They include early knights.
Light Cavalry represents less well mounted scouts or mounted skirmishers.
Really poorly trained or motivated troops treated, Civilians, and have no enhanced combat factor.
Warbands intended for scenarios
Warbands intended for scenarios, for instance interactive tourism in connection with non commercial transfer of wealth. I have tried to keep the main body of rules short. The idea is that when preparing a scenario you do your own temporary add on’s. An example might be:
Battering rams – throw a dice. A 6 breaks through, otherwise recoil one full move.”
Although “Warband” intended as Early Saxons versus Romano-British, it has pressed into service for other periods. So far its seen use for post Norman conquest games and the bronze age of Northern Europe.
I recommend that most skirmishes have about 20 to 30 per band. This should give you a couple of games in an evening and still give you a chance a chance to have a look at everyone else’s games. It has played with 60 on one side and 70 on another, but the game took longer than usual. If you have less than 10 per side you will find that games are over very quickly, which might be useful in an evening’s campaign.
Warband 1st Ed Rules game flows quickly
To make the game flow quickly I usually on pick some arbitrary but easily observed characteristic to define what troop type the figures represent. For instance, you might decide that all figures with metal helmets are top rate infantry, all others average.
There is nothing in “Warband” about dogs bred for war. I strongly suspect them to be a 20th century literary invention. A fellow wargamer once told me about an experience he had whilst working as a dustman in another city. When attacked by an Alsatian he easily defended himself, stunning the animal with a metal dustbin lid. Big dogs eat LOTS of meat, which can feed spearmen and their families.
Thank you to the people who played “Warband” with me, and, by their patience with the developing rules and their advice, helped me develop it. In particular, thanks to Kevin Owen and Bob Savage.
- Warband 2nd Ed
- Myth fantasy skirmish add on for Warband
Richard W. Lee professional game designer.
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