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Spanish Fury: Battle!- or P I S T O L A D O

Example Page 1- the Unit Cards

Punch this out with a hole puncher, and you can put this card and others that you need for any battle on a ring. Flag symbol is just for colour and quick recognition The training level of the unit- used to determine if the regiment can move and re (veterans and seasoned) and modi es rallying from rout (veterans only) Marshalling number is rolled when crossing Obstacles, and when trying to change formation or facing when charged. The roll must be this number or less to succeed. Means that the roll for this test must be with one die (1D6). This area shows modi ers , sometimes to the unit's Melee rating and/or Fire ratings, depending on the current formation and type of the unit.

Veterans

Ferocity modifes the Waver rolls of any unit charging, charged or in Melee with this unit, and has an e ect on Combat and Casualties. Denotes which Movement band on the Quick-Ref sheet this type of unit uses to measure its movement.

Landsknechts

Ferocity-

0

Marshalling-

4

6

Movement- as Other Foot

Combat

The unit's Melee ratings, depending on the current formation of the unit. These are the formations this regiment can assume. Denotes which Range band and Intensity on the Quick-Ref sheet this type of unit uses when Firing.

Column Hedgehog Shot Forward

4 4 2

Fire Mod.

-1 -2 0

Affect'd by:

Reminder to check the other systems below that may modify the unit's Melee and Firing ratings (in this case, Cohesion).

Shoot- as Common Shotte

Cohesion Level Waver Combat Fire Modif. Modif. Modif.

The di erent levels of Cohesion, which correspond to the marker placed next to this unit when it has undergone disorder by Fire or Movement.

(0) Sharp (-1) Trim (-2) Uneven (-3) Disarray'd (-4) Ragged (-5) Mob

Below

0 0 0 +1 +2 +3

10 to

0 0 0 -1 -2 -3

0 0 0 -1 -2 -3

Cohesion

Modi ers that a ect Waver Tests, Melee (Combat) and Firing ratings, depending on the level of Cohesion that the unit is currently at. Percentage of companies lost will permanently a ect a regiment's Waver tests by adding the modi ers shown to their rolls.

Casualties

Rally

To regain Cohesion, the unit must spend a turn halted with a "Rally on Me" Brief Speech, and roll 1D6 on this chart to see how many levels it regains.

10% 20% 0 +1

1 2 3 4

More +4

5 6

-4 -4 -5 -5 -5 -5

Reminder to check the other systems below that may modify the unit's Waver roll (see Quick Ref Sheet for the identi cation of these symbols.)

Wavering

The unit must take a Waver Test whenever any of the four listed situations arise- it wishes to make a Charge, a Charge is successfully declared against it by Cavalry, or by Foot, or when it is forced to check for Disaster.

8 Charged By Cav 7 Charged by Foot 7 Disaster 7

To Charge

Affect'd by:

Ch St St M

9 8 8 8

H 10 -1 11 -1 11 Rt 9

Rt X Ln Ln

6

When taking a Waver Test, the owning player rolls on the chart shown along the row for the cause of the test. If the rst red number (or less) in the row or rolled, apply the result shown to the right of that number. If the roll is higher, but not as high as the third red number in the row, apply the result next to the second number. If the result as equal to or higher than the third red number, apply the last result in the row.

Means that the roll for this test must be with two dice (2D6).

Players should pick out and have at hand only those unit cards that correspond to each type of regiment they have elded for the battle they are playing, putting aside all the others. These, along with the Quick Reference Sheet (of which each player should have a copy) should cover the majority of the information that a player will need to refer to in each turn of the game.

Example Page 2- setting up an Army Display Sheet

The Generalissimo is in overall command, although he may assume command of a brigade if he wills- even so, he only is removed from this if he is killed, or removed from play and another brigade general is "promoted". The temper range is used in SF:Campaign to determine Con dence Level at start, or for one o battles.

Spanish Fury: Battle!- or P I S T O L A D O

Ch 0

3

1

French Catholic Army Status Sheet Temper Range Generalissimo

Montmor.

P I S T O L A D O

St 0

0 General Brigada

4

Spanish Fury, Battle! or,

-4 -4

ul t

Only Infantry and cavalry regiment counters are placed in this box (the units commanded by the o cer shown). Artillery, Commanded Shot, Skirmishing Horse and Enfants perdus are not brigaded and therefore not displayed except on the gaming table.

ar

As

Rhinegrave

Tamman

F. Guise

Reiters

Regiments

Reiters

Landsknechts

Regiments

Switzers

Regiments

Roy.Gensdarmes Roy.Gensdarmes

A

B

A

B

D

Petronels

A

In General Brigada

4

H

De m

4

H

Primera

as

Segunda

ons

sa

5

Tercera

tra

0 St General Brigada Order +1

s

te

It helps to arrange your brigades on the sheet in roughly the same order as they appear on the table.

Order

In General1 Brigada +1

Order

Brigade Orders are never placed on the boardthat is only for Brief Speeches.

Order

e uvr noe Ma

Tiercellin

Brissac

Regiments

French Catholic French Legion

Regiments

Roy.Gensdarmes Chevauleger

Re

Quinta

ser

4

Sexta

ve

In General 0 Brigada 0

Order

General Brigada

Cuarta

Order

Regiments

C

A

F

A

You could use a penny if you have trouble cutting out the round Con dence track marker

or higher

Confidence

- 8

or lower

or higher

9 8

or lower

or higher

8 9

or lower

or higher

8 8

or lower

or higher

8 7

or lower

or higher

8 8

or lower

-2 from all Waver rolls. +1 to all Melee numbers +2 to all Doubt rolls

Exultant

-1 from all Waver rolls +1 to all Doubt rolls

Resolute

Equipoised

No Effect

-1 from all Doubt rolls

Uncertain

+1 to all Waver rolls -1 from all Doubt rolls

-Regiments can surrender

Desperate

+2 to all Waver rolls -2 from all Doubt rolls -1 from all Melee numbers

-Regiments can surrender -Routed regiments cannot Rally from Rout

Hopeless

Roll for a Cause for Rejoicing / Roll for a Cause for Alarm

As Causes for Rejoicing or Alarm occur, the army will roll 2D6 to see if the marker is moved back or forth along the Con dence Track, showing the change in the army's overall morale. Once a roll shifts the marker further to the right than the "Hopeless" space, the army's will to ght on is irreperably broken, and it must withdraw from battle.

Spanish Fury: Battle!- or P I S T O L A D O

Example Page 3- Movement

Heavy Cav.

A Using the Movement Bands- March Move

Heavy Cav.

B Using the movement Bands- Double Move (& Skirmishing horse)

Combined Heavy Cavalry and petronels move using the Heavy Cavalry movement band

Charge!

1C

1C

Charge!

1C

Measure from theleading edge of the regiment

1C

Measure from the leading edge of the skirmishing horse company

Trim

-1

Moving at the Double causes Heavy Cavalry to lose 1 level of Cohesion at the end of the move.

Double

March

0C

0C

No more than 1 base depth distance between companies

C Using the movement Bands- Wheeling

D Using the movement Bands- Charge Move (with Skirmishing horse)

Heavy Cav.

Bend the QRS with the appropriate range band against regiment for a wheel

Combined Heavy Cavalry and petronels move using the Heavy Cavalry movement band

1C

Charge!

March

Double

1C

Measure from the leading edge of the Heavy Cavalry Regiment

Trim

-1

Charging regiments will still lose cohesion if they move far enough to incur Cohesion Loss on their movement band.

0C

Note that if the Blue Heavy Horse had charged the Red Gensdarmes (and the Reds countercharged or stood for the charge), the Skirm. Horse would have automatically evaded behind the Gensdarmes without requiring a roll of any sort- they would have ended up in a similar position to the one above. On subsequent round of Melee, the Skirmishing companies would count as ghting as well.

March

Double

Example Page 4- Movement, Visual Notation & Markers

E Using the Movement Bands- Rout Move F Visual Notation

Caracole- turn one leading company to face to the side

Spanish Fury: Battle!- or P I S T O L A D O

Mob

-5

No movement cost to turn away from victorious enemy

Give Ground- move loser back one base depth, winner follows up...

This friendly unit could be avoided

May maneuver the rest of their move to avoid friends

G Markers (regimental)

Lance Bonus- a) the regiment below has not charged into melee yet, and still has its full Lance Bonus shown with the Lance marker...

b) ...but after its rst melee, the regiment must invert the marker (shown with the other side printed as well), showing that they must -1 from their lance bonus for melee calculation.

Lance

-4

Unsound

-4

Ragged

-2

Ragged Ragged

1C

This friendly unit would have to take a Disaster-Waver test, and have automatic Mob Cohesionif contacted by pursuers, it will rout as well

1C

0C

Heavy Cav.

Must move march distance straight back

March Charge!

...and turn one of the loser's companies around as a note for next turn's -1 modi er to melee.

Double

Break Into- as in Give Ground, move loser back one base depth, winner follows up...

...but also, push one winning company one base depth into the loser's formation.

Cohesion and Casualties- a) The regiment below (a Heavy Horse unit) has not incurred any Cohesion loss or casualties in the battle; it may operate without a marker.

b) The same regiment now has moved at the Double (-1 coh.), and recieved a 1d result from re, showing a -2 Unsound marker, with no casualties- the player also disorders the stands somwhat, to simulate the loss of cohesion....

Lances

Unsound

-2

c) The same regiment after having received a 2d/2 Fire result, and now has the Unsound marker removed, and a Ragged -4 marker placed with 2 gold triangles pointed at the unit...

d) ..and now, with a further 2d/2 result, the regiment has lost a full 4 causualties, causing a company to be removed. The Ragged marker is also removed, and a Mob -5 marker is placed, but with no triangles pointed at the unit.

Mob

-5

Example Page 5- Visual Notation-Formations

H Formations- Foot

Spanish Fury: Battle!- or P I S T O L A D O

Columns- some examples

Shot Forward- some examples

Hedgehog- some examples

Almost any formation is possible, as long as pikes are unobstructed by shot to the front

Again, almost any formation is possible, as long as shot is to the front, and the look is distinct from column

As with the others, actual formations are at the whim of the owner, as long as companies attempt to face outward

Enfants Perdus

-orAt the player's discretion

I

Formations- Horse

En Haye Caracole Loose Order

Column

En Haye- with Commanded Shot

-or-

En Hayewith Skirmishing Horse Shot

Spanish Fury: Battle!- or P I S T O L A D O

Example Page 6- Combat: Shooting

A The approach

Trim Tr

-1 Cohesion from Doubling

-1

St 0

3

0

Bassompierre

Bassompierre

Stationary last turn

In +1

4

0

Biron

Biron

Trim

A. It is turn 5 of a battle. A Huguenot horse brigade (blue) consisiting of a nine company regiment of Reiters, and a four company unit of Petronels, has "Harass" orders. Their target is a French Royal Catholic brigade consisting of a single French Legion (red) which has a 4 company unit of Seasoned Enfants Perdus (unbrigaded) manning a hedge to the legion's right. Both side's Con dence level is at "Equipoised". The legion has "Hold" orders, and is in "Shot Forward" formation, and the Reiters are in "En Caracole" formation; the Petronels and the E.P. units are in "Loose" formation (their only choice). At the end of turn 4 the horse brigade was outside long range from the Legion, which uses the "Common Shotte" range band on the Quick Reference Sheet (QRS). The legion is at the "Trim -1" Cohesion level, due to some Huguenot artillery re in turns 3 & 4- but the artillery are now masked by the Reiters and may not target them any longer. At the end of turn 5's Action Segment, the Huguenot horse brigade moves "At the Double", losing 1 level of cohesion for the Reiters, but not the Petronels, to close to within long range of the Legion and the EP unit. (Note how the Cohesion counter is placed- with the edge without yellow triangles against the unit, as it has no casualties as yet.) It is now the Resolution Segment of turn 5, which begins with "Fire Resolution". Both the legion and the EP may now re at the horse brigade. B. The Catholic player chooses his Enfants Perdus unit to re rst (it doesn't matter the order, as all re is considered simultaneous). The player holds the edge of his QRS in front of his Seasoned EP unit, and measures the distance with the "Common Shotte" range band (shown at the left); the range is considered "Long" which shows a "1" Fire Intensity in that segmen of the range band. The EP has 4 companies ring, so he will consult the Fire Chart on the QRS along the 4-5 "Stands Firing" Row. But rst he checks for Column Shift modi ers, and nds that he gets a +1 for a Cavalry target in 3 ranks, and a further +1 for the target being 7-11 stands or companies in size, for a net intensity of 3. As the unit has no loss of Cohesion yet, there are no further modi ers other than the obligatory random roll of 1D6. But the Catholic player curses his luck- he rolls a "1", which is a -1 modi er to the intensity, for a nal total of 2. He then cross references the "2" Column and the 4-5 stands row on the Fire Chart, and nds that he , has merely scored a "1d" result to the Reiters. The Huguenot player removes the "Trim -1" Cohesion marker from behind his unit, replacing it with an "Unsound -2" marker. But the phase hasn't ended, as the French Legion now decides to re at the Reiters too (ignoring the Petronels for now) . The intensity and modi ers for the legion are the same as the EP's ratings, but he instead rolls a "3" on the random roll, giving no detrimental column shift. He also has 6 shot stands ring, so he cross references 6-8 stands with 3 intensity, giving a 2d/1 result. This means that the Reiters now have a "Ragged -4" marker placed behind them instead of the "Unsound -2" marker- and that marker is rotated so that its edge that has a single yellow triangle is touching the Reiters- showing the single casualty they just took. Their stands are also now disordered somewhat to look ragged. Finally, Bassompierre must test for O cer Casualties, due to him being within rearms range. He rolls a 2D6, and needs an 11+ to get hurt- he manages a 7. Play continues. As the Huguenot horse doubled, the Reiters may not re, but the Petronels can at long range. They have an intensity of "0", but a +2 for their target being 12+ companies in size. They roll a "2", so the intensity drops to "1", which gives a "1d" result against the Legion, dropping their Cohesion to "Unsound -2".

-1

B Shooting

Common Shotte

Ragged

Long

2

2 3

Biron

Unsound

Point Blank

Short

-2

3

Po Blaint nk

Sh or

t

1

Short

1

Lo

ng

Com

-4

now Ragged (4) with one casualty

mo nS hott

e

Bassompierre

0

1

2

Point Blank

Long

Example Page 7- Combat: More Shooting and an Opportunity Charge

C More Shooting

Common Shotte

Spanish Fury: Battle!- or P I S T O L A D O

1

Bassompierre

Sh or t

Point Blank

Biron

Mob

D Opportunity Charge

Charging!

Bassompierre

D. In turn 7's Agressive Actions phase, the Reiters attempt an Opportunity Charge. The roll 2D6 on the "To Charge" row on their Wavering Chart on the Reiter Unit Regimental Card. The check their modi ers before rolling: They add +3 to their roll for being a Mob (found on their Cohesion chart), -1 for having their General (Bassompierre) present but nothing for the legion's Ferocity (O), for a total +2 modi er. The Reiters roll a "6" on 2D6, which becomes an 8- less than the "9" needed to Charge- so they charge! Now the Legion must also test for Wavering, along the "Charged by Cavalry" row on their regiment's Wavering Chart. They also have a +3 modi er for being a Mob, but the -1 for Biron's presence is negated by the +1 for the Reiter's Ferocity, for a +3 total modi er. Sadly, they roll an "8" on 2D6, which becomes an "11" due to the bad modi ers- this means an "X" result! The Legion routs! The companies of the hapless legion are immediately turned around, and move their full "Double or Charge" move on the "Other Foot" movement band. The Reiters will also move their full charge distance... which means that they will probably contact the routing Legion's companies in their rear, and pursue then o the board, in the process utterly destroying the legion. Had the Legion passed its roll, it might have survived- it could have attempted a marshalling roll to change formation to "Column" (the charging Reiters would not be allowed to do this), which would have given them a Melee number of "1" (4-3 for "Mob" status) versus the Reiters "1" (3 for "en Caracole", -3 for Mob, +1 for Bassompierre's Valour)... giving them an Even Struggle type of Melee. It could have gone either way.

Mob

Biron

Routing!

0

1

3

2

2

1 2

t in Po lank B

C. It's now turn 6. The Horse brigade, undeterred by the re power of their foes, reveal a "March" Brief Speech. Although they have "Harass" orders, they may be able to charge the Catholic foot if they can reduce their Cohesion to "Ragged" or "Mob". The Reiters move to within their own short range (for Mounted Caliver), which is also well within the short range for the two Catholic units- no thought given to an attempt to recover their Cohesion levels with a Rally move, which they are allowed under Harass orders. The Petronels, feeling neglected, move to almost to Point Blank Range (they can't move closer without being involved in a charge), also using the Mounted Caliver range band on the QRS. The Catholic's start ring in the same order as last time. Now at Short range, the EP's start at 2 Fire Intensity, with +2 columns for the same modi ers as last turn, for atotal of 4. Unfortunately, they again roll a "1" so the intensity drops to 3, scoring a further 2d, which pushes the Reiters into the "Mob" Cohesion Level. The extra 1d is wasted, as a unit cannot get worse than "Mob". The legion now res as well, at 2+1+1 for 4 Intensity, and this time they roll a 5, for a further +1 column shift, giving them 5 intensity at 6-8 stands ring. This results in a "2d/2"; the extra loss of Cohesion has no e ect, but the Mob Cohesion marker is placed with the three triangles now touching the Reiters. One more and they will have to lose a company (although as yet there is no e ect from the casualties). However, it's now the Huguenots who will do some shooting. As both the Reiters only marched during the Action phase, they can now re. Unfortunately for the Reiters, their "Ragged" status (at the start of the re phase) a ects their Fire Intensity. Checking the Cohesion Chart on their Unit Card, they see that they have a -2 modi er to their intensity for their Ragged Cohesion. Their intensity should be "1" at short range, but it now starts at "-1" total. But they get a +2 shift in their favour due to the legion being a big target (Target Size 12+)... even their disordered re should hit someone in a mass of 1500+ men! They roll a "4" on the random roll (no shift), for a total instensity of "1". At 9+ companies ring, they score "2d/1" on the Legion, sending them to the "Ragged" Cohesion Level (with one casualty), rendering the legion ripe for an opportunity Charge. To add insult to injury, the Petronels chime in, ring at Short range at the Legion. Their intensity is "1" at Point Blank, +2 for the large target for a "3" total. They roll a "5" for an +1 extra shift, and score a "2d/1" result. The legion is now all "Mobbed" up, and their marker shows two casualties. Finally, both Bassompierre and Biron must roll to see if they become casualties. They both pass.

Mob

e

-5

Long

Short

1

2

3

Po Blaint nk

Lo

ng

-5

-5

Com

mo nS hott

Point Blank

Short

0

Lo ng

Mob

t or Sh

Long

-5

Spanish Fury: Battle!- or P I S T O L A D O

Example Page 8- Combat: Melee 1

A The Situation

Heavy Cavalry Movement Band (from the QRS)

Heavy Cav.

March

Double

Charge!

Reiters in Caracole

"White" Millers in Column with attached Commanded Shot

Ch 0 4

1

St

5

Royal Gensdarmes "En Haye" with attached Skirmishing Horse "Blue" Millers in Column

H. Condé

Lavardin

Heavy Cavalry Movement Band (from the QRS)

Lances Lances

Ploughed Field

A. It's turn 3 of a battle between the Huguenots and the French Royal Armies in the early 1580's. It's still early in the game- not much has happened yet, and both sides have their Con dence at Equipoised. On a wing of the battle, a Huguenot brigade under H. Condé, consisting of two Late Miller regiments, is facing a Royal brigade under Lavardin, made up of one Reiter regiment (with black riders, or dots) and a French Gensdarmes regiment (with green riders). One of the Huguenot Millers (white riders) has a Commanded shot company attached, and has the brigade commander with them. The Royal Gensdarmes regiment has two companies of Skirmishing Horse attached to them. Lavardin has "Harass" orders: he must move at his full March rate, to within short range of the enemy, and re on the enemy. He may not initiate charges. Condé has "Assault" orders so he must move at least his full March rate and charge the enemy. His regiments are just outside of their full charge reach. However, as his White Millers have a Commanded Shot company attached, they must move no faster than their full March rate, to enable the shot company to keep up with the mounted men. The "blue rider" Millers are on a plowed eld, and must attempt a Marshalling Check to get o it. They will also make full March move, keeping in line with their brigade and to keep cohesion loss to a minimum. But who moves rst? Lavardin, with a Strategy rating of 5 will move his regiments rst, in the "other units perform actions" phase of the Action segment. B. Lavardin moves his brigade at March speed, closing the distance. Then Condé moves his men- the white Millers and their Commanded shot March, as do the blue Millers. However, the blue Millers spend part of their move on the plowed eld, which is a Minor Obstacle for Horse (shown on the "Terrain and Marshalling Checks" table on the QRS). They must roll 1D6 against their Marshalling rating, which is "4"; they unfortunately roll a "5", which is one over their rating, so they lose one level of Cohesion, and a "Trim -1" marker is placed behind them. The Action segment thus ends; at the beginning of the Resolution segment, the Reiter, the Commanded Shot, and the Skirmishing Horse all may re at short range. They take the opportunity to do so: ·The Reiters fire at the White Millers with 1 Fire intensity and no modi ers- but they get a "1" on 1D6 for a -1 shift, giving them 0 intensity, at 9 stands or companies ring. That gives a "1d" result, and the Millers are at "Trim -1" . ·The Commanded Shot answer- they were stripped off a seasoned regiment to become Comm. Shot, and re as "Common Shotte", which has a 2 intensity at short range. added to this, they have a +1 for their target being in 3 ranks, and a +1 for the target being 7-11 companies in size, for a 4 in intensity. They roll a 3, which gives no further shift, and they check along the "Comm. Shot" row on the Fire Chart, for a result of "2d" on the Reiters. ·Finally, the Skirmishing Horse fire at 1 intensity with no modi ers- and sadly, they roll a 1 for a-1 shift, giving a 0 intensity total... at 2 stands ring, they don't even scratch their target. The turn thus ends for them- next turn the two brigades will fall to blows!

1C

1C

1C

B The Approach to Melee- and some Shooting

1C

1C

1C

H. Condé Lavardin

Trim

-1

Lances Lances

Trim

-1

Unsound

March

Double

Charge!

0C

Heavy Cav.

0C

March

March

Double

Double

Charge!

Charge!

0C

Heavy Cav.

Heavy Cav.

-2

1C

1C

0C

Spanish Fury: Battle!- or P I S T O L A D O

Example Page 9- Combat: Melee 2

Commanded Shot disperse

C The Charges

C. It's now the Command segment of turn 4. In keeping with his Assault order, Condé places "Charge" Brief Speeches behind his regiments. Lavardin is already at optimal range for his Harass order, so places "Hold" BS markers. In the Action segment, both sides reveal their markers. In the Aggressive Actions phase, since Lavardin, who should declare rst, has no charges to declare, Condé proceeds to declare his. First, his White Millers note the modi ers to his impending Waver Roll- the factors that a ect these rolls are shown along the bottom of their regiment card. In this case, only "Cohesion", "Opponent Ferocity" and "General Present" apply. Their Cohesion level is "Trim -1", which when referenced on the Miller Regiment card shows a "0" modi er. For ferocity, their target is the Reiters, who have a Ferocity of +1. And nally, they have Condé attached, so they recieve a -1 for his presence. This gives a net 0 modi er, so they roll 2D6 unmodi ed on the "To Charge" line of their Wavering chart. They roll a 7 so they easily make their charge. The Reiters now respond- They also are una ected by their "Unsound -2" cohesion, and have no general present, but the Millers' +2 Ferocity rattles them a bit. They roll a 9, which becomes an 11 due to the Miller's Ferocity; this is Higher than the "9" needed to countercharge, and not as high as the "12" on their "Charged by Cav" line on their Wavering chart (which would have routed them), so they instead count the next lowest, "10/-1". They countercharge, but at -1 Cohesion. They have the "Disarrayed -3" marker placed behing them. The Milllers are now moved half the distance towards the Reiters (if the Reiters had Stood the charge, they would be moved the whole way) and the Reiters are moved the rest of the way into contact with the Millers. The Commanded shot a removed from play, having done their bit. Now the Blue Millers test to charge. The Gensdarmes have +1 Ferocity- no other modi ers. The Millers roll 4, and easily pass. The Gensdarmes now test for their reaction; They have Lavardin for a -1, and a +2 for the Miller's Ferocity, for a net +1, and they roll a 6, also passing easily. They will countercharge with Sharp Cohesion. The Blue Millers are moved forward as their friends were, and the Gensdarmes move forward as well, with their Skirmishing Horse "evading" through them (at no loss of Cohesion when they are attached to the heavy horse), taking up a position in the Gensdarmes rear. in later rounds of Melee, they may become useful. With all charges and counters completed, we now move on to the Resolution segment, to see where these furious charges lead....

Reiters Counter Charge at -1 extra Cohesion loss

H. Condé

"White" Millers Charge

Lavardin

Skirmishing Horse evade this position

Trim

-1

Lances

Trim

-1

Royal Gensdarmes Counter Charge

Disarrayed

-3

"Blue" Millers Charge

Spanish Fury: Battle!- or P I S T O L A D O

Example Page 10- Combat: Melee 3

The Millers win with a "Break Into" result

D Melee!

D. The Resolution Segment begins- no point-blank re is allowed as all units charged or countered, or received a Sc/-1 result on their Reiters rout due Waver tests. It's time to get to the Melee Resolution phase. The order to failed Disaster that they occur matters little. Check First- the White Millers and the Reiters. Both players tally up their regiment's respective Melee strength for their formations (in the Combat section on their regiment cards) and add all appplicable They will modi ers: immediately pursue as ·The Millers have a "5" strength in Column formation; they add the +2 a Mob Pistolado modi er to the right of their strength number for charging other cavalry. Also, they have Condé with them, who has a () Valour rating, which gives a +1, for a total "8" Strength. H. Condé- Wounded! ·The Reiters, on the other hand, have only "3" strength for being in Caracole formation. They could not have attempted to change Lavardin formation during the charge unless thay were Standing. This is "Blue" Millers Give Ground reduced -1 for having a "Disarrayed -3" marker, as shown on their 1 base depth Cohesion chart; but it is mitigated by a +1 modifier for their size Skirmishing advantage (3:2- shown under the Melee Type table on the QRS), for a Horse will total of "3" strength. count on 2nd When the two strengths are cross-referenced on the Melee Type round table, a "US" or Uneven Struggle type is the result. This type is rolled against on the Melee Outcome table just below on the QRS. As the Millers have the higher strength, a red lettered result will mean they took a casualty in are the victors in the round- black will mean the Reiters are. round 1 2D6 are rolled by the Huguenot player (the stronger one) and he rolls Gensdarmes Situation at the an "8"- a "Break Into" result. follow up end of turn 4 The winner (Millers) advance a company into the loser's (Reiters) formation as a visual note for next turn. They both must roll for Lance marker will be casualties- the winner rolls twice, and the loser three times on a 1D6. Inverted after rst melee the Reiters also must take a Disaster/Waver check. The Reiters roll a 1, is completed a 3, and a 5, which, with a +1 for the Miller's Ferocity edge, become a 2, a 4 and a 6, for a total of 3 casualties. Their Cohesion marker is rotated to show three triangles against the unit. The Millers roll a 3 and a 4, for 2 casualties, and rotate their marker appropriately. The Reiters now take their Disaster check. They have a +1 from their cohesion, and a +2 for the Millers (although they have taken casualties, these only count when full companies have been lost); they roll a "9"+3=12 for a "Ln" (Landsknecht Response) result- normally, this would require them to march off and seek a protected position, or surrender, but if this result comes from a melee result, it counts as an "X"- Rout! They must immediately be turned about, and make a rout move. The Millers will pursue, also immediately. Both units become Mobs. The victorious Millers are pleased, but due to the fact that their regiment took casualties, Condé must check for becoming a casualty himself. He rolls a "10"! With a +1 modifier for having been involved in a casualty producing melee, it becomes an "11" which means that Condé has become a casualty. He rolls a subsequent 2 on 1D6, and is only wounded- however, he must be taken by his friends off the field, and is removed from play. The loss to the Royal Army of the Reiters (half of a brigade) will be a cause for Alarm for them and a Cause for Rejoicing for the Huguenots, but the loss of Condé will only be a Cause for Alarm for the Huguenots. He will need to be replaced next turn- by a Gentleman Volunteer, or a random colonel.

Mob

-5

Meanwhile, the other Millers and the Gensdarmes go at it as well. The Millers again have "5" strength, but with only the +2 for their charge against other cavalry for a 7. The Gensdarmes are in better shape than the Reiters, with a "4" strength against cavalry, and a +2 for using their lances for the first time, and a +1 for Lavardin's Valour rating- for a "7" as well. The two sides are dead even, which obviously means they will have an "Even Struggle" type melee. But who wil count as the stronger side? Lavardin, by virtue of his higher strategy (the Millers have no commander present, so he wins by default) gives the Gensdarmes the edge. On the Melee Outcome table he rolls a "9", which gives a "Give Ground" result on the Even Struggle column. The Millers must move back a single base depth, and turn one of their stands around as a visual note for next turn, and a -1 will count against the next round. They each must roll 1d6 for casualties (the Gensdarmes get a +1 for the Miller's Ferocity)- the Millers roll a 1, the Gensdarmes a 2+1= 3, for 1 casualty. They get a "Sharp 0" Cohesion marker, with one casualty showing. The Melees done, Both sides checks their various Causes for Alarm and Rejoicing- but the rolls bring no changes. That ends turn 4. In turn 5, the White Millers pursue their fleeing foe off our page, but the remaining units are frozen until the new Resolution segment. Once that rolls around, they calculate their strengths again, although there are some changes: The Millers start with 5, but no longer get their charge bonus, and have a -1, for a total of 4 strength. The Gensdarmes start with 4, recieve no lance bonus anymore (only during the charge) but still get the +1 for Lavardin, for a 6 total (they also now count the two skirmishing horse companies, but it isn't enough to give them a numerical advantage). This gives them a roll on the "Advantaged" column, and they roll an "8", another Give Ground result. They follow the same procedure as before, but this time both sides roll up a casualty, and Lavardin passes his roll. At that, the two sides have both survived a full two rounds of melee, and as cavalry, must break off and Regroup and Rally a turn (after melee, they are Mobs). The Gensdarmes' lance marker is inverted now, and will count have a -1 to their lance bonus for their next melee. After that, they may declare charges against each other again.

Trim

-1

Sharp

0

Mob

-5

Lances

Information

PistEx1

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