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Sultan Mehmed IV
Allies: may spend up to 25% on one only of the following allied forces;
Reliable Allies: must take 10% and spend up to 25% of points cost on Tartar allies;
Tartars - Amir, 1-4 Tartar light cavalry and 0-1 Tartar Noble cavalry (Tartars are in the Cossack list).
Reluctant Allies:
Cossacks 1676-81 – Ataman, 1-4 Zaporozhti and other Cossack cavalry units, 1-2 Zaporozhti and other Cossack foot*.
Special rules:
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.
Light Throwing Spear: Formed cavalry units equipped with throwing spear may re-roll any misses when and
only when they charge into combat. Unit may also use either sword or pistol in the first round of combat, if still
in combat after the first round they may use both pistol and sword. The light throwing spear can be used
throughout the game as cavalry usually carried more than one in a quiver.
Salvo Fire: Veteran and Elite units may use salvo fire (+2pt).
Gallopers: All veteran and elite galloper units gain a +1 rank bonus in close combat.
Cloth Horse Barding: This gives a +1 armour save to missile and hand to hand attacks.
Rash: The same as WECW p.52 but unit will now advance on a D6 roll of 1-2 and must test to attack any
enemy in charge distance on a D6 roll of 1-2 (this means that units do not have to attack automatically but now
have a chance to keep their troops under some sort of control).
Panzerstechter: The panzerstechter was a solid metal thrusting sword used by the Poles and other eastern
European armies. It may not be used in conjunction with other weapons in the round of combat. Delis can use
the weapon in the second round of combat at +1 Strength after the lance has been used in the first round of
combat.
Half pike/light halberd: 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.
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.
Parthian Shot: Units noted as having the Parthian shot ability may make a regular move immediately after
shooting. This is only allowed in the shooting phase, is not a charge reaction, and unit may not march.
Special Deployment: Units with the Special Deployment ability are allowed to make a free march move after
both sides have deployed. Note that they may not use this free move to charge at the enemy, and may not shoot
any missiles after making the move.
Nomad Cavalry: Units noted as Nomad Cavalry are subject to the rules for Feigned Flight, Expert Horsemen,
Parthian Shot and Special Deployment.
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.
Drilled: Drilled units such as Ottoman Janissaries during this period appear to be highly trained and disciplined.
The following special rules apply to these units:
1. At the start of their Movement phase drilled troops are allowed to turn 90 degrees or change formation
by up to two ranks for free. Once they have taken their free turn or formation change they make they
make their move exactly as they ordinarily would. Drilled troops that make a free turn or formation
change can charge or make a march move in the same turn–although in the case of a charge their target
must be visible to them at the start of the turn as usual.
2. Drilled troops do not have to take a Leadership test to avoid pursuit of a defeated enemy. They may
pursue or not as the player desires.
3. Drilled troops are allowed to disengage from combat without taking a Leadership test, as long as they
are not fighting enemies with a Move rate greater than theirs. If any of their enemies are faster than
they are, test to disengage as normal.
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.
Royal Drum: This rule is based primarily on the movies of Jerzy Hoffman who depicts the drum on campaign
with the Ottoman armies. The massive drum was carried on a wagon during the wars against the Poles. All
formed Ottoman regiments gain a +1 to their morale, if they are within 12 inches of the drum. Please note if the
drum is captured, all Ottoman units have to take an unmodified break test with no benefits from being within 12
inches of the Army commander. The drum and wagon are drawn by horses that move a maximum of 6’’ per turn,
benefits from the drum can still be used whilst moving.
Camel Drum and Army Band: One formed Ottoman regiment per turn within 12 inches of the drum may re-
roll a failed break/panic test. Please note if the drum and band is captured, all Ottoman units within 12 inches
have to take an unmodified break test with no benefits from being within 12 inches of the Army commander. The
Camel Drum and Army Band may move 4’’ per turn, benefits from the drum and musicians can still be used
whilst moving.
Kazan Regimental Cooking Pot: This cooking pot was very important to the Janissary corps, troops would
defend it fiercely and too the death. The pot is placed on a 60mm round base which contains two bearers and two
defenders, any Janissary units within 6 inches of the base are considered to be stubborn (WECW p. 53).
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.
Stakes: Stakes negate all strength bonuses for mounted models attacking across them. Only Janissary units may
place stakes but other formed units may use the benefits from them. Each Janissary unit may place 6 inches of
stakes, the unit may make a free move of 4 inches after deployment is complete and then must deploy their
stakes before the start of the game.
Chained Guns: Ottoman medium and heavy guns may form into a chained battery (min.3 guns and a max. of 4
guns), which operates under all the rules for batteries (p. 111 WECW). The chained guns provide some defence
against attacking cavalry and infantry, both of whom lose 1 attacking rank in combat, in addition if the cavalry or
infantry win they can only break through/pursue 1xD6. The chained battery cannot move but the guns can turn
90 degrees left or right.
Characters:
0-1Sultan
Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 2 4 2 9 5+ 123
0-1 Qadi
Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 4 4 2 4 2 8 6+ 60
0-3 Amirs
Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 4 4 2 4 2 8 6+ 56
Cavalry:
0-2 Kapikulu Spahi Cavalry
Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 1 4 1 8 4+ 23
Poles defend the army banner against Turkish assault at the first battle of Chocim
Infantry:
0-4 Janissaries
Morale M WS BS S T W I A Ld Sv Points
Veteran 4 3 3 3 3 1 4 1 7 6 10
Elite 4 4 3 3 4 1 4 1 8 6 15
0-2 Arnauts
Shot M WS BS S T W I A Ld Sv Points
Raw 4 2 2 3 3 1 2 1 5 - 5
Steady 4 3 2 3 3 1 3 1 5 - 7
Unit’s size: 10-50 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: Unit can add rank bonus to morale for a total of +2, (maximum Ldr. 7), Light infantry, +2 rank
bonus.
Defender M WS BS S T W I A Ld Sv Points
Steady 4 3 3 3 3 1 3 1 7 4+ 10
Equipment: Each wagon may have from 3-6 defenders armed with sword, musket and shield.
6 Sv Points
M WS BS S T W I A Ld
Drummers
Steady 4 3 3 3 3 1 3 1 7 6+ -
Equipment: The six drummers are armed with musket, sword and shield, but will only defend themselves if
attacked and count as defending from higher ground (+1 in combat).
Royal Drum: This rule is based primarily on the movies of Jerzy Hoffman who depicts the drum on campaign
with the Ottoman armies. The massive drum was carried on a wagon during the wars against the Poles. All
formed Ottoman regiments gain a +1 to their morale (maximum 9), if they are within 12 inches of the drum.
Please note if the drum is captured, all Ottoman units have to take an unmodified break test with no benefits
from being within 12 inches of the Army commander. The drum, wagon and drummers are drawn by horses that
move a maximum of 6’’ per turn, benefits from the drum can still be used whilst moving.
Equipment: The camel drummer and 4 musicians are armed with swords but will only defend themselves if
attacked.
Camel Drum and Army Band: One formed Ottoman regiment per turn within 12 inches of the drum may re-
roll a failed break/panic test. Please note if the drum and band is captured, all Ottoman units within 12 inches
have to take an unmodified break test with no benefits from being within 12 inches of the Army commander. The
Camel Drum and Army Band may move 4’’ per turn, benefits from the drum and musicians can still be used
whilst moving.
Artillery:
0-1 Master Gunner
Morale M WS BS S T W I A Ld Sv Points
Veteran 4 3 3 3 4 1 3 1 7 - 20
0- 3 Medium guns 12 pdr (3 crew minimum) 60 points plus 5 points per crew
Artillery morale M WS S T W I A Ld
Steady 4 2 3 3 1 2 1 6
M S T W Damage Range
12 pdr (medium gun)
0 7 6 2 2 48"
0-3 Heavy guns 24 pdr (4 crew minimum) 80 points plus 5 points per crew
Artillery morale M WS S T W I A Ld
Steady 4 2 3 3 1 2 1 6
M S T W Damage Range
24 pdr (heavy gun)
0 8 7 3 3 72"
Chained Guns: Ottoman medium and heavy guns may be formed into a chained battery (30 pt).