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. Missile fire is effective but not overpowering. Up to four units may combine fire for a roll against the same enemy.
Longbows can be even more effective with the use of stakes, an d crossbows with pavisiers.
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. Interestingly, this makes light cavalry with their worse rally number more likely to pursue than knights. Levies, bows, longbows and light cavalry must roll 1d10 when charged by knights.