Spanish Fury: Battle!- or PISTOLADO Example Page 1- the Unit Cards. Landsknechts. Ferocity- 0 Marshalling Movement- as Other Foot

Size: px
Start display at page:

Download "Spanish Fury: Battle!- or PISTOLADO Example Page 1- the Unit Cards. Landsknechts. Ferocity- 0 Marshalling Movement- as Other Foot"

Transcription

1 Punch this out with a hole puncher, and you can put this card and others that you need for any battle on a ring. Ferocity modifes the Waver rolls of any unit charging, charged or in Melee with this unit, and has an effect on Combat and Casualties. Denotes which Movement band on the Quick-Ref sheet this type of unit uses to measure its movement. The unit s Melee ratings, depending on the current formation of the unit. These are the formations this regiment can assume. Denotes which Range band and Intensity on the Quick-Ref sheet this type of unit uses when Firing. The different levels of Cohesion, which correspond to the marker placed next to this unit when it has undergone disorder by Fire or Movement. To regain Cohesion, the unit must spend a turn halted with a Rally on Me Brief Speech, and roll 1D6 on this chart to see how many levels it regains. The unit must take a Waver Test whenever any of the four listed situations arise- it wishes to make a Charge, a Charge is successfully declared against it by Cavalry, or by Foot, or when it is forced to check for Disaster. Reminder to check the other systems below that may modify the unit s Waver roll (see Quick Ref Sheet for the identification of these symbols.) Spanish Fury: Battle!- or PISTOLDO Example Page 1- the Unit Cards Flag symbol is just for colour and quick recognition Combat Cohesion Casualties Rally Wavering Landsknechts Ferocity- Marshalling- 6 Movement- as Other Foot Column Hedgehog Shot Forward Cohesion Level () Sharp () (-) Uneven (-3) Disarray'd (-) Ragged () Mob ffect'd by: ffect'd by: Shoot- as Common Shotte Below 1% Waver Modif Fire Mod. - Combat Modif Fire Modif To Charge Charged By Cav Charged by Foot Disaster The training level of the unit- used to determine if the regiment can move and fire (veterans and seasoned) and modifies rallying from rout (veterans only) to % +1 Ch M Veterans More + H Rt Rt X Ln Ln 6 Marshalling number is rolled when crossing Obstacles, and when trying to change formation or facing when charged. The roll must be this number or less to succeed. Means that the roll for this test must be with one die (1D6). This area shows modifiers, sometimes to the unit s Melee rating and/or Fire ratings, depending on the current formation and type of the unit. Reminder to check the other systems below that may modify the unit s Melee and Firing ratings (in this case, Cohesion). Modifiers that affect Waver Tests, Melee (Combat) and Firing ratings, depending on the level of Cohesion that the unit is currently at. Percentage of companies lost will permanently affect a regiment s Waver tests by adding the modifiers shown to their rolls. When taking a Waver Test, the owning player rolls on the chart shown along the row for the cause of the test. If the first red number (or less) in the row or rolled, apply the result shown to the right of that number. If the roll is higher, but not as high as the third red number in the row, apply the result next to the second number. If the result as equal to than the third red number, apply the last result in the row. Means that the roll for this test must be with two dice (D6). Players should pick out and have at hand only those unit cards that correspond to each type of regiment they have fielded for the battle they are playing, putting aside all the others. These, along with the Quick Reference Sheet (of which each player should have a copy) should cover the majority of the information that a player will need to refer to in each turn of the game.

2 Spanish Fury: Battle!- or P I S T O L D O Example Page - setting up an rmy Display Sheet The Generalissimo is in overall command, although he may assume command of a brigade if he wills- even so, he only is removed from this if he is killed, or removed from play and another brigade general is promoted. Spanish Fury, Battle! or, 1 Ch The temper range is used in SF:Campaign to determine Confidence Level at start, or for one off battles. - - P I S T O L D O 3 French Catholic rmy atus Sheet Temper Range Generalissimo Reiters B te Roy.Gensdarmes Roy.Gensdarmes Switzers D B Petronels H Sexta Brissac Order General Brigada Cuarta ser e noe uvr Quinta Tiercellin In General Brigada Re Order In General Brigada ve tra Tercera ons 5 F. Guise Landsknechts Order 1 In General Brigada +1 De m ul t Segunda Tamman Reiters Order General Brigada sa ar Primera H Rhinegrave Ma Only Infantry and cavalry regiment counters are placed in this box (the units commanded by the officer shown). rtillery, Commanded Shot, Skirmishing Horse and Enfants perdus are not brigaded and therefore not displayed except on the gaming table. as s General Brigada Order +1 s Montmor. Order French Catholic French Legion Roy.Gensdarmes Chevauleger C F You could use a penny if you have trouble cutting out the round Confidence track marker Confidence - 8 Exultant - from all Waver rolls. +1 to all Melee numbers + to all Doubt rolls 9 8 Resolute from all Waver rolls +1 to all Doubt rolls 8 9 Equipoised No Effect Brigade Orders are never placed on the boardthat is only for Brief Speeches. 8 8 Uncertain from all Doubt rolls 8 7 Desperate +1 to all Waver rolls from all Doubt rolls - can surrender 8 8 Hopeless + to all Waver rolls - from all Doubt rolls from all Melee numbers - can surrender -Routed regiments cannot Rally from Rout Roll for a Cause for Rejoicing / Roll for a Cause for larm s Causes for Rejoicing or larm occur, the army will roll D6 to see if the marker is moved back or forth along the Confidence Track, showing the change in the army s overall morale. Once a roll shifts the marker further to the right than the Hopeless space, the army s will to fight on is irreperably broken, and it must withdraw from battle. It helps to arrange your brigades on the sheet in roughly the same order as they appear on the table.

3 Spanish Fury: Battle!- or PISTOLDO Example Page 3- Movement Using the Movement Bands- March Move B Using the movement Bands- Double Move (& Skirmishing horse) Double Combined Heavy Cavalry and petronels move using the Heavy Cavalry movement band Double Moving at the Double causes Heavy Cavalry to lose 1 level of Cohesion at the end of the move. Measure from theleading edge of the regiment March C Measure from the leading edge of the skirmishing horse company March C No more than 1 base depth distance between companies C Using the movement Bands- Wheeling D Using the movement Bands- Charge Move (with Skirmishing horse) Bend the QRS with the appropriate range band against regiment for a wheel Combined Heavy Cavalry and petronels move using the Heavy Cavalry movement band Double Charging regiments will still lose cohesion if they move far enough to incur Cohesion Loss on their movement band. Measure from the leading edge of the Heavy Cavalry Regiment March C Note that if the Blue Heavy Horse had charged the Red Gensdarmes (and the Reds countercharged or stood for the charge), the Skirm. Horse would have automatically evaded behind the Gensdarmes without requiring a roll of any sort- they would have ended up in a similar position to the one above. On subsequent round of Melee, the Skirmishing companies would count as fighting as well.

4 Spanish Fury: Battle!- or PISTOLDO Example Page - Movement, Visual Notation & Markers E Using the Movement Bands- Rout Move F Visual Notation Caracole- turn one leading company to face to the side No movement cost to turn away from victorious enemy This friendly unit would have to take a Disaster-Waver test, and have automatic Mob Cohesionif contacted by pursuers, it will rout as well C March Double Mob Must move march distance straight back Give Ground- move loser back one base depth, winner follows up......and turn one of the loser s companies around as a note for next turn s modifier to melee. Break Into- as in Give Ground, move loser back one base depth, winner follows up... This friendly unit could be avoided May maneuver the rest of their move to avoid friends...but also, push one winning company one base depth into the loser s formation. G Markers (regimental) Lance Bonus- a) the regiment below has not charged into melee yet, and still has its full Lance Bonus shown with the Lance marker... Cohesion and Casualties- a) The regiment below (a Heavy Horse unit) has not incurred any Cohesion loss or casualties in the battle; it may operate without a marker. b) The same regiment now has moved at the Double ( coh.), and recieved a 1d result from fire, showing a - Unsound marker, with no casualties- the player also disorders the stands somwhat, to simulate the loss of cohesion... Lances - Unsound b)...but after its first melee, the regiment must invert the marker (shown with the other side printed as well), showing that they must from their lance bonus for melee calculation. c) The same regiment after having received a d/ Fire result, and now has the Unsound marker removed, and a Ragged - marker placed with gold triangles pointed at the unit... d)..and now, with a further d/ result, the regiment has lost a full causualties, causing a company to be removed. The Ragged marker is also removed, and a Mob marker is placed, but with no triangles pointed at the unit. Lance - Unsound - Ragged - Ragged Mob

5 Spanish Fury: Battle!- or PISTOLDO Example Page 5- Visual Notation-Formations H Formations- Foot Columns- some examples Shot Forward- some examples Hedgehog- some examples lmost any formation is possible, as long as pikes are unobstructed by shot to the front gain, almost any formation is possible, as long as shot is to the front, and the look is distinct from column s with the others, actual formations are at the whim of the owner, as long as companies attempt to face outward Enfants Perdus t the player s discretion I Formations- Horse En Haye Caracole Loose Order Column En Haye- with Commanded Shot -or- -or- En Hayewith Skirmishing Horse Shot

6 1Short Long Spanish Fury: Battle!- or PISTOLDO Example Page 6- Combat: Shooting B The approach In +1 Biron Shooting Biron Biron 1Long Common Shotte 3Short - Cohesion from Doubling Ragged Ragged Common Shotte - Unsound 3 Bassompierre Bassompierre now Ragged () with one casualty Bassompierre 1Long ationary last turn 3Short. It is turn 5 of a battle. Huguenot horse brigade (blue) consisiting of a nine company regiment of Reiters, and a four company unit of Petronels, has Harass orders. Their target is a French Royal Catholic brigade consisting of a single French Legion (red) which has a company unit of Seasoned Enfants Perdus (unbrigaded) manning a hedge to the legion s right. Both side s Confidence level is at Equipoised. The legion has Hold orders, and is in Shot Forward formation, and the Reiters are in En Caracole formation; the Petronels and the E.P. units are in Loose formation (their only choice). t the end of turn the horse brigade was outside long range from the Legion, which uses the Common Shotte range band on the Quick Reference Sheet (QRS). The legion is at the Cohesion level, due to some Huguenot artillery fire in turns 3 & - but the artillery are now masked by the Reiters and may not target them any longer. t the end of turn 5 s ction Segment, the Huguenot horse brigade moves t the Double, losing 1 level of cohesion for the Reiters, but not the Petronels, to close to within long range of the Legion and the EP unit. (Note how the Cohesion counter is placed- with the edge without yellow triangles against the unit, as it has no casualties as yet.) It is now the Resolution Segment of turn 5, which begins with Fire Resolution. Both the legion and the EP may now fire at the horse brigade. B. The Catholic player chooses his Enfants Perdus unit to fire first (it doesn t matter the order, as all fire is considered simultaneous). The player holds the edge of his QRS in front of his Seasoned EP unit, and measures the distance with the Common Shotte range band (shown at the left); the range is considered Long which shows a 1 Fire Intensity in that segmen of the range band. The EP has companies firing, so he will consult the Fire Chart on the QRS along the ands Firing Row. But first he checks for Column Shift modifiers, and finds that he gets a +1 for a Cavalry target in 3 ranks, and a further +1 for the target being 71 stands or companies in size, for a net intensity of 3. s the unit has no loss of Cohesion yet, there are no further modifiers other than the obligatory random roll of 1D6. But the Catholic player curses his luck- he rolls a 1, which is a modifier to the intensity, for a final total of. He then cross references the Column and the stands row on the Fire Chart, and finds that he, has merely scored a 1d result to the Reiters. The Huguenot player removes the Cohesion marker from behind his unit, replacing it with an Unsound - marker. But the phase hasn t ended, as the French Legion now decides to fire at the Reiters too (ignoring the Petronels for now). The intensity and modifiers for the legion are the same as the EP s ratings, but he instead rolls a 3 on the random roll, giving no detrimental column shift. He also has 6 shot stands firing, so he cross references 6-8 stands with 3 intensity, giving a d/1 result. This means that the Reiters now have a Ragged - marker placed behind them instead of the Unsound - marker- and that marker is rotated so that its edge that has a single yellow triangle is touching the Reiters- showing the single casualty they just took. Their stands are also now disordered somewhat to look ragged. Finally, Bassompierre must test for Officer Casualties, due to him being within firearms range. He rolls a D6, and needs an 11+ to get hurt- he manages a 7. Play continues. s the Huguenot horse doubled, the Reiters may not fire, but the Petronels can at long range. They have an intensity of, but a + for their target being 1+ companies in size. They roll a, so the intensity drops to 1, which gives a 1d result against the Legion, dropping their Cohesion to Unsound -.

7 Mob Mob Mob Mob Spanish Fury: Battle!- or PISTOLDO Example Page 7- Combat: More Shooting and an Opportunity Charge C D More Shooting Biron Opportunity Charge Biron 1Short Long 1Long Common Shotte 3Short Common Shotte Mob 1Long Charging! Routing! Bassompierre 1Short Long Bassompierre 3Short C. It s now turn 6. The Horse brigade, undeterred by the fire power of their foes, reveal a March Brief Speech. lthough they have Harass orders, they may be able to charge the Catholic foot if they can reduce their Cohesion to Ragged or Mob. The Reiters move to within their own short range (for Mounted Caliver), which is also well within the short range for the two Catholic units- no thought given to an attempt to recover their Cohesion levels with a Rally move, which they are allowed under Harass orders. The Petronels, feeling neglected, move to almost to Range (they can t move closer without being involved in a charge), also using the Mounted Caliver range band on the QRS. The Catholic s start firing in the same order as last time. Now at Short range, the EP s start at Fire Intensity, with + columns for the same modifiers as last turn, for atotal of. Unfortunately, they again roll a 1 so the intensity drops to 3, scoring a further d, which pushes the Reiters into the Mob Cohesion Level. The extra 1d is wasted, as a unit cannot get worse than Mob. The legion now fires as well, at +1+1 for Intensity, and this time they roll a 5, for a further +1 column shift, giving them 5 intensity at 6-8 stands firing. This results in a d/ ; the extra loss of Cohesion has no effect, but the Mob Cohesion marker is placed with the three triangles now touching the Reiters. One more and they will have to lose a company (although as yet there is no effect from the casualties). However, it s now the Huguenots who will do some shooting. s both the Reiters only marched during the ction phase, they can now fire. Unfortunately for the Reiters, their Ragged status (at the start of the fire phase) affects their Fire Intensity. Checking the Cohesion Chart on their Unit Card, they see that they have a - modifier to their intensity for their Ragged Cohesion. Their intensity should be 1 at short range, but it now starts at total. But they get a + shift in their favour due to the legion being a big target (Target Size 1+)... even their disordered fire should hit someone in a mass of 15+ men! They roll a on the random roll (no shift), for a total instensity of 1. t 9+ companies firing, they score d/1 on the Legion, sending them to the Ragged Cohesion Level (with one casualty), rendering the legion ripe for an opportunity Charge. To add insult to injury, the Petronels chime in, firing at Short range at the Legion. Their intensity is 1 at, + for the large target for a 3 total. They roll a 5 for an +1 extra shift, and score a d/1 result. The legion is now all Mobbed up, and their marker shows two casualties. Finally, both Bassompierre and Biron must roll to see if they become casualties. They both pass. D. In turn 7 s gressive ctions phase, the Reiters attempt an Opportunity Charge. The roll D6 on the To Charge row on their Wavering Chart on the Reiter Unit Regimental Card. The check their modifiers before rolling: They add +3 to their roll for being a Mob (found on their Cohesion chart), for having their General (Bassompierre) present but nothing for the legion s Ferocity (O), for a total + modifier. The Reiters roll a 6 on D6, which becomes an 8- less than the 9 needed to Charge- so they charge! Now the Legion must also test for Wavering, along the Charged by Cavalry row on their regiment s Wavering Chart. They also have a +3 modifier for being a Mob, but the for Biron s presence is negated by the +1 for the Reiter s Ferocity, for a +3 total modifier. Sadly, they roll an 8 on D6, which becomes an 11 due to the bad modifiers- this means an X result! The Legion routs! The companies of the hapless legion are immediately turned around, and move their full Double or Charge move on the Other Foot movement band. The Reiters will also move their full charge distance... which means that they will probably contact the routing Legion s companies in their rear, and pursue then off the board, in the process utterly destroying the legion. Had the Legion passed its roll, it might have survived- it could have attempted a marshalling roll to change formation to Column (the charging Reiters would not be allowed to do this), which would have given them a Melee number of 1 (-3 for Mob status) versus the Reiters 1 (3 for en Caracole, -3 for Mob, +1 for Bassompierre s Valour)... giving them an Even ruggle type of Melee. It could have gone either way.

8 Spanish Fury: Battle!- or PISTOLDO Example Page 8- Combat: Melee 1 5 Lavardin Lances B The Situation The pproach to Melee- and some Shooting - Unsound Heavy Cavalry Movement Band (from the QRS) CMarch Reiters in Caracole Royal Gensdarmes En Haye with attached Skirmishing Horse Double Double Heavy Cavalry Movement Band (from the QRS) Double H. Condé CMarch White Millers in Column with attached Commanded Shot Blue Millers in Column Ploughed Field CMarch Ch 1 H. Condé. It s turn 3 of a battle between the Huguenots and the French Royal rmies in the early 158 s. It s still early in the game- not much has happened yet, and both sides have their Confidence at Equipoised. On a wing of the battle, a Huguenot brigade under H. Condé, consisting of two Late Miller regiments, is facing a Royal brigade under Lavardin, made up of one Reiter regiment (with black riders, or dots) and a French Gensdarmes regiment (with green riders). One of the Huguenot Millers (white riders) has a Commanded shot company attached, and has the brigade commander with them. The Royal Gensdarmes regiment has two companies of Skirmishing Horse attached to them. Lavardin has Harass orders: he must move at his full March rate, to within short range of the enemy, and fire on the enemy. He may not initiate charges. Condé has ssault orders so he must move at least his full March rate and charge the enemy. His regiments are just outside of their full charge reach. However, as his White Millers have a Commanded Shot company attached, they must move no faster than their full March rate, to enable the shot company to keep up with the mounted men. The blue rider Millers are on a plowed field, and must attempt a Marshalling Check to get off it. They will also make full March move, keeping in line with their brigade and to keep cohesion loss to a minimum. But who moves first? Lavardin, with a rategy rating of 5 will move his regiments first, in the other units perform actions phase of the ction segment. B. Lavardin moves his brigade at March speed, closing the distance. Then Condé moves his men- the white Millers and their Commanded shot March, as do the blue Millers. However, the blue Millers spend part of their move on the plowed field, which is a Minor Obstacle for Horse (shown on the Terrain and Marshalling Checks table on the QRS). They must roll 1D6 against their Marshalling rating, which is ; they unfortunately roll a 5, which is one over their rating, so they lose one level of Cohesion, and a marker is placed behind them. The ction segment thus ends; at the beginning of the Resolution segment, the Reiter, the Commanded Shot, and the Skirmishing Horse all may fire at short range. They take the opportunity to do so: The Reiters fire at the White Millers with 1 Fire intensity and no modifiers- but they get a 1 on 1D6 for a shift, giving them intensity, at 9 stands or companies firing. That gives a 1d result, and the Millers are at. Lavardin The Commanded Shot answer- they were stripped off a seasoned regiment to become Comm. Shot, and fire as Common Shotte, which has a intensity at short range. added to this, they have a +1 for their target being in 3 ranks, and a +1 for the target being 71 companies in size, for a in intensity. They roll a 3, which gives no further shift, and they check along the Comm. Shot row on the Fire Chart, for a result of d on the Reiters. Finally, the Skirmishing Horse fire at 1 intensity with no modifiers- and sadly, they roll a 1 for a shift, giving a intensity total... at stands firing, they don t even scratch their target. Lances The turn thus ends for them- next turn the two brigades will fall to blows! CMarch Double

9 Spanish Fury: Battle!- or PISTOLDO Example Page 9- Combat: Melee C The Charges Commanded Shot disperse C. It s now the Command segment of turn. In keeping with his ssault order, Condé places Charge Brief Speeches behind his regiments. Lavardin is already at optimal range for his Harass order, so places Hold BS markers. Reiters Counter Charge at extra Cohesion loss -3 Disarrayed Skirmishing Horse evade this position Lavardin H. Condé White Millers Charge In the ction segment, both sides reveal their markers. In the ggressive ctions phase, since Lavardin, who should declare first, has no charges to declare, Condé proceeds to declare his. First, his White Millers note the modifiers to his impending Waver Roll- the factors that affect these rolls are shown along the bottom of their regiment card. In this case, only Cohesion, Opponent Ferocity and General Present apply. Their Cohesion level is, which when referenced on the Miller Regiment card shows a modifier. For ferocity, their target is the Reiters, who have a Ferocity of +1. nd finally, they have Condé attached, so they recieve a for his presence. This gives a net modifier, so they roll D6 unmodified on the To Charge line of their Wavering chart. They roll a 7 so they easily make their charge. Royal Gensdarmes Counter Charge Lances Blue Millers Charge The Reiters now respond- They also are unaffected by their Unsound - cohesion, and have no general present, but the Millers + Ferocity rattles them a bit. They roll a 9, which becomes an 11 due to the Miller s Ferocity; this is Higher than the 9 needed to countercharge, and not as high as the 1 on their Charged by Cav line on their Wavering chart (which would have routed them), so they instead count the next lowest, 1/. They countercharge, but at Cohesion. They have the Disarrayed -3 marker placed behing them. The Milllers are now moved half the distance towards the Reiters (if the Reiters had ood the charge, they would be moved the whole way) and the Reiters are moved the rest of the way into contact with the Millers. The Commanded shot a removed from play, having done their bit. Now the Blue Millers test to charge. The Gensdarmes have +1 Ferocity- no other modifiers. The Millers roll, and easily pass. The Gensdarmes now test for their reaction; They have Lavardin for a, and a + for the Miller s Ferocity, for a net +1, and they roll a 6, also passing easily. They will countercharge with Sharp Cohesion. The Blue Millers are moved forward as their friends were, and the Gensdarmes move forward as well, with their Skirmishing Horse evading through them (at no loss of Cohesion when they are attached to the heavy horse), taking up a position in the Gensdarmes rear. in later rounds of Melee, they may become useful. With all charges and counters completed, we now move on to the Resolution segment, to see where these furious charges lead...

10 Mob Mob D Melee! Reiters rout due to failed Disaster Check Skirmishing Horse will count on nd round took a casualty in round 1 Spanish Fury: Battle!- or PISTOLDO Example Page 1- Combat: Melee 3 Gensdarmes follow up Lance marker will be Inverted after first melee is completed Lavardin Lances Sharp The Millers win with a Break Into result Mob Mob They will immediately pursue as a Mob H. Condé- Wounded! Blue Millers Give Ground 1 base depth Situation at the end of turn D. The Resolution Segment begins- no point-blank fire is allowed as all units charged or countered, or received a Sc/ result on their Waver tests. It s time to get to the Melee Resolution phase. The order that they occur matters little. First- the White Millers and the Reiters. Both players tally up their regiment s respective Melee strength for their formations (in the Combat section on their regiment cards) and add all appplicable modifiers: The Millers have a 5 strength in Column formation; they add the + Pistolado modifier to the right of their strength number for charging other cavalry. lso, they have Condé with them, who has a ( ) Valour rating, which gives a +1, for a total 8 rength. The Reiters, on the other hand, have only 3 strength for being in Caracole formation. They could not have attempted to change formation during the charge unless thay were anding. This is reduced for having a Disarrayed -3 marker, as shown on their Cohesion chart; but it is mitigated by a +1 modifier for their size advantage (3:- shown under the Melee Type table on the QRS), for a total of 3 strength. When the two strengths are cross-referenced on the Melee Type table, a US or Uneven ruggle type is the result. This type is rolled against on the Melee Outcome table just below on the QRS. s the Millers have the higher strength, a red lettered result will mean they are the victors in the round- black will mean the Reiters are. D6 are rolled by the Huguenot player (the stronger one) and he rolls an 8 - a Break Into result. The winner (Millers) advance a company into the loser s (Reiters) formation as a visual note for next turn. They both must roll for casualties- the winner rolls twice, and the loser three times on a 1D6. the Reiters also must take a Disaster/Waver check. The Reiters roll a 1, a 3, and a 5, which, with a +1 for the Miller s Ferocity edge, become a, a and a 6, for a total of 3 casualties. Their Cohesion marker is rotated to show three triangles against the unit. The Millers roll a 3 and a, for casualties, and rotate their marker appropriately. The Reiters now take their Disaster check. They have a +1 from their cohesion, and a + for the Millers (although they have taken casualties, these only count when full companies have been lost); they roll a 9 +3=1 for a Ln (Landsknecht Response) result- normally, this would require them to march off and seek a protected position, or surrender, but if this result comes from a melee result, it counts as an X - Rout! They must immediately be turned about, and make a rout move. The Millers will pursue, also immediately. Both units become Mobs. The victorious Millers are pleased, but due to the fact that their regiment took casualties, Condé must check for becoming a casualty himself. He rolls a 1! With a +1 modifier for having been involved in a casualty producing melee, it becomes an 11 which means that Condé has become a casualty. He rolls a subsequent on 1D6, and is only wounded- however, he must be taken by his friends off the field, and is removed from play. The loss to the Royal rmy of the Reiters (half of a brigade) will be a cause for larm for them and a Cause for Rejoicing for the Huguenots, but the loss of Condé will only be a Cause for larm for the Huguenots. He will need to be replaced next turn- by a Gentleman Volunteer, or a random colonel. Meanwhile, the other Millers and the Gensdarmes go at it as well. The Millers again have 5 strength, but with only the + for their charge against other cavalry for a 7. The Gensdarmes are in better shape than the Reiters, with a strength against cavalry, and a + for using their lances for the first time, and a +1 for Lavardin s Valour rating- for a 7 as well. The two sides are dead even, which obviously means they will have an Even ruggle type melee. But who wil count as the stronger side? Lavardin, by virtue of his higher strategy (the Millers have no commander present, so he wins by default) gives the Gensdarmes the edge. On the Melee Outcome table he rolls a 9, which gives a Give Ground result on the Even ruggle column. The Millers must move back a single base depth, and turn one of their stands around as a visual note for next turn, and a will count against the next round. They each must roll 1d6 for casualties (the Gensdarmes get a +1 for the Miller s Ferocity)- the Millers roll a 1, the Gensdarmes a +1= 3, for 1 casualty. They get a Sharp Cohesion marker, with one casualty showing. The Melees done, Both sides checks their various Causes for larm and Rejoicing- but the rolls bring no changes. That ends turn. In turn 5, the White Millers pursue their fleeing foe off our page, but the remaining units are frozen until the new Resolution segment. Once that rolls around, they calculate their strengths again, although there are some changes: The Millers start with 5, but no longer get their charge bonus, and have a, for a total of strength. The Gensdarmes start with, recieve no lance bonus anymore (only during the charge) but still get the +1 for Lavardin, for a 6 total (they also now count the two skirmishing horse companies, but it isn t enough to give them a numerical advantage). This gives them a roll on the dvantaged column, and they roll an 8, another Give Ground result. They follow the same procedure as before, but this time both sides roll up a casualty, and Lavardin passes his roll. t that, the two sides have both survived a full two rounds of melee, and as cavalry, must break off and Regroup and Rally a turn (after melee, they are Mobs). The Gensdarmes lance marker is inverted now, and will count have a to their lance bonus for their next melee. fter that, they may declare charges against each other again.

ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men

ONE IF BY LAND - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman Ground Scale 1 inch = 15 yards One Turn About five minutes Infantry/Cavalry figure 10 men Artillery crew figure 5 men Artillery

More information

SNAPHANCE RULES FOR PIKE AND SHOT BATTLES

SNAPHANCE RULES FOR PIKE AND SHOT BATTLES Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 3 1.4 Game Play 3 2.0 Types of Stands 3 2.1 Combat Stands 3 2.2 Support Stands 4 3.0

More information

King George Commands and We Obey

King George Commands and We Obey King George Commands and We Obey Basing Army Commanders 80mm dia base with a vignette on it, min 3 figures. Divisional Commanders 80mm dia base with a vignette on it, max 2 figures. Brigade Commanders

More information

[DRAFT] SNAPHANCE RULES FOR PIKE AND SHOT BATTLES

[DRAFT] SNAPHANCE RULES FOR PIKE AND SHOT BATTLES Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Types of Stands 2.1 Combat Stands 2.2 Support Stands 3.0 Command

More information

Black Powder House Rules

Black Powder House Rules Black Powder House Rules Command & Movement Disordered Moves Flank Attacks Woods Skirmishers Skirmish Company Mixed Formation Grande Bandes Infantry Tactics Charge Contact Massed Columns Must Form Square

More information

Chosen Men Fat. 1. Sequence of play. Base Morale;

Chosen Men Fat. 1. Sequence of play. Base Morale; Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,

More information

Austerlitz System Rules

Austerlitz System Rules RULEBOOK Design by David Fox Great Battles of the Napoleonic Wars Volume I Austerlitz System Rules 1.0 INTRODUCTION..... 2 2.0 COMPONENTS..... 2 2.1 Game Scale...... 2 2.2 Definitions & Abbreviations.

More information

Fields of Blue & Grey

Fields of Blue & Grey Fields of Blue & Grey A very different kind of American Civil War rules, that allow the grand sweep of corp level actions to be recreated while still using the regiment as the basic combat element. A simple

More information

...& Blenheim Palace. Amendments to Black Powder For battles with model soldiers In the Age of Marlborough

...& Blenheim Palace. Amendments to Black Powder For battles with model soldiers In the Age of Marlborough ...& Blenheim Palace Amendments to Black Powder For battles with model soldiers In the Age of Marlborough Black Powder "Black Powder" rules are copyright Warlord Games, and quoted here purely for the purpose

More information

PROCONSUL RULES FOR ANCIENT BATTLES

PROCONSUL RULES FOR ANCIENT BATTLES Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Command and Control 3 2.1 Moving Commanders 3 2.2 Losing a Commander

More information

tdoherty Page 1 02/18/05

tdoherty Page 1 02/18/05 La Bataille Revised Infantry Assault and Charge Sequence The reasons for changing the mêlée sequence have been discussed on CSW. It is my view that historically assaults would often degenerate into inconclusive

More information

SNAPHANCE SCENARIO Franco-Dutch War - Battle of Seneffe 11 August 1674

SNAPHANCE SCENARIO Franco-Dutch War - Battle of Seneffe 11 August 1674 Franco-Dutch War - Battle of Seneffe 11 August 1674 Note: the woods on the hilltop are orchards. Page 1 of 5 Franco-Dutch War - Battle of Seneffe 11 August 1674 William of Orange invaded Northern France

More information

Contents.

Contents. Contents Introduction 1 1. Game Scale 2 2. Troops Statistics 3 Commander Ratings 3 Leadership Bonus Table 3 Troop Quality 4 Unit Combat Value 4 CV & Unit Size Table 5 Unit Designation 5 Valeur et Discipline

More information

Glory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell

Glory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell Introduction. freewargamesrules.co.uk presents Glory Days! by Craig Cartmell These are a set of rules for fighting the American Civil War at regimental and brigade level. The smallest unit sizes are infantry

More information

March Toward the Sound of Guns

March Toward the Sound of Guns March Toward the Sound of Guns Very Fast Napoleonic Rules Version1.1 By Herbert Wong A) Game Scale The game will, for convenience, follow Avalon Hill s Napoleon s Battles game scale; in fact the game works

More information

A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.")

A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.) A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Marvellous Victory is a basic set of rules designed for the table-top wargaming

More information

COMMANDS AND COLORS NAPOLEONICS PLUS

COMMANDS AND COLORS NAPOLEONICS PLUS COMMANDS AND COLORS NAPOLEONICS PLUS CAMPAIGN RULES Version 3.00 2018-09-20 Contents LEADERS... 3 Leader Casualty Fate... 3 Leader Replacement... 4 Leadership Quality... 4 CAPTURING A THOPHY... 4 GLORY...

More information

Seven Years War. Generals

Seven Years War. Generals Seven Years War By Will McNally Introduction These rules have been written to give an easily playable game which reflects the style of European land warfare during the Eighteenth Century, particularly

More information

GRAND TACTICAL SERIES RULES v1.1

GRAND TACTICAL SERIES RULES v1.1 GRAND TACTICAL SERIES RULES v1.1 Table of Contents 1.0 Introduction 3 1.1. A note about the rules 3 1.2. A summary description of the game 3 2.0 How to read the counters 4 3.0 The time scale 4 4.0 The

More information

Deployment Bailen Rear Guard Re-Fight Initiative Round 1:

Deployment Bailen Rear Guard Re-Fight Initiative Round 1: This tutorial is from a single turn in a game of Grand Battles Napoleon and is an example of how the sequence of play and general rule system mechanics work. Although this tutorial describes, in depth,

More information

Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:...

Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:... State of war A.C.W. Skirmish Wargame Rules Tyneside Wargames club Version 1a 1 2 Table of contents Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:...

More information

3rd Edition RULES OF PLAY

3rd Edition RULES OF PLAY Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls

More information

Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861

Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Game Design by Jeff McArthur (c) Bandwagon Books, 2011 This scenario is from the Command Combat: Civil War series. To learn more

More information

Mini-Nap. RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE

Mini-Nap. RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE Mini-Nap RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE Copyright. Trevor Raymond. Version 8: August, 2009 (Exodus 20:15 - Thou shall not steal.") www.runtus.org Page 1 of 25

More information

Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.")

Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.) Page 1 of 42 The Basics Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.") Mini-Nap 2 is a set of rules specifically designed

More information

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers

More information

This Accursed Civil War Five Battles of the English Civil War

This Accursed Civil War Five Battles of the English Civil War This Accursed Civil War Version 1.2 1 This Accursed Civil War Five Battles of the English Civil War Edgehill 1642 1st Newbury 1643 Marston Moor 1644 2nd Newbury 1644 Naseby 1645 RULEBOOK Version 1.2 (May

More information

THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES

THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES This is a little set of rules written to continue the tradition of each Paperboys book having an associated set. Andy Callan s ideas abound here, but Peter

More information

Napoleonic Battles. Introduction

Napoleonic Battles. Introduction Napoleonic Battles Introduction Napoleonic Battles is a series of games that cover the battles and campaigns associated with Napoleon. Each game can be played alone versus the computer, or against a human

More information

Les Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS

Les Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS Les Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS SCALES 1 turn = 20 minutes; 1 casting = 60 men; 1" = 40 yards 1 STANDS 3-rank infantry stands (per

More information

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.")

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.) A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Splendid Victory is a basic set of rules designed for the table-top wargaming

More information

OPERATIONAL OBJECTIVE ZONES

OPERATIONAL OBJECTIVE ZONES OPERATIONAL OBJECTIVE ZONES The nature of combat on the Operational level varied between Open field battles and those fought over built-up and fortified areas. The cohesion of both the defender and attacker

More information

Napoleonic Avant-garde Battles

Napoleonic Avant-garde Battles Napoleonic Avant-garde Battles "To be defeated is pardonable, to be surprised--never! " The Turn Command Phase Roll 1d6 for each Brigade commander and CinC. Rolled 1d6 for each Artillery Battery The CinC

More information

Musket and Pike Users Manual

Musket and Pike Users Manual 1 Musket and Pike Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes dominated the fighting. Each game can be played

More information

THE RULES. Wing Scale. 15 minutes per turn 50 men per strength point 1 gun per strength point

THE RULES. Wing Scale. 15 minutes per turn 50 men per strength point 1 gun per strength point INTRODUCTION The late Greg Novak developed the following variant of Volley & Bayonet for fighting at the Wing scale in the Americas. All Volley & Bayonet rules not modified below remain in force. Paul

More information

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as Modified D20 System for Wild Pig Comics WELCOME TO THE FUTURE OF COMBAT Congratulations soldier! You have been given control of a 40 ton fighting machine, known as a Mech. It is a complex machine when

More information

napoleon's battles at divisional and onehalf

napoleon's battles at divisional and onehalf napoleon's battles at divisional and onehalf scales I am trying to find a Napoleonic rule-set to play minor, i.e divisional, engagements occurring at the Campaign of Leipzig or in any other Napoleonic

More information

Rules Update for Warmaster Ancients

Rules Update for Warmaster Ancients Rules Update for Warmaster Ancients P25 Skirmishers Evading a Charge delete all four paragraphs and replace as follows. Note that this new rule replaces the rules addition Evades from close range become

More information

Pavia: Climax of the Italian Wars

Pavia: Climax of the Italian Wars Pavia: Climax of the Italian Wars by E.R. Bickford Production: Lise Patterson & Chris Dickson 2013 Decision Games Bakersfield, CA. AAR of Pavia: Climax of the Italian Wars Pavia is a little village in

More information

Huzzah! Examples of Play. by Richard A. Dengel OSS Games

Huzzah! Examples of Play. by Richard A. Dengel OSS Games Huzzah! Examples of Play by Richard A. Dengel 2014 OSS Games Narrated below are examples of play for the Huzzah! game system. The stories illustrate such key game principles as: Stragglers Fire Advance

More information

CHARLES THE BOLD SCENARIO

CHARLES THE BOLD SCENARIO Scottish War of Independence - Battle of Falkirk 1298 Page 1 of 5 Battle of Falkirk 22 July 1298 In 1296 Edward I of England declared himself overlord of Scotland deposing the Scottish king. Rebellion

More information

Tactical Combat Rules By David Newport

Tactical Combat Rules By David Newport Tactical Combat Rules By David Newport Tactical Combat is a game covering company and battalion level actions using 20 th century weapons. The game was designed for World War II action, but it handles

More information

THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016

THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016 THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016 THE FIGHT FOR THIEPVAL RIDGE By Paul Rohrbaugh Play Area: Rows 7 through 16 inclusive, columns C through I (also inclusive). Scenario

More information

Hardtack Plug-In American Civil War Rules for Stargrunt II by Allan Goodall

Hardtack Plug-In American Civil War Rules for Stargrunt II by Allan Goodall Hardtack Plug-In American Civil War Rules for Stargrunt II by Allan Goodall August 2002 Copyright 2002 by Allan Goodall Table of Contents Table of Contents...i Introduction...1 Acknowledgements...1 Additional

More information

Battalion Commander's Summary

Battalion Commander's Summary Command Decision is a platoon-based game using a ground scale and time scale which allows the full play of 20th Century mechanized maneuver combat on a game table. Its emphasis on command, troop quality,

More information

Seven years war Wargames rules Version 2.4 March

Seven years war Wargames rules Version 2.4 March Seven years war Wargames rules Version 2.4 March 2018 1 2 7years wargame rules (version 2.4) (1) Introduction... 4 Troop types... 4 Groups:... 5 (2) Sequence of play... 5 (3) Command and Control... 5 Generals:...

More information

Order Code. Test reaction if:

Order Code. Test reaction if: Move Sequence in each period 1. Dice for arrivals and returns 2. Test reaction for first time in charge reach or shot at 3. Declare and Test for charges. Test Reaction for all other causes 5. Charge Response,

More information

OLD TROUSERS II WARFARE IN THE HORSE & MUSKET ERA

OLD TROUSERS II WARFARE IN THE HORSE & MUSKET ERA OLD TROUSERS II WARFARE IN THE HORSE & MUSKET ERA BATTALION LEVEL NAPOLEONIC WARFARE Version 1.0 oldgrumbler@hotmailcom Website: http://www.greatbasin.net/~johnkelly/ Old Trousers: Warfare in the Horse

More information

THE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS

THE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS or: The Phantom Crown. Maximilian Rules! - Rules for wargaming the Maximilian Adventure by Mark W. Shearwood These rules originally appeared in Wargames Illustrated 160, (December 000). Many thanks to

More information

After Action Report, Ocaña

After Action Report, Ocaña After Action Report, Ocaña Final Playtest, December 26 th, 2015 The following is an after action report of the Battle of Ocaña, played at TBS Comics in Fort Walton Beach, FL using the rules Commit the

More information

Musket and Pike User Manual

Musket and Pike User Manual Musket and Pike User Manual 1 Musket and Pike Users Manual Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes, or sometimes

More information

HOME BEFORE THE LEAVES FALL

HOME BEFORE THE LEAVES FALL HOME BEFORE THE LEAVES FALL BLACK POWDER RULES AMENDMENTS FOR EARLY WORLD WAR I. BY THE FRIENDS OF GENERAL HAIG What follows are the minor rule amendments we made to play out the Mons campaign in 10mm

More information

The Battle of Cowpens 1781

The Battle of Cowpens 1781 The Battle of Cowpens 1781 Battle: COWPENS War: American Revolutionary War Date: 17th January 1781 Place: South Carolina on the border with North Carolina, United States of America Combatants: Americans

More information

Spanish Fury Actions Example The Cast of Characters Huguenots Catholics

Spanish Fury Actions Example The Cast of Characters Huguenots Catholics Spanish Fury Actions Example The Cast of Characters Huguenots Colonel Lavardin, Gaspar (Disciplined) Gaspar was the son of a baker and until some catholic mercenaries burned his parent s bakery (with them

More information

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 INTRODUCTION Instead of a generic set of WW1 rules I determined to make the rules fit the game scenario rather than the other way

More information

Conquest of the Palatinate A Thirty Years War Campaign

Conquest of the Palatinate A Thirty Years War Campaign Conquest of the Palatinate A Thirty Years War Campaign Frederick V of the Palatinate By GAJO Games 10-May-13 TYW Palatinate / GAJO Games 1 Historical Background: The Thirty Years' War began in 1618 with

More information

Green Jackets Rules for Napoleonic Skirmishes

Green Jackets Rules for Napoleonic Skirmishes web.archive.org https://web.archive.org/web/20121011231318/http://www.btinternet.com/~r.denning/wargames/greenj.htm Contents Green Jackets Rules for Napoleonic Skirmishes R.J. Denning 1.Introduction 2.Scale

More information

FRENCH AND INDIAN WARS SKIRMISH

FRENCH AND INDIAN WARS SKIRMISH FRENCH AND INDIAN WARS SKIRMISH 25/28 MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to 5,10 15 20 Foot/Artilleryman 15mm frontage Depth 15mm,18mm,20mm depending on figure Cavalryman 25mm frontage Depth

More information

A Fistful of Sardaukar Table of Contents

A Fistful of Sardaukar Table of Contents A Fistful of Sardaukar The Dune Miniatures Combat Game Copyright 1998 By Ty Beard (tbeard@e-tex.com) (Except for stuff already copyrighted by the holders of Dune copyrights) v3.0 1) Introduction...2 2)

More information

OLD TROUSERS WARFARE IN THE HORSE & MUSKET ERA

OLD TROUSERS WARFARE IN THE HORSE & MUSKET ERA OLD TROUSERS WARFARE IN THE HORSE & MUSKET ERA BATTALION LEVEL NAPOLEONIC WARFARE Version 2.4 oldgrumbler@hotmailcom Website: http://www.greatbasin.net/~johnkelly/ Old Trousers: Warfare in the Horse &

More information

S&T #260- The Black Prince: Batttles of Navarette & Crecy Navarette, 03 April 1367 By ER Bickford

S&T #260- The Black Prince: Batttles of Navarette & Crecy Navarette, 03 April 1367 By ER Bickford Layout: Chris Cummins Photos: ER Bickford Battleplan, Report 005 January 2010 S&T #260- The Black Prince: Batttles of Navarette & Crecy Navarette, 03 April 1367 By ER Bickford The Battle of Najera focuses

More information

WEIGHT OF FIRE. Eighteenth Century Miniatures Rules By Wes Rogers

WEIGHT OF FIRE. Eighteenth Century Miniatures Rules By Wes Rogers WEIGHT OF FIRE Eighteenth Century Miniatures Rules By Wes Rogers TABLE OF CONTENTS 1 INTRODUCTION... 1 2 GAME SCALES... 1 3 TROOP TYPES... 1 4 UNITS... 1 5 MOUNTING FIGURES ON BASES... 2 6 GENERALS...

More information

From the Marshal Enterprises Household to the Citizens of the Gaming World

From the Marshal Enterprises Household to the Citizens of the Gaming World La Bataille Premier ME Rules for Napoleonic Grand Tactical Warfare 1792-1815 From the Marshal Enterprises Household to the Citizens of the Gaming World http://labataille.me Introduction (1) Chronology

More information

Page. Blades (Bd) classed as foot troop description figures per base recoil interpenetration combat factors flank support

Page. Blades (Bd) classed as foot troop description figures per base recoil interpenetration combat factors flank support Aggression defender selection in the army lists Allies can t garrison can t guard a camp moving in groups in tournaments BBDBA allies BBDBA allied camps BBDBA allied PIPs allied contingents Arable Homeland

More information

Skirmish Action AAR: Ruhr 1945 By Russ Lockwood

Skirmish Action AAR: Ruhr 1945 By Russ Lockwood Skirmish Action AAR: Ruhr 1945 By Russ Lockwood This tidy little 1945 scenario for Skirmish Action (SA) comes courtesy of Dennis Shorthouse, whose figures and terrain make for a good-looking WWII table.

More information

Game Design: Chris Taylor. Developed By: Chris Taylor. Art & Graphics: Vinh Ha and Nick Hayes. Science-Fiction Wargame #4

Game Design: Chris Taylor. Developed By: Chris Taylor. Art & Graphics: Vinh Ha and Nick Hayes. Science-Fiction Wargame #4 Science-Fiction Wargame #4 Game Design: Chris Taylor Developed By: Chris Taylor Art & Graphics: Vinh Ha and Nick Hayes (c) 2013 Chris Taylor and Victory Point Games (VPG); s vs. Zombies is VPG s name for

More information

Old Dessauer. Rules for Tabletop Wargames Set in the Tricorn Era Using 15mm Size Model Soldiers By Wes Rogers

Old Dessauer. Rules for Tabletop Wargames Set in the Tricorn Era Using 15mm Size Model Soldiers By Wes Rogers Old Dessauer Rules for Tabletop Wargames Set in the Tricorn Era Using 15mm Size Model Soldiers By Wes Rogers TABLE OF CONTENTS 1 INTRODUCTION... 1 2 GAME SCALES, DICE AND MEASUREMENTS... 1 3 TROOP TYPES

More information

To End All Wars. WW1 Miniature Game V1.2

To End All Wars. WW1 Miniature Game V1.2 To End All Wars WW1 Miniature Game V1.2 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would

More information

COMITATUS Warfare in the Dark Ages AD

COMITATUS Warfare in the Dark Ages AD COMITATUS Warfare in the Dark Ages AD 250-1100 Scenario 1 The Battle of Daras AD 50 Historical Background The young East Roman General Belisarius, in his first major command, was sent to defend the city

More information

Brimstone and Iron. Heroic Combat System.

Brimstone and Iron. Heroic Combat System. Brimstone and Iron. Brimstone and Iron was originally an attempt to unify the rules of Warhammer Fantasy Battle, Warhammer Skirmish and Mordheim. I ve dropped that idea since Games Workshop change the

More information

Part1 Setting up the Game. Sample file

Part1 Setting up the Game. Sample file Part1 Setting up the Game Setting up the game Necessary equipment All you need to play Polemos American Civil War is: A number of ordinary six-sided dice, numbered 1-6, known hereafter as D6. A ten-sided

More information

Contents. Sample file. Photographs

Contents. Sample file. Photographs Contents Introduction Later Italian Wars Army Lists The Battle of Ceresole The Later Italian Wars 3 The French Wars of Religion 3 French Army 4 Italian Army 4 Spanish Army 5 Swiss Army 5 Background 6 French

More information

PROCONSUL SCENARIO Dacia 87CE

PROCONSUL SCENARIO Dacia 87CE Dacia 87CE Page 1 of 5 Dacia 87CE The Kingdom of Dacia [present day Romania] frequently launched raids across the Danube into Roman territory. On several occasions the Romans tried to bring them to heel.

More information

Fails to take cover! An opposing target unit in cover receives no benefit for it if fired on this period. It counts as in the open.

Fails to take cover! An opposing target unit in cover receives no benefit for it if fired on this period. It counts as in the open. It s a Miracle! A brigade in your command being fired on makes good use of the ground and counts as a skirmish formation target for this Fails to take cover! An opposing target unit in cover receives no

More information

FIRETEAM Wargame Rules for Modern Combat Operations

FIRETEAM Wargame Rules for Modern Combat Operations FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb Written By Rory Crabb Version 1.0 July 2016 Miniatures from the collection of the author and terrain by Paul Davies 1 FIRETEAM Wargame

More information

For King or For Parliament

For King or For Parliament For King or For Parliament In the Beginning It started with Follow Me, Men, a set of 25mm Fantasy Wargame Rules created by Jim Wallman. Then there was Fire At Will, Men, a set of generic 6mm Fantasy Wargame

More information

Hambone Barca vs. Miles Gloriousus GAME RULES By George Sivess

Hambone Barca vs. Miles Gloriousus GAME RULES By George Sivess Hambone Barca vs. Miles Gloriousus GAME RULES By George Sivess Two of my favorite Ancient Generals, Hambone Barca (the illegitimate and slightly less capable son of Hamilcar), and Miles, the star of A

More information

Blucher Spring 1813 Campaign Report SITREP 1A Week 1 and the Battle of Madgeburg

Blucher Spring 1813 Campaign Report SITREP 1A Week 1 and the Battle of Madgeburg Blucher Spring 1813 Campaign Report SITREP 1A Week 1 and the Battle of Madgeburg My gaming mates (Ben Earnest, Steve Leopard, Steve Dunn) and I started our Spring 1813 campaign using the Blucher rules

More information

Volley and Bayonet, Road to Glory. American Revolution Period Specific Rules. Jeff Glasco ( 2011)

Volley and Bayonet, Road to Glory. American Revolution Period Specific Rules. Jeff Glasco ( 2011) Revised July 2011 Volley and Bayonet, Road to Glory American Revolution Period Specific Rules Jeff Glasco ( 2011) Volley and Bayonet is copy written by Frank Chadwick and Greg Novak. Additional rules by

More information

Rome at War Hannibal at Bay Errata and FAQ

Rome at War Hannibal at Bay Errata and FAQ First Edition Rules Rome at War Hannibal at Bay Errata and FAQ Pg 3: Light Cavalry description has a depiction of Light Infantry. 2.21: Change "enemy units" to "any non-leader units". 6.1: After Example,

More information

A Triumph & Glory Game

A Triumph & Glory Game Borodino 1 BORODINO A Triumph & Glory Game By Richard Berg RULE BOOK Table of Contents 1.0 Introduction... 2 8.0 Artillery Fire... 8 2.0 Components... 2 9.0 Shock Combat... 9 3.0 Sequence of Play... 3

More information

HEROIC SAMURAI. One Brain Cell Rules for Clan Feuding in Classical Japan Version 1.01 January 2007

HEROIC SAMURAI. One Brain Cell Rules for Clan Feuding in Classical Japan Version 1.01 January 2007 HEROIC SAMURAI One Brain Cell Rules for Clan Feuding in Classical Japan Version 1.01 January 2007 In the Beginning These are rules for playing a wargame with toy soldiers. It is intended for several players

More information

Marengo. Turn One 0600 Hours 14 June 1800

Marengo. Turn One 0600 Hours 14 June 1800 Photo 1 T1 by E.R. Bickford Production: Lise Patterson 2011 Decision Games, Bakersfield, CA. Turn One 0600 Hours 14 June 1800 The game opens with the Austrians advancing from their positions across the

More information

20mm+ castings : One inch = ten yards OR One centimeter = 5 yards 15mm /6mm castings : One inch = twenty yards OR One centimeter = 10 yards.

20mm+ castings : One inch = ten yards OR One centimeter = 5 yards 15mm /6mm castings : One inch = twenty yards OR One centimeter = 10 yards. Martians, Indunas, Colonels and Emirs was originally published to cover tactical mass warfare on Mars during the Victorian Science Fiction Era of the late 1800s. Units with twenty men as well as those

More information

To End All Wars WW1 Miniature Game V1

To End All Wars WW1 Miniature Game V1 To End All Wars WW1 Miniature Game V1 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would

More information

ASLSK Basic Infantry Tactics

ASLSK Basic Infantry Tactics Basic Infantry Tactics ASLSK Basic Infantry Tactics Daniel F. Savarese Last Updated: 2005-03-04 Copyright 2004, 2005 Daniel F. Savarese 1 The original Squad Leader rule book contained a section at the

More information

ERES TO YOU FUZZY WUZZY by Bob Cordery

ERES TO YOU FUZZY WUZZY by Bob Cordery 1. Introduction ERES TO YOU FUZZY WUZZY by Bob Cordery ETYFW relies upon the use of both average dice (AvDs produce more predictable results) and normal dice (D6s produce less predictable results) to reflect

More information

WARHAMMER 40,000 HOUSE RULES EDITION V1.3

WARHAMMER 40,000 HOUSE RULES EDITION V1.3 WARHAMMER 40,000 HOUSE RULES EDITION V1.3 THE TURN UNIT ACTIVATIONS Before the game begins the players must each place an appropriate number of tokens (with markings or colours specific to that player)

More information

Advanced Virtus. Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez

Advanced Virtus. Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez Advanced Virtus Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez *Ndt : all apologies for the possible grammatical mistakes, and many thanks

More information

RULE BOOK. Warfare in the Middle Ages

RULE BOOK. Warfare in the Middle Ages RULE BOOK Warfare in the Middle Ages Table of Contents 1.0 Introduction... 2 2.0 The Components... 2 3.0 Sequence of Play... 4 4.0 Activation and Continuity... 4 5.0 Movement... 4 6.0 Facing... 5 7.0 Zones

More information

Feudal Skirmish and Tourney Rules

Feudal Skirmish and Tourney Rules Feudal Skirmish and Tourney Rules Al Hewitt, Ric Willey, Neil Houltby, and Tony Morley Initiative Throw d20, highest has initiative and can move first. If a figure is contacted by a higher initiative figure

More information

Quick Reference Sheet Version 2.1 for the American Civil War Rule Changes and Additions

Quick Reference Sheet Version 2.1 for the American Civil War Rule Changes and Additions Quick Reference Sheet Version 2.1 for the American Civil War Rule Changes and Additions The Quick Reference Sheet (QRS) summaries the play sequence and processes for resolving a player turn. QRS Version

More information

M= Movement; VBU= Basic Unit Value; I= Impetus Bonus, VD= Demoralization Value; VDT= Total Demoralization Value

M= Movement; VBU= Basic Unit Value; I= Impetus Bonus, VD= Demoralization Value; VDT= Total Demoralization Value GREAT NORTHERN WAR Legend GA-CP= Gallopers; TR-CP= Trotters; RE-CP= Reiters; CL= Light Cavalry; P&M-FP= Pike & Muskets; TE= Tercios, DR-FL= Dragoons; S= Skirmishers; T= Musketeers; ART= Artillery M= Movement;

More information

Official amendements for L Art de la Guerre Rules

Official amendements for L Art de la Guerre Rules Official amendements for L Art de la Guerre Rules This document regroups and assembles the official amendments and corrections to L Art de la Guerre V3. They are presented in the chronological order of

More information

The Thin Red Line

The Thin Red Line The Thin Red Line 1795-1815. Created by Ben Seib Developed by Scott Laird and the Cheltenham Warchiefs and with the help of the Newcastle Occasional Wargamers. 1 Introduction to The Thin Red Line Page

More information

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8)

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) INTRODUCTION The Battle for 2mm Earth rules are suitable for any large combat up until around the end of the 19 th Century. I designed 1418 semi-independently

More information

Overview. Components. Robotics Team Card

Overview. Components. Robotics Team Card Overview Aerial Assault is based on a real-life robotics competition where robots compete at a game of what looks a little bit like robot basketball. The robotics competition takes place on a flat gymnasium-sized

More information

Le Baton (Because Napoleonics is serious business)

Le Baton (Because Napoleonics is serious business) Le Baton (Because Napoleonics is serious business) One Page, Brigade level Napoleonics rules for 25mm figures (And in case you re wondering, there are no rules in any of this drivel) By Clay Smith and

More information

Large Battles. Divisional Level Napoleonic Wargaming Rules Written by Sergio Laliscia

Large Battles. Divisional Level Napoleonic Wargaming Rules Written by Sergio Laliscia Drums and Shakos Large Battles Divisional Level Napoleonic Wargaming Rules Written by Sergio Laliscia Based on the Song of Blades and Heroes engine written by Andrea Sfiligoi First Edition, Copyright Sergio

More information

Wagenburg. ranks) Heavy Infantry 3cm (or 4cm) Light Infantry 4cm Missile troops 4cm

Wagenburg. ranks) Heavy Infantry 3cm (or 4cm) Light Infantry 4cm Missile troops 4cm 1.0 INTRODUCTION 1.1 IMPETUS AND BASIC IMPETUS Impetus is a set of wargame rules that aims to simulate battles with toy soldiers in the ancient, medieval and renaissance period. Basic Impetus is a free,

More information