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George Radoczsy and his army rendezvous with Karl X and his army of 7,000 Swedish cavalry and Dragoons
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*.
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.
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.
• 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.
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
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.
0-3 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
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
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
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
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.