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Smoke Attack Desperate Attack Small Boats

When to use: Start of either of players’ When to use: Start of the players’ turn. When to use: Start of the game.
turn.
How to use: The owning players states How to use: The player chooses one How to use: The player chooses one
they have lit a fire and smoke drifts into cavalry unit that has become battle mad. infantry unit of no more than 20 figures
one of the enemy’s units. The chosen unit The unit becomes subject to the rules for which start the turn embarked in a boat.
cannot declare a charge or fire in their Hatred for the rest of the game or until
following turn as they cannot see. At the broken in hand to hand (p.52 WECW). The unit may travel 6” along or across a
end of their turn the marker is removed. lake or any river. The unit takes one
turn to disembark or embark whish is
counted as a reform action. The boats
do not convey any cover.
How to model: Use small cotton wool How to model: Place a marker or figure to
balls to simulate smoke. represent the unit’s state. How to model: Small model boat
(Cossack Chaka etc).

Slip Aside Sudden Rush Wave Attack


When to use: Start of either of players’ When to use: Start of the players’ turn. When to use: Start of the game.
turn.
How to use: The player chooses one
How to use: The owning player states How to use: The owing player chooses one unit and deploys another unit behind
that they will attempt to move one unit to unit and this may move and extra 2x D6” if this with a 1” gap. The two enemy units
one side to avoid a charge. They move 6” it does not shoot his turn. The extra move together. If the front unit charges
to one side. If they encounter any terrain movement can be used in addition to a an enemy unit, it can be swooped with
or units they stop. charge move (must contact enemy or it is a the unit behind after combat resolution
failed charge). provided it doesn’t flee. The rear unit
How to model: This card. counts as charging. If the front unit
flees then the unit behind tests as
How to model: This card. normal.
Good stratagem to cover that unit of
hussars and smash through a heavily
defended part of the line.

How to model: This card.

Ditch Palisade Stakes


When to use: Start of the game. When to use: Start of the players’ turn. When to use: Start of the game.

How to use: The owning player deploys a How to use: The owning player deploys a How to use: The owning player
12” length of ditch at the start of their 12” length of palisades in their deployment deploys a 12” length of Stakes in their
deployment in their deployment area. The area in front of an artillery or foot unit. The deployment area at the start of
Ditch reduces movement and charge unit may not move for the remainder of the deployment. They may not be moved
movement by 4” for foot and 8” for game. The palisades count as soft cover and during the game.
cavalry. a defended obstacle for the purpose of game
terms. Rules for Stakes are in the additional
How to model: This card and a 2” wide x rules section of the WECW Deluge
12” long strip of modelled ditch. How to model: This card and a 12” long lists.
strip of modelled palisades (kebab sticks
and modelling clay). How to model: This card and a 12”
long strip of modelled palisades (kebab
sticks stuck into ground).
Trench Desperate Defence Fascines
When to use: Start of the game. When to use: Start of either of players’ When to use: Start of the players’ turn.
turn.
How to use: The owning player deploys a How to use: The fascines are allocated
trench next to an infantry unit anywhere How to use: The Raw or Steady becomes to one foot unit at the start of the game.
in their deployment area. The trench may subject to the stubborn rule for 3 turns if it They negate the effects of any ditch,
not be moved during the game. Any foot does not move (WECW p. 53). trench or barricade/stakes. The unit
models behind the trench count as being deploys the fascines at the end of their
in hard cover and add +1 to any How to model: This card. movement when they come into contact
Leadership tests. with the ditch, trench or
This card simulates a unit encouraged not to barricade/stakes.
withdraw or retreat, possibly by religious
How to model: Make an embankment 8” character or the threat of harsh punishment. How to model: This card or preferably
in length maximum. modelled fascines.

Feigned Flank Attack Flank Attack Rear Attack


When to use: Start of the players’ turn. When to use: Start of the game. When to use: Start of the players’ turn.

How to use: The owning player How to use: The owning player announces How to use: The owning player may
announces that they are carrying out a one unit of infantry or cavalry is being sent deploy a cavalry unit of no more than
feigned flank attack on either the on a flank attack. At the start of Turn 2, the 10 figures in skirmish formation in the
defending player’s right or left flank. The owning player rolls to see if that unit arrives enemy player’s rear board area on Turn
defender then has to pass a Panic test on on the chosen flank: 3. The unit may not charge or shoot that
the unit nearest that flank’s board edge. D6 Result turn but are treated normally thereafter.
1 Unit lost, does not turn up.
How to model: This card. 2 Unit arrives Turn 5. How to model: This card.
3 Unit arrives Turn 4
4 Unit arrives Turn 3
5 Unit arrives Turn 2
6 Unit arrive Turn 2 on the other flank.
Unit may not shoot or charge.

How to model: This card.


Ambush Force Flank Scouts Concealed Marsh
When to use: Start of the game. When to use: Start of the game or player’s When to use: Start of the players’ turn.
turn.
How to use: The owning player
How to use: The owning player may How to use: The owning player may deploy secretly marks the position of a marsh
deploy one unit in any area outside of the this if the enemy player deploys a flank or difficult terrain (8” x 8” max.). The
enemy player’s deployment area. They attack. If deployed the enemy player has to piece is treated as difficult terrain when
must be out of line of sight of the enemy roll at the start of the game before an enemy unit enters the area.
player’s units. deployment to see where and when his unit
will enter from (has to tell the opponent). How to model: This card and a record
How to model: This card. on tabletop map.
How to model: This card.
Ruses

Reasons: These ruses are adapted from those in the WAB supplement “The Art of War”. The
period of warfare in the East during the 17th century saw many armies reach variable
standards of professionalism but generals of all nationalities used all available stratagems to
help fight their battles. These ruses add a Eastern flavour to your tabletop games and attempt
to simulate such events as the use of smoke by Czarnieckis to cover the advance of the Polish
right and crossing of the river in his battle against the Swedes, or the crossing of the San by
the trapped Swedish forces under Karl X.

Player’s agreement: Both gamers need to agree to the use of ruses in their game as they can
sway the battle if used effectively.

How to use: The 18 cards are placed in a stack and shuffled; each player is then dealt 6 cards.
Each player chooses 3 cards that they will attempt to use in the following game; the remaining
cards are discarded ensuring that the opposing player is not aware of what has been thrown
out.

Cards: All cards are self explanatory and are used either at the beginning of the game,
beginning of the players turn or the beginning of either players turn.

Remember: These cards are used to represent stratagems used by different generals
throughout the period, if you don’t agree with anything change them but above all have fun.

Cheers,
Scott Robertson

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