(version 5)
Saxons and Vikings Wargame Rules
by Douglas Harrold and Allan Tidmarsh
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(version 5)
Movement/Action
Firing
Crawl
2”
Ranges: Weapon
Walk
4”
Bow
6”
12”
18”
Run
6”
Sling
4”
8”
12”
Skimishers/Scouts
8”
Javelin
4”
Animals
Direction Dice + 1D6”
On Horseback
10"
Roll 1D6 to get see if hit: Range
Action
Basic Movement
Movement varies by a random factor (allowing for natural terrain variations). The following modifies the basic movement rate, throw 1D6 for each group or single figure:
Short
Medium
Long
'to hit'
Short
4,5,6
Medium
5,6
Long
6
Modifiers: Behind cover: -1 on dice throw.
1,2 minus 2" 3,4 as basic movement 5,6 plus 2"
When hit roll 1D6 for 'Saving' throw: 'to hit'
Then apply penalties for each action: -2" if moving in the dark -2” to fire -2” to get up or lie down -2” to cross an obstacle or get on/off a ship. -2” moving up steep hill -2” if carrying loot
---oxo--Sighting Rules for Sentries
If crossing an obstacle, throw 1D6, if roll a one then the figure has 'fallen'.
Roll 1D6, if get a 'hit' as 'bow range firing' then sentry sights the enemy.
Miscellaneous: To put up a scaling ladder – 1 move To ascend ladder/over top – 1 move, if opposed need to win fight to continue
---oxo--'Fire' Arrows (and putting out a fire)
Unarmoured
6
Shield
5,6
Full Mail
4,5,6
Roll 1D6, if get a 'hit' as 'bow range firing' then roll a further 1D6 – fire is started if 5,6.
---oxo--To put out a fire requires 2 men till fire is out, throw 1D6, with moves since start of fire to put out fire 1st move – 4,5,6 2nd move – 5,6 3rd move – 6 If still alight after 3 moves then it burns uncontrollably. ---oxo--2 of 4
(version 5)
Melee
Morale
1 against 1 : throw 1D6, highest wins and scores a hit. 2 against 1: 1.5 D6 v 1D6 3 against 1: 2D6 v 1D6
Throw 1D6, result is as follow:
1,2
Run away
Modifiers:
3,4
Hold ground
5,6
Attack
On Horseback Hero/Warlord Prone (fallen over)
+1 +1 -1
1D6 roll
When to take morale: 1. 50% casualties (group) 2. Dodgy situation
Result: Loser throws 1D6 to save as per firing 'Saving' throw table (save = hit) If loser survives then he falls back 2"
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If man on horseback hit, then throw 1D6 1,2,3 Man is hit; 4,5,6 Horse is hit If horse hit man then continues fighting on foot, throw 1D6 – 1,2 man falls, otherwise upright. For large melees 10+ figures, throw groups of 5 dice (or as many as you like) per side. Line up each side's dice group in rank order, for eample Side A
Side B
6
5
A wins
5
4
A wins
4
3
A wins
2
3
B wins
1
1
Drawn
Action
Viking Beserkers A viking goes berserk if on a 12 after rolling 2D6. In melee a beserker gets +1, the saving hit throw is 3,4,5,6.
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(version 5)
Night Fighting
Casualties in a Campaign
'Orders' Each player will write his intentions as if they were instructions to his troops. Sentry routes and positions to be recorded.
At the end of a skirmish/battle, each sides determines the fate of the 'fallen'.
Movement in moonlight - 6inches; in cloud/dark - 4 inches.
Throw 1D6 per casaulty 5,6 – Dead 3,4 – wounded 1,2 – OK
Each time a sentry moves he will dice, on a throw of 1 he thinks he spots something and will not move, but stop and look around in a circle.
Every week (or agreed point) in the campaign, check the status of those who are wounded, (same as per above)
The first move will be made in the dark, each move after that a dice will be thrown, on a 1 the moon comes out from behind a cloud for that move.
This allows for wounded to recover or die from their wounds.
Visibility Flame is always visible in line of site. Monnlight 12 inches Dark 6 inches Spotting When troops are within visible range and angle, an attempt is made to spot them. Each sides throws a 1D6, if 'spotter' throws highest score then they are seen oetherwise they are not. Factors: for each inch less than maximum moves add 1 to the dice score of the 'movers'. ---oxo---
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