War of the Roses
The battles of the Centurions Wargaming Club
Introduction
The Wars of the Roses Campaign is the Centurions Wargaming Club's ongoing project to recreate the struggles for the English crown between 1455 and 1487 using Field of Glory: Ancients & Medieval (3rd Edition) and 28mm miniatures.
Rather than reenacting a single historical battle, this campaign allows players to develop their own military retinues while experiencing the shifting alliances and uncertain loyalties that defined the period. Every game contributes to an evolving story in which fortunes rise and fall, allegiances change, and today's trusted ally may become tomorrow's enemy.
One of the primary goals of the campaign is to provide a low barrier to entry for new players. A complete command consists of only a small number of units, allowing players to build a force gradually without the need to collect an entire army before joining the campaign. Veterans and newcomers alike can participate, whether fielding their own troops or borrowing figures from other members.
Unlike many historical campaigns, players are not permanently assigned to either the House of Lancaster or the House of York. Instead, each player develops an Allegiance Modifier that reflects their political sympathies and reputation over the course of the campaign. Before each battle, this modifier—combined with a roll of the dice—determines which side a player will fight for. This system reflects the reality of fifteenth-century England, where loyalty was often influenced by family ties, political opportunity, regional interests, and simple survival rather than unwavering devotion to a single cause.
Players may also choose to field one of the historical claimants to the throne, introducing iconic personalities into the campaign while preserving the uncertainty that made the Wars of the Roses such a fascinating period of English history.
The result is a campaign where every battle matters, every victory and defeat influences future games, and no two campaigns will unfold in quite the same way. Whether you march beneath the Red Rose, the White Rose, or simply fight for the highest bidder, your actions will help write a new history of England.
Army Lists
The Wars of the Roses were fought primarily between rival English noble houses, but the conflict also drew upon allies and mercenaries from Scotland, Ireland, France, and Burgundy. To reflect this, the campaign permits a limited selection of army lists from Field of Glory: Ancients & Medieval (3rd Edition).
The intent is to recreate the battles fought in Britain between 1455 and 1487 while keeping the campaign focused on the English civil wars. Although a number of additional mercenary contingents could be justified historically, they have been excluded to maintain the character of the campaign and encourage armies representative of the period.
Unless otherwise noted, all armies are selected using the published army lists from Field of Glory: Ancients & Medieval (3rd Edition).
Permitted Army Lists
English
Late Plantagenet / Early Tudor English
Northern
Lancastrian
Yorkist
Special Rule: Ignore the requirement that Dismounted Men-at-Arms be Heavily Armoured.
Scottish
Medieval Scots (Lowland Scots)
Island and Highland Scots
Irish
Anglo-Irish
Medieval Irish
Continental Allies
Ordonnance Burgundian (No Cavalry)
Ordonnance French (No Cavalry)
The Burgundian and French lists represent expeditionary forces and mercenary contingents that occasionally influenced the conflict. To better reflect their historical employment in England, mounted contingents are not permitted.
Army List Restrictions
Only the army lists listed above may be used during the campaign.
The campaign deliberately excludes other potential mercenary and continental armies. While their appearance could be justified in isolated historical circumstances, including them would shift the focus away from the central struggle between the Houses of Lancaster and York.
The objective is to provide enough variety for players while preserving the distinct character of the Wars of the Roses.
Historical Notes
Although remembered as a civil war between the Houses of Lancaster and York, the Wars of the Roses were far from an exclusively English conflict. Rival claimants regularly sought allies beyond England's borders, drawing support from Scotland, Ireland, France, Burgundy, and the Anglo-Irish lordships. Mercenary companies and foreign contingents frequently supplemented the armies of both factions, while regional politics often proved just as important as dynastic loyalty.
The campaign includes the most significant historical participants while avoiding an excessive number of obscure mercenary forces. This keeps the focus on the struggle for the English throne while still allowing players to field armies that reflect the wider political landscape of the period.
Late Plantagenet / Early Tudor English armies form the heart of the campaign and represent the forces of the rival English noble houses.
Lowland Scots frequently intervened in northern England, usually in support of Lancastrian interests, while Highland Scots often fought as independent allies or mercenaries.
Anglo-Irish and Medieval Irish forces reflect the important role Ireland played as both a source of troops and a refuge for Yorkist and Lancastrian supporters. Henry Tudor's eventual return from exile, for example, relied in part on support gathered beyond England.
Ordonnance French armies represent the military assistance provided by the French Crown, particularly to the Lancastrian cause. Ordonnance Burgundian forces represent support from the Duchy of Burgundy, whose political interests often aligned with the House of York. In both cases, cavalry has been excluded to better represent the relatively small expeditionary forces that campaigned in England rather than full continental field armies.
By limiting the available army lists, the campaign remains grounded in the historical conflict while still providing players with a variety of tactical styles and opportunities for allied contingents.
Building Your Command
One of the primary objectives of the Centurions' Wars of the Roses campaign is to provide a low cost of entry for new and veteran players alike. Rather than requiring players to collect a full Field of Glory army before participating, each player begins with a small retinue that can be expanded over time.
Your command represents the personal retinue of a nobleman or captain rather than an entire medieval army. As the campaign progresses, additional units and commanders may be added, allowing both your force and your reputation to grow.
Initial Command
Each player begins with:
- 100 Army Points
- One Troop Commander (free)
Your command must comply with all restrictions for an Allied Command in Field of Glory: Ancients & Medieval (3rd Edition) except where modified by these campaign rules.
Minimum Playable Command
Every command must include:
- One Troop Commander
- Four bases of Billmen
- Six bases of Archers
Or the nearest equivalent required by your chosen army list.
This represents the smallest force capable of taking the field independently.
Maximum Command
A player's command may never exceed:
Two Commanders
Either:
- One Field Commander and One Troop Commander
or
- Two Troop Commanders
- Five Combat Units
consisting of either:
- Five Infantry Units
or
- Four Infantry Units and One Cavalry or Artillery Unit.
These limits are intended to keep games manageable while encouraging multiplayer battles where each participant commands only a portion of the army.
Command Identity
Your command represents the household troops and retainers of a single noble rather than the army of an entire kingdom.
As the campaign progresses, your command may gain additional units, experienced commanders, and a reputation earned through victories and defeats on the battlefield. Although the composition of your force may evolve, your command remains a persistent part of the campaign, fighting alongside different allies as political fortunes shift throughout the Wars of the Roses.
The result is a campaign where players gradually build a recognizable retinue that develops its own history, allowing each battle to contribute to an ongoing narrative rather than existing as an isolated game.
Allegiance
One of the defining characteristics of the Wars of the Roses was the fluid nature of political loyalty. Noble families frequently changed sides as fortunes shifted, old alliances dissolved, and new opportunities emerged. Few commanders remained unwaveringly loyal throughout the conflict, and many fought for different claimants during their lifetimes.
The Allegiance system is designed to reflect this uncertainty.
Rather than permanently assigning players to the House of Lancaster or the House of York, each player possesses an Allegiance Modifier. This modifier represents the political reputation, loyalties, and influence of the player's command. It is used before each battle to help determine which side a player will fight on.
Initial Allegiance
A player selects an initial allegiance when they first enter the campaign using their own figures.
The available choices depend upon the army list being used.
Late Plantagenet / Early Tudor English
Players may begin as:
Lancastrian
Mercenary
Yorkist
Medieval Scots (Lowland Scots)
Players may begin as:
Lancastrian
Yorkist
Island & Highland Scots
Always begin as:
Mercenary
Anglo-Irish
Players may begin as:
Lancastrian
Yorkist
Mercenary
Medieval Irish
Always begin as:
Mercenary
Ordonnance Burgundian
Always begin as:
Burgundian
Ordonnance French
Always begin as:
French
Players using borrowed figures do not establish an Allegiance and therefore do not possess an Allegiance Modifier until they begin fielding their own command.
Allegiance Modifier
Every player begins the campaign with an Allegiance Modifier determined by their chosen allegiance.
| Allegiance | Modifier |
|---|---|
| Lancastrian | -6 |
| French | -3 |
| Mercenary | 0 |
| Burgundian | +3 |
| Yorkist | +6 |
Negative values indicate sympathy toward the Lancastrian cause, while positive values indicate support for the House of York.
The Allegiance Modifier is not fixed. As the campaign progresses, victories, defeats, and special events may increase or decrease a player's modifier, reflecting the changing political landscape of fifteenth-century England.
An army that begins the campaign firmly committed to Lancaster may gradually drift toward neutrality—or even become a supporter of York—as fortunes change.
Purpose
The Allegiance system ensures that no player is permanently committed to one faction. Instead, every battle becomes an opportunity for shifting loyalties and unexpected alliances, mirroring the political uncertainty that defined the Wars of the Roses.
Your command remains your own throughout the campaign, but the banner under which you march may change as history unfolds.
Claimants
Throughout the Wars of the Roses, the struggle for the English Crown centered upon a handful of individuals whose claims inspired loyalty, rebellion, and civil war. These men—and in the case of Margaret of Anjou, one remarkable woman—were far more than battlefield commanders. Their presence could rally wavering nobles, inspire soldiers, and alter the course of a campaign.
In the Centurions campaign, players may choose to field one of these historical claimants as the commander of their force. A claimant represents the political focus of an army rather than simply another general.
Eligible Claimants
Lancastrian Claimants
- Henry VI
- Margaret of Anjou
- Henry VII
Yorkist Claimants
- Richard, Duke of York
- Edward IV
- Edward V
- Richard III
Using a Claimant
A maximum of one Lancastrian Claimant and one Yorkist Claimant may appear in any single battle.
A player wishing to field a claimant must meet the following requirements:
A player must have a current Allegiance Modifier of -3 or lower to field a Lancastrian claimant.
A player must have a current Allegiance Modifier of +3 or higher to field a Yorkist claimant.
Choosing to field a claimant modifies the player's Allegiance Modifier for that battle.
Lancastrian Claimant: Additional -3
Yorkist Claimant: Additional +3
This additional modifier is applied only when determining sides for that battle.
The purpose of this modifier is to strongly encourage, but not absolutely guarantee, that the claimant will appear on the appropriate side of the battlefield. It also influences whether that army becomes the attacker, defender, or participates in a meeting engagement.
If both a Lancastrian and Yorkist claimant are present, they must fight on opposing sides.
Historical Note
The Wars of the Roses were fought over rival claims to the English throne. While many nobles shifted their loyalties throughout the conflict, the claimants themselves remained the focal point around which armies assembled. Including a claimant in your command represents your retinue rallying to the banner of one of these historic figures, adding both historical flavor and political significance to the battle.
Determining Sides
One of the unique features of the Centurions' Wars of the Roses campaign is that players are not permanently assigned to either the House of Lancaster or the House of York. Instead, each battle reflects the shifting political landscape of fifteenth-century England, where loyalties could change from one campaign to the next.
Before every battle, each player's Current Allegiance Modifier is used to help determine which side they will fight for.
Step 1: Borrowed Figures
Players using borrowed armies temporarily adjust their Current Allegiance Modifier based upon the army they are commanding.
| Borrowed Army | Modifier |
|---|---|
| Lancastrian | -3 |
| French | -3 |
| Mercenary | 0 |
| Burgundian | +3 |
| Yorkist | +3 |
This adjustment applies only for the current battle and reflects the political alignment of the force being commanded.
Step 2: Claimants
Players choosing to field a historical claimant receive an additional modifier.
Lancastrian Claimant: -3
Yorkist Claimant: +3
Only one Lancastrian claimant and one Yorkist claimant may appear in a battle, and they must fight on opposing sides.
The additional modifier makes it more likely that the claimant will appear on the appropriate side of the battlefield without automatically assigning sides.
Step 3: Roll for Allegiance
Each participating player rolls 2D6 and applies all appropriate Allegiance Modifiers.
Modified Score = 2D6 + Current Allegiance Modifier
The modified scores are then ranked from lowest to highest.
The players with the lowest scores fight for Lancaster.
The players with the highest scores fight for York.
Resolving Ties
If tied scores result in one side having too many players, only the tied players reroll their 2D6.
The player with the lower modified result joins Lancaster.
The player with the higher modified result joins York.
Repeat this process until both sides contain the required number of players.
Games with an Odd Number of Players
If an odd number of players are participating, the player with the middle modified score is normally assigned to whichever side has fewer players.
However, a special situation occurs if that middle score is exactly 7.
The Stanley Rule
If there are an equal number of modified results below 7 and above 7, and a single player has a modified result of 7, that player begins the battle as Neutral.
The Neutral player's army is deployed after both Lancastrian and Yorkist forces have completed their deployment.
Once deployment is complete, the Neutral player rolls one six-sided die.
1–3: The army joins Lancaster.
4–6: The army joins York.
This rule represents the uncertain loyalties of powerful nobles, most famously Thomas Stanley at the Battle of Bosworth Field, whose intervention helped determine the outcome of the battle.
Multiple Players Rolling 7
If more than one player has a modified result of 7, and additional players must be assigned to balance the sides, only those players reroll their Allegiance dice.
The player with the lower modified score joins Lancaster.
The player with the higher modified score joins York.
Repeat this process until only one player remains with a modified result of 7, at which point the Stanley Rule is applied if appropriate.
Design Philosophy
The objective of the Allegiance system is not to force players into fixed factions, but to recreate the uncertainty and political maneuvering that characterized the Wars of the Roses. While players develop their own commands and reputations throughout the campaign, each battle presents the possibility of new alliances, shifting loyalties, and unexpected confrontations, ensuring that no two campaigns unfold in exactly the same way.
Army Growth
The Wars of the Roses campaign is designed to encourage players to build their armies gradually. Rather than requiring a complete army before participating, players begin with a small retinue and expand their command as their collection grows.
A player's command represents the personal retinue of a nobleman, not an entire field army. Larger battles are created by combining several players' commands under a common cause.
Growing Your Command
Players may add units to their command at any time, provided the command continues to meet the requirements of the chosen army list and the campaign restrictions.
There is no requirement to purchase or paint an entire army before participating. A player may begin with the minimum playable command and expand it over several games.
Command Limits
A command may never exceed:
Two Commanders
One Field Commander and one Troop Commander, or
Two Troop Commanders
and
Five Combat Units
Five Infantry Units, or
Three Infantry Units and One Cavalry Unit
These limits represent the maximum size of a noble's personal retinue rather than an entire army.
Building a Larger Army
Although an individual command is limited in size, larger battles are created by combining the commands of several players.
For example:
- 2 Players – A small border skirmish.
- 4 Players – A typical field engagement.
- 6–8 Players – A major battle involving multiple commanders.
- 10+ Players – A grand encounter worthy of Towton or Bosworth.
This approach allows players to continue expanding their collections without requiring every participant to own a full tournament-sized army.
Veteran Commands
As players participate in the campaign, their commands develop an identity of their own. While the composition of a retinue may change over time, players are encouraged to think of their command as a permanent military household with its own history, commanders, victories, and defeats.
The goal is for players to become attached not only to their armies, but to the stories that emerge as their retinues fight alongside old allies, confront former friends, and march beneath different banners as the fortunes of Lancaster and York rise and fall.
Design Philosophy
The Centurions' Wars of the Roses campaign is intended to be accessible, social, and narrative-driven. By limiting the size of individual commands while encouraging multiplayer battles, the campaign keeps the cost of entry low, reduces painting requirements, and creates games in which every player's command plays an important role in the outcome of the battle.
Earning Army Build Points
Army Build Points represent the experience, prestige, and resources a command gains through continued participation in the campaign. They are used to increase the size of a player's command and encourage players to attend games regularly, regardless of the outcome on the battlefield.
The philosophy behind the system is simple: showing up should be rewarded, and winning should be a bonus—not a requirement for growing your army.
Earning Army Build Points
Players earn Army Build Points after each battle.
| Achievement | Army Build Points |
|---|---|
| Participate in a battle | 5 |
| Victory | +2 |
| Defeat | +1 |
| Field a fully painted command | +1 |
| Introduce a new player to the campaign | +2 (once per new player) |
The Tournament Organizer or Scenario Designer may award additional Army Build Points for special scenarios, campaign objectives, or exceptional sportsmanship.
Spending Army Build Points
Army Build Points may be spent between games to expand a player's command.
Army Build Points are converted directly into additional Field of Glory army points on a one-for-one basis.
For example:
A player beginning the campaign with a 100-point command who has accumulated 15 Army Build Points may field a 115-point command in future battles.
Players may spend all, some, or none of their accumulated Army Build Points between games.
Maximum Command Size
Regardless of the number of Army Build Points earned, a command may never exceed the campaign's maximum command size:
- Two Commanders
- Five Combat Units
Army Build Points increase the quality and size of a player's retinue but do not override the campaign's organizational limits.
Design Philosophy
Army Build Points reward commitment to the campaign rather than simply battlefield success. A player who attends games consistently will steadily grow their command, while victories provide a modest advantage without creating an overwhelming gap between experienced and new participants.
The result is a campaign where every battle matters, every player continues to progress, and newcomers can join without feeling immediately outmatched by long-time veterans.
Changing Allegiance
A player's Current Allegiance Modifier is not fixed. As the campaign progresses, victories and defeats influence a command's political standing, reflecting the shifting loyalties that characterized the Wars of the Roses.
Successful commanders often attracted the attention of rival factions, while repeated defeats could weaken political support or encourage a noble to seek favor elsewhere. The Allegiance Modifier represents these changing fortunes rather than a player's personal beliefs.
Adjusting Allegiance
At the conclusion of each battle, every player adjusts their Current Allegiance Modifier based upon the side they fought for and the outcome of the battle.
Lancastrian Victory
Players who fought for Lancaster move one point toward Lancaster.
Current Allegiance Modifier: -1
Players who fought for York move one point toward Neutrality.
Current Allegiance Modifier: -1
Yorkist Victory
Players who fought for York move one point toward York.
Current Allegiance Modifier: +1
Players who fought for Lancaster move one point toward Neutrality.
Current Allegiance Modifier: +1
Claimant Commands
Players controlling a Claimant represent individuals whose loyalty is firmly tied to their cause. As such, their allegiance does not waver in the face of defeat.
If a player controlling a Claimant loses a battle, they do not move toward the opposing side. Instead, their Current Allegiance Modifier remains unchanged.
Claimant players still gain allegiance normally when victorious.
Examples
A player with a Current Allegiance Modifier of +6 fights for York and wins.
Their new Current Allegiance Modifier becomes +7.
A player with a Current Allegiance Modifier of +6 fights for York but loses.
Their Current Allegiance Modifier becomes +5.
A player with a Current Allegiance Modifier of -4 fights for Lancaster and wins.
Their Current Allegiance Modifier becomes -5.
A player with a Current Allegiance Modifier of -4 fights for Lancaster but loses.
Their Current Allegiance Modifier becomes -3.
A player controlling a Claimant with a Current Allegiance Modifier of +8 fights for York but loses.
Their Current Allegiance Modifier remains +8.
Mercenary Commands
Mercenary commands represent captains whose loyalty lies primarily with opportunity rather than political conviction.
Although Mercenary players adjust their Allegiance Modifier in the same manner as other commands, they tend to remain closer to neutrality, making them more likely to serve either faction during future battles.
Mercenary Allegiance Limits
Mercenary commands are restricted to a narrower range of allegiance to reflect their flexible loyalties.
- Minimum Allegiance Modifier: -2
- Maximum Allegiance Modifier: +2
If a Mercenary command would adjust its Allegiance Modifier beyond these limits, it instead remains at the nearest boundary.
Design Philosophy
The objective of the Allegiance system is not to reward victory with permanent faction loyalty, but to allow each player's political reputation to evolve naturally over the course of the campaign.
A commander who repeatedly wins while fighting for York will gradually become identified with the Yorkist cause. Likewise, a loyal Lancastrian captain may find his political influence fading after a string of defeats.
Claimants, however, represent figures whose commitment to their cause is unwavering, ensuring that their allegiance remains stable even in adversity.
Over the course of many battles, players will discover that their commands develop a history and reputation of their own, mirroring the uncertain loyalties and political maneuvering that defined fifteenth-century England.
Basing Standards
To ensure that armies from different players can be combined seamlessly on the tabletop, all figures participating in the Centurions' Wars of the Roses campaign should conform to the following basing standards.
These standards are based upon Field of Glory: Ancients & Medieval (3rd Edition) and are intended to provide a consistent appearance while allowing players to expand their commands over time.
Infantry
All infantry bases have a 60mm frontage and are 30mm deep.
| Troop Type | Figures per Base |
|---|---|
| Light Infantry | 2 |
| Medium Infantry | 3 |
| Heavy Infantry | 4 |
Players are encouraged to base figures attractively rather than simply maximizing the number of miniatures. Small scenic elements help distinguish commands and give each retinue its own character.
Cavalry
All cavalry bases have a 60mm frontage and are 50mm deep.
| Troop Type | Figures per Base |
|---|---|
| Light Cavalry | 2 |
| Heavy Cavalry | 3 |
Artillery
All artillery bases have a 60mm frontage.
Players should base artillery pieces in a manner that complements the rest of their army while allowing sufficient room for crew figures and scenic details.
Commanders
Commanders are mounted on round bases to distinguish them from combat units.
Dismounted Commanders
| Commander | Base |
|---|---|
| Troop Commander | 30mm Round – 1 Knight or Noble |
| Field Commander | 50mm Round – 2 Figures (Knight and Retainer/Banner) |
| Inspired Commander | 60mm Round – 3 Figures (Leader and Two Retainers) |
Mounted Commanders
| Commander | Base |
|---|---|
| Troop Commander | 50mm Round – 1 Mounted Knight |
| Field Commander | 60mm Round – 2 Mounted Figures (Knight and Retainer) |
| Inspired Commander | 60mm Round – 3 Mounted Figures (Leader and Two Retainers) |
Command bases are encouraged to tell a story. Banners, retainers, clergy, musicians, squires, and scenic details all help distinguish important personalities on the battlefield and reinforce the character of a player's command.
Flexibility
Minor variations in figure placement or scenic basing are encouraged provided the base dimensions remain consistent. The goal is to create armies that are visually appealing while remaining fully compatible with other players' collections.
Consistent basing allows individual commands to be combined into larger armies, making it possible to recreate everything from small skirmishes to the great battles of Towton, Barnet, Tewkesbury, and Bosworth using figures contributed by many members of the Centurions Wargaming Club.
Previous Version
- Rules - Field of Glory Ancients 3rd Edition
- Scale - 28mm
- Acceptable Army List
- Late Plantagenet Early Tudor English (Britain)
- Northern, Lancaster, or Yorkist
- Disregard Dismounted Foot; Heavily Armored Requirement
- Medieval Scots (Lowland Scots)
- Island and Highland Scots
- Anglo - Irish
- Medieval Irish
- Ordonnance Burgundy (No Cavalry)
- Ordonnance French (No Cavalry)
- Note: In theory there are other potential mercenary armies however a decision was made to not allow them to focus on the core of the battles in England.
- Valid Years
- 1455 to 1487
- Initial Points
- Must satisfy the rules for Allied force except where noted.
- 1 Troop Commander - Free
- 100 points
- Minimum Playable Command
- 1 Troop Commander
- 4 Stands Billmen
- 6 Stands Archers
- OR equivalent in chosen list.
- Maximum Playable Command
- 2 Commanders
- Either 1 Field Commander and 1 Troop Commander or 2 Troop Commanders
- 5 Infantry Units OR 3 Infantry Units AND 1 Cavalry Unit
- Allegiance Starting Modifiers
- Lancastrian -6
- French -3
- Mercenary 0
- Burgundy +3
- Yorkist +6
- Claimants
- Lancastrian
- Henry IV
- Margaret of Anjou
- Henry VII
- Yorkist
- Edward IV
- Edward V
- Richard III
- Richard of York
Allegiance
Allegiance Modifier
Initial Allegiance
- Later Plantagenet Early Tudor may choose Lancastrian, Mercenary of Yorkist
- Medieval Scots may chose Lancastrian or Yorkist
- Island and Highland Scots and Medieval Irish are always Mercenary.
- Ordonnance Burgundy are always Burgundy
- Ordonnance French are always French.
Determining Sides for each game
- You must have at least a -3 Current Allegiance Modifier to use a Lancastrian Claimant.
- You must have at least a +3 Current Allegiance Modifier to use a Yorkist Claimant.
- Note: We chose to give these players an additional modifier making it most likely they will be on the proper side opposed to automatically assigning them to help determine which side is attacking, defending or a equal engagement.
- If there is an even number of players but the break down is more players on one side or the other due to a tie roll the players with a tie roll reroll two dice and compare results, the lowest roll becomes the Lancastrian, the Highest Yorkist. This is repeated until all players are assigned.
- If there is an odd number of players the player with the middle result is assigned to the Lancastrian Side if there are more results 6 and below or Yorkist if there are more results 8 and above.
- In the case there are an equal number of results below 6 and above 8 the player and there is one middle result of a 7, that players sets up as a neutral on side of the table. Once all figures are set up they roll a d6. On a result of a 1-3 they are on the Lancastrian Side, 4-6 they are on the Yorkist Side.
- Note: Think Stanley Army at the Battle of Bosworth Field.
- In the case of multiple players rolling a modified 7 and there is an even number of players assigned to the Lancastrian and Yorkist Side those players with a modified result of 7 re-roll their allegiance dice and the lowest score is assigned to the Lancastrian and the highest score is assigned to the Yorkist. The middle score is assigned per normal rules.
- Note: you must have an odd number of players with a modified score of 7 to have to deal with this result, if an even number of players have a modified result of 7 than there must be a higher number 6 and below OR 8 and above.
Army Size
Basing
- All Infantry, Cavalry and Artillery bases have a 60mm frontage;
- Infantry 30 mm deep
- Light Infantry - 2 Figures
- Medium Infantry - 3 Figures
- Heavy Infantry - 4 Figures
- Cavalry 50 mm deep
- Light Cavalry - 2 Figures
- Heavy Cavalry - 3 Figures
- Dismounted Troop Commander - 1 dismounted knight figure on 30mm round base.
- Dismounted Field Commander - 2 dismounted figures, including 1 knight and 1 banner of some sort 50mm round base.
- Dismounted Inspired Commander -3 dismounted figures, including 1 knight and 2 retainers on a 60mm round base.
- Mounted Troop Commander - 1 Mounted Knight on 50mm round base.
- Mounted Field Commander - 2 mounted figures, 1 mounted Knight and 1 retainer on 60mm round base
- Mounted Inspired Commander - 3 mounted figures, 1 leader or Knight and 2 retainers on a 60mm round base.

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