October, 2011:
DoB4 to be released in the Fall. Price is yet to be determined.
Fall-In: We will run three scenarios, please check the PEL for details.


Aide De Camp Books
Used Books and Games
Change of Command
Painting Service
Maine Wargamers
Huzzah Convention
Portland Maine
The Miniatures Page
The best information site on the web!
Day of Battle is a miniatures rule set that allows you to raise and then lead an army of soldiers in the feudal and Medieval periods. Ground scale is 10 yards to the inch. The focus of the game is the Warlord. Think of Charlton Heston in the movie of the same name to get the look and feel the game presents.
Below you will find snippets of the new rules in fourth edition. Please drop us an e-mail if you have any questions or comments, we would like to fear from you.
Please visit my new solo project, the battle of Fieldstone in the Demo section of the website.
Chris Parker
AUTHORS NOTE: 12.09.2011
Text in red notes serious change in the rules.
Shrugs and "The big 6"are gone.
All Personality rules 1d6 (1-6) the d20 is gone.
All dice rules will use 1d6 (1-6) the d20 is gone.
Units
Units are made up of 4 bases arranged 2 x 2 representing 200 to 400 men.
Bases use the English mounting system so there is no need to rebase to try Day of Battle.

Hits & Unit Damage
The amount of damage a unit can take from combat is based on its troop order.
When a unit reaches zero hits it breaks and is removed from the game. A unit functions at full strength until it has taken all of its hits.
Close order foot: 4 Hits
Close order mounted: 3 Hits
Loose order foot: 3 Hits
Open order foot or mounted: 2 Hits
Combat Dice
These dice are per unit in combat and may be modified by combat dice modifiers.
Shooting Dice
Longbow (trained): 4d6
Longbow: 3d6
Crossbow: 3d6
Handguns: 2d6
Artillery: 1d6
Melee Dice
Elite: 5d6
Veteran: 4d6
Average: 3d6
Poor: 2d6
The Weapon of Choice
Defined as a weapon or troop type that is superior in that situation. Use the first that applies.
Weapon of Choice
1. Trained pike or trained spear.
2. Knight, pike or defending spear.
3. Heavy cavalry.
4. Other close order cavalry.
5. Other close order infantry.
6. Other loose order infantry.
Note: Unit must be in good order!
Game Turn Sequence
Introduction
Day of Battle is played in a series of time segments called game turns. Each turn is broken into phases. When both players have played one round of phases a complete game turn is over and play proceeds to the first phase of the next game turn.
1. Command Check
Each Personality on the active side performs an initiative check to see how many command cards they have for the turn (See Command).
2. Shooting
Missile units on the active side may shoot. Morale checks due to shooting are performed.
3. Movement
Each Personality on the active side may now command units to move.
4. Melee
Units on both sides in contact conduct melee. Morale checks due to melee are performed.
4.1 Taking Ground
Units on the active side that win a melee may occupy by the position of the opposing unit.
4.2 Breakthrough Moves
Mounted units that force their opponents to retire, retreat or break may advance a basic move.
4.3 Breakthrough Melee
Units in contact after breakthrough movement return to melee (Phase 4) and carry on through the rest of the turn from there. If the unit wins a second melee it may take ground but then halts. Morale checks due to melee are performed.
5. Shooting
Missile units on the active side that have not Shot or been involved in melee may shoot. Morale checks due to shooting are performed.
6. Honor Point Tally
Warlords tally honor points gained.
Combat
Introduction
The term “combat” is used to describe shooting and melee. Most of the terms for both sections of the rules are the same. Each phase is broken out to detail their individual rules.
Who Rolls
In shooting only the attacker rolls d6, in melee both sides roll d6. Combat is not a one sided affair and it is possible for both sides to take damage. Damage in melee represents men being killed, wounded or just running away. In shooting damage to the attacker represents exhaustion or running low or even out of missiles.
Strikes and Hits
Strikes are a successful die roll which is equal to, or less than, the hit number. A strike is not automatically a hit. The unit may convert them into disorder, retires or retreats.
Retires & Retreats
A unit may convert up to 2 strikes on itself from any single combat into a retire or retreat.
Retire Movement
Such a move is half a basic move directly to its rear but facing the event. Such movement is straight back with a variation of up to 1” left or right to avoid friendly units, terrain or to use gaps between units. Close order troops that lie in the path will fall back before the unit.
All other troops may fall back as well or allow the unit to pass through them.
Retreat Movement
Such a move is basic move to the rear, facing away from the event. Retreat movement is straight back with a variation of up to 1” left or right to avoid friendly units, terrain or to use gaps between units. All troops except open order that lie in the retreat path may will fall back in front of the retreating unit up to the full distance or let the retreating unit pass through them in which case both units will become disordered.
The Big 1
When a 1 is rolled in combat it may result in an additional strike.
• Each 1 is re-rolled.
• The result of another 1 means that a unit has taken a bonus strike
Shooting
Introduction
Missiles include any weapon that could frighten, injure, or kill from a distance. The range of missile weapons represents the distance at which the men shooting feel they have a good chance to hit their target and cause damage.
Who Can Shoot
Though there are two shooting phases in the game turn a unit may only shoot during one of them.
Shooting Procedure
1. Shooting dice are basic dice
2. Apply all shooting dice modifiers
3. Strike number is based on range
4. Roll for strikes
5. Apply damage
Note: All shooting dice are d6. All modifiers are to the number of d6 rolled.
Shooting Strike Numbers
At long range all strike on a 1
At medium range all strike on a 1 - 2
At close range all strike on 1-3
Melee
Introduction
Melee simulates groups of men or horse charging, fighting, then falling back to either let others in, or to catch their breath.
Melee Order
Each melee is worked out individually in the order of the active side’s choosing and are not considered to be simultaneous.
Melee Procedure
1. Basic dice = units morale grade.
2. Apply all melee dice modifiers
3. Strike number is 1-2, 1-3 or 1-4.
4. Each side rolls dice for strikes.
5. Each side checks for shrugs, with the lower in final strikes being the winner.
6. Loser applies final strikes and results.
7. Personalities check for wounds.
8. Banners and Personalities attached to loser, or Personalities that failed their personal, check for capture.
9. Winners may take ground.
10. Winners check for breakthrough.
Multiple Unit Melees
Units in contact are to be paired up with another unit.
Multiunit melees are not allowed. If more than one unit is in contact with an enemy unit one of them is declared the melee unit. Others touching or within 1”of either melee units are supporting.
Supporting Units
In melee both sides may count up to 2 units within 1” of either unit in melee as supporting.
• Supporters may not be in a melee.
• Supporters must be in good order.
• Supports may take 1 strike each however the first strike taken in the melee must be on the melee unit.
• Supports may only support 1 melee.
• Supports suffer the same results as far as retire and retreat as the melee unit.
Melee Strike Numbers
• 1-4: Unit is weapon of choice.
• 1-3: Neither is weapon of choice.
• 1-2: Unit is not weapon of choice but its opponent is.
Melee Results
Automatic Loss:
Open order units that lose a melee break.
Missile units that lose to mounted units break.
Mounted troops that lose to spears and pikes must retire as their first strike.
Results:
The difference in strikes is divided by 2 and applied to the loser (round up)
If the loser stands its ground then the winner must take a strikes.
Ties:
The fight was a tough one with no obvious winner. The attacker takes 1 strike. If it holds its ground and takes 1 hit the defender must take 1 strike.
If the attacker retires the defender does not take 1 strike.
Battle Line Morale
Introduction
As the units that make up the battle lines within your army become damaged they will start to falter and then melt away. Battle line morale (morale check) is checked by both sides after each shooting and melee phase. Such tests are made by the battle line. Morale markers are removed after the Initiative Phase of the players turn.
When to Test
1. Close or loose unit breaks.
2. Close or loose unit takes a hit.
3. Loss of the battle line banner.
5. Loss of the battle line Personality.
6. Morale markers = 1/2+ of the remaining units in good order.
7. Mercenary unit retreats.
Break Values
Each battle line has a break value which is based on the number and quality of units in it at the start of the game.
Per elite unit +1
Per veteran unit +2
Per average unit +3
Per poor unit +4
Personality - Morale Bonus
Subtract the morale bonus of the battle lines commanding Personality at the start of the game.
Morale Markers
The following events place morale markers on the Personality.
Threatened: 1 Marker
This modifier is assessed at the moment of every morale check and such markers placed only if there are threats at that moment in time. A unit is threatened when one or more enemy units are within 5”of its flank or rear. The facing of either unit is unimportant. A unit cannot be threatened on a flank that has a friend or friendly terrain feature w/3”. Threat markers are only removed after a battle line morale test if the threat has gone away. A unit may have multiple threats.
Strikes: 1 Marker each
Flank or Rear: 2 Markers
Unit was attacked on its flank or rear.
Banner Lost: 5 Markers
Personality lost: 2 x Social Rank
Use the Personalities social rank value.
Mercenary Unit: x 2
Double morale markers from combat.
Unit Loss: Markers
Units that break add the following number of morale markers based on their morale grade. These markers are in addition to any played due to the strikes that broke the unit.
Poor = 1 Morale Marker
Average = 2 Morale Marker
Veteran = 3 Morale Marker
Elite = 4 Morale Marker
Battle Line Morale Test
Roll one d6 for each unit in good order. The total must be equal to or greater than the battle line break value.
Final Score Modifiers
Morale Markers: Subtract 1/3 of the total morale markers on the battle (round up) from the final die roll.
Trained Units: Add +1 to the score for each trained unit in good order.
Results
Failed: For each number below the break value one unit must retire as per combat results. If a unit takes three retire moves it breaks. This break will trigger a morale test for a breaking unit during the next morale phase of the game turn. Units that retreat place a morale marker on the battle line to apply against the next morale phase.
Passed: If the battle line scores equal to or greater than its break value it passes.
Uncontrolled Advance: If the battle line scores over 50% of his break value the inverse happens. Meaning that for each point above 150% of the break value 1 unit must advance a half a basic move. When possible these units will attack the closest enemy unit that they are allowed to attack
Summoning Your Army
The size of the Warlord’s army is a combination of his social rank and household. A Warlord’s household being the sum of his social rank and esteem (See Personalities). The Warlord draws a number of playing cards equal to his social rank. The value of these cards is then added to his household which gives him the size of his army in army points (these reules have not changed from third edition).
Domain Card Values
Ace – Warlord’s social rank
2–10 – card value as shown
Jack, queen, or king – 5
Joker – 2 times the Warlord’s social rank
Maximum Card Value
Any numbered (2-10) card drawn that has a value greater than the Warlord’s household is reduced to the value of his household.
Creating Your Army
How Many Units - The Lance
The lance makeup of each Domain determines the overall makeup of the army. The total army points are divided by 3 to determine the number of units that arrive.
Ex: a feudal English Domain is 1/3 mounted, 1/3 foot and 1/3 missile. A feudal French army is 1/2 mounted, 1/3 foot and 1/6 missile.
Leftover units are rolled for as a random unit.
Random Units
Roll 1 d6 per random unit.
1: mounted
2-4: foot
5-6: missile
Army Creation Example
A feudal English army (1/3 mounted, 1/3 foot, 1/3 missile) of 28 army points nets 9 units (3 mounted, 3 foot and 3 missile). The remaining point was less than half a unit and was dropped. Had the army been 29 points the army would have had 10 units. A feudal French army (1/2 mounted, 1/3 foot and 1/6 missile.) of 41 army points nets 14 units (7 mounted, 4 foot, 2 missile and 1 leftover unit).
Retinues
The Retinue of a Warlord are soldiers that the he keeps in has pay. He can count on them to be there when he summons them and has a good idea of what he can expect them to be.
To determine the number of retinue units a Warlord has divide his social rank by 3 (round down).
Ex: A social rank 3 or 4 Warlord will have 1 retinue unit. A social rank 5, 6 or 7 will have 2 retinue units.
Retinue units are additional units and do not count towards the total number of units that arrive when summoned. The Warlord may pick his retinue from any troop type on his Domain.
If a Warlord has 2 or more retinue units they may not be of the same type. Retinue units may not be troops listed as mercenaries on their Domain.
Ex: William an English lord (social rank 7) has 2 retinue units. He chooses a knight for his first unit. Since he can’t have duplicates he chooses crossbows for his second.
The Army Arrives
No warlord is going to know ahead of time what is going to arrive at his summoning. In our game he will know how many units but other than his retinue he can’t be sure. To achieve this lack of control the Warlord will roll 1d6 for each unit that he has arriving and apply it to his Domain. With this uncertainty the Warlord will be advised to consider
some mercenary troops.
Mercenaries
Warlords often recruited mercenaries to fight for them. Such troops were often seen as more reliable and better trained and equipped soldiers. Mercenaries are a double edged sword. They are sturdier than most troops but they fight for pay and nothing else, if they are killed they are out of work, if the Warlord is killed they move on! The number of mercenary units allowed in an army may never be greater than the warlord’s social rank minus his number of retinue units.
The Good
A Warlord may convert any summoned unit in his army into a mercenary unit and raise the unit’s armor class or morale grade 1 level. Veterans cannot be promoted to elite and
heavy cannot be promoted to knight.
The Bad
• Mercenary units take double morale markers taken as part of combat results.
• A retreat move by a mercenary unit is treated as a breaking unit for battle line morale checks.
Ex: Sir William has raised 23 army points. He is a baron with a social rank of 4. He has 1 retinue unit and may convert up to 2 of units into mercenaries. He has 4 knight units arrive for his summons. He converts 1 of them into a mercenary and raises their morale grade 1 level. He has 3 crossbow units arrive as well and converts one of them to mercenary. He decides to upgrade their armor from medium to heavy.
Unit Promotions
A Warlord may promote (for that battle only) the morale grade and/or armor class of some of his Units.
• He may promote as many units as his social rank.
• No unit may be promoted more than 2 levels.
Ex: Count Martin, social rank 5 may make 5 promotions for the upcoming battle. He chooses to promote a unit of knights 2 levels from “average” to “elite” (2 promotions), 1 unit of crossbowmen from “poor” to “average” (1 promotion), 1 unit of spears from “medium armor to heavy armor”, (1 promotion) and 1 spear unit from “poor” to “average”(1 promotions) for a total of 5 promotions.
Domains
Basic Morale Grade System
All units have a common starting point, which may be modified by individual domain lists and the Warlords ability to promote units morale, armor and training.
Mounted
Knights – Average, close order
Heavy – Average, close order
Medium – Poor, close order
Light – Poor, close or open order
Foot
Knights – Average, close order
Heavy – Average, close or loose order
Medium – Poor, close or loose order
Light – Poor, open order
Levy – Poor, light armor, loose order
Missile
Heavy – Average, loose order
Medium – Poor, loose order
Light – Poor, open order
Random Units
1: Mounted
2-3: Missile
4-6: Foot
FEUDAL ENGLISH DOMAIN
Lance = 1/3 mounted, 1/3 foot, 1/3 missile
Mounted
1-3 Knights: heavy armor, close order
4-5 Sergeants: medium armor, close order (1-5: sergeants, 6, mounted crossbows – maximum 1 per army)
6 Border Horse: light armor (1-4: open order w/ skirmish weapons, 5-6: close order)
Foot
1-4 Spearmen: medium armor, close or loose order
5 Spearmen: trained, medium armor, close order (as city militia)
6 Men at Arms: heavy infantry, close order
Missile
1-2 Crossbows: medium armor, loose order (may be promoted to trained)
3-5 Archers: medium armor, loose order. (1-4: short bow if any close order spears, 5-6: longbow if only loose order spears)
6 Skirmishers: light armor, open order (1-2: skirmish weapons, 3-4: bow, 5-6: crossbow or longbow if only loose order spears are chosen)
SPECIAL RULES
Knights may dismount and move as heavy infantry.
Dismounted knights increase their morale as a free promotion.
One unit of knights starts as veteran as a free promotion.
Levy: Roll 1d6 for every untrained spear unit. The roll of a 1 adds a Levy unit to the army.
Levy may be armed with spears or converted to open order w/skirmish weapons as a promotion.
Mercenaries
Mercenary units get one free promotion, which can be armor, morale or trained.
One close order spear unit may be promoted to pike if a mercenary unit.
Heavy units cannot be promoted to knight.
Notes
The choice of only loose order spears indicates a Domain that borders on Wales.
Loose order spearmen may not form combined units.
Terrain
Terrain Features x2, Geographical Area: Mixed
FEUDAL FRENCH DOMAIN
Lance = 1/2 mounted, 1/3 foot, 1/6 missile
Mounted
1 Nobles & Feudal Knights: heavy armor, close order, veteran morale
2-4 Knights: heavy armor, close order
5 Sergeants: medium armor, close order
6 Border Horse: light armor (1-3: w/ skirmish weapons, 4-6: short bow)
Maximum one unit per army unless facing a Domain from “The Crusades”.
Foot
1-4 Spearmen: medium armor, close or loose order
5 Spearmen: trained, medium armor, close order (as city militia)
6 Men at Arms: heavy infantry, close order
Missile
1-3 Crossbows: medium armor, loose order
4 Crossbows: medium armor, loose order, trained
5 Short Bows: medium armor, loose order
6 Skirmishers: light armor, open order (1-2: skirmish weapons, 3-4: short bow, 5-6: crossbow)
SPECIAL RULES
Nobles start as veterans knights as a free promotion.
One average unit of knights starts as veteran as a free promotion.
Levy: Roll 1d6 for every untrained spear unit. The roll of a 1-2 adds a Levy unit to the army.
Levy may be armed with spears as a promotion.
Mercenaries
Mercenary units get one free promotion, which can be armor, morale or trained.
One close order spear unit may be promoted to pike if a mercenary unit.
Heavy units cannot be promoted to knight.
Mercenary, loose order crossbows have pavise.
Mercenary trained spears have pavise.
Notes
Loose order spearmen may not form combined units.
Terrain
Terrain Features x2, Geographical Area: Mixed