Liber Militum: Tercios
Liber Militum: Tercios Rulebook
Table of Contents
Table of Contents
Introduction
Welcome to Liber Militum Tercios, a miniatures wargame devoted to the Thirty Years' War (1618-1648).
The authors encourage players to introduce the rules as early as possible in order to get the full benefit of Tercios.
Translator's note (from the source): some chapters have been omitted from the English version of the rules (for example the historical summary of the Thirty Years' War). Interested players can refer to the many published works on the subject. Others have been adapted or enriched. The second volume of these rules, entitled "Kingdoms", deals with conflicts related to the English Civil War and to Eastern Europe, and also modifies or adds rules to Tercios. These additions are integrated here so that the document is as complete as possible for the period. Adaptations or options applied to the original rule are specifically marked in red in the source.
The Game
As authors, we believe it is our duty to design rules that engage the player in an enjoyable experience, allowing them to appreciate what the rules set out to reproduce: epic battles, historical or imaginary, recreating as closely as possible the "flavour" of the period.
The tabletop should give a certain view, recalling the battle engravings of the time. We do not believe in adding complex rules; we prefer fluidity of play to an exaggerated rendering of certain details. Even so, Tercios is rich enough to make every victory a challenge.
Tercios is a large-scale wargame, knowing that each unit represents substantial formations often counting more than a thousand men. It nevertheless has a high level of abstraction, since we are concerned here with actions carried out at the level of a unit and not those of a few isolated fighters.
For most game data, the English terms for the characteristics have been kept to give a point of reference to the original booklet. Thus, we give the English name of the base rule in [ ] after its translation.
Players may begin their first game without applying all the rules described here, in order to become familiar with the basic mechanisms.
Components
Tercios is a tabletop wargame and, as such, its main protagonists are miniatures. Seeing any army painted on a reconstructed terrain has a different effect from using pieces of cardboard!
We do not detail or recommend any particular manufacturer here. The game works well with 15 mm or 28 mm figures, which are the most popular scales, but 6 mm and 10 mm can also be interesting alternatives. The dimensions and base systems of the figures are only recommendations, and we propose adaptations for these two scales. It is important that each side uses the same scale and the same base system.
Figures and Bases
These are the combatants devoted to your cause unto death. There are three categories: infantry, cavalry and artillery. All of them, except artillery, are represented by square or rectangular plates or bases supporting figures. Each base represents one unit.
The game recommends various dimensions for these bases, but this is not mandatory: variations of 2 to 3 cm above or below pose no problems.
Measurements are given in centimetres:
| Type | Width | Depth |
|---|---|---|
| Pike square (Carré de piques) | 12 | 12 |
| Other infantry | 12 | 6 |
| Cavalry | 8 | 4 |
| Dense cavalry | 8 | 8 |
| Company (Compagnie) | 8 | 4 |
| Artillery | 4 | 4 |
The number of figures on each base in our examples is purely indicative. Players are free to choose how to compose their units. Some players prefer a high density of figures in order to give a visual effect of mass to their units; others keep to the strict minimum needed to identify each type. We give diagrams for 15 mm and 28 mm figures. The number of figures used has been chosen to represent, in an abstract way, the historical proportion of each type of unit. It remains possible to change this number to suit your own collection of figures.
Artillery has more freedom for its bases. It can be represented on a base like the other troops, but it is also possible to leave the gun "free", with the gunners fixed on a base placed behind it. In that case the end of the gun barrel represents the frontal centre of the battery. In the case of a large battery, we recommend using at least two artillery pieces to illustrate the greater number of guns.
Units
The elements that fight each other are called units. Units may represent squadrons, battalions or various groups of combatants. To these groups are added officers and artillery.
We distinguish two types of unit:
- Commanders (Mestres de Camp)
- Troops
Commanders have a separate chapter describing their specific rules. The most common type of unit is the Troop.
Each unit has four cardinal points that we call Centres. These points are located precisely at the centre of each side of a base. These Centres are the reference points for measuring distances and for checking lines of sight and movement. One could say that the position of these centres matters more to the game than the space the base actually occupies on the terrain.
Values
Each unit is characterised by a set of values that define its abilities in various fields. These values are taken from the reference table with which the army was built. The higher these values, the more effective the unit is in the indicated area. Sometimes a value has no direct correlation with the quality of the unit but rather with its strength: a few men, regardless of their combat skill, may thus have a lower value because of their smaller numbers.
The values are:
- Mvt [Speed]: the movement ability.
- Melee: the close-combat ability.
- Tir [Shoot]: the shooting ability.
- Discipline: the ability to respond to orders, needed at critical moments.
- Courage: tenacity, or resistance to damage sustained.
- Stamina: endurance, or the maximum number of damage markers (noted Dm) [English = Wear] that the unit can sustain.
Modifiers
The numerical values of units may be affected by various modifiers called Bonus or Malus. The order assigned to a unit, the wear of combat or the quality of the terrain are all factors that can modify a unit's base values. These values are then increased or reduced as the case requires.
Table: value progression with bonuses and penalties.
| Base value | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 bonus (+) | 1 | 3 | 4 | 6 | 7 | 9 |
| 2 bonuses or more (++) | 2 | 4 | 6 | 8 | 10 | 12 |
| Base value | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 penalty (-) | 1 | 1 | 2 | 2 | 3 | 3 |
| 2 penalties or more (--) | 1 | 1 | 1 | 1 | 1 | 1 |
These modifiers are often expressed in the form Value+, Value-, etc. For example: Mvt++, Tir- [Speed++, Shoot-].
Simultaneously increased and decreased values cancel each other out. For each bonus "+", one penalty "-" is cancelled.
Depending on how bonuses and penalties apply, the following results are obtained:
- Value + (bonus): the value is increased by half its base value, rounded down.
- Value ++ (or maximum bonus): if the value is increased several times, the final result is double the original value. This is the maximum bonus possible.
- Value - (penalty): the base value is halved, rounded up.
- Value -- (or maximum penalty): if the value is reduced several times for various reasons, it is brought to 1.
Defence
Defence is similar to the Values. It reflects the degree of vulnerability of a unit in combat against the troops attacking it: infantry or cavalry. This resistance is also broken down by type of fire: Volley (light weapon fire) and Ball (artillery fire).
- Infantry: defence against infantry.
- Cavalry: defence against cavalry.
- Volley (Salve): defence against light weapon fire.
- Ball (Boulet): defence against artillery fire.
Unlike the previous values, defence values are fixed and never modified. A high number indicates that the unit is more resistant: pikemen attacked by cavalry, for example. A low number, on the contrary, reflects a certain fragility: the same pikemen have a low defence against artillery balls.
Status Markers
Tercios uses two kinds of markers for troops. One keeps track of damage suffered (Dm) [Wear]. Another indicates a unit in disorder.
Disorder (En désordre): certain events may cause a unit to fall into disorder. This state makes the unit more fragile in combat and may lead to a quick end. When a unit is in disorder, it suffers a penalty (-) to its Courage.
Note: an additional marker exists for "exhausted" officers; see the chapter "Command".
The representation of these markers is left to each player's taste: a small square of card, counters or wounded miniatures.
Damage (Dm) [Wear]: in the game, wear on units in combat is counted by damage points, or Dm. Depending on how many Dm a unit has, it is in one of these states:
- Fresh (Frais) [Steady]: the unit has no Dm.
- Weary (Usé) [Weary]: when the unit has accumulated as many Dm as its Stamina value. In these conditions the unit suffers a penalty (-) to its combat and shooting values.
Adaptation: this notion may be applied as soon as a unit has at least 1 Dm.
Other Components
Beyond the elements already mentioned, players will need Order cards (see the next chapter), six-sided dice, noted D6, and a measuring tape graduated in inches.
Of course, a playing surface is also needed for your battle. A standard wargame table is ideal, that is 120 cm by 180 cm.
Game Sequence
The battle is divided into turns, which are carried out together by the players. During each turn, they alternate the activation of their units for as long as each side has a troop able to act.
The player who wins initiative chooses who plays first. In case of a tie, initiative goes to the side whose Commander-in-Chief has the highest rank. If the tie persists, roll the dice again.
The Turn
Turns are divided into two phases: Planning, where each player prepares their strategy, and Action, where everything is decided and units truly come into play.
Planning phase:
- Both players remove the "exhausted" [exhausted] markers from their commanders.
- Both players place their Order cards near their units, face down.
Action phase:
- The players determine initiative.
- The players activate their units alternately.
Initiative
Each turn, after the Order cards have been placed, initiative must be determined. Each player rolls 1D6, and initiative is won by the player who obtains the highest total.
Activation
When a player must activate a unit, they must follow this sequence:
Activation sequence:
- Activate a Commander (optional).
- Activate a unit.
A commander is always activated first if desired, and afterwards, mandatorily, a unit. The player may choose not to activate a commander and only activate a unit of Troops. But they cannot, on the other hand, reverse the order above by activating a troop unit and then a commander.
If there are no more troops to activate but the enemy still has some, a lone commander may be activated and the turn passed to the opponent so that they activate a unit.
This sequence is repeated until there are no more Troop units to activate on either side, whether or not commanders remain to be activated. The turn is then over.
The commander and the activated troop need not belong to the same regiment, nor be at a certain distance from one another. These two elements may be chosen independently of each other.
Order Cards
Units are activated on the basis of orders planned in advance. During the Planning phase, each player assigns an order to each of their units by placing an Order card next to it.
These cards are placed face down, with a double purpose: to hide one's intentions from the opponent as to the actions of the unit concerned, and to keep track of which units have or have not been activated.
When a unit is activated, its card is revealed and set aside from the table. Some players prefer to leave it in place, face up, to remember the unit's actions.
Order cards cannot be changed during the Activation phase: you must plan carefully which card to place beside which unit.
- Ready! [Ready !]: the unit may carry out two actions of its choice: move, reorganise (remove a Disorder marker), reorient, or shoot. It may not carry out the same action twice. If it shoots, its shooting is reduced (-) (Shoot-).
- Assault! [Assault !]: the unit charges the enemy in order to engage it in combat. Combat takes place if base contact is made. Otherwise the charge move is made as close to the enemy as possible. If no enemy is in the unit's line of sight at the moment of activation, the unit does nothing. This represents the confusion of situations where a charge order is given although the unit has not spotted the enemy. With this order the unit gets a bonus (+) to its movement, Mvt+ [Speed+], and in combat (Melee+).
- Run! [Run !]: the unit puts all its energy into moving. For this it gets a double bonus (++) to its movement (Mvt++ [Speed++]). It may neither shoot nor charge.
- Fire! [Fire !]: the unit stays in place and delivers a volley at full effectiveness. It may not move or reorient.
- Resist! [Resist !]: the unit attempts to regroup. This order is given to recover Dm [Wear]. If the test is passed, the unit removes one Dm. If the unit had only one, or none, this order has no effect and the unit stays in place.
Adaptation of the rule: if the order cannot be carried out, the unit must at least advance one inch.
Testing Orders
A unit with no Dm (fresh) automatically carries out the order it was given. Simply reveal the Order card and carry out the action or actions the order allows.
A unit with at least one Dm must test its order. If this test fails, the order is lost and the unit can no longer be activated.
For this test, roll as many D6 as the unit's Discipline value, applying a penalty (-) if there is no commander attached to the unit, or if the unit is outside the command radius or outside the line of sight of the commander. The command radius is 6 inches. It is the duty of each commander to be positioned so that they can command their troops effectively.
The test is passed if at least one of the dice rolled shows a 5 or more. It is expressed as:
Discipline # D6 = Target 5+
That is: roll as many D6 as the Discipline value, for a result of 5 or more.
Certain circumstances may give bonuses or penalties to the Discipline value: these must be taken into account before the test is made.
Reactions
When the enemy interacts with one of your units, you may always attempt a reaction with that unit if it has not yet been activated.
An enemy allows a reaction as soon as it comes to 3 inches or less from the front centre of a unit, or when it declares a charge against that unit.
Reacting is never mandatory. A player may decide to keep their order in order to activate the unit concerned later in the turn.
A reaction must always be subject to an order test, even if the reacting unit is fresh (has no Dm). If this test fails, the unit loses its order and can no longer be activated afterwards.
If the test succeeds, the Order card is revealed, and the type of reaction depends on that order:
- Ready! [Ready !]: the unit may reorient OR shoot. The shot is subject to a penalty (-) (Shoot-).
- Assault! [Assault !]: if the unit reacts with this order against an enemy that has come close, it is an interception charge. Contact is made at the nearest point of intersection between the enemy's movement and the advance of the reacting unit. If the combat that follows is lost by the reacting unit, the enemy may continue its activation. Otherwise, the enemy's activation ends. If the unit reacts against an enemy's assault (charge), it is a counter-charge. The two units are brought into contact halfway and both benefit from the bonus linked to the Assault! order.
- Run! [Run !]: your unit, being ready to move, may react by evading the danger. It turns about and moves away from the unit that caused the reaction by at least its movement. Its movement may nevertheless benefit from the bonus granted (Mvt++ [Speed++]).
- Resist! [Resist !]: the unit concentrates all its energy on keeping its formation. The Courage test in a combat that follows a charge benefits from a bonus (+).
- Fire! [Fire !]: the unit delivers a volley. This is especially deadly with light weapon fire, which benefits from a bonus (+) on these reaction shots.
Adaptation: the source provides a sheet of Order cards at its end. A summary of the card effects is given under "Order Card Reference" in The Army section below.
Movement
Any change of position or orientation of a unit counts as movement for the turn. This may be voluntary during the unit's activation, but also involuntary, for example during a retreat or fall-back after a lost combat.
Activation Movement
A voluntary movement takes place when a unit is activated with the orders Ready! [Ready], Assault! [Assault] or Run! [Run].
To move a troop unit, proceed as follows:
- Draw a virtual straight line between the front centre of the unit and the point of its new position. This line must not cross other units (friendly or enemy) or impassable terrain, otherwise the movement is impossible.
- Turn the unit towards the destination, using the front centre as the pivot point. This pivot does not penalise movement, and must not exceed 90 degrees.
- Place the unit in its new position, facing the direction it has taken. This new position must not exceed the movement distance permitted, in inches.
Obstacles
Units may ignore terrain or units crossed during their movement if the line drawn between their front centre and the destination point does not cut through them. It is considered that these units adapt their formation to take these obstacles into account.
If, however, a unit moves between two of these obstacles, the movement is possible only if there is a gap of at least 3 inches between them.
Angle Correction
If, at the end of a movement, a unit is unable to stop without overlapping another unit or an obstacle, it may correct its orientation by pivoting its base to clear the other unit or to align itself with the obstacle. This pivot may not exceed 45 degrees.
If the overlap persists despite this, the movement is stopped backwards at the point of contact with the unit or obstacle.
With this correction, a unit may for example align itself along a wall, an obstacle or any other scenery element. The purpose of this rule is to avoid movement constraints that are too geometric and would prevent units from making rational moves.
Overlap
Units may not pass through other units and must not end their movement overlapping another base or impassable terrain.
Exceptions: commander units, artillery, and the angle correction rule.
If a commander or an artillery unit is passed through, interpenetration is allowed. If the unit does not have enough movement left to get completely past a passed artillery unit, that artillery unit is pushed back behind it by up to one inch.
In the case of a commander, the commander may choose to join the unit that it passes through. If that is not its wish, and unlike artillery, it may be placed one inch from the unit, but on any side of it.
Reorientation
A unit may change its orientation with the Ready! [Ready !] order.
To do so, a unit brings its front centre towards another centre of its base: a side centre or the rear centre.
Terrain and Movement
Terrain affects the movement of units. A unit is affected by a terrain type when its front centre crosses it, outside of any other centre of its base (side or rear). It is considered that a unit is able to adapt its formation to the terrain: thus only the front centre truly marks the terrain crossed.
Each type of terrain has its own constraints or advantages. The chapter "The Battle" lists the scenery of these different types, namely:
- Difficult: movement is reduced.
- Very difficult: causes units to fall into disorder and reduces movement.
- Impassable: no unit may cross or enter it.
- Easy: terrain where movement is facilitated, such as roads. Movement is enhanced.
Shooting
When a unit is ready to shoot at an enemy, the following procedure must be followed:
- The unit selects its target.
- The unit rolls the shooting dice.
- The target attempts to resist.
If there are several possible targets, the shooters may freely choose which target to designate.
Selecting the Target
Line of sight: to be able to shoot at a unit, one must be able to draw a virtual straight line between the front centre of the shooting base and any centre of the target's base.
This line may not cross other units or terrain that blocks vision. There must be a gap of at least 3 inches if the line passes between such obstacles. Commander units are ignored.
If the nearest centre of the target cannot be shot at, but another of its centres is visible, shooting remains possible as long as the target is within range.
Units may not shoot over other units, even when they are on higher ground: the lack of precision of the weapons used in this period prevented such shots. There are two exceptions to this rule: see "arc" [bow] and "mortier" [mortar] in the chapter "The Troops".
Range: depending on the weapon used, the range of shots differs. Range is always measured from the front centre of the shooting base to the nearest centre located in the line of sight of the target base.
| Weapon | Range (inches) |
|---|---|
| Pistols | 4 |
| Arquebuses | 8 |
| Muskets | 12 |
| Crossbows | 12 |
| Bows | 12 |
| Great bows | 16 |
| Light guns | 18 |
| Medium guns | 24 |
| Heavy guns | 36 |
Shooting Dice
The shooting unit rolls as many dice as its Shoot [Tir] value allows. This value must take into account any bonuses or penalties to apply under the circumstances. Each die result is compared to the defence of the chosen target according to the type of fire: Volley [Salve] for light weapon fire, Ball [Boulet] for artillery fire.
That is:
Shoot [Tir] # D6 compared to target Defence
Each die that gets a result equal to or higher than the enemy defence counts as a success, or "hit". If no "hit" is obtained, the shooting process stops. Aim better next time!
Resistance test: the target that has been hit may then attempt to resist the possible damage from the shot. The player rolls as many dice as its Courage value, modified up or down according to the applicable circumstances.
The target needs a 6 for artillery, and a 4 or more for other weapons. Each success on a die in this roll cancels one hit from the shot.
If no success is obtained on this roll, the unit is put into Disorder (in addition to the Dm suffered).
Damage (Dm) [Wear]: each hit not cancelled by the resistance test counts as one damage point, or Dm. Dm markers are placed next to each unit when it suffers damage. If the number of Dm exceeds the unit's Stamina value, the unit must take a Rout test.
Rout Test
When a troop unit has more Dm than it can bear (its Stamina value), it has exceeded its limits of endurance. Losses, fear or fatigue have driven its men to rout, and the unit risks deserting the battlefield.
Rout tests are carried out as soon as a unit has Dm beyond its Stamina value. This may come from shooting as well as from close combat. The Dm "in excess" of the unit's Stamina value are called "Rout Points".
To make a Rout test, you must roll as many dice as the unit's Discipline value. For this test, the Discipline value is never modified by bonuses or penalties.
To pass a Rout test, you must obtain as many "6"s as the number of Rout Points recorded.
Discipline # D6, success = 6.
If the test fails, the unit is broken and removed from the game. It has succumbed to the blows of the enemy.
If as many 6s as needed are obtained, the unit has held, and the excess Dm are removed. It then becomes "Weary" (usé), a state meaning that it has a number of Dm equal to its Stamina. It nevertheless remains on the battlefield.
Shooting and Terrain
Terrain affects shooting in several ways:
- Hidden: when the shooters' line of sight crosses terrain that does not allow firing at or seeing the target. This rule is not applied if the shooters and the target are on the same terrain element.
- In cover: the target receives a bonus (+) to its Courage value to resist the hits it suffers.
Combat
The only way to start a close-combat (melee) is to carry out an Assault! [Assault] order. When this happens, the following sequence applies:
- The attacker resolves its attack.
- The defender attempts to resist.
- The defender resolves its attack.
- The attacker attempts to resist.
- The consequences are resolved.
Charges
A unit with an Assault! order must charge an enemy unit if possible. If several enemy units are eligible as targets, it may freely choose which one it charges.
Declaring a charge gives the charged unit the opportunity to attempt a reaction, if the conditions allow.
To carry out a charge, all the basic rules of movement apply. One must be able to reach, with the enhanced movement of the assault, one of the centres of the target unit's base, starting from the front centre of the charging unit.
The unit stops as soon as contact is made between the two bases. There is no adjustment or alignment of the bases here: the unit stops in the direction of its charge as soon as the bases touch.
It may happen that the nearest centre of the target unit is inaccessible because it is hidden by another unit or blocked by impassable terrain. If the movement of the charging unit allows it to reach another centre of the unit by changing its path, this change is permitted and the charge is carried out.
The shortest path is always used to conduct a charge.
Flank Charges
Many formations of the period tried to offset this vulnerability with more depth of ranks and with drill intended precisely to avoid flank charges. Units with the special rule "Square" [Square] have this advantage and can never be considered as having been taken in flank.
When one enjoys an advantageous position relative to the enemy, one should make use of it. Seeking the flank or rear of an enemy is always a profitable tactic.
A flank charge is a charge that begins while the front centre of the charging unit lies outside the 180-degree front arc of the target unit. (Translator's rendering of "en deçà des 180 degrés du front": the next sentence of the source describes the attacker lying behind a line extending the front side of the target base, so the phrase is read as "outside the front arc".) The front centre of the attacker is behind a line extending the front side of the enemy base, which allows it to attack from a side or from the rear.
A unit subjected to a flank charge has its Melee and Courage values reduced (penalty -). It is also reduced (-) in its Discipline value for any reaction test against the charge.
Combat Rounds
Both sides have the right to conduct their own combat round in the melee. The process is to resolve the attacker's round first and then the defender's.
Although the rounds are ordered this way, both are considered simultaneous: a unit that has suffered damage in this combat, or was destroyed during a round, still has the possibility of carrying out its own round, based on its initial values before the combat.
Combat roll: roll as many dice as the unit's Melee value allows, applying any penalties or bonuses that apply. Each result equal to or higher than the enemy's defence against the attacking unit's type (infantry or cavalry) is a success, or "hit".
Combat [Melee] # D6 >= Defence (infantry or cavalry)
Resistance roll: the enemy unit that was attacked must now try to resist the hits it has suffered. Roll as many dice as its Courage value allows, applying the penalties or bonuses that apply. Each result equal to or higher than 5 is a success.
Courage # D6: 5+
Each success on a die in this roll cancels one hit from the combat. If no success is obtained on this roll, the unit is put into Disorder (in addition to the Dm suffered). It must also carry out a retreat if it loses the combat.
Damage (Dm) [Wear]: each hit not cancelled by the resistance test counts as one damage point, or Dm. Dm markers are placed next to each unit when it suffers damage. If the number of Dm exceeds the unit's Stamina value, the unit must take a Rout test.
Advance: if the charging unit has broken the enemy by routing it (its resistance test a complete failure), it may consolidate its position by advancing 3 inches in the same direction as its charge.
Consequences of Combat
After both players have resolved their combat round, the winner is the one who has inflicted more Dm on its opponent.
Unless the loser retreats because it had no success on its resistance test, it must disengage.
Disengagement: an involuntary backward movement, away from the enemy, over a distance of 3 inches. If a unit has suffered a flank charge, it must first turn towards the enemy before withdrawing in this way. If the unit cannot fully complete this movement because of obstacles or another unit, it receives one additional Dm. If necessary, the attacker may also withdraw in order to leave a minimum gap of one inch between units.
Retreat: if the combat is lost and no hit could be parried during the resistance test, the unit has suffered a crushing defeat. It must disengage over a distance equal to double its movement, with its back to the enemy. It is also put into Disorder. In this case, an infantry unit is destroyed by cavalry (see the Pursuit rule in "The Troops"). If this movement cannot be carried out in full, the unit receives one additional Dm.
Tie: in case of a tie during combat, it is the attacker that must disengage (3 inches).
"Dirty war!" [Sale guerre !]: Italian observers described as a "dirty war" the indescribable carnage that often occurred when blocks of pikemen clashed savagely. The front ranks suffered terrible losses while the ranks behind them still pressed them into the fight.
If a combat between two units that include pikemen ends in a tie, one of the two players may declare "Dirty war!" in order to immediately carry out another combat round. To apply this rule, the charge must not have been qualified as a flank charge, and the defender must not be in a fortified position.
These additional rounds no longer apply the bonuses linked to the charge. Successive ties may thus lead to several combat rounds, until one side wins, if a player declares "Dirty war!" each time.
Terrain Effects in Combat
The terrain on which combat takes place affects its consequences.
Firstly, crossing very difficult terrain causes units to fall into disorder. Fighting in that state is really not recommended. It should also be noted that, since the enemy must be seen in order to be charged, terrain elements applying the "Hidden" rule protect the units located in them from all charges.
Height: a unit that has all its centres in an element higher than the enemy (even if the latter is partly at the same height with one of its centres) gets a bonus to its Melee value.
Protected: a fortified unit that is charged gets a bonus (+) to its Courage value for its resistance test. For linear elements such as walls, the defender must be behind that element and in contact with it to benefit from this rule.
Rout Test
The source repeats the Rout test text printed under Shooting above (the Rout test chapter, with the Rout Points and the 6s needed). It is not duplicated here; see that section.
The Troops
This chapter covers most of the nations at war during the Thirty Years' War. Although most of them fought in fairly similar ways, subtle differences existed as changes and innovations were introduced by one belligerent or another.
Note from the source: this chapter has been enriched with certain rules published later in the "Kingdoms" volume.
The fighting unit par excellence was a mixed unit composed of pikemen, musketeers and foot arquebusiers.
Types of Troops
The various nations at war quickly imitated innovative tactical models. But in this conflict, infantry played the main role, even though artillery and cavalry were also important.
We describe here a number of special rules for the different types of troops, arising from their training or equipment, but also from certain particularities, with the aim of coming as close as possible to the "essence" of this period.
The troop units are divided into three categories: infantry, cavalry and artillery.
Infantry
Inspired by the Swiss pike block, this model evolved when the Spanish introduced shot into their famous Tercios during the Italian Wars (1494-1559). During the Thirty Years' War (1618-1648) we are at the height of the domination of these formations, until, as with the Protestants, first with the Dutch and later with the Swedes, the mode of fighting began to be transformed by deploying smaller and more mobile units, favouring firepower.
Infantry is the queen of the battlefield during the Renaissance. Solid formations of pikemen block cavalry charges, while firepower increases among them.
Among the infantry units, a distinction is made between battalions* and companies.
Translation note (from the source): "battalion" is used here because it is the most widespread term across the various nations, even though the Spanish spoke of squadrons for the organisation of the tercios. Today the term more often denotes a subdivision of cavalry.
Battalion: an infantry unit that includes pikemen and shooters in varying proportions*. This mixed formation was the "standard" during the Renaissance and will be the most widespread unit on the tabletop.
*A tercio around 1600 comprised a little over 50% pikemen compared with musketeers and arquebusiers. This ratio fell to 30% in 1632.
Company: a unit not integrated into a denser formation. Companies were detached from battalions, as support detachments or garrisons to defend certain areas. Although not always integrated into the army, it was common to find them as reinforcements on lines of defence or at key positions.
Note: for a more historical use of "skirmisher" or "forlorn hope" companies in this period, see the adaptation made at the end of this chapter.
If the army lists allow, special rules may apply to a unit:
-
Skirmishers [Skirmishers]: these units fight equally well in difficult terrain and in the open. They ignore the effects of very difficult or difficult terrain.
-
Square [Square]: when the tercios are formed in a square, with a block of pikemen surrounded by sleeves of shooters, their defence is secured on all sides. Units with this rule are never taken in flank. On the other hand, when they wish to reorient with a Ready! order, they may not then move with the same order as their second action.
-
Light [Light]: infantry or cavalry formations with this rule treat very difficult terrain as difficult, and are therefore not put into disorder in that case.
-
Large (Dense) [Large]: dense formations are more closely bonded around their colours. When they test the Resist! order, they remove one Dm for each result of 5+. However, they may not in this way remove their last Dm and return to zero.
-
Elite [Elite]: these units may remove all their Dm with a Resist! order or with a command action (depending on the successes of the test above), and may thus return to 0 Dm. Their Discipline is never reduced when they are outside the command radius of their leader.
-
Brigade [Brigade]: among the tactical innovations, the Protestants introduced joint manoeuvres between several battalions. Ideally carried out with four battalions arranged in a diamond on the battlefield, these manoeuvres most often involved three battalions formed in a point within the same brigade.
Units with this rule that belong to the same regiment may act simultaneously. A single order may then be placed for all the units of the brigade. The player must state clearly that this order will be used in this way, specifying which units will be concerned, when the orders are planned, in order to avoid any confusion.
Cavalry
All cavalry units benefit from the Mobility, Evasion and Pursuit rules, in addition to those permitted by their type.
- Mobility [Mobility]: cavalry units with the Ready! [Ready] or Run! [Run] orders may make a free reorientation at the start of their movement. This does not count as an action with the Ready! order. With this order they may therefore reorient, move, and reorient again.
- Evasion [Evasion]: whatever order it has, and even if the unit has already been activated in the turn, a cavalry unit may always attempt to react to a charge by an evasion, as with a Run! [Run] order. If the charge is carried out by an enemy infantry unit, it also benefits from a bonus (+) to its Discipline for reaction tests.
- Pursuit [Pursuit]: if cavalry wins a combat against an infantry unit and that infantry unit retreats, the infantry unit is destroyed. To simulate a pursuit, the cavalry unit must make a movement at its normal speed in the direction it faces.
Depending on the type of unit, cavalry may have other applicable rules:
- Extended Arc of Fire [Extended Arc of Fire]: when these units shoot, they may choose their front centre or the side centres of their base as the starting point of the line of fire.
Despite the predominance of infantry, cavalry had a crucial role in battle. Its most common use was to wear down troops by fire and, through its mobility, to provide support wherever it was needed. It could also be used for shock action, by charging units that were sufficiently worn or disorganised.
-
Caracole: a tactic consisting of firing by each rank of the formation, each rank then returning to the rear to reload. After such a unit has fired, it may make a Discipline test which, if passed, allows it a withdrawal movement at its speed, keeping the same orientation. The caracole cannot be used with a reaction.
-
Dragoon [Dragoon]: these were in fact mounted infantry. Units with this rule fire only with a Fire! [Fire] order.
Note: for a more historical use of dragoons in this period, see the adaptation made at the end of this chapter.
-
Impetuous [Impetuous]: if such a unit at 0 Dm (fresh) has an order other than Assault!, and this unit can consider a charge on an enemy, it must make an Order test. If this test fails, it is obliged to charge the enemy, ignoring the order placed. This test and these conditions are checked at the moment the unit is activated.
Artillery
Artillery, having long been confined to sieges of fortified places, took its share on the battlefields.
Even though aiming systems were still far from perfect, the effect of certain shots on slow-moving, very dense pike formations was often devastating.
All artillery units benefit from the rules Integral Command, Crew Defence and No Escape, in addition to certain rules granted by the army lists.
-
Integral Command [Integral command]: these units are always considered to be within the command radius of an officer. The additional units provided with the artillery (companies) also benefit from this if they are 6 inches from the artillery or less.
Artillery units are never affected by a friendly or enemy command action.
-
Crew Defence [Crew Defense]: in close combat, artillery is treated as infantry.
-
No Escape [No escape]: when an artillery unit loses a close-combat, it is automatically destroyed.
-
Horse Teams [Cathorses]: most guns were not very mobile because of their weight. Artillery units have two movement values in their profile. The first corresponds to that applicable when the pieces are unhitched. In fact, heavy and medium artillery (also called field artillery) have this value at zero, because they cannot move on their own.
A unit with horses may move at the speed of the second value indicated. For this, the unit must be hitched. To do so, a Ready! [Ready] order is needed, and this takes one action. Such a hitched unit may not shoot. A hitched unit may use the Run! [Run] order to move faster.
To unhitch, another Ready! order must be planned. Artillery may be deployed hitched or unhitched, at the player's choice, at the start of the game. Ideally one should have a team or a pair of horses to mark the two states.
-
Experimental [Experimental]: to reduce the weight of guns, or for lack of raw materials, certain manufacturing processes emerged. This is the case of "leather" guns, so called because they had only a copper bore surrounded by boiled leather and banded with iron. Some of these processes did not offer the reliability that was always required.
Units with this rule receive 1 Dm on each shot where a "1" is rolled on the die.
Rules from "Kingdoms"
The rules that follow come from the second volume of Tercios. We take up those applicable to the Thirty Years' War.
-
Allies [Allies]: it is possible to build armies in which some of the regiments are considered allied (coming from another nation). All the basic rules then apply, with the one exception that the Commander-in-Chief cannot interact with them.
-
Ambush [Ambush]: difficult terrain is often favourable to ambushes against traditional units, which are penalised there. Units (cavalry or infantry) with this rule may always attempt an evasion reaction when they are charged or engaged while located on difficult or very difficult terrain.
-
Frenzied [Frenzied]: units with this rule must make an Order test when they destroy an enemy in combat. If the test is passed, they remove 1 Dm, even if it is their only one. If the test fails, the frenzy of the combat puts them into disorder and they remove no Dm.
-
Heavy Cavalry [Heavy Cavalry]: these units lose the Cavalry Mobility rule. They may also only use the common Evasion rule against an infantry charge. Evasion nevertheless remains possible against enemy cavalry if they have the Run! [Run] order.
-
Harasser [Harasser]: these units may fire as a reaction and withdraw after firing. To do so they must have a Fire! [Fire] order, and they evade after firing as if they had a Run! [Run] order. The whole sequence is linked to the success of a single order test, like a simple reaction. Light weapon fire does not in this case benefit from the bonus (+) to shooting that normally applies with this order in reaction, unless the unit does not evade after its shot.
-
Horde [Horde]: these units train one another in the crush of their formations. Two units of the same regiment with this rule may be activated consecutively in the turn, even if they have different orders. This double activation is only possible with an even number of units. (If one remains, it is activated individually.)
Adaptations
The rules that follow adapt two important points of troops which, in our opinion, were passed over too quickly in the basic rules, but which had a specific use during the Thirty Years' War.
- Forlorn Hope [Forlon Hope]: these were companies of shooters detached ahead of denser units, intended to harass the enemy. The "purchase" of these companies is allowed in the army budget at the rate of one company for every two infantry regiments. These units implicitly have the Skirmishers, Open Order, Harasser, Extended Arc of Fire and Light rules. Beaten in close combat, they are destroyed.
(The source spells this heading "Enfants Perdus [Forlon Hope]"; the English term is printed as in the source.)
Armament
The chapter "The Army" describes the different types of Troop units with their armament and the various equipment options. Depending on their armament, these troops may benefit from certain special rules.
When one of these rules applies, it must be considered that the majority of the combatants in that unit are equipped in that way. However, a unit that does not, for example, have the "Halberds" rule does not mean that the unit contains none: it is simply considered that this equipment is not sufficiently numerous to affect the unit's behaviour.
Shock Weapons
-
Pikes [Pikes]: the most widespread weapon during the Renaissance. With it, infantry is relatively protected against cavalry, which is reflected in the defence values of the game. A unit equipped with pikes gets a bonus (+) to its Melee value against cavalry, as long as it is not in disorder. When two enemy units of this type fight each other, additional combat rounds may also be engaged by applying the "Dirty war!" rule.
Note from the source: the rules published in the "Kingdoms" volume have been added here, shown in red in the source.
-
Swordsmen [Swordsmen]: some units included fighters with swords for close combat in addition to their other equipment. On the additional combat rounds caused by the "Dirty war!" rule, units with swordsmen gain a bonus (+) to their Melee value.
-
Halberds [Halberds]: when a unit fights an enemy unit that is in disorder, it gains a bonus (+) to its Melee value.
-
Two-handed swords [Two-handed swords]: equivalent to two-handed or long-bladed swords. A unit with this rule that wins a combat forces the defeated unit to pass a Discipline test on a minimum of 6 on one die. If this test fails, the defeated unit is put into disorder.
-
Lances [Lances]: although this weapon was largely abandoned by cavalry after the start of the conflict, some units kept it. Units armed with it automatically destroy ANY unit that is forced to retreat.
-
Heavy lances [Heavy lances]: more common in the East, where innovations came more slowly, these lances were used for example by Polish hussars. Such a unit, in a combat resulting from a counter-charge (whether its own or the enemy's doing), receives a bonus (+) to its Melee value.
Shooting Weapons
These weapons range from the pistol to the heavy gun, including arquebuses and muskets. Each has a specific range and may include a rule of its own.
Note from the source: the rules published in the "Kingdoms" volume have been added here, shown in red in the source.
-
Arquebus [Arquebus]: lighter than the musket, and its range was also shorter: 8 inches in the game.
-
Arquebus/Musket [Arquebus/Musket]: when a unit is composed of shooters armed partly with one of these two weapons, its Shoot [Tir] value is shown in the form "4/3". In this case the first value corresponds to the simultaneous fire of the arquebuses and muskets, and applies at a range of 8 inches at most. The second value therefore corresponds to the fire of the muskets alone, applying to targets between 8 and 12 inches, thus out of range of the arquebuses.
-
Bow [Bow]: almost obsolete for Western nations, the bow could still be used by more "exotic" troops. Units armed with bows may fire over friendly units provided that the front centres of those units are closer to the shooters than to the target. Bows do not permit fire on reaction. A bow has a range of 12 inches, a great bow 16 inches.
-
Crossbow [Crossbow]: falling into disfavour as firearms became general, crossbow bolts remained for a long time a projectile both precise and deadly. The range is 12 inches.
-
Cannons [Cannons]: because of their reloading time, cannons may only fire with the Fire! [Fire] order. Three types of cannon are distinguished here, by their respective ranges:
- Light guns [Light]: 18 inches.
- Medium guns* [Medium]: 24 inches.
- Heavy guns [Heavy]: 36 inches.
* This designation is for the game; the term used at the time was rather field guns, as opposed to the light and heavy guns of siege trains.
Command
Command is represented by the leaders who direct the troops. When constituting one's army, one must also determine the characteristics of its commanders, giving them "Traits" and "Virtues".
Depending on the points spent to recruit each commander, the latter will have a value representing their qualification, or "Rank". The higher the rank, the more traits or virtues that leader will have.
| Rank | Virtues | Traits | Points |
|---|---|---|---|
| 0 | 0 | 0 | 5 |
| 1 | 0 | 1 | 10 |
| 2 | 1 | 1 | 25 |
| 3 | 1 | 2 | 50 |
| 4 | 2 | 2 | 100 |
| 5 | 2 | 3 | 250 |
Each army must have a Commander-in-Chief, noted C-C. This is the highest officer, and no other character may have a rank higher than his. At most, another commander may have the same rank.
While the C-C may interact with all the troops of the army, the other commanders may do so only with the units of their own regiment.
Keep this in mind when choosing its traits and virtues.
We suggest giving a name to each of your officers in order to add even more realism to your battles.
Commander Figures
These figures should represent an officer or a group of officers. It may be a small diorama showing the officer and his aides-de-camp or, more practically, a single figure on a base.
Officers have no front, flanks or rear. Measurements are taken from any edge of their base. They cannot be targeted individually, either for shooting or for charging, except when they are attached to a troop unit.
Activating a Commander
When a player decides to activate a commander, the following sequence must be observed:
- Move the commander.
- Carry out a command action.
A commander may be made to carry out a movement, BUT it must then carry out a command action afterwards.
A commander's movement is 6 inches, but this movement may be increased by applicable virtues or traits.
A commander's movement is never penalised by terrain, except impassable terrain, which it must go around.
A commander may pass through friendly units as long as no overlap is found at the end of the movement.
Attached Commander
A commander may join a troop unit, which applies the virtues. A commander thus attached may no longer carry out a command action.
The other units are considered under command if they are located 6 inches or less from the unit to which the commander is attached.
Commanders and Losses
Officers represent a certain value for your army. In certain scenarios they may give points to the opponent if they are killed. So take care of them!
There are four circumstances in which you may lose a commander:
-
Useless [Inutile]: if there are no more units with which a commander can interact, it is removed from the game.
-
Joining a troop [Se joindre à une troupe]: to attach itself to a troop unit, a commander simply has to make a movement that brings it into contact with one of the sides of the unit's base.
Note that the commander is not located at a precise spot but is considered to be in the middle of its unit. You may therefore move it around the unit while maintaining contact if the game requires it, for example to make room for the passage of another unit.
A commander that has joined a unit is considered "Exhausted" [Exhausted]. This prevents it from joining a unit and leaving it in the same turn. It may, however, join a unit that has not been activated and then move with it when that unit is activated from the order assigned to it.
-
In the wrong place [Au mauvais endroit]: if the commander is on the path of an enemy unit and is contacted at any point of its base, it may be killed. It must make a test as for a command action (see below). If it obtains at least one success, it may make a movement to move away from the enemy. If it fails, it is killed. It must also obtain at least two successes, otherwise it becomes "Exhausted" [Exhausted]. If it was already exhausted, there are no further consequences.
-
Like a Hero [Comme un Héros]: if the commander is attached to a unit when that unit is destroyed, by fire or in combat, it is itself killed too. Its heroic death is remembered.
Leaving a Troop
Coward [Comme un lâche]: a commander may detach itself from a unit provided that it did not join that unit in the same turn and that the unit has not yet been activated. Its movement is then measured from any edge of the unit, in the desired direction. The commander must then carry out its command action.
If a friendly unit is destroyed within 6 inches and no other friendly unit is within that distance, the commander must make a test as above (a command action). If this test fails, it takes flight and is therefore removed from the game.
Exhausted Commander
A commander that is "Exhausted" [Exhausted] may not be activated again until the end of the turn (see Command actions and Activating a Commander above).
Command Actions
Commanders try to use their abilities to influence the course of the battle. Each trait permits a specific command action, which has a precise effect. In addition to these, each commander has "generic" command actions common to all commanders.
To carry out a command action, the player must declare the action they intend, and, where applicable, which target unit or units it concerns. The commander must have a line of sight to the target unit(s), and these must be within the command radius of 6 inches from its base, unless the trait states otherwise.
The player then makes a command test, rolling as many dice as the command's rank. The base success is generally a result equal to or higher than 5 (that is 5+). This may be a different value for some traits.
Command test: Rank # D6, success = 5+.
At least one success must be obtained for the command action to take effect. If no success is obtained, the action is cancelled.
If the test gives two or more successes, there is no harmful effect on the commander. A unit may then be activated, and the turn passes to the opponent for their activation.
If the result of the test is only one success, or if the test fails, the commander becomes "Exhausted" [Exhausted]. A marker of this state is then placed next to its figure, and this commander may no longer be activated until the end of the turn.
A commander that has been activated and is not exhausted may indeed be activated again in the turn, for another or the same command action on the same or different units. It is therefore frequent that officers of higher rank are activated more than others in a single turn.
Virtues
Virtues are abilities available continuously. No command or activation test is needed to apply them.
Most virtues apply to the unit to which the commander is attached. As an exception, they may be applied to an unattached unit through the "Inspiring" trait (see below).
Virtues add 1 point to a value of the attached unit. This point is always added to that value once all the bonuses and penalties concerning it have been applied.
Example: a unit with a Courage value of 3 that has a bonus (+) and is also affected by a commander's virtue has a final value of 5, not 6.
Common Traits
Traits are special abilities that may apply when the commander is activated*. Most of them require a command action with a test whose target is a result of 5+.
Note from the source: Kingdoms added traits that have a continuous effect, like virtues. The source also lists here all the traits added by the Kingdoms expansion, including those with "automatic" effect.
- Dedication [dedication]: +1 to Mvt [speed].
- Dexterity [dexterity]: +1 to Melee.
- Drill [drill]: +1 to Shoot [Tir].
- Loyalty [Loyalty]: +1 to Discipline.
- Zeal [Zeal]: +1 to Stamina.
- Sacrifice: +1 to Courage on the resistance test against shooting.
- Will [will]: +1 to Courage on the resistance test against combat.
- Presence: extends the command radius to 9 inches.
- Impetus [Élan]: extends movement to 9 inches.
- Reputation [fame]: may interact with any unit in the army, even those of another regiment.
Two traits apply to all commanders without needing to be chosen, and they are not counted in the number allowed by their rank:
-
Fast [Fast]: after a successful command test, a commander may move again.
-
Inspiring [inspiring]: a unit of the commander within its radius may apply one of the commander's virtues. The modification to the value concerned on the unit lasts only until the opponent's next activation.
-
Initiative: adds 2 to the commander's rank for the initiative test.
Optional Traits
These traits are chosen when the army is constituted and assigned to each commander. Traits may only be chosen and assigned up to the number allowed by each commander's rank.
All commanders of the same side must have different traits (a chosen trait exists only once per side).
Unless otherwise specified, traits concern units located within the commander's command radius and, most of the time, within its line of sight.
Reminder from the source: the "automatic" traits introduced by Kingdoms are cited at the end of this chapter; the "normal" ones added by that expansion are shown in red in the source.
- Alert [Alert]: allows a unit to change its orientation immediately, even if it has already been activated (this does not count as an activation of the unit).
- Erudite [Érudit]: the chosen enemy unit cannot be the next to activate, if it is not the last one. The unit must be in the commander's line of sight at any distance.
- Authoritarian [Authoritarian]: a unit whose turn it is to be activated may be activated without an order test.
- Fearless [Fearless]: the commander may join one of its units and immediately carry out an assault with it. The unit is considered activated and discards the order it had. If the unit had already been activated and loses the combat, the commander is killed even if the unit is not destroyed. This is the cost of choosing a second activation.
- Bold [bold]: the commander may change the order of a non-activated unit to another order of its choice.
- Cartographer [Cartographer]: this trait is not a command action but applies during the construction of the terrain. The player may choose to remove 1 die point from the opponent, or add two points to their own, on the roll that determines the choice of terrain.
- Cautious [Cautious]: the player may place an order next to a unit already activated. This order may only be used as a reaction.
- Comrade-in-arms [Comrade-In-arms]: the player may remove an "Exhausted" marker placed next to another commander. The test succeeds on a result of 6 instead of 5+.
- Coordinator [Coordinator]: if the action succeeds, two units may be activated one after the other. They must be under command and in the commander's line of sight. The first activation is carried out to completion before the second is made.
Kingdoms Expansion Traits
- Accomplice [accomplice]: a friendly commander in the line of sight may make a movement of at most 9 inches even if it is Exhausted.
- Cold Blood [Cold]: if the enemy succeeds in a command action that affects this commander or one of its units within 6 inches, this commander may attempt to cancel that action if it is not Exhausted. It makes a command test immediately, with one success for each 6 obtained. At least one success is needed to cancel the enemy action, and two to avoid becoming Exhausted.
- Determined [Déterminé]: the target unit must be the next to activate. If this unit charges an enemy that has a lower Mvt value or is in disorder, and it wins the combat, the enemy suffers 1 additional Dm. If it loses the combat, it is put into disorder.
- Energetic [Energetic]: the target unit must be the next to activate. This unit may change its orientation at the end of its activation.
- Enthusiastic [Enthusiastic]: the target unit must be the next to activate. This unit gains the "Light" rule during the activation, or the "Skirmishers" rule if it already has that rule.
- Experienced [Experienced]: one of your companies of pikemen or musketeers that has no more than 1 Dm is detached to reinforce a battalion. These two units must be at most 6 inches apart and both must be within the command radius. The company is considered destroyed in the calculation of victory points. In exchange, the battalion may remove 2 Dm, even if this brings it to 0 Dm.
- Expert [Expert]: this commander may use the common "Inspiring" trait on a whole brigade. All the units of the brigade benefit from it for the next activation.
- Indefatigable [Indefatigable]: one Dm may be moved from one unit to another of the same type (battalion, cavalry, company or artillery). The two units must belong to the same regiment, be at most 6 inches apart, and be within the commander's radius. One of the units may thus become fresh again (0 Dm) with this action.
Automatic Kingdoms Traits
These traits are called automatic because they do not require a command test and are therefore active immediately. Most of them are conditional on an attached commander that possesses them, somewhat like virtues, and apply to the unit concerned.
- Aggressive [Agressif]: a unit attached to this commander causes a penalty (-) to the Discipline of a unit it charges for its reaction test, if the latter attempts to evade.
- Brave [Brave]: a unit attached to this commander gains the Impetuous and Elite rules.
- Calm [Calme]: a unit attached to this commander does not suffer additional Dm if it fails a test to disengage.
- Diplomat [Diplomate]: a commander with this trait may interact with allied units.
- Gallant [Galant]: a unit attached to this commander that receives a flank charge does not suffer a penalty to its Courage value, but only to its Melee value.
- Imperturbable [Imperturbable]: all units within the command radius have a bonus (+) to their Discipline for their reaction tests.
- Passionate [Passionné]: a unit attached to this commander gains the Frenzied rule.
- Phlegmatic [Flegmatique]: a unit attached to this commander does not suffer the effects linked to worn units.
- Prepared [Préparé]: all units within the command radius that have the "Light" rule gain the "Evasion" rule.
- Selfless [Selfless]: a unit attached to this commander that fails a rout test may re-roll its dice. The commander is killed even if the second test succeeds.
- Wealthy [Wealthy]: mercenary units within the command radius may make a rout test but suffer a penalty (-) to their Discipline.
The Army
Tercios uses a classic points system to create armies. This system allows various scales of battle and the balancing of the forces facing each other.
Each Troop or commander unit has a points value according to its capabilities or the options added. The combined costs of the various units of a side must therefore respect the limits agreed with the opponent.
Battle Sizes
| Battle | Points |
|---|---|
| Small | 500 |
| Medium | 1000 |
| Large | 1500 |
| Very large | 2000 |
| Huge | 3000 |
The duration of a game depends on these sizes, from 1 hour and a half to 3 hours (or more), and on each player's style of play (and also on the quality of the canteen!).
Once the players are ready to begin a game, they may draw lots for a scenario from the chapter "The Battle".
Choosing a Side
The first thing to do is therefore to choose a side before creating the army.
When a unit type has one or more icons, this means it is available only for the nations concerned. The same applies to options when some of them have a small flag to the left of their description. If no icon appears under the name of a unit, or on the line of an option, then it is available for any side.
The general layout of three armies is given here:
- A standard army suited to each nation, the structure most representative of the armies of the period, based on battalions.
- An army based on battle groups, which may be adopted for small battles or for games on terrain that is difficult for battalions to manoeuvre.
- An army based on cavalry, for a structure made up only of that type, or an army with a large presence of cavalry.
It is compulsory to include a single Commander-in-Chief in each list; the latter is the head of the army. All troops are under his command.
In addition, at least a certain number of regiments must be recruited, as shown on the chosen base diagram. Each regiment is in turn characterised by a minimum and a maximum number of units that may or must make it up. This can be identified quickly from the colour of the boxes used and from the silhouettes drawn. Units in grey are optional, while the others are compulsory.
All regiments, apart from artillery, must have their own commander or mestre de camp.
When it is stated that a regiment must be made up of units of the same type, this does not mean that you have no choices. For example, among three modern battalions (same type) of the same regiment, you may very well take a veteran option on one of them.
For an army to be valid, it must respect the rules and constraints stated. For each of these structures there is a minimum and maximum number of units to recruit.
Standard Army Base
Diagram (page 40 of the source): Commander-in-Chief (1); Infantry regiment (1-4); Cavalry regiment (0-3); Artillery battery (0-2); Battle group (0-1); Elite unit (0-1).
Compulsory: one Commander-in-Chief and 1 infantry regiment.
Options: one Elite unit, up to 4 infantry regiments, up to 3 cavalry regiments, up to 2 batteries, one battle group.
Commander-in-Chief (C-C), rank 2 to 5:
| Rank | Virtues | Traits | Points |
|---|---|---|---|
| 2 | 1 | 1 | 25 |
| 3 | 1 | 2 | 50 |
| 4 | 2 | 2 | 100 |
| 5 | 2 | 3 | 250 |
Elite: possible types: Cuirassiers, Heavy cavalry, Battalion or Company. Elite = +15 points. Additional point of discipline = +5 points.
Battle Group Army Base
Diagram (page 41 of the source): Commander-in-Chief (1); Battle group (2-6); Cavalry regiment (0-3); Artillery battery (0-1); Infantry regiment (0-2).
Compulsory: one Commander-in-Chief and 2 battle groups.
Options: up to 6 battle groups, up to 2 infantry regiments, up to 3 cavalry regiments, 1 battery.
Commander-in-Chief (C-C), rank 2 to 5: the same table as the Standard Army Base (rank 2: 1 virtue, 1 trait, 25 points; rank 3: 1 virtue, 2 traits, 50 points; rank 4: 2 virtues, 2 traits, 100 points; rank 5: 2 virtues, 3 traits, 250 points).
Cavalry Army Base
Diagram (page 42 of the source): Commander-in-Chief (1); Cavalry regiment (2-6); Battle group (0-2); Infantry regiment (0-2); Artillery battery (0-1); Elite unit (0-1).
Compulsory: one Commander-in-Chief and 2 cavalry regiments.
Options: one Elite unit, up to 2 infantry regiments, up to 6 cavalry regiments, 1 battery, up to 2 battle groups.
Constraints:
- The two cavalry regiments must be of the same type.
- There must be more cavalry regiments than regiments of other types.
- The artillery must have a team of horses.
Commander-in-Chief (C-C), rank 2 to 5: the same table as the Standard Army Base.
Elite: possible types: Cuirassiers, Heavy cavalry, Battalion or Company. Elite = +15 points. Additional point of discipline = +5 points.
Infantry Regiment
Diagram (page 43 of the source): Commander (1); Battalions (2-4); Companies (0-2).
Compulsory: one Commander and 2 infantry battalions.
Options: up to 4 battalions, up to 2 companies. (Printed in red in the source:) 1 company of forlorn hope for every 2 battalions.
Constraints: the battalions must be of the same type (Tercio, Classic, Reformed or Modern).
Commander (Mestre de Camp), rank 0 to 4:
| Rank | Virtues | Traits | Points |
|---|---|---|---|
| 0 | 0 | 0 | 5 |
| 1 | 0 | 1 | 10 |
| 2 | 1 | 1 | 25 |
| 3 | 1 | 2 | 50 |
| 4 | 2 | 2 | 100 |
Battalions: four types, each shown in the source by the national flags that use it (the flag icons are not reproduced in plain text):
- Tercio: the type that gave the game its name.
- Classic.
- Reformed.
- Modern.
Battle Group
Diagram (page 49 of the source): Commander (1); Companies (2-4).
Compulsory: one Commander and 2 companies.
Options: up to 4 companies.
Commander (Mestre de Camp), rank 0 to 4: the same table as the Infantry Regiment (rank 0: 0 virtues, 0 traits, 5 points; rank 1: 0 virtues, 1 trait, 10 points; rank 2: 1 virtue, 1 trait, 25 points; rank 3: 1 virtue, 2 traits, 50 points; rank 4: 2 virtues, 2 traits, 100 points).
Cavalry Regiment
Diagram (page 51 of the source): Commander (1); Cavalry units (1-4); Companies (0-2).
Compulsory: one Commander and 1 cavalry unit.
Options: up to 4 units. Up to 2 companies of shooters; these companies have the "Commanded Shot" rule free of charge.
Constraints:
- The cavalry units must be of the same type (Arquebusiers, cuirassiers, heavy cavalry, chevau-légers, dragoons or light).
- There may not be more companies of shooters than cavalry units.
Commander (Mestre de Camp), rank 0 to 4: the same table as the Infantry Regiment.
Unit Profiles
The unit cards in the source give, for each unit, the values Mvt (Speed), Melee, Shoot (Tir), Discipline, Courage and Stamina, followed by the defence values (against infantry, against cavalry, against volleys (Salves) and against balls (Boulets)), the weapons and special rules, the options and their point costs. Where a card gives two values for Shoot or Mvt, the source's notation is kept (for example "4/3" or "2/6"). Option costs are shown as added points (+) or deducted points (-). Options marked in red in the source are shown as such in the tables below.
Infantry Units
| Unit | Mvt | Melee | Shoot | Disc. | Courage | Stamina | Def. Inf. | Def. Cav. | Def. Volley | Def. Ball | Weapons | Rules | Points |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tercio | 4 | 4 | 3/2 | 5 | 4 | 5 | 4 | 5 | 4 | 3 | Pikes; Arquebuses / Muskets | Dense | 140 |
| Classic Battalion | 4 |
Tercio options:
- Square of pikemen: Square and Extended Arc of Fire, +10 points.
- Viejo: Courage and Melee 5, +45 points.
- Modern: Shoot 4/3 (incompatible with the square of pikemen), +15 points.
- Depleted [Ammoindri]: Stamina 4, -15 points.
- Swordsmen: +5 points.
- Halberds: +5 points.
Classic Battalion options:
- Irregulars: Discipline 3, -10 points.
- Veteran: Discipline 5 (incompatible with Irregulars), +10 points.
- Dense: Stamina 5 and the Dense rule, +20 points.
- Modernised: Shoot 4/3, +15 points.
- Hesitant: Courage 3, -15 points.
- Mercenaries: -10 points.
- Two-handed swords: +5 points.
- Halberds: +5 points.
- Muskets only: Shoot 3; if modernised, Shoot 4, +5 points.
Reformed Battalion options:
- Irregulars: Discipline 3, -10 points.
- Veteran: Discipline 5 (incompatible with Irregulars), +10 points.
- Hesitant: Courage 3, -15 points.
- Mercenaries: -10 points.
- Two-handed swords: +5 points.
- Halberds: +5 points.
- Modernised: muskets only, Shoot 4, +10 points.
Modern Battalion options:
- Veteran: Discipline 5 (incompatible with Irregulars), +10 points.
- Reinforced: Shoot 5, +20 points.
- Mercenaries: -10 points.
- Irregulars: Discipline 3 (incompatible with Veteran), -10 points.
- Hesitant: Courage 3, -10 points.
Musketeer Corps options:
- Veteran: Discipline 4 and the Brigade rule, +10 points.
- Reinforced: Shoot 5, +20 points.
Companies
| Unit | Mvt | Melee | Shoot | Disc. | Courage | Stamina | Def. Inf. | Def. Cav. | Def. Volley | Def. Ball | Weapons | Rules | Points |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Musketeer Company | 5 | 2 | 3 | 3 | 3 | 2 | 3 | 3 | 4 | 4 | Muskets | Light | 60 |
| Pikemen Company | 4 | 3 |
Musketeer Company options:
- Veteran: Discipline 4, +10 points.
- Skirmishers: Courage 2, Skirmishers rule, +10 points.
- Obsolete: replace the muskets with arquebuses, -10 points.
- Mercenaries: -5 points.
- Brigade (Swedish flag in the source): gains the Brigade rule, +0 points.
- Dense formation: Shoot 4, Stamina 3, loses the Light rule, +20 points.
Pikemen Company options:
- Veteran: Discipline 4, +10 points.
- Mercenaries: -5 points.
- Lances: loses the pikes, -5 points.
- Halberds, two-handed swords or swordsmen: +5 points for each option.
Combat Company options:
- Veteran: Discipline 4, +10 points.
- Mercenaries: -5 points.
- Brave: Melee and Courage 4, +30 points.
- Militia: Stamina 4 and the Dense formation rule, +15 points.
- Halberds or two-handed swords for each option: +5 points.
- Light (incompatible with Militia): +5 points.
Forlorn Hope options (adaptation; red in the source):
- Mercenaries: -5 points.
- Arquebus: replaces the muskets, -5 points.
- Forlorn Hope companies never receive the Assault! order.
Cavalry Units
| Unit | Mvt | Melee | Shoot | Disc. | Courage | Stamina | Def. Inf. | Def. Cav. | Def. Volley | Def. Ball | Weapons | Rules | Points |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Arquebusiers on horseback | 8 | 3 | 3 | 3 | 3 | 3 | 4 | 3 | 3 | 3 | Arquebuses | Caracole | 65 |
| Cuirassiers | 7 |
Points are as printed on each card; the Modern Cavalry (chevau-légers) card is at 85 points.
Arquebusiers on horseback options:
- Dense formation: Shoot and Stamina 4, +20 points.
- Veteran: Discipline 4, +10 points.
- Pistols: +5 points.
- Crossbows: replaces the arquebus and loses Caracole, +0 points.
Cuirassiers options:
- Dense formation: Stamina 4, +10 points.
- Veteran: Discipline 4, +10 points.
- Unhesitating [Sans peur]: Melee 5 and the Impetuous rule, +20 points.
- Mercenaries: -10 points.
- Heavy: Courage 5 and Mvt 6, +25 points.
- Modern: replaced by the Kingdoms rule (see Chevau-Légers [Modern Cavalry]).
- Caracole: +5 points.
- Lances: +5 points (the source marks this option with ** and refers to the Heavy Cavalry adaptation).
Heavy Cavalry (adaptation) options:
- Dense formation: Stamina 4, +10 points.
- Gendarmes: Discipline 5, Shoot 2, Pistols and Caracole, +20 points.
- Pistoliers: Shoot 2, Pistols and Caracole, +10 points.
- Lancers: Discipline 5, Lance (incompatible with pistols), +20 points.
Light Cavalry (Modern Cavalry, Kingdoms) options:
- Veteran: Discipline 4, +10 points.
- Mercenaries: -10 points.
- Demi-cuirass: Courage 4, +10 points.
- Determined: Melee 5 and the Brigade rule, +10 points.
- Pistols: Shoot 2, Pistols and Caracole, +10 points.
- Gendarmes (**): Mvt 7, Melee and Discipline 5, +30 points. The source refers to the Heavy Cavalry adaptation.
Light Cavalry (generic) options:
- Veteran: Discipline 3, +10 points.
- Unhesitating [Sans peur]: Melee 4 and the Impetuous rule, +10 points.
- Mercenaries: -5 points.
- Mounted archers: Melee 2 and the Bow replaces the Pistols, +0 points.
- Caracole: +5 points.
- Arquebus: +5 points.
The source notes an alternative Kingdoms version of this light cavalry: see Cossacks, Tatars and Lisowczycy below.
Cossacks options:
- Veteran: Discipline 3, +10 points.
- Cuirasses: Courage 4, loses Light, +15 points.
- Dense unit: Shoot and Stamina 3, loses Dispersion, +10 points.
- Mercenaries: -5 points.
- Arquebus: +5 points.
- Lance: +5 points.
Tatars options:
- Raids: Mvt 9 inches, Shoot 3, +10 points.
- Veteran: Discipline 3, and loses the Mercenaries rule, +5 points.
- Dense unit: Shoot and Stamina 3, loses Dispersion, +10 points.
- Pistols: +5 points.
- Arquebus: +5 points.
- Lance: +5 points.
Lisowczycy options:
- Pistols: +5 points.
- Arquebus: +5 points.
Light Hussars options:
- Regulars: Discipline 3 and loses Mercenaries, +10 points.
- Archers: adds a Bow (incompatible with shooters), +5 points.
- Shooters: adds an Arquebus and Caracole, Shoot 3, +15 points.
- Lances: +5 points.
- Scouts: Vanguard and Dispersion rules, +10 points.
Dragoons (Adaptation)
The dragoon unit is printed as two cards, one for the unit mounted and one for the unit dismounted. The rules for dismounting and remounting are given in the adaptation on page 28 (see Adaptations above).
| Unit | Mvt | Melee | Shoot | Disc. | Courage | Stamina | Def. Inf. | Def. Cav. | Def. Volley | Def. Ball | Weapons | Rules | Points |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dragoons, mounted | 8 | 3 | 0 | 3 | 2 | 2 | 4 | 3 | 3 | 4 | Muskets | Light, Evasion, Mobility | 70 |
| Dragoons, dismounted | 4 |
Dragoon options (both cards):
- Veteran: Discipline 4, +10 points.
- Small unit: Melee and Stamina 2, -15 points.
- Vanguard: +5 points.
Artillery
| Unit | Mvt | Melee | Shoot | Disc. | Courage | Stamina | Def. Inf. | Def. Cav. | Def. Volley | Def. Ball | Weapons | Points |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Light Artillery | 2/6 | 2 | 1 | 3 | 2 | 1 | 3 | 3 | 5 | 5 | Light gun | 60 |
| Field (medium) Artillery | 0/5 | 2 | 1 | 3 |
Where two Mvt values are given, the first applies unhitched and the second hitched (see the rule "Horse Teams").
Light Artillery options: Veteran: Discipline 4, +5 points. Great battery: Shoot and Stamina 2, +35 points. Regimental gun (incompatible with great battery): +15 points. Leather guns (experimental): -5 points. Horse team: +5 points.
Field Artillery options: Veteran: Discipline 4, +5 points. Great battery: Shoot and Stamina 2, +35 points. Mortar: +5 points. Fortified: +10 points. Horse team: +5 points.
Heavy Artillery options: Veteran: Discipline 4, +5 points. Great battery: Shoot and Stamina 2, +35 points. Mortar: +5 points. Fortified: +10 points. Horse team: +5 points.
Order Card Reference
The source includes a reference sheet of the Order cards (in French). It summarises the five orders as follows:
- Fire!: shooting only. Reaction: shooting; with light weapons, a bonus (+) to the shot.
- Ready!: two actions chosen from movement, rallying, reorientation, shooting, hitching, unhitching, dismounting and remounting. Shooting has a penalty (-). Reaction: reorientation or shooting.
- Resist!: remove 1 Dm, from the second Dm onwards. Reaction: Courage ++.
- Assault!: movement (+), Melee (+); charge and combat. Reaction: counter-charge.
- Run!: movement (++) only. Reaction: evasion.
Artillery Notes
The standardisation of gun calibres only began during the Thirty Years' War, and really after 1630. Before that there was a profusion of types of cannon and howitzers, which made the supply of ammunition complicated.
Artillery is subdivided into three categories based on the weight of the shot used: the eighth (6 pounds), the quarter (12 pounds) and the half (24 pounds). For the game these three categories are named Light gun, Medium gun and Heavy gun.
The "medium" artillery here was in fact called field artillery, as opposed to the heavier pieces normally used for the siege of fortified places.
Historical commentary on the batteries is omitted here (see the Table of Contents note).
The Battle
Translator's note (from the source): we have not translated here the various battle scenarios offered in the base booklet and in Kingdoms: refer to the original booklets.
Six scenarios are provided in each booklet. If the players want to play them, refer to the booklets for the draw.
The Table
We recommend a table of 1.20 m by 1.80 m for the battle. The various scenery elements offering tactical options, explained below, are to be reproduced with care.
There are two ways of placing this scenery:
- By mutual agreement: the two players agree to place the elements as they wish.
- By "scenery points": the players use the system described below.
Duration
Unless the players have decided on a fixed duration for their game, it may have a variable length. The game ends as follows:
- At the end of the 5th turn, a player with an advantage of 5 points or more: decisive victory.
- At the end of the 6th turn, a player with an advantage of 3 points or more: clear victory.
- At the end of the 7th turn, a player with an advantage of at least 1 point: narrow victory.
- At the end of the 8th turn, whatever happens (a Pyrrhic victory?).
Scenery Points
Each player rolls a die, re-rolling in the event of a tie. The result gives the total of scenery points that player is allowed.
The player who obtained the higher score is the first to "buy" elements that they will be able to place on the table. Taking turns, the players choose one element at a time until they have spent their total of points.
The cost depends on the type of terrain:
- 1 point: road, small hill, small copse, cultivated field, hedge, bridge, ford, small building.
- 2 points: large forest, marsh, steep hill, large hill, small lake, wall, large building, rocks.
- 3 points: river, large lake, town.
Each element may be placed either adjacent to another, or at least 3 inches apart.
Scenery Elements
Players must use the elements available to them. Here are some examples, on which you may make some adaptations, in particular concerning the suggested sizes.
-
Bridge: a bridge may only be placed if there is a river. It must be wide enough to allow the river to be crossed without corresponding to the width of a base. If a road passes over the bridge, it is considered easy terrain.
-
Building: this type covers houses, towers, mills and farms. A small building may be occupied by a company. A large building may accommodate an infantry unit. To occupy a building it is enough to move into it with a Ready! order.
Buildings have the "Hidden" rule, and are "Impassable" for certain units that cannot enter them: cavalry and artillery. Units in a building benefit from the "In cover" and "Protected" rules. Shots out of the building are measured from any point of the building's edge. A unit in a building is never considered as taken in flank in combat.
-
Cultivated field: its diameter must not exceed 12 inches. Depending on the type of crop, it may correspond to tall grass or to a recently harvested field. Unless the players agree on its appearance, a die may be rolled to determine it:
- 1-2: Difficult.
- 3-5: Difficult, with the "In cover" rule.
- 6: Very difficult, with the "Hidden" and "In cover" rules.
-
Fence, hedge: a linear element, or several linear elements placed side by side. The total length must not exceed 24 inches. The "In cover" rule applies, and crossing is difficult.
-
Ford: may only be placed if there is a river. Its width does not exceed 6 inches, and it is difficult terrain.
-
Forest, wood: a copse or wood measures between 6 and 12 inches in diameter. Beyond that it is a large forest. It is very difficult terrain which offers the "In cover" and "Hidden" rules.
The source's illustrations of the scenery and the terrain tiles are not reproduced here.