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Sora NN OI BZ lop occ) C25). a4 ez WARGAMING RULES FOR RENAISSANCE TABLETOP GAMING: em Fin published ia Great Britain in 2010 by Osprey Publishing, Midland Hoose, Wese Wa: Botley, Oxf, OX2 OPH, UK 44-02 Vind St, Suite 219, Long [lated Cry, NY11101, USA. E-mail infoetospreypblishing.sem (© 2010 Osprey Publahing Led. PAU tet eked Avert Bo toy ening Fer ht para of pivate study secur crictun or seview as pensted under the Copyright, Designs and Patents Act, L986, no part ofthis Pbliitine may be reproduced stored ina retrieval tems, oF ntti any Sem se by any means chctonic cereal, nechanica optical, photoceping,eoaling ot theres without the print wstten permninion ofthe opyright res Equities anol be aden! eo the Publishers OIE cstsogor meen foe tim book w-ershb le foes the uit Libeary Print ISBN: 978 1 84908223 5 ‘Cover design and page layne by Myriam Bell Desig France Index by Timothy Myall and Mike Parkin ‘Typeset in Adobe Casioa Pro and Snell Reunhara Gover artwork by Peer Dens Photog mpl ky Don MetHigh, Juergen Morley, wing, (1d Glory UK, Seve Rutber Model, Sion Chl, Risa Bis, Wand Games, Legis Heres & Ancient sl Modern ‘Wescane Sapper Disgans o Baickieom rect managenaent by JD McNeil Orprey Team Hite aenagereent by ite Nel Originated by PDQMedks, Bungay, UI Printed in Chins through Worklprne Land WUD WIR7TOS 4524 (© Onpeey Publuing Access to this Book ot dgitilly restsicted In return, we ask you tat you use for personal non commercial porpoves only Please don wplond this plFtoa peer-to-peer sie mailto everyone you knowcr resell it. Opeey Pulblshig reserves all rights to ie digital conten and no pare af thee odes sna ba copse arta tad rate ati teupsmised iw any form by any means, sletonie chanical, renting or otlewise (wept as perate hee) witht the written permision ofthe publisher. Please support or continuing book publi programe by using Us pF responsilly © Osprey Publishing + www ospreypublistingcom CONTENTS wey SERS OE” =e = INTRODUCTION 7 Simple and Complex Moves Renaissance Wargaming Advances ‘The Development of European Warfare ‘The Complex Move Test (CMT) in the 16th and 17th Centuries Moving Artillery Introduction To the Rules Wheeling Design Philosophy Tuming 90 Degrees a THE BASICS ger eee eee What You Need To Play Field of Gry aan Renaissance Eerie: Contractions Measurement salen ane Formation Changes Tums Blocked By Enemy = TROOPS 21 Variable Moves Troop Type ‘Moving Through Friendly Troops ‘Troop Function Categortes Movement of Commanders Camps Moving From An Overlap Position Be crreCRaues a Troops Leaving the Table Keils IMPACT PHASE 7 ‘Tercios Declaration of Charges Other Pike and Shot Formations Other Miwed Formations Exceptions Battle Group Formations Battle Geoup Quality — Quality Re-Rolls Regimental Guns Battle Group Cohesion Levels Battle Group Disorder = COMMAND AND CONTROL. 39 Commanders Divisions = STARTER ARMI 4s m PLAYING THE GAME 49 Setting Up a Game Playing the Game Turns and Phases = GENERAL MOVEMENT RULES 53 Movement Rules Move Distances and Disorder Legal Charge Contact Charging With Your Battle Groups Formation Changes When Charging or Being Charged Charging To Contact and Stepping. Forwards Charging Flank or Rear Charging the Flank or Rear of a Tercio Charging the Flank ofa Keil Troops Whe Cannot Charge Attempts To Charge Mounted Battle Troops or Elephants With Foot Battle Troops Attempts To Charge or Receive a Charge With Light Troops Attempts To Charge When Disrupted or Fragmented Attempts To Charge When Counting Threatened Flank Being Changed While Frigmented Being Charged While Routing Possible Responses To Charges © Osprey Publisting + www ospreypublisiingcom

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