Field of Glory Renaissance
Field of Glory Renaissance Rulebook
Table of Contents
Table of Contents
- Introduction to the Rules
- Design Philosophy
- The Basics
- Troops
- Battle Groups
- Command and Control
- Playing the Game
- General Movement Rules
- Impact Phase
- Declaration of Charges
- Legal Charge Contact
- Charging With Your Battle Groups
- Formation Changes When Charging or Being Charged
- Charging to Contact and Stepping Forwards
- Charging a Flank or Rear
- Charging the Flank or Rear of a Tercio
- Charging the Flank of a Keil
- Troops Who Cannot Charge
- Attempts to Charge Mounted Battle Troops or Elephants With Foot Battle Troops
- Attempts to Charge or Receive a Charge With Light Troops
- Manoeuvre Phase
- Shooting Phase
- Melee Phase
- The Combat Mechanism
- Joint Action Phase
- Battle Group Deterioration
- Victory and Defeat
- Special Features
- Appendix 1: Scales, Base Sizes and Detailed Troop Types
Introduction to the Rules
This book is designed both to explain the game and be a reference guide when playing. To make the rules easier to follow we have added examples, detailed descriptions and explanations of unusual cases in an appendix at the end of the book.
Throughout the rules bold italicized text indicates that there is more information to be found later. You will also find numerous diagrams that will assist your understanding together with a number of useful TIPS or hints to assist your game-play.
Design Philosophy
This section explains the rationale behind the different terms used and outlines the design concepts and approach that we have adopted.
The design team are passionate about history. We are dedicated to historical realism, but, without compromising on that, our aim is to create a game that is easy and fun to play. We have used the same basic mechanisms that will be familiar to players of the original Field of Glory rules for ancient and medieval warfare, but have given them new twists to bring out the unique flavour of Renaissance warfare.
In Field of Glory Renaissance, you take the role of the army commander and his senior generals, giving the rules a top-down style and feel. Historical accounts describe battles as a series of events and phases rather than unremitting action. We have tried to reflect this ebb and flow of events rather than get locked into a fixed timeframe.
Armies of this era had a common theme, whatever their organisation at the micro level. Each had a commander-in-chief and a few senior commanders who would usually take charge of a wing or the centre. Subordinate to these was another layer of commanders who would control the various tactical "formations" which often consisted of a number of "units" or regiments brigaded together. In Field of Glory Renaissance we call these formations battle groups.
In Field of Glory Renaissance, you will take command of an army consisting of typically 10-15 battle groups led by the C-in-C and his senior commanders. The game has been designed to ensure that, just as in reality, the commanders (you) are fully occupied from the outset. Your objective is to outmanoeuvre the enemy army and concentrate your forces at the critical points in the battle. If executed well this should destroy the enemy's will to fight and deal a devastating blow to the morale of their commanders (your opponent).
Our companion army list books contain details and organisation for a wealth of accurately researched armies, ensuring that your battles will have a realistic and historical feel. In reality, some of the armies would be relatively small, consisting of as few as several hundred men, whilst others would number in the tens of thousands. Field of Glory Renaissance allows you to see what might have been had these forces been equally matched, as each army can be scaled up or down whilst retaining its individual mix and balance of troops to allow "what if" encounters.
This rule set is built on the popular Field of Glory rules for ancient and medieval warfare and retains their concepts, structure and design philosophy. These have enabled us to model the formations and manner of fighting unique to this period with greater accuracy than before. Gamers who have played Field of Glory will find much that is familiar, but the new features we have introduced give Field of Glory Renaissance a period flavour all its own.
Throughout we have attempted to adhere to the style and layout of Field of Glory as far as possible, so that players familiar with that ruleset will readily adapt to this period. Occasionally we have taken the opportunity to clarify some areas.
Our most important objective is to make the game fun to play whilst retaining a strong historical feel. If we achieve this we have met our goal. So whether you fancy being Gustavus Adolphus or Henri IV it's up to you, happy gaming and may your dice roll high!
The Basics
What You Need to Play Field of Glory Renaissance
- An opponent is ideal: games can be played with one player on each side, solo, or with multiple players on each side.
- A tabletop/board - the game is designed to be played on an area of 180cm x 120cm (or 72" x 48"), but smaller or larger spaces can be used.
- Two opposing armies of miniature figurines suitably painted and mounted on bases of the same width. These figurines can be of any scale. Those which work best are 15mm or 25/28mm tall. These can be easily obtained either painted or unpainted from a wide range of suppliers.
- Terrain for your battlefield, such as hills, rivers, marshes and so on. These are all commercially available and described in more detail later. In particular we recommend the range of terrain specially designed for Field of Glory from Miniature Worldmaker.
- Dice: normal cubes numbered 1 to 6 (d6). Ideally, each player should have about 10 of one colour and 5 each of two other colours.
- A means of measuring distances: a tape measure or a set of measuring sticks marked off in inches or mm.
TIP! Which figure scale you choose is unimportant in Field of Glory Renaissance as the rules are designed to suit any scale. Try to find out what other local players are using and plan accordingly.
Measurement
Measurement in Field of Glory Renaissance is by movement units. One movement unit, or MU for short, is usually either 25mm or 1 inch, as agreed by the players or decided by tournament organisers, regardless of figure scale. Alternatively, if using 25/28mm or larger figures on a table larger than 6 x 4 feet, a scale of 1MU = 1.5 inches or 40mm may be preferred.
Bases
A base is a rectangle on which model figurines are mounted. The number and type of figurines gives a visual representation of the troops involved. Each base represents a certain number of actual men, and this is explained in further detail in Appendix 1.
Our companion army list books specify the number and type of bases which make up a battle group. These are the playing pieces in Field of Glory Renaissance.
All the figurines used in Field of Glory Renaissance are mounted on bases of the same width. When using 15mm or smaller scale figures, a base is 40mm wide, for 25/28mm figures it is 60mm wide. The depth of bases and the number of figures mounted on each base are listed in Appendix 1.
Troops
Field of Glory Renaissance features a wide range of different troop types. These reflect the huge variety that existed in armies of the period. Bases of different troop types are represented in a number of ways. Fast moving, lightly-equipped troops will usually have fewer figurines on a base than slower moving soldiers who fight in close order.
The photograph below shows several different types of troops. These are defined by four parameters: troop type, armour, quality (skill) and combat capabilities. It is this mix of parameters that allows Field of Glory Renaissance accurately to portray the wide variety of troop types that existed in the early modern world.
Troop Type
Troop types are divided into three categories, and then several sub-categories, according to how they moved and fought on the battlefield. Different troop types are based in different ways. The two main categories are foot and mounted, and they are sub-divided as follows (see Appendix 1 for further information).
Mounted: They can be: gendarmes, cavaliers, horse, determined horse, light horse, cavalry or camelry.
Elephants: They can only be elephants.
Foot: They can be: determined foot, heavy foot, medium foot, warriors, light foot, dragoons, mob, battle wagons, light artillery, medium artillery or heavy artillery.
Armour
Some troops benefit from wearing armour. For others, factors such as their mounts or vehicles make these less relevant. There are four levels of armour used in Field of Glory Renaissance. These are, in order of decreasing protection: fully armoured, heavily armoured, armoured and unarmoured.
All troop types have one of these armour qualifiers, except for the following: battle wagons, elephants, and artillery of all types.
Quality
Some troops were better fighters because of their training, experience, morale and/or weapon skills. There are four categories of troop quality: elite, superior, average and poor.
Only exceptional troops with the highest morale are classified as elite. Some of history's finest armies contained a high proportion of superior combatants, whilst others consisted of average or poorer quality troops. Generally, an army of inexperienced troops will be weaker than a veteran force. To compensate for this, in Field of Glory Renaissance, it costs fewer points per base (see our companion army list books for more information on troop point values) so the inexperienced army can be much larger.
TIP! A small force of high quality troops applied at the right time and place can often shatter poorer quality forces, leading to a breakthrough that can be exploited.
Capabilities
The weapons and tactical abilities that influence combat effectiveness are called capabilities. The names of some capabilities are well known terms, others less so and have been created to give memorable names to particular behaviour or weapons training. In Field of Glory Renaissance it is not enough simply to possess a weapon to be regarded as capable: troops are only classified as having a capability if use of such a weapon and fighting technique was a major part of their tactical methods or doctrine, e.g. Ottoman cavalry often carried a lance but their main fighting method was as mounted bowmen armed with sabre or mace, and it is therefore only these latter capabilities that we recognise.
The capabilities are: light artillery, medium artillery, heavy artillery, musket, musket*, salvo, arquebus, carbine, bombs, pistol, bow, bow*, crossbow, sling, javelins, heavy lancers, light lancers, impact mounted, impact foot, pike, heavy weapon, spearmen, bayonet, light spear and swordsmen.
In Summary
The four qualifiers (quality, armour, type, and capabilities) are used together to describe a base of figurines. Although at first glance this appears a little complicated, you will soon get used to it and our companion army list books describe the troop types in detail. A little knowledge of history can help e.g. Hastily raised raw troops with little training or esprit de corps (poor quality), may be supplied with obsolete weapons (arquebus capability) or short of firearms (musket* capability) and lacking in armour (unarmoured). Contrast these with Cromwell's Ironsides who are well disciplined, of high morale and accustomed to winning (superior) armoured determined horse; they are equipped with pistols used for shooting at point blank range (impact and melee pistol capability). The relative strengths and weaknesses of each troop type will become easier to understand and master as you play.
TIP! Pick an army that interests and enthuses you. You will find this much easier to paint and there are no super armies in Field of Glory Renaissance. Each has its strengths and weaknesses: e.g. an early English Civil War Royalist army consists mainly of cavalry (cavaliers with impact pistol and melee sword or pistol capability) and pike and shot foot (1/3 heavy foot with pike and 2/3 medium foot with musket*). The cavalry, usually deployed on the wings, are especially aggressive, capable of sweeping away less determined opponents by their fierce onslaught but hard to rally after pursuit; while the foot are solid but lacking in firepower against most contemporaries. Compare this with an early Swiss army with lots of the most feared soldiers of their day (elite or superior armoured determined foot with pike or halberd). They are highly manoeuvrable, aiming to disconcert opponents by advancing at speed and attacking with overwhelming force. Both quite different armies with completely contrasting fighting doctrines, both have the potential to win if used well. The choice is yours.
Troop Function Categories
The troop types noted above are grouped into the following categories to describe the function they performed on the battlefield. These terms are used throughout the rules to avoid the need for repetition:
Light troops:
- battle groups entirely of light foot
- light horse
- dragoons
Battle troops:
- any troops other than light troops
- mixed battle groups partly of light foot
Shock troops:
- any battle group including mounted with heavy lancers, light lancers or impact mounted capability, except light horse
- gendarmes
- cavaliers
- determined horse
- any battle group including foot with impact foot or salvo capability
- keils (see Battle Group Formations below)
Shot:
- any foot with arquebus, musket, musket* or salvo capability
TIP! Knowing how to utilise your troops the way a commander of this era would do is a great benefit when playing, e.g. use your light troops to chase off enemy light troops or soften up enemy battle troops. They are not close combat troops.
Camps
Each army has a supply camp. If an enemy battle group ends a move with any part of its front edge in contact with an unfortified supply camp, the camp is immediately sacked and lost.
A fortified supply camp is assumed to be defended by camp guards, who must be defeated before the camp can be sacked.
See Sacking Camps in the Melee Phase section.
TIP! Place your camp somewhere relatively safe and protect it. Armies who lost their supply camp were generally in serious trouble. In Field of Glory Renaissance this will weaken your army, possibly contributing to your defeat.
Battle Groups
Now that you understand bases and troop types, we will explain how these are grouped together into battle groups. A typical army has ten to fifteen battle groups. Each battle group consists of from two to sixteen bases of figurines. The arrangement of the bases in a battle group can change, but they always move together as a group. The bases of a battle group cannot be separated, except where this is specifically allowed by the rules. Each battle group is assumed to comprise one or more individual regiments or tribal contingents under the command of a junior commander, who is not represented in the game.
All of the bases of a battle group must be of the same quality. Similarly, all troops in the battle group with the same troop type and combat capabilities must be of the same armour class. Where an army list in our companion army list books permits a choice of quality class or armour, this allows battle groups to differ from each other. It does not override the above rules for each battle group.
Each battle group must initially have an even number of bases, unless specified otherwise by our companion army list books. The army's supply camp is not a battle group.
Battle Group Formations
In general, troops must be in an approximately rectangular formation with all bases facing in the same direction, in edge and corner contact with each other. In an unmixed battle group, only the rearmost rank is allowed to have fewer bases (subject to the exceptions specified below). So, for example, a battle group of 8 bases could be deployed 1 wide and 8 deep, 2 wide and 4 deep, 3 wide with only 2 bases in the third rank, 4 wide and 2 deep and so on.
Subject to the exceptions specified below, mixed battle groups must have the bases of each troop type in rectangular formations and not intermingled with all bases facing in the same direction and with only the rearmost rank of each rectangle allowed to have fewer bases; and each rectangle of the same troop type within a battle group must have the same number of bases as far as possible.
The rearmost rank of a battle group or rectangle within a mixed battle group can have any number of bases provided these are fewer or equal in number to the other ranks.
Many of the infantry formations of this period included a mix of pikemen and men bearing firearms. Early on the pikemen formed the greater proportion of the whole and were regarded as the dominant force on the battlefield; the missile troops were intended to harass the enemy and retire on the pikemen if threatened. As time went on, and firepower techniques improved, the proportion of shot to pike increased; but pikemen remained important to protect the shot against cavalry until the widespread adoption of the socket bayonet at the end of our period rendered the pikeman substantially obsolete.
Keils
In the early part of the period, the main close-fighting infantry formations consisted of deep formations of pikemen often including integral halberdiers and/or swordsmen. To count as a "keil" for the purpose of the rules, a battle group must include at least two files each including at least 4 bases. At least 2 of these 4 bases must have pike capability, and the rest either pike, heavy weapon or swordsmen capability.
Some later deep pike formations also had shot wings. These only count as keils if they do not qualify as tercios.
Tercios
Circa 1534, the Spanish reorganised their infantry into tercios. The theoretical strength of a tercio exceeded 3,000 men. These formidable bodies were intended to act like human fortresses: combining a central core of pikemen with arquebusiers at the four corners (horns) giving all-round fire protection. We term such formations "early tercios".
Although the official strength was 3,000+, a tercio was as much an administrative body as a fighting unit, and the full strength was not always deployed for battle. Alternative flatter and/or narrower formations were used when fewer soldiers were fielded. By the early 17th century smaller, shallower, formations without "horns" were the normal deployment. We term such formations "later tercios". Additionally some very large pike and shot formations lacking horns, such as those used by late 16th century Germans, are treated as later tercios.
Battle groups only count as early or later tercios if so specified in their army list in our companion army list books. Note that even some Spanish units historically termed tercios do not qualify as early or later tercios for the purpose of the rules - some earlier ones had too high a ratio of pike to shot so are treated as keils and later in the period, though still called tercios, they were much smaller and fought in much the same way as contemporary Dutch-style pike and shot units.
Examples of Tercios
Diagram 1 (not reproduced) shows examples of some tercio formations.
Early tercios must comply as far as possible with all of the following:
- Pike bases must be positioned together in 1 or 2 files, 3-4 ranks deep.
- The shot must be positioned in four horns, each consisting of 1 or 2 shot bases. The front base of each front shot horn is placed in rear corner contact with the front corner of the front base of the adjacent pike file. The front base of each rear shot horn is placed four base depths behind the front of the front shot horn.
- Shot bases cannot normally be in the same file as pike bases and vice versa.
- All bases must be facing the same direction, and apart from shot bases in corner to corner contact with pike bases in edge and corner contact with another base of the battle group.
Later tercios must comply as far as possible with all of the following:
- Pike bases must be positioned together in 1 or 2 files, 2-4 ranks deep.
- Half the shot bases must be positioned in single file on one flank of the pike bases and the other shot bases in single file on the other flank of the pike bases.
- Shot bases cannot normally be in the same file as pike bases and vice versa.
- All bases must be facing the same direction and in edge and corner contact with another base of the battle group.
Examples of Tercios Which Have Suffered Casualties
Bases lost as casualties may require some of the pike or shot files to have an uneven number of ranks. All bases must be in edge or corner contact with another base of the battle group except that early tercio shot always remain in the appropriate horn positions relative to the pike even though this will mean bases will be separated.
Example: The top left hand early tercio, which initially comprised 8 pike and 8 shot bases, has lost 3 pike and 2 shot bases as casualties. This leaves it with 1 file of 2 pike bases and 1 of 3, and 4 horns of shot, two of which only have 1 base.
If a tercio which started with two files of pike is reduced to 4 pike bases or fewer, the player can choose to keep 2 shallow files of pike or contract to 1 deeper file and adjust the horn positions accordingly. This can only be performed at the time a pike base is lost, and does not require a "contraction" or "formation change" (see the General Movement section). It cannot be performed if it removes the tercio from an enemy restricted area. Subject to that, the tercio's owner decides which front corner shifts.
If an early tercio ceases to have a shot base in each of the 4 horn positions at any time:
- It immediately assumes a formation that would be legal for a later tercio (bases are shifted by the minimum necessary to achieve this). This is automatic and does not require a "formation change".
- It functions thereafter for the remainder of the game as a later tercio. However, if it was initially deployed as a grand battle group (see glossary), it still counts as such if BROKEN, routed off table or destroyed.
Example: An early tercio with 6 bases of pike and 6 bases of shot was initially deployed with 2 shot bases in each of the front horns and 1 shot base in each of the rear shot horns. When it loses a shot base, the player can choose whether to replace the lost base from one of the rear horns, in which case frontal firepower will be maintained but the battle group will immediately become a later tercio as above, or leave one of the front shot horns with only 1 base, so as to retain the benefits of an early tercio while losing some frontal firepower.
Note: it was usual for tercios to have some shot deployed in front of the central pike block but these are not represented by separate bases. In 6mm or smaller scales the front rank pike bases could include a rank or two of shot in front of the pikemen figurines to represent these. Similarly, tercio formations would usually have musketeers who would initially deploy on each face of the core of pikemen.
Other Pike and Shot Formations
Pike and shot battle groups which are not tercios must comply as far as possible with the following:
- The pike bases must be together in a single rectangle in edge contact with one another, at least 2 ranks deep if there is more than one pike base.
- Later battle groups starting with only 1 pike base and 5 shot bases must have the pike base in the centre (if possible) of the rearmost rank.
- Other battle groups must have their shot bases as equally divided as possible between two single files, one on either side of the pike rectangle. Exception: if the battle group includes no more than 2 shot bases, these can be deployed in one single file on either side of the pike rectangle.
- With the exception of Swedish brigades (see below) the front edge of all files must be level.
- Pike and shot bases cannot be in the same file.
Infantry specified by our companion army list books as using the Gustavan Swedish brigade formation have a file of 2 pike bases flanked by a file of 2 shot bases on each side and an extra pike base in front of the front rank pike base in point position so that the formation shape simulates a flattened arrowhead. Except as specified below, the formation is maintained while the battle group has at least 2 pike bases, with no pike base in the 3rd rank if necessary. The pike base in point position is ignored for all purposes when measuring distances to and from the battle group, and for line of sight. The pike file is shifted back level with the shot files if it obstructs movement of its own or other battle groups in any way, or when the battle group is in close combat or defending field fortifications, an obstacle or the edge of a terrain feature, or providing rear support to artillery. In such cases the battle group still receives the normal benefits of Swedish brigade formation.
Other Mixed Formations
Unless specified otherwise in our companion army list books, battle groups having a mix of bases with missile capability and bases with close combat capability are subject to the same constraints as pike and shot battle groups. Treat the close combat capability bases as if pike bases and the other bases as if shot bases.
Pike and Halberd and Early Spanish Formations
Battle groups having a mix of pike and bases with swordsmen or heavy weapon capability, with or without shot bases, can have files of pike which must always be the centre files, if more than 2; and files of other troop types which may have a different number of ranks. Such battle groups that include shot must adhere to the formation rules that apply to pike and shot units. Heavy weapon or swordsmen bases can be in a file with pike or shot. As per the normal rules for replacing front rank base losses (see the Battle Group Deterioration section), base losses amongst the pike can be replaced from the rear ranks of pike.
Exceptions
There are four exceptions to the general rules for permitted formations set out above:
- Columns - subject to the exception below, any battle group can form a one base wide column of march which must be "kinked" at points where it has wheeled e.g. to follow a road until the whole column has passed that point. Exception: Any battle group which could never expand into a legal formation from a one base wide column in one move cannot be deployed in or form a column during the game.
- A battle group that is, or has been, fighting enemy in two directions may have bases facing in different directions until it reforms.
- A compulsory move specified by the rules or one ending in contact can temporarily force a battle group out of formation until it reforms.
- Some battle groups can form square, which results in bases facing outwards.
Battle Group Quality - Quality Re-Rolls
The effect of the quality difference of troop types is determined by re-rolling dice. Where a section of the rules states 'quality re-rolls apply' the following rules are used:
- Elite troops can re-roll 1's and 2's.
- Superior troops can re-roll 1's.
- Poor troops must re-roll 6's.
- A dice is only re-rolled once.
A commander fighting in the front rank of a battle group in close combat allows the close combat 'to hit' dice but not any other dice rolls of that battle group to be one re-roll level higher: Elite troops re-roll 1's, 2's and 3's; superior 1's and 2's; average 1's and poor troops need not re-roll their 6's.
For any re-roll of 1's, 2's and 3's the re-rolled dice is never taken as less than the original roll. This is rare but possible, e.g. an elite battle group rolling two 2's for a score of four gets two re-rolls. If these come up say 6 and 1, the score is counted as eight, 6 and 2. The re-rolled 2 cannot go down to a 1.
TIP! Make good use of your quality troops. You will not win battles by relying entirely on your weaker troops. Choose carefully whether to put a commander into combat to inspire the troops to fight harder. Once committed to a close combat he is there to the finish and risks being lost. The loss of command and control could be catastrophic.
Regimental Guns
Battalion or regimental guns significantly increased the firepower of units to which they were attached in this period. Where a battle group has regimental gun capability, when shooting, or fighting in the impact phase, it receives one extra combat dice. Such battle groups are identified by having a single regimental gun marker, normally positioned immediately in front of the centre front rank base.
Regimental gun markers do not count as bases, but must have appropriate models fixed to them. They are moved out of the way if they would obstruct movement of their own or other battle groups or their battle group is in close combat to its front, or defending field fortifications or an obstacle, or providing rear support to artillery. In such cases they still count as if in their normal position. They are ignored for all purposes when measuring distances to and from the battle group, and for line of sight. They are not counted for purposes of HPxB (see glossary) or Autobreak (see the Battle Group Deterioration section). Any rules applying to "artillery" do not apply to regimental guns.
Regimental guns are lost if their battle group breaks. Their marker is permanently removed from play.
Battle Group Cohesion Levels
All battle groups begin the game in good order - we refer to this as steady. As they suffer battle damage their current willingness and effectiveness in battle is reduced, resulting in changes to their cohesion level. These changes can occur gradually or suddenly and represent a mixture of morale effects and loss of formation. There are four levels of cohesion:
- Steady: the battle group is in good order and ready to fight
- Disrupted: reduced in effectiveness, but still in the fight (DISR)
- Fragmented: in a critical state, unable to fight effectively (FRAG or FRG)
- Broken: no longer able to fight, fleeing, or about to flee
Cohesion states are usually indicated by appropriate counters. These can be simple coloured counters or more elaborate ones depicting casualties in 2- or 3-D. When a battle group is broken, its bases are turned around and it will then flee at the time specified in the turn sequence.
TIP! Battle group cohesion is an accurate indicator of how the battle is going. To be victorious in Field of Glory Renaissance, it is necessary to break the opposing army's will to fight on, by forcing their battle groups down the cohesion "ladder" until they break. When enough of them become fragmented or broken, the enemy army will collapse and rout.
Battle Group Disorder
Bases of a battle group positioned in certain types of terrain can be disordered, making them function less effectively, especially if they are of a type that depends on keeping formation to be fully effective. E.g. a block of pike relies on keeping close order and is therefore badly affected by anything other than open terrain, whilst light foot never suffer such problems as their loose formation permits them to operate effectively in almost any type of terrain. Disordered or Severely Disordered bases are not STEADY.
Terrain can also affect movement distances - see the General Movement Rules section. Individual bases that are in more than one type of terrain are affected by the terrain that reduces their movement most or causes them the most disorder.
Only bases that are at least partially in the terrain are affected. For example, if a battle group has 8 bases of Landsknecht pike, 4 fully in open terrain and 4 in a forest, only the 4 in the forest are affected (severely disordered by terrain) for combat purposes. However, movement distance will be affected for the entire battle group, as will complex move tests (see the General Movement Rules section) and cohesion tests (see the Battle Group Deterioration section).
If the battle group has mixed troop types, only those bases which are in the terrain and of a type affected by the terrain are disordered for combat purposes. The battle group will only count as disordered or severely disordered for complex move tests and cohesion tests if any bases of a type affected by the terrain are in the terrain. However, it will have its movement distance reduced to the speed that its slowest type would have in the terrain even if there are no bases of that type in the terrain.
For Example: A pike and shot battle group of 2 heavy foot pike flanked on each side by 2 medium foot shot has 2 of the shot bases only in an enclosed field and the other bases are entirely in open ground. No part of the battle group is disordered because medium foot are not disordered by rough going. This battle group does not count as disordered for complex move tests. If the pike bases were also in the field, the pike would be disordered for combat purposes but the shot would not. However, the whole battle group would count as disordered when taking complex move tests. In both cases, the battle group's move distance would be reduced to 2 MUs (the heavy foot move in rough terrain) even though in the first case no heavy foot bases are in the terrain.
Good order recovers automatically when a base leaves the terrain that caused the disorder.
TIP! Before playing a game study the troop types that are available to the enemy (see the companion army list books). Try to place or arrange terrain that will create a tactical advantage for your army. E.g. If you have a lot of mounted troops you need open spaces; if you have lots of foot (light foot) you might select steep hills. Once the battle field is laid out, deploy your troops to take best advantage of the available terrain and try to dominate areas where you have an advantage. It is seldom wise to contest areas where you are at a disadvantage or disperse your "bad terrain" troops too thinly to contest a tactically important terrain piece.
Command and Control
Commanders
With the exception of commanders, all bases must be part of a battle group. Commanders are represented by individual bases and can move independently or with a battle group they have temporarily joined. Each army must have a commander-in-chief and 1 to 3 subordinate or ally commanders.
A commander is an individual of high rank, responsible for influencing one or more battle groups. A base representing a commander must be easily distinguishable from other bases in the army. All commanders have a command range: i.e. the distance within which they can influence battle groups. There are three levels of commander and those available are set out in the companion army list books:
- Great commander (GC), command range 12 MU: Gonsalvo de Cordova, Babur, Alexander of Parma, Gustavus Adolphus and Turenne would all fit this category.
- Field commander (FC), command range 8 MU: A competent commander, able to command an army, or a reliable subordinate.
- Troop commander (TC), command range 4 MU: A junior commander, able to command a small part of the army, or a very weak commander of a large army, such as Hatzfeldt, Charles I or James II.
A commander can only be with one battle group at a time. When that battle group is in close combat, he can elect either to fight in the front rank, or to encourage the battle group from the rear. Unless he is fighting in the front rank in close combat, he can influence other battle groups that are in his command range and not in close combat.
To count as with a battle group, a commander's base must be in edge to edge and corner to corner contact with a base of this one battle group. To count as not with a battle group his base must not be thus touching any battle group. To move a division, he must be with one of the battle groups comprising the division and his base must be within command range of all battle groups comprising the division.
Line of Command
The C-in-C and subordinate commanders are in line of command for all battle groups in the main army, but not for any in allied contingents. Some armies can have one or more allied contingents. Ally commanders are only in line of command for battle groups of their own contingent.
Commanders can only affect battle groups for which they are in line of command.
TIP! Deciding which commanders to select and how to use them is important. Do you commit them to lead the attack at a crucial moment, by fighting in the front rank to inspire the troops, or do you keep them behind your lines for command and control? Making this decision wisely can often be the key to success in Field of Glory Renaissance.
Divisions
A division is a collection of battle groups where all of the following apply:
- Each battle group in the division is within 4MUs of another battle group in the division.
- At the start of a divisional move, each battle group in the division is separated by at least a base width from any other friendly battle group, unless that battle group is any of the following:
- a keil.
- light foot.
- commanded shot and all friends within a base width are mounted troops.
- artillery.
- Every battle group in the division must be within the command range of one particular commander (in line of command), who must be with one of the battle groups comprising the division.
- The battle groups in the division are specified to the opposing player before any of them are moved.
The following restrictions apply:
- Mounted troops cannot be in a division with foot troops other than commanded shot (see Glossary) or dragoons.
- Warriors, artillery or battle wagons cannot be part of a division.
- Severely disordered, fragmented or broken troops cannot be part of a division.
- Battle groups that are part of an allied contingent can only be part of a division with other battle groups of the same allied contingent.
A division allows multiple battle groups to move together, with the following restrictions:
- They can only do so as an advance - i.e. a forward move with no more than a single wheel. No 90 degree or 180 degree turns are permitted.
- Apart from shifts (see the General Movement Rules section below) they must either all move the same distance straight forward, or the division must wheel as a whole. The move can, however, be partly straight forward and partly wheeling. When wheeling, measure the distance using the outside front corner of whichever battle group moves the furthest.
- If one battle group forming part of a division conducts a shift, all the battle groups in the division must shift to the same extent.
- All of the battle groups comprising the division, and its commander, must be in exactly the same positions relative to each other after the move as they were before.
- Divisions have the move distance of their slowest battle group.
TIP! It was common practice in the seventeenth century for commanders to have pre-prepared deployment plans which would be used as a guide to the army deployment before battle. Wallenstein's deployment at Lutzen and Rupert's at Naseby were largely worked out well in advance of those battles and adapted on the day to reflect the terrain and troops available. In Field of Glory Renaissance, you will do well to emulate them.
Playing the Game
Setting Up a Game
The first task is to position the terrain on the battlefield and then deploy the armies. You can do this in a number of ways depending on the type of game to be played. If you are re-fighting an historical battle or campaign it is likely that you will have researched the terrain and battlefield deployments. This will therefore dictate your layout. However, if this information is not available or you simply want an 'equal points' battle you can follow the system described in Appendix 4 at the back of this book.
Playing the Game
The game is played over a number of turns with players alternating who is 'active' in each successive turn until the scenario is complete, one army routs or time runs out. We consider that three hours should be sufficient time for two players of average experience to complete a game. During his turn the active player can declare charges and manoeuvre his troops. His opponent can make only those response moves permitted by the rules. Both players' troops can shoot and fight, and both players can move their commanders in the final phase of the turn. The following turn the active player is changed and the process is repeated till the game ends.
The game ends either when time runs out or at the end of the current phase if one army or both has suffered an army rout.
Total up the number of battle groups in the army at the start of the game. This is the break point of the army. Any battle group initially comprising more than 12 bases is a grand battle group and counts as two battle groups for this purpose.
An army rout occurs when an army's attrition points, calculated as per the table below, equal or exceed its break point. It is possible for both armies to break at the same time.
| Attrition Points | |
|---|---|
| Each grand battle group currently BROKEN, routed off table or destroyed | 4 |
| Each grand battle group currently FRAGMENTED | 2 |
| Each grand battle group straggling off table | 2 |
| Each other battle group currently BROKEN, captured, routed off table or destroyed | 2 |
| Each other battle group currently FRAGMENTED | 1 |
| Each other battle group straggling or evaded off table | 1 |
| Camp sacked by enemy | 2 |
Example: An army with 2 grand battle groups and 9 other battle groups has a break point of 13 attrition points. One of its grand battle groups has routed off the table, the other is FRAGMENTED, three of its other battle groups have been destroyed or are currently routing, and one has evaded off table. The army has therefore accumulated 13 attrition points and is routed.
Turns and Phases
A turn is divided into five phases. These are played strictly in the following order (numbering as printed in the book; the Manoeuvre Phase is printed unnumbered between phases 1 and 2):
-
The Impact Phase: The impact phase covers charges and any combats resulting from these. The active player can initiate charges intended to result in close combat. The opposing player can respond with evades or interception charges where permitted. Impact combat is then resolved. Historically a ferocious charge by certain troop types could break the enemy on contact or cause serious disruption or worse. Gendarmes or cavaliers should do well here.
The Manoeuvre Phase: The active player can move any of his unbroken troops that are not already committed to close combat or still pursuing routers, provided that they did not charge, pursue or evade (unlikely but possible) in the impact phase.
-
The Shooting Phase: Both sides must shoot with any troops able to shoot at enemy bases in this phase.
-
The Melee Phase: All troops still in close combat now fight again. Melee combat is separate and distinctly different from impact combat. This allows us accurately to model historical differences in troop behaviour. Some troops depended on sweeping all before them in a ferocious charge whilst others were more steadfast in the push and grind of hand to hand combat that we model in melee. Armour and capabilities such as swordsmen are now important.
-
The Joint Action Phase: Occurs at the end of each player's turn, but does not 'belong' to either player. In this phase both players can move their commanders. This is an important feature of Field of Glory Renaissance. Players need to make effective use of their commanders, by positioning them carefully to influence troops in the coming turn or by joining any battle group needing assistance e.g. to bolster its cohesion or rally it from rout. If the game is being played to a time limit, the last turn ends just before the Joint Action Phase, so there is no opportunity to bolster or rally troops in that turn.
The sequence must be played in strict order. The full and detailed sequence of play is shown in Appendix 9 at the back of the book.
TIP! You will often have crucial decisions to take in the Joint Action Phase. Do you use your commanders to bolster the morale of your main attack or attempt to rally the battle group that has got into trouble? Just be careful not to chase a lost cause. The choices you make here will often decide the battle.
General Movement Rules
This chapter covers all of the movement rules that are not phase specific. Note that some move types are unavailable to certain troop types and others are not available in all the phases. The restrictions are detailed in the relevant sections.
Movement Rules
- A permitted move of any battle group or commander can be taken back and redone, but only if its initial position was marked or can be unambiguously referenced. Otherwise its move is over.
- A battle group or commander's move is over if the player moves another battle group or commander, or makes a dice roll for another battle group.
- Movement is made by an individual battle group, by multiple battle groups moving together as a division, or by commanders' bases moving independently.
Move Distances and Disorder
The following table cross references troop type with terrain to show the effect on order and maximum move distances in MUs. For movement purposes, a terrain type is assigned one of four difficulty levels: open, uneven, rough or difficult. The effect of terrain types is covered in Appendix 2.
In the table, the book colour-codes each cell: no shading = no effect, and two shades marking Disorder and Severe Disorder. These are shown here as no suffix (no effect), (D) for Disorder and (SD) for Severe Disorder.
| Troop type | Open | Uneven | Rough | Difficult |
|---|---|---|---|---|
| Light foot | 4 | 4 | 4 | 3 |
| Warriors | 4 | 4 | 4 | 3 (D) |
| Medium foot, mob | 3 | 3 | 3 | 2 (D) |
| Determined foot | 4 | 4 (D) | 3 (D) | 2 (SD) |
| Heavy foot | 3 | 2 (D) | 2 (D) | 1 (SD) |
* Pivot only on either front corner of battle group
Transcriber's note: the shading of each cell was read from the page image by colour; the printed table in the source gives the move distances in text and the disorder levels only by shading.
- The lower move distance applies to the whole move if any part of any base of the battle group is in distance-reducing terrain at any stage of its move. As a result, sometimes battle groups can reach the edge of a piece of terrain but not enter it. e.g. if cavaliers have moved at least 3 MU in the open and meet rough terrain, they have already moved their maximum rough terrain distance, so cannot enter it.
- Troops in a 1 base wide column throughout the move move at:
- +1 MU through any terrain if the indicated move distance is less than their move distance in open terrain.
- Open terrain move distance +3 MU along roads unless any part of the move is within a village.
- Battle groups with mixed troop types have the move distance of the slower type.
- Divisions have the move distance of their slowest battle group.
- Battle groups moving through more than one type of terrain are limited to the shortest move distance shown for any of those terrain types. Battle groups with mixed troop types use the shortest move distance that would apply to any base in the battle group, even if that base is clear of the terrain. e.g. a mixed battle group of pike (Heavy Foot) and shot (Medium Foot) move at 2 MU in rough terrain, even if only the shot is in the rough terrain.
- Roads always count as open ground. If a battle group is astride a road, whichever file is most on the road always counts as in open ground even if its bases are partly in other terrain as long as all of its bases are at least partly on the road.
- A battle group only gains the extra move distance for moving along a road if it is in a single base wide column and all of its bases are at least partly on the road throughout the move.
Simple and Complex Moves
Moves fall into three categories, simple, complex or impossible. The table below cross references move types against troop types and shows the category of move. A move must be from a single section of the table e.g. charges, advances or expansions. Moves by lone commanders are always simple.
A complex move requires a test to be passed before it can be made. All types of move can be constrained by other restrictions, described later in this chapter, or by limitations imposed in specific phases.
Divisions are limited to the "Advances" section of the table.
| Type of move | Move to be made (advance means a move from the Advance section below) | Light Troops | Others |
|---|---|---|---|
| Charge | Any charge move | simple | simple |
| Advance | Any other forward move with no more than a single wheel | simple | simple |
| Double Wheel | A forward move including 2 wheels | simple | impossible* |
| Pivot light or medium artillery | Pivot forwards up to 1 MU on one front corner of the battle group | n/a | simple |
| Pivot heavy artillery | Pivot forwards up to 1 MU on one front corner of the battle group | n/a | complex |
| Unlimber | Unlimber medium or heavy artillery |
* Simple for a 1 base wide column moving entirely along a road ** Formation changes permitted or required in the impact phase do not require a CMT. *** Complex if turning captured or recaptured artillery 180 degrees.
Advances
An advance is a move from the 'Advances' section of the table. Some moves from other sections are permitted to include an advance.
The Complex Move Test (CMT)
The following procedure must be followed if a complex move test is required:
Roll two dice, apply quality re-rolls, and add the scores. Apply the following modifiers.
| Complex Move Test | |
|---|---|
| +1 | if a commander in line of command is in command range |
| +1 | if this same commander is with the battle group testing |
| +1 | if this same commander is a great commander |
| -1 | if testing to stop pursuing or looting |
| -1 | if any of the bases are DISRUPTED or DISORDERED, or are warriors (count the worst of these two, but never both) |
| -2 | if any of the bases are FRAGMENTED or SEVERELY DISORDERED (count the worst of these two, but never both) |
| Score to pass | 8 |
Note on the table above: in the printed table the "Count the worst of these two, but never both" bracket spans the -1 (disrupted/disordered/warriors) and -2 (fragmented/severely disordered) lines.
Points to Note on the CMT
- Battle wagons must pass a CMT to carry out any move, whether simple or complex.
- If an artillery battle group fails its CMT it cannot move at all. Any other battle group which fails its CMT can make a simple move.
- Once the dice have been rolled, that battle group must make its move, if any, before others are moved or tested. It is not permitted to arrange to make or change a move conditionally depending on the result of a subsequent battle group's test.
- Only one commander can influence the test.
- To be able to influence a CMT a commander must be with the testers from the start of the phase to count as with them, in command range from the start of the phase to count as in command range.
- If a commander is with a battle group when it takes a CMT, he must remain with the same battle group for the rest of the phase.
- Quality re-rolls apply to the CMT unless specified otherwise in the rules.
TIP! Think ahead. Wherever possible avoid complex moves, or make them early so you get time for a second chance.
Moving Artillery
Light artillery is deployed unlimbered, and can move normally in any terrain except Difficult.
Medium and heavy artillery can only move normally while limbered. They can be deployed limbered or unlimbered. If deployed limbered, limber markers must be used. These are positioned in front of the artillery bases. The latter are deployed facing away from the limber markers to the rear of the battle group, to indicate that the artillery are limbered.
Limber markers are not bases, but obstruct the movement of other battle groups as if they were. They must have models of limbers and draught animals fixed to them.
When artillery unlimbers (for which they must pass a CMT), the limber markers are removed and the artillery bases repositioned on the spaces occupied by the markers, facing forward. Once artillery has unlimbered, it remains unlimbered for the rest of the game.
Unlimbered medium or heavy artillery and light artillery in Difficult terrain can normally only move by a single pivot on any one corner of the battle group's formation. This is performed in exactly the same way as a wheel. Artillery defending fortifications, an obstacle or a river bank cannot pivot.
When pivoting artillery has friendly foot battle troops providing rear support (see the Combat Resolution section), it can still pivot forwards as normal and the friends providing rear support can be shifted as necessary so that they maintain the same formation and position relative to the artillery battle group as before. If the supporting battle group overlaps the artillery, this may result in part of it being shifted backwards. If the shift is obstructed by other troops, impassable terrain or a table edge, it cannot be made. Supporting battle groups which shift in this way cannot make any other move in the same phase.
In addition, if any artillery has been captured or recaptured by a battle group of pike and/or shot the new owner can turn it 180 degrees as a complex move.
Wheeling
Wheeling is a change of direction by rotating around one front corner of the battle group or division. One corner of the front edge remains in the same position. For ease of measuring, the distance moved during the wheel is taken as the straight line from the starting position to the ending position of the moving front corner.
No single or double wheel can exceed a total of 90 degrees. A move cannot include more than two wheels, except by a 1 base wide column moving entirely along a road. If wheeling a division, no battle group can exceed the full move distance of the slowest battle group in the division.
When a battle group wheels out of a solid line, adjacent battle groups do not obstruct the wheel because the men in the rear ranks of the wheeling battle group do not start wheeling until they reach the initial position of the front rank. At the end of its move, however, all bases of the wheeling battle group must have moved sufficiently to clear the adjacent battle group, or the move is not possible.
TIP! When wheeling, be careful not to slide the corner on which the battle group is pivoting as this is not permitted by the rules.
Turning 90 Degrees
Tercios and keils cannot make a simple 90 degree turn but must use a Formation Change (see below) instead.
Other troops turn 90 degrees as follows: The old side edge of the battle group becomes the new front edge. The old front edge becomes the new side edge. The corner does not move. The projecting pike base of a Swedish brigade is ignored for the purpose of determining the position of the stationary corner.
Foot battle troops normally turn 90 degrees by forming a single base wide column. If, however, foot battle troops are already in a single base wide column, mixed foot battle groups turn into their normal formation, unmixed foot battle groups turn as specified for mounted troops below.
Mounted troops, elephants and light troops turn as follows: If the depth of the battle group prior to turning corresponds to an exact number of base widths, the new front edge must consist of that number of bases. If not, it can be wider or narrower than the former depth, provided that the new width is less than one base width more or less than the depth prior to turning and that, of course, it is at least one base wide. For example, in 15mm scale, a battle group of 6 reiters in 3 ranks will have a depth of 90mm. When it turns, it can have a new frontage of 2 bases (80mm wide) or 3 bases (120mm wide). If the battle group does not contain sufficient bases to match the required new frontage as above, it cannot turn if it is battle wagons, otherwise it forms a single rank.
Other bases are repositioned behind to make the new formation legal. If the above is not possible due to obstructing troops, impassable terrain or a table edge, the turn cannot be made but see the section below on Turns Blocked by Enemy.
When a battle group, with a front rank having one troop type only and another rank or ranks having a different troop type, turns, its new front edge must, if possible, consist of the same base types as the old front edge. Bases are simply relocated to achieve this.
Turning 180 Degrees
When turning 180 degrees, the battle group ends in exactly the same formation as before, but facing in the opposite direction, with its new front edge on the line of its old rearmost edge. The bases comprising the old front rank become the new front rank, and so forth.
Shifting
An advance can include a 'free' sideways shift of up to half a base width sideways:
- To move foot into a position to give rear support to friendly artillery (see glossary).
- To place the flank edge or corner of foot battle troops touching difficult terrain, an obstacle or the rear edge of field fortifications.
- If this is necessary to avoid "clipping" terrain or friendly troops, and at least one front corner of the battle group moves at least 1 MU excluding the shift. The shift cannot be greater than is necessary to avoid the obstacle.
- To move into an overlap position (see the Manoeuvre Phase section) against an enemy battle group that is already in close combat to its front.
Shifts are not permitted when charging, nor in second or third moves, nor in the same phase as double wheels, expansions, contractions or turns except as specified under the rules for evading and routing troops.
Expansions
Expansion by a battle group that is not in close combat is carried out as follows: Increase the width of the front rank by adding one or two bases taken from other ranks. If two bases are expanded, they can either be added to the same side, or one to each side. Then move bases not in the front rank to make the formation legal. Expansions cannot be used to create an illegal formation.
Contractions
Contraction by a battle group that is not in close combat is carried out as follows: Remove one or two bases from the same or opposite ends of the front rank and place them in any other rank. Move bases not in the front rank to make the formation legal. To qualify as having advanced at least 3 MUs when contracting, both front corners of the final formation must have moved at least 3 MUs. Contractions cannot be used to create an illegal formation.
Formation Changes
A formation change is used to accomplish manoeuvres that cannot be completed by expansions, contractions and turns. It can be used to perform any of the following singly or in combination:
- Turn a tercio or keil 90 degrees. The frontmost base corner on the side to which it is turning remains stationary. The whole battle group reforms on this point in its previous formation facing the new direction.
- Form square. See the Special Features section.
- Move any number of bases to a different position in the battle group, without changing the battle group's facing or the position of its front corners except to turn a tercio or keil 90 degrees or form square. The final formation must be legal.
Turns Blocked by Enemy
Owing to the requirement for many battle groups to maintain specific historical formations, it may occur that a turn is physically blocked by the presence of enemy troops. In reality, of course, troops were not on rigid bases, and would still be able to turn even if space was limited.
Consequently, when a battle group that is neither evading nor routing wishes to make a 90 or 180 degree turn (normal or by formation change) at the start of its move:
- If any enemy troops physically block the turn, they are shifted out of the way sufficiently to make room, provided that they are not currently in contact with it or any of its friendly battle groups. Further enemy battle groups blocking the shift are in turn shifted to make room, subject to the same proviso.
- Friends of the turning battle group are not shifted.
- The player whose troops are being shifted chooses the direction of shift, but cannot choose a direction that will prevent the shift if it is possible in another direction, nor one which requires a shift of over 1 MU that is more than twice the shortest possible distance.
- The shifted troops are shifted just enough that they are not in contact with the turning battle group after it has turned.
- Each battle group that itself blocks the turn can be shifted in a different direction. Any battle groups friendly to it and blocking its shift are shifted in the same direction.
- Battle groups do not change facing when they shift.
- If it is impossible to complete all shifts because these are blocked by friends who cannot be shifted, enemy, impassable terrain or a camp, or because any bases would cross the table edge, then the turn is cancelled.
Variable Moves
In some situations move distances are not fixed. If the rules state that a variable move must be made, roll one dice and consult the table below to determine any change to the distance to be moved. This is generally the case when making evades or charges on an evading target or routs/pursuits, and will sometimes result in the troops being caught or outdistancing the enemy.
| Variable Movement Distance (VMD): Roll 1d6 | Result |
|---|---|
| 1 | -2 MUs |
| 2 | -1 MU |
| 3 or 4 | Normal distance |
| 5 | +1 MU |
| 6 | +2 MUs |
Quality re-rolls do not apply.
TIP! Keep variable move distances in mind when approaching enemy troops with light troops, as troops that normally move less may still catch you due to the VMD.
Moving Through Friendly Troops
In certain circumstances your battle groups can move voluntarily through other friendly troops, but at other times this may happen involuntarily and may cause deterioration in the cohesion of the battle group being passed through.
Interpenetrations
Interpenetrations are situations where you can choose to move through friendly troops and where there is no penalty for doing so. No interpenetrations are permitted when charging.
The following interpenetrations of friendly troops are permitted:
- Commanders can pass through and be passed through by any troops in any direction.
- Light foot can pass through any troops in any direction.
- Cavalry, dragoons, light horse, and elephants can pass through light foot in any direction.
- Foot can pass through artillery perpendicularly from back to front or front to back only.
- If a battle group does not have sufficient move distance to pass fully through another battle group it cannot pass through at all unless there is room beyond and any of the following apply, in which case it can pass completely through, maintaining its prior formation:
- It starts its move already in front edge contact with the front or rear edge of the battle group being interpenetrated, it passes through perpendicularly to that edge, and it has sufficient move for its front edge to reach the far side of the battle group being passed through.
- It is light foot which has sufficient move for all of its front rank bases that will pass through to reach whichever is nearer of the front or rear edge of the battle group being interpenetrated, and it passes through perpendicularly to that edge. It cannot then shoot this turn.
- It is evading or routing light foot which has sufficient move for all of its front rank bases that will pass through to reach the battle group being interpenetrated.
- It is other evading or routing troops and has sufficient move for all of its rear rank bases that will pass through to reach the battle group being interpenetrated. Note that this only applies to permitted interpenetrations - burst throughs are dealt with as below.
- No battle group can pass through a battle group that already passed through it this phase.
- No battle group can make any turns, expansions or contractions before or after passing through another battle group this phase.
TIP! Be careful not to let battle groups become trapped in front of your main battle line with no escape route. If you delay too long you might get trapped. Light horse and dragoons can evade enemy charges, but need gaps to pass through.
Bursting Through Friends
A battle group burst through by friendly evaders or routers drops one cohesion level. Move the evading or routing battle group to the full extent of its move. If its move does not completely clear all friends, it is placed beyond any battle groups it is currently bursting through if there is room for it beyond; otherwise it is destroyed and removed from the table. No cohesion test is taken for friends seeing this.
A battle group that is burst through by more than one friendly battle group in the same phase only drops one cohesion level.
Movement of Commanders
- A commander who is with a battle group at the start of a phase can move with the battle group as it moves. A commander not with a battle group, or who wishes to leave a battle group and is not fighting in the front rank, can move in the manoeuvre phase of his own side's turn and again in every joint action phase.
- Commanders, however depicted, have the move distance of light horse when not with a battle group.
- Commanders can move in any direction without any CMTs and without having to wheel or turn the base to face the direction of movement.
- Commanders' bases represent only the commander and a few aides. Therefore they do not obstruct the movement of other troops. Commanders can interpenetrate any friendly troops in any direction and vice versa.
- When a commander joins a battle-group:
- His base must be placed in edge to edge and corner to corner contact with a base of the battle group. He must be able to reach this position within his normal move distance.
- His base can be moved at any time the minimum necessary to a new such position if this is necessary to avoid obstructions or make way for friendly or enemy troops. This is not permitted if he is fighting in the front rank (see below). If there is no room left for him to be so placed, a marker must be placed on top of one of the bases of the battle group to represent his position.
- He can only be with one battle group at a time. If possible, he must be placed in a position that makes it clear which battle group he is with. If not, the player must declare which battle group he is with.
- He can only leave the battle group, or voluntarily move to a different position in contact with it, during the manoeuvre or joint action phases. If he moves with the battle group, he must remain in exactly the same position relative to it, unless its formation changes. In that case he moves the minimum necessary to a new permitted position.
- The base of a commander fighting in the front rank is placed anywhere in the front rank (player's choice) to show that he is fighting. The bases he displaces are placed behind him, but still count as being in their original position, and fight accordingly. Once there, the commander cannot leave the front rank of that battle group until it is no longer in close combat and no longer pursuing enemy routers.
Moving From an Overlap Position
A battle group which fought in melee in a previous turn as an overlap only, can choose to charge a different enemy or evade in the impact phase, move normally in the manoeuvre phase, or continue to fight against its existing opponents in the next melee phase.
Troops Leaving the Table
- If any part of any base of a battle group leaves the table, that battle group is removed from play and cannot return during the game. If it routed off the table it counts as 2 attrition points towards its side's defeat (4 if it was initially deployed as a grand battle group), if it evaded off the table it counts as 1 attrition point.
- Except by evading, battle groups cannot voluntarily leave the table except in campaign games or in scenario games where this is allowed by the scenario.
- A charging or pursuing battle group whose move would take any part of it off the table edge instead halts its move at the table edge.
- In situations where battle groups are shifted to make room for others, they cannot be shifted if this would take any part of any base off the table.
- If a commander is routing or evading with a battle group that leaves the table, he is removed from play for the remainder of the game. It is not necessary to take a cohesion test for battle groups seeing this.
Impact Phase
The impact phase is divided into four stages:
- Declaring charges.
- Troops responding to charges by intercepting or evading the chargers.
- Moving the chargers into contact.
- Resolving combats for battle groups that have come into contact.
All activity in the impact phase is resolved by battle groups. Divisions are not used in the impact phase at all. We start by describing a straightforward sequence of events showing what happens in a charge when there is no special reaction possible by the opponent. We then consider battle groups that are unable or unwilling to charge. Finally we consider what happens when troops intercept or evade the chargers.
Declaration of Charges
The active player declares which of his battle groups are to charge and by convention places a dice behind each to note this. To be allowed to declare a charge, there must be a visible enemy base that can be "legally" contacted by the charging battle group within its normal move distance through the terrain to be crossed. A battle group can declare charges on as many enemy battle groups as can be "legally" contacted within this move distance. When the charge declaration stage is over, no charge declarations can be rescinded, nor additional voluntary charges declared.
Any enemy battle group in the path of a charge counts as being charged if it can be "legally" contacted, even if it was not one of the originally declared targets of the charge. This applies even if it can only be contacted by bases stepping forward (see below). It does not apply if, due to intervening friends, it could not be contacted even by stepping forward bases - unless the situation changes, as follows: If a battle group is revealed and can now be contacted due to friends evading or breaking and routing, it becomes a target of the charge and will therefore take any required tests once the evade or rout move has occurred.
If a CMT is required to make a charge against certain troops, it must be taken if required for any of the battle groups that can be "legally" contacted in the chosen direction of charge, including by stepping forward bases. It need not and cannot be taken for those not visible to it or that can only be contacted if another battle group evades or routs.
Legal Charge Contact
A battle group makes a "legal" charge contact if at least one of its bases contacts an enemy base either with its front edge, or with its front corner only against the enemy base's edge. Other bases of the charging battle group may contact the enemy in other ways e.g. only corner to corner, but will not be eligible to fight in the impact phase combat.
Charging With Your Battle Groups
A charging battle group moves up to the full extent of its move plus any variable move distance to contact evaders to "legally" contact any part of the target battle groups. A charge move can include a single wheel of up to 90 degrees. The following restrictions apply:
- Any wheel must be specified using a measuring stick or tape to indicate the final direction of the charge before any charge responses are declared. The exception to this is that the charge direction can later be changed if all the charge targets evade out of the original path of the charge (see "Evade moves" below).
- The wheel must be made at the start of the charge move. Any straight ahead movement must be after the wheel is completed.
- Unless required to avoid friends, a wheel cannot be made if it would result in fewer bases being eligible to fight in the impact phase combat than would occur if the battle group charged straight ahead. This is determined from the positions prior to interception charges or evades, but takes into account automatic formation changes that will occur when a battle group is contacted (see below).
- If charging enemy who could evade, the charging battle group cannot wheel beyond the position at which the enemy would be contacted if they did not evade.
- A charge cannot be declared if it would contact only the flank or rear edge of the 1st or 2nd rank base in a file which is already in melee to its front, except by a "legal" flank or rear charge or a charge that would count as such if the target were not a tercio or keil (see below). A battle group unable to charge in such a case may be able to move into an overlap position in the manoeuvre phase.
TIP! If your troops are best at impact, make sure your charges arrive with as many bases in contact as possible. Don't waste valuable shock troops such as heavy lancers in small scale contacts where only a few will fight at impact.
Formation Changes When Charging or Being Charged
When an early tercio charges or is charged, the pike are automatically moved forward to make a level fighting front with the shot. This does not count as stepping forward. The same thing occurs when an early tercio in close combat to its flank or rear reforms (see the Manoeuvre Phase section) facing that way.
When a battle group using Swedish brigade formation charges or is charged, the pike are automatically moved back to make a level fighting front with the shot. If the early tercio or Swedish brigade also steps forward, the distance is measured from the first point of contact by the new level fighting front.
When a battle group which started the game with one pike base and five musketeer bases has its pike base in the rearmost rank and charges or is charged, the owner can exchange the pike base with the musketeer base at the front of its file. If preferred, this can simply be assumed to have been done without physically moving the bases. When such a battle group ceases to be in close combat, it immediately reforms automatically with the pike base swapped to the rearmost rank.
Except as specified above, the only change in formation that is allowed during a charge move is to contract the battle group's frontage by one base only, at any point during the charge move, if necessary to pass friendly troops. This does not require a CMT. The frontage is reduced and bases fall back behind those in front even if this results in an illegal formation. A charging battle group cannot be contracted to avoid hitting enemy who would otherwise be in the path of its charge. No shifts, turns or expansions are permitted. If, owing to these restrictions, contact is not possible, the charge cannot be made and is cancelled.
Charging to Contact and Stepping Forwards
To charge, move your battle group forward making any wheels or formation changes allowed, until a "legal" contact is made. If it is now possible to get more bases into contact with the same or different enemy battle groups you MUST step them forward to make further contacts, unless exempted by the following rules:
To step forward after initial contact, slide any files of your battle group not yet in contact straight forward until the front base makes contact with enemy bases, subject to the following conditions:
- No file can be stepped forward more than 2 MUs from the original line of contact.
- Every stepped forward file must end in contact with an enemy.
- Every base in a file must step forward the same distance as the front rank base. This includes the rear shot horns of an early tercio.
- Each file must remain in at least corner to corner contact with an adjacent file of the battle group. Exception: Rear shot horns of an early tercio that has suffered base losses may not be in corner to corner contact with any other base - see Tercios in the Battle Groups section.
- The stepped forward distance is additional to the normal move distance plus any variable move distance already added.
- Light troops need not step forward into contact with an enemy battle group of battle troops that they otherwise would not contact.
Stepping forward therefore results in a battle group having an uneven line.
Charging a Flank or Rear
Flank and rear charges can be devastating in effect but are more difficult to engineer. Subject to the exceptions below for tercios and keils, a battle group charged in the flank or rear may suffer an immediate drop in cohesion and always fights at a major disadvantage in the impact phase. The following rules apply to flank and rear charges:
- A battle group can only charge an enemy battle group in the flank or rear if it starts its charge in a position where both of the following apply (see diagram):
- The charging battle group starts with no part of any of its bases directly in front of any part of any base of the target battle group.
- The charging battle group starts with at least one base entirely behind a straight line extending the front edge of the enemy battle group. If the enemy battle group is in Swedish brigade formation and/or has regimental guns, its front edge is taken as the front edge ignoring the pike base in point position and the regimental gun marker. If the enemy battle group has some files stepped forward, its front edge is taken as the front edge of the file on the flank charged. If the enemy battle group is facing in more than one direction, it has more than one front edge for this purpose - the above requirement must be satisfied for all of them.
- For a charge to qualify as a flank charge both of the following must apply:
- The first part of the enemy battle group contacted must be the side edge or rear corner of one of its bases.
- The charge cannot include a wheel unless the charging battle group starts its move with its nearest point at least 1 MU away from the battle group being charged.
- For a charge to qualify as a rear charge, the first part of the enemy battle group contacted must be the rear edge of one of its bases.
- Battle wagons, early tercios, troops in square and troops attacked across fortifications or an obstacle they are defending (see the Special Features section) never count as being charged in flank or rear. Later tercios and keils never count as charged in flank. Battle wagons and troops in square do not turn if contacted on their side or rear base edge.
- Battle groups which are contacted by a flank or rear charge immediately drop one cohesion level unless they are battle troops contacted by light troops. If contacted in flank or rear by more than one enemy battle group in the same turn, they only drop one level.
- Bases contacted on a side or rear edge, or a rear corner, by an enemy flank or rear charge are immediately turned 90 degrees to face a flank charge, 180 degrees to face a rear charge, using the normal rules for turning, provided that they are not in the first two ranks of a file already in contact with enemy to its front. However, a second rank base that does not turn when contacted in flank will fight to the flank, and is treated as if it was facing the flank for the purpose of protection (see the Combat Mechanism section). The following special cases may occur:
TIP! Be careful to protect your flanks. It can be disastrous to get hit in the flank or rear by enemy.
Charging the Flank or Rear of a Tercio
Early tercios never count as being charged in flank or rear. Later tercios never count as being charged in flank. Bases of a tercio contacted in circumstances which would otherwise qualify as a flank or rear charge, are turned as if it was a flank or rear charge. All contacted bases fight the same enemy they would if it was a flank or rear charge.
In addition, when any base of an early tercio is contacted to its flank or rear, pike belonging to the battle group, who are not the front rank of a pike file or already in front edge contact with enemy, are automatically moved into position, in up to 2 ranks, level with the shot on that edge and facing the enemy. This will give protection to both (see the Combat Mechanism section). These pike bases will then fight in the impact phase with any enemy bases in contact who must, if necessary, be moved back to make room. The new position occupied by the automatically moving pike bases must be within the "footprint" (see glossary) of the tercio.
Similarly, if any base of a later tercio is contacted to its flank, shot in the 3rd or 4th rank (if any) are moved to any other part of the battle group, and pike belonging to the battle group, who are not the front rank of a pike file or already in front edge contact with enemy, are automatically moved into position, in up to 2 ranks, level with the remaining shot on that edge and facing the enemy. 1st and 2nd rank shot, even if not contacted, are also turned to face the flank unless the front rank base is already in close combat to its front.
Charging the Flank of a Keil
Keils never count as being charged in flank. If any bases of a keil not in a file with pikes are contacted in flank, all the bases in their file are moved to the rear of the pike files and the enemy is moved into contact with the nearest pike file. If any halberdier or swordsmen bases in a pike file are contacted in flank, they are moved to any other part of the battle group and replaced by pike bases. Pike bases are turned to face the enemy as if it was a flank or rear charge, in up to 2 ranks. All bases then in contact fight the same enemy they would if it was a flank or rear charge.
Troops Who Cannot Charge
Battle wagons and artillery cannot move in the impact phase. They cannot charge and cannot intercept.
Attempts to Charge Mounted Battle Troops or Elephants With Foot Battle Troops
Unless charging their flank or rear, foot battle troops must pass a CMT to charge unbroken mounted battle troops or elephants.
Foot battle troops cannot intercept mounted battle troops in any circumstances.
Attempts to Charge or Receive a Charge With Light Troops
Light troops are understandably reluctant to engage in close combat with more heavily equipped troops. As a result:
- Light foot, dragoons and light horse can charge artillery unless it is unlimbered and has rear support (see the Combat Mechanism section).
- Otherwise:
- Light foot cannot charge unbroken battle troops in open terrain (see glossary), even in the flank or rear. They cannot intercept in any circumstances.
- Dragoons cannot charge unbroken battle troops in open terrain, even in the flank or rear, unless the enemy are FRAGMENTED. They cannot intercept in any circumstances.
- Light horse must pass a CMT to charge unbroken battle troops unless charging their flank or rear. They cannot intercept battle troops in any circumstances.
- If any of their charge targets evade, light troops must halt their charge 1 MU away from enemy to their front whom they would not normally be allowed to charge without a CMT unless the enemy was an eligible charge target at the time of charge declaration and they passed a CMT to charge them.
- Light troops must pass a CMT to receive a charge by enemy battle troops and must evade if they fail the CMT unless either of the following applies:
- They are already in close combat other than only as an overlap - in which situation evading is never possible.
- They are light foot or dragoons entirely in uneven, rough or difficult terrain or defending fortifications, an obstacle or a riverbank.
Attempts to Charge When Disrupted or Fragmented
Troops who are disrupted or fragmented are less keen to charge. As a result:
- DISRUPTED non-shock battle groups must pass a CMT to charge.
- FRAGMENTED battle groups cannot charge.
Attempts to Charge When Counting Threatened Flank
Foot battle troops counting as having threatened flank (see glossary) must pass a CMT to charge.
Being Charged While Fragmented
A fragmented battle group is very vulnerable and is quite likely to turn and flee if charged. As a result:
- FRAGMENTED battle groups must take a cohesion test if being charged by any troops other than light foot.
- If they BREAK as a result of the test, they cause immediate cohesion tests on friendly battle groups in range, and then make an initial rout move before the chargers are moved.
Where a friendly battle group initially blocks them from being contacted by an enemy charge, they need not take a cohesion test unless the friendly battle group moves to clear the path by evading or routing.
Being Charged While Routing
If routing troops of any type are charged they make no response of any kind. The chargers are moved into contact with them, but nothing else happens until the Joint Action Phase (see the Joint Action Phase section). In the JAP the chargers are treated as normal pursuers, and will inflict base losses if they remain in contact at the end of a pursuit move. Note that pursuers who have lost contact with routers cannot charge them again until they have stopped pursuing.
Possible Responses to Charges
Prior to moving chargers, there are three possible responses by the enemy: receiving the charge, interception charges and evade moves. We cover each in turn.
Receiving the Charge
Troops receiving a charge never count as "charging" when determining combat factors. However, the combat factors are designed to take account of any appropriate response, e.g. Royalist cavaliers being charged by Cromwell's Ironsides can be assumed to countercharge. We do not depict this minor movement on the tabletop, but the combat factors take account of the full interaction.
Interception Charges
Each battle group has a zone to its front where it can interfere with the charge of an opposing battle group. This mechanism allows you to cover flanks and protect nearby friendly troops. We call this the Zone of Interception (ZOI):
- The ZOI is 2 MUs for foot and 4 MUs for mounted troops and elephants. It extends only directly to the intercepting battle group's front and only through terrain that does not disorder or severely disorder it. A battle group cannot intercept an enemy battle group if, due to intervening terrain, no part of the enemy battle group is visible to it before either battle group moves.
- If an enemy battle group attempts to charge through the ZOI of a battle group that is not itself a target of any charge this turn, that battle group has the option of making an interception charge on the chargers.
- DISRUPTED non-shock troops must pass a CMT to intercept.
- FRAGMENTED troops, light foot, dragoons, artillery, battle wagons, troops in square and troops defending field fortifications or an obstacle cannot intercept.
- Light horse cannot intercept battle troops.
- Foot battle troops cannot intercept mounted battle troops.
- A battle group that is itself charged cannot intercept. This applies even if a charge was not declared on it, if it is in the path of a charge and would be contacted (including by bases stepping forward) if no friendly battle group evaded.
- An interception charge must be straight forward except in the special circumstances specified in the first bullet below and can be up to the limit of the battle group's ZOI. It cannot include any shifts, changes of formation or interpenetrations. It must either:
- Cross the path of the charging enemy battle group, stopping short of contacting it. Interceptors move before chargers. If this would result in the enemy chargers contacting its flank, the intercepting battle group can and must wheel towards them to avoid this, its total move distance including the wheel not exceeding 4 MUs if mounted troops or elephants, 2 MUs if foot. If it cannot avoid being contacted in the flank, the interception is cancelled.
- Contact the flank or rear of the charging enemy battle group only. This is only permitted if the intercepting battle group started in a position to charge the flank or rear of the enemy battle group as previously described or would be in such a position if the enemy battle group was not a tercio or keil. It cancels the enemy battle group's charge completely. Despite the fact that it happens in the enemy's turn, it is treated as a normal charge, counting as a flank/rear charge if the intercepted battle group is not immune to such. The intercepting battle group steps forward as it would in a normal charge.
TIP! Position some of your battle groups so that they can cover your flanks by intercepting enemy chargers. Watch for enemy who could intercept your own planned charges - especially in flank or rear.
Evade Moves
Some troops are able to harass the enemy then retreat out of the way if charged. We call this evading. The distance moved by both evaders and chargers is variable so there is a risk that evaders may get caught.
Light troops can evade whatever their formation. Cavalry and camelry who are not shock troops can evade if they are formed up entirely 1 base deep. This represents a looser, more flexible formation than when they are deployed 2 or more bases deep, often in reality consisting of small clumps of men separated by gaps.
The procedure is as follows:
- Non-shock cavalry or camelry entirely 1 base deep or light troops can choose to evade an enemy battle group's charge unless they are already in close combat other than only as an overlap or are routing. A commander with a battle group that evades must evade with it.
- Light troops must pass a CMT not to evade from charging enemy battle troops unless either of the following apply:
- They are already in close combat other than only as an overlap - in which situation evading is never possible.
- They are light foot or dragoons entirely in uneven, rough or difficult terrain or defending fortifications, an obstacle or a riverbank.
- When troops who can evade are charged, their player must decide whether or not they will evade.
- The evading troops then have two choices:
- They can evade in the direction of the charge. If charged by two or more enemy battle groups, bisect the angle between the enemy charge directions.
- Unless charged in flank or rear they can evade directly to their own rear.
- After choosing which of the above two options to adopt, the evader makes a variable move distance roll.
- If evading to its own rear, the battle group turns 180 degrees, and makes its evade move directly forwards (which is to its original rear) adjusting for the variable move distance.
- If evading in the direction of the charge, the battle group must first turn 180 or 90 degrees (player's choice) unless its existing facing is closer to the direction of the charge. It must then wheel until it is facing a direction parallel to the chargers' indicated direction of charge. It then completes its evade move directly forwards, adjusting for the variable move distance.
- When making a 90 degree turn whilst evading, the normal rules for 90 degree turns are followed, except that the positioning of the turned battle group is different: The old side edge nearest the chargers becomes the new rear edge. The old front edge of the battle group becomes the new side edge.
TIP! Try to leave gaps for your troops to evade through. If you don't, they may burst through and disrupt your main battle line.
Sequence of Charges and Responses
Charges and any responses to them must be actioned in the order listed in the full turn sequence at the end of the book. The active player chooses the order of his charge moves. The non-active player chooses the order of his intercept moves. He also chooses the order and direction of his evade moves - before making any VMD rolls. Often, however, the results of charges declared in one area of the field cannot affect charges elsewhere, so it is usually convenient to fully resolve the sequence of pre-combat events in one area before proceeding to the next. Once all responses and all charge moves have been completed, impact combat is resolved.
Resolving Impact Phase Combat
The combat for all bases that have made contact this impact phase is now resolved. Note that where battle groups already had some bases in contact which fought in a previous turn, they do not fight now. Only new impact combats are resolved now. See the Combat Mechanism section.
Manoeuvre Phase
In the manoeuvre phase the active player can move any available battle groups or commanders as permitted by the movement rules. Battle groups that are broken, already in close combat or still pursuing routers, or that charged, pursued or evaded (unlikely but possible) in the impact phase, cannot make a move in the manoeuvre phase. Reforming, conforming to enemy or feeding more bases into an existing melee do not count as moves so are not prevented. Turning on the spot or placing/picking up portable defences do, so are.
Commanders cannot be moved in the manoeuvre phase if they are fighting in the front rank of a battle group in close combat or pursuit or are with a battle group that charged, pursued, evaded or made an initial rout move in the impact phase.
Below are specific movement rules that apply in this phase.
Reforming
If, as a consequence of previous events, other than forming square, a battle group is no longer in a "legal" formation (see Battle Group Formations section), it can reform in either side's manoeuvre phase.
- It reforms into a legal formation facing the direction previously faced by any of its bases (player's choice) and level with the furthest forward base in that direction. The final position and formation of the reformed battle group must be as close as possible to its position and formation prior to reforming. Bases in contact with the front edge of enemy bases must remain in contact with the same enemy bases.
- A battle group must reform if it is to make any voluntary move. Feeding more bases into an existing melee does not count as a move.
- Reforming occurs at the start of the manoeuvre phase and does not affect any of the other manoeuvre phase rules.
- A battle group currently fighting in two or more directions against enemy battle groups in close combat or that would count as doing so if it wasn't a tercio or keil cannot reform.
- A battle group that has some of its bases facing enemy currently in contact with its flank or rear and no enemy in contact to its front is not forced to reform. If it does so, however, it must reform to face the enemy in contact.
Conforming to Enemy in Close Combat
At the start of the manoeuvre phase, the active player's battle groups already in close combat with enemy must (unless otherwise stated below or physically impossible) pivot and/or slide bases by the minimum necessary to conform to the enemy bases in contact:
- Conforming usually means lining up each base in full front edge to front edge contact with an enemy base, or conforming to an overlap position (see below). If fighting against the flank of bases which were unable to turn to face, it means lining up in front edge contact with the enemy flank edge, with at least one base in front corner contact with an enemy front corner.
- The battle group must end its conform move in a normal formation (see The Basics section), except that each file steps forward to line up with the nearest file already in contact with enemy. This may result in additional enemy bases being contacted.
- If bases are in contact with the flank of enemy bases as a result of a charge that did not qualify as a flank or rear charge (unless the only reason it did not qualify is that the enemy bases are part of a tercio or keil), the battle group must pivot to conform with the front edge of the enemy battle group, sliding the minimum necessary to contact the front edge of at least one enemy base, or to an overlap position if this is not possible. This may sometimes look odd, but is a game mechanism to provide on-table clarification that the enemy battle group is not fighting enemy in 2 directions in the melee phase. This still applies even if conforming is not possible.
- Friendly battle groups not in contact with enemy must be shifted sideways sufficiently to make room for the above, provided that this is not blocked by enemy, impassable terrain or a camp and no bases would cross the table edge.
- Troops that cannot conform by any of the above methods do not move but continue to fight in an offset formation. They may however be able to conform at a later stage.
- A battle group is never required to conform if doing so will expose it to a flank or rear charge by an enemy battle group next turn unless a flank or rear charge by that battle group is possible even if it does not conform.
- A battle group that has some bases facing at 90 or 180 degrees to the rest due to enemy contacting its former flank or rear does not conform to enemy.
- Battle wagons, artillery, troops in square and troops defending field fortifications, an obstacle or a riverbank, or in a river, do not conform to enemy.
Feeding More Bases Into an Existing Close Combat
A battle group involved in close combat can gradually feed in more and more of its troops until they are all fighting. The following mechanisms are used to represent this (the contraction and expansions mentioned are merely rule mechanisms to achieve this). They do not require a CMT and are not compulsory:
- If there is room to do so, a battle group that is already in contact with enemy can expand its frontage by one file (a base frontage) on one side only, unless that would result in an illegal formation. Special cases:
- Where a battle group is unable to expand its frontage without adopting an illegal formation but has bases in its front rank which are unable to contribute even as an overlap to a melee, the whole battle group can be shifted sideways one base width instead. If it is fighting enemy on two or more sides, the shift cannot be made.
- Where a battle group is in a narrower than normal formation (e.g. a single base wide column), but cannot form a legal formation by expanding its frontage by one file, it can expand into a non-legal formation intermediate between its present formation and a wider legal formation.
- The active player makes his expansion or shift, if any, first. The non-active player can then expand or shift to match this expansion or shift, or to match a pre-existing overlap. He cannot expand or shift except to match the active player's new or pre-existing overlap.
- Alternatively, instead of expanding, either player can move bases currently unable to contribute to the combat into a non-front rank position provided that they could then contribute to the combat (with dice or by creating a Point of Advantage (POA) (see glossary) or denying the enemy a POA) unless that would result in an illegal formation. This may result in contraction of the battle group frontage.
- Except when the whole battle group shifts as above, only bases that fulfil the following criteria can be moved:
- They must not be in a position to contribute to combat prior to being moved with dice or by creating a POA or denying the enemy a POA. Exception: Bases with heavy weapon or swordsmen capability in a file of Pike can be moved if sufficient Pike remain in the file to maintain the current POAs.
- They must not have any enemy bases in front edge contact with them, nor able to fight them as an overlap.
- Moving them must not result in contraction by more than one file on any side of the battle group.
- If they are a 2nd rank base in a file that will fight as an overlap, troops of a type that normally fight in melee with 1 dice per base in the first 2 ranks cannot be moved into a front rank position.
TIP! Make use of your numbers by feeding extra troops into combats to try to overwhelm the enemy.
Early Tercios
Early tercios are a special case. They can, if they are unable to shift as above, use the following methods to feed additional troops into combat. In each turn, they can move up to 2 bases total in any of the following ways:
- Turn a horn of shot to enter close combat.
- Move shot to a different horn.
- Move pike to a different pike file.
- Move pike to occupy a vacant file beside shot or pike already in close combat.
The resulting formation is deemed legal until the tercio is no longer in close combat or chooses to reform.
When moving bases as above, the following additional rules apply:
- No base can move outside the footprint of the tercio.
- Shot can only occupy the horn positions.
- Pike can only occupy the gaps between horn positions.
- The two front horn positions must always be connected by pike files at least 1 rank deep.
- The non-active player can match an overlap by the active player's troops, but not create a new overlap of his own.
- Bases cannot be moved if they are already in a position to contribute dice to close combat. But can if they are only contributing to a POA.
- Bases cannot be moved if they have any enemy bases in front edge contact with them, or able to fight them as an overlap.
- Shot bases cannot be moved if this would leave any shot horn without at least 1 shot base.
Restricted Area
For normal movement only, a battle group within 2 MU directly in front of an enemy battle group is considered to be pinned.
- It can only perform a limited number of actions:
- Move straight ahead towards that enemy battle group.
- Wheel towards that enemy battle group until its front is parallel to the enemy front advancing thereafter if it wishes to do so, or wheel as far as it can towards such a position.
- Remain in place. It can expand, place portable defences, turn or use a formation change to change facing or form square, but it cannot contract (see below).
- Make a move that ends further away from that enemy battle group (i.e. the shortest distance between the battle groups is further at the end of the move than at the start).
- Conform to an overlap position against another enemy battle group.
- In each of the above cases:
- The battle group must end its move at least partly in front of the enemy battle group, or the move is not permitted.
- No contraction is permitted. Reduction in frontage that results from a 90 degree turn or forming square is not treated as a contraction.
- If pinned by more than one enemy battle group it can choose which of these it responds to, and any restrictions apply relative to that battle group only.
- Battle troops ignore the restricted area of enemy light troops.
- Keils ignore the restricted area of all enemy troops.
- Battle wagons, artillery and troops in square exert no restricted area.
- The restricted area extends through friendly troops and passable terrain.
- The restricted area only applies in the manoeuvre phase. It does not affect moves such as charges that take place in other phases.
Second Moves
Battle groups on their own or forming part of a division, and commanders on their own, can move twice if they fulfil the following conditions:
- Neither the 1st nor the 2nd move can start, end or go within 6 MUs of any enemy (including the enemy camp but not enemy commanders' bases). Enemy in square can be ignored if the battle group or division is entirely of mounted troops and/or dragoons.
- There must be a commander in line of command with the battle group or one battle group of the division at the start of the manoeuvre phase and he must remain with that battle group throughout the 1st and 2nd moves. He must be in command range of all of the battle groups comprising the division.
- The 1st and 2nd moves by a division and the 2nd move by a battle group must be an advance.
- The battle groups comprising a division must be specified to the opposing player prior to the 1st move. Battle groups cannot be "dropped off" or "picked up" during the sequence of moves.
- If during a second move a battle group comes within visibility range of an enemy ambush marker (see Appendix 4), the ambush is immediately revealed. Unless it was a dummy marker, the move ends at that point if already within 6 MUs of the ambushers.
The second move must be carried out immediately after the first.
Third Moves
Battle groups of mounted troops or dragoons on their own or forming part of a division entirely of mounted troops and/or dragoons can move three times if they fulfil the following:
- Neither the 1st, 2nd nor 3rd move can start, end or go within 6 MUs of any enemy (including the enemy camp but not enemy commanders' bases or enemy in square).
- There must be a commander in line of command with the battle group or one battle group of the division at the start of the manoeuvre phase and he must remain with that battle group throughout the 1st, 2nd and 3rd moves. He must be in command range of all of the battle groups comprising the division.
- The 1st, 2nd and 3rd moves by a division and the 2nd and 3rd moves by a battle group must be an advance.
- The battle groups comprising a division must be specified to the opposing player prior to the 1st move. Battle groups cannot be "dropped off" or "picked up" during the sequence of moves.
- If during a third move a battle group comes within visibility range of an enemy ambush marker, the ambush is immediately revealed. Unless it was a dummy marker, the move ends at that point if already within 6 MUs of the ambushers.
The 2nd move must be carried out immediately after the 1st, and the 3rd immediately after the 2nd.
Moving Into Contact With Enemy Battle Groups
Battle groups cannot move into contact with enemy battle groups in the manoeuvre phase, except to join an existing melee in an overlap position only. Battle wagons and artillery can never move into contact with enemy, not even as an overlap.
Such a move can include a sideways shift of up to half a base width. It is not a charge, so is not subject to the restrictions that apply to charges. It is not affected by the restricted area of other enemy battle groups.
Any other contact must wait until the next impact phase and is initiated by charging.
An overlap position is one with a base in any of the following situations:
- Full or partial side edge to side edge contact with an enemy base that is in front edge contact with friends.
- Front corner to front corner and side edge to side edge contact with a friendly base facing the same direction that has its full front edge in contact with an enemy base. The base in overlap will therefore have a corner to corner contact with that enemy base.
- Front corner to front corner and side edge to side edge contact with a friendly base facing the same direction that has all or part of its front edge in contact with the flank edge of an enemy base. The base in overlap may therefore not be in contact with that enemy base. This situation can occur when a flank contact is made on a base that is wider than it is deep.
- In cases where it was not possible to conform the troops already in melee: Front corner to front corner and side edge to side edge contact with a friendly base counting as fighting as if in front edge contact with enemy. See the Melee Phase section.
TIP! Try to get as many overlaps as you can. Numbers have a quality all their own. Foot with swordsmen or heavy weapon capability and warriors are especially effective in overlap.
Battle Groups Already in Contact But Not Yet Committed to Close Combat
Front Corner to Front Corner Only
This can happen, for example, when a battle group breaks its frontal opponents and does not pursue. It may then be in front corner to front corner contact only with an enemy battle group that was fighting it only as an overlap. Battle groups in front corner to front corner contact only are not committed to close combat, and are free to move away. If they do not move away, no combat occurs unless they are eligible to fight as an overlap. If not, they can engage in melee as follows:
A battle group that is only in front corner to front corner contact with an enemy battle group, and not eligible to fight as an overlap, can shift 1 base width sideways to create a front edge to front edge contact, but only if both of the following apply:
- It is not in frontal contact with, nor eligible to fight as an overlap against, any other enemy battle group.
- It is not in the restricted area of another enemy battle group of a type it does not ignore.
No CMT is required. If the enemy are non-shock cavalry or camelry entirely 1 base deep or light troops, and are not already in close combat other than only as an overlap, they can evade directly to their own rear. Otherwise the two battle groups fight normally in the melee phase. There is no impact combat.
Side Edge to Side Edge Only
This can happen, for example, when a battle group breaks its frontal opponents and pursues, leaving it in side edge to side edge contact with an adjacent enemy battle group. Battle groups in side edge to side edge contact are not committed to close combat, and are free to move away. If they do not move away, no combat occurs unless they are eligible to fight as an overlap. If not, they can engage in melee as follows:
A battle group that is in side edge to side edge contact with an enemy battle group can turn 90 degrees to face it, provided that it is not in the restricted area of another enemy battle group of a type it does not ignore. A CMT must be taken if this would normally be required for a stationary turn, and if it fails the CMT it cannot turn. If it does turn, it fights the enemy battle group as normal in the melee phase. There is no impact combat.
If the enemy are non-shock cavalry or camelry entirely 1 base deep or light troops, and are not already in close combat other than only as an overlap, they can evade directly to their own rear or directly away from the turned battle group.
If it does not evade, the enemy battle group can choose whether or not to turn bases to face:
- If it does not turn bases to face, it will get no dice in the melee, but will not count as fighting enemy in 2 directions (see the Melee Phase section) if it is also fighting enemy to its front.
- If it does turn bases to face:
- If it is not already in close combat, it can either turn only the contacted bases as if charged in the flank, or the whole battle group can turn to face, using the normal rules for a 90 degree turn. In either case it will not count as fighting enemy in 2 directions.
- If it is already in close combat, it turns the contacted bases as if charged in the flank (see the Impact Phase section). It will then count as fighting enemy in 2 directions.
Moving Into Contact With the Enemy Camp
Troops move into contact with the enemy camp in the manoeuvre phase. This is not a charge.
Shooting Phase
In the shooting phase the effect of shooting with long-range missile weapons is resolved. Only bases that have a shooting capability listed in their troop description in our companion army list books can shoot.
Both players must shoot with all bases that are eligible to shoot in the shooting phase. Shooting is carried out in the order chosen by the active player. However, both sides shoot before any outcomes are resolved, so no advantage can be gained from choosing the order.
Shooting is only adjudicated if there is the potential to force a cohesion test or death roll on the target (see the Battle Group Deterioration section). If the number of dice to be rolled is less than the number of hits required to force either test, no dice are rolled. This speeds up play and reflects the historical reality that minor harassment would not materially affect the cohesion of large bodies of troops.
Ranges
A front rank base is in range if a front corner or any part of its front edge is within range of the target. However, the pike base in point position of a battle group in Swedish brigade formation, regimental gun markers, commanders' bases and bases displaced by commanders' bases are disregarded when calculating ranges. Non-front rank bases shoot as if at the same range as the front rank, even if the front rank cannot shoot.
The table below shows the range of different weapons in MUs.
| Shooting Ranges (MUs) | Short | Long |
|---|---|---|
| Musket, musket* and salvo | 3 | 6 |
| Foot bow, bow* and crossbow | 4 | 6 |
| Sling and mounted bow, bow* and crossbow | 4 | - |
| Arquebus and carbine | 3 | - |
| Bombs, pistols and javelins | 2 | - |
| Heavy artillery | 3 | 36 |
| Medium artillery | 3 | 24 |
| Light artillery | 3 | 8 |
Movement and Shooting
- Artillery whose battle group moved in any way during the preceding manoeuvre phase cannot shoot in the shooting phase. This includes pivoting or turning.
- The shooting of other troop types is not affected by having moved during the manoeuvre phase.
- No troops can shoot if they moved in the impact phase. We judge that any shooting by chargers who failed to make contact and evaders would be too ineffective to have a significant effect.
- No shooting takes place in the impact phase. Close range shooting is taken into account in the impact phase POA.
Target Priority
An artillery base, when more than 8 MUs from any eligible enemy target within arc of fire (see below), can shoot at any target within arc. Enemy light foot can be ignored unless within 3 MUs.
Otherwise, a front rank base that shoots can only shoot at its priority target. A base eligible to shoot from another rank has target priority as if in the front rank. A base which can shoot from more than one edge must shoot at whichever possible target has highest priority. A target must be legitimate in terms of line of sight, visibility and arc of fire (see below).
Targets are selected in the following order of priority:
- A targetable enemy base within short range and at least partly straight ahead. If there are two such targets, shoot at the nearest. If both are at exactly the same distance, shoot at the one most directly to the front.
- The nearest targetable enemy base in arc of fire. If two are at exactly the same distance, shoot at the one most directly to the front.
- If two targets are of equal priority, the shooting player chooses whether to target the one on the left or the one on the right. He cannot choose to target some of his bases to the left and some to the right in order to get extra bases shooting at the same battle group.
Arc of Fire
Subject to target priority:
- A base can only shoot at an enemy base if at least part of the enemy base is forward of a straight line extending the shooting base's front edge.
- Light horse with bow capability can also shoot backwards with a negative modifier, treating their rear edge as their front edge.
- A base can shoot at an enemy base that is not directly ahead, provided that some part of the enemy base is inside a straight line projecting forward parallel to, and at the following distance from, the shooting base's side edge:
- 2 base widths if no base of the shooting battle group is within short range of that enemy battle group.
- 1 base width otherwise.
- For the purpose of determining their arc of fire and target priority, regimental guns are treated as if in the central file of their battle group or in one of the central files (owner's choice) if the battle group has an even number of files.
- Early tercio shot can shoot from their front, flank or rear edge, and later tercio shot from their front or flank edge, treating the shooting edge as their front edge.
- Battle wagons can shoot from either long edge of their base, as chosen by the shooting player. They shoot as if 2 bases side by side. The arc of fire and target priority is determined separately for each half. The long edge that is shooting is treated as their front edge. They cannot shoot from a short edge.
Diagram (not reproduced): Arc of fire and target priority at effective and maximum ranges. At long range, arc of fire is inside 1 base width of straight ahead. At short range, arc of fire is inside 2 base widths of straight ahead.
Line of Sight and Visibility
Line of sight is always drawn from the front rank of the shooting battle group, even if the front rank is not shooting. A file can shoot at a target base if it is possible to draw straight lines from both front corners of its front rank base to a single point on the target base without passing through:
- Terrain that would block line of sight.
- Friendly troops, except as specified in the overhead shooting section below.
Troops permitted to shoot from an edge other than their front edge (see above) measure the above lines from the corner and mid-point of the shooting edge in the case of battle wagons, otherwise from the two corners of the shooting edge.
If any target is thus disqualified, the shooter moves on to its next target priority until a permitted target (if any) is found.
Overhead Shooting
- Artillery and dragoons only shoot with their front rank. Battle wagons only shoot with one file.
- Horse with pistol shoot only with bases in the 1st, 2nd and 3rd ranks.
- Other troops shoot only with bases in the 1st and 2nd ranks. However:
- Light horse or tercio shot shooting to their rear treat their rearmost rank as their front rank.
- Tercio shot shooting to their flank treat the shooting file as their front rank.
- When a battle group in Swedish brigade formation shoots, the pike base in point position is disregarded. This means the battle group shoots as if that pike base is not there. Regimental gun markers are similarly ignored.
- Artillery on higher ground can shoot over friends if the intervening friends are over 1 MU from the shooters and over 3 MUs from the target base, measured along the line of the shortest distance between shooter and target.
- Artillery can shoot over friendly and enemy light foot if these are more than 3 MUs away from any part of the artillery battle group.
- Medium and heavy artillery can shoot over enemy artillery at eligible enemy targets beyond these.
Shooting and Close Combat
Bases that are engaged in close combat cannot shoot or be shot at. As a result:
- A base cannot shoot if it is in the 1st or 2nd rank of a file which could contribute any dice or part of a dice to a melee this turn.
- A base cannot be shot at if it is the 1st or 2nd rank base of a file which could contribute any dice or part of a dice to a melee this turn.
- A battle group cannot be shot at if it is pursuing routers and still in contact with them.
- A battle group can be shot at if attacking a camp but not if looting it.
The first two bullets above apply:
- In the case of rear supported artillery, if the rear supporting file could contribute any dice or part of a dice to a melee this turn.
- In the case of battle wagons fighting as an overlap, to the whole battle wagon base.
See the Combat Mechanism section for resolving shooting.
Melee Phase
In the melee phase, all bases in front edge contact with unbroken enemy, or in an overlap position, and who are not themselves broken, are eligible to fight in close combat. Other ranks can also be eligible to fight if so specified in the combat section. Battle groups which survived combat in the impact phase, and remain in contact with an unbroken enemy, will fight for a second time in the turn, often with more bases engaged as they are fed into the melee (see the Manoeuvre Phase section).
Overlaps
Overlap positions are defined in the manoeuvre phase section. Each overlapping file fights with 1 dice, normally at the same net Points of Advantage (POA) (see the Combat Mechanism section) as if it was in front edge contact with the overlapped enemy base.
Foot with swordsmen or heavy weapon capability and warriors, however, always fight at a final overall ++ POA, when fighting as an overlap. No other POAs apply. This means that they always need 3s to hit.
Restrictions:
- A battle group can only be overlapped by one file at each end of any of its four edges, even if it is stepped forward.
- A base that is in contact with the front edge of enemy bases on more than one of its edges cannot be overlapped on the corner between two contacted edges.
- A file overlapping two enemy battle groups can only contribute a melee dice against one of them as chosen by the player whose battle group they belong to.
- A file that can contribute to close combat to its front, with dice or by creating a Point of Advantage (POA) or denying the enemy a POA, cannot fight as an overlap.
Melees That Cannot Line Up
If it is not possible for battle groups in contact to line up, they continue to fight in an offset position with the same number of bases counting as 'in front edge contact' or 'overlapping' as if they had conformed. If two bases would conform to the same enemy base then the one which has the shortest distance to conform fights against it. If the distance is equal their player chooses which fights.
Only the ends of a line of bases counting as 'in front edge contact' can be overlapped, even if it is stepped forward. One enemy file can fight as an overlap at each end.
Fighting Enemy in Two Directions
A battle group only counts as fighting enemy in 2 directions in melee if it has bases turned at 90 or 180 degrees to each other and it is in melee with different enemy battle groups on different facings. However, a battle group never counts as fighting enemy in 2 directions as a consequence of a charge unless it was a legal flank or rear charge.
Thus, early tercios never count as fighting enemy in 2 directions; keils and later tercios only do so if contacted on at least 2 sides, one of which was their rear when contacted.
Resolving Melees
See the Combat Mechanism section.
Sacking Camps
An unfortified camp contacted by any part of the front edge of an enemy battle group counts as immediately sacked, and no combat takes place.
A fortified camp is assumed to be defended by camp guards, who must be defeated before the camp can be sacked. For simplicity, this is dealt with as follows. In the melee phase of each turn, each enemy battle group with any part of its front edge in contact with the camp rolls one dice, the defenders none. Mounted troops need to roll a 6 and foot troops or elephants a 5 or a 6 to sack a fortified camp successfully. Quality re-rolls apply.
Once a camp is sacked by any of the enemy battle groups in contact with it, all such battle groups must pass a CMT in the joint action phase to stop looting. If they succeed, they are free to move normally in their next turn. If all battle groups looting a camp stop looting, the camp is removed from the table.
Until the camp has been sacked, any enemy battle groups in contact with it can move away using the normal movement rules, but there is no free turn to do so.
The Combat Mechanism
Combat between unbroken battle groups, whether by impact, shooting or melee, uses the same combat mechanism. This always has the following sequence:
- Decide how many dice to roll.
- Roll dice to score hits and thereby decide in close combat which battle groups, if any, have "lost" i.e. inflicted fewer total hits on all their close combat opponents combined than the total hits they received from all their close combat opponents combined.
- Take cohesion tests.
- Take death rolls and remove any lost bases.
- Roll for commanders fighting in the front rank to see if they are lost. In close combat only.
- Take cohesion tests for nearby battle groups seeing a battle group break or a commander lost.
- Make compulsory moves as a result of combat.
"Close Combat" is a general term for impact and melee combat. Once such combat has been joined, battle groups are deemed to be in close combat until one side breaks off, breaks or is destroyed or a battle group fighting only as an overlap moves away. Note that no shooting or close combat is calculated against routers. Instead they lose bases automatically if pursuers remain in contact at the end of each pursuit move (see the Joint Action Phase section).
TIP! When rolling cohesion tests and death rolls take them together by rolling 2 dice of one colour and one of another. It saves time.
Deciding How Many Dice to Roll
In the Shooting Phase
The shooting chapter specifies which bases are eligible to shoot. The number of dice to roll are as follows: Battle wagons are treated as if 2 bases side by side when shooting.
| Shooting dice | |
|---|---|
| Artillery (except when on battle wagons) | 1 dice per base at short or long range |
| Regimental gun | 1 dice per marker at short or long range |
| Dragoons | 1 dice per front rank base at short range; 1 dice per 2 front rank bases at long range |
| Foot battle troops with musket* or mounted battle troops with carbine, bow or crossbow | 1 dice per base of 1st shooting rank at short range; 1 dice per 2 bases of 2nd shooting rank or at long range |
| Horse with pistol | 1 dice per base of 1st shooting rank; 1 dice per 2 bases of 2nd and 3rd shooting ranks |
| Foot with salvo capability | 1 dice per 2 bases at short or long range |
| Other foot battle troops with arquebus, musket, bow or crossbow | 1 dice per base at short range; 1 dice per 2 bases at long range |
| Battle wagons | 1 dice per base width from long edge only at short or long range |
| Foot or mounted with other shooting capability (including any troops with bombs, bow*, javelins or slings and light foot or light horse with musket, arquebus, carbine, bow or crossbow) |
| Reductions | |
|---|---|
| DISRUPTED or DISORDERED | Lose 1 dice per 3* |
| FRAGMENTED or SEVERELY DISORDERED | Lose 1 dice per 2* |
Dice loss for Disruption, Fragmentation, Disorder or Severe Disorder is not cumulative, but whichever is worst applies.
*including dice for regimental guns
In the Impact Phase
This is the initial clash as the charge goes in. The front ranks are the key troops at impact, greater numbers being less important at this point. The question is, have the charging lancers broken into the front ranks of their foot opponents or have the foot stood firm?
Only bases coming into contact as a result of a charge in this impact phase fight. Combat between bases already fighting in the previous melee phase is not resolved until the next melee phase. If a new battle group charges into a battle group that was already in melee, there is an impact phase combat between the new charger and the bases it has just contacted. In the subsequent melee phase, all three battle groups will fight.
Turn any bases required to turn to face a flank or rear charge, move any tercio, keil, Swedish brigade or late 17th century pike bases required and proceed as follows: All bases that charge into front edge contact with enemy, or into front corner contact with an enemy edge, are eligible to fight. All enemy bases in contact with them are also eligible to fight. This includes bases contacted to their flank or rear which were unable to turn because they are already engaged to their front. Both sides fight with the same number of bases determined as follows:
- If both sides have an equal number of bases eligible to fight, all of them fight. As far as possible, these are paired off to fight, so that each base fights one enemy base. If it is possible to do this in more than one way, the active player chooses which.
- If the number of eligible bases is unequal, both sides fight with the lower number of bases. The side with the higher number of bases chooses which of his bases will not fight. His choice must leave every eligible enemy base paired off against one of his.
Note that if multiple battle groups are involved in an impact combat, the above rules apply to the whole combat.
The number of dice to be rolled is as follows:
| Impact phase dice | |
|---|---|
| Battle wagons | 2 dice per front rank base width |
| Other troops | 2 dice per front rank base |
| Regimental guns | 1 dice |
| Reductions | |
|---|---|
| Light foot or light horse | Lose 1 dice per 2 unless: Light Foot fighting against Light Foot; Light Horse fighting against Light Horse or Light Foot; Any fighting FRAGMENTED enemy. |
| THEN: DISRUPTED or DISORDERED | Lose 1 dice per 3* |
| THEN: FRAGMENTED or SEVERELY DISORDERED | Lose 1 dice per 2* |
Dice loss for Disruption, Fragmentation, Disorder or Severe Disorder is not cumulative, but whichever is worst applies.
*including dice for regimental guns
Battle wagons are treated as if 2 bases side by side when fighting on their long base edge, 1 base when fighting on their short base edge.
Regimental guns only get dice in the impact phase if at least some files are fighting to the battle group's front. They can never get dice against flank or rear chargers. Their dice is added to the effect of the fighting file nearest the battle group's centre. Owner's choice if two fighting files are equally near the centre.
In the Melee Phase
In drawn out melees a battle group's width and depth can be an advantage as it allows extra troops to be fed into the combat. Also troops in overlap positions and rear ranks that did not fight at impact can become involved in the combat.
- All bases whose front edge is in contact with enemy fight.
- An overlap fights against the same enemy base as the friendly base for which it provides an overlap. If able to provide an overlap on either side, its own player chooses which enemy base it fights.
- Rear ranks of an eligible troop type (see the combat dice table below) can fight if they belong to the same battle group as the front rank they are behind.
- The Melee Phase section above describes how to deal with melees if the battle groups have been unable to line up.
- A base contacted in front and flank and/or rear will now have more than one front rank enemy base fighting against it. It fights against its front edge opponent even if it fought the impact round against a different base.
| Melee phase dice | |
|---|---|
| Elephants, gendarmes, cavaliers or determined horse | 2 dice per front rank base. No dice for rear rank bases of any type. |
| Battle wagons | 2 dice per front rank base width. No dice for rear rank bases of any type. |
| Other troops | 1 dice per base in first 2 ranks. |
| Troops in overlap | 1 dice per overlapping file (irrespective of the number of ranks). |
| Reductions | |
|---|---|
| Light foot or light horse | Lose 1 dice per 2 unless: Light Foot fighting against Light Foot; Light Horse fighting against Light Horse or Light Foot; Any fighting against FRAGMENTED enemy. |
| THEN: DISRUPTED or DISORDERED | Lose 1 dice per 3 |
| THEN: FRAGMENTED or SEVERELY DISORDERED | Lose 1 dice per 2 |
Dice loss for Disruption, Fragmentation, Disorder or Severe Disorder is not cumulative, but whichever is worst applies.
Battle wagons are treated as if 2 bases side by side when fighting on their long base edge, 1 base when fighting on their short base edge. When fighting on their long base edge, they count the file nearest the enemy as their front rank.
Allocating Combat Dice
It is sometimes necessary to split up a battle group's combat dice, e.g. if it is fighting more than one enemy battle group, or if some bases are fighting on different Points of Advantage (POA) (see below); or to combine shooting dice from several battle groups shooting at the same target:
- If a battle group is fighting against more than one enemy battle group, roll combat dice separately against each enemy battle group.
- If some bases have different POAs, roll separately for them.
- If more than one battle group is shooting at the same target, add the total number of bases to which a '1 dice per x bases' rule applies before calculating the number of dice to roll. A dice that is made up from bases from more than one battle group with different POAs rolls at the worst POA applicable. A dice that is made up from bases from more than one battle group of different qualities re-rolls as the worst quality applicable.
- If a battle group which is losing shooting or close combat dice due to DISRUPTION, FRAGMENTATION, DISORDER, SEVERE DISORDER or being light foot or light horse in close combat is fighting against more than one enemy battle group, first determine the total number of dice the battle group should lose. Then apportion the lost dice, if possible, in proportion to the number of bases fighting each enemy battle group, leaving at least 1 dice if possible against each enemy battle group.
- Similarly, if fighting at different POAs against parts of the same enemy battle group, apportion lost dice, if possible, in proportion to the number of bases fighting each part of the enemy battle group, leaving at least 1 dice if possible against each part of the enemy battle group.
The extra dice for regimental guns in impact combat is allocated to the fighting file closest to the centre of their battle group.
TIP! Combine dice from multiple battle groups only if shooting the same target - close combat dice are always rolled battle group vs. battle group.
Scoring Hits - Points of Advantage
If the numbers fighting in close combat are equal, a combination of troop type, armour, combat capabilities and situation will make all the difference. This could result in a finely balanced match, or an advantage or big advantage to one side or the other. In Field of Glory Renaissance, rather than using numerical values we use Points of Advantage (POAs for short) to see who has the upper hand. The roll required to score a hit depends on the "points of advantage" (POA).
The scores needed to get a hit are different for shooting and close combat as follows:
Shooting rolls to hit: quality re-rolls apply.
| Advantage | POA | Minimum score to hit |
|---|---|---|
| Big advantage | ++ | 2 |
| Advantage | + | 3 |
| No advantage | No POA | 4 |
| Disadvantage | - | 5 |
| Big disadvantage | -- | 6 |
Close combat rolls to hit: quality re-rolls apply.
| Advantage | POA | Minimum score to hit |
|---|---|---|
| Big advantage | ++ | 3 |
| Advantage | + | 4 |
| No advantage | No POA | 4 |
| Disadvantage | - | 5 |
| Big disadvantage | -- | 5 |
The key to success is to make sure that you fight with + POAs. These can come from a base's troop type, armour, combat capabilities or the situation. Some of these may be advantages to the enemy, hence disadvantages to you. In the tables below, POAs are listed as '+' when in a base's favour and '-' when not. Each '+' cancels a '-'.
- When shooting, a base will have its own overall POA.
- When in close combat, compare the overall POAs of opposing bases and take the difference as the net result e.g. a base with three pluses fighting against a base with a single plus will be on a net plus two (++). Its opponent will be on a net minus two (--).
- If a base is fighting in close combat at a net +, the opposing enemy base fights at -. If a base is fighting in close combat at a net ++, the opposing enemy base fights at --.
- ++ is the maximum net advantage. -- is the maximum net disadvantage. Additional net POAs are ignored.
- In close combat, each front rank base uses its own POAs. Rear rank bases use the same net POAs as the front rank.
- With the single exception of pike mixed with troops with heavy weapon or swordsmen capability (see below), close combat POAs that require a minimum number of ranks only apply if all those ranks have the required capability.
Shooting POAs
If shooting at a battle group that has mixed armour classes, the shooters' POAs are determined not by the armour class of the targeted base, but as follows:
- Unless the shooting base is entirely behind a straight line extending the target battle group's rear edge, by the armour class of the front rank of the target battle group. If that has mixed armour classes, by the majority type in the front rank e.g. when shooting at a pike and shot battle group with a single file of armoured pike flanked by files of unarmoured shot on each side, the target counts as unarmoured. If there are equal numbers of bases with different armour classes in the front rank, the target counts as having the lowest of these armour classes. Exception: When shooting at the front edge of a battle group in Swedish brigade formation, the shooters' POAs are determined by the armour class of the front rank pike base.
- When the shooting base is entirely behind a straight line extending the target battle group's rear edge, use the rearmost rank's armour class (determined as above) to determine POAs.
| Nearest rank of target is: | POA | If shooting with: |
|---|---|---|
| Any one of: Unarmoured mounted battle troops unless entirely 1 base deep | + | Bow, bow*, sling or javelins |
| Any one of: Fully armoured gendarmes | - | Bow, bow*, sling or javelins |
| Any one of: Any mounted troops | - | Musket, musket*, salvo, arquebus, carbine, pistol |
| Any one of: Elephants | + | Any except bow, bow* or sling |
| Any one of: Battle wagons | - | Any except bombs or artillery |
| Any one of: Artillery | -- | Artillery |
| Any one of: Fully armoured foot | -- | Bow, bow*, sling, or javelins |
| Any one of: Fully armoured foot |
Transcriber's note: the printed table groups its rows by brackets ("Any one of"); the grouping of the POA column cells (a single "-" spanning several rows) is flattened here into one POA per row as the book shows it.
TIP! When shooting it is usually easiest to roll all dice shooting at a single target together. Be careful to use different coloured dice if some troops have different POAs or re-rolls.
Impact POAs
Battle wagons, elephants and mounted cannot defend fortifications or an obstacle.
In the printed table the first eleven rows through "Impact mounted" are grouped "Any one of" (a base can have only one of these POAs). The printed table has a single cell reading "Only in open terrain (see glossary)" spanning the rows Heavy lancers, Light lancers, Impact mounted, Pike in 4 or more ranks, and Any mounted; this is shown below as "(only in open terrain)" on those rows.
| Troops | POA | Against |
|---|---|---|
| Any one of: Foot using salvo. Pike in the same battle group as foot using salvo | ++ | against any foot |
| Any one of: Impact foot. Pike in the same battle group as impact foot. | + | against any foot |
| Any one of: Pike or protected shot, if not charging and not FRAGMENTED or SEVERELY DISORDERED | + | against any mounted |
| Any one of: Spearmen in 2 or more ranks, if not charging and not FRAGMENTED or SEVERELY DISORDERED | + | against any mounted |
| Any one of: Spearmen in 2 or more ranks, if not FRAGMENTED or SEVERELY DISORDERED | + | against any foot except pike in 3 or more ranks, protected pike, protected shot, foot with bayonet or impact foot |
| Any one of: Heavy weapon | + | against any foot except pike in 3 or more ranks, protected pike, protected shot, foot with bayonet or impact foot |
| Any one of: Foot with light spear unless they are charging mounted shock troops |
Melee POAs
Battle wagons, elephants and mounted cannot defend fortifications or an obstacle.
| Troops | POA | Against |
|---|---|---|
| Any one of: Pike or protected shot, unless FRAGMENTED or SEVERELY DISORDERED | + | against any mounted |
| Any one of: Pistol | + | against any except: elephants; STEADY foot who are any of pike, protected shot or foot with bayonet; mounted swordsmen if the pistoliers are not STEADY |
| Any one of: Swordsmen | + | against any except elephants, STEADY pistols, or STEADY foot who are any of spearmen, pike, protected shot or foot with bayonet |
| Any one of: Spearmen in 2 or more ranks, unless FRAGMENTED or SEVERELY DISORDERED | + | against any except pike in 3 or more ranks, protected pike, protected shot or foot with bayonet |
| Any one of: Heavy Weapon | + | against any except pike in 3 or more ranks, protected pike, protected shot or foot with bayonet. Also cancels enemy 'better armour' POA if any. |
| Any one of: Elephants | + | against any |
| Pike in 4 or more ranks, unless FRAGMENTED or SEVERELY DISORDERED |
POAs Requiring Ranks
Some POAs require troops to be in a certain minimum number of ranks. With the single exception of pike files including bases with heavy weapon or swordsmen capability (see below), all of those ranks must have the specified capability. E.g. For a file to count as spearmen in 2 ranks, both the 1st and 2nd rank bases in the file must have spearmen capability. (Note that all POAs apply on a file-by-file basis.)
Exception: Pike count as being in 3 or 4 ranks for POA purposes even if some of the ranks in the file have heavy weapon or swordsmen capability, provided that there is a base with pike capability in the front rank, the file includes at least 2 bases with pike capability, and all of the 3 or 4 bases are facing in the same direction. E.g. A file which has its first 2 ranks with pike capability, a 3rd rank with heavy weapon capability and 4th rank with pike capability will fight in the impact and melee phases as "pike in 4 or more ranks..." if they are not fragmented or severely disordered.
POAs that do not specify a minimum number of ranks apply even if there is only one rank with the relevant capability. E.g. Steady spearmen negate the impact POA for heavy or light lancers or impact mounted in open terrain even if the spearmen are only 1 rank deep.
Protection
Shot and pike in a mixed battle group are able to provide mutual support. This is called "protection". It occurs when a file of shot has an adjacent file of the same battle group with a front rank of pike. The files must be facing in the same direction and in at least corner to corner contact e.g. after one of the files has stepped forward when charging. The pike give "protection" to the shot and the shot give "protection" to the pike. The shot and pike are "protected". Typically, a mid C17th infantry battle group will be formed with a file of 2 pike bases in the centre in 2 ranks flanked on each side by a file of shot in 2 ranks.
Pike and shot battle groups are in fact a specific case of a general rule: In mixed battle groups of medium foot with a shooting capability and heavy or determined foot, when a file of medium foot has an adjacent file with a front rank of heavy or determined foot of the same battle group facing in the same direction and in at least corner to corner contact, both files count as "protected".
Only the adjacent files are "protected" - other files of the same battle group are not "protected".
In the French Wars of Religion, Henri IV introduced arquebusiers into his cavalry battle line to provide support against enemy cavalry. Gustavus did the same with musketeers from around 1627 and the practice was used in the English Civil War by both sides. In the C17th, these supporting infantry were called "commanded shot".
Accordingly, when troops are designated in our companion army list books as "commanded shot", they can give to, and receive "protection" from, cavaliers, horse or determined horse belonging to other friendly battle groups. To give or receive "protection", a file of commanded shot must be in at least partial side edge contact with a file of friendly cavaliers, horse or determined horse, and its front edge must not project further forward than their front edge. Only the adjacent files are "protected" - other files of the same battle group are not "protected".
In addition, foot bases entirely in enclosed fields or a village also count as "protected".
Artillery in Contact With Enemy
Artillery bases never take part in close combat.
Limbered artillery are automatically destroyed and removed from play if the artillery or their limber markers are contacted by any part of any non-broken enemy battle group.
When any base of an unlimbered artillery battle group is contacted by an enemy base in a way that would normally result in close combat, the whole artillery battle group is automatically captured unless all contacted bases have rear support (see below). If the artillery loses its rear support (e.g. if the supporting troops rout or break off) while the enemy are still in such contact, it is captured.
Rear support:
- When an unlimbered artillery base has the front edge of a base of unbroken friendly foot battle troops lined up in edge to edge and corner to corner contact with its rear edge, it has rear support.
- Artillery base depths vastly over-represent their actual historical depth. Hence a battle group in a position to give rear support to artillery is treated for all purposes as if its front edge was in the position of the front edge of the artillery, except that the files actually providing rear support cannot shoot.
- When an artillery base with rear support is in contact with enemy in the impact or melee phase, close combat takes place between the supporting troops and the enemy in contact with the artillery base. The artillery crews are assumed to have withdrawn behind their friends but the artillery base is left in place and takes no part in close combat. If the enemy cease to be in contact with the artillery battle group and it has not been captured, the crews are assumed to return and the artillery then functions normally again.
A captured artillery battle group counts as 2 attrition points towards its original side's break point. These attrition points are recovered if the artillery is recaptured even if by troops other than pike and/or shot, lost again if the enemy captures it again, and so on.
Once captured, artillery cannot be recaptured until either:
- A battle group belonging to the previous owner, and already in contact, routs all the capturing enemy battle groups.
- A battle group belonging to the previous owner moves into contact in a way that would normally result in close combat with an artillery base that does not have rear support from the current owner's troops.
If captured or recaptured by pike and/or shot, captured or recaptured artillery is subsequently controlled by the capturer or recapturer. If so, it is treated as a normal battle group of the army controlling it. It is not necessary for the pike and/or shot battle group to remain in contact. While under the control of the original enemy, it does not affect their break point, nor does its subsequent recapture or destruction cause them any attrition points.
If captured or recaptured by any troops other than pike and/or shot, artillery remains uncontrolled out of action until a battle group of pike and/or shot of the same side moves into contact with it, or it is recaptured by a battle group of pike and/or shot of the opposing side. It is not necessary for the pike and/or shot battle group to remain in contact. While it is uncontrolled it cannot move, shoot or suffer drops in cohesion. Uncontrolled artillery does not count as enemy to either side.
When control of a battle group of artillery switches, it becomes steady immediately, but it is treated as Poor and shoots at reduced effect. It can subsequently move as normal, with the additional option of turning 180 degrees if it passes a CMT.
Accumulating Hits and Taking Cohesion Tests
Determine all of the hits inflicted by both sides before taking cohesion tests and death rolls. Place a dice behind each battle group or file, when necessary to record the hits received. In close combat, use a separate dice for each battle group that inflicts hits, as you need to know who caused them in order to determine which battle groups if any lost the combat.
By using this simple method you can keep track of multiple battle group combats. After all hits inflicted or received have been noted, take any outcome tests that are required. There is no need to record anything past this stage as there are no knock-on effects on unconnected combats.
A battle group has lost a close combat if the total number of hits it received from all of its opponents this phase is greater than the total number of hits it inflicted on all of its opponents this phase.
Next take any cohesion tests or death rolls caused by shooting or combat (see the Battle Group Deterioration section). If any battle group breaks, turn its bases around. It will rout at the end of the phase.
Cohesion tests are caused by shooting and combat in the following circumstances:
- Test a battle group after all shooting dice have been rolled if it suffered either of the following. If both apply, this does not count as more than 1 reason to test.
- At least 1 shooting hit per 3 bases (1 HP3B). See the Glossary for the full definition. Some troop types calculate HP3B differently and not all ranks count.
- At least 2 shooting hits from artillery and it is warriors.
- Test a battle group after all close combat dice have been rolled if it lost an impact or melee close combat.
There are some additional reasons to test cohesion and these are covered in the Cohesion Test section in the Battle Group Deterioration section.
Shooting in the Impact Phase
Field of Glory Renaissance differs from the original Field of Glory rules for Ancient and Medieval warfare in that shooting in the impact phase is subsumed into the Impact phase POAs rather than giving additional dice for Support Shooting.
Commanders in Close Combat
Commanders can inspire their troops by fighting in the front rank. As you might expect, this carries significant personal risk. The commander's base is representative only and gets no dice in combat.
- A commander can be declared to be fighting in the front rank of a single battle group in close combat. This improves its fighting ability by enhancing its quality re-rolls on close combat "to hit" rolls. The declaration is made before any close combat dice are rolled.
- A commander with the battle group who is not declared to be fighting in the front rank, does not affect quality re-rolls and is not at risk of being lost.
- A commander fighting in the front rank is placed anywhere in the front rank in contact with the enemy (player's choice) to show that he is fighting. The bases he displaces are placed behind him, but still fight as if they had not been displaced. Once declared as fighting in the front rank, the commander cannot leave the front rank of that battle group until it is no longer in close combat and no longer pursuing enemy routers.
- If a commander is fighting in the front rank of a battle group that suffers a total of 2 or more hits in close combat, the opposing player rolls 2 dice (no re-rolls) after post-combat cohesion tests and death rolls. If the commander's battle group lost the combat, the commander is lost if these total 11 or 12. If it won or drew the combat, he is lost if they total 12. A lost commander is removed from play, and the bases he displaced are put back into their previous position before measuring to see if any friendly battle groups are in range to test cohesion for seeing him lost (see Cohesion Tests in the Battle Group Deterioration section).
- A commander who is fighting in the front rank can only influence the complex move tests or cohesion tests of the battle group he is with. He cannot affect those of other friendly battle groups.
TIP! Risking your commander in the front rank is a serious step and commits him for an unknown period of time, during which he is preoccupied with hand to hand combat, losing his ability to control his other battle groups and putting him in real danger. However, commanders in this period typically led from the front and usually the risk will be worth it, especially if you need a quick break through or if things are getting desperate. The choice is yours!
Fighting Broken Troops
There is no explicit shooting or close combat against, or by, broken troops. Damage inflicted on broken battle groups is assessed in the joint action phase.
TIP! Light troops can be very useful to pursue broken enemy troops and prevent them from rallying.
Movement of Broken Troops and Pursuers
When a battle group breaks after shooting or close combat, or for any other reason, other nearby battle groups may have to take a cohesion test (see Cohesion Tests in the Battle Group Deterioration section). This is done after all combats and post-combat cohesion tests, death rolls and rolls to inflict commander losses have been resolved, but before the broken troops are moved. Each newly broken battle group makes an initial rout, which, unless it is the result of being charged when fragmented, happens at the end of the phase. Winning battle groups may have to make an initial pursuit.
Initial Rout
Roll to determine the variable move distance adjustment.
- If a battle group breaks as a result of being charged when fragmented, shooting or while in close combat, it routs directly away from the enemy charging, shooting at or in close combat with it. If there is more than one such enemy, bisect the angle between them.
- If a battle group breaks in other circumstances, it routs towards its side's rear table edge, making wheels and/or turns as appropriate to end its move as close to the rear table edge as possible.
- If any obstructions would prevent completion of a routing battle group's move, adjust as per evade moves (see the Impact Phase section) to get past these, but not to avoid leaving the table. It must go round a fortified or enemy camp, but can pass through its own unfortified camp. If its path is obstructed by unbroken enemy that cannot be bypassed, the battle group is destroyed at the end of the phase.
- A commander who is with a battle group at the moment it breaks must rout with it once. Until the joint action phase he cannot leave the battle group and cannot influence any complex move tests or cohesion tests.
- Battle wagons and artillery never make a rout move. Instead, they are destroyed (unless they are artillery who have been captured in close combat - see above) and removed from the table. Their opponents do not pursue.
- Regimental guns are lost if their battle group breaks. Their marker is permanently removed from play.
Initial Pursuit
- An unbroken battle group, all of whose close combat opponents except those only fighting it as an overlap have broken and routed this phase, always pursues even if it only fought as an overlap unless:
- It is foot who have broken mounted opponents, in which case the foot can choose to pursue by passing a CMT.
- It has bases facing in more than one direction.
- It is battle wagons or artillery.
- If some of a battle group's close combat opponents break, and some don't, it does not pursue unless it was fighting the unbroken enemy only as an overlap.
- A pursuit move made by a battle group which was providing rear support to artillery, or has captured or recaptured artillery to its front, measures its pursuit move from the original front edge of the enemy battle group it has broken.
- Pursuers make a variable movement distance roll and adjust their move accordingly.
- Pursuers who remain in contact with routers at the end of an initial pursuit move inflict losses (bases are removed from the routing battle group) and may inflict commander losses, as detailed in the Joint Action Phase section.
- Initial pursuits obey the same rules as pursuits in the joint action phase for moving multiple pursuing battle groups, following routers, avoiding friends or encountering the table edge, terrain or fresh enemy. See the Joint Action Phase section.
An Example of Combat
Let's take a later tercio battle group of 14 bases of Spanish foot charging into a battle group of 6 bases of Dutch foot from the late sixteenth century. There is another battle group of 6 bases of Dutch foot ready to charge into the flank of the tercio, but not within reach to intercept it. Both Dutch battle groups are deployed in two ranks with one file of pike flanked on each side by a file of arquebusiers. The tercio has 2 files of 4 pike bases flanked on each side by a single file of 3 arquebusier bases. Initially, it is a straightforward head to head clash against the Dutch battle group to the tercio's front. The charge of the Spanish takes place in the impact phase.
- The Spanish pike are classified as superior armoured heavy foot, pike and the arquebusiers as superior unarmoured medium foot, arquebus.
- The Dutch pike are classified as average armoured heavy foot, pike and the arquebusiers as average unarmoured medium foot, arquebus.
A few comments on these classifications: The tercio will have considerable resilience owing to its depth. The Dutch would usually prefer to shoot from a distance but they appear to be in the better tactical position. However, the tercio is of superior quality and will get to re-roll its 1s (see Quality Re-rolls in the Battle Groups section).
Impact and Shooting Dice Rolls
The Spanish have charged in: it's the impact phase combat resolution stage. In the impact phase dice table under 'other troops', you find that both sides get 2 dice per front rank base in contact. There are no overlaps in the impact phase, so even though the Spanish have more troops, this does not affect the situation yet. It is 6 dice for the Dutch versus 6 dice for the Spanish.
The pikemen and the shot have no basic POA against each other in the impact phase. However, the Spanish pikemen are 4 ranks deep and get a + POA for pikemen in 4 or more ranks. Each of the Dutch files facing 4 ranks deep pike therefore fight at a net - POA. Now refer to the 'Score to Hit' table. The Dutch have 4 dice at - POA, needing 5 or higher to hit, and 2 dice at 0 POA, needing 4 or higher to hit. The Spanish have 4 dice at + POA and 2 dice at 0 POA. All 6 need 4 or higher to hit. The Spanish are Superior and will re-roll any scores of 1.
The Dutch roll 4 blue dice needing 5 or higher scoring 6, 5, 3, and 1, and 2 black dice needing 4 or higher scoring 3 and 2. This gives them just 2 hits on the tercio battle group. The Spanish roll 6 white dice all needing 4 or higher scoring 6, 4, 3, 2, 1 and 1. Only 2 hits so far, but they have two 1s. Being superior, they can re-roll these. They roll 5 and 1. Only one more hit, for a total of 3. The final result is 2 hits on the Spanish and 3 hits on the Dutch. The Dutch have lost the impact phase combat.
This is when it gets worrying for the Republic: the Dutch must now take a cohesion test (see the Battle Group Deterioration section). This is done by rolling 2 dice. The score to pass is 7. There are only a few modifiers in most circumstances. In this case, the only modifier is -1 for suffering >= 1 hit per 3 bases. The Dutch roll 5 and 1 for a total of 6, and deduct 1 for the modifier, giving a final score of 5. The modifiers are easy to remember. Usually it is either a -1 for a loss (-1 for 1 hit per 3 bases) or -2 for a bad loss (-1 for 1 hit per 3 bases and -1 for suffering at least 2 more hits than inflicted) and there are the few +1s that apply occasionally, such as for losing against shock mounted or foot using salvo in the impact phase. The negative modifiers can be mitigated by having supporting troops in the right place, or a commander with the battle group. The Dutch scored 5, so fail their cohesion test. They drop one cohesion level from STEADY to DISRUPTED.
The Dutch now need to make a death roll (see the Battle Group Deterioration section) to decide if any bases are lost. This is straightforward. Roll more than the number of hits received to pass this test. As the Spanish battle group did not lose the combat (it inflicted as many or more hits than it received) it adds 2 to its dice roll so it cannot fail to score more than 1 and the Spanish player does not need to make a death roll. Not losing combats is crucial: Losers get both a cohesion test and a much bigger chance of losing bases on the death roll. The Dutch need 4 but roll 1 and lose a base. The Dutch choose to remove an arquebusier base. Note that there are no re-rolls on death rolls - if the Spanish had lost the combat, being superior would not have helped them here.
There will be a break in the action now while the manoeuvre phase is played.
In the shooting phase, the unengaged Dutch battle group will pour a volley into the right rear 3rd rank base of tercio arquebusiers, who can return fire, as they can shoot from a side edge. The 1st and 2nd rank cannot shoot, or be shot at, as they will be involved in the upcoming melee. The Dutch get a - POA for shooting at a battle group involved in close combat, so they hit on a 5 or higher. The Dutch roll 6, 5, 2 and 1 - 2 hits. This is not enough hits to trigger a cohesion test (1 hit per 3 bases) but it does trigger a death roll from shooting (with no automatic +2 on the dice as the shooting is mainly by firearms or artillery). The Spanish roll a 2 and lose an arquebusier base. However, this still gets to shoot this turn, as shooting is simultaneous, and cohesion tests and death rolls are not performed until after all shooting is complete. The Spanish are also on a - POA because their battle group is in close combat. They roll a 1, but re-roll it as a 6, which is a hit. This is not enough to trigger a cohesion test on the Dutch, but they roll a 1 on their death roll and lose a base.
Melee Dice Rolls
We return to the fight in the melee phase. Each base in the first 2 ranks gets 1 dice. Overlaps now join the fight. The Spanish overlap the Dutch on one side and get 7 dice (an overlapping file only contributes 1 dice to the melee). The Dutch have lost a base, so have 5 bases. This would be 5 dice if they were STEADY. However, they are DISRUPTED and lose 1 dice per 3, ending up with 4 dice to roll. Consider the 5 as 3+2. Each complete three reduces to a two, giving 2+2.
POAs in the melee phase are not always the same as in the impact phase e.g. foot using salvo get a ++ POA at impact against some troops for the effect of their close range volleys, but are no better than other shot types in the melee. In our example, the POAs are the same as before. Before losing a dice for Disruption, the Dutch have 2 arquebusier dice against shot (no POA); 2 pike dice against 4 deep pike (- POA) and 1 arquebusier dice against 4 deep pike (- POA). Note that the unarmoured arquebusiers get no additional - POA against the armoured pikemen because "better armour" does not give a POA against "shot". So the Dutch have 2 dice needing 4 or higher and 3 dice needing 5 or higher.
However, as calculated above, they must lose a dice owing to Disruption. As they have dice requiring different scores to hit, they must remove the lost dice as near in proportion as possible, so lose 1 of the 3 dice requiring 5 or higher. So the Dutch throw 2 blue dice requiring 5 or higher, and 2 black dice requiring 4 or higher.
The dice the Spanish get for their overlap is for arquebusiers vs arquebusiers, so is at 0 POA. Therefore the Spanish get 3 dice at 0 POA and 4 dice at + POA. All 7 dice need 4 or higher to hit.
The Dutch roll 2 blue dice needing 5 or higher scoring 5 and 5, and 2 black dice needing 4 or higher scoring 5 and 2, which gives 3 hits. The Spanish roll 7 dice needing 4 or higher and get 6, 6, 6, 4, 3, 2 and 1 which gives 4 hits. They re-roll the 1 and get a 5, to make a total of 5 hits. The Dutch have lost the melee phase combat. The smaller and shallower Dutch formation is being ground down by the Spanish veterans.
The Dutch must now take a cohesion test. They lost by 5 hits to 3. The Dutch have a -1 as 5 hits is more than 1 per 3 bases, a second -1 as they lost the melee by 2 or more hits (a bad loss) and a third -1 as they are already DISRUPTED. They roll 2 and 4 totalling 6. Subtracting a net -3 brings this down to 3, so they fail the test though not quite badly enough to lose 2 cohesion levels. They are now FRAGMENTED and will lose 1 dice in 2 for combat next time. With only half their original dice, they are in real trouble but help is at hand!
The death roll. The Dutch took five hits: they need a 6 to pass as losers of a melee, and get it! The Spanish suffered 3 hits, but get +2 on their roll as they did not lose the combat, so need to roll a 2 to pass. They roll a 1 and lose a base! They have already lost a shot base, so must remove a pike base next according to the proportional loss rule (see Base Removal in the Battle Group Deterioration section). They choose to remove the front rank pike base from the left hand file and shuffle up the other 3 bases to fill the space.
In the next impact phase, the unengaged Dutch battle group charges into the side of the tercio. This will not count as a flank charge because the target is a tercio. The two tercio pike bases in the 3rd and 4th rank will respond by moving into position behind the 1st two ranks of the right-hand file of arquebusiers, facing the chargers. The 3rd rank of arquebusiers is relocated to make room.
Note: If a 3rd Dutch brigade was available and charged in on the tercio's left side, the overlapping arquebusiers which are not in contact with enemy to their front would turn to face the attack, at least one Spanish pike base would be moved to take up position beside them in the position normally occupied by the 3rd rank of arquebusiers on that side, but facing the flank and any displaced arquebusiers would be relocated to make room. In summary, the Spanish player would have a total of 7 pike bases facing in three directions; because both flank attacks occur in the same impact phase, and he can choose whether to face each one with one or two pike bases, he is effectively free to choose which of the front rank pike bases the three pike bases eligible to be in the 2nd rank will be behind.
Joint Action Phase
The final phase is a common phase in which various outcome moves are actioned. In addition, both sides' commanders get a chance to move to new positions and attempt to bolster or rally unsteady troops.
The order rarely matters, but the active player moves his troops first, or decides the sequence of events, should either side feel this is necessary.
Outcome Moves in the Joint Action Phase
Voluntary Break Offs
In battles of this period, when close combat with steady enemy was not going well, mounted and foot troops would often fall back to regroup, either to charge again or to engage in a sometimes indecisive fire fight. Field of Glory Renaissance simulates this in the joint action phase as follows:
The following battle groups cannot break off:
- Elephants, artillery and battle wagons.
- Any battle group with bases facing in more than one direction.
- Any battle group which pursued into contact with fresh enemy but has not yet fought any combat with them.
Otherwise:
- Mounted troops can break off if they are DISRUPTED or FRAGMENTED and at least half their close combat opponents are STEADY non-shock mounted troops or elephants.
- Mounted troops can break off if at least half their close combat opponents are STEADY foot.
- Foot can break off if they are DISRUPTED non-shock troops or FRAGMENTED and all their close combat opponents are STEADY non-shock foot.
In each case count only enemy front rank bases in contact other than only as an overlap.
When breaking off, a battle group moves straight back. Move distance is not measured normally. Instead:
- Mounted end the break off move separated from their opponent by a full normal move, facing them, in the same formation as before. They will thus be in position to charge the same enemy again in their next turn.
- Foot end the break off move separated from their opponent by 4 MUs, facing them, in the same formation as before.
- If the breakers-off were stepped forward, they end their break-off move with a level front rank, measuring the break-off distance from the enemy contacted by their furthest forward base.
The distance from the enemy is reduced in the following circumstances:
- If the move is blocked by a friendly battle group even if of a type the breakers-off could normally interpenetrate or camp, the battle group halts when it touches this.
- If the move would otherwise leave the table, the battle group halts when it touches the table edge.
- If the move is blocked by an enemy battle group or camp, the battle group halts 1 MU from this.
- If the move passes through terrain, the distance is reduced to the normal move distance in that terrain.
- If the move reaches terrain when the distance has already exceeded the normal move distance in that terrain, the battle group halts when it touches the edge of the terrain.
If, as a result, the battle group is unable to move back at least 1 MU, the break off is cancelled and the melee continues next turn.
When battle groups can mutually break off, the active player decides whether to break off first. If he does, the non-active player cannot also break off.
Stopping Looting
Once a camp is sacked, battle groups in contact with it must pass a CMT in the joint action phase to stop looting. If they succeed, they are free to move normally in their next turn. If all battle groups looting a camp stop looting, the camp is removed from the table.
Routers and Pursuers
Broken troops (routers) and any pursuers move in every joint action phase as follows:
- Broken troops with enemy in contact at the start of this phase move directly away from the enemy in contact, bisecting the angle if the enemy are facing in more than one direction.
- Broken troops not in contact with enemy move towards their side's rear table edge, making wheels and/or turns as appropriate to end their move as close to the rear table edge as possible.
- Broken troops no longer being pursued move normal move distance. Broken troops still being pursued make a variable movement distance roll and adjust their move accordingly. Troops continuing their pursuit do the same.
- If any obstructions would prevent completion of a routing battle group's move, adjust as per evade moves (see the Impact Phase section) to get past these, but not to avoid leaving the table. It must go round a fortified or enemy camp, but can pass through its own unfortified camp. If its path is obstructed by unbroken enemy that cannot be bypassed, the battle group is destroyed at the end of the phase.
- Pursuers who remain in contact with routers must pursue if they are gendarmes, cavaliers or warrior impact foot. Other troops must pursue unless they pass a CMT to stop pursuing. Normal quality re-rolls apply.
- Gendarmes, cavaliers or warrior impact foot who have lost contact with routers must continue to pursue until they pass a CMT to stop pursuing (quality re-rolls do not apply) or the routers are removed from the table. This does not apply to routers whom they were neither in contact with when they broke, nor have contacted since. Other troops who have lost contact with routers stop pursuing automatically. Pursuers who have lost contact with routers can only charge them again in the impact phase if they have stopped pursuing.
- Pursuers follow routers, wheeling if necessary to do so. They can contract frontage by dropping back bases if necessary to avoid friends.
- If more than one battle group is pursuing the same routing battle group, move the fastest pursuers first after rolling all VMD rolls. If the move distances are equal, the pursuer chooses which to move first.
- A pursuing battle group whose move would take any part of it off the table edge instead halts its move at the table edge.
- Pursuers can choose to stop at the edge of any terrain that would severely disorder any of their bases.
TIP! Deciding whether to stop pursuing or to continue the pursuit is often a difficult decision. Staying with the routers will certainly prevent them from being rallied, but sometimes there is more to be gained from leaving the pursuit to fight elsewhere.
Removing Bases From Routing Battle Groups
Pursuers who are in contact with a routing enemy battle group at the end of any pursuit move:
- Inflict 1 base loss on the routing battle group for each pursuing battle group in contact with it. No other shooting or close combat occurs against routers.
- Can roll to kill the enemy commander if there is one with the routing battle group whether or not he had been fighting in the front rank in any previous close combat. Roll 2 dice. If these total 10 or more, the commander is lost. Roll only once even if there is more than one pursuing battle group in contact with the routers.
Removing Destroyed Battle Groups
At the end of the joint action phase, battle groups are destroyed and removed from the table if either of the following applies:
- They are autobroken (see the Battle Group Deterioration section) and all pursuers have ceased pursuit.
- They are reduced to 1 base.
If the battle group was not already broken when this happens, this will trigger a cohesion test for nearby friendly battle groups as if it had broken. Leave it in place until this has been adjudicated.
Commanders in the Joint Action Phase
TIP! Your decisions regarding your commanders in the joint action phase are some of the most important ones you will make in the game. Consider them carefully. It can be critical for a commander to be in the correct position next turn to influence a complex move test, modify cohesion tests if your troops are coming under pressure, or to fight in the front rank of a battle group that is about to be charged by the enemy. Bolstering your unsteady troops is vital in halting the deterioration of your army's fighting capability. Rallying routed troops could also save the day, but often you are faced with choosing the least worst option. These decisions often make the difference between an average player and a great one.
Movement
Commanders of both sides can move once in the joint action phase. They cannot move a battle group with them.
Bolstering and Rallying Troops
Commanders of both sides can bolster or rally troops in the joint action phase. As battle groups deteriorate they drop down the cohesion ladder. However, with encouragement from their commanders they can climb back up it. We call this bolstering when encouraging troops that are not yet broken and rallying when attempting to bring back a broken battle group.
The bolstering and rallying procedure is as follows:
- Battle groups cannot be bolstered or rallied if their Cohesion Level dropped in the current turn.
- Broken troops cannot be rallied if they are within 6 MUs of any enemy excluding the enemy camp and commanders' bases.
- Otherwise a commander can attempt to bolster or rally a battle group that he is with. Note that joint action phase movement of commanders occurs before bolstering and rallying, so he can, if he is within his move distance and free to move, move to join the battle group for this purpose. If the battle group passes a cohesion test (see the Battle Group Deterioration section) its cohesion level rises one level. If it fails, its cohesion level stays the same. Cohesion level cannot drop when testing to bolster or rally.
- Each commander can only attempt to bolster or rally one battle group in each joint action phase.
- When attempting to bolster or rally a battle group, only the commander with the battle group can apply his modifiers. Thus the extra +1 for a GC only applies if he is the commander with the battle group.
- Only a commander in line of command (see glossary) can bolster or rally a battle group.
- A commander who attempts to rally a broken battle group does not have to rout with it if it fails the cohesion test.
- Only one attempt can be made per joint action phase to bolster or rally each battle group, even if more than one commander is present with the battle group.
TIP! Bolstering troops is one of the most important functions of commanders. If no attempt is made to bolster a distressed battle group, its cohesion may drop further as the situation worsens. Pretty soon it will be too late - it will BREAK. This is particularly important when opposing armies engage in a prolonged shooting fight or an extended melee. If you leave the troops until they are broken before you attempt to rally them you are on a -3 when testing - so you will need a high score. Far easier to bolster troops when they are merely DISRUPTED.
Battle Group Deterioration
Cohesion Tests
Battle groups deteriorate primarily by failing cohesion tests. There are several reasons for a battle group to take a cohesion test (CT):
Fragmented troops being charged
- Test a FRAGMENTED battle group immediately if it is charged by enemy other than light foot. Battle groups about to be contacted by enemy pursuers test as if being charged.
Post-combat
- Test a battle group after all shooting dice have been rolled if it suffered either of the following. If both apply, this does not count as more than 1 reason to test.
- At least 1 shooting hit per 3 bases (1 HP3B) (see the Glossary for the full definition. Some troop types calculate HP3B differently and not all ranks count).
- At least 2 shooting hits from artillery and it is warriors.
- Test a battle group after all close combat dice have been rolled if it lost an impact or melee close combat.
Note - no cohesion test is required when artillery that has been captured earlier in the game is recaptured, broken or destroyed.
Seeing friendly battle groups break or commanders lost
- Test a battle group if a friendly battle group within 3 MUs breaks or friendly artillery within 3 MUs is captured for the first time:
- Immediately if a FRAGMENTED battle group breaks in response to being charged. Otherwise at the end of the current phase after resolving all combats, post-combat cohesion tests, death rolls and tests for inflicting commander losses.
- Measure the distance before removing any lost troop bases. Test before the broken troops make their initial rout move.
- Only light troops need test if the broken friends are light troops.
- If an as yet unbroken friendly battle group is destroyed as a result of base losses test as if it was broken, before it is removed from the table.
- Test a battle group if a commander in line of command (see glossary) is lost within 3 MUs:
- At the end of the current phase after resolving all combats, post-combat cohesion tests, death rolls and tests for inflicting commander losses.
- Measure from the nearest part of the battle group he was with, after removing his base and putting any troop bases he displaced back in their previous position.
Bolstering and rallying
- Test in the joint action phase to bolster or rally a battle group with a commander (see the Joint Action Phase section for details).
The Test
The cohesion test is a very simple pass/fail test. Roll two dice and apply the adjustment factors in the table below. The following rules also apply:
Commanders and cohesion tests
- Only one commander can affect a cohesion test - count whichever gives the best modifiers.
- A battle group in close combat can only count a commander who is with it.
- A commander with a battle group in close combat can influence other eligible battle groups unless he is fighting in the front rank.
Mixed battle groups
Mixed foot battle groups test as if entirely of whichever of their component types is latest in the following list: light foot, medium foot, warriors, heavy foot, determined foot.
Multiple causes
If a battle group must test for multiple breaks due to charges, or multiple breaks or lost commanders at the end of the phase, it only tests once but with a -1 adjustment to the dice for "more than one reason to test".
Testing multiple battle groups
If several battle groups have to test at the same time for seeing friends break or commanders lost, their side's player decides which order to test them in. If further battle groups break as a consequence, those that have already tested do not have to test again. If pursuits result in the loss of a commander, battle groups that have already tested at the end of this phase for breaks/lost commanders do not have to test again.
Cohesion test: throw 2 dice (quality re-rolls apply). Score 7 to pass.
| Modifier | |
|---|---|
| Battle group suffered at least 1 HP2B from shooting* | -1 |
| Battle group suffered at least 1 HP3B from close combat** | -1 |
| At least 2 more hits received than inflicted in close combat** | -1 |
| Battle group has lost at least 25% of its original bases | -1 |
| Foot battle troops with threatened flank (see glossary) | -1 |
| More than 1 reason to test | -1 |
| Any one of: Any troops shot at by artillery*; OR Elephants, cavalry, camelry or light horse shot at by firearms*; OR Any troops testing for having lost close combat even partly against elephants**; OR Medium foot, warriors or dragoons testing for having lost close combat even partly against mounted troops or heavy or determined foot in open terrain** (see glossary); OR Any troops testing for having lost impact phase combat even partly against lancers, impact mounted or foot using salvo**; OR Foot testing for having lost impact phase combat even partly against impact foot** | -1 |
| Commander in line of command (see glossary) in command range if battle group is not in close combat, or with the battle group if it is in close combat | +1 |
* Only applies when testing as a result of shooting hits. The modifier for being shot at by artillery or firearms applies whether or not they scored the hits.
** Only applies when testing as a result of losing a close combat. The modifier for fighting specific enemy troop types applies whether or not these inflicted more hits on the battle group than it inflicted on them.
Other tests do not use these modifiers even if they occur in the same phase.
| Result: if the final score is | |
|---|---|
| 7 or more | Rise one cohesion level if testing to bolster or rally the battle group. Otherwise no change in cohesion level. |
| 3, 4, 5 or 6 | Drop one cohesion level (ignore if testing to bolster or rally the battle group). |
| 2 or less | Drop two cohesion levels if: testing for losing a close combat in which the battle group received at least 2 more hits than it inflicted; testing for seeing friends break or commander lost. Otherwise drop one cohesion level (ignore if testing to bolster or rally the battle group). |
The Effect of Cohesion Levels
| Level | Effect |
|---|---|
| STEADY | All troops start the battle STEADY |
| DISRUPTED (DISR) | -1 on all CMTs; -1 on all further cohesion tests; Battle group loses 1 dice per 3 in close combat and shooting; Non-shock battle groups must pass a CMT to charge or intercept |
| FRAGMENTED (FRAG) | -2 on all CMTs; -2 on all further cohesion tests; Battle group can make a simple move to retire away from all enemy within 12 MUs but must CMT for any other move; Battle group loses 1 dice per 2 in close combat and shooting; Shock troops are no longer so; Battle group cannot charge or intercept; Battle group must take a cohesion test if charged by any troops except light foot |
| BROKEN | Battle group makes a rout move in the phase in which it breaks, and in each subsequent joint action phase; -3 on cohesion tests to rally; 1 base removed for each pursuing enemy battle group in contact at the end of its pursuit move |
TIP! The best way to develop a winning strategy in Field of Glory Renaissance is to avoid taking cohesion tests! Minimise your risks by stacking combat modifiers in your favour and by preventing your opponent from concentrating shooting. Avoid the risk of panic spreading by keeping your supporting battle groups far enough back from the front line.
Death Rolls
In addition to dropping cohesion levels, a battle group can also deteriorate by losing bases as a result of the death roll. This is a simple pass/fail roll on a single dice as follows: Thus, if losing a close combat or being shot at mainly by artillery or firearms, the roll needs to be more than the hits received. If being shot at mainly by bows or crossbows for example, or winning/drawing a close combat, then no roll is required unless 3 or more hits are taken.
Death roll: Roll 1 dice for the battle group. (No re-rolls).
- Add +1 to the dice score if the battle group started the battle with only 2 bases.
- Add +2 to the dice score if the battle group won/drew a close combat or the hits suffered were from shooting (unless the majority of the shooting dice - whether they scored hits or not - were attributable to any combination of artillery, regimental guns and firearms).
If the score does not exceed the number of hits, remove a base.
If a base was removed, and there were more than 6 hits, deduct 6 from the hits and roll again for the remainder. (Use the same modifiers.)
Example: A battle group of horse suffers 9 hits from shooting. Ouch! Seven of the shooting dice were attributable to arquebusiers and six to bowmen so the majority of the shooting dice were contributed by firearms. It doesn't matter which dice scored the hits. The horse cannot exceed the number of hits on the score of one dice, so it loses 1 base. It must deduct 6 from the total hits, leaving 3. It must now roll to score higher than this. As it has no modifier on its score (more than half the shooting dice were from firearms), it will lose another base only if it rolls less than 4 on the dice.
If a battle group must take a cohesion test as well as a death roll, the cohesion test is always resolved before the effect of the death roll. This means that you can roll the dice together, but base losses that will result from the death roll do not affect the cohesion test modifiers.
Base Removal
Bases removed as a result of failed death rolls or pursuits obey the following priorities for removal:
- Long range shooting by artillery only: If the target has different troop types or weapons, and they are currently in their original proportions, remove a base of the most numerous type without a shooting capability, unless the target has only one such base; if there are equal numbers of such bases with different close combat capabilities, remove the type with the heavier armour. This rule is intended to ensure that the densest part of the target battle group takes the highest casualties from artillery. If there is only one base without a shooting capability, or if the different types are no longer in their original proportions, follow the proportional loss rule (see below).
- Other shooting: The nearest base to the shooters that obeys the proportional loss rule (see below). Exception - when a battle group in Swedish brigade formation loses a base, and the majority of the shooting dice are attributable to enemy bases any part of which are directly to the target's front, always remove the pike base in point position until only 1 pike base is left.
- Close combat: Any front rank base facing the enemy battle group which inflicted most hits on the battle group.
- Routing: Furthest base from pursuers of the same type as any in contact with them. This is to prevent base removal from causing pursuers to lose contact.
- If bases are of equal priority, the battle group's owner chooses which to remove.
- If a battle group is in close combat with two or more enemy battle groups, do not remove a base that would leave any of the enemy battle groups except those fighting only as an overlap without a base to face unless you run out of bases.
- If the base that should be removed has been displaced by a commander fighting in the front rank, remove the displaced base instead of the commander.
- If both players must remove bases, the active player does so second.
Where there is a choice of which base to remove, a base must be removed in accordance with the proportional loss rule: After the first base loss to a battle group, base losses from mixed battle groups must always (when there is a choice) be taken in proportion to the relative strengths of the different constituents of the battle group until the original proportions are restored. For example, a later tercio starting with 6 shot and 3 pike bases loses a pike base due to artillery fire; then it loses another base, a shot base must be removed. If another base is lost then another shot base is removed, leaving 4 shot and 2 pike bases i.e. the same proportion of pike to shot as the battle group started with. If another base is lost, and the priority rules allow a choice, the player has a free choice of which type to remove.
If possible, other bases of the battle group are immediately moved to fill vacated front rank positions and retain a legal formation. All vacated front rank positions must be filled unless this would result in an illegal formation or the file was only 1 rank deep. Non-front rank bases must be used to fill the vacated position if any are available, and can be from anywhere in the battle group. Other bases are shuffled up as necessary. If no non-front rank bases are available, front rank bases that are not in close combat or are only in close combat as an overlap must be used. If there are no such bases available, and there is a gap in the front rank, bases must be shifted as necessary to fill the gap. The player owning the battle group chooses which direction to shift, but if possible, it must leave at least one base in contact with each opposing enemy battle group in close combat except those fighting only as an overlap. If this is impossible, the player whose battle group suffered the base loss chooses which enemy battle group it loses contact with.
Autobreak
Battle groups automatically break immediately when they have lost a certain proportion of their original bases, so accumulated losses can get you in the end:
| Quality | Autobreak on |
|---|---|
| Elite | > 60% lost |
| Superior | > 50% lost |
| Average | > 40% lost |
| Poor | > 30% lost |
They are destroyed and removed from the table at the end of the joint action phase if all pursuers have ceased pursuit or they are reduced to one base. Battle groups with only one base left are always destroyed and removed from the table at the end of the joint action phase, even if not autobroken. Where a battle group has not already broken when this occurs, it will trigger a cohesion test for nearby friendly battle groups as if it had just broken.
Note that regimental gun and limber markers do not count as bases, so do not affect the autobreak point of their battle group. Likewise, a commander with a battle group does not affect its autobreak point.
All the rules that normally apply when a battle group breaks due to failing a cohesion test also apply when a battle group "autobreaks". However, battle groups below their autobreak point cannot be rallied.
Victory and Defeat
An army suffers an army rout if at the end of the current phase it has accumulated attrition points which equal or exceed its break point (see the Playing the Game section). Unless both sides suffer a simultaneous army rout, which is a draw, the enemy has achieved a Decisive Victory. In stand-alone games the game is now over. In campaign or scenario games, additional rules may be provided to cover a retreat from the battlefield.
- If playing to a time limit and neither army is broken at the pre-set time limit:
- A side that inflicted at least 4 more attrition points than the enemy and >= 3:1 gains a Major Victory.
- Failing that, a side that inflicted at least 3 more attrition points than the enemy and >= 2:1 gains a Moderate Victory.
- Failing that, a side that inflicted at least 2 more attrition points than the enemy gains a Marginal Victory.
If none of the above apply, the game is a draw.
Special Features
Elephants and Camels
Horses generally don't like camels or elephants.
- Gendarmes, cavaliers, horse, determined horse, cavalry and light horse are DISORDERED if they are less than 1 base width from elephants or camelry.
- Camelry are only so affected by elephants.
- Camelry treat soft sand as rough going, not difficult.
- Camelry otherwise move as if cavalry.
- Elephants cause a -1 modifier on the cohesion test when enemy lose a close combat against them.
- None of the above applies to commanders depicted as camelry or on elephants.
Naval Units
Field of Glory Renaissance seeks to recreate the land battles of the sixteenth and seventeenth centuries. However, a number of engagements were fought on or near coastal beaches and the outcomes were significantly influenced by naval action, particularly at battle sites bordering the English Channel and the North Sea. We simulate this as follows.
Our companion army list books designate which armies may have naval units at their disposal. Each naval unit deployed beyond a coastline entitles its owner to 3 non-enfilading artillery shots (i.e. dice) at any enemy battle group within 6 MUs of any part of the coastline edge during the shooting phase of each turn.
If both armies have naval units, only the player who has more can deploy the number of units by which his naval contingent is larger than his opponent's e.g. player A has two naval units and his opponent player B has one. A can deploy one naval unit and B cannot deploy any. Each deployed naval unit must be represented by two ship models placed on the water surface by the coastline at the end of deployment. They cannot be targeted for shooting nor contacted by any battle group. Their main function is to remind players they are there.
Naval units are not battle groups and do not contribute to the attrition point threshold of the army for the purpose of calculating victory and defeat.
Field Fortifications
- Except in scenario or campaign games, field fortifications (FF) are only allowed when permitted in our companion army list books and paid for.
- FF have a front and rear and these must be clearly identifiable.
- A base counts as defending field fortifications if it is completely behind the fortifications, with its edge touching the rear edge of the fortification.
- The front edge of FF is treated as the front edge of a battle group defending them, including for measuring shooting ranges.
- Troops defending field fortifications are not disordered or severely disordered by terrain.
- Troops defending FF cannot be charged in flank/rear across the fortifications, and suffer no POA penalty for fighting in more than one direction across them. If not already facing the part of the fortification being attacked, the defending bases turn to face it and the rest of the battle group is shuffled up to maintain contact with the turned bases.
- Other than as above, troops defending FF never conform to enemy attacking across them.
- Troops providing rear support to artillery which are defending FF also count as defending FF.
- Troops approaching FF defended by enemy must halt 1 MU from the FF, and troops charging enemy defending FF can only move 1 MU in the impact phase. "Move" here includes any step forward.
- Undefended field fortifications do not impede movement of troops i.e. not sufficiently to be represented in the rules.
Portable Defences
- Portable defences (PD) include various portable obstacles carried by foot to use as a defence against horse, e.g. stakes, swinesfeathers and man-portable chevaux-de-frise.
- PD are only allowed when permitted in our companion army list books and paid for. They must be assigned to a specific battle group.
- A battle group carrying PD can place them or pick them up in the manoeuvre phase as a full complex move. Enough are carried to cover the front of the battle group when it is 2 bases deep. Stands depicting appropriate PD are placed on the table in the position of the front of the battle group. The battle group is shifted back to make room. The front edge of the PD is treated as the front edge of the battle group, including for measuring shooting ranges.
- Once placed, only that battle group can defend them. PD are treated as field fortifications when their defenders are in close combat against mounted, but give no advantage against foot, elephants or shooting. However, PD have no effect on movement.
- Troops defending PD never conform to enemy attacking across them.
- PD can only be picked up if there are no enemy within 6 MUs of the battle group. The battle group is shifted forward level with the former front edge of the PD.
- If the battle group moves away without picking up its PD, the PD markers are removed.
- A battle group that has placed and not picked up its PD cannot place more PD.
Square
- Square is a special all round defensive formation permitted only to foot battle groups including bases with pike or spearmen capability.
- A complex move test (CMT) must be passed to form or leave square. A battle group can only form square if it starts no more than 4 files wide.
- Square formation is depicted by moving the bases back to back facing in four directions (see diagram). The battle group must be shifted so that the centre of its front rank is in the same position as before.
- A battle group cannot form square unless there are unbroken enemy (excluding camp or commanders) within 6 MUs.
- A battle group cannot form or leave square while in close combat.
- A battle group leaving square can face any of its four edges in its normal formation.
- A battle group in square:
- Suffers no POA penalty for fighting in more than one direction.
- Cannot fight as an overlap for another friendly battle group.
- Cannot count any pike or spearmen POAs but, if steady, counts as steady pike or spearmen respectively for the purpose of determining enemy POAs, even if the bases in contact with enemy are not pike or spearmen.
- The normal rules for "protection" are suspended. Pike and shot in a square including pike and shot always count as "protected".
- Cannot charge or intercept.
- Can move 1 MU in a direction perpendicular to any of its four edges in its side's manoeuvre phase.
- Exerts no restricted area.
- Never counts as charged in flank or rear and never turns to face enemy contacting its flank or rear nor conforms to enemy in close combat.
- Fights in any direction with one quarter of its bases, rounded up. Half of these, rounded up, count as front rank bases.
- Cannot be overlapped.
Appendix 1: Scales, Base Sizes and Detailed Troop Types
Scales
Tabletop wargaming requires a number of compromises to make our battle games enjoyable and to allow us to complete them in a reasonable period of time. In Field of Glory Renaissance, the troop scale can be taken as roughly 100-250 men per base. In practice, we recommend ignoring theoretical troop scales and treating each army as a coherent whole, representing whatever full-sized army its prototype usually fielded. For example a tercio base represents more men in more ranks than a base forming part of a Williamite pike and shot battle group. The companion army list books are specifically designed to create the correct shape and feel of each army. The rules generally assume that these lists are being used.
Figure Scale
The rules are compatible with all figure scales from 2mm to 28mm. All distances and ranges given in the rules are the same regardless of figure scale. Base sizes are listed below. The size for 15mm scale figures is shown first, followed by the size for 25/28mm scale figures in square brackets. For scales smaller than 15mm, it is recommended that the base sizes for the 15mm scale are used: simply add more figures to the base for visual effect.
The base widths are standard for all bases. Base depths are always a compromise in tabletop armies and have been chosen to suit the size of the figures rather than the actual depth of the formation. Each base can be assumed to represent a body of troops in a battle formation of usually 3 to 5 ranks or as few as 2 ranks towards the end of the period, with most battle groups being deployed 2 bases deep (4 to 10 ranks). Tercios and keils were even deeper in reality than these scales imply. Each base has a number of figures giving a visual representation of the formation that the battle group would most likely use.
The figures used should be an accurate representation of the troops they depict. In all games, but more especially tournament games, players must fully explain their troops at deployment or when asked.
Base Sizes
Troop bases must be rectangles. For 15mm scale figures the width of all bases is 40mm. For 25/28mm scale figures the width is always 60mm. The depth varies according to troop type. The following table shows measurements for 15mm scale models; the 25/28mm scale equivalent is in brackets.
| Troop Type | Figures per base: 15mm [25/28mm] | Depth of base: 15mm [25/28mm] |
|---|---|---|
| Heavy foot. Determined foot with pike | 4 | 20mm* [30mm] |
| Medium foot. Other determined foot. Warriors. | 3 or 4 [3] | 20mm [30mm] |
| Light foot | 2 [or 1] | 20mm [30mm] |
| Mob | 5-8 | 30mm [40mm] |
| Cavalry | 3 [or 2] | 30mm [40mm] |
| Light horse | 2 [or 1] | 30mm [40mm] |
| Camelry | 3 [or 2] | 30mm [40mm] |
| Gendarmes and cavaliers | 3 [or 2] | 30mm [40mm] |
* Players may prefer to use 15mm [20mm] depth. This is acceptable but the game must be played so that no advantage or disadvantage accrues from using shallower bases and the rules are to be interpreted accordingly. ** This is the number of dismounted dragoon figures including horseholder recommended. The base should include one or two mounts as well. *** The numbers given are for elephants, guns or wagons. Crew figures are additional. **** The numbers given are for draught horses or similar.
Commanders will normally be depicted as one of their troop types, as specified in the companion army list books. It is acceptable to use a slightly different number of figures to make the commander, his bodyguard and standard bearers easily distinguishable.
Command bases are an exception to the figure scales. They are not fighting units, and are only used to indicate the location of the commanders on the battlefield. They do not add to the base count of any battle group they are with. Commanders are mounted on a single stand of a maximum 40mm x 60mm square or on a smaller stand of a suitable size for their troop type. They need not contain the same number of figures as their equivalent troop type, but must be easily identifiable as a commander, even when adjacent to a similarly armed combat battle group.
Using Troops Based for Other Systems
As long as the correct base widths are adhered to, it is OK to use troops based for other rules systems. Modification to comply with Field of Glory Renaissance may require a little ingenuity. For example:
- Single-based figures can be "blue-tacked" on to temporary bases of the correct width.
- Lesser numbers of figures per base can be used if the figures or the stands they are attached to are too large to fit the normal number on our standard base widths.
- Base depths can be larger than standard if the figures or the stands they are attached to are too large to fit on our standard base depths.
- Some bases from some other systems may need to be placed side by side and treated as two bases one behind the other.
If both players have troops based to the same system they can be used, as long as all bases are the same width. When using tercios and keils, the footprint of a battle group must be calculated as if the base depths specified by these rules are used. It may be convenient to mount such battle groups on movement trays using magnetic paper.
Ground Scale
The ground scale used is defined by effective short musket or bow range. All distances are specified in movement units (MUs). One movement unit, or MU for short, is usually either 25mm or 1 inch, as agreed by the players or decided by tournament organisers, regardless of figure scale. Alternatively, if using 25/28mm or larger figures on a table larger than 6 x 4 feet, a scale of 1MU = 1.5 inches or 40mm may be preferred.
Time Scale
Each pair of game turns represents a varying amount of time on the battlefield, sufficient to encompass the majority of discrete battlefield actions. Each turn represents a phase of battle rather than a fixed amount of time.