Alongside miniatures, Peter Pig has also released rules, with many classic sets like AK47, Square Bashing, Abteilung and Pieces of Eight, under the heading Rules for the Common Man (RFCM). Over time, these rules have evolved and have introduced new mechanisms, such as a square grid system for the tabletop, which have been emulated by other games. Their latest release returns to the Ancient world, and is usable from the earliest ancients to the age of Samurai.
The original Conquerors and Kings was published in 1998. The latest iteration takes many of the adaptations of recent RFCM rule sets. The original game was played on a 7 x 5 grid, typically with one-foot squares. The new version compresses the play area into a 6 x 5 grid, using rectangles, referred to as ‘zones’ in the rules. In 15mm these are 10" wide and 6" deep. If you are playing in 25mm, these would be 12" wide and 8" deep. This puts the new version in line with recent RFCM games, with a playing area that is more compact and playable on a dining room table or on a traditional 6’ x 4’ table, but with plenty of space for rulebooks, casualties, drinks, etc.
The use of zones means tape measures are not required. Infantry can move one square, cavalry two. Apart from artillery, shooting is generally restricted to one square. Units can move freely forward or back in open terrain if they wish to flank, but to move sideways, they need to roll. Likewise, you need to roll to exit scenery (woods, steep hills, etc.) – do not get your cavalry caught in the woods! Veteran/elite units find manoeuvres easier, while levy find this harder (as you would expect). There is no diagonal movement nor shooting. Activation always goes from right to left.
Close-order units now consist of three bases (typically 30mm squares with 3 or 4 miniatures to a base), rather than the original 4. Casualties are taken off by the half base, so a unit has effectively six ‘wounds’ or ‘hits’, although any unit reduced below a single base is destroyed. Skirmishers have 2 bases and use the same attrition system. There is now a limit of three to the number of close order units in any rectangle or ‘zone’, plus one skirmisher unit, which prevents players ‘bunching up’ their army unrealistically in a few zones.
Conquerors and Kings covers a broad area of history. The army book, which is downloadable for free (nice move, Mr. Pig!) covers 57 different army lists, from ancient Sumerians to fifteenth-century Swiss and Samurai. The rules deliberately level the playing field slightly for ahistorical match-ups, so an average unarmoured spearman from biblical times will be the equivalent of an unarmoured spearman from the early Middle Ages. The game concentrates on the skill of the general to use the components of an army rather than any skill at building army lists. Although each army has its own character, Conquerors and Kings has no uber armies. Let’s look at some examples:
Parthians have very good armoured cavalry and skirmishing cavalry, but a number of less able footslogging levies, so they will have a powerful punch but be weak in other areas. Macedonians have a good mix of pike, light infantry, and cavalry, but balancing these will require good generalship. As you might imagine, Romans have powerful legions and auxilia, but they will generally be outnumbered by their foes and in danger of being outflanked. The warbands of the Germanic tribes can field large numbers of infantry, which means they can envelop their foes and absorb a lot of punishment, but they lack the armour of better-equipped foes. Each army has its own merits, but the game successfully avoids a ‘rock, paper, scissors’ effect where army A will always beat army B.
A standard 300-point game will generally involve 150 miniatures a side, so painting and preparing an army for Conquerors and Kings is not an insurmountable task given it is aimed at 15mm figures.
Most RFCM games have a mini game before the actual game starts to determine if one side has any advantages and assign the role of attacker. Conquerors and Kings is no exception and uses the ‘piggy’ chase. The first player to 36 wins and can choose who is the attacker and defender. Armies with more cavalry than their opponents start with a higher score, representing their ability to out-scout their opponents. The loser and defender can also face depletion of army units, or units starting offboard if they are unlucky.
The terrain system is unique. Each player brings three pieces of terrain and a clever randomised movement assigns where the terrain ends up. All terrain pieces start in the corners or adjacent to existing terrain. Each player can then nominate up to four terrain pieces and attempt to move them. On a 3+, the piece can move a zone, and as long as the player keeps rolling a 3+, the piece can be moved to another zone and then another. There are limitations on the type of terrain that can be put in the centre of the battlefield.
Combat
Shooting follows the same pattern as combat (below), except the opponent can ask for a reroll. Shooting is not particularly powerful, but is useful for whittling units down and doing a bit of harassing fire. The combat system is simple. Add up any and all bonus factors to a maximum of 6 dice, add three for each full-strength close order unit and 1 for each skirmishing unit (to a maximum of 10 dice). Finally, deduct any negative modifiers. The minimum roll is four dice, and the maximum is 18. A roll of 5+ is needed for a hit with the defender saving. Most units save on a 4+, with bonuses for veteran and/or armoured troops and a deduction for levies. Each fail deducts half a unit – the defender has to distribute hits evenly but can choose which units are hit first, so a single hit could be placed on skirmishers, for example. The fifth successful hit is always placed on a General, if present, who saves on a 2+.
The winner of combat does not suffer adverse morale and gains two ‘WIN’ markers, representing the units being buoyed up by their success. The loser will suffer additional casualties (caused by pursuit) and if the loser was defending, they will fall back one zone, giving ground to the attacker. Morale is simple: count up all unsaved hits, apply any positive or negative modifiers, and roll. Failure may result in one unit falling back or the entire force falling back and suffering more casualties, caused as troops desert. Generals Each side gets two generals, who will slightly improve the fighting of the units in any zone they are in. Some generals have bonuses that affect morale, fighting and movement – this is diced for before play. While useful, these abilities are not overpowering. Battle Tactics bonuses Each army has three Battle Tactic bonuses. Up to five of these can be selected and given to individual units for a single use each. When the bonus is played, it applies to all units in the zone. There are eleven different tactics, and they range from bonuses to movement and shooting to combat results.
Generals
Each side gets two generals, who will slightly improve the fighting of the units in any zone they are in. Some generals have bonuses that affect morale, fighting and movement – this is diced for before play. While useful, these abilities are not overpowering.
Battle Tactics bonuses
Each army has three Battle Tactic bonuses. Up to five of these can be selected and given to individual units for a single use each. When the bonus is played, it applies to all units in the zone. There are eleven different tactics, and they range from bonuses to movement and shooting to combat results.
Victory
The length of the game is determined by a countdown system, giving a length of approximately ten turns. Conquerors and Kings has a unique victory system. Players are rewarded for how much of the battlefield they control, with more points on the defender’s side, encouraging an attack to move forward. On the other hand, the defender may start on the back foot. After the ‘Piggy Race’, the attacker has to attack to win. Casualties are also important.
“I can honestly say that I have never played anything like this before, not a large-scale battle on a grid. This was an interesting change of pace. While it does result in nice-looking battle lines, I found movement a little too formulaic. I did like the random game length mechanic. Although the combat is straightforward, I did find a challenge in some of the limits imposed Macedonian hypaspists push forward from the town to clear the nearby hill of barbarian skirmishers. on bonuses; I felt I should have had a more sizable advantage than I was given for winning. However, I would wager this limit is to stop a steamroller/anvil effect. Overall, the ruleset is good and clearly well thought out. I am probably not the target audience for this; I prefer a little more fluidity. This game is well suited for playing a relatively straightforward wargame on a dining room sized table.“
“I liked the attrition system in the game, most combats will damage the loser’s units but not destroy them. The game encourages pauses – do you risk following up the attack or choose to reinforce your own lines while your opponent rolls for the effects of morale effects due to casualties? We played with Parthians, Macedonians and Germanic tribes; each had a unique feel.”
Conquerors and Kings is a well-balanced game. Traditional wargamers will ‘get it’ quicker than new gamers, particularly if they have GW background. Likewise, while the use of a grid system may seem strange to some, it encourages historical formations and lines of support. WS&S
WS&S wishes to thank Martin Goddard of Peter Pig for his time.
This article was featured in Wargames, Soldiers & Strategy Magazine 128. Discover this issue, and others, in our webshop: