Conquest of the Palatinate A Thirty Years War Campaign

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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 the Bohemian Revolt. When the authorities offered their throne to the Protestant Frederick V of the Palatinate they initiated a conflict between the Protestant Union and the House of Habsburg. Catholic powers coalesced more quickly than their Portestant foes, and soon Frederick was isolated and Spain joined the conflict. In September of 1620 Spanish forces under Spinola invaded the Lower Palatinate, taking Kreuznach and Oppenheim. They then took Bacharach, severing the link from the electorate and their Dutch Allies. Simultaneously, Count Tilly and the army of the Catholic League, along with the other Spanish army under Córdoba, entered the Palatinate from the south. After a series of conflicts, Heidelberg and Mannheim, the two leading cities in the Lower Palatinate, fell to the Spanish- Imperial army. This campaign saw a collection of Dutch, English and Protestant German forces face off against a varied force of Spanish and Imperialsts. The Imperial victory marked the end of the first phase of the 30 Years War. Objective: The campaign is played by 3 or more players one commanding the invaders from the Spanish Netherlands, one commanding the invaders from Bavaria and the other commanding the mixed Protestant forces attempting to defend the territory. Frederick V is fighting for his life against a very formidable foe. Historically his forces were comprehensively outmaneuvered and defeated, and he was forced into exile. But there were several strategic mistakes by the Catholic commanders, and the battles in the campaign were hard fought and close, so it could have turned out quite differently. There are five objective areas on the campaign map, representing the critical locations for controlling the Palatinate. Each side will maneuver and fight in order to control them. Duration: The campaign lasts eight turns, from the fall of 1620 through the fall of 1622. The turns are shown below: Fall, 1620 Fall, 1621 Winter, 1621 [r] Winter, 1622 Spring, 1621 [r] Spring, 1622 Summer, 1621 Summer, 1622 [r] = Catholic reinforcements arrive 10-May-13 TYW Palatinate / GAJO Games 2

Sequence of Play: Each campaign turn is split into 3 phases 1. Orders Phase 2. Battles Phase 3. Administrative Phase Orders Phase: During the Orders Phase, leaders may be ordered to move. Orders are submitted to the campaign organizer, and must specify the leader, the areas you intend them to enter, and any units they will bring with them. Orders must be submitted to the campaign organizer by the order deadline, or the leader will remain in place. Only leaders may be given orders, and they may move any or all of the units in the areas they enter along with them. All other forces are considered garrisons which do not move but will defend their area. Each leader may be given one order per campaign turn. A leader with an order may move up to 2 areas from their starting area, but must stop if they enter an enemy controlled area. Any or all of the units in an area may move with the leader as it moves. Likewise, the leader may pick up, and/or drop off, friendly forces in any area they enter. A force may never move with more than a single leader in any given turn. Battles Phase: Once all moves are completed, the campaign organizer will notify the players of any battles that need to be resolved. Whenever a leader enters an enemy controlled area a battle is triggered. Battles are meant to be fought out on the tabletop using the Pike & Shotte tabletop rules. The winner of the battle will gain (or retain) control of the area. To fight out a battle, each side selects their forces based on the leader(s) and special units present in the area (see Determining Army List and Force Selection). Battles follow the normal rules in Pike & Shotte, with the side winning the battle as determined below. 1. Determining Army List: Determine the base army list(s) for a tabletop action as follows: If no leader is present in the area for that side use the default army list Protestant Protestant Union Catholic German Imperial If only one leader is present in the area use the army list associated with that leader If more than one leader is present in the area then any army list associated with a leader who is present may be used, OR the allowed points may be divided in half and two allied forces formed from any 2 of the allowed lists. 10-May-13 TYW Palatinate / GAJO Games 3

2. Force Selection: Forces for a tabletop action are selected as follows: Each side starts out with a 1,000 point force drawn from their army list. In addition, they receive the following troops as well: The character figure for any leader figure present A bodyguard unit for each leader present a free cuirassier unit (or equivalent for their list) Units as specified for any special units present in the area (see Special Units) Note that these special and free units do not count against any limits in the army list being used 3. Setting Up The Table: Once the opposing forces are selected and ready to fight, they need a tabletop to fight over. Determine Attacker The attacker is the force not currently in control of the area being fought over. The other player is the defender. Table Size Each battle is designed to be played out on a 4 by 6 tabletop between two participants. 3. Setting Up the Table (continued): Alternatively, if a larger battle with additional players is desired, increase the table size to 6 by 8, and field two standard 1,000 point forces, and double the special units (but not leaders and their bodyguard), on each side. Terrain Each battle should be fought over terrain typical for this region. Basic terrain table: Roll for one random feature for every 2 by 2 section of table (6 rolls for a 4 by 6 table) Terrain Terrain Table Die Roll None 1-2 Meadow 3 Enclosed field 4 Gentle hill 5 Wooded area 6 If a terrain feature is indicated, one should be placed by the defender anywhere within that section of the table. Terrain features should be at least 8 and no more than 16 in length and width, and may cover no more than ¼ of the surface area of that section of the table. 10-May-13 TYW Palatinate / GAJO Games 4

3. Setting Up The Table (continued): Additional Terrain: After the basic terrain in placed, the defender may attempt to place one piece of additional terrain. He may choose between the following options: Village on a d6 roll of 3+ the defender may place a village on any long board edge. A village is represented by 3 buildings, which must be within 6 of each other. Stream on a d6 roll of 5+ the defender may place a stream. The stream must run from one table edge to the opposite edge, and no part of it may be more than 12 from a table edge. The attacker may then place one or two bridges at any point along the stream. 3. Setting Up the Table (continued): Choose Baselines: After all terrain has been placed, the attacker chooses one long table side to be his baseline. The defender s baseline is the opposite long table edge. Objectives Once the table is set up and baselines selected, the objectives are placed. Each player places one objective marker, starting with the attacker. Objectives must be placed within 2 of the table centerline, and no closer than 8 to a table edge see diagram below: Terrain Definitions: Basic terrain is treated as follows in Pike & Shotte Meadow a low area of clear, open ground. Treat it as rough (soggy) ground in winter or spring turns. Enclosed field an area of crops surrounded by a hedge. The hedge is an obstacle, the field is rough (soggy) terrain in spring turns. Gentle hill as per the rules Wooded area as per the rules Buildings as per the rules Stream treated as an obstacle, impassable except at a bridge during a spring turn. Objective Placement Deployment: The defender now deploys his forces, anywhere within 18 of his baseline. 2 2 Finally the attacker deploys his forces, anywhere within 12 of his baseline. The attacker takes the first turn. 10-May-13 TYW Palatinate / GAJO Games 5

4. Outcome of Battles: Ending the Game The game ends immediately if either force is broken (via ½ or more of its battalias being broken). If neither side is broken after 6 full turns, then game ends at that point. Control of Objectives At the end of the game determine control for each objective. An objective is controlled by a player who has one or more unshaken units (not commanders) within 6 of the objective, while his opponent has none. If neither side meets these conditions the objective is contested. There are three possible outcomes of a tabletop action. Decisive Victory If one side s army is broken (via ½ or more of its battalias being broken), its opponent has won a decisive victory. A force winning a decisive victory gains control of that area if it was not previously controlled. The opposing side s surviving forces must then retreat. The losing force suffers a penalty when rolling on the casualty table. 4. Outcome of Battles (continued): Tactical Victory If neither side s army is broken during the tabletop action, the side which has managed to control both tabletop objectives has secured a tactical victory. If neither side has managed to secure both objectives, then total up the points value of every unit that has been lost. If either army has inflicted 1.5 times or more losses than it suffered then it has won a tactical victory. The victorious side gains (or retains) control of the area, and the defeated side must retreat. Neither force suffers a penalty when rolling on the casualty table. Draw Any other result is considered a draw. The attacking force may elect to retreat, or they may remain in place. If the attacking force elects to retreat they suffer no penalty on the Casualty Table for being in a continuing engagement, but surrender control of that area to their opponents. If the attacking force elects to remain in place, control of the area does not change, and the forces will fight again the following turn if neither is ordered to move away. Both forces take the penalty for being in a continuing engagement when rolling on the casualty table. 10-May-13 TYW Palatinate / GAJO Games 6

5. Retreats: A force may be required to retreat as a result of combat results. A retreating force may move to any adjacent friendly controlled area. If there is no adjacent friendly controlled area available, the force is instead eliminated and removed from the campaign. 6. Losses: Regardless of the outcome, after a tabletop battle is resolved both sides roll for each special unit present, and for each leader wounded during the game,on the Casualty Table. The die roll is adjusted based on the modifiers listed: 6. Losses (continued): Special units that are eliminated are removed from the campaign, although they may be replaced at some point in the future if appropriate monetary resources are available. Leaders who are recovering may not move, unless forced to retreat, in which case they follow the normal retreat rules. Leaders who are eliminated may not be replaced. CASUALTY TABLE: Units Die Roll Outcome 1-4 No effect 5+ Eliminated +1 if lost decisively or in a continuing engagement Leaders 1-4 Full recovery 5-6 Remain stationary next turn while recovering 7+ Permanently removed from the campaign +1 if lost decisively or in a continuing engagement Palatinate Coat of Arms 10-May-13 TYW Palatinate / GAJO Games 7

Gold: Gold may be used to replace special units which have been eliminated as a result of battles. This represents recruitment of mercenaries from a side s war chest. Each side starts the campaign with a treasury containing 1 gold. The Protestant treasury is controlled by the Mansfeld player, while the Imperial treasury is controlled by the Tilly player. Gold is added to the treasury each time the following happens: Capture an enemy controlled area (+1 gold) Capture an enemy held objective area (+2 gold) Donation from other Protestant princes (+1 gold per turn, Protestant side only) Each turn before movement, a side may spend gold to hire replacements if any are available. Each special unit replaced costs 2 gold, which is removed from that side s treasury. The replacement unit may be placed with any leader of that side, and may move normally that turn. Random Events: Starting on the second campaign turn, at the start of each campaign turn the Protestant player rolls 1d6. On a roll of 6 a random event has occurred. If there is a random event he rolls another d6 and checks the table below: Die Roll RANDOM EVENT TABLE: Event 1 Paymaster Protestant 2 Paymaster Catholic 3 Disease 4 Disease 5 Dynastic Crisis 6 Mutiny Paymaster the player may immediately add 2 gold to their treasury Disease select a leader at random and roll 1d6 for each special unit Dynastic Crisis One randomly determined leader is distracted by court politics, and may not move this turn Mutiny no Spanish leaders may move this turn. In addition, roll 1d6 for each special unit in the same area as a Spanish leader, on a 6 the unit is caught up in the mutiny and disbanded. 10-May-13 TYW Palatinate / GAJO Games 8

Special Rules: Logistics Although this was early in the 30 Years War, the countryside in the Palatinate could not support an unlimited number of troops. Therefore, the maximum number of special units from one side that may end their turn in an area is 3. If there are more than 3 friendly special units in an area, roll 1d6 for each unit and it is eliminated through starvation and desertion on a roll of 4+. Note that leaders are leaders, and do not count as special units. Imperial Coordination The Spanish forces did not always coordinate well with the other Imperial forces during this campaign. Winning the Game: The goal of the campaign was control over the Upper and Lower Palatinate. There are five objective areas shown on the campaign map. The side that controls the majority of them at the end of the campaign has won. The level of victory is as follows: Objective Areas Controlled 0 Annihilated Result 1 Crushing Defeat 2 Narrow Defeat 3 Narrow Victory 4 Solid Victory 5 Crushing Victory To reflect this Spanish leaders may not be present with other Imperial leaders in the same area at any time. Flag of the Catholic League 10-May-13 TYW Palatinate / GAJO Games 9

Conquest of the Palatinate Army Lists Frederick V of the Palatinate For use with Pike & Shotte from Warlord Games 10-May-13 TYW Palatinate / GAJO Games 10

Thirty Years War German Protestant Union (Early): Unit Unit Type Weapons HTH Shoot Morale Stami na Special Pts Leaders: Overall Commander (roll d6, 1= 7, 2-5 = 8, 6 = 9) Infantry / Artillery Commander (Command Rating 8) Cavalry Commander (Command Rating 8) Cuirassiers Hvy Horse Sword, pistol 8 1 3+ 4 Caracole; Hvy Cav +1 Maximum of 2 units Reiters Horse Sword, pistols 6 2 3+ 3 Caracole; Mercenary 53 37 Dragoons Horse / Foot Skirmishers Firelocks 3 2 5+ 3 Fire & Evade; Marauder 34 German Pikemen Foot Pike Block Pike 5-4+ 4 Hedgehog; Mercenary 31 0-1 unit may be upgraded to Elite 4+ +6 German Musketeer Foot Battle Line 3 2 5+ 3 Mercenary 27 0-2 units per pike unit Commanded Musketeers Foot Battle Line 3 3 4+ 3 First fire 34 0-2 units allowed Artillery Ordnance Med Gun 1 3-2-1 5+ 2 21 Up to ½ may be upgraded to Heavy +4 Siege Arty Ordnance Mortar 1 2 5+ 2 25 0-1 unit 10-May-13 TYW Palatinate / GAJO Games 11

Thirty Years War English / Scottish Mercenary (Early): Unit Unit Type Weapons HTH Leaders: Overall Commander (roll d6, 1= 7, 2-5 = 8, 6 = 9) Infantry / Artillery Commander (Command Rating 8) Cavalry Commander (Command Rating 8) Shoo t Morale Stami na Special Pts English Horse Hvy Horse Sword, pistol 7 1 3+ 4 Caracole; Hvy Cav +1 0-2 units may be given carbines as Harquebusiers +1 Scots Horse Horse Lance, sword, pistols 6 1 5+ 3 38 48 Dragoons Horse / Foot Skirmishers Firelocks 3 2 5+ 3 Fire & Evade; Marauder 34 English or Scots Pikemen Foot Pike Block Pike 6-4+ 4 Hedgehog, mercenary 34 English or Scots Musketeer Commanded Musketeers 0-3 units may be large Any Scot units may be upgraded to stubborn Any unit may be downgraded to small Foot Battle Line 0-2 units per pike unit Any unit may be downgraded to small Foot Battle Line 3 2 5+ 3 Mercenary 27 3 3 4+ 3 First fire 34 +6 +5-6 -8 0-2 units allowed Storming Party Foot Firelocks 4 2 4+ 3 First fire 34 0-1 unit May be upgraded to elite 4+ +6 Artillery Ordnance Med Gun 1 3-2-1 5+ 2 21 Up to ½ may be upgraded to Heavy +4 Siege Arty Ordnance Mortar 1 2 5+ 2 25 0-1 unit 10-May-13 TYW Palatinate / GAJO Games 12

Thirty Years War Dutch (Early): Unit Unit Type Weapons HTH Leaders: Overall Commander (roll d6, 1= 7, 2-5 = 8, 6 = 9) Infantry / Artillery Commander (Command Rating 8) Cavalry Commander (Command Rating 8) Shoo t Morale Stami na Special Pts Cuirassiers Hvy Horse Sword, pistol 8 1 3+ 4 Caracole; Hvy Cav +1 Maximum of 2 units +1 Reiters Horse Sword, pistols 6 2 3+ 3 Caracole; Mercenary 53 37 Dragoons Horse / Foot Skirmishers Firelocks 3 2 5+ 3 Fire & Evade; Marauder 34 Dutch Pikemen Foot Pike Block Pike 5-3+ 4 Hedgehog; Elite 5+ 41 0-1 unit may be elite 4+ +6 Dutch Musketeers Foot Battle Line 3 2 4+ 3 Elite 5+ 30 0-2 units per pike unit Commanded Musketeers Foot Battle Line 3 3 4+ 3 First fire 34 0-2 units allowed Artillery Ordnance Med Gun 1 3-2-1 5+ 2 21 Up to ½ may be upgraded to Heavy +4 Siege Arty Ordnance Mortar 1 2 5+ 2 25 0-1 unit 10-May-13 TYW Palatinate / GAJO Games 13

Thirty Years War German Imperial / Catholic League (Early): Unit Unit Type Weapons HTH Leaders: Overall Commander (roll d6, 1= 7, 2-5 = 8, 6 = 9) Infantry / Artillery Commander (Command Rating 8) Cavalry Commander (Command Rating 8) Lifeguard Hvy Horse Lance, sword, pistol maximum one unit, German Imperial only Shoo t Morale Stami na Special Pts 9 1 3+ 4 Elite 4+ Hvy Cav +1 57 Cuirassiers Hvy Horse Sword, pistol 8 1 3+ 4 Caracole; Hvy Cav +1 53 two units maximum per army (Imperial), no maximum if Catholic League Reiters Horse Sword, pistols 6 2 3+ 3 Caracole; Mercenary 37 Harque- Busiers Horse Carbine, pistol 7 1 4+ 3 Caracole 39 Dragoons Horse / Foot Skirmishers Firelocks 3 2 5+ 3 Fire & Evade; Marauder 34 Imperial Pikemen Foot Pike Block Pike 6-4+ 4 Hedgehog; Mercenary 34 0-1 unit may be upgraded to Elite 4+ +6 Imperial Musketeers Foot Battle Line 0-2 units per pike unit Swordsmen Foot Battle Line Sword & shield 0-2 units allowed 3 2 5+ 3 Mercenary 27 6-4+ 3 Swordsmen 34 Commanded Musketeers Foot Battle Line 3 3 4+ 3 First fire 34 0-2 units allowed Artillery Ordnance Med Gun 1 3-2-1 5+ 2 21 Up to ½ may be upgraded to Heavy +4 Siege Arty Ordnance Mortar 1 2 5+ 2 25 0-1 unit 10-May-13 TYW Palatinate / GAJO Games 14

Thirty Years War Spanish (Early): Unit Unit Type Weapons HTH Leaders: Overall Commander (roll d6, 1= 7, 2-5 = 8, 6 = 9) Infantry / Artillery Commander (Command Rating 9) Cavalry Commander (Command Rating 8) Caballos Ligeros Shoo t Morale Stami na Special Pts Hvy Horse Lance, sword 8-3+ 4 Hvy Cavalry +1 57 maximum two units 60 Reiters / Herreruelos Horse Sword, pistols 6 2 3+ 3 Caracole; Mercenary 37 Harque- Busiers Horse Carbine, pistol 7 1 4+ 3 Caracole 39 Dragoons Horse / Foot Skirmishers Firelocks 3 2 5+ 3 Fire & Evade; Marauder 34 Spanish Pikemen Foot Pike Block - Lg Pike 7-3+ 4 Hedgehog, Elite 4+ 58 Spanish Musketeers Foot Battle Line Arquebus 3 2 5+ 3 First Fire 30 0-2 units per pike unit pike units are large, shot units should be standard Swordsmen Foot Battle Line Sword & shield 6-4+ 3 Swordsmen 34 0-2 units allowed Commanded Musketeers Foot Battle Line 3 3 4+ 3 First fire 34 0-2 units allowed Artillery Ordnance Med Gun 1 3-2-1 5+ 2 21 Up to ½ may be upgraded to Heavy +4 Siege Arty Ordnance Mortar 1 2 5+ 2 25 0-1 unit 10-May-13 TYW Palatinate / GAJO Games 15

Special Units: Mercenary Horse: Unit Unit Type Weapon HTH Shoot Morale Stamina Special Pts Reiters Horse Sword, pistols 6 2 3+ 3 Caracole; Mercenary n/a Lifeguard: Unit Unit Type Weapon HTH Shoot Morale Stamina Special Pts Cuirassiers Hvy Horse Sword, pistol 8 1 3+ 4 Caracole; Hvy Cav +d3 n/a Mercenary Foot:: Unit Unit Type Weapon HTH Shoot Morale Stamina Special Pts Mercenary Pikemen Foot Pike Block Pike 6-5+ 4 Hedgehog; Mercenary n/a Mercenary Musketeers Foot Battle Line 3 2 6 3 Mercenary n/a one pike and two musketeer units Guard Foot:: Unit Unit Type Weapon HTH Shoot Morale Stamina Special Pts Guard Pikemen Foot Pike Block Pike 6-4+ 4 Hedgehog; Elite 4+ n/a Guard Musketeers Foot Battle Line 3 2 4+ 3 Elite 4+ n/a one pike and two musketeer units Seige Train: Unit Unit Type Weapon HTH Shoot Morale Stamina Special Pts Artillery Ordnance Hvy Gun 1 3-2-1 6 2 n/a Siege Arty Ordnance Mortar 1 2 6 2 n/a 2 heavy guns and one mortar 10-May-13 TYW Palatinate / GAJO Games 16

Named Leaders: Catholic: Leader Command Rating Army List Special Rule Count Tilly 9 TYW German Imperial (Early) Fathy Tilly see Pike & Shotte Spinola 9 TYW Spanish (Early) Cordoba 8 TYW Spanish (Early) Maximillian of Bavaria 8 TYW Catholic League (Early) Protestant: Leader Command Rating Army List Special Rule Mansfeld 8 TYW Protestant Union (Early) Warchest see Pike & Shotte Maurice of Nassau 10 TYW Dutch (Early) De Vere 8 TYW English Mercenary Christian of Brunswick 9 TYW Protestant Union (Early) +2 to combat value of a horse unit he is leading, no bonus with other units Grey 8 TYW Scots Mercenary 10-May-13 TYW Palatinate / GAJO Games 17

Spanish Netherlands Veldenz United Provinces Simmern Lauterecken = Objective Area Kreuznach Bacharach Stromberg Lautern Oppenheim Alzey Neustadt Germersheim Frankenthal Mannheim The Palatinate Ladenburg Bretten Otzberg Lindenfels Heidelberg Umstadt Mossbach Holland France Holy Roman Empire Palatinate Bavaria Roxberg Bohemia 10-May-13 TYW Palatinate / GAJO Games 18

Forces: Starting Deployment: Forces: Special Units: Catholic Area Spanish Netherlands Bavaria Bavaria (Turn 2) Bavaria (Turn 3) Protestant Area United Provinces Roxberg Frankenthal Mannheim Umstadt Forces Spinola, 1x Lifeguard, 2x Mercenary Foot, 1x storm party Tilly, 1x Lifeguard, 2x Mercenary Horse, 1x Mercenary Foot, 1x Siege Train, 1x storm party Cordoba, 1x Lifeguard, 2x Mercenary Foot Maximilian, 2x Mercenary Horse, 1x Guard Foot Forces Maurice, 1x Lifeguard, 1x Guard Foot, 1x Siege Train Mansfeldt, 2x Mercenary Horse, 2x Mercenary Foot, 1x storm party Gray, 1x Mercenary Foot De Vere, 1x Mercenary Foot, 1x storm party Christian, 2x Mercenary Foot, 1x Mercenary Horse Each type of special unit provides a bonus unit for any tabletop battle in the area they are present in. Special units allow the controlling player to add forces beyond those bought for points to his force for a tabletop action. Their effects are summarized below. If there are multiples of a given special unit present with a force each one will provide the bonus forces listed. Special Unit Types Lifeguard may field 1 unit of elite cuirassiers Mercenary Horse may field 1 standard sized unit of Reiters Guard foot may field 1 standard sized guard pike block and 2 standard sized units of guard shot Mercenary foot may field 1 standard sized mercenary pike block and 2 standard sized units of mercenary shot Siege Train may field 2 heavy guns and 1 mortar Storming Party may field 1 storming party, elite 4+, with a petard and grenades 10-May-13 TYW Palatinate / GAJO Games 19

Special Unit and Leader Counters: Lifeguard Guard Foot Seige Train Merc Horse Merc Horse Merc Foot Merc Foot Storm Party Merc Foot Merc Foot Storm Party Merc Foot Merc Foot Merc Horse Mansfeld Maurice of Nassau Vere Christian of Brunswick Gray Lifeguard Merc Foot Merc Foot Storm Party Lifeguard Merc Horse Merc Horse Merc Foot Seige Train Storm Party Lifeguard Merc Foot Merc Foot Merc Horse Merc Horse Guard Foot Maximilian of Bavaria Cordoba Spinola County Tilly 10-May-13 TYW Palatinate / GAJO Games 20