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Paris vaut bien une Messe! Les Guerres de Religion 1562-1598 thumbnail

Paris vaut bien une Messe! Les Guerres de Religion 1562-1598

Paris vaut bien une Messe! Les Guerres de Religion 1562-1598 Rulebook

Table of Contents

Table of Contents

  • 1 – General
    • 1.1 – Scale of the Game
    • 1.2 – Definitions
  • 2 – Counters
    • 2.1 – Leaders (see diagram)
    • 2.2 – Combat Units (see diagram)
    • 2.3 – Markers
  • 3 – Turn Sequence
    • 3.1 – Orders Phase (first turn only)
    • 3.2 – Initiative
    • 3.2 – Activation Phase
    • 3.2 – Details of the Activation Phase
    • 3.3 – Disorderly Retreat Movement
    • 3.4 – End of Turn
  • 4 – Initiative and Activation
    • 4.1 – Initiative
    • 4.2 – Activation
    • 4.3 – Re-activation
    • 4.4 – Pre-emption
  • 5 – Command
    • 5.1 – Command
      • 5.1.1 – Line of Command (LoC)
      • 5.1.2 – Unit Out of Command
    • 5.2 – Commanders
      • 5.2.1 – Death of Commanders
      • 5.2.2 – Replacement
  • 6 – Orders
    • 6.1 – General
    • 6.2 – The Different Orders
    • 6.3 – Changing Orders
    • 6.4 – Commanders and Orders
  • 7 – Facing
  • 8 – Movement
    • 8.1 – General
    • 8.2 – Reaction Movement
    • 8.3 – Interception (cavalry only)
    • 8.4 – Fire as a Function of Movement
  • 9 – Grouping
    • 9.1 – General
    • 9.2 – Grouping and Combat
    • 9.3 – Grouping and Retreat
  • 10 – Fire
    • 10.1 – General
    • 10.2 – Line of Sight
    • 10.3 – Types of Fire
    • 10.4 – Field and Range of Fire
    • 10.5 – Determining the Results of Fire
  • 11 – Melee
    • 11.1 – General
    • 11.2 – Procedure
    • 11.3 – Modifiers
    • 11.4 – Result of Melee
    • 11.5 – Special Cases
  • 12 – Unit Morale
    • 12.1 – Morale Check
    • 12.2 – Effects of Morale State
  • 13 – Rallying
    • 13.1 – Procedure
    • 13.2 – Disorderly Retreat Movement
  • 14 – Scenarios
    • 14.1 – Dreux, 19 December 1562
    • 14.2 – Ivry, 15 March 1590
  • Tables
    • Interaction and Modifier Table
    • Combat Table
    • Fire Result Table
    • Artillery Fire Table
    • Unit Status Table
    • Terrain Effects Table
    • Order Change Table
    • Orders
    • Reaction / Pre-emption Table
    • Retreat Impossible Table
    • Sequence of Play

1 – General

1.1 – Scale of the Game

A turn represents 20 to 30 minutes of real time, and each hexagon represents approximately 150 metres. A unit represents from 200 to 2,000 men depending on its type, or from 5 to 10 artillery pieces.

1.2 – Definitions

  • Wing: every unit belongs to one wing; an army consists of 3 to 5 wings.
  • Orders: each wing is at any time under one of three orders (in order of priority): Attack!, March and Rally.
  • Leaders: each commander controls one wing, and each unit has a commander.
  • Morale state of a unit (see 12.2): each unit is in a state shown by its counter lying on its front or back side, or by a marker. The states are: Normal (counter front), Disordered (counter back), Shaken (marker front), and Broken (marker back).

2 – Counters

2.1 – Leaders (see diagram)

Leaders have a command rating (0, 1 or 2) and a movement allowance (shown bottom left and bottom right, respectively).

  • A wing commander must always be grouped with a unit of his wing. If he moves by himself, he must end his movement in a hex containing a unit of his wing.
  • The command rating is used for: re-activation, pre-emption, changing orders, interception, melee and morale checks.

2.2 – Combat Units (see diagram)

Combat units have a movement allowance (bottom right), a fire factor (in the diamond) and a morale factor (bottom left), and a letter that designates their type.

Cavalry

  • G: gendarmes, about 200 men, armed with lances, in armour; French.
  • C: cuirassiers, 400 to 500 men, armed with pistols, in armour. Their pistols are used in melee; French.
  • R: reiters, 400 to 500 men, armed with pistols, in armour. Their pistols are used (for offensive and defensive fire) at a longer range than the cuirassiers'; German.
  • A: arquebusiers, 200 to 300 men, armed with arquebuses or carbines, in light armour; of mixed nationalities.

Infantry

  • S: Swiss, 1,500 to 2,000 men, 90% pikemen, 10% arquebusiers.
  • L: Landsknechts, 1,500 to 2,000 men, 80% pikemen, 20% arquebusiers.
  • T: tercios (Spanish), 1,200 to 1,800 men, 70% pikemen, 30% arquebusiers.
  • F: French, 1,000 to 1,500 men, 50% pikemen, 50% arquebusiers.
  • H: Huguenot militia, 1,000 to 1,500 men, all arquebusiers.
  • E: a unit on a dangerous mission (détachement dangereux), about 200 men, all arquebusiers.

2.3 – Markers

Markers come in various types and show:

  • the order chosen for a wing (see 3.1 and 6.2);
  • a wing's pre-emption (see 4.4);
  • the status of a unit (see 12.2);
  • whether a unit is attacking and/or has intercepted (see 8.3 and 11.5);
  • that a unit is not in command (see 5.1).

3 – Turn Sequence

3.1 – Orders Phase (first turn only)

Each player secretly chooses orders for each of his wings (in accordance with the special rules of the scenario). They are revealed simultaneously at the start of the game.

3.2 – Initiative

The players determine which of them will be the active player, who activates the first wing (see 4.1).

3.2 – Activation Phase

The active player activates one of his wings (see 4.2). When this activation is finished (after a possible continuation, see 4.3), the other player may in turn activate one of his wings (see 4.2 and 4.4). This phase repeats until all wings have been activated or both players have passed in succession.

3.2 – Details of the Activation Phase

A – Pre-emption attempt. When a wing is activated, the inactive player may attempt to pre-empt this activation and activate one of his own wings instead. If he succeeds, the commander of the wing that was pre-empted is marked "En attente" (see 4.4).

B – Changing orders. The active player may attempt to change the order of the wing that was activated (see 6.3).

C – Unit actions. Each unit of the active wing (including the commander) may perform one of the following actions: movement (note that fire is a function of movement, see 8 and 10) or rallying (see 13), following the restrictions of the order given (see 6.2). Certain actions may cause a reaction from the units of the inactive player (see 8.2 and 10.2).

D – Melee. Units adjacent to enemy units may engage them in melee (see 11).

E – Re-activation attempt. An activated wing may attempt to be activated a second time (see 4.3). If this succeeds, return to A above.

F – Next activation. If the activated wing fails its re-activation attempt, or if the active player finishes his activation, then either the pre-empted wing (if any) is activated (return to B), or the players determine which wing will be activated next (return to A).

3.3 – Disorderly Retreat Movement

Broken units must move their full allowance towards their own map edge, even if this means they must leave the map (see 13.2).

3.4 – End of Turn

Leaders and artillery are turned face up.

4 – Initiative and Activation

4.1 – Initiative

The player who moves first is the one who has the majority of wings under the order of highest priority. In the event of a tie, the side with the better leader begins first. If there is still a tie, the players roll dice, and the player with the higher roll moves first.

4.2 – Activation

The players alternate activating wings, each activating a wing, until all wings have been activated in the order of priority of their orders (a wing cannot be activated before wings with a higher-priority order).

Example: Player A has two wings with the order "Attack!" and one wing with the order "March". Player B has one wing with the order "Attack!", one with the order "March" and one with the order "Rally". Player A is the first player (two "Attack!" orders). He activates his first "Attack!" wing; then Player B activates his "Attack!" wing, and Player A activates his second "Attack!" wing; then Player B activates his "March" wing, and so on.

If Player A had three wings with the order "Attack!", he would activate his second and third wings before Player B could activate his "March" wing.

4.3 – Re-activation

A player may attempt to re-activate an activated wing (with the order "Attack!" or "March").

The player finds the current order of the wing in the reaction/pre-emption table, rolls the dice, takes into account possible modifiers and finds the result. If the result is less than or equal to a certain number, the wing is activated once more. If the attempt fails, the commander's counter is turned to its "Activated" side.

4.4 – Pre-emption

When a wing is activated, the inactive player may try to pre-empt this activation. To do so, he chooses one of his wings (with the order "Attack!" or "March") and checks the reaction/pre-emption table.

The player finds the current order of the wing in the table, rolls the dice, takes into account possible modifiers and finds the result. If the result is less than or equal to a certain number, the wing is activated (the player may subsequently attempt to re-activate it).

The wing whose activation was pre-empted is marked "En attente" and will be activated immediately after the activation of the wing that pre-empted it. The marker is placed with the wing's commander.

A wing that is re-activated may be pre-empted, and is not treated as "En attente" but as "finished" if this attempt succeeds. The commander's counter is turned to its "Activated" side.

If the pre-emption attempt is not successful, the commander is marked "Sans réactivation" and may not attempt a re-activation.

A leader marked "Sans réactivation" may not attempt a pre-emption.

Note: a pre-emption cannot itself be pre-empted.

5 – Command

5.1 – Command

To move or fight in the normal way, a unit must be in command.

5.1.1 – Line of Command (LoC)

To be in command, a unit must be able to trace a Line of Command (LoC) to the commander of its wing. The length of an LoC is one hex for infantry and two hexes for cavalry.

A unit that cannot trace an LoC to its commander, but can trace an LoC to a unit that is itself in command, is also considered to be in command.

An LoC may not pass through a hex containing an enemy unit or impassable terrain.

Note: command is determined at the moment a unit moves, so a commander or another unit may move so as to provide an LoC to a unit that is out of command.

5.1.2 – Unit Out of Command

A unit that is out of command is marked with the out-of-command marker (the symbol is shown on the printed marker):

  • it must move so as to return to command;
  • it may only conduct "reaction" fire (see 10.3);
  • it may not move adjacent to an enemy unit.

5.2 – Commanders

The commander is in charge of the wing and commands all units of that wing. He is activated with his wing and may perform one of two actions:

  • Movement: he may move in the normal way and make reaction moves (see 8.2). He must stay with the unit he is grouped with if that unit advances after melee or retreats (see 11.4). He must always end his movement grouped with a unit.
  • Rally: he may help with rallying (see 13).

5.2.1 – Death of Commanders

  • If a unit grouped with a commander is destroyed in melee, the commander is removed from the game.
  • After a melee, each player must roll 1d10 for each commander that took part. On a 9, the commander is destroyed.
  • If the hex containing a commander is the target of fire and an unfavourable result is obtained, the commander is removed from the game on a die roll of 9.

5.2.2 – Replacement

  • If a wing commander is destroyed, he is replaced by an "adjutant", who is placed with any unit of that wing.
  • If a commander is destroyed before his wing has been activated, the wing has no way to be activated.
  • An adjutant always arrives with the same order as his predecessor.
  • If all units of a wing are destroyed, then no replacement is possible and the wing may not be activated any more.

6 – Orders

6.1 – General

At the start of the game, the players give orders to each of their wings, marking the commander accordingly. Activated units are then subject to the following restrictions, depending on the order of their wing.

Changing orders during the game is not automatic; it depends on the current order, the desired order, and the command rating of the wing's commander.

6.2 – The Different Orders

Attack! All units must end their movement closer (by at least one hex) to the nearest enemy unit. A unit that is already adjacent to an enemy may not withdraw, but may turn and/or conduct offensive fire. No unit may rally.

March Units may move, but may not end adjacent to an enemy. Units adjacent to the wing's commander or grouped with him may attempt to rally (they may not move in this case, see 5.2). A unit already adjacent to an enemy may fire.

Rally Units may move, but may not end their movement closer to the enemy. All units may attempt to rally. A unit already adjacent to an enemy may fire.

6.3 – Changing Orders

A wing that has just been activated may attempt to change its order. The player compares the current order with the order he wishes to give in the table, rolls the dice, taking into account possible modifiers. If the result is less than or equal to a certain number, the wing changes its order, and the new order is valid for this activation. If the change of order is not successful, the wing is activated with its original order.

6.4 – Commanders and Orders

  • If with the order "Attack!", he must move with his wing's unit.
  • If with the order "March" or "Rally", he may move, provided he has not helped with rallying a unit (see 13).

7 – Facing

All units must face a vertex of the hex. A unit always has two hexes to its front (in front of the upper edge of the counter), two flank hexes, and two hexes to its rear.

Turning

  • Cavalry may turn by paying one movement point (MP) per hex vertex.
  • Infantry may turn by paying 2 MP per hex vertex.
  • Units may perform an about-face (turn 180°) at a cost of 2 MP for cavalry and 4 MP for infantry.
  • Artillery may turn to any hex vertex at will instead of firing (the player turns the counter to its "Tiré" side).

8 – Movement

8.1 – General

Each unit has a movement allowance per turn, expressed in movement points (MP). To enter a hex, a unit spends the cost of the terrain in movement points (see the terrain effects table).

Exception: artillery may never move.

The movement of each unit must be completed before another is moved. A unit may only move into one of the hexes to its front. During movement, a unit must observe the limits of grouping (see 9).

8.2 – Reaction Movement

Only units in the normal or disordered state, and their commanders, may attempt a reaction movement. Units may attempt a reaction movement only if their movement factor (after the effects of disorder) is greater than or equal to the rating of the unit that provoked the reaction, and if they have a line of sight to the unit they react to (see 10.2).

Each unit may attempt a reaction movement only once per enemy activation. A unit that uses a reaction movement may not conduct defensive fire in response to the specific action that triggered the movement (see 10.3).

The different types of reaction movement are as follows:

  • Turning: if an enemy unit spends movement points or rallies at a distance of 2 hexes or less, the unit may turn by one hex vertex for infantry or two hex vertices for cavalry.
  • Retreat: if an enemy unit spends movement points or rallies at a distance of 2 hexes or less, the unit may spend its entire movement allowance to withdraw (it must end its movement farther from the enemy unit). It may not end adjacent to the enemy unit. This option is available only for infantry units with the "Rally" order, or for cavalry (with any order), that infantry is approaching.

The active unit that provoked the reaction movement, whatever the type of reaction movement, may then resume its movement from the point at which the reaction movement began.

8.3 – Interception (cavalry only)

If an enemy unit moves into a hex within the interception zone of a cavalry unit (see diagram), then that cavalry unit may attempt an interception (once per enemy activation), using the interception table.

If the modified result of the dice roll is less than or equal to the number in the table, the intercepting unit is placed adjacent to the enemy unit, and the movement of the latter is stopped. The intercepting unit receives an "Interception" marker, and the intercepted unit loses any "Attack" marker and any attack bonus in the subsequent melee phase (at the end of the current activation).

Note: when intercepting, no cavalry units (regardless of their type) may fire.

Two or more units may attempt to intercept the same unit; the player rolls the dice for each attempt as it is declared.

A cavalry unit that has intercepted may perform an action during the activation of its wing; likewise, a cavalry unit whose wing has already been activated may perform an interception.

8.4 – Fire as a Function of Movement

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

Details are given in rule 10.

9 – Grouping

9.1 – General

As a rule, grouping is limited to one infantry or cavalry unit per hex. There is no interpenetration between units, except for:

  • Artillery: all unit types may pass through or group with an artillery unit. If a unit enters a hex containing enemy artillery, the latter is destroyed.
  • Units on a dangerous mission: only cavalry may pass through or group with a unit on a dangerous mission.
  • Commanders: they must group with a unit of their wing.

9.2 – Grouping and Combat

When units are grouped, each may fire in the normal way and keeps its own facing. If the hex is covered by fire, each unit must pass its own morale check.

In the case of melee, units on a dangerous mission and artillery are ignored and share the fate of the unit with which they are grouped.

9.3 – Grouping and Retreat

If a unit must retreat and cannot do so because of grouping limits, it must be checked on the "Retreat impossible" table. The player rolls 1d10, takes into account possible modifiers, and checks the result.

10 – Fire

10.1 – General

Offensive fire is a function of movement and costs the unit wishing to fire 2 MP; defensive fire has no movement cost (see 10.3).

All units with a fire rating may conduct offensive or defensive fire against an enemy unit under the following conditions:

  • the said unit must be within range of fire;
  • the said unit must be in the field of fire (see 10.4);
  • an artillery unit conducting fire must have a line of sight to its target.

10.2 – Line of Sight

A line of sight (LoS) is required for artillery fire and reaction movement: an artillery unit must see its target, and a unit must see the unit it reacts to.

  • Units always have a LoS into adjacent hexes.
  • Units, friendly and enemy, block LoS, except leaders, units on a dangerous mission, and artillery (exception: plunging artillery fire, see 10.4).
  • Terrain marked as blocking in the terrain effects table does not allow a LoS to cross it (it can only be seen into or out of such a hex).
  • If a LoS runs along the edge between two hexes, both hexes must be blocking for the LoS to be blocked.

10.3 – Types of Fire

Fire is not simultaneous; its results are applied immediately.

Offensive fire. Firing costs 2 MP. A unit may advance and then fire, fire and then advance, or any combination of the two, for as long as it has the necessary MP.

Example: a unit with the order "March" or even "Rally" that is already in contact with the enemy may turn, fire, and then withdraw from the enemy. However, remember that any action within the field of fire of an enemy unit may trigger defensive fire (see the next paragraph).

A unit may spend up to 2 additional MP to obtain a favourable modifier on the dice roll (+1 to the die roll per MP spent), and this applies even if the unit is already in contact with the enemy.

A unit may conduct offensive fire only once per turn.

Defensive (or reaction) fire. An inactive unit may fire when:

  • it is the target of fire coming from its field of fire;
  • an active unit enters a hex in its field of fire;
  • an active unit turns in its field of fire;
  • an active unit rallies in its field of fire.

A unit may conduct defensive fire any number of times, as long as the conditions are met.

Example: an infantry unit is activated inside the field of fire of an enemy unit. It spends 2 MP to turn so that the enemy unit is in its own field of fire, and is subjected to defensive fire. It then fires offensively, spending 2 MP, and this provokes another defensive fire from the enemy unit.

Note: infantry can never attack cavalry in melee, only by fire.

Example of fire: unit A enters the field of fire of unit X, which fires defensively. A fires offensively at X, which responds with a new defensive fire. B fires at Y, which responds; C fires at Y, which responds. Finally, D fires at Z, which responds.

Artillery. Artillery may fire only once per turn, with offensive or defensive fire; after firing it is turned to its "Tiré" side. Since artillery cannot move, firing does not require the expenditure of MP and does not need to be in command.

10.4 – Field and Range of Fire

As a rule, the range of fire of all units is 1 hex (in other words, the adjacent hex), except for artillery, which has a range of 10 hexes.

The front and flank hexes of infantry and cavalry form their field of fire. Artillery has a cone of fire extending 10 hexes from its front hexes.

10.5 – Determining the Results of Fire

Each unit capable of firing has a fire factor shown on its counter. This information is repeated in the table for determining fire results according to unit type.

The player rolls 1d10 and adds or subtracts the applicable modifiers given in the table. If the result is greater than or equal to the fire factor, the target must pass a morale check.

The check is modified by the difference between the dice result and the unit's fire factor.

Example: if the fire factor = 6 and the player rolled 9, his enemy adds (9 – 6) = 3 to his morale check roll.

For artillery, the result obtained depends on the distance (counted in hexes), and the same procedure is then repeated.

Plunging artillery fire

Artillery firing at a distance of 3 hexes or less conducts plunging fire. Determine the LoS from the artillery to its target and determine the hexes through which it passes; each of these hexes (friendly or enemy) is then attacked by the artillery separately (even if the LoS is blocked after the first unit in its field of fire). Units grouped together are attacked separately.

When a LoS runs along the edge between hexes, the player may choose which side of the edge the hexes will be covered from; all hexes on that side will then be covered by this fire.

Examples: in A, an artillery unit fires at unit X; friendly unit W is not on the artillery's LoS. In B, artillery fires at unit Y; unit Z, which is behind it, is also attacked by artillery.

11 – Melee

11.1 – General

Melee takes place at the end of each activation of a wing, after the player has completed all other possible actions for the units of that wing.

11.2 – Procedure

Active units that have enemy units in their front fields may declare melee. Inactive units that were not assigned to combat, but which have active units in their front fields, may declare a reaction melee. After all melees and reaction melees have been declared, the outcome of the reaction melees is determined first (results are applied immediately), then the melees declared by the active player.

A unit that begins a melee is called the attacker; the target is called the defender.

  • Several hexes may attack the same hex; the attacker chooses the leading unit (the others support). The leading unit is used to determine the melee modifiers; supporting units add only the modifiers for attacks from the flank or rear and for numerous attackers.

The leading unit is the one that must advance after the combat, if necessary.

Example of melee (1): the Catholic player is the active player and therefore declares the melees. B attacks X with the support of A; C attacks Y. Since Z is an inactive unit, against which no combat has been declared, and which has an active unit in its front hex, it may declare a reaction melee against C.

The sequence of combats is as follows:

  • Z attacks C;
  • B attacks X with the support of A;
  • if C survives Z's attack, it attacks Y.

As a rule, the active player chooses from which side of the battle line he wishes to start, and proceeds along the line (in this case from left to right).

The attacker rolls 1d10, adds or subtracts the various modifiers, and applies the result immediately.

11.3 – Modifiers

All melee modifiers are cumulative and are as follows:

  • the morale state of the attacker minus the morale state of the defender;
  • the interaction of unit types (see the table);
  • the number of supporting units (+1 per unit, up to a maximum of 5);
  • the number of flank or rear hexes that are part of the attack (+1 per hex);
    • the command rating of the attacking leader, if he is in the melee;
  • – the command rating of the defending leader, if he is in the melee;
  • the terrain of the defender;
  • the attack bonus (+1 or +2 depending on type).

Example of melee (2): two gendarmes (G-7-10) attack French guards (F-7-4/4).

A: the gendarmes have no attack bonus; one of the two gendarmes is chosen as the leading unit. Modifiers: difference in morale state = 0; interaction of units = –1; one supporting unit = +1; no leaders present = 0; terrain = 0; no attack bonus; total = 0.

B: the gendarmes receive an attack bonus and one attacks the enemy in the flank. Modifiers: interaction of units = –1; one supporting unit = +1; additional modifiers: flank attack = +1, attack bonus = +2; total = +3.

11.4 – Result of Melee

A or D refers to the attacker or defender; the figure is the number of unit-level reductions, and the figure after R is the number of hexes of retreat.

Example: A1-D2R2: the attacker loses one level; the defender is reduced by two levels and retreats two hexes.

  • If a unit loses more levels than it has, it is destroyed.
  • When a unit retreats, the attacker must advance into the vacated hex.
  • If the attacker retreats, the defender may advance.
  • Units that advance may turn one hex vertex upon entering a hex.
  • Units that are disordered or shaken retreat and retain their facing.
  • If a unit cannot retreat because of grouping limits (see 9), it must be checked on the "Retreat impossible" table.

11.5 – Special Cases

  • Infantry can never attack cavalry in melee, only by fire.
  • Units on a dangerous mission may not initiate melee. If they are attacked alone in a hex, they are destroyed automatically (the attacker must advance into the hex).
  • Arquebusiers can never attack infantry in melee, only by fire.
  • After a gendarme has lost a level in melee, he can never rally back from disorder.

Note: this rule represents the loss of the lance (a single-use weapon) and the loss of the cohesion of the formation.

Attack bonus. If gendarmes or cuirassiers advance into melee from a distance of 2 hexes without turning, they receive a +2 bonus. Other unit types may do the same for a +1 bonus. The bonus is shown by the "Attack" marker.

Passage à travers. If the result of the melee is "Passage à travers", a unit that loses a melee to an attacking unit with the attack bonus of cuirassiers or gendarmes does not retreat. The winner advances through the hex occupied by the loser and stops its movement in the next hex.

A unit that advances may turn one hex vertex after the "passage". If the hex into which cavalry would advance is occupied or unavailable to cavalry, then the cavalry unit remains in place, and an infantry unit must be checked on the "Retreat impossible" table.

Note: historically, cuirassiers repeatedly passed through gendarmes (in close formations). At Dreux, the gendarmes passed through other gendarmes and through the Swiss.

12 – Unit Morale

Units have a morale rating shown on their counter, and four morale states: normal, disordered, shaken and broken.

12.1 – Morale Check

Units may be forced to pass a morale check after melee or fire. In this case, roll 1d10; if the result (modified by the rating of any leader grouped with the unit) is less than or equal to the unit's morale rating, the check is passed. On failure the unit loses one level. A broken unit that does not succeed is destroyed.

12.2 – Effects of Morale State

  • Normal (counter front side): normal movement and morale state.
  • Disordered (counter back side): movement is halved, and –1 to morale state and to fire.
  • Shaken (Ebranlée; marker front side): movement is zero, –2 to morale state and to fire. The unit may conduct only defensive fire.
  • Broken (Brisée; marker back side): only disorderly retreat movement (see 3.3 and 13.2), –5 to morale state, no fire.

13 – Rallying

A unit that is rallying may recover one morale level, either by being grouped with its wing commander (automatic rally) or by passing a morale check.

13.1 – Procedure

  • Rallying is automatic if the unit is grouped with its commander.
  • Other units must pass a morale check; those that are next to their commander benefit from his modifier.

A unit that passes the check recovers one morale level; a unit that fails the rally check loses one morale level.

Order "Rally"

All units of the wing may attempt to rally when the wing is active and under the order "Rally".

Artillery

Artillery has no status; it is destroyed if it does not pass a morale check.

13.2 – Disorderly Retreat Movement

When a unit reaches the broken level as a result of a failed morale check, it must retreat 2 hexes, and must be checked on the "Retreat impossible" table if it cannot do so.

  • When broken units retreat, they must face their own map edge (and away from the enemy).
  • Broken units that fail a morale check, or lose a level by any other means, are destroyed.

During the disorderly retreat phase (3.3), broken units use their full movement allowance, following the path of least resistance towards their own map edge. They pay the normal cost for turns and must turn their backs to the enemy. If a unit leaves the map, it is destroyed and counts as having fulfilled the victory conditions.

14 – Scenarios

14.1 – Dreux, 19 December 1562

Length: 10 turns.

Victory: after 10 turns, victory goes to the side that has destroyed more enemy units (regardless of type). The game is a draw if the number of units destroyed is equal.

Immediate victory: the game ends in an immediate victory if one player destroys all enemy cavalry, or when the Huguenot player has destroyed all three units of the Garde Suisse.

Set-up

The Huguenot map edge is the lower/southern edge, and the Catholic map edge is the upper/northern edge.

Huguenots:

  • Left wing: Condé
    • 3 × Condé G-8-10: 1110, 1111, 1112
    • 1 × Arquebusiers A-7-10: 1108
    • 3 × Reiters R-7-6: 1209, 1210, 1211
    • 1 × Lansquenets L-7-4: 1410
    • 2 × Milices huguenotes H-6-4: 1407, 1408
  • Right wing: Coligny
    • 2 × Coligny G-8-10: 1117, 1118
    • 2 × Reiters R-7-6: 1217, 1218
    • 1 × Lansquenets L-7-4: 1417
    • 2 × Milices huguenotes H-6-4: 1414, 1415
    • 1 × Artillerie: 1116
  • Reserve: La Rochefoucauld
    • 1 × Gendarme G-8-10: 1509

Catholics:

  • Left wing: Montmorency
    • 1 × Sansac A-6-10: 0720
    • 5 × Gendarmerie G-7-10: 0715, 0716, 0717, 0718, 0719
    • 1 × Picardie F-7-4: 0714
    • 1 × Bretagne F-6-4: 0713
    • 3 × Garde S-8-4: 0710, 7011, 0712
    • 1 × Artillerie: 0718
  • Right wing: St. André
    • 1 × Damville G-7-10: 0709
    • 1 × Lansquenets L-7-4: 0607
    • 2 × Piémont F-7-4: 0505, 0506
    • 3 × St. André G-7-10: 0602, 0603, 0604
    • 1 × Espagne T-7-4: 0403
    • 1 × Artillerie: 0606
  • Reserve: Guise
    • 1 × Guise G-8-10: 0204

Printed set-up discrepancies (transcribed as printed, not corrected): the Catholic Gendarmerie list and the Catholic Artillerie both give hex 0718, and one Garde hex is printed as "7011" (the other two Garde hexes are 0710 and 0712). Verify against the printed map before play.

Optional rules

  • Huguenot artillery (helps the Huguenot player): the heavy guns were not left behind; the Huguenot player has a second artillery unit, which deploys in 1115.
  • Coligny's reiters (helps the Catholic player): historically, the reiters rushed to plunder the Catholic camp, which was behind the left wing, instead of outflanking the right wing. At the moment a reiter unit destroys an enemy unit, roll a die, counting 0 to 4; the reiter unit is removed from the game. It does not count towards the normal victory conditions, but does count towards immediate victory.
  • The contradictory behaviour of the Duke of Guise (helps the Huguenot player): the Duke of Guise starts with the order "Rally". In turn 1 he has a +4 penalty to changing orders, in turn 2 +3, in turn 3 +2, in turn 4 +1.

14.2 – Ivry, 15 March 1590

Length: 10 turns.

Victory: after 10 turns, victory goes to the side that has destroyed more enemy cavalry units; the game is a draw if the number of enemy cavalry units destroyed is equal. Cuirassiers count as 2 units for this purpose. The Royalists have 6 × cuirassiers, 1 × reiters, 1 × arquebusiers, for a total of 14 units.

The League has 10 × gendarmes, 2 × reiters, 2 × arquebusiers, for a total of 14 units.

Immediate victory: the game ends in an immediate victory if the Royalist player destroys all League cavalry units, or if the League destroys all Royalist cuirassiers or four Gardes Suisses units (the Galaty and Clary regiments).

Set-up

The Royalist map edge is the lower/western edge, and the League map edge is the upper/eastern edge.

Royalists:

  • Left wing: d'Aumont
    • 1 × Brigneux F-6-4: 1102
    • 1 × d'Aumont C-7-8: 1103
    • 1 × Argenton F-6-4: 1104
    • 1 × Lenty L-5-4: 1105
  • Corps of battle (cordebataille): Montpensier
    • 1 × Montpensier C-7-8: 1107
    • 1 × Suisses S-7-4: 1108
    • 1 × Demi-Régiment E-5-6: 1109
    • 1 × B. Biron C-7-8: 1111
    • 1 × Artillerie: 0909
    • 1 × Angoulême A-7-10: 0910
    • 1 × Gardes Français F-7-4: 1211
  • King's corps: Henri IV
    • 2 × du Roi C-8-8: 1115, 1116
    • 2 × Galaty S-8-4: 1114, 1213
    • 1 × Saint-Denis F-6-4: 1214
    • 1 × Vignolles F-6-4: 1215
    • 1 × Parabère: 1216
    • 2 × Clary S-8-4: 1117, 1217
  • Right wing: Schomberg
    • 1 × de Termes F-6-4: 1119
    • 1 × Schomberg R-7-6: 1120
    • 1 × Saint-Jean F-6-4: 1121
  • Reserve: M. Biron

League:

  • Left wing: Nemours
    • 1 × Arquebusiers A-6-10: 0301
    • 2 × Gendarmes G-7-10: 0303, 0304
    • 1 × Pfeiffer S-7-4: 0305
    • 1 × Berling S-7-4: 0306
    • 1 × Lansquenets L-7-4: 0307
  • Corps of Egmont: Egmont
    • 3 × Gendarmes G-7-10: 0308, 0309, 0310
    • 3 × Français F-6-4: 0208, 0209, 0210
    • 1 × Brunswick R-6-6: 0311
    • 1 × Friesland R-6-6: 0312
  • Corps of Mayenne: Mayenne
    • 3 × Gendarmes G-7-10: 0314, 0315, 0316
    • 1 × Espagne A-6-10: 0317
    • 1 × Suisses S-7-4: 0216
  • Right wing: Aumale
    • 2 × Français F-6-4: 0217, 0218
    • 2 × Gendarmes G-7-10: 0319, 0320
    • 2 × Wallonie T-6-4: 0219, 0220

Transcribed as printed; the scenario text does not define the four-digit hex notation or the letter-and-figure codes beyond the unit types in 2.2.

Tables

The following is the companion Russian charts file ("таблицы", Tesera "ПСМ_таблицы.pdf"), transcribed into English. Charts are reproduced in the order printed. Abbreviation "НП" in the printed charts means "not applicable".

Interaction and Modifier Table

Rows show the attacking unit type; columns show the defending unit type.

Attacker \ DefenderGCRASLTFH
G0–20+1–3–3–3–1+1
C+2НП+1+2–1–1–10НП
R+1

Other melee dice modifiers:

  • Difference in morale state (attacker minus defender)
    • command rating of the attacking leader
    • 1 per supporting unit
  • – command rating of the defending leader
    • 1 when attacking from the flank or rear
    • 2 attack bonus for G and C; + 1 for all others
  • Terrain of the defender

Combat Table

Die rollAttackerDefenderNote
–2 or lessA DestroyedD1
–1A3 R2D1
0A2 R2D1
1 to 2A1 R2D1
3 to 4A1 R1D1
5 to 6A1D1 R1If C or G with attack bonus: Passage à travers
7 to 8A1

Passage à travers (see 11.5): the retreat is ignored, and the attacking C or G advances two hexes, passing through the loser.

Fire Result Table

Unit typeGCRASLTFHE
Die roll needed to hit——6+5+7+6+5+4+4+6+

Success: morale check = 1d10 + the excess over the minimum hitting number.

Example: hitting value 6, roll of 8 gives +2 to the morale check roll.

  • Infantry firing defensively at cavalry: –1
  • Spending additional movement points, up to 2: +1 / +2
  • Fire into the enemy flank or rear: +1

Artillery Fire Table

Distance (hexes)1*2*3*45678910
Die roll needed to hit2+3+4+5+5+6+6+7+7+8+

* = plunging fire (see 10.5).

  • Artillery fire against cavalry: –2
  • Fire into the enemy rear or flank: +1

Unit Status Table

StatusMarker/counter sideEffect
NormalCounter frontMovement and morale state unchanged
DisorderedCounter backHalf movement, –1 to morale state and fire
ShakenMarker frontNo movement; morale state and defensive fire –2
BrokenMarker backDisorderly retreat movement only; –5 to morale state; no fire

Terrain Effects Table

  • Open terrain: 1 movement point.
  • Woods / village (Dreux only): entering a wood or village costs 2 movement points, and the unit loses one status level.
  • Cavalry may not enter these hexes. It may attack them, but may not advance after combat, nor pass through their ranks.
  • Infantry in woods or a village may attack only by fire.
  • Infantry in woods or a village receives a –1 defence bonus against melee and fire.
  • Infantry in a village receives a +1 bonus when conducting offensive fire.

Order Change Table

Rows show the current order; columns show the desired order. A dash means not applicable.

Current order \ Desired orderAttack!March!Rally
Attack!–25
March!4–4
Rally13–

Orders

  • "Attack!": all units must end their movement closer (by at least one hex) to the nearest enemy unit. If a unit is already adjacent to an enemy, it may not withdraw, but may turn and/or conduct offensive fire. No unit may rally.
  • "March": units may move, but may not end adjacent to an enemy. Units adjacent to the wing's commander, or grouped with him, may attempt to rally (they may not move in this case, see 5.2). A unit already adjacent to an enemy may fire.
  • "Rally": units may move, but may not end their movement closer to the enemy. All units may attempt to rally. A unit already adjacent to an enemy may fire.

Reaction / Pre-emption Table

Current orderRe-activatePre-emptIntercept
Attack!344
March!233
RallyNot permittedNot permittedNot permitted

Modifiers for re-activation and pre-emption:

  • Command rating of the wing's commander
  • –1 if the wing consists only of cavalry
  • +1 if the wing's commander is adjacent to a non-broken enemy unit
  • Re-activation modifier: +1 if this is a second attempt

Modifiers for interception:

  • Command rating of the wing's commander, if grouped with the unit
  • –1 if the original morale state = 8
  • +1 if the original morale state = 6 or less
  • +1 for gendarmes
  • +1 if the unit is disordered

Retreat Impossible Table

Die rollResult
2 or lessDestroyed
3 to 6Lose one level; retreat is ignored
7 or moreRecover one level (but never more than disordered); retreat is ignored

Die modifiers:

  • Original morale state = 6 or less: –2
  • Original morale state = 8: +1

Sequence of Play

  • 3.1 – Orders Phase (first turn only)
  • 3.2 – Initiative
  • 3.2 – Activation Phase:
    • A – Pre-emption attempt
    • B – Changing orders
    • C – Unit actions
    • D – Melee
    • E – Re-activation attempt
    • F – New activation
  • 3.3 – Disorderly retreat movement
  • 3.4 – End of turn
  • 1 × Français F-6-4: 1511
  • 1 × M. Biron C-7-8: 1512
  • 1 × Français F-6-4: 1513
  • –1
    0
    +1
    –2
    –2
    –2
    0
    НП
    A–1–2–10НПНПНПНПНП
    SНПНПНПНП0+10+2+3
    LНПНПНПНП000+2+3
    TНПНПНПНП00НП+2+3
    FНПНПНПНП–1–1–10+2
    HНПНПНПНП–3–3–3–2НП
    D1 R2
    If C or G with attack bonus: Passage à travers
    9A1D2 R2If C or G with attack bonus: Passage à travers
    10A1D3 R2If C or G with attack bonus: Passage à travers
    11 or moreA1D Destroyed