Vengeance Help

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Over a thousand years of Vengeance Tactical combat from the Dark Ages to the Renaissance Document Version 1.00.3 digital Gameworks www.digitalGameworks.com Vengeance is (C)opyright 2015 by Jeff Lapkoff and digitalGameworks ALL RIGHTS RESERVED

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Transcript of Vengeance Help

  • Over a thousand years of

    Vengeance Tactical combat from the Dark Ages to the Renaissance

    Document Version 1.00.3

    digital Gameworkswww.digitalGameworks.com

    Vengeance is (C)opyright 2015 by Jeff Lapkoff and digitalGameworks

    ALL RIGHTS RESERVED

    http://www.digitalGameworks.com/

  • OverviewVengeance is a tactical combat simulation game depicting some of the numerous and varied Medieval field battles that took place in the period from about 500 AD to 1500 AD. The Vengeance game system scale is an abstracted tactical level, but is generally built around a 20m per hex / 20 men per unit concept.

    Vengeance was designed to be a quick, interactive, and easily played turn based combat game. There are no seperate phases for movement, combat, or ranged fire. Players may perform any available action at any time during their turn segment. Entire battle groups can be commanded with just a few clicks of the mouse and most of the scenarios have been scaled down to keep the battles tight and focused.

    Menu Bar FunctionsThe menu bar groups are as follows: File | Battle | Army | Display | Preferences | Help

    FileThe file group menu bar functions include:

    Begin New Battle

    Starts a new Vengeance battle. (See Starting a New Battle)

    Contact NetPlay Game Host

    Attempts to contact a game host for playing a Vengeance battle against an opponent across anetwork.

    Save Battle

    Saves the current battle in progress

    Save Battle As...

    Saves the current battle in progress under a different name

    Load Battle

    Loads a previously saved battle

    Load PBEM Battle

    Loads a Play by E-Mail game

    Recent Battles

    Loads a recently played battle

  • Exit

    Exits Vengeance and returns to Windows

    BattleThe Battle Group Menu Bar functions include:

    Battle Report

    Provides an overall report on the progress of the battle (See Battle Report)

    Turn Report

    Provides a combat report indicating gains and losses that have taken place during the current turn segment. (See Turn Report)

    Replay Turn

    Replays the action that has taken place during the current turn segment.

    Turn replays are most useful in PBEM games enabling one to replay the events that have taken place during the opponent's turn segment.

    End Turn

    Ends the current turn segment and passes play to the opposing player.

    ArmyThe Army Group menu bar functions include:

    Standing Orders

    Displays the current faction's Standing Orders form. (See Standing Orders)

    Faction Order of Battle

    Displays the selected faction's Order of Battle with relevant unit statistics.

    Faction Reinforcement Schedule

    Displays the selected faction's expected reinforement schedule (if applicable)

    In battles where there are no reinforcements, or after all reinforcements have arrived, these menu options will be deactivated and not accessible.

  • DisplayThe Display Group menu bar functions include:

    Action Log

    Toggles the battle Action log on or off (See Action Log)

    Unit Display

    Toggles the level three unit display between Board Game and Miniature

    Map Grid Overlay

    Toggle the map grid overlay on or off

    Zoom In

    Changes the view level of the map to the next highest level.

    Zoom Out

    Changes the view level of the map to the next lowest level.

    Note: There are currently three map zoom levels in the Vengeance game system.

    PreferencesThe Preferences group menu bar functions include:

    Set Preferences

    Displays the Set Preferences form (See Preferences)

    Sound is

    Enables one to quickly and globally toggle all sound on or off

    HelpThe Help group menu bar functions include:

    Help

    Displays this help file

    About

    Displays Vengeance version, credits, and copyright information.

    Register Vengeance

    Displays the Vengeance Registration form.

    If you're using a demo version of the game, Register Vengeance enables you to enter a registration code purchased from digitalGameworks, which registers and allows full access to the game.

  • Starting a New Battle

    To start a new battle, select File then Begin New Battle from the menu bar. The Begin Battle form will display a series of simulation options as follows:

    Battles

    The list of battle scenarios currently installed on your computer.

    History

    Battle history/description and Icon.

    Computer Is

    The 'Computer Is' group determines what the computer's function will be for the selected battle.

    Western Force

    The computer will command the forces to the left side of the map.

    Eastern Force

    The computer will control the forces to the right side of the map.

    Note that the terms Western Force and Eastern Force are generic names referring to the forces that setup to the left or western side of the map, and to the right or eastern side of the map. When selecting an actual battle, these terms will be replaced by the actual historical names of the combatants. For example The Battle of Stamford Bridge pits the Saxons (the western force) against the Norsemen (the eastern force).

  • Neither

    The computer "referees" the battle. Choose this option for a human vs human battle.

    Both

    The computer commands both forces and plays against itself.

    PBEM (Play By E-Mail)

    To set up a Play By E-Mail game, click on the PBEM control and Vengeance will generate a PBEM file after each turn segment. (See PBEM Games)

    Network Host

    Select Network Host to host a game over a local area network or the web. (See Net Play)

    AI Style

    The AI Style group sets the style of game played by the computer in Human vs Computer, or Computer vs Computer games.

    Balanced

    The balanced mode offers an opponent that is unweighted towards defense or offense.

    Aggressive

    The computer plays a more aggressive "attacky" style of game

    Cautious

    In this mode, the computer holds back a bit, plays a more defensive game and takes less chances.

    Chaotic

    The balanced mode is a random combination of the Aggressive and Cautious AI modes. Selectthis mode for more of an "off the cuff" computer opponent.

  • Fog of War

    When turned on, the Fog of War (FOW) option, in essence hides some of an opponents statistics from being viewed until contact (close combat) is made with the unit. It represents the situation where you may see a group of warriors armed with battle axes and kite shields but at the same time, you don't know their morale, level of training, or experience ect. As the saying goes... there's only one way to find out!

    When the FOW option is turned off, all of an enemy unit's statistics will be open to you whether you've previously met them in battle or not.

    Visibility

    Always

    With visibility set to Always, an entire army's units will always be visible on the map and to theopposition for the entire game.

    Upon Detection

    Each individual unit becomes visible only when an opposing unit can see it. Units can "see" other units on the battlefield when they are able to trace a line of sight (LOS) to the unit. Whether an LOS exits between units is mostly determined by terrain type and weather. In Vengeance units never block LOS. When Upon Detection mode is selected, the computer automatically calculates the LOS and determines unit visibility.

    Weather

    The type of weather selected impacts upon visibility, movement, ranged fire, and combat. See Weather conditions for a detailed list of the weather conditions modeled in Vengeance

    Leader Replacement

    Determines whether a faction will try to make a battle field replacement fora fallen leader. If leader replacement is turned off, a battle group will break if its leader is lost.

    Surrender Point

    Sets the point at which an army will "give up the fight" and surrender the field to the enemy. Ifan army's morale slips below the surrender point, it breaks and the battle is over.

    Vengeance defaults to an Army morale surrender point of 30, but you may lower this for "last stand" type battles, or raise it depending upon the situation you want to model.

    Note that if the battle contains a terrain objective held by a surrendering force, any points associated with the objective are automatically awarded to the winning faction regardless of which army occupies the objective.

  • Battle ReportThe Battle Report displays the following statistics for each faction:

    Men and Units

    Active: % currently active

    Destroyed: % killed in action

    Surrendered: % surrendered

    Deserted% % deserted

    Total Lost: % lost (KIAs, surrenders, and deserters)

    Combat Strength

    The current aggregate combat strength of the active units.

    Fire Power

    The current aggregate ranged weapon power of the currently active units.

    Army Morale

    The current average morale of an army.

    Surrender Point

    The point at which an army will surrender to the enemy. For example, a surrender point of 25 means that an army will surrender if its morale drops below 25.

    Victory Points

    The total number of victory points held by a faction.

    Weather and Victory Level Status

    Weather setting and current victory level status

    []

    To display or hide battle history

    [Done] when finished

  • Turn ReportThe turn report displays the following statistics of each faction for actions taken place during the current turn.

    Men and Units

    Destroyed: % killed in action

    Surrendered: % surrendered

    Deserted: % deserted

    Total Lost: % lost (KIAs, surrenders, and deserters)

    Victory Points

    The number of victory points gained or lost during the turn.

    Standing OrdersStanding orders provide a meaure of control over how your units responed to actions taken during your opponents turn.

    Reaction Fire

    Missile units that have not used their maximum shots per turn (SPT) may fire at moving enemyunits during the enemy turn segment.

    Exclude All Units

    When selected your army will not perform reaction fire

    Exclude If Distance exceeds effective range

    When selected your missile units will not fire until the enemy is within the effective range of a given unit's weapon

    Exclude Low Ammo units

    When selected missile units of low ammunition status will not perform reaction fire

    Exclude non-multi-shot Weapons

    When selected single shot per turn missile units (crossbows, arquebusiers) will not perform reaction fire.

    Note: Artillery NEVER perform reaction fire.

  • Close Combat Counter Attack

    Whenever a unit moves adjacent to an opposing unit, that unit may immediately launch a close combat attack on the advancing enemy unit. The counter attack standing order sets the rules that your units should follow when enemy units enter their zone of control (ZOC)

    Always

    your units will always counter attack where possible.

    If Favorable

    Your units will counter attack only if enemy losses would appear to be greater than theirs.

    Never

    You units will never counter attack.

    Attack Evasion

    When an attack is leveled against a unit, if possible, the defending unit may attempt to evade it. The attack evasion standing order sets the rules that your units should follow when attacked.

    Always

    Your units will attempt to evade all attacks launched against them.

    If Favorable

    Your units will attempt to evade only those attacks in which their losses would appear to be greater than those of the attacking unit.

    Never

    Your units will never attempt to evade attacks.

    Note: Units in Skirmish formation, always attempt to evade attacks regardless of Standing Ordersetting.

    Rally

    Auto Rally Individual routed units

    When selected, any individual routing units will attempt to rally

  • Exclusions

    The Standing Order exclusions provide a method to differentiate defensive actions from those of "regular" units in special circumstances. For example, you might set your regulars to counter attack if favourable, but stop your leaders from doing so in order to minimize the risk of losing them.

    Leaders: Attempt Evasion of All Enemy Attacks

    When selected, battle group leaders will attempt to evade all combat attacks launched by the enemy.

    Leaders: Do Not Counter Attack

    When selected, battle group leaders never launch counter attacks.

    Leaders: Avoid Combat

    When selected, leaders avoid initiating combat

    Terrain Objective: Never Evade if Defending

    When selected, a unit or battle group will never evade if controlling a terrain objective.

    Order of BattleDisplays the order of battle and relevant unit statistics for the selected force.

    -Click on a battle group to view its units

    -Double click on a unit to select it and close the form or click [Done] when finished

    Reinforcement ScheduleDisplays the reinforcement schedule and relevant statistics for the sected force

    PreferencesEnables the setting of default game system preferences.

    Unit Display

    Select Board Game or Miniature

    Show Map Grid

    Turn map gird overlay on or off

    Show Map Text

    Turn map text on or off

    AI Display Level

    Sets the zoom display level for an AI player

    Select Small (Level 2) or Large (Level 3)

  • Action Log

    Turn the Action Log form on or off

    Game Message Delay

    Set the number of seconds a game message should display on the info panel

    Sound

    Turn sound on or off

    Net Play Defaults

    Display Name: Your display name when playing a game over a network

    Comm Port: Default comm port for network games

    Vengeance UserInterface (UI)

    The main components of the Vengeance UI are: The Battle Map, Command Panel, Action Log, and Info Panel.

    Battle Map

    The battle map is the main visual representaion as to what is occuring on the battle field. Moving the mouse over a hex displays its terrain and unit stats on the the Info panel and Command panel if applicable. Click on a friendly unit to select it. All of the actions in a battle can be controlled or accessed from the Command Panel and Battle Map.

  • Action Log

    Action log displays a running list of the actions that have taken place during the turn segment.

    Scroll up/dn to review any actions.

    Info Panel

    The Info panel at the bottom of the screen displays terrain, unit, and combat information.

    The Command Panel

    General Section

    The general section provides information pertaining to the battle, army, and display.

    Faction The active faction

    Army Morale and Break Pt

    The active faction's current overall morale and break point.

    Current Turn/Max Turn

    Score (+) if leading, (-) if behind

    General Quick Buttons

    Zoom In Zoom display in

    Zoom Out Zoom display out

    Toggle Hex Grid Toggle hex grid on or off

    Standing Orders Adjust standing orders

    Order of Battle View order of battle

    Battle Report View battle report

  • Battle Group SectionThe battle group section provides information and enables actions pertaining to the currently selected battle group.

    Battle Group Icon Displays the battle group icon

    Battle Group StatusThe selected battle group's current status, morale level and break point, strength level, % disrupted, % fatigued, and % out of formation.

    Battle Group Name The name of the selected battle group

    Battle Group Command Buttons

    Battle Group command actions automatically become active when an action is available. In order to comand battle groups, the battle group leader must be the selected unit.

    With the exception of the Advance and Fire directives, a Battle Group leader may only issue one Battle Group Command per turn segment.

    [Advance]The battle group will attempt to advance to contact towards the nearest enemy units

    [FallBack]The battle group will attempt to retreat away from enemy units. Retreating units receive a temporary action point bonus but lose any formation they currently hold during the retreat.

    [Rally]Attempt to rally a routed battle group (See Rally)

    [Fire]Orders ranged fire capable units to fire upon the nearest enemy targets

    [Charge]Orders capable units to charge and attack enemy units

    [Attack]Orders the battle group to close with and attack the nearest enemy units

    [Hold]Orders the battle group to hold position and rest for the turn segment. Only units that have taken no action during the turn segment receive a 'Hold' rest bonus.

  • [ReGroup]Orders the battle group to move towards and regroup around the leader. Units lose formationexecuting a ReGroup order but any disrupted or disordered units are returned to ready status.In order to issue a ReGroup Command, a Battle Group leader must be at least three or more hexes away from the nearest 'In Command' enemy unit.

    [Formation]Check and order a formation change for the entire battle group (See Formation Change)

    [Next Battle Group]Move command to the next faction battle group

    Unit SectionThe unit section of the Command panel displays information and enables actions pertaining to the currently selected unit.

    Icon Unit game icon

    Unit Statistics

    STR: Current strength level

    AP: Current action points available

    VP: Point value of the unit

    CLS: Unit Class

    STS: Current unit status

    MRL: Current Morale Level

    FTG: Current fatigue level

    FRM: Current formation

    AMMO: Current ammunition level (if applicable)

    SPL: Current supply level (if applicable)

    Unit Equipment Icons:

    Combat weapon, armor type, shield type, Ranged fire weapon

    Unit Name

    Unit name and [Atk-Def-Mve-Fire] values

    Unit Action Buttons

    [Next Unit] Next unit in battle group

    [Facing] Chnage unit facing

    [Ranged Fire] Fire at best target

  • [Attack] Attack best target

    [Formation] Attempt to return to last ordered formation

    [ReSupply] Resupply ammunition

    [Rally] Attempt to Rally

    Game Section

    [Replay Turn] Replays the events of the current turn

    [End Turn] End the turns and passes the initiative to the opposing player

  • Game Concepts

    Introduction

    Medieval armies usually consisted of a king or his appointed commander, knights, men at arms, mercenaries, and often untrained militia from the surrounding countryside. It would usually be organized into a number of wings or battle groups each consisting of a mixture of the available arms types. Nobles, Knights, and men at arms usually occupied the center of a wing, while the more mobile missile armed troops screened their flanks. The militia were generally relegated to guarding camps and were generally not trusted in battle.

    On the field, the wings would be normally be formed in lines adopting formations depending upon the type and dispostion of the wing. The English usually fought dismounted and adopted a defensive position, employing woods or other natural obstacles to guard their flanks. Continental armies usually assumed an offensive posture, attacking with their wings in close order or wedge formations.

    The interrelationships of the various unit types was very important to the evolution of strategyon the medieval battlefield. The mounted knight provided the most effective combination of speed and shock but even the knight could not ride the battlefield with impunity. Longbow and pikemen proved they could stand and turn back the stiffest cavalry charge. Each unit type in a wing was most effectively used in concert with each other.

    Sequence of Play

    The sequence of play for both factions in Vengeance is as follows:

    -Reinforcement Check

    -Leader Replacement (if applicable)

    -Rally Individual Routed Units (if applicable)

    -Uncontrolled Unit Check

    -Movement and Combat Turn Segment

    -Berserker Check

    -Deserter Check

  • Victory Conditions

    In the Medieval battlefield and in Vengeance, most battles continue until all of the warriors on one side have either been killed, captured, surrender, or desert. The side which holds the field generally wins.

    Unit Values

    Most units carry a point value which is awarded to the opposing side when the unit is destroyed, surrenders, or deserts. No points are awarded for routed or broken enemy units, the unit must be removed from the battle field before any victory points are awarded.

    Terrain Objective Value

    In some battles, a terrain objective is defined and assigned a value. If a unit is holding (occupying) a terrain objective, that unit's army is awarded the value of the terrain objective. If a battle contains a terrain objective that is held by an army which surrenders, any points associated with that objective are automatically awarded to the winning army regardless of which faction occupies the terrain objective.

    Winning a Battle

    The side (army) which holds the field wins. If an army's morale slips below its surrender point, or if an army loses all of its leaders, that army surrenders and and the opposing faction automatically wins the battle. See Army Morale. If a battle reaches it maximum turn limit with both armies still engaged, then the army holding the most victory points wins the game. You can always refer to the Battle Report (even after a battle has ended) to see exactly what transpired during a battle.

    Victory Levels

    Decisive Winning faction holds a 3 to 1 or greater advantage in points

    Substantive Winning faction holds a 2 to 1 or greater advantage in points

    Marginal Winning faction holds less than a 2 to 1 greater advantage in points

    Debateable Battle declared a draw, but a faction holds a slight point advantage

    You can check the current victory status at any time during play by entering the Battle Report Screen.

    Army Morale

    The overall measure of an army's willingness to fight. Should an army's morale slip below its Surrender Point, the army will surrender the field to the enemy and automatically lose the battle. Army morale is displayed at the start of every turn segment and can also be monitored from the Command panel.

  • Leaders

    Medieval armies were usually broken down into battle groups or 'wings' which were commanded by leaders. A battle group must have a leader in order to be controlled and issued commands.

    Leaders also influence units under their command in performing performing morale checks. Leaders with positive ratings are beneficial, those with negative ratings, a hindrance.

    Command Range

    The distance at which a unit may be from a battle group leader and still be under its influence.Units within the command range of a Leader are considered to be 'In Command'.

    Rating

    A measure of the leader's ability. Leader ratings may be positive or negative.

    Display

    When a unit is selected, its battle group members are indicated with a grey dot overlay and itsleader is indicated with a silver star overlay directly on the battlemap.

    Clicking on a selected unit to toggles the leader command range indicator on or off.

    Leader Replacement

    If a facton's Leader Replacement option is chosen, its battle groups may replace fallen leaders.In order for a battle group to promote a leader, it must have an available unit of Veteran or higher rank that is not routed or broken.

    Notes:

    -Units that are Broken, Routed, or beyond the command range of their wing leader, are out of command and no longer under player control. Units out of command range generally attemptto move back into the command radius of their leader.

    -If an army loses all of its leaders, it is forced to surrender and loses the battle.

  • MoraleMorale is a key concept to the operation of Vengeance. A unit's morale represents its 'lust for battle' or willingness to fight. Virtually every action that a unit may take is influenced to some degree by its morale level. Morale is rated between 0 (lowest) and 120 (highest).

    Morale Decreases

    Units experience decreases in morale when:

    taking losses

    seeing other friendly units take losses

    fatigued

    passing thru certain terrain types

    Morale Increases

    Units experience increases in morale when:

    inflicting losses

    seeing other friendly units inflict losses

    resting

    rallying

    passing thru certain terrain types

    Notes

    -A unit's morale can never exceed it's initial morale level + 25%

    -Berserk units receive a temporary morale boost

    Zones of ControlA unit's zone of control (ZOC) is usually described as the adjacent hexes (or cells) that surround it. This generally holds true for the Vengeance system, except units never project a ZOC into their rear hex sides. (See Facing)

    Notes:

    -Broken or Routed units never project control over ANY hex sides.

    -Whenever units move into an enemy ZOC

    -they may move no further for the rest of the turn segment.

    -they may be counter attacked by the enemy units controlling the ZOC.

  • Line of SightA Line of Sight (LOS) determines if units can see, and consequently, fire upon each other. The Vengeance automatically calculates whether a line of sight exists between units.

    LOS Effects and Restrictions

    -LOS is either blocked or unblocked. A blocked LOS does not allow missile combat or spottingto occur between the two units in question.

    -Units do not block an LOS, however only certain missile weapons such as long bows, are capable of firing over the heads of intermediate units to reach a target. Crossbows for instance, cannot fire over or through units to reach a target. See Missile Weapons

    -An LOS is never blocked into adjacent hexes.

    -Units can fire into or out of, but never through a hex with primary terrain greater than its own.

    -An LOS passing thru locations with above ground level (AGL) terrain, can be blocked if the total amount of blocking points passed thru reaches 100%. For example, a forest hex with a blocking point value of 25 will not block the LOS. However if the LOS passes thru four forest hexes of the same type, the the LOS would be blocked.

    MovementEach unit is allotted a number of Action Points (APs) per turn which it expends in order to move on the battlefield. The cost of APs per move depends upon on the terrain, distance covered, and the type and status of the unit moving.

    Selecting a UnitTo select a unit for movement and or combat, move the cursor over the unit and left-click the mouse button. The selected or "hot" unit is outlined with a black hex border and its statistics are displayed on the Info and Command Panels.

    Once selected, the hexes that the unit may legally move to will be indicated on the map. To move the unit, click on the hex that you want to move the unit to. The unit will then attempt to move to the new location and the cost of the move will be subtracted from the unit's APs.

    Factors Influencing Movement Rates

    Terrain Effects

    -Each hex terrain has a cost per move (CPM) value which a unit must "pay" in order to enter it.A terrain's CPM value along with other relevant statistics is always displayed at the bottom of the info panel.

    -Units cannot move to terrain with base elevations greater than their current elevation plus one.

  • Unit Type, Status, and Formation

    A unit's type, current status, and formation all directly impact on its ability to move on the battlefield.

    Weather

    -Weather conditions like rain and snow may increase a units AP per move rate. (See Weather)

    Enemy Zones of Control

    -Once a unit has moved into an Enemy ZOC, it cannot move any further for the rest of the turn segment and may be open to counter attack

    -A unit beginning its turn in an enemy ZOC may not reenter another enemy ZOC for the duration of turn segment.

    Stacking

    Depending on the unit formations involved, a unit may pass through other friendly units, but can never end its move in a location with another unit. Only one unit may occupy a hex at a given time.

    Charge Attacks and Close CombatClose combat refers to any non-ranged combat that takes place between adjacent units on the battlefield. There are two types of close combat in Vengeance, Charge Attacks and Melee.

    Charge Attacks

    The charge attack is the most powerful form of close combat in Vengeance. In almost all cases, a unit's combat strength is increased if it is able to charge attack an enemy unit

    Exception: Cavarly units do not fare well charging Infantry units armed with pikes.

    Unit Charge Requirements:

    -Must be an in command Infantry or Cavalry unit of Ready status, not more than 25% Fatigued with a clear path to the enemy unit not exceeding 60m (3 hexes) in distance

    Restrictions:

    -Units in Shieldwall, Square, or Skirmish formation may not charge

    -Infantry units in armored in Field Plate or higher or carrying large shields may not charge

    -Pike armed units may not charge

    -Units cannot initiate a charge out of an enemy ZOC

  • Initiating a Charge

    If a battle group leader is currently selected, the Battle Group [Charge] button on the command panel will be activated. Click it to begin a battle group charge against the nearest enemy units.

    Note: A charge is a coordinated attack that can only be initiated by a leader. Individual unit attacks against an enemy are always handled as general melee combat.

    Morale Check

    Before units begin the actual charge, they must pass a Morale Check. Units failing the morale check become disrupted and can not complete the charge.

    Note: No Charge attacks may be initiated during heavy rain or snow weather conditions.

    Melee

    If a battle group leader is selected, clicking the battle group [Attack] button will launch an attack against the nearest enemy units.

    To manually initiate a melee, move a unit adjacent to the enemy unit to be attacked. Next move the cursor over that unit. The projected Attacker/Defender odds will be displayed on theInfo panel. Lastly, click on the enemy unit to begin the attack. Alternatively one may simply click the Unit Attack button on the Command Panel and an attack will be launched against thenearest enemy unit.

    Moving into an enemy controlled ZOC may not be a casual affair as enemy units capable of launching a counter attack may do so once you've entered their ZOC. See Counter Attacks.

    For Combat Modifiers see Strength Modifiers.

  • Counter AttacksCounter attacks are a form of defensive close combat initiated when a unit moves into a hex adjacent to an enemy unit. Whether a unit launches a counter attack, is controlled by the particular situation and their Standing Orders regarding Counter Attacks.

    Units may not launch counter attacks if they:

    -are not of Ready status

    -have previously attacked during the turn segment

    -have fatigue rating higher than 50%

    -are not permitted by terrain considerations (stakes, ditches, hedges, etc)

    -are in skirmish, shieldwall, or square formation

    Note: Artillery and Supply units never counter attack

    EvasionWhen an attack is leveled against a unit, that unit may attempt to evade it. In order to evade an attack, a unit must first be able to move to an open adjacent hex that's not controlled by an enemy unit

    A unit's chances of evading an attack are influenced by its status, formation, and terrain occupied. Additionally, infantry have a more difficult time evading attacks initiated by cavalry and conversely, cavalry have an greater chance of evading attacks initiated by infantry.

    If successful, the unit will move to a "safe hex" and avoid the attack. One can control the circumstances under which units attempt to evade attacks in the Standing Orders section.

    Ranged FireUnits capable of ranged fire may target enemy units within their weapon's range-- if they can see them. Certain types of terrain may block a firing unit's LOS. Vengeance automatically determines if an LOS exists between units.

    Note units NEVER block LOS in Vengeance.

    Issuing a Fire Order

    If a battle group leader is selected, clicking the battle group [Fire] button will order all capableunits in the battle group to fire upon enemy targets.

    To perform ranged fire at the unit level, first select a ranged fire unit. All enemy units capable of being fired upon will be high lighted. Lastly click on the unit you wish to fire at. Alternatively one may simply click the Unit Fire button on the Command Panel and the nearestenemy unit will be fired upon.

    T

  • RallyAs a result of combat losses and ranged fire casualties, battle groups and units may become routed. When this occurs, a group or unit's ability to function is lost and the unit or group is no longer under control. Routed groups or units may attempt to remedy this situation by trying to Rally.

    Rallying an Individual Unit

    Units of Veteran class or higher, whose Battle Groups are still in command, may attempt to rally on their own. In order to rally, a unit must not have expended any APs in the current turn segment. Click on the Rally Icon in the Unit Control Panel to attempt a Rally.

    Rallying a Group

    Only a Battle Group leader may issue a Rally command when his Battle Group is of routed status.

    In order to issue a Rally command, the Battle Group leader must not have expended any APs during the current turn segment.

    Successful rallies are largely dependent upon a unit's morale, class, and whether or not they are under the command of a "good" leader. Units that rally receive a morale boost and are returned to Disrupted status.

    While there is no limit on the number of times a group or unit may attempt to rally during a battle, any time a rally attempt is unsuccessful, the unit(s) involved may Break.

    Morale ChecksA unit's morale or willingness to fight is tested at various times during a battle. Unit's passing the morale check are able to carry on as normal. Units failing a morale check are penalized toa degree depending upon the cause of the morale check.

    Situations that cause a Morale Check:

    -Attempting to Rally

    -Disrupted or disordered units attempting to attack or file missiles

    -Attempting to evade attacks

    -Attempting to change or return to formation

    -Defending units failing a morale check may surrender

    -Routed units failing a morale check may desert

  • FatigueDuring battle units become fatigued. With each level of fatigue that a unit carries, its abilities to perform on the battlefield become degraded. If afforded no rest, a unit will become exhausted (100% fatigued) and will barely be able to function. Units may recover from fatigue by a Battle Group Hold order or automatically by not taking any action during their turn segment.

    -Fatigue is measured in increments of 25% to 100%

    -Both infantry and cavalry wearing plated armor and bearing larger shields fatigue at a higher rate when involved in close combat.

    Berserk AttacksAny unit left adjacent to an enemy unit at the end of a turn segment without initiating an attack has a chance of going berserk. Berserk units will immediately launch a close combat attack on the nearest enemy unit. Berserk attack results can be favorable or unfavorable as theberserk unit receives a momentary morale boost and loss of fatigue for the attack, but also loses any formation it may be holding.

    Units may remain berserk for several turns and return to disrupted status and normal morale when they calm down.

    Rout MovementRouted and Broken units are considered out of control and attempt to move back towards their initial side of the map. If a routing unit passes through a friendly unit as it falls back, that unit could loses formation and may become disrupted or routed itself if it fails a morale check.

    DesertersAt the start of a turn segment, a check for a faction's uncontrolled units is performed. Any units of Routed or Broken status are subject to having deserters. Should a unit of routed or broken status fail a morale check, a randomly determined percentage of men from the unit will desert. If the entire unit should desert, it is removed from the battlefield and its point value is awarded to the opposition.

  • Facing

    There are two facing directions in Vengeance. Those are left and right or east and west.

    A unit may not sight thru its rear hex sides. Anything behind the direction that a unit is facing cannot be seen.

    Units are greatly hampered in their ability to defend if attacked thru their rear hex sides. A unitmay change its facing at anytime without cost except after being involved in close combat attack.

    Exception: Artillery units and units equipped with a pavise must pay an Action Pt cost to change facing.

    Change Formation

    Use the Battle Group [Formation] command to set formation orders for the unit types within a battle group.

    The Formation Orders form displays the current formation, number of units, and % of units currently out of formation by unit type

    Click [Issue Formation Order] to order all battle group units to attempt to enter the formation selected for their type. A battle group or unit must pass a morale check in order to change formation.

  • Notes:

    -Only a battle group leader can issue a formation change order, individual units of veteran class or higher may only attempt to return to the last ordered battle group formation.

    -Units may perform only one change formation attempt per turn

    -Disrupted, Routed or Broken units may not change formation.

    -Units occupying a hex with a terrain defensive modifier (stream, marsh, woods, etc.) may not be able to change formation.

    -Units in an enemy ZOC cannot change formation

    Note: Units that cannot enter the ordered formation will attempt to enter the next closest type. For example, a unit not capable of entering Shieldwall will enter Close Order instead.

    Formation TypesThe term "formation" refers to the way a unit's men are lined up. Different formations yield different effects on a unit types movement, combat, missile fire, and defensive capabilities.

    The following are the formation types available in Vengeance:

    Close OrderBest used for defending attacksTypes: Infantry, CavalryEffects: increased combat capability, minor movement penalty, can charge, other units can not pass through units in close order formationNote: Leaders may always freely pass through friendly units

    Open Order

    Generally used for movement and reducing losses or disruption from ranged fire.

    Types: Infantry, Cavalry

    -Not desirable for close combat.

    Shieldwall

    Best used for defending against close combat attacks.

    Type: Infantry with medium to large shield

    -increased defensive ability, cannot charge

    Square

    An "all around" formation best used for defensive purposes.

    Type: Infantry of full strength

    -No rear or flank hex sides, reduced rate of movement, cannot charge

  • Wedge

    A pointed formation best used for attacking defensive close order and shieldwall formations

    Types: Cavalry of Full Strength

    -increased attack ability against close order units

    Skirmish

    Best used for Ranged fire units

    Types: Infantry and Ranged fire capable cavalry units

    -Reduced chance of loss from enemy ranged fire, easier to evade melee attempts, cannot initiate attacks

    Limbered/Unlimbered

    Types: Artillery

    Limbered artillery can move, Unlimbered Artillery can fire

    In Vengeance, all artillery are placed as Unlimbered 'set units'. Their formation and position cannot be changed or moved during game play.

    No Formation

    Types: Infantry, Cavalry

    Reduced combat efficiency

    SupplyAs missile units fire, they deplete ammunition. Missile units may be resupplied by moving adjacent to a supply unit, or a structure (such as a town, castle or camp) with the ability to provide ammunition. When resupply conditions are met, the resupply icon will be activated onthe command panel. Click on the resupply icon to resupply the unit's ammunition.

    -Units may receive supply from an enemy structure ONLY if they occupy the structure

    Combat and Ranged Fire Strength

    The measure of a unit's raw close combat or ranged fire lethality. The higher the rating, the stronger the unit. Mostly derived from a unit's weapon type and strength.

    Vengeance displays a 'raw' lethality rating based upon a unit's weapon type and strength against an unarmored unit. When calculating actual combat results, the weapon type and unit strength is measuredagainst the actual armor class and strength of the defending unit.

  • Defensive StrengthThe measure of a unit's raw ability to defend itself against combat and missile attacks. A unit'sdefense rating is primarily based upon its armor and shield type.

    See Strength Modifiers for additional influencing factors.

    Strength ModifiersThere are conditions and situations that occur on the battlefield where combat strength shifts are added (or subtracted) to an attacker's or defender's base strength.

    Close Combat Modifiers

    (+) Each class higher

    (+) Each Armor Class higher

    (+) Each Shield Class higher

    (+) Unit is Ferocious (See Ferocious Attacks)

    (+) Unit is Berserk

    (+) Unit is flanked by friendly units

    (+) Unit is in 'closer' order formation

    (+) Unit has weapon precedence (for example Pike versus Sword)

    (+) Unit is less fatigued

    (+) Unit is less disrupted

    (+) Attacking thru defender's flank or rear hex side

    (+) Attacker is in Wedge vs Close Order or ShieldWall

    (+) Attacker is cavalry vs infantry

    (-) Attacker is infantry vs cavalry

    (-) Attacker is cavalry vs pike

    (-) Attacker is downhill of enemy

    (-) Defender is in ShieldWall formation

    (-) Defender is in defense positive terrain

    (-) Attacker is in attack negative terrain

    (-) Defender is behind stakes.

    (-) Defender is barded cavalry

  • Ranged Fire Modifiers

    (+) Shooting unit is firing within the effective range of the weapon

    (+) Shooting unit is Elite or higher

    (+) Target is in Close Order

    (-) Shooting unit is firing beyond the effective range of the weapon

    (-) Shooting unit is Militia or lower

    (-) Shooting unit is disrupted or disordered

    (-) Shooting unit is fatigued

    (-) Target is moving

    (-) Target is barded cavalry

    (-) Target is in Skirmish or Open Order formation

    (-) Weather is Rain or Snow

    (-) Shooting unit is firing "over the heads" of other units

    (-) Shooting unit is performing Reaction Fire

  • Terrain StatisticsTerrain statistics are displayed along the bottom of the of the Info panel. The terrain stats displayed represent that of the currently selected unit, or that of the hex pointed to by the cursor.

    Hex

    The number of the hex.

    Type

    The type of terrain represented in the hex as in Rivers, Woods, Marshes, etc.

    CPM (Cost Per Move)

    The base movement cost of the hex. Note that if the hex is part of a selected unit's move overlay, CPM then represents the total APs required to move into the hex from that unit's current position.

    Def (Defensive Modifier)

    Active hexes may have positive or negative defensive modifiers.

    Units defending from terrain with a positive combat modifier, receive a corresponding positivecombat shift when attacked.

    Units attacking or defending from terrain with a negative defense modifier receive a corresponding negative combat shift when involved in close combat from the hex.

    Mrl (Morale)

    The effect on a unit's morale upon entering the hex

    Elv/AGL

    The elevation is the base or primary terrain level and the AGL (if applicable) represents the height of any Above Ground Level secondary terrain in the hex.

    LOS %Blk

    The percentage of LOS that the AGL in the hex blocks. If the LOS passes through hexes and the Blk% exceeds 100, the LOS is blocked.

  • CaltropsCaltrops are nasty little devices used to setup the medieval equivalent of a mine field. Anytimea unit passes thru a caltrops hex it runs a chance of becoming halted, disrupted, or suffer a loss. Units may never charge thru a caltops infested hex.

    Ferocious AttackUnits designated as 'Ferocious' receive a sizable combat bonus when entering close combat for the FIRST time. Ferocious units are indicated with an exclamation point (!) after their name.Some historic examples of ferocious units would be the Swiss and Scottish Pikemen.

    CarnageWhenever a unit is destroyed due to close combat or missile attack, a carnage marker is overlayed on the battlemap where the unit was destroyed.

    -Units entering carnage hexes pay an extra AP

    -Carnage hexes cannot be part of a charge attack path

    StakesStakes were primarily used by medieval archers as a defensive construct against attacking enemy units.

    Combat Effects:

    -Units defending behind stakes receive a defense bonus

    -Units cannot charge attack enemy units that occupy a hex containing stakes

    -Ranged fire units firing via straight-line (non overhead) into a hex with stakes receive an accuracy reduction

    Movement Effects:

    -Units may not fallback through hexes containing stakes

    -Foot units may pass into a hex containing stakes at an additional 2 AP cost

    -Mounted units may pass into a hex containing stakes at an additional 4 AP cost

  • Structures: Castles and CampsStructures like castles and camps are built into the Vengeance system for the main purpose of providing supply and-- depending upon their defensive capability, sanctuary to units.

    All structures have the following statistics:

    Side

    Which faction the structure belongs to.

    ReSupply Level

    The supply level of the structure contains. See ReSupply

    Def (Defensive Modifier)

    Structures may have positive or negative defensive modifiers. Units battling from a hex containing a structure receive a combat shift depending on the structure's rating.

    AGL:

    The above ground level of the structure (used for LOS determination)

    Notes

    Units occupying structures:

    -may not evade close combat attacks

    -are not subject to fallback movement if routed in battle

    -Units may receive supply from an enemy structure ONLY if they occupy the structure

    -Units may not receive supply from any structure occupied by an enemy unit

  • Unit TypesThere are three 'core' unit types in Vengeance:

    Infantry units

    Move and fight by walking or running.

    Cavalry units

    Units that move and fight mounted on horses and generally have more APs and therefore more maneuverability than other units.

    Supply

    Supply bearing units. These units are able to resupply other units

    Notes:

    -Both infantry and cavalry units may be armed with weapons capable of missile fire.

    -Infantry armed with period 'heavy guns' are considered to be Artillery units.

  • Unit StatisticsSTR: Strength.

    A unit's current strength level (Full, Reduced, Partial, or Low)

    AP: Action Points

    A unit's current Action Point total. (See Movement)

    VP: Victory Points

    Number of victory points that the unit is worth. See Victory Conditions.

    MRL: Morale

    A measure of the unit's training and willingness to fight. (0-120)

    CLS: Class

    Classification of a unit's training. (See Unit Class)

    STS: Status

    A unit's current status

    FRM: Formation

    A unit's current battle formation. (See Formation Types)

    FTG: Fatigue

    The measure of a unit's fatigue level.

    Leader

    -If the unit is a wing leader, its rating and command range are indicated

    ATK

    The type of combat weapon used and current combat strength of the unit.

    Missile

    The type, strength, and range of the missile weapon used

    Defense

    Indicates a unit's defensive capability.

    Ammo

    Indicates missile weapon ammunition level.

  • Weather ConditionsClear

    Max Sighting Range: 60 hexes

    Effects: None

    Rain

    Max Sighting Range: 20 hexes

    Effects: Movement slightly reduced, Ranged fire accuracy slightly reduced, increased chance ofpowder weapon misfire

    Heavy Rain

    Max Sighting Range: 10 hexes

    Effects: Movement reduced, Ranged fire accuracy reduced, greater chance of powder weapon misfire, Charge attacks not available

    Fog

    Max Sighting Range: 3 hexes

    Effects: Ranged fire accuracy slightly reduced

    Snow

    Max Sighting Range: 7 hexes

    Effects: Movement slightly reduced, Ranged fire accuracy slightly reduced, increased chance ofpowder weapon misfire

    Heavy Snow

    Max Sighting Range: 5 hexes

    Effects: Movement slightly reduced, Ranged fire accuracy slightly reduced, increased chance ofpowder weapon misfire

  • Unit ClassA unit's class represents its level of training and morale.

    Peasant

    Morale Max:50

    Untrained men added to fill out an army.

    Militia

    Morale Max:70

    Moderately trained soldiers.

    Veteran

    Morale Max:80

    Experienced trained soldiers.

    Noble

    Morale Max:100

    Experienced highly trained soldiers, usually of royal blood (European feudal nobility)

    Elite

    Morale Max:90

    Experienced highly trained soldiers.

    Hero

    Morale Max:120

    Reserved for those figures of extraordinary or legendary ability.

  • StatusA unit's status represents its current operating level. The status levels in the Vengeance systemare as follows:

    Ready

    Unit is fully functional

    Disrupted

    Unit has lost some measure of order and coordination and must rest to regain them

    -Cannot change formation

    -Attacks, defends and fires missiles at a reduced level of efficiency

    Disordered

    Unit has lost a greater measure of order and coordination and must rest to regain them

    -Cannot hold or change formation

    -Attacks, defends and fires missiles at a greater reduced level of efficiency

    Routed

    The unit has lost all sense of order and coordination and must be rallied to regain control.

    -No longer under Command or Player Control, tries to move away from battle towards its starting map side

    -May try to surrender if attacked

    Broken

    For all intent and purpose, the unit is running for its life and is trying to leave the battlefield

    -No longer under Command or Player Control, only flees towards its starting map side

    -Warriors will begin to desert the unit

  • AmmunitionThe amount of ammunition a ranged fire unit has remaining.

    X Unit has no ammunition and may not fire unless resupplied

    1 Unit may fire one shot before running out of ammunition

    Lo Unit is low on ammunition and has a 25% chance of having one shot left with each shot fired

    Hi Unit is high on ammunition but has a 10% chance of reaching low status with each hot fired

  • Weapons of Medieval Field Warfare

    Combat WeaponsThe Vengeance system currently models the following close combat weapons:

    Name Lethality PrecedencePeasant Weapon 30 10Secondary Weapon 40 20Shortsword 50 35Axe 60 25Mace 60 25Maul 60 25Long Sword 70 40Spear 70 50Pike 80 90Long Maul 70 60Pole Arm 80 70Flail 70 45Lt. Lance 80 80Hvy Lance 95 90

    -Combat Lethality ratings displayed are projections against UNARMORED units. Lethality ratings are adjusted game time depending upon the armor rating of the enemy combat unit.

    -Lance armed cavalry units fight with sword if not moving to combat

    -Infantry units with a weapon precedence rating lower than 50 receive a combat deduction when attacking mounted units

    -Infantry units with a weapon precedence rating of 70+ receive a combat bonus when attacking mounted units

  • Ranged Fire WeaponsThe Vengeance system currently models the following ranged fire weapons:

    Name Typ Rtg Rng SPT OHF %MF

    Throwing Axe T 2 1 Yes 0

    Javelin T 2 1 Yes 0

    Sling S 3 1 Yes 5

    Staff Sling S 4 1 Yes 10

    Bow B 8 2 Yes 5

    Composite Bow B 7 2 Yes 5

    CrossBow B 6 1 No 5

    Long Bow B 10 2 Yes 5

    HandCannon P 6 1 No 20

    Arquebus P 2 1 No 15

    Lt Gun A 12 1 Yes 20

    Early Hvy Gun A 20 (1) Yes 20

    Late Hvy Gun A 25 (1) Yes 15

    Typ

    Weapon type (T Thrown, S Sling, B Bow, P Powder, A Artillery)

    Rtg

    Raw lethality rating against an unarmored target

    Range

    Range of the weapon in hexes

    SPT

    Shots per tun

    OHF

    Over head fire. Whether the weapon is capable of firing over units.

    %MF

    % chance of misfire

  • Artillery

    -Can only use same elevation OHF if the target range is greater then half its maximum range.

    -Heavy Guns cannot be moved from their setup position

    -Heavy Guns Fire at a rate of 1 shot per 3 Turns

    -Light Guns Fire at a rate of 1 shot per 2 Turns

    -Due to their unreliability, artillery may randomly miss targets, or only cause enemy disruptions/disorder.

    -May not fire at targets adjacent to friendly units

    -May not fire if they are adjacent to enemy units

    Mounted Bowmen

    -May only fire once per turn no matter their missile weapon SPT

    Effective Range

    The effective range of a weapon is defined as its Max Range divided by two.

    Armor and Shields

    Armor Types

    -Armor Class 1 Cloth

    -Armor Class 2 Leather

    -Armor Class 3 Chainmail

    -Armor Class 4 Partial Plate

    -Armor Class 4 Field Plate

    -Armor Class 5 Cavalry Plate

    ShieldsSmall +1 Defense ModifierMedium +2 Defense ModifierKite +2 Defense ModifierLarge +3 Defense ModifierTower +4 Defense Modifier

  • Play By E-MailThe Play By EMail option allows you to play Vengeance head to head against an opponent anywhere in the world via e-mail. All you have to do is send a turn segment file to your opponent after completing your game turn.

    Setting Up A PBEM Game

    Click Computer Is Neither to setup a player vs player game, then click on the PBEM box to turn on the Play By E-Mail option. The player starting the game begins the game with the initiative and is responsible for setting the game variations.

    Saving a PBEM Game

    Once the game variations are set, the player beginning the game starts. Vengeance will begin saving a PBEM file called Vengeance.vpbm (unless you change the name) to your saved games directory at the end of every turn segment. You'll receive a message indicating that the PBEM file has been saved. At this point, you should exit Vengeance and send the file to your opponent.

    Loading a PBEM File

    Upon receiving a PBEM file from your opponent, copy it into your Vengeance\saved games directory. Then start the game. From the menu bar, select File, then Load PBEM Game. After loading the file, you'll receive a turn segment report alerting you to the losses and gains that took place during your opponent's turn. Select OK when finished with the report and continuethe game with your turn segment. When done with your turn, send the new .vpbm file to youropponent.

    Network PlayThe Netwok Play option allows you to play Vengeance head to head against an opponent directly via a network or the web.

    Setting Up A Network Game

    Vengeance does not use a server but instead attempts to establish a direct 'peer to peer' contact between opponents. This being the case, one player acts as a 'Host' and starts the game, while the other acts as the 'Client' and attempts to contact the hosting player.

    Hosting a Network Game

    Click 'Computer Is' Neither to setup a player vs player game, then click on the NetPlay box to turn on the NetPlay option. The hosting player and his selected faction begins the game with the initiative and is responsible for setting the game variations.

  • Upon clicking [Begin] the selected scenario will be loaded and the hosting player will be presented with the NetPlay screen. At this point the hosting player simply needs to verify that that the IP address and Comm Port displayed are accurate and reflect those that the client player will be using in order to make contact. When ready, the host should click [Listen] and wait for the opponent to make contact. A NetPlay game may be canceled anytime by closing the NetPlay form.

    Contacting a Vengeance NetPlay HostTo contact a game host player, select 'Contact NetPlay GameHost' from the File section of the main form menubar.

    Enter your opponent's IP address and ensure that you are using the correct comm port then click [Connect] to contact the game host.

  • NetPlay

    Once a connection has been established, the game will proceed with the non-phasing player viewing the actions taken by the player with the initiative. You can send a text message to your opponent at anytime by entering it in the Send Msg box and clicking [Send]

    Trouble Shooting Net Play Games

    IP Addresses

    If both players are on the same local area network (LAN) or have direct connections to the world wide web, the IP address that Vengeance automatically detects should be correct.

    Conversely, if either player is on a LAN connected to the Web via a router, two additional stepswill have to be taken in order to make a direct peer to peer connection:

    1) Determine your Public IP

    Visit a site like http://www.whatsmyip.org/ or just enter What is my IP into your web search engine of choice. This will provide you with your internet connection's public IP. This is the IP that you'll need to provide to your opponent.

    2) Port Forward

    Lastly, you'll need to set up a Port Forward from your router and the port you're using for network play with Vengeance, to your computer's private LAN address. Considering the number of different router types available, it's impossible to provide step by step instructions but it's actually easier than it sounds. There are plenty of resources on the web, but start with your router's manual.

    http://www.whatsmyip.org/

  • Designer's Notes...In days of old when Knights were bold and...

    When the original Medieval titles (1.0 & 2.0) were first released under the Incredible Simulations banner, they were the only historical tactical Medieval warfare computer simulation games in town.

    Fast forward to the present and one finds the Medieval period has been done, and some might say over done, by several of the largest game development studios around.

    So... why Vengeance now?

    Moving forward into 2015 with digital Gameworks, I wanted to bring Medieval, that is Vengeance along, and also update it's game engine for future expansion in the process.

    I view the new Vengeance system as more open and one that I hope will continue to evolve and grow over time, not only with Windows and Vengeance, but with other platforms, titles, and periods as well.

    I sincerely hope you that enjoy the game and thank you for your continued interest and support.

    Best, Jeff Lapkoff 2015 February

    Contacting UsContact digitalGameworks via e-mail at:

    E-Mail: [email protected]

    WebSite: http://www.digitalGameworks.com

    Registering Vengeanceif you've purchased Vengeance directly from digitalGameworks, you'll receive a registration code set via e-mail. Select 'Register Vengeance' from the Help File group on the Menubar, andenter your registration code set in the fields provided. The game will be unlocked and you'll have full access to all of the scenarios and options. Be sure to keep your registration set in a safe location in the event you need to reinstall the game.

    For information about purchasing Vengeance, please visit: www.digitalGameworks.com .

    http://www.digitalGameworks.com/http://www.digitalGameworks.com/

  • Limited Warranty

    Neither digitalGameworks, Jeff Lapkoff, nor any dealer or distributor makes any warranty, express or implied, with respect to this program, documentation, or any related item, their quality, performance, merchant ability or fitness for any purpose. It is the responsibility solely of the purchaser to determine the suitability of the product for any purpose.

    In no case will digitalGameworks or Jeff Lapkoff be held liable for direct, indirect or incidental damages resulting from any defect or omission in the product, manual, or other related items and processes, including, but not limited to, any interruption of service, loss of business, anticipated profit, or other consequential damages.

    This warranty gives you specific legal rights, you may also have other rights which vary from state to state.

    CreditsJeff Lapkoff

    Game and Scenario design, Programming, Art, Sound, and Documentation

    Dennis Bishop, Phil Natta, and Richard Everill

    Additional Scenario Design

    Phil Natta

    Additional Art Assistance

  • SourcesThe Art of War in the Middle Ages, C.W.C Oman,Cornell University Press

    Fantasy Wargaming, Bruce Galloway, Stein and Day Publishers

    Medieval Warfare, Hans Delbruck, University of Nebraska Press

    Medieval Warfare Source Book, David Nicolle, Arms and Armour Press

    Warlords, Tim Newark, Arms and Armour Press

    Hastings 1066, Christopher Gravett, Osprey Military Campaign Series No. 13

    Revenge, Todd Fischer and Rich Rostrom, Emperor's Press

    The Normans, Rich Rostrom, Emperor's Press

    The Flower of Chivalry, Bruce McFarlane, The Canadian Wargamers Group

    Yeoman, Simulations Publications, Inc.

    Tactica Medieval, ArtyConliffe, Ed Regendahl, Quantum Publishing

    Cambridge Illustrated Atlas of Warfare in the Middle Ages, Nicholas Hooper & Matthew Bennet, Cambridge University Press

    Battles of the Dark Ages, Peter Marren, Pen and Sword

    Dies IraeThe Day of Wrath