God
Will Know His Own
Knight
and Crossbow era Wargame Rules 1096-1590(or 1789) then into the horse
and Musket era.
Troop
Definitions
Superior
(s) -professional military elites recruited from a warrior
caste, with the
best
equipment for the era.
Ordinary-
(o) -well armoured ordinance troops, retinue, semi-professional
veterans
and
well officered professionals.
Fast
(f) -troops with good moral and at least some
experience but lighter
armed
than(o).
Inferior
(i) -militia, levy or otherwise inexperienced troops.. Also
troops of an inferior technology.
Scales-
1mm=1 metre 1 element=75 to 100 men, 1 round off play 1 to 10
minutes
Mounted
-Heavy Cavalry(HC),Cavalry(Cv),Light
Cavalry(LC),Reiter(Re),Elephants(El)
Foot
-Phalanx(Ph or Pk),Heavy Infantry(HI),Light
Infantry(LI),Bow(BW),Longbow(Lb),Crossbow(Xb),Shot(Sh),Light
Artillery(L.Art)
,Heavy Artillery(H.Art)
Heavy
Cavalry (HC)-Heavily armoured charging cavalry, equipped
with high saddles, using crouched heavy lances,good heavy
swords,charging in cohesive squadrons etc,on good quality heavy
horses.
(s)-Elite
professional bodyguards, knightly orders or otherwise specially
selected units equipped with plate armour on armoured horses.
(o)-well
equipped knights and MAA
(i)-Burghers
and other rich citizens equipped as knights, sergeants fighting
separately
from
there masters or Heavy Muslim or Byzantine lancer cavalry such as
Egyptians
of
the first crusade era, or pre Mongol invasion Russians.
(f)-Gentry,demi
lancers,'archers' etc fighting as MAA. But lighter equipped.
Cavalry(Cv)-cavalry
using mixed tactics, equipped for melee.-some may be trained
and
supplied for long range archery tactics.(not(s),(x)or(f)).
(s)-well
equipped professionals with good armour often with protection for
horse,
good
quality horses, bow and lance or mace and sword,scimitar or sabre,
such as
Mameulks,
Ghulums, Spahis of the porte, Mongol guards etc.
(o)-armoured
eastern gentry.
(i)-poorly
mounted such as on nags or ponies or camels if mounted infantry
and/or
poorly
equipped or poor moral. i.e. mounted infantry or African light
cavalry.
(f)-fast
moving well equipped experienced raiders
i.e.-stradiots,Genetors,border
horse,Arabs.
(x)-warriors
mounted on camels., as(o) vs Cv(x)(f) or LC, as (f) vs foot or
shooting, and as (s) vs other mounted.
Reiter(Re/hr)-Armoured,officered,mixed
tactics cavalry with pistols and heavy sword.
(s)-gentry,noblesse,burghers
etc in high moral units equipped with 3/4 proofed armour
usually
preffering the charge i.e. Hugenot millers.
(o)-highly
disciplined Reiter-usually mercenaries trained to use the carollade,
with at
least
helmet and and breast plate.
(i)-15thC
armoured mounted shot or poor quality.
(f)pistoleers
not as well trained or equipped as (s) or (o), and the charge is
there perfered tactic.
Light
Cavalry(LC)-mounted skirmishers often mounted on ponies,
equipped with
missile
weapons.
(s)-professional
or semi professional Mongols, and armoured medieval crossbowmen.
(o)-most
tribal horse archers, unarmored mounted crossbowmen or arquebus
(i)-as
(o) but poorly mounted or motivated or equipped.
(x)-light
cavalry armed only with javelins, spears etc as (i) except no
shooting.
Elephants(El)-troops
mounted on elephants.
(s)-barded
and armoured howdah and well equipped fighting crew.
(o)-other
Asian elephants.
(i)-African
elephants.(if they were ever used,in this period).
May
be armed with swival guns etc count as Mu(i) or with firearms as Aq
or Bows as Bw(o).
all shoot at minus one.Only shoot in one rank.May shoot over and be
shot at over other troops.
Phalanx(Ph
or Pk-if 15thC or 16thC and well enough trained)-troops
fighting in
mutually
supporting formation with a mixed armament some of whom may be
missile
equipped,
the formations protecting itself from missiles with skirmishers or
shield
wall.
(s)Ph-elite
bodyguard such as papal guard.
(s)-Pk-impetious
well trained elite pike formations-such as Swiss between 1400-1525
(o)-Brabancon
Mercenaries(Ph),Low country guildsmen(Ph or Pk),Scots retinue
and/or
veteran or stiffened by nobles, gentry etc schillon (Ph),16thC Scots
pike
stiffened
by nobles etc(Pk),Swiss after 1524,16thC Spanish with
long
pike(Pk).
(i)-militia
formations with long spear(Ph),most other 16thC pike(Ph or
Pk),trained/disaplined close
order
Muslim infantry with longspear/large shields ushally with supporting
archers etc(Ph).
(f)-Welsh
retinues,16thC Spanish with short pike, brgands, Almugavars, Scots
lowland
spear before circa 1140 (or 1280),14thC Swiss infantry. Only fight in
up to 3 ranks.
(x)-Troops
not equipped to european standards, ushally without swords or much
steel equipment i.e.
Hawiian
pikemen, Inca's/south-americians pikemen or very poorly trained and
newly raised.
etc.
as (i) except a basic factor of 2/2(instead of 3/3).
May
only in upto 3 ranks. Count as 1/2 element equivelents.
Sh/Xb(f)
may not fall back though pk(x) as a result of melee.
Heavy
Infantry(HI)-armoured infantry armed with polarms and
swords who prefer to
melee
in close formation.
(s)-well
disciplined dismounted MAA(in plate armours) who are often expected
to fight dismounted.
Such
as French HYW nobles or English MAA from the 14thC onwards,also
Vargangian
Guard.
(o)-well
armoured professional or semi-professionals.i.e.retinue Billmen or
Galloglaich.
(i)-well
equipped feudal shield wall or militia billmen etc
(f)-i.e.Landsknecht
or Swiss halberds.
(x)-Pavisers-count
as (s) vs Bw,Lb,Xb and Xb and mounted shooting.(I) vs Art,sh,HI,(o)
vs
all
others. Move as (I)
Light
Infantry(LI)-unarmoured or lightly armoured infantry not
equipped for mass shooting, but for close combat
(s)-veteran
nobles,gentry etc well equipped for fighting on foot including metal
armour
and helmet.
(o)-professional
or semi professional light infantary.
i.e.Bonnachts,
Bidets,Dailami tribesmen ,Aztec suit wearers
(i)-tribal
levy,peasants, kerns, American warriors, feudal levy not good enough
for HI(i).
(f)-lightly
armed charging swordsmen i.e. Ghazis, highland clansmen. or wildly
fanatic such as 'Cuachic' in an Aztec army
(x)-fight
as LI(s),except as HI(o) vs LI or HI(i) or HI(x).
i.e.Spanish
sword and bucklermen/conquisters.
Bows(Bw)-massed
bow armed infantry.
(s)-composite
or longselfbow armed also prepared for close combat i.e. Janissaries,
highland
gentry.
(o)composite
or longselfbow armed-armoured or protected by sheild men i.e.select
Scandinavian
bow armed levies, Sudanese slave troops, armoured mercenaries.
(i)-unarmoured
archers and/or with poor quality bows i.e. Feudal levies or native
American
archers.
(f)-experienced
and/or disciplined skirmishers.
(x)-
mixed formation of armoured spearmen with archers in well disaplined
units. as Bw(o) but counting as (s) in close combat
Longbow(Lb)-massed
well trained(at least at archery) troops armed with English style
longbow.
(s)-select
English indentured mounted archers of the HYW, and English Calais
troops,
also
English royal guards.
(o)-English
retinue longbowmen, French and Burgundian Ordnance longbow men.
(i)-Welsh
and English militia archers, Picard longbow men,12th/13thC welsh
mercenary
archers.
(f)-well
disciplined and officered Welsh or 16thC English longbow men. Mostly
unarmoured
good troops.
(x)-mixed
formation Burgundian pike and longbow formations. Close combat as
(s),shot
at as (o),shoot as Lb(i).
Crossbowmen(Xb)-mass
crossbow armed units.
(s)-well
disciplined and experienced mercenaries i.e.Genosese, or well
disciplined
Italian
militia with pavisers.
(o)-other
mercenary or disciplined well armoured soldier/select militia,Low
country
guildsmen.
(i)-militia
crossbowmen.
(f)-Landsknecht,
Swiss stuzen crossbow.i.e. unarmoured good quality troops.
(x)-well
armoured and prepared for close combat i.e. 13thC guard crossbowmen,
Conquistors,
as (s) but also count as heavy troops.
Shot(sh)-massed
shot units,maybe hg(handgun),Aq(arquebusier) or Mu(heavy
musket).
(s)-prepared
for close combat as well and highly motivated i.e. janissaries,
Conquistors.
(o)-armoured
mercenaries or well disciplined select militia, also double armed
shot.
(i)-militia
or heavy musket-poorly trained heavy muskets count as aquebus.
Also
ultra-light guns, swival guns etc.
(x)-pike
and shot, do not add I too shooting, count as (s) in close combat.
Light
Artillery(L.Art)
(s)-organ
guns,ribaudequin,war carts etc.
(o)-light
bombards.
(i)-giant
crossbows, bolt shooters,etc
(f)-light
field guns.
Heavy
Artillery(H.Art)
(s)-16thC
heavy siege artillery.
(o)-heavy/siege
bombards.
(i)-
Trebuchets or mangols
(f)-16thC
field guns.
(x)-Ottoman
heavy bommards, as (o) but in melee, as(s)
Special
Moral- status- possiable for the following- may never be more
than one catorgary.
Berserker;
ie Viking bersekers or Aztec Cuachic shock troops.
Stuborn;
Landsknecht, Swiss or religious order knights, Royal huscarls/
Vargangian Guard.
Muntuntious;
never (s) troops, except possiable for artillery. i.e Welsh at
Falkirk
Brittle;Never
(s) troops, except possiable for artillery. Raw and inexpirenced
troops
Unreliable;
Raw , inexpierenced and not keen, also not very confident in own
side.
Generals/Commands
Good
small experienced armies and/or well disciplined armies i.e.English
HYW,Conquistors,Byzantines
up to 1206, 13thC Mongols, French Ordannance, 16thC
Spanish,
Religious Crusader Orders, Catalan Grand Company.
Normal-all
others
Intert/inexperienced-CinC
does not get free PiP move
Exceptional
suboratate-an individual commander with authority and initiative
to
take an exceptional lead on the battlefield i.e. Oliver Cromwell
‘decisive’
commander-ie- Joan of Arce/ Conquistor leaders/ Prince Rupurt
Regtiments-
Permant formations within a command- by include Tericos and Legions
etc.
They
have a command stand- to measure command radios from-it has no pluses
for combat etc.
Armies
have a commander per 20-50 elements equivalent.
Armies
with up to 160 e/e may have up to 4generals.
Armies
with more than 160 e/e have a general per 40-50 e/e
Regiments
etc (8-13)14 to 21 elements.
S
|
O
|
F
|
I
|
X
|
||
Hc
|
14
|
11
|
10
|
8
|
-
|
(o)(f)(i) that dismount
as HI(s) +1
|
Cv
|
9
|
7
|
6
|
5
|
6
|
|
Re
|
12
|
9
|
7
|
6
|
(8)
|
|
Lc
|
5
|
4
|
-
|
3
|
3
|
6pts if Lc(s)with
xbow/5pts if dismount as Hg(i)
|
El
|
20
|
16
|
-
|
14
|
-
|
swival guns+2,Bow or
Firearms +1
|
Ph/Pk
|
6
|
5
|
5
|
4
|
3
|
|
HI
|
8
|
6
|
6
|
4
|
6
|
|
LI
|
5
|
4
|
3
|
2
|
6
|
|
Bw
|
6
|
5
|
4
|
3
|
6
|
|
Lb
|
9
|
7
|
6
|
4
|
6
|
|
Xb
|
6
|
5
|
5
|
4
|
7
|
|
Sh
|
7
|
5
|
5
|
4
|
4
|
+1 musket
|
L.Art
|
6
|
8
|
10
|
7
|
(10)
|
|
H.Art
|
20
|
15
|
15
|
14
|
16
|
|
Special
Moral- status- points cost
Berserker
+1 pt
Stuborn
+1 if foot pt , +2 if mounted.pt
Muntionious
– 1 pt [-0.5 if LI(i)]
Brittle
–0.5 pts
Brittle
–1 pt
Armies
made up of only –LI (o)(f)(i),Bw(o)(i)(f),Pk(x), may have 50% extra
points
Mounted
Infantry(as cv(I)) 5pts or +1 whichever is most.
Good
commander +20
Normal
Commander +10 except if inert CinC ,9pts.
Exceptional
subordinate +5
‘decisive’
commander +5
Regtiments
+5 (small +4)
All
bases 4cm wide. Depth El/Art 4cm deep,(other) Mounted 3cm deep,Foot
2cm
deep.
Element
equivalents are EI=2elements
Lc(o)(i),Bw(f)(i),LI(f)
or (i),pk(x)=1/2 element.
All
others= 1 element.
DISMOUNTING
Hc(s)
dismount as HI(s)
Hc(o),(i),(f)
dismount as HI(o)
after
1300 English dismount as HI(s).
Re
dismount as LI(s)
Cv
(s) as LI(o) or Bw(s)(range 7") Cv(o) as LI(o) or if bow armed
maybe Bw(o)
if
with longbow Cv(o) will be Lb(i).If Cv(o) western european as HI(i).
Cv(i)
as LI(i) or if bow armed maybe Bw(i) Cv(f) as LI(o)
Cv(x)
as LI(f).
Lc(s)
if crossbow armed Bw(o), otherwise
Lc(s)
as Bw(f) or LI(i)
Lc(o)(i)
as Bw(i) or Li(i)
Lc(x)
as LI(i)
Lc
if aquebus armed Hg(i).
SEQUENCE
OF PLAY
Dice
for initive each round-then the side that wins initive then moves one
command
Then
go throw the process below(except an element may only shoot once-in
an emenies
Bound-[
from points 2),3) and 4)]then the other side does the same for one of
their commands.
The
command used each time should be decided randomly’
Except
if a command is lead by a ‘decisive’ commander- in which case-
once per round- that command may decide to go first-this must be done
before rolling the dice to decide ramonly which command is going to
move.
Or
alternativly-
Play
is by alternative bounds-dice for first move.
1)each
command dices for initiative points (pips)
2)first
make controlled moves. Then make impetuous moves and rout moves.
3)then
carry out all shooting both sides may shoot, except artillery which
may only fire in own turn.*
4)any
elements in contact with enemy fight close combat*
*player
whose turn it is chooses which order there own troops fight, then
enemy
player
chooses which order their troops fight.( if they haven't already
shot)
COMMAND
POINTS
Good
command control-best of 2 d6dice.
Other
commands-one d6 dice
1pt
to move group/hold impetious group or element
move single element in any direction
replace artillery crew-not if enemy are in contact(friendly foot
must be within
three inches and clear route if enemy within 8")
dismount/mount single element.
+1
move into contact with enemy in a position where the moving element
cannot
recoil
without being destroyed.
1pt foot element to destroy uncrewed artillery (must start in
contact)
2pt-mounted
element to destroy uncrewed artillery (must start in contact)
+1pt
command element Ko'd or out of range(24''-double though woods etc/out
of
sight)
+1pt
2nd/3rd/4th march moves (march moves must be over 12'' from non
routing enemy)
+1pt
Landsknecht making 2nd march move
+1pt
mounted 3rd march move.
+1pt
shaken or broken group/element to move towards enemy troops(ignore
artillery/shaken
ignore LI(i)-except if LI(i) themselves.
+1pt
group mixed mounted and foot troops.
+1pt
elephants with other mounted.
+1pt
camels with non Arab horses.
+1pt
group wheeling(not single element wide column),except 16thC Spanish
foot,
Landsknecht,Swiss
foot,Re(s)(x)
+1pt
one 90 degree turn left or right,for foot group(not including heavy
artillery)
+1pt
one 180 degree turn for group(not including H.Art)
+1pt
formation change(turns/form column/form line etc)except 16thC
Spanish, Swiss
foot,Landsknecht,
13thC Mongol, 12thC Byzantine, Re, or completely Lc/Cv(f).
+1pt
foot group move uphill into contact with foot.
+1pt
(i)foot, elephant or artillery moving except if moving straight
ahead
-1pt
move etc includes CinC element or exceptional suboratate commander
2pts
too give a command its own moral
5pts
too rally a command to army moral.
1pt
to break an element
-no(s)*
troops except El or Lc/xb/ not applicable to Art
*also
Xb(x)/Pk(o)
2pt
to rally a broken element to army(or command moral)(3pips for El)
notes
interpenetration
must be a single element move(but may be in column)
mounted
troops may only mount or dismount once per game(except if
Cv(i)/Lc(i)-
mounted
infantry)
no
troops may mount within 8inches of enemy
march
stops within 12'' of the enemy(routers dont count-but may not end in
contact
with
router)
*180
degree turn Re(o),Cv(f),Bw(f), free group move
*1
or 2 x 180 degree turns Lc free group move.
2pts
per turn to use enemy uncrewed artillery(own foot must be touching
element-
and
no enemy touching it.)
Regtiments
1pt
to activate
Command
radios 6” from command stand.
Then
worse of 2D6 for command points
Minus
1 if Regtiment below 10 elements of command role.
Then
move as above
.
MORALE
Army
morale
1/3 Ko'd=shaken
1/2 Ko'd=broken
allied
contingents/armies/flank marchers have separate moral.
Heavy-heavy
troops also have their own morale. They take whichever is best. Heavy
troops
are-Hc,Re,Cv(s)(o),Ph,Pk,HI(s)(o)(i)(x),Sh(s),Xb(x) and Bw(s)
Also
Hc(s),Re(s),Cv(s),Pk(s)(o),HI(s),Sh(s),Xb(x),Bw(s),Lb(s), if more
than 10 elements in command
will
also have it's own moral -is that would be higher, based on losses
within there own command
(based
on the above element classes-Hc(s),Re(s),Cv(s) etc).
Missile
troops also have their own moral, they take whichever is worse.
Missile
troops
are Bw(s),Lb(s),Sh(s),Xb(x) count towards total but ignore bad
results.
Individual
commands may have there own moral if they're moral would be worse
than
the army they belong too. This costs 2pips and all routed elements
count as 50%
losses
(but if killed when routed don't count any more than they already do,
count
towards
the lost total),to rally from this situation costs 5pips.(6pips to
include any El).
As
above for individual broken elements- count as losses at 50% of there
value.
Army
Morale – can be set at higher levels such as ½ and 2/3
Swiss
and armies such as Spartacus, Hussite etc.
Regtiments-
also have there own moral, if they fall below 2/3 strength, remaining
element
Count
as shaken.
MORAL
EFFECTS
Shaken-mounted route at
normal speed.
All troops receive-1 in
melee or from there own shooting
More difficult too
contact enemy
Impetious troops cease
to be impetious
Broken-all troops route
at +1''
All troops
receive -2 in melee/ from own shooting
Notes
for heavy morale at least 1/6 of element equivalents must be heavy
troops.
Special
Moral- status
Berserker;May
only be Light Infantry, Such troops if they have good moral
will receive, if fighting foot; –1 if losing close combat, and will
receive +2 if drawing or winning. Such troops will hve have the same
moral as any heavy troops in the army they are part of.will be
Impetious and can not be held if nearest enemy is foot and within
reach, in one impetious move.
Stuborn;such
troops will never got below shaken- unless routed as part of an
intitative move by controlling player.
Muntuntious;
Such troops move and combat as shaken troops, unless enemy army
goes to shaken moral moral before own armies main contingent. Will
also count as a separate army, as non Muntionious troops, but my be
in the same commands.
Brittle;
If own army becomes shaken (or heavies- if such troops are
heavies) before emeny army becomes shaken, such troops will move
straight to broken moral..
Unreliable;
Such enemy troops may be broken as if in own command- if no
troops have become shaken on the side, of the army against the
unreliable troops- such troops then will behave as if broken in own
turn, untill rallied as normal.
Surrender
If
Christian European verus Christian European post 1500 (post 1550 in
the British isles) (except if nearest enemy is swiss before 1550) or
american state. Or Muslim Arab/Berber/Ottoman etc verus
Arab/Berber/Ottoman.Such troops may surrender. This does not apply to
Landsknecht whos nearest enemy is Swiss.
The
turn such troops become broken, if not held and within 8 inches of
(non-broken)enemy except Cv(f)/LI(i), such troops will surrender- and
be removed as prisioners.
Landsknecht
verus Christian european post 1500, will surrender- if Pike elements
have become shaken and nearest enemy has good moral, or if
Landsknecht would have broken moral (except for being stubborn) and
nearest enemy isn’t broken- except if nearest enemy is Swiss.
Swiss
will do the same as landsknechts above, post 1550- except for
inversing the words Landsknecht and swiis- in the above paraghaph
above, if the Swiss would have been broken (but not if shaken).
HC
verus Christian european or after 1100 Arab/Berber Muslim.
Heavy
cavalry including if dismounted, will surrender – if they become
broken while in contact with enemy or after a round of close combat,
if already broken-if that enemy stays in contact, after a round of
close combat. Except verus Art/LI(i).
Broken
elements, that are surrounded, so that they can’t make a move away
from enemy elements (that are facing towards the elelemt)- will
surrender- unless held.- will surrender.
MOVEMENT
OPEN
|
ROUGH
|
BAD
|
ROAD
|
|||||
H.Art
|
1''
|
0''
|
-
|
3''
|
||||
L.Art
|
2''
|
1''
|
-
|
4''
|
||||
Ph/Pk/HI/Sh/Xb/Lb/Bw 3"
|
3''
|
2''
|
5''
|
|||||
LI/EL
|
4''
|
4''
|
3''
|
5''
|
||||
Re/Hc
|
5''
|
4''
|
2''
|
7''
|
||||
Cv
|
6''
|
4''
|
2''
|
8''
|
||||
Lc
|
7''
|
4''
|
2''
|
8''
|
||||
(f) foot
|
+1''
|
+1''
|
||||||
(f) mounted
|
+1''
|
+1''
routing except in bad going or if LI(f) or if on road or dismounted
HC
Swiss/Landskecht
Pk(s) or (o) move as (f) when more than 12” from enemy
Ford
3inch max
Lc
2 free 180 degree turns.
Cv(f),Re(o),
one free 180 degree turn.
HI/Ph/pk
contacting Lc may push these back, not having there move hampperd,if
they( the foot), are moving straight ahead.
Notes-enemy
contacted on flank/rear,-turn to face (enemy), supporting ranks turn
if Pk
or
Swiss foot,Landsknecht, Low country foot, Catalan Grand Company
Almugavars Ph(f), Scots from 1275. All Ph
vs
Lc or Cv(i)(f)
No
troops may cross within 4cm of enemy front exposing flank or
rear(except if
enemy
broken)
IMPETUOUS
TROOPS
Pk(s)
Hc(s)(o)(f)
HI(f)
LI(f)(s)-not if nearest enemy is Hc
Re(s)(f)
Troops
cease being impetuous when shaken/broken
All
non shaken/broken troops(except Art) whose nearest enemy is broken
become impetuous.
Impetuous
troops advance towards the nearest enemy until in melee or fighting
as an overlapping element, if not kept uncontrolled.
SMALL
ARMS MISSILE SHOOTING.
All
troops may shoot in 2ranks except Re(o) may shoot in up to 3 ranks.
All
shooting is directly ahead, or if no target, one base width either
side of shooting
element,
except missile units that have already been shoot at return fire if
that enemy
is
within arce.
Bw(o)/(x)
may shoot over one rank of Ph(i)- if the Bw are directly behind in
base contact (and both facing in the same direction)
2d6
12=k/o'd Art crew flee
11=push back
Elephants rout. Art crew flee
10=push back Art
crew flee./(s) pk/Ph ignore
+1
|
+1
|
Target Enfiled
|
+1
|
+1
|
Second supporting
rank(and 3rd rank if Re(o))/ 3rd rank of mtd Bw /Lc
instead
|
+1
|
Longbow
(Lb)
|
|
+1
|
Lb
(s)
|
|
+1
|
Shot (S)
|
|
+1
|
Xb/Lb(s)(o) vs Hc, El
|
|
+2
|
Xb/Lb/Bw/mtd bow* vs Cv,
Lc, Re ( Lc(x) only +1 )
|
|
+1
|
Xb/Lb/Bw/mtd bow vs (f)
|
|
-1
|
Bw/Lb(i)(f)/mtd bow vs
HI/Ph/Pk
|
|
+1
|
Target (i)
|
|
-1
|
Target (s)
Hc/Cv/Re/HI/LI(x) (Mu(i)-ignore at 5” or less)
|
|
-1
|
Bw/mtd bow* vs LI(s),
El(s)
|
|
-1
|
Target, foot in
cover**(in perment fortification or wagon-2)
|
|
-1
|
Cv shooting
|
|
-2
|
Lc shooting
|
|
-1
|
Shaken
|
|
-2
|
broken
|
* Not if armed with
Arquebus etc
|
||
**if in trenches etc and
not shooting may keep heads down and not be a target. Must have
roof cover to do this vs Bw(s)/(o)/Lb.
|
RANGES
Longbow
|
8
|
|
Crossbow
|
8
|
|
Shot-Handgun(14thC
upto 1470)
|
4
|
|
Later
Handgun
|
5
|
|
Aquebus
|
5
|
|
Musket(mu(i))
|
8
|
|
Mounted
bow/inc Lc(x)
|
5
|
|
Bw(s)
|
8
|
|
Bw(o)
|
7
|
|
Bw(i)(f)
|
5
|
|
Re
|
3
|
|
Artillery
Fire
Fir only in own round
unless moved-(L.Art (f)(x) may move and fire as shot.)
Gunpowder artillery may
have a second shot at a target 2 inches behind from the front of
their first target. (not if target in marsh etc).
ARTILLERY
RANGES
H.Art
|
L.Art
|
|
(s)
|
20
|
8
|
(o)
|
15
|
12
|
(i)
|
8
|
12
|
(f)
|
20
|
16
|
(x)
|
15
|
12
|
No
troops (except Re(o)/Lc) may move and shoot except troops who did not
shoot last shooting phase .who may make a move and shoot , but not
more than 3'' if moving over 3"- only the front rank may
shoot..Also troops who where in close combat may not shoot and move
in the next bound.
Shot
may not fire in their oppentents move, if moved in their own previous
turn, except for one rank of non(i) Arquebus, or platoon fire trained
flintlocks.
Troops
that dismounted this turn may not shoot.
CLOSE
COMBAT and ARTILLERY FIRE
D6
for both sides, unless.
Melee
may be done on D8 for swiss Pike before 1525 , HI (s) Bad war Swiss
or Landsknecht vs one another, Beserker morale, LI(F) or (s) , LB(s)
or Bw(s)
Group
with 1 pip spend on can also go to D8 if PK, BW (s), LB , HI, LI not
covered above may also be D8
or
1pt for first group otherwise 2 pips- D10
a
general (unless inept or cowardly- may add a pip to his group.
vs FOOT
|
vs MOUNTED
|
|
Hc
|
3
|
5
|
Re
|
4 (3
vs Art fire)
|
4
|
Cv
|
3
|
3
|
Lc
|
2
|
2
|
El
|
4
|
5
|
Pk/Ph
|
3
|
3
|
HI
|
4(5 vs Bw/Lb/Xb/Sh-just
contacted) 4
|
|
LI
|
3
|
2
|
Sh
|
4
|
4
|
Xb
|
3
|
4
|
Bw
|
2
|
4
|
Lb
|
3
|
5
|
L.Art
|
4
|
4
|
H.Art
|
5 (4
vs Art )
|
5
|
SUPPORTING
RANKS-only count in good going ,not if enemy carrying out a
breakthrough
attack ,except vs Ph/Pk.
Ph/Pk(not
vs LI/HI if already in contact and failed to push back)(must be same
grade)
2nd rank +2 (Bw(o)/(f) may
support Ph(I)but only +1/ +2 if just contacted)
3rd rank +1 (-1 off enemy
Ph/Pk instead/ not if 2nd rank Bw)
4th rank of Pk vs HI,Ph +1
4th rank of Pk vs pk-1 off
enemy
note Pk(f)cannot use a 4th
rank.
HI
with 2nd rank of HI vs mtd
LI
(not (x))with 2nd rank of LI of same grade-frontally contacted by
mounted
A
single rank of Sh with a rank off Pk behind counts as Sh(s) in close
combat.
A
single rank of Bw(o) with a rear rank of LI(o) or Ph(i) count as
Bw(s) in close combat- will fall back though LI/Ph(i)- if beaten and
not destroyed.
A
single rank of Lb(f) with a rear rank of HI(o)(s) will count as Lb(o)
in close combat and will fall back though the HI if beaten and not
destroyed.
Ph/Pk
may only use 2nd rank if fighting over fortifications
HI(f)/AQ(f)
count as (s) if supported by 2 ranks or more of Pk- must recoil
through the pike. May be exchanged as part of a move by Pk to replace
in close combat.
FACTORS
Hc
if contact by Hc/Re/Cv(s)(o)(x),if self didn't move over half a move
last turn
or weren't in close combat (including as supporting
flank etc) -1*
Re
if contacted by Re ,if self didn't move over 3" last turn
or weren't in close combat ( including as supporting
flank etc) ,enemy element+1*
The
two above also apply if the target element is hit in rear/flank
unless in close combat the previous turn (including as
an overlap)
HC/Cv/Re
vs Foot ,-who moved in own turn ,(except for push backs or rout
moves) +1*(on contact)
OR HC/Cv/Re contacted by foot( except by follow up)
+1*
*
not if mounted shaken or broken/ not breakthough / must be in good
going
LI
vs mounted in bad or rough going +1
General
+1
Foot,
behind fortification +1
Poor
moral(shaken) -1
Broken
morale -2
Each
flank or rear in contact with enemy front -1
Pk(s)
vs Pk -1 to both sides
artillery
hit in rear or flank or already in contact -2
Breakthrough
move(destroyed enemy to front) +1
Breakthrough
move in rough +1 in bad going +2
LI(f)
or (x) breakthrough vs foot +1
Mounted
breakthrough vs foot(in good going) +1
Mounted
breakthrough (in good going) +1
HC
breakthough (in good going) +1
Breakthrough
vs Lb/Bw/Xb/Sh(in good going) +1
Kills
(no grading below)
HI/LB/(o)/LI/XB(x)
may
kill on 10
PK
on a 12
BW(s)
on a 9
GRADING
If
beating (s)-1 (Art only receive this if beating Pk(s))
not
applied to troop types against the same troop type (ie HC vs HC)
If
(s) Art winning +1
(i)
if losing -1
If
beating (f) +1 (except Art)
If
Foot uphill of Mounted +1
Below,-these
factors prevent K/o's not push backs,
Foot
+1 behind light river/stream/hedge etc
Foot
in light terrain +2 i.e. marsh/orchard
Foot
in heavy terrain +3 I.e. forest
RESULTS
If beaten but not doubled
-if not stated pushed back
|
|
If
doubled Destroyed unless stated otherwise below
|
|
Hc
|
K/o'd by LC,Re if beaten
by 2pts,by Hc/Cv if beaten by 3pts,Flee vs El.
|
Re
|
Pushed back
|
Cv
|
Flee from RE,Sh,Xb
|
Lc
|
Flee from RE,Sh,Xb. If
doubled flee from LI/HI/Ph/Pk
|
Ph/Pk
|
K/o'd by Hc/El.K/o'd by
LI(x)(f) if beaten by 2pts,LI,RE,Cv if by 3pts. Or just contacted
Lb or Bw.
|
HI
|
K/o'd by Hc or just
contacted Lb/Bw, or by Cv/Re if beaten by 3pts.
or El by 2pts
|
LI
|
K/o'd by Hc
|
Sh/Xb
|
K/o'd by
Hc,Cv,Lc,El,LI,Lb,Bw. K/o'd by Re if beaten by 3pts. Flee(in good
going)vs Xb/Sh/Ph/HI
|
Lb/Bw
|
K/o'd by mounted .
Bw(i)(f) flee.
|
Art
|
Crew flee,destroyed if
doubled by Art
|
El
|
Flee from Sh,Art,Re.
k/o'd by Lc
|
Only
one element destroyed per combat round
Foot
not K/o'd by mounted if behind Fotifications etc (unless doubled)
Troops
unable to recoil are destroyed.
Mounted
losing to foot may always choose to rout a normal move back(after
recoiling)
if in open good going.
Flee
results only applicable in open good going, otherwise as recoil.
El/Hc/
must follow up in own round a base depth
Re(s)
as above except vs Ph,Pk,HI.
Ph/Pk/LI(x)(f)(s)
must follow up foot in own round a base depth
LI(i)/Ph(i/Cv(i))
must follow up if they destroy enemy to front.
El/Hc/Re/Cv(not(i))/Ph(not(i))/Pk/HI/LI(x)/Lc(s)(o)/Lb(s)/Sh(s)/Bw(s)
may follow
up
in any round a base depth
LI(o)
may follow up if they destroy enemy to front.
Within
2'' of rear of K/o'd mtd-if not already contacted-foot rout, mounted
recoil
Within
6'' of rear of El K/o'd-rout.
Foot
may follow up and fight one extra round.
Elephants
may follow up and fight two extra rounds.
Other
mounted may follow up and fight three extra rounds.
Lb/Xb
fall back though HI.Sh/Xb(f) may fall back though Pk.
Square/Hedgehog
Pk/Scot
Ph post 1275/Low Country Ph/European Sh if bayonet equiped/
Sh-supported
by Pk/halberd-Bill equipped HI(not dismounted HC)
These
elments if they have a corner of the above troops elements touching
there flank-
They
will not count as out flanked upon that side.
Add
diagram-here
17th
or 18th CETTURY
Firelocks/flintlocks/improved
musket as Sh(f) 6''range.
If
with bayonet and trained Sh(o) or (s)
Re(x)
Ironsides etc shoot in 2 ranks. as
Re(o),but
no free turn.
Battalion
guns as L.Art(f) but with none of the Art pip penalisions, range 12
Pike
may only fight in upto 3 ranks.
movement
pips;-+1 groop wheeling ignored by Swedish.
Swedish
post 1680 move as (f) if further than 12” from enemy.
Also
may move 4” if directly forward and into contact with enemy
Infantry.
Also
Prussian 1730 may form a square as part of a group move
Formation
change.
Revolutionary
French countthe same as platoon trained ,for fire and movement.
LI,
may be armed with Muskets- they may fire 2 ranks,if they did not
fire, for the previous 2 missle combat rounds (inc +1 as shot),
otherwise, they may only shoot in one rank and do not get +1, or
being shot. Points +1.
Skirmish
Infantry- base depth 4cm- 4 to a base. Points as shot, +1 if
Rifle or Jezzial.
fire as shot, except , in only one rank
Combat
factors- 2 vs foot or mounted, 3 if if in rough or bad terrain.
Move
as light infantry (o) , except may turn for free.
Enemy
contacted on flank my Skirmish infantry may still recoil.
Destroyed-
combat results as shot.
Range-9”if
rifle/8” if jezzial/6” if flintlock etc/ 5 if arqubus etc
(s)-
Trained Light infantry with flintlock.
(o)-
trained light infantry with rifle, or irregular with Flintlock.
(i)-
other skirmish infantry.
When
shot at enemy get -1
RE vs mounted factor- up to 4
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