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Avec Infini Regret

Avec Infini Regret Rulebook

Table of Contents

Table of Contents

  • 1 - Overview
    • 1.1 - Game Scale
    • 1.2 - Definitions
    • 1.3 - Other
  • 2 - Game Counters
    • 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 - Reactivation
    • 4.4 - Preemption
  • 5 - Command
    • 5.1 - Command
    • 5.1.1 - Line of command (LoC)
    • 5.1.2 - Return to command
    • 5.1.3 - Out of command unit
    • 5.2 - Commanders
    • 5.2.1 - Death of a commander
    • 5.2.2 - Replacement
    • 5.3 - Army commanders
  • 6 - Orders
    • 6.1 - General orders
    • 6.2 - Types of orders
    • 6.3 - Changing Orders
    • 6.4 - Commanders and orders
  • 7 - Facing
    • 7.1 - Simple units
    • 7.2 - Double units
    • 7.3 - Special case
  • 8 - Movement
    • 8.1 - Overview
    • 8.2 - Reaction movement
    • 8.3 - Interception (for cavalry only)
    • 8.4 - Fire as a function of movement
    • 8.5 - Movement of double units
    • 8.5.1 - Basic movement
    • 8.5.2 - Movement and pivoting
  • 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 resolution
  • 11 - Melee
    • 11.1 - General
    • 11.2 - Procedure
    • 11.3 - Modifiers
    • 11.4 - Melee results
    • 11.5 - Retreat and advance after close combat
    • 11.6 - Special rules
    • 11.7 - Pursuit
    • 11.8 - Hereditary enemies
  • 12 - Morale/Status of Units
    • 12.1 - Morale test
    • 12.2 - Effects of a unit's status
  • 13 - Rally
    • 13.1 - Procedure
    • 13.2 - Rout phase
  • 14 - Allied Disengagement
    • 14.1 - Procedure
    • 14.2 - Return to command
  • 15 - Scenarios
    • 15.1 - Choice of camp
    • Unit positions
    • 15.2 - Ivry, 14 March 1590: the victory of Henry IV
    • 15.2.1 - The Royal Army
    • 15.2.2 - The League Army
    • 15.2.3 - Special Rules
    • 15.2.4 - Victory Conditions
    • 15.2.5 - Specific bibliography
    • 15.3 - Le Marc'hallac'h, 23 June 1591: the phantom battle
    • 15.3.1 - The Royal Army
    • 15.3.2 - The League army

1 - Overview

1.1 - Game Scale

A turn equals 20 to 30 minutes in real time. A hex is around 100 meters. Units represent 200 - 1200 men depending on the type or 2-4 cannons.

1.2 - Definitions

  • Wing: all units are assigned to a wing; an army has 2 to 4 wings.
  • Orders: At all times, each wing follows one of three Orders. They are, in order of precedence: Charge!, March!, and Rally!.
  • Commanders: Each commander controls a wing and each unit has a commander.
  • Status of the unit (see 12.2): Each unit's status is indicated by whether the unit is flipped to its front (recto) or back (verso) or by a status marker. The Statuses are: Normal (recto of the counter), Disordered (verso of the counter), In Great Disorder (for double units only - GD marker), Shaken (recto of Status Marker), Broken (verso of Status Marker). Double units have an additional status, in Great Disorder. This falls between disordered and shaken. The effects of Great Disorder are the same as a disordered status. Note: This better simulates the resistance of the double units.
  • Distance between two units: the hex of one unit counts but not that of the other unit.

1.3 - Other

The game uses a 10 sided die (d10). 0 equals 0, not 10.

2 - Game Counters

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 containing another unit from his wing.)

The Command value is used for reactivation, pre-emption, change of orders, interception, melee, and morale tests.

2.2 - Combat units

Combat units are of two sizes: square (called simple) or rectangular (called double). The background symbol denotes their nationality (French, Swiss, German, Spanish, papal, British). 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, armoured
    • C: Cuirassiers, 200-300 men, equipped with pistols, armoured. Pistols are used in melee.
    • R: Reîtres, 200-300 soldiers armed with pistols and armour.
    • A: Arquebusiers, 200-300 men, equipped with arquebuses or carbines, lightly armoured.
    • E: Estradiots (Stratioti): 200-300 soldiers armed with light lances, without armour and on light horses.
  • Infantry
    • S: Swiss, 600 men, 90 % pikemen and 10 % musketeers.
    • L: Germans (lansquenets), 600 men, 70-80 % pikemen, 20-30 % musketeers.
    • T: Soldiers adopting a Spanish style formation (Tercio), 600 men, 40 % pikemen, 60 % arquebusiers.
    • F: Legions or old French groups, 500-600 men, 40-50 % pikemen, 50-60 % musketeers/arquebusiers.
    • M: Militia, 500-600 men, all musketeers/arquebusiers.
    • B: British brigades, 40-50 % pikemen, 50-60 % arquebusiers.

Note: Double units have twice as many soldiers - approximately 1200 per unit.

B, T, S, L and R type units display a shield as a reminder of their special rules: Hereditary enemies (11.8) and Allied disengagement (14.1).

(Counter anatomy: an infantry counter shows unit type, fire value, morale, movement value, wing color code and name; its back shows that the unit is disordered. A cavalry counter is similar. A commander counter shows name, wing color code, movement value and command value; its back shows "Activation done".)

2.3 - Markers

There are several kinds and they indicate:

  • the order chosen by a wing (see 3.1 and 6.2);
  • the preemption of a wing (see 4.4);
  • the 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 game.

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 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 and activate one of his own wings instead. If he succeeds, the commander of the preempted wing receives an "En attente" (bypassed) marker. (see 4.4).

B - Change of orders The active player checks the status of each unit of his activated wing (5.1) to see whether or not it is commanded. He can then attempt to change the order of the wing he just activated (see 6.3). He may attempt to bring back under his command his disengaged allied units (14.2).

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), depending 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). Out of command units of the active wing are not activated at the same time as the commanded units (see 5.1.3).

D - Melee Units adjacent to enemy units may engage them in close combat or melee (see 11).

E - Reactivation attempt The activated wing may attempt to reactivate itself - go again (see 4.3). If it succeeds, go back to A.

F - New activation If the activated wing fails in its reactivation 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

All "broken" units must make a rout movement (see 13.2).

3.4 - End of turn

Flip Commanders and Artillery to their front (recto) side. Remove the artillery fire markers. Eliminated commanders are replaced by a replacement commander (5.2.2). The players oversee the disengagement of their German mercenaries (14).

4 - Initiative and Activation

4.1 - Initiative

The player with the most wings of the orders of highest precedence goes first. If there is a tie, the side with the better commander goes first. If that is also a tie, roll the die; 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 Charge! order and a wing with a March! order. Player B has a wing with a Charge! order, a wing with a March! order, and a wing with a Rally! order. Player A is the first player (2 Charge! orders). He activates a wing with a Charge! order, then player B activates his wing with a Charge! order. Player A activates his second wing with a Charge! order, then player B activates his wing with a March! order, and so on.

If player A had three wings with a Charge! order, he would activate his second then third wings with a Charge! order before player B could activate his wing with a March! Order.

Out of command units of the active wing are not activated at the same time as the commanded units (see 5.1.3).

4.3 - Reactivation

A player may attempt to reactivate an activated wing (under a Charge! or March! order) a second time for a maximum of 2 activations. The player finds the wing's current order on the Reactivation/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 "activated" side. Out of command units do not benefit from the reactivation of their wing.

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 Charge! or March! order) and consults the Reactivation/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 reactivation).

The wing whose activation has been preempted is marked as bypassed ("en attente") and will be activated immediately after the preempting wing is finished. The marker is attributed to the commander of the wing. 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 to his "activated" side.

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

Note: A preemption cannot be preempted.

5 - Command

5.1 - Command

To move and combat normally, a unit must be in command. Each unit's command status is checked at the beginning of the 3.2.2.B stage. An out of command unit receives the appropriate marker.

5.1.1 - Line of command (LoC)

To be in command, a unit must be able to trace an 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 an LoC to its commander but able to trace an 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. Artillery is always commanded.

5.1.2 - Return to command

Command of an out of command unit is re-evaluated at the moment the unit begins its activation. Thus, a Wing Commander or another unit belonging to the same wing can move to bring an out of command unit back to the LoC. Then remove the "Non commandée" marker from the concerned unit as well as any marker of the previous order.

5.1.3 - Out of command unit

An out of command unit does not benefit from a change in order of its wing (see 6.3): it maintains its previous order until it is commanded again (place the appropriate order marker on the unit).

If an out of command unit becomes shaken or broken, its order automatically becomes Rally! and remains unchanged (even if the broken unit rallies for example) until it is once again commanded.

Out of command units are alternatively and individually activated (the player with initiative first) after the wings that share the same order as them.

Example: the players alternate activations of wings with the Charge! order then alternate activations of out of command units with the Charge! order. They do the same for the wings and out of command units with a Rally! order.

Thus, an out of command unit with a Charge! order will be activated before the other units of its wing with a March! or Rally! order.

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 melee or engages in retreat or rout movement. He must always finish his movement stacked with a unit.
  • Rally: He can help in rally (see 13). In this case, he cannot move.

5.2.1 - Death of a commander

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

After a melee, each player must roll 1d10 for each participating commander. On a 9, the commander is eliminated.

If a hexagon containing a commander is the target of fire, and the fire hits the targeted hex, the shooter re-rolls 1d10. The commander is removed from the game on a result of 9.

5.2.2 - Replacement

If a wing commander is eliminated, he is replaced by a replacement commander placed on any unit of the wing at the end of the turn. This replacement commander can be an aide de camp or another commander (see scenario).

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

A replacement commander always enters with the same orders as his predecessor. If all the units of the wing are eliminated, there is no replacement and the wing is no longer activated.

If the replacement commander is killed (after the death of the wing commander), he is not replaced and all the units of the wing switch to a Rally! order on the following turn and until the end of the game. They are no longer commanded and can only move toward their edge of the map (except in an advance after combat). Naturally, they can remain in place, change facing and rally.

5.3 - Army commanders

In certain modules, a camp may have an army commander. During each phase B, each player decides to which wing his army commander belongs. He can act at the same time as the commander of this wing. He acts freely and is not bound by the orders of this wing (he can rally a unit that has a Charge! order). The unit of the chosen wing with which he is stacked is not required to follow the orders of the wing either. The army commander lends his bonus in combat and automatically rallies any unit of the wing with which he is stacked. He may be alone in a square but is automatically eliminated if an enemy unit crosses the square or engages him in a melee.

For all other aspects of the game, a commander in chief acts like a wing commander. If he neither moves nor rallies a unit and if he is stacked with or adjacent to a wing commander, the army commander may add his command value to influence a change in orders, the reactivation or the preemption of this wing. This is not necessarily the same wing chosen in phase B.

If an army commander acts as a provisional wing commander, he loses all his specificities and follows only the rules of 5.2.

6 - Orders

6.1 - General orders

At the beginning of the game, players secretly attribute orders to each of their wings and then place the corresponding marker on the commander. Active units are subject to the following restrictions depending on the orders of their wing (or their personal order if it is different, see 5.1.3).

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

  • Charge! (Chargez!): A unit under Charge orders must end its movement at least one hex closer to the enemy unit closest to it. If the enemy unit is in a frontal hex of an unbroken friendly unit, the active player can (if he wishes) take into account the next closest enemy unit (and so on). If a friendly unit is already adjacent to an enemy unit, it cannot move away but can change facing and/or perform offensive fire. No unit may rally.
  • March! (Marchez!): A unit under March orders may move but may not become adjacent to the enemy. Units adjacent to their WC 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.
  • Rally! (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.

A unit can always change facing regardless of its orders.

6.3 - Changing Orders

A wing that has just been activated may attempt to change its orders. The player consults the Change of Orders Table and cross-references the current Orders with the desired Orders. Roll the die and add 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 for commanded units; out of command units keep their previous order (5.1.3). If the attempt fails, the wing is activated with its original orders.

6.4 - Commanders and orders

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

7 - Facing

Units must face a hex vertex.

7.1 - Simple units

A simple unit always has 2 frontal hexes (top of the counter), 2 flank and 2 rear.

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

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

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

Artillery may change facing as many vertices as it wishes instead of firing (the player places the appropriate marker (offensive fire/defensive fire) or turns the unit to its "Tiré" (Fired) side).

7.2 - Double units

A double unit has 3 frontal hexes (top of the counter), 2 flank and 3 rear. A double unit may counter-march (change facing by 180°) for 2 MP. If it is in an enemy's frontal hex, it must also take a morale test. If it fails, the 2 MP are spent (without changing facing) and the unit's status decreases by one level. A double unit can change facing during movement (see 8.5.2).

7.3 - Special case

For melees only, an unbroken T, L or S unit (simple or double) in defence is considered to only have frontal hexes.

8 - Movement

8.1 - Overview

Each unit has a movement allowance per turn expressed in movement points (MP) that is defined by its status at the beginning of the activation.

Exception: Artillery can never move (it has 0 MP) but it can change facing (see 7.1).

If a unit is degraded to broken or shaken status during its movement, movement immediately ends and if the unit is broken it must immediately retreat two hexes and change facing (see 12.2).

To enter a hex, a unit spends the MP indicated by the terrain (see Terrain Table).

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).

(Diagram: a cavalry unit moving through clear hexes at 1 MP each; a counter-march costs 2 MP; a wood hex costs 2 MP and -1 morale level; a clear hex plus a ford costs 2 MP in total.)

8.2 - Reaction movement

Only simple units with a normal or disordered status or commanders can carry out reaction movement even if they were previously activated. There is no limit to the number of reaction movements a unit may carry out.

Units may 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;
  • they have an LoS (Line of Sight) on the unit provoking the reaction (see 10.2);
  • they are not in a frontal hex of an enemy unit that is Normal or in Disorder.

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, and vice versa (see 10.3).

The different types of reaction movement are:

  • Facing change: if an enemy unit spends MP or attempts to rally at a distance of 2 hexes or fewer, the unit can change facing by one vertex for infantry and two hexes for cavalry.
  • Retreat: if an enemy unit spends MP or attempts to rally 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 Rally! 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 (for cavalry only)

If an enemy unit enters a hex (by any means) in the interception zone of a cavalry unit (see diagram) that has no enemy unit in its frontal hexes and is not in the frontal hexes of an enemy unit, the unit may attempt to intercept once per enemy activation by rolling on the Interception Table. A unit that attempts an interception receives an "Interception" marker regardless of the result of the attempt. This marker is removed at the end of the current wing's activation.

If the modified die roll is less than or equal to the number listed on the Table, the intercepting unit is (if necessary) moved forward to a hex adjacent to the enemy unit, maintaining its facing, and movement for the intercepted unit must cease. Neither of the units may 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: the interception zone of cavalry is the group of five hexes directly in front of the cavalry unit, two hexes deep.)

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 - Movement of double units

8.5.1 - 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 also applies to status losses due to combat.

8.5.2 - Movement and pivoting

A double unit can advance with both halves of the unit entering into frontal hexes. It can also pivot: half of the unit enters the centre frontal hex while the other half remains in place (thereby changing the facing of the unit) for a cost of 2 MP plus the cost of the hex.

9 - Stacking

9.1 - General

In general, stacking is limited to one infantry or cavalry unit per hex. There cannot be interpenetration among units. Exception: 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. A wing commander must always be stacked with a unit of his wing. If he moves alone, he must end his movement in a hex containing a unit of his 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 melee, 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 or terrain, it must take a morale test:

  • If it passes, nothing occurs and it remains in place.
  • If it fails, it is degraded one status. If the test is due to terrain or the presence of an adjacent enemy unit (case A), the unit does not retreat. If the test is due to the presence of an adjacent friendly unit (case B), this second unit must take a morale test with a +1 die roll modifier. If it passes, the second unit does not move and the 1st unit loses an additional status. If it fails, the 2nd unit retreats one hex to make room. The first unit must then retreat to the hex freed up by the second unit. The second unit may find itself in the same situation as the first unit, provoking several morale tests and therefore numerous retreats after a single combat. Each additional unit must retreat or take a morale test with a cumulative +1 die roll modifier. Thus, a third unit that has to retreat will suffer a modifier of +2.
  • If the two rear hexes of a unit that must retreat are blocked for different reasons (cases A and B at the same time), apply the procedure for case B. Example: If a unit cannot retreat because it has its back to an enemy unit and a friendly unit, the two friendly units must retreat (case B), which may lead to defensive fire.

Example of impossible retreat: After a melee with unit A, unit C must retreat. Since it is unable to do so because of impassable terrain (pond), it takes a morale test. If it fails, it will change status but not retreat. After its combat with unit B, unit D must retreat. Since it has a pond hex and a friendly unit in its retreat hexes, it must take a morale test. If it fails, unit D will be downgraded one status. Then friendly unit E will take a morale test with a +1 drm. In case of success, unit D is again downgraded one status. If it fails both units must retreat.

In the case of a double unit, it must be able to retreat by each of its hexes or take a morale test for each blocked hex.

Note: This simulates the possible movement of panic that overcomes units that see their comrades retreat or flee.

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.

A unit that has a fire value greater than 9, following a status downgrade, cannot fire.

Example: A Swiss unit with an initial value of 8 cannot fire if it becomes Shaken. It will be able to fire again when it becomes Disorganised, in Great Disorder, or in good order.

10.2 - Line of sight

An artillery unit must have a clear line of sight (LoS) to its target to be able to fire. An inactive unit must have a clear LoS to the active unit it reacts to in order to execute a reaction movement (8.2). The LoS is traced between the centres of the 2 hexes occupied by the concerned units and depends on the level of elevation of these hexes.

  • If the 2 units are at the same level, the LoS is blocked if it passes through a hex of a higher level or if it passes through a hex of the same level with a blocking terrain element.
  • If the 2 units are at different levels, the LoS is blocked if it passes through a hex with a level greater than or equal to the unit with the higher level or if the hex adjacent to the lower level unit along the LoS contains a blocking terrain element at the same level as the lower level unit.

Note: Players must take into consideration the ratio between the size of a hex (100 m) and the difference in altitude between 2 levels (10 m). In addition, there is no plateau effect: all the slopes are continuous.

Blocking terrain elements are:

  • any friendly or enemy unit (except commanders and artillery);
  • any obstacle hex (village, wood, town).

An LoS is never affected by the nature of the hexes occupied by the 2 units concerned. When an LoS passes along the spine of a hex, it is only blocked if both of the hexes contain blocking elements. A unit always has a clear LoS toward its 6 adjacent hexes.

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 may provoke defensive fire (see following paragraph). A unit can spend up to 2 additional MP to obtain a favourable die roll modifier (+1 for each MP spent), even if the unit is already in contact with the enemy (in this case, no defensive fire is provoked). A unit can only execute one offensive fire per activation.

  • 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 (this case includes an attacking unit that advances after melee, retreats, or becomes Broken);
    • an active unit changed facing in its fire zone;
    • an active unit attempts to rally in its fire zone.

    A simple infantry unit or a cavalry unit can carry out an unlimited number of defensive fires as long as one of these conditions is 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.

  • Artillery: The artillery does not use MP to fire. Each turn, artillery can fire once in offensive fire during its activation and once in defensive fire. Place the marker on its appropriate side (offensive fire/defensive fire) after the first fire. The unit is turned to its "Tiré" (Fired) side after its second and final fire (the marker is removed). 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 neighbouring 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.

Example of fire: The Royalist 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. C fires on D, and D responds.

10.5 - Fire resolution

Each unit that can fire has a fire value indicated on the counter. The player rolls 1d10 and applies any of the following potential cumulative modifiers:

  • Defensive fire on cavalry: -1
  • Artillery fire on cavalry: -2
  • Spending of additional movement points (up to 2 MP): +1 / +2
  • Fire at the flank or rear of the enemy: +1
  • +/- Terrain

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. This modifier applies to the result of the d10 from the morale test.

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

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

11 - Melee

11.1 - General

Melee 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. The wing's orders have no effect on melees.

11.2 - Procedure

Active units with an enemy unit in any of their frontal hexes can declare a melee. Inactive units that have not been designated as a target of the melee and that have an active unit in any of their frontal hexes can declare a reaction melee. This reaction melee is only possible against units of the activated wing.

After the declaration of all of these melees and reaction melees, the reaction melees are resolved first (results are applied immediately and in the order chosen by the active player), followed by the melees declared by the active player.

If an active unit is still able to combat after a reaction melee, it must combat the target it initially designated.

The unit initiating the melee 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 melee modifiers; the supporting units only add the modifiers for flank or rear attacks, for multiple attackers, and possibly a charge bonus or commander bonus.

An infantry unit can support a cavalry unit that is a head unit combatting an enemy cavalry unit (see 11.6). The head unit will be the one to advance after the combat, if necessary.

A Broken unit can neither engage in nor support a melee.

In general, the active player chooses by which side of the line of combat he wishes to begin, then continues down this line. The attacker rolls 1D10 and immediately applies the various modifiers to the result.

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

11.3 - Modifiers

Melee modifiers are all cumulative and are as follows:

  • Morale of the attacker minus morale of the defender;
  • Interaction of unit types (see Interaction table);
  • Number of supporting units (+1 per unit, maximum of 5);
  • +1 if a double unit attacks an enemy unit in its centre frontal hex and his 2 other frontal hexes contain no enemy units;
  • 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: If a G, H or C type unit engages in melee after having concluded its movement by crossing 2 hexes of clear terrain without crossing a hedge/stream, and without changing facing and without firing it receives a bonus of +2 (the hexagons crossed before these last 2 have no effect). The bonus is illustrated by a "Charge" marker and applies to the head units and support (only 1 Charge bonus per melee). For the interception of a unit that charges, see 8.3. Example: A unit of cuirassiers charges an infantry unit behind a hedge: the charge bonus applies. A unit of cuirassiers charges an infantry unit behind a stream: the charge bonus does not apply (see the terrain effects table). Note: The cavaliers crossed the battlefield at a trot and only galloped over the last 100 meters or so to charge the enemy.
  • +1 Lance bonus for H and G type units. The bonus applies only in attack to the head units and supporting units (only 1 lance bonus per melee) and only during their first melee.

Example of melee: The Royalist player is active and designates his melees. B, with the support of C, attacks D. A attacks F. Since E and G are inactive units, not designated as participating in the combats and have an active unit in a frontal hex, they can declare a melee in reaction against A. The combat sequence is:

  • E and G attack A; G is chosen as the head unit. The modifiers are as follows: difference in morale = 0; interaction of the units = -1 (C against F); a supporting unit = +1; taking the flank = +1; no commanders present = 0, terrain = 0; no charge bonus; total = +1.
  • B and C attack D; B is chosen as the head unit. The modifiers are as follows: difference in morale = +2, interaction of the units = +1; a supporting unit = +1; no commanders present = 0, terrain = 0; taking the flank = +1; no charge and lance bonus; total = +5.
  • If A survives the attack by E and G, it attacks F. The modifiers are as follows: difference in morale = +1, interaction of the units = +2; no bonus for a double unit against a simple unit = 0; no commanders present = 0, terrain = 0; total = +3.

11.4 - Melee results

A and D refer to the attacker and the defender, the number indicates the number of status downgrades of the unit and the number after R is the number of hexes of retreat. First apply the status downgrades then the retreats of the defender and then those of the attacker. The result of the melee is applied to the head unit in an attack.

Example: A1-D2R2, the attacker suffers a downgrade of one status, the defender suffers two then retreats two hexagons.

If the unit suffers more status downgrades than it has, it is eliminated.

11.5 - Retreat and advance after close 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). Once broken, it does not apply other retreats.

Example: After a D1R2 result, a shaken unit becomes broken, retreats 2 hexes and changes facing but does not retreat 2 additional hexes (R2 result not applied).

As a priority, a unit retreats toward its edge of the map or otherwise to a free hex.

If a unit cannot retreat because of stacking or terrain limits, apply rule 9.3.

Artillery is eliminated if it must retreat.

If the defender retreats or is eliminated, the head unit of a non-shaken attacker must advance to the liberated hex. If the head unit of the attacker retreats or is eliminated, the defender (if he is neither broken nor shaken) may advance.

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

If a double unit advances after combat, the two halves of the unit must advance if possible. If only one hexagon is free, the double unit must pivot to occupy it. A double unit cannot change facing after advancing. In other cases, the double unit cannot advance.

11.6 - Special rules

a. The infantry can never attack the cavalry in melee. It can nevertheless support a friendly cavalry attack against the enemy cavalry regardless of the status of this enemy cavalry. Exception: A normal or disordered infantry unit can engage a shaken cavalry unit in melee. Note: A cavalry unit with shaken status is disorientated on the battlefield. Its commanders give contradictory orders or begin to give in to panic; the cavaliers act as individuals. In terms of military organisation, the unit ceases to exist and is paralysed (thus its zero movement capacity). Reduced in this way, it is at the mercy of a troop of fantassins galvanised by the scent of victory. On the other side, a broken cavalry unit is in full flight and unable to be pursued by the fantassins.

b. A, K and E type units cannot attack (or provide support against) an infantry unit in melee, unless it is broken or type M.

c. The +1 lance bonus of an H or G unit only applies if it is the head unit or a supporting unit in the attack. The "Lance" marker is automatically removed from a Gendarme unit at the end of its first melee as attacker or defender. If several H or G units attack the same enemy unit with their lances, they all lose their Lance marker, even if the bonus only applies once (11.3).

d. If a unit attacks a lone cannon in melee, the cannon is automatically eliminated and the level of the attacking unit is not reduced.

11.7 - Pursuit

Before the advance after combat and if the result of the melee indicates "Pursuit", each victorious cavalry unit must test its morale. It subtracts from the die roll result the value of one commander that is adjacent or stacked with it and adds +2 if it charged.

The two possible results are:

  • Passed the morale test: the pursuing unit advances normally after combat.
  • Failed the morale test: the pursuing unit is removed from the game and the pursued unit is eliminated (if it was not already eliminated by the combat result).

The pursuing unit does not count in the victory conditions but does not return to the game. If a commander was stacked with the pursuing unit, he is also eliminated but does not count in the victory conditions and the replacement is applied (see 5.2.2).

Exception: H units do not pursue. They are elite units with strong discipline.

11.8 - Hereditary enemies

When a melee involves an S type unit in one camp and an L type in the other, the attacker can declare before rolling the melee D10 that he will give no quarter. In this case, the unit that suffers an R result reduces his retreat by one hexagon but increases his losses by one level. Example: a D1R2 result is transformed to a D2R1 and an A1R1 result is transformed to A2. The attacker must take into account the type of his head unit, not the type of his support units.

This rule generally applies between T (Spanish) and B (British) type units.

Note: The most illustrious example of this hatred is the massacre of the German troops by the Swiss during the Battle of Moncontour.

12 - Morale/Status of Units

Units have a morale value indicated on the counter and four status levels (five for double units). From strongest to weakest order they are: Normal, disordered, in great disorder (for double units), shaken, and broken. Exception: Artillery has only one status level (normal).

Note: The addition of a fifth status for the double units renders them more resistant than simple units, which seems logical, and is in response to comments of numerous players of Avec Infini Regret I.

12.1 - Morale test

A unit may be required to test its morale after fire or movement. To test morale, roll 1d10. If the result (possibly modified by the command 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. Exception: The artillery is directly eliminated. A broken unit that fails is eliminated. A unit can never become broken because of the terrain or an attempt to change facing.

12.2 - Effects of a unit's status

  • Normal: initial values (recto of the unit).
  • Disordered: movement divided by two, -1 for morale, +1 for fire (verso of unit).
  • In great disorder: same as disordered.
  • Shaken: movement equals zero, -2 for morale, +2 for fire. The unit can only fire defensively (recto of marker).
  • Broken: rout movement only, -5 for morale, no fire (verso of marker).

Modifiers apply to the values on the recto of the counter (normal status). All the rules referring to the Disordered status also apply to In great disorder.

If a unit reaches the broken level, it must immediately retreat 2 hexes then change face to orientate itself toward its edge of the map. If it cannot retreat, follow procedure 9.3.

If an out of command unit is downgraded to a shaken or broken status, it automatically follows a Rally! order. Place the appropriate marker order if necessary, see 5.1.3.

13 - Rally

A unit that attempts to rally 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 remains unchanged.

The player can change facing as he wishes of a broken unit that rallies.

  • Rally! Order: All the units of the wing can attempt to rally if the wing is active.
  • March! Order: Only units which are adjacent to or stacked with their wing commander may attempt to rally if the wing is active.

13.2 - Rout phase

During this phase, each broken unit uses its normal movement allowance to move along the shortest path in hexes toward its edge of the map. It pays normally for changes in facing and must keep its back to the enemy. Terrain does not cause downgrading of a unit's status. If the unit cannot carry out this movement or exits the map, it is eliminated and counts in the victory conditions. Exiting the map costs 1 MP.

14 - Allied Disengagement

14.1 - Procedure

At the end of the turn, each player checks if one or more L type units in his army were eliminated during that turn. If so, all the other L type units that belong to the same wing as the eliminated unit(s) must take a morale test.

In the same way, each player checks if one or more R type units in his army were eliminated during the completed turn. If so, all the other R type units that belong to the same wing as the eliminated unit(s) must take a morale test.

In either case, if the player fails the morale test, he places a "Disengagement" marker on the concerned unit and the unit acts as if it is under a "Rally!" order until the marker is removed (14.2). This morale test has no impact on the status of the units.

Note: This accounts for the mercenary units' lack of trustworthiness when things turn bad.

14.2 - Return to command

A "Disengagement" marker is removed from an L or R type unit if at the beginning of the change of orders phase (3.2.2.B) the wing commander is stacked with this unit and it successfully passes a morale test, with the command value of the wing commander as its d10 modifier. It then returns under the orders of its wing. This morale test has no effect on the unit's status.

15 - Scenarios

15.1 - Choice of camp

If both players want to command the same camp, the choice goes to the player who accepts the bigger handicap in terms of Victory Points. (Each player secretly writes down a handicap value greater than 0). In the case of a tie, players roll 1D10 and the higher scorer chooses his camp. At the end of the battle, the handicap in VP of the player who chose his camp is added to the score of his opponent.

Example: Both players want to command the League army at the battle of Craon. Player A writes down a handicap of 3 VP and player B a handicap of 2 VP. Player A will therefore command the League army. At the end of the battle, the League army (player A) has accumulated 6 VP and the Royal army (player B) 3 VP. The 2 players have accumulated a total of 6 VP (accounting for the handicap of 3 VP given to player B) and the Royalist player is declared the victor.

Unit positions

The facing of the units is left to the choice of the players.

15.2 - Ivry, 14 March 1590: the victory of Henry IV

Use the counters with two dots preceding their movement value.

15.2.1 - The Royal Army

Vanguard (Cavalry wing) Wing commander: C. Biron (1; Charles de Gontault, baron de Biron; position: 0810) Replacement commander: Aide de Camp (0) Givry: 0908; C. Biron: 0810; Auvergne: 0909

Right Wing (Infantry Wing) Wing commander: A. Biron (1; Armand de Gontault, Marshal de Biron; position: 0520) Replacement commander: Aide de Camp (0) Termes: 0521; A. Biron: 0520; Schomberg: 0522; Parabère: 0320; Brigneux: 0322

Centre (Infantry Wing) Wing commander: Henry IV (2; King of France; position: 0416) Replacement commander: Vic (1; seigneur de Vic, Maréchal de camp of the infantry) Soleure: 0417-0418; Henry IV: 0416; Trémoïlle: 0415; French Guards: 0419; Rosny: 0315; Artillery: 0706, 0707; Saint-Jean: 0412; Grisons: 0413-0414

Left Wing (Infantry Wing) Wing commander: Montpensier (1; François de Bourbon, duc de Montpensier; position: 0509) Replacement commander: Aumont (1; Maréchal d'Aumont) Lenty: 0309; Argenton: 0508; Aumont: 0507; Montpensier: 0509; Saint-Denis: 0506; Vignolles: 0307; Balthaza: 0510

15.2.2 - The League Army

Right Wing (Infantry Wing) Wing commander: Aumale (0; Charles de Lorraine, duc d'Aumale; position: 1609) Replacement commander: Aide de Camp (0) Bassompierre: 1608; Bourguignons: 1607; Aumale: 1609; Tremblecourt: 1907; Tenissé: 1904-1905; Chastaigneraye: 1908; Tavannes: 1706; Pfyffer: 1909-1910; Saint-Paul: 1906; Chastelière: 1911

Centre (Cavalry Wing) Wing commander: Mayenne (0; Charles de Lorraine, duc de Mayenne; position: 1916) Replacement commander: Tavannes (0; Jean de Sault, vicomte de Tavannes) Nemours: 1915; Artillery: 1621; Egmont: 1914, 1917; Walloons: 1912, 1913, 1918, 1919; Mayenne: 1916

Left Wing (Infantry Wing) Wing commander: Nemours (0; Charles-Emmanuel de Savoie, duc de Nemours; position: 1622) Replacement commander: Rosne (0; baron de Rosne) Béraldingen: 1922-1923; Bois-Dauphin: 1622; Albanians: 1724; Danstfrist: 1623; Brunswick: 1624; Disemieux: 1920-1921; Ponsenac: 1924-1925

15.2.3 - Special Rules

  1. Terrain: The roads and paths, as well as the few scattered trees illustrating hexes 0713, 0818 and 1007, have no effect on the game.
  2. Cavalry of Flandres: Each G-type unit of the League receives a "Lance" marker at the start of the game.
  3. Edge of the map for routs: The edge of the map for routs of the Royal army units is the western edge. The edge of the map for those of the League Army units is the eastern edge.

15.2.4 - Victory Conditions

At the end of the 8 turns, victory goes to the camp that has accumulated more Victory Points (VP). Each camp wins VP according to the scale below:

  • 1 VP per eliminated enemy unit with a morale of 7 or less;
  • 2 VP per eliminated enemy unit with a morale of 8;
  • 1 VP per eliminated enemy commander (exception: 3 VP if Henry IV is eliminated); 0 VP for an aide de camp.

A double unit counts as two units of equal morale (ex: a double unit with a morale of 8 counts as 4 VP). In case of a tie, the League player is declared the victor.

15.2.5 - Specific bibliography

  • Discours de la bataille de Garennes (Ivry) en mars 1590 par Monseigneur et le Roy de Navarre, Librairie des Bibliophiles, Paris, 1875.
  • Discours véritable de la victoire obtenue par le Roy, en la bataille donnée près le village d'Ivry, le quatorzième de Mars 1590, Guichard Jullieron & Thibaud Ancelin, imprimeurs, Lyon, 1594.

15.3 - Le Marc'hallac'h, 23 June 1591: the phantom battle

Use the counters with one dot preceding their movement value.

15.3.1 - The Royal Army

Right Wing (Infantry Wing) Wing commander: Norreys (1; sir John Norreys; position: 0509) Replacement commander: Wingfield (0; Anthony Wingfield, sergent-major.) Sherley: 0310, 0409; Fitzwilliam: 0509, 0608

Centre (Infantry Wing) Wing commander: Dombes (0; Henri de Bourbon, prince de Dombes, governor of Brittany; position: 0708) Replacement commander: Montmartin (1; Jean du Mats, seigneur de Montmartin, governor of Vitré, Maréchal de camp.) Rosmadec: 0808; Hunaudaye: 0908; Serrouette: 0708; Germans: 1007; Artillery: 0210

Left Wing (Cavalry Wing) Wing commander: Bastenay (0; Marc de Rochefort de Bastenay; position: 1206) Replacement commander: Aide de Camp (0) Tréfumel: 1206; Tremblaye: 1307

15.3.2 - The League army

Right Wing (Infantry Wing) Wing commander: Avaugour (0; Saint-Laurent d'Avaugour, Maréchal de camp; position: 1313) Replacement commander: Aide de Camp (0) Pin: 1313; La Tour: 1412

Spanish Expeditionary Force (Infantry Wing) Wing commander: Aguila (1; Frey Juan del Aguila y Arellano; position: 0915) Replacement commander: Rodrigo (0; Don Rodrigo, maestro de campo; killed in combat.) Spanish: 0616, 0716, 0815, 0915, 1014, 1114

Left Wing (Infantry Wing) Wing commander: Guébriant (0; François de Guébriant; taken prisoner; position: 0416) Replacement commander: Aide de Camp (0) Guébriant: 0317; Puygreffier: 0416

Reserve (Cavalry Wing) Wing commander: Mercoeur (0; Philippe Emmanuel de Lorraine, duc de Mercoeur and de Penthièvre, governor of Brittany; position: 0817) Replacement commander: Bois-Dauphin (1; Urbain de Laval, marquis de Sablé, seigneur de Bois-Dauphin, governor of Maine and Anjou) Bois-Dauphin: 0817; Gondi: 1116; Chaussin: 1017; Britons: 0618, 1315; Artillery: 0917, 1016

15.3.3 - Special Rules

  1. Terrain: There are 7 elevation levels on the map: level 0 (hex 0902), level 1 (hex 0905), level 2 (hex 0908), level 3 (hex 0910), level 4 (hex 0912), level 5 (hex 0915) and level 6 (hex 0918). The only type of terrain that affects the game (in addition to hills) are ditches (ex: edge of hex 0306-0307). The charge bonus (11.3) is reduced to +1 (instead of +2). Design note: In order to simply represent the uneven terrain (scrub, wild hedges, deep paths, etc.) of the battlefield without multiplying the number of types of terrain, we have reduced the movement capacity and charge capacity for mounted units (commanders included).

  2. Edge of the map for Routs: The edge of the map for routs of the Royal army units is the northern edge. For the units of the League army, it is the southern edge.

  3. The Mercoeur-Aguila animosity: At the beginning of the battle, the League cavalry reserve cannot be activated (it is "immobilised"), but the units comprising it may react normally (reaction movement, interception, defensive fire). Beginning with turn 3, the player who controls the League army can "liberate" his Reserve at the beginning of the turn by spending a certain number of VP (see table below). He chooses his order (contrary to 3.1) and the regular rules of initiative and activation apply for this wing. The League player is not required to "liberate" his Reserve.

    Turn of the "liberation" of the League Reserve / VP allocated to the Royalist camp:

    • Turn 3: 4 VP
    • Turn 4: 3 VP
    • Turn 5: 2 VP

    Design note: Historically, the Duke of Mercoeur did not engage his cavalry reserve, undoubtedly to allow the Royal army to leave the battlefield without too many losses. In doing so, he left the Spanish commander Aguila to face them on his own. Once again, Mercoeur played both sides: by weakening his Spanish ally whom he found took up too much space and by sparing his adversary (Henry IV) in case the future became bleak.

15.3.4 - Victory Conditions

At the end of 5 turns, victory goes to the camp that has accumulated more Victory Points (VP). Each camp wins VP according to the scale below:

  • 1 VP per eliminated enemy unit with a morale of 7 or less;
  • 2 VP per eliminated enemy unit with a morale of 8;
  • 1 VP for each enemy commander that is eliminated; 0 VP for an aide de camp.
  • 0/2/3/4 (depending) VP for the "liberation" of the League Reserve cavalry (Royalist player only).

In the case of a tie, the Royalist player is declared the victor.

15.3.5 - Specific bibliography

  • Le Goff Hervé, La ligue en Bretagne, Presses Universitaires de Rennes, 2012.

15.4 - Craon, 23 May 1592: the rout of the princes

Use the counters with no dots preceding their movement value.

15.4.1 - The Royal army

Siege Army (Infantry Wing) Wing commander: Dombes (0; Henri de Bourbon, prince de Dombes, governor of Bretagne; position: 1211) Replacement commander: Montmartin (1; Jean du Mats, seigneur de Montmartin, governor of Vitré, Marshal de camp.) Sherley: 1212; Wingfield: 1213; Woolfe: 1214; Coesquin: 1215; Germans: 1208; Asserac: 1211; Molac: 1209; La Moussaye: 1207; Artillery: 1210

Reinforcement Army (Infantry Wing) Wing commander: Conti (0; François de Bourbon, prince de Conti, lieutenant général of Maine, Anjou and Touraine; position: 1405) Replacement commander: Aide de Camp (0) La Rochepot: 1506; Malharne: 1406; Picharic: 1405; Rambouillet: 1305

15.4.2 - The League army

Spanish Expeditionary Force (Infantry Wing) Wing commander: Aguila (1; Frey Juan del Aguila y Arellano; position: 0411) Replacement commander: Aide de Camp (0) Spanish: 0411-0412; Manga-1: 0511; Manga-2: 0513

Rescue army (Infantry Wing) Wing commander: Mercoeur (0; Philippe Emmanuel de Lorraine, duc de Mercoeur and de Penthièvre, governor of Brittany; position: 0212) Replacement commander: Bois-Dauphin (1; Urbain de Laval, marquis de Sablé, seigneur de Bois-Dauphin, governor of Maine and Anjou.) Britons: 0310, 0311; Quintin: 0309; Normands: 0315; Mercoeur: 0212; Bois-Dauphin: 0213; Garrison: 0308; Artillery: 0314

15.4.3 - Special Rules

  1. Terrain: There are 2 elevation levels on the map: level 0 (hex 0202) and level 1 (hex 1519). The only terrain type that affects the game (in addition to hills) is the stream (ex: edge of hex 0816-0817). No unit may enter the town of Craon (hex 0501, 0601 and 0701). The charge bonus (11.3) is reduced to +1 (instead of +2). Design note: In order to simply represent the humid and uneven terrain (jagged hedges, damp zones, ditches, etc.) around the town of Craon without multiplying the number of types of terrain, we have reduced the movement capacity and charge capacity for mounted units (commanders included).
  2. Edge of the map for routs: The edge of the map for routs of the Royal army units is the eastern edge. For the League army it is the western edge.
  3. Spanish troops: The two M-type Spanish units represent the more mobile mangas of musketeers that can act at a certain distance from their tercio (T-type unit). They may act differently than their T double unit, but they must remain 2 hexes or fewer from their double unit. If they are no longer within this radius, they must move to correct this issue unless they are adjacent to an enemy unit. As soon as this is no longer the case, they must move closer to their double unit. The rule of Hereditary Enemies (11.8) applies to M-type Spanish units.

15.4.4 - Victory Conditions

At the end of 6 turns, victory goes to the camp that has accumulated more Victory Points (VP). Each camp wins VP according to the scale below:

  • 1 VP per eliminated enemy unit with a morale of 7 or less;
  • 2 VP per eliminated enemy unit with a morale of 8;
  • 1 VP per eliminated enemy commander; 0 VP for an aide de camp.

In the case of a tie, the Royalist player is declared the victor.

15.4.5 - Specific bibliography

  • Lemesle Michel, En Anjou la bataille de Craon 23 mai 1592, éditions régionales de l'Ouest, Mayenne, 2004.
  • Le Goff Hervé, La ligue en Bretagne, Presses Universitaires de Rennes, 2012.
  • Collectif, 11 batailles qui ont fait la Bretagne, Skol Vreizh, 2015.
  • 15.3.3 - Special Rules
  • 15.3.4 - Victory Conditions
  • 15.3.5 - Specific bibliography
  • 15.4 - Craon, 23 May 1592: the rout of the princes
  • 15.4.1 - The Royal army
  • 15.4.2 - The League army
  • 15.4.3 - Special Rules
  • 15.4.4 - Victory Conditions
  • 15.4.5 - Specific bibliography