Miniature Wargame Rules
aroque
Europe at war 1550 - 1700 Dadi&Piombo (order #9515698)
Dadi&Piombo PUBLISHING You provide the figures. We provide the rules! cop impetus inglese
8-04-2008
15:02
Pagina 1
LORDS & SERVANTS
rules for miniature battles Ancients Medieval Renaissance
Regole da schermaglia per il Medioevo
skirmish wargaming rules
by Lorenzo Sartori
SCI-FI MINIATURE GAME
Great battles of the Baroque age
Medieval Skirmish rules
with more than 200 revised army lists
BASIC IMPETVS
BREAKING NEWS TROOPS IN COMBAT
2.0
DADI&PIOMBO
fast PLay
Ancients and medieval rules Dadi&Piombo
Sci-Fi fights on a planet called Koncordia
The popular simplified version of Impetus. Second edition
MODERN SKIRMISH RULES Dadi&Piombo
Ultramodern skirmish rules (under preparation)
Learn more on
www.dadiepiombo.com (order #9515698)
Skirmish rules for the musket era
HOSTILE GROUND
Great battles of Antiquity, Middle Age and Renaissance
Dadi&Piombo
Dadi&Piombo
WARGAME IN SOLITARIO
Modulo # 1 XX e XXI Secolo
Dadi&Piombo
From WW1 to Today Solo rules! (under preparation)
Elizabethan English , 28mm Wargames Foundry and Hoka Hey (coll. Neville Brownlee)
aroque Wargames rules for the Age of Baroque Game Design Lorenzo Sartori Game Development Luca Pellattiero, Lorenzo Sartori, Yuri Vantin Editing William Howard Meissel JR, Jim Webster Additional proofreading Neville Brownlee, Rob Bruce, Richard Tartt Major playtesters Richard Bell, Neville Brownlee, Perky Falconer, Andrew Fuller, Marco Guarnieri, Ralph Hawker, Roberto Idiometri, Craig Latta, William Howard Meissel JR, Richard Mirabello, Stefano Scordamaglia, Richard Tartt, Jim Webster, Luca Zammarchi Playtesting groups Cenomani Wargames Club (Brescia), Furness Wargamers (Cumbria), Il Circolo di Pietra (Vicenza), Liverpool Wargames Association (Liverpool), The Cumberland Association (Sydney), The Goulburn Valiant Stormers (Goulburn), The Shieldwall (Crema-Lodi), The Freelance Tidewater Historical Wargamers (Virginia), Wargames Club Garibaldi (Genova) Cover photo 28mm Swedes (mostly Warlord Games). Alessandro Boselli collection. Photo Dadi&Piombo Layout and print Zev Multimediale sas -
[email protected] Published by Sartori Lorenzo
© 2016 Lorenzo Sartori All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means without the prior written permission of the publisher, nor be otherwise circulated in any form of binding or cover other than that in which it is published and without a similar condition being imposed upon the subsequent purchaser.
www.dadiepiombo.com (order #9515698)
2 1.0 INTRODUCTION 1.1 THE MANUAL 1.2 MATERIAL NEEDED 1.2.1 The Battlefield 1.3 BASING 1.3.1 Number of figures per base/Unit 1.3.2 Basing Commanders 1.4 GAME SCALE AND MEASUREMENT 1.5 MARKERS 2.0 THE TROOPS 2.1 ARMY BUILDING 2.2 CLASSIFICATION OF TROOP TYPES 2.3 THE UNITS 2.3.1 Massed Units 2.4 DISCIPLINE 2.4.1 The Discipline Test 2.5 UNIT STATUS 2.5.1 Fresh and Exhausted Units 2.5.1.1 Withdrawn Units 2.5.2 Routed Units 2.5.3 Disordered Units 2.6 COMMANDERS AND COMMAND STRUCTURE 2.6.1 Commanders 2.6.2 The Command Structure 2.7 QUALITY OF COMMANDERS 2.7.1 Charismatic Leader 2.7.2 Expert Leader 2.7.3 Reliable and Poor Leaders 2.7.4 Incompetent Leader 2.7.5 Changing the General’s Level 2.8 BAGGAGE 2.9 EXPLORATION-DICE 3.0 TERRAIN AND DEPLOYMENT 3.1 TERRAIN 3.1.1 Terrain types and effects on movement 3.1.2 Fords and bridges 3.1.3 Terrain and the movement of Leaders 3.1.4 Types of terrain, visibility and combat effects 3.2 SIZE AND SHAPE 3.3 Preparing THE TERRAIN 3.4 DEPLOYMENT 4.0 INITIATIVE AND ACTIVATION 4.1 ACTIVATION AND THE TURN SEQUENCE 4.1.1 Deciding Initiative and Activation of Units 4.1.2 Rally 4.1.3 Reactions and Evasions by the Inactive Player 5.0 MOVEMENT 5.1 IN GENERAL (order #9515698)
INDICE Index 5.1.1 Slow and Fast Units 5.2 WHEELING AND OTHER MOVEMENTS 5.2.1 Wheels 5.2.2 Sideways and Oblique Movement 5.2.3 Movement to the rear 5.2.4 About face 5.3 MOVEMENT OF ARTILLERY 5.4 CHARGES 5.4.1 Charge Movement Bonus 5.4.2 Opportunity Charge 5.4.3 Countercharge 5.4.4 More Units that can Opportunity Charge or Countercharge 5.4.5 Charge and Melee as last actions of activation 5.4.6 The Potential charge 5.5 INTERPENETRATION 5.5.1 Voluntary Interpenetration 5.5.2 Forced Interpenetration 5.5.3 Interpenetration by wheeling 5.5.4 Interpenetration and charges 5.6 EVASION 5.6.1 Evasion and shooting limitations 5.7 DISENGAGEMENT 5.8 OFF-TABLE MOVEMENT 6.0 FIRING 6.1 IN GENERAL 6.1.1 FIRING 6.1.2 Firing Table 6.1.3 Modifiers to the number of dice 6.1.3.1 Shooting Modifier 6.1.3.2 Unit that moves and shoots 6.1.3.3 Shooting and interpenetration 6.1.3.4 Disordered Unit shooting 6.1.3.5 Shooting against Skirmishers, Light Cavalry and Artillery 6.1.3.6 Shooting against Units in the woods or in a built up area or behind linear obstacles 6.1.3.7 Shooting against Evading Units 6.1.3.8 Artillery firing at Massed Units 6.1.4 Damage inflicted 6.1.5 First volley 6.1.6 Fire before charging 6.2 COHESION TEST AND LOSSES 6.2.1 Effects of passing the Test 6.2.2 Loss of a Commander due to fire 6.3 SHOOTING LIMITATIONS 6.3.1 Arc of fire 6.3.2 Distance measurement 6.3.3 Firing at full effect 6.3.4 Target engaged in melee 6.3.5 Shooting Priorities 6.4 INDIRECT FIRE BY ARTILLERY 6.5 OPPORTUNITY FIRE 6.5.1 More Units that can shoot by Opportunity 6.6 DEFENSIVE FIRE 6.7 POINT-BLANK PISTOL
6.8 REITER’S CARACOLE 6.9 SHOOTING THROUGH CL, S AND ART 7.0 MELEE 7.1 IN GENERAL 7.2 DIRECTION OF CHARGE AND EFFECTS 7.2.1 Frontal Charge 7.2.2 Side Charge 7.2.3 Flank or Rear Charge 7.3 IMPETUS BONUS 7.4 MELEE AND OTHER TACTICAL MODIFIERS 7.5 FIGHTING A MELEE 7.5.1 Loss due to Accumulation of Disorder after melee 7.5.2 Loss of Melee and Retreat of the defeated Unit 7.5.3 Retreat of a Unit engaged on its side 7.5.4 Pursuit 7.5.5 Melee in more than one phase 7.5.6 Loss of Commander in Melee 7.6 Multiple melee 7.6.1 Multiple melee in more than one phase 7.7 DISPERSION OF SKIRMISHERS 7.8 ARTILLERY IN MELEE 7.9 SACKING BAGGAGE 8.0 SPECIAL CHARACTERISTICS 8.1 Units Special Characteristics 8.1.1 Iron Officers 8.1.2 Well trained shooters 8.1.3 Master gunner 8.1.4 Motivated Fighters 8.1.5 Feared Unit 8.1.6 Recruits 8.1.7 Demotivated Troops 8.1.8 Hardened Unit 8.1.9 Agitators and Preachers 8.1.10 Prostitutes 8.2 WEAPONS AND DOCTRINES 8.2.1 Regimental Artillery 8.2.2 Lance 8.2.3 Cuirass 8.2.4 Salvo 9.0 VICTORY CONDITIONS 9.1 GENERAL RULE ROLL OF DESTINY (Optional Rule) ARMY LISTS QUICK REFERENCE SHEETS
Designer’s Notes
3
EXPANDING ON IMPETUS Baroque is a game developed on the “engine” of Impetus and those familiar with that system will easily understand the main concepts and mechanics. Baroque differs from its “big brother” not only by introducing different troop types. It also has a new firing table and some special rules. Baroque introduces many changes. Some of these come from the experience gained in 8 years of playing Impetus. Some were introduced to characterize better a new historical period, with high firepower and different tactics. Now, those familiar with Impetus will already know my philosophy on wargames so can skip the following notes. THE AIM OF THIS SIMULATION In any wargame, simulation is a compromise between reality and game play. As with all compromises, you need to focus upon the objectives, know what you want to obtain and decide what you are willing to leave out. You have to choose your “view of the battlefield”. There’s no point in wasting time on the details of the wound that a musket may cause at 50 yards to a single Horseman with a half-cuirass when the aim is to simulate large battles between masses of men. Baroque, like Impetus, simulates the behaviour of these units and examines their ability to inflict damage and maintain cohesion in the critical moments of the battle. THE END BEFORE THE MEANS Wargame rules are often divided into those that attempt to recreate the “process” and those that strive towards a “result”. Without reaching certain abstractions seen in some recent sets of rules, Baroque is certainly part of the second category. This implies, for example, that if a turn indicatively represents 15-20 minutes of real battle and musketeers are only allowed to fire once, it doesn’t necessarily mean that a musketeer could only fire once every 15 minutes, but rather than the effect of shooting is summed up in one firing phase and even the rate of fire is summed up in their probability of inflicting damage. UNPREDICTABILITY A fundamental characteristic of Baroque is the “unpredictability” factor. It is hard to say exactly what will happen on the battlefield in the next turn thanks to a turn sequence that breaks away from the rigid logic of alternate moves (the so called I-GO-YOU-GO) You are allowed to measure distances before you move, even if there is nothing to prevent players from agreeing differently. But you won’t always be able to plan the distance you’ll cover with a charge and you won’t always reach a melee in the conditions you had hoped for. You can’t trust the quality of your Generals too much either as their performance is not constant. All of these variables involve the players more emotionally in the game, and help them to abandon a “too rational” and “chess-like” approach. Said in different terms, if you want total control over your troops, Baroque probably will be not your game THE VISUAL ASPECT Baroque is a three-dimensional wargame so it’s important that the typical atmosphere of a battlefield of 17th Century is represented in the visual aspect of the miniatures deployed on the table. The use of larger bases allows the creation of small dioramas that can more easily represent the formations of the period. Unlike other rules, in Baroque units remain on the table until they are routed and thus eliminated from play and there is no progressive removal of figures. You may wish to use the markers that you can download from the Dadi&Piombo web site. If you want to further improve the visual aspect of your battlefield then replace the markers with little three-dimensional scenes... you won’t regret it! SIMPLE GAME MECHANICS Despite the fact that these rules are well structured, the game is still fast moving, as another aim of Baroque is to allow the reconstruction of an entire battle in an evening. The game mechanics are simple and it’s easy to remember the rules after your first few battles, so the need to refer to the manual during play is reduced to a minimum. (order #9515698)
4
Designer’s Notes
AFFORDABLE You don’t need huge numbers of miniatures to play Baroque. In order to build a typical 15mm 600-point army you’ll need around 150-200 miniatures, and this number drops dramatically for 25/28mm armies thanks to the flexible basing system (see 1.3), making this scale affordable too. The points system allows for smaller battles with with fewer miniatures, or pitched battles with hundreds of miniatures and several players on each side. SUPPORT You will find scenarios, army lists and rules clarifications in Impetus Magazine (digital magazine available through Wargames Vault) and also in future supplements. Most of the army lists will be published as “betas” in the website and later published in the army list supplement that will also include additional rules on fortifications, ambushes, flank marches etc. There is also an official forum at impetus.ativiforum.com and a mailing list at
[email protected], where you can meet the international community of Baroque players, discuss rules interpretations, and find out about news and appointments regarding the game. Check out Baroque also on facebook.
15mm Venexia Miniatures (Photo Lorenzo Sartori)
(order #9515698)
1.0 Introduction
5
28mm Warlord Games (coll. Alessandro Boselli)
1.1 THE MANUAL Baroque is a set of wargames rules, based on the Impetus system. The rules allow you to play using miniatures the wars that ravaged Europe from the mid XVI Cent to the end of the XVII Cent. In the appendix you can find some sample army lists that allow you play immediately, while many more official lists along with historical background information, advanced rules on ambushes and fortifications will be published in a supplement. Check Dadi&Piombo website for updates, beta lists and free downloads. 1.2 MATERIAL NEEDED In order to play Baroque you’ll need some miniatures. These rules let you use any scale of miniatures that are normally used for wargames: 25/28mm, 20mm (also known as 1/72), 15mm, 10mm and 5/6mm. You will also need a few 6-sided dice (hereafter called d6), a ruler marked in centimetres or a measuring stick marked out in BU (see below), some markers (see 1.5) and a playing surface that recreates the battlefield, with hills, rivers, woods, villages and so on. 1.2.1 The Battlefield The size of the battlefield will vary according to the type of troops you use but above all it will depend on their scale. We advise these minimum measurements: SCALE 20 - 25/28mm 5 – 10 - 15mm
500/700 pts 180x120cm 120x90cm
800/1000 pts 240x180cm 180x120cm
1.3 BASING In order to play, the miniatures must be based on rectangles of card, wood, MDF, plastic or another rigid
material. These rectangles are called Bases. Baroque adopts base sizes that are a little different to Impetus. Anyway to save players having to rebase it has been decided to replace the traditional U (Unit of Measure) used in Impetus with the BU (1.4). The BU corresponds to half the frontage of a Unit. This allows you to adapt all distances to the size of the base. If you want to use the official basing please use these criteria. Mind that the measurements that follow are not strict as regards base depth and let players arrange their miniatures in an aesthetically pleasing way. 10 and 5/6mm We suggest basing 10mm or 5/6mm figures at half of 28mm basing. All distances must be calculated using the 15mm scale. As an alternative you can base the figures using 15mm basing.
Base Sizes Frontage Troop Type
Suggested Depth
28mm
15mm
28mm
15mm
Early Tercio (ETE) and Pikes (PK)
18 cm
12 cm
18 cm
12 cm
Later Tercio (LTE)
18 cm
12 cm
12 cm
8 cm
Pikes & Muskets (P&M) – up to around 1660
18 cm
12 cm
from 6 to 8 cm
from 4 to 6 cm
Pikes & Muskets (P&M) – after around 1660 and Shooters (T)
18 cm
12 cm
from 4 to 6 cm
from 3 to 4 cm
Irregular Foot (WB)
18 cm
12 cm
6 cm
4 cm
Skirmishers (S)
18 cm
12 cm
from 3 to 4 cm
from 2 to 3 cm
Dragoons (DR)
18 cm
12 cm
from 4 to 6 cm*
from 3 to 4 cm**
Horse (TR - GA - RE - SP - CL)
18 cm
12 cm
from 6 to 8 cm***
from 3 to 4 cm***
Artillery (Art)
6 cm
4 cm
6 cm or more
4 cm or more
*Or up to 8 cm if horseholders with horses are depicted ** Or up to 6 cm if horseholders with horses are depicted *** Massed Cavalry must have double depth
(order #9515698)
Introduction
28mm North Star (photo North Star)
6
Tips from Mary Rose
Splitting the Units into bases
28mm Warlord Games (coll. Alessandro Boselli)
Big bases can be spectacular, a Tercio, for example, can look simply great. But for some Units it could be better to split them into 3 bases. This is especially worth thinking about if you’re using 28mm scale figures. ✣ Splitting Units allows some flexibility for P&M Units as you can change the central base; thus by swapping the command base and flags you can use the muskets for other armies. ✣ You will find it easier to create Horse and Musket Units ✣ Storage and transport of figures can also be easier when Units are split between three bases.
1.3.1 Number of figures per base/Unit The number of miniatures placed on a base/Unit is up to the player. 1.3.2 Basing Commanders In Baroque only the Leaders of Commands (also called Generals or Commanders) are represented on the Field. The terms Leader, General, and Commander are used interchangeably and should be regarded as synonyms. These can be based on bases similar of those used for artillery or, if you prefer, round (or hexagonal) bases of a similar size. On these bases you can depict the General as well as a small Command Group, usually mounted, so you can add also a musician and a standard bearer for example. To allow the maximum modelling freedom when making Generals’ bases, all measurements are taken from the head of the Leader and not from the base edge.
28mm Warlord Games (coll. Alessandro Boselli)
(order #9515698)
1.4 GAME SCALE AND MEASUREMENT As a basic design feature Baroque doesn’t adopt a specific representational scale and a Unit can stand for a Regiment if you want to play a small engagement or a brigade if you want to fight a bigger battle. For the calculation of distances and movement it was decided to adopt a particular unit of measurement known as BU (Baroque Unit). This unit of measurement is equal to half of the front of a standard Unit (not Artillery or Leaders who have a different basing). Rather than using a ruler marked in centimetres it can be faster to make yourself a measuring stick marked in BU. 1.5 MARKERS Baroque uses markers ✣ to indicate that a Unit is Disordered (2.6.3), ✣ to keep track of gradual losses taken by the Unit during battle, ✣ to mark a Unit that has already reacted (par. 2.5.4) ✣ to mark a Unit that has not yet fired for the first time (par 6.1.5 and 6.7) (optional) ✣ to mark particular special characteristics (par. 8.0) (optional) Some players may choose to use miniatures that depict fallen men instead of markers. To show a Disordered Unit you could use a miniature based singly, standing in front of the unit, for example an Officer who is trying to rally his men. This is strongly recommended for those players who really care about the aesthetic quality of their battlefield in as much as it allows you to avoid clogging up the battlefield with cardboard markers.
28mm Dixon (coll. Richard Tartt)
2.0 The Troops
7
2.1 ARMY BUILDING A Baroque army comprises various Units that are organised into Commands. An army can have from 3 to 4 Commands. Each is led by a Commander who, for simplicity’s sake, we’ll call a “General” or a “Leader”. The allocation of Units to Commands is up to the player and is decided before deployment. It should be remembered that in the army list a General might also command a single Unit but not if it is Artillery: a Command cannot be formed only by Artillery. One of the Generals is also the Commander-in-Chief (C-in-C). You’ll find all the information you need to recreate armies in the army lists.
Dragoons (DR) and Artillery (ART).
2.2 CLASSIFICATION OF TROOP TYPES In Impetus, troops are classified by their tactical usage. Troops are divided into two main categories: Mounted troops and Foot Troops. Mounted Troops include: Gallopers (GA), Trotters (TR), Reiter (RE), Sipahis (SP), Light Cavalry (CL) and the mixed Units of Horse and Musketeers (H&M). Foot Troops: Pikes&Muskets (P&M), Early Tercio (ETE), Later Tercio (LTE), Pikemen (PK), Shooters (T), Irregular Foot or Warbands (WB), Skirmishers (S),
Reiters (RE) They tend to avoid contact preferring to maintain a constant hail of fire using firearms (pistol, musket or rifle) by using, at least in the first period, the deeper formation (see Unit Massed, par 2.3.1) and manoeuvring Caracole (6.8).
(order #9515698)
MOUNTED TROOPS Gallopers (GA) Shock Cavalry trained to charge at a gallop, can use the pistol, sword or lance during contact. This category includes, for example, the Polish Winged Hussars. Trotters (TR) The typical cavalry of the 30 Years War. They fire their pistols well before contact (see rule Point-blank Pistol, par. 6.7) then advance and charge at a trot. This category includes also Cuirassiers.
Sipahis (SP) Cavalry present mainly in the eastern armies, often armed with missile weapons.
8
The Troops
Sipahis units can be deployed, if required by the army list, as Massed units. Light Cavalry (CL) Fast skirmish Cavalry, often armed with missile weapons. Horse & Muskets (H&M) Some Trotters (eg. Swedes) were often supported by Musketeers seconded or detached from infantry Units, thus creating mixed formations. You can represent these Units on a single base, mixing horse and musketeers. Alternatively if you have split your Units into bases for ease of storage etc, then you can build up a Unit using bases of both musketeers and horsemen. A final option is to use a standard Unit of horse, but to create a special marker which shows the presence of the musketeers. They count as ‘Mounted’ for all purposes, but have the characteristic ‘Slow’ (paragraph 5.1.1). FOOT TROOPS Pikes & Muskets (P&M) Mixed Units of pikemen and musketeers, but may also include Units formed only of musketeers of the late period. They are both shooting and melee Units. The presence of Pikes reduces the volume of fire but strengthens the Unit in melee in addition to cancelling the impetus bonus of mounted enemy. Early Tercio (ETE) This is the Tercio of the golden age (XVI century). The Early Tercio is similar to the formations of P&M deeper and square. The Early Tercio ignores the penalty resulting from attacks on the side/flank and rear and can make defensive fire against such attacks. Because of its depth, it is particularly vulnerable to the fire of the Artillery. The Early Tercio is a Massed Unit (2.3.1).
Irregular Infantry (WB) Irregular infantry specialising in melee combat. These can also be equipped with missile weapons. Irregular Infantry can be deployed, if required by the army list, as a Massed Unit. Shooters (T) Units armed with firearms or missile weapons, but not trained to fire by rotation or using other drill movements to increase their rate of fire. Skirmishers (S) Light troops, sometimes armed with the best muskets. Dragons (DR) These are light mounted infantry with shooting ability and good mobility. Artillery (Art) It is divided into Cannons and Artillery Howitzers. Artillery can be heavy, medium or light, depending on the caliber. Note. When the acronym TE is used, it includes both the Early Tercio the Late Tercio. 2.3 THE UNITS Here’s an example of Unit in Baroque: SWEDISH INFANTRY P & M) M = 1; VBU = 6; I = 2; D = B; VD = 3; 64 points, Musket (MM-2), Pike, Salvo. ✣ The abbreviation P&M indicates that it is Pike and Musket Unit. ✣ M stands for Movement (expressed in BUs). It means you can move 1BU for each movement action; ✣ VBU stands for Basic Unit Value, a value that summarizes both the morale, the offensive and
Late Tercio (LTE) Evolving from the earlier Tercio, this type of Tercio is less deep, but deeper than a P&M Unit (the depth is double). The Late Tercio does not ignore the penalty resulting from attacks on the side/flank and rear, but if it is attacked on the side/flank or the rear can make a defensive fire. Late Tercio is a Massed Unit (2.3.1). Pikemen (PK) Deep formations composed only of pikemen, typical of the early part of the period. 28mm Warlord Games (coll. Alessandro Boselli)
(order #9515698)
The Troops defensive value of the Unit. When the VBU of a Unit is reduced to 0, the Unit routs and is removed from the battlefield. ✣ I is the Impetus Bonus (7.3), in this case as it is greater than 0 it is a troop type which can voluntarily contact the enemy. ✣ D stands for Discipline (2.4). The troops are divided into three decreasing levels of discipline, from level A down to level C. ✣ VD indicates the Demoralization Value (9.0). ✣ The cost and footnotes follow. The notes contain both an indication of the weapons, in this case with a Pike and Musket, a Musket Modifier of -2 (6.1.3.1) and any special rules (e.g. Salvo). 2.3.1 Massed Units Some Units can be deployed in depth. These Units are called “Massed Units”. A Massed Unit has the following characteristics. ✣ A Massed Unit moves more slowly on the battlefield (see lists) ✣ Unless otherwise specified by the army list it has a Melee Modifier (MM) +2. ✣ Artillery firing at a Massed Unit has a +1 modifier. ✣ The army lists can give some Massed Units other characteristics. With regard to the rules for Interpenetration, Massed Units follow the same rules as all other Units which are not massed. 2.4 DISCIPLINE Each Unit has a Discipline value. Baroque considers three levels. Level A. These are well drilled and particularly well-motivated Units. Level B. This is the majority of regular troops and mercenaries and those irregulars who make up for lack of drill with flexibility. Level C. These are less well disciplined or less well motivated troops. 2.4.1 The Discipline Test The Discipline Test is used in various situations during the game. The test is performed, for example, when rallying, marching and when attempting to react. The rules explain the situations in which you need to perform the test and what the consequences of failure may be. Usually failing a Discipline Test doesn’t lead to Disorder. The test is performed by rolling a d6. Troops with Class A discipline pass the test if they roll a 3, 4, 5 or 6. Troops with Class B discipline pass the test if they (order #9515698)
9
roll a 4, 5 or 6. Troops with Class C discipline pass the test if they roll a 5 or 6. Modifiers ✣ Units outside the command range that the Army Command Structure gives the Leader get a -1 modifier to the roll ✣ Units that have an attached Commander get a +1 bonus to the roll. A roll of 1 (unmodified) is always a fail, while a 6 is always a pass. 2.5 UNIT STATUS A Unit can be in one of the following states: FRESH (2.5.1), EXHAUSTED (2.5.1), WITHDRAWN (2.5.1.1) or ROUTED. A Unit can also be DISORDERED or having already REACTED (2.5.4) during the opponent’s activation. 28mm Warlord Games (coll. Alessandro Boselli)
2.5.1 Fresh and Exhausted Units A Unit is FRESH until losses have reduced it to less than half of its VBU (Basic Unit Value). When losses reduce a Unit to less than half of its VBU then it is EXHAUSTED (Example. A Unit with VBU 8 becomes Exhausted when its VBU reduces to 3). Exhausted Units lose their Impetus Bonus and are not forced to undertake pursuit when they win a melee. Exhausted Units cannot ‘React.’ 2.5.1.1 Withdrawn Units A Unit can be withdrawn from the battlefield (removed from the game) in order to yield less victory points to the opponent (see Chap. 9.0 Victory Conditions). A Unit may be withdrawn during its activation and that must be the only action taken by the Unit. However, you can rally before the withdraw order, so that if it failed to retreat, the Unit remains in the field in good order. In this regard it is also possible to attach a general to the Unit to take advantage of the general’s bonus, but in
10
The Troops
this case the general will be forced to leave the field when the Unit is withdrawn successfully. You can also withdraw Units in disorder. In order to be withdrawn, the Unit must not be in melee, and you must pass a Discipline Test (2.4.1). Such an attempt can generate a reaction.
Tips from Mary Rose
When to withdraw Units from the battlefield
It is wise to withdraw Units from the table when they are Exhausted. This will reduce the loss of VDs (9.0). When you do decide to withdraw them, remember to try to re-order them first. One question to consider is whether to attach or detach a Leader to the withdrawing Unit: if the Unit does withdraw then the attached Leader will be removed with the Unit. Also remember that you can withdraw Units which are not Exhausted. You might ask why but remember that a Unit can very quickly pass from Fresh (but a bit chipped) to Eliminated.
2.5.2 Routed Units When a Unit’s VBU drops to 0 after taking losses, that Unit is ROUTED and is removed from play.
2.6 COMMANDERS AND COMMAND STRUCTURE 2.6.1 Commanders An army is usually composed of 3 to 4 COMMANDS, each under the command of a Leader, Commander, or General, terms that are equivalent in Baroque. One of these Generals is also the Commander in Chief (CinC). When the Command to which they belong is activated Leaders can move up to 4BU in any direction and ending the movement in any orientation. Leaders can be moved at any time when their Command is activated. Also Leaders can move when their Command is not being activated. If their figure is in the way of any movement being made by a friendly or enemy Unit, the Leader’s figure must be moved out of the way of this movement. The Leader’s figure must end this movement at least 1BU away from enemy Units. Leaders cannot be made the target of shooting. Also their bases do not obstruct shooting or block the view. In addition to winning the initiative roll, the task of the leader is to keep troops within Command. Commanders can be attached to any Units in their Command, with the exception of the Artillery. The Commander in Chief can be attached to any nonartillery Unit in the army. 28mm Musketeers Miniatures (coll. Michael Braunstorfer)
2.5.3 Disordered Units A Unit may be Disordered after moving, failing a Discipline Test, after receiving enemy fire or after a melee. A Disordered Unit has a temporary VBU modifier of –1. This penalty applies during melee, when firing and during a Cohesion Test. A Disordered Unit can move and/or fire. If a Disordered Unit moves it may only do so for one movement action. Disorder is a temporary penalty and can be removed by Rallying during the first action after activation (see 4.1.2). A Unit cannot Rally if it is engaged in a melee. Disorder is not cumulative, but a Unit that is already Disordered and then receives another Disordered result after receiving fire or being involved in melee takes one permanent loss to its VBU instead of a second Disorder and remains Disordered. Example. A Unit of Royalist Infantry (P&M) is Disordered since it has just moved through a Wood. It is fired at by a Unit of Parliamentary Dragoons. The fire does not inflict losses but only Disorders the target. Since it is already Disordered the Unit of P&M takes a permanent loss and remains Disordered.
(order #9515698)
If a Leader is attached to a Unit, this unit benefits from the following modifiers: +1 in Melee +1 in the Discipline Test +1 in the Cohesion Test The army lists may provide different bonuses for some Commanders.
The Troops
11
A Leader so attached to a Unit acts as a marker and it can move freely about the Unit. If the Leader’s base is getting in the way it can be removed and replaced by a counter. When a Leader is attached to a Unit, they move at the same speed as the Unit and their command range is halved. In this case measure the command range from the closest point of the Unit. A Leader can join or leave one Unit per activation. A Leader cannot leave one Unit and join another Unit in the same activation.
The measurement is from the head of the General to the nearest point of the Unit which must carry out the test. This distance is halved when the Leader is attached to a Unit, but in this case the distance is measured from the part of the Unit with the General attached nearest to the Unit that the General is trying to influence. The quality of the CS can also be applied during the determination of the initiative. The CS of each army is defined in the lists and it is the same for the whole army.
If the Unit to which a Leader has been attached throws a 6 during a Cohesion Test you must test to see the effects on the Commander himself. Refer to sections 6.2.2 (Loss of a Commander because of fire) and 7.5.6 (Loss of the Commander in melee). If the Leader dies all the bonuses are lost. A Leader is not lost if the Unit to which he is attached is destroyed without there being a requirement to test referred to in paragraphs 6.2.2 or 7.5.6. In this case the base of the General is left behind at the site of the destruction and can be moved if it has not already done so during this activation. But the Leader cannot be attached to another Unit until the next activation. Commanders are not all the same and differ in the quality of their leadership. This is represented by a bonus which applies especially when rolling for the initiative and when testing to rally. Some Leaders also may have other bonuses as indicated in the appropriate army lists.
Command Structure (SC) Good Average Poor
Cost 40 points 30 points 20 points 10 points 0 points
All armies can field Expert Generals or lower level commanders, while a Charismatic Commander can only be used if indicated in the army lists. Army lists can further restrict the purchase of Leaders. 2.6.2 The Command Structure The quantity and quality of subordinate commanders and officers in Baroque is represented by the Command Structure (SC). Basically, it is the range in which the Leader can use their leadership bonus to keep troops under their control. The quality of the SC is mainly applied in the recovery phase (rally) (par. 4.2.2). Units that are outside that radius have a -1 to their die when making the Discipline Test and are less likely to recover from Disorder. (order #9515698)
Tilly, 28mm Warlord Games (Photo Warlord Games)
Type Commander Leadership bonus Charismatic 4 Expert 3 Reliable 2 Poor 1 Incompetent 0
range cost 10BU 20 6BU 12 2BU 0
2.7 QUALITY OF COMMANDERS 2.7.1 Charismatic Leader A Charismatic Leader (cost 40 points), as well as having a leadership bonus of 4, can re-roll one or both initiative dice and can also pass the initiative to the opponent. Only the CinC can be rated as Charismatic and only if the army list allows you to field such a Leader. Other features may be indicated in the army lists depending on the characteristics of the historical general the figure represents. 2.7.2 Expert Leader An Expert Leader (cost 30 points), as well as getting a leadership bonus of 3, can re-roll both initiative dice.
12
The Troops
2.7.3 Reliable and Poor Leaders Reliable Leader (cost 20 points) or Poor Commander (cost 10 points) do not get special benefits and their leadership bonuses are respectively 2 and 1. 2.7.4 Incompetent Leader An Incompetent Leader has the advantage of being free, but if you roll the same number on both dice on his initiative roll he cannot be activated this turn. The only actions that can be made by the Units belonging to a non-activated Command are the reactions to the activations of an opponent, and the melees carried out during the activation of the opponent.
15mm Venexia Miniatures (Coll. Yuri Vantin)
2.7.5 Changing the General’s Level If a Commander rolls a double 6 during initiative then the Commander immediately improves by 1 level. If he rolls a double 1 then his quality goes down by 1 level. For example if a Reliable General rolls a double 6 he becomes an Expert, while a Poor General becomes Incompetent if he rolls a double 1 in the initiative phase and he must pass his turn. A General’s level can only change once during a battle. A Charismatic Leader remains so even if he rolls a double 6 as there is no higher level, similarly an Incompetent general cannot drop a level. However if the Charismatic General rolls a double 6 he remains Charismatic throughout the game even if he subsequently rolls double one A subordinate Expert General cannot become Charismatic, since only the CinC can be at that level. But if the general does roll a double 6 during the initiative phase, the general remains Expert for the rest of the game no matter what he then rolls.
(order #9515698)
2.8 BAGGAGE Armies must be equipped with Baggage; this term includes all the logistic support that accompanies the movements of an army. The Baggage is represented by a rectangular base whose minimum perimeter is 8BU. On this basis, depending on the whims and artistic ability of the player, the base can be a small diorama depicting a camp or simple wagons with armed escort and purveyors of various miscellaneous services. The maximum size is recommended not to exceed 3 times the minimum, noting that it is not in the interest of the player to exaggerate the dimensions of this element whose sole purpose is to be defended. The Baggage can be charged but is not allowed to shoot at the enemy who is charging it. Capturing the enemy’s Baggage means that the enemy loses 3 points off total value of demoralization (VDT). The Baggage is immobile. Unfortified Baggage has a VBU of 2, fortified Baggage a VBU of 4. Fortifying the Baggage costs 5 points. A Baggage-train that is fortified denies the impetus to the attackers. 2.9 EXPLORATION-DICE Exploration-Dice (ED) are used during the laying out of the terrain and during the deployment. Each player has one free ED for use in the exploration phase of terrain preparation. Players can purchase up to 10 additional EDs (11 total with the free one) at a cost of one point each for the first five, two points each for the next five. Example: the purchase of 8 EDs costs 11 points (5 for the first 5 and 6 for the next 3.)
3.0 Terrain and Deployment
13
28mm Warlord Games (Photo Warlord Games)
3.1 TERRAIN Battles were rarely fought on a wide plain without slopes, rivers, towns or woods. Our battlefield, therefore, should represent these different terrain types. During play you should depict the area covered by terrain with templates that can be made to look more realistic with modelling techniques. A wood may be represented by a defined area containing some model trees that can be removed to allow troop movement. No matter what the actual position of the trees, the Unit within the template will be considered to be in the woods for all purposes. A Unit is considered to be within a terrain element, and therefore applies all effects of that terrain, when at least half of the Unit is inside it.
3) Difficult Terrain This category includes woods, steep or wooded hills, dunes, Built-Up Areas (villages, farms or abbeys), enclosed fields, swamps and ponds. On Difficult Ground all troops can move a maximum of 1BU. Only Skirmishers, Shooters (T), Irregular Foot and Dragoons can cross them without becoming Disordered. Other troops are Disordered and get some penalties if they are in melee on this terrain. Leaving this ground does not lead to Disorder, but you can only move up to 1BU.
3.1.1 Terrain types and effects on movement Terrain is sub-divided into 7 types for movement purposes:
B
1) Open Terrain Plains and gently sloping hills. All Units can move over this ground without penalties. By convention the middle of a hill is the highest point if a crest-line is not shown. 2) Broken Terrain This is ground with rocks, scrub, mud or cultivated fields. Only Units of Skirmishers, Irregular Foot, Shooters (T) and Dragoons can cross this ground without movement penalties and without becoming Disordered. Other troops are automatically Disordered. Leaving this terrain does not lead to Disorder. (order #9515698)
A
C To be in the Terrain - Unit A is considered to be in the Terrain for movement purposes because at least half of its base is inside the terrain. Unit B is totally inside the Terrain feature. Being entirely within the terrain can have consequences not merely for movement but also for shooting and melee. Unit C is not considered to be in the Terrain as more than half of its base is outside the terrain.
14
Terrain and Deployment
4) Impassable Terrain Rocks, large waterways, lakes and the sea. No Units can cross this terrain, even partially. 5) Linear obstacles Hedges, walls, fences. It may be a rectangular field surrounded by fences or walls or a hedge possibly positioned on one side or on both sides of a road (simple linear obstacle). In the first case the field bounded by the linear obstacles will be considered open ground or broken ground as chosen by the player who places it. With the exception of Dragoons and Skirmishers, Units are disordered after crossing (even during a pursuit). 6) Roads They are basically Open Terrain as from a tactical point of view they don’t produce any advantage. If a road intersects a river, a ford or a bridge (3.1.2) must be placed in the intersection, depending on the roll of a d6. 7) Rivers Unless differently stated by a scenario, after deployment roll two d6s to see if rivers are dry, normal or deep. ROLL RIVER 2-5 Dry 6-9 Normal 10-12 Deep When Dry, the river is considered as Broken Ground and speed is limited to 1BU. 28mm Warlord Games (coll. Alessandro Boselli)
(order #9515698)
If it is Normal, the river can only be crossed at a ford or using a bridge. If it is Deep, the river can only be crossed using a bridge. Unless Dry, Rivers are considered as Impassable Terrain. 3.1.2 Fords and bridges A Ford or a bridge should be around 1BU wide. Units can cross bridges and fords at half speed. Units that cross a bridge or ford are immediately Disordered. If the river is Deep there are no fords. To cross a ford or a bridge the Unit must keep, during the crossing, both its centre point of the front and its centre point of the rear on the ford/bridge. The movement must be forward or rearward, troops cannot cross a ford or a bridge by moving sideways or obliquely. 3.1.3 Terrain and the movement of Leaders Leaders are not penalized in any way by the Broken or Difficult Terrain, even though they are not allowed to move or stand in Impassable Terrain. 3.1.4 Types of terrain, visibility and combat effects The fighting on these terrain features is conditioned especially by the fact that the Unit that passes through them, as seen above, can become disordered (with the consequent penalty in combat), but also from the limitation of visibility. If the Unit is not visible it cannot be targeted for shooting or being charged. The visibility is measured on the element on the terrain
Terrain and Deployment from the centre point of the front of the Unit sighting to the central point of one of the sides of the Unit that is in the terrain feature. Example: A Unit that is 4BU from another, but on the edge of a wood, is visible (visibility in a forest is up to 1BU). A Unit that is 2BU from another, but more than 1BU in a forest, it is not.
X < 1BU
A
Y B > 1BU
Visibility - Unit X can fire at/charge A because the latter is less than 1BU from the edge of the wood and visibility through a wood is 1BU. Unit Y cannot fire at/charge B because B is at more than 1BU from the edge. A can fire back at/charge X, while B cannot fire back at/charge Y for exactly the same reasons.
IN PARTICULAR ✣ Gentle hills reduce visibility to 2BU, or 1BU if there is a ridge in the middle and affect charges and shooting. Gentle hills give a +1 bonus to Cohesion Test in melee to those who are higher up, or to who has a front closest to the crest or in the middle of the hill. ✣ Steep hills or wooded hills reduce visibility to 1BU affecting charges and shooting. They do not give advantages to those who are higher up the slope. Being Difficult Terrain they give a -2 in Cohesion Tests to Units of P&M, PK, TE and Mounted that are in melee while on this type of terrain or against Units entirely in this type of terrain. See par. 7.3 for the loss of Impetus Bonus. ✣ Woods, forests and built-up areas (unfortified) reduce visibility to 1BU these too affect charges and shooting. Units on the edge of an element of this type can shoot and be shot at, but they give a -1 to those who shoot at them. Because the penalty is applied it is necessary that the target side and the two edges lie entirely in the terrain element and less than 1BU from the edge (if you are over this distance shooting is not allowed). (order #9515698)
15
Being Difficult Terrain they give a -2 in Cohesion Tests to Units of P&M, PK, TE and Mounted Units that are in melee on this type of terrain or against Units entirely in this type of terrain. See par. 7.3 for the loss of Impetus Bonus. ✣ Linear Obstacles. Units shooting at targets protected by Linear Obstacles get a -1 modifier. Units that charge over Linear Obstacles do not benefit from their Impetus Bonus and are disordered if they are not DR or S. If linear obstacles form the boundaries of an orchard (Broken Terrain) visibility is reduced to 2BU, otherwise linear obstacles don’t reduce visibility. See also diagrams on page 42. ✣ Impassable terrain. Apart from blocking movement, such Terrain can also block visibility (e.g. a rock). 3.2 SIZE AND SHAPE Unless you are recreating a specific battlefield, the shapes of terrain items, with the exception of waterways and roads, must be vaguely ovoid or in the case of Villages, Fortified Areas or cultivated fields, rectangular. There is a standard format for terrain pieces: these shapes cannot be smaller than a square 2BUx2BU and larger than a square 4BUx4BU. You can use only one element larger, but still in a square up to 8x8BU and cannot be bounded by waterways or other terrain including linear obstacles. This element, however, will cost an extra option (see 3.3). The rivers have no length limitations but should avoid loops that lack credibility. The width of the rivers can vary from 1BU (streams) to 2BU. Except in the case where you are playing a scenario, only one river is allowed and should be positioned so that it runs more or less parallel to one of the two short sides of the playing area. Large rivers or seas are better represented by a coastline that borders the battlefield along a short side. These extend towards the centre of the table by a minimum of 2BU to a maximum of 4BU. Linear obstacles. Single linear obstacles can be from 2BU to 4BU and can form no more than one angle unless they follow a road. The obstacles that are used to encircle an item of terrain (open ground or broken) can be long as the perimeter of the piece of land in question. The roads have no particular limitations in length and must enter and exit the two opposite sides of the table. A second or third road may merge into an existing road.
16
28mm Dixon (coll. Richard Tartt)
Terrain and Deployment
The width of a road cannot be greater than 1BU. Bridges and fords should be around 1BU wide (with some tolerance according to the model size). 3.3 PREPARING THE TERRAIN Should they desire players can arrange and create the terrain as they see fit. The following is a procedure to prepare a randomly generated battlefield in a more competitive environment. At the start of the game, both players roll the free exploration die (2.9). The player who gets the higher result (reroll ties) will be referred to as the First Player, the loser will be referred to as the Second Player. The Second Player can use a second ED (if they have one) to try and outroll the First Player’s roll and thus
become the First Player. If the Second Player is unsuccessful then no further ED rolls are allowed and the positions stick. If the Second Player is successful then the beaten First Player becomes the Second Player and can choose to utilise one of his ED (if he has any remaining) to reassert his position as the First Player in exactly the same manner as that which deposed him. This process continues until a player fails to win a reroll or the current Second Player has no dice left to challenge the First Player. The Second Player must keep their final losing die roll. The First Player will position a number of terrain pieces with no less than the value of their winning die roll and no higher value than 6 on the table. The Value of terrain pieces is as follows: ✣ Gentle hills, broken terrain, roads are worth 1 option (2 if out of format item). A maximum of 2 roads can be placed. ✣ Steep or wooded hills, difficult terrain, impassable terrains, simple linear obstacles are worth 2 options (3 if out of format item). A maximum of 2 simpler linear obstacles can be placed. ✣ The river, other waterways lying at the edge of the table and fields bordered by linear obstacles (whether open or broken ground) are worth 3 options. Only one of each type can be placed.
15mm Venexia Miniatures (Coll. Yuri Vantin)
(order #9515698)
The Second Player has as many options to move or remove one or more elements of the terrain based on the number he got in his die roll. If the First player has placed a river (or other waterway), the Second Player
Terrain and Deployment can only remove it and not reposition it.
Example. Andrew and Richard decided to create the ground for their battle. Both roll a d6. Andrew gets a 3 and Richard a 4. Andrew decides to use another Exploration-Die and still gets a 3. He has failed to beat Richard’s die roll so the positions of First and Second Player are finalised. In theory, however, he could have a worse result such as a 1 or 2. This would then “stick” as his final die roll It is up to Richard (First Player) to place the terrain items. Having rolled a 4, he can place terrain pieces with a total value of from 4 to 6. Richard decides to place a gentle hill (value 1), a forest (value 2) and a river (value 3) for a total value of 6. Andrew (Second Player) got a 3 on his die. He can eliminate the river, or delete or move the hill and/or the forest or leave the terrain as it is. Where a road crosses a river a ford (odd die roll) or a bridge (even die roll) must be placed
(order #9515698)
Tips from Mary Rose
Don’t use too much Terrain
Just because you’ve got some really beautiful terrain pieces, it doesn’t mean that you have to use them. Don’t clutter the battlefield with Terrain features or you risk not having the room for manoeuvre. Also if you don’t give your opponent a chance to attack you with a reasonable hope of success, the game will end in a boring draw as you both cling to your defensive lines. So don’t have too many linear obstacles.
Players may utilise all remaining ED in an attempt to outroll their opponent and have them deploy first. If the opponent is outrolled but has ED left they may then commence rolling ED in order to regain the advantage, at which point the other player can roll any remaining ED and so on until one player chooses not to roll any more ED or simply runs out of ED to roll. Note that ED will have other uses detailed in various Supplements so players may wish to retain some for other uses. There is no compunction to utilise all ED at this stage. After the deployment of the first Command, it is up to the other player to deploy their Baggage and their biggest Command (the one with the highest VD), after which the players will proceed to deploy Commands alternately and both players will be free to choose which of their Commands they deploy next. The deployment zone extends up to 4BU from their table edge. No Unit may also be deployed closer than 2BU from the side edges of the playing area.
4BU
3.4 DEPLOYMENT After terrain is finalised the Second Player will deploy their Baggage and their largest Command as determined by VD, not number of Units. If there are two equally large Commands the player may choose which he wishes to deploy first. If the Second Player has any ED remaining he may use them in an attempt to outroll the First Player and reverse the deployment, ie if the Second Player wins an ED rolloff the First Player must deploy first. If the First Player does not have any ED remaining they automatically lose the rolloff and must deploy first.
17
DEPLOYMENT AREA
2BU
DEPLOYMENT AREA
18
4.0 Initiative and Activation
28mm The Assault Group and Warlord Games (coll. Alessandro Boselli)
4.1 ACTIVATION AND THE TURN SEQUENCE Units are activated in accordance with the TURN SEQUENCE into which each turn is subdivided. 1) Deciding the Initiative (4.1.1) and the Command that can be activated. 2) The Active Player, that is, the one that won the initiative, selects and activates one by one the Units within the Command activated. The Inactive Player can try to react and / or evade. 3) Initiative is reassessed until all the Commands on the battlefield have been activated. 4.1.1 Deciding Initiative and Activation of Units The two players choose which of their Commands they want to activate and roll 2d6 adding the leadership bonus of the respective commanders. The player with the higher number wins initiative (the Active Player). In case of a tie the initiative lies with who has the best Command Structure. If both have the same Command Structure re-roll the dice. The Active Player activates the Units in that Command one at a time unless he is interrupted by the player that lost the initiative (the Inactive Player) if the latter wants to react (4.1.3) or evade (5.6) his Unit. An activated Unit can perform one or more actions like Rally (4.1.2), Move one or more times, (5.0), Shoot (6.0) or Fight in melee (7.0). In any case, the melee (order #9515698)
(including the dispersion, par. 7.7 and 7.8) complete the activation of a unit, so you cannot move (to the exclusion of pursuits and retreats, which are an integral part of the melee phase) or shoot after fighting. The actions of each Unit are executed before activating the next Unit. Therefore, for example, Firing (6.0) or Melee (7.0) must be completed, Unit by Unit, before moving on to the next Unit. Example. After deployment, players Andrew and Richard choose which of their Commands each wants to activate first. Andrew chooses his Central Command, while Richard would move first his Right Wing. The General of Andrew’s Central Command is rated Expert, so adds a bonus of 3 to the roll of two dice from which scores a 4 and a 3 result, for a total of 10. Richard gets a 6 and a 3 to which he adds 2 for the leadership bonus of his Reliable General: 11. However Andrew has an Expert general so can re-roll both dice. It gets a double 5 which added to the 3 (total 13) won him the initiative. Andrew can activate his Central Command. He decides to move a Unit of P&M, then another Unit of P&M, which he fires, and finally a Unit of artillery that fires while stationary. He then decides to leave stationary a third Unit of P&M. Doing so he has activated all its Units in his Central Command. Now players need
Initiative and Activation to determine a new initiative with the usual roll of the dice. But this time Andrew will have to choose between one of the two Commands that are not yet activated, while Richard will be free to try again with the Right Wing or choose any other Command. The two players will end the turn once all Commands have been activated. If a player still has to activate more than one Command while the opponent has finished, he will still need to roll anyway 2d6 to check for any possible change in the level of the General. 4.1.2 Rally Disordered Units can try to Rally. This must be the first action performed by a Unit after its activation. The Rally order doesn’t generate reactions by the opponent player and takes priority over any eventual Opportunity action by the enemy. A Rally is not compulsory, even if the action is free and failure does not give any penalties. To Rally you must pass a Discipline Test (2.4.1). In this test applies a -1 if the unit is located outside the command radius (Command Structure) of its leader.
Tips from Mary Rose Mind the Disorder
The re-order roll (or Rally roll) is very important as a Disordered Unit is very vulnerable, taking automatic casulties if they receive a hit. Units with high VBU rarely receive losses if they are in good order.
If the test is passed then the Unit is no longer Disordered and can immediately continue to perform its actions. If the Unit fails the test it can decide whether to remain Disordered and continue to perform actions in a Disordered state, or if within Command Radius its leader can attempt a forced rally by rolling as many dice as the Leadership bonus of the Leader. The test is passed if at least one roll gets the necessary result. The Unit that is subject to a forced rally cannot perform any other actions (including shooting) in this activation phase whether the test is passed or not. For obvious reasons, Incompetent Generals cannot perform this action. Example. A Unit of Bavarian Cuirassiers with Discipline B is Disordered at the start of the turn. The activating player decides to attempt a Rally. He rolls a 2 on 1d6 and so the Unit remains Disordered. The player could attempt (order #9515698)
19
to make the Disordered Unit perform an action. But he decides to attempt a forced rally, forfeiting any further actions. The General of the command to which the Unit belongs is Average and so gives a leadership bonus of 2. The player therefore has 2 chances to pass the test. This means he can roll 2 dice hoping to get a 4 or more on at least one of them. 4.1.3 Reactions and Evasions by the Inactive Player A Unit of the Inactive Player can react or evade during the activation of the opponent, reacting to any of these actions: movement, charge, shooting and Unit withdrawn (2.5.1.1). The possible reactions are: Opportunity Charge (5.4.2) Countercharge (par. 5.4.3) Opportunity Fire (par. 6.5) Defensive Fire (par. 6.6) All reactions are made by the Inactive Player in response to the actions of the Active Player. Units can react only against the Unit that caused them to react. So if you react to the movement of one Unit, you cannot use this reaction to fire at a different enemy Unit. Some Units may, as an alternative to the reaction, try to evade. The Reactive Player can therefore react with a Unit and evade with another Unit, but cannot react and evade with the same Unit as a consequence of a single enemy action. A Unit can both react and evade as a consequence of two different enemy actions (eg move and shoot or move and charge). Evasion is treated differently than the reaction and is explained in detail in Paragraph 5.6. In case of Opportunity Fire the reacting Unit can only target the Unit that performed an action, even if the visibility is not full. In this case penalties for not having a full line of sight will be applied. If the visibility is totally obstructed the opportunity fire is not allowed.
Tips from Mary Rose
Statements and reactions
When dealing with Units that can try to react it is correct that the two players declare their intentions before moving figures on the field. Once the action of the active player is declared, the inactive player declares whether and how to react. Obviously, the active player cannot act contrary to what he said.
20
Initiative and Activation
In the case of an Opportunity Charge a Unit is allowed to contact another enemy Unit that is on the trajectory. A Reaction is allowed, where it fulfils the specific conditions, if a Discipline Test is passed. Failure of this Discipline Test does not cause Disorder. A Unit can try to react only once per turn. After the attempt, successful or not, it is suggested that a marker is placed near the Unit to remind you that the Unit has already reacted and can no longer react for the rest of the turn (except evade if conditions apply). There is always a -1 modifier in the test if the Unit that decides to react is in Disorder. Other modifiers to the test are present in the paragraphs dedicated to specific reactions.
If more than one Unit can react to an enemy action, only one will be allowed to do so, at the inactive player’s choice. Example. An Imperial Cuirassier Unit declares a charge against a Unit of Swedish Dragoons. The player controlling the Swedes may, alternatively, try to fire by opportunity with the Dragoons or evade. If in the area there is another of his Units, he can decide to react with that instead (by firing or charging by opportunity). In this case the Dragoons will still be able to evade.
15mm Venexia Miniatures (Coll. Yuri Vantin)
Actions and reactions In Baroque when a Unit is activated it can perform one or more actions. The charge, if carried out, always ends activation therefore must be the last of the actions. Some actions generate the possibility of a reaction from the Inactive Player. Note, the reactions can be carried out only by the Inactive Player. ACTION POSSIBLE REACTIONS Rally None Withdraw Opportunity Fire or Opportunity Charge Move (*) Opportunity Fire or Opportunity Charge Disengage None Charge (**) Opportunity Fire, Defensive Fire or Countercharge Shoot (**) Opportunity Fire or Opportunity Charge Melee None, apart from fight in melee Pursuit None (considered part of the melee) Retreat None (considered part of the melee) The player who wins the melee, if conditions occur, can or must pursue, but this is not seen as a reaction. * The Movement is the only action that can be repeated (refer to Par. 5.0 for details). ** In the face of these actions it is possible, as an alternative to the reaction, to evade.
(order #9515698)
28mm Bicorne (coll. Lorenzo Sartori)
5.0 Movement
5.1 IN GENERAL Each Unit can move forward up to the maximum permitted distance. The maximum distance that each troop type can move is indicated in the army lists. The number indicates how many BUs the Unit can take with a single movement action. A Unit that is not disordered can take more than one such action (so-called march) in the same turn, but is required to perform a Discipline Test (2.4.1) at the end of the second and subsequent movement actions. The failure of such a test causes Disorder. Once disordered it is impossible to perform further movement actions but the Unit can melee or fire. A progressive +1 modifier is applied to the result to be achieved for each movement action after the second. You can use multiple movement actions also to come into contact with the enemy. In this case the last action of movement will be in effect a charge. Example 1. A Royalist Pikes&Muskets Unit (movement = 1BU), with class B Discipline, advances completing its first movement action, or 1BU. It decides to continue its advance and therefore move for another 1BU, after which it makes a Discipline Test. Since Discipline class is B, the test is passed with a 4 + with 1d6. A 2 is rolled. The Unit stops in Disorder after having completed a total of 2BU. (order #9515698)
21
Example 2. A Unit of Danish Trotters (movement 2BUs) decides to make a second move action and then do the Discipline Test after moving for the second action. With a roll of 5 it passes the test. The Unit has therefore made 4BU and is in good order. Confident in his men, the commander spurs them on to a third move action. After moving two more BUs (tot. 6BUs) the Unit must attempt a second Discipline Test. This time a modifier of +1 is applied and the minimum to pass the test is 5. They roll a 6, the Unit has passed the test and successfully complete an advance of 6BUs in good order. The Unit commander decides that for the moment it is enough. Should he want to challenge his luck at another test he must throw a 6 to avoid disorder. 5.1.1 Slow and Fast Units Some Units may be slower or faster than similar Units, so some Units have the characteristic “Slow” while others may have the characteristic “Fast”. Units with the characteristic Slow have a -1 on the Discipline Test when more than one move action is performed. Units with the Fast trait have a +1 modifier on the Discipline Test when more than one move action is performed.
Movement
No
5.2.2 Sideways and Oblique Movement A Unit that is not Disordered can use a movement action to move sideways or advance at an angle (called oblique movement). Only Mounted, Dragoons and Skirmishers can perform this move more than once in a single activation. In this case a +1 progressive modifier for moving more than one action is applied. Other Units can perform such manoeuvre, but this must be the last move of the activation, so the Unit will be allowed to fire but not to move again.
Yes
5.2.4 About face A Unit that is not in Disorder can do an about-face. At the end, however, it must make a Discipline Test to see if after this manoeuvre it ends in good order. Such a move must be the only action for this activation (it cannot open fire or move again). The Tercios and Mounted in Massed Formations may also face on one side, if there is enough space, in the same way (by performing a Discipline Test at the end of the manoeuvre). The new front and its centre will be in the same position on the side to which it turned.
A
B
C
D
D
No
Yes
5.2.3 Movement to the rear Each Unit that is not in Disorder can move backwards for one movement action. Such action causes Disorder for all types of troops, except for Mounted, Dragons and Skirmishers. Units that move backwards in this way can interpenetrate friendly Units according to Voluntary Interpenetration rules (5.6.1). Only Units that are not Disordered after the first backward movement can perform more. Units that perform a second (or subsequent) backward movement must take a Discipline Test, whose failure precludes further movement actions in the same activation. You cannot contact the enemy with a backward move.
C
5.2.1 Wheels A Unit may use one or more actions to perform a wheel as an alternative to a forward move. The wheel is performed while holding one of the two front base corners as a pivot. Wheeling can only be forward. The front corner of the base that moves when wheeling cannot exceed the maximum permitted move distance for that troop type. No Unit may wheel more than 90° per movement action. You cannot contact the enemy with a wheel.
Test will be required as a second movement action has been performed. The Unit will be able to fire.
B
5.2 WHEELING AND OTHER MOVEMENTS
A
22
No Massed Unit facing on one side - Mark the centre of the side AC. Then turn the unit so that the centre of the front, AB is now where the centre of AC was.
Yes
No
Example. A Unit of P&M takes its first move going forward, then decides to take an oblique move. This will be its last move of the activation and a Discipline (order #9515698)
5.3 MOVEMENT OF ARTILLERY A Unit of Light Artillery can rotate before firing without this movement causing any penalty on the shooting roll. The wheel of Medium and Heavy Artillery is considered a movement that involves a -1 to the shooting. 5.4 CHARGES A Charge is a movement that allows a Unit to enter into melee with an enemy Unit. The Charge must always be a linear movement forward. If an enemy is contacted through more than one movement actions it is just the last of these actions that is considered the Charge.
Movement Before making this movement a player must declare the Charge to allow for the possible reaction of enemy Units. You cannot declare a Charge against Units that are not visible because they are hidden by terrain features (3.1.3). Only in some cases may you charge by interpenetrating friendly Units (5.5.4). Units with I = 0 cannot charge the enemy. 5.4.1 Charge movement bonus A Unit can benefit from a Movement Bonus to attempt to contact an enemy Unit. Roll 1d6 to calculate the bonus to add according to the table in this page.
The additional movement is added to the BUs of the last movement action, after the declaration of the charger, so the die must be rolled before the completion of this stage. If the Unit that decides to use the Charge Movement Bonus is unable to contact the opponent it is immediately disordered but must move the entire distance allowed by the roll. Contact with Skirmishers, Artillery or troops that can be dispersed without interrupting movement between the charging Unit and the target Unit (see 7.8 and 7.9), will cause the charging Unit to be Disordered if the target of charge was not reached. If the movement without the bonus is sufficient to contact the Unit declared as a target you cannot use the bonus in order to charge a Unit who is behind it, unless the initial target declares to evade.
Tips from Mary Rose Charging by opportunity
Charging by opportunity is not easy, especially for Foot who in most cases need to roll a 6 when they test. So use this option only when it’s vital and there are not better alternatives. Are you sure you want your unit to lose its much easier chance to pass the test to hit the charging enemy with defensive fire? Stay cool and be a man my son.
5.4.2 Opportunity Charge A Unit of the Inactive player passing the Discipline Test can interrupt the Movement, the Charge, the Shooting or the Retreat of a Unit and may charge it. Opportunity Charge may be attempted by any Unit, a Countercharge (5.4.3) can only be attempted by a Unit that is being charged. If the Opportunity Charge is a reaction to enemy fire, the Charge is executed after the resolution of the fire. Opportunity Charge is in all effects a Charge and is subject to the same limitations. However Foot is not permitted to Opportunity Charge Mounted troops. The Charge Movement Bonus (5.8.1) also applies in the case of an Opportunity Charge. There are Modifiers to the die roll for Discipline Test for Opportunity Charge -1 If in Disorder -1 If Mounted -2 If Foot Example. A Unit of Danish P&M fires against an Imperial Tercio 1BU away. The Tercio decides to react with a Charge. First the Danish fire is executed, which causes Disorder to the Tercio. At this point the Player controlling the Tercio (Discipline B) rolls for his reaction. Being Disordered and Foot, the number required is 7 (4+1+2), but with a 6 the Discipline Test is always passed. The roll, however, is not so lucky and the Opportunity Charge cannot be performed.
Charge Movement Bonus D6 Slow foot 1 0 2 0 3 0 4 0 5 1BU 6 1BU
(order #9515698)
23
Foot Slow Mounted Mounted Fast Mounted /Gallopers 0 0 0 1BU 0 0 1BU 1BU 0 1BU 1BU 1BU 1BU 1BU 1BU 2BU 1BU 1BU 2BU 2BU 1BU 2BU 2BU 2BU
Movement
24 X
case the charging Unit will complete its movement and a multiple melee will occur). If the Countercharge movement is hampered by a friendly Unit, the Countercharge cannot be declared. When the Countercharge is completed, both Units will benefit from the Impetus Bonus, if not negated by other rules.
Y
A
B
D
C
Countercharge or Opportunity charge - X declares a charge. Both A and B can countercharge. This is because both can by contacted by X. In the example on the right, Y declares a charge. In this case only D can countercharge as Y will hit D but cannot hit C. In this case, whilst it cannot countercharge, C can opportunity charge.
5.4.3 Countercharge If a Unit of the active player declares a charge the targeted Unit that passes the Discipline Test can countercharge. Also the Countercharge is in all effects a Charge and it is subject to the same limitations. However Foot is not permitted to countercharge Mounted troops. The Unit declaring the Countercharge may not make a Defensive Fire, as both are reactions and each Unit is allowed only one reaction per turn. If a Countercharge is declared the point of impact is calculated half-way between the two Units, provided that the movement of the countercharging Unit is not stopped by the impact with other enemy Units (in this
X
A
Y B
Y Y
D C
A
A Countercharge - Unit Y declares a charge to Unit A, which tries to countercharge. The Test is passed and the countercharge can be completed. The two Units will meet at half way (dotted line).
Y
A
Countercharge or Opportunity charge - In this second example, X declares a charge on B. B is oriented in a way that cannot countercharge. A can try to opportunity charge. To the right, Y declares a charge to D. D is a CL and can try to countercharge or to evade (5.6). As D can evade, the Blue Player declares a Potential Charge (5.4.6), so if D evades, Y can contact C. If D evades, C (a Trotter Unit), can try to countercharge as it becomes the target of Y.
(order #9515698)
Modifiers to the die roll for a Discipline Test for a Countercharge -1 If in Disorder +2 If GA or WB +1 If Other Mounted
Y B
B
A
Opportunity charge - Unit Y declares a charge to Unit A. Unit A has already reacted so it cannot countercharge. Red Player decides to attempt an opportunity charge with Unit B. After passing the test B intercepts Y at a point chosen by the Red Player.
5.4.4 More Units that can Opportunity Charge or Countercharge A Unit that moves, shoots or charges can generate a potential Opportunity or a Countercharge by more than one Unit, but since there is only one reaction for each Unit per turn (2.5.4), the non-active player may try to react only once with a Unit of his choice.
Movement
25
28mm Foot by Bicorne and Horse by Warlord Games (coll. Lorenzo Sartori)
5.4.5 Charge and Melee as last actions of activation Usually a charge leads to a melee and the melee is the last action that a Unit can do during its activation. Also a failed charge (for example because the opponent evaded or if the Charge Movement Bonus (5.8.1) was not enough to contact the enemy) is still the last action of the activation. Since the charge is the last “voluntary” action other actions cannot be performed. An exception is the socalled Potential Charge (see below). Note that even the dispersion of Skirmishers or Artillery is to be considered a Melee to all effects. So a Unit that disperses a Skirmisher Unit can complete its move, which may also be a charge against another Unit that is behind the Skirmishers, but it cannot perform other movement actions or shoot. 5.4.6 The Potential charge When a player wants to charge a Unit that can Evade (for Evasion refer to par. 5.6) he can declare a Potential Charge. A Potential Charge is a charge declaration to all effects where the Active Player explains that by moving the Unit a possible contact with enemy can be made. If at the end of the movement there is a contact (the opponent has decided not to Evade) the Unit declaring the Potential Charge will benefit from the Impetus Bonus, if not denied by other circumstances. If the contact is not made because the other Unit
(order #9515698)
evaded and no other enemy has decided to charge or countercharge, the Potential Charge is considered to be a normal move (still the Active Player must move at least up to the point where the contact could occur), so subsequent actions are still possible.
Y A
Y B
A
B
Potential charge - In the example to the left, Unit Y declares a Potential Charge up to the dotted line. Unit B, Dragoons, can try to evade. Unit A are also Dragoons and could try to evade should Y enter, before the contact, in the projection of their front. Unfortunately for A this is not the case. In the example on the right, the Player controlling the blue Units declares a Potential Charge up to the dotted line. Both A and B, Dragoons, can try to evade. Red Player declares the evasion of both A and B. Both Units will have to test. Should B fail its test, evasion of A could be useless; and Y will hit B. Note that the Red Player has to take the decision which Units will evade immediately after the declaration of his opponent. If both A and B successfully evade, Y can perform other movement actions.
Movement
26
5.5.1 Voluntary Interpenetration Voluntary Interpenetration occurs when a Unit decides to move through another Unit and is allowed in the following cases; ✣ Light Cavalry, Skirmishers, Dragoons and Shooters (T) can move through and be moved through by any types of troops. ✣ Other Mounted can move through and be moved through by any Mounted. ✣ Artillery can be moved through by any type of troops. If the interpenetrating Unit moves forward, the movement must be complete, even if this means using extra movement actions unless the interpenetrated Unit is CL, DR, S, T or Art, in that case they are placed behind the interpenetrating Unit as soon it completes its move, even if not enough to totally cross the Unit. If the interpenetration is backward, the interpenetrating Unit is placed behind the interpenetrated Unit even if the movement would be not enough. The exception is PK, P&M and TE that push back with no Disorder CL, DR, S, T or Art but they stop if they meet other Units.
A B
B
2BU
2BU
A
A
Interpenetration - The Trotter Unit (A) decides to interpenetrate another Trotter Unit (B). If A only makes a single movement of 2BU it would end the move in the middle of unit B. Therefore it must either halt its move just before it enters Unit B or make a second move to complete its interpenetration.
(order #9515698)
A
A B A
1BU
There are two types of interpenetration: VOLUNTARY and FORCED. What follows are the general rules, as some troop types may have special rules that are outlined in the army lists.
B
1BU
5.5 INTERPENETRATION Interpenetration occurs when a Unit moves through another friendly Unit. You may never interpenetrate an enemy Unit or a friendly Unit in melee, nor interpenetrate during a pursuit.
Interpenetration - The P&M Unit (A) decides to interpenetrate a Dragoon Unit (B). Also in this case one movement action (1BU) would not be enough to complete the manoeuvre. But because B are Dragoons, they are moved behind A once A’s movement is completed. Should A move by 2 actions then B is not moved rearward to allow the interpenetration.
If the interpenetration occurs during a charge, see par. 5.5.4. 5.5.2 Forced Interpenetration This occurs when a Unit is forced to move through another. This is the case, for example, when a retreating Unit that has lost the melee. It is not the case where you have an evading or disengaging Unit as these manoeuvres generate a Voluntary Interpenetration. If S, T, DR and any Mounted are forced to retreat, they interpenetrate any troop type and are placed behind them as soon as the crossing move is completed (even if the Unit was partially crossed). All other troops, when forced to retreat, do not interpenetrate but push back and Disorder friendly Units they meet, as long as these latter Units are not engaged in a melee. If they are engaged in melee then the retreat is blocked by contact with these Units. 5.5.3 Interpenetration by wheeling A Unit can partially interpenetrate any friendly Unit that is to its flank if that movement is made with a wheel. This movement cannot end with an overlap. This interpenetration is allowed even if the interpenetrated Unit is in melee. This should be regarded as a compression of the frontage more than a true interpenetration. 5.5.4 Interpenetration and charges You can interpenetrate during a Charge (same action) only if the interpenetrated Unit is CL, S or Art. 5.6 EVASION Mounted, Dragoons and Skirmishers may, as an alternative to a Reaction, try to Evade as a response to shooting or a charge declaration. As a Reaction, it is an option that is only available to the non-active player, so you cannot evade in response to Opportunity Fire or an Opportunity Charge or a
Movement Countercharge. Unlike normal reactions, Evasion can be performed, if the conditions are met, more than once, in the same turn, by the same Unit. Also it is possible for more than one Unit to evade in response to a single charge declaration, as long as all Units involved can be targeted by that charge. Even a Unit that has already reacted that turn can try to Evade, provided that the reaction was performed previously and not for the same action (you cannot react and evade as a response of the same enemy action). A Unit cannot evade in response to a pursuit. To Evade you must pass a Discipline Test whose failure does not produce Disorder. Modifiers to die roll for the Discipline Test for Evasion: +2 If CL +1 If DR and S +1 If evading from charging Foot -1 If in Disorder -1 If Massed -1 For each subsequent test of Evasion after the first (in the same turn) CL, DR and S can evade from shooting and from a Charge performed by Mounted or by Foot, while the other Mounted can evade only from shooting and from charging foot. In the case of shooting, the player must declare his intention to evade before the firing Unit fires. The Evasion is then carried out. A -1 modifier is applied to Unit firing at evading troops and the range of firing is always based on the initial distance. In the case of a Charge declaration, the Evasion is made before the movement (the latest in a possible series) of the charging Unit. The Evasion is permitted only if that threat is frontal, i.e. it is coming from the corridor created by the continuation of the short sides of the base (front projection). If the enemy Unit fires or charges from a position anywhere within this corridor, even partially, the target Unit may try to Evade. The Evasion is one whole movement to the rear. If the movement is not enough to totally interpenetrate any friendly Units placed behind, the evading Unit is placed behind them. If there are Units behind the evading Unit which cannot be interpenetrated (enemy Units or Units in melee) or impassable terrain, Evasion is not allowed. If during Evasion the Unit meets difficult terrain, it does not apply any reduction to the movement.
(order #9515698)
27 Y
X
Z A
Evasion - Unit A can evade from a charge by X because in the case of a charge X would enter the corridor created by the continuation of the short sides of the base of Unit A (front projection). But A cannot evade from the shooting of X. A can evade both from shooting or charge by Y. A cannot evade both from shooting or charge by Z.
Example 1. A Unit of Danish P&M declares a charge on a Unit of Imperial Dragoons within 2BU. The Dragoons might try to Evade, but, they decide to React with Opportunity Fires. Example 2. A Unit of Ottoman SP declares it is firing at a Unit of Croatian light cavalry (CL) within 2BU. The SP roll 1 dice less than they could because they might want to charge after firing. The Croats decide to react with Opportunity fire. The test is passed, but no hit is scored by either party. At this point the SP decides to charge. The Poles, despite having reacted to the previous action of an opponent, may now try to Evade because the charge is a new action for the Ottomans. The Poles pass the test and evade. As the Turks have declared a Charge and not a Potential charge, they fail to contact the enemy and they end their activation in Disorder. Example 3. A Unit of Polish Winged Hussars (GA) declares it will move forward, enough to contact a Unit of Ottoman CL located in front, just under 2BU. The Polish player declares a Potential Charge. The CL could react with Opportunity fire, but believes it is wiser to Evade. The Winged Hussars advance by 2BU or their entire move (they are not required to stop at the exact spot where there was the CL), while the CL, passed the test, moves back 2BU. The Poles at this point do not declare a Potential Charge, but a real Charge, enabling it to benefit from the movement charge bonus. The Ottomans can evade again but this time with a penalty of 1 in the test. 5.6.1 Evasion and shooting limitations A Unit that can Evade and shoot could decide to fire rather than Evade. If you decide to Evade you lose all ability to fire and vice versa in that action. Shooting at an evading Unit means the firing Unit rolls one dice less.
28
Movement
5.7 DISENGAGEMENT Disengagement occurs when a Unit is in melee and wants to break off and move away. Disengagement is a move that can only be performed by a Unit controlled by the active player and only when conditions allow. A Unit can only attempt to disengage when it is engaged only to its front. Disengagement is only possible if the Unit that wants to disengage is faster than the enemy Unit with which it is engaged in melee. If Units have the same movement rates, Slow and Fast characteristics must be considered. P&M, PK, TE, Artillery can never disengage. You cannot disengage from the baggage.
Once activated, a Unit can only try to disengage before melee is conducted and may try to do so even if it is Disordered. In order to disengage you must pass a Discipline Test. If you pass the Discipline Test then you disengage, keep the front of the Unit towards the enemy and fall back one full movement action. The disengaging Unit is then Disordered and cannot perform any other actions, including shooting, that turn. Opponent Units cannot pursue. If the Test is failed the Unit will fight its melee without being further disordered. Disengaging doesn’t trigger any Reaction.
Examples. a Unit with movement 2BU / Fast can disengage from a Unit with movement 1BU or 2BU. A Unit with Movement 2BU / Slow can disengage from a Unit with movement 1BU, but not from a Unit with movement 2BU.
5.8 OFF-TABLE MOVEMENT Retreating Units that leave the table, even partially, are immediately removed from play. If compulsory movement is forwards (Pursuit) then the Unit stops on the table edge. They will try to about face in the next turns.
28mm Wargames Foundry and Hoka Hey (coll. Neville Brownlee)
(order #9515698)
28mm Warlord Games (coll. Alessandro Boselli)
6.0 Firing
6.1 IN GENERAL Shooting or Firing are interchangeable terms in Baroque. All Units with firearms or other missile or weapons may fire them before or after the movement. The shooting must be performed before activating the next Unit and, with the exception of SP, CL, RE and S, it cannot be made between two movement actions Moving usually involves a penalty (par. 6.1.3.2) and, with certain exceptions, only mounted troops can fire before charging. Unless otherwise specified by special rules (eg. Reiter’s
29
Caracole), within a single turn, each Unit can shoot once when it is active and once during reaction. Shooting is not compulsory 6.1.1 FIRING The firing Unit spots the target (6.3), rolls as many d6 as its VBU plus or minus the number of dice shown on the Firing Table (a number that can vary according to the type of weapon and the distance) and that is adjusted for the modifiers below. In case the number of dice is reduced to 0 or less, one die is anyway rolled anyway.
6.1.2 Firing Table Distance
1BU (point blank)
2BU (short)
4BU (long )
8BU (extreme)
MUSKET
2
1
-2
No
ARQUEBUS
1
0
No
No
BOW
-2
-3
No
No
PISTOL OR CARBINE ON HORSE
-1
No
No
No
HEAVY CANNON (Art A)
3
2
1
1
MEDIUM CANNON (Art B)
3
2
1
No
LIGHT CANNON (Art C)
2
1
0
No
HEAVY HOWITZER (Art D)
No
2
2
1
MEDIUM HOWITZER (Art E)
No
1
1
No
N° Dice rolled for
6.1.3 Modifiers to the number of dice The following modifiers to the number of dice are cumulative. -1 / -2 / -3 / -4 For the Shooting Modifier (SM) (order #9515698)
-1 For each movement action performed in the turn by the firing Unit. It does not apply to SP, RE, S and CL -1 If the firer is Disordered -1 For those who fire against Skirmishers, Light
30
Firing
Cavalry and Artillery -1 For those who fire against Units that are on the edge of a wood or a built up area or behind a linear obstacle -1 For those who fire at troops who declared Evasion +1 For Cannons firing at Massed Units. For Howitzers
this modifier does not apply. Note. A Unit can decide to take one or more penalty points on the roll in order to reserve the possibility of subsequently moving without being forced to do so. If a Unit doesn’t apply penalties for one or more movement actions, then it cannot move.
6.1.3.1 Shooting Modifier This Shooting Modifier (SM) reflects in most cases the ratio of muskets and pikes that is present in a P&M Unit, a proportion that with the passage of time is increasingly in favour of the muskets. In other cases it may reflect a lower volume of fire due to the disposition of the Musketeers within the formation or the use of particular tactical doctrines, such as withholding fire and then maximize it in time of need (for example, as did the Swedish). Units with SM-1 have more muskets than a Unit with SM-2 and the latter more of Units with SM-3. Units with SM-1 remove a die, Unit SM-2 will take off two etc. The SM is not, however, applied only to muskets, but also to other missile weapons.
penalty and can shoot between one movement action and another.
6.1.3.2 Unit that moves and shoots Each Unit which shoots, before or after the movement, deducts a die for each movement action performed that turn. If you want to fire before moving, then you must deduct the appropriate number of dice. Whether you move the Unit might be conditional on the effect of the firing so it is not mandatory to move, but the dice deducted are still lost. Units of CL, SP, RE and S may move and fire without
28mm Bicorne (coll. Lorenzo Sartori)
(order #9515698)
6.1.3.3 Shooting and interpenetration It is not allowed to shoot immediately after a movement of interpenetration. It will therefore be necessary to make another move with its Discipline Test (even if the Unit doesn’t physically move) to shoot, applying its roll modifiers if any. 6.1.3.4 Disordered Unit shooting Disordered Units deduct 1d6 when they shoot. 6.1.3.5 Shooting against Skirmishers, Light Cavalry and Artillery Shooting at Skirmishers, Light Cavalry and Artillery targets is more difficult, thus remove a d6 if you shoot against these Units. Artillery can always be ignored as a target, and you can fire over or through it without penalty and without having to count it as indirect fire. 6.1.3.6 Shooting against Units in the woods or in a built up area or behind linear obstacles A Unit that is located entirely within a wood, but is on
Firing the edge and therefore visible, enjoys some protection. If you shoot against a Unit in that position you will deduct a d6, but not if you are firing with Artillery. A Unit is considered on the edge of a wood if it is entirely within the perimeter of the wood and at the same time it is visible or is not more than 1BU inside (measuring from the nearest edge of the base to the shooter). Units that are on the edge of a wood can be targeted and can also fire out of the woods without deductions for the wood. Units inside a Village or any unfortified built up area are treated in the same way. Deduct 1d6 if you are shooting at Units behind a linear obstacle (hedges, stone walls...), but only if you are not firing with artillery. To see when a Unit is protected by a Linear Obstacle, refer to diagrams on page 42. 6.1.3.7 Shooting against Evading Units A Unit that evades is a target that is moving away so you deduct 1d6 if you shoot against such Units. 6.1.3.8 Artillery firing at Massed Units Cannon, but not Howitzers, are much more effective if they fire against deeper targets, so add 1d6 if you fire with Cannons against Massed units. 6.1.4 Damage inflicted You inflict one DAMAGE (HIT) for every 6 and one for every double 5 rolled on the dice. A Unit that takes one or more HITS must perform a Cohesion Test to check for possible LOSSES. DAMAGE, unlike LOSSES, is not permanent and must be considered as a modifier to the Cohesion Test (6.2). 6.1.5 First volley The first volley of Muskets or Arquebuses was the best. The weapons were loaded without haste under the watchful eye of NCOs, and the salvo was fired before barrels became choked with soot and visibility was obstructed by smoke. For this reason, when a Unit is equipped with Musket or Arquebus fires for the first time, it has the ability to re-roll all dice that did not produce hits.
Tips from Mary Rose First Volley
This rule allows you to re-roll missed hits. Ideally use it when you can roll the largest possible number of dice and so, if possible, hold fire of your muskets until the enemy will be within Short Distance (2BU). That’s it, fire when you can see the whites of their eyes!
(order #9515698)
31
Any “unpaired” 5 must be re-rolled. This re-roll must occur before any other re-roll required by special rules. 6.1.6 Fire before charging Infantry are not allowed to fire before charging as part of the same activation. Where troops historically did do this, they are allowed to buy ‘Salvo’ in their army list. 6.2 COHESION TEST AND LOSSES Whenever a Unit takes DAMAGE it has to make a Cohesion Test. The test is used to determine any permanent losses. In each case the Unit is Disordered after the test even if this was passed. In order to pass the test and not receive permanent losses, you must roll the same or less, with 1d6, than the CRITICAL NUMBER. This is the value of the VBU (Basic Unit Value, see 2.3) from which the DAMAGE suffered at this stage has been deducted. There is a +1 modifier to the Critical Number if a Commander of whatever level is attached to the Unit and a -1 if the Unit is in Disorder. If the Cohesion Test is the result of being fired at, a modifier of +1 is applied if the shot comes from short distance or +2 if it comes from long distance or extreme range. The Critical number can never be less than 1. Example. A Unit with VBU = 3 in Disorder suffers 3 DAMAGE. The Critical Number in this case is 1 and not -1. With a roll of 1 the test is always passed, and with a roll of 6 the test is always failed. In the event of a test failure, the Unit, takes one permanent reduction to its VBU for every point it rolled over the Critical Number. PERMANENT LOSSES = D6 - CRITICAL NUMBER Where the Critical Number is 6 or higher, the test failure can only occur with the roll of a 6 (with a 6 Test is always failed). In this case the loss on VBU is 1. If the VBU of the Unit is reduced to 0 or less, the Unit routs and is immediately removed from the table. Example. A Unit of Royalist P&M with VBU 6 and in Disorder, receives from shooting 3 HITS. Since the shooting took place between 1 and 2BU, then in short distance, the Critical Number is 4: 6 (VBU), -1 (Disorder), -3 (Damage) +1 (bonus for distance). A
Firing
32
5 is rolled The test has been failed by 1 and the Unit takes 1 permanent loss. Had the Royalist Player rolled a 6 then it would have lost two. To pass the test the Unit had to roll 4 or less.
Y X
6.2.1 Effects of passing the Test If a Unit passes the Cohesion Test, it takes no Losses but becomes disordered. However, if the Unit was already disordered before the test, it remains disordered and it suffers a permanent loss for “accumulation of disorder”. So in the example above, even if the Royalist P&M rolled a 4 or less and passed the test, they would still have taken 1 permanent loss for the ‘accumulation of disorder’.
Tips from Mary Rose
Disordered when in a firefight
The best troops have a high VBU and rarely get losses on shooting while fresh and in good order. But if you are disordered, one hit is enough to produce an automatic loss. Keep your best Units always in good order.
6.2.2 Loss of a Commander due to fire Leaders can be killed by the die roll only if they have been attached to a Unit. When a Unit with an attached Leader rolls a 6 in the Cohesion Test, the Unit will re-roll a d6 and if the result is a 5 or a 6, the Leader is killed and therefore is lost. If as a result of shooting a Unit with an attached Leader is eliminated, the Leader is completely unaffected. The loss of a Leader involves the loss of the modifier linked to the initiative, also without their Leader all Units in that Command are automatically out of command control (Command Structure).
A Arc of fire - Both X and Y are within the arc of dire of A. Z is out the arc of fire and cannot be targeted by A.
6.3.2 Distance measurement The distance measurement is carried out from the middle of the front side of the firing Unit to the nearest point of the target Unit. For troops that can shoot also from side or rear, the measurements are taken from the chosen side. 6.3.3 Firing at full effect For a Unit to be a target for shooting, you must be able to draw an uninterrupted straight line between the front corners of the shooting base and the two corners
(order #9515698)
Y
Y
A
A
Firing at full effect - In both examples Y can fire without limitations (at full effect). This is because you can connect centre with centre and both corners with the opposite target Unit corner.
Y
Y
6.3 SHOOTING LIMITATIONS 6.3.1 Arc of fire With the exception of Tercios and Massed Light Cavalry, all Units have a shooting arc of 45°. A target is in the arc of fire if at least part of its base is located in this area. Late Tercios and the Massed Light Cavalry may also fire to one side, while Early Tercios also can fire to the rear. For such Units you can decide at the time which side of the base is the firing side.
Z
X
> 1 BU
A
A
Firing with limitations - In both cases Y fires with limitation (limited fire). This is because you can draw a line and connect the center with the center and only one corner with the opposite corner of the target Unit.
Firing of the side of the enemy base they are shooting at. The two lines must not cross. You must then be able to draw a line from the centre of the firing base to the centre of the edge of the enemy base you’re firing at. If no obstacle (see section 3.1.4, terrain features that limit visibility, friendly or enemy Units) comes between these lines you fire at full effect. If you can connect the centre with the centre and only one corner with one corner, then the fire is limited and the number of dice rolled is halved (rounded up). 6.3.4 Target engaged in melee Under no circumstances you can fire at a Unit engaged in melee, no matter if they are involved as the Main Unit or a Support Unit (7.7.3). 6.3.5 Shooting Priorities A Unit with shooting ability can always freely choose its target if all possible targets are more than 2BU away. At less than 2BU the firing Unit must fire at the Unit that is more directly on its front, if it is a valid and full (6.3.2) target, otherwise it can freely fire at other Units. Artillery can always be ignored as a target (but can limit visibility). Howitzers can ignore any priority if they fire against a target in a Wood or in a Village.
Y X A
B
Shooting priorities - Unit Y can fire at A or at B. A is within 2BU and is more to Unit Y’s front; but the presence of X limits Unit Y’s fire. If X was not present, Y must fire at A. With X present, this means that A is not a full target. Therefore Y can choose to fire at B instead.
6.4 INDIRECT FIRE BY ARTILLERY Cannons can make indirect fire if they are on an elevated position (hill) or if they fire at targets in elevated position. With indirect fire you can fire over the heads of friendly Units (never over enemy) but only if the Unit that is to be fired over is closer to the artillery than the target. Cannons performing indirect fire get a -1 modifier. Howitzers can perform indirect fire even if they are not on a higher level or the target is not on higher level. It is always necessary that the friendly Units that are in (order #9515698)
33
the middle are closer to the artillery than the target. They can also fire over the heads of enemy Units (they ignore them) if their target is in a village. Howitzers don’t deduct 1 d6 for indirect fire.
X Z B
C A
Indirect fire by artillery - The cannons of Unit A can aim indirect fire at X. This is because A is on a hill and friendly Unit B is closer to A than it is to X. A cannot fire at Z because Unit B is closer to A than it is to Unit Z. If A was a Howitzer it could fire at X without needing to be on a hill, but could still not fire at Z.
6.5 OPPORTUNITY FIRE A Unit of the non-active player passing the Discipline Test can stop the movement, the charge, the fire or the withdrawal of an enemy Unit so that it gets an opportunity to shoot. In the case of Opportunity shooting against a moving Unit, you can temporarily stop the movement of that Unit and choose the most appropriate time. The move will be completed in each case after the shot. If a Unit is being charged it may decide, if appropriate conditions apply, to make Defensive Fire (par. 6.6) instead of an Opportunity Fire. If you shoot at a Unit in response to the fire, the fire of both Units is resolved simultaneously. Modifiers Test Discipline to fire on Opportunity -1 If the Unit is in Disorder. -1 If the Opportunity Fire is not a response to shooting. EXAMPLE. A Unit of Imperial P&M fires at a Unit of Danish P&M. The Danes decided to react by firing by Opportunity. The Danish Unit passes the Discipline Test and therefore can react. Both players roll the dice and both players perform any Cohesion Test and simultaneously calculate the losses. 6.5.1 More Units that can shoot by Opportunity A Unit that moves, shoots or charges could generate the Opportunity Fire of more than one enemy Unit.
34
Firing
Since only one reaction is possible for each opponent action (4.1.3), the non-active player will be allowed to react with only one Unit of his choice. 6.6 DEFENSIVE FIRE When a Unit of P&M, Shooters (T), Tercio, Skirmishers and Artillery (cannons only) not yet Exhausted (par. 2.6.1) is charged, it can react with Defensive Fire as an alternative to Opportunity Fire. Defensive Fire is a kind of facilitated Opportunity Fire that takes place immediately before the melee and is available only to the Unit that is target of the charge. To react with Defensive Fire the target Unit must be charged from the front (7.2.1). A Tercio can perform Defensive Fire even if it is not charged from the front: the Late Tercio can perform Defensive Fire although charged on the side (7.2.2), while the Early Tercio can fire if charged from the side or rear (7.2. 3). Note that the Defensive Fire, being a reaction, can be done only once and provided that the Unit in question has not already reacted to some other threat. Hence if the opponent charging contacts two Units, it will be only the Main Unit in the upcoming melee (7.6) able to react with Defensive Fire. Defensive Fire is allowed for Disordered Units and the shot is calculated after the contact took place to
28mm The Assault Group and Warlord Games (coll. Alessandro Boselli)
(order #9515698)
generate the melee. The Defensive Shooting is resolved before any pistol fire at point blank range. If the charging Unit suffers actual losses (not for cumulative Disorder), this throws the charging Unit back by 1BU and the melee does not occur (charge repulsed). Thus the sequence is 1) Defensive Fire 2) Point Blank Pistol (if the shooting Defensive Fire doesn’t repulse the charge) 3) Melee (if the Defensive Fire doesn’t repulse the charge) A Unit that is already engaged in melee cannot make Defensive Fire. You cannot make defensive fire against a Unit pursuing after a melee. In order to carry out a Defensive Fire you must pass a Discipline Test with the following modifiers +2 To all Units -1 If in Disorder EXAMPLE. A Unit of Imperial P&M with VBU 6, D = B, MM-2, in Disorder and with one loss is charged by a Unit of French P&M with VBU 6, D = B, MM-2. The
Firing Imperials with only one loss are not yet exhausted and have not yet reacted in that round so after contact may try to respond with their Defensive Fire. They roll on the Discipline Test having to get better than a 3 (4 for Discipline B, minus 1 for the Disorder and +2 for the Modifier expected for Defensive Fire). Having passed the test, they may fire rolling 4 dice: 6 (VBU) - 1 (loss) -1 (Disorder) -2 (MM-2) +2 (Firing Table). They get 1 hit and the French Unit must take a Cohesion Test with a Critical Number equal to 5: 6 (VBU) -1 (Damage). If the French roll 5 or less, and pass the Cohesion Test, close contact is complete and the melee occurs. If they roll a 6, they are repulsed by 1BU, with Disorder and one loss and the melee doesn’t not take place 28mm Dixon (coll. Richard Tartt)
35
6.8 REITER’S CARACOLE Massed Units of Reiters can use a special rule called Caracole. This rule allows them to carry out a second round of fire immediately after the first, if they are not in Disorder and they pass a Discipline Test. After passing the test, the Unit will fire twice (it counts as a separate action, so can trigger another reaction) and will be allowed to complete its activation with one or more movement actions. In the event of the failure, Reiter cannot make this second fire and immediately conclude their activation, and cannot therefore move again. 6.9 SHOOTING THROUGH CL, S AND ART Shooting Units can ignore Light Cavalry, Skirmishers and Artillery who are more than 2BU away and shoot “through” them to other Units behind that are not CL, S or Art. If you shoot through CL, S you only roll half the number of dice (round up). No casualties are inflicted on the troops being fired through. If you shoot through Art, there is no penalty to the shooting. Example. A Unit of Musketeers (T) with VBU = 4 decides to fire at a Unit of Trotters which is located within 4BU and which is screened by a Unit of CL also within 4BU, but over 2BU. The Musketeers will roll 2 dice (4 from VBU + 0 table, all halved).
6.7 POINT-BLANK PISTOL Some cavalry of the period used the pistol just before the melee. This fire is calculated immediately after contact. It is a fire that must be performed only once, per game, at the first contact with the enemy. The Point-Blank Pistol fire always produces the roll of three dice, no matter if the Unit is charging or being charged, whether fights later as main Unit or support Unit. If the Unit is Disordered subtract one die. If you fire against Units with Cuirass deduct one die. In this case, the melee takes place after the roll and after any possible Cohesion Test that can bring Disorder or Losses. A Unit that is already engaged in melee cannot fire with pistols at point-blank: it is assumed that the Unit is then engaged in combat with swords. However a Unit of cavalry with this weapon that charges a Unit already engaged in melee may fire at point blank just as it comes in contact. This is the only exception to ‘firing into a melee.’ You cannot perform point-blank fire in the case of new contact arising from the pursuit. The rule applies to all Units involved. This may cause a new Unit to lose permanently the possibility to fire with Point-Blank Pistol. (order #9515698)
4BU
P&M ART
P&M CL(2) CL(1)
2BU
A
B
P&M CL(2) CL(1) C
Shooting through CL, S and Art - Because the artillery is more than 2BU from A, A has a choice of target. It can fire at the P&M Unit, but in this case may fire only half the number of dice. Alternatively it can fire at A, but with the -1 modifier for shooting against artillery. In the Centre, the Artillery B also has a choice of targets. It can fire through both CL(1) and CL(2) to target the P&M. B can also decide to fire at CL(1) instead but it cannot fire at CL(2). On the right, Unit C has no choice. It must fire at CL(1) as the latter is within 2BU.
36
7.0 Melee
28mm The Assault Group e Warlord Games (coll. Alessandro Boselli)
7.1 IN GENERAL Melee occurs when two or more enemy Units come into contact. Two enemy Units come into contact when the front, or one of the two front corners, of a Unit touches any part of one of the four sides or corners of an enemy Unit. This movement is defined as a Charge (5.4) and can also be the consequence of a Pursuit following a preceding melee (7.6.4). A Unit can only Charge if it originally had an Impetus bonus of 1 or more. Consult the original value shown in the army list. Melee occurs immediately after contact and before the activation of other Units that will move when the melee is completed. The Melee ends the activation of a Unit. But a Unit that wins a Melee can take part in another Melee if the pursuit of the retreating (defeated) Unit is successful. In this case the new Melee must be resolved immediately. It is good practice to declare the Charge to give the opponent the opportunity to react, for example with a countercharge or with an evasion. In this case please refer also to the Potential Charge rules (5.4.6). (order #9515698)
7.2 DIRECTION OF CHARGE AND EFFECTS 7.2.1 Frontal Charge It occurs when the charging Unit contacts with the front or with one of the two front corners of the enemy front. 7.2.2 Side Charge We have a Side Charge when the attacker Unit contacts the opponent Unit on the side, without meeting the conditions of paragraph 7.2.3. In this case the defensive shooting is allowed only for the Tercio. For the purpose of the Melee this is the same as the Frontal Charge. 7.2.3 Flank or Rear Charge If the contact is made by a Unit that starts the Charge entirely from behind the line formed by the continuation of the front of the target Unit, you have a charge on the side or on the rear. Note that the Charge move is just the last of more possible movement actions taken by the charging Unit within the same activation. In the case of Flank or Rear Charge, the defensive fire
Melee is allowed only for the Early Tercio. The Unit contacted on the flank or rear undergoes the following penalties: ✣ It is immediately disordered ✣ It has a -1 in the Cohesion Test ✣ If it loses the Melee cannot retreat and it is immediately routed. The Early Tercio (ETE) is not subject to penalties due to a Charge on the side or rear. An Early Tercio contacted on the side or back/rear is not disordered, does not have a -1 in the Cohesion Test of, and if it loses the Melee it doesn’t retreat and the Melee is considered closed for that phase.
Y
X
A Z
W Charge - When Unit Y charges A the charge counts as from the front (7.2.1). When X charges it charges from the side, (7.2.2), Z charges from the flank and W from the rear (7.2.3)
Y
A
Y
X
A
Retreating from a charge on the side - A has been contacted on the side in both situations. In the example of the combat against X, A retreats by sliding along the enemy front: If it doesn’t move far enough to totally disengage, another round of melee takes place immediately. In the example on the right it will be easier for A to disengage and Y to pursuit and contact again A. Only in the case on the right Y will get its Impetus bonus.
7.3 IMPETUS BONUS The Impetus bonus is a modifier, or a number of dice, that the charging or countercharging Unit receives on the first turn of each melee or in any case each time that it re-contacts the enemy after a successful Pursuit. The value of this bonus is indicated in the army list. In order to get this bonus the Unit should not be Exhausted. (order #9515698)
37
When allowed, the bonus is given to Mounted troops that charge any enemy except those with Pike, as PK, P&M and Tercio, or troops protected by linear obstacles or that are entirely in Difficult Terrain. Foot benefits from this bonus, where provided, only against other Foot, unless otherwise specified in the army lists. The bonus does not apply even if the Unit that denies it is involved in the Melee only as a Support Unit. In the case of a pursuit the bonus only applies if there was an actual movement by the pursuing Unit. Cases that deny the Impetus bonus: Foot charging Mounted Mounted charging Foot with Pikes All Units that charge other Units entirely in Difficult Terrain or defending Linear Obstacles. Mounted charging in Broken or Difficult Terrain (the majority of the base should be in the terrain). All Units that charge fortified baggage 7.4 MELEE AND OTHER TACTICAL MODIFIERS Some Units (such as the Tercio and overall Massed Units) enjoy a Melee Modifier (MM). Melee Modifier applies only to Fresh Units, but unlike the Impetus Bonus this modifier is added also when the Unit is not charging. Refer to the army lists. There are also other possible modifiers already previously met and that can be applied, depending on the case, both to the chargers and to the Unit that is being charged. - 1 if it is in Disorder - 1 if fighting while contacted on the flank or rear -2 For Mounted, Tercio, Pikes and P&M fighting in Difficult Terrain or against troops that lie entirely within that type of terrain. -2 For Mounted charging troops behind linear obstacles. This penalty can be added to the previous penalty if linear obstacles are encircling Difficult Terrain (e.g. a walled orchard). 7.5 FIGHTING A MELEE You fight a melee in much the same way as you fire. Both Units engaged in the melee roll as many dice as they have VBU. To these dice we add the Impetus bonus and the other modifiers shown in par. 7.4. If the total number of dice is 0 or less then a Unit engaged in melee will always throw at least one d6. At the end of the melee the Unit that received DAMAGE (HITS) (6.1.4) performs the COHESION TEST as specified in paragraph 6.2 to determine Permanent Losses.
38
Melee
For the test you have to consider also the following Modifiers. -2 Mounted Units, Tercio, PK and P&M who are in Difficult Terrain or in melee with Units entirely in Difficult Terrain. -1 To Mounted Units, Tercio, PK and P&M who are in Broken Terrain or in melee with Units entirely in Broken Terrain. -1 To Units that were contacted on the flank or rear. +1 To Units defending a linear obstacle or a gentle hill. Unlike when firing, the Unit that fails the Test and looses the melee is forced to retreat (7.5.2). 7.5.1 Loss due to Accumulation of Disorder after melee Like for shooting, a Unit that is already Disordered (after movement, firing or melee) and that is Disordered a second time in melee after its Cohesion Test also takes a permanent loss to their VBU. 7.5.2 Loss of Melee and Retreat of the defeated Unit The Unit that suffers the most permanent losses to their VBU after a failed Cohesion Test (and not due to accumulation of Disorder) has lost the melee. If a Unit is routed (VBU dropped to 0), then it is the loser, no matter of the real permanent losses taken in the last melee. If both Units take an equal number of permanent losses to their VBU then it is a draw and the Units remain in contact until the next melee phase. However Mounted Units that end the melee with Foot in a draw may
retreat 1BU if they want to do so. A Unit that loses a melee retreats, without changing its facing, by a distance in BU rolled on a d6 according to the Retreat table. If the retreating Unit meets friendly troops then Forced Interpenetration occurs (5.10.2). This is applied also to Mounted that in case of draw choose to retreat. Retreating Units cannot push back friendly Units that are engaged in a melee, nor can they push back enemy Units. If the retreat cannot even start due to a friendly or enemy Unit that is blocking the path then the retreating Unit is destroyed. If the retreat can start then there are no effects apart that the retreat is interrupted once the contact is made and if the melee continues and the Unit is forced to retreat again that Unit will not be able to start its movement hence it will be destroyed. If the Unit fought against an enemy Unit that contacted it on its flank or rear and loses the Melee then it is Routed. The routed Unit, if not S, T, DR, CL or Art, causes Disorder to any Unit within 1BU directly to its rear. If the Units behind are in physical contact with a Unit that is destroyed, then they are disorganised and lose one VBU.
7.5.3 Retreat of a Unit engaged on its side A Unit may find itself fighting an enemy that contacted it on its flank without there being a proper flank charge (see 7.2.2). In this case the Unit that has to retreat does so maintaining the original frontage and ‘sliding across the face’ of the Unit it is in contact with. It will push any friendly Units that it meets during the retreat backwards and Disordering them. Friendly Units that are engaged in a Retreat table melee cannot be pushed back and D6 Foot Slow Mounted Mounted Fast Mounted/Gallopers block the retreat. 1 1BU 1BU 1BU 2BU If the retreat is 2 1BU 1BU 2BU 2BU not sufficient 3 1BU 2BU 2BU 2BU to completely 4 1BU 2BU 2BU 3BU disengage the 5 1BU 2BU 3BU 3BU enemy then 6 1BU 3BU 3BU 3BU another melee Pursuit table D6 Slow Foot 1 0 2 0 3 0 4 0 5 1BU 6 1BU
(order #9515698)
Foot Slow Mounted Mounted Fast Mounted/Gallopers 0 0 0 1BU 0 0 1BU 1BU 0 1BU 1BU 1BU 1BU 1BU 1BU 2BU 1BU 1BU 2BU 2BU 1BU 2BU 2BU 2BU
Melee phase is fought. If the retreat cannot even begin due to the position of friendly or enemy Units that are blocking retreat then the Unit is Routed and destroyed. 7.5.4 Pursuit Gallopers and Irregular Foot that win a melee MUST immediately pursue the enemy if the latter is retreating, or has been destroyed, by a distance in BU rolled on a d6 according to the Pursuit table.
Tips from Mary Rose Retreat and pursuit
Before rolling the die to see how far your unit will retreat ask your opponent if they want to pursue. That way they cannot allow what you rolled to affect their decision. Once the declaration is made, they cannot change their mind.
The Pursuit move is performed completely straight forward or, if the player controlling the pursuing Unit wishes, in the direction that the enemy is fleeing in. To perform a Pursuit move, trace an imaginary line that joins the middle of the front of the two Units involved. The pursuing Unit moves into a position that is perpendicular to this line thanks to a free pivot around the middle of the Unit’s front, after which it moves the number of BU determined by the roll on a d6 according to the table above. Army lists can say which troops are forced to pursuit, apart from GA or WB. For all other Units with Impetus Bonus greater than 0 it is just an option. Those with I=0 cannot pursue. Foot is not allowed to pursue retreating Mounted. No Unit is forced to pursue an enemy that retired beyond fortifications, obstacles or Difficult Terrain. If as a consequence of a Pursuit any enemy Unit is contacted then a new melee or a new melee phase (if the contacted Unit was the retreating one) occurs (7.5.5). If the Unit that lost the melee was defending a linear obstacle, the pursuing Unit doesn’t suffer any penalty on crossing the obstacle, apart from possible disorder. 7.5.5 Melee in more than one phase In Baroque a Unit may be involved in more than one Melee phase in a turn. Example. A, the active player’s Unit, attacks B, the inactive player’s Unit and melee ensues. If B has not already been activated that turn then, once activated, (order #9515698)
39
it will fight with A again if still in contact or may charge A and fight if one of them has retreated. Multiple melee phases can also occur after Pursuit following a Melee. Example. A beats B and the latter retreats. A pursues and reaches B, so melee takes place again immediately. In this case there could be more than two Melee phases. 7.5.6 Loss of Commander in Melee Leaders can die in Melee only if they have been attached to a Unit. When a Unit with an attached leader rolls a 6 during a Cohesion test, the Unit will immediately roll another d6 and the result of the table below applied. 1-3 No effect 4-5 The Leader is lost, but no effect on troops 6 The leader is lost and each Unit under his control (including those in Melee) must take a Discipline test. In case of failure the Unit is Disordered. If the Unit is already disordered it immediately takes a loss. The rout of a Unit with an attached General doesn’t involve the loss of the General itself, which therefore the Leader remains on the battlefield, although he cannot be attached to another Unit in the same turn.
28mm Warlord Games (Photo Warlord Games)
7.6 Multiple Melee When two or more Units are in a Melee with one or more enemy Units then a multiple melee occurs. This happens when a Unit joins a previous melee. In a Melee involving several Units, you must identify the two Main Units (on each side) in the Melee, while
40
Melee
28mm Warlord Games (Photo Warlord Games)
the others are considered Support Units. The Main Units will fight at full strength, while the Support Units provide a contribution in dice that is half (rounded up) of their modified VBU (after bonuses or penalties). Support Units also get their tactical bonuses (MM, Impetus…). So work out their full value and then halve it (rounding up). The active player must identify his Main Unit and the opponent’s Main Unit and any Support Units with these criteria:
In all other circumstances, if there is a doubt regarding (order #9515698)
The Main Unit is the only one to take damage, perform a Cohesion Test and maybe take losses to its VBU, but if it is beaten and forced to retreat then friendly Support Units will also be Disordered and forced to retreat with separate d6 rolls. If the Main Unit is Routed, the Support Units retreat and in Disorder. If the Main Unit pursues (it must get a roll that effectively allows it to pursue and its movement is not prevented by other Units or Terrain), Support Units that are not Exhausted can also pursue but must make separate d6 rolls. 7.6.1 Multiple melee in more than one phase A multiple melee can start again when a new Unit contacts an engaged Unit. Here you should apply the criteria that are used to define Main Units and Support Units. So therefore the Unit that “restarts” the melee will not necessarily fight as the Main Unit. The Unit that “restarts” the melee automatically activates (so called Passive Activation) friendly Units belonging to the same Command that are involved in the Melee and that have not yet been activated that turn. This means that these fighting Units will not be activated later in the same turn.
S
✣ Main Units are those that engage the greater part of the enemy’s front with their own front. ✣ If frontal contact of Units is not full, but at an angle, then also consider the projection of the front, calculated perpendicularly to the non active Unit’s front. ✣ If there are more than two Main Units then the melee must be divided into smaller melees. ✣ If a Unit is contacted simultaneously on its front and flank/side or rear by two enemy Units, then the Main Unit is the one at the front, while the other is the Support Unit (that may still cause immediate Disorder of the enemy after impact, see 7.2.3). If the contact doesn’t involve any frontage, then the Active Player chooses. ✣ A Unit can be a Support Unit in two separate melees. If it fights as a Main Unit then it cannot also be a Support Unit, or a Main Unit, in another melee. If the enemy retreats then the situation may change and if already in contact with the enemy, or if contact occurs after a Pursuit, then the Unit that was the Main Unit in one melee may now become the Support Unit in another melee that has still to take place. ✣ A Support Unit cannot fight another Support Unit, but always fights against an enemy Main Unit.
the sub-division of a melee the Active Player always decides.
M
M
S
M
M1
S
M M
M1
M
M
M
S M2 M2 S
Multiple melees - In these examples Units M are the Main Units and Units S the Supporting Units.
Melee M
2
M1 M1
M
M2
Multiple melees in more than one phase - During Phase 1 the melee has been divided into two separate melees. (M1 fights M1 and M2 fights M2). In both cases they ended in a draw and no one has to retreat. During phase 2, the Blue Player (Active Player) moves a third unit into the melee. Since the Latter contacts (because of the front projection) more frontage of Red M2 than the Blue Unit that was previously M2, the new Unit in the melee becomes the main unit of this new Melee. The previous Blue M2 becomes a Supporting Unit (for both melees at this stage.)
7.7 DISPERSION OF SKIRMISHERS Skirmishers that are not completely in Difficult Terrain are automatically dispersed if charged by any sort of troops, except for those that cannot voluntarily contact the enemy (I=0). Skirmishers do not block a Charge that has formed troops behind them as its objective. It should be remembered that Dispersion is still a kind of Melee, so after dispersing Skirmishers, the charging Unit cannot take further actions (movement or shooting). The Unit that disperses Skirmishers cannot pursue but can complete that move hence it may end in contact with another enemy Unit and so generating a Melee. A dispersed Unit of Skirmishers is immediately removed from the battlefield, but if conditions occur, Defensive Fire (6.6) is allowed. Skirmishers are not dispersed if the attacker is repulsed by the Defensive Fire. We remind you that Skirmishers can always try to evade (5.7) and avoid dispersion if the attack is coming from the corridor created by the continuation of the short sides of the base (front projection).
(order #9515698)
Example. An Imperial P&M Unit wants to frontally charge a Unit of Janissary Musketeers (T) screened by Slav Skirmishers. The Skirmishers are within 1BU from the P&M Unit and the Janissaries behind are within 2BU from the charging Unit and are reachable with 2 Movement Actions. The Imperial Unit moves for a first action by 1BU. Slavs decide to not evade and are dispersed, they can anyway try to perform Defensive Fire. Please note that if Slavs decided to evade and failed the test, then they could not try to perform Defensive Fire. The fire disorders the Imperial Unit that now cannot take another movement action due to Disorder and cannot contact the Janissaries.
2
S
2
1
M1 M1 M2
41
7.8 ARTILLERY IN MELEE The artillery is immediately dispersed when contacted by enemy Units. The same rules provided for in the preceding paragraph, including the ability to perform Defensive Fire, are applied to artillery, though only Guns and not Howitzers can perform Defensive Fire. Artillery is not dispersed if attacker is repulsed by Defensive Fire.
28mm Warlord Games (Photo Warlord Games)
7.9 SACKING BAGGAGE Baggage can be charged and then undergoes a subsequent melee. You cannot fire at Baggage. Baggage defends itself with a VBU of 2, or 4 if fortified, and cannot disengage (5.7) once melee has started. Fortified baggage nullifies the Impetus bonus of attackers. After completely sacking the Baggage (VBU=0), Units can return to moving and fighting. If a Unit fighting Baggage is charged, then the Baggage is considered the Main Unit of the melee and the rescuing Unit is the Support Unit. Baggage can be attacked simultaneously by up to 3 Units on 3 different sides. The player that owns the Baggage decides which of the enemy Units is the Main Unit. The successful sacking of Baggage (model removed) by the enemy causes the loss of 3 pts on the VDT (9.0).
Melee
42
Unit defending a linear obstacle In the historical period covered by Baroque, with the increase of firepower, troops tend to make more usage of linear obstacles. After having explained how shooting and melee work, let’s see when a Unit can take a tactical advantage defending a linear obstacle.
X
Y
Z
A W
In melee One Unit gets the penalties of charging through a linear obstacle when it crosses or moves into contact with it.
X B
Y
A
On shooting A Unit gets a penalty of -1 on shooting through a linear obstacle when at least one of the three shooting lines between the two units crosses the obstacle. Also the target Unit must have with one of its sides touching the same obstacle that is being shot through. X shoots at A without penalty as none of its shooting line crosses the obstacle. Y and Z shoot with penalty as at least one of their shooting lines cross the obstacle. W shoots without penalty because although its shooting lines cross an obstacle, A is not adjacent to that obstacle and therefore doesn’t get the advantage of the cover.
Both X and Y get the same penalty by charging respectively A and B, that is the loss of Impetus Bonus and (unless they are DR or S) Disorder. Note: temporarily remove the linear obstacles in case they obstruct the movement of Units.
(order #9515698)
28mm Dixon (coll. Richard Tartt)
8.0 Special characteristics
43
the die roll was 1. It does not apply to the forced recovery order (4.1.2)
8.1.1 Iron Officers The quality of the officers can make a difference. Officially imposing an iron discipline in training may affect the basic responses of the Units so trained. The Units with this feature can re-roll a failed Discipline Test used for re-order, except those where
8.1.4 Motivated Fighters The Unit re-rolls the 1s and the 2s in Melee. It also gets a +1 modifier in Discipline Test for countercharge.
28mm Warlord Games (Photo Warlord Games)
8.1 Units Special Characteristics In Baroque you can customize Units with some characterizations. However not all the armies can enjoy the same characterizations or in equal number. Please, refer to the army lists. When the special rule imposes or gives the possibility to re-roll the dice, it is intended that this re-roll applies only once. For example if you must re-roll all “1s” in a Cohesion Test and the second die roll produces a 1, this is the final result.
(order #9515698)
8.1.2 Well trained shooters The Unit contains excellent shooters constantly trained to shoot well. Re-roll the 1s and the 2s when it fires. 8.1.3 Master Gunner (Only for artillery). The artillery Unit that has been aggregated a Master Gunner can re-roll 1s and 2s when fires.
8.1.5 Feared Unit The Unit has earned the fear of its opponents on the battlefield. In Melee opponents deduct 1d6 and re-roll 1s on Cohesion Test. 8.1.6 Recruits The Unit includes many recruits. It must re-roll 1s on Cohesion Tests.
44
Special characteristics
8.1.7 Demotivated Troops The Unit is demotivated and without a good leadership. It must re-roll 1s in Cohesion Tests and 6s on Discipline Tests. 8.1.8 Hardened Unit The Unit is hardened by many battles. It rerolls the 6s in Cohesion Tests. 8.1.9 Agitators and Preachers During the historical period covered by the Baroque, agitators and preachers present in the ranks were able to influence positively or negatively the troops with them. If during the initiative a double is rolled, Units belonging to that Command containing these figures suffer the following consequences for that turn. Double 1 and Double 2. The agitators spread pessimism and doubts in the ability of the generals. The Unit is immediately disordered and if already in disorder cannot re-order. Double 3 and Double 4. Preachers motivate the troops. The Unit has a +1 in the Discipline Test. Double 5 and Double 6. The preacher’s sermon has inflamed tempers. The Unit has a +1 in the Discipline Test and in the Cohesion Test. 8.1.10 Prostitutes Soldiers do not live for war alone. A camp may be equipped with prostitutes. This costs 10 points and raises the VDT by 2 points 8.2 WEAPONS AND DOCTRINES 8.2.1 Regimental Artillery Units with Regimental Artillery add 1d6 when they fire. Count this d6 also for First Salvo. 8.2.2 Lance Units with lances can reroll missed Hits during the first Charge or Countercharge of the game. Like PointBlank Pistol this bonus can only be used once.
8.2.3 Cuirass Some cavalry have three quarters Cuirass. Gallopers with this type of Cuirass are the typical Demi Lancers of the second half of the 16th century, while Trotters with this Cuirass are the classic Cuirassiers of the 30 Years’ War. Note, however, that the term Cuirassiers was also used at the time by other Horse with no cuirasses. Units with this characteristic Cuirass deduct two d6 if shoot at by bows and 1d6 if fired at by firearms and point blank pistols, with the exception of Artillery. Units with Cuirass also have the characteristic of Slow. 8.2.4 Salvo Units with this characteristic can fire and charge within the same activation.
28mm North Star (Photo North Star)
ROLL OF DESTINY (Optional Rule) In Baroque the Cohesion Test can be merciless. If you don’t believe in Destiny, then Impetus allows you to defy it. The Roll of Destiny lets you repeat an unsatisfactory Cohesion Test. Players can buy up to a maximum of 3 Rolls of Destiny. Each Roll costs 5 points. The player can choose to use the Roll of Destiny to repeat a Cohesion Test, or force his opponent to re-roll a Test. You can only re-roll a given Cohesion Test once. You can choose when. The Roll of Destiny is an optional rule that can be used if both players agree, and even in competitions if the organisers allow them.
28mm Warlord Games (Photo Warlord Games)
(order #9515698)
9.0 Victory Conditions
28mm Warlord Games (coll. Alessandro Boselli)
9.1 GENERAL RULE If Victory conditions are not defined by a scenario, then use these general rules. ARMY BREAK POINT The value of demoralization Army (VDT) consists of the sum of the VDs of all units that make up the Army. ✣ When a Unit is Exhausted the army loses the Unit’s VD. ✣ If a Unit is eliminated the army loses twice the VD of that Unit. ✣ If the baggage is destroyed the army loses 3VDs ✣ For each Village partially in your deployment area occupied by the enemy at the end of the turn the army loses 1VD. A village is considered occupied if one army has at least one Unit totally inside it while the other army has no Units inside it.
✣ Other Victory points expressed in VD may be present in the special rules in the army lists or scenarios. When at the end of the turn the VDT, after deducting the VDs of Eliminated or Exhausted Units, lost baggage and occupied villages, reaches “0”, the army is considered routed. COMMAND BREAK POINT The Command Value of Demoralization (VDC) consists of the sum of the VDs of all Units that form the Command. When at the end turn the VDC, deducting the VDs of Eliminated or Exhausted Units of that Command, reaches “0”, all Units of the Command must perform a Discipline Test. If they fail, they are immediately eliminated, if they pass the test they can continue to fight.
28mm North Star (Photo North Star)
(order #9515698)
The last tip of Mary Rose
45
An infinite number of situations may come up during play. If you can’t find the solution to the problem in the pages of this manual and you haven’t got an umpire, then don’t waste time arguing and trust to the “mother of all rules”. If you have to decide whether something can be done or not, i.e. if there are TWO possible options, then decide with a dice roll. If the situation is more complex, the player with the initiative decides. And if you still cannot agree with your partner, well do like me, change him!
Army Lists
46
The Army Lists indicate a minimum and maximum number of Units that are allowed in the Army and their cost. We suggest 600pts as the ideal budget for the creation of armies with all possible options. This does not prevent you from playing Baroque with fewer points if you haven’t got all the miniatures to hand or if you want to play on a smaller battlefield. To begin you may want to deploy 300-point armies, where we would advise the use of only one General per side and to halve the minimums shown on the list (rounding up). You should double the minimums and maximums when playing with armies costing 1000 points or more.
In addition to the Units, the players must also use the available budget to buy Generals and Command Structure (see SC in the lists). Those following are sample lists that allow you to immediately play Baroque. Many more beta lists are available from Dadi&Piombo website (www.dadiepiombo.com) and official lists will be available in the forthcoming supplement.
30YW GERMAN CATHOLIC (1618-1632) - SC Average or Good
Nr Units 1-6 TR Cuirassiers 1-4 RE Reiters or TR Reiters 0-3 CL Croats 0-2 DR Dragoons 2-8 LTE Foot or ETE Foot 0-4 LTE Militia 0-1 S Schutzen 0-2 T Musketeers 1-3 ART Artillery or ART Artillery 0-2 ART Artillery or ART Artillery or ART Artillery
M VBU 2S 6 2 5 2 5 2F 4 2 5 1S 7 1S 8 1S 6 2 3 1 4 1S 1 1 1 1S 1 1S 1 1S 1
I D VD Pts Notes 2 B 3 50 Point blank pistol, Cuirass 1 B 2 43 Pistol/Carbine, Point blank pistol 1 B 2 39 Point blank pistol 1 B 2 34 Pistol 1 B 2 57 Musket 2 B 3 75 Pike, Musket (SM-3), MM2 2 B 4 91 Pike, Musket (SM-4), MM4 1 C 3 53 Pike, Arquebus (SM-3), MM2 0 B 1 43 Musket 0 B 2 42 Musket 0 B 1 15 Art B 0 B 1 10 Art C 0 B 1 20 Art A 0 B 1 15 Art D 0 B 1 10 Art E
Notes&Options You can remove up to 1/2 the deployed Cuirassiers Units the characteristic CUIRASS (TR) M=2, VBU=6, I=3, D=B, VD=3, Point blank pistol, 51pts You can upgrade up to 1/3 the deployed Cuirassiers Units to Discipline A , +7pts per Unit You can upgrade up to 1/3 the deployed Cuirassiers Units to MOTIVATED UNIT , +6pts per Unit You can upgrade one Unit of Cuirassiers to FEARED UNIT, +7pts. You can provide one Unit of Cuirassiers with LANCE, +2pts Reiters can be Massed. Their movement drops to 2S. You can upgrade up to 1/3 the deployed Foot Units to HARDENED UNIT, +5pts per Unit You can upgrade up to 1/3 the deployed Units of Foot with IRON OFFICERS, +5pts per Unit You can downgrade one or more Units of Militia to RECRUITS, – 5 pts per Unit. You can upgrade one Artillery Unit with a MASTER GUNNER, +5pts
30YW SWEDISH (1630-1634) - SC Average or Good
Nr Units M VBU I 1-6 TR Latta Ryttare e German Vet. 2 6 3 0-1 GA Finnish Hakkapelitta 2 6 4 2S 6 3 0-1 TR Livonian Cuirassiers 1-4 RE Reiters 2 5 1 2 5 1 or TR Reiters 0-1 DR Dragoons 2 5 1 2-10 P&M Swedish Foot 1 6 2 or P&M Swedish Foot Vet. 1 6 2 0-6 P&M Mercenary Foot 1 6 2 1-4 ART Artillery 1S 1 0 or ART Artillery 1 1 0
D VD Pts Notes B 3 51 Point blank pistol B 3 51 B 3 52 Point blank pistol, Cuirass B 2 43 Pistol/Carbine, Point blank pistol B 2 39 Point blank pistol B 2 57 Musket B 3 64 Pike, Musket (SM-2), Salvo A 3 76 Pike, Musket (SM-2), Salvo, Hard. Unit B 3 62 Pike, Musket (SM-2) B 1 15 Art B B 1 10 Art C
Notes&Options You can upgrade up to ½ deployed Latta Ryttare Units to: (H&M) M=2S, VBU=6, I=2, D=B, VD=3, Point blank pistol, Musket (SM-3), Salvo, 64 pts You can upgrade one Unit of Latta Ryttare to Discipline A , +7pts You can upgrade one Unit of Latta Ryttare to MOTIVATED FIGHTERS, +6pts You can upgrade one Unit of Finnish Hakkapelitta to FEARED UNIT, +7pts Reiters can be Massed. Their movement drops to 2S. You can upgrade up to ½ the deployed Units of Swedish Foot to WELL TRAINED SHOOTERS, +3pts per Unit You can upgrade up to 1/3 the deployed Units of Swedish Foot with IRON OFFICERS, +5pts per Unit You can downgrade one or more Units of Mercenary Foot to DEMOTIVATED TROOPS, -5pts perUnit You can change up to ½ the deployed Artillery Units to: (ART) M=1S, VBU=1, I=0, D=B, VD=1, Art A, 20pts You can upgrade one Artillery Unit with a MASTER GUNNER, +5pts You can upgrade up ½ the deployed Units of Swedish Foot with REGIMENTAL ARTILLERY, +4pts per Unit
(order #9515698)
Army Lists Nr 0-2 0-6 or or or 0-2 2-12 or 0-2 0-2 0-1 0-1 or
47
ECW ROYALIST (1642-1643) - SC Poor or Average
Units GA His Royal Highness GA Cavaliers GA Cavaliers TR Cavaliers TR Cavaliers DR Dragoons P&M Foot P&M Foot P&M Cornish Foot T Musketeers S Folorn Hope ART Artillery ART Artillery
M VBU I 2 7 4 2 6 4 2 5 2 2 6 3 2 5 1 2 5 1 1 6 2 1 5 1 1 6 2 1 4 0 2 3 0 1S 1 0 1 1 0
D VD Pts Notes B 3 59 B 3 51 C 2 34 B 3 51 Point blank pistol B 2 39 Point blank pistol B 2 57 Musket B 3 62 Pike, Musket (SM-2) C 2 47 Pike, Musket (SM-2) A 3 69 Pike, Musket (SM-2) B 2 42 Musket B 1 43 Musket B 1 15 Art B B 1 10 Art C
28mm Bicorne and Renegade (coll. Christopher Sliter)
Notes&Options You can upgrade one ore more Units of His Royal Highness to FEARED UNIT, +7pts per Unit You can upgrade one Unit of Cavaliers to MOTIVATED FIGHTERS, +6pts You can upgrade one or more Units of Cornish Foot to HARDENED, +5pts per Unit You can upgrade one or more Units of Cornish Foot to FEARED UNIT, +7 pts per Unit You can upgrade up to 1/3 the deployed Units of FOOT (Incl. Cornish) with IRON OFFICERS, +5pts per Unit You can upgrade any Unit of Musketeers and/or Folorn Hope to WELL TRAINED SHOOTERS, +6pts per Unit You can upgrade one Artillery Unit with a MASTER GUNNER, +5pts
ECW PARLAMENTARIAN (1642-1644) - SC Poor or Average
Nr Units M VBU 0-1 TR Cuirassiers (before 1644) 2S 6 or TR Ironsides 2 6 0-3 TR Ironsides 2 6 2-8 RE Horse 2 5 or RE Horse 2 5 0-2 DR Dragoons 2 5 2-10 P&M Foot 1 6 or P&M Foot 1 5 0-2 P&M Veteran Foot 1 6 0-2 T Musketeers 1 4 0-1 S Folorn Hope 2 3 1 4 0-2 WB Church Militia and ill equipped foot 0-2 ART Artillery 1S 1 or ART Artillery 1 1
I D VD Pts Notes 2 B 3 50 Point blank pistol, Cuirass 3 B 3 51 Point blank pistol 3 B 3 51 Point blank pistol 1 B 2 43 Pistol/Carbine, Point blank pistol 1 C 2 38 Pistol/Carbine, Point blank pistol 1 B 2 57 Musket 2 B 3 62 Pike, Musket (SM-2) 1 C 2 47 Pike, Musket (SM-2) 2 A 3 74 Pike, Musket (SM-2), Harderned Unit 0 B 2 42 Musket 0 B 1 43 Musket 1 C 1 35 Musket (SM-2) 0 B 1 15 Art B 0 B 1 10 Art C
Notes&Options You can upgrade up to two Units of Ironsides to FEARED UNIT, +7pts per Unit You can upgrade one ore more Units of Ironsides to MOTIVATED FIGHTERS, +6pts per Unit Reiters can be Massed. Their movement drops to 2S You can provide to up 1/3 the deployed Units of Foot AGITATORS AND PREACHERS, at no extra cost You can upgrade to up 1/3 the deployed Units of Foot (Incl. Veteran), with IRON OFFICERS +5pts per Unit You can upgrade any Unit of Musketeers and/or Folorn Hope to WELL TRAINED SHOOTERS, +6pts per Unit You can downgrade one or more Units of Church Militia and/or Levies to DEMOTIVATED TROOPS, -10 pts per Unit You can upgrade one Artillery Unit with a MASTER GUNNER, +5pts
(order #9515698)
Army Lists
48
OTTOMAN TURKS (1645-1700) - SC Poor or Average
Nr Units M VBU 1-2 SP Quapukulu Siphais 2 6 3-12 SP Feudal Sipahis 2 5 or SP Feudal Sipahis 2 6 0-4 CL Delis 2F 4 or CL Delis 2F 4 1-4 T Janissaries 1 6 0-2 S Slav and Anatolic skirmishers 2 3 2 5 0-1 DR Slav and Anatolic mounted skirmishers 0-6 WB Azabs 1S 4 1-3 ART Artillery 1S 1 or ART Artillery 1 1 0-2 ART Artillery 1S 1 or ART Artillery 1S 1 or ART Artillery 1S 1
I D VD Pts Notes 3 A 3 60 Pistol/Carbine 1 B 2 41 Bow 2 B 3 51 Pistol/Carbine 1 B 2 34 Pistol/Carbine 1 B 2 30 3 B 3 62 Musket (SM-2), Salvo 0 B 1 43 Musket 1 B 2 57 Musket 1 C 1 18 Massed Units 0 B 1 15 Art B 0 B 1 10 Art C 0 B 1 20 Art A 0 B 1 15 Art D 0 B 1 10 Art E
15mm Venexia Miniatures (Coll. Yuri Vantin)
Notes&Options You can upgrade up to 1/3 the deployed Quapukulu or Sipahis Units to MOTIVATED FIGHTERS, +6 pts per Unit You can upgrade one ore more Janissaries Units to FEARED UNIT, +7pts per Unit You can downgrade one or more Azab Units to DEMOTIVATED TROOPS, -10pts Sipahis, Delis and Jannisaries can be Massed. Movement rates become 2S for SP, 2 for CL and 1S for T You can upgrade one Artillery Unit with a MASTER GUNNER, +5pts
LATER IMPERIALIST (1649-1700) - SC Average or Good
Nr Units 0-2 TR Cuirassiers 2-10 RE Horse 0-3 CL Croats 0-2 DR Dragoons 2-10 P&M Foot or P&M Foot 0-4 P&M Veteran Foot or P&M Veteran Foot 0-1 S Schutzen 1-3 ART Artillery or ART Artillery 0-2 ART Artillery or ART Artillery or ART Artillery
M VBU 2S 6 2 6 2F 4 2 5 1 6 1 6 1 6 1 6 2 3 1S 1 1 1 1S 1 1S 1 1S 1
I D VD Pts Notes 3 B 3 52 Point blank pistol, Cuirass 1 B 3 51 Pistol/Carbine, Point blank pistol 1 B 2 34 Pistol/Carbine 1 B 2 57 Musket 2 B 3 62 Pike, Musket (SM-2) 1 B 3 62 Pike, Musket (SM-1) 2 A 3 74 Pike, Musket (SM-2), Hardened Unit 1 A 3 74 Pike, Musket (SM-1), Hardened Unit 0 B 1 43 Musket 0 B 1 15 Art B 0 B 1 10 Art C 0 B 1 20 Art A 0 B 1 15 Art D 0 B 1 10 Art E
Notes&Options You can upgrade up to ½ the deployed Units of Cuirassiers and/or Horse to Discipline A, +7pts per Unit You can upgrade up to 1/3 the deployed Units of Cuirassiers and/or Horse to MOTIVATED FIGHTERS, +6pts per Unit You can upgrade one Unit of Cuirassiers to FEARED UNIT, +7pts per Unit Horse can be Massed. If so Movement rates is reduced to 2S You can upgrade up to 1/3 the deployed Units of FOOT (incl. Veterans) with IRON OFFICERS, +5pts per Unit You can upgrade one Artillery Unit with a MASTER GUNNER, +5pts You can upgrade up ½ the deployed Units of Foot (incl. Veterans) with REGIMENTAL ARTILLERY, +4pts per Unit
(order #9515698)
Army Lists Nr Units 1-3 GA Hussars 2-6 SP Pacerni or SP Pacerni 1-4 CL Light Cavalry or CL Light Cavalry 0-1 RE Reiters 0-4 SP Noble levies 1-4 P&M Foot or P&M Foot 0-1 T Haiduks 0-2 DR Dragoons 1-3 ART Artillery or ART Artillery
LATER POLISH (1632-1700) - SC Poor or Average M VBU 2 6 2 6 2 5 2F 4 2F 4 2 5 2 5 1 6 1 6 1 6 2 5 1S 1 1 1
I D VD Pts Notes 4 B 3 53 Lance 2 B 3 51 Pistol/Carbine 1 B 2 41 Pistol/Carbine 1 B 2 34 Pistol/Carbine 1 B 2 30 1 B 2 43 Pistol/Carbine, Point blank pistol 1 C 2 32 2 B 3 62 Pike, Musket (SM-2) 1 B 3 62 Pike, Musket (SM-1) 3 B 3 58 Musket (SM-3) 1 B 2 57 Musket 0 B 1 15 Art B 0 B 1 10 Art C
Notes&Options You can upgrade one or more Units of Hussars to FEARED UNIT, +7pts You can upgrade one Unit of Hussars to Discipline A, +7pts You can upgrade up to 1/3 of the deployed Units of Pacerni to MOTIVATED FIGHTERS, +6pts You can downgrade one ore more Units of Noble Levies to DEMOTIVATED TROOPS, -10pts per Unit Reiters and Light Cavalry can be Massed. Movement rates become 2S for RE and 2 for CL You can change up to ½ the deployed Artillery Units to: (ART) M=1S, VBU=1, I=0, D=B, VD=1, Art A, 20pts You can upgrade one Artillery Unit with a MASTER GUNNER, +5pts
28mm Warlord Games (Photo Warlord Games)
(order #9515698)
49
50
Quick Reference Sheets PREPARARING THE TERRAIN
✣ Gentle hills, broken terrain, roads are worth 1 option (2 if out of format item). A maximum of 2 roads can be placed. ✣ Steep or wooded hills, difficult terrain, impassable terrains, simple linear obstacles are worth 2 options (3 if out of format item). A maximum of 2 simpler linear obstacles can be placed. ✣ The river, other waterways lying at the edge of the table and fields bordered by linear obstacles (whether opened or broken ground) are worth 3 options. Only one of each type can be placed.
ACTIVATION AND THE TURN SEQUENCE
THE DISCIPLINE TEST
Units are activated in accordance with the TURN SEQUENCE into which each turn is subdivided. 1) Deciding the Initiative (4.1.1) and the Command that can be activated. 2) The Active Player selects and activates one by one the Units within the Command activated. The Non Active Player can try to react and / or evade. 3) Initiative is reassessed until all the Commands on the battlefield have been activated.
Discipline A 3+ Discipline B 4+ Discipline C 5+ -1 if outside Command Range, +1 if Leader attached Unmodified 1 always a fail, unmodified 6 always a pass
ACTIONS AND REACTIONS ACTION POSSIBLE REACTIONS Rally None Withdraw Opportunity Fire or Opp. Charge Move (*) Opportunity Fire or Opp. Charge Disengage None Charge (**) Opportunity Fire, Defensive Fire or Countercharge Shoot (**) Opportunity Fire or Opp. Charge Melee None, apart from fight in melee Pursuit None (considered part of the melee) Retreat None (considered part of melee). (*) The Movement is the only action that can be repeated (refer to Par. 5.0 for details). (**) In the face of these actions it is possible, as an alternative to the reaction, to evade.
ADDITIONAL MODIFIERS For Opportunity Charge -1 If in Disorder -1 If Mounted -2 If Foot For Countercharge -1 If in Disorder +2 If GA or WB +1 If Other Mounted For Opportunity Fire -1 If the Unit is in Disorder -1 If the Opportunity Fire is not a response to shooting For Defensive Fire +2 To all Units -1 If in Disorder For Evasion +2 If CL +1 If DR and S +1 If evading from charging Foot - 1 if in Disorder -1 If Massed -1 For each subsequent test of Evasion after the first (in the same turn) CL, DR and S can evade from shooting and from a Charge performed by Mounted or by Foot, while the other Mounted can evade only from shooting and from charging foot.
(order #9515698)
Quick Reference Sheets
51
Loss of a Leader
LEADERS Type Bonus Special Commander Charismatic 4 can re-roll one or both initiative dice and can also pass the initiative to the opponent. Expert 3 can re-roll both initiative dice. Reliable 2 Poor 1 Incompetent 0 loses activation on a double Attached leaders +1 in Melee +1 in the Discipline Test +1 in the Cohesion Test
When a 6 is rolled on CT, roll for attached leader Shooting: Leader dead on 5+ Melee: 1-3 No effect, 4-5 The Leader is lost, but no effect on troops, 6 The leader is lost and each Unit under his control (including those in Melee) must take a Discipline test. In case of failure the Unit is Disordered. If the Unit is already disordered it immediately takes a loss.
Command Structure
Command Structure (SC) range Good 10BU Average 6BU Poor 2BU
INTERPENETRATION Voluntary Interpenetration - CL, S, DR and T can move through and be moved through by any types of troops. - Other Mounted can move through and be moved through by any Mounted. - Artillery can be moved through by any type of troops. Forced Interpenetration If S, T, DR and any Mounted are forced to retreat, they interpenetrate any troop type and are placed behind them as soon as the crossing move is completed. All other troops, when forced to retreat, do not interpenetrate but push back and Disorder friendly Units they meet if not in melee.
TERRAIN MOVEMENT BROKEN TERRAIN S, DR NO EFFECT WB, T NO EFFECT OTHER TROOPS DISORDER LEADERS NO EFFECT
DIFFICULT TERRAIN 1BU 1BU 1BU+ DISORDER NO EFFECT
VISIBILITY
STEEP/WOODED HILL WOODS/VILLAGES 1BU 1BU
(order #9515698)
GENTLE HILL 2U (1BU with ridge)
LINEAR OBSTACLES NO EFFECT DISORDER DISORDER NO EFFECT
Quick Reference Sheets
52
Firing Table Distance
1BU (point blank)
2BU (short)
4BU (long )
8BU (extreme )
MUSKET
2
1
-2
No
ARQUEBUS
1
0
No
No
BOW
-2
-3
No
No
PISTOL OR CARBINE ON HORSE
-1
No
No
No
HEAVY CANNON (Art A)
3
2
1
1
MEDIUM CANNON (Art B)
3
2
1
No
LIGHT CANNON (Art C)
2
1
0
No
HEAVY HOWITZER (Art D)
No
2
2
1
MEDIUM HOWITZER (Art E)
No
1
1
No
N° Dice rolled for
Modifiers to the number of dice The following modifiers to the number of dice are cumulative. -1 / -2 / -3 / -4 For Shooting Modifier (SM) -1 For each movement action performed in the turn by the firing Unit. It does not apply to SP, RE, S and CL -1 If the firer is Disordered -1 For those who fire against Skirmishers, Light Cavalry and Artillery -1 For those who fire against Units that are on the edge of a wood or behind a linear obstacle -1 For those who fire at troops who declared Evasion +1 For Cannons firing at Massed Units. For Howitzers this modifier does not apply.
SHOOTING PRIORITIES If within 2BU, target more directly on the front If at more than 2BU, you can freely choose the target Artillery can always be ignored as a target. Howitzers can ignore any priority if they fire against a target in a Wood or in a Village. MELEE IMPETUS BONUS Cases that deny the Impetus bonus: Foot charging Mounted Mounted charging Foot with Pikes All Units that charge other Units entirely in Difficult Terrain or defending Linear Obstacles. Mounted charging in Broken or Difficult Terrain (the majority of the base should be in the ground). All Units that charge fortified baggage. MELEE AND OTHER TACTICAL MODIFIERS + Melee Modifier - 1 If it is in Disorder - 1 If fighting while contacted on the flank or rear -2 For Mounted, Tercio, Pikes and P&M fighting in Difficult Terrain or against troops that lie entirely within that type of terrain. -2 For Mounted charging troops behind linear obstacles
(order #9515698)
Quick Reference Sheets
53
COHESION TEST AND LOSSES STEP 1: CALCULATE DAMAGE You inflict one DAMAGE (HIT) for every 6 and one for every double 5 rolled on the dice. STEP 2: CALCULATE CRITICAL NUMBER CRITICAL NUMBER= VBU-DAMAGE+MODIFIERS MODIFIERS +1 if a Commander is attached -1 if the Unit is in Disorder a) SHOOTING +1 if the shot comes from short distance +2 if it comes from long distance or extreme range. b) MELEE -2 Mounted Units, Tercio, PK and P&M who are in Difficult Terrain or in melee with Units entirely in Difficult Terrain. -1 To Mounted Units, Tercio, PK and P&M who are
in Broken Terrain or in melee with Units entirely in Broken Terrain. -1 To Units that were contacted on the flank or rear. +1 To Units defending a linear obstacle or a gentle hill. STEP 3: CALCULATE PERMANENT LOSSES PERMANENT LOSSES = D6 - CRITICAL NUMBER Where the Critical Number is 6 or higher, the test failure can only occur with the roll of a 6 (with a 6 Test is always failed). In this case the loss on VBU is 1. If a Unit passes the Cohesion Test, it takes no Losses but become disordered. However, if the Unit was already disordered before the test, it remains disordered and it suffers a permanent loss for “accumulation of disorder”.
CHARGE BONUS OR PURSUIT TABLE D6 Slow Foot 1 0 2 0 3 0 4 0 5 1BU 6 1BU
Foot Slow Mounted Mounted Fast Mounted/Gallopers 0 0 0 1BU 0 0 1BU 1BU 0 1BU 1BU 1BU 1BU 1BU 1BU 2BU 1BU 1BU 2BU 2BU 1BU 2BU 2BU 2BU RETREAT TABLE
D6 Foot Slow Mounted Mounted Fast Mounted/Gallopers 1 1BU 1BU 1BU 2BU 2 1BU 1BU 2BU 2BU 3 1BU 2BU 2BU 2BU 4 1BU 2BU 2BU 3BU 5 1BU 2BU 3BU 3BU 6 1BU 3BU 3BU 3BU ARMY BREAK POINT Exhausted Unit Unit’s VD Eliminated Unit Twice the Unit’s VD Baggage lost 3VDs Village lost 1VD Army routed when at the end of the turn the VDT drops to 0 COMMAND BREAK POINT When at the end turn the VDC, deducting the VDs of Eliminated or Exhausted Units of that Command, reaches “0”, all Units of the Command must perform a Discipline Test. If they fail they are immediately eliminated, if they pass the test they can continue to fight.
(order #9515698)
aroque ✣ Baroque is a set of wargames rules, based on
✣ This rulebook includes the rules (with many
the Impetus system. The rules allow you to play using miniatures the wars that ravaged Europe from the mid XVI Cent to the end of the XVII Cent.
examples and diagrams) to fight the battles. It includes seven army lists which will allow you to start playing right away
✣ Baroque is easy to learn and combines fast, enjoyable play with historical accuracy thanks to the innovative game-mechanics. ✣ Baroque can be played in all scales: 28mm,
20mm, 15mm, 10mm and 6mm, and you won’t even need to re-base your armies.
German Catholics (1618-32) Swedish (1630-34) ECW Royalist (1642-43) ECW Parlamentarian (1642-44) Ottoman Turks (1645-1700) Later Imperialist (1648-1700) Later Polish (1632-1700) ✣ Many more lists will be published in special supplements
For more information, and to find other Baroque players from all over the World, come and visit www.dadiepiombo.com
Dadi&Piombo (order #9515698)