TERRAIN FOR “CRY HAVOC” FROM ‘LE JOURNAL DU STRATEGE’

This file explains the extra terrain from the French magazine ‘Le Journal du Stratège’, and provides those rules that were published with the terrain. The rules for the watermill and windmill are largely identical. Some rules seem to have been omitted so I have added a few suggested clarifications (in italics). Almost all of this material was designed by Pierre Berclaz. No scenarios were published in Stratège, but there is mention of a Swiss fanzine called ‘Tal Lirzin’ which should have had scenarios for this terrain. If any reader can send me a copy of relevant material from this magazine I would be very grateful and would translate it and display it on the web like a shot!
			 Bob Gingell (bob.g@tinyonline.co.uk), November 2004

Contents
Stratège Issue #41/42: ‘The Guard Post’ map; The watermill modular terrain element
Stratège Issue #43/44: The windmill modular terrain element; River, bridge and marsh terrain
Stratège Issue #55/56: River and large pool terrain
Stratège Issue #34: ‘The Ford No. 2’ map (modified Crossroads map)
Extra levels for towers (home produced by Bob Gingell, not published in the magazine)

Issue #41/42 (1988): Le Poste de Contrôle (The Guard Post). 
The map was designed by Pierre Berclaz. It is reduced to one quarter size so as to fit onto one sheet of A4 paper. The sides are (peculiarly) numbered clockwise 1,4,2,3 from the left-hand short side. None of the available scenarios use this map, but the note below about the fanzine ‘Tal Lirzin’ may also apply to scenarios for this map.

Published notes on ‘The Guard Post’ (Le Poste de Contrôle) map (Issue #41/42 page 31)	
The Guard Post: The Guard Post map has no special features. It can be used just like any other map from the “Cry Havoc” series. Using the rules for the Watermill terrain piece, you could add two extra floors to the tower.	

Suggestions
The slopes should be treated as ‘steep slope’ (as in “Dragon Noir”) to improve the defensive strength of the position. This is particularly recommended for the mound on which the tower sits, even if the lower levels are treated as ordinary slopes. Steep slopes at all levels mean that the tower is at elevation level 4 and barracks at level 2; if just the tower is on a steep slope it will be at level 3 while if all slopes are ordinary the tower is at level 2.5 and the barracks at level 1. The flat hexes through the slopes are ramps that allow movement from one level to the next without extra costs. 

The tower doorway is a narrow entrance through thick walls: it should use the special rules for keep doorways. As suggested in the information box above, one or two extra floors could be added to this tower. A copy of the tower building from this map could also be used as an additional storey for the keep on ‘The Castle’ map; a spiral stairway would need to be added so as to give access to the upper floor. Additional tower floor plans have been scanned so that players can try this out; see the notes at the end of this file.  

Issue #41/42 pages 32-33 (1988): Le Moulin à eau (The Watermill). 
The two-storey watermill terrain piece comes with the following rules for its use; most of these rules are also used for the windmill in issue #43/44. The terrain pieces have been scanned at full size. The four 3-hex wide river sections in issues #43/44 and #55/56 were originally designed for use with this watermill. An information box does refer to some scenarios published separately in the Swiss fanzine ‘Tal Lirzin’, but none were published in Le Journal du Stratège.

Note on Pierre Berclaz’s additional maps and terrain pieces (Issue #41/42, page 33)	
The fanzine ‘Tal Lirzin’, published by the Swiss “Association Anarchy” regularly presents scenarios making use of these maps. “Anarchy” sells these scenarios on request for between 4 and 6 Swiss Francs (16-24 French Francs) including postage. However, “Anarchy” recommends that you subscribe to ‘Tal Lirzin’ as the best way to keep up with new developments. ‘Tal Lirzin’ also covers ideas for other games. 
Editor’s note: Both the association and the author of this article are Swiss, and we would be happy to give their address and telephone number to anyone requesting them.	

The watermill is a modular element consisting of two levels. “Modular element” signifies that it can be placed on one of the maps of the “Cry Havoc” series. The two letters (x and y) shown on the ground floor [in the doorways] are used as reference points to locate the mill on a map. The numbers on some hexes inside the mill indicate the number of Movement Points that a character must spend to enter that hex. The letter ‘X’ on a hex inside the mill indicates that the hex is impassable.  

The water mill needs to be by a river; for this purpose we have created some river elements. You can obtain them from “Association Anarchy” if you are in a hurry, or alternatively Le Journal du Stratège will publish them in a future issue [see #43/44]. In addition the rules for this two-storey element can also be adapted for use with the tower [of ‘The Guard Post’ map (as well as the keep of ‘The Castle’ map)]. Two other matters also make the rules below necessary: the third dimension and the millstone. 

1)	The terrain map 
The terrain map represents a ground-level area and also an upper section (which states ‘Et. sup.’ as an abbreviation of ‘étage supérieure’ (upper floor) on that terrain section). Only the ground floor section is placed on the map. The different sections are called ‘floors’ or ‘levels’. A counter can be moved from one floor to the other using the stairs. The act of moving from one level to another automatically requires a change of terrain section: the counter is immediately placed on the relevant floor to which he has moved. [The ground floor is at Level 0 and the upper floor is at Level 1]

2) 	Rules for vertical movement
It is possible to move from one level to another by taking the stairs. Ascending or descending the stairs costs 2 Movement Points. If the hex contains a stunned or dead character, an extra +1 MP must be spent. Where more than one stunned or dead character is on the stair hex, the hex becomes impassable. It is, however, possible to unblock a blocked stairway by pulling or pushing any bodies down to the bottom. Such an action requires a full turn without other actions. The displaced body (only one can be moved per turn) is then placed on a hex adjacent to the bottom of the stairs. To carry out such an action, a character must be on a hex adjacent to the start of the stairway, either at the top or at the bottom.

2.1)	The stairs: The stairs have a single direction. Each staircase hex has three small arrows that always point in the downwards direction. Normal access to the staircase is through the hex in a straight line above or below the arrows, in the direction of the arrows from the top, and in the opposite direction from the bottom. The staircase hex on the lower floor is shown with dotted lines. This hex has two uses: 
(1)	The hex belongs to the ground floor level: a character on that hex is under the stairs and cannot leave the hex through the hex-side where the stairs start. [There is a wall to either side of the stairway so the only access to the under-stair area is from the hex behind the stairs.] 
(2)	The hex leads to the upper floor: a character moving there with the aim of changing levels is immediately placed on the corresponding stairway hex on the upper floor. [The upper of the two staircase hexes is marked ‘2’ to show that it costs 2 MPs to enter that hex.]
In particular the stair hexes act as a reference point for placement of the different floors.

3)	Combat: Combat is resolved according to the general rules in “Croisades”, save that a character on a staircase hex is in favourable terrain (+) against an attacker from below and is in unfavourable terrain (-) if attacked from above. He is in neutral terrain (0) if attacked from both sides at once. Melee combat is only possible from hexes adjacent to the top or bottom of the stairway hex [this latter rule clarification also appears in the “Siege Extension Set” rules].
These stairs offer medium cover against missile-fire along a direct line of fire up or down the stairs, but heavy cover in other situations. Retreat as a result of a shot is ignored: it is assumed that the character ducks into cover and so has no need to retreat to another hex.

General notes on stairways: The rules above can be used for all enclosed narrow stairways. Spiral stairways can also use these rules, save that there is no space under a spiral stairway and the stone walls of a spiral stairway will give infinite cover against missile-fire from the side. Characters on a spiral stairway hex are treated in combat as if attacked through a doorway, so will always be (+) in defence; attacking out of a spiral stair will be at (0) downwards but at (-) upwards. All narrow stairways should use the above rules for blocked stairways and combat.

Note: For all other hexes not dealt with specifically, use the rules for “Croisades” or, if they do not help, apply simple rules of common sense. For example, it is not possible to jump onto a stairway if there is a wall or other barrier between the character’s hex and the stairway. [Additional Note: The references are to “Croisades” because these maps appeared before “Vikings” and “Dragon Noir” were published. It is suggested that players should generally apply the most recent rule set.]

4)	Millstone: If a character is moved onto one of the 3 millstone hexes in the watermill, he will turn with the millstone at a rate of 1 hex at the beginning of each player’s movement phase, in the direction agreed by the players at the start of the game. 

The movement of the millstone can be stopped by pulling the control lever in the centre of the mill. To do this, a character must remain for one full turn on that hex without carrying out any other action. When the rotation has been stopped, this should be shown by placing a blank marker on the lever. The millstone will remain stopped until the lever is pulled again, using the same procedure as for stopping the millstone.

[The rules do not refer to the effect of the millstone on combat: it is proposed that a millstone should be treated like a table or altar (medium cover if behind it, no cover if on top of it, and giving a melee advantage of (+) as a consequence of its height). When the millstone’s movement has been stopped, a millstone hex should only cost 2 MPs to enter (the same as for the windmill’s static millstone). Missile-fire will be at +1 from a moving millstone hex.] 

Note: It is recommended that both sides of the terrain pieces are covered in transparent sticky plastic, then cut out with scissors or a craft knife. This should create map elements of a similar thickness to those published for the “Cry Havoc” series of games.	

Suggestions
The rules as given do not cover all of the matters relating to this terrain piece. The following suggestions are proposed to fill in the gaps:

5)	Machinery: Characters gain medium cover when in or behind a medium or heavy machinery hex (costing 3 or 4 MPs to enter) and light cover when in or behind a light machinery hex (costing 2 MPs to enter). Characters in the machinery hex are disadvantaged (-) in combat. 
 
6)	Rope and pulley: The pulley is primarily designed to raise sacks of grain to be ground into flour on the millstone on the upper floor, so the adjacent “loading bay” hex must be assumed to have a door opening to allow the hoisted sacks to be swung in. Controls for the rope are in the adjacent hex to the loading bay, but these are small and fixed to the wall so have no effect on combat or movement. 

It takes one full turn to raise a load to the upper floor, and then 2 MPs for the task of swinging it through the door into the loading bay. It takes 4 MPs to pull up an empty rope, and 2 MPs to lower it; a rope marker (from “Vikings”) on the ground below should represent a lowered rope. An unarmoured character can climb up a lowered rope at a cost of 8 MPs, and down it for 4 MPs; if fighting someone in the loading bay the character on the rope will be in difficult terrain: character in loading bay at (+), rope climber at (-). The loading bay door can be closed, at a cost of 2 MPs, and barred at the cost of a full move. A character on the rope cannot batter the door down. 

A character can jump out of the open loading bay door, using the normal rules for jumping with a risk of injury on landing: see the “Dragon Noir 2” and ‘Cry Havoc Supplement’ rules on jumping.

7)	The millwheel: Any character entering a millwheel hex is struck by the turning wheel and dragged underwater to be drowned. Remove the character counter from the game. The millwheel provides infinite cover against missiles for any characters behind it.

Issue #43/44 pages 50-52 (1988): Le Moulin à vent (The Windmill). 
The watermill is a modular element consisting of three levels. “Modular element” signifies that it can be placed on one of the maps of the “Cry Havoc” series. The two letters (x and y) shown on the ground floor [at the bottom of the entrance stairs and in an outside hex on the other side of the mill] are used as reference points to locate the mill on a map. The numbers on some hexes inside the mill indicate the number of Movement Points that a character must spend to enter that hex. The letter ‘X’ on a hex inside the mill indicates that the hex is impassable. Two other matters also make the rules below necessary: the third dimension and the millstone. [Note that Rules 1-3 and Suggested Rules 5-6 are largely identical to those for the watermill.]

1)	The terrain map 
The terrain map represents a ground-level area and also two upper sections (marked as ‘étage médian’ (middle floor) and ‘étage supérieure’ (upper floor) on the relevant terrain sections). Only the lower floor section is placed on the map. The different sections are called ‘floors’ or ‘levels’. A counter can be moved from one floor to another using the stairs. The act of moving from one level to another automatically requires a change of terrain section: the counter is immediately placed on the relevant floor to which he has moved. [The ground outside is at Level 0, the lower floor is at Level 1, the middle floor is at Level 2 and the upper floor is at Level 3.]

2) 	Rules for vertical movement
It is possible to move from one level to another by taking the stairs. Ascending or descending the stairs costs 2 Movement Points. If the hex contains a stunned or dead character, an extra +1 MP must be spent. Where more than one stunned or dead character is on the stair hex, the hex becomes impassable. It is, however, possible to unblock a blocked stairway by pulling or pushing any bodies down to the bottom. Such an action requires a full turn without other actions. The displaced body (only one can be moved per turn) is then placed on a hex adjacent to the bottom of the stairs. To carry out such an action, a character must be on a hex adjacent to the start of the stairway, either at the top or at the bottom.

2.1)	The stairs: The stairs have a single direction. Each staircase hex has three small arrows that always point in the downwards direction. Normal access to the staircase is through the hex in a straight line above or below the arrows, in the direction of the arrows from the top, and in the opposite direction from the bottom. The staircase hex on the lower floor is shown with dotted lines. This hex has two uses: 
(1)	The hex belongs to the ground floor level: a character on that hex is under the stairs and cannot leave the hex through the hex-side where the stairs start. 
(2)	The hex leads to an upper floor: a character moving there with the aim of changing levels is immediately placed on the corresponding stairway hex on the upper level. [The upper of each of the two staircase hexes is marked ‘2’ to show that it costs 2 MPs to enter that hex.]
In particular the stair hexes act as a reference point for placement of the different floors.

3)	Combat: Combat is resolved according to the general rules in “Croisades”, save that a character on a staircase hex is in favourable terrain (+) against an attacker from below and is in unfavourable terrain (-) if attacked from above. He is in neutral terrain (0) if attacked from both sides at once. Melee combat is only possible from hexes adjacent to the top or bottom of the stairway hex [this latter rule clarification also appears in the “Siege Extension Set” rules].
These stairs offer medium cover against missile-fire along a direct line of fire up or down the stairs, but heavy cover in other situations. Retreat as a result of a shot is ignored: it is assumed that the character ducks into cover and so has no need to retreat to another hex.

4)	Millstone: The grindstone marker for the windmill is initially placed on the marked millstone hex. At the beginning of each player’s movement phase the marker moves one hex in a direction determined in advance by the players. Any character struck by the moving grindstone will be wounded (or killed if already wounded or stunned), and thrown off the millstone onto an adjacent hex (with priority given to an empty hex). 

The movement of the grindstone can be stopped by pulling the lever fixed to the axle of the windmill’s sails. To do this, a character must spend a whole turn on that hex without doing anything else. The stopping of the grindstone’s movement is shown by turning over the grindstone marker, and it will remain stopped until the lever is pulled again, using the same procedure as for stopping the grindstone.  

[The rules do not refer to the effect of the millstones on combat: it is proposed that a millstone should be treated like a table or altar (medium cover if behind it, no cover if on top of it, and giving a melee advantage of (+) as a consequence of its height). Characters cannot enter the hex containing the grindstone, whether the grindstone is moving or stopped.] 

Suggestions
The rules as given do not cover all of the matters relating to this terrain piece. The following suggestions are proposed to fill in the gaps:

5)	Machinery: Characters gain medium cover when in or behind a medium or heavy machinery hex (costing 3 or 4 MPs to enter) and light cover when in or behind a light machinery hex (costing 2 MPs to enter). Characters in the machinery hex are disadvantaged (-) in combat. The millstone lever hex on the upper floor should cost 2 MPs to enter (like the similar hex in the watermill), but the turning lever hex on the ground floor is close to the wall so only costs the normal 1 MP. The feeder chute in the centre of the middle floor gives infinite cover to characters behind it.

6)	Rope and pulley: The pulley is primarily designed to raise sacks of grain to be ground into flour on the millstone on the upper floor, so the adjacent “loading bay” hex must be assumed to have a door opening to allow the hoisted sacks to be swung in. Controls for the rope are in the same hex as the loading bay, but these are small and fixed to the wall so have no effect on combat or movement. 

It takes one full turn to raise a load to the upper floor, and then 2 MPs for the task of swinging it through the door into the loading bay. It takes 4 MPs to pull up an empty rope, and 2 MPs to lower it; a rope marker (from “Vikings”) on the ground below should represent a lowered rope. An unarmoured character can climb up a lowered rope at a cost of 8 MPs, and down it for 4 MPs; if fighting someone in the loading bay the character on the rope will be in difficult terrain: character in loading bay at (+), rope climber at (-). The loading bay door can be closed, at a cost of 2 MPs, and barred at the cost of a full move. A character on the rope cannot batter the door down. 

A character can jump out of the open loading bay door, using the normal rules for jumping with a risk of injury on landing: see the “Dragon Noir 2” and ‘Cry Havoc Supplement’ rules on jumping.

7)	Turning the windmill: The windmill is normally fixed into position in a direction so that the sails can best catch the wind. However, it is possible to release the turning beams from inside the mill (using the same method as for the levers disconnecting the millstones) so that the whole of the windmill structure may be turned. Two characters in full health must spend one full turn in the beam hexes outside to move the mill the 3 hexes necessary to shift the structure 60 degrees. They cannot engage in any other activity during that turn. Locking the beams uses the same procedure as for unlocking them. Characters in any of the three hexes outside the mill that cost 3 MPs to enter gain medium cover against missiles but are disadvantaged (-) in combat.

8)	Sails: The windmill’s sails have no effect on play.

Issue #43/44 pages 48-49: Two river sections, two bridges and two marsh sections 
No specific rules are provided for the use of these terrain sections, other than the reference in Issue #41/42 that the rivers are for use with the watermill published in that issue. The two river sections are three hexes wide and combine to stretch across the length of a standard “Cry Havoc” map. The two bridges are both long enough to span the river; the wooden bridge is one hex wide and the stone bridge is two hexes wide. The design of the bridges could be interpreted as including a parapet or balustrade at the sides: it is suggested that these can optionally be regarded as balustrade hex-sides giving light cover against missiles; a character can climb over a balustrade to jump into the river at a cost of 3 MPs (i.e. cost of the jump +2). These are flat bridges designed for mounted as well as foot characters, so should cost 1 MP to cross for both mounted and foot. 

The marsh sections, one of 11 hexes and the other of 12 hexes, can be used as general purpose terrain, and can be used in setting up the maps for the ‘Crann Ull’ scenario in Stratège 55/56. Optionally a spellcaster in “Dragon Noir” could be given the power to cast “Create marsh” as a terrain-altering spell – 25 EPs would seem right as the cost for either section of marsh if it was ordinary marsh, or 30 EPs if it was deep marsh or swamp. 

Issue #55/56 (c.1989): Two river sections and a large pool
There is no explanation with this terrain, nor is there any scenario that uses it. Although published as a half-size (A3) map, this should in fact be carefully cut into three sections, separating the large pool from the two river sections either side of it. The two river sections are three hexes wide and combine to stretch across the length of a standard “Cry Havoc” map; they provide an alternative to the river supplied in issue #43/44 and each section can combine with one of the sections from that earlier issue to create a variety of river layouts. One river section has two marshy islands in the middle.

The large pool (or small lake) is full of water and has an island in it. Alternatively it could be treated as a pit, like the one in the underground map “The Pit”; in that case the edges would be just like the edges of a moat. It could also optionally be treated as an area of marsh with an island of solid ground (or water!) in the middle.

Issue #34 (c.1987): ‘The Ford No. 2’. 
This map is ‘The Crossroads’ map from “Cry Havoc” with the addition of a two-hex wide river; 38 river hexes and 25 ford hexes have been added. The designer is “Noir Solitaire”, which was presumably a games club. The small picture showing the modifications was included with the scenario “To the Ford – Hurrah for the Templars!” (‘Au gué, … Vive les Templiers!’), which is the only scenario for which this map was proposed; two other maps were also required for this scenario. The map could possibly be replaced by ‘The Ford’, a commercially-produced supplementary map that was published a few years later. The river on this map does not link directly to the river on any published map. 

The information in French next to the map states:
‘Crossroads’ map as modified with a river and ford	

Bonus material: Additional levels for towers
Extra floors for towers were suggested but not supplied with ‘Le Journal du Stratège’. Some terrain elements have been modified and scanned to enable players to add extra levels to the towers in their games. The following terrain elements have been created on three sheets:
•	Extra floor levels for small round towers (3 hexes in diameter, 7 hexes total area)
•	Extra floor levels for large round towers (5 hexes in diameter, 19 hexes total area)
•	Additional single-hex terrain for spiral stairs, ladders, trapdoors and plain floor.
For reference the following are large towers: the keep on ‘The Castle’ map, the Solomon Tower on ‘The Templars Castle’ map, the Great Tower on the ‘Fortified Medieval Town’ map, the guardtower on ‘The Guard Post’ map, and the Magna Turris on ‘The Welsh Castle’ map.

There are 8 small tower designs: three with open battlements and five roofed with arrow-slits (two with 5 and three with 6 arrow-slits). There are 6 large tower designs: two with battlements, one with 12 arrow-slits, two with 6 arrow-slits, and one with both battlements and a higher-level small tower with 5 arrow-slits. The extra levels can be accessed either by a spiral stair or by a ladder and trapdoor. A spiral stair can give access to a higher level or to a lower level or to both up and down. The new floor levels are reproduced in black and white and are kept off the map; a spiral stair, ladder or trapdoor must be added to the main map to give access to the new floor(s). Blank floor markers and additional stairs and ladders allow for alteration to the access arrangements depicted.

Using the rules on vertical movement and spiral stairways above, players may add any one or more extra floors to any round tower. A small tower floor may be added to a large tower either above it as a top, or below it (or below an irregular-shape tower) as store-rooms or dungeons (in which case treat battlements and arrow-slits as solid wall); a large tower top cannot be added to a small tower base but large underground rooms may be possible. A spiral stair should be placed either in the centre of the tower or within a wall hex; the entrance to a central spiral stair should face away from the main doorway to the tower. The design of large tower floors with 6 arrow-slits has been modified so that the lines of sight from the arrow-slits face two hexes: this avoids having all the floors of a tower such as the keep or the guardtower with lines of sight along the same 6 hex-rows.  

Summary of terrain effects for the water mill and windmill

Terrain type	Movement cost	Cover	Combat effect 	
	Foot	Horse			
Slope	2	4 [1]	Medium/None	-	
Steep slope [1]	4	8	Medium/None	-	
Tower or keep doorway	1	X	Infinite	+ ; - in attack from outside	
Arrow slit	1 from inside	X	Heavy [2]	+ [2]	
Small controls / building interior	1	X	None	0 	
Large controls / small machinery	2	X	Light [3]	-	
Medium machinery	3	X	Medium [3]	-	
Large machinery	4	X	Medium [3]	-	
Rotating millstone (watermill)	4	X	None/Medium	+ 	
Static / stopped millstone	2	X	None/Medium	+	
Millwheel / Windmill feeder chute / Windmill grindstone	X	X	Infinite	Impossible	
Narrow enclosed stairway	2	X	Med/Heavy	+ or -	
Spiral stairway	2	X	Med/Infinite	+ in defence, 0 or - in attack	
Rope (unarmoured only)	8	X	None	- - 	
Bridge	1	1	None (/Light)	0	
River, pool (unarmoured only)	5 	X	Light	-	
Ford	3	3	Light	-	
Marsh	2	4	Light	-	
Deep marsh 	4 [4]	6 [4]	Light	-	
Swamp 	4 [4]	X	Light	-	

Notes
[1]	The Movement Point cost for horses entering slope hexes was doubled in “Vikings”. Steep slope hexes were introduced in “Dragon Noir 1”.
[2] 	A character in an arrow slit hex can only be shot at from an exterior hex in a straight line with the arrow-slit itself; characters shot at from inside the tower receive no cover. Both movement and combat through an arrow-slit is impossible.
[3]	No rules are provided for the cover from missiles offered by machinery: it seems most appropriate to treat them similarly to the way in which the “Cry Havoc” games treat other obstacles. Note that here are changes to my suggested rules in the ‘Cry Havoc Supplement’. 
[4]	Any armoured or mounted character entering either a deep marsh hex or a swamp hex must check to see if they get stuck.
 
Bob Gingell, November 2004