Barons War - 2nd Edition_dYTocP.pdf

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by Andy Hobday
with George Asling & Benedict Coffin
Editing:
Eadwine Brown & Benedict Coffin
Proofreading:
Benedict Coffin
Artwork:
Peter Dennis & Steve Beckett
Book design & production:
Steve Beckett
Photography:
Steve Beckett, Ben MacIntyre (Brush Demon), Daniel Wegmann (HVM Workbench) & Andy Hobday
Miniature Design:
Paul Hicks & Rob Macfarlane (Wargames Atlantic)
Painting:
Steve Beckett, Darren Linington, Daniel Wegmann (HVM Workbench & Ben MacIntyre (Brush Demon)
Terrain:
Featuring pieces from the private collections of George Asling & Mark Farr, including a mix of scratch-built scenery and
expertly crafted terrain from Warhost, Footsore Miniatures & Games, Last Valley, and 1st Corps
A sincere thank you to Peter Dennis for the incredible artwork, Paul Hicks for the amazing miniatures, Mark Farr for your support,
George Asling and Benedict Coffin for your years of dedicated hard work, and Rune Hoff Lauridsen for your invaluable, honest
feedback. Your contributions have truly made this project special.
Playtesters:
Pete Barfield, Isaac Beckett, Steve Beckett, Richard Carlisle, Mark Farr, Robert Griffiths, Bartosz Nowicki,
Mark Vance & Stuart Willis
Finally, a heartfelt thank you to everyone who has supported
The Barons’ War
from its origins on Kickstarter, including our
inspiring Facebook community. The game wouldn’t be here without you!
Dedicated to Leila, Ginny & Amélie
Cover Art:
by Peter Dennis
Copyright © Andy Hobday 2025
All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means,
including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the
publisher, except in the case of brief quotations in reviews permitted by copyright law.
First Printing, 2025 ISBN 978-1-9999514-8-1
www.warhost.online WARHOST is a trademark of Andy Hobday.
TABLE OF CONTENTS
3
Foreword
The Rules
What you’ll need to play
Key Concepts
Warriors: Characteristics and Profile
The Game Round
Activations
Movement Actions
Combat Actions
Defend Actions
Morale
Broken
Rally Actions
Weary
Commanders
Abilities, Traits and Equipment
4
7
9
13
16
21
27
57
58
62
64
65
67
72
Terrain
75
81
85
87
88
Terrain and Movement
Terrain and LoS
Terrain and Defence
Buildings
Core Terrain
Skirmish Scenarios
95
96
100
Choosing your Scenario
Setting up the table
Skirmish Scenario Generator
Retinue Selection
109
129
131
140
Feudal European Retinues
Knight Commander Generator
The Barons’ War: Dramatis Personae
Glossary
2
FOREWORD
Welcome to
The Barons' War
skirmish rules—a system designed to bring narrative-driven battles to
life on the tabletop. These rules enable two players to command opposing retinues, engaging in
closely fought skirmishes that are as captivating to behold as they are enjoyable to play. With a
strong emphasis on historical themes and immersive storytelling,
The Barons' War
allows players to
recreate the period's tensions and conflicts in a dynamic and engaging way.
From the very start, accessibility has been a key focus in development. After just a couple of sessions,
players should find themselves referring to the quick reference sheet rather than the full rulebook,
keeping gameplay flowing smoothly. Finding a balance between authenticity and simplicity is tricky
when it comes to a recreational wargame. If complexity and realism are what grants a game the wargame
moniker, let's call what's included here a tabletop game, as I am more than happy to settle for that.
The Barons' War
is a game that we know and love—a system that has not only stood the test of time but
has grown alongside its passionate and dedicated community. Over the years, players have shared their
experiences, posed thoughtful questions, and offered invaluable feedback. While the core mechanics have
always worked well, some ambiguities and unforeseen situations naturally emerged as the game evolved.
With this in mind, our goal in producing the second edition has never been to change for the sake of
change. Instead, we've taken the opportunity to refine and clarify the rules, ensuring that they are as
smooth, straightforward, and as accessible as possible. The game itself remains unchanged—you'll find
that
The Barons' War
still plays precisely as it always has. The wording may differ in
places, but the heart of the game remains the same.
That said, there are some essential refinements in this edition. These adjustments
do not alter the game's fundamentals, but they help create a more fluid, intuitive,
and enjoyable experience for all players. Our goal is to offer a more precise and
polished foundation, enabling both seasoned veterans and new players to
fully immerse themselves in what has become a popular game.
None of this would have been possible without the incredible efforts of
Benedict and George. Their dedication and insight have played a
crucial role in shaping this edition. Along with the ongoing
enthusiasm of our community, their contributions have helped refine
The Barons' War
into the best version of itself.
Thank you for being part of this journey. Now, raise your banners, muster
your forces, and let battle commence!
Andy Hobday, Lincoln 2025
3
WHAT YOU’LL NEED TO PLAY
Before we get started there are a few things needed to play a game of The Barons’ War. This section
explains what you need and why you will need them.
Miniatures
The Barons' War
is a skirmish and “small battle” game designed to be played using 28mm miniatures
referred to as Warriors. You can play with as few as 15 Warriors on each side to get you started. As the
rules are very flexible this number can be increased.
Warriors are generally purchased in Groups of at least four, with identical equipment and Abilities.
There is no upper limit on the size of a Group, provided it can remain in Coherency.
• Infantry Warriors are based on 25mm round bases.
• Mounted Warriors (cavalry) use 25mm x 50mm pill-shaped bases.
Using the correct base size is important because distance is measured from the edge of one Warrior’s base
to the edge of another’s.
The miniatures you fight with represent the warriors in your retinue. Your models need to display the
weapons and equipment which you have purchased. Ideally all models will match the purchased
equipment, but as a minimum at least half must display the right equipment to show your opponent
(and you!) what to expect during the game.
Dice
The game uses three different types of dice:
• ten-sided dice or d10 are used to resolve most game actions. You will want plenty (ten or twelve);
• one ordinary six-sided dice or d6, used when determining Charge distances;
• six-sided dice to mark the Morale Penalties your Groups take. You should have one
Morale Penalty dice for each Group in your Retinue. Special Morale dice are
available (though a regular d6 will do the job).
Combat in the game - attacking, defending, making Shield rolls and
testing Morale - involves rolling a number of d10 and comparing the
results against a test value. If the score on the dice equals or beats the
number you are testing against, the result is a success. If the score on the
dice is less than the target number, the test is failed.
The 0 on a d10 is a ten – the more of these you roll, the better! When making
checks against a Warrior’s statistics, rolling a natural 0 (10) is an automatic
success and rolling a natural 1 is always a failure.
4
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