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Nieuport 1600

Nieuport 1600 Rulebook

Table of Contents

Table of Contents

  • 1 General
    • 1.1 Scale
    • 1.2 Definitions
    • 1.3 Others
  • 2 Playing pieces
    • 2.1 Commanders
    • 2.2 Combat units
    • 2.3 Markers
  • 3 Sequence of play
    • 3.1 Order Phase (1st turn only)
    • 3.2 Initiative
    • 3.2.1 Activation Phase
    • 3.2.2 Details of the Activation Phase
    • 3.3 Rout Phase
    • 3.4 End of turn
  • 4 Initiative and activation
    • 4.1 Initiative
    • 4.2 Activation
    • 4.3 Continuation
    • 4.4 Preemption
  • 5 Command
    • 5.1 Command
    • 5.1.1 Line of command (LdC)
    • 5.1.2 Out of command unit
    • 5.2 Commanders
    • 5.2.1 Commander casualty
    • 5.2.2 Replacement
  • 6 Orders
    • 6.1 General
    • 6.2 Types of orders
    • 6.3 Changing orders
    • 6.4 Commanders and orders
  • 7 Orientation
    • 7.1 Simple units
    • 7.2 Double units
  • 8 Movement
    • 8.1 General
    • 8.2 Reaction movement
    • 8.3 Interception (cavalry only)
    • 8.4 Fire as a function of movement
    • 8.5 Double units' movement
      • 8.51 Basic movement
      • 8.52 Movement and rotating
      • 8.53 Counter-march
    • 8.6 Musketeers manga
  • 9 Stacking
    • 9.1 General
    • 9.2 Stacking and combat
    • 9.3 Stacking and retreat
  • 10 Fire
    • 10.1 General
    • 10.2 Line of sight
    • 10.3 Types of fire
    • 10.4 Zone and range of fire
    • 10.5 Fire procedure
  • 11 Close combat
    • 11.1 General
    • 11.2 Procedure
    • 11.3 Modifiers
    • 11.4 Close combat results
    • 11.5 Retreat and advance after combat
    • 11.6 Special rules
  • 12 Morale
    • 12.1 Morale test
    • 12.2 Morale effects
  • 13 Rally
    • 13.1 Procedure
    • 13.2 Rout phase
  • Reference Tables
    • Close Combat Table
    • Interaction Type Table
    • Fire Table
    • Artillery Fire Table
    • Unable to Retreat Table ("Recul impossible")
    • Orders Change Table
    • Orders (Summary)
    • Continuation / Preemption / Interception Table
    • Terrain Effects Table
    • Unit State Effects Table
  • Scenarios
    • Scenario 1: Nieuwpoort, July 2, 1600 (Historical Scenario)
    • Scenario 2: Before High Tide
  • Transcription notes

1 General

1.1 Scale

A turn is 20 to 30 minutes. A hex is 150 meters.

Units can be 200 - 1200 men depending on the type, or 5-10 cannons.

1.2 Definitions

  • Wing: All units are assigned to a wing. An army has 3 to 5 wings.
  • Orders: At all times each wing has one of three Orders. They are in precedence order: Chargez!, Marchez!, and Ralliez!.
  • Commanders: Each army may have one Army Commander and has a Wing Commander for each wing.
  • Morale status (see 12.2): Each unit (Infantry or Cavalry) has a Status indicated by whether the unit is flipped to its front or back side or a Status marker. The Statuses are: Normal - Counter front; Disordered - Counter back; Shaken - Status marker front; Broken - Status marker back.
  • Distance between two units (fire, interception, ...): the hex of one unit counts but not that of the other unit.

1.3 Others

The game uses a 10 sided die (1D10) with 0 equals 0, not 10.

2 Playing pieces

2.1 Commanders

Commanders have a Command value (0, 1 or 2) and a Movement value.

A Wing Commander (WC) must always be stacked with a unit of his wing. (If he moves alone, he must end his movement in a hex with another unit of his wing.)

The Command value is used for continuation, preemption, orders change, interception, close combat and morale tests.

2.2 Combat units

Combat units are of two sizes: square (called simple) or rectangular (called double). A Tercio unit is composed of one double unit (1 manga of pikemen and 1 manga of arquebusiers) and one simple unit (1 manga of musketeers).

These units have movement, fire and morale values as well as a letter indicating their type:

Cavalry

  • G: Gendarmes, about 200 men, equipped with lances, armored.
  • C: Cuirassiers, 200 - 300 men, equipped with pistols, armored. Pistols are used in Close Combat.
  • A: Arquebusiers, 200 - 300 men, equipped with arquebuses or carbines, lightly armored.

Infantry

  • S: Swiss, 600 men, 80% pikemen, 20% arquebusiers.
  • L: Germans/Walloons, 600 men, 60% pikemen, 40% musketeers.
  • T: Tercio, 1200 men, 40% pikemen, 60% arquebusiers.
  • N: Dutch (after being reformed by Maurits van Nassau), 600 men, 50% pikemen, 50% musketeers/arquebusiers.
  • M: Manga of musketeers, 600 men, all musketeers.

2.3 Markers

They are of several kinds and indicate:

  • the order chosen by a wing (see 3.1 and 6.2);
  • the preemption of a wing (see 4.4);
  • a status of a unit (see 12.2);
  • if a unit charges and/or is intercepted (see 11.3 and 8.3);
  • if a unit is out of command (see 5.1.2).

3 Sequence of play

3.1 Order Phase (1st turn only)

Players secretly choose the orders of each of their wings (unless specified otherwise in the special rules of the scenario). They are revealed simultaneously at the beginning of the turn.

3.2 Initiative

Determine which player is the active player, able to activate a wing first (see 4.1).

3.2.1 Activation Phase

The active player activates one of his wings (see 4.2). When this activation is finished (after a possible continuation, see 4.3), the second player can activate one of his wings (see 4.2 and 4.4). This phase is repeated until all the wings have been activated or until both players pass one after the other.

3.2.2 Details of the Activation Phase

A - Preemption attempt. Once a wing is activated, the inactive player may attempt to preempt this activation. If he succeeds, he may activate that wing and perform actions and attempt continuation. The wing that has been preempted is marked as "En attente" (bypassed) (see 4.4).

B - Order change. The active player can try to change the order of the wing he just activated (see 6.3).

C - Unit Action. Each unit of the activated wing (including the commander) may perform one of the following actions: Movement (Fire is part of movement. see 8 and 10) or rally (see 13) based on the restrictions of his current order (see 6.2). Some actions may trigger a reaction movement from the units of the inactive player (see 8.2 and 10.3).

D - Close combat. Units adjacent to enemy units may engage them in Close Combat (see 11).

E - Continuation attempt. The activated wing may attempt to continue - go again (see 4.3). If it succeeds, go to A.

F - New activation. If the activated wing fails its continuation attempt or if the active player ends his activation, the preempted wing (if there is one) is then activated (go to B). Otherwise, the players determine which wing will be activated next (go to A).

3.3 Rout Phase

Broken units must make a rout movement (see 13.2).

3.4 End of turn

Flip Commanders and Artillery to their front.

4 Initiative and activation

4.1 Initiative

Determine which player will be able to activate a wing first.

The player with the most wings of the orders of the higher precedence goes first. If there is a tie, the side with the best Leader goes first. If that is a tie, then roll 1D10. The high roller goes first.

4.2 Activation

Players alternate activating their wings until all wings are activated, respecting the precedence of the orders. (A wing cannot be activated if there are other wings with orders of a higher precedence remaining.)

Example: Player A has two wings with a Chargez! order and a wing with a Marchez! order. Player B has a wing with a Chargez! order, a wing with a Marchez! order and a wing with a Ralliez! order. Player A is the first player (2 Chargez! orders). He activates a wing with a Chargez! order, then player B activates his wing with a Chargez! order, Player A activates his second wing with a Chargez! order, then player B activates his wing with a Marchez! order and so on.

If player A had three wings with a Chargez! order, he would have activated his second then third wings with a Chargez! order before player B can activate his wing with a Marchez! order.

4.3 Continuation

A player may attempt to continue with an activated wing (under a Chargez! or Marchez! order) a second time for a maximum of 2 activations.

The player finds the Wing's current order on the Continuation/Preemption table and rolls the die, adding all applicable modifiers. If the result is equal to or less than the number indicated, the wing is activated again. If the attempt fails, the wing commander is flipped to his Finished side.

4.4 Preemption

Once a wing is activated, the inactive player may attempt to preempt this activation. To do so he chooses one of his non-activated wings (under a Chargez! or Marchez! order) and consults the Continuation/Preemption table.

He finds the attempting wing's current order and rolls the die, adding any applicable modifiers. If the result is less than or equal to the number on the chart, the wing is activated. (The player can then attempt continuation).

The wing that has been preempted is marked as bypassed ("en attente") and will be activated immediately after the preempting wing is finished. The marker is put on the WC.

A wing that has successfully continued may also be preempted and will not be considered "bypassed", but rather "finished" if the attempt is successful. The WC is flipped on his activated side.

If a preemption attempt fails, the commander is marked "no continuation" ("Sans réactivation") and may not attempt continuation.

A Wing Commander marked No Continue may not attempt a preemption.

Note: A preempting wing cannot be preempted.

5 Command

5.1 Command

To move and combat normally, a unit must be in command.

5.1.1 Line of command (LdC)

To be in command, a unit must be able to trace a LoC to its wing commander. The length of this LoC is two hexes for infantry and three hexes for cavalry.

A unit unable to trace a LoC to its commander but able to trace a LoC to a unit in command (except artillery) is considered in command. LoC cannot be traced through a hex containing an enemy unit or terrain that is impassible.

Note: Command is traced at the instant a specific unit wishes to move. Thus, a Wing Commander or another unit could move to bring an out of command unit back into command before that unit moves.

5.1.2 Out of command unit

An out of command unit:

  • must move in order to be in command;
  • may only fire in "reaction" (see defensive fire, 10.3);
  • may not be adjacent to an enemy unit.

Artillery is always in command.

5.2 Commanders

A commander is the leader of a wing and commands all the units of that wing. He is activated with his wing and can undertake one of the following actions:

  • Movement: He can move normally and engage in reaction movement (see 8.2). He must remain with the unit with which he is stacked if it advances after close combat or engages in retreat or rout movement. He must always finish his movement stacked with a unit.
  • Rally: He can help in rally (13).

5.2.1 Commander casualty

If a unit stacked with a commander is eliminated in close combat or after fire (for example when a unit is unable to retreat), the commander is removed from the game.

After a close combat, each player must roll 1D10 for each participating commander. On a 9, the commander is eliminated.

If a hex containing a commander is the target of fire, and if the firing unit hits its target, the firing unit rolls 1D10. On a 9, the commander is removed from the game.

5.2.2 Replacement

If a wing commander is eliminated, he is replaced by an "aide de camp" placed on any unit of the wing at the end of the turn.

If the commander is eliminated before his wing is activated, the wing will not have the opportunity to be activated.

An Aide de camp enters play with the same orders as the previous commander.

If all units of a wing are eliminated, the Aide de camp doesn't enter play and the wing is not activated anymore.

6 Orders

6.1 General

At the beginning of the game, players give orders to each of their wings by placing the corresponding marker on the commander. Active units are subject to the following restrictions depending on the orders of their wing.

The act of changing orders during the game is not automatic, but depends on the wing's current orders and its desired orders, as well as the wing commander's value.

6.2 Types of orders

  • Chargez!: A unit under Charge Orders must end its movement at least one hex closer to the enemy unit closest to it. If the unit is already adjacent to the enemy, it cannot move away but can change facing and/or perform an offensive fire. No unit may rally.
  • Marchez!: A unit under March Orders may move but may not become adjacent to the enemy. Units adjacent to their wing commander or stacked with him may attempt to rally (in which case the commander may not move, see 5.2). A unit which is already adjacent to the enemy may fire.
  • Ralliez!: A unit under Rally Orders may move but may not end its movement closer to the enemy. All units may attempt to rally. A unit already adjacent to the enemy may fire.

6.3 Changing orders

A wing that has just been activated may attempt to change its orders. The player consults the Orders Change Table and cross-references the current Orders with the desired Orders. Roll the die and apply any applicable modifiers. If the result is less than or equal to the number indicated, the wing changes orders and the new orders are in effect beginning with that activation. If the attempt fails, the wing is activated with its original orders.

6.4 Commanders and orders

  • Under a Chargez! order, a commander must move with a unit of his wing.
  • Under a March! or Rally! order, a commander may move unless he is helping a unit to rally (see 13).

7 Orientation

Units must face a hex vertex.

7.1 Simple units

A simple unit always has 2 frontal hexes, 2 flank and 2 rear. When moving, units may only enter a front hex.

Cavalry may change facing at a cost of 1 movement point (MP) per vertex.

Infantry may change facing at a cost of 2 MPs per vertex.

Simple units may counter-march (change facing 180 degrees) at 2 MPs.

Artillery may change facing any number of vertices instead of firing (the player flips the counter to its "Tiré" (Fired) side). Artillery may never move.

7.2 Double units

A double unit has 3 frontal hexes, 2 flank and 3 rear. Exception: For close combat, a double unit T is considered to only have frontal hexes.

A double unit may counter-march for 2 MPs, after a successful morale test if it is in a frontal enemy ZoC (see 8.53), and rotate (see 8.52).

8 Movement

8.1 General

Each unit has a movement allowance per turn defined in movement points (MP). To enter a hex, a unit spends the MP indicated by the terrain (see Terrain Table).

Exception: Artillery can never move.

The movement of one unit must end before the next unit's may begin. A unit can only advance on one of its frontal hexes. During its movement, a unit must respect stacking limits (see 9).

Simple units can counter-march (change facing by 180 degrees) at a cost of 2 MP.

8.2 Reaction movement

Only simple units with a normal or disordered status or commanders can carry out reaction movement even if they have been activated previously. There is no limit to the number of reaction movements that a unit can do. These units can only engage in reaction movement if their movement allowance (with the disorder effects) is greater than or equal to that of the unit causing the reaction and if they have a LoS on the unit provoking their reaction (see 10.2).

Each unit can only attempt a reaction movement once per enemy wing activation. A unit using reaction movement cannot engage in defensive fire in response to the specific action that prompted the movement (see 10.3).

The different types of reaction movement are:

  • Facing change: if an enemy unit spends MP or rallies at a distance of 2 hexes or fewer, the unit can change facing by one vertex for infantry and two hexes for cavalry. (As printed; "two hexes" for cavalry is the source's wording.)
  • Withdrawal: if an enemy unit spends MP or rallies at a distance of 2 hexes or fewer, the unit can spend its full movement allowance to move away (it must finish its movement farther away from the enemy unit). It cannot become adjacent to an enemy unit. This option is only available for infantry units under Ralliez! orders or cavalry (under any orders) approached by infantry.

The active unit that prompted the reaction - regardless of the type of reaction movement - can then pick up its movement where it left off as soon as the reaction movement is resolved.

8.3 Interception (cavalry only)

If an enemy unit enters a hex in the interception zone of a cavalry unit (see Diagram 3), the unit may attempt to intercept, once per enemy activation by rolling on the Interception Table. If the modified roll is less than or equal to the number listed, the intercepting unit is moved adjacent to the enemy unit and movement for the intercepted unit must cease.

The intercepting unit is marked with an "Interception" marker and the intercepted unit loses any "Charge" marker and its charge bonus in the ensuing Close Combat phase (at the end of the current activation).

No unit can fire.

Two or more units may attempt to intercept the same unit. The player rolls the die for each attempt as he announces it.

A cavalry unit that has intercepted can carry out an action during the activation of its wing. Similarly, a cavalry unit whose wing has already been activated can intercept.

[Diagram 3 (interception zone diagram) is an image in the source and is not transcribed.]

8.4 Fire as a function of movement

Offensive fire is a function of movement which costs the unit 2 MP. For details, see 10.

8.5 Double units' movement

8.51 Basic movement

When a double unit moves and enters two hexes of different terrain/elevation, it uses the higher cost of the two for movement and decline in status.

If one half of the unit receives a decline in status because of terrain, the entire unit suffers the effects. This generally applies to status losses due to combat.

The unit can never decline to a broken status because of terrain.

8.52 Movement and rotating

A double unit can advance with both halves of the unit entering into the new hexes, or with half of the unit entering the new hex while the other half pivots in place (thereby changing the facing of the unit) for an additional 2 MP. This is called Pivoting.

If half of a double unit is in an enemy ZoC, the other half can still advance. However, in this case, because of the difficulty of executing this kind of pivot maneuver, the unit must pass a morale test.

A double unit may not pivot backward.

8.53 Counter-march

For a cost of 2 MP, a double unit can change facing to the opposite direction (180 degrees) in the same two hexes. This maneuver may be executed even if at least half of the unit is in an enemy ZoC, after a successful morale test.

8.6 Musketeers manga

M units represent mobile musketeer mangas that can act at a certain distance from their tercio. An M unit can act differently than the double unit of its tercio (of the same name). It must, however, remain two hexes or fewer from its double unit. If it is no longer in this range, it must move in order to be so, unless it is adjacent to an enemy unit. As soon as this is no longer the case, the M unit must move closer to its double unit.

9 Stacking

9.1 General

In general, stacking is limited to one infantry or cavalry unit per hexagon.

There cannot be interpenetration among units except:

  • Artillery: Any unit type can pass through or stack with an artillery unit. If a unit penetrates a hexagon containing enemy artillery, that unit is eliminated.
  • Commanders: They must be stacked with a unit of their wing.

9.2 Stacking and combat

When units are stacked, each unit can fire normally and keeps its own facing. If the hexagon is hit by fire, each unit must take its own morale test.

In the case of close combat, the artillery is ignored and shares the outcome of the unit with which it is stacked.

9.3 Stacking and retreat

If a unit must retreat but cannot because of stacking limits, it must consult the "Recul impossible" (Unable to retreat) table. The player rolls 1D10, adds any modifiers and consults the result.

10 Fire

10.1 General

Offensive fire is a function of movement and costs the firing unit 2 MP.

Defensive fire is free (see 10.3).

Any unit with a fire capacity can carry out defensive fire or offensive fire on an enemy unit, according to the following conditions:

  • the targeted unit must be within fire range;
  • the targeted unit must be in a fire zone (see 10.4);
  • the artillery unit firing must have an LoS to its target.

10.2 Line of sight

A Line of Sight (LoS) is required for artillery fire and reaction movement: an artillery unit must be able to see its target and a unit must be able to see the unit to which it reacts.

Units always have an LoS on the adjacent hexagons.

The artillery must have a clear LoS to the targeted hex in order to fire. The LoS is traced from the center of the firing hex to the center of the targeted hex.

The determination of the LoS depends on the position of the firing unit and that of the target and whether or not they are both "at elevation". A unit is at elevation if it is in level 1 terrain.

  • If no unit or only one unit is at elevation: the LoS is blocked if it passes through a hex containing a blocking element.
  • If both units are at elevation: the LoS between these units is always clear. Ignore the blocking elements.

The following elements block the LoS:

  • any unit between the artillery and its target (except commanders and artillery);
  • any obstacle hex (village, dunes), excluding spines, between the artillery and its target.

The LoS can always be traced to a hex of blocking terrain but never through it.

If the LoS passes along the spine of a hex, it is only blocked if both of the hexes containing that spine contain blocking elements.

Artillery cannot fire over a friendly unit, even if that unit does not block the LoS elsewhere.

10.3 Types of fire

Firing is not simultaneous, and its results are applied immediately.

Offensive fire: fire costs 2 MP; a unit can advance then fire, or fire then advance, or any combination of the two as long as it has the necessary MP.

Example: A unit with a March! or even Rally! order that is already in contact with the enemy can change facing, fire, then move away from the enemy. Note: do not forget that actions in an enemy unit's fire zone can provoke defensive fire (see following paragraph).

A unit can spend up to 2 additional MP to obtain a favorable die roll modifier (+1 for each MP spent), even if the unit is already in contact with the enemy.

A unit can only execute one offensive fire per turn.

Defensive fire (or reaction fire): an inactive unit can fire when:

  • it has been the target of fire coming from its fire zone;
  • an active unit enters a hex of its fire zone (Precision: this case includes an attacking unit that advances after close combat, retreats or becomes Broken);
  • it changed facing in its fire zone;
  • it rallies in its fire zone.

A unit can carry out an unlimited number of defensive fires as long as these conditions are met.

Example: an infantry unit in the fire zone of an enemy unit is activated. It changes facing in order to have this unit in its fire zone by spending 2 MP and provokes a defensive fire on itself. It can then fire offensively by spending 2 MP, which provokes a new defensive fire from the enemy unit.

Note: The infantry may never attack the cavalry in close combat, but only by fire.

Artillery: Artillery can fire once in offensive fire and once in defensive fire per turn; it is then turned to its "Tiré" (Fired) side. Since the artillery cannot move, fire does not require spending MP and it does not need to be in command.

Double unit: Each hex of this unit acts independently as two simple infantry units.

10.4 Zone and range of fire

In general, the range of fire of all units is 1 hex (otherwise stated, the neighboring hex) except for the artillery whose range is 10 hexes.

The frontal and flank hexagons of the infantry and cavalry constitute their fire zone. The artillery possesses a fire zone which extends 10 hexes from its frontal hexes.

[The "Example of fire" diagram in the source is an image and is not transcribed. Its text: The Spanish player is active. A enters the fire zone of E, F and G who fire defensively, and then A fires offensively at F who responds with another defensive fire. B fires on D and on E who respond with G. C fires on D, and D responds.]

10.5 Fire procedure

Each unit that can fire has a fire value indicated on the counter. This information also appears on the Fire Table according to the unit type.

The player rolls 1D10 and adds or subtracts any modifiers listed on the table. If the result is greater than or equal to this value, the target must take a morale test.

This test is modified by the die result minus the unit's fire value.

Example: if the fire value is 6 and the player gets a 9, his adversary adds (9-6)=3 to his die for morale.

For the artillery, the number to reach is based on the distance (expressed in hexagons) and the same procedure then applies.

11 Close combat

11.1 General

Close combat takes place at the end of each wing's activation after the player has finished all other possible actions with the units of the wing.

11.2 Procedure

Active units with enemies in their frontal hexes can perform close combat. Inactive units that have not been designated as participating in the combat and that have active units in their frontal hexes can perform a reaction close combat. After all of these close combats and reaction close combats have been performed, the reaction close combats are resolved first (results are applied immediately and in the order chosen by the active player), followed by the close combats performed by the active player.

The unit initiating the close combat is then called the attacker and the target is called the defender.

Several hexes can attack the same hex; the attacker chooses the head unit (the others are supporting units). The head unit is used to calculate the close combat modifiers; the supporting units only add the modifiers for flank or rear attacks and for multiple attackers, eventually the Charge and Leader bonus. An infantry can support a cavalry unit that is the head unit when attacking an enemy cavalry unit. A Broken unit cannot support a close combat.

The head unit must advance after combat if possible.

Unlike in fire, a double unit can attack or support only one hex (see diagram above). The defender must occupy the central frontal hex of the attacking double unit.

When a double unit defends itself, it defends as a block even if the attacker is adjacent to only one of its hexes.

Note: This represents the combat tactic of the Tercios. The pikemen formed a large central block and the arquebusiers were spread out over the two wings.

In general, the active player chooses from which side of the combat line he wishes to begin, then follows this line down (here from left to right).

The attacker rolls 1D10, adds or subtracts the various modifiers, and immediately applies the result.

[The attack-direction diagram referred to as "diagram above" is an image in the source and is not transcribed.]

11.3 Modifiers

Close combat modifiers are all cumulative and are as follows:

  • Morale of the attacker minus morale of the defender;
  • Interaction of unit types (see Interaction Type Table);
  • Number of supporting units (+1 per unit, maximum of 5);
  • +1 if a double unit attacks a simple unit;
  • Number of flank or rear hexes from which the attack begins (+1 per hex);
    • value of attacking commander if he is involved in the combat;
    • value of defending commander if he is involved in the combat;
  • Terrain of the defender;
  • Charge bonus (+1 or +2 depending on the type). If a G or C unit advances a distance of 2 hexes in close combat without changing facing, they receive a bonus of +2. The other types of troops can do the same for a bonus of +1. The bonus is shown by the "Charge" marker and applies to the head unit and to the supporting unit (only 1 Charge bonus applies per close combat).

Example of close combat: The Spanish player is active and designates his close combats. B, with the support of C, attacks D. A charges F. Since E and G are inactive units not designated to participate in the combats and with an active unit in a frontal hex, they can perform a reaction close combat against A. The combat sequence is:

  • E and G attack A; G is chosen as head unit. The modifiers are: morale difference = -1; interaction of units = 0; supporting unit = +1; no taking of the flank; no commanders present = 0; terrain = 0; no charge bonus; total = 0.
  • B and C attack D; B is chosen as head unit. The modifiers are: morale difference = +1, interaction of units = +2; a supporting unit = +1; no commanders present = 0; terrain = 0; taking of flank = +1; no charge bonus; total = +5.
  • If A survives the attack of E and G, it attacks F. The modifiers are: morale difference = +2; interaction of units = +2; double unit against simple unit = +1; no commanders present = 0; terrain = 0; charge bonus = +1; total = +6.

11.4 Close combat results

A and D refer to the attacker and the defender; the number indicates the unit's reduction of morale level and the number after R is the number of hexes of retreat. The unit's reduction of morale level is applied first and then the retreat.

Example: A1-D2R2, the attacker is reduced a level, the defender is reduced two levels then retreats two hexagons.

If the unit is reduced more levels than it has, it is eliminated.

The close combat results apply to all attacking units.

For the full Close Combat Table, see the Reference Tables section below.

11.5 Retreat and advance after combat

Disordered and shaken units that must retreat maintain their facing.

If a unit becomes broken, it must retreat two hexes and then change facing (see 12.2). This unit becoming Broken doesn't apply the other retreat results.

Example: After a result of D1R2, a Shaken unit becomes Broken, retreats 2 hexes and rotates to face its map edge but doesn't retreat anymore.

As a priority, a unit must retreat towards its map edge or, if it cannot, in a hex free of units.

If a unit cannot retreat because of stacking limits (see 9), it must consult the table "Recul impossible" (Unable to retreat).

Artillery is eliminated if it must retreat.

If the defender retreats or is eliminated, the attacker must advance to the liberated hex. If the attacker retreats or is eliminated, the defender may advance.

Advancing units may change their facing by one vertex after entering a hex.

A double unit may only advance if the two hexes of the double unit do not change facing and if one of the arrival hexes contains the defender. The double unit can pivot if the head unit of this unit pivots in the hex of the defender. Otherwise, the double unit cannot advance.

11.6 Special rules

  • The infantry can never attack the cavalry in close combat (but can support, see 11.2), but only by fire.
  • Arquebusiers can never attack the infantry in close combat, but only by fire.
  • If a G unit loses a level following a close combat, it can never be rallied above a disordered status.
    • Note: This rule represents the use of the lance (an arm with a single usage) and the fragility of their formation.
  • Close combat against lone cannons: The cannons are automatically eliminated and the level of the attacking unit is not reduced.

12 Morale

Units have a morale value indicated on the counter. Artillery has a morale value of 6. There are four levels of morale: normal, disordered, shaken, and broken.

(Source typesetting joins the words "6" and "There" with no space; the sentence is rendered here with a space.)

12.1 Morale test

A unit may be required to test its morale after close combat, fire, or movement. To test morale, roll 1D10. If the result (possibly modified by the value of the commander stacked with the unit and, in the case of fire, the difference resulting from the fire roll) is less than or equal to the morale value of the unit, the test is successful. If the test fails, the unit is reduced by one level. A broken unit that fails is eliminated.

12.2 Morale effects

  • Normal: normal movement and morale (front side of the unit).
  • Disordered: movement divided by two and -1 for the morale and for fire (back side of unit).
  • Shaken: movement equals zero, -2 for the morale and fire. The unit can only fire defensively. (front side of marker)
  • Broken: rout movement only, -5 for morale, no fire. (back side of marker)

When a unit becomes Broken, it must retreat 2 hexes and rotate to face its map edge. It must consult the table "Recul impossible" (Unable to retreat) if unable to retreat.

13 Rally

A unit that rallies can win back a morale level by being stacked with its wing commander (automatic rally) or by passing a morale test. A unit can attempt to be rallied even when adjacent to an enemy unit, but this provokes enemy reaction fire.

13.1 Procedure

Rally is automatic if the unit is stacked with its commander.

The other units must take a morale test; those adjacent to their commander benefit from his modifier.

A unit that passes its test wins back one level of morale; a unit that fails its rally test loses a level of morale.

  • Ralliez! order: All the units of the wing can attempt to rally if the wing is active and has chosen the Rally order.
  • Marchez! order: Only units which are adjacent to or stacked with their wing commander may attempt to rally.
  • Artillery: The artillery has only one status; it is eliminated if it fails a morale test.

13.2 Rout phase

During this phase, each broken unit uses its normal movement allowance to move along the path of least resistance toward the edge of the map. It pays normally for changes in facing and must keep its back to the enemy. If the unit cannot fully move and/or exits the map, it is eliminated and counts in the victory conditions.

Reference Tables

The tables below are printed at the end of the source rulebook (and repeated on the separate Close Combat Table sheet, which matches them). They are transcribed once here.

Close Combat Table

DieATTDEF
-2 or lessA eliminatedD1
-1A3R2D1
0A2R2D1
1 to 2A1R2D1
3 to 4A1R1D1
5 to 6A1D1R1
7 to 8A1D1R2
9A1D2R2
10A1

Die modifiers for close combat:

  • +/- Morale difference (Attacker - Defender)
  • +/- Unit type interaction
    • Attacking leader modifier
    • Defending leader modifier
  • +2 Charge bonus for G, C
  • +1 Charge bonus for other types
  • +1 per supporting unit
  • +1 if a double unit attacks a simple unit
  • +1 per flank/rear hex attacked
    • Defender terrain

Interaction Type Table

Rows are the attacker (ATT); columns are the defender (DEFENDER). "-" means no modifier listed.

ATT \ DEFGCASLTNM
G--2+1-3-3-3-2-
C+20+2-1-1-1-1+1
A-1-20-

Fire Table

Unit typeGCASLTNM
Die results to hit-6 or +5 or +7 or +6 or +5 or +4 or +4 or +
  • Success: Morale test = 1D10 + the surplus to the die result to hit. Example: the die result to hit is 6, an 8 is rolled, so +2 to the Morale test die.
  • Defensive infantry fire on cavalry: -1
  • Spending additional MP (2 MP max): +1 / +2
  • Fire on flank or rear enemy unit: +1
  • +/- Terrain

Artillery Fire Table

Range (hexes)12345678910
Die results to hit2 or +3 or +4 or +5 or +5 or +6 or +6 or +7 or +7 or +8 or +
  • Artillery firing on cavalry: -2
  • Fire on flank or rear enemy unit: +1
  • +/- Terrain

Unable to Retreat Table ("Recul impossible")

DieEffects
2 or lessEliminated
3-6-1 Level, retreat ignored
7 or more+1 Level (but never better than Disordered), retreat ignored

Die modifiers:

  • Original morale of 6 or less: -2
  • Original morale of 8: +1

Orders Change Table

Current order \ Desired orderChargez!Marchez!Ralliez!
Chargez!-2 or less5 or less
Marchez!4 or less-4 or less
Ralliez!1 or less2 or less-

Die modifiers:

    • WC's Command Rating, plus the AC's rating if adjacent or stacked with WC. (The source prints a stray glyph where the "+" sign belongs; it is rendered as "+" here.)
  • +1 Commander adjacent to enemy unit (not Morale Broken)
  • -1 Cavalry wing changing to Chargez!
  • +1 Cavalry wing changing to Marchez!
  • -2 If changing to Rally when more than half the units of the wing are Shaken, Morale Broken or eliminated.

Orders (Summary)

  • Chargez!: All units must end movement closer to the closest enemy unit. If a unit is already adjacent to an enemy unit, it may not move away from it, but may change facing and/or perform offensive fire. No unit may attempt rally.
  • Marchez!: Units may move but not become adjacent to an enemy unit. Units adjacent to their WC or stacked with him may attempt to rally (the WC may not move in this case, see 5.2). A unit already adjacent to an enemy unit may fire.
  • Ralliez!: Units can move but cannot end movement any closer to an enemy unit. All units may attempt to rally. A unit already adjacent to an enemy unit can fire.

Continuation / Preemption / Interception Table

Current orderContinuationPreemptionInterception
Chargez!3 or less4 or less4 or less
Marchez!2 or less3 or less3 or less
Ralliez!Not allowedNot allowedNot allowed

Modifiers for Continuation / Preemption:

  • WC's Command value
  • -1 if the wing is only composed of cavalry
  • +1 if the WC is adjacent to an enemy unit (not broken)

Modifiers for Interception:

  • AC and/or WC's Command value if stacked with the cavalry unit.
  • -1 if the original morale is 8
  • +1 if the original morale is 6 or less
  • +1 for G units
  • +1 if the intercepting unit is Disordered

Terrain Effects Table

  • Clear: 1 MP. Level 0.
  • Rough: 2 MP. Level 0.
  • Dunes: 2 MP. A cavalry unit is reduced 1 morale level and cannot charge. A unit in a dunes hex has a +1 Defensive & Offensive benefit for Fire & Close Combat. This terrain blocks the LoS. Level 1.
  • Haven, River & Ocean: No movement nor retreat are allowed through these hexes (edge of map).
  • Line of slack tide: No effect.

Unit State Effects Table

  • Normal (front of the unit): full movement and morale.
  • Disordered (back of the unit): half movement and -1 morale and fire.
  • Shaken (front of the marker): no movement, -2 morale and fire (defensive only).
  • Broken (back of the marker): rout movement only, -5 morale, no fire.

Scenarios

Scenario 1: Nieuwpoort, July 2, 1600 (Historical Scenario)

Duration: 10 turns.

Victory: After 10 turns, victory goes to the camp with the most victory points (VP):

  • 1 VP per unit of morale 7 or less that is eliminated
  • 2 VP per unit of morale 8 that is eliminated
  • 2 VP if the commander of the enemy army is eliminated
  • 1 VP for control of the following hexes: 1105, 0802, 0808, 0809

A double unit counts as two units (so a double unit with a morale of 8 counts as 4 destroyed units). A hex is controlled by the camp of the last unit that occupied it.

Sudden victory: The game ends with sudden victory for the Dutch camp if all units (M and T) of Spanish Tercios with morale of 8 are eliminated, or for the Spanish camp if no Dutch unit is east of the line, excluding 07XX.

Deployment: Edge of the Dutch map: West. Edge of the Spanish map: East.

Dutch:

  • Maurits van Nassau 1105
  • Vanguard: Francis Vere 1404
  • Horace Vere: 1205, 1207
  • Francis Vere: 1404 (Disordered), 1203
  • Hottinga: 1102, 1105, 1007, 1009
  • Gardes (de Maurits van Nassau): 1406
  • Lodewitz van Nassau: 1013
  • Bacx: 1012
  • Penny: 1011
  • Artillery: 1102, 1406
  • Center: Everart van Solms 0809
  • Domerville: 0808, 0809
  • Suisses: 0710
  • Marquette: 0708
  • Solms: 0813
  • Du Bois: 0812
  • Rearguard: Olivier van der Tempel 0508
  • Ernst van Nassau: 0508, 0510
  • Hurchtenbrouck: 0606
  • Ghistelles: 0506
  • Balen: 0309

Spanish:

  • Alberto de Austria 2008
  • Vanguard: Mendoza 1704
  • Tercios de mutineers: 1704-1705 (Shaken)
  • Mutineers (Musketeers): 1603
  • Mendoza: 1702
  • Artillery: 2102
  • Center: Zapena 1806
  • Tercio de Monroy & Villar: 1806-1807
  • M & Villar (Musketeers): 1706
  • Tercios de Zapena & Avila: 1808-1809
  • Z & Avila (Musketeers): 1709
  • Aragón: 1905
  • Rearguard: Bucquoy 1810
  • Tercios de La Barlotte & Bucquoy: 1810-1811
  • B & Bucquoy (Musketeers): 1711
  • Prade: 2012
  • Nova: 1712
  • Tielt: 1714
  • Masio: 1713

The wing of Zapena (Spanish center) has a Chargez! order marker on the 1st turn. All the other wings choose as indicated in 3.1.

Special rules:

  • Army commanders (Maurits van Nassau & Alberto de Austria): During each phase B, each player decides to which wing his army commander belongs. They give their combat and morale bonus to the unit of their camp with which they are stacked. They can be alone in a square but are automatically eliminated if an enemy unit crosses them or engages them in close combat.

Optional rules:

  • Cowardice of Alberto: He can never be adjacent to an enemy unit, and if he is, he must move away during his movement, if possible.
  • Bad day to fire: Any unit that fires toward the west has a penalty of -1. This rule simulates the sun and sand in the Spanish soldiers' eyes and faces which prevented them from aiming correctly. Example: This applies if a unit in 1408 fires at 1309 or 1308.
  • Spanish reinforcements: Beginning with turn 3 and during each end of turn phase, the Spanish player rolls 1D10 and adds the number of turns to the result. If the final result is greater than 12, the wing of Velasco arrives on the following turn by the eastern edge with the order Marchez!.

Scenario 2: Before High Tide

This scenario allows players to see the placement of the Dutch troops at one o'clock in the afternoon before the tide rises. Maurits de Nassau decided to transfer all of his cavalry under the orders of Louis de Nassau toward the right wing. What will the players do?

Duration: 13 turns.

Victory: See scenario 1.

Deployment: Edge of the Dutch map: West. Edge of the Spanish map: East.

Dutch:

  • Maurits van Nassau 0806
  • Vanguard: Francis Vere 1404
  • Horace Vere: 1205, 1207
  • Francis Vere: 1404, 1203
  • Hottinga: 1102, 1003, 1105, 1006
  • Gardes de Maurits van Nassau: 1406
  • Lodewitz van Nassau: 1201
  • Bacx: 1101
  • Penny: 0801
  • Artillery: 1102, 1406
  • Center: Everart van Solms 0809
  • Domerville: 0808, 0809
  • Suisses: 0710
  • Marquette: 0708
  • Solms: 0807
  • Du Bois: 0806
  • Rearguard: Olivier van der Tempel 0508
  • Ernst van Nassau: 0508, 0510
  • Hurchtenbrouck: 0606
  • Ghistelles: 0506
  • Balen: 0309

Spanish:

  • Alberto de Austria 2307
  • Vanguard: Mendoza 2003
  • Tercios de mutineers: 2003-2004
  • Mutineers (Musketeers): 1904
  • Mendoza: 1901
  • Artillery: 2102
  • Center: Zapena 2106
  • Tercios de Monroy & Villar: 2106-2107
  • M & Villar (Musketeers): 2006
  • Tercios de Zapena & Avila: 2207-2208
  • Z & Avila (Musketeers): 2108
  • Aragón: 2105
  • Rearguard: Bucquoy 2210
  • Tercios de La Barlotte & Bucquoy: 2210-2211
  • B & Bucquoy (Musketeers): 2111
  • Prade: 2309
  • Nova: 2212
  • Tielt: 2012
  • Masio: 2412

Units not listed have the same placement as in the historical scenario. The corps of Mendoza begins with the order Chargez!.

Special rules:

  • Army commanders: See scenario 1.
  • Tide: At the beginning of turn 3, all units in a XX01 hex are shifted toward the closest XX02 hex. If this movement is impossible, the unit is eliminated (it disperses or surrenders).

Optional rules:

  • Cowardice of Alberto: See scenario 1.
  • Bad day to fire: See scenario 1.
  • Spanish reinforcements: Beginning with turn 6 and during end of turn phase, the Spanish player rolls 1D10 and adds the number of turns to the result. If the final result is greater than 12, the wing of Velasco arrives on the following turn by the eastern edge with the order Marchez!.

Transcription notes

  • The source's credits block (designer, component artists, translator, thanks) has been omitted as attribution.
  • The source's "Règles spéciales" and "Règles optionnelles" headings in scenario 2 are rendered as "Special rules" and "Optional rules", matching the English headings in scenario 1.
  • Minor source typesetting glitches were corrected for readability: a missing space in the morale section ("6There"), a stray "got to B" typo rendered as "go to B", and the "?" glyph in the Orders Change modifiers rendered as "+". The Diagram 3 and attack-direction diagrams are images in the source and are not reproduced.
  • Nothing in the rules text is paraphrased; the only wording change is the translation of the French scenario headings and the "à" range separator in the Close Combat Table ("1 to 2").
D3R2
11 or moreA1D eliminated
-
-
-
-
S----+10-+3
L---000+2+3
T---00-+2-
N-----1-1-+2
M----3-3-3-2-