Renaissance Warfare

Rules

with Jeff Ball


With both Ancient Warfare and Medieval Warfare in the Foundry's hands (apparently they also now have a full time publications editor/manager) it seems likely that RW will also be with them by the end of the year.

One of the bigger changes is that virtually all troops are now categorized by default as what was called loose order. Only strength 4 mounted troops (Reiters, Curassiers, Elephants) are considered to be close order. Pikes may Deploy into (and out of) close order and in so doing become very strong against cavalry, but at the cost of speed/maneuverability and ability to charge. They negate mounted charge bonuses and require an enemy to inflict at least 2 more hits than received to push the unit back. An Elite FP Gendarme unit with a General attached has roughly a 1 in 7 chance of beating a 2 deep pike unit that is merely Seasoned. Better quality and/or deeper pike units are almost invulnerable if they remain in good order or are not assailed from multiple sides at once.

All other foot and mounted may Deploy into (and out of) skirmish order. Mixed units (battle columns and pike and shot regiments) may have some stands in one order, and some in another -- e.g., arqubusiers in skirmish order and pike or halberdiers in loose, or pikes in close even.

A few changes to close combat have occurred as well. Rather than give a mounted charge based on loose or close order I have defined 'shock cavalry', which alone receive a full d6 charge bonus, as any cavalry armed with both a Sword AND either a Lance, Spear, or Pistol. Troops with only a bow, or sword and bow, or even 2 pistols will not count as shock cavalry.

I have also changed Disorder from limiting units to fight 1 stand deep to becoming a -2 modifier for all stands, and Fragment will reduce casualties inflicted by 1/2 rather than allowing only 1/2 of front rank stands to fight.

Lastly, ALL troops may fight 2 ranks deep in subsequent rounds of close combat. Eligible to be included in this are cavalry that charge into the rear of a single rank friendly unit in an existing close combat. This may prompt more players to form their cavalry units in multiple rows as was often the case historically.

The major change to morale lies in having units rout ONLY by failing a morale check. You cannot simply push back a Fragmented unit to rout it. There are also a couple of changes to the modifiers, but nothing you should find too radical.

Finally, I have instituted a new cause for disorder which addresses a point of some contention in AW/MW as well as my view that it is too easy to counter a pending flank attack. Currently any unit faced with a flank attack may simply be given a Deploy order and a 90 or 180 degree facing change negates the flank attack. I think that a simple facing change is not enough as you now have your experienced and better armed/armoured fighters now on the flank or to the rear of the formation, as well as having the officers and NCOs out of place. This is where the position of the Command Stand comes into play. If the Command Stand is not in the unit's front rank when contacted the unit will be Disordered. Thus, a unit may reduce the impact of the flank attack by facing, but will be Disordered on contact and fight at a serious disadvantage. This will somewhat reduce the overall maneuverability of these units as well (appropriately, I believe).

Pike units in column will not have this same problem as they are not considered to have flanks. They are allowed to freely face those stands which are contacted on the side without causing disorder. They do need to Deploy the unit to have all stands facing front prior to resuming an Advance or Charging.

I hope you find this version fun, playable, and accurate in the results it gives. Let me know what you think!


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© Copyright 2001 by Terry Gore
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