Mamluk Rules

Mamluk: Warfare in the 13th Century Latin East
A G REAT BATTLES OF HISTORY MODULE
for The Devil’s Horsemen
MAMLUK
13th Century Warfare in the Latin East
The Battles of: Mansourah, 1250 (The Nile, Egypt), Homs, 1281 (Syria)
TAB LE O F C O N T E N T S
1. Introduction............................................................
2. Simple GBoH Rules.............................................. 3. Mamluk Special Rules........................................... Mansourah Scenario...................................................... Mansourah Scenario Simple GBoH version..................
2nd Battle of Homs Scenario........................................ 2
2
3
4
8
9
2nd Battle of Homs Scenario Simple GBoH version.... 13
Sources..........................................................................15
Credits........................................................................... 15
Terrain Effects Chart..................................................... 15
GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
© 2006 GMT Games, LLC
Revised July, 2012
0510
Mamluk: Warfare in the 13th Century Latin East
Introduction
The Mamluks were the elite corps of the Egypt-centered Muslim armies from the 13th century onwards. They were usually
Circassian, Turcoman or Kurdish ‘slaves’, although they weren’t
slaves in the sense we usually apply the word. They were more
like unpaid mercenaries. However one describes them, they were
one of the major fighting forces in the Latin East for several
centuries.
Mamluk covers two of the major battles fought by Mamluk
armies at the height of their tactical powers. Mansourah was
the last battle the Mamluks fought for the Ayyubid Dynasty of
Egypt. Shortly thereafter, they overthrew that dynasty and took
control of Egypt. Homs (often labeled as 2nd Homs) was one of
the major battles fought by the Mamluks against ongoing Mongol
incursions into the Latin East.
Components
Counters: In addition to the 140 counters included herein, these
battles also require that the player have the game Devil’s Horsemen, from which some counters are used. The rules for each
battle list the counters that are included with this module, plus
the counters to be gleaned from DH.
NOTE: The reverse side of the Knights combat units (both
mounted and dismounted) is used to indicate a status other than
Moved (Disordered and Unhorsed respectively). These units are
subject to the penalties given in 6.13 when moving more than
once per turn. Use a Moved marker as a reminder.
Maps: We have provided a specific map for the Mansourah
battle. For Homs, players should use the West map from the
Kalka River scenario.
APPLICABLE GBOH ERRATA FOR DEVIL’S
HORSEMEN
Rules
7.31 A: Heavy units that move in the opposing player’s Orders
Phase are not required to Shock attack.
8.35 2nd bullet point should read:
• If the DR is higher than the printed TQ, that unit must move
one hex toward the firing unit. If it attacked from the flank/rear,
the unit changes facing first. Only vacant hexes can be entered.
If the unit can’t move one hex (for any reason), it doesn’t move;
therre is no further penalty.
Charts & Tables
(6.8) Movement Cost Chart: Note ‘b’ should read “All infantry
pay a cost of ...”
(10.1) Missile Range and Results Chart: Remove the ‘1’ from
the 5 hex range for Composite Bow, Foot—that unit may not hit
anything at a 5 hex range.
(10.2) Fire vs. Armor Effects Chart: The title should be “Fire
vs. Armor Effects”. LN type units are treated as LC. Mounted
Knights use the Knights row; dismounted Knights are treated
as HI.
(10.3) The Shock Superiority Chart.
• Ignore the column for Attacking Unhorsed Knights. Unhorsed
Knights may not attack.
• LC and HI should be AS when attacking Unhorsed knights.
Leadership Checks: Line Command Outside Command Range,
Case A should read: “Leader is Finished”.
CHANGES/ADDITIONS TO THE GBoH
RULES (in DH)
All of the rules in Devil’s Horsemen are used (where applicable,
to be sure), unless specifically stated otherwise below. Any additional rules are also listed with the respective scenario.
Simple GBoH Rules
The information provided here contains the necessary information to adapt Mamluk to the Simple GBoH rules. The individual
Simple GBoH scenario descriptions follow the same format:
Deployment, Formation Charts, Seizure Ratings, Reduced Side
availability for each side, Army Withdrawal levels, and Scenario
special rule modifications.
Deployment
Simple GBoH uses the original deployments in all scenarios with
one important exception: the player may place his leaders in any
hex with a unit that the leader is eligible to command, per the
Formation Chart.
Formation Charts
Both players have a Formation Chart that describes the overall
organizational capabilities of that army. Each row of the chart
lists the units in the Formation and their leader that are eligible
for activation in a single Player Turn. If more than one type of
unit is given for a single Formation, all units of those types must
activate unless the phrase “and/or” appears in that Formation
entry. In this case, the player can activate any combination of
the unit types listed. However, if a given type is activated, all
units of that type must activate. Formations without a Formation
Commander are treated as Auxiliaries. Leaders eligible to use
Turn Seizure are listed in the Formation Chart with a number to
the right of the slash (/) indicating the number of attempts that
Commander may make per game. Although some leaders command more than one Formation, each has one Turn Seizure rating
applicable for the entire game, regardless of which Formation
they choose to activate after seizing the turn.
A dashed line denotes separate Formations that are led by the
same Commander. They are not Multiple Formations and they
cannot be activated at the same time unless there is a specific
mention in the scenario rules.
Seizure Ratings
Leaders eligible to use Turn Seizure are listed with the number
of attempts they are allowed to make per game.
Reduced Side
Units that have a Reduced strength side are listed for each
player.
© 2006 GMT Games, LLC
Mamluk: Warfare in the 13th Century Latin East
Army Withdrawal Levels
Simple GBoH retains the same withdrawal levels as the original
game. They are repeated here for the players’ convenience.
Competitive Play
The various Competitive Play options provided for the standard
game may be used with the Simple GBoH rules.
Special Rules
The following special rules from DH are applicable to one or
both battles included in the Mamluk module as noted:
Cavalry Pursuit: Rule 7.6 Cavalry Pursuit is not used.
Impetuosity (at 2nd Homs): If the target of a Hit and Run Tactics
missile fire attack is infantry, and the infantry suffers a Hit, the
player for that infantry rolls the die.
• If the DR is the same as or lower than the printed TQ, nothing
happens.
• If the DR is higher than the printed TQ, that unit must move
forward one hex if there is no unit in that hex. If the unit can’t
move forward (for any reason), it doesn’t move; there is no
further penalty.
Aggression Reaction (at 2nd Homs): If the target of a Hit and
Run Tactics missile fire attack unit is a HC of any type, undertake
the same DR as in Impetuosity. However, if the DR is higher, that
HC must immediately move a maximum of four MPs toward the
firing unit by the most direct path, and Shock Attack the firing
unit. Such a reaction/charge is treated as part of the firing unit’s
movement/turn, and the resultant shock (only the HC and firing
unit are considered) is resolved before anything else happens.
• C-armed LC may retreat up to two hexes when so countercharged. This retreat is conducted before the HC advances.
• Knights add two (+2) to their DR.
Size: All units are considered to have the same Size. Therefore,
in a Shock attack, if the attacker has more units than the defender,
the Shock DRM is +2. If the defender has more units than the
attacker, the Shock DRM is –2.
Feigned Retreat (at 2nd Homs): Eligible LC (see scenario rules)
may use this modified version of the Retreat Before Combat rule
(Simple 7.41-7.44) when attacked by other cavalry, regardless
of the MA differential. Such eligible units may not use Retreat
Before Shock against other cavalry. Light Cavalry without the
Feigned Retreat ability use RBS per the standard rules. Heavy
Cavalry may not use RBS against other cavalry. A unit may
not use Feigned Retreat if it began the player turn in an enemy
ZOC or had an enemy unit in its ZOC. The Feigned Retreat is
performed as follows:
Rating given in the scenario setup instructions. If there is more
than one attacking cavalry unit, the owning player picks which
one must pursue. If a unit is stacked with a leader, subtract one
(–1) from the die roll.
• if the DR is the same as or lower than the FR Reaction Rating, the attacking unit advances, per Simple GBoH, 7.44. The
retreating unit may return to its original facing.
• if the DR is higher than the FR Reaction Rating, the attacking
unit uses the same rule but MUST advance into the vacated
hex and MUST continue its advance along the path of retreat
until an enemy unit or ZOC intervenes, or it moves within two
hexes (one intervening hex) of the retreating unit. If there was
more than one defender, the pursuing player picks the path and
unit to pursue. The other retreating units ignore step #3.
PLAY NOTE: There is no pursuit unless all the defenders have
retreated.
3. If the advancing unit is able to move within two hexes with a
vacant hex in between, the retreating unit then rolls the die and
compares the roll to its TQ rating.
• If the die roll is the same or lower, the retreated unit reverses
its facing and may immediately either fire its missiles at the
pursuer from its current hex, or move forward one hex adjacent
to the pursuer, and either fire its missiles or Shock attack. The
pursuing unit may not react in any way (Fire, Retreat Before
Shock, etc.).
• If the above die roll is higher than the retreating unit’s TQ, the
pursuing unit may immediately move adjacent to the retreating
unit, and either fire at the retreating unit or conduct a (Flank)
Shock attack. The defending unit may not react in any way
(Fire, Retreat Before Shock, etc.).
PLAY NOTE: All Shock Attacks in ‘3’ are part of the Feigned
Retreat and only involve those units. Any other adjacent units
are ignored. The Shock attack is resolved immediately before
going on to other units. The Moving modifier applies to all Shock
combat associated with Feigned Retreat.
Missile Fire: The Simple GBoH Missile Range and Results Chart
is not used. Instead use the corresponding chart and the Fire vs.
Armor chart from the standard DH rules. All standard GBoH
modifiers apply. Special Simple GBoH modifiers are listed on
the table. In addition, the following changes to Simple GBoH
rules apply to DH:
LOS: Composite Bow units may use either Arched or Direct Fire.
Crossbows may use only Direct Fire. LOS is blocked by combat
units when using Direct Fire. Exception: Friendly units adjacent
to the firing unit never block LOS. LOS is never blocked by
combat units when using Arched Fire. (Simple GBoH 7.13.)
1. The defending unit retreats per Simple GBoH 7.42 and 7.43
with the exception that it may not enter an enemy ZOC and at the
end of the retreat the unit is faced in the direction of its retreat.
Shower Fire: Units capable of Shower Fire are so indicated
on the counter. Units capable of Shower Fire cannot use Hit &
Run Tactics.
2. If all the defenders have retreated, the attacking player rolls
the die, and compares the roll to the attacking unit’s FR Reaction
Dismounted Cavalry (at 2nd Homs): As designated in the
scenario, certain cavalry units may dismount. These units may
mount/dismount as their sole action when activated, provided
© 2006 GMT Games, LLC
Mamluk: Warfare in the 13th Century Latin East
The Scenarios
that they are not within four hexes of any enemy unit, or within
range and LOS of an enemy missile unit.
Engaged: Units that begin a player turn in an enemy ZOC or
have an enemy unit in their ZOC are considered Engaged. Engaged units may not use missile fire of any kind; this includes
Reaction Fire per 7.21. Engaged units may not be the target of
Missile Fire.
Horse Archers: All composite bow armed cavalry may fire at
any time during movement and are an exception to 7.11.
Aggression: If a Formation containing mounted Knight units
is activated, and one of the units is within six (6) Movements
Points of an enemy unit (with no friendly mounted units in the
intervening hexes), the owning player must roll a die before
moving the activated units. Consult the Chivalry Aggression
(C-A) Rating of the lowest rated KN/HC unit in the Formation
as given in the scenario.
• If the die roll is greater than the C-A Rating, each and every
Knight unit in the Formation must move up to its full Movement Allowance towards the enemy unit nearest to it and move
adjacent to that unit. Out of Command units may move adjacent
to enemy units. When there is more than one possible target
for such a charge, the moving player determines the target.
However, if there is more than one target, the target chosen
must be a unit that is not already being attacked in this way,
if possible.
• If the die roll is the same as or lower than the C-A Rating, the
units may be moved normally.
If there are intervening friendly infantry units, the moving cavalry
will move through them to the target. There is no cost in Cohesion
Hits to the moving unit; however, the infantry unit must undergo
an immediate TQ Check. If the DR is higher than the TQ, the
unit takes a number of Hits equal to the difference.
Mansourah
Egypt, February 8, 1250
The Army of the Seventh Crusade, under King (Saint) Louis IX,
vs. the Ayyubid Sultanate of Egypt, under Emir Fakr-ed-din.
Historical Background
The 7th Crusade tried to do what the 6th Crusade could not: take
Egypt. What this had to do with any religious purpose, other than
an opportunity to kill ‘infidels’, is beyond us, but the Crusaders were a stubborn, determined, and rather dense and bigoted
lot. Under the aegis of Louis IX, King of France (subsequently
dubbed Saint Louis for his attempts to ‘ethnically cleanse’ the
Near East), the mostly French army landed in the Delta in Egypt
and swiftly took a surrendering Damietta.
Buoyed by this success, King Louis and his army quickly set
off up the Nile seeking to destroy the fading Ayyubid Egyptians.
They did fine until reaching the newly built city of Mansourah,
which had to be taken if Louis were to maintain a line of communications … and supply. However, the Ayyubid army and its
dying sultan remained in Mansourah, strengthened by the strong
(if politically restless) Mamluk cavalry. The Ashmun canal was
a formidable barrier, running due east from Mansourah and the
Nile, and Louis let his army wait while he and his men decided
what to do.
They decided on a rather nice plan. His foot soldiers would
build a causeway across the canal, while his heavy knights
would sweep east, travel far downstream, and then cross in three
‘divisions’ before dashing westwards to catch the Egyptians
napping.
Which they did. The Egyptian foot soldiers were slaughtered in
their tents by the vanguard, but these knights, led by Robert of
Artois, felt that wasn’t enough and they sped off to take the city.
It was all downhill from there.
Once inside the city, the heavy cavalry was at the mercy of the
light, missile-armed Mamluk men, and when the Sultan’s Guard
of Mamluk heavies came up, they held off the rest of the Frankish cavalry and wasted a good effort by the French foot, which,
led by its crossbowmen, had finally crossed the canal and was
laying waste to the still disordered Egyptians.
However, with his cavalry in disarray, Louis felt it best to withdraw. More Mamluks and Ayyubids arrived, the French started
to starve, and Louis finally gave up and went home, his army
much the worse for wear. In the meantime the sultan died and
his son, ill-prepared to take over, reigned only briefly before the
Mamluks moved in and seized power.
Terrain Notes
This is the Delta Basin of the Nile. Flat and relatively featureless,
except for the low-lying swamps off to the east and the city of
Mansourah. There are several map-specific rules. See below.
© 2006 GMT Games, LLC
Mamluk: Warfare in the 13th Century Latin East
Counter Use
[a]
The counters you use from the Devil’s Horsemen game are noted,
below, with the letters DH; all others are supplied and noted
with the letter M.
Crusader Deployment
1. The portion of the army that remained north of the Ashmun
Canal (as below) is placed, one unit per hex, in any Crusader
Tent hex, as follows:
• 30 Crusader Infantry: Crusader MI #1-20 [M] and Crusader
LI #1-10 (Foot Crossbowmen [a] ) [M]; Humbert of Beaujeu
(in command of all foot) [M] is placed with any unit within 3
hexes of the Causeway.
• Burgundy Knights #1-2, the Duke of Burgundy [M]
• The Causeway counter is placed, ‘unbuilt’, between hexes
4407 and 4408. See below for the specific rules on this.
2. The Crusader Van Bataille (5 units) is placed, one unit per hex,
in 5113-5115 and 5214-15.
•
•
•
•
•
•
Templar Knights [M]
Templar Mounted Crossbowmen [DH]
English (England) Knights [M]
Brittany Knights [M]
Artois Knights [M]
Robert of Artois [b] [M]
[M], each in any one tent with an infantry unit.
Mamluk LC (7 units) all deploy each to a tent hex, in any Tent
within the area around 2718 (directly south of Mansourah):
•
•
•
•
Halqa LC #11-14 [DH]
Turcomen LC #1-2 [DH]
Bedouin LN [DH]
al-Malik al-Amjad [a] [M]
Mamluk Reinforcements
All Mamluk HC units (9 units, including the Sultan’s Bodyguard
—Bahrian Mamluks), enter, when activated (in normal fashion;
they are not unalerted or anything), any turn after the turn in
which King Louis has entered the game-map. (Louis must enter
the game when it is his time; he cannot delay.) The units enter
though any hexes along the western edge of the game-map.
• Royal Mamluk HC #1-2 [DH]
• Mamluk HC #1-7 [DH]
• Baybars (with any above unit) [DH]
HISTORICAL NOTE: The Sultan, al-Malik as-Salih, has just
died (ulcer of the groin ... ouch), but his (lead) wife is keeping
that information secret from the army until the new sultan, Turan
Shah, can arrive from Syria. He eventually showed up, after the
battle, and lasted a few weeks until the Mamluks took over.
3. Crusader Center Bataille (4 units) is placed, one unit per hex,
in 6018-6021.
a = There is a plethora of al-Maliks hanging around Mansourah. As the
sources note, Ayyubid names could be quite confusingly similar.
• Anjou Knights [M]
• Champenois Knights #1-2 [M]
•1 Hospitaller Mounted Crossbowmen [DH]
• Charles of Anjou [b] [M]
Line and Command Eligibility
Crusader Reinforcements
• Robert of Artois and Charles of Anjou may issue orders/Line
Commands to any Knights, mounted or otherwise, and the
Templar and Hospitaller Crossbowmen.
The Crusaders:
• King Louis IX is the Overall Commander. He may issue
Orders and Line Commands to any unit.
The following units enter as reinforcements, when indicated.
All units enter, one per hex, through any hex(es) between 6918
and 6922, inclusive.
1. Crusader Rear Bataille (3 units), under King Louis IX [M],
enters during the third game-turn.
• Royal Guards Knights [M]
• Flemish (Flanders) Knights [M]
• Poitier Knights [M]
a = The number of crossbowmen in the royal army (most likely in addition
to the contingents from the Templars and Hospitallers) is noted as 5000
in a letter from one of the king’s retainers, giving some indication of the
importance placed on this dangerous weapon.
• The Duke of Burgundy may issue orders/Line Commands to
the Burgundian knights and any Crusader Foot units.
• Humbert of Beaujeu may issue orders/Line Command to any
Crusader Foot units.
NOTE: Dismounted/Unhorsed Knights and Dismounted Cross–
bowmen are not considered Crusader Foot for orders/Line
Command purposes.
b = These were the King’s brothers.
Standards: All Crusader units use Louis’s royal standard as their
Retreat Goal. There are two of these: one north of the Ashmun,
one with Louis. The latter moves with Louis upon entering, but
must be placed within two turns of entry.
Egyptian Deployment
Line Command Eligibility
All Egyptian units deploy in Tent hexes with any desired facing.
All Units are Unalerted (see below for specifics).
Egyptian Infantry. Egypt MI #1-28 [M] and Egypt LI #1-6 [M]
deploy, one to a tent hex, in any Tent within the area around 4311
(south of the Ashmun River/Canal). Infantry commander, Fakred-din [M], plus a Contingent Commander, al-Malik az-Zahir
• Mounted Knights and Mounted Crossbowman
• Dismounted and Unhorsed Knights; Dismounted Crossbowmen
• Crusader Foot (MI and LI)
© 2006 GMT Games, LLC
Mamluk: Warfare in the 13th Century Latin East
Ayyubid Egyptians:
• Baybars may issue orders/Line Command only to the Mamluk
HC units.
• al-Malik al-Amjad may issue orders/Line Command to any
LC/LN units.
• Fakr-ed-din may issue orders/Line Command to any Egyptian
Infantry units.
• al-Malik az-Zahir is a Contingent Commander who may issue
orders only to Egyptian Infantry units.
Standards: The Egyptians have no Standards. (Meaning flags,
not morals.)
DESIGN NOTE: This reflects the death of the Sultan, information
about which had leaked out by the time of the battle.
Line Command Eligibility
• Any Cavalry
• Any Infantry
Replacement Leaders
There are no replacement leaders available to either side.
Crusader Surprise
On the first game turn (only), the Crusader player goes first
by activating Robert of Artois rather than the lowest Initiative
leader. Subtract two (–2) for all Momentum attempts by Robert
of Artois during the first game turn.
Unalerted and/or Disordered units that are fired upon by Crusader
Crossbow units do not change status because of that enemy
fire.
The Causeway
The Ashmun River/Canal is uncrossable (on the game-map ... it
is crossable upstream, where the knights have gone). However,
the Crusader plan depends on their infantry getting across the
Ashmun to support the knights and keep the Egyptian foot employed in lesser pursuits. To do this, Louis ordered a causeway
built across the bridge, and, to protect its construction, he had
several dozen pieces of medieval artillery—stone throwers and
bolt shooters—placed in support.
Of course, the Egyptians immediately deployed their own artillery, in about the same numbers, and the engineering project
became rather slow going, inching forward as the catapults,
et al, spent most of their time trying to beat each other into
submission.
Rather than make this construction project a gaming exercise in
endless die rolling, we’ve reduced all of it to a single counter—the
Crusader Causeway—and fewer dierolls, all of which are used
to track its progress towards completion.
Each time the Duke of Burgundy is activated, before doing
anything else, the two players check to see how the Causeway
is proceeding. Each player rolls one die.
• If the Crusader causeway dieroll is greater than that of the
Egyptian, move the Causeway marker two boxes forward on
the Causeway Construction Track.
Egyptian Readiness
All Egyptians units start the game Unalerted.
Unalerted Cavalry: The Cavalry will be Alerted the first time
their Commander is activated. Alerting the cavalry takes an entire
activation; they may not do anything that activation. They are
free to do as they want next activation.
• If the Crusader causeway dieroll is less than that of the
Egyptian, move the Causeway marker one box back on the
Causeway Construction Track.
Unalerted Infantry: The infantry will be Alerted the first time
their Commander (Fakr-ed-din) is activated. Alerting the infantry
takes an entire activation; they may not do anything that activation. Upon being Alerted, an infantry unit is Disordered.
The Causeway Track starts at ‘0’. When it reaches ‘4’, the
Causeway is built; place the Causeway marker across the hexes
4407-8. The players do not roll for the Causeway any more, and
it remains in place regardless what the players do.
Unalerted units have no ZOC. If Shock attacked, there is no Position Superiority, but the Attacking Player does get a one column
shift to the right on the Shock Resolution table. Unalerted units
cannot use Pass-Thru Defense.
The Causeway Track may never be reduced below ‘0’.
Disordered Infantry:
• have no ZOC
• cannot use Pass-Thru Defense
• when they are Shock Attacked, the Attacking Player gets a one
column shift to the right on the Shock Resolution table
• add one (+1) to all Missile Fire rolls
All Disordered markers are removed automatically at the start
of that unit’s next activation.
PLAY NOTE: The status of Disorder, for infantry, is brought
about solely as a result of being initially Unalerted. It is not a
combat result.
• Tie? Nothing happens.
PLAY NOTE: The Causeway is the only way for the Crusader
infantry to get across the Ashmun; they may not leave the map
to the east, as did their knights. Makes for some interesting goings on in this area . .
The City of Mansourah
The recently built city of Mansourah, constructed to celebrate
victory over an earlier Crusader army, is a victory objective.
There are two types of hexes in the city: Streets and Buildings.
• Street hexes may be entered directly from other Street hexes;
e.g., from 1715 to 1615. A unit may not enter a street hex unless it does so by using a street. A unit may not move directly
from 1715 to 1714 (through the buildings).
• Building hexes. No unit may enter these hexes.
© 2006 GMT Games, LLC
Mamluk: Warfare in the 13th Century Latin East
When unhorsed, while still a formidable weapons system, their
lack of mobility (combined with the rather dispiriting happenstance of finding themselves on the ground rather suddenly)
rendered them quite different, in terms of capabilities, from what
they were when mounted.
Muslim Pass-Thru
Mansourah, itself, may be entered only through the two gate
hexes, 1216 and 3012.
Heavy cavalry (particularly the Crusader knights) is at a definite
combat disadvantage inside the city. Regardless what the Clash
of Spears Chart (10.4) says, heavy cavalry is never Attacker
Superior.
Uncontrolled Aggression
Knight units that fail their Chivalry Aggression die roll (see
9.31) may move toward a Mansourah gate hex (1216 or 3012)
or a western map edge hex between 1016 and 1025 (inclusive),
instead of the nearest enemy unit.
Dismounted Knights
Mounted Knights and Dismounted Knights have separate counters (to be used as needed).
• Disordered Mounted Knights simply flip the counter to the
reverse (disordered) side.
• Mounted Knights that incur an ‘Unhorsed’ result (see below)
have their counter replaced by the Unhorsed (Dismounted)
counter.
Crusader knights may never voluntarily Dismount. They can
become ‘Dismounted’ only by becoming Unhorsed and then
rallying to their Dismounted side. Once Dismounted, they may
never Mount again.
Any Mounted Knight unit that incurs a Cohesion Hit result of ‘3’
or more changes that ‘3’ result into a ‘2’ plus Unhorsed. Replace
the Mounted Knight counter with its Dismounted/Unhorsed
counterpart, with the Unhorsed side face up. Once unhorsed,
knights remain on foot for the rest of the battle.
Unhorsed/Dismounted Knights are treated as HI for Movement
and when using the Clash of Spears and Swords Chart. In addition, Unhorsed Knights:
• may not Shock Attack
• when they are Shock Attacked, the Attacking Player gets a one
column shift to the Right on the Shock Resolution table.
DESIGN NOTE: European knights were protected by heavy,
chainmail armor, armor which provided excellent protection but
rendered the knights reliant on their mounts for maneuverability.
The Crusader mounted knight charge was a very effective tactic,
and it was greatly feared and respected by the Muslims. However,
by the time of this battle, they had adopted tactics to neutralize
and avoid such an attack. Much as Alexander (apparently) did
with his phalanx against Darius’ chariot attack at Gaugamela,
the Muslim units would simply step aside, creating lanes for the
charging knights to pass through, quickly re-close ranks, and then
attack the knights from the rear.
The Crusaders never developed any changes in their charge to
adapt to this defensive tactic.
Whenever a non-Engaged Egyptian unit in Clear terrain is the
target of a Knight Charge/Shock through a Front hex, if its TQ
Check die roll (per 9.13[1] and 9.14) is the same or lower than
the unit’s TQ, it uses Pass-Thru Defense. Otherwise, the effects of the rule apply. If there is more than one defender, each
must make a successful roll. Only units attacked exclusively by
Mounted Knights can use Pass-Thru Defense and if more than
unit is the object of an attack, all must be eligible to use pass
through or none can.
Pass-Thru Defense: the Charging unit moves ‘through’ the
Defender, without any effect on the latter, and is placed in the
hex immediately ‘behind’ the target unit – adjacent to it, and in
the path dictated by the charging unit’s facing. The Target unit
immediately changes facing and Shock Attacks the originally
charging Knight (if permitted to do so by the rules), usually
from the rear.
If the hex ‘behind’ the target is occupied by a unit friendly to
the defender, it also rolls for Pass-Thru, as above. If it fails, the
original Pass-Thru attempt has failed, and play reverts to resolving the original shock charge. The defender incurs no loss of
TQ for TQ Checks. If the hex directly behind is occupied by an
enemy unit, Pass-Thru Defense is not allowed.
Crossbow Units
Crossbow units are restricted as to when they may fire, because
of the difficulty inherent in re-loading the weapon, especially on
horseback. In essence, they may fire only twice in a single turn,
whether it is when activated or as Reaction. Use the ‘Crossbow
Fired’ markers to indicate their usage.
HISTORICAL NOTE: The crossbows being used here are
wooden, a far less effective weapon than the metal crossbows
of the 15th century et seq.
Dismounting Cavalry
Knights may not voluntary dismount but may be Unhorsed as
described above. The Templar Crossbow units may dismount.
© 2006 GMT Games, LLC
Mamluk: Warfare in the 13th Century Latin East
Crusader Aggression Ratings
Simple GBoH Version
Harass and Dispersal/Shower Fire Tactics
Mansourah
The Aggression rating of all Crusader Knights is ‘2’.
The Turcomen LC have Shower Fire capability; see the counters.
No units are eligible to use Harass and Dispersal.
Orderly Withdrawal
Mamluk Heavy Cavalry cannot use Orderly Withdrawal against
Mounted Knights.
(8 February, 1250)
Deploy both armies as indicated in the standard rules. Standards are not used.
Playing Time: About 2 1/2 hours
Balance: Crusaders slightly favored
Retreat Edge
Units retreat to the following Edges, if required:
• Mamluks – the city
• Crusaders (if causeway incomplete) – own entry hexes
• Crusaders (if causeway complete) – any Crusader tent hex.
Winning the Game
Because of the unusual nature of this battle, and the knowledge
that most players will be far smarter than the Franks, we have
Victory Conditions different from the usual GBoH mantra.
The instant a player reaches 75 VP, that player wins. The
Players receive VP as follows:
Crusaders
VP Reason
10 Each City hex occupied by a non-Disordered Mounted
Crusader unit
5
Each non-Disordered Mounted Crusader unit that exits
the western map edge between hexes 1016 and 1025
inclusive. The unit may not return to the game, but is
NOT considered eliminated
Mansourah Formation Charts
Crusader Formation Chart
Commander
Robert of Artois /2
Charles of Anjou /1
King Louis IX [OC] / 2
Humbart of Beaujeu
Duke of Burgundy
Formation
Van Bataille [a]
Center Bataille [b]
Rear Bataille [c]
Crusader Foot
Burgundy Knights and/or
Crusader Foot
For all Formations, a contiguous line may have one intervening vacant hex between each unit.
a = The Crusader player may activate the Van Bataille and/or the
Burgundy Knights if their respective commanders are within Robert of
Artois’ Command Range.
b = The Crusader player may activate the Center Bataille and/or the
Burgundy Knights if their respective commanders are within Charles
of Anjou’s Command Range.
c = The Crusader player may activate the Rear Bataille, Center, and/or
the Burgundy Knights if their respective commanders are within King
Louis’s Command Range.
5
Each Mamluk cavalry unit eliminated
Crusader Units with Reduced Side: None
1
Each Egyptian infantry unit eliminated
Egyptian Formation Chart
DESIGN NOTE: The Sultan’s Palace is just off the map, to the
southwest of the city, and was considered a target by some of
the Crusader hierarchy.
Mamluks/Egyptians
VP Reason
5
Each (originally) Mounted Crusader unit eliminated
2
Each Crusader foot unit eliminated
Play Balance
The Crusaders have a slight edge, but much depends on how
quickly the Crusaders cross the Canal and how well they do in
the city fighting. Playing time is about 3 hours.
TQ Levels
Player
Crusader
Mamluk
TQ Pts.
Rout Ratio
Avg. TQ
358
254
N/A
N/A
6.63
5.08
Commander
Baybars / 1
al-Malik al-Amjad /2
Fakr-ed-din /1
al-Malik az-Zahir [a]
Formation
Mamluk HC
Mamluk LC/LN
Egyptian Infantry
For all Formations, a contiguous line may have one intervening vacant hex between each unit.
a = az-Zahir activates with the Egyptian Infantry. All Egyptian Infantry
within his Command Range are In Command, however, his range cannot
be extended by 4.11
Egyptian Units with Reduced Side: None
SPECIAL RULES
The Crusader player goes first. There is no die roll.
Terrain: Use the Mamluk terrain effects chart. If there is a
Cohesion cost for the unit type, treat as an (h).
Crusader Reinforcements: Use the standard scenario rule
for the entry hexes. The Rear Bataille must activate and enter
© 2006 GMT Games, LLC
Mamluk: Warfare in the 13th Century Latin East
play any time after the 5th Crusader activation, but before the
10th Crusader activation.
Mamluk Reinforcements: Use the standard scenario rule for
the entry hexes. The Mamluk reinforcements enter play on
any Egyptian activation after the Crusader Rear Bataille has
entered play.
Crusader Surprise: Subtract two (–2) from Robert of Arois’
first Seizure attempt die roll
Egyptian Readiness: Use the standard rule for Unalerted
Cavalry and Infantry. There is a +1 DRM to any Shock attack
against Unalerted infantry. Disordered infantry cannot use
Missile Fire, have their Movement Allowance halved, and if
involved in Shock suffer a +1 DRM when attacked.
The Causeway: Use the standard rule with the exception that
the Crusader player can roll whenever any Crusader formation
is activated.
The City of Mansourah: Use the standard rule. In Shock
combat, mounted Knights suffer –2 DRM when attacking and
a +2 when defending.
Uncontrolled Aggression: Use standard scenario rule.
• If the DR is greater than the defender’s TQ, the Egyptian
unit incurs Hits equal to the difference between the DR and
its TQ. The Shock attack is then resolved as intended.
• If the DR is the same or lower than the target units unit’s
TQ, the Knight unit moves through the defender, without
any effect on the latter, and is placed in the hex immediately
‘behind’ the target unit – adjacent to it, and in the path dictated
by the charging unit’s facing. The Target unit immediately
changes facing and Shock Attacks the originally charging
Knight (if permitted to do so by the rules), usually from the
rear.
• If the hex “behind” the target is occupied by a unit friendly to
the defender, it too, rolls for Pass-Thru, as above. If it fails,
the original Pass-Thru attempt has failed (proceed with the
intended Shock attack) with no loss of TQ to the original
defender. Pass-Thru defense is not allowed if the hex directly
behind is enemy occupied.
Dismounting Cavalry: Knights may not voluntarily dismount
but may be Unhorsed as described above. The Templar Crossbow units may dismount.
Crossbow Units: These units may either move or fire when
activated, not both.
Dismounted Knights: Use the standard rule with the exception
that a Mounted Knight unit is Unhorsed whenever it receives
a Retreat result from Shock. Unhorsed Knights cannot Shock
attack and are exempt from SGBoH 7.31. Attacking LI and HI
add +2 to the Shock DR for all Frontal attacks. Attacking HC,
LC, and LN add +5 to the Shock DR for all Frontal attacks.
Harassment and Dispersal Tactics: No units are eligible to
use Hit & Run.
Muslim Pass-Thru: Any Alerted, non-Disordered Egyptian
unit may attempt to use the Muslim Pass-Thru Defense whenever a Knight unit conducts a moving Shock attack against it
through a frontal hex. To do so, the Egyptian player rolls a die
prior to resolving the Shock attack.
Winning The Game: Use the standard rule.
Second Battle of Homs
Chivalry Aggression Ratings: Crusader Knights: 2
Orderly Withdrawal: Mamluk HC cannot use Retreat Before
Shock when attacked by Mounted Knights.
Retreat Edge: Ignore.
their own local battles to exercise any control.
Syria, October 29, 1281
The Mamluk army, probably slightly smaller than that of the
Mongols, also had problems with leadership. Sultan Qalawun
was too young and inexperienced to exert any real command;
wisely, he was kept in the rear.
Historical Background
The Mongol right, which outnumbered the opposing Mamluk left,
had little trouble in driving it from the field. However, in very
un-Mongol behavior, it then chased the fleeing Mamluks south,
which allowed the Mamluk right to counter-attack the Mongol
center while it held off their left.
The Mongols of the Ilkhan Horde, under Mengu Temur, vs. the
Mamluks, under Sultan Qalawun.
The Mongols, specifically the Ilkhan Horde and its khan,
Abagha, set out again to regain their hold on Syria. This time
(as opposed to the first meeting at Ayn Jalut in 1260) they
brought a much larger army, probably close to 40,000 men. It
was not a crack army, though. And it was (nominally) led by
Mengu Temur, the brother of the khan, who was there because
of nepotism, not ability.
The Mongol army swept south in a wide arc, so wide that the
much larger right wing was far out of touch with the center and
the left, where the two real field commanders were too busy with
After a massive, swirling battle of several hours, the failure of the
Mongol right to return in time was the telling factor, as the rest
of the Ilkhan army disintegrated. The Mamluks had yet another
victory over the Mongols.
© 2006 GMT Games, LLC
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Mamluk: Warfare in the 13th Century Latin East
Numbers
Sources vary, but not wildly, on the number of troops at 2nd
Homs. They all agree that the Mongols had slightly more men
than the Mamluks, and most (well, the majority) of modern
sources give the Mongols c. 40,000 men (certainly not the
100,000 in one period source) ... leaving about 35,000 for the
Mamluks, which was about the size of an army they could reasonably raise at this time.
Terrain Notes
No one knows exactly where in Syria this battle took place,
probably on flat, featureless terrain northeast of Homs. A series of irrigation ditches, and the Orontes River, to the west,
probably defined the Mamluk left, and there may have been
some small hills to the rear of the Mamluk position, but these
had no impact on the battle. These are the only features that
descriptions of the battle report.
Game Maps
Players use the terrain-free, West Kalka map.
Counter Use
The counters you use from the Devil’s Horsemen game are
noted, below, with the letters DH; all others are supplied and
noted with the letter M.
The Mongol Center
This consists of 44 units
27Mongols: Tumen #5 [Cat HC #2-3, HC #1-7, LC #1-18]
[DH]
17Mongols: Tumen #8 [HC (non-Cat] #3-7, LC #8-19] [DH]
under Tukna (HC), and Dolobai (LC).
All of these units deploy, as the Mongol player wishes, in any hexes
ending with #22 through #34, inclusive, and in the 4100 row or
higher (west); e.g., a unit can be deployed in 4425, but not in 4435.
Leaders, except Mengu Temur, are deployed as desired.
Mengu Temur, and Tumen #5 [Cat HC #1] [DH] Cataphracted
HC #1, plus the Mongol standard, deploy within 1 hex of
4628.
HISTORICAL NOTE: Spies had informed the Mamluks that the
Mongols were approaching with a very heavy (numerically) center. However, given the relative inactivity of the Mongol center
during the battle, it is most likely that as they deployed on the
battlefield they transferred some of those ‘excess’ troops to the
wings, probably to the right.
The Mongol Left
The Left has 37 units
MONGOL DEPLOYMENT
28Mongols: Tumen #6 [Cat HC #1-3, HC #1-7, LC #1-18]
[DH]
The Mongol Right
9 Mongols: Tumen #4 [HC (non-Cat) #4-6, LC #13-18]
[DH]
(All units face East)
The Mongol Right consists of 44 counters, as follows:
20Mongols: Tumen #7 [HC (non-Cat) #1-7 and LC # 6-18]
[DH]
1 Hospitaller Knights #1 Kn-HC [a] [DH]
6 Oirat Mongols [M]
3 Georgians: Georgia HC #1 [DH], Georgia HC #2-3 [M]
6 Armenians: Armenia HC #1 [DH], Armenia HC #2-6 [M]
8 Seljuks of Rum: Seljuks LC #1 [DH], Seljuks LC #2-8
[M]
Leaders (and their commands) are:
•
•
•
•
•
•
Prince Huleju: all HC and Hospitallers
Bahadur: all LC
Samaghar (Contingent): Seljuks of Rum
Dmitri (Contingent): Georgians
King Leon (Contingent): Armenians
Qara Bughur (Contingent): Oirat Mongols
a = The presence of the Hospitallers is arguable. Some sources say they
were present, others say otherwise. While the various Knights of Christ were
known to have dealings with the Mongols, and their participation herein
would not be unlikely, it would be a small group.
All of these units deploy, as the Mongol player wishes, in any
hexes ending with -04 through -18, inclusive, and in the 4100
row or higher (west); e.g. a unit can be deployed in 4415, but
not in 4419. Leaders are deployed as desired.
led by Mazuq Agha (HC), and Hinduqur (LC).
All of these units deploy, as the Mongol player wishes, in any
hexes ending with —38 through —47, inclusive, and in the 4100
row or higher (west); e.g., a unit can be deployed in 4445, but
not in 4436. Leaders are deployed as desired.
Mongol Overall Command
Mengu Temur is the Overall Commander ... sort of. As the
brother of Abagha, khan of the Ilkhanid Horde, he attained this
position by family ties, not capability. Mengu was young, inexperienced, and not overly sure of himself. The real OCs were Tukna
and Dolobai, but they were way too involved in on-field command during the battle to exercise any higher level leadership.
Consequently, the Mongols had no real Overall Command.
Therefore, Mengu is simply a figurehead. The only abilities listed
in 4.31 that he has available are #s 4 and 5. In addition, you have
to activate Mengu simply to move him (and his guard, the HC
deployed with him).
Given this situation, Mongol Subordinates may automatically
issue Line Commands (as per 4.32 [1]) even if not in Mengu’s
Command Range, but never when activated by Momentum.
Mongol Line Commands
Subordinate Commanders for the Mongol tumen issue Line
Commands, when they can, to the troops of their specific com-
© 2006 GMT Games, LLC
Mamluk: Warfare in the 13th Century Latin East
11
mand. (E.g., Tukna commands the HC of Tumen #5.. The nonMongol leaders—Samaghar, Dmitri, Leon and Qara—may issue
Line Commands solely to their contingents, as if they were full
Subordinates.
All of these units deploy, as the Mamluk player wishes, in any
hexes ending with —10 through —17, inclusive, and in the 1700
row or lower (east); e.g., a unit can be deployed in 1615, but not
in 1618. Leaders are deployed as desired.
Replacement Leaders
The Mamluk Center (Jalish)
Mengu Temur may not be replaced as Overall Commander. If
he is killed, the Mongols have no OC.
Hospitallers Knights
The Chivalry Aggression Rating for the Hospitallers is 5. The
Hospitallers may Dismount.
Mongol Fatigue
This Mamluk Center has 34 units:
2 Royal Mamluks (Mansuryya): Royal HC #1-2 [DH]
20Mamluken: Mamluken HC #1-10 [DH], Mamluken #11-20
[M]
12Halqa: Halqa LC #1-10 [DH], Halqa #31-32 [M]
Their leaders are Turantay (HC) and Abaji (LC).
According to the sources, the Mongol army deployed from an extended march, and so it was somewhat tired. To represent this fact,
we have used the units from the ‘lesser’ tumen. In addition,
• when using Recovery (11.14), Mongol cavalry may only
remove one (1) Cohesion hit at a time.
• Removal of Disordered markers (11.63) is not automatic.
The Mongol player must roll the die; if that DR is the same
as or less than the unit’s printed TQ it removes the Disorder.
If higher, it remains Disordered.
Balance Note: If players find that this puts the Mongols at too
much of a game disadvantage they may agree to ignore either
or both of the above.
All of these units deploy as the Mamluk player wishes in any
hexes ending with —22 through —34, inclusive, and in the 1700
row or lower (east); e.g., a unit can be deployed in 1625, but not
in 1635. Leaders are deployed as desired.
The Mamluk Center/Rear (Qalb)
This small command appears to be comprised of Sultan Qalawun—too young and inexperienced to actually lead—and the
troops guarding him, all recently hand-picked by him ... and
very inexperienced.
3 Halqa LC #33-35 [M]
1 Guard [DH]
The Mamluk Standard
MAMLUK DEPLOYMENT
(All units face West)
The Mamluk deployment was a bit unusual, with each of the
wings split into two sections, with one, apparently, deployed
slightly in front of the other. There is some specific information
on numbers—mostly of small units (like there being 800 Royal
Mamluks)—but overall numbers are not specified.
The Mamluk Far Left Flank
These were mostly Turcomen plus ‘regulars’ from Hisn al-Akrid.,
as follows:
Their leader is Sultan Qalawun, who commands both LC and
the Guard. He may also command the 2 Royal Mamluk HC with
the Center/Jalish (above).
These units deploy within 1 hex of 1128.
The Mamluk Right Flank
The Mamluk Right has 22 units, as follows:
12Mamluken HC #25-36 [M] (the troops of Hama and Damascus, mostly)
8 Syrians: Syrian LC #1-2 [DH], Syrian LC #3-8 [M]
10 Turcomen: Turcomen #1-2 [DH], Turcomen #3-10 [M]
2 Kurds: Kurds HC [DH], Kurd HC #2 [M]
4 Mamluken: Mamluken HC #21-24 [M]
Their Leader is Aybeg al-Afram (for the HC) and Taybars (for
the LC). Aybeg may command all units on the Right, including
the Far Right.
Their leader is Balaban al-Tabbakhi. He may command both
HC and LC.
All of these units deploy, as the Mamluk player wishes, in the
following hexes:
• 2105-9
• 2005-9
•1905-8
All of these units deploy, as the Mamluk player wishes, in any
hexes ending with —38 through —43, inclusive, and in the 1700
row or lower (east); e.g., a unit can be deployed in 1539, but not
in 1544. Leaders are deployed as desired.
The Mamluk Left Flank
This command consists of 8 Syrian Bedouins:
The Mamluk Far Right Flank
The Mamluk Left Flank has:
Bedouins: Bedouin LN [DH], Bedouin LN #2-8 [M]
20 Halqa: Halqa LC #11-20 [DH], Halqa LC #21-30 [M]
Their Leader is Isa bin Muhanna.
led by Sunqur al-Ashqar (Sunqur is actually overall commander
for all troops on the left and may command any of these units).
© 2006 GMT Games, LLC
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Mamluk: Warfare in the 13th Century Latin East
All of these units deploy, as the Mamluk player wishes, in the
following hexes:
• 2146-49
• 2047-49
Replacement Leaders
Sultan Qalawun may not be replaced as Overall Commander. If
he is killed, the Mamluks have no OC.
Special Activation Rules
Because of the size of the battle, and the large number of individual commands, we will use a somewhat different Activation
mechanic for 2nd Homs.
In this battle, Activation and Momentum is by Wing, not individual leader. Each army has three ‘wings’ each with a special
marker. On the marker is an Activation Rating, which is used
to determine the order of activation (akin to using the Initiative
Rating). Once a wing is activated, the separate commands—LC
or HC—get to activate, move and fight, separately. Thus the
individual, named leaders do not use their Initiative ratings for
Activation or Momentum.
Leader Bypass is determined by individual leader. The active
player can continue to roll for Momentum with the Wing as long
as the Wing isn’t trumped and there is a leader in the Wing that
is not Finished or Bypassed.
EXAMPLE: The Mongol has just gone with his Center. He
chooses to attempt Momentum to continue to activate the leaders in the wing. He rolls the die, getting a ‘3’, which is within
the Center’s Activation Rating of ‘4’. The Mongol player now
activates his LC, under Dolobai, without a die roll. When the
Mongol LC has finished all its moving and fighting, he now
activates the HC, under Tukna, again with a dieroll. The Mamluk player can attempt to Trump the Mongol Center after its
successful Momentum roll, and/or either (or both) Dolobai and
Tukna when they activate with one of his individual commands,
say, Sunqur’s Left Flank LC.
Harass and Dispersal/Shower Fire Tactics
Mongol (including the Oirat Mongols) and Syrian LC can use the
Harass and Dispersal tactic. The Turcomen LC and some Halqa
LC have Shower Fire capability; see the counters.
Second Battle of Homs Set Up
Players must use individual leaders and their commands for
Trumping; they may not use their Wings. To use an active player
Trump, the trumping leader’s Initiative Rating must be greater
than the Wing Activation Rating of the active player’s Wing that
is next to go. That individual command activates, not the Wing.
A Momentum Trump can be attempted after a successful Wing
Momentum roll, or prior to each leader’s activation in that Wing.
In the former case, the trumping leader’s Initiative must be the
same or greater than the Wing Activation rating, in the latter case,
the Initiative Rating of the individual leader about to activate is
used. A successful Momentum Trump Finishes the Wing or the
individual leader, depending on what was Trumped.
© 2006 GMT Games, LLC
Continued on page 15
13
Mamluk: Warfare in the 13th Century Latin East
Simple GBoH Version
2nd Homs (29 October, 1281)
Deploy both armies as indicated in the standard rules. Standards
are not used.
Playing Time: About 4 hrs
Balance: Even
2nd Homs Formation Charts
Mongol Formation Chart
Right Wing [c]
Right HC
Right LC
Far Right Flank
Aybeg al-Afram /2
Taybars /1
Isa bin Muhanna /1
For all Formations, a contiguous line may have one intervening vacant
hex between each unit.
a = The Mamluk player may activate any/all Left Wing formations simultaneously. The In Command status of units is determined separately for
each formation, with the exception that any unit of the wing may trace
command to Sunqur.
b = The Mamluk player may activate any/all Center formations simultaneously. The In Command status of units is determined separately for
each formation, with the exception that any unit of the wing may trace
command to Sultan Qalawun.
Commander
Mengu Temur [OC]
Formation
Guard
Prince Huleju /2
Bahadur /1
Samaghar /1
Dmitri /1
King Leon /1
Qara Bughur /1
Center [b]
Right Wing [a]
RW HC
RW LC
Seljuks of Rum
Georgians
Armenians
Oirat Mongols
Tukna /2
c = The Mamluk player may activate any/all Right Wing formations simultaneously. The In Command status of units is determined separately
for each formation, with the exception that any unit of the wing may trace
command to Aybeg al-Afram.
Dolobai /2
Center HC
Center LC
Army Withdrawal Levels
Mazuq Agha /2
Hinduqur /1
Left Wing [c]
Left HC
Left LC
A leader that conducts a successful Seizure attempt may activate
only his formation.
Mamluk Units with Reduced Side: None
Mongols:
Mamluks:
Special Rules
For all Formations, a contiguous line may have one intervening
vacant hex between each unit.
a = The Mongol player may activate any/all Right Wing formations simultaneously. The In Command status of units is determined separately
for each formation.
b = The Mongol player may activate any/all Center formations simultaneously. The In Command status of units is determined separately for
each formation.
c = The Mongol player may activate any/all Left Wing formations simultaneously. The In Command status of units is determined separately for
each formation.
A leader that conducts a successful Seizure attempt may activate only his
formation. And yes, Mengu Temur has no Seizure rating.
Mongol Units with Reduced Side: None
Mamluk Formation Chart
215 Rout Points
225 Rout Points
Replacement Leaders: Sultan Qalawun and Mengu Temur
cannot be replaced. The Mamluk units that were under the
Sultan may activate only if the entire Center formation is activated, and may be placed in command only if stacked with or
adjacent to a Center formation leader for its type. The Mongol
Guard cannot activate if Mengu Temur is eliminated.
Hospitaller Knights: The Chivalry Aggression Rating for the
Hospitallers is 5. The Hospitallers may Dismount.
Mongol Fatigue: Ignore
Special Activation: Ignore
H&D/Shower Fire: Mongol (including the Oirat Mongols) and
Syrian LC can use H&R The Turcomen LC and some Halqa
LC have Shower Fire capability; see the counters.
Feigned Retreat Reaction Ratings:
Commander
Formation
Balaban /1
Sunqur /2
Left Wing [a]
Far Left HC and LC
Left HC and LC
Turantay /2
Abaji /2
Sultan Qalawun [OC] /2
Center [b]
Center HC
Center LC
Center Rear HC and LC
All Heavy Cavalry: 5
All Light Cavalry: 7
Lancers: 7
Only Mongol LC may use Feigned Retreat.
Rout: Ignore
Off Map Pursuit: Use the standard rule.
© 2006 GMT Games, LLC
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Mamluk: Warfare in the 13th Century Latin East
© 2006 GMT Games, LLC
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Mamluk: Warfare in the 13th Century Latin East
Continued from page 13
SOURCES
Feigned Retreat Reaction Ratings
All Heavy Cavalry (HC):
All Light Cavalry (LC):
Lancers (LN):
The main source for the 2nd Homs scenario is Reuven AmitaiPreiss’s Mongols and Mamluks, The Mamluk-Ilkhanid War,
1260-1281 (Cambridge University Press; 1995)
5
7
7
Rout
Gabrielli, Francesco (trans.), Arab Historians of the Crusades
(Ibn Wasil, Chapter 3) (Barnes & Nobles Books, NY, 1993)
• If the die roll is lower than its printed TQ, the unit Routs to
its Standard. Simply pick up the unit and place it as close to
the standard as possible. There is no Rout Movement. (A bit
of friendly traffic control here.)
Glubb, Sir John, Soldiers of Fortune (Dorset Press NY,
1973)
When a unit Routs, the player for that unit rolls one die:
• If that dieroll is the same as or higher than its TQ it Routs off
the map and is eliminated, incurring Rout Points.
• If the affected unit is not within range of its immediate commander at the instant it Routs, add two (+2) to the dieroll.
Off-map Pursuit
The Mongol right wing was initially quite successful in driving
off and shattering the Mamluk left; however, it kept galloping,
much of it to the walls of Homs, denuding the Mongols of a large
number of troops. To simulate this and other possibilities, the
following Pursuit rule is in effect:
Any cavalry unit that causes an enemy unit to Rout off the map
(as above)—even if by Fire—checks for Pursuit:
• If the dieroll is lower than its printed TQ, the unit does nothing,
other than the usual possible Advance.
Hooper, Nicholas and Bennett, Michael, Cambridge Illustrated Atlas of Warfare, The Middle Ages 768-1487 (pp
111-113) (Cambridge Univ Press, 1996)
Joinville, Jean, Sire de, ‘Chronicle of the Crusade of St. Louis’
in Memoirs of the Crusades, translated by Sir Frank Marzials
(Everyman Library, Dent, London, 1965)
Marshall, Christopher, Warfare in the Latin East, 1192-1291
(Cambridge University Press, 1992)
Nicolle, David, The Mamluks, 1250-1517 (Osprey Publishing, Oxford, 1993)
Oman, Sir Charles, The Art of War in the Middle Ages (vol.
1, pp 340-352) (Greenhill Books, London, 1991)
Payne-Gallwey, Ralph, The Book of the Crossbow (Dover
Publications, NY, 1995)
• If the dieroll is the same as or higher than its TQ, it Pursues
off the map and is eliminated. However, although it may not
return, it does not incur Rout Points.
Game Credits
• If the affected unit is not within range of its immediate commander at the instant it Routs, add two (+2) to the dieroll.
man
DESIGN NOTE: Aha! Thought we’d gotten rid of those pesky
Pursuit rules, didn’t ya? Nope, they were just hiding in a dark
corner, waiting for the right battle to return, in full panoply.
Withdrawal Levels
The Mongols will initiate Mongol Withdrawal Reaction (12.2)
when they reach 215 Rout Points. The Mamluks will Withdraw
when they reach 225 Rout Points.
Play Balance
This is a fairly balanced battle. The Mamluks, who won historically (as at Ayn Jalut), have a slight edge, mostly because they
have slightly better troops and a higher Rout Level (they’re
fighting on their own land).
Playing time is around 6 hours.
TQ Levels
Player
Mongol
Mamluk
DEVIL’S HORSEMEN DESIGN:
‘MAMLUK’ MODULE DESIGN:
Rout Ratio
Avg. TQ
682
629
32%
36%
5.41
6.17
Richard Berg
MODULE DEVELOPMENT: Alan
ART DIRECTOR:
Ray
Rodger MacGowan
BOX ART AND PACKAGE DESIGN:
MAP:
Rodger MacGowan
Mark Simonitch and Knut Grunitz
Rodger MacGowan, Mark Simonitch and
Mike Lemick
COUNTERS:
RULES LAYOUT:
Mark Simonitch
PLAYTESTING: Elias Nordling, Giancarlo Ceccoli, Danny
Secary, Arrigo Velicogna, Jack Polonka, Dan Cooper, and
John Nebauer
PROOFREADING:
TQ Pts.
Richard Berg and Mark Her-
Kevin Duke, Tom Wilde
PRODUCTION COORDINATION: Tony
Curtis
Tony Curtis, Rodger MacGowan, Andy
Lewis, Gene Billingsley and Mark Simonitch
PRODUCERS:
© 2006 GMT Games, LLC
16
Mamluk: Warfare in the 13th Century Latin East
Terrain Effects Chart (Both Battles)
Cohesion Penalties [a] to Enter/Cross
Terrain Type
LI
HI/MI Cavalry
Clear1
0
0
0
No
Gardens/Groves
011
No
Tents 1111
No
River Hexes
Canal Hexsides
MP Cost to Enter/cross
3
Blocks LOS?
Not Allowed
-
-
-
No
May not Cross
-
-
-
No
Stream Hexsides
+2
01
0
No
Bridge/Causeway
+0
0
0
0
No
City Street
2
0
0
0
No
City Buildings
Not Allowed
-
-
-
Yes
City Walls
Not Allowed
-
-
-
Yes
City Gates
2
0
0
0
Yes
0
0
0
Change Facing
(per vertex) PLUS1 [b]
Change Facing
in City Street
2
011
(per vertex)
COL = The Cohesion costs listed also apply to units In Column (See 6.7). Units In Column do NOT pay Cohesion costs for those
terrain effects without the COL designation.
Notes
a = Units not listed never suffer Cohesion penalties from movement.
b= All HI and MI pay a cost of one movement point for each vertex shifted. Cavalry pays a cost of one movement point to change
facing in any direction, regardless of the number of vertices shifted.
GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
© 2006 GMT Games, LLC