Sicilian Normans (Normans of the South) 1035 to 1194
 

 

 

SPECIAL RULES
*1        Shock                    
*2        Skirmish        
*3        Unreliable
*4        Shieldwall
*5        Unreliable
*6        Knights
*7        Crossbow
*8        Papal Blessing.  The Kings of Sicily were famous for their good works and founded many religious houses.  Consequently they may call on the Pope for his special blessing this allows the general to re-roll one failed command once per battle.  This is the same as the Portents upgrade but with a title more appropriate for the age
*9        Upgrade the General to Guiscard. If the General is upgraded to Robert Guiscard then he may use his cunning to outwit his opponent.  At the start of the battle, after both sides have deployed but before any moves are made Guiscard may roll 2D6 and rearrange that number of units and commanders in any way he sees fit within his normal deployment area.
10*       Iron Arm. Norman adventurers were hungry for power and wealth and being only a couple of generations removed from their Viking forebears saw personal heroics as an important route to gaining advancement among their peers.  Probably the most famous example being William d’Hauteville who killed the Emir of Syracuse with a single blow, earning himself much prestige and the sobriquet 'Iron Arm'.  One Baron per thousand points can have his attacks increased to 3 dice to reflect this bloodthirsty attitude and the willingness to lead from the front.
11*    Norman Charge (Vanquishers).  Norman cavalry was famously aggressive and their charge was regarded by contemporaries as being especially dangerous, to reflect this, any unit of Norman Cavalry in the later list may be given this upgrade.  The first time in a battle that a unit of Norman Cavalry charges it gains an extra D6 attacks.  Roll a D6 to determine the number of extra attacks and distribute them as evenly as possible to the individual stands with no individual stand receiving more than 2 extra attacks, even if the unit has lost figures.  Note that this can only be given to Norman Cavalry and the unit must initiate the combat to gain this bonus.

Norman Cavalry. These were often called knights in contemporary sources; equipped with lance and sword and protected with mail armour and large kite shields they formed the cutting edge of the Norman armies.

Southern Cavalry. Norman Squires and other locally recruited shock cavalry including Byzantines, Muslims and Lombards.  Although shock based they have been given a reduced armour save to reflect the relative light armour favoured by the locals when compared with the Norman invaders.

Light Cavalry. These are Norman and Muslims, the Muslims found the d’Hautevilles benevolent rulers so were extremely loyal, who providing skirmishing cavalry armed with javelins and shields. These were prepared to engage in melee if it was to their advantage.

Skirmishing Cavalry. These are lightly equipped units recruited from the Muslims armed with javelins and shields who fought as skirmishers only.

Varangians. Accounts of the first invasion of Sicily include references to units of northern “varangians” fighting for the Normans, presumably as freebooters or mercenaries.  That they were so described implies that they were perceived as being different from the Normans and have been classified as heavy infantry in the Viking mould similar to the “varangians” in the Rus and Byzantine lists from whom they were probably drawn.

Infantry. Mercenary and local infantry armed with spears and shields from the towns of Southern Italy, especially those captured from the Byzantine provided good infantry in the form of local militias.

Archers. Southern Italy and especially the Muslims of Sicily had a long standing archery tradition and once they had begun to make inroads into the island the Normans quickly adopted the archer as a key part of their army.

Militia. Up to half the infantry may be upgraded to town militia from the former Byzantine towns and cities conquered by the Normans.  Militia enjoy a saving throw of 6+ but were generally reluctant to serve their new masters and have been classed as unreliable.

Heavy Militia. Up to half the infantry upgraded to militia may have their armour increased to a 5+ save, this represents the tradition of heavier armoured Byzantine militia infantry in the towns and cities of the old Byzantine holdings, they remain unreliable.

Guard Archers. After the conquest of Sicily the Norman Kings adopted the local tradition of recruiting local archers as elite bodyguard units, one unit of archers per thousand points may be upgraded, however this option is not available if the Iron Arm upgrade is taken.

Crossbows. By the middle of the 12th century the crossbow developed sufficiently to warrant being regarded as a separate weapon from a normal bow and Pope Innocent II at the Second Lateran Council of 1139 banned it’s use against Christians.  Later armies (from 1130) may upgrade up to two units of archers to crossbows.

Skirmishing Infantry. These are lightly equipped units recruited from the local Muslims and were armed with javelins and shields they fought, like their cavalry counterpart, as skirmishers only.

 

Core armies for 1035 AD - 1194AD The following army includes three possible upgrades for either the general or a subordinate leader, Iron Arm is most appropriate for early armies when individual lords were striving for dominance, Guiscard is more appropriate for an army up to the founding of the Kingdom of Sicily (1130) when Robert Guiscard’s cunning ploys brought him to the forefront of the Norman nobility.  Papal Blessing (Portence) is most appropriate armies of the Kingdom of Sicily (post 1130).

Troop

Type

Attack

Range

Hits

Armour

Cmnd

Unit Size

Min/Max

Points

Notes

Infantry

Infantry

3

-

3

-

-

3

2/-

35

 

Archers

Infantry

2

30

3

-

-

3

1/4

40

 

Skirm. Inf.

Infantry

1

15

3

-

-

3

1/4

30

*2

Norman Cavalry

Cavalry

3

-

3

5+

-

3

2/

110

*1

Southern Cavalry

Cavalry

3

-

3

6+

-

3

-/2

70

 

Light Cavalry

Cavalry

2

15

3

6+

-

3

1/4

60

*2

Skirm. Cav.

Cavalry

1

15

3

-

-

3

1/2

40

*2

General

General

+2

-

-

-

9

1

1

125

 

Lord

Leader

+1

-

-

-

8

1

-/1

80

 

Baron

Subordinate

+1

-

-

-

8

1

-/2

40

 

OPTIONS FOR AN EARLY ARMY 1035-1129AD ONLY.
If your army is an early army then the following alterations are added to the core list. You are only allowed to field either Guiscard or alternatively Iron Arm not both. See accompanying description for details.

Varangians

Infantry

4

-

3

5+

-

3

-/2

75

*4

Militia Infantry 3 - 3 6+ - 3 -/half 0 *3
Heavy Militia Infantry 3 - 3 5+ - 3 -/half Militia +15 *3
Southern Cavalry Cavalry 3 - 3 5+ - 3 Any +30 *1
Guiscard General +2 - - - 9 1 -/1 +10 *9

Iron Arm

Subordinate

+3

-

-

-

-

8

-/1

+20

*10

OPTIONS FOR A LATER ARMY 1130-1194AD.
This later army cannot have Guiscard or Iron Fist. If your army is a later army then the following alterations are added to the core list. See accompanying description for details.

Guard Arch. Infantry 3 30 3 6+ - 3 -/1 +10  
Crossbows Infantry 2 30 3 - - 3 -/1 +10  
Norman Charge Norman Cavalry +D6 - - - - - Any +15 *11

Papal Blessing

Re-roll General’s Command

1

+10

*8