0% found this document useful (0 votes)
9 views2 pages

Pike, Pistol&Powder

The document outlines rules for tabletop battles set in the late 16th and early 17th centuries, focusing on a fast and straightforward gameplay experience. It details army organization, troop types, movement rates, combat mechanics, and a morale system, emphasizing the importance of unit positioning and command. The rules also include specific modifiers for combat outcomes and the consequences of unit disarray in battle.

Uploaded by

Adrian Patino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views2 pages

Pike, Pistol&Powder

The document outlines rules for tabletop battles set in the late 16th and early 17th centuries, focusing on a fast and straightforward gameplay experience. It details army organization, troop types, movement rates, combat mechanics, and a morale system, emphasizing the importance of unit positioning and command. The rules also include specific modifiers for combat outcomes and the consequences of unit disarray in battle.

Uploaded by

Adrian Patino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
You are on page 1/ 2

keep firing at the same target.

Cavalry move forward trying to


Pike, Pistol & Powder attack the camp or to outflank the infantry line. Units already in
combat need not be in command to continue fighting.
Overview
th
These rules are intended for fighting battles of the late 16 and
Movement
early 17th centuries. They are designed to be simple to use, giving Units may not inter-penetrate, if forced due to compulsory
a fast challenging and broadly accurate game. movement or combat both units are pushed back. Wheeling is
measured from the outside edge. Turning 90 or 180 degrees
Armies
Armies are organised in brigades, each brigade having a leader about takes 50% of move distance. Terrain can be either -30mm, -
and each army having a general. Foot and cavalry units are based 60mm or impassable.
on 30x20mm bases, artillery on 15x30mm bases, and Tercios on
Movement rates are:
40mm square. Camps are based on 40mm squares and wagons
on 15x30mm bases. Generals are based on large coins whilst Regular Cavalry: 180mm

brigade leaders are on small coins. Infantry is around 750-1000 Irregular Cavalry: 210mm
men per base, cavalry 4-600, Tercios 1500-2000 and artillery 3-5
Regular Foot: 120mm
guns.
Irregular Foot: 150mm
Troops Types
Regular Cavalry: cavalry fighting in formation, can be either shot or
Tercio: 90mm
charging type
Commanders: 210mm
Irregular Cavalry: cavalry fighting without a formal formation,
includes dragoons. Most types of light cavalry should be here. Field Artillery: 60mm

Regular Foot: infantry in formed ranks, can be either shot or pike Wagons: 60mm

or balanced. Heavy Artillery: may not move

Irregular Foot: infantry who are undrilled or unformed. Includes Units on roads for the whole of their move can move an extra
folorn hope units. 90mm

Tercio: traditional tercios in the Spanish style. Artillery


Heavy Artillery can fire straight ahead anywhere on the battlefield,
Field artillery: artillery for the battlefield, around the 6-12lb mark
but only every other turn. Field Artillery can fire up to 300mm
Heavy artillery: intended for bombardment, over 12lbs straight ahead. Artillery causes one hit on a roll of 6. Artillery firing
at close range (less than 60mm) causes a hit on a 5 or 6. Units get
All units also have a vigour rating, representing their desire to fight.
a save against artillery if in cover, ignoring field artillery on a roll of
Units can be 1 – poor, 2- average, 3 – good or 4- elite
4 or more and heavy artillery on a 6. Hits cause 1 move on the
Battlefield morale scale.
The battlefield is around 600mm square and should have some
nice terrain in it. Terrain needs to be assigned a movement Combat
Combat is taken to include cavalry charges, caracoles, musketry
penalty (-30mm, -60mm or impassable) and also if it is light cover
and the push of pike. This is due to the short ranges involved and
or heavy cover. Units get bonuses in combat for defending cover.
the desire to streamline everything is in one phase.
Turn Sequence
The rules follow an I-go, U-go, sequence and the first turn is diced Units must be in base to base contact to be in combat and where
for or decided by the scenario possible combats are fought one to one.

1. Command The combat system involves working out the respective sides
scores. If the sides are equal, the turn player rolls one die. If one
2. Movement
side has more than the other, the owning player rolls 2 dice. If the
3. Artillery scores are double 3 dice and triple or more is 4 dice.

4. Combat

5. Move Routers

Command
Units must be within 60mm, or part of a continuous line that is
within 60mm, of a brigadier or general to be in command. Infantry
and artillery which is not in command cannot move. Artillery must
The units take their vigour rating and then add the following move directly away from the enemy at top speed.
modifiers. All modifiers are cumulative.
Results
Any brigade which has more than 50% of its units disordered must
+1 Uphill +1 Infantry in cover
pull back towards its own battlefield edge, moving at least half a
+1 Commander attached +1 Friendly units in move per turn. A brigade which has 50% of its units routing or
contact with both
flanks destroyed then routs, with each unit in turn routing.

+2 Charging cavalry in +2 Shot heavy infantry in An army with the majority (over 50%) of its brigades disordered,
first round vs cavalry, first round
artillery, infantry, destroyed or routed quits the field and loses the battle.

+2 Firearms cavalry
A lost camp, or if all wagons are captured, counts as a destroyed
against pike heavy
infantry brigade.

+1 Pike heavy infantry +1 Pike heavy infantry in


vs. cavalry (in every 2nd and further rounds Example Units
round) A few example units are as follows;

+2 Attacking vs artillery -1 Attacked in flank Winged Hussars – Regular Cavalry – charging. Vigour 3

-2 Attacked in rear -1 Disordered Early ECW infantry: Regular Infantry, Pike heavy, Vigour 1

-3 Routing -1 Irregular
Veteran Tercio: Tercio, Pike Heavy, Vigour 3

+2 Tercio -2 Camps or Wagons


Cossack foot: Irregular infantry, vigour 2

Frenchy Gendarmes. Charging cavalry, Vigour 2


After the scores are tallied, then the dice are rolled. The player
rolling the dice chooses which results apply. Only 1 result can For mercenary troops the vigour can be decided by rolling a D3.

apply, e.g. if a 3,4 and 6 are rolled then only the 6 would apply. 6s Vigour 4 is best reserved for elite household troops
are cumulative, so that if two 6s are rolled then the loser is
disordered, then routed in one combat Notes
These rules having been kicking around in theory since 2006 but

Stronger side routed have only finally been pulled together now.
1
2 No effect

No effect The rules naturally owe a debt to a great many other sets and
3
mechanisms.
4 Lighter is pushed back 15mm
The writer welcomes comments, alterations and suggestions.
5 Loser is pushed back 15mm

6 Loser is disordered
Written by Samuel Chapman, Warsaw, Poland, 17/04/2011.

The pushback is designed to simulate the to-ing and fro-ing of


combat in this era. Regular units in command do not have to follow
after pushing back a unit. Irregular units and those out of
command always follow. Artillery never follow. Units in heavy cover
are not pushed back, nor do they follow others.

The order of weight for pushbacks is as follows

Tercio → Pike → Balanced → Shot → Irregular → Charging


Cavalry → Firearm Cavalry → Irregular Cavalry → Artillery

The morale system is as follows

Good → Disordered → Rout →.Destroyed.

Units move along it once for every defeat. Units can be re-ordered
if in base to base contact with their commander and rolling equal
to or under their vigour. Units in cover add +1 to their vigour for
this roll.

Disordered troops move with a -30mm penalty. Routed troops

You might also like