The Swedish War
April 24, 2017 | Author: affe24 | Category: N/A
Short Description
Supplement for the wargaming rules "Father Tilly". The book gives rules, background and scenarios for the fina...
Description
Introduction
Army Lists
Scenario
War-Tokens
The Swedish War
1
The Catholic League/Imperial Army 1630-31 The Catholic League/Imperial Army 1632 Imperial Army 1632 The Catholic League/Imperial Army 1632-33 Imperial Army 1634 Bavarian Army 1634 Spanish Army 1634 Catholic League/Imperial - Generals Profiles Catholic League/Imperial - Description Swedish Army 1630 Swedish Army 1631 Swedish Army 1632 Saxon Army 1631 Swedish Army 1633 Swedish Army 1634 Swedish Generals Profiles Swedish Army - Description
2 2 3 3 4 4 4 5 5 6 7 7 8 8 9 9 10
Battle of Breitenfeld Battle of Lützen Battle of Nordlingen
12 14 17
Benefitial Effect Detrimental Effect Staggered Hackapells
19 19 19 19
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.
Now that Denmark had been defeated, and Christian’s army knocked out of the war, Habsburg forces were free to roam along the Baltic coastline. This development greatly alarmed Gustavus Adolphus who led Sweden into the War in 1630. Having made some key alliances with several Protestant states such as Hesse-Cassel, Pomerania and Stralsund, the Swedish king invaded northern Germany. In the following year Gustavus drew up the Treaty of Bärwald with France which ensured French funding to maintain a Swedish army in Germany. An army that would oppose the forces of the Emperor. Although these subsidies were coming from a Catholic country to pay for a Protestant army, the Habsburgs had been long time rivals of the French court.
Empire was at the mercy of the victorious Swedish army, and with few options open to him, the Emperor was forced to reinstate Wallenstein. Meanwhile, Gustavus began campaigning in the Rhineland and then moved his army into Bavaria (violating the Treaty of Bärwald at the same time). This move was opposed by Tilly in 1632 at the battle of Leck, where he was mortally wounded, however, Wallenstein did manage to check the Swedish advance at Nuremberg. Later that year saw another major clash, this time at the Battle of Lützen. The Swedes managed to win the bitterly fought battle, but it cost them their leader - Gustavus Adolphus. The kings death greatly weakend the Swedish war effort and it was left to the Swedish Chancellor, Oxenstierna to organise a number of German Protestant states into the League of Heilbronn in 1633, to continue the fight against the Empire. However, this force was shattered by a combined Spanish, Imperialist and Bavarian army at the Battle of Nördlingen in 1634. After this, Swedens German allies began to drop out of the war and for the moment, the Swedish offensive ground to a halt.
However, the arrival of Swedish troops on German soil was not universally welcomed by all of the German states, Saxony and Brandenburg initially remained neutral - until Tilly’s troops sacked and destroyed the city of Magdeburg. And then in 1631 the Protestant armies enjoyed their first victory when a Swedish and Saxon army defeated Tilly at the Battle of Breitenfeld. After this decisive battle the
1
Army:
Commander: Generals:
Catholic League/Imperial Army 1630-31
Tilly Furstenberg, Schonberg, Pappenheim, Erwitte
Unit Type
Formation
Grade
Number
Strength
Weapon
League Infantry
Tercio
Veteran
3
40 - 48
P/s
League Infantry
Tercio
Regular
3
40 - 48
P/s
Imperial Infantry
Tercio
Veteran
4
20 - 24
p/S
Imperial Infantry
Tercio
Regular
4
20 - 24
p/S
Life Guard Horse
Caracole
Elite
1
6
S
Imperial Cuirassier
Caracole
Veteran
2
8 - 12
S
Imperial Cuirassier
Caracole
Regular
4
8 - 12
S
Imperial Arquebusier
Caracole
Regular
6
8 - 16
S
League Horse
Caracole
Regular
4
10 - 20
S
Skirmisher
Regular
2
8 - 10
S
Demi-Cannon
Artillery
Regular
4
-
S
Demi-Culverin
Artillery
Regular
2
-
S
Falcon
Artillery
Regular
4
-
S
Croat Horse
Army:
Commander: Generals:
Catholic League/Imperial Army 1632
Tilly Aldringen, Schonberg, Pappenheim, Erwitte
Unit Type
Formation
Grade
Number
Strength
Weapon
League Infantry
Tercio
Veteran
2
32 - 40
P/s
League Infantry
Tercio
Regular
4
20 - 60
P/s
Imperial Infantry
Tercio
Veteran
2
20 - 48
p/S
Imperial Infantry
Tercio
Regular
2
16 - 20
p/S
League Cuirassier
Caracole
Regular
2
14 - 20
S
League Horse
Caracole
Regular
4
8 - 12
S
Imperial Cuirassier
Caracole
Regular
1
8
S
Imperial Arquebusier
Caracole
Regular
1
8
S
Skirmisher
Regular
2
8 - 10
S
Demi-Cannon
Artillery
Regular
1
-
S
Demi-Culverin
Artillery
Regular
4
-
S
Falcon
Artillery
Regular
1
-
S
Croat Horse
2
Army:
Commander: Generals:
Imperial Army 1632 Wallenstein Holk, Collorado Formation
Grade
Number
Strength
Weapon
Imperial Infantry
Unit Type
Later Tercio
Veteran
4
16 - 20
p/S*
Imperial Infantry
Later Tercio
Regular
6
16 - 20
p/S*
Imperial Cuirassier
Trotter
Veteran
2
8 - 12
S
Imperial Cuirassier
Trotter
Regular
4
8 - 16
S
Imperial Arquebusier
Caracole
Regular
4
8 - 16
S
Dragoon
Dragoon
Regular
1
4
S
Skirmisher
Regular
1
8
S
Demi-Cannon
Artillery
Regular
3
-
S
Demi-Culverin
Artillery
Regular
3
-
S
Falcon
Artillery
Regular
4
-
S
*Battalion Gun
Artillery
-
-
-
S
Croat Horse
Army:
Commander: Generals:
Catholic League/Imperial Army 1632-33 Bonninghausen Gronsfeld, Merode, Geleen
Unit Type
Formation
Grade
Number
Strength
Weapon
League Infantry
Later Tercio
Veteran
1
16 - 28
p/S*
League Infantry
Later Tercio
Regular
3
16 - 24
p/S*
Imperial Infantry
Later Tercio
Veteran
1
16 - 28
p/S*
Imperial Infantry
Later Tercio
Regular
3
16 - 20
p/S*
Trotter
Elite
1
3
S
Life Guard Cuirassier Imperial Cuirassier
Trotter
Veteran
1
8
S
Imperial Arquebusier
Caracole
Regular
3
8
S
League Arquebusier
Caracole
Regular
1
8
S
Imperial Dragoon
Dragoon
Regular
2
10
S
Demi-Cannon
Artillery
Regular
1
-
S
Demi-Culverin
Artillery
Regular
1
-
S
Falcon
Artillery
Regular
1
-
S
*Battalion Gun
Artillery
-
-
-
S
3
Army:
Commander: Generals:
Imperial Army 1634 Ferdinand III Gallas, Fernando
Unit Type
Formation
Grade
Number
Strength
Weapon
Imperial Infantry
Later Tercio
Veteran
2
16 - 20
p/S*
Imperial Infantry
Later Tercio
Regular
5
16 - 20
p/S*
Life Guard Cuirassier
Trotter
Elite
1
3
S
Imperial Cuirassier
Trotter
Veteran
4
8
S
Imperial Cuirassier
Trotter
Regular
8
8
S
Imperial Arquebusier
Caracole
Regular
1
8
S
Imperial Dragoon
Dragoon
Regular
1
10
S
Skirmisher
Regular
3
8
S
Demi-Cannon
Artillery
Regular
5
-
S
*Battalion Gun
Artillery
-
-
-
S
Formation
Grade
Number
Strength
Weapon
Bavarian Infantry
Later Tercio
Veteran
1
20
p/S*
Bavarian Infantry
Later Tercio
Regular
2
16 - 24
p/S*
Bavarian Cuirassier
Trotter
Veteran
1
8
S
Bavarian Horse
Trotter
Regular
5
10
S
Bavarian Arquebusier
Trotter
Regular
1
8
S
Bavarian Dragoon
Dragoon
Regular
1
8
S
Demi-Cannon
Artillery
Regular
5
-
S
*Battalion Gun
Artillery
-
-
-
S
Formation
Grade
Number
Strength
Weapon
Spanish Infantry
Tercio
Veteran
6
16 - 38
p/S
Spanish Infantry
Tercio
Regular
4
16 - 30
p/S
Life Guard Horse
Caracole
Elite
1
6
S
Spanish Horse
Caracole
Veteran
3
10 - 14
S
Spanish Horse
Caracole
Regular
2
10 - 14
S
Spanish Dragoon
Dragoon
Regular
1
10
S
Falcon
Artillery
Regular
4
-
S
Croat Horse
Army:
Commander:
Bavarian Army 1634 Duke Charles IV
Unit Type
Army:
Commander:
Spanish Army 1634 Leganes
Unit Type
4
Catholic League/Imperial Generals Name
Army
Personality
Tactics
Strategy
Command
Imperial
-
Poor
Good
Poor
Catholic League
-
Good
Good
Average
Imperial
-
Poor
Poor
Average
Catholic League
-
Average
Average
Average
Lieutenant Colonel Gronsfeld
Imperial
Cautious
Average
Poor
Average
Marshal von Schonberg
Imperial
-
Average
Average
Average
Count Gottfried Heinrich von Pappenheim
Imperial
Rash, Insub.
Good
Poor
Average
Count Henrich von Holk
Imperial
-
Good
Average
Poor
Count Rodolfo di Colloredo
Imperial
-
Average
Poor
Poor
Field Marshal Lothar von Bonninghausen
Imperial
-
Poor
Poor
Poor
Lieutenant-General Count von Gronsfeld
Catholic League
Quarrelsome
Poor
Poor
Average
Count Jean de Merode-Waroux
Imperial
-
Average
Poor
Poor
Marshal Gottfried von Geleen
Imperial
-
Poor
Poor
Average
Ferdinand III King of Hungary & Bohemia
Imperial
-
Poor
Poor
Average
Count Matteo Galasso
Imperial
-
Average
Poor
Poor
Prince Fernando Hapsburg
Imperial
-
Good
Poor
Poor
Duke Charles IV of Lorraine
Imperial
Rash
Average
Poor
Poor
Baron Peter Melander von Holzapfel
Imperial
-
Average
Average
Good
Count Johann Cratz von Schaffenstein
Imperial
Quarrelsome
Average
Poor
Average
Albrecht von Wallenstein Count Jean T’Serclaus Baron of Tilly Marshal von Furstemberg Marshal von Erwitte
The table above describes the skills and attributes of the leading generals that took part in this campaign. The rules that apply to these factors can be found in the main Father Tilly rule-set.
Catholic League/Imperial Armies
When compared to the armies that fought in previous campaigns, the Imperial and Catholic League armies of 1630-31 were little changed, there was still the reliance on massive squares of veteran infantry and sturdy blocks of cuirassier. However, after the defeat at Breitenfeld, Wallenstein sought to reorganise the catholic forces to deal with the more flexible Swedish army. Infantry formations were reduced in size and depth resulting in the “Later Tercio” formation and heavy cavalry were ordered not to use the “caracole” and are now reclassified as “trotters”.
Infantry
Later tercio’s are three figure depth units that can have a battalion gun attached. Firepower can be further increased by replacing the front rank of pikemen with shot - this would mean that a three figure depth unit would only have two ranks of pike.
Cavalry
The heavy cavalry units (Cuirassier & Horse) also found their depth reduced and tactics changed to “trotter”. These units will now have a one figure depth. Arquebus units were to retain their previous organisation and caracole tactics.
5
Army:
Commander: Generals:
Swedish Army 1630
Gustavus Adolphus Baner, Horn, Knyphausen, Teuffel, Torstensson Formation
Grade
Number
Strength
Weapon
Royal Guard Company
Unit Type
Regiment
Elite
1
8
S
Swedish Infantry
Regiment
Veteran
8
10 - 12
p/S*
Scottish Infantry
Regiment
Veteran
2
10 - 12
p/S*
German Infantry
Regiment
Regular
4
10 - 16
p/S*
Swedish Horse
Trotter
Veteran
5
8 - 16
S
Demi-Cannon
Artillery
Regular
5
-
S
Demi-Culverin
Artillery
Regular
5
-
S
*Battalion Gun
Artillery
-
-
-
S
6
Army:
Commander: Generals:
Swedish Army 1631
Gustavus Adolphus Baner, Horn, Knyphausen, Teuffel, Tortensson
Unit Type
Formation
Grade
Number
Strength
Weapon
Royal Guard Company
Regiment
Elite
1
8
S
Royal Guard Infantry
Regiment
Veteran
1
28
p/S*
Swedish Infantry
Regiment
Veteran
6
10 - 20
p/S*
Scottish Infantry
Regiment
Veteran
4
10 - 16
p/S*
German Infantry
Regiment
Regular
12
10 - 24
p/S*
Life Guard Horse
Trotter
Elite
1
6
S
Finnish Horse
Galloper
Veteran
2
9
S
Swedish Horse
Trotter
Veteran
4
9
S
German Horse
Trotter
Regular
10
8 - 14
S
Demi-Cannon
Artillery
Regular
1
-
S
Demi-Culverin
Artillery
Regular
3
-
S
*Battalion Gun
Artillery
-
-
-
S
Army:
Commander: Generals:
Swedish Army 1632
Gustavus Adolphus Baner, Horn, Knyphausen, Teuffel, Tortensson Formation
Grade
Number
Strength
Weapon
Royal Guard Company
Unit Type
Regiment
Elite
1
8
S
Swedish Infantry
Regiment
Veteran
3
10 - 12
p/S*
Scottish Infantry
Regiment
Veteran
4
10 - 12
p/S*
German Infantry
Regiment
Veteran
2
10 - 12
p/S*
German Infantry
Regiment
Regular
16
10 - 36
p/S*
Life Guard Horse
Trotter
Elite
1
3
S
Finnish Horse
Galloper
Veteran
1
9
S
Swedish Horse
Trotter
Veteran
6
9
S
German Horse
Trotter
Regular
16
8 - 12
S
German Dragoon
Dragoon
Regular
2
8
S
Demi-Cannon
Artillery
Regular
6
-
S
Demi-Culverin
Artillery
Regular
6
-
S
*Battalion Gun
Artillery
-
-
-
S
7
Army:
Commander: Generals:
Saxon Army 1631
Arnim Sax-Altenburg, Bindauf
Unit Type
Formation
Grade
Number
Strength
Weapon
Saxon Household Foot
Regiment
Regular
1
8
p/S
Saxon Infantry
Regiment
Conscript
4
36 - 40
p/S
Saxon Infantry
Regiment
Militia
5
36 - 40
p/S
Life Guard Horse
Trotter
Regular
1
16
S
Saxon Horse
Trotter
Conscript
3
20
S
Saxon Horse
Trotter
Militia
4
10
S
Demi-Cannon
Artillery
Regular
5
-
S
Demi-Culverin
Artillery
Regular
5
-
S
Army:
Commander: Generals:
Swedish Army 1633
Duke Georg of Brunswick-Luneburg Stalhansk, Kagge, Knyphausen, Melander, Uslar
Unit Type
Formation
Grade
Number
Strength
Weapon
Scottish Infantry
Regiment
Veteran
1
10
p/S*
English Infantry
Regiment
Veteran
1
12
p/S*
German Infantry
Regiment
Veteran
2
10 - 12
p/S*
German Infantry
Regiment
Regular
10
10 - 12
p/S*
Life Guard Horse
Trotter
Elite
1
3
S
Finnish Horse
Galloper
Veteran
2
9
S
Swedish Horse
Trotter
Veteran
5
9
S
German Horse
Trotter
Regular
8
8
S
German Dragoon
Dragoon
Regular
3
8
S
Demi-Cannon
Artillery
Regular
1
-
S
Demi-Culverin
Artillery
Regular
1
-
S
*Battalion Gun
Artillery
-
-
-
S
8
Army:
Commander: Generals:
Swedish Army 1634
Duke Bernhard of Sax-Weimar Horn, Cratz
Unit Type
Formation
Grade
Number
Strength
Weapon
Scottish Infantry
Regiment
Veteran
3
10 - 12
p/S*
Swedish Infantry
Regiment
Veteran
6
10 - 12
p/S*
German Infantry
Regiment
Veteran
3
10 - 12
p/S*
German Infantry
Regiment
Regular
12
10 - 36
p/S*
Life Guard Horse
Trotter
Elite
2
10
S
Swedish Horse
Trotter
Veteran
2
9
S
German Horse
Trotter
Veteran
2
9
S
German Horse
Trotter
Regular
16
8
S
German Dragoon
Dragoon
Veteran
1
12
S
German Dragoon
Dragoon
Regular
2
4
S
Demi-Cannon
Artillery
Regular
3
-
S
Demi-Culverin
Artillery
Regular
4
-
S
*Battalion Gun
Artillery
-
-
-
S
Swedish Generals Name
Army
Personality
Tactics
Strategy
Command
Gustavus Adolphus King of Sweden
Swedish
-
Good
Average
Good
Marshal Count Gustav Horn
Swedish
Cautious
Average
Average
Average
General Johann Baner
Swedish
Rash, Quarrel
Average
Poor
Poor
Colonel Lennart Torstensson
Swedish
-
Average
Average
Average
Saxon
-
Good
Average
Average
Major General Teuffel
Swedish
-
Average
Poor
Average
Major General John Hepburn
Swedish
-
Average
Average
Average
Duke Georg of Brunswick-Luneburg
Swedish
-
Poor
Average
Average
Field Marshal Baron von Knyphausen
Swedish
Cautious, Quarrel
Average
Poor
Average
Duke Bernhard von Sax-Weimar
Swedish
-
Average
Good
Average
Count Johann von Vitzthun
Swedish
Quarrelsome
Poor
Poor
Average
Lieutenant General Georg von Arnim
The table above describes the skills and attributes of the leading generals that took part in this campaign. The rules that apply to these factors can be found in the main Father Tilly rule-set.
9
The Swedish Army
The basic unit formations of the Swedish army are shown in the Father Tilly rules but in this section we will be taking a more detailed look at the tactics employed and the rules we need to employ to accommodate them.
Artillery
This would usually be placed in one or two powerful batteries in a central position in front of the infantry. The infantry units that occupied the first line would be equipped with battalion guns, but not the infantry in the second line. Battalion guns were sometimes detached from the infantry to form light gun batteries.
Horses
Cavalry
The first thing to say about the cavalry was that it was rather poorly mounted when compared to other European cavalry. However, after the Battle of Breitenfeld, the army had access to better mounts and the quality of the Swedish horse improved. How this is reflected in the rules is that all Swedish, or German horse will not gain a charge bonus to damage in combat (i.e. they will only inflict a kill result on a 4+ rather than the usual 3+). After Breitenfeld, this penalty is removed.
Armour
Most cavalry will count as having no armour, the Swedish king preferred greater mobility over protection. However, some horse units can still be considered “armoured” and there were even cuirassiers - the Livonian Aderkas regiment - which counts as “heavily armoured”. For those horse units that do not wear armour, mobility will be improved in the following way - players that roll a one or two with movement dice can choose to ignore the score and apply another (max. six). Also, cavalry can break contact without a morale test if no kills were inflicted in that round of combat and can even do so if kills were inflicted - although this does require a morale test. These improvements only apply to horse that are not wearing armour.
Tactics
The horse employ “trotter” tactics meaning that they fire their pistols (hopefully at the enemy) before they make contact at a steady trot. Short approaches to the enemy were preferred and so any contact that is made from a unit that did not move in the previous turn does not require a charge test. If the unit did move in the previous turn, for example it moved towards the enemy or broke contact - a charge test is required (a charge test will always be required if the unit is disordered or has lost a figure - whether it moved previously or not). Finnish cavalry are classed as “gallopers”, this means that they do not require a charge test to make contact with their enemy, in fact all they need to do is move into contact during the movement phase, if the distance that they have moved is sufficient to bring them into contact with the target. Finnish cavalry moves straight into contact without any preliminary firing. If the attack move is in a straight line they gain the bonus to damage (3+ to inflict a kill), if the unit wheeled or turned into contact - they don’t (4+ to kill). A crucial element to the success of the cavalry is the support from infantry detachments, without them the lighter Swedish cavalry would have little hope against the heavier Catholic horse. Players that take a quick look at the army lists, note that they have veteran cavalry and hurl them into the nearest cuirass regiment are going to be very disappointed. Swedish cavalry is good but it has to be used carefully. One movement base of shot (four figures) can be placed between cavalry regiments - usually only in the first line of cavalry. Cavalry tended to be deployed in two lines on either flank of the infantry and behind the first line of infantry offering close support. The first and second lines would be separated by about two hundred yards with shot detachments supporting the front line cavalry. A small cavalry reserve would often be held back in a central position.
10
Organisation
Infantry
The usual deployment for Swedish infantry was in three regiment brigades, with the central regiment in advance of the two flanking regiments. If in the first line of the army, each regiment would be equipped with a battalion gun. Three to four such brigades would usually form the first line with the same or slightly less in the second line. Cavalry could be placed between these lines to attack disordered enemy infantry.
Movement
Each infantry brigade requires only one command action to command it to move even if the component regiments are not all going in the same direction (this would usually require one command action per unit). This is permitted as long as the unit is no more than four inches from another unit in the brigade. If the distance exceeds four inches the unit will have to be commanded separately. When testing to move a brigade, 1d6 is rolled for movement for each unit in the brigade - and the best result is taken. For example, a three regiment brigade is moving forward, 3d6 are rolled and a score of 1, 3 and 5 are the result. The player can choose either of these numbers to add to the basic move.
Weaponry
The infantry of the Swedish army was equipped with lighter muskets that did not require the use of a rest. This lighter weapon had a higher rate of fire but marginally less impact, and in the hands of experienced troops could deliver a devastating barrage. Infantry equipped with this weapon can fire their front rank figures twice instead of the usual once. If the firing unit is of “regular” grade (or worse) they will not benefit from a “first-fire” bonus - if they are “veteran” grade (or better) they will!
Shot Detachments
These are four figure musket units that are placed in between cavalry regiments. They will deliver fire before the cavalry charges (after the charge declaration but before contact is made) and will also give covering fire if the cavalry is attacked - the shot will fire at units attacking the cavalry that they are supporting - during the opponents turn. For example, an Imperial Cuirassier regiment attacks a Swedish horse regiment. The Imperial player declares a charge and then moves the unit into contact, the Swedish player fires all eligible figures at the attackers before they make contact. Any shot detachments that are not disordered but are within short range (and arc of fire), will be able to fire on the attacking unit. The number of figures that can fire does not need to be tested for - they will all fire (plus the extra shots for the lighter weapon).
Casualties
Damage inflicted on brigades will be applied to the nearest unit in the brigade. When comparing the number of figures lost to the starting strength of the unit, count all the figures in the brigade rather than just those in the unit. For example, a unit of twelve figure has just lost two figures, this would normally mean 10% casualties and a morale test. However, the starting strength of the brigade was thirty-six figures and so no morale test is required (four figures would need to be lost for 10%). When casualties are inflicted on shot detachments, they count their starting strength as the number of figures in the detachment plus the number of figures in the cavalry regiment that they are supporting (assuming there is one). For instance, a four figure shot detachment is supporting a six figure cavalry regiment - this gives the infantry (and cavalry) an effective starting strength of ten. And finally, when testing for risk to general against the figure of Gustavus Adolphus add one to each die score (as well as the number of hits inflicted) - if only he had been wearing armour...
11
Background
First Echelon Command: Baner Yellow Brigade, Infantry Regt - 1st Bn, Veteran, 12, p/S. Yellow Brigade, Infantry Regt - 2nd Bn, Veteran, 12, p/S. Yellow Brigade, Infantry Regt - 3rd Bn, Veteran, 12, p/S. Stalhansk (Finns), Galloper, Veteran, 8, S. Wunsch (Finns), Galloper, Veteran, 8, S. Tott, Trotter, 1st Squadron, Veteran, 6, S. Tott, Trotter, 2nd Squadron, Veteran, 6, S. Tott, Trotter, 3rd Squadron, Veteran, 6, S. Soop, Trotter, Veteran, 9, S. Brahe, Trotter, Veteran, 9, S. Artillery, Battalion Gun for each infantry battalion.
It was midway through September in 1631 that the Swedish army was joined by its Saxon allies and Gustavus now felt strong enough to take on Tilly, even though the Saxons were untried in battle. Tilly, the Catholic League commander had also been awaiting reinforcements but Pappenheim recommended immediate battle, he considered the Saxons to be a rabble and the Swedes not strong enough on their own to withstand the might of the League. Tilly was not persuaded but on a reconnaissance mission Pappenheim established contact with the Swedish army and sent an alarming message back to say that he was now too heavily engaged to withdraw safely. Unless Tilly backed his general up with the whole army - all would be lost! Not wishing to abandon his men, Tilly advanced the army to Breitenfeld - only to find the Swedish army was still some way off - Pappenheim had exaggerated the situation to lure his leader into a fight with the Swedes. Although the Swedish army was at a distance it was now too late to withdraw - at least Pappenheim had chosen a decent place for a battle.
Second Echelon Command: Gustavus Rhinegrave, Trotter, 1st Squadron, Regular, 6, S. Rhinegrave, Trotter, 2nd Squadron, Regular, 6, S. Rhinegrave, Trotter, 3rd Squadron, Regular, 6, S. Reserve Command: Gustavus Aderkas (Livonian Cuirass), Trotter, Veteran, 6, S. Domhoff, Trotter, Veteran, 3, S. Sperreuter, Trotter, Veteran, 9, S. The Tott cavalry regiment count as armoured horse, the Aderkas regiment are Livonian Cuirass and count as heavily armoured.
Imperial Command
Field Marshal Pappenheim commanded the left wing of Tilly’s army and faced the formidable Gustavus Adolphus who, although in overall command of the Swedish army, had placed himself on right flank. The order of battle shown below represents the majority of Pappenheim’s forces present at the battle of Breitenfeld. The unit name, formation type, grade, strength (number of figures in the unit) and weapons are shown.
The Terrain
This battle can be fought on a six by four foot table. The terrain in open apart from the woods (open woods) on the left. The rest of the battle of Breitenfeld would be fought away off the right side of the table.
Deployment
Left Wing Command: Pappenheim Stozzi (Cuirassier), Caracole, Veteran, 10, S. Neu-Saxon (Cuirassier), Caracole, Regular, 12, S. Bernstein (Cuirassier), Caracole, Regular, 8, S. Rangoni (Cuirassier), Caracole, Regular, 10, S. Piccolomini (Cuirassier), Caracole, Veteran, 10, S. Merode (Arquebusier), Caracole, Regular, 10, S. Piccolomini (Arquebusier), Caracole, Regular, 16, S. Holstein, Tercio, Veteran, 30, p/S.
Gustavus anchored the right wing of his first echelon on the woods and his left wing on the Yellow Brigade. In between he deployed his cavalry and supporting shot detachments - with a considerable force in the second line and in reserve to be used as the situation developed. Pappenheim placed the Tercio on his right flank and deployed his cavalry in a single line facing the Swedes.
The Battle
Swedish Command
At about two in the afternoon, Pappenheim ordered his command forward. As the cuirass approached the Swedish line the arquebusiers gave fire - in preparation for the heavy cavalries attack, but it was only when the Imperials approached to close range that the Swedes returned fire. With over eight-hundred muskets firing in a single volley, the Imperial line became disordered and units began to fall back.
Gustavus Adolphus positioned himself on the vital right flank of his army where he could deal directly with the weight of Imperial Cuirass. The order of battle shown below represents the majority of the Swedish armies right flank force at the battle of Breitenfeld. The unit name, formation type, grade, strength (number of figures in the unit) and weapons are shown.
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Pappenheim quickly responded by moving the Holstein infantry regiment and his arquebusiers to cover the front while he regrouped and repositioned his cavalry round the flank of the Swedes. In answer to this move Gustavus bent the right flank of his first line back and began to extend his line with units from the rear. Pappenheim again launched his cavalry at the Swedish line. In all, it is said that Pappenheim launched seven attacks, but the Swedish king managed to continue to extend his line and plug any gaps that opened up. After two hour of fighting, the Imperials had failed to breakthrough and Pappenheims troops were now exhausted and totally disorganised. At this point, Gustavus launched his counterattack with fresh troops - the Imperials gave way - and the Holstein Tercio became an island in a tide of Swedish cavalry, a decisive moment in the Battle of Breitenfeld.
Playing the Game
Swedish players may be tempted to launch their cavalry in a ferocious charge against the approaching cuirass, but players should remember that this is not what Gustavus did and there is a reason for that - the Imperial Cuirass will be able to withstand that charge. So despite having excellent attacking cavalry, the Swedish player has to use them in a controlled way - the cavalry must be supported by the shot. Only when the infantry and cavalry are combined have they a hope of resisting the heavy Imperial cavalry. Although the Imperial cavalry relied mainly on the caracole tactic, this was of course only a prelude to the cavalry charge, and with so much supporting shot, the Imperial player cannot spend too much time softening up their opponent with preparatory shooting - they must charge home as soon as possible. This will be the heavy cavalries best chance if they are to avoid too many casualties before they make contact.
This scenario presents an excellent opportunity to try out the different tactics used by the Imperials and Swedes.
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Background
Over a year after Breitenfeld, with Tilly now dead and Wallenstein in his place the Swedish army appeared to be preparing to see out the winter in Naumburg. As Gustavus began to circle the town with earthworks, Wallenstein assumed that the Swedish army was taking up its winter quarters and so the Imperial commander gave orders for his army to disperse into separate corps to wait for the next campaign season. However, on the 15 November the Swedish king marched out of camp and led his army towards Leipzig. Surprised by this move, Wallenstein had to gather his scattered forces, there was definitely another turn left in this years game! Wallensteins first move was to quickly dispatch a small force of Croats and infantry to occupy the Swedes, hoping to buy enough to allow him to reform his army. This small force fought well and brought Wallenstein enough time to select Lützen as a good spot for a defensive battle.
The Scenario
Lützen is another epic Thirty Years War battle and one that will not be tackled in its entirety here. Rather this scenario deals with one crucial part of the battle - when victory hung in the balance, and when the Swedish king involved himself directly in the fighting. Realising that his attack was becoming disordered and fearing a Catholic counterattack, the King gathered up a force of cavalry and led them in a furious charge hoping to swing the initiative back in his favour, however, the fog that had smothered the early stages of the fighting and then receded once again returned - and the king disappeared from view. This scenario sets out to recreate the confusion and disorder that surrounded the death of the king. The Swedish player has a small starting force and then at random points during the game will be reinfored by random units as they blunder about the fog-bound battlefield. The Imperial player will also start with a small force, one that has accidentally discovered the Swedish king. This force will also receive random reinforcements during the game.
Die Roll 1 2 3 4 5 6
Reinforcements None None Swedish Horse German Horse Swedish Shot German Shot
Grade Veteran Regular Veteran Regular
For each unit that arrives, the player rolls another d6 to determine the unit size: 1d6 + 2 is the number of figures. Another d6 is rolled to determine the order of the unit, an even score means the unit is formed and an odd number means it is disordered. None of the units will be “disciplined”. If arriving units are too small they can be grouped together if of the same type, by simply moving them into contact with each other. Reinforcements will arrive during the usual stage at the end of the phase.
The Imperial Command
The Imperials begins the battle with two Cuirassier regiments, both of which are formed. At the start of each turn the Swedish player rolls 1d6 and refers to the following table. Die Roll 1 2 3 4 5 6
Reinforcements None None Cuirassier Arquebusier Croat Horse Shot
Grade Veteran Regular Regular Regular
For each unit that arrives, the player rolls another d6 to determine the unit size: 1d6 + 2 is the number of figures. Another d6 is rolled to determine the order of the unit, an even score means the unit is formed and an odd number means it is disordered. None of the units will be “disciplined”. If arriving units are too small they can be grouped together if of the same type, by simply moving them into contact with each other.
The Swedish Command
Gustavus begins the battle with two Swedish cavalry regiments, both of which are disordered. At the start of each turn the Swedish player rolls 1d6 and refers to the following table.
The Terrain
This scenario can be fought on a six by four foot table. The terrain in open apart from the woods (open woods), a road through the middle and a number of fields (the hedges provide cover).
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Deployment
The Swedish units start the battle Disordered, the king is within command range of these units. The size of the units must be diced for (see above). The Imperials start the battle formed, the players leader Prince Piccolomini is not present at the start of the battle. The Imperial player will roll 1d6 at the end of the phase, a score of three or more and the Prince will appear. Until then, the Imperial player will randomly determine the actions of their units (and cannot choose an Initiative Number or receive war-tokens). Die Roll 1 2 3 4 5 6
Action None None. Move towards own leader if not within CR if not as 4. Normal move towards enemy. Fire at enemy if in range is not, as 4. Fire at enemy if in range is not, as 4.
Use this method for determining actions for all arriving units that are outside of command range.
Reinforcements
Players will dice for reinforcements. Their arrival point will be randomly generated (see the following table). Die Roll 1 2 3 4 5 6
Arrival Point Left flank before the road. Left flank after the road. Right flank before the road. Right flank after the road. Own rear table edge. Own table edge.
For example, the Swedish player is dicing for arrivals and gets a shot unit. 1d6 is rolled and a score of two is the result. This means that the unit will appear on the players left flank but on the far side of the road (in the Imperials “half”). The exact point is chosen by the player but it cannot be closer than 12 inches from any enemy units.
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If the Imperial player has a unit on the table that is routing, they will not be able to bring any reinforcements on that turn. Due to the random nature of the troop arrivals, players may run out of figures to represent the required units. If this occurs, the player has one chance to re-roll the dice in the hope of getting troops that they do still have enough of, failure means that there will be no reinforcements that turn.
Objectives
The Imperial players are simple - kill or capture the King. The Swedish players objectives are to inflict as much damage on the Imperials as possible within the alloted time - and for the king to remain alive! Players can elect to play the game initially for ten turns, if this feels like insufficient time then they can alloate more turns, as long as both sides agree before hand.
will move in a random direction. Roll 1d6, a score of one to two and the unit moves off diagonally left, three or four and the move is straight ahead, five and six - diagonally right. Units that are at the limit of visibility i.e.twelve inches for thin fog or six inches with thick fog, will be seen, but their identity will not be known if that unit was not seen last turn. The controlling player rolls 1d6 to determine the reaction of their unit, an odd score means the unit fires on this partially visible unit (if in range), an even score means that it does not fire.
Playing the Game
The highly uncertain nature of this scenario means that it can be played-out several times without risk of too much repetition. Different units will appear in different places presenting a different challenge every time. Players can increase or decrease the duration of the game to increase or decrease the level of difficulty.
Risk to Generals
The rules that control the risk to generals are already described in the Father Tilly rules. Generals can be fired on if a Target General token is played or can be killed in combat if the general is attached to a unit. If the general is not attached to a unit it is assumed that the leader will automatically avoid contact with enemy units.
Fog
The battlefield at Lützen was from time to time enveloped in fog. Each turn a player must roll 1d6 if any fog is present, a score of five means that thin fog is present, a score or six means that thick fog is present. If so, 1d6 is rolled again to determine the location of any fog. Die Roll Fog Location 1 Entire Swedish half. 2 Entire Imperial half. 3 Central band across width of table 20” wide. 4 Entire width of table 20” wide, Swedish left. 5 Entire width of table 20” wide, Swedish right. 6 Whole table. If fog was present in the previous turn a score of four, five or six is needed for it to be present in the following turn.If thin fog is present, visibility in or out of it will be reduced to twelve inches and six inches if thick fog. Units that are moving in the fog and can no longer see their opponents
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Background
Swedish Command
The Swedish plan was to position the army in a way that would threaten the besiegers supply route to the Danube whilst launching attacks to drive them from the ancient walls of the town.
Swedish Command: Horn Rantzau Brigade, Infantry Regt, 1st Bn, Veteran, 12, p/S. Rantzau Brigade, Infantry Regt, 2nd Bn, Veteran, 12, p/S. Rantzau Brigade, Infantry Regt, 3rd Bn, Veteran, 12, p/S. Scots Brigade, Infantry Regt, 1st Bn, Veteran, 12, p/S. Scots Brigade, Infantry Regt, 2nd Bn, Veteran, 12, p/S. Scots Brigade, Infantry Regt, 3rd Bn, Veteran, 12, p/S.
During September of 1634, the medieval walled town of Nordlingen was subject to a siege by Imperial forces. The small garrison had already thrown back one attack with some loss to the Imperials - but how long could it hold out? Having already lost several important towns, the Protestant forces could not show weakness by losing another. A relief force had to be sent.
The order of battle shown below represents Horn’s command for the assault on the Catholic positions. The unit name, formation type, grade, strength (number of figures in the unit) and weapons are shown.
The terrain was tricky, undulating and wooded, and insufficient scouting meant that the Swedish army quickly became bogged down in fierce skirmishes with enemy Croats and Arquebusiers. Eventually, the Swedish army deployed in front of the Catholic positions, a wooded slope topped with earthworks. The Swedish general Horn decided on a frontal assault!
Pfuhl Brigade, Infantry Regt, 1st Bn, Regular, 12, p/S. Pfuhl Brigade, Infantry Regt, 2nd Bn, Regular, 12, p/S. Pfuhl Brigade, Infantry Regt, 3rd Bn, Regular, 12, p/S. Wurtemberg Brigade, Inf Regt, 1st Bn, Regular, 20, p/S. Wurtemberg Brigade, Inf Regt, 2nd Bn, Regular, 20, p/S. Wurtemberg Brigade, Inf Regt, 3rd Bn, Regular, 20, p/S.
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Spanish Command
hill. This attack was conducted with far less enthusiasm and failed to breach the Spanish defences.
The order of battle shown below represents a part of the Spanish command at the Battle of Nordlingen. The unit name, formation type, grade, strength (number of figures in the unit) and weapons are shown.
As the afternoon wore on, Horn reorganised his veteran Scots and German infantry and sent them once more up the hill. Again and again he launched attacks that were driven back by fire from the earthworks and were harried by enemy cavalry. Finally, as the battle began to turn against the Swedes elsewhere, Horn gave up his attack.
Spanish Command: Leganes Toralto, Tercio, Regular, 16, p/S. Salm & Wurmser, Tercio, Regular, 30, p/S. Leslie, Tercio, Regular, 16, p/S. Idiaquez, Tercio, Veteran, 36, p/S. Arberg (Horse), Caracole, Regular, 8, S. Artillery: Four Falcons.
Not wishing to risk the same fate as Magdeburg, the town of Nordlingen surrendered having negotiated good terms.
The Terrain
This battle should be fought on a six by four foot table. The Spanish occupy the Allbuch, an area of high ground (with gentle slopes) with open woods on its slopes. The earthworks on the top of the hill provide “cover” for the units sheltering behind them.
Deployment
Horn deployed two brigades of infantry for the first wave of attack with another two brigades behind for the second wave. Horn selected the two veteran brigades for the first wave, although players do not have to make the same choice. The Spanish deployed three tercios and the light artillery behind the earthworks. In reserve was the veteran Idiaquez regiment and the Arberg cavalry regiment. Neither of these reserve units can be spotted from the lower slopes and only need to be placed when enemy units contact the earthworks - although the Spanish player should mark their location on a map beforehand.
The Battle
Horn launched the Rantzau and Scots brigades up the slope first. Although initially covered by the woods, the leading infantry had to cross open ground as they approached the Spanish defences, and here they suffered from the defenders fire. However, the attackers did contact the defenders and drove them from their positions. As the attacking Scots and German infantry surged into the abandoned works they became disordered and it was at this point that Leganes unleashed his veteran infantry the attackers were quickly driven back down the hill. It was time for Horn to order the second wave of the attack, and the next two brigades made their way up the
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New Tokens
Included in this supplement are a number of additional War Tokens. These differ from the usual in that they only feature a generals name or the name of an army. These new tokens can be added to the players existing deck if they are present at the battle. For example, if Gustavus is about to face Pappenheim, both of their tokens will be added to the deck along with the Swedish army token and the Imperial army token. These new tokens will have different effects depending on who uses them. If for example, the League player picks up either the Father Tilly token or the League army token, these can be used in a variety of beneficial ways. However, if the opposing player uses one of these tokens, they will have a detrimental effect on the League army.
Beneficial Effect
When a player uses one of their own tokens (i.e. their own general or army token) they can play it as if it were a Resolve token or Bravery, Indomitable, Rally, Sharpshooter, Dead Shot, Ferocity, Stalwart, Counter-Attack,Pay Day, Ambush, Find a Path, Scouting or Reinforce token. Once played - the card is discarded in the usual way.
Detrimental Effect
When a player plays one of the opposing sides tokens, i.e. the League player plays Mansfelds army token, the token can be used as if it were one of the following - Looters, Powder Explosion (etc), Difficult Ground, Question Orders, Mutiny, Unrest, Generals Quarrel, Generals Drunk, Target General, Leader Killed, Low Ammo, Spy, Traitor, Curse or “Nuns” (see later in this section). These tokens can be played on units or generals that have already received a token that turn. Unlike most War Tokens, these do not have the usual subheadings of Deploy, Leader, Initiative etc. They can be used in this way but only count as factor one i.e. one extra point of Initiative or one Deployment Point.
Staggered
This token must be played on a unit that has just been fired on from “first-fire” at short range and has suffered more hits than it has movement bases. If this occurs the unit is moved back one inch. The damage that it receives will be limited to one figure loss only (falling back reduces
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the damage). It can be played on enemy units to prevent them charging next turn or it can be played on friendly units to limit the damage that they receive.
Hackapells
This token refers to the fearsome battle cry of the Finnish cavalry hackapells or “hack ‘em down!”. When played on Finnish cavalry in close combat they count each figure in contact twice (not twice for overlaps) for that phase. When played on Finnish cavalry that are pursuing routers, they will not be able to break contact until the pursued unit is destroyed. In this scenario, the token can be played by the opposing side who may be grateful to see the unit disappear even at the cost of one of their own.
Imperial Army
Catholic League Army
Spanish Army
Bavarian Army
Marshal von Erwitte
Lieutenant Colonel Gronsfeld
Marshal von Schonberg
Marshal von Furstemberg
Count von Pappenheim
Count von Holk
Count Rodolfo di Colloredo
Lothar von Bonninghausen
Count von Gronsfeld
Count Jean de Merode-Waroux
Gottfried von Geleen
Ferdinand III
Count Matteo Galasso
Prince Fernando Hapsburg
Duke Charles IV of Lorraine
Baron Melander von Holzapfel
Count Johann Cratz von Schaffenstein
Swedish Army
Saxon Army
Gustavus Adolphus
Marshal Horn
Johann Baner
Lennart Torstensson
Georg von Arnim
Major General Teuffel
Major General John Hepburn
Duke Georg of Brunswick-Luneburg
Baron von Knyphausen
Duke Bernhard von Sax-Weimar
Leader In1
Count Johann von Vitzthum Leader A3
Deploy 1
STAGGERED Initiative 1
Morale 3
Deploy 3
HACKAPELLS
Leader V2
Deploy 2
HACKAPELLS
Initiative 2
Morale 1
Initiative 3
Morale 2
Leader V1
Deploy 3
Leader A2
Deploy 2
STAGGERED Initiative 2
Morale 1
STAGGERED Initiative 3
Morale 2
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