Reviewed by Dave Woollcombe-Gosson
Rules for Later Sixteenth Century in Western Europe A little under 20 years ago my first “proper” wargames armies were 15mm Huguenots and Catholics of the French Wars of Religion. They were guided through their paces by George Gush’s WRG rules for the period and gave me many hours of enjoyment up in the loft of my parents’ house. Time has gone by and my wargaming interests have flitted hither and thither, but I have never really lost that initial fascination with the splendour, variety and drama of the sixteenth century. Recently that interest has been reawakened by some rules produced by The Perfect Captain and published on his (their?) website at http://perfectcaptain.50megs.com/captain.html . With his previous rules for the early crusader period and War of 1812, the Perfect Captain seems to be establishing a niche for “himself” in conflict specific rules/games for familiar, but slightly off the beaten track campaigns. This theme is continued with “Spanish Fury, Battle - Pistolado!” a set of rules for the French Wars of Religion and Dutch War of Independence, or as the website points out, that big black hole in the middle of the Renaissance wargame period between the Italian Wars and TYW/ECW with which most of us are more familiar. So, if like me bespoke rules that endeavour to capture the flavour of a clearly defined period are your thing, we’re off to a good start. What else do you get? The rules themselves download as a Microsoft Word file and print out as 31 pages of rules, 7 pages of design notes and rationale and 26 pages of army notes and sample armies; 64 pages in all. There are then several more download files for the quick reference sheet, regimental cards (you will need one per type of regiment - more later), army reference/roster sheet, and various regiment, commander and situational counters. All of the latter are Adobe Acrobat files and you will need version 5.0 to get everything to come out OK. Downloading all this via the internet is quick (well certainly much quicker than weeks of patient waiting on the vagaries of the postal system), but does mean the production quality of the components is entirely up to you and the printer you have access to. That said, I achieved perfectly acceptable results with some of my kids art project card and an Epson Stylus Colour 660. Apart from the cost of materials the rules are free, or more accurately on an honour system. The Perfect Captain invites you to forward a donation to charity if you like the rules and several potential recipients are mentioned on the website. And now to the meat. The rule mechanisms are evolutionary rather than revolutionary and most of them will be familiar to you all. Scales are about 1:40, 1” to 25 yards and 15-60 minutes per move. Following a pre-game sequence, the sequence of play is straightforward and was flowing smoothly for me after 2 or 3 moves of my first game. The battle proceeds thus: 1. Pre-Game Sequence:
b. Determine Terrain: c. Determine Hour: d. Draw up Battle Plans: The basic unit in these rules is the regiment. As such basing and even individual figure representation is aesthetic; the whole regiment moves, fights and dies as a whole. The regiments must be brigaded under one of your selected commanders and one commander selected as the Generalissimo, or Commander-in-Chief. Artillery is always unbrigaded. e. Army Deployment and Strategic Advantage: Both armies deploy and then total the Strategy rating of the Generalissimo and any three other Commanders. Add 1d6 to each total. The side with the higher number has the Strategic advantage and may reposition one of its brigades to another location in the battleline. f. Initial Orders: Throughout the battle each brigade will have one of six orders: Assault, Harass, Demonstrate, Manoeuvre, Hold, or Reserve. Each order is carefully explained and, rules lawyers notwithstanding, provide brigade commanders with just the right balance of clear direction yet flexibility. 2. Game Sequence:
ii. Doubt: Aggressive commanders given passive orders and vice versa may “interpret” their orders in a manner more to their liking. b. Action Segment:
ii. Unresponsive regiments (i.e. rout, pursuit, etc.) perform actions after which routing units may attempt to rally from Rout. iii. Aggressive Actions: Regiment allowed to by orders may decide to charge, and declare their target. They, and their targets, take waver (morale) tests. iv. Execute Charges and Counter charges, and any actions brought on by waver tests. v. All other units perform actions (moves, formation changes, rallying from disorder etc). c. Resolution Segment:
ii. Opportunity Charges. Reiters who have disordered foot with their fire may be able to follow up with a charge. iii. Melee followed by any resulting routs and pursuit. d. Move Confidence track based on events this turn. In the main rules and on the Quick Reference Sheet each segment and phase is cross-referenced to the main rules so find one’s way about is easy. As I said, nothing really earth shattering. The difference, and much of the flavour, comes from the regimental factors and hence the genuine character of each regiment. Each type of regiment (Swiss, Reiters, French “Legion”, Landsknecht etc) has its own set of numbers for movement, firing, fighting, waver (morale) tests and so on. In many ways this harks back to rules of a few years back with their reams of factors and modifiers. Where these rules stand out is the genuine effort on the part of the designers to maintain that fidelity and yet make the game as user friendly as possible. Hence each type of regiment has a regiment card, about 60mm x 190 mm (printed out 4 to an A4 sheet). These can be held together by a ring in one corner and form a quick reference system during play. Movement rates are marked on one side, firing ranges on the other and all the combat, rally and waver factors and results codes down the middle. There are even little icons below each mini table to remind you which modifiers apply to which tests. No more rulers at the table! And after a couple of moves barely a glance at the main rules. Too good to be true? It seemed only reasonable to try them out before I recommended them so highly to you … Western France, Spring 1573Following the St Bartholomew’s Day Massacre several Huguenot towns rose in revolt. A Catholic Royal army under Anjou is now besieging La Rochelle. A small Huguenot force under Conde approaches tentatively and Anjou himself rides out with part of his army to meet them. The eastern side of the battlefield (Huguenot right, Catholic left) is an unfordable river. The western side is hemmed in by a farm and large ploughed field. Just behind the Catholic center is a low hill on which Anjou places his artillery. Just forward of the Huguenot center is a small village in which they entrench their guns and a detachment of veteran Enfant Perdus. Both sides divide their remaining forces into two brigades. Anjou places the bulk of his infantry under Joyeuse on his left, up against the river. The brigade has one regiment each of Spaniards, Swiss and French “Catholic” foot. This is to be the Catholic strike force. It is given Assault orders and placed under an Intrepid commander. The Catholic right wing brigade consists of a regiment of Royal Gendarmes supported by some attached petronels (shot light horse), a regiment of Reiters and a regiment of French “Legion” foot. The brigade is under the command of Mayenne, a Flighty commander, and is given Harass orders. All in all about 1800 horse and 5600 foot. Anjou thinks his horse will be outnumbered and outmatched. He has given his gendarmes some supporting light horse to disrupt the Huguenots on their way in and given Mayenne some foot so that 2 of his regiments will need to be broken before the confidence of the whole army can be affected (50% units in a brigade routing is one of the “causes for alarm” that force a confidence test). His plan is for the right to hold on whilst the Spaniards and Swiss smash the Huguenot center and right. The Huguenots have the same, but opposite plan! (stay with me). Conde’s strength is his two regiments of “Millers”, one still with lances and one in the new style with pistols (hence my choice of 1573 for this test game). These are placed on the open (left) flank, under the Chivalrous Turenne, and given orders to smash (Assault) the Catholic horse and then swing onto the flank of the Swiss and Spanish foot. On his right Conde places a mixed brigade under the Intrepid Coligny. This is deployed in two lines with a regiment of Reiters and a regiment of petronels up front to harass, disrupt and generally slow the Catholics down and a regiment of Landsknechts and a regiment of Huguenot foot behind. All in all about 2500 horse and 3700 foot. Pre-Battle is straightforward; the Catholics have slightly better factors and a smaller Fortuna bracket (+/-4) and start the battle Resolute. The Huguenot bracket is +/-5, less likely to start downhearted, but harder to inspire as well. They begin Equipoised. The Huguenots have a distinct Strategy advantage in their commanders, but are happy with their line-up so don’t move anybody. Before the first shot is fired the Catholic right wing commander, Mayenne, is having second thoughts. Being Flighty (passive) with Harass (aggressive) orders he has reason to doubt his orders. On 2-5 on 2D6 he will content himself with Demonstrating against the opposing Millers, but he passes and his brigade moves forward at the pace of his Legion foot regiment. On the other wing the Spaniards set off at a brisk pace to lead the Catholic infantry assault, whilst the Swiss and French foot follow at a more measured gait. Opposite them the Huguenot Reiters and petronels come forward and the Landsknechts and Huguenot foot follow cautiously. For now the only firing is a few long-range artillery salvoes. These do no real damage, but disorder the ranks of the Spanish foot and Miller lancers. Disorder that will have to be rallied at some point and hence the advance of these units will be slowed a little. On the next move the Spaniards do indeed halt to dress ranks and the Swiss take up the Catholic pace. The Millers meanwhile brush off the Catholic gunners’ efforts and press on (a little unevenly). By move 3 both sides have masked their own guns but the firearm horse are now in range of their respective targets. On the Catholic right the fire of their petronels and Reiters causes some disruption amongst the Millers, but no real damage. On the Huguenot right the Huguenot petronels sting the Swiss, but are kept at a respectful distance by the surprisingly angry response (they may be 90% pike, but they’re still Swiss it would seem!). The Huguenot Reiters have said cohesion be d****d and doubled into pistol range, only to remember on arrival that a unit can’t double and fire in the same move. Not to worry, the Spaniards are still dressing ranks so can’t fire back anyway. Move 4 - first blood The Huguenot Millers charge the Royal Gendarmes and Catholic Reiters. The Catholic horse pass their tests and counter-charge. The Royal Gendarmes have read too much history though and, true to form, prove no match for the Miller lancers and are broken into. The Catholic Reiters are made of sterner stuff, however (and there are rather more of them). The two units stay locked in combat, but it’s the Miller pistoliers who take the casualty. Over on the Huguenot right the petronels and Swiss, and Huguenot Reiters and Spaniards swap fire. Lots of smoke, s**t and derision, but the Catholic foot grinds inexorably forward. The Huguenot Reiters however spot that the Spaniards have been reduced to Ragged and declare an opportunity charge (under Harass orders horse may charge disordered (Ragged or Mob) foot). The Spanish aren’t amongst the most feared infantry in Europe for no reason however, and there are lots of them (odds 2:1). Despite their lack of parade ground smartness they easily see the Reiters off and give them 4 casualties to boot. When one regiment in a brigade breaks everyone in the brigade gets to take a waver test. In this instance the Huguenot petronels and Landsknechts retire one move away from the Catholics in sympathy with the broken Reiters. Move 5 - Time for some personal intervention On the Catholic right Mayenne joins his Reiters to try and develop their budding advantage. Actually this is a silly thing to do because with a valour of zero he can’t really help. I suppose it will look good on the post-battle report though. Meanwhile on the left, Joyeuse leads the Swiss into the heart of the Huguenot right wing. The Protestants, no less personally brave, respond. Conde himself rides to try and rally the Huguenot Reiters, whilst Coligny joins the Huguenot foot and prepares to face the Swiss (Turenne has been at the head of the Miller lancers throughout). The Miller lancers burst through and rout the Royal Gendarmes, but to their immediate left the Miller pistoliers are forced to give ground by the Catholic Reiters. Casualties are evened up, however, and the Reiters are happy not to follow up. On the Huguenot right the petronels return to the fray, now against the Catholic French foot, but are reduced to a Mob by the counter-fire. Meanwhile the Huguenot foot regiment’s fire has no visible impact on the relentless Swiss advance. Move 6 - Fate in the balance On the Catholic right, the Royal Gendarmes rally from rout and prepare to face the next onslaught once the Miller lancers have recovered their order. The Miller pistoliers are ready for round two with the Catholic Reiters straightaway though and charge right back in. The Reiters, feeling they have earned their pay for today, are having none of it and break before contact. In the ensuing wave of waver tests the Royal Gendarmes quit the field as well and the Legion foot are left isolated and ineffective. On the Catholic left, the Swiss break the Huguenot foot without making contact (Coligny is killed in the rout), but are reduced to a Mob by Landsknecht close range fire. The Huguenot Reiters, however, though rallied by Conde are too far away to exploit the situation with another charge. The Spanish foot, meanwhile, are still being slowed down by the Huguenot guns and the Catholic French foot are contributing little now they have seen the Huguenot petronels off. At the end of the move both sides have half or more of one brigade in flight and the Huguenots have lost a general. This gives the Catholics one Cause for Rejoicing and one Cause for Alarm and the Huguenots one Cause for Rejoicing and two Causes for Alarm. The Catholics are alarmed, but also rejoice, so end up where they started - Resolute. The Huguenots though are not overly impressed by the performance of the Millers (no more than expected?), but very worried by events amongst the foot. They are reduced to Hopeless. Move 7 - All or nothing The Protestant situation is now desperate. In a last toss of the dice Conde orders Krieg (the new commander of the Huguenot right) to Assault the Catholic foot whilst they are still disarrayed. Krieg will personally lead his Landsknechts forward, whilst Conde will personally lead the Huguenot Reiters in support. Over on the left Turenne leads his Miller lancers to capture the Catholic guns whilst his Miller pistoliers return from pursuing the Catholic Reiters to pin the Legion foot. This will give the Huguenots two Causes for Rejoicing at the end of the move - if they ever get that far. Even with the generals bawling them out for money grabbing good-for-nothings, the Landsknechts and Huguenot Reiters decide discretion is the better part of valour and refuse to charge the Swiss. The Swiss, however, though more like a riotous mob than a disciplined regiment, are still well up for it and charge into the Landsknechts. The latter barely manage to change formation and give ground, but hold. Critically though, Krieg is wounded and carried from the field. At the end of the move the Huguenots prove beyond rejuvenating and remain Hopeless. In the merest hint of a flicker of hope though, the Catholics are much less sanguine about the loss of their guns and rampaging Millers in their rear. Their confidence is reduced to Desperate, but it is too little, too late. Move 8 - The end The Miller lancers swing round (as planned all those hours ago) and threaten the rear of the Spanish foot. The Huguenot Reiters again refuse to charge, but do caracole into the Swiss flank. It is not enough though, and without Krieg and with their confidence shot, the Landsknechts break. Technically it is still one-all. Conde’s Millers are undefeated and have the freedom of the field. The Catholics though have four steady foot regiments still and they would take some reducing. Conde decides to save his horse for another day, gives a general order to withdraw and retires to ponder what a miserable bunch French protestants are. So there you have it If that didn’t read like an eyewitness account straight from the history books then I didn’t write it up properly. The game flowed very smoothly - eight moves in about two and a half hours in my very first game, but it did generate about half a dozen rule questions. None of them were showstoppers, however, and if past experience is anything to go by, then the Perfect Captain will quickly respond to my e-mailed cries for help and/or post errata on the website. I mention this though, because this is a work in progress and feedback is encouraged. Far more importantly than all that though, everybody behaved in character and believably, and luck played just enough of a part to keep me on tender-hooks right until the last minute and highlight those critical moments where events might so easily have just tilted the balance the other way. All in all a first class set of rules and, with Spanish Fury, Siege already available and the campaign module on the way, I think they ought to become a classic. Back to Table of Contents -- Lone Warrior #140 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2002 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |