Theatrum Europaum

30 Years War Rules

by Bill Boyle



This book is a set of rules and guide to The Thirty Years War. The rules are designed for light hearted play. That does I not mean that you should not try to win, but sportsmanship and common sense will be required to play. Weird things happened on the battlefield and will happen on the gaming table. If the dice beat you, just set up and try again. If gamesmanship beat you, I suggest sleeping on it and if you still feel that way, either play something else or find a new opponent. Over the long run, correct tactics for the period should produce your fair share of victories.

Thanks to H.B. Piper and his novel "Lord Kalvin of Otherwhen" that got me interested in the period, Rick Nance; who is a true friend and got me back into miniatures, Mike Duffield and Dave Phillips; who convinced me I could write a set of rules, and the members of HAHMGS; who offered encouragement, advice and playtested the rules.

REMEMBER: No premeasuring, use an Umpire as much as possible to measure everything except movement.

SCALE

    1:800
    1 inch = 20 yards
    1 fig. 40 men, in 3 ranks
    1 turn 15 minutes
    1 gun 2 guns (4 light guns)

BASING

    3/4 x 3/4 inf.
    1 x 1 1/2 cavalry
    1 1/4 x 1 artillery

To use WRG based troops, cut all distances in half. The musket troops will not look right unless the late war 2 musket to I pike ratio is being used. Also, WRG based light cavalry is based as if already skirmishing.

The Thirty Years War

The Thirty Years War lies in the heart of what has been referred to as the 'military revolution' in Europe. This war was the crucible that forged the military and governmental structures Europe used to subjugate the world. European military methods proved superior to all others in the following two centuries of expansion.

BACKGROUND

In the late 1400's, Feudal Warfare had reached its fullest expression (War of the Roses). Individual combat, the warrior ethic, and warffire being a privilege of class was being supplanted by more modern methods. Swiss infantry, Swiss imitators and gunpowder was making itself felt, spelling doom for knightly combat. The Swiss system was based on brute force (mass) and the overthrowing of class privilege in warfare. Even the Swiss names for their tactical units allude to the idea of mass (vorhut--vanguard; gewaltshaufen=powermass; nachbut=rearguard).

At the start of the 17th century, Maurice of orange was trying to develop a method of warfare, based on Roman warfare, that would be able to withstand the Spanish tercio and save the rebel Dutch Republic. Gustavus Adolphus refined Maurices' start and brought it to full flower, becoming the standard for musket and pike warfare. Gunpowder (in the form of pistols and muskets) were cheaper and required less training than the weapons they were replacing. (the crossbow by the 1520s, longbow in the 1560s, and the lance by 1600). Crude artillery had already overthrown the castles and was being used on the battlefield with mixed success. Modern forts (trace itailiane) were feverishly being built that would be proof against artillery until the 1800s. The best generals were trying to utilize combined arms for battlefield victories. Gustavus's artillery and infantry advances completed the balance between artillery, infantry, and cavalry. Napoleonic infantry is more flexible, the artillery is more deadly, the cavalry is more disciplined (and firepower in general is greater), but the same rock/paper/scissors type decisions can be seen from the 1630s on. The Thirty Years War was where the competing systems were submitted to Marsjudgment.

The English Civil War, while readily available to the wargamer, was fought with smaller numbers, of poorer quality troops, using the Swedish system of warfare perfected in Germany during the war. These rules are quite suitable for ECW and could cover any war from late medieval to 1685 (when the socket bayonet replaced the pike).

THE RELIGIOUS QUESTION

"A nation with arms is not a nation in arms. It is something to establish the existence of social antagonisms and then another to assume they are the principle cause of conflict." (Hale)

Religion acted as a catalyst and intensified the conflicts. The Thirty Years War is considered the last of the religious wars primarily because religion was no longer a factor in deciding whether to go to war. Although religion was a motivating factor in The English Civil War, The Thirty Years War and The Dutch Revolt; dynastic ambitions were ultimately paramount.

THE BIRTH OF MODERN WARFARE

Many modern developments first occurred during The Thirty Years War and one of Napoleons' seven great captains (Gustavus) strode like a colossus across the stage of Europe, "Theatrum Europaurn," if you will.

Other changes that occurred during the war that had an effect on military operations were: standing armies, as Royal armies became standing armies; strategy; consideration of logistics and the contribution system instead of plunder and living off the land; class privilege for warfare evolved into the aristocracy supplying the officers to the armies; economic warfare, the term autarkic was first recorded; international law; better financial and bureaucratic methods to fund war; improved training, year round soldiers; cadence; uniforms; military academies; the use of lead soldiers for wargames to test theories; and the harnessing of science to warfare in the form of artillery, mathematics, and telescopes.

No longer could a soldier learn the trade as a youth and be a general as an adult. Warfare was changing during the course of one lifetime and the study of warfare became essential to stay competitive. M. Roberts, in his lecture, "The Military Revolution" summed it up this way:

    "Such were some of the effects of the military revolution: I have no doubt that others could be distinguished I hope, at least, to have persuaded you that it was indeed a revolution. Between 1560 and 1660 a great and permanent change came over the European world... By 1660 the modern art of war had come to birth. Mass armies, strict discipline, absolute submergence of the individual, had already arrived; the cojoint ascendancy of financial power and applied science was already established in all its malignity; the use of propaganda, psychological warfare, and terrorism as military weapons was already familiar to theorists, as well as to commanders in the field; and the last remaining qualms as to the religious and ethical legitimacy of war seemed to have been stilled The road lay open, broad and straight, to the abyss of the twentieth century. "

SEQUENCE OF PLAY

    1) Check Visibility
    2) Orders (rally, limber)
    3) Artillery Fire
    4) Declare Charges
    5) Move
    6) Fire Phase (25% losses)
    7) Melee (check morale)

VISIBILITY NUMBER

    13 or less = line of sight
    16 = 18 inches
    19 = 12
    25 = 8
    30 = 5

    AT START NUMBER IS 3 UNLESS ROLLED FOR.

VISIBILITY ADDS/MINUS

    1 per turn
    -1 if shooting but no adds
    -1 light wind
    -2 strong wind
    +1 per artillery round
    +1 per foot regiment
    +1/2 per mounted regiment
    +1/2 per commanded shotv +1/2 dismounted dragoons
    +1/2 per tercio "castle"

ORDERS

Most units must be placed under orders. Orders limit the actions that a unit may take during a turn as described below. Light cavalry, dragoons and commanded shot do not require orders. The position of the flag (01) indicates what order the unit has for the turn.

PIKES FORWARD OR CHARGE must move at least may charge at gallop, can not walk.

ADVANCE OR TROT 1/4 move required, cavalry may charge at trot, may not gallop.

GIVE FIRE OR CARACOLE may move up to half Infantry may charge unit that failed morale check.

RETIRE half move away from front OR two inches backward.

HOLD may change facing only may be in ring/hedgehog

ROUT full move to base line avoiding obstacles

ARTILLERY RULES

The umpire measures all artillery fire and no players may observe the measurement. Then use the following to determine results.

ARTILLERY SCATTERRANGESBURST
1) Estimate rangeHeavy to 36"2,12
2) No scatter under 4"Other to 24"12
3) Throw d8 for direction (scatter)Light to 18"2,3,11,12
4) Throw d 10/2 for inches. (Shot falling within I " is considered on target.
NOTE: Extreme range is up to double normal range.
To hit targets beyond normal range, roll a 1 on a d10 to hit(no scatter rolls). Modify extreme range fires by: MODIFIERS +2 over 6 ranks +1 over 3 ranks tercio

ARTILLERY EFFECTS
RoundshotCannister
8" & under= 1 dieLight= 1 die to 10"
24" & under= 1 die heavy l/2 die otherOther = 2 dice to 8"
Swedish medium 1 die.Other = 1 die 8 to 15"
over 24"= 1 die-

NO REFEREE FIRES

RANGE/UNDERTO HIT
12"1-6 on d10
18"1-5 on 1-6 on d10
24"1-4 on 1-6 on d10
36"1-3 on 1-6 on d10
Halve ALL RESULTS AGAINST CAVALRY, SKIRMISH, AND ARTILLERY IN HARD COVER.

ARTILLERY RATES OF FIRE

    HEAVY. May fire in the Artillery Phase or the Fire Phase.
    MEDIUM. May fire in either phase.
    LIGHT. May fire in either phase OR fires in both phases if the light gun did not move this turn.

THIRD WORLD GUNS.

Take twice as long to fire (fire every other turn) and have a greater chance to burst. All third world guns use the light gun burst chart. Examples of third world armies would be Turks, Persians, Japanese, and the Indian sub-continent.

COUNTER BATTERY FIRE

Estimate the range and mark the fall of shot. If the estimate if within one inch, roll on the counterbattery table (no scatter).

Roll Effect

      1-2: miss
      3: rate of fire halved one turn
      4: 1 kia
      5: damage, 1 turn to repair, 1 kia
      6: destroyed, 2 kia

    Modifiers

      +1 heavy
      -1 light

SPIKE (nail): A gun may be spiked, and rendered unusable during movement.
GUN CREW FAILS ON 1. others fail on 1-4 (Use d6.).

ARTILLERY ARCS OF FIRE

Artillery has a 45 degree arc of fire from the mouth of the gun. Artillery is limited in being able to change facing once unlimbered.

LIGHT ARTILLERY. May change facing by 45% during the order phase without penalty, or during movement.

MEDIUM ARTILLERY. May change facing at any time but may not fire for the rest of the turn.

HEAVY ARTILLERY. Changes facing during the Artillery phase and may not fire for the rest of the turn.

ARTILLERY DEAD ZONE: Regardless of changes to a cannons facing, artillery cannot fire behind the original facing of the cannon. This zone is where the horses and gunpowder is and is equal to a 45 degree arc opposite to the original facing of the cannon, light guns are excluded.

GUN CREW IN MELEE: Gun crew morale is usually regular.

    1-2 crew kia, gun spiked
    3-4 captured (may be used against former owners)
    5-6 1 kia, 1 attacker kia, crew morale test

OVERHEATING (optional): Guns that fire in four straight phases that the piece is allowed to fire, must be swabbed (no firing) every other phase or there is a 50% chance to burst. If the piece is allowed to cool down this restriction is removed.

Cool down period

    HEAVY- 2 turns
    MEDIUM- 1 turn
    LIGHT- 1 turn

AMMO SUPPLY (optional)

    ARTILLERY6 rounds (wagons may be carrying more)
    FOOT 6+ld6 rounds
    DRAGOONS 4+1 d6 rounds
    HORSE ld6 rounds OR I round and then roll, odd=out

TYPES OF CHARGES

All units can make two types of charges. Cavalry can declare a one round charge or ftill in charge, secretly if desired. The umpire will ask players to declare charges. Each charging unit will state the target of its charge. The other player will then state any counter charges. Alternate declarations between the players, if needed. The umpire will measure if any question exists whether a charge/counter charge can be made.

ONE ROUND CHARGE: Unit charges and after one melee round, combat is broken off and the charging unit retreats one full move away from melee, facing away from the direction of charge.

FULL IN CHARGE: Unit charges and fights until someone's morale breaks. As an option, Noble cavalry and cavalry with a morale below regular may only use this type of charge.

PIKES FORWARD (infantry): Muskets move to the rear of pike unit at the conclusion of fire phase. Roll on the subunit fallback table to see at what range the fire is considered to have taken place.

PUSH OF PIKE AND BUTT OF MUSKET (infantry): Musketeers fire at minimum range and then contribute to melee. They also will take losses in the melee.

MOVEMENT

Movement is considered simultaneous. No pre-measuring is allowed. Units may drift up to I inch during movement, but no other oblique movement is allowed.

NINE INCH RULE: Units starting within nine inches of each other take I moves, the faster unit has choice of moving first of last. Light cavalry is faster than medium cavalry, etc. Flip a coin to decide between units moving that are the same type units.

SKIRMISH/EVADE MOVES: (light horse, dragoons, commanded shot, Arquebusier) 1) must evade charging cavalry unless counter charging or charging already. 2) may evade infantry.

Evade move = I d 10+4 in inches, and face in direction of movement. If caught, fight at 1/2 strength and then automatic rout. Commanded shot in soft cover or better are not required to evade.

INTERPENATRATION

1) one unit moving and one not.

2) routing through for free but nonrouting unit must take morale check. 3) Skirmishers and commanded shot for free. 4) Infantry through infantry is not permitted. Note, routed troops only retreat through friendlies if no other exit exists. Remember, only light horse and dragoons may skirmish.

MOVEMENT COSTS

FootREGULARCHARGE
POLE ARMS8 10
TERCIO57
RING2no
PIKE69
OTHER911
ARMOR INF58

CavalryWALKTROTGALLOP
LIGHT81016
MEDIUM81013
CUIRASSIER/
FULL ARMOR
3811

LEADER to 18 inches

PURSUIT ROLL (+1 for leader)

    Trot: 6
    Gallop: 5,6

NOTES

    Foot charging moves 2 inches next turn
    Horse that gallops 2 turns in a row must walk the third turn
    Horse that is more than 24 figures -2 inches unless at walk
    Foot that is more than 50 figures -2 inches

ARTILLERYMOVELIMBER (roll)PROLONG
LIGHT 121 turn (auto)6 inches
MEDIUM81 turn (5-6)2 inches
HEAVY51 turn (6)None
BAGGAGE5 Or 10" along road-

+1 wing leader
+2 army CinC

MANOEUVRE ACTIONS THAT TAKE TIME TO ACCOMPLISH.

(Does not affect movement rates, merely takes time during the movement phase to complete action unless so stated.)

    1) 1 turn to change frontage over double. Inf no move, cav 1/2 move.
    2) 1 turn to change frontage. Inf no move.
    3) 1 turn load. Cav at walk only.
    4) 1/2 turn to reorganize after charge. May face for free.
    5) 1/2 turn to counter charge, mount, dismount. no move.
    6) 1/4 turn to fire (pre 1595).
    7) 1/2 turn to change facing. Inf no move.
    8) 1/2 turn to form ring/hedgehog

CAVALRY AND MANOEUVRE ACTIONS

Cavalry formation and frontage changes are handled differently than in most rules. A cavalry unit uses time during the turn to make a frontage/formation change BUT DOES NOT LOSE MOVEMENT IN INCHES. Example, it takes cavalry V2 turn to change facing, then the unit would move its full distance after the change. Of course, if an enemy unit charged and impacted before using 1/2 of its movement, the frontage/formation change would not be completed. The intent of the rule, coupled with simultaneous movement and no premeasuring, is to allow cavalry flexibility when not near the enemy. But changing formations (facings) when closing with the enemy was dangerous. IF, after playing , you can not make heads or tails of this rule, just increase all cavalry movement by 30 % and then ignore the rule.

DRAGOONS. Units that dismount may only remount if they return to where they dismounted and roll a 6 on a d6.

LIMITED SURPRISE. Units must make a morale check when its sees enemy it did not see at the start of the turn. If fails:

    A) cavalry vs. infantry, stops.
    B) infantry vs. cavalry, take morale table result. Cavalry v. s. cavalry, roll 1d10 and use the following chart;
      1=evade move
      2-3= must attempt to charge
      4-10= players choice based on Orders.

BREAKTHROUGH CAVALRY: Cavalry that routs melee opponents and is then seen. Unit takes morale check and applies the morale table result, even cavalry may rout.

SMALLARMS

Both sides declare fire attempts, stating targets. Use the following tables to determine results.

FIRE TABLE RANGE (roll to hit)
WeaponRanks2"4"6" 8"10"
Pistol/Mtd Bow15-66-
Mtd Arq14-65-66--
/Dmtd Arq24-65-65-66 -
Musket2/33-64-65-65-6 6
Cxbow1 3-64-65-66 -
Bow44-65-666-

To hit modifiers

    -1 soft cover, skirmish, sun and wind
    -2 hard cover
    -3 forts
    -1 third rank bow
    -2 fourth rank bow
    -1 vs. 3/4 armor over 4".(optional)
    +1 salvo
    +1 rifled over 5 inch range
    +1 over 3 figs deep
    +1 TERCIO
    +2 over 6 figs deep
    +1 firelocks
    +1 eng. longbow

HALVE RESULTS AGAINST CAVALRY, SKIRMISH, AND ARTILLERY IN HARD COVER. MISSILE SUBUNITS FALL BACK

    1) Dragoons or commanded shot, either supporting another unit, or by themselves. Skirmish/evade move may be used.
    2) Up to 2 ranks bow through 2 ranks infantry
    3) One rank other through 2 ranks infantry
    4) Wing muskets wishing to fire and then take cover under pikes

The range fire is assumed to take place is based on the following chart.(using d6):

    0 = miss
    1 = miss
    2 = 6"
    3 = 6"
    4 = 4"
    5 2"
    6 2" + 1 to move
    7 2" + 3 to move

    +1 if regular infantry
    +2 if veteran
    -2 if peasant
    -1 if charging
    -1 if target is galloping

SALVO FIRE: Swedes may always use, otherwise regular or better morale class may try to salvo (New Model army and high Quality ECW units may wave this rule. Salvo should never be used by units prior to Swedish entry in the war) Roll prior to the beginning of battle for each unit. Regular 1 or 2 on d6 =salvo. Veteran 1 thru 3 on d6 = salvo.

OFFICER LOSSES: Roll one ten sided die whenever an officer is fired at or a unit the officer is attached to is either fired at, or in melee. If a one is thrown, use the saving throw chart.

OFFICER SAVING THROW

    Roll Effect
    1-2 KIA
    3 Mortal-leaves field
    4 Mortal-inspiring (+1)
    5-6 Serious 1d6=turns
    7-9 Light 1 d6/2 = turns
    10 Horse killed 1 turn

The number of turns stated in the saving long the officer is 'hors de cornbat.'

MELEE VALUES
Weapon1st Round2nd RoundNumber of Ranks
Bill/Pole2*12
Dragoon1 1/211 1/2
Archer1/21/21 1/2
Pike21/23 or 1 rank musket
+2 rank pike
Other111/2
Lance/medium321
Light Cavalry2 1/221
Heavy Cavalry42 1/21
Cuirassier3 1/231

every 6 points= 1d6 roll. A six rolled is 1 kill. During the second round of combat, units may expand two figures for each open flank.
* For units in second round in good morale vs. not good use first round values.

AUTOMATIC KILLS due to impetus. (highest number gets 1 kill) Example, pole v.s. pike = pike gets one kill.

    1) polearm
    2) pike
    3) charging v.s. not
    4) musket to rear
    5) deepest ranks of pike
    6) cavalry
    7) charging cavalry
    8) faster cavalry (walk, trot, gallop)
    9) heavier cavalry if both charged at same pace

BONUS DIE (cumulative) AUTOMATIC KILLS IF PLUS DIE.

    Flanked or rear -1 die
    Unit added to melee +1
    Against soft cover -1 die
    Pike vs non-pole +1
    Against hard cover -2 die
    Any vs skirmishers +1
    Attacking flank/rear +2 die
    Cav vs mtd dragoon +1
    Cav charging infantry +2 (not allowed if against 2+ rank), pole armed or pike, or in ring)
    Defends river or in fort +1
    Inf vs inf w/automatic kill +1

SINGLE FIGURE COMBAT: (house to house/forest/ etc) (optional) Add each figures' melee Value, the modifiers below, and one die. The figure with a the highest number that is at least 1 greater kills the other figure. Any other result is a 'lock' for that round of melee. -1 against figure in cover -2 against figure defending wall/ fort / etc. +2 mounted v.s. foot (unless foot is getting -2 modifier)

MORALE TESTS

UnitDie Roll
123456789 0
Peasantggggsrrl rcqq
Militiagggggsr rlrcq
Regularggggggs rrlrc
Veteranggggggg srrl

For results greater than ten, take the result above the ten for eleven, two above for 12, etc.

Addsminuspike vs. cav
merc see rout +1With officer -11 rank -2
in cover +1With CinC -32 rank -3
each 10% loss +1Guard unit -1 3 rank -4
flank/rear +2Support (6") -1Cover(soft) = +1 rank
CinC dead +33 rank pike -1Cover (hard)= +2 rank
leader lost +1Inspire off -1-
baggage lost +3Hard cover -1-
Poor supply +1
forced march +1
Routed interpenetrates +1
- -
Pike vs cav section only applies when cavalry charges pikes to the pikes front. If the pikes unit passes their morale, then the cavalry can not melee. Plug bayonets and pole armed are considered 1 rank deep.

RESULTS

    g= good (carry on)
    s= shaken. halt movement, test again if charged. no pursuit value in melee.
    r= retreat. 1 move then hold 1 turn, facing enemy. 1 value in melee
    rl= rout. full move and lose 1 figure. zero die in melee
    rc= rout. only CinC or wing off. can rally zero die in melee
    q= quit. rout off field losing 1 figure per turn. zero die in melee

WHEN TO TEST

    25%+ losses to missile fire in one phase
    after melee
    if salvoed.
    your wing commander dead
    army test
    infantry charged by cav and cav penetrates
    surrounded
    baggage captured (by enemy)
    non charging cav taking missile losses (opt.)
    cavalry charged by galloping cavalry and NOT galloping
    GENERAL KILLED
    light cavalry charging or being charged by heavier cavalry
    routed unit interpenetrates

MORALE TEST AFTER MELEE (in priority)

The unit with the highest priority tests first. If the unit fails, the other unit does not test.

    1) lost officer
    2) artillery, then infantry, then cavalry.
    3) if both infantry, pikes last.
    4) if both cavalry, heaviest cavalry last.
    5) galloping last.
    6) charging last.
    7) lost most figures.
    8) both check at same time.

ARMY MORALE TEST

When army reaches its breakpoint or the commanding general is dead, all units test during the melee phase using base morale. Any test worse than retreat is considered a "Q" result. Any mercenary unit that gets any adverse result is "Q" routed and if in melee will surrender, if surrender is accepted. Any test after army test worse than "r"= "q".

RANDOM MORALE TABLE: This table may be used a the start of a campaign or for competition games.

d6 roll unit morale
1 peasant
2,3 militia
4,5 regular
6 veteran (roll again, if 2nd roll is 4,5 or 6=elite)

+1 for cuirassier units
-1 for light cavalry, bow, or peasant units (artillerists are assumed to have regular morale)
+1 Janissaries

BREAKPOINT DETERMINATION

Value

elite =5 per unit *Total divided by 7 = army breakpoint (round up)
veteran=4 per unit *Commanded shot, artillery and one light horse unit is not counted
regular--3 per unit for breakpoint nor effects army morale during battle.
militia--2 per unit *Side w/more cannon +1 to breakpoint; side w/twice the cannon
peasant=l per unit equals -1 to side with less cannon.

CAVALRY RULES/TERMS

Cavalry. All mounted units are considered to be cavalry. Dragoons. Dragoons, mounted pikemen, mounted bowmen, and Arquebussiers are considered to be dragoons.

CAVALRY MELEED BY INFANTRY. Cavalry may evade 1d10+4 to avoid contact if not in melee.

PURSUIT. Galloping cavalry must pursue defeated on a 5 or 6 d6. Trotting cavalry pursue on a roll of 6. The unit pursued'loses one figure per turn of pursuit. A leader adds one to the die roll. Noble cavalry subtracts one from the die roll. Each round of pursuit equals I a charge for fatigue.

MELEE vs RING/HEDGEHOG. A ring must take 15% losses due to missile fire to open a gap, otherwise no melee allowed.

CAVALRY Receives IMPETUS bonus and counts as charging ONLY A LIMITED NUMBER OF TIMES per battle. (fatigue) (optional)

    MILITIA- once
    ELITE - 3 times
    OTHER - twice

If a unit does not move for four turns , the cavalry unit is considered back to full strength. NOTE* each round of pursuit is equal to 1/2 a charge.

MOUNTED FIRING. At the walk or trot or caracole only.

CAVALRY FIRE IN MELEE. Choose to either use pistols or melee value for any round of melee. Cavalry may only fire pistols once without reloading. (Nobles must use melee value in their first round of melee. Cavalry doctrine prior to the Swedes was to charge at the trot and fire pistols in the first round of melee.)

GALLOPING. All cavalry must rest one turn, at the walk, after galloping two consecutive turns.

FULL ARMOR CAVALRY AND LANCERS. Must be nobles unless the lancers are light horse.

LIGHT CAVALRY. Light cavalry may be armed with either pistols or lances, but not both.

NOBLE CAVALRY RESTRICTIONS (optional). Noble cavalry that sees friendly cavalry charge must charge on a roll of 1 on d10. Minus 1 to the roll for each unit that is charging. Leaders attached add 1 to the die roll.

TERRAINMOVEMENTCOMBATNOTES
LIGHT WOODSHALVEDSOFT COVER1d6 visibility
DENSE WOODSHALVED...drift: roll d6
1=45 degrees right; 6=45 degrees left
Wheeled and mounted on roads only, no combat
SOFT COVER1d6/2 visibility
WALLS, FORTSHALVEDHARD COVER
4 to 8 points
artillery to destroy
cavalry can't melee
HILLSHALVEDSOFT COVERHARD COVER IF STEEP
STONE WALLTURN TO CROSSHARD COVERHEDGES
FORDSHALVEDNO CHARGES ALLOWED-
MARSHHALVED, IF WETNO WHEELED-
CREEK-1 INCH--
DITCH/BREASTWORKS-2 INCHSOFT COVER-
CANNON in position
by start of battle
-HARD COVER-
CANNON moved
after battle begins
NO COVER-
DEAD GROUND considered twice the width triple width of steeper hills.

Summary of Effects of cover:

    against hard cover = -2 to fires, -2 die melee, -1 morale test.
    Against soft cover = -1 to fires, -1 die melee

RANDOM TERRAIN

The defender places terrain generated by the following, all terrain is 8 inches in diameter. The defender then rolls to see on which side of the table he will deploy.(4x8 foot table)

DEFENDER ROLL SIDE

    1-2 : 1
    3-4 : 3
    5 : 2
    6 : 4

First roll (center of table)if needed
1-3 = nothing
4 = sunken road (low countries= river)
5 = stream
6 =river

2nd roll
1-2 = one bridge
3-6 = two bridges
Roll d8 to position bridges

Towns roll: D8 to place towns on I thru VIII; each town may hold 24 figs (- 1 if in Poland, -1 if in Low Countries )
1-2 = none
3-4 = one
5-6 = two

Forest and Hills: d8 to place as towns (two adjacent woods = forest, -1 Poland, +2 if forest/hill area)
1-2 = none
3 = 1 wood (or hill)
4 = 2 woods (or hills)
5 = 3 woods (or hills)
6 = 4 woods ( or hills)

If battle is in Normandy or in England, the hills may be converted into either stone walls or hedges. one hill = 24 inches in up to three places on the map.

Low Countries use swamp/marsh instead of hills. Roll (for each converted hill):
1-2 passable to cavalry and infantry
3-4 passable to infantry
5-6 impassable

BATTLE SETUP

SCOUTING: Each side detaches scouts prior to the battle. Every two figures (a Troop) are worth scouting points based on the following table.

    Cuirassier 1/2 point
    Medium cavalry 1 point
    Light cavalry 2 points
    Dragoons/arq. 2 points
    Scoutmaster 1d6 points or established by campaign

Total each armies points and compare to the following.:

    A) Both less than 14 points. Each side sets up blind or each side places one unit at a time, alternating turns with their opponent.

    B) Both scout with more than 14 points but neither has a 2 to I ratio over their opponent. 1) The weaker states: Number of infantry units, number of cavalry units, and number of artillery pieces (light guns and others). The weaker must also state any units that exceed 24 figures infantry and 8 figures cavalry. The stronger may ambush on a 1 on dIO if not moving strategically.

    C) One side has a 2 to 1 superiority outscouted states above and then sets up first. Stronger may ambush on a 1 on d6.

Now that set up is determined, each side rolls a die for each troop (2 figures) used. ON A ROLL OF 1 ON D6 THE SCOUT TROOP IS NOT AVAILABLE FOR THE BATTLE.

AMBUSHES: Ambushers set up on the field either in cover on behind a hill that blocks line of sight. They must start on their half of the table and if moved, normal sighting rules apply. If not moving, the ambushers are seen when the opponent starts movement within 8 inches.

AMBUSH PROCEDURE: The arnbushers may charge or fire at their discretion. The ambushed unit moves 1 inch further when the ambush is declared and the ambush unit is placed on the table. The target unit must test morale as in limited surprise and the targets fire is halved.

ARMY SETUP RESTRICTIONS: Armies deployed in three wings, at least half of the infantry in the center and no more than 1/3 of the cavalry in the center. Player may use this by agreement.

OFFICERS: Each wing has an officer that may rally troops assigned top their wing. Additionally the CinC (or king) may rally any troops plus his own wing.

SETDOWN: Is determined for each army by the following formula: both sides breakpoint number+1d6+visibility number. The resulting number of inches between the armies at the start of the battle.

VISIBILITY: After set up roll for visibility using a d10:

ROLLWEATHERVISIBILITY NUMBERNOTES
1-5clear3-
6light wind31d10 turns
7strong wind31d10 turns
8mist/dust/fog 4+1d61-3 d6 burns off
9fog 5+1d101-3 d6 burns off 1 per turn
10storm*6+1d6NO MISSILE FIRE

* roll 1 or 2 on d6; rain stops; 2 turns later firing permitted (8-10 roll again and odds= clear) light wind is as if shooting but no adds; (4) strong wind is a -2

SUN AND WIND EFFECTS (optional): If strong wind is blowing against firing troops (45% to units front), -1 for each roll to hit, a 6 is still a 6. Sun has same affect but the sun effects only at certain hours.

SUN TURNS 6:30 to 8:00; 17:00 to 19:00.

BATTLE START TIMES: Each side rolls on d6. +1 if over 1 peasant/militia, -1 if over 1 veteran, elite

    1 = ready at 4 am.
    2 = 5 am
    3 = 6 am
    4 = 7 am
    5 = 8 am
    6 = 9 am

March order determines what unit are in position. Form all units into columns; infantry columns are 4 figures wide, cavalry are 2 figures wide, and artillery/wagons one figure wide. Divide the army into sixths, based on the lengths of the units in column. Then number the six groups in the order you wish them to deploy. If your opponent is ready to start before you, use the chart below.

1 hour behind in column in position (artillery in position and not dug in.)
2 hours behind in column on the edge of the table
3 hours behind march on in column on edge of table. more = roll to see what turn 1d6 for each unit to march on.

REMEMBER: Only base born knaves attack before their opponents are ready. Your opponent is encouraged to remind you of that fact.

COMMANDED SHOT: May:

    1) be attached to a cavalry unit
    2) follow king as a reserve
    3) defend a geographic objective
    4) act as a forlorn hope

The shot must stay within 6 inches of one of the above or be attached to a unit for the remainder of the battle. The commanded shot does not test for morale but is removed when 50% losses are taken.

If charged by cavalry and meleed, remove shot when the shot would test for morale. Note: commanded shot are not skirmishers. No more than 1/4 of the muskets may be commanded shot unless the Swedes are in the war. (Tbe Swedes used about I and most others followed suit, reducing the amount of pikes in a regiment to a 2 to 1 ratio.)

POST BATTLE

REAR GUARD: At any time units may be designated as "rear guard".Every turn this unit remains on field not routed reduces pursuit by 10% for other units that are already off the map.

PURSUIT: Any cavalry that has not fought during the battle may pursue.

  • For every 2 light horse equals 1 loss on defeated.
  • For every 2 dragoon = 1 loss on defeated.
  • For every 4 other mounted= 1 loss on defeated. Mercenaries pursued will change sides.
Pursuit losses are cavalry and 3/4 infantry. Heavy artillery and siege pieces are always captured by pursuit. Other artillery that has been Timbered and moved off map are captured if LIGHT 5 or 6 on d6 and medium on a 3-6. If the loser has light cavalry that was uncommitted, it stops the pursuit losses on a figure for figure basis. Example loser has 8 hussars and the winner has 16 dragoons, 16-8=8 for 4 pursuit losses. Half of pursuit losses will change sides. To continue above example, 2 figures would be recruited into the pursuing army, as would all mercenaries.

LOSSES RECOVERED AFTER BATTLE

    1) 25% losses. Unit is full strength for next battle.
    2) 50% losses. Units that are on the table at the end of the battle are full strength. Units that are not on table 1/2 cost to rebuild.
    3) over 50% losses. 1/2 cost to rebuild if on table. Lost if not on table.
    4) Winner receives 1 figure cavalry for every enemy unit over 50% losses and 2 figures for every foot regiment over 50% losses.

WINNER is in possession of field at end of battle. Draw is when night falls with no decision or both sides break.

FIRING FORMATIONS

PRE 1595 (or 1574 in Japan): No volleys. Muskets are deployed four ranks deep. Front rank is the only musketeer considered to have fired. These units take 1/4 turn to fire. If the unit does not move they may fire once in the Artillery Phase and once in the Fire Phase.

SPANISH/DUTCH SCHOOL (post 1574 in Japan): Deployed in three ranks, one in three fires. These units are volley firing and do not pay I turn to load.

ECW/SWEDISH SCHOOL: Salvo permitted. Deploy in two ranks, one in two fire. Once again no loading costs are paid for unless the unit uses salvo fire.

LONGBOW: One in two fire. May fire as pre 1595 muskets if no movement.

MOUNTED FIRING/CARACOLE: All fire once and are considered to still be loaded. (counterclockwise movement) CANTABRIAN CIRCLE: All fire once and are considered loaded. The circles movement is clockwise, maximum of ten figures allowed.

HIGHLANDERS: Count first rank as salvo fire and then melee. Pursue as if cavalry. Must return to retrieve muskets and then I turn to reload.

FIRING LIMITATIONS: All foot units that have muskets on the wings must have a pike frontage at least equal to the musket frontage, otherwise the muskets cannot retire behind the pikes. one rank in front of the pikes do not count.

BOW: 1 in 3 can fire; 5 rounds ammo.

COLUMN: Columns cannot fire and melee in one rank.

RING/HEDGEHOG: Usually formed to attempt to stave off defeat. Formed around baggage, guns, or the king; proof against cavalry and defenseless against guns. Rings are formed from one regiment. Hedgehogs are large rings. If in a ring, one rank of muskets and shelter under the pikes. Three muskets=one firer.

CROSSBOW: Fire every other turn.

WEAPONS NOTES:

BARDING: Drop partial losses against barded cavalry. Example, A mounted unit takes 3 loses do to fire, so the loss is halved to 1 1/2. This means one loss and roll a 1, 2, or 3 for a second loss. If the unit is barded, ignore the 1/2 loss.

CROATS: May be either medium or light cavalry. Polish Pancerni is also covered by this rule. The unit is declared light or ) medium when purchased. Croats and Pancerni may skirmish as medium cavalry.

FIRELOCKS: Are either wheel, lock or flintlock muskets.

DRAGOONS: After 1630, dragoons are considered armed with firelocks.

GUARD UNITS: Guard units (12 figures with muskets) may be armed with firelocks after 163 5. Pay as elite, may use as commanded shot

LIGHT GUNS: Switzerland and Sweden may use after 1624. Swiss mercenary units cannot use.

COMMANDED SHOT:. Dutch? Sweden, and DANES may use after 1624. Up to 25% of the musketeers may be commanded until 1630, then the ratio may be 1/3.

PLUG BAYONETS: May be used by elite units after 1640. The French and Dutch were the first to use.

ARMY CHANGES AFTER 1640: Cavalry increased by 10 to 20 %.

WAGONBURG: Cost 2 points. The baggage wagon is added to three other wagons to create a square fort. The fort takes one turn to set up. The fort is 31 inches square and holds 12 figures. Two light guns (third world quality) Are included. This system was used by Russian, Moghul, Polish, Cossack, Turkish, Hungarian, Tartar, and Hussite armies.

DUTCH Bns brigade together under one flag or pay for more flags. Dutch BNs test morale individually.

SAMURAI AND SWISS (to 1523): A morale failure worse than shaken causes the unit to retire from the field facing the enemy.

IMPROVED MUSKET CHART: 1 in 2 may fire. For Thirty Years War armies only.

YEARSWEDENWALLENSTEIN/DUTCHOTHERS
1625elitenono
162625%--
162750%--
1628all--
1630-elite-
1631-25%elite
1632-50%25%
1633-all50%
1634--all

AFTER 1635 all armies may begin to field 2 to 1 musket to pike ratios for Elite and veteran units. Regulars may after 1640.

UNIT TYPES

PEASANTS AND CITY MILITIA: Armed as peasants or recruited militia that has less than three weeks training. This levy may be called out for two turns. The effects of calling out the peasants: 1) more troops; 2) poorly armed; 3) no crops, no revenue; 4) revolt possible if you lose and; 5) you must disarm, eventually.

MILITIA: Troops that have not fought in a battle and were raised in the winter. Three weeks training is assumed.

REGULAR: Year round soldiers, garrison troops (the royal army). Also troop that have fought in battle and have taken losses under 50%. May form tercio and/or salvo.

VETERAN ; As regulars plus elite status or two battle with less than 50% losses or one siege with a sack. May form tercio and/or salvo.

VETERAN AND REGULARS ;can be recruited back to full strength but require at least one battle or one month active campaigning (movement) or one winter encampment to regain full status. Otherwise dice at beginning OF BATTLE: 1-3= lower morale, 4-5= same morale, 6= 1 higher, if able.

ELITE : More than one year service and then paid as elite. UP to 16 figures cavalry can be considered noble cavalry and are than considered elite cavalry.(household cavalry)

STANDARD MARCH COLUMNS

LINE. 1) cavalry-infantry-artillery-infantry-cavalry or

WINGS. Cavalry on sides and infantry front and back with artillery in center.

   C I C
   C A C
   C I C

TYPICAL ARMY: Up to 1/3 cavalry (Eastern European armies up to 50%) with perhaps 1/7 dragoons (Arquebusiers). Artillery one gun per 2000 men with the Swedes having a regimental gun attached to each brigade. Most cavahy would be cuirassier with the Swedes, French, Poles, Turks, and ECW armies using medium in place of cuirassier. Up to 1/2 the cavalry would be medium.

TYPICAL FORMATIONS: TERCIO

MMM     MMM
MMMPPPPPMMM
MMMPPPPPMMM
   P   P
   P   P
MMMPPPPPMMM
MMMPPPPPMMM
MMM     MMM

Can move in any direction and inside six pike may be placed on any side at the beginning of move.

DUTCH UNITS:

 M P P P M    
 M P P P M 
 M       M  

550 man batallion brigaded into units of six (three across by two deep or two across by three deep.

SPANISH BATTLIA (post 1584) good basic formation to use on table (1000 men)

M M P P P P M M 
M M P P P P M M  
M M P P P P M M

SWEDISH BATALLIONS

 M M P P P P M M 
 M M P P P P M M

plus four commmanded shot brigaded on two of three bns.

TWO BNS

   CS  CS  CS  CS  CS  CS  CS  CS
  M M P P P P M M M M P P P P M M
  M M P P P P M M M M P P P P M M
 

THREE BNS. PLUS 12 commanded shot and a regimental (light) gun.

             P P P P
             P P P P
             M M M M  
             M M M M   
 M M P P P P M M M M P P P P M M
 M M P P P P M M M M P P P P M M
 

LATE PERIOD Tercio (used at Breitenfield)


       M M M M M M
 M M M P P P P P P M M M
 M M M P P P P P P M M M
 M M M P P P P P P M M M
       P P P P P P
 

ECW 2 TO 1 Ratio

 M M M M P P P P M M M M
 M M M M P P P P M M M M
 

KEY
M= musket
P= pike
CS= commmanded shot

Related


Back to MWAN #95 Table of Contents
Back to MWAN List of Issues
Back to MagWeb Magazine List
© Copyright 1998 Hal Thinglum
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