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THE JOUST
The joust is a contest
between two Knights who charge at each other three
times with lances. The Knight
who knocks his opponent from his horse, or breaks
more lances by striking his opponent wins the joust.
To prepare for the
joust set up the tilt in the centre of your playing
area with suitable awnings, tents,
and pavilions on either side. Each player
lines up his team at one end of the tilt and prepares
for
the
contest (as
shown). Put the numbered counters in a different
cup for each team, red for one team and blue for the
other.
Each number corresponds to a contender on the tourney
roll. At the start of each joust select which two opponents
will fight each other by taking a random pair of numbers
from the cups.
At the end of each
joust, the numbers of the unhorsed contenders are discarded.
The number of each winning Knight is put aside to indicate
that he goes through to the next contest: the tableaux
de bataille.
The Warhammer rules
are used to determine if Knights hit, wound and save
in the usual fashion.
A lance is deemed
to break if you score a successful hit and make a successful
roll to wound, even if the
wound is saved. In other words the lance is broken
on striking his shield, helm or armour and making a
successful roll to wound. Striking a crest in the same
way counts the same as two broken lances. Keep a tally
of the number of lances your Knight breaks. The Knight
who breaks more lances than his opponent is the winner.
In the event of a
draw continue to make more passes until one Knight
wins by unhorsing his opponent or
by breaking his lance.
The team that wins
the most individual jousts wins the day, but all Knights
who won their individual jousts
go through to the following day’s event: the
tableaux de bataille.
1. Get Ready
A joust normally has three
passes as described above. At the start of each pass
put the two Knights facing
each other approximately 12" apart at either
end of the tourney field and on opposite sides of
the tilt. Each contender presents his shielded side
to his opponent.
2. Choose Jousting Ploys
At the start of each pass
while the contenders stand ready to charge, each
player chooses one of five jousting
ploy cards which can be found below or downloaded from
the downloads section. When both players have chosen
their cards they are revealed
simultaneously and the contenders charge. A battle
cry at this moment would be appropriate!
3. Charge!
Both contenders charge simultaneously
at full gallop. Move the models so that they meet
at the middle of
the tilt. Since both Knights charge together and both
are only using blunted ‘courtesy lances’ the
usual strength bonuses for charging with a lance are
disregarded (unless the joust is fought a l’outrance
of course!). Each contender makes only one strike (that
is one attack) with his lance. Further attacks on the
Knight’s profile are ignored, there is only time
for a single attack during each pass.
4. Who strikes first
The choice of jousting ploy determines whether or
not a contender strikes first unless a Knightly Virtue
automatically gives the Knight the first strike. The
jousting ploys are marked with a number indicating
the order of striking, the lower number always strikes
before the higher. If both Knights are entitled to
strike at the same time, dice to see who strikes first.
5. Warhorses
Warhorses do not fight because
they are separated by the tilt. Not only are the
mounts prevented from
biting
and kicking at each other, but the contenders gain
no benefit to their armour saving throw for their horses’ barding.
This means that a Knight saves on 4+.
6. Wounds
All Tournament Knights start with two wounds. When
a Knight suffers his first wound, roll a dice to see
if he is unhorsed. On a score of 1, 2 or 3 he is unhorsed
and suffers a second wound as he falls from the saddle
at full gallop. The Knight will therefore be seriously
injured and automatically knocked out of the tourney.
If a Knight suffers a single wound he may continue
in the tourney, but any Knight that suffers a second
wound is automatically unhorsed and out of the tournament.
A Knight who suffers a single
wound, but who wins his joust, goes through to the
next day’s event,
the tableaux de bataille. (A good time to shout of
victory!) His wound is recovered automatically in time
for the following day’s combat.
7. Next Pass
If both contenders are still in the saddle they ride
around the end of the hoarding ready to charge again
in the next turn. Any Knight who has broken his lance
is handed a new one.
JOUSTING PLOYS
As the two Knights charge
at each other, each must use his skill and judgement
to strike his opponent.
Each Knight can choose to aim at his opponent’s
shield, helm, helmet crest, to swipe his lance across
his opponent’s front, or he might decide to dodge
his enemy’s lance instead. These tactics are
called ploys and each team has its own set of cards
with the ploys printed on them. Each Knight secretly
chooses a jousting ploy and once they have done so
the ploys are revealed. The effect of each ploy is
described on the card but the most important
thing about them is that they establish which Knight
strikes first. Each ploy has a number, and the Knight
with the lower number strikes first. If both make the
same ploy roll a dice to decide which strikes first.
Of all the ploys the most
difficult is to strike the opponent’s crest
from his helm. This requires great skill and is consequently
worth the equivalent
of two broken lances! The dodge is the simplest ploy,
and not a very honourable one, in which the Knight
tries to dodge aside rather than strike with his lance.
Although this means he cannot strike himself, he might
do this during the final pass of a joust if he is already
leading the score in broken lances, thus denying his
opponent the chance to catch up.
JOUSTING PLOYS
1. Aim for Shield
You aim your lance at your opponent’s shield
to put maximum force behind the strike. You automatically
strike before an opponent using any other ploy.
2. Aim for Helm
You aim your lance at your opponent’s helm. This
is hard to hit, but even a glancing blow can wound
or unhorse your opponent so you count +1 Strength.
To represent the difficulty of hitting, you strike
after an opponent aiming for Shield, but before an
opponent attempting to Swipe or hit your crest.
3. Aim for Crest
You can only use this ploy once in the joust.
The lance is aimed at your opponent’s crest.
This is difficult to hit, and will never wound or unhorse
your opponent. Nevertheless it is a great slight upon
his honour and counts as two lance breaks! To represent
the difficulty of hitting, you strike after an opponent
aiming for Shield or Helm, but before an opponent attempting
to Swipe. You count -1 to hit and if you score a hit
the crest is knocked off on a further roll of 4, 5
or 6.
4. Swipe
This ploy is acceptable, but not considered to be very
honourable! You swipe with the lance across your opponent’s
front to knock him from his saddle. It is not difficult
to hit with this ploy, but is rather slow and not very
skillful. To represent this, you strike after an opponent
aiming for Shield, Helm or Crest, but you always count
+1 to hit.
5. Dodge
This is a defensive ploy greatly lacking in honour.
You give up your own chance to strike in order to dodge
your opponent’s lance. This means that you do
not strike at all, but your opponent suffers -2 to
hit (if he is entitled to an automatic hit this is
modified to 3+ to hit). If both contenders opt for
this ploy, then neither will strike at all.

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