Campaigning the Thirty Years War
the Holistic Approach

Part 2: "The Lion of the North"

by Phil Clark

Setting up – Politics, Religion and Money

I believe the campaign works best as a team game, with players running generals representing the main protagonists: the Protestant Union, consisting of German states, Netherlands, Denmark, England, Sweden and France; and the Catholic League, composed of the HRE, Papacy, and Spain. Poland supported the HRE but did not actually enter the war. Throughout Germany a number of states also tried to remain neutral or at best uncommitted, such as Saxony and Brandenburg, however by the end of the war no region remained totally unscathed. On the periphery Venice and Savoy were inclined to be anti-Hapsburg and with French assistance fought several wars with Imperial and Spanish forces in Northern Italy.

At the beginning of the game the following states in Germany are committed to the Protestant Union or the cause of Frederick of the Palatinate - Bohemia, the Palatinate, Hesse-Kassel, Baden, Anspach, Brunswick, Mecklinburg, Pomerania, Wurttemberg, and Nassau. Supporting foreign powers include England, Denmark and the Netherlands. As the war continued France saw the conflict as a means of countering the power of Spain, while Sweden intervened after its war with Poland. The HRE found support from Rome and Spain, raising armies from loyal German states such as Bavaria and Catholic volunteers from Italy, Switzerland, France and the Lowlands. Protestant Union armies can be raised in German states or the Netherlands. English troops arrive in the Netherlands, Danes start from Jutland (Denmark), Swedes land on the Baltic coast, and French armies commence in France (Metz or Amiens). Catholic League armies of the HRE start in Austria or Bavaria, and Spanish in Italy or Flanders (Spanish Netherlands). As there are significant Spanish forces in Italy the importance of secure passage over the Alps is vital.

Fuelling the conflict were the two incendiaries of the Renaissance and the Reformation - politics and religion. The Holy Roman Empire (neither holy, Roman nor a true empire!) was a loose federation of states overwhelmingly composed of German states.

Within its boundaries were states of different religions (mainly Catholic, Lutheran and Calvanist), languages (mostly German, French and Czech), politics (numerous independent princedoms, duchies and bishoprics), and governed by enlighten or not so enlightened rulers who all considered themselves as equals - even of the Emperor himself!

To reflect this in the game I suggest that the entry of individual states on either side, following initial set up, be determined by chance. This device will also handle the tricky business of neutral states and the subsequent change of mind or intransigence of others, e.g. Denmark.

The mixture of politics and religion has far greater affect on this war than latter more national conflicts of the next century. E very political action should trigger an equal or parallel religious action. Thus in the game when resources are provided to the Protestant cause from foreign donors, the Papacy should make a partial corresponding donation to the HRE, and vice versa. This will reflect the virtual "cold" or political war being conducted by foreign powers outside the main arena of the war.

    The Grisons and The Spanish Road Control of the valleys south of the Swiss Cantons connecting Italy with Germany developed into a desperate and eerily parallel struggle in the first five years of the war. Spanish (Lombardy), Venetian, Savoyard, French and Papal forces all fought at different times to gain the crucial passes of the staunchly Catholic Valtelline, which was a vassal state of the Protestant Association of the Grey Leagues or Grisons. This volcano of political, linguistic and religious instability had burst into bloody revolt several times in the previous 50 years but from the outbreak of fighting in Ger many Spanish intervention and occupation spurred swift reaction. France and its allies Savoy and Venice secured the passes in 1624 but French internal political developments resulted in the valley passing back into the hands of the Valtellines and allowing Spain and HRE uncontested troop movements once again. As Sir Henry Wotton, the English Ambassador to Venice wrote "they [the Spanish] are now able to walk (while they keep a foot in the Lower Palatinate) from Milan to Dunkirk upon their own inheritances and purchases, a connection of terrible moment in my opinion".

One way of bringing in the flavour of the historical political and religious situation is to introduce a system of situation or chance cards. Alternatively a table of events can be used, but the mechanism should driven largely by chance and major situations or occurrences.

The following table lists some political, religious or other events that may have an effect on the game.

DefenestrationThe act of defenestration set the scene for the outbreak of war when Czech patriots literally threw the Imperial governor and officials out of the windows of Prague castle in 1618. Having wrest their country from imperial control the Czech leaders then offered Frederick, Elector of the Palatinate, the kingdom of Bohemia. This should be reflected by the entry of armies or increased military or economic aid to the Protestant cause.
Edict of RestitutionA Papal counter-reformation measure instituted by the HRE and an army of Jesuits, aimed at restoring church property 80 years after Luther, as a punishment for rebelling against the Emperor. It had the desired effect of gaining the Catholic League additional resources but at the same time strengthened Protestant opposition.
Conferences & DeclarationsSeveral conferences where held by both sides where a number of edicts, treaties and declarations were issued with varying results. A few of these can be used as mechanisms for reinforcements, army entry or just plain money.
AssassinationThe assassination of Wallenstein serves as a warning for over-ambitious Imperial generals - even if their individual success in the game results in the advancement of the team's cause!
RevoltsIntroduce revolts to keep armies moving and players on their toes. A Peasants' revolt in Austria sends an Imperial army eastwards, Portugal revolts requiring a Spanish army to retire from the game, etc.
Civil WarsFrance and England both experienced civil war in this period.
PeacePeace should be a chance - commissioners at Munster met in 1645 and took three years to finalise terms, and then only after the Emperor could see no military solution in his favour.

Other situations or external occurrences could have an effect on the game. These can include the arrival of the Spanish flota (money), the outcome of naval battles (ie. Battle of the Downs), battles and sieges in northern Italy, or even the outcome of fighting in the Netherlands if not included on the map. later in the game the situation in Hungary could prevent Transylvanian intervention. Certain situations have disadvantageous effects on other situations, i.e. the entry of France cancels the active presence of English troops, and Denmark and Sweden cannot participate on the same side.

Leaders

Military leaders or generals are essential in any campaign, both for tactical purposes and moving troops strategically (map movement). They can be categorised into several different types, ranging from kings (Sweden, Denmark), German princes and nobles, enthusiastic amateurs (such as Christian of Brunswick), crusty veterans (von Mansfeld, Spinola) and new men such as Wallenstein. Not surprisingly, as a consequence of years of intensive warfare there were several brilliant generals that emerged from the prior Renaissance military tradition such as Montecuccoli and Turenne; the forerunners of the military professionalism of the Age of Reason.

The level of generalship displayed during the war varied from excellent to woeful. The abilities of generals can be best displayed by setting individual attributes within the context of the game to cover military competency (tactical or strategic), logistical expertise, siege ability and engineering, control and discipline, personal courage, defensive or offensive predilections, craftiness or duplicity. The number and extent of attributes is a personal choice, but their inclusion can add a certain spice or flavour to the game, provided the efforts do not overly affect the outcome or jeopardise gameplay.

The following attributes reflect the abilities and actions of the major leaders during the war. The attributes have been adapted to WRG DBR rules but with some adjustment can be easily applied to other rules covering the late Renaissance or other periods.

ATTRIBUTEDESCRIPTION and EFFECT
Aggression (AG) DBR factor - the higher the rating the more aggressive the general. Helps to determine army setup on the battlefield.
Command Bonus (COM)Represents skill in organisation, tactics and logistics. Three special bonuses:
    Field Bonus (F) - in DBR an additional PIP dice during battle; strategic affects include control (prevent sacks) or manoeuvre (ability to avoid or initiate battle).
    Siege Bonus (S) - represents skill and knowledge in siegecraft and engineering - speeds up siege (besieger) or slows siege (besieged).
    Movement Bonus (M) - represents superb horsemanship, dash and energy - additional movement strategically (map), moves tactically as fastest troop type equivalent, adds to test when attempting pursuit after battle.
Tactical Bonus (TAC)Bonuses applied during battle:
    Attack Bonus (A) - indicates fierceness, bravery and risk taking - add to melee factor in player's turn (but only once per battle for play balance)
    Defence Bonus (D) - indicates cool-headedness, cunning and steadfastness - add to melee factor in opponent's turn (but only once per battle for play balance).
Morale Bonus (MOR)Indicates charisma, loyalty and steadiness, allows generals post battle to recover lost elements/units.

More Thirty Years War: Holistic Approach


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