Gen D'Armes: Rules for a Medieval Wargame
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Gen D'Armes: Rules for a Medieval Wargame

By Dick Larsen, Warren Lee

Late Medieval/Early Renaissance wargame rules that use a map-based simultaneous movement system to indicate where units will move each turn. A unit's status is tracked on a simple roster that records losses to the unit. Troops also have an assigned relative points value that can be used for play-balance. Shooting resolution uses a number of six-sided dice (D6), while melee resolution uses the cumulative melee values of the stands engaged multiplied by the result of a single average die (2-3-3-4-4-5) and the totals compared. There is also shock combat resolution to take account of the impetus of charging troops. A stand of miniatures is removed after a specific number of roster hits are recorded. The amount required varies by the type of unit; for example, peasants remove a stand for every two hits, while knights remove stands after five hits. Gen D'Armes is a playable set of rules that has stood the test of time and uses some well thought-out mechanics. There is also a section for siege battles.

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Players2–12
Playtime2 min
Age8+
Year1977
  • Medieval
  • Wargame
  • Miniatures
  • Dice Rolling
  • Simultaneous Action Selection

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