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ROUGH WOOING

Wargame Rules for the 16th C


by Ross Macfarlane
inspire by !oseph Morschauser "# $eb %&&'(
Amended 26 September 2009
)R*)+RING $OR ,+--.*
These rules, inspired by Joseph Morschausers 1962 book, How to Play Wara!es in Miniature, are desined "or playin
wara!es set in the 16th #entury $urope with a sliht bias to the %ritish &sles' The oriinal (ersion was co)authored by *ob
+ean, chanes since are !y "ault'
A) Organization & Definitions:
1, Company- The a!e is played with .co!panies o" troops which consist o" a nu!ber o" "iures lued to a stand' The
si/e o" the stands is not critical but should be the sa!e on both sides' My own 01!! "iures are based on 61!! s2uare
stands with 0 "oot, 3 swords!en or le(ies, or 2 ca(alry or other liht in"antry' 4rtillery !ay need a bier base with 3
unners and a un' &" usin di""erin nu!bers o" "iures it is reco!!ended that you use the abo(e as the nu!ber o" hits
that a base can take'
2, Battle or Regiment- 4 %attle 5early 16th#, or *ei!ent 5!id 16th#, is co!posed o" one #o!!ander and a nu!ber o"
co!panies, usually but not necessarily, all in"antry or all ca(alry' When desinin a scenario or settin out a pickup
a!e, all co!panies !ust be assined to a co!!ander "or the duration o" the a!e' 4t the end o" each turn, each battle
!ust consolidate any partial hits onto a co!pany o" the sa!e type so that only 1 co!pany o" each type has hits' &" "or
e6a!ple there are 3 co!panies o" shot with 2 hits each then 1 co!pany is re!o(ed and 1 co!pany is !arked with 2 hits'
This (ariously represents the o(erall loss o" !orale and e""ecti(eness "ro! a slow drain o" casualties, rein"orce!ents
bein "ed "orward and subordinate co!!anders pullin back outlyin detach!ents and reroupin the!' 4 %attle which
loses 7 o" its oriinal co!panies is 8H49$:'
3, Group: 4 roup is co!posed o" 1 or !ore co!panies o" the sa!e %attle with their bases touchin and alined' ;roups
should "or! with the sa!e nu!ber o" co!panies in each rank as !uch as possible'
0, Infantry and Cavalry. Where these ter!s are used without an ad<ecti(e, they are taken to !ean all troops on "oot or all
!ounted troops'
=, roop ypes: The "ollowin co!pany types are used in the basic a!e-
5a, Commanders. #o!!and stands control co!panies assined to the!' They are !ounted as and "iht as any other
troop type' The co!!ander o" a battle or rei!ent is called a #aptain' %y the end o" the 16th #entury, the ter!
#olonel was co!in into use and this !iht be a better ter! "or these sub)co!!anders but & like the sound o"
#aptain which has a sliht 8hakespearean rin to it "or this era' $ach ar!y will nor!ally ha(e one o(erall
co!!ander who is the ;eneral' The eneral !ay also be the #aptain o" a %attle' 4llied ar!ies !ay ha(e !ore than
1 eneral who only a""ect their own troops' $ach player !ust select one co!!ander as hi!sel"' >ne player !ust be
the ;eneral, #aptains !ay be non)player co!!anders' ?or non player co!!anders, roll 1 die to establish their
personality'
6 @ *ash
= @ &ndecisi(e
3, 0 @ %old
1, 2 @#autious
5b, !oot' &n"antry e2uipped "or close co!bat and trained to "iht in dense "or!ations' &" all o" a co!pany are wearin
hel!et plus breastplate and tassets or better then they will count as ar!oured'
5i, Pikes- in"antry pri!arily ar!ed with pikes backed with other polear!s'
5ii, %ills- in"antry e2uipped !ainly with bills and halberds as well as ;allolaich with 2 handed a6es'
5iii, Jannisaries- $lite Turkish in"antry, ar!ed pri!arily with "irear!s and sabers'
5c, "ig#t Infantry' &n"antry operatin in a looser "or!ation and "ihtin as indi(iduals in !elee or relyin pri!arily on
!issile "ire' Missile troops will nor!ally operate as skir!ishers or "ro! co(er or "or! on the "lanks o" hea(ier
in"antry' Many liht in"antry will wear so!e liht ar!our'
5i, #rossbows- Aiht &n"antry e2uipped with hea(y crossbows
5ii, 8hot- Aiht &n"antry e2uipped with "irear!s
5iii, %ows- Aiht &n"antry usin bows'
5i(, 8words!en- Aiht &n"antry e2uipped with sword and buckler or two handers and relyin on indi(idual co!bat
skills' 8o!e swords!en were 2uite hea(ily ar!oured, 5"or e6a!ple dis!ounted endar!es durin a siee,
these lose 1 die o" !o(e!ent but count as ar!oured'
5(, Ae(ies- Poorly e2uipped soldiers such as re(oltin peasants and so!e Turkish (olunteers, also pioneers'
5d, $orse' #a(alry whose !ain tactic is to chare'
5i, ;ensdar!es' $lite, "ully ar!oured knihts on barded horses, ;entle!en Pensioners etc'
5ii, Aancers' 4r!oured lancers in plate on unbarded horses such as $nlish de!i)lancers and the best Turkish
8pahis in chain!ail'
5iii, *eiters' 4r!oured pistoliers operatin in a dense !ass'
5e, "ig#t Cavalry' 5%order Horse, Mounted 4r2uebusiers, Horse 4rchers, Aihtly ar!oured ca(alry with lances,
<a(elins, crossbow, bow or ar2uebus'
5", Artillery' 8plit between hea(y artillery with lare i!!obile uns and liht artillery o" (arious types which could be
!anhandled'
6, roop %uality' 8o!e co!panies !ay be o" better or worse 2uality' $6perienced troops !ay be classed as (eteran' 8o!e
troops !ay be classed as i!petuous i" ha(in a reputation to chare whether ordered or not' Troops who were !ore
e""ecti(e or less e""ecti(e than usual "or their types !ay ha(e their !elee score increased or lowered' Troop capabilities
should be ad<usted accordinly when desinin a scenario'
B, Aspe&t' 4 roups "ront is an arc e6tendin out 0= derees "ro! the "ront le"t and riht edes'
%, 'ar(ers. Markers are use"ul to indicate casualties as well as roups that !ust take a control test'
2
).+/ING -H* G+M*
A) )*%+*,C* O! -"A.. Place 1 card per %attle into a deck and draw the! 1 at a ti!e' 4 battle is acti(ated when its card is
drawn' Take control checks as needed and !o(e and shoot with co!panies, ene!y co!panies react i" chared' >nce all battles
ha(e been acti(ated, resol(e all !elees'
Variants: If desiring more control, use ordinary playing cards, assign players a colour and draw one card per turn, when a
players colour comes up he may choose 1 Battle to activate. To speed multiplayer games or if desired by all parties, instead of
drawing cards, each side rolls a die at the start of each turn and the side with the highest score chooses to activate all of their
Battles one at a time or let their opponent do so.
B) CO,RO" C$*C/' ;roups !ay not always act as a player wishes' Test by rollin 1 die as "ollows-
1, Test upon ACI0AIO, i"-
a, Isolated: 4 roup is not within 12C o" their #aptain or their #aptain has been killed or wounded'
b, Deta&#ed' 4 :on)player #aptain is not within 20C o" his eneral and is not a players personal "iure'
The result, !odi"ied by his personality will apply to all roups within his control'
2, Test when R*ACI,G i" a roup o" pikes which has been chared wants to "or! hedeho be"ore co!bat'

CO''A,D & CO,RO" C$*C/
,OR'A" DI* 'ODI!I*R)
123 *4&ited:
Troops !ust ad(ance at least 7 !o(e unless
able to shoot or de"endin co(er or an obstacle
and !ay do so in any case' ;endar!es, lancers
and i!petuous troops will chare ene!y i"
possible'
5 6 *ash #aptain testin
728 )teady: >bey orders 59: 6 or ; %old #aptain or i" roup o" (eterans testin
62< =ary:
:o ad(ance, !ay retreat or stand, includin
"acin the ene!y' 4 roup !ay re"or! on the
lead co!pany
:6 #autious #aptain testin
C) 'O0*'*,. ;roups !o(e an a!ount o" inches e2ual to the score o" 1 or !ore dice as shown' Mi6ed roups !o(e at the
speed o" the slowest co!pany' 4 co!pany !ay not be !o(ed !ore than once per turn e6cept as an allowed reaction to ene!y
action or due to !orale "ailure' Terrain !ay !odi"y the distance !o(ed'
1, )ingle )tands: 4 sinle co!pany !ay pi(ot any nu!ber o" ti!es per turn and !ay !o(e up to its !a6i!u! !o(e' &t costs
7 o" its !o(e to <oin a roup' 4s lon as it has the !o(e!ent to touch, a"ter payin the "or!ation chane penalty, the <oinin
co!pany ets a "ree shi"t so that it is properly alined' 8inle stands o" liht in"antry !ay pass throuh "riends or be passed
throuh'
2, Groups: ;roups consistin o" 2 or !ore co!panies, !ay wheel and !ay "all back 7 !o(e "acin the ene!y' &" they wish to
chane "or!ation or rearrane the position o" co!panies, this will take a whole turn' #o!panies that bein as a roup do not
ha(e to do the sa!e thin but co!panies that !o(e away are no loner part o" that roup' #o!panies that !o(e to <oin a
roup that has not yet !o(ed cannot !o(e aain' ;roups o" 2 or !ore co!panies !ay pass throuh sinle stands o" liht
in"antry'
3, $edge#og or )>uare. 4 roup containin pikes and which is as deep as it is wide !ay "or! a hedeho "acin out in all
directions' &t takes a whole turn to "or! a hedeho or to re"or! ready to !o(e' 4 hedeho has no "lanks but cannot !o(e'
0, !ire and 'ove: 4 co!pany other than artillery !ay !o(e and then shoot or shoot and then !o(e as lon as they do not
chare and did not bein the turn in !elee'
=, Artillery: &t takes a turn to li!ber or unli!ber artillery' 4rtillery !ay only "ire i" unli!bered' Hea(y artillery !ay only !o(e
i" li!bered e6cept to turn in place which takes a whole !o(e' Aiht artillery !ay be !anhandled at 7 speed but !ay not
!o(e and shoot'
6, *nemy: 4 co!pany starts, or !o(es to, within 3C o" an ene!y co!pany !ust halt, retreat or !o(e directly towards the
ene!y' &" a co!pany has been chared be"ore it !o(es, it loses its !o(e' &" a unit is in a drawn !elee, it !ay retreat a "ull
!o(e when ne6t acti(ated but cannot shoot durin the turn it does so' 4 unit in a drawn !elee !ay not chane "or!ation or
3
detach co!panies e6cept that co!panies that are in contact with an ene!y to the "lank or rear !ay turn to "ace' and
co!panies !ay be !o(ed up to replace casualties'
'O0*'*, C$AR
.-* 'O0* =OOD) $I"")
"I,*AR
OB)AC"*)
ROAD)
?6 &ompany
@ide)
!oot 2d6C 6 7 6 7 6 7 6 1'=
"ig#t Infantry 3d6C :o e""ect :o e""ect :o e""ect 6 1'=
Gensdarmes 3d6C &!p 6 7 6 7 6 1'=
Ot#er $orse 0d6C &!p 6 7 6 7 6 1'=
"ig#t Cavalry =d6C 6 D 6 7 6 7 6 1'=
=agon9"ig#t
Gun
2d6C &!passable 6 7 6 7 6 2
$eavy Gun 1d6C &!passable 6 7 6 7 6 2
Commander as troop type as troop type as troop type as troop type as troop type

B, C#arges. 4 chare is a !o(e to contact ene!y which is to the units "ront' 4 roup cannot !o(e into contact with the ene!y
without declarin a chare'
a, >nce the chare is declared, a co!pany !ay wheel then !ust !o(e directly towards the taret o" the chare and atte!pt
to contact it' >nce in contact, there is a "ree !o(e to alin opposin co!panies' To chare an ene!y in the "lank, a roup
!ust be outside o" the 0= deree "rontal arc o" the taret roup at the beinnin and end o" the chare'
b, 4rtillery, enineers and waons cannot chare' &n"antry cannot chare ca(alry'
c, 8haken co!panies !ay not chare'
E, C#arge Rea&tions. &n so!e situations, units that ha(e been chared !ay react out o" turn' This is a "ree, e6tra !o(e e(en i"
they ha(e already !o(ed but does stop the! "ro! !o(in i" they ha(e not yet been acti(ated'
a, 8inle stands o" ca(alry and liht in"antry !ay choose to i!!ediately about "ace and retreat to e(ade a chare, 3d6 i"
liht ca(alry, 2d6 i" horse or liht in"antry' The charer !ay halt on the position oriinally occupied by the e(ader,
continue !o(in in an atte!pt to catch the!, or redirect the chare to hit another ene!y'
b, #a(alry !ay counter chare 1d6C or 7 way to i" charer, which e(er is less,
c, ?oot and swords!en !ay counter chare 1d6C or 7 way to i" charer, which e(er is less, i" chared by in"antry,
d, &n"antry, reiters, horse archers and artillery !ay stand and shoot,
e, 4 roup containin pikes !ay "or! hedeho i" they take a control check and et a result o" F8teadyC'
D) )$OOI,G' *oll 1 die per co!pany that shoots' Hits !ay be reduced by co(er, ar!our or i" dispersed 5see 8a(in Throws,'
1, 4 co!pany that shoots !ust ha(e a clear line o" siht to the taret which !ust also be within an arc o" 0= either side o"
straiht ahead e6cept that horse archers !ay shoot all around' 4 co!pany which is in !elee cannot be tareted by shootin'
2, &" ar2uebusiers or reiters are "or!ed at least 2 deep, 7 the co!panies in the 2nd rank !ay shoot i" they do not !o(e !ore
than 7 speed' This represents ar2uebusiers and reiters "irin by rotationGcaracole'
3, Rapid fire' 4 roup o" at least 2 co!panies o" in"antry archers that does not !o(e !ay "ire twice' They !ay not rapid "ire as
a chare reaction' 8inle co!panies are assu!ed to be skir!ishin and not lettin "ly !assed (olleys'
0, Deep argets' &" artillery "ires at a taret which is 2 ranks deep, roll 2 dice instead o" 1'
)$OOI,G C$AR
6 die per &ompany: 82123 to #it
!IRI,G CO'-A,.
)$OOI,
G
RA,G*
)-*CIA"
Ar>ueAus 12C :o ar!our sa(es
CrossAo@ 12C )1 to ar!our sa(es
0
Bo@ 12C
-istol 3C :o ar!our sa(es
"ig#t Artillery 36C H1 die (s deep "or!ations
no ar!our sa(es
$eavy Artillery 0EC H1 die (s deep "or!ations
no ar!our sa(es
)1 to co(er sa(es

E) '*"**' 4 !elee is co!bat between co!panies in contact with each other 5ede to ede or corner to corner,' 4ll !elee co!bat
is si!ultaneous'
1, #o!panies in contact !ust resol(e !elee' 4 co!pany which is beside a "riendly co!pany which is in !elee can also "iht' &t
!ay not lap around and count as "lankin' :or!ally roll 1 die per co!pany in contact' &n so!e cases co!panies !ay et
e6tra dice'
2, Troops nor!ally use their "rontal (alue but use their "lank (alue i" "ihtin aainst an ene!y to the "lank or rear'
3, -i(e Bonus- &" pike!en are charin or counter charin, 7 5roundin up, o" the co!panies in the 2
nd
and 3
rd
rank and
behind a co!pany in !elee !ay roll as i" they were in contact unless charin co(er or across an obstacle' &" pikes are
"ihtin ca(alry to their "ront only, roll 2 dice per co!pany in contact'
0, "an&e &#arge' #a(alry with lances roll 2 dice per co!pany when charin unless attackin pikes "rontally or charin o(er
an obstacle or aainst co(er'
'*"** C$AR
.-*
!RO,A"
O $I
!"A,/
O $I
)-*CIA"
?)ee relevant rules for details)
-i(emen 0,=,6 6 Pike bonus
Billmen 3,0,=,6 6 )1 to ene!y ar!our sa(es
)@ordsmen
Bannisaries
3,0,=,6 6
)#ot2 Bo@s2 CrossAo@s =,6 6
"ig#t Cavalry =,6 6 Aancers et chare bonus
Gensdarmes 3,0,=,6 6 #hare %onus
Ot#er $orse 0,=,6 6 Aancers et chare bonus
"evies9-ioneers9=agons 6 6
Artillery 6 6 :o ar!our sa(e i" attacked "rontally
Commander as troop type 4s troop type H1 die in !elee'
=, 'elee resolution' >nce a round o" Melee is "ouht, any roup which su""ered !ore hits than it in"licted "ro! !elee and
reaction shootin co!bined has been de"eated and !ust check !orale unless all ene!ies were destroyed' &" the nu!ber o"
casualties is e(en then the 2 sides are locked in co!bat and will "iht aain ne6t turn unless one retreats'
6, -ursuit' &" a unit chares and all o" their opponents are destroyed or "orced to retreat, it !ay i!!ediately !o(e 1d6C i"
ensdar!es or "oot, 2d6C i" liht in"antry or other horse, 3d6C i" liht ca(alry' This !o(e !ay be a chare' There is no
reaction to a pursuit chare' The !elee will be resol(ed durin the ne6t !elee phase with the pursuin unit countin as
charin'
F) )A0I,G $RO=)' &n so!e situations, co!panies !ay a(oid takin casualties by !akin use o" co(er , ar!our, dispersed
"or!ation or by !aneu(erin' &" any o" the "ollowin that apply, roll 1 die per hit, each success"ul sa(e cancels one hit' &" !ore
than 1 sa(e applies a player !ay use the best one'
1, Cover: Troops in co(er et a sa(in throw aainst shootin and in !elee' Troops in "orti"ications or buildins sa(e on a
0,=,6, troops in partial co(er sa(e on a =,6' Troops de"endin an obstacle or a steep hill sa(e on a 0,=,6 in !elee only'
2, Armour: ;endar!es and 4r!oured ?oot sa(e on a 0,= or 6' *eiters and lancers sa(e on a =,6 only' This !ay be reduced by
so!e weapons as noted in the charts'
3, )(irmis#ers & Cavalry- 4 sinle co!pany o" liht in"antry or ca(alry sa(es on a 0,=,6 aainst shootin'
=
G) 'ORA"*. &" a roup lost a round o" !elee or i" a shaken roup not in !elee su""ered any hits "ro! shootin, roll 1 die on the
!orale chart'
'ORA"* C$*C/
DI* 'ODI!I*R)
82123: )*AD.
*ecoil 1d6C "acin the ene!y e6cept that
hedehos will stand and artillery is destroyed
56
;endar!es, 8wiss, Janissaries or
Ieterans
62<27 =A0*R
*etreat a "ull !o(e "acin the ene!y e6cept that
hedehos will stand and artillery is destroyed''
The unit !ay not chare on its ne6t !o(e'
:6 Ae(ies
; BR*A/ ?lee the "ield o" battle 5re!o(e "ro! table, :7 8haken
H)
I) RI)/ O CO''A,D*R)' 4 co!!ander is lost i" his stand is re!o(ed due to hits' 4 co!!ander who is not part o" a roup
!ay only be shot at i" he is the closest taret' &" a co!!ander "ihts in !elee, roll an e6tra die "or hi! with the score based on his
troop type, i" the die roll is a 1 then he has been wounded' *oll aain, on a 2nd 1 he is per!anently re!o(ed otherwise he is out
o" action "or 1 turn, his troops will count as &solated ne6t turn and he cannot use his in"luence or "iht in !elee that turn'
J) *RRAI,. Terrain is considered open unless one o" the "ollowin applies'
1, Roads. &" a roup 1 co!pany wide beins its !o(e on a road, it !ay use a road bonus while "ollowin the road and !ay
"ollow any cur(es or turns in the road without penalty'
2, =oods. 4rtillery, waons and Horse cannot enter woods' ?oot !o(es 7 speed and Aiht #a(alry !o(es D speed, Aiht
in"antry are una""ected' :o co!pany !ay shoot throuh woods' 4 co!pany on the ede 5within 1C, can shoot and be shot at
but count as in co(er' Woods do not pro(ide co(er in !elee'
3, $ills. ;entle hills do not a""ect !o(e!ent' Troops e6cept liht in"antry cli!bin steep hills !o(e at 7 speed' Troops behind
a hill or on the re(erse slope cannot be "ired at' #o!panies de"endin a steep hill in !elee et a sa(in throw as i" in co(er'
0, "inear OAsta&les. Jn"ordable ri(ers !ay only be crossed by boats or bride' 4 "ord !ay be crossed as nor!al oin but
without any road bonus' &t costs 7 a !o(e to cross "ordable strea!s, low walls or hedes "or all e6cept liht in"antry' Ma<or
obstacles such as hih walls !ay only be crossed i" pioneers spend a turn to !ake a ap 1 co!pany wide' They !ay not work
i" in !elee'
=, o@ns. >nly in"antry can enter or chare buildins thouh any troops !ay "ollow a road throuh a town unless the buildins
are occupied by ene!y' &t takes 7 !o(e to enter or lea(e a buildin' :o co!pany !ay shoot throuh a town' &n"antry on the
ede o" a town !ay shoot out and be shot at but count in co(er'
6, !ortifi&ations. $arthworks are treated like towns e6cept that artillery !ay be placed in the!' Hih walls cannot be attacked
unless stor!in parties are e2uipped with ladders or the wall is breached' :or!ally breeches are created by siee be"ore the
a!e starts but old "ashioned walls !ay be breeched by a hea(y un within 12C' 3 hits are re2uired' Troops de"endin a
breach still count as in co(er but the approach counts as ood round' >nly sinle stands can escalade with ladders'
6
K) =I,,I,G A,D "O)I,G &n the absence o" other (ictory conditions, i" all o" an ar!ys battles are shaken or 7 o" the! ha(e
been destroyed then it has lost the "iht and !ust retire'

B

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