Missile fire really was the deciding factor in this battle.
But I think that was partly because of the situation: a bridge battle.
Otherwise, my archers would have been completely exposed to cavalry attacks,
(where my weakness really lied in this battle, my friend had 4 more knights then me).
If this had been an open field battle,
I think he could have definitely defeated me, even with the archers.
When his cavalry crossed the ford I tried many times to shoot them down,
But even with two shots per turn, I never killed any of his knights with arrows.
And the same could have been true for the infantry.
When I shot his men who were facing my archers, I rarely shot down any of them,
it was only when I could pour on some flanking fire (from careless placement)
that the figures really started swaying in my favor.
As for the rules on routing...
We only played a simplified version of the game,
ignoring the rules for routing and playing with special units.
So we never tested that.
But if we do do another battle, I will try it out with my rules for routing.
These options are ways to make the game more advanced and perhaps more fun to play. They are in no means required to be used and probably should not be used by people who have never wargamed before as the game may become too confusing or detailed to enjoy.
In addition to the normal special abilities (i.e. charge, reach and flaming arrow) certain units have advanced special abilities. There should only be up to 2 special units in each player’s army. The players can agree to have more, but having just 2 units keep the game from being a battle between just the special units.
Egyptian Armored Chariot: Chariot gains +1 defending die when an Egyptian is the charioteer.
Hoplite Shield Wall: When Hoplites (or any other Greek spearmen) form a shield wall the hoplites gain +1 defending die. And against cavalry gain +1 attacking and +1 defending die. However the formation must move half the speed it would normally move.
Roman Testudo: When Legionnaires form the testudo (tortoise) position. The formation can suffer no casualties from arrows if the archer is facing the formation. The individual legionnaires also gain +1 defending die. However, the unit’s flanking area is expanded and an attack to their flanks can occur if the attacking unit is past 45o to either side of the legionnaires facing position.
Viking Bezerker: When a Viking goes bezerk he cannot be killed that turn. Also, if he does not kill a man he can continue attacking him until he has attacked him 3 times without success. This special ability can only be used once in a battle (per Viking).
Crusader Advanced Charge: When a crusader knight uses the special ability charge he gains +1 attacking die. This special ability can only be used 3 times in a battle and the cavalry must rest at least 2 turns before using it again.
Muslim Accurate Arrow: A Mounted Muslim archer gains +1 attacking die when he uses archery.
Mayan/Aztec Sacrifice: When one Mayan or Aztec kills himself (i.e. is removed from the field) 5 other Mayan or Aztec warriors gain +1 attacking die.
Zulu Fluid Movement: A Zulu warrior can move 1 ½ feet every three turns.
Samurai Code of Honor: Armored Samurai have 2 attacking and 2 defending die and are considered heavy infantry even without a shield.
Any other unit a player wants to make a special unit they can make special by adding 1 additional attack die to the special unit.
A player can rout a unit (Group R) of men if group R has less then ½ of the people they had originally at the beginning of the battle. To rout group R, the player must first attack them with a unit (Group A). After group A attacks group R, call for a rout. Group R will role a die for every one of their men and add up the scores. Then group A will do the same, but divide their final score by 2. If group A is routing a unit with a cavalry charge or by attacking the unit with chariots or war elephants add one more die score after dividing the “final” score by 2.
If group A gets a higher score, then group R is routed! Group R must leave the battlefield by returning to their side of the map’s edge and cannot attack; group A (and anyone on the same side as group A) can attack them as much as they want to though.
Routing units is quicker as it does not count as an attack. So even after group A has routed group R, group A can still move if they have not yet used their full turn’s distance.
If group A fails to rout the unit then they can still attack the unit or move away from the unit.
Surrounding a routing unit: If a player surrounds a routing unit (Group R), then group R behaves like a rider-less war elephant: each man attacking once per turn until there is a gap in the surrounding units. If a unit of men is blocking the way of group R so that group R would have to go around the blocking unit they will attack until there is a gap to flood through. Group R will not attack their own men. If group R’s own team blocks their way they will pass through them and not attack them. A gap in a unit is 2 or more inches wide (for one person to pass through).