Braccio da Montone
Braccio da Montone Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- Glossary
- 3.0 Course of Play
- 4.0 Captain Activation Sequence
- 5.0 Orders
- 6.0 Orientation
- 7.0 Zone of Control
- 8.0 Movement
- 9.0 Stacking
- 10.0 Combat
- 11.0 Disorganization
- 12.0 Cavalry
- 13.0 Captains
- >> 14.0 Braccesca School
- 15.0 Victory
- 16.0 Optional Rules
- Scenarios
- Lord of Perugia: Sant'Egidio, 1416
- The Death of a Condottiero: L'Aquila, 1424
1.0 Introduction
A Captain and the military units of his Battle show a stripe of the same colour on the upper part of the counter.
The front of the Captain counter shows the Combat Modifier (bottom left) and his Command Radius (bottom right).
The back of the Captain counter shows his replacement (an aide or lieutenant).
Designer's note: The rules that have undergone significant changes compared to Sa Battalla have the symbol >> in front of the paragraph number. These rules are not valid for the previous games unless expressly specified.
2.0 Components
The game includes this booklet with rules, scenarios and tables; a map, 80 counters of 5/8" and 130 of 1/2".
2.1 The Game Map
The game map depicts the territory on which Braccio da Montone fought the battles of S. Egidio and of L'Aquila. The terrain on the map has been adapted to a hexagonal grid used to regulate the movement and fire of the units. The various types of terrain represented on the map are explained in the rules.
2.2 The Counters
There are three types of counters in BdM: Combat Unit counters, Commanders (Captains and Squad Leaders) and information markers.
2.2.1 Captains
In Braccio da Montone (BdM) these are the characters with command responsibility. They command the military units of their own formation, called a Battle.
Every Captain also has a Command Capacity (CC) counter; this counter is used on the Captain Activation Table (CAT). The front of a Captain's CC counter shows a shield with the Captain's symbol and the value of that Captain's initial Command Capacity at the start of the battle; the back of the counter shows the Captain's name and, in some cases, his position in the deployment. When a Captain is not active, his CC on the CAT is placed on its back.
>> 2.2.2 Squad Leaders (Caposquadra)
In addition to Captains, BdM also has Squad Leaders. These are minor commanders and are present only in Braccio's army. Squad Leader counters have, at the top left, the shield of the Captain who commands them. For the rest they have the same characteristics as Captains. Squad Leaders do not have a Command Capacity (CC) counter.
2.2.3 Combat Units
In BdM there are mounted combat units (CR in black) and foot units. Foot combat units are in turn divided into militia (CR in yellow) and infantry (CR in white). Both Militia and infantry may include crossbowmen units, which have a horizontal arrow under the CR to indicate the capacity to fire at range.
The front of the combat units shows the Quality (the number at the top) and the Armour Class (a letter in the box).
The back of the combat unit counter shows the Disorganized side of the unit, indicated by a vertical stripe.
2.2.4 Information Markers
These counters are used for various functions of the game. Their use is explained in the rules.
2.2.4 Cards, Tables, Dice
(Numbered 2.2.4 a second time in the original.) The use of all the tables is explained in the rules. BdM uses two six-sided dice (not included in the box).
2.3 Game Scale
Each hex represents 100 m. A cavalry unit represents 100/200 horsemen, an Infantry or shooter unit represents about 250/500 men, a Militia unit about 700/1000 men.
Glossary
Basic Activation: A Captain is making a Basic Activation whenever he is activated without having to roll the dice (not thanks to a Continuum or an Interruptio).
Battle: The different formations of which an army was composed were called "Battles". Every army is composed of several Battles. The Captain and the combat units of his Battle show a stripe of the same colour on the upper part of the counter.
Movement Capacity: The movement capacity of the units is not indicated on the counter. It can be found, according to the type of unit, on the Movement Capacity Table.
>> Squad Leaders (Capisquadra): The leaders who command the squads.
Captains: The leaders who command the Battles.
Armour Class: The level of armour of combat units. It can be "L" (light), "M" (medium), "H" (heavy).
Command Capacity (CC): This value measures the Captain's command ability. The current value is indicated on the Captain Activation Table (CAT) by the CC counter, and this value can change during the battle because of various events. A Captain's CC on the CAT can never be lower than 1.
Continuum: In BdM this is the mechanism that allows Captains to repeat their activation.
Disorganized: A combat unit that has lost its initial combat organization, and is therefore weaker in combat, is called Disorganized. This is indicated by turning the combat counter to its back.
Disorganization: Disorganization represents the loss of efficiency that a combat unit suffers as a result of various game events; Disorganization can cause the unit CH.
Active Player: The player who can activate one of his Captains, thanks to a Basic Activation or to a successful Continuum or Interruptio.
Interruptio: In BdM, this is the mechanism that allows the enemy's action to be interrupted, changing the active player.
General Order: If a Captain decides to give a General Order, he assigns one Order (the same for all units) to all the units of his Battle.
Individual Orders: A Captain may decide to give Individual Orders to the single units of his own Battle.
Orders: In BdM combat units cannot do anything without having received an appropriate order. There are 7 types of Orders.
Facing: The two hexes towards which the top of a combat unit is oriented are called the two "front" hexes; those at the sides are called "flank" hexes and those behind "rear" hexes (see Fig. 1).
Loss of Cohesion (CH): The losses (dead, wounded, fugitives etc.) that combat units suffer are indicated by loss of cohesion (CH). All CH are cumulative; you must place on the unit a numbered counter with a value equal to the total number of CH the unit has received.
Order Points (OP): The value that indicates a Captain's capacity to give Individual Orders when activated.
Quality (CR): This value represents the combat capability of a unit (it includes the unit's morale level, training, the presence of good lower-ranking officers, etc.). Whenever the CR of a combat unit is required, the current CR must be considered, not the initial one. The current CR equals the initial CR minus the number of CH received.
>> Squad: Braccesca Battles in BdM are divided into two squads.
Captain Activation Table (CAT): The two tables numbered from 1 to 12 on the map (Rey de Aragona and Judicatum Arboreae).
Units with fire capability: These are soldiers armed with crossbows. These units have fire capability.
Zone of Control (ZOC): The ZOC represents the capacity of a combat unit to influence the movement and combat of enemy units. Combat units exert ZOC in their two front hexes.
3.0 Course of Play
There are no game turns in BdM. The battle is fought in a continuous series of Activations of Captains until one of the sides obtains victory (15.2) or the battle ends in a draw (15.3).
3.0.1 During his activation a Captain may give a General Order to all the units of his Battle under his command, or he receives a number of Order Points (OP) equal to his Command Capacity to give Individual Orders.
The active player conducts the following segments:
- Basic Activation: The active player chooses one of his Captains; this Captain becomes Active (Basic Activation) and conducts a Captain Activation Sequence (see par. 4.0). No dice roll is required for a Basic Activation.
- Continuum Activation: After segment 1 is finished, the active player may attempt to activate again the Captain just activated (see also 4.3.1), or a new Captain, or Pass.
- If the Continuum attempt succeeds:
- 3.a The inactive player may attempt an Interruptio against the successful Continuum (Interruptio Activation).
- 3.b If the Interruptio attempt succeeds, the inactive player becomes the active one and vice versa; the player who made the Interruptio conducts his activation. Then the game returns to point 2.
- 3.c If the Interruptio attempt is not made or does not succeed, the active player may conduct his Continuum activation. Then the game returns to point 2.
- If the Continuum attempt does not succeed or the active player Passes:
- 4.a The inactive player becomes the active one and the game resumes from point 1.
4.0 Captain Activation Sequence
When a Captain becomes Active following a Basic Activation or thanks to a successful Continuum or Interruptio attempt, the player who controls that Captain must follow these segments:
- A Captain Active thanks to a Basic Activation or a Continuum (4.1) may give a General Order (5.2) to all the units in command of his Battle, or may assign Individual Orders (5.3), in which case he receives a number of Order Points equal to the value currently occupied by the Captain's CC on the CAT (record the number of Order Points on the Order Point Track).
- 1.a A Captain Active thanks to an Interruptio Activation (4.2) cannot give a General Order. He receives a number of Order Points equal to the value currently occupied by his CC on the CAT, but can assign only Individual Orders.
- The Captain's CC is moved one space down on the CAT. Place a "First Activation" or "Second Activation" counter (see rule 4.3) on the activated Captain's counter on the map.
- All "Fired" counters on crossbowmen units are removed (the crossbows are reloaded).
- The Captain may now give a General Order (5.2) or use his OP to give Individual Orders (5.3) to the units of his own Battle.
- 4.a Units that receive an Order that allows movement may move their full Movement Capacity and are subject to possible Reaction Fire on exit (10.4.2).
- 4.b Every unit not in the ZOC of enemy units may change its facing by one hex vertex if a combat unit of the active player ends its movement adjacent to one of its flank or rear hexes (6.2).
- 4.c Every unit with an "Attack" or "Carica!" counter must indicate the enemy unit it intends to attack.
- 4.d Some types of foot combat units that are indicated as the target of a "Carica!" must make a morale test (12.1.4).
- 4.e Crossbowmen may make Reaction Fire on entry (10.4.1).
- 4.f Cavalry units that are the target of a "Carica!" may Countercharge (12.2).
- All shock combats indicated by "Attack" or "Carica!" counters are resolved, in the order desired by the active player:
- 5.a In certain situations some foot combat units that attack a front hex of a cavalry unit must make a morale test (see 12.1.5).
4.1 Continuum
When a player attempts a Continuum, he must select one of his Captains (with a CC value of two or more) and roll two dice:
- If the dice roll result is equal to or lower than the current value occupied by the Captain's CC on the CAT, the Captain may be activated.
- If the dice roll result is higher, the Continuum attempt has failed.
- After every Continuum attempt, regardless of the result, the player must immediately subtract 1 from the CC on the CAT of the Captain who made the attempt.
4.2 Interruptio
If the active player succeeds in his Continuum attempt, the opposing player has the option to attempt an Interruptio with one of his own Captains.
When a player wants to attempt an Interruptio, he must select one of his Captains (with a CC value of two or more) and roll two dice:
- If the dice roll result is equal to or lower than the current CC value on the CAT of the selected Captain, the Interruptio attempt has succeeded.
- If the dice roll result is higher than the CC value, the Interruptio attempt has failed (the active player may proceed with his Continuum).
- After every Interruptio attempt, regardless of the result, the player must immediately subtract 1 from the CC on the CAT of the Captain who made the attempt.
4.2.1 If a Captain succeeds in his Interruptio attempt, he becomes the active Captain and the Captain who had previously succeeded with the Continuum becomes inactive.
4.2.2 Only ONE Interruptio (in total, not per Captain) is permitted for each successful Continuum.
4.2.3 It is not possible to attempt an Interruptio against a Captain who became active thanks to an Interruptio.
4.3 Captain Activation Limits
A Captain cannot be activated more than twice in a row among Basic activation, Continuum or Interruptio (see also 14.0.2 for the Braccescan).
4.3.1 After a Captain finishes his first Activation Sequence, place the "First Activation" counter on him, removing it from the Captain on whom the counter previously was. If a Captain with the "First Activation" counter succeeds in a Continuum, turn the counter to the "Second Act" side. A Captain with the "Second Activation" counter on him cannot attempt further Continuum.
Remember: The active player can always attempt a Continuum with another Captain.
4.4 Command Capacity
Command Capacity progressively decreases as the battle progresses. It can increase again only thanks to a Recovery Order (5.4.7). The position of a Captain's Command Capacity counter can never go lower than box 1 on the CAT or higher than its initial value.
4.4.1 War Fortune. If the dice roll result in a Continuum or Interruptio attempt is 12, the attempt has failed and also all the other CCs (besides that of the Captain who failed the attempt) of both armies are lowered by one space on the CAT, including those in reserve.
5.0 Orders
Designer's note: Those who have played Sa Battalla will notice that this section of the game has undergone some changes compared to the previous game.
Orders are the heart of the game system. Combat units cannot move, attack or use missile weapons unless they receive an Order from their Captain (exceptions: rules 10.4, Reaction Fire, and 10.9, Advance after Combat). In BdM there are 7 types of order (5.4).
5.0.1 A Captain can give Orders only to units of his own Battle; each unit can receive only one Order for each activation of its Captain. Orders are executed one at a time.
5.0.2 Every time a Captain is activated with a Basic Activation or by Continuum he may assign a General Order to all the units of his Battle (5.2) or receives a number of Order Points (OP) equal to the position that the Captain's CC counter occupies on the CAT in order to assign Individual Orders (5.3).
5.1 Command Radius
Every Captain has a Command Radius that indicates the maximum distance (in hexes) that there can be between a combat unit and its own Captain for that unit to still be in command. Count the hex in which the unit is located, but not that of the Captain. The Command Radius cannot be traced through hexes occupied by enemy combat units. Enemy ZOC (7.0) has no effect on the Command Radius.
5.1.1 The Command Radius is calculated at the moment the Order is to be given.
5.1.2 Extension of the Command Radius. A combat unit beyond the Command Radius of its own Captain, but adjacent to another unit belonging to the same Battle and in command, is considered in command. This "extended" Command Radius can be traced through an endless series of adjacent units of the same Battle.
5.1.3 Out of Command Units. A unit beyond the normal or extended Command Radius of its Captain is considered Out of Command. An Out of Command unit can receive only an individual Order of Move, and this Order costs 2 OP. The unit, if it can, must end its movement in command and can never go adjacent to an enemy unit.
5.2 General Order
An active Captain may give a General Order to the units of his Battle instead of giving single Orders. If a Captain decides to give a General Order, he assigns one Order (the same for all units) to the units of his Battle in command (5.1 and 5.1.2) regardless of the OP he would have had and of the position of his CC on the CAT.
5.2.1 Units that do not want to or cannot execute that Order cannot do anything during this activation of their Battle.
5.2.2 Some Captains have the special capacity to give two different types of Order during a General Order; these Captains are indicated in the scenario rules.
5.3 Individual Orders
A Captain may decide to give Individual Orders to the units of his own Battle instead of a General Order. In this case the Captain receives a number of Order Points equal to the current position (before it goes down following the activation) of his CC on the CAT. Use the Order Points counter to mark the number of OP on the Order Point Track.
Battles in BdM are of two types: Mercenaries (CR in white) or Militia (CR in yellow).
5.3.1 To assign an Individual Order, select the unit to which you want to give an Order, declare the type of Order, and subtract the appropriate number of OP on the Order Point Track (5.4).
5.3.2 If the unit that receives the Individual Order is a Militia, to see whether the Order is executed the player must roll two dice, and must add two (+2) to the dice roll if the unit to which he wants to give the Order is Disrupted. If the result is equal to or lower than the sum of the CR of the unit to which he wants to give the Order plus the OP remaining to the Captain (that is, those he has at the moment the Order is given), the Order is executed; otherwise the Order is not executed and the unit cannot do anything during that activation (place an "Order failed" counter on the unit as a reminder). A result of 12 always indicates a failure. Only one attempt per unit is possible during a Captain's activation.
EX. Camponeschi is the active Captain, he is giving Individual Orders and still has 6 OP on the Order Point Track. He attempts to give a Fire Order to a crossbowmen unit "S.Pietro" with a CR of 4: the Order succeeds with a dice roll from 2 to 10 (6 OP + 4 CR) while it would fail with a roll of 11 or 12. Regardless of the result, the OP counter is lowered by one box (it is put on 5).
5.3.3 The Captain spends the number of OP required for the Order he intends to give even if the attempt fails.
5.4 Types of Orders
In BdM there are 7 types of order; after each order, the OP cost of the Order if given as an Individual Order is indicated in parentheses. The Orders are:
5.4.1 Move/Attack (1 OP). The unit that receives this order may move up to its maximum movement capacity. If the unit ends its movement with at least one enemy unit in its front hexes it may decide to attack, but is not obliged to do so. If it decides to attack an enemy unit it receives an "Attack" counter to indicate that in the following combat phase it must attack. Units that begin the activation adjacent to enemy units, but not in ZOC, can change orientation (6.1) by one vertex (only) and then can attack (put the "Attack" marker on them).
5.4.2 Fire (1 OP). When it receives this order a combat unit with fire capability may make a Fire (10.1). A unit that receives this order may change its orientation (6.1) by one vertex before firing, but cannot move in any other way.
5.4.3 Reorganization (1 OP). This Order can be given only as an Individual Order. A Disorganized unit not in the ZOC of enemy units with a Reorganization Order may return to its non-disorganized status (to indicate it, turn the counter). Put a "Reorganization" marker on top of the counter as a reminder.
5.4.4 Retreat (1 OP). A unit that receives the Retreat order may fall back one hex, even if in enemy ZOC, towards one of its unoccupied Rear hexes (this hex too may be in enemy ZOC). The unit keeps its original orientation.
5.4.5 Charge! (Carica!) (1 OP). Only some cavalry units may receive this Order (see 12.1). The unit that has received this Order must move at least one hex and must attack an enemy unit (place a "Carica!" counter on the unit).
5.4.6 Echeloned Order (Ordine scaglionato) (2 OP). This Order can be assigned only to Cavalry units. With this order the player may exchange the position of a unit (called the front unit) with another unit of the same Battle with the same orientation, able to receive this Order, placed in one of its rear hexes and not adjacent to enemy units. The two units swap position, ignoring enemy ZOC, and keep their original orientation. A unit that arrives adjacent to enemy units may attack, if the player wishes (but cannot make a "Carica!").
5.4.7 Recovery (only with a General Order). Only a Captain who has no combat unit of his own Battle in the ZOC of enemy units may give this Order. A Captain can give a Recovery Order only if the position of his CC on the CAT is five or less. A Captain with a Recovery Order moves his CC counter upward by a number of spaces equal to a die roll divided by two (rounded up), but never beyond his own initial value (the one indicated on the counter).
6.0 Orientation
All combat units must always be oriented in the hex so as to have the top part (the one with the coloured stripe and the name) turned towards a vertex of the hexes (between two hexes). The orientation of Captains has no influence in the game.
6.0.1 The two hexes towards which the counter is oriented are called front hexes, those at the sides are flank hexes and those behind are rear hexes (see figure 1).
6.0.2 A unit can Move, Attack or Charge only into its front hexes.
6.1 Change of Orientation
To change its orientation a combat unit must turn within the hex it is in. Cavalry pays one movement point to change any number of hex vertices; foot combat units spend 1 MP for every hex vertex changed. Combat units with fire capability that change their orientation are subject to rules 10.3.3 and 10.4.3.
6.1.1 Units cannot change their orientation when they are in enemy ZOC (Exceptions: 5.4.2, 10.7.1 and 10.9.1).
6.1.2 Units cannot change their orientation while they are in a hex occupied by another friendly unit during movement (8.3.2).
6.2 Reaction Change of Orientation
Combat units may change their orientation by one hex vertex at the moment an enemy unit stops adjacent to one of the flank or rear hexes of the unit in question (also during Advance after Combat, 10.9, and the Echeloned Order, 5.4.6; while a change of orientation cannot cause a reaction change of orientation).
It is not possible to make a reaction change of orientation if already in enemy ZOC (remember rule 7.1.1).
After making a reaction change of orientation the unit must roll a die:
- If the result is equal to or lower than the current CR there is no penalty.
- If the result is higher than the current CR, the unit suffers a Disorganization (11.0).
6.2.1 If the moving unit is a foot combat unit and the reacting unit is mounted, it is not necessary to roll the die; the reaction change of orientation succeeds automatically.
6.2.2 If the moving unit is a mounted combat unit (Charging or not) and the reacting unit is on foot, the reacting unit must add +2 to the die roll.
7.0 Zone of Control
Combat units exert a Zone of Control (ZOC) in their front hexes. Captains do not exert ZOC.
7.0.1 A ZOC does not extend into hexes where movement is prohibited (see the terrain effects table).
7.1 Effects of ZOC
All combat units must cease movement when they enter enemy ZOC.
7.1.1 Cavalry units are not affected by the ZOC exerted by foot combat units. Cavalry units are nevertheless subject to Reaction Fire (10.4).
7.1.2 Captains are not forced to stop when they enter an enemy ZOC (see also rule 13.1.2).
7.2 Leaving an Enemy ZOC
A combat unit that begins its movement in enemy ZOC may voluntarily move away from the enemy ZOC only if it receives a Retreat order (5.4.4) or an Echeloned Order (5.4.6).
7.2.1 Units that voluntarily leave the front hexes of a crossbowmen unit are subject to reaction fire (10.4.2).
8.0 Movement
8.1 Movement Capacity
The movement capacity (MA) of the units is not indicated on the counters. Captains and Cavalry have an MA of 5; all other combat units have an MA of 3.
8.1.1 The Movement Capacity is the basic capacity for a single Move/Attack or Charge! order. A combat unit that receives a Move/Attack or Charge! order may move up to its maximum movement capacity.
8.1.2 A unit moves from one hex to a contiguous one by paying the terrain cost of every hex it enters (see 8.2). The movement of one unit must be completed before another unit can be moved.
8.1.3 A unit may be moved in any direction or combination of directions, but may enter only one of its two front hexes. To change its direction a unit must first change orientation (6.1) by rotating within the hex it occupies.
8.2 Terrain Effects
A unit spends Movement Points (MP) of its Movement Capacity for every hex it enters. The Terrain Effects Chart (TEC) indicates the MP costs for every type of terrain a unit may enter.
8.2.1 The types of terrain that prevent a Cavalry charge are indicated on the TEC.
8.2.2 A unit may never enter a hex unless it has sufficient Movement Points to pay the terrain cost of the hex.
8.2.3 Terrain may also affect combat and fire with column shifts and/or modifications to die rolls on the SCT, as indicated on the TEC.
8.2.4 Movement into certain types of terrain (indicated by the TEC) causes certain types of combat units to suffer a Disorganization (for Disorganization see rule 11.0). This Disorganization occurs at the moment the unit enters the hex (even if due to an advance or retreat after combat).
8.2.5 Flat terrain. In BdM there are four levels of flat terrain. Hexes containing two different levels are considered to be at an altitude level intermediate between the two. All hexes that do not have a single type of terrain are considered of intermediate level. Intermediate level hexes influence combat (see TEC). Example: On the S. Egidio map, hex 2525 is lower than hex 2526 and higher than hex 2524.
8.2.6 Small buildings, trees and other images. Small buildings, trees and other minor images printed on the map (Example: hexes 1416 or 1711 at S. Egidio) have no effect on the game.
8.2.7 Villages. These areas were not densely inhabited but nevertheless represented difficult terrain for a medieval army. The villages on the maps are indicated with the name.
8.2.8 Roads and paths. They have no influence in the game.
8.3 Movement through Units
8.3.1 A combat unit may never move into or through a hex containing enemy units, or through a hex containing friendly units adjacent to enemy units.
8.3.2 Combat units may move, but not end their movement, through a hex containing a friendly unit not adjacent to enemy units, paying one supplementary MP.
9.0 Stacking
Stacking refers to the possibility of having more than one unit in the same hex.
9.0.1 Basic Stacking Rule. A hex may contain only one combat unit.
9.0.2 Captains and information markers do not count toward stacking limits. A hex may contain any number of Captains and information markers.
10.0 Combat
In BdM there are two types of combat: Fire and Melee. Fire takes place during Segment 4 of the Captain Activation Sequence (see 4.0). Melee takes place during Segment 5 of the same sequence of play.
10.1 Missile Weapons
Units with fire capability (Crossbowmen, indicated by a horizontal arrow under their Quality value) may launch their bolts against enemy units.
In the 14th century the crossbow had by now become the main missile weapon in all the armies of the Peninsula (although handgunners were beginning to take hold) and in the Condotte it had totally supplanted the bow, which remained confined to some peripheral areas of the country.
10.1.1 Fire may occur as:
- Fire Order (5.4.2).
- Reaction Fire (10.4).
10.1.2 A crossbowmen unit may fire at any single target that is within its fire range, if the firing unit can trace a Line of Sight (10.2) to the target. The range is the maximum distance at which the crossbowmen can fire. The line of fire is traced from the front hexes of the unit, according to the fire arc described in Fig. 2.
10.1.3 All units that fire thanks to a Fire order or because they make a Reaction Fire receive a "Fired" marker after firing. This "Fired" counter is removed at the end of every Captain's activation. This operation costs no OP.
10.1.4 A unit with a "Fired" marker cannot fire.
The rate of fire of crossbowmen in BdM is higher than in the previous games; this is due both to the greater professionalism of the troops and to technical improvements of the crossbow.
10.2 Line of Sight
A crossbowmen unit may fire only at enemy units with which it has an unobstructed Line of Sight (LOS). Units check the LOS by tracing a line from the centre of the firing unit's hex to the centre of the target unit's hex. A LOS cannot be traced through friendly or enemy combat units.
10.2.1 The LOS cannot be traced through hexes of terrain higher than the firer and the target, or through hexes that block the LOS. A LOS that passes along a hex side is blocked only if both hexes that share that side block the LOS. If the LOS line passes exactly between two hexes, the firer chooses the more favourable hex for applying the modifiers.
10.2.2 Crossbowmen may always fire into an adjacent front hex.
10.3 Effect of Fire
The Fire Table is used to determine the effect of Missile Weapons. Every time you fire, find the exact column on the Fire Table according to the distance, cross it with the armour class of the target, roll two dice and add to the result the current CR of the firing unit and any die roll modifiers indicated under the Fire Table.
If the dice result, after all modifications, is equal to or higher than the number indicated on the table, the target suffers a Disorganization (11.0); otherwise the fire had no effect. If the table indicates a "-", it is not possible to attempt the fire.
10.3.1 All effects of Fire apply immediately.
10.3.2 An unmodified fire roll of 12 always results in a Disorganization. In addition, if a Captain was also present in the target hex, he has been hit (roll on the Captain Wounds Table for the consequences). This is the only way in which a Captain can be subject to enemy Fire.
10.3.3 Units with a Fire Order (5.4.2) may change orientation by one vertex before firing, but receive a penalty of -1 on the Fire Table.
10.4 Reaction Fire
Crossbowmen may fire in reaction to enemy movements into (Reaction Fire on entry) and out of (Reaction Fire on exit) their front hexes. Reaction Fire does not require the expenditure of OP. All effects caused by Reaction Fire apply immediately.
10.4.1 Reaction Fire on entry. When a unit ends its movement in a front hex of a crossbowmen unit (this does not apply in the advance after combat, but does apply to the Echeloned Order), those crossbowmen may fire against the advancing unit. Note: some crossbowmen subject to a charge must check morale before making a Reaction Fire (12.1.4).
10.4.2 Reaction Fire on exit. When a unit voluntarily moves away (e.g. with a Retreat order or Echeloned Order) from one of the front hexes of a crossbowmen unit, the latter may fire against the moving unit and the target is considered to be at a distance of 1 hex. Reaction Fire on exit is also possible against enemy units that merely change orientation within a hex without leaving it.
10.4.3 Limitations on Reaction Fire. Crossbowmen who change orientation in reaction to an enemy movement (see 6.2) have a -1 penalty on the die roll on the Fire Table. Units with a "Fired" marker cannot make Reaction Fire.
10.5 Melee Combat
10.5.1 Declaration of attack. All attacks are declared in Segment 4 of the Captain activation sequence, by placing an "Attack" or "Carica!" marker pointing towards the chosen enemy unit at the end of the friendly unit's movement. A friendly unit may attack one and only one enemy unit: if there is more than one unit in its front hexes, it must select which to attack.
10.5.2 Resolution of the attack. During Segment 5 of the Captain activation sequence, units with an "Attack" or "Carica!" marker must attack by making a Melee. Units with the indicated markers must attack the unit declared in Segment 4 (it is not possible to substitute the target). No unit may attack unless it has one of these two markers on it. The attacker determines the order of resolution of the attacks.
10.5.3 Two or more friendly units may share the same target. In this case, the attacker must indicate one of his units as the lead unit. This unit will influence the Melee, the Retreat (10.7) and the Advance after Combat (10.9).
10.5.4 Every unit may attack and be attacked only once per Melee Combat Segment.
10.6 Melee Combat Resolution
To resolve a Melee Combat:
- Calculate the column adjustments (10.6.1) and the die roll modifiers (10.6.2).
- The attacker rolls two dice, adds the die roll modifiers and reads the result in the correct column after the adjustment on the Melee Table (SCT).
- Cohesion Losses (CH) are applied as required.
- If the defender has received more Cohesion Losses than the attacker, he must now Retreat (results in bold on the SCT). If the defender cannot Retreat (10.7.2), he receives an additional CH.
- Disorganization results are applied as required (see 10.6.6).
- Roll the die to see any wounds to the Captain, if required (13.2).
- If the attacked hex is empty because the defender retreated or routed, the attacker's lead unit must enter the hex.
- Adjust the Victory Point count (15.1.1).
The base column for all Melee combats is column 0 of the Melee table. The attacker rolls two dice on the appropriate column (0 if there are no adjustments), adding any applicable die roll modifiers and applying the result given by the Melee table.
Note: All combat units have the same combat value. A melee combat always starts on column 0 of the SCT.
10.6.1 Melee Combat Column Adjustments
Regardless of the total modifiers, the cumulative column adjustment can never be less than -5 (5L) nor greater than +5 (5R). The column adjustments are:
- Positional advantage: If units are attacking the defender's flank, the attacker gains a shift of two columns to the right. If units are attacking the rear, the attacker gains three columns. These modifiers are not cumulative: if both could apply, use the more favourable adjustment, regardless of the lead unit.
- Numerical advantage: For every additional unit that attacks beyond the lead unit, the attacker gains a column shift to the right.
- Unit type: See the Unit Type Table. Compare the unit type of the lead unit with the unit type that is defending. The table indicates the column adjustment.
- "Carica!": For every Cavalry unit with a "Carica!" marker, the attacker gains a column shift to the right. It is entirely possible that in a combat there are units in "Carica!" and others not.
- Disorganization: Every Disorganized unit involved in a combat gives a column advantage to the opponent. Example: Two disorganized units are attacking a Disorganized unit. The net adjustment is one column shift in favour of the defender.
- Protection: See the Armour Class Table. Compare the armour of the attacking lead unit with that of the defender. The table indicates the column adjustment.
- Terrain: See the Terrain Effects Table. A unit that attacks in a terrain that causes Disorganization is Disorganized (11.0) before the attack. To qualify for the higher-terrain bonus on the TEC, it is sufficient that one attacking unit (not necessarily the lead unit) is at a higher elevation than the defender.
10.6.2 Melee Die Roll Modifiers
Regardless of the cumulative result, the die roll modifier cannot be greater than +/-5. Modified die rolls greater than 12 are considered 12; less than 2 are considered 2. The Melee die roll modifiers:
- Unit Quality (CR): Subtract the defender's current Quality from the current Quality of the attacking lead unit. The result is a Melee die roll modifier.
- Captains in combat: Add the combat value of the attacking Captain and subtract that of the Captain with the defender. The result is a Melee die roll modifier. Only one Captain per side may add his modifier to a combat.
- Adjacent enemies: If any attacking unit is in the ZOC of non-Disorganized enemy units and these enemy units are not attacked by other friendly units in the same Combat Segment, add -2 to the die roll for each of those unattacked enemy units. Remember that Cavalry is not influenced by the ZOC of foot units, even in this case (7.1.1).
10.6.3 The Melee Combat Table
The numbers on the SCT are results expressed in Cohesion Losses (CH). The number to the left of the slash / indicates the number of CH for the attacker's units, the number to the right indicates the CH suffered by the defender; a D indicates that the unit receives a Disorganization (11.0), a - indicates no result.
10.6.4 If there are several attacking units involved in a combat, the first cohesion loss is given to the lead unit, while the others are distributed evenly among the other attacking units. The result of D is given only to the lead unit.
10.6.5 Cohesion Losses. Every time a unit suffers a loss, place a loss marker corresponding to the total of losses taken.
10.6.6 Every time a unit receives a CH as a result of melee, it also suffers a Disorganization. The unit follows the procedure written in 11.0 with the important exception that it is not subject to the "minimum loss" rule.
10.7 Retreat
If the Melee table (SCT) indicates that the defender has suffered a number of CH greater than the attacker, the defender must retreat (consider only the results in bold on the SCT, not any additional CH caused by Disorganization results). The attacker never retreats.
10.7.1 When required to retreat, the unit must retreat one hex to the side opposite the attacking lead unit, in a direction opposite to the attack (see Fig. 3). After the retreat, the unit may freely change orientation by one vertex. Captains stacked with retreating combat units follow the retreat. If the unit routs see rule 13.2.2.
10.7.2 If a unit cannot retreat because of impassable terrain or the presence of other units (enemy ZOC have no effect in this case), it receives an additional CH.
(Fig. 3, a diagram of the retreat hexes, is a graphic in the original.)
10.8 Rout
When a unit has received a number of cohesion losses (CH) greater than or equal to the quality value (CR) printed on the counter, it routs immediately. The unit is removed from the game and counted for the enemy Victory Points (15.1).
10.8.1 If, as a result of the CH taken, all the attacking and defending units rout, the attacker may keep one of his units on the map with a number of CH equal to its printed quality minus one.
10.9 Advance after Combat
The attacking lead unit (10.5.3) must ALWAYS advance if the attacked hex is empty at the end of the combat (because the defender retreated or routed). This movement does not require an Order.
10.9.1 A unit that advances after combat may freely change orientation by one vertex. A Captain stacked with a unit forced to advance must remain with the unit.
11.0 Disorganization
When a unit suffers a Disorganization result:
- If the unit is in good order, turn the counter to the Disorganized side.
- If the unit is already Disorganized, the player rolls a die: the unit takes a number of CH equal to the difference between the die roll and the unit's current quality, if this difference is greater than 0 (Note: subtract the unit's current quality from the die roll). If this difference is less than or equal to 0, the unit nevertheless takes 1 CH ("minimum loss" rule). Note that it is possible for a unit to Rout because of this.
(The original shows an "ES." (example) label here with no text in the extracted page.)
11.0.1 Note the important exception for melee combat in rule 10.6.6.
12.0 Cavalry
Cavalry is the only type of unit that can receive a Carica! order and an Echeloned Order.
12.1 Charge! (Carica!)
Only cavalry with an Armour Class M and P [sic, as printed] can receive a Charge order. A unit with this Order must move at least one hex and charge an enemy unit (place a "Carica!" marker on it) and cannot change orientation in the hex adjacent to the charged unit. The terrain effects table indicates the types of terrain that forbid Carica!. Consider both the terrain of the defender and the hex in which the charging unit ends its movement. If either is indicated as forbidden, the Carica! is not possible.
12.1.1 A Disorganized cavalry unit cannot receive a Carica! order, and a cavalry unit Disorganized because of Reaction Fire or because of terrain effects immediately loses its "Carica!" marker (this marker may be replaced by an "Attack" marker, if the player wishes).
12.1.2 It is forbidden to give a Carica! order to cavalry adjacent to enemy units.
12.1.3 A cavalry unit with a Carica! marker provides a one-column shift to the right on the melee table.
12.1.4 Morale: Foot mercenary units (white CR) that are the target of a cavalry unit with a Carica! order must roll a die, before any reaction fire (Segment 4.c of a Captain's activation sequence) if they have an Armour Class lower than that of the attacking cavalry. If the result is greater than its current quality, the unit takes a Disorganization; otherwise, no effect. Militia units (yellow CR) that are the target of a cavalry unit with a Carica! order automatically receive a Disorganization before combat. If this Disorganization routs the unit, the charging cavalry must advance.
12.1.5 A foot combat unit that attacks the front hexes of a Cavalry unit and whose Armour Class is not higher than that of the attacked cavalry must roll a die before the melee combat (Segment 5.a of the Captain's activation sequence). If the result is greater than its current quality, the unit takes a Disorganization and must remove the Attack marker; otherwise the attack proceeds normally.
12.1.6 Foot combat units that are attacked by Cavalry with an armour level equal to or higher double the cohesion losses (CH) suffered.
EX. A cavalry unit with armour level M attacks an infantry unit with the same armour level. The result of the combat is D/1. The cavalry suffers a Disorganization and the foot combat unit 2 CH and the Disorganization.
This rule does not apply in the case of a cavalry unit attacked by foot combat units.
Designer's note. I recommend applying this rule to the previous games of the series as well.
12.2 Countercharge
The countercharge is a defensive reaction available only to cavalry units with an Armour Class M and P [sic] under attack.
A cavalry unit with an Armour Class M and P [sic] that is not Disorganized and is the target of a Carica! in one of its two front hexes may attempt a countercharge. As soon as a Carica! has been declared against an enemy cavalry unit, the latter may countercharge. A cavalry unit may attempt a countercharge only once per enemy activation.
12.2.1 To attempt a Countercharge the defender rolls a die before the Carica! is resolved.
- If the die roll is less than or equal to the CR of the defending cavalry, the countercharge has succeeded (remove the "Carica!" marker and place an "Attack" marker on the charging unit).
- If the die roll is higher than the CR of the defending unit, the latter takes a Disorganization.
13.0 Captains
The basic rules concerning the activation of Captains are already described in sections 3.0, 4.0 and 5.0.
13.1 Captain Movement
An active Captain has a movement capacity of 5 and may move at any time during the activation of his own Battle (only once). This movement does not cost OP.
13.1.1 Captains may freely pass through friendly units (they do not pay as for 8.3.2) and may stack with them, even if they do not belong to their own Battle; a Captain can never pass through or stack with an enemy unit.
13.1.2 A Captain may enter the ZOC of enemy cavalry only if a friendly unit is already present in the hex.
13.2 Captains in Combat
A Captain stacked with a unit of his own Battle adds a positive modifier in melee combat according to rule 10.6.2.
A Captain stacked with a unit that receives one or more CH because of a melee combat must roll a die: add to the result the total number of CH the unit has suffered (all CH, not only those suffered in the current combat). If the final result is 8 or more the Captain has been wounded. See also 10.3.2 for the effects of fire on Captains.
13.2.1 A wounded Captain must roll a die on the Captain Wounds Table and apply the result immediately.
13.2.2 If a Captain is stacked with a unit that routs, the Captain must directly roll on the Captain Wounds Table. If he survives he receives 5 movement points to move (remember rule 13.1.2); if he cannot leave the hex he is considered captured.
13.2.4 (numbered thus in the original; no 13.2.3 is printed) If a unit stacked with a Captain receives CH and then fails morale and routs, the Captain rolls the die only once, directly on the Captain Wounds Table.
13.2.5 If a unit enters a hex in which there is only an enemy Captain, the Captain receives 5 movement points to escape; if he cannot leave the hex he is considered captured.
13.3 Adjutant
If a Captain is eliminated (or captured), turn the counter to its Adjutant (or Lieutenant) side. Place the Adjutant with a unit of his own Battle of your choice. The Adjutant functions exactly like a Captain, but can never give a General Order.
13.3.1 Every time a Captain (or an Adjutant) is eliminated (or captured), halve the current CC of this Captain on the CAT, rounding fractions up.
13.3.2 The counter of the Captain (or Adjutant) and his CC on the CAT are removed from the game if there are no more combat units of his Battle on the map. A Captain removed from the game in this way does not count for the assignment of VP (15.1.1).
>> 14.0 Braccesca School
The Braccesca School favoured tactics and manoeuvre and was based on a continuous rotation of the various contingents. In all BdM scenarios the Battles of Braccio da Montone's army that use the Braccesca School have some special rules.
14.0.1 Braccio da Montone's army cannot use the General Order.
14.0.2 Braccesca Captains cannot use the possibility of making a second activation. The Braccesca player may use the Continuum normally to attempt to activate another Captain of his army.
14.1 Squads
The Battles of Braccio's army are divided into 2 squads. Each Battle has a Captain and each of the two squads a Squad Leader.
14.1.1 When a Captain is activated he must use his OP to give orders to the squads of his Battle.
14.1.2 The player decides with which Squad Leader of his Battle to begin giving Orders. Once the activation of all the units of the squad is finished (including combats), the player may activate the Squad Leader and the units of the other squad.
Designer's note. In practice the two squads act as if they were two independent Battles activated one after the other.
14.1.3 The player is never forced to activate all the units of a squad.
14.2 Squad Leaders
All the rules on Captains (13.1, 13.2, 13.3) also apply to Squad Leaders.
14.2.1 The Squad Leader must be within the command radius of the Captain in order to be activated, and is activated without expenditure of OP.
14.2.2 The combat units of a squad can receive Orders only from their own Squad Leader.
14.2.3 The death of a Squad Leader gives the opponent 1 VP and has no other influence in the game. The Squad Leader ignores any wounds.
14.3 Orders
Braccesca squads have special rules for the Retreat and Echeloned Orders. When a cavalry unit receives one of these two Orders it may execute it normally or may retreat directly to the rally point.
14.4 Rally Points
All Braccesca Battles have rally points indicated in the scenario rules. A unit that receives a Retreat Order or Echeloned Order may retreat directly to the rally point, provided the unit is not completely surrounded by enemy units or impassable terrain.
14.4.1 The player places the retreating unit in the rally point hex or in an adjacent hex not in the ZOC of enemy units or beyond the stacking limit.
14.4.2 A unit that retreats to the rally point automatically returns to its non-disorganized status if it was Disorganized.
Braccesca squads used the tactic of continuously rotating the forces engaged in the fight and usually had positions, prepared before the battle, in which to shelter to reorganize.
14.5 Captain
The Captain of a Braccesca Battle serves to activate the Squad Leaders, who use his OP to give the Orders. The Captain may move at any time during the activation of his Battle (regardless of which squad is active).
14.5.1 A Captain stacked with a unit in combat uses his combat modifier normally (remember that only one Captain per side may add his modifier to a combat).
15.0 Victory
Players gain Victory Points (VP) by eliminating enemy units. VP serve to raise the Victory Level (VL) necessary to win the battle.
15.1 Victory Points
Each player receives VP for the elimination of enemy combat units and of Personalities.
15.1.1 Players gain the following VP:
- Cavalry: 1 VP per CH inflicted on an enemy Cavalry; +1 additional if the counter routs.
- Infantry and Crossbowmen: 2 VP when the counter routs (0 otherwise).
- Squad Leader: 1 VP if killed or captured.
- Captain: if killed or captured, the opponent gains 1d6 VP multiplied by the Captain's combat bonus.
- Standard: 1 VL; in addition the player who lost the standard must roll a die: all friendly units within a radius equal to the die roll (in hexes, not movement points) suffer a Disorganization.
15.1.2 The VP obtained are recorded on the Victory Track (VT).
15.2 Victory Level
The Victory Level (VL) markers of the two players start on box 0 of the VT. Every time a player's VP reach the value indicated in the scenario rules, the VL rises by 1 on the VT and the VP marker returns to box 0.
15.2.1 Victory Level Acceleration. The active player at the end of the activation of one of his Captains must roll 2 dice: if the result is equal to or lower than the current VL on the VT, it rises by one box.
15.2.2 The first player whose VL reaches 12 on the VT has won the game.
15.3 Sudden End
If the die roll for a Continuum or Interruptio attempt is greater than the sum of the Command Capacity of the two released (not "in Reserve") Captains of both sides that occupy the highest position on the CAT, the battle is over with a draw.
Example: the highest CC of a released Aragonese Captain occupies box "5" on the CAT, while the highest CC of a released Giudicale Captain occupies box "4". With a die roll of 10 or more, the battle is over with a draw.
16.0 Optional Rules
The following rules add detail to the simulation and may be used by the players to add realism (and complexity) to the game.
16.1 Confusion in Battle
When a Continuum attempt fails with a dice roll of 10 or more, the player who failed the roll must immediately activate an opposing Battle, not in reserve, of his choice. After this activation the game resumes normally with the Basic Activation of an enemy Captain of the player who failed the Continuum.
16.2 Standard (Stendardo)
The standard is the banner that represents the army commander. It was usually carried into battle by a Standard-bearer (a knight of renowned fame or a member of an important family). In BdM standards are present in the two armies only in the battle of L'Aquila.
16.2.1 The standard must always end its movement stacked with a unit of its own Battle.
16.2.2 All friendly units stacked with or adjacent to the standard (even if not belonging to the same Battle) have a modifier of -1 to the die roll when testing morale for Disorganization.
16.2.3 The standard may be moved with a Move Order (at the cost of 1 OP) and has 5 movement points. Otherwise it may move without spending OP together with the unit it is stacked with.
16.2.4 The standard is never subject to fire from enemy units.
16.2.5 If the unit with which the standard is stacked Routs, the standard is captured. This is the only case in which it can suffer damage.
Scenarios
Source note: the Italian rulebook is an unfinished draft. The scenario section below is transcribed as printed, including its placeholders ("Nota del disegnatore ...", "X VP", empty headings such as S4.6.2, S4.6.3, S4.7.1-S4.7.4, a truncated example text at S2.7). The set-up tables, Terrain Effects Chart, Melee/Fire tables and other charts are on the map and separate sheets and are not part of this document; the last two pages of the PDF are blank.
S.1 Scenarios
Every battle has a Historical Scenario and a Free Set-up Scenario.
S1.1 Initial set-up. The initial set-up is on the "Set up" table. The row in which the units of each Battle must be placed, or the hex within which the units must be placed, is indicated. If the number of units is lower than the number of available hexes the player may freely choose where to place them.
S1.2 Free set-up. All the rules in force for the historical scenario also apply to the Free scenario unless expressly indicated otherwise.
Lord of Perugia: Sant'Egidio, 1416
S.2 Historical Scenario
S2.1 Initial set-up. See the "set up" table.
S2.2 First activation: The Braccesca player begins the game with the activation of the Baglioni Battle, then the game continues normally. During this first activation Baglioni cannot pass.
S2.3 General Order. Pergola and Malatesta may give a double General Order (5.2.2) Carica! and Move/attack; Guido may give a double General Order Fire and Move/attack.
S2.4 All the Braccesca Battles follow the Braccesca School (14.0).
S2.5 Rally points. Every Braccesca battle has its own standard as rally point. These standards cannot be moved, do not count for stacking and for victory conditions, and are permanently removed from the game if an enemy unit enters their hex (the Battle that has lost the standard can no longer use rule 14.4).
S2.6 Limitations of Malatesta. Malatesta's Battles begin inactive. They are activated with a basic activation, thanks to the Heat Effect table, or when an enemy unit arrives adjacent.
S2.6.1 Malatesta's Captains can never make a Continuum.
Malatesta's battle plan.. (printed heading in a box, no text follows)
S2.7 Heat. To simulate the fundamental importance that the heat had on the course of the battle, a Heat Effect table is inserted on the map. At the start of the game the "Heat" counter must be put on the first box of the table (numbered 6).
The battle was fought in the height of summer (12 July 1416) ... (printed in a box, text ends here)
S2.7.1 Every time a player, rolling for a Continuum or Interruptio, achieves a result equal to or higher than the number of the box in which the "Heat" counter is, it rises by one box.
S2.7.2 Some boxes have numbers. The effects on the battle are explained on the map.
S2.7.3 When the "Heat" counter arrives on the last box of the table it can no longer advance. All the effects remain in play and from this moment if one of the players rolls an 11 or 12 in the roll for Victory Level Acceleration (15.2.1) the day ends with Malatesta's victory.
Designer's note ... (printed in a box, no text follows)
S2.8 River Tiber. The Tiber is impassable, even where there is the bridge. If a unit must retreat into a hex where the Tiber is, it is eliminated.
S2.9 Victory. Victory points are calculated normally for the two sides (see 15.1.1). The elimination of Braccio results in an automatic victory for the opponent.
S2.9.1 Long game. The Braccesca VL rises by 1 VL every 6 VP. Malatesta's VL every 4 VP.
S2.9.2 Short game. The Braccesca VL rises by 1 VL every 5 VP. Malatesta's VL every 3 VP.
S2.10 Optional Rules
S2.10.1 Carlo I Malatesta. The Malatestan player may use Carlo Malatesta instead of Galeazzo. The elimination of Carlo Malatesta results in an automatic victory for the opponent.
S2.10.2 Perugia Militia. The army of Perugia remained inside the city walls during the battle. If you use this optional rule, the Perugia militia Battle may be activated at the cost of one VL during any basic activation of Malatesta provided the Braccesca has a VL of 7 or more. The Battle is commanded by Carlo Malatesta (or Galeazzo if rule S2.10.1 is used) and starts with a value on the CAT equal to the VL of the Malatestan.
Ex. If Malatesta has 5 VL, Carlo's CC is placed on box 5 of the CAT.
The Perugia units are placed at the player's choice in hexes 2406-3003 or 2725-3328. If there are enemy units in one of these hexes or adjacent, it is not possible to deploy the Battle.
S3 Free Scenario
S3.1 Initial set-up. The players must place one Captain at a time on the map. Malatesta starts by placing a Captain of his choice, then they alternate until all have been placed.
S3.1.1 Once all the Captains are placed on the map Malatesta places his combat units within the command radius of their Captains. When Malatesta's placement is finished the Braccesca player places the Squad Leaders and the Rally points within the command radius of their Captains, and then the combat units within the command radius of their Squad Leaders.
S3.2 First activation: The Braccesca player begins the game with the activation of a Battle of his choice, then the game continues normally. During this first activation the Braccesca player cannot pass.
S3.3 Limitations of Malatesta. Malatesta's Battles all begin active; ignore event 3 on the Heat Table.
S3.4 Victory. Victory points are calculated normally for the two sides (see 15.1.1). The elimination of Braccio results in an automatic victory for the opponent.
S3.4.1 The Braccesca VL rises by 1 VL every 4 VP. Malatesta's VL every 4 VP.
The Death of a Condottiero: L'Aquila, 1424
S4 Historical Scenario
S4.1 Initial set-up. See the "set up" table.
S4.2 First activation: The Collegato (League) player begins the game with the activation of the Colonna Battle, then the game continues normally. During this first activation Colonna cannot pass and must give at least 3 Carica! orders.
S4.3 General Order. Sforza may give a double General Order (5.2.2) Carica! and Move/attack; Camponeschi may give a double General Order Fire and Move/attack.
S4.4 The Braccesca Battles of Braccio da Montone, Gattamelata and Baglioni follow the Braccesca School (14.0).
S4.5 Rally points. The rally point for all the Braccesca Battles is the village of Bazzano (e.g. 0717-0718).
S4.6 Testa, Piccinino and Camponeschi. Some leaders do not begin active (Testa) or on the map (Piccinino and Camponeschi). These leaders have special rules.
S4.6.1 Testa. Testa's Battle can be activated only during a basic activation if the Braccesca VL is 7 or more. The Braccesca player rolls two dice and must make seven or less, but must add to the die roll 1 for every two (or fraction) VL of the Collegato.
Ex. The Braccesca VL is 7 or more and the Collegato's is 5: the Braccesca will succeed in activating Testa's Battle with a roll of 10 or more.
If the Braccesca player fails the activation he is considered to have passed.
S4.6.2 Piccinino (heading only; no text printed)
S4.6.3 Camponeschi (heading only; no text printed)
S4.7 Terrain. There are various types of special terrain at L'Aquila.
S4.7.1 Aterno (heading only; no text printed) S4.7.2 Ford (Guado) (heading only; no text printed) S4.7.3 Marsh (Palude) (heading only; no text printed) S4.7.4 Escarpment (Scarpata) (heading only; no text printed)
S4.8 Victory. Victory points are calculated normally for the two sides (see 15.1.1). The elimination of Braccio results in an automatic victory for the opponent.
S4.8.1 Long game. The Braccesca VL rises by 1 VL every X VP. The Collegato's VL every X VP. (X as printed; value not yet filled in.)
S4.8.2 Short game. The Braccesca VL rises by 1 VL every X VP. The Collegato's VL every X VP. (X as printed; value not yet filled in.)
S5 Free Scenario
S5.1 Initial set-up. The players must place one Captain at a time on the map. The Collegato starts by placing a Captain of his choice, then they alternate until all have been placed.
S5.1.1 Once all the Captains are placed on the map the Collegato places his combat units within the command radius of their Captains. When the Collegato's placement is finished the Braccesca player places the Squad Leaders within the command radius of their Captains and then the combat units within the command radius of their Squad Leaders.
S5.1.2 The Collegato must deploy all his units east of the diagonal line of hexes from 0622 to 2911 (inclusive), but must deploy north or south of the Aterno (it is forbidden to put units on both sides of the river). The Braccesca player deploys where he wants west of the diagonal line of hexes from 0622 to 2911 (exclusive) and cannot place adjacent to the enemy.
S5.1.3 Testa's Battle keeps the same set-up as the Historical scenario if the Collegati place south of the Aterno. If the Collegati place north, he may deploy his units in any flat hex of level 2, 3 or 4 or hill hex at least six hexes from the set-up line.
S5.2 First activation: The Braccesca player begins the game with the activation of a Battle of his choice, then the game continues normally. During this first activation the Braccesca player cannot pass.
S5.4 Victory. (no S5.3 is printed) Victory points are calculated normally for the two sides (see 15.1.1). The elimination of Braccio results in an automatic victory for the opponent.
S5.4.1 The Braccesca VL rises by 1 VL every 4 VP. Malatesta's [sic, as printed] VL every 4 VP.