War of the Roses Army List

General History: 1455-1487

The War of the Roses is the popular term given to the dynastic struggle between the houses of York and Lancaster. Armed conflict first broke out in St. Albans between the forces of King Henry VI and the Duke of York, and finally ended in Henry Tudor’s triumph on the field of Stoke. In between were three decisive campaigns, with years of peace separating brief but fiercely conducted periods of warfare. In the first campaign of 1460-1461, five major battles were fought, culminating in the bloodiest day on English soil at Towton, and the firm grip of Edward IV on the throne. Sporadic warfare and sieges continued in the north along the Scottish border, but it took a clash of egos between Edward and his most important ally, Warwick the "Kingmaker", to present the Lancastrians with their next great opportunity to turn the tables on the Yorkist regime. The second campaign of 1471 was an incredible success against the odds for Edward. He first defeated Warwick at Barnet, and the Kingmaker met his end as he tried to make good his escape. Edward then brought the principal Lancastrian force to battle at Tewkesbury, where he was able to put an end to the Lancastrian line with the death of Prince Edward on the field. Peace held for 12 years, but illness and a premature death of Edward left a bitterly polarized court, and each faction knew that their survival depended on control of the throne. Richard, Duke of Gloucester and Edward’s trusted brother, was the victor in the political arena, and he was crowned Richard III in 1483. Tragedy followed his reign from the beginning, and the disappearance of Edward’s young sons, the "Princes in the Tower", led to an erosion of his people’s support and a mystery that is still hotly debated even today. The climate was ripe for Henry Tudor to make his attempt to seize the throne, and Shakespeare himself has insured that the third campaign resulting in the battle of Bosworth Field in 1485 will forever be remembered as a critical moment in British history. With Richard’s death in battle, Tudor became Henry VII, and his grasp on the crown was even more firmly secured with the defeat of a strangely mixed army of German mercenaries, Irish, and rebel English, gathered together to support an imposter. With the dispersing of this "Yorkist Pretender" army at Stoke in 1487, Henry VII was undisputed king and the War of the Roses is considered to have come to a close.

Designer’s Notes: In this author’s opinion, there can be no better suited period for tabletop miniature gaming than the War of the Roses. All of the traditional enticements of medieval warfare are present, but with so much more: base treachery, unforgiving weather conditions, meddling foreign powers, tempermental artillery, and unique tactics forced by the presence of the deadly longbow on both sides. The army selection percentages are quite flexible, even to the point of allowing some non-historical combinations of troops. This is okay! Those who want to re-create a particular army for a specific battle or campaign will easily be able to do so. For those preferring a less restrictive approach, or who enjoy Kingmaker (myself included), the possibility for a Percy army of northern borderers allying with a Neville army of Calais veterans and Burgundian mercenaries also exists.

 

Army Selection:

Characters Up to a quarter of the points value of the army.
Foot units At least a quarter of the points value of the army (Yorkist Pretender armies: up to a quarter of the army points value).
Special units Up to a quarter of the points value of the army (Yorkist pretender armies: at least a quarter of the army points value.
Mounted units Up to a quarter of the points value of the army.
Artillery No more than one gun per 1000 army points. Purchased using the "special units" points allotment.

Unit minimum size is five figures. Any unit may have a leader, standard bearer, and/or musician for +5 points per model.

 

Special Rules:

COMBINED FORMATIONS – Where specified by the list, longbowmen may be combined with other infantry to form a single regiment, with the longbowmen initially making up the front 1 or 2 ranks of the unit. When charged, the player controlling the unit may choose one of two options. Option 1; the longbowmen may stand and shoot (the chargers must be over half the charge distance away). The rank(s) of longbowmen will not count toward combat resolution in the first round. Option 2; the longbowmen may immediately retire to the rear rank(s). This prohibits any fire, but allows the longbowmen to count their rank bonuses toward combat resolution. A unit in which the longbowmen have retired to the rear may bring them forward again by spending an entire turn reforming.

Note: The second rank of longbowmen, if used, fires at half strength as described in the WAB rulebook. Despite a mixture of troops, normal rules apply regarding all ranks having the same number of figures, with the exception of the rear rank, which may be smaller. The unit always uses the Leadership characteristic of the melee troops and not the longbowmen themselves. If a combined formation with longbowmen in front elects to charge, the controlling player may engage with the longbowmen in the front rank, and still count full rank bonuses. If the controlling player elects to swap ranks and move his melee troops forward, then the rank(s) of longbowmen are not counted toward combat resolution in the first round.

"A RIGHT SHARP SHOWER" – English and Welsh longbowmen of the late medieval period were highly regarded for their skill. Their high rate of effective fire was achieved through years of training. There were limits, however, both to endurance and to ammunition supply. Longbowmen may, if stationary, double their fire in a turn. The number of turns they may do this is specified in the list under individual unit descriptions.

EXTRA HEAVY ARMOR (EHA) – A new classification of armor is needed for the late medieval period. EHA gives its wearer a 4+ save, at a cost of -1 inch to movement. Dismounted knights are entitled to a 3+ save vs. missiles due to well fashioned armor from the continent. Note that mounted knights do not receive this extra bonus versus missiles, even though wearing the same style of German/Italian armor, due to the horse’s vulnerability.

HANDGUNS – Gunpowder weapons, including the individually operated handgun, were used with increasing frequency in the late medieval period. The following rules have been adapted from Warhammer Fantasy Battle for the this weapon.

Handgun: Range of 24 inches, fires at S4, with additional -1 save modifier for a total of -2. May be fired only every other turn. Cotton balls are one alternative for keeping track of reloading.

ARTILLERY – Light bombards or small cannons on wheeled carraiges were used at the battles of Northampton, Barnet, Tewkesbury, and Bosworth Field. The following rules have been adapted from Warhammer Fantasy Battle.

Light gun: Range of 48 inches. Any hits are resolved at S10, with D4 wounds and no armor save. The procedure is as follows. Line up the gun with the intended path of cannonball flight. Then, call range, from 1 to 48 inches. Next, roll the artillery die and the scatter die. If a misfire is rolled, go to the following table and roll a D6.

1 Spectacular explosion. Crew takes S5 hit, no save.
2 Serious misfire. Gun lost, but crew survives.
3-4 Fouled. Takes one turn to clear and reload.
5-6 Minor malfunction. May fire normally next turn.

If a "hit" is rolled, the cannonball hits at the called distance. If an arrow is rolled, the shot has deviated from its intended target spot. The actual spot follows the direction of the arrow a certain number of inches using the die roll of the artillery die (2, 4, 6, 8, 10). At ranges up to 12 inches, the number is not used, with the die being rolled only to determine if there is a misfire. From 12+ inches to 36 inches, the number on the scatter die is halved, and the actual impact of the cannonball follows the resulting number of inches along the arrow’s direction. From 36+ to 48 inches, normal scatter procedures are followed, with the full value of the die being used. Once the actual spot that the cannonball hits is determined, roll the artillery die once more. On a misfire, it sticks at that spot. Any number represents the distance of the ball’s bounce, and ‘to wound’ rolls are made for any figures in its path. If the player is familiar with the "Look out, sir" rule from Warhammer Fantasy Battle, this may be used if both participants agree.

One of your crewman may be purchased as a master gunner. A master gunner may decrease the scatter result by 1 inch when firing 12+ to 36 inches, and by 2 inches from 36+ to 48 inches. See army list for details.

Casualties resulting from cannonfire cause target units with a starting UNIT Leadership of 5 or less to take a Panic check. Characters may apply their leadership to this check.

With at least 2 crew, a gun may be prolonged up to 4 inches per move, with no march moves possible. May fire every other turn, as reloading takes a full turn. If the crew is forced down to one model, then reloading takes 2 turns.

PAVISES – Crossbow units may be equipped with large shields that were called pavises. These were stood up to form a barrier, offering significant protection against missile fire. They were also of value in the first round of melee. The following rules apply:

A pavise may be set up or taken down instead of moving. As long as the pavise is set up the unit counts as being behind hard cover to its front against missile fire, and behind a defended obstacle for the first round of melee if attacked from their front in hand to hand combat. The pavise barrier is knocked down if the unit moves, loses a round of combat, or the combat goes more than one round.

 

Characters:

0-1 Army General             150 Points

 

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General
Warhorse
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9
n

Equipment: Lance, EHA, barded warhorse.

Options: When on foot, may wield halberd or double handed weapon.

Special Rules: Any unit within 12 inches of the General may use his leadership value when it takes a leadership test. Stubborn. A modifier of -1 to the 12 inch leadership rule for all units on foot when the general is mounted.

0-1 Army Standard Bearer              70 Points

 

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St. Bearer
Warhorse
4
8
4
3
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4
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n
1
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4
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8
n

Equipment: Lance, EHA, barded warhorse.

Options: When on foot, may wield halberd or double handed weapon.

Special Rules: Any unit within 12 inches of the Army Standard may re-roll any failed Break tests. Stubborn.

0-2 Battle Leaders              120 Points

 

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Battle Ldr
Warhorse
4
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5
3
3
0
4
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3
n
3
n
6
3
2
1
9

Equipment: Lance, EHA, barded warhorse.

Options: When on foot, may wield halberd or double-handed weapon.

Special Rules: Stubborn. When fighting other War of the Roses armies, and both players agree, may have a 6 inch leadership radius using the same rules as the general for an additional 10 points. In this case, and when mounted, the same -1 modifier applies if using his leadership value for units on foot.

Lords             60 Points

 

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Lord
Warhorse
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n

Equipment: Lance, EHA, barded warhorse.

Options: When on foot, may wield halberd or double-handed weapon.

Special Rules: Stubborn.

Irish Heroes              35 Points

 

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Irish Hero  5  4 4 3 3 1 4 2 6

Equipment: Javelins, buckler.

Options: None.

Special Rules: All "Irish" warband rules under unit description apply. May only be purchased for Irish bonnachts and kerns. Irish heroes may apply their leadership to skirmishers, so a unit of kerns with this character attached would have a Leadership value of 6.

 

Personalities:

Some of the more inspirational characters of the War of the Roses. These are recommended for use only with an opponent’s agreement in "friendly" games, or for inclusion in battle specific scenarios.

Edward IV              200 Points

 

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General
Warhorse
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6
3
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4
3
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n
3
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6
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10
n

Equipment: Lance, EHA, barded warhorse.

Options: When on foot, may wield halberd or double handed weapon.

Special Rules: May be purchased instead of a General. Any unit within 12 inches of Edward may use his leadership value when it takes a leadership test. Stubborn. A modifier of -1 to the 12 inch leadership rule for all units on foot when Edward is mounted. Edward may re-roll all of his hand-to-hand ‘to hit’ dice once per game, in the same manner as an elite veteran character. He is also entitled to one roll on the ‘victorious generals’ table on p. 95 of the WAB rulebook.

John de Vere, Earl of Oxford              145 Points

 

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Oxford
Warhorse
4
6
3
3
0
4
3
3
n
3
n
6
3
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1
10
n

Equipment: Lance, EHA, barded warhorse.

Options: When on foot, may wield halberd or double handed weapon.

Special Rules: Stubborn. When fighting other War of the Roses armies, and both players agree, may have a 6 inch leadership radius using the same rules as battle leaders for an additional 10 points. In this case, and when mounted, the same -1 modifier applies if using his leadership value for units on foot. Oxford is entitled to one roll on the ‘victorious generals’ table on p. 95 of the WAB rulebook.

Martin Schwartz              130 Points

 

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Schwartz  4  5  3 4 3 3 6 2 9

Equipment: Heavy armor, and choice of halberd or double-handed weapon.

Options: None.

Special Rules: Stubborn. Rule 2 from Drilled troops applies. Causes fear in troops with Leadership characteristic of 6 or less. When fighting other War of the Roses armies, and both players agree, may have a 6 inch leadership radius using the same rules as the general for an additional 10 points.

 

Foot Units:

0-1 Dismounted Knights              22 Points/figure

 

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Dism. Knt   3 4 3 1 4 1 8

Equipment: EHA, halberd.

Options: May exchange halberd for double-handed weapon.

Special Rules: Stubborn. 3+ save vs. missiles due to finely crafted, state-of-the-art German or Italian armor.

0-2 Dismounted Men-at-Arms              16 Points/figure

 

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Dism. MaA  4 4 3 3 3 1 3 1 7

Equipment: EHA, halberd.

Options: None.

Special Rules: Stubborn.

Retinue Billmen              9 Points/figure

 

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Ret. Bill  4 3 3 3 3 1 3 1 7

Equipment: Light armor, halberd.

Options: May upgrade to heavy armor (+1 point).

Special Rules: None.

Retinue Longbowmen              12 Points/figure

 

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 Ret. LB  3 3 3 1 3 1 7

Equipment: English longbow, light armor, stakes.

Options: May have buckler (+1 point)

Special Rules: Although heavy infantry, may only gain up to +2 for rank bonuses in melee, unless deployed in a combined formation. If stationary may place stakes. Cavalry charging stakes take 1 S4 hit per model in the cavalry unit’s front rank. May fire twice per turn if stationary, but only twice in the game. After this, they may only fire once per turn. English longbow: Range 30 inches, S3, a save modifier of -1. Retinue longbowmen may form a combined unit with dismounted knights, dismounted men-at-arms, and retinue billmen.

Shire Billmen              7 Points/figure

 

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Shire Bill  2 2 3 3 2 3 2 6

Equipment: Light armor, halberd.

Options: None.

Special Rules: None

Shire Longbowmen              8 Points/figure

 

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Shire LB 4 2 3 3 3 1 3 1 6

Equipment: English longbow, stakes.

Options: May have light armor (+2 points)

Special Rules: Although heavy infantry, may only gain +2 for rank bonuses in melee, unless deployed in a combined formation. Stakes and English longbow as for retinue longbowmen. May fire twice per turn if stationary, but only once in the game. After this they may only fire once per turn. Shire longbowmen may form a combined unit with shire billmen.

Local Levies/Border Foot              4 Points/figure

 

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Levy  4 2 2 3 3 1 3 1 5

Equipment: Mixed weapons.

Options: May have buckler (+1 point)

Special Rules: None.

 

Mounted Units:

0-1 Mounted Knights              38 Points/figure

 

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Mtd. Knight  6 4 3 4 3 1 4 1 8

Equipment: Lance, EHA, barded warhorse.

Options: None.

Special Rules: May have up to +1 rank bonus. May not be purchased if dismounted knights are used.

0-1 Mounted Men-at-Arms              28 Points/figure

 

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 Mntd. MaA 7 4 3 3 3 1 3 1 7

Equipment: Lance, EHA, warhorse.

Options: None.

Special Rules: May have up to +1 rank bonus.

Currours/Hobilars/Anglo-Irish Cavalry              18 Points/figure

 

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Currour  8 3 3 3 3 1 3 1 7

Equipment: Light armor, thrusting spear, horse.

Options: Non-Anglo-Irish may upgrade to heavy armor (+2 points). Anglo-Irish may have shields (+2 points).

Special Rules: None.

0-1 Northern Border Staves              13 Points/figure

 

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Stave  8 3 3 3 3 1 3 1 6

Equipment: Mixed weapons.

Options: May have thrusting spear (+1 point), and/or light armor (+2 points).

Special Rules: Light Cavalry.

Irish Horse              11 Points/figure

 

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Irish Horse  8 2 3 3 3 1 3 1 5

Equipment: Mixed weapons and javelins, bucklers.

Options: None.

Special Rules: Light Cavalry.

 

Special Units:

Welsh Spearmen              7 Points/figure

 

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Welsh Sp. 4 3 3 3 3 1 3 1 6

Equipment: Thrusting spear.

Options: May have shield (+1 point)

Special Rules: Light Infantry.

Welsh Longbowmen              8 Points/figure

 

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Welsh LB  3 3 3 3 1 3 1 6

Equipment: English longbow, stakes.

Options: None.

Special Rules: Light Infantry. May fire twice per turn if stationary, but only once in the game. After this they may only fire once per turn. English longbow. Stakes. Welsh longbowmen may form a combined unit with Welsh spearmen.

0-1 Scottish Spearmen              7 Points/figure

 

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Scot Spear  4 3 3 3 3 1 3 1 6

Equipment: Thrusting spears.

Options: May have light armor (+2 points), and/or buckler (+1 point).

Special Rules: Scottish long spearmen fight in a special formation called a schiltron. They must be formed in a block with as many ranks as their frontage if possible. If this is not quite possible due to the number of figures, then as long as the numbers of ranks and files are kept within one of each other, the formation will be legal. For example, with 20 figures, the Scots player can either form 4 across by 5 deep, or 5 across by 4 deep, with either being acceptable. Schiltrons are not well suited for rapid attacks, and are restricted to only a 4 inch charge distance (making them very useful in defense, but limited in attack). As long as they are eligible for a +2 rank bonus or better (at least 3 ranks), and are charged from the front or flank, the following bonuses apply.

Cavalry lose all charge bonuses for lances or spears. All opponents, foot and mounted, are -1 to hit in the first round. No warhorse attacks in the first round. Scots gain +1 to their leadership for every 2 ranks, up to a maximum of +3. A deep schiltron of 6 ranks adds +3 to leadership for a total of 9. Rank bonuses are not lost for flank attacks. Finally, keep in mind that none of the above bonuses apply if attacked from the rear. Charging schiltrons retain the leadership bonus for ranks, but gain none of the other benefits. However, once contact is established, a schiltron subsequently charged while engaged does get the bonuses against the charging unit if not attacked from the rear.

Irish Galloglaichs              10 Points/figure

 

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 Galloglaich 4 3 3 3 4 1 3 1 7

Equipment: Light armor and double-handed weapon.

Options: None.

Special Rules: None.

Irish Bonnachts and Kerns              5 Points/figure

 

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 Bon/Kerns 5 3 3 3 3 1 4 1 5

Equipment: Mixed weapons, javelins, buckler (wicker shield).

Options: None.

Special Rules: Light Infantry. Rule 1 from warbands, except the leadership bonus cannot be greater than +2. Rule 2 as is. Rule 3 applies only against troops with a beginning UNIT leadership factor of 6 or less (for example, a general within 12 inches would not save a unit of shire bills with a Leadership of 6, and a victorious unit of Irish foot could break them as in the WAB rulebook). Troops with a starting leadership of 7 or better are not affected by rule 3.

0-1* German Pikemen              15 Points/figure

 

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Pikeman  4 3 3 3 3 1 3 1 7

Equipment: Light armor, pike.

Options: One unit may upgrade to heavy armor (+1 point).

Special Rules: Stubborn. Rule 2 from Drilled applies. * More than one unit of German pikemen may be selected for an army containing Martin Schwartz. May form a modified "Phalanx", if unit has at least 16 models and qualifies for rank bonuses of +2 or better. Phalanx rules are as follows. Cavalry may not charge the front. May charge and fight in two ranks. Movement rules for Phalanx do NOT apply. All enemy hand-to-hand attacks to the front of the block suffer a -1 to hit modifier in the first round of combat.

Handgunners              7 Points/figure

 

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Handgunner  4 3 3 3 3 1 3 1 7

Equipment: Handgun.

Options: May have light armor (+2 points).

Special Rules: Handgun. Must skirmish.

French Crossbowmen              8 Points/figure

 

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French XB 4 3 3 3 3 1 3 1 7

Equipment: Crossbow.

Options: May have light armor (+2 points) and/or pavise (+3 points).

Special Rules: Light infantry. Pavises.

French/Continental Heavy Foot               9 Points/figure

 

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Heavy Foot 4 3 3 3 3 1 3 1 7

Equipment: Light armor, halberd.

Options: French, Bretons, and Scots may substitute thrusting spears for halberd.

Special Rules: None.

Breton Javelinmen              7 Points/figure

 

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Breton Jav.  3 3 3 3 1 3 1 7

Equipment: Javelins, handweapon, shield.

Options: None.

Special Rules: None.

 

Artillery:

Light Gun              40 Points/Gun
Artillerists              5 Points/figure

 

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Light Gun
Artillerist
n
4
n
3
n
3
n
3
7
3
3
1
n
3
n
1
n
7

Equipment: Handweapon.

Options: May have light armor (+2 points). May upgrade one figure in the army to master gunner (+10 points).

Special Rules: Artillery.

 

References:

There have been some outstanding additions recently for the library of the War of the Roses enthusiast. An in-depth look at all military aspects of 15th century warfare in general, and the War of the Roses in particular, is available in Andrew Boardman’s The Medieval Soldier in the Wars of the Roses. Also, Philip Haigh has done a wonderful job in detailing the individual battles in his work, The Military Campaigns of the War of the Roses. Both of these fine books are available from Alan Sutton Publishing.

Another excellent resource is literally anything from Freezywater Publications. They are responsible for some commendable accounts of the Towton campaign, Barnet, Tewkesbury, and Bosworth. Also of great value to the miniature wargamer are their 3 volume set on heraldry in the War of the Roses, and their booklet on standards and badges. These show the livery colors with which to paint your finely detailed models, and as if that’s not enough, they also produce the finest sheets of standards and banners to boot!

 

Glossary:

Wargamers familiar with medieval wargaming will most likely not need this following section. For those new to the War of the Roses, it will provide a thumbnail sketch of the various soldiers who fought for York, Lancaster, and Tudor. For those veterans who’ve already found this fantastic period, it will provide some insight into the list author’s perspective. If close scrutiny leaves one with a deep conviction that the author has "gone astray" with his estimations of the effectiveness of various troop types, then the wargamer is highly encouraged to make adjustments as he or she sees fit.

Army General: A senior noble with respectable abilities in both command and fighting skill (in this era often considered to be interrelated). Such peers as the Duke of Somerset, the Earl of Warwick, and Richard III would serve as the Army General.

Army Standard Bearer: The knight given the honor of carrying the commander’s banner. William Brandon, Henry Tudor’s standard bearer, was noteworthy in that he was cut down by Richard III himself at Bosworth Field.

Battle Leaders: Prominent nobles such as Lord Hastings, the Duke of Exeter, and the Marquis of Montagu, who often commanded the vanward or rearward.

Lords: The lesser nobles who allied with the more powerful magnates in the struggle for the throne of England. Although many were motivated by loyalty to their chosen faction, others declared allegiance based on ambition or self-preservation.

Irish Heroes: Leaders fighting in the same style as the kerns and bonnachts, as any Irish lords would be armed similarly to the English nobility.

Edward IV: The premiere warrior general of his time. He was 6’4" in height with considerable physical strength. Edward was undefeated on the field of battle, winning decisively at Mortimer’s Cross, Towton, Barnet, and Tewkesbury.

John de Vere, Earl of Oxford: Although a staunch Lancastrian throughout the majority of the War of the Roses, he was most famous for his victories at Bosworth Field and Stoke while serving Henry Tudor. He also succeeded in routing the left battle of Edward IV’s army at Barnet.

Martin Schwartz: The colorful German colonel, contracted by Margaret of Burgundy to serve the Yorkist cause in the last campaign of the War of the Roses. He made enough of an impression on the English peasantry to be remembered in folk songs long after the wars were over.

Dismounted Knights: The nobility, squires, and household retainers fighting in full harness. Their "stubborness" was a reflection of their awareness of how unlikely escape would be in the event of defeat. Commanders were forced to choose whether to stiffen their battle line, as was most common, or retaining a powerful mounted force, as Richard III elected to do at Bosworth Field.

Dismounted Men-at-Arms: Gentry, well harnessed, but less skilled than the household knights. An excellent example of this troop type would be the Welshmen fighting for William Herbert, Earl of Pembroke, at Edgecote Moor.

Retinue Billmen: Partially harnessed retainers serving in a powerful lord’s standing army.

Retinue Longbowmen: Longbowmen in the permanent service of a noble. These would be similar to the acclaimed longbowmen of the Hundred Years War.

Shire Billmen: The less enthusiastic militia supplied by individual cities, towns, and regions. They were less reluctant when faced with a legitimate threat close to home, such as when Margaret’s primarily northern army looted and pillaged almost to the fates of London in 1461.

Shire Longbowmen: Less devoted shire troops more interested in recreational sports than practicing with his weapon. Still reasonably skilled, but not to the level of his HYW predecessor.

Local Levies/Border Foot: The odious, ill-armed foot that were forced into service, or who came on campaign only in hopes of looting opportunities. A classic example is the northern border foot, including some Scots, that joined Margaret for the promise of being allowed to plunder in lieu of wages. These will do for troops of horrid quality in any army.

Mounted Knights: Noble knights fighting on armored destriers. Notable moments included the disastrous attacks by Lord Audley at Blore Heath, as well as Richard III’s glorious charge at Bosworth Field. Although wargames rules traditionally view English mounted knights as "inferior" to their continental counterparts, this author is of the opinion that they were certainly competent on horseback, but reluctant or disinclined to normally fight in this manner.

Mounted Men-at-Arms: Gentry mounted either for pursuit, or for a strike from a hidden position.

Currours/Hobilars/Anglo-Irish Cavalry: Lesser retainers on horseback. These and possibly heavier mounted made a tremendous impact at Tewkesbury, by taking the initiative after scouting a possible ambush site, and making a timely attack against the rear of the Duke of Somerset’s battle. Anglo-Irish cavalry are said to have been present on the rebel army’s flanks at Stoke.

Northern Border Staves: Lightly armed horse, skilled in raiding, but little used on the field of battle. They are intended for engagements closer to a skirmish level.

Irish Horse: The native Irish warrior, using his traditional weapons while mounted.

Welsh Spearmen: Lightly armed foot, well suited for operating in difficult terrain, but able to fight with some success in the open.

Welsh Longbowmen: Welsh of probably similar ability to their English shire counterparts.

Scottish Spearmen: The best of the Scottish troops who fought for the Lancastrians in the Towton campaign.

Irish Galloglaichs: Warriors in a long chainmail shirt, wielding double-handed axes, who formed the small professional core of the warring Irish clan chiefs’ "household" troops.

Irish Bonnachts and Kerns: Two troop types lumped into one classification. The player’s choice of deploying in mass or skirmish determines which type they are. The rules for warbands fit descriptions of their fighting style at Mortimer’s Cross and Stoke.

German Pikemen: Professional mercenaries supplied by margaret of Burgundy, who was the sister of Edward IV and Richard III. She also happened to be the widow of Charles the Bold, who’d met his end at the hands of the Swiss. These troops, under the infamous martin Schwartz (in his day, at least), were sent to aid in the attempt to put Lambert Simnel, a Yorkist pretender, on the throne. It is not known if Margaret believed this would succeed, but it made good politics to keep Henry VII occupied to prevent his alliance with France against Burgundy. The pikemen were a mix of Flemish, Swiss, and Germans.

Handgunners: Specialists of a variety of nationalities from the continent. Some examples are Burgundians at 2nd St. Albans and Germans at Stoke.

French Crossbowmen: Mercenaries employing the powerful arbalest, often supplied by the French king, who eagerly meddled in English affairs for political advantage against Burgundy.

French/Continental Heavy Foot: Continental troops armed with their own polearm versions or simply spears. These units could include French, Bretons, Scots, and Germans serving in mercenary units under foreign captains.

Breton Javelinmen: Bretons served at Mortimer’s Cross and Bosworth Field, and it is very likely that some fought in their traditional style with javelins and shields.

Artillery: Cannons light enough to be carried on a forced march, and with enough mobility to be of use in the field. Although there is plenty of potential for representing bombards, organ guns, ribauldequins, and the like, a generic light artillery piece is quite adequate for such battles as Barnet, Tewkesbury, and Bosworth Field.

 

Under Development:

The following items are planned additions to this list, that will hopefully add to the period "feel". They will be forwarded to the owners of the official and unofficial web pages, as well as the mailing list, as soon as they are finished.


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