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

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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. +1 + +3 Fire Mod. - Combat Modif. - -3 Fire Modif. 1 3 5 6 - - 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) 8 7 7 7 1 to % +1 Ch M 9 8 8 8 Veterans More + H Rt 1 11 11 9 - -3 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.

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.

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.

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

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

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 -.

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.

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

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...

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.