Under the Lily Banners
Under the Lily Banners Rulebook
Table of Contents
Table of Contents
- 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
- Errata for Under the Lily Banners
- All Scenarios
- Rocroi
- Freiburg im Breisgau
- Mergentheim
- Alerheim
- Lens
- Historical Notes
- The French in the Thirty Years War and Literature
- Game Tactics
- Mergentheim Playthrough
- General Designer's Notes
- Bibliography
- Notes on Specific Battles
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 Under the Lily Banners includes:
- 1 MPBS Series Rulebook
- 1 ULB Playbook
- 4 maps (2 sheets backprinted)
- 3 countersheets
- 1 10-sided die
- 1 Charts and Tables card
- 1 Orders card
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.
A unit's counter shows its icon (distinguishing Heavy Infantry, Light Infantry, Cavalry, and Artillery), name or unit type, battle abbreviation, wing, morale rating, and strength points. Cavalry counters additionally show a cavalry indicator. Artillery counters show a type, grazing range, maximum range, morale rating, and an artillery 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), along with the battle abbreviation, wing, and leadership rating.
2.1.4 MARKERS: The game uses the following markers (rendered here as words, matching the counter's own label): 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), Charge Order (see 5.5), Morale Broken (see 12.4), Make Ready Order (see 5.5), Formation Broken (see 6.3), Rally Order (see 5.5), Formation Broken & Morale Shaken, Receive Charge Order (see 5.5), Momentum (see 11.3.6), and 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 (see 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.
2.5 Questions
Any questions about play? Either send a self-addressed stamped envelope to:
GMT Games ATTN: Musket & Pike Battle Series Qs P.O. Box 1308, Hanford, CA 93232-1308
Or reach us on the Internet at:
- Designer: Ben Hull ([email protected])
- NGBG & SiA Co-Designer: Brian Berg Asklev Hansen ([email protected])
- NGBG Co-Designer: Knut Grünitz
- SiA Co-Designer: David Ekberg ([email protected])
- TACW Developer: Marty Arnsdorf ([email protected])
- Developer of the other games: Dick Vohlers ([email protected])
We also provide ongoing support on the ConsimWorld board (www.consimworld.com).
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, élan, 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 4.2.2 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. Conversely, if a WC is killed during a Reaction, any units of his Wing that have not yet activated are Out of Command.
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. Units may change formation to Column with a Reform Action if all units in the same hex are also changing to Column and there is no enemy unit within the reaction range of any unit in the 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.
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. (The example's accompanying diagram, not reproducible here, illustrates the resulting positions.)
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.
NOTE: A unit's formation may also affect its movement allowance (see 6.3).
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.
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 may fire.
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 (see diagram on page 19).
- 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 (see diagram on page 19).
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.
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).
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.
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.
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.
10.4 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. See example on the next page.
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).
EXAMPLE OF LOS AND STEEP SLOPE: An artillery unit in hex A has a LOS to all hexes except those that are shaded. Note the "dead zone" created by the slope (10.9.3). Note that the two hexes marked "B" are not visible to the artillery unit because the LOS passes slightly through the woods hex.
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 (see following examples). Blocking terrain and units in the dead zone are ignored when tracing an LOS. Cavalry cannot Intercept through a "dead zone."
EXAMPLE CONTINUED: Now take the steep slope out of the picture. An artillery unit in hex A can see all hexes except those that are shaded. Note that the hexes marked "C" are not visible to the artillery unit because the LOS passes slightly through a blocking terrain hex.
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.
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. The sequence is:
- Royalist unit Z attacks unit B (Reaction Close Combat).
- Parliament unit A attacks unit X.
- Parliament unit B (if it survived step 1) attacks unit Y.
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.
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, and are not susceptible to it.
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.
- They 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.
Errata for Under the Lily Banners
The following errata to the Musket & Pike Battle Series Rules (v.7.0) apply specifically to Under the Lily Banners's counters and Playbook, as published by GMT Games.
COUNTERS
- New counters for This Accursed Civil War (Clarification): It is correct that the morale rating for the new II/Bard unit has dropped from 7 to 6.
- New counters for Sweden Fights On (Clarification): Our Swedish correspondent tells us that Gamla Blåa should be Gamla Blå.
PLAYBOOK
Rocroi
- Spanish Setup, Left Cavalry Wing, 1st Line (Change): Change the setup for the 2-5 Musketeers unit to 2407.
- Special Rule 5 (Change): Ignore the effects of the Artillery Range Chart for preliminary bombardment.
- Special Rule 5 (Clarification): Implement the results of the preliminary bombardment simultaneously.
- Special Rule 6 (Addition and Correction): A unit loses any acquired Momentum on a roll of 0-2 as well. Also, change "under any circumstances" to "under other circumstances."
- Retreat Edges (Correction): The French retreat edge is the 42xx edge. The Spanish retreat edge is the 10xx edge.
Freiburg
- Scenario 1, Special Rule 1 (Clarification): A unit may enter from off-map via Advancing Fire. In addition, Turenne enters with the 2nd group. Until he enters, the two LI units activate with the French Center Wing, but are free of command and Orders restrictions.
- Scenario 1, Special Rule 6, and Scenario 2, Special Rule 4 (Change): Only the French player gets VPs for capturing locations.
Alerheim
- Map (Clarification): The fortified lines are the same as entrenchments on the TEC.
- Special Rule 7: Add after parenthetical sentence: In each turn, first roll for any hexes that were fired on this turn, then roll outwards from any hex currently On Fire, starting with adjacent hexes and working outwards.
- French Forces, Right Infantry Wing, 1st Line, C Mazarin unit: its ratings should be 3-7.
- Bavarian Forces, Center Wing: For de Hasi, use the 5 strength on his counter, not the 6 strength in the setup.
Lens
- Starting Orders (Omission): Erlach's Reserve Wing starts under Make Ready Orders.
- Spanish Forces, Right Cavalry Wing, Replacement leader Bucquoy: His rating is 0, not –1.
Mergentheim
- Optional Rule: Treat the slope hexsides between level 1 and level 2 from Rot north and from hex 2308 and Adolzhausen north as steep slopes. The slopes near the Apelhof farm remain gentle.
- Page 41 (Correction): About halfway down the right column, there is a discussion about Alt Kolb's movement path. Wittgenstein cannot Intercept because Taupedel blocks its LOS. However, Öhm could Intercept when Alt Kolb enters hex 2113.
- Page 45 (Clarification): In the two graphics, the Fugger HI unit should have the same facing as when it started. (It doesn't have the movement points to change facing.)
- There are a couple of Close Combats where the Strength Ratio determination was omitted, and should have been there. In addition, the modifier for the Strength Ratio under the Flank Attack on page 39 should have been –2.
All Scenarios
All scenarios throughout this Playbook use the following information.
Color Codes on Counters: Colors are top color on background color for units/leaders.
French Forces and Allies:
- French: Light blue on blue/Light blue on dark blue (All battles)
- Scots Allies: Dark blue on blue (Rocroi, Lens)
- Swiss Allies: Red on blue (Rocroi)
- Hesse-Cassel: Dark gray on light gray/Dark gray on gray (Alerheim)
- Liege Allies: Teal on blue (Rocroi)
- Lorraine Allies: Orange on blue (Rocroi, Lens)
- German Allies: Black on blue/black on dark blue (Rocroi, Mergentheim, Alerheim, Lens)
- Italian Allies: Green on blue (Alerheim, Lens)
- Irish Allies: Dark green on blue (Alerheim)
Anti-French Forces:
- Spanish: Dark yellow on light yellow/Dark yellow on yellow (Rocroi, Lens)
- Bavarian: Blue on light gray/blue on gray (Freiburg, Mergentheim, Alerheim)
- Imperial: Red on tan/red on brown (Alerheim)
- German Allies: Black on light yellow/black on yellow (Rocroi, Lens)
- Burgundian Allies: Burgundy on yellow (Rocroi, Lens)
- Italian Allies: Green on yellow (Rocroi, Lens)
- Walloon Allies: Maroon on yellow (Rocroi, Lens)
- Croatian Allies: Tan on yellow (Rocroi, Lens)
- Irish Allies: Bright green on yellow (Lens)
- Lorraine Allies: Orange on yellow (Lens)
Counter Notes:
- Generic replacement leaders are called Colonel (French), Oberst (Hessian, Bavarian, and Imperial), or Maestre de Campo (Spanish).
- Many of the cavalry units and some of the infantry have more than one counter with the same unit name. This was done so that players can more easily separate counters used in each battle. Each unit has a designation on it indicating which battle it appears in.
- However, it was not possible to make separate counters for each battle for artillery units and leaders, which are shared between battles.
- There are some replacement counters on the countersheet for earlier games in the Musket and Pike Battle Series that are not used in Under the Lily Banners. The use of these counters is explained in the errata at the end of the Rulebook. These counters and the games they go with are:
This Accursed Civil War: I/Bard (double infantry unit), II/Bard (single infantry unit).
Sweden Fights On (all double infantry units): de Hasi, Maul, 2 x Gamla Blåa, Jeschwitzki, Lillie, Grana, New-Waldenstein, de Suys, 2 x Enckevoort, Zaradetzky, Colloredo, Gonzaga, Ranfft, and Fernamond.
A complete game of Under the Lily Banners includes:
- 1 MPBS Series Rulebook
- 1 ULB Playbook
- 4 maps (2 sheets backprinted)
- 3 countersheets
- 1 10-sided die
- 1 Charts and Tables card
- 1 Orders card
Wing Designations:
| Wing Name | Counter Abbr | Battle |
|---|---|---|
| Left | L | All |
| Center | C | All |
| Right | R | All |
| Sirot's Reserve | S | Rocroi |
| Turenne's | T | Mergentheim |
| Erlach's Reserve | E | Lens |
| Not used that day | - | Freiburg |
At Freiburg, where some units appeared in different Wings on different days, the units have two designations, one for each day.
Battle Designations:
| Battle | Counter Abbr |
|---|---|
| Rocroi | Ro or R |
| Freiburg | Fr or F |
| Mergentheim | Me or M |
| Alerheim | Al or A |
| Lens | Le or L |
French Ranks and Abbreviations:
| In French | Abbr | Modern English |
|---|---|---|
| Colonel | Col | Colonel |
| Mestre de Camp | Col | Colonel / Brigadier General |
| Maréchal de Camp | MdC | Major General |
| Mestre de Camp Général | MdCG | Major General (of Horse or Foot) |
| Général | Gen | Lieutenant General |
| Maréchal | FM | Field Marshal |
Imperial/Bavarian Ranks and Abbreviations:
| In German | Abbr | Modern English |
|---|---|---|
| OberstLeutnant | ObrLt | Lieutenant Colonel |
| Oberst | Obr | Colonel |
| Generalwachtmeister | GWM | Brigadier General |
| Generalfeldzeugmeister | GFM | Major General |
| Generalleutnant | GenLt | Lieutenant General |
| Feldmarschal | FM | Field Marshal |
Note: Many officers held commissions in both the Imperial and Bavarian armies of different ranks.
Spanish Army of Flanders Ranks and Abbreviations:
| In German | Abbr | Modern English |
|---|---|---|
| Sargent mayor | SgtMaj | Lieutenant Colonel (also Capitan of the Second Company) |
| Maestre de Campo/Coronel | MdC | Colonel (also Capitan of the First Company) |
| General | GenMaj | Major General (also General of Cavalry and General of Artillery) |
| Maestre de Campo general | GenLt | Lieutenant General (second in command and commanded all the infantry, later made third in command) |
| Teniente General | GenLt | Assistant to the Capitan General |
| Capitan General | Gen | Governor and Commander of the Army of Flanders |
Nobility:
| In French | German | Spanish | Modern English |
|---|---|---|---|
| sieur | Freiherr, Ritter | Don | Sir |
| baron | Baron | Barón | Baron |
| marquis | Graf | Marques | Marquis |
| vicomte | Graf | Viconde | Viscount |
| comte | Graf | Conde | Count |
| duc | Herzog | Duque | Duke |
Note: In French the titles are not capitalized.
Other abbreviations used:
- aka: Also known as
- Incl.: Includes
- KIA: Killed in Action
- WIA: Wounded in Action
- POW: Captured (Prisoner of War)
Unit Types:
- Arty: Artillery
- Arq.: Arquebussier (Mounted) or Mounted Dragoons
- Cuir.: Cuirassier
- HI Bn: Heavy Infantry Battalion
- HI Bn w/Arty: Heavy Infantry Battalion with Organic Artillery
- HI Bn (No Pikes): Heavy Infantry Battalion with no Pikemen
- LI: Light Infantry, Dismounted Dragoons, or Detached Musketeers
Note: TACW and SFO called the HI units "brigades," but here they are called "battalions." While the Swedes and English called such units "brigades," the French, Spanish, and Bavarians used "battalions." For purposes of play, treat both terms the same, and any Series rule that refers to brigades applies equally to battalions.
Nationalities:
- Fr.: French
- Sp.: Spanish
- Bv.: Bavarian
- HC: Hesse-Cassel (Allied to France)
- Lg.: Liegeoise (From the Bishopric of Liège; allied to France)
- Lo.: Lorraine
- Sw.: Swiss (Allied to France)
- Sc.: Scots
- Ge.: German
- Bu.: Burgundian (aka Franche Comté; allied to Spain)
- It.: Italian
- Wa.: Walloon (Allied to Spain)
- Cr.: Croatian
- Ir.: Irish
- Im.: Imperial
German/French/Spanish Glossary:
- Alt / Alte = Old or The Elder
- Neu = New
- Jung = The Younger
- Vieux = Old or Veteran
- Viejo = Old or Veteran
Notes applicable to all scenarios:
- 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.
- When determining Victory Points, always subtract the points accumulated by the Anti-French player from those accumulated by the French player.
Rocroi
May 19, 1643
Rocroi, arguably the most significant battle of the Thirty Years War, was the battle that broke the power of the Spanish tercios. The French faced a larger Spanish army but the energetic duc d'Enghien (later known as the Grand Condé) in his debut battle refused to quit when all seemed lost and snatched victory from the jaws of defeat.
Rocroi is a small, fortified town that commands the Ardennes plateau between the Meuse river valley and the headwaters of the Oise in the Champagne - Ardenne region of France. It is only two miles from the modern Belgian border and is some 55 miles north of Reims. It was originally called Croix-de-Rau, which became Rau Croix, then finally Rocroi. The town was fortified in the 16th Century and had been previously besieged by the Imperial Army in 1555.
The Commanders
The Spanish: Captain-General Don Francisco de Melo, Marques de Tor de Laguna, later Duque de Bragance, (1597-1651) was one of the few Portuguese nobles to remain loyal after the rebellion of 1640, taking command late in 1641 with little prior experience. After Rocroi he returned to Spain and had an illustrious career in government service. Alvaro de Melo, Don Francisco's younger brother, served as the commander of the artillery.
General Francisco Fernandez de la Cueva, Duque de Alburquerque (1619-1676) came to Flanders in 1640 to command a Tercio, and later promoted to cavalry command. His is an important account of the battle from the Spanish side.
Maestro de Campo General Conde Paulo Bernard Fuentes (aka comte Paul de Fontaine) (ca. 1575-1643) rose from a poor gentlemen to titled nobility in the service of Spain. He was originally from Franche Comté.
Graf Ernst von Isenburg-Grenzau (ca. 1584-1664) (his name has many alternate spellings including Isemburg, Ysenburg and Issembourg) had been in Spanish service from 1619. After the war he became Imperial Stateholder of the German Netherlands, General-Govenor of Namur and Artois and Minister of Finance. Today, Isenburg is the name of a town in Rhineland-Palatine.
Melo succeeded the Cardinal-Infante after his death late in 1641, but got off to a bad start when the incompetent General Lamboy lost a Spanish-Westphalian army of about 10,000 to a French-Weimarian-Hessian army under Guebriant at Kempten on January 17, 1642. Melo reversed the situation by marching a powerful army into Picardie and capturing Lens. He then besieged La Bassée. The French reacted with Marshal Harcourt, commanding the Army of Picardie, and Guiche, commanding the Army of Champagne, joining forces. Melo and Beck intercepted the French at Honnecourt on May 26, 1642. Nine veteran Spanish (5 Spanish, 3 Italian and 2 Walloon) tercios, all of which would also fight at Rocroi a year later, inflicted a stinging defeat on the French. The French lost 1200 killed, 3000 captured and 10 guns to the Spanish losses of around 400. The defeat discouraged the Dutch from their planned operations for the year and left the Spanish in a very strong position. Further bolstering the Spanish confidence was the death of Cardinal Richelieu and the imminent demise of King Louis XIII.
The French: Louis II de Bourbon, duc d'Enghien (1621-1686), became the Prince de Condé upon the death of his father in 1646. Forced to marry against his wishes to Richelieu's niece, he dedicated himself to the army and immediately showed great promise, even at an early age.
Marshal François de l'Hôpital, comte de Rosnay (1583-1666) was an experienced but conservative commander with experience in Lorraine and Champagne.
Mestre de Camp Général de la Cavalerie Légère Jean comte de Gassion (1607-1647), who later became a Marshal, was a Huguenot, which hampered his career. He served with Gustav Adolf and Duke Bernhard of Saxe-Weimar before returning to French service in 1636.
General Henri de Saint-Nectaire, duc de la Ferté Senneterre (? -1683) was more of a liability, but with no lack of personal courage. He later became a Marshal for his loyalty during the Fronde.
Colonel Claude de Létouf, baron de Sirot (1606-1652) was an experienced officer with service in the Dutch and Swedish armies. He returned to France and served the first part of the war in Italy.
Enghien at 22 years old was given command of the Armée de Picardie, an army that had been beaten soundly. He rapidly restored discipline and emptied out every garrison he could to mass the force necessary to stop the Spanish. Mazarin had hoped the conservative l'Hôpital would mentor Enghien, but the fiery Gassion soon gained influence. Gassion's faction included Col. Sirot and Col. Persan and the natural impetuosity of la Ferté combined to overshadow l'Hôpital's indirect approach with a direct, aggressive approach.
The Campaign
Melo decided the time was ripe to strike hard at France. During the winter he laid the logistical groundwork and issued orders for the assembly of his invasion force in four corps for April 25th. Alburquerque commanded the main strike force of infantry, 12 tercios, in the Douai-Béthune area of Artois (HQ in Festubert). Bucquoy commanded much of the cavalry and the Burgundian and some Walloon infantry regiments in the Mons-Valenciennes area (HQ in Quiévrain). Isenburg commanded the Army of Alsace with the German cavalry and infantry in the Sambre-Meuse area (HQ in Namur). Beck had the rest of the Walloons and Imperial troops at Paliseul. A fifth corps under Cantelmo of over 10,000 men called the "corps of observation" was detailed to protect the rear against the Dutch. The French plan was to keep the Spanish in check in Artois and counter-attack into Franche Comté. The strike force was the Armée de Burgundie assembling in Langres. The force intended to hold the Spanish was the Armée de Picardie based at Amiens. A third force was the Armée de Champagne based in the Oise valley around La Fère. This force was to observe the frontier and be prepared to support the other two forces as needed.
Melo set his sights first on Rocroi. He joined Alburquerque and marched to combine forces with Bucquoy at Valenciennes. Isenburg was to make a demonstration on the Sambre near Mauberge, then double-back and join the main force at Valenciennes. All this was accomplished by May 11th.
Enghien arrived in Amiens on April 17th to find the army in a sorry state. Action was taken to restore discipline and prepare the army for action. Enghien dispatched one of his own maréchaux de camp to take command of the Armée de Champagne, a bold act of initiative that would be crucial as it put much of the infantry in motion at Guise.
On May 12th Isenburg made a night march and reached Rocroi on the 13th, a march of 45 miles in 24 hours! Melo moved the same day sending his cavalry wide to make the French think his objective was Vervins. Melo caught up with Isenburg on the 15th and laid siege. Rocroi was not strongly garrisoned and Melo did not expect the siege to take more than a few days. Beck's corps (4-5,000 men) was sent to secure Chateau-Regnault some 22 miles distant, on the Meuse.
Enghien was masterfully aided by the aggressive reconnaissance of Gassion. Gassion's patrols gained and maintained contact with the Spanish throughout the campaign. Enghien marched via Péronne and St. Quentin, thinking the Spanish would be at Vervins. Gassion personally went forward and found the Spanish at Rocroi, where he infiltrated 150 men into the town. On the march Enghien collected all the forces he could and arrived in the vicinity on the 18th. The Spanish had advanced their siegeworks to the main ditch by that time, and it would certainly not have lasted another day.
The French council of war gave Enghien two options. L'Hôpital advocated a maneuver to cut the more numerous Spaniards from their line of communication. It was this type of move that Beck was detailed to prevent. Gassion, Sirot and Persan advocated a direct attack on the Spanish. Enghien opted for Gassion's plan.
The Battle
The arrival of the French about noon of the 18th took Melo by surprise. The passage to the plain was a narrow defile, but Alburquerque, as General of Horse, had not detailed a strong force there. Only 50 Croats guarded the way. These were brushed aside by Gassion, and his cavalry seized the crest of the first of two low ridges that ran parallel across the plain. Melo directed Fontaine to deploy the army on the ridge closest to the Spanish, and his personal reconnaissance determined the French were already established on the opposite crest. Fontaine deployed the 20 battalions closely and the Italian commanders complained. The elite viejos, Spanish and Italian tercios, were in front, with the Walloons and the Germans behind. The French infantry began to form around 2 p.m. They approached the field in three columns (left, right and reserve). The senior regiment on the left was Piémont and on the right, Picardie. These advanced and established the ends of the line and the battalions then filled in towards the center. By 5 p.m. the armies faced each other in positions they would occupy when the general engagement would begin the following morning. The 20 Spanish battalions were deployed closely and in depth so that the French infantry "overwinged" or had a greater frontage than the Spanish.
Some skirmishing took place between Gassion's cavalry screen and the Spanish. Not long after the French formed for battle, La Ferté perceived a gap between the marshy ground and Isenburg's cavalry. He attempted to race through some aid to the garrison of Rocroi and a hot skirmish broke out. La Ferté was forced to withdraw.
Alburquerque reported to Melo that he had a gap between his troops and the forest to his left. He requested 1000 musketeers to assist in holding that gap. He received 500 musketeers from his old tercio, now under command of Balthazar Mercader. It is unclear if these ended up being stationed on the flank, or in a small copse to his front.
According to the French account in the pre-dawn hours some Frenchmen in Spanish service defected to the French lines and reported the presence of the Spanish musketeers. They indicated the Spanish occupied the small copse. A detachment from the Picardie regiment of roughly 400 pikes was sent to expel the Spanish. The surprise attack under cover of darkness succeeded.
As it became light between 4 and 5 a.m. the artillery opened up on both sides. The Spanish had more guns and were getting the better of the exchange. Reportedly the French suffered 300 killed in the cannonade.
Around 5 a.m. Enghien ordered both cavalry wings to attack. La Ferté was slowed by marshy ground and was counter-charged by Isenburg. He was thrown back on the second line. La Ferté was wounded and captured, leaving l'Hôpital in command. The German momentum smashed the second line, too. L'Hôpital was wounded and only the Marolles regiment remained intact, though it took cover. Isenburg then wheeled to his left and took the French infantry in the flank. Two tercios moved forward and supported this attack. Piémont and Rambures were pushed back, some of the French guns were captured, and the commander of the artillery, the marquis de la Barre, was killed. At this point, the French position was in danger of collapse.
On the right, the cavalry advanced in two bodies. Alburquerque wheeled his line left to fight Gassion and this exposed his flank to the second body with Enghien. The Picardie infantry regiment joined the attack. The far left of the Spanish infantry, two battalions, responded to Picardie and gave them a hard fight. The French cavalry overwhelmed Alburquerque and the wing collapsed completely. Gassion then took a portion of the cavalry to pursue the remnants of the Spanish cavalry and to hold Beck should he arrive. Enghien took the rest and fell upon the flank and rear of the German and Walloon infantry. In a short time all 10 German and Walloon battalions collapsed (6 a.m.).
Sirot moved the reserve to halt Isenburg's progress. La Valliere, commanding the second line of the French infantry also advanced and pushed back the Italian infantry. Enghien, having routed the Walloon and German infantry, joined the attack on Isenburg's wing. Even l'Hôpital emerged from cover with the Marolles regiment to join in. The Italian tercios and German cavalry were destroyed in the counter attack (6-8 a.m.). Isenburg was wounded but managed to escape the disaster.
By 8 a.m., all that was left in good order were 5 Spanish battalions. Fontaine formed them into a large square, which then resisted three attacks. Fontaine was killed and it was clear that the day was lost. By this time the square was compressed to two large hedgehogs from three tercios. Enghien, with his army exhausted and keenly aware that Beck was not far away, made terms. Unlike the traditional account that had the Spaniards fighting to the last, the two large bodies separately negotiated their fate (10 a.m.). Garcies was given full honors and was allowed to march off with arms and colors intact. Alburquerque's old tercio surrender and was taken prisoner, but they were paroled shortly afterwards.
The remains of the once mighty army rendezvoused with Beck early the next morning a mere 5 miles away. Beck managed to regroup about 4500 infantry and some 4000 cavalry to add to his corps of 4000. He fell back to the friendly fortress of Marienbourg some 18 miles distant.
It is estimated that 5000 of the Spanish army were killed and about 5000 were captured. The French captured all 28 guns and claimed 170 ensigns (infantry company colors), 60 cornets (cavalry troop colors) and all their baggage. The French suffered about 2000 killed.
Aftermath
Enghien went on a limited offensive after the victory. He besieged the fortress of Thionville. Beck anticipated the move and reinforced the garrison by 2000. The rest of the campaign (June 16 to August 10 - 56 days) was spent reducing it. Beck took the rest of the army and joined the "army of observation" on the Dutch border to keep the Dutch from capitalizing on the defeat.
Strategically, the battle broke the back of the Army of Flanders. It would be years before it would attempt to take the offensive; even then it never again had the same kind of powerful infantry strike force. This vacuum allowed the French to send forces into other theatres, such as Alsace and across the Rhine against the Bavarians.
Recent scholarship has shed some new light on this famous battle, some even calling it the Myth of Rocroi. The new information gives an important balance to the French account. The Spanish account also confirms much of the basic facts: the French won, casualties were heavy for both sides, and the French pulled it out after it looked as if all was lost.
Rocroi Order of Battle
French Forces
ARMY COMMANDER: duc d'Enghien (–2) (Louis de Bourbon, became Prince de Condé in 1646 upon the death of his father.)
Left Cavalry Wing — WC: la Ferté (0; Henri de Saint-Nectaire, duc de la Ferté Senneterre, maréchal de camp, WIA); Replacement: l'Hôpital (0; maréchal François de l'Hôpital, comte de Rosnay).
1st Line: Guiche (Fr., 4-7 Cuir., 3138 — Antoine comte de Guiche, later duc de Gramont in late 1644, appears in Cyrano de Bergerac); la Ferté (Fr., 4-7 Cuir., 3137 — de la Ferté Senneterre, maréchal de camp); Beauveau (Lg., 3-6 Cuir., 3136 — Liegeoise, Col WIA); la Clavière (Fr., 3-6 Cuir., 3135 — Etienne de Chamborant de la Clavière, later took command of Espenan's infantry regiment in 1646); Fusiliers (Fr., A4-7 Arq., 3041 — Fusiliers a cheval du Roi, commanded here by Esclainvilliers).
2nd Line: Harcourt (Lo., 3-7 Cuir., 3338 — Lothringian/Lorraine); Heudicourt (Fr., 3-6 Cuir., 3337); Marolles (Fr., 3-6 Cuir., 3336 — Only regiment left unbroken from this wing); Notthaft (Ge., 4-6 Cuir., 3335 — aka Nétaf in some French sources).
Center Infantry Wing — WC: Espenan (0; Roger de Bossost, comte d'Espenan); Replacements: Valliere (0; commanded 2nd line); la Barre (0; marquis de la Barre, commanded the artillery, KIA).
1st Line: Artillery battery (Fr., 1 x 6-17, 12-24lb, 3026); Artillery batteries (Fr., 2 x 4-14, 4-8lb, 3023/3029); Piémont (Fr., 2 Hex 8-8 HI Bn, 3133-3132 — Vieux Corps formed 1569, commanded here by Gaspard de Chatillon-Coligny, marquis d'Andelot); Rambures (Fr., 2 Hex 8-6 HI Bn, 3130-3129 — Raised from the debris of the Garrison of Cambrai on 9th October 1595 as Balagny. It became Rambures on 11th April 1612 and on 14th June 1642 passed to Rene, marquis de Rambures, the fourth of that title to hold the colonelcy since 1612; four further marquis de Rambures held the title until 27th June 1700 when the family lost the colonelcy; in 1762 it became the Regiment de Bearn); Bourdonné et Biscaras (Fr., 2 Hex 8-6 HI Bn, 3127-3126 — Bourdonné raised 3rd February 1617 as the Regiment La Rainville, became Menillet in 1621, then Bourdonne in 1636, in 1669 incorporated into the Regiment d'Infanterie du Dauphin; Biscaras formed 1635 under Jacques de Rotandis de Cahuzac de Biscaras); II/Molondin (Sw., 2 Hex 8-7 HI Bn, 3124-3123 — Swiss, formed 1635 under Jacques d'Estavaye-Molondin); I/Molondin (Sw., 2 Hex 8-7 HI Bn, 3121-3120 — Swiss); Persan (Fr., 2 Hex 8-6 HI Bn, 3118-3117 — Formed 1639, became Persan in 1641 under Francois de Vaudetor, marquis de Persan, Col WIA); La Marine (Fr., 2 Hex 8-6 HI Bn, 3115-3114 — Formed 1635, became La Marine in 1636 under Francois de Hardy, marquis de LaTrousse); Picardie (Fr., 2 Hex 8-8 HI Bn, 3112-3111 — Vieux Corps formed 1569, commanded here by Francois de Brichanteau, marquis de Nangis; see French Option, below).
2nd Line: Bussy et Guiche (Fr., 2 Hex 8-6 HI Bn, 3332-3331 — Bussy is unclear: either Bussy-Rabutin 1633 under Roger, comte de Bussy-Rabutin OR Bussy-Lameth 1615 under Antoine-Francois, comte de Bussy-Lameth; Guiche formed 1629, became Guiche in 1641 under Antoine de Gramont, comte de Guiche, later duc de Gramont in 1644); Brézé et Langeron (Fr., 2 Hex 8-6 HI Bn, 3329-3328 — Brézé formed 1627, commanded by Armand de Maille, duc de Brézé; Langeron formed 1628 under Charles Andrault de Maulevrier, vicomte de Langeron); Roll (Sw., 2 Hex 8-7 HI Bn, 3326-3325 — Swiss, formed 1641 under Louis de Roll); Gardes-ecossaises (Sc., 2 Hex 8-7 HI Bn, 3323-3322 — Scots Guards, formed 1635 under Andrew Rutherford); I/Watteville (Sw., 2 Hex 8-7 HI Bn, 3320-3319 — Swiss, formed 1639 under Jean-Francois de Watteville); Vidame (Fr., 2 Hex 8-6 HI Bn, 3317-3316 — Originally formed 1622, disbanded and reformed in 1631, aka Vidame d'Amiens, under Henri-Louis d'Ailly, vidame d'Amiens); Vervins et la Prée (Fr., 2 Hex 8-6 HI Bn, 3314-3313 — Vervins formed 1632 under Claude-Roger de Comminges, marquis de Vervins; la Prée formed 1643).
Right Cavalry Wing — WC: Gassion (–2; Huguenot; Jean, comte de Gassion, mestre de camp général de la cavalerie légère, killed at siege of Lens in 1646 by a cannon shot, senior leader).
1st Line: Sully (Fr., 3-7 Cuir., 3110); Coislin (Fr., 3-7 Cuir., 3109); Lenoncourt (Fr., 3-7 Cuir., 3108); MdC général (Fr., 2 x 3-8 Cuir., 3107/3106 — Mestre de camp général from 1635; Gassion's personal regiment was very large); Royal (Fr., 4-8 Cuir., 3105 — Cavalerie légère formed 1635); Gardes (Fr., 3-8 Cuir., 2904 — Gardes company of duc d'Enghien); Raab (Ge., A3-7 Arq., 2802 — Croats style, Germans actually); Schack (Ge., A3-7 Arq., 2701 — Croats style, Germans actually; aka Chacs in some French sources).
2nd Line: Vamberg (Ge., 3-7 Cuir., 3310 — aka Bamberg to the Bavarians); L'Eschelle (Lg., 3-6 Cuir., 3309 — Liegeoise); Zillart (Ge., 3-6 Cuir., 3308 — aka Sillart in French, German; aka Zueller to the Bavarians); Menneville (Fr., 3-6 Cuir., 3307); Roquelaure (Fr., 3-7 Cuir., 3306).
Sirot's Reserve Infantry Wing — WC: Sirot (–1; Colonel Claude de Létouf, comte de Sirot).
Charost (Fr., 3-6 Cuir., 3629); Les Royaux (Fr., 2 Hex 8-7 HI Bn, 3628-3627 — In December 1642, the king created 30 "compagnies royales," each of 300 men, though by this time they were much smaller; these companies were designated by the names of their captains (Enghien among them); the King gave 4,500 livres for each company; eight of the companies were present at Rocroi, where they formed a battalion, known generally as "les Royaux" — Archives Condé); Gendarmes (Fr., 3-8 Cuir., 3626 — Companies of Longueville, Guiche and Vaubecourt); II/Watteville (Sw., 2 Hex 8-7 HI Bn, 3625-3624 — Swiss); Gendarmes (Fr., 3-8 Cuir., 3623 — Companies of La Reine, Condé, Ecossois); Harcourt, Aubeterre et Gesvres (Fr., 2 Hex 8-6 HI Bn, 3622-3621 — Harcourt reformed 1641 under Henri de Lorraine, comte d'Harcourt; Aubeterre formed 1635 under Francois d'Esparbes de Lusson, comte d'Aubeterre; Gesvres formed 1639, became Gesvres in 1641 under Louis-Francois Potier, marquis de Gesvres); Sirot (Ge., A3-7 Arq., 3620 — Hungarian style, Germans).
Spanish Forces
ARMY COMMANDER: Don F. de Melo (0; Don Francisco de Melo, Duque de Bragance); Replacement: Strada (0; Teniente general Don Diego Strada).
Left Cavalry Wing — WC: Alburquerque (0; General Francisco Fernandez de la Cueva, Duque de Alburquerque); Replacement: Vivero (0; Juan Perez de Vivero).
1st Line: Orsini (Sp., 3-6 Cuir., 2006 — Compañía de Vigilio Orsini); Toralto (Sp., 3-7 Cuir., 2007 — Compañía de Cesare Toralto); Ulloa (Sp., 3-6 Cuir., 2008 — Compañía de Antonio de Ulloa); Butrón (Sp., 3-6 Cuir., 2009 — Compañía de Antonio de Butrón); Borja (Sp., 3-6 Cuir., 2010 — Compañía de Juan de Borja); Bonifacio (Sp., 3-6 Cuir., 2011 — Compañía de Gaspar Bonifacio); Musketeers (Sp., 2-5 LI, 2408 — Mercader's Ambush; see Spanish Option 2, below); Muskets (Sp., 2 x 1-4 LI, 2306/2307 — Mercader's Ambush; see Spanish Option 2, below).
2nd Line: André (Bu., 4-7 Cuir., 1806 — Compañía de Barón de André + his own company); Gramont (Bu., 3-7 Cuir., 1807 — Compañía de Barón de Gramont); Bentivoglio (Sp., 4-6 Cuir., 1808 — Compañía de Ermes Bentivoglio + Compañía de Juan Mascareñas); Barraquín (Sp., 3-6 Cuir., 1809 — Compañía de Antonio Barraquín); Rojas (Sp., 3-6 Cuir., 1810 — Compañía de Antonio de Rojas); Morón (Sp., 3-6 Cuir., 1811 — Compañía de Francisco Morón).
3rd Line: Umego (Sp., 4-6 Cuir., 1609 — Compañía de Conde de Umego + Compañía de Carlo Colombo + Compañía de Antonio Vicentino).
Center Infantry Wing — WC: Fontaine (–1; Maestro de Campo General Paulo Bernard, comte de Fontaine aka Conde de Fuentes); Replacement: Don A. de Melo (0; Don Alvaro de Melo, commanded the artillery, brother of the Army Commander).
1st Line: Gramont et Saint-Amour (Bu., 2 Hex 10-7 HI Bn, 2013-2014 — Tercios of Barón de Gramont and Conde de Saint Amour brigaded as 1 battalion, Burgundian aka Franc-comtois; see Spanish Option 3, below); Velandia (Sp., 2 Hex 8-8 HI Bn, 2015-2016 — Spanish viejos, Tercio de Antonio de Velandia; see Spanish Option 3, below); Castellvi (Sp., 2 Hex 8-8 HI Bn, 2017-2018 — Spanish viejos, Tercio de Jorge Castellvi, raised in Sardinia, Hyacinth de Vera Castellvi); I/Garcies (Sp., 2 Hex 8-8 HI Bn, 2019-2020 — Spanish viejos, Tercio de Conde de Garcies, was large enough to form two battalions with some borrowed troops from the other tercios; one of the battalions stood to the end, was offered terms, and was allowed to march off with their colors and weapons); II/Garcies (Sp., 2 Hex 8-8 HI Bn, 2021-2022 — Spanish viejos); Alburquerque (Sp., 2 Hex 8-8 HI Bn, 2023-2024 — Spanish viejos, Tercio de Duque de Alburquerque, commanded by Balthazar Mercader; this battalion stood until the end, was offered terms, and was taken prisoner); Villalva (Sp., 2 Hex 8-8 HI Bn, 2025-2026 — Spanish viejos, Tercio de Conde de Villalva); Strozzi (It., 2 Hex 10-7 HI Bn, 2027-2028 — Italians, Tercio de Alonso Strozzi; see Spanish Option 3, below); Delli Ponti (It., 2 Hex 10-7 HI Bn, 2029-2030 — Italians, Tercio de Luis de Liponti, "Delli Ponti"; see Spanish Option 3, below); Visconti (It., 2 Hex 10-7 HI Bn, 2031-2032 — Italians, Tercio de Luis de Visconti; see Spanish Option 3, below); Artillery batteries (Sp., 2 x 6-17, 12-24lb, 2123/2127); Artillery batteries (Sp., 2 x 4-14, 4-8lb, 2122/2128).
2nd Line: Prince de Ligne (Wa., 2 Hex 10-6 HI Bn, 1818-1819, Option 1: 1813-1814 — Walloons); Ribeaucourt (Wa., 2 Hex 10-6 HI Bn, 1820-1821, Option 1: 1815-1816 — Walloons); Meghen (Wa., 2 Hex 9-6 HI Bn, 1822-1823, Option 1: 1817-1818 — Walloons); Bassigny (Wa., 2 Hex 10-6 HI Bn, 1824-1825, Option 1: 1819-1820 — Walloons); Granges (Wa., 2 Hex 9-6 HI Bn, 1826-1827, Option 1: 1821-1822 — Walloons).
3rd Line: Frangipane (Ge., 2 Hex 10-6 HI Bn, 1618-1619, Option 1: 1823-1824 — Germans); Montecucculi (Ge., 2 Hex 12-6 HI Bn, 1620-1621, Option 1: 1825-1826 — Germans, aka Roveroy; exactly who commanded this regiment, Montecucculi or Roveroy, is uncertain — Montecucculi may have sold the regiment to Rovery around this time, which may be the source of the confusion); Rittberg (Ge., 2 Hex 10-6 HI Bn, 1622-1623, Option 1: 1827-1828 — Germans); d'Ambise (Ge., 2 Hex 14-6 HI Bn, 1624-1625, Option 1: 1829-1830 — Germans); Guasco (Ge., 2 Hex 12-6 HI Bn, 1626-1627, Option 1: 1831-1832 — Germans, Col Ottavio Guasco).
Right Cavalry Wing — WC: Isenburg (–2; German; Ernst, Graf von Isenburg-Brenzau, aka Ysenburg, Isemburg etc.); Replacement: Vera (0; commanded the 2nd line).
1st Line: del Brouck (Ge., 4-7 Cuir., 2034 — Alsatian Corps, Col Jacob del Brouck, Imperial Regiment 1637-1642, then passed in Spanish service); Doneckel (Ge., 4-7 Cuir., 2035 — Alsatian Corps, Col Wilhelm Doneckel, Imperial Regiment); Bucquoy (Ge., 4-8 Cuir., 2036 — Alsatian Corps); Bucquoy (Ge., 4-8 Cuir., 2037 — Alsatian Corps); Sitman (Cr., A4-7 Arq., 2039 — Croats).
2nd Line: Vera (Ge., 3-6 Cuir., 1833 — Col Hyacinth de Vera, Imperial Regiment raised in 1635); Savary (Ge., 4-7 Cuir., 1835 — Alsatian Corps); de Vichet (Ge., 4-7 Cuir., 1837 — Alsatian Corps).
Rocroi Special Rules
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Slopes: All slope hexsides are gentle for purposes of 10.9.3.
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Retreat Edges: The French retreat edge is the 33xx edge. The Spanish retreat edge is the 01xx edge.
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Senior Wing Commanders: The senior French WC is Gaisson. The senior Spanish WC is Alburquerque.
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Salvo Fire: No units may use Salvo fire.
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Preliminary Bombardment: To reflect the preliminary bombardment at the beginning of the battle, each player gets to fire each of his artillery units once. For purposes of this rule only, treat any FH+MC result as a casualty hit, and ignore any other result.
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The Ruisseau Ste. Anne: This stream (that runs from hex 2432 to the edge of the map) was not quite as disruptive as other streams. However, due to the soft ground, the speed at which a unit crosses it affects its cohesion. If a unit starts adjacent to the stream, moves across it, and ends its activation on the other side but still adjacent, then the unit does not suffer a Formation Hit. However, if it crosses this stream under any circumstances (including Interception or after combat), then roll for the unit:
| Die Roll | Result |
|---|---|
| 0-2 | Unit takes 1 Formation Hit |
| 3-5 | No Formation Hit, but unit loses any Momentum it has acquired to that point |
| 6+ | No effect |
Die Roll Modifier: +1 if the unit is under a Charge Order.
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French Option: Picardie Supports the Right. Some sources, such as the Theatrum Europaeum engraving, show the use of commanded muskets by the French in both cavalry wings. This appears to be a misinterpretation of the opening of the battle. During the night the Spanish under Mercader deployed some musketeers to their Left (see Spanish Option 2: Commanded Muskets). The French perceived this and sent the Picardie Regiment, or some portion thereof, to deal with this (one source states 400 pikemen under the Sergeant Major). If using this option, attach the Picardie battalion to the French Right Wing (making it an Infantry Wing now). If the French player selects this option, then remove all the Spanish Commanded Muskets (LI units) from the Spanish Left Cavalry Wing (Picardie has driven them off in the night).
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Spanish Option 1: Center Wing in Two Lines. Sources vary on how many lines the Spanish Center Wing was deployed in. Given the course of the battle, it seems more likely that they deployed in three lines, and that is reflected in the main setup above. However, many sources show only two lines, so that is provided as an option.
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Spanish Option 2: Commanded Muskets. According to French sources there was an attempt to set an Ambush in the copse in front of Alburquerque's line. This is quite possibly a mistake as to the placement as Alburquerque had requested some commanded musketeers to secure his left. They were quite possibly on the far left of Alburquerque's line in the woods. There is also some disparity between French and Spanish sources as to the size of this force. The French state a much higher number, the Spanish lower. Given the action took place in the dark, I would side with the Duke of Alburquerque's lower figure.
The French version is presented in the set-up instructions. Using Alburquerque's version, use only the two 1-4 LI Musketeer units and set them up in 2300 and 2201. Note that if the French player uses his option, none of these LI units are deployed.
- Spanish Option 3: Attached Infantry. Historically, some of the Spanish HI units supported the Cavalry Wings. To reflect this better, at the beginning of the game the Spanish player may designate the following HI units as being part of the indicated Wings for all purposes:
- Isenburg's Right Wing: Strozzi, Della Ponti, and Visconti
- Alburquerque's Left Wing: Gramont et Saint-Amour and Velandia
These attachments are permanent and cannot be changed during the game. You can attach the infantry to one Wing and not the other. Note that after having an HI unit attached to it, a Wing is no longer a Cavalry Wing.
Start Time: 6 AM (Dawn) Maximum Duration: 20 turns (through the end of the 12:20 PM turn)
Historical Starting Orders:
French: Ferté — Charge; Espenan — Make Ready; Gassion — Charge; Sirot — Receive Charge. Spanish: Isenburg — Charge; Fontaine — Make Ready; Alburquerque — Receive Charge.
Victory Conditions:
| VPs | Type of Victory |
|---|---|
| 100+ | Decisive French Victory |
| 60 - 99 | Marginal French Victory |
| 40 - 59 | Draw |
| 0 - 39 | Marginal Spanish Victory |
| ≤0 | Decisive Spanish Victory |
Basic Victory Levels: French points in play: Horse: 270 Foot: 180 Artillery: 35 Total: 485. Spanish points in play: Horse: 210 Foot: 200 Artillery: 50 Total: 460.
Historical Outcome: A decisive French victory with a VP differential of 100. French Points: 340. Spanish Points: 240. Result: 340 - 240 = 100.
Freiburg im Breisgau
August 3-5, 1644
Though 1643 started off with a bang for the French at Rocroi, the year did not end well. Enghien was bogged down at Thionville. Marshal Guebriant, commanding the French on the Rhine front was stalled awaiting reinforcements. Late in the year the needed reinforcements arrived and Guebriant moved into action, striking at Rottweil. The Marshal was killed, however, in the storming of the town. The French encamped at Tuttlingen to regroup and reorganize. General Jean de Werth led the Bavarians in what was intended as a raid, catching the French completely by surprise. Capitalizing on the situation, de Werth brought in everything they had and the French were shattered.
The Armée de Allemagne was then handed over to Turenne. The core of this army was the Weimarians, the German army built by Bernhard, Duke of Saxe-Weimar. Weimar had brought the force into French service in 1635 and led them masterfully until his death. The Weimarians had suffered heavy losses, especially in infantry, at Tuttlingen. The Weimarian officers were divided into two factions, one Pro-French and one Pro-German. The commander of the corps, von Rosen, was the head of the Pro-Germans. The Pro-Germans chaffed against French control and saw French service as a necessary evil to guarantee German independence from the Habsburgs. The Pro-French argued to "not look a gift horse in the mouth" and serve no differently than any other mercenaries.
The Commanders
The French: Henri de la Tour d'Auvergne, vicomte de Turenne (1611-1675), was the younger brother of the duc de Boullion. He entered Dutch service at 14, serving from 1625 until 1630 when he returned to France. Upon his return he was made a colonel. When war came with Spain he served under Schomberg, La Force, and La Valette in Flanders. His personal bravery brought notice and a promotion to marechal de camp (equivalent to a major general) in 1634. He saw action in Germany under Weimar and Guebriant in 1638. Later he served from 1639 to 1641 in the Savoy - Northern Italian front under Harcourt where he distinguished himself once again. After Guebriant was killed, Turenne was made a marshal and given command of the shambles of Guebriant's command.
Major General Reinhold von Rosen (1600-1667) was commander of the Weimarian corps after the death of Duke Bernhard until the corps mutinied and left to enter Swedish service in 1647. His brother, Johann, and cousin, Volmar were colonels in the corps.
The Bavarians: Field Marshal Graf Franz von Mercy (1598-1645), originally from Lorraine, first served under Duke Charles of Lorraine then became an Imperial colonel in 1633. In 1638 he held rank in the Imperial, Bavarian and Lorrainer armies. Tuttlingen catapulted him to Bavarian Field Marshal and commander of the army. His brother, Caspar, served with him in the Bavarian army and two younger brothers, Heinrich and Leopold, served as Imperial colonels. Caspar was killed on the August 5th fighting at Freiburg.
General Jean de Werth (1591-1652) was one of the best cavalry commanders of the war, but not successful in broader commands. His ability to launch lightening surprise attacks such as First Rheinfelden, Tuttlingen, and Mergentheim was unparalleled.
The Campaign
The initiative was with Mercy. Guebriant had left several garrisons in Swabia around Lake Constance. The Bavarian army was in recruiting overdrive and had grown rapidly. However, it was acutely short of horses (1600 out of 9700 without mounts), and hundreds of cavalry troopers were forced to walk or ride doubled up. The infantry was strong so they struck Überlingen and it fell quickly. Mercy then moved to Singen, which was overlooked by the mountain castle of Hohentwiel. The resolute garrison, in a virtually impregnable position, bought time for Turenne to get organized. Turenne crossed the Rhine on June 1st in three columns. Rosen led a column of cavalry that delivered a sharp rebuke to Caspar Mercy on June 3rd. Mercy was now alerted to the French, but Turenne was heavily outnumbered (19,000 to 10,000) and retired back into Alsace via Breisach. By June 20th Mercy quit Hohentwiel to pursue the French, hoping to roll back the French from Breisgau.
Freiburg was held by the Weimarian Colonel Kanoffsky with 1500 foot and 150 horse. The Bavarians laid siege on June 26th and Kanoffsky capitulated on July 29th (34 days). Turenne did not have the infantry to break the siege, but did establish a lager just to the west of Freiburg and used the cavalry to harass the siege. The French/Weimarian cavalry inflicted sharp defeats to Bavarian cavalry on July 7th and 13th, but it was not enough to break the siege.
The victory of Rocroi had put the Spanish in Flanders on the sidelines. This freed up the Armée de Champagne to be sent to the aid of the tenuous French position. Enghien left Metz on July 20th and joined Turenne on August 2nd in Breisach (68 miles in 13 days, or 5 miles per day wasn't going to set any records). Despite the leisurely march, Enghien went into action immediately.
The Battle
August 3rd, 1644. The Bavarian army was in a strong fortified camp in the valley just south of the town. A large wood, the Mooswald, did not give the French room to deploy to attack the camp directly. Overlooking the valley were the hills and trees of the Black Forest. The closest ridge, the Schönberg, was defended by a series of four earthen fortifications, mostly surrounded by chevaux-de-frise. Farther south a narrow defile snaked around the Schönberg and came around into a draw behind known as the Hexental (Witch's Pass). If the Schönberg were taken, it would outflank the encampment in the valley.
It was decided that Enghien would launch an attack on the Bavarian positions on the forward slope of the Schönberg, called the "Bohl," while Turenne would march via the Hexental and fall upon the rear of the position. To compound the difficulty the hills were terraced with vineyards, which made traversing the ground difficult.
The French did not get into position until late in the afternoon. Turenne struck the first Bavarian position, an abatis laid to close the pass manned by musketeers, at about 4 p.m. Not long afterwards, Enghien began the attack from the village of Ebringen in an assault column towards the two most southerly redoubts in a position known as the Bohl.
Turenne blasted through the initial Bavarian positions, but Mercy perceived the threat and immediately sent reinforcements of four infantry regiments supported by cavalry. Turenne's vanguard was pushed back. The narrow pass precluded maneuver, so he sent in his Weimarian infantry brigade of three regiments into a bloody close quarters fight. They made little ground and the three regiments were shot to ribbons.
Enghien's infantry charged up the rugged hill and were repulsed twice in the killing ground between the two forts on the Bohl. Finally on the third attempt with Enghien at the front the Bohl fell. Deciding that discretion was the better part of valor, Ruischenberg evacuated the other two forts and retired. A rain storm then appeared to impede any French pursuit.
The French did succeed in making the Bavarian encampment untenable, but at a heavy cost, losing over two for every Bavarian lost. The Bavarians withdrew under the cover of darkness to form a new defensive line on the next ridgeline to the east, the Schlierberg.
August 4th. Enghien encamped at Mercy's former headquarters at Uffhausen and Turenne occupied Merzhausen. The day was spent in reorganizing and preparing for another attack. The Bavarians improved their positions. The gap between the ridge and the river was covered by the cavalry. In the center of the line was the Josephsbergle (later known as the Lorettoberg for a chapel built after the battle) and farther south and up the slope was the Wonnhalde forming the end of the line.
August 5th. Enghien felt that the Bavarians had suffered heavily on the 3rd and that an attack on this naturally strong position had a good chance, despite what it looked like on the surface. The plan was fairly complicated, with Enghien's infantry tying down Mercy with a series of diversionary attacks while Turenne made the main attack on the Wonnhalde to turn the position.
The plan fell apart before it started. Enghien and Turenne went on a personal recconaisance in response to some suspicious Bavarian movement. Enghien's commander of infantry, Espenan, became involved in a firefight with a forward Bavarian position. He sent in a battalion to clear it, Mercy then reinforced and then the fight was on. Hearing the firing, Turenne's troops kicked off their attack. The attack went badly. The Bavarians, seeing the French waver, launched a counter attack. Enghien then took command and pushed the Bavarians back into their earthworks. Thinking this was now an opportunity, he continued the attack into a wall of Bavarian fire. Turenne then launched a cavalry attack towards the center to draw the attention away long enough for Enghien to disengage. It was now noon and the French had lost over 1,000 men with nothing to show for it.
Enghien reorganized and planned a second assault. Seeing first hand that the Wonnhalde was not going to fall, he shifted the main effort to the middle. An all-out assault on the Josephsbergle position kicked off at 3 p.m. The assault column was led by a body of musketeers who were cut down. They were followed by three waves of heavy infantry, which suffered the same fate. The final attack, assisted by cavalry and dismounted cuirassiers, began to break through. Caspar von Mercy then led a counterattack with de Werth's cavalry regiment and the dragoons. Caspar von Mercy was killed, but the French were ejected.
The defeated infantry were then screened in their retreat by the remainder of the cavalry. The French had lost over 2000 killed and many more wounded. The Bavarians lost a total in killed and wounded of not more than 1100.
Aftermath
The arrival of Enghien had given the French a numerical advantage that was lost in the fighting. The next two days were spent fortifying the Uffhausen position against a Bavarian attack. Fortunately for the French, reinforcements were drawn from far and wide to help redress the losses, and the cavalry was intact and superior in numbers to the Bavarians. Enghien then took the advice of Turenne to bypass the position and move north. On August 9th the French moved to the north. Mercy sought to mirror the move. On the 10th Rosen was detached to raid the Bavarian column. A sharp action ensued with Rosen taking three guns and all the baggage. This coupled with the already superior numbers of French cavalry left Mercy with few options. The French proceeded north to Phillipsburg laying siege on August 25th. It surrendered on September 12th. With Phillipsburg in hand the French now had greater operational flexibility with another Rhine crossing under their control.
The French suffered about 8000 casualties, mostly in the infantry, which they were able to replace fairly quickly. The Bavarians suffered about 3000 casualties, but came out in a weaker position. Freiburg was never recaptured and remained in Bavarian hands. The final result can best be described as a draw, though tactically the Bavarians bested the French. Freiburg was a very different style of battle than any other from the period due to the terrain, style of attack, and duration.
Special Rules for Both Scenarios:
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Slopes: All slope hexsides are steep for purposes of 10.9.3.
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Retreat Edges: The French retreat edge is the West edge (xx27-xx28). The Bavarian retreat edge is the East edge (xx00).
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Senior Wing Commanders: The French replacement AC on day 1 is Guiche. The senior French WC on day 2 is Guiche. The senior Bavarian WC on both days is de Werth.
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Salvo Fire: No units may use Salvo fire.
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Redoubts: There are several redoubts, which some sources call "sconces," on the map. The following are all redoubt hexes: St Wolfgang's Chapel (2423), 2823, 3023, 1113, Josephsbergle (2005), Pfurdhof (2204), and Wonnhalde (2403). A more elaborate fortification is the Star Redoubt (aka Sternschanze) in 2622 and it has greater defensive capabilities. Other fortification lines are treated as standard entrenchments. See the TEC for the effects of these fortification types. Units have standard facing within redoubts. In addition, cavalry units may not enter St. Wolfgang's Chapel or Close Combat a unit in it.
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The Gaishof (2711) and the Schneeburg (3118) are Chateau hexes. (In later years, the Gaishof was called the Jesuitenschloss.)
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Freiburg: All hexes of the walled city of Freiburg are impassible to all units.
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Abatis hexsides: See the TEC for the effects of one of these hexsides. Generally, treat an abatis hexside like a hedge hexside, except cavalry units cannot cross abatis hexsides and they don't block LOS. Abatis terrain effects are in addition to any other terrain effects for the hex or hexside. An Infantry unit can clear an abatis hexside by entering an adjacent hex and undertaking a Reform action. (It is the only thing it can do during this action.) If there is no Reaction Fire to the Reform action, then the hexside is automatically breached. If there is Reaction Fire to the Reform action, then roll the die. If the result is 5 through 9, the hexside is breached; on a 0 through 4 it remains in place. Place an Abatis Breached marker on the hexside once breached, and consider the abatis to no longer exist.
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French Center Musketeer unit: On both days, the French player may create this unit in or adjacent to Enghien's hex as Enghien's sole action for an activation after at least one Center wing HI unit has been routed.
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Historical Note: The following French cavalry regiments that may have been at the battle and brigaded with other units, but with which squadron is unknown: Aumont, Arnaud-Carabins, Vatimont, La Claviere and Gritti (Italien).
Scenario 1: Schönberg
Basically the French charged the Schönberg, with the Bohl as the primary objective 3 times and finally carried the position. Turenne advanced up the Hexental aka Bannstein and was halted after some limited initial success. Late in the night the Bavarians quit the line and reformed on the next ridgeline. Aug 4th was a rest and refit day with a resumption of the attack on the 5th.
Order of Battle
French Forces
ARMY COMMANDER: duc d'Enghien (–2) (Louis de Bourbon, became Prince de Condé in 1646 upon the death of his father.); Replacement: Guiche (0; Antoine comte de Guiche, became duc de Gramont between Freiburg and Alerheim).
Left Cavalry Wing — WC: Palluau (0; Phillipe de Clerambaut, comte de Palluau).
Enghien (Fr., 4-7 Cuir., 2127 — LtCol Livry); Guiche (Fr., 4-7 Cuir., 2227); C Mazarin (Fr., 4-7 Cuir., 2326 — Cardinal Mazarin, LtCol Chambors; the first of four Mazarin Cavalerie Légere Regiments, others are Mazarin-française, Mazarin-Italien, and Mazarin-etranger; not to be confused with the Infantry regiments so named); Mazarin (Fr., 3-7 Cuir., 2426 — aka Mazarin-française; LtCol Piennes aka Brouilly); Gendarmes (Fr., 2 x 3-8 Cuir., 2428/2627 — Companies of Enghien, Condé, Conti and Guiche); L'Eschelle (Lg., 3-7 Cuir., 2525); Chevau-légers (Fr., A3-8 Arq., 2527 — Companies of Enghien, Condé, Conti and Guiche); Beauveau (Lg., 3-7 Cuir., 2726).
Center Infantry Wing — WC: Espenan (–1; maréchal de camp); Replacement: Marchin (–1; Jean-Gaspard-Ferdinand, comte de Marchin, WIA).
Persan (Fr., 9/7-7 HI Bn, 3125 — Espenan Brigade, 1st Wave Day 1, 1641 François de Vaudetor, Marquis de Persan); Conti (Fr., 9/7-7 HI Bn, 3126 — Tournon Brigade, 2nd Wave Day 1, 1636 Armand de Bourbon-Conti, prince de Conti); Enghien (Fr., 9/7-7 HI Bn, 3225 — Espenan Brigade, 1st Wave Day 1, 1635); Mazarin-français (Fr., 9/7-7 HI Bn, 3226 — Tournon Brigade, 2nd Wave Day 1, 1644 Jacques, marquis de Castelnau-Mauvissiere); Le Havre (Fr., 9/7-7 HI Bn, 3227 — Marchin Brigade, 3rd Wave Day 1, Le Havre de Grace originally formed 1636, disbanded in '42 and reformed in 1644 under the commanduer de La Porte); Gardes (Fr., 3-8 Cuir., 3228 — Personal Guard of Enghien and Guiche, commanded by Rocque); Guiche (Fr., 6/5-7 HI Bn, 3326 — 1641 Antoine de Gramont, comte de Guiche, later duc de Gramont); Bussy (Fr., 9/7-7 HI Bn, 3327 — Marchin Brigade, 3rd Wave Day 1, 1638 Roger, comte de Bussy-Rabutin); Desmarets (Fr., 6/5-7 HI Bn, 3427); Fabert (Fr., 6/5-7 HI Bn, 3428); Musketeers (Fr., 4-7 LI, see above — Screen for Enghien's 3rd Attack on Day 1); Artillery battery (Fr., 1 x 6-17, Dbl 12-24lb, off map); Artillery battery (Fr., 1 x 3-9, Dbl 3lb, off map); Mazarin-italien (It., 5-7 HI Bn, off map — Detached to Condé from 3rd Brigade, 1642 Cesar degli Oddi, LtCol d'Anisi).
Right Infantry Wing — WC: Turenne (–2; Henri de la Tour, vicomte de Turenne); Replacements: Rosen (–1; Major General Reinhold von Rosen, Livonian; brother Johann and cousin Volmar served as Obersts in the Weimarian Corps), then Taupadel (–1).
Musketeers (Ge., 2 x 5-7 LI, off map, enter 1st — Screen in front of Turenne's Advance; Day 1 under Roquesevieres); Hatstein (Ge., 5-7 HI Bn, off map, enter 2nd — German Brigade; took heavy casualties on day 1, not used on day 2; Weimarian regiment); Bernhold (Ge., 5-7 HI Bn, off map, enter 2nd — German Brigade; took heavy casualties on day 1, not used on day 2; Weimarian regiment); Schmidtberg (Ge., 5-7 HI Bn, off map, enter 2nd — German Brigade; 1643 Louis de Schmidtberg, incorporated into Roqueservieres late 1644; took heavy casualties on day 1, not used on day 2; German but not Weimarian); Aubeterre (Ge., 5-7 HI Bn, off map, enter 3rd — 1st Brigade, Aubeterre, 1635, François d'Esparbes de Lusson, comte d'Aubeterre); du Tot (Ge., 5-7 HI Bn, off map, enter 3rd — 1st Brigade, du Tot, 1636, Charles-Henri du Tot); Montausin-Melun (Fr., 5-7 HI Bn, off map, enter 4th — 2nd Brigade, Montausin-Melun, 1636 Nicolas vicomte de Melun; Montausin may be Montesson regiment, raised 1638, brigaded with Melun); de la Couronne (Fr., 5-7 HI Bn, off map, enter 4th — 2nd Brigade, de la Couronne, 1636 Henri d'Escoubleau de Sourdis, under La Rouchefoucald de Roye from 1642 or 43); Mézières (Fr., 5-7 HI Bn, off map, enter 5th — 3rd Brigade); Artillery Battery (Fr., 1 x 3-9, Dbl 3lb, off map, enter 6th); Alt-Rosen (Ge., 4-8 Cuir., off map, enter 7th — Weimarian); Fleckenstein (Ge., 3-8 Cuir., off map, enter 7th — Weimarian); Berg (Ge., 4-7 Cuir., off map, enter 7th — Philipp von Berg, German, but not Weimarian); Baden (Ge., 4-8 Cuir., off map, enter 7th — Weimarian); Wittgenstein (Ge., 3-8 Cuir., off map, enter 7th — Weimarian); Rußwurmb (Ge., 3-8 Cuir., off map, enter 7th — Weimarian); Neu-Rosen (Ge., 4-7 Cuir., off map, enter 7th — Weimarian); Scharfenstein (Ge., 3-8 Cuir., off map, enter 7th — Weimarian); Erlach (Ge., 4-8 Cuir., off map, enter 7th — Weimarian); Turenne (Fr., 4-8 Cuir., off map, enter 7th — French and German); Tracy (Lg., 3-8 Cuir., off map, enter 7th — French); Guébriant (Ge., 3-8 Cuir., off map, enter 7th — Weimarian); Taupadel (Ge., 4-8 Cuir., off map, enter 7th — Weimarian); Kanoffsky (Ge., 3-8 Cuir., off map, enter 7th — Weimarian).
Bavarian Forces
ARMY COMMANDER: Mercy (–2; Field Marshal, Graf Franz von Mercy — Lorrainer, started under Duke Charles then went to Imperial service in 1633, Bavarian service in 1638; received his Field Marshal's baton after Tuttlingen; had three brothers, one in Bavarian and the others in Imperial service).
Right Infantry Wing — WC: de Werth (–2; Senior Leader, Gen Jean de Werth, a Walloon, made Field Marshal in 1646, and switched to Imperial service in 1647, Major General of Horse); Replacement: C. von Mercy (GWM Caspar von Mercy, brother of Franz, KIA on Aug 5th [day 2]).
Artillery batteries (Bv., 2 x 6-17, 12-24lb — stacked with or adjacent to any Right Wing unit, may be limbered); Artillery batteries (Bv., 2 x 4-14, 4-8lb — stacked with or adjacent to any Right Wing unit, may be limbered); Kürnreuter (Bv., 4-7 Drag., 1113 — Wilhelm Balthasar von Kurnreuter, raised 1644); Gayling (Bv., 2 x 4-7 Cuir., 1213/1214 — Col Christoph Heinrich Gayling von Altheim, raised 1635); Cosalkhi (Bv., A4-7 Arq., 1215 — Wilhelm Cosalkhi von Herschowitz, raised mid 1630s); Sporck (Bv., 2 x A4-8 Arq., 1315/1316 — Johann Sporck, raised mid 1630s); Alt-Kolb (Bv., 2 x 4-8 Cuir., 1312/1413 — Andreas Kolb von Raindorf, raised 1635); Lapierre (Bv., 2 x 4-8 Cuir., 1414/1415 — Johann Heinrich von LaPierre, raised 1636); Mercy (Bv., 2 x 4-8 Cuir., 1515/1616 — Caspar von Mercy, raised 1629); de Werth (Bv., 3 x A3-8 Arq., 1417/1517/1618 — Jean de Werth aka Jan de Werth, raised 1632); Wolf (Bv., 4-7 Drag., 1718 — Raised mid 1630's); Mercy (Bv., 10-8 HI Bn, 1916 — 10 Co, 1031 men; Franz von Mercy's regiment, raised 1619); Ruischenberg (Bv., 8-8 HI Bn, 2017 — 11 Co, 917 men; Johann von Ruischenberg's regiment, raised 1619); Goldt (Bv., 10-6 HI Bn, 2018 — 8 Co, 1064 men; newly raised, Col Hans Ulrich von Goldt); Miehr (Bv., 10-7 HI Bn, 2019 — 9 Co, 951 men; Hans Georg von Miehr, raised 1619); Fugger (Bv., 8-7 HI Bn, 2020 — 8 Co, 900 men; Franz, Graf von Fugger, raised 1632).
Left Infantry Wing — WC: Ruischenberg (–1; Generalfeldzeugmeister (GenFZM) Johann von Ruischenberg, Major General of Foot).
Wahl (Bv., 4-7 HI Bn, 2921 — 6 Co, 705 men, 1st Line Day 1; Joachim von Wahl, raised 1625); Holz (Bv., 5-7 HI Bn, 2821 — 8 Co, 977 men, 1st Line Day 1; Friedrich von Holtz, raised 1622); Winterscheidt (Bv., 9-7 HI Bn, 2720 — 8 Co, 850 men, 2nd Line Day 1; Johann von Winterscheidt, raised 1622); Haßlang (Bv., 4-7 HI Bn, 2620 — 8 Co, 741 men, 1st Line Day 1; Georg Rudolf von Haßlang, raised 1631); Hagenbach (Bv., 6-7 HI Bn w/Arty, 2622 — 10 Co, 929 men, less 300 for the Freiburg Garrison; aka Enschering, occupied the Star Redoubt on Day 1; Hans or Johann Philipp von Hagenbach, raised 1620); Det Wahl (Bv., 4-7 LI, 3023 — Occupied the Bohl Position on Day 1); Det Holz (Bv., 4-7 LI, 2823 — Occupied the Bohl Position on Day 1); Det Haßlang (Bv., 4-7 LI, 2423 — North position, St Wolfgang's Chapel); Royer (Bv., 5-7 HI Bn, 2707* — 8 Co, 862 men; occupied the Hexental / Bannstein pass, village of Merzhausen; Franz von Royer, raised 1619); Det Royer (Bv., 4-7 LI, 3310* — Manning the abatis in the Hexental; Franz von Royer, raised 1619). *See Special Rules.
Scenario 1 Special Rules:
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Off-map units: The off-map units of the French Center wing may enter on any turn through hexes 2828 to 3423, inclusive. The off-map units of the French Right wing may enter on any turn through hex 3411, but they must come on in the precedence listed. In other words, no unit listed as "2nd" may enter until all the units marked "1st" have entered, no unit marked "3rd" may enter until all those marked "2nd" have entered, etc. Units with the same precedence may enter in any order. More than one precedence group can enter on the same turn. Units enter according to series rule 7.4. Off-map units whose WC is on-map follow the same orders as the rest of the Wing.
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French HI units with two strengths: Most of the French HI battalions in the center wing have two strengths, separated by a slash (e.g., Persan 9/7). Use the strength to the left of the slash for this scenario.
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Preemptions: For this scenario only, a leader may attempt preemption only if he has a Line of Sight (as per series rule 10.9) to a unit of the Wing that he is trying to preempt.
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Royer and Det Royer: These units are part of the Bavarian Left Wing, and activate with it. However, they are considered in command if either within command range of Ruischenburg or on or adjacent to the road between Merzhausen (2707) and the abatis in 3310.
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Last Turn: A rainstorm just before dusk ended this battle. To determine the last turn, make a roll at the end of each of the following turns. If the roll is within the range listed, then the game is over immediately.
- End of Turn 5: 0–6 = Rain; game over.
- End of Turn 6: 0–7 = Rain; game over.
- End of Turn 7: 0–8 = Rain; game over.
- End of Turn 8: Game over automatically.
- Victory Point Locations: In addition to normal victory points, whichever side controls the following locations at the end of the game gets the indicated VPs:
- Bohl redoubts (3023, 2823) and St. Wolfgang's Chapel redoubt (2423): 10 VPs each
- The Sternschanze (Star Redoubt) (2622): 20 VPs
- Merzhausen (2707) and Gaishof (2711): 10 VPs each
- Adelhausen (1400, 1401, 1402, 1500), Haslach (1212), St. Georgen (1717, 1718), Uffhausen (1914, 1915), and Wendlingen (2020): 10 VPs per hex
Historical Orders: French — Left (Palluau): Receive Charge; Center (Espenan): Charge; Right (Turenne): Charge. Bavarian — Left (de Werth): Receive Charge; Right (Ruischenberg): Receive Charge.
Start Time: 5 PM Maximum Duration: 8 turns maximum (through the end of the 7:20 turn)
Scenario 1 Victory Conditions:
| VPs | Type of Victory |
|---|---|
| 40+ | French Decisive Victory |
| 10 - 39 | French Marginal Victory |
| 0-9 | Draw |
| –10 - –39 | Bavarian Marginal Victory |
| ≤ –40 | Bavarian Decisive Victory |
Basic Victory Levels: French points in play: Horse: 240 Foot: 90 Artillery: 50 Total: 380. Spanish (Bavarian) points in play: Horse: 140 Foot: 55 Artillery: 50 Total: 245.
Historical Outcome: A marginal French victory with VP differential of 15. French Points: 65 (counting geographic VPs). Bavarian Points: 50. Result: 65 - 50 = 15.
Scenario 2: Josephsbergle
Note: See scenario 1 for all unit and leader historical notes.
Order of Battle
French Forces
ARMY COMMANDER: duc d'Enghien (–2).
Left Cavalry Wing — WC: Guiche (0); Replacements: Palluau (0), then Rosen (–1).
Enghien (Fr., 4-7 Cuir., 1206); Guiche (Fr., 4-7 Cuir., 1306); Beauveau (Lg., 3-7 Cuir., 1307); Fleckenstein (Ge., 3-8 Cuir., 1308); Baden (Ge., 4-8 Cuir., 1309); Rußwurmb (Ge., 3-8 Cuir., 1310); Scharfenstein (Ge., 3-8 Cuir., 1311); C Mazarin (Fr., 4-7 Cuir., 1407); Gendarmes (Fr., 3-8 Cuir., 1408); Berg (Ge., 4-7 Cuir., 1409); Wittgenstein (Ge., 3-8 Cuir., 1410); Neu-Rosen (Ge., 4-7 Cuir., 1411); Erlach (Ge., 4-8 Cuir., 1412); Mazarin (Fr., 3-7 Cuir., 1507); Chevau-légers (Fr., A3-8 Arq., 1508); L'Eschelle (Lg., 3-7 Cuir., 1608); Gardes (Fr., 3-8 Cuir., 1609).
Center Infantry Wing — WC: Espenan (–1); Replacement: Marchin (–1).
Mazarin-italien (It., 5-7 HI Bn, 1713); Alt-Rosen (Ge., 4-8 Cuir., 1714); Le Havre (Fr., 9/7-7 HI Bn, 1810); Bussy (Fr., 9/7-7 HI Bn, 1811); Fabert (Fr., 6/5-7 HI Bn, 1812); Gendarmes (Fr., 3-8 Dismounted Cuir., 1813); Persan (Fr., 9/7-7 HI Bn, 1908); Conti (Fr., 9/7-7 HI Bn, 1909); Guiche (Fr., 6/5-7 HI Bn, 1910); Desmarets (Fr., 6/5-7 HI Bn, 1911); Enghien (Fr., 9/7-7 HI Bn, 2009); Mazarin-français (Fr., 9/7-7 HI Bn, 2010); Artillery Battery (Fr., 1 x 3-9, Dbl 3lb, 2209); Musketeers (Fr., 4-7 LI, see Special Rules above).
Right Infantry Wing — WC: Turenne (–2); Replacements: L'Eschelle (0), then Taupadel (–1).
Artillery battery (Fr., 1 x 3-9, Dbl 3lb, 2509); Artillery battery (Fr., 1 x 6-17, Dbl 12-24lb, 2710); Musketeers (Ge., 2 x 5-7 LI, 2605/2704); du Tot (Ge., 5-7 HI Bn, 2805); Aubeterre (Ge., 5-7 HI Bn, 2806); Montausin-Melun (Fr., 5-7 HI Bn, 2906); Mézières (Fr., 5-7 HI Bn, 3006); de la Couronne (Fr., 5-7 HI Bn, 3007); Turenne (Fr., 4-8 Cuir., 3105); Tracy (Lg., 3-8 Cuir., 3106); Guébriant (Ge., 3-8 Cuir., 3205); Taupadel (Ge., 4-8 Cuir., 3206); Kanoffsky (Ge., 3-8 Cuir., 3305).
Bavarian Forces
ARMY COMMANDER: Mercy (–2).
Right Cavalry Wing — WC: de Werth (–2); Replacement: C. von Mercy (–1).
Mercy (Bv., 2 x 4-8 Cuir., 1603/1703); Gayling (Bv., 2 x 4-7 Cuir., 1402/1502); Alt-Kolb (Bv., 2 x 4-8 Cuir., 1702/1803); Lapierre (Bv., 2 x 4-8 Cuir., 1501/1602); De Werth (Bv., 3 x A3-8 Arq., 1601/1701/1802); Sporck (Bv., 2 x A4-8 Arq., 1801/1901); Cosalkhi (Bv., A4-7 Arq., 1700).
Left Infantry Wing — WC: Ruischenberg (–1).
Artillery batteries (Bv., 2 x 6-17, 12-24lb — stacked with or adjacent to an HI unit of the 1st Line); Artillery batteries (Bv., 2 x 4-14, 4-8lb — stacked with or adjacent to an HI unit of the 1st Line); Wolf (Bv., 4-7 LI, 2402); Kürnreuter (Bv., 4-7 LI, 2501); Wahl (Bv., 4-7 HI Bn); Haßlang (Bv., 4-7 HI Bn); Holz (Bv., 5-7 HI Bn); Winterscheidt (Bv., 9-7 HI Bn); Royer (Bv., 5-7 HI Bn); Hagenbach (Bv., 6-7 HI Bn w/Arty); Mercy (Bv., 10-8 HI Bn); Ruischenberg (Bv., 8-8 HI Bn); Goldt (Bv., 10-6 HI Bn); Miehr (Bv., 10-7 HI Bn); Fugger (Bv., 8-7 HI Bn) — one each in the following hexes: 1st Line: 1904, 2005 (Josephsbergle), 2104 and 2303, 2403 (Wonnhalde); 2nd Line: 1903, 2003, 2102, 2202, 2301, 2401.
Scenario 2 Special Rules:
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The detachments are not used in this scenario.
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French HI Units with Two Strengths: Most of the French HI battalions in the center wing have two strengths, separated by a slash (e.g., Persan 9/7). Use the strength to the right of the slash for this scenario. While this lower value reflects losses from the previous days' fighting, treat this value as their full strength for all purposes. Thus, they are not penalized in combat due to their lower value, and no VPs accrue for these "losses."
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Break: The battle started in the morning and lasted a good part of the day. At one point the d'Enghien took a break to reorganize and set up a second attack. If no units are adjacent and no Wings have a Charge order, then either player may declare a Break. A Break is 4 turns long and all units on both sides 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. This does not change the effects of Casualty Threshold.
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Victory Point Locations: In addition to normal victory points, whichever side controls the following locations at the end of the game gets 10 VPs per hex of the Schlierberg position: 1804, 1904, 2005 (Josephsbergle), 2104, 2204 (Pfurdhof), 2303 and 2403 (Wonnhalde).
Historical Orders: French — Left (Guiche): Receive Charge; Center (Espenan): Charge; Right (Turenne): Charge. Bavarian — Left (de Werth): Receive Charge; Right (Ruischenberg): Receive Charge.
Start Time: 8 AM Maximum Duration: 18 turns (through the end of the 1:40 turn)
Scenario 2 Victory Conditions:
| VPs | Type of Victory |
|---|---|
| 50+ | French Decisive Victory |
| 10 - 49 | French Marginal Victory |
| –9 - 9 | Draw |
| –49 - –10 | Bavarian Marginal Victory |
| ≤ –50 | Bavarian Decisive Victory |
Basic Victory Levels: French points in play: Horse: 240 Foot: 90 Artillery: 50 Total: 380. Spanish (Bavarian) points in play: Horse: 140 Foot: 55 Artillery: 50 Total: 245.
Historical Outcome: A Decisive Bavarian victory with a VP differential of –80. French Points: 40. Bavarian Points: 120 (counting geographic VPs). Result: 40 – 120 = -80.
Mergentheim
May 5th, 1645
Mergentheim is known as Bad Mergentheim today and is in Baden-Württemberg on the Tauber River, southwest of Würzburg. In French contemporary sources the town is called Mariendal (aka Marienthal), which is the transliteration into French of the German "Mary's Valley." The origin of the name is obscure, however. The battle was actually fought over 12 kilometers to the southeast of Bad Mergentheim by the village of Herbsthausen, and hence in most German accounts the battle is called the battle of Herbsthausen.
Campaign
The 1644 campaign ended well for France. The combined armies of Condé and Turenne rolled up the Rhine, capturing Worms, Oppenheim, Mainz, and Landau by October. Condé returned to Paris and Turenne was left to deal with an incursion by Duke Charles of Lorraine. Turenne used a deception to turn back Duke Charles, capturing the castle at Creuznach in December and then wintering at Speyer. In early 1645, in response to the surprise Swedish attack into Bohemia, Mercy detached de Werth to lead a corps of over 5000 men to bolster the Imperial defenses. Mercy may have taken measures to make this act known to draw out the French, but in any case the news made it out. Turenne saw an opportunity. On March 24th he crossed the Rhine at Speyer in three columns totaling just over 10,000 men. Mercy's 6000 could only fall back. Turenne didn't realize that after the battle of Jankau, March 6th, the Bavarian corps was moving home as the Swedes turned their advantage into a drawn out siege.
Turenne moved through Pforzheim and crossed the Neckar by bypassing Heilbronn. He pushed on to Schwäbisch Hall to outmaneuver Mercy. Mercy could do little but retreat east, trying to avoid being cut off from home. After capturing Rothenburg, Turenne moved into the Bad Mergentheim area. The French were having a difficult time providing for their troops, so Turenne made the decision to disperse the army to aid in foraging, thinking that Mercy was in no position to interfere. Mercy had circulated a report that he had broken up his army to defend the Danube fortresses.
Mercy joined deWerth on April 20th and they immediately moved against the French. Turenne had no warning until May 4th when the Bavarians encamped in battle order only a mile from his outposts. Turenne immediately sent forward Rosen with the available cavalry and assembled the infantry and artillery to follow.
The Battle
Rosen reached the field too late to block the Bavarian approach through the Mönchswald and found the combined Bavarian army already in battle order, advancing along the Imperial highway north. He immediately improvised an ad-hoc deployement and took the field in the clearing south of Herbsthausen. The French threw together about 6000 men to the Bavarians 13,000. Turenne was on his way with three more cavalry regiments and the artillery, but did not arrive before the fighting started.
The French positioned their infantry on the right, supported by a regiment of cavalry under Schmidtberg and du Passage (the German regiments required a German officer, the French a Frenchman). Rosen had the rest of the horse on the left. The Bavarians formed in a more traditional balanced formation with the cavalry evenly distributed to the left and right and the infantry in the center.
The French infantry took position in some woods to help discourage cavalry. The Bavarians moved their guns forward and began a bombardment. The Bavarians were using Quick Shot (fixed ammunition that allowed for a faster rate of fire) which, combined with the woods amplifying the effect of the bombardment, rattled the French foot. (The Bavarians fired at the treetops, not directly at the infantry.)
The Bavarians launched a general attack, which Rosen counter-charged. With nearly all the Weimarian cavalry at his command, Rosen had local superiority over the Bavarian right. His counter-charge penetrated both lines and threatened to turn the Bavarians' flank. As this was happening the Bavarian infantry charged and the French infantry managed a volley and then broke and ran. The cavalry support was brushed aside by de Werth on the left and he wheeled about to hit Rosen's flank and rear. The successful Bavarian foot halted and wheeled two battalions to the left to hit Rosen's flank as well. Rosen's penetration was halted by the small cavalry reserve under the command of Kolb behind the center. The combined attack then smashed Rosen's cavalry and he was captured.
Turenne arrived to help fight a tough rearguard action, allowing many of the fugitives to escape but losing the guns. The Bavarians pursued aggressively. Turenne took what cavalry he could muster and headed north to Hesse-Cassel, which was ruled by his aunt, the Landgravine Amalie Elizabeth. The infantry was abandoned to their own devices, many being swept up by the Bavarian pursuit. One regiment marched all the way back to Speyer.
Aftermath
The battle was an unmitigated disaster for the French and quite an embarassment to Turenne. Though he salvaged a good portion of his cavalry (about 1400 killed or captured), the infantry (3000 killed or captured), artillery (10 guns) and baggage were all lost. Mazarin lost confidence in him and dispatched Enghien to stabilize the situation. In Hesse-Cassel Turenne convinced his aunt to join the cause and she sent her army of 6000 to join him. The Swedes in Westphalia also dispatched Königsmarck with his corps of 6000. Within a month of the disaster Turenne was now stronger than when he started and in a position to strike again.
NOTE: This battle by its very nature favors the Bavarians, but the Weimarian veteran cavalry corps is a force to be reckoned with. This battle is intended as a training scenario.
Order of Battle
French Forces
ARMY COMMANDER: The French have no Army Commander at this battle. (Turenne, the nominal AC, is in charge of a separate Wing.)
Left Cavalry Wing — WC: Rosen (–1; German; Major General Reinhold von Rosen, Livonian; Brother Johann and cousin, Volmar, served as Obersts in the Weimarian Corps).
Betz (Ge., 3-8 Cuir., 1908 — 1 Large Squadron of 300 men, Weimarian); Alt-Rosen (Ge., 3-8 Cuir., 1909 — 1 Large Squadron of 300 men, Weimarian, broke through both lines on the Bavarian right); Öhm (Ge., 3-8 Cuir., 1910 — 1 Large Squadron of 300 men, Weimarian); Wittgenstein (Ge., 3-8 Cuir., 1911 — 1 Large Squadron of 300 men, Weimarian); Fleckenstein (Ge., 3-8 Cuir., 1912 — 1 Large Squadron of 300 men, Weimarian); Taupadel (Ge., 3-8 Cuir., 1913 — 1 Large Squadron of 300 men, Weimarian); Oysonville (Fr., 3-7 Cuir., 1914 — 1 Large Squadron of 300 men, French); Baden (Ge., 4-8 Cuir., 1711 — 2 Squadrons of 200-250 men, Weimarian).
Right Infantry Wing — WC: du Passage (0; Aymond de Poisieux, marquis du Passage).
Turenne (Fr., 6-6 HI Bn, 2015); Mazarin-I (It., 6-6 HI Bn, 2115 — Mazarin-italien, LtCol d'Anisi POW); Oysonville (Fr., 6-6 HI Bn, 2116); Schmitberg (Ge., 6-6 HI Bn, 2117); Truchsess (Ge., 6-6 HI Bn, 2018); C Mazarin (Fr., 4-7 Cuir., 1920 — 2 Squadrons of 200-250 men French, Cardinal Mazarin, LtCol Chambors).
Turenne's Cavalry Wing — WC: Turenne (–2; Henri de la Tour, vicomte de Turenne, WIA).
Turenne (Fr., 3-8 Cuir., North Map Edge — French); Tracy (Lg., 3-7 Cuir., North Map Edge — Liegeois and/or French); Beauveau (Lg., 3-7 Cuir., North Map Edge — Liegeois).
Entry of Turenne's Cavalry Wing: The 3rd French Wing under Turenne enters ready for battle anywhere along the French Map Edge by rolling at the end of the following turns. If the roll is within the range the Wing enters the next turn. (Historically, they entered on the road at 1019.)
| Turn | Roll to enter |
|---|---|
| 2 | 0 |
| 3 | 0-1 |
| 4 | 0-3 |
| 5 | 0-5 |
| 6 | 0-7 |
| 7 | Automatic |
Bavarian Forces
ARMY COMMANDER: Mercy (–2; Field Marshal, Graf Franz von Mercy; see Freiburg for details).
Left Cavalry Wing — WC: de Werth (–2; Senior Leader, Gen Jean de Werth; see Freiburg for details).
1st Line: Sperreuter (Bv., A3-7 Arq., 2822 — Klaus Dietrich von Sperreuter, raised 1645); de Werth (Bv., 2 x A3-8 Arq., 2821/2820 — Jean de Werth aka Jan de Werth, raised 1632); Lapierre (Bv., 4-8 Cuir., 2819 — Johann Heinrich von LaPierre, raised 1636).
2nd Line: Sperreuter (Bv., 2 x A3-7 Arq., 2921/2920 — Detached to make a flank attack; Klaus Dietrich von Sperreuter, raised 1645); Fleckenstein (Bv., 4-8 Cuir., 2919 — Detached to make a flank attack; Georg Heinrich von Fleckenstein, raised 1619).
Center Infantry Wing — WC: Ruischenberg (–1; GenFZM Johann von Ruischenberg; see Freiburg for details).
1st Line: Artillery batteries (Bv., 3 x 4-14, 4-8lb, 2618/2716/2714 — 3 Mixed Caliber Guns, +1 DRM for Quickshot); Mercy (Bv., 5-8 HI Bn, 2818 — Franz von Mercy's regiment, raised 1619); Ruischenberg (Bv., 5-8 HI Bn, 2817 — Johann von Ruischenburg, raised 1619); Puech (Bv., 5-7 HI Bn, 2816 — Ferdinand von Puech, raised 1631); Winterscheidt (Bv., 5-7 HI Bn, 2815 — Former Mergentheim garrison; Johann von Winterscheidt, raised 1622); Beauveau (Bv., 5-7 HI Bn, 2814 — Extreme right; wheeled right to face Weimarian horse after rout of French foot; Colonel KIA; raised 1625).
2nd Line: Fugger (Bv., 5-7 HI Bn, 2917 — Franz, Graf von Fugger, raised 1632); Nerss (Bv., 5-6 HI Bn, 2916 — Adrian von der Nerss, newly raised); Holtz (Bv., 5-7 HI Bn, 2915 — Extreme right, wheeled right to face Weimarian horse after rout of French foot).
3rd Line: Jung-Kolb (Bv., A3-7 Arq., 3016 — Saved the Bavarian Right after Weimarians penetrated both lines; Hans Jacob Kolb von Kager, raised 1644).
Right Cavalry Wing — WC: Gayling (0; Oberst Christoph Heinrich Gayling von Altheim).
1st Line: Gayling (Bv., 2 x 3-8 Cuir., 2811/2812 — Col Christoph Heinrich Gayling von Altheim, raised 1635); Cosalkhi (Bv., 2 x A3-7 Arq., 2809/2810 — Wilhelm Cosalkhi von Herschowitz, raised mid 1630s); Creutz (Bv., 2 x 2-5 Drag., 2608/2610 — Johann Ferdinand von Creutz, raised mid 1630s).
2nd Line: Alt-Kolb (Bv., 4-8 Cuir., 2911 — Andreas Kolb von Raindorf, raised 1635); Spork (Bv., 2 x A3-8 Arq., 2909/2910 — Johann Sporck, raised mid 1630s).
Mergentheim Special Rules:
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Slopes: All slope hexsides are gentle for purposes of 10.9.3.
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Retreat Edges: The French retreat edge is 10xx. The Bavarian retreat edge is 34xx.
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Senior Wing Commanders: This is irrelevant for the French since they have no AC to replace. The senior Bavarian Wing Commander is de Werth.
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Salvo Fire: No units may use Salvo fire.
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Geschwindschießen (Quickshot Ammo): All Bavarian artillery units get a +1 die roll modifier when firing. (The artillery ammunition used by the Bavarians was a state secret, and it's not even known today exactly what made it different. It appears to have been some sort of cartridge or canister.)
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The Strütle: Strütle hexsides cost one extra movement point to cross, but have no other effect. (A Strütle [the word is from a local German dialect] is a thin hedge consisting mostly of willows from where long, pliable branches for weaving baskets and the like are obtained. The roads there are sunken lanes, so the terrain doesn't have any effect on artillery fire or LOS.)
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Facing: Set up all Bavarians facing north and all French facing south. Exception: the leftmost and rightmost French infantry battalions are refusing the flanks. Set them up facing one vertex away from the French line. In other words, the Truchess HI battalion should be facing SW and the Turenne HI battalion SE.
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The Apfelhof is for historical reference only and has no effect on play.
Start Time: 1 PM Maximum Duration: 10 turns (through the end of the 4:20 turn)
Historical Starting Orders: French: Make Ready. Bavarians: Charge.
Victory Conditions:
| VPs | Type of Victory |
|---|---|
| 1+ | French Decisive Victory |
| –9 - 0 | French Marginal Victory |
| –19 - –10 | Draw |
| –39 - –20 | Bavarian Marginal Victory |
| < –40 | Bavarian Decisive Victory |
Basic Victory Levels: French points in play: Horse: 120 Foot: 25 Artillery: 0 Total: 145. Bavarian points in play: Horse: 170 Foot: 40 Artillery: 30 Total: 240.
Historical Outcome: A decisive Bavarian victory with a VP differential of –40. French Points: 60. Bavarian Points: 100. Result: 60 - 100 = –40.
Alerheim
August 3rd, 1645
Alerheim is a small town to the east of Nördlingen. Many sources refer to this battle as Second Nördlingen or Allerheim, but the modern spelling of the town's name is Alerheim. The church from the battle still stands as does the derelict Schloß (castle).
Campaign
After the disaster at Mergentheim, Turenne retreated to Hesse-Cassel, arriving at Cassel on May 18th. He had about 3500 cavalry and 1500 infantry and was joined by the Hessian army under Geiß with about 6000. Mercy pursued as far as the Hessian held town of Kirchheim and became bogged down by the dogged defense of the 800 man garrison commanded by Uffeln. On May 29th, Turenne was joined by a Swedish force of 4000 under Königsmarck. Turenne was now stronger than when the campaign began, forcing Mercy to retire via Aschaffenburg to Amorbach.
Mazarin's confidence in Turenne was shaken by the Mergentheim debacle and again Enghien was dispatched to take matters in hand. Enghien arrived July 1st with 7000 men. The rapid growth of the French forces in central Germany forced the Emperor to reinforce his Bavarian allies. Geleen joined Mercy with 4500 men on July 4th. In an unfortunate move, Enghien insulted Königsmarck and he took his veteran Swedish troops and departed. This contingent would have made a huge difference in the fighting to come.
On July 5th, both armies maneuvered to secure a crossing on the Neckar. Enghien beat Mercy to Wimpfen on the 8th and secured it on the 10th. Mercy fell back to Schwäbisch Hall. The French then moved into the Rothenburg-Bad Mergentheim area. They suspected the local populace of aiding Mercy and ravaged the countryside. Rothenburg fell on the 18th. Mercy put garrisons into Nördlingen and Dinkelsbühl and entrenched near Dürrwangen.
Enghien moved against Dinkelsbühl first, but quit when the garrison refused to surrender and he could not besiege it properly with Mercy so close. On August 1st, he moved against the Dürrwangen position, but the ground was very difficult. After some skirmishing it was determined that an attack would be foolish. Enghien then moved on Nördlingen. Mercy responded by deploying his army at Alerheim. Again, the proximity made a proper siege impossible so Enghien moved against Mercy.
The Battle
Mercy adopted an unusual deployment. The main army occupied the low ridge behind the village and the village itself was fortified and occupied by a strong force of guns and infantry with Mercy personally in command. The village would serve as a salient to break up any coordinated attack.
The French reconnaissance was poor as the Bavarians kept them at bay. On the French right a critical error was made when they determined the brushy gully was a serious obstacle. To compound the matter the French moved sluggishly into position, not being fully formed for battle until late in the afternoon. Turenne was on the left with the Weimarian cavalry corps and the entire Hessian contingent. Marchin commanded the center and the duc de Gramont the right.
Enghien in the center threw the infantry at the village and a fierce battle ensued. The Bavarians reinforced the town and repulsed the French infantry with heavy losses. The Churchyard and sturdy homes of the merchants made natural fortifications.
Turenne charged the Bavarian right, posted on a hill called the Wennenberg. The terrain and dug in defenders made the progress difficult, but the addition of the Hessians at the critical point turned the tide and collapsed the Bavarian right.
The French right, thinking the gully to their front would slow any attack, began to throw in forces into the desperate fight for the village, now engulfed in flames. General de Werth, on the Bavarian left, saw the opening and charged. The gully proved to be of no consequence and the rapid advance caught Gramont by surprise. The first two lines of the French were cut up and destroyed with Gramont being captured. Chabot took the third line and fought hard to stave off disaster, but at the cost of his own life. The French right was broken, but de Werth failed to perceive the collapse of the right flank and chose to reinforce to center instead. In doing so, he lost the opportunity to ride around the rear of the French, which could have severely damaged the French infantry, especially since much of it was in disarray before the village. However, Gramont and Chabot had put up a fight and it is quite possible that de Werth, no stranger to aggressiveness, felt he did not have sufficient combat power left.
With the French defeated on the right and center, it would seem that the Bavarians had all but won the victory. Fate intervened. Mercy was shot and killed, some say by a sniper from the church steeple (one of his own men) by accident. Turenne approached the town under a flag of truce and in flawless German convinced the garrison that they had done all that honor required and that they should surrender. The defenders took his advice and lay down their pikes in the churchyard.
By this time it was growing dark. With Turenne on the Wennenberg and the town in French hands, the Bavarian position was untenable and both sides were exhausted. About midnight de Werth ordered the withdrawal. The French were too weak to pursue.
The French lost about 4000 casualties to the Bavarians 2500 and took another 1500 Bavarian prisoners, 12 guns, 7 cornets and 8 ensigns. The French could barely muster 1000 infantry the next day. Most keenly felt for the Bavarians was the loss of Mercy.
Aftermath
Nördlingen immediately surrendered. Enghien then laid siege to Dinkelsbühl, which held out until August 20th. Enghien fell ill during the siege and returned to France. Turenne then moved to Schwäbisch Hall. On another front, Swedish Field Marshal Torstensson's offensive into Bohemia and Moravia had failed at the siege of Brunn. With the pressure off, the Emperor responded by sending more reinforcements. Archduke Leopold arrived with 8000 men. Turenne did not have the force to stop this army, now half again as big as his. He fell back on Phillipsburg. The combined Imperial-Bavarian army then rolled back the French gains by recapturing Nördlingen, Rothenburg and Wimpfen.
NOTE: the modern-day town of Alerheim has a Web site that includes pictures of the Schloß and the Wennenberg: www.alerheim.de.
Order of Battle
French Forces
ARMY COMMANDER: duc d'Enghien (–2; Louis de Bourbon, duc d'Enghien, WIA).
Left Infantry Wing — WC: Turenne (–2; Henri de la Tour, vicomte de Turenne, WIA); Replacement: Taupadel (–1; German); Geiß (–1; Hesse-Cassel; Major General Johann von Geiß; optionally, a Wing Commander—see below).
1st Line: Artillery battery (Fr., 1 x 4-14, 4-8lb, 1912); C Mazarin (Fr., 4-7 Cuir., 1808 — LtCol Chambors POW); Rußwurmb (Ge., 3-8 Cuir., 1809 — Weimarian); Taupadel (Ge., 3-8 Cuir., 1810 — Weimarian); Tracy (Lg., 3-8 Cuir., 1811); Turenne (Fr., 3-8 Cuir., 1812); Oysonville (Fr., 3-8 Cuir., 1813); Beauveau (Lg., 3-8 Cuir., 1814).
2nd Line: Neu-Rosen (Ge., A3-7 Arq., 1611 — Weimarian, Rosen's Dragoon Regiment fighting mounted); Alt-Rosen (Ge., 4-8 Cuir., 1612 — Weimarian); Fleckenstein (Ge., 3-8 Cuir., 1613 — Weimarian, Turenne's favorite); Kanoffsky (Ge., 4-8 Cuir., 1614 — Weimarian, aka Kanofski).
3rd Line: Öhm (Ge., 3-8 Cuir., 1403 — Weimarian); Betz (Ge., 3-8 Cuir., 1404 — Weimarian, Col POW); Rauchhaupt (HC, 4-6 Cuir., 1405); Schwert (HC, 4-6 Cuir., 1406 — Col KIA); Franc (HC, 6-6 HI Bn, 1407); Lopetz (HC, 6-6 HI Bn, 1408); Uffel (HC, 6-6 HI Bn, 1409); Vrede (HC, 6-6 HI Bn, 1410); Staufer (HC, 6-6 HI Bn, 1411); Kotz (HC, 6-6 HI Bn, 1412); Beaucourt (HC, 4-6 Cuir., 1413); Groote (HC, 4-6 Cuir., 1414); Geiß (HC, 4-7 Cuir., 1415).
Center Infantry Wing — WC: Marchin (–1; Jean-Gaspard-Ferdinand, comte de Marchin, WIA); Replacement: Bellenave (–1; Claude Le Loup de Beauvoir, marquis de Bellenave, KIA).
1st Line: Artillery battery (Fr., 1 x 6-17, 12-24lb, 1819); Artillery batteries (Fr., 2 x 4-14, Dbl 4-8lb, 1818/1820); Bellenave (Fr., 6-7 HI Bn, 1817 — Claude Le Loup de Beauvoir, marquis de Bellenave, brigaded with Aubeterre who was WIA, 1635, François d'Esparbes de Lusson, comte d'Aubeterre); Oysonville (Fr., 6-7 HI Bn, 1818 — Brigaded with du Tot, 1636, Charles-Henri du Tot); Mazarin-français (Fr., 6-7 HI Bn, 1819 — Formed 1644 under Jacques, marquis de Castelnau-Mauvissiere, LtCol Vilmonte); Mazarin-italien (It., 6-7 HI Bn, 1820 — Formed 1642 under Cesar degli Oddi, LtCol Buffalini WIA; brigaded with 2nd Battalion of Mazarin-français); Conti (Fr., 5-7 HI Bn, 1821 — Formed 1636 under Armand de Bourbon-Conde, prince de Conti); Enghien (Fr., 5-7 HI Bn, 1822 — Formed 1635 for Louis de Bourbon-Conde, duc d'Enghien, in 1646 went to Henri-Jules de Bourbon with the title; LtCol KIA); Persan (Fr., 5-7 HI Bn, 1823 — Formed 1639, became Persan in 1641 under Francois de Vaudetor, marquis de Persan).
2nd Line: Gramont (Fr., 5-7 HI Bn, 1618 — 1641 Antoine de Gramont duc de Gramont); Le Havre (Fr., 5-6 HI Bn, 1620 — Le Havre de Grace originally formed 1636, disbanded in '42 and reformed in 1644 under the commanduer de La Porte, disbanded after this campaign); Montausier (Fr., 6-6 HI Bn, 1622).
3rd Line: Chevau-léger (Fr., A3-8 Arq., 1419 — Composite of 5 smaller squadrons of Gendarmes / Chevau-léger, incl la Reine-Mere); Gendarmes (Fr., 3-8 Cuir., 1421 — Composite of 5 smaller squadrons of Gendarmes / Chevau-léger, incl la Reine-Mere).
Right Infantry Wing — WC: Gramont (0; Antoine, duc de Gramont, POW); Replacement: Chabot (–1; comte de Chabot, KIA).
1st Line: Artillery battery (Fr., 1 x 3-9, 3lb Arty, 1929); Gardes (Fr., 3-8 Cuir., 1827 — Gramont and Enhien's guard Companies); Carabins (Fr., A3-7 Arq., 1828 — LtCol Arnaud); Mazarin (Fr., 4-7 Cuir., 1829 — aka Mazarin-française, LtCol Piennes POW); Enghien (Fr., 4-7 Cuir., 1830 — 3 squadrons).
2nd Line: Gramont (Fr., 3-7 Cuir., 1627); Chambre (Ge., 3-6 Cuir., 1628 — Col KIA); Boury (Fr., 3-6 Cuir., 1629 — Col KIA, brigaded with Gamanches German regiment); la Clavière (Fr., 3-7 Cuir., 1630).
3rd Line: Neu-Rosen (Ge., 4-7 Cuir., 1427 — Weimarian); Truchsess (Ge., 5-7 HI Bn, 1428 — Col KIA; the remnants of the 6 German regiments from Turenne's Armee de Allemagne, shattered at Mergentheim); Wall (Ir., 5-7 HI Bn, 1429 — Irish, formed 1640 under Edmund-Robert de Wall; in 1641 Blyn's Irish regiment was incorporated; after the battle the remainder were incorporated into Coole's Irish regiment; Wall and Coole's regiments may have been combined as early as July 1645); Fabert (Fr., 5-6 HI Bn, 1430 — Col KIA); Garnison (Fr., 5-6 HI Bn, 1431 — Composite battalion of Lorraine garrisons); Marchin (Fr., 4-6 Cuir., 1432).
Bavarian Forces
ARMY COMMANDER: Mercy (–2; see Freiburg for details; KIA at this battle).
Left Infantry Wing — WC: de Werth (–2; Senior leader; see Freiburg for details); Replacement: Sperreuter (–1; Klaus Dietrich Sperreuter [1595-1665]; from Mecklenburg, served Gustav Adolf as a Colonel and was promoted to Major General in 1632; he fought at Nördlingen; when Mecklenburg accepted the Peace of Prague he transferred to Imperial service; he was captured fighting against Weimar and was a prisoner from 1638-1640; he entered Bavarian service in 1645 and advanced to Generalwachtmeister (GWM); he left Bavarian service for Venice in 1647).
1st Line: Lapierre (Bv., 4-8 Cuir., 3332 — Johann Heinrich von LaPierre, raised 1636); Spork (Bv., A4-8 Arq., 3331 — Johann Sporck, raised mid 1630s; badly shot up at Jankau, rapidly rebuilt); Fleckenstein (Bv., 4-8 Cuir., 3330 — Georg Heinrich von Fleckenstein, raised 1619); de Werth (Bv., 2 x A3-8 Arq., 3329/3328 — Jean de Werth aka Jan de Werth, raised 1632); Winterscheid (Bv., 6-8 HI Bn w/Arty, 3133 — Johann von Winterscheidt, raised 1622; Schloss garrison, see special rules); Puech (Bv., 6-7 HI Bn, 3135 — Ferdinand von Puech, raised 1631; Schloss garrison, see special rules).
2nd Line: Creutz (Bv., A3-7 Arq., 3432 — Mounted Dragoons (Flanker), Johann Ferdinand von Creutz, raised mid 1630s); Lapierre (Bv., 3-7 Cuir., 3532 — Johann Heinrich von LaPierre, raised 1636); Spork (Bv., A4-7 Arq., 3531 — Johann Sporck, raised mid 1630s; badly shot up at Jankau, rapidly rebuilt); Fleckenstein (Bv., 3-7 Cuir., 3530 — Georg Heinrich von Fleckenstein, raised 1619); Salis (Bv., A4-7 Arq., 3529 — Jacob von Salis, raised 1645); de Werth (Bv., A3-8 Arq., 3528 — Jean de Werth aka Jan de Werth, raised 1632).
Center Infantry Wing — WC: Ruischenburg (–1; see Freiburg for details); Replacement: de Hasi (–1; General Gilbert de Hasi, aka Gil de Haes, Walloon soldier of fortune, left Venetian service for Bavarian in 1644 with a famous international regiment of over a 1000 men from ten different countries).
1st Line: Cobb (Bv., 6-7 HI Bn w/Arty, 2321 — Dorf garrison, see special rules; Wolfgang Friedrich Cobb von Neuding, raised 1619, Col POW); H. Mercy (Im., 6-7 HI Bn, 2320 — Dorf garrison, see special rules; Heinrich von Mercy, younger brother to Franz, in Imperial Service, raised 1633); de Hasi (Bv., 6-7 HI Bn w/Arty, 2519 — Dorf garrison, see special rules; surrendered in the church yard); Artillery batteries (Bv., 2 x 6-17, 12-24lb, anywhere between 3215 and 3226 inclusive, along the earthworks); Artillery battery (Bv., 1 x 4-14, 4-8lb, anywhere between 3215 and 3226 inclusive, along the earthworks); Bournonville-Hennin (Im., 6-6 HI Bn, 3226 — Polish; Alexander Bournonville-Hennin, raised 1636); Gallas (Im., 6-7 HI Bn, 3224 — Raised 1629); Goldt (Bv., 6-7 HI Bn, 3222 — Hans Ulrich von Goldt); Royer (Bv., 5-7 HI Bn, 3220 — Col POW; left unsupported when Mercy, Marimont and Ruischenberg advanced into the village and destroyed by Weimarian cavalry; Franz von Royer, raised 1619); Ruischenberg (Bv., 6-8 HI Bn, 3119 — Reinforced the village; Johann von Ruischenberg's regiment, raised 1619); Marimont (Bv., 5-7 HI Bn, 3117 — Reinforced the village; Carl von Marimont, raised 1625); Mercy (Bv., 5-8 HI Bn, 3215 — Reinforced the village; Franz von Mercy's regiment, raised 1619).
2nd Line: Jung-Kolb (Bv., A4-7 Arq., 3425 — Hans Jacob Kolb von Kager, raised 1644); Sperreuter (Bv., A4-7 Arq., 3423 — Klaus Dietrich von Sperreuter, raised 1645); Frei Komp (Bv., A4-6 Arq., 3421 — Garrison companies drawn from various points in time of need).
Right Infantry Wing — WC: Geleen (0; Imperial; Field Marshal Graf Gottfried von Geleen; POW).
1st Line: Mandelslohe (Im., 5-6 HI Bn w/Arty, 3108 — Old Holk regiment; Hermann Christoph Mandelslohe, raised 1630); Plettenberg (Im., 5-6 HI Bn, 3109 — Raised 1644); Holstein (Im., 4-6 Cuir., 3315 — Col POW; Philipp Ludwig von Schleswig-Holstein, raised 1642); Hiller (Im., 4-6 Cuir., 3314 — Col POW; ex Beck Regt); Gayling (Bv., 4-8 Cuir., 3313 — Col Christoph Heinrich Gayling von Altheim, raised 1635); Cosalkhi (Bv., 2 x A3-7 Arq., 3311/3312 — Wilhelm Cosalkhi von Herschowitz, raised mid 1630s); Alt-Kolb (Bv., 4-8 Cuir., 3310 — Andreas Kolb von Raindorf, raised 1635).
2nd Line: Holstein (Im., 3-6 Cuir., 3514 — Col POW; Philipp Ludwig von Schleswig-Holstein, raised 1642); Hiller (Im., 3-6 Cuir., 3513 — Col POW; ex Beck Regt); Gayling (Bv., 3-7 Cuir., 3512 — Col Christoph Heinrich Gayling von Altheim, raised 1635); Stahl (Bv., A4-7 Arq., 3511 — Col POW; Johann von Stahl, raised 1645); Alt-Kolb (Bv., 3-7 Cuir., 3510 — Andreas Kolb von Raindorf, raised 1635); Gouschnetz (Cr., A3-6 Arq., 3516 — Croats).
Alerheim Special Rules:
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Slopes: All slope hexsides are steep for purposes of 10.9.3.
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Retreat Edges: The French retreat edge is the 10xx edge. The Bavarian retreat edge is the 39xx edge.
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Senior Wing Commanders: The senior French WC is Gramont. The senior Bavarian WC is de Werth.
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Salvo Fire: No units may use Salvo fire.
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Garrison Units: The three Bavarian HI battalions of Mercy, de Hasi, and Cobb are the garrison of the village (Dorf in German). These three units are part of the Center Wing, and activate with it. However, they are considered in command if either within command range of Ruischenburg or within an Alerheim village hex. Similarly, the Bavarian units Winterscheid and Puech are the garrison of the castle (Schloss) area. They are part of the Left Wing, and activate with it. They are considered in command if either within command range of de Werth or adjacent to the Schloss and on the Bavarian side of the entrenchments. Garrison units do not have to leave their garrison locations if their Wing has Charge Orders, but otherwise follow the restrictions of their Wing's Orders.
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Alerheim Village and Churchyard: The churchyard (hex 2519) was walled and is treated as a Chateau hex, except that instead of the normal –2 for Fire and Close Combat, a unit defending in the churchyard receives a –3 defensive benefit in both cases. Treat the other Alerheim hexes (including the stone houses hex [2520]) as normal Village hexes.
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Alerheim Fire: At the end of the first turn that a unit in an Alerheim Village hex is fired on by either artillery or small arms fire, and at the end of each turn thereafter, roll the die for each Village hex that does not yet have a Fire marker. On a result of 8 or 9, the hex has caught fire. Place a Fire marker on the hex. (The stone houses hex and the churchyard hex cannot catch fire, and fire combat against them does not initiate the fire rolls.) Any unit in a hex that catches fire immediately suffers a Formation Hit, and must retreat one hex. A unit cannot voluntarily or involuntarily enter a hex that is on Fire; if forced to retreat into such a hex, it is eliminated. A hex that is on Fire blocks LOS and tracing of command ranges. Fire markers cannot be removed.
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The Gully: French reconnaissance indicated (incorrectly) that the gully to Gramont's front was a serious obstacle. It is impassible to all units on the French side until a unit on the Bavarian side has exited a gully hex. It costs infantry units 1 MP and cavalry units 2 MPs to enter the hex (with no formation hits) and gives a –1 defensive benefit in Fire Combat and Close Combat.
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Parlez de Turenne: The Bavarian commander Mercy was killed at a critical juncture of the battle. Turenne seized the opportunity to parley with the remaining defenders of the Alerheim village. He convinced them to surrender and Gil de Hasi's battalion lay down their pikes in the Alerheim Churchyard. If Mercy is out of play (for whatever reason: In Pursuit, dead, or out wounded for a turn), the French Player may move Turenne when activated to any hex adjacent to an enemy occupied hex of the Alerheim village and roll. On a 0-7 any Bavarian units in the village surrender and are removed from play. On an 8 or 9 they refuse. This option may be attempted only once.
- Armee de Allemagne (Turenne): Turenne, du Passage, and Sauveboeuf.
- Armee de Champagne (Enghien): Conde, Marchin (Liegeois), Roncherolles, and Palluau.
The following French cavalry regiments may have been present and brigaded, but with which squadron is unknown: Elboeuf, Vatimont, and Bentivoglio (Italien).
Start Time: 4 PM Maximum Duration: 10 turns (through the end of the 7:00 PM turn)
Historical Starting Orders:
French: Turenne, Marchin — Charge; Gramont — Receive Charge; Geiß (Optional) — Make Ready. Bavarians: Geleen, Ruischenberg — Receive Charge; de Werth — Make Ready.
Victory Conditions:
| VPs | Type of Victory |
|---|---|
| 40+ | French Decisive Victory |
| 0 - 39 | French Marginal Victory |
| –19 - –1 | Draw |
| –39 - –20 | Bavarian Marginal Victory |
| ≤ –40 | Bavarian Decisive Victory |
Basic Victory Levels: French points in play: Horse: 300 Foot: 70 Artillery: 70 Total: 440. Bavarian points in play: Horse: 260 Foot: 70 Artillery: 40 Total: 370.
Historical Outcome: A marginal French victory with VP differential of 0. French Points: 160. Bavarian Points: 160. Result: 160 - 160 = 0.
Lens
August 20th, 1648
Lens is a strategic road junction between Arras to the south and Lille to the North. The town was besieged and changed hands several times in the struggle between the French and Spanish in the Flanders-Picardie-Artois front. Today, Lens is in the Pas de Calais department. Occupied by the Germans in both World Wars, the old town was obliterated. The infamous Vimy Ridge is just to the south of the town and Loos to the north. It was the center of coal mining in the area and is known for the man-made mountains of excavated dirt, called spoil tips.
Campaign
Rocroi had neutralized the Spanish in Flanders, taking them years to recover. Fortunately for the Spanish, the French had their armies spread across many fronts: Italy, Rhine, Champagne, Flanders (Picardie) and Spain. Several events happened in 1647 to encourage the Spanish to strike out again. In that year, Marshal Gassion besieged and retook Lens from the Spanish, but was unfortunately killed during the action. The duc D'Enghien, now the Prince de Condé after the death of his father in 1646, was sent to Catalonia and met with disaster at Lerida. In May of 1647, Archduke Leopold Wilhelm, brother to the Emperor and cousin to Phillip IV, King of Spain, took the office of Captain-General of the Spanish Army of Flanders. Leopold appointed General Beck as his Lieutenant General and set about to revitalize the Spanish army. Finally, unrest had begun in Paris over the rule of Cardinal Mazarin. (This unrest would eventually grow into the Fronde, an open civil war.)
For the days leading up to the battle, we have Aumale's timeline of events:
11 August. Archduke Leopold marched from the Abbey de Loo by Lille, and Fuensaldana from Warneton. The two columns made contact at Armentieres and after a march of 25 km they invested the castle at Estaires and occupied La Gorgue and the bridges over the Lawe River.
12 August. Condé marched from Hinges to the aid of Estaires (8 km), but formed for battle before La Gorgue. The situation was not tenable so he retired to Merville sur la Lys, 4 km to the west. He also occupied Neufberquin (3 km northeast of Merville). Later that evening Estaires surrendered and the French army was concentrated at Merville.
13 August. The two armies strengthened their positions.
14 August. Erlach arrived at Arras, and there was an action to prevent Bucquoy from passing the Lawe River by Lestrem. This was a good victory for Châtillon; Persan, gardes and Carabins distinguished themselves, inflicting a stinging rebuke to Bucquoy.
15 August. Villequier camped at Merville with most of the infantry and the Gendarmes. Gramont camped at Lestrem. Vaubecourt arrived at Souchez after a 28 km march. Condé led his advance guard cavalry to Béthune (10 km). Later in the night the Spanish army decamped. Erlach and Vaubecourt join Condé at Béthune.
16 August. The Spanish approached La Bassée and crossed the Deule at Don (a march of 22 km). Condé returned to the camp at Lestrem.
17 August. Condé reinforced Arras with Navarre and three other regiments from Guise and Rocroi, and sent Vaubecourt's Corps to protect Dunkirk (Regiments D'Enhien, de Noirmoutier, du Roi, de Gamaches, two companies of Gendarmes, the Scots of Prince Robert). He then attacked Estaires. The Spanish recrossed the Deule at Pont-à-Vendin (10 km).
18 August. Condé recaptured Estaires then marched to La Bassée (14 km). The Spanish marched to Lens (8 km) and Lens surrendered that afternoon.
19 August. The French moved south from La Bassée to find the Spanish occupying the heights between Liévin and Lens. The French formed for battle and occupied the lower heights by Loos-en-Gohelle some 2.5 km north of the Spanish. Both armies then rested in place.
In the afternoon the French line crested the last ridge line before the heights of Lens. The Spanish position was formidable. It was 15-20m higher than the French and the valley between them was steep. The Spanish artillery was more numerous (38 guns to 18) and began to work the French over. Because this artillery fire and cavalry skirmishing slowed the French, by the time the French got into position it was too late to do much else on the 19th.
The Battle
The Spanish - Lorrainer Army was larger than the French, and the high ground favored the Spanish. Beck hoped Condé would attack as was his character. But Condé had matured and, deciding not to chance a frontal assault, at daybreak gave the order to retire.
The French line turned about and moved towards the village of Noeux to the northwest on the road to Béthune. The army was to move yet remain in Line of Battle with the first line of the Right Wing covering the move.
Just after 5 AM, the French quit the Heights of Loos. By 6 AM, Beck had noticed the French movement and sent his Croats and Lorrainer cavalry to skirmish with the French rearguard. Around 6:30 AM, a Croat regiment charged the duc de Orléan's Son-Altesse Royale cavalry regiment and routed it. Encouraged by their success, the Spanish advanced rapidly to develop the opportunity. The duc de Châtillon's own gendarmes charged and stabilized the situation. Both sides threw in more cavalry, the rest of the French first line of the Right, and the Lorrainer cavalry corps of the first line on the Spanish Left. Around 7 AM, the French had gained the upper hand and the Lorrainers withdrew.
Both armies then drew up in line of battle, with the first line of the French Right and the Spanish Left switching to become the second line by 8 AM. The French were deployed on the Heights of Grenay and the Spanish on the Heights of Loos. The French artillery deployed first and returned the favor from the previous afternoon. The more numerous Spanish guns did not do well due to the lay of the ground, so much of their advantage in numbers was lost.
The general engagement began around 8:30 AM with the Spanish Left charging. The fighting was hard fought. The Spanish center then charged around 9 AM. Here the Spanish had some success with Boniface and Bentivoglio tercios claiming the honor of breaking the gardes françaises. The Gendarmes charged repeatedly to hold the line. On the French Left, Gramont charged and broke up the Walloon and German cavalry, which performed poorly. This sealed the fate of the Spanish. The French superiority in cavalry began to tell on the wings. Erlach's reserve tipped the balance and by 11am the Spanish foot were left standing with no cavalry support. The Lorraine cavalry put in the best performance of all the Spanish cavalry, turning back three French attacks and escaping the defeat more or less intact.
The Spanish then surrendered en masse as the foot, on open ground without cavalry support, was doomed. Over 5000 prisoners fell into French hands, all 38 guns and over 100 ensigns and cornets. The French suffered over 1500 casualties to the Spanish 3000. Beck was among the prisoners, but the Archduke escaped and remained Capitan-General until 1656.
At the village of Grenay, northwest of Lens, was a lone tree, l'Arbre de Grenay, where Condé stopped after the battle to rest. The tree was later renamed l'Arbre de Condé and is where the monument for the battle can be found, though the original tree is long gone.
Aftermath
Lens was again restored to the French. The Spanish Army of Flanders was wrecked and the United Provinces gained their independence from Spain, ending the Eighty Years War. War between the Spanish and the French did not end with the Treaty of Westphalia and would drag on another 11 years. The Fronde uprising would cost the French their momentum and draw one of their greatest generals, Condé, to command the Spanish Army he twice defeated. Turenne would then be Condé's nemesis. After Condé's defeat at the hand of Turenne and the end of the Fronde, Condé would be restored to Royal favor and again command an army of France.
All Scenarios
Special Rules:
-
Slopes: All slope hexsides are gentle for purposes of 10.9.3.
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Retreat Edges: The French retreat edge is the 10xx edge. The Spanish retreat edge is the 42xx edge.
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L'Arbre de Condé is a point of interest only, and has no effect on play.
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The Notre Dame de Loos church (3211) is a Chateau hex (only—no Garden benefits).
Scenario 1: Cavalry Skirmish
Just before 7 AM a sharp cavalry skirmish developed around the Heights of Grenay. This is a very small engagement and is a good way for a new player to learn the basic mechanics. The cavalry was fighting for control of the heights, and the French prevailed and deployed the whole of their army there in preparation for the main engagement, covered in Scenario 2. Both sides have only one Wing in this scenario.
Note: See scenario 2 for unit and leader historical notes.
Order of Battle
French Forces — Cavalry Wing. WC: Châtillon (–1); enters turn 1. Replacement: Cossé-Brissac (0).
Son Altesse Royal (Fr., 3-7 Cuir., 2118); Gendarmes (Fr., 3-8 Cuir., enter turn 1 between 1015 and 1020 inclusive, with Châtillon); Gendarmes (Fr., 3-8 Cuir., enter turn 1 between 1015 and 1020 inclusive, with Châtillon); Gendarmes (Fr., 3-8 Cuir., enter turn 1 between 1015 and 1020 inclusive, with Châtillon); La Meilleraye (Fr., 3-6 Cuir., enter turn 2 between 1021 and 1029 inclusive); Streif (Ge., 3-6 Cuir., enter turn 2 between 1021 and 1029 inclusive); Saint-Simon (Fr., 3-7 Cuir., enter turn 2 between 1021 and 1029 inclusive); Harcourt la Vielle (Lo., 3-7 Cuir., enter turn 2 between 1021 and 1029 inclusive).
Spanish Forces — Cavalry Wing. WC: Ligniville (–1); enters turn 1.
Croats (Cr., A3-6 Arq., within 4 hexes of N.D. de Loos [3311]); Croats (Cr., A3-6 Arq., within 4 hexes of N.D. de Loos [3311]); Jaeger (Lo., 4-7 Cuir., enter turn 1 between 4211 and 4230 inclusive, with Ligniville); Ligniville (Lo., 4-7 Cuir., enter turn 1 between 4211 and 4230 inclusive, with Ligniville); Châtelet (Lo., 4-7 Cuir., enter turn 1 between 4211 and 4230 inclusive, with Ligniville); Hacquefort (Lo., 4-7 Cuir., enter turn 1 between 4211 and 4230 inclusive, with Ligniville); Mondragon (Lo., 4-7 Cuir., enter turn 1 between 4211 and 4230 inclusive, with Ligniville); Musketeers (Sp., 3 x 1-4 LI — Fuensaldaña mentioned 3 mangas of musketeers, most likely dragoons supporting the cavalry in the initial skirmish); Salm (Bu., 4-7 Cuir., enters turn 2 at 4211).
Special Rule: Son Altesse Royal and the Croat units are always In Command.
Start Time: 6:40 AM Maximum Duration: 4 turns (through the end of the 7:40 AM turn)
Historical Starting Orders: French: Charge. Spanish: Charge.
Scenario 1 Victory Conditions: If at the end of the scenario, there are no Spanish units on Level 4 terrain (the level that contains the Arbre de Condé) between xx09 to xx25, the French win. Otherwise, the Spanish win.
Basic Victory Levels: French points in play: Horse: 80 Foot: 0 Artillery: 0 Total: 80. Spanish points in play: Horse: 80 Foot: 0 Artillery: 0 Total: 80.
Scenario 2: Historical Battle
By 8 AM the two armies had reformed in line of battle. The French formed first on the Heights of Grenay and as such were able to play havoc with the Spanish deployment of their artillery. Beck had forfeited the advantage of the ground and his superior artillery, thus playing into the French strength, their cavalry. However, the onus was on the French as the Spanish were on French soil and in possession of an important road junction. Condé was under pressure to engage and win.
Order of Battle
French Forces
ARMY COMMANDER: Condé (–2; Louis de Bourbon, Prince de Condé).
Right Cavalry Wing — WC: Villequier (–1; Antoine d'Aumont, marquis de Villequier); Replacement: Noirmoutiers (0; Francis de la Tremouille, duc de Noirmoutiers).
1st Line: Gardes (Fr., 3-8 Cuir., 2329 — Gardes de M. le Prince); Chappes (Fr., 3-7 Cuir., 2328 — 1 Gentleman KIA, 1 mortally WIA; ex-Aumont, orginally raised 1638); Saarbrück Allemand (Ge., 3-7 Cuir., 2327 — German, raised 1648; Col and Maj KIA, 1 Gentleman mortally WIA; + Coudray, raised 1646); Vidame d'Amiens (Fr., 3-6 Cuir., 2326 — 2 Gentlemen WIA, raised 1647); La Villette (Fr., 4-7 Cuir., 2325 — Maj WIA, 2 Gentlemen WIA, ex-Gassion, raised 1635; + Ravenel, 1 Gentleman KIA, 2 WIA, raised 1648).
2nd Line: Son Altesse Royal (Fr., 3-7 Cuir., 2129 — Gaston-Jean-Baptiste, duc d'Orleans; MdC le comte de Brancas POW; 1 Gentleman KIA, 2 WIA, 2 POW); La Meilleraye (Fr., 3-6 Cuir., 2128 — aka Grand-mâitre); Streif (Ge., 3-6 Cuir., 2127 — aka Stref, Streef; Col WIA, Maj KIA, 2 Officers WIA); Saint-Simon (Fr., 3-7 Cuir., 2126 — 1 Gentleman POW + Bussy-Almoru with 2 Captains WIA); Harcourt la Vielle (Lo., 3-7 Cuir., 2125 — 3 Gentlemen WIA + Beaujeu, raised 1641).
Center Infantry Wing — WC: Châtillon (–1; Gaspard, duc de Châtillon); Replacement: Cossé-Brissac (0).
1st Line: Artillery batteries (Fr., 2 x 6-17, 12-24lb, between 2415 and 2423 inclusive); Artillery batteries (Fr., 2 x 4-14, 4-8lb Arty, between 2415 and 2423 inclusive); Picardie (Fr., 2 Hex 8-7 HI Bn, 2323-2322 — Vieux Corps, formed 1569 commanded by Charles duc de Vieuville; brigaded with Son Altesse Royale formed 1644 under Gaston-Jean-Baptiste, duc d'Orleans; Picardie, Col WIA, 1 Gentleman KIA, 2 WIA; Son Altesse Royal, 1 Gentleman KIA, 1 Mortally WIA); Erlach-allemand (Ge., 2 Hex 8-6 HI Bn, 2321-2320 — Formed 1647 under Jean-Louis d'Erlach; brigaded with Pernol); gardes suisse (Sw., 5-8 HI Bn, 2319 — Vieux Corps, formed 1587 commanded by Gaspard Freuler; 2 Captains, 1 Gentleman and 7 Junior Officers KIA, 13 Junior Officers WIA); gardes françaises (Fr., 6-8 HI Bn, 2318 — Vieux Corps, 1 of 2 Battalions, formed 1563 nominally commanded by Antoine duc de Gramont); gardes françaises (Fr., 6-8 HI Bn, 2317 — 2 of 2 Battalions; 5 Officers & 4 Gentlemen KIA, 11 Officers & 8 Gentlemen WIA, 3 Officers & 4 Gentlemen POW); gardes ecossaises (Sc., 2 Hex 8-7 HI Bn, 2316-2315 — Scots Guards, formed 1635 under Andrew Rutherford; Major KIA, 4 Captains, 3 Junior Officers and 1 Gentleman WIA); Persan (Fr., 6-7 HI Bn, 2314 — Formed 1639, became Persan in 1641 under Francois de Vaudetor, marquis de Persan).
2nd Line: Gendarmes (Fr., 3-8 Cuir., 2117 — Gendarmes and Chevau-légers of Condé, Choubert and la Reine); Gendarmes (Fr., 3-8 Cuir., 2119 — Gendarmes and Chevau-légers du Roi, Enghien, and Son Altesse Royale); Gendarmes (Fr., 3-8 Cuir., 2121 — Gendarmes and Chevau-légers of Conti, Enghien, Longuèville, and Marsillac).
3rd Line: La Reine (Fr., 2 Hex 8-6 HI Bn, 1922-1921 — La Reine appears to be La reine-mere formed 1643 under Fracois-Marie de l'Hopital, duc de Vitry; brigaded with La Bassée, and Rokeby, English formed 1645 under Thomas Rokeby; was later incorporated into the gardes ecossaises); Erlach-français (Fr., 2 Hex 8-6 HI Bn, 1920-1919 — Formed 1647 under Jean-Louis d'Erlach; brigaded with Razilly); Mazarin-italien (It., 6-7 HI Bn, 1918 — Formed 1642 under Cesar degli Oddi; LtCol d'Anisi); Conti (Fr., 6-7 HI Bn, 1917 — Formed 1636 under Armand de Bourbon-Conde, prince de Conti); Condé (Fr., 6-7 HI Bn, 1916 — Formed 1644 by Henri de Bourbon, prince de Condé, Louis inherits the title and regiment in 1646).
Left Cavalry Wing — WC: Gramont (–1; Antoine, duc de Gramont, senior commander under Condé); Replacement: la Ferté (0; de la Ferté Senneterre; see Rocroi for details).
1st Line: Beins (Ge., 3-7 Cuir., 2312 — aka Biens, ex-Zillart); La Ferté (Fr., 3-7 Cuir., 2311 — La Ferté Senneterre); Gramont (Fr., 3-7 Cuir., 2310 — Antoine, duc de Gramont); C Mazarin (Fr., 3-7 Cuir., 2309 — Cardinal Mazarin's Cavalerie léger; LtCol Chambors KIA); Carabins (Fr., 3-8 Cuir., 2308 — The Carabins, LtCol Arnaud, and the Guards of La Ferté Senneterre and Gramont).
2nd Line: Chemerault (Ge., 3-7 Cuir., 2112 — Chemerault and Meille, La Roche Chemerault ex-Raab); Noirlieu (Fr., 3-7 Cuir., 2111 — Ex-Vatimont, raised 1638); Lillebonne (Fr., 3-6 Cuir., 2110 — Raised 1638); Gesvres (Fr., 3-7 Cuir., 2109 — Roquelaure, raised 1638, + Gesvres).
Erlach's Cavalry Wing — WC: Erlach (–1; German; Jean-Louis d'Erlach).
Erlach (Ge., 3-7 Cuir., 1619 — Former Weimarian; Breisach Garrison; raised 1644); Sirot (Ge., 3-7 Cuir., 1620); Ruvigny (Fr., 3-7 Cuir., 1621 — 2 small regiments: Ruvingy and Fabry).
Spanish Forces
ARMY COMMANDER: Archduke Leopold (0; German; Leopold Wilhelm von Habsburg [1614-1662], younger brother of Emperor Ferdinand III, Governor of Flanders 1647-1656); Replacement: Fuensaldaña (–1; Spanish; Alonzo Perez de Vivero, Conde de Fuensaldaña, replaced Piccolomini as senior general under the governor in spring of 1648; a general in Flanders from 1636, very experienced officer and provided the detailed account from the Spanish point of view).
Right Cavalry Wing — WC: Prince de Ligne (0; Walloon; Claude Lamoral, prince de Ligne [1618-1679], General of the Cavalry, commanded 2nd Line, captured; Maestro de Campo of an infantry regiment in 1636 which fought at Rocroi; in 1643 became General of the Flemish bandes d'ordonnance [about 12 companies]; later became Viceroy of Sicily in 1670 and finally governor of Milan in 1676); Replacement: Bucquoy (–1; Walloon; Comte de Bucquoy, commanded the 1st Line, son of the more famous Bucquoy; entered Imperial service at the head of a cavalry regiment in 1631; entered Spanish service in 1635; Major General of Cavalry [of only 2 in Flanders] from 1644-1650, then governor of Hainault).
1st Line: Bucquoy (Ge., 4-7 Cuir., 3411 — Regiment Bucquoy, 5 companies); Savary (Ge., 3-7 Cuir., 3410 — Regiment Savary; origin is obscure, but could be from Luxemburg and served both Spanish and Imperial armies); Ligne (Wa., 4-7 Cuir., 3409 — Regiment de Prince de Ligne); del Brouck (Ge., 3-7 Cuir., 3408 — Regiment del Brouck; Imperial Regiment 1637-1642, then passed in Spanish service); de Ris (Wa., 3-6 Cuir., 3407 — Compañía de Bartolomeo de Ris (+)); Meinssague (Wa., 3-6 Cuir., 3406 — Compañía de Meinssague (+)).
2nd Line: Sandoy (Wa., 3-6 Cuir., 3611 — Compañía de Bernard Sandoy (+)); Scandalberg (Wa., 3-6 Cuir., 3610 — Compañía de Scandalberg (+)); Erland (Wa., 3-6 Cuir., 3609 — Compañía de Erland (+)); Gonni (Wa., 3-6 Cuir., 3608 — Compañía de Diego de Gonni (+)); Hurc (Wa., 3-6 Cuir., 3607 — Compañía de Juan de Hurc (+)); Scalar (Wa., 3-6 Cuir., 3606 — Compañía de Joseph Scalar (+)).
Center Infantry Wing — WC: Beck (–1; German; Maestro De Campo General of Infantry, mortally wounded; his son the Baron de Beaufort was also captured; Jean Beck was a commoner from Bastogne who rose from stable boy to Lieutenant General; victor of Thionville 1639 and Honnecourt 1642; Lorrainers refused to take orders from him due to his low birth); Replacement: Saint Amour (0; Burgundian; Le Comte de Saint Amour, captured; Maestro de Campo of a Burgundian tercio from 1636-1644, fought at Rocroi; in 1644 became Lieutenant General of Artillery).
1st Line: Croats (Cr., A3-6 Arq.); Croats (Cr., A3-6 Arq.); Artillery battery (Sp., 1 x 6-17, Dbl 12-24lb, anywhere between 3325 and 3313 inclusive); Artillery batteries (Sp., 2 x 4-14, Dbl 4-8lb); Artillery batteries (Sp., 3 x 3-9, Dbl 3lb); Solis (Sp., 6-8 HI Bn, 3426 — Tercio Ferdinando Solis); Boniface-Desa (Sp., 6-8 HI Bn, 3425 — Tercios Don Gaspard Boniface (POW) and Don Francisco Desa); Salm (Bu., 4-7 Cuir., 3424 — Also Auton a Lorraine Regiment; see the Special Rule for this unit, below); Monroy-Beck (Ge., 6-7 HI Bn, 3423 — Tercios Don Jean de Monroy (POW) and de Beck); La Motterie (Wa., 6-7 HI Bn, 3422 — Tercios de Philip de Lannoy, comte de La Motterie (KIA) and Comte de Grosbandon); St. Amour (Bu., 4-6 Cuir., 3421 — 3 to 4 small squadrons, mostly free companies); Vargas (Sp., 6-8 HI Bn, 3420 — Tercio Barnabé de Vargas, aka Barques, Vargue, Vestec; Mestre de Campo Vargas POW); Bentivoglio (It., 5-8 HI Bn, 3419 — Tercios Bentivoglio and Don Joseph Guasco, came to Flanders in 1646 with 300 deserters from Mazarin-Italien); Diego (Wa., 4-6 Cuir., 3418 — aka Daygro; 3 to 4 small squadrons, mostly free companies); Touvenin (Lo., 5-7 HI Bn [no pikes], 3417 — Regiment de Touvenin and Tercio de Silly); Clinchcamp (Lo., 5-7 HI Bn [no pikes], 3416 — Regiment Clinchcamp (Lorraine) and Tercio Nicolas des Marais (Irish)); Miguel (Wa., 4-6 Cuir., 3415 — 3 to 4 small squadrons, mostly free companies); Sinot-Plunket (Ir., 5-7 HI Bn [no pikes], 3414 — Tercios Sinot and Plonquet, Col Thomas Plunket POW); Remion (Lo., 5-7 HI Bn [no pikes], 3413 — Regiments Remion and l'Huilier).
2nd Line: Guardias (Ge., 4-8 Cuir., 3620 — Guardias de Fuensaldaña, Guardias de Archduke (under Hurtado de Mendoza), and Regimento de Caballeria de le Fuensaldaña, 1 squadron each).
3rd Line: Verduisant (Lo., 5-6 HI Bn [no pikes], 3817 — Regiments Verduisant (ObrLt Verduisant POW) and Gondrecourt (aka Guirecourt, Col KIA)); Wanghen (Ge., 5-6 HI Bn, 3818 — Regiment Wanghen, brigaded with Arias German regiment or Anselm's English regiment); Hous (Ge., 5-7 HI Bn [no pikes], 3819 — Regiments Hous (German) (Col/Obr Hous POW) and Chastelain (Lorraine)); Berlau (Ge., 5-7 HI Bn, 3820 — Regiment Berlau, brigaded with Arias German regiment or Anselm's English regiment); Toledo (Sp., 5-8 HI Bn, 3821 — Tercio de Don Gabriel de Toledo); Bruay (Wa., 5-7 HI Bn, 3822 — Tercio Comte de Bruay aka Broé and Tercio de Crevecour).
Left Cavalry Wing — WC: Salm (–1; Burgundian; Leopold Karl Philip, Prince von Salm; commanded the 1st Line; Colonel of Imperial cavalry regiment 1640-1646, captured at Jankau 1645; his father was killed at Nördlingen, and an older brother killed on campaign in 1636); Replacement: Ligniville (–1; Lorrainer; Philippe Emmanuel de Ligniville, in service of Lorraine since 1632; distinguished himself at Nördlingen by capturing FM Horn; a colonel by 1640, a general and commanding the army of Lorraine by 1650).
1st Line: Luneville (Wa., 4-6 Cuir., 3432); Louis (Wa., 4-6 Cuir., 3431 — Prince Louis de Provane et Savoye); Garnier (Wa., 4-6 Cuir., 3430 — Regiment Garnier, Johann Heinrich, raised in 1647 in Luxemburg); Toledo (Wa., 4-6 Cuir., 3429 — Regiment Gravello de Toledo, Gravallo may be Gabriel, same as the Tercio); Bastin (Wa., 4-6 Cuir., 3428 — Regiment de la Bastin).
2nd Line: Jaeger (Lo., 4-7 Cuir., 3632 — Jaeger-Montauban, Caballos del Montauban; Col Rene-Nicolas de Montauban, in service of Lorraine since 1620; the Fusiliers a cheval); Ligniville (Lo., 4-7 Cuir., 3631 — Ligniville-Melin); Châtelet (Lo., 4-7 Cuir., 3630 — Châtelet, a colonel in service of Lorraine since 1633, Valentin); Hacquefort (Lo., 4-7 Cuir., 3629 — Hacquefort-Fauge); Mondragon (Lo., 4-7 Cuir., 3628 — Mondragon-Montmorency).
Scenario 2 Special Rules:
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Senior Wing Commanders: The senior French WC is Gramont. The replacement Spanish AC is Fuensaldaña.
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Salvo Fire: No units may use Salvo fire.
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French Artillery: The French artillery deployed before the Spanish. At the beginning of turn 1, the French artillery gets to fire before any wings are activated without being turned over to their FIRED side.
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The Spanish Salm cuirassier unit assisted the Left in the earlier cavalry skirmish and may start at either end of the Left's 1st line.
Start Time: 8:00 AM Maximum Duration: 12 turns (through the end of the 11:00 AM turn)
Historical Starting Orders:
French: Villequier — Charge; Châtillon — Make Ready; Gramont — Make Ready. Spanish: Ligne — Receive Charge; Beck — Make Ready; Salm — Charge.
Scenario 2 Victory Conditions:
| VPs | Type of Victory |
|---|---|
| 180+ | French Decisive Victory |
| 120 - 179 | French Marginal Victory |
| 100 - 119 | Draw |
| 40 - 99 | Spanish Marginal Victory |
| < 40 | Spanish Decisive Victory |
Basic Victory Levels: French points in play: Horse: 250 Foot: 85 Artillery: 50 Total: 385. Spanish points in play: Horse: 290 Foot: 80 Artillery: 100 Total: 470.
Historical Outcome: A decisive French victory with VP differential of 190. French Points: 350. Spanish Points: 160. Result: 350 - 160 = 190.
Historical Notes
The French Army
France was the largest country in Europe when it entered the Thirty Years War in 1635, yet was woefully unprepared despite its tacit involvement to that point. Henri IV (r. 1589-1610) helped consolidate the power of the nation-state and the Religious Wars gave France a standing army. Louis XIII (r. 1610-1643) was a weak king and Cardinal Richelieu (Chief Minister 1624-1642) was left to solve the internal divisions and hold the line against the Habsburgs. Richelieu was assisted and succeeded on his death by Cardinal Mazarin who served as Chief Minister to the Regent, Anne of Austria, as Louis XIV was in his minority. Through the period covered in Under the Lily Banners, Mazarin ruled France. His rule was not popular and led to the Fronde (1648-1653), which was a series of civil wars between the Crown and several powerful nobles. He persevered and secured a favorable settlement with the Habsburgs with the Peace of the Pyrenees in 1659, which officially ended the war with Spain.
France's greatest strength was her cavalry. It was divided into two basic groups, the remnants of the feudal cavalry and compagnies d'ordonnance, generally called the Gendarmerie and the Cavalerie Légère. The Gendarmerie was organized into companies sponsored by powerful nobles of 25 - 100 men each (most commonly in the 30-50 man range). These companies were either Gendarmes (literally, Men at Arms - Heavy Cavalry) or Chevau-légers (Light Horse). The distinction appears to be in name only as the equipment was in practice the same and they formed side by side in the same squadrons. As late as the 1630s, three-quarters armor was still prescribed for Gendarmes. Some have referred to these units as vanity companies, but they were manned almost exclusively by gentlemen and in practice served with distinction. The individual companies were grouped into ad hoc squadrons for battle and always held in reserve of the center - the Corps de Bataille. In this way they served to support the infantry and to ready a knock out blow. This tactic was unique to the French at the beginning of the period, but seems to have been copied by others as it proved successful.
The Cavalerie Légère, or Light Cavalry, prior to entering the war was organized as independent companies similar to the Gendarmerie, though they tended to be stronger, at around 100 men each. In 1634 there were 98 such companies that were grouped in ad hoc regiments for action. With the entry into the war the companies were permanently organized into regiments, 12 of seven companies and one regiment of Carabins. Almost immediately the Cavalerie Légère began to take on foreign regiments with a Piedmontese, a Savoyard, and Gassion's German regiments first. Before the year was out an additional French regiment was raised, two Lorrainers, three Liegeoise, and three Hungarian (though these were almost certainly Germans serving in the Hungarian style). Regiments maintained between 5 and 8 companies (sometimes called troops or cornets) and if near strength would field two squadrons for battle. Smaller regiments would field one squadron or be brigaded with another regiment to form a squadron. Thus, the battlefield squadron would be around 200 men generally, and when in close order at three ranks deep would occupy about 50m of frontage. In 1638 there was another reorganization of the Cavalerie Légère in an attempt to standardize the regiment at nine companies. At that point there were 36 French regiments and 25 foreign regiments, included Duke Bernhard of Saxe-Weimar's corps.
The Gendarmerie and Cavalerie Légère used the same battle tactics. Each formed squadrons for battle and used the charge as the primary mode of attack. The speed of the charge was a matter of some debate with Condé preferring a more controlled advance to Turenne's faster charge. Either method involved discharge of pistols at close range, then the sword. French pistols were primarily wheellocks and were noted by English commentaries as being larger than the English in length, so much so as to make the holsters incompatible. The length did not seem to make any appreciable difference. The calibers were similar, at 20 gauge. The carbine saw only limited use, most famously with the Carabins regiment.
The French Infantry was divided into three groups, les Gardes (the Guards), the Permanent Regiments, and the Temporary Regiments (which included foreign regiments). The Guards had many ceremonial units and functions, but they did field three corps for field service: les gardes-françaises (the French Guards), les gardes-suisses (the Swiss Guards), and les gardes-ecossaises (the Scots Guards). Though not the oldest regiment in France (formed in 1563), the French Guards were the senior regiment and could field several battalions with its 30 companies. The Swiss Guards grew from a ceremonial unit to a full regiment of 12 companies in 1616, though there was a tradition of there being a Swiss Guard regiment from the Religious War period. The Scots Guard was formed in 1635 with 20 companies and had grown to 30 by 1643, again from a ceremonial unit as its basis like the Swiss.
The permanent regiments were distinguished by having the drapeau-blanc, the white flag (no tasteless joking here). The drapeau-blanc was instituted in 1616 and when France entered the war in 1635 there were only seven regiments so recognized. They were: the French Guards, the Swiss Guards, Picardie, Champagne, Piémont, Navarre and Normandie. The last five were collectively know as les vieux, the old ones. After the war started some 15 regiments were so recognized that year. The pace slowed and by 1648 only 7 more regiments joined the ranks. Though the regiments themselves were permanent, the name would change with the Colonel, unless it was named for a province. Many of the permanent regiments were later named for provinces as well.
Obviously, the vast majority of French infantry regiments were temporary. These were raised as needed and named after the colonel; some were raised and lasted for several years, others for a single campaign. These also include the many foreign regiments including the ever popular Swiss and Weimar's Germans. French regiments were 10 to 12 companies and were often fairly small, while the Swiss tended to have much larger companies. Many of the foreign regiments organized along their own lines as there was no obligation to adopt a particular structure. By 1643 there were over 139 regiments of foot in French service.
For battle, the basic tactical unit was the battalion. Generally a regiment formed one battalion, but larger regiments would form more and smaller regiments would be combined or brigaded together. Some effort was made to ensure that battalions were generally the same size at a given time and place. Over the period the battalions became smaller. The largest influence on the French was the Dutch style of battalions, which were roughly divided 50-50 between muskets and pikes, formed eight to ten ranks deep, and were smaller (550-800 men) than the German style (1000-1500+ men). The French infantry gained a reputation for élan in the assault, earning the description furia francese - The French Fury - by the Italians after an assault with swords drawn at Susa in 1629 by the French Guards.
The French Infantry did not have a stellar reputation among their peers. Their performance was generally inconsistent, but their veteran regiments were always superb. In Under the Lily Banners you are seeing the French at their best, with the exception of Mergentheim. The French army was hobbled by corruption and desertion that caused Richelieu great consternation. The enemy often had better reports of his strength than what he got from his own commanders. The institutional changes to address these problems would not appear until Louis XIV took over.
The Spanish Army
The Spanish army facing the French was the Army of Flanders. This army came into being in the 1560s in response to the Dutch rebellion. The Duke of Alva was its first Governor-General and established the army in 1567 by marching 10,000 Spanish troops from Lombardy and Savoy to Namur, opening the famed Spanish Road. The Army of Flanders also took an active participation in the French Religious Wars of 1562-1598 as that struggle had many ties to the Dutch rebellion. The army was maintained at great expense throughout the period covered in Under the Lily Banners. The army was a polyglot of Spanish, Italian, Walloon, Burgundian, English, Irish, and German troops. The Spanish and Italians were considered the most reliable core with the Germans and Walloons being far more numerous. Between 1640 and 1647 the army declined from 88,000 men (with 25% being Spanish or Italian) down to 65,000 (with 18% being Spanish or Italian).
The Infantry was the strongest part of the army. The nature of the war in Flanders was of few battles and many drawn out sieges. Infantry is required for that type of fighting. The long line of communication made the regular movement of cavalry impractical. The basic administrative unit of the army was a company. The company would number between 200 and 300 men on paper, but in reality (and like the other armies of the period) it numbered 80 to 100 men. Companies were grouped into either a regiment or a tercio. The Germans and Walloons (prior to 1602) were in regiments of 10 companies, identical to the Imperial counterparts. This allowed for easy movement of regiments and officers between the Spanish and Imperial armies and such was commonplace. The rest of the infantry was organized in tercios. For all practical purposes a tercio is a regiment of 12 companies. The tercio had come into being in 1534 as a combined arms (shot, pike and sword & buckler) formation. It was not long before the sword & buckler contingent disappeared.
There is some confusion on how such a unit formed for battle. The tercio is an administrative organization, not a battlefield formation. It is often associated with the bastioned square formation, which was seen from 1534 to 1609. The defeat at Nieuport in 1600 at the hands of the smaller, more flexible Dutch battalions and squadrons helped end its era. The bastioned square had the pikemen form in a square (a square of men, with the same number of ranks as files, allowing for all around defense). At each corner of the square a fourth of the shot formed a manga or bastion of gunners. There were numerous variations where the pike block could be elongated and additional gunners could deploy across the front as skirmishers. This formation appears to have been replaced by the German style battalion. The German style battalion formed 10 ranks deep, though an English commentator reported the Spanish might form as deep as 12 on occasion, with the pikes in the center and the shot deployed equally on either side of the pikes. It was common to be flexible with the shot blocks, and they would often form in front of the pikes and retire to the flanks in preparation for close combat.
The Spanish were innovators as well. They were the early adopters of the larger caliber musket over the lighter arquebus. They also did not practice the counter-march method of firing by rank and retiring to the rear; instead, they taught firing and reloading in place.
The cavalry was not the strong point of the Army of Flanders and that would prove decisive in battle. The primary cavalry force was the Flanders cavalry made up of the bands d'ordonnance of the local nobility. These were free companies and were brigaded into squadrons on an ad hoc basis. There were not nearly enough cavalry from the Walloon nobility to face a French army, so German and Alsatian regiments were contracted, such as Isenburg's and Bucquoy's cavalry at Rocroi and Lens, respectively. Allied cavalry, such as the Lorrainers at Lens, was also essential. The basic point of failure was not lack of good horses or equipment, but organizational. Free companies did not train together normally and being thrown together in a squadron on the day of a battle put them at a distinct disadvantage to cavalry regiments where the companies within the squadrons worked side by side over time.
The Bavarian Army
The army of Maximilian I, Duke and Elector of Bavaria (1573-1651, r.1597-1651), traced its roots to before the start of the Thirty Years War. The Duke was one of the few major players to live and remain in power the entire war. He was forced onto the stage in 1607 when he was called on by the Emperor to enforce a ban on the free city of Donauwörth, a Protestant stronghold. The Duke complied and occupied the town, forcing it to accept Catholicism. The Protestant states reacted by forming the Protestant Evangelical Union. This was answered by the forming of the Catholic League in 1609 with the Treaty of Munich. The Duke wanted to build a Catholic military alliance independent of the Habsburgs. The Treaty had a nine year term and Maximilian was the first commander. He used the forces defensively and internal dissent led to his resignation in 1616. Events brought him back in 1618. On July 23rd 1620, the Catholic League entered the Thirty Years War, by crossing into Austria with 25,000 men under the command of the "Warrior Monk" Count Tilly. The League's army was, like others of the time, a polyglot of mercenaries, but at the core were Bavarian regiments that would serve continuously throughout the war. The Duke was also connected by marriage to the House of Vaudemont, the Dukes of Lorraine. His wife, Elizabeth, was daughter of Duke Charles II (1543-1608, r.1545-1608) and aunt to Duke Charles III who allied the Lorrainer army with Bavarians and later the Spanish. The League and Imperial armies became closely linked after Wallenstein's dismissal and Tilly took command of both armies in 1630. The Swedish intervention was disastrous for Bavaria, as the defeat at Breitenfeld and the subsequent southern campaign culminated in the Swedish occupation of Munich. In the 1630's the Catholic League collapsed and became the Bavarian army, with only the core Bavarian regiments remaining.
The biggest problem facing the army was a lack of leaders. They had a strong Major General of Cavalry in Jean de Werth, but he showed little talent beyond that level. At Tuttlingen, Franz von Mercy distinguished himself and ascended to command of the army, marking the high watermark of the Bavarian leadership since the loss of Tilly. Unfortunately, this did not last long and Bavaria succumbed to the combined forces of France and Sweden. For all the ravages of war, Maximilian received a favorable settlement in the Peace of Westphalia, retaining the Electorate taken from the Palatinate in 1623.
The cavalry was the finest fielded by the pro-Habsburg side. They retained the distinction between arquebusier and cuirassier regiments long after Swedes and French had dispensed with such differences. In practice there was not that much difference between the two other than the carbine. The number of regiments was kept small and recruits were added to existing regiments instead of forming new ones. This led to some very large regiments fielding three or four squadrons instead of the more traditional one or two. It is also the most likely reason for the consistent quality of the Bavarian cavalry. The Cavalry corps consisted of four regiments of cuirassiers, four of arquebusiers and two of dragoons, with a couple of others coming and going.
The infantry followed along the same lines as the cavalry, but the demands of the service made the typical infantry regiment smaller. The Bavarians tended to use Dutch style (smaller) battalions and had dropped all use of armor. They also did not adopt the use of the regimental 3lb artillery unlike many Imperial regiments. During Tilly's day the League infantry were aggressive and carried many a battlefield, but by the 1640s they were in smaller units and used primarily in a defensive role.
The Much Maligned Matchlock Musket
The musket of 1643 was not much different than the smoothbore muskets in use until the mid 19th Century. The barrel length (roughly 3 ft / 1m) and caliber (0.55 - 0.72 cal / 13mm - 18.3mm) were often the same. The primary differences were most obviously the firing mechanism, but also the furniture (the wooden part) and the ramrod. The flintlock that would replace the match was certainly in use. The French called them fusils to differentiate them from the muskets. In practice the match was actually more reliable than the flintlock, but other considerations would win out. The largest was the logistical burden of producing sufficient match cord. As armies grew and especially as the bayonet was introduced, the growing number of musketeers outstripped the ability to reliably supply match. Consider 20,000 musketeers taking the field, each burning one foot an hour, for six hours to form and engage in a battle. That would consume nearly 23 miles (or over 36km) of match cord! Flintlocks were less of a burden, allowed for greater stealth and were safer in close quarters. The mechanism, however, did not increase the rate of fire or range, and as indicated was less reliable on a per shot basis. The introduction of the metal ramrod greatly aided in the rate of fire as the ramming and return of the metal rod was much easier than the wooden one of the 1640s as the metal rod could flex without breaking. The use of paper cartridges may have helped in sustaining the rate of fire. Paper cartridges were around in the 1640s, but not regarded highly as the wooden or tin charges were more reliable at keeping the powder dry. Charges had some disadvantages in that they did not allow for stealth and were large, thus limiting the basic load of ammunition. Purpose-designed cartridge boxes that protected the more fragile paper seemed to solve that problem, and larger, more firepower intensive, battles where bigger ammunition loads became necessary eventually forced the change to paper. Finally the French led the way in redesigning the furniture along more modern lines to reduce the weight. They also tended to have smaller bore muskets than their counterparts, though the difference was fairly semantic, since both had very large bullets compared to modern ammunition.
Much has been made of the inaccuracy of smoothbore muskets. While granted they are not as accurate as rifled muskets, rifled muskets were much slower to load. Below are some numbers provided by reenactors who did some good testing on accuracy and rate of fire. While not the be-all and end-all, they do give an indication of the musket's potential.
These statistics were compiled from reenactors that fired in formation using either a salvo or sustained fire by counter-march. They engaged man-sized targets at 200 yards, 120 yards and 50 yards. Of note here is the ideal engagement range was 25 to 50 yards where the overall hit rate was over 60%. Also note the counter-march technique produces a greater misfire rate, though the accuracy potential is the same.
| Technique | Range | Shots Fired | Hits | Wounds | H-W% | Misfires | Misfire% | ROF |
|---|---|---|---|---|---|---|---|---|
| Salvo | 200 | 100 | 4 | 10 | 14.0% | 6 | 6.0% | 1 |
| Salvo | 120 | 100 | 17 | 23 | 40.0% | 12 | 12.0% | 1 |
| Salvo | 50 | 100 | 50 | 12 | 62.0% | 14 | 14.0% | 1 |
| Counter March | 200 | 88 | 2 | 10 | 13.6% | 5 | 5.7% | 5 |
| Counter March | 120 | 60 | 9 | 9 | 30.0% | 19 | 31.7% | 3 |
| Counter March | 50 | 50 | 20 | 11 | 62.0% | 20 | 40.0% | 2.5 |
| Overall | 498 | 102 | 75 | 35.5% | 76 | 15.3% |
Armor
Armor was on the decline in the 1640s for several reasons. The primary one was cost. Armor was not cheap, and with armies growing rapidly the money was not there. Usage of armor was not popular with many troops as the weight and maintenance concerns often took precedence over the perceived benefits. In action, armor was good at stopping pistol bullets at close range and musket bullets at long range. At close range, however, armor thick enough to stop a musket shot was not practical. Massed musketry became the primary threat so armor was not as helpful. In close combat, lighter alternatives, such as buff coats, became popular. For the armies in Under the Lily Banners the cuirassiers would have worn a breast plate (a cuirass) and an open-faced helmet, though the wide brimmed hat was quite popular. Some lighter cavalry would have no armor at all. Among the infantry, the French and Spanish would have some of the pikemen in a corselet (breast plate) and tassets (thigh protection hinged at the bottom of the breast plate) and a helmet, especially the file leaders and officers. The Bavarians had dropped all armor usage by this time. The Swiss were noteworthy as they retained much heavier armor covering the shoulders and arms in addition to the corselet and tassets.
Uniforms
Uniforms were up to the commanders of a given regiment. The Spanish specifically eschewed a uniform. They had one tercio famous for wearing all black, another known for being dandies. They felt that expressing the individuality of the soldier would give him greater courage in battle. The French and Bavarians used lots of inexpensive gray cloth for their infantry. While not a uniform in the strictest sense, it was by far the most common attire. The French infantry were also famous for looking threadbare. The Swiss may have worn red jackets in some regiments. Officers wore sashes to denote rank and to tell one side from the other generally. (The French wore white sashes; the Spanish wore red.) Cavalrymen all wore the thigh-high riding boots and the long, straight riding jackets were coming into fashion. In the mid to late 1640s the cravat also began to replace the lace collar (falling band).
The French in the Thirty Years War and Literature
The Three Musketeers
Alexander Dumas' classic novel is loosely based on actual characters. Dumas moves the action to 1625 and intrigues in the court of Louis XIII and Cardinal Richelieu. The real d'Artagnan left Gascony for Paris in 1640 and spent his career primarily in service to Louis XIV and Cardinal Mazarin. D'Artagnan was actually Charles de Batz-Castelmore who took the title Sieur d'Artagnan from land held in his mother's side of the family. M de Treville was indeed the captain of the King's Musketeers and at great odds with both Cardinal Richelieu and Cardinal Mazarin. Mazarin had the Musketeers disbanded in a dispute with Treville, but retained two from the ranks as personal assistants. Charles was one. He served the Cardinal with distinction and when the Musketeers were reformed to serve Louis XIV, d'Artagnan was appointed as Captain. The Musketeers were a cavalry company, but did carry a musket, making them basically dragoons. They were expanded to two companies, gris (gray) and noir (black) for the color of their horses. Their purpose was ceremonial, so did not see active service in the field.
The other Musketeers were also real people. Athos was Armand de Sillegue, Seigner d'Athos et d'Autevielle, a relative of M. de Treville. He died in Paris in 1643, possibly in a duel. Aramis was Henry d'Aramitz, also related to M. de Treville, a Musketeer from 1640, though little is known thereafter. Porthos was Isaac de Portau, who served in the King's Guards until becoming a Musketeer in 1643. The famous Captain d'Artagnan was killed leading an assault on Maastricht in 1673 in the Dutch War (1672-1678). In attendance was John Churchill serving as a captain in the English expedition under the Duke of Monmouth, later to become Duke of Marlborough.
Cyrano de Bergerac
Famous in book, film and stage is Cyrano de Bergerac. The man with the big nose, sharp tongue, fiery temper and ready sword was quite real: Savien Cyrano de Bergerac (1619-1655). Most of the basic facts of Edmond Rostand's play (1897) are true. Cyrano was a poet and satirist who ran afoul of many nobles, and had a reputation for his temper and dueling. He joined the army at 20 and was wounded twice, once in a duel with a Gascon Guard and finally by a sword slash to the throat at Arras in 1640 (as in the play). The throat wound never fully healed and invalided him from the army. As in the play, he never married, and his cousin Roxanne did confine herself to a convent after the death of her husband at Arras. Cyrano did visit her weekly there until his death. The idea of the letters was based on some truth. Cyrano, a gifted writer, did write letters for a certain older nobleman to his young wife during the siege of Arras. Rostand filled in the rest. Cyrano published two plays before his death. After his death two science fiction / social satire novels were published.
There is an amusing scene in the play where Cyrano taunts the comte de Guiche about his white sash (called a panache), the sign of his rank. Guiche had taken it off to escape from the Spanish and Cyrano had recovered it.
Game Tactics
We provided a primer on game tactics in Sweden Fights On that covered both heavy infantry versus heavy infantry and cavalry versus cavalry actions. We continue that primer here with a look at cavalry versus infantry, artillery employment, and use of leaders. While this discussion covers game tactics, it is important to note that the game systems are meant to model the proper use of actual period tactics.
I. Cavalry versus infantry
Though infantry units look imposing, especially two-hex units, the reality is that infantry is vulnerable to cavalry. Historically cavalry attacks against infantry were important parts of the victories at Breitenfeld, Lützen, Naseby, Rocroi, and Lens.
The two methods are charging during the cavalry activation and interception during the infantry activation.
The most dangerous part of the infantry is the front, especially salvo capable units. Thus, when attacking during the cavalry activation you should avoid attacking the front and go for the flank or rear. Only attack when you have space to generate momentum. Attacking on the flank provides the infantry a reaction fire opportunity, but with a 40% chance of a miss. So you should avoid a flank attack with a 6 morale cavalry unit due to the chance of a casualty hit. A 7 or 8 morale cavalry unit can take the hit and still be in shape to attack. An attack on the rear of the infantry may force it into hedgehog—that's good in the big picture but is not so hot for the specific attack. Let's look at the odds with a 3-7 cavalry attacking a 10-7 infantry.
Flank attack: Assume the worst case on the infantry Reaction Fire, causing a casualty on the 3-7. The likely Close Combat modifiers would be:
- Momentum: +2
- Attack from flank: +1
- Expend a pistol: +1
- Size 2 versus 5 (infantry strength is halved when defending against cavalry): –1
- Cavalry (cuirassier in this case) versus Heavy Infantry: –1
This results in a net of +2, which is a good modifier - a 30% chance of eliminating the infantry unit.
Same attack, but from the rear: In this case, there would be no reaction fire. The infantry would have an 80% chance of forming hedgehog in reaction. Assuming the hedgehog succeeds, things look a good deal different.
- Momentum: +2
- Expend a pistol: +1
- Size 2 versus 5 (infantry strength is halved when defending against cavalry): –1
- Cavalry (cuirassier in this case) versus Hedgehog: –2
So now the net modifier is 0, which is even money - not recommended. You need a morale advantage and possibly a leader to make this a decent option.
It is clear that in the flank attack the best option for the defender is to voluntarily attempt to enter a hedgehog instead of using reaction fire. In either case a blown morale check in a hedgehog reaction is a golden opportunity as it leaves the flanks as flanks, leaves the cuirassier versus heavy infantry at –1 and lowers the defender's morale by 1, and given the compound combat results, any negative result will break the infantry.
Interception is the only way to hit infantry in the front without risk of being blasted. Infantry on the march or advancing after combat are good candidates for this treatment. The ideal interception is the one after an advance after combat as the advancing infantry unit has taken at least one formation hit. This is what happened at Lützen with the famous Gula (Yellow) and Gamla Blåa (Old Blue) brigades. Both advanced and the Imperial cuirassiers savaged them both. The ability of a local cavalry reserve with the center to react quickly made the deployment popular, and the French used it with the gendarmerie as a standard procedure. If the infantry attack is being developed in depth, be aware that any local cavalry counter-attack could destroy a weakened attacking infantry battalion, but open a lane for a fresh battalion to continue the attack.
II. Artillery
Defensive use of artillery is easier than offensive use. Often times the artillery was massed in a grand battery near the center and was used for long range interdiction fires. That is fine, but it can miss some opportunities. The manuals of the day called for interlocking enfilading fires when possible. The biggest hindrance to this is clear fields of fire, with slopes being your biggest problem. If possible, place a battery at either end of the center (facing inward) so as to provide interlocking grazing fire across the front of the line. As a second best approach, be willing to lose a turn of firing to change the facing of the guns as the enemy approaches to then provide for enfilading fire across a portion of the front.
The biggest problem of artillery in the defense is whether to stack them with infantry or not. The general recommendation is to not do so if the enemy units are capable of mounting a credible attack. If they are, the guns are toast and your frontline won't stop them, so it is not worth losing any reaction fire opportunities. If the enemy is not in as good a position, go ahead and stack.
Offensive use of artillery is generally limited to an opening bombardment since the guns are then masked by the advancing attack and sit out the rest of the action. The answer, as it was historically, is to leave fire lines instead of attacking on a continuous front. These gaps are used for artillery to provide supporting fires longer, and if needed give a space to send in reinforcements.
General principles for using artillery on either the offense or defense are:
- Mass fires by using several batteries on a given battalion;
- Don't fire at a cavalry unit unless it is boxed in since otherwise it can just side step;
- Be careful with reaction fire so as not fire too early and miss a grazing fire opportunity.
III. Leaders
Use wing commanders in Close Combat; it makes a big difference. Don't be afraid to lose them. Your army commander needs to be present at your point of main effort - your schwerpunkt or whatever you wish to call it. The extra reforms and rallies make all the difference in sustaining an attack. The only way to pull off a Rocroi victory is to use the duc d'Enghien aggressively to keep Gaisson's wing in action and reformed.
Mergentheim Playthrough
This is a sample play of the first turn of the Mergentheim scenario, designed to illustrate the use of the MPBS rules in action. Note that the decisions made here are not necessarily the best ones, and were chosen more to illustrate concepts than proper play. We suggest you set up the scenario and move the counters as you read through this example.
The units have been placed according to the setup instructions, and in Formation Normal. Their leaders are placed as shown in the following table. Also, as per rule 5.5.3, the Wings are not starting with their Historical Orders. (Again, this is so we can illustrate some of the rules.) The placement of the leaders and their starting Orders are:
| Side | Leader | Hex | Orders |
|---|---|---|---|
| French | Rosen | 1911 | Charge |
| French | Passage | 2116 | Receive Charge |
| Bavarian | Mercy | 2817 | (AC) |
| Bavarian | de Werth | 2819 | Charge |
| Bavarian | Ruischenberg | 2816 | Make Ready |
| Bavarian | Gayling | 2812 | Charge |
Initiative Phase
Per 4.1.1, the side with the most Wings under Charge Orders goes first. Since the Bavarians have two wings under Charge Orders, they go first. (Had the French had another wing under Charge Orders, we would have had to refer to 4.1.2 to break the tie. According to that section, the side with the best Wing Commander under Charge Orders goes first. The Bavarians would have had a –2 leader, de Werth, under such orders, whereas the best starting French leader is –1. That means that the Bavarians would still have gone first, and could have selected either of their Wings under Charge Orders.)
Bavarian Right Wing Activation
The French player first must decide whether to try to preempt this Activation, and decides not to do so. The Bavarian player must then decide whether to attempt to change the Wing's Orders, and he also decides not to.
The Right Wing units now perform actions. Because they are under Charge Orders, per 5.6.1 each one must attempt to close with the French. Creutz's dragoons, with 6 MPs each, move first. The leftmost dragoon moves into the woods hex in 2410, expending 4 MPs. The other dragoon moves into the woods hex in 2307, expending 5 MPs.
Gayling, and the Gayling unit stacked with him in 2812, move forward to hex 2214, expending 6 MPs out of their 8 MPs to get there. (Note that per the scenario Special Rules, all slopes are Gentle, and had this unit tried to go to 2213 instead, it would have gone down one Gentle Slope and then back up another, incurring a Formation Hit for that.) Gayling plans to continue to move adjacent to the French cavalry line, but at this point the French player stops him so that French units can attempt to Intercept. The Oysonville cuirassier unit in 1914 meets all the eligibility requirements of 9.3.1, so the French player attempts to Intercept with him per 9.3.2. The French player consults the Interception Table. The French Left Wing is under Charge Orders, and none of the modifiers apply. The French player rolls, and gets a 7. The Interception is not successful, and the French player places an Interception Done marker on Oysonville.
The Bavarian player now moves Gayling and his cuirassiers one more hex into 2113, where the French player again stops him to attempt an Interception. (Note that the French player could have attempted another Interception when Gayling was still in 2213, after Oysonville's failure.) The French player attempts to Intercept with the Taupadel cuirassier unit in 1913. This time, there is a –1 modifier on the Interception Table because the unit's morale is 8. The French player rolls, and gets a 4, modified to 3, well within the 0 to 5 successful range for units under Charge Orders. Because the Interception is successful, the French player follows 9.3.3, and moves the unit one hex forward to 2013. The Bavarian player must now decide whether to have the Gayling cuirassiers fire their pistols, since, if they win, they won't have enough space to reacquire Momentum (11.3.6) before hitting the French line.
The Bavarian player decides to fire, and follows the Cavalry Fire Procedure in 10.5.3. The target is obvious, and in looking at the Light Infantry and Cavalry Fire Table, he sees that no modifiers apply here. He rolls an 8, which causes a hit on the French unit. The Bavarian player places a 1st Pistol Used marker on his unit, and the French player places a 1 Casualty marker under his unit. The French player does not have to make a Morale Check, since (10.6.2) his unit's Morale is 8 and it only took one hit.
The French player must now decide whether to perform Close Combat or not. While he's not required to (Close Combat is always voluntary—11.1.2), he decides to do so. He refers to the procedure in 11.2, and consults the Close Combat Table. Both players go down the list of modifiers, and note which apply.
- Since Gayling is stacked with his cuirassiers, he provides a –1. (Note that Gayling, though rated a 0, still provides a benefit. You should use this change to the Series rules with other games in the series.)
- The odds are 2 to 3, so there's a –1 modifier for strength.
- Both players decide to shoot their pistols, so the net modifier for that is 0. The Bavarian flips his marker to the No Pistols side, and the French Player places a 1st Pistol Used marker on his unit.
- The French unit is considered the Attacker here, and since it only moved one hex forward, is not eligible for Momentum.
None of the other modifiers apply, so the net DRM is –2. The French player rolls a 7, modified to a 5. The result is implemented as follows:
- The Bavarian unit retreats to 2213, and gets a Morale Shaken marker.
- Both units are flipped to their Formation Shaken sides after the Close Combat.
- The French player places an Interception Done marker on his unit.
- The Bavarian rolls for Gayling, and Gayling does not become a casualty.
The Bavarian player could continue to move the Gayling unit, but given its current condition, he decides that it would be best to leave it where it is now and proceed to another unit.
The Bavarian player decides to move the Alt-Kolb unit in Right Wing's second line. He moves the unit to 2314, and then to 2113. By taking this path, he stays outside the range of any possible French Interception. (Oysonville and Taupadel have Done markers, Fleckenstein's LOS and movement path are blocked by Taupadel, and Alt-Kolb stays more than four hexes away from Wittgenstein.) Taupadel could Reaction Fire his remaining pistol when Alt-Kolb moves adjacent, but decides to hold it for Close Combat. Alt-Kolb decides not to fire so that he can get Momentum in the Close Combat, and is marked with a Momentum marker as a reminder that he can use Momentum (11.3.6) during the Close Combat phase. Alt-Kolb is now finished, and his Close Combat will be executed in the Close Combat phase.
For purposes of this example, the other units in the Wing simply move forward, as follows:
- Gayling from 2811 to 2313.
- Cosalky from 2810 to 2312.
- Cosalky from 2809 to 2311, being flipped to Formation Shaken for crossing the stream.
- Sporck from 2910 to 2413.
- Sporck from 2909 to 2809 to 2411, +1 to change facing to move to 2412, then another +1 to face forward again.
The Bavarian player is able to perform one action with Mercy (his AC) during each activation, but decides not to do anything with him this activation.
It is now the Close Combat phase for this activation. The Bavarian player announces that Alt-Kolb will Close Combat Taupadel, and no other Close Combats are possible. The players review the possible modifiers, and determine that the following apply:
- Since the French unit is at strength 2, the Bavarian gets a +1 modifier for 2:1 odds.
- Both players shoot their pistols, resulting in a net modifier of 0, but giving the Bavarian a 1st Pistol Used marker, and causing the French to flip his marker to the No Pistols side.
- The Bavarian unit is eligible for Momentum, and gets a +2 modifier for that. The Bavarian player removes the Momentum marker.
- The French unit is Formation Shaken, so the Bavarian gets another +1 modifier.
The net modifier is +4 for the Bavarian, the maximum allowed. (The French player should probably have fired his pistols in Reaction Fire since using it here didn't help him, but it's not always obvious when that might happen.) The Bavarian rolls a 4, modified to an 8. The result is implemented as follows:
- The French player retreats Taupadel to hex 1813.
- The French player places a Morale Broken marker on the unit.
- Normally, the French player would increment Taupadel's Formation status to Broken for being in Close Combat. However, since the unit is now Morale Broken, it has no formation under 12.4.3.
- The Bavarian player consults the Cavalry Pursuit rules in 11.7 and the Cavalry Pursuit Table.
- There is a +2 modifier to the roll, since the Bavarian Right Wing is under Charge Orders, and Alt-Kolb used Momentum in the Close Combat. The roll is a 6, modified to 8—a Pursue and Eliminate result.
- The French player eliminates Taupadel.
- The Bavarian player moves Alt-Kolb to hex 1813, the hex Taupadel was in.
- The Bavarian player places a Formation Broken marker on Alt-Kolb. (Play note: when a unit goes from Formation Normal to Formation Broken like this, it's best to also flip it to its Formation Shaken side before placing the Broken marker. This serves as a reminder that when the unit rallies, it becomes Formation Shaken, not Formation Normal.)
- The Bavarian player could use a combination 1st Pistol Used/Formation Broken combination marker to reduce the number of markers on the unit.
The French player may now React with any eligible unit. Here, Baden is eligible, and the French player decides to attempt to Intercept Alt-Kolb. He rolls a 4 on the Interception Table, modified for the unit's morale to 3, which means the Interception is successful. He moves the unit adjacent to Alt-Kolb in hex 1812 and performs a close combat. The applicable modifiers are:
- Net 0 for pistols; the Bavarian is now at No Pistols, the French at 1st Pistols Used.
- +1 for attacking through the Bavarian's flank.
- +2 because Alt-Kolb is Formation Broken.
This results in a net of +3. The French player rolls a 7, modified to a 10. The result is implemented as:
- The Bavarian removes Alt-Kolb from play.
- The French player rolls on the Cavalry Pursuit Table, adding a 1 for being under Charge Orders.
- He rolls another 8, modified to a 9, and must place Baden in the Pursuit Off-Map Holding Box.
All Close Combats are now done. The French player now removes the Interception Done marker from Oysonville. The Bavarian player may now attempt Continuation with the Right Wing if he wishes. Because the WC, Gayling, is a 0 rated leader and the Wing is a Cavalry Wing under Charge Orders, the Bavarian player would have to roll a 0 through 4 to Continue. The Bavarian player decides not to Continue, thus ending the Right Wing's Activation. He flips Gayling over to his Finished side.
French Left Wing Activation
Play now reverts back to the beginning of the Activation Phase. According to 4.2.1, as long as the French has a wing under Charge Orders, it's the next to activate. In this case, the French Left Wing is indeed under Charge Orders, so it goes next. Since we've already looked at a cavalry wing in action, we won't do much with this Wing. It can't pass according to 4.5 since it's under Charge Orders. Instead, we'll just move every unit the requisite one hex closer, then flip Rosen to end the activation. None of Gayling's units react. At the end of the Activation, the units are located as follows:
- Betz: 2009
- Alt-Rosen: 2010
- Öhm: 2011
- Wittgenstein & Rosen: 2012
- Fleckenstein: 2013
- Oysonville: 2014
Bavarian Left Wing Activation
There is still one more wing under Charge orders, the Bavarian Left Wing under de Werth. However, for purposes of this example we will assume that the Bavarian player merely moves his units the mandatory one hex forward (towards the left), which causes some units to go Formation Shaken for crossing the stream. Again, he does not do anything with his AC, Mercy.
Bavarian Center Wing Activation
Again, we start a new Activation Phase. All units under Charge Orders have now activated, so the next order up is Make Ready, with the French having preference since the Bavarians activated last. However, there are no French wings with those orders, but the Bavarians have one (the Center Wing under Ruischenberg), and so it activates next.
The first step in an Activation Phase is to resolve preemption attempts. In this case, the French player decides to try to preempt with his Center Wing under Passage. (He can't try with Rosen since Rosen is Finished.) The French consults 4.4.2 and the Continuation and Preemption Table. The Wing is under Receive Charge Orders, and none of the modifiers apply. The French rolls a 5, which is not on the 0 to 2 range for success. The French player places a No Continue marker on Passage, indicating that he is now eligible for only 1 activation this turn. The Bavarian player continues with the activation of his Center Wing.
The Bavarian player decides to change the orders of this Wing from Make Ready to Charge. He refers to the procedure in 5.7.2, and the Orders Change Table. Ruischenberg's rating is a –1, and he's adjacent to the AC, Mercy, who can use his rating of –2. (Note that under 5.1.2, this means that Mercy has used his one available action for this activation, and therefore may not perform any other action this activation, including moving.) None of the other modifiers apply. The Bavarian rolls an 8, modified to a 5, just barely in the success range of 0 to 5. The Bavarian replaces the Make Ready orders marker with a Charge marker.
Now the Bavarian can perform actions with the wing's units. He decides first to fire his artillery units, since they currently have a clear field of fire. He starts with the left-most artillery, which is a bit in advance of the others in hex 2618. He decides to fire at the Schmidtberg heavy infantry unit in 2117. He refers to the Fire Combat rules in section 10, specifically 10.8 that covers artillery fire. The range from the artillery to the HI is 5 hexes, well within maximum range for 4 pounders (14), but outside of grazing range (4). The Bavarian player consults the Artillery Fire Table, and first looks at the modifiers.
- The Bavarian consults the Artillery Range Chart, cross-referencing the range, 5, with the type of guns, 4 pounders. The resulting modifier is –1.
- The Bavarian also remembers that there is a special scenario rule in the Playbook that says the Bavarian artillery gets a +1 modifier when firing.
Thus, the net modifier to the roll is a 0. The Bavarian rolls a 6, which he cross-references on the Artillery Fire Table under the 4-8 lb column to get a result of FH, a formation hit. The French player flips Schmidtberg to its Formation Shaken side. The Bavarian player flips his artillery unit to its Fired side.
Note that had Schmidtberg been in a woods hex like Oysonville next to him, there would have been another +1 terrain modifier. This modifier is the opposite of the Fire modifier for other units, and reflects the fact that artillery crews were trained to fire into the trees to create a burst effect. Here, however, the Bavarian player wants to concentrate his fire on the point unit.
The Bavarian player decides to fire his middle artillery unit at the same French unit. (Under 10.1.4, the artillery units cannot combine fire, but units can be the target of multiple fires in a turn.) While the fire has to cross a Struetle hexside, the TEC indicates that such hexsides do not block line of sight, so the artillery can see its target. Though the range is one hex more than the last artillery fire, the range modifier is the same, and the special scenario modifier still applies. With a net modifier of 0, the Bavarian player rolls a 7, resulting in another formation hit. The French player places a Formation Broken marker on the unit, and the Bavarian player flips his artillery to its Fired side.
The Bavarian player now decides to fire his last artillery unit at the same poor French unit. The net modifier is again 0, and this time he rolls another 6, for another formation hit. Under section 10.6.6, this becomes a casualty hit. The Bavarian player flips his artillery unit to its Fired side, and the French places a 1 casualty marker under the unit. Because Schmidtberg has a morale of 6, and the casualty hit is from Fire Combat, according to 10.6.2 the unit must make a Morale Check. He rolls a 3, which is less than the unit's morale, so it passes.
The Bavarian player now moves the rest of his Center Wing units forward as far as possible, though the Strütle hexsides interfere with the middle unit. The units end up as follows:
- Beauveau: 2415
- Winterscheidt: 2416
- Ruischenberg HI: 2418
- Mercy HI: 2419
- Holtz: 2514
- Nerss: 2515
- Puecher & Ruischenberg WC: 2516
- Jung-Kolb: 2517
- Fugger: 2518
As mentioned above, Mercy (AC) must remain in 2817.
There is no Close Combat, so the Activation is over, except that the Bavarian player wants to attempt Continuation. According to 4.3, he consults the Continuation and Preemption Table. The only modifier that applies is Ruischenberg's –1. The Bavarian player rolls a 2, modified to a 1, which cross-referencing Charge with the Continuation column allows the wing to continue.
Bavarian Center Wing Second Activation
Again, the French player wants to attempt to preempt this activation with Passage. Because Passage has a No Continue marker, there is a +1 modifier. The French rolls a 5, which means the attempt is not successful. According to 4.4.2, the French player removes the No Continue marker from Passage, and flips the leader to his Finished side.
The Bavarian player does not wish to change his orders, so he now performs actions with his units. He starts by moving Mercy HI forward. However, when that unit gets to 2219, the French player tells him to stop movement so he can attempt to Intercept with the C Mazarin cuirassier unit. That unit is part of the French Center Wing, and hence under Receive Charge orders. The French player checks the Interception table and sees that none of the modifiers apply, and rolls a 2. This means the Interception is successful, and he moves the unit to hex 2119.
Close Combat for the Interception is resolved immediately. Note that Mercy cannot form Hedgehog here—doing so is considered Reaction Movement (9.2.1), and in most cases only inactive units may react (9.1.1). Similarly, Mercy cannot Reaction Fire. The French player does not want to fire C Mazarin's pistols before the Close Combat, opting to hold them for the combat itself. The French player consults the list of modifiers under the Close Combat Table and sees that the following apply:
- –1 for the morale differential
- –1 from the Close Combat Matrix for a cuirassier unit attacking a heavy infantry unit
- +1 for pistols
- +2 for Cavalry Momentum since C Mazarin meets the requirements of 11.3.6.
This results in a net modifier of +1. The French player places a 1st Pistols Used marker on C Mazarin. The French player rolls a die and gets a 4, modified to a 5. The result is implemented as follows:
- The Bavarian player retreats Mercy to hex 2319.
- The Bavarian player places a Morale Shaken marker on Mercy.
- Both players flip their units to their Formation Shaken sides for having been involved in Close Combat.
- The French player also places an Interception Done marker on C Mazarin.
The Mercy HI unit still has 2 movement points left, so the Bavarian player continues to move it, moving it forward 1 hex to 2220. Moving next to C Mazarin is a separate reaction trigger per 9.1.3, and so the French player decides to use Withdrawal Reaction Movement per 9.2.4 with C Mazarin. (As per 9.1.6, Mercy's movement allowance remains the same as what it started the movement at, 4, while C Mazarin's is halved to 4 for being Formation Shaken at the start of this specific Reaction. However, C Mazarin can still use Withdrawal Movement since its MA is the same as Mercy's.) The French player spends 2 movement points to countermarch (6.2.2) C Mazarin, and then moves him two hexes back to 1920. This uses up his current movement allowance, so C Mazarin remains with his rear to the enemy. The Bavarian player uses Mercy's last movement point to move to 2119.
The Bavarian player now moves Ruischenberg HI to hex 2217. This triggers reactions from both Oysonville HI and Schmidtberg. In other games in the MPBS, this would be a good time for the units to use Salvo Fire (10.4), but that fire is not available to any of the battles in Under the Lily Banners. According to 9.4.1, both units can use Skirmisher Fire (10.3.3). The French player decides to have Oysonville fire first, and since the unit firing is a heavy infantry unit, he consults the Heavy Infantry Musketry Tables. Oysonville has no inherent regimental artillery, and is firing through its front, so the leftmost column is used. The French player sees that none of the modifiers apply, so rolls the die. He gets a 4, which inflicts one hit on Ruischenberg. The Bavarian player places a 1 Casualty marker under that unit.
The French player now fires with Schmidtberg. This is the same as for Oysonville, except that unit Schmidtberg is Formation Broken, and is a one-hex unit with one casualty point. Thus, there is a –4 modifier to the roll. The French player rolls a 6, causing another hit. The Bavarian player flips the 1 marker under Ruischenberg to a 2. The Bavarian player also places a Momentum marker on the Ruischenberg HI as a reminder for the Close Combat phase that the unit has met the requirements of 11.3.6.
The Bavarian player now moves Fugger. While the Schmidtberg unit is the closest visible enemy unit, it already has the front of a Bavarian unit to its Front, so Fugger can move to the next closest visible enemy unit. He therefore moves him to 2118. The Bavarian player flips Fugger to its Formation Shaken side from going down one gentle slope and up another in the same movement activation. Fugger's movement triggers reaction fire from Turchsess and Schmidtberg, and it is the same as the reaction fires just described. The French player rolls first for Schmidtberg this time, getting a 7, modified to a 3, for one hit. The Bavarian player places a 1 casualty marker under Fugger.
The roll for Turchsess is an 8, causing 2 hits and several other things to occur. First of all, the Bavarian player replaces the 1 casualty marker with a 3. Then, per 10.6.2, because Fugger's morale is 7, taking two hits in one fire combat causes a Morale Check. But also, looking at the casualty threshold rules (12.5) and the Casualty Threshold Table, we see that because Fugger now has 3 hits, he has reached his casualty threshold. And per 10.5.2, the Morale Check comes after the reduction due to reaching the threshold. So the Bavarian player also places a Morale Shaken marker on Fugger, and rolls for his Morale Check. He rolls a 7, but because Fugger is Morale Shaken, its current morale is only a 6, and Fugger fails the check. The Bavarian player therefore flips the Morale Shaken marker to its Morale Broken side. And, per 12.4.3, when a unit becomes Morale Broken, it must immediately retreat two hexes, so the Bavarian player retreats what's left of Fugger to 2319.
The Bavarian player next moves the Jung Kolb arquebusier unit forward to 2218. Again, Schmidtberg can reaction fire with a –4, but this time rolls a 3, resulting in a miss. The Bavarian player does not want to try to Close Combat with an arquebusier against a heavy infantry unit (which is a –2 on the Close Combat matrix), so the Bavarian player uses cavalry pistol fire instead. He places a 1st Pistol Used marker on Jung Kolb.
The Bavarian player consults the Light Infantry and Cavalry Fire Table, and sees he gets a +1 for firing with an arquebusier. He rolls a 7, modified to an 8, for a hit on Schmidtberg. The French player flips the 1 casualty marker under the unit to a 2. Because Schmidtberg's morale is a 6, this forces the French player to make a Morale Check on the unit. Also, once again a unit has reached its casualty threshold, so the unit must first lose a morale level, which means the French player has to place a Morale Shaken marker on the unit. The French player now makes the Morale Check, rolling a 3, which means that Schmidtberg passes, and stays put.
For purposes of this example we'll assume that the Bavarian player just moves his other five heavy infantry units one hex forward, and that the French player does not react in any way. However, the Bavarian player does move the Ruischenberg WC into 2217 with Ruischenberg HI to help with any close combat. He also doesn't want to forget to do Mercy's one AC action for the activation, and so moves him to stack with the Mercy HI in hex 2119, so that in a later activation he can help to reform the unit.
Play now proceeds to Close Combat. The Bavarian player decides to try to eliminate the Schmidtberg HI unit by having Ruischenberg attack it, and declares that to be his only Close Combat. According to 11.1.2, he does not have to attack Oysonville, even though that unit is adjacent to Ruischenberg. However, the French player decides to have Oysonville try to stop Ruischenberg's attack by having Oysonville attack first. (Inactive Close Combats are resolved before Active ones; see 11.2C.)
The French player checks the Close Combat Table modifiers and sees that the following apply:
- Both stacks contain a leader, so the modifiers cancel each other.
- Oysonville has a 6 morale, Ruischenberg an 8, for a –2 modifier.
- Oysonville has a strength of 6, compared to Ruischenberg's 3, for a shift of +1 due to odds.
No other modifiers apply, so the net modifier is –1. (Note that while Ruischenberg has a Momentum marker, only the attacker's momentum modifies the roll.)
The French player rolls, and gets a 5, which is modified to a 4. The results are implemented as follows:
- The French player places a Morale Shaken marker on Oysonville and retreats him to hex 2016.
- Both players flip their units over to their Formation Shaken sides for participating in a Close Combat.
- Both players roll for leader casualties per 11.8. The French player rolls a 5, but the Bavarian player rolls a 9 and he must remove the Ruischenberg leader from play.
The Bavarian player now proceeds with the Close Combat between Ruischenberg and Schmidtberg. The applicable modifiers are:
- +3 for morale differential (since Schmidtberg is MS, his current morale is a 5).
- –1 because Ruischenberg is now Formation Shaken after his encounter with Oysonville.
- +1 for the Momentum marker on Ruischenberg (which the Bavarian player can now remove).
- +2 because Schmidtberg is Formation Broken.
This results in a net modifier of +5, but according to the table, the maximum modifier is +4.
The Bavarian rolls a die, and gets a 6, modified to a 10. The results are implemented as follows:
- The French player eliminates Schmidtberg.
- The Bavarian player advances Ruischenberg into Schmidtberg's hex (2117).
- The Bavarian player places a Formation Broken marker on Ruischenberg for participating in the Close Combat.
- The French player decides to Reaction Fire with Truchsess against Ruischenberg's advance. He consults the Heavy Infantry Musketry Tables for a flank shot, sees that no modifiers apply, and rolls a 2, which is a miss.
That concludes Close Combat. The Bavarian player would like to continue with his Center Wing, but because the WC is currently a casualty, he cannot do so (5.3.2). Play now proceeds to the next leader due to be activated. Normally, the French player would now activate Passage's wing, but because of the preemption attempts he failed earlier in the turn Passage is already marked Finished and his wing cannot be activated. A review of the board shows that all wing leaders are on their Finished sides, and thus all activations are now completed for the turn.
End of Turn Phases
Play now proceeds to the Rout Movement Phase. There is one unit, Fugger, that meets the requirements of 13.4, and hence the Bavarian player moves Fugger 4 movement points towards the 34xx map edge, ending up in 2718.
The Marker Removal Phase is the last step in the turn. All leaders and artillery units are flipped back to their front sides. The Bavarian player now consults 5.3.3 and the Leader Replacement Table to see what to do about Ruischenberg. He rolls a 3, which means Ruischenberg is permanently out of the game (and gives the French 5 victory points). He then places a generic Oberst on one of the units in his Center Wing according to 5.3.4. The players now check to see if the provisions of 4.6 apply. Here they do not, so they are now finished with this turn, and are ready to start the second turn of the game.
General Designer's Notes
Frequently Asked Questions on the Design
Why Formation / Morale / Casualties instead of Cohesion Hits?
There is nothing wrong with cohesion hit based systems, but I wanted the design to show a bit finer detail of what was going on at the battalion and squadron level. I was able to do this as the battles were smaller than other periods in terms of basic maneuver units. This low unit density gave me some room without pushing playing time too far out. By splitting out the states, each has some different effects and integrates into the orders system. Even with the increased detail, some parts are still abstracted. The formation states cover two physically opposite problems. In action, formations became either overcrowded or too dispersed and either extreme degrades the effectiveness. Infantry tended to the former, cavalry the latter, though not exclusively. The finer detail, combined with the orders, helps build a narrative with a strong period feel.
Why is combat so deadly, both musketry and Close Combat?
A design premise is that the actual fighting, based on first hand accounts, was very short in duration. A battle may last several hours, but the individual engagements of battalions and squadrons were over very quickly. Musketry could be quite deadly in the context of a major battle. There are many examples of skirmishing in smaller engagements where there was much shooting with little effect, but major battles are a different context. The space and time constraints forced larger numbers of musket-armed troops in close proximity, where a few volleys inflicted great loss. Marston Moor is a good example, as the records indicate that over 4,000 men were buried after the battle. The fighting lasted all of two hours. The total strength of both armies together was maybe 40,000, including cavalry and pikes. By contrast the battle of Antietam from the American Civil War was fought from dawn to dusk by armies totaling over 150,000 and, in the bloodiest day of that war, there were 4,700 men killed, and that is with superior technology. All indications are that Close Combat was a quick affair with one side breaking and running soon after initial contact. One major cause is that the officers and sergeants were in the front ranks and were the first to engage. If they broke, were killed or captured the rest of the battalion or squadron would collapse quickly without leadership. From a pure game stand point a decisive combat system moves the game along, too.
Why is Cavalry Momentum so Deadly?
The +2 Close Combat modifier for Cavalry momentum is big and powerful; throw in a pistol and you have a +3, one shy of the vaunted +4 "Max Attack." The easy answer is it is powerful because it was. The cavalry charge was the weapon of decision and it was good at that. Infantry, cavalry, and artillery could all be ridden down and the charging cavalry squadron was a fearsome weapon. At the micro-level, the actual charge was more complex than the regiment locking stirrups and plowing forward. It was accomplished in waves with a local reserve ready to exploit immediately. It is also relative. In a different era or context the momentum may be different, especially given the limitations of the Close Combat Table. In future games where cavalry of the different armies is significantly different (such as the Polish), Western style cavalry will see a reduction of the benefit.
Rules That Didn't Make It
Battlefield Smoke - Musketry and Artillery Fire generated a great deal of smoke that did have an effect on Command & Control and continued firepower effectiveness. This would have meant more markers and a set of rules to deal with weather. Weather conditions such as wind and humidity have great effect on how thick the smoke gets and how long it stays. The effects of smoke are figured into things like continuation, interception, pre-emption and orders changes. So consider that the reason why a wing is stuck under a particular order for longer than you want is the smoke.
Clubbed Muskets - Historically clubbing muskets was done as musketeers entered close combat, basically grabbing their musket by the muzzle and using as a club. This would have required another marker and the effect is rolled into the formation hit after Close Combat.
Colors - In the period a great deal of emphasis was placed on capturing enemy colors, and these colors could change hands in the course of a battle. This would have required Colors chits worth VPs and would be integrated into Close Combat. Then the chits, like wagons, could be flipped back and forth depending on final ownership. I culled these rules as being too hard for too little pay off.
Armor - Especially among cavalry, some units had more armor than others. Providing an armor bonus would give them some benefit when fired upon and some benefit in Close Combat. It was a diminishing returns prospect, though, so the effects were rolled into a unit's morale rating.
Charge Speed - Some units and armies charged at different speeds, but keeping track could be difficult in an already lengthy list of potential Close Combat modifiers, so the effect was rolled into the unit's morale rating.
Musket Ammunition - Musketeers went into battle with a dozen charges ready, so the prospect of running out of ammunition was real, but rarely happened in practice. The decisive nature of the combat tables made the additional book keeping unnecessary.
Bibliography
(Note: a bibliography was omitted from Sweden Fights On, but the sources listed below were used for both that game and this one.)
- Abelinus, Johann Philipp; Merian, Matthaeus <der Ältere>: Theatrum Europaeum. Frankfurt
: Merian, Band 06, 1663 (Available through the University of Augsburg On-Line http://lxbib1.bibliothek.uni-augsburg.de/00ceb/index_00001-00021.shtml) - Aumale, Henri d'Orleans, duc de. Histoire des princes de Conde pendant les XVIe et XVIIe siecles. 7 v. Paris, 1863-96. (Volume IV on Louis II de Bourbon – Knut was able to get his hands on this as well as Daniel Sodders. They photocopied and mailed sections and a topographical map was included of Lens that was instrumental in producing the map.)
- Bariffe, William, Military Discipline or The Young Artilleryman, 1661 (5th Edition, originally published in 1635. Barriffe served with Parliament and this manual was considered the primary drill manual of the ECW).
- Chandler, David, Editor, A Traveller's Guide to the Battlefields of Europe from the Siege of Troy to the Second World War, Wordsworth Editions Chatham, Kent 1989.
- Cruso, John, Militarie Instructions for the Cavallrie, 1632 (Borrowed heavily from a German language work of Wallenstein – not THE Wallenstein – based on experience in the Dutch War)
- Danskin, Neil, The French Army in the Thirty Years' War, The Pike & Shot Society Tonbridge 1993.
- Delbrück, Hans, History of the Art of War, Volume IV: The Dawn of Modern Warfare, University of Nebraska Press 1985.
- Dodge, Theodore A., Gustavus Adolphus: A History of the Art of War from its Revival After the Middle Ages to the End of the Spanish Succession War, with a Detailed Account of the Campaigns of the Great Swede, and of the Most Famous Campaigns of Turenne, Condé, Eugene and Marlborough, De Capo Press New York 1998 (Unabridged reprint of the Houghton Mifflin 1895 edition).
- Guthrie, William, Battles of the Thirty Years War: From White Mountain to Nördlingen 1618-1645, Greenwood Press West Port, Connecticut 2002.
- Guthrie, William, The Later Thirty Years War: From the Battle of Wittstock to the Treaty of Westphalia, Greenwood Press West Port, Connecticut 2003.
- Hardy de Perini, E. Batailles francaises. Vol. 4: Turenne et Conde, 1643-1671. Paris, 1905? (Available Online through http://gallica.bnf.fr/)
- Kapser, Cordula. Die bayerische Kriegsorganisation in der zweiten Halfte der Dreissigjahrigen Krieges, 1635-1648/49. Aschendorff, 1997. (Daniel Sodders analyzed this source for the Bavarian Order of Battle)
- Malleson, G., The Battlefields of Germany, London 1884.
- Markham, Gervase, The Souldier's Exercise, 1638. (Updated from the original published in 1625, Markham served in the Dutch War the 1638 edition included a rebuttal to the Swedish salvo)
- Merian, Matthaeus "der Ältere" et al., Theatrum Europaeum: v.III-VI, Frankfurt am Main 1639-48 (Long-term 17th- and 18th-century German project of 21 volumes which finally managed to cover Europe's history from 1617 to 1716, provided by the University of Augsburg online at ).
Notes on Specific Battles
Rocroi Notes
This is a must-have battle, being perhaps the most famous battle of the period. The French Army points to it as its spiritual birthplace. The map is based on a variety of maps including the Vae Victis No 11 (1996) magazine game and associated article. Getting the French OoB was not too hard, but the Spanish was another matter. Fortunately, the Spaniards rose to the occasion and made available a much more complete record online, though there is still not 100% agreement on the Spanish deployment. For battalion strength, I went with the Spanish source numbers from the Walloons and Germans, which seemed to be more accurate than the Spanish tercio numbers, and they certainly need the help.
Freiburg Notes
With Mergentheim being a half mapper, I felt we could squeeze this one in as a second half map to fill the sheet. It is also a very non-linear battle. Both days feature an assault column not normally seen on period battlefields. My original map was based on Danskin's map, but it turns out that map was flawed. Again Knut came to the rescue with the topographic maps from Schaufler's book on the battle. I had these in my possession, but hadn't thought to balance them against Danskin. We did have to compress the map a bit for it to fit. So the hexes cover somewhat more space than the normal 90m per hex.
Mergentheim Notes
I wanted to include this smaller battle for several reasons: I wanted the game to have a smaller battle for quick, introductory play; I had good OoB information; and as luck would have it, Knut came through with excellent map info. Not only does it fit the bill, but it turned out to be a nice little gem. My original map was based on line drawings from Dodge and Danskin's reprint of a French engraving, both of which were fairly bland. Knut pulled the Theatrum Europeaum engraving, which was a more detailed look and it showed more terrain than the French engraving. He then pulled a modern topographic map for comparison and a scholarly article (only available in German) to help round out the package.
Alerheim Notes
The setup is based on the Theatrum Europeaum engraving of the battle that also serves as one of the Order of Battle sources. This OoB is based heavily on Daniel Sodders' compilation based on Aumale, Perini, Heilmann, Kapser, Lahrkamp, Scheible and Wrede. The order of the Bavarian-Imperial battalions under Ruischenberg has some disagreements. The presence of Sperreuter's Bavarian regiment is conjectural based on Sodders' notes; the sources have an unidentified regiment there and Sperreuter was in Bavarian service. My original map was based on Dodge and turned out to be pretty close. Knut obtained a modern topographic map and we were able to make it even more accurate, though it was a bit soggy. Again, see the Web site mentioned in the scenario notes for some aerial shots of the town today.
The Bavarian army had rapidly expanded under the pressure of the French invasion and the failed expedition to Bohemia. The veteran foot suffered heavy losses at Jankau, and Sporck's regiment of horse was destroyed. The Bavarians won a major victory at Mergentheim and bought some time to build up. The Bavarian style was to add to existing regiments versus raising only new ones. By August we see the veteran regiments of horse having 3 and 4 squadrons (very unusual as the typical regiment was 2 squadrons). I have rated the newer Bavarians squadrons lower and this also agrees with their placement in the second line on either wing.
The Bavarians apparently preferred smaller battalions of foot (the French battalions tended to be a bit larger), but I have no specific strengths for August 1645 (I do for 1644 campaign). Chances are the single squadron regiments had squadrons of around 250, while the multi-squadron regiments had squadrons closer to 200. The French and Imperial battalions were probably larger than their Bavarian counterparts, but that is merely an educated guess.
Lens Notes
We went round and round to get this one right. First, much information had been given about where the armies started the day, but after the first design (based on an excellent map by Knut), we discovered that the armies had moved over a kilometer north of their start positions to actually fight the battle. We got to the current design thanks to Daniel and Knut pulling together a variety of sources, from the municipal websites from the area to Aumale's excellent map. I also obtained a modern topographic map. This was one of the most challenging puzzles to put together. The Spanish OoB was even more difficult than Rocroi. The three primary sources were French, though there were disagreements between them and they contained horrible spellings of non-French names. What we have is still not 100% perfect given the source issues, but it is one of the first comprehensive works on the Spanish OoB in print.
Game Credits
SYSTEM AND GAME DESIGN: Ben Hull DEVELOPER: Dick Vohlers ART DIRECTOR: Rodger MacGowan BOX ART AND PACKAGE DESIGN: Rodger MacGowan MAP ASSISTANCE: Knut Grünitz MAPS, COUNTERS AND RULES LAYOUT: Mark Simonitch PLAYTESTERS: Mark Guttag, John Vasilakos, Magnus Lindström, Stephen Brasseur, Mike Ziegler, Bill Topritzhofer, Mike Ollier, Pete Martin
Daniel Sodders research on the Bavarian and French Armies for Freiburg, Mergentheim and Alerheim and the Spanish - Lorraine Army at Lens and Knut Grünitz's research and map making were invaluable in making "Under the Lily Banners" possible.
PRODUCTION COORDINATION: Tony Curtis PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley and Mark Simonitch