The Black Eagle War
The War Machine mass combat rules presented in the Companion Set1 and Rules Cyclopedia2 have always struck me as overly abstract and thus incapable of providing the necessary breadth of options for the players to fully flex their tactical skills. It's reasonable to argue that the authors themselves saw the need for more in-depth tactical rules, since Battlesystem Fantasy Combat Supplement3 is mentioned as an option in GAZ12: The Golden Khan of Ethengar and explicitly required in X10: Red Arrow, Black Shield4 module. The second edition5 of this wargame was published in 1989 and greatly improved and streamlined the rules and ease of converting from (A)D&D combatants' statistics to wargame troops.
For these reasons, when the time came to run The Fall of the Black Eagle scenario presented in the Dungeon Masters Companion1 (pp.61-62), I decided to convert the whole affair into Battlesystem 2e. The War Machine statistics presented in the scenario give some important information for this:
- # of troops β divided by 10 gives the number of Figures
- Avg-level troops - helps to determine
Hits
value - Maximum damage/round β helps to determine
AD
(attack dice) value - Average AC β helps to determine
AR
(armor rating) value - Missile and Mounted troops β helps to further separate different troop types
- Average movement β divided by 10 gives the
MV
(movement) value
Non-human troops' statistics are taken straight from the Battlesystem's Appendix II: Troop Type List. If you want to introduce Heroes and Commanders into this scenario, you can use the Level of Leader and Leader ability bonus to determine their Battlesystem statistics.
Contents
- Battlesystem troops
- Battle of Sisak
- Battle of Wulfolde hills
- Battle of Sukiskyn
- Battle of Xitaqa
- Results
- Experience
- Further suggestions
Battlesystem troops β©
Grand Duchy of Karameikos Forces
Unit | Location | Size | Figures | Pts/Fig | Pts total |
---|---|---|---|---|---|
Ducal Knights | Specularum | 100 | 10 | 20 | 200 |
Ducal Guard | Specularum | 100 | 10 | 5 | 50 |
Ducal Longbowmen | Specularum | 200 | 20 | 12 | 240 |
Men of Kelvin | Kelvin | 80 | 8 | 4 | 32 |
Callarii Elves | Rifllian | 50 | 5 | 7 | 35 |
Callarii Elven Longbowmen | Rifllian | 50 | 5 | 13 | 65 |
Vyalia Elves | Dymrak Forest | 200 | 20 | 7 | 140 |
Vyalia Elven Longbowmen | Dymrak Forest | 50 | 5 | 13 | 65 |
Highforge Gnomes | Highforge | 150 | 15 | 5 | 75 |
Thyatian Pikemen* | Rugalov Keep | 100 | 10 | 12 | 120 |
* Hired on player characters' money.
Total Ducal Army points: 902 originally, 1022 with Thyatian pikemen mercenaries β who never saw battle (see Battle of Sukiskyn).
Unit | AD | AR | Hits | ML | MV | Info |
---|---|---|---|---|---|---|
Ducal Knights | [10]8 | 7 | 2 | 12 | 18" | 1 level figters (lance, chain) |
Ducal Guard | 6 | 7 | 1 | 11 | 9" | 1 level fighters (sword, chain+shield) |
Ducal Longbowmen | 6*6 | 7 | 1 | 12 | 12" | Range 7"/14"/21" |
Men of Kelvin | 6 | 8 | 1 | 11 | 12" | 1 level fighters (sword, leather+shield) |
Elves | 8 | 7 | 1 | 13 | 12" | Chaotic; Favored terrain: Woods |
Elven Longbowmen | 6*8 | 7 | 1 | 13 | 12" | Range 7"/14"/21" |
Highforge Gnomes | 6 | 7 | 1 | 11 | 6" | Favored terrain: Woods Hated foes: goblins, kobolds |
Thyatian Pikemen | 6 | 7 | 2 | 12 | 9" | 1 level fighters 2nd and 3rd ranks can attack in melee |
Black Eagle Barony Forces
Unit | Location | Size | Figures | Pts/Fig | Pts total |
---|---|---|---|---|---|
Black Eagle Knights | Fort Doom | 150 | 15 | 25 | 375 |
Black Eagle Horse Archers | Fort Doom | 50 | 5 | 18 | 90 |
Bugbears | South of Radlebb Keep | 80 | 8 | 13 | 104 |
Eastern Goblins | Dymrak Forest | 300 | 30 | 3 | 90 |
North-Eastern Goblins | Castellan River | 300 | 30 | 3 | 90 |
Orcs | Southern Atlan Tepes | 200 | 20 | 5 | 100 |
Orc Crossbowmen | Southern Atlan Tepes | 100 | 10 | 10 | 100 |
Total Black Eagle Army points: 949.
π NOTE: To add extra flavor to the humanoid forces, consult the Goblinoid Tribes of Karameikos6 article at Pandius.
Unit | AD | AR | Hits | ML | MV | Info |
---|---|---|---|---|---|---|
Black Eagle Knights | [10]8 | 6 | 2 | 12 | 15" | 1 level fighters (lance, plate) |
Black Eagle Horse Archers | 6*6 | 9 | 2 | 12 | 24" | Irregular only; Range 5"/10"/15" |
Bugbears | 8 | 7 | 2 | 12 | 9" | Irregular only; Chaotic |
Goblins | 6 | 8 | 1 | 11 | 6" | Hated foes: dwarves, gnomes Vulnerable in daylight |
Orcs | 6 | 8 | 1 | 11 | 9" | Hated foes: dwarves, elves Vulnerable in daylight |
Orc Crossbowmen | 6*6 | 8 | 1 | 11 | 9" | Range 6"/12"/18" |
Marching Speed
The easiest way to determine how far the unit can move in a day is to use the MV value of the troops (MV * 2 = Miles per day on Clear terrain), modified by the terrain:
MV | Trail (Γ1Β½) | Clear (Γ1) | Broken (Γβ ) | Difficult (ΓΒ½) |
---|---|---|---|---|
3 | 9 | 6 | 4 | 3 |
6 | 18 | 12 | 8 | 6 |
9 | 27 | 18 | 12 | 9 |
12 | 36 | 24 | 16 | 12 |
15 | 45 | 30 | 20 | 15 |
18 | 54 | 36 | 24 | 18 |
24 | 72 | 48 | 32 | 24 |
- Broken terrain β forest, hill, desert, mud, snow
- Difficult terrain β mountain, swamp, jungle, ice, glacier
Additionally, unit size penalties from The War Machine rules can also be used:
Unit Size | Movement Rate |
---|---|
50 or less | Γ1 |
51-100 | Γβ |
101 or more | ΓΒ½ |
Since we were playing on a 3-mile hex map, the decision was made to use the following simplified system instead:
- Daily movement points = MV value
- Trail movement cost (3 miles) = 1 point
- Clear terrain movement cost (3 miles) = 2 points
- Other terrain movement cost (3 miles) = 3 points
Battle of Sisak β©
- Date: Fyrmont 3, AC 1003
- Location: Sisak, Westron road
- Terrain: Light woods, stream, village fields
Forces
The Duke | The Baron |
---|---|
100 Ducal Knights | 150 Black Eagle Knights |
100 Ducal Guard (2 units of 50) | 50 Black Eagle Horse Archers |
200 Ducal Longbowmen (2 units of 100) | 80 Bugbears |
--- | --- |
490 points | 569 points |
Specularum-based ducal troops rushed to intercept the main Black Eagle forces at the village of Sisak (see "In the Dread of Night" adventure in the Dungeon Magazine #247, pp.6-24) east of Radlebb keep.
Ducal knights met the attackers at a strategic chokepoint past the Clearwater River ford, while the infantry covered the flanks, stationing in the village fields. Black Eagle knights had performed a successful charge and engaged in melee, while the small but mobile unit of horse archers attacked the eastern flank of the ducal forces, but were quickly decimated by a precise barrage of longbowmen. Meanwhile, the bugbear unit approached at the western flank, using the forest as cover from the arrows. Ducal guards crossed the river to meet them in melee combat.
Ducal knights suffered heavy losses from the charge, but held their ground, forcing the Black Eagle knights to retreat and regroup beside the sole surviving unit of the horse archers' unit, preparing for a counter-attack. At the edge of the forest, bugbears, greatly reduced by the heroic sacrifice of the ducal guards, were met by the longbowmen and eliminated entirely.
Ultimately, the ducal forces had suffered heavy losses but routed the remaining 30 knights who fled from the battlefield. This first victory had shaped the flow of the whole war by successfully protecting the western front, allowing the remaining armies to focus on humanoid tribes approaching Kelvin.
Losses
The Duke | The Baron |
---|---|
80 Ducal Knights | 120 Black Eagle Knights |
70 Ducal Guard | 50 Black Eagle Horse Archers |
20 Ducal Longbowmen | 80 Bugbears |
--- | --- |
Victory | Retreat |
Battle of Wulfolde Hills β©
- Date: Fyrmont 5, AC 1003
- Location: South-East of Penhaligon
- Terrain: Light woods and hills
Forces
The Duke | The Baron |
---|---|
80 Men of Kelvin | 300 North-Eastern Goblins |
50 Callarii Elves | |
50 Callarii Elven Longbowmen | |
150 Highforge Gnomes | |
--- | --- |
207 points | 90 points |
The united forces of the Kelvin militia, Callarii elves, and Highforge gnomes had assembled at Penhaligon, anticipating the attack of the goblin horde. When the reports came that the goblins had passed the town, continuing their march through Wulfolde Hills towards Kelvin, the army rushed to intercept them at once.
While the gnomes were too slow to meet the enemy in melee, the strategically positioned unit of Callarii elven longbowmen had thinned the goblin ranks before they clashed with the Kelvin militia and elven infantry. The goblins were wiped out, but not without heavy losses.
Losses
The Duke | The Baron |
---|---|
80 Men of Kelvin | 300 North-Eastern Goblins |
50 Callarii Elves | |
--- | --- |
Victory | Defeat |
Battle of Sukiskyn β©
- Date: Fyrmont 5, AC 1003
- Location: Dymrak forest near Sukiskyn
- Terrain: Light woods
Forces
The Duke | The Baron |
---|---|
200 Vyalia Elves (2 units of 100) | 300 Eastern Goblins (2 units of 150) |
50 Vyalia Elven Longbowmen | |
--- | --- |
205 points | 90 points |
The same night, Vyalia elves, who previously had effortlessly crossed the Dymrak forest, met another goblin horde on their approach to Sukiskyn (see B10: Night's Dark Terror8). Thyatian pikemen were still on their way through the unfamiliar forest and so did not participate in the battle.
Accustomed to the wooded terrain warfare, the elves had dispatched the enemies with minimal losses, forcing the remainder of the horde to retreat back into the depths of the forest.
Losses
The Duke | The Baron |
---|---|
50 Vyalia Elves | 200 Eastern Goblins |
--- | --- |
Victory | Retreat |
Battle of Xitaqa β©
- Date: Fyrmont 7, AC 1003
- Location: Near Xitaqa ruins
- Terrain: Light woods and hills
Forces
The Duke | The Baron |
---|---|
50 Callarii Elven Longbowmen | 200 Orcs |
150 Highforge Gnomes (2 units of 80 and 70) | 100 Orc Crossbowmen |
--- | --- |
140 points | 200 points |
The orcish army that had crossed the Highreach River near the Xitaqa ruins (see B10: Night's Dark Terror8) was met by the remaining forces of the Penhaligon army.
The gnomes, supported by the elven longbowmen, received the main hit from the enemy, but nevertheless held their ground, destroying the last enemy army in its entirety.
Losses
The Duke | The Baron |
---|---|
100 Highforge Gnomes | 200 Orcs |
100 Orc Crossbowmen | |
--- | --- |
Victory | Defeat |
Results β©
The Grand Duchy of Karameikos was victorious, though both sides had suffered heavy losses. Having insufficient forces to lay siege to Fort Doom, the player characters had decided against the counter-invasion of the Black Eagle barony, at least for the time being.
Experience β©
Experience points are earned both for commanding a force and for performing heroics. If a PC leads a force, find the number of troops in the enemy force. If the PC wins the battle, the PC gets that number of experience points. The PC gets one-third of that number if the battle is lost.
β Rules Cyclopedia, p.121
The experience gain rules from The War Machine are objectively insufficient and don't even take into account the difference in Hit Dice and special abilities of the opponents defeated. The second edition Battlesystem doesn't have an alternative, but the first edition does, either dividing the total XP value of the defeated enemies between the survived troops (if they are capable of earning XP), and awarding the difference between 25% XP of the killed and routed enemies and 25% XP of the unit losses to the unit commander (down to 0 XP gain) in addition to any XP earned through individual combat.
The Recovering Casualties rule presented there is also quite interesting, allowing for recovery of 2/3 of the "dead" troops (wounded, routed, etc.) and taking prisoner 1/3 of the defeated enemy forces. These recovered figures do not count against the unit commander's XP gain, of course.
As a quicker alternative, you can use the point values of the figures, which are very roughly equal to 50% of the XP value (but don't count on this for all cases). For this simplified method, multiply the unit's total point value by 5 (since each figure consists of 10 combatants, and we need 25% of their total XP). This often isn't correct for the stronger individual figures, but it will do for the common low-HD troops.
Enemies Defeated | Figures | Points total | Points Γ 5 | ΒΌ XP total |
---|---|---|---|---|
Black Eagle Knights | 15 | 375 | 1,875 | 1,687.5 |
Black Eagle Horse Archers | 5 | 90 | 450 | 562.5 |
Bugbears | 8 | 104 | 520 | 1,000 |
Eastern Goblins | 30 | 90 | 450 | 375 |
North-Eastern Goblins | 30 | 90 | 450 | 375 |
Orcs | 20 | 100 | 500 | 500 |
Orc Crossbowmen | 10 | 100 | 500 | 250 |
--- | --- | --- | --- | --- |
TOTAL | 118 | 949 | 4,745 | 4750 |
Troops Lost | Figures | Points total | Points Γ 5 | ΒΌ XP total |
---|---|---|---|---|
Ducal Knights | 8 | 160 | 800 | 900 |
Ducal Guard | 7 | 35 | 175 | 175 |
Ducal Longbowmen | 2 | 24 | 120 | 50 |
Men of Kelvin | 8 | 32 | 160 | 200 |
Callarii Elves | 5 | 35 | 175 | 162.5 |
Vyalia Elves | 5 | 35 | 175 | 162.5 |
Highforge Gnomes | 10 | 50 | 250 | 325 |
--- | --- | --- | --- | --- |
TOTAL | 45 | 371 | 1,855 | 1,975 |
- XP Gain by ΒΌ XP = 4,745 - 1,855 = 2,890 XP
- XP Gain by Points Γ 5 = 4,750 - 1,975 = 2,775 XP
In either case, I would recommend giving this XP to every player character acting as a unit commander on the field or otherwise.
Further suggestions β©
Heroes and Commanders
Convert players' characters to individual Battlesystem figures to lead the troops. Note that this comes with the risk of demise and increases the length of playtime. In this case, the DM must introduce the enemy commanders and heroes as well. Note that some spells differ between AD&D and BECMI and thus need to be adjusted accordingly.
Fog of War
The players cannot see the enemy forces and must rely on the scouting reports, boosting garrisons in the towns most likely to be attacked. Obviously, the DM must do the same for the enemy forces, who decide the war plan in advance and stick to it until they get new in-game recon information later. Magical divination and flying reconnaissance units would play a major role in this case.
Sieges
Fortresses and sieges are yet to be tested, but could provide an interesting challenge in tactical and logistical terms. Prepare a collection of suitable castle and town maps to be used if such a situation arises.

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