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DE BELLIS RENATIONIS

Wargames Rules for Renaissance Battle

1494 AD to 1700 AD

by
Phil Barker and Richard Bodley Scott

W ARGAMES RESEARCH GROUP

VERSION 1.1 JULY 1997

DE BELLIS RENATIONIS
Wargames Rules for Renaissance Battle

1494 AD to 1700 AD
by

Phil Barker and Richard Bodley Scott

All Rights Reserved.


No part of this publication may be reproduced, stored in a retrieval system or
transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or
otherwise, without prior permission in writing from the copyright holder.

(c) Wargames Research Group 1995, 1997.


The Keep, Le Marchant Barracks, London Road, Devizes, Wiltshire SNlO 2ER
Printed in England

WARGAMES RESEARCH GROUP

VERSION 1.1 JULY 1997

DEDICATION
We humbly dedicate This oure Worke to Sir John Smythe, Sir James Turner and Sir Roger
Williams, Knights, and to Humfrey Barwick, John Cruso and Stuart Reid, Gents, who bath ever
beene of grate and signale Service, and alle of whose Bookes we doe recommend to the discerning
Scholar.

SELECT BIBLIOGRAPHY
This contains only the most important books for an understanding of battle in this era. Those
marked * are kn.own to be still in print at the time of writing. Others must unfortunately be
searched for in good libraries and second-hand book shops.
A History of the Art of War in the XVI Century. Sir Charles Oman. Methuen & Co 1937. *
The Dawn of Modem Warfare. Hans Delbrtick 1920. English PB edition Bison Books 1990;*
Renaissance Armies. George Gush. Patrick Stevens Ltd 1975.
History of Bayard. "The Loyal Serviteur" 1527. Chapman & Hall Ltd 1883.
The Commentaries of Blaise de Monluc 1571. Edited by Ian Roy. Longman 1971.
Bow versus Gun: 1973 reprint of "Certain Discourses" by Sir John Smythe 1590 and "A breefe
Discourse" by Humfrey Barwick 1594. EP Publishing Ltd 1973. _
The Works of Sir Roger Williams 1590 & 1618. Edited by John Evans. Clarendon Press 1972.
Militarie Instructions for the Cavall'rie. John Cruso 1632. Reprint: The Roundwood Press 1972.
Pallas Armata. Sir James Turner 1683. Reprint: Greenwood Press 1968.
European Weapons & Warfare 1618-1648. Eduard Wagner. Octopus Books Ltd 1979.
Cromwell's Army. C.H.Firth. Methuen & Co 1902. *
Gunpowder Triumphant. Stuart Reid. Partisan Press 1987. *
The Mechanics of Infantry Combat in the lst English C. W. Stuart Peachey. Partisan Press 1992. *
The Skulking Way of War. Patrick M.Malone. John Hopkins University Press 1993.*
We also highly recommend Richard Brzezinski's two Osprey volumes on "The Army of Gustavus
Adolphus" as an excellent example of how competent modem research going back to original
sources can discredit long-repeated dogma.
A large number of previously out of print sources have been re-issued under the Pallas Armata
imprint by Gareth Simon, 98 Priory Road, Tonbridge, Kent TN9 2 BP, but are restricted to
members of the Pike & Shot Society.

DE BELLIS RENATIONIS
INTRODUCTION
This is a new generation set of wargame rules for 2 or more players covering Renaissance field
battles, assaults and amphibious warfare from 1494 to 1700 AD. It can be used for, among others,
the Great Italian Wars, the Turkish Wars, the Wars of the Conquistadors, the Moghul and Manchu
Conquests, the Tokugawa unification of Japan, the French Wars of Religion, the Dutch Wars of
Independence, the Thirty Years War, the English Civil Wars, Monmouth Rebellion and Williamite
Wars, and the campaigns, largely unknown in Britain and America other than to Pike & Shot
Society members, of Conde, Turenne, Luxembourg and Montecuculi. This version 1.1 incorporates
the lessons of the first 18 months mass play.
Our intent has been to provide the simplest possible set of wargames rules that retain the full feel
and generalship requirements of 16th and 17th century battle. No order writing or record keeping
is necessary and time consuming reaction tests are dispensed with. Games are faster moving than
with old generation sets and more interesting to spectators. DBR seeks to emphasise the talents of
the general rather than those of the accountant and, despite the use of simple dicing procedures,
fosters keener tactical awareness. The simple mechanisms produce effects much more subtle than
may be apparent at first reading and should not be tampered with. No special rules are included
for scouting, forced marches, accidental encounters or attacks on a marching force, since these will
occur naturally as a consequence of players pressing ahead with march moves early in the game,
sending detachments in front or laying ambushes.

Wargamers have traditionally defined troops primarily by their weapons, sometimes listed in great
detail, and their armour; and only secondly by their morale and training. We primarily define them
by their battlefield function, which largely dictates both their equipment and their behaviour. A
real general did not know that a unit had just lost a certain number of men, nor even its total
losses until next day, if then. Old generation wargames rules that tell players losses suffered and
inflicted during play are therefore inherently unrealistic. However, the general will usually be in a
position to see if a body is pressing forward into the enemy, recoiling from the charge, being
furrowed and staggered by round shot, throwing up its pikes in surrender or running for the trees.
DBR provides players with that sort of information and that only .

While its principles and mechanisms are similar, DBR is not DBM with extras. Some troop types
have gone, some have been altered to reflect a shift in use and new ones added. PIP mechanisms
have been changed to simulate the command systems and reliance on clumsy deep formations that
had produced _a slower style of warfare. Similarly, the battle rules now reflect the increasing
dominance of the rolling fire of massed firearms. Another difference is that DBR is intended for
small games as well as large, so is also a Renaissance equivalent for the smaller scale DBA.

Copyrif# (c) Phil Barker and Richard Bodley Scott 1995 and 1997

coNTENTs
DESIGN PHILOSOPHY.
REPRESENTATIONAL SCALES AND PLAYING EQUIPMENT.
TROOP DEFINITIONS.
ORGANISING AN ARMY.
PREPARING FOR BATTLE.
FIGHTING THE BATTLE.
TACTICAL ADVICE.
PROVIDING TERRAIN.
MISCELLANEOUS.
DIAGRAMS.

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DESIGN PHILOSOPHY

The function of the command and communications system in a wargame is exactly opposite from
that in a real battle in that it is used, not to enable the general to manoeuvre his troops at all, but
to prevent him doing so too freely. That in these rules is tailored to an era of cumbersome and

slow formations. Although simple and arbitrary, it produces more realistic results than from more
detailed systems incorporating written orders, transmission by messenger and interpretation by
recipients. It also substitutes for elaborate testing of troops' reaction to events, and effectively
simulates the reduction in armies' cohesion under stress of battle.
The slow drills of regulars and increased subordination among. irregulars compared with earlier
times me~ that no distinction need now be drawn between these. Wide envelopments beyond
sight, battlefield treachery and advances not led or ordered by a general were not a significant
feature of this era, so no provision is made for them. While troop behaviour had assimilated to the
regular, that of generals had become more irregular. Most nations' generals fought in the front
rank and paid little attention to events in the battle until their personal fight was decided. Even if
generals stood back from the fight, they lacked a suitable staff structure for effective distant
intervention.
Troops are primarily classified by their fighting methods instead of by their arms and armour.
Finer grading within each type reflects contemporary perceptions of efficiency. We rely heavily on
contemporary accounts and the latest research, which are often at odds with received opinion.
Movement and combat is by elements, each consisting of a fued number of figures based together
on the frontage of a typical tactical unit of the era. Elements can be moved individually or be
combined into and move as temporary groups. Although troops are not primarily organised into
regiments, these are often conveniently-sized groups in which to join similar cavalry or combine
pikemen with shot. They can still be split or combined at will. Small bodies or columns on roads
can be moved easily. Large groups are clumsy and difficult to manoeuvre. The vicissitudes of
terrain and combat will bring a progressive visible deterioration in organisation that will be hard to
repair.
All combat is between single elements with neighbouring elements assisting rather than taking part
directly. We differentiate between those often indecisive fire combats which we term "Distant
Shooting" and "Close Combat" with bases touching. The latter differs from the conventional
wargamers' "Melee" in that it includes not only edged weapons but also all shooting at decisive
range. This is reflected in the depth of element bases, which represent not just that occupied by
the men represented, but also the reach of their weapons.
Our shooting ranges are based not on theoretical maximum ranges nor on modem estimates of
effective range, but on those ranges at which weapons were actually used. For example, although
composite bows were certainly capable of shooting several hundred paces, horse archers and foot
skirmishers using them did so at point blank range, where they were equally safe from contact and
much more effective. Conversely, firearms influenced battle results at beyond the ranges considered
effective in. the Napoleonic era, probably because shooting continued longer. In some cases, we
allow only inferior grades of a troop type to shoot at a distance, the better grades being assumed
to hold their fire until decisive range. The noise, flash and smoke of firearms continued to have an
appreciable morale effect, especially concerted volleys on troops unused to them. Once beyond
point blank range, there was little variation in artillery effect until the distance defined as "at
utmost random" was exceeded. Low rates of fire were partly compensated by dense targets.
Our combat mechanisms focus on the results of actions, not on calculating casualties that would
not in reality have been known except in a very general way. An element may be forced to recoil
a short distance still facing the enemy, may flee as a body, or may at worst be destroyed, which
represents its survivors breaking, dispersing and fleeing the field individually. However, element
loss will rarely be heavy before the army starts to break up. The local effects of fatigue and
morale are taken into account in the combat results. Their wider effects are simulated by the
beaten command rule, by which the collective morale of a command may reach breaking point and
the whole command then crumble into rout, though much of it may rally if pursuit is not pressed.

REPRESENTATIONAL SCALES AND PLAYING EQUIPMENT


FIGURE AND MODEL SCALE
This is expressed as the height in millimetres of a figure representing an average man. Naval
elements use models of reduced scale, rationalised as them being seen distantly from the shore.

25nm is the original wargamillg scale and is ideal for public demonstration games at large
conventions, where its easier visibility for spectators is an advantage.

15nm is now the most popular scale and combines cheapness and convenience while still
permitting detailed painting of individual figures.
6mm and 2mm progressively increase visual realism, the latter at some cost in convenience.

GROUND SCALE
This is the relationship between the distances measured on the table and those they represent on a
real battlefield. It is based on the constant that the frontage of a troop element :represents 50 paces
at normal scale or 100 paces at condensed scale. Our basing produces the following ground scales:
If using 25mm figures:
50 paces = 60mm (normal) or 30mm (condensed) on the table.
If using 15, 10 or 6mm:
50 paces= 40mm (normal) or 20mm (condensed) on the table.
If using 2mm:
50 paces= 30mm (normal) or 15mm (condensed) on the table.
Distances are quoted in multiples of paces (p), each of 2.5 feet or 0.75 metres because a man's
stride has remained constant throughout history, while such units as cubits, yards and metres come
and go. It was also the most common measure during this era.
Distances on the table should be measured with a 300p card strip marked at SOp intervals,
supplemented by an 1,800p length of string for maximum artillery range. The width and depth of
element bases also provide visual clues to distance which will often obviate measuring.

TROOP REPRESENTATION AND DEPICTION


Each element represents the smallest body capable of in.dependent action. It consists of a thin
rectangular base to which are fixed a number of figures varied according to its troop type and the
and the figure scale. Elements vary in cost and represent the number of men who would occupy
that frontage in real life. At normal scaltil this is typically 100 formed infantry in 3 or 4 ranks or
dragoons, 75 pistoleers in. 3 ranks, 50 lancers in 2 ranks, sometimes all trying to squeeze into the
first, or 50 light horse or foot skirmishers in a loose swarm, a horde of up to 250 rabble or camp
followers, 4 large guns, 15 jin.gals or zamburaks, 1-10 elephants with escort, 1-2 ships in column.
or galleys in line or 4-10 open boats. At condensed scale, twice as many ranks of cavalry and foot
are assumed, so the numbers above are quadrupled for these but only doubled for other elements.
Figures must accurately depict the troops they represent. The only exception is that general,
officer, standard bearer and musician figures represent their element's majority type.

TIME SCALE
Play is in alternate bounds. These are not fixed arbitary divisions of time, but reflect initiatives
and responses by the sides. The time a bound represents is variable, but averages about 5 minutes.
Except for march movement, which is assumed to be continuous and to have been happening
during the preceeding enemy bound as well as your own current bound, move distances are not a
function of time available and theoretical speeds, but are based on typical initiatives and counterinitiatives in. real battles. Cavalry are often assumed to have countercharged even though not
moved. Whether they did so soon enough must be judged by the result of the ensuing combat.

PLAYING AREA
The ideal playing area is 108" (2.7m) x 60" (1.5m) [a standard table tennis table] for 25mm
figures or 72" (1.8m) x 48" (1.2m) for smaller figures. Table depths can be halved if using
condensed scale. Condensed scale 100 AP armies can usually use standard DBA playing boards.

DICE
Each command needs a single ordinary 1 to 6 die, which is used for all purposes. An allied
command's die must differ in colour.

TROOP DEFINITIONS
Troops are defined by battlefield behaviour :instead of the usual formation, armour, weapons and
morale classes. We distinguish only between troops whose fighting style differs sufficiently to need
to be treated differently by either their general or their foe. Each troop type therefore includes all
troops that fought in the same way, had a generally similar ethos and morale and had the same
effect on the other types. Each type is identified by a name descriptive of its function.

Cavalry can be Lancers, Pistols, Sipahis, Light Horse or Camelry.


Foot can be Dragoons, Pikes, Blades, Shot, Bows, Warband, Skirmishers or Horde.
Train can be Artillery, Pontooneers, War Wagons, Elephants or Baggage.
Naval can be Ships, Galleys or Boats.
Troops within each type are additionally graded for efficiency relative to the average for that type,
taking into account lesser differences in morale, degree of training, equipment or mobility, but not
in prestige alone. This is necessarily somewhat subjective.
Superior (S):
Ordinary (0):
Inferior (I):
Fast (F):
Exception. (X):

Troops recognised by their contemporaries as of significantly superior efficiency.


Representing the great bulk of troops of that type at its peak.
Troops historically identifiable as brittle or of significantly inferior efficiency.
Lighter-armed troops who moved faster and/or more aggressively than most.
Specialists whose performance was unusually erratic.

LANCERS, representing all those European cavalry in full or partial plate armour and armed with
heavy lances who charged at the gallop with the intention of breaking through and destroying
enemy by sheer weight and impetus. These were confident of overthrowing other heavy cavalry,
but if unlucky could be evaded, split up and absorbed by light horse. Steady pikes could stop them
with a dense array of weapon points, forcing them to retire to charge again. They could be shot
down at a distance by shot in cover, but other foot were likely to be ridden down.
Superior (S):
Men-at-arms of exceptionally high morale and skill in full plate armour charging
"en haye" on heavy horses sometimes still barded with horse armour, such as
French gendarmes up to 1561 and English gentleman pensioners up to 1560.
Ordinary (0):
Men-at-arms similarly equippoo and mounted, but less dashing and less practised
in jousting, such as Italian condottiere lances and all fully armoured men in
German-style double-depth formations.
Inferior (I):
Lancers in a buff coat or similar light armour riding weak horses, such as those
Scots regular cavalry lacking firearms from 1644.
Fast (F):
Lancers in 3/4 plate riding good unbarded horses and sometimes with a single
pistol or a bow, such as French archers and chevaux leger before 1590, Spanish
and English demi-lances, Japanese after 1542 and Polish hussars before 1689.
PISTOLS, representing all those European partially armoured cavalry in theory primarily armed
with a pair of pistols, whether reserving these for final moments of a charge or using circulatory
shooting formations. These could blow a hole in a pike block with volleys from successive ranks,
but were vulnerable to attached Shot, and were often ridden down by an unexpected charge while
attempting to do the same to Lancers. They can always be dismounted at deployment as Blades (0)
to storm fortifications placed by enemy.
Superior (S):
Cuirassiers in three-quarter plate armour who charge opposing cavalry at the trot
reserving fire until the point of contact, such as Huguenot gentry after 1572,
Dutch of Maurice of Nassau, Imperialist or Livonian cuirassiers of the Thirty
Years War and Haslerig's "Lobsters" in the English Civil war.
Ordinary (0):
Pistoleers in plate corslet or less who charge opposing cavalry at a trot reserving
their fire until immediately before contact, such as Gustavus Adolphus' Swedish
reiters after 1621, Eastern Association and New Model Parliamentary cavalry of
the English Civil War and French gendarmes or chevaux leger after 1590.
Inferior (I):
Pistoleers in. three-quarter plate or less who instead of charging prefer to fire
circulating or from the halt, such as German mercenary reiters from 1543, the
harquebusiers of the later Thirty Years War, most Parliamentarian cavalry of the
English Civil War, and most Scots cavalry before 1650. Also any remaining 15th
century cavalry in full plate armom: with hand guns.
4

Fast (F):

Cavalry, sometimes lacking even a buff coat or short of pistols, who charge at
the gallop sword in hand or reserving their pistols until the point of contact, such
as Gustavus' Fiooish "Hakkapelitta" or Royalist cavalry of the English Civil War.

SIPAHIS, representing all mailed asiatic or east european cavalry equally ready to charge fiercely
or to skirmish with bow, javelin, lance or later matchlock or carbine. These were more mobile
than Lancers or Pistols, but had correspondingly less cohesion. Even the best could not hold the
initial charge of European men-at-arms, but they could often progressively absorb its impact within
deep formations. They were easily frightened by firearms volleys from foot or cavalry before
contact, but their furious charge was more likely to break western foot instantly than the more
sedate attack of Pistols and were superior to the latter in single combat if the enemy formation
broke up. They can always dismount at deployment as Blades (0) to storm fortifications placed by
enemy, or if specified by their army list, such as Ottoman Turks, as Bows (S) embarked on naval.
Mailed riders with both light lance and bow, or riders of barded horses, such as
Superior (S):
Ottoman qapukulu, Mamluks, Persian lancers and Moghul mansabdar cavalry.
Ordimcy (0):
Mailed riders mostly lacking either lance or bow on unbarded horses, such as
most Persian cavalry, Polish pancemi, Russian boyars and mounted samurai
before 1542.
Inferior (I):
Mostly lacking armour and supplementing sword, if at all, with spear and
javelins, as Hausa yan kwarbai, or mixture of obsolete weapons such as bow,
javelins, lance or matchlock, such as Ottoman provincial sipahi after 1595.
Fast (F):
Mostly unarmoured, but of high morale and supplementing expert use of the
scimitar with pistols and often carbine, such as Ottoman qapukulu after 1625.
LIGHT HORSE, representing all lighter riders who scouted or skirmished in dispersed swarms and
evaded enemy charges. Most of them were more useful for scouting, raiding baggage and pursuit
than for a stand-up fight, but could be used to delay or detain stronger troops or to screen them
and support their flanks. They were not easily destroyed, but could be chased too far away to
return to the battle.
Primarily armed with bows or light crossbows, but eager to take advantage of
Superior (S):
disordered enemy by charging home, such as Tartar or Tur.koman horse archers
and German mounted crossbowmen, or with pistols and sword, such as Croats.
Ordinary (0):
Primarily anned with javelins and/or light spear, such as genitors, stradiots, most
Moors, Arab horse, 16th century Irish horse or English or Scots border staves.
Inferior (I):
Primarily armed with wheel-lock or firelock arquebus, such as French argoulets
until 1562, French carabins and arquebusiers after 1562, Spanish herguletiers,
English petronels of the Armada period and Dutch carabiniers.
Fast (F):
Armed with bows or light crossbows and always reluctant to charge, such as
Hungarian horse archers, Turkish akinjiis, French argoulets armed with crossbows
before 1515 and Lapp or Swedish scouts using rein.deer or elk.
CAMELRY, representing all men moving mounted on camels and either fighting from camel-back
or dismounting from their camels to fight on foot while keeping them dose at hand.
Superior (S):
Exceptionally feared and fanatical camel riders fighting exclusively hand-to-hand,
such as Tuaregs.
Ordinary (0):
Other camel riders fighting mounted or dismounting to fight.
Exceptionally well-mounted scouts on racing camels, such as Bedouin scouts.
Fast (F):
DRAGOONS, representing all men moving mounted on cheap horses but primarily intended to
fight on foot using infantry firearms. The few early dragoon pikemen and halberdiers are not
differentiated by the rules. In addition to dragoons known by that name, we include the earlier foot
arquebusiers mounted on nags first used by Strozzi in 1543, then on a larger scale by De Brissac
and succeeding French generals from 1550. All these were chiefly used for seizing commanding
terrain and to support or harass cavalry by dismounted fire, not yet routinely as cavalry. Those
few that were, such as later Russian dragoons, are specified in their Army List as exchangeable for
mounted figures counting as Pistols (I) at deployment.
Superior (S):
Dragoons armed with firelock muskets.
Ordinary (0):
Dragoons armed with matchlock muskets.
Inferior (I):
Horsed arquebusiers armed with matchlock arquebuses, such as those of Strozzi
and Turkish or Tartar mounted infantry.

PIKES, representing all close formation infantry fighting collectively with pikes wielded in both
hands; initially in very deep formations, such as Flemings, Scots, German mercenary landsknechts
and pre-eminently the Swiss, but later usually in shallower formations combined with Shot by most
European infantry units. They at first wore cheap 3/4 or 1/2 plate ammunition armours or at least
a buff coat, but veteran units on campaign came to discard armour to obtain greater mobility.
Long pikes could hold-off lancers, but charges by the latter could detain them under punishing
artillery fire. Pistols would try to shoot holes in their ranks. In deep formations, they could roll
over most foot except massed shot defending field works, or if disordered, Blades such as Spanish
sword-and-buckler men or English bills. Long pike shafts made formation keeping difficult in any
but good going and slowed movement even along roads.
Superior (S):
Swiss or English Civil War Cornish.
Ordinary (0):
Landsknechts, later Spanish, Dutch, early Swedish and most English.
Inferior (I):
Armed with shorter pikes or spears, such as Gonsalvo's Spanish or Scots before
1512; or lacking confidence, such as French, Italians or Russians.
Fast (F):
Veteran units that have abandoned armour and sometimes illicitly shortened their
pikes (described by one contemporary expert as "a damned thing to be suffered")
for greater mobility, or whose Shot habitually lacked ample ammunition.
SHOT, represents all foot shooting in formation with shoulder firearms. Muskets both outranged
arquebus and caliver and penetrated armour better, so steadily replaced them. Firelocks were
cheaper in garrison due to saving on match and more convenient, but as yet were little faster
shooting and less soldier-proof than matchlocks, so were at first restricted to small elite units,
artillery guards and garrison sentries. Shot were vulnerable to charging cavalry unless protected by
neighbouring pikes or close terrain, and to deep Pikes unless holding an entrenchment.
Superior (S):
All armed with firelock musket and later with plug or socket bayonet, such as
fusileers or Williamite Dutch, English guards and Danes of the late 11th century;
or armed both with matchlock and a berdische axe used both as musket rest and
deadly close-quarter weapon, such as Polish shot after 1670 and Russian streltsy.
Ordinary (0):
All armed with European matchlock muskets, or with a mixture of matchlocks
and firelocks, or with Japanese matchlocks, but fighting hand-to-hand with
clubbed butt or cheap sword.
Inferior (I):
Entirely or mostly armed with matchlock arquebus or caliver or earlier firearms,
or raw recruits armed with muskets.
Fast (F):
Armed with matchlock or firelock musket but at close range firing by salvo and
immediately charging instead of firing continuously by circulating ranks, such as
Gustavus' Swedes, Turkish janissaries and Scots lacking sufficient ammunition.
BLADES, represents all close fighting infantry fighting individually with sword and buckler or
heavier cutting or cut and thrust weapons. These were less safe than pikes against mounted troops,
but could beat disordered pikes.
Superior (S):
Dismounted men-at-arms in full or nearly full plate armour.
Ordinary (0):
Skilled men with good weapons in lesser ammunition armours, jacks or mail,
such as halberdiers, billmen, Irish galloglaich and Japanese samurai with naginata
or yari, or Pistols or Sipahis dismounted before battle to storm a fortification.
Men with inferior weapons lacking metal armour, such as Aztec suit-wearers,
Inferior (I):
Austrian peasant levy with halberd or morgenstem and Monmouth's scythesmen.
Fast (F):
Men with good weapons in light or no armour, charging at a run and able to
move easily over any terrain, such as Spanish sword and buckler men, Japanese
ashigaru with naginata or yari or Indian Hindu swordsmen.
BOWS, represents all foot who fought in formed bodies with bow, longbow or crossbow relying
on dense shooting and side arms for survival at close quarters instead of on skirmishing or
evasion. These shot at longer range than Skirmishers, often in volleys at command. They were
claimed by some to be especially effective against horse, but were psychologically vulnerable to the
noise and smoke of Shot.
Armed with longbow or composite bow, but willing to fight at close quarters
Superior (S):
with sword and buckler, such as English longbowmen and Turkish janissaries.
Ordinary (0):
Armed with crossbow, such as French, Italian, Spanish or Chinese, or with
composite bow, or with bow and using pavise or protected by shield bearer.
Armed with inferior bows or raw, such as Tlaxcalans, Indians or Japanese.
Inferior (I):

SKIRMISHERS, representing all foot dispersed to shoot individually and avoiding hand-to-hand
combat. Those with firearms most often fought as long range snipers producing a constant irritation
and a dribble of casualties, but would occasionally take advantage of an enemy lack of caution or
unprotected baggage to volley and charge to close quarters, seize loot and disappear jeering. Others
fought in a numerous loose swarm hovering close to the enemy to pester them with missiles and
running away if charged. All were unlikely to cause serious casualties to alert formed troops, but
were useful to slow and hamper enemy movements, to protect flanks, to hold or dispute difficult
terrain, or to act as ambushers or scouts in mountain or bog. They were in great danger in the
open from cavalry, especially from good light horse.
Superior (S):
Sharpshooters armed with an accurate shoulder firearm, such as Austrian grenze,
Turkish arnauts or Indian jezzailachis.
Ordinary (0):
Armed with other firearms, such as Italians or Germans; or with crossbows, such
as French.
Inferior (I):
Armed with bows, slings or javelins, such as Amerindians and Irish kerns.
Exception (X): Throwing explosive or incendiary grenades or hornets' nests, using fire lances or
bolas or shooting poisoned darts from blowpipes.
W ARBAND, including all irregular foot whose most effective tactic lay in a precipitate massed
savage rush to contact. With luck and timing, their charge could sweep away conventional Shot not
supported by Pikes, but they were nervous of Artillery and cavalry.
Superior (S):
Religious fanatics with no thought other than to charge, such as Turkish iaylars,
and also Conquistador war dogs.
Ordinary (0):
Undisciplined tribesmen whose front rank was mainly of hot-tempered well-armed
warriors, impatient to charge although often also carrying a firearm or bow; even
if those following might have nothing better than a long knife, such as Scots
Highland clansmen or Afghan hillmen. Also some sailors.
Inferior (I):
Lightly armed warriors who sensibly preferred ambushe&, barricade fighting and
skipping about hills or bogs yelling and throwing javelins or slinging stones to
charging formidable enemy, such as Irish bonnachts or Inca ~arriors.
HORDES, representing all those troops of desperately inferior weapons, skill or sometimes courage
whose only significant military virtue is their numbers and density.
Superior (S):
Badly armed and inexperienced religious fanatics and/or marauding loot-hungry
rabble, such as Aztec clan warriors or Turkish azabs other than archers.
Ordinary (0):
Peasants with improvised weapons, such as English Civil War "clubmen", and
poor quality Asian foot and camp followers, such as the mass of an Indian army.
Fast (F):
Unorganised enthusiastic rabble with improvised weapons relying on ambush from
difficult terrain, such as light footed mountain freedom fighters.
ARTILLERY, representing all crew-served gunpowder weapons. The larger pieces often fired at
ranges considered excessive in ensuing eras, though usually at denser targets, but achieved only 10
shots per hour instead of the later sustained 2 shots per minute. This was probably mainly due to
s~all crews of only 2 or 3 ~~, only. 1 of whol!l .~as fu!ly skilled, ~d the ab~ce of formal
drills. They depended for mobility on impressed civilian drivers and animals that mtght desert at
the first sign of danger. Their greatest tactical value was as a means of forcing a reluctant enemy
to advance or retire. Poor mobility and inability to shoot overhead "which doeth no greate hurte"
often made it necessary for them to be deployed in front of the army. Smaller pieces were used at
shorter range to supplement infantry firepower "for the sudden execution of horse should they
assail them.".
Superior (S):
Great gonnes on modern wheeled mountings able to move tactically across the
battlefield if provided with draught animals, such as cannon, demi-cannon and
culverins; and also immobile heavy bombards, such as those of the Turks.
Ordinary (0):
Mobile large field pieces, such as demi-culverins, sakers, minions or falcons.
Inferior (I):
Small pieces firing case shot or similar multiple missiles to short range, such as
multi-barrel organ guns or barricados, leather guns, drakes, Gustavus' regimental
3-4pdrs, Scottish fframes or Chinese rocket men.
Fast (F):
Man or camel-carried very light but long guns, such as Chinese jingals or Indian
zamburak, and wheeled falconette "gallopers" drawn by a single horse.
Exception (X): Large rockets, carried by men or on pack-animals and fired one at a time with
greater range than accuracy, such as those used in India.

PONTOONEERS, with materials on wagon or pack animals, who if at a river bank can construct
and dismantle a single pontoon bridge. The bridge is added after launching, the pontooners moved
away on completion. The start of dismantling :is depicted by returning the pontooneers, its
completion by removing the bridge. All pontooneers are oromm-y (0).
WAR. W AOONS, including all slow wheeled vehicles intended to be fought from and to move on
the battlefield, but not ordinary transport wagons or carts utilised to laager camps.
Ordinary (0):
Mantleted wagons filled with men shooting from behind wooden cover with
bows, crossbows or firearms, such as those of the Germans, Hungarians, Poles
and Ottoman Turks, but not the Russian gulyai-gorod wheeled barricades.
Standard wagons, command litters or portable shrines guarded by picked foot.
Inferior (I):
ELEPHANTS, represents both these and their dose infantry escort. They were used in this period
by Indian and south-east asian armies to stiffen infantry, to assault fortifications, and as the de
rigeur command mount, but were nervous of massed firearms and vulnerable to artillery.
Superior (S):
Elephants carrying matchlock: men or rock:eteers to deter attack, so used to noise.
Ordinary (0):
Armoured elephants with howdah and large fighting crew and/or infantry escort
lacking firearms.
Unarmoured elephants with low or no howdah and small crew lacking firearms.
Inferior (I):
SHIPS, representing al.l large sailing vessels relying on broadside guns or boarding.
Superior (S):
Lofty warships with mixed guns on field mounts and carrying large numbers of
soldiers for boarding, such as Spanish carracks.
Ordinary (0):
Race-built warships after 1550 with heavy guns on truck mounts and relatively
few boarders, such as English galleons from 1565.
Fast (F):
Fast handy vessels suitable for scouting and/or inshore work and piracy, such as
Portugese caravels, Dutch cromsters, Engl.ish fregates or Algerine chebecks.
Inferior (I):
Weakly armed merchant vessels, such as hulks, Arab baghala or Chinese junks.
Exception (X):
Small group of explosion or fireships; initially steered by skeleton crews, then
abandoned to wind and weather, such as Dutch "Hellburners".
GALLEYS, representing all large primarily rowing war vessels. Their rams had now been replaced
with boarding spurs and a mixed forward battecy including a few very heavy guns.
Superior (S):
Large slow galleys with light broadside batteries, such as galleasses, Turkish
maonas or Korean turtle ships.
Ordimry (0):
Galleys with a heavy but short range bow battery and a numerous fighting crew
including many heavily armoured men, such as those of St. John, Spain, Genoa
and the Ottoman Turks.
Fast (F):
Speedy galleys with gunners accustomed to long range firing and a moderate
fighting crew of whom few wore much armour, such as Venetian galleys and
North African galleys and galliots.
Inferior (I):
Lacking any but a few light guns but full of troops, such as Japanese galleys.
BOATS, representing flotillas of small war vessels rowed or paddled by armed free men.
Superior (S):
Partly decked with a few light guns, such as English pinnaces, Spanish or North
African bergantines or Malay prahu.
Open rowing boats or large canoes crewed by armed men intended to capture by
Ordinary (0):
boarding and invasion barges filled with troops.
Fast (F):
Fast scouting boats with minimal crew, such as dragon boats or outriggers.
Inferior (I):
Small dug-out or bark canoes.
Exception (X): As Ships (X), but for use on rivers, usually to attack bridges.
BAGGAGE, representing the army's logistical support and with only a limited capability for selfdefence. Its importance in the game is to require protection. Baggage can be mobile, including
wagons, draught and pack animals, herds, drivers and guards, or immobile. It is graded as (0) if
protected by artificial defences, (I) if not. Very large items should be treated as a double element.
Besides tents, immobile baggage for european armies can include sutlers, soldiers' wives, drabs,
slatterns and/or doxies and even the occasional Godly preacher. A Turkish army's could include a
portable minaret and muezzin, slave dealers buying captives, a bazaar, a flimsy-fenced travelling
seraglio or even the portable zoo that the Grand Vizier took: to the siege of Vienna in 1683.
8

ARTHLERY DRAUGHT TEAMS


If Artillery (S) or (0) is to move other than by pivoting up to 45 on a front comer it must have
draught animals and drivers. These are treated as a 2nd contiguous base of the same element. This
faces towards the gun base .when unlimbered ready to fire and away when limbered ready to move
in the direction the team faces. Limberin~ or unlimbering is either by turning the draught base
180or by both turning the gun base 180 and exchanging the positions of the draught and gun
bases without the outer comers of the whole moving. The draught base is permanently removed
when its drivers desert under fire, or it is contacted anywhere by enemy, or if its Artillery element
is destroyed. Bombards cannot have draught animals. The pack animals associated with Artillery
(F) and (X) are the property of the gunners, do not desert, and so are fixed to the Artillery base.

NAVAL LANDING FORCES


Except for Boats (F), which have insufficient capacity, and Ships (X), which are too dangerous,
each naval element can and Jl)ust carry. one land element. This must be of an appropriate type for
its nation, as specified in our army lists. Its cost is additional to that of the naval element.
A Galley element in stem contact, Boat element in bow contact or Ship element in either bow or
stem contact can disembark or embark troops over a beach. Unladen Galleys or Boats are assumed
to be beached and can be contacted by enemy land elements. Unladen Ships are assumed to be
anchored off-shore bow to tide, having been unloaded by their own small craft. They therefore
cannot be contacted by enemy land elements, but unlike beached vessels can be driven ashore and
destroyed by bad weather. Any naval can embark or disembark troops if tied up at a pier or jetty.
They can then be contacted by land enemy and are safe from weather. Unladen naval elements
cannot be moved and do not recoil. Their fighting capacity is greatly reduced for lack of men.

ARTIFICIAL DEFENCES
Each section of defences has the same frontage as an element, but is not an element. It can be a:
Portable Obstacle, to accompany an element of Shot or Bows and protect it in close combat against
cavalry, such as Swedish swinesfeathers 1624-1626, Russian gulyai-gorod walking mantlets, or
chevaux de Frise.
Fixed Obstacle, to protect foot, Artillery or Baggage in close combat, such as wagons in laager
around a camp, wagons protecting a flaDk guard of Shot as at Gravelines in 1568, a palisade, an
abatis of felled trees, a street barricade, a thorn boma or an Irish plashed wood edge.
Fortification, to protect a foot or Artillery element manning it against all distant shooting and close
combat. It can be linear such as a crenelated stone town wall or an obstructed ditch and sodded or
stone-revetted sloping earth rampart, or a separate three- or four-sided open-backed earthwork
redoubt for one element, which can then fight to its flank or rear if not fighting to its front.
Both large bastioned-trace fortresses and smaller improvised rectangular sconces are assumed to be
made up of multi-element wide linear sections. A bastion or ravelin face or a section of curtain
should accommodate 2 elements of Shot, a bastion shoulder or gorge 1. These rules do not cover
the slow siege work such as sapping, breaching by ,artillery or mining.
Unless placed by the defender as part of a built-up area, or a plashed wood edge in an ambush, a
fortification or fixed obstacle can be placed only in its side's deployment area. Those intersecting a
table edge are assumed to be part of a closed circuit, the off-table part of which need not be pai<!
for. A closed circuit must include 1 or more on-table gateways which are part of the obstacle or
fortification. If this surrounds a BUA, they are connected to both its centre and to neighbouring
gateways by roads. Gateways must be at least 3 element widths apart.
Troops immediately behind a fixed obstacle or on a fortification ready to fight enemy outside are
said to be manning it. Troops can cross fixed obstacles or fortifications only unopposed through a
gateway or by assault. An assaulting element in contact with an obstacle or fortification is treated
as if in contact with the element manning this. Comer pieces with no internal frontage need not be
paid for. They cannot be assaulted unless the apex of a bastion or ravelin.
A portable obstacle is permanently removed if the protected element moves to initiate close combat
with enemy. Any obstacle is permanently removed if the protected element is destroyed by artillery
or naval, or is destroyed, recoils or flees while in close combat.

ORGA'NISING AN ARMY
BASING
All figures must be combined into elements each of several figures permanently mounted on a
rectangular base of card or similar material. Base size is not critical provided that all bases have
the same frontage and both armies use the same conventions. However, since existing rule sets for
this historical period do not in fact meet this requirement, we recommend those below as the best
compromise. Many are common to our DBM rules, allowing continuing troops to be used.
25mm 15mm 10mm 6mm 2mm
1200 1200 1200 2000
600
60mm 40mm 40mm 40mm 30mm

If figure scale is:


Naval scale is 1 to:
Frontage of all element bases =

Depth of element base if:


Cavalry or Hordes =
Foot except Dragoons =
Dragoons, Artillery or Baggage=
Elephants=
Pontooners, War Wagons, artillery draught or naval =
Alternative: Pikes, Blades except (F), Warband (S) =
Figures or 2mm blocks per element if:
Light Horse, Camelry (F), Skirmishers =
Lancers, Pistols (F), Sipahis, Camelry (S),(O)
Pistols (S),(0),(1) =
Dragoons, Blades (F), Warband, Bows (I) =
Shot, Blades (S),(0),(1), Bows (S),(O) =
Pikes=
Hordes=

Models per element if:


Artillery (l),(F),(X) =
Artillery (S),(O), Elephants =
War Wagons=
Ships, Galleys, Boats (S),(F) =
Boats (0),(1) =

40mm
30mm
60mm
80mm
120mm
20mm

30mm
20nim
40mm
40mm
80mm
15mm

1
2
3
3
.3
4
5-8

2
3
4
3
4
4
5-8

1-2
1
1
1
2-4

1-2
1
1
1
3-4

30mm
20mm
40mm
40mm
80mm
15mm

20mm
lOmm
40mm
40mm
80mm
5mm

15mm
lOmm
30mm
30mm
60mm

2
4
1
4
6 c3,i2
6
8 c4,i2
4
6
2
6
8 c6,i2
2
6 8-12
7-14 10-16
2-4
1-2
1
1
1
3-4

2-5
2
3
1
3-4

2-3
2

5
2
3-6

Dragoons are based as a row of shooting figures with a group of held horses and a single holder,
or if unavailable mounted figures, behind it on the same base. Only the shooters are numbered
above. War Wagons and Ships are based in single file. Pistols (F), Sipahis, Light Horse, Camelry,
Blades (F), Bows (I), Skirmishers, Warband and Hordes are based randomly. All others unless
2mm are based as a single row of figures or models towards the rear of their base. Elephants can
add 2 or more escort figures and artillery 2 or more crew figures per model. 2 elements of the
same type and grade can be mounted together on a double depth base which moves and responds
to contact as if one element. A general's element must be recognisable by his figure, standard,
conventional white charger or unusually magnificent elephant. It is usual to enhance visual effect
by disguising bases with scenic flock or similar material, not merely painting them ground colour.
The changed base depth for some foot compared with DBM and rear mounting is so that opposing
bases can be lined up in contact without visual anomalies. The alternative shallower bases for some
troop types are to allow DBM figures to be used, but these must recoil and follow-up as if based
on the standard depth. They shallower bases do not confer any tactical advantage.
The numbers given for 6mm and 2mm allow for single figures and blocks of all manufacturers.
Some 6mm blocks have frontages which vary according to troop density. These must be cut and
combined to give a realistic appearance, sometimes with small random groups spread over the
base. When using 6mm figures at condensed scale, increase the depth of foot except Skirmishers
by using double elements as single elements. 2mm blocks suit only condensed scale. c = Conflict
Miniatures, i = Irregular Miniatures. If i, use 2 figure deep bloc~ for Pistols (0) etc, 3 figure
deep H&M blocks for Shot etc. Colour 2mm rear base edges to indicate orientation and army.
10

ARMY SIZE
Unless the battle is a campaign or scenario game, each side consists of troop elements up to an
agreed total of army points (AP) between 100 AP and 500 AP. In games with less than 250 AP,
the whole army is a single command under one general. In larger games, it is divided into 1-4
commands, each with its own general, one of whom is the commander-in-chief. Subordinate or
allied generals can either be controlled by other players or not. Each army must include 2 baggage
elements per command, all of which are included in the same command. All elements and generals
must be assigned to commands before the set-up procedure on P.12 is started.

Our accompanying books of army lists specify element types and numbers for the great majority of
historical armies within the period of the rules and also any artificial defences that can be used in
addition to any enclosing the on-table part of a BUA.
Points spent on artificial defences restricted to the defender are wasted if the terrain includes no
BUA or the army turns out to be the invader. Points spent on naval elements are wasted if they
have no access on to the table. Their landing troops can still be deployed, being assumed to have
disembarked and joined the army prior to the battle.
ELEMENT COST
Basic cost of one element of:
Lancers
Pistols
Sipahis
Light Horse
Camelry
Dragoons
Pikes
Shot
Blades
Bows
Skirmishers
Warband
Hordes
Artillery
Pontooneers
War Wagons
Elephants
Ships
Galleys
Boats

(S)

(0)

(I)

(F)

15
12
10

12
10

10

11

8
5

11

4
6

7
9
8
5
7
9
7
4

5
2
25

8
5
6

4
6

4
4

7
5
3
4
1
20

(X)

3
8

1
10

10

5
24
6

5
3

10
20

3
16

4
2

2
1

Adjustment for all grades if a C-in-C's or sub-general's element


Adjustment for all grades if an ally-general's element.
Portable obstacle to protect one element frontage.
Fixed obstacle to protect one element frontage.
Fortification to protect one element frontage.
Extra for each flank or rear face of a three- or four-sided redoubt.
Extra if a gateway.

3
+20
+10
1
2
4
+1
+2

DBR troop types usually cost the same as an exact equivalent in DBM, though they do not always
have the same type or grade.

ARMY DECLARATION
Competition organisers will ask for an advance listing of your army by commands giving the
number, types and costs of all elements, together with the number of elements that each command
must lose to be beaten. You need not declare army composition to an opponent or tell him things
he should be able to deduce from your figures.

11

PREPARING FOR BA1TLE


SET-UP DICING
Except in a scenario or campaign battle, each side's C-in-C nominates a season of the year. Both
then dice, each adding his army's aggression factor (a number from 0 to 4 specified in its army
list) to his raw score. If adjusted scores are equal, dice again until a round of dicing produces
unequal adjusted scores. The side with the higher adjusted score is the invader, the other is the
defender. The battle occurs during the invader's nominated season. The defender nominates which
side of the table is north and positions the terrain, unless this has been fixed in advance by a
scenario, campaign or competion organisers.
Now add together the raw scores of all dice thrown during the above. The total is the number of
hours after midnight that the battle can begin.
Now deduct the lower of the last pair of raw scores from the higher. The difference is the weather
score, which together with the climatic zone and season defines the state of the weather.
TERRAIN CHOOSING
As generalship is definable as the skill with which generals adapt their troop movements to those
of the enemy and to the terrain, the provision of varied and realistic terrain is essential for
interesting battles. The most popular method is for the defender to place separate terrain features of
types allowed by his army list on top of a plain doth or large painted board as follows:

Bisect the table twice into 4 rectangular quarters. The defender places 3-5 terrain features of types
permitted or required by his army list, so that each quarter entirely or partly includes 1-2 features
other than roads and no feature is in more than 2 quarters. The attacker may then move up to 2
features, or replace them by others on the defender's list of different type and/or size. Compulsory
or water features, roads or a BUA cannot be replaced or used to replace others, but can be
moved. A replacement or moved feature must still occupy the same quarters. Features other than
roads, rivers or waterways cannot be further across in any direction than 1,000p or less than lOOp.
Any such features after the 3rd cannot be further than 300p across in any direction.

Good going includes the basic flat playing slirface representing pasture, open fields or steppe and
also smooth gentle slopes, or if foot, fortifications.
Rough going [Rg] includes moderately boggy or rocky ground, brush and sunken gullies.
Difficult going can include steep slopes, woods [Wd], orchards and olive or palm groves [O],
small fields enclosed by low walls, hedges or irrigation channels [E], vines in parallel rows [V],
marsh or deliberate thigh-deep inundations [M], parallel sand dunes [D] except to Camelry, and a
single built-up area [BUA], but, if foot, not its perimeter fortifications.
An. element in that is in more than one type of going is treated as if in the most slowing.
A hill is a single feature whether some or all of its slopes are steep, rough, cultivated or wooded,
or all are gentle and clear. All hills slope from a high point or ridge to their edge. Gentle slopes
are not rough or difficult going unless combined with other terrain types that are. An. element is
upslope of enemy if at least part of its front edge is .upslope of the whole of that enemy element,
or if the enemy element is in a gully.
Roads were usually unpaved, so should be depicted as pale earth tracks of less than element width.
Since elements move astride roads, the terrain half an element width each side of the road's centre
line must be identical. A road must run from a table edge to another road or edge. Any second
must join or cross the first. Roads that intersect rivers cross them by ford or permanent bridge.
Water features can either be unfordable waterways [WW] navigable by sea-going vessels, such as
the sea, large lakes or giant rivers such as the Rhine, Danube, Euphrates, Tigris, lower Nile or
Yangtse, or else ordinary rivers [Rv]. Deliberate immndations are depicted as water but treated as
if marsh. As water lacks surface features, going is instead related to weather and current. Naval
moves are in difficult going if Galleys in strong winds, Boats moving upstream on a dangerous
river, or Ships with no wind or headed within 45 of upwind. In a Cold climate, the waterways,
rivers and marshes of nations whose army list includes the additional terrain type of Ice [I] may
freeze in very cold weather, becoming rough going to land troops and impassable to naval.
12

Only one waterway [WW] can be used. If so, it extends 300p to (,()Op from one side table edge. It
must be edged by cliffs, beaches, marshes or dunes, or by the quay or defences of a BUA.
A river [Rv] must flow from a table edge to a waterway or a different table edge. Any second
river must flow from a table edge into the first river. The total length of river QlUst not exceed
1.5 times that of the longest table edge. A river's width must not exceed 2.5 element widths.
Movement along it is possible only to boats, and then only if navigable. Boats can pass under a
permanent bridge, but cannot pass a pontoon bridge. A river's nature is constant along its whole
length and is diced for when the first land element attempts to cross it off-road or naval element
attempts to enter it, adding + 1 to the score if the river is in spate. For a score of:
1-2 Paltry. Shallow and with visible bottom. Can be waded anywhere in any formation without
delays, but provides drinking water and its banks aid defenders. Unnavigable. .
3-4 Easy. Deeper, but slow running, with unknown bottom. Can be waded anywhere with little
delay on a frontage of one element. Navigable by boats.
5-6 Tricky. Still deeper and faster. Crossable with little delay in most places.
7
Dangerous. Flood with fierce current. Crossings difficult to find and can deteriorate during
fording due to erosion and random surges. Difficult going for boats moving upstream.

BRIDGES
Bridges can be permanent structures placed by the defender at the junction of a river and road or
pontoon bridges constructed by a pontooneer element. Both can be destroyed together with crossing
troops as if a train target by shooting from Artillery or naval, or close combat with foot, who
cannot count overlaps or rear support, or with Boats (X). A pontoon bridge is placed in position
when a pontooneer element at the river edge expends PIPs for launching. When PIPs are expended
for completion, the element moves away leaving the bridge in place. The start of dismantling is
depicted by the pontooners returning, its completion by expending PIPs and removing the bridge.

CLIMATIC REGION
We recognise four climatic regions, which we call Cold, Warm, Dry and Tropical. The home
climate of each army is specified by its army list. Battles are in the defender's home climate.
Cold applies north of the Pyrenees, Alps, Caucasus and the Central Asian Desert, to the Danube
basin, Mongolia, Tibet, Korea, China north of the Fei river, Japan and highland Peru, and to all
large mountain regions.
Wann applies to southern Europe, Africa north of the Atlas, Turkey and Syria/Palestine.
Dry applies to the Sahara, Libya, Egypt, West and East Sudans, Arabia, Persia, Mesopotamia, the
Indo-Persian border, and the Central Asian Desert.
Tropical applies to Africa south of the Sudans, India, South East Asia, China south of the Fei
river, and Central and South America.
TIME OF DAY OR NIGHT
The raw set-up dicing total gives the number of hours after midnight that deployment is completed.
One hour passes each time the defender completes 6 bounds. Sunrise to Sunset is:
0400 to 2200 in Cold if summer.
0500 to 1900 in Cold if Spring or Autumn, or in Warm or Dry if summer.
0800 to 1600 in Cold, Warm or Dry if winter.
0600 to 1800 in other climates or seasons.
Dawn applies during the hour before sunrise. Dusk applies during the hour after sunset. There will
be moonlight if the invader's last set-up raw dice score was an odd number and there is currently
no overcast, mist, rain or dust storm.
If deployment is completed between dusk and dawn, each side has one opportunity to decide on a
night or dawn attack at an hour of its choosing, the invader first. If so, the other side is assumed
to be encamt>ed and throws no PIP dice until sunrise or one of its elements becomes aware of
enemy. If not, the battle starts at daybreak. If dusk occurs during a battle, fighting continues until
no enemy can be seen. An element or group that cannot see enemy cannot advance and routers
cannot be rallied. Once fighting ceases, both sides record their decision whether to continue the
battle at dawn or retreat, then reveal it simultaneously. It ends unless both sides wish to continue.

13

WEATHER
The risk of bad weather can be minimised by a wise choice of campaigning season. Its effects on
land are usually minor and transitory and can be mitigated or exploited by good generalship. Its
effect at sea is an essential part of naval warfare.
If the weather score is:
0-1 Perfect clear and dry weather with minimal cloud cover. Light wind as for score of 5, except
in bounds in which the average PIP score is 2 or less, during which there is no wind.
2 Fog in Cold if winter, mist in other climates and seasons, from 1 hour before dawn until any
hound's PIP dice average 5 or more. If deployment is completed more than one hour after
dawn, fog or mist is assumed to have already dissipated. No wind.
3 Strong wind blowing from South West in Cold or Tropical, from South in Warm or Dry.
Risk of rain in Tropical if spring or summer. Risk of dust storms in Dry. Risk of shipwreck.
4
Overcast. Light wind blowing from North West in Cold or Warm, from South West in Dry
or Tropical. Risk of rain in Tropical if spring or summer, or in Cold unless summer. Rivers
in spate in Warm if spring.
.
5 Overcast if spring, autumn or winter. Light wind blowing from North East in Cold if winter,
South West in Cold if spring, summer or autumn, North West in Warm, South West in Dry
or Tropical. Risk of snow and the waterways, rivers and marshes of defenders with Ice as a
terrain type are frozen in Cold if winter. Risk of rain in Cold if spring or autumn, in Warm
if spring, autumn or winter, in Dry if winter, in Tropical if spring. Rivers in spate and mud
in Cold if spring or autumn, in Warm or Dry if winter, in Tropical if spring. Dazzle if
summer. Thirst in Warm if summer, in Dry if spring, summer or autumn.

Snow, rain or dust storm risk.


Snow, fog, mist:
Rain:
Dust storm:
Spate:
Dazzle:
Strong winds:

No wind:
Mud:
Thirst:
Overcast:

Such weather starts or ceases when any hound's PIP dice


average 5 or more. Once ceased, it does not occur again.

Reduces visibility and restricts movement.


Combat disadvantage if Light Horse, Bows or Skirmishers and shooting, or if
Shot.
Reduces visibility. Combat disadvantage unless facing within 45Q of directly
down wind.
Increases difficulty of riv~r crossings.
Combat disadvantage if facing within 45"of due East within 2 hours after
sunrise or facing within 45 of due west within 2 hours before sunset.
Combat disadvantage if Bows shooting except within 45 of directly down wind.
Naval with the land edge of a water-way directly down wind within an element
base width are shipwrecked and destroyed unless they move or are already at a
quay or beached. Difficult going and combat disadvantage for Galleys.
Difficult going for Ships.
Reduces movement on roads to rough going distance. Combat disadvantage if
moved upslope into close combat this bound.
Combat disadvantage after noon (1200) unless side has a river or friendly BUA
closer to its base table edge than is the rear of its most advanced element.
Reduces visibility at night.

VISIBILITY
Troops or terrain features are visible in daylight and clear weather to all viewers whose direct line
of sight is not blocked by intervening higher ground, trees or buildings. Dusk and dawn reduce the
maximum distance at which they can be seen to (J()()p, moonlight, day-time mist or snow to 300p,
and a moonless, overcast or misty night, fog or dust storm to l()()p. Troop elements do not block
line of sight.
Troops within a wood or the interior of a BUA cannot be seen from beyond SOp, or those within
an orchard or palm or olive grove from beyond lSOp, unless they disclose their presence by
shooting out. Troops less than those distances mside the edge see out as if outside. Skirmishers in
vineyards, marsh, rocky areas or brush cannot be seen from beyond lSOp unless moving, shooting
or in close combat. A plashed wood edge cannot be seen from beyond SOp.

14

Troops at least half way up hills cannot see or be seen from less than 600p beyond a lower hill,
BUA, wood, orchard or palm or olive grove. Those on the flat or lower on hills cannot be seen
over these at all. Troops on a hill cannot be seen from the same hill at beyond lOOp. A gully can
be seen into only from its edge. Troops in a gully can see out, but cannot shoot out.
Knowledge of enemy presence or adverse events is assumed to spread through a command by
informal means whether the general wishes it or not, but not to other commands. Troops are
considered to be aware of any enemy who:
(a) Are visible to or have shot at any element of their own command.
(b) Have been observed within or moving into concealing terrain by an element of their own
command and have not been seen to move out again.
(c) Who are within visible artificial defences.

DEPLOYMENT
The defender is assumed to have the greater local knowledge and scope for choosing the battlefied
or preparing defensive positions or ambushes. The invader is assumed to have the initiative and
sometimes to have some choice of direction of approach. If the defender has chosen the terrain,
then the invader chooses which long or equal playing area edge will be his base edge. If the
terrain was chosen by a third party, the defender chooses. The other side's base edge is that
opposite.
Unless in ambush or inside a fortified BUA, defenders must be deployed within 600p of their base
table edge. Invaders must be deployed within 300p of their base edge and not within 200p of a
fortification. Neither can deploy land elements, baggage or obstacles within lOOp of a side table
edge except as ambushers or inside any BUA. Baggage must be deployed in good going or in a
BUA. Elements of different commands must not intermingle when first deployed.
The defender first places his baggage, any fortifications or fixed obstacles and any elements
garrisoning a fortified BUA. The invader then places his baggage and any fixed obstacles other
than plashed wood edges that are part of an ambush.
Both sides then record:
(a) The relative position of their commands from right to left and front to rear.
(b) The position and direction faced of each element of troops deployed in ambush.
They then deploy all troops except any in ambush. Each side alternately deploys one command,
starting with the defender. Each side must deploy its command with the greatest number of
elements including baggage first. Its remaining commands can be placed in any order.
OFF-TABLE FLANK MARCHES
There is no provision for off-table flank marches, these not being a significant feature of the era.

AMBUSHES
An ambush is an element or group of elements initially deployed in any of these situations:
(a) Concealed within a wood, an orchard or olive grove, an unfortified BUA or a gully.
(b) Hidden from the enemy deployment area by intervening higher ground or woods.
(c) If Skirmishers, hidden in these ways or in a vinyard, rocky area or marsh, or in brush._
Its position and the direction faced is recorded at deployment time, but it is not placed on table
until any of its elements first move, shoot or are seen by enemy. Invaders can position ambushes
of!ly within 300p of their base table edge. Defenders can place ambushes anywhere except within
5UUp of the invaders' base table edge. An ambush cannot include baggage, fortifications or any
fixed obstacle except plashed wood edges.

15

FIGHTING THE BATILE

SEQUENCE OF PLAY
The two sides take alternate bounds. The invaders take first bound. During each side's bound:
(1) Each of its commands dices for player initiative points (PIP) to be used to move, steady or
rally some of that command's troops. Weather changes are checked.
(2) It first makes single element and group tactical or march moves, rallies routers or pursuers, or
if it has just become beaten steadies single elements or groups. Both sides then make rout and
pursuit moves. A legal move cannot be taken back once made. Enemy contacted on a flank or
rear base edge now turn to face.
(3) All Pistol (I), Light Horse (I), Dragoon, Shot, Bow, Skirmisher (S), Artillery, War Wagon,
Ship, Galley or Boat (S) elements of both sides that have a valid target must shoot and make
or inflict outcome moves, in an order decided by the player whose bound it is.
(4) Any elements of both sides in front base edge contact with enemy fight in close combat and
make or inflict outcome moves, in an order decided by the player whose bound it is.
PLAYER INITIATIVE POINT DICING
The C-in-C simultaneously throws one identically coloured PIP die for each of his own command
and those of his sub-generals, then allocates one of these dice and its PIP score to each of those
commands. However, if night or bad weather reduces visibility to l()()p or the C-in-C is in close
combat or has been lost, each command instead dices separately. The command of an ally-general
always dices separately and uses a distinctively coloured die. A command continues to be diced for
each bound that any of its el~ments remain on table. PIPs cannot be transferred or accumulated.
1 PIP is expended to:

Move, unlimber, limber or steady a single element.


Move a group of up to 4 elements wide and of any depth.

2 PIPs are expended to:

Steady a group.
Rally a single routing or pursuing element.

3 PIPs are expended to:

Move a group more than 4 elements wide.


Launch, complete or finish dismantling a pontoon bridge.

1 less PIP is expended to:

Move or steady an element or group including its command's


general if he has not already moved this bound. This simulates
the extra authority he can exert on those near him.

1 extra PIP is expended if:

Moving, steadying or rallying any element or group whose


command's general's element is in close combat, or is lost, or
is more than 1,200p away, or is more than 600p away and
neither is in sight of the other. These distances are measured
between the nearest points of the two bases, but diverting
around terrain impassable to the general's element and not
passing through any enemy element.
~
Marching a group which has already marched twice this bound,
unless along a road.

2 extra PIPs are expended if:

Moving an element of Pikes or Shot from overlap into front


edge contact with the overlapped enemy's flank.

TACTICAL, MARCH AND OUTCOME MOVES


Tactical and March moves are voluntary moves during their own side's bound and expend PIPs.
An element can either take part in one tactical move per bound or as many march moves in any
bound as PIPs are available. March moves cannot start or go closer to known enemy than 300p or
be made by any troops of a beaten command. Outcome moves are the compulsory Recoil, Flee,
Follow-up, Rout and Pursuit moves in both sides' bounds which do not require PIPs.
16

MOVING SINGLE ELEMENTS


A move by a single element can be in any direction provided that no corner of its base ends more
than the troop type's maximum permitted move distance from where that comer started. A single
element tactical move can therefore be used not only to advance, but also to retire, to expand a
group's frontage, or to disembark from or embark on a naval element. A smgle element move

cannot start with the element in contact with an enemy element's front or rear edge.

MOVING ELEMENTS TOGETHER AS A GROUP

A group is defined as a number of elements which, except as necessary when wheeling a column.,
are facing in the same direction and each in both edge and comer-to-comer contact with another of
the group's elements. A group move cannot start with any element in contact with an enemy
element's front edge. Unless moving into or out of a 1 element wide column., elements moving as
a group must each move parallel to or follow the first of them that moves, and must move the
same distance or wheel through the same angles.
A group move must be in a one element wide column. if through a gateway, or along a road, or
following a river bank, or across difficult going, or across any but a paltry river, or by Boats on a
river, or off-road in visibility restricted to 100p.
A group move cannot include any changes in frontage or direction, except:
(a) Reducing frontage to form a 1 element wide column. The element that is to head the column
moves forward by up to its full tactical move distance. Other elements move as if by single
element moves. The nearest elements fall in behind the column. Other elements move to close
up any resulting gaps. No element can end further to the rear than its previous position.
Except as made necessary by wheeling the column, all must end facing in the same direction
and in both edge and comer contact with another element of the original group. None can end
in contact with enemy. All elements count as moving along a road if the head of the column
does. It may take more than one move before the whole group is in column.
(b) Expanding a 1 element wide column to a group up to 4 elements wide. Each element moves
as if by single element moves and cannot exceed its normal tactical move in that terrain.
(c) One or more successive wheels, each pivoting on the inner front comer of the group and
measuring move djstance along the outer arc of the wheel.
(d) One or two 180 turns if th~ group is entirely of Light Horse, entirely of Skirmishers or
entirely of naval, or one 180 tum :i.f entirely of steadied Pikes (S), in each case measuring the
whole move from the original position of the front edge of each element to the final position
of its rear edge. No other group retirement is allowed.
(e) Sideways movement of up to half a base width to line up directly opposite enemy. This is the
only sideways or oblique movement permitted to a group.

TACilCAL AND MARCH MOVE DISTANCES


The maximum distance a single element or element of a group can move, if permitted in that
terrain, is:
If entirely along road.
If at least partly off-road in:
Good. Rough. Diffiwlt.

600p
300p
200p
200p
150p
150p

Light Horse.
Sipahi or Dragoons.
Lancers, Pistols, Camelry or Elephants.
Shot, Bows, Skirmishers or Warband.
Pikes, Blades, Horde, Pontooneers or Baggage.
Artillery or War Wagons.
Naval.

250p
200p
200p

150p
lOOp
lOOp

200p
150p
150p
150p
lOOp
50p

200p

lOOp
lOOp
50p
100p

50p

1~

Elements graded (F) or (X) add 50p off-road if cavalry or Shot in good or others in any going.
Elements graded (S) always deduct 50p if Blades, Artillery, Ships or Galleys.
Maximum land moves off-road and moves on waterways are reduced to:
lOOp if visibility is reduced to lOOp by night and/or weather.
50p if the front edge of a single element or the element leading a column is crossing any but a
paltry river.
17

WADING A DIFFICULT RIVER


A single element or element leading a column across a tricky river must dice unless on a road ford
and score at least 3 to cross. If tl:le river is dangerous, a single element or element leading a
column must score 6 and each other element of a column 3, or 1 less if on a road ford. Once an
element fails, no other attempt can be made within 300p that bound unless fleeing or routing.
MOVING THROUGH FRIENDLY TROOPS OR GAPS
No element can enter a gap less than one element wide, or change direction within or after passing
a one element wide gap between two enemy elements. Unless recoiling or fleeing, an inte:rpenetrating element must have enough move and room beyond to end clear. Allowed interpenetrations are:
(a) Any land can pass through Skirmishers or Light Horse other than when recoiling, Skirmishers
pass through any land, Light Horse pass through cavalry, Blades pass through Shot or Bows
or naval pass through naval, if these are facing in the same or opposite direction.
(b) Artillery, Pontooneers, War Wagons and Baggage can be passed through in any direction by
troops not of any of those types, unless both elements are on a road.

MOVING ACROSS AN ENEMY ELEMENT'S FRONT


No element can cross the froot of or retire from in front of any enemy element which is within
one element base width distance and not at least partly separated from it by an intervening element
or fortification, or having done so continue moving, except:
(a) To advance directly forward towards such an element any part of which is directly in front.
(b) To advance to line up directly opposite such an element's front.
(c) To advance its front edge to contact the front edge or front comer only of whichever such
enemy element can be so contacted by the shortest move. An element attempting contact from
opposite a join between two enemy elements must thus contact that it initially overlaps most.
(d) To retire directly to its own initial rear without ending in edge contact with enemy.
(e) As an outcome move.
MOVING INTO CLOSE COMBAT
Close combat occurs when an element has moved into, or has remained in, both edge and comer
to comer base contact lined up with an enemy element. Artillery, Pontooners, War Wagons and
Baggage cannot move into edge or comer co~tact with an enemy element.
When a single element or an element of a group entirely of Skirmishers and/or Light Horse is
contacted by the front edge of an element of an enemy group, it must immediately pivot and/or
shift sideways to conform to that element, uJess either defending a fortification, an obstacle or the
edge of a terrain feature, or its recoil would then be prevented by friends. If a player's group
contacts 2 or more such enemy elements, he decides the order in which these must conform.
I_f the contacted elements need not so conform, then (a) those initiating the combat must move into
both front edge and comer to comer contact without exceeding their normal move; (b) an element
moving into contact with an enemy element's flank must end with one of its front comers touching
the enemy element's front comer; (c) an element cannot move to contact an enemy element's flank
or rear umess it starts entirely on that side of an imaginary line prolonging that base edge of the
enemy element .

.RESPONDING TO FLANK AND/OR REAR CONTACT


Artillery, Pontooneers, War Wagons, Baggage, Ships and elements manning redoubts do not rum
to face a flank or rear attack, but use a contacted edge as their front edge if the true front edge is
not in contact. Any other element which is contacted to flank and/or rear by an enemy element's
front edge, and which is not routing or also either in contact to its front with an enemy front edge
or providing rear support to an element which is, rums at the end of the movement phase to face
any rear attacker, otherwise whichever contacted it first. Any enemy contact with the rear or side
edge of an element currently providing rear support is treated as on that of the front element.

If an element contacts the flanks of two or more such enemy elements, all these turn, the second
and subsequent elements moving to behind the first However, if one such element is in frontal
contact with an enemy front edge, none tum. If elements contacted in flank will have insufficient
room to turn, the attacking element must make room by moving back. If this is not possible, its
move is cancelled. If turning to face one flank or rear attacker breaks contact with another, this
must immediately move to renew the contact if there is room.

TYPES OF COMBAT
Combat is either distant shooting or dose combat. Distant shooting is limited to those troop types
that historically shot at long range. Close combat includes not only hand-to-hand combat using
edged or pointed weapons but also all shooting by mounted archers, javelin.men and others that
shot only at short range, by firearms at decisive range, or at charging enemy.
DISTANT SHOOTING
Elements of a type and grade permitted to do so and not in dose combat other than as an overlap
and which did not march this bound must shoot at one enemy element which is a valid target. We
call the base edge shot from the "shooting edgen. This can be the front or a flank if foot
occupymg a redoubt, War Wagons, Ships or Galleys (S), otherwise only the front. Artillery cannot
shoot or shoot back during its own side's bound, or if it is (S) or (0) and is still limbered.
A target element that has not yet shot this bound must shoot back if it can. Others must shoot at
nearest valid target not already being shot at by 3 elements, except that artillery can choose to
ignore and shoot through enemy Skirmishers or Light Horse if beyond 200p. An element is a valid
target if it is visible, in range, any part is within an element base width of straight ahead of any
part of the shooting edge, it is not in frontal edge contact with enemy ru:1.d (unless shot at from a
hill or fortification by artillery other than (X)), no part of any element is between imaginary lines
connecting one front rank shooting edge comer to any comer of the target element and the other
to an adjacent comer without crossing.
A 2nd or 3rd element can shoot at the same target element as a closer friendly element, but this
aids the shooting of the lst instead of being resolved separately. Any more elements shooting at
the same target have no additional effect If using normal scale, Shot, Bow and Pistols (I) elements
can shoot from behind 1 fully contiguous friendly element of the same type and grade at the front
element's target. If using condensed scale, they cannot shoot from behind. Shooting from behind is
not possible if in difficult going, or from behind friends manning a fortification. It is possible if
the friends are only mrum:ing an obstacle.
Ranges are measured from the nearest point of each front rank shooting edge to the nearest point
of the target element.
Shot and Dragoons can shoot lOOp if (I),or (F), 200p if (S) or (0).
Pistols and Light Horse can shoot lOOp if (I).
Bows, Skirmishers (S), War Wagons (0) and Boats (S) can shoot 200p.
Artillery can shoot 300p if (I) or (F), 900p if (X), 1,800p if (0) or (S).
Ships can shoot 300p if (S), (0) or (F), 200p if (I).
Galleys can shoot 200p if (S) or (0), 500p if (F).

CLOSE COMBAT
Close combat occurs when an element's front edge is in both edge and comer to corner base
contact lined up with an enemy element.
An element in close combat with the flank or rear of an enemy element which is also engaged
frontally, or which overlaps it, assists the element in frontal combat with the enemy element's
front instead of fighting itself.

An element counts as an overlap against an enemy element if either:


(a) Both right or both left front base comers touch and at least the nearest part of the overlapping
element's front edge is not in contact with any enemy element.
(b) Both elements' side base edges touch, even if the overlapping element is in. contact with a
friendly or enemy element to its front Each then mutually overlaps the other.
An element can overlap enemy elements on each of its flanks, even if the enemy elements were
exposed by its own frontal opponents having recoiled, fled or been destroyed that bound. An
element can only be overlapped once on each flank and cannot be both overlapped and frontally
contacted on the same flank. A War Wagon, Pontooneer or Ship element attacked on the same
flank by two enemy elements fights both in succession that bound. If only half its flank is
currently in contact, the attacker is overlapped.

19

RESOLVING DISTANT SHOOTING OR CLOSE COMBAT


Whether in dose combat, shooting, or shot at and unable to shoot back, each player dices for his
element and adds the appropriate combat, rear support, flank support and tactical factors to its
score. The alternative CF m brackets are substituted if usmg condensed scale.

Combat factors against:

Cavalry.

Elephants or War Wagons.


Ships or permanent bridge.
Pistols.
Pikes.
Camelry or Bows.
Blades.
Lancers, Sipahis, Artillery or Galleys.
Shot.
Dragoons or Warband.
Light Horse, Horde or Boats.
Skirmishers, Pontooners or pontoon bridge.
Baggage, captured Artillery or unladen naval.

Foot.

Train or Naval.

+5
+4

+4
+4
+3 (+4)

+4
+3
+3
+2
+2
+2
+2

+2

+2
+4
+2
+2
+2

+5

+3

+4 (+5)
+4 (+5)

+1

+3

+3

+3

+3

+3
+3

+4
+2
+2
+1

+2
+3
+2

Close combat rear support factors:


Some troop types add to their normal combat factor m close combat, or cause their opponents to
deduct, if supported to their rear by contiguous friendly elements. These must belong to the same
command and be of the same type and, unless specified otherwise by their army list, such as Scots
Pikes, the same grade. Each must be in full front edge contact with the rear edge of that in front
and none in difficult going unless facmg along a road. Rear support is not allowed if manning a
fortification. Lancers get rear support only if specified by their army list.
If using normal scale:
Pikes add + 1 for a 1st supporting element.
Foot or train fighting against Pikes deduct -1 for each 2nd or 3rd enemy supporting element.
Pistols except (F), Shot (0) or (I) and Warband (S) or (0) add + 1 for 1 supporting element.
Lancers except (S), Shot (S) or (F), Blades except (F) and Sipahi add + 1 for 1 supporting
element if :fighting against cavalry m an enemy bound.
If using condensed scale:
Foot fighting against Pikes deduct -2 for 1 enemy supporting element.
Close combat flank support factors:
Some troop types add to their normal combat factor in frontal close combat if supported on 1 or
both flanks by a contiguous friendly element, or deduct from it if their opponent is so supported.
The supporting element must be of the same command, facing the same way and in side edge and
front or rear comer contact with it The supporting element can itself be in frontal combat.
+2 if Shot fighting against cavalry or Warband while supported by Pikes or by Pistols except (I).
+ 1 if Shot or Artillery that are supported by Artillery (I).
-1 if cavalry fighting either Pistols or Pikes, if these are supported by Shot.
Tactical ractors:
+2 if foot or Artillery and protected by fortifications, if in close combat other than against
Skirmishers (X) or if shot at by any except Artillery (S) within 600p or Bows.
+ 1 if foot, Artillery or Baggage and protected m close combat against cavalry by an obstacle.
+ 1 if in close combat either upslope or defending any river bank except at a ford or bridge.
+ 1 if foot entirely inside a BUA, unless shot at by Artillery or on a road.
+ 1 if shot at by Artillery from a hill.
+ 1 if a general's element; and either in close combat or shot at.
-1 if part of a beaten command.
-1 if disadvantaged by weather.
-1 for each flank overlapped and/or enemy element in frontal contact with flank or rear, or for
each 2nd or 3rd element assisting enemy distant shooting.
-2 if cavalry, Pikes or train and in close combat either attacking across a fortification or fixed
'lbstacle Of in, Of fighting enemy in, rough of difficult going unless facing along a road.
20

Grading Factors:
Compare your element's total before grading factors to that of its opponent, then adjust it by:
+2 if Exceptional (X) troops whose total score against cavalry, Pikes, Elephants or War Wagons
is an odd number.
+ 1 if Superior (S) troops whose total score is less than opponent's if in close combat against any
except elephants or being shot at by Bows, or more than opponents if land element shooting.
-1 if Inferior (1) troops whose total score is either equal to or less than opponent's if in close
combat, or is less than opponent's if shooting or land shot at by Bows.
-1 if Fast (F) troops whose total score is less than opponent's if in close combat during an
enemy bound, or more than opponent's if shooting.
-2 if Exceptional (X) troops whose total score is an even number.
COMBAT OUTCOME
An element with a lower final total than its opponent must usually make an immediate outcome
move, which depends on its own type and that of the enemy element shooting at it or in frontal
close combat with it. Elements which shoot without being shot back at, or which are in front edge
contact with the flank or rear edge of enemy Artillery or routers, or are in front edge contact with
any edge of enemy Artillery in an enemy bound, or which are attempting to destroy a bridge, all
disregard any unfavourable outcome. Otherwise, an element in contact with an enemy element's
flank or rear edge must recoil if friends fighting that element recoil, flee or are destroyed. An
outcome applying only in good going does not apply to troops manning fortifications.
If its total is less than that of the enemy but more than half:
Lancers.
Destroyed in close combat by Bows (S) in own side's bound or by Elephants.
Otherwise recoil.
Pistols.
Destroyed in any enemy bound by Pistols (S), (0) or (F) with an odd final
score or by Lancers, or in own side's bound by Sipahis. Otherwise recoil.
Destroyed by Lancers in an enemy bound. Flee from shooting by Pistols or
Sipahis.
Shot. Otherwise recoil.
Recoil from Light Horse or Skirmishers. Otherwise, flee.
Light Horse.
Destroyed by Elephants if Camelry (S). Otherwise flee.
Camelry.
Dragoons or Bows. Destroyed by cavalry in close combat in good going. Otherwise recoil.
Destroyed in close combat by Pistols in own side's bound, or by Lancers or
Pikes.
Blades (F) if in an enemy bound. Otherwise recoil.
Destroyed by Lancers, Sipahis, Shot (F), Blades or Warband if in close
Shot.
combat in an enemy bound. Otherwise recoil.
Blades.
Destroyed by Lancers or Sipahis in enemy bound, or Shot. Otherwise recoil.
Warband or Horde. Destroyed by Lancers in good going. Flee from shooting by Aitillery or by
naval. Otherwise recoil.
Skirmishers.
If in close combat in good going, destroyed by Light Horse, flee from other
cavalry or Warband, recoil from others. Otherwise recoil.
Destroyed if in close combat. Otherwise (S) or (O)'s draught teams desert if
Artillery.
their element's final score \Vas even, preventing future movement other than
pivoting up to 45 on a front corner, (F) or (X) flee, (1) recoil.
Destroyed if in close combat. Otherwise recoil.
Pontooneers.
Destroyed by Elephants, Skirmishers (X) or Artillery.
War Wagons.
Flee from shooting by Pistols or Shot. Otherwise recoil.
Elephants.
Baggage.
Destroyed if in close combat. Otherwise flee if mobile.
Destroyed in close combat by naval (X). Otherwise laden naval recoil.
Naval or bridge.
If its total is half or less than half that of the enemy:
Light Horse or Skirmishers. Flee from Pikes, Blades except (F) or shooting. Otherwise destroyed.
Other cavalry.
Flee from Pikes in good going unless Lancers. Otherwise destroyed.
Artillery.
Captured if in close combat. Otherwise destroyed.
Other land.
Destroyed.
Naval or bridge.
Destroyed in close combat or by Artillery or naval. Otherwise laden naval flee.
CAPTURED ELEMENTS
A captured artillery element becomes the property of the capturer, who can then move, shoot and
fight with it as if it were his own. Its CF is reduced, even if recaptured.
21

DESTROYED ELEMENTS
A destroyed element is removed. This represents a land element's survivors breaking and dispersing
beyond reforming or, if of a beaten command, surrendering to be either granted good quarter or
massacred. Destroyed baggage is assumed to have been pillaged and/or burned and its people fled
or slain. When a naval element is destroyed, this represents its vessels having been wrecked, sunk,
burned, captured or limping off crippled. Troops currently embarked are destroyed.
If a destroyed element's front edge is in contact with enemy, all friendly elements that have any
part directly behind and less than the destroyed element's base depth from its rear edge, are also
destroyed unless either:
(a) The front element is of Skirmishers and the nearest element behind is not.
(b) The front element or that behind is of Artillery, War Wagons, Baggage or naval.
(c) The element behind is manning a fortification.

Any element which is in edge


by shooting must recoil.

con~ct

with the rear edge of a friendly or enemy element destroyed

RECOUJNG
This represents a short involuntary flinching without any loss of formation. The recoiling element
immediately moves its own base depth directly to its rear; except that if the recoil is from distant
shooting solely by enemy entirely behind an imaginary line extending its rear base edge, it instead
turns 180 . If it meets friends facing in the same direction, it passes through to the first clear
space to their rear if allowed to interpenetrate, otherwise pushes back cavalry or foot. Cavalry or
foot pushed back by recoiling Elephants flee instead. Any friendly Skirmishers or Light Horse met
while not facing in the same direction are pushed back unless their front edge is in contact with
enemy. Other troops not facing in the same direction cannot be recoiled through or pushed back.
A recoiling element is destroyed if it either:
(a) Starts with an enemy front edge in contact with its flank or rear edge.
(b) Is cavalry starting in difficult going.
(c) Meets enemy, terrain it cannot cross, or any friends that it cannot pass through or push back
sufficiently to complete its recoil move. If such enemy are contacted on a side or rear edge or
rear corner, other than by Skirmishers, those enemy are also destroyed. Friends met are not.

FLEEING
This represents a precipitate disordered move to the rear to avoid danger, but does not mean the
element has lost its nerve and is not ready to fight again. A fleeing element is treated exactly as if
recoiling until it has moved back one base depth, then turns 180 to move directly to its own rear.
After the initial recoil, it can and must change direction by the minimum necessary up to 90 to
avoid contacting enemy, difficult going or impassable terrain, provided that no such obstruction is
visible within 200p in the new direction, or to pass through friends it contacts. It is destroyed by
impassable terrain and must fight enemy it cannot so avoid as if following ug. Friends it cannot
pass through flee before it for the remainder of its move. It ends with a second 180 turn.
The total length of a flee move including the initial recoil is 50p more than full tacti.cal move
distance in that terrain. It is measured from the original position of the element's front edge along
its actual route to the final position of its rear edge.
FOLLOWING-UP
An element of Lancers, Pistols (F), Camelry (S), Warband, Horde (S) or Ships (X) whose front is
in edge contact with the front of an enemy element which recoils, flees or is destroyed must
immediately follow-up straight forward for as many of its own base depths as its final score
exceeded that needed to produce the result, unless it first reaches enemy, difficult or impassable
going or a table edge. Other cavalry, Pikes, Blades and Skirmishers in those situations can choose
whether or not to do so. Elements providing rear support also follow-up. If a naval element's close
combat land opponents recoil, flee or are destroyed, its landing troops can chose to follow-up.
If a following-up element's front edge contacts an enemy element, one must immediately conform
as normal when elements move into contact. Turning to face and combat is resolved next bound.

22

STORMING FORTIFICATIONS
An element assaulting fortifications which destroys a defending element or which forces it to recoil
or flee must immediately follow-up for its own base depth, measured from the inner edge of the
fortification. A element following another across fortifications other than through a gateway, or
which is assaulting an undefended section of fortification, does so as if fighting except that the
defence has a CF of 0, so adds only its die score and the +2 tactical factor. It follows-up if its
score is greater and disregards an unfavourable outcome.
If an assaulting element subsequently recoils, flees or roots back across a fortification or through a
gateway, this movement is measured from the outer edge of the fortification.

LOST ELEMENTS
Destroyed or currently captured elements are lost. An element is removed from the table if any
part of its base crosses the table edge, whether voluntarily or when recoiling, fleeing, routing or
pursuing. Such an element is also lost, but can reappear in the next battle of a campaign.
Baggage is not included in the original element count of individual commands or of the army, but
any baggage losses are added to those of the command in charge of it when calculating if this is
beaten and to those of the army when calculating if it is defeated or when calculating tie breaks.

BEATEN COMMANDS
A command is beaten when its cumulative loss of land or laden naval elements at the start of its
bound exceeds one third of its listed elements other than baggage.
All land or laden naval elements of a beaten command rout unless immediately steadied or in a
fortified BUA not yet entered by enemy. The command remains beaten even if all its elements
have been steadied or rallied.

STEADYING TROOPS OF A BEATEN COMMAND


Elements or groups of a beaten command can be permanently steadied, but only in the bound in
which it becomes beaten. This steadying expends PIPs. Those steadied can then expend more PIPs
on a tactical move. Any elements not steadied are destroyed if Pikes in close combat and their rear
support, otherwise rout. Routing elements become automatically steadied on rallying.

ROUT MOVES
A rout move differs from a fleeing move only in that the routing element:
(a) Does not end its move with a 180 turn.
(b) Must rout again in both sides' bounds until it is rallied or lost.
(c) Must whenever possible change direction to move towards the nearest point on its side's base
edge, unless it is an element of naval landing troops, in which case it instead moves towards
the nearest unladen friendly naval element capable of embarking it if any exist.
(d) Cannot deviate to avoid crossing an unfrozen river, except to make a full move towards or
across a bridge or road ford within 300p, or to avoid a frozen river, a frozen waterway or a
frozen marsh. An element wading an unfroien river dices normally to do so. An element
crossing ice or a bridge must also dice and score more than 1 to succeed. Elements that fail
in either are destroyed.

PURSUING ROUTERS
Any cavalry, Warband or Hordes element which is not already in close combat, has not rallied
from purswt and has no steadied or unbeaten enemy within 200p, must pursue any one routing
enemy element, which started the bound within 300p and which is in good or rough going, for its
full tactical move in both side's bounds, in an attempt to contact it or to support a friendly
element already contacting it. This does not expend any PIPs. Oose combat takes place normally,
except that routers do not tum to face, so are destroyed if they recoil or flee.

RALLYING ROUTERS OR PURSUERS


An element rallying from rout must, and one rallying from pursuit may, immediately tum 180. It
cannot make a tactical or march move that bound. It then moves normally in succeeding bounds, if
formerly routing, as if it had been successfully steadied. A routing element cannot rally if there is
an enemy element within 300p.
23

NEUTRAILY SET TERRAIN


Some competition organisers like to provide fixed terrain for all games. This enables them to have
a different kind of countryside on each table and to circulate players around the tables. This gets
games started faster and provides a minimum standard of terrain. Apart from the extra work that is
involved for the organisers, the main disadvantage of fixed terrain is that it is not tailored to the
defender's permitted terrain types. Some armies require dense terrain to function well and others
would be at home on a flat featureless plain, so organisers must beware of setting most tables as a
sort of bland average. Each table should pose unique problems to test the players' skill. Ideally,
pairs of opponents should be allocated to tables where the terrain is consistent with the permitted
and compulsory terrain types of the army with the lower aggression factor. Spare features can also
be kept in reserve so that the organisers can replace a forbidden type or add a compulsory one. A
player whose army has a compulsory terrain type or that wishes to use another particular type must
be permitted to bring his own feature, which the organisers should then use if sufficiently good.
CONSTRUCTING TERRAIN FEATURES
There are a large variety of commercial terrain pieces, but these are not necessarily better than that
can be made at home. We find the following ways of making features work well.

Hills should be modelled with a central high point or ridge and continuous slopes that an element
will stand on. They can be carved out of rigid plastic foam with periodic testing to make sure that
elements do not tip over. It is important that the edges should be sharp and this can be done by
feathering them off with Basetex or similar. If your figures are magnetically based for transport in
a steel tool box, you can make quite sure by covering doubtful slopes with steel foil. Finally,
cover the hill entirely with paper kitchen towel soaked in diluted PVA "School Glue" mixed with
green or brown paint and sprinkle with modelling flock. Difficult or rough hills can be decorated
with brush or rocks, as described below for rough going.
Woods are best made by cutting a piece of card in a rough clover leaf shape and painting both its
sides a mottled green. Cut cocktail sticks and push their pointed ends dipped in neat PVA glue
through the centre of each lobe of the card, making a triangle of tree trunks. Reinforce the joints
and coat the trunks with Basetex. Now cover the top and edges of the card with Woodland Scenics
foliage clusters of slightly different colour soaked in PVA. After drying, fill any gaps with smaller
pieces. This will give you a group of trees that does not fall over and has room inside for figures.
One or more of these tree groups can now be stood loose on a wood base of painted and flocked
card decorated to look like a sun-dappled forest floor with stumps, animal trails or even bluebells.
Rough Going should be made from irregular pieces of card painted green, flocked and with patches
of bits of gravel set in Basetex and/or Woodland Scenics foliage net well plastered down with
PVA glue. Dark foliage tipped with yellow makes excellent gorse, light foliage net good bracken.
Small pieces broken from foliage clusters make good thorn scrub, with white flowers in spring.
Boggy ground or marsh should be depicted with patches of flock for reeds, bright light green paint
for sphagnum and glossy dark pools for open water. An occasional fleck of white for bog cotton
and yellow for asphodel adds the final touches.
Rivers look best if made from transparent plastic, painted underneath with irregular dark green
shadows near the edges fading quickly into an swirly light blue centre. The top and sides of the
plastic's edges should be Basetex'd and/or flocked. Rivers must flow in repeated reversing curves.
Water Ways representing sea should be striped underneath parallel to the shore line with a slightly
different shade of blue green to represent wave troughs. Breaking wave crests can be depicted with
rough dabs of white on top of the plastic. Sand beaches should be painted on top of the landward
edge with a slightly darker shade for the damp sand next to the water and weed at high tide mark.

THE PYSCHOLOGY OF TERRAIN CHOICE


Since the invader can alter some of the terrain the defender sets, it does not pay the defender to
put down exactly what he himself prefers. It is often a better plan to set a large variety of terrain,
. then judge the invader's intentions from which features he removes, though if he is really cunning,
his answer may be to leave it unaltered! Varied terrain tends to help the better player. There is no
army that benefits from either a totally flat plain or universal jungle. Invaders are often reluctant
to replace especially pretty terrain pieces and sometimes content themselves with moving them.

26

MISCELLANEOUS

COMPETITION UMPIRJNG AND RULE INTERPRETATIONS


When an umpire is used, his function is to decide if a player's actions or expectations, in a
specific instance referred to him, accord to the letter and spirit of the rules as the umpire
understands them, and to alter an illegal action by the minimum necessary to make it legal. Each
decision should be made on individual circumstances, and not be taken to constitute a precedent.
Players are entitled to an. honest umpire, but not one who is mfallible or tolerant of gamesmanship.
Sets of "interpretations" by competition organisers often cause more problems than they solve, due
to poor understanding, careless paraphasing, or being made a vehicle for ill-judged amendments.
Careful re-reading of the rules should solve most queries, but you are welcome to phone Phil
Barker on 0121-472-6207, preferably on a weekday between 9 am and 5 pm.

CAMPAIGN AND SCENARIO GAMES


As well as equal points casual or competition games, these rules are equally suitable both for
scenario games featuring unequal forces, special victory conditions or incomplete or misleading
information, and for battles in which circumstances and forces are defined by the events of a
campaign including logistic, economic and political factors.

In a campaign game, the player left in possession of the battlefield regains all undestroyed and
WI.captured elements that have been beaten or have left the table. The losing player must dice for
each on- or off-table land element undestroyed and uncaptured when his army is defeated;
deducting -1 from his die score if the element is in contact with an enemy front edge. Both sides
first count and compare the number of cavalry and dragoon elements they still have on table.

Ratio of victor's mooored to loser's:


Looer's element escapes if it scores at least:
If Hordes or train. If cavalry or Dragoons. Others.
4

Half or less.
More than half but less than double.
Double or more.

5
6

1
2

2
3

Train elements that do not escape are captured. Ship or Galley elements that were lost by either
side during the game in close combat other than with (X) elements are also captured.

CONTACT ADDRESSES
For details of other WRG wargames rules, army lists and reference books, send a stamped and
addressed envelope or International Reply Coupons to, or phone credit card orders to:
W.R.G, The Keep, Le Marchant Barracks, London Rd, Devizes SN10 2ER. Tel: 01380-724558.
PBM UMPIRE is a computerised system (IBM PC compatibles) for moderating and automatically
generating player reports for campaigns with up to 30 players. A trial version, including a fully
functional 20 player Medieval scenario, is available on 5.25" or 3.5" disk (please specify) for
4.00. On registration, which costs 25.00, the. scenario editor will be supplied. This enables
scenarios to be created or modified, and permits battles to be fought either automatically or using
DBA, DBM, DBR or other table-top rules. Please add 2.00 for overseas postage. Orders/enquiries
to: Richard Bodley Scott, 28 Priory Gardens, Usk, Gwent NP5 lAJ. Tel: 01291-672496.
THE PIKE AND SHOT SOCIETY is a long established world-wide society for all interested in
16th and 17th century warfare. Its bi-monthly journal ARQUEBUSIER balances research of a very
high standard with more specifically wargaming content.
Contact: Ian Wilson, 66 Westbury Road, Coundon, Coventry CVS SKY, UK.
W ARGAMES DEVELOPMENTS is an association of wargames innovators centering around an
annual. ntry it on the dog" conference, not to be missed.
Contact The Treasurer, 84 Eglinton Hill, Shooters Hill, London SE18 3DY.
ACKNOWLEDGEMENTS
Finally, we offer our thanks to our many testers among the members of the Berkeley, Newport,
October, Rotherham, Warlords, Weston and Worthing clubs and elsewhere, and especially to Pete
Haines, Bob O'Brien, John Orange and Mike Roberts.
27

DIAGRAMS

,---L-,----

Figure 1: Measuring single element move distances.


In each of the above examples the double-headed arrow shows the distance to be measured - i.e. the furthest distance that
any of the element's corners ends from its original position. [See P. 17]. This method of measuring single element moves
is a simplification to remove the necessity of taking into account intermediate turns or wheels, and may result in some
parts of an element moving through a little more than the element's maximum move distance. It is based on the
assumption that the men forming an element do not necessarily maintain a constant relationship to each other during the
move, and that some may move faster to complete the manoeuvre. If, however, the whole element deviates from a
straight path to avoid other troops or obstacles, the extra distance must be taken into account in measuring the element's
move distance. [See P. 19].

Figure 2: Crossing an enemy element's front.


Element A can cross the front of C to contact B but not vice versa, as the move to contact B is shorter.

Before

After

OR

G
H

Figure 3: Expanding a single element wide column.


A single element wide column can expand as a group move. In these examples the elements are Shot. In both cases
element A must remain stationary.

c'

Before

A
B

c
After
D
E

Original rear edge

Figure 4: Forming a single element wide column from a wider group.


A group move can be used to start to contract a group into a single element wide column. In this example the elements
are Blades. Element A moves forward as the head of the column. B, C, D, E & F follow. G & H are unable to get into
the column this move, so merely close up the resulting gap.

ii

c
Figure 5: Flank or Rear Contacts.
Element B cannot contact A in flank or rear. C or D can contact A in flank but not rear. E can contact A in rear but not
flank. F can contact A in flank or rear.

Wrong

Right
Wrnng
Figure 6: Positioning Flank Contacts.

Figure 7: Overlaps.
Element A overlaps B. B and C overlap each other. D overlaps E, and has contacted F in flank. K overlaps L.

iii

Figure Sa: Conforming to the front of enemy elements.


None of the above elements is of Skirmishers.
If the group of elements A-F moves straight forward into contact with elements G, H & I, G must pivot to face and line
up exactly with A, H must shuffle sideways to line up exactly with D, I must pivot to face and line up exactly with E.
This is because G, H & I are not in a group, so must conform to the front of enemy elements moving into contact with
them as a group.
If G, H & I move into contact with group A-F, this must be by single element moves since they are not in a group. G
must once again conform to the front of A, H must conform to the front of D, and I must conform to the front of E.

\
\

Figure Sb: Conforming to the front of enemy elements.


Elements A, B, C & D are Skirmishers. Elements E, F, G & H are not.
If the group of elements A-B moves to contact the enemy group E-G, it must wheel to conform to the front of elements
E & F, because these are part of a group. A lines up exactly with E, B with F. If group C-D moves to contact element H,
C-D must wheel so that C's front edge (not just its comer) contacts H. H is not part of a group, so must then shift
sideways if necessary to conform to C.
If group E-G moves straight forward to contact group A-B, it need not conform to the front of A-B as this group is
entirely of Skirmishers. Instead A, which will be contacted first, must pivot to face E. Elements F & G must move the
same distance as E, so will not contact any enemy. F will count as an overlap against A. If H moves to contact C, H must
pivot to face C, even though C & D are both Skirmishers, because H is not itself part of a group.
iv

Limbering

Ready to Fire

1
or

1
Ready to Move

Unlimbering

l
or

Figure 9: Limbering and unlimbering Artillery.

HI
G
H2

Shot A

Pikes C

ShotE

ShotB

Pikes D

Shot F

Figure lOa: Distant Shooting.


Enemy elements G & H have both just moved to within shooting range. It is still their side's bound.

If neither G nor His of a type or grade that can shoot and His at Hl, then Shot A, E and F shoot at G without reply as
the nearest valid target. Although G is already being shot at by 3 elements, B cannot shoot at a different target from A,
so it must shoot at G, although this has no additional effect. If H is instead at H2, then Shot E & F still shoot at G, but
Shot A & B must now shoot at H without reply.
If H is capable of shooting and G is not, then H and Shot A & B exchange shooting whether H is at HI or H2. Shot E &
F shoot at G without reply.
If G is capable of shooting and H is not, G shoots without reply at Pikes C, which is the nearest valid target. If H is at
HI, Shot A, E & F (and B, although its shooting is ignored) then shoot at G without reply. If H is instead at H2, Shot A
& B shoot at H without reply and Shot E & F at G without reply.
If both G and H are capable of shooting, G shoots at Pikes C without reply, Shot E & F shoot at G without reply, and H
'
exchanges shooting with A & B.

E3

['',',,

'

' E2
'
'

'

',~

',~
' , /

Blades C '

,,./"'

'

/"
/
/

'~

.... ..,,

'\

El

I
"

<\

Bows A
Bows B

Figure lOb: Distant Shooting.

If enemy element Eis at El, it can be shot at by Bows A & B because imaginary lines can be drawn connecting each of
A's front corners to a different front corner of E without passing through friendly element Blades C.
If E is at E2, it can be shot at because lines can be drawn to the front and a rear corner without passing through Blades
C.

If E is at E3, it cannot be shot at because no such lines can be drawn without passing through Blades C.

vi

Blades A

Blades B

Blades C

Blades D

Figure Ha: Close Combat.


A group of 8 elements of Scots pikemen 4 deep [E & I classed as Pikes (S), the others as Pikes (O)] are moved into
contact with a line of 4 elements of English billmen [classed as Blades (O)]. Each element must be lined up ex:;i,ctly with
its opponent with no part-element overlaps. Pikes I includes the Scots general.
As it is the Scots player's bound, he can choose which of his 2 elements in edge contact fight first. He decides on I.
Both sides dice. Pikes I scores 2, adds its combat factor of 3, adds a rear support factor of 1 for Pikes J, adds a tactical
factor of 1 as it includes a general, but deducts a tactical factor of 1 because it is overlapped by Blades D, giving a total
of 6. Blades C scores 5, adds its combat factor of 5, but deducts a rear support factor of 2 because of Pikes K & L,
giving a total of 8.
As Pikes I is graded as (S) it adds 1 because its score is less than its opponent's, giving a final total of 7. It has still
scored less than Blades C, but more than half, so immediately recoils its own base depth, pushing back Pikes J, K & L.

Blades A

Blades B

Blades C

Blades D

Figure llb: Close Combat.


The players now dice for Pikes E and Blades B. Pikes E scores 1, adds its combat factor of 3, adds a rear support factor
of 1 for Pikes F, but deducts a tactical factor of 2 because it is overlapped by both Blades A & C, giving a total of 3.
Blades B scores 6, adds its combat factor of 5, but deducts a rear support factor of 2 because of Pikes G & H, giving a
total of 9.
Pikes E adds 1 because it is graded as (S) and has a lower score than its opponent's, giving a final total of 4. This is half
or less than that of its opponent so it is destroyed. Pikes F is less than 1 element base depth from the rear edge of Pikes
E, so is also destroyed.
It is now the English player's bound, so if he wishes, he can move his whole line forward as a group move expending 1

PIP to re-contact Pikes I.

vii

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