Never Mind the Billhooks Rules (Gallia) - Battle Report - Part 1

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I spotted one mistake when the English Men at arms were rolling their defense dice I forgot that they save on a +3 not a +4. I think only 1 hit was added not changing the outcome.
Also note that commanders can give orders to their units if these are within command range of 6'' but not to units that belong to other divisions unless they are the overall Commander of the force. Also I failed to mention that the C-in -C can reroll 1's on a failed Morale Test but the English MAA rolled 2&2 so no reroll was possible.
Also I have to roll and see if the French commanders is killed. The French received 5 hits from the English so any extra hits over 3 in this specific case 2 have to be rolled (2 Dice) and if a 1 is scored this means that the French captain will loose one life.


''Never mind the Billhooks is set at the Big Skirmish/Small battle level, the sort of thing that probably went on a lot of the time, particularly up around the Scottish borders, without ever troubling the chroniclers.
My original inspiration was Nibley Green, Gloucestershire, fought in 1470 between the private armies of Lords Lisle and Berkeley, with no more than 1,000 men a side.

Billhooks is a card-activated game with points-based random army generation and using only good old D6s.
You roll dice to hit and dice to save (depending on armour) so it’s very familiar Old School in that respect.
Longbows are deadly but not dominant since their arrow supply is limited, so to win a battle you have to get stuck into Melee.
Cavalry and skirmishers have their uses but it’s the heavy infantry – Men at Arms, Bills and Pikes – who will win the battle for you.

All the key rules are on a short Cribsheet (with no confusing tables of plusses and minuses) and you should find yourself playing along without too much reference to the main rules after only a few turns. A typical two-player game with about 100 figures a side will play out in 1 to 1 ½ hours but it will easily expand to a bigger, multi-player set-up once everyone is familiar with the common and easily-memorized mechanisms.''

—description from the designer Andy Callan at Wargames Illustrated


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