Breitenfeld
Breitenfeld Rulebook
Table of Contents
Table of Contents
1.0 Introduction
The Thirty Years War game system is an operational simulation of warfare in Europe during the first half of the Seventeenth Century. Each game in the system is based on one of the more significant and interesting battles of the period. The playing pieces represent the armies which took part in the battles, and the map represents the terrain over which those armies fought. The rules for each game in the Thirty Years War QuadriGame are contained in two folders. The first contains the Standard Rules, which are common to all the games in the series. The second folder contains Exclusive Rules, including Initial Deployment, Reinforcement rules. Victory Conditions, and so forth. These are different for each game. This game has been designed to insure maximum playability and maximum realism (in that order). In order to achieve these goals, the physical components, as well as the game rules, have been designed to make the game easier to understand and play. The components include a smaller, more compact playing map, never more than a hundred playing pieces, and standardized rules. The standardization makes it easier for the gamer to go from one game to another within the series. It also enables the games' designers to concentrate on the realism aspect of the games (the standardization generally takes care of any playability problems).
2.0 Game Equipment
2.1 The Game Map
The 22" x 17" mapsheet portrays the area in which the battle was fought. It includes all the terrain significant to the battle and a Turn Record Track. A hexagonal grid is superimposed over the terrain features printed on the mapsheet in order to regularize movement and positioning of the playing pieces. To make the map lie flat, back-fold it against the creases. Small pieces of masking tape may be used at the corners of the map to hold it taut.
2.2 Game Charts and Tables
Various visual aids are provided for the Players in order to simplify and illustrate certain game functions. These are the Terrain Effects Chart, the Combat Results Table, and the Artillery Fire Table.
2.3 The Playing Pieces
The cardboard counters represent the actual military units, Leaders and artillery pieces which took part in the original battle. The numbers and symbols on each of the counters describe the characteristics — such as type, strength, movement capability — of the unit, Leader or artillery represented by the counter. There are three basic types of playing pieces, representing infantry and cavalry brigades and regiments; Leader counters, representing the individual commanders; and artillery counters. Infantry and cavalry are henceforth referred to as "units." Artillery and Leaders are not units. Cavalry and infantry are grouped into Corps (as per initial deployment, see 12). This is important for the activation rules. Combat Strength is the relative strength of a unit when attacking and defending, expressed in terms of Strength Points. Movement Allowance is the maximum number of Clear terrain hexes that a unit may be moved in a single Movement Phase, expressed in Movement Points. More than one Movement Point may be expended for each hex entered according to the terrain in the hex. Leadership Value is the relative "Leadership ability" of a given Leader, expressed in Leadership Value Points.
2.4 How to Read the Units
(Illustrated diagram of a unit counter; no text in the source.)
2.5 Game Scale
Each hexagon on the map represents 175 meters of actual terrain. Each Strength Point represents between seventy-five and one hundred men. Each Game-Turn represents 45 minutes of actual time. Each Artillery counter represents four or five heavy guns.
3.0 Setting Up the Game
The cardboard playing pieces should be punched out of the Unit Counter Sheet. The Players should determine which of the opposing forces each of them will command. The Players then consult their respective Initial Deployment Charts. (Initial Deployment of units can also be found printed in the appropriate hexes on the game maps.) These charts tell the hex number, strength and designation of each unit which is in play (on the map) during the First Game-Turn. Players should simultaneously place each of these units in its proper position on the map. All remaining units (if any) should be placed aside and brought into play according to the Reinforcement Schedule. In setting up units, Players may disregard historical designations, so long as the unit type and strength are correct. Two Activation markers are provided for each Corps, Wing or Reserve. One (Flag) is placed on top of the main leader of the Corps, Wing or Reserve, the other is placed in an opaque container. Once the units are set up, Players are ready to commence Game-Turn One; place the Game-Turn Marker in the first position on the Game-Turn Record Track. In the Exclusive Rules Folder Players will find rules for bringing in Reinforcement units which are given in the Reinforcement Schedules. Play proceeds according to the Sequence of Play through the final Game-Turn.
4.0 Sequence of Play
The game is played in successive Game-Turns. At the conclusion of the final Game-Turn, the Victory Conditions are consulted and a winner is determined.
4.1 Sequence Outline
A. Mutual Disruption Removal Phase: The Players simultaneously attempts to "undisrupt" all eligible Friendly units in accordance with the Disruption Rules (see Section 9.0). During this Phase, neither Player may move his pieces.
B. Mutual Artillery Fire Phase: The Players simultaneously fires any Friendly Artillery in accordance with the Artillery Rules (see Section 5.0). Neither Player may move his pieces during this Phase.
C. Activation Phase: The Corps Activation markers are mixed at the start of the turn, then one is draw at random, activating that Leader’s Corp. If the Army includes a “3” Leader value and his marker is draw, once per turn, the owning Player may choose to activate another Leader instead. In this case, return the “3” Corps Activation marker to the opaque container drawing the chosen Corps’ marker. After the activation concludes the next Corps Activation marker is drawn, the owning player then performing an action or passing. When all action markers have been drawn, the Action Phase concludes.
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Movement Phase: The Player may move the activated Leader’s Corp as he desires, within the limits and restrictions of the Movement and Command Rules and any relevant Exclusive Rules of the game. The Player may bring Reinforcements onto the map as allowed by his Reinforcement Schedule, within the restrictions of any Reinforcement Rules. Non-activated units and Leader may not be moved.
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Combat Phase: The Player uses units and Leader counters from an activated Corps to attack the enemy units in accordance with the rules of Combat. During this Phase, no movement whatsoever is allowed.
"Turn Ends" marker (Optional rule)
For added frustration and enjoyment, players may choose this option. When 2 Corps Activation markers are left in the opaque container, the "Turn Ends" marker is added. Whenever the "Turn Ends" marker is draw, the Activation Phase of the current turn ends.
D. GAME-TURN RECORD INTERPHASE: The Game-Turn Marker is advanced one space along the Game-Turn Record Track to mark the passage of one Game-Turn and signal the start of another.
5.0 Artillery
GENERAL RULE:
Artillery counters are immobile and have no Combat Strength, per se. During the Artillery Fire Phase, the Players’ Artillery counters may attack by bombarding an Enemy unit. Artillery counters are never disrupted or destroyed. They may, however, be captured.
PROCEDURE:
Each Artillery counter "fires" individually. Determine the range from the firing Artillery counter's hex (exclusive) to the hex of the unit being bombarded (inclusive). Roll the die and cross-index the result with the proper range column of the Artillery Fire Table (see Case 5.1). Any results are applied immediately.
CASES:
5.1 Artillery Fire Table
See Page S4.
5.2 Line of Sight
[5.21] To determine if an Artillery counter may bombard a given hex, lay a straight-edge from the hex of the bombarding Artillery counter to the target hex. The straight line so defined is the Line of Sight. If any of the hexes intervening between the Artillery counter's hex and the target hex is blocking terrain, the target hex may not be bombarded by that Artillery counter.
[5.22] If the Line of Sight is congruent to a hexside (that is, it runs precisely between two hexes), it is blocked only if both hexes which share that hexside are blocking terrain.
[5.23] The following hexes are considered blocking terrain: Woods and/or Forest hexes, Town hexes, Hilltop hexes, and any hexes occupied by any Friendly or Enemy units or Artillery counters.
[5.24] An Artillery counter on a Hilltop hex may ignore any blocking terrain in its Line of Sight which is less than half the total distance (in hexes) from the target hex. A Hilltop hex is a non-Slope hex with one or more Slope hexsides.
[5.25] An Artillery counter in a Hilltop hex may fire at any unit in any Hilltop hex, regardless of the distance in hexes, unless there is an intervening unit, Artillery counter or Forest terrain in a Hilltop hex.
[5.26] The terrain in the target hex and in the hex of the bombarding Artillery counter does not block the Line of Sight.
5.3 Capture of Artillery Counters
[5.31] An Artillery counter is considered Friendly if the hex it is in is occupied by, or was last occupied by a Friendly unit.
[5.32] An Enemy Artillery counter may be "captured" by occupying or passing through its hex with a Friendly unit. Captured Artillery counters are indicated by flipping the counter face-down.
[5.33] Captured Artillery counters are treated in all respects as Friendly to the Capturing Player.
[5.34] Artillery counters have no Combat Strength or Zone of Control. They ignore Enemy and/or Friendly Zones of Control.
[5.35] Artillery counters are never disrupted or destroyed. They may be captured and recaptured any number of times.
6.0 Movement
GENERAL RULE:
During the Movement Phase, the Player may move units and Leader counters from an activated Corps as he desires. They may be moved in any direction or combination of directions. Except where specifically noted, all the movement restrictions following apply to both units and Leader counters.
PROCEDURE:
Units are moved one at a time, tracing a path of contiguous hexes through the hex grid. As a unit enters each hex, it must pay one or more Movement Points from its total Movement Allowance.
CASES:
6.1 Prohibitions
[6.11] Movement may never take place out of sequence. A Player's units may be moved during his own Movement Phase (only). During the Enemy Player's Movement Phase, and during both Players' Combat Phases, Friendly units must not be moved.
[6.12] A unit may never enter a hex containing an Enemy unit (see Case 5.32).
[6.13] No combat takes place during the Movement Phase. Once a Player has begun to resolve combat, and has thrown the die, he has irreversibly initiated the Combat Phase.
[6.14] The number of Movement Points expended by a unit during a single Movement Phase may not exceed the unit's Movement Allowance. A unit may expend any portion of the Movement Allowance, but unused Movement Points may not be accumulated until another Movement Phase or transferred to another unit.
[6.15] Movement from hex to hex must be consecutive; that is to say, a unit may not skip hexes.
[6.16] Once a unit has been moved, and the Player's hand is taken from the piece, it may not be moved any further during that Movement Phase, nor may it change its move without the consent of the opposing Player.
[6.17] Units may be moved only once per turn.
6.2 Effects of Terrain
[6.21] A unit must expend one Movement Point to enter a Clear terrain hex. To enter other types of terrain, a unit must often expend more Movement Points, Some hexes are prohibited to movement entirely (see 12.0, Terrain Effects Chart).
[6.22] Units may cross Stream hexsides. Movement through a Stream hexside costs two additional Movement Points.
[6.23] Units may cross River hexsides only by moving through a Bridge hexside. There is no additional cost for moving through a Bridge hexside.
[6.24] When crossing a slope hexside, units must pay one additional Movement Point only when moving from a slope hex. A slope hex is a hex containing the slope splash contour marking.
6.3 Effects of Friendly Units
[6.31] Units cannot move through hexes occupied by other Friendly units (exception: Leaders and artillery).
[6.32] A Friendly unit may not end any Phase stacked in the same hex with another Friendly (or Enemy) unit. There may never be more than a single unit in a hex at the end of the Phase. (Note: This restriction does not apply to Leader and/or artillery counters.)
[6.33] Friendly and Enemy Zones of Control never inhibit Friendly movement in any fashion whatsoever. (exception: infantry units that begin the movement phase in an enemy units’ Zone of Control cannot withdraw. Cavalry units in an enemy infantry units’ Zone of Control may withdraw. Cavalry units in an enemy cavalry units’ Zone of Control cannot withdraw. Disrupted units may withdraw. Design’s note: It was completely unrealistic to be able to shift units left or right down the battle line to maximize odds when they were engaged with enemy. Horse had the ability to do so against infantry because of their mobility.
7.0 Zones of Control
GENERAL RULE:
The six hexagons immediately surrounding a hex constitute the Zone of Control of any undisrupted unit in that hex. Hexes upon which a unit exerts a Zone of Control are called controlled hexes.
CASES:
7.1 Where Zones of Control Extend
[7.11] All undisrupted units exert a Zone of Control throughout the Game-Turn, regardless of Phase, or Player-Turn. The presence of Zones of Control is never negated by units, Enemy or Friendly.
[7.12] If there are both Enemy and Friendly Zones of Control exerted over the same hex, both Zones coexist, and that hex is mutually controlled by both Players. There is no additional effect from having more than one unit exerting Zones of Control into a single hex.
[7.13] Zones of Control never extend through a non-bridged River hexside.
7.2 Effects of Zones of Control
[7.21] Combat is mandatory between undisrupted units which end the Movement Phase in Enemy Zones of Control (see Combat Rules, Section 8.0).
[7.22] Artillery and Leader counters and disrupted units do not have Zones of Control.
[7.23] Leader counters may not attempt to undisrupt Friendly units which are in Enemy-controlled hexes during the Disruption Removal Phase (see Case 10.2).
8.0 Combat
GENERAL RULE:
Combat for units in Enemy Zones of Control is mandatory. Combat for units which are not in Enemy Zones of Control but adjacent to Enemy units is voluntary. Friendly Leader counters adjacent to Enemy units may participate in combat at the Owning Player's option (see Section 10.0). Note: Artillery counters do not actively participate in combat during the Combat Phase, but rather bombard Enemy units during the Artillery Fire Phase (see Section 5.0).
PROCEDURE:
The Attacker totals the Combat Strengths of all the units attacking a given hex and compares the total to the Combat Strength of the defending unit in the hex under attack. The comparison is expressed as a ratio between attacking and defending Strength Points (Attacking Strength Points divided by Defending Strength Points) and is simplified by rounding down to one of the odds ratios on the Combat Results Table. Example: If thirteen Strength Points were attacking four, the combat odds ratio would be 3.25 to 1, rounded off (always in favor of the Defender) to three to one. Having determined the actual combat odds, the Attacker rolls the die. The result indicates a line on the Combat Results Table (8.6), which is cross-indexed with the column representing the combat odds. The intersection of line and column yields a combat result. Separate combats may be resolved in any order that the Attacker wishes, so long as all combats are resolved during that Combat Phase.
CASES:
8.1 Which Units Attack
[8.11] All Enemy units that have undisrupted Friendly units in their Zones of Control must be attacked by the Friendly activated Corps’ units in the Combat Phase (Exception: enemy units adjacent to other inactive undisrupted friendly units may be ignored. Design’s note: They will be probably attacked when those friendly units will be activated or they have been already attacked in a previous activation). All Enemy units that have not Friendly units in their Zones of Control but are adjacent to Friendly units may be attacked. The player may resolve these attacks in any fashion desired, within the requirements of Case 8.12.
[8.12] All of the activated Corps' undisrupted units which end the Movement Phase in an Enemy-controlled hex must attack some Enemy unit during the ensuing Combat Phase (per 8.11). The Player may choose which attacking units will attack each defending unit, as long as all such Friendly units participate in an attack.
[8.13] An Enemy-occupied hex may be attacked by as many units as can be brought to bear in six adjacent hexes.
[8.14] No unit may attack more than once per Combat Phase, and no Enemy unit may be attacked more than once per Combat Phase. A unit may be attacked again in a subsequent Combat Phase of the same turn.
[8.15] Units may only attack when adjacent to the defending unit.
8.2 Multiple Unit and Multi-Hex Combat
[8.21] If a Player's undisrupted unit is in the Zone of Control of more than one Enemy unit, it must attack all those undisrupted adjacent Enemy units which are not engaged by some other attacking unit (exception: see 8.11). The Combat Strengths of the defending units are totaled into one combined Strength to which the attacking unit compares its Strength to determine the odds.
[8.22] Units in two or more different hexes may combine their Combat Strengths and attack a single hex, if all the attacking units are adjacent to the Enemy-occupied hex. The Combat Strengths of the attacking units are totaled into one combined Combat Strength, and then compared to that of the defending unit in order to determine the odds.
[8.23] A unit from an activated Corps may undertake a coordinated attack with friendly not yet activated units from another Corps adjacent to the same enemy units if these units are not themselves in Enemy Zone of Control. These additional units may not move and attack again during the current turn.
8.3 Combat Strength Unity
A given unit's Combat Strength is always unitary; it may not be divided among different combats, either in attacking or defending.
8.4 Effects of Terrain
Units defending in certain types of terrain may have their Combat Strength increased. This increase is always a multiple of the original Combat Strength. See the Terrain Effects Chart (12.0) for a complete summary. Terrain effects on combat are not cumulative. The defending unit always benefits only from the one applicable terrain effect which most benefits the defender.
8.5 Diversionary Attacks
A unit may make attacks at poor odds in order that attacks against other defenders may be made at higher odds (by alloting most of the attacking force to the major objective). These attacks are known as "Diversionary" or "Holding" Attacks. Artillery bombardment attacks may not be used as "Diversionary" Attacks and do not fulfill the requirements of Case 8.11.
8.6 Combat Results Table
See Page S4.
9.0 Disruption
GENERAL RULE:
Units which participate in combat or which undergo Artillery bombardment may be "disrupted". The effects of disruption impair the combat effectiveness and increase the vulnerability of an affected unit. Players attempt to "undisrupt" units during the Mutual Disruption Removal Phase.
PROCEDURE:
An undisrupted unit which is disrupted is immediately flipped face-down by the Owning Player to signify its status. A unit in a disrupted state which suffers another disruption result is immediately removed from play (exception: see Case 5.11).
CASES:
9.1 The Effects of Disruption
[9.11] Disruption results apply only to units. Leader and Artillery counters are never affected in any way whatsoever by disruption results or by the presence of Friendly disrupted units in the same hex.
[9.12] Disrupted units have no Zone of Control. Thus they never need be attacked.
[9.13] Disrupted units have their Combat Strength reduced to the number printed on their backs. Units attacking disrupted units are not doubled (because the combat strength of disrupted units is already halved).
[9.14] Disrupted units may never attack. In effect, disrupted units ignore Enemy Zones of Control for combat purposes.
[9.15] Disrupted units may move up to two hexes per Turn (exception, see Case 11.12. regardless of command control and terrain Movement Point costs.
[9.16] Disrupted units may chose to remain in place or move one or two hexes toward their friendly map edge by the most direct route.
9.2 Disruption Removal
During the Mutual Disruption Removal Phase, the Players roll the die for each of their disrupted units which was not in an Enemy Zone of Control at the start of the turn. The die roll may be adjusted due to the presence of a Friendly Leader counter (see Section 10.0) from the same or another Corps. A roll of "five" or "six" successfully undisrupts the unit; it is immediately turned face-up and may move and participate in combat normally during that turn.
10.0 Leaders
GENERAL RULE:
Unlike units. Leader counters have no Zone of Control and no Combat Strength. Each Leader counter has a Leadership Value, which may be used to augment the Combat Strength of and/or to help undisrupt Friendly units. Leader counters are never disrupted. They are eliminated immediately if caught without a Friendly unit in an Enemy Zone of Control.
10.1 Leaders' Effect on Combat
[10.11] At the option of the Owning Player, the Leadership Value of a Leader counter may be added to the Combat Strength of a Friendly unit in the same hex. Both the attacking Player and the defending Player may exercise this option.
[10.12] The Leadership Value is always added to the face value (printed) Combat Strength of the unit before any and all adjustments are made for terrain and/or disruption effects. All adjustments which are applicable to the unit's Combat Strength are likewise applicable to the Leader's Leadership Value for purposes of combat resolution.
[10.13] No more than one Leader counter may contribute its Leadership Value to the Combat Strength of any one unit.
10.2 Leader's Effect on Disruption Removal
[10.21] The Leadership Value of any Friendly Leader counter within one hex of a disrupted unit may be added to the Disruption Removal die roll for that unit. Example: The Player has a Leader counter with a Leadership Value of two stacked with a disrupted Cavalry unit two hexes away from the nearest Enemy unit. The Disruption Removal die roll for that unit is a "three." Adding on the Leadership Value of two to the die roll renders it a "five", and the Cavalry unit is therefore undisrupted.
[10.22] Rolls of greater than "six" are treated as "six."
[10.23] No more than one Leader counter may contribute its Leadership Value to the Disruption Removal die roll of any one unit.
[10.24] Each Leader counter may contribute its Leadership Value to the Disruption Removal die rolls of as many Friendly disrupted units as it is within one hex of.
[10.25] The presence of a Friendly Leader counter never negates the effects of Enemy Zones of Control for the purposes of Disruption Removal (see Case 9.2).
10.3 Command Control
GENERAL RULE:
At the beginning of the movement phase, the player checks each friendly unit for its Command Control status. A unit is either In Command or Out of Command.
[10.31] A unit is In Command if it is within the Command Radius of a friendly Leader. A unit is Out of Command if it is outside of the command radius of a friendly Leader.
[10.32] Units which are In Command function normally.
[10.33] Units which are Out of Command are affected as follows: their movement factor is halved (round fractions up). Units which are Out of Command may still attack, rally, and perform other game functions normally.
[10.34] Certain scenarios halve unit movement factors due to restricted visibility. Should a unit be Out of Command and also be affected by restricted visibility, its movement is quartered (round fractions up).
[10.35] A unit's command control status is maintained throughout the friendly movement segment, (i.e., an In Command unit which moves into an out of Command position is still In Command; a unit which is Out of Command which moves into an In Command position remains out of Command for that turn).
[10.36] Disrupted-units are not affected by Command Control. (Comment: since they have their movement factors reduced anyway.)
[10.37] If a Corps’ Leader is eliminated, all units of that Corps are Out of Command for the rest of the game unless another Leader is available in the Corps for replacement. The Corps Activation markers (on map and into the opaque container) remain in play for activation.
10.4 Command Radius
Each Leader has a Command Radius equal to its current Leadership Value. The Command Radius affects all friendly units within that number of hexes (e.g., a commander with a Leadership Value of "2" would have a command radius radiating out into all hexes within one or two hexes of the hex he occupies.).
[10.41] Command radius is never blocked by enemy units, zones of control, or terrain.
[10.42] Each commander may only command units from his Corps.
[10.43] Leaders are always In Command.
[10.44] If one unit is In Command, then other Friendly units of the same corps, wing or reserve are automatically In Command (even if not within a command radius) if those other units meet the following criteria: • The other unit(s) are adjacent to a unit which is itself In Command. There may be an entire chain of such units, all of which are In Command.
11.0 Demoralization
GENERAL RULE:
After incurring relatively high losses, an army reaches its Demoralization Level. Overall, this results in a loss of combat effectiveness, and an increase in vulnerability to attack. The specific Demoralization Levels are detailed in the Exclusive Rules.
11.1 Effects of Disruption
[11.11] Disrupted infantry units of an army which has reached or surpassed its Demoralization Level may not be undisrupted.
[11.12] All disrupted units of an army have a Movement Allowance of four hexes per Turn, regardless of terrain considerations. They must move toward their friendly map edge by the most direct route. Units moved out of the map are eliminated.
12.0 Breitenfeld Exclusive Rules Changes and Additions
Gustav Horn gave the Saxons good marks inspite of what happened in the battle and they deserve to be shown somewhat better.
[12.1] Add the Saxon Leader Armin (1-8) to hex 1003.
[12.2] Only Exclusive rules 20.11 and 20.14 of Saxon demoralization are used. Do Not use rule 20.12 or 20.13. This gives the small Saxon force their Leader and a chance to undisrupt units and keep them in the game slightly longer. Historically the Saxon cavalry turned back the first Imperial charge but the second charge defeated their left flank and the infantry were then taken in the flank & rear. The artillery fought on until completely overrun. A couple of horse regiments and the Foot Guards did stay on the field after the flight of the rest of the force.
[12.3] Imperialist units may move as soon as a unit is Disrupted or Turn Four or whichever occurs first.
[12.4] Allied units May move as soon as a unit is Disrupted by Imperial artillery fire, a Imperial unit moves to within 3 hexes of a Allied unit or Turn Five or whichever occurs first. This allows the Allied player to react to the Imperial bombardment and not just sit there taking the punishment
[12.5] Swedish Cavalry may also Charge Disrupted enemy cavalry units and any units who’s army is Demoralized. This reflects the hard charging sabre drawn units vs. the out of date caracole formations and completely disorder units from an army who is near a panic state.
[12.6] In the first turn, all units are in command.
12.7 Allied Corps
- Center: from hex 1114 to 1121 and from 0917 to 0920.
- Left Wing: from hex 1108 to 1112 and from hex 0610 to 0612.
- Right Wing: All cavalry west of 1123.
- Reserve: All units within 2 hexes of hex 0618.
- Saxons: All Brown units.
12.8 Imperialists Corps
- Center: All Infantry units.
- Left Wing: from hex 1819 to 1825.
- Right Wing: from hex 1801 to 1805.
- Reserve: from hex 2107 to 2114.
You may use colored markers to identify Corps belonging.
12.9 Friendly Map Edge
- Allied: Hexrow 2300.
- Imperialists: Hexrow 0100.
12.10 Map Errata
Ignore Bridge, Stream and Swamp hexes.