Father Tilly - Escalade
Father Tilly - Escalade
Introduction
	           	      	         	         Game	Requirements	             	       	        	         	         	         	        	         3
	           	      	         	         Acknowledgements	 	            	       	        	         	         	         	        	         3
Unit Organisation
	           	      	         	         Basic	Organisation	 	          	       	        	         	         	         	        	         4
	           	      	         	         Army	Organisation	 	           	       	        	         	         	         	        	         4
Unit Ranks
	           	      	         	         Company	Ranks	       	         	       	        	         	         	         	        	         5
	           	      	         	         Higher	Ranks	        	         	       	        	         	         	         	        	         5
Troop Types
	           	      	         	         Specialist	Troops	   	         	       	        	         	         	         	        	         6
	           	      	         	         Standard	Troops	     	         	       	        	         	         	         	        	         6
Starting Forces
	           	      	         	         Troop	Cost	          	         	       	        	         	         	         	        	         7
	           	      	         	         Unit	Availability	   	         	       	        	         	         	         	        	         7
Initiative & Sequence
	           	      	         	         Initiative	 	        	         	       	        	         	         	         	        	         8
	           	      	         	         Sequence		           	         	       	        	         	         	         	        	         8
Movement
	           	      	         	         Move	Limitations	 	            	       	        	         	         	         	        	         9
	           	      	         	         Hidden	Movement	 	             	       	        	         	         	         	        	         10
	           	      	         	         Artillery	Movement	 	          	       	        	         	         	         	        	         10
Observation & Deployment	
	           	      	         	         Observation	Test	    	         	       	        	         	         	         	        	         11	       	
	           	      	         	         Deployment	          	         	       	        	         	         	         	        	         11
Shooting
	           	      	         	         Procedure	           	         	       	        	         	         	         	        	         12
	           	      	         	         Damage	 	            	         	       	        	         	         	         	        	         12
Artillery
	           	      	         	         Artillery	Table	   	           	       	        	         	         	         	        	         15
	           	      	         	         Incendiaries	      	           	       	        	         	         	         	        	         16
	           	      	         	         Structural	Damage	 	           	       	        	         	         	         	        	         17
Combat
	           	      	         	         Combat	Procedure	 	            	       	        	         	         	         	        	         18
	           	      	         	         Damage	 	         	            	       	        	         	         	         	        	         18
Demolition
	           	      	         	         Explosives	          	         	       	        	         	         	         	        	         21
	           	      	         	         Setting	Light	to	Buildings	    	       	        	         	         	         	        	         21
Morale
	           	      	         	         Morale	Results	      	         	       	        	         	         	         	        	         22
Army Morale
	           	      	         	         Example	 	           	         	       	        	         	         	         	        	         23
	           	      	         	         Victory	&	Defeat	    	         	       	        	         	         	         	        	         24
Random Scenarios
	           	      	         	         Active	Scenarios	    	         	       	        	         	         	         	        	         25
	           	      	         	         Passive	Scenarios	   	         	       	        	         	         	         	        	         25
Terrain
	           	      	         	         Generating	Battlefield	Terrain		       	        	         	         	         	        	         27
Army Lists
	           	      	         	         Imperial/Catholic	League,	Bohemian,	Mansfeld,	Danish,	Brunswick,	Spanish,	Danish	Armies	         29
                                       French,	Swedish	Armies	      	       	         	         	         	         	         	         30
Officers Profile
	           	      	         	         Command	Skills	      	         	       	        	         	         	         	        	         31
	           	      	         	         Physical	Skills	     	         	       	        	         	         	         	        	         31
War Tokens
	           	      	         	         Playing	War-Tokens	 	          	       	        	         	         	         	        	         33
	           	      	         	         Generals	&	Army	Tokens	        	       	        	         	         	         	        	         36
All	rights	reserved.	No	part	of	this	publication	or	abstraction	from	it	may	be	reproduced	or	transmitted	in	any	form	or	by	any	means,	
electronic	 or	 mechanical	 including	 photocopying	 or	 trasmission	 by	 email	 or	 internet,	 without	 prior	 permission	 in	 writing	 from	 the	
copyright	holder.
                                    Introduction
Players	 of	 Father Tilly	 are	 likely	 to	 have	 large	 numbers	        dice	of	two	distinct	colours,	one	colour	to	represent	the	
of	 individually	 based	 figures	 representing	 their	 favourite	        initiative-dice	and	one	colour	to	represent	the	reaction-
Thirty	Years	War	armies	-	as	the	rule	mechanics	require	a	               dice	(see	Initiative	section).
casualty	removal	system.	Not	only	does	this	allow	players	
to	enjoy	a	realistic	and	exciting	game,	it	also	means	that	
players	have	plenty	of	spare	figures	to	play	skirmish	games	                         Acknowledgements
too!                                                                     I	would	like	to	acknowledge	the	help	and	contributions	of	
                                                                         those	 that	 enabled	 me	 to	 write	 and	 publish	 these	 rules.	
Escalade	is	a	set	of	skirmish	rules	for	players	interested	in	           Firstly	 the	 top	 play-testers:	 Steve	 and	 Dave	 and	 thanks	
seventeenth-century	warfare.	It	takes	the	basic	mechanics	               also	 to	 Dave	 for	 the	 continued	 use	 of	 his	 superb	 gaming	
used	 in	 Father Tilly	 and	 incorporates	 that	 extra	 layer	 of	       facilities.	
detail	required	for	battles	at	the	skirmish	level.	
                                                                         Also	well	worth	a	mention	is	the	kind	permission	granted	
These	 rules	 feature	 organisation	 at	 the	 company	 level	            by	the	good	folks	at	the	Assault	Group	and	Perry	Miniatures	
and	focus	on	the	role	of	officers	and	NCOs.	Also	included	               who	 allowed	 me	 to	 use	 pictures	 of	 their	 outstanding	
in	the	rules	are	a	number	of	different	troop	types,	those	               figures.	My	own	collection	for	this	period	is	a	combination	
interesting	and	exotic	units	that	are	too	small	or	rare	to	              of	 miniatures	 from	 these	 two	 companies.	 Both	 are	
feature	 in	 most	 big	 battles,	 including	 Jgers,	 Shtzen,	          compatible	 in	 size,	 proportion	 and	 quality	 -	 the	 Perrys	
Sturmtruppen	and	Trabanten.	                                             provide	excellent	figures	for	the	period	as	a	whole	and	the	
                                                                         Assault	Groups	range	includes	figures	specifically	for	the	
For	the	experienced	Father	Tilly	player,	Escalade	contains	              Thirty	Years	War	which	allows	gamers	the	chance	of	giving	
several	 familiar	 features.	 Rules	 for	 movement,	 morale,	            their	armies	that	particular	European	feel.
shooting	and	combat	have	the	same	basic	mechanics	but	
with	additional	detail.	The	sections	on	terrain	and	scenario	
generation	are	also	included	plus	a	new	section	detailing	               		
mortars,	incendiaries	and	other	methods	of	mayhem	and	                   	
destruction.	 The	 popular	 war-tokens	 section	 is	 also	
included.	This	describes	how	players	can	use	their	existing	
Father	 Tilly	 tokens,	 usually	 reserved	 for	 big	 battles	 and	
apply	 them	 to	 skirmish	 games.	And	 because	 of	 the	 more	           		
uncertain	nature	of	these	sort	of	low	level	encounters,	
the	initiative	system	has	been	modified.			
Game Requirements
All	that	is	required	to	play	Escalade	is	a	suitable	playing	
area	 at	 least	 thirty-six	 inches	 square,	 some	 terrain	
features,	 twenty	 or	 more	 individually	 based	 figures	 per	
side,	 a	 measuring	 device	 in	 inches	 and	 a	 handful	 or	 six	
sided	dice	in	two	colours	(oh	and	a	deviation	dice	for	those	
intent	on	lobbing	mortar	bombs	about).	
                                                                   
                                          Unit Ranks
                 Company Ranks                                        		
At	this	level	of	play,	higher	ranking	officers	that	are	such	a	       Kaplan
feature	of	big	battles	are	mostly	ignored.	Escalade	focuses	          This	 is	 the	 company	 Chaplain.	 Injured	 figures	 that	 are	
on	the	lower	ranks	of	captain	and	below.	Players	can	deploy	          within	 command	 range	 of	 the	 Kaplan	 and	 are	 testing	 to	
any	of	the	following	officers.	                                       recover	count	as	one	grade	higher.	Command	range	is	six	
                                                                      inches	if	the	figure	is	in	overall	command	of	the	army.
Hauptmann
This	 is	 the	 captain	 of	 the	 infantry	 company,	 the	 senior	     Unteroffizier
commanding	figure	in	the	unit.	Command	range	is	twelve	               Each	 unit	 will	 be	 commanded	 by	 an	 NCO	 or	 file-leader	
inches.	                                                              (sergeant	 or	 corporal).	 These	 figures	 have	 no	 special	
                                                                      abilities	other	than	defining	the	central	point	of	the	unit.
Rittmeister
This	 is	 the	 captain	 of	 the	 cavalry	 company,	 the	 senior	
commanding	figure	in	the	unit.	Command	range	is	twelve	
inches.	                                                                                 Higher Ranks
                                                                      Higher	 ranks	 can	 be	 included	 in	 the	 game.	 Each	 of	 the	
Leutnant                                                              following	three	ranks	will	command	a	company.	
This	rank	is	the	second	in	command	in	the	company,	the	
captains	deputy.	Command	range	is	ten	inches	if	the	figure	           Feldobrist
is	in	overall	command	of	the	army.	                                   This	is	the	Colonel,	the	commander	of	the	regiment	that	
                                                                      the	company	belongs	to.	Command	range	is	twenty	inches	
Feldweibel                                                            if	this	figure	is	in	overall	command	of	the	army.	
This	is	the	senior	sergeant,	the	person	responsible	for	drill	
and	 formation	 in	 the	 company.	 Any	 friendly	 unit	 within	       Locotenent
command	range	of	the	Feldweibel	that	uses	a	bonus	move	               This	is	the	Lt	Colonel,	second	in	command	of	the	regiment.		
dice	can	choose	the	score	rather	than	dice	for	it.	Command	           Command	range	is	sixteen	inches	if	this	figure	is	in	overall	
range	is	six	inches	if	the	figure	is	in	overall	command	of	the	       command	of	the	army.	
army.	                                                                	
                                                                      Major
Profoss                                                               This	 is	 the	 Major,	 third	 in	 command	 in	 the	 regiment.	
This	 is	 the	 Provost,	 the	 officer	 who	 is	 responsible	 for	     Command	range	is	fourteen	inches	if	this	figure	is	in	overall	
discipline	and	punishment	within	the	company.	All	friendly	           command	of	the	army.	
figures	within	command	range	of	this	figure	tests	for	morale	
using	two	dice	(taking	the	best	result).	Command	range	is	            General
six	inches	if	the	figure	is	in	overall	command	of	the	army.	          Generals	would	often	own	their	own	regiment	and	would	
                                                                      therefore	be	simultaneously	both	a	general	and	a	colonel.	
Fhndrich                                                             Usually,	 the	 Locotenent	 would	 command	 the	 regiment	
This	 is	 the	 Ensign,	 the	 officer	 who	 carries	 the	 company	     in	 the	 Feldobrists	 (Generals)	 absence.	 However,	 some	
flag.	If	the	Fhndrich	is	within	command	range	of	another	            scenarios	can	include	the	presence	of	a	General.	Command	
officer	figure,	the	two	figures	can	combine	their	command	            range	is	twenty-four	inches.	
ranges.	All	friendly	figures	within	command	range	of	this	
figure	 tests	 for	 morale	 as	 if	 one	 grade	 better.	 Command	
range	is	six	inches.	
                                                                                      Command Range
Trommler                                                              Command	 range	 is	 the	 distance	 from	 the	 officer	 figure	
This	is	the	companies	drummer.	Although	not	technically	an	           to	 the	 friendly	 unit	 that	 the	 officer	 wishes	 to	 influence.	
officer,	if	attached	to	a	unit,	this	figure	can	add	an	action	        Influence	 is	 delivered	 with	 the	 use	 of	 war-tokens.	
to	it	as	other	officers	can.	If	the	Trommler	is	within	two	           These	 can	 improve	 the	 performance	 of	 a	 unit	 in	 certain	
inches	 of	 another	 officer	 figure,	 the	 officer	 can	 increase	   specific	ways	such	as	allowing	for	special	actions	or	simply	
his	command	range	by	six	inches.	All	friendly	figures	within	         increasing	the	number	of	actions	that	the	unit	is	permitted	
six	inches	of	the	Trommler	can	increase	their	basic	move	             to	use.	War	tokens	can	only	be	bestowed	on	a	friendly	unit	
distance	by	one	inch	                                                 that	is	within	command	range	of	the	officer.		
                                                                  
                                         Troop Types
               Specialist Troops                                         is	 double	 normal.	 When	 in	 close	 combat,	 these	 troops	
All	 of	 the	 usual	 troop	 types	 are	 available	 in	 Escalade	         will	count	their	grade	as	one	better	in	the	turn	that	they	
including	 musketeers,	 cuirassier	 and	 dragoons	 etc.	                 contact	 their	 opponent,	 but	 this	 will	 return	 to	 normal	
However,	 in	 these	 rules,	 additional	 categories	 of	 troops	         in	 subsequent	 turns.	 When	 raiders	 are	 fired	 on,	 any	 soft	
are	 used	 that	 allow	 for	 more	 detail	 and	 period	 flavour.	        cover	or	cover	that	they	are	in	will	count	as	one	level	of	
These	specialist	troops	are	described	below.	                            protection	higher.		
                                                                         	
                                                                                   Standard Troop Types
Jger                                                                    The	majority	of	a	players	force	is	likely	to	be	made	up	of	
Operating	 in	 small	 bands,	 often	 in	 advance	 of	 the	 main	         less	exotic	units.
army.	Using	their	skills	in	field	crafts	to	avoid	detection,	
Jger	 often	 employ	 high	 quality	 and	 accurate	 firearms	            Musketeer
such	 as	 sporting	 guns	 and	 rifled	 muskets.	All	 firing	 from	       The	 standard	 infantry	 soldier,	 equipped	 with	 a	 basic	
Jger	figures	will	be	at	plus	one	to	hit.	When	fired	at,	all	            musket	or	heavy	musket	(with	a	forked	rest)	and	generally	
Jger	figures	will	count	as	one	level	of	protection	higher	              not	equipped	with	armour.
(i.e.	no	cover	becomes	soft	cover).		
		
                                                                         Pikeman
                                                                         Not	usually	found	on	the	skirmish	battlefield,	these	troops	
Shtzen                                                                  can	still	be	useful	if	cavalry	are	likely	to	be	encountered.	
These	 are	 skilled	 skirmishers	 that	 usually	 operate	 in	            Pikemen	can	still	be	found	equipped	with	armour,	possibly	
advance	of	the	main	body	of	the	army.	Unit	cohesion	range	               a	buff-coat	and	breastplate.
is	double	normal.	When	Shtzen	figures	are	fired	on,	any	
soft	cover	or	cover	that	they	are	in	will	count	as	one	level	
of	 protection	 higher.	 Shtzen	 figures	 will	 not	 have	 their	
movement	dice	reduced	when	crossing	difficult	terrain.	
                                                                         Dragoon
                                                                         Certain	armies	deployed	dragoon	units	to	supplement	their	
                                                                         heavy	cavalry.	Usually	employed	as	mobile	infantry,	these	
                                                                         units	would	be	unarmoured	and	equipped	with	a	carbine	or	
Sturmtruppen                                                             light	musket	and	occasionally	pike.
These	 are	 assault	 troops	 whose	 primary	 function	 is	 to	
engage	the	enemy	in	close	combat,	such	as	Imperial	sword	
&	buckler	men	or	halberdiers.	In	close	combat,	during	their	
own	 phase,	 each	 Sturmtruppen	 figure	 gains	 two	 attacks	
                                                                         Mounted Arquebusier
                                                                         The	primary	role	of	this	type	of	cavalry	was	to	engage	the	
per	round	rather	than	one	(i.e.	roll	2d6	per	figure).	During	
                                                                         enemy	 with	 missile	 fire,	 either	 supporting	 heavy	 cavalry	
the	opponents	round	only	one	attack	is	used	per	figure.
                                                                         attacks	 or	 disrupting	 enemy	 movements	 with	 probing	
                                                                         attacks.	These	troops	would	usually	be	equipped	with	an	
                                                                         arquebus	and	some	form	of	protection	such	as	a	buff	coat	
Trabanten                                                                and	or	breastplate.
Commanders	are	permitted	to	employ	bodyguards	for	their	
own	 personal	 safety.	 These	 troops	 will	 usually	 be	 armed	
with	halberds	or	high	quality	firearms.	If	armed	with	close	
combat	weapons	they	 will	gain	two	attacks	per	round	of	
                                                                         Heavy Cavalry
                                                                         The	 role	 of	 this	 type	 of	 cavalry	 was	 to	 engage	 with	 the	
combat	(whichever	side	has	the	initiative).	If	armed	with	
                                                                         enemy	 at	 very	 close	 quarters	 with	 pistol	 and	 sword.	
firearms,	each	shot	fired	by	a	Trabanten	figure	will	be	plus	
                                                                         Heavy	cavalry	would	usually	be	armoured,	some	units	still	
one	to	hit	and	plus	one	damage.	
                                                                         retained	the	three-quarter	plate	cuirassier	armour,	while	
                                                                         some	units,	such	as	Swedish	horse	began	to	forego	the	use	
                                                                         of	armour	altogether.
Plndern
Many	armies	of	this	period,	especially	the	Catholic	armies,	             In	skirmish	games,	another	tactic	for	heavy	cavalry	can	be	
made	 us	 of	 irregular	 troops.	 These	 units	 were	 used	 to	          to	dismount	and	fight	on	foot.	The	cavalrymans	armour		can	
operating	 in	 border	 areas	 and	 were	 skilled	 at	 raiding,	          be	especially	useful	when	assaulting	a	strongly	defended	
patrolling	and	hitting	the	enemy	hard	and	fast	-	and	then	               position	.
disappearing	before	their	opponents	could	react.	Croats,	
for	 example,	 fall	 into	 this	 category.	 Unit	 cohesion	 range	
                                                                     
                                Starting Forces
Players	can	use	the	Escalade	rules	simply	to	fight	one-off	             The	 cost	 of	 armour	 is	 one	 point	 per	 figure	 per	 point	 of	
battles	or	they	can	involve	their	forces	in	longer	campaigns.	          protection.	 The	 cost	 for	 horse	 is	 two	 points	 per	 cavalry	
If	players	require	just	a	one-off	game	they	should	choose	              figure.	There	 are	 no	 additional	 costs	 for	 weaponry	 apart	
forces	of	equal	points	(depending	on	the	amount	of	figures	             from	artillery.	Artillery	crew	are	costed	in	the	same	way	
they	 have	 and	 the	 time	 available).	 Two	 hundred	 points	          that	other	troops	are	(based	on	their	quality).
each	will	provide	good	entertainment	for	an	hour	or	two.
                                                                                  Type              Cost
Players	 will	 of	 course	 choose	 their	 force	 from	 what	             Robinet                      30
figures	that	they	have	available.	However,	players	should	               Falconnet                    40
remember	 that	 their	 force	 represents	 all	 or	 part	 of	 a	
single	 company.	The	 majority	 of	 figures	 should	 therefore	          Falcon                       50
be	of	one	type	-	such	as	mostly	Mounted	Arquebusiers	or	                 Minion                       50
Dragoons	 or	 Musketeers.	 Players	 also	 have	 the	 option	 of	         Saker                        60
spending	points	on	Specialist	Troops	such	as	Trabanten	or	
                                                                         Demi-Culverin                70
Shtzen.	 It	 is	 recommended	 that	 players	 spend	 no	 more	
than	half	their	available	points	on	such	troops	(although	if	            Culverin                     80
the	scenario	demands	a	higher	proportion	of	specialist	                Demi-Cannon                  90
units	-	this	is	acceptable).			                                          Cannon                      100
	
                                                                    
                      Initiative & Sequence
                        Initiative                                            least	Regular	grade).	These	tokens	will	improve	the	units	
The	sequence	of	play	between	both	sides	is	determined	by	                     performance	in	certain	ways	(see	war	tokens	section).	Note,	
rolling	one	d6	(the	Initiative	Dice)	for	each	unit	(Rotten/                   players	can	play	war	tokens	on	enemy	units	regardless	of	
Trupp/artillery	 piece)	 on	 each	 side.	 The	 unit	 with	 the	               quality.
lowest	 score	 goes	 first	 followed	 by	 the	 other	 units	 in	
ascending	 order.	 If	 two	 units	 share	 the	 same	 score,	 the	             War Token Bonus
side	 that	 activated	 a	 unit	 last	 (either	 in	 this	 turn	 or	 the	       War	 tokens	 can	 award	 additional	 actions	 if	 played	 on	 a	
previous)	will	go	second.	Note,	play	will	switch	between	                     friendly	unit.	This	will	only	benefit	the	unit	if	the	troops	
both	 sides	 rather	 than	 activating	 all	 units	 on	 one	 side	             are	veteran	grade	or	better.
before	the	opposing	side	can	be	activated.
                                                                              Reactions
Individual	artillery	pieces	count	as	a	unit	in	their	own	right	               If	 a	 player	 has	 activated	 a	 unit	 but	 not	 used	 all	 of	 its	
and	will	each	be	allocated	an	initiative	dice.	                               actions,	the	unit	will	be	left	with	a	reaction	dice.	This	
                                                                              will	 allow	 the	 unit	 to	 react	 to	 enemy	 actions	 that	 may	
Officer	figures	are	not	allocated	initiative	dice	if	they	are	                occur	later	in	the	turn.	For	example,	a	unit	has	four	actions	
not	 attached	 to	 a	 unit.	 If	 officer	 figures	 are	 unattached	           but	only	uses	two	of	them,	this	means	that	there	are	two	
they	 can	 use	 two	 actions	 per	 turn	 on	 their	 own	 actions	             potential	actions	remaining.	The	player	places	a	reaction	
(such	as	moving	or	shooting)	and	can	be	activated	at	any	                     die	(different	colour	to	initiative	die)	with	a	two	face-up	
point	during	the	players	turn	when	the	player	takes	a	turn	                   to	indicate	the	two	remaining	actions.	
to	activate	a	unit.
                                                                              The	different	coloured	dice	used	alerts	players	to	the	fact	
The	 dice	 used	 during	 this	 section	 of	 the	 game	 are	 the	              that	 the	 unit	 has	 already	 been	 activated	 this	 turn	 and	
initiative-dice	and	should	be	a	different	colour	to	that	                   is	 now	 not	 part	 of	 the	 initiative	 sequence	 of	 remaining	
used	as	the	reaction-dice.                                                  units.	
		
                                                                              Points	 on	 the	 reaction	 dice	 can	 be	 used	 in	 two	 ways:	 to	
Actions                                                                       evade	enemy	troops	that	wish	to	engage	in	close	combat	or	
The	 initiative	 dice	 allocated	 to	 each	 unit	 will	 determine	            to	fire	at	enemy	targets	that	have	just	appeared	or	moved	
the	order	that	each	unit	is	activated.	The	initiative	scores	                 (see	Reactive	Fire	in	the	Shooting	section	and	Evading	in	
will	also	determine	the	number	of	actions	that	each	unit	                     the	Combat	section).	
can	take.	For	example,	the	player	rolls	a	four,	the	unit		can	
only	take	four	actions.	
Leaders Bonus Actions                                                         For example,	player	one	has	four	units	with	initiative	scores	
If	 the	 unit	 has	 an	 officer	 figure	 attached,	 the	 officer	             of	 one,	 two,	 three	 and	 five.	 Player	 two	 has	 three	 units	
figure	can	bestow	an	action	bonus	to	that	unit	(one	single	                   with	 initiative	 three,	 four	 and	 five.	 Player	 one	 activates	
action).	Note,	only	units	of	sufficient	quality	can	benefit	                  the	 initiative	 one	 unit	 first.	 Player	 one	 then	 activates	
from	this	bonus.	This	additional	action	does	not	increase	                    the	initiative	two	unit,	after	this	player	two	takes	a	turn	
the	 initiative	 score	 for	 the	 unit	 -	 simply	 the	 number	 of	           and	 activates	 the	 initiative	 three	 unit.	 Player	 one	 can	
actions	the	unit	can	take.	                                                   now	 activate	 their	 initiative	 three	 unit,	 then	 player	 two	
                                                                              activates	their	initiative	four	unit	followed	by	player	ones	
War Token                                                                     initiative	 five	 unit	 and	 finally	 player	 two	 activates	 their	
Certain	units	will	benefit	from	having	war	tokens	played	                   initiative	five	unit.	
on	 them	 by	 their	 commanding	 figure	 (if	 the	 unit	 is	 at	
                                                                          
                                              Movement
                       Movement                                             can	 place	 a	 small	 dice	 next	 to	 the	 figure	 indicating	 how	
It	 costs	 one	 action	 to	 move	 one	 figure	 its	 basic	 move	            many	inches	left	to	move	before	the	figure	can	cross	the	
distance.	Each	figures	a	basic	movement	rate	is	ten	inches	                 obstacle.		
for	infantry	and	eighteen	inches	for	cavalry.	Deducted	from	
this	must	be	the	weight	of	weaponry	and	armour.	One	inch	                   Mounted	troops	may	be	able	to	cross	certain	obstacles	such	
is	deducted	for	each	weight	point	of	weapon	carried.	Two	                   as	low	walls	and	hedges	without	reducing	their	movement.	
inches	is	also	deducted	for	figures	wearing	armour	plus	one	                Gentry	types	and	other	skilled	horsemen	riding	good	quality	
point	 for	 each	 point	 of	 damage	 modifier	 of	 armour	 i.e.	            mounts	will	be	able	to	cross	such	low	obstacles	if	they	only	
minus	three	inches	for	a	Buff	Coat.	Close	combat	weapons	                   make	their	basic	move.	
will	 also	 reduce	 a	 figures	 movement,	 pikes	 deduct	 four	             	
inches,	 polearms	 and	 spears	 three	 inches	 and	 other	
sidearms	can	be	ignored	for	the	purposes	of	weight.	                        Move Limitations
                                                                            Figures	 that	 are	 making	 their	 basic	 move	 can	 move	 any	
Bonus Move                                                                  distance	up	to	the	maximum	allowed	for	that	figure	type.	
The	basic	move	can	be	increased	if	players	add	a	movement	                  If	movement	dice	are	added	to	the	distance,	the	figure	or	
die,	 this	 costs	 another	 action	 but	 the	 score	 rolled	 is	 the	       unit	must	move	the	full	distance	indicated	by	the	dice.
number	 of	 additional	 inches	 that	 the	 figure	 can	 move.	
However,	this	die	score	is	limited	by	the	basic	move	of	the	                Figures	 in	 the	 same	 unit	 can	 be	 commanded	 to	 move	 in	
figure	-	the	additional	movement	cannot	exceed	the	basic	                   different	 directions	 but	 each	 figure	 moved	 will	 cost	 one	
move	 of	 the	 figure.	 For	 example,	 an	 armoured	 pikeman	               action.
with	a	basic	move	of	three	cannot	score	greater	than	three	
on	their	movement	dice	(count	any	score	over	three	as	a	                    Players	 can	 specify	 certain	 destinations	 for	 their	 troops	
three).		                                                                   during	movement.	For	instance,	the	player	can	command	a	
                                                                            unit	to	move	up	to	a	wall,	if	the	distance	diced	for	exceeds	
Terrain Move                                                                the	distance	to	the	wall,	the	group	will	halt	at	the	wall.
Any	 figures	 that	 pass	 over	 areas	 of	 difficult	 terrain	 such	        	
as	 rubble	 strewn	 ground,	 ruined	 building	 interiors,	 thick	
undergrowth,	marshy	ground	or	fordable	water	will	have	                     Unit Moves
their	basic	move	halved.	Movement	dice	can	be	used	but	                     All	 figures	 in	 a	 unit	 that	 are	 commanded	 to	 move	 in	
this	can	add	no	more	than	the	figures	modified	basic	move.	                 one	 direction	 will	 move	 the	 same	 distance	 -	 individual	
For	example,	 a	 figure	 with	 a	 move	 distance	 of	 six	would	            movement	 dice	 are	 not	 rolled	 for	 each	 figure.	 Moving	 a	
only	be	able	to	move	three	inches	across	difficult	terrain	                 unit	in	the	same	direction	costs	one	action	for	the	entire	
and	would	not	be	able	to	score	more	than	three	on	their	                    unit.	Note,	to	be	in	the	unit,	all	figures	must	be	within	unit	
move	dice.	                                                                 cohesion	range.		
                                                                        
                                              Movement
is	making	a	unit	move	and	the	figures	are	turned	to	face	in	            move.	The	 following	 table	 shows	 the	 movement	 rates	 of	
different	directions.	However,	it	will	cost	an	action	to	turn	          the	different	types	of	artillery	that	is	available.
figures	that	remain	on	the	 spot	without	 moving	although	
turning	several	figures	to	face	the	same	way	can	be	done	                    Artillery          Terrain      Limbered        Unlimbered
as	a	unit	move.	Turning	several	figures	that	have	not	moved	
to	face	different	directions	will	cost	one	action	per	figure	            Robinet                                 6               2
turned.	                                                                 Falconnet                               5               1
                                                                         Falcon                                  4               
Hidden Movement                                                          Minion                                  3                -
Each	 battle	 will	 usually	 commence	 with	 the	 majority	              Saker                                   2                -
of	 troops	 hidden	 from	 view,	 enemy	 troops	 will	 only	 be	
revealed	 when	 they	 have	 been	 observed.	 To	 mark	 the	              Demi-Culverin                           1                -
possible	location	of	units	on	the	table,	players	will	instead	           Culverin                                1                -
place	a	single	figure	in	the	location	that	they	want	their	              Demi-Cannon                -             0                -
unit	to	appear.	The	figure	that	is	placed	must	be	an	infantry	
                                                                         Cannon                     -            -1                -
figure	if	the	unit	it	represents	is	infantry	or	artillery	and	
it	must	be	a	cavalry	figure	if	the	unit	that	it	represents	is	           Mortar                     -              -                -
cavalry.
                                                                        Terrain Move:	This	is	the	modifier	for	the	guns	basic	move	
Each	figure	can	be	moved	once	per	turn	and	players	take	it	             when	crossing	rough	terrain.	
in	turns	to	move	one	figure	each	(without	worrying	about	
initiative	sequence).	Movement	for	each	figure	is	up	to	six	            Limbered Move:	This	is	the	basic	move	distance	that	the	
inches	for	foot	figures	and	twelve	for	cavalry.	No	movement	            gun	can	move	along	a	road,	when	limbered.	When	crossing	
dice	are	added	to	this	type	of	move.	                                   fields	or	open	terrain	the	basic	move	is	halved	but	the	die	
                                                                        score	is	still	applied.	To	this	move	can	be	added	a	move	
                                                                        dice.	
Getting Back on the Horse
All	cavalry	troops	have	the	option	of	dismounting	to	fight	             Unlimbered Move:	This	is	the	distance	that	the	crew	can	
on	foot.	This	costs	one	action	for	a	single	figure	to	dismount	         manhandle	 the	 gun	 when	 unlimbered,	 there	 is	 no	 move	
and	 one	 action	 for	 a	 unit	 to	 dismount.	 Foot	 figures	 will	     dice	added	to	this	move.	If	the	crew	is	depleted,	count	the	
be	 used	 to	 replace	 mounted	 figures	 and	 one	 figure	 must	        gun	as	one	grade	heavier	for	each	figure	lost.
remain	 stationary	 and	 act	 as	 the	 horse-holder.	 This	
figure	can	move	but	only	at	half	its	basic	move	rate.	If	this	          No Move:	If	the	table	records	a	non-entry	against	a	gun	for	
figure	 is	 killed	 or	 injured	 the	 horses	 are	 considered	 lost	    a	particular	type	of	movement,	the	gun	cannot	move.	
and	the	cavalry	cannot	re-mount	during	the	battle.
Artillery Movement
During	this	period,	artillery	tended	to	be	mounted	on	very	
heavy	 carriages	 and	 were	 consequently	 very	 difficult	 to	
                                                                   10
          Observation & Deployment
During	the	early	stages	of	battle,	it	is	likely	that	neither	               In	this	case,	players	must	mark	on	a	map	the	location	and	
side	will	have	a	very	precise	picture	of	the	enemies	location	              nature	of	the	troops	located	there.	
and	movements.	For	that	reason,	each	unit	is	represented	
on	the	table	by	a	single	figure.	This	will	be	a	foot	figure	                The	 opponent	 can	 attempt	 to	 detect	 such	 hidden	 troops	
for	a	foot	unit	or	artillery	piece	and	a	mounted	figure	for	a	              by	 identifying	 an	 area	 and	 declaring	 their	 intention	 to	
cavalry	unit.	Note,	the	type	of	figure	does	not	have	to	be	                 observe	it.	The	observation	test	is	made	in	the	usual	way,	
the	same	as	the	actual	figures	in	the	unit,	for	instance	a	                 if	successful,	a	single	figure	is	placed	in	the	required	area	
Dragoon	figure	could	represent	a	unit	of	Cuirassier.	                       and	 a	 further	 observation	 test	 is	 required	 to	 reveal	 the	
                                                                            unit.	
Observation Test
To	test	to	observe	the	opponents	single	figures,	and	thus	
reveal	the	unit,	the	observing	player	rolls	1d6.	The	score	                 Skirmishers
is	 multiplied	 by	 ten.	 If	 the	 modified	 die	 score	 equals	 or	        Specialist	 skirmish	 units	 such	 as	 Jgers	 or	 Shtzen	 make	
exceeds	 the	 distance	 between	 the	 observer	 and	 the	                   good	use	of	terrain	to	mask	their	movements	and	disguise	
target,	the	target	has	been	successfully	observed	and	the	                  their	intentions.	These	units	can	be	detected	in	the	same	
opposing	player	rolls	1d6	for	the	number	of	figures	to	bring	               way	that	other	units	are	except	that	once	they	have	been	
on	(this	does	not	include	the	single	figure	already	present).	              observed,	 they	 then	 have	 the	 chance	 to	 disappear	 if	
If	the	observing	figure	moved	at	any	point,	the	die	score	                  they	 move	 outside	 of	 automatic	 observation	 range	 or	 an	
multiplier	 will	 be	 five	 rather	 than	 ten.	 For	 example,	 a	           area	 where	 there	 is	 no	 line	 of	 sight	 to	 the	 enemy	 (i.e.	
score	of	four	would	mean	an	observation	range	of	twenty	                    behind	a	wall,	building,	hill	or	tree	line).	If	this	occurs	-	
inches	rather	than	forty.		                                                 and	no	enemy	figures	can	observe	them,	the	skirmish	unit	
                                                                            is	removed	and	replaced	with	a	single	figure.	
If	 poor	 light	 conditions	 prevail,	 one	 or	 more	 is	 deducted	
from	 the	 die	 roll.	 For	 example,	 one	 is	 deducted	 if	 the	
target	is	in	cover	or	obscured	by	a	light	mist.	Two	will	be	
deducted	for	smoke	and	three	if	the	action	occurs	at	night	                                     Deployment
(although	matchlocks	show	up	nicely	at	night).	                             The	type	of	scenario	being	played	will	determine	roughly	
                                                                            where	 players	 can	 deploy	 their	 troops.	 If	 the	 forces	 are	
Officer	figures	and	unit	leaders	that	have	been	deployed	can	               conducting	foraging	or	patrolling	missions,	both	sides	will	
be	used	in	the	observation	test.	It	costs	two	actions	to	test	              begin	within	six	inches	of	their	own	rear	table	edge.	If	one	
to	observe	in	one	ninety	degree	arc.	Once	the	actions	have	                 side	is	defending	a	position,	the	defenders	can	deploy	their	
been	spent	the	test	is	carried	out	in	the	way	described	                  forces	up	to	the	half-way	point	on	the	table,	the	attackers	
above.	If	the	test	is	successful,	the	player	that	has	been	                 no	more	than	six	inches	from	the	rear	table	edge.	
observed	rolls	1d6	and	places	the	number	of	figures	on	that	
is	 indicated	 by	 the	 die	 score.	 Obviously,	 the	 player	 does	         As	 has	 been	 described	 in	 the	 movement	 section,	 players	
not	place	more	figures	than	is	actually	represented	by	the	                 forces	are	likely	to	be	deployed	initially	as	single	figures	
single	figure	nor	does	the	player	have	to	reveal	whether	all	               that	represent	a	unit.	For	instance,	one	force	consists	of	
of	the	units	figures	have	been	revealed	-	this	would	take	                  four	 units.	 The	 player	 therefore	 takes	 four	 figures	 from	
another	(and	possibly	more)	successful	observation	test.	                   their	 collection	 and	 places	 them	 on	 the	 table	 in	 the	
                                                                            locations	required.	In	addition	to	this	the	player	can	place	
                                                                            another	two	figures	as	dummy	markers.	These	will	not	
Automatic Observation Range                                                 represent	 real	 troops	 and	 are	 there	 only	 to	 deceive	 the	
At	 certain	 distances,	 observation	 becomes	 automatic	                   opponent.	
and	requires	no	test	for	units	to	be	revealed.	This	will	be	
twenty	inches	in	the	open	during	daylight	but	will	be	half	                 Players	 can	 place	 up	 to	 fifty	 percent	 extra	 figures	 as	
this	 if	 the	 target	 is	 in	 cover	 and	 half	 again	 if	 poor	 light	    dummy	markers	(i.e.	if	the	player	has	six	units	to	deploy,	
conditions	occur.	                                                          an	 additional	 three	 figures	 can	 be	 placed).	 Players	 must	
	                                                                           note	 down	 in	 secret	 which	 figures	 represent	 which	 unit	
Observing Hidden Troops                                                     and	 with	 are	 dummies.	The	 dummy	 figures	 function	 in	
Troops	 that	 are	 located	 in	 positions	 that	 are	 completely	           the	same	way	that	the	other	single	figures	do	with	respect	
out	 of	 sight	 from	 the	 opponent,	 such	 as	 behind	 a	 hill	 or	        to	movement	and	observation.	It	is	only	when	the	dummy	
high	wall,	or	inside	a	building	need	not	be	represented	as	a	               figure	 is	 successfully	 observed	 will	 its	 true	 nature	 be	
single	figure	if	there	is	no	direct	line	of	sight	to	the	enemy.	            revealed	to	the	opposing	side.	
                                                                       11
                                                Shooting
                       Procedure
Shooting	is	based	on	each	figure	that	can	fire.	1d6	is	rolled	                Range Factor
for	each	firing	figure,	but	only	if	the	target	is	within	range	               This	is	the	number	that	the	die	score	to	hit	is	multiplied	
and	arc	of	fire	(the	forward	90	arc	from	the	front	corner	                   by.	If	this	number	is	equal	or	greater	than	the	distance	in	
of	the	unit	or	gun).The	score	is	multiplied	by	the	weapons	                   inches	between	the	firing	figure	and	the	target	-	a	hit	has	
range	 factor,	 if	 it	 is	 equal	 to	 or	 more	 than	 the	 range	 to	        been	scored.	The	table	below	shows	the	range	factors	for	
the	target	(in	inches),	the	target	has	been	hit	and	damage	                   both	un-aimed	and	aimed	firing	(UA	&	A).
must	be	tested	for.	
          Small Arms          Weight      Range Factor UA         Range Factor A          Max Range     Actions UA Actions A           ROF
 Pistol                           -                                          1               10                                     3
 Arquebus/Carbine                 1                1                          2               20                          1           2
 Heavy	Carbine/Caliver            2                1                          2               30                          1           2
 Heavy	Musket/Spanish             4                2                          5               30             2             3           1
 Light	Musket/Swedish             2                2                          3               30             1             2           2
 Musket                           3                2                          4               30             1             2           1
 Long	Musket                      4                2                          5               40             2             3           1
 Rifled	Carbine                   1                1                          3               20             1             2           1
 Rifled	Musket                    4                2                          6               50             2             4           1
 Eastern	Bow                      2                2                          3               20                          1           4
 Javelin                          2                                          1               10                                     3
                                                                         12
                                                   Shooting
Short Range                                                                   cannot	 take	 any	 further	 actions	 until	 an	 action	 is	 spent	
Targets	 that	 are	 at	 ranges	 that	 require	 an	 unmodified	                removing	the	Suppression.	
one	or	two	to	hit	are	considered	to	be	at	short	range.	At	
this	 range	 targets	 will	 be	 damaged	 easier	 -	 add	 one	 to	             Aiming
the	 damage	 die	 roll	 for	 all	 small	 arms	 apart	 from	 Light	            Although	 most	 weapons	 of	 this	 period	 were	 quite	
Muskets.	Heavy	Muskets	and	Calivers	gain	this	bonus	at	any	                   inaccurate,	 a	 little	 time	 spent	 aiming	 can	 improve	 the	
range	that	is	not	Long	Range.	                                                chances	of	hitting.	Aiming	will	increase	the	weapons	range	
                                                                              factor	and	also	increase	the	number	of	actions	required	to	
Long Range                                                                    fire	the	shot.	Aiming	can	only	occur	if	the	firing	figure	had		
Targets	that	are	at	ranges	that	require	an	unmodified	score	                  line	of	sight	on	the	target	at	the	start	of	the	turn,	if	not	the	
of	 six	 to	 hit	 are	 considered	 to	 be	 at	 long	 range.	At	 this	         shot	must	be	un-aimed.	Un-aimed	fire	must	be	directed	at	
range	targets	will	be	damaged	less	easy	-	deduct	one	from	                    the	nearest	enemy	target	that	is	within	the	firers	arc	and	
the	damage	die	roll.	                                                         line-of-sight,	with	aiming	the	target	can	be	chosen.	
                                                                       1
                                                  Artillery
 Artillery Type                   Canister Hit Dice       Round Shot Hit Dice         Damage       Shot Area       Actions       Cost
 Regimental/Galloper	Gun                  2d6                       4d6                   4+             -            5           20
 Falconnet                                2d6                       5d6                   4+             -            6           22
 Falcon                                   3d6                       5d6                   3+                        7           24
 Minion                                   3d6                       6d6                   3+                        8           26
 Saker                                    3d6                       7d6                   3+                        9           28
 Demi-Culverin	                           3d6                       8d6                   2+            1            10          30
 Culverin                                 4d6                       8d6                   2+            1            11          32
 Demi-Cannon                              4d6                       6d6                   1+           1            12          34
 Cannon                                   5d6                       5d6                   1+           1            13          36
 Mortar                                     -                      10d6                   3+             -            14          40
                  Artillery Table                                         score	 is	 greater	 the	 target	 has	 been	 killed.	 Canister	 fire	
The	artillery	table	above	shows	the	type	of	weapons	that	                 ignores	armour	but	not	cover.	For	example,	a	figure	is	in	
are	 available	 and	 the	 factors	 that	 they	 can	 employ.	 The	         the	canister	fire	area	of	effect	of	a	Falcon,	1d6	is	rolled	
canister	hit	dice	are	the	number	of	d6	used	when	testing	               and	a	four	is	the	result.	As	this	is	more	than	the	number	
for	canister	range,	the	round	shot	hit	dice	column	shows	               shown	in	the	damage	column,	the	figure	is	removed.	If	
the	maximum	number	of	dice	that	can	be	used	when	firing	                  cavalry	 figures	 are	 caught	 in	 the	 blast	 -	 damage	 will	 be	
round	shot.	The	damage	column	shows	the	score	needed	                   tested	for	on	both	horse	and	rider.	Officer	figures	that	can	
to	inflict	an	injury	result	on	1d6	(anything	higher	will	be	              sustain	more	than	one	kill	result	will	suffer	a	wound	with	
a	 kill	 result).	 The	 shot	 area	 if	 the	 area	 of	 effect	 that	    each	injury	or	kill	result.		
damage	 can	 be	 inflicted	 when	 using	 round	 shot	 and	 the	
actions	 column	 is	 the	 number	 of	 actions	 it	 takes	 to	           Round Shot
fire	 the	 weapon	 (note,	 if	 the	 number	 of	 actions	 cannot	          The	artillery	table	above	shows	the	number	of	dice	used	
be	achieved	in	one	turn,	actions	can	be	saved	from	the	                 when	testing	to	hit	with	Round	Shot.	The	player	indicates	
previous	turn	to	add	to	the	current	turns	total	-	until	the	              an	 area	 or	 group	 of	 figures	 within	 the	 weapons	 arc	 and	
gun	has	enough	actions	to	be	able	to	fire).	                              rolls	a	number	of	dice,	the	combined	score	is	the	distance	
                                                                          at	 which	 the	 shot	 first	 strikes	 the	 ground	 (the	 distance	
                                                                          is	 measured	 in	 a	 straight	 line	 from	 the	 barrel	 towards	
Canister Fire
                                                                          the	 target).	Any	 figures	 that	 are	 hit	 directly	 by	 the	 shot	
Canister	fire	blasts	a	number	of	small	but	deadly	objects	
                                                                          (the	 shot	 is	 measured	 exactly	 to	 the	 figure	 or	 its	 base)	
out	in	an	arc	from	the	barrel	of	the	gun	towards	the	target.	
                                                                          are	 killed	 instantly	 -	 even	 officers.	 Any	 figures	 that	 are	
It	is	therefore	possible	to	hit	more	than	one	target	when	
                                                                          within	the	shot	area	(see	table	above)	must	be	tested	for	
firing	this	ammunition.	The	table	above	shows	the	number	
                                                                          damage	 (see	 damage	 column).	 The	 only	 damage	 result	
of	dice	used	when	testing	to	hit	targets	with	canister	fire.	
                                                                          that	 figures	 can	 suffer	 if	 caught	 in	 the	 shot	 area	 is	 an	
Between	 two	 and	 five	 dice	 are	 rolled	 (depending	 on	 the	
                                                                          Injury	or	Suppression	-	armour	and	cover	is	factored	into	
gun),	 the	 scores	 are	 added	 together,	 the	 number	 is	 the	
                                                                          the	damage	test.	After	the	damage	has	been	calculated,	
furthest	distance	in	inches	the	canister	reaches.	The	area	
                                                                          the	player	rolls	for	the	second	fall	of	shot	by	rolling	one	
that	 the	 effect	 spreads	 out	 will	 be	 half	 as	 wide	 as	 the	
                                                                          less	d6	than	the	previous	shot.	This	distance	is	measured	
length	of	the	shot.	For	example,	4d6	are	rolled	for	canister	
                                                                          from	the	point	of	the	first	strike	and	any	damage	is	tested	
fire	and	the	distance	rolled	is	sixteen	inches.	This	distance	
                                                                          for	 if	 any	 figures	 are	 present.	 	 This	 process	 is	 repeated	
is	measured	from	the	end	of	the	gun.	At	the	sixteen-inch	
                                                                          until	there	are	no	dice	left	to	roll.	Figures	can	only	be	fired	
mark,	 the	 player	 measures	 four	 inches	 at	 right-angles	
                                                                          on	with	round	shot	if	they	have	been	visible	since	the	start	
either	side	of	the	line	of	shot	-	the	canister	has	therefore	
                                                                          of	the	previous	turn.	
spread	sixteen	inches	in	length	and	is	eight	inches	wide	at	
the	end.	Any	figures	caught	in	this	area	of	effect	will	test	
for	damage.	
                                                                          Mortar Fire
To	test	for	damage,	players	should	refer	to	the	damage	                 Mortars	 and	 howitzers	 were	 deployed	 throughout	 this	
column	 in	 the	 table	 above.	 If	 the	 score	 is	 the	 same	 as	        period,	 mainly	 during	 sieges.	 When	 testing	 to	 hit,	 the	
the	 number	 shown	 -	 the	 target	 has	 been	 injured,	 if	 the	         player	can	roll	up	to	10d6,	the	crew	must	have	line	of	sight	
                                                                          to	the	target	(as	other	artillery	pieces	must).	The	player
                                                                     1
                                                 Artillery
indicates	the	target	area	and	rolls	the	dice	(no	more	than	              than	 one	 floor	 there	 is	 a	 fifty	 percent	 chance	 that	 what	
ten),	the	score	is	added	together	-	this	is	the	number	of	               comes	out	of	the	mortar	will	break	through	a	floor	before	
inches	measured	from	the	mortar	to	the	target.	The	player	               it	explodes	(test	for	lower	floors	if	the	higher	one	is	broken	
marks	this	area	and	then	rolls	a	deviation	dice.	If	a	hit	             through).										
is	scored,	this	is	the	spot	that	has	been	hit.	If	a	deviation	
has	occurred,	1d6	is	rolled	for	the	distance	of	deviation.	If	
a	five	or	six	is	rolled,	the	player	takes	the	score	and	rolls	           Incendiaries
another	 d6	 and	 adds	 this	 to	 the	 die	 roll.	 The	 maximum	         This	type	of	ammunition	is	designed	to	cause	fires	to	break	
deviation	will	therefore	be	twelve	inches.                               out	in	buildings.	There	are	two	types	that	are	available	to	
                                                                         players	-	incendiary	mortar	bombs	and	heated	round	shot.	
Mortar Types:	Mortars	fire	explosive	shot/grenades	which	
are	 designed	 to	 shatter	 causing	 great	 damage	 to	 those	           Heated round shot:	 If	 this	 hits	 a	 building,	 damage	 is	
caught	in	the	blast.	These	will	either	explode	on	impact	or	             calculated	in	the	usual	way	but	with	the	additional	risk	of	
detonate	with	a	timed	fuse.	                                             fire.	1d6	is	rolled,	a	score	of	four	or	more	will	cause	a	fire	
                                                                         to	break	out.	
Mortar Damage:	The	area	of	effect	of	a	mortar	will	be	up	
to	four	inches	from	the	point	of	impact.	All	figures	caught	             Incendiary bombs:	Rounds	fired	from	mortars	must	directly	
in	the	blast	area	will	have	to	test	for	damage.	If	an	impact             strike	the	building	to	cause	any	damage.	Structural	damage	
fuse	is	used,	1d6	is	rolled	for	the	first	figure,	if	a	one	is	           is	 tested	 for	 against	 the	 building,	 then	 the	 risk	 of	 fire	 is	
scored	-	the	grenade	has	failed	to	go	off	and	other	figures	             tested.	1d6	is	rolled,	a	score	of	one	means	that	the	bomb	
caught	in	the	blast	area	will	not	have	to	test	for	damage.	If	           has	not	exploded	and	there	is	no	risk	of	fire.	A	score	of	two	
the	first	test	for	damage	results	in	a	two	or	more	-	all	figures	        or	more	and	a	fire	has	started.	
in	the	blast	area	must	test	for	damage.	If	the	grenade	is	
equipped	with	a	timed fuse,	1d6	is	rolled	before	damage	                 Fire Damage:	If	a	building	catches	fire,	an	additional	d6	
is	tested	for	-	a	score	of	one	means	that	the	fuse	has	failed	           hits	will	be	inflicted	against	the	building	at	the	end	of	the	
and	the	grenade	will	not	go	off.	A	score	of	two	or	three	and	            turn.		
the	grenade	is	still	smoking,	a	score	of	four	or	more	and	
the	grenade	has	exploded	and	all	figures	caught	in	the	area	
must	test	for	damage.	
                                                                         Depleted Artillery Crew
Grenade still smoking!:	Grenades	that	have	not	exploded	                 Artillery	 pieces	 require	 at	 least	 one	 crew	 figure	 per	 two	
yet	may	go-off	next	turn.	The	controlling	player	will	test	            actions	to	fire	the	gun	(round	up	any	fractions),	therefore	
for	this	again	next	turn	in	the	same	way	as	just	described,	             a	Falcon	requires	four	crew.	If	a	gun	crew	suffer	loses	it	
the	player	should	also	allocate	the	grenade	an	initiative	              can	still	fire,	but	less	frequently.	For	each	crew	figure	lost,	
dice	(roll	1d6	for	it)	so	that	the	point	at	which	the	grenade	          one	additional	action	is	required	to	fire	the	gun.	Guns	can	
is	tested	for	is	put	in	the	correct	sequence	next	turn.                  be	fired	with	a	single	crew	figure.	
                                                                    1
                                                   Artillery
Re-crewing Artillery                                                        When	 buildings	 are	 hit	 by	 mortar fire,	 damage	 to	 the	
Depleted	 crew	 can	 be	 boosted	 by	 taking	 figures	 from	                building	is	worked	out	in	the	usual	way.	
friendly	infantry	units.	One	infantry	figure	will	replace	one	
lost	artillery	crew.		                                                      Risk to occupants:	Troops	that	are	in	buildings	can	suffer	
		                                                                          damage	 if	 the	 building	 is	 struck.	 Test	 for	 damage	 in	 the	
                                                                            usual	way	if	figures	are	close	enough	to	the	fall-of-shot	
                                                                            or	near	a	mortar	grenade	explosion.	
             Structural Damage
Artillery	can	be	directed	against	buildings	and	the	troops	                 Building destruction:	Once	a	building	has	suffered	damage	
hidding	inside	them.	If	this	occurs,	players	must	work	out	                 points	that	equal	or	exceed	the	strength	of	the	building,	
the	damage	inflicted	to	the	buildings	themselves	and	any	                   the	 building	 will	 be	 destroyed.	At	 this	 point	 players	 will	
troops	that	may	be	sheltering	inside.	                                      need	to	test	for	any	further	damage	to	building	occupants	
                                                                            as	the	structure	collapses.	1d6	is	rolled	per	figure.	A	score	
Targeting Buildings:	 To	 score	 a	 hit	 on	 a	 building	 or	               of	 one	 to	 three	 and	 the	 figure	 manages	 to	 escape	 the	
earthwork,	the	usual	procedure	is	followed.	Mortars	rounds	                 building	before	it	collapses	(the	figure	is	moved	outside	of	
will	have	to	strike	the	target	exactly	to	inflict	any	damage.	              the	building	and	counts	as	Suppressed).	A	score	of	four	or	
When	firing	round	shot,	a	hit	will	occur	even	if	the	shot	falls	            five	and	the	figure	is	injured	and	remains	in	the	building.	
short	(or	overshoots)	by	two	inches	per	building	storey.	For	               A	score	of	six	and	the	figure	is	killed	(officers	too)	and	is	
example,	a	two	storey	building	will	still	be	hit	if	the	shot	               removed	from	play.	
falls	short	by	up	to	four	inches.	
                                                                            Destroyed	 buildings	 should	 be	 replaced	 by	 sections	 of	
Building Strength:	 Buildings	 of	 different	 sizes	 will	 have	            broken	wall	and	rubble	(which	can	still	provide	excellent	
different	 capacities	 for	 absorbing	 damage.	 Players	 must	              cover	and	defensive	positions).	
work	out	the	strength	of	a	building	when	if	suffers	a	hit.	
The	length	and	depth	of	the	building	should	be	measured	
(in	inches)	and	these	measurements	should	be	multiplied	
together	-	the	score	is	the	strength	of	the	building.	If	the	               Artillery vs Defences
building	 is	 a	 wooden	 framed	 construction	 the	 strength	               A	number	of	different	defences	were	employed	by	armies	
will	 be	 halved.	 If	 the	 building	 is	 of	 a	 reasonably	 sturdy	        to	provide	shelter	from	enemy	fire.	These	can	be	targeted	
construction	the	strength	will	not	be	modified	and	if	the	                  by	artillery.	The	usual	method	is	used	to	determine	a	hit	
building	is	a	stout	stone	construction	the	strength	can	be	                 and	 the	 defensive	 feature	 must	 be	 directly	 hit	 before	
multiplied	by	two.			                                                       damage	is	tested	for.	The	usual	number	of	dice	are	rolled	
                                                                            for	 damage	 as	 with	 damage	 to	 buildings.	 If	 a	 hit	 occurs,	
Damage to Buildings:	If	a	building	is	struck	by	artillery	fire,	            damage	 must	 be	 tested	 for.	 The	 table	 below	 shows	 the	
damage	must	be	tested	for.	The	usual	score	for	that	weapon	                 strength	of	a	one	inch	section	of	each	feature.	
is	used	to	score	damage	(i.e.	two	or	more	for	a	Culverin).	
1d6	 is	 rolled,	 if	 the	 score	 is	 equal	 to	 the	 required	 score	
(or	one	more),	one	point	of	damage	has	been	inflicted.	If	                                  Defences                    Strength     Cover
the	damage	score	is	exceeded	by	two,	then	two	points	of	                     Wooden	shield,	planking	or	fascine             2        Cover
damage	 have	 been	 inflicted,	 or	 three	 points	 if	 the	 score	           Wall,	palisade	or	castle	door                  3         Hard
has	been	exceeded	by	three	etc.	
                                                                             Large	stone/brick	wall                         4         Hard
If	round shot	is	being	fired	at	buildings,	the	damage	will	                  Earth	embankment                               5         Hard
be	reduced	each	time	the	shot	strikes	the	ground	before	                     Earth	embankment	and	palisade                  6         Hard
hitting	 the	 target.	 If	 the	 building	 is	 hit	 before	 the	 shot	         Earth	embankment	and	stone	wall               7        Hard
strikes	the	ground,	3d6	are	used	to	test	for	damage	with	                   	
the	possibilities	of	scoring	damage	points	on	all	dice.	If	the	             If	 the	 strength	 of	 a	 defensive	 feature	 is	 exceeded	 it	 is	
shot	strikes	the	ground	first	before	hitting	the	target	(i.e.	              destroyed	and	no	longer	provides	cover	for	those	sheltering	
hits	the	target	on	the	second	bounce	or	undershoots	the	                  behind.	 Players	 must	 place	 a	 marker	 to	 represent	 the	
target	 but	 still	 counts	 as	 a	 hit)	 -	 only	 2d6	 are	 rolled	 for	    location	of	the	destroyed	section.	If	the	section	is	damaged	
damage.	 If	 the	 building	 is	 hit	 only	 after	 the	 second	 (or	         but	 not	 destroyed,	 players	 should	 record	 the	 number	 of	
later)	bounce	1d6	is	used	to	test	for	damage.	If	round	                   damage	 points	 against	 the	 area	 struck	 in	 case	 it	 suffers	
shot	hits	a	building,	the	progress	of	the	shot	will	be	halted	              additional	damage.	
and	targets	behind	the	building	will	not	be	at	risk.	
                                                                       1
                                                     Combat
Charge Test                                                                           Combat Procedure
Combat	occurs	when	two	or	more	opposing	units	move	into	                 Combat	 is	 resolved	 by	 rolling	 1d6	 per	 figure	 and	 scoring	
base-to-base	contact	(using	either	the	units	basic	move	or	              equal	or	more	than	the	figures	close	combat	factor	(Grade	
its	basic	plus	move	dice).	Moving	into	contact	may	require	              Factor).	 If	 successful,	 the	 die	 score	 is	 compared	 to	 the	
the	attacking	unit	to	pass	a	Charge	Test.	The	test	is	based	             opponents	successful	score,	if	the	score	is	the	same,	the	
on	the	figures	Grade	Factor	(players	must	score	equal	or	                hit	has	been	blocked	and	neither	side	inflicts	any	damage,	
more	on	1d6	for	the	unit	to	charge).	The	test	is	made	using	             if	the	scores	are	different	-	damage	must	be	tested	for.	
one	dice	for	the	whole	unit	to	charge.	If	the	test	is	passed,	
the	unit	is	moved	into	contact,	if	the	test	is	failed,	the	unit	
does	not	move	and	can	take	no	further	actions	that	turn.	
                                                                         Combat Modifiers
                                                                         Certain	 situations	 will	 modify	 the	 scores	 needed	 to	 hit	
Units	that	are	contacted	will	need	to	pass	a	test	to	stand.	
                                                                         during	combat.	
The	difference	in	size	between	the	attacking	and	defending	
                                                                         Heavy	 Cavalry	 charging	 infantry	 or	 lighter	 cavalry	 count		
units	 will	 modify	 the	 contact	 test/test	 to	 stand.	 If	 the	
                                                                         as	one	combat	factor	better.
testing	unit	is	outnumbered	count	the	Grade	Factor	as	one	
worse	(or	two	worse	if	outnumbered	two	to	one	or	more).	
                                                                         Attacking	opponents	in	cover	or	uphill,	attacker	counts	as	
However,	if	the	testing	unit	outnumbers,	the	Grade	Factor	
                                                                         one	combat	factor	worse.	
is	improved	by	the	same	token.
                                                                         Attacking	opponents	in	hard	cover,	attacker	counts	as	two	
Heavy	 cavalry	 (Cuirassier	 or	 Horse)	 will	 not	 need	 to	 test	
                                                                         combat	factors	worse.
to	 charge	 any	 infantry	 units.	 Heavy	 cavalry	 that	 employ	
pistoleer	 tactics	 will	 have	 to	 test	 to	 charge	 enemy	
                                                                         Defender	 contacted	 while	 withdrawing	 or	 suppressed,	
cavalry,	trotter	or	galloper	type	cavalry	will	not	have	
                                                                         defender	counts	as	one	combat	factor	worse.
to	test	to	charge.	Dragoons,	mounted	arquebusiers	and	all	
skirmish	 cavalry	 will	 need	 to	 test	 to	 charge	 against	 any	
                                                                         Stationary	cavalry	contacted	by	charging	cavalry,	defender	
targets.			
                                                                         counts	as	one	combat	factor	worse.
Figures	that	are	Suppressed	or	Injured	cannot	be	counted	
towards	 the	 unit	 size	 when	 making	 these	 tests.	 Figures	
that	 are	 contacted	 to	 the	 flank	 or	 rear	 will	 turn	 to	 face	
their	 attackers	 if	 they	 are	 not	 already	 engaged	 in	 close	                               Damage
combat.                                                                  When	a	hit	is	made	in	close	combat,	1d6	is	rolled	for	each	
                                                                         hit	and	the	table	below	is	referred	to.
                                                                         	
Test to Stand                                                                       Weapon Type                   Injure         Kill
1d6	is	rolled	for	the	unit	that	has	been	contacted,	if	the	               Lance	armed	cavalry	charging               1            2+
score	is	lower	than	the	figures	Grade	Factor,	the	unit	has	               Polearm                                    2            3+
not	stood	and	moves	back	the	number	of	inches	indicated	
on	the	dice.	If	the	test	is	failed	by	four	or	more,	the	unit	             Cavalry	charging                           2            3+
will	flee	and	will	make	a	move	straight	back	(basic	move	                 Pike	receiving	cavalry	charge              2            3+
plus	bonus	dice).	If	the	unit	is	charged	to	flank	or	rear,	or	            Single	handed	weapon/pike                  3            4+
charged	from	an	ambush	position,	count	the	target	units	
                                                                          Clubbed	musket/farm	tool                   3            4+
Grade	Factor	as	two	worse.
                                                                          Improvised	weapon                          4            5+
Cavalry Charge
Cavalry	 only	 gain	 the	 benefit	 to	 charging	 (see	 Damage	           The	same	armour	modifiers	are	applied	in	combat	as	those	
section)	 if	 they	 charge	 into	 their	 opponent	 in	 a	 straight	      shown	in	the	shooting	section	of	the	rules.
line	 across	 open	 ground.	 Cavalry	 that	 are	 contacted	 by	
attackers	can	either	attempt	to	counter-charge	(this	can	                Damage Results
occur	if	the	test	to	stand	is	passed),	fire	or	evade	(if	the	            If	the	damage	die	score	is	equal	to	the	score	required	to	
unit	has	enough	actions	to	do	so).	Counter-charging	figures	             inflict	an	Injury,	the	target	figure	is	injured	and	plays	no	
move	half	way	to	meet	their	attackers	and	have	the	full	                 more	 part	 in	 the	 combat.	 If	 the	 score	 rolled	 for	 damage	
benefit	of	a	charge.		                                                   is	higher	than	the	score	required	for	an	Injury,	the	target	
                                                                    1
                                                     Combat
figure	has	been	Killed.	Figures	that	are	killed	are	removed	             the	Suppression	die	score	if	the	critical	resulted	from	two	
from	play,	leader	figures	suffer	a	wound	or	are	killed	and	              consecutive	Suppression	results.			
removed	from	play	if	they	have	no	life	points	left.	
                                                                         Follow-up Move
Injured	figures	are	knocked	down	and	can	take	no	further	                If	a	unit	has	contacted	an	opponent	but	the	defender	has	
actions	 for	 the	 rest	 of	 the	 turn.	 If	 contacted	 by	 enemy	       failed	 to	 stand	 the	 attacking	 unit	 will	 still	 contact	 their	
troops	not	engaged	in	close	combat	-	the	injured	figure	is	              opponent	if	the	maximum	move	left	to	that	figure	brings	
considered	killed	or	captured.	The	figure	can	be	recovered	            it	 into	 contact	 with	 the	 figure	 that	 has	 withdrawn.	 For	
by	 spending	 two	 actions	 on	 the	 figure.	 Having	 spent	 the	        instance,	 the	 defending	 unit	 that	 failed	 its	 test	 to	 stand	
actions,	the	player	then	rolls	1d6,	if	the	score	is	less	than	           has	 moved	 back	 three	 inches	 	 if	 the	 attacking	 unit	 has	
the	figures	Grade	Factor	it	has	died	and	is	removed	from	                at	 least	 three	 inches	 left	 to	 move	 after	 the	 charge	 then	
play.	If	the	score	is	equal	to	the	Grade	Factor,	the	figure	             contact	is	still	made	and	a	round	of	combat	will	be	fought.	
is	still	injured	(and	more	actions	need	to	be	spent	to	try	              This	additional	move	for	the	attack	does	not	cost	any	more	
and	 recover	 the	 figure).	 If	 the	 score	 exceeds	 the	 figures	      actions.		
Grade	Factor	it	has	fully	recovered	and	can	take	actions	as	
normal	in	the	following	turn.	
	                                                                        Pursuit
Figures	that	are	Suppressed	in	combat	will	be	pushed	back	               Should	a	unit	come	into	contact	with	an	enemy	unit	that	
one	inch	and	will	immediately	suffer	an	automatic	hit	(the	              is	 fleeing,	 the	 attacking	 unit	 attacks	 as	 normal	 but	 the	
player	 only	 rolls	 to	 damage)	 if	 the	 figure	 is	 followed	 up	     fleeing	unit	does	not	get	a	die	roll	to	strike	back.	
(this	is	a	free	move	if	the	player	decides	to	take	it).	If	the	
figure	is	not	followed-up	-	there	is	no	free	hit.	If	a	figure	           If	the	fleeing	unit	survives	this	attack,	the	attacking	unit	
suffers	a	second	Suppression	result	at	this	point,	this	result	          may	remain	in	contact.	If	the	fleeing	unit	has	an	equal	or	
is	converted	into	a	critical	hit	(see	below).		                          higher	maximum	movement,	the	attacker	does	not	remain	
                                                                         in	contact,	if	the	attacker	has	a	higher	maximum	movement	
                                                                         it	does.	Each	phase	that	the	attacking	and	fleeing	unit	are	
Damage Sequence                                                          in	 contact,	 the	 attacker	 has	 a	 free	 attack	 (as	 described	
The	side	that	scored	the	lowest	successful	score	to	hit	will	            previously)	 from	 which	 the	 fleeing	 figure	 cannot	 defend	
hit	 first,	 if	 the	 opponent	 survives	 the	 attack	 (and	 is	 not	    or	 retaliate.	 If	 an	 attacking	 unit	 remains	 in	 contact,	 the	
Suppressed,	 Injured	 or	 Killed),	 they	 can	 test	 for	 damage	        fleeing	unit	cannot	be	rallied.	Attacks	to	the	rear	reduces	
with	their	hit	too.	For	instance,	two	figures	are	in	combat	             the	targets	armour	modifier	by	one.
and	both	have	scored	hits,	one	has	rolled	a	four	and	the	
other	 a	 five.	 The	 player	 that	 scored	 a	 four	 will	 test	 for	
damage	first,	1d6	is	rolled	and	an	Injured	result	has	been	              Disengaging from combat
inflicted	-	this	means	that	despite	the	opponent	scoring	a	              Units	 in	 hand-to-hand	 combat	 can	 attempt	 to	 disengage	
hit,	this	hit	is	lost	because	of	the	injury.	                            (break	 contact	 with	 their	 opponent)	 during	 their	 own	
                                                                         phase.	 Instead	 of	 employing	 their	 attack,	 a	 Grade	 Test	
If	 both	 figures	 have	 scored	 a	 hit,	 the	 lowest	 scoring	          is	made,	if	successful	the	unit	breaks	contact	and	moves	
successful	 attack	 will	 strike	 first	 unless	 during	 the	 first	     back	1d6	inches,	although	the	opposing	unit	still	gains	an	
phase	of	contact	one	figure	has	a	longer	weapon	-	such	as	               attack.	If	the	unit	fails	to	disengage	the	combat	continues.	
pikemen	versus	cavalry	in	the	first	round	-	in	this	case	the	            Although	the	disengaging	unit	still	roles	dices	for	combat	
figure	with	the	longer	weapon	will	resolve	damage	first.                 when	 disengaging	 -	 this	 is	 purely	 defensive	 -	 no	 damage	
                                                                         can	be	inflicted	whether	the	disengage	was	successful	or	
If	the	combat	is	between	two	units	and	several	figures	are	              not.
involved,	the	sequence	of	hits	is	not	important	and	damage	
shouold	be	tested	for	with	all	successful	hits.	
                                                                         Evading
                                                                         Players	that	do	not	wish	their	figures	to	be	contacted	by	an	
Critical Hits                                                            enemy	attacker	can	attempt	to	Evade	if	the	unit	has	not	
If	the	score	to	damage	is	the	same	as	the	score	to	hit,	a	               already	moved	that	turn	and	has	actions	remaining	on	their	
critical	 hit	 has	 occured	 and	 an	 extra	 d6	 is	 added	 to	 the	     reaction	dice.	The	defending	player	makes	a	Grade	Test	
total	damage	score,	as	has	previously	been	described	(see	               rolling	1d6,	if	successful	an	Evade	move	has	been	made	by	
Shooting	section).	The	second	damage	die	will	be	added	to	               the	whole	unit	and	the	unit	makes	a	basic	move	away	from	
                                                                         the	attacker.	If	the	Grade	Test	score	is	two	more	than	the	
                                                                    1
                                                   Combat
minumum	required	to	pass	the	test	the	figure	can	fire	at	              Fatigue
the	attacker	before	they	evade	(if	missile	armed).	Shtzen	            Units	can	become	Fatigued	after	fighting	in	close	combat.	
figures	 will	 automatically	 fire	 if	 they	 evade	 successfully	     After	a	combat	has	finished	and	the	opposing	side	has	been	
assuming	that	they	have	not	already	fired	that	turn.	The	              killed	 or	withdraws,	 the	 player	 controlling	 the	 victorious	
evade	move	costs	one	action	whether	it	was	successful	or	              unit	must	take	a	test	against	the	figures	Grade	Factor	-	if	
		
not.		Attackers	that	fail	to	catch	evaders	will	occupy	the	            unsuccessful,	the	unit	becomes	Suppressed	(if	foot	figures)	
position	 vacated	 by	 the	 evaders.	 Evaders	 can	 only	 fire	 if	    and	horse	units	are	blown	and	will	retire	a	Walk	move	to	
the	unit	has	actions	left	to	fire	(on	the	reaction	dice).	For	         the	rear	where	they	will	be	Suppressed.	When	taking	this	
instance,	a	unit	that	has	four	actions	is	charged,	one	action	         test,	 count	 the	 figures	 Grade	 Factor	 one	 worse	 for	 each	
is	used	to	evade	which	means	that	three	actions	are	left	to	           point	of	armour	protection	that	the	cavalry	benefits	from.	
fire	-	if	the	score	to	evade	was	exceeded	by	two.
                                                                       Combats	 that	 fail	 to	 score	 a	 hit	 (Suppression,	 Injury	 or	
A	successful	evade	means	the	figure	moves	back	its	basic	              Kill)	in	two	consecutive	rounds	of	combat	will	also	induce	
move	 distance.	 If	 the	 test	 fails,	 the	 figure	 moves	 back	      both	sides	to	withdraw	their	basic	move	at	the	end	of	the	
one	inch	and	is	contacted	as	if	caught	withdrawing.	If	the	            combat.	
Evade	Test	has	been	failed	by	four	or	more	(four	less	than	
the	defending	figures	Morale	Factor)	the	figure	flees.                 Ambushes
                                                                       Units	 that	 are	 still	 represented	 by	 a	 single	 figure	 or	 are	
The	type	of	figure	attacking	and	the	type	of	figure	attempting	        completely	 hidden	 and	 marked	 only	 on	 the	 players	 map	
to	evade	will	influence	the	evaders	chance	of	success.	If	             can	still	declare	a	charge	against	their	enemy.	Doing	this	
the	evader	is	faster	moving	than	the	attacker,	the	evader	             means	that	the	hidden	unit	will	suddenly	be	revealed	and	
has	a	greater	chance	of	success.	If	the	evaders	basic	move	            all	 the	 attacking	 figures	 must	 be	 deployed.	 The	 ambush	
is	more	than	the	attackers	count	the	morale	factor	as	one	             can	 be	 launched	 at	 any	 point	 during	 the	 game	 sequence	
better	 for	 the	 Morale	 Test,	 if	 the	 basic	 move	 is	 double,	    and	the	unit	will	have	six	actions	to	use	in	the	first	turn.	
count	the	morale	factor	as	two	better	etc.	However,	if	the	            The	unit	will	automatically	pass	a	charge	test	if	it	would	
evaders	 basic	 move	 is	 less	 than	 the	 attacker,	 count	 the	      normally	be	required	to	take	one	and	the	unit	does	have	
evaders	morale	factor	as	one	worse,	or	two	worse	if	the	               the	option	of	firing	first	before	the	charge.
basic	move	is	half	etc.
                                                                       Pikemen
Cavalry Breakthrough                                                   If	players	deploy	pikemen	in	their	army,	they	may	find	these	
During	a	cavalry	charge,	players	have	the	option	of	allowing	          troops	a	little	out	of	place	on	the	skirmish	battlefield.	It	
their	 cavalry	 unit	 to	 breakthrough	 the	 opposing	 unit.	 If	      has	 often	 the	 case	 that	 pikemen	 would	 be	 left	 behind	
attacking	 cavalry	 units	 still	 have	 capacity	 left	 in	 their	     during	 small	 scale	 encounters,	 especially	 if	 the	 unit	 had	
move	(i.e.	the	distance	remaining	had	they	not	contacted	              to	fight	in	difficult	terrain.	However,	if	the	player	suspects	
the	opponent)	players	can	opt	to	continue	their	move	to	               that	 the	 enemy	 has	 a	 large	 cavalry	 force	 in	 the	 area,	 it	
its	 full	 distance.	 If	 the	 charging	 horsemans	 move	 is	 not	    may	be	worth	bringing	pikemen	to	the	battlefield.	
sufficient	 to	 breakthrough	 the	 opponent,	 the	 attacker	
remains	in	contact	with	the	opponent.	                                 Unlike	 other	 troop	 types,	 pikemen	 can	 fight	 from	 rear	
                                                                       ranks	 but	 players	 will	 need	 to	 make	 sure	 that	 their	 pike	
                                                                       figures	operate	in	base	to	base	contact	for	this	to	happen.	
                                                                       Pikemen	thus	arranged	can	fight	in	units	up	to	four	ranks	
                                                                       deep	(roll	1d6	to	hit	for	each	rear	rank	figure).	If	the	pike	
                                                                       square	is	contacted	to	the	front	it	does	not	have	to	test	to	
                                                                       stand,	but	if	contacted	to	the	flank	or	rear	it	must.	Figures	
                                                                       in	the	pike	square	cannot	be	pushed	back	but	figures	that	
                                                                       fail	their	morale	and	withdraw	will	be	separated	from	the	
                                                                       pike	square	and	moved	to	the	rear.	Pike	squares	that	are	
                                                                       contacted	to	flank	or	rear	will	only	count	the	figures	in	the	
                                                                       rank	that	is	contacted	as	being	able	to	fight.	For	example,	
                                                                       a	four	deep	block	of	sixteen	pikemen	is	contacted	to	the	
                                                                       rear.	Only	the	rear	row	of	four	figures	will	be	able	to	fight	
                                                                       the	 attackers.	 If	 the	 pike	 square	 wins	the	 combat	 it	 will	
                                                                       turn	to	face	the	attackers	next	turn.					
                                                                  20
                                           Demolition
Breaking Down Doors                                                          and	the	device	fails	to	explode,	fifty	percent	and	the	bomb	
Players	may	find	it	necessary	for	their	troops	to	break	down	                goes	off	immediately).	A	score	of	two	to	six	and	the	petard	
doors	during	the	course	of	a	battle.	For	figures	armed	with	                 fuse	is	still	smoking.	Each	turn	after	this,	1d6	is	rolled	
musket	 butts	 or	 those	 simply	 relying	 on	 kicking	 the	 door	           for	 the	 petards	 initiative,	 each	 time	 the	 bomb	 has	 its	
down,	 1d6	 is	 rolled	 for	 each	 figure	 in	 contact	 with	 the	           turn	there	is	a	fifty	fifty	chance	that	it	will	explode.		
door.	A	score	of	five	or	more	will	break	down	a	standard	
domestic	door	and	a	score	of	six	a	more	sturdy	reinforced	                   When	the	device	explodes,	another	d6	is	rolled,	the	score	
door.	It	takes	all	of	the	figures	actions	that	turn	to	break	                is	 the	 number	 of	 points	 damage	 inflicted	 on	 the	 target.	
the	 door	 down,	 if	 actions	 are	 spent	 during	 the	 turn	 not	           The	 blast	 area	 will	 be	 the	 same	 as	 a	 mortar	 bomb	 and	
attempting	to	break	it	down	(i.e.	moving	into	contact	with	                  any		figures	caught	in	the	area	will	suffer	the	equivalent	
the	door	at	the	start	of	the	turn),	the	attempt	cannot	be	                   damage.	
made.
                                                                        21
                                                      Morale
Each	figure	has	a	Grade	Factor	which	ranges	from	two	to	                      the	score	is	less	-	the	unit	continues	to	flee.	
six.	This	factor	is	used	when	testing	for	morale.	To	test	for	                		
morale	1d6	is	rolled	for	the	unit	in	question.	If	the	score	                  Artillery Crew Morale
equals	 or	 exceeds	 the	 Morale	 Factor,	 the	 test	 has	 been	              Artillery	crew	must	test	for	morale	with	each	crew	member	
passed.	If	the	score	is	less	than	the	Grade	Factor,	the	test	                 that	they	lose.	The	crews	Morale	Factor	will	be	one	worse	
has	been	failed.	                                                             with	 each	 figure	 lost	 (i.e.	 morale	 factor	 four	 becomes	
                                                                              morale	 factor	 five).	 Crews	 that	 withdraw	 will	 abandon	
A	 unit	 can	 only	 take	 one	 Morale	 Test	 per	 turn	 (although	            their	guns,	although	they	can	return	to	them.	
they	can	take	a	test	to	stand	or	a	charge	test	and	a	morale	
test	 in	 the	 same	 turn).	 If	 a	 unit	 suffers	 two	 kills	 during	
separate	phases	of	the	turn,	it	is	up	to	the	opposing	player	                 Suppression
to	 choose	 when	 the	 test	 should	 be	 made.	 For	 example,	                Figures	that	are	Suppressed	will	test	for	morale	as	if	one	
a	unit	is	charging	an	opposing	unit	but	suffers	a	kill	from	                  grade	worse.	
missile	fire	prior	to	contact.	The	unit	then	suffers	another	
kill	during	the	combat.	It	is	up	to	the	defending	player	to		                 Figures Outside of Unit Cohesion
choose	 when	 the	 opponent	 takes	 the	 test.	 The	 test	 can	               Figures	that	are	testing	for	morale	that	are	outside	of	unit	
be	made	during	the	charge,	this	may	mean	that	the	unit	                       cohesion	range	will	count	as	one	grade	worse	(i.e.	factor	
fails	to	charge	home	but	if	this	is	the	case	the	attackers	                   three	becomes	factor	four).		
will	not	have	to	test	after	the	first	round	of	close	combat.	
Alternately	 the	 defender	 could	 allow	 the	 charge	 to	                    Morale Tests in Cover
continue	without	the	morale	test	if	the	defender	relishes	                    Figures	that	are	testing	for	morale	when	protected	by	hard	
the	combat,	if	so	the	morale	test	would	have	to	occur	after	                  cover	will	count	their	grade	as	one	better.	Figures	that	are	
the	first	round	of	combat.			                                                 in	cover	or	hard	cover	that	fail	their	morale	test	will	not	
                                                                              withdraw	 but	 will	 instead	 become	 Suppressed.	 However,	
                                                                              if	 the	 failed	 morale	 test	 results	 in	 a	 flee	 -	 they	 will	 still	
                   Morale Results                                             flee.	
Morale	 tests	 are	 made	 for	 each	 figure	 affected.	 Failing	
the	 Morale	Test	 by	 one	 means	 the	 figure	 withdraws	 back	
one	inch,	failing	the	test	by	two	and	the	figure	withdraws	                   Morale Tests in Combat
two	inches,	failing	the	test	by	three	the	figure	withdraws	                   If	figures	are	killed	in	close	combat,	the	rest	of	the	unit	
three	inches	and	failing	the	test	by	four	or	more	means	the	                  and	 any	 nearby	 friendly	 units	 must	 test	 for	 morale.	 The	
figure	flees.                                                                 side	 that	 lost	 the	 most	 figures	 in	 the	 combat	 that	 round	
                                                                              must	 test	 for	 morale	 first	 and	 will	 test	 as	 if	 one	 grade	
                                                                              worse.	The	side	that	 lost	the	 least	 figures	will	only	have	
Fleeing                                                                       to	test	for	morale	if	the	opposing	unit	have	not	withdrawn	
Units	 that	 flee	 will	 make	 an	 immediate	 basic	 move	 plus	              from	the	combat.	
move	 bonus	 to	 the	 rear.	 In	 the	 following	 turn,	 when	 the	
fleeing	 unit	 has	 the	 Initiative,	 a	 Morale	 Test	 is	 made,	 if	         For	 example,	 two	 units	 are	 in	 combat,	 Player	A	 has	 lost	
successful	the	unit	stops	fleeing,	if	unsuccessful	the	unit	                  two	figures	that	round,	Player	B	has	lost	one.	Player	A	tests	
makes	another	move	(plus	move	dice)	to	the	rear	and	tests	                    for	 morale	 first	 and	 has	 to	 withdraw	 the	 unit	 one	 inch.	
for	morale	again	in	the	following	turn.	If	the	unit	contacts	a	               Player	B	does	not	have	to	test	as	the	opponent	has	already	
table	edge	it	is	removed	from	play.	Units	that	flee	will	have	                withdrawn.	
a	detrimental	effect	on	nearby	friendly	units.	The	area	of	
effect	for	nearby	figures	is	one	inch	per	Morale	Factor	of	
the	unit.	For	example,	a	unit	is	fleeing	past	some	friendly	                  Officers Morale
figures,	the	friendly	unit	has	a	Morale	Factor	of	five,	if	the	               All	officers,	irrespective	of	rank,	will	test	for	morale	with	
fleeing	unit	is	within	five	inches	of	the	friendly	figures,	the	              a	grade	factor	of	two.	
friendly	unit	must	take	a	Morale	Test,	if	the	fleeing	unit	is	
more	than	five	inches	away,	no	test	is	required.                              	
Rallying
Officers	 can	 attempt	 to	 rally	 fleeing	 units	 if	 they	 come	
within	command	range	of	the	officer.	1d6	is	rolled,	if	the	
score	is	equal	or	more	than	the	fleeing	figures	Grade	Factor,	
the	unit	will	halt	and	its	figures	will	count	as	Suppressed.	If	
                                                                         22
                                        Army Morale
At	some	point	during	a	battle	it	is	possible	that	one	side	                Reduce by 10% when these factors apply:
decides	that	it	has	had	enough	and	will	attempt	to	disengage	              Army	has	low	supplies
from	the	enemy	(especially	during	campaign	games	where	                    Majority	of	army	is	Inexperienced	or	Raw
players	may	decide	to	pull	troops	out	so	that	they	can	live	               In	last	battle,	army	reduced	to	Level	Four	
to	fight	another	day).	As	an	army	suffers	more	and	more	
damage,	it	will	become	increasingly	difficult	to	command	                  Reduce by 20% if the following applies:
and	the	control	that	officers	could	expect	at	the	start	of	                In	last	battle,	army	reduced	to	Level	Five	or	Six	
the	battle	will	begin	to	ebb	away.	For	this	reason,	we	need	
to	establish	the	Army	Morale	Level	of	each	army	that	takes	                Increase by 10% for each of the following:
to	the	field.	To	begin	with	players	simply	count	the	number	               Army	is	well	supplied
of	figures	in	their	army	and	then	modify	this	number	if	the	               Majority	of	army	is	Veteran	or	Guard
following	modifiers	apply.	                                                Army	remained	at	Level	One	in	last	battle
Certain	 figure	 are	 more	 important	 than	 others	 and	 their	           Removing Figures
loss	will	have	a	correspondingly	greater	effect.	                          Figures	that	have	been	killed	or	rout	off	the	table	will	all	
                                                                           count	towards	the	Army	Morale	Level.	Figures	that	leave	
Feldobrist/Fhnlein	(flag	is	captured):	 	            7	figures            the	table	to	pursue	enemy	units	will	also	count	as	if	killed	
Locotenent:	 	           	       	       	            6	figures            (thus	 further	 reducing	 Army	 Morale)	 although	 they	 will	
Major:	 	        	       	       	       	            5	figures            once	again	count	as	alive	if	they	manage	to	return	to	the	
Hauptmann/Rittmeister:	          	       	            4	figures            table	(using	a	reinforce	token	for	instance).	
Feldweibel:	     	       	       	       	            3	figures
Fhndrich/Leutnant/Kaplan/Trommler:		                 2	figures
Each	artillery	piece	lost:	      	       	            3	figures
                                                                           Army Morale Effects
                                                                           The	effects	of	army	morale	(see	table	above)	will	be	applied	
                                                                           to	all	units	(infantry,	cavalry,	artillery)	in	the	army.
Example
A	fifty	figure	army,	the	majority	of	which	are	Experienced	
that	was	reduced	to	Level	Four	in	its	last	battle	will	have	
one	10%	modifier	applied.	This	will	reduce	the	army	size	
by	10%,	so	for	the	purposes	of	Army	Morale,	the	army	will	
count	 as	 having	 only	 45	 figures	 (although	 of	 course	 this	
does	 not	 affect	 the	 actual	 size	 of	 the	 army	 -	 no	 actual	
figures	will	need	to	be	removed).	This	armies	Army	Morale	
Level	would	therefore	look	like	this:
                                                                      2
                                        Army Morale
                victory & defeat                                       for	 example,	 one	 side	 must	 capture	 a	 bridge	 from	 the	
Obviously,	 the	 objective	 in	 most	 battles	 is	 to	 defeat	 the	    enemy,	if	this	is	completed,	the	attacker	has	won.	Other	
opposing	army,	however,	it	is	not	always	easy	to	determine	            conditions	 can	 be	 applied	 to	 specific	 scenarios	 provided	
who	has	gained	the	upper	hand	at	the	end	of	play.	For	those	           that	these	are	clearly	expressed	at	the	start	of	the	game.
battles	where	the	outcome	is	not	obvious,	players	can	tot-
up	the	points	listed	below	to	determine	the	winner.		                  Players	 can	 allocate	 more	 than	 one	 victory	 point	 to	 an	
                                                                       objective	 if	 the	 objective	 takes	 precedence	 over	 others.	
                                                                       For	 example,	 there	 may	 be	 several	 objectives	 on	 the	
victory points
                                                                       table,	but	the	most	important	is	the	bridge	and	if	this	is	
At	the	end	of	a	battle,	players	should	run	through	the	list	
                                                                       not	 captured	 the	 player	 cannot	 really	 claim	 a	 victory.	 In	
of	victory	conditions	adding	or	deducting	any	victory	points	
                                                                       this	 situation,	 the	 bridge	 can	 be	 worth	 as	 many	 victory	
as	appropriate.	
                                                                       points,	or	more,	than	all	of	the	other	objectives.	
Add one victory point:	
                                                                       The	number	of	casualties	that	each	side	has	lost	will	also	
	each	objective	(specified	beforehand)	captured
                                                                       affect	the	outcome	of	the	battle.	For	each	difference	in	
                                                                       Army	 Morale	 Level,	 the	 side	 that	 has	 been	 reduced	 the	
Deduct one victory point:	
                                                                       most	will	be	deducted	one	victory	point.	
	each	difference	in	Army	Morale	Level
	each	friendly	officer	killed	or	captured
                                                                       For	 example,	 player	 one	 has	 had	 their	 army	 reduced	 to	
                                                                       Level	Two,	player	two	has	been	reduced	to	Level	Four.	This	
Games	that	are	based	around	specific	scenarios	can	have	
                                                                       means	that	player	two	has	lost	two	victory	points.					
clear	victory	conditions	specified	at	the	start	of	the	battle,	
                                                                  2
                           Random Scenarios
This	 section	 can	 be	 used	 to	 create	 and	 develop	 some	              arrived	 on	 the	 battlefield	 at	 the	 start	 of	 the	 game,	 one	
interesting	skirmish	scenarios.	To	do	this,	both	sides	draw	               third	of	all	figures	are	missing	and	will	only	appear	when	a	
one	war-token	each	from	the	pack	and	reveal	to	the	other	                  Reinforce	token	is	played.		
side.	The	type	of	token	drawn	will	determine	the	type	of	
scenario.	Players	should	refer	to	the	list	below.			                       Deserters
                                                                           The	 player	 that	 draws	 this	 token	 forces	 some	 of	 the	
                Active Scenarios                                           opponents	 figures	 to	 desert	 and	 come	 over	 to	 the	
                                                                           players	 side.	 One	 to	 ten	 figures	 will	 desert	 (randomly	
Looters                                                                    determined).	
The	 player	 that	 draws	 one	 of	 these	 tokens	 must	 deploy	
their	force	in	a	village	area	where	they	will	begin	the	game	              Ferocity/Counter-Attack
engaged	 in	 gathering	 plunder	 or	 supplies.	At	 least	 three	           Drawing	 these	 tokens	 means	 that	 the	 players	 army	 must	
quarters	 of	 the	 figures	 will	 be	 in	 buildings	 searching	 for	       immediately	 launch	 an	 attack	 against	 the	 nearest	 visible	
loot	and	any	cavalry	will	be	dismounted.                                   enemy	 figure	 or	 tokens	 or	 prominent	 terrain	 feature	 if	
                                                                           nothing	else	is	visible.	
Find a Path
This	tokens	mean	that	the	players	army	begins	the	game	                    		
crossing	an	area	of	difficult	ground,	they	may	be	emerging	                               Passive Scenarios
from	a	narrow	defile,	moving	along	a	forest	path	or	crossing	
a	bridge.	                                                                 Staggered/Unrest/Rally
                                                                           The	 player	 that	 draws	 one	 of	 these	 tokens	 will	 discover	
Ambush                                                                     that	their	army	is	in	poor	shape.	1d6	units	will	be	suffering	
The	 player	 that	 draws	 one	 of	 these	 tokens	 can	 place	 up	          from	Unrest	(see	War	Tokens	section).	
to	half	 of	their	 figures	in	 cover	in	order	to	ambush	 their	
opponents.	 These	 hidden	 figures	 will	 be	 marked	 on	 the	             Leaders Drunk
players	map	and	will	not	be	visible	to	the	opponent	at	the	                This	token	means	that	1d6	of	the	armies	officers	are	drunk	
start	of	the	game.	Other	figures	will	be	placed	on	the	table	              (test	for	each	officer	-	see	War	Tokens	section).
in	the	usual	way.	
                                                                           Pay Day
Target Leader/ Dead Shot                                                   Drawing	this	token	means	that	the	players	army	is	about	
Sharpshooter                                                               to	be	paid.	The	army	will	be	gathered	around	a	village	or	
Drawing	this	tokens	means	that	the	opponents	commanding	                   baggage	 train	 (nice	 juicy	 objective	 for	 opposing	 force?),	
figure	will	be	immediately	visible	to	the	player	and	must	                 all	 troops	 will	 count	 their	 Grade	 Factor	 as	 one	 better	
be	 placed	 on	 the	 table	 within	 musket	 range	 (and	 arc	 of	          (provided	the	other	side	doesnt	steal	their	pay).		
fire/line	of	sight)	of	the	players	own	troops.		
Damaged Carriage
Powder Explosion/Barrel Burst
Drawing	 any	 of	 these	 tokens	 means	 one	 of	 the	 armies	
artillery	 pieces	 has	 become	 stuck	 in	 a	 muddy	 road	 or	
become	damaged	and	immobilised	in	some	way.	The	player	
must	roll	1d6	at	the	end	of	each	turn,	a	score	of	six	or	more	
will	free	the	gun	and	allow	it	to	progress	or	be	unlimbered	
if	the	player	wishes	to	use	it.	
                                                                       2
                                                      Terrain
     Generating BAttlefield Terrain                                            Water
If	 players	 are	 not	 re-fighting	 an	 historical	 battle	 where	             If	this	option	is	selected,	roll	another	d6	and	refer	to	the	
the	terrain	is	known	they	can	generate	their	own	terrain.	                     table	below.
Both	 sides	 take	 it	 in	 turns	 to	 roll	 2d6	 (the	 side	 with	 the	
most	figures	goes	first),	the	dice	are	rolled	on	the	playing	                      Die Roll      Water Type
area,	roughly	where	the	player	wants	the	terrain	feature	                      	       1	        Ditch
to	 be.	 Where	 the	 dice	 have	 landed,	 the	 player	 places	                 	       2	        Stream
a	 ruler	 or	 tape	 measure	 over	 both	 dice	 so	 that	 a	 line	 is	          	       3	        Fordable	River
made	between	both	points.	Along	this	line	is	measured	the	                     	       4	        Major	River
distance	indicated	by	the	combined	score	of	the	dice,	for	                     	       5	        Marsh
example	seven	inches	if	a	three	and	a	four	are	rolled.	This	                   	       6	        Bog
measurement	is	taken	from	the	dice	with	the	highest	score	
and	is	measured	away	from	the	dice	with	the	lowest	score.	                     Crossing	a	ditch	will	halve	the	movement	dice	for	any	figure	
This	 point	 is	 where	 the	 terrain	 feature	 will	 be	 placed.	              crossing	it,	crossing	a	stream	will	require	a	terrain	test.	
At	 this	 stage	 the	 player	 then	 rolls	 1d6	 to	 determine	 the	
type	of	terrain	that	will	be	positioned	there.	If	a	double	                    A	 fordable	 river	 can	 be	 crossed	 in	 1d6	 locations.	 If	 an	
is	 rolled	 on	 the	 two	 dice	 -	 the	 terrain	 will	 be	 placed	 in	         umpire	 is	 running	 the	 game,	 the	 umpire	 will	 determine	
between	both	dice.                                                             their	location	and	only	reveal	them	to	players	with	figures	
                                                                               within	 twelve	 inches	 or	 if	 a	 Scouting	 token	 is	 played	 on	
    Die Roll       Terrain Type                                                a	 particular	 spot.	Crossing	a	fordable	 area	 will	 require	 a	
	       1	         Hill                                                        terrain	test.	Fordable	areas	will	be	1d6	inches	wide.	
	       2	         Water
	       3	         Building                                                    Major	rivers	can	only	be	crossed	by	bridges	and	there	will	
	       4	         Wood                                                        be	between	one	and	two	bridges	crossing	the	river	on	the	
	       5	         Road                                                        battlefield	-	the	locations	of	which	will	be	known	to	both	
	       6+	        Player	choose                                               sides.	Marshes	and	bogs	will	have	areas	of	wet	ground	that	
                                                                               will	require	a	terrain	test	when	figures	cross.	Marshes	will	
Hill                                                                           be	about	twelve	inches	across	and	bogs	twenty	four.	
If	this	option	is	selected,	roll	another	d6	and	refer	to	the	
table	below.                                                                   Players	 will	 also	 have	 to	 determine	 the	 direction	 of	 any	
                                                                               ditches,	 streams	 and	 rivers	 (see	 later	 section	 in	 this	
    Die Roll       Hill Type                                                   chapter).
	       1	         Large	gentle	slopes
	       2	         Small	with	1-3	steep	slopes
	       3	         Large	with	1-3	steep	slopes                                 Building
	       4	         Long	ridge,	mostly	gently	slopes                            If	this	option	is	selected,	roll	another	d6	and	refer	to	the	
	       5	         Long	ridge,	mostly	steep	slopes                             table	below.
	       6	         Small	gentle	slopes
                                                                                   Die Roll      Building Type
Small	hills	should	be	about	twelve	inches	across,	large	hills	                 	       1	        Ruined		stone	building
around	 twenty	 four	 inches	 and	 ridges	 will	 stretch	 across	              	       2	        Small	ruined	farm
one	entire	length	or	across	the	width	of	the	table	(which	                     	       3	        Large	ruined	farm
ever	 is	 the	 nearest	 table	 edge).	 The	 type	 of	 slope	 (i.e.	            	       4	        Ruined	village
gentle	 or	 steep)	 will	 only	 be	 determined	 when	 one	 side	               	       5	        Old	ruined	castle
moves	a	general	or	unit	within	twelve	inches	of	it,	or	if	a	                   	       6	        Ruined	wooden	building
player	players	a	Scouting	token	on	the	feature	(randomly	
determine	which	of	the	hills	four	sides	is	steep	or	not).                      Wooden	 buildings	 will	 provide	 cover	 for	 occupants	 and	
                                                                               stone	buildings	will	provide	hard	cover.	Runied	farms	will	
Gentle	 slopes	 will	 halve	 the	 movement	 die	 roll	 of	 any	                be	surrounded	by	hedges	and	stone	walls	offering	a	range	of	
troops	moving	up	or	down	it.                                                   cover	and	hard	cover.	Small	farms	should	be	no	more	than	
                                                                               twelve	 inches	 across,	 large	 -	 twenty	 four	 inches	 across.	
Steep	 slopes	 will	 require	 a	 terrain	 test	 for	 any	 figures	             Ruined	villages	are	the	same	as	farms	in	appearance	and	
moving	on	them.		                                                              effect	but	will	extend	along	the	entire	table	edge	(which	
                                                                          2
                                                  Terrain
ever	 is	 nearest).	 Ruined	 castles	 can	 occupy	 an	 area	 up	      Roads	may	be	hedge	lined.	Players	should	roll	1d6	for	their	
to	 twenty	 four	 inches	 across	 and	 can	 contain	 substantial	     road,	 a	 score	 of	 four	 or	 more	 means	 that	 it	 is	 partially	
areas	of	thick	medieval	walls,	unexplained	mounds	and	the	            hedge	lined,	another	d6	is	rolled	and	the	score	is	multiplied	
remains	of	moats.	                                                    by	 four	 -	 this	 is	 the	 number	 of	 inches	 that	 hedges	 flank	
	                                                                     each	 side	 of	 the	 road.	There	 is	 also	 a	 chance	 that	 roads	
Wood                                                                  may	have	sunken	sections,	if	a	six	was	rolled	when	testing	
If	this	option	is	selected,	roll	another	d6	and	refer	to	the	         for	hedges	-	there	will	be	a	sunken	section	too	(no	more	
table	below.                                                          than	twelve	inches	long)	its	location	randomly	determined	
                                                                      by	the	umpire	and	hidden	from	the	players	until	a	Scouting	
    Die Roll     Wood Type                                            token	is	played	or	a	figure	comes	within	six	inches	of	the	
	       1	       Large	area	of	scrub                                  road.	Hedges	provide	soft	cover	for	those	in	contact	with	
	       2	       Small	area	of	open	wood                              it	and	sunken	roads	provide	cover.			
	       3	       Large	area	of	open	wood
	       4	       Small	area	of	dense	wood
	       5	       Large	area	of	dense	wood                             Hidden Terrain
	       6	       Small	area	of	scrub                                  Certain	 features	 such	 as	 fords	 and	 sunken	 roads	 may	 be	
                                                                      hidden	 from	 the	 players	 at	 the	 start	 of	 the	 game.	 If	 an	
Small	areas	will	be	about	twelve	inches	across,	large	areas	          umpire	 is	 running	 the	 game	 the	 umpire	 can	 locate	 the	
twenty	four	inches	across.	Scrub	land	does	not	block	line	            feature	without	the	other	players	knowing.
of	sight	but	will	halve	the	movement	dice	of	figures	moving	
across	it.	
                                                                 2
                                             Army Lists
This	section	provides	players	with	a	guideline	for	the	type	               Danish Army
of	 troops	 they	 will	 have	 available	 to	 them	 depending	 on	          The	 Danish	 army	 will	 have	 the	 following	 standard	 troop	
which	 army	 they	 prefer	 to	 field.	 For	 additional	 material	          types	available:
players	 can	 refer	 to	 the	 army	 lists	 shown	 in	 the	 various	        Danish,	 German,	 English,	 Scottish	 and	 Dutch	 Infantry	
Father	Tilly	supplements.	                                                 (Muskets	&	Pike)
                                                                           Mounted	Arquebus
                                                                           Horse
Imperial/Catholic League Army                                              Cuirassier	
The	Imperial/Catholic	League	army	will	have	the	following	
standard	troop	types	available:                                            The	following	specialist	troops	will	also	be	available:
Infantry	(Muskets	&	Pikes)                                                 Jger	
Mounted	Arquebus                                                           Shtzen	(foot	armed	with	arquebus)
Dragoon                                                                    Trabanten
Horse
Cuirassier
Cossack	(mounted	or	foot)                                                  Brunswicks Army
                                                                           Brunswicks	 army	 will	 have	 the	 following	 standard	 troop	
The	following	specialist	troops	will	also	be	available:                    types	available:
Jger	                                                                     German	Infantry	(Muskets	&	Pike)
Shtzen	(foot	armed	with	arquebus)                                         Mounted	Arquebus
Sturmtruppen	(sword	&	bucklermen,	halberdiers)	                            Horse
Trabanten
Plndern	(Croat	Horse)                                                     The	following	specialist	troops	will	also	be	available:
                                                                           Jger	
                                                                           Shtzen	(foot	armed	with	arquebus)
Bohemian Army                                                              Trabanten
The	Bohemian	army	will	have	the	following	standard	troop	
types	available:                                                           Spanish Army
Bohemian	Infantry	(Muskets	&	Pikes)                                        The	 Spanish	 army	 will	 have	 the	 following	 standard	 troop	
German	and	Dutch	Infantry	(Muskets	&	Pike)                                 types	available:
Mounted	Arquebus                                                           Infantry	(Muskets	&	Pikes)
Horse                                                                      Mounted	Arquebus
Cuirassier	                                                                Dragoon
Hungarian	Hussar                                                           Horse
The	following	specialist	troops	will	also	be	available:                    The	following	specialist	troops	will	also	be	available:
Jger	                                                                     Jger	
Shtzen	(foot	armed	with	arquebus)                                         Shtzen	(foot	armed	with	arquebus)
Trabanten                                                                  Sturmtruppen	(sword	&	bucklermen,	halberdiers)	
                                                                           Trabanten
Mansfelds Army
Mansfelds	 army	 will	 have	 the	 following	 standard	 troop	             Danish Army
types	available:                                                           The	 Danish	 army	 will	 have	 the	 following	 standard	 troop	
German,	English,	Scottish,	French,	Dutch,	Danish	Infantry	                 types	available:
(Muskets	&	Pikes)                                                          Swedish,	German,	Scottish	Infantry	(Muskets	&	Pike)
Horse                                                                      Horse
                                                                           Dragoon	
The	following	specialist	troops	will	also	be	available:
Jger	                                                                     The	following	specialist	troops	will	also	be	available:
Shtzen	(foot	armed	with	arquebus)                                         Jger	
Trabanten                                                                  Shtzen	(foot	armed	with	arquebus)
                                                                           Trabanten
                                                                      2
                                           Army Lists
French Army                                                            	
The	 French	 army	 will	 have	 the	 following	 standard	 troop	        As	we	can	see	from	these	lists,	most	armies	can	field	most	
types	available:                                                       stuff,	although	the	Catholic	armies	seem	to	have	a	greater	
Infantry	(Muskets	&	Pikes)                                             variety,	especially	in	cavalry.	I	have	also	given	the	Catholic	
Mounted	Arquebus	(Carabiniers)                                         armies	a	greater	variety	of	specialist	troops	too.	Its	not	
Cuirassier	(Gendarmes)                                                 just	 that	 I	 am	 biased,	 its	 just	 that	 I	 havent	 found	 any	
Dragoon                                                                references	to	Swedish	sword	and	buckler	units	for	instance,	
Horse                                                                  however,	if	people	insist	that	they	existed	(and	they	can	
                                                                       convince	their	opponent	-	then	they	can	use	them!	
The	following	specialist	troops	will	also	be	available:
Jger		                                                                Players	 also	 have	 a	 great	 deal	 of	 flexibility	 about	 which	
Shtzen	(foot	armed	with	arquebus)                                     armies	 their	 units	 can	 fight	 for.	 For	 example,	 if	 players	
Trabanten                                                              have	Scottish	infantry,	they	can		fight	under	a	number	of	
                                                                       banners	-	Swedish,	Danish,	Mansfelds	
Swedish Army
The	Swedish	army	will	have	the	following	standard	troop	               Troop Quality
types	available:                                                       Players	can	refer	to	the	Father Tilly	army	lists	for	an	idea	
Swedish	Infantry	(Muskets	&	Pikes)                                     about	the	troop	quality	of	the	units	that	they	are	fielding.	
German	and	Scottish	Infantry	(Muskets	&	Pike)                          Obviously,	 most	 Spanish	 and	 Swedish	 infantry	 will	 be	 at	
Horse	(Swedish,	Finnish,	German)                                       least	 Experienced	 if	 not	 Veteran,	 and	 Bohemian	 rebels	
Cuirassier	(Livonian)                                                  are	likely	to	be	less	experienced.	However,	players	should	
Dragoon	                                                               not	 worry	 too	 much	 about	 such	 limits.	 Escalade	 is	 a	 set	
                                                                       of	 skirmish	 rules	 to	 fight	 skirmish	 battles	 and	 it	 can	 be	
The	following	specialist	troops	will	also	be	available:                argued	that	the	troops	involved	in	such	actions	have	been	
Jger	(foot	and	mounted)                                               selected	 especially	 for	 their	 experience	 and	 talent	 with	
Shtzen	(foot	armed	with	arquebus)                                     this	type	of	warfare.	Most	armies	could	therefore	find	just	
Trabanten                                                              about	enough	suitable	manpower	for	such	encounters	even	
                                                                       if	overall	the	army	was	of	dubious	quality.		
                                                                  0
                                   Officers Profile
                 Command Skills                                                  6        Excellent      Add	four	inches	to	commanders	
Each	 army	 will	 have	 one	 figure	 in	 overall	 command,	 this	                                        command	range.
will	 be	 the	 highest	 ranking	 figure	 in	 the	 force	 present.	
                                                                                 7         Superb        Add	six	inches	to	commanders	
The	skill	of	this	commander	has	four	aspects:	Command,	
                                                                                                         command	range.
Authority,	Tactics	and	Strategy.	Players	need	to	roll	1d6	for	
each	of	these	aspects.	If	a	six	is	scored	on	one	skill,	plus	
one	 is	 added	 to	 the	 next	 die	 roll.	 If	 a	 one	 is	 rolled,	 one	     Die Roll      Tactics                        Effect
is	deducted	from	the	next	roll.	Note,	players	can	choose	
                                                                                 0           Poor        Commander	receives	a	war-token	
which	order	they	roll	for	their	skills	-	they	dont	have	to	
                                                                                                         only	if	a	double	six	is	rolled	
roll	for	command	first.
                                                                                                         during	initiative.
                                                                                 1           Low         Commander	receives	a	war-
 Die Roll Command                            Effect                                                      token	only	if	a	six	is	rolled	for	
     0           Poor       Command	dice	are	rolled	one	at	                                              initiative.
                            a	time	with	the	unit	to	receive	                   2	-	4       Average       Commander	will	receive	one	war-
                            the	dice	specified	before	the	dice	                                          token	per	turn.
                            are	rolled.	Opposing	player	can	                     5          Good         Commander	will	receive	one	war-
                            re-arrange	all	command	dice	if	of	                                           token	per	turn	or	two	if	superior	
                            superior	command	skill.                                                      tactics	to	opposing	commander.
     1           Low        Command	dice	are	rolled	one	at	                      6        Excellent      Commander	will	receive	two	war-
                            a	time	with	the	unit	to	receive	                                             tokens	per	turn.
                            the	dice	specified	before	the	
                            dice	are	rolled.	Opposing	player	                    7         Superb        Commander	will	receive	three	
                            can	re-arrange	up	to	half	of	                                                war-tokens	per	turn.
                            the	command	dice	if	superior	
                            command	skill.                                   Die Roll     Strategy                        Effect
   2	-	4       Average      Command	dice	are	rolled	one	at	                      0           Poor        Commander	can	hold	up	to	one	
                            a	time	with	the	unit	to	receive	                                             war-tokens	at	any	one	time.
                            the	dice	specified	before	the	dice	
                            are	rolled.	                                         1           Low         Commander	can	hold	up	to	two	
                                                                                                         war-tokens	at	any	one	time.
     5          Good        Half	command	dice	can	be	
                            allocated	to	units	of	players	                     2	-	4       Average       Commander	can	hold	up	to	three	
                            choice,	other	half	are	rolled	one	                                           war-tokens	at	any	one	time.
                            at	a	time	(see	average)	                           5          Good         Commander	can	hold	up	to	four	
     6        Excellent     All	command	dice	are	rolled	at	                                              war-tokens	at	any	one	time.
                            the	same	time,	the	player	can	                       6        Excellent      Commander	can	hold	up	to	five	
                            allocate	any	dice	to	any	unit	in	                                            war-tokens	at	any	one	time.
                            their	command.                                       7         Superb        Commander	can	hold	up	to	six	
     7         Superb       Player	chooses	the	command	                                                  war-tokens	at	any	one	time.
                            dice	scores	rather	than	rolling	for	
                            them	(from	one	to	six).
                                                                                               Physical Skills
 Die Roll    Authority                       Effect                         All	Officers	are	considered	to	have	higher	combat	abilities	
                                                                            than	 most	 soldiers	 and	 in	 these	 rules	 that	 means	 that	
     0           Poor       Deduct	four	inches	from	                        officers	 can	 take	 more	 damage	 and	 deal	 more	 out.	 For	
                            commanders	command	range.                       each	officer	figure	in	the	army	(apart	from	drummer-boys),	
     1           Low        Deduct	two	inches	from	                         roll	 1d6	 for	 each	 of	 the	 physical	 skills.	 If	 a	 six	 is	 scored	
                            commanders	command	range.                       on	one	skill,	plus	one	is	added	to	the	next	die	roll.	Note,	
   2	-	4       Average      No	command	range	modifier.                      players	can	choose	which	order	they	roll	for	their	skills	-	
                                                                            they	dont	have	to	roll	for	attacks	first.
     5          Good        Add	two	inches	to	commanders	
                            command	range.
                                                                       1
                                 Officers Profile
Attacks                                                                 Combat
The	officer	is	likely	to	be	a	skilled	swordsman	and	can	use	            This	is	the	Combat	Factor	of	the	Officer,	the	minimum	score	
more	than	one	dice	in	combat	(in	effect	the	figure	counts	              required	 to	 inflict	 a	 hit	 in	 combat	 (see	 Combat	 section	
as	more	than	one	figure	in	combat).                                     earlier	in	the	rules).
                                                                        2
                                          War Tokens
War	Tokens	are	a	vital	aspect	of	the	rules.	From	the	example	          R: Rally,	 this	 option	 allows	 the	 player	 to	 roll	 extra	 dice	
below	we	can	see	that	they	contain	a	lot	of	information.	              when	attempting	to	Rally	fleeing	figures.	For	example	R2	
                                                                       allows	 the	 player	 to	 roll	 two	 extra	 d6	 and	 take	 the	 best	
               Leader A1             Deploy 3                          result.	
                                                                       Initiative
                       FEROCITY                                        Using	the	Initiative	aspect	of	the	token	allows	the	player	
                                                                       to	deliver	extra	actions	to	a	unit	during	their	phase.	For	
                                                                       example,	 a	 unit	 has	 three	 actions	 for	 that	 phase	 but	 an	
               Initiative 2          Morale 1                          Initiative	3	token	is	played,	the	unit	now	has	six	actions	to	
                                                                       use	that	turn	(and	the	initiative	sequence	is	not	affected	
                                                                       by	the	additional	actions).
War	Tokens	 are	 awarded	 to	 players	 during	 the	 game	 and	
are	then	used	by	players	to	enhance	the	performance	of	                Deploy
their	troops	and	improve	their	chances	of	winning.                     This	aspect	of	the	token	can	only	be	used	at	the	very	start	
                                                                       of	the	battle,	before	figures	are	placed	on	the	battlefield.	
The	 central	 text	 of	 the	 token	 is	 its	 main	 subject.	 From	     The	 number	 represents	 the	 number	 of	 additional	 single	
the	 example	 shown	 above,	 this	 is	 FEROCITY.	 The	 main	           figures	(dummy	markers)	that	the	army	can	field.	
subject	 of	 the	 War	Token	 will	 vary	 from	 card	 to	 card.	 In	
each	corner	of	the	token	is	a	sub-heading	such	as	Leader	
or	Initiative	-	each	token	will	have	the	same	sub-heading	             Morale
although	the	values	will	change,	for	example	Initiative	2	             This	 factor	 shows	 the	 number	 of	 extra	 dice	 that	 can	 be	
and	Initiative	3.	                                                     rolled	when	a	unit	is	taking	a	morale	test	(taking	the	best	
	                                                                      result).	
Command Range
When	 using	 War	Tokens,	 the	 recipient	 of	 the	 token	 must	
be	within	command	range	of	the	officer	that	is	delivering	                         Playing War Tokens
them.	 If	 the	 recipient	 of	 the	 token	 is	 to	 be	 an	 enemy	      Tokens	 are	 dealt	 at	 the	 start	 of	 the	 turn.	Tokens	 can	 be	
unit	-	there	is	no	limit	to	the	range	that	the	token	can	be	           played	 at	 any	 point	 during	 the	 game	 during	 the	 players	
employed.		                                                            phase	 or	 during	 the	 opponents,	 however,	 only	 one	 token	
                                                                       can	be	played	on	one	unit	per	phase.
Leader
Using	this	aspect	of	the	token	allows	the	player	to	improve	           Used	 or	 discarded	 tokens	 are	 placed	 on	 the	 discard	
the	actions	of	a	friendly	officer.	The	number	is	the	number	           pile	 which	 will	 be	 shuffled	 and	 re-used	 if	 and	 when	 the	
of	extra	d6	that	can	be	rolled	for	any	one	single	die	roll	            remaining	tokens	are	all	used.	
(taking	the	best	score	from	the	dice	rolled)	
                                                                       Resolve
A: Attack,	 this	 is	 the	 number	 of	 extra	 dice	 that	 can	 be	     Playing	 this	 token	 on	 a	 unit	 means	 that	 it	 can	 ignore	 a	
used	by	the	officer	when	testing	to	hit	in	combat,	thus	the	           morale	check	it	is	about	to	take	(but	not	a	charge	or	stand	
player	can	roll	an	extra	2d6	in	combat	with	A2.                        test).
                                                                  
                                          War Tokens
Sharpshooter                                                           Powder Explosion
Playing	this	token	means	that	one	figure	firing	small	arms	            Burst Barrel
will	gain	an	extra	d6	when	testing	to	hit,	both	scores	are	            Damaged Carriage
added	together.                                                        Playing	 these	 cards	 on	 an	 enemy	 gun	 will	 cause	 the	
                                                                       opposing	 player	 to	 test	 for	 damage	 against	 the	 gun	 (see	
Dead Shot                                                              Shooting	section).	
Playing	this	 token	 means	 that	 one	 figure	that	 has	 scored	
a	hit	when	shooting	with	small	arms	will	gain	an	extra	d6	             Difficult Ground
when	testing	to	damage,	both	scores	are	added	together.                This	token	must	be	played	on	an	emeny	unit	about	to	move	
                                                                       (not	 charge).	 The	 moving	 unit	 will	 move	 as	 if	 crossing	
Ferocity                                                               terrain.	If	the	unit	is	already	crossing	terrain	the	opposing	
Playing	this	token	enables	the	player	to	re-roll	all	missed	           player	must	roll	2d6	for	the	move	test	(and	take	the	worst	
hits	for	one	unit	in	one	combat	(not	scores	that	equal	the	            result).	This	token	can	be	played	against	reinforcements,	
opponents).                                                            the	 effect	 of	 this	 will	 be	 to	 delay	 their	 arrival	 by	 1d6	
                                                                       turns.
Stalwart
Playing	this	token	forces	the	opposing	player	to	re-roll	all	          Scouting
hits	in	one	combat.                                                    Playing	this	token	shows	that	the	player	has	scouted	the	
	                                                                      area	 with	 some	 success.	 Playing	 this	 card	 immediately	
Counter Attack                                                         after	an	opponent	plays	a	Ambush	or	Difficult	Ground	will	
Playing	 this	 token	 allows	 the	 player	 to	 interrupt	 the	         negate	the	effects	of	these	tokens.	Ambushers	are	pushed	
opponents	 phase	 and	 activate	 one	 of	 their	 own	 units	           back	2d6	inches	and	will	be	unable	to	fire.
outside	of	the	normal	sequence.	For	example,	an	opposing	
unit	 with	 an	 initiative	 score	 of	 three	 was	 about	 to	 be	
activated,	 the	 player	 plays	 the	 counter-attack	 token	          Question Orders
and	activates	their	unit	that	had	intiative	five.	After	this	          Playing	this	token	on	an	enemy	officer	will	mean	that	the	
unit	has	been	activated,	the	normal	sequence	of	initiative	            unit	that	the	officer	is	attached	to	will	only	be	able	to	use	
is	returned	to.	                                                       one	 action	 that	 turn	 (note,	 this	 does	 not	 alter	 the	 units	
                                                                       initiative	for	that	turn).
                                                                  
                                         War Tokens
The	deserting	figures	are	then	placed	in	the	ranks	of	the	                   Generals & Army Tokens
opposing	 army	 (the	 army	 belonging	 to	 the	 player	 who	          Players	of	Father Tilly	are	likely	to	have	a	number	of	tokens	
played	the	token),	attached	to	a	unit	of	similar	type.	The	           that	represent	particular	generals	and	armies,	such	as	the	
new	figures	will	assume	the	Grade	Factor	of	the	unit	that	            Imperial	Army	token	that	represents	the	Imperial	army	
they	are	placed	with.	The	deserters	cannot	be	placed	in	a	            or	the	Father	Tilly	token	that	represents	that	particular	
unit	with	a	superior	grade.                                           general.	Players	can	include	these	in	Escalade	games	if	the	
                                                                      particular	army	or	general	is	present.	
Feigned Retreat
This	token	can	be	played	on	a	friendly	unit	that	has	just	            Playing	these	tokens	has	the	same	effect	as	described	in	
failed	 a	 morale	 or	 evade	 test	 and	 is	 being	 pursued	 by	      Father	Tilly.	When	a	player	uses	one	of	their	own	tokens	(the	
opponents.	 The	 retreating	 unit	 will	 immediately	 turn	         player	 commanding	 the	 Swedish	 force	 gets	 the	 Swedish	
round	once	the	pursuer	has	finished	their	move	and	fire	on	           Army	token)	they	can	play	it	as	if	it	were	a	Resolve	token	
their	pursuer.	Each	figure	can	fore	one	un-aimed	shot	with	           or	 Bravery,	 Indomitable,	 Rally,	 Sharpshooter,	 Dead	 Shot,	
no	penalty	for	moving!		                                              Ferocity,	Stalwart,	Counter-Attack,Pay	Day,	Ambush,	Find	
                                                                      a	Path,	Scouting	or	Reinforce	token.	
Staggered
This	 token	 must	 be	 played	 on	 a	 unit	 that	 has	 just	 been	    When	a	player	plays	one	of	the	opposing	sides	tokens,	i.e.	
fired	on	and	has	suffered	two	or	more	kills.	If	this	occurs	          the	 Catholic	 League	 player	 plays	 Mansfelds	 army	 token,	
the	unit	is	moved	back	two	inches	for	each	figure	killed.	            the	token	can	be	used	as	if	it	were	one	of	the	following	-	
The	number	of	kills	that	the	unit	actually	receives	will	be	          Looters,	Powder	Explosion	(etc),	Difficult	Ground,	Question	
limited	to	one	figure	(falling	back	reduces	the	damage).	It	          Orders,	Mutiny,	Unrest,	Generals	Quarrel,	Generals	Drunk,	
can	be	played	on	enemy	units	to	prevent	them	charging	or	             Target	General,	Leader	Killed,	Low	Ammo,	Spy,	Traitor,	or	
on	friendly	units	to	limit	the	damage	that	they	receive.	             Curse.	
                                                                 
                                         ...and finally
Did I manage to Cover Everything?
I	doubt	it!	If	players	(when	players!)	come	across	situations	
that	are	not	covered	in	the	rules	they	can	of	course	add	
their	 own	 rules	 as	 long	 as	 both	 sides	 are	 in	 agreement.	
If	players	can	find	solutions	to	problems	by	using	existing	
rule	mechanics	-	that	will	probably	make	things	easier.	For	
example,	a	figure	is	engaged	in	close	combat	on	top	of	a	
town	wall,	the	figure	is	pushed	back	-	off	the	edge	of	the	
wall!	Players	can	use	the	falling	off	horses	rule,	this	bases	
the	 figures	 chance	 of	 survival	 on	 its	 Grade	 Factor.	 If	 the	
wall	is	particularly	high	-	the	figures	Grade	Factor	can	be	
reduced.	
The	figures	Grade	Factor	can	be	used	as	a	test	for	all	sorts	
of	situations,	the	difficulty	of	the	situation	will	modify	the	
Grade	Factor.	
Any Questions?
If	 players	 are	 unsure	 about	 any	 aspect	 of	 the	 rules	 they	
can	contact	me	through	the	Father	Tilly	Yahoo	Group	were	
hopefully	I	shall	be	able	to	answer	any	questions	and	clarify	
any	points.	
                                                                    
         Small Arms             Weight       Range Factor UA            Range Factor A              Max Range          Actions UA Actions A               ROF
Pistol                             -                                               1                    10                                              3
Arquebus/Carbine                   1                    1                           2                    20                                  1            2
Heavy	Carbine/Caliver              2                    1                           2                    30                                  1            2
Heavy	Musket/Spanish               4                    2                           5                    30                  2                3            1
Light	Musket/Swedish               2                    2                           3                    30                  1                2            2
Musket                             3                    2                           4                    30                  1                2            1
Long	Musket                        4                    2                           5                    40                  2                3            1
Rifled	Carbine                     1                    1                           3                    20                  1                2            1
Rifled	Musket                      4                    2                           6                    50                  2                4            1
Eastern	Bow                        2                    2                           3                    20                                  1            4
Javelin                            2                                               1                    10                                              3
            Officer               Command                                                            Description
Hauptmann/Rittmeister	                 12         Allocate	actions	to	a	friendly	unit	with	the	use	of	War	Tokens.
Leutnant                               10         Allocate	one	action	per	turn	to	a	friendly	unit.	
Feldweibel                              6         As	above	and	figures	within	CR	choose	move	bonus	distance.
Profoss                                 6         Figures	within	CR	tests	for	morale	using	two	dice	(taking	the	best	result).
Fhndrich                               6         Allocate	one	action,	increase	morale	in	morale	tests,	increase	CR.
Trommler                                 -         Increase	CR	and	increase	basic	move	by	one	inch.
Kaplan                                  6         Allocate	one	action	and	improve	recovery	rolls.
CinC Command Authority Tactics Strategy Attacks Life Combat Armour Move
Officer Attacks Life Combat Armour Move Officer Attacks Life Combat Armour Move
Unit Type Grade Weapon Armour Move Unit Type Grade Weapon Armour Move
                    Stage	One   Stage	Two      Stage	Three       Stage	Four         Stage	Five        Stage	Six
Army	Morale
Leader A1      Deploy 3   Leader M2      Deploy 2   Leader A2      Deploy 2
Leader A3 Deploy 1
STAGGERED
                          Initiative 1   Morale 3
         Small Arms         Weight    Range Factor UA              Range Factor A     Max Range       Actions UA Actions A         ROF
Pistol                           -                                       1               10                                      3
Arquebus/Carbine                 1                   1                    2               20                           1           2
Heavy	Carbine/Caliver            2                   1                    2               30                           1           2
Heavy	Musket/Spanish             4                   2                    5               30              2             3           1
Light	Musket/Swedish             2                   2                    3               30              1             2           2
Musket                           3                   2                    4               30              1             2           1
Long	Musket                      4                   2                    5               40              2             3           1
Rifled	Carbine                   1                   1                    3               20              1             2           1
Rifled	Musket                    4                   2                    6               50              2             4           1
Eastern	Bow                      2                   2                    3               20                           1           4
Javelin                          2                                       1               10                                      3
Artillery Type                   Canister Hit Dice Max Canister Range               Shot Hit Dice      Shot Area    Actions        Cost
Regimental/Galloper	Gun                2d6                          12                  4d6               1            5          20
Falconnet                              2d6                          14                  5d6               1            6          22
Falcon                                 3d6                          16                  5d6               2            7          24
Minion                                 3d6                          18                  6d6               2            8          26
Saker                                  3d6                          20                  7d6               2            9          28
Demi-Culverin	                         3d6                          22                  8d6               2            10         30
Culverin                               4d6                          24                  8d6               2            11         32
Demi-Cannon                            4d6                          26                  6d6               3            12         34
Cannon                                 5d6                          30                  5d6               3            13         36