Wargame Mechanics Index

Habilments of War: A Wars of the Roses Campaign Framework

Rival claims of royal legitimacy give pre-battle morale advantages that cancel each other out, and the choices on offer depend on the type of claimant.

A light pre-battle campaign framework for the Wars of the Roses, bolted onto any battle rules (DBM, Hail Caesar, Poleaxed). A royal player and a claimant player (petitioner, dynastic rival or usurper/pretender) each pick six Actions and Alarums, such as recruiting, gathering victuals and coin, proclaiming legitimacy or forced march and interception. The results set up the tabletop battle: extra troops from 2d6 recruitment tables, supply points, morale advantages, command points or ambush deployments.

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Mechanics 7 · 1 distinctive

Scenario, Campaign & Victory

2scen
Actions and AlarumsCampaign action menu

Players pick campaign actions from a table, some limited to particular player roles.

How it works

The table lists Forced march, Interception, Petition of grievances, Proclaim right, Coordinate forces, Royal authority, Tactical innovation, Recruit soldiers, Recruit mercenaries and Victuals and coin, each tagged by who may use it (any, royal, or a specific claimant type). The claimant's type (petitioner, dynastic rival, usurper/pretender) determines which options are open, giving each a different route to the crown.

As you can see from the ‘Actions and Alarums’ table, some of the stages are only suitable for specific claimant players:
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1scen
Six-stage campaign frameworkCampaign linkage

Six campaign stages before a single decisive tabletop battle.

How it works

Each player starts with a household retinue chosen from the battle rules' core troops, then selects six Actions and Alarums covering the campaign from 'the cold season of the year' to the battle. The results are compared and modify the engagement fought on the tabletop.

The campaign framework sets out six stages between the commencement of the campaign – “in the cold season of the year” – and a significant battle on the tabletop.
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1scen
Forced march & InterceptionPre-game sequence

Combined campaign actions let the claimant fight the battle as an ambush or with flank marches.

How it works

Interception must be played together with a Forced march; together they let the claimant player fight the battle as an ambush or with two flank marches, reflecting attempts to catch enemy leaders before they could gather.

Allows the claimant player to fight the battle as an ambush, or with two flank marches.
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Special Systems

3special
Petition / Proclaim right / Royal authorityLegitimacy claims and counter-claims

Competing political claims give a morale advantage in battle unless the opponent counters them.

How it works

A petitioner claimant may use Petition of grievances and a dynastic rival Proclaim right, each giving the claimant a morale advantage in the battle; the royal player's Royal authority (attainder) gives the royal side a morale advantage. Each claim is cancelled if the opponent has played the opposing claim.

Gives a morale advantage to the claimant in battle, unless countered by “Royal authority” below.
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2special
Victuals and coinSupply & logistics

A 2d6 pool of supply points must be spent on units, or unsupplied units test loyalty.

How it works

Each Victuals and coin action gives 2d6 points. Household retinue and other soldiers consume one point each for the battle; mercenaries and artillery consume three each. Any unit without an allocated point must take a loyalty test under the battle rules in use.

Household retinue troops and other soldiers consume one point for the battle; mercenary troops consume three points; any artillery unit consumes three points.
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Command & Control

1cmd
Coordinate forcesCommand points / PIPs

A campaign action that buys extra command points or a reserve for the battle.

How it works

Choosing Coordinate forces gives additional command points or other benefits in the battle, or allows the player to field a reserve, depending on the battle rules in use.

Gives the player additional command points or benefits in the battle, or allows them to field a reserve.
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Forces & Unit Definition

2force
Recruitment tableRandom force composition

2d6 tables decide which troops or tactical assets a recruitment action yields.

How it works

Recruit soldiers, Recruit mercenaries and Tactical innovation each give one 2d6 roll on their column. Soldiers range from scourers and prickers (2-3) and loyal retainers (4-6) to inexperienced bill and bow (8-10) and allies of doubtful loyalty (11-12); mercenaries include Burgundian crossbows, Irish kerns, Scots, French and Flemish handgunners; innovations include German pikes, field fortifications, barricaded buildings, field artillery and mounted men-at-arms.

Allows the player to roll once (with two d6) on the ‘Recruit Soldiers’ table below.
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