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contents

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

Initiative and Command

Sequence and Movement

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
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from the copyright holder.

Father Tilly iv

lost leading to the gradual (or not so gradual) erosion of


units. Added to this is the War Token system that brings
a great deal of extra fun, stress and period-feel to the
game.

Father Tilly is a game that has been around, in several


guises, for a few years now. Originally it was developed
out of an interest in the Thirty Years War and the fortunate
discover of Guthries excellent books on the period. With
so much detailed information available (in English), I felt
that the period could now be effectively tackled.

the ab one system

Having now played numerous Father Tilly IV games it has


become obvious that they system would work rather well
for several other periods. Suggestions have ranged from
the Medieval to Napoleonic and even Franco-Prussian
battles. Obviously the organisation, formations, weapons
and tactics would differ, but the core mechanics are
probably suitable, and the War Tokens would be there to
add additional period-feel. So I might start looking at
new periods - as long as I dont have to paint too many
more figures!

In its original format, Father Tilly was my attempt at


recreating the large battles of the Thirty Years War, using
15mm figures representing literally every unit present.
After numerous games, several re-writes, and a great
deal of feedback from fellow enthusiasts - Father Tilly 3
was the result. With these rules, all of the major battles
of the period were fought, including White Mountain,
Lutzen and Rocroi.
Since then, as a gamer and figure painter, I have become
increasingly interested in larger scale figures and decided
to give the Thirty Years War a go - in 28mm. I quickly
realised, after looking at the rules, that they would
require so many modifications to reflect the change of
scale and the emphasis of 28mm gaming, that I might as
well start from scratch - so I did - and Father Tilly IV is the
result. The emphasis now is the small scale actions and
crucial encounters that often determined the outcome
of much bigger battles.

Father Tilly IV operates using the AB One System. A game


system that I hope to adapt for other periods. The name
is derived from a commonly heard call during gameplay, especially during close combat - what do I need
to hit? the answer being anything but one! And as all
experienced players recognise, as soon as that deadly
phrase is uttered - you know exactly what the player is
going to roll. In fact a recent game had a player (sorry
Joe) roll four ones during a reasonably crucial combat,
turning what should have been an easy victory into
something far less useful (but providing much amusement
for the other players).

The rules themselves are fast and fun but with plenty
of period detail. Casualties are inflicted and figures are

Figure Basing

more on firepower than the charge. Although these


formations will be described in more detail later, here is
a brief look at typical formations.

With these rules players have the option of basing all


of their figures individually or in multiple figure blocks.
Either is acceptable, however Father Tilly is a system
that requires figure removal so all unitis will require at
least some individually based figures.

Unit Type
Protestant infantry regiment
Protestant cavalry regiment

Catholic infantry regiment (Tercio)
Catholic cavalry regiment

Skirmish cavalry regiment

Forlorn hope

Foot figures should be based on 20mm square bases,


cavalry on 25mm by 50mm rectangular bases. Artillery
pieces are based separately to the crew (which are based
as other foot figures). The size of the artillery base is not
important but must be appropriate to the size of the
gun. However, if players have figures based on slightly
different sized bases - this is not a problem - as all units
must be placed on movement bases anyway.

Base Depth
1
1
2-4
2
1
1

Therefore Protestant infantry regiments will usually have


a depth of one movement base (meaning two figures
deep). These units will come up against Tercios that can
be up to four movement bases deep (up to eight figures
deep).

Movement Bases

Movement bases are pieces of card (or other similar


material) that the figures are placed on and which define
the exact area that the unit occupies. There are two
types of movement base - infantry and cavalry. Infantry
bases are two inches square, cavalry are three inches
square. It is on these bases that figures are placed to
denote that they are organised into units.
Unit Type
Regular Foot
Irregular Foot
Skirmish Foot
Disciplined Horse
Horse

Skirmish Horse

Order

Most infantry units will be arranged in close order which


is represented by placing four figures on each movment
base. Units can be also be arranged in open order or
skirmish order, but these tactics are usually reserved
for shot detachments only. For open order - place three
figures per movement base and two for skirmish order.

Figures per base



4

3

2

3

2
1-2

Regular cavalry will usually be deployed with two figures


per movement base although especially disciplined and
elite cavalry (and very rare) can be deployed with three
figures per movement base.
Note, a unit can only have one type of order at one time,
it must be entirely close order or entirely open order
(and not both at the same time).

For example, a regular foot unit such as a pike and shot


regiment will have four figures per movement base and
will be made up of a number of such bases depending
on the unit size. Regular horse regiments will have two
figures per base and skirmish cavalry units will have
a mixture of single figure bases and two figure bases
(roughly half and half).

Units can change their order during a game, see Changing


Order in the movement section of the rules.

Unit Organisation

The Thirty Years War was a period when different tactical


formations were used by the opposing sides. Briefly, the
Protestant armies favoured smaller infantry formations
that emphasised firepower while the Catholic armies
tended to use larger infantry formations of greater
depth, often with a higher proportion of pike.
There were also differences with the organisation of
cavalry. Again Protestant cavalry tended to operate in
smaller formations and favoured swift but controlled
charges, the Catholic cavalry on the other hand usually
empolyed larger and deeper bodies of horse that relied

Infantry Units

Tercio

This formation was more common in the Thirty Years


War, especially in the earlier phases. Still a dense unit
with a central block of pikes flanked by musketeers (and
screened to the front by musketeers if needed).

The seventeenth century saw the development of infantry


tactics away from the huge blocks of pikemen used in the
previous century to smaller more mobile units with less
emphasis on the pike and an increasing reliance on more
effective firepower. Interestingly, this rate of change
was not uniform which meant that in many battles older
style tactics were used against more modern, and it was
not always the modern innovations that prevailed over
the old techniques.
This section shows players the way to organise their
armies for Father Tilly. The diagrams show how figures,
represented as either Pike (P) or Shot (S), are arranged
on the square movement bases.

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

These were large pike squares, surrounded by musketeers


in varying positions and proportions. These are slow,
cumbersome units designed to withstand attacks from
front, flank and even the rear.

The tercio depicted in this example has equal numbers of


pike to shot giving it a good balance between firepower
and close combat power. As the period progressed, the
trend was for the musket to take prominance over the
pike, although many commanders were forced to field
mainly pike formations when firearms were in short
supply.

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

The later tercio is the formation thought to have been


adopted by the Catholic armies after their defeat by the
Swedish army at Breitenfeld. It was a much shallower
formation, reducing the number of ranks of the Tercio
from 25 to around 10. It was hoped that this would give
the unit greater mobility and allow it to deal with the
smaller Swedish units.

The diagram above shows how the later tercio can be


represented in the Father Tilly rules (note how certain
movement bases have only one or two figures on them).

From the diagram above we can see that this formation


would present a formidable opponent with twenty
shot able to fire to the front or rear and considerable
firepower to its flanks as well. At the centre of the tercio
is a solid block of over thirty pike who would be able to
punch its way through any opposition.

However, not all Catholic armies took up this option;


some Spanish regiments still retained the earlier tercio
formation late into the war, at least until the disaster at
Rocroi.

Despite all of its strengths, the early tercio does make a


very nice target for artillery, slow moving, lots or ranks!

unit formations
Linear Infantry Formations

riding to the rear of the formation to re-load.

The Protestant armies of the Thirty Years War used


smaller, more linear units. These formations were
usually six to eight men deep with a varying proportion
of pike and shot. The units were designed to deliver their
attack forward only and rely on other supporting units to
protect their flanks and rear.

Trotter/Galloper Cavalry

The various Protestant armies favoured cavalry formations


of less depth and for the purposes of these rules will be
deployed in one rank - as shown below.

The diagram above shows a twenty-four man pike and


shot regiment with shot outnumbering the pike by 2:1, a
typical infantry formation of most Protestant armies

Swedish Units

The Swedish army of the Thirty Years War was a product


of the early reforms of the Dutch army and hard-fought
battles with Polish cavalry. The army of Gustavus
Adolphus employed infantry in smaller more linear
formations as did other Protestant armies - but took
these developments a stage further.

Detached Shot

A common practice for all armies of the period was


to detach shot from their parent unit. These smaller
units were able to operate in areas less suited to larger
formations. Players can organise their shot in close order
units (four figures to a base), or open order (three figures
to a base as shown below).

Infantry Brigade

The diagram below shows the deployment of a large


Swedish infantry brigade, the pikemen lead the way with
additional pike and shot in support.

Cavalry Units

Cavalry units were also going through a period of change


in this period as armies tried to settle on the best method
of delivering a cavalry attack. Some armies relied on
deep formations of cavalry used to deliver successive
ranks of pistol or arquebus fire, while other armies used
their cavalry in much shallower units that relied more on
speed and impact than firepower. The two types of tactic
employed will determine the layout of the unit.
This next diagram shows a less text-book arrangement
for Swedish infantry with three regiments offering mutual
support in one brigade.

Caracole Cavalry

The caracole was the preferred method of attack


for much of the cavalry employed in the Imperial and
Catholic League armies.

It is entirely up to players which of these formations


they use, although I suspect the latter was probably used
more often. And certainly during the latter stages of the
war, after the death of Gustavus and with the increased
use of foreign mercenaries, the more simple formations
were more favoured.

Cavalry would be deployed in deeper formations with


each rank riding forward to deliver their fire before

unit formations
mixed formations

Swedish Cavalry

Like other Protestant cavalry at the time, the Swedes


employed their horse in linear fashion. The diagram
below shows a typical deployment of Swedish cavalry
with supporting detached shot.

Most infantry units will be mixed formations of pike and


shot. However, certain armies even deployed mixed units
of cavalry, with arquebus squadrons attached to cuirassier
squadrons, the idea being that the arquebusiers would
fire on their opponents as a prelude to the cuirassier
charging in. Players can field such mixed units, with the
arquebusiers riding on the flanks of the heavy cavalry,
or they can deploy the cavalry as separate units fighting
alongside each other.

dragoons

Dragoons were used during this period, increasingly


towards the end. They would usually operate as mounted
infantry, preferring to fight dismounted. Dragoons were
equipped with musket as well as pike (the former
outnumbering the latter). One movement base of
mounted dragoons would be converted to one base of
dismounted dragoons (the action counting as a change
formation).

artillery

A variety of artillery is available, from very heavy pieces


to much lighter regimental guns. Gun models do not
need to be placed on a movement base as are other unit,
but players should make sure that crew figures are based
separately from the gun (as crew can be removed if they
suffer hits). If the players artillery models are based-up
with crew already - simply use an additional marker to
reflect when a figure is lost.

army lists

The Father Tilly rules will be accompanied by extensive


army lists that cover the entire period of the Thirty Years
War (available separately from the main rules). These
will include armies from the early phase - the Bohemian
Rebellion right through to later French phase. The army
lists will include all the information players will need
describing the different formations used as well as
details of likely unit sizes, tactics and grade.

Each gun should be served by at least three crew and four


for the heavier guns. Regimental guns that are attached
to a unit need not be represented by an actual gun
model, however, players should inform their opponents
of their presence if not actually represented.

Initiative

Change Formation: It costs 1 CA for a general to attempt


to change a units formation, the unit must be within
command range of the general and cannot be in contact
with any enemy troops.

The flow of play in any turn is determined by the Initiative.


Both sides choose a number between one and six, this
number represents the number of Command Actions the
player has for that turn.

Change Order: It costs 1 CA for a general to attempt to


change a units order (i.e. from open order to close order),
the unit must be within command range of the general
and cannot be in contact with any enemy troops.

The initiative number chosen also determines which side


is activated first, the player that chooses the lowest
number goes first. If both sides choose the same number,
the side that went first last time goes first again. If both
sides choose the same number on the first turn, both
sides roll 1d6 each until one side has scored more than
the other, the side with the lowest score will then go
first using the number of Command Actions indicated on
the dice - the opponent will go last using the number of
Command Actions on their die roll.

example

The game is about to begin and so both sides are about


to test for initiative. Both players carefully consider the
number of Command Actions they are likely to need and
try and balance this with the need to go first - or sit back
and see what the opponent is going to do.

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).

During the players turn a number of Command Actions


(CA) can be chosen from the list below. Each action
costs one or more Command Actions (see below). Players
cannot take more actions than they are entitled to.

Player two is not at all bothered about moving first but


has more to do and so selects a five (again marking the
number with a d6 out of sight of the opponent).

Move Troops: It costs 1 CA to move a unit that is within


the generals command range and to order a unit to
charge. Units that are in groups can also be moved with 1
CA. Grouped units must be within four inches of another
unit in the group and be moving in the same direction
(and at the speed of the slowest unit in the group). It is
not possible to order group-charges, each unit charging
costs one CA.

When it is clear that both sides have chosen their


initiative for the turn, both sides reveal their choice.
Player one has chosen a lower number than player two
and so goes first in the turn, player two must wait before
their five Command Actions can be used.

Rally: Generals can attempt to rally one unit within


command range at a cost of 1 CA. The rally will only be
successful if the subject passes a morale test.

In the first turn, player one wishes to move a large central


block of infantry. This can be classed as a group move so
this only takes one Command Action. Player one also has
two cavalry units to move, but these not grouped and so
take one Command Action each.

Change Orders: This option costs 1 CA for the general to


change the orders of any sub commander or unit in their
command and within command range. If the subject is
outside of command range it is an extra CA per multiple
of the generals command range.
Limber/Unlimber Artillery: This action costs 1 CA for
any light artillery and 2 CA for any field artillery.
Commanded Fire: With this the general can direct the
fire of a friendly unit within command range thus allowing
the unit to fire on targets other than those closest to
them. This option costs 1 CA.
Reorder: This option costs 1 CA and allows the player
an attempt at removing a Disorder result from a unit
or gun. A successful morale test is required to remove
the Disorder. The commanding figure must be within
command range and the Disordered unit cannot be in
contact with any enemy forces.

Game Sequence

each turn spent moving through the terrain. For example


a Tercio moves through some rough ground - 1d6 is rolled,
a score of three means that the unit can only move three
inches (a score of four or more also means the unit moves
three inches), the basic move is not added.

Each turn is divided into two phases, the first phase is


when the side that wins the initiative takes all of their
actions, the second phase is when the opposing side
takes all of their actions. The following sequence must be
followed throughout the entire duration of the game.

Units Turning

1. Both sides test for Initiative. The side that wins the
initiative takes the first phase (phasing side).

Units that have to turn or wheel will have their movement


reduced. The amount that this is reduced by depends on
the depth of the unit. To wheel a unit, take its basic move
and add the d6 die score then deduct one inch for each
figure depth in the unit. Note, the minimum distance
that the unit can turn is one inch per move. Skirmish
units suffer no movement penalties when wheeling or
turning.

2. Charges are declared and tests are made.


3. Shooting is calculated.
4. Movement.
5. Shooting after movement.

Move Limitations

6. Combat is calculated.

Units cannot move if they have already fired that phase


and gained the benefits of stationary firing, nor can they
move if they change formation (or attempt to change
formation), although they will move if pushed back or
routed.

7. Rally units Routing or Disordered.


8. Change orders.
9. Reinforcements arrive.
10. The Non-Phasing side repeats Steps Two to Nine.

Generals Move

Mounted generals move up to 24 inches per turn, foot


generals up to 12 inches. This move does not cost any
Command Actions to perform and does not require the
roll of a dice to contribute to the distance. The general
figure can move any distance up to its maximum.

11. Both sides test for Initiative

Movement

Units will have different movement rates depending on


troop type and conditions.

Artillery Movement

Each unit has a basic move (shown on the table below


in inches), added to each move is the score of a d6 die
roll.
Infantry
Shot
Pike & Shot
Early Tercio
Tercio
Later Tercio

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

During this period, artillery tended to be mounted on


very heavy carriages and were consequently very difficult
to move.
Artillery
Terrain
Regt/galloper 1d5
Falconnet
1d4
Falcon
1d3
Culverin
1d2
Demi-Cannon 1d1
Cannon
1d1

Limbered
4
3
2
1
0
-1

Unlimbered
2
1

0
0

Limbered Move: This is the distance plus 1d6 that the


gun can move along a good road, when limbered. When
crossing fields or open terrain the basic move is halved
but the die score is still applied.
Unlimbered Move: This is the distance that the crew
can manhandle the gun when unlimbered, there is no
d6 move bonus applied to this. If the crew is depleted,
count the gun as one grade heavier for each figure lost.

Terrain Move

Units that move through any type of terrain feature will


have their move reduced to the score on 1d6 die roll for

sequence & movement


Regimental Gun Move: The table above shows the
movement rate for regimental guns that are not attached
or part of infantry units. If a unit is equipped with this
type of artillery downgrade its movement rate to that
of the next slowest unit type. Thus, a pike and shot unit
would move the same as an later tercio.

Factor. If the die roll equals or exceeds the units Morale


Factor the unit has managed to change from its existing
order to the required order. If the number rolled is lower
than the units Morale Factor it has failed to change this
turn and will complete the change during the Movement
section of the following turn, during this period the unit
will count as Disordered until the change has occurred.

Units or artillery can become Disordered when they move.


When testing to move a unit or gun through terrain, if
the die score exceeds the units maximum move i.e. a roll
of five when moving a Cuirassier unit through cover - the
unit becomes Disordered because the score exceeds its
maximum move (the unit still moves).

Units cannot change order if they are in contact with an


enemy unit, nor can they change if they moved that turn
or conducted any firing.

Disorder in Movement

detachments

It was quite common for infantry units to detach some


of their number for independent operations - such as
detaching shot to occupy areas of difficult ground, man
earthworks or cover the retreat of the main unit.

Units that charge into contact through terrain must make


an additional die roll if their charge was successful. 1d6
is rolled, if the score exceeds the units maximum terrain
move i.e. a score of four or more for a Tercio, the charge
occurs but the unit is disordered when they contact their
enemy.

This can occur before the battle simply by reducing the


size of one or more units and placing the figures on their
own separate movement base, or it can occur during
a battle. This takes one Command Action and occurs
automatically, the player simply moves the detached
figures to the separate movement base (or bases) which
will be placed within four inches of the parent unit. The
detachment will then be able to act as an independent
unit. The parent unit or detachment will not be able to
carry out any other actions or firing if this occurs.

Disordered Artillery

Artillery that becomes Disordered cannot move, fire,


limber or unlimber until the Disorder result is removed.

Changing Formation

Units can adopt different formations. Most will fight


in a line (of varying depth) and most will arrive on the
battlefield in column of march.

Detachments can be returned to the parent unit simply


by moving the detachment into contact with the parent
unit, this also means that the parent can take no other
ations that turn (including firing). Detchments count as
their own separate unit when considering damage and
the effects of morale.

To change from one formation to another, the player rolls


1d6 and compares the score to the units Morale Factor. If
the die roll equals or exceeds the units Morale Factor the
unit has managed to change to the required formation. If
the number rolled is lower than the units Morale Factor
it has failed to change this turn and will complete the
change during the Movement section of the following
turn, during this period the unit will count as Disordered
until the change has occurred.

Group Movement

Units that are within four inches of another unit in the


group can be commanded to move and charge with one
Command Action as long as the units are moving or
charging in the same direction.

Units cannot change formation if they are in contact


with an enemy unit, nor can they change if they moved
that turn or conducted any firing.

Retreat Move

Units can make a move directly back making an about


face move - marching back and then executing another
about face to end up facing the enemy again. To complete
this move 1d6 is rolled and the score is compared to the
units morale, if the score is equal or more than the units
Morale Factor the retreat move has been completed
successfully, if the score is less than the units Morale
Factor - the retreat move has been made but the unit
has become Disordered in the process. The retreat move
itself is the units basic move backwards without the
inclusion of the 1d6 die roll bonus.

Changing order

Most units will fight in close order formation. However,


units that are engaged in smaller scale warfare, possibly
in more difficult terrain, may favour a more loose
formation.
Units can change their order during a battle, the player
rolls 1d6 and compares the score to the units Morale

10

Procedure

hit and damage must be tested for. Any score of one is


considered a miss, any score of six (provided the target
is in range) is considered a hit. For instance, when firing
a Carbine, 1d6 is rolled and the score is multiplied by
two (the weapons Range Factor). No Command Actions
are needed to instigate firing.

Shooting is based on each figure that can fire. 1d6 is


rolled for each firing figure, but only if the target is
within range and arc of fire (the forward 90 arc from
the front corner of the unit or gun). Roll 1d6 for each
firing figure, multiply the die score by the Weapon Range
Factor, if the score is equal or more than the range to
the target (in inches), the target has been
Weapon
Musket
Carbine
Arquebus
Pistol
Rifle

Range Factor
3
2
2
1
4

Extreme Range
24

16

16

8

40

Shooting Modifiers (to-hit die roll)


Target is charging cavalry
Target not in firing arc start of turn
Shooter moved


Range

effectively), roll 1d6 - the score will determine the


number of figures that can fire at the cavalry. Only the
front rank of figures is eligible to fire.

Range is measured from the edge of the firing units


movement base to the edge of the target units movement
base. Targets that can be hit with a score of two are
considered to be at Short Range, for example, up to six
inches for Muskets or four inches for Arquebuses. Extreme
range is the distance that would require a six to hit the
target up to the weapons maximum possible range (see
table above). For instance, a Musket will be at extreme
range against targets over fifteen inches away and no
more than twenty four.

Commanded Fire

All units or artillery will fire at the nearest enemy target.


This means that two sleeves of shot from the same unit
could fire on separate targets (if they were nearer). Only
with the intervention of a general figure can units be
Commanded to fire on specific targets (see Command
Actions).

Moving and Firing

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).

Units that have suffered hits are likely to suffer damage.


When the attacking player has successfully rolled to hit
the target, damage must be resolved.

Procedure

Shooting Modifiers

1d6 is rolled for each hit inflicted on the target. When


firing small shot (muskets, pistols, arquebus) a score of
five or six will inflict a kill result. Against units or artillery
crew, four kills will result in the removal of one figure
from the target unit. If less than four kills are scored,
place a damage marker next to the unit to indicate the
number of kills. If enough hits occur later on to bring this
total up to four - another figure will be removed.

A number of shooting modifiers are applied when figures


or units are firing. Deduct one from the die roll to hit
for each of the following modifiers - target is charging
cavalry, target was not within firing arc at start of turn,
shooter moved.

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

The score required to inflict a kill result will be modified


by a number (see table page 12). For example, when
firing at short range - a score of four, five and six will
inflict a kill result (the usual 5+ to kill is reduced to 4+
with the -1 modifier). Or if the target is heavily armoured
Cuirassier, a score of seven would be needed to inflict a
kill (the 5+ goes up to 7+ with the +2 modifier).

Shot Sheltering under Pike

When infantry units are charged by cavalry, the shot are


likely to shelter under their own pike. When this occurs
the shot can still fire at attacking cavalry (although less

11

Shooting
Seven to Kill

treble six is needed. This assumes that multiple hits have


been inflicted, if a unit only suffers one hit - only one
damage dice is rolled, therefore making it impossible to
score a double, or treble six.

If the score to kill a target exceeds six it will be much


more difficult to inflict this result. If a seven is required
to inflict a kill only a double six rolled for damage will
inflict a kill. If an eight is required to inflict a kill - a
Target

Modifier
In cover

+1
Armoured

+1
Extreme range
+1
Skirmish

+2
Irregular (open order) +1

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

Nervous units approaching enemy units may well fire as


soon as the enemy are in range, if the movement die
score that brings the approaching unit into firing range
of the enemy is less than the approaching units Morale
Factor, the unit will immediately halt (as soon as they
are in range) and commence firing. This is Disordered
firing - 1d6 is rolled to determine the number of figures
from the front rank that can fire (the maximum number
of figures that can fire cannot exceed the number of
figures in the front rank).

Firing into a Combat

Units that are engaged in combat with an enemy unit can


still be fired on into their flank or rear by other units if
the units figure depth is greater than two and the flank
or rear area to be fired on is not covered by friendly
troops. Therefore a four rank Tercio in contact with an
enemy to the front can still be fired on into its flank.
Units can also be fired in their flank or rear by other units
if they have only Partially Engaged (see Combat section)
with the enemy unit, in this case even two rank units can
be fired on.

Which figures can Fire

Only the front two ranks of infantry or cavalry figures


(not two movement bases) can fire and only the front
rank if the unit moved. The front arc of fire for most units
and artillery is a 45 degree angle from the front corner
of the units movement base. However, skirmish units
can fire from their front, rear or any flank and tercios
(any type) can fire from any facing that shot figures are
present. Obviously, units that are firing from more than
one facing in the turn can only count each firing figure
once, a figure cannot fire twice in different directions
(or even the same direction) . Artillery can only fire from
their front arc (45 degrees from each corner).

Figures cannot fire on units that have at least half their


facing covered by friendly troops.
Figures are not able to fire on opposing figures if the line
of sight to the target is blocked by friendly figures. For
example, if a line is traced between the firing figure and
the target and that line passes over a friendly movement
base.

12

Shooting
Artillery - Canister Fire

enough to reach the target - damage must be tested for.


Only 1d6 is rolled per gun when testing to hit.

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.

Artillery - Extreme Range

This is the absolute maximum range of this weapon and


requires a score of six to hit, for example when firing a
Cannon, any target that is over fifty and no more than
eight inches away will require a six to hit.

Artillery - Round Shot

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.

Round Shot Max hits


-
2
6
2
7
3
8
4
9
5
10
6

Extreme Range
-


40


50


60


70


80

ROF
1
1
1
1
1/2
1/3

inflict a kill will be reduced from 4+ to 1+ (-1 for each of


the three rear ranks).

Artillery Damage

When a target has been hit by artillery fire, the damage


must be determined. Damage for artillery fire (either
canister or round shot) is calculated in a slightly different
way. The basic score needed to inflict a kill is four or
more. Damage modifiers are applied, although armour is
ignored. If the modified die score to damage is achieved one kill is inflicted, if the score needed to kill is exceeded
by one then two kills are inflicted. For example, a three
is needed to inflict a kill (rear rank modifier has been
applied) and a four is rolled - this means that two kill
results have been achieved.

Kill results inflicted on multiple targets in this way must


be divided between each unit affected. When kills can
be evenly spread between the target units - this will be
done - but if this is not possible, the extra kills will go to
the nearest target.

Firing at Artillery Crew

Small arms fire directed at an enemy gun can only affect


the crew, which tolerates damage as if a unit (i.e four
kills removes one figure).

The number of kills that can be inflicted by one hit is


limited (see Max Hits column on the table above), for
example a Demi-Cannon can inflict no more than five hits
with each shot.

Round shot or canister fired at a gun can affect the


crew or the gun, or both. The attacking player should
roll another d6, a score of six destroys the gun, a five
damages it (cannot move or fire for 1d6 turns as long as
the crew are in contact), a score of one to four means
the crew have been hit (and damage is calculated in the
usual way).

Artillery Damage to Rear Targets

It is possible that units to the rear of those targeted can


be damaged by artillery fire. If the range diced for the
artilley fire includes rear targets, these will be included
in the damage and counted as rear ranks when working
out the damage modifier.

Depleted Artillery Crew

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.

For example, a two rank infantry regiment twelve inches


away has been fired upon. The shot fired can hit targets
up to fifteen inches away (this was the distance rolled
when testing to hit) and just behind the target unit is
another two rank unit within this range. This means that
the rear unit is also in danger. These two units have a
total of four ranks, this means that the score needed to

Artillery Catastrophe

Guns of this period were prone to catastrophic powder


explosions caused by a stray spark, or gun barrels could
burst with deadly effect - and a number of tokens

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.

roll 2d6 and refer to the table below.


Modified Die Score
Effect on General

3 - 5

No effect

6 - 7

Withdraws

8 - 9

Horse killed

10


Escapes

11


Wounded

12


Mortally Wounded

13


Captured

14 +

Killed




Withdraws: The General withdraws directly back 2d6
inches.

Powder explosion, crew killed and gun destroyed.


Burst barrel, gun destroyed 1d6 kills on crew.
Damaged carriage, gun cannot fire for 1d6 turns.

Re-crewing Artillery

Depleted crew can be boosted by taking figures from


friendly infantry units. One infantry figure will replace
one lost artillery crew.


Regimental guns

Horse Killed: The Generals horse is killed, the general


can take no action or use any tokens next turn (or gather
any more) while a replacement mount is found.

Guns that are attached to units, such as Swedish Infantry


Regiments, can only fire if the unit was stationary for the
entire turn (the range is measured from the centre of
the unit. However, players do not have to go through the
process of limbering or unlimbering the guns every time
the unit moves. These guns are considered light enought
and manoeuvrable enough to be able to by-pass these
rules.

Escapes: The General has a narrow escape from the


enemy but his evasive action means that he has now
gone missing, the figure is removed from play, no actions
are possible next turn (or token played or gathered), at
the end of next turn, another roll is made on the above
table (but with no modifiers) to determine the fate of
the general.

Risk to Unit Leader

Although the leader in a unit is just one figure out of


many, there is a risk to the leader if the unit suffers kill
results.

Wounded: The General is wounded and the maximum


number of tokens the general can hold is reduced by
one.

The unit leader can be at risk if the attacking player


scores kill results on the unit and these die scores are
treble or quadruple scores. For example, a unit receives
five hits and the attacking player converts these hits to
three kills by rolling three fives - the unit leader is at
risk. This risk will be realised if the attacking player then
plays a Leader Killed token - the leader will be killed.

Mortally Wounded: The General has suffered a grievous


wound and will be borne from the battlefield by two
figures from the nearest friendly unit.
Captured: If the General is in combat he has been
captured, or killed if fired on.
Killed: The General has been killed.

When a unit leader figure is killed, the unit immediately


losses one figure. Note, this is one figure removed not
one kill. This loss occurs in addition to those other kills
already inflicted. For example, the unit that suffered
three kills had already suffered a kill from the previous
turn, this means that one figure will be removed (four
kills removes a figure). The unit will also lose another
figure representing the loss of the leader.

If the General is attached to a unit and is fired on or


engaged in close combat, the above chart is still used but
only if the kill results are treble scores (i.e. in a Risk to
Unit Leader situation). If this occurs the attacking player
must declare whether the attack is made against the
Unit Leader or against the attached General. If against
the General, the Risk to General table is consulted, the
modifer to the die roll is the number of kill results the
attacking player chooses to add (before the die roll is
made).

The leader figure itself does not actually need to be


removed from play (another can be removed in its place,
a subordinate is considered to have taken his place).

Any kill results on a Generals base are not retained until


the next turn as would kill results on a unit. If a General
base suffers six kill results in one turn and the General
survives, these six kills are not relevant and have no
other effect in subsequent turns.

Risk to General

General figures cannot be targeted by firing unless the


opposing side play a Target General token, in this case
there is a risk to the person of the general. Take the
number of kill results inflicted on the generals base and

14

Shooting
armour

ammunition supply a simpler system is employed. When


testing to hit a target, if a player roll four sixes they will
suffer a Low Ammo result if the opposing side plays a
Low Ammo token. For example, a player is firing eight
muskets and scores four sixes - this could produce a Low
Ammo result. Note, a Low Ammo result can only occur
when rolling four sixes, not five or six or more.

Although the Thirty Years War witnessed the gradual


decline in the use of armour, especially among the
infantry, it was still very much in use with much of the
cavalry.
In this section of the rules, targets either count as
having no armour, or are Armoured or Heavily Armoured.
Skirmish cavalry, dragoons and some mounted arquebus
units will count as having no armour. Most horse units
such as pistol armed Protestant cavalry will count as
Armoured, as will many arquebus units. The only units
that can claim Heavily Armoured status are cuirassier
regiments or certain life-guard units, whose troopers are
protected by three-quarter plate 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

It is possible for units and guns to run low on ammunition.


Rather than keeping detailed records of each units

15

The Charge

to its flank or rear facing (unless the target is a Tercio


- in which case a charge test is required). Units that are
Disordered do not require a charge test to contact them.
If a charge test is not required the attacker can use its
normal move to contact the enemy either during the
charge phase or during the normal movement phase.

Before close combat can take place, the attacking unit


must halt at charge range (four inches) and pass a charge
test the following turn before they can attack the enemy
unit. If the charge is successful, the defending unit must
pass a test to stand for the combat to occur.

Charge Test

Test to Stand

The test to charge is based on the units Morale Factor. 1d6


is rolled for the unit, a number of modifiers are applied
to the testing units Morale Factor, if the score is equal or
more than the modified Morale Factor - the test has been
successful and the attacker has charged. A score of one
will always mean that a charge is not made. A charge test
is not required if the enemy unit has been approached

The test to stand is also based on the Morale Factor. 1d6


is rolled for the unit, a number of modifiers are applied,
if the score equals or exceeded the modified factor the
test has been passed and the defender has stood against
the charge. A score of one is not a failure is a one was
needed to pass the 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

to be simultaneous with the opponents firing.

It is never a good idea for cavalry to receive a charge


when stationary, so a successful test to stand for cavalry
will result in the defending cavalry launching a countercharge and meeting their opponent half way through
their charge move.

Failing to Charge

If a unit fails to charge, it cannot attempt another charge


that turn, or take any other actions including firing.

Failing to Stand

Group Charge Test

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.

It is not possible to order group-charges, each unit


required to charge costs one CA and the charge test must
be made for each individual unit attempting to charge.

Firing before Contact

Missile armed units (musket, arquebus, pistol, artillery)


that are charged and have stood can fire at their attackers
before they are contacted as long as the target is within
the arc of fire. Roll 1d6 for the number of figures that
can fire (as in Disordered Firing) to see how many figures
can fire.

Units that fail to stand will still be contacted if they


fall back one, two or three inches, the attacking unit is
moved into contact and a round of combat is fought - the
defending unit counting as having been pushed back in
the previous round.

Artillery that is charged will fire before contact if the


crew passed their test to stand. Culverins or heavier guns
can only fire if they did not fire in the previous Phase.

If the unit routs, the attacker must test to follow up (see


Routing section later in the chapter).

Cavalry can fire before they contact an opponent.


Carbine/Arquebus armed cavalry will fire at contact
range before they are moved into contact (assuming the
charge test was successful). Pistol armed cavalry will fire
at two inches range. All firing before contact is considered

Target Partially Engaged

Units may sometimes make contact in a less than


enthusiastic way. This will occur if the attacker passes the
charge test by scoring equal to the score required to pass

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.

full understanding of the process).

Combat Modifiers

Player must apply a number of modifiers to the combat.


The first type of modifier applied is to the score to-hit.
Formed cavalry charging into contact in the first round of
combat count as one Combat Factor better. Opponents
that are disordered or pushed back last turn or stationary
cavalry receiving a charge count as one Combat Factor
worse. Units with generals attached count as one Combat
Factor better.

Target Charged

The attacker has contacted their opponent with maximum


impact. Horse will smash into other horse or foot and
will possibly breakthrough. Shot attached to pike will
shelter under the pike when charged by horse (and will
not count as part of the combat), shot charging will not
fire but use their weapon as a club, pike units will resort
to push of pike.

Figures Eligible to Fight

Figures armed with single handed weapons, improvised


weapons or wielding muskets as clubs can only fight in
one rank i.e. rear rank figures equipped in this way would
not be able to fight. Spear or polearm armed figures can
fight in two ranks and pike armed figures can fight up to
four ranks deep. Caracoling cavalry fight in two ranks
but can only count the rear rank if they pushed their
opponent back in the last round of combat.

Combat Procedure

All figures have a Combat Factor, this ranges from two


(the best) to six (the worst). During combat, for all
figures that are eligible to fight 1d6 is rolled. A score that
is equal or more than the figures Combat Factor means
that the figure has a chance of scoring a hit.

Figures that overlap their opponent can also fight, but


only one overlapping figure per side - and only one
rank.
Pike units that become Disordered are far less effective
and only count their front two ranks in combat, disordered
spear or polearm figures only count the first rank.

Both sides in the combat roll their combat dice at the


same time. They then remove any dice that have failed to
score a hit (lower score than Combat Factor). They then
remove any dice that correspond to the die rolls of the
opponent (i.e. matched scores rolled by the opponent).
For instance both sides have scored three fours - normally
enough to hit - but these are not counted because they
are the same as the opponents die rolls. Once this has
been done any remaining hits are counted against the
opponent.

Damage

Once the number of hits has been established, damage


must be determined. 1d6 is rolled for each hit and the
table below is referred to.
Weapon

Single handed (musket as club)

Pike not receiving cavalry charge

Farming implement



Pike receiving cavalry charge

Two handed weapon or cavalry charging
Lance armed cavalry charging

Improvised weapon/artillery crew

Example: Both sides each have ten figures in combat


and each side needs to score four or more to hit. One
side rolls 1, 3, 3, 4, 4, 5, 5, 5, 6, 6. This side has seven
possible hits (scores of four or more). The opposing side
has scored 1, 2, 2, 3, 4, 5, 5, 6, 6, 6 and has six potential
hits. Both players now remove the dice that missed and
compare the remaining dice. The second player scored
one four - this is removed along with one of the fours of
the first player. The second player has two fives - these
are removed along with two of the first players fives. The
second player has three sixes and the first player has two
- both sides remove two of the sixes. What remains for
player one are one four and one five. What remains for
player two is one six. This means that the first player
has scored two hits and the second player has scored
one. Damage must now be tested for (it is advisable for
players to run through this example with dice to get a

Kill
4+
4+
4+
3+
3+
2+
5+

Damage Modifiers in Combat

The same armour and cover modifiers are applied when


testing for damage in Combat as in Shooting.

Results of Combat

Once a round of combat has been fought, the result must


be determined. Each unit that suffered hits must test for

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:








that breakthrough will be placed 1d6 inches to the rear


of the opposing unit (after it has taken its morale test)
and that unit will have to take a morale test as if it lost
the combat (even if it inflicted more hits, the cavalry
that broke through need not test (despite any losses).

The side that inflicted the most hits will count


as one morale Factor.
Friendly generals within six inches will also

increase the units Morale Factor by one.
If the testing unit is Disordered it counts as one
Morale Factor worse.
Each ten percent loss of figures (from the units
original strength) makes the unit morale one
factor worse (i.e. four becomes five).

Cavalry that charge other cavalry will both test to


breakthrough. If both are successful - neither side need
test for morale that phase and both units will be placed
1d6 inches from the point that both units met.

Breaking Contact

Cavalry that have contacted an opponent but have failed


to have had significant impact may withdraw from the
combat, regroup and have another go. Cavalry that have
contacted an enemy unit but the combat has failed to
produce any kills will test for morale at the end of the
turn. If the test is successful, the unit will move back to
charge range. If the test is unsuccessful the cavalry will
stay and fight. If both sides are cavalry, both will test,
and if successful both will move until they are at charge
range.

Failing the test by one means the unit is pushed back


one inch and suffers another kill, failing the test by two
means that the unit is pushed back two inches and suffers
another two kills, failing the test by three and the unit is
pushed back three inches, suffers another three kills and
counts as Disordered. Failing the test by four means the
unit routs. If both sides fail their morale test they will
break contact and move back equally until they are at
contact range (four inches). If one side fails by one, two
or three and the other side passes, the loser is pushed
back and the winner remains in contact.

Fatigue

Units can become Fatigued after fighting in close combat.


After a combat has finished and the opposing side has
been routed and the unit has not followed up, the player
controlling the victorious unit must take a morale test.
When testing for foot units - if unsuccessful the unit is
Disordered, if successful the unit must halt and cannot
move next turn.

If a Disordered unit suffers another Disorder result or


is pushed back, it will Rout. Two consequetive push
back results mean that the unit automtically becomes
Disordered.

Pushed Back into Friendly Unit

Units that are pushed back into friendly units will


automatically become Disordered and will automatically
Disorder the unit that they contacted. If either of these
units are already Disordered - they will Rout.

When testing for horse units, an unsuccessful result


means the horse are blown and will retire Disordered
a full move to the rear (including full move dice bonus).
If successful the horse unit must halt and cannot move
next turn. When taking this test, count the unit as if
its Morale Factor is one worse if Cuirassier and one
better if Swedish horse or skirmish cavalry. If cavalry are
contacted by the enemy during their inactivity next turn
- they cannot counter-charge.

Skirmishers in Combat

Skirmish units and artillery crew cannot contact formed


units to the front (or flank/rear if Tercio), however they
can contact Disordered units or other skirmish or open
order units or artillery crew if they pass a charge test.
If contacted by formed units (not skirmishers/artillery
crew or disordered units) they will rout.

Evading

Cavalry units can attempt to evade contact if attacked


by enemy foot or horse units and skirmish foot units can
attempt to evade formed foot, such as a forlorn hope
evading a Tercio. When a unit is about to be contacted,
the defending player declares the intention to evade. A
morale test must be made for this to occur.

Cavalry Breakthrough

Charging cavalry can sometimes breakthrough enemy


units. Cavalry that charge a foot unit can test to
breakthrough (only in the phase that they charged) that
unit if they managed to inflict hits. 1d6 is rolled, if the
score exceeds the number of figure ranks in the opposing
infantry unit, the cavalry have broken through. However,
one is deducted from the score for Trotter cavalry, two for
caracoling and three for skirmish cavalry. If the infantry
unit is Disordred count them as one rank less.The cavalry

If the evader has a higher move rate than the attacker,


the evader counts as if one Morale Factor higher, and
if a friendly general is within six inches the morale
factor counts as one better also (also apply figure loss

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.

Disordered when they break contact.


Pursuing cavalry that reach the opponents rear table
edge will also be removed from play and routing units
cannot be rallied if they have pursuers in contact.

Contacted to Flank or Rear

Units contacted to the flank will automatically become


Disordered unless the contacted unit has three or more
figure ranks. Units contacted to the rear will automatically
become Disordered unless Tercio.

If the test was unsuccessful, the unit makes a normal move


away from the attacker and cannot fire. The evading unit
will be Disordered unless the evaders are skirmishers.
In this case, the attacker has the chance of catching up
with the evader if the attackers full move could bring
them into contact - a move test is made, if the distance
rolled (after deducing four inches for the distance of the
charge) is enough to bring the units into contact - this
will occur and a round of combat is fought.

When units are contacted in this way, figures will turn


on their movement base to face the direction of their
attacker.

more than one Opponent

If a unit is in contact with more than one enemy unit


and one of these outnumbering units is defeated (pushed
back, withdraws, routs), the victorious unit must still
defeat the remaining enemy before any follow-up moves
can be made.

Routing

Units that rout will immediately move their maximum


move away from the enemy (basic move plus maximum
move dice). The unit will immediately lose a figure and
then one figure (not one kill) each turn that it routs until
it reaches its own rear table edge - where it is removed
from play. If the routing unit has a pursuer in contact (or
if an attacking unit contacts the routers), one to three
figures are lost per turn from the routers (roll 1d6, a score
of three or more means three figures lost). Routing units
that contact friendly units will automatically Disorder
that unit. The contacted unit takes an immediate morale
test and the usual friendly general proximity and figure
loss modifiers are applied.

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.

Occupying Enemy Positions

The first six inches of a rout move is directly back, after


that a routing unit can be moved through gaps in units as
long as the gap is at least one inch wide per movement
base of the routing unit. Routing units are represented as
disorderly clumps on the table, a ragged column moving
away from the enemy towards the rear table edge.

Units that push enemy units out of earthworks or other


defended positions must take a terrain test to see if they
become Disordered when moving to occupy the new
position.

Defending Earthworks

Infantry can be deployed to defend earthworks or other


defensive positions. Although the earthworks may be an
irregular pattern, the troops inside will still count as
formed when they occupy these positions. These kinds
of positions are usually left to shot units to defend.

Routing units that are successfully rallied must remain


stationary in the following turn and will be considered
Disorered.

Pursuit

Cavalry that rout an opponent can pursue the routing


unit. When a unit routs, the victorious cavalry will remain
in contact for the first rout move. Before subsequent
rout moves (during movement section of the phase) in
later turns, the player controlling the pursuing cavalry
must test to see if their unit remains in pursuit. 1d6 is
rolled, a score of one or two means the pursuing unit
breaks contact. Pursuing cavalry will automatically be

Generals Attached to Units

Generals can be attached to units by moving them into


contact with each other (neither can then move again
that phase). The unit will count as one grade better while
the general is attached. Commanded fire and movement
for the unit will not cost any command actions while
the general is attached. However, the generals command
range will be halved whilst attached.

19

Each unit has a Morale Factor which ranges from two to


six, two being very good morale, six being terrible! To
test for morale 1d6 is rolled for the unit in question. If
the score equals or exceeds the Morale Factor the test
has been passed. If the score is less than the Morale
Factor, the test has been failed. A unit can only take one
Morale Test per Phase (i.e. once in the players Phase and
once in the opponents Phase) although they can take a
charge test and a morale test in the same phase.

Factor worse. This also applies when testing to stand or


charge.

Proximity of General

Units that are within six inches of a friendly general


figure (or the general is attached to the unit) test for
morale as if one grade better i.e. Morale Factor two
units becomes one).

Death of the General

Unit Morale

If a General figure is killed, all friendly units within the


Generals command range must take a morale check.

A unit has to test for morale when it loses ten percent


of its total starting strength and then again with each
additional ten percent loss (ten percent of the original
starting strength of the unit). For example, a ten figure
unit loses one figure - it must test morale. The unit must
also test when a nearby friendly unit routs or when the
unit is in combat and it suffers one or more kills.

victory & defeat

Obviously, the objective in most battles is to defeat


the opposing army, however, it is not always easy to
determine who has gained the upper hand at the end of
play. For those battles where the outcome is not obvious,
players can tot-up the points listed below to determine
the winner.

The units morale is modified by the percentage of its


loses. At ten percent or more the unit tests as if its
Morale Factor is one worse, at twenty percent the unit
tests as if two worse etc.

victory points

At the end of a battle, players should run through the


list of victory conditions adding or deducting any victory
points as appropriate.

Unit Morale Results

Failing the Morale Test by one means the unit withdraws


back one inch and suffers one kill, failing the test by two
and the unit withdraws two inches and suffers two kills,
failing the test by three and the unit withdraws three
inches, suffers three kills and counts as Disordered.
Failing the test by four means the unit routs.

Add one victory point:


each objective (specified beforehand) captured
Deduct one victory point:
each own unit destroyed or routed/routing
own side lost more figures than opponent
each friendly general killed or captured

Effects of Routing

Friendly units that rout (other than skirmishers or


artillery crew) will have a detrimental effect on nearby
units. The area of effect for nearby units that need to
test is one inch per movement base of the routing unit
(or two inches for elite or guard units). For example,
should a unit that comprises of eight movement bases
rout, it will compel friendly units within eight inches to
take a morale test.

Games that are based around specific scenarios can have


clear victory conditions specified at the start of the
battle, for example, one side must capture a bridge from
the enemy, if this is completed, the attacker has won.
It could even be specified that the number of casualties
lost are not counted provided the vital objective is
gained. This could of course apply to the defender as
well, the bridge must be held at all cost, irrespective of
casualties! Other conditions can be applied to specific
scenarios provided that these are clearly expressed at
the start of the game.

Artillery Crew Morale

Artillery crew must test for morale with each crew


member that they lose. The crews Morale Factor will be
one worse with each figure lost (i.e. morale factor four
becomes morale factor five). Crews that withdraw will
abandon their guns, although they can return to them.
Crew that rout will be removed from play and will not
return to their guns.

Disorder

Units that are Disordered test for morale as if one Morale

20

Stalwart: Playing this token forces the opposing player


to re-roll all hits in one combat.

War Tokens are a vital aspect of the Father Tilly rules.


From the example below we can see that they contain a
lot of information.

Leader A1

Counter Attack: Playing this token allows the player to


interrupt the opponents phase as if the opponents phase
has suddenly ended and the players phase has suddenly
begun.

Deploy 3

FEROCITY
Initiative 2

Pay Day: This token will negate the effects of a Mutiny


and Unrest card if played immediately afterwards.

Morale 1

Ambush: This token must be played on a friendly unit


that is within six inches of cover such as buildings or
woods. When played one to two figures per movement
base of unit are removed from the unit and converted
to skirmishers or detached shot. The figures are then
placed in the area of cover and will immediately fire
on the nearest enemy target (player during opponents
phase).

War Tokens are awarded to players during the game and


are then used by players to enhance the performance of
their troops and improve their chances of winning.
The central text of the token is its main subject. From
the example shown above, this is FEROCITY. The main
subject of the War Token will vary from card to card. In
each corner of the token is a sub-heading such as Leader
or Initiative - each token will have the same sub-heading
although the values will change, for example Initiative 2
and Initiative 3.

Find a Path: Playing this token on a unit allows it to move


through an area of terrain without the risk of Disorder
(thus negating the effects of a Difficult Ground token).
Looters: When played on an enemy skirmish unit the
opposing player must test against the units morale, if
unsuccessful the unit will leave the table by the shortest
route (at maximum move rate) in search of loot. The unit
will not reappear before the end of the battle unless a
Reinforce token is played.

Main Heading

When using the main heading of a token, the recipient of


the token must be within command range of the general
that is delivering the token. If the recipient of the token
is to be an enemy unit or general - there is no limit to the
range that the token can be employed.

Powder explosion/burst barrel/damaged carriage:


playing these cards on an enemy gun will cause the
opposing player to test for damage against the gun (see
Firing section).

Resolve: Playing this token on a unit means that it can


ignore a morale check it is about to take.
Bravery: Playing this token on a unit means that it will
automatically pass a charge test/test to stand.

Difficult Ground: This token must be played on an


emeny unit about to move (not charge). The moving unit
will move as if crossing terrain. If the unit is already
crossing terrain the opposing player must roll 2d6 for the
move test (and take the worst result). This token can be
played against reinforcements, the effect of this will be
to delay their arrival by 1d6 turns.

Indomitable: Playing this token means that one kill result


on a unit can be ignored.
Rally: Playing this token means that one unit can
automatically pass a rally test.

Scouting: Playing this token shows that the player has


scouted the area with some success. Playing this card
immediately after an opponent plays a Ambush or
Difficult Ground will negate the effects of these tokens.
The difficult ground is ignored and the ambushers are
pushed back 2d6 inches and will be unable to fire.

Sharpshooter: Playing this token means that one figure


firing small arms will automatically hit a target without
having to roll a d6 (small arms fire only).
Dead Shot: Playing this token means that one hit in
shooting will automatically be converted to a kill result
without having to roll a d6 (small arms fire only).

Question Orders: Playing this token on an enemy general


will mean that the opposing player will not be able to
use any Command Actions for that turn.

Ferocity: Playing this token enables the player to re-roll


all missed hits in one combat (not scores that equal the
opponents).

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.

Unrest: Playing this token makes a violent argument


breakout within the ranks of an enemy unit. This token
must be played on a unit that has not yet moved (as
with Mutiny). A morale test is made immediately after
the token is played, if the test fails the unit becomes
Disordered and the unrest continues, if the test is
successful the unrest ends with no effects applied. If
the unrest continues into the next turn, another failed
morale test means that the unrest continues and the unit
remains Disordered (it does not deteriorate further).

Spy: This token can be used in several ways - to find


out about enemy units (the opponent must reveal the
morale and combat factors of one unit), to find out the
opponents intentions (one opposing general must reveal
their orders) or to take a token (randomly selected) from
each opposing general figure.
Traitor: When this token is played, the opposing player
takes the Traitor token and swaps it for one of their own
(randomly selected). The player then holds this token
and cannot discard unless discarded with a Good Fortune
token. When this token is held, the player must hand
over one of their tokens to the player that originally gave
them the Traitor - each turn.

Generals Quarrel: This token can only be played on


enemy generals that are within command range of each
other. If played - neither general can use any tokens
during that turn.
Generals Drunk: This token must be played on an enemy
general before the general has issued any commands or
taken any actions. 1d6 is rolled to determine the random
effect. Drunken generals cannot gain or use tokens.
1.
2.
3.
4.
5.
6.

Curse: This token must be played on an opposing general.


Once played this will mean that the next negative result
suffered by any troops in that command will be made
one worse. For example, a unit loses one figure during
shooting - with a Curse the unit would lose two figures,
or a unit fails a morale test by one - with a Curse, the
test is failed by two. Once the effect has been applied
the Curse is lifted and the token is discarded.

Question Orders.
Mutiny (nearest friendly unit).
Unrest (nearest friendly unit).
Generals Quarrel.
Upgrade Orders (more aggressive)
Sleep for 1d6 turns.

If the Curse token is discovered in a players hand (by


the use of a Spy token) the effect of the Curse is played
on the holder of the token and not the player who
discovered it.

Target General: Playing this card on an enemy general


figure allows the general to be targeted by missile fire
(muskets, artillery etc).

Note, a Good Fortune token can put the effect of the


Curse back on the player that initially deployed it. Curse
tokens cannot be discarded without being used i.e. if the
general holds too many tokens.

Leader Killed: If this token is played on a unit that has


suffered kills and the Leader is at risk - the unit leader
will be killed.
Low Ammo: Units may be at risk of running low on ammo
- usually if four sixes are scored to hit. If this token is
played then, the opposing unit will suffer the effects of
Low Ammo.

Sub-Headings

Sub-headings are described in detail below. Using this


aspect of the token means that the token is not subject
to command range, i.e. if played on a unit, the unit does
not have to be within command range of the commanding
general.

Reinforce: Playing this token during the reinforcement


section of the phase allows players to bring onto the table
(on the players rear edge) any eligible reinforcements
they may have - or any looters or pursuers that may
have left the table (at the same point that they left the
table). When reinforcements arrive, they are placed on

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

A: Attack, this is the number of extra dice that can be


used when testing to hit in combat, thus the player can
roll an extra 2d6 in combat with A2.

Using the Initiative aspect of the token allows the player


to use extra Command Actions during their phase. For
example, the player has chosen one for the initiative for
that phase but plays an Initiative 3 token, the player now
has four actions to use that turn.

In: Inspire, the unit leader inspires the troops when


about to take a charge test or make a test to stand and
allows the player to roll extra dice when taking the test
(selecting the best result). For example, when testing to
charge the player rolls one extra d6 with an In1.

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.

M: Move, the unit leader pushes his unit to move its


maximum and allows the player to roll extra dice when
testing for movement (and taking the best result).
Therefore M2 allows the player to roll two extra
movement dice.

Morale

This factor shows the number of extra dice that can


be rolled when taking a morale test (taking the best
result).

V: Volley, the unit leader organises his unit to deliver


an effective volley from his missile troops. This has the
effect of allowing extra dice to be rolled to hit the enemy
(in the same way as Attack - see above). This only applys
to units that are of Regular or better grade.

Playing War Tokens

Tokens are dealt at the start of the turn, the winner of


the initiative draws first from the pack. Tokens can be
played at any point during the game, during the players
phase or during the opponents, however, only one token
can be played on one unit per phase per player.

R: Reform, this option allows the player to roll extra


dice when attempting to reform a Disordered unit. For
example R2 allows the player to roll two extra d6 and
take the best result.

Used or discarded tokens are placed on the discard


pile which will be shuffled and re-used if and when the
remaining tokens are all used.

23

This section should ideally be located nearer the front


of the rules, but it is also important for players to
understand how the tokens work, so the deployment
rules are located after the War Tokens chapter. Before
the battle can start, players must consider how to deploy
their army. Before any figures are placed, each player
receives tokens for each general they command, as if
each general was holding the maximum number of tokens
permitted. For example, if a player controls two generals
who have Average Strategic skills (see Generals Profile) the player would receive eight War Tokens. These tokens
must now all be used during the Deployment Phase. This
phase breaks down into five stages:

had most points placing one unit next. This sequence


continues until all units are placed on the table.

Stage One: Deployment location

Stage Three: Deploy Skirmishers

One side scores double: side that has less deployment


points places two units first followed by the side that
had most points placing one unit next. This sequence
continues until all units are placed on the table.
One side scores treble or more: side that has less
deployment points places three units first followed by
the side that had most points placing one unit next.
This sequence continues until all units are placed on the
table.

The first stage determines the distance from each other


that both armies can deploy. Players allocate one or more
of their tokens to the first stage (keeping their choice
hidden from the opponent), both sides then compare the
total deployment points on their token (or tokens).

At this stage players can now place their skirmish units


in advance of the main body of the army. Not all armies
will have skirmish troops, but for those that dont have
any, this phase must still be used as it represents the
intention to drive back enemy skirmishers. Players
allocate one or more of their tokens to the third stage
(keeping their choice hidden from the opponent), both
sides then compare the total deployment points on their
token (or tokens).

Equal scores: Both sides deploy up to fourteen inches


in from their rear table edge (assuming a four foot wide
table - increase the distance by six inches per side for
each additional foot width of the playing area used).

Equal scores: No skirmish units can be placed in advance


of the main army.

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).

One side scores double: the winner can move any


skirmish units up to twelve 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 treble or more: the winner (side that


had the most deployment points) can place their army
up to twenty inches in, the loser places their army no
more than eight inches in (plus table width modifiers).

One side scores treble or more: the winner can move


any skirmish units up to eighteen 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.

Stage Two: Deployment Sequence

Players allocate one or more of their tokens to the second


stage (keeping their choice hidden from the opponent),
both sides then compare the total deployment points on
their token (or tokens).

Note, if the Deployment rules are being used stages one,


two and three are compulsory - players must allocate at
least one War Token to each of these options.

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.

Stage Four: Deploy Fortifications

This stage is optional for the players, they do not have


to build fortifications or earthworks. Each deployment
point spent on this stage gives the player one section of

One side scores more: side that has less deployment


points places one unit first followed by the side that

24

army deployment
earthwork - each section will provide hard cover for one
gun or one movement base of infantry.

If players have decided to re-fight an historical battle,


i.e. one that already suggests ways of deploying the
troops, this section can be ignored. Players can refer to
the historical deployment provided by maps and orders of
battle rather than refering to this section. Or players can
use this section in conjunction with an historical battle,
for instance using stages two, three and five because
the location of troops deployment has already been
specified. Players can therefore use some, none or all of
this section as the situation or preference demands.

Stage Five: Artillery Barrage

This is another optional stage for the players, they do


not have to fire an artillery barrage at the enemy as a
prelude to the battle. However, if players do allocate
deployment points to this stage they will be able to fire
one shot per deployed gun for each point spent (maximum
six shots can be fired per gun).

25

Each general has a profile that describes their Tactical,


Strategic and Command Skills. Certain generals may also
have a personality which indicates a certain preferred
way of interpreting orders and dealing with situations.

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.

If players wish to generate a profile for their leaders


Die Roll
1 - 3
4 - 5
6

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

Each sub-general must be issued with orders; these


will define the actions permitted by the units in the
command. Orders must include such descriptions as
Attack, Move, Hold or Withdraw. Orders should include
arrows on maps to indicate directions and objectives, or
must specify areas to be held. All generals usually start
the game with orders.

approach to musket range, but will not make contact


with enemy units.

Hold

Units cannot be ordered beyond the boundary of the area


defined on the players map. Units can move to any point
within this area and can be ordered to contact enemy
units that encroach on this area. The boundary is defined
as the area the formation occupies at the start of the
battle and extends up to four inches from any unit.

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

The first command that must be attempted each turn


with this formation is to move a unit along the specified
path on the players map away from the enemy. Units
cannot be commanded to charge enemy units.

Orders for Individual Units

The CinC figure can issue orders to individual friendly units


not directly within his command. The order interpretation
is rolled for in the usual way, if a five is rolled, the
personality of the unit will have to be determined, roll
1d6, 1: Cautious, 2: Rash, 3: Insubordinate, 4: Erratic,
5-6: Normal. If the order is successfully received the unit
will operate with these new instructions unit another
change of orders is received.

Wrong Direction

Units that have been ordered to move will do so but


in the wrong direction. Randomly select a path other
than the intended, all units will now follow this path.
If the change of orders did not involve any movement,
the change of orders is ignored. The formation that has
received orders but is moving in the wrong direction
cannot receive a change of orders until it has spent two
full turns moving in this wrong direction.

Order Definitions

Players must clearly mark on a map the direction of


attack, movement or withdrawal that the command is to
take. This is the direction that units must attempt to take
until orders have been changed. With hold orders, the
area to be held must be defined on the players map.

Attack

The first command that must be attempted each turn


with this formation is to make a charge test, or if not
possible to move towards the enemy along the specified
path on the players map.

Move

The first command that must be attempted each turn


with this formation is to move a unit along the specified
path on the players map. Units can be commanded to

27

Each unit will have a Grade that gives an indication of


its overall quality. The unit profile provides the specific
details and includes Morale Factor, Combat Factor and
Attributes. The cost indicated is cost per figure.
Unit Grade
Elite
Veteran
Regular
Conscript
Militia
Peasant

Morale
2
2
4
4
5
6

Combat
2
3
4
5
6
6

deducts one point from the cost of the individual figure


(which can make peasants pretty cheap!).
Die Roll: 1
The units first Morale Test will be one result worse than
that rolled.

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

These are additional qualities that may help or hinder the


unit and add a bit of variety to the uniform factors shown
in the table above - they are completely optional.

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.

Units that are Veteran grade can have one Positive


Attribute, Elite units can have up to two. Each attribute
costs an additional two points per figure. Players should
roll 1d6 and refer to the table below.

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.

Although each unit will have a grade, it is not necessary


to provide each unit with an Attribute (or attributes),
this part of the rules is optional and does not have to be
included.

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.

The cost of each unit is determined by the number and


grade of each figure in the unit. Added to this are a
number of additional costs (to each figure).



Additional Cost
Armoured troops

1
Heavily armoured troops
2
Galloper cavalry

2

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

The cost of each gun is determined by its size and type.


Refer to the table below for the cost of each artillery
piece. Note, the cost of the crew is included.


Artillery Cost
Regimental gun
40
Falconnet

50
Falcon

60
Demi-Culverin
70
Demi-cannon
80
Cannon

100

Die Roll: 6
The unit will ignore its first Disorder result during the
battle.

Negative Attributes

Unitss that are Conscript, Militia or Peasant grade are


entitled to Negative Attributes, again these are optional.
Conscript grade units can have one negative attribute,
Militia and Peasant grade can have two. Each attribute

28

Most of the battles of the Thirty Years War were fought


in open areas that would allow the large units of the
period amply room to manoeuvre. However, there were
often one or two terrain features on the periphery that
commanders would have to take into account when
deploying their forces. This section of the rules allows
players to randomly generate terrain in a simple and
uncomplicated way.

across one entire length or across the width of the table


(which ever is the nearest table edge). The type of slope
(i.e. gentle or steep) will only be determined when one
side moves a general or unit within twelve inches of it,
or if a player players a Scouting token on the feature
(randomly determine which of the hills four sides is
steep or not).
Gentle slopes will halve the movement die roll of any
troops moving up or down it and any units charging up it
will count their Morale Factor as one grade worse for the
purpose of the test.

Of course, the smaller battles and skirmishes of the


period would often be fought in areas more frequently
inhabited by hills, woods or settlements, so it is important
for players to make sure that the level of obstruction on
the battlefield suits the forces being used - if youve got
big armies - give them plenty of space!

Steep slopes will require a terrain test for any units


moving on them and charging units will count as two
grades worse for their Morale Factor.

If players are not re-fighting an historical battle where


the terrain is known they can generate their own terrain.
Both sides take it in turns to roll 2d6 (the side with the
most skirmish figures goes first), the dice are rolled
roughly where the player wants the terrain feature to
be. Where the dice have landed, the player places a
ruler or tape measure over both dice so that a line is
made between both points. Along this line is measured
the distance indicated by the combined score of the
dice, for example seven inches if a three and a four are
rolled. This measurement is taken from the dice with the
highest score and is measured away from the dice with
the lowest score. This point is where the terrain feature
will be placed. At this point the player then rolls 1d6
to determine the type of terrain that will be positioned
there. If a double is rolled on the two dice - the terrain
will be placed in between both dice.





Die Roll
1
2
3
4
5
6

Water

If this option is selected, roll another d6 and refer to the


table below.





Terrain Type
Hill
Water
Building
Wood
Road
Player choose

A fordable river can be crossed in 1d6 locations. If an


umpire is running the game, the umpire will determine
their location and only reveal them to players with units
within twelve inches or if a Scouting token is played on
a particular spot. Crossing a fordable area will require a
terrain test. Fordable areas will be 1d6 movement bases
wide.
Major rivers can only be crossed by bridges and there will
be between one and two bridges crossing the river on the
battlefield - the locations of which will be known to both
sides. Crossing a bridge will only allow units across in
single (movement base) file and a terrain test is required
to avoid disorder. Marshes and bogs will have areas of
wet ground that will require a terrain test when units
cross. Marshes will be about twelve inches across and
bogs twenty four.

If this option is selected, roll another d6 and refer to the


table below.
Die Roll
1
2
3
4
5
6

Water Type
Ditch
Stream
Fordable River
Major River
Marsh
Bog

Crossing a ditch will halve the movement dice for any


unit crossing it, crossing a stream will require a terrain
test.

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

Players will also have to determine the direction of any


ditches, streams and rivers (see later section in this
chapter).

Small hills should be about twelve inches across, large


hills around twenty four inches and ridges will stretch

29

Terrain
Building

Die Roll
1 - 2
3 - 4
5 - 6

If this option is selected, roll another d6 and refer to the


table below.





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

Movement along or across poor quality roads will have


the movement dice of the unit. Roads apply no modifiers
and good quality roads add an extra two inches to units
moving along them (for limbered artillery see Movement
chapter).
Roads may be hedge lined. Players should roll 1d6 for their
road, a score of five or six means that it is partially hedge
lined, another d6 is rolled and the score is multiplied by
ten - this is the number of inches that hedges flank each
side of the road. There is also a chance that roads may
have sunken sections, if a six was rolled when testing for
hedges - there will be a sunken section too (no more than
twelve inches long) its location randomly determined by
the umpire and hidden from the players until a Scouting
token is played or a unit comes within four inches of the
road. Hedges provide cover for those in contact with it
and sunken roads provide hard cover.

Wooden buildings will provide cover for occupants and


stone buildings will provide hard cover. Only skirmishers
will be able to occupy these areas. Runied farms will be
surrounded by hedges and stone walls offering a range
of cover and hard cover. Small farms should be no more
than twelve inches across, large - twenty four inches
across. Formed units can deploy along the perimeter
of these features. They must take terrain tests to enter
them however. Ruined villages are the same as farms in
appearance and effect but will extend along the entire
table edge (which ever is nearest). Ruined castles can
occupy an area up to twenty four inches across and
can contain substantial areas of thick medieval walls,
unexplained mounds and the remains of moats. Formed
units can deploy along the perimeter of these features
but they must take terrain tests to enter them.

Hidden Terrain

Certain features such as fords and sunken roads may be


hidden from the players at the start of the game. If an
umpire is running the game the umpire can locate the
feature without the other players knowing. If there is
no umpire another method can be used. The side with
the most skirmishers (or if neither has skirmishers, the
side with the most cavalry) will test for the location of
hidden terrain so that they are aware of its location and
the opponent is not (only revealing it when the opponent
discovers it in the usual ways).

Wood

If this option is selected, roll another d6 and refer to the


table below.





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

Features such as roads, ditches and rivers have a direction


and entry/exit point from the gaming table that needs
to be determined. Once the location of the feature has
been found the player rolls another 2d6, this will give
the direction (using the same method that placed the
terrain initially). Players make make several rolls to give
the feature a couple of realistic curves before it leaves
the table.

Small areas will be about twelve inches across, large


areas twenty four inches across. Scrub land does not
block line of sight but will halve the movement dice of
units moving across it.
Visibility in open woods is up to six inches but requires
a terrain test for units to move through it. Dense woods
can only be crossed by generals and skirmish units (which
have to take a terrain test), visibility is four inches.

Terrain Volume

Road

Players should only have a couple of goes each at


determining terrain, it is ideal that there should be a
large central open area where the battle can be fought.

If this option is selected, roll another d6 and refer to the


table below.

30

Tercio

continuous firing would disorder the enemy allowing the


caracoling cavalry to gain the advantage when it charged
in. This tactic was favoured by the Catholic forces during
the first half of the war but was generally dropped as
more aggressive cavalry tactics gained favour.

A large infantry formation with a deep central body


of pike-men surrounded by equally deep ranks of
musketeers favoured by the Catholic powers. In battle
the tercio can fire its muskets from its front, flank or
rear facing but is generally less efficient than shallower
formations as muskets from the rear ranks tend not to
be able to fire. The tercio is also a slow and difficult
formation to manoeuvre, vulnerable to artillery fire but
highly resistant to cavalry attack. Tercios are generally
more effective in defence than attack. Later tercios are
smaller and more manoeuvrable but still deeper than the
Protestant infantry regiments.

Trotter Cavalry

This tactic was preferred by the Protestant forces and


was later adopted by most Catholic armies. Cavalry were
deployed in a more shallow formation than caracoling
cavalry, the advance towards the enemy would be at a
steady trot, with pistol firing at close range immediately
prior to contact.

Galloper Cavalry

Infantry Regiment

This is another shallow cavalry formation. Galloper


cavalry would advance towards their enemy and close
the final distance with a fast gallop, with no firing prior
to contact. This tactic often proved very effective
against caracoling cavalry who would be prone to falling
into disorder.

By the time of the Thirty Years War Protestant armies


deployed their infantry regiments into more linear
formations between six to ten ranks deep. These
formations are smaller and more manoeuvrable than
tercios and are able to deliver more concentrated fire to
their front. However, infantry regiments are much more
vulnerable to cavalry attack particularly if approached
to the flank or rear.

Horse Detachment

These are small bodies of cavalry ranging from dragoons


acting as advance guard to the main body or single
squadrons of elite bodyguard cavalry.

Shot Detachment

These are small bodies of musketeers who operate either


in advance of the main army; perhaps exploiting difficult
terrain, or are posted between cavalry formations to
offer fire support. Shot detachments contain no pikemen
and can be vulnerable if caught in the open by cavalry.
Players have the option of detaching musket units from
their tercios or infantry regiments.

Skirmish Cavalry

This describes all cavalry that operate in loose formations;


these are not able to stand up to formed troops but are
good at operating in difficult ground and can exploit
flanks or disordered infantry.

Caracole Cavalry

Regimental/Battalion Gun

These are cavalry that prefer to shoot their opponents


before moving into contact. This is a deep formation with
successive ranks of cavalry moving forward and firing,
then returning to the rear to reload. It was hoped that the

These are light artillery pieces that accompany infantry


units into battle. They greatly increase a units firepower
especially when firing at short range.

31

example of shooting

unit is twenty-four strong with eight pike and the rest


shot.

An Imperial arquebus regiment of ten figures is caracoling


before a rebel infantry regiment that has just moved up
to contact range. It is the Imperial players turn and they
have decided to fire, as the arquebus regiment has not
moved, both ranks can fire. The target is four inches
away which means that an arquebus needs to score two
or more to hit (factor two weapon). 10d6 are rolled and
only two ones are the result - so eight hits will be tested
for.

The first step is the charge test. The attacking player


rolls 1d6. The tercio is a veteran with a morale factor of
two and it outnumbers the defenders so this is reduced
by one. However, when charging a one is always a failure
so anything but a one will do.
The attacker passes the charge test so now it is the turn
of the defender to test to stand. Mansfelds foot have a
morale factor of four but are outnumbered so this means
that a five is needed to pass the test - fortunately a six is
rolled - so contact is made.

The basic score needed to inflict a kill is five or more,


however, the target is at short range and this is the units
first-fire, which means that the actual score required
to inflict a kill is only three or more - they will never have
a better chance than this! The player now picks up eight
dice, rolls again and scores a one, two, two threes, two
fours and two sixes - this means that six kills have been
inflicted - one figure from the rebel unit is removed and
a two hit marker is placed next to the unit. First blood
goes to the Imperials!

As the defenders have stood, a few of them get a chance


to loose-off a few shots before the attack goes in. 1d6
is rolled and four figures are able to fire, resulting in
one kill. This will be counted towards the results of the
melee.
Both sides must now determine the number of hits. The
tercio has sixteen pike (in four ranks of figures) and two
musketeers (in the front rank), their combat factor is
three so must score three or more using eighteen dice.
Their opponents have eight pike and six musketeers and
have a combat factor of four - so must score four or more
using fourteen dice.

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.

The successful die rolls are as follows:


Die Score
2
3
4
5
6

Superb shooting by the rebels - fifteen hits!


Damage must now be determined. The basic score needed
to kill is five or more, but this is first-fire too and short
range which brings the score down to three, however,
the cavalry are armoured (I think they are going to need
it) which means a score of four or more will produce
a kill. The rebel player gathers up fifteen dice and the
Imperial player leans forward nervously. Not so lucky
this time! The rebel player picks out seven successful
dice from all of the ones and twos. This means that
the cavalry have only lost one figure but are well on the
way to losing another. This is ten percent casualties so a
morale test is required - this could well be the time to
pull the cavalry out!

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

Two opposing infantry regiments have squared-up


and are about to make contact, on one side we have a
veteran tercio of the Catholic League and on the other a
pike and shot regiment in Mansfelds employ. The tercio is
a thirty-two figure unit - half pike - half shot. Mansfelds

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

1. Both sides test for Initiative.


2. Charge tests are made.
3. Shooting is calculated.
4. Movement.
5. Shooting after movement.
6. Combat is resolved.
7. Rally units that are routing or disordered.
8. Change orders.
9. Reinforcements.
10. Non-phasing side repeats steps two to nine.

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

Close Combat Damage

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

Roll 1d6 and


compare the score
to the units
Morale Factor, if
the score equals
or exceeds the
MF, the test is
passed.

Shooting

Weapon Factor X Range Modifiers to-hit


Musket 3 24 Target is charging
Carbine 2 14 cavalry.
Arquebus 2 14 Shooter moved.
Pistol 1 8 Target not in arc at
Rifle 4 30 start of phase.

Failed
Failed
Failed
Failed

by
by
by
by

Morale Results

one: push back 1 and 1 kill.


two: push back 2 and 2 kills.
three: push back 3, 3 kills, disordered.
four: rout.

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

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