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

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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 with an allied army. Conde moved to stop him. Both armies manoeuvred looking for an advantageous chance to attack. When William threatened to move on Paris the aggressive Conde attacked his marching army. A series of minor battles ensued before William could form a line based on the village of Fayt. Dutch William of Orange Left Flank Waldeck 6 Horse 1 Artillery French - Conde Right Flank Luxembourg +1 3 Fast Horse 2 Elite Horse Scenario Rules. Centre - William 6 Pike and Shot 2 Shot 1 Grenadier 1 Artillery Centre Conde +2 6 Pike and Shot 2 Guard P&S 2 Grenadier Imperial Forces - Souches 4 Slow Horse 1 Dragoon Left Flank - Navailles 5 Fast Horse 1.0 When throwing 2D6 to gain the initiative the Command under Conde can add 2 and that under Luxembourg 1 to the dice roll. 2.0 Normal town rules apply. 3.0 The hedges do not count as cover against firing. They can be held from either side. They take away the charge bonus of attackers. P&S and Mounted Combat Stands have to halt before crossing and disorder if they cross. Grenadiers can cross hedges without stopping and without disorder and get CB. Dragoons have to stop but do not disorder when they cross. 4.0 The French move one of their commands first. The 4 back stands of the French infantry [Conde s command] are marked as having moved already. They move normally from the second turn onwards. 5.0 The three Allied Horse at the left rear of Waldeck s command are marked as having moved already. They move normally from the second turn onwards. Page 2 of 5

ARMY LIST DEFINITIONS Unit Type of Unit, Order Rating A, B or C. Cat category of unit, is it a combat or support stand, what kind of unit, what special weapons or missiles does it carry. See the Abbreviation Chart.for other categories. MP Movement Points SP Strength Points CB Charge Bonus BP Break Points PB Point Blank firing factor against adjacent attacking stands.?h number of D6 added or subtracted at that firing range for stands with missile ability. ARMY LIST Dutch Stands Cat MP SP CB PB 2H 3H 4H 6H BP Horse B CS, Horse 2 6 2 3 Slow Horse CS, Horse 2/1 6 [0] 3 Dragoons B SS, Musket 3 4 1 0 0-2 1 Pike and Shot B CS, P&S 1 6 1 0/-1-2 -4 3 Shot B SS, Shot, 1 5 0 *1 0-3 3 Grenadiers A SS, Grenade 2 3 3 5 0 1 Artillery B SS, Art 1 2 0 4 2 1 0 0 1 French Stands Cat MP SP CB PB 2H 3H 4H 6H BP Elite Horse A CS, Horse 3/2 7 4 3 Fast Horse B CS, Horse 3 6 6 3 Dragoons A SS, Musket 3 4 1 0 0-2 1 Guard P&S A CS, P&S 1 7 2 1/0-1 -4 3 Pike and Shot B CS, P&S 2/1 6 3 1/0-1 -4 3 Grenadiers A SS, Grenade 2 3 3 5 0 1 Army List Notes 1.0 The first figure in the P&S Point Blank column is for P&S shooting defensive fire at mounted stands. Shot only fire PB at +1D6 if they are in cover otherwise they fire at 0 when eligible to fire defensive fire [rule 7.4]. 2.0 Slow Horse represents those less committed cavalry who prefer to act defensively and rely on their pistols rather than coming into close contact. Slow Horse have no charge bonus but can move to contact. Slow Horse fire 3D6 for their pistolsdefending and 1D6 attacking. -1D6 if disordered. They cannot fire more pistols than they have SP remaining. 3.0 Horse and Elite Horse fire 2D6 on frontal contact attacking and defending. Fast Horse only fire 2D6 on frontal contact when stationary and defending. They all drop to 1D6 fire when they have only 1SP remaining. Both -1D6 if disordered. 3.1 Elite Horse maintain their Charge Bonus until they drop to 3SP, they then drop to a 2D6 CB. They drop to 1D6 CB when they have only 1SP remaining. Horse maintain their 2D6 Charge Bonus until they are reduced to 3SP when they drop to a 1D6 CB. 3.2 The Strength Points and the Charge Bonus of the Fast Horse are identical. As SPs are lost the CB goes down accordingly. A disordered FH stand gets impact as for its non disordered strength. Eg a 6SP FH stand that is disordered would get 6D6 minus one D6 for its SP in battle, but still gets a Charge Bonus of 6 for a total of 11D6. Fast Horse must attempt to pursue if they win a close combat. 4.0 Dutch P&S get +1D6 Pike bonus in close combat fighting any enemy frontally. 4.1 French P&S get +1D6 for Pikes in close combat fighting cavalry frontally. French P&S maintain their full strength Charge Bonus until they drop to 3SP when it drops to 1. Page 3 of 5

4.2 Guard P&S get +1D6 in close combat fighting any enemy from any direction. They get this in all circumstances including attacking town and hedge hexes. They maintain their CB until reduced to 3SP when it drops to 1. 5.0 Grenadiers. 5.1 Grenadiers move and evade like skirmishers but they can melee like normal stands. Unless in cover or supported they only get their remaining SP less disorder as defensive fire if attacked by MCS. 5.2 Grenadiers in cover will not take more than 1SP loss even if beaten in a close combat. 5.3. Grenadiers attacking can fire point blank at full effect when contacting as long as the stand they are attacking is not already in close combat. They cannot fire before charging and get this addition. They cannot attack MCS unless the cavalry are in houses or trees. Grenadiers can move twice and still fire on contact losing 2D6. They do not fire PB if pursuing or being pursued. Defenders who are eligible to fire defensive fire do so first before Grenadiers fire PB. 5.4 Stands firing on Grenadiers, even at PB lose 1D6 for firing on skirmishers. 5.5 Grenadiers drop one charge bonus point for each SP loss. 5.6 Grenadiers do not lose their charge bonus when attacking towns or hedges. Page 4 of 5

Victory Point Chart. No. is the number of this kind of stand in the army. BP is the Break Points for each of those stands. TP is the Total Points for that kind of stand in the army. Keep a tally of each stand lost. Multiply this by the BP to get the number of points lost. Immediately the points lost tally passes the army break point that army has broken and has lost. If both sides pass their army BP in the one final melee then it is a draw unless the scenario specifies otherwise. Losses are determined for the whole army. Dutch No. BP TP Stands Lost Points Lost Horse B 6 3 18 Slow Horse 4 3 12 Dragoons B 3 1 3 P&S B 8 3 24 Shot B 2 3 6 Grenadiers 1 1 1 Artillery B 2 1 2 28 66 French No. BP TP Stands Lost Points Lost Elite Horse A 2 3 6 Fast Horse B 8 3 24 Dragoons A 4 1 4 Pike and Shot B 10 3 30 Grenadiers A 2 1 2 Artillery B 2 1 2 28 68 Page 5 of 5