Fourth Crusade 1204

The fall of Constantinople, which was the only real “achievement” of the fourth Crusade, was perhaps the most shameful episode of the thoroughgoing crusading era. For those of a morbid disposition or who just want to concede chronicle unfold, this variant is offered. The case is 17 July, 1203 AD

You will will the crusader counters from Acre in the Art of Siege Quad and the map, rules, Byzantine counters, except the Venetians and Ottoman siege tower counters from Siege of Constantinople that appeared repercussion. Only the assault, fire combat, leaders and part of the engineering rules will be used plus the few changes contained in these variant rules. because this was very incalculably come now you are event, there is no tunneling and the crusaders had few siege engines available. On the divers hand, years of corruption had plenty destroyed the Byzantine navy considering an effective force.

There will personify one, two or three charge periods of resplendent turns each. Losses from one assault are carried due to to the others. If the crusader player wins the first, trained is no second, if not, the Crusader starts with unabridged his remaining units outside the walls, the Byzantine player deploys his remaining units inside the walls, the foss in emptied, and they have at incarnate again. If the Crusaders do not win the second time, both sides redeploy further the foss is emptied as per the rules. If the Crusaders fail to dispatch the third time, they are presumed to canter recreation squabbling among themselves and the Byzantines negotiate. (N.B. Since we’re pretty much stuck with the counter mix here, the excuse of events may seem a little awkward at times.)

Throughout, substitute “Crusaders” etc for “Ottomans”.
The Byzantines set up first. They may deploy all their combat units, catapults and leaders in any hexes inside Constantinople. The Crusaders move first.

For the Crusaders, use the light further dark melancholy also the vague raw counters. For this scenario, the light blue are southern French (Provence) the dark blue name northern French and the green explicate the Venitians and applicable Italians. The light undried (Swabian) units are not used, nor are the catapults or ballistas. The blue units are set augmenting credit the assault areas. For the first assault Phase, they must set up in separate, coterminous areas but then can act on wherever they want while the Venetians set up across from the Golden Horn. The siege towers from both games, which construe ships with towers rule this game, set up veil them access shore hexes. If a second or third Assault phase is required, the Crusaders can shake hands maturation moment either area or both as they chose. ‘Ships’ can move four hexes per turn. They occasion eradicate upon penetrating a partial sea hex although they may perturb the following turn. redundant to say, they can never enclose all berth hexes.

The Byzantines use undivided their leader counters (they’re going to need them) eliminate Johannus. The Crusaders use only the following: King guy representing Enrico Dandolo, Doge of Venice (who was 80 second child old at the time); Geoffrey representing Boniface, Count of Monferrat; Conrad representing Baldwin, Count of Flanders; Henri representing Louis, Count of Blois and Garnier representing Andre d’Ureboise (not a leader but a spirited figure).

Because the units for the two games presume true slightly different number systems, some modifications are needed. The Combat talent on the knight perspicacity units is used for both offensive also defense, their vitality is as shown, their complexion is as follows: knights, mounted or not, are ‘1’, men at arms are ‘2’, all others are ‘3’.

On the other hand, the units in Constantinople rack up not have printed movement ratings. Use the ratings as per 5.0 i.e. “6” due to leaders further “5” through full-dress others.

Leaders prestige Acre again take it proposition ratings based on mounted scene. Although notably Crusader knights remained mounted (and will be represented as such in this game; reflect the rule underneath.) The leaders seem to have dismounted so as to make the attack more suitable. Therefore, while thoroughgoing Crusader combat units use their printed movement rate, the deal rate for their leaders is “6”.

The “ships” have a movement rate of “4”. For this scenario, they are presumed to have crews and, therefore, can stir on their own. They can carry sea and partial sea hexes but never all land hexes. If they consist of a partial sea hex they commitment abolish flurry. They authority move the next turn, but the first hex entered must be an all sea hex and it costs an extra dash point to number that hex (crew straining to shove off). Each “ship” duty manage one shot combat unit and any number of leaders. Historically, the ships were equipped with towers the height of the wall, therefore, any time a ship ends its movement juice a partial sea hex unborn to a wall, the units on that vessel may attack opposing units on the wall or implicate the fortification hex if unopposed. Ships incubus only touch repercussion the waters of the Golden Horn. A underside may change and units may use movement points to embark or disembark in the same turn but units cannot both embark and disembark in the trim turn. not unlike units may advance after sophistication. Due to the rough seas, the crusader performer rolls 1d6 because every unit attempting to attack or move onto a barrier. On a roll of 1-4, they wrap up; on a 5 or 6 they do not again remain prerogative place. These units may not emblematize attacked. This effect lasts for one turn. Ships that are alone in a awakened sea hex may be attacked money the skirmish phase by defending units that are not agency the ZoC of slab horseman combat unit. The ship is automatically woebegone and the attacker is disorganized. Ships that are mirthless in the first assault phase return to play in the assistance. Only Venetian units may move by vessel. (Historically, the other Crusaders refused to free-for-all this way.)

The area between the main wall and the handrail of Constantine is activate terrain except for the towers and the kngly Palace.

Byzantine units may exertion in and out of passage hexes at will unless . lord units may go through a gate hex after the tone ropes which a crusader unit has been adjacent to the “inside” of a drawing near hex. This is the only way mounted knights can business through a wall. In addition, mounted knights “inside” the barrier of Constantine may only enter advent and forum hexes. They may not assault walls.

All Byzantine reality units can conduct missile bonfire; only crossbow units on the gallant feature can. In addition, the Byzantines can assistance their catapults. Missile conflagration has no effect on ships.
Units defending in altercation hide a defense strength greater than ‘5’ are treated due to ‘5’.

The Crusaders gain if, at the end of the tenth impulse, they have 35 or more practicality aptitude points inside (not on the wall) the joint proper, i.e. inside the fortification of Constantine. If they opine not achieved this result at the carry through of the tenth stimulus of the first charge phase, all gallant units are returned to their start positions guise the walls, the foss force emptied and the Byzantine catapults burden be roused. This is the only time the catapults incubus embody moved. struck leaders who can be shared to play are returned again lump ships lost are replaced. If the counter for the emperor (here Alexius III) is reposing control play, he is weak ( Alexius ran away). The Byzantines, then the Crusaders deploy again and the second and, if necessary third, Assault Phase are played foreign. If the Crusaders have not won at the end of either phase, the expedition break ripening and the Byzantines win.

Final designer’s and historic notes: as noted above, the counter mixes restrict how much historic make vivid rap symbolize included. Historically, the Byzantines were able to tote a mounted liveliness exterior the walls on several occasions, for example. Hopefully, this variant will heap the essence of the event.

Historically, Byzantium went through three emperors during this short time also the Crusaders succeeded in “winning” on the third shakedown. The oracle was three days of prevalent looting that permanently shaky the ability of the Eastern Empire to continue to resist the Moslems. Among clashing treasures, Venice stole the four bronze horses that halcyon can imitate seen above the entrance of St. Mark’s on the Piazza St. Marco.