Father Tilly-Core Rules

February 21, 2017 | Author: affe24 | Category: N/A
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Short Description

Wargaming rules that mainly cover the Thirty Years War....

Description

contents Introduction Organisation



Father Tilly IV The AB One System















3 3









Figure Basing Movement Bases Unit Organisation Order















4 4 4 4









Infantry Units Cavalry Units Swedish Units Artillery















5 6 6 7









Initiative Command Actions Example















8 8 8









Games Sequence Movement Changing Formation Changing Order















9 9 10 10









Procedure Damage Artillery Ammunition Supply















11 11 13 15









The Charge Combat Procedure Damage Results of Combat















16 17 17 18









Unit Morale Victory and Defeat















20 20









Main Subject Sub-Heading Playing War Tokens















21 22 23









Procedure















24









Command Profile















26









Order Definitions















27









Unit Attributes Costs















28 28 29 31 32

Unit Formations

Initiative and Command

Sequence and Movement

Shooting

Combat

Morale

War Tokens



Army Deployment Generals Profile Orders

Unit Profile



Terrain Glossary Examples Copyright Stephen Danes and Warband Miniatures 2009

All rights reserved. No part of this publication or abstraction from it may be reproduced or transmitted in any form or by any means, electronic or mechanical including photocopying or trasmission by email or internet, without prior permission in writing from the copyright holder.

Father Tilly iv

lost leading to the gradual (or not so gradual) erosion of units. Added to this is the War Token system that brings a great deal of extra fun, stress and “period-feel” to the game.

Father Tilly is a game that has been around, in several guises, for a few years now. Originally it was developed out of an interest in the Thirty Years War and the fortunate discover of Guthrie’s excellent books on the period. With so much detailed information available (in English), I felt that the period could now be effectively tackled.

the ab one system

Having now played numerous Father Tilly IV games it has become obvious that they system would work rather well for several other periods. Suggestions have ranged from the Medieval to Napoleonic and even Franco-Prussian battles. Obviously the organisation, formations, weapons and tactics would differ, but the core mechanics are probably suitable, and the War Tokens would be there to add additional “period-feel”. So I might start looking at new periods - as long as I don’t have to paint too many more figures!

In its original format, Father Tilly was my attempt at recreating the large battles of the Thirty Years War, using 15mm figures representing literally every unit present. After numerous games, several re-writes, and a great deal of feedback from fellow enthusiasts - Father Tilly 3 was the result. With these rules, all of the major battles of the period were fought, including White Mountain, Lutzen and Rocroi. Since then, as a gamer and figure painter, I have become increasingly interested in larger scale figures and decided to give the Thirty Years War a go - in 28mm. I quickly realised, after looking at the rules, that they would require so many modifications to reflect the change of scale and the emphasis of 28mm gaming, that I might as well start from scratch - so I did - and Father Tilly IV is the result. The emphasis now is the small scale actions and crucial encounters that often determined the outcome of much bigger battles.

Father Tilly IV operates using the AB One System. A game system that I hope to adapt for other periods. The name is derived from a commonly heard call during gameplay, especially during close combat - “what do I need to hit?” the answer being “anything but one!” And as all experienced players recognise, as soon as that deadly phrase is uttered - you know exactly what the player is going to roll. In fact a recent game had a player (sorry Joe) roll four ones during a reasonably crucial combat, turning what should have been an easy victory into something far less useful (but providing much amusement for the other players).

The rules themselves are fast and fun but with plenty of period detail. Casualties are inflicted and figures are



Figure Basing

more on firepower than the charge. Although these formations will be described in more detail later, here is a brief look at typical formations.

With these rules players have the option of basing all of their figures individually or in multiple figure blocks. Either is acceptable, however Father Tilly is a system that requires figure removal so all unitis will require at least some individually based figures.

Unit Type Protestant infantry regiment Protestant cavalry regiment Catholic infantry regiment (Tercio) Catholic cavalry regiment Skirmish cavalry regiment Forlorn hope

Foot figures should be based on 20mm square bases, cavalry on 25mm by 50mm rectangular bases. Artillery pieces are based separately to the crew (which are based as other foot figures). The size of the artillery base is not important but must be appropriate to the size of the gun. However, if players have figures based on slightly different sized bases - this is not a problem - as all units must be placed on movement bases anyway.



Base Depth 1 1 2-4 2 1 1

Therefore Protestant infantry regiments will usually have a depth of one movement base (meaning two figures deep). These units will come up against Tercio’s that can be up to four movement bases deep (up to eight figures deep).

Movement Bases

Movement bases are pieces of card (or other similar material) that the figures are placed on and which define the exact area that the unit occupies. There are two types of movement base - infantry and cavalry. Infantry bases are two inches square, cavalry are three inches square. It is on these bases that figures are placed to denote that they are organised into units. Unit Type Regular Foot Irregular Foot Skirmish Foot Disciplined Horse Horse Skirmish Horse

Order

Most infantry units will be arranged in close order which is represented by placing four figures on each movment base. Units can be also be arranged in open order or skirmish order, but these tactics are usually reserved for shot detachments only. For open order - place three figures per movement base and two for skirmish order.

Figures per base 4 3 2 3 2 1-2

Regular cavalry will usually be deployed with two figures per movement base although especially disciplined and elite cavalry (and very rare) can be deployed with three figures per movement base. Note, a unit can only have one type of order at one time, it must be entirely close order or entirely open order (and not both at the same time).

For example, a regular foot unit such as a pike and shot regiment will have four figures per movement base and will be made up of a number of such bases depending on the unit size. Regular horse regiments will have two figures per base and skirmish cavalry units will have a mixture of single figure bases and two figure bases (roughly half and half).

Units can change their order during a game, see Changing Order in the movement section of the rules.

Unit Organisation

The Thirty Years War was a period when different tactical formations were used by the opposing sides. Briefly, the Protestant armies favoured smaller infantry formations that emphasised firepower while the Catholic armies tended to use larger infantry formations of greater depth, often with a higher proportion of pike. There were also differences with the organisation of cavalry. Again Protestant cavalry tended to operate in smaller formations and favoured swift but controlled charges, the Catholic cavalry on the other hand usually empolyed larger and deeper bodies of horse that relied



Infantry Units

Tercio

This formation was more common in the Thirty Years War, especially in the earlier phases. Still a dense unit with a central block of pikes flanked by musketeers (and screened to the front by musketeers if needed).

The seventeenth century saw the development of infantry tactics away from the huge blocks of pikemen used in the previous century to smaller more mobile units with less emphasis on the pike and an increasing reliance on more effective firepower. Interestingly, this rate of change was not uniform which meant that in many battles older style tactics were used against more modern, and it was not always the modern innovations that prevailed over the old techniques. This section shows players the way to organise their armies for Father Tilly. The diagrams show how figures, represented as either Pike (P) or Shot (S), are arranged on the square movement bases.

The diagram above shows how the emphasis for the tercio changed. Still with a strong central body of pikeman and supporting shot, this tercio has less depth than early formations and would be easier to manoeuvre on the battlefield.

Early Tercio

These were large pike squares, surrounded by musketeers in varying positions and proportions. These are slow, cumbersome units designed to withstand attacks from front, flank and even the rear.

The tercio depicted in this example has equal numbers of pike to shot giving it a good balance between firepower and close combat power. As the period progressed, the trend was for the musket to take prominance over the pike, although many commanders were forced to field mainly pike formations when firearms were in short supply.

The early tercio was a very slow moving formation but was able to generate all-round fire and all round protection with the pikes. This certainly seemed to be the formation used in the sixteenth century and certainly appears in texts (written and painted) in the seventeenth century. There is however considerable debate as to whether this formation was continued into the Thirty Years war period.

Later Tercio

The later tercio is the formation thought to have been adopted by the Catholic armies after their defeat by the Swedish army at Breitenfeld. It was a much shallower formation, reducing the number of ranks of the Tercio from 25 to around 10. It was hoped that this would give the unit greater mobility and allow it to deal with the smaller Swedish units.

The diagram above shows how the later tercio can be represented in the Father Tilly rules (note how certain movement bases have only one or two figures on them).

From the diagram above we can see that this formation would present a formidable opponent with twenty shot able to fire to the front or rear and considerable firepower to its flanks as well. At the centre of the tercio is a solid block of over thirty pike who would be able to punch its way through any opposition.

However, not all Catholic armies took up this option; some Spanish regiments still retained the earlier tercio formation late into the war, at least until the disaster at Rocroi.

Despite all of its strengths, the early tercio does make a very nice target for artillery, slow moving, lots or ranks!



unit formations Linear Infantry Formations

riding to the rear of the formation to re-load.

The Protestant armies of the Thirty Years War used smaller, more linear units. These formations were usually six to eight men deep with a varying proportion of pike and shot. The units were designed to deliver their attack forward only and rely on other supporting units to protect their flanks and rear.

Trotter/Galloper Cavalry

The various Protestant armies favoured cavalry formations of less depth and for the purposes of these rules will be deployed in one rank - as shown below.

The diagram above shows a twenty-four man pike and shot regiment with shot outnumbering the pike by 2:1, a typical infantry formation of most Protestant armies

Swedish Units

The Swedish army of the Thirty Years War was a product of the early reforms of the Dutch army and hard-fought battles with Polish cavalry. The army of Gustavus Adolphus employed infantry in smaller more linear formations as did other Protestant armies - but took these developments a stage further.

Detached Shot

A common practice for all armies of the period was to detach shot from their parent unit. These smaller units were able to operate in areas less suited to larger formations. Players can organise their shot in close order units (four figures to a base), or open order (three figures to a base as shown below).

Infantry Brigade

The diagram below shows the deployment of a large Swedish infantry brigade, the pikemen lead the way with additional pike and shot in support.

Cavalry Units

Cavalry units were also going through a period of change in this period as armies tried to settle on the best method of delivering a cavalry attack. Some armies relied on deep formations of cavalry used to deliver successive ranks of pistol or arquebus fire, while other armies used their cavalry in much shallower units that relied more on speed and impact than firepower. The two types of tactic employed will determine the layout of the unit. This next diagram shows a less “text-book” arrangement for Swedish infantry with three regiments offering mutual support in one brigade.

Caracole Cavalry

The caracole was the preferred method of attack for much of the cavalry employed in the Imperial and Catholic League armies.

It is entirely up to players which of these formations they use, although I suspect the latter was probably used more often. And certainly during the latter stages of the war, after the death of Gustavus and with the increased use of foreign mercenaries, the more simple formations were more favoured.

Cavalry would be deployed in deeper formations with each rank riding forward to deliver their fire before



unit formations mixed formations

Swedish Cavalry

Like other Protestant cavalry at the time, the Swedes employed their horse in linear fashion. The diagram below shows a typical deployment of Swedish cavalry with supporting detached shot.

Most infantry units will be mixed formations of pike and shot. However, certain armies even deployed mixed units of cavalry, with arquebus squadrons attached to cuirassier squadrons, the idea being that the arquebusiers would fire on their opponents as a prelude to the cuirassier charging in. Players can field such mixed units, with the arquebusiers riding on the flanks of the heavy cavalry, or they can deploy the cavalry as separate units fighting alongside each other.

dragoons

Dragoons were used during this period, increasingly towards the end. They would usually operate as mounted infantry, preferring to fight dismounted. Dragoons were equipped with musket as well as pike (the former outnumbering the latter). One movement base of mounted dragoons would be converted to one base of dismounted dragoons (the action counting as a change formation).

artillery

A variety of artillery is available, from very heavy pieces to much lighter regimental guns. Gun models do not need to be placed on a movement base as are other unit, but players should make sure that crew figures are based separately from the gun (as crew can be removed if they suffer hits). If the players artillery models are based-up with crew already - simply use an additional marker to reflect when a figure is lost.

army lists

The Father Tilly rules will be accompanied by extensive army lists that cover the entire period of the Thirty Years War (available separately from the main rules). These will include armies from the early phase - the Bohemian Rebellion right through to later French phase. The army lists will include all the information players will need describing the different formations used as well as details of likely unit sizes, tactics and grade.

Each gun should be served by at least three crew and four for the heavier guns. Regimental guns that are attached to a unit need not be represented by an actual gun model, however, players should inform their opponents of their presence if not actually represented.



Initiative

Change Formation: It costs 1 CA for a general to attempt to change a units formation, the unit must be within command range of the general and cannot be in contact with any enemy troops.

The flow of play in any turn is determined by the Initiative. Both sides choose a number between one and six, this number represents the number of Command Actions the player has for that turn.

Change Order: It costs 1 CA for a general to attempt to change a units order (i.e. from open order to close order), the unit must be within command range of the general and cannot be in contact with any enemy troops.

The initiative number chosen also determines which side is activated first, the player that chooses the lowest number goes first. If both sides choose the same number, the side that went first last time goes first again. If both sides choose the same number on the first turn, both sides roll 1d6 each until one side has scored more than the other, the side with the lowest score will then go first using the number of Command Actions indicated on the dice - the opponent will go last using the number of Command Actions on their die roll.

example

The game is about to begin and so both sides are about to test for initiative. Both players carefully consider the number of Command Actions they are likely to need and try and balance this with the need to go first - or sit back and see what the opponent is going to do.

Command Actions

Player one is not too bothered about going first and only needs three actions - so selects a three (placing a six sided dice face up with the required number out of sight of the opponent).

During the players turn a number of Command Actions (CA) can be chosen from the list below. Each action costs one or more Command Actions (see below). Players cannot take more actions than they are entitled to.

Player two is not at all bothered about moving first but has more to do and so selects a five (again marking the number with a d6 out of sight of the opponent).

Move Troops: It costs 1 CA to move a unit that is within the generals command range and to order a unit to charge. Units that are in groups can also be moved with 1 CA. Grouped units must be within four inches of another unit in the group and be moving in the same direction (and at the speed of the slowest unit in the group). It is not possible to order “group-charges”, each unit charging costs one CA.

When it is clear that both sides have chosen their initiative for the turn, both sides reveal their choice. Player one has chosen a lower number than player two and so goes first in the turn, player two must wait before their five Command Actions can be used.

Rally: Generals can attempt to rally one unit within command range at a cost of 1 CA. The rally will only be successful if the subject passes a morale test.

In the first turn, player one wishes to move a large central block of infantry. This can be classed as a group move so this only takes one Command Action. Player one also has two cavalry units to move, but these not grouped and so take one Command Action each.

Change Orders: This option costs 1 CA for the general to change the orders of any sub commander or unit in their command and within command range. If the subject is outside of command range it is an extra CA per multiple of the generals command range. Limber/Unlimber Artillery: This action costs 1 CA for any light artillery and 2 CA for any field artillery. Commanded Fire: With this the general can direct the fire of a friendly unit within command range thus allowing the unit to fire on targets other than those closest to them. This option costs 1 CA. Reorder: This option costs 1 CA and allows the player an attempt at removing a Disorder result from a unit or gun. A successful morale test is required to remove the Disorder. The commanding figure must be within command range and the Disordered unit cannot be in contact with any enemy forces.



Game Sequence

each turn spent moving through the terrain. For example a Tercio moves through some rough ground - 1d6 is rolled, a score of three means that the unit can only move three inches (a score of four or more also means the unit moves three inches), the basic move is not added.

Each turn is divided into two phases, the first phase is when the side that wins the initiative takes all of their actions, the second phase is when the opposing side takes all of their actions. The following sequence must be followed throughout the entire duration of the game.

Units Turning

1. Both sides test for Initiative. The side that wins the initiative takes the first phase (phasing side).

Units that have to turn or wheel will have their movement reduced. The amount that this is reduced by depends on the depth of the unit. To wheel a unit, take its basic move and add the d6 die score then deduct one inch for each figure depth in the unit. Note, the minimum distance that the unit can turn is one inch per move. Skirmish units suffer no movement penalties when wheeling or turning.

2. Charges are declared and tests are made. 3. Shooting is calculated. 4. Movement. 5. Shooting after movement.

Move Limitations

6. Combat is calculated.

Units cannot move if they have already fired that phase and gained the benefits of stationary firing, nor can they move if they change formation (or attempt to change formation), although they will move if pushed back or routed.

7. Rally units Routing or Disordered. 8. Change orders. 9. Reinforcements arrive. 10. The Non-Phasing side repeats Steps Two to Nine.

Generals Move

Mounted generals move up to 24 inches per turn, foot generals up to 12 inches. This move does not cost any Command Actions to perform and does not require the roll of a dice to contribute to the distance. The general figure can move any distance up to its maximum.

11. Both sides test for Initiative

Movement

Units will have different movement rates depending on troop type and conditions.

Artillery Movement

Each unit has a basic move (shown on the table below in inches), added to each move is the score of a d6 die roll. Infantry Shot Pike & Shot Early Tercio Tercio Later Tercio



Terrain Move 1d6” 1d5” 1d2” 1d3” 1d4”

Cavalry Terrain Move Cuirassier 1d4” Horse/Arquebusier 1d5” Galloper 1d5” Skirmish 1d6”







Basic Move 8 6 5 5 5



Basic Move 10 12 14 14

During this period, artillery tended to be mounted on very heavy carriages and were consequently very difficult to move. Artillery Terrain Regt/galloper 1d5” Falconnet 1d4” Falcon 1d3” Culverin 1d2” Demi-Cannon 1d1” Cannon 1d1”



Limbered 4 3 2 1 0 -1



Unlimbered 2” 1” ½ ½ 0 0

Limbered Move: This is the distance plus 1d6 that the gun can move along a good road, when limbered. When crossing fields or open terrain the basic move is halved but the die score is still applied. Unlimbered Move: This is the distance that the crew can manhandle the gun when unlimbered, there is no d6 move bonus applied to this. If the crew is depleted, count the gun as one grade heavier for each figure lost.

Terrain Move

Units that move through any type of terrain feature will have their move reduced to the score on 1d6 die roll for



sequence & movement Regimental Gun Move: The table above shows the movement rate for regimental guns that are not attached or part of infantry units. If a unit is equipped with this type of artillery downgrade its movement rate to that of the next slowest unit type. Thus, a pike and shot unit would move the same as an later tercio.

Factor. If the die roll equals or exceeds the units Morale Factor the unit has managed to change from its existing order to the required order. If the number rolled is lower than the units Morale Factor it has failed to change this turn and will complete the change during the Movement section of the following turn, during this period the unit will count as Disordered until the change has occurred.

Units or artillery can become Disordered when they move. When testing to move a unit or gun through terrain, if the die score exceeds the units maximum move i.e. a roll of five when moving a Cuirassier unit through cover - the unit becomes Disordered because the score exceeds its maximum move (the unit still moves).

Units cannot change order if they are in contact with an enemy unit, nor can they change if they moved that turn or conducted any firing.

Disorder in Movement

detachments

It was quite common for infantry units to detach some of their number for independent operations - such as detaching shot to occupy areas of difficult ground, man earthworks or cover the retreat of the main unit.

Units that charge into contact through terrain must make an additional die roll if their charge was successful. 1d6 is rolled, if the score exceeds the units maximum terrain move i.e. a score of four or more for a Tercio, the charge occurs but the unit is disordered when they contact their enemy.

This can occur before the battle simply by reducing the size of one or more units and placing the figures on their own separate movement base, or it can occur during a battle. This takes one Command Action and occurs automatically, the player simply moves the detached figures to the separate movement base (or bases) which will be placed within four inches of the parent unit. The detachment will then be able to act as an independent unit. The parent unit or detachment will not be able to carry out any other actions or firing if this occurs.

Disordered Artillery

Artillery that becomes Disordered cannot move, fire, limber or unlimber until the Disorder result is removed.

Changing Formation

Units can adopt different formations. Most will fight in a line (of varying depth) and most will arrive on the battlefield in column of march.

Detachments can be returned to the parent unit simply by moving the detachment into contact with the parent unit, this also means that the parent can take no other ations that turn (including firing). Detchments count as their own separate unit when considering damage and the effects of morale.

To change from one formation to another, the player rolls 1d6 and compares the score to the units Morale Factor. If the die roll equals or exceeds the units Morale Factor the unit has managed to change to the required formation. If the number rolled is lower than the units Morale Factor it has failed to change this turn and will complete the change during the Movement section of the following turn, during this period the unit will count as Disordered until the change has occurred.

Group Movement

Units that are within four inches of another unit in the group can be commanded to move and charge with one Command Action as long as the units are moving or charging in the same direction.

Units cannot change formation if they are in contact with an enemy unit, nor can they change if they moved that turn or conducted any firing.

Retreat Move

Units can make a move directly back making an about face move - marching back and then executing another about face to end up facing the enemy again. To complete this move 1d6 is rolled and the score is compared to the units morale, if the score is equal or more than the units Morale Factor the retreat move has been completed successfully, if the score is less than the units Morale Factor - the retreat move has been made but the unit has become Disordered in the process. The retreat move itself is the units basic move backwards without the inclusion of the 1d6 die roll bonus.

Changing order

Most units will fight in close order formation. However, units that are engaged in smaller scale warfare, possibly in more difficult terrain, may favour a more loose formation. Units can change their order during a battle, the player rolls 1d6 and compares the score to the units Morale

10

Procedure

hit and damage must be tested for. Any score of one is considered a miss, any score of six (provided the target is in range) is considered a hit. For instance, when firing a Carbine, 1d6 is rolled and the score is multiplied by two (the weapons Range Factor). No Command Actions are needed to instigate firing.

Shooting is based on each figure that can fire. 1d6 is rolled for each firing figure, but only if the target is within range and arc of fire (the forward 90° arc from the front corner of the unit or gun). Roll 1d6 for each firing figure, multiply the die score by the Weapon Range Factor, if the score is equal or more than the range to the target (in inches), the target has been Weapon Musket Carbine Arquebus Pistol Rifle



Range Factor 3 2 2 1 4



Extreme Range 24” 16” 16” 8” 40”

Shooting Modifiers (to-hit die roll) • Target is charging cavalry • Target not in firing arc start of turn • Shooter moved

Range

effectively), roll 1d6 - the score will determine the number of figures that can fire at the cavalry. Only the front rank of figures is eligible to fire.

Range is measured from the edge of the firing units movement base to the edge of the target units movement base. Targets that can be hit with a score of two are considered to be at Short Range, for example, up to six inches for Muskets or four inches for Arquebuses. Extreme range is the distance that would require a six to hit the target up to the weapons maximum possible range (see table above). For instance, a Musket will be at extreme range against targets over fifteen inches away and no more than twenty four.

Commanded Fire

All units or artillery will fire at the nearest enemy target. This means that two sleeves of shot from the same unit could fire on separate targets (if they were nearer). Only with the intervention of a general figure can units be Commanded to fire on specific targets (see Command Actions).

Moving and Firing

Damage

Units can move and fire in the same turn but if they do only the front rank figures can fire. If the unit is stationary for the entire turn the front two ranks can fire (this applies to caracoling cavalry as well).

Units that have suffered hits are likely to suffer damage. When the attacking player has successfully rolled to hit the target, damage must be resolved.

Procedure

Shooting Modifiers

1d6 is rolled for each hit inflicted on the target. When firing small shot (muskets, pistols, arquebus) a score of five or six will inflict a kill result. Against units or artillery crew, four kills will result in the removal of one figure from the target unit. If less than four kills are scored, place a damage marker next to the unit to indicate the number of kills. If enough hits occur later on to bring this total up to four - another figure will be removed.

A number of shooting modifiers are applied when figures or units are firing. Deduct one from the die roll to hit for each of the following modifiers - target is charging cavalry, target was not within firing arc at start of turn, shooter moved.

Disordered Firing

Units that have become Disordered can still fire but less effectively. 1d6 is rolled before firing, the score is the number of figures that can actually fire within the unit. Only the front rank of the unit is eligible to fire when Disordered.

Damage Modifiers

The score required to inflict a kill result will be modified by a number (see table page 12). For example, when firing at short range - a score of four, five and six will inflict a kill result (the usual 5+ to kill is reduced to 4+ with the -1 modifier). Or if the target is heavily armoured Cuirassier, a score of seven would be needed to inflict a kill (the 5+ goes up to 7+ with the +2 modifier).

Shot Sheltering under Pike

When infantry units are charged by cavalry, the shot are likely to shelter under their own pike. When this occurs the shot can still fire at attacking cavalry (although less

11

Shooting Seven to Kill

treble six is needed. This assumes that multiple hits have been inflicted, if a unit only suffers one hit - only one damage dice is rolled, therefore making it impossible to score a double, or treble six.

If the score to kill a target exceeds six it will be much more difficult to inflict this result. If a seven is required to inflict a kill only a double six rolled for damage will inflict a kill. If an eight is required to inflict a kill - a Target Modifier In cover +1 Armoured +1 Extreme range +1 Skirmish +2 Irregular (open order) +1

Target Modifier Hard cover +2 Heavy armour +2





Firing Modifier Short range -1 First fire (except artillery -1 Artillery (each rear rank of target) -1



Premature Firing

Nervous units approaching enemy units may well fire as soon as the enemy are in range, if the movement die score that brings the approaching unit into firing range of the enemy is less than the approaching units Morale Factor, the unit will immediately halt (as soon as they are in range) and commence firing. This is Disordered firing - 1d6 is rolled to determine the number of figures from the front rank that can fire (the maximum number of figures that can fire cannot exceed the number of figures in the front rank).

Firing into a Combat

Units that are engaged in combat with an enemy unit can still be fired on into their flank or rear by other units if the unit’s figure depth is greater than two and the flank or rear area to be fired on is not covered by friendly troops. Therefore a four rank Tercio in contact with an enemy to the front can still be fired on into its flank. Units can also be fired in their flank or rear by other units if they have only Partially Engaged (see Combat section) with the enemy unit, in this case even two rank units can be fired on.

Which figures can Fire

Only the front two ranks of infantry or cavalry figures (not two movement bases) can fire and only the front rank if the unit moved. The front arc of fire for most units and artillery is a 45 degree angle from the front corner of the units movement base. However, skirmish units can fire from their front, rear or any flank and tercio’s (any type) can fire from any facing that shot figures are present. Obviously, units that are firing from more than one facing in the turn can only count each firing figure once, a figure cannot fire twice in different directions (or even the same direction) . Artillery can only fire from their front arc (45 degree’s from each corner).

Figures cannot fire on units that have at least half their facing covered by friendly troops. Figures are not able to fire on opposing figures if the line of sight to the target is blocked by friendly figures. For example, if a line is traced between the firing figure and the target and that line passes over a friendly movement base.

12

Shooting Artillery - Canister Fire

enough to reach the target - damage must be tested for. Only 1d6 is rolled per gun when testing to hit.

The table below shows the range factor and the number of d6 rolled to hit using canister fire, thus when firing a Falcon the player rolls 2d6 to hit at range factor two (multiply the score on the dice by two to determine the range). Damage will be tested for on both dice if both are successful.

Artillery - Extreme Range

This is the absolute maximum range of this weapon and requires a score of six to hit, for example when firing a Cannon, any target that is over fifty and no more than eight inches away will require a six to hit.

Artillery - Round Shot

ROF

The table below also shows the Shooting Factor for round shot, for example when firing a Culverin, the die roll to hit will be multiplied by eight, if the distance covered is Type Regimental/galloper Falconnet Falcon Demi-Culverin Demi-Cannon Cannon



Canister 2 2 2 2 3 4



This is the guns rate of fire, for most this is one shot per turn but for heavier guns this could be one shot in two or even three turns.

Round Shot Max hits - 2 6 2 7 3 8 4 9 5 10 6



Extreme Range - 40” 50” 60” 70” 80”

ROF 1 1 1 1 1/2 1/3

inflict a kill will be reduced from 4+ to 1+ (-1 for each of the three rear ranks).

Artillery Damage

When a target has been hit by artillery fire, the damage must be determined. Damage for artillery fire (either canister or round shot) is calculated in a slightly different way. The basic score needed to inflict a kill is four or more. Damage modifiers are applied, although armour is ignored. If the modified die score to damage is achieved one kill is inflicted, if the score needed to kill is exceeded by one then two kills are inflicted. For example, a three is needed to inflict a kill (rear rank modifier has been applied) and a four is rolled - this means that two kill results have been achieved.

Kill results inflicted on multiple targets in this way must be divided between each unit affected. When kills can be evenly spread between the target units - this will be done - but if this is not possible, the extra kills will go to the nearest target.

Firing at Artillery Crew

Small arms fire directed at an enemy gun can only affect the crew, which tolerates damage as if a unit (i.e four kills removes one figure).

The number of kills that can be inflicted by one hit is limited (see Max Hits column on the table above), for example a Demi-Cannon can inflict no more than five hits with each shot.

Round shot or canister fired at a gun can affect the crew or the gun, or both. The attacking player should roll another d6, a score of six destroys the gun, a five damages it (cannot move or fire for 1d6 turns as long as the crew are in contact), a score of one to four means the crew have been hit (and damage is calculated in the usual way).

Artillery Damage to Rear Targets

It is possible that units to the rear of those targeted can be damaged by artillery fire. If the range diced for the artilley fire includes rear targets, these will be included in the damage and counted as rear ranks when working out the damage modifier.

Depleted Artillery Crew

Artillery pieces that lose crew can still fire, but less frequently. For each crew figure lost, one Command Action is required to fire the gun. At least one crew figure must be in contact with the gun to fire.

For example, a two rank infantry regiment twelve inches away has been fired upon. The shot fired can hit targets up to fifteen inches away (this was the distance rolled when testing to hit) and just behind the target unit is another two rank unit within this range. This means that the rear unit is also in danger. These two units have a total of four ranks, this means that the score needed to

Artillery Catastrophe

Guns of this period were prone to catastrophic powder explosions caused by a stray spark, or gun barrels could burst with deadly effect - and a number of tokens

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Shooting can be used to bring about these disasters (see War Tokens section). These particular tokens must be played immediately after the gun has fired. 1d6 is rolled, if a score of four or more occurs, the following will result.

roll 2d6 and refer to the table below. Modified Die Score Effect on General 3 - 5 No effect 6 - 7 Withdraws 8 - 9 Horse killed 10 Escapes 11 Wounded 12 Mortally Wounded 13 Captured 14 + Killed Withdraws: The General withdraws directly back 2d6 inches.

Powder explosion, crew killed and gun destroyed. Burst barrel, gun destroyed 1d6 kills on crew. Damaged carriage, gun cannot fire for 1d6 turns.

Re-crewing Artillery

Depleted crew can be boosted by taking figures from friendly infantry units. One infantry figure will replace one lost artillery crew.

Regimental guns

Horse Killed: The Generals horse is killed, the general can take no action or use any tokens next turn (or gather any more) while a replacement mount is found.

Guns that are attached to units, such as Swedish Infantry Regiments, can only fire if the unit was stationary for the entire turn (the range is measured from the centre of the unit. However, players do not have to go through the process of limbering or unlimbering the guns every time the unit moves. These guns are considered light enought and manoeuvrable enough to be able to by-pass these rules.

Escapes: The General has a narrow escape from the enemy but his evasive action means that he has now gone missing, the figure is removed from play, no actions are possible next turn (or token played or gathered), at the end of next turn, another roll is made on the above table (but with no modifiers) to determine the fate of the general.

Risk to Unit Leader

Although the leader in a unit is just one figure out of many, there is a risk to the leader if the unit suffers kill results.

Wounded: The General is wounded and the maximum number of tokens the general can hold is reduced by one.

The unit leader can be at risk if the attacking player scores kill results on the unit and these die scores are treble or quadruple scores. For example, a unit receives five hits and the attacking player converts these hits to three kills by rolling three fives - the unit leader is at risk. This risk will be realised if the attacking player then plays a “Leader Killed” token - the leader will be killed.

Mortally Wounded: The General has suffered a grievous wound and will be borne from the battlefield by two figures from the nearest friendly unit. Captured: If the General is in combat he has been captured, or killed if fired on. Killed: The General has been killed.

When a unit leader figure is killed, the unit immediately losses one figure. Note, this is one figure removed not one kill. This loss occurs in addition to those other kills already inflicted. For example, the unit that suffered three kills had already suffered a kill from the previous turn, this means that one figure will be removed (four kills removes a figure). The unit will also lose another figure representing the loss of the leader.

If the General is attached to a unit and is fired on or engaged in close combat, the above chart is still used but only if the kill results are treble scores (i.e. in a Risk to Unit Leader situation). If this occurs the attacking player must declare whether the attack is made against the Unit Leader or against the attached General. If against the General, the Risk to General table is consulted, the modifer to the die roll is the number of kill results the attacking player chooses to add (before the die roll is made).

The leader figure itself does not actually need to be removed from play (another can be removed in its place, a subordinate is considered to have taken his place).

Any kill results on a Generals base are not retained until the next turn as would kill results on a unit. If a General base suffers six kill results in one turn and the General survives, these six kills are not relevant and have no other effect in subsequent turns.

Risk to General

General figures cannot be targeted by firing unless the opposing side play a “Target General” token, in this case there is a risk to the person of the general. Take the number of kill results inflicted on the generals base and

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Shooting armour

ammunition supply a simpler system is employed. When testing to hit a target, if a player roll four sixes they will suffer a Low Ammo result if the opposing side plays a “Low Ammo” token. For example, a player is firing eight muskets and scores four sixes - this could produce a Low Ammo result. Note, a Low Ammo result can only occur when rolling four sixes, not five or six or more.

Although the Thirty Years War witnessed the gradual decline in the use of armour, especially among the infantry, it was still very much in use with much of the cavalry. In this section of the rules, targets either count as having no armour, or are Armoured or Heavily Armoured. Skirmish cavalry, dragoons and some mounted arquebus units will count as having no armour. Most horse units such as pistol armed Protestant cavalry will count as Armoured, as will many arquebus units. The only units that can claim Heavily Armoured status are cuirassier regiments or certain life-guard units, whose troopers are protected by three-quarter plate armour.

Artillery can also run low on ammo, but this occurs if two sixes are rolled. For example, when testing to hit a player scores a six and then a six when testing for damage - this will result in Low Ammo if the opposing player plays a Low Ammo token. The effect of a Low Ammo result will be to remove one figure from the unit or artillery crew. The loss of the figure will not in itself prompt a morale test, but will count against the unit when other losses are incurred.

Ammunition Supply

It is possible for units and guns to run low on ammunition. Rather than keeping detailed records of each units

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The Charge

to its flank or rear facing (unless the target is a Tercio - in which case a charge test is required). Units that are Disordered do not require a charge test to contact them. If a charge test is not required the attacker can use its normal move to contact the enemy either during the charge phase or during the normal movement phase.

Before close combat can take place, the attacking unit must halt at charge range (four inches) and pass a charge test the following turn before they can attack the enemy unit. If the charge is successful, the defending unit must pass a test to stand for the combat to occur.

Charge Test

Test to Stand

The test to charge is based on the units Morale Factor. 1d6 is rolled for the unit, a number of modifiers are applied to the testing units Morale Factor, if the score is equal or more than the modified Morale Factor - the test has been successful and the attacker has charged. A score of one will always mean that a charge is not made. A charge test is not required if the enemy unit has been approached

The test to stand is also based on the Morale Factor. 1d6 is rolled for the unit, a number of modifiers are applied, if the score equals or exceeded the modified factor the test has been passed and the defender has stood against the charge. A score of one is not a failure is a one was needed to pass the test to stand.

Modifiers Size difference, opponent is smaller/larger by one base Size difference, opponent is half/double own unit (or more/less) Trotter/Galloper cavalry Opponent Disordered/testing unit Disordered Caracoling cavalry that fired last phase testing to stand Cavalry charging formed pike Friendly general is within six inches of testing unit Each ten percent figure loss from units starting strength

Counter-Charges



Morale Factor -1/+1 -2/+2 -1 -1/+1 +1 +1 -1 +1

to be simultaneous with the opponents firing.

It is never a good idea for cavalry to receive a charge when stationary, so a successful test to stand for cavalry will result in the defending cavalry launching a countercharge and meeting their opponent half way through their charge move.

Failing to Charge

If a unit fails to charge, it cannot attempt another charge that turn, or take any other actions including firing.

Failing to Stand

Group Charge Test

Failing the test to stand by one means that the unit will fall back one inch and suffer one kill, failing the test by two means the unit withdraws back two inches and suffers two kills, failing the test by three and the unit withdraws three inches back, suffers three kills and counts as Disordered. Failing the test by four means the unit routs.

It is not possible to order “group-charges”, each unit required to charge costs one CA and the charge test must be made for each individual unit attempting to charge.

Firing before Contact

Missile armed units (musket, arquebus, pistol, artillery) that are charged and have stood can fire at their attackers before they are contacted as long as the target is within the arc of fire. Roll 1d6 for the number of figures that can fire (as in Disordered Firing) to see how many figures can fire.

Units that fail to stand will still be contacted if they fall back one, two or three inches, the attacking unit is moved into contact and a round of combat is fought - the defending unit counting as having been pushed back in the previous round.

Artillery that is charged will fire before contact if the crew passed their test to stand. Culverins or heavier guns can only fire if they did not fire in the previous Phase.

If the unit routs, the attacker must test to follow up (see Routing section later in the chapter).

Cavalry can fire before they contact an opponent. Carbine/Arquebus armed cavalry will fire at contact range before they are moved into contact (assuming the charge test was successful). Pistol armed cavalry will fire at two inches range. All firing before contact is considered

Target Partially Engaged

Units may sometimes make contact in a less than enthusiastic way. This will occur if the attacker passes the charge test by scoring equal to the score required to pass

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combat the charge test. If this occurs, infantry will tentatively approach their opponents, shot armed infantry will continue to fire at close range, only the first two ranks of pike will fight. Cavalry will fence with other cavalry and look for an opening in foot units. At this level of contact there is no charge bonus awarded in combat and no chance of a breakthrough. If kill results occur from a Partial Engaged combat, the combat will become fully engaged (normal) next turn.

full understanding of the process).

Combat Modifiers

Player must apply a number of modifiers to the combat. The first type of modifier applied is to the score “to-hit”. Formed cavalry charging into contact in the first round of combat count as one Combat Factor better. Opponents that are disordered or pushed back last turn or stationary cavalry receiving a charge count as one Combat Factor worse. Units with generals attached count as one Combat Factor better.

Target Charged

The attacker has contacted their opponent with maximum impact. Horse will smash into other horse or foot and will possibly breakthrough. Shot attached to pike will shelter under the pike when charged by horse (and will not count as part of the combat), shot charging will not fire but use their weapon as a club, pike units will resort to “push of pike”.

Figures Eligible to Fight

Figures armed with single handed weapons, improvised weapons or wielding muskets as clubs can only fight in one rank i.e. rear rank figures equipped in this way would not be able to fight. Spear or polearm armed figures can fight in two ranks and pike armed figures can fight up to four ranks deep. Caracoling cavalry fight in two ranks but can only count the rear rank if they pushed their opponent back in the last round of combat.

Combat Procedure

All figures have a Combat Factor, this ranges from two (the best) to six (the worst). During combat, for all figures that are eligible to fight 1d6 is rolled. A score that is equal or more than the figures Combat Factor means that the figure has a chance of scoring a hit.

Figures that overlap their opponent can also fight, but only one overlapping figure per side - and only one rank. Pike units that become Disordered are far less effective and only count their front two ranks in combat, disordered spear or polearm figures only count the first rank.

Both sides in the combat roll their combat dice at the same time. They then remove any dice that have failed to score a hit (lower score than Combat Factor). They then remove any dice that correspond to the die rolls of the opponent (i.e. matched scores rolled by the opponent). For instance both sides have scored three fours - normally enough to hit - but these are not counted because they are the same as the opponents die rolls. Once this has been done any remaining hits are counted against the opponent.

Damage

Once the number of hits has been established, damage must be determined. 1d6 is rolled for each hit and the table below is referred to. Weapon Single handed (musket as club) Pike not receiving cavalry charge Farming implement Pike receiving cavalry charge Two handed weapon or cavalry charging Lance armed cavalry charging Improvised weapon/artillery crew

Example: Both sides each have ten figures in combat and each side needs to score four or more to hit. One side rolls 1, 3, 3, 4, 4, 5, 5, 5, 6, 6. This side has seven possible hits (scores of four or more). The opposing side has scored 1, 2, 2, 3, 4, 5, 5, 6, 6, 6 and has six potential hits. Both players now remove the dice that missed and compare the remaining dice. The second player scored one four - this is removed along with one of the fours of the first player. The second player has two fives - these are removed along with two of the first players fives. The second player has three sixes and the first player has two - both sides remove two of the sixes. What remains for player one are one four and one five. What remains for player two is one six. This means that the first player has scored two hits and the second player has scored one. Damage must now be tested for (it is advisable for players to run through this example with dice to get a

Kill 4+ 4+ 4+ 3+ 3+ 2+ 5+

Damage Modifiers in Combat

The same armour and cover modifiers are applied when testing for damage in Combat as in Shooting.

Results of Combat

Once a round of combat has been fought, the result must be determined. Each unit that suffered hits must test for

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combat morale. 1d6 is rolled, if the score equals or exceeds the units Morale Factor - the test has been passed. A number of modifiers need to be applied to the test: • • • •

that breakthrough will be placed 1d6 inches to the rear of the opposing unit (after it has taken its morale test) and that unit will have to take a morale test as if it lost the combat (even if it inflicted more hits, the cavalry that broke through need not test (despite any losses).

The side that inflicted the most hits will count as one morale Factor. Friendly generals within six inches will also increase the units Morale Factor by one. If the testing unit is Disordered it counts as one Morale Factor worse. Each ten percent loss of figures (from the units original strength) makes the unit morale one factor worse (i.e. four becomes five).

Cavalry that charge other cavalry will both test to breakthrough. If both are successful - neither side need test for morale that phase and both units will be placed 1d6 inches from the point that both units met.

Breaking Contact

Cavalry that have contacted an opponent but have failed to have had significant impact may withdraw from the combat, regroup and have another go. Cavalry that have contacted an enemy unit but the combat has failed to produce any kills will test for morale at the end of the turn. If the test is successful, the unit will move back to charge range. If the test is unsuccessful the cavalry will stay and fight. If both sides are cavalry, both will test, and if successful both will move until they are at charge range.

Failing the test by one means the unit is pushed back one inch and suffers another kill, failing the test by two means that the unit is pushed back two inches and suffers another two kills, failing the test by three and the unit is pushed back three inches, suffers another three kills and counts as Disordered. Failing the test by four means the unit routs. If both sides fail their morale test they will break contact and move back equally until they are at contact range (four inches). If one side fails by one, two or three and the other side passes, the loser is pushed back and the winner remains in contact.

Fatigue

Units can become Fatigued after fighting in close combat. After a combat has finished and the opposing side has been routed and the unit has not followed up, the player controlling the victorious unit must take a morale test. When testing for foot units - if unsuccessful the unit is Disordered, if successful the unit must halt and cannot move next turn.

If a Disordered unit suffers another Disorder result or is pushed back, it will Rout. Two consequetive push back results mean that the unit automtically becomes Disordered.

Pushed Back into Friendly Unit

Units that are pushed back into friendly units will automatically become Disordered and will automatically Disorder the unit that they contacted. If either of these units are already Disordered - they will Rout.

When testing for horse units, an unsuccessful result means the horse are “blown” and will retire Disordered a full move to the rear (including full move dice bonus). If successful the horse unit must halt and cannot move next turn. When taking this test, count the unit as if its Morale Factor is one worse if Cuirassier and one better if Swedish horse or skirmish cavalry. If cavalry are contacted by the enemy during their inactivity next turn - they cannot counter-charge.

Skirmishers in Combat

Skirmish units and artillery crew cannot contact formed units to the front (or flank/rear if Tercio), however they can contact Disordered units or other skirmish or open order units or artillery crew if they pass a charge test. If contacted by formed units (not skirmishers/artillery crew or disordered units) they will rout.

Evading

Cavalry units can attempt to evade contact if attacked by enemy foot or horse units and skirmish foot units can attempt to evade formed foot, such as a forlorn hope evading a Tercio. When a unit is about to be contacted, the defending player declares the intention to evade. A morale test must be made for this to occur.

Cavalry Breakthrough

Charging cavalry can sometimes breakthrough enemy units. Cavalry that charge a foot unit can test to breakthrough (only in the phase that they charged) that unit if they managed to inflict hits. 1d6 is rolled, if the score exceeds the number of figure ranks in the opposing infantry unit, the cavalry have broken through. However, one is deducted from the score for Trotter cavalry, two for caracoling and three for skirmish cavalry. If the infantry unit is Disordred count them as one rank less.The cavalry

If the evader has a higher move rate than the attacker, the evader counts as if one Morale Factor higher, and if a friendly general is within six inches the morale factor counts as one better also (also apply figure loss

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combat modifiers). If the test is successful, the attacking unit makes its move and the evader is placed within contact range of the attacker, which has moved to occupy the position vacated by the evader. If the evader scored one more than the required score to evade, the evader can fire at the attacker during the evade move (roll 1d6 for the number of figures firing). If the evading unit is skirmish cavalry it can fire on any successful evade.

Disordered when they break contact. Pursuing cavalry that reach the opponents rear table edge will also be removed from play and routing units cannot be rallied if they have pursuers in contact.

Contacted to Flank or Rear

Units contacted to the flank will automatically become Disordered unless the contacted unit has three or more figure ranks. Units contacted to the rear will automatically become Disordered unless Tercio.

If the test was unsuccessful, the unit makes a normal move away from the attacker and cannot fire. The evading unit will be Disordered unless the evaders are skirmishers. In this case, the attacker has the chance of catching up with the evader if the attackers full move could bring them into contact - a move test is made, if the distance rolled (after deducing four inches for the distance of the charge) is enough to bring the units into contact - this will occur and a round of combat is fought.

When units are contacted in this way, figures will turn on their movement base to face the direction of their attacker.

more than one Opponent

If a unit is in contact with more than one enemy unit and one of these outnumbering units is defeated (pushed back, withdraws, routs), the victorious unit must still defeat the remaining enemy before any follow-up moves can be made.

Routing

Units that rout will immediately move their maximum move away from the enemy (basic move plus maximum move dice). The unit will immediately lose a figure and then one figure (not one kill) each turn that it routs until it reaches its own rear table edge - where it is removed from play. If the routing unit has a pursuer in contact (or if an attacking unit contacts the routers), one to three figures are lost per turn from the routers (roll 1d6, a score of three or more means three figures lost). Routing units that contact friendly units will automatically Disorder that unit. The contacted unit takes an immediate morale test and the usual friendly general proximity and figure loss modifiers are applied.

Failure to Engage

Pike armed infantry such as Tercios and pike and shot units that only partially contact the front of an enemy unit will fail to engage, for example, when the units pikemen fail to line up against enemy troops (and are thus unable to bring their weapons to bare). If the resulting combat fails to produce any kill results (on either side) the unit will automatically pull back to four inches range at the end of the combat phase.

Occupying Enemy Positions

The first six inches of a rout move is directly back, after that a routing unit can be moved through gaps in units as long as the gap is at least one inch wide per movement base of the routing unit. Routing units are represented as disorderly clumps on the table, a ragged column moving away from the enemy towards the rear table edge.

Units that push enemy units out of earthworks or other defended positions must take a terrain test to see if they become Disordered when moving to occupy the new position.

Defending Earthworks

Infantry can be deployed to defend earthworks or other defensive positions. Although the earthworks may be an irregular pattern, the troops inside will still count as formed when they occupy these positions. These kinds of positions are usually left to shot units to defend.

Routing units that are successfully rallied must remain stationary in the following turn and will be considered Disorered.

Pursuit

Cavalry that rout an opponent can pursue the routing unit. When a unit routs, the victorious cavalry will remain in contact for the first rout move. Before subsequent rout moves (during movement section of the phase) in later turns, the player controlling the pursuing cavalry must test to see if their unit remains in pursuit. 1d6 is rolled, a score of one or two means the pursuing unit breaks contact. Pursuing cavalry will automatically be

Generals Attached to Units

Generals can be attached to units by moving them into contact with each other (neither can then move again that phase). The unit will count as one grade better while the general is attached. Commanded fire and movement for the unit will not cost any command actions while the general is attached. However, the generals command range will be halved whilst attached.

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Each unit has a Morale Factor which ranges from two to six, two being very good morale, six being terrible! To test for morale 1d6 is rolled for the unit in question. If the score equals or exceeds the Morale Factor the test has been passed. If the score is less than the Morale Factor, the test has been failed. A unit can only take one Morale Test per Phase (i.e. once in the players Phase and once in the opponents Phase) although they can take a charge test and a morale test in the same phase.

Factor worse. This also applies when testing to stand or charge.

Proximity of General

Units that are within six inches of a friendly general figure (or the general is attached to the unit) test for morale as if one grade better i.e. Morale Factor two units becomes one).

Death of the General

Unit Morale

If a General figure is killed, all friendly units within the Generals command range must take a morale check.

A unit has to test for morale when it loses ten percent of its total starting strength and then again with each additional ten percent loss (ten percent of the original starting strength of the unit). For example, a ten figure unit loses one figure - it must test morale. The unit must also test when a nearby friendly unit routs or when the unit is in combat and it suffers one or more kills.

victory & defeat

Obviously, the objective in most battles is to defeat the opposing army, however, it is not always easy to determine who has gained the upper hand at the end of play. For those battles where the outcome is not obvious, players can tot-up the points listed below to determine the winner.

The units morale is modified by the percentage of its loses. At ten percent or more the unit tests as if its Morale Factor is one worse, at twenty percent the unit tests as if two worse etc.

victory points

At the end of a battle, players should run through the list of victory conditions adding or deducting any victory points as appropriate.

Unit Morale Results

Failing the Morale Test by one means the unit withdraws back one inch and suffers one kill, failing the test by two and the unit withdraws two inches and suffers two kills, failing the test by three and the unit withdraws three inches, suffers three kills and counts as Disordered. Failing the test by four means the unit routs.

Add one victory point: • each objective (specified beforehand) captured Deduct one victory point: • each own unit destroyed or routed/routing • own side lost more figures than opponent • each friendly general killed or captured

Effects of Routing

Friendly units that rout (other than skirmishers or artillery crew) will have a detrimental effect on nearby units. The area of effect for nearby units that need to test is one inch per movement base of the routing unit (or two inches for elite or guard units). For example, should a unit that comprises of eight movement bases rout, it will compel friendly units within eight inches to take a morale test.

Games that are based around specific scenarios can have clear victory conditions specified at the start of the battle, for example, one side must capture a bridge from the enemy, if this is completed, the attacker has won. It could even be specified that the number of casualties lost are not counted provided the vital objective is gained. This could of course apply to the defender as well, the bridge must be held at all cost, irrespective of casualties! Other conditions can be applied to specific scenarios provided that these are clearly expressed at the start of the game.

Artillery Crew Morale

Artillery crew must test for morale with each crew member that they lose. The crews Morale Factor will be one worse with each figure lost (i.e. morale factor four becomes morale factor five). Crews that withdraw will abandon their guns, although they can return to them. Crew that rout will be removed from play and will not return to their guns.

Disorder

Units that are Disordered test for morale as if one Morale

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Stalwart: Playing this token forces the opposing player to re-roll all hits in one combat.

War Tokens are a vital aspect of the Father Tilly rules. From the example below we can see that they contain a lot of information.

Leader A1

Counter Attack: Playing this token allows the player to interrupt the opponents phase as if the opponents phase has suddenly ended and the players phase has suddenly begun.

Deploy 3

FEROCITY Initiative 2

Pay Day: This token will negate the effects of a Mutiny and Unrest card if played immediately afterwards.

Morale 1

Ambush: This token must be played on a friendly unit that is within six inches of cover such as buildings or woods. When played one to two figures per movement base of unit are removed from the unit and converted to skirmishers or detached shot. The figures are then placed in the area of cover and will immediately fire on the nearest enemy target (player during opponents phase).

War Tokens are awarded to players during the game and are then used by players to enhance the performance of their troops and improve their chances of winning. The central text of the token is its main subject. From the example shown above, this is FEROCITY. The main subject of the War Token will vary from card to card. In each corner of the token is a sub-heading such as Leader or Initiative - each token will have the same sub-heading although the values will change, for example Initiative 2 and Initiative 3.

Find a Path: Playing this token on a unit allows it to move through an area of terrain without the risk of Disorder (thus negating the effects of a Difficult Ground token). Looters: When played on an enemy skirmish unit the opposing player must test against the units morale, if unsuccessful the unit will leave the table by the shortest route (at maximum move rate) in search of loot. The unit will not reappear before the end of the battle unless a Reinforce token is played.

Main Heading

When using the main heading of a token, the recipient of the token must be within command range of the general that is delivering the token. If the recipient of the token is to be an enemy unit or general - there is no limit to the range that the token can be employed.

Powder explosion/burst barrel/damaged carriage: playing these cards on an enemy gun will cause the opposing player to test for damage against the gun (see Firing section).

Resolve: Playing this token on a unit means that it can ignore a morale check it is about to take. Bravery: Playing this token on a unit means that it will automatically pass a charge test/test to stand.

Difficult Ground: This token must be played on an emeny unit about to move (not charge). The moving unit will move as if crossing terrain. If the unit is already crossing terrain the opposing player must roll 2d6 for the move test (and take the worst result). This token can be played against reinforcements, the effect of this will be to delay their arrival by 1d6 turns.

Indomitable: Playing this token means that one kill result on a unit can be ignored. Rally: Playing this token means that one unit can automatically pass a rally test.

Scouting: Playing this token shows that the player has scouted the area with some success. Playing this card immediately after an opponent plays a Ambush or Difficult Ground will negate the effects of these tokens. The difficult ground is ignored and the ambushers are pushed back 2d6 inches and will be unable to fire.

Sharpshooter: Playing this token means that one figure firing small arms will automatically hit a target without having to roll a d6 (small arms fire only). Dead Shot: Playing this token means that one hit in shooting will automatically be converted to a kill result without having to roll a d6 (small arms fire only).

Question Orders: Playing this token on an enemy general will mean that the opposing player will not be able to use any Command Actions for that turn.

Ferocity: Playing this token enables the player to re-roll all missed hits in one combat (not scores that equal the opponents).

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war tokens Mutiny: This token must be played on a unit before it has had a chance to move in the game. Violent disorder will break out within the ranks. 1d6 is rolled, this is the number of kills the unit suffers. If the die score is less than the units Morale Factor, the mutiny continues until the next turn (when further casualties and the chance of the mutiny to continue are tested for). Units that are in a state of Mutiny count as Disordered and can take no other actions.

the table edge and cannot move that turn and cannot appear within charge range of enemy troops. Good Fortune: Playing this token will redirect the effects of Mutiny, Unrest, Curse and Artillery Catastrophe tokens so that the player who played the card, for example Mutiny, suffers the effects of a mutiny on one of their own units! This token can also be used to cancel out the effects of Sharpshooter, Dead Shot, Traitor and Leader Killed tokens.

Unrest: Playing this token makes a violent argument breakout within the ranks of an enemy unit. This token must be played on a unit that has not yet moved (as with Mutiny). A morale test is made immediately after the token is played, if the test fails the unit becomes Disordered and the unrest continues, if the test is successful the unrest ends with no effects applied. If the unrest continues into the next turn, another failed morale test means that the unrest continues and the unit remains Disordered (it does not deteriorate further).

Spy: This token can be used in several ways - to find out about enemy units (the opponent must reveal the morale and combat factors of one unit), to find out the opponents intentions (one opposing general must reveal their orders) or to take a token (randomly selected) from each opposing general figure. Traitor: When this token is played, the opposing player takes the Traitor token and swaps it for one of their own (randomly selected). The player then holds this token and cannot discard unless discarded with a Good Fortune token. When this token is held, the player must hand over one of their tokens to the player that originally gave them the Traitor - each turn.

Generals Quarrel: This token can only be played on enemy generals that are within command range of each other. If played - neither general can use any tokens during that turn. Generals Drunk: This token must be played on an enemy general before the general has issued any commands or taken any actions. 1d6 is rolled to determine the random effect. Drunken generals cannot gain or use tokens. 1. 2. 3. 4. 5. 6.

Curse: This token must be played on an opposing general. Once played this will mean that the next negative result suffered by any troops in that command will be made one worse. For example, a unit loses one figure during shooting - with a Curse the unit would lose two figures, or a unit fails a morale test by one - with a Curse, the test is failed by two. Once the effect has been applied the Curse is lifted and the token is discarded.

Question Orders. Mutiny (nearest friendly unit). Unrest (nearest friendly unit). Generals Quarrel. Upgrade Orders (more aggressive) Sleep for 1d6 turns.

If the Curse token is discovered in a players hand (by the use of a Spy token) the effect of the Curse is played on the holder of the token and not the player who discovered it.

Target General: Playing this card on an enemy general figure allows the general to be targeted by missile fire (muskets, artillery etc).

Note, a Good Fortune token can put the effect of the Curse back on the player that initially deployed it. Curse tokens cannot be discarded without being used i.e. if the general holds too many tokens.

Leader Killed: If this token is played on a unit that has suffered kills and the Leader is at risk - the unit leader will be killed. Low Ammo: Units may be at risk of running low on ammo - usually if four sixes are scored to hit. If this token is played then, the opposing unit will suffer the effects of Low Ammo.

Sub-Headings

Sub-headings are described in detail below. Using this aspect of the token means that the token is not subject to command range, i.e. if played on a unit, the unit does not have to be within command range of the commanding general.

Reinforce: Playing this token during the reinforcement section of the phase allows players to bring onto the table (on the players rear edge) any eligible reinforcements they may have - or any looters or pursuers that may have left the table (at the same point that they left the table). When reinforcements arrive, they are placed on

Leader Using this aspect of the token allows the player to influence or improve the actions of a friendly unit by the endeavours of the unit leader.

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war tokens

Initiative

A: Attack, this is the number of extra dice that can be used when testing to hit in combat, thus the player can roll an extra 2d6 in combat with A2.

Using the Initiative aspect of the token allows the player to use extra Command Actions during their phase. For example, the player has chosen one for the initiative for that phase but plays an Initiative 3 token, the player now has four actions to use that turn.

In: Inspire, the unit leader inspires the troops when about to take a charge test or make a test to stand and allows the player to roll extra dice when taking the test (selecting the best result). For example, when testing to charge the player rolls one extra d6 with an In1.

Deploy

This part of the War Token deals with the way troops are deployed at the start of the battle and is described in the following section.

M: Move, the unit leader pushes his unit to move its maximum and allows the player to roll extra dice when testing for movement (and taking the best result). Therefore M2 allows the player to roll two extra movement dice.

Morale

This factor shows the number of extra dice that can be rolled when taking a morale test (taking the best result).

V: Volley, the unit leader organises his unit to deliver an effective volley from his missile troops. This has the effect of allowing extra dice to be rolled to hit the enemy (in the same way as Attack - see above). This only applys to units that are of Regular or better grade.

Playing War Tokens

Tokens are dealt at the start of the turn, the winner of the initiative draws first from the pack. Tokens can be played at any point during the game, during the players phase or during the opponents, however, only one token can be played on one unit per phase per player.

R: Reform, this option allows the player to roll extra dice when attempting to reform a Disordered unit. For example R2 allows the player to roll two extra d6 and take the best result.

Used or discarded tokens are placed on the discard pile which will be shuffled and re-used if and when the remaining tokens are all used.

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This section should ideally be located nearer the front of the rules, but it is also important for players to understand how the tokens work, so the deployment rules are located after the War Tokens chapter. Before the battle can start, players must consider how to deploy their army. Before any figures are placed, each player receives tokens for each general they command, as if each general was holding the maximum number of tokens permitted. For example, if a player controls two generals who have Average Strategic skills (see Generals Profile) the player would receive eight War Tokens. These tokens must now all be used during the Deployment Phase. This phase breaks down into five stages:

had most points placing one unit next. This sequence continues until all units are placed on the table.

Stage One: Deployment location

Stage Three: Deploy Skirmishers

One side scores double: side that has less deployment points places two units first followed by the side that had most points placing one unit next. This sequence continues until all units are placed on the table. One side scores treble or more: side that has less deployment points places three units first followed by the side that had most points placing one unit next. This sequence continues until all units are placed on the table.

The first stage determines the distance from each other that both armies can deploy. Players allocate one or more of their tokens to the first stage (keeping their choice hidden from the opponent), both sides then compare the total deployment points on their token (or tokens).

At this stage players can now place their skirmish units in advance of the main body of the army. Not all armies will have skirmish troops, but for those that don’t have any, this phase must still be used as it represents the intention to drive back enemy skirmishers. Players allocate one or more of their tokens to the third stage (keeping their choice hidden from the opponent), both sides then compare the total deployment points on their token (or tokens).

Equal scores: Both sides deploy up to fourteen inches in from their rear table edge (assuming a four foot wide table - increase the distance by six inches per side for each additional foot width of the playing area used).

Equal scores: No skirmish units can be placed in advance of the main army.

One side scores more: the winner (side that had the most deployment points) can place their army up to sixteen inches in, the loser places their army no more than twelve inches in (plus table width modifiers).

One side scores more: the winner (side that had the most deployment points) can move any skirmish units up to six inches in advance of the rest of the army (but no closer than contact range to any enemy units). If the winner has no skirmishers result counts as equal scores.

One side scores double: the winner (side that had the most deployment points) can place their army up to eighteen inches in, the loser places their army no more than ten inches in (plus table width modifiers).

One side scores double: the winner can move any skirmish units up to twelve inches in advance of the rest of the army (but no closer than contact range to any enemy units). If the winner has no skirmishers result counts as equal scores.

One side scores treble or more: the winner (side that had the most deployment points) can place their army up to twenty inches in, the loser places their army no more than eight inches in (plus table width modifiers).

One side scores treble or more: the winner can move any skirmish units up to eighteen inches in advance of the rest of the army (but no closer than contact range to any enemy units). If the winner has no skirmishers result counts as equal scores.

Stage Two: Deployment Sequence

Players allocate one or more of their tokens to the second stage (keeping their choice hidden from the opponent), both sides then compare the total deployment points on their token (or tokens).

Note, if the Deployment rules are being used stages one, two and three are compulsory - players must allocate at least one War Token to each of these options.

Equal scores: Both sides roll 1d6, the player that scores the lowest places one unit first followed by the player that scored the highest placing one unit. This sequence continues until all units are placed.

Stage Four: Deploy Fortifications

This stage is optional for the players, they do not have to build fortifications or earthworks. Each deployment point spent on this stage gives the player one section of

One side scores more: side that has less deployment points places one unit first followed by the side that

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army deployment earthwork - each section will provide hard cover for one gun or one movement base of infantry.

If players have decided to re-fight an “historical” battle, i.e. one that already suggests ways of deploying the troops, this section can be ignored. Players can refer to the historical deployment provided by maps and orders of battle rather than refering to this section. Or players can use this section in conjunction with an historical battle, for instance using stages two, three and five because the location of troops deployment has already been specified. Players can therefore use some, none or all of this section as the situation or preference demands.

Stage Five: Artillery Barrage

This is another optional stage for the players, they do not have to fire an artillery barrage at the enemy as a prelude to the battle. However, if players do allocate deployment points to this stage they will be able to fire one shot per deployed gun for each point spent (maximum six shots can be fired per gun).

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Each general has a profile that describes their Tactical, Strategic and Command Skills. Certain generals may also have a “personality” which indicates a certain preferred way of interpreting orders and dealing with situations.

they should refer to the table below rolling 1d6 for each aspect of the profile. However, if players wish to use known generals - refer to the generals profiles in the army lists sections - for my own interpretations of many of the most well known leaders of the time.

If players wish to generate a profile for their leaders Die Roll 1 - 3 4 - 5 6

Tactical Poor Average Good

Effect Will gain one Token each time side wins the Initiative Will gain one Token each turn Will gain one Token per turn and two if side wins the Initiative

Die Roll 1 - 3 4 - 5 6

Strategic Poor Average Good

Effect Can only hold two War Tokens per turn (others must be discarded) Can hold up to four Tokens per turn (others must be discarded) Can hold up to six Tokens per turn (others must be discarded)

Die Roll 1 - 3 4 - 5 6

Command Poor Average Good

Effect Command range twelve inches Command range sixteen inches Command range twenty inches

Die Roll 1 2 3 4 5 6

Personality Rash Cautious Insubordinate Quarrelsome Erratic Normal

Effect Always participates in close combat, upgrades orders Downgrades orders. Likely to refuse orders. Takes longer to change orders. Swings from “Cautious” to “Rash” (randomly determine) None

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Each sub-general must be issued with orders; these will define the actions permitted by the units in the command. Orders must include such descriptions as Attack, Move, Hold or Withdraw. Orders should include arrows on maps to indicate directions and objectives, or must specify areas to be held. All generals usually start the game with orders.

approach to musket range, but will not make contact with enemy units.

Hold

Units cannot be ordered beyond the boundary of the area defined on the players map. Units can move to any point within this area and can be ordered to contact enemy units that encroach on this area. The boundary is defined as the area the formation occupies at the start of the battle and extends up to four inches from any unit.

If the commanding general wishes to change a subgeneral’s order, two Command Actions must be spent. 1d6 is then rolled to determine whether the order has been received. Orders must be carried out until they are completed or changed by the commanding general. Die Roll 1 2 - 3 4 5 6

Order Arrival Order is not received Order not received this turn, roll again next turn Order received but will be executed in the wrong direction Order received but interpreted as follows: Cautious general will resort to hold orders. Rash general will resort to attack order towards the nearest enemy. Insubordinate, will change orders (to another randomly selected order). Quarrelsome general will change order as instructed next turn Erratic general’s command rating will be one lower than General receives orders as instructed

Withdraw

The first command that must be attempted each turn with this formation is to move a unit along the specified path on the players map away from the enemy. Units cannot be commanded to charge enemy units.



Orders for Individual Units



The CinC figure can issue orders to individual friendly units not directly within his command. The order interpretation is rolled for in the usual way, if a five is rolled, the ‘personality’ of the unit will have to be determined, roll 1d6, 1: Cautious, 2: Rash, 3: Insubordinate, 4: Erratic, 5-6: Normal. If the order is successfully received the unit will operate with these new instructions unit another change of orders is received.



Wrong Direction

Units that have been ordered to move will do so but in the wrong direction. Randomly select a path other than the intended, all units will now follow this path. If the change of orders did not involve any movement, the change of orders is ignored. The formation that has received orders but is moving in the wrong direction cannot receive a change of orders until it has spent two full turns moving in this wrong direction.



Order Definitions

Players must clearly mark on a map the direction of attack, movement or withdrawal that the command is to take. This is the direction that units must attempt to take until orders have been changed. With hold orders, the area to be held must be defined on the players map.

Attack

The first command that must be attempted each turn with this formation is to make a charge test, or if not possible to move towards the enemy along the specified path on the players map.

Move

The first command that must be attempted each turn with this formation is to move a unit along the specified path on the players map. Units can be commanded to

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Each unit will have a Grade that gives an indication of its overall quality. The unit profile provides the specific details and includes Morale Factor, Combat Factor and Attributes. The cost indicated is cost per figure. Unit Grade Elite Veteran Regular Conscript Militia Peasant

Morale 2 2 4 4 5 6

Combat 2 3 4 5 6 6

deducts one point from the cost of the individual figure (which can make peasants pretty cheap!). Die Roll: 1 The units first Morale Test will be one result worse than that rolled.

Cost 10 8 6 4 3 2

Die Roll: 2 The unit will suffer an extra Kill result first time it suffers a kill result. Die Roll: 3 The unit cannot gain a “first-fire” bonus in shooting during the battle.

Unit Attributes

These are additional qualities that may help or hinder the unit and add a bit of variety to the uniform factors shown in the table above - they are completely optional.

Die Roll: 4 The units first Charge Test will be made as if the units Morale Factor is one worse than actual.

Positive Attributes

Die Roll: 5 The units first Test to Stand will be made as if the units Morale Factor is one worse than actual.

Units that are Veteran grade can have one Positive Attribute, Elite units can have up to two. Each attribute costs an additional two points per figure. Players should roll 1d6 and refer to the table below.

Die Roll: 6 If the unit becomes Disordered it will require two successful Reorder rolls to reform (and lose the Disorder result).

Die Roll: 1 The unit will ignore the first Morale Test it has to make in the battle.

Although each unit will have a grade, it is not necessary to provide each unit with an Attribute (or attributes), this part of the rules is optional and does not have to be included.

Die Roll: 2 The unit will ignore the first Kill result it will suffer in battle.

Additional Costs

Die Roll: 3 The first two shots the unit takes in battle will count as “first-fire”.

The cost of each unit is determined by the number and grade of each figure in the unit. Added to this are a number of additional costs (to each figure). Additional Cost Armoured troops 1 Heavily armoured troops 2 Galloper cavalry 2

Die Roll: 4 The unit will automatically pass its first charge attempt. Die Roll: 5 The unit will automatically pass the first test to stand it attempts.

Artillery Costs

The cost of each gun is determined by its size and type. Refer to the table below for the cost of each artillery piece. Note, the cost of the crew is included. Artillery Cost Regimental gun 40 Falconnet 50 Falcon 60 Demi-Culverin 70 Demi-cannon 80 Cannon 100

Die Roll: 6 The unit will ignore its first Disorder result during the battle.

Negative Attributes

Unitss that are Conscript, Militia or Peasant grade are entitled to Negative Attributes, again these are optional. Conscript grade units can have one negative attribute, Militia and Peasant grade can have two. Each attribute

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Most of the battles of the Thirty Years War were fought in open areas that would allow the large units of the period amply room to manoeuvre. However, there were often one or two terrain features on the periphery that commanders would have to take into account when deploying their forces. This section of the rules allows players to randomly generate terrain in a simple and uncomplicated way.

across one entire length or across the width of the table (which ever is the nearest table edge). The type of slope (i.e. gentle or steep) will only be determined when one side moves a general or unit within twelve inches of it, or if a player players a Scouting token on the feature (randomly determine which of the hills four sides is steep or not). Gentle slopes will halve the movement die roll of any troops moving up or down it and any units charging up it will count their Morale Factor as one grade worse for the purpose of the test.

Of course, the smaller battles and skirmishes of the period would often be fought in areas more frequently inhabited by hills, woods or settlements, so it is important for players to make sure that the level of obstruction on the battlefield suit’s the forces being used - if you’ve got big armies - give them plenty of space!

Steep slopes will require a terrain test for any units moving on them and charging units will count as two grades worse for their Morale Factor.

If players are not re-fighting an historical battle where the terrain is known they can generate their own terrain. Both sides take it in turns to roll 2d6 (the side with the most skirmish figures goes first), the dice are rolled roughly where the player wants the terrain feature to be. Where the dice have landed, the player places a ruler or tape measure over both dice so that a line is made between both points. Along this line is measured the distance indicated by the combined score of the dice, for example seven inches if a three and a four are rolled. This measurement is taken from the dice with the highest score and is measured away from the dice with the lowest score. This point is where the terrain feature will be placed. At this point the player then rolls 1d6 to determine the type of terrain that will be positioned there. If a double is rolled on the two dice - the terrain will be placed in between both dice.

Die Roll 1 2 3 4 5 6

Water

If this option is selected, roll another d6 and refer to the table below.

Terrain Type Hill Water Building Wood Road Player choose

A fordable river can be crossed in 1d6 locations. If an umpire is running the game, the umpire will determine their location and only reveal them to players with units within twelve inches or if a Scouting token is played on a particular spot. Crossing a fordable area will require a terrain test. Fordable areas will be 1d6 movement bases wide. Major rivers can only be crossed by bridges and there will be between one and two bridges crossing the river on the battlefield - the locations of which will be known to both sides. Crossing a bridge will only allow units across in single (movement base) file and a terrain test is required to avoid disorder. Marshes and bogs will have areas of wet ground that will require a terrain test when units cross. Marshes will be about twelve inches across and bogs twenty four.

If this option is selected, roll another d6 and refer to the table below. Die Roll 1 2 3 4 5 6

Water Type Ditch Stream Fordable River Major River Marsh Bog

Crossing a ditch will halve the movement dice for any unit crossing it, crossing a stream will require a terrain test.

Hill



Die Roll 1 2 3 4 5 6

Hill Type Small gentle slopes Large gentle slopes Small with 1-3 steep slopes Large with 1-3 steep slopes Long ridge, mostly gently slopes Long ridge, mostly steep slopes

Players will also have to determine the direction of any ditches, streams and rivers (see later section in this chapter).

Small hills should be about twelve inches across, large hills around twenty four inches and ridges will stretch

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Terrain Building

Die Roll 1 - 2 3 - 4 5 - 6

If this option is selected, roll another d6 and refer to the table below.

Die Roll 1 2 3 4 5 6

Building Type Ruined wooden building Ruined stone building Small ruined farm Large ruined farm Ruined village Old ruined castle

Movement along or across poor quality roads will have the movement dice of the unit. Roads apply no modifiers and good quality roads add an extra two inches to units moving along them (for limbered artillery see Movement chapter). Roads may be hedge lined. Players should roll 1d6 for their road, a score of five or six means that it is partially hedge lined, another d6 is rolled and the score is multiplied by ten - this is the number of inches that hedges flank each side of the road. There is also a chance that roads may have sunken sections, if a six was rolled when testing for hedges - there will be a sunken section too (no more than twelve inches long) its location randomly determined by the umpire and hidden from the players until a Scouting token is played or a unit comes within four inches of the road. Hedges provide cover for those in contact with it and sunken roads provide hard cover.

Wooden buildings will provide cover for occupants and stone buildings will provide hard cover. Only skirmishers will be able to occupy these areas. Runied farms will be surrounded by hedges and stone walls offering a range of cover and hard cover. Small farms should be no more than twelve inches across, large - twenty four inches across. Formed units can deploy along the perimeter of these features. They must take terrain tests to enter them however. Ruined villages are the same as farms in appearance and effect but will extend along the entire table edge (which ever is nearest). Ruined castles can occupy an area up to twenty four inches across and can contain substantial areas of thick medieval walls, unexplained mounds and the remains of moats. Formed units can deploy along the perimeter of these features but they must take terrain tests to enter them.

Hidden Terrain

Certain features such as fords and sunken roads may be hidden from the players at the start of the game. If an umpire is running the game the umpire can locate the feature without the other players knowing. If there is no umpire another method can be used. The side with the most skirmishers (or if neither has skirmishers, the side with the most cavalry) will test for the location of hidden terrain so that they are aware of its location and the opponent is not (only revealing it when the opponent discovers it in the usual ways).

Wood

If this option is selected, roll another d6 and refer to the table below.

Die Roll 1 2 3 4 5 6

Road Type Poor quality road Road Good quality road

Wood Type Small area of scrub Large area of scrub Small area of open wood Large area of open wood Small area of dense wood Large area of dense wood

Terrain Direction

Features such as roads, ditches and rivers have a direction and entry/exit point from the gaming table that needs to be determined. Once the location of the feature has been found the player rolls another 2d6, this will give the direction (using the same method that placed the terrain initially). Players make make several rolls to give the feature a couple of “realistic” curves before it leaves the table.

Small areas will be about twelve inches across, large areas twenty four inches across. Scrub land does not block line of sight but will halve the movement dice of units moving across it. Visibility in open woods is up to six inches but requires a terrain test for units to move through it. Dense woods can only be crossed by generals and skirmish units (which have to take a terrain test), visibility is four inches.

Terrain Volume

Road

Players should only have a couple of goes each at determining terrain, it is ideal that there should be a large central open area where the battle can be fought.

If this option is selected, roll another d6 and refer to the table below.

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Tercio

continuous firing would disorder the enemy allowing the caracoling cavalry to gain the advantage when it charged in. This tactic was favoured by the Catholic forces during the first half of the war but was generally dropped as more aggressive cavalry tactics gained favour.

A large infantry formation with a deep central body of pike-men surrounded by equally deep ranks of musketeers favoured by the Catholic powers. In battle the tercio can fire its muskets from its front, flank or rear facing but is generally less efficient than shallower formations as muskets from the rear ranks tend not to be able to fire. The tercio is also a slow and difficult formation to manoeuvre, vulnerable to artillery fire but highly resistant to cavalry attack. Tercio’s are generally more effective in defence than attack. Later tercio’s are smaller and more manoeuvrable but still deeper than the Protestant infantry regiments.

Trotter Cavalry

This tactic was preferred by the Protestant forces and was later adopted by most Catholic armies. Cavalry were deployed in a more shallow formation than caracoling cavalry, the advance towards the enemy would be at a steady trot, with pistol firing at close range immediately prior to contact.

Galloper Cavalry

Infantry Regiment

This is another shallow cavalry formation. Galloper cavalry would advance towards their enemy and close the final distance with a fast gallop, with no firing prior to contact. This tactic often proved very effective against caracoling cavalry who would be prone to falling into disorder.

By the time of the Thirty Years War Protestant armies deployed their infantry regiments into more linear formations between six to ten ranks deep. These formations are smaller and more manoeuvrable than tercio’s and are able to deliver more concentrated fire to their front. However, infantry regiments are much more vulnerable to cavalry attack particularly if approached to the flank or rear.

Horse Detachment

These are small bodies of cavalry ranging from dragoons acting as advance guard to the main body or single squadrons of elite bodyguard cavalry.

Shot Detachment

These are small bodies of musketeers who operate either in advance of the main army; perhaps exploiting difficult terrain, or are posted between cavalry formations to offer fire support. Shot detachments contain no pikemen and can be vulnerable if caught in the open by cavalry. Players have the option of detaching musket units from their tercio’s or infantry regiments.

Skirmish Cavalry

This describes all cavalry that operate in loose formations; these are not able to stand up to formed troops but are good at operating in difficult ground and can exploit flanks or disordered infantry.

Caracole Cavalry

Regimental/Battalion Gun

These are cavalry that prefer to shoot their opponents before moving into contact. This is a deep formation with successive ranks of cavalry moving forward and firing, then returning to the rear to reload. It was hoped that the

These are light artillery pieces that accompany infantry units into battle. They greatly increase a unit’s firepower especially when firing at short range.

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example of shooting

unit is twenty-four strong with eight pike and the rest shot.

An Imperial arquebus regiment of ten figures is caracoling before a rebel infantry regiment that has just moved up to contact range. It is the Imperial players turn and they have decided to fire, as the arquebus regiment has not moved, both ranks can fire. The target is four inches away which means that an arquebus needs to score two or more to hit (factor two weapon). 10d6 are rolled and only two ones are the result - so eight hits will be tested for.

The first step is the charge test. The attacking player rolls 1d6. The tercio is a veteran with a morale factor of two and it outnumbers the defenders so this is reduced by one. However, when charging a one is always a failure so anything but a one will do. The attacker passes the charge test so now it is the turn of the defender to test to stand. Mansfeld’s foot have a morale factor of four but are outnumbered so this means that a five is needed to pass the test - fortunately a six is rolled - so contact is made.

The basic score needed to inflict a kill is five or more, however, the target is at short range and this is the units “first-fire”, which means that the actual score required to inflict a kill is only three or more - they will never have a better chance than this! The player now picks up eight dice, rolls again and scores a one, two, two three’s, two four’s and two sixes - this means that six kills have been inflicted - one figure from the rebel unit is removed and a two hit marker is placed next to the unit. First blood goes to the Imperials!

As the defenders have stood, a few of them get a chance to loose-off a few shots before the attack goes in. 1d6 is rolled and four figures are able to fire, resulting in one kill. This will be counted towards the results of the melee. Both sides must now determine the number of hits. The tercio has sixteen pike (in four ranks of figures) and two musketeers (in the front rank), their combat factor is three so must score three or more using eighteen dice. Their opponents have eight pike and six musketeers and have a combat factor of four - so must score four or more using fourteen dice.

In the next turn the rebels have the initiative and are now able to return fire on their caracoling opponents. The rebels suffered casualties but it did not represent ten percent of the unit strength so no morale test was required. The rebel unit is a twenty four figure pike and shot regiment with sixteen shot - and they are directing all of their fire at the cavalry. Again this will be short range firing, the factor three muskets requiring a two or more to hit.

The successful die rolls are as follows: Die Score 2 3 4 5 6

Superb shooting by the rebels - fifteen hits! Damage must now be determined. The basic score needed to kill is five or more, but this is “first-fire” too and short range which brings the score down to three, however, the cavalry are armoured (I think they are going to need it) which means a score of four or more will produce a kill. The rebel player gathers up fifteen dice and the Imperial player leans forward nervously. Not so lucky this time! The rebel player picks out seven successful dice from all of the one’s and two’s. This means that the cavalry have only lost one figure but are well on the way to losing another. This is ten percent casualties so a morale test is required - this could well be the time to pull the cavalry out!

Attacker 3 1 5 1 5

Defender - - 2 2 3

Result A: 3 A: 1 A: 3 D: 1 A: 2

The table above shows that once the scores have been compared, the attackers have scored eight hits, the defenders one. Both sides must now test for damage, a score of four or more is required. The attacking player rolls 8d6 and scores three kills, the defender scores one (which is added to one from the shooting). Morale must now be tested for. As the attacking tercio inflicted more kills it is considered the winner of the combat, so its morale factor of two becomes one - an automatic morale pass. The defenders have a morale factor of four but the morale test score is only a three - a failure by one which means that the unit is pushed back one inch. Mansfeld’s foot are going to struggle next turn!

example of combat

Two opposing infantry regiments have “squared-up” and are about to make contact, on one side we have a veteran tercio of the Catholic League and on the other a pike and shot regiment in Mansfelds employ. The tercio is a thirty-two figure unit - half pike - half shot. Mansfeld’s

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Acknowledgements

I would like to finally acknowledge the help and contributions of those that enabled me to write and publish these rules. Firstly the play-testers Henry, Steve, Dave, Sam, Joe, Pat, Mick and the other Steve - who all provided excellent gaming opposition and useful rule suggestions. Thanks also to Dave for his superb gaming facilities - not to mention the use of his limitless array of Protestant opponents. Also well worth a mention is the kind permission granted by the good folks at the Assault Group and Perry Miniatures who allowed me to use pictures of their outstanding figures. My own collection for this period is a combination of miniatures from these two companies. Both are compatible in size, proportion and quality - the Perry’s provide excellent figures for the period as a whole and the Assault Group’s range includes figures specifically for the Thirty Years War which allows gamers the chance of giving their armies that particular “European” feel.

Bibliography

Here is a quick list of some of the books used whilst compiling these rules - or at least the ones I can remember at the time of writing! Stephen J Lee, The Thirty Years War (Routledge 1991). William P Guthrie, Battles of the Thirty Years War: From White Mountain to Nordlingen (Greenwood Press 2002). William P Guthrie, The Later Thirty Years War: From the Battle of Wittstock to the Treaty of Westphalia (Greenwood Press 2003). Geoffrey Parker, The Thirty Years War (Routledge 1984). John Childs, Warfare in the Seventeenth Century (Cassell 2001). Hajo Holborn, A History of Modern Germany (Princeton 1982). Brent Nosworthy, The Anatomy of Victory (Hippocrene Books 1990). S H Steinberg, The Thirty Years War and the Conflict for European Hegemony (Arnold 1966). C V Wedgewood, The Thirty Years War (Cape 1966). Eduard Wagner, European Weapons and Warfare 1618 -1648 (Octopus Books 1979). M S Anderson, War and Society in Europe of the Old Regime 1618 - 1789 (Sutton Publishing 1998). William S. Brockington, Monro, His Expedition with the Worthy Scots Regiment Called Mac-Keys (Praeger 1999). Samuel Rawson Gardiner, The Thirty Years’ War 1618-1648 (Elibron 2006). Friedrich Von Schiller, The History of the Thirty Years War (BiblioBazaar 2007).

33

Turn Sequence

1. Both sides test for Initiative. 2. Charge tests are made. 3. Shooting is calculated. 4. Movement. 5. Shooting after movement. 6. Combat is resolved. 7. Rally units that are routing or disordered. 8. Change orders. 9. Reinforcements. 10. Non-phasing side repeats steps two to nine.

Movement

Infantry Terrain Move Shot 1d6” Pike & Shot 1d5” Early Tercio 1d2” Tercio 1d3” Later Tercio 1d4” Cavalry Terrain Move Cuirassier 1d4” Horse/Arquebusier 1d5” Galloper 1d5” Skirmish 1d6” Artillery Terrain Regt/galloper 1d5” Falconnet 1d4” Falcon 1d3” Culverin 1d2” Demi-Cannon 1d1” Cannon 1d1”

Limb 4 3 2 1 0 -1

Basic Move 8 6 5 5 5



Basic Move 10 12 14 14

Unlimb 2” 1” ½ ½ 0 0

Close Combat Damage

Weapon Kill Single handed (musket as club) 4+ Pike not receiving cavalry charge 4+ Farming implement 4+ Pike receiving cavalry charge 3+ Two handed weapon or cavalry charging 3+ Lance armed cavalry charging 2+ Improvised weapon/artillery crew 5+

Artillery Shooting

Type Can Round Max hits Xtreme Regimental 2 - 2 - Falconnet 2 6 2 40” Falcon 2 7 3 50” Demi-Culverin 2 8 4 60” Demi-Cannon 3 9 5 70” Cannon 4 10 6 80”

War Tokens

Ambush: detach up to two figures per base from unit, place within cover up to six inches away and fire at enemy. Play during opponents phase. Bravery: unit automatically passes charge test/test to stand. Counter-Attack: win the initiative from the opposing side. Curse: played on an enemy general, next negative result a unit suffers in that command will be made one result worse. Dead-Shot: automatically inflict one kill with small arms fire. Difficult Ground: force a unit to take a terrain test when moving. Ferocity: re-roll all missed hits in one phase of combat. Find Path: move through terrain without having to take a terrain test. General Drunk: various effects. Generals Quarrel: two opposing generals within CR of each other can use no tokens that turn. Good Fortune: reflect the effects of Mutiny, Unrest, Curse and Artillery Catastrophe back on to player that played the token. Or will cancel Sharpshooter, Dead Shot, Traitor and Leader Killed tokens. Indomitable: one kill result can be ignored. Leader Killed: play when enemy unit leader is “at risk” (treble damage score). Looters: enemy skirmish unit will disappear in search of loot if they fail a their morale test. Low Ammo: play when opponent rolls four sixes to hit during shooting, this will cause a low ammo result (opponent loses one figure). Mutiny: must be played before a unit moves, roll 1d6 for number of hits on unit, must pass morale test or continue to mutiny next turn. Pay Day: negates the effects of Mutiny and Unrest tokens. Powder Explosion/burst barrel/damaged carriage: played after an enemy gun has fired, roll 1d6: 4+ and damage occurs. Question Orders: general can use no command actions next turn. Reinforce: bring on reinforcements or looters/pursuers return. Resolve: a morale check can be ignored. Scouting: negates the effect of Ambush and Difficult Ground. Sharpshooter: one figure firing small shot gains an automatic hit. Spy: can reveal opponents orders or a units grade or take a token from opposing general. Stalwart: opposing unit must re-roll all hits in one phase of combat. Target General: allows and enemy general to be fired on. Traitor: token is given to opposing player who must keep hold of it and hand over one token per turn to their opponents. Unrest: opposing unit becomes Disordered and will remain so next turn unless a morale test is passed.

Morale Modifiers

Modifiers Morale Factor Size difference - one base -1/+1 Size difference - half/double -2/+2 Trotter/Galloper cavalry -1 Disordered -1/+1 Caracoling cavalry +1 Cavalry charging formed pike +1 General is within six inches -1 Each ten percent figure loss +1

Roll 1d6 and compare the score to the units Morale Factor, if the score equals or exceeds the MF, the test is passed.

Shooting

Weapon Factor X Range Modifiers to-hit Musket 3 24” Target is charging Carbine 2 14” cavalry. Arquebus 2 14” Shooter moved. Pistol 1 8” Target not in arc at Rifle 4 30” start of phase.

Failed Failed Failed Failed

by by by by

Morale Results

one: push back 1” and 1 kill. two: push back 2” and 2 kills. three: push back 3”, 3 kills, disordered. four: rout.

Damage Modifiers

Target Modifier In cover +1 Armoured +1 Long range +1 Irregular unit +1 Skirmish unit +2 Extreme range +2 Hard cover +2 Heavy armour +2 Short range -1 First fire/rear rank -1

Risk to Generals

Die Score 3 - 5 6 - 7 8 - 9 10 11 12 13 14 + Add the number score.

Effect on General No effect Withdraws Horse killed Escapes Wounded Mortally Wounded Captured Killed of kills to the die

Leader A1

Deploy 3

FEROCITY

Leader M2

Deploy 2

FEROCITY

Leader R3

Deploy 1

FEROCITY

Initiative 2

Morale 1

Initiative 3

Morale 2

Initiative 1

Morale 3

Leader A2

Deploy 2

Leader M3

Deploy 1

Leader A1

Deploy 3

RALLY

RALLY

RALLY

Initiative 3

Morale 2

Initiative 1

Morale 3

Initiative 2

Morale 1

Leader A3

Deploy 1

Leader V1

Deploy 3

Leader A2

Deploy 2

STALWART

STALWART

STALWART

Initiative 1

Morale 3

Initiative 2

Morale 1

Initiative 3

Morale 2

Leader In1

Deploy 3

Leader V2

Deploy 2

Leader A3

Deploy 1

INDOMITABLE

INDOMITABLE

INDOMITABLE

Initiative 2

Morale 1

Initiative 3

Morale 2

Initiative 1

Morale 3

Leader In2

Deploy 2

Leader V3

Deploy 1

Leader E1

Deploy 3

RESOLVE

RESOLVE

RESOLVE

Initiative 3

Morale 2

Initiative 1

Morale 3

Initiative 2

Morale 1

Leader In3

Deploy 1

Leader R1

Deploy 3

Leader E2

Deploy 2

COUNTER ATTACK

COUNTER ATTACK

COUNTER ATTACK

Initiative 1

Morale 3

Initiative 2

Morale 1

Initiative 3

Morale 2

Leader M1

Deploy 3

Leader R2

Deploy 2

Leader E3

Deploy 1

SHARPSHOOTER Initiative 2

Morale 1

SHARPSHOOTER Initiative 3

Morale 2

SHARPSHOOTER Initiative 1

Morale 3

Leader M1

Deploy 3

BRAVERY

Leader R2

Deploy 2

BRAVERY

Leader In3

Deploy 1

BRAVERY

Initiative 2

Morale 1

Initiative 3

Morale 2

Initiative 1

Morale 3

Leader M2

Deploy 2

Leader R3

Deploy 1

Leader M1

Deploy 3

DEAD SHOT

DEAD SHOT

DEAD SHOT

Initiative 3

Morale 2

Initiative 1

Morale 3

Initiative 2

Morale 1

Leader M3

Deploy 1

Leader A1

Deploy 3

Leader M2

Deploy 2

SCOUTING

SCOUTING

SCOUTING

Initiative 1

Morale 3

Initiative 2

Morale 1

Initiative 3

Morale 2

Leader V1

Deploy 3

Leader A2

Deploy 2

Leader M3

Deploy 1

SCOUTING

SCOUTING

PAY DAY

Initiative 2

Morale 1

Initiative 3

Morale 2

Initiative 1

Morale 3

Leader V2

Deploy 2

Leader A3

Deploy 1

Leader V1

Deploy 3

AMBUSH

FIND A PATH

LOOTERS

Initiative 3

Morale 2

Initiative 1

Morale 3

Initiative 2

Morale 1

Leader V3

Deploy 1

Leader In1

Deploy 3

Leader V2

Deploy 2

POWDER EXPLOSION

BURST BARREL

DAMAGED CARRIAGE

Initiative 1

Morale 3

Initiative 2

Morale 1

Initiative 3

Morale 2

Leader R1

Deploy 3

Leader In2

Deploy 2

Leader V3

Deploy 1

DIFFICULT GROUND Initiative 2

Morale 1

DIFFICULT GROUND Initiative 3

Morale 2

DIFFICULT GROUND Initiative 1

Morale 3

Leader R1

Deploy 3

QUESTION ORDERS

Leader In2

Deploy 2

QUESTION ORDERS

Leader V3

Deploy 1

QUESTION ORDERS

Initiative 2

Morale 1

Initiative 3

Morale 2

Initiative 1

Morale 1

Leader R2

Deploy 2

Leader In3

Deploy 1

Leader R1

Deploy 3

GENERALS QUARREL

GENERALS DRUNK

TARGET GENERAL

Initiative 3

Morale 2

Initiative 1

Morale 3

Initiative 2

Morale 2

Leader R3

Deploy 1

Leader M1

Deploy 3

Leader R2

Deploy 2

LEADER KILLED

LEADER KILLED

LEADER KILLED

Initiative 1

Morale 3

Initiative 2

Morale 1

Initiative 3

Morale 3

Leader A1

Deploy 3

Leader M2

Deploy 2

Leader R3

Deploy 1

LOW AMMO Initiative 2 Leader A2

Morale 1 Deploy 2

REINFORCE

LOW AMMO

LOW AMMO

Initiative 3

Morale 2

Initiative 1

Morale 1

Leader M3

Deploy 1

Leader A1

Deploy 3

REINFORCE

GOOD FORTUNE

Initiative 3

Morale 2

Initiative 1

Morale 3

Initiative 2

Morale 2

Leader A3

Deploy 1

Leader V1

Deploy 3

Leader A2

Deploy 2

SPY

SPY

SPY

Initiative 1

Morale 3

Initiative 2

Morale 1

Initiative 3

Morale 3

Leader In1

Deploy 3

Leader V2

Deploy 2

Leader A3

Deploy 1

MUTINY Initiative 2

Morale 1

UNREST Initiative 3

Morale 2

CURSE Initiative 1

Morale 1

Disordered

Push Back

Rout

Disordered

Push Back

Rout

Disordered

Push Back

Rout

Disordered

Push Back

Rout

Disordered

Push Back

Rout

1

1

1

1

1

1

1

2

2

2

2

2

2

2

3

3

3

3

3

3

3

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