Professional Documents
Culture Documents
Introduction
Organisation
Father Tilly IV
The AB One System
3
3
Figure Basing
Movement Bases
Unit Organisation
Order
4
4
4
4
Infantry Units
Cavalry Units
Swedish Units
Artillery
5
6
6
7
Initiative
Command Actions
Example
8
8
8
Games Sequence
Movement
Changing Formation
Changing Order
9
9
10
10
Procedure
Damage
Artillery
Ammunition Supply
11
11
13
15
The Charge
Combat Procedure
Damage
Results of Combat
16
17
17
18
Unit Morale
Victory and Defeat
20
20
Main Subject
Sub-Heading
Playing War Tokens
21
22
23
Procedure
24
Command Profile
26
Order Definitions
27
Unit Attributes
Costs
28
28
29
31
32
Unit Formations
Shooting
Combat
Morale
War Tokens
Army Deployment
Generals Profile
Orders
Unit Profile
Terrain
Glossary
Examples
Copyright Stephen Danes and Warband Miniatures 2009
All rights reserved. No part of this publication or abstraction from it may be reproduced or transmitted in any form or by any
means, electronic or mechanical including photocopying or trasmission by email or internet, without prior permission in writing
from the copyright holder.
Father Tilly iv
The rules themselves are fast and fun but with plenty
of period detail. Casualties are inflicted and figures are
Figure Basing
Unit Type
Protestant infantry regiment
Protestant cavalry regiment
Catholic infantry regiment (Tercio)
Catholic cavalry regiment
Skirmish cavalry regiment
Forlorn hope
Base Depth
1
1
2-4
2
1
1
Movement Bases
Order
Unit Organisation
Infantry Units
Tercio
The diagram above shows how the emphasis for the tercio
changed. Still with a strong central body of pikeman and
supporting shot, this tercio has less depth than early
formations and would be easier to manoeuvre on the
battlefield.
Early Tercio
The early tercio was a very slow moving formation but was
able to generate all-round fire and all round protection
with the pikes. This certainly seemed to be the formation
used in the sixteenth century and certainly appears in
texts (written and painted) in the seventeenth century.
There is however considerable debate as to whether
this formation was continued into the Thirty Years war
period.
Later Tercio
unit formations
Linear Infantry Formations
Trotter/Galloper Cavalry
Swedish Units
Detached Shot
Infantry Brigade
Cavalry Units
Caracole Cavalry
unit formations
mixed formations
Swedish Cavalry
dragoons
artillery
army lists
Initiative
example
Command Actions
Player one is not too bothered about going first and only
needs three actions - so selects a three (placing a six
sided dice face up with the required number out of sight
of the opponent).
Game Sequence
Units Turning
1. Both sides test for Initiative. The side that wins the
initiative takes the first phase (phasing side).
Move Limitations
6. Combat is calculated.
Generals Move
Movement
Artillery Movement
Terrain Move
1d6
1d5
1d2
1d3
1d4
Cavalry
Terrain Move
Cuirassier
1d4
Horse/Arquebusier
1d5
Galloper
1d5
Skirmish
1d6
Basic Move
8
6
5
5
5
Basic Move
10
12
14
14
Limbered
4
3
2
1
0
-1
Unlimbered
2
1
0
0
Terrain Move
Disorder in Movement
detachments
Disordered Artillery
Changing Formation
Group Movement
Retreat Move
Changing order
10
Procedure
Range Factor
3
2
2
1
4
Extreme Range
24
16
16
8
40
Range
Commanded Fire
Damage
Units can move and fire in the same turn but if they
do only the front rank figures can fire. If the unit is
stationary for the entire turn the front two ranks can fire
(this applies to caracoling cavalry as well).
Procedure
Shooting Modifiers
Disordered Firing
Units that have become Disordered can still fire but less
effectively. 1d6 is rolled before firing, the score is the
number of figures that can actually fire within the unit.
Only the front rank of the unit is eligible to fire when
Disordered.
Damage Modifiers
11
Shooting
Seven to Kill
Target
Modifier
Hard cover
+2
Heavy armour
+2
Firing
Modifier
Short range
-1
First fire (except artillery
-1
Artillery (each rear rank of target)
-1
Premature Firing
12
Shooting
Artillery - Canister Fire
The table below shows the range factor and the number
of d6 rolled to hit using canister fire, thus when firing
a Falcon the player rolls 2d6 to hit at range factor two
(multiply the score on the dice by two to determine the
range). Damage will be tested for on both dice if both
are successful.
ROF
The table below also shows the Shooting Factor for round
shot, for example when firing a Culverin, the die roll to
hit will be multiplied by eight, if the distance covered is
Type
Regimental/galloper
Falconnet
Falcon
Demi-Culverin
Demi-Cannon
Cannon
Canister
2
2
2
2
3
4
This is the guns rate of fire, for most this is one shot per
turn but for heavier guns this could be one shot in two or
even three turns.
Extreme Range
-
40
50
60
70
80
ROF
1
1
1
1
1/2
1/3
Artillery Damage
Artillery pieces that lose crew can still fire, but less
frequently. For each crew figure lost, one Command
Action is required to fire the gun. At least one crew figure
must be in contact with the gun to fire.
Artillery Catastrophe
13
Shooting
can be used to bring about these disasters (see War
Tokens section). These particular tokens must be played
immediately after the gun has fired. 1d6 is rolled, if a
score of four or more occurs, the following will result.
Re-crewing Artillery
Regimental guns
Risk to General
14
Shooting
armour
Artillery can also run low on ammo, but this occurs if two
sixes are rolled. For example, when testing to hit a player
scores a six and then a six when testing for damage - this
will result in Low Ammo if the opposing player plays a
Low Ammo token.
The effect of a Low Ammo result will be to remove one
figure from the unit or artillery crew. The loss of the
figure will not in itself prompt a morale test, but will
count against the unit when other losses are incurred.
Ammunition Supply
15
The Charge
Charge Test
Test to Stand
Modifiers
Size difference, opponent is smaller/larger by one base
Size difference, opponent is half/double own unit (or more/less)
Trotter/Galloper cavalry
Opponent Disordered/testing unit Disordered
Caracoling cavalry that fired last phase testing to stand
Cavalry charging formed pike
Friendly general is within six inches of testing unit
Each ten percent figure loss from units starting strength
Counter-Charges
Morale Factor
-1/+1
-2/+2
-1
-1/+1
+1
+1
-1
+1
Failing to Charge
Failing to Stand
Failing the test to stand by one means that the unit will
fall back one inch and suffer one kill, failing the test
by two means the unit withdraws back two inches and
suffers two kills, failing the test by three and the unit
withdraws three inches back, suffers three kills and
counts as Disordered. Failing the test by four means the
unit routs.
16
combat
the charge test. If this occurs, infantry will tentatively
approach their opponents, shot armed infantry will
continue to fire at close range, only the first two ranks
of pike will fight. Cavalry will fence with other cavalry
and look for an opening in foot units. At this level of
contact there is no charge bonus awarded in combat and
no chance of a breakthrough. If kill results occur from a
Partial Engaged combat, the combat will become fully
engaged (normal) next turn.
Combat Modifiers
Target Charged
Combat Procedure
Damage
Kill
4+
4+
4+
3+
3+
2+
5+
Results of Combat
17
combat
morale. 1d6 is rolled, if the score equals or exceeds the
units Morale Factor - the test has been passed. A number
of modifiers need to be applied to the test:
Breaking Contact
Fatigue
Skirmishers in Combat
Evading
Cavalry Breakthrough
18
combat
modifiers). If the test is successful, the attacking unit
makes its move and the evader is placed within contact
range of the attacker, which has moved to occupy the
position vacated by the evader. If the evader scored
one more than the required score to evade, the evader
can fire at the attacker during the evade move (roll 1d6
for the number of figures firing). If the evading unit is
skirmish cavalry it can fire on any successful evade.
Routing
Failure to Engage
Pike armed infantry such as Tercios and pike and shot units
that only partially contact the front of an enemy unit
will fail to engage, for example, when the units pikemen
fail to line up against enemy troops (and are thus unable
to bring their weapons to bare). If the resulting combat
fails to produce any kill results (on either side) the unit
will automatically pull back to four inches range at the
end of the combat phase.
Defending Earthworks
Pursuit
19
Proximity of General
Unit Morale
victory points
Effects of Routing
Disorder
20
Leader A1
Deploy 3
FEROCITY
Initiative 2
Morale 1
Main Heading
21
war tokens
Mutiny: This token must be played on a unit before it
has had a chance to move in the game. Violent disorder
will break out within the ranks. 1d6 is rolled, this is the
number of kills the unit suffers. If the die score is less
than the units Morale Factor, the mutiny continues until
the next turn (when further casualties and the chance
of the mutiny to continue are tested for). Units that are
in a state of Mutiny count as Disordered and can take no
other actions.
the table edge and cannot move that turn and cannot
appear within charge range of enemy troops.
Good Fortune: Playing this token will redirect the effects
of Mutiny, Unrest, Curse and Artillery Catastrophe tokens
so that the player who played the card, for example
Mutiny, suffers the effects of a mutiny on one of their
own units! This token can also be used to cancel out the
effects of Sharpshooter, Dead Shot, Traitor and Leader
Killed tokens.
Question Orders.
Mutiny (nearest friendly unit).
Unrest (nearest friendly unit).
Generals Quarrel.
Upgrade Orders (more aggressive)
Sleep for 1d6 turns.
Sub-Headings
Leader
Using this aspect of the token allows the player to
influence or improve the actions of a friendly unit by the
endeavours of the unit leader.
22
war tokens
Initiative
Deploy
This part of the War Token deals with the way troops are
deployed at the start of the battle and is described in
the following section.
Morale
23
One side scores more: the winner (side that had the
most deployment points) can place their army up to
sixteen inches in, the loser places their army no more
than twelve inches in (plus table width modifiers).
One side scores more: the winner (side that had the
most deployment points) can move any skirmish units up
to six inches in advance of the rest of the army (but no
closer than contact range to any enemy units). If the
winner has no skirmishers result counts as equal scores.
One side scores double: the winner (side that had the
most deployment points) can place their army up to
eighteen inches in, the loser places their army no more
than ten inches in (plus table width modifiers).
Equal scores: Both sides roll 1d6, the player that scores
the lowest places one unit first followed by the player
that scored the highest placing one unit. This sequence
continues until all units are placed.
24
army deployment
earthwork - each section will provide hard cover for one
gun or one movement base of infantry.
25
they should refer to the table below rolling 1d6 for each
aspect of the profile. However, if players wish to use
known generals - refer to the generals profiles in the
army lists sections - for my own interpretations of many
of the most well known leaders of the time.
Tactical
Poor
Average
Good
Effect
Will gain one Token each time side wins the Initiative
Will gain one Token each turn
Will gain one Token per turn and two if side wins the Initiative
Die Roll
1 - 3
4 - 5
6
Strategic
Poor
Average
Good
Effect
Can only hold two War Tokens per turn (others must be discarded)
Can hold up to four Tokens per turn (others must be discarded)
Can hold up to six Tokens per turn (others must be discarded)
Die Roll
1 - 3
4 - 5
6
Command
Poor
Average
Good
Effect
Command range twelve inches
Command range sixteen inches
Command range twenty inches
Die Roll
1
2
3
4
5
6
Personality
Rash
Cautious
Insubordinate
Quarrelsome
Erratic
Normal
Effect
Always participates in close combat, upgrades orders
Downgrades orders.
Likely to refuse orders.
Takes longer to change orders.
Swings from Cautious to Rash (randomly determine)
None
26
Hold
If the commanding general wishes to change a subgenerals order, two Command Actions must be spent.
1d6 is then rolled to determine whether the order has
been received. Orders must be carried out until they are
completed or changed by the commanding general.
Die Roll
1
2 - 3
4
5
6
Order Arrival
Order is not received
Order not received this turn, roll
again next turn
Order received but will be
executed in the wrong direction
Order received but interpreted
as follows:
Cautious general will resort to
hold orders.
Rash general will resort to attack
order towards the nearest
enemy.
Insubordinate, will change
orders (to another randomly
selected order).
Quarrelsome general will change
order as instructed next turn
Erratic generals command rating
will be one lower than
General receives orders as
instructed
Withdraw
Wrong Direction
Order Definitions
Attack
Move
27
Morale
2
2
4
4
5
6
Combat
2
3
4
5
6
6
Cost
10
8
6
4
3
2
Die Roll: 2
The unit will suffer an extra Kill result first time it suffers
a kill result.
Die Roll: 3
The unit cannot gain a first-fire bonus in shooting
during the battle.
Unit Attributes
Die Roll: 4
The units first Charge Test will be made as if the units
Morale Factor is one worse than actual.
Positive Attributes
Die Roll: 5
The units first Test to Stand will be made as if the units
Morale Factor is one worse than actual.
Die Roll: 6
If the unit becomes Disordered it will require two
successful Reorder rolls to reform (and lose the Disorder
result).
Die Roll: 1
The unit will ignore the first Morale Test it has to make
in the battle.
Die Roll: 2
The unit will ignore the first Kill result it will suffer in
battle.
Additional Costs
Die Roll: 3
The first two shots the unit takes in battle will count as
first-fire.
Die Roll: 4
The unit will automatically pass its first charge
attempt.
Die Roll: 5
The unit will automatically pass the first test to stand it
attempts.
Artillery Costs
Die Roll: 6
The unit will ignore its first Disorder result during the
battle.
Negative Attributes
28
Die Roll
1
2
3
4
5
6
Water
Terrain Type
Hill
Water
Building
Wood
Road
Player choose
Water Type
Ditch
Stream
Fordable River
Major River
Marsh
Bog
Hill
Die Roll
1
2
3
4
5
6
Hill Type
Small gentle slopes
Large gentle slopes
Small with 1-3 steep slopes
Large with 1-3 steep slopes
Long ridge, mostly gently slopes
Long ridge, mostly steep slopes
29
Terrain
Building
Die Roll
1 - 2
3 - 4
5 - 6
Die Roll
1
2
3
4
5
6
Building Type
Ruined wooden building
Ruined stone building
Small ruined farm
Large ruined farm
Ruined village
Old ruined castle
Hidden Terrain
Wood
Die Roll
1
2
3
4
5
6
Road Type
Poor quality road
Road
Good quality road
Wood Type
Small area of scrub
Large area of scrub
Small area of open wood
Large area of open wood
Small area of dense wood
Large area of dense wood
Terrain Direction
Terrain Volume
Road
30
Tercio
Trotter Cavalry
Galloper Cavalry
Infantry Regiment
Horse Detachment
Shot Detachment
Skirmish Cavalry
Caracole Cavalry
Regimental/Battalion Gun
31
example of shooting
In the next turn the rebels have the initiative and are
now able to return fire on their caracoling opponents.
The rebels suffered casualties but it did not represent
ten percent of the unit strength so no morale test was
required. The rebel unit is a twenty four figure pike and
shot regiment with sixteen shot - and they are directing
all of their fire at the cavalry. Again this will be short
range firing, the factor three muskets requiring a two or
more to hit.
Attacker
3
1
5
1
5
Defender
-
-
2
2
3
Result
A: 3
A: 1
A: 3
D: 1
A: 2
The table above shows that once the scores have been
compared, the attackers have scored eight hits, the
defenders one. Both sides must now test for damage, a
score of four or more is required. The attacking player
rolls 8d6 and scores three kills, the defender scores one
(which is added to one from the shooting).
Morale must now be tested for. As the attacking tercio
inflicted more kills it is considered the winner of the
combat, so its morale factor of two becomes one - an
automatic morale pass. The defenders have a morale
factor of four but the morale test score is only a three
- a failure by one which means that the unit is pushed
back one inch. Mansfelds foot are going to struggle next
turn!
example of combat
32
Acknowledgements
I would like to finally acknowledge the help and contributions of those that enabled me to write and publish these
rules. Firstly the play-testers Henry, Steve, Dave, Sam, Joe, Pat, Mick and the other Steve - who all provided excellent
gaming opposition and useful rule suggestions. Thanks also to Dave for his superb gaming facilities - not to mention
the use of his limitless array of Protestant opponents.
Also well worth a mention is the kind permission granted by the good folks at the Assault Group and Perry Miniatures
who allowed me to use pictures of their outstanding figures. My own collection for this period is a combination of
miniatures from these two companies. Both are compatible in size, proportion and quality - the Perrys provide
excellent figures for the period as a whole and the Assault Groups range includes figures specifically for the Thirty
Years War which allows gamers the chance of giving their armies that particular European feel.
Bibliography
Here is a quick list of some of the books used whilst compiling these rules - or at least the ones I can remember at
the time of writing!
Stephen J Lee, The Thirty Years War (Routledge 1991).
William P Guthrie, Battles of the Thirty Years War: From White Mountain to Nordlingen (Greenwood Press 2002).
William P Guthrie, The Later Thirty Years War: From the Battle of Wittstock to the Treaty of Westphalia (Greenwood
Press 2003).
Geoffrey Parker, The Thirty Years War (Routledge 1984).
John Childs, Warfare in the Seventeenth Century (Cassell 2001).
Hajo Holborn, A History of Modern Germany (Princeton 1982).
Brent Nosworthy, The Anatomy of Victory (Hippocrene Books 1990).
S H Steinberg, The Thirty Years War and the Conflict for European Hegemony (Arnold 1966).
C V Wedgewood, The Thirty Years War (Cape 1966).
Eduard Wagner, European Weapons and Warfare 1618 -1648 (Octopus Books 1979).
M S Anderson, War and Society in Europe of the Old Regime 1618 - 1789 (Sutton Publishing 1998).
William S. Brockington, Monro, His Expedition with the Worthy Scots Regiment Called Mac-Keys (Praeger 1999).
Samuel Rawson Gardiner, The Thirty Years War 1618-1648 (Elibron 2006).
Friedrich Von Schiller, The History of the Thirty Years War (BiblioBazaar 2007).
33
Turn Sequence
Movement
Infantry
Terrain Move
Shot
1d6
Pike & Shot
1d5
Early Tercio
1d2
Tercio
1d3
Later Tercio
1d4
Cavalry
Terrain Move
Cuirassier
1d4
Horse/Arquebusier
1d5
Galloper
1d5
Skirmish
1d6
Artillery
Terrain
Regt/galloper 1d5
Falconnet
1d4
Falcon
1d3
Culverin
1d2
Demi-Cannon 1d1
Cannon
1d1
Limb
4
3
2
1
0
-1
Basic Move
8
6
5
5
5
Basic Move
10
12
14
14
Unlimb
2
1
0
0
Weapon
Kill
Single handed (musket as club)
4+
Pike not receiving cavalry charge
4+
Farming implement
4+
Pike receiving cavalry charge
3+
Two handed weapon or cavalry charging 3+
Lance armed cavalry charging
2+
Improvised weapon/artillery crew
5+
Artillery Shooting
Type
Can Round Max hits Xtreme
Regimental
2 - 2
-
Falconnet
2 6 2
40
Falcon
2 7 3
50
Demi-Culverin 2 8 4
60
Demi-Cannon 3 9 5
70
Cannon
4 10 6
80
War Tokens
Ambush: detach up to two figures per base from unit, place within
cover up to six inches away and fire at enemy. Play during opponents
phase.
Bravery: unit automatically passes charge test/test to stand.
Counter-Attack: win the initiative from the opposing side.
Curse: played on an enemy general, next negative result a unit suffers
in that command will be made one result worse.
Dead-Shot: automatically inflict one kill with small arms fire.
Difficult Ground: force a unit to take a terrain test when moving.
Ferocity: re-roll all missed hits in one phase of combat.
Find Path: move through terrain without having to take a terrain test.
General Drunk: various effects.
Generals Quarrel: two opposing generals within CR of each other can
use no tokens that turn.
Good Fortune: reflect the effects of Mutiny, Unrest, Curse and Artillery
Catastrophe back on to player that played the token. Or will cancel
Sharpshooter, Dead Shot, Traitor and Leader Killed tokens.
Indomitable: one kill result can be ignored.
Leader Killed: play when enemy unit leader is at risk (treble damage
score).
Looters: enemy skirmish unit will disappear in search of loot if they fail
a their morale test.
Low Ammo: play when opponent rolls four sixes to hit during shooting,
this will cause a low ammo result (opponent loses one figure).
Mutiny: must be played before a unit moves, roll 1d6 for number of hits
on unit, must pass morale test or continue to mutiny next turn.
Pay Day: negates the effects of Mutiny and Unrest tokens.
Powder Explosion/burst barrel/damaged carriage: played after an
enemy gun has fired, roll 1d6: 4+ and damage occurs.
Question Orders: general can use no command actions next turn.
Reinforce: bring on reinforcements or looters/pursuers return.
Resolve: a morale check can be ignored.
Scouting: negates the effect of Ambush and Difficult Ground.
Sharpshooter: one figure firing small shot gains an automatic hit.
Spy: can reveal opponents orders or a units grade or take a token from
opposing general.
Stalwart: opposing unit must re-roll all hits in one phase of combat.
Target General: allows and enemy general to be fired on.
Traitor: token is given to opposing player who must keep hold of it and
hand over one token per turn to their opponents.
Unrest: opposing unit becomes Disordered and will remain so next turn
unless a morale test is passed.
Morale Modifiers
Modifiers
Morale Factor
Size difference - one base
-1/+1
Size difference - half/double
-2/+2
Trotter/Galloper cavalry
-1
Disordered
-1/+1
Caracoling cavalry
+1
Cavalry charging formed pike
+1
General is within six inches
-1
Each ten percent figure loss
+1
Shooting
Failed
Failed
Failed
Failed
by
by
by
by
Morale Results
Damage Modifiers
Target
Modifier
In cover
+1
Armoured
+1
Long range
+1
Irregular unit
+1
Skirmish unit
+2
Extreme range
+2
Hard cover
+2
Heavy armour
+2
Short range
-1
First fire/rear rank
-1
Risk to Generals
Die Score
3 - 5
6 - 7
8 - 9
10
11
12
13
14 +
Add the number
score.
Effect on General
No effect
Withdraws
Horse killed
Escapes
Wounded
Mortally Wounded
Captured
Killed
of kills to the die
Leader A1
Deploy 3
FEROCITY
Leader M2
Deploy 2
FEROCITY
Leader R3
Deploy 1
FEROCITY
Initiative 2
Morale 1
Initiative 3
Morale 2
Initiative 1
Morale 3
Leader A2
Deploy 2
Leader M3
Deploy 1
Leader A1
Deploy 3
RALLY
RALLY
RALLY
Initiative 3
Morale 2
Initiative 1
Morale 3
Initiative 2
Morale 1
Leader A3
Deploy 1
Leader V1
Deploy 3
Leader A2
Deploy 2
STALWART
STALWART
STALWART
Initiative 1
Morale 3
Initiative 2
Morale 1
Initiative 3
Morale 2
Leader In1
Deploy 3
Leader V2
Deploy 2
Leader A3
Deploy 1
INDOMITABLE
INDOMITABLE
INDOMITABLE
Initiative 2
Morale 1
Initiative 3
Morale 2
Initiative 1
Morale 3
Leader In2
Deploy 2
Leader V3
Deploy 1
Leader E1
Deploy 3
RESOLVE
RESOLVE
RESOLVE
Initiative 3
Morale 2
Initiative 1
Morale 3
Initiative 2
Morale 1
Leader In3
Deploy 1
Leader R1
Deploy 3
Leader E2
Deploy 2
COUNTER
ATTACK
COUNTER
ATTACK
COUNTER
ATTACK
Initiative 1
Morale 3
Initiative 2
Morale 1
Initiative 3
Morale 2
Leader M1
Deploy 3
Leader R2
Deploy 2
Leader E3
Deploy 1
SHARPSHOOTER
Initiative 2
Morale 1
SHARPSHOOTER
Initiative 3
Morale 2
SHARPSHOOTER
Initiative 1
Morale 3
Leader M1
Deploy 3
BRAVERY
Leader R2
Deploy 2
BRAVERY
Leader In3
Deploy 1
BRAVERY
Initiative 2
Morale 1
Initiative 3
Morale 2
Initiative 1
Morale 3
Leader M2
Deploy 2
Leader R3
Deploy 1
Leader M1
Deploy 3
DEAD SHOT
DEAD SHOT
DEAD SHOT
Initiative 3
Morale 2
Initiative 1
Morale 3
Initiative 2
Morale 1
Leader M3
Deploy 1
Leader A1
Deploy 3
Leader M2
Deploy 2
SCOUTING
SCOUTING
SCOUTING
Initiative 1
Morale 3
Initiative 2
Morale 1
Initiative 3
Morale 2
Leader V1
Deploy 3
Leader A2
Deploy 2
Leader M3
Deploy 1
SCOUTING
SCOUTING
PAY DAY
Initiative 2
Morale 1
Initiative 3
Morale 2
Initiative 1
Morale 3
Leader V2
Deploy 2
Leader A3
Deploy 1
Leader V1
Deploy 3
AMBUSH
FIND A PATH
LOOTERS
Initiative 3
Morale 2
Initiative 1
Morale 3
Initiative 2
Morale 1
Leader V3
Deploy 1
Leader In1
Deploy 3
Leader V2
Deploy 2
POWDER
EXPLOSION
BURST
BARREL
DAMAGED
CARRIAGE
Initiative 1
Morale 3
Initiative 2
Morale 1
Initiative 3
Morale 2
Leader R1
Deploy 3
Leader In2
Deploy 2
Leader V3
Deploy 1
DIFFICULT
GROUND
Initiative 2
Morale 1
DIFFICULT
GROUND
Initiative 3
Morale 2
DIFFICULT
GROUND
Initiative 1
Morale 3
Leader R1
Deploy 3
QUESTION
ORDERS
Leader In2
Deploy 2
QUESTION
ORDERS
Leader V3
Deploy 1
QUESTION
ORDERS
Initiative 2
Morale 1
Initiative 3
Morale 2
Initiative 1
Morale 1
Leader R2
Deploy 2
Leader In3
Deploy 1
Leader R1
Deploy 3
GENERALS
QUARREL
GENERALS
DRUNK
TARGET
GENERAL
Initiative 3
Morale 2
Initiative 1
Morale 3
Initiative 2
Morale 2
Leader R3
Deploy 1
Leader M1
Deploy 3
Leader R2
Deploy 2
LEADER
KILLED
LEADER
KILLED
LEADER
KILLED
Initiative 1
Morale 3
Initiative 2
Morale 1
Initiative 3
Morale 3
Leader A1
Deploy 3
Leader M2
Deploy 2
Leader R3
Deploy 1
LOW
AMMO
Initiative 2
Leader A2
Morale 1
Deploy 2
REINFORCE
LOW
AMMO
LOW
AMMO
Initiative 3
Morale 2
Initiative 1
Morale 1
Leader M3
Deploy 1
Leader A1
Deploy 3
REINFORCE
GOOD
FORTUNE
Initiative 3
Morale 2
Initiative 1
Morale 3
Initiative 2
Morale 2
Leader A3
Deploy 1
Leader V1
Deploy 3
Leader A2
Deploy 2
SPY
SPY
SPY
Initiative 1
Morale 3
Initiative 2
Morale 1
Initiative 3
Morale 3
Leader In1
Deploy 3
Leader V2
Deploy 2
Leader A3
Deploy 1
MUTINY
Initiative 2
Morale 1
UNREST
Initiative 3
Morale 2
CURSE
Initiative 1
Morale 1
Disordered
Push Back
Rout
Disordered
Push Back
Rout
Disordered
Push Back
Rout
Disordered
Push Back
Rout
Disordered
Push Back
Rout