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Introduction

Army Lists

Scenario

War-Tokens

The Swedish War

The Catholic League/Imperial Army 1630-31


The Catholic League/Imperial Army 1632
Imperial Army 1632



The Catholic League/Imperial Army 1632-33
Imperial Army 1634



Bavarian Army 1634



Spanish Army 1634



Catholic League/Imperial - Generals Profiles
Catholic League/Imperial - Description
Swedish Army 1630



Swedish Army 1631



Swedish Army 1632



Saxon Army 1631



Swedish Army 1633



Swedish Army 1634



Swedish Generals Profiles


Swedish Army - Description



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Battle of Breitenfeld
Battle of Ltzen
Battle of Nordlingen

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Benefitial Effect
Detrimental Effect
Staggered

Hackapells

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Copyright Stephen Danes and Warband Miniatures 2009


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Now that Denmark had been defeated, and Christians


army knocked out of the war, Habsburg forces were free to
roam along the Baltic coastline. This development greatly
alarmed Gustavus Adolphus who led Sweden into the War
in 1630. Having made some key alliances with several
Protestant states such as Hesse-Cassel, Pomerania and
Stralsund, the Swedish king invaded northern Germany. In
the following year Gustavus drew up the Treaty of Brwald
with France which ensured French funding to maintain
a Swedish army in Germany. An army that would oppose
the forces of the Emperor. Although these subsidies were
coming from a Catholic country to pay for a Protestant
army, the Habsburgs had been long time rivals of the
French court.

Empire was at the mercy of the victorious Swedish army,


and with few options open to him, the Emperor was forced
to reinstate Wallenstein.
Meanwhile, Gustavus began campaigning in the Rhineland
and then moved his army into Bavaria (violating the Treaty
of Brwald at the same time). This move was opposed by
Tilly in 1632 at the battle of Leck, where he was mortally
wounded, however, Wallenstein did manage to check
the Swedish advance at Nuremberg. Later that year saw
another major clash, this time at the Battle of Ltzen.
The Swedes managed to win the bitterly fought battle, but
it cost them their leader - Gustavus Adolphus. The kings
death greatly weakend the Swedish war effort and it was
left to the Swedish Chancellor, Oxenstierna to organise a
number of German Protestant states into the League of
Heilbronn in 1633, to continue the fight against the Empire.
However, this force was shattered by a combined Spanish,
Imperialist and Bavarian army at the Battle of Nrdlingen
in 1634. After this, Swedens German allies began to drop
out of the war and for the moment, the Swedish offensive
ground to a halt.

However, the arrival of Swedish troops on German soil was


not universally welcomed by all of the German states,
Saxony and Brandenburg initially remained neutral - until
Tillys troops sacked and destroyed the city of Magdeburg.
And then in 1631 the Protestant armies enjoyed their first
victory when a Swedish and Saxon army defeated Tilly at
the Battle of Breitenfeld. After this decisive battle the

Army:

Commander:
Generals:

Catholic League/Imperial Army 1630-31

Tilly
Furstenberg, Schonberg, Pappenheim, Erwitte

Unit Type

Formation

Grade

Number

Strength

Weapon

League Infantry

Tercio

Veteran

40 - 48

P/s

League Infantry

Tercio

Regular

40 - 48

P/s

Imperial Infantry

Tercio

Veteran

20 - 24

p/S

Imperial Infantry

Tercio

Regular

20 - 24

p/S

Life Guard Horse

Caracole

Elite

Imperial Cuirassier

Caracole

Veteran

8 - 12

Imperial Cuirassier

Caracole

Regular

8 - 12

Imperial Arquebusier

Caracole

Regular

8 - 16

League Horse

Caracole

Regular

10 - 20

Skirmisher

Regular

8 - 10

Demi-Cannon

Artillery

Regular

Demi-Culverin

Artillery

Regular

Falcon

Artillery

Regular

Croat Horse

Army:

Commander:
Generals:

Catholic League/Imperial Army 1632

Tilly
Aldringen, Schonberg, Pappenheim, Erwitte

Unit Type

Formation

Grade

Number

Strength

Weapon

League Infantry

Tercio

Veteran

32 - 40

P/s

League Infantry

Tercio

Regular

20 - 60

P/s

Imperial Infantry

Tercio

Veteran

20 - 48

p/S

Imperial Infantry

Tercio

Regular

16 - 20

p/S

League Cuirassier

Caracole

Regular

14 - 20

League Horse

Caracole

Regular

8 - 12

Imperial Cuirassier

Caracole

Regular

Imperial Arquebusier

Caracole

Regular

Skirmisher

Regular

8 - 10

Demi-Cannon

Artillery

Regular

Demi-Culverin

Artillery

Regular

Falcon

Artillery

Regular

Croat Horse

Army:

Commander:
Generals:

Imperial Army 1632


Wallenstein
Holk, Collorado
Formation

Grade

Number

Strength

Weapon

Imperial Infantry

Unit Type

Later Tercio

Veteran

16 - 20

p/S*

Imperial Infantry

Later Tercio

Regular

16 - 20

p/S*

Imperial Cuirassier

Trotter

Veteran

8 - 12

Imperial Cuirassier

Trotter

Regular

8 - 16

Imperial Arquebusier

Caracole

Regular

8 - 16

Dragoon

Dragoon

Regular

Skirmisher

Regular

Demi-Cannon

Artillery

Regular

Demi-Culverin

Artillery

Regular

Falcon

Artillery

Regular

*Battalion Gun

Artillery

Croat Horse

Army:

Commander:
Generals:

Catholic League/Imperial Army 1632-33


Bonninghausen
Gronsfeld, Merode, Geleen

Unit Type

Formation

Grade

Number

Strength

Weapon

League Infantry

Later Tercio

Veteran

16 - 28

p/S*

League Infantry

Later Tercio

Regular

16 - 24

p/S*

Imperial Infantry

Later Tercio

Veteran

16 - 28

p/S*

Imperial Infantry

Later Tercio

Regular

16 - 20

p/S*

Trotter

Elite

Life Guard Cuirassier


Imperial Cuirassier

Trotter

Veteran

Imperial Arquebusier

Caracole

Regular

League Arquebusier

Caracole

Regular

Imperial Dragoon

Dragoon

Regular

10

Demi-Cannon

Artillery

Regular

Demi-Culverin

Artillery

Regular

Falcon

Artillery

Regular

*Battalion Gun

Artillery

Army:

Commander:
Generals:

Imperial Army 1634


Ferdinand III
Gallas, Fernando

Unit Type

Formation

Grade

Number

Strength

Weapon

Imperial Infantry

Later Tercio

Veteran

16 - 20

p/S*

Imperial Infantry

Later Tercio

Regular

16 - 20

p/S*

Life Guard Cuirassier

Trotter

Elite

Imperial Cuirassier

Trotter

Veteran

Imperial Cuirassier

Trotter

Regular

Imperial Arquebusier

Caracole

Regular

Imperial Dragoon

Dragoon

Regular

10

Skirmisher

Regular

Demi-Cannon

Artillery

Regular

*Battalion Gun

Artillery

Formation

Grade

Number

Strength

Weapon

Bavarian Infantry

Later Tercio

Veteran

20

p/S*

Bavarian Infantry

Later Tercio

Regular

16 - 24

p/S*

Bavarian Cuirassier

Trotter

Veteran

Bavarian Horse

Trotter

Regular

10

Bavarian Arquebusier

Trotter

Regular

Bavarian Dragoon

Dragoon

Regular

Demi-Cannon

Artillery

Regular

*Battalion Gun

Artillery

Formation

Grade

Number

Strength

Weapon

Spanish Infantry

Tercio

Veteran

16 - 38

p/S

Spanish Infantry

Tercio

Regular

16 - 30

p/S

Life Guard Horse

Caracole

Elite

Spanish Horse

Caracole

Veteran

10 - 14

Spanish Horse

Caracole

Regular

10 - 14

Spanish Dragoon

Dragoon

Regular

10

Falcon

Artillery

Regular

Croat Horse

Army:

Commander:

Bavarian Army 1634


Duke Charles IV

Unit Type

Army:

Commander:

Spanish Army 1634


Leganes

Unit Type

Catholic League/Imperial Generals


Name

Army

Personality

Tactics

Strategy

Command

Imperial

Poor

Good

Poor

Catholic League

Good

Good

Average

Imperial

Poor

Poor

Average

Catholic League

Average

Average

Average

Lieutenant Colonel Gronsfeld

Imperial

Cautious

Average

Poor

Average

Marshal von Schonberg

Imperial

Average

Average

Average

Count Gottfried Heinrich von Pappenheim

Imperial

Rash, Insub.

Good

Poor

Average

Count Henrich von Holk

Imperial

Good

Average

Poor

Count Rodolfo di Colloredo

Imperial

Average

Poor

Poor

Field Marshal Lothar von Bonninghausen

Imperial

Poor

Poor

Poor

Lieutenant-General Count von Gronsfeld

Catholic League

Quarrelsome

Poor

Poor

Average

Count Jean de Merode-Waroux

Imperial

Average

Poor

Poor

Marshal Gottfried von Geleen

Imperial

Poor

Poor

Average

Ferdinand III King of Hungary & Bohemia

Imperial

Poor

Poor

Average

Count Matteo Galasso

Imperial

Average

Poor

Poor

Prince Fernando Hapsburg

Imperial

Good

Poor

Poor

Duke Charles IV of Lorraine

Imperial

Rash

Average

Poor

Poor

Baron Peter Melander von Holzapfel

Imperial

Average

Average

Good

Count Johann Cratz von Schaffenstein

Imperial

Quarrelsome

Average

Poor

Average

Albrecht von Wallenstein


Count Jean TSerclaus Baron of Tilly
Marshal von Furstemberg
Marshal von Erwitte

The table above describes the skills and attributes of the leading generals that took part in this campaign. The rules that
apply to these factors can be found in the main Father Tilly rule-set.

Catholic League/Imperial Armies

When compared to the armies that fought in previous campaigns, the Imperial and Catholic League armies of 1630-31
were little changed, there was still the reliance on massive squares of veteran infantry and sturdy blocks of cuirassier.
However, after the defeat at Breitenfeld, Wallenstein sought to reorganise the catholic forces to deal with the more
flexible Swedish army. Infantry formations were reduced in size and depth resulting in the Later Tercio formation and
heavy cavalry were ordered not to use the caracole and are now reclassified as trotters.

Infantry

Later tercios are three figure depth units that can have a battalion gun attached. Firepower can be further increased
by replacing the front rank of pikemen with shot - this would mean that a three figure depth unit would only have two
ranks of pike.

Cavalry

The heavy cavalry units (Cuirassier & Horse) also found their depth reduced and tactics changed to trotter. These units
will now have a one figure depth. Arquebus units were to retain their previous organisation and caracole tactics.

Army:

Commander:
Generals:

Swedish Army 1630

Gustavus Adolphus
Baner, Horn, Knyphausen, Teuffel, Torstensson
Formation

Grade

Number

Strength

Weapon

Royal Guard Company

Unit Type

Regiment

Elite

Swedish Infantry

Regiment

Veteran

10 - 12

p/S*

Scottish Infantry

Regiment

Veteran

10 - 12

p/S*

German Infantry

Regiment

Regular

10 - 16

p/S*

Swedish Horse

Trotter

Veteran

8 - 16

Demi-Cannon

Artillery

Regular

Demi-Culverin

Artillery

Regular

*Battalion Gun

Artillery

Army:

Commander:
Generals:

Swedish Army 1631

Gustavus Adolphus
Baner, Horn, Knyphausen, Teuffel, Tortensson

Unit Type

Formation

Grade

Number

Strength

Weapon

Royal Guard Company

Regiment

Elite

Royal Guard Infantry

Regiment

Veteran

28

p/S*

Swedish Infantry

Regiment

Veteran

10 - 20

p/S*

Scottish Infantry

Regiment

Veteran

10 - 16

p/S*

German Infantry

Regiment

Regular

12

10 - 24

p/S*

Life Guard Horse

Trotter

Elite

Finnish Horse

Galloper

Veteran

Swedish Horse

Trotter

Veteran

German Horse

Trotter

Regular

10

8 - 14

Demi-Cannon

Artillery

Regular

Demi-Culverin

Artillery

Regular

*Battalion Gun

Artillery

Army:

Commander:
Generals:

Swedish Army 1632

Gustavus Adolphus
Baner, Horn, Knyphausen, Teuffel, Tortensson
Formation

Grade

Number

Strength

Weapon

Royal Guard Company

Unit Type

Regiment

Elite

Swedish Infantry

Regiment

Veteran

10 - 12

p/S*

Scottish Infantry

Regiment

Veteran

10 - 12

p/S*

German Infantry

Regiment

Veteran

10 - 12

p/S*

German Infantry

Regiment

Regular

16

10 - 36

p/S*

Life Guard Horse

Trotter

Elite

Finnish Horse

Galloper

Veteran

Swedish Horse

Trotter

Veteran

German Horse

Trotter

Regular

16

8 - 12

German Dragoon

Dragoon

Regular

Demi-Cannon

Artillery

Regular

Demi-Culverin

Artillery

Regular

*Battalion Gun

Artillery

Army:

Commander:
Generals:

Saxon Army 1631

Arnim
Sax-Altenburg, Bindauf

Unit Type

Formation

Grade

Number

Strength

Weapon

Saxon Household Foot

Regiment

Regular

p/S

Saxon Infantry

Regiment

Conscript

36 - 40

p/S

Saxon Infantry

Regiment

Militia

36 - 40

p/S

Life Guard Horse

Trotter

Regular

16

Saxon Horse

Trotter

Conscript

20

Saxon Horse

Trotter

Militia

10

Demi-Cannon

Artillery

Regular

Demi-Culverin

Artillery

Regular

Army:

Commander:
Generals:

Swedish Army 1633

Duke Georg of Brunswick-Luneburg


Stalhansk, Kagge, Knyphausen, Melander, Uslar

Unit Type

Formation

Grade

Number

Strength

Weapon

Scottish Infantry

Regiment

Veteran

10

p/S*

English Infantry

Regiment

Veteran

12

p/S*

German Infantry

Regiment

Veteran

10 - 12

p/S*

German Infantry

Regiment

Regular

10

10 - 12

p/S*

Life Guard Horse

Trotter

Elite

Finnish Horse

Galloper

Veteran

Swedish Horse

Trotter

Veteran

German Horse

Trotter

Regular

German Dragoon

Dragoon

Regular

Demi-Cannon

Artillery

Regular

Demi-Culverin

Artillery

Regular

*Battalion Gun

Artillery

Army:

Commander:
Generals:

Swedish Army 1634

Duke Bernhard of Sax-Weimar


Horn, Cratz

Unit Type

Formation

Grade

Number

Strength

Weapon

Scottish Infantry

Regiment

Veteran

10 - 12

p/S*

Swedish Infantry

Regiment

Veteran

10 - 12

p/S*

German Infantry

Regiment

Veteran

10 - 12

p/S*

German Infantry

Regiment

Regular

12

10 - 36

p/S*

Life Guard Horse

Trotter

Elite

10

Swedish Horse

Trotter

Veteran

German Horse

Trotter

Veteran

German Horse

Trotter

Regular

16

German Dragoon

Dragoon

Veteran

12

German Dragoon

Dragoon

Regular

Demi-Cannon

Artillery

Regular

Demi-Culverin

Artillery

Regular

*Battalion Gun

Artillery

Swedish Generals
Name

Army

Personality

Tactics

Strategy

Command

Gustavus Adolphus King of Sweden

Swedish

Good

Average

Good

Marshal Count Gustav Horn

Swedish

Cautious

Average

Average

Average

General Johann Baner

Swedish

Rash, Quarrel

Average

Poor

Poor

Colonel Lennart Torstensson

Swedish

Average

Average

Average

Saxon

Good

Average

Average

Major General Teuffel

Swedish

Average

Poor

Average

Major General John Hepburn

Swedish

Average

Average

Average

Duke Georg of Brunswick-Luneburg

Swedish

Poor

Average

Average

Field Marshal Baron von Knyphausen

Swedish

Cautious, Quarrel

Average

Poor

Average

Duke Bernhard von Sax-Weimar

Swedish

Average

Good

Average

Count Johann von Vitzthun

Swedish

Quarrelsome

Poor

Poor

Average

Lieutenant General Georg von Arnim

The table above describes the skills and attributes of the leading generals that took part in this campaign. The rules that
apply to these factors can be found in the main Father Tilly rule-set.

The Swedish Army

The basic unit formations of the Swedish army are shown in the Father Tilly rules but in this section we will be taking a
more detailed look at the tactics employed and the rules we need to employ to accommodate them.

Artillery

This would usually be placed in one or two powerful batteries in a central position in front of the infantry. The infantry
units that occupied the first line would be equipped with battalion guns, but not the infantry in the second line. Battalion
guns were sometimes detached from the infantry to form light gun batteries.

Horses

Cavalry

The first thing to say about the cavalry was that it was rather poorly mounted when compared to other European cavalry.
However, after the Battle of Breitenfeld, the army had access to better mounts and the quality of the Swedish horse
improved. How this is reflected in the rules is that all Swedish, or German horse will not gain a charge bonus to damage
in combat (i.e. they will only inflict a kill result on a 4+ rather than the usual 3+). After Breitenfeld, this penalty is
removed.

Armour

Most cavalry will count as having no armour, the Swedish king preferred greater mobility over protection. However, some
horse units can still be considered armoured and there were even cuirassiers - the Livonian Aderkas regiment - which
counts as heavily armoured. For those horse units that do not wear armour, mobility will be improved in the following
way - players that roll a one or two with movement dice can choose to ignore the score and apply another (max. six).
Also, cavalry can break contact without a morale test if no kills were inflicted in that round of combat and can even do
so if kills were inflicted - although this does require a morale test. These improvements only apply to horse that are not
wearing armour.

Tactics

The horse employ trotter tactics meaning that they fire their pistols (hopefully at the enemy) before they make contact
at a steady trot. Short approaches to the enemy were preferred and so any contact that is made from a unit that did
not move in the previous turn does not require a charge test. If the unit did move in the previous turn, for example it
moved towards the enemy or broke contact - a charge test is required (a charge test will always be required if the unit
is disordered or has lost a figure - whether it moved previously or not).
Finnish cavalry are classed as gallopers, this means that they do not require a charge test to make contact with their
enemy, in fact all they need to do is move into contact during the movement phase, if the distance that they have
moved is sufficient to bring them into contact with the target. Finnish cavalry moves straight into contact without any
preliminary firing. If the attack move is in a straight line they gain the bonus to damage (3+ to inflict a kill), if the unit
wheeled or turned into contact - they dont (4+ to kill).
A crucial element to the success of the cavalry is the support from infantry detachments, without them the lighter
Swedish cavalry would have little hope against the heavier Catholic horse. Players that take a quick look at the army lists,
note that they have veteran cavalry and hurl them into the nearest cuirass regiment are going to be very disappointed.
Swedish cavalry is good but it has to be used carefully. One movement base of shot (four figures) can be placed between
cavalry regiments - usually only in the first line of cavalry.
Cavalry tended to be deployed in two lines on either flank of the infantry and behind the first line of infantry offering close
support. The first and second lines would be separated by about two hundred yards with shot detachments supporting the
front line cavalry. A small cavalry reserve would often be held back in a central position.

10

Organisation

Infantry

The usual deployment for Swedish infantry was in three regiment brigades, with the central regiment in advance of the
two flanking regiments. If in the first line of the army, each regiment would be equipped with a battalion gun. Three to
four such brigades would usually form the first line with the same or slightly less in the second line. Cavalry could be
placed between these lines to attack disordered enemy infantry.

Movement

Each infantry brigade requires only one command action to command it to move even if the component regiments are not
all going in the same direction (this would usually require one command action per unit). This is permitted as long as the
unit is no more than four inches from another unit in the brigade. If the distance exceeds four inches the unit will have
to be commanded separately. When testing to move a brigade, 1d6 is rolled for movement for each unit in the brigade
- and the best result is taken. For example, a three regiment brigade is moving forward, 3d6 are rolled and a score of 1,
3 and 5 are the result. The player can choose either of these numbers to add to the basic move.

Weaponry

The infantry of the Swedish army was equipped with lighter muskets that did not require the use of a rest. This lighter
weapon had a higher rate of fire but marginally less impact, and in the hands of experienced troops could deliver a
devastating barrage. Infantry equipped with this weapon can fire their front rank figures twice instead of the usual once.
If the firing unit is of regular grade (or worse) they will not benefit from a first-fire bonus - if they are veteran
grade (or better) they will!

Shot Detachments

These are four figure musket units that are placed in between cavalry regiments. They will deliver fire before the cavalry
charges (after the charge declaration but before contact is made) and will also give covering fire if the cavalry is attacked
- the shot will fire at units attacking the cavalry that they are supporting - during the opponents turn. For example, an
Imperial Cuirassier regiment attacks a Swedish horse regiment. The Imperial player declares a charge and then moves
the unit into contact, the Swedish player fires all eligible figures at the attackers before they make contact. Any shot
detachments that are not disordered but are within short range (and arc of fire), will be able to fire on the attacking
unit. The number of figures that can fire does not need to be tested for - they will all fire (plus the extra shots for the
lighter weapon).

Casualties

Damage inflicted on brigades will be applied to the nearest unit in the brigade. When comparing the number of figures
lost to the starting strength of the unit, count all the figures in the brigade rather than just those in the unit. For
example, a unit of twelve figure has just lost two figures, this would normally mean 10% casualties and a morale test.
However, the starting strength of the brigade was thirty-six figures and so no morale test is required (four figures would
need to be lost for 10%).
When casualties are inflicted on shot detachments, they count their starting strength as the number of figures in the
detachment plus the number of figures in the cavalry regiment that they are supporting (assuming there is one). For
instance, a four figure shot detachment is supporting a six figure cavalry regiment - this gives the infantry (and cavalry)
an effective starting strength of ten.
And finally, when testing for risk to general against the figure of Gustavus Adolphus add one to each die score (as well as
the number of hits inflicted) - if only he had been wearing armour...

11

Background

First Echelon Command: Baner


Yellow Brigade, Infantry Regt - 1st Bn, Veteran, 12, p/S.
Yellow Brigade, Infantry Regt - 2nd Bn, Veteran, 12, p/S.
Yellow Brigade, Infantry Regt - 3rd Bn, Veteran, 12, p/S.
Stalhansk (Finns), Galloper, Veteran, 8, S.
Wunsch (Finns), Galloper, Veteran, 8, S.
Tott, Trotter, 1st Squadron, Veteran, 6, S.
Tott, Trotter, 2nd Squadron, Veteran, 6, S.
Tott, Trotter, 3rd Squadron, Veteran, 6, S.
Soop, Trotter, Veteran, 9, S.
Brahe, Trotter, Veteran, 9, S.
Artillery, Battalion Gun for each infantry battalion.

It was midway through September in 1631 that the Swedish


army was joined by its Saxon allies and Gustavus now felt
strong enough to take on Tilly, even though the Saxons
were untried in battle.
Tilly, the Catholic League commander had also been
awaiting reinforcements but Pappenheim recommended
immediate battle, he considered the Saxons to be a rabble
and the Swedes not strong enough on their own to withstand
the might of the League. Tilly was not persuaded but on
a reconnaissance mission Pappenheim established contact
with the Swedish army and sent an alarming message back
to say that he was now too heavily engaged to withdraw
safely. Unless Tilly backed his general up with the whole
army - all would be lost! Not wishing to abandon his men,
Tilly advanced the army to Breitenfeld - only to find the
Swedish army was still some way off - Pappenheim had
exaggerated the situation to lure his leader into a fight with
the Swedes. Although the Swedish army was at a distance
it was now too late to withdraw - at least Pappenheim had
chosen a decent place for a battle.

Second Echelon Command: Gustavus


Rhinegrave, Trotter, 1st Squadron, Regular, 6, S.
Rhinegrave, Trotter, 2nd Squadron, Regular, 6, S.
Rhinegrave, Trotter, 3rd Squadron, Regular, 6, S.
Reserve Command: Gustavus
Aderkas (Livonian Cuirass), Trotter, Veteran, 6, S.
Domhoff, Trotter, Veteran, 3, S.
Sperreuter, Trotter, Veteran, 9, S.
The Tott cavalry regiment count as armoured horse, the
Aderkas regiment are Livonian Cuirass and count as heavily
armoured.

Imperial Command

Field Marshal Pappenheim commanded the left wing of


Tillys army and faced the formidable Gustavus Adolphus
who, although in overall command of the Swedish army,
had placed himself on right flank. The order of battle
shown below represents the majority of Pappenheims
forces present at the battle of Breitenfeld. The unit name,
formation type, grade, strength (number of figures in the
unit) and weapons are shown.

The Terrain

This battle can be fought on a six by four foot table. The


terrain in open apart from the woods (open woods) on the
left. The rest of the battle of Breitenfeld would be fought
away off the right side of the table.

Deployment

Left Wing Command: Pappenheim


Stozzi (Cuirassier), Caracole, Veteran, 10, S.
Neu-Saxon (Cuirassier), Caracole, Regular, 12, S.
Bernstein (Cuirassier), Caracole, Regular, 8, S.
Rangoni (Cuirassier), Caracole, Regular, 10, S.
Piccolomini (Cuirassier), Caracole, Veteran, 10, S.
Merode (Arquebusier), Caracole, Regular, 10, S.
Piccolomini (Arquebusier), Caracole, Regular, 16, S.
Holstein, Tercio, Veteran, 30, p/S.

Gustavus anchored the right wing of his first echelon on the


woods and his left wing on the Yellow Brigade. In between
he deployed his cavalry and supporting shot detachments -
with a considerable force in the second line and in reserve
to be used as the situation developed. Pappenheim placed
the Tercio on his right flank and deployed his cavalry in a
single line facing the Swedes.

The Battle

Swedish Command

At about two in the afternoon, Pappenheim ordered his


command forward. As the cuirass approached the Swedish
line the arquebusiers gave fire - in preparation for the
heavy cavalries attack, but it was only when the Imperials
approached to close range that the Swedes returned fire.
With over eight-hundred muskets firing in a single volley,
the Imperial line became disordered and units began to
fall back.

Gustavus Adolphus positioned himself on the vital right


flank of his army where he could deal directly with the
weight of Imperial Cuirass. The order of battle shown
below represents the majority of the Swedish armies right
flank force at the battle of Breitenfeld. The unit name,
formation type, grade, strength (number of figures in the
unit) and weapons are shown.

12

Pappenheim quickly responded by moving the Holstein


infantry regiment and his arquebusiers to cover the front
while he regrouped and repositioned his cavalry round the
flank of the Swedes. In answer to this move Gustavus bent
the right flank of his first line back and began to extend his
line with units from the rear. Pappenheim again launched
his cavalry at the Swedish line.
In all, it is said that Pappenheim launched seven attacks,
but the Swedish king managed to continue to extend his
line and plug any gaps that opened up. After two hour
of fighting, the Imperials had failed to breakthrough and
Pappenheims troops were now exhausted and totally
disorganised. At this point, Gustavus launched his counterattack with fresh troops - the Imperials gave way - and
the Holstein Tercio became an island in a tide of Swedish
cavalry, a decisive moment in the Battle of Breitenfeld.

Playing the Game

Swedish players may be tempted to launch their cavalry


in a ferocious charge against the approaching cuirass, but
players should remember that this is not what Gustavus did
and there is a reason for that - the Imperial Cuirass will be
able to withstand that charge. So despite having excellent
attacking cavalry, the Swedish player has to use them in
a controlled way - the cavalry must be supported by the
shot. Only when the infantry and cavalry are combined
have they a hope of resisting the heavy Imperial cavalry.
Although the Imperial cavalry relied mainly on the caracole
tactic, this was of course only a prelude to the cavalry
charge, and with so much supporting shot, the Imperial
player cannot spend too much time softening up their
opponent with preparatory shooting - they must charge
home as soon as possible. This will be the heavy cavalries
best chance if they are to avoid too many casualties before
they make contact.

This scenario presents an excellent opportunity to try out


the different tactics used by the Imperials and Swedes.

13

Background

Over a year after Breitenfeld, with Tilly now dead and


Wallenstein in his place the Swedish army appeared to be
preparing to see out the winter in Naumburg. As Gustavus
began to circle the town with earthworks, Wallenstein
assumed that the Swedish army was taking up its winter
quarters and so the Imperial commander gave orders for
his army to disperse into separate corps to wait for the
next campaign season.
However, on the 15 November the Swedish king marched
out of camp and led his army towards Leipzig. Surprised by
this move, Wallenstein had to gather his scattered forces,
there was definitely another turn left in this years game!
Wallensteins first move was to quickly dispatch a small
force of Croats and infantry to occupy the Swedes, hoping
to buy enough to allow him to reform his army. This small
force fought well and brought Wallenstein enough time to
select Ltzen as a good spot for a defensive battle.

The Scenario

Ltzen is another epic Thirty Years War battle and one that
will not be tackled in its entirety here. Rather this scenario
deals with one crucial part of the battle - when victory
hung in the balance, and when the Swedish king involved
himself directly in the fighting. Realising that his attack
was becoming disordered and fearing a Catholic counterattack, the King gathered up a force of cavalry and led
them in a furious charge hoping to swing the initiative
back in his favour, however, the fog that had smothered
the early stages of the fighting and then receded once
again returned - and the king disappeared from view.
This scenario sets out to recreate the confusion and disorder
that surrounded the death of the king. The Swedish player
has a small starting force and then at random points during
the game will be reinfored by random units as they blunder
about the fog-bound battlefield. The Imperial player will
also start with a small force, one that has accidentally
discovered the Swedish king. This force will also receive
random reinforcements during the game.

Die Roll
1
2
3
4
5
6

Reinforcements
None

None

Swedish Horse
German Horse
Swedish Shot
German Shot

Grade
Veteran
Regular
Veteran
Regular

For each unit that arrives, the player rolls another d6 to


determine the unit size: 1d6 + 2 is the number of figures.
Another d6 is rolled to determine the order of the unit,
an even score means the unit is formed and an odd
number means it is disordered. None of the units will be
disciplined. If arriving units are too small they can be
grouped together if of the same type, by simply moving
them into contact with each other.
Reinforcements will arrive during the usual stage at the
end of the phase.

The Imperial Command

The Imperials begins the battle with two Cuirassier


regiments, both of which are formed.
At the start of each turn the Swedish player rolls 1d6 and
refers to the following table.
Die Roll
1
2
3
4
5
6

Reinforcements
None

None

Cuirassier

Arquebusier
Croat Horse

Shot

Grade
Veteran
Regular
Regular
Regular

For each unit that arrives, the player rolls another d6 to


determine the unit size: 1d6 + 2 is the number of figures.
Another d6 is rolled to determine the order of the unit,
an even score means the unit is formed and an odd
number means it is disordered. None of the units will be
disciplined. If arriving units are too small they can be
grouped together if of the same type, by simply moving
them into contact with each other.

The Swedish Command

Gustavus begins the battle with two Swedish cavalry


regiments, both of which are disordered.
At the start of each turn the Swedish player rolls 1d6 and
refers to the following table.

The Terrain

This scenario can be fought on a six by four foot table. The


terrain in open apart from the woods (open woods), a road
through the middle and a number of fields (the hedges
provide cover).

14

Deployment

The Swedish units start the battle Disordered, the king is


within command range of these units. The size of the units
must be diced for (see above).
The Imperials start the battle formed, the players leader
Prince Piccolomini is not present at the start of the battle.
The Imperial player will roll 1d6 at the end of the phase,
a score of three or more and the Prince will appear. Until
then, the Imperial player will randomly determine the
actions of their units (and cannot choose an Initiative
Number or receive war-tokens).
Die Roll
1
2
3


4
5
6

Action
None
None.
Move towards own leader if not within CR
if not as 4.
Normal move towards enemy.
Fire at enemy if in range is not, as 4.
Fire at enemy if in range is not, as 4.

Use this method for determining actions for all arriving


units that are outside of command range.

Reinforcements

Players will dice for reinforcements. Their arrival point


will be randomly generated (see the following table).
Die Roll
1
2
3
4
5
6

Arrival Point
Left flank before the road.
Left flank after the road.
Right flank before the road.
Right flank after the road.
Own rear table edge.
Own table edge.

For example, the Swedish player is dicing for arrivals and


gets a shot unit. 1d6 is rolled and a score of two is the
result. This means that the unit will appear on the players
left flank but on the far side of the road (in the Imperials
half). The exact point is chosen by the player but it
cannot be closer than 12 inches from any enemy units.

15

If the Imperial player has a unit on the table that is routing,


they will not be able to bring any reinforcements on that
turn.
Due to the random nature of the troop arrivals, players
may run out of figures to represent the required units. If
this occurs, the player has one chance to re-roll the dice
in the hope of getting troops that they do still have enough
of, failure means that there will be no reinforcements that
turn.

Objectives

The Imperial players are simple - kill or capture the King.


The Swedish players objectives are to inflict as much
damage on the Imperials as possible within the alloted
time - and for the king to remain alive! Players can elect
to play the game initially for ten turns, if this feels like
insufficient time then they can alloate more turns, as long
as both sides agree before hand.

will move in a random direction. Roll 1d6, a score of one


to two and the unit moves off diagonally left, three or four
and the move is straight ahead, five and six - diagonally
right.
Units that are at the limit of visibility i.e.twelve inches
for thin fog or six inches with thick fog, will be seen, but
their identity will not be known if that unit was not seen
last turn. The controlling player rolls 1d6 to determine the
reaction of their unit, an odd score means the unit fires on
this partially visible unit (if in range), an even score means
that it does not fire.

Playing the Game

The highly uncertain nature of this scenario means that it


can be played-out several times without risk of too much
repetition. Different units will appear in different places
presenting a different challenge every time. Players can
increase or decrease the duration of the game to increase
or decrease the level of difficulty.

Risk to Generals

The rules that control the risk to generals are already


described in the Father Tilly rules. Generals can be fired
on if a Target General token is played or can be killed in
combat if the general is attached to a unit. If the general
is not attached to a unit it is assumed that the leader will
automatically avoid contact with enemy units.

Fog

The battlefield at Ltzen was from time to time enveloped


in fog. Each turn a player must roll 1d6 if any fog is present,
a score of five means that thin fog is present, a score or six
means that thick fog is present. If so, 1d6 is rolled again to
determine the location of any fog.
Die Roll Fog Location
1 Entire Swedish half.
2 Entire Imperial half.
3 Central band across width of table 20 wide.
4 Entire width of table 20 wide, Swedish left.
5 Entire width of table 20 wide, Swedish right.
6 Whole table.
If fog was present in the previous turn a score of four, five
or six is needed for it to be present in the following turn.If
thin fog is present, visibility in or out of it will be reduced
to twelve inches and six inches if thick fog. Units that are
moving in the fog and can no longer see their opponents

16

Background

Swedish Command

The Swedish plan was to position the army in a way that


would threaten the besiegers supply route to the Danube
whilst launching attacks to drive them from the ancient
walls of the town.

Swedish Command: Horn


Rantzau Brigade, Infantry Regt, 1st Bn, Veteran, 12, p/S.
Rantzau Brigade, Infantry Regt, 2nd Bn, Veteran, 12, p/S.
Rantzau Brigade, Infantry Regt, 3rd Bn, Veteran, 12, p/S.
Scots Brigade, Infantry Regt, 1st Bn, Veteran, 12, p/S.
Scots Brigade, Infantry Regt, 2nd Bn, Veteran, 12, p/S.
Scots Brigade, Infantry Regt, 3rd Bn, Veteran, 12, p/S.

During September of 1634, the medieval walled town of


Nordlingen was subject to a siege by Imperial forces. The
small garrison had already thrown back one attack with
some loss to the Imperials - but how long could it hold out?
Having already lost several important towns, the Protestant
forces could not show weakness by losing another. A relief
force had to be sent.

The order of battle shown below represents Horns


command for the assault on the Catholic positions. The
unit name, formation type, grade, strength (number of
figures in the unit) and weapons are shown.

The terrain was tricky, undulating and wooded, and


insufficient scouting meant that the Swedish army quickly
became bogged down in fierce skirmishes with enemy
Croats and Arquebusiers. Eventually, the Swedish army
deployed in front of the Catholic positions, a wooded
slope topped with earthworks. The Swedish general Horn
decided on a frontal assault!

Pfuhl Brigade, Infantry Regt, 1st Bn, Regular, 12, p/S.


Pfuhl Brigade, Infantry Regt, 2nd Bn, Regular, 12, p/S.
Pfuhl Brigade, Infantry Regt, 3rd Bn, Regular, 12, p/S.
Wurtemberg Brigade, Inf Regt, 1st Bn, Regular, 20, p/S.
Wurtemberg Brigade, Inf Regt, 2nd Bn, Regular, 20, p/S.
Wurtemberg Brigade, Inf Regt, 3rd Bn, Regular, 20, p/S.

17

Spanish Command

hill. This attack was conducted with far less enthusiasm


and failed to breach the Spanish defences.

The order of battle shown below represents a part of the


Spanish command at the Battle of Nordlingen. The unit
name, formation type, grade, strength (number of figures
in the unit) and weapons are shown.

As the afternoon wore on, Horn reorganised his veteran


Scots and German infantry and sent them once more up
the hill. Again and again he launched attacks that were
driven back by fire from the earthworks and were harried
by enemy cavalry. Finally, as the battle began to turn
against the Swedes elsewhere, Horn gave up his attack.

Spanish Command: Leganes


Toralto, Tercio, Regular, 16, p/S.
Salm & Wurmser, Tercio, Regular, 30, p/S.
Leslie, Tercio, Regular, 16, p/S.
Idiaquez, Tercio, Veteran, 36, p/S.
Arberg (Horse), Caracole, Regular, 8, S.
Artillery: Four Falcons.

Not wishing to risk the same fate as Magdeburg, the town


of Nordlingen surrendered having negotiated good terms.

The Terrain

This battle should be fought on a six by four foot table.


The Spanish occupy the Allbuch, an area of high ground
(with gentle slopes) with open woods on its slopes. The
earthworks on the top of the hill provide cover for the
units sheltering behind them.

Deployment

Horn deployed two brigades of infantry for the first wave


of attack with another two brigades behind for the second
wave. Horn selected the two veteran brigades for the first
wave, although players do not have to make the same
choice.
The Spanish deployed three tercios and the light artillery
behind the earthworks. In reserve was the veteran Idiaquez
regiment and the Arberg cavalry regiment. Neither of
these reserve units can be spotted from the lower slopes
and only need to be placed when enemy units contact the
earthworks - although the Spanish player should mark their
location on a map beforehand.

The Battle

Horn launched the Rantzau and Scots brigades up the slope


first. Although initially covered by the woods, the leading
infantry had to cross open ground as they approached
the Spanish defences, and here they suffered from the
defenders fire. However, the attackers did contact the
defenders and drove them from their positions. As the
attacking Scots and German infantry surged into the
abandoned works they became disordered and it was at
this point that Leganes unleashed his veteran infantry the attackers were quickly driven back down the hill.
It was time for Horn to order the second wave of the
attack, and the next two brigades made their way up the

18

New Tokens

Included in this supplement are a number of additional


War Tokens. These differ from the usual in that they only
feature a generals name or the name of an army. These
new tokens can be added to the players existing deck if
they are present at the battle. For example, if Gustavus
is about to face Pappenheim, both of their tokens will be
added to the deck along with the Swedish army token and
the Imperial army token.
These new tokens will have different effects depending
on who uses them. If for example, the League player picks
up either the Father Tilly token or the League army token,
these can be used in a variety of beneficial ways. However,
if the opposing player uses one of these tokens, they will
have a detrimental effect on the League army.

Beneficial Effect

When a player uses one of their own tokens (i.e. their own
general or army token) they can play it as if it were a
Resolve token or Bravery, Indomitable, Rally, Sharpshooter,
Dead Shot, Ferocity, Stalwart, Counter-Attack,Pay Day,
Ambush, Find a Path, Scouting or Reinforce token. Once
played - the card is discarded in the usual way.

Detrimental Effect

When a player plays one of the opposing sides tokens, i.e.


the League player plays Mansfelds army token, the token
can be used as if it were one of the following - Looters,
Powder Explosion (etc), Difficult Ground, Question Orders,
Mutiny, Unrest, Generals Quarrel, Generals Drunk, Target
General, Leader Killed, Low Ammo, Spy, Traitor, Curse or
Nuns (see later in this section).
These tokens can be played on units or generals that have
already received a token that turn.
Unlike most War Tokens, these do not have the usual
subheadings of Deploy, Leader, Initiative etc. They can be
used in this way but only count as factor one i.e. one extra
point of Initiative or one Deployment Point.

Staggered

This token must be played on a unit that has just been


fired on from first-fire at short range and has suffered
more hits than it has movement bases. If this occurs the
unit is moved back one inch. The damage that it receives
will be limited to one figure loss only (falling back reduces

19

the damage). It can be played on enemy units to prevent


them charging next turn or it can be played on friendly
units to limit the damage that they receive.

Hackapells

This token refers to the fearsome battle cry of the Finnish


cavalry hackapells or hack em down!. When played on
Finnish cavalry in close combat they count each figure
in contact twice (not twice for overlaps) for that phase.
When played on Finnish cavalry that are pursuing routers,
they will not be able to break contact until the pursued
unit is destroyed. In this scenario, the token can be played
by the opposing side who may be grateful to see the unit
disappear even at the cost of one of their own.

Imperial Army

Catholic League
Army

Spanish Army

Bavarian Army

Marshal von
Erwitte

Lieutenant Colonel
Gronsfeld

Marshal von
Schonberg

Marshal von
Furstemberg

Count von
Pappenheim

Count von
Holk

Count Rodolfo
di Colloredo

Lothar von
Bonninghausen

Count von
Gronsfeld

Count Jean de
Merode-Waroux

Gottfried von
Geleen

Ferdinand III

Count Matteo
Galasso

Prince Fernando
Hapsburg

Duke Charles IV
of Lorraine

Baron Melander
von Holzapfel

Count Johann Cratz


von Schaffenstein

Swedish Army

Saxon Army

Gustavus
Adolphus

Marshal Horn

Johann Baner

Lennart
Torstensson

Georg von
Arnim

Major General
Teuffel

Major General
John Hepburn

Duke Georg of
Brunswick-Luneburg

Baron von
Knyphausen

Duke Bernhard
von Sax-Weimar

Leader In1

Count Johann
von Vitzthum
Leader A3

Deploy 1

STAGGERED
Initiative 1

Morale 3

Deploy 3

HACKAPELLS

Leader V2

Deploy 2

HACKAPELLS

Initiative 2

Morale 1

Initiative 3

Morale 2

Leader V1

Deploy 3

Leader A2

Deploy 2

STAGGERED
Initiative 2

Morale 1

STAGGERED
Initiative 3

Morale 2

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