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contents

Introduction
Game Requirements 3
Acknowledgements 3
Unit Organisation
Basic Organisation 4
Army Organisation 4
Unit Ranks
Company Ranks 5
Higher Ranks 5
Troop Types
Specialist Troops 6
Standard Troops 6
Starting Forces
Troop Cost 7
Unit Availability 7
Initiative & Sequence
Initiative 8
Sequence 8
Movement
Move Limitations 9
Hidden Movement 10
Artillery Movement 10
Observation & Deployment
Observation Test 11
Deployment 11
Shooting
Procedure 12
Damage 12
Artillery
Artillery Table 15
Incendiaries 16
Structural Damage 17
Combat
Combat Procedure 18
Damage 18
Demolition
Explosives 21
Setting Light to Buildings 21
Morale
Morale Results 22
Army Morale
Example 23
Victory & Defeat 24
Random Scenarios
Active Scenarios 25
Passive Scenarios 25
Terrain
Generating Battlefield Terrain 27
Army Lists
Imperial/Catholic League, Bohemian, Mansfeld, Danish, Brunswick, Spanish, Danish Armies 29
French, Swedish Armies 30
Officers Profile
Command Skills 31
Physical Skills 31
War Tokens
Playing War-Tokens 33
Generals & Army Tokens 36

Copyright Stephen Danes 2010

All rights reserved. No part of this publication or abstraction from it may be reproduced or transmitted in any form or by any means,
electronic or mechanical including photocopying or trasmission by email or internet, without prior permission in writing from the
copyright holder.
Introduction
Players of Father Tilly are likely to have large numbers dice of two distinct colours, one colour to represent the
of individually based figures representing their favourite initiative-dice and one colour to represent the reaction-
Thirty Years War armies - as the rule mechanics require a dice (see Initiative section).
casualty removal system. Not only does this allow players
to enjoy a realistic and exciting game, it also means that
players have plenty of spare figures to play skirmish games Acknowledgements
too! I would like to acknowledge the help and contributions of
those that enabled me to write and publish these rules.
Escalade is a set of skirmish rules for players interested in Firstly the top play-testers: Steve and Dave and thanks
seventeenth-century warfare. It takes the basic mechanics also to Dave for the continued use of his superb gaming
used in Father Tilly and incorporates that extra layer of facilities.
detail required for battles at the skirmish level.
Also well worth a mention is the kind permission granted
These rules feature organisation at the company level by the good folks at the Assault Group and Perry Miniatures
and focus on the role of officers and NCOs. Also included who allowed me to use pictures of their outstanding
in the rules are a number of different troop types, those figures. My own collection for this period is a combination
interesting and exotic units that are too small or rare to of miniatures from these two companies. Both are
feature in most big battles, including Jgers, Shtzen, compatible in size, proportion and quality - the Perrys
Sturmtruppen and Trabanten. provide excellent figures for the period as a whole and the
Assault Groups range includes figures specifically for the
For the experienced Father Tilly player, Escalade contains Thirty Years War which allows gamers the chance of giving
several familiar features. Rules for movement, morale, their armies that particular European feel.
shooting and combat have the same basic mechanics but
with additional detail. The sections on terrain and scenario
generation are also included plus a new section detailing
mortars, incendiaries and other methods of mayhem and
destruction. The popular war-tokens section is also
included. This describes how players can use their existing
Father Tilly tokens, usually reserved for big battles and
apply them to skirmish games. And because of the more
uncertain nature of these sort of low level encounters,
the initiative system has been modified.

Despite its similarities to Father Tilly, Escalade is a game


that can be played on its own without any prior experience
of other AB One games. Players of Father Tilly will already
be familiar with many of its processes, however, new
players will quickly find an easy to use, exciting and
enjoyable system ideally suited to fighting skirmish level
games in the seventeenth century.

Game Requirements
All that is required to play Escalade is a suitable playing
area at least thirty-six inches square, some terrain
features, twenty or more individually based figures per
side, a measuring device in inches and a handful or six
sided dice in two colours (oh and a deviation dice for those
intent on lobbing mortar bombs about).

The gaming table can of course be larger depending on the


number of units each side is fielding and games involving
a hundred figures or more per army can be played if there
are multiple players per side. Players will need to provide

Unit Organisation
Basic Organisation count as part of the unit it must be within cohesion range
Escalade is designed to allow players to fight company level of all other figures in the unit. Units that have lost their
battles during the Thirty Years War and other conflicts of leader (Unteroffizier) can join another friendly unit simply
the seventeenth century. The highest organisational level by moving into the area of unit cohesion of the new unit.
will therefore be the company. This section will describe
a typical company organisation for armies of the period Unit Quality
which players can use for any army. Although more specific Each unit will have a quality rating that ranges from Militia
organisational models for particular armies can be found, to Elite troops. This rating will affect many aspects of the
this provides a good basic framework. game including morale, combat and actions. Each figure
in a unit must have the same quality i.e. all Veteran or all
So the largest tactical unit described in this section is the Conscript.
company or Fhnlein. The company will be divided into a
number of smaller units called files, platoons or Rotten
(if infantry) or will be divided into a number of troops or Army Organisation
Trupp (if cavalry). Although organisation would vary from Players armies will usually be composed of one company
army to army, for game purposes, a company should be such as an infantry company. This will be made up of units
divided into between four and twelve units. that are typical for that company such as musketeers and
Shtzen. However, players can also include units from
Artillery pieces, such as Falcons or Demi-Cannon, will other companies to add a little variety to their army. For
count as one unit (with their crew). example, an infantry company could be supported by a
dragoon company. In this case, dragoon units could fight
along side the infantry units.
Unit Composition
Each unit (Rotten or Trupp) will be composed of four to
twelve figures. All figures will be of the same type, i.e. all Mixed Unit Armies
musketeers or all dragoons. One figure will be identified Armies can include a mixture of units. An infantry company
as the file leader or Unteroffizier. This non-commissioned can be supported by dragoons or cuirassier for instance.
officer should be Immediately recognisable (might have a Supporting units will be under the command of the most
plummed helmet or carry a partizan rather than a musket). senior rank present but it is advisable for supporting units
The function of the unit leader is to represent the units to have their own officers as they will not benefit from the
nucleus. It is the central point of the unit that figures must presence of officers of a different type. For example, an
remain close to if they wish to remain part of the unit. infantry company has the support of a couple of dragoon
units. The senior infantry rank will command the dragoons,
Unit Cohesion however, infantry sergeants, for instance, will not be able
Figures in a unit must remain close to their unit leader if to award actions to the dragoons (or any other benefits
the figures are to be included in the unit. Figures out side officers can offer). A dragoon sergeant will be needed to
of cohesion range will not count as part of the unit and apply such benefits to dragoon units.
cannot receive actions from the unit. The cohesion range
depends on the quality of the troops. The table below
shows the cohesion range (in inches) for the different Officers
troop quality. Officer figures are usually attached to units. When attached
they can allocate one action per turn to the unit that they
Troop Quality Cohesion Range are attached to. Up to three officers can be attached to a
Elite 6 single unit, each adding a single action to the unit.
Veteran 5
Units dont need to have an officer figure attached and
Regular 4 officers dont always need to be attached to units -
Conscript 3 although they can be vulnerable on their own.
Militia 2

If the unit leader is killed, another figure will be used to


represent the central point of the unit. For a figure to


Unit Ranks
Company Ranks
At this level of play, higher ranking officers that are such a Kaplan
feature of big battles are mostly ignored. Escalade focuses This is the company Chaplain. Injured figures that are
on the lower ranks of captain and below. Players can deploy within command range of the Kaplan and are testing to
any of the following officers. recover count as one grade higher. Command range is six
inches if the figure is in overall command of the army.
Hauptmann
This is the captain of the infantry company, the senior Unteroffizier
commanding figure in the unit. Command range is twelve Each unit will be commanded by an NCO or file-leader
inches. (sergeant or corporal). These figures have no special
abilities other than defining the central point of the unit.
Rittmeister
This is the captain of the cavalry company, the senior
commanding figure in the unit. Command range is twelve
inches. Higher Ranks
Higher ranks can be included in the game. Each of the
Leutnant following three ranks will command a company.
This rank is the second in command in the company, the
captains deputy. Command range is ten inches if the figure Feldobrist
is in overall command of the army. This is the Colonel, the commander of the regiment that
the company belongs to. Command range is twenty inches
Feldweibel if this figure is in overall command of the army.
This is the senior sergeant, the person responsible for drill
and formation in the company. Any friendly unit within Locotenent
command range of the Feldweibel that uses a bonus move This is the Lt Colonel, second in command of the regiment.
dice can choose the score rather than dice for it. Command Command range is sixteen inches if this figure is in overall
range is six inches if the figure is in overall command of the command of the army.
army.
Major
Profoss This is the Major, third in command in the regiment.
This is the Provost, the officer who is responsible for Command range is fourteen inches if this figure is in overall
discipline and punishment within the company. All friendly command of the army.
figures within command range of this figure tests for morale
using two dice (taking the best result). Command range is General
six inches if the figure is in overall command of the army. Generals would often own their own regiment and would
therefore be simultaneously both a general and a colonel.
Fhndrich Usually, the Locotenent would command the regiment
This is the Ensign, the officer who carries the company in the Feldobrists (Generals) absence. However, some
flag. If the Fhndrich is within command range of another scenarios can include the presence of a General. Command
officer figure, the two figures can combine their command range is twenty-four inches.
ranges. All friendly figures within command range of this
figure tests for morale as if one grade better. Command
range is six inches.
Command Range
Trommler Command range is the distance from the officer figure
This is the companies drummer. Although not technically an to the friendly unit that the officer wishes to influence.
officer, if attached to a unit, this figure can add an action Influence is delivered with the use of war-tokens.
to it as other officers can. If the Trommler is within two These can improve the performance of a unit in certain
inches of another officer figure, the officer can increase specific ways such as allowing for special actions or simply
his command range by six inches. All friendly figures within increasing the number of actions that the unit is permitted
six inches of the Trommler can increase their basic move to use. War tokens can only be bestowed on a friendly unit
distance by one inch that is within command range of the officer.


Troop Types
Specialist Troops is double normal. When in close combat, these troops
All of the usual troop types are available in Escalade will count their grade as one better in the turn that they
including musketeers, cuirassier and dragoons etc. contact their opponent, but this will return to normal
However, in these rules, additional categories of troops in subsequent turns. When raiders are fired on, any soft
are used that allow for more detail and period flavour. cover or cover that they are in will count as one level of
These specialist troops are described below. protection higher.

Standard Troop Types
Jger The majority of a players force is likely to be made up of
Operating in small bands, often in advance of the main less exotic units.
army. Using their skills in field crafts to avoid detection,
Jger often employ high quality and accurate firearms Musketeer
such as sporting guns and rifled muskets. All firing from The standard infantry soldier, equipped with a basic
Jger figures will be at plus one to hit. When fired at, all musket or heavy musket (with a forked rest) and generally
Jger figures will count as one level of protection higher not equipped with armour.
(i.e. no cover becomes soft cover).

Pikeman
Not usually found on the skirmish battlefield, these troops
Shtzen can still be useful if cavalry are likely to be encountered.
These are skilled skirmishers that usually operate in Pikemen can still be found equipped with armour, possibly
advance of the main body of the army. Unit cohesion range a buff-coat and breastplate.
is double normal. When Shtzen figures are fired on, any
soft cover or cover that they are in will count as one level
of protection higher. Shtzen figures will not have their
movement dice reduced when crossing difficult terrain.
Dragoon
Certain armies deployed dragoon units to supplement their
heavy cavalry. Usually employed as mobile infantry, these
units would be unarmoured and equipped with a carbine or
Sturmtruppen light musket and occasionally pike.
These are assault troops whose primary function is to
engage the enemy in close combat, such as Imperial sword
& buckler men or halberdiers. In close combat, during their
own phase, each Sturmtruppen figure gains two attacks
Mounted Arquebusier
The primary role of this type of cavalry was to engage the
per round rather than one (i.e. roll 2d6 per figure). During
enemy with missile fire, either supporting heavy cavalry
the opponents round only one attack is used per figure.
attacks or disrupting enemy movements with probing
attacks. These troops would usually be equipped with an
arquebus and some form of protection such as a buff coat
Trabanten and or breastplate.
Commanders are permitted to employ bodyguards for their
own personal safety. These troops will usually be armed
with halberds or high quality firearms. If armed with close
combat weapons they will gain two attacks per round of
Heavy Cavalry
The role of this type of cavalry was to engage with the
combat (whichever side has the initiative). If armed with
enemy at very close quarters with pistol and sword.
firearms, each shot fired by a Trabanten figure will be plus
Heavy cavalry would usually be armoured, some units still
one to hit and plus one damage.
retained the three-quarter plate cuirassier armour, while
some units, such as Swedish horse began to forego the use
of armour altogether.
Plndern
Many armies of this period, especially the Catholic armies, In skirmish games, another tactic for heavy cavalry can be
made us of irregular troops. These units were used to to dismount and fight on foot. The cavalrymans armour can
operating in border areas and were skilled at raiding, be especially useful when assaulting a strongly defended
patrolling and hitting the enemy hard and fast - and then position .
disappearing before their opponents could react. Croats,
for example, fall into this category. Unit cohesion range

Starting Forces
Players can use the Escalade rules simply to fight one-off The cost of armour is one point per figure per point of
battles or they can involve their forces in longer campaigns. protection. The cost for horse is two points per cavalry
If players require just a one-off game they should choose figure. There are no additional costs for weaponry apart
forces of equal points (depending on the amount of figures from artillery. Artillery crew are costed in the same way
they have and the time available). Two hundred points that other troops are (based on their quality).
each will provide good entertainment for an hour or two.
Type Cost
Players will of course choose their force from what Robinet 30
figures that they have available. However, players should Falconnet 40
remember that their force represents all or part of a
single company. The majority of figures should therefore Falcon 50
be of one type - such as mostly Mounted Arquebusiers or Minion 50
Dragoons or Musketeers. Players also have the option of Saker 60
spending points on Specialist Troops such as Trabanten or
Demi-Culverin 70
Shtzen. It is recommended that players spend no more
than half their available points on such troops (although if Culverin 80
the scenario demands a higher proportion of specialist Demi-Cannon 90
units - this is acceptable). Cannon 100

Troop Cost Officer Cost


To establish the troops cost, players should start with the Officers will have to be present on the battlefield to control
basic cost of each figure (which depends on the grade), the troops. The basic cost of each officer will be twenty
double the cost if the troops are specialist and then add points (irrespective of type), added to this is the cost of
the cost of horses and armour. any armour or mount.

Troop Quality Grade Factor Cost


Elite 2 10 Unit Availability
This will depend on which army players choose to represent.
Veteran 3 8
Most armies whether they are Imperial, Catholic League,
Regular 4 6 Bohemian, Swedish etc will be able to field the basic troop
Conscript 5 4 types such as Horse or Musketeers. However, certain troops
Militia 6 2 will not be available and players should refer to the Army
Composition section later in the rules.


Initiative & Sequence
Initiative least Regular grade). These tokens will improve the units
The sequence of play between both sides is determined by performance in certain ways (see war tokens section). Note,
rolling one d6 (the Initiative Dice) for each unit (Rotten/ players can play war tokens on enemy units regardless of
Trupp/artillery piece) on each side. The unit with the quality.
lowest score goes first followed by the other units in
ascending order. If two units share the same score, the War Token Bonus
side that activated a unit last (either in this turn or the War tokens can award additional actions if played on a
previous) will go second. Note, play will switch between friendly unit. This will only benefit the unit if the troops
both sides rather than activating all units on one side are veteran grade or better.
before the opposing side can be activated.
Reactions
Individual artillery pieces count as a unit in their own right If a player has activated a unit but not used all of its
and will each be allocated an initiative dice. actions, the unit will be left with a reaction dice. This
will allow the unit to react to enemy actions that may
Officer figures are not allocated initiative dice if they are occur later in the turn. For example, a unit has four actions
not attached to a unit. If officer figures are unattached but only uses two of them, this means that there are two
they can use two actions per turn on their own actions potential actions remaining. The player places a reaction
(such as moving or shooting) and can be activated at any die (different colour to initiative die) with a two face-up
point during the players turn when the player takes a turn to indicate the two remaining actions.
to activate a unit.
The different coloured dice used alerts players to the fact
The dice used during this section of the game are the that the unit has already been activated this turn and
initiative-dice and should be a different colour to that is now not part of the initiative sequence of remaining
used as the reaction-dice. units.

Points on the reaction dice can be used in two ways: to
Actions evade enemy troops that wish to engage in close combat or
The initiative dice allocated to each unit will determine to fire at enemy targets that have just appeared or moved
the order that each unit is activated. The initiative scores (see Reactive Fire in the Shooting section and Evading in
will also determine the number of actions that each unit the Combat section).
can take. For example, the player rolls a four, the unit can
only take four actions.

Quality Leaders Bonus War Token WT Bonus Sequence


Once a unit is activated, i.e. when it is the units turn to
Elite Yes Yes Yes
take actions, it must carry out every action required of
Veteran Yes Yes Yes that unit before the next group is activated. Once the unit
Regular Yes Yes No has completed its activities for the turn, the next unit is
Conscript Yes No No activated. When all required activations have occurred
- the turn ends. There is no set order for movement or
Militia No No No shooting or rallying during a units activation.

Leaders Bonus Actions For example, player one has four units with initiative scores
If the unit has an officer figure attached, the officer of one, two, three and five. Player two has three units
figure can bestow an action bonus to that unit (one single with initiative three, four and five. Player one activates
action). Note, only units of sufficient quality can benefit the initiative one unit first. Player one then activates
from this bonus. This additional action does not increase the initiative two unit, after this player two takes a turn
the initiative score for the unit - simply the number of and activates the initiative three unit. Player one can
actions the unit can take. now activate their initiative three unit, then player two
activates their initiative four unit followed by player ones
War Token initiative five unit and finally player two activates their
Certain units will benefit from having war tokens played initiative five unit.
on them by their commanding figure (if the unit is at

Movement
Movement can place a small dice next to the figure indicating how
It costs one action to move one figure its basic move many inches left to move before the figure can cross the
distance. Each figures a basic movement rate is ten inches obstacle.
for infantry and eighteen inches for cavalry. Deducted from
this must be the weight of weaponry and armour. One inch Mounted troops may be able to cross certain obstacles such
is deducted for each weight point of weapon carried. Two as low walls and hedges without reducing their movement.
inches is also deducted for figures wearing armour plus one Gentry types and other skilled horsemen riding good quality
point for each point of damage modifier of armour i.e. mounts will be able to cross such low obstacles if they only
minus three inches for a Buff Coat. Close combat weapons make their basic move.
will also reduce a figures movement, pikes deduct four
inches, polearms and spears three inches and other
sidearms can be ignored for the purposes of weight. Move Limitations
Figures that are making their basic move can move any
Bonus Move distance up to the maximum allowed for that figure type.
The basic move can be increased if players add a movement If movement dice are added to the distance, the figure or
die, this costs another action but the score rolled is the unit must move the full distance indicated by the dice.
number of additional inches that the figure can move.
However, this die score is limited by the basic move of the Figures in the same unit can be commanded to move in
figure - the additional movement cannot exceed the basic different directions but each figure moved will cost one
move of the figure. For example, an armoured pikeman action.
with a basic move of three cannot score greater than three
on their movement dice (count any score over three as a Players can specify certain destinations for their troops
three). during movement. For instance, the player can command a
unit to move up to a wall, if the distance diced for exceeds
Terrain Move the distance to the wall, the group will halt at the wall.
Any figures that pass over areas of difficult terrain such
as rubble strewn ground, ruined building interiors, thick
undergrowth, marshy ground or fordable water will have Unit Moves
their basic move halved. Movement dice can be used but All figures in a unit that are commanded to move in
this can add no more than the figures modified basic move. one direction will move the same distance - individual
For example, a figure with a move distance of six would movement dice are not rolled for each figure. Moving a
only be able to move three inches across difficult terrain unit in the same direction costs one action for the entire
and would not be able to score more than three on their unit. Note, to be in the unit, all figures must be within unit
move dice. cohesion range.

Obstacles Horse Quality


Troops may have to cross difficult obstacles such as walls, Dragoons and militia horse often rode mounts of low quality
embankments or fences, or they may have to climb through and this will reduce the move distance that these troops
windows. This will have the effect of reducing the figures can achieve. Roll 1d6 for each unit riding poor quality
movement by between four and ten inches depending on mounts, this is the distance that the basic move for this
the perceived difficulty (a low wall will reduce movement unit is reduced by for the whole game.
by four inches, passing through a reasonable sized window
will reduce the movement by six inches, climbing a steep Officer Movement
embankment will reduce movement by eight inches). Officer figures move at the same rate as any other figure
Certain obstacles will be too high to climb and will require of their type. If attached to a unit, the officer will move as
a ladder. Count the movement reduction as ten to climb a part of the unit. If the officer is not attached, it costs the
ladder to the first floor of a building (and then another ten usual actions to move the figure.
for each additional floor).

If the obstacle is located in an area of difficult terrain, the


distance moved by the figure is still halved. If the figure
Facing
Figures can be placed facing any direction once they have
cannot move enough inches to cross the obstacle in one
moved, this does not cost any extra actions even if a unit
turn, the move can be completed next turn. The player


Movement
is making a unit move and the figures are turned to face in move. The following table shows the movement rates of
different directions. However, it will cost an action to turn the different types of artillery that is available.
figures that remain on the spot without moving although
turning several figures to face the same way can be done Artillery Terrain Limbered Unlimbered
as a unit move. Turning several figures that have not moved
to face different directions will cost one action per figure Robinet 6 2
turned. Falconnet 5 1
Falcon 4
Hidden Movement Minion 3 -
Each battle will usually commence with the majority Saker 2 -
of troops hidden from view, enemy troops will only be
revealed when they have been observed. To mark the Demi-Culverin 1 -
possible location of units on the table, players will instead Culverin 1 -
place a single figure in the location that they want their Demi-Cannon - 0 -
unit to appear. The figure that is placed must be an infantry
Cannon - -1 -
figure if the unit it represents is infantry or artillery and
it must be a cavalry figure if the unit that it represents is Mortar - - -
cavalry.
Terrain Move: This is the modifier for the guns basic move
Each figure can be moved once per turn and players take it when crossing rough terrain.
in turns to move one figure each (without worrying about
initiative sequence). Movement for each figure is up to six Limbered Move: This is the basic move distance that the
inches for foot figures and twelve for cavalry. No movement gun can move along a road, when limbered. When crossing
dice are added to this type of move. fields or open terrain the basic move is halved but the die
score is still applied. To this move can be added a move
dice.
Getting Back on the Horse
All cavalry troops have the option of dismounting to fight Unlimbered Move: This is the distance that the crew can
on foot. This costs one action for a single figure to dismount manhandle the gun when unlimbered, there is no move
and one action for a unit to dismount. Foot figures will dice added to this move. If the crew is depleted, count the
be used to replace mounted figures and one figure must gun as one grade heavier for each figure lost.
remain stationary and act as the horse-holder. This
figure can move but only at half its basic move rate. If this No Move: If the table records a non-entry against a gun for
figure is killed or injured the horses are considered lost a particular type of movement, the gun cannot move.
and the cavalry cannot re-mount during the battle.

Dismounted cavalry will move at the movement rate of


infantry (applying the modifiers for weapon and armour Limbering/Unlimbering Artillery
weight). To re-mount their horses, dismounted cavalry Guns are easier to move when limbered but cannot be fired
figures are moved to within two inches of the horse- in such a state. It costs twice as many actions to unlimber
holder and one action is spent to re-mount. or limber a gun as it does to fire it and the entire crew
must be entirely dedicated to the task for the actions to
Figures that come off their horse as a result of shooting or count.
combat may or may not be able to get back on their horse.
There is a fifty percent chance that the horse has bolted
meaning that the cavalryman must precede on foot until a
new horse is found. Getting back on a horse following such
an event costs two actions rather than one. Note, figures
that come off their horse in combat cannot try to get back
on if they are still in contact with an opponent.

Artillery Movement
During this period, artillery tended to be mounted on very
heavy carriages and were consequently very difficult to
10
Observation & Deployment
During the early stages of battle, it is likely that neither In this case, players must mark on a map the location and
side will have a very precise picture of the enemies location nature of the troops located there.
and movements. For that reason, each unit is represented
on the table by a single figure. This will be a foot figure The opponent can attempt to detect such hidden troops
for a foot unit or artillery piece and a mounted figure for a by identifying an area and declaring their intention to
cavalry unit. Note, the type of figure does not have to be observe it. The observation test is made in the usual way,
the same as the actual figures in the unit, for instance a if successful, a single figure is placed in the required area
Dragoon figure could represent a unit of Cuirassier. and a further observation test is required to reveal the
unit.
Observation Test
To test to observe the opponents single figures, and thus
reveal the unit, the observing player rolls 1d6. The score Skirmishers
is multiplied by ten. If the modified die score equals or Specialist skirmish units such as Jgers or Shtzen make
exceeds the distance between the observer and the good use of terrain to mask their movements and disguise
target, the target has been successfully observed and the their intentions. These units can be detected in the same
opposing player rolls 1d6 for the number of figures to bring way that other units are except that once they have been
on (this does not include the single figure already present). observed, they then have the chance to disappear if
If the observing figure moved at any point, the die score they move outside of automatic observation range or an
multiplier will be five rather than ten. For example, a area where there is no line of sight to the enemy (i.e.
score of four would mean an observation range of twenty behind a wall, building, hill or tree line). If this occurs -
inches rather than forty. and no enemy figures can observe them, the skirmish unit
is removed and replaced with a single figure.
If poor light conditions prevail, one or more is deducted
from the die roll. For example, one is deducted if the
target is in cover or obscured by a light mist. Two will be
deducted for smoke and three if the action occurs at night Deployment
(although matchlocks show up nicely at night). The type of scenario being played will determine roughly
where players can deploy their troops. If the forces are
Officer figures and unit leaders that have been deployed can conducting foraging or patrolling missions, both sides will
be used in the observation test. It costs two actions to test begin within six inches of their own rear table edge. If one
to observe in one ninety degree arc. Once the actions have side is defending a position, the defenders can deploy their
been spent the test is carried out in the way described forces up to the half-way point on the table, the attackers
above. If the test is successful, the player that has been no more than six inches from the rear table edge.
observed rolls 1d6 and places the number of figures on that
is indicated by the die score. Obviously, the player does As has been described in the movement section, players
not place more figures than is actually represented by the forces are likely to be deployed initially as single figures
single figure nor does the player have to reveal whether all that represent a unit. For instance, one force consists of
of the units figures have been revealed - this would take four units. The player therefore takes four figures from
another (and possibly more) successful observation test. their collection and places them on the table in the
locations required. In addition to this the player can place
another two figures as dummy markers. These will not
Automatic Observation Range represent real troops and are there only to deceive the
At certain distances, observation becomes automatic opponent.
and requires no test for units to be revealed. This will be
twenty inches in the open during daylight but will be half Players can place up to fifty percent extra figures as
this if the target is in cover and half again if poor light dummy markers (i.e. if the player has six units to deploy,
conditions occur. an additional three figures can be placed). Players must
note down in secret which figures represent which unit
Observing Hidden Troops and with are dummies. The dummy figures function in
Troops that are located in positions that are completely the same way that the other single figures do with respect
out of sight from the opponent, such as behind a hill or to movement and observation. It is only when the dummy
high wall, or inside a building need not be represented as a figure is successfully observed will its true nature be
single figure if there is no direct line of sight to the enemy. revealed to the opposing side.

11
Shooting
Procedure
Shooting is based on each figure that can fire. 1d6 is rolled Range Factor
for each firing figure, but only if the target is within range This is the number that the die score to hit is multiplied
and arc of fire (the forward 90 arc from the front corner by. If this number is equal or greater than the distance in
of the unit or gun).The score is multiplied by the weapons inches between the firing figure and the target - a hit has
range factor, if it is equal to or more than the range to been scored. The table below shows the range factors for
the target (in inches), the target has been hit and damage both un-aimed and aimed firing (UA & A).
must be tested for.

Small Arms Weight Range Factor UA Range Factor A Max Range Actions UA Actions A ROF
Pistol - 1 10 3
Arquebus/Carbine 1 1 2 20 1 2
Heavy Carbine/Caliver 2 1 2 30 1 2
Heavy Musket/Spanish 4 2 5 30 2 3 1
Light Musket/Swedish 2 2 3 30 1 2 2
Musket 3 2 4 30 1 2 1
Long Musket 4 2 5 40 2 3 1
Rifled Carbine 1 1 3 20 1 2 1
Rifled Musket 4 2 6 50 2 4 1
Eastern Bow 2 2 3 20 1 4
Javelin 2 1 10 3

Maximum Range Seven to Hit


This is the maximum that the weapon can be fired at. Over If the score to hit is modified to the extent that a seven
this distance, targets cannot be damaged. or more is needed to hit, a score of six will still achieve a
hit.
Actions
The table also shows the number of actions it takes for one
figure to fire with each weapon, either aimed or un-aimed Damage
(A or UA). Figures that have suffered hits are likely to suffer damage.
When the attacking player has successfully rolled to hit
the target, damage must be resolved.
ROF
Each weapon has a maximum rate of fire, this is the
maximum number of shots that a figure can fire during Procedure
their phase. Maximum number of shots when firing carbines 1d6 is rolled for each hit inflicted on the target. A score
or muskets from horseback is one per phase. of four will Injure the target and a score of five or six will
kill the target.
Shooting Modifiers
A number of modifiers need to be applied to the die roll Target Damage Modifier Required Score
to hit. Move modifiers are applied if the firing figure Soft cover (undergrowth, trees) +1
moved that turn, target modifiers are applied if the target
Cover (wooden fences) +2
moved that turn.
Hard cover (stone or thick wood) +3
Shooting Modifier Target has Buff Coat +1
Target or shooter made basic move -1 Buff Coat and Breast Plate +2
No LOS to target at start of turn -1 Target has Half Plate +3
Target about to contact shooter -1 Target has Three Quarter Plate +4
Target or Shooter moved with move dice -2 Target has bullet-proof shield +1

12
Shooting
Short Range cannot take any further actions until an action is spent
Targets that are at ranges that require an unmodified removing the Suppression.
one or two to hit are considered to be at short range. At
this range targets will be damaged easier - add one to Aiming
the damage die roll for all small arms apart from Light Although most weapons of this period were quite
Muskets. Heavy Muskets and Calivers gain this bonus at any inaccurate, a little time spent aiming can improve the
range that is not Long Range. chances of hitting. Aiming will increase the weapons range
factor and also increase the number of actions required to
Long Range fire the shot. Aiming can only occur if the firing figure had
Targets that are at ranges that require an unmodified score line of sight on the target at the start of the turn, if not the
of six to hit are considered to be at long range. At this shot must be un-aimed. Un-aimed fire must be directed at
range targets will be damaged less easy - deduct one from the nearest enemy target that is within the firers arc and
the damage die roll. line-of-sight, with aiming the target can be chosen.

Damage Bonus Firing at Cavalry


If the score required to hit the target is exceeded, the When firing at cavalry, an even score to hit will result in
difference in score is added to the damage die roll. For the shot affecting the rider, an odd score will hit the horse.
example, a four was needed to hit the target and a five If the shot is aimed, the player can choose to hit either the
was rolled to hit. This means that plus one is added to the horse or rider.
damage die roll.
Firing Before Contact
Damage Modifiers If a unit is charged by an enemy it can fire on the attacker
Targets that are in cover or are armoured will be less before contact is made if it has actions left to use (either
easy to damage. Modifiers should be applied to the score from the initiative dice or the reaction dice if the unit has
needed to achieve the result. For example, if a target is in already been activated). Firing will be measured either
hard cover, a score of five or six will no longer be sufficient from the point that the charging unit began its move or
to inflict a kill, in fact, the plus three modifier means that half way through the charge move. If the unit waits to fire
a score of eight or more is required. half way through the attackers charge, the defending unit
must first pass a test to stand before it can fire.

Damage Results Firing Before Charging


Figures that are killed are removed from play, leader Figures can fire before they contact an opponent. Missile
figures suffer a wound or are killed and removed from play armed figures that are charging can fire at the start of the
if they have no wound capacity left. charge move (when they will suffer a shooting penalty for
a basic move) or will fire half way through their move to
Injured figures are knocked down and can take no contact the opposition (when they will suffer a shooting
further actions that turn. The figure can be recovered penalty for a basic move with move dice). The distance
by spending two actions on the figure. Having spent the that the attackers fire at is determined by rolling 1d6, the
actions, the player then rolls 1d6, if the score is less than score is the range that the shot will be measured at. If the
the figures Grade Factor it has died and is removed from score would represent a failed morale test, the range will
play. If the score is equal to the Grade Factor, the figure be the figures Grade Factor. For example, a veteran unit
is still injured (and more actions need to be spent to try charges and scores a two, this would be a failed morale
and recover the figure). If the score exceeds the figures test for that unit so the unit fires at three inches (which
Grade Factor it has fully recovered and can take actions as is the veteran units Grade Factor). Attacking figures that
normal in the following turn. are fired on by defenders will not make contact with
defenders if they suffer a Suppression result or are injured
If the injured figure is contacted by enemy troops not (and killed!).
engaged in close combat - the injured figure is considered
killed or captured. Both sides Firing Before Contact
If the attacker fires before charging, the defender can
Figures become Suppressed when they suffer a damage return fire after the attacker has fired but before the
result of five or six that does not inflict an Injury or Kill defender has to take a test to stand (range being the
result. Figures that are Suppressed are turned around and distance before the attacking unit makes its charge). If the
1
Shooting
attacker fires half way through the charge, 1d6 is rolled another figure, the shot cannot be made. However, if there
to determine the range that the firing occurs (in the same is a space half a base width wide, the firing figure can
way that is described in the previous paragraph). The unit fire through the gap if the firing figure is in base to base
that fires at the greatest distance fires first, if the units contact with the figure in front (assuming it is a friendly
fire at the same distance - firing will be simultaneous. figure).

Hits on Horses Risk to Officers


If a horse receives a kill or injured result, the rider will fall Hits that occur on a unit can put any officers that are
off the horse and may be injured or killed. A test is made attached at risk. This can only occur if the firing unit has
against the riders Grade Factor, if the score exceeds the the officer in their line of sight and is in range. If this
factor the rider steps off the horse un-harmed, if the score occurs, the players must work out the proportion of risk that
is equal the figure is Suppressed, if the score is less the should be allocated to the officer based on the number of
figure has been Injured. figures in the unit. If the target unit has six or less figures,
players allocate one number to each figure, 1d6 is rolled,
Reactive Firing if the officers number comes up, the officer has been
Figures that are in range of enemy guns can be fired on hit. If there are more than six figures in the target area
during their own turn, this is called Reactive Fire. This can the unit is divided into groups of six or less figures and the
be done if the opposing unit still has actions left to use and players dice for which group is hit. If the officer is not in
the target is within the arc of fire. The cost of Reactive this group then the officer has not been hit, if the officer
Firing is the same as normal firing and will use up actions is in the group then numbers are allocated to each figure
from the reaction dice. Once the unit has finished the and another d6 are rolled to determine which figure has
reactive firing, the actions it used will be deducted from been hit.
the reaction dice.
Playing a target leader token means that the player rolls
Moving & Firing 2d6 rather than one and takes the score most likely to
Figures can shoot during movement. For example, figures result in the officer being hit.
can move part or all of their basic move, shoot and then
finish the remainder of their move.
Ambushes
Critical Hits Units that are not deployed (still represented by a single
If the score to damage is the same as the score to hit, a figure or are completely hidden and marked only on the
critical hit has occured and an extra d6 is added to the total players map) can still fire on their enemy. Doing this means
damage score. A double critical will occur If the second that the hidden unit will suddenly be revealed and all
damage die roll is the same score as the previous - then the firing figures must be deployed. The ambush can be
another d6 is added to the damage (this continues until launched at any point during the game sequence and the
the player stops scoring the same number as previously unit will have six actions to use in the first turn. Shooting
rolled). Note, criticals cannot occur if nothing less than a can be aimed and it is assumed that the firing figures had
six was required to score a hit. For example, a player rolls line of sight to the target at the start of the turn.
a five to hit and a five for damage. Another d6 is rolled for
damage resulting in a score of three, this means the total Firing at Hidden Troops
damage score is eight. Hidden units cannot be directly fired on, troops must be
deployed before they can be targeted. However, hidden
Officers that suffer critical hits may lose more than one units can suffer hits if targeted indirectly by artillery
life point. A hit that scores a kill result will remove on fire (see artillery section). For example, troops that are
life point, a double critical hit (assuming that a wound is hidding in buildings or are sheltering out of sight in a wood.
inflicted) will result in the loss of two life points, a treble If artillery rounds happen to hit these areas - damage to
critical will cause the loss of three life points etc (see these troops must be determined.
Officers Profile section).
Rapid Fire
Line of Sight Some weapons have a rate of fire of two or more shots and
Figures block line of sight. If a figure wants to shoot figures that fire two or more shots in one turn will become
and the line that the shot will travel crosses the base of Suppressed.

1
Artillery
Artillery Type Canister Hit Dice Round Shot Hit Dice Damage Shot Area Actions Cost
Regimental/Galloper Gun 2d6 4d6 4+ - 5 20
Falconnet 2d6 5d6 4+ - 6 22
Falcon 3d6 5d6 3+ 7 24
Minion 3d6 6d6 3+ 8 26
Saker 3d6 7d6 3+ 9 28
Demi-Culverin 3d6 8d6 2+ 1 10 30
Culverin 4d6 8d6 2+ 1 11 32
Demi-Cannon 4d6 6d6 1+ 1 12 34
Cannon 5d6 5d6 1+ 1 13 36
Mortar - 10d6 3+ - 14 40

Artillery Table score is greater the target has been killed. Canister fire
The artillery table above shows the type of weapons that ignores armour but not cover. For example, a figure is in
are available and the factors that they can employ. The the canister fire area of effect of a Falcon, 1d6 is rolled
canister hit dice are the number of d6 used when testing and a four is the result. As this is more than the number
for canister range, the round shot hit dice column shows shown in the damage column, the figure is removed. If
the maximum number of dice that can be used when firing cavalry figures are caught in the blast - damage will be
round shot. The damage column shows the score needed tested for on both horse and rider. Officer figures that can
to inflict an injury result on 1d6 (anything higher will be sustain more than one kill result will suffer a wound with
a kill result). The shot area if the area of effect that each injury or kill result.
damage can be inflicted when using round shot and the
actions column is the number of actions it takes to Round Shot
fire the weapon (note, if the number of actions cannot The artillery table above shows the number of dice used
be achieved in one turn, actions can be saved from the when testing to hit with Round Shot. The player indicates
previous turn to add to the current turns total - until the an area or group of figures within the weapons arc and
gun has enough actions to be able to fire). rolls a number of dice, the combined score is the distance
at which the shot first strikes the ground (the distance
is measured in a straight line from the barrel towards
Canister Fire
the target). Any figures that are hit directly by the shot
Canister fire blasts a number of small but deadly objects
(the shot is measured exactly to the figure or its base)
out in an arc from the barrel of the gun towards the target.
are killed instantly - even officers. Any figures that are
It is therefore possible to hit more than one target when
within the shot area (see table above) must be tested for
firing this ammunition. The table above shows the number
damage (see damage column). The only damage result
of dice used when testing to hit targets with canister fire.
that figures can suffer if caught in the shot area is an
Between two and five dice are rolled (depending on the
Injury or Suppression - armour and cover is factored into
gun), the scores are added together, the number is the
the damage test. After the damage has been calculated,
furthest distance in inches the canister reaches. The area
the player rolls for the second fall of shot by rolling one
that the effect spreads out will be half as wide as the
less d6 than the previous shot. This distance is measured
length of the shot. For example, 4d6 are rolled for canister
from the point of the first strike and any damage is tested
fire and the distance rolled is sixteen inches. This distance
for if any figures are present. This process is repeated
is measured from the end of the gun. At the sixteen-inch
until there are no dice left to roll. Figures can only be fired
mark, the player measures four inches at right-angles
on with round shot if they have been visible since the start
either side of the line of shot - the canister has therefore
of the previous turn.
spread sixteen inches in length and is eight inches wide at
the end. Any figures caught in this area of effect will test
for damage.
Mortar Fire
To test for damage, players should refer to the damage Mortars and howitzers were deployed throughout this
column in the table above. If the score is the same as period, mainly during sieges. When testing to hit, the
the number shown - the target has been injured, if the player can roll up to 10d6, the crew must have line of sight
to the target (as other artillery pieces must). The player
1
Artillery
indicates the target area and rolls the dice (no more than than one floor there is a fifty percent chance that what
ten), the score is added together - this is the number of comes out of the mortar will break through a floor before
inches measured from the mortar to the target. The player it explodes (test for lower floors if the higher one is broken
marks this area and then rolls a deviation dice. If a hit through).
is scored, this is the spot that has been hit. If a deviation
has occurred, 1d6 is rolled for the distance of deviation. If
a five or six is rolled, the player takes the score and rolls Incendiaries
another d6 and adds this to the die roll. The maximum This type of ammunition is designed to cause fires to break
deviation will therefore be twelve inches. out in buildings. There are two types that are available to
players - incendiary mortar bombs and heated round shot.
Mortar Types: Mortars fire explosive shot/grenades which
are designed to shatter causing great damage to those Heated round shot: If this hits a building, damage is
caught in the blast. These will either explode on impact or calculated in the usual way but with the additional risk of
detonate with a timed fuse. fire. 1d6 is rolled, a score of four or more will cause a fire
to break out.
Mortar Damage: The area of effect of a mortar will be up
to four inches from the point of impact. All figures caught Incendiary bombs: Rounds fired from mortars must directly
in the blast area will have to test for damage. If an impact strike the building to cause any damage. Structural damage
fuse is used, 1d6 is rolled for the first figure, if a one is is tested for against the building, then the risk of fire is
scored - the grenade has failed to go off and other figures tested. 1d6 is rolled, a score of one means that the bomb
caught in the blast area will not have to test for damage. If has not exploded and there is no risk of fire. A score of two
the first test for damage results in a two or more - all figures or more and a fire has started.
in the blast area must test for damage. If the grenade is
equipped with a timed fuse, 1d6 is rolled before damage Fire Damage: If a building catches fire, an additional d6
is tested for - a score of one means that the fuse has failed hits will be inflicted against the building at the end of the
and the grenade will not go off. A score of two or three and turn.
the grenade is still smoking, a score of four or more and
the grenade has exploded and all figures caught in the area
must test for damage.
Depleted Artillery Crew
Grenade still smoking!: Grenades that have not exploded Artillery pieces require at least one crew figure per two
yet may go-off next turn. The controlling player will test actions to fire the gun (round up any fractions), therefore
for this again next turn in the same way as just described, a Falcon requires four crew. If a gun crew suffer loses it
the player should also allocate the grenade an initiative can still fire, but less frequently. For each crew figure lost,
dice (roll 1d6 for it) so that the point at which the grenade one additional action is required to fire the gun. Guns can
is tested for is put in the correct sequence next turn. be fired with a single crew figure.

Area of effect: The effects of mortar explosions will reduce


the further the target is away from the point of explosion.
At one inch from the blast, all cover and armour is ignored. Artillery Catastrophe
At two inches all armour is ignored. At three inches armour Guns of this period were prone to catastrophic powder
and cover modifiers are applied to the damage test. At explosions caused by a stray spark, or gun barrels could
four inches the same applies as if three inches and the burst with deadly results for the unfortunate crew. And
worst result that can occur is an injury. players will be pleased to hear that there are a number of
war-tokens that can be used to bring about these disasters
Confined Spaces: If the grenade falls into a confined space (see War Tokens section). These particular tokens must be
such as a trench, redoubt or building interior, the effects played immediately after the gun has fired. 1d6 is rolled, if
of the blast will be increase. The area of effect will be a score of four or more occurs, the following will result.
increased by one and one will be added to the damage die
roll. Powder explosion: crew killed and gun destroyed.
Burst barrel: gun destroyed 1d6 crew killed.
Through the roof: Mortar bombs, because of their high Damaged carriage: gun cannot fire this or next turn, 2d6
trajectory are likely to hit building from above and thus actions are required by the crew to repair the gun before
come through the buildings roof. If the building has more it can be reloaded and fired again.

1
Artillery
Re-crewing Artillery When buildings are hit by mortar fire, damage to the
Depleted crew can be boosted by taking figures from building is worked out in the usual way.
friendly infantry units. One infantry figure will replace one
lost artillery crew. Risk to occupants: Troops that are in buildings can suffer
damage if the building is struck. Test for damage in the
usual way if figures are close enough to the fall-of-shot
or near a mortar grenade explosion.
Structural Damage
Artillery can be directed against buildings and the troops Building destruction: Once a building has suffered damage
hidding inside them. If this occurs, players must work out points that equal or exceed the strength of the building,
the damage inflicted to the buildings themselves and any the building will be destroyed. At this point players will
troops that may be sheltering inside. need to test for any further damage to building occupants
as the structure collapses. 1d6 is rolled per figure. A score
Targeting Buildings: To score a hit on a building or of one to three and the figure manages to escape the
earthwork, the usual procedure is followed. Mortars rounds building before it collapses (the figure is moved outside of
will have to strike the target exactly to inflict any damage. the building and counts as Suppressed). A score of four or
When firing round shot, a hit will occur even if the shot falls five and the figure is injured and remains in the building.
short (or overshoots) by two inches per building storey. For A score of six and the figure is killed (officers too) and is
example, a two storey building will still be hit if the shot removed from play.
falls short by up to four inches.
Destroyed buildings should be replaced by sections of
Building Strength: Buildings of different sizes will have broken wall and rubble (which can still provide excellent
different capacities for absorbing damage. Players must cover and defensive positions).
work out the strength of a building when if suffers a hit.
The length and depth of the building should be measured
(in inches) and these measurements should be multiplied
together - the score is the strength of the building. If the Artillery vs Defences
building is a wooden framed construction the strength A number of different defences were employed by armies
will be halved. If the building is of a reasonably sturdy to provide shelter from enemy fire. These can be targeted
construction the strength will not be modified and if the by artillery. The usual method is used to determine a hit
building is a stout stone construction the strength can be and the defensive feature must be directly hit before
multiplied by two. damage is tested for. The usual number of dice are rolled
for damage as with damage to buildings. If a hit occurs,
Damage to Buildings: If a building is struck by artillery fire, damage must be tested for. The table below shows the
damage must be tested for. The usual score for that weapon strength of a one inch section of each feature.
is used to score damage (i.e. two or more for a Culverin).
1d6 is rolled, if the score is equal to the required score
(or one more), one point of damage has been inflicted. If Defences Strength Cover
the damage score is exceeded by two, then two points of Wooden shield, planking or fascine 2 Cover
damage have been inflicted, or three points if the score Wall, palisade or castle door 3 Hard
has been exceeded by three etc.
Large stone/brick wall 4 Hard
If round shot is being fired at buildings, the damage will Earth embankment 5 Hard
be reduced each time the shot strikes the ground before Earth embankment and palisade 6 Hard
hitting the target. If the building is hit before the shot Earth embankment and stone wall 7 Hard
strikes the ground, 3d6 are used to test for damage with
the possibilities of scoring damage points on all dice. If the If the strength of a defensive feature is exceeded it is
shot strikes the ground first before hitting the target (i.e. destroyed and no longer provides cover for those sheltering
hits the target on the second bounce or undershoots the behind. Players must place a marker to represent the
target but still counts as a hit) - only 2d6 are rolled for location of the destroyed section. If the section is damaged
damage. If the building is hit only after the second (or but not destroyed, players should record the number of
later) bounce 1d6 is used to test for damage. If round damage points against the area struck in case it suffers
shot hits a building, the progress of the shot will be halted additional damage.
and targets behind the building will not be at risk.
1
Combat
Charge Test Combat Procedure
Combat occurs when two or more opposing units move into Combat is resolved by rolling 1d6 per figure and scoring
base-to-base contact (using either the units basic move or equal or more than the figures close combat factor (Grade
its basic plus move dice). Moving into contact may require Factor). If successful, the die score is compared to the
the attacking unit to pass a Charge Test. The test is based opponents successful score, if the score is the same, the
on the figures Grade Factor (players must score equal or hit has been blocked and neither side inflicts any damage,
more on 1d6 for the unit to charge). The test is made using if the scores are different - damage must be tested for.
one dice for the whole unit to charge. If the test is passed,
the unit is moved into contact, if the test is failed, the unit
does not move and can take no further actions that turn.
Combat Modifiers
Certain situations will modify the scores needed to hit
Units that are contacted will need to pass a test to stand.
during combat.
The difference in size between the attacking and defending
Heavy Cavalry charging infantry or lighter cavalry count
units will modify the contact test/test to stand. If the
as one combat factor better.
testing unit is outnumbered count the Grade Factor as one
worse (or two worse if outnumbered two to one or more).
Attacking opponents in cover or uphill, attacker counts as
However, if the testing unit outnumbers, the Grade Factor
one combat factor worse.
is improved by the same token.
Attacking opponents in hard cover, attacker counts as two
Heavy cavalry (Cuirassier or Horse) will not need to test
combat factors worse.
to charge any infantry units. Heavy cavalry that employ
pistoleer tactics will have to test to charge enemy
Defender contacted while withdrawing or suppressed,
cavalry, trotter or galloper type cavalry will not have
defender counts as one combat factor worse.
to test to charge. Dragoons, mounted arquebusiers and all
skirmish cavalry will need to test to charge against any
Stationary cavalry contacted by charging cavalry, defender
targets.
counts as one combat factor worse.
Figures that are Suppressed or Injured cannot be counted
towards the unit size when making these tests. Figures
that are contacted to the flank or rear will turn to face
their attackers if they are not already engaged in close Damage
combat. When a hit is made in close combat, 1d6 is rolled for each
hit and the table below is referred to.

Test to Stand Weapon Type Injure Kill
1d6 is rolled for the unit that has been contacted, if the Lance armed cavalry charging 1 2+
score is lower than the figures Grade Factor, the unit has Polearm 2 3+
not stood and moves back the number of inches indicated
on the dice. If the test is failed by four or more, the unit Cavalry charging 2 3+
will flee and will make a move straight back (basic move Pike receiving cavalry charge 2 3+
plus bonus dice). If the unit is charged to flank or rear, or Single handed weapon/pike 3 4+
charged from an ambush position, count the target units
Clubbed musket/farm tool 3 4+
Grade Factor as two worse.
Improvised weapon 4 5+
Cavalry Charge
Cavalry only gain the benefit to charging (see Damage The same armour modifiers are applied in combat as those
section) if they charge into their opponent in a straight shown in the shooting section of the rules.
line across open ground. Cavalry that are contacted by
attackers can either attempt to counter-charge (this can Damage Results
occur if the test to stand is passed), fire or evade (if the If the damage die score is equal to the score required to
unit has enough actions to do so). Counter-charging figures inflict an Injury, the target figure is injured and plays no
move half way to meet their attackers and have the full more part in the combat. If the score rolled for damage
benefit of a charge. is higher than the score required for an Injury, the target

1
Combat
figure has been Killed. Figures that are killed are removed the Suppression die score if the critical resulted from two
from play, leader figures suffer a wound or are killed and consecutive Suppression results.
removed from play if they have no life points left.
Follow-up Move
Injured figures are knocked down and can take no further If a unit has contacted an opponent but the defender has
actions for the rest of the turn. If contacted by enemy failed to stand the attacking unit will still contact their
troops not engaged in close combat - the injured figure is opponent if the maximum move left to that figure brings
considered killed or captured. The figure can be recovered it into contact with the figure that has withdrawn. For
by spending two actions on the figure. Having spent the instance, the defending unit that failed its test to stand
actions, the player then rolls 1d6, if the score is less than has moved back three inches if the attacking unit has
the figures Grade Factor it has died and is removed from at least three inches left to move after the charge then
play. If the score is equal to the Grade Factor, the figure contact is still made and a round of combat will be fought.
is still injured (and more actions need to be spent to try This additional move for the attack does not cost any more
and recover the figure). If the score exceeds the figures actions.
Grade Factor it has fully recovered and can take actions as
normal in the following turn.
Pursuit
Figures that are Suppressed in combat will be pushed back Should a unit come into contact with an enemy unit that
one inch and will immediately suffer an automatic hit (the is fleeing, the attacking unit attacks as normal but the
player only rolls to damage) if the figure is followed up fleeing unit does not get a die roll to strike back.
(this is a free move if the player decides to take it). If the
figure is not followed-up - there is no free hit. If a figure If the fleeing unit survives this attack, the attacking unit
suffers a second Suppression result at this point, this result may remain in contact. If the fleeing unit has an equal or
is converted into a critical hit (see below). higher maximum movement, the attacker does not remain
in contact, if the attacker has a higher maximum movement
it does. Each phase that the attacking and fleeing unit are
Damage Sequence in contact, the attacker has a free attack (as described
The side that scored the lowest successful score to hit will previously) from which the fleeing figure cannot defend
hit first, if the opponent survives the attack (and is not or retaliate. If an attacking unit remains in contact, the
Suppressed, Injured or Killed), they can test for damage fleeing unit cannot be rallied. Attacks to the rear reduces
with their hit too. For instance, two figures are in combat the targets armour modifier by one.
and both have scored hits, one has rolled a four and the
other a five. The player that scored a four will test for
damage first, 1d6 is rolled and an Injured result has been Disengaging from combat
inflicted - this means that despite the opponent scoring a Units in hand-to-hand combat can attempt to disengage
hit, this hit is lost because of the injury. (break contact with their opponent) during their own
phase. Instead of employing their attack, a Grade Test
If both figures have scored a hit, the lowest scoring is made, if successful the unit breaks contact and moves
successful attack will strike first unless during the first back 1d6 inches, although the opposing unit still gains an
phase of contact one figure has a longer weapon - such as attack. If the unit fails to disengage the combat continues.
pikemen versus cavalry in the first round - in this case the Although the disengaging unit still roles dices for combat
figure with the longer weapon will resolve damage first. when disengaging - this is purely defensive - no damage
can be inflicted whether the disengage was successful or
If the combat is between two units and several figures are not.
involved, the sequence of hits is not important and damage
shouold be tested for with all successful hits.
Evading
Players that do not wish their figures to be contacted by an
Critical Hits enemy attacker can attempt to Evade if the unit has not
If the score to damage is the same as the score to hit, a already moved that turn and has actions remaining on their
critical hit has occured and an extra d6 is added to the reaction dice. The defending player makes a Grade Test
total damage score, as has previously been described (see rolling 1d6, if successful an Evade move has been made by
Shooting section). The second damage die will be added to the whole unit and the unit makes a basic move away from
the attacker. If the Grade Test score is two more than the
1
Combat
minumum required to pass the test the figure can fire at Fatigue
the attacker before they evade (if missile armed). Shtzen Units can become Fatigued after fighting in close combat.
figures will automatically fire if they evade successfully After a combat has finished and the opposing side has been
assuming that they have not already fired that turn. The killed or withdraws, the player controlling the victorious
evade move costs one action whether it was successful or unit must take a test against the figures Grade Factor - if

not. Attackers that fail to catch evaders will occupy the unsuccessful, the unit becomes Suppressed (if foot figures)
position vacated by the evaders. Evaders can only fire if and horse units are blown and will retire a Walk move to
the unit has actions left to fire (on the reaction dice). For the rear where they will be Suppressed. When taking this
instance, a unit that has four actions is charged, one action test, count the figures Grade Factor one worse for each
is used to evade which means that three actions are left to point of armour protection that the cavalry benefits from.
fire - if the score to evade was exceeded by two.
Combats that fail to score a hit (Suppression, Injury or
A successful evade means the figure moves back its basic Kill) in two consecutive rounds of combat will also induce
move distance. If the test fails, the figure moves back both sides to withdraw their basic move at the end of the
one inch and is contacted as if caught withdrawing. If the combat.
Evade Test has been failed by four or more (four less than
the defending figures Morale Factor) the figure flees. Ambushes
Units that are still represented by a single figure or are
The type of figure attacking and the type of figure attempting completely hidden and marked only on the players map
to evade will influence the evaders chance of success. If can still declare a charge against their enemy. Doing this
the evader is faster moving than the attacker, the evader means that the hidden unit will suddenly be revealed and
has a greater chance of success. If the evaders basic move all the attacking figures must be deployed. The ambush
is more than the attackers count the morale factor as one can be launched at any point during the game sequence
better for the Morale Test, if the basic move is double, and the unit will have six actions to use in the first turn.
count the morale factor as two better etc. However, if the The unit will automatically pass a charge test if it would
evaders basic move is less than the attacker, count the normally be required to take one and the unit does have
evaders morale factor as one worse, or two worse if the the option of firing first before the charge.
basic move is half etc.
Pikemen
Cavalry Breakthrough If players deploy pikemen in their army, they may find these
During a cavalry charge, players have the option of allowing troops a little out of place on the skirmish battlefield. It
their cavalry unit to breakthrough the opposing unit. If has often the case that pikemen would be left behind
attacking cavalry units still have capacity left in their during small scale encounters, especially if the unit had
move (i.e. the distance remaining had they not contacted to fight in difficult terrain. However, if the player suspects
the opponent) players can opt to continue their move to that the enemy has a large cavalry force in the area, it
its full distance. If the charging horsemans move is not may be worth bringing pikemen to the battlefield.
sufficient to breakthrough the opponent, the attacker
remains in contact with the opponent. Unlike other troop types, pikemen can fight from rear
ranks but players will need to make sure that their pike
figures operate in base to base contact for this to happen.
Pikemen thus arranged can fight in units up to four ranks
deep (roll 1d6 to hit for each rear rank figure). If the pike
square is contacted to the front it does not have to test to
stand, but if contacted to the flank or rear it must. Figures
in the pike square cannot be pushed back but figures that
fail their morale and withdraw will be separated from the
pike square and moved to the rear. Pike squares that are
contacted to flank or rear will only count the figures in the
rank that is contacted as being able to fight. For example,
a four deep block of sixteen pikemen is contacted to the
rear. Only the rear row of four figures will be able to fight
the attackers. If the pike square wins the combat it will
turn to face the attackers next turn.

20
Demolition
Breaking Down Doors and the device fails to explode, fifty percent and the bomb
Players may find it necessary for their troops to break down goes off immediately). A score of two to six and the petard
doors during the course of a battle. For figures armed with fuse is still smoking. Each turn after this, 1d6 is rolled
musket butts or those simply relying on kicking the door for the petards initiative, each time the bomb has its
down, 1d6 is rolled for each figure in contact with the turn there is a fifty fifty chance that it will explode.
door. A score of five or more will break down a standard
domestic door and a score of six a more sturdy reinforced When the device explodes, another d6 is rolled, the score
door. It takes all of the figures actions that turn to break is the number of points damage inflicted on the target.
the door down, if actions are spent during the turn not The blast area will be the same as a mortar bomb and
attempting to break it down (i.e. moving into contact with any figures caught in the area will suffer the equivalent
the door at the start of the turn), the attempt cannot be damage.
made.

Explosives Setting Light to Buildings


When soldiers are confronted with very sturdy obstacles Figures that are in contact with buildings can attempt to
such as stout castle doors, wooden palisades or a high set light to them. Each attempt will take five actions, 2d6
wall, the only way to destroy them, other than I direct hit are rolled, if the combined score on the dice are equal or
with artillery - is to use an explosive charge. These will less than the number of figures in the unit - the building
either come in the form of a petard or simply a barrel of has caught fire. The damage to the building will be 1d6
powder with fuse attached. These devices must be carried points for each turn that the building is alit. Once the fire
to the target, usually by a volunteer. The weight of such is lit, the protagonists will automatically make a move
an item will be seven (and so the figures movement must away from the fire (up to basic move distance).
be adjusted accordingly).
If the buildings occupants try and put the fire out this will
As the explosives will be equipped with a timed fuse, reduce the effectiveness of the fire. Each turn that figures
damage will be tested for in the turn after the device has are employed with extinguishing the fire 1d6 is rolled. If
been placed (and the initiative for the device should the score exceeds the damage inflicted by fire that turn
also be determined - as with other timed fuses). 1d6 is - the fire as been put out. Note, the score to put out the
rolled in the following turn - a score of one means that fire cannot exceed the number of figures wholly occupied
something has gone wrong (fifty percent the fuse goes out with putting out the fire.

21
Morale
Each figure has a Grade Factor which ranges from two to the score is less - the unit continues to flee.
six. This factor is used when testing for morale. To test for
morale 1d6 is rolled for the unit in question. If the score Artillery Crew Morale
equals or exceeds the Morale Factor, the test has been Artillery crew must test for morale with each crew member
passed. If the score is less than the Grade Factor, the test that they lose. The crews Morale Factor will be one worse
has been failed. with each figure lost (i.e. morale factor four becomes
morale factor five). Crews that withdraw will abandon
A unit can only take one Morale Test per turn (although their guns, although they can return to them.
they can take a test to stand or a charge test and a morale
test in the same turn). If a unit suffers two kills during
separate phases of the turn, it is up to the opposing player Suppression
to choose when the test should be made. For example, Figures that are Suppressed will test for morale as if one
a unit is charging an opposing unit but suffers a kill from grade worse.
missile fire prior to contact. The unit then suffers another
kill during the combat. It is up to the defending player to Figures Outside of Unit Cohesion
choose when the opponent takes the test. The test can Figures that are testing for morale that are outside of unit
be made during the charge, this may mean that the unit cohesion range will count as one grade worse (i.e. factor
fails to charge home but if this is the case the attackers three becomes factor four).
will not have to test after the first round of close combat.
Alternately the defender could allow the charge to Morale Tests in Cover
continue without the morale test if the defender relishes Figures that are testing for morale when protected by hard
the combat, if so the morale test would have to occur after cover will count their grade as one better. Figures that are
the first round of combat. in cover or hard cover that fail their morale test will not
withdraw but will instead become Suppressed. However,
if the failed morale test results in a flee - they will still
Morale Results flee.
Morale tests are made for each figure affected. Failing
the Morale Test by one means the figure withdraws back
one inch, failing the test by two and the figure withdraws Morale Tests in Combat
two inches, failing the test by three the figure withdraws If figures are killed in close combat, the rest of the unit
three inches and failing the test by four or more means the and any nearby friendly units must test for morale. The
figure flees. side that lost the most figures in the combat that round
must test for morale first and will test as if one grade
worse. The side that lost the least figures will only have
Fleeing to test for morale if the opposing unit have not withdrawn
Units that flee will make an immediate basic move plus from the combat.
move bonus to the rear. In the following turn, when the
fleeing unit has the Initiative, a Morale Test is made, if For example, two units are in combat, Player A has lost
successful the unit stops fleeing, if unsuccessful the unit two figures that round, Player B has lost one. Player A tests
makes another move (plus move dice) to the rear and tests for morale first and has to withdraw the unit one inch.
for morale again in the following turn. If the unit contacts a Player B does not have to test as the opponent has already
table edge it is removed from play. Units that flee will have withdrawn.
a detrimental effect on nearby friendly units. The area of
effect for nearby figures is one inch per Morale Factor of
the unit. For example, a unit is fleeing past some friendly Officers Morale
figures, the friendly unit has a Morale Factor of five, if the All officers, irrespective of rank, will test for morale with
fleeing unit is within five inches of the friendly figures, the a grade factor of two.
friendly unit must take a Morale Test, if the fleeing unit is
more than five inches away, no test is required.

Rallying
Officers can attempt to rally fleeing units if they come
within command range of the officer. 1d6 is rolled, if the
score is equal or more than the fleeing figures Grade Factor,
the unit will halt and its figures will count as Suppressed. If
22
Army Morale
At some point during a battle it is possible that one side Reduce by 10% when these factors apply:
decides that it has had enough and will attempt to disengage Army has low supplies
from the enemy (especially during campaign games where Majority of army is Inexperienced or Raw
players may decide to pull troops out so that they can live In last battle, army reduced to Level Four
to fight another day). As an army suffers more and more
damage, it will become increasingly difficult to command Reduce by 20% if the following applies:
and the control that officers could expect at the start of In last battle, army reduced to Level Five or Six
the battle will begin to ebb away. For this reason, we need
to establish the Army Morale Level of each army that takes Increase by 10% for each of the following:
to the field. To begin with players simply count the number Army is well supplied
of figures in their army and then modify this number if the Majority of army is Veteran or Guard
following modifiers apply. Army remained at Level One in last battle

Army Morale Level Losses Effects


One 0 - 10% No effect on the army.
Two 11 - 15% -1 to die roll when testing for morale.
Three 16 - 20% As above and minus one action per unit.
Four 21 - 25% As above and an additionl -1 to all morale tests (total minus two).
Five 26 - 30% As above and count as one grade worse in close combat
Six 31% + As above and any failed morale test is an automatic rout (the figure flees).

Certain figure are more important than others and their Removing Figures
loss will have a correspondingly greater effect. Figures that have been killed or rout off the table will all
count towards the Army Morale Level. Figures that leave
Feldobrist/Fhnlein (flag is captured): 7 figures the table to pursue enemy units will also count as if killed
Locotenent: 6 figures (thus further reducing Army Morale) although they will
Major: 5 figures once again count as alive if they manage to return to the
Hauptmann/Rittmeister: 4 figures table (using a reinforce token for instance).
Feldweibel: 3 figures
Fhndrich/Leutnant/Kaplan/Trommler: 2 figures
Each artillery piece lost: 3 figures
Army Morale Effects
The effects of army morale (see table above) will be applied
to all units (infantry, cavalry, artillery) in the army.
Example
A fifty figure army, the majority of which are Experienced
that was reduced to Level Four in its last battle will have
one 10% modifier applied. This will reduce the army size
by 10%, so for the purposes of Army Morale, the army will
count as having only 45 figures (although of course this
does not affect the actual size of the army - no actual
figures will need to be removed). This armies Army Morale
Level would therefore look like this:

Level Losses From this example we can see


One 0 - 5 that this army will count as Level
Two 6 - 7 One if it doesnt lose more than
Three 8 - 9 five figures but will go on to
Four 10 - 12 Level Two if it loses between
Five 13 - 14 six and seven figures.
Six 15+

2
Army Morale
victory & defeat for example, one side must capture a bridge from the
Obviously, the objective in most battles is to defeat the enemy, if this is completed, the attacker has won. Other
opposing army, however, it is not always easy to determine conditions can be applied to specific scenarios provided
who has gained the upper hand at the end of play. For those that these are clearly expressed at the start of the game.
battles where the outcome is not obvious, players can tot-
up the points listed below to determine the winner. Players can allocate more than one victory point to an
objective if the objective takes precedence over others.
For example, there may be several objectives on the
victory points
table, but the most important is the bridge and if this is
At the end of a battle, players should run through the list
not captured the player cannot really claim a victory. In
of victory conditions adding or deducting any victory points
this situation, the bridge can be worth as many victory
as appropriate.
points, or more, than all of the other objectives.
Add one victory point:
The number of casualties that each side has lost will also
each objective (specified beforehand) captured
affect the outcome of the battle. For each difference in
Army Morale Level, the side that has been reduced the
Deduct one victory point:
most will be deducted one victory point.
each difference in Army Morale Level
each friendly officer killed or captured
For example, player one has had their army reduced to
Level Two, player two has been reduced to Level Four. This
Games that are based around specific scenarios can have
means that player two has lost two victory points.
clear victory conditions specified at the start of the battle,

2
Random Scenarios
This section can be used to create and develop some arrived on the battlefield at the start of the game, one
interesting skirmish scenarios. To do this, both sides draw third of all figures are missing and will only appear when a
one war-token each from the pack and reveal to the other Reinforce token is played.
side. The type of token drawn will determine the type of
scenario. Players should refer to the list below. Deserters
The player that draws this token forces some of the
Active Scenarios opponents figures to desert and come over to the
players side. One to ten figures will desert (randomly
Looters determined).
The player that draws one of these tokens must deploy
their force in a village area where they will begin the game Ferocity/Counter-Attack
engaged in gathering plunder or supplies. At least three Drawing these tokens means that the players army must
quarters of the figures will be in buildings searching for immediately launch an attack against the nearest visible
loot and any cavalry will be dismounted. enemy figure or tokens or prominent terrain feature if
nothing else is visible.
Find a Path
This tokens mean that the players army begins the game
crossing an area of difficult ground, they may be emerging Passive Scenarios
from a narrow defile, moving along a forest path or crossing
a bridge. Staggered/Unrest/Rally
The player that draws one of these tokens will discover
Ambush that their army is in poor shape. 1d6 units will be suffering
The player that draws one of these tokens can place up from Unrest (see War Tokens section).
to half of their figures in cover in order to ambush their
opponents. These hidden figures will be marked on the Leaders Drunk
players map and will not be visible to the opponent at the This token means that 1d6 of the armies officers are drunk
start of the game. Other figures will be placed on the table (test for each officer - see War Tokens section).
in the usual way.
Pay Day
Target Leader/ Dead Shot Drawing this token means that the players army is about
Sharpshooter to be paid. The army will be gathered around a village or
Drawing this tokens means that the opponents commanding baggage train (nice juicy objective for opposing force?),
figure will be immediately visible to the player and must all troops will count their Grade Factor as one better
be placed on the table within musket range (and arc of (provided the other side doesnt steal their pay).
fire/line of sight) of the players own troops.

Good Fortune Low Ammo


This token allows the player that drew it to choose any This token means that the army is being re-supplied with
token for themselves. For example, the player draws Good ammunition. Half of the figures will start the game low on
Fortune and selects Target Leader. ammo (minus one to all to-hit rolls in shooting). One to
six figures per turn can be re-stocked with ammunition if
Curse/Spy they remain within two inches of the ammunition supply
The player that draws one of these tokens can choose a and take no actions. Figures that are low on ammo count
token for the opposing side. The opponent must discard as one Grade Factor worse.
their own token and accept the choice imposed upon
them. For instance, the player has drawn an Ambush token The ammo wagons can be targeted by the enemy. If fired
but their opponent has a Spy, the opponent tells the player upon, a score of six to damage will blow it up. The blast
to stop planning the Ambush because their leader is now area will be double that of a mortar and damage will be
drunk! inflicted on a three or more. The opposing side can attempt
to capture the wagon and use it as a victory condition when
Reinforce determining the outcome of the battle.
This token means that not all of the players forces have
2
Random Senarios
Question Orders Indomitable/Bravery
If the player draws this token, no officers can add any Stalwart/Resolve
actions to the units that they command, this will last for Players that draw any of these tokens must defend a
1d6 turns. prominent terrain feature that is within their deployment
area, such as buildings or river crossing.
Mutiny
Drawing this token means that 1d6 units in the players
army is mutinying (see War Tokens section).
Active and Passive Scenarios
I have divided the scenarios into active and passive
categories. If both sides pick passive scenarios, for instance
Leaders Quarrel player one draws Leaders Drunk and player two Mutiny, the
Players that draw this token will apply the same effects game may lack a certain energy or purpose. One side will
as Question Orders, however, there is a chance that the spend much of the game trying to put down a mutiny while
officers disagreements will result in violence. Between their opponents will be too drunk to care. Scenarios where
two and four officers will be caught up in the quarrel. The one side draws a passive token and the other an active,
player must roll 1d6 and refer to the table below. or both sides draw active tokens will be easier to play
and more likely to provide a lively encounter, although
Die Roll Result of Quarrel if players think they can get a game out of two passive
0 Officers fight, see below tokens they are perfectly entitled to try!
1 Insults are exchanged, roll again next
turn but deduct one from the die roll Some scenario combination just wont work, for example
2 Quarrel continues, roll again next turn both sides draw Indomitable or Spy. In these cases, both
3 Quarrel ends with sulking, Question sides should discard their tokens and draw another each.
Orders state continues for one
more turn then ends
4+ Quarrel ends, Question Orders status is
removed and will not apply next turn

If the officers fight, the officer figures are paired off (or
two will fight one if numbers are odd). 1d6 is rolled for
each officer, if one side scores more than the other, the
leader that scores the least will lose the fight and be
slightly injured. If this is the commanding officer he will
leave. If this is a subordinate officer - he will leave also.
If one side scores double, the losing officer is Injured (or
suffers a wound) and if one side scores more than double,
the officer is killed (or suffer a wound). Officers that leave
will take one to six figures (or their entire bodyguard if
they have one) with them. If the officers both roll the
same number the fight will be broken up before any injury
is sustained but another test will be made on the table
above next turn (at minus one).

Damaged Carriage
Powder Explosion/Barrel Burst
Drawing any of these tokens means one of the armies
artillery pieces has become stuck in a muddy road or
become damaged and immobilised in some way. The player
must roll 1d6 at the end of each turn, a score of six or more
will free the gun and allow it to progress or be unlimbered
if the player wishes to use it.

2
Terrain
Generating BAttlefield Terrain Water
If players are not re-fighting an historical battle where If this option is selected, roll another d6 and refer to the
the terrain is known they can generate their own terrain. table below.
Both sides take it in turns to roll 2d6 (the side with the
most figures goes first), the dice are rolled on the playing Die Roll Water Type
area, roughly where the player wants the terrain feature 1 Ditch
to be. Where the dice have landed, the player places 2 Stream
a ruler or tape measure over both dice so that a line is 3 Fordable River
made between both points. Along this line is measured the 4 Major River
distance indicated by the combined score of the dice, for 5 Marsh
example seven inches if a three and a four are rolled. This 6 Bog
measurement is taken from the dice with the highest score
and is measured away from the dice with the lowest score. Crossing a ditch will halve the movement dice for any figure
This point is where the terrain feature will be placed. crossing it, crossing a stream will require a terrain test.
At this stage the player then rolls 1d6 to determine the
type of terrain that will be positioned there. If a double A fordable river can be crossed in 1d6 locations. If an
is rolled on the two dice - the terrain will be placed in umpire is running the game, the umpire will determine
between both dice. their location and only reveal them to players with figures
within twelve inches or if a Scouting token is played on
Die Roll Terrain Type a particular spot. Crossing a fordable area will require a
1 Hill terrain test. Fordable areas will be 1d6 inches wide.
2 Water
3 Building Major rivers can only be crossed by bridges and there will
4 Wood be between one and two bridges crossing the river on the
5 Road battlefield - the locations of which will be known to both
6+ Player choose sides. Marshes and bogs will have areas of wet ground that
will require a terrain test when figures cross. Marshes will
Hill be about twelve inches across and bogs twenty four.
If this option is selected, roll another d6 and refer to the
table below. Players will also have to determine the direction of any
ditches, streams and rivers (see later section in this
Die Roll Hill Type chapter).
1 Large gentle slopes
2 Small with 1-3 steep slopes
3 Large with 1-3 steep slopes Building
4 Long ridge, mostly gently slopes If this option is selected, roll another d6 and refer to the
5 Long ridge, mostly steep slopes table below.
6 Small gentle slopes
Die Roll Building Type
Small hills should be about twelve inches across, large hills 1 Ruined stone building
around twenty four inches and ridges will stretch across 2 Small ruined farm
one entire length or across the width of the table (which 3 Large ruined farm
ever is the nearest table edge). The type of slope (i.e. 4 Ruined village
gentle or steep) will only be determined when one side 5 Old ruined castle
moves a general or unit within twelve inches of it, or if a 6 Ruined wooden building
player players a Scouting token on the feature (randomly
determine which of the hills four sides is steep or not). Wooden buildings will provide cover for occupants and
stone buildings will provide hard cover. Runied farms will
Gentle slopes will halve the movement die roll of any be surrounded by hedges and stone walls offering a range of
troops moving up or down it. cover and hard cover. Small farms should be no more than
twelve inches across, large - twenty four inches across.
Steep slopes will require a terrain test for any figures Ruined villages are the same as farms in appearance and
moving on them. effect but will extend along the entire table edge (which

2
Terrain
ever is nearest). Ruined castles can occupy an area up Roads may be hedge lined. Players should roll 1d6 for their
to twenty four inches across and can contain substantial road, a score of four or more means that it is partially
areas of thick medieval walls, unexplained mounds and the hedge lined, another d6 is rolled and the score is multiplied
remains of moats. by four - this is the number of inches that hedges flank
each side of the road. There is also a chance that roads
Wood may have sunken sections, if a six was rolled when testing
If this option is selected, roll another d6 and refer to the for hedges - there will be a sunken section too (no more
table below. than twelve inches long) its location randomly determined
by the umpire and hidden from the players until a Scouting
Die Roll Wood Type token is played or a figure comes within six inches of the
1 Large area of scrub road. Hedges provide soft cover for those in contact with
2 Small area of open wood it and sunken roads provide cover.
3 Large area of open wood
4 Small area of dense wood
5 Large area of dense wood Hidden Terrain
6 Small area of scrub Certain features such as fords and sunken roads may be
hidden from the players at the start of the game. If an
Small areas will be about twelve inches across, large areas umpire is running the game the umpire can locate the
twenty four inches across. Scrub land does not block line feature without the other players knowing.
of sight but will halve the movement dice of figures moving
across it.

Visibility in open woods is up to twelve inches and six Terrain Direction


in dense woods. A terrain test is required when moving Features such as roads, ditches and rivers have a direction
through dense woods. and entry/exit point from the gaming table that needs
to be determined. Once the location of the feature has
been found the player rolls another 2d6, this will give the
Road direction (using the same method that placed the terrain
If this option is selected, roll another d6 and refer to the initially). Players must make several rolls to give the
table below. feature a couple of realistic curves before it leaves the
table.
Die Roll Road Type
1 - 3 Poor quality road Building Interiors
4 - 5 Road In skirmish games troops can access areas that may be off-
6 Good quality road limits in bigger battles. If the terrain includes buildings it is
useful if figures can be placed inside the building interior.
Movement along or across poor quality roads will halve Buildings that have a removable roof or upper storey allow
the movement dice of the figures on it. Roads apply no players to place figures inside and can even allow the
modifiers and good quality roads add an extra two inches battle to continue inside these spaces. It also means that
to figures moving along them (for limbered artillery see the location of doors and windows can be used as points
Movement chapter). from which figures can fire from. If there is no window in a
particular wall - then no one is going to fire from it.

2
Army Lists
This section provides players with a guideline for the type Danish Army
of troops they will have available to them depending on The Danish army will have the following standard troop
which army they prefer to field. For additional material types available:
players can refer to the army lists shown in the various Danish, German, English, Scottish and Dutch Infantry
Father Tilly supplements. (Muskets & Pike)
Mounted Arquebus
Horse
Imperial/Catholic League Army Cuirassier
The Imperial/Catholic League army will have the following
standard troop types available: The following specialist troops will also be available:
Infantry (Muskets & Pikes) Jger
Mounted Arquebus Shtzen (foot armed with arquebus)
Dragoon Trabanten
Horse
Cuirassier
Cossack (mounted or foot) Brunswicks Army
Brunswicks army will have the following standard troop
The following specialist troops will also be available: types available:
Jger German Infantry (Muskets & Pike)
Shtzen (foot armed with arquebus) Mounted Arquebus
Sturmtruppen (sword & bucklermen, halberdiers) Horse
Trabanten
Plndern (Croat Horse) The following specialist troops will also be available:
Jger
Shtzen (foot armed with arquebus)
Bohemian Army Trabanten
The Bohemian army will have the following standard troop
types available: Spanish Army
Bohemian Infantry (Muskets & Pikes) The Spanish army will have the following standard troop
German and Dutch Infantry (Muskets & Pike) types available:
Mounted Arquebus Infantry (Muskets & Pikes)
Horse Mounted Arquebus
Cuirassier Dragoon
Hungarian Hussar Horse

The following specialist troops will also be available: The following specialist troops will also be available:
Jger Jger
Shtzen (foot armed with arquebus) Shtzen (foot armed with arquebus)
Trabanten Sturmtruppen (sword & bucklermen, halberdiers)
Trabanten

Mansfelds Army
Mansfelds army will have the following standard troop Danish Army
types available: The Danish army will have the following standard troop
German, English, Scottish, French, Dutch, Danish Infantry types available:
(Muskets & Pikes) Swedish, German, Scottish Infantry (Muskets & Pike)
Horse Horse
Dragoon
The following specialist troops will also be available:
Jger The following specialist troops will also be available:
Shtzen (foot armed with arquebus) Jger
Trabanten Shtzen (foot armed with arquebus)
Trabanten

2
Army Lists
French Army
The French army will have the following standard troop As we can see from these lists, most armies can field most
types available: stuff, although the Catholic armies seem to have a greater
Infantry (Muskets & Pikes) variety, especially in cavalry. I have also given the Catholic
Mounted Arquebus (Carabiniers) armies a greater variety of specialist troops too. Its not
Cuirassier (Gendarmes) just that I am biased, its just that I havent found any
Dragoon references to Swedish sword and buckler units for instance,
Horse however, if people insist that they existed (and they can
convince their opponent - then they can use them!
The following specialist troops will also be available:
Jger Players also have a great deal of flexibility about which
Shtzen (foot armed with arquebus) armies their units can fight for. For example, if players
Trabanten have Scottish infantry, they can fight under a number of
banners - Swedish, Danish, Mansfelds

Swedish Army
The Swedish army will have the following standard troop Troop Quality
types available: Players can refer to the Father Tilly army lists for an idea
Swedish Infantry (Muskets & Pikes) about the troop quality of the units that they are fielding.
German and Scottish Infantry (Muskets & Pike) Obviously, most Spanish and Swedish infantry will be at
Horse (Swedish, Finnish, German) least Experienced if not Veteran, and Bohemian rebels
Cuirassier (Livonian) are likely to be less experienced. However, players should
Dragoon not worry too much about such limits. Escalade is a set
of skirmish rules to fight skirmish battles and it can be
The following specialist troops will also be available: argued that the troops involved in such actions have been
Jger (foot and mounted) selected especially for their experience and talent with
Shtzen (foot armed with arquebus) this type of warfare. Most armies could therefore find just
Trabanten about enough suitable manpower for such encounters even
if overall the army was of dubious quality.

0
Officers Profile
Command Skills 6 Excellent Add four inches to commanders
Each army will have one figure in overall command, this command range.
will be the highest ranking figure in the force present.
7 Superb Add six inches to commanders
The skill of this commander has four aspects: Command,
command range.
Authority, Tactics and Strategy. Players need to roll 1d6 for
each of these aspects. If a six is scored on one skill, plus
one is added to the next die roll. If a one is rolled, one Die Roll Tactics Effect
is deducted from the next roll. Note, players can choose
0 Poor Commander receives a war-token
which order they roll for their skills - they dont have to
only if a double six is rolled
roll for command first.
during initiative.
1 Low Commander receives a war-
Die Roll Command Effect token only if a six is rolled for
0 Poor Command dice are rolled one at initiative.
a time with the unit to receive 2 - 4 Average Commander will receive one war-
the dice specified before the dice token per turn.
are rolled. Opposing player can 5 Good Commander will receive one war-
re-arrange all command dice if of token per turn or two if superior
superior command skill. tactics to opposing commander.
1 Low Command dice are rolled one at 6 Excellent Commander will receive two war-
a time with the unit to receive tokens per turn.
the dice specified before the
dice are rolled. Opposing player 7 Superb Commander will receive three
can re-arrange up to half of war-tokens per turn.
the command dice if superior
command skill. Die Roll Strategy Effect
2 - 4 Average Command dice are rolled one at 0 Poor Commander can hold up to one
a time with the unit to receive war-tokens at any one time.
the dice specified before the dice
are rolled. 1 Low Commander can hold up to two
war-tokens at any one time.
5 Good Half command dice can be
allocated to units of players 2 - 4 Average Commander can hold up to three
choice, other half are rolled one war-tokens at any one time.
at a time (see average) 5 Good Commander can hold up to four
6 Excellent All command dice are rolled at war-tokens at any one time.
the same time, the player can 6 Excellent Commander can hold up to five
allocate any dice to any unit in war-tokens at any one time.
their command. 7 Superb Commander can hold up to six
7 Superb Player chooses the command war-tokens at any one time.
dice scores rather than rolling for
them (from one to six).
Physical Skills
Die Roll Authority Effect All Officers are considered to have higher combat abilities
than most soldiers and in these rules that means that
0 Poor Deduct four inches from officers can take more damage and deal more out. For
commanders command range. each officer figure in the army (apart from drummer-boys),
1 Low Deduct two inches from roll 1d6 for each of the physical skills. If a six is scored
commanders command range. on one skill, plus one is added to the next die roll. Note,
2 - 4 Average No command range modifier. players can choose which order they roll for their skills -
they dont have to roll for attacks first.
5 Good Add two inches to commanders
command range.

1
Officers Profile
Attacks Combat
The officer is likely to be a skilled swordsman and can use This is the Combat Factor of the Officer, the minimum score
more than one dice in combat (in effect the figure counts required to inflict a hit in combat (see Combat section
as more than one figure in combat). earlier in the rules).

Life Die Roll Attacks Life Combat


Officers may be able to sustain more damage than most 1 1 1 4
regular soldiers, maybe its the quality of their armour or
2 2 2 3
their higher motivation but some officers can ignore one
or more hits that would kill or injury other soldiers. For 3 2 2 3
example, an officer with two life points will need to 4 2 2 3
receive two kill results before they are killed and removed 5 2 2 3
from play. If such an officer figure receives an injury
result, the player can count this as one of their life points 6 3 3 2
used or suffer the effects of the injury instead - it is the 7 4 4 1
players choice.

2
War Tokens
War Tokens are a vital aspect of the rules. From the example R: Rally, this option allows the player to roll extra dice
below we can see that they contain a lot of information. when attempting to Rally fleeing figures. For example R2
allows the player to roll two extra d6 and take the best
Leader A1 Deploy 3 result.

Initiative
FEROCITY Using the Initiative aspect of the token allows the player
to deliver extra actions to a unit during their phase. For
example, a unit has three actions for that phase but an
Initiative 2 Morale 1 Initiative 3 token is played, the unit now has six actions to
use that turn (and the initiative sequence is not affected
by the additional actions).
War Tokens are awarded to players during the game and
are then used by players to enhance the performance of Deploy
their troops and improve their chances of winning. This aspect of the token can only be used at the very start
of the battle, before figures are placed on the battlefield.
The central text of the token is its main subject. From The number represents the number of additional single
the example shown above, this is FEROCITY. The main figures (dummy markers) that the army can field.
subject of the War Token will vary from card to card. In
each corner of the token is a sub-heading such as Leader
or Initiative - each token will have the same sub-heading Morale
although the values will change, for example Initiative 2 This factor shows the number of extra dice that can be
and Initiative 3. rolled when a unit is taking a morale test (taking the best
result).

Command Range
When using War Tokens, the recipient of the token must
be within command range of the officer that is delivering Playing War Tokens
them. If the recipient of the token is to be an enemy Tokens are dealt at the start of the turn. Tokens can be
unit - there is no limit to the range that the token can be played at any point during the game during the players
employed. phase or during the opponents, however, only one token
can be played on one unit per phase.
Leader
Using this aspect of the token allows the player to improve Used or discarded tokens are placed on the discard
the actions of a friendly officer. The number is the number pile which will be shuffled and re-used if and when the
of extra d6 that can be rolled for any one single die roll remaining tokens are all used.
(taking the best score from the dice rolled)
Resolve
A: Attack, this is the number of extra dice that can be Playing this token on a unit means that it can ignore a
used by the officer when testing to hit in combat, thus the morale check it is about to take (but not a charge or stand
player can roll an extra 2d6 in combat with A2. test).

M: Move, the officer encourages his unit to make an extra Bravery


move. For example, M2 allows the player to roll two extra Playing this token on a unit means that it will automatically
movement dice and add the total to the units move. The pass a test to stand.
maximum a foot unit can move with this bonus is fifteen
inches or thirty for cavalry. Indomitable
Playing this token means that one kill result on a figure can
V: Volley, the officer organises his unit to deliver an be ignored.
effective volley from his missile troops. This has the effect
of allowing extra dice to be rolled to hit the enemy (this Rally
does not mean that figures take extra shots, the player Playing this token means that one unit can automatically
takes the best results instead). pass a rally test.


War Tokens
Sharpshooter Powder Explosion
Playing this token means that one figure firing small arms Burst Barrel
will gain an extra d6 when testing to hit, both scores are Damaged Carriage
added together. Playing these cards on an enemy gun will cause the
opposing player to test for damage against the gun (see
Dead Shot Shooting section).
Playing this token means that one figure that has scored
a hit when shooting with small arms will gain an extra d6 Difficult Ground
when testing to damage, both scores are added together. This token must be played on an emeny unit about to move
(not charge). The moving unit will move as if crossing
Ferocity terrain. If the unit is already crossing terrain the opposing
Playing this token enables the player to re-roll all missed player must roll 2d6 for the move test (and take the worst
hits for one unit in one combat (not scores that equal the result). This token can be played against reinforcements,
opponents). the effect of this will be to delay their arrival by 1d6
turns.
Stalwart
Playing this token forces the opposing player to re-roll all Scouting
hits in one combat. Playing this token shows that the player has scouted the
area with some success. Playing this card immediately
Counter Attack after an opponent plays a Ambush or Difficult Ground will
Playing this token allows the player to interrupt the negate the effects of these tokens. Ambushers are pushed
opponents phase and activate one of their own units back 2d6 inches and will be unable to fire.
outside of the normal sequence. For example, an opposing
unit with an initiative score of three was about to be
activated, the player plays the counter-attack token Question Orders
and activates their unit that had intiative five. After this Playing this token on an enemy officer will mean that the
unit has been activated, the normal sequence of initiative unit that the officer is attached to will only be able to use
is returned to. one action that turn (note, this does not alter the units
initiative for that turn).

Pay Day Mutiny


This token will negate the effects of a Mutiny and Unrest This token must be played on a unit before it has had a
card if played immediately afterwards. chance to move in the game. Violent disorder will break
out within the ranks. 1d6 is rolled by the player and the
Ambush opponent, if the player who deployed the token scores
This token must be played on a friendly unit that is in more than the opponent, the difference in scores is the
an ambush position (is represented by a single figure or is number of figures in the units that have suffered hits in
hidden). If played, it means that the ambushing unit gain close combat. After this is tested for, the mutiny is assumed
a plus one bonus to hit if shooting or count as one grade to be over.
better if charging.
Unrest
Find a Path Playing this token makes a violent argument breakout within
Playing this token on a unit allows it to move through an the ranks of an enemy unit. This token must be played on
area of terrain without the usual movement penalties. a group that has not yet moved (as with Mutiny). A morale
test is made immediately after the token is played, if the
Looters test fails the group can take no actions that turn, if the
When played on an enemy unit the opposing player must test is successful the unrest ends with no effects applied.
test against the figures morale, if unsuccessful the unit will If the unrest continues into the next turn, another failed
leave the table by the shortest route (at maximum move morale test means that the unrest continue.
rate) in search of loot. The unit will not reappear before
the end of the battle unless a Reinforce token is played. Leaders Drunk
This token must be played on an enemy officer before it has
taken any actions. 1d6 is rolled to determine the random

War Tokens
effect. Drunken leaders cannot gain or use tokens. be modified by armour.
1 - 2 Question Orders.
3 Mutiny (nearest friendly unit). Good Fortune
4 Unrest (nearest friendly unit). Playing this token will redirect the effects of Mutiny,
5 - 6 Leaders Quarrel. Unrest, Curse and Artillery Catastrophe tokens so that the
player who played the card, for example Mutiny, suffers the
Leaders Quarrel effects of a mutiny on one of their own units! This token
This token can only be played on enemy officers that are can also be used to cancel out the effects of Sharpshooter,
within six inches of each other. If played - neither officer Dead Shot and Traitor tokens.
can use any tokens during that turn.
Spy
Target Leader This token can be used in one of two ways - to find out about
Playing this card on an enemy officer means that the officer enemy troops (the opponent must reveal the morale and
figure is more likely to be hit if attached to a unit (see Risk combat factors of one unit) or to take a token (randomly
to Officers in the Shooting section). selected) from the opposing leader figure.

Low Ammo Traitor


This token must be played on a unit that is about to fire. When this token is played, the opposing player takes the
The unit can still fire but any missed shots mean that the Traitor token and swaps it for one of their own (randomly
firing figure moves back the number of inches rolled one selected). The player then holds this token and cannot
the to hit dice and counts as Suppressed (the figure has discard unless discarded with a Good Fortune token. When
fallen back to collect more ammo). The effect only lasts this token is held, the player must hand over one of their
one turn. tokens to the player that originally gave them the Traitor
- each turn.
Reinforce
Playing this token allows players to bring onto the table Curse
(on the players rear edge) any eligible reinforcements This token must be played on an opposing leader. Once
they may have - or any looters or pursuers that may have played this will mean that the next negative result suffered
left the table (at the same point that they left the table). by any troops in that command will be made one worse.
When reinforcements arrive, they are placed on the table For example, a unit loses one figure during shooting - with
edge and cannot move that turn and cannot appear within a Curse the unit would lose two figures, or a figure fails a
twelve inches of enemy troops. morale test by one - with a Curse, the test is failed by two.
Once the effect has been applied the Curse is lifted and
Misfire the token is discarded.
This must be played on an enemy figure with a firearm that
is about to fire, the opponent rolls 1d6, a score of one to If the Curse token is discovered in a players hand (by the
three and the weapon has misfired (the figure becomes use of a Spy token) the effect of the Curse is played on the
suppressed). If the figure is armed with a wheel-lock or holder of the token and not the player who discovered it.
rifled weapon, a score of one to four will cause the weapon
to misfire. If the figure is armed with a firelock - a score of Note, a Good Fortune token can put the effect of the Curse
one to two will cause a misfire. back on the player that initially deployed it. Curse tokens
cannot be discarded without being used for example, if
Dodge the officer holds too many tokens.
This token must be played on a friendly figure that has just
been shot but before any damage is tested for. A Grade Test
must be made - if successful the figure is un-harmed but Deserters
will be Suppressed, if unsuccessful the damage is worked This token must be played on an opposing unit before it has
out in the usual way. had a chance to move. The selected unit will immediately
suffer from deserters and will have 1D6 figures removed
Weak Spot from it. The type of unit that this can be played on will
This token will be played against an armoured target that not be a veteran or elite unit (if this type of unit has been
has been shot or hit in melee, the damage die roll will not selected the token fails to work).


War Tokens
The deserting figures are then placed in the ranks of the Generals & Army Tokens
opposing army (the army belonging to the player who Players of Father Tilly are likely to have a number of tokens
played the token), attached to a unit of similar type. The that represent particular generals and armies, such as the
new figures will assume the Grade Factor of the unit that Imperial Army token that represents the Imperial army
they are placed with. The deserters cannot be placed in a or the Father Tilly token that represents that particular
unit with a superior grade. general. Players can include these in Escalade games if the
particular army or general is present.
Feigned Retreat
This token can be played on a friendly unit that has just Playing these tokens has the same effect as described in
failed a morale or evade test and is being pursued by Father Tilly. When a player uses one of their own tokens (the
opponents. The retreating unit will immediately turn player commanding the Swedish force gets the Swedish
round once the pursuer has finished their move and fire on Army token) they can play it as if it were a Resolve token
their pursuer. Each figure can fore one un-aimed shot with or Bravery, Indomitable, Rally, Sharpshooter, Dead Shot,
no penalty for moving! Ferocity, Stalwart, Counter-Attack,Pay Day, Ambush, Find
a Path, Scouting or Reinforce token.
Staggered
This token must be played on a unit that has just been When a player plays one of the opposing sides tokens, i.e.
fired on and has suffered two or more kills. If this occurs the Catholic League player plays Mansfelds army token,
the unit is moved back two inches for each figure killed. the token can be used as if it were one of the following -
The number of kills that the unit actually receives will be Looters, Powder Explosion (etc), Difficult Ground, Question
limited to one figure (falling back reduces the damage). It Orders, Mutiny, Unrest, Generals Quarrel, Generals Drunk,
can be played on enemy units to prevent them charging or Target General, Leader Killed, Low Ammo, Spy, Traitor, or
on friendly units to limit the damage that they receive. Curse.


...and finally
Did I manage to Cover Everything?
I doubt it! If players (when players!) come across situations
that are not covered in the rules they can of course add
their own rules as long as both sides are in agreement.
If players can find solutions to problems by using existing
rule mechanics - that will probably make things easier. For
example, a figure is engaged in close combat on top of a
town wall, the figure is pushed back - off the edge of the
wall! Players can use the falling off horses rule, this bases
the figures chance of survival on its Grade Factor. If the
wall is particularly high - the figures Grade Factor can be
reduced.

The figures Grade Factor can be used as a test for all sorts
of situations, the difficulty of the situation will modify the
Grade Factor.

Any Questions?
If players are unsure about any aspect of the rules they
can contact me through the Father Tilly Yahoo Group were
hopefully I shall be able to answer any questions and clarify
any points.


Small Arms Weight Range Factor UA Range Factor A Max Range Actions UA Actions A ROF
Pistol - 1 10 3
Arquebus/Carbine 1 1 2 20 1 2
Heavy Carbine/Caliver 2 1 2 30 1 2
Heavy Musket/Spanish 4 2 5 30 2 3 1
Light Musket/Swedish 2 2 3 30 1 2 2
Musket 3 2 4 30 1 2 1
Long Musket 4 2 5 40 2 3 1
Rifled Carbine 1 1 3 20 1 2 1
Rifled Musket 4 2 6 50 2 4 1
Eastern Bow 2 2 3 20 1 4
Javelin 2 1 10 3
Officer Command Description
Hauptmann/Rittmeister 12 Allocate actions to a friendly unit with the use of War Tokens.
Leutnant 10 Allocate one action per turn to a friendly unit.
Feldweibel 6 As above and figures within CR choose move bonus distance.
Profoss 6 Figures within CR tests for morale using two dice (taking the best result).
Fhndrich 6 Allocate one action, increase morale in morale tests, increase CR.
Trommler - Increase CR and increase basic move by one inch.
Kaplan 6 Allocate one action and improve recovery rolls.

Weapon Type Injure Kill Weapon Type Injure Kill


Lance armed cavalry charging 0 1+ Single handed weapon/pike 2 3+
Polearm 1 2+ Clubbed musket/farm tool 2 3+
Cavalry charging 1 2+ Improvised weapon 3 4+
Pike receiving cavalry charge 1 2+

Modifier Required Score Modifier Required Score Shooting Modifier


Soft cover +1 Buff Coat & Breast Plate +2 Target or shooter made basic move -1
Cover +2 Half Plate +3 No LOS to target at start of turn -1
Hard cover +3 Three Quarter Plate +4 Target about to contact shooter -1
Buff Coat +1 Bullet-proof shield +1 Target or Shooter moved with move dice -2

CinC Command Authority Tactics Strategy Attacks Life Combat Armour Move

Officer Attacks Life Combat Armour Move Officer Attacks Life Combat Armour Move

Unit Type Grade Weapon Armour Move Unit Type Grade Weapon Armour Move

Stage One Stage Two Stage Three Stage Four Stage Five Stage Six
Army Morale
Leader A1 Deploy 3 Leader M2 Deploy 2 Leader A2 Deploy 2

FEROCITY FEROCITY RALLY

Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 3 Morale 2

Leader M3 Deploy 1 Leader V1 Deploy 3 Leader A3 Deploy 1

RALLY STALWART STALWART

Initiative 1 Morale 3 Initiative 2 Morale 1 Initiative 1 Morale 3

Leader In1 Deploy 3 Leader V2 Deploy 2 Leader In2 Deploy 2

INDOMITABLE INDOMITABLE RESOLVE

Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 3 Morale 2

Leader V3 Deploy 1 Leader In3 Deploy 1 Leader R1 Deploy 3

TARGET COUNTER COUNTER


LEADER ATTACK ATTACK

Initiative 1 Morale 3 Initiative 1 Morale 3 Initiative 2 Morale 1


Leader M1 Deploy 3 Leader R2 Deploy 2 Leader R2 Deploy 2

SHARPSHOOTER SHARPSHOOTER BRAVERY

Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 3 Morale 2

Leader M1 Deploy 3 Leader M2 Deploy 2 Leader R3 Deploy 1

BRAVERY DEAD SHOT DEAD SHOT

Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 3

Leader M3 Deploy 1 Leader A1 Deploy 3 Leader M3 Deploy 1

SCOUTING RALLY PAY DAY

Initiative 1 Morale 3 Initiative 2 Morale 1 Initiative 1 Morale 3


Leader V2 Deploy 2 Leader A3 Deploy 1 Leader V1 Deploy 3

AMBUSH FIND A PATH LOOTERS

Initiative 3 Morale 2 Initiative 1 Morale 3 Initiative 2 Morale 1

Leader V3 Deploy 1 Leader In1 Deploy 3 Leader V2 Deploy 2

POWDER BURST DAMAGED


EXPLOSION BARREL CARRIAGE

Initiative 1 Morale 3 Initiative 2 Morale 1 Initiative 3 Morale 2


Leader In1 Deploy 3 Leader V2 Deploy 2 Leader A3 Deploy 1

MUTINY UNREST CURSE

Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 1

Leader A3 Deploy 1 Leader A2 Deploy 2 Leader M3 Deploy 1

SPY REINFORCE REINFORCE

Initiative 1 Morale 3 Initiative 3 Morale 2 Initiative 1 Morale 3

Leader A1 Deploy 3 Leader M2 Deploy 2 Leader A1 Deploy 3

GOOD LOW LOW


FORTUNE AMMO AMMO

Initiative 2 Morale 2 Initiative 3 Morale 2 Initiative 2 Morale 1

Leader R1 Deploy 3 Leader In3 Deploy 1 Leader R1 Deploy 3

TARGET LEADERS QUESTION


LEADER DRUNK ORDERS

Initiative 2 Morale 2 Initiative 1 Morale 3 Initiative 2 Morale 1

Leader R2 Deploy 2 Leader In1 Deploy 3 Leader A3 Deploy 1

LEADERS DODGE WEAK SPOT


QUARREL

Initiative 3 Morale 2 Initiative 2 Morale 1 Initiative 1 Morale 3


Leader M3 Deploy 1 Leader V2 Deploy 2 Leader A3 Deploy 1

TRAITOR MISFIRE LEADERS


DRUNK
Initiative 1 Morale 3 Initiative 3 Morale 2 Initiative 1 Morale 3

Leader R3 Deploy 1 Leader R3 Deploy 1 Leader A1 Deploy 3

DIFFICULT FEIGNED DESERTERS


GROUND RETREAT
Initiative 1 Morale 3 Initiative 1 Morale 3 Initiative 2 Morale 1

Leader A3 Deploy 1

STAGGERED

Initiative 1 Morale 3
Small Arms Weight Range Factor UA Range Factor A Max Range Actions UA Actions A ROF
Pistol - 1 10 3
Arquebus/Carbine 1 1 2 20 1 2
Heavy Carbine/Caliver 2 1 2 30 1 2
Heavy Musket/Spanish 4 2 5 30 2 3 1
Light Musket/Swedish 2 2 3 30 1 2 2
Musket 3 2 4 30 1 2 1
Long Musket 4 2 5 40 2 3 1
Rifled Carbine 1 1 3 20 1 2 1
Rifled Musket 4 2 6 50 2 4 1
Eastern Bow 2 2 3 20 1 4
Javelin 2 1 10 3

Shooting Modifier Target Damage Modifier Required Score


Target or shooter made basic move -1 Soft cover (undergrowth, trees) +1
No LOS to target at start of turn -1 Cover (wooden fences) +2
Target about to contact shooter -1 Hard cover (stone or thick wood) +3
Target or Shooter moved with move dice -2 Target has Buff Coat +1
Buff Coat and Breast Plate +2
Basic Damage Score in Shooting Injury Kill Target has Half Plate +3
Damage score of - 4 5 - 6 Target has Three Quarter Plate +4
Target has bullet-proof shield +1

Artillery Type Canister Hit Dice Max Canister Range Shot Hit Dice Shot Area Actions Cost
Regimental/Galloper Gun 2d6 12 4d6 1 5 20
Falconnet 2d6 14 5d6 1 6 22
Falcon 3d6 16 5d6 2 7 24
Minion 3d6 18 6d6 2 8 26
Saker 3d6 20 7d6 2 9 28
Demi-Culverin 3d6 22 8d6 2 10 30
Culverin 4d6 24 8d6 2 11 32
Demi-Cannon 4d6 26 6d6 3 12 34
Cannon 5d6 30 5d6 3 13 36

Weapon Type Injure Kill Weapon Type Injure Kill


Lance armed cavalry charging 0 1+ Single handed weapon/pike 2 3+
Polearm 1 2+ Clubbed musket/farm tool 2 3+
Cavalry charging 1 2+ Improvised weapon 3 4+
Pike receiving cavalry charge 1 2+

Army Morale Level Losses Effects


One 0 - 10% No effect on the army.
Two 11 - 15% -1 to die roll when testing for morale.
Three 16 - 20% As above and minus one action per unit.
Four 21 - 25% As above and an additiona -1 to all morale tests (total minus two).
Five 26 - 30% As above and count as one grade worse in close combat
Six 31% + As above and any failed morale test is an automatic rout (the figure flees).

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