Simon Dennan (order #2962077) 1
contents
Introduction
Father Tilly IV 3
The AB One System 3
Organisation
Figure Basing 4
Movement Bases 4
Unit Organisation 4
Order 4
Unit Formations
Infantry Units 5
Cavalry Units 6
Swedish Units 6
Artillery 7
Initiative and Command
Initiative 8
Command Actions 8
Example 8
Sequence and Movement
Games Sequence 9
Movement 9
Changing Formation 10
Changing Order 10
Shooting
Procedure 11
Damage 11
Artillery 13
Ammunition Supply 15
Combat
The Charge 16
Combat Procedure 17
Damage 17
Results of Combat 18
Morale
Unit Morale 20
Victory and Defeat 20
War Tokens
Main Subject 21
Sub-Heading 22
Playing War Tokens 23
Army Deployment
Procedure 24
Generals Profile
Command Profile 26
Orders
Order Definitions 27
Unit Profile
Unit Attributes 28
Costs 28
Terrain 29
Glossary 31
Examples 32
Copyright Stephen Danes and Warband Miniatures 2009
All rights reserved. No part of this publication or abstraction from it may be reproduced or transmitted in any form or by any
means, electronic or mechanical including photocopying or trasmission by email or internet, without prior permission in writing
from the copyright holder.
Simon Dennan (order #2962077) 1
Father Tilly iv lost leading to the gradual (or not so gradual) erosion of
Father Tilly is a game that has been around, in several units. Added to this is the War Token system that brings
guises, for a few years now. Originally it was developed a great deal of extra fun, stress and “period-feel” to the
out of an interest in the Thirty Years War and the fortunate game.
discover of Guthrie’s excellent books on the period. With
so much detailed information available (in English), I felt the ab one system
that the period could now be effectively tackled. Having now played numerous Father Tilly IV games it has
become obvious that they system would work rather well
In its original format, Father Tilly was my attempt at for several other periods. Suggestions have ranged from
recreating the large battles of the Thirty Years War, using the Medieval to Napoleonic and even Franco-Prussian
15mm figures representing literally every unit present. battles. Obviously the organisation, formations, weapons
After numerous games, several re-writes, and a great and tactics would differ, but the core mechanics are
deal of feedback from fellow enthusiasts - Father Tilly 3 probably suitable, and the War Tokens would be there to
was the result. With these rules, all of the major battles add additional “period-feel”. So I might start looking at
of the period were fought, including White Mountain, new periods - as long as I don’t have to paint too many
Lutzen and Rocroi. more figures!
Since then, as a gamer and figure painter, I have become Father Tilly IV operates using the AB One System. A game
increasingly interested in larger scale figures and decided system that I hope to adapt for other periods. The name
to give the Thirty Years War a go - in 28mm. I quickly is derived from a commonly heard call during game-
realised, after looking at the rules, that they would play, especially during close combat - “what do I need
require so many modifications to reflect the change of to hit?” the answer being “anything but one!” And as all
scale and the emphasis of 28mm gaming, that I might as experienced players recognise, as soon as that deadly
well start from scratch - so I did - and Father Tilly IV is the phrase is uttered - you know exactly what the player is
result. The emphasis now is the small scale actions and going to roll. In fact a recent game had a player (sorry
crucial encounters that often determined the outcome Joe) roll four ones during a reasonably crucial combat,
of much bigger battles. turning what should have been an easy victory into
something far less useful (but providing much amusement
The rules themselves are fast and fun but with plenty for the other players).
of period detail. Casualties are inflicted and figures are
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Figure Basing more on firepower than the charge. Although these
With these rules players have the option of basing all formations will be described in more detail later, here is
of their figures individually or in multiple figure blocks. a brief look at typical formations.
Either is acceptable, however Father Tilly is a system
that requires figure removal so all unitis will require at Unit Type Base Depth
least some individually based figures. Protestant infantry regiment 1
Protestant cavalry regiment 1
Foot figures should be based on 20mm square bases, Catholic infantry regiment (Tercio) 2-4
cavalry on 25mm by 50mm rectangular bases. Artillery Catholic cavalry regiment 2
pieces are based separately to the crew (which are based Skirmish cavalry regiment 1
as other foot figures). The size of the artillery base is not Forlorn hope 1
important but must be appropriate to the size of the
gun. However, if players have figures based on slightly Therefore Protestant infantry regiments will usually have
different sized bases - this is not a problem - as all units a depth of one movement base (meaning two figures
must be placed on movement bases anyway. deep). These units will come up against Tercio’s that can
be up to four movement bases deep (up to eight figures
deep).
Movement Bases
Movement bases are pieces of card (or other similar
material) that the figures are placed on and which define Order
the exact area that the unit occupies. There are two Most infantry units will be arranged in close order which
types of movement base - infantry and cavalry. Infantry is represented by placing four figures on each movment
bases are two inches square, cavalry are three inches base. Units can be also be arranged in open order or
square. It is on these bases that figures are placed to skirmish order, but these tactics are usually reserved
denote that they are organised into units. for shot detachments only. For open order - place three
figures per movement base and two for skirmish order.
Unit Type Figures per base
Regular Foot 4 Regular cavalry will usually be deployed with two figures
Irregular Foot 3 per movement base although especially disciplined and
Skirmish Foot 2 elite cavalry (and very rare) can be deployed with three
Disciplined Horse 3 figures per movement base.
Horse 2
Skirmish Horse 1-2 Note, a unit can only have one type of order at one time,
it must be entirely close order or entirely open order
For example, a regular foot unit such as a pike and shot (and not both at the same time).
regiment will have four figures per movement base and
will be made up of a number of such bases depending Units can change their order during a game, see Changing
on the unit size. Regular horse regiments will have two Order in the movement section of the rules.
figures per base and skirmish cavalry units will have
a mixture of single figure bases and two figure bases
(roughly half and half).
Unit Organisation
The Thirty Years War was a period when different tactical
formations were used by the opposing sides. Briefly, the
Protestant armies favoured smaller infantry formations
that emphasised firepower while the Catholic armies
tended to use larger infantry formations of greater
depth, often with a higher proportion of pike.
There were also differences with the organisation of
cavalry. Again Protestant cavalry tended to operate in
smaller formations and favoured swift but controlled
charges, the Catholic cavalry on the other hand usually
empolyed larger and deeper bodies of horse that relied
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Infantry Units Tercio
The seventeenth century saw the development of infantry This formation was more common in the Thirty Years
tactics away from the huge blocks of pikemen used in the War, especially in the earlier phases. Still a dense unit
previous century to smaller more mobile units with less with a central block of pikes flanked by musketeers (and
emphasis on the pike and an increasing reliance on more screened to the front by musketeers if needed).
effective firepower. Interestingly, this rate of change
was not uniform which meant that in many battles older
style tactics were used against more modern, and it was
not always the modern innovations that prevailed over
the old techniques.
This section shows players the way to organise their
armies for Father Tilly. The diagrams show how figures,
represented as either Pike (P) or Shot (S), are arranged The diagram above shows how the emphasis for the tercio
on the square movement bases. changed. Still with a strong central body of pikeman and
supporting shot, this tercio has less depth than early
formations and would be easier to manoeuvre on the
Early Tercio battlefield.
These were large pike squares, surrounded by musketeers
in varying positions and proportions. These are slow, The tercio depicted in this example has equal numbers of
cumbersome units designed to withstand attacks from pike to shot giving it a good balance between firepower
front, flank and even the rear. and close combat power. As the period progressed, the
trend was for the musket to take prominance over the
The early tercio was a very slow moving formation but was pike, although many commanders were forced to field
able to generate all-round fire and all round protection mainly pike formations when firearms were in short
with the pikes. This certainly seemed to be the formation supply.
used in the sixteenth century and certainly appears in
texts (written and painted) in the seventeenth century.
There is however considerable debate as to whether
Later Tercio
this formation was continued into the Thirty Years war
The later tercio is the formation thought to have been
period. adopted by the Catholic armies after their defeat by the
Swedish army at Breitenfeld. It was a much shallower
formation, reducing the number of ranks of the Tercio
from 25 to around 10. It was hoped that this would give
the unit greater mobility and allow it to deal with the
smaller Swedish units.
The diagram above shows how the later tercio can be
From the diagram above we can see that this formation represented in the Father Tilly rules (note how certain
would present a formidable opponent with twenty movement bases have only one or two figures on them).
shot able to fire to the front or rear and considerable
firepower to its flanks as well. At the centre of the tercio However, not all Catholic armies took up this option;
is a solid block of over thirty pike who would be able to some Spanish regiments still retained the earlier tercio
punch its way through any opposition. formation late into the war, at least until the disaster at
Rocroi.
Despite all of its strengths, the early tercio does make a
very nice target for artillery, slow moving, lots or ranks!
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unit formations
Linear Infantry Formations riding to the rear of the formation to re-load.
The Protestant armies of the Thirty Years War used
smaller, more linear units. These formations were Trotter/Galloper Cavalry
usually six to eight men deep with a varying proportion The various Protestant armies favoured cavalry formations
of pike and shot. The units were designed to deliver their of less depth and for the purposes of these rules will be
attack forward only and rely on other supporting units to deployed in one rank - as shown below.
protect their flanks and rear.
The diagram above shows a twenty-four man pike and
shot regiment with shot outnumbering the pike by 2:1, a
typical infantry formation of most Protestant armies Swedish Units
The Swedish army of the Thirty Years War was a product
of the early reforms of the Dutch army and hard-fought
battles with Polish cavalry. The army of Gustavus
Detached Shot Adolphus employed infantry in smaller more linear
A common practice for all armies of the period was
formations as did other Protestant armies - but took
to detach shot from their parent unit. These smaller
these developments a stage further.
units were able to operate in areas less suited to larger
formations. Players can organise their shot in close order
units (four figures to a base), or open order (three figures
to a base as shown below). Infantry Brigade
The diagram below shows the deployment of a large
Swedish infantry brigade, the pikemen lead the way with
additional pike and shot in support.
Cavalry Units
Cavalry units were also going through a period of change
in this period as armies tried to settle on the best method
of delivering a cavalry attack. Some armies relied on
deep formations of cavalry used to deliver successive
ranks of pistol or arquebus fire, while other armies used
their cavalry in much shallower units that relied more on
speed and impact than firepower. The two types of tactic
employed will determine the layout of the unit.
This next diagram shows a less “text-book” arrangement
Caracole Cavalry for Swedish infantry with three regiments offering mutual
The caracole was the preferred method of attack support in one brigade.
for much of the cavalry employed in the Imperial and
Catholic League armies.
It is entirely up to players which of these formations
they use, although I suspect the latter was probably used
more often. And certainly during the latter stages of the
war, after the death of Gustavus and with the increased
use of foreign mercenaries, the more simple formations
Cavalry would be deployed in deeper formations with were more favoured.
each rank riding forward to deliver their fire before
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unit formations
Swedish Cavalry mixed formations
Like other Protestant cavalry at the time, the Swedes Most infantry units will be mixed formations of pike and
employed their horse in linear fashion. The diagram shot. However, certain armies even deployed mixed units
below shows a typical deployment of Swedish cavalry of cavalry, with arquebus squadrons attached to cuirassier
with supporting detached shot. squadrons, the idea being that the arquebusiers would
fire on their opponents as a prelude to the cuirassier
charging in. Players can field such mixed units, with the
arquebusiers riding on the flanks of the heavy cavalry,
or they can deploy the cavalry as separate units fighting
alongside each other.
dragoons
Dragoons were used during this period, increasingly
towards the end. They would usually operate as mounted
infantry, preferring to fight dismounted. Dragoons were
artillery equipped with musket as well as pike (the former
A variety of artillery is available, from very heavy pieces outnumbering the latter). One movement base of
to much lighter regimental guns. Gun models do not mounted dragoons would be converted to one base of
need to be placed on a movement base as are other unit, dismounted dragoons (the action counting as a change
but players should make sure that crew figures are based formation).
separately from the gun (as crew can be removed if they
suffer hits). If the players artillery models are based-up
with crew already - simply use an additional marker to army lists
reflect when a figure is lost. The Father Tilly rules will be accompanied by extensive
army lists that cover the entire period of the Thirty Years
Each gun should be served by at least three crew and four War (available separately from the main rules). These
for the heavier guns. Regimental guns that are attached will include armies from the early phase - the Bohemian
to a unit need not be represented by an actual gun Rebellion right through to later French phase. The army
model, however, players should inform their opponents lists will include all the information players will need
of their presence if not actually represented. describing the different formations used as well as
details of likely unit sizes, tactics and grade.
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Initiative Change Formation: It costs 1 CA for a general to attempt
The flow of play in any turn is determined by the Initiative. to change a units formation, the unit must be within
Both sides choose a number between one and six, this command range of the general and cannot be in contact
number represents the number of Command Actions the with any enemy troops.
player has for that turn.
Change Order: It costs 1 CA for a general to attempt to
The initiative number chosen also determines which side change a units order (i.e. from open order to close order),
is activated first, the player that chooses the lowest the unit must be within command range of the general
number goes first. If both sides choose the same number, and cannot be in contact with any enemy troops.
the side that went first last time goes first again. If both
sides choose the same number on the first turn, both
sides roll 1d6 each until one side has scored more than example
the other, the side with the lowest score will then go The game is about to begin and so both sides are about
first using the number of Command Actions indicated on to test for initiative. Both players carefully consider the
the dice - the opponent will go last using the number of number of Command Actions they are likely to need and
Command Actions on their die roll. try and balance this with the need to go first - or sit back
and see what the opponent is going to do.
Command Actions Player one is not too bothered about going first and only
During the players turn a number of Command Actions
needs three actions - so selects a three (placing a six
(CA) can be chosen from the list below. Each action
sided dice face up with the required number out of sight
costs one or more Command Actions (see below). Players
of the opponent).
cannot take more actions than they are entitled to.
Player two is not at all bothered about moving first but
Move Troops: It costs 1 CA to move a unit that is within
has more to do and so selects a five (again marking the
the generals command range and to order a unit to
number with a d6 out of sight of the opponent).
charge. Units that are in groups can also be moved with 1
CA. Grouped units must be within four inches of another
When it is clear that both sides have chosen their
unit in the group and be moving in the same direction
initiative for the turn, both sides reveal their choice.
(and at the speed of the slowest unit in the group). It is
Player one has chosen a lower number than player two
not possible to order “group-charges”, each unit charging
and so goes first in the turn, player two must wait before
costs one CA.
their five Command Actions can be used.
Rally: Generals can attempt to rally one unit within
In the first turn, player one wishes to move a large central
command range at a cost of 1 CA. The rally will only be
block of infantry. This can be classed as a group move so
successful if the subject passes a morale test.
this only takes one Command Action. Player one also has
two cavalry units to move, but these not grouped and so
Change Orders: This option costs 1 CA for the general to
take one Command Action each.
change the orders of any sub commander or unit in their
command and within command range. If the subject is
outside of command range it is an extra CA per multiple
of the generals command range.
Limber/Unlimber Artillery: This action costs 1 CA for
any light artillery and 2 CA for any field artillery.
Commanded Fire: With this the general can direct the
fire of a friendly unit within command range thus allowing
the unit to fire on targets other than those closest to
them. This option costs 1 CA.
Reorder: This option costs 1 CA and allows the player
an attempt at removing a Disorder result from a unit
or gun. A successful morale test is required to remove
the Disorder. The commanding figure must be within
command range and the Disordered unit cannot be in
contact with any enemy forces.
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Game Sequence each turn spent moving through the terrain. For example
Each turn is divided into two phases, the first phase is a Tercio moves through some rough ground - 1d6 is rolled,
when the side that wins the initiative takes all of their a score of three means that the unit can only move three
actions, the second phase is when the opposing side inches (a score of four or more also means the unit moves
takes all of their actions. The following sequence must be three inches), the basic move is not added.
followed throughout the entire duration of the game.
1. Both sides test for Initiative. The side that wins the Units Turning
initiative takes the first phase (phasing side). Units that have to turn or wheel will have their movement
reduced. The amount that this is reduced by depends on
2. Charges are declared and tests are made. the depth of the unit. To wheel a unit, take its basic move
and add the d6 die score then deduct one inch for each
3. Shooting is calculated. figure depth in the unit. Note, the minimum distance
that the unit can turn is one inch per move. Skirmish
4. Movement. units suffer no movement penalties when wheeling or
turning.
5. Shooting after movement.
6. Combat is calculated. Move Limitations
Units cannot move if they have already fired that phase
7. Rally units Routing or Disordered. and gained the benefits of stationary firing, nor can they
move if they change formation (or attempt to change
8. Change orders. formation), although they will move if pushed back or
routed.
9. Reinforcements arrive.
10. The Non-Phasing side repeats Steps Two to Nine. Generals Move
Mounted generals move up to 24 inches per turn, foot
11. Both sides test for Initiative generals up to 12 inches. This move does not cost any
Command Actions to perform and does not require the
roll of a dice to contribute to the distance. The general
Movement figure can move any distance up to its maximum.
Units will have different movement rates depending on
troop type and conditions.
Artillery Movement
Each unit has a basic move (shown on the table below During this period, artillery tended to be mounted on
in inches), added to each move is the score of a d6 die very heavy carriages and were consequently very difficult
roll. to move.
Infantry Terrain Move Basic Move Artillery Terrain Limbered Unlimbered
Shot 1d6” 8 Regt/galloper 1d5” 4 2”
Pike & Shot 1d5” 6 Falconnet 1d4” 3 1”
Early Tercio 1d2” 5 Falcon 1d3” 2 ½
Tercio 1d3” 5 Culverin 1d2” 1 ½
Later Tercio 1d4” 5 Demi-Cannon 1d1” 0 0
Cannon 1d1” -1 0
Cavalry Terrain Move Basic Move
Cuirassier 1d4” 10 Limbered Move: This is the distance plus 1d6 that the
Horse/Arquebusier 1d5” 12 gun can move along a good road, when limbered. When
Galloper 1d5” 14 crossing fields or open terrain the basic move is halved
Skirmish 1d6” 14 but the die score is still applied.
Unlimbered Move: This is the distance that the crew
Terrain Move can manhandle the gun when unlimbered, there is no
Units that move through any type of terrain feature will d6 move bonus applied to this. If the crew is depleted,
have their move reduced to the score on 1d6 die roll for count the gun as one grade heavier for each figure lost.
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sequence & movement
Regimental Gun Move: The table above shows the Factor. If the die roll equals or exceeds the units Morale
movement rate for regimental guns that are not attached Factor the unit has managed to change from its existing
or part of infantry units. If a unit is equipped with this order to the required order. If the number rolled is lower
type of artillery downgrade its movement rate to that than the units Morale Factor it has failed to change this
of the next slowest unit type. Thus, a pike and shot unit turn and will complete the change during the Movement
would move the same as an later tercio. section of the following turn, during this period the unit
will count as Disordered until the change has occurred.
Disorder in Movement
Units or artillery can become Disordered when they move. Units cannot change order if they are in contact with an
When testing to move a unit or gun through terrain, if enemy unit, nor can they change if they moved that turn
the die score exceeds the units maximum move i.e. a roll or conducted any firing.
of five when moving a Cuirassier unit through cover - the
unit becomes Disordered because the score exceeds its
maximum move (the unit still moves). detachments
It was quite common for infantry units to detach some
Units that charge into contact through terrain must make of their number for independent operations - such as
an additional die roll if their charge was successful. 1d6 detaching shot to occupy areas of difficult ground, man
is rolled, if the score exceeds the units maximum terrain earthworks or cover the retreat of the main unit.
move i.e. a score of four or more for a Tercio, the charge
occurs but the unit is disordered when they contact their This can occur before the battle simply by reducing the
enemy. size of one or more units and placing the figures on their
own separate movement base, or it can occur during
a battle. This takes one Command Action and occurs
Disordered Artillery automatically, the player simply moves the detached
Artillery that becomes Disordered cannot move, fire, figures to the separate movement base (or bases) which
limber or unlimber until the Disorder result is removed. will be placed within four inches of the parent unit. The
detachment will then be able to act as an independent
unit. The parent unit or detachment will not be able to
Changing Formation carry out any other actions or firing if this occurs.
Units can adopt different formations. Most will fight
in a line (of varying depth) and most will arrive on the Detachments can be returned to the parent unit simply
battlefield in column of march. by moving the detachment into contact with the parent
unit, this also means that the parent can take no other
To change from one formation to another, the player rolls ations that turn (including firing). Detchments count as
1d6 and compares the score to the units Morale Factor. If their own separate unit when considering damage and
the die roll equals or exceeds the units Morale Factor the the effects of morale.
unit has managed to change to the required formation. If
the number rolled is lower than the units Morale Factor
it has failed to change this turn and will complete the Group Movement
change during the Movement section of the following Units that are within four inches of another unit in the
turn, during this period the unit will count as Disordered group can be commanded to move and charge with one
until the change has occurred. Command Action as long as the units are moving or
charging in the same direction.
Units cannot change formation if they are in contact
with an enemy unit, nor can they change if they moved
that turn or conducted any firing. Retreat Move
Units can make a move directly back making an about
face move - marching back and then executing another
about face to end up facing the enemy again. To complete
Changing order this move 1d6 is rolled and the score is compared to the
Most units will fight in close order formation. However, units morale, if the score is equal or more than the units
units that are engaged in smaller scale warfare, possibly Morale Factor the retreat move has been completed
in more difficult terrain, may favour a more loose successfully, if the score is less than the units Morale
formation. Factor - the retreat move has been made but the unit
has become Disordered in the process. The retreat move
Units can change their order during a battle, the player itself is the units basic move backwards without the
rolls 1d6 and compares the score to the units Morale inclusion of the 1d6 die roll bonus.
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Procedure
Shooting is based on each figure that can fire. 1d6 is hit and damage must be tested for. Any score of one is
rolled for each firing figure, but only if the target is considered a miss, any score of six (provided the target
within range and arc of fire (the forward 90° arc from is in range) is considered a hit. For instance, when firing
the front corner of the unit or gun). Roll 1d6 for each a Carbine, 1d6 is rolled and the score is multiplied by
firing figure, multiply the die score by the Weapon Range two (the weapons Range Factor). No Command Actions
Factor, if the score is equal or more than the range to are needed to instigate firing.
the target (in inches), the target has been
Weapon Range Factor Extreme Range Shooting Modifiers (to-hit die roll)
Musket 3 24” • Target is charging cavalry
Carbine 2 16” • Target not in firing arc start of turn
Arquebus 2 16” • Shooter moved
Pistol 1 8”
Rifle 4 40”
Range effectively), roll 1d6 - the score will determine the
Range is measured from the edge of the firing units number of figures that can fire at the cavalry. Only the
movement base to the edge of the target units movement front rank of figures is eligible to fire.
base. Targets that can be hit with a score of two are
considered to be at Short Range, for example, up to six Commanded Fire
inches for Muskets or four inches for Arquebuses. Extreme All units or artillery will fire at the nearest enemy target.
range is the distance that would require a six to hit the This means that two sleeves of shot from the same unit
target up to the weapons maximum possible range (see could fire on separate targets (if they were nearer). Only
table above). For instance, a Musket will be at extreme with the intervention of a general figure can units be
range against targets over fifteen inches away and no Commanded to fire on specific targets (see Command
more than twenty four. Actions).
Moving and Firing
Units can move and fire in the same turn but if they Damage
do only the front rank figures can fire. If the unit is Units that have suffered hits are likely to suffer damage.
stationary for the entire turn the front two ranks can fire When the attacking player has successfully rolled to hit
(this applies to caracoling cavalry as well). the target, damage must be resolved.
Procedure
Shooting Modifiers 1d6 is rolled for each hit inflicted on the target. When
A number of shooting modifiers are applied when figures firing small shot (muskets, pistols, arquebus) a score of
or units are firing. Deduct one from the die roll to hit five or six will inflict a kill result. Against units or artillery
for each of the following modifiers - target is charging crew, four kills will result in the removal of one figure
cavalry, target was not within firing arc at start of turn, from the target unit. If less than four kills are scored,
shooter moved. place a damage marker next to the unit to indicate the
number of kills. If enough hits occur later on to bring this
total up to four - another figure will be removed.
Disordered Firing
Units that have become Disordered can still fire but less Damage Modifiers
effectively. 1d6 is rolled before firing, the score is the The score required to inflict a kill result will be modified
number of figures that can actually fire within the unit. by a number (see table page 12). For example, when
Only the front rank of the unit is eligible to fire when firing at short range - a score of four, five and six will
Disordered. inflict a kill result (the usual 5+ to kill is reduced to 4+
with the -1 modifier). Or if the target is heavily armoured
Cuirassier, a score of seven would be needed to inflict a
Shot Sheltering under Pike kill (the 5+ goes up to 7+ with the +2 modifier).
When infantry units are charged by cavalry, the shot are
likely to shelter under their own pike. When this occurs
the shot can still fire at attacking cavalry (although less
11
Simon Dennan (order #2962077) 1
Shooting
Seven to Kill
If the score to kill a target exceeds six it will be much treble six is needed. This assumes that multiple hits have
more difficult to inflict this result. If a seven is required been inflicted, if a unit only suffers one hit - only one
to inflict a kill only a double six rolled for damage will damage dice is rolled, therefore making it impossible to
inflict a kill. If an eight is required to inflict a kill - a score a double, or treble six.
Target Modifier Target Modifier Firing Modifier
In cover +1 Hard cover +2 Short range -1
Armoured +1 Heavy armour +2 First fire (except artillery -1
Extreme range +1 Artillery (each rear rank of target) -1
Skirmish +2
Irregular (open order) +1
Premature Firing
Nervous units approaching enemy units may well fire as
soon as the enemy are in range, if the movement die
score that brings the approaching unit into firing range
of the enemy is less than the approaching units Morale
Factor, the unit will immediately halt (as soon as they
are in range) and commence firing. This is Disordered
firing - 1d6 is rolled to determine the number of figures
from the front rank that can fire (the maximum number
of figures that can fire cannot exceed the number of
figures in the front rank).
Firing into a Combat
Units that are engaged in combat with an enemy unit can
still be fired on into their flank or rear by other units if
the unit’s figure depth is greater than two and the flank
or rear area to be fired on is not covered by friendly
troops. Therefore a four rank Tercio in contact with an
enemy to the front can still be fired on into its flank.
Units can also be fired in their flank or rear by other units
if they have only Partially Engaged (see Combat section)
with the enemy unit, in this case even two rank units can
be fired on.
Which figures can Fire
Only the front two ranks of infantry or cavalry figures
(not two movement bases) can fire and only the front
rank if the unit moved. The front arc of fire for most units
and artillery is a 45 degree angle from the front corner
of the units movement base. However, skirmish units
Figures cannot fire on units that have at least half their
can fire from their front, rear or any flank and tercio’s
facing covered by friendly troops.
(any type) can fire from any facing that shot figures are
present. Obviously, units that are firing from more than
Figures are not able to fire on opposing figures if the line
one facing in the turn can only count each firing figure
of sight to the target is blocked by friendly figures. For
once, a figure cannot fire twice in different directions
example, if a line is traced between the firing figure and
(or even the same direction) . Artillery can only fire from
the target and that line passes over a friendly movement
their front arc (45 degree’s from each corner).
base.
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Shooting
Artillery - Canister Fire enough to reach the target - damage must be tested for.
The table below shows the range factor and the number Only 1d6 is rolled per gun when testing to hit.
of d6 rolled to hit using canister fire, thus when firing
a Falcon the player rolls 2d6 to hit at range factor two Artillery - Extreme Range
(multiply the score on the dice by two to determine the This is the absolute maximum range of this weapon and
range). Damage will be tested for on both dice if both requires a score of six to hit, for example when firing a
are successful. Cannon, any target that is over fifty and no more than
eight inches away will require a six to hit.
Artillery - Round Shot ROF
The table below also shows the Shooting Factor for round This is the guns rate of fire, for most this is one shot per
shot, for example when firing a Culverin, the die roll to turn but for heavier guns this could be one shot in two or
hit will be multiplied by eight, if the distance covered is even three turns.
Type Canister Round Shot Max hits Extreme Range ROF
Regimental/galloper 2 - 2 - 1
Falconnet 2 6 2 40” 1
Falcon 2 7 3 50” 1
Demi-Culverin 2 8 4 60” 1
Demi-Cannon 3 9 5 70” 1/2
Cannon 4 10 6 80” 1/3
Artillery Damage inflict a kill will be reduced from 4+ to 1+ (-1 for each of
When a target has been hit by artillery fire, the damage the three rear ranks).
must be determined. Damage for artillery fire (either
canister or round shot) is calculated in a slightly different Kill results inflicted on multiple targets in this way must
way. The basic score needed to inflict a kill is four or be divided between each unit affected. When kills can
more. Damage modifiers are applied, although armour is be evenly spread between the target units - this will be
ignored. If the modified die score to damage is achieved - done - but if this is not possible, the extra kills will go to
one kill is inflicted, if the score needed to kill is exceeded the nearest target.
by one then two kills are inflicted. For example, a three
is needed to inflict a kill (rear rank modifier has been Firing at Artillery Crew
applied) and a four is rolled - this means that two kill Small arms fire directed at an enemy gun can only affect
results have been achieved. the crew, which tolerates damage as if a unit (i.e four
kills removes one figure).
The number of kills that can be inflicted by one hit is
limited (see Max Hits column on the table above), for Round shot or canister fired at a gun can affect the
example a Demi-Cannon can inflict no more than five hits crew or the gun, or both. The attacking player should
with each shot. roll another d6, a score of six destroys the gun, a five
damages it (cannot move or fire for 1d6 turns as long as
the crew are in contact), a score of one to four means
Artillery Damage to Rear Targets the crew have been hit (and damage is calculated in the
It is possible that units to the rear of those targeted can usual way).
be damaged by artillery fire. If the range diced for the
artilley fire includes rear targets, these will be included
in the damage and counted as rear ranks when working
Depleted Artillery Crew
Artillery pieces that lose crew can still fire, but less
out the damage modifier.
frequently. For each crew figure lost, one Command
Action is required to fire the gun. At least one crew figure
For example, a two rank infantry regiment twelve inches
must be in contact with the gun to fire.
away has been fired upon. The shot fired can hit targets
up to fifteen inches away (this was the distance rolled
when testing to hit) and just behind the target unit is Artillery Catastrophe
another two rank unit within this range. This means that Guns of this period were prone to catastrophic powder
the rear unit is also in danger. These two units have a explosions caused by a stray spark, or gun barrels could
total of four ranks, this means that the score needed to burst with deadly effect - and a number of tokens
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Shooting
can be used to bring about these disasters (see War roll 2d6 and refer to the table below.
Tokens section). These particular tokens must be played
immediately after the gun has fired. 1d6 is rolled, if a Modified Die Score Effect on General
score of four or more occurs, the following will result. 3 - 5 No effect
6 - 7 Withdraws
Powder explosion, crew killed and gun destroyed. 8 - 9 Horse killed
Burst barrel, gun destroyed 1d6 kills on crew. 10 Escapes
Damaged carriage, gun cannot fire for 1d6 turns. 11 Wounded
12 Mortally Wounded
Re-crewing Artillery 13 Captured
Depleted crew can be boosted by taking figures from 14 + Killed
friendly infantry units. One infantry figure will replace
one lost artillery crew. Withdraws: The General withdraws directly back 2d6
inches.
Regimental guns Horse Killed: The Generals horse is killed, the general
Guns that are attached to units, such as Swedish Infantry can take no action or use any tokens next turn (or gather
Regiments, can only fire if the unit was stationary for the any more) while a replacement mount is found.
entire turn (the range is measured from the centre of
the unit. However, players do not have to go through the Escapes: The General has a narrow escape from the
process of limbering or unlimbering the guns every time enemy but his evasive action means that he has now
the unit moves. These guns are considered light enought gone missing, the figure is removed from play, no actions
and manoeuvrable enough to be able to by-pass these are possible next turn (or token played or gathered), at
rules. the end of next turn, another roll is made on the above
table (but with no modifiers) to determine the fate of
Risk to Unit Leader the general.
Although the leader in a unit is just one figure out of
many, there is a risk to the leader if the unit suffers kill Wounded: The General is wounded and the maximum
results. number of tokens the general can hold is reduced by
one.
The unit leader can be at risk if the attacking player
scores kill results on the unit and these die scores are Mortally Wounded: The General has suffered a grievous
treble or quadruple scores. For example, a unit receives wound and will be borne from the battlefield by two
five hits and the attacking player converts these hits to figures from the nearest friendly unit.
three kills by rolling three fives - the unit leader is at
risk. This risk will be realised if the attacking player then Captured: If the General is in combat he has been
plays a “Leader Killed” token - the leader will be killed. captured, or killed if fired on.
When a unit leader figure is killed, the unit immediately Killed: The General has been killed.
losses one figure. Note, this is one figure removed not
one kill. This loss occurs in addition to those other kills If the General is attached to a unit and is fired on or
already inflicted. For example, the unit that suffered engaged in close combat, the above chart is still used but
three kills had already suffered a kill from the previous only if the kill results are treble scores (i.e. in a Risk to
turn, this means that one figure will be removed (four Unit Leader situation). If this occurs the attacking player
kills removes a figure). The unit will also lose another must declare whether the attack is made against the
figure representing the loss of the leader. Unit Leader or against the attached General. If against
the General, the Risk to General table is consulted, the
The leader figure itself does not actually need to be modifer to the die roll is the number of kill results the
removed from play (another can be removed in its place, attacking player chooses to add (before the die roll is
a subordinate is considered to have taken his place). made).
Any kill results on a Generals base are not retained until
Risk to General the next turn as would kill results on a unit. If a General
General figures cannot be targeted by firing unless the base suffers six kill results in one turn and the General
opposing side play a “Target General” token, in this case survives, these six kills are not relevant and have no
there is a risk to the person of the general. Take the other effect in subsequent turns.
number of kill results inflicted on the generals base and
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Shooting
armour ammunition supply a simpler system is employed. When
Although the Thirty Years War witnessed the gradual testing to hit a target, if a player roll four sixes they will
decline in the use of armour, especially among the suffer a Low Ammo result if the opposing side plays a
infantry, it was still very much in use with much of the “Low Ammo” token. For example, a player is firing eight
cavalry. muskets and scores four sixes - this could produce a Low
Ammo result. Note, a Low Ammo result can only occur
In this section of the rules, targets either count as when rolling four sixes, not five or six or more.
having no armour, or are Armoured or Heavily Armoured.
Skirmish cavalry, dragoons and some mounted arquebus Artillery can also run low on ammo, but this occurs if two
units will count as having no armour. Most horse units sixes are rolled. For example, when testing to hit a player
such as pistol armed Protestant cavalry will count as scores a six and then a six when testing for damage - this
Armoured, as will many arquebus units. The only units will result in Low Ammo if the opposing player plays a
that can claim Heavily Armoured status are cuirassier Low Ammo token.
regiments or certain life-guard units, whose troopers are
protected by three-quarter plate armour. The effect of a Low Ammo result will be to remove one
figure from the unit or artillery crew. The loss of the
figure will not in itself prompt a morale test, but will
Ammunition Supply count against the unit when other losses are incurred.
It is possible for units and guns to run low on ammunition.
Rather than keeping detailed records of each units
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The Charge to its flank or rear facing (unless the target is a Tercio
Before close combat can take place, the attacking unit - in which case a charge test is required). Units that are
must halt at charge range (four inches) and pass a charge Disordered do not require a charge test to contact them.
test the following turn before they can attack the enemy If a charge test is not required the attacker can use its
unit. If the charge is successful, the defending unit must normal move to contact the enemy either during the
pass a test to stand for the combat to occur. charge phase or during the normal movement phase.
Charge Test
The test to charge is based on the units Morale Factor. 1d6 Test to Stand
is rolled for the unit, a number of modifiers are applied The test to stand is also based on the Morale Factor. 1d6
to the testing units Morale Factor, if the score is equal or is rolled for the unit, a number of modifiers are applied,
more than the modified Morale Factor - the test has been if the score equals or exceeded the modified factor the
successful and the attacker has charged. A score of one test has been passed and the defender has stood against
will always mean that a charge is not made. A charge test the charge. A score of one is not a failure is a one was
is not required if the enemy unit has been approached needed to pass the test to stand.
Modifiers Morale Factor
Size difference, opponent is smaller/larger by one base -1/+1
Size difference, opponent is half/double own unit (or more/less) -2/+2
Trotter/Galloper cavalry -1
Opponent Disordered/testing unit Disordered -1/+1
Caracoling cavalry that fired last phase testing to stand +1
Cavalry charging formed pike +1
Friendly general is within six inches of testing unit -1
Each ten percent figure loss from units starting strength +1
Counter-Charges to be simultaneous with the opponents firing.
It is never a good idea for cavalry to receive a charge
when stationary, so a successful test to stand for cavalry Failing to Charge
will result in the defending cavalry launching a counter- If a unit fails to charge, it cannot attempt another charge
charge and meeting their opponent half way through that turn, or take any other actions including firing.
their charge move.
Failing to Stand
Group Charge Test Failing the test to stand by one means that the unit will
It is not possible to order “group-charges”, each unit
fall back one inch and suffer one kill, failing the test
required to charge costs one CA and the charge test must
by two means the unit withdraws back two inches and
be made for each individual unit attempting to charge.
suffers two kills, failing the test by three and the unit
withdraws three inches back, suffers three kills and
counts as Disordered. Failing the test by four means the
Firing before Contact unit routs.
Missile armed units (musket, arquebus, pistol, artillery)
that are charged and have stood can fire at their attackers Units that fail to stand will still be contacted if they
before they are contacted as long as the target is within fall back one, two or three inches, the attacking unit is
the arc of fire. Roll 1d6 for the number of figures that moved into contact and a round of combat is fought - the
can fire (as in Disordered Firing) to see how many figures defending unit counting as having been pushed back in
can fire. the previous round.
Artillery that is charged will fire before contact if the If the unit routs, the attacker must test to follow up (see
crew passed their test to stand. Culverins or heavier guns Routing section later in the chapter).
can only fire if they did not fire in the previous Phase.
Cavalry can fire before they contact an opponent.
Target Partially Engaged
Carbine/Arquebus armed cavalry will fire at contact
Units may sometimes make contact in a less than
range before they are moved into contact (assuming the
enthusiastic way. This will occur if the attacker passes the
charge test was successful). Pistol armed cavalry will fire
charge test by scoring equal to the score required to pass
at two inches range. All firing before contact is considered
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combat
the charge test. If this occurs, infantry will tentatively full understanding of the process).
approach their opponents, shot armed infantry will
continue to fire at close range, only the first two ranks Combat Modifiers
of pike will fight. Cavalry will fence with other cavalry Player must apply a number of modifiers to the combat.
and look for an opening in foot units. At this level of The first type of modifier applied is to the score “to-hit”.
contact there is no charge bonus awarded in combat and Formed cavalry charging into contact in the first round of
no chance of a breakthrough. If kill results occur from a combat count as one Combat Factor better. Opponents
Partial Engaged combat, the combat will become fully that are disordered or pushed back last turn or stationary
engaged (normal) next turn. cavalry receiving a charge count as one Combat Factor
worse. Units with generals attached count as one Combat
Target Charged Factor better.
The attacker has contacted their opponent with maximum
impact. Horse will smash into other horse or foot and
will possibly breakthrough. Shot attached to pike will Figures Eligible to Fight
shelter under the pike when charged by horse (and will Figures armed with single handed weapons, improvised
not count as part of the combat), shot charging will not weapons or wielding muskets as clubs can only fight in
fire but use their weapon as a club, pike units will resort one rank i.e. rear rank figures equipped in this way would
to “push of pike”. not be able to fight. Spear or polearm armed figures can
fight in two ranks and pike armed figures can fight up to
four ranks deep. Caracoling cavalry fight in two ranks
Combat Procedure but can only count the rear rank if they pushed their
All figures have a Combat Factor, this ranges from two opponent back in the last round of combat.
(the best) to six (the worst). During combat, for all
figures that are eligible to fight 1d6 is rolled. A score that Figures that overlap their opponent can also fight, but
is equal or more than the figures Combat Factor means only one overlapping figure per side - and only one
that the figure has a chance of scoring a hit. rank.
Both sides in the combat roll their combat dice at the Pike units that become Disordered are far less effective
same time. They then remove any dice that have failed to and only count their front two ranks in combat, disordered
score a hit (lower score than Combat Factor). They then spear or polearm figures only count the first rank.
remove any dice that correspond to the die rolls of the
opponent (i.e. matched scores rolled by the opponent).
For instance both sides have scored three fours - normally Damage
enough to hit - but these are not counted because they Once the number of hits has been established, damage
are the same as the opponents die rolls. Once this has must be determined. 1d6 is rolled for each hit and the
been done any remaining hits are counted against the table below is referred to.
opponent.
Weapon Kill
Example: Both sides each have ten figures in combat Single handed (musket as club) 4+
and each side needs to score four or more to hit. One Pike not receiving cavalry charge 4+
side rolls 1, 3, 3, 4, 4, 5, 5, 5, 6, 6. This side has seven Farming implement 4+
possible hits (scores of four or more). The opposing side Pike receiving cavalry charge 3+
has scored 1, 2, 2, 3, 4, 5, 5, 6, 6, 6 and has six potential Two handed weapon or cavalry charging 3+
hits. Both players now remove the dice that missed and Lance armed cavalry charging 2+
compare the remaining dice. The second player scored Improvised weapon/artillery crew 5+
one four - this is removed along with one of the fours of
the first player. The second player has two fives - these
are removed along with two of the first players fives. The Damage Modifiers in Combat
second player has three sixes and the first player has two The same armour and cover modifiers are applied when
- both sides remove two of the sixes. What remains for testing for damage in Combat as in Shooting.
player one are one four and one five. What remains for
player two is one six. This means that the first player
has scored two hits and the second player has scored
one. Damage must now be tested for (it is advisable for Results of Combat
players to run through this example with dice to get a Once a round of combat has been fought, the result must
be determined. Each unit that suffered hits must test for
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combat
morale. 1d6 is rolled, if the score equals or exceeds the that breakthrough will be placed 1d6 inches to the rear
units Morale Factor - the test has been passed. A number of the opposing unit (after it has taken its morale test)
of modifiers need to be applied to the test: and that unit will have to take a morale test as if it lost
the combat (even if it inflicted more hits, the cavalry
• The side that inflicted the most hits will count that broke through need not test (despite any losses).
as one morale Factor.
• Friendly generals within six inches will also Cavalry that charge other cavalry will both test to
increase the units Morale Factor by one. breakthrough. If both are successful - neither side need
• If the testing unit is Disordered it counts as one test for morale that phase and both units will be placed
Morale Factor worse. 1d6 inches from the point that both units met.
• Each ten percent loss of figures (from the units
original strength) makes the unit morale one
factor worse (i.e. four becomes five). Breaking Contact
Cavalry that have contacted an opponent but have failed
Failing the test by one means the unit is pushed back to have had significant impact may withdraw from the
one inch and suffers another kill, failing the test by two combat, regroup and have another go. Cavalry that have
means that the unit is pushed back two inches and suffers contacted an enemy unit but the combat has failed to
another two kills, failing the test by three and the unit is produce any kills will test for morale at the end of the
pushed back three inches, suffers another three kills and turn. If the test is successful, the unit will move back to
counts as Disordered. Failing the test by four means the charge range. If the test is unsuccessful the cavalry will
unit routs. If both sides fail their morale test they will stay and fight. If both sides are cavalry, both will test,
break contact and move back equally until they are at and if successful both will move until they are at charge
contact range (four inches). If one side fails by one, two range.
or three and the other side passes, the loser is pushed
back and the winner remains in contact. Fatigue
Units can become Fatigued after fighting in close combat.
If a Disordered unit suffers another Disorder result or After a combat has finished and the opposing side has
is pushed back, it will Rout. Two consequetive push been routed and the unit has not followed up, the player
back results mean that the unit automtically becomes controlling the victorious unit must take a morale test.
Disordered. When testing for foot units - if unsuccessful the unit is
Disordered, if successful the unit must halt and cannot
move next turn.
Pushed Back into Friendly Unit
Units that are pushed back into friendly units will When testing for horse units, an unsuccessful result
automatically become Disordered and will automatically means the horse are “blown” and will retire Disordered
Disorder the unit that they contacted. If either of these a full move to the rear (including full move dice bonus).
units are already Disordered - they will Rout. If successful the horse unit must halt and cannot move
next turn. When taking this test, count the unit as if
Skirmishers in Combat its Morale Factor is one worse if Cuirassier and one
Skirmish units and artillery crew cannot contact formed better if Swedish horse or skirmish cavalry. If cavalry are
units to the front (or flank/rear if Tercio), however they contacted by the enemy during their inactivity next turn
can contact Disordered units or other skirmish or open - they cannot counter-charge.
order units or artillery crew if they pass a charge test.
If contacted by formed units (not skirmishers/artillery
crew or disordered units) they will rout.
Evading
Cavalry units can attempt to evade contact if attacked
Cavalry Breakthrough by enemy foot or horse units and skirmish foot units can
Charging cavalry can sometimes breakthrough enemy attempt to evade formed foot, such as a forlorn hope
units. Cavalry that charge a foot unit can test to evading a Tercio. When a unit is about to be contacted,
breakthrough (only in the phase that they charged) that the defending player declares the intention to evade. A
unit if they managed to inflict hits. 1d6 is rolled, if the morale test must be made for this to occur.
score exceeds the number of figure ranks in the opposing
infantry unit, the cavalry have broken through. However, If the evader has a higher move rate than the attacker,
one is deducted from the score for Trotter cavalry, two for the evader counts as if one Morale Factor higher, and
caracoling and three for skirmish cavalry. If the infantry if a friendly general is within six inches the morale
unit is Disordred count them as one rank less.The cavalry factor counts as one better also (also apply figure loss
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combat
modifiers). If the test is successful, the attacking unit Disordered when they break contact.
makes its move and the evader is placed within contact
range of the attacker, which has moved to occupy the Pursuing cavalry that reach the opponents rear table
position vacated by the evader. If the evader scored edge will also be removed from play and routing units
one more than the required score to evade, the evader cannot be rallied if they have pursuers in contact.
can fire at the attacker during the evade move (roll 1d6
for the number of figures firing). If the evading unit is
skirmish cavalry it can fire on any successful evade. Contacted to Flank or Rear
Units contacted to the flank will automatically become
If the test was unsuccessful, the unit makes a normal move Disordered unless the contacted unit has three or more
away from the attacker and cannot fire. The evading unit figure ranks. Units contacted to the rear will automatically
will be Disordered unless the evaders are skirmishers. become Disordered unless Tercio.
In this case, the attacker has the chance of catching up
with the evader if the attackers full move could bring When units are contacted in this way, figures will turn
them into contact - a move test is made, if the distance on their movement base to face the direction of their
rolled (after deducing four inches for the distance of the attacker.
charge) is enough to bring the units into contact - this
will occur and a round of combat is fought. more than one Opponent
If a unit is in contact with more than one enemy unit
and one of these outnumbering units is defeated (pushed
Routing back, withdraws, routs), the victorious unit must still
Units that rout will immediately move their maximum defeat the remaining enemy before any follow-up moves
move away from the enemy (basic move plus maximum can be made.
move dice). The unit will immediately lose a figure and
then one figure (not one kill) each turn that it routs until Failure to Engage
it reaches its own rear table edge - where it is removed Pike armed infantry such as Tercios and pike and shot units
from play. If the routing unit has a pursuer in contact (or that only partially contact the front of an enemy unit
if an attacking unit contacts the routers), one to three will fail to engage, for example, when the units pikemen
figures are lost per turn from the routers (roll 1d6, a score fail to line up against enemy troops (and are thus unable
of three or more means three figures lost). Routing units to bring their weapons to bare). If the resulting combat
that contact friendly units will automatically Disorder fails to produce any kill results (on either side) the unit
that unit. The contacted unit takes an immediate morale will automatically pull back to four inches range at the
test and the usual friendly general proximity and figure end of the combat phase.
loss modifiers are applied.
Occupying Enemy Positions
The first six inches of a rout move is directly back, after Units that push enemy units out of earthworks or other
that a routing unit can be moved through gaps in units as defended positions must take a terrain test to see if they
long as the gap is at least one inch wide per movement become Disordered when moving to occupy the new
base of the routing unit. Routing units are represented as position.
disorderly clumps on the table, a ragged column moving
away from the enemy towards the rear table edge.
Defending Earthworks
Routing units that are successfully rallied must remain Infantry can be deployed to defend earthworks or other
stationary in the following turn and will be considered defensive positions. Although the earthworks may be an
Disorered. irregular pattern, the troops inside will still count as
formed when they occupy these positions. These kinds
of positions are usually left to shot units to defend.
Pursuit
Cavalry that rout an opponent can pursue the routing Generals Attached to Units
unit. When a unit routs, the victorious cavalry will remain Generals can be attached to units by moving them into
in contact for the first rout move. Before subsequent contact with each other (neither can then move again
rout moves (during movement section of the phase) in that phase). The unit will count as one grade better while
later turns, the player controlling the pursuing cavalry the general is attached. Commanded fire and movement
must test to see if their unit remains in pursuit. 1d6 is for the unit will not cost any command actions while
rolled, a score of one or two means the pursuing unit the general is attached. However, the generals command
breaks contact. Pursuing cavalry will automatically be range will be halved whilst attached.
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Each unit has a Morale Factor which ranges from two to Factor worse. This also applies when testing to stand or
six, two being very good morale, six being terrible! To charge.
test for morale 1d6 is rolled for the unit in question. If
the score equals or exceeds the Morale Factor the test Proximity of General
has been passed. If the score is less than the Morale Units that are within six inches of a friendly general
Factor, the test has been failed. A unit can only take one figure (or the general is attached to the unit) test for
Morale Test per Phase (i.e. once in the players Phase and morale as if one grade better i.e. Morale Factor two
once in the opponents Phase) although they can take a units becomes one).
charge test and a morale test in the same phase.
Death of the General
Unit Morale If a General figure is killed, all friendly units within the
A unit has to test for morale when it loses ten percent Generals command range must take a morale check.
of its total starting strength and then again with each
additional ten percent loss (ten percent of the original
starting strength of the unit). For example, a ten figure
unit loses one figure - it must test morale. The unit must victory & defeat
also test when a nearby friendly unit routs or when the Obviously, the objective in most battles is to defeat
unit is in combat and it suffers one or more kills. the opposing army, however, it is not always easy to
determine who has gained the upper hand at the end of
The units morale is modified by the percentage of its play. For those battles where the outcome is not obvious,
loses. At ten percent or more the unit tests as if its players can tot-up the points listed below to determine
Morale Factor is one worse, at twenty percent the unit the winner.
tests as if two worse etc.
victory points
At the end of a battle, players should run through the
Unit Morale Results list of victory conditions adding or deducting any victory
Failing the Morale Test by one means the unit withdraws points as appropriate.
back one inch and suffers one kill, failing the test by two
and the unit withdraws two inches and suffers two kills, Add one victory point:
failing the test by three and the unit withdraws three • each objective (specified beforehand) captured
inches, suffers three kills and counts as Disordered.
Failing the test by four means the unit routs. Deduct one victory point:
• each own unit destroyed or routed/routing
• own side lost more figures than opponent
Effects of Routing • each friendly general killed or captured
Friendly units that rout (other than skirmishers or
artillery crew) will have a detrimental effect on nearby Games that are based around specific scenarios can have
units. The area of effect for nearby units that need to clear victory conditions specified at the start of the
test is one inch per movement base of the routing unit battle, for example, one side must capture a bridge from
(or two inches for elite or guard units). For example, the enemy, if this is completed, the attacker has won.
should a unit that comprises of eight movement bases It could even be specified that the number of casualties
rout, it will compel friendly units within eight inches to lost are not counted provided the vital objective is
take a morale test. gained. This could of course apply to the defender as
well, the bridge must be held at all cost, irrespective of
Artillery Crew Morale casualties! Other conditions can be applied to specific
Artillery crew must test for morale with each crew scenarios provided that these are clearly expressed at
member that they lose. The crews Morale Factor will be the start of the game.
one worse with each figure lost (i.e. morale factor four
becomes morale factor five). Crews that withdraw will
abandon their guns, although they can return to them.
Crew that rout will be removed from play and will not
return to their guns.
Disorder
Units that are Disordered test for morale as if one Morale
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War Tokens are a vital aspect of the Father Tilly rules. Stalwart: Playing this token forces the opposing player
From the example below we can see that they contain a to re-roll all hits in one combat.
lot of information.
Counter Attack: Playing this token allows the player to
Leader A1 Deploy 3 interrupt the opponents phase as if the opponents phase
has suddenly ended and the players phase has suddenly
begun.
FEROCITY
Pay Day: This token will negate the effects of a Mutiny
and Unrest card if played immediately afterwards.
Initiative 2 Morale 1
Ambush: This token must be played on a friendly unit
that is within six inches of cover such as buildings or
War Tokens are awarded to players during the game and woods. When played one to two figures per movement
are then used by players to enhance the performance of base of unit are removed from the unit and converted
their troops and improve their chances of winning. to skirmishers or detached shot. The figures are then
placed in the area of cover and will immediately fire
The central text of the token is its main subject. From on the nearest enemy target (player during opponents
the example shown above, this is FEROCITY. The main phase).
subject of the War Token will vary from card to card. In
each corner of the token is a sub-heading such as Leader Find a Path: Playing this token on a unit allows it to move
or Initiative - each token will have the same sub-heading through an area of terrain without the risk of Disorder
although the values will change, for example Initiative 2 (thus negating the effects of a Difficult Ground token).
and Initiative 3.
Looters: When played on an enemy skirmish unit the
opposing player must test against the units morale, if
Main Heading unsuccessful the unit will leave the table by the shortest
When using the main heading of a token, the recipient of route (at maximum move rate) in search of loot. The unit
the token must be within command range of the general will not reappear before the end of the battle unless a
that is delivering the token. If the recipient of the token Reinforce token is played.
is to be an enemy unit or general - there is no limit to the
range that the token can be employed. Powder explosion/burst barrel/damaged carriage:
playing these cards on an enemy gun will cause the
Resolve: Playing this token on a unit means that it can opposing player to test for damage against the gun (see
ignore a morale check it is about to take. Firing section).
Bravery: Playing this token on a unit means that it will
automatically pass a charge test/test to stand. Difficult Ground: This token must be played on an
emeny unit about to move (not charge). The moving unit
Indomitable: Playing this token means that one kill result will move as if crossing terrain. If the unit is already
on a unit can be ignored. crossing terrain the opposing player must roll 2d6 for the
move test (and take the worst result). This token can be
Rally: Playing this token means that one unit can played against reinforcements, the effect of this will be
automatically pass a rally test. to delay their arrival by 1d6 turns.
Sharpshooter: Playing this token means that one figure Scouting: Playing this token shows that the player has
firing small arms will automatically hit a target without scouted the area with some success. Playing this card
having to roll a d6 (small arms fire only). immediately after an opponent plays a Ambush or
Difficult Ground will negate the effects of these tokens.
Dead Shot: Playing this token means that one hit in The difficult ground is ignored and the ambushers are
shooting will automatically be converted to a kill result pushed back 2d6 inches and will be unable to fire.
without having to roll a d6 (small arms fire only).
Question Orders: Playing this token on an enemy general
Ferocity: Playing this token enables the player to re-roll will mean that the opposing player will not be able to
all missed hits in one combat (not scores that equal the use any Command Actions for that turn.
opponents).
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war tokens
Mutiny: This token must be played on a unit before it the table edge and cannot move that turn and cannot
has had a chance to move in the game. Violent disorder appear within charge range of enemy troops.
will break out within the ranks. 1d6 is rolled, this is the
number of kills the unit suffers. If the die score is less Good Fortune: Playing this token will redirect the effects
than the units Morale Factor, the mutiny continues until of Mutiny, Unrest, Curse and Artillery Catastrophe tokens
the next turn (when further casualties and the chance so that the player who played the card, for example
of the mutiny to continue are tested for). Units that are Mutiny, suffers the effects of a mutiny on one of their
in a state of Mutiny count as Disordered and can take no own units! This token can also be used to cancel out the
other actions. effects of Sharpshooter, Dead Shot, Traitor and Leader
Killed tokens.
Unrest: Playing this token makes a violent argument
breakout within the ranks of an enemy unit. This token Spy: This token can be used in several ways - to find
must be played on a unit that has not yet moved (as out about enemy units (the opponent must reveal the
with Mutiny). A morale test is made immediately after morale and combat factors of one unit), to find out the
the token is played, if the test fails the unit becomes opponents intentions (one opposing general must reveal
Disordered and the unrest continues, if the test is their orders) or to take a token (randomly selected) from
successful the unrest ends with no effects applied. If each opposing general figure.
the unrest continues into the next turn, another failed
morale test means that the unrest continues and the unit Traitor: When this token is played, the opposing player
remains Disordered (it does not deteriorate further). takes the Traitor token and swaps it for one of their own
(randomly selected). The player then holds this token
Generals Quarrel: This token can only be played on and cannot discard unless discarded with a Good Fortune
enemy generals that are within command range of each token. When this token is held, the player must hand
other. If played - neither general can use any tokens over one of their tokens to the player that originally gave
during that turn. them the Traitor - each turn.
Generals Drunk: This token must be played on an enemy Curse: This token must be played on an opposing general.
general before the general has issued any commands or Once played this will mean that the next negative result
taken any actions. 1d6 is rolled to determine the random suffered by any troops in that command will be made
effect. Drunken generals cannot gain or use tokens. one worse. For example, a unit loses one figure during
shooting - with a Curse the unit would lose two figures,
1. Question Orders. or a unit fails a morale test by one - with a Curse, the
2. Mutiny (nearest friendly unit). test is failed by two. Once the effect has been applied
3. Unrest (nearest friendly unit). the Curse is lifted and the token is discarded.
4. Generals Quarrel.
5. Upgrade Orders (more aggressive) If the Curse token is discovered in a players hand (by
6. Sleep for 1d6 turns. the use of a Spy token) the effect of the Curse is played
on the holder of the token and not the player who
Target General: Playing this card on an enemy general discovered it.
figure allows the general to be targeted by missile fire
(muskets, artillery etc). Note, a Good Fortune token can put the effect of the
Curse back on the player that initially deployed it. Curse
Leader Killed: If this token is played on a unit that has tokens cannot be discarded without being used i.e. if the
suffered kills and the Leader is at risk - the unit leader general holds too many tokens.
will be killed.
Low Ammo: Units may be at risk of running low on ammo Sub-Headings
- usually if four sixes are scored to hit. If this token is Sub-headings are described in detail below. Using this
played then, the opposing unit will suffer the effects of aspect of the token means that the token is not subject
Low Ammo. to command range, i.e. if played on a unit, the unit does
not have to be within command range of the commanding
Reinforce: Playing this token during the reinforcement general.
section of the phase allows players to bring onto the table
(on the players rear edge) any eligible reinforcements Leader
they may have - or any looters or pursuers that may Using this aspect of the token allows the player to
have left the table (at the same point that they left the influence or improve the actions of a friendly unit by the
table). When reinforcements arrive, they are placed on endeavours of the unit leader.
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war tokens
Initiative
A: Attack, this is the number of extra dice that can be Using the Initiative aspect of the token allows the player
used when testing to hit in combat, thus the player can to use extra Command Actions during their phase. For
roll an extra 2d6 in combat with A2. example, the player has chosen one for the initiative for
that phase but plays an Initiative 3 token, the player now
In: Inspire, the unit leader inspires the troops when has four actions to use that turn.
about to take a charge test or make a test to stand and
allows the player to roll extra dice when taking the test Deploy
(selecting the best result). For example, when testing to This part of the War Token deals with the way troops are
charge the player rolls one extra d6 with an In1. deployed at the start of the battle and is described in
the following section.
M: Move, the unit leader pushes his unit to move its
maximum and allows the player to roll extra dice when
testing for movement (and taking the best result).
Morale
This factor shows the number of extra dice that can
Therefore M2 allows the player to roll two extra
be rolled when taking a morale test (taking the best
movement dice.
result).
V: Volley, the unit leader organises his unit to deliver
an effective volley from his missile troops. This has the Playing War Tokens
effect of allowing extra dice to be rolled to hit the enemy Tokens are dealt at the start of the turn, the winner of
(in the same way as Attack - see above). This only applys the initiative draws first from the pack. Tokens can be
to units that are of Regular or better grade. played at any point during the game, during the players
phase or during the opponents, however, only one token
R: Reform, this option allows the player to roll extra can be played on one unit per phase per player.
dice when attempting to reform a Disordered unit. For
example R2 allows the player to roll two extra d6 and Used or discarded tokens are placed on the discard
take the best result. pile which will be shuffled and re-used if and when the
remaining tokens are all used.
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This section should ideally be located nearer the front had most points placing one unit next. This sequence
of the rules, but it is also important for players to continues until all units are placed on the table.
understand how the tokens work, so the deployment
rules are located after the War Tokens chapter. Before One side scores double: side that has less deployment
the battle can start, players must consider how to deploy points places two units first followed by the side that
their army. Before any figures are placed, each player had most points placing one unit next. This sequence
receives tokens for each general they command, as if continues until all units are placed on the table.
each general was holding the maximum number of tokens
permitted. For example, if a player controls two generals One side scores treble or more: side that has less
who have Average Strategic skills (see Generals Profile) - deployment points places three units first followed by
the player would receive eight War Tokens. These tokens the side that had most points placing one unit next.
must now all be used during the Deployment Phase. This This sequence continues until all units are placed on the
phase breaks down into five stages: table.
Stage One: Deployment location Stage Three: Deploy Skirmishers
The first stage determines the distance from each other At this stage players can now place their skirmish units
that both armies can deploy. Players allocate one or more in advance of the main body of the army. Not all armies
of their tokens to the first stage (keeping their choice will have skirmish troops, but for those that don’t have
hidden from the opponent), both sides then compare the any, this phase must still be used as it represents the
total deployment points on their token (or tokens). intention to drive back enemy skirmishers. Players
allocate one or more of their tokens to the third stage
Equal scores: Both sides deploy up to fourteen inches (keeping their choice hidden from the opponent), both
in from their rear table edge (assuming a four foot wide sides then compare the total deployment points on their
table - increase the distance by six inches per side for token (or tokens).
each additional foot width of the playing area used).
Equal scores: No skirmish units can be placed in advance
One side scores more: the winner (side that had the of the main army.
most deployment points) can place their army up to
sixteen inches in, the loser places their army no more One side scores more: the winner (side that had the
than twelve inches in (plus table width modifiers). most deployment points) can move any skirmish units up
to six inches in advance of the rest of the army (but no
One side scores double: the winner (side that had the closer than contact range to any enemy units). If the
most deployment points) can place their army up to winner has no skirmishers result counts as equal scores.
eighteen inches in, the loser places their army no more
than ten inches in (plus table width modifiers). One side scores double: the winner can move any
skirmish units up to twelve inches in advance of the rest
One side scores treble or more: the winner (side that of the army (but no closer than contact range to any
had the most deployment points) can place their army enemy units). If the winner has no skirmishers result
up to twenty inches in, the loser places their army no counts as equal scores.
more than eight inches in (plus table width modifiers).
One side scores treble or more: the winner can move
any skirmish units up to eighteen inches in advance of
Stage Two: Deployment Sequence the rest of the army (but no closer than contact range to
Players allocate one or more of their tokens to the second any enemy units). If the winner has no skirmishers result
stage (keeping their choice hidden from the opponent), counts as equal scores.
both sides then compare the total deployment points on
their token (or tokens). Note, if the Deployment rules are being used stages one,
two and three are compulsory - players must allocate at
Equal scores: Both sides roll 1d6, the player that scores least one War Token to each of these options.
the lowest places one unit first followed by the player
that scored the highest placing one unit. This sequence
continues until all units are placed. Stage Four: Deploy Fortifications
This stage is optional for the players, they do not have
One side scores more: side that has less deployment to build fortifications or earthworks. Each deployment
points places one unit first followed by the side that point spent on this stage gives the player one section of
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army deployment
earthwork - each section will provide hard cover for one If players have decided to re-fight an “historical” battle,
gun or one movement base of infantry. i.e. one that already suggests ways of deploying the
troops, this section can be ignored. Players can refer to
the historical deployment provided by maps and orders of
Stage Five: Artillery Barrage battle rather than refering to this section. Or players can
This is another optional stage for the players, they do use this section in conjunction with an historical battle,
not have to fire an artillery barrage at the enemy as a for instance using stages two, three and five because
prelude to the battle. However, if players do allocate the location of troops deployment has already been
deployment points to this stage they will be able to fire specified. Players can therefore use some, none or all of
one shot per deployed gun for each point spent (maximum this section as the situation or preference demands.
six shots can be fired per gun).
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Each general has a profile that describes their Tactical, they should refer to the table below rolling 1d6 for each
Strategic and Command Skills. Certain generals may also aspect of the profile. However, if players wish to use
have a “personality” which indicates a certain preferred known generals - refer to the generals profiles in the
way of interpreting orders and dealing with situations. army lists sections - for my own interpretations of many
of the most well known leaders of the time.
If players wish to generate a profile for their leaders
Die Roll Tactical Effect
1 - 3 Poor Will gain one Token each time side wins the Initiative
4 - 5 Average Will gain one Token each turn
6 Good Will gain one Token per turn and two if side wins the Initiative
Die Roll Strategic Effect
1 - 3 Poor Can only hold two War Tokens per turn (others must be discarded)
4 - 5 Average Can hold up to four Tokens per turn (others must be discarded)
6 Good Can hold up to six Tokens per turn (others must be discarded)
Die Roll Command Effect
1 - 3 Poor Command range twelve inches
4 - 5 Average Command range sixteen inches
6 Good Command range twenty inches
Die Roll Personality Effect
1 Rash Always participates in close combat, upgrades orders
2 Cautious Downgrades orders.
3 Insubordinate Likely to refuse orders.
4 Quarrelsome Takes longer to change orders.
5 Erratic Swings from “Cautious” to “Rash” (randomly determine)
6 Normal None
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Each sub-general must be issued with orders; these approach to musket range, but will not make contact
will define the actions permitted by the units in the with enemy units.
command. Orders must include such descriptions as
Attack, Move, Hold or Withdraw. Orders should include Hold
arrows on maps to indicate directions and objectives, or Units cannot be ordered beyond the boundary of the area
must specify areas to be held. All generals usually start defined on the players map. Units can move to any point
the game with orders. within this area and can be ordered to contact enemy
units that encroach on this area. The boundary is defined
If the commanding general wishes to change a sub- as the area the formation occupies at the start of the
general’s order, two Command Actions must be spent. battle and extends up to four inches from any unit.
1d6 is then rolled to determine whether the order has
been received. Orders must be carried out until they are Withdraw
completed or changed by the commanding general. The first command that must be attempted each turn
with this formation is to move a unit along the specified
Die Roll Order Arrival path on the players map away from the enemy. Units
1 Order is not received cannot be commanded to charge enemy units.
2 - 3 Order not received this turn, roll
again next turn
4 Order received but will be Orders for Individual Units
executed in the wrong direction The CinC figure can issue orders to individual friendly units
5 Order received but interpreted not directly within his command. The order interpretation
as follows: is rolled for in the usual way, if a five is rolled, the
Cautious general will resort to ‘personality’ of the unit will have to be determined, roll
hold orders. 1d6, 1: Cautious, 2: Rash, 3: Insubordinate, 4: Erratic,
Rash general will resort to attack 5-6: Normal. If the order is successfully received the unit
order towards the nearest will operate with these new instructions unit another
enemy. change of orders is received.
Insubordinate, will change
orders (to another randomly Wrong Direction
selected order). Units that have been ordered to move will do so but
Quarrelsome general will change in the wrong direction. Randomly select a path other
order as instructed next turn than the intended, all units will now follow this path.
Erratic general’s command rating If the change of orders did not involve any movement,
will be one lower than the change of orders is ignored. The formation that has
6 General receives orders as received orders but is moving in the wrong direction
instructed cannot receive a change of orders until it has spent two
full turns moving in this wrong direction.
Order Definitions
Players must clearly mark on a map the direction of
attack, movement or withdrawal that the command is to
take. This is the direction that units must attempt to take
until orders have been changed. With hold orders, the
area to be held must be defined on the players map.
Attack
The first command that must be attempted each turn
with this formation is to make a charge test, or if not
possible to move towards the enemy along the specified
path on the players map.
Move
The first command that must be attempted each turn
with this formation is to move a unit along the specified
path on the players map. Units can be commanded to
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Each unit will have a Grade that gives an indication of deducts one point from the cost of the individual figure
its overall quality. The unit profile provides the specific (which can make peasants pretty cheap!).
details and includes Morale Factor, Combat Factor and
Attributes. The cost indicated is cost per figure. Die Roll: 1
The units first Morale Test will be one result worse than
Unit Grade Morale Combat Cost that rolled.
Elite 2 2 10
Veteran 2 3 8 Die Roll: 2
Regular 4 4 6 The unit will suffer an extra Kill result first time it suffers
Conscript 4 5 4 a kill result.
Militia 5 6 3
Peasant 6 6 2 Die Roll: 3
The unit cannot gain a “first-fire” bonus in shooting
during the battle.
Unit Attributes
These are additional qualities that may help or hinder the Die Roll: 4
unit and add a bit of variety to the uniform factors shown The units first Charge Test will be made as if the units
in the table above - they are completely optional. Morale Factor is one worse than actual.
Die Roll: 5
The units first Test to Stand will be made as if the units
Positive Attributes Morale Factor is one worse than actual.
Units that are Veteran grade can have one Positive
Attribute, Elite units can have up to two. Each attribute Die Roll: 6
costs an additional two points per figure. Players should If the unit becomes Disordered it will require two
roll 1d6 and refer to the table below. successful Reorder rolls to reform (and lose the Disorder
result).
Die Roll: 1
The unit will ignore the first Morale Test it has to make Although each unit will have a grade, it is not necessary
in the battle. to provide each unit with an Attribute (or attributes),
this part of the rules is optional and does not have to be
Die Roll: 2 included.
The unit will ignore the first Kill result it will suffer in
battle.
Die Roll: 3 Additional Costs
The first two shots the unit takes in battle will count as The cost of each unit is determined by the number and
“first-fire”. grade of each figure in the unit. Added to this are a
number of additional costs (to each figure).
Die Roll: 4 Additional Cost
The unit will automatically pass its first charge Armoured troops 1
attempt. Heavily armoured troops 2
Galloper cavalry 2
Die Roll: 5
The unit will automatically pass the first test to stand it
attempts.
Artillery Costs
Die Roll: 6 The cost of each gun is determined by its size and type.
The unit will ignore its first Disorder result during the Refer to the table below for the cost of each artillery
battle. piece. Note, the cost of the crew is included.
Artillery Cost
Regimental gun 40
Negative Attributes Falconnet 50
Unitss that are Conscript, Militia or Peasant grade are Falcon 60
entitled to Negative Attributes, again these are optional. Demi-Culverin 70
Conscript grade units can have one negative attribute, Demi-cannon 80
Militia and Peasant grade can have two. Each attribute Cannon 100
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Most of the battles of the Thirty Years War were fought across one entire length or across the width of the table
in open areas that would allow the large units of the (which ever is the nearest table edge). The type of slope
period amply room to manoeuvre. However, there were (i.e. gentle or steep) will only be determined when one
often one or two terrain features on the periphery that side moves a general or unit within twelve inches of it,
commanders would have to take into account when or if a player players a Scouting token on the feature
deploying their forces. This section of the rules allows (randomly determine which of the hills four sides is
players to randomly generate terrain in a simple and steep or not).
uncomplicated way.
Gentle slopes will halve the movement die roll of any
Of course, the smaller battles and skirmishes of the troops moving up or down it and any units charging up it
period would often be fought in areas more frequently will count their Morale Factor as one grade worse for the
inhabited by hills, woods or settlements, so it is important purpose of the test.
for players to make sure that the level of obstruction on
the battlefield suit’s the forces being used - if you’ve got Steep slopes will require a terrain test for any units
big armies - give them plenty of space! moving on them and charging units will count as two
grades worse for their Morale Factor.
If players are not re-fighting an historical battle where
the terrain is known they can generate their own terrain.
Both sides take it in turns to roll 2d6 (the side with the
most skirmish figures goes first), the dice are rolled Water
roughly where the player wants the terrain feature to If this option is selected, roll another d6 and refer to the
be. Where the dice have landed, the player places a table below.
ruler or tape measure over both dice so that a line is
made between both points. Along this line is measured Die Roll Water Type
the distance indicated by the combined score of the 1 Ditch
dice, for example seven inches if a three and a four are 2 Stream
rolled. This measurement is taken from the dice with the 3 Fordable River
highest score and is measured away from the dice with 4 Major River
the lowest score. This point is where the terrain feature 5 Marsh
will be placed. At this point the player then rolls 1d6 6 Bog
to determine the type of terrain that will be positioned
there. If a double is rolled on the two dice - the terrain Crossing a ditch will halve the movement dice for any
will be placed in between both dice. unit crossing it, crossing a stream will require a terrain
test.
Die Roll Terrain Type
1 Hill A fordable river can be crossed in 1d6 locations. If an
2 Water umpire is running the game, the umpire will determine
3 Building their location and only reveal them to players with units
4 Wood within twelve inches or if a Scouting token is played on
5 Road a particular spot. Crossing a fordable area will require a
6 Player choose terrain test. Fordable areas will be 1d6 movement bases
wide.
Hill
If this option is selected, roll another d6 and refer to the Major rivers can only be crossed by bridges and there will
table below. be between one and two bridges crossing the river on the
battlefield - the locations of which will be known to both
Die Roll Hill Type sides. Crossing a bridge will only allow units across in
1 Small gentle slopes single (movement base) file and a terrain test is required
2 Large gentle slopes to avoid disorder. Marshes and bogs will have areas of
3 Small with 1-3 steep slopes wet ground that will require a terrain test when units
4 Large with 1-3 steep slopes cross. Marshes will be about twelve inches across and
5 Long ridge, mostly gently slopes bogs twenty four.
6 Long ridge, mostly steep slopes
Players will also have to determine the direction of any
Small hills should be about twelve inches across, large ditches, streams and rivers (see later section in this
hills around twenty four inches and ridges will stretch chapter).
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Terrain
Building
If this option is selected, roll another d6 and refer to the Die Roll Road Type
table below. 1 - 2 Poor quality road
3 - 4 Road
Die Roll Building Type 5 - 6 Good quality road
1 Ruined wooden building
2 Ruined stone building Movement along or across poor quality roads will have
3 Small ruined farm the movement dice of the unit. Roads apply no modifiers
4 Large ruined farm and good quality roads add an extra two inches to units
5 Ruined village moving along them (for limbered artillery see Movement
6 Old ruined castle chapter).
Wooden buildings will provide cover for occupants and Roads may be hedge lined. Players should roll 1d6 for their
stone buildings will provide hard cover. Only skirmishers road, a score of five or six means that it is partially hedge
will be able to occupy these areas. Runied farms will be lined, another d6 is rolled and the score is multiplied by
surrounded by hedges and stone walls offering a range ten - this is the number of inches that hedges flank each
of cover and hard cover. Small farms should be no more side of the road. There is also a chance that roads may
than twelve inches across, large - twenty four inches have sunken sections, if a six was rolled when testing for
across. Formed units can deploy along the perimeter hedges - there will be a sunken section too (no more than
of these features. They must take terrain tests to enter twelve inches long) its location randomly determined by
them however. Ruined villages are the same as farms in the umpire and hidden from the players until a Scouting
appearance and effect but will extend along the entire token is played or a unit comes within four inches of the
table edge (which ever is nearest). Ruined castles can road. Hedges provide cover for those in contact with it
occupy an area up to twenty four inches across and and sunken roads provide hard cover.
can contain substantial areas of thick medieval walls,
unexplained mounds and the remains of moats. Formed
units can deploy along the perimeter of these features
Hidden Terrain
but they must take terrain tests to enter them.
Certain features such as fords and sunken roads may be
hidden from the players at the start of the game. If an
Wood umpire is running the game the umpire can locate the
If this option is selected, roll another d6 and refer to the feature without the other players knowing. If there is
table below. no umpire another method can be used. The side with
the most skirmishers (or if neither has skirmishers, the
Die Roll Wood Type side with the most cavalry) will test for the location of
1 Small area of scrub hidden terrain so that they are aware of its location and
2 Large area of scrub the opponent is not (only revealing it when the opponent
3 Small area of open wood discovers it in the usual ways).
4 Large area of open wood
5 Small area of dense wood
6 Large area of dense wood
Terrain Direction
Small areas will be about twelve inches across, large Features such as roads, ditches and rivers have a direction
areas twenty four inches across. Scrub land does not and entry/exit point from the gaming table that needs
block line of sight but will halve the movement dice of to be determined. Once the location of the feature has
units moving across it. been found the player rolls another 2d6, this will give
the direction (using the same method that placed the
Visibility in open woods is up to six inches but requires terrain initially). Players make make several rolls to give
a terrain test for units to move through it. Dense woods the feature a couple of “realistic” curves before it leaves
can only be crossed by generals and skirmish units (which the table.
have to take a terrain test), visibility is four inches.
Terrain Volume
Road Players should only have a couple of goes each at
If this option is selected, roll another d6 and refer to the determining terrain, it is ideal that there should be a
table below.
large central open area where the battle can be fought.
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Tercio continuous firing would disorder the enemy allowing the
A large infantry formation with a deep central body caracoling cavalry to gain the advantage when it charged
of pike-men surrounded by equally deep ranks of in. This tactic was favoured by the Catholic forces during
musketeers favoured by the Catholic powers. In battle the first half of the war but was generally dropped as
the tercio can fire its muskets from its front, flank or more aggressive cavalry tactics gained favour.
rear facing but is generally less efficient than shallower
formations as muskets from the rear ranks tend not to
be able to fire. The tercio is also a slow and difficult Trotter Cavalry
formation to manoeuvre, vulnerable to artillery fire but This tactic was preferred by the Protestant forces and
highly resistant to cavalry attack. Tercio’s are generally was later adopted by most Catholic armies. Cavalry were
more effective in defence than attack. Later tercio’s are deployed in a more shallow formation than caracoling
smaller and more manoeuvrable but still deeper than the cavalry, the advance towards the enemy would be at a
Protestant infantry regiments. steady trot, with pistol firing at close range immediately
prior to contact.
Galloper Cavalry
Infantry Regiment This is another shallow cavalry formation. Galloper
By the time of the Thirty Years War Protestant armies cavalry would advance towards their enemy and close
deployed their infantry regiments into more linear the final distance with a fast gallop, with no firing prior
formations between six to ten ranks deep. These to contact. This tactic often proved very effective
formations are smaller and more manoeuvrable than against caracoling cavalry who would be prone to falling
tercio’s and are able to deliver more concentrated fire to into disorder.
their front. However, infantry regiments are much more
vulnerable to cavalry attack particularly if approached
to the flank or rear. Horse Detachment
These are small bodies of cavalry ranging from dragoons
acting as advance guard to the main body or single
Shot Detachment squadrons of elite bodyguard cavalry.
These are small bodies of musketeers who operate either
in advance of the main army; perhaps exploiting difficult
terrain, or are posted between cavalry formations to Skirmish Cavalry
offer fire support. Shot detachments contain no pikemen This describes all cavalry that operate in loose formations;
and can be vulnerable if caught in the open by cavalry. these are not able to stand up to formed troops but are
Players have the option of detaching musket units from good at operating in difficult ground and can exploit
their tercio’s or infantry regiments. flanks or disordered infantry.
Caracole Cavalry Regimental/Battalion Gun
These are cavalry that prefer to shoot their opponents These are light artillery pieces that accompany infantry
before moving into contact. This is a deep formation with units into battle. They greatly increase a unit’s firepower
successive ranks of cavalry moving forward and firing, especially when firing at short range.
then returning to the rear to reload. It was hoped that the
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example of shooting unit is twenty-four strong with eight pike and the rest
An Imperial arquebus regiment of ten figures is caracoling shot.
before a rebel infantry regiment that has just moved up
to contact range. It is the Imperial players turn and they The first step is the charge test. The attacking player
have decided to fire, as the arquebus regiment has not rolls 1d6. The tercio is a veteran with a morale factor of
moved, both ranks can fire. The target is four inches two and it outnumbers the defenders so this is reduced
away which means that an arquebus needs to score two by one. However, when charging a one is always a failure
or more to hit (factor two weapon). 10d6 are rolled and so anything but a one will do.
only two ones are the result - so eight hits will be tested
for. The attacker passes the charge test so now it is the turn
of the defender to test to stand. Mansfeld’s foot have a
The basic score needed to inflict a kill is five or more, morale factor of four but are outnumbered so this means
however, the target is at short range and this is the units that a five is needed to pass the test - fortunately a six is
“first-fire”, which means that the actual score required rolled - so contact is made.
to inflict a kill is only three or more - they will never have
a better chance than this! The player now picks up eight As the defenders have stood, a few of them get a chance
dice, rolls again and scores a one, two, two three’s, two to loose-off a few shots before the attack goes in. 1d6
four’s and two sixes - this means that six kills have been is rolled and four figures are able to fire, resulting in
inflicted - one figure from the rebel unit is removed and one kill. This will be counted towards the results of the
a two hit marker is placed next to the unit. First blood melee.
goes to the Imperials!
Both sides must now determine the number of hits. The
In the next turn the rebels have the initiative and are tercio has sixteen pike (in four ranks of figures) and two
now able to return fire on their caracoling opponents. musketeers (in the front rank), their combat factor is
The rebels suffered casualties but it did not represent three so must score three or more using eighteen dice.
ten percent of the unit strength so no morale test was Their opponents have eight pike and six musketeers and
required. The rebel unit is a twenty four figure pike and have a combat factor of four - so must score four or more
shot regiment with sixteen shot - and they are directing using fourteen dice.
all of their fire at the cavalry. Again this will be short
range firing, the factor three muskets requiring a two or The successful die rolls are as follows:
more to hit.
Die Score Attacker Defender Result
Superb shooting by the rebels - fifteen hits! 2 3 - A: 3
3 1 - A: 1
Damage must now be determined. The basic score needed 4 5 2 A: 3
to kill is five or more, but this is “first-fire” too and short 5 1 2 D: 1
range which brings the score down to three, however, 6 5 3 A: 2
the cavalry are armoured (I think they are going to need
it) which means a score of four or more will produce The table above shows that once the scores have been
a kill. The rebel player gathers up fifteen dice and the compared, the attackers have scored eight hits, the
Imperial player leans forward nervously. Not so lucky defenders one. Both sides must now test for damage, a
this time! The rebel player picks out seven successful score of four or more is required. The attacking player
dice from all of the one’s and two’s. This means that rolls 8d6 and scores three kills, the defender scores one
the cavalry have only lost one figure but are well on the (which is added to one from the shooting).
way to losing another. This is ten percent casualties so a
morale test is required - this could well be the time to Morale must now be tested for. As the attacking tercio
pull the cavalry out! inflicted more kills it is considered the winner of the
combat, so its morale factor of two becomes one - an
automatic morale pass. The defenders have a morale
factor of four but the morale test score is only a three
example of combat - a failure by one which means that the unit is pushed
Two opposing infantry regiments have “squared-up” back one inch. Mansfeld’s foot are going to struggle next
and are about to make contact, on one side we have a turn!
veteran tercio of the Catholic League and on the other a
pike and shot regiment in Mansfelds employ. The tercio is
a thirty-two figure unit - half pike - half shot. Mansfeld’s
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Acknowledgements
I would like to finally acknowledge the help and contributions of those that enabled me to write and publish these
rules. Firstly the play-testers Henry, Steve, Dave, Sam, Joe, Pat, Mick and the other Steve - who all provided excellent
gaming opposition and useful rule suggestions. Thanks also to Dave for his superb gaming facilities - not to mention
the use of his limitless array of Protestant opponents.
Also well worth a mention is the kind permission granted by the good folks at the Assault Group and Perry Miniatures
who allowed me to use pictures of their outstanding figures. My own collection for this period is a combination of
miniatures from these two companies. Both are compatible in size, proportion and quality - the Perry’s provide
excellent figures for the period as a whole and the Assault Group’s range includes figures specifically for the Thirty
Years War which allows gamers the chance of giving their armies that particular “European” feel.
Bibliography
Here is a quick list of some of the books used whilst compiling these rules - or at least the ones I can remember at
the time of writing!
Stephen J Lee, The Thirty Years War (Routledge 1991).
William P Guthrie, Battles of the Thirty Years War: From White Mountain to Nordlingen (Greenwood Press 2002).
William P Guthrie, The Later Thirty Years War: From the Battle of Wittstock to the Treaty of Westphalia (Greenwood
Press 2003).
Geoffrey Parker, The Thirty Years War (Routledge 1984).
John Childs, Warfare in the Seventeenth Century (Cassell 2001).
Hajo Holborn, A History of Modern Germany (Princeton 1982).
Brent Nosworthy, The Anatomy of Victory (Hippocrene Books 1990).
S H Steinberg, The Thirty Years War and the Conflict for European Hegemony (Arnold 1966).
C V Wedgewood, The Thirty Years War (Cape 1966).
Eduard Wagner, European Weapons and Warfare 1618 -1648 (Octopus Books 1979).
M S Anderson, War and Society in Europe of the Old Regime 1618 - 1789 (Sutton Publishing 1998).
William S. Brockington, Monro, His Expedition with the Worthy Scots Regiment Called Mac-Keys (Praeger 1999).
Samuel Rawson Gardiner, The Thirty Years’ War 1618-1648 (Elibron 2006).
Friedrich Von Schiller, The History of the Thirty Years War (BiblioBazaar 2007).
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Turn Sequence War Tokens
1. Both sides test for Initiative. Ambush: detach up to two figures per base from unit, place within
2. Charge tests are made. cover up to six inches away and fire at enemy. Play during opponents
3. Shooting is calculated. phase.
4. Movement. Bravery: unit automatically passes charge test/test to stand.
5. Shooting after movement. Counter-Attack: win the initiative from the opposing side.
6. Combat is resolved. Curse: played on an enemy general, next negative result a unit suffers
7. Rally units that are routing or disordered. in that command will be made one result worse.
8. Change orders. Dead-Shot: automatically inflict one kill with small arms fire.
9. Reinforcements. Difficult Ground: force a unit to take a terrain test when moving.
10. Non-phasing side repeats steps two to nine. Ferocity: re-roll all missed hits in one phase of combat.
Find Path: move through terrain without having to take a terrain test.
General Drunk: various effects.
Movement Generals Quarrel: two opposing generals within CR of each other can
Infantry Terrain Move Basic Move use no tokens that turn.
Shot 1d6” 8 Good Fortune: reflect the effects of Mutiny, Unrest, Curse and Artillery
Pike & Shot 1d5” 6 Catastrophe back on to player that played the token. Or will cancel
Early Tercio 1d2” 5 Sharpshooter, Dead Shot, Traitor and Leader Killed tokens.
Tercio 1d3” 5 Indomitable: one kill result can be ignored.
Later Tercio 1d4” 5 Leader Killed: play when enemy unit leader is “at risk” (treble damage
score).
Cavalry Terrain Move Basic Move Looters: enemy skirmish unit will disappear in search of loot if they fail
Cuirassier 1d4” 10 a their morale test.
Horse/Arquebusier 1d5” 12 Low Ammo: play when opponent rolls four sixes to hit during shooting,
Galloper 1d5” 14 this will cause a low ammo result (opponent loses one figure).
Skirmish 1d6” 14 Mutiny: must be played before a unit moves, roll 1d6 for number of hits
on unit, must pass morale test or continue to mutiny next turn.
Artillery Terrain Limb Unlimb Pay Day: negates the effects of Mutiny and Unrest tokens.
Regt/galloper 1d5” 4 2” Powder Explosion/burst barrel/damaged carriage: played after an
Falconnet 1d4” 3 1” enemy gun has fired, roll 1d6: 4+ and damage occurs.
Falcon 1d3” 2 ½ Question Orders: general can use no command actions next turn.
Culverin 1d2” 1 ½ Reinforce: bring on reinforcements or looters/pursuers return.
Demi-Cannon 1d1” 0 0 Resolve: a morale check can be ignored.
Cannon 1d1” -1 0 Scouting: negates the effect of Ambush and Difficult Ground.
Sharpshooter: one figure firing small shot gains an automatic hit.
Spy: can reveal opponents orders or a units grade or take a token from
Close Combat Damage opposing general.
Weapon Kill Stalwart: opposing unit must re-roll all hits in one phase of combat.
Single handed (musket as club) 4+ Target General: allows and enemy general to be fired on.
Pike not receiving cavalry charge 4+ Traitor: token is given to opposing player who must keep hold of it and
Farming implement 4+ hand over one token per turn to their opponents.
Pike receiving cavalry charge 3+ Unrest: opposing unit becomes Disordered and will remain so next turn
Two handed weapon or cavalry charging 3+ unless a morale test is passed.
Lance armed cavalry charging 2+
Improvised weapon/artillery crew 5+
Morale Modifiers
Artillery Shooting Modifiers Morale Factor
Type Can Round Max hits Xtreme Size difference - one base -1/+1 Roll 1d6 and
Regimental 2 - 2 - Size difference - half/double -2/+2 compare the score
Falconnet 2 6 2 40” Trotter/Galloper cavalry -1 to the units
Falcon 2 7 3 50” Disordered -1/+1 Morale Factor, if
Demi-Culverin 2 8 4 60” Caracoling cavalry +1 the score equals
Demi-Cannon 3 9 5 70” Cavalry charging formed pike +1 or exceeds the
Cannon 4 10 6 80” General is within six inches -1 MF, the test is
Each ten percent figure loss +1 passed.
Shooting
Weapon Factor X Range Modifiers to-hit Damage Modifiers Risk to Generals
Musket 3 24” Target is charging Target Modifier Die Score Effect on General
Carbine 2 14” cavalry. In cover +1 3 - 5 No effect
Arquebus 2 14” Shooter moved. Armoured +1 6 - 7 Withdraws
Pistol 1 8” Target not in arc at Long range +1 8 - 9 Horse killed
Rifle 4 30” start of phase. Irregular unit +1 10 Escapes
Skirmish unit +2 11 Wounded
Extreme range +2 12 Mortally Wounded
Morale Results Hard cover +2 13 Captured
Failed by one: push back 1” and 1 kill. 14 + Killed
Heavy armour +2
Failed by two: push back 2” and 2 kills. Add the number of kills to the die
Short range -1
Failed by three: push back 3”, 3 kills, disordered. score.
First fire/rear rank -1
Failed by four: rout.
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Leader A1 Deploy 3 Leader M2 Deploy 2 Leader R3 Deploy 1
FEROCITY FEROCITY FEROCITY
Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 3
Leader A2 Deploy 2 Leader M3 Deploy 1 Leader A1 Deploy 3
RALLY RALLY RALLY
Initiative 3 Morale 2 Initiative 1 Morale 3 Initiative 2 Morale 1
Leader A3 Deploy 1 Leader V1 Deploy 3 Leader A2 Deploy 2
STALWART STALWART STALWART
Initiative 1 Morale 3 Initiative 2 Morale 1 Initiative 3 Morale 2
Leader In1 Deploy 3 Leader V2 Deploy 2 Leader A3 Deploy 1
INDOMITABLE INDOMITABLE INDOMITABLE
Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 3
Leader In2 Deploy 2 Leader V3 Deploy 1 Leader E1 Deploy 3
RESOLVE RESOLVE RESOLVE
Initiative 3 Morale 2 Initiative 1 Morale 3 Initiative 2 Morale 1
Leader In3 Deploy 1 Leader R1 Deploy 3 Leader E2 Deploy 2
COUNTER COUNTER COUNTER
ATTACK ATTACK ATTACK
Initiative 1 Morale 3 Initiative 2 Morale 1 Initiative 3 Morale 2
Leader M1 Deploy 3 Leader R2 Deploy 2 Leader E3 Deploy 1
SHARPSHOOTER SHARPSHOOTER SHARPSHOOTER
Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 3
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Leader M1 Deploy 3 Leader R2 Deploy 2 Leader In3 Deploy 1
BRAVERY BRAVERY BRAVERY
Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 3
Leader M2 Deploy 2 Leader R3 Deploy 1 Leader M1 Deploy 3
DEAD SHOT DEAD SHOT DEAD SHOT
Initiative 3 Morale 2 Initiative 1 Morale 3 Initiative 2 Morale 1
Leader M3 Deploy 1 Leader A1 Deploy 3 Leader M2 Deploy 2
SCOUTING SCOUTING SCOUTING
Initiative 1 Morale 3 Initiative 2 Morale 1 Initiative 3 Morale 2
Leader V1 Deploy 3 Leader A2 Deploy 2 Leader M3 Deploy 1
SCOUTING SCOUTING PAY DAY
Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 3
Leader V2 Deploy 2 Leader A3 Deploy 1 Leader V1 Deploy 3
AMBUSH FIND A PATH LOOTERS
Initiative 3 Morale 2 Initiative 1 Morale 3 Initiative 2 Morale 1
Leader V3 Deploy 1 Leader In1 Deploy 3 Leader V2 Deploy 2
POWDER BURST DAMAGED
EXPLOSION BARREL CARRIAGE
Initiative 1 Morale 3 Initiative 2 Morale 1 Initiative 3 Morale 2
Leader R1 Deploy 3 Leader In2 Deploy 2 Leader V3 Deploy 1
DIFFICULT DIFFICULT DIFFICULT
GROUND GROUND GROUND
Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 3
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Leader R1 Deploy 3 Leader In2 Deploy 2 Leader V3 Deploy 1
QUESTION QUESTION QUESTION
ORDERS ORDERS ORDERS
Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 1
Leader R2 Deploy 2 Leader In3 Deploy 1 Leader R1 Deploy 3
GENERALS GENERALS TARGET
QUARREL DRUNK GENERAL
Initiative 3 Morale 2 Initiative 1 Morale 3 Initiative 2 Morale 2
Leader R3 Deploy 1 Leader M1 Deploy 3 Leader R2 Deploy 2
LEADER LEADER LEADER
KILLED KILLED KILLED
Initiative 1 Morale 3 Initiative 2 Morale 1 Initiative 3 Morale 3
Leader A1 Deploy 3 Leader M2 Deploy 2 Leader R3 Deploy 1
LOW LOW LOW
AMMO AMMO AMMO
Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 1
Leader A2 Deploy 2 Leader M3 Deploy 1 Leader A1 Deploy 3
REINFORCE REINFORCE GOOD
FORTUNE
Initiative 3 Morale 2 Initiative 1 Morale 3 Initiative 2 Morale 2
Leader A3 Deploy 1 Leader V1 Deploy 3 Leader A2 Deploy 2
SPY SPY SPY
Initiative 1 Morale 3 Initiative 2 Morale 1 Initiative 3 Morale 3
Leader In1 Deploy 3 Leader V2 Deploy 2 Leader A3 Deploy 1
MUTINY UNREST CURSE
Initiative 2 Morale 1 Initiative 3 Morale 2 Initiative 1 Morale 1
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Disordered Push Back Rout
Disordered Push Back Rout
Disordered Push Back Rout
Disordered Push Back Rout
Disordered Push Back Rout
1 1 1 1 1 1 1
2 2 2 2 2 2 2
3 3 3 3 3 3 3
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