Brevis Editio Tercios (English)

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Brevis Editio Tercios (English)Ruleset for large scale battles with miniatures set in the Thirty Years' War

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  • Ruleset for large scale battles with miniatures

    set in the Thirty Years' War

    Brevis Editio

    IndexIntroduction page 03

    Game Elements page 04

    Procedure page 09

    Movement page 12

    Shooting page 14

    Melee page 16

    Troops page 19

    The Army page 22

    The Battle page 31

    A game by Abin Surez Hernndez and Rayco Surez Hernndez

    Graphic Arts: Pedro Surez Jimnez

    A creation by: El Kraken Released

    Publised by: Designs & Edits WxW Co.

    Translation: Javier Monchol Checa

    English Edition and Proofreading: Michael Koznarsky, MD.

    Special thanks to Antonio V. Quevedo Franco, Yaiza Quevedo Guzmn,

    Jacomar Gonzlez Surez, Jos Oliveros Segura

    and Joaqun Ruiz Fernndez for making this work possible.

    Testers: Pedro Artiles Artiles, Yarovit Caballero Hernndez, Manuel Daz Diepa, Rubn Fernndez Gonzlez,

    Jos Fleitas Bueno, Ion Gracia Surez, Emilio Guerra, Pablo Hernndez Helln, Rafael Hoyos Janina,

    Juan Luis Moreno Tapia, Adrin Navarro Garca, Vctor Rodrguez Mesa, Nauzet Martn Herrera, Luca Occhi,

    Francisco del Pino Santos, lvaro Santana Santana and ngel Surez Marrero.

    Copyright 2015. Liber Militum: Tercios is a creation of Abin Surez Hernndez and RaycoSurez Hernndez, published by Design & Edits;

    Proyecto Cruz S.L. Calle Andaluca N30, 29009 MLAGA - C.I.F. B 91263178.

    Free dissemination document.

  • 03

    Introduccin

    Welcome to Tercios, the miniatures tabletopwargame set in the Thirty Years' War (1608-1648).

    You are now enjoying Brevis Editio: Tercios.This is a simplified, summary version of LiberMilitum: Tercios. Using Brevis Editio is a greatway to get started if you have no experience inwargames, or if you want to try out the game withoutadding too much complexity.

    The Game

    As game developers, we believe it is our responsibilityto design rules that encourage the player to have apleasant experience and enjoy recreating what isintended: epic battles, historical or fictional, thatleave the unmistakable flavour of the era.

    The game table must be visually appealing,reminding those of old paintings that recallfamous battles. To achieve this we dont believethat adding too complex rules is necessary aswe consider, of utmost importance, game flowover exaggerated realism. However, Terciosprovides enough complexity to always makevictory a challenge.

    Tercios is a large-scale battles wargame, as everyunit in the game represents the huge formationsthat often comprised more than a thousand men.Therefore it provides a greater abstraction thanother games, as at this scale of war the individualactions of soldiers are irrelevant, as it is theaction of the entire unit that matters.

    Brevis Editio vs Liber Militum

    All rules learned in Brevis Editio apply in LiberMilitum, where there is a wider range of optionsavailable and more specific rules and backgroundenrich the ruleset. Armies for both rulesets will beperfectly compatible.

    Here are the main differences:

    Expanded texts: since this version is intendedto include just the essentials to play, numeroustexts concerning the historical background areomitted.

    Command units: Rules for Command unitsare not included in this ruleset. Command unitsin Liber Militum do not just provide moral tonearby troops. They have a selection of virtuesand traits that allow them to perform all sortsof tricks, or provide bonuses to certain combatunit values in certain circumstances. They addgreat strategic depth to the game and flavourto the armies.

    Special Rules: Many rules are added in LiberMilitum to represent different qualities of thetroops that are not in this version.

    Army lists: The list creation system is alsoconsiderably richer, allowing for a great varietyof armies.

    Types of Battles: In this book only thestandard battle is included. The full versionincludes six different ones like capture the hills,hold positions and alternative deploymentsamong others that add variety to the game.

  • 04

    Tercios is a miniatures tabletop wargameand, as such, miniatures are the mainprotagonists. Having a painted army on thetable is a superlative experience compared tousing cardboard counters or common chips.

    We don't intend to limit the collector to useminiatures of a particular manufacturer.The game is well suited to any scale, with15mm and 28mm as the most popular ones,although there are other interesting optionssuch as 6mm. We intend basing to be of aslittle importance as possible in order toallow the use of figures already based toother games or rules systems.

    It would be advisable, though, that thecontenders coincide in scale, for purelyaesthetic reasons and, ideally, for a morebalanced game, for players to use the samebasing system for their armies.

    Units

    The elements that fight on the battlefieldare referred to as units. These representsquadrons, battalions or small groups ofsoldiers and supplementary units such asartillery.

    These are divided into Foot, Horse andArtillery. These are soldiers willing to die(in varying degrees) for our cause.

    All troops, except for artillery, should be basedon square or rectangular bases. A group ofminiatures upon it represents the unit.

    This game recommends a set of standard basedimensions, depending on the type of unit, butit has to be clear that it is not mandatory. Twocentimeters, even three, above or below therecommended size should not cause problems.

    Measures are given in centimetres:Type Width Depth

    Field Square 12 12 Other Foot Formations 12 6

    Horse 8 4Large Horse 8 8

    Company 8 4Artillery 4 4

    There is not a required number ofminiatures for each base, the player canfreely decide the number consideredappropriate. Some players prefer a highdensity of miniatures to give a greater senseof depth. Conversely, others prefer to bemore practical and use the minimumnecessary to identify the type of troop.

    We include basing schemes for 28mm and15mm miniatures. The number of miniaturesshown intend to roughly follow the historicalproportions of each type of unit; it is equallyfeasible to alter their number to adapt it toyour collection or preferences.

    Game Elements

  • 05

    Artillery

    Field Square

    Reformed Battalion Modern Squadron

    Cavalry

    Company

    Classic Squadron

    Large Cavalry

    Cavalry

    Basing examples given for 28mm scale miniatures

    Classic Squadron

    12

    6

    cm

    Reformed Battalion

    12

    6

    cm

    Modern Squadron

    12

    6

    cm

    Company

    8

    4

    cm

    Field Square

    12

    12

    cm

    Basing compatibility given for 28mm scale miniatures

    4x4cm

    5 x 2,5 cm

    4

    4"

    cm12

    12

    cm 12

    6

    cm 12

    6

    cm

    8

    4

    cm

    8

    4

    cm

    12

    6

    cm

    Basing examples given for 15mm scale miniatures

    8

    8

    cm

    Cavalry

    8

    4

    cm

  • 06

    Troop units have four cardinal pointswhich we refer to as Centres. These arepoints located in the exact centre of eachside of its base.

    These Centres are what we will useto make measurements, check linesof sight or move units. Therefore we cansay that it is generally more importantwhere these Centres are that the spaceoccupied by the base.

    Artillery units have greater freedom in theirbasing. It is possible to mount them on bases,just as other troops, but it is also allowed notto mount the guns on any base and use theminiature of the cannon and its crew besideit on individualized bases. In this case themuzzle will be the Front Centre.

    In large artillery batteries we recommendusing at least two cannon miniatures torepresent the increased presence ofartillery pieces.

    Values

    Each unit has a set of Values that defineits efficiency in certain areas. These Valuesare shown on the reference tables withwhich the Army lists are created. A highernumber means that the unit is moreefficient in that Value, while a lower onemeans a poorer rating.

    Sometimes these numerical Values have lessto do with the quality of the troops than withits quantity. A few men, no matter how greattheir skills at fighting, may have a lower Valuedue to the scarcity of numbers.

    The Values are:

    Speed: The ability to move the unit.

    Melee: The level of skill of the unit inmelee.

    Shoot: The ranged attack power.

    Discipline: Measures the responsivenessof the unit given its training and experience,essential at critical moments.

    Courage: The tenacity that allows our unit toovercome discouragement during battle. It isa measure of resistance to damage received.

    Stamina: A qualification halfway betweenthe number of men and their endurance.This is the maximum number of Wearmarkers that the unit can withstand.

    Front CentreSideCentre

    Rear CentreSideCentre

    Basing compatibility given for 15mm scale miniatures

    4cm width

  • 07

    Modifiers

    The numerical Values of the units can beaffected by various modifiers calledIncreases and Decreases. The order assignedto the unit, battle weariness or the terrainthe unit is on are some of the factors thatcan change those Values. The Values canbe increased or decreased.

    These modifiers are often expressed as"Value+", "Value-", "Value++", etc. Forexample: Speed++ or Fire-.

    Values that are simultaneously increasedand decreased cancel each other. For every "Increased Value" effect a 'Decreased Value"will be cancelled.

    Depending on the net application of Increasesand Decreases, we can get a result of:

    Increased Value: The Value will beincreased by half of its original value,rounded down.

    Double or greater IncreasedValue: If a Value is increased severaltimes for different reasons, we mayhave a final value equal to twice theoriginal Value. This is the biggestincrease we can achieve.

    Decreased Value: The Value will bedecreased by half its original value,rounded down.

    Double or greater DecreasedValue: If a Value is decreased severaltimes for different reasons, it will havea fixed value at 1.

    The following table shows the progressionof Value increases and decreases:

    Increases

    Base 1 2 3 4 5 6

    1 Increase 1 3 4 6 7 9

    2 or more Increases 2 4 6 8 10 12

    Decreases

    Base 1 2 3 4 5 6

    1 Decrease 1 1 2 2 3 3

    2 or more Decreases 1 1 1 1 1 1

    Defences

    Unit Defences are similar to Values. Thesereflect the degree of vulnerability to attacksinflicted by a specific troop type: Infantry,Cavalry, Salvo and Artillery.

    Unlike Values, Defences remain fixed andcannot be modified.

    A higher number means that the unit ismore resistant to attacks from that trooptype. You will find that this is the caseof units of pikemen attacked by cavalry,for example.

    A lower number means that it is morevulnerable to attacks from that trooptype. As an example, those samepikemen, which are very resistant toattacks by cavalry, are more vulnerableto artillery fire, and, thus, have a lowerDefence value against Artillery.

  • 08

    Markers

    Tercios uses two types of markers for troops.One to keep track of Wear and another toindicate whether units are Disordered.

    These markers can be of any kind, cardboardcounters or any other items that get the jobdone. Some players are very creative whenreplacing markers with miniatures ofwounded soldiers or flags on the unit.

    Wear: In this game, the deterioration ofthe units is measured with Wear Points.Depending on the number of markers thata unit has, we can determine that it is:

    Steady: When it has no Wear Points.

    Weary: When it accumulates as manywear markers as its Stamina value. A unitunder this condition suffers from aDecrease in its Combat and Fire Values.

    Disordered: Certain events can bring aunit to the critical condition of Disordered.In the war theater of that time, going tobattle disordered, without the shelter offormation, could mean a tragic end. Adisciplined defence was necessary to protectunits from enemy attacks.

    When a unit is Disordered it suffersfrom a Decrease in its Courage Value.

    Other elements

    to the elements mentioned above, someothers will be required to play Tercios:Order Cards (explained in the next chapter),six-sided dice and measing tape in inches.

    Order Cards can be found atwww.libermilitum.com for printing.

    Of course, a surface on which to develop thebattle is also required. A standard wargamestable of 6 x 4 feet (120 x 180 cm) is ideal.

  • 09

    Procedure

    The battle is divided into game turns, whichare shared by both players. During eachturn they will alternate activating their units,until all of them have had the chance to act.

    The Game Turn

    Turns are divided into 2 phases:Planning, when we prepare our strategyand Action, which is when most of thegame happens, where we carry out theactions of our Troops.

    Planning Phase: Both players place Orders Cardsbesides their Troop units, face down.

    Action Phase: Initiative is determined Players alternate activating units.

    Initiative

    Every turn, after placing the Orders Cards,initiative must be determined. For this,each player rolls 1D6, with the initiativebeing won by the player with the higherroll. In case of a draw initiative will fall tothe player that has the highest RankCommander on the battlefield. If a drawpersists, players would roll dice again untilthe draw is broken.

    The player who wins initiativechooses who goes first.

    When a player proceeds to activate, it will witha single unit, except that no units remain tothe opponent. If that were the case, our unitswill be activated sequentially all that remain.

    This sequence is repeated until there areno Troop units left to activate on both sides.The turn is over.

    Orders

    Units are activated by orders that have tobe prepared in advance. During thePlanning Phase we will assign orders to ourunits by placing Order Cards beside them.

    These cards are placed face down with adouble purpose: to hide our intentionsfrom our rival and to control which unithas been activated and which has not.Whenever a unit is activated, the card isrevealed and then removed from thetable. Some players may prefer to leavethe card face up next to the unit toremember what it did.

    Order Cards may not be swapped duringthe Action Phase. You must plan carefullyabout which card you place for each unit.

  • 10

    Each Order Card makes the unit actdifferently:

    Ready!: With this orderwe will be able to carryout two of the followinga c t i o n s : M o v e ,Reorganize (remove aDisordered marker), Face(change the facing of theunit) or Fire. We cannotperform the same actiontwice in the same order.

    During the execution of this order the unitsuffers a Decrease in its Shoot value.

    Assault!: We will makea move towards anenemy unit. If we comeinto contact with thetarget melee will takeplace. If we are not ableto reach the enemy wewill get as close aspossible.

    If there are no enemies in line of sight ofour unit when it is activated, the unit willnot perform any action. This represents theconfusion the unit sustains as it has beenordered to charge and it does not knowwhere the enemy is.

    With this order we will benefit from anIncrease in its Speed and Combat values.

    Run!: The unit devotesall its energies to swiftmovement. For thatpurpose it will have adouble increase in itsSpeed value. However,it will not be able toFire or Charge whenreceiving this order.

    Fire!: The unit isordered to open fire onthe enemy. It benefitsfrom full effectivefirepower with thisorder, but it wont beable to move.

    Resist!: The unitstrives to regroup. If thisorder is successful wewill remove a Wearmarker from the unit. Ifthe unit only has onemarker, or none, thisorder has no effect.

    Order Check

    A unit without any Wear marker (aSteady Unit) automatically executes theorder received. Just show the Order Cardwhen the unit is activated and performthe actions that the order allows.

    If the unit is not Steady, it will berequired to make an Order Check. Iffailed, the order will be lost, and the unitwont be activated.

    Roll a number of D6 equal to the Disciplinevalue of the unit. We need a result of 5+ onany of the dice rolled to pass the Order Check.

    Discipline: #D6 = Target 5+

    Certain circumstances may involveIncreases or Decreases in the Disciplinevalue; they will have to be taken intoaccount before carrying out the check.

    Assault!

    OrderCharge

    ReactionCountercharge

    Speed +Melee +

    Ready!

    OrderMove, reorganize

    Face or Fire

    ReactionFace or Fire

    Shoot -

    Run!

    OrderMove

    ReactionEscape

    Speed ++

    Fire!

    OrderShoot

    ReactionShoot

    Resist!

    Order-1 Wear

    ReactionCourage +

  • 11

    Reactions

    When an enemy unit interacts with one ofyour own, you can always try to react aslong as your unit has not been activated onthat turn. An enemy unit is considered tobe "interacting" with your unit when it getswithin 3" of your Front Centre OR whenthey declare a charge against your unit withan Assault Order.

    It is not mandatory to react. We canalways save the assigned Order Card forfuture activation in that turn.

    Reacting always requires an Order Check,even if the unit is Steady. If we fail the check,the assigned order will be lost.

    If we pass the Order Check, the Order Cardfor the unit is revealed and the unit reactionwill depend on that order.

    Ready!: We can choose tochange our facing or shoot.The Shoot value suffers aDecrease.

    Assault!: If you react withAssault against an enemyAssault you will conduct acountercharge. Both unitswill meet halfway, and meleewill take place with both unitsenjoying the benefits of theAssault order.

    If you react with Assault against an enemymovement in the vicinity of your unit it willconduct an interception. The attack willtake place at the closest point of theirmovement path to our unit.

    If our unit is repelled in melee, theintercepted unit can continue with therest of its activation. If our unit is thewinner of the melee the enemy activationstop at this point.

    Run!: Having our troopsready for movement willallow us to conduct a quickescape from danger.

    We will change the facingof the unit so it can get awayas far as possible from theunit that triggers the

    reaction, and we will move it at least itsunmodified Speed value.

    The Speed value benefits from doubleIncreases.

    Fire!: The unit launchesa barrage of shots beforethe fight.

    It is especially effective withfirearms, as these benefitfrom an Increase in itsShoot value when fired asa reaction.

    Resist!: The unit mustersall its energy to keep itsformation. Courage checksto resist damage benefitsfrom an Increase.

    Ready!

    OrderMove, reorganize

    Face or Fire

    ReactionFace or Fire

    Shoot -

    Assault!

    OrderCharge

    ReactionCountercharge

    Speed +Melee +

    Run!

    OrderMove

    ReactionEscape

    Speed ++

    Fire!

    OrderShoot

    ReactionShoot

    Resist!

    Order-1 Wear

    ReactionCourage +

  • 12

    Movement

    Any alteration of a unit from its originalposition during a game turn is consideredto be a "movement" or having "moved".This can be voluntary when we activate aunit for that purpose, but it can also becaused unintentionally, for example, toretreat from our enemies in combat.

    Movement by activation

    Voluntary movement happens when weactivate a unit with a Ready, Assault or Runorder. To move a unit of Troop we willproceed as follows:

    1 - Check a line drawn between the FrontCentre point of the unit and the point thatmarks the new location does not cross anyunit (friendly or foe) or impassable terrain.Otherwise, we will not be able to make themovement.

    2 - Turns are made using the Front Centreas the axis to face the unit directly to thedesired destination point. The "turn" doesnot count against the movement allowanceof the unit. Turns may not exceed 90.

    3 - We place the unit in the new location,facing the direction it has taken. This newlocation cannot be beyond the Speed valueof the unit in inches.

    Obstacles

    Units may ignore terrain and other unitsduring their movement, provided that themovement line from the Front Centre tothe destination point does not pass throughthem. It is understood that units can adapttheir formation to avoid these obstacles.

    However, if the unit moves between twoobstacles, there should be a gap of at least3'' between them.

    1

    2

    Place we wantto move to

    We w

    heel

    the un

    it

    The unit ends itsmove facing atthat direction

  • 13

    Gap widerthan 3"

    Fo

    rest

    Final position

    Original position

    Overlaps and Angle Correction

    If a unit is unable to complete a movementbecause it overlaps another unit or obstacle,it may make an Angle Correction at the endof its movement by pivoting its base to clearthe other unit or align to an obstacle. Thepivot may not exceed 45. If the unit stilloverlaps another unit or obstacle, it cannotcomplete the movement and must returnto the point where it first contacted theother unit or obstacle.

    With this correction it could, forexample, align with a wall, obstacle orother terrain feature.

    Facing change

    A unit can change its facing, usuallywith the Ready order. To change facingthe unit simply turned from the FrontCentre to any of the other "Centres", i.e.Side or Rear Centre.

    Terrain Effects on Moving

    The terrain placed on the battlefield canaffect our units during their movement.

    A unit is affected by a piece of terrain if itsFront Centre passes through it. It will not beaffected if only a Side Centre or the RearCentre are within it. It is understood that thetroops are capable enough of reshaping theirformation depending on the terrain. Likewise,a unit is not considered to be within a type ofterrain if its Front Centre is not within it.

    Each type of terrain has different features.The chapter "The Battle" lists the terrainwith their respective features. The featuresthat affect movement are:

    Difficult: The Speed of units that movethrough is reduced.

    Very Difficult: A unit that moves throughthis terrain is automatically Disordered. Inaddition, Very Difficult terrain also counts asDifficult, therefore reducing the Speed of units.

    Impassable: Movement of units (Troopas well as Commanders) is impossiblethrough this terrain.

  • 14

    Shooting

    When we are ready to open fire on an enemy,we must follow the following sequence:

    - Select target.- Make the shooting roll.- The enemy tries to resist.

    Select target

    Line of Sight: In order to be able to shootat your enemy, you will need to draw astraight line from the Front Centre of yourunit to any Centre of the enemy unit.

    This line cannot pass through other unitsor terrain that obscures vision. There mustbe a gap of at least 3" between unitsand/or obstructing terrain. Commanderunits are ignored.

    If we cannot see the nearest enemy Centrefrom our unit but we can see another of theunit's "Centres", we may still Fire as longas that Centre is withing shooting range.

    Should there be several possible targetsavailable, you can freely choose between them.

    Range: Depending on the type ofmissile weapon that we have, itsshooting range will vary. We willmeasure from the Front Centre of ourunit to the nearest enemy Centre.

    Shooting roll

    The shooting unit rolls as many dice as itsShoot value, modifying this amount bytaking into account any increases ordecreases that may apply. Compare this tothe Defense of the target unit depending onthe type of fire: "Artillery" when shootingwith guns and "Salvo" for all other weapons.

    Shoot #D6 = Target: Defence

    Each die that rolls a number equal to orhigher than the enemys Defence shall bedeemed a Success. If no Successes areachieved the shooting process is finished.Aim better next time!

    Resist Damage roll: The enemy unitthat has been hit by shooting mustnow try to resist the damage received.

    No3'' gap

    Behindour line of

    sight

    The forestblocksline of sight

    x

    x

    possibletarget

    x

  • 15

    It will roll as many dice as its Courage value,increased or decreased depending on thepossible modifiers that may apply. Thetarget number to roll equal to or higherwill depend on the type of shootingsuffered: 4+ for Salvo and 6 for Artillery.

    Courage #D6 = Shooted by:

    Each success on the Resist Damage rollcancels a hit from enemy shooting.

    Failing to achieve a success in at least one rollwill result in the unit becoming Disordered.

    Wear: Each success at shooting thathas not been cancelled by a ResistDamage roll counts as a Wear point.

    Wear markers are placed next to the unit thathas sustained a Wear point. If the number ofWear markers exceeds the unit's Staminavalue, the unit must take a Break Check.

    Break Check

    When a Troop unit has more Wear markersthat it can withstand (its Stamina value), ishas exceeded the reasonable limits of itsendurance. Casualties, fear and/or fatiguehave pushed the men over the edge, andthese could leave the battlefield.

    Break Checks are carried out as soon as a unitWear exceeds its Stamina value. It can happenunder enemy fire, but also after melee combat.

    The number of Wear markers that exceedthe unit's Stamina are referred to as"Break Points".

    To make a Break Check, as many D6 as theoriginal Discipline value of the unit arerolled. The Discipline value of the unit willnot be affected by any Increase or Decreasefor this check.

    To succeed in the Break Check we must rollas many 6s as Break Points.

    Discipline x D6 = Target: 6

    It is necessary to roll as many 6 asBreak Points.

    If we roll all the 6 that we need, the unithas resisted and will remove the excess ofWear markers. It will be Weary, as it willaccumulate as many Wear markers as itsStamina value, but it will stay on thebattlefield for the time being.

    If we were not successful, the unit isremoved from the game; The unit hassuccumbed to the terrible enemy fire.

    Terrain Effects on Shooting

    Terrain can affect shooting in different ways:

    Hidden: If the line of sight drawn by theunit that opens fire goes through a piece ofterrain it wont be able to shoot, as it wontsee its target. These wont take effect if thetarget or the firing unit is inside the samepiece of terrain.

    Covered: The target gets an Increase onhis Courage value to resist damage.

    Salvo: 4+Artillery: 6

  • 16

    Melee

    The only way to start melee is by executingan Assault order. When this happens, wewill follow the following sequence:

    - Charge movement.- The attacker resolves his attack.- The defender attempts to resist.- The defender resolves his attack.- The attacker attempts to resist.- Outcome.

    Charge:

    A unit that receives a Assault order mustcharge an enemy unit if it is possible. Ifthere were multiple enemies available, theplayer may freely choose between them.

    Declaring a charge gives the target unit theability to execute a reaction if the rightconditions apply.

    To carry out the charge movement all theusual rules of movement must be followed.We should be able to reach, with ourmovement increased by the Assault Order,from our Front Centre to the nearest Centreof the target unit.

    Our unit will stop as soon as it makescontact with the enemy base. The basesshould not be realigned or conformed inany way, but will simply stay in contactin the position that results from the pathdescribed by the attacking unit.

    It may happen that the closest enemyCentre is inaccessible because it isobstructed by units or impassable terrain.If the Speed value of the unit still allowsus to reach another enemy Centre byaltering the trajectory, we can do it andmake the charge. We will always use theshortest possible path to do so.

    2Its closer Centreis the Side Centre

    We stop the unitas soon as its

    bases meet

    1

  • 17

    Infantryor

    Cavalry

    The Chargeof this Horse unit

    is considered aFlank Charge

    The Chargeof this Horse unitisn't considered aFlank Charge

    Flank Charge

    When we enjoy a better position than theenemy we can take advantage of it. Lookingfor the flanks or rear of enemy units isalways a good strategy.

    A Flank Charge is the Charge that starts withthe Front Centre of the charging unit behindthe frontal 180 of the target unit, that is, withits Front Centre entirely behind a line thatextends the front edge of the enemy unit,hitting the enemy in the flank or the rear.

    A unit that takes a Flank Charge suffers froma Decrease in its Melee and Courage values.In addition, it will also suffer from a Decreasein its Discipline value when trying to reactagainst this charge.

    Combat Rounds

    Both sides have the right to make a CombatRound in melee. The procedure dictatesthat the attacker resolves its round first andthen the defender. Although this order isfollowed, it should be clarified that bothrounds happen simultaneously, so a unit,even having been damaged or destroyed bya combat round is entitled to conduct his.

    Melee Roll: We must roll as many dice asthe Melee value of the unit, suitably modifiedby any Increase or Decrease. Any result equalor higher than the enemy's Defence againstour type of unit will be a Success.

    Combat #D6 = Goal: Defence

    Resist Damage roll: The enemy unitthat has been attacked must now try torecover from the damage taken by histroops. It will roll as many dice as itsCourage value, increased or decreaseddepending on the possible modifiersthat may apply. Any result equal orhigher than 5+ will be successful.

    Courage #D6 = Target 5+

    Each success on the Resist Damage rollcancels a hit from the enemy attack. Failingto achieve a success on at least oneroll will result in the unit becomingDisordered. If the unit also loses thecombat, it will Retreat.

    Wear: Each success at melee that hasnot been cancelled by a Resist DamageRoll counts as a Wear point. Place asmany Wear markers as Wear pointsthe unit has taken.

    Outcome

    After both players resolve their CombatRounds a winner is determined. The sidethat has caused more Wear points on theopponent wins the combat.

    Unless already retreating for not havinghad any success at the Resist Damage roll,the unit that lost combat must disengage.

    Disengage: Is is an involuntary movetoward the rear of the unit. It must move3" toward its rear, keeping the same facing.

    If a unit had received a Flank Charge, it mustfirst change its facing towards its enemy; afterthis, it will disengage as explained before.

    If the unit fails to complete this movementbecause it finds obstacles that prevent it, theunit will receive an additional Wear point tothat suffered in combat.

    x

  • 18

    If necessary, the winner unit must disengage1'' to respect the minimum separation gap.

    Retreat: If we lost the combat, andwe did not cancel any damage with theResist Damage roll, we have incurredin a Shameful Defeat.

    The unit that has sustained a ShamefulDefeat will Disengage, and move a numberof inches equal to twice its Movement value.After the move, turn the unit around 180,so it will face at the direction of its move.The unit also becomes Disordered. If themovement cant be completed, the unit willsuffer an additional Wear point.

    Draw: In case of a draw duringcombat, the unit which charged isrequired to Disengage.

    Break Check

    When a unit in melee takes enough damagewhere is has more Wear Markers than itsStamina value, it must take a Break Check,just as in Fire combat.

    The number of Wear markers that exceedsits Stamina value are the Break Points.

    To make a Break Check, as many dice as theoriginal Discipline value of the unit are rolled.The Discipline value of the unit will not beaffected by any Increase or Decrease for thischeck. To succeed in the Break Check we mustroll as many 6s as Break Points.

    Discipline #D6 = Target: 6

    It is necessary to roll as many 6as Break Points.

    If you were successful remove the excess ofWear markers, nothing more happens. Ifyou were unsuccessful, the unit is removedfrom the game; It has been cruelly destroyedby its enemies!

    Terrain Effects on Melee

    The type of terrain where units fight canaffect the outcome of the combat,sometimes dramatically.

    Firstly, going through terrain classifiedas Very Difficult will Disorder ourtroops. Fighting in such a state is notreally recommended, so it is a desperatemanoeuvre, at the very least.

    It should also be noted that, since it isnecessary to see our enemy to declare acharge, terrain with the Hidden ruleprevents units that are in that terrain frombeing charged.The following rules have to be added tocertain terrain:

    Height: A unit that is completely withinthis terrain (with all its Centres insideit) fighting with another unit that is onlypartially within (any Centre is outside ofelement), gains an Increase in Melee.

    Protected: A fortified unit which is chargedgains an Increase in its Courage value toresist damage during melee. In case of linearelements such as walls, the defender shouldbe behind the terrain, in contact with it, tobenefit from this rule.

  • 19

    Troops

    This ruleset takes into account the major powersduring the Thirty Years' War. Although most ofthe armies of those times fought very similarly,there were subtle differences, and as the warwent on change and innovation occurred.

    The quintessential combat units were mixedsquadrons of pike and shot (pikemen andarquebusiers or musketeers). Inspired by thelegendary Swiss pike blocks, this modelevolved when the Spanish introduced firearmsin their famous Tercios during the ItalianWars (1494-1559). However, in the ThirtyYears' War (1618-1648) we are in the twilightof the dominance of these big formations, asthe Protestant nations, first the Dutch andlater the Swedish, began to transform thismethod of warfare, deploying smaller andmore agile formations, giving greaterprominence to powder.

    Troop Types

    The different nations at war quickly imitatedand adapted to the changes that werehappening, both technical and tactical. In thebalance of power at that time infantry enjoyeda starring role, although cavalry and artillerywere crucial. We have a number of special rulesto represent the behaviour of the differenttroops, given their training and equipment, aswell as their distinctive peculiarities in orderto give a "flavour of the period".

    Troop units are divided into three maintypes: Foot, Horse and Artillery.

    Foot

    It is the queen of the battlefield during theRenaissance. The solid formations ofpikemen block cavalry charges, while thepower of the firearms that go alongside itkeep growing in power.

    Within Foot units we distinguish betweenSquadron and Company.

    A Squadron is a Foot unit that includespike and shot in different proportions. Thesemixed formations were the standard duringRenaissance and should be the mostcommon unit on the table.

    A Company is a Foot unit that is not integratedin a large formation. These companies can bedetachments from its parent Squadron, supportdetachments or garrisons to defend areas orfortified zones. Although they would not be partof the structure of an army, it was common toleave companies to garrison key points, asreinforcements or as a last line of defence.

  • 20

    If allowed by the army list, some additionalrules can be applied to a unit:

    Squares: When Tercios form Field Squares,sturdy squared formations with a core ofpikemen and sleeves of shot, defence isensured from all angles. Units with this ruleare never considered flanked. On the otherhand, when this rigid formation wants tochange facing with a Ready order, it wontbe able to follow it with another move action.

    Light: Light Foot or Horse formations are notrigid but somewhat open, thereby adaptingbetter to the ground. The unit with this ruletreats Very Difficult terrain as Difficult, so itdoesn't become Disordered if it enters it.

    Large: Units made of large numbers ofmen have a improved confidence undertheir banners. When using the Resistorder, the unit discards a Wear markerfor each roll of 5+. It still cannot removethe last marker and, therefore, cannotbecome Fresh with this order.

    Brigade: Strategic innovations of theProtestant forces included perfect martialharmony between the battalions of thebrigade. These were made of, ideally, fourunits deployed in a diamond pattern,although they were usually comprised ofonly three units forming a spearhead.

    Units with the Brigade rule belonging to thesame regiment will be able to actsimultaneously. A single Order Card can beused, if so desired, for all or some of the unitsof the Brigade. You must tell your rival if youuse the Order Card in this way and what unitsit will affect to avoid any confusion.

    When a Unit has to act you can designatethe units affected by this joint order andactivate all of them sequentially, one by one.If any of the units of the Brigade should usean Order Card to perform a reaction, theOrder Card that had been assigned to the

    Brigade will be revealed and an identicalOrder Card will be placed, face down, in theunits that are not reacting. Unfortunately,the fact of having to break the joint orderallows the opponent to know the ordersassigned to the remaining units.

    Horse

    Despite the dominance of infantry, cavalryhad a tremendously important role. Itsmost common use was as shooting unitsthat, taking advantage of their mobility,could swiftly give support where it wasneeded. They could also charge, at theright t ime, and wreak havoc ondisorganized troops.

    All Horse units benefit from the rulesof Mobility, Evasion and Pursuit, plusany other they may have.

    Mobility: Horse units, when carrying outa Ready or Run order, can make a free facingchange at the beginning of their activation.This will not count as an action with theReady order. They could, for example,change their facing, move and then changetheir facing again.

    Evasion: Regardless of which Order Cardhas been assigned to it, and even if the unithas already been activated this turn, a Horseunit can always try to react to a charge withan evasion, as described in the Run order.Furthermore, if the charging unit is Foot,the Horse unit wins an Increase in itsDiscipline value when reacting.

    Pursuit: If a Horse unit wins a combatagainst Foot and the loser unit Retreats,the Foot unit is automatically destroyed.To represent the pursuit, the Horse unitmakes a move equal to its Speed value, inthe same direction it was facing.

  • 21

    Due to its equipment and training, Horseunits may have other rules:

    Extended Arc of Fire: The layout of theseunits makes them able to shoot with easeat targets in their vicinity. When the unitshoots it can choose any of its Sides or FrontCentres as the source of fire, tracing the lineof sight from the chosen Centre.

    Caracole: This was a tactic by whichcavalry fired in rows, retreating in order toa safe place to reload. After a Horse unitshoots, it can make a Discipline check that,if successful, will allow a movement as faras its Speed value, straight to its rear. Theunit will keep the same facing that it had.Caracole cannot be used to complementany action while reacting.

    Dragoon: A new kind of cavalry had recentlybegun to be used: Dragoons. These werearmed with muskets, longer than the usualarquebus or carbine, but not intended forshooting while riding, as they had to dismountto fire comfortably. A unit with the Dragoonrule can only shoot with a Fire order.

    Artillery

    Artillery had already been, for some time,a fundamental part of any army, not onlyin sieges, but also in field battles its powercould prove decisive. Even with its randomsuccess at aiming, accuracy was becomingworrisome for the big blocks of infantry.When the huge cannon balls hit closedformations, the effect was devastating.

    All Artillery units benefit from therules of Crew Defence and No Escape,plus any other they may have.

    Crew Defence: Artillery units have crewsthat will defend the guns. In combat,Artillery is considered Foot.

    No Escape: When crews fled from combat,the enemy used to disable the guns. WhenArtillery units lose a combat they areautomatically destroyed.

    Weaponry

    The chapter The Army lists the differentTroop units with their weaponry. Dependingon their weapons, Troop benefit from variousspecial rules.

    Pikes: This remained the Queen of weaponsin the Renaissance Period. With them,infantry is safe against cavalry, which isalready reflected in the high Defence of theunits which carry them. A unit equipped withpikes that is not Disordered earns an Increasein its Melee value if charged by Horse.

    Halberds: Shorter than pikes, theseversatile weapons were still used to someextent. Providing greater ease ofmovement than pikes when the unitsformation broke, being as lethal slashingdown as used as a false pikes. When a unitequipped with Halberds fights against aDisordered unit, it wins an Increase in itsMelee value.

    Firearms: Firearms, given their greateffectiveness at close range, get an Increasein Shoot value when shooting as part of areaction. Included here are pistols,arquebuses, muskets, and guns.

    Ranges

    Pistol 4''

    Arquebus 8''

    Musquet 12''

    Light Gun 18''

    Medium Gun 24''

    Heavy Gun 36''

  • 22

    The Army

    Army

    Regiments

    1-3Foot Regiment

    0-3 Horse Regiment

    0-2Artillery Battery

    0-1Battle Group

    In Tercios we use a classic points system to arrange

    the armies and play balanced and scalable battles.

    Regiments are added to our army for a certain amount

    of points. This value is set by the quality of the troops

    that form the Regiment. The added cost of all of our

    Regiments must respect the agreed limit.

    We recommend an amount of 7 points to start with

    and up to 12 points when the rules are mastered.

    Each type of Regiment is limited to a certain amount,

    and in the case of Iinfantry Regiments there is a

    mandatory minimum of 1.

    Factions

    We include factions to arrange an army from any of

    the warring major powers during the Thirty Years'

    War. They are identified with their own icon:

    German Protestant

    Holy Roman Empire

    Kingdom of England

    Kingdom of France

    Spanish Empire

    Swedish Empire

    We must choose a faction when arranging an army.

    When an option has one or more faction icons, it

    shows that is only available for that faction. If there

    is no icon on the option it means that they are

    common and available to any army.

  • 23

    Foot Regiments

    Veteran Spanish Regiment

    2 x Tercio Viejo

    4 points

    Tercios Regiment

    2 x Tercio

    3 points

    Classic Regiment

    3 x Classic Squadron

    4 points

    Reformed Brigade

    3 x Reformed Battalion

    4 points

    Swedish Veteran Brigade

    2 x Veteran Modern Squadron

    1 x Veteran Squadron

    1 x Musketters*

    5 points

    * The Musketeers unit can be

    dropped in exchange for upgrading

    the 3 Squadrons to Veteran.

    Swedish Brigade

    4 points

    3 x Modern Squadron

    1 x Musketeers*

    * The Musketeers unit can be

    dropped in exchange for upgrading

    1 Squadron to Veteran.

    Raw Regiment

    2 x Raw Battalion

    2 points

  • 24

    Horse Regiments

    Light Horse Regiment

    2 x Light Horse

    1 punto

    Mounted Arquebusiers Regiment

    3 x Mounted Arquebusier*

    2 puntos

    * One of the 3 units

    can be replaced

    by Foot Musketeers.

    Dragoons Regiment

    1 x Dragoons

    1 punto

    Cuirassiers Regiment

    2 x Cuirassier

    2 puntos

    Modern Cavalry Regiment

    2 x Modern Cavalry

    2 puntos

  • 25

    Artillery Batteries

    Heavy Artillery

    1 x Heavy Gun

    1 points

    Light Artillery

    1 x Light Guns Battery

    1 points

    Battle Groups

    Companies

    1 x Musketeers Company

    1 x Pike or Halberdiers Company (choose)

    1 x Pike or Musketeers Company (choose)2 points

    Support Detachments

    1 x Foot Arquebusiers

    1 x Foot Arquebusiers or Halberdiers (elegir)

    1 points

    Medium Artillery

    2 x Medium Gun

    1x Halberdiers or Pike Company (choose)

    2 points

    This option consumes

    the limit of 2 Artillery

    units in the Army

  • 26

    Foot Squadrons

    VALUESSpeed 4Melee 5Fire 3Discipline 5Courage 5Stamina 5

    DEFENCES

    Infantry 4

    Cavalry 5

    Salvo 4

    Artillery 3

    Rules:

    Large

    Field Square*

    Extended Arc*

    Weaponry:PikesMusket

    12

    12

    cm

    12

    6

    cm

    VALUESSpeed 4Melee 4Fire 3Discipline 5Courage 4Stamina 5

    DEFENCES

    Infantry 4

    Cavalry 5

    Salvo 4

    Artillery 3

    Rules:

    Large

    Field Square*

    Extended Arc*

    Weaponry:PikesMusket

    VALUESSpeed 4Melee 4Fire 3Discipline 4Courage 4Stamina 5

    DEFENCES

    Infantry 4

    Cavalry 5

    Salvo 4

    Artillery 3

    Rules:Large

    Weaponry:PikesMusket

    TercioViejo

    Tercio

    ClassicSquadron

    12

    12

    cm

    * Can give up the Squares and

    Extended Arc Of Fire rules, basing

    the Squadron as a Classic

    Squadron with a Shoot Value of 4

    * Can give up the Squares and

    Extended Arc Of Fire rules, basing

    the Squadron as a Classic

    Squadron with a Shoot Value of 4

  • 27

    VALUESSpeed 4Melee 4Fire 5Discipline 5Courage 4Stamina 3

    DEFENCES

    Infantry 4

    Cavalry 5

    Salvo 4

    Artillery 4

    Rules:Brigade

    Weaponry:PikesMusket

    VeteranModern

    Squadron

    12

    6

    cm

    12

    6

    cm

    VALUESSpeed 4Melee 4Fire 4Discipline 4Courage 4Stamina 4

    DEFENCES

    Infantry 4

    Cavalry 5

    Salvo 4

    Artillery 4

    Rules:Brigade

    Weaponry:PikesMusket

    ReformedBattalion

    12

    6

    cm

    VALUESSpeed 4Melee 3Fire 4Discipline 4Courage 4Stamina 3

    DEFENCES

    Infantry 4

    Cavalry 5

    Salvo 4

    Artillery 4

    Rules:Brigade

    Weaponry:PikesMusket

    ModernSquadron

    12

    6

    cm

    VALUESSpeed 4Melee 4Fire 3Discipline 3Courage 4Stamina 4

    DEFENCES

    Infantry 4

    Cavalry 5

    Salvo 4

    Artillery 3

    Rules:-

    Weaponry:PikesArquebus

    RawSquadron

    Can be based

    as a Reformed Battalion.

  • 28

    Companies

    VALUESSpeed 5Melee 2Fire 3Discipline 3Courage 3Stamina 2

    DEFENCES

    Infantry 3

    Cavalry 3

    Salvo 4

    Artillery 4

    MusqueteersCompany

    Rules:Light

    Weaponry:Musket

    8

    4

    cm

    VALUESSpeed 4Melee 3Fire 0Discipline 3Courage 3Stamina 3

    DEFENCES

    Infantry 4

    Cavalry 5

    Salvo 4

    Artillery 4

    PikeCompany

    Rules:-

    Weaponry:Pikes

    8

    4

    cm

    8

    4

    cm

    VALUESSpeed 5Melee 2Fire 3Discipline 3Courage 3Stamina 2

    DEFENCES

    Infantry 3

    Cavalry 3

    Salvo 4

    Artillery 4

    FootArquebusiers

    Rules:Light

    Weaponry:Arquebus

    VALUESSpeed 5Melee 3Fire 0Discipline 3Courage 3Stamina 3

    DEFENCES

    Infantry 4

    Cavalry 4

    Salvo 4

    Artillery 4

    HalberdiersCompany

    Rules:-

    Weaponry:Halberds

    8

    4

    cm

  • 29

    Horse

    VALUESSpeed 8Melee 3Fire 3Discipline 3Courage 3Stamina 3

    DEFENCES

    Infantry 4

    Cavalry 3

    Salvo 3

    Artillery 4

    Rules:Caracole

    Weaponry:Arquebus

    VALUESSpeed 7Melee 4Fire 2Discipline 3Corrage 4Stamina 3

    DEFENCES

    Infantry 4

    Cavalry 4

    Salvo 3

    Artillery 4

    Rules:-

    Weaponry:Pistols

    MountedArquebusiers

    Cuirassiers

    VALUESSpeed 8Melee 4Fire 0Discipline 4Courage 3Stamina 3

    DEFENCES

    Infantry 4

    Cavalry 4

    Salvo 3

    Artillery 4

    Rules:-

    Weaponry:-

    ModernCavalry

    8

    4

    cm

    VALUESSpeed 8Melee 3Fire 2Discipline 2Courage 3Stamina 2

    DEFENCES

    Infantry 4

    Cavalry 3

    Salvo 4

    Artillery 5

    Rules:

    Extended ArcLight

    Weaponry:Arquebus

    LightHorse

    8

    4

    cm

    8

    4

    cm

    8

    4

    cm

  • VALUESSpeed 8Melee 3Fire 3Discipline 4Courage 3Stamina 3

    DEFENCES

    Infantry 4

    Cavalry 3

    Salvo 3

    Artillery 4

    Rules:DragoonLight

    Weaponry:Musket

    Dragoons

    30

    Artillery

    VALUESSpeed 2Melee 2Fire 2Discipline 3Courage 2Stamina 2

    DEFENCES

    Infantry 3

    Cavalry 3

    Salvo 5

    Artillery 5

    VALUESSpeed 0Melee 2Fire 1Discipline 3Courage 2Stamina 1

    DEFENCES

    Infantry 3

    Cavalry 3

    Salvo 5

    Artillery 5

    MediumGun

    Light GunsBattery

    Rules:-

    Weaponry:Light Gun

    Rules:-

    Weaponry:Medium Gun

    Artillera

    4

    4"

    cm

    Gran Batera

    8

    4

    cm

    VALORESSpeed 0Melee 2Fire 1Discipline 3Courage 3Stamina 1

    DEFENCES

    Infantry 3

    Cavalry 3

    Salvo 5

    Artillery 5

    HeavyGun

    Rules:-

    Weaponry:Heavy Gun

    Artillera

    4

    4"

    cm

    8

    4

    cm

  • 31

    The Battle

    Playing a game should always be somethingspecial as we will enjoy the sight of ourminiatures on the tabletop which we haveso carefully painted. While we must play bythe rules, we should edeavour to play to the"spirit of the age", with sportsmanship andchivalrey prevaling at all times.

    The Battle

    The battle will take place on a table, ideallyof 6x4 feet (1,20 x 1,80 cm). It is desirablethat it has scenery elements to decorate andto promote the strategic element to the game.Terrain should be placed on the tabletopbefore determining the battle that is going tobe played, to avoid the placement of terrainthat could adversely affect the battle.

    Terrain

    Players should use the elements at theirdisposal. Here are a number of indicationswhich you should be flexible with, becausewe won't stop using a hill or a forest forslightly exceeding the stated size.

    Bridge and Ford: It is understood that theyare wide enough to allow passage of unitsacross the river, no matter the size of the base.

    Buildings: This includes buildings such ashouses, towers, mills and farms. A smallbuilding can be occupied by a Company. Alarge building will accommodate any infantry

    unit. To occupy a building, it is only necessaryto reach it with the units movement, althoughit may only occupy it with a Ready order.Buildings have the Hidden feature, in additionto Impassable for any unit that cannot enterit. Units inside a building are considered tobe Covered and Protected. They can measurefrom anywhere in the building to shoot. Whenshooting at units in buildings, firing unitsneed only to measure to any part of thebuilding. A unit inside a building attacked inmelee is never considered flanked.

    Cropland: It is decided by a roll, with theresult being applied to all crops in the table:1-2: Difficult, 3-5: Covered and Difficult, 6:Covered, Hidden and Very Difficult

    Fence: Covered and Difficult features.

    Forest: Very Difficult, Covered and Hidden.

    Hill: Height and Hidden features.

    Lake: It has the Impassable feature.

    River: Roll a die to determine the flowof the river, which will give a differentfeature for it: 1: Difficult, 2-4: Very Difficult,5-6: Impassable.

    Rocks: Hidden and Impassable features.

    Steep Hill: Height, Difficult and Hidden.

    Wall: Covered, Protected and Difficultfeatures.

  • 32

    Setting up the Battle

    Orientation: 1d6 is rolled, depending on the outcome the game will be played along the long orshort side of the table.

    Deployment: Both players roll a die. Whoever gets the higher number chooses deployment side.

    In case of a draw roll again.

    Deployment areas start 12 '' away from the centre of the table.

    The player who wins the roll will be the first to deploy a regiment, all its units at a distance no greater

    than 6'' to the others. No unit may be placed outside the deployment area. Then their opponent will

    do the same with one of his regiments. Both players will alternate this sequence until all units are

    placed on the table, inside their deployment area.

    Score: At the end of the game points are awarded exclusively by the number of enemy units destroyed.

    Squadrons: 2 puntos

    Horse, Companies and Artilley: 1 punto

    The game ends if:

    At the end of the fifth turn a player has an advantage of 5 points or more.At the end of the sixth turn a player has an advantage of 3 points or more.At the end of the seventh turn a player has an advantage of at least 1 point.At the end of the eighth turn, whatever the outcome may be at that moment.

    Turn Advantage Necesary to finish Victory

    5th 5 Decisive

    6th 3 Clear

    7th 1 Fair

    8th 0 Pyrrhic

    Player A Deployment

    Player B Deployment

    12''

    12''

    PlayerA

    Deployment

    PlayerB

    Deployment

    12''

    12''1-4 5-6

  • Weapon Range

    Pistol 4''

    Arquebus 8''

    Musket 12''

    Light Gun 18''

    Medium Gun 24''

    Heavy Gun 36''

    Melee

    Turn

    Increases

    Base 1 2 3 4 5 6 7 8 9 10

    1 Increase 1 3 4 6 7 9 10 12 13 15

    2 or more Increases 2 4 6 8 10 12 14 16 18 20

    Decreases

    Base 1 2 3 4 5 6 7 8 9 10

    1 Decrease 1 1 2 2 3 3 4 4 5 5

    2 or more Decreases 1 1 1 1 1 1 1 1 1 1

    Values

    Sp

    eed

    Mel

    ee

    Fir

    e

    Dis

    cip

    line

    Cou

    rage

    Sta

    min

    a

    Rules

    Infa

    ntr

    y

    Ca

    va

    lry

    Sa

    lvo

    Art

    ille

    ry

    Tercio Viejo 4 5 3 5 5 5 4 5 4 3 Large, Field Squares, Ext.Arc.

    Tercio 4 4 3 5 4 5 4 5 4 3 Large, Field Squares, Ext.Arc.

    Classic Squadron 4 4 3 4 4 5 4 5 4 3 Large

    Raw Squadron 4 4 3 3 4 4 4 5 4 3

    Reformed Battalion 4 4 4 4 4 4 4 5 4 4 Brigade

    Modern Squadron 4 3 4 4 4 3 4 5 4 4 Brigade

    Veteran Modern Squadron 4 4 5 5 4 3 4 5 4 4 Brigade

    Musketeers / Arquebusiers 5 2 3 3 3 2 3 3 4 4 Light

    Pike Company 4 3 0 3 3 3 4 5 4 4

    Halberdiers Company 5 3 0 3 3 3 4 4 4 4

    Mounted Arquebusiers 8 3 3 3 3 3 4 3 3 4 Caracole

    Curiassiers 7 4 2 3 4 3 4 4 3 4

    Modern Cavalry 8 4 0 4 3 3 4 4 3 4

    Light Horse 8 3 2 2 3 2 4 3 4 5 Light, Extended Arc of Fire

    Dragoons 8 3 3 4 3 3 4 3 3 4 Light, Dragoon

    Light Guns Battery 2 2 2 3 2 2 3 3 5 5

    Medium Gun 0 2 1 3 2 1 3 3 5 5

    Heavy Gun 0 2 1 3 3 1 3 3 5 5

    Planning Phase:Both players place Orders Cards next their Troop units, face down.

    Action Phase: Initiative is determined Players alternate activating units.

    Order / Reaction Check

    Discipline #D6 = Target 5+

    Scenery elements effects:

    Difficult: Speed(-)

    Very Difficult: Disorder and Speed(-)

    Impassable: No move.

    Hidden: Block line of sight.

    Covered: Courage(+) shoot.

    Height: Melee(+).

    Protected: Courage(+) melee.

    Conditions:

    Disordered: Courage-

    Weary: Melee- and Fire-

    Outflanket: Melee- and Courage- Discipline- reacting.

    Shoot

    ShootingShoot #D6 = target Defence

    Salvoor

    Artillery

    Salvo: 4+Artillery: 6

    Courage #D6 = target:

    Resist damage

    Combat Melee #D6 = target: Defence

    Infantryor

    Cavalry

    Courage #D6 = target: 5+

    Resist damage

    Break CheckDiscipline #D6 = target 6

    It is necessary to roll as many 6s as Break Points