From: mdemana@freenet.columbus.oh.us (Mike Demana)
Subject: Days of Knights review

Review: Chipco's "Days of Knights" 
by Mike Demana

	"Days of Knights" is a fast-play set of miniature rules for the
"high medieval" era (1250 - 1500 A.D.).  Army lists are included for 100
Years War, War of the Roses, Italian Wars, Swiss, Teutonics -- all the
major European participants and conflicts.  Unfortunately, the lists do
not venture east into the Arab countries or Central Asia, but these would
be easy to represent with the troop types available.
	As is standard for Chipco rules sets, troop types are kept to a
minimum and are generic.  An English knight is the same as a French or
Teutonic one.  There are eight foot types (pikes, dismounted knights,
levies, crossbows, longbows, "ordinary" bows and two types of
men-at-arms).  There are three mounted (knights, heavy and light cavalry).
	Chipco rules sets are a "chip off the block" of Wargames Research
Group's "De Bell is Antiquitatis" (DBA) and "De Bellis Multitudinis" (DBM)
ancient and medieval rules.  Both companies' hallmark is single stand
"units" and movement rules that en courage grouping these stands into
battlelines.  So, games tend to have a histor ic look to them, as with
DBA/DBM. 
	"Days of Knights" also continues the simple mechanism of each unit
having a com bat factor that is added to the roll of a dice to resolve
melee.  Factors range from 1 for levies to 5 for knights.  There are a
limited number of tactical factors, too, such as pike's +2 vs mounted,
knight's + 2 when charging, and longbow's + 1 when charged.  Units whose
scores are doubled are destroyed, those who lose by less receive a
demoralization marker.  A second marker causes recoil, a third destruction. 
	However, all units have a "Rally" number, with a chance to rally
off these markers at the start of their turn.  It plays very similar to
their popular "Fantasy Rules!" set.  If you've played those rules, you
will pick "D.O.K." up quickly.
	Perhaps the biggest change from previous Chipco sets is with the
movement.  All units may move forward or obliquely (up to 45 degrees) with
no command and control problems.  However, for a unit or group to turn,
wheel or change formation a le ader must be present.  There are three
levels of leaders: King, Marshal and Captain.  The first two allow any
group they are part of to perform such a manuever.  Captains allow only an
individual unit to do so.  Light cavalry is an exception to the above
restrictions and may manuever freely.
	The rules suggest organizing an army into three commands or
"battles." A marshal leads each battle, while the king is left separate
and may go where the player wishes to help command and control. 
Additionally, each army is given two captains to place with whichever
unit they desire.  So, leaders in "D.O.K." are not simply cheerleaders. 
They are an important part of the battle plan and execution.  In our
playtest, we found that units can easily be left stranded, facing the
wrong direction with no leader around.  
	Leaders are also at risk.  If a destroyed unit contained a leader,
a die roll is made with possibilities being escape, capture or death. 
Loss of a command's marshal at the wrong time can seriously restrict the
troop's ability to react to enemy attacks.  This is probably historical,
but is a bit unsettling when you have the troops, but no way to get them
where they are needed!
	Missile fire is effective but not overpowering.  Up to four units
may combine fire for a roll against the same enemy.  A ten sided die is
used, and in the above case, results would be: 
1 - 2 miss 
3 - 7 demoralization marker 
8 -10 destroyed 
Fewer units firing have a lesser chance of damage. 
	Crossbows and ordinary "bows" fire 5 inches in 15mm scale,
longbows 10".  At ran ges under 5", both crossbows and longbows count as
two units firing, making them much more lethal.  Longbows can be even more
effective with the use of stakes, an d crossbows with pavisiers.  Ordinary
bows may "attach" to a unit, being considered mixed in with them and able
to shoot or support in combat vs. a charge.  Light cavalry is also able to
shoot, which makes playing Arab or steppe armies an intriguing proposition.
	The reckless impetuousity of horsemen is simulated by an automatic
follow-up of opponent's recoil and a possible pursuit when an enemy is
destroyed.  Units test vs. their rally roll.  If they fail, they make a
full move forward (hacking down the survivors) and receive a
demoralization marker (to simulate their disorder).  Interestingly, this
makes light cavalry with their worse rally number more likely to pursue
than knights. 
	The fear-inspiring charge of armored knights is simulated with
panic checks for lighter-armed types.  Levies, bows, longbows and light
cavalry must roll 1d10 when charged by knights.  Results can include
stand fast, suffer one demoralization marker, two markers or destruction
(fleeing the field).  More "solid" foot types like pikes and men-at-arms
do not have to take this test.
	Chipco also includes various optional rules, such as omens,
reliability of commands ("My kingdom for a horse!"), allied lords, free
companies and minor characters like bowmasters and religious leaders. 
Variable victory points can be assigned for capturing particular enemy
leaders, too.  A four-page beginner's guide to heraldry is also included
to assist players in painting their armies.
	The rules state an average, 750 points per side battle will take
one to two hours.  However, in our 860 point refight of Falkirk (a
separate article), we found it took slightly longer, closer to three
hours.  Either way, "Days of Knights" seems to have the troop
relationships down well and provides a simple, fast-moving game. So, if
you are tired of laborious rules sets, and want a quick and easy way to
game the high middle ages, then "D.O.K." might make your day (or knight).