A force supplement for the 'FUBAR Mediëval' miniature wargaming rules. This force supplement deals with the Western European forces in the 14th century to be used with the latter part of the 100 Years War, the War of the Roses and the Burgundian Wars.
A force supplement for the 'FUBAR Mediëval' miniature wargaming rules. This force supplement deals with the Western European forces in the 14th century to be used with the latter part of the 100 Years War, the War of the Roses and the Burgundian Wars.
A force supplement for the 'FUBAR Mediëval' miniature wargaming rules. This force supplement deals with the Western European forces in the 14th century to be used with the latter part of the 100 Years War, the War of the Roses and the Burgundian Wars.
A force supplement for the 'FUBAR Mediëval' miniature wargaming rules. This force supplement deals with the Western European forces in the 14th century to be used with the latter part of the 100 Years War, the War of the Roses and the Burgundian Wars.
Original FUBAR Medieval rules by Craig Cartmell (http://fubarwargames.wordpress.com/)
FUBAR Late Medieval by Jojanne Hopmans These rules are written as a supplement to the FUBAR Medieval 2 nd edition.
+Additional+ +Rules+
Charge bonus A charge bonus is received when a unit first initiates an enemy in close combat and only in the first round of combat. It is added as a penalty to the enemys armour value. If the enemy withdraws from combat and they are caught up, the charge bonus is received again.
Mounted movement bonus The movement bonus for mounted units is equal to their armour save in inches when walking and charging and twice that when running. Mounted units with a 3+ or better armour cannot move through cover. Mounted units cannot move through moderate cover.
Ranks in close combat When in close combat, only the first 2 ranks of a formation can add their attacks to the combat.
Reload action Some units have to reload their weapons before they can shoot again:
Move 0, weapon is reloaded, can also shoot this turn.
+Troops+
HQ General 25 pts 1 Accompanied by Nobles Leader Elite 2+/4+ 2 Assaults Lance +2 Heavy armour 3+ Mounted Charge bonus +2
Has to choose a reload action to reload. They start the game loaded.
Artillery Artillery needs one turn to reload, and starts the game unloaded. It can only move 3 and it cant move while loading or shooting.
An artillery piece needs a minimum crew to operate, but can have a larger crew. Hits are allocated to the crew. When less than the minimum crew is alive, the artillery piece is removed. The gun itself is always operated by the gunmaster, who is removed as last.
Ancillary Standard bearer 20 pts Every unit can be accompanied by one standard bearer. This adds a +1 bonus to activation rolls for that unit or units within 5 cm.
A standard bearer is unarmed. Expertise and armour is as rest of unit.
+FUBAR Late Medieval+
Original FUBAR Medieval rules by Craig Cartmell (http://fubarwargames.wordpress.com/) FUBAR Late Medieval by Jojanne Hopmans +XV th Century+ +Armies+
English For every Men-at-Arms, there should be twice or more Troop/Missile units
1 General with Nobles 1-2 Mounted Men-at-Arms 0-4 Men-at-Arms 0-1 Hobilars 1-4 Billmen 2-4 Longbow
Burgundian For every Genderme there should be twice or more Troop/Missile units. For every Artillery unit, there have to be 3 other units.