View manual text
Incredible Simulations Inc. presents...
Medieval
Tactical Combat in the Middle Ages
Medieval and the BattlePlan Scenario and Symbol Editors are
(C)opyright 1998 by Jeff Lapkoff and Incredible Simulations, Inc.
ALL RIGHTS RESERVED
Incredible Simulations, Inc. P.O. Box 411237 Chicago, IL 60641 773-804-7403
www.IncredibleSimulations.com
System Requirements
Medieval Minimum System Requirements:
Windows 95
133mhz Pentium class processor
800x600 16 Bit High Color (or better) Graphics Display Capability
16 meg of RAM
20 meg of Hard Drive Space
CD-ROM Drive (for installation)
Introduction
Medieval armies usually consisted of a king or his appointed commander, knights, men at arms,
mercenaries, and often untrained militia from the surrounding countryside. It would usually be
organized into a number of wings or groups each consisting of a mixture of the available arms
types. Nobles, Knights, and men at arms usually occupied the center of a wing, while the more
mobile missile armed troops screened their flanks. The militia were generally relegated to
guarding camps and were not usually trusted in battle.
On the field, the wings could be aligned in lines or columns depending upon the position adopted.
The English usually fought dismounted and adopted a defensive position, employing woods or
other natural obstacles to guard their flanks. Continental armies usually assumed an offensive
posture, attacking with their wings in column.
The interrelationships of the various unit types was very important to the evolution of strategy on
the medieval battlefield. The mounted knight provided the most effective combination of speed
and shock but even the knight could not ride the battlefield with impunity. Longbow and pikemen
proved they could stand and turn back the stiffest cavalry charge. Each unit type in a wing was
most effectively used in concert with each other.
Medieval is a tactical combat game depicting various field battles that took place in the period
from about 500 AD to 1500 AD. The game system itself is basically "scale-less" but is generally
built around a 25 yards per hex/25 men per unit system. As with previous Incredible Simulations'
titles, Medieval was designed to be a fast turn based game. There are no seperate phases for
movement and combat. Players may perform any available action at any time during their turn
segment. Most of the scenarios have been scaled down to keep the battles tight and focused.
Enjoy!
Interface
MenuBar Functions
The Windows menu bar provides access to all of the functions one may perform or set in
Medieval. The menu bar groups are as follows:
File
The File Group Menu Bar functions include:
Start New Battle
To start a new battle, select File then Start New Battle from the MenuBar selection panel. You'll
next see the new battle selection screen which will be present you with a series of simulation
options as follows:
Computer Is
The Computer Is group determines what the computer's function will be for the selected battle.
Western Force
The computer will command the forces to the left side of the map.
Eastern Force
The computer will control the forces to the right side of the map.
Neither
The computer "referees" the battle. Choose this option for a human vs human battle.
Both
The computer commands both forces and plays against itself.
Note that the terms Western Force and Eastern Force are generic names referring to the forces
that command the left or western side of the map, and the right or eastern side of the map. When
fighting an actual battle, these terms will be replaced by the actual historical names of the
combatants. For example The Battle of Stamford Bridge pits the Saxons (the western force)
against the Norsemen (the eastern force).
PBEM (Play By E-Mail)
To set up a Play By E-Mail game, click on the PBEM control and Medieval will generate a PBEM
file after each turn segment.
The Play By EMail option allows you to play Medieval head to head against an opponent anywhere
in the world via electronic mail. All you have to do is send a turn segment file to your opponent
after completing your game turn.
Setting Up A PBEM Game
When starting a human vs human game, click on the PBEM box to turn on the Play By E-Mail
option. The first player (player commanding the "western" forces), is responsible for setting the
game variations.
Saving a PBEM Game
Once the game variations are set, the player commanding the western forces starts the game and
begins play. Medieval will begin saving a PBEM file called Medieval.PBM at the end of every turn
segment. You'll receive a message indicating that the PBEM file has been saved. At this point,
you should exit Medieval and send the file Medieval.PBM to the second player.
Loading a PBEM File
Upon receiving a PBEM file from your opponent, copy it into your Medieval\Games directory. Then
start the game. From the menu bar, select File, then Load PBEM Game. After loading the file,
you'll receive a turn segment report alerting you to the losses and gains that took place during
your opponent's turn. Select OK when finished with the report and continue the game with your
turn segment. When done with your turn, send the new Medieval.PBM file to your opponent.
Surrender Point
Sets the point at which an army will "give up the fight" and surrender the field to the enemy. If an
army's morale slips below this breaking point, it surrenders and the battle is over.
Medieval defaults to an Army Morale surrender point of 30, but you may lower this for "last stand"
type battles, or raise it depending upon what you want the surrender point to represent.
Note that if the battle contains a terrain objective held by a surrendering force, any points
associated with the objective are automatically awarded to the winning faction regardless of which
army occupies the objective.
AI Style
The AI Style group sets the style of game played by the computer in Human vs Computer games.
Aggressive
The computer plays a more aggressive "attacky" style of game and basically takes more chances
Cautious
While one couldn't call the cautious style timid, in this AI mode, the computer holds back a bit, and
plays a more defensive game.
Balanced
The balanced mode is a random combination of the Aggressive and Cautious AI modes. Select
this mode for more of an "off the cuff" computer opponent.
Fog of War
When turned on, the Fog of War (FOW) option, in essence hides some of an opponents statistics
from being viewed until contact (combat) is made with the unit. It represents the situation where
you may see a group of warriors armed with battle axes and kite shields but at the same time, you
don't know their morale, level of training, or experience ect. As the saying goes... there's only one
way to find out!
When the FOW option is turned off, all of an enemy unit's statistics will be open to you whether
you've previously met them in battle or not.
Visibility
Always
With visibility set to Always, an entire army's units will always be visible on the map and to the
opposition for the entire game.
Upon Detection
Each individual unit becomes visible only when an opposing unit can see it. Units can "see" other
units on the battlefield when they are able to trace a line of sight (LOS) to the unit. Whether an
LOS exits between units is mostly determined by terrain type and weather. In Medieval, units
never block LOS. When Upon Detection mode is selected, the computer automatically calculates
the LOS and determines unit visibility.
Weather
The type of weather selected impacts upon visibility, movement, and combat. The following types
of weather conditions are modeled in the Medieval game system:
Clear
Max Sighting Range: 120 hexes
Movement: Missile Fire: Charges:Rain
Max Sighting Range: 60 hexes
Movement: +1
Missile Fire: -10%
Charges:Heavy Rain
Max Sighting Range: 30 hexes
Movement: +2
Missile Fire: -20%
Charges: Not Available
Fog
Max Sighting Range: 8 hexes
Movement: Missile Fire: -20%
Charges:Snow
Max Sighting Range: 40 hexes
Movement: +1
Missile Fire: -10%
Charges:Heavy Snow
Max Sighting Range: 20 hexes
Movement: +3
Missile Fire: -30%
Charges: Not Available
Battles
The battles selection box in the start new battle screen allows you to view and select the various
medieval battle scenarios that are currently installed in your system. A description of the battle
currently selected is provided in the battle history box at the bottom of the screen.
Save Game
Saves the current game in progress
Save Game As...
Saves the current game in progress under a different name
Load Game
Loads a previously saved game
Load PBEM Game
Loads a Play by E-Mail game
Exit
Exits Medieval and returns to Windows
Command
The Command menu group includes:
Charge
Puts the selected unit into Charge Attack Mode.
Missile Fire
Puts the selected unit into Missile Fire Mode.
Rally
Issues a Rally Command to the selected unit.
Change Formation
Brings up the Change Formation selection screen.
Use the change formation command to set the order or formation in which a unit's men line up.
Different formations yield different effects on a unit's movement, combat, missile fire, and
defensive capabilities. A unit must first pass a Morale Check in order to successfully change its
formation. Should a unit fail the morale check during a change formation command, its formation
is automatically set to None.
Notes:
-Units may perform only one change formation attempt per turn
-Disrupted, Routed or Broken units may not change formation.
-Units occupying a hex with a terrain defensive modifier (stream, marsh, woods) may not change
formation.
-Units in an enemy ZOC may not change formation
See Formation for a detailed examination of the formations available in Medieval.
Change Facing
Changes unit Facing from East to West or West to East There are two Facing modes in Medieval.
Those are left and right or East and West. A unit may only sight thru its Front and Flank hexsides.
Anything behind the direction that a unit is facing cannot be seen. Units are hampered in their
ability to defend if attacked thru their flank, or worse yet, their rear hexside.A unit may change its
facing at anytime during its turn segment without cost.
ReSupply
Issues a ReSupply order to the selected unit.
Show Leader
Reports the selected unit's leader and hex location.
Next Unit
Selects the next available unit.
Previous Unit
Selects the last available unit.
Battle
The Battle menu bar functions include:
Battle Report
Provides an overall report on the progress of the battle
The Battle Report displays the following statistics for each faction:
Men
Active:
Destroyed:
Surrendered:
Deserted:
Total Lost:
%Lost:
Total number of men currently active
Total number of men killed in action
Total number of men who have surrendered
Total number of men who have deserted
Total number of men lost (KIAs, surrenders, and deserters)
Percentage of men lost.
Units
Active:
Destroyed:
Surrendered:
Deserted:
Total Lost:
%Lost:
Total number of units currently active
Total number of units killed in action
Total number of units that have surrendered
Total number of units that have deserted
Total number of units lost (KIAs, surrenders, and deserters)
Percentage of units lost.
Army Morale
The average morale of an army. If an army's morale slips below its surrender point, the army will
surrender and "give up the field" to the enemy.
Surrender Point
The point at which an army will surrender to the enemy. For example, a surrender point of 25
means that an army will surrender if its morale drops below 25.
Fire Power
The aggregate fire power of the currently active units.
Combat Strength
The aggregate combat strength of the active units.
Victory Points
The total number of victory points held by a faction.
Turn Report
Provides a combat report indicating gains and losses that have taken place during the current turn
segment only.
The turn report displays the following statistics of each faction for actions taken place during the
current turn.
Men
Active:
Destroyed:
Surrendered:
Deserted:
Total Lost:
%Lost:
Total number of men currently active
Total number of men killed in action
Total number of men who have surrendered
Total number of men who have deserted
Total number of men lost (KIAs, surrenders, and deserters)
Percentage of men lost.
Units
Active:
Destroyed:
Surrendered:
Deserted:
Total Lost:
%Lost:
Total number of units currently active
Total number of units killed in action
Total number of units that have surrendered
Total number of units that have deserted
Total number of units lost (KIAs, surrenders, and deserters)
Percentage of units lost.
Victory Points
The number of victory points gained or lost during the turn.
Army
Standing Orders
Charge Evasion
When a Charge Attack is leveled against a unit, that unit may attempt to evade the charge. The
charge evasion standing order sets the rules that your units should follow when charged.
Attempt Evasion of All Charges
Your units will attempt to evade all charge attacks launched against them.
Attempt Evasion of Unfavorable Charges
Your units will attempt to evade only those charge attacks in which their losses would appear to
be greater than those of the charging unit.
Do Not Evade Charge Attacks
Your units will never attempt to evade any charge attacks.
Close Combat Counter Attack
Whenever a unit enters a frontal hex ZOC of an opposing unit, that unit may immediately launch a
close combat attack on the advancing enemy unit.The counter attack standing order sets the rules
that your units should follow when enemy units enter their ZOCs.
Counter All Possible Attacks
If able, your units will immediately launch a close combat attack on any unit entering their frontal
ZOC.
Counter Attack Only if Favorable
Your units will counter attack intrusions into their ZOCs only if enemy losses would appear to be
greater than theirs.
Do Not Counter Attack
You units will never counter attack ZOC intrusions.
Leader Exemptions
The Leader exemptions provide you with the opportunity to differentiate your leaders' defensive
actions from those of your "regular" units. For example, you might set your regulars to counter
attack if favorable, but stop your leaders from doing so in order to keep their fatigue levels to a
minimum.
Attempt Evasion of All Enemy Attacks
When selected, your army's wing leaders will attempt to evade all combat attacks launched by the
enemy.
Do Not Counter Attack
When selected, your wing leaders never launch counter attacks against enemy units.
Note: If leader exemptions are not selected, wing leaders follow the charge evasion and counter
attack standing orders set for all units.
Command Range Movement is: On/Off
Turns the Command range Movement rules on or off.
With Command Range Movement on, a unit may not move outside of its leader's command
radius. With Command Range Movement off, a unit may move anywhere that its MPs allow,
however if it moves beyond the command range of its leader, it still suffers all penalties
associated with being out of command. See Leaders
Western Forces OB
Shows the current order of battle of the western force.
Eastern Forces OB
Shows the current order of battle of the eastern force.
Unit Info Display
Toggles the Unit information display from minimum to maximum.
Terrain Objective
The Terrain Objective menu group includes:
Objective Status
Shows the status of the battle's terrain objective.
Victory Objective is On/Off
Toggles the symbol marking the terrain objective hex on or off.
Note that in battle's that do not contain a terrain objective, these menu selections will be
deactivated and not accessible.
Reinforcement
The Reinforcement menu group includes:
Western Reinforcement
Shows the reinforcement schedule of the western force if applicable.
Eastern Reinforcement
Shows the reinforcement schedule of the eastern force if applicable.
Note that in battles where there are no reinforcements, or after all reinforcements have arrived,
these menu options will be deactivated and not accessible.
Display
The Display menu group includes:
Zoom In
Zooms in the view of the battle map to the next highest level. There are three map zoom levels in
the Medieval system. To zoom in to a portion of the battle map, first click on the Zoom + icon on
the Command Panel, the cursor will change to a magnifying glass. Next click on the map portion
that you want to zoom to.
Zoom Out
Zooms out the view of the battle map to the next lowest level. There are three map zoom levels in
the Medieval system. To zoom out the battle map display, just click on the Zoom - icon on the
Command Panel.
Map Overlay is On/Off
Toggles the map overlay symbol on or off. The map overlay symbol is usually a hexagonal grid
that overlays the entire battle map making it easier to discern individual terrain sections.
MapText is On/Off
Toggles any text on the map on or off. Very often Medieval battle maps will contain text labels
indicating various features of the map (cities, rivers, roads, etc.). The map text toggle gives you
the flexibility to turn these labels on or off.
AI Display Level
Selects the zoom level at which the battlemap should be displayed during the computer's (AI) turn.
Preferences
The Preferences menu group includes:
Auto Rally is: On/Off
With auto rally on, the computer will automatically attempt to rally any of your Routed or Disrupted
units at the beginning of the turn segment. With auto rally off, you can choose to rally units on an
individual basis. See Rally
Set Message Delay
Allows you to set the number of seconds a game message will be displayed on the information
panel.
Sound is: On/Off
Allows you to turn Medieval's digitized sound effects on or off.
Help
The Help menu group includes:
Contents
Keyword Search
About Medieval
Displays Medieval Credit, Copyright, and Version information.
Game Concepts
Sequence of Play
The sequence of play for both factions in Medieval is as follows:
-Reinforcement Check
-Rally Sequence (if Auto Rally is enabled)
-Movement and Combat
-Berserker Check
-Deserter Check
Army Morale
The overall measure of an army's willingness to fight. Should an army's morale slip below its
Surrender Point, the army will surrender the field to the enemy and automatically lose the battle.
Army morale is displayed at the start of every turn segment and can also be monitored from the
Battle Report screen.
Unit Statistics
Men
The number of active men in the Unit.
Morale
A measure of the unit's training and willingness to fight. (0-120)
Morale is a key concept to the operation of Medieval. A unit's morale represents its combat
efficiency and willingness to fight. Virtually every action that a unit may take is influenced to some
degree by its morale level. Morale for all units is rated between 0 (lowest) and 120 (highest).
Morale Decreases
All Units experience decreases in morale as a direct result of taking combat losses.
Morale Increases
Morale is increased at the beginning of each turn segment for all units that did not move and or
were not involved in any combat during the previous turn.
Low Morale
When a unit's morale level falls below 30, it is considered Broken and will be severely hampered
in any operations.
Notes
-Units within command range of a Leader recoup morale points at a greater rate.
-A unit's morale can never exceed its initial morale setting.
MPs
A unit's current MP total. See Movement
Class
A unit's class represents its level of training and morale. The levels of unit class in Medieval are
as follows:
Peasant
Morale Max:50
Untrained soldiers added to fill out an army.
Militia
Morale Max:70
Average trained soldiers.
Veteran
Morale Max:80
Experienced trained soldiers.
Elite
Morale Max:90
Experienced highly trained soldiers.
Nobel
Morale Max:100
Experienced highly trained soldiers, usually of royal blood (European feudal nobility)
Hero
Morale Max:120
Reserved for those figures of extraordinary ability.
Status
A unit's status represents its current operating level. The four status levels in Medieval are as
follows:
Ready
Unit is fully functional.
Disrupted
Unit has lost some measure of order and coordination.
-Cannot hold or change formation
-Attacks, defends and fires missiles at a reduced level of efficiency
-Must pass a Morale check before initiating combat or firing missiles
Routed
The unit has lost all sense of order and coordination.
-Cannot hold or change formation
-Cannot enter enemy ZOCS
-Cannot initiate attacks
-Cannot fire missiles
-May surrender if attacked
-May only move towards its starting map side
Broken
The unit's morale has fallen below thirty. A severely hampered unit.
-Cannot hold or change formation
-Cannot enter enemy ZOCS
-Cannot initiate attacks
-Cannot fire missiles
-May surrender if attacked
-May only move towards its starting map side
-Warriors may begin to desert the unit
Unit Formation
The term "formation" refers to the way a unit is lined up. A unit's formation plays a significant
factor in its ability to move, fight, defend, and fire missiles. The following are the formation types
available in Medieval:
Column
Best used for movement and attack.
-increased combat ability
-no movement penalties
-may initiate charge attacks
Skirmish
Best used for Missile Fire.
-increased missile fire capability
-can not initiate attacks or charges
-reduced rate of movement
-only unit's capable of missile fire may enter Skirmish Formation.
Shieldwall
Best used for defending against close combat attacks.
-increased defensive ability
-can not move
-can not fire missiles
-can not initiate attacks or charges
-only units with medium sized or larger shields may enter Shieldwall Formation.
Square
An "all around" formation best used for defensive purposes.
-units in square formation have no rear or flank hexsides.
-reduced rate of movement
None
Units without any formation can carry on most functions-- at reduced levels of efficiency
-units with no formation may not charge attack
Fatigue
The measure of a unit's fatigue level. During battle units become fatigued. With each level of
fatigue that a unit carries, its abilities to perform on the battlefield become degraded. If afforded no
rest a unit will become 100% fatigued ( exhausted) and will barely be able to function. Units may
recover from fatigue by not moving and or not being involved in close combat.
-Fatigue is measured in increments of 0,25,50,75, and 100%
-Both Foot and Horses units bearing an excessive amount of weight, become fatigued at a higher
rate when involved in close combat.
Weight
The total weight of the equipment that each man in a unit is carrying. Certain units move slower
and fatigue at a higher rate if carrying excessive weight. Total weight is measured by the
following three categories:
Light (Lt)
Units suffer no additional fatigue points
Moderate (Mod)
Foot units suffer extra fatigue during close combat and move at a slower rate
Heavy (Hvy)
Foot units suffer extra fatigue during close combat and move at a slower rate
Horse units suffer extra fatigue during close combat
Note:
Supply units are not affected by equipment weight.
Leader
-If the unit is a wing leader, its rating and command range are indicated
-If the unit is a "regular", its leader's name and rating are indicated
-Regular units not in command are designated with an "X"
Combat
The type of combat weapon used and current combat strength of the unit.
The measure of a unit's raw close combat ability. The higher the rating, the stronger the unit.
Mostly derived from a unit's weapon type, number of men, morale, and class.
Missile
The type, strength, and range of the missile weapon used. The measure of a unit's raw missile fire
power. The higher the rating, the deadlier the unit. Mostly derived from a unit's missile weapon
type, number of men, morale, class, and formation.
Defense
The measure of a unit's ability to defend itself against combat and missile attacks. Defense
ratings are measured in percentage form zero (low) to a maximum of eighty percent. A unit's
defense rating is based upon its armor type, shield type, terrain occupied, formation, class, and
morale. See Strength Modifiers for more details.
Ammo
The amount of ammunition a missile unit has left measured by:
X
1
Lo
Hi
Unit has no ammunition and may not fire
Unit may fire one shot before running out of ammunition
Unit is low on ammunition and has a 25% chance of having one shot left with each shot
fired
Unit is high on ammunition but has a 10% chance of reaching low status with each shot
fired
Value
The number of victory points that the unit is worth.
Leaders
Medieval armies are broken down into Wings (combat groups) which are commanded by leaders.
Leaders aid subordinate units in Rally Attempts, Morale Checks, and in recovering Morale points-IF the leader's rating is positive. Leaders with negative ratings will actually hinder units in the
above categories. In addition to the normal unit statistics, leader units contain the following two:
Command Range
The distance at which a unit may be from a wing leader and still be under its influence. Units
within the command range of a Leader are considered to be "in command".
Rating
A measure of the leader's ability. Leader ratings may be positive or negative.
Notes:
-Units that stray beyond the command range of a leader no longer receive any of the benefits of
the leader's abilities and fight at a disadvantage in close combat.
-If a wing leader is destroyed, its units may still function on the battlefield but no longer receive any
of the benefits of the leader's abilities.
-If a wing contains multiple leaders, units automatically fall under the command of the closest
leader.
-Leaderless wings are never influenced by another combat wing's leader.
-Leaders also have the ability to evade ALL type of close combat attempts. See Evasion
Morale Checks
A unit's morale or willingness to fight is tested at various stages during a game. Unit's passing the
morale check are able to carry on as normal. Units failing a morale check are penalized to a
degree depending upon the cause of the morale check.
Situations that cause a Morale Check:
-Attempting to Rally
-Attempting a Charge Attack
-Attempting to Evade Attacks
-Attempting to Change Formation
-Disrupted units attempting to fire missiles or initiate combat
-Routed or Broken units failing a morale check when attacked may surrender
-Routed or Broken units failing a morale check at the end of their turn segment may desert
Structures: Castles and Camps
Structures like castles and camps are built into the Medieval system for the sole purpose of
providing supply and-- depending upon their defensive capability, sanctuary to units.
All structures have the following statistics:
Side
Which faction the structure belongs to.
ReSupply Level
The number of times the structure is able to provide supply to a unit. See ReSupply
Def (Defensive Modifer)
Structures may have positive or negative defensive modifiers. Units battling from a hex containing
a structure receive a defensive shift depending on the structure's defensive rating. For example, a
unit occupying a camp with a defensive modifier of minus two would receive a -20% increase in its
defensive capabilities.
Height
The height of the structure (used for LOS determination)
Notes
-Units occupying structures:
may not initiate close combat attacks
may not evade close combat attacks
may not launch counter attacks
are not subject to fallback movement if routed or disrupted in battle
-Units may receive supply from an enemy structure ONLY if they occupy the structure
-Units may not receive supply from any structure occupied by an enemy unit
Terrain Statistics
Terrain statistics are displayed along the bottom of the Game Info Panel. The terrain stats
displayed represent that of the currently selected unit, or that of the hex pointed to by the cursor.
The following terrain statistics are modeled in Medieval:
Hex
The number of the hex.
Type
The type of terrain represented in the hex as in Rivers, Woods, Marshes, etc.
Elv (Elevation/Height)
The elevation of the base terrain and the height (if applicable) of any secondary terrain in the hex.
For example, a hex containing a base elevation of 2 with a secondary terrain of type Woods with a
height of 3, would be represented as Elv:01/04. Height is always measured as the height of the
secondary terrain plus the base elevation of the hex.
CPM (Cost Per Move)
The base movement cost of the hex. Note that if the hex is part of a selected unit's move overlay,
CPM then represents the total MPs required to move into the hex from that unit's current position.
Def (Defensive Modifer)
Active hexes may have positive or negative defensive modifiers. Units battling from an "active"
terrain hex receive a defensive shift depending on the type of terrain occupied. For example, a
unit occupying a forest hex with a defensive modifier of two will receive a 20% increase in its
defensive capabilities if attacked.
Dist (Distance)
The distance in hexes from the currently selected unit.
Zones of Control
A unit's zone of control (ZOC) is usually described as the six hexes that surround it. This also
holds true for the Medieval system, with one exception. In Medieval, units can only project control
into frontal and flank hex sides. Units NEVER exert an influence into rear hexsides. See Facing
Notes:
-Broken or Routed units never project control over ANY hex sides.
-Whenever units move into an enemy ZOC
-they may move no further for the rest of the turn segment.
-they may be counter attacked by the enemy units controlling the ZOC.
Line of Sight
A Line of Sight (LOS) determines if units can see, and consequently, fire upon each other. The
Medieval system automatically calculates whether a line of sight exists between units.
LOS Effects and Restrictions
-LOS is either blocked or unblocked. Blocked LOSs do not allow missile combat or spotting to
occur between the two units in question.
-Units have no effect on whether an LOS exists between units, however only certain missile
weapons such as long bows, are capable of firing over the heads of intermediate units to reach a
target. Crossbows for instance, cannot fire over or through units to reach a target. See Missile
Weapons
-LOSs are never blocked into hexes adjacent to a unit.
-Units can always fire into or out of, but never through a hex with a height greater than its
elevation. For example, a forest hex with a base elevation of 1 might have a total height of 2 due
to the height of the trees in the hex. A unit would be able to fire into or out of this forest hex but
never through it. See Terrain Statistics
Movement
Each unit is allotted a number of movement points (MPs) per turn which it expends in order to
move on the battlefield. The cost of MPs per move depends upon on the terrain, distance
covered, and the type and status of the unit moving.
Selecting a Unit
To select a unit for movement and or combat, move the cursor over the unit and left-click the
mouse button. The selected or "hot" unit is outlined with a white hex border and its statistics are
displayed on the Info Panel or Unit Detail Window.
Once selected, the movement overlay symbol will cover every hex that the unit may legally move
to. To move the unit, click on the hex that you want to move the unit to. The unit will then appear
at the new location and the cost of the move will be subtracted from the units MPs.
Factors Influencing Movement Rates
Command Range
When Command Range Movement is enabled, units "In Command" may not move outside of the
command range of their leader. See Leaders.
Terrain Effects
-Each hex terrain has a cost per move (CPM) value which a unit must "pay" in order to enter it. A
terrain's CPM value is listed in the Terrain Stats line on the Information Panel.
-Units cannot move to terrain with base elevations greater than their current elevation plus one.
-Terrain Hex CPM and elevation are established for each battle in the BattlePlan Battle Editor
Unit Type
There are three basic unit types in Medieval.
Foot
Horse
Supply
Infantry units
Cavalry units, units that fight mounted on horses and generally have more MPs then
all other units.
Supply bearing units, these units are able to resupply other units
Both infantry and horse (rare!) units may be armed with weapons capable of missle fire.
-Supply units expend a greater rate per move then Foot or Mounted units.
-Supply units may not enter enemy ZOCs
-Infantry Units suffer movement penalties when overburdened with equipment weight..
Unit Status
-Routed and Broken Units may not enter enemy ZOCs
Unit Formation
-Units in Shieldwall formation may not move at all.
-Units in Skirmish and Square formations expend a greater MP per move rate then those in
Column or those in no formation..
Fatigue Level
-Fatigued units expend a greater MP per move rate than rested units.
Weather
-Weather conditions like rain and snow will increase a units MP per move rate.
Enemy Zones of Control
-Moving into an enemy ZOC increases the MP movement rate.
-Once a unit has moved into an Enemy ZOC, it can not move any further for the rest of the turn
segment and may be open to counter attack
-A unit beginning its turn in an enemy ZOC may not reenter another enemy ZOC for the duration
of turn segment.
Miscellaneous
-Units moving thru Caltrops expend a greater MP rate than normal terrain movement.
-There is no stacking of multiple units into a single hex in Medieval. Only one unit may occupy a
hex at a time.
Unit Facing
Simply put, a unit's facing determines what the unit can see. In order to charge, attack, fire
missiles, or properly defend an attack, a unit must be able to see its target. Units may only sight
enemy units thru their Front and Flank hexsides. See Change Facing
Charge Attacks and Close Combat
Close combat refers to any non-missile attack that takes place between adjacent units on the
battlefield. There are two types of combat in Medieval, Charge Attacks and Close Combat.
Charge Attacks
The charge attack is the most powerful form of close combat in Medieval. A unit's combat
strength is increased if it is able to charge attack an enemy unit.
To initiate a charge order, a unit must:
-be in Column formation
-not be more than 25% Fatigued
-must be of Ready status
-must have a clear path to the enemy unit
-must pass a morale check before beginning the charge
When charge conditions are met, the charge icon will be activated on the command panel. Click
on the icon to start the charge order. All enemy units capable of being charged will be hi-lighted
with the attack overlay symbol (usually a red hex border). Next move the cursor over the unit that
you want to charge. The probable losses for each side will be displayed on the info panel. Lastly,
click on the enemy unit to begin the charge.
Morale Check
Before units begin the actual charge, they must pass a Morale Check. Units failing the morale
check become disrupted and can not complete the charge.
Note: No Charge attacks may be initiated during heavy rain or snow weather conditions.
Close Combat
To initiate a close combat attack, move the unit adjacent to the enemy unit to be attacked. Next
move the cursor over that unit. The probable losses for each side will be displayed on the info
panel. Next, click on the enemy unit to begin the attack.
Note: Moving into an enemy controlled ZOC may not be a casual affair as enemy units capable of
launching a counter attack may do so once you've entered their ZOC. See Counter Attacks
Counter Attacks
Counter attacks are a form of close combat initiated by units when an enemy unit moves into their
frontal hexside. With the single exception of charging units, any time a unit enters an enemy
controlled frontal ZOC, it runs the risk of being counter attacked. Whether units launch a counter
attack or not, is influenced by their combined combat strength versus the combat strength of the
unit entering the ZOC and the status of their Counter Attacks Standing Orders.
Berserk Attacks
Any unit left adjacent to an enemy unit at the end of a turn segment without initiating an attack has
a chance of going berserk. Berserk units will immediately launch a close combat attack on the
nearest enemy unit. Berserk attack results can be favorable or unfavorable as the berserk unit
receives a momentary morale boost for the attack but also loses any formation it may be holding.
Attack Evasion
When a Charge Attack is leveled against a unit, that unit may attempt to evade the charge. In
order to evade a charge attack, a unit must:
If the above conditions are met, the unit will move to the "safe hex" and avoid the charge. You can
control under which conditions your units attempt to evade charge attacks in the Standing Orders
section.
Leaders and Evasion
In addition to evading charge attacks, leader units also have the ability to evade ALL close combat
attacks. You can set your leader units evasion priority in the Standing Orders section.
Deserters
At the end of a turn segment, a check for deserters is performed. Any units of Routed or Broken
status are subject to having deserters. Should a unit of routed or broken status fail this morale
check, a randomly determined number of men from the unit will desert. If the entire unit should
desert, it is removed from the battlefield and its point value is awarded to the opposition.
Missile Fire
Units capable of missile fire may target enemy units within their weapon's range-- if they can see
them. Certain types of terrain may block the LOS but Medieval will automatically determine if an
LOS exists between units. Units NEVER block LOS in Medieval.
Issuing a Fire Order
If a selected unit can target any enemy within its fire range, the missile fire icon will be activated.
Click on the icon to start the fire order. All enemy units capable of being fired upon will be hilighted with the attack overlay symbol (usually a red hex border). Next move the cursor over the
unit that you want to fire at. The probable losses for the target will be displayed on the info panel.
Lastly, click on the enemy unit to begin the missile fire. Watch for the actual results on the info
panel.
Rallying Units
As a result of combat and missile casualties, units may become disrupted or routed. When this
occurs, a units ability to function becomes hampered. Disrupted or routed units may attempt to
remedy this situation by trying to rally.
A rally attempt "costs" only 1MP but a unit may attempt only 1 rally per turn. Click on the Rally icon
to issue a rally command. If the AutoRally feature is enabled, all disrupted or routed units will
attempt to rally at the start of the turn segment.
Successful rallies are largely dependent upon a unit's morale and whether or not they are within
the command range of a "good" leader. If a unit fails a rally command, it is forced to "fallback" a
number of hexes toward its starting map side. Note that fallback movement does not expend unit
movement points.
ReSupplying Missile Units
As missile units fire, they deplete ammunition. Missile units may be resupplied by moving adjacent
to a supply unit, or a structure (such as a castle or camp) with the ability to provide ammunition.
When resupply conditions are met, the resupply icon will be activated on the command panel.
Click on the resupply icon to resupply the unit's ammunition.
-Units may receive supply from an enemy structure ONLY if they occupy the structure
-Units may not receive supply from enemy occupied structures
Strength Modifiers
There are conditions and situations that occur within Medieval where combat strength shifts are
added (or subtracted) to an attackers or defenders base strength.
Combat Strength Modifiers
Positive Combat Modifiers
-Unit is in Column Formation
-Unit is Cavalry attacking Infantry
-Unit is Charging
-Unit is attacking thru an enemy unit's flank or rear hex side
-Unit has a longer weapon than the enemy (for example Pike versus Sword)
-Unit is uphill of enemy
Negative Combat Modifiers
-Unit has no formation
-Unit is not in command
-Unit is infantry attacking cavalry
-Unit is defending attack thru its flank or rear hex side
-Unit is downhill of enemy
Missile Strength Modifiers
Positive Missile Fire Modifiers
-Unit is firing within the effective range of the missile weapon
Negative Missile Fire Modifiers
-Unit is fatigued
-Unit is not of Ready status
-Unit is not in skirmish formation
-Unit is not in command
-Unit is firing beyond the effective range of the weapon
-Weather is Rain, Heavy Rain, Snow or Heavy Snow
-Unit is firing "over the heads" of other units
Defensive Strength Modifiers
Positive Defense Modifiers
-Unit is in ShieldWall formation
-Unit is in defense positive active terrain
Negative Defense Modifiers
-Unit is fatigued
-Unit is not of Ready status
-Unit is in defense negative active terrain
-Unit is not In Command
Rout Movement
Unit's that become routed or disrupted from taking casualties during close combat or missile fire,
are pushed back from the current hex occupied. Units unable to "fallback" suffer additional losses.
Victory Conditions
In Medieval the game as in Medieval history, most battles continue until all of the warriors on one
side have either been killed, captured, surrender, or desert. The side which holds the field
generally wins.
Unit Values
Most units carry a point value which is awarded to the opposing side when the unit is destroyed,
surrenders, or deserts. No points are awarded for routed or broken enemy units, the unit must be
removed from the battle field before any victory points are awarded.
Terrain Objective Values
In some battles, a terrain objective is defined and assigned a value. If a unit is holding (occupying)
a terrain objective, that unit's army is awarded the value of the terrain objective. If a battle contains
a terrain objective that is held by an army which surrenders, any points associated with that
objective are automatically awarded to the winning army regardless of which faction occupies the
terrain objective.
Winning The Battle
The side (army) which holds the field wins. If an army's morale slips below its surrender point, that
army surrenders and and the opposing faction automatically wins the battle. If a battle reaches it
maximum turn limit with both armies still engaged, then the army holding the most victory points
wins the game. You can always refer to the Battle Report (even after a battle has ended) to see
exactly what transpired during a battle.
Medieval Designer's Notes
It has been a long and interesting road from the Alamo, to the Little Bighorn, thru Zulu South
Africa, and now with Medieval, to the Middle Ages. Actually, the notion of doing a Medieval
combat game had been in the back of my mind for quite sometime. There is, will be, and has
been tons of coverage on the "fantasy" aspects of the genre. Many companies have created
various "medieval flavour" games incorporating mythological creatures and magical aspects into
their systems, but there hasn't been a PC game that focused on the real historical battles of the
period...until now.
There were several design challenges that had to be answered from the start. For one, we only
wanted to tackle the field battles, where armies were challenged and armies accepted. No long
drawn out sieges here! We wanted the huge bloody "smash-mouth" affairs and there were a lot of
them. Some, like Hastings, even changed the course history. Second, we wanted to get back to a
quick, fast paced tactical system with very focused and intense scenarios. Finally, we wanted to
give you an open ended system where new scenarios could be added over time and where
existing ones could be edited and fine tuned--by you!
Medieval is the result of those efforts. I sincerely hope you enjoy the game and thank you very
much for your continued support of Incredible Simulations.
Best,
Jeff Lapkoff, Incredible 15 June 1998
Credits
Medieval
Jeff Lapkoff........Game Design, Programming, Art, and Sound
Scenario Design
Jeff Lapkoff and Dennis Bishop
Distribution and Support
Scott and Elisa Hamilton, Gregory Smith, and all with HPS Simulations
Game Testing
Salvatore Carlino Sr. and James Urban
3d-Models
Platinum Pictures 3D Cafe and Graphic Detail, Inc.
Sources
The Art of War in the Middle Ages, C.W.C Oman,Cornell University Press
Fantasy Wargaming, Bruce Galloway, Stein and Day Publishers
Medieval Warfare, Hans Delbruck, University of Nebraska Press
Medieval Warfare Source Book, David Nicolle, Arms and Armour Press
Warlords, Tim Newark, Arms and Armour Press
Hastings 1066, Christopher Gravett, Osprey Military Campaign Series No. 13
The Normans, Rich Rostrom, Emperor's Press
The Flower of Chivalry, Bruce McFarlane, The Canadian Wargamers Group
Contacting Incredible
If you have any questions or comments concerning Medieval, The BattlePlan Scenario Designer,
or Symbol Editor, please feel free to contact Incredible Simulations at:
E-Mail
Voice
Mail
WebSite
[email protected]
773-804-7403
Incredible Simulations P.O. Box 411237 Chicago, IL 60641
http://www.IncredibleSimulations.com
* * * Stop by Incredible's WebSite for new battles, sets, and upgrades for Medieval * * *
Appendix Medieval Weapons of War
Weapons of Medieval Field Warfare
Combat Weapons
The Medieval system models the following close combat weapons
Weapon
QuarterStaff
Battle Axe
War Axe
Pole Axe
Halberd
Cavalry Flail
War Hammer
MorningStar
Mace
War Flail
Maul
Short Sword
Scimitar
Falchon
Long Sword
Claymore
Spear
Pike
Lance
Weight Length Rating
03
084
050
06
036
100
12
048
150
14
084
200
15
108
300
08
060
100
06
030
130
08
030
150
07
030
150
12
096
170
09
048
200
05
036
100
06
036
130
09
033
130
08
044
150
09
048
200
04
072
125
12
108
230
15
120
300
Missile Weapons
The Medieval system models the following missile fire weapons:
Weapon
Rocks
Sling
Staff Sling
Weight Max Range
01
02
01
04
02
05
Rating
020
030
040
OHF
Yes
No
No
SPT
2
2
2
Light Spear
Javelin
Throwing Axe
Short Bow
CrossBow
LongBow
Hvy CrossBow
04
05
07
03
08
06
12
02
02
02
04
04
08
06
050
075
100
080
100
125
125
Yes
Yes
Yes
Yes
No
Yes
No
1
1
1
2
1
2
1
OverHead Fire (OHF)
Weapon has the capacity to fire over other units
Shots Per Turn (SPT)
The number times the weapon may fire per turn
Effective Range
The effective range of a weapon is defined as its Max Range divided by two.
Armor
Armor
Fur
Leather
Ringmail
Chainmai
Hauberk
Field Plate
Cavalry Plate
Weight Rating
05
05
10
10
20
15
22
20
30
25
40
30
50
40
Shields
Shield
Small
Medium
Kite
Large
Tower
Weight Rating
05
10
10
20
17
25
20
30
22
35
Caltrops
Caltrops are nasty little devices used to setup the Medieval equivalent of a mine field. Anytime a
unit ends its turn in a caltrops hex, it suffers a randomly determined number of losses. If a unit
has enough MPs, it may pass thru caltrops unscathed, but its rate of movement will be greatly
reduced. In addition, units may never charge thru a caltops infested hex.
Limited Warranty
Neither Incredible Simulations, Inc. nor any dealer or distributor makes any warranty, express or
implied, with respect to this manual, the disk, or any related item, their quality, performance,
merchant ability or fitness for any purpose. It is the responsibility solely of the purchaser to
determine the suitability of the product for any purpose.
In no case will Incredible Simulations, Inc. be held liable for direct, indirect or incidental damages
resulting from any defect or omission in the product, manual, or other related items and
processes, including, but not limited to, any interruption of service, loss of business, anticipated
profit, or other consequential damages.
Incredible Simulations, Inc. does warrant the original purchaser that the disc on which the
program is copied to be free from defects in materials for a period of 90 days from the date of
purchase. If during the first 90 days after purchase a defect in the media should occur, the
software may be returned to Incredible Simulations, Inc. who will replace the media at no charge.
This warranty gives you specific legal rights, you may also have other rights which vary from state
to state.