Nothing Gained But Glory
Nothing Gained But Glory Rulebook
Table of Contents
Table of Contents
- Musket & Pike Battle Series Rules — Version 7.0
- 1.0 Introduction
- 2.0 Components and Terms
- Glossary
- 3.0 Sequence of Play
- 4.0 Initiative and Activation
- 5.0 Leaders and Orders
- 6.0 Facing and Formation
- 7.0 Movement
- 8.0 Stacking
- 9.0 Reaction
- 10.0 Fire Combat
- 11.0 Close Combat
- 12.0 Morale
- 13.0 Rally and Reform
- 14.0 Special Units and Terrain
- 15.0 Determining Victory
- Nothing Gained But Glory Playbook I
- Nothing Gained But Glory Playbook II
- Nyborg — November 24 (November 14), 1659
- A Historical Narrative of the Scanian War
- The Aftermath of the War
- The Weapons of the Scanian War
- Extended Unit Notes
- Bibliography
- Other Sources
- German/Swedish/Danish Glossary
- A Note from the Series Designer
- Designer's Notes
- Errata for the Cheriton Module
- Counterscans
- Malmö Special Reminders and Modifiers
Musket & Pike Battle Series Rules — Version 7.0
1.0 Introduction
The Musket & Pike Battle Series (MPBS) is a series of tactical battle games covering the period from 1630 to 1680. The system is meant to highlight the peculiarities of warfare in that period and the impact of the limitations of command and control. To date, six games have been published in this series: This Accursed Civil War (TACW), Sweden Fights On (SFO), Under the Lily Banners (ULB), Gustav Adolf the Great (GAG), Nothing Gained But Glory (NGBG), and Saints in Armor (SiA). The Musket and Pike Dual Pack contains updated versions of This Accursed Civil War and Sweden Fights On.
NOTE: This Rulebook supersedes the earlier versions, and contains many updates. For the most part, these are not new rules, but clarifications of issues from previous games. However, there are some slight, but subtle, rule changes, and experienced players are advised to review the new rules at least once before starting. You should consider any change in this Rulebook or on the Charts (and not mentioned for a specific battle) as applying to all games in the MPBS.
2.0 Components and Terms
A complete game of Musket and Pike Dual Pack consists of:
- Six Counter Sheets
- Four 22" × 34" back-printed maps
- One 22" × 34" single-sided map
- Two identical 11" × 17" Charts and Tables Cards
- Six back-printed 8½" x 11" Battle Cards
- One back-printed 8½" x 11" Player Aid Card #2
- One MPBS Rule book
- One This Accursed Civil War Playbook
- One Sweden Fights On Playbook
- Two 10-sided dice (one red, one blue)
- Plastic storage bags
- One box
2.1 Playing Pieces
2.1.1 TYPES: There are three types of playing pieces:
- Units represent the regiments and brigades of infantry, cavalry and artillery.
- Leaders represent the various individual commanders.
- Markers are used to aid players in noting certain information about a unit or leader.
2.1.2 UNITS: Each unit has four pieces of information and an icon printed on its counter. The icon helps differentiate easily between Infantry, Cavalry and Artillery. Each unit carries either its unit type ("12-24 lb" or "Dragoon") or its name ("I/Skippon" or "Rupert LG"), which is usually the name of its historical commander. Infantry and Cavalry units have strengths from 1 to 20; each strength point representing 80 to 100 men. Artillery units have no strength for game purposes and instead have a Grazing Fire Range followed by a Maximum Range. All units have a Morale Rating from 4 to 8, with higher values being better. Note that leaders are not considered units.
Infantry and Cavalry counters show: icon, name, battle abbreviation, wing, Morale Rating and Strength Points. Artillery counters show: icon, type, Grazing Range, Maximum Range, Morale Rating and an artillery indicator. Cavalry counters carry a cavalry indicator.
NOTE: Double artillery units have the abbreviation "Dbl" in their unit type bars and there are four guns in the icon instead of just two.
2.1.3 LEADERS: Leader pieces have the Leader's name and a leadership rating from 0 to –2 (–2 being best). A leader counter shows the name, the battle abbreviation, the wing and the Leadership Rating.
2.1.4 MARKERS: No Pistols Loaded (see 10.7), One Pistol Used (see 10.7), Wagons (see 14.1), Casualty Point (see 10.6.1), Salvo (see 10.4), Turn (see 3.4 C), Captured Gun (see 10.8.9), Column (see 6.3.4), Open Order (see 6.3.3), Hedgehog (see 6.3.2), No Continue (see 4.4.2), Limbered Guns (see 7.3.3), Morale Shaken (see 12.4), Morale Broken (see 12.4), Formation Broken (see 6.3), Formation Broken & Morale Shaken, Momentum (see 11.3.6), Charge Order (see 5.5), Make Ready Order (see 5.5), Rally Order (see 5.5), Receive Charge Order (see 5.5), Interception Done (see 9.3).
2.2 Charts, Tables and Die
The use of the charts and tables in the game is explained in the rules. The game uses a 10-sided die. The 0 is treated as zero and not ten. Unless specifically mentioned otherwise, use the 0 row on all charts for any roll modified to < 0, and use the 9 row for any roll modified to > 9.
2.3 Terminology
The Glossary (below) contains terms and abbreviations that appear in the rules and charts.
2.4 Scale
- 1 turn: 20-30 minutes
- 1 hex: 100 yards
- 1 strength point: 80-100 men
- 1 artillery unit: 3 to 4 guns or a double battery of 7 to 8 guns
- Cavalry units are regiments or squadrons of 200-500 men.
- Heavy Infantry units are a mixture of pikes and muskets and are regiments or brigades (sometimes called batalia or tertia by the English) of 400-2000 men.
- Light Infantry units are 100-300 musketeers or dragoons.
- Or as otherwise indicated in a scenario.
Glossary
Action: A leader or unit may perform one or more of the following Actions: Move, Fire, Rally, or Reform, within the limitations of their Wing's Orders.
Active: A unit and/or leader of an activated Wing. An Active unit or leader is able to perform Actions. Only one Wing of an army is Active at any given time and only the leader of that Wing, the Army Commander, and the units of that Wing are Active. The Active player is the player who owns the Active units or leaders.
Artillery: Batteries of large caliber field guns. Only guns large enough to have a separate effect in the battle are included. Treat double batteries the same as regular batteries except for Victory Points (15.0) or where specifically mentioned on the charts.
Bypassed: A Wing whose activation has been temporarily interrupted by Preemption is said to be Bypassed, and its Wing Commander is marked with a Bypass marker to denote that status.
Cavalry: During this period, mounted troops were of three main types:
- CUIRASSIERS: Horsemen armored front and back, armed with two pistols and a sword.
- ARQUEBUSIERS: While not as heavily armored as cuirassiers, arquebusiers were armed with a carbine, two pistols and a sword.
- CROATS: Cavalry (not only those from Croatia) that fought in loose formation.
The first two types are considered "formed" cavalry as these types fought mounted and in close formation (three or six ranks deep). Pistol and carbine fire was used extensively as a prelude to or in lieu of close combat with swords. The distinction is as much one of tactics as of equipment as English, Swedish and Bavarian cavalry were typically equipped as arquebusiers (sometimes spelled Harquebusiers) but employed as cuirassiers. Arquebusiers are denoted by a carbine icon above their strength. Croat cavalry units are considered "unformed" cavalry and have a loose formation icon as their main symbol. Unless specifically indicated otherwise, when a rule refers to "Cavalry" it refers to all types. Some games in the series may have other types of Cavalry, such as Polish cavalry.
Continuation: The process by which a Wing that has just finished an activation may attempt to activate a second or third time.
Finished: After a Wing has performed its final activation, its Wing Commander is flipped to his Finished side. This prevents the Wing from being activated again that turn for any reason.
Formation: Large, close formations were critical to the functioning of the low-level tactics and leadership of the day. All units are considered to be in their 'normal' combat formation unless marked otherwise. Infantry would be six to ten ranks deep with a full arm's length between men. Cavalry would be three or six ranks deep with one to two yards between horses. During combat and movement, formations would become congested and disordered, thus reducing the mobility and effectiveness of the unit.
Heavy Infantry: Foot soldiers arrayed in groups or blocks of muskets and pikes. These foot soldiers were organized into regiments or brigades (two or more regiments, grouped together) to maximize the effect of massed musketry and/or massed pikes. Only the pike men wore armor, if available, which would consist of breastplate, tassets (thigh protectors hinged to the bottom of the breastplate) and a helmet. Musketeers wore a wide-brim felt hat and the distinctive bandolier across the chest with small flasks containing pre-measured powder. The musket rest fell out of common use during the period covered. A Heavy Infantry unit that also has an artillery symbol is considered to have inherent regimental artillery. There are also a few Heavy Infantry units that have no pikes, representing units where the pike contingent had been phased out or drastically reduced.
Hits: A unit may incur three different types of hits: Casualty hits (10.6.1), Morale hits (12.4), and Formation hits (6.3.1, 7.3).
Inactive: Any leader or unit that is not part of the currently activated Wing. These units are eligible to react to Actions performed by Active enemy units.
Infantry: Are classified as either Heavy or Light Infantry. When used alone it refers to both Light and Heavy Infantry units.
Light Infantry: Small bodies of musket-armed foot soldiers. They are this period's skirmishers. Since they did not have pikes, they avoided close combat and sought to antagonize the enemy with musketry. There are two types of Light Infantry in the game: Musketeers and Dragoons.
- MUSKETEERS: Musketeers were drawn from regular regiments for special duty. Also called Commanded Muskets.
- DRAGOONS: Regiments of horsemen that carried full-length muskets and fought dismounted as infantry. Dragoons have higher morale ratings than commanded muskets due to the inherent unit integrity of dragoon regiments. Otherwise they function the same within the scope of the game.
Leaders: Army Commanders and Wing Commanders are referred to collectively as Leaders. Leaders are not considered units.
MC: Morale Check. Various situations will call for a morale check on a unit. A die is rolled; modifiers are applied per the rules. If the result is greater than the morale rating of the unit, it has failed the Morale Check and suffers adverse effects (12.0).
Momentum: The added offensive benefit of "charging" an enemy unit. Charges were not generally delivered at a gallop or run during this period, though the rapid approach of these large formations had a considerable effect on stationary defenders. It is used in Close Combat Resolution (11.0).
Morale Rating: Measures a unit's relative staying power, Èlan, aggressiveness and experience. All units have a morale rating from 4 to 8, with higher values being better.
MA: Movement Allowance. A measure of how far a unit can move in an activation, expressed in Movement Points (MP) (7.2).
AC: Army Commander. The Overall Commander of that side's army. He has different capabilities than his subordinate Wing commanders.
Orders: Players assign each of their Wings specific Orders that govern the type and scope of Actions the units of that Wing may perform. The following Orders are possible: Charge, Make Ready, Receive Charge, and Rally.
Non-Phasing or Inactive Player: The player who is not the Phasing player.
Pass: If the Phasing player declines to, or is unable to, activate a Wing, he passes, thus allowing the Non-phasing player to become the Phasing player. If both players pass consecutively, the Activation Phase is concluded and play proceeds to Rout Movement. Flip any Passed WC to his Finished side.
Phasing or Active player: The player who controls the Wing that is currently active.
Preemption: The process by which a Non-phasing player may attempt to interrupt the activation or continuation of a Phasing player's Active Wing and activate one of his own Inactive (but not Finished) Wings instead.
Reaction Zone: The hexes surrounding a unit in which enemy activities may allow the unit to React (9.0). Reaction Zones for Artillery units differ from Reaction Zones for Infantry and Cavalry units, and the zones themselves differ depending on the type of Reaction the unit performs.
Rout: Retreating a Morale Broken unit for any reason is considered a rout. This includes any two hex retreat required when a unit becomes Morale Broken (12.4.3) or any retreat during the Rout Movement Phase (13.4).
Two-hex Unit: A double-size (i.e., rectangular-shaped) Heavy Infantry unit. These units occupy two hexes, and are subject to special rules regarding facing, movement and combat.
Wing: The typical army of this era was composed of three Wings: right, center, and left. A Wing Commander (WC) commands each Wing. The left and right Wings normally consisted of cavalry, while the center was composed of infantry. A Wing with no Heavy Infantry is considered a Cavalry Wing.
3.0 Sequence of Play
Each game turn follows the following sequence:
3.1 Initiative Phase
Players determine who will become the Phasing player and activate the first Wing (see 4.1).
3.2 Activation Phase
The Phasing player can either activate a non-Finished Wing or Pass (4.5). See 4.2 for the sequence Wings must be activated in. When that activation is finished (including any continuation activations [4.3]) the opposing player may activate a Wing or Pass. Generally, players alternate being the Active player and the Inactive Player (see 4.3.2 and 4.4 for exceptions). This phase is repeated until all Wings have been activated or both players pass consecutively.
Sequence of the Activation Phase:
A. Preemption Attempt: When a Wing has been activated, the Inactive player may attempt to interrupt that activation in order to activate one of his Wings first. If the attempt is successful, mark the preempted Wing with the Bypassed marker (4.4.2). The preempted Wing will activate immediately after the preempting Wing has finished its activation(s).
B. Orders Change: The activated Wing may attempt to change its current Orders (5.7).
C. Perform Actions: Each unit in the Active Wing may perform, within the limitations of its Orders, ONE, and ONLY ONE of the following Actions:
- Move (7.0)
- Move and/or Pistol Fire (Cavalry only; 7.0 and 10.2)
- Normal Infantry Fire (10.3)
- Salvo Fire (Heavy Infantry only; 10.4)
- Artillery Fire (10.8)
- Rally (13.0)
- Reform (13.0)
D. Close Combat: Units attack adjacent units in Close Combat (11.0).
E. Continuation Attempt: The activated Wing may attempt to activate a second or third time (4.3). If the attempt is successful, return to step A.
F. Finish and Go to Next Phase: If the Activated Wing fails its Continuation attempt or has completed its third activation this turn, or if the Active player does not wish to continue with the Wing, flip the Wing's leader to his Finished side and then do whichever of the following applies:
- a) If there is a Bypassed Wing, activate it and return to step B.
- b) If there is no Bypassed Wing, players determine the next Wing to be Activated (4.2) and return to step A.
- c) If all Wing Commanders are Finished, proceed to the Rout Movement Phase.
3.3 Rout Movement Phase
All units with broken morale perform rout movement (13.4).
3.4 Marker Removal Phase
A. All Salvo markers are removed. Fired Artillery and Finished Leaders are flipped to their normal side.
B. Check the Leader Replacement Table to determine the fate of any Leaders that were removed from play this turn.
C. Check for Surrendering the Field (4.6). If that does not end the scenario, and there are still turns left to be played, advance the turn marker on the turn track and proceed to the next turn.
4.0 Initiative and Activation
4.1 Initiative Determination
4.1.1 PROCEDURE: During the Initiative Phase the players determine which Wing activates first. Initiative is determined by the Orders currently assigned to each Wing. The player with the most Wings under Charge Orders chooses which eligible Wing to activate first. If there are no Wings under Charge Orders, then the player with the most Wings under Make Ready Orders activates first. If there are no Wings under Make Ready, then the player with the most Wings under Receive Charge Orders activates first. Determine initiative only once per turn, at the very beginning. A Wing may not activate if its leader is not on the map (either from becoming a casualty or from being in Pursuit) when it's time to activate that Wing.
4.1.2 TIE BREAKER: If both players have an equal number of Wings under the "highest" Orders type for the turn, then determine which player has the best Wing Commander under those Orders. A WC with –2 Leadership rating is better than a –1, which is better than a 0. The player with the best WC wins the initiative, and may activate any one of his Wings under the "highest" Orders for the turn. In case of a tie, roll a die. High roll wins.
4.2 Activation Precedence
4.2.1 Each Wing may activate once per turn, either by the normal sequence or Preemption (4.4). Activation alternates between players as long as all Wings under higher precedence Orders are finished before any Wings under lower precedence Orders activate. Preemption (4.4) is the exception to this normal sequence. The precedence of Orders is:
- Charge
- Make Ready
- Receive Charge
- Rally
EXAMPLE 1: Player A has two Wings under Charge Orders and one with Rally Orders. Player B has one Wing with Charge Orders, one with Make Ready and one with Rally. Since Player A has more Wings with Charge Orders, he has the initiative and activates one of his Wings under Charge Orders (his choice). When that Wing is Finished, Player B will activate his Wing with Charge Orders; when he's finished, play now reverts back to Player A, who has the remaining Charge Orders. When all Wings with Charge Orders have finished, then the Wing with Make Ready Orders is activated.
EXAMPLE 2: Player A has two Wings with Charge Orders and two with Make Ready Orders. Player B has one Wing with Charge Orders, one with Make Ready Orders and one with Rally. Barring a preemption, the Wings would activate as follows: Player A Charge Wing 1; Player B Charge Wing; Player A Charge Wing 2; Player B Make Ready Wing; Player A Make Ready Wing 1; Player A Make Ready Wing 2; Player B Rally Wing.
NOTE: It is possible that one player may activate two or more Wings before the other player activates any, since all Wings with Charge Orders activate before any Wings with Orders below Charge.
4.2.2 Units of the currently activated Wing may perform one of the Actions listed in 3.2.C (these actions do not have to be performed in any particular order). The choice of Actions depends on the current Orders for the Active Wing (see 5.6) and, in some cases, the type of unit. As the Active player performs these actions the Inactive player may undertake Reactions (9.0).
4.2.3 If all units of a Wing are removed from play the Wing is no longer considered for activation.
4.3 Continuation
4.3.1 IN GENERAL: As the last thing it does during an activation, a Wing that is not under Rally Orders may attempt to activate again. A Wing can continue up to two times (for a total of three activations). Whether to attempt continuation with a formation is always voluntary.
4.3.2 PROCEDURE: The Active player consults the Continuation Table and uses the current Orders of the Wing to determine the number range he needs to successfully continue. Roll a die and apply any applicable modifiers. If the modified roll falls within the range indicated on the table, the Wing is allowed to activate again. If the modified roll is outside that range, the Wing Commander is flipped to his "Finished" side and the next eligible Wing is activated.
4.4 Preemption
4.4.1 IN GENERAL: The Inactive player may attempt to interrupt the activation (or the continuation) of a Phasing player's Active Wing and activate one of his own Wings first. This is known as Preemption. Preemption attempts are allowed before a normal Wing Activation and after each successful Continuation attempt. A Wing is eligible to attempt Preemption if its Wing Commander is not on his "Finished" side and is currently not under Rally Orders.
Mark a WC that is preempted in his normal Activation with the Bypassed marker to indicate that his Wing will be automatically activated after the preempting Wing is finished. A Bypassed Wing may not be preempted during its first activation of a turn.
4.4.2 PREEMPTING A NORMAL ACTIVATION: The Inactive player consults the Preemption Table, finds the current Orders of the Wing making the attempt and finds the number range needed to successfully preempt. He rolls a die and applies any applicable modifiers. If successful, the Inactive player now activates that Wing (he cannot Pass). He may also try to use Continuation with that Wing as in a normal activation. The Preempted Wing Commander is marked with the "Bypassed" marker to indicate that his Wing will be activated next, after the preempting Wing is Finished.
If the Preemption attempt fails, the leader of the unsuccessful Wing is marked "No Continue." A leader marked No Continue may activate normally, but is not allowed to attempt Continuation. A Leader marked "No Continue" may make another Preemption attempt later on, but if the Preemption attempt fails the leader is flipped to his "Finished" side and forfeits his activation for that turn. If one leader fails a preemption attempt, the player owning that leader may attempt to preempt the same activation with another leader.
4.4.3 PREEMPTING A CONTINUATION: The Inactive player may try to Preempt a Wing after the Active player has successfully rolled for continuation, but before the Active player activates the Wing. The procedure is the same as in 4.4.2 except a successful Preemption cancels the continuation and the preempted Wing Commander is flipped to his "Finished" side instead of being marked with the Bypassed marker. Thus, there is no Bypassed Wing. The penalty for failure is also the same as in 4.4.2.
4.4.4 PREEMPTING A PREEMPTION: Only the Bypassed leader may attempt to preempt a preempting leader's continuation. If successful, flip the leader that wanted to continue to his "Finished" side. If unsuccessful, mark the Bypassed leader with a "No Continue" marker; if he already has one, flip him to his "Finished" side.
4.5 Passing
Rather than activate a Wing, the Phasing player may instead Pass. Exception: You cannot Pass if the Wing is under Charge Orders; see 5.6.1. Flip the Passed WC to his "Finished" side and proceed to the next activation. The Army Commander is not activated (5.1.1) in a phase in which a WC passes.
4.6 Surrendering the Field
During the Marker Removal Phase of each turn, check the Orders for all leaders. If all the leaders of one side are under Rally Orders then that side is considered to have left the field and the scenario ends. (It is possible that both sides might leave the field on the same turn.) Do not consider any complete Wing that has not yet entered the map. Determine Victory as per 15.0, but the side that surrendered the field cannot have a victory level better than a Draw.
5.0 Leaders and Orders
Leaders are used to influence and control the Actions of the units under their command. Each battle, per the scenario rules, will have an Army Commander (AC) and multiple Wing Commanders (WCs).
5.1 Army Commanders (AC)
5.1.1 Most armies have an AC who is activated each and every time a Wing of his army is successfully activated (including Continuation and Preemption activations, but not if the WC is preempted or passes). An AC is never marked as Finished and therefore may activate multiple times during a game turn. Orders restrictions (see 5.6) do not apply to Actions performed by an AC. In addition, an AC Action overrides Orders restrictions, and counts as a unit's action for that Activation Phase. (For example, an AC can Rally a unit whose WC is under Charge Orders, and that unit does not have to, and indeed cannot, move at least 1 hex closer to the nearest enemy unit that activation.)
5.1.2 An Army Commander may Intercept, advance or retreat after Close Combat with any unit he is stacked with or that advances or retreats through his hex (swept up in the advance or retreat). He may move with a unit that routs, whether from Close Combat, during Rout Movement, or for any other reason.
Besides those Actions, an AC may perform any ONE of the following Actions each time he is activated:
- Influence An Orders Change: If the AC is stacked with or adjacent to the Wing Commander (WC), the AC may add his leadership rating to a WC's Orders change attempt.
- Move: An AC has a movement allowance of 8 and may move by himself or with any unit he is stacked with.
- Influence Continuation Or Preemption: If the AC is stacked with or adjacent to the WC, the AC may add his leadership rating to a WC's Continuation or Preemption attempt. If an AC attempts a Preemption, whether successful or not, that counts as the AC's Action for the activation.
- Reform: Reform one unit (and only one unit) (13.0) stacked with or adjacent to the AC. The unit need not be part of the Active Wing.
- Rally: Automatically Rally one unit (13.0) it is stacked with or attempt to rally one unit (and only one unit) it is adjacent to. The unit need not be part of the Active Wing.
5.2 Wing Commanders (WC)
5.2.1 Wing Commanders (WC) command a Wing of the army. A Wing may consist of Infantry, Cavalry, Wagons, and/or Artillery. WCs are assigned per scenario special rules and may only be changed as a result of a Leader leaving the game due to casualty or pursuit. At the end of each Perform Actions step of a Wing's activation, the WC for that Wing must be stacked with a unit of his Wing. A unit stacked with its WC may not intentionally be moved out of the stack if that would leave the WC alone in the hex unless the WC is still able to use his action for that step to move to another unit of his Wing.
5.2.2 A Wing Commander must Intercept, advance or retreat after Close Combat with any unit he is stacked with or that advances, retreats, or routs through his hex (swept up in the advance or retreat). He may, but need not, move with a unit that routs during the Rout Movement Phase. If a unit the WC is accompanying retreats or routs off the map, you may immediately place the leader on any other unit of his Wing.
Besides those Actions, a WC may perform any ONE of the following Actions each time his Wing is activated:
- Move: A WC has a Movement Allowance of 8 and may move by himself or with any unit he is stacked with.
- Allow Units to Rally or Reform: A WC may allow units to Rally or Reform (13.0), if the current Orders for that Wing allow it.
5.3 Leader Casualty and Replacement
5.3.1 CASUALTY: Leaders may be removed from play by Fire Combat, Close Combat, or if stacked with a Cavalry unit that pursues off map (see 10.10, 11.8, 11.7). A leader is automatically removed if an enemy unit occupies his hex, all units that he is stacked with are eliminated, or he is the target of a Close Combat and the leader is alone in the hex.
5.3.2 EFFECTS: A Wing may not activate, continue, or preempt if its Wing Commander has been removed.
5.3.3 REPLACEMENT TABLE: Leaders removed from play are either eliminated, left off map in pursuit, or returned to play. During the Marker Removal Phase, players roll on the Leader Replacement Table for each leader removed that turn. If a Wing Commander does not return, replace him with a generic leader unless the scenario's rules identify a specific replacement. If there are no remaining units from the Wing in play (including reinforcements) there is no replacement.
5.3.4 PLACEMENT: A replacement WC or one returning to play is placed on any unit of the Wing. This does not change the Wing's Orders status. Place any leader returning after being out for a turn on any unit of his Wing during the Marker Removal Phase of the turn after his fate was determined. If there are no units of his Wing left on map or as reinforcements when he is due to return, he does not return, but does not count as a loss for Victory Points, either. Place a returning AC on any friendly unit.
EXAMPLES OF LEADER REPLACEMENT:
- A WC is removed as a result of Fire combat during Turn 1. In the Marker Removal Phase of Turn 1, the player rolls a "1" on the Leader Replacement Table. A replacement Leader is immediately placed on a unit of that Wing. During the Marker Removal Phase of Turn 2, that replacement Leader is removed, and the original WC is placed on any unit of the Wing. Note that if all units of that Wing were eliminated during Turn 2, the WC would not return to play.
- A WC is eliminated in Close Combat. In the Marker Removal Phase, a "6" is rolled on the Leader Replacement Table. The WC is permanently out of play, and a replacement Leader is immediately placed on a unit of that Wing. Note that if there were no units of that Wing left on the map at the end of the turn, no roll would be made.
5.3.5 If the Army Commander is eliminated, either a specifically named AC or the senior Wing Commander (as specified in the scenario rules) takes over his command. A generic leader counter immediately replaces the Wing Commander, unless indicated otherwise by the scenario rules. Place a specifically named replacement AC on any friendly unit.
5.4 Command
5.4.1 IN GENERAL: In order to operate at full effectiveness, units must be in command. Command is determined by Wing and applies only to units (except Wagons), not to Leaders. (Leaders and Wagons are always considered "in command.") Each unit is assigned to a specific Wing as part of a scenario's set-up, and you cannot reassign a unit to another Wing during the game.
5.4.2 TRACING COMMAND: A unit is considered to be in command if, at the moment it is activated or Reacts, it is able to trace a line of communication (LOC) to its WC. Units may trace their LOC three hexes (if Cavalry) or two hexes (any other unit type) to its WC, or to a unit of the same Wing that is able to trace its own LOC to another unit of the same Wing and so on until one unit of the chain is able to trace its LOC directly to the WC. Thus, command can be traced across large areas, as long as each unit is within either two or three (depending on unit type) hexes of each other, and at least one unit in the chain is within range of the WC. LOC cannot be traced through a hex containing an enemy unit, or terrain that is impassable. A disabled or captured artillery unit cannot be used to trace an LOC.
A leader stacked with a two-hex infantry unit must be specifically placed in one of its two hexes.
NOTE: Command is traced at the instant a specific unit wishes to move. Thus, a Wing Commander or another unit could move to bring an out of command unit back into command before that unit moves. Conversely, if a WC is killed during a Reaction, any units of his Wing that have not yet activated are Out of Command.
5.4.3 OUT OF COMMAND EFFECTS: Any unit that cannot trace command is limited in what it can do:
- If not adjacent to an enemy unit, it must move as quickly as possible to place itself back in command. If adjacent to an enemy unit, it may remain where it is or move back into command. The unit ignores any movement restrictions on it due to its Orders until it is back in command, at which point it may then perform its normal activation with any movement points remaining. If its Wing Commander is not currently on the map, it may not move at all. Exception: An out of command Artillery unit does not have to follow this restriction if it is unlimbered. Once in command, the unit may then use any remaining MPs freely, within the Orders restrictions of its Wing. Thus, a unit one hex out of command can move one hex back into command and then continue with its Wing during the same activation using its remaining movement points. If for any reason (facing, terrain, etc.) a unit cannot move closer to being in command, the owning player must at least reface the unit so as to make the required movement easier in a later activation.
- The only fire it may perform is Reaction Fire (see 9.4). Exception: unlimbered Artillery units may fire even if out of command.
- An Out of Command unit may NOT move adjacent to an enemy unit. It may perform all types of Reaction (Reaction Fire, Reaction Movement, and Interception) normally, but cannot move adjacent to enemy units when doing so. (Thus, it must be adjacent to any enemy unit it attempts to Intercept.)
- A Heavy Infantry unit may attempt to form Hedgehog (6.3.2) as a Reaction even if out of command.
- An Out of Command unit may not Reform or Rally unless adjacent to or stacked with the Army Commander.
NOTE: The ability of the AC to reform and rally a unit is not affected by the command status of that unit. In effect, the AC himself is placing the unit in command for purpose of being reformed or rallied.
5.5 Orders in General
5.5.1 Orders represent what a Wing is prepared to do during the turn. Orders can limit or restrict what units of that Wing can do. Orders restrictions apply only to units, not to Leaders, and apply only during the Wing's activation. (Thus, a friendly unit under Charge Orders adjacent to an enemy unit may still Intercept during an enemy activation.) All Wings begin the game with one of four specific Orders (5.6), but those Orders can change during the game (5.7).
5.5.2 The act of changing Orders is not automatic, but depends on the Wing's current Orders and its desired Orders. The leadership rating of the WC (and possibly the AC) influences the ability to change Orders. The current Orders for a Wing are designated by placing the appropriate Orders marker on or near the Wing Commander or on the appropriate Orders box on a battle's scenario card if it has one.
5.5.3 The players may secretly choose their Orders before a game begins, and then reveal them simultaneously. There are Historical Orders provided for each battle that the players may choose to use by mutual consent.
NOTE: Orders are assigned to the Wing as a whole, not to individual units.
PLAY NOTE: For a more historical game, use the Historical Orders; for a more balanced game, select your own Orders.
5.5.4 An unlimbered Artillery unit is exempt from orders restrictions and is not forced to limber to get into command. However, wagons and limbered artillery units are subject to all command restrictions except when the Anti-Suicide Clause below applies.
5.6 Four Types of Orders
Line of Sight (LOS) does not affect Orders in any way. Commanders generally had enough situational awareness of the enemy to allow charging regardless of LOS. The rules here are summarized on the Orders Summary Chart and the Orders Restriction Chart.
5.6.1 CHARGE: A unit under Charge Orders must attempt to end its activation at least one hex closer to the enemy unit closest to it, even if this movement puts the active unit out of command. Exception: If the closest enemy unit is already adjacent to the front of another friendly unit, then the active unit may instead move toward the next closest enemy unit that's not already adjacent to the front of a friendly unit. If for any reason (facing, terrain, etc.) a unit cannot move closer to the nearest enemy unit, the owning player must at least reface the unit so as to make the required movement easier in a later activation. A unit must be under Charge Orders to move adjacent to an enemy unit.
NOTE: Which enemy unit is considered "closest" is determined on a unit by unit, hex by hex basis. Thus, enemy interceptions that occur during an activation may affect which unit is considered the "closest" one for the unit that is intercepted or for friendly units that move after the interception.
If the active unit starts or moves adjacent to an enemy unit that is not in the front of another friendly unit, the active unit may not move further other than to change facing, wheel, or exchange stacking positions with an artillery unit stacked in its hex (8.3.1). Exception: An active unit need not stop if the enemy unit is a lone artillery or wagon unit. See 11.5.1. Determine which enemy unit an active unit must move towards the instant the active unit begins to move. If two or more enemy units are equally distant, the player owning the charging unit can choose which one of the enemy units it charges. A Wing under Charge Orders may NOT Pass when activated. A unit under Charge Orders may not perform a Reform or Rally Action (13.2) or use the Withdraw option in Reaction Movement (9.2.4).
PLAY NOTE: Given the conditions above, a given enemy unit will cause only one friendly unit to "stick"; other friendly units can move past the enemy unit, or move away if they started adjacent.
Anti-Suicide Clause: A Light Infantry, unformed Cavalry, wagon, or limbered Artillery unit is never required to move adjacent to the front of an enemy Heavy Infantry unit. If an enemy Heavy Infantry unit is the closest enemy unit to the Infantry, unformed Cavalry, or Artillery unit, the moving unit must move towards the HI unit, but does not have to move adjacent to its front even if the moving unit begins the activation two hexes away from the HI unit. This clause does not apply to an advance after a close combat.
5.6.2 MAKE READY: A unit under Make Ready Orders may move, but may NOT move adjacent to an enemy unit. A unit may perform a Reform Action, but not a Rally Action, if stacked with or adjacent to its Wing Commander.
5.6.3 RECEIVE CHARGE: A unit under Receive Charge Orders may move a maximum of one hex, but may not move adjacent to an enemy unit. A two-hex unit may change facing by wheeling one hex (assuming it is allowed to enter the hex and has the movement points to do so) as long as at the end of its move at least one half of the unit is adjacent to the hex it started in, and neither half is adjacent to an enemy unit it did not start adjacent to. A unit may perform a Reform Action. A unit may perform a Rally Action if stacked with or adjacent to its Wing Commander.
5.6.4 RALLY: A unit under Rally Orders may move, but may not end its movement closer to any enemy unit than the distance it started the activation from that unit. This applies separately to each enemy unit. A unit may perform a Reform or Rally Action. Its Wing Commander may not attempt Continuation or Preemption.
5.6.5 ALL ORDERS TYPES: Units may engage in Fire Combat and Close Combat, and their Army Commander may perform Reform and Rally Actions on them. They may change facing, even if they start adjacent to an enemy unit. Orders have no affect on advances and retreats after Close Combat. A two-hex unit with one side adjacent to an enemy unit may pivot so that both sides are adjacent to that enemy no matter what its Orders are.
5.7 Changing Orders
5.7.1 WHEN: Only an Active Wing may attempt to change its Orders, and only during the Orders Change Segment. It must be attempted before any units in the Wing perform any Action.
5.7.2 PROCEDURE: To change Orders, the phasing player consults the Orders Change Table and cross-references the Active Wing's current Orders with the desired Orders. Roll the die and apply any applicable modifiers. If the Wing is successful in changing its Orders, the new Orders are in effect for that activation. A Wing that fails to change Orders must activate under its current Orders. Exception: 5.8.
NOTE: It is not possible to make certain Orders changes.
5.7.3 MODIFIER NOTE: When attempting to change to Rally, there is a modifier if more than half of the Wing's units are Morale Broken, Morale Shaken, or have been eliminated. Treat units that have pursued off-map, or voluntarily exited the map to fulfill scenario victory conditions, as eliminated when determining whether to use this modifier. Ignore Artillery and Wagons when making this calculation.
5.8 Mandatory Rally Orders Change
At the beginning of an activation, if all Cavalry and Heavy Infantry units of the activated Wing are either eliminated, off-map, Formation Broken, Morale Shaken, or Morale Broken, then that Wing's Wing Commander must be placed under Rally Orders. This Orders change is automatic, and that WC cannot attempt another Orders change this activation. The player cannot Pass for that activation. A Wing cannot be forced under Rally Orders if any units of that Wing have not yet arrived as Reinforcements.
6.0 Facing and Formation
6.1 Facing
Position each unit in its hex so that its front faces a vertex of its hex. Exception: Two-hex units in Column, 6.3.4. The top of the unit is its front. Single hex units have two frontal hexes, two flank hexes, and two rear hexes. Two-hex units have three frontal hexes, two flank, and three rear hexes. Leaders, limbered guns, wagons, and Morale Broken units have no facing.
6.2 Changing Facing
6.2.1 MOVEMENT COST: Units must pay movement points to change facing.
- Cavalry and Light Infantry: 1 MP per vertex changed.
- Single hex Heavy Infantry: 2 MPs per vertex changed.
- Two-hex units: Must "wheel" forward to change facing. One half of the unit remains in its hex while the other moves and pivots around the stationary hex. It costs one MP plus the terrain cost incurred by the moving portion of the two-hex unit (see Terrain Effects Chart) to wheel one hex. Two-hex units may not wheel backwards.
- Heavy Infantry in column: A Heavy Infantry unit in column pays 2 MPs per hexside or vertex to change facing.
EXAMPLE: A two-hex unit wheels one hex in a clear terrain hex. The total MP cost is two.
6.2.2 COUNTER MARCH: A unit may change facing 180° at a cost of two movement points. Not actually an "about face," this represents the file leaders retiring to the rear followed in turn by the rest of the file.
Note to Owners of the first edition of TACW: The Backstep maneuver has been removed from the series, and is no longer available even in the TACW scenarios.
6.2.3 ARTILLERY: An Artillery unit not on its Fired side can change facing any number of vertices in lieu of firing (whether normal fire or Reaction Fire). Flip the Artillery unit to its Fired side if it changes facing. Limbered guns have no facing, so you don't have to pay any facing change costs for them.
6.2.4 FACING AND ENEMY UNITS: A unit that changes facing when adjacent to an enemy unit triggers Reaction Fire (9.4).
6.3 Formation
6.3.1 FORMATION STATES: A unit is always in one of seven formation states: Formation Normal, Formation Shaken, Formation Broken, Hedgehog (6.3.2), Open Order (6.3.3), Column (6.3.4) or Morale Broken with no formation (12.4.3). Formation states do not apply to Wagons or Artillery. Formation states are denoted by a marker except for Formation Normal (represented by the front of unit with no marker) and Formation Shaken (represented by the back of unit with no marker). Close Combat (11.2.F), Artillery fire, and movement through rugged terrain will degrade a unit's formation, from Formation Normal to Formation Shaken to Formation Broken. Ignore additional Formation Hits on Formation Broken units (except: 10.6.6). Formation effects are listed below and are summarized on the Formation Effects on the Movement Chart.
- Formation Normal — No restrictions.
- Formation Shaken — A unit's movement allowance is halved, and it suffers adverse Fire and Close Combat modifiers.
- Formation Broken — A unit has no movement allowance, and suffers adverse Fire and Close Combat modifiers. Formation Broken units advance after Close Combat normally.
6.3.2 HEDGEHOG: This formation (also known as Schiltron) is available only to Heavy Infantry units that have pikes.
- a. A unit in this formation may not fire, initiate Close Combat, or voluntarily move and suffers adverse Fire Table modifiers. (Artillery stacked with a unit in Hedgehog may not fire, either.) The benefit of this formation is that the unit does not have any Flank or Rear facing and receives beneficial Close Combat modifiers.
- b. Units may form a Hedgehog in their activation phase by expending four movement points, or when eligible as Reaction Movement at no movement point cost (see 9.2.3). A unit must be in one of the following formation states to form Hedgehog: Formation Normal, Open Order (6.3.3), or Column (6.3.4); Formation Shaken units may attempt to enter Hedgehog as Reaction Movement only; if successful, flip the unit to its Formation Normal side. Mark the unit with a Hedgehog marker to show its new formation.
- c. To exit a Hedgehog and return to Formation Normal takes a total of three Reform Actions (6.4). The first Reform Action removes the Hedgehog marker and leaves the unit in Formation Broken status with the same facing as when it entered Hedgehog. Then returning to Formation Normal is the same as for any other Formation Broken unit.
- d. Units in Hedgehog retreat from and advance after Close Combat normally.
- e. Units in Hedgehog ignore Formation Hits from Close Combat (11.2 F) and retreat or advance after Close Combat (11.4.10), but treat any Formation Hit from Fire Combat (10.0) as a Casualty instead. If a unit in Hedgehog suffers a Morale Broken result, it becomes Morale Broken with no formation (12.4.3), and the Hedgehog marker is removed.
COMMENTARY: This is an early form of a square in which pikes formed in a large mass facing in all directions to defend against a Cavalry attack. The muskets either took refuge under the pikes or made themselves scarce.
6.3.3 OPEN ORDER: Units in this formation do not take any Formation Hits from movement. They may engage in all other Actions normally. Units in Formation Normal may enter Open Order with a Reform Action. A player may choose to have units begin a scenario in it. If so, the players secretly choose which units will be in Open Order before a game begins, and then reveal them simultaneously.
Units may also change from Open Order to Formation Normal with a Reform Action. If a unit in Open Order incurs a formation "hit" from Fire or Close Combat it is immediately Formation Broken and the Open Order marker is removed.
EXAMPLE: Two heavy infantry units — one Formation Normal and one in Open Order — move forward two hexes (4 MPs each). Both belong to a wing under Make Ready orders. The Formation Normal unit takes two Formation Hits due to the terrain — one for moving down a steep slope hexside and one for crossing a stream hexside. The owning player marks the unit as Formation Broken. The unit in Open Order does not take any Formation hits for its movement.
NOTE: To get the Broken unit back to Formation Normal the unit needs to conduct two Reform actions. Make Ready Orders allow reforms only with a stacked or adjacent leader present.
COMMENTARY: This represents a loose version of the normal battle formation used when crossing rough terrain. What the formation gained in maneuverability it lost in cohesion, thus the penalties.
6.3.4 COLUMN: Changing from column to battle line was exceedingly difficult in this period. Units may be in Column Formation only if they are specified to begin a scenario in that Formation or they enter as reinforcements. Units in Column have their movement allowance increased by two and do not incur formation "hits" from movement. Single hex units in Column move and have their facing treated normally. When a two-hex unit is in Column, its right half is treated as the "head" of the column, with that hexside (which normally would be its flank) as the unit's front. Place the column marker on the right half of the two-hex unit and facing in the proper direction.
Tail: Because all movement is keyed on the "head," this may cause the "tail" to pivot about. Such pivoting is done without additional cost but cannot be done into a hex prohibited to movement.
Column to Battle Line: Units may change from Column to Formation Broken for Infantry, or from Column to Formation Shaken for Cavalry, with a Reform Action. When changing a two-hex unit out of Column, the player can choose which half, left or right, becomes the new front. (In other words, he can leave the unit with the orientation it had when in Column, or flip it 180°.)
Combat: Units attacked (whether by Artillery, Muskets, Pistols, or in Close Combat) while in Column have the Column marker removed and are immediately Formation Broken (faced as desired by the owning player) and must take a Morale Check before the combat is resolved. Units in Column may not fire, initiate Close Combat, or perform any type of Reaction, including Interception.
6.4 Formation Recovery
Units must use a Reform Action (13.2.3) to recover from formation hits, to voluntarily change out of Hedgehog, Open Order, or Column. Each Reform Action improves a unit's formation state by one level; i.e., from Formation Broken to Formation Shaken is one Action. It would take a unit two Actions to fully recover a Formation Broken unit to Formation Normal.
NOTE: Certain Orders prevent units from undertaking a Reform Action unless the AC performs the action.
7.0 Movement
7.1 Movement in General
7.1.1 BASICS: Units and leaders move one at a time, expending movement points for each hex entered (see the Terrain Effects Chart [TEC]). There is no movement cost for moving adjacent to an enemy unit. Units must move directly into their front hexes. A unit needs to change facing to move into a flank or rear hex (see 6.2). Leaders use the Cavalry column on the TEC. (If the terrain is prohibited to cavalry, they use the LI column instead). If a unit does not have enough movement points to enter a hex, it may not do so; there is no minimum one hex movement allowed unless a scenario specifically mentions it.
7.1.2 TWO-HEX UNITS: If one half of a two-hex unit moves through different terrain than the other half, always use the higher MP cost (and Formation Hit cost, if any). If one half of a two-hex unit crosses a hexside feature before the other half does, the MP cost (and any Formation Hit cost) of the hexside feature is paid twice (at the moment each half crosses).
7.2 Movement Allowances
7.2.1 Movement allowances are not printed on the counters. The movement allowance for each unit type is listed below.
| Unit type | Movement Allowance |
|---|---|
| Cavalry and Leaders | 8 MPs |
| Light Infantry | 6 MPs |
| Cavalry/Light Infantry stack | 6 MPs (8.2) |
| Heavy Infantry | 4 MPs |
| Wagons* and Limbered Guns | 2 MPs |
| Unlimbered Artillery | 0 (may not move) |
| Morale Broken units | 0 (may only move in the Rout Movement Phase) |
*Wagon units may only move when allowed by specific scenario instructions.
EXAMPLES OF MOVEMENT: The cavalry unit and the Musketeer unit both pay an additional MP to cross the hedge and to rotate one vertex. The hedge causes a formation hit on the cavalry unit but not on the light infantry. The 2-hex heavy infantry unit rotates 180º (Counter March) and then moves forward two hexes for a cost of 2 MPs.
NOTE: A unit's formation may also affect its movement allowance (see 6.3).
7.3 Movement and Formation Hits
7.3.1 Certain types of terrain will cause a formation hit to some types of units. This is noted on the Terrain Effects Chart. These formation hits apply any time a unit that's not in Open Order (6.3.3) or in Column (6.3.4) enters or crosses such terrain, whether due to regular movement, reaction movement, pursuit, retreat, advance after combat, or Advancing or Retreating Fire. (Do not apply any hits if a unit starts a scenario in such a hex or just changes stacking order or facing without wheeling into the hex.) While such hits are applied immediately, the movement effect of a formation hit is applied after movement is completed. In other words, a unit's movement point allowance is determined when the unit begins to move, and should the unit's Formation State change during movement the unit retains the movement points it had when it started moving. Thus, a Cavalry unit that starts stacked with a Light Infantry unit has a movement allowance of 6, even if it moves off the Infantry unit. Exception: A unit must stop moving as soon as it incurs a Formation Hit that causes it to become Formation Broken. These formation hits also apply if a unit pursues, retreats, or advances after combat, but in such cases the exception does not apply; i.e., a unit can continue even if doing so renders it Formation Broken. A non-LI or formed Cavalry unit will incur a Formation Hit for crossing a Gentle Slope hexside (up or down) only when it crosses a second Gentle slope hexside during the same movement activity (which includes regular movement, Interception, Withdraw Reaction Move, Pursuit, or advance or retreat after combat).
EXAMPLE: A formed Cavalry unit that moves down a steep slope and across a stream would incur two formation hits and stop.
7.3.2 TWO HEX UNITS: For two-hex units, if one half moves through terrain that causes a formation hit while the other is in clear terrain, the entire unit is still affected. Similar to 7.1.2, if one half of a two-hex unit crosses a hexside feature before the other half does, the formation hit of the hexside feature is paid twice (at the moment each half crosses).
7.3.3 LIMBERED GUNS: Artillery may limber or unlimber in lieu of moving or firing on a given turn. This means an artillery unit may not move or fire during the whole turn in which it limbers or unlimbers. Once limbered, mark the unit with a Limbered Guns marker. Limbered guns may not fire, have a movement allowance of 2 and use the Heavy Infantry column of the TEC. Limbered guns do not take formation hits from movement. Limbered guns are subject to Out of Command effects (5.4.3). Limbered guns are treated as normal Artillery for all other purposes. (Limbering is not available to Artillery in This Accursed Civil War due to the limited nature of artillery transport in the English Civil War.) A Limbered Artillery unit may not go into Column or assume Open Order. A Limbered Artillery unit may enter a hex with a friendly Infantry or Cavalry unit if allowed to stack with that unit by 8.1.1. However, it must then stop for the current activation. Either unit may move out of the hex in a future activation, but they may not move together as a stack.
7.3.4 INTEGRATED ARTILLERY: A Heavy Infantry unit that also has an artillery symbol on it contains regimental artillery. You do not need to limber and unlimber these units to move; when you move the Infantry, the artillery is considered to be moving with it. However, terrain effects that apply to Artillery units also apply to any Heavy Infantry units with integrated regimental guns.
7.3.5 BRIDGES: Any unit that is not a two-hex Heavy Infantry unit may enter a bridge hex or cross a bridge hexside normally, and may initiate Close Combat from a bridge hex or across a bridge hexside if otherwise allowed. If a two-hex Heavy Infantry unit is in Column, or Routing, it may cross a bridge as if it were another road hex or hexside except that it may not end an activation in a bridge hex or straddling a bridge hexside.
If not in Column, a two-hex Heavy Infantry unit uses the following to cross a bridge hex or hexside that it cannot otherwise cross.
- The unit's formation must be Formation Normal or Open Order.
- The unit must start the activation adjacent to the bridge hexside or hex with the bridge in one of its front hexes or hexsides.
- The unit then uses its whole movement allowance to cross the bridge and ends up on the other side such that the bridge is in one of the unit's rear hexes or hexsides. In essence, it "squeezes" across the bridge.
- It maintains the same facing after the crossing and the other hex it ends up in must be one it could enter in normal movement.
- After crossing, a Formation Normal unit becomes Formation Broken.
A two-hex infantry unit may initiate combat across a bridge hexside or bridge hex against an enemy unit on the other side, but is considered to be Formation Broken during the Close Combat. If victorious, it may advance across the bridge following the movement rules and restrictions.
7.4 Reinforcements
If a scenario calls for reinforcements, and if those reinforcements have their own Wing Commander, then that Wing may enter the map during the indicated turn under Make Ready Orders. The Wing is ignored for all purposes before its turn of entry, but at the start of that turn it is counted for determining who has Initiative. The owning player may activate the reinforcing Wing's WC in its normal place in the Orders sequence for the turn that the Wing enters, and so the WC can be used for Preemption attempts and can attempt to change orders before entering. If the indicated entry hex is blocked by enemy units, then the units may enter at the nearest unblocked hex. Units may enter in Normal, Open Order or Column formation at the owner's discretion unless noted otherwise in the scenario rules. If only one entry hex is specified, the units must enter sequentially, with each unit after the first having one less movement point per unit that has entered in front of it. Example: Four Heavy Infantry battalions enter at hex 1101; the first has 4 MPs, the Second 3, the third 2, and the last 1. If only one hex is specified, a two-hex unit may enter in that hex and one of the adjacent hexes.
8.0 Stacking
8.1 Basic Rule
8.1.1 Stacking refers to having more than one unit in a hex. The basic rule is one unit per hex. The exceptions are:
- A 1 or 2 strength Light Infantry unit may stack with a Cavalry unit (8.2).
- One Artillery unit or one Wagon may stack with an Infantry or Cavalry unit (8.3 and 8.5).
- Two Artillery units or two Wagons may stack with a two-hex Heavy Infantry unit (one Artillery unit or Wagon in each hex) (8.3 and 8.5).
- Two Cavalry units may stack together momentarily to perform Cavalry Incorporation (8.4).
8.1.2 The stacking rules are in effect at all times. Units may not move through friendly units during movement, Interception, or retreats. Exception: Units may move (8.3), Intercept (9.3) or retreat (11.4.3) through friendly Wagon and Artillery units.
8.2 Cavalry and Light Infantry Stacking
8.2.1 A 1 or 2 strength Light Infantry unit may stack with one Cavalry unit of the same Wing. While stacked, treat the units as one unit, with the same facing, same Formation state, and same Morale state. The effects of this are as follows:
- The movement allowance of the combined stack is 6 for all purposes using the Cavalry movement point costs on the TEC.
- Both units may Fire, and both may Reaction Fire when the stack is fired upon. Accumulate the effects of both fires before implementing any results.
- Both units must share the same facing.
- If the stack engages in Close Combat the Light Infantry unit is ignored for all purposes. If the Cavalry unit is eliminated, the Light Infantry unit is, too.
- If a Cavalry unit retreats or advances after combat, the Light Infantry unit goes along with it. If the Cavalry unit pursues (11.7) the Light Infantry unit is left behind (11.7.3).
- Both units in the stack suffer all formation and morale hits/effects. Only one of the units (owner's choice) takes an inflicted casualty hit. If either unit reaches its casualty threshold, the entire stack suffers the effects.
- The morale rating of the Cavalry unit is used for all Morale Checks (10.6.2).
- They Rally or Reform together, using one action.
- If forced to Rout Move, split the stack and move each unit its full movement allowance.
- The Cavalry unit may intercept, leaving the Light Infantry unit behind (but with a MA of only 6, it can't intercept enemy Formation Normal cavalry).
DESIGN NOTE: The Cavalry / Light Infantry combination was a physically integrated unit, as the musketeers were formed into platoons of 40 to 60 men interspersed between the squadrons of cavalry. The tactic was primarily defensive and was meant to supplement the firepower of the cavalry line. It was made popular by the Swedes in the 1630s, but was controversial. It could still be found in use in the 1670s.
8.2.2 A Cavalry unit that moves into a hex that already contains a Light Infantry unit must stop — it may not pass through. The converse is also true, a Light Infantry unit must stop if it moves into a hex that contains a Cavalry unit. The moving unit must change its facing to be the same as the non-moving unit's; if it can't do so, it can't enter the hex. If the unit in the hex has not yet moved in the activation, it may not move that activation. In the next activation, the units may move together as a stack. When units move together to form a stack, both units assume the worst morale and formation state of either units. Thus, if a Morale Shaken/Formation Normal Cavalry unit stacks with a Morale Normal/Formation Shaken Light Infantry unit, both units are now Morale Shaken/Formation Shaken.
8.3 Stacking with Artillery
8.3.1 When a unit stops movement in a hex occupied by an Artillery unit, the player must decide which unit will be on top of the stack. Only the unit on top may engage in Fire Combat or be the target of Fire Combat; the bottom unit may not fire but may otherwise React and is subject to Grazing Fire (10.8.3). If an Artillery unit is stacked on top of a two-hex Infantry unit, the half of the Infantry unit not stacked with the Artillery unit can still fire. Captured and Disabled artillery units must always be placed and remain at the bottom of a stack.
8.3.2 The order of the stack may only be changed by the non-Artillery unit performing a Move, Advancing Fire, or Retreating Fire Action when activated OR in lieu of a Reaction Fire by the Artillery unit. In the latter case, neither the Artillery unit nor the unit it is stacked with perform Reaction Fire; instead, the Artillery unit is flipped to its Fired side and placed at the bottom or top of the stack. If already on its Fired side, only a Move, Advancing Fire, or Retreating Fire Action by the non-Artillery unit can change the stack order. A Formation Broken unit may change stacking position with an artillery unit.
8.3.3 An Artillery unit and the other unit stacked with it may be in different morale or formation states and may face different directions. An artillery unit may stack with a unit of any Wing.
8.3.4 If a two-hex Infantry unit is stacked with an Artillery unit in each hex, both Artillery units must be in the same position — either on top or on bottom. If an Artillery unit stacked on top of an Infantry or Cavalry unit is disabled, the Infantry or Cavalry unit suffers any excess losses. It may react in such a situation if otherwise eligible.
8.4 Cavalry Incorporation
If a Cavalry unit has taken casualties it may incorporate other Cavalry units (with the same or different morale) to replace some or all of its losses, but never more than its printed strength. The moving Cavalry unit moves into the hex containing the unit to be incorporated. The non-moving unit is removed from play and is counted for victory points as an eliminated unit. The moving unit removes a number of casualties equal to the remaining strength of the non-moving unit and ends its movement. A unit may be brought back above its Casualty Threshold through this process. The unit assumes the worst Morale state of the two combining units.
If the non-moving unit had more strength points remaining than the moving unit could absorb, they are lost.
EXAMPLE: At 1st Newbury, Rupert's 4-8 Cavalry squadron has 2 casualties. His 2nd squadron, a 4-7 also has 2 casualties. The owning player moves the 4-8 to the 2nd squadron hex. 2nd Squadron is removed from play and the 2 casualties are removed from the 4-8 squadron.
8.5 Stacking with Wagons
Whenever a friendly infantry or cavalry unit is in the same hex with a Wagon, always place the Wagon at the bottom of the stack. There is no cost to do so and while stacked together the Wagon is always considered at the bottom of the stack. A Wagon unit cannot stack with an artillery unit or another Wagon. If an enemy infantry or cavalry unit enters a hex with a Wagon, it is considered captured; see 14.1.
9.0 Reaction
9.1 Basic Concepts
9.1.1 REACTION IN GENERAL: Under certain conditions, the Inactive player may interrupt his opponent's current activation to react with his Inactive units. Reaction by an Inactive unit is permitted only when triggered by specific activities of an Active unit occurring in the Inactive unit's Reaction Zone. Reaction Zones are described in 9.1.2. For each trigger, a unit may Reaction Move or Reaction Fire, but not both (in other words, Reaction Fire and Reaction Movement are mutually exclusive). Only units of the Inactive player may React. Exceptions:
- A Cavalry unit of the Active Player may Reaction Fire, but not Reaction Move, against a successful Interception (9.3).
- A unit of the Active Player may Reaction Fire or Reaction Move (but not Intercept) in the Close Combat Segment against an Inactive Unit that advances or pursues after Close Combat (11.4.9) or changes facing as part of the advance.
9.1.1a GENERAL RESTRICTIONS:
- A unit may only attempt one Reaction or one Interception per Trigger.
- A single triggering event enables all eligible inactive units to react or attempt Interception. A player need not declare all eligible reactions or Interceptions at once; he may await the resolution of the one before declaring another. However, if a single action triggers Reaction from more than one unit, any "forced Hedgehog" attempts under 9.2.3 must be done first.
- A unit may Intercept or Reaction Move even if adjacent to an enemy unit and regardless of Orders Restrictions.
- A Morale Broken unit may not React or Intercept.
- An Out of Command unit may React, but may not move adjacent to an enemy unit in doing so.
- A unit may perform Reaction Fire only against the unit that triggers the reaction.
- During an Interception, the unit performing Reaction Fire does so before the moving unit fires.
9.1.2 REACTION ZONES: Reaction Zones vary depending on the type of unit reacting, whether the reacting unit Reaction Fires or Reaction Moves, and what type of Reaction Movement the unit performs. A unit may only perform one Reaction to any trigger in overlapping Reaction Zones.
- An Artillery unit may Reaction Fire to enemy Fire up to its maximum range (counter-battery fire), and Reaction Fire to other triggers up to its Grazing Fire Range. An Artillery unit may only Reaction Fire through its frontal arc.
- A non-Artillery unit may Reaction Fire into any hex adjacent to its front or flank.
- An eligible unit may perform Reaction Movement when an enemy unit moves into one of the hexes mentioned for the specific type of Reaction Movement in cases 9.2.2, 9.2.3, and 9.2.4.
9.1.3 TRIGGERS: An eligible Inactive unit may Reaction Move or Reaction Fire each time:
Movement Triggers
- An Active unit enters any hex in the Inactive unit's Reaction Zone by normal movement, Advancing or Retreating Fire, or Cavalry Artillery Displacement (10.8.6).
- An Active unit ends an advance or pursuit in the Inactive Unit's Reaction Zone; or
- An Active unit changes facing in the Inactive unit's Reaction Zone (including the stationary half of a two hex unit that pivots); or
- An Active unit initiates a charge from an adjacent hex; or
Non-Movement Triggers
- A stack of Active Units changes stacking in the Inactive unit's Reaction Zone; or
- An Active unit performs a Reform or Rally Action in the Inactive unit's Reaction Zone; or
- An Active unit performs any type of fire on the Inactive unit (only the Inactive unit that was the target of the fire may react).
And (applies to all of the above) the Inactive unit has a clear LOS to the event triggering the reaction.
EXAMPLE: At Edgehill, Rupert's 3-8 Cavalry unit moves adjacent to Ramsey's 4-6 Cavalry unit. When it moves adjacent, Ramsey may fire. Then Rupert fires (a Cavalry unit may fire at any point in its movement see 10.2) at Ramsey, who then can fire again in reaction. Rupert defeats Ramsey in Close Combat and advances into a hex adjacent to a 2-6 Dragoon unit that may now Reaction Fire due to Rupert entering its Reaction Zone.
9.1.4 TWO-HEX UNITS: Both halves of a two-hex unit must undertake the same type of Reaction, and both halves may React (if otherwise eligible) even if only one half was triggered.
9.1.5 ARTILLERY UNITS: Artillery units on their Fired side may not react. Flip any Artillery unit that does React to its Fired side. Thus, Artillery units can only React once per turn, and only if they have not yet fired.
9.1.6 REACTION EFFECTS ON MOVEMENT: As with Formation Hits due to terrain (7.3.1), an Active unit's Movement Allowance is determined when the unit starts to move. Any change to this Movement Allowance during the movement due to any Reaction, including an Interception, does not change this Movement Allowance. Exception: As soon as a unit becomes Formation Broken it must cease movement. Conversely, the movement allowance for an Inactive unit is determined at the start of each Reaction, so that any changes to its movement allowance from one Reaction does affect later Reactions.
9.2 Reaction Movement
9.2.1 IN GENERAL: Reaction Movement occurs as soon as it is triggered: the Active player stops his movement, the Inactive player performs his Reaction Movement, and then the Active player resumes where he left off. There are three types of Reaction Movement (9.2.2-9.2.4). There is no limit to the number of times a unit may perform Reaction Movement — it may do so each and every time a Reaction is triggered. However, a unit may use only one type of Reaction Movement per trigger. A unit may Reaction Move even if in the frontal hex of an enemy unit.
A unit may only Reaction Move each time it does so up to the limit of its current Movement Allowance.
9.2.2 FACING CHANGE: If an enemy unit whose movement allowance (including the effects of Formation Hits) is the same as or less than the reacting unit's movement allowance moves adjacent to the reacting unit's flank or rear, the reacting unit may change facing as follows:
- a) Single hex non-Artillery units may change facing by up to two hex vertices.
- b) Two-hex units may pivot (6.2.1) half their counter up to two hexes. The new hex or hexes that the moving half of the unit enters during a Reaction Facing Change may not be adjacent to an enemy unit unless the wheeling unit is under Charge Orders. A two-hex unit under any Orders may also pivot and move adjacent to an enemy unit if the pivoting unit's stationary half is already adjacent to that enemy unit, and the pivoting half does not move adjacent to any other enemy unit.
9.2.3 FORM HEDGEHOG: If an Active Cavalry unit (that is, a cavalry unit of the Active player) expends movement points into or within two hexes of an Inactive Heavy Infantry unit's front or flank, and that HI unit is in one of the formation states listed in 6.3.2b (including Formation Shaken), the HI unit may attempt to form Hedgehog as a Reaction by passing a MC. A failed MC prevents the unit from forming Hedgehog and lowers its Morale status by one (see 12.0). An eligible Heavy Infantry unit must attempt to form Hedgehog each time an Active enemy Cavalry unit enters one of its rear (not flank) hexes. Note, the Heavy Infantry unit is not required to remain in that formation just because a Cavalry unit is adjacent to its rear.
9.2.4 WITHDRAW: If an enemy unit whose movement allowance (including the effects of Formation Hits) is the same as or less than the Reacting unit's movement allowance performs a 9.1.3 Movement Trigger within two hexes of the Reacting unit, the eligible reacting unit may move up to its full movement allowance (including the effects of Formation Hits) away; i.e., end its move further away from the triggering unit than when it started. A unit may perform a Withdraw Reaction Move only once per enemy activation. To be eligible, a unit must be:
- Under Rally Orders, or
- A leader alone in a hex, or
- A Cavalry unit not under Charge Orders approached by Heavy Infantry.
A unit performing a Withdraw Reaction Move may not move adjacent to any enemy unit. Units retreating in this fashion do not simply back up — all normal rules of movement, facing and formation hits apply.
9.3 Interception
9.3.1 ELIGIBILITY: An Inactive Cavalry unit may attempt to intercept an Active enemy unit if the following conditions are met:
- a) The enemy unit performs a 9.1.3 Movement Trigger anywhere within four hexes of a friendly Cavalry unit, and
- b) The enemy unit is in the Cavalry unit's Front or Flank arcs (trace this arc straight out one flank of the unit, then around its front to the other flank), and
- c) The Cavalry unit is not Formation Broken, and
- d) The Cavalry unit has a clear LOS and a clear movement path not through a "dead zone" (10.9.3B) to the moving unit, and
- e) The Cavalry unit has enough MPs to move to a hex adjacent to (or is already adjacent to) the moving unit and does not become Formation Broken before it's adjacent to the moving unit.
- f) The Cavalry unit has not already attempted an Interception during the current enemy Wing activation, and
- g) The movement allowance of the Cavalry unit (including the effects of Formation Hits) is the same as or greater than the enemy unit's movement allowance.
NOTE: Unlike other Reactions, an eligible cavalry unit may attempt Interception only once per enemy activation, whether the attempt is successful or not. A continuation is a new activation.
9.3.2 PROCEDURE: The moving unit stops while the Reacting Cavalry unit checks on the Interception Table to determine if its Interception attempt is successful. The current Orders of the Cavalry unit is found on the Interception Table and a die is rolled. Apply any applicable modifiers. If the die roll falls within the range on the table the Interception is successful. If it fails, the Cavalry unit remains in place and is marked with an Interception Done marker (it may still React). Cavalry may not intercept an Interception. Two or more Cavalry units may attempt to intercept the same moving unit, but fully resolve each attempt before going on to the next. A player does not have to declare all attempts before rolling; he may declare one, resolve the Interception, and then declare another.
9.3.3 SUCCESSFUL INTERCEPTION: If successful, the owning player must move the Cavalry unit adjacent to the enemy unit it is intercepting. Each hex entered must be 1 hex closer to the intercepted unit. All normal movement rules and formation hits apply. An intercepted enemy Cavalry unit (only) may Reaction Fire (9.4) and may do so even if the intercepting unit starts the Interception adjacent. After Fire Combat is resolved, the intercepting Cavalry unit may engage in Close Combat, which is resolved immediately.
NOTE: The intercepted unit may not perform Reaction Movement in response to the Interception because only inactive units may so React.
EXAMPLE OF INTERCEPTION: The 2-hex heavy infantry unit wants to move forward 4 hexes but is stopped in hex A by the opposing player who wishes to conduct an interception with his cavalry unit. The cavalry unit is currently under Charge orders so a die roll of 0–5 is required for a successful interception. The cavalry unit's Original Morale is 8, so the die roll will be modified by –1. If the interception is successful, it will allow the cavalry to intercept the heavy infantry unit in its rear.
9.3.4 After any post-Interception Close Combats are resolved, the Active player resumes the interrupted action of the intercepted unit (assuming it's still on map), and then continues with other units of the activated Wing. Formation Hits incurred during the Close Combat do not affect the remaining movement allowance of the intercepted unit, unless it became Formation Broken. An intercepted unit loses any Momentum (11.3.6) accumulated up to the time of the Interception, and must satisfy the requirements for Momentum from the point at which it resumes movement.
9.3.5 Cavalry that intercepted may still undertake Actions when its Wing is activated. A Cavalry unit in a Wing that is Finished may also intercept.
9.3.6 Mark any unit that attempts Interception with an Interception Done marker to indicate that it cannot attempt to intercept again this activation. Remove all Interception Done markers in the Finish Phase at the end of the current activation.
9.3.7 Cavalry may intercept through a friendly artillery unit, though it loses Momentum for doing so. Cavalry may not intercept through enemy artillery units.
9.4 Reaction Fire
9.4.1 There is no limit to the number of times Infantry may use Reaction Fire as long as each is triggered separately. Reaction Fire is handled in the same manner as regular Fire (10.0). Cavalry is subject to pistol limitations (10.7) and Artillery may still only fire once per turn. For Reaction Fire, Heavy Infantry may use Salvo Fire (10.4) and all Infantry may use Skirmishing Fire (10.3.3), but no unit can use Advancing Fire (10.3.2) or Retreating Fire (10.3.4). Generally, perform each Reaction Fire as soon as it is triggered. However, a unit eligible for Reaction Fire against both sides of the same two-hex unit does not Reaction Fire until both fires from the two-hex unit have been resolved.
9.4.1a HEAVY INFANTRY REACTION FIRE (Optional Rule): If a Heavy Infantry unit performs Reaction Fire and its unmodified die roll is 5 or more, that HI unit cannot perform Reaction Fire again during the same activation. An HI unit is not required to perform Reaction Fire when first triggered, so the unit can hold its fire for possible later use. If a double-sized HI unit rolls a 5 or more when the first half of the unit fires, the other half may still fire during that fire opportunity, but not later in the Activation.
DESIGN NOTE: A line of single-sized HI units, such as in the ULB Freiburg scenario, will draw more fire than a similar line of double units. This rule is intended to help compensate for that, but is considered optional at this time.
9.4.2 HEAVY INFANTRY REACTION FIRE VS. MOVING CAVALRY: Modify the Reaction Fire die roll by –1 if the target is a Cavalry unit that has advanced after combat, or moved one or more hexes, before entering the firer's Reaction Zone.
9.4.3 ARTILLERY REACTION FIRE: Artillery may Reaction Fire on any unit in its LOS that fires on its hex, or moves within its Grazing Fire Range. The target unit must be within range and within the Artillery unit's frontal arc.
9.4.4 In addition to regular fire, changing the position of Artillery in a stack in lieu of actually firing is also considered to be "Reaction Fire" (see 8.3.2).
9.4.5 TAKING COVER: If a unit in a Castle, Town, Village or Chateau hex is eligible for Reaction Fire against enemy Musket or Pistol (but not Artillery) Fire, the unit may "take cover" instead of returning fire. If the unit takes cover, it does not fire, and any enemy Musket or Pistol fire against it that Activation has no effect (even if technically the offensive fire comes before the Reaction Fire). This benefit applies only to units in Castles, Towns, Villages, or Chateaux, and not to units in other terrain like redoubts or entrenchments.
10.0 Fire Combat
10.1 Basic Fire Rules
10.1.1 IN GENERAL: Units may fire as an Action during their Wing's activation. Inactive units may use Reaction Fire (see 9.4). A unit can fire at any non-Wagon enemy unit or leader that is within its Range and Line of Sight. Exception: 8.3.1. Fire combat is voluntary; no unit is ever required to fire.
10.1.2 RANGE: Range is the number of hexes from the firing unit to the target, counting the target unit's hex but not the firing unit's hex. The range for all Infantry and Cavalry units is one hex. The range for Artillery units is printed on the counter.
10.1.3 FIRE AND FACING: Infantry and Cavalry may fire into their front or flank hexes. Artillery may fire through its frontal hexes only. No unit may ever fire through its rear hexes. Each hex of a two-hex unit can only fire into hexes adjacent to itself (for example, the left side can't fire into the right front hex). Facing does not apply to pistols used by Cavalry in Close Combat.
10.1.4 OTHER BASICS: Units may not combine fire. Each unit fires individually and the results are applied immediately. A given unit may be the target of more than one Fire Combat in an activation. Units fire by hex, so a two-hex Heavy Infantry unit would fire twice, but the fire from both halves is together considered one action and both are resolved before the enemy gets any Reaction Fire. A two-hex unit does not have to fire at the same target unit. If the same unit receives fire from both halves of a two-hex unit, any casualties or formation hits incurred are cumulative, but the unit performs only one Morale Check, with a +1 modifier to the roll if a second MC is incurred.
EXAMPLE OF FIRING: Unit A uses Advancing Fire — it moves one hex forward, fires both sides with –3 modifiers at unit X, after which unit X conducts Reaction Fire. Unit B uses Skirmishing and fires once at unit Y and once at unit Z. Reaction Fire by units Y and Z is conducted after each unit is fired upon. Unit C uses Retreating Fire and fires once at unit Z with a –3 modifier. After unit Z has conducted Reaction Fire against C, unit C backs up one hex.
10.1.5 INTEGRATED ARTILLERY: A Heavy Infantry unit that also has an artillery symbol on it contains regimental artillery. This artillery does not fire separately. Instead, the effects of this Artillery fire are integrated into the Heavy Infantry with Regimental Artillery Musketry Table. Use this table when firing Heavy Infantry units that have artillery symbols, and use the regular Heavy Infantry table when firing other Heavy Infantry units. This inherent artillery is not limited to just one fire per turn as normal Artillery is; you can use the Heavy Infantry with Regimental Artillery Musketry Table each time the unit fires.
10.2 Cavalry Pistol Fire
Cavalry may undertake a Movement Action then fire at any point in their movement; a separate Fire Action is not needed. A Cavalry unit may use Pistol Fire without moving. A Cavalry unit can only fire one pistol during a Movement Action. Exception: An active unit that is Intercepted may fire during the Interception and then, if victorious, again in its own attack that activation. A Cavalry unit may only fire twice before it needs to reload (see 10.7).
EXAMPLE OF FIRE RESOLUTION: Note that strength points have no bearing on heavy infantry fire resolution. The sequence of Musket Fire is listed below: A. Unit A moves forward one hex to the hex shown and then uses Advancing Fire to fire twice at unit X, with a –3 modifier to both fires. B. Unit X fires two times at unit A (Reaction Fire triggered by unit A entering its Reaction Zone.) C. Unit B fires once at unit Y. D. Unit B fires its second shot at unit Z. Note that this fire is considered frontal fire. E. Unit Y fires back (Reaction Fire triggered by step C). F. Unit Z fires back firing two times (Reaction Fire). G. Unit C fires at Z using Retreating Fire (–3) and then moves back one hex. H. Unit Z fires back (Reaction Fire) applying a –3 modifier (as this is part of the Retreating Fire action of unit C). Since only one hex of the 2-hex unit is adjacent, Z can fire only one time.
10.3 Normal Infantry Fire
10.3.1 Infantry may only fire as a separate Action. They may not fire after undertaking any other Action. Some fire options require the firing unit to move — this is an inherent part of the Fire Action, and does not require the use of Movement Points. Infantry have three normal fire options. All three are available to all types of Infantry:
10.3.2 ADVANCING FIRE: The activated unit moves 1 hex directly forward (incurring any Formation Hits due to terrain), and then fires with a –3 Advancing Fire modifier at an enemy unit in one of its front hexes. Apply all hits and make any necessary MCs on the target unit. Eligible enemy units may then React, though if they Reaction Fire there is no modifier.
- To use Advancing Fire, a unit must be under Charge Orders and not Formation Broken.
- A unit cannot wheel or change facing as part of Advancing Fire.
- A unit cannot perform Advancing Fire into a hex it is prohibited from entering.
- Because the movement and fire are considered one action, a Cavalry unit may not React until after the fire has been resolved.
COMMENTARY: Also called Firing by Introduction. This fire was achieved by the front rank advancing to its officer or Sergeant and firing, then standing fast to reload, while the next rank advances beyond it. This was also known as a Caracole. It was desirable to fire the last volley as the advancing volleys tended to be less effective, so the tactics called for the defender to hold their fire until the enemy had completed their advance. He who fires last, fires best, as it were.
10.3.3 SKIRMISHING: The activated unit fires and then the target unit (if it survives) may Reaction fire. No movement is involved. Apply all hits and make any necessary MCs on the target unit before it fires back.
COMMENTARY: Also called Firing at the Steadfast. The musketeer would fire and then move to the rear by the right hand through the ranks.
10.3.4 RETREATING FIRE: The activated unit fires with a –3 Retreat Fire modifier at an enemy unit in one of its front hexes. Apply all hits and make any necessary MCs on the target unit. Eligible enemy units may then React, though if they Reaction Fire they also use the –3 Retreating Fire modifier. The activated unit then moves 1 hex backwards into any of its rear hexes (incurring any Formation Hits due to terrain).
- To use Retreating Fire, a unit may not be under Charge Orders or be Formation Broken.
- A unit must retain its current facing when it moves backwards.
- A unit cannot perform Retreating Fire into a hex it is prohibited from entering.
COMMENTARY: Also called Fire by Extroduction. This was a means by which a block of musketeers could retire but still give fire unto the enemy. The opposite of Introduction, Extroduction was firing by rank and retiring to the rear.
10.3.5 INFANTRY STACKED WITH ARTILLERY: An infantry unit stacked with an artillery unit may perform Advancing Fire or Retreating Fire without leaving the hex.
A. Prerequisites to Both:
- The artillery unit cannot have a Disabled or Captured marker, but can be on its Fired side.
- The hex in question is adjacent to an enemy unit.
B. Advancing Fire. If the infantry unit starts under the artillery unit, place the infantry on the top of the stack. Fire the infantry unit as with Advancing Fire, above. (The infantry unit can be under any Orders to do this.) Eligible enemy units may then React as with Advancing Fire.
C. Retreating Fire. If the infantry unit starts on top of the artillery unit, fire the infantry unit and perform Reaction with eligible enemy units as with Retreating Fire, above. Then place the infantry on the bottom of the stack. The infantry unit cannot do this if under Charge Orders.
10.4 Salvo Fire (Heavy Infantry Only)
A unit may use Salvo Fire only once per turn and only into frontal hexes. The unit is marked with a Salvo Marker as a reminder. If the unit fires again in the same turn (using Normal Infantry fire) its Fire die roll is modified by –1. Salvo Fire by an Active unit triggers Reaction Fire. Salvo Fire may also be used when a unit Reaction Fires. Targets of Salvo Fire must make a Morale Check (see 10.6.3). Salvo Fire is a separate and distinct action from Normal Fire (10.3) and has no movement component, and thus cannot be used in conjunction with Advancing or Retreating Fire. If only half of a two-hex unit Salvo fires in any one fire opportunity, mark the whole unit as having Salvo fired. However, both sides may Salvo Fire during the same fire opportunity, and in this case neither fire suffers the –1 modifier.
NOTE: Scenario instructions may limit which units have Salvo capability. This tactic was also known as volley or salvee.
10.5 Fire Combat Procedure
10.5.1 Heavy Infantry
- A) Designate the target unit
- B) Determine if the fire is from the firing unit's front or flank hexes
- C) Determine which Musketry table to use
- D) Determine whether to use the front, flank or salvo column on the Musketry table
- E) Roll the die and apply any applicable modifiers
- F) Cross-reference the die roll under the appropriate column to find the results
- G) If both halves of a two-hex HI unit are firing at the same target, find the result for the second half's fire before applying both results
- H) Apply the results
10.5.2 Light Infantry
- A) Designate the target unit
- B) Find the Commanded Muskets and Dragoons column on the Light Infantry and Cavalry Fire Table
- C) Roll the die and apply any applicable modifiers
- D) Find and apply the results
10.5.3 Cavalry Fire
- A) Designate the target
- B) Find the Cavalry Pistol Fire column on the Light Infantry and Cavalry Fire Table
- C) Roll the die and apply any applicable modifiers
- D) Find and apply the results
- E) Mark the Cavalry unit with the appropriate Pistol marker
10.6 Fire Combat Results
NOTE: Fire combat is asynchronous and results are applied immediately.
10.6.1 CASUALTIES: Fire combat results include casualties (or hits) to the target unit. Place a Casualty Point marker under the unit counter to indicate the total number of hits the unit has taken. Artillery is eliminated if it takes a hit, and is immediately replaced with a 'Disabled Guns' marker (10.8.9). Any other unit is eliminated when it has taken hits equal to or greater than the printed strength. A unit's current strength is its printed strength less any casualties it has incurred.
10.6.2 MORALE CHECKS: Casualties may also require a unit to check morale. When a unit suffers casualty hits from Fire Combat, compare the unit's current morale to the number of casualty hits it incurred in the Fire Combat (see below). Note that fire combat from a single unit can never cause more than one Morale Check to a target no matter how many hits it achieves.
- Current unit morale of 6 or less — One Morale Check on any casualty hit result during fire combat.
- Current unit morale of 7 — One Morale Check on two or more casualty hits during one fire combat.*
- Current unit morale of 8 — One Morale Check on 3 or more casualty hits during one fire combat.*
*The hits must occur during one Fire Combat from one unit. A two-hex Heavy Infantry unit is considered one unit even if it rolls twice on the fire table against the same target.
10.6.3 SALVO FIRE AND MORALE: All units must check morale if they are the target of Salvo Fire, whether they suffer a hit from that fire or not. If a unit is the target of Salvo Fire by both sides of a two-hex unit at the same time, the unit incurs only one Morale Check due to Salvo Fire.
NOTE: A unit Salvo Fired at by both sides of a two-hex unit suffers only one Morale Check for the Salvo, but could accumulate two more Morale Checks under 10.6.3 if the results of both fires included MC results.
10.6.4 CASUALTY THRESHOLD: A target unit that is at or above its Casualty Threshold (12.5) at the moment it is fired on must make a Morale Check on any hit resulting from that fire combat in addition to any Morale Check required by 10.6.2.
10.6.5 MULTIPLE MORALE CHECKS: A unit that must make multiple Morale Checks due to a combination of casualty hits, Salvo Fire and Casualty Threshold rolls the die only once and adds +1 for each Morale Check required beyond the first. (The maximum would be a MC +3, for Casualties from fire combat MC (10.6.2), a Salvo Fire MC (10.6.3), a Casualty Threshold hit MC (10.6.4), and finally for a Musketry Table result calling for a MC if the firing unit has organic Regimental Artillery.)
EXAMPLE: A unit with an original morale of seven takes two hits from Salvo Fire. Instead of rolling two times, the owning player rolls once and adds +1 to the result.
10.6.6 FORMATION HITS: If a target unit is already Formation Broken, Morale Broken (no formation), or in Hedgehog, then any Formation Hit on that unit caused by Artillery, Heavy Infantry, or Light Infantry fire becomes a Casualty hit instead. If a unit is the target of fire by both sides of a two-hex unit at the same time, and both fires result in a Formation Hit, the unit incurs both hits.
10.7 Cavalry Ammunition Supply
10.7.1 Cavalry went into battle with their pistols (and sometimes carbines) already loaded. Cavalry units have two "shots" before their pre-loaded weapons are expended.
10.7.2 When a Cavalry unit fires, mark it with a "1st Pistol Used" marker. If it is already marked with a "1st Pistol Used" marker, then mark it with a "No Pistols" marker.
10.7.3 NO PISTOLS: Cavalry marked "No Pistols" may not perform a Fire Action or Reaction Fire.
10.7.4 RELOAD: Cavalry may reload by performing a Reform Action in lieu of changing its Formation State. For each such Reform Action, reduce a unit's Pistols marker one level, from "No Pistols" to "1st Pistol Used," or remove the "1st Pistol Used" marker. Thus, it takes two Reform Actions to fully reload if both pistols have been used.
10.8 Artillery Fire
Artillery is divided into three classes, 12-24lb, 4-8lb, and 3lb. The English referred to these classes as Culverins, Sakers and Falcons respectively. Individual games may include other types.
10.8.1 Artillery may only fire ONCE per game turn through the frontal hexes, either when their Wing is activated or as Reaction Fire. Artillery may fire even if out of command (in which case they fire during the activation of the Wing they were last in command with).
10.8.2 PROCEDURE:
- A. Find the range from the Artillery unit to the target unit. Make sure the Artillery unit has a clear Line of Sight (see 10.9).
- B. Cross-index the Artillery class and the range on the Artillery Range Table. The result will be the range modifier.
- C. Roll the die and apply the modifiers on the Artillery Fire Table. Find the result on that table. Apply the result to the target unit. Flip the Artillery unit to its Fired side.
10.8.3 GRAZING FIRE: If the target of Artillery Fire is within the Grazing Fire Range printed on the Artillery counter, then each unit along the Line of Fire (LOF) to, in, and/or beyond the Target's hex to the extent of Grazing Fire Range is attacked with a separate die roll. Trace the LOF from the center of the Artillery unit's hex through the center of the intended target unit's hex along a straight line within the artillery unit's frontal arc to the end of the Grazing Fire Range. A Line of Fire is similar to but different than a Line of Sight (10.9.5):
- While the LOF must go through the center of the intended target unit's hex, it need only enter the hex of other units within Grazing Fire Range.
- A LOF goes through both enemy and friendly units.
- A LOF does not extend across slope hexsides, either up or down, gentle or steep.
- A LOF extends one hex beyond any non-slope hexside feature that is not immediately adjacent to the firing unit. Ignore such features that are immediately adjacent to the firing unit.
10.8.4 GRAZING FIRE AGAINST TWO HEX UNITS: If the line of fire traces through both hexes of a two-hex unit, then the unit is attacked twice (once for each hex).
10.8.5 GRAZING FIRE ALONG A HEX-SPINE: Grazing fire does not affect both the left and right hex if the fire is traced along a hex spine. The firing player must decide which side the grazing fire will affect and this will hold true for the length of the grazing fire.
EXAMPLE OF GRAZING FIRE: Unit A fires at unit X. Friendly unit B is not in the grazing fire path. Unit C fires on unit Z. Unit Y is in the Grazing Fire path and suffers artillery fire also.
10.8.6 CAVALRY ARTILLERY DISPLACEMENT: A Cavalry unit that…
- …is Formation Normal or Formation Shaken and
- is not stacked with an LI unit and
- is fired on by artillery and
- suffers a Formation Hit…
…may avoid the formation hit by displacing to a flank hex while retaining the same facing. If the result includes other effects in addition to the Formation Hit, the Cavalry unit may avoid the Formation Hit but not the other results. Stacking rules may not be violated, and the hex the unit enters cannot be in the grazing fire path of the artillery unit it's trying to avoid. A unit may not move into a hex that would cause it to take a Formation Hit. Orders restrictions on moving in relation to enemy units still apply (5.6). This displacement is in lieu of any Reaction (9.0) that the Cavalry unit might be eligible for (such as Reaction Fire), and does trigger Reaction if performed by an Active unit.
10.8.7 FORMATION HITS: Artillery that takes a formation hit checks morale instead. Thus, if it gets a "FH + MC," make a Morale Check with a +1 modifier.
10.8.8 MORALE BROKEN: Artillery that becomes Morale Broken does not retreat. It is unable to fire or change facing until rallied.
10.8.9 ELIMINATION: Artillery units that are eliminated by any means (Fire, Close Combat, being retreated through) are marked with a Disabled Guns marker. The Artillery unit counter is never removed from play. If an enemy unit enters an Artillery unit's hex during movement or advance after Close Combat, the Artillery unit is captured; flip the Disabled Guns marker over to its captured side. If a friendly unit reenters the hex, flip the marker back to its Disabled side. This way ownership of the guns (for determining victory) may change hands several times before a battle is over. Disabled, captured or recaptured guns may never be re-crewed by either side.
Disabled and captured artillery units are no longer considered to be units for purposes of tracing command ranges, being combat targets, blocking LOS, or affecting movement orders, and are always placed at the bottom of a stack.
10.9 Line of Sight (LOS)
10.9.1 LOS may not be traced through hexes containing Wagons, Heavy Infantry, or Cavalry units, but these hexes do not block Grazing Fire (10.8.3). An LOS may be traced through other units and leaders. Exception: An enemy artillery unit blocks LOS for determining whether Interception is possible (9.3.1d).
10.9.2 IN HEX FEATURES: Line of sight may be traced into, but not through blocking terrain. Terrain will be designated as blocking line of sight by the battle-specific rules or the TEC. A hex of a higher elevation than both the firing unit's hex and the target unit's hex is always blocking terrain, if that higher elevation is defined by Steep slopes. Elevations defined by Gentle slopes never block LOS. An artillery unit may not fire over or through a friendly or enemy unit, even if that unit does not otherwise block LOS, unless it's in a dead zone.
10.9.3 HEXSIDE FEATURES: Certain hexside features will block LOS as listed on the TEC.
A. Reciprocal Hexside Features: As an exception to the general rule, a unit firing through an adjacent reciprocal hexside feature (14.4) may fire into the adjacent hex even if the intervening hexside normally blocks LOS.
B. Slopes. Slopes are defined in the battle specific rules as steep or gentle. Both stop Grazing Fire (10.8.3). Gentle slopes have no other effect on fire or movement (except: see 7.3.1). A Steep slope represents the military crest of a convex slope. It produces a "dead zone" where LOS is blocked. This "dead zone" extends 1 hex from the slope between the higher unit and the nearest hex that contains a steep slope hexside. This same amount of dead zone applies to any further steep slope hexsides at lower elevations. Thus, if an Artillery unit is 1 hex away from a hex that contains a steep slope hexside, a 1-hex "dead zone" extends on the other side of the slope that the spotting unit cannot trace an LOS into. Blocking terrain and units in the dead zone are ignored when tracing an LOS. Cavalry cannot Intercept through a "dead zone."
10.9.4 HEX FEATURES: Certain terrain types that take up a whole hex are marked on the TEC as blocking LOS. An LOS can be traced into such a hex, but not through it. Exception: If the unit tracing the LOS is on the uphill side of a steep slope, then the terrain blocks LOS only in the hex immediately "behind" the terrain feature (as you trace the LOS). Ignore any blocking terrain that's at a lower elevation than both the firing and target units.
10.9.5 PROCEDURE: Units trace a Line of Sight by tracing a line from the center of the firing unit's hex to the center of the target unit's hex. If the line is traced through any portion of a hex with terrain listed on the TEC as blocking, then the LOS is blocked and Fire Combat may not be performed. An LOS that passes along a hex spine is blocked only if both hexes sharing that spine contain blocking terrain or units. An LOS to a two-hex unit is traced to either hex the unit occupies (firer's choice).
LOS is Reciprocal: If unit A can see unit B, then unit B can see unit A. Trace from the higher unit to the lower unit in cases where the LOS rules result in different answers depending on which unit you start with.
10.10 Leader Casualties
Leaders may be killed or wounded by fire combat. If a leader is in a hex that is fired on with any result other than Miss, roll one die on the Leader Casualty Table before making any Morale Check. On a "9" the leader is removed from play. See 5.3.3 for replacing a leader.
11.0 Close Combat
11.1 Close Combat in General
11.1.1 WHEN: Close Combat takes place at the end of each Wing Activation, after the Active player has finished all other Actions with that Wing's units, including Fire Combat, Movement, Rally and Reform Actions. It can also take place as part of a successful Interception.
11.1.2 WHO: Both the Active and Inactive player may conduct Close Combat during the Close Combat phase by designating which attacking units are attacking which specific hexes containing enemy units and leaders. The Active player may attack in Close Combat only with those units that are part of his Active Wing, though Orders are irrelevant when determining who can perform Close Combat. The Inactive player may attack any adjacent hex containing an enemy unit from the Active Wing if the Inactive Player's unit has not been designated as a target. The attacking unit must be adjacent to the defending unit (Exception: Cross-bridge attacks, 7.3.5) and the defender must be in one of the attacker's frontal hexes. A unit cannot perform Close Combat against a hex it is prohibited from entering. Close Combat is always voluntary, and not all enemy units adjacent to the attacker's frontal hexes must be attacked. However, if an Active unit designated to Close Combat is the target of an Inactive Close Combat, or the situation changes due to Reaction Movement or Interceptions, the Active unit must continue its Close Combat if a) it remains in place after all reactions and enemy combats are resolved and b) there is still an enemy unit in the target hex.
11.1.3 TWO-HEX INFANTRY UNITS: These units may only attack a single hex. The defending unit must occupy, or have at least one hex (for two-hex units) in the center front hex of the attacking unit. Exception: Swedish Style units (14.5). When attacked, a two-hex unit defends as a whole, even if the attacker is adjacent to just one of its hexes. The uninvolved side cannot perform Reaction Close Combat by itself.
NOTE: This represents the inherent inflexibility of the musket and pike formations. The pikes were in one large block in the center of the formation with the muskets divided evenly on either side. Thus, a two-hex unit may only Close Combat with units in its front center hex.
11.1.4 MULTI-HEX COMBAT: A unit may only attack one hex. However, more than one unit may attack the same hex. Combine the strengths of all units attacking the same hex. Similarly, if both hexes of a two-hex unit are being attacked, the strengths of all the attacking units are combined, and the attack is resolved as one Close Combat. If units of different types (Cavalry or Infantry) and/or different terrain attack a hex, the modifiers most advantageous to the defender are used.
EXAMPLE OF CLOSE COMBAT: The Royalist player (units A, B, and C) is the Active player and designates Close Combat first. Unit A will attack unit X, and unit B will attack unit Y. Note that B cannot Close Combat Z because it is not in the front center hex. The Inactive (Parliament) player may instigate Close Combat with Z because that unit is not a target of any Close Combat.
11.1.5 ORDERS AND ACTIONS NOT RELEVANT: Orders do not restrict eligibility for Close Combat and the Active player's units may conduct Close Combat even if they have just performed an Action in the current Activation.
11.2 Close Combat Procedure
- A. The Active player designates all hexes that will be attacked in Close Combat.
- B. The Inactive player may designate any Inactive unit not already designated as a defender to attack in Reaction Close Combat.
- C. The Inactive player resolves all Reaction Close Combat first, starting at either the left or right side of the line and proceeding down the line. Once all Close Combats by the Inactive player have been resolved, follow the same procedure for the Active player's units. Complete the following steps for each Close Combat before starting the next one.
- D. For each Close Combat, players calculate modifiers, then the Attacker rolls on the Close Combat Table and finds the results.
- E. Apply the results of the close combat, including any routs, retreats, advances after Close Combat, and Cavalry pursuits.
- F. Both attacker and defender in each Close Combat suffer a formation hit. Exception: If a unit is already marked Formation Broken or in Hedgehog there is no further effect.
- G. The losing side may perform Reaction Fire, Reaction Movement or (for the Inactive Player only) Interception with eligible units in response to an enemy advance after combat. The winning side may not react in response to a retreat or rout.
NOTE: The Inactive player may attack a unit that has been designated, by the Active player, to attack a different unit. Since the Inactive player's units resolve Close Combat first, you may use this method to help out a less able unit by attacking his attacker.
11.3 Close Combat Modifiers
11.3.1 Players should refer to the Close Combat Table and to the Terrain Effects Chart (TEC) for applicable modifiers. If there is a question as to which modifier to apply, always use the one most advantageous to the defender. Note that the modifiers for Formation state, Salvo, and Momentum can only be applied once per combat, no matter how many units of a side those modifiers apply to. Within this restriction, all modifiers are cumulative. However, if the final total of all modifiers exceeds +4, reduce the total to +4. Similarly, if the final total is less than –4, increase the total to –4.
11.3.1a SPECIAL TERRAIN CASES:
- See 14.4 for effects of reciprocal hexside features.
- Do not apply any Formation Hits for crossing a hexside feature unless and until the unit advances across it as a result of the Close Combat.
- A two-hex HI unit may initiate Close Combat across a bridge or through a bridge hex as set forth in 7.3.5.
11.3.2 LEADERSHIP EFFECTS: If a leader is stacked with a participating attacking or defending unit, the owning player(s) must modify the die roll by 1 in his favor. Only one leader on each side can influence each Close Combat die roll.
11.3.3 MORALE DIFFERENTIAL: Take the highest morale rating from the attacking units and subtract from this number the morale rating of the defender. The result (+/-) is the die roll modifier for morale.
11.3.4 STRENGTH RATIO: Compare the total current strength points of all attacking units to the current strength points of the defender and express the comparison as a simple ratio (casualties are deducted from a unit's strength when calculating strength ratio). Fractions are rounded down in favor of the defender. The die roll is modified for the following ratios:
| Ratio | Modifier |
|---|---|
| 4:1 or greater | +2 |
| 2:1 or greater | +1 |
| 1:2 or less | –1 |
| 1:4 or less | –2 |
Use the highest number that applies (that is, these are not cumulative).
11.3.5 CAVALRY vs. HEAVY INFANTRY: If Cavalry is attacking Heavy Infantry use only half the Infantry strength (dropping fractions) for the strength ratio calculation.
EXAMPLE: If 3 Cavalry points attack 18 Heavy Infantry points, the strength ratio would be 3 to 9 (1:3 strength ratio).
11.3.6 ATTACKER MOMENTUM: If any attacking Heavy Infantry or Cavalry unit: (a) Moves two hexes — through or across clear terrain or slope hexsides only — into combat; and (b) Does not change facing, fire, displace, or lose an Interception in those two hexes; then the attacker may add one of the following die roll modifiers to his Close Combat roll:
- +2 if the moving unit is Cavalry
- +1 if the moving unit is Heavy Infantry
Mark any unit eligible for this bonus with a Momentum marker at the completion of its movement, and remove the marker at the completion of Close Combat.
No matter how many units may be eligible for a Momentum modifier, this modifier may only be used once in any Close Combat. Thus, if two Cavalry units are attacking together and each meets the Momentum requirements, the Momentum modifier is +2, not +4. If only one of them met the Momentum requirements, the modifier would still be +2.
11.3.6a SPECIAL MOMENTUM CASES:
- Crossing a slope or performing Close Combat across a reciprocal hexside feature (14.4) does not prevent Attacker Momentum.
- Any hex entered during an advance after an Interception Close Combat does not count for Momentum.
- In the case of a successful Interception (9.3), the intercepting unit is eligible for the Momentum modifier, but the intercepted unit is not.
- A unit that is successfully Intercepted (9.3.3) loses any Momentum it may have acquired up to the point of Interception, but this does not stop it from reacquiring Momentum if it continues its Activation after the Interception is resolved.
- Any unit attacked in Reaction Close Combat may still use Momentum if it remains eligible to make the original attack after the combat is resolved.
- A cavalry unit stacked with light infantry can acquire Momentum.
- A unit in Open Order can acquire Momentum.
- A cavalry unit loses Momentum if it moves or Intercepts through or into an artillery unit that is not Disabled or Captured (9.3.7 and 11.5.1).
- An active unit that Reacts in the Close Combat Segment against an inactive unit that advances loses any Momentum it may have acquired.
11.3.7 FLANK AND REAR ATTACKS: Modify the die roll by +1 for each flank or rear hex the defender is attacked from. Thus, a two-hex unit attacking a unit from both a flank and a rear hex would get a +2 modifier. Note that defenders in Hedgehog or units that are Morale Broken have no flank or rear hexes.
11.3.8 CLOSE COMBAT MATRIX: Some unit types are more effective against certain types of targets. Consult the Close Combat Matrix to determine if any modifiers apply. Note that Artillery is ignored in Close Combat (11.5). Use the modifier that helps the defender the most. (For example, a heavy infantry unit defending in Hedgehog uses the Hedgehog column, not the Hv Inf column.)
11.3.9 CAVALRY PISTOL FIRE: Cavalry units involved in Close Combat have the option to expend a pistol shot in Close Combat, regardless of their facing in relation to the enemy unit. The attacker announces his intention to do so first, followed by the defender. For each attacking unit that expends a pistol shot, apply a +1 modifier to the Close Combat roll. If the defender expends a pistol shot, apply a –1 modifier. Do not resolve Pistol Fire; simply mark the Cavalry units as having expended a pistol shot and then apply the modifier. Using the Pistol Fire modifier during Close Combat does not affect Momentum.
11.4 Close Combat Results
11.4.1 Results from the Close Combat table are applied immediately and affect all units indicated. Note that a unit does not spend Movement Points when it retreats, and retreat Movement is not a Reaction trigger.
Attacker/Defender Morale Broken: No matter what the unit's current Morale state is, mark the unit with a "Morale Broken" marker and retreat the unit two hexes according to 11.4.2. Retreat in this case means the unit runs away towards the nearest friendly map edge.
Attacker/Defender Morale Shaken: The unit(s) becomes Shaken and is retreated one or two hexes as appropriate. The one or two hex retreat is an orderly withdrawal — the unit simply "backs up" the required number of hexes away from the enemy unit, while still retaining its formation and facing.
Eliminated: The unit is removed from the map. Cavalry may pursue eliminated units (see 11.7).
NOTE: In pursuit of eliminated units, the Cavalry unit is chasing the fugitives from the field.
11.4.2 RETREAT PRIORITIES: When you retreat a unit, you must follow these priorities, in order starting with the first:
- You must move it away from the enemy unit it was involved in the Close Combat with. This is the most rigid requirement, and means that you may not move the retreating unit into a hex adjacent to that involved enemy unit.
- You must then move it towards the friendly map edge for that battle. As long as you do not move the unit adjacent to the involved enemy unit, you may move it adjacent to other enemy units. If a unit reaches the last hex on a friendly map edge and must retreat further, it must retreat off map and is eliminated.
- You must then have it follow the path of least resistance, that is, the path that would cost the least number of movement points to reach the map edge.
11.4.3 STACKING AND RETREATS: Units may not retreat into or through friendly units during a retreat. Exception: A unit may retreat from, into, or through a hex with an Artillery unit, but the Artillery unit is immediately marked with a Disabled Gun marker. A Light Infantry/Cavalry stack will retreat together. A Light Infantry unit that retreats may end its retreat stacked with a Cavalry unit and vice-versa. In that case, however, if the unit doesn't retreat the required distance, apply 11.4.5. A unit may retreat through a Wagon unit without affecting either the retreating unit or the Wagon.
11.4.4 TWO-HEX UNITS IN RETREAT: Both halves of a two-hex unit must retreat, even if only one half was attacked. In other words, a two-hex unit cannot retreat by pivoting.
11.4.5 UNITS UNABLE TO RETREAT: If a unit is Morale Broken and cannot retreat its full required distance due to stacking restrictions or enemy units, it must use the Unable to Retreat Table. Roll the die, apply any applicable modifiers and find the result. A Stand Result returns the unit to Morale Shaken (and Formation Broken), in essence a "free" rally. If a Morale Broken unit is required to retreat two hexes but can only retreat one, retreat it one hex and then roll on the Unable to Retreat Table. If the unit is Morale Shaken at the start of the retreat (i.e., not from rolling on the Unable to Retreat Table) and cannot retreat it suffers a casualty point for each hex it was unable to retreat.
11.4.6 ADVANCE AFTER COMBAT: Results include attacker or defender advances after Close Combat. If the defender's hex is empty, the attacking unit must advance while the defending unit may advance or choose to remain in its original hex. If there are two or more attacking units, only one unit advances per defender hex; the attacker must select the highest morale unit to advance. If more than one qualifies, then the owning player may choose which to advance. If a two-hex unit retreats the victorious player may advance into either of the vacated hexes or both. An advancing unit does not expend movement points, so it can advance even if it has no current Movement Allowance.
11.4.7 ADVANCE AND FACING: A unit may advance or pursue in any direction, regardless of its current facing. A one-hex unit that advances or pursues may change facing, but only by one hexside. This occurs before any Reaction due to the Advance.
11.4.8 TWO-HEX UNITS IN ADVANCE: If a two-hex unit advances after combat, both halves of it must advance if possible. If attacking a one-hex unit and only a one-hex gap opens after the retreat, then the two-hex unit must wheel so that only one half enters the vacated hex. A two-hex unit cannot change facing after advancing.
11.4.9 REACTION: Advance and Pursuit after Close Combat triggers Reaction (9.0) except from units involved in the Close Combat causing the result.
11.4.10 FORMATION HITS: If moving into that hex would cause a formation hit, advancing, pursuing, or retreating into it causes one as well. This is in addition to the formation hit normally incurred by engaging in Close Combat (11.2.F).
11.5 Artillery in Close Combat
11.5.1 An enemy artillery unit alone in a hex is automatically captured when a friendly unit enters its hex during movement, performs a Close Combat against it, OR advances or pursues into the hex after Close Combat. The friendly unit automatically enters the hex and does not take a Formation Hit (unless called for by the terrain). A Cavalry unit that moves through an enemy artillery unit loses Momentum, but an infantry unit does not.
NOTE: This section also applies to lone Wagon units. See 14.1.
11.5.2 Artillery stacked with another unit in Close Combat is ignored. If the non-Artillery unit loses the Close Combat and an attacking unit enters the hex then the Artillery unit is captured and a Captured Guns marker is placed on it. If an Artillery unit is stacked with half of a two-hex Heavy Infantry unit, and the other half of the HI suffers an elimination or retreat result from Close Combat, leave the Artillery unit but place a Disabled marker on it (treat it as a retreat through the Artillery as per 11.4.3).
11.6 Light Infantry in Close Combat
Light Infantry may initiate and participate in Close Combat ONLY against other Light Infantry and lone artillery and wagon units. If a Light Infantry unit with a current strength of one alone in a hex is attacked in Close Combat by anything other than another one strength point Light Infantry unit, it is automatically eliminated. The attacker advances into the hex and does not take a Formation Hit (unless called for by the terrain). A Light Infantry unit stacked with an Artillery unit that is "ignored" per 11.5.2 is not considered to be alone in its hex.
11.7 Cavalry Pursuit
11.7.1 Some results on the Close Combat Table require victorious Cavalry units to check for pursuit. A unit is required to pursue even if its current movement allowance is 0. Exceptions:
- If the Broken unit or Eliminated unit is Light Infantry, do not check for pursuit; instead the Light Infantry either retreats away (if Morale Broken) or is eliminated, and the Cavalry advances after Close Combat normally.
- If any Morale Broken unit rallies due to the Unable to Retreat Table ignore the Pursuit requirement.
11.7.2 PROCEDURE: Before conducting advance after combat roll on the Cavalry Pursuit Table for each Cavalry unit that participated in the attack. There are three possible results:
A) Break Off: The Cavalry unit does not pursue. Instead, it performs a normal advance after combat (see 11.4.6).
B) Pursue and Eliminate: Advance the Cavalry unit along the retreat path into the hex occupied by the retreating unit and then eliminate the retreating unit and capture any artillery and wagons in hexes the Cavalry moves through or ends in. If the "retreating" unit was eliminated by the combat result, leave the pursuing Cavalry unit in the hex that it advanced into. Note that this pursuit movement can trigger a Reaction (but not from the retreating unit), but only at the completion of the pursuit. This includes forcing any Heavy Infantry unit that the pursuing unit is adjacent to at the end of a non-Interception pursuit to attempt to form Hedgehog (9.2.3). Eliminate the retreating unit even if it retreats off map, or the Cavalry unit is prevented from advancing the whole retreat path. No matter what its previous state, mark the Pursuing Cavalry unit as Formation Broken.
C) Pursue off Map: Remove the pursuing cavalry unit from the map and eliminate the retreating unit (if not already eliminated by the combat result). A Cavalry unit or leader that pursues off map is not eliminated (nor counted for VPs), but the unit may not return to the map during the game (however, a leader accompanying a pursuit may [see 5.3]). A pursuit off-map does not trigger Reaction Movement or Reaction Fire. Any artillery or wagon unit that was stacked with the retreating unit is captured.
NOTE: If Pursuit is called for by the Cavalry Pursuit Table, Cavalry must pursue, including any leaders stacked with Cavalry. Be careful that your Wing Commander does not leave the map at a bad time!
11.7.3 Cavalry stacked with Light Infantry will leave the Infantry behind, but leaders will pursue along with any Cavalry with which they are stacked.
11.7.4 If the Cavalry Pursuit die roll calls for the Cavalry unit to advance into the Broken unit's hex, but the unit was eliminated in the same Close Combat by a previous Cavalry Pursuit roll or the combat result, treat any Cavalry Pursue and Eliminate result (not a Pursue off map result) as a Break Off.
EXAMPLE: Three Cavalry units must check for Cavalry Pursuit in This Accursed Civil War. The first roll is a 3, which causes the elimination of the Broken unit. Mark the pursuing unit as Formation Broken. The second roll is another 3, but since the unit is already eliminated it is treated as a Break Off and the pursuing unit's Formation is not affected. The third roll is a 6, which causes the third Cavalry unit to be removed (it pursued the routed units off the map).
11.7.5 If a Cavalry unit must pursue, and there was more than one defeated unit, the Cavalry first pursues a unit that was in one of its front hexes; if there were none, then a unit in one of its flank hexes. (Pursuer's choice if all attacking units were in the same type of hexes.) The unit may pursue only one of the defeated units, and only that unit is affected by the pursuit.
11.8 Leader Casualties in Close Combat
Leaders stacked with a unit that participates in Close Combat may become a casualty. At the end of each Close Combat that involved a leader, roll on the Leader Casualty Table for each leader. On a "9", the leader becomes a casualty and is removed (5.3.1). If a leader is stacked with a unit which is eliminated the leader is automatically removed.
12.0 Morale
12.1 Morale in General
All units have a base morale between 4 (worst) and 8 (best) printed on the counter. In addition, units have four morale states: Normal, Shaken, Broken and eliminated.
12.2 Morale Check (MC)
To Check Morale roll the die and add the leadership rating of any one leader the unit is stacked with (you may not use both an AC and a WC if both are stacked in the hex). If the adjusted die roll is equal to or lower than the unit's current morale, it passes. If higher, lower the unit's morale status one level; i.e. Normal to Shaken, Shaken to Broken, Broken to eliminated.
EXAMPLE: A unit with a morale rating of 7 would pass its morale check on a die roll of 0–7. It would fail on an 8 or 9.
12.3 When to Check Morale
A unit must make a MC for:
- Casualty Hits and MC results from Fire Combat (10.6.2).
- Being fired upon by Salvo Fire (10.6.3).
- Any result that inflicts Casualty hits after its Casualty Threshold is reached (12.5).
- If an Artillery unit, receiving a formation hit result from fire (10.8.7).
- If a Heavy Infantry unit, attempting to form Hedgehog during Reaction Movement (9.2.3).
- Attempting to Rally unless being rallied by the AC or its WC in the same hex (13.2.5 and 13.3.3).
- Having a unit Rout move through it.
12.4 Morale Results
12.4.1 Units that fail a Morale Check lose one level of morale. A Normal unit becomes Shaken, a Shaken unit becomes Broken, and Broken units are eliminated. Markers are provided to indicate a unit's current morale state. A successful Rally Attempt raises the unit's morale by one level.
12.4.2 MORALE SHAKEN: A unit that becomes Morale Shaken has its morale rating reduced by one.
EXAMPLE: A unit with a printed morale of 7 would have a current morale of 6 if shaken.
12.4.3 MORALE BROKEN: Morale Broken units have no formation, and have a morale of 1. Since Morale Broken units have no formation, they have no facing and enemy units cannot get flank or rear shifts when attacking them. Whenever a unit becomes Morale Broken, it must immediately retreat two hexes away from the enemy unit that caused it to become Morale Broken (or towards its friendly map edge if due to a failed Rally roll) using the 11.4.2 priorities. If it can't retreat due to stacking or terrain, then it uses the Unable to Retreat Table (see 11.4.5). Morale Broken units must move in the Rout Movement Phase (see 13.4) except Morale Broken Artillery. Morale Broken units may not perform any action except Rally and may not React or initiate Close Combat (if attacked in Close Combat, they defend normally, which means they can advance and cavalry can use pistols and pursue). When Rallied, the unit is Morale Shaken and Formation Broken, and the player may choose the unit's facing. Apply Formation hits as per 10.6.6.
12.4.4 MORALE BROKEN ARTILLERY: An Artillery unit that is Morale Broken may not perform any type of fire, normal or reaction. Artillery never retreats or uses rout movement; if Morale Broken, it stays in place until rallied or eliminated.
12.4.5 STACKING EFFECTS ON MORALE CHECKS: If a stack contains both Light Infantry and Cavalry, use the Cavalry's Morale rating for all Morale Checks (see 8.2.1). If a stack contains Artillery and another unit and one of them fails a Morale Check, the other unit is not affected.
12.4.6 COMPOUNDED MORALE RESULTS: If a Morale Shaken unit suffers a Morale Shaken or Morale Broken result, it becomes Morale Broken. If a unit is Morale Broken and receives any adverse Morale result, treat it as an Eliminated result.
12.5 Casualty Threshold
12.5.1 Check the Threshold Table whenever a unit takes a casualty. Find the unit's printed morale and read across to find out how many hits it can take for the unit to reach its Casualty Threshold.
12.5.2 EFFECTS: A unit that reaches its Casualty Threshold:
- a) Immediately lose one morale level (12.4.1).
- b) May never be rallied past Morale Shaken.
- c) Must make a MC when they suffer any Casualty hits in a subsequent Fire Combat (10.6.4), in addition to any other MCs called for.
EXAMPLE OF CASUALTY THRESHOLD: All the units above have just reached their Casualty Threshold. Each unit must now reduce their morale one level becoming Morale Shaken. Note that units which start with 4 or less Strength Points and have an Original Morale of 8 have no Casualty Threshold.
If a unit reaches its Casualty Threshold in the same fire combat that calls for a MC, make the MC against the lower Morale.
13.0 Rally and Reform
13.1 Basic Concept
As a battle progresses, the formation and morale of a unit begins to suffer. Rally and Reform Actions can remove formation hits and return units to normal morale.
13.2 Procedure
13.2.1 WHEN: Rally and Reform are Actions and can only be conducted:
- a) When the unit's Wing is active and the Wing's Orders allow it (5.6), or
- b) By the Army Commander (13.3), regardless of what Orders the unit is under, and
- c) The Army Commander or Wing Leader has not performed any other action this Activation (5.1.2 and 5.2.2).
13.2.2 ENEMY UNITS: A unit that Reforms or successfully Rallies when adjacent to an enemy unit triggers Reaction Fire.
13.2.3 THE REFORM ACTION: Any unit in an Activated Wing under Rally or Receive Charge Orders may Reform. Any unit in an Activated Wing under Make Ready Orders that is stacked with or adjacent to its Wing Commander may Reform. No units may Reform while under Charge Orders (Exception: 13.3). When a unit Reforms, it may do one of the following:
- It may remove one formation hit.
- If a Cavalry unit, it may reload one level of pistols (10.7.4).
- If in Hedgehog formation, it may return to Formation Broken (6.3.2c).
- It may go from Formation Normal to Open Order or vice versa (6.3.3).
- If in Column formation, an Infantry unit may go to Formation Broken or a Cavalry unit may go to Formation Shaken (6.3.4). (A unit may not enter Column formation using a Reform Action.)
13.2.4 THE RALLY ACTION: A successful Rally Action restores a Morale Shaken unit to Morale Normal, or converts a Morale Broken unit to Morale Shaken (and Formation Broken). Any unit in an Activated Wing under Rally Orders may attempt to Rally. Any unit in an Activated Wing under Receive Charge Orders that is stacked with or adjacent to its Wing Commander may undertake a Rally Action (see also 13.3). Note that units that have reached their Casualty Threshold cannot be rallied to better than Morale Shaken (12.5.2).
13.2.5 RALLY ACTION PROCEDURE: Rally is automatic (gain one Morale level) if the unit is stacked with its WC. If not, the unit must make a Morale Check. Modify the Morale Check die roll by the WC's Leadership Rating if the WC is adjacent to the unit. If the modified roll is less than or equal to its current morale, the unit passes, and it gains one Morale level. If it fails, it loses another Morale level. Thus, a Morale Broken unit that fails a Rally Action Morale Check is eliminated. A Morale Broken unit that Rallies can be faced in any direction the owner player desires. A rallied Cavalry unit maintains the same Pistol level it had before the Rally Action.
13.3 Army Commanders (ACs) Influence on Reform and Rally
13.3.1 The AC can Rally or Reform any unit, regardless of that unit's Orders. He may also do so to a unit that is not in the Activated Wing, even from a Wing that is Finished.
13.3.2 REFORM: An AC may automatically Reform one unit it is stacked with or adjacent to each time the AC is activated.
13.3.3 RALLY: An AC may automatically Rally one unit it is stacked with (gain one Morale level) or attempt to Rally one unit it is adjacent to. Use the same procedure described in 13.2.5, using the Army Commander's Leadership Rating as a die roll modifier.
13.4 Rout Movement
13.4.1 Units that are Morale Broken must move in the Rout Movement Phase. All routed units must move towards a friendly map edge (as designated for each scenario) by attempting to use their full non-routed movement allowance. Only one hex of a two-hex unit (owner's choice as to which one) needs to use its full MA. They do not have a formation state and do not take formation hits for movement. Routing units follow the line of least resistance, so they may move around other units even if that means they temporarily move in a direction other than towards a friendly map edge. A unit may rout through a friendly unit as long as stacking restrictions are met. The stationary unit must make a Morale Check.
NOTE: Rout Movement is less restrictive than retreating from combat (11.4.2 to 11.4.5). For instance, two-hex units may pivot (for instance, to "squeeze" through a one-hex gap) when performing Rout Movement.
13.4.2 Units that cannot rout move their full movement allowance (see 13.4.1) must stop and lose one strength point for each movement point they cannot move, whether due to the presence of other units or lack of sufficient MPs to enter a hex. If this causes them to reach their Casualty Threshold, immediately implement the effects of 12.5.2 (thus eliminating any Morale Broken units).
13.4.3 Units that rout fully or partially off the map are eliminated.
14.0 Special Units and Terrain
14.1 Wagons
Wagons are treated like limbered artillery units. See section 8.5 for restrictions for stacking with a Wagon. Besides providing a modifier, a Wagon is ignored in any Close Combat against a stack containing a Wagon. For Close Combat against a lone Wagon unit, apply 11.5.1 by substituting "Wagon" for "artillery" in that section. A Wagon unit cannot retreat. If an enemy unit enters a Wagon unit's hex during movement or advance after Close Combat, the Wagon unit is captured; flip the counter over to its other side. This way ownership of the Wagons (for determining victory) may change hands several times before a battle is over. Units stacked with Wagons receive modifiers for Fire and Close Combat (see the TEC). A Wagon unit cannot be the target of Fire Combat. Unless otherwise indicated for a scenario, Wagon units may not move. A Wagon that is allowed to move does so as if it were a limbered artillery unit (7.3.3).
14.2 Heavy Infantry Units with No Pikes
Scenario setups may indicate certain Heavy Infantry units do not have pikes. A Heavy Infantry unit with no pikes is treated the same as any other Heavy Infantry unit with the following exceptions:
- a) It may not form Hedgehog.
- b) It has different modifiers on the Close Combat Matrix.
14.3 Dismounted Cavalry
Scenario setups may indicate certain Cavalry units are dismounted. A dismounted Cavalry unit is treated as any other Cavalry unit for Fire combat and Victory Points and as a Heavy Infantry unit with no pikes for other purposes. That means, among other things:
As Cavalry:
- It uses the Cavalry Fire tables, and so can't perform Advancing, Skirmishing, Retreating, or Salvo Fire.
- It can Move and Fire in the same activation.
- It can use Pistols in Close Combat and must track Pistol ammunition.
- It is worth the same number of Victory Points as any other Cavalry unit.
As HI:
- It has a Movement Allowance of 4 and uses the HI column on the TEC.
- It is treated as a Heavy Infantry unit with no pikes for Close Combat.
- It cannot form Hedgehog.
- It is not considered Cavalry for Interception, Reaction, and Pursuit purposes.
14.4 Reciprocal Hexside Features
Certain hexsides provide terrain benefits to units on both sides of the terrain feature.
- If two enemy units are on either side of a reciprocal hexside, the first unit to move adjacent to the hexside receives any Defensive Fire benefit as between those two units only. Both units can see (and React) through the hexside normally.
- Where the TEC indicates that a reciprocal hexside blocks LOS, the hexside does not block the LOS (or the Line of Fire) for any unit that has the benefit of the hexside. Conversely, a unit firing from a hex not adjacent to the hexside may trace an LOS (and a Line of Fire) into any hex directly behind the reciprocal hexside, but not beyond. Exception: If the unit tracing LOS is on the uphill side of a steep slope, a hedge or berm hexside does not block LOS in any way.
- Unless mentioned otherwise in the scenario rules, performing Close Combat directly across a reciprocal hexside does not prevent attacker Momentum, but crossing one during any type of movement robs a unit of any Momentum acquired up to that point.
- Any Close Combat modifier applies to any unit attacking across the hexside, regardless of who was there first.
This rule applies to any hexside terrain feature identified as reciprocal in a battle's special rules, as well as to:
- Any hedge hexside
- Any stream hexside
- Any bridge hexside
- Any berm or elevated road hexside
- Any abatis hexside
- Any entrenchment, fortified line, or redoubt hexside
14.5 Swedish Style Heavy Infantry Brigades
Some two-hex Heavy Infantry units have icons that indicate they are Swedish Style units. These units have a special Close Combat capability. As an exception to 11.1.3, such an HI unit may Close Combat an enemy unit in any of its (the HI unit's) three frontal hexes.
14.6 Croat Cavalry Units
Apply a mixture of cavalry and light infantry rules to units of this type.
As Cavalry:
- Croat Cavalry units have a Movement Allowance of 8 and use the Cavalry column on the TEC (but do not take Formation Hits).
- They may use their pistols in Close Combat (11.3.9) or Fire Combat (10.2), where they get a +1 DRM (as they carried carbines like Arquebusiers). They are subject to Cavalry Ammunition Supply (10.7).
- They can use Cavalry Artillery Displacement (10.8.6), Interception (9.3), and Cavalry Reaction Movement (9.2.4), and can force HI units into Hedgehog (9.2.3).
As LI:
- They do not take Formation Hits from terrain.
- They may use the "Anti-Suicide Clause" (5.6.1) when under Charge Orders, so they are not required to move adjacent to the front of an HI unit.
These units are also handled as their own types on the Close Combat Matrix and for Victory Points.
Optional Rule: Players desiring a simpler game can choose to disregard all the Croat Cavalry special rules and just treat such units as Arquebusiers instead. If this option is used, we recommend that the units in question start in Open Order formation.
DESIGN NOTE: This is in fact what was done for the earliest games in the series, and is certainly a valid design choice as players might feel that these rules might be too much hassle for too little effort.
15.0 Determining Victory
Players earn Victory Points (VPs) for eliminating enemy units and leaders, inflicting enemy losses, and disabling and capturing enemy Artillery and Wagons. At the end of the game, determine victory as follows:
- TACW: Subtract the Royalist VP total from the Parliament VP total.
- SFO, GAG, and NGBG: Subtract the non-Swedish VP total from the Swedish VP total.
- ULB: Subtract the non-French VP total from the French VP total.
- SiA: Subtract the Protestant VP total from the Catholic VP total.
Players receive VPs for the following events:
| Event | VPs |
|---|---|
| Eliminated formed Cavalry Unit | 10 |
| For Each Casualty Point on formed Cavalry still on map at end | 2 |
| Eliminated unformed Cavalry Unit | 5 |
| For Each Casualty Point on unformed Cavalry units still on map at end | 1 |
| Eliminated Two-Hex Heavy Infantry Unit | 10 |
| Eliminated One-Hex Heavy Infantry Unit | 5 |
| For Each Casualty Point on Heavy Infantry still on map at end | 1 |
| Eliminated Light Infantry Unit | 0 |
| Captured Double 12-24 lb Artillery Unit | 30 |
| Captured Double 4-8 lb Artillery Unit | 20 |
| Captured Double 3 lb Artillery Unit | 10 |
| Captured 12-24 lb Artillery Unit | 15 |
| Captured 4-8 lb Artillery Unit | 10 |
| Captured 3 lb Artillery Unit | 5 |
| Disabled Double 12-24 lb or Double 4-8 lb Artillery Unit | 10 |
| Disabled Double 3 lb Artillery Unit | 5 |
| Disabled 12-24 lb or 4-8 lb Artillery Unit | 10 |
| Disabled 3 lb Artillery Unit | 2 |
| Captured Wagon | 10 |
| Army Commander (except King Charles) Eliminated | 20 |
| TACW: King Charles Eliminated | 50 |
| Named Wing Commander Eliminated | 5 x Rating |
| Replacement Wing Commanders | 0 |
Notes:
- For a Named WC Eliminated, express his rating as a positive number.
- Individual scenarios may have VP awards in addition to these or that supersede these.
- Units and leaders that have left the map in pursuit are not considered eliminated, nor are VPs awarded for their Casualty Point losses.
- The VPs for eliminating an Army Commander only apply to the original AC, not to his replacement. Conversely, a non-generic, named, replacement leader counts as a Named Wing Commander for VP purposes.
- For any scenario where VPs are awarded for control of geographic locations, that side which last had a friendly unit pass through a hex is said to control that hex. Unless specifically mentioned, a unit does not have to remain in the hex to get the VPs.
Nothing Gained But Glory Playbook I
Order of battle rosters (unit names, ratings, and setup hexes) are printed on each battle's setup pages of the Playbook and are not reproduced here; the historical narrative and rules content for each battle follow.
General Information
All scenarios throughout this Playbook use the following information.
Counters
Color Codes: All leaders bear the same color as the nationality of the army or contingent they were in, not necessarily the color of their nationality of birth.
Swedish Forces and Allies:
| Nationality | Top | Stripe | Bottom | Battles | |
|---|---|---|---|---|---|
| Swedish | Units | Light Blue | Dark Blue | White | All |
| Leaders | Light Blue | Sky Blue | Dark Blue | All | |
| Finnish | Dark Blue | Yellow | White | F, L, K, W | |
| German in Swedish service | Black | Red | White | N, F, W |
Danish Forces, Brandenburg Forces, and their Allies:
| Nationality | Top | Stripe | Bottom | Battles | |
|---|---|---|---|---|---|
| Danish | Units | White | Red | Red | All but F |
| Leaders | White | Red | Dk. Red | All but F | |
| German in Danish service | Black | White | Red | N, H, L, M, K, W | |
| Brandenburg | Units | Red | Red/White | Gray | N, F, W |
| Leaders | Red | Red/White | Dk. Gray | N, F, W | |
| Münster | Units | Mustard | Red | Tan | M, K, W |
| Leaders | Mustard | Red | Dk. Tan | M, K, W | |
| Imperial | Units | Orange-Red | Yellow | Tan | N, K, W |
| Leaders | Orange-Red | Yellow | Brown | N, K, W | |
| Hesse-Cassel | Dk. Gray | Red/White | Gray | F, K, W | |
| Dutch | Dk. Gold | White | Lt. Gold | N, M | |
| Croatian in Imperial Service | Dk. Tan | Tan/White | Tan | N | |
| Polish | Blue | White | Lt. Green | N |
Battle key: N = Nyborg, F = Fehrbellin, H = Halmstad, L = Lund, M = Malmö, K = Landskrona, W = Warksow.
Counter Notes
- Generic replacement leaders are called Överste (Swedes) or Oberst (Imperial/German and Danish). Note that this game includes two "vanity" replacement leaders with better than normal ratings. For normal play, do not use these counters. As an option, put all replacement leaders of the appropriate nationality, including the better leaders, into a pool and blindly select a replacement when one is needed.
- Some units and leaders have more than one counter with the same unit name. Each unit has a designation on it indicating which battle it appears in. Unlike earlier games in the series, units (including artillery) and leaders are not shared between battles. Each battle has its own set of counters.
- There are four replacement counters for units on the countersheet for Gustav Adolf the Great, the previous game in the Musket and Pike Battle Series, that are not used in Nothing Gained but Glory. These appeared in C3i #19, but are reprinted here for players that did not get that issue. The replacement unit counters are:
- Honigfelde: The Koniecpolski leader counter should have a wing designation of R, not L.
- Breitenfeld: Alt-Piccolomini (A4-7) and Merode should have wing designations of L and not C.
- Alte Veste: The Henderson unit should have a wing designation of C, not L.
- We've also included some replacement leader counters for Gustav that are not used in NGBG. The counters only have new names (for Efferen) or new pictures on them (for the others). (In the case of Banér, it's a corrected picture.) The leader values have not been changed.
- Breitenfeld: Efferen (Swedish Center Wing replacement commander) went by "Adolf Dietrich von Efferen called Hall zu Disternich," so his counter should just read Hall, not Efferen-Hall.
- Breitenfeld: New/corrected pictures for von der Wahl (Imperial Center Wing replacement commander) and Banér (Swedish Right Wing commander).
- Alte-Veste: New pictures for Landgraf W. (Swedish Right Wing commander) and D. Wilhelm (Swedish Center Wing commander).
- Lützen: New pictures for D. Wilhelm (Swedish Left Wing commander) and Stålhandske (Swedish Right Wing commander).
- Dirschau: Corrected/new pictures for Banér (Swedish Right Wing commander) and Wrangel (Swedish Left Wing commander).
- Honigfelde: New picture for Wrangel (Swedish Right Wing commander).
- The following errata was discovered after the NGBG counters were printed:
- Countersheet 3, back, right side, row 9: The battle/wing designations for the Swedish leaders O.W. Fersen and Schönleben should be H-L, not H-C. The fronts of the counters are correct.
Unit Types
| Setup abbrev. | Counter letter | Type |
|---|---|---|
| Arty: | (none) | Artillery |
| Cuir.: | (none) | Cuirassier |
| Dismtd Cuir.: | D | Dismounted cuirassiers |
| HI Bde: | (none) | Heavy infantry brigade |
| HI Bde w/Arty: | (none) | Heavy infantry brigade with organic artillery |
| HI no pikes: | N | Heavy infantry brigade with no or few pikemen |
| LI: | L | Light infantry, dismounted dragoons, or detached musketeers |
Note: While in some games in the series the HI units are called "brigades," in others they are called "battalions." Generally, the Swedes and English called such units "brigades" and the Danes, French, Spanish, and Bavarians used "battalions." For purposes of play, treat both terms the same, and any MPBS rule that refers to brigades applies equally to battalions.
Wing Designations
| Wing Name | Counter Abbr | Battle |
|---|---|---|
| Left | L | All |
| Center | C | All |
| Right | R | All |
| Quast | Q | Nyborg |
| Eberstein | E | Nyborg |
| Pursuit | P | Lund |
| Malmö | M | Malmö |
| Grandvillier | G | Malmö |
| Meerheimb | M | Landskrona |
Battle Designations
| Battle | Counter Abbr |
|---|---|
| Nyborg | N |
| Fehrbellin | F |
| Halmstad | H |
| Lund | L |
| Malmö | M |
| Landskrona | K |
| Warksow | W |
Abbreviations Used in the Setups
Ranks: Obr.: Oberst (Colonel in Danish and German); ObrLjt.: Oberstløjtnant (Lieutenant Colonel in Danish); ObrLt.: Oberstleutnant (Lieutenant Colonel in German); Övr.: Överste (Colonel in Swedish); ÖvrLt.: Överstelöjtnant (Lieutenant Colonel in Swedish).
Nationalities: Br.: Brandenburg; Cr.: Croatian; Da.: Danish; Du.: Dutch; Fn.: Finnish; Ge.: German; HC: Hesse-Cassel; Imp.: Imperial; Mü.: Bishopric of Münster; Po.: Polish; Sv.: Swedish* — the Sv. stands for Svenska, the Swedish term for Swedish. (We used Sw. for the Swiss in ULB.)
Other abbreviations used: AKA: Also known as; KIA: Killed in Action; WIA: Wounded in Action; POW: Captured (Prisoner of War); Lber: Pounder (as a measure of gun size); IR: Infantry Regiment; CR: Cavalry Regiment; DR: Dragoon Regiment; RoH: Regiment of Horse; RoF: Regiment of Foot.
General Setup and Scenario Notes
- Any date in parentheses is a date in the old style (Julian) calendar. (While Catholic countries adopted the Gregorian calendar in the 1580s, Protestant areas of Germany didn't adopt it until about 1700, and Sweden not until 1753.) Most sources for the Scanian War still use old style dates.
- As much as possible, a leader's name and rank appear in the leader's native language, even if that leader is better known under another version of his name. For instance, the leader called Karl XI here is more often known as Charles XI outside of Scandinavia. Also, Friedrich Wilhelm of Brandenburg is better known as Frederick William.
- If a leader's nationality is not indicated, he is of the same nationality as the army he is in.
- Unless a specific setup location is indicated, Wing Commanders start stacked with any unit in their Wing as per 5.21, and Army Commanders start stacked with or adjacent to any unit of their army.
- Unless otherwise indicated, units may start in either normal mode or in Open Order.
- Unless otherwise indicated, when a line in a setup chart includes more than one type of unit, the owning player may choose how to distribute those units among the indicated setup hexes, one per hex.
- Unless otherwise indicated, when a rule mentions all units of a specific side, it includes all nationalities on that side, not just the listed one. For instance, a rule that affects "all units of the Danish side" affects not only Danish units but any German or Münster units of that side, too.
- When determining Victory Points, always subtract the points accumulated by the Anti-Swedish player from those accumulated by the Swedish player.
- Listed historical losses only include units removed from play and not losses to on-map units or leader losses.
Special Rules Applicable to All Scenarios
1. Lighter Artillery: As the artillery pieces of the late 17th century were generally lighter (in weight, not actual caliber) than those of the Thirty Years War, they were able to move faster. Therefore, artillery in these battles have a movement allowance of 3 when limbered, instead of the standard allowance of 2. Do not use this rule for Nyborg.
2. Terrain: A hex with three or less trees is considered a Clear, not a Woods, hex. Disregard all windmills and hexes with minor building art (such as hex 1317 at Warksow). These have no effect on play and are only included for artistic purposes and attention to historical detail.
Fehrbellin — June 28 (June 18), 1675
by Mark Brandenburg
Prelude
On December 29 (December 19), 1674 the Swedish army invaded Brandenburg after pressure from their ally France, who wanted Sweden to remove Brandenburg from the anti-French coalition in the Dutch War.
The Swedish army was commanded by Carl Gustav Wrangel, a veteran from the Thirty Years War. Unfortunately, he suffered from gout that at times kept him incapacitated. Because of this, command of the army would sometimes fall on his subordinates, Conrad Mardefeldt and Wolmar Wrangel. This was less than optimal as Mardefeldt was suspected of cooperating with the enemy and Wolmar Wrangel was an inexperienced officer who owed his high post to the fact that he was Carl Gustav Wrangel's half brother.
The Swedish army in Pomerania numbered under 16,000 men but suffered from lack of equipment as well as determination. The initial invasion was conducted in a cautious way that displayed none of the drive and energy of the former invasions under Gustav II Adolf and Karl X Gustav, and the Swedish army went into winter quarters in Anhalt soon after its invasion.
When the Brandenburg Elector Friedrich Wilhelm learned of the invasion, he went into winter quarters and began to prepare for his army to leave the French front and march home once the campaign season started. During the winter he did what he could to secure allies so he wouldn't have to fight the Swedes alone. However, he was unsuccessful, as the Swedish army was widely feared. He ordered his subjects to respond to the Swedish invasion by avoiding all contact with them and by removing all food from areas in the Swedish line of march. The Swedish logistical situation quickly deteriorated and by spring the men were complaining about a lack of bread.
In order to sustain his army and to comply with French wishes to put more pressure on Friedrich Wilhelm, Carl Gustav Wrangel took the army deeper into Brandenburg territory in May 1675. The hungry Swedes looted and pillaged on such a scale that it even shocked their commanders. A savage small scale war broke out between the Swedish soldiers and the desperate peasants that further devastated the countryside.
Due to the poor logistical situation the Swedish army was divided into two forces. By June 1675, C.G. Wrangel's force was west of Berlin at Alt-Brandenburg while Wolmar Wrangel's force was north of that, at Havelsberg. When news was received that the Brandenburg army was marching towards them, W. Wrangel was ordered to reinforce Carl Gustav Wrangel in order to give battle in the Halberstadt region
Meanwhile, the Brandenburg army reached Magdeburg on June 21 (June 11) after having undertaken a 250 kilometer long march in only two weeks. This march is considered one of the great marches in military history, and was made possible by abandoning the army's supply wagons and buying supplies from the locals along the way and by enforcing discipline to avoid pillaging. Upon his arrival at Magdeburg, Friedrich Wilhelm learned of the division of the Swedish forces and that the crucial link between them at Rathenow was only held by a single dragoon regiment. He decided to pre-empt the Swedes and immediately ordered General Derfflinger to strike at Rathenow before the two Swedish armies could combine.
At Rathenow Friedrich Wilhelm succeeded in bribing a local official from the garrison to hold a large and elaborate banquet for the Swedish officers of the fortress in order to get them drunk before the assault began. The 69 year old Derfflinger then impersonated a Swedish officer and convinced the guards to open the gates of the town by claiming that a Brandenburg patrol was after him. Once the gates were opened for him he personally led the charge of 1000 dragoons against the city ahead of the rest of the army.
After the fall of Rathenow the Swedish position was vulnerable. Carl Gustav Wrangel found himself hemmed in and ordered Wolmar to make a circling move to the east and join him by crossing the bridge at Fehrbellin. However, when Wolmar Wrangel reached Fehrbellin he found the bridge destroyed.
On June 28 (June 18) 1675, while the Swedes were repairing the bridge, the Brandenburgers arrived from the west and took up a strong position on higher ground overlooking the Swedish position. With nowhere to go the Swedes were forced to fight in order to gain enough time for the engineers to repair the bridge.
The Battle
The Brandenburg army of 5,600 cavalry and thirteen guns faced a larger Swedish force of 7,000 infantry and 4,000 cavalry. However, the Swedes had only seven guns as the rest had been sent in advance to the bridge. The Swedish line was flanked by a swamp and a forest, but they had the Rhin River at their back, so there would be no place to retreat until the bridge was repaired.
The Brandenburg artillery was placed on a series of low hills near the Swedish positions, and from there they caused heavy casualties when they opened fire at around noon, starting the battle.
Several times the Swedish infantry attacked to wrest control of the hills to silence the artillery but, despite the courage shown by the Dellwig regiment, they were stopped each time by the stubborn defense of the Brandenburg dragoons defending the guns. Meanwhile, Friedrich Wilhelm's right wing pressed against the Swedish cavalry opposite them, eventually causing them to flee. The Brandenburg cavalry then turned against the exposed flank of the Swedish infantry and annihilated an entire regiment, which was cut down to the last man. At this point Wrangel decided to retreat as he received news that the bridge was repaired. The Swedish right wing managed to cover the retreat and Wrangel was able to get the remainder of his army across the Rhin before darkness fell.
Aftermath
The Swedish army, although defeated, lost only 600 men to Brandenburg's 500 during the battle, but the coming days would see the Swedish numbers drop to a fraction of their former strength as raiding parties, desertion, and starvation all took their toll during the long retreat.
Although militarily only of minor importance, the battle of Fehrbellin had enormous psychological impact. It was a disaster for Sweden as defeat here broke their myth of invincibility. Friedrich Wilhelm turned the victory into a major publicity triumph and succeeded in encouraging the Emperor Leopold, the Dutch, and the Danes to join the fighting. This permanently tilted the scales against Sweden and ensured that they would be on the defensive for the rest of the war.
Friedrich Wilhelm henceforth was known as the Great Elector ("der Große Kurfürst"), and the army that he and Derfflinger had led to victory became the core of the future Prussian army. A memorial of the battle was erected at Hakenberg, and June 28 was a holiday that was celebrated in Germany up until 1914, when on the same date, the Archduke Franz Ferdinand was assassinated, setting off a chain of events that would lead to World War I and the end of the Hohenzollern dynasty.
Special Rules
1. Slopes: All slopes adjacent to 2605, 2706, 2805, and 2906/2907 are steep. All other slopes are gentle for purposes of 10.9.3.
2. Retreat Edges:
- The Swedish retreat edge is the northern (10xx) edge.
- The Brandenburg forces retreat towards the southern (42xx) edge.
3. Senior Wing Commanders:
- Swedish: Irrelevant as they have no Army Commander.
- Brandenburg: Derfflinger.
4. Leader Setup:
- Elector Friedrich Wilhelm sets up stacked with either unit of his Leibgarde.
- Prince Friedrich of Hesse-Homburg sets up stacked with any unit of the Avantgarde.
5. Preliminary Bombardment: The first turn (only) starts with a special bombardment by the Brandenburg artillery. Before the first activation, the Brandenburg player may have each of his artillery units fire once, and the units are not marked as having Fired. The Army Commander may not activate as part of this special fire.
6. Special Terrain Features:
- A. Impassable Marshes: Marsh hexes are impassable. The Rhin Luch hexes do block LOS while the hexes of the Katherinenpfuhl do not. Luch is a local term for the formerly large swamps along the rivers in the lowlands of the Mark Brandenburg, and the term itself derives from the Wendish/Sorbian word for meadow.
- B. Hakenberg Village: Treat the green dwelling hexes as garden hexes. Treat the church hex (1819) as a village hex.
Start Time: 8:00 AM (Turn 1)
Maximum Duration: 7 turns (through the end of the 10:00 AM turn, Turn 7). Historically, the Swedes started their retreat about 10:00 AM.
Historical Starting Orders
Swedes: All Wings: Start under Receive Charge Orders.
Brandenburg:
- Left Wing: Start under Receive Charge Orders.
- Right Wing: Start under Charge Orders.
Victory Conditions
| VPs | Type of Victory |
|---|---|
| 11 or more | Decisive Swedish Victory |
| –10 to 10 | Marginal Swedish Victory |
| –40 to –9 | Draw |
| –60 to –41 | Marginal Brandenburg Victory |
| –61 or less | Decisive Brandenburg Victory |
Basic Victory Levels — Swedish: Horse 130 points in play / 60 losses; Foot 60 / 15; Artillery 10 / 5; Total 200 / 80.
Basic Victory Levels — Brandenburg: Horse 220 points in play / 40 losses; Foot 0 / 0; Artillery 25 / 0; Total 245 / 40.
Historical Outcome: A draw with a VP differential of –40. Swedish Points: 40. Brandenburg Points: 80. Result: 40 – 80 = –40.
Halmstad — August 27 (August 17), 1676
AKA Fyllebro, southwestern Halland
Prelude
When the Danish army crossed the Sound and landed in Scania near Helsingborg in late June 1676 it quickly met with success as the Swedes were unprepared to meet it, and the pro-Danish population of the province rose in support of the Danes. The hopelessly outnumbered Swedish army retreated northeast out of Scania and towards Växjö in Sweden proper to await reinforcements and within a month most of the provinces lost in 1658 were back in Danish hands.
After the fall of the fortress of Landskrona the Danish main army advanced east towards the fortress of Kristianstad, while a detachment of around 4000 men under General Jacob Duncan was sent north into the former Danish province of Halland towards the minor fortress of Halmstad. The objectives for this diversion are unclear but were either to capture Halmstad or link up with General Ulrik Frederik Gyldenløve's Norwegian army that had advanced south towards Gothenburg and was about to besiege it. The Danish leadership reasoned that the risks in splitting their effort were justified as it was assumed that the Swedes' attention would be fixed on the main army at Kristianstad, and that Duncan would therefore be able to move freely.
Duncan's force arrived at Halmstad on August 22 (August 12) and immediately began a siege, despite lacking siege artillery. Meanwhile, events were already underway that would soon prove the Danish assumptions about Swedish intentions had been overly optimistic.
The Swedish King Karl XI had received news of the Danish diversion on August 19 (August 9) and the news filled him with desperate joy and determination. Within a few days the small 5300 strong Swedish army marched towards Halmstad via Ljungby with the goal of cutting the line of communication of the unsupported Danish detachment and then destroying it.
After intensive forced marching the Swedish army reached the town of Knäred on August 26 (August 16), and were now only a 4 or 5 hour march from the only road linking Duncan's army with the Danish controlled territory to the south. However, the men were utterly exhausted and hungry and it was decided to let them rest briefly until resuming the final advance in the evening. Meanwhile, a cavalry troop was sent to burn the bridges south of the Danish army to prevent their escape. In the early hours of August 27 (August 17) the Swedes reached Laholm and the Danish army was now trapped. A 300 strong cavalry vanguard was sent to pin the Danes in place while the still very tired main army closed the distance and formed in battle formation.
In the Danish camp, General Duncan had first learned of the presence of Swedish forces on August 26 (August 16). He now had two options: he could either lift his siege of Halmstad and advance south towards the safety of the Danish controlled fortresses, or he could go north and prepare a defense behind the Nissan River while awaiting help from either the Norwegians or the Danish main army.
He assumed that the Swedish force was only a small cavalry patrol, and therefore made no haste and he eventually decided to leave his exposed position at Halmstad and march his men south to Scania. When he reached the Fylleån stream he began to repair the bridge (which he had destroyed earlier) so his artillery and baggage could cross the stream. Meanwhile, small patrols were sent south to locate the Swedes.
The Battle
Just a few kilometers north of Laholm the Swedish vanguard under command of Ascheberg encountered one of these Danish patrols. After a short chase Ascheberg suddenly found himself face to face with Duncan and his entire detachment, which had just finished repairing the bridge and was about to cross to the southern bank.
At this stage Duncan was still unaware of the presence of the Swedish main army under the King, and, thinking that the troops in front of him were all he faced, he calmly let his men continue to slowly cross the bridge and form in battle formations with their backs against the creek.
Once the entire army was across the bridge it did not attack the Swedish cavalry, but instead held its positions and thereby left the initiative completely in the hands of the Swedes, perhaps expecting them to either launch an unfavorable attack or retreat. Due to the passive Danish behavior the Swedish army had plenty of time to bring forward the rest of their cavalry as well as their infantry that had been lagging behind, and over the following hours the Swedish army opposing Duncan became gradually larger and larger while the Danish army remained completely static in their battle line. In an attempt to hide their true strength from the Danes the Swedish regiments were ordered to lower their company colors until the guns signaled for the attack to begin.
To make up for his small numbers of cavalry Duncan reassigned the infantry battalions from the second line to bolster his right and left flanks, and the entire army therefore deployed in a single line with no reserves available. He initially left his artillery and baggage behind the Fylleån, but eventually decided to bring his artillery across to support his battle line.
When the Swedish army was nearly done forming up, the Danes suddenly sprang into action when a lone squadron from Tropp's regiment of dragoons charged the Skaraborg Infantry Brigade while it was still reforming and with the courage of despair fought their way through it to safety. The rest of the Danish army remained passive and when a salvo from the Swedish guns signaled the start of the attack the Swedish right wing launched a determined charge down the hill. After a brief fight lasting only about 20 minutes the Danish left wing was scattered.
Shortly after this the Swedes also charged on their left wing and in the center, where the infantry exchanged several salvos. The Danish infantry put up a fearsome fight and gave as good as they got. They managed to hold their ground until they came under attack from the Swedish cavalry after the collapse of the Danish wings.
As his army was collapsing Duncan realized the mistake of his position and ordered the army to retreat back across the creek to better positions, But it was too little too late, and when the Swedish cavalry on the right wing found a ford and started moving fresh cavalry squadrons across the creek Duncan understood that the battle was lost and surrendered. The action had lasted for little more than an hour, and had been an outstanding Swedish victory as they had practically eliminated the Danish army and suffered little in return.
Aftermath
The Battle of Halmstad was the first victory for the inexperienced twenty-year old King Karl XI and an important boost of morale for him, his generals, and the whole army. There could be no question of immediately exploiting the victory however, as the army was still much too weak to confront the Danish main army, which had belatedly coming to the aid of Duncan and the Swedish army therefore marched north to Varberg. Here they received fresh reinforcements and before the end of the year they would be back to challenge the Danish hold on the Scanian provinces. The experience and confidence gained at Halmstad would prove invaluable to the Swedes in the fighting to come.
The defeat at Halmstad was the first setback for the Danish army in the Scanian War and it was a hard blow to their plans of linking up with the Norwegian army, and to the optimism and confidence that reigned after the many successes of the early summer. The day after the battle the Danish King Christian V broke his camp at Kristianstad and started marching towards Halmstad to force the Swedes to battle. On September 5 he arrived and began besieging the town with no result. Three weeks later he returned to Scania to find quarters for the winter.
Note: In this battle, each strength point represents approximately 70 men.
Setup Note: S1 = Setup for Scenario 1; S2 = Setup for Scenario 2.
Special Rules for Both Scenarios
1. Slopes: All slopes hexsides are steep for purposes of 10.9.3.
2. Retreat Edges:
- The Danish retreat edge is the north-western (10xx) edge and the map edge between 2022 & 1622.
- The Swedish retreat edge is the south-eastern (42xx) edge.
3. Senior Wing Commanders:
- Danish: Rosenkrantz.
- Swedish: Helmfeldt then Fersen.
4. Special Terrain Features:
-
A. The Fylleån: This river and its fords are hex features. Treat the bridge (hex 2210) as a normal series bridge hex, and the fords (hexes 2212 and 2314) as marshy stream hexes. Otherwise, the Fylleån is impassable terrain, except for Cavalry units. See the NGBG TEC Addendum on the back of Playbook II for how to treat these hexes. Note that it costs a cavalry unit 8* both to enter a river hex and to leave it. That means that unless a cavalry unit is in Open Order, it must start in Formation Normal adjacent ot the river and then spend another full activation to enter the river, then spend another full activation to reform back to Formation Normal and then another full activation to move one hex out of the river, where it is Formation Shaken.
A Cavalry unit in a river may change facing normally but may Intercept only into an adjacent hex. A cavalry unit that advances, retreats, or pursues into or out of one river hex incurs one Formation hit (at the end of the advance, retreat, or pursuit) for entering and one for leaving the hex.
-
B. The Assarpsbäcken: The Assarpsbäcken was a small stream at the bottom of a gully. This stream and its ford are hexside features. See the TEC for how to treat these hexsides. Treat the ford over this stream as a normal Stream hexside.
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C. Heath: Most of the region around Halmstad was covered in heath during the 17th century and this terrain hindered the mobility of the cavalry during the battle. The following rules and addition to the TEC reflect this:
- These rules apply to all Clear terrain hexes.
- Apply a +1 modifier to all Cavalry Interception rolls.
- Change the Cavalry Momentum modifier for close combat from the usual +2 to just +1.
-
D. Olofstorp Farm: Treat hex 2317 as Clear (heath) terrain. It was too small to have any game effects, and is included mainly for reference and detail purposes.
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E. Treat the two hexsides where the main road crosses some streams as regular stream hexsides.
5. Rainy Weather: Most of the battle of Halmstad took place in heavy rain. To represent this, apply a –1 modifier to all musket and cavalry fire attacks.
6. Royal Commander: For loss purposes, King Karl XI is worth 30 victory points instead of the normal 20 for an AC.
7. Danish Breakout: Each Danish cavalry unit that receives a "Pursue off map and Eliminate" result in combat as well as each Danish unit of any type (except LI) that voluntarily exits the map off the 42xx map edge provides VPs to the Danish Player as shown here:
| Unit Type | VPs for each |
|---|---|
| Cuirassier | 5 |
| Heavy Infantry | 2 |
| Light Infantry | 0 |
| Artillery | 10 |
| Wagon | 10 |
If the Danish Player has moved units off map and earned breakout VPs during the game he is not prevented from winning by MPBS Rule 4.6 (Surrendering the Field), and can win the scenario even though all his wings are under Rally Orders or he has no units left on map. The game still ends at the conclusion of the turn in which all wings of one or both players are under Rally Orders or one player has no units left on map — it is only the provision that the player surrendering the field is unable to win that is disregarded.
8. Danish Baggage Train: The Danish Wagon unit and the LI unit of the Center Wing are automatically in command in their starting hex (hex 2010), but once they leave this hex they must follow the normal command rules.
9. Swedish Option: Add a 4-7 Livregementet Cuir. unit to the Swedish Right Wing. It sets up in Scenario 1 in hex 3217 and enters the map together with the rest of the Livregementet in Scenario 2. There is no cost for using this variant, though it clearly favors the Swedes. Some sources state that the 9 squadrons of the regiment were present, not just 6.
Special Rules for Scenario 1
This is the historical battle that started around 0830 and ended around 1030 with Duncan's surrender. Use the setups shown for Scenario 1.
Start Time: 8:20 AM (Turn 7)
Maximum Duration: 6 turns (through the end of the 10:00 AM turn, Turn 12)
10. King Karl: Set up Karl XI stacked with or adjacent to any unit in the Right Wing.
11. Start FS: Any Swedish unit that has the notation "Start FS" for its Scenario 1 setup starts on its Formation Shaken side. These units were still reforming from column.
Historical Starting Orders
- Danish: All Wings start under Receive Charge Orders.
- Swedes: All Wings start under Make Ready Orders.
Victory Conditions
| VPs | Type of Victory |
|---|---|
| 96 or more | Decisive Swedish Victory |
| 81 to 95 | Marginal Swedish Victory |
| 66 to 80 | Draw |
| 51 to 65 | Marginal Danish Victory |
| 50 or less | Decisive Danish Victory |
Basic Victory Levels — Swedish: Horse 100 points in play / 0 losses; Foot 30 / 5; Artillery 10 / 0; Total 140 / 5.
Basic Victory Levels — Danish: Horse 60 points in play / 50 losses; Foot 30 / 30; Artillery 15 / 15; Wagon 10 / 10; Total 115 / 105.
Historical Outcome: A Marginal Swedish Victory with a VP differential of 95. Swedish Points: 105. Danish Points: 5 + 5 points for pursuing off map. Result: 105–10 = 95.
Special Rules for Scenario 2
This scenario allows you to start the battle earlier, just as the Danes had finished crossing the bridge and were only opposed by the forward Swedish cavalry under Lode. Use the setups shown for Scenario 2.
HISTORICAL NOTES: This scenario is included so players can explore the outcome of a different Danish strategy: what would have happened if Duncan had been more energetic and attempted to attack south to break out of the Swedish trap and/or defeat the Swedish army piecemeal as it arrived on the battlefield? Another interesting what-if is the effect of a Danish withdrawal behind the Fylleån to a much stronger defensive position instead of staying in such a hopeless position.
Start Time: 6:20 AM (Turn 1)
Maximum Duration: 16 turns (through the end of the 11:20 AM turn, Turn 16)
This scenario ends later than the historical scenario to allow for variable outcomes.
12. King Karl: Karl XI may enter with any cavalry unit.
13. Swedish Entry: During setup the Swedish Player arranges his off-map units in a marching order. The marching order is the sequence the units enter the map at hex 4208. Each unit enters the map in column formation (if cavalry or infantry) or limbered (if artillery), and follows the normal MPBS rules for reinforcements (7.4).
The cavalry units are available to enter the map starting on Turn 2. The artillery unit is available to enter the map on Turn 4, but may not enter until all cavalry units have entered the map. The infantry units are available to enter starting on Turn 6, but may not enter until all cavalry and artillery units have entered the map. No units on either side may enter column formation after play begins.
14. Danish Redeployment: Note that in this scenario, the HI brigades attached to the Danish Left and Right Wings are marked with a C Wing marker, indicating that they start the game attached to the Center Wing. The Danish Player may reassign one or two HI units from the Center Wing to either of his other wings during any activation of the Center Wing.
To make a reassignment, both the Center Wing and the wing to which the unit is being reassigned must be under Receive Charge Orders and no unit of either wing may be adjacent to a Swedish unit at the time of the reassignment. If the unit's printed Wing Designation is the same as the wing to which it is being reassigned, remove any Wing marker on the unit. Otherwise, place an appropriate Wing marker on the unit to show the wing to which it is now assigned.
Once reassigned, the unit is considered part of the new Wing for all purposes. Both units may be reassigned to the same wing, and each unit may be reassigned only once per game. Any of the HI units may be reassigned; they don't have to be the ones that were historically reassigned. While both the Left and Right Wings start this scenario as cavalry wings, once an infantry unit is assigned to a wing that wing becomes an infantry wing.
15. Automatic Defeat: The Swedish Player cannot suffer an automatic defeat from having no units on map until after all cavalry units have entered the map.
16. Danish Breakout: The Danish Player cannot receive VPs for units voluntarily leaving the map per Special Rule 7 until Turn 3, but may receive VPs for cavalry units pursuing off map at any time.
17. Turning the Danish Line: If, at the end of the game, no Danish units have voluntarily left the map and there is at least one Swedish unit that is not Morale Broken north of the Fylleån, the Swedish Player gets 40 VPs. This represents the Swedes turning the Danish defensive position along the river, making further defense there impossible.
Historical Starting Orders:
- Danish: All Wings start under Receive Charge Orders.
- Swedes: All Wings start or enter under Make Ready Orders.
Victory Conditions:
| VPs | Type of Victory |
|---|---|
| 46 or more | Decisive Swedish Victory |
| 31 to 45 | Marginal Swedish Victory |
| 16 to 30 | Draw |
| 1 to 15 | Marginal Danish Victory |
| 0 or less | Decisive Danish Victory |
Lund — December 14 (December 4), 1676
Southwestern Scania
Prelude
Following their decisive victory over Duncan's small detachment at the battle of Halmstad in August 1676, the Swedish army withdrew to await reinforcements instead of risking a battle with the much larger Danish main army. By October the Swedish army had grown to 12,000 men, with a preponderance of cavalry, and the Swedish king now felt confident enough to move his army south into Scania in order to relieve his remaining stronghold there: the fortress of Malmö.
On November 3 (October 24) the Swedish army crossed the border to Scania and six days later they took the fortress of Helsingborg which had been lost to the Danes during the summer. An attempt to cut off the Danish army from their main base at Landskrona failed and the Swedes thereafter settled in a camp at Bårslöv near Helsingborg. The Swedish choice of camp soon proved to be unfortunate as incessant rains turned it into a quagmire. Also, their supply situation quickly became precarious as the supply lines through the woodlands of northern Scania were frequently attacked by the pro-Danish Snaphance guerillas as well as lawless bandit gangs seeking loot. With the numbers of sick and dead rising alarmingly, the Swedish army broke camp in early November and marched south in order to force a decision.
The Danish army had taken up a position at Lund, south of the Kävlinge River. The Danes controlled all the river crossings, and the Swedish army was forced to camp on the north side. This stalemate lasted for the rest of the month, but in late November snow arrived and the river slowly began to freeze.
The Danes assumed that the Swedes had gone into winter quarters and that there would be no more campaigning until spring. Karl XI, on the other hand, felt that he had to move now because his army, which was freezing and starving, would not last long in Scania. When, on the morning of December 13 (December 3), the Swedish General of Fortifications Erik Dahlberg reported to the King that the ice was thick enough to bear units, he decided to attack. The plan was to launch a surprise assault on the Danish camp, or alternatively to move around the Danes and head for Malmö to winter and resupply in that strong and well-stocked fortress.
On the moonless night of December 13-14 (December 3-4) the Swedes crossed the Kävlinge River at a ford by an old mill without being noticed by Danish patrols. Swedish scouts reported that the ground on the way to the Danish camp was blocked by many earth and stone wall enclosures. At this point the Danes had also become aware of the Swedish presence and had sounded the alarm. The impetuous Swedish king was eager for battle but his advisors succeeded in persuading him from launching a direct assault, as the Danish army was vastly superior in infantry. A council was held with the generals and the decision was made to advance towards the dominating hills just outside of Lund to gain better terrain for the cavalry as well as more secure flanks
The Danish army quickly arranged itself in battle order and started to race the Swedes for control of the hills. (This is the starting point of scenario 1.)
The Battle
At about 0830 the forward elements of both armies reached the snowy hills to the north of Lund. The initial cavalry skirmish between the Swedish right wing and the Danish left wing escalated as both sides brought reinforcements into the fight seeking to outflank the opposing line. Units on both sides were routed, although the Danes got the worst of it; their commander Carl von Arensdorff was fatally wounded and the 4th Jutland regiment of Horse left the field completely, while the Swedes under Fersen managed to rally their troops. Both wings were disordered by thirty minutes of fighting, leaving the contested position in the hands of the Swedes.
The front now stretched along a line running from north to south, with the Danes to the east and the Swedes to the west, separated by a steep valley. The 13,000 strong Danish army was supported by 56 guns of various calibers, while the Swedish army only fielded 8,000 men after the heavy attrition of the preceding months. The Swedes had 12 guns with them. Both sides deployed in the traditional way with infantry in the center and cavalry on the flanks, although the Swedes had been forced to assign cavalry to bolster their center wing due to a shortage of infantry.
As the sun rose at about nine o'clock in the morning the main battle began. (This is the starting point of scenario 2.) The Swedish right wing under the command of King Karl XI charged the Danish left wing and after hard fighting that lasted about an hour. The Danes fled eight kilometers north towards their camp and the Kävlinge River. The victorious Swedish cavalry and King Karl XI pursued, overrunning several Danish artillery pieces along the way. As the crowded mass of fleeing Danish cavalry were crossing the ice over the Kävlinge River the ice broke and many riders and horses drowned in the icy waters. The Danish King Christian V had managed to extricate himself from the collapse of the Danish left wing, and thinking the battle was lost he now fled the field for the safety of Landskrona.
At the same time as the Danish left wing was routing, the Swedish center began its attack against the Danish center. Just before this a rather strange event occurred in the no-man's land between the two sides. A Danish captain challenged the Swedes to a duel, which was accepted by an officer of the Life Guard regiment. The men fought with the waiting armies as spectators; the Swede won and returned with the sword of his fallen opponent.
An artillery duel forced the Swedish infantry to seek shelter from the heavy fire by advancing into the steep valley between the two armies. The time was now 11:00 AM. The Danish infantry also advanced down into the valley and attacked the Swedish line. Heavy fighting broke out and the Swedes were forced to retreat back to their original positions and beyond by the sheer weight of enemy numbers. In the ensuing advance the Danish infantry captured the Swedish field guns. The Swedish center was saved from collapse by effective counterattacks by the cavalry of the second line as well as the intervention of those elements of their right wing that had not followed their king in his impetuous pursuit. Attacked from behind and the sides, panic spread among the Swedish infantry and many fled, were cut down, or were taken captive.
The Swedish left wing also came under attack at the same time as the center. It too was pushed back by superior numbers but did not break, even though several regiments were crushed by the strong Danish attacks. The wing commander Galle was killed early in the battle, contributing to the defeat of the Swedish left wing.
At noon a one-hour lull in the battle occurred as both sides were thoroughly exhausted and disorganized after the heavy fighting so far. During this time both sides reorganized and reassigned troops among their wings, in an attempt to cover for the losses incurred so far. The remaining Swedes marched closer to the town of Lund, seeking a better defensive position. The Danes followed and the armies were now arranged on a line going from east to west with the Swedish army having their backs to Lund. The continued absence of their king and the pursuing cavalry was beginning to cause worries to the Swedish commanders as well as among the rank and file, as the remaining Swedish army by now only counted 1400 infantry and 2500 cavalry against a force of 4500 Danish infantry and 2100 cavalry.
Meanwhile at the Kävlinge River the Swedish king was overseeing the plundering of the Danish camp, and considering his next move. He didn't have reliable information on the outcome of the battle he had left so dramatically several hours ago, although his own success was a good sign in itself. A messenger then arrived with news that the rest of the army was in fact in trouble. Karl decided to return to the battlefield instead of continuing the pursuit of the Danish cavalry to Landskrona. He began forming up the men for the ride back, while leaving a few behind to guard the captured Danish camp.
At around 1300 hours the battle at Lund flared up again as the Danes renewed their attack on the Swedish line. (This is the starting point of scenario 3.) The outnumbered Swedes on the right flank were pushed back towards Lund, while their center managed to hold on as the Swedish Lifeguard of Foot fought with a desperate courage. After an hour of fighting both armies once again pulled back to reorganize for what appeared to be the decisive final attack against the Swedish positions. The Swedish infantry had to take cover behind a triangle shaped wall enclosure. At 1400 hours, just as a renewed attack was about to begin, the Swedish king returned to the battlefield from the north. He immediately began to move around the Danish army on a western course towards his battered army.
Once the Danish commander Friedrich Arensdorff saw the small Swedish cavalry appear in his rear he called a halt to his attacks against the battered Swedish defenders, and turned his army completely around in an attempt to crush this new threat before it could join forces with the rest of the army. As the sun began to set the Danish army raced northwest and successfully prevented the Swedish cavalry from breaking through. King Karl XI, two of his generals, and a soldier of his Drabant Life guard managed to slip through the Danish lines and join the diminished Swedish center. While Arensdorff was fighting the newly returned cavalry near the village of Nöbbelöv, the return of the Swedish king inspired the exhausted troops outside Lund to attack the Danish forces in the back. Despite the recent Swedish reinforcements the Danes still outnumbered the Swedes by approximately 4000 to 3500 at this point in the battle. However, being attacked from two sides caused the army to disintegrate after a short fight and the remaining Danish cavalry scattered into the night. Most of their remaining infantry weren't so lucky, although the King's Life Regiment of Foot along with remnants of other regiments managed to fight their way to Vallkärra church where they made a last stand, setting the village on fire as a cover. The rest of the Danish infantry were captured or killed, while the naval infantry was being massacred until the Swedish Fältmarskalk Helmfeldt ordered the killing to be stopped and the surrendering soldiers spared.
Aftermath
When the battle finally ended, darkness had descended upon a battlefield strewn with dead and wounded. Both armies were utterly exhausted after the fierce day-long battle. The number of dead was high and would increase sharply during the following hours as many of the wounded would succumb to the cold Scandinavian winter night before any help could arrive. Sources disagree on the number of men who died during the battle of Lund, but the total is around 6000 Danes and 3000 Swedes. In addition to this the Danes lost 2000 men as prisoners, while the Swedes lost 50 to 70 prisoners. Considering the size of the armies involved (around 20,000 in all), these losses were extraordinarily heavy and left both armies severely crippled, and it is known as the bloodiest battle in the history of Scandinavia. Perhaps 42 percent of the participants were killed, a high casualty rate that shocked the contemporary world. No one had ever heard of such losses in a battle.
The victory at Lund served as an immense morale boost to the Swedish army, as their outnumbered and fatigued troops triumphed against all odds. Karl XI was criticized for getting carried away by his success on the right flank, but the battle had nonetheless made him popular with his own troops. Had the battle at Lund been a defeat for the Swedish army it would most likely have meant that the war would have been lost. On December 16 (December 6) the Swedes moved into the captured Danish camp and rested there for five days.
Note: The Danish army at Lund contained 1300 sailors, mostly Danes and a few Norwegians and Dutch. They were transferred to the army while the navy lay in winter quarters, and were all completely inexperienced in land combat. They were formed into three squadrons (battalions) of 430-435 men each and led by naval officers. They were armed as in the navy with pistols, spiked maces, and cutlasses, and therefore represented here as dismounted cuirassiers. All three squadrons were destroyed almost to a man during the battle, and the Danish navy in fact lost more men at the land battle of Lund than in any of their naval battles during the war.
Special Rules for All Scenarios
1. Slopes: All slopes hexsides are steep for purposes of 10.9.3.
2. Retreat Edges:
- The Danish retreat edge is the north corner of the map (1013 to 2800 inclusive).
- The Swedish retreat edge is the south corner of the map (4231 to 3343 inclusive).
3. Senior Wing Commanders:
- Danish: C. Arensdorff then F. Arensdorff.
- Swedish: Helmfeldt then Fersen.
4. Special Terrain Features:
-
A. Frozen Streams: All the streams are frozen and therefore a Stream hexside does not cause Formation Hits when crossed or provide a Close Combat modifier. However, it still costs +1 MP to cross a stream, and crossing a Stream hexside still robs a unit of any Momentum acquired until then. Because the streams are frozen, disregard all bridges across them for purposes of Fire and Close Combat.
-
B. Frozen Ground: A limbered artillery unit has a movement allowance of 4 here due to the frozen ground.
-
C. Walls: See the lines related to Walls on the TEC Addendum (on the back of Playbook II). A Wall or Wall Opening hexside is a Reciprocal Hexside feature (MPBS Rule 14.4) and all walls are considered to run along hexsides even if they may stray into a hex for better visual effect. A cavalry unit that enters a Wall Opening hex or crosses a Wall Opening Hexside loses any Momentum it has accumulated up to that point. A break in a wall hexside where a stream runs through it does not count as a Wall Opening.
Note: The walls served as fences between fields, and were low enough that a formation could see over them but not easily move over them.
-
D. Lund: The hexes of Lund are impassable to all units.
-
E. See the Terrain Effects Chart Addendum on the back cover of Playbook II for other special terrain for this battle.
5. Special Setup Notes:
- A. Dead Units: In scenario 2 and 3 some units and leaders are designated in the setup to be placed in the Dead Box. These units and leaders are considered to have been eliminated before the start of the scenario and are counted for VPs at the end of the game.
- B. Abbreviations Used:
- –1 or –2: Place a 1 or 2 Casualty marker on the unit.
- FS: Place the unit on its Formation Shaken side.
- Dead: Place the unit in the Dead Box.
- Pursuit: Place the unit on the Turn Track for entry this turn per Special Rule 9.
- Threshold: Place a Casualty Threshold marker on the unit.
- Disabled, Captured: Place a Disabled or Captured marker on the unit.
- R Wing, L Wing, P Wing: Place the appropriate wing marker on the unit.
- C. Leader Assignments by Scenario: Leaders at this battle may be assigned to different wings than the one they start a scenario with (see Special Rule 7 below.) Here is a listing of where each leader starts each scenario.
Danish Army:
| Leader | Scenario 1 | Scenario 2 | Scenario 3 |
|---|---|---|---|
| Christian | AC | AC | Pursuit Box |
| F. Arensdorff | Right WC | Right WC (starts on Finished side) | AC |
| Meerheimb | R-WC Repl. | R-WC Repl. | Left WC (starts with L Wing marker) |
| Rantzau | R-WC Repl. | R-WC Repl. | Right WC |
| Schack | Center WC | Center WC (starts on Finished side) | Center WC |
| Cicignon | C-WC Repl. | C-WC Repl. | C-WC Repl. |
| C. Arensdorff | Left WC | In Dead Box | In Dead Box |
| Sandberg | L-WC Repl. | Left WC | In Dead Box |
Swedish Army:
| Leader | Scenario 1 | Scenario 2 | Scenario 3 |
|---|---|---|---|
| Karl | AC (set up w/in 1 hex of a Right Wing unit) | AC (set up w/in 1 hex of a Right Wing unit) | In Pursuit Box (as part of Pursuit Wing) |
| Helmfeldt | AC Repl. | AC Repl. | AC Repl. |
| Fersen | Right WC | Right WC | In Dead Box |
| Wittenberg | R-WC Repl. | R-WC Repl. | In Dead Box |
| Ascheraden | Center WC | Center WC (starts on Finished side) | Center WC |
| Mortaigne | C-WC Repl. | C-WC Repl. | C-WC Repl. |
| Galle | Left WC | Left WC (starts on Finished side) | In Dead Box |
| Schönleben | L-WC Repl. | L-WC Repl. | Right WC (starts with R Wing marker) |
| Wachtmeister | L-WC Repl. | L-WC Repl. | Left WC |
| Bielke | Not in Play | Not in Play | In Pursuit Box as Pursuit WC |
6. Royal Commanders: For loss purposes, King Karl XI of Sweden and King Christian V of Denmark-Norway are worth 30 victory points instead of the normal 20 for an AC.
7. Break: Once per game at the very start of a turn, either player may declare a Break if no enemy units are adjacent and no wings are under Charge orders. A Break is four turns long and all wings revert to Receive Charge orders automatically. All units on the map are returned to Morale Normal and Formation Normal or Open Order, and cavalry may reload both pistols. A unit that starts the Break in Column may remain in Column. This does not change the effect of Casualty Threshold. No movement or combat of any kind can occur during a break. Simply skip four turns. If a Break occurs while the Swedish player is checking to see if his pursuing cavalry returns, he makes four additional cavalry return checks during the first turn after the Break.
During the Break both players may permanently reassign wing commanders and cavalry units from their current wing to a new one. Mark the relevant unit(s) with an appropriate "New Wing" marker. For the rest of the game the reassigned units are considered to be part of their new wing in every way. A player may reassign a WC to a new wing only if that new wing is commanded by a generic oberst / överste or has been completely eliminated. In the latter case the leader may be reassigned only if at least one cavalry unit of his current wing is also reassigned to the same new wing, so that the now-resurrected wing consists of a WC and at least one cavalry unit. Place the reassigned WC's replacement leader in command of his old wing. If a player reassigns one or more cavalry units to a wing that was previously eliminated but does not reassign a WC to that wing, place a generic oberst /överste in command of the newly resurrected wing.
8. Infantry Incorporation: Danish and Swedish HI units may use the rules regarding Cavalry Incorporation (MPBS Rule 8.4) in order to replace losses. An HI unit may only incorporate another HI unit (whether either has integrated artillery is irrelevant), but otherwise apply the rest of Rule 8.4.
9. Possible Return of Off-Map Pursuers: All Swedish cavalry that have pursued off map may return later if the Swedish Army Commander is also off map in pursuit. In addition to the normal requirement of MPBS Rule 11.7 that a leader must accompany a unit he is stacked with when that unit pursues off map, the AC may choose to voluntarily leave the map together with an adjacent unit the instant that unit pursues off map. The Swedish Player does not get a replacement AC while the AC is off map in pursuit (and will therefore be without an AC until he returns).
The AC and the pursuing cavalry may return eight turns after the AC pursues off map. Only cavalry units that left the map on or before the turn during which the AC pursued off map may return. During the Marker Removal Phase of the turn during which the AC pursues off map, place the returning units and AC on the turn track eight turns in the future. Starting the turn they are due to return, roll a die at the start of the Initiative Phase of each turn. On a 0-1 the AC and units return as reinforcements between hexes 2500 to 2900 (inclusive).
Treat the returning units as a separate wing called the Pursuit Wing once they return by marking them with a P Wing marker. Place Bielke in command of the Pursuit Wing.
DESIGN NOTE: Historically Bielke, the commander of the Livregemente, participated in the pursuit along with his regiment, and took over command of the returning cavalry. If, during play, the Livregemente doesn't have any units that pursue off map the Bielke WC is simply assumed to represent another dynamic officer that rises to the occasion. For Bielke's biography, see the Swedish Right Wing at Landskrona.
All returning units enter play with normal morale (or Morale Shaken if the unit has reached its Casualty Threshold) and with both pistols loaded. Otherwise, follow MPBS Rule 7.4 for entering reinforcements (they're under Make Ready Orders). These units may enter Column as an exception to MPBS Rule 6.3.4.
The Swedish Player may use this rule only once per game and all subsequent off-map pursuing cavalry units are permanently out of the game as per the normal MPBS rules.
Example: During turn 3 there are two Swedish cavalry units in the Pursuit Box. The Swedish AC is adjacent to a unit that just rolled a Pursue off map and Eliminate result on the Cavalry Pursuit Table. The Swedish Player chooses to have the AC join the pursuit and places both the AC and the cavalry unit in the Pursuit Box. Later that same turn another Swedish unit receives Pursue off map and Eliminate result following a combat. Thus, there are now four Swedish cavalry units and the AC off map. During the Marker Removal Phase the Swedish Player places the units on the turn track in the turn 7 box (which is four turns from the current turn). All future Swedish off-map pursuers are placed in the Pursuit Box normally and are not eligible to return.
In the Initiative Phase of turn 7, the Swedish player starts to roll a die to see if the units return. At the start of turn 9 the Swedish player succeeds in rolling a 1 and now places the four cavalry units, the AC, and the WC Bielke in a hex between 2500 and 2900. All the cavalry units are marked with a P Wing marker to show their new wing assignment.
10. Impetuous Swedish Right Wing: Apply a +2 modifier on the Cavalry Pursuit Table when rolling for pursuit for the cavalry units of the Swedish Right Wing (only) for the indicated turns.
- Scenario 1: For seven turns starting with the first turn during which a unit of that wing is involved in a Close Combat.
- Scenario 2: During turns 1 to 5 inclusive.
- Scenario 3: Do not use this rule.
11. Swedish Options:
-
A. Dismounted Dragoons: Replace the Viborg 4-6 Cuirassier unit in the Center Wing with two L2-6 LI units, and set them up in or adjacent to the setup hex of the 4-6 unit. There is no cost for this option.
DESIGN NOTE: The Viborg regiment started the battle mounted but later on fought dismounted. This option is recommended for scenario 3.
-
B. No Regimental Artillery: Replace the two 4-8 Livgardet HI Bde w/ Arty units with the two 4-8 Livgardet HI without regimental artillery. The setup remain the same in all scenarios. There is no cost for this option (although it clearly favors the Danes).
DESIGN NOTE: Some sources state that the Swedish army only had 8 instead of 12 guns.
12. Christian's Flight: The first time a Danish wing is eliminated completely or forced into rally orders (MPBS Rule 5.8) the Danish Player must check to see if King Christian leaves the battlefield (if he has not been eliminated already). On a 0-5 he leaves the battlefield and is placed in the "Pursued Off Map" box as a reminder that he is out of the game. He is not considered dead and the Swedish player earns no VPs for his flight. If he flees, the Danish Player has no Army Commander for the rest of the turn and the next five turns, but after that the senior Wing Commander takes command as usual. If this senior WC is eliminated after assuming command following the flight of Christian he is worth 20 VPs as he counts as the first AC eliminated.
13. Danish Naval Infantry: The three units of the Third Line of the Danish Center Wing are not actually dismounted cavalry units, but sailors equipped as dismounted cavalry. For this reason, a step loss on one of these units is worth only 1 VP, and each such unit is worth only 5 VPs when eliminated.
Victory Conditions for All Scenarios
| VPs | Type of Victory |
|---|---|
| 91 or more | Decisive Swedish Victory |
| 66 to 90 | Marginal Swedish Victory |
| 35 to 65 | Draw |
| 11 to 34 | Marginal Danish Victory |
| 10 or less | Decisive Danish Victory |
Basic Victory Levels — Swedish: Horse 170 points in play / 70 losses; Foot 25 / 10; Artillery 20 / 20; Total 225 / 100.
Basic Victory Levels — Danish: Horse 160 points in play / 12 losses; Foot 90 / 75; Artillery 70 / 70; Total 320 / 265.
Historical Outcome: A Decisive Swedish Victory with a VP differential of 165. Swedish Points: 265. Danish Points: 100. Result: 265 – 100 = 165.
Special Rules for Scenario 1: Early Start
This scenario depicts the positions of both armies as they deployed from march.
14. Units of the Danish Left Wing and the Swedish Right Wing set up on map as indicated. They may start in Column formation.
15. The remaining units for both sides arrive as a line of reinforcements at their entry hexes, and must follow the restrictions of MPBS Rule 7.4 regarding reinforcements. In addition, all units of the Danish Center Wing must enter the map before any unit of the Danish Right Wing may enter, and all units of the Swedish Center Wing must enter the map before any unit of the Swedish Left Wing may enter.
- Danish entry: Either or both 1012 or 1013, Center Wing then Right Wing
- Swedish entry: 2700, Center Wing then Left Wing
16. Once a unit leaves Column formation it may not reenter that formation unless it is part of the Swedish Pursuit Wing under Special Rule 9 above.
Start Time: 8:00 AM (Turn 1)
Maximum Duration: 27 turns (through the end of the 4:40 PM turn, Turn 27)
Historical Starting Orders:
- Danes: All Wings: Start or enter under Make Ready Orders.
- Swedes: All Wings: Start or enter under Make Ready Orders.
Special Rules for Scenario 2: The Main Battle
This is the standard scenario showing the original deployments of both armies.
Start Time: 9:00 AM (Turn 4)
Maximum Duration: 24 turns (through the end of the 4:40 PM turn, Turn 27)
Historical Starting Orders:
Danes:
- Right & Center Wings: Start under Receive Charge Orders.
- Left Wing: Start under Charge Orders.
Swedes:
- Left & Center Wing: Start under Make Ready Orders.
- Right Wing: Start under Charge Orders.
Special Rules for Scenario 3: Late Start
This depicts the battle as it resumed after the Break.
DESIGN NOTE: Some of the units in this scenario represent consolidated units.
PLAY NOTE: If players dislike the high number of units with new Wing markers in this scenario, feel free to substitute units from the dead pile that have the correct ratings and Wing designations for other units shown in the setup.
17. Use the following modifications for this scenario:
- Do not use Special Rules 7, 10, and 12 as Christian's Flight and the Break have already occurred.
- For Special Rule 9, the waiting period is over, and the Swedish Player begins to roll for the return of the Pursuit Wing at the start of the first turn. Bielke is in command of the Pursuit Wing when it returns.
- The Swedes have no Army Commander at the start of the scenario because King Karl XI is in the Pursuit Box.
Start Time: 1:00 PM (Turn 16)
Maximum Duration: 12 turns (through the end of the 4:40 PM turn, Turn 27)
Historical Starting Orders:
Danes: All Wings: Start under Make Ready Orders.
Swedes: All Wings: Start under Receive Charge Orders.
Malmö — July 6 (June 26), 1677
Southwestern Scania
Prelude
The fortress of Malmö was the only major town in Scania that didn't fall to the Danish forces in the summer of 1676, remaining in Swedish hands.
After a series of risky maneuvers with a numerically much smaller army in early summer of 1677, the Swedish generals succeeded in persuading the impetuous King Karl XI to adopt a more cautious strategy and move the army back along it lines of communications while receiving reinforcements. This left the initiative in Scania to the Danes. They decided against the risky course of leaving the safety of their coastal fortresses to follow the Swedish into the woodlands of northern Scania and southern Sweden, and instead decided to consolidate their control over Scania by capturing Malmö.
The Danish forward forces arrived at Malmö on June 16 (June 6) to the surprise of the Swedish garrison and managed to capture 400 horses and 50 cattle outside the city. The Danish main army arrived three days later. After the Swedish fortress commander Fabian von Fersen refused a demand to surrender, the Danes began digging siege works without waiting for the Danish siege train, which arrived from Copenhagen on July 12 (June 12).
The siege lines advanced towards the city on three axes. Danish troops under Bibow advanced towards the eastern gate and other Danish troops under the Duke of Croÿ advanced towards the southern gate, while Grandvillier and his troops from Münster advanced towards the citadel on the western side of the town. On July 24 (June 14) the siege lines were within musket range of the town, and on June 28 (June 18) the siege guns were finally ready to fire. The Swedish garrison reacted to the Danish activities with intense artillery fire against the siege lines, and by launching several sallies which delayed the Danish digging somewhat and inflicted significant casualties. Still, it was not enough to stop the Danes.
On the night of July 1-2 (June 21-22) the Danes attacked along the entire line, but only Bibow achieved a result when his men succeeded in reaching and holding a position near to the front of the Stockholm bastion. Over the next few days this position was strengthened and expanded.
At this stage news arrived at the Danish headquarters that the numerically superior Swedish Navy had set sail to break the blockade of the town and possibly cut the army's line of communication across the Sound to Denmark. At the same time, news (later proven to have been incorrect) arrived at headquarters that the Swedish army was on the march and moving to relieve the town. On the basis of this information the Danes decided to force the issue and storm the town, even though the strength of the Swedish defenses had not been sufficiently reduced by bombardment and not enough engineering materiel had been built. These problems were made worse by a lack of attention to detail as command rivalries had excluded the engineer-officer Rüsensteen from the hurried planning of the coming assault.
The Swedish garrison had numbered around 2300 men at the beginning of the siege. The garrison had been reduced by losses incurred during their sallies, as well as to the diseases that were so often rampant in the tightly packed space of a 17th century besieged town, so only around 2000 men were able to fight at the time of assault. The citizens of Malmö were only partially formed into a militia to strengthen the garrison, as was typically the Swedish procedure in their fortress towns in northern Germany. As the Scanian lands had only recently (1658) been ceded to Sweden, the population's sentiments were still largely pro-Danish, and the Swedish commanders were very aware of the dangers this attitude might pose for them. This caused the Swedes to only trust them with fire fighting and sentry duty on the walls, but not actual fighting. All in all some 700 townsfolk served in this limited role during the siege and performed well.
When the Swedish commander Fabian von Fersen saw large numbers of men marching towards the trenches on the night of July 5-6 (June 25-26) with no trace of men moving in the opposite direction, he knew an attack was imminent and he alerted the garrison. He had prepared his garrison well for the coming fight during the siege, and they would fight with desperate courage as they knew that for them it was victory or death. The fortress they were about to defend was built on modern principles, but had not been entirely finished or maintained, and especially the Stockholm bastion was in a bad state at the time of the siege.
The Battle
At 1 AM the Münster guns fired the signal to begin the attack and shortly thereafter Danish assault columns launched attacks against the Swedish defenses at five places at once.
The plan was for Generalmajor Bibow to attack with 1000 men along the eastern side of the town and capture the eastern gate. The Duke of Croÿ was to attack with 1000 men between the Malmö and Göteborg bastions and 400 men on the western side of the Malmö bastion while Generalmajor Rumohr attacked with 1000 men between the castle and the town. Generalmajor Grandvillier and the Münster troops were to make a diversionary attack against the citadel. Once one of the gates had been captured it would be possible to open the city to the remainder of the Danish army and overwhelm the defenders completely.
At the head of his assaulting columns, Bibow succeeded in bridging the moat, climbing the ramparts, and driving the Swedish defenders away from the Stockholm bastion, sending them fleeing into the town after a brief but fierce fight. He relentlessly drove his men forward to deny his opponents any rest, and ordered his reserves to cross the moat and join the attack. However, the Swedish artillery had put up a constant fire at the bridges and damaged them severely, and when Bibow's reserves tried to cross them several men drowned as the bridges collapsed. That ended any hopes of either reinforcement or retreat.
Inside the perimeter the Danes managed to take control of the eastern gate, but lost it again to a Swedish counterattack shortly afterwards. At this point his attack had lost momentum, as it had split up in several directions and many of the men who had advanced into the town itself found the temptation to loot too hard to resist. As the Swedish forces opposing him were reinforced by troops from other sectors of the town, Bibow ordered his men to fall back to reorganize and rest, but the Swedes kept up the pressure on all sides of the isolated Danish force. Some of the Danish soldiers unsuccessfully tried to escape back across the moat and drowned in the attempt, but most fought on out of desperation. Bibow himself fought at the head of his men and urged them to fight to the last, and in the desperate street fighting that followed most were killed or wounded.
The other columns had even less luck than Bibow. The Duke of Croÿ's main attack towards the Malmö bastion area was bloodily repulsed without ever crossing the moat, while his attack against the southeastern perimeter met with more success. Here a Danish force under colonels Busch and Warnstedt succeeded in crossing the moat and climbing the town wall, but this was as far as they got. As Bibow's initially successful attacks temporarily put the Swedish defenders in the eastern sector into a state of confusion and panic it seemed for a while as if this force would also be able to continue the advance into the town. But as Bibow's men were stopped and eventually overwhelmed, the Swedish defenders became increasing able to concentrate their forces against Busch and Warnstedt's shallow bridgehead. After two hours of fighting the Danes were forced to retreat back across the moat with the two colonels among the many dead and mortally wounded.
The lack of thorough planning and preparation showed itself most clearly in the attacks against the western and southwestern sectors of the town under generals Rumohr and Grandvillier. Grandvillier was to launch a diversionary attack against the western side of the heavily armed citadel while Rumohr attacked the southern side of the citadel as well as the Norrköping bastion. The assaulting troops of the two columns advanced to the moat under very heavy fire from the more than 100 Swedish artillery pieces in the citadel only to discover that the bridges they had carried with them were too short and unable to reach the far bank. A number of troops desperately tried to cross anyway but were either shot or drowned. The rest of Grandvillier's and Rumohr's men were forced to retreat after suffering greatly and achieving little.
At 4 AM it was all over. The assault had been repelled at all points and the attackers had suffered massive losses in both men and equipment as the Danes had been forced to abandon bridges, pontoons, and storming ladders as well as most of the dead and wounded men and leave them to the Swedes.
Aftermath
In the afternoon of the July 7 (June 27) a ceasefire was agreed upon to give the Danish army a chance to bury their dead. The Danes were allowed to bury the bodies of the men who had drowned in the moat while the bodies of the men who fell on the walls and in the town were buried by the Swedes in Malmö.
As the dead were buried the Danish leadership decided to lift the siege, as soon as the siege artillery and the wounded had been transported to Landskrona from where they would be transferred to Copenhagen. The cost to the Danish army of the fiasco at Malmö is unknown. Around 1000 men were either killed or mortally wounded, and more than 500 men wounded in the assault itself and when these losses are added to those incurred during the siege the total is estimated at more than 3000.
Almost all of these losses were incurred by the infantry, and the severe losses among infantry officers and NCOs necessitated a major reshuffling among the leadership of the infantry regiments. The effects of this were to show itself three weeks later at the battle of Landskrona.
Swedish losses among the garrison as well as the citizens during the period of the siege and the assault had been heavy as well, and disease had been widespread. The most prominent victim of these diseases was Fabian von Fersen himself, who died on August 9.
When the Swedish leadership received the news of the Danish repulse at Malmö they decided to move the Swedish army back into Scania as soon as possible to seek battle with the Danish army while it was still demoralized and before it could receive reinforcements from Denmark's German allies.
Special Rules
1. Slopes: There are no slopes on the map.
2. Retreat Edges:
- Danes: The three land map edges are all friendly to the Danish Player. Retreat any unit of the Danish forces to the closest map edge.
- Swedes: Retreat any Swedish unit towards Malmöhus Castle. A unit in Malmöhus Castle does not need to retreat any further. Thus, Swedish units are immune from being eliminated due to routing off the map. If a unit cannot enter the castle due to stacking limitations (see Special Rule 5E below), then leave the unit in the hex closest to the castle where it can stack and apply MPBS Rule 13.4.2.
3. Senior Wing Commanders: Irrelevant as there are no Army Commanders (but see Variant Scenario 3).
4. Non-Fortress Special Terrain Features: Use the Special Malmö Terrain Effects Chart on the Malmö map for all terrain in this battle. Disregard the standard MPBS chart.
- A. The Sankt Petri Church (1515) is considered a normal town hex.
- B. While the Rörsjön was a lake, it was partially dried up due to the summer weather and is considered a marsh here.
- C. The pier hexes (1015, 1114) are considered to be clear hexes connected by stone bridge hexsides.
5. Fortress Hexes
A. Definitions:
- As used here, "fortress hexes" is a collective term that includes all of the following types of hexes: Ravelin hexes, Wall hexes, Gate hexes, Bastion hexes, and the Castle hex. All of these hexes have one or more hexside marked with a black fortress hexside symbol.
- All fortress hexes within two of the castle are considered to be in the citadel area. All other fortress hexes are considered to be in the town area.
- A fortress hexside is any hexside in a fortress hex that has a thick black outer border with a green inner border on that same hexside. For instance, hexsides 1912/1913, 2013/1913, and 2014/1913 are all fortress hexsides. The other three hexsides of 1913 are not.
B. Movement Costs: See the Malmö TEC (on the back of Playbook II) for the MP costs of each type of hex. As an exception to MPBS Rule 7.1.1, leaders in this scenario pay movement costs using the Light Infantry column on the Malmö TEC.
C. Fire and Close Combat against a Fortress Hex
- See the Malmö TEC for the modifiers against incoming Fire and Close Combat. Note that there are two modifiers for each type of fortress hex: one is used for attacks directed across a fortress hexside and the other for attacks from other directions. These modifiers apply only to attacks into the hex; they do not apply to attacks initiated by a unit in the hex.
- Units in any type of fortress hex can use series rule 9.4.5 to take cover instead of Reaction firing if the fire is coming through a fortress hexside.
- One SP LI units defending in Close Combat are not automatically eliminated. This is an exception to series rules 11.6.
- Glacis hex is considered a clear terrain hex for purposes of Momentum.
D. Fire from a Fortress Hex
- Fire Bonus: If a Swedish HI or LI unit a) occupies a Gate, Bastion, or Castle hex and b) fires out of the hex across a fortress hexside and c) the hex does not contain an Artillery Disabled marker, then:
- For an HI unit, resolve its fire on the "Heavy Infantry with Regimental Artillery" side of the Heavy Infantry Musketry Tables.
- For an LI unit, apply a +2 modifier when resolving its fire on the Light Infantry and Cavalry Fire Table.
- If a Danish unit enters a Gate, Bastion, or Castle hex, place an Artillery Disabled marker in the hex. This marker cannot be removed even if the hex is reoccupied by a Swedish unit.
- See also Special Rule 7B regarding Malmö Fortress artillery.
E. Malmöhus Castle: The old castle at the center of the citadel area (hex 1407) has a number of special rules to show the inherent strengths and advantages of this formidable position:
- The stacking limit of the castle area is 5 units, but only the top HI or LI unit in the stack may fire. (However, artillery units in the stack may fire — see Special Rule 7B.)
- For Close Combat use the combined Strength Point value of all HI and LI units that are not Morale Broken when calculating size modifiers.
- An artillery unit in the castle has a Line of Fire (subject to the facing rules) to the surrounding 6 hexes as well as each hex of the Carolus, Stenbock, Banér, and Karl Gustaf bastions (the ones making up the corners of the citadel area) unless blocked units.
6. Special Rules Applicable to Both Sides
A. Setup Order: The Swedish Player sets up first. The Danish Player then sets up his forces and distributes his assault bridges (generic side up) as he wishes among his units, as long as each wing receives at least one assault bridge. (He has available one assault bridge with a success range of 0-9, two with a success range of 0-4, and five with a success range of 0-2.)
B. Stacking: As the unit scale in this scenario has been reduced to 30 men per SP, some slight changes to the normal MPBS rules are needed:
- A friendly unit is allowed to move through another friendly unit if the moving unit has enough movement point to clear the occupied hex; it cannot end its activation stacked unless otherwise permitted by the rules. Any Formation Hit suffered due to Reaction Fire while moving through a friendly-occupied hex is not applied until the unit has entered an empty hex.
- A Morale Broken unit may retreat through a friendly unit behind it as long as it does not violate stacking in the hex where it ends its retreat. Otherwise, apply MPBS Rule 11.4.5 normally.
C. Darkness: The whole assault took place at night. Because of this, the following rules are in effect:
- The maximum LOS is 2 hexes, but command ranges are unaffected.
- Apply a –2 modifier to all non-artillery Fire Combat rolls. Apply a –1 modifier to all artillery Fire Combat rolls. Apply an additional –1 modifier to grazing fire rolls at ranges of 3 or more.
- Apply a +1 modifier to all Morale Checks (thus making them harder to pass).
- Apply a +1 modifier to all rolls for Continuation and Order Changes (thus making it harder to exercise effective command in the dark), but no Preemption rolls.
D. Orders: The MPBS restrictions on movement based on the type of Orders a unit has are modified as follows:
- If a unit is under Charge Orders but there are no enemy units on the same side of the moat as the unit, that unit may a) follow the normal restrictions of 5.6.1, b) end its activation one hex closer to the nearest bridge (stone or mobile, emplaced or not), or c) if it is carrying a bridge, end its activation one hex closer to any fortress hex.
- Any Swedish unit under Make Ready Orders may move adjacent to an enemy unit if the hex the unit is entering is separated from the enemy unit by an unbridged Moat hexside.
E. One Hex Movement: As an exception to MPBS 7.1.1, a unit that has any number of Movement Points available may move a minimum of one hex, subject to all other Orders restrictions. See also 8.D below for a similar exception for any Danish Formation Broken unit stacked with Bibow.
7. Special Rules Applicable to the Swedes
A. Swedish Command
- All units of the Swedish Malmö Garrison Wing are in command if they are within the area bounded by the fortress hexes of the town and the citadel areas.
- A Swedish unit under Charge Orders is never required to leave the combined town and citadel area.
- If the result of an attack by a Swedish cavalry unit is a "Pursue Off Map" result, treat it as a "Pursue and Eliminate" result instead.
- Do not apply the Surrendering the Field rule (MPBS 4.6) to the Swedes in this scenario.
B. Malmö Fortress Artillery: The improved firing positions, prepared firing lanes, and interlocking fields of fire of a 17th century fortress is represented by the following special rules.
B.1. Rules applicable to all Swedish artillery units:
- An artillery unit cannot fire out of a non-fortress hexside.
- An artillery unit may not move in this scenario, but it may still change facing normally. (An artillery unit may still only fire out of its frontal arc.)
- Ravelin hexes do not block LOS for artillery fire, and an artillery unit is even allowed to fire through a Ravelin hex that is occupied by friendly units without affecting those units. This is an exception to MPBS Rule 10.9.2. However, units in a Gate hex cannot fire through an adjacent Ravelin hex, but may fire down the hexside "around" it. For instance, there is a valid LOS between 1812 and 2012.
- Tracing a Line of Sight for Firing Purposes: The standard procedure for tracing an LOS (MPBS Rule 10.9.5) is modified in this scenario when an artillery unit fires from a fortress hex. As always, trace from the center of the firing hex to the center of the target hex. Normally, the LOS is blocked if this line is traced through any part of a hex containing blocking terrain. In this scenario, however, a line traced from an artillery unit in a fortress hex is blocked only if the line passes through the center of a hex with blocking terrain, or through that portion of the blocking hex that is between the center of the hex and the part of the hex closer to the castle (for a fortress hex in the citadel area) or closer to a town hex (for other fortress hexes). Here are some examples:
- An artillery unit in hex 1305 has a clear LOS to a unit in 2005. While this LOS cuts the corner of 1305, that part of 1305 is further from the center of the hex when tracing from the castle and so does not block the LOS.
- An artillery unit in hex 1808 has a clear LOS to a unit in 1504.
- An artillery unit in 1914 can see a unit in 1820.
Note: The map has been tweaked a bit to conform to the hex grid, and some terrain features, such as the walls and citadel area, therefore appear to be larger than they were in real life. This tweaking maintains the historical feel and effect of the terrain even if it causes it to look slightly different.
B.2. Rules applicable only to a Swedish artillery unit in a Gate, Bastion, or Castle hex:
- An artillery unit may fire from any position in a stack. More than one artillery unit may stack in a single hex, and each artillery unit may have a facing different than other artillery or infantry units in the hex. This is an exception to MPBS Rules 8.1.1, 8.2.1, and 8.3.1.
- Artillery grazing fire from a Gate, Bastion, or Castle hex is not affected by the reduced night LOS (see Special Rule 6C) as long as the target hex is adjacent to some kind of fortress hex. Thus, an artillery unit is allowed to fire at a target it can't technically see, but only within grazing fire distance and only if the target is adjacent to a fortress hex. All fire modifiers for night and terrain apply normally.
- Artillery grazing fire that enters a target hex along the hexspine (vertex) between a fortress hex and a non-fortress hex is always considered to cross the non-fortress hex instead of the fortress hex, even if this means violating MPBS Rule 10.8.5. If both hexes along the spine are fortress hexes use the normal rules.
HISTORICAL AND DESIGN NOTES: There were some 200 guns in Malmö, about 130 in the citadel and 70 on the fortifications around the town, under command of Major Erik Johan Meck. However, there were only 100 artillerymen in the Malmö garrison, so evidently some of the guns were wholly or partially manned by regular soldiers.
Around half of the guns on the walls and bastions around the town were light 3-lber guns, and most of the rest consisted of 8- and 9-lber guns. Many of the light guns are not depicted as separate artillery counters in this scenario but are instead shown abstractly in the rule that gives Swedish HI and LI units firing benefits in certain cases.
The exact location of many of the guns is unknown but the Stockholm Bastion contained nine guns and the Malmö Bastion eleven guns. The Söderport had eleven guns as well. I have made the assumption that some of the guns in the citadel were larger than the ones around the town, as I have been unable to find any records of the composition of its 130 guns.
8. Special Rules Applicable to the Danes
A. Assault Bridges: Assault bridges are separate counters with a generic icon of an assault bridge on the front and a die-roll range on the back.
A.1. Transporting an Assault Bridge:
- Place an assault bridge on a Danish infantry unit (either HI or LI) with the front side of the bridge up to indicate that the unit is carrying the bridge. A unit may carry more than one assault bridge at the same time, and the movement allowance of the infantry unit is not affected by the bridge.
- The Swedish Player may ask to see the unit carrying the bridge, but he may not look at the back of the assault bridge. The Danish Player may always view the back of a bridge counter.
- If a unit carrying a bridge marker becomes Morale Broken or is eliminated at any time, it drops the bridge in its hex before it retreats or is removed. A unit may also voluntarily drop a bridge at no cost. A dropped bridge can be picked up by other HI or LI unit at no cost.
- Once an assault bridge has been emplaced it cannot be picked up and used elsewhere.
A.2. Emplacing an Assault Bridge:
- To have a unit emplace an assault bridge, the carrying unit must start the Activation Phase in a hex containing a Moat hexside. It may not perform any other actions during that phase. However, if a unit is carrying more than one bridge, it may attempt to emplace all of them in the same phase, either across the same hexside or across different hexsides of the hex it is in.
- The Danish Player announces that the unit will attempt to emplace the bridge. Swedish units adjacent to the emplacing unit may then perform Reaction Fire. If the Reaction Fire causes the emplacing unit to become Morale Broken or eliminates it, implement the result normally, but leave the bridge in the hex without being emplaced.
- The Danish Player flips the assault bridge counter to its back side to reveal the die-roll range and rolls the die. If the number is not within the range on the counter, the attempt is unsuccessful and the bridge counter is removed from play.
- If the roll is within the die-roll range, then the emplacement is successful. Place the assault bridge counter under the emplacing unit with the assault bridge counter pointing towards the moat hexside it is bridging.
A.3. Effects of an Emplaced Assault Bridge:
- Units may move and perform Close Combat across a bridged Moat hexside using the costs and modifiers listed on the Malmö TEC. There are no additional effects for having more than one assault bridge across the same hexside.
- If the hexside being bridged also contains a stone bridge, units that move or fight across the hexside may use either the stone bridge or the assault bridge costs and modifiers from the Malmö TEC.
A.4. Destroying an Assault Bridge:
- During the Marker Removal Phase, remove any assault bridge (emplaced or not) that is adjacent to a Swedish unit and not also adjacent to a Danish unit. For a non-emplaced bridge, the terrain between the Swedish unit and the bridge marker must be passable to the unit (not an unbridged Moat).
- If a hex containing an emplaced assault bridge is the subject of artillery fire within grazing fire range (only), then roll once on the Artillery Fire Table for each bridge in the hex (in addition to the rolls for any other units in the hex). On a result of FH+MC, remove the assault bridge from play. No other results affect the bridge. Non-emplaced bridges may not be destroyed by fire.
B. Danish Plundering: Immediately inflict a Formation Hit on any unit of the Danish side whenever it enters a Town hex (but not a Town Garden hex), even if in Open Order. This is in addition to any FH caused by the Town hex itself. This means a unit in Open Order, either HI or LI, will become Formation Broken.
C. Dynamic Danish Leadership: Apply the following to any unit in the Danish Right Wing that is stacked with its Wing Commander Bibow:
- If the unit initiates a Close Combat, apply a modifier of +2 in place of the normal +1 for being stacked with a leader. Use the normal –1 modifier when defending.
- If the unit initiates a Close Combat, do not limit the number of positive modifiers that the unit may use. In other words, do not apply the +4 limit.
- If the unit is Formation Broken it may change facing, move one hex, or both. However, the unit must still follow normal facing and movement restrictions (so it cannot enter or cross impassable terrain).
D. Taking the Stockholm Bastion (Optional Rule): Due to the particular situation of storming a town, the Danish Player may find his chances of success dramatically reduced if he's too unlucky in his opening assault. If both players agree before the game starts, use the following rule to diminish the chances of that.
On Game Turn 1 (only), allow the Danish Player to reroll any Close Combat performed against the Stockholm Bastion until the modified result is at least 6.
9. Victory Conditions Special Rules
VPs for losses are awarded normally except for the following changes and additions.
A. Automatic Swedish Victory: The Swedish Player wins a Decisive Victory at the end of the game regardless of the VP score if a Danish unit has never occupied a fortification hex at any point in the game.
B. Automatic Danish Victory: The Danish Player wins an instant Decisive Victory if he controls the Malmöhus Castle hex (1407) during the Marker Removal Phase at the end of any turn.
C. Danish Victory Point Locations: The Danish Player earns VPs at the end of turn 12 for controlling important locations on the map. He is awarded VPs for each of the following hexes he was the last to occupy:
- Söderport (South Gate; hex 1812): 40 VP if the Ravelin in front of it is also Danish controlled, 15 VP if not.
- Österport (East Gate; hex 1620): 40 VP if the Ravelin in front of it is also Danish controlled, 15 VP if not.
- Each hex of the Carolus, Karl Gustaf, Banér, and Stenbock Bastions (the ones making up the corners of the citadel area): 15 VP.
- Each hex of the Malmö, Stockholm, Kalmar, Norrköping, Göteborg, and Uppsala Bastions (the ones surrounding the town area): 10 VP.
- Each Town hex (including the Church but not the Town Garden hexes): 2 VP.
D. Artillery Losses: The Danish Player is not awarded any victory points for disabling and/or capturing Swedish artillery units in this scenario.
DESIGN NOTE: This is to prevent players from concentrating on the Swedish guns (as they are normally worth a lot of VP in MPBS) and to provide an incentive instead to concentrate on capturing or defending the fortress. As lost guns aren't worth any VPs, they can be removed from play once lost instead of being marked with disabled/captured markers as usual.
Start Time: 1:00 AM (Turn 1)
Maximum Duration: 12 turns (through the end of the 4:40 AM turn, Turn 12)
Historical Starting Orders
- Danish: All Wings: Start under Charge Orders.
- Swedish: Start under Receive Charge Orders.
Victory Conditions
| VPs | Type of Victory |
|---|---|
| 31 or more | Decisive Swedish Victory |
| 0 to 30 | Marginal Swedish Victory |
| –30 to –1 | Draw |
| –70 to –31 | Marginal Danish Victory |
| –71 or less | Decisive Danish Victory |
Basic Victory Levels — Swedish: Horse 20 points in play / 0 losses; Foot 55 / 10; Artillery 345 / 0; Total 420 / 10.
Basic Victory Levels — Danish: Horse 0 points in play / 0 losses; Foot 140 / 45; Artillery 0 / 0; Total 140 / 45.
Historical Outcome: A Decisive Swedish Victory with a VP differential of 35. Swedish Points: 45. Danish Points: 10. Result: 35.
Variant Scenarios
The following historically plausible variants are provided to give the scenario more replay value. Variant Scenario 1 can be used together with either Variant Scenario 2 or 3. Players should note that Variants 2 and 3 are not balanced (they both favor the Danish).
Variant Scenario 1 - Free Setup: Set up in the order given in Special Rule 6A normally, but allow each player more freedom in their setup.
- The Swedish Player may set up all his artillery freely in non-Ravelin fortress hexes, as long as every Bastion and Gate hex has at least one artillery unit.
- The Danish Player may assign his wings to the four wing setup areas as he sees fit. The only limitation is that only one wing may set up in each wing setup area.
- The Danish Player can distribute his available assault bridges as he pleases and does not have to give each wing a minimum of 1 bridge.
- The Swedish Player sets up his non-artillery units as per the standard scenario.
Variant Scenario 2 - Better Assault Bridges: Consider each assault bridge to have a die roll range of 0-9. In other words, no roll is necessary to emplace them. The other assault bridge rules in Special Rule 8 still apply.
Variant Scenario 3 - Rüsensteen in Charge: Many things would have been different at Malmö if the engineer officer Rüsensteen hadn't been excluded from most of the planning and relegated to command of the reserves due to command friction at Danish headquarters. Use the following rules to reflect a more active role for Rüsensteen.
- The moat is considered to have been drained during the siege. Consider all Moat hexsides to be Drained Moat hexsides. See the special Malmö TEC.
- Add Rüsensteen to the Danish setup as the Army Commander.
ARMY COMMANDER: Rüsensteen (–1); see Landskrona for his biography.
SENIOR WING COMMANDER: None.
Landskrona — July 24 (July 14), 1677
Southwestern Scania
Prelude
After the victory at the Lund in December 1676, the Swedes took advantage of the absence of the Danish army to mop up Danish positions. Several towns and fortified locations were captured even though the Swedish army at this point was severely reduced in size, both due to battle losses as well as attrition from the winter and their unstable supply lines. In May 1677 they advanced towards the Danish main bridgehead on the Scanian mainland, the fortress town of Landskrona. The Danish army was deployed on the hills outside the town and had been significantly reinforced following its catastrophic losses at Lund. The Danish army now numbered 12,000 men, while the Swedish army only numbered around 5,000 men.
The armies lined up opposite each other but neither side took any action. The Danish King Christian V defied the advice of his generals to attack, as he wanted to await further reinforcements, while the Swedish generals succeeded in persuading their impetuous King Karl XI against attacking at such hopeless odds. This standoff lasted until the Swedish army pulled back into Sweden proper to await reinforcements, and the Danish opportunity of an easy victory against the Swedish main army was lost.
Following the retreat of the Swedish army, the Danish army concentrated its efforts on the fortress town of Malmö which was besieged and then unsuccessfully stormed with the loss of several thousand men in late June 1677.
Once the Swedish King heard the news of the successful defense of Malmö he prepared his army to seek battle with the Danish main army in an attempt to defeat it while it was still suffering from the physical and moral effects of its disastrous assault. On July 11 (July 1) the Swedish navy suffered a major defeat at the battle of Köge Bay, which made the King even more determined to seek a decision on the battlefield as soon as possible.
When the Swedish army left its camp near Klippan to march south, it numbered 5,000 infantry, 4,000 cavalry and around 4,000 newly arrived but ill-equipped peasants from the province of Småland. King Karl XI knew the Danes were expecting assistance from their allies among the German states as well as the Holy Roman Empire and he hoped to intercept the Danish army outside Landskrona before those reinforcements could arrive. The Swedish army appeared in the vicinity of Landskrona on July 22 (July 12) and took positions to the east of the village of Billeberga.
They were too late, however. By the time the Swedish army arrived the Danes had already returned to Landskrona and had been joined by contingents from Münster, Hesse-Cassel and the Empire and now numbered 5,000 infantry and 7,000 cavalry. Instead of the broken army the Swedes had expected they were facing a strong and confident army that was looking for an opportunity to give battle.
The unexpected resolve of the Danish army and its good defensive positions at the dominating Rönneberga hills caused uneasiness in the Swedish army. Some generals advised King Karl XI to abandon the plan and retreat instead, but the Swedish King became very angry at the proposal of another retreat like the one he had reluctantly agreed to two months earlier. The King swore to attack even if everyone in the army died in the attempt, and threatened to cut down anyone who objected.
On July 23 (July 13) King Christian ordered the Danish army to leave the Rönneberga hills as he and his advisors thought that such a strong defensive position would never be attacked. In order to force the Swedish army into battle the Danes and their allies formed a new battle order behind an earthen wall on the Ylleshed moor. This was also a very well chosen defensive line which hid the Danish army from view. Swedish scouts, however, revealed the Danish ambush and the King realized that a frontal attack would be hard to carry out. He instead decided to attack the Danish left flank and redeployed his army on the night of July 23-24 (July 13-14) to positions northeast of the Danish army.
These Swedish movements convinced King Christian to move his army again in order to avoid being outflanked. Though his generals advised against it, Christian V decided to leave his favorable position behind the wall and during the morning and early midday of July 24 (July 14) he moved his army out the Ylleshed to ensure that the fighting would be frontal. The memory of the lost opportunity in May might also have been a factor in his decision to advance beyond the wall.
The deployment of the two armies was rather unusual compared to the established system normally seen in the 17th century, with infantry in the center and cavalry on the flanks. After seeing the impact at Lund of the Swedish cavalry attached to the center wing both sides had drawn the same conclusions and decided to experiment with alternating infantry and cavalry formations on their flanks.
The Battle
In a sweltering summer heat the two armies started advancing towards each other and were soon separated only by a small valley. The artillery exchanged fire for some time but neither side seemed to be willing to attack across the valley.
Finally at 10 AM Karl XI and his Drabant guards on the right wing charged down the slope and up the other side. The King was surrounded and almost taken prisoner, but was saved by the intervention of the Livregemente cavalry. Seeing that, the rest of the Swedish right wing followed. In less than an hour the Danish left wing was in retreat south towards the village of Asmundtorp on the road to Landskrona with the Swedes hard on their heels. Karl XI was part of this pursuit that lasted until around 1 PM and was thus once again absent from the battle for a long period of time, just like he had been at Lund the year before.
The outcome of the fighting on the other flank was in many ways the exact opposite. The Danish right wing, supported by the cavalry reserve of the center wing, was enjoying great success against the Swedish left despite some early difficulties when the cavalry outran the infantry and attacked unsupported. Both King Christian V and his brother Prince Jørgen were active in the fighting that resulted in the Swedish left being outflanked and forced to pull back with heavy losses. Among the losses was the commander Fältmarskalk Helmfeldt, who was stabbed by a Danish officer after his horse had been shot. The majority of the retreating Swedish left wing managed to get away safely behind the peasants who made a stand at the Tirup Church. As the peasants saw the Danes approaching they started to make noise with their weapons and wave their banners. This caused the Danish cavalry to think they were regular troops and they therefore halted to reform. This halt had great consequences as it gave the Swedish left the time they needed to rally and reform, as well as stabilize the situation at a time when the Swedish center was also coming under pressure.
In the center, the opposing infantry had been inactive for some time. Eventually the Danish infantry under General Rüsensteen advanced when the cavalry on both flanks was already engaged. However, the advance started too late to be coordinated with the attack of the right wing, which had just reached the Tirup Church, or to support the left wing, which was being pushed back towards Asmundtorp at this time. Due to the success of King Karl XI's attack, the Danish center soon found itself threatened on their left flank as well as facing stiff opposition by the Swedish center. The attack was stopped and then followed by a counterattack from the Swedish center that pushed the Danes back beyond their original positions where the field guns were captured. General Rüsensteen tried in vain to salvage the situation by committing his second line infantry, but they broke at first contact and joined the rest of the infantry on a rout towards Billeberga. The intense heat caused the collapse or death of many men and horses. The dense gunsmoke contributed to the overall confusion.
The situation now had all the signs of yet another great victory for King Karl XI and Sweden. The Swedish left wing had withstood the pressure of the Danish right wing despite heavy losses in men and officers, and was even preparing to counterattack. The center under Ascheraden was advancing towards the open flank of the remaining Danes, whose rear was threatened by the approach from the south of the right wing under King Karl XI himself.
At 4 PM, faced with the prospect of a crushing defeat, the Danish King decided to leave the field and take his army southeast towards Billeberga in the hopes of reforming it with the large numbers of stragglers being rallied there by Rüsensteen.
Aftermath
The Danish casualties numbered around 2,000 cavalry and 500 infantry as well as large numbers of prisoners. The Swedish losses were around half of that. The Swedes not only captured many prisoners but also seventeen cavalry colors, six standards, thirty two guns, and one howitzer, while only losing two guns, eight cavalry colors, and six standards themselves.
Christian V led the remnants of the Danish army into Landskrona to protect it from the victorious Swedes. He eventually transferred it back to Sjælland (Zealand) to reorganize and receive replacements as he had done following the battle of Lund. The Swedish army outside Landskrona only counted 7,000 men following the battle and this was not enough to take the strong fortress. As the Danish main army had departed from the province of Scania, the countryside and therefore operational freedom was left to the Swedes once again. But after a couple of skirmishes around the only other Danish controlled fortress, Kristianstad, the main part of the Swedish army marched back to Sweden to find winter quarters.
Though unquestionably a Swedish victory, the battle of Landskrona didn't dramatically change the course of the war, but instead seemed to cement the pattern that had emerged so far. As long as the Danes were victorious at sea and held the fortified town of Landskrona they could easily bring reinforcements to Scania, and the Swedes would therefore be unable to throw them out of Scania altogether. On the other hand, the battle once again demonstrated the clear superiority of the Swedish army, and the immense difficulties the Danish army had in permanently extending their control inland, let alone recapturing the whole province.
Christian V recognized that the chance of a total victory on the Scanian mainland was unlikely. He therefore decided to see spoils elsewhere that would improve his position at the negotiating table. This decision would lead to the Rügen campaign that was launched in the fall of 1677.
Special Rules
1. Slopes: All slopes hexsides are steep for purposes of 10.9.3.
2. Retreat Edges:
- The Danish retreat edge is the south (42xx) edge.
- The Swedish retreat edge is the north (10xx) edge.
3. Senior Wing Commanders:
- Danish: Goltz.
- Swedish: Helmfeldt.
4. Special Terrain Features
A. Only Sireköpinge (hexes 1508 and 1608), its church (hex 1606), and Tirup (hex 1733) are village hexes. The farms are treated as clear terrain, as their houses were too few or too small to have an effect on the fighting.
B. Tirup Church: Treat the church near Tirup (hex 1935) as a chateau hex due to its surrounding wall. (Do not apply the Wall effects in addition to the chateau effects.)
C. Walls: See the lines related to Walls on the TEC. A Wall or Wall Opening hexside is a Reciprocal Hexside feature (MPBS Rule 14.4) and all walls are considered to run along hexsides even if they may stray into a hex for better visual effect. A cavalry unit that enters a Wall Opening hex or crosses a Wall Opening Hexside loses any Momentum it has accumulated up to that point.
Note: The walls served as fences between fields, and were low enough that a formation could see over them but not easily move over them.
5. Royal Commanders: For loss purposes, King Karl XI of Sweden and King Christian V of Denmark-Norway are worth 30 victory points instead of the normal 20 for an AC.
6. Commanded Peasant Militia: The three Bönder HI units with no pikes on the Swedish left wing consist of peasants without proper training and equipment. They cannot perform Salvo Fire, Advancing Fire, or Retreating Fire and fire on the Heavy Infantry Fire Table with a –3 modifier. As they were not part of the regular army, their VP value is lower, and the Danish Player only receives 2 VP's per unit instead of the normal 5 VP's for a 1-hex HI unit. A step loss on one of these units is not worth any VP's.
7. Swedish Baggage Train: The wagons with the Swedish Left Wing have a Movement Allowance of 2 and may be moved.
8. Summer Heat: Add a +1 modifier to all Continuation rolls to account for the unusually warm weather.
9. Danish Option: Treat the four cavalry units in the 3rd Line of the Center Infantry Wing as a separate and distinct Cavalry Wing commanded by Meerheim. If used, Meerheimb's Wing has a Wing Designation of "M." This option has no cost (although it clearly favors the Danes).
Start Time: 10:20 AM (Turn 1)
Maximum Duration: 17 turns (through the end of the 3:40 PM turn, Turn 17)
Historical Starting Orders
Danish:
- Left and Center Wings: Start under Make Ready Orders.
- Right Wing: Start under Charge Orders.
Swedish:
- Left and Center Wings: Start under Make Ready Orders.
- Right Wing: Start under Charge Orders.
Victory Conditions
| VPs | Type of Victory |
|---|---|
| 141 or more | Decisive Swedish Victory |
| 111 to 140 | Marginal Swedish Victory |
| 86 to 110 | Draw |
| 56 to 85 | Marginal Danish Victory |
| 55 or less | Decisive Danish Victory |
Basic Victory Levels — Swedish: Horse 160 points in play / 70 losses; Foot 60 / 20; Artillery 35 / 0; Wagons 30 / 0; Total 285 / 90.
Basic Victory Levels — Danish: Horse 220 points in play / 160 losses; Foot 65 / 35; Artillery 35 / 35; Total 320 / 230.
Historical Outcome: A marginal Swedish victory with a VP differential of 140. Swedish Points: 230. Danish Points: 90. Result: 230 – 90 = 140.
Warksow — January 18 (January 8), 1678
AKA Alte Fehr, Gustow, or Rügen
Southwestern part of the island of Rügen
Prelude
After the battle of Landskrona in July 1677 the Danish decided to shift their focus from the Scanian theater to Germany by invading the island of Rügen in support of the Brandenburgers' siege of Stralsund. The 4600 strong invading army under command of King Christian V that embarked in Copenhagen on Danish and Dutch ships consisted mostly of troops from the Holy Roman Empire, Münster, and Hesse-Cassel. They landed on the Eastern shores of Rügen on September 17 (September 7), 1677, and were initially opposed on the island by a Swedish force of only 200 men, as the Swedes had not expected an attack from the sea, and so had placed their 5000 strong main army in Germany at Stralsund. Due to false rumors of a strong Swedish force of 4000 cavalry on the island the Danish army fortified their bridgehead. They then awaited reinforcements from Denmark and Brandenburg that would bring the army up to a strength of 7336 men. Meanwhile, the Swedes reinforced their small garrison as well in the expectation of throwing the Danish army back into the sea. However, by early October the Swedish commander Königsmarck considered an attack on the strong Danish positions hopeless, and started transferring his army back to Stralsund. He left 1000 infantrymen to garrison the strong Neuefähr sconce (a redoubt) on the southwestern coast of Rügen.
When the Danish king discovered that the Swedes had left Rügen he ordered his army out of its fortified beachhead, captured the island, and blockaded the sconce. The Danish king returned to Copenhagen in early October and appointed Generalmajor Rumohr governor of Rügen. The late fall and winter the army suffered from supply problems and the high rate of attrition due to sickness and desertion led the Danish command to transfer several regiments from the island to the Brandenburg army that was besieging Stettin. Rumohr was left with a force of around 5000 men on the island, and soon withdrew most of his army to the town of Bergen in the center of Rügen while only 150 men were left to watch the Neuefähr redoubt.
On January 15 (January 5), 1678, Königsmarck returned to Rügen and began to disembark his army at the Neuefähr. The crossing proceeded slowly due to a shortage of boats, but without interference from the Danish army due to Rumohr's withdrawal to Bergen. The first Swedish cavalry that arrived on the island quickly put the weak Danish cavalry patrols opposite the sconce to flight. When Rumohr received reports of Swedish boats crossing and the routing of the patrols he immediately set his army in motion and marched towards the Swedes. On the morning of January 16 (January 6) the Danish army arrived in the vicinity and took up positions on a ridge line at Gustow to block the Swedish approach to Garz. But the army remained passively in that position during January 16 and 17(January 6 and 7) while the Swedes completed their troop transfers.
On the morning of January 18 (January 8) Königsmarck moved his small army of 3500 men inland to seek battle with the Danish army.
The Battle
The battle started around 9 AM when parts of the Swedish artillery began firing into the flanks of the exposed regiments of the Danish right wing which had been deployed in a forward position to cover the stream in front of the Danish position. The Swedish artillery fire eventually forced the Danes to fall back, and this allowed the Swedes opposite them to cross the stream without interference. Meanwhile, the remaining Swedish guns were emplaced on their army's right flank from where they began bombarding the Danish left flank in order to cover the Swedish crossing of the stream in that sector. At this point in the battle, the Danish commander Generalmajor Rumohr decided to ride to the threatened left flank to see the situation for himself, as he was receiving contradictory reports. On his way there he was fired upon by Swedish artillery, which hit him in the side and shattered his elbow, leaving him mortally wounded. He was brought to a nearby castle where he died shortly after. The sudden loss of their army commander in full sight of the entire army left the army stunned and demoralized. Because Rumohr had not designated a successor, his sudden removal from the stage lead to command paralysis in the Danish army as nobody was either able or felt important enough to assume overall command.
In the ensuing command confusion the Swedes succeed in moving all their cavalry completely across the stream on their right flank, and then begin to advance up the hill. In response to this, the commander of the Danish left flank, the Brandenburger Oberst Hülsen, launched a counterattack with five squadrons that succeeded in shattering the ranks of Königsmarck's regiment. Hülsen was soon forced to abort his counterattack and retreat as the Swedish pressure on his wing increased. The retreat of the Danish wing soon degenerated into a rout in the face of constant Swedish attacks. In an attempt to salvage the situation, seven squadrons from the Danish right wing rode to reinforce the left flank, but they soon became entangled in the fleeing troops and were themselves routed. The Imperial Schultz regiment of dragoons was now the only remaining mounted regiment on the Danish side, until they realized the futility of their situation and fled as well. The complete defeat of their cavalry on both flanks left the infantry in an utterly hopeless situation, and at around 1:30 PM, after a short council, they decided to surrender, without having fired a single shot during the whole battle. Most of the commanders of the infantry regiments abandoned their regiments before the surrender took place, and managed to get aboard the last ships leaving Rügen.
Aftermath
The battle of Warksow was a decisive Swedish victory, and in the following days nothing could prevent them from overrunning the rest of Rügen and thus securing the rear of the fortress city of Stralsund. Danish losses during the battle of Warksow and its aftermath amounted to around 330 officers and more than 4000 men. Most of them became prisoners of war and around 2000 of these agreed to serve in the Swedish army. In addition to the men, 46 colors were lost along with 16 guns, 5 mortars, 2400 horses, and a number of wagons. Swedish losses were only 6 officers and 50 men killed while 13 officers and around 100 men were wounded.
The Swedish hold on Rügen would prove short-lived, however, as a combined Danish-Brandenburg army landed on the island again in September 1678 and conquered the island for good. This invasion was helped by the fact that large parts of the Swedish garrison on the island consisted of the 2000 former prisoners of war, who now saw the opportunity to change sides once again. The successful conquest of Rügen greatly weakened the Swedish defense of Stralsund, and the city surrendered on October 25 (October 15).
Note: In this battle, each strength point represents approximately 70 men.
Special Rules for Both Scenarios
1. Slopes: All slopes hexsides are gentle for purposes of 10.9.3.
2. Retreat Edges:
- The Swedish retreat edge is the south (42xx) edge.
- The Coalition retreat edge is the north (10xx) edge.
3. Senior Wing Commanders:
- Coalition: None-See Special Rule 5.
- Swedish: Grothusen.
4. Special Terrain Features
A. Ponds: Treat pond hexsides (for example hexside 3311/3412) as impassable.
B. Streams: The battlefield at Warksow was crossed by many streams, some of them too small to have an effect at this scale. Therefore, only streams with a clear blue color (like in hex 2317) are treated as normal MPBS streams. The faded minor streams (like in hex 2418) are ignored for play purposes, and are included only for historical reference and artistic purposes.
C. Stud Farms: Pomerania was, and still is, known for its horse breeding, and the island of Rügen contained many stud farms. Treat a stud farm hex (for example, hex 2303) as a Village hex.
D. Gustow Village: The church (hex 2305) and hexes 2205 and 2206 are Garden hexes. Hexes 2304, 2306, and 2406 are Woods hexes.
5. Coalition Command Confusion: If the Coalition AC is eliminated, he is not replaced as AC by any of the wing commanders, and the Danish army will therefore be without an AC from that point on. In addition, the Danish Player is not allowed to change orders or to roll for continuation or preemptions for the rest of the turn in which the AC was eliminated and the next two turns after that.
6. Flexible and Efficient Swedish Artillery: The following two rules represent the impressive performance of the Swedish artillery:
- A Swedish artillery battery is in command if it can trace command to any WC or the AC (instead of being restricted to the WC of the Center Wing as usual). As long as an artillery unit is in command, it may move or Reform freely regardless of what Orders the Center Wing currently has and without the need for a leader. However, it must follow the standard rules to Rally.
- A cavalry unit hit by Swedish artillery fire cannot avoid a Formation Hit by sidestepping as per MPBS Rule 10.8.6 in this scenario. It must always take the Formation Hit and Morale Check called for by the Artillery Fire Table.
HISTORICAL NOTE: The Swedish artillery was a key factor in the Swedish victory at Warksow. Its fire killed the Coalition army commander, leaving the army leaderless during the rest of the battle. Its excellent performance also kept the Coalition army from interfering with the Swedish maneuvers.
Start Time: 9:00 AM (Turn 1)
Maximum Duration: 14 turns (through the end of the 1:20 PM turn, Turn 14)
Historical Starting Orders
Coalition: All Wings: Start under Receive Charge Orders.
Swedish: All Wings: Start under Make Ready Orders.
Victory Conditions
| VPs | Type of Victory |
|---|---|
| 46 or more | Decisive Swedish Victory |
| 26 to 45 | Marginal Swedish Victory |
| 6 to 25 | Draw |
| –14 to 5 | Marginal Coalition Victory |
| –15 or less | Decisive Coalition Victory |
Basic Victory Levels — Swedish: Horse 80 points in play / 10 losses; Foot 20 / 0; Artillery 30 / 0; Total 130 / 10.
Basic Victory Levels — Coalition (Standard Scenario): Horse 80 points in play / 80 losses; Foot 30 / 0; Artillery 0 / 0; Total 110 / 80.
Historical Outcome: Decisive Swedish Victory with Swedish Points: 80. Danish Points: 10. Result: 80 – 10 = 70.
Component List
A complete game of Nothing Gained But Glory contains the following components:
- One game box
- One ten sided die
- Two full map sheets printed on both sides and one half map printed front only
- Three sheets of counters
- One MPBS Rulebook
- Two NGBG Playbooks
- One 11 x 17 Charts and Tables card
- One 8.5 x 11 Orders card
Credits (Nothing Gained But Glory)
Game Design: Brian Berg Asklev Hansen and Knut Grünitz
System Design: Ben Hull
Developer: Dick Vohlers
Art Director: Rodger MacGowan
Maps and Counters: Knut Grünitz
Cover Art & Package Design: Rodger MacGowan
Rules Layout: Mark Simonitch
Playtesters: David Ekberg, Mark Guttag, John Vasilakos, Mike Ollier, Laurent Closier, Christian Gilley
Research: Brian Berg Asklev Hansen, Knut Grünitz, and David Ekberg
Production Coordination: Tony Curtis
Producers: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley and Mark Simonitch
Nothing Gained But Glory Playbook II
Order of battle rosters (unit names, ratings, and setup hexes) are printed on the battle's setup pages of the Playbook and are not reproduced here; the historical narrative and rules content for the battle follow.
Nyborg — November 24 (November 14), 1659
Eastern side of the island of Fünen, Denmark
See the beginning of Play Book I for a list of abbreviations used in the setups.
The battle of Nyborg was not a part of the Scanian War but of the Northern Wars of 1655-1661. It is included in the game as it is in many ways a very interesting battle that features many of the same participants that would fight in the Scanian War 16 years later. For a thorough narrative of the Northern Wars of 1655-1661 and the invasion of Fünen in 1659 see the Nothing Gained But Glory page on the GMT Website at http://www.gmtgames.com/p-242-nothing-gained-but-glory.aspx.
Historical Background
After the lightning Swedish victory over Denmark in the 1657-1658 War, which saw a march on Copenhagen across the frozen belts between the Danish islands, the panic stricken Danes were forced to sign the harsh peace treaty of Roskilde in February 1658. That treaty ceded the provinces of Skåne, Halland and Blekinge, the island of Bornholm, and the Norwegian province of Tröndelag to Sweden. One of the more humiliating aspects of the treaty was the demand to remove all paintings and tapestries that had an anti-Swedish theme from all Danish castles.
However, King Karl X of Sweden soon regretted not having conquered Denmark completely when he had the chance. In August 1658 he surprised everyone by landing on the island of Zealand without a formal declaration of war and marching on Copenhagen. This time, however, the Danes decided to fight and defend their capital while awaiting the arrival of their allies. A Dutch relief force soon smashed the Swedish Navy and brought reinforcements to the beleaguered city, while a Polish-Austrian-Brandenburg army marched to Denmark's aid from the south.
In February 1659 a desperate Swedish assault on Copenhagen failed. Coupled with the liberation of Swedish-occupied Jutland by Coalition forces, the Swedes were forced on the defensive while the Allies discussed their next move. Because the Swedish main forces still blockaded Copenhagen, the Danish generals called for an invasion of the Swedish-occupied island of Fünen as a stepping stone to the liberation of Zealand. However, the Poles, Austrians, and Brandenburgers did not think an invasion of Fünen was necessary, as they saw it as purely a Danish goal aimed at ensuring the best possible terms at the peace table. They did, however, agree to support the invasion with minor contingents, and then redeployed most of their forces to Germany to fight the Swedish forces there. Additional Danish and Dutch forces to bolster the invasion were therefore drawn from Copenhagen, as the direct threat there had diminished due to the heavy losses incurred by the Swedes in the previous assault.
Prelude
The Swedish forces on Fünen, numbering about 5500, were under the command of Fältmarskalk von Sulzbach. While short on infantry, a large part of these forces were veteran German cavalry and dragoons.
Initially the Allies attempted to cross the Little Belt from Jutland and made two attempts to land by sea near Nyborg. When these attempts failed, they sailed north and successfully landed 6200 men under command of Feltmarskal Schack at Kerteminde on the northeastern end of Fünen on November 12 (November 2), 1659. They dug in there after repulsing several counterattacks by small Swedish forces. As the Swedish army moved their main forces towards Kerteminde, the other Coalition force under Feltmarskal Eberstein crossed the Little Belt at the western side of Fünen unopposed with a force of 5000 men and immediately began marching east to link up with Schack.
The two Coalition armies successfully avoided being defeated piecemeal by the Swedes by seeking broken terrain every time Sulzbach concentrated against one of them. They knew the veteran Swedish cavalry would prove decisive in open terrain. This allowed the two armies to link up at Odense on November 20 (November 10). Sulzbach, now outnumbered, withdrew towards the port and fortress town of Nyborg on the east side of Fünen in the hopes of delaying the Allies long enough to evacuate the island.
But the Allies were having problems of their own after their two forces joined up. The two commanders, Schack and Eberstein, were bitter personal rivals with very different views on how to proceed. The rash Eberstein wanted to seek battle at once while the more cautious Schack wanted to avoid a battle with the superior Swedish cavalry if at all possible, seeking to starve the Swedes into submission. They eventually solved their command dispute by alternating command of the combined army between them on a daily basis, and thus began a slow march towards Nyborg. In the meantime the Swedish army was reinforced by 1500 infantry when a small Swedish naval force managed to avoid the Coalition blockade.
On November 23 (November 13) the Allies were near Nyborg when news arrived from the fleet that their supplies were running low. They could only maintain the blockade for a few more days before they would be forced to depart, allowing the Swedes to evacuate Fünen. This finally convinced Schack of the need to offer battle before the Swedes could escape. Sulzbach decided to meet the Coalition army outside Nyborg, as the fortress was not in good shape and the majority of his force consisted of cavalry. The opposing armies made contact in the late morning hours on November 24 (November 14).
The Battle
The Swedish army, with about 7000 men, took up an excellent defensive position astride the Odense-Nyborg road, with its left flank anchored by a lake and its right by woods. Most of the battle line was covered by hedges or streams. The 11,000-strong combined Coalition army was arrayed in two lines with Eberstein's corps in front and Schack's corps behind him.
Eberstein's corps started its attack at 1100 hours before Schack was ready. Eberstein still feared that the cautious Schack would back down from a battle, and therefore wanted to start the battle as soon as possible so that Schack would be forced to intervene. The Coalition attacks were stopped by Swedish musket and artillery fire, and then repulsed by several counterattacks by the Swedish veteran cavalry on both flanks. Eventually, the units of Eberstein's right wing, followed by those of his left wing, were forced to retreat with heavy casualties. Only his infantry in the center and the artillery held their positions. An attack by Schack's right wing in support of Eberstein's attack was also repulsed. The fighting had lasted two and a half hours at this point and the outcome was very much in doubt.
While Eberstein was fighting Sulzbach's entire army, Schack moved most of his corps forward and took up positions to the right of Eberstein's center to prevent a Swedish envelopment. Schack then launched an attack against the Swedish left and center with his well-drilled Dutch infantry together with some of Eberstein's infantry. While the Dutch and Danish infantry fought the Swedish infantry, Schack's right wing cavalry succeeded in throwing the Swedish left wing cavalry back and routed them after a short but fierce fight. As the Swedish cavalry fled towards Nyborg, the flanks of the Swedish infantry became very vulnerable. The Danish cavalry attacked the Swedish infantry in the flanks while the Dutch infantry kept up the pressure on their front, destroying much of the Swedish infantry. The remnants fled but were pursued mercilessly by the Polish cavalry.
The Swedish collapse on the left and center quickly spread to the right where Sulzbach was still holding his ground against Eberstein, who had rallied his forces and was attacking again. As Coalition units from the victorious wings were moving to attack his flank and rear, Sulzbach skillfully disengaged his remaining forces and escaped with his right wing cavalry to the relative safety of the fortress of Nyborg. However, the remaining infantry and dragoons weren't so lucky and they were all killed or captured.
The Aftermath
As evening fell the Allies followed the retreating Swedes to Nyborg and prepared to attack the fortress as soon as possible. During the night the two senior Swedish officers, Sulzbach and Stenbock, managed to escape in a small boat. When Coalition ships began bombarding the city the next day, the Swedish forces under GenLjt Horn surrendered unconditionally.
Swedish losses during the battle had been very heavy, as only around half the original force was left at the time of the surrender. The prisoners numbered 3000 cavalrymen and a few hundred dragoons and dragoons as well as three Swedish generals, twelve colonels, 22 guns, over a hundred colors, and the archive of the Swedish army. The troops were immediately absorbed into the ranks of the victorious Coalition army which therefore became larger than it had been before the battle. When Sulzbach and Stenbock met the Swedish King Karl X after their escape he is reported to have said: "If the Devil took all the sheep, he might as well have taken the rams, too." (Stenbock is the Swedish word for a male ibex or mountain goat.)
The Coalition victory at Nyborg was important as it was a rare victory over the normally unbeatable Swedes. The Fünen campaign not only weakened the Swedish hold on the other Danish islands but meant the complete loss of a large part of the Swedish veteran cavalry regiments that had been instrumental in their previous victories.
After the battle of Nyborg the Danish commanders praised the well-drilled Dutch infantry regiments and the skillful handling of their weapons, both offensively and defensively. The effective Dutch use of their pikes was especially praised, and became one of the reasons why the Danish army retained the pike in the infantry after the military reforms following the war, despite the fact that it had been close to being phased out altogether before the start of the Northern Wars.
Despite the success at Nyborg and the desperate Swedish situation at the end of the war, the resulting Treaty of Copenhagen in 1660 proved very disappointing to the Danes. There were only minor changes made to the terms of the 1658 Roskilde settlement in that Denmark regained the island of Bornholm and the Norwegian province of Tröndelag but not the recently ceded Scanian provinces. The Danish demands for those provinces were denied as the maritime powers of England and the Netherlands didn't want either Scandinavian kingdom to control both sides of The Sound, and thus be in a position to collect toll money from their Baltic trade.
The Danish wish for revenge and a return of the Scanian lands would have to be put on hold until an opportunity presented itself, which it would do in 1675 with the outbreak of what would eventually be known as the Scanian War.
Special Rules
1. Slopes: All slopes hexsides are gentle for purposes of 10.9.3.
2. Retreat Edges:
- The Swedish retreat edge is the southeastern (42xx) edge.
- The Coalition retreat edge is the northwestern (10xx) edge.
3. Senior Wing Commanders:
- Allies: Eberstein then C. Ahlefeldt.
- Swedes: Stenbock then Horn.
4. Special Terrain: Treat both the Juelsberg Manor (hex 2320) and the church outside of Hjulby (hex 1307) as village hexes.
5. Coalition Command Rivalry: The AC (Schack) does not activate when wings of Eberstein's Corps activate, nor can he affect units or WCs of those 2 wings. He may stack with any friendly units, however. This rule applies only to Schack and not to either of his replacements.
6. Eberstein's Uncoordinated Attack: The aggressive Eberstein was insistent on attacking the Swedish position so as to provoke a battle that the more cautious Schack would be forced to intervene in. The following rules reflect this situation:
- Eberstein's Wing may not attempt to change Orders until after a unit of that wing has moved adjacent to a Swedish unit. Quast's Wing may not attempt to change Orders until after a unit of that wing has moved adjacent to a Swedish unit.
- All three Wing Commanders in Schack's Corps start the game as Finished.
- Schack must set up stacked with a unit in his corps.
7. Coalition Option: Replace the Kanitz 4-6 Cuir. unit in Eberstein's Wing with the two Kanitz L2-6 LI units, and set them up in or adjacent to hex 2418. This option costs no Victory Points. (Some sources state that this unit fought dismounted.)
8. Swedish Option: Add a 4-8lb artillery battery to the Swedish Left Wing. It can set up on, or adjacent to, any unit of that wing. This option costs no Victory Points. (Some sources state that an artillery battery was supporting the Swedish left wing. The advantage of having a gun on the left wing is balanced out by the extra VPs the Allies can earn if they should capture it.)
Start Time: 11:00 AM (Turn 1)
Maximum Duration: 12 turns (through the end of the 2:40 PM turn, Turn 12, when the sun began to set)
Historical Starting Orders
Allies (see Special Rule 6):
- Quast & Eberstein: Start under Charge Orders
- Right, Center, and Left: Start under Receive Charge Orders & Finished
Swedes: All Wings start under Make Ready Orders
Victory Conditions
| VPs | Type of Victory |
|---|---|
| 41 or more | Decisive Swedish Victory |
| 16 to 40 | Marginal Swedish Victory |
| –14 to 15 | Draw |
| –34 to –15 | Marginal Coalition Victory |
| –35 or less | Decisive Coalition Victory |
Basic Victory Levels — Coalition: Horse 180 points in play / 40 losses; Foot 45 / 10; Artillery 20 / 0; Total 245 / 50.
Basic Victory Levels — Swedish: Horse 120 points in play / 60 losses; Foot 20 / 20; Artillery 20 / 20; Total 160 / 100.
Historical Outcome: A Decisive Coalition Victory with a VP differential of –50. Swedish Points: 50. Coalition Points: 100. Result: 50 – 110 = –50.
A Historical Narrative of the Scanian War
DESIGNER'S NOTES: The following narrative of the Scanian War supplements (but does not duplicate) the historical notes before each scenario. It therefore contains more information about the periods and places not covered in the battle descriptions and only briefly describes the events around the battles included in the game. When reading the battle descriptions I recommend that players consult the maps included here, as this will give them a better idea of what's going on. Likewise, I hope this narrative gives players the opportunity to see the battles they are gaming in their greater historical context and get a better understanding about this little known period in Baltic history.
All dates are in the old style (Julian) calendar. Also, Scania as used here indicates the region that includes the provinces of Halland, Blekinge, and Skåne itself.
The Road to War
Scandinavian and Baltic Rivalry
Sweden and Denmark had been bitter rivals in the struggle for supremacy for the Baltic ever since Sweden broke out of the Danish-dominated Kalmar Union in 1524. Both sought to control the cities at the mouths of the great rivers where trade flowed from the cities within Germany and Poland. But the single biggest prize of the Baltic lay just outside the Danish capital of Copenhagen.
In the 17th century the Baltic region was rich in natural resources and contained the trading centers of Riga and Danzig. All ships carrying goods and money between Western Europe and the Baltic had to pass through the narrow Danish-controlled Sound and pay the much resented Sound tolls to the Danish kings. This income made the Danish monarchs among the richest men in Europe, and made control of the Sound a critical objective of both Scandinavian monarchs as well as a matter of great importance to the rulers of the maritime powers of Europe.
Sweden had expanded its empire greatly in the eastern Baltic during its wars with Muscovy and Poland-Lithuania in the early 17th century. Its intervention in the Thirty Years War, as well as its war with Denmark in 1643-45, resulted in further territorial gains in Northern Germany, Norway, and the Baltic, but also meant that Sweden had made vengeful enemies of all its neighbors in the Baltic region. In addition, the Northern Wars of 1655-1661 saw Sweden engaged with Poland (itself engulfed in a bitter civil war following the Cossack rebellion), Muscovy (which also fought against Poland until 1667), Denmark (twice), Brandenburg (after the Elector abandoned his Swedish alliance and joined Poland), and the United Provinces (following Sweden's unprovoked attack on Denmark shortly after the two countries had made peace).
Despite its rather desperate situation at the end of these wars, the resulting peace settlements resulted in Sweden expanding its territory even further. Sweden acquired the Scanian provinces of Skåne, Halland, and Blekinge, thus breaking the exclusive Danish control over the Sound. The maritime powers refused to support Danish claims to regain the provinces lost in the first war with Sweden (1657-58) as they didn't want any of the Scandinavian kingdoms to control both sides of the Sound. This disastrous outcome served as a catalyst for the introduction of absolutism in Denmark in 1660, wide-scale reforms, and a strong desire for revenge.
The Larger European Context
After the Thirty Years War and the Northern Wars Sweden was increasingly isolated in Europe, surrounded by states wishing to undo its gains. As a consequence, Sweden maintained a strong army at all times. However, because this was more expensive than Sweden and its empire could afford, the country was forced to ally with any country willing to subsidize its army. For most of the post-1648 period this meant an alliance with France. As many of Sweden's rivals in the Baltic, and in particularly Denmark, made the acquisition of Swedish lands a top priority, they invariably allied with those countries opposed to Sweden's ally so as to be assured of support in a future war with Sweden.
In 1672 France, with support from England, invaded the Dutch Republic. The Dutch initially fought alone but were soon joined by the Duke of Lorraine, The Holy Roman Emperor, and the King of Spain in the Quadruple Alliance. When Friedrich Wilhelm, the Elector of Brandenburg, joined the coalition against France in 1674, the French began to put pressure on the Swedes to attack Brandenburg while its army was away to take that country out of the coalition and ease the pressure on France.
There was no enthusiasm in Sweden for going to war, and its leaders would have preferred to stay out of the Franco-Dutch conflict and instead consolidate their holdings in Germany and Scania. To do that, however, would have meant the end of French subsidies, without which the Swedes could not maintain the large army upon which everything depended. So when Louis XIV tugged his purse strings Sweden duly followed and invaded Brandenburg in December 1674, thereby starting what would become known as the Scanian War.
The Situation at the Start of the War and Events in 1674-75
The German Theater
In late December 1674 the Swedish army invaded Brandenburg with a 16,000 strong army. The invasion was mostly unopposed as the Brandenburg army was fighting the French on the Rhine. Despite this, the invading army moved slowly and soon went into winter quarters as their logistical situation was poor, made worse by the hostile attitude of the population who responded by burning stores and avoiding contact with the Swedes.
The 1675 campaign saw the Swedes move deeper into Brandenburg territory. In June one Swedish force was operating west of Berlin while another was at Havelsberg when news arrived that the Brandenburg army had returned from the west and was marching towards them. By skilful and decisive manoeuvre and force marching the Brandenburg Elector managed to get his 5600 cavalry and dragoons between the two Swedish forces and attacked one of them unsupported at Fehrbellin on June 18. (See the description with the Fehrbellin scenario.) The resulting battle saw the 7000 strong Swedish army withdraw, but neither side suffered high losses. The ensuing retreat and pursuit by the Brandenburg army, however, shattered Swedish morale because their myth of invincibility was also a victim of the battle.
The battle of Fehrbellin helped persuade King Christian V of Denmark to join in the war, and in late summer he dispatched an army of 19,000 men under Adam Weyher towards Pomerania through neutral Mecklenburg. The Danish King was present with the main army and his constant interference in command was to be a constant problem for the Danish army throughout the war.
After having forced the passage of the Recknitz River, the main army moved against the town of Stralsund in Pomerania. A combined attack of the Danish and Brandenburg armies on Stralsund was requested by the Elector but declined by King Christian V, who saw greater gains from a separate campaign. He instead invested the town of Wismar, a Swedish possession strongly fortified on the coast in the middle of the Mecklenburg States. After a difficult and very costly siege the town was successfully stormed on December 13, after which the Danish main army was pulled back to Denmark to recover and reorganize.
The Duchy of Bremen-Verden in the western part of the German theater was poor, but strategically located on the estuary of the rivers Elbe and Weser, which granted its owner a considerable income from tariffs. It was important to the Elector of Brandenburg that the duchy and the Swedish forces there were neutralized so as not to become a threat to his planned occupation of Swedish Pomerania. He was prepared to abandon any claims to the area in order to achieve this gain.
The duchy was defended by a 4500 strong army under Fältmarskalk Henrik Horn. It was invaded in September by a slightly smaller army from Münster, soon reinforced by a Danish contingent of 2800 men, and 2000 troops from Brandenburg, and 3000 from Lüneburg. At year end all fortified places in Bremen, except the main town of Stade, had fallen to the coalition.
The Norwegian Theater
The Norwegian army was under the command of Gyldenløve, the Danish governor of Norway. At the start of hostilities it had a strength of 12,000 so it was not short of men, but it was short of supplies and equipment. The majority of the army was stationed in southern Norway near the border to Bohuslän province, a former Danish-Norwegian province. The rest of the long border between Norway and Sweden was lightly manned by both sides as the harsh terrain meant that it was only necessary to garrison a few chokepoints to deny access to large enemy formations.
Not until October did the army receive the needed shipments of weapons, gunpowder, and clothes that Gyldenløve needed to conduct his planned offensive southwards. After repelling some minor Swedish incursions, the Norwegian army marched into Bohuslän province. However, a shortage of food forced the army to retreat back across the Norwegian border in December and enter winter quarters. At roughly the same time the Swedish king abandoned his plan of transferring his army across the Sound in order to force a quick end to the war by taking Copenhagen, and marched north to attack Norway.
In January 1676 the Swedish army made raids into Värmland to force the Norwegians out of southeast Norway, but failed as the Norwegians responded by raiding the already pillaged Bohuslän province and Dalsland. As a result of this the Swedish supply situation worsened and they were forced to enter winter quarters themselves. When spring came the Swedish King Karl XI decided to quit his Norwegian plan and instead relocated the army to Scania
The War at Sea
As the Swedish army in Germany was dependent on supplies, money and troops from Sweden, the role of the Swedish navy was critical to success from the start of the war. As Brandenburg did not have a navy with which to interdict Swedish shipping the Swedish lines of communications across the southern Baltic were secure at the start of the war. This situation changed dramatically when Denmark entered the war in August 1675 following the Battle of Fehrbellin.
At the beginning of the war the Swedish navy outnumbered the Danish navy by 18 ships of the line to 16 and by 21 frigates to 11. In addition, the Swedish navy bolstered their forces by employing merchant ships converted to warships, while the Danish navy would be reinforced by its allies as the Dutch sent a small fleet to assist them for most of the war.
Although outnumbered, the Danish navy had some significant advantages over its Swedish adversary. Its ships were generally newer and better maintained, and its crews more experienced from previous service on Dutch ships. The main base of the Danish fleet, Copenhagen, was ice free for most of the year and located close to the important sea lanes of the southern Baltic. In comparison, the Swedish naval base of Stockholm was located far from the theater, the port was closed by ice until April, and any ships sailing from the port were troubled by unfavorable winds for most of the year. The Swedish navy was also disadvantaged by inexperienced and incompetent leadership for most of the war, while the Danish and Dutch fleets were led by experienced men.
The Danish plans were to cover the waters between the islands of Bornholm and Rügen and give battle if the Swedes tried to cross this line. In addition the navy was to blockade the only Swedish port in the area, Göteborg, to prevent it from being used as a source of supplies and reinforcements for the Swedish possessions of Bremen-Verden in northwestern Germany.
The Swedish King's instructions to his fleet were very ambitious. He ordered the fleet to sail into the southern Baltic and secure the lines of communications between Sweden and its possessions in Pomerania as well as the port of Wismar. In addition, it was to seek battle with the Danish navy and cut it off from its main base of Copenhagen. Once these tasks were completed it was to maintain control of the Sound and the belts and attack Dutch shipping in Danzig and Königsberg.
Events soon revealed these instructions to have been overly optimistic. In October, after just two weeks at sea and before making contact with the enemy, the fleet was forced to turn back to Stockholm due to illness and bad weather. Despite angry letters from the King urging it to action it stayed in port for the rest of the year. The Swedish squadron in Göteborg didn't live up to expectations either, as lack of supplies prevented its departure until after the port was blockaded by the Danes.
The unfortunate performance of the Swedish fleet in 1675 thus gave the Danes control over the waters between Sweden and its German possessions. This would have catastrophic consequences for the outnumbered Swedish forces in Germany after their defeat at Fehrbellin and the entry of Danish forces in the war in Germany
Events in 1676
The German Theater
In Bremen-Verden the coalition army opposing the strong fortress of Stade was bolstered by reinforcements from Brunswick-Lüneburg, Münster, and Denmark throughout April, bringing its numbers to 12,000 men. During May this force managed to isolate the town by taking a number of important redoubts linking the town to the Elbe River. This occurred just days before the arrival of a Swedish relief force sent by sea from Göteborg, which was then unable to reach the town. The ensuing isolation led to widespread hunger and disease during June and July, and on August 3 the fortress surrendered, leaving the entire province in coalition hands.
Apart from a small occupation force, the coalition army was split up and sent to reinforce the war effort elsewhere. The Danish forces were sent to Denmark and Scania, the Münster force and elements of the Brunswick force were sent westwards to join the Imperial army fighting France, while the rest of the Brunswick army marched east to join the Elector of Brandenburg in Pomerania. The coalition members subsequently divided the province between them, with Denmark taking the western part, the Duke of Brunswick-Celle the eastern, and the Bishop of Münster the southern part. This arrangement would prove to be short-lived, however, as the peace treaties at the end of the war returned the province to Swedish hands.
In Pomerania, in the eastern part of the German Theater, the coalition forces stayed in their winter quarters late into the spring which lead the Swedish commander Königsmarck to exploit the situation and take the offensive. The Swedish main army in Germany was small, as the need to garrison the fortresses of Stralsund, Greifswalde, Demmin, Anclam, and Stettin as well as keeping an observation force on the island of Rügen tied up large numbers of men. Königsmarck had been promised reinforcements from Sweden, but decided to begin operations without them, and in May Königsmarck advanced towards Wolgast castle and placed it under siege.
The Brandenburg army was very slow to react and was not assembled and ready to move until the end of June at Parchim. The first Brandenburg attempt to relieve Wolgast was repulsed on the island of Usedom. However, news of the Swedish naval defeat off Öland (see the War at Sea, below) forced Königsmarck to retreat behind the line of Anclam-Demmin-Triebsee Pass to conserve his army as he realized that reinforcements would not be forthcoming after all. On July 7 the Elector of Brandenburg attacked the Triebsee Pass and after fierce fighting the Swedish army was forced to retreat and abandon the siege of Wolgast. The Brandenburg army subsequently laid siege to both Anclam and Demmin. After having repulsed a Brandenburg storm with heavy losses on both sides, the garrison of Anclam surrendered the fortress on August 26 in exchange for free passage. The siege of Demmin was longer as it did not become effective until late September with the arrival, from Bremen-Verden, of General von Ende's Brunswick troops. As at Anclam, the garrison of Demmin surrendered the fortress in October and was granted free passage after having repulsed an assault of the fortress.
In the meantime the Elector and the main Brandenburg army had arrived before the gates of Stettin, one of the main ports and fortresses of Swedish Pomerania. The fortress was strongly garrisoned and stocked, and the garrison actively supported by the pro-Swedish citizens. This, combined with the coming onset of winter, convinced the Elector to abandon his siege after a month and go into winter quarters. Thus, 1676 ended with the Swedes still in control of the two most important towns in Pomerania, Stettin and Stralsund.
The Scanian Theater
On June 29, 1676, a Danish army of 14,000 men crossed the Sound and invaded Scania at Råå, a town a little to the south of Helsingborg. This was a very well planned amphibious landing that succeeded without any mishaps as it was virtually unopposed. The Swedish forces in the Scanian lands only numbered 7000 men including all garrisons, so the small field army abandoned Skåne and Blekinge and retreated northwards, leaving the fortified towns of Malmö, Helsingborg, Landskrona and Kristianstad to their fate.
Helsingborg was taken soon after the invasion, but sadly for the Danes one of the best Danish generals, Niels Rosenkrantz, was killed in the action. On August 2 Landskrona was taken, and on August 15 Kristianstad was taken as well. Only Malmö remained in Swedish hands. The Danish Navy conducted further minor landings along the southern and eastern coast and took the minor towns of Christianopel and Karlshamn.
So far everything had succeeded for the Danes. In addition to the problems caused by the Danish army the Swedish control of the provinces was threatened by a revolt of some of the rural population of Skåne and Blekinge. A very bloody guerrilla war ensued, called The War of the Snaphances (after the word for an early type of flintlock used by the guerrillas of Skåne and Gønge in this and earlier wars).
The string of victories caused the Danish King Christian V to become overly optimistic and a small corps of 3500 men under Duncan was surprised and wiped out by the Swedish main army at Halmstad in August, when it was advancing unsupported northwards to link up with the Norwegian army. (See the description of the Halmstad scenario.)
In early fall King Christian V decided, against the advice of the army commander, to go into winter quarters instead of seeking a decisive battle with the much smaller Swedish army. This resulted in a crisis of command and led to Christian V assuming direct control of the army after the resignation of the Duke of Plön.
Once more the energetic Swedish king took the initiative and against all odds attacked the Danish winter quarters at Lund on December 4, winning a decisive victory against the Danes. (See the description of the Lund scenario.) Following the battle the Danish main army had to retreat to Sjælland and shortly after the town of Helsingborg surrendered to the Swedes, leaving only Kristianstad and Landskrona in Danish hands at year's end.
The Norwegian Theater
The campaign plan for the Norwegian army in 1676 was to support the planned Danish invasion into Skåne by advancing south towards Göteborg once again. By early June the army moved south and captured Uddevalla and Vänersborg, but an outbreak of disease slowed the offensive and caused heavy attrition. Out of a force of 7000 in June, around 3000 were sick by August. Gyldenløve therefore concentrated his efforts on the fortress of Båhus, but he was unable to coordinate his efforts with the navy. He was soon forced to abandon the siege and retreat back towards Norway when rumors arrived of a Swedish relief army. This early retreat allowed the Swedish king to concentrate his efforts on the Danish army which was a major factor in the coming winter campaign in Skåne.
The War at Sea
After the successes on land in Germany in 1675 the Danish objectives for 1676 was an invasion across the Sound and the conquest of the Scanian provinces. A prerequisite for this was naval superiority of the southern Baltic, and in support of this goal the Danish navy landed troops on the Swedish island of Gotland in late April 1676 that successfully took the island. Another step towards achieving naval superiority over the larger Swedish navy was the departure of a Dutch auxiliary fleet to reinforce the Danes.
The instructions to the Swedish navy were again very ambitious. They were to seek the nearest way to the Sound and defeat the Danish navy before it could combine with the Dutch and defeat the Danish navies piecemeal. After this they were to transfer several thousand men to support their army in Pomerania. Unfortunately the fleet was not ready to sail before early May and didn't reach the waters around Bornholm before May 25. By this time the Danes had been reinforced by the Dutch auxiliary fleet of eight ships of the line. Nevertheless, the Swedish navy with its 38 ships and a total of 2062 guns was still considerably larger than the Danish-Dutch fleet of 35 ships with a total of 1675 guns. But despite this they were foiled by the superior leadership and maneuverability of their opponents in the Battle of Bornholm on May 24-25.
The presence of such a large Swedish fleet was a large threat for the planned invasion across the Sound into Scania, and it was therefore imperative that the Swedish fleet be driven away from the waters near the Sound. The Danish main fleet was reinforced by a Dutch auxiliary fleet and managed to catch up with the Swedes off the coast of Öland on June 1. The ensuing battle was characterized by bad leadership on the Swedish side and ended in an overwhelming victory for the Danish-Dutch fleet. That fleet lost no major ships but managed to sink five Swedish ships of the line including the flagship. The Swedish fleet was pursued all the way back to Stockholm where it stayed the rest of the year, so the seas were now secure for the invasion of Scania. On June 27 a minor force made a diversionary landing at Ystad on the southern coast of Sweden and two days later, on June 29, the navy was available to escort the 14,000 troops mentioned above that invaded at Råå.
Livonia
Needing reinforcements on all fronts, the Swedish King Karl XI prepared to transfer the forces in Sweden's Baltic provinces to the German or Scanian theaters. After the death of the Russian Tsar Alexis in 1676, it became possible that this could be achieved without fear of Russian incursions, and the Swedes began to gather and equip an army near Riga in Livonia
Events in 1677
The German Theater
In July the Elector of Brandenburg resumed the siege of Stettin at the head of a Brandenburg-Danish-Lüneburg force of 20,000 men backed up by considerable siege artillery. Stettin was defended by Generalmajor von Wulffen and 2300 troops reinforced by a citizen militia and the garrison resisted stubbornly. Consequently, the Elector began a long methodical siege that lasted until the attackers managed to breach the town walls on December 10, forcing von Wulffen to surrender.
In addition to the effort against Stettin the coalition made plans against Stralsund, and in September 1677 a combined coalition force made an amphibious assault on the island of Rügen just to the north of Stralsund. They quickly overran the small Swedish garrison and conquered the entire island except for a small Swedish bridgehead at the Neuefähr sconce (a redoubt or earthwork). The coalition force left to garrison the island was inadequately supplied and subsequently lost many troops to illness during the fall and winter because of unsound quarters.
The Scanian Theater
During the late winter and spring of 1677 the Swedes took advantage of the absence of Danish opposition to deal with the threat caused by the Snaphance guerrillas across the Scanian provinces. The Swedes energetically and ruthlessly pursued the guerrillas, killing and burning anything and anyone who was connected with the Snaphances and forcing the towns and villages to sign declarations of loyalty to the Swedish crown. The remaining Snaphance bands responded in kind, which only served to aggravate the conditions of the populace in general.
In the spring of 1677 the Danish army was transferred back to Scania, and soon again controlled large parts of the province. In May, King Christian disembarked 12,000 men at Landskrona, forcing King Karl to give up his siege of Kristianstad. A new high commander of the Danish forces, Baron Joachim Rüdiger Freiherr von der Goltz, was appointed, as the King apparently found his own abilities as a general to be flawed. Unfortunately, Goltz was no more able than his predecessor to stop the court intrigues and meddling in military affairs.
The two armies met outside Landskrona. Despite having more than a 2-1 superiority in numbers the Danish king hesitated long enough to allow the Swedish army time to retreat after the Swedish king's advisors had persuaded him of the folly of fighting at such odds.
The Danish army then moved south and invested Malmö, but a premature attack on the town on the night of June 25/26 was repulsed with heavy losses. (See the description of the Malmö scenario.) Following this the siege was abandoned and the Danish army retreated back towards Landskrona. Upon hearing of the Danish repulse, the Swedish King immediately moved to intercept the Danes before they could be reinforced. He was too late, however, and in the ensuing battle of Landskrona on July 14 the Danish army fielded a strong auxiliary contingent of Imperial, Münster and Hessian troops. Despite this, the battle was a major Swedish victory that demonstrated the superiority of the Swedish troops and leadership. (See the description of the Landskrona scenario.)
After the defeat the Danes retreated into the safety of Landskrona and from there transferred most of the army back to Sjælland. The Swedes blockaded the town, and then moved on to besiege Kristianstad.
The Danish army made no further attempt to contest Scania in 1677 apart from a minor relief operation that succeeded in bringing reinforcements into Kristianstad. The Swedes were content to besiege Kristianstad as they lacked the strength to take the Danish coastal fortresses. Following the many disappointments of the year the Danish commander von der Goltz was sacked.
The Norwegian Theater
Gyldenløve and the Norwegian forces were very successful in 1677. During the summer they took the fortresses of Marstrand and Karlsten and subsequently defeated the Swedes in the battle of Uddevalla. The battle was the biggest of the war on the Norwegian theatre and saw a Danish-Norwegian army of 5600 men completely rout a Swedish army under de la Guardie of 3000 men, of which around half were peasant militia. The Norwegian army also occupied the provinces of Bohus and Jämtland, but was forced to leave the latter and turn home when a stronger Swedish force appeared in the fall.
The War at Sea
The battle off Öland in 1676 knocked the Swedish navy out only temporarily. They still had a large navy and every intention of using it in the coming year. In the spring the Göteborg squadron was ordered to cut the connection between Denmark and Norway and then to sail through the Belts and unite with the Swedish main fleet in the Baltic. The instructions for the main fleet were to set sail as soon as possible in order to defeat the enemy navy and relieve the hard-pressed fortress of Stettin in Pomerania before the arrival of the Dutch auxiliary fleet. Despite this, the Swedish main fleet didn't go to sea until June 9.
The Danish situation in the spring of 1677 was serious. After the defeats on land at Halmstad and Lund the army had been forced to transfer to Sjælland to reorganize. This underlined the importance of maintaining the superiority at sea if the Scanian fortresses were to be held and if the army was to make a new attempt at conquering the Scanian provinces. While the departure of the Dutch auxiliary fleet was delayed, the Danish fleet was able to set sail before the Swedish. The Danes intercepted the small Göteborg squadron and annihilated it off the island of Møn it before it could reinforce the main fleet.
Attention now turned to the Swedish main fleet. A Danish defeat at sea at this time would have grave consequences for the army as it prepared for the siege of Malmö. For this reason the King urged the fleet to guard the Sound and remain on the defensive until the Dutch fleet arrived. But the Swedish navy took the initiative before the Dutch arrived and attacked the Danish fleet on July 1. In the decisive Battle of Køge Bay a Swedish fleet of 22 ships of the line, four frigates, and eight converted merchantmen with a total of 1745 guns was defeated by a Danish fleet of 20 ships of the line and seven frigates with 1320 guns. The Swedes lost eight ships of the line while the Danes lost no ships.
This massive victory meant that the Danes controlled the seas for the rest of the year, and after the defeat at Landskrona on land the Danish King was eager to exploit this situation in order to achieve some gains outside of Scania. The navy was duly ordered to make a number of minor raids against the coast of Småland and the island of Öland where the landing parties succeeded in pillaging and burning supplies, but without any noticeable effect on the war at land. In September the Danish navy transported without Swedish interference a joint coalition force to the island of Rügen, where it quickly took control of most, but not all, of the island.
Livonia
The Swedish plans for raising a new army in Livonia for service in Germany or Scania was dealt a harsh blow as a massive fire ravaged Riga, destroying all the depots and equipment for the army.
Events in 1678
Events in Europe
In August 1678, France and the Dutch Republic signed the Treaties of Nijmegen, ending Dutch participation in the Franco-Dutch war. Sweden was not part of the treaty, but a paragraph in the treaty forced the Dutch Republic to take a neutral approach toward Sweden, and the treaty therefore meant the end of any Dutch naval assistance to the Danes in the Scanian War.
The German Theater
The threat to Stralsund of the coalition hold on Rügen and the weakened state of the coalition forces on the island had not escaped the Swedish commander Königsmarck. In January he stripped the garrison of Stralsund to the minimum and took his army across the narrow strip of water and landed on the island. He retook the island after the battle at Warksow on January 8, 1678, and forced half of the coalition garrison force into Swedish service, greatly increasing his strength. (See the description of the Warksow scenario.)
In September the Danes and Brandenburgers made a new attempt against the island as they landed more than 15,000 men on the island. The Bishop of Münster's offer of troops was declined as King Christian of Denmark thought the island was too small to share in a subsequent peace settlement. The Swedish counterattacks were repelled by the numerically larger coalition forces so Königsmarck began evacuating the island through the Neuefähr and Altefähr sconces. The Brandenburg forces successfully stormed one of the sconces while the garrison of the other, which consisted mainly of former Danish prisoners from the first Rügen expedition, mutinied against their Swedish officers and surrendered the sconce.
With the coalition firmly in control of Rügen, their next objective was Stralsund, which was subsequently besieged in late September. The siege did not last long and the town surrendered on October 15, as their situation was by then hopeless. The only remaining Swedish controlled town in all of Pomerania at that point was Greifswald, and it surrendered shortly after following a brief siege.
The Scanian Theater
In Scania the Danish army once again went on the offensive and moved towards Helsingborg. On the 27th of the June the town commander was lured by a false letter into a quick surrender, and after this the field army moved towards Kristianstad to relieve the town, which had been besieged since the previous year and was running out of supplies. They soon made contact with the Swedish army deployed in a strong blocking position on the approaches to the town. As his advisors and generals urged him not to attack such a strong position, King Christian V took the army back to Landskrona and all hope of relieving Kristianstad disappeared. The depleted garrison duly surrendered on August 5 after seeing the departure of the Danish army.
The Danish king blamed the fall of Kristianstad on Friedrich Arensdorff, the commander of the Danish army. Arensdorff was sacked and the former Münster general Wedel was appointed to take his place.
The rest of the year passed quietly as the Danish and Swedish main armies remained passive and the war devolved into vicious small scale fighting in the countryside as both sides launched raids against each other and against the hapless population.
The Norwegian Theater
In the spring of 1678 the Norwegian army was asked to take Göteborg with the help of several thousand Danish reinforcements, but the delayed arrival of the reinforcements meant that the Swedes had ample time to strengthen the garrison and Gyldenløve therefore turned against the fortress of Båhus instead. However, he was soon forced to abandon the siege and retreat back to Udevalla due to low stocks of gunpowder and the arrival of a Swedish relief force. The rest of the year was uneventful except for a short-lived Swedish incursion into Trondheim province.
The War at Sea
As the Dutch were seeking to make peace with France they declined to send an auxiliary fleet to reinforce the Danes this year. Even though there would be no assistance, Danish confidence was high after the victories of the previous years. The orders for the navy were to support the army in its advance towards Kristianstad. In addition, it was to seek battle with the Swedish navy if it went to sea, and if it did not, the instructions were to prevent any shipping going in or out of Stockholm and create uncertainty by raiding along the coast.
In 1678 command of the Swedish navy was passed to Hans Wachtmeister, and for the first time during the war the Swedish navy was now commanded by an officer with knowledge of and experience in naval warfare. The orders for the navy were to sail from Stockholm if a good opportunity presented itself and, if at all possible, to bring supplies to the hard pressed garrison at Stralsund
After raiding the Swedish southern coast, the Danish fleet made contact with the Swedish main fleet in the waters south of Öland on June 12. The Danes didn't immediately initiate a battle, and the following day the Swedish navy retreated to the safety of Kalmarsund. The Danish fleet thereby missed the only chance of a naval battle it would get that year, but effectively prevented the Swedes from relieving Stralsund. With the Swedish navy blockaded in Kalmarsund the Danish navy concentrated on transporting a new invasion force to Rügen in September, as it had been decided to retake the island. As had been the case with the Rügen invasion of 1677, this was done without interference from the Swedish navy.
Livonia and Prussia
During 1678 the final preparations were made for the new Swedish army in Livonia, consisting of over 11,000 men under the command of Henrik Horn. With French mediation a deal was struck with Poland giving the Swedes rights to pass through Poland from Livonia to Prussia as well as Polish logistical support to the army. This provided the Swedes an opportunity to take Königsberg and march on Berlin, thereby diverting Brandenburg forces away from the hard-pressed Swedish forces in Pomerania.
In late September the long delayed expedition finally departed Riga. However, the radically changed situation in Germany after the fall of the last Swedish possessions in Pomerania gave the Poles second thoughts, and they began to back down on their promises of logistical support for the expedition.
After a tiring march the Swedish army reached Tilsit and set up camp while they took stock of the situation. Horn was skeptical of the feasibility of the venture after the fall of Stettin and Stralsund and the lack of Polish support. King Karl XI agreed with his concerns and instead ordered him to conserve his army and await reinforcements before moving on Königsberg.
This left the initiative with the Elector of Brandenburg who went on the offensive and, in a brilliantly conducted campaign of maneuver, forced the Swedes to retreat all the way back to Livonia under constant pursuit and with heavy losses.
Events in 1679
Events in Europe
In January 1679 Leopold I, the Holy Roman Emperor, signed the Treaties of Nijmegen and concluded a separate peace with Louis XIV of France (and shortly after with Sweden as well) confirming the Treaty of Westphalia of 1648, which included the cession of Bremen-Verden and Swedish Pomerania to Sweden.
The weakness of the alliance between the Emperor and the Elector of Brandenburg was demonstrated by the willingness of the Imperial representatives to sign a separate peace, leaving Brandenburg and Denmark alone against France. Leopold I did not want Friedrich Wilhelm I to become a "new king of the Vandals in the Baltic" nor did he want the Scanian War to disturb his negotiations with France. However, insincere commitment to the alliance was certainly not a purely Imperial trait as Friedrich Wilhelm I had his diplomats offer France unconditional support, including military support against the Holy Roman Emperor, in return for Louis XIV letting him keep Swedish Pomerania. Furthermore, Friedrich Wilhelm I directly offered Sweden "some tons of gold" for Swedish Pomerania along with military support against Denmark.
Louis XIV, however, had no interest in the Brandenburg schemes. To the contrary, he had a strong interest that Sweden would not lose any territory as a consequence of her alliance and support for France. Friedrich Wilhelm I was told that Sweden would lose Stettin "no more than Stockholm."
The German Theater
After the Treaties of Nijmegen had ended the Franco-Dutch War, France was able to support Sweden directly. They therefore occupied the Brandenburg Duchy of Cleves on the lower Rhine, besieged Minden, and continued to march eastwards to liberate the Swedish possessions occupied by the Coalition. Brandenburg, short of troops in its western possessions and deprived of allies by the Nijmegen treaties, had no choice but to settle for peace with France. Consequently, a peace treaty was signed on June 19.
Denmark now stood alone against Sweden and France. In light of this new situation the Danish King Christian V gave up his hopes of conquering Scania and transferred his main army to Schleswig-Holstein. He wanted to bolster as his southern provinces as well as his conquests from 1675 and 1676 that were now threatened by the French army. A small French detachment was successfully repulsed at Delmenhorst, but it was obvious that the superior French army would prevail in the end, and accordingly a peace treaty was signed between Denmark and France on August 25.
The Scanian Theater
In 1679 the Danish army several times tried to lure the Swedes into open battle around Helsingborg, but the Swedish army refused to give battle as they didn't want to risk their advantageous position at this late stage in the war. As it proved impossible to force the Swedish army into battle, the Danish army was subsequently transferred to Germany to face the new threat from France.
The Norwegian Theater
In Norway, General Gyldenløve decided to preempt a Swedish offensive by taking his army into the Swedish-controlled provinces of Dalsland, Värmland, Herjedalen and Jemtland in mid February. The Swedish forces in the area were in winter quarters further inland due to heavy frosts, and raiding columns under Duncan, Cicignon and Gyldenløve caused much devastation and won a small battle over the Swedes at Høgsäter Bridge at the end of the month. Following this the Norwegian army went back across the border.
In mid March the Swedes went into the offensive and advanced to Udevalla. They unsuccessfully stormed the town and were subsequently routed. Another attack with forces out of Jemtland province was also repelled. After this the Swedes regrouped and reinforced their forces and again advanced on Udevalla, besieging the town for a month before they were forced to retreat back to Göteborg in late July by the arrival of Gyldenløve and the main part of the Norwegian army.
The War at Sea
The nature of the war at sea changed in 1679 when the Netherlands, Spain, and the Emperor made peace with France and Sweden in February despite the protest of Denmark and Brandenburg. The Danish fleet had lost the support of the Dutch auxiliary fleet the year before and was now facing the prospect of possible hostile intervention by the French navy in the Baltic. When Brandenburg also appeared to be making overtures to France it became obvious that the war was nearing its end and the Danish navy therefore tried to improve the situation before the coming peace talks by concentrating its effort on the Swedish main fleet in Kalmarsund and inflicting as much damage to it as possible.
The Swedish navy had sailed out from Kalmarsund with orders to remain in the area and await the possible arrival of the French navy before beginning any operation that could jeopardize the fleet. Contact was made with the approaching Danish fleet on June 26 and Wachtmeister therefore took the Swedish fleet into Kalmarsund again without risking battle. The only result of the ensuing Danish blockade was the destruction of a single Swedish ship of the line that ran aground.
Livonia and Prussia
In mid February he remnants of the Livonian army returned to Riga after its disastrous campaign against East Prussia. Only 2,000 men remained of the11,000 that set out the year before.
The Aftermath of the War
The Resulting Peace Treaties
On June 19, 1679, France, on behalf of Sweden, and Brandenburg concluded the Treaty of Saint-Germain-en-Laye, The treaty was negotiated and signed without Swedish representatives present, but Sweden ratified the treaty on 28 July. The terms of the treaty included restoring Bremen-Verden and most of Swedish Pomerania to Sweden in return for a consolation payment from Louis XIV of France and the reversion of East Frisia. The French payment to Brandenburg was fixed at 300,000 talers to be paid within the following two years, but even this gain was subsequently reduced as France managed to have Brandenburg accept this sum to also settle 900,000 talers of French debts. In addition, the Electorate of Brandenburg further gained the former Swedish eastern bank of the Oder River except for Gollnow and Damm. Gollnow was pawned to Brandenburg for 50,000 talers, but was eventually bailed out by Sweden in 1693.The treaty also contained a paragraph that forbade Dutch forces from garrisoning the Duchy of Cleves to ensure its vulnerability in any future conflict.
The Treaty of Saint-Germain-en-Laye is considered by some to be "the worst political defeat" of Elector Friedrich Wilhelm I. He was forced by France to give away the Swedish portion of what he considered his rightful Pomeranian inheritance despite having conquered all of it during the war. This resembled the outcome of the Northern War about 20 years earlier, when Brandenburg likewise had been forced by France to return Swedish Pomerania to Sweden after conquering most of it.
Peace was negotiated between France (again on behalf of Sweden and without their representation) and Denmark at the Treaty of Fontainebleau on August 23, 1679. Like the peace treaty between Sweden and Brandenburg, it was largely dictated by France and stipulated that all territory lost by Sweden during the war should be returned in exchange for minor war reparations. Thus the terms formulated at the Treaty of Copenhagen at the end of the Northern Wars in 1660 remained in force. The French dictate was reaffirmed by the Treaty of Lund in September, which was signed by both Denmark-Norway and Sweden.
As in Brandenburg, there was widespread anger and disappointment over the peace treaties in Denmark, as many felt the country had been robbed of its gains during the war. For the pro-Danish elements of the Scanian population the result was tragic as they now faced savage repression from the reinstated Swedish authorities.
The Long Term Effects of the War
The events leading to the Scanian War as well as the end of the war, in particular the peace negotiations, mercilessly demonstrated to all the countries in the Baltic that the days when they could conduct their foreign policy independently of the greater power struggles raging in Europe were definitely over. The Baltic had become a fully-integrated part of the European balance of power, and even the regional great powers were still just pawns on the larger European chessboard.
The Scanian War was the first war in a long time where Sweden had been on the defensive fighting in, or near, its own provinces. It had revealed that mighty Sweden was no longer invincible, and indeed had shown how fragile the Swedish empire was, with its lands scattered across the Baltic. The war had resulted in more devastation of Swedish property and a higher rate of desertion compared to earlier wars, and had revealed many fundamental weaknesses in the way the Swedish economy, army and navy were organized.
In an attempt to rectify these weaknesses and to increase Crown income to pay the massive debts incurred during the war, the army's recruitment system was reorganized and a process of reductions, where former Crown land was returned to the Crown were carried through in the 1680s. The increased income was spent on reinforcing the borders and on the new naval base of Karlskrona, which was situated much nearer to the vital sealanes that would be contested in any future war. The war and the following reforms of the Swedish state also contributed to the introduction of absolutism in Sweden in 1682.
These reforms would provide Karl XI's son Karl XII with a much more powerful state and army at the outbreak of the Great Northern War of 1699-1721. They enable him to win a series of spectacular victories against all the great powers of central and eastern Europe before the inherent fragility of Sweden's empire and the combined strength of the coalition aligned against her finally ended Sweden's time on the European scene as a great power .
The Weapons of the Scanian War
By David Ekberg
Firearms
The matchlock musket remained the primary fire weapon of the infantry, though it had been improved and reduced in weight compared to those used in the Thirty Years War. While fork rests were still regulation, they were most likely not in use at all and most of them likely found their way into camp fires. Flintlocks were slowly being introduced, a process accelerated by the war. Large quantities of flintlock weapons were imported by both sides during the war, such as Louis XIV's gift to the Swedes of 890 pairs of flintlock pistols in 1677. The flintlock musket was not adopted by the Swedish army until 1690. The similar snaphance musket was in broader use, especially among the paramilitary guerrilla bands of northern Scania. A double lock mechanism, combining a match and flint or match and wheel, was also used by both sides, primarily by the Danes and by Swedish dragoons. Cavalry had carbines, a short rifled wheellock weapon slung over the shoulder, and wheellock or flintlock pistols. Grenadiers, armed with bags full of explosive grenades, seem to have been found in small numbers in the Danish Army, after the French fashion, but not in the Swedish.
Pikes
Pikes also remained in use, but their part of the total number in a battalion had dropped to about 20-25 percent. The pikes were 4 to 5 meters in length and weighed an average of 3.3 kg. They were made of ash and painted black. The pike heads could be in various shapes, with the Swedes favoring a short square edge. Pikemen were armed with straight infantry swords. In 1678 the Danish king ordered that pikes should be replaced with muskets, a change which probably did not happen before the war was over. The Swedes continued to use pikes until the Great Northern War of 1700-1721, long after other states had abandoned their use. Bayonets, first the plug and later the socket model, had been around in France and England since the mid 1600s but were not used at all in the Scanian war.
Armor
The cavalry of both sides wore breast plates, but in what quantity is unknown. The Danish regulation in 1670 for the national cavalry regiments did not require the cavalry troopers to wear any armor. The Swedes had polished armor while the Danes seem to have preferred blackened breast plates. Swedish cavalry were issued buff coats made of elk skin, as was the Danish Hestgarden regiment. Infantry and dragoons wore no armor at all, except for the officers.
Uniforms
In France, a gradual process had started in the 1660s to uniformly dress regiments in the same coat and lining color. This habit found its way to the Nordic countries as well as Brandenburg. In the Scanian War, armies were dressed in uniforms, with each different regiment having its own color. However, the same colors were used by both sides and campaigning degraded the clothes so that battle insignia had to be used to tell each other apart.
Extended Unit Notes
The following unit notes were too long to include in the setups.
Danish/Coalition Units:
Hessian Expeditionary Force (Landskrona, Warksow): This force was raised in 1677 by the Hessian-Cassel government and consisted of one infantry regiment and one cavalry regiment. The infantry regiment was the former Infantry Regiment Zur Brüggen, but was renamed when the Swiss Johann Ufm Keller was appointed commander after its former commander and several captains resigned. Keller also became the OC of the Hessian Expeditionary Force. Although the cavalry regiment was a full cavalry regiment in organization it never received a real name, and was known just by the name of its commander. At Warksow, the cavalry regiment was commanded by Oberstleutnant Wilhelm von Hornumb, and consisted of about 320 men in 4 companies. At full strength each company contained one rittmeister, one leutnant, one cornet, one wachtmeister, one quartiermeister, three corporals, one trumpeter and 66 troopers in addition to the NCOs.
Schleswig-Holstein Infantry Regiment (Halmstad, Lund, Landskrona): This regiment was originally called the Schleswig-Holstein Nationale Infanteriregiment. In June 1675 the regiment was doubled and then split into two. The companies of Schleswig formed one regiment called the Schleswig National Regiment of Foot or Plön after its commander, Duke Johan Adolf von Plön (who resigned as commander of the army in 1676). The companies of Holstein formed a new regiment called the Holstein Nationale Regiment.
Prince Frederick's Infantry Regiment (Lund, Malmö, Landskrona): Called the Black Regiment after its colors, it was an enlisted regiment raised in 1657 as Lübbe's infantry regiment. It changed names several times after that, being known from 1676 as Prins Frederik's infantry regiment. The regiment was almost completely destroyed at Lund, losing eight company standards and all but 200 men, and most of them were wounded. After Lund the regiment was reinforced with 600 conscripted men from Jutland, 150 from Fünen and 200 from Norway, and consisted of two battalions of 600 men each. One battalion was left as a garrison in Landskrona, so only one battalion was present at Malmö, where it took very heavy losses and its commander, Thomas Meldrum, was wounded. At the Battle of Landskrona, it consisted of 554 men (434 rank and file) in two battalions, where it lost 218 KIA and 63 WIA.
Swedish Units:
The Royal Life Regiment (Halmstad, Lund, Landskrona): This regular regiment was formed in 1667 from the Uppland Regiment of Horse. The regiment originally consisted of eight companies and was expanded to twelve in 1674. Six squadrons (or nine according to some sources) were present at Halmstad, five squadrons at Lund, and seven at Landskrona.
The King's Life Regiment of Horse (Halmstad, Lund, Landskrona): Called Drabenterna, this was a regular regiment that originally consisted of 25 guards of the inner palace, but was increased to 200 men at the outbreak of war.
Bibliography
Books in English Covering the Period in General
Childs, J.: Warfare in the Seventeenth Century, London 2006.
Frost, R. I.: The Northern Wars: War, State and Society in Northeastern Europe, 1558 - 1721, Harlow/Essex 2000.
Lisk, J.: The Struggle for Supremacy in the Baltic: 1600-1725, London 1967.
Oakly, S. P.: War and Peace in the Baltic: 1560-1790, London 1992.
Sources for the Various Battles
Books:
Askgaard, F. & Stade, A.: Kampen om Skåne, København 1983. (Halmstad, Lund, Landskrona, Warksow)
Barnekow, C.C. v.: Nogle Synspunkter på Militærhistorisk Forskning, København 1979. (Halmstad)
Bauer, F.: Fehrbellin 1675 - Brandenburg-Preußens Aufbruch zur Großmacht, Potsdam 1998. (Fehrbellin)
Bjerg, H.C. & Frantzen, O.L.: Danmark i Krig, København 2005. (Nyborg, Lund, Malmö, Landskrona)
Björlin, G: Kriget mot Danmark 1675-1679 : Läsning för Ung och Gammal : med Porträtt, Kartor och Planer m.m., Stockholm 1885 (Halmstad, Lund, Malmö. Lamdskrona, Warksow)
Blomberg, Å. F.: Fyns vilkår under svenskekrigene 1657-1660, Odense 1973. (Nyborg)
Cramer-Petersen, L.: Danmarks skæbnetime: En beretning om svenskekrigene 1657-1660, Brønshøj 2006. (Nyborg)
Generalstaben: Karl XII på slagfältet: Karolins Slagledning - Vol. 1: Sedd mot bakgrunden av taktikens utveckling från äldsta tider, Stockholm 1918 (Warksow)
Höglund, L.-E.: Scanian War 1675-79 - Colours and Uniforms, Karlstad 2002. (Fehrbellin, Halmstad, Landskrona, Warksow)
Isacson, C.-G.: Skånska Kriget 1675-1679, Lund 2000. (Halmstad, Lund, Malmö, Landskrona, Warksow)
Jany, C.: Geschichte der Preußischen Armee vom 15. Jahrhundert bis 1914 - Vol. 1: Von den Anfängen bis 1740, Osnabrück 1967. (Fehrbellin)
Jensen, N.P.: Den skaanske krig 1675-1679, København 1900. (Halmstad, Lund, Malmö, Landskrona, Warksow)
Knarrström, B.: Slagfältet, Saltsjö-Duvnäs 2006. (Landskrona)
Mehnert, C.: Rathenow und Fehrbellin - Der Krieg des Großen Kurfürsten gegen die Schweden in der Mark des Jahres 1675, Rathenow 1875. (Fehrbellin)
Rasmussen, H.F.: Fæstningskrigen 1675-1679 (En Redegørelse For Fæstningskrigen Under Den Skånske Krig 1675-1679), København 1975. (Malmö)
Rockstroh, K.C.: Udviklingen af den Nationale Hær i Danmark i det 17. og 18. Aarhundrede - Volumes I&II, København 1909-26. (Nyborg, Halmstad, Lund, Landskrona, Warksow)
Rockstroh, K.C.: Kongens Fodregiment gennem 300 år, Tønder 1957. (Nyborg, Lund, Malmö, Landskrona, Warksow)
Sørensen, S.A.: Kjøbenhavns Belejring og Fyens Gjenerobring, København 1896. (Nyborg)
Stade, A.: Karl X Gustav och Danmark, Kristianstad 1965. (Nyborg)
Stamford, C. v.: Die Feldzüge der Regimenter Ufm Keller und von Hornumb von Hessen-Cassel in dem Reichskriege gegen Schweden auf Schonen und auf Rügen 1677 und 1678 - Ein Beitrag zur hessischen Kriegsgeschichte wie zur Geschichte der hessischen Kriegsverfassungen, Cassel 1882. (Landskrona, Warksow)
Stevns, A.: Vor Hær i Krig og Fred - vol. 2, København 1942-43. (Nyborg, Halmstad, Lund, Malmö, Landskrona, Warksow)
Wahlöö, C. & Larson, G.: Sextonhundrasjuttiosex: minnet av historien, historien om minnet: berättelse om ett krigets år och den blodiga slaget vid Lund, Lund 1996. (Lund)
Wahlöö, C. & Larson, G.: Slaget vid Lund - ett mord och icke ett fältslag, Lund 1999. (Lund)
Wimarson, N.: Sveriges Krig i Tyskland - vol 1&2, Lund 1897. (Fehrbellin, Warksow)
Articles:
Askgaard, F.: Om bevæbning og udrustning under Karl Gustav-krigene 1657-60, from Våbenhistorisk Tidskrift Vol: X, 1959. (Nyborg)
Askgaard, F.: Danske våben i den skånske krig 1675-79, from Våbenhistorisk Tidskrift Vol: XXIII, 1977. (Halmstad, Lund, Malmö, Landskrona, Warksow)
Eriksen, E.: Dansk artilleri i den skånske krig 1675-79, from Våbenhistorisk Tidskrift Vol: XXIV, 1978. (Halmstad, Lund, Malmö, Landskrona, Warksow)
Norrie, J.W.S.: Fra Pike og Musket til Flinte og Bajonet, from Våbenhistorisk Tidskrift Vol: XI, 1962. (Halmstad, Lund, Malmö, Landskrona, Warksow)
Other Sources
In addition to the above listed sources, numerous archival materials from the Swedish Krigsarkivet were used for the orders of battle, maps, and setups for all the battles in Nothing Gained But Glory.
German/Swedish/Danish Glossary
German:
- Jung: The Younger
- Leib Regiment: Life Guard Regiment
Swedish:
- Livregementet: Life Regiment
- Livgardet: Life Guard
- Till fot: of Foot
- Till häst: of Horse
- Drottningens: Queen's
- Änkedrottningens: Dowager Queen's
- Adelsfana: The Nobles' Banner, units recruited from the retainers of the nobility
- Skånska: from the province of Skåne (Scania)
- Tyska: German
Danish:
- Kongens: King's
- Livregiment: Life Guard Regiment
- Till hest: of Horse
- Till fods: of Foot
- Jydske: from the Jutland peninsula (adjective)
- Nørre-: North-
- Ryttere: Riders; used like Cuirassiers but without as much armor and with smaller horses
- Fynske: from the island of Fünen (adjective)
- Sjællandske: from the island of Zealand (adjective)
- Rostjeneste: Horse service; units recruited from the retainers of the nobility and part of the national (regular) army.
A Note from the Series Designer
Thank you very much for your continuing support of the Musket & Pike Battle Series (MPBS). I am continuously humbled by the kind words and interest of the fans. Some are probably wondering about the direction of the series. I am very excited about the work Brian, Knut, and Dick have done with Nothing Gained But Glory and I am sure you will enjoy the game as well as the wealth of historical information. I gave permission to Brian to design this game for several reasons. First of all, his commitment and enthusiasm for the system and the module were strong. In addition, a seasoned and professional developer, Dick Vohlers, was there to shepherd the process. Finally, Knut was there to produce the excellent maps and assist in the research and design. These factors allow me to heartily endorse this work. It has also allowed me to expand into other projects and still maintain some momentum for the series.
The MPBS will continue and I have plans to do two or three more modules myself. I plan on a kit devoted to the Poles as they face the Swedes, Turks, and Cossacks as well as another on Louis XIV's Dutch War, where we'll see the last triumphs of Turenne and Condé from Under the Lily Banners. We're also looking at a return to England and there are plans to offer This Accursed Civil War as a P500 reprint along the way. So grab your swords, strap on your spurs, keep your powder dry, and get ready for lots of action.
Thanks, Ben Hull MPBS Designer
Designer's Notes
Nyborg:
There were several conflicting OOBs and setups in the sources for Nyborg. I have used the ones I trusted the most and players are free to disagree with me.
Fehrbellin:
This battle was designed by Knut Grünitz. When we began playtesting we found it necessary to change the OOB of the Brandenburg army as initially it had too many (but small) cavalry units, and this enabled the Brandenburgers to overwhelm the Swedes by sheer weight of numbers. That didn't feel right so we consolidated the large number of small cavalry units into fewer but larger units.
There were also a number of special rules at the beginning simulating the Swedish withdrawal after they began taking losses. However, Knut and I decided that these rules didn't add much to the game and led to potential gamey situations. The scenario is now a very clean and simple scenario in terms of special rules and an interesting situation with asymmetrical forces - something that is seldom seen in the MPBS.
Halmstad:
This one was not originally meant to be part of the set, but it's now one of my favorite scenarios of NGBG. This is largely due to the huge work David Ekberg put into the research and special rules modifications. His thorough research included a visit to the battlefield.
Lund:
Wanting to simulate this battle was one of the main reasons I designed NGBG in the first place. (The other was to simulate Landskrona.) It is one of the few well-known battles of the war, at least in Scandinavia. Unfortunately, it was also a battle full of exceptional events that are hard to replicate using the standard MPBS rules, so some special rules were needed. The scenario is my best attempt to balance the need for as few special rules as possible with the need to be able to attempt to replicate the historical events if you play in a historical fashion. Again David Ekberg was a great resource and we have him to thank for scenario 3.
Malmö:
The map and rules have been through many versions before the present one including an area map and a hex map that included point to point movements within the fortress. I hope players find that the special rules flow well despite their complexity compared to other MPBS scenarios. I have tried to explain the historical reasoning behind the rules in order for them to be easier to understand (and thus remember) and less frustrating. Dick Vohlers has done a magnificent job at editing them in order to make them both shorter and cleaner.
The Danish infantry are shown as HI with pikes partly due to the assault equipment (such as grenades) they carried. The initial Swedish OOB was very generic but a lot of details were found thanks to assistance from the forum at Skalman.nu. But even with this help I didn't have sources as to the exact composition of the Swedish garrison, so I had to make some tough designer's choices. I think I have made an OOB that is both historical realistic as well as fun to play, but players are of course free to disagree with me. In one of first versions of the scenario I planned to solve the lack of an OOB by including extra counters so the Swedish player could distribute his available SPs as he wished within certain limits. This quickly proved impossible for economic reasons (not enough available space on the countersheet) as well as being rather difficult to playtest.
Landskrona:
The second of the two major battles of the Scanian War, and a natural candidate for NGBG. The OOB and setup initially caused me a lot of problems as some of the Swedish HI units contained too few men to fit a 4 SP unit, but couldn't be ignored as they occupied integral parts of the line and performed well in the battle. In the end I decided to do some design for effect and transfer some men from the stronger battalions in the vicinity to the weaker ones. This is why some of the numbers in the historical notes might seem strange at first sight compared to the unit SP numbers.
Warksow:
This battle went through various OOBs before the present one, I discovered several conflicting sources. Fortunately, I eventually found a book that discussed the various sources, and I feel pretty good about the OOB as it stand now.
All Post-1675 Scenarios:
Most HI units are shown as HI with pikes despite the fact that the number of pikes compared to muskets within the unit was lower than during the Thirty Years War. This was done as the pike was still very much "in focus" tactically and a highly regarded weapon, so I thought it would be wrong to simply represent these units as HI with no pikes.
The Playbook:
The historical background notes included in this game focus on the military aspects of the war, and are much more narrative than analytical in character. I have also focused on the war itself and only briefly described the period preceding the war and the aftermath. I took this route because there are virtually no sources about the course of the Scanian War in the English language, but several very good sources on the political and economic sides of the war. So I hope players will enjoy my notes and will use the books mentioned in the bibliography if they want to understand the period better.
Gratitude:
A lot of people helped in the creation of NGBG - in fact too many to mention here. Throughout the research and design process I have been pleasantly surprised by the willingness of people I had never met before in helping me obtain maps and order of battle details. A special thank goes to Dick Vohlers for being a very professional and a very! patient developer, and David Ekberg for his thorough research, enthusiastic playtesting and constructive design suggestions. Without their immense assistance Nothing Gained But Glory would have been much inferior compared to what it is today.
The whole process of making Nothing Gained but Glory has in many ways been representative of Scanian War as it is designed by a Dane and a German with lots of assistance from a Swede, but with the actual power regarding the final result in the hands of a game company from a maritime power.
I hope you will enjoy the game!
—Brian Berg Asklev Hansen
Errata for the Cheriton Module
The text for the Cheriton module that appeared in C3i #17 was not up to date. Here is the correct version of the text for that module.
This module contains the battle-specific counters and map needed to simulate the battle of Cheriton, which took place on March 29th, 1644, during the English Civil War. To play this module, you must have the markers, series rules, and charts from one of the boxed games in the Musket and Pike Battle Series, either This Accursed Civil War, Sweden Fights On, or Under the Lily Banners.
Background
Overview
After First Newbury, the King decided to raise another army to clear the rebellious counties of Dorset, Wiltshire and Hampshire, southwest of London. Sir Ralph Hopton was selected as its leader. To counter this threat, the Parliament formed a command under Sir William Waller, combining the Western and Southern armies. The two armies battled back and forth over the south of England, with Hopton capturing Arundel castle in Sussex in December of 1643, but with Waller then recapturing it. Both armies met at Alton on the 13th and suffered heavy losses, ending campaigning for the winter. The stage was set for a confrontation that would decide the fate of the southern England.
Prelude
After wintering, both armies were reinforced. Hopton received Lord Forth and his troops, bringing his army to around 6000. Forth was the higher ranking officer, but Hopton was the de facto commander for the ensuing campaign. To Waller's Western and mutinous Southern Army was added a brigade of horse under Balfour, and a brigade of the London Trained Bands (the White and Yellow Regiments), bringing the total for the combined army to around 10,000. Moving west toward Winchester in Hampshire, Waller encamped at a small village called Hinton Ampner three miles south of Alresford. Hopton's army camped at Alresford.
The Battle
The actual location and deployment of the units for battle is a matter of considerable debate. Three low ridges cut across the battlefield, and the armies deployed on two of these. Exactly which two, though, is not certain. (The options are covered in the setup instructions.) Hopton's army was arrayed on one of the ridges facing south. Hopton's forces were on the left, Forth's on the right. Across from them was Waller, anchored on his left by a "small village," either Cheriton or Hinton Ampner.
The battlefield was bounded on the east by Cheriton Wood, which Waller had occupied with 1000 London foot, supported by a regiment of horse. Early in the morning Hopton detailed a Colonel Appleyard and 1000 musketeers to clear the wood and secure his flank. Appleyard, with a keen eye for the ground, advanced on the ground out of sight in the low ground until appearing at close range. A ferocious firefight ensued, with the Londoners being routed. In the center, Waller's horse under Sir Arthur Haselrigge, whose own regiment was known as the "Lobsters" for their armor, is said to have drawn up in front of the foot, quite unconventionally, in the low ground between the armies. The Royalist Horse charged but put to rout in detail by the Parliamentarian horse. Sir Henry Bard reportedly launched the ill-fated charge precipitously, and the other regiments followed with orders, in an uncoordinated attack. The Royalist infantry then moved forward to support the failing cavalry and a general engagement along the front broke out. Before long it became clear that the Royalists had lost the day and a courageous rear guard action by the Queen's regiment and others prevented disaster and saved the guns from being lost.
The losses were not well recorded, but are estimated to be at least 1000, and perhaps as much as 2000, total for both sides. The defeated Royalists made for Basing House and on to Oxford. Waller moved on Winchester the next day and soon all Hampshire was under his control.
Cheriton is not one of the more famous battles of the War, but it was a clear victory for Parliament. It closed a front and was noted at the time as a watershed event. It was a bad beginning to a bad year for the King. The Parliamentary army fielded much better horse than in the past, and coupled with strong leadership proved superior.
Set Ups
Cheriton Woods Option
Before setting up any units, the Parliament player must first decide if he will use Cheriton Woods option 1 or 2.
Option 1
If the Parliament player selects option 1, he sets up the Yellow heavy infantry brigade with the rest of his army as in the general set ups, below, and he does not get the Yellow light infantry units. In this case, the Royalist player must use his option 1, but may set up the Lisle heavy infantry unit with the rest of his army, or in hex 2514. The Royalist player does not get the Appleyard light infantry units.
Option 2
If the Parliament player selects option 2, he sets up the Yellow light infantry units within two hexes of 2417, and he does not get the Yellow heavy infantry unit. In this case, the Royalist player may select either option 1 (same as above) or option 2. For option 2, the Royalist player sets up Appleyard's Independent Wing anywhere on the map at least two hexes north of all Parliament Yellow LI units. The Royalist player does not get Paulet's heavy infantry unit with option 2, and he must set up the Lisle heavy infantry unit with the rest of his army.
General
Except for those units covered by the Cheriton Woods option, the Parliament player sets up all his units within two hexes of the 36xx hexrow. Similarly, except for units covered by the Cheriton Woods option, the Royalist player sets up all his units within two hexes of the 15xx hexrow. For both players, set up the Left Wings on the left of the respective lines, and the Right Wings on the right of the respective lines. Wing commanders start stacked with any unit in their Wing. Army Commanders start stacked with or adjacent to any unit of their army. Contingent names have no effect on play.
| Unit Type | Abbreviations |
|---|---|
| Arty: | Artillery |
| Cuir.: | Cuirassier |
| HI Bn: | Heavy Infantry Battalion |
| HI Bn w/o Pikes: | Heavy Infantry Battalion without Pikes (They had some, but very few) |
| LI: | Light Infantry |
Parliamentary Forces
All Parliamentary units and leaders are dark red on red. They had about 5700 foot, 4100 horse, and 16 guns at the battle.
ARMY COMMANDER: Sir William Waller (–2)
Senior Wing Commander: Sir Arthur Haselrigge (–1)
Left Cavalry Wing
WING COMMANDER: Sir Arthur Haselrigge (–1)
Replacement: Vandruske (–1)
| Contingent | Unit | Ratings | Type |
|---|---|---|---|
| West. Assoc. | Waller | 2 x 3-7 | Cuir. |
| West. Assoc. | Haselrigge* | 4-8 | Cuir. |
| West. Assoc. | Vandruske | 4-7 | Cuir. |
| West. Assoc. | Turner | 3-6 | Cuir. |
| South. Ass. | Cooke | 3-6 | Cuir. |
| South. Ass. | Livesey | 4-6 | Cuir. |
| South. Ass. | Norton | 3-6 | Cuir. |
| West. Assoc. | Musketeers | 4 x 1-4 | LI |
The famous Lobster fully armored regiment.
Center Infantry Wing
WING COMMANDER: Potley (0)
Replacement: Brown (0)
| Contingent | Unit | Ratings | Type |
|---|---|---|---|
| West. Assoc. | Waller | 5-8 | HI Bn |
| West. Assoc. | Haselrigge* | 6-7 | HI Bn |
| South. Ass. | Weldon | 8-7 | HI Bn |
| South. Ass. | Jones | 6-7 | HI Bn |
| London | White | 8-7 | HI Bn |
| West. Assoc. | Culverin Battery | 6-17 | Arty |
| West. Assoc. | Saker Battery | 4-14 | Arty |
| West. Assoc. | Falcon Batteries | 2 x 3-9 | Arty |
Consisting of Potley's and Haselrigge's regiments of foot.
Add to Center Wing for Cheriton Woods Option 1:
| London | Yellow | 8-7 | HI Bn w/o Pikes |
Or for Cheriton Woods Option 2:
| London | Yellow | 4 x 2-5 | LI |
Right Cavalry Wing
WING COMMANDER: Balfour (–1)
Replacement: Middleton (–1)
| Contingent | Unit | Ratings | Type |
|---|---|---|---|
| Balfour | Balfour | 4-7 | Cuir. |
| Balfour | Meldrum | 3-7 | Cuir. |
| Balfour | Middleton | 3-7 | Cuir. |
| Balfour | Delbeir | 3-7 | Cuir. |
Royalist Forces
All Royalist units and leaders are dark blue on light blue. They had about 4200 foot, 3200 horse, and 12 guns at the battle.
ARMY COMMANDER: Sir Ralph Hopton (–1)
Senior Wing Commander: Lord Forth (0)
Left Infantry Wing
WING COMMANDER: Lisle (0)
| Contingent | Unit | Ratings | Type |
|---|---|---|---|
| Forth | Lisle* | 6-7 | HI Bn. |
| Forth | Lord General | 6-7 | HI Bn |
| Forth | Howard | 3-7 | Cuir. |
| Forth | Neville | 3-7 | Cuir. |
| Forth | Maurice | 3-8 | Cuir. |
| Forth | Queen | 3-7 | Cuir. |
| Forth | Saker Battery | 4-14 | Arty |
The setup for Lisle is affected by the Cheriton Woods Option; see above.
Cheriton Woods Option 1:
Center Infantry Wing
WING COMMANDER: Paulet (–1)
| Contingent | Unit | Ratings | Type |
|---|---|---|---|
| Hopton | Lord Hopton | 8-7 | HI Bn |
| Hopton | Prince Maurice | 8-7 | HI Bn |
| Hopton | Astley | 8-7 | HI Bn |
| Hopton | Paulet | 8-7 | HI Bn |
| Hopton | Saker Battery | 4-14 | Arty |
| Hopton | Falcon Battery | 3-9 | Arty |
Or Cheriton Woods Option 2:
Center Infantry Wing
WING COMMANDER: Paulet (–1)
| Contingent | Unit | Ratings | Type |
|---|---|---|---|
| Hopton | Lord Hopton | 8-7 | HI Bn |
| Hopton | Astley | 8-7 | HI Bn |
| Hopton | Prince Maurice | 8-7 | HI Bn |
| Hopton | Saker Battery | 4-14 | Arty |
| Hopton | Falcon Battery | 3-9 | Arty |
Independent Cavalry Wing
WING COMMANDER: Appleyard (–1)
| Contingent | Unit | Ratings | Type |
|---|---|---|---|
| Hopton | Appleyard | 4 x 3-6 | LI |
— — — End Cheriton Woods Option 2 — — —
Right Cavalry Wing
WING COMMANDER: Stuart (–1)
| Contingent | Unit | Ratings | Type |
|---|---|---|---|
| Hopton | Stuart | 2 x 4-7 | Cuir. |
| Hopton | Smyth | 2 x 4-7 | Cuir. |
| Hopton | Stowell | 2 x 3-7 | Cuir. |
Stuart's Brigade included the following Regiments: Stuart, Carey, Crisp, Hamilton, Cleke, Boleter, Fors and Fleetwood
Smyth's Brigade included the following Regiments: Smyth, Bennet, Vaughan, Waldegrave and Lindsey
Stowell's Brigade included the following Regiments: Hopton, Stowell, Gunter, Apsley, Pierce and Hertford
Special Rules
1. Slopes: All slopes hexsides are gentle for purposes of 10.9.3.
2. Retreat Edges:
- The Royalist's retreat edge is the north edge.
- The Parliamentarian's retreat edge is the south edge.
3. Treat a Tumuli (Roman era burial mound) hex like a hedge-lined road hex, except that it does not block LOS.
4. The Parliament Player sets up first.
Counter Errata
The Yellow HI unit should have a Wing Designation of C, not R. A replacement counter was included in C3i #19.
Historical Starting Orders
Due to the terrain and deployments, both sides were tentative at the beginning of the battle, and hence no Wing starts under Charge orders.
Parliament:
- Left (Haselrigge): Make Ready
- Center (Potley): Receive Charge
- Right (Balfour): Make Ready
Royalist:
- Left (Lisle): Make Ready
- Center (Paulet): Make Ready
- Right (Stuart): Make Ready
Victory Conditions
| VPs | Type of Victory |
|---|---|
| 40+ | Parliament Decisive Victory |
| 20-39 | Parliament Marginal Victory |
| 10-19 | Draw |
| –10 to 9 | Royalist Marginal Victory |
| –11 or less | Royalist Decisive Victory |
Historical Outcome
| Total VPs | Lost | |
|---|---|---|
| Royalists | 160 | 100 |
| Parliament | 205 | 60 |
Parliament VPs – Royalist VPs 100 – 60 = 40 (Decisive Parliament Victory)
Starting Turn/Total turns
The battle starts with the 9 AM turn and continues through the end of the 12:40 turn, for a total of 12 turns.
Counterscans
The remainder of Playbook II reproduces full-page scans of the game's counter sheets (unit, marker, and information counters) for reference and printing purposes. These are graphical reference pages and are not reproduced here.
Malmö Special Reminders and Modifiers
Orders Restriction Chart (5.6)
Change Note 1 to read: 1. Must end at least one hex closer a) to the closest enemy unit that is not already engaged or b) to the closest bridge or c) if carrying a bridge, to any fortress hex. Units may not Pass, use Retreating Fire, or use Withdraw in Reaction Movement. Swedish units need not move outside the town and citadel.
Change Note 2 to read: 2. Cannot move adjacent to an enemy unit. Exception: A Swedish unit may do so if separated from enemy units by unbridged Moat hexsides.
Continuation and Preemption Table (4.3, 4.4)
Add a new modifier: +1 For Darkness
Orders Change Table (5.7)
Add a new modifier: +1 For Darkness
Heavy Infantry Musketry Tables (10.0)
Heavy Infantry column header: Use these columns for infantry firing out of a fortress hex containing a Disable marker.
Heavy Infantry with Regimental Artillery column header: Use these columns for infantry firing out of a fortress hex that does not contain a Disabled marker
Add a new modifier: ALL FIRES: –2 For Darkness
Light Infantry and Cavalry Fire Table
Add to the section FIRER IS OR HAS: +2 Swedish LI unit firing out of a Fortress Hex that does not contain a Disabled marker
Add a new modifier: ALL FIRES: –2 For Darkness
Artillery Fire Table (10.8)
Add new modifiers: ALL FIRES: –1 For Darkness, –1 Grazing fire at 3 or more hexes,
Add a new note: If target is an emplaced bridge, remove the bridge on a result of FH+MC.
Close Combat Table (11.0)
Add to the section Attacker is or has: +2 Attacker is part of the Danish Right Wing and is stacked with Bibow.
Add to the Important Note: Disregard this if the attacker is part of the Danish Right Wing and is stacked with Bibow.
Cavalry Pursuit Table (11.7.2)
Add a new note: Treat any modified roll of 5 or higher as a Pursue and Eliminate result.
General Reminder
+1 All Morale Rolls during Darkness
NGBG Terrain Effects Chart Addendum
See the regular TEC on the Player Aid Card for any terrain and notes not listed here. See the special Malmö TEC on the Malmö map for all terrain in that scenario.
| Hex Terrain | MP Cost to Enter — HI | MP Cost to Enter — Cav | MP Cost to Enter — LI | Blocks LOS | Combat Effects — Fire | Combat Effects — Close Combat |
|---|---|---|---|---|---|---|
| Ha: Fylleån River | NA | 8*† | 6 | - | 0 | +2 |
| Lu: Burial Mound | 2* | 2* | 1 | - | 0 | 0 |
| Lu: Allhelgona Cloister | NA | NA | NA | Yes | NA | NA |
Hexside Terrain
| Hexside Terrain | MP Cost to Enter — HI | MP Cost to Enter — Cav | MP Cost to Enter — LI | Blocks LOS | Combat Effects — Fire | Combat Effects — Close Combat |
|---|---|---|---|---|---|---|
| Ha: Assarpsbäcken | +2*# | +4* | +2 | - | 0 | –1 |
| Lu: Frozen Stream | +1 | +1 | +1 | - | 0 | 0 |
| Lu & La: Wall | +1* | +3* | +1 | - | –1 | –1 |
| Lu & La: Wall Opening | +1 | +2 | +0 | - | 0 | 0 |
Ha: Applies to Halmstad; Lu: Applies to Lund; La: Applies to Landskrona
† A cavalry unit pays this cost when it enters a river hex and again when it leaves a river hex. See Halmstad Special Rule 4.