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Transylvanian

George Radoczsy and his army rendezvous with Karl X and his army of 7,000 Swedish cavalry and Dragoons

Transylvanian Army 1655-1658


Characters: Duke, General, Army Standard Bearer, Protestant Minister, Boyars and Master Gunner.
Core Units: Light Hussars, Wallachians Transylvanians and Moldavians, Haiduks and Peasant Foot (Levy).
Special Units: Heavy Hussars, Retainers and Croats.
Rare Units: Peasant shot units and light artillery.
Mercenaries: may spend 20% on the following Mercenaries;
German Mercenary Harquebusiers and German Mercenary Foot Regiments.

Allies: may choose 20% of army from one or both of these lists;
Reliable Allies:
Sweden - Colonel, 1-2 Swedish cavalry, 0-1 Finnish Hackapells and 1-2 Swedish Dragoon units*.
Cossacks - Ataman, 1-2 Zaporozhti and other Cossack cavalry units, 0-2 Zaporozhti and other Cossack foot, wagon
tabor*.

*Allied units are listed under respective national lists.

Special rules:
Reliable Allies: If reliable allies are chosen, there must be at least one allied character to lead these contingents,
they can use the army general and battle standard bonus.

Units and Leaders: All units can have only one character as well as a leader.

Light Lance/Thrusting Spear: Gives S+1 when charging or counter charging and can be used throughout the
game (WECW p.46). The Light Lance/ Thrusting Spear armed unit always fights first against units not similarly
equipped, if the opposing is armed with the Light Lance/ Thrusting Spear the unit that charged first will fight
first. If charging/counter charging then the first round of combat is always fought with the lance/thrusting spear,
if hand-to-hand combat lasts a second round then the unit may use Light Lance/sword and pistols if so equipped.

Salvo Fire: Veteran units may use salvo fire (+2pt).


Half pike: Gives all the advantages of a ordinary pike but always fights with a maximum of 2 ranks. The
Cossack Rebels, hastilly raised levies in the Muscovite, Ottoman and Translyvanian armies are the only armies
to use this weapon.

Mixed Formation: Some units may use mixed formation with differently equipped troop types in the same unit,
typically archers take up the rear ranks of the unit. This was especially common with the poorer equipped units
of Cossack, Ottoman and Transylvanian armies.

This is represented as follows:

• The archers are treated as normal troops for the purposes of movement and rank bonus.
• The archers may shoot using the Massed archery rules below, as well as any special rules that may
apply to that unit.
• A unit may use stand and shoot or fire and flee using massed archery.
• All missile hits on the unit use the saving throw of the majority of the models in that unit. Any models
that fail their saving throw are removed from the unit in roughly equal proportions.
• In close combat, hits on the unit should be taken by whatever models are in contact with the enemy
attackers.

Eastern Shock Cavalry:


1. May FBIGO if they win a round of close combat, but fail to either break the enemy or force it to fall
back. The withdrawal must be declared immediately after the enemy has passed its Break test. It is
made like a normal fall back move.
2. Unit may re-roll hit dice that miss once per game, unit can only do this when they charge or counter
charge.
3. May count rank bonus of +1 when they charge.
4. When fighting Gallopers, Eastern Shock Cavalry will automatically break from a lost combat on a D6
roll of 1-3 but a roll of 4-6 means that a normal break test is taken using all the combat results.

Feigned flight: If a unit flees or fires and flees as a charge reaction, they rally immediately at the end of their
move, and may reform facing any direction. This means that should the charging enemy encounter them, the unit
is not destroyed, and may instead fight in the Close Combat phase, their opponent still counts as charging.

Expert Horsemen: Units notes as Expert Horsemen do not suffer the -1 to hit modifier to their shooting if they
move in the same turn. However, this does not allow them to shoot if they charge or make a march move.

Massed Archery: Formed cavalry and infantry units may fire all of the front rank and every second figure in the
second and third ranks but may not use this as a charge reaction.

Baggage Train: The Transylvanian army in 1656 moved slowly with a very large baggage train and a
Transylvanian wargaming force must possess a baggage camp.

Skirmish fire: When in skirmish formation mounted and foot figures with carbine\musket can fire only every
second man except for Dragoons who can fire every man.

Characters:
0-1 Duke George Radoczsy of Transylvania
Morale M WS BS S T W I A Ld Sv Points
Elite 8 5 3 4 4 2 4 2 9 5+ 123

Equipment: Sword, pistols, and light armour, mounted.


Options: May have heavy armour (+2 pt).
Special rules: Army commander.

0-1 General
Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 2 4 2 8 5+ 113
Equipment: Sword, pistols, and light armour, mounted.
Options: May have heavy armour (+2 pt) cloth horse barding (+4).
Special rules: Army commander if Duke is not present but may be taken as well as the Duke in games larger
than 3000pts.

0-1 Army Standard-Bearer


Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 2 4 2 8 6+ 103

Equipment: Sword, pistols, and light armour, mounted.


Options: May have heavy armour (+2 pt).
Special rules: Army standard-bearer, all relevant units within 12 inches may re-roll any failed leadership tests.

0-1 Protestant Minister


Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 4 4 2 4 2 8 6+ 52

Equipment: Sword and pistols. Mounted.


Options: May wear light armour (+1 pt), heavy armour (+2 pt).
Special rules: Must be attached to a cavalry unit. The Minister and any unit he is with can re-roll failed rally
attempts.

0-3 Boyars
Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 4 4 2 4 2 8 6+ 56
Equipment: Sword, pistols, and light armour, mounted.
Options: May have shield (+1 pt), composite bow (+2), light lance (+2), heavy armour (+2 p).

Cavalry:
0-2 Heavy Hussar units
Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 3 3 1 4 1 8 4+ 20

Unit size: from 5-12 figures.


Equipment: Sword, pistols, light armour, light lance, mounted.
Options: May have heavy armour (+1), shield (+2pt), musician (+8 pt), standard-bearer (+16 pt).
Special rules: Eastern shock cavalry ‘Armies of Chivalry’ (p.8), unit may be led by King/General or Boyar.
Light Lance: Gives S+1 when charging or counter charging and can be used throughout the game (WECW
p.46). The Light Lance armed unit always fights first against units not similarly equipped, if the opposing is
armed with the Light Lance/ Thrusting Spear the unit that charged first will fight first. If charging/counter
charging then the first round of combat is always fought with the lance/thrusting spear, if hand-to-hand combat
lasts a second round then the unit may use Light Lance/sword and pistols if so equipped.

0-2 Retainers
Morale M WS BS S T W I A Ld Sv Points
Steady 6 3 3 3 3 1 3 1 7 6+ 12
Veteran 8 4 3 3 3 1 4 1 7 6+ 18

Unit’s size: from 5-18 figures


Equipment: Sword, composite bow, mounted.
Options: May have light armour (+2 pt), shield (+2 pt), pistols (+2), light lance (+2pt), may have an officer (+8
pt), musician (+8 pt), standard-bearer (+16 pt).
Special rules: Eastern shock cavalry ‘Armies of Chivalry’ (p.8), Expert horsemen.
Light Lance/Thrusting Spear: Gives S+1 when charging or counter charging and can be used throughout the
game (WECW p.46). The Light Lance/ Thrusting Spear armed unit always fights first against units not similarly
equipped, if the opposing is armed with the Light Lance/ Thrusting Spear the unit that charged first will fight
first. If charging/counter charging then the first round of combat is always fought with the lance/thrusting spear,
if hand-to-hand combat lasts a second round then the unit may use Light Lance/sword and pistols if so equipped.

0-4 Transylvanians and Moldavians


Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 3 1 6 6+ 13
Veteran 8 4 3 3 3 1 4 1 7 6+ 18

Unit’s size: from 5-18 figures.


Equipment: Sword, pistols and carbine, mounted.
Options: May have light armour (+1), shield (+1), light lance (+2), may have an officer (+8 pt), a musician (+8
pt), standard bearer (+16).
Special rules: Gallopers. There must be as many Steady troops as there are Veterans.
Light Lance/Thrusting Spear: Gives S+1 when charging or counter charging and can be used throughout the
game (WECW p.46). The Light Lance/ Thrusting Spear armed unit always fights first against units not similarly
equipped, if the opposing is armed with the Light Lance/ Thrusting Spear the unit that charged first will fight
first. If charging/counter charging then the first round of combat is always fought with the lance/thrusting spear,
if hand-to-hand combat lasts a second round then the unit may use Light Lance/sword and pistols if so equipped.

0-4 Light Hussars


Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 3 1 7 6+ 15
Veteran 8 4 3 3 3 1 4 1 7 6+ 20

Unit’s size: from 5-12 figures.


Equipment: Sword, pistols, carbine and light lance, mounted.
Options: May have light armour (+1), shield (+1), an officer (+8 pt), a musician (+8 pt).
Special rules: Light cavalry, feigned flight, can fire carbines mounted, may always march move except for when
cavalry are within 8 inches. Must test take a fear test to charge/counter charge formed infantry and cavalry
frontally (WECW p.51 parts 1 and 2). Can charge light cavalry and skirmishers such as other Cossacks, Tartars,
Croats and Dragoons both mounted and on foot without test. There must be as many Steady troops as there are
Veterans.
Light Lance/Thrusting Spear: Gives S+1 when charging or counter charging and can be used throughout the
game (WECW p.46). The Light Lance/ Thrusting Spear armed unit always fights first against units not similarly
equipped, if the opposing is armed with the Light Lance/ Thrusting Spear the unit that charged first will fight
first. If charging/counter charging then the first round of combat is always fought with the lance/thrusting spear,
if hand-to-hand combat lasts a second round then the unit may use Light Lance/sword and pistols if so equipped.

0-2 Croats
Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 3 1 7 6+ 12

Unit’s size: from 5-15 figures.


Equipment: Sword and carbine, mounted.
Options: May have pistols (+2), may have an officer (+8 pt), a musician (+8 pt), standard bearer (+16).
Special rules: Light cavalry, feigned flight, can fire carbines mounted, may always march move except for when
cavalry are within 8 inches. Must test take a fear test to charge/counter charge formed infantry and cavalry
frontally. Can charge light cavalry and skirmishers such as other Cossacks, Tartars, Croats and Dragoons both
mounted and on foot. Croats within 12 inches of the enemies table edge must do a leadership test to see if the
leave to loot the enemy baggage. If the test fails they move of the table that turn and return 2 turns later 6 inches
either side of where they actually left the table.
Infantry:
0-4 Haiduks
Shot M WS BS S T W I A Ld Sv Points
Steady 4 2 2 3 3 1 3 1 7 - 7
Veteran 4 3 3 3 3 1 4 1 7 - 11

Unit’s size: 20-40 figures.


Equipment: Sword, musket and Berdische axe.
Options: May have an officer (+5), musician (+5 pt), standard-bearer (+10 pt).
Berdische Axe: It was used as a musket rest and then in close combat as a two handed weapon, it has the same
effect as a halberd and gives a S +1 in hand to hand combat (WECW p. 46), in the second round of combat units
equipped with the axe can use two ranks in combat.
Special rules: Veterans may have salvo fire (+2pt). There must be as many Steady troops as there are Veterans.

0-4 Peasant foot units (Levy)


Levy M WS BS S T W I A Ld Sv Points
Raw 4 2 2 3 3 1 2 1 4 - 4

Unit’s size: 5-50 figures.


Equipment: Half pikes.
Options: May have an officer (+5), standard-bearer (+10 pt), may have improvised halberd (+1pt), may
exchange half pikes for bow and then use massed archery (+1 pt). Units can use a mixed formation of half pikes
or halberds and bow. The front two ranks of levy must be equipped with half pikes or halberd and a maximum of
three ranks behind can equipped with bow and use massed archery.
Special rules: Mixed formation, units are Raw, fear all enemy mounted units, fear all foot units they do not
outnumber 2-1 (WECW p. 54). Unit without bow can fire twice a game using the front rank only, which counts
as having carbines WECW Highlander rule). The improvised halberd are scythes beaten into shape and the more
common jaw bone of a horse tied to a pole, this was an effective halberd also commonly used by poor rank and
file Tartars. The improvised halberd uses the standard halberd rules as described in the WECW rulebook (p. 46).
Unit can add rank bonus to morale for a total of +3, (maximum Ldr. 7).
Half pike: Gives all the advantages of a ordinary pike but always fights with a maximum of 2 ranks. The
Cossack Rebels, hastilly raised levies in the Muscovite, Ottoman and Translyvanian armies are the only armies
to use this weapon.

0-2 Peasant Shot units


Shot M WS BS S T W I A Ld Sv Points
Raw 4 2 2 3 3 1 2 1 5 - 5

Unit’s size: 10-40 figures.


Equipment: Sword and musket.
Options: May have shield (+1), may have an officer (+5), musician (+5 pt) and a standard-bearer (+10 pt).
Special rules: Units are Raw but can add rank bonus to morale for a total of +2, (maximum Ldr. 7), Light
infantry, +2 rank bonus.

Artillery:
0-1 Master Gunner
Morale M WS BS S T W I A Ld TA Points
Veteran 4 3 3 3 4 1 3 1 7 - 20

Equipment: Sword and pistol.


Options: May wear light armour (+1 pt).
Special rules: Must be attached to a medium or heavy gun.

0-2 Light guns, 3 pdr (2 crew minimum) 40 points plus per 5 points crew
Morale M WS S T W I A Ld
Steady 4 2 3 3 1 2 1 6
M S T W Damage Range
3 pdr (cannon)
4 6 5 1 1 36"
Equipment: Swords. Movement: Light guns may not move and fire, nor march move but every gun can turn 45
degrees and fire.

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