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INTRODUCTION
This is a new generation set of wargame rules for 2 or more players covering Renaissance field battles,
assaults and amphibious warfare from 1494 to 1700 AD. It can be used for, among others, the Great Italian
Wars, the Turkish Wars, the Wars of the Conquistadors, the Moghul and Manchu Conquests, the
Tokugawa unification of Japan, the French Wars of Religion, the Dutch Wars of Independence, the Thirty
Years War, the English Civil Wars, Monmouth Rebellion and Williamite Wars, and the campaigns, largely
unknown in Britain and America other than to Pike & Shot Society members, of Conde, Turenne,
Luxembourg and Montecuculi. This version 2.0 incorporates the lessons of 7 years play worldwide and also
includes new terrain choosing and deployment procedures to encourage the production of a battle plan.
Our intent has been to provide the simplest possible set of wargames rules that retain the full feel and
generalship requirements of 16th and 17th century battle. No order writing or record keeping is necessary
and time-consuming reaction tests are dispensed with. Games are faster moving than with old generation
sets and more interesting to spectators. DBR seeks to emphasise the talents of the general rather than those
of the accountant and, despite the use of simple dicing procedures, fosters keener tactical awareness. The
simple mechanisms produce effects much more subtle than may be apparent at first reading and should not
be tampered with. No special rules are included for scouting, forced marches, accidental encounters or
attacks on a marching force, since these will occur naturally as a consequence of players pressing ahead
with march moves early in the game, sending detachments in front or laying ambushes.
Wargamers have traditionally defined troops primarily by their weapons, sometimes listed in great detail,
and their armour; and only secondly by their morale and training. We primarily define them by their
battlefield function, which largely dictates both their equipment and their behaviour. A real general did not
know that a unit had just lost a certain number of men, nor even its total losses until next day, if then. Old
generation wargames rules that tell players losses suffered and inflicted during play are therefore
inherently unrealistic. However, the general will usually be in a position to see if a body is pressing
forward into the enemy, recoiling from the charge, being furrowed and staggered by round shot, throwing
up its pikes in surrender or running for the trees. DBR provides players with that sort of information and
that only.
While its principles and mechanisms are similar, DBR is not DBM with extras. Some troop types have gone;
some have been altered to reflect a shift in use and new ones added. PIP mechanisms have been changed to
simulate the command systems and reliance on clumsy deep formations that had produced a slower style
of warfare. Similarly, the battle rules now reflect the increasing dominance of the rolling fire of massed
firearms. Another difference is that DBR is intended for small games as well as large, so is also a
Renaissance equivalent for the smaller scale DBA.
Copyright (c) Phil Barker and Richard Bodley Scott 1995, 1997 and 2003
CONTENTS
DESIGN PHILOSOPHY. Page 2
REPRESENTATIONAL SCALES AND PLAYING EQUIPMENT. 3
TROOP DEFINITIONS.
4
ORGANISING AN ARMY. 10
PREPARING FOR BATTLE. 12
FIGHTING THE BATTLE. 16
TACTICAL ADVICE. 24
PROVIDING TERRAIN. 25
MISCELLANEOUS. 27
DIAGRAMS. i-vii
1
DESIGN PHILOSOPHY
The function of the command and communications system in a wargame is exactly opposite from that in a
real battle in that it is used, not to enable the general to manoeuvre his troops at all, but to prevent him
doing so too freely. That in these rules is tailored to an era of cumbersome and slow formations. Although
simple and arbitrary, it produces more realistic results than from more detailed systems incorporating
written orders, transmission by messenger and interpretation by recipients. It also substitutes for elaborate
testing of troops' reaction to events, and effectively simulates the reduction in armies' cohesion under stress
of battle.
The slow drills of regulars and increased subordination among irregulars compared with earlier times
mean that no distinction need now be drawn between these. Wide envelopments beyond sight, battlefield
treachery and advances not led or ordered by a general were not a significant feature of this era, so no
provision is made for them. While troop behaviour had assimilated to that of regular troops, the behaviour of
generals had become more irregular. Most nations' generals fought in the front rank and paid little
attention to events in the battle until their personal fight was decided. Even if generals stood back from the
fight, they lacked a suitable staff structure for effective distant intervention.
Troops are primarily classified by their fighting methods instead of by their arms and armour. Finer
grading within each type reflects contemporary perceptions of efficiency. We rely heavily on contemporary
accounts and the latest research, which are often at odds with received opinion.
Movement and combat is by elements, each consisting of a fixed number of figures based together on the
frontage of a typical tactical unit of the era. Elements can be moved individually or be combined into and
move as temporary groups. Although troops are not primarily organised into regiments, these are often
conveniently sized groups in which to join similar cavalry or combine pikemen with shot. They can still be
split or combined at will. Small bodies or columns on roads can be moved easily. Large groups are clumsy
and difficult to manoeuvre. The vicissitudes of terrain and combat will bring a progressive visible
deterioration in organisation that will be hard to repair.
All combat is between single elements with neighbouring elements assisting rather than taking part
directly. We differentiate between those, often indecisive, fire combats that we term Distant Shooting and
"Close Combat" with bases touching. The latter differs from the conventional wargamers' "Melee" in that it
includes not only edged weapons but also all shooting at decisive range. This is reflected in the depth of
element bases, which represent not just that occupied by the men represented, but also the reach of their
weapons.
Our shooting ranges are based, not on theoretical maximum ranges, nor on modern estimates of effective
range, but on those ranges at which weapons were actually used. For example, although composite bows
were certainly capable of shooting several hundred paces, horse archers and foot skirmishers using them
did so at point blank range, where they were equally safe from contact and much more effective.
Conversely, firearms influenced battle results at beyond the ranges considered effective in the Napoleonic
era, probably because shooting continued longer. In some cases, we allow only inferior grades of a troop
type to shoot at a distance, the better grades being assumed to hold their fire until decisive range. The
noise, flash and smoke of firearms continued to have an appreciable morale effect, especially concerted
volleys on troops unused to them. Once beyond point blank range, there was little variation in artillery
effect until the distance defined as "at utmost random" was exceeded. Low rates of fire were partly
compensated by dense targets.
Our combat mechanisms focus on the results of actions, not on calculating casualties that would not in
reality have been known except in a very general way. An element may be forced to recoil a short distance
still facing the enemy, may flee as a body, or may at worst be destroyed, which represents its survivors
breaking, dispersing and fleeing the field individually. However, element loss will rarely be heavy before
the army starts to break up. The local effects of fatigue and morale are taken into account in the combat
results. Their wider effects are simulated by the beaten command rule, by which the collective morale of a
command may reach breaking point and the whole command then crumble into rout, though much of it
may rally if pursuit is not pressed.
2
REPRESENTATIONAL SCALES AND PLAYING EQUIPMENT
FIGURE AND MODEL SCALE
This is expressed as the height in millimetres of a figure representing an average man. Naval elements use
models of reduced scale, rationalised as them being seen distantly from the shore.
25mm is the original wargaming scale and is ideal for public demonstration games at large conventions,
where its easier visibility for spectators is an advantage.
15mm is now the most popular scale and combines cheapness and convenience while still permitting
detailed painting of individual figures.
6mm and 2mm progressively increase visual realism, the latter at some cost in convenience.
GROUND SCALE
This is the relationship between the distances measured on the table and those they represent on a real
battlefield. It is based on the constant that the frontage of a troop element represents 50 paces at normal
scale or 100 paces at condensed scale. Our basing produces the following ground scales:
If using 25mm figures: 50 paces = 60mm (normal) or 30mm (condensed) on the table.
If using 15, 10 or 6mm: 50 paces = 40mm (normal) or 20mm (condensed) on the table.
If using 2mm: 50 paces = 30mm (normal) or 15mm (condensed) on the table.
Distances are quoted in multiples of paces (p), each of 2.5 feet or 0.75 metres because a man's stride has
remained constant throughout history, while such units as cubits, yards and metres come and go. It was
also the most common measure during this era.
Distances on the table should be measured with a 300p card strip marked at 50p intervals, supplemented
by an 1,800p length of string for maximum artillery range. The width and depth of element bases also
provide visual clues to distance that will often obviate measuring.
TROOP REPRESENTATION AND DEPICTION
Each element represents the smallest body capable of independent action. It consists of a thin rectangular
base to which are fixed a number of figures varied according to its troop type and the figure scale. Elements
vary in cost and represent the number of men who would occupy that frontage in real life. At normal scale
this is typically 100 formed infantry in 3 or 4 ranks or dragoons, 75 pistoleers in 3 ranks, 50 lancers in 2
ranks, sometimes all trying to squeeze into the first, or 50 light horse or foot skirmishers in a loose swarm, a
horde of up to 250 rabble or camp followers, 4 large guns, 15 jingals or zamburaks, 1-10 elephants with
escort, 1-2 ships in column or galleys in line or 4-10 open boats. At condensed scale, twice as many ranks of
cavalry and foot are assumed, so the numbers above are quadrupled for these but only doubled for other
elements.
Figures must accurately depict the troops they represent. The only exception is that general, officer,
standard-bearer and musician figures represent their element's majority type.
TIME SCALE
Play is in alternate bounds. These are not fixed arbitrary divisions of time, but reflect initiatives and
responses by the sides. The time a bound represents is variable, but averages about 5 minutes.
Except for march movement, which is assumed to be continuous and to have been happening during the
preceding enemy bound as well as your own current bound, move distances are not a function of time
available and theoretical speeds, but are based on typical initiatives and counter-initiatives in real battles.
Cavalry are often assumed to have counter charged even though not moved. Whether they did so soon
enough must be judged by the result of the ensuing combat.
PLAYING AREA
The ideal playing area is 108" (2.7m) x 60" (1.5m) [a standard table tennis table] for 25mm figures or 72"
(1.8m) x 48" (1.2m) for smaller figures. Table depths can be halved if using condensed scale. Condensed
scale 100 AP armies can usually use standard DBA playing boards.
DICE
Each command needs a single ordinary 1 to 6 dice, which is used for all purposes. An allied command's
dice must differ in colour.
3
TROOP DEFINITIONS
Troops are defined by battlefield behaviour instead of the usual formation, armour, weapons and morale
classes. We distinguish only between troops whose fighting style differs sufficiently to need to be treated
differently by either their general or their foe. Each troop type therefore includes all troops that fought in
the same way, had a generally similar ethos and morale and had the same effect on the other types. Each
type is identified by a name descriptive of its function.
Cavalry can be Lancers, Pistols, Sipahis, Light Horse or Camelry.
Foot can be Dragoons, Pikes, Blades, Shot, Bows, Warband, Skirmishers or Horde.
Train can be Artillery, Pontooneers, War Wagons, Elephants or Baggage.
Naval can be Ships, Galleys or Boats.
Troops within each type are additionally graded for efficiency relative to the average for that type, taking
into account lesser differences in morale, degree of training, equipment or mobility, but not in prestige
alone. This is necessarily somewhat subjective.
Superior (S): Troops recognised by their contemporaries as of significantly superior efficiency.
Ordinary (O): Representing the great bulk of troops of that type at its peak.
Inferior (I): Troops historically identifiable as brittle or of significantly inferior efficiency.
Fast (F): Lighter-armed troops who moved faster and/or more aggressively than most.
Exception (X): Specialists whose performance was unusually erratic.
LANCERS, representing all those European cavalry in full or partial plate armour and armed with heavy
lances who charged at the gallop with the intention of breaking through and destroying enemy by sheer
weight and impetus. These were confident of overthrowing other heavy cavalry, but if unlucky could be
evaded, split up and absorbed by light horse. Steady pikes could stop them with a dense array of weapon
points, forcing them to retire to charge again. They could be shot down at a distance by shot in cover, but
other foot were likely to be ridden down.
Superior (S): Men-at-arms of exceptionally high morale and skill in full plate armour charging "en
haye" on heavy horses sometimes still barded with horse armour, such as French
gendarmes up to 1561 and English gentleman pensioners up to 1560.
Ordinary (O): Men-at-arms similarly equipped and mounted, but less dashing and less practised in
jousting, such as Italian condottiere lances and all fully armoured men in German-style
double-depth formations.
Inferior (I): Lancers in a buff coat or similar light armour riding weak horses, such as those Scots
regular cavalry lacking firearms from 1644.
Fast (F): Lancers in 3/4 plate riding good unbarded horses and sometimes with a single pistol or a
bow, such as French archers and chevaux leger before 1590, Spanish and English demi-
lances, Japanese after 1542 and Polish hussars before 1689.
PISTOLS, representing all those European partially armoured cavalry in theory primarily armed with a
pair of pistols, whether reserving these for final moments of a charge or using circulatory shooting
formations. These could blow a hole in a pike block with volleys from successive ranks, but were
vulnerable to attached Shot, and were often ridden down by an unexpected charge while attempting to do
the same to Lancers. They can always be dismounted at deployment as Blades (O) to storm fortifications
placed by enemy.
Superior (S): Cuirassiers in three-quarter plate armour who charge opposing cavalry at the trot
reserving fire until the point of contact, such as Huguenot gentry after 1572, Dutch of
Maurice of Nassau, Imperialist or Livonian cuirassiers of the Thirty Years War and
Haslerig's "Lobsters" in the English Civil war.
Ordinary (O): Pistoleers in plate corslets or less who charge opposing cavalry at a trot reserving
their fire until immediately before contact, such as Gustavus Adolphus' Swedish
reiters after 1621, Eastern Association and New Model Parliamentary cavalry of the English
Civil War and French gendarmes or chevaux leger after 1590.
Inferior (I): Pistoleers in three-quarter plate or less who instead of charging prefer to fire circulating or
from the halt, such as German mercenary reiters from 1543, the harquebusiers of the later
Thirty Years War, most Parliamentarian cavalry of the English Civil War, and most Scots
cavalry before 1650. Also any remaining 15th century cavalry in full plate armour with
hand guns.
4
Fast (F): Cavalry, sometimes lacking even a buff coat or short of pistols, who charged at the
gallop
sword in hand or reserving their pistols until the point of contact, such as Gustavus'
Finnish "Hakkapelitta" or Royalist cavalry of the English Civil War.
SIPAHIS, representing all mailed asiatic or east european cavalry equally ready to charge fiercely or to
skirmish with bow, javelin, lance or later matchlock or carbine. These were more mobile than Lancers or
Pistols, but had correspondingly less cohesion. Even the best could not hold the initial charge of European
men-at-arms, but they could often progressively absorb its impact within deep formations. They were
easily frightened by firearms volleys from foot or cavalry before contact, but their furious charge was more
likely to break western foot instantly than the more sedate attack of Pistols and were superior to the latter
in single combat if the enemy formation broke up. They can always dismount at deployment as Blades (O)
to storm fortifications placed by enemy, or if specified by their army list, such as Ottoman Turks, as Bows
(S) embarked on naval.
Superior (S): Mailed riders with both light lance and bow, or riders of barded horses, such as Ottoman
qapukulu, Mamluks, Persian lancers and Moghul mansabdar cavalry.
Ordinary (O): Mailed riders mostly lacking either lance or bow on unbarded horses, such as most Persian
cavalry, Polish pancerni, Russian boyars and mounted samurai before 1542.
Inferior (I): Mostly lacking armour and supplementing sword, if at all, with spear and javelins, as
Hausa yan kwarbai, or mixture of obsolete weapons such as bow, javelins, lance or
matchlock, such as Ottoman provincial sipahis after 1595.
Fast (F): Mostly unarmoured, but of high morale and supplementing expert use of the scimitar with
pistols and often carbine, such as Ottoman qapukulu after 1625.
LIGHT HORSE, representing all lighter riders who scouted or skirmished in dispersed swarms and
evaded enemy charges. Most of them were more useful for scouting, raiding baggage and pursuit than for
a stand-up fight, but could be used to delay or detain stronger troops or to screen them and support their
flanks. They were not easily destroyed, but could be chased too far away to return to the battle.
Superior (S): Primarily armed with bows or light crossbows, but eager to take advantage of disordered
enemy by charging home, such as Tartar or Turkoman horse archers and German mounted
crossbowmen, or with pistols and sword, such as Croats.
Ordinary (O): Primarily armed with javelins and/or light spear, such as genitors, stradiots, most Moors,
Arab horse, 16th century Irish horse or English or Scots border staves.
Inferior (I): Primarily armed with wheel-lock or firelock arquebus, such as French argoulets until 1562,
French carabins and arquebusiers after 1562, Spanish herguletiers, English petronels of the
Armada period and Dutch carabiniers.
Fast (F): Armed with bows or light crossbows and always reluctant to charge, such as Hungarian
horse archers, Turkish akinjiis, French argoulets armed with crossbows before 1515 and
Lapp or Swedish scouts using reindeer or elk.
CAMELRY, representing all men moving mounted on camels and either fighting from camelback or
dismounting from their camels to fight on foot while keeping them close at hand.
Superior (S): Exceptionally feared and fanatical camel riders fighting exclusively hand-to-hand, such as
Tuaregs.
Ordinary (O): Other camel riders fighting mounted or dismounting to fight.
Fast (F): Exceptionally well-mounted scouts on racing camels, such as Bedouin scouts.
DRAGOONS, representing all men moving mounted on cheap horses but primarily intended to fight on
foot using infantry firearms. The few early dragoon pikemen and halberdiers are not differentiated by the
rules. In addition to dragoons known by that name, we include the earlier foot arquebusiers mounted on
nags first used by Strozzi in 1543, then on a larger scale by De Brissac and succeeding French generals from
1550. All these were chiefly used for seizing commanding terrain and to support or harass cavalry by
dismounted fire, not yet routinely as cavalry. Those few that were, such as later Russian dragoons, are
specified in their Army List as exchangeable for mounted figures counting as Pistols (I) at deployment.
Superior (S): Dragoons armed with firelock muskets.
Ordinary (O): Dragoons armed with matchlock muskets.
Inferior (I): Horsed arquebusiers armed with matchlock arquebuses, such as those of Strozzi
and Turkish or Tartar mounted infantry.
5
PIKES, representing all close formation infantry fighting collectively with pikes wielded in both hands;
initially in very deep formations, such as Flemings, Scots, German mercenary landsknechts and pre-
eminently the Swiss, but later usually in shallower formations combined with Shot by most European
infantry units. They at first wore cheap 3/4 or 1/2 plate ammunition armours or at least a buff coat, but
veteran units on campaign came to discard armour to obtain greater mobility. Long pikes could hold-off
lancers, but charges by the latter could detain them under punishing artillery fire. Pistols would try to
shoot holes in their ranks. In deep formations, they could roll over most foot except massed shot defending
field works, or if disordered, Blades such as Spanish sword-and-buckler men or English bills. Long pike
shafts made formation keeping difficult in any but good going and slowed movement even along roads.
Superior (S): Swiss or English Civil War Cornish.
Ordinary (O): Landsknechts, later Spanish, Dutch, early Swedish and most English.
Inferior (I): Armed with shorter pikes or spears, such as Gonsalvo's Spanish or Scots before 1512; or
lacking confidence, such as French, Italians or Russians.
Fast (F): Veteran units that have abandoned armour and sometimes illicitly shortened their pikes
(described by one contemporary expert as "a damned thing to be suffered") for greater
mobility, or whose Shot habitually lacked ample ammunition.
SHOT, represents all foot shooting in formation with shoulder firearms. Muskets both outranged arquebus
and caliver and penetrated armour better, so steadily replaced them. Firelocks were cheaper in garrison
due to saving on match and more convenient, but as yet were little faster shooting and less soldier-proof
than matchlocks, so were at first restricted to small elite units, artillery guards and garrison sentries. Shot
were vulnerable to charging cavalry unless protected by neighbouring pikes or close terrain, and to deep
Pikes unless holding an entrenchment.
Superior (S): All armed with firelock musket and later with plug or socket bayonet, such as fusileers or
Williamite Dutch, English guards and Danes of the late 17th century; or armed both with
matchlock and a berdische axe used both as musket rest and deadly close-quarter weapon,
such as Polish shot after 1670 and Russian streltsy.
Ordinary (O): All armed with European matchlock muskets, or with a mixture of matchlocks and
firelocks, or with Japanese matchlocks, but fighting hand-to-hand with clubbed butt or
cheap sword.
Inferior (I): Entirely or mostly armed with matchlock arquebus or caliver or earlier firearms, or
raw recruits armed with muskets.
Fast (F): Armed with matchlock or firelock musket but at close range firing by salvo and
immediately charging instead of firing continuously by circulating ranks, such as
Gustavus' Swedes, Turkish janissaries and Scots lacking sufficient ammunition.
BLADES, represents all close fighting infantry fighting individually with sword and buckler or heavier
cutting or cut and thrust weapons. These were less safe than pikes against mounted troops, but could beat
disordered pikes.
Superior (S): Dismounted men-at-arms in full or nearly full plate armour.
Ordinary (O): Skilled men with good weapons in lesser ammunition armours, jacks or mail, such as
halberdiers, billmen, Irish galloglaich and Japanese samurai with naginata or yari, or
Pistols or Sipahis dismounted before battle to storm a fortification.
Inferior (I): Men with inferior weapons lacking metal armour, such as Aztec suit-wearers, Austrian
peasant levy with halberd or morgenstern and Monmouth's scythesmen.
Fast (F): Men with good weapons in light or no armour, charging at a run and able to move easily
over any terrain, such as Spanish sword and buckler men, Japanese ashigaru with naginata
or yari or Indian Hindu swordsmen.
BOWS, represents all foot that fought in formed bodies with bow, longbow or crossbow relying on dense
shooting and side arms for survival at close quarters instead of on skirmishing or evasion. These shot at
longer range than Skirmishers, often in volleys at command. They were claimed by some to be especially
effective against horse, but were psychologically vulnerable to the noise and smoke of Shot.
Superior (S): Armed with longbow or composite bow, but willing to fight at close quarters with sword
and buckler, such as English longbowmen and Turkish janissaries.
Ordinary (O): Armed with crossbow, such as French, Italian, Spanish or Chinese, or with composite bow,
or with bow and using pavise or protected by shield bearer.
Inferior (I): Armed with inferior bows or raw, such as Tlaxcalans, Indians or Japanese.
6
SKIRMISHERS, representing all foot dispersed to shoot individually and avoiding hand-to-hand combat.
Those with firearms most often fought as long range snipers producing a constant irritation and a dribble
of casualties, but would occasionally take advantage of an enemy lack of caution or unprotected baggage to
volley and charge to close quarters, seize loot and disappear jeering. Others fought in a numerous loose
swarm hovering close to the enemy to pester them with missiles and running away if charged. All were
unlikely to cause serious casualties to alert formed troops, but were useful to slow and hamper enemy
movements, to protect flanks, to hold or dispute difficult terrain, or to act as ambushers or scouts in
mountain or bog. They were in great danger in the open from cavalry, especially from good light horse.
Superior (S): Sharpshooters armed with an accurate shoulder firearm, such as Austrian grenze, Turkish
arnauts or Indian jezailachis.
Ordinary (O): Armed with other firearms, such as Italians or Germans; or with crossbows, such as
French.
Inferior (I): Armed with bows, slings or javelins, such as Amerindians and Irish kerns.
Exception (X): Throwing explosive or incendiary grenades or hornets' nests, using fire lances or
bolas or shooting poisoned darts from blowpipes.
WARBAND, including all irregular foot whose most effective tactic lay in a precipitate massed savage rush
to contact. With luck and timing, their charge could sweep away conventional Shot not supported by Pikes,
but they were nervous of Artillery and cavalry.
Superior (S): Religious fanatics with no thought other than to charge, such as Turkish iaylars, and also
Conquistador war dogs.
Ordinary (O): Undisciplined tribesmen whose front rank was mainly of hot-tempered well-armed
warriors, impatient to charge although often also carrying a firearm or bow; even if those
following might have nothing better than a long knife, such as Scots Highland clansmen or
Afghan hillmen. Also some sailors.
Inferior (I): Lightly-armed warriors who sensibly preferred ambushes, barricade fighting and skipping
about hills or bogs yelling and throwing javelins or slinging stones to charging formidable
enemy, such as Irish bonnachts or Inca warriors.
HORDES, representing all those troops of desperately inferior weapons, skill or sometimes courage whose
only significant military virtue is their numbers and density.
Superior (S): Badly armed and inexperienced religious fanatics and/or marauding loot-hungry rabble,
such as Aztec clan warriors or Turkish azabs other than archers.
Ordinary (O): Peasants with improvised weapons, such as English Civil War "clubmen", and poor quality
Asian foot and camp followers, such as the mass of an Indian army.
Fast (F): Unorganised enthusiastic rabble with improvised weapons relying on ambush from
difficult terrain, such as light footed mountain freedom fighters.
ARTILLERY, representing all crew-served gunpowder weapons. The larger pieces often fired at ranges
considered excessive in ensuing eras, though usually at denser targets, but achieved only 10 shots per hour
instead of the later sustained 2 shots per minute. This was probably mainly due to small crews of only 2 or
3 men, only 1 of whom was fully skilled, and the absence of formal drills. They depended for mobility on
impressed civilian drivers and animals that might desert at the first sign of danger. Their greatest tactical
value was as a means of forcing a reluctant enemy to advance or retire. Poor mobility and inability to shoot
overhead "which doeth no greate hurte" often made it necessary for them to be deployed in front of the
army. Smaller pieces were used at shorter range to supplement infantry firepower "for the sudden
execution of horse should they assail them.
Superior (S): Great gonnes on modern wheeled mountings able to move tactically across the battlefield if
provided with draught animals, such as cannon, demi-cannon and culverins; and also
immobile heavy bombards, such as those of the Turks.
Ordinary (O): Mobile large field pieces, such as demi-culverins, sakers, minions or falcons.
Inferior (I): Small pieces firing case shot or similar multiple missiles to short range, such as multi-barrel
organ guns or barricados, leather guns, drakes, Gustavus' regimental 3-4pdrs, Scottish
fframes or Chinese rocket men.
Fast (F): Man or camel-carried very light but long guns, such as Chinese jingals or Indian zamburaks,
and wheeled falconet "gallopers" drawn by a single horse.
Exception (X): Large rockets carried by men or on pack animals and fired one at a time with greater range
than accuracy, such as those used in India.
7
PONTOONEERS, with materials on wagon or pack animals, who if at a river bank can construct and
dismantle a single pontoon bridge. The bridge is added after launching, the pontooneers moved away on
completion. The start of dismantling is depicted by returning the pontooneers, its completion by removing
the bridge. All pontooneers are Ordinary (O).
WAR WAGONS, including all slow wheeled vehicles intended to be fought from and to move on the
battlefield, but not ordinary transport wagons or carts utilised to laager camps.
Ordinary (O): Mantleted wagons filled with men shooting from behind wooden cover with bows,
crossbows or firearms, such as those of the Germans, Hungarians, Poles and
Ottoman Turks, but not the Russian gulyai-gorod wheeled barricades.
Inferior (I): Standard wagons, command litters or portable shrines guarded by picked foot.
ELEPHANTS, represents both these and their close infantry escort. They were used in this period by
Indian and south-east asian armies to stiffen infantry, to assault fortifications, and as the de rigueur
command mount, but were nervous of massed firearms and vulnerable to artillery.
Superior (S): Elephants carrying matchlock men or rocketeers to deter attack, so used to noise.
Ordinary (O): Armoured elephants with howdah and large fighting crew and/or infantry escort lacking
firearms.
Inferior (I): Unarmoured elephants with low or no howdah and small crew lacking firearms.
SHIPS, representing all large sailing vessels relying on broadside guns or boarding.
Superior (S): Lofty warships with mixed guns on field mounts and carrying large numbers of soldiers
for boarding, such as Spanish carracks.
Ordinary (O): Race-built warships after 1550 with heavy guns on truck mounts and relatively few
boarders, such as English galleons from 1565.
Fast (F): Fast handy vessels suitable for scouting and/or inshore work and piracy, such as
Portuguese caravels, Dutch cromsters, English fregates or Algerine chebecks.
Inferior (I): Weakly armed merchant vessels, such as hulks, Arab baghala or Chinese junks.
Exception (X): Small group of explosion or fireships; initially steered by skeleton crews, then
abandoned to wind and weather, such as Dutch "Hellburners".
GALLEYS, representing all large primarily rowing war vessels. Their rams had now been replaced with
boarding spurs and a mixed forward battery including a few very heavy guns.
Superior (S): Large slow galleys with light broadside batteries, such as galleasses, Turkish maonas or
Korean turtle ships.
Ordinary (O): Galleys with a heavy but short range bow battery and a numerous fighting crew
including many heavily armoured men, such as those of St. John, Spain, Genoa and
the Ottoman Turks.
Fast (F): Speedy galleys with gunners accustomed to long range firing and a moderate fighting crew
of whom few wore much armour, such as Venetian galleys and North African galleys and
galliots.
Inferior (I): Lacking any but a few light guns but full of troops, such as Japanese galleys.
BOATS, representing flotillas of small war vessels rowed or paddled by armed free men.
Superior (S): Partly decked with a few light guns, such as English pinnaces, Spanish or North African
bergantines or Malay prahu.
Ordinary (O): Open rowing boats or large canoes crewed by armed men intended to capture by boarding
and invasion barges filled with troops.
Fast (F): Fast scouting boats with minimal crew, such as dragon boats or outriggers.
Inferior (I): Small dug-out or bark canoes.
Exception (X): As Ships (X), but for use on rivers, usually to attack bridges.
BAGGAGE, representing the army's logistical support and with only a limited capability for self-defence.
Its importance in the game is to require protection. Baggage can be mobile, including wagons, draught and
pack animals, herds, drivers and guards, or immobile. It is graded as (O) if protected by artificial defences,
(I) if not. Very large items should be treated as a double element.
Besides tents, immobile baggage for european armies can include sutlers, soldiers' wives, drabs, slatterns
and/or doxies and even the occasional Godly preacher. A Turkish army's could include a portable minaret
and muezzin, slave dealers buying captives, a bazaar, a flimsy-fenced travelling seraglio or even the
portable zoo that the Grand Vizier took to the siege of Vienna in 1683.
8
ARTILLERY DRAUGHT TEAMS
If Artillery (S) or (O) is to move other than by pivoting up to 45on a front corner it must have draught
animals and drivers. These are treated as a 2nd contiguous base of the same element. This faces towards the
gun base when unlimbered ready to fire and away when limbered ready to move in the direction the team
faces. Limbering or unlimbering is either by turning the draught base 180 degrees or by both turning the gun
base 180 degrees and exchanging the positions of the draught and gun bases without the outer corners of the
whole moving. The draught base is permanently removed when its drivers desert under fire, or it is
contacted anywhere by enemy, or if its Artillery element is destroyed. Bombards cannot have draught
animals. The pack animals associated with Artillery (F) and (X) are the property of the gunners, do not
desert, and so are fixed to the Artillery base.
NAVAL LANDING FORCES
Except for Boats (F), which have insufficient capacity, and Ships (X), which are too dangerous, each naval
element can and must carry one land element. This must be of an appropriate type for its nation, as
specified in our army lists. Its cost is additional to that of the naval element.
A Galley or Boat element in bow contact or a Ship element in bow or stern contact can disembark or embark
troops over a beach. A Boat element in side contact can disembark or embark over a riverbank. Unladen
Galleys or Boats are assumed to be beached or moored, cannot move and can be contacted by enemy land
elements. Unladen Ships are assumed to be anchored off-shore bow to tide, having been unloaded by their
own small craft. They therefore cannot be contacted by enemy land elements, but unlike beached vessels
can be driven ashore and destroyed by bad weather. Any naval can embark or disembark troops if tied up
at a pier or jetty. They can then be contacted by land enemy and are safe from weather. Unladen naval
elements cannot be moved and do not recoil. Their fighting capacity is greatly reduced for lack of men.
ARTIFICIAL DEFENCES
Each section of defences has the same frontage as an element, but is not an element. It can be a:
Portable Obstacle, to accompany an element of Shot or Bows and protect it in close combat against cavalry,
such as Swedish swinesfeathers 1624-1626, Russian gulyai-gorod walking mantlets, or chevaux de Frise.
Fixed Obstacle, to protect foot, Artillery or Baggage in close combat, such as wagons in laager around a
camp, wagons protecting a flank guard of Shot as at Gravelines in 1568, a palisade, an abatis of felled trees,
a street barricade, a thorn boma or an Irish plashed wood edge.
Fortification, to protect a foot or Artillery element manning it against all distant shooting and close combat.
It can be linear such as a crenelated stone town wall or an obstructed ditch and sodded or stone-revetted
sloping earth rampart, or a separate three- or four-sided open-backed earthwork redoubt for one element,
which can then fight to its flank or rear if not fighting to its front.
Both large bastioned-trace fortresses and smaller improvised rectangular sconces are assumed to be made
up of multi-element wide linear sections. A bastion or ravelin face or a section of curtain should
accommodate 2 elements of Shot, a bastion shoulder or gorge 1. These rules do not cover the slow siege
work such as sapping, breaching by artillery or mining.
Unless placed by the defender as part of a built-up area, or a plashed wood edge in an ambush, a
fortification or fixed obstacle can be placed only in its side's deployment area. Those intersecting a table
edge are assumed to be part of a closed circuit, the off-table part of which need not be paid for. A closed
circuit must include 1 or more on-table gateways that are part of the obstacle or fortification. If this
surrounds a BUA, they are connected to both its centre and to neighbouring gateways by roads. Gateways
must be at least 3 element widths apart.
Troops immediately behind a fixed obstacle or on a fortification ready to fight enemy outside are said to be
manning it. Troops can cross fixed obstacles or fortifications only unopposed through a gateway or by
assault. An assaulting element in contact with an obstacle or fortification is treated as if in contact with the
element manning this. Corner pieces with no internal frontage need not be paid for. They cannot be
assaulted unless the apex of a bastion or ravelin.
A portable obstacle is permanently removed if the protected element moves to initiate close combat with
enemy. Any obstacle is permanently removed if the protected element is destroyed by artillery or naval, or
is destroyed, recoils or flees while in close combat.
9
ORGANISING AN ARMY
BASING
All figures must be combined into elements each of several figures permanently mounted on a rectangular
base of card or similar material. Base size is not critical provided that all bases have the same frontage and
both armies use the same conventions. However, since existing rule sets for this historical period do not in
fact meet this requirement, we recommend those below as the best compromise. Many are common to our
DBM rules, allowing continuing troops to be used.
If figure scale is: 25mm 15mm 10mm 6mm 2mm
Naval scale is 1 to: 600 1200 1200 1200 2000
Frontage of all element bases = 60mm 40mm 40mm 40mm 30mm
Depth of element base if:
Cavalry or Hordes = 40mm 30mm 30mm 20mm 15mm
Foot except Dragoons = 30mm 20mm 20mm 10mm 10mm
Dragoons, Artillery or Baggage = 60mm 40mm 40mm 40mm 30mm
Elephants = 80mm 40mm 40mm 40mm 30mm
Pontooneers, War Wagons, artillery draught or naval = 120mm 80mm 80mm 80mm 60mm
Alternative: Pikes, Blades except (F), Warband (S) = 20mm 15mm 15mm 5mm -
10
ARMY SIZE
Unless the battle is a campaign or scenario game, each side consists of troop elements up to an agreed total
of army points (AP) between 100 AP and 500 AP. In games with less than 250 AP, the whole army is a
single command under one general. In larger games, it is divided into 1-4 commands, each with its own
general, one of whom is the commander-in-chief. Subordinate or allied generals can either be controlled by
other players or not. Each army must include 2 baggage elements per command not fully embarked in naval
at the start of the game, all of which are included in the same command. All elements and generals must be
assigned to commands before the set-up procedure on P.12 is started.
Our accompanying books of army lists specify element types and numbers for the great majority of
historical armies within the period of the rules and also any artificial defences that can be used in addition
to any enclosing the on-table part of a BUA.
Points spent on artificial defences restricted to the defender are wasted if the terrain includes no BUA or the
army turns out to be the invader. Points spent on naval elements are wasted if they have no access on to the
table. Their landing troops can still be deployed, being assumed to have disembarked and joined the army
prior to the battle.
ELEMENT COST
Basic cost of one element of: (S) (O) (I) (F) (X)
Lancers 15 12 10 11 -
Pistols 12 10 8 11 -
Sipahis 10 8 5 8 -
Light Horse 7 5 4 4 -
Camelry 9 6 - 6 -
Dragoons 8 7 6 - -
Pikes 5 4 3 4 -
Shot 7 6 4 6 -
Blades 9?8 7?6 4 5 -
Bows 7 5 3 - -
Skirmishers 4?5 3 2 - 8
Warband 5 4 3 - -
Hordes 2 1 - 1 -
Artillery 25 20 5 10 10
Pontooneers - 5 - - -
War Wagons - 10 3 - -
Elephants 24 20 16 - -
Ships 6 5 3 4 4
Galleys 5 4 2 3 -
Boats 3 2 1 2 3
Adjustment for all grades if a C-in-C's or sub-general's element +20
Adjustment for all grades if an ally-general's element. +10
Portable obstacle to protect one element frontage. 1
Fixed obstacle to protect one element frontage. 2
Fortification to protect one element frontage. 4
Extra for each flank or rear face of a three- or four-sided redoubt. +1
Extra if a gateway. +2
ARMY DECLARATION
Competition organisers will ask for an advance listing of your army by commands giving the number,
types and costs of all elements, together with the number of elements that each command must lose to be
beaten. You need not declare army composition to an opponent or tell him things he should be able to
deduce from your figures.
11
PREPARING FOR BATTLE
SET-UP DICING
Except in a scenario or campaign battle, each side's C-in-C nominates a season of the year. Both then dice,
each adding his army's aggression factor (a number from 0 to 4 specified in its army list) to his raw score. If
adjusted scores are equal, dice again until a round of dicing produces unequal adjusted scores. The side
with the higher adjusted score is the invader. The other side is the defender. The battle occurs during the
invader's nominated season. The defender nominates which side of the table is north and will position most
of the terrain and deploy his army before the invader.
Now deduct the lower of the last pair of raw scores from the higher. The difference is the weather score,
which together with the climatic zone and season defines the state of the weather.
Now add together the raw scores of all dice thrown during the above. The total is the number of hours after
midnight that the battle can begin.
TERRAIN CHOOSING
As generalship is definable as the skill with which generals adapt their troop movements to those of the
enemy and to the terrain, the provision of varied and realistic terrain is essential for interesting battles. The
usual method is to place separate terrain features of types allowed by the defenders army list on top of a
plain cloth or large painted board the battlefield.
Terrain features can be linear features, such as a waterway [WW}, river [Rv] or road [Rd], or realistically shaped area
features. An area feature cannot be more than 600p across in any direction, nor less than 100p. If it nowhere exceeds
300p across, it counts as a feature, if it anywhere exceeds 450p as 1.
Area features can be:
Difficult going [Dgo], such as steep or wooded, vine-planted or terraced slopes, woods [Wd], orchards or olive groves
or oasis palm groves [O], small fields enclosed by walls, hedges, irrigation channels or paddy bunds [E], vineyards
[V], marsh or deliberate thigh-deep inundations [M], sand dunes [D], or a built-up area [BUA] except to foot
manning its perimeter fortifications.
Rough going [Rgo], of moderately boggy, rocky or brushy gentle slopes or lower ground, or a sunken gully.
Good going [Ggo], of bare gentle slopes, open fields, or of water features, bog or marsh frozen by cold weather.
The space between features is also good going and may represent unimproved pasture, steppe or hard desert. An
element that is in more than one kind of going is treated as whichever would slow mounted troops more. Camels of
any kind except baggage count sand dunes and brush as good going and other rough going as difficult.
The defender chooses 1 feature of each compulsory type and 2-4 optional features and the invader 0-1 optional features.
Each player must choose all his features before placing any. Neither player can use more than 1 linear feature of the
same type or more than 2 non-compulsory area features of the same feature equivalence, type and going.
All waterways must be placed first, then rivers, then hills, then roads, then BUA, then others in any order. If both
invader and defender wish to place features of the same type, the defender places his first.
The defender numbers each short edge of the battlefield and each half of each long edge 1 to 6 clockwise. V Each feature
to be placed is diced for in turn by the chooser. Area features must be placed closer to the edge sector corresponding to
the score than to any other. Linear features must start at the edge sector indicated and head towards the directly
opposite sector. If a feature cannot be placed without moving earlier features, it must be discarded, even if compulsory.
A hill is a single feature whether some or all of its slopes are steep, rough, cultivated or wooded, or all are
gentle and clear. All hills slope from a high point or ridge to their edge. Gentle slopes are not rough or
difficult going unless combined with other terrain types that are. An element is upslope of enemy if at least
part of its front edge is upslope of the whole of that enemy element, or if the enemy element is in a gully. A
hill must be at least 50p from all other hills.
12
Built-Up Areas (BUA) can be a hamlet or village, a substantial building such as a manor house and its outbuildings, a
church and churchyard, or part of a larger off-table town. They must be on a road or adjoin a battlefield edge.
Roads were usually unpaved, so should be depicted as pale earth tracks of less than element width. Since
elements move astride roads, the terrain half an element width each side of the road's centre line must be
identical. A road can end at a battlefield edge, at a BUA or Waterway, or at another road. A 2nd road must
join or cross the first. Roads that intersect rivers cross them by ford or permanent bridge.
Water features can either be unfordable waterways [WW] navigable by sea-going vessels, such as the sea,
large lakes or giant rivers such as the Rhine, Danube, Euphrates, Tigris, lower Nile or Yangtse, or else
ordinary rivers [Rv]. Deliberate inundations are depicted as water but treated as if marsh. As water lacks
surface features, going is instead related to weather and current. Naval moves are in difficult going if
Galleys in strong winds, Boats moving on a paltry river or upstream on a dangerous river, or Ships with no
wind or headed within 45 degrees of upwind. In a Cold climate, the waterways, rivers and marshes of
nations whose army list includes the additional terrain type of Ice [I] may freeze in very cold weather,
becoming rough going to land troops and impassable to naval.
Only one waterway [WW] can be used. If so, it extends 300p to 600p from one side table edge. It must be
edged by cliffs, beaches, marshes or dunes, or by the quay or defences of a BUA.
A river [Rv] must flow from a table edge to a waterway or a different table edge. Any second river must
flow from a table edge into the first river. The total length of river must not exceed 1.5 times that of the
longest table edge. A river's width must not exceed 2.5 element widths. Movement along it is possible only
to boats. Boats can pass under a permanent bridge, but cannot pass a pontoon bridge. A river's nature is
constant along its whole length and is diced for when the first element enters it off-road, adding +1 to the
score if the river is in spate or flows into a waterway, deducting 1 if summer or autumn in Dry or summer in
Warm or Cold. For a score of:
1-3 Paltry. Shallow and with visible bottom. Can be waded anywhere in any formation without
delays, but provides drinking water and its banks aid defenders. Difficult going for boats.
4-5 Easy. Deeper, but slow running, with unknown bottom. Can be waded anywhere with little
delay on a frontage of one element.
6 Tricky. Still deeper and faster. Crossable with little delay in most places.
7 Dangerous. Flood with fierce current. Crossings difficult to find and can deteriorate during
fording due to erosion and random surges. Difficult going for boats moving upstream.
BRIDGES
Bridges can be permanent structures placed by the defender at the junction of a river and road or pontoon
bridges constructed by a pontooneer element. Both can be destroyed together with crossing troops as if a
train target by shooting from Artillery or naval, or close combat with Boats (X). A pontoon bridge is placed in
position when a pontooneer element at the river edge expends PIPs for launching. When PIPs are expended
for completion, the element moves away leaving the bridge in place. The start of dismantling is depicted by
the pontooneers returning, its completion by expending PIPs and removing the bridge. A permanent or
pontoon bridge can also be similarly dismantled by foot but is destroyed by so doing.
CLIMATIC REGION
We recognise four climatic regions, which we call Cold, Warm, Dry and Tropical. The home climate of each
army is specified by its army list. Battles are in the defender's home climate.
Cold applies north of the Pyrenees, Alps, Caucasus and the Central Asian Desert, to the Danube basin,
Mongolia, Tibet, Korea, China north of the Fei River, Japan and highland Peru, and to all large mountain
regions.
Warm applies to southern Europe, Africa north of the Atlas, Turkey and Syria/Palestine.
Dry applies to the Sahara, Libya, Egypt, West and East Sudans, Arabia, Persia, Mesopotamia, the Indo-
Persian border, and the Central Asian Desert.
Tropical applies to Africa south of the Sudans, India, South East Asia, China south of the Fei River, and
Central and South America.
13
WEATHER
The risk of bad weather can be minimised by a wise choice of campaigning season. Its effects on land are
usually minor and transitory and can be mitigated or exploited by good generalship. Its effect at sea is an
essential part of naval warfare.
If the weather score is:
0-1 Perfect clear and dry weather with minimal cloud cover. Light wind as for score of 5, except in
bounds in which the average PIP score is 2 or less, during which there is no wind.
2 Fog in Cold if winter, mist in other climates and seasons, from 1 hour before dawn until any
bound's PIP dice average 5 or more. If deployment is completed more than one hour after
dawn, fog or mist is assumed to have already dissipated. No wind.
3 Strong wind blowing from South West in Cold or Tropical, from South in Warm or Dry.
Risk of rain in Tropical if spring or summer. Risk of dust storms in Dry. Risk of shipwreck.
4 Overcast. Light wind blowing from North West in Cold or Warm, from South West in Dry or
Tropical. Risk of rain in Tropical if spring or summer, or in Cold unless summer. Rivers in spate in Warm if
spring.
5 Overcast if spring, autumn or winter. Light wind blowing from North East in Cold if winter, South
West in Cold if spring, summer or autumn, North West in Warm, South West in Dry or Tropical.
Risk of snow and the waterways, rivers and marshes of defenders with Ice as a terrain type are
frozen in Cold if winter. Risk of rain in Cold if spring or autumn, in Warm if spring, autumn or
winter, in Dry if winter, in Tropical if spring. Rivers in spate and mud in Cold if spring or autumn,
in Warm or Dry if winter, in Tropical if spring. Dazzle if summer. Thirst in Warm if
summer, in Dry if spring, summer or autumn.
Snow, rain or dust storm risk. Such weather starts or ceases when any bound's PIP dice average 5 or
more. Once ceased, it does not occur again.
Snow, fog, mist: Reduces visibility and restricts movement.
Rain: Combat disadvantage if Light Horse, Bows or Skirmishers and shooting, or if Shot.
Dust storm: Reduces visibility. Combat disadvantage unless facing within 45 degrees of directly
down wind.
Spate: Increases difficulty of river crossings.
Dazzle: Combat disadvantage if facing within 45 degrees of due East within 2 hours after
sunrise or facing within 45 degrees of due west within 2 hours before sunset.
Strong winds: Combat disadvantage if Bows shooting except within 45 degrees of directly down
wind. Naval with the land edge of a water-way directly down wind within an
element base width are shipwrecked and destroyed unless they move or are
already at a quay or beached. Difficult going and combat disadvantage for Galleys.
No wind: Difficult going for Ships.
Mud: Reduces movement on roads to rough going distance. Combat disadvantage if
moved upslope into close combat this bound.
Thirst: Combat disadvantage after noon (1200) unless side has a river or friendly BUA
closer to its base table edge than is the rear of its most advanced element.
Overcast: Reduces visibility at night.
TIME OF DAY OR NIGHT
The raw set-up dicing total gives the number of hours after midnight that deployment is completed.
One hour passes each time the defender completes 6 bounds. Sunrise to Sunset is:
0400 to 2200 in Cold if summer.
0500 to 1900 in Cold if Spring or Autumn, or in Warm or Dry if summer.
0800 to 1600 in Cold, Warm or Dry if winter.
0600 to 1800 in other climates or seasons.
Dawn applies during the hour before sunrise. Dusk applies during the hour after sunset. There will be
moonlight if the invader's last set-up raw dice score was an odd number and there is currently no overcast,
mist, rain or dust storm.
If deployment is completed between dusk and dawn, each side has one opportunity to decide on a night or
dawn attack at an hour of its choosing, the invader first. If so, the other side is assumed to be encamped
and throws no PIP dice until sunrise or one of its elements becomes aware of enemy. If not, the battle starts
at daybreak. If dusk occurs during a battle, fighting continues until no enemy can be seen. An element or
group that cannot see enemy cannot advance and routers cannot be rallied. Once fighting ceases, both sides
record their decision whether to continue the battle at dawn or retreat, then reveal it simultaneously. It
ends unless both sides wish to continue.
14
VISIBILITY
Troops or terrain features are visible in daylight and clear weather to all viewers whose direct line of sight
is not blocked by intervening higher ground, trees or buildings. Dusk and dawn reduce the maximum
distance at which they can be seen to 600p, moonlight, daytime mist or snow to 300p, and a moonless,
overcast or misty night, fog or dust storm to 100p. Troop elements do not block line of sight.
Troops within a wood or the interior of a BUA cannot be seen from beyond 50p, or those within an orchard
or palm or olive grove from beyond 150p, unless they disclose their presence by shooting out. Troops less
than those distances inside the edge see out as if outside. Skirmishers in vineyards, marsh, rocky areas or
brush cannot be seen from beyond 150p unless moving, shooting or in close combat. A plashed wood edge
cannot be seen from beyond 50p.
Troops at least halfway up hills cannot see or be seen from less than 600p beyond a lower hill, BUA, wood,
orchard or palm or olive grove. Those on the flat or lower on hills cannot be seen over these at all. Troops
on a hill cannot be seen from the same hill at beyond 100p. A gully can be seen into only from its edge.
Troops in a gully can see out, but cannot shoot out.
Knowledge of enemy presence or adverse events is assumed to spread through a command by informal
means whether the general wishes it or not, but not to other commands. Troops are considered to be aware
of any enemy who:
(a) Are visible to or have shot at any element of their own command.
(b) Have been observed within or moving into concealing terrain by an element of their own
command and have not been seen to move out again.
(c) Who are within visible artificial defences.
DEPLOYMENT
The defender is assumed to have the greater local knowledge and scope for choosing the battlefield or
preparing defensive positions or ambushes. The invader is assumed to have the initiative. None of this
affects tactical posture, which is entirely the choice of the players. An invader can seek to adopt the tactical
defensive, or a defender decide to attack.
Unless inside a fortified BUA, defenders must not be deployed further forward than 300p short of the
battlefield centre line. Invaders must be deployed within 600p of their base edge and not within 200p of a
fortification. Neither can deploy land elements, baggage or obstacles within 600p of a side table edge except
as ambushers or inside any BUA. Baggage must be deployed in good going or in a BUA. Elements of
different commands must not intermingle when first deployed.
The defender first places his unembarked baggage, any fortifications, and all troop elements or fixed
obstacles not part of an ambush. The invader then places his unembarked baggage and any fixed obstacles
except plashed wood edges that are part of an ambush.
OFF-TABLE FLANK MARCHES
There is no provision for off-table flank marches, these not being a significant feature of the era.
AMBUSHES
An ambush is an element or group of elements initially deployed in any of these situations:
(a) Concealed within a wood, an orchard or olive grove, an unfortified BUA or a gully.
(b) Hidden from the enemy deployment area by intervening higher ground or woods.
(c) If Skirmishers, hidden in these ways or in a vineyard, rocky area or marsh, or in brush.
Its position and the direction faced is recorded at deployment time, but it is not placed on table until any of
its elements first move, shoot or are seen by enemy. Invaders can position ambushes only within 300p of
their base table edge. Defenders can place ambushes anywhere except within 500p of the invaders' base
table edge. An ambush cannot include baggage, fortifications or any fixed obstacle except plashed wood
edges.
15
FIGHTING THE BATTLE
SEQUENCE OF PLAY
The two sides take alternate bounds. The invaders take first bound. During each side's bound:
(1) Each of its commands dices for player initiative points (PIP) to be used to move, steady or
rally some of that command's troops. Weather changes are checked.
(2) It first makes single element and group tactical or march moves, rallies routers or pursuers, or if it
has just become beaten steadies single elements or groups. Both sides then make rout and pursuit
moves. A legal move cannot be taken back once made. Enemy contacted on a flank or rear base
edge now turn to face.
(3) All Pistol (I), Light Horse (I), Dragoon, Shot, Bow, Skirmisher (S), Artillery, War Wagon, Ship,
Galley or Boat (S) elements of both sides that have a valid target must shoot and make or inflict
outcome moves, in an order decided by the player whose bound it is.
(4) Any elements of both sides in front base edge contact with enemy fight in close combat and
make or inflict outcome moves, in an order decided by the player whose bound it is.
PLAYER INITIATIVE POINT DICING
The C-in-C simultaneously throws one identically coloured PIP die for each of his own command and those
of his sub-generals, and then allocates one of these dice and its PIP score to each of those commands.
However, if night or bad weather reduces visibility to 100p or the C-in-C is in close combat or has been lost,
each command instead dices separately. The command of an ally-general always dices separately and uses
a distinctively coloured die. A command continues to be diced for each bound that any of its elements
remain on table. PIPs cannot be transferred or accumulated.
1 PIP is expended to: Move, unlimber, limber or steady a single element.
Move a group.
2 PIPs are expended to: Steady a group.
Rally a single routing or pursuing element.
3 PIPs are expended to: Launch, complete or finish dismantling a bridge.
1 less PIP is expended to: Move or steady an element or group including its command's general if he
has not already moved this bound. This simulates the extra authority he
can exert on those near him.
1 extra PIP is expended if: Moving, steadying or rallying any element or group whose command's
general's element is in close combat, or is lost, or is more than 1,200p
away, or is more than 600p away and neither is in sight of the other. These
distances are measured between the nearest points of the two
bases, but diverting around terrain impassable to the general's element
and not passing through any enemy element.
Moving a group that contains both foot except Shot or Dragoons and Cavalry
except a generals element.
Marching a group which has already marched twice this bound, unless
along a road.
2 extra PIPs are expended if: If neither Light Horse nor Skirmishers; and pivoting an element from an overlap
position to contact an enemy flank edge and/or separating a element or group from
a previously larger group.
Moving at night unless along a road by moonlight.
16
MOVING SINGLE ELEMENTS
A move by a single element can be in any direction provided that no corner of its base ends more than the
troop type's maximum permitted move distance from where that corner started. A single element tactical
move can therefore be used not only to advance, but also to pivot from an overlap position into front edge
contact with an enemy flank, to retire, to expand a group's frontage, or to disembark from or embark on a
naval element. A single element move cannot start with the element in contact with an enemy element's
front or rear edge.
MOVING ELEMENTS TOGETHER AS A GROUP
A group is defined as a number of elements that except as necessary when wheeling a column, are facing in
the same direction and each in both edge and corner-to-corner contact with another of the group's
elements. A group move cannot start with any element in contact with an enemy element's front edge.
Unless moving into or out of a 1 element wide column, elements moving as a group must each move
parallel to or follow the first of them that moves, and must move the same distance or wheel through the
same angles. Naval elements cannot be grouped with land elements.
A group move must be in a one element wide column if through a gateway, or along a road, or following a
riverbank, or across difficult going unless entirely Skirmishers and/or Warband (I), or across any but a paltry
river, or by Boats on a river, or off-road in visibility restricted to 100p.
A group move cannot include any changes in frontage or direction, except:
(a) Reducing frontage to form a 1 element wide column. The element that is to head the column moves
forward by up to its full tactical move distance. Other elements move as if by single element
moves. The nearest elements fall in behind the column. Other elements move to close up any
resulting gaps. No element can end further to the rear than its previous position. Except as
made necessary by wheeling the column, all must end facing in the same direction and in both
edge and corner contact with another element of the original group. None can end in contact
with enemy. All elements count as moving along a road if the head of the column does. It may take
more than one move before the whole group is in column.
(b) Expanding a 1 element wide column to a group up to 4 elements wide. Each element moves as
if by single element moves and cannot exceed its normal tactical move in that terrain.
(c) One or more successive wheels, each pivoting on the inner front corner of the group and
measuring move distance along the outer arc of the wheel.
(d) One or two 180 degree turns if the group is entirely of Light Horse, entirely of Skirmishers or
entirely of naval, or one 180 degree turn if entirely of steadied Pikes (S), in each case measuring the
whole move from the original position of the front edge of each element to the final position of
its rear edge. No other group retirement is allowed.
(e) Sideways movement of up to half a base width to line up directly opposite enemy. This is the
only sideways or oblique movement permitted to a group.
TACTICAL AND MARCH MOVE DISTANCES
The maximum distance a single element or element of a group can move, if permitted in that terrain, is:
If entirely along road. If at least partly off-road in:
Good. Rough. Difficult.
Light Horse. 600p 250p 200p 100p
Sipahis or Dragoons. 300p 200p 150p 100p
Lancers, Pistols, Camelry or Elephants. 200p 200p 150p 50p
Shot, Bows, Skirmishers or Warband. 200p 150p 150p 100p
Pikes, Blades, Horde, Pontooneers or Baggage. 150p 100p 100p 50p
Artillery or War Wagons. 150p 100p 50p 0p
Naval. - 200p - 100p
Elements graded (F) or (X) add 50p off-road if cavalry or Shot in good or others in any going.
Elements graded (S) always deduct 50p if Blades, Artillery, Ships or Galleys.
Maximum land moves off-road and moves on waterways are reduced to:
100p if visibility is reduced to 100p by night and/or weather.
50p if the front edge of a single element or the element leading a column is crossing any but a
paltry river.
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WADING A DIFFICULT RIVER
A single element or element leading a column across a tricky river must dice unless on a road ford and
score at least 3 to cross. If the river is dangerous, a single element or element leading a column must score 6
and each other element of a column 3, or 1 less if on a road ford. Once an element fails, no other attempt
can be made within 300p that bound unless fleeing or routing.
MOVING THROUGH FRIENDLY TROOPS OR GAPS
No element can enter a gap less than one element wide, or change direction within or after passing a one
element wide gap between two enemy elements. Unless recoiling or fleeing, an interpenetrating element
must have enough move and room beyond to end clear. Allowed interpenetrations are:
(a) Any land can pass through Skirmishers or Light Horse other than when recoiling, Skirmishers pass
through any land, Light Horse pass through cavalry, Shot pass through Pikes, Blades pass through
Pikes, Shot or Bows or naval pass through naval, if these are facing in the same or opposite
direction.
(b) Artillery, Pontooneers, War Wagons and Baggage can be passed through in any direction by
troops not of any of those types, unless both elements are on a road.
MOVING ACROSS AN ENEMY ELEMENT'S FRONT
No element can cross the front of or retire from in front of any enemy element that is within one element
base width distance and not at least partly separated from it by an intervening element or fortification, or
having done so continue moving, except:
(a) To advance directly forward towards such an element any part of which is directly in front.
(b) To advance to line up directly opposite such an element's front.
(c) To advance its front edge to contact the front edge or front corner only of whichever such
enemy element can be so contacted by the shortest move. An element attempting contact from
opposite a join between two enemy elements must thus contact that it initially overlaps most.
(d) To retire directly to its own initial rear without ending in edge contact with enemy.
(e) As an outcome move.
MOVING INTO CLOSE COMBAT
Close combat occurs when an element has moved into, or has remained in, both edge and corner to corner
base contact lined up with an enemy element. Artillery, Pontooneers, War Wagons and Baggage cannot
move into edge or corner contact with an enemy element. Skirmishers can do so only with train or naval.
When a single element or an element of a group entirely of Skirmishers and/or Light Horse is contacted by
the front edge of an element of an enemy group, it must immediately pivot and/or shift sideways to
conform to that element, unless either defending a fortification, an obstacle or the edge of a terrain feature,
or its recoil would then be prevented by friends. If a player's group contacts 2 or more such enemy
elements, he decides the order in which these must conform.
If the contacted elements need not so conform, then (a) those initiating the combat must move into both
front edge and corner to corner contact without exceeding their normal move; (b) an element moving into
contact with an enemy element's flank must end with one of its front corners touching the enemy element's
front corner; (c) an element cannot move to contact an enemy element's flank or rear unless it starts entirely
on that side of an imaginary line prolonging that base edge of the enemy element.
RESPONDING TO FLANK AND/OR REAR CONTACT
Artillery, Pontooneers, War Wagons, Baggage, Ships and elements manning redoubts or wading a river do
not turn to face a flank or rear attack, but use a contacted edge as their front edge if the true front edge is
not in contact. Any other element which is contacted to flank and/or rear by an enemy element's front
edge, and which is not routing or also either in contact to its front with an enemy front edge or providing
rear support to an element which is, turns at the end of the movement phase to face any rear attacker,
otherwise whichever contacted it first. Any enemy contact with the rear or side edge of an element
currently providing rear support is treated as on that of the front element.
If an element contacts the flanks of two or more such enemy elements, all these turn, the second and
subsequent elements moving to behind the first. However, if one such element is in frontal contact with an
enemy front edge, none turn. If elements contacted in flank will have insufficient room to turn, the
attacking element must make room by moving back. If this is not possible, its move is cancelled. If turning
to face one flank or rear attacker breaks contact with another, this must immediately move to renew the
contact if there is room.
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TYPES OF COMBAT
Combat is either distant shooting or close combat. Distant shooting is limited to those troop types that
historically shot at long range. Close combat includes not only hand-to-hand combat using edged or
pointed weapons but also all shooting by mounted archers, javelinmen and others that shot only at short
range, by firearms at decisive range, or at charging enemy.
DISTANT SHOOTING
Elements of a type and grade permitted to do so and not in close combat other than as an overlap and
which did not march this bound can shoot at one enemy element that is a valid target, either as a primary or
aiding shooter. We call the base edge shot from the "shooting edge". This can be the front or a flank if foot
occupying a redoubt, War Wagons, Ships or Galleys (S), otherwise only the front. Artillery cannot shoot or
shoot back during its own side's bound, or if it is (S) or (O) and is still limbered.
A target element that has not yet shot this bound must shoot back if it can. Others must shoot at nearest
valid target not already being shot at by 3 elements, except that artillery can choose to ignore and shoot
through enemy Skirmishers or Light Horse if beyond 200p, and naval can choose to ignore any land element to
shoot at Artillery or naval. An element is a valid target if it is visible, in range, any part is within an element
base width of straight ahead of any part of the shooting edge, it is not in frontal edge contact with enemy
and (unless shot at from a hill or fortification by artillery other than (X)), no part of any element is between
imaginary lines connecting one front rank shooting edge corner to any corner of the target element and the
other to an adjacent corner without crossing.
If more than one element shoots at a single enemy element, the additional elements aid the primary shooter instead of
their shooting being resolved separately. The primary shooter is that which the target element will shoot back at, or if
it will not shoot back, the nearest. More than 3 elements shooting at the same target have no additional effect.
If using normal scale, Shot, Bow and Pistols (I) elements can shoot from behind 1 fully contiguous friendly
element of the same type and grade at the front element's target. If using condensed scale, they cannot
shoot from behind. Shooting from behind is not possible if in difficult going, or from behind friends
manning a fortification. It is possible if the friends are only manning an obstacle.
Ranges are measured from the nearest point of each front rank shooting edge to the nearest point of the
target element.
Shot and Dragoons can shoot 100p if (I) or (F), 200p if (S) or (O).
Pistols and Light Horse can shoot 100p if (I).
Bows, Skirmishers (S), War Wagons (O) and Boats (S) can shoot 200p.
Artillery can shoot 300p if (I) or (F), 900p if (X), 1,800p if (O) or (S).
Ships can shoot 300p if (S), (O) or (F), 200p if (I).
Galleys can shoot 200p if (S), (O) or (F), 500p if (F) if no land is between shooting and target edges.
CLOSE COMBAT
Close combat occurs when an element's front edge is in both edge and corner-to-corner base contact lined
up with an enemy element.
An element in close combat with the flank or rear of an enemy element which is also engaged frontally, or
which overlaps it, assists the element in frontal combat with the enemy element's front instead of fighting
itself.
An element counts as an overlap against an enemy element if either:
(a) Both right or both left front base corners touch and at least the nearest part of the overlapping
element's front edge is not in contact with any enemy element.
(b) Both elements' side base edges touch, even if the overlapping element is in contact with a
friendly or enemy element to its front. Each then mutually overlaps the other.
An element can overlap enemy elements on each of its flanks, even if the enemy elements were exposed by
its own frontal opponents having recoiled, fled or been destroyed that bound. An element can only be
overlapped once on each flank and cannot be both overlapped and frontally contacted on the same flank. A
War Wagon, Pontooneer or Ship element attacked on the same flank by two enemy elements fights both in
succession that bound. If only half its flank is currently in contact, the attacker is overlapped.
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RESOLVING DISTANT SHOOTING OR CLOSE COMBAT
Whether in close combat, shooting, or shot at and unable to shoot back, each player dices for his element
and adds the appropriate combat, rear support, flank support and tactical factors to its score. The
alternative CF in brackets are substituted for Pistols and Pikes if using condensed scale.
Combat factors against: Cavalry. Foot. Train or
Naval.
Elephants. +5 +4 +2
Ships or permanent bridge. +4 +4 +4
Pistols. +4 +3 (+4) +2
Pikes or War Wagons. +4 (+5) +3 +2
Camelry or Bows. +4 +2 +2
Blades. +3 +5 +3
Lancers, Sipahis, Artillery or Galleys. +3 +3 +3
Shot. +2 +4 +3
Dragoons or Warband. +2 +3 +3
Light Horse, Horde or Boats. +2 +2 +2
Skirmishers, Pontooneers or pontoon bridge. +2 +2 +3
Baggage, unladen naval, or captured Artillery or naval. +1 +1 +2
Close combat rear support factors:
Some troop types add to their normal combat factor in close combat, or cause their opponents to deduct, if
supported to their rear by contiguous friendly elements. These must belong to the same command and be
of the same type and, unless specified otherwise by their army list, such as Scots Pikes, the same grade.
Each must be in full front edge contact with the rear edge of that in front and none in difficult going unless
facing along a road. Rear support is not allowed if manning a fortification. Lancers get rear support only if
specified by their army list.
If using normal scale:
Pikes add +1 for a 1st supporting element.
Foot or train fighting against Pikes deduct -1 for each 2nd or 3rd enemy supporting element.
Pistols except (F), Shot (O) or (I) and Warband (S) or (O) add +1 for 1 supporting element.
Lancers except (S), Shot (S) or (F), Blades except (F) and Sipahis add +1 for 1 supporting element if
fighting against cavalry in an enemy bound.
If using condensed scale:
Foot fighting against Pikes deduct -2 for 1 enemy supporting element.
Close combat flank support factors:
Some troop types add to their normal combat factor in frontal close combat if supported on 1 or both flanks
by a contiguous friendly element, or deduct from it if their opponent is so supported. The supporting
element must be of the same command, facing the same way and in side edge and front or rear corner
contact with it. The supporting element can itself be in frontal combat.
+2 if Shot fighting against cavalry or Warband while supported by Pikes or by Pistols except
(I).
+1 if Shot or Artillery that are supported by Artillery (I).
-1 if cavalry fighting Lancers, Pistols or Pikes, if these are supported by Shot or Dragoons.
Tactical factors:
+2 if foot or Artillery and protected by fortifications, if in close combat other than against
Skirmishers (X) or if shot at by any except Artillery (S) within 600p or Bows.
+1 if foot, Artillery or Baggage and protected in close combat against cavalry by an obstacle.
+1 if in close combat either upslope or defending any river bank except at a ford or bridge.
+1 if foot entirely inside a BUA, unless shot at by Artillery or on a road.
+1 if shot at by Artillery from a hill, or by the front edge of a Ship.
+1 if a general's element; and either in close combat or shot at.
-1 if part of a beaten command.
-1 if disadvantaged by weather.
-1 for each flank overlapped and/or enemy element in frontal contact with flank or rear, or
for each 2nd or 3rd element assisting enemy distant shooting.
-2 if cavalry, Pikes or train and in close combat either attacking across a fortification or fixed
obstacle or in, or fighting enemy in, rough or difficult going unless facing along a road.
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Grading Factors:
Compare your element's total before grading factors to that of its opponent, and then adjust it by:
+2 if Exceptional (X) troops whose total score against cavalry, Pikes, Elephants or War Wagons is an
odd number.
+1 if Superior (S) troops whose total score is less than opponent's if in close combat against any
except elephants or being shot at by Bows, or more than opponents if land element shooting.
-1 if Inferior (I) troops whose total score is either equal to or less than opponent's if in close
combat, or is less than opponent's if shooting or land shot at by Bows.
-1 if Fast (F) troops whose total score is less than opponent's if in close combat during an enemy
bound, or more than opponent's if shooting.
-2 if Exceptional (X) troops whose total score is an even number.
COMBAT OUTCOME
An element with a lower final total than its opponent must usually make an immediate outcome move,
which depends on its own type and that of the enemy element shooting at it or in frontal close combat with
it. Elements which shoot without being shot back at, or which are in front edge contact with the flank or
rear edge of enemy Artillery or routers, or are in front edge contact with any edge of enemy Artillery in an
enemy bound, or which are attempting to destroy a bridge, all disregard any unfavourable outcome.
Otherwise, an element in contact with an enemy element's flank or rear edge must recoil if friends fighting
that element recoil, flee or are destroyed. An outcome applying only in good going does not apply to troops
manning fortifications.
If its total is less than that of the enemy but more than half:
Lancers. Destroyed in close combat by Bows (S) in own side's bound or by Elephants.
Otherwise recoil.
Pistols. Destroyed in any enemy bound by Pistols (S) or (O) with an odd final score or by
Lancers or Pistols (F), or in own side's bound by Sipahis. Otherwise recoil.
Sipahis. Destroyed by Lancers in an enemy bound. Flee from shooting by Pistols or Shot.
Otherwise recoil.
Light Horse. Recoil from Light Horse or Skirmishers. Otherwise, flee.
Camelry. Destroyed by Elephants if Camelry (S). Otherwise flee.
Dragoons or Bows. Destroyed by cavalry in close combat in good going. Otherwise recoil.
Pikes. Destroyed in close combat by Pistols in own side's bound, or by Lancers or Blades
(F) if in an enemy bound. Otherwise recoil.
Shot. Destroyed by Lancers, Sipahis, Pistols (F), Shot (F), Blades or Warband if in close
combat in an enemy bound. Otherwise recoil.
Blades. Destroyed by Lancers or Sipahis in enemy bound, or Shot. Otherwise recoil.
Warband or Horde. Destroyed by Lancers in good going. Flee from shooting by Artillery or by naval.
Otherwise recoil.
Skirmishers. If in close combat in good going, destroyed by Light Horse or if cavalry following-up
retain contact, flee from other cavalry or Warband, recoil from others. Otherwise
recoil.
Artillery. Destroyed if in close combat. Otherwise (S) or (O)'s draught teams desert if their
element's final score was even, preventing future movement other than pivoting
up to 45 degrees on a front corner, (F) or (X) flee, (I) recoil.
Pontooneers. Destroyed if in close combat. Otherwise recoil.
War Wagons. Destroyed by Elephants, Skirmishers (X) or Artillery.
Elephants. Flee from shooting by Pistols or Shot. Otherwise recoil.
Baggage. Destroyed if in close combat. Otherwise flee if mobile.
Naval or bridge. Destroyed in close combat by naval (X). Otherwise laden naval recoil.
If its total is half or less than half that of the enemy:
Light Horse or Skirmishers. Flee from Pikes, Blades except (F) or shooting. Otherwise destroyed.
Other cavalry. Flee from Pikes or Warband unless Lancers. Otherwise destroyed.
Dragoons. Destroyed if in close combat in good going against cavalry. Otherwise flee.
Artillery. Captured if in close combat. Otherwise destroyed.
Other land. Destroyed.
Naval or bridge. Captured if in close combat. Destroyed by Artillery or naval shooting. Otherwise
laden naval flee.
CAPTURED ELEMENTS
A captured artillery or naval element becomes the property of the capturer, who can then move, shoot and
fight with it as if it were his own. Its CF is reduced, even if recaptured.
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DESTROYED ELEMENTS
A destroyed element is removed. This represents a land element's survivors breaking and dispersing
beyond reforming or, if of a beaten command, surrendering to be either granted good quarter or
massacred. Destroyed baggage is assumed to have been pillaged and/or burned and its people fled or
slain. When a naval element is destroyed, this represents its vessels having been wrecked, sunk, burned,
captured or limping off crippled. Troops currently embarked are destroyed.
If a destroyed element's front edge is in contact with enemy, all friendly elements that have any part
directly behind and less than the destroyed element's base depth from its rear edge, are also destroyed
unless either:
(a) The front element is of Skirmishers and the nearest element behind is not.
(b) The front element or that behind is of Artillery, War Wagons, Baggage or naval.
(c) The element behind is manning a fortification.
Any element which is in edge contact with the rear edge of a friendly or enemy element destroyed by
shooting must recoil.
RECOILING
This represents a short involuntary flinching without any loss of formation. The recoiling element
immediately moves its own base depth directly to its rear; except that if the recoil is from distant shooting
entirely on its rear edge, it instead turns 180 degrees. If it meets friends facing in the same direction, it passes
through to the first clear space to their rear if allowed to interpenetrate, otherwise pushes back cavalry and,
unless it is Light Horse, foot. Cavalry or foot pushed back by recoiling Elephants flee instead. Any friendly
Skirmishers or Light Horse met while not facing in the same direction are pushed back unless their front
edge is in contact with enemy. Other troops not facing in the same direction cannot be recoiled through or
pushed back.
A recoiling element is destroyed if it either:
(a) Starts with an enemy front edge in contact with its flank or rear edge.
(b) Is cavalry starting in difficult going.
(c) Meets enemy, terrain it cannot cross, or any friends that it cannot pass through or push back
sufficiently to complete its recoil move. Unless the recoiling element is of Light Horse or Skirmishers,
enemy contacted on their rear edge by its rear edge or rear corner, or on a side edge by its rear corner, or on a
rear corner by its rear edge, are also destroyed.
FLEEING
This represents a precipitate disordered move to the rear to avoid danger, but does not mean the element
has lost its nerve and is not ready to fight again. A fleeing element is treated exactly as if recoiling until it
has moved back one base depth, then turns 180 degrees to move directly to its own rear.
After the initial recoil, it can and must change direction by the minimum necessary up to 90 degrees to avoid
contacting enemy, difficult going or impassable terrain, provided that no such obstruction is visible within
200p in the new direction, or to pass through friends it contacts. It is destroyed by impassable terrain and
must fight enemy it cannot so avoid as if following up. Friends it cannot pass through flee before it for the
remainder of its move. It ends with a second 180 degree turn.
The total length of a flee move including the initial recoil is 50p more than full tactical move distance in that
terrain. It is measured from the original position of the element's front edge along its actual route to the
final position of its rear edge.
FOLLOWING-UP
An element of Lancers, Pistols (F), Camelry (S), Warband, Horde (S) or Ships (X) whose front is in edge
contact with the front of an enemy element which recoils, flees or is destroyed must immediately follow-up
straight forward for as many of its own base depths as its final score exceeded that needed to produce the
result, unless it first reaches enemy, difficult or impassable going or a table edge. Other cavalry, Pikes,
Blades and Skirmishers in those situations can choose whether or not to do so. Elements that provided rear
support also follow-up. If a naval element's close combat land opponents recoil, flee or are destroyed, its
landing troops can chose to follow-up.
If a following-up element's front edge contacts an enemy element, one must immediately conform as
normal when elements move into contact. Turning to face and combat is resolved next bound.
22
STORMING FORTIFICATIONS
An element assaulting fortifications which destroys a defending element or which forces it to recoil or flee
must immediately follow-up for its own base depth, measured from the inner edge of the fortification. A
element following another across fortifications other than through a gateway, or which is assaulting an
undefended section of fortification, does so as if fighting except that the defence has a CF of 0, so adds only
its die score and the +2 tactical factor. It follows-up if its score is greater and disregards an unfavourable
outcome.
If an assaulting element subsequently recoils, flees or routs back across a fortification or through a gateway,
this movement is measured from the outer edge of the fortification.
LOST ELEMENTS
Destroyed or currently captured elements are lost. An element is removed from the table if any part of its
base crosses the table edge, whether voluntarily or when recoiling, fleeing, routing or pursuing. Such an
element is also lost, but can reappear in the next battle of a campaign.
Baggage is not included in the original element count of individual commands or of the army, but any
baggage losses are added to those of the command in charge of it when calculating if this is beaten and to
those of the army when calculating if it is defeated or when calculating tie breaks.
BEATEN COMMANDS
A command is beaten when its cumulative loss of land or laden naval elements at the start of its bound
exceeds one third of its listed elements other than baggage.
All land or laden naval elements of a beaten command rout unless immediately steadied or in a fortified
BUA not yet entered by enemy. The command remains beaten even if all its elements have been steadied or
rallied.
STEADYING TROOPS OF A BEATEN COMMAND
Elements or groups of a beaten command can be permanently steadied, but only in the bound in which it
becomes beaten. This steadying expends PIPs. Those steadied can then expend more PIPs on a tactical
move. Any elements not steadied are destroyed if Pikes in close combat and their rear support, otherwise
rout. Routing elements become automatically steadied on rallying.
ROUT MOVES
A rout move differs from a fleeing move only in that the routing element:
(a) Does not end its move with a 180 degree turn.
(b) Must rout again in both sides' bounds until it is rallied or lost.
(c) Must whenever possible change direction to move towards the nearest point on its side's base
edge, unless it is an element of naval landing troops, in which case it instead moves towards the
nearest unladen friendly naval element capable of embarking it if any exist.
(d) Cannot deviate to avoid crossing an unfrozen river, except to make a full move towards or across a
bridge or road ford within 300p, or to avoid a frozen river, a frozen waterway or a frozen marsh.
An element wading an unfrozen river dices normally to do so. An element crossing ice or a bridge
must also dice and score more than 1 to succeed. Elements that fail in either are destroyed.
PURSUING ROUTERS
Any cavalry, Warband or Hordes element which is not already in close combat, has not rallied from pursuit
and has no steadied or unbeaten enemy within 100p, must pursue any one routing enemy element, which
started the bound within 300p and which is in good or rough going, for its full tactical move in both side's
bounds, in an attempt to contact it or to support a friendly element already contacting it. This does not
expend any PIPs. Close combat takes place normally, except that routers do not turn to face, so are
destroyed if they recoil or flee.
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VICTORY & DEFEAT
When, at the end of any bound of either side, either an army's sole or 2 largest commands have been beaten
or the total of elements lost or beaten equals 2/3 of its original strength, it has been totally defeated and the
other side has won. If commands are equal in size, that beaten first is treated as if larger. While defeat ends
a competition game, in scenario or casual friendly games the players may choose to continue to find out
how much of his force the loser can get safely away.
In a competition game each army is worth 5 victory points (VP). 1 VP is assigned to each sub- or ally
general's command. The remainder is assigned to the C-in-C's command. For example, if the army has a C-
in-C, a sub-general and an ally general, the C-in-C's command is worth 3 VP, the other commands 1 VP
each. At the end of the battle, each side's score is the sum of the VP of any enemy commands that have been
beaten (all if totally defeated), plus the VP of those of its own commands that have not. This gives a
possible score range of 0 to 10.
In a large "Swiss Chess" tournament a tie may occur. If so, victory should be awarded to the player who in
the final round lost the lowest percentage of his original element count.
TACTICAL ADVICE
The conventional and most generally useful deployment was and is an infantry centre or "Corps de
Bataille" and two large cavalry wings. Armies relying on cavalry sometimes dispensed with a central
command in favour of two self-contained wings, each with infantry integrated into it, often in a second
line. A second line, even if weaker than the first, greatly adds to the strength of a deployment. Multiple
lines become almost obligatory for the armies of Asiatic despots with only one general, who will find it
easier to command part of the army at a time.
With the exception of such despots, generals usually fought at the head of their men rather than remaining
in an overlooking command post, and you will do well to emulate them. Although the loss of a general can
be crippling, they are difficult to kill, and their superior fighting power makes them invaluable in achieving
a break-through that can be exploited by their followers.
Lancers and Warband are deadly only if they attack. Deep formations of caracoling Pistols can in time wear
down Pikes and can advance to blow away Lancers, but are vulnerable to Lancers that charge first. A few
Light Horse can scout, threaten flanks or raid inadequately guarded baggage. A lot of them can produce
deadly envelopments. Dragoons can seize and hold terrain features, clear away Skirmishers or support
cavalry with flanking fire.
Pikes need to be four elements deep at normal or two deep at condensed scale only if to be used offensively
to roll over enemy foot in Swiss fashion. Half that depth is adequate to defeat cavalry and protect flanking
Shot from them. Shot are the most powerful type against foot and can be used separately leaving the Pikes
in reserve to their rear, as was often done in the English Civil War. Individual Shot elements can also be
used to support outnumbered Pistols, but may be outdistanced in an advance and are in deadly danger if
their friends lose. Skirmishers are useful to dispute difficult terrain or to attack or defend baggage. Blades
are becoming obsolete and have lost their previous relative invulnerability to shooting.
Artillery may seem too immobile to be useful, but will force a reluctant enemy to advance or in time suffer
heavy losses. It is often best placed in front of the rest of the army, so as to make the most of its range.
It is generally fatal to sit still defensively, allowing your opponent the initiative. Good and bad luck come to
both sides, but only the active player will be ready to exploit what may be only a fleeting opportunity to
achieve a brilliant victory. It is often said of such commanders that they make their own luck. Remember
the words of Montrose:
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PROVIDING TERRAIN
BASE BOARD AND FEATURE SYSTEM
The normal method of providing terrain for games at clubs, or for competitions involving large numbers of
players sometimes travelling considerable distances, is for the host club to provide flat playing boards
painted green and the players to bring terrain features to be placed on top. One minor variation is to use
ordinary tables with a green cloth spread over them. This is the method assumed in the TERRAIN
CHOOSING section on Page 12.
Two advantages of this system are that it removes a difficult burden from the organisers, while
encouraging players to construct decorative terrain features appropriate to their army to add to the
pleasure of play. For example, one pair of opponents recently met using a Chinese army had not only
realistic paddy fields, but also a disassembling Chinese temple complete with idol, priests and joss sticks,
while in America one Aztec army brings its own sacrificial step pyramid. Urban areas with commercially
bought building models are becoming common in DBM, and it is worth noting that fine ranges of 15th to
17th century buildings are available.
The main disadvantage is that no minimum standard of terrain is automatically set, so that while the best is
very good, the worst can be a disgraceful selection of rectangular pieces of cloth, rectangular block hills or
even pieces of paper. Organisers could consider imposing a penalty for terrain which does not meet a
minimum standard by deducting victory points. Peer pressure can also be effective, not necessarily by rude
remarks and exclamations of "Yuck!", but by providing examples to emulate, passing on construction hints,
and occasional ploys such as approaching a rectangular block hill at one of its angles, so that the defenders
keep falling off.
One excuse for not bringing three-dimensional terrain features is lack of portability, but this need not be a
problem. The features I take to a competition fit neatly into the floor section of a steel tool box, while two
15mm armies occupy the six trays above. Transport is obviously not a serious concern if travelling by car.
HEXAGONAL TILE SYSTEMS
An ideal but expensive terrain system can be built up from hexagonal tile systems like Geo-Hex. Terrains
using the smaller tile sizes take a long time to assemble and are best treated as a pre-set terrain. Systems
with very large tile sizes can be treated in much the same way as square terrain boards, with the defender
laying them out and the invader then exchanging up to 1/4 of the tiles with others already on the table or
as yet unused. Any features continuing from one tile to another must be maintained. All features must be
verbally defined before troops are deployed.
SQUARE TERRAIN BOARD SYSTEMS
Terrains can also be assembled from commercial or scratch-built 600mm (24") or 300mm (12") square
terrain boards with permanent asymmetrical terrain features. These are bulky, so are possibly better suited
to a home set-up. Another disadvantage is that they tend to wander apart during play unless some sort of
clip system is fitted. The defender lays out the boards, ensuring that features such as roads or rivers
continue those from boards already placed. At least 2/3 of boards placed by the defender must include
some feature other than roads. The invader then exchanges up to 1/3 of them with others already on the
table or as yet unused, maintaining any features that continue over a board edge.
PAINTED CLOTH AND FEATURE SYSTEMS.
This is the most portable system of all and is both cheap and realistic. First obtain a bed sheet of
appropriate background colour. Now use fabric or modelling enamel paints to paint on matt dust colour
roads and gloss varnished pale blue rivers. Field systems, BUA bases and wood bases can also be painted
on and vegetation simulated with "puff-up" fabric paints. Hill and ridge shapes are cut out of soft plastic
foam, tossed on to the table and the cloth thrown over them. Any hills under water features are then
nudged aside and buildings and trees placed to complete the painted BUA and woods. If the cloth is cut
oversize for your table and pulled to hang more over one side than another, this combined with varying the
number and position of hills will provide excellent variation. Never fold the cloth neatly, but instead
scrunch it up. The resulting random pattern of creases is much more realistic.
25
NEUTRALLY SET TERRAIN
Some competition organisers like to provide fixed terrain for all games. This enables them to have a
different kind of countryside on each table and to circulate players around the tables. This gets games
started faster and provides a minimum standard of terrain. Apart from the extra work that is involved for
the organisers, the main disadvantage of fixed terrain is that it is not tailored to the defender's permitted
terrain types. Some armies require dense terrain to function well and others would be at home on a flat
featureless plain, so organisers must beware of setting most tables as a sort of bland average. Each table
should pose unique problems to test the players' skill. Ideally, pairs of opponents should be allocated to
tables where the terrain is consistent with the permitted and compulsory terrain types of the army with the
lower aggression factor. Spare features can also be kept in reserve so that the organisers can replace a
forbidden type or add a compulsory one. A player whose army has a compulsory terrain type or that
wishes to use another particular type must be permitted to bring his own feature, which the organisers
should then use if sufficiently good.
CONSTRUCTING TERRAIN FEATURES
There are a large variety of commercial terrain pieces, but these are not necessarily better than that can be
made at home. We find the following ways of making features work well.
Hills should be modelled with a central high point or ridge and continuous slopes that an element will
stand on. They can be carved out of rigid plastic foam with periodic testing to make sure that elements do
not tip over. It is important that the edges should be sharp and this can be done by feathering them off with
Basetex or similar. If your figures are magnetically based for transport in a steel toolbox, you can make quite
sure by covering doubtful slopes with steel foil. Finally, cover the hill entirely with paper kitchen towel
soaked in diluted PVA "School Glue" mixed with green or brown paint and sprinkle with modelling flock.
Difficult or rough hills can be decorated with brush or rocks, as described below for rough going.
Woods are best made by cutting a piece of card in a rough clover leaf shape and painting both its sides a
mottled green. Cut cocktail sticks and push their pointed ends dipped in neat PVA glue through the centre
of each lobe of the card, making a triangle of tree trunks. Reinforce the joints and coat the trunks with
Basetex. Now cover the top and edges of the card with Woodland Scenics foliage clusters of slightly
different colour soaked in PVA. After drying, fill any gaps with smaller pieces. This will give you a group
of trees that does not fall over and has room inside for figures. One or more of these tree groups can now be
stood loose on a wood base of painted and flocked card decorated to look like a sun-dappled forest floor
with stumps, animal trails or even bluebells.
Rough Going should be made from irregular pieces of card painted green, flocked and with patches of bits
of gravel set in Basetex and/or Woodland Scenics foliage net well plastered down with PVA glue. Dark
foliage tipped with yellow makes excellent gorse, light foliage net good bracken. Small pieces broken from
foliage clusters make good thorn scrub, with white flowers in spring. Boggy ground or marsh should be
depicted with patches of flock for reeds, bright light green paint for sphagnum and glossy dark pools for
open water. An occasional fleck of white for bog cotton and yellow for asphodel adds the final touches.
Rivers look best if made from transparent plastic, painted underneath with irregular dark green shadows
near the edges fading quickly into an swirly light blue centre. The top and sides of the plastic's edges
should be Basetex'd and/or flocked. Rivers must flow in repeated reversing curves.
Waterways representing sea should be striped underneath parallel to the shoreline with a slightly different
shade of blue green to represent wave troughs. Breaking wave crests can be depicted with rough dabs of
white on top of the plastic. Sand beaches should be painted on top of the landward edge with a slightly
darker shade for the damp sand next to the water and weed at high tide mark.
26
MISCELLANEOUS
COMPETITION UMPIRING AND RULE INTERPRETATIONS
When an umpire is used, his function is to decide if a player's actions or expectations, in a specific instance
referred to him, accord to the letter and spirit of the rules as the umpire understands them, and to alter an
illegal action by the minimum necessary to make it legal. Each decision should be made on individual
circumstances, and not be taken to constitute a precedent. Players are entitled to an honest umpire, but not
one who is infallible or tolerant of gamesmanship. Sets of "interpretations" by competition organisers often
cause more problems than they solve, due to poor understanding, careless paraphasing, or being made a
vehicle for ill-judged amendments. Careful re-reading of the rules should solve most queries, but you are
welcome to phone Phil Barker on 0121-472-6207, preferably on a weekday between 9 am and 5 pm.
In a campaign game, the player left in possession of the battlefield regains all undestroyed and uncaptured
elements that have been beaten or have left the table. The losing player must dice for each on- or off-table
land element undestroyed and uncaptured when his army is defeated; deducting -1 from his die score if the
element is in contact with an enemy front edge. Both sides first count and compare the number of cavalry
and dragoon elements they still have on table.
27
D.B.R. ARMY LISTS
For use with the De Bellis Renationis Wargames Rules
BOOK 1
ARMIES OF THE
GREAT ITALIAN WARS, VALOIS-HAPSBURG-TUDOR WARS,
TURKISH WARS, CHINESE AND JAPANESE WARS, THE AMERICAS,
AND OF THE REFORMATION.
Compiled by
PHIL BARKER
BOOK 1
ARMIES OF THE
GREAT ITALIAN WARS, VALOIS-HAPSBURG-TUDOR WARS,
TURKISH WARS, CHINESE AND JAPANESE WARS, THE AMERICAS,
AND OF THE REFORMATION.
Compiled by
PHIL BARKER
No part of this publication may be reproduced, stored in a retrieval system or transmitted, in any
form or by any means, electronic, mechanical, photocopying, recording or otherwise, without prior
permission in writing from the copyright holder,
They follow the general form of the DBM lists, except that, instead of the armies being arranged
in chronological order, each is grouped together with its main historical opponents. It is often a
criticism of competition gaming that it necessarily encourages unhistorical matches. Our army
grouping should enable competition organisers to arrange that at least the first round of a "Swiss
Chess" competition matches most armies with a contemporary from the same group, while still
permitting enough meetings with unusual opponents to provide variety.
The lists are primarily intended to produce 300 AP to 500 AP armies which closely simulate their
real life prototypes, while still allowing sufficient flexibility to cover historical variations during
the period and minor differences of opinion or personal preference. They are less permissive than
some previous renaissance lists which did not restrict choice by year within a longer period.
A list usually includes about 200 AP of compulsory troops. Unless otherwise specified, the total
value of troops listed as able to be used together is normally around 600 AP, excluding naval
elements, artificial defences and allied contingents; more where historical armies were unusually
varied. This will usually allow the army's largest historical battle to be refought in condensed
scale. If you wish to refight such battles in normal scale as a multi-player game, for instance as a
public demonstration at a convention, you must multiply the listed minima and maxima by 4 for
cavalry and foot and by 2 for all other troops other than pontooneers, then expect it to take much
longer to complete. Where a historical army was small, its list specifies that only normal scale
should be used and quotes the maximum army size provided for.
300-400 AP is a typical army size for games with 1 player on each side. Larger games really
require at least 2 players on each side, ideally 1 player per command. Each army must include a
commander-in-chief (C-in-C) and usually at least 1 other general, who may be a loyal subordinate
or independently enough minded or so fractious as to be classed as an ally. It must also include 2
baggage elements per command, all deployed with the same command.
There is also provision for much smaller games using a single command and only one general.
For these, halve the cost of the general and divide all minima and maxima by 3, rounding up to
the nearest whole element. A 100 AP condensed scale army is very similar to a DBA army and
can be used for the same kind of quick games on a small board.
ALLIED CONTINGENTS
These are specified by reference to their own list. Each such contingent must include 1 general
and 2 baggage elements, loss of which affects only the contingent and not the army joined. An
allied contingent's general can be his list's C-in-C or any of its other generals, but is always
costed and behaves as an ally-general. He commands only his own contingent. Unless otherwise
stated in a particular list, an allied contingent can include only compulsory troop types and must
have at least a 1/4 of the normal minima for each such type and not exceed 1/3 of the maxima,
or 1 element, whichever is greater. Only one allied contingent of each nationality can be used.
An allied contingent must be of the same year as the army it joins.
NAVAL
Naval elements each replace a land element of the types that follow it in square brackets and
disembark as that element. The AP quoted is for the naval element, the land element being paid
for separately. AP spent on naval elements are wasted if they have no access to the table. Their
landing troops can then still be deployed, being assumed to have disembarked before the battle.
The elements allowed represent a small squadron co-operating with the army, not the main fleet.
CLIMATE, AGGRESSION, TERRAIN AND ARMY SIZE
The 2nd line of each list specifies the army's home climate, its aggression factor, codes for the
types of terrain feature it can choose from if the defender, and a note of any unusual army size.
The terrain permitted to a defending army is based either on that of its nation's heartland or its
capital or on that of a foreign base of operations. Terrain codes are:
Waterway suitable for ships, such as the sea, lakes or great rivers. WW
Ordinary rivers. Rv
Hill with some or all slopes steep. H(S)
Hill or lesser rise with only gentle slopes. H(G)
Woods. Wd
Orchards or olive or palm groves.
Vineyards. V
Small fields enclosed by hedges, walls or irrigation ditches. E
Rough going, such as moderately boggy or rocky ground or brush. RGo
Inland marsh not on a river. M
Non-coastal sand dunes. D
Roads or frequently used tracks. Rd
Built-up areas, such as villages or towns. BUA
Ice, if waterways and rivers can freeze solid enough to bear troops. 1
If some types listed for an army are underlined, this means that they are compulsory. Even if not
listed, a single patch of coastal dunes or marsh can always be used if in contact with a waterway,
or a single patch of marsh if in contact with a river.
Any notation of unusual army size starts with "Max". This can be followed by:
N, meaning that the listed maxima will reproduce the largest historical army in normal scale,
followed by the AP of the largest wargames army for which it is considered suitable.
multiplied by a number, which means that at condensed scale listed maxima must be multiplied
by that number to reproduce the largest reported historical army and that those maxima before
multiplication will provide a 500 AP wargames army with some margin for choice.
No notation means that at condensed scale the maxima will reproduce the largest historical army
and that the maxima will provide a 500 AP wargames army with some margin for choice.
FORTIFICATIONS
An army allowed a BUA can provide it with artificial defences. Otherwise, these can only be
used if specified by the army's list. Note that the costs of defences for a BUA and the extra costs
of any gateways, although not mentioned in lists, must still be paid. Defences specified as for
camps must rest both ends on a table edge and contain all the army's baggage. Any AP spent on
BUA defences are wasted if the terrain includes no BUA or if you are the invader. Troops which
are specified by lists as to defend camps or BUA must remain within these.
10
7. GERMAN MINOR STATES 1494 AD - 1609 AD
Cold. Ag 2. WW, Rv, H(S), H(G), Wd, V, E, M, RGo, Rd, BUA, I.
C-in-C - Ln (O) @ 32 AP. 1
Sub-general - Ln () @ 32 AP or Pk () @ 24 AP. 0-2
German men-at-arms - up to 1/2 Ln (O) @ 12 AP, rest (1) @ 10 AP. 9-18
Mounted crossbowmen - LH (S) @ 7 AP. 1-3
Petronels - Pi (I) @ 8 AP. 0-1
Change petronels to mounted arquebusiers - LH (I) @ 4 AP. 0-1
Landsknecht pikemen - Pk () @ 4 AP. 16-32
Landsknecht arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 0-1 per 4 Pk
Other foot arquebusiers - Sk (O) @ 3 AP or Sh (1) @ 4 AP. 3-12
Organ guns or other light artillery - Art (I) @ 5 AP. 0-2
Heavy guns - Art (S) @ 25 AP. 0-1
Only after 1518 AD:
Change crossbowmen and petronels to mounted arquebusiers - LH (1) @ 4 AP. All
Only from 1544 AD:
Change generals to reiter generals - Pi () @ 30 AP. 1-3
Ally-general - Pi 0) @ 20 AP. 0-1
Replace men-at-arms with reiters - Pi () @ 10 AP. All
Only from 1555 AD:
Downgrade reiters without boar spear to Pi (I) @ 18 AP if ally-general,
28 AP if other general, 8 AP if not. All
Upgrade "other foot arquebusiers" to musketeers - Sh () @ 6 AP. 0-1/2
Field guns - Art () @ 20 AP. 0-2
This list covers the minor states of Germany until the partial replacement of the old reiter type by
the new charging cuirassiers copied from the Dutch. Although these states were part of the Holy
Roman Empire, they maintained considerable independence and several adopted Protestantism
despite Imperial disapproval. In 1530 the Protestant states formed the Schmalkaldic League. This
was tolerated by Charles V while he had troubles elsewhere, but war finally broke out in 1546
when 3 armies, that of the Elector of Saxony, that of the Elector of Hesse and one raised by the
the free cities of Suabia and Franconia marched on the Emperor. Other Protestant states hung
back, as did Catholic Bavaria, but the Protestant Margrave Moritz of Misnia was bought-off and
attacked his confederates from the rear. A hastily gathered Spanish Imperial army beat the Saxons
at Miihlberg in 1547 after the surprise effect of the new long range musket covered an opposed
crossing of the flooded Elbe. The other Protestant states then hurriedly made terms. Religious
peace now settled on Germany until the outbreak of the 30 Years War, the Princes contenting
themselves with the profits to be made sending mercenaries to aid their co-religionists in the
Huguenot and Dutch wars. At the start of the period, German heavy cavalry fought in very deep
formations with well-mounted and superbly armoured nobles in front, but with the rear ranks
made up of troops in little armour on clumsy unbarded horses. Lacking the financial resources
that became available to the Empire from Aztecs and Incas loot, they could not imitate the
Emperor's new Burgundian-style lancers, so were forced to adopt a cheaper path. This became
available with the invention of the pistol to equip a new cavalry type called "reiters" (often
"black reiters" after either the colour of their armour and sombre dress or their burgeoning
reputation for cruelty and rapacity). These first appear in battle in 1544 armed with boar spear as
well as pistols, both in the employ of Henry VIII of England and shooting 2 unfortunate French
gentlemen in a cavalry skirmish in Champagne. They were still charging home in close formation
and carrying boar spears at Sievershausen in 1554, but by the 1560s the boar spear had gone and
they were firing pistols at a distance while caracoling. In this later form they became the standard
European mercenary cavalry, as Maximilian's landsknechts had become the standard mercenary
infantry. Lancer (O) can have rear support from (O) or (I). Landsknecht arquebusiers must stay
within a move from their pikemen.
ARMIES OF THE VALOIS - HAPSBURG - TUDOR WARS
8. VALOIS FRENCH 1494 AD - 1561 AD Cold. Ag 3. WW, Rv, H(S), H(G),
Wd, O, V, RGo, Rd, BUA.
C-in-C - Ln (S) @ 35 AP. 1
French sub-general - Ln (S) @ 35 AP. 1-2
Ordonnance gendarmes - Ln (S) @ 15 AP. 5-9
Ordonnance archers or chevaux legers - Ln (F) @ 11 AP. Up to 1 per 2 Ln (S)
Mounted crossbowmen - LH (F) @ 4 AP. 1-4
Old bands of Picardy and Piedmont - Pk (1) @ 3 AP. 0-12
Aventurier crossbowmen - Sk () @ 3 AP. 6-16
Francs archers - Bw (I) @ 3 AP. 0-12
Heavy or field guns - up to 1/2 Art (O) @ 20 AP, rest Art (S) @ 25 AP. 0-5
Carracks - Shp (S) @ 6 AP [Sk,Sh]. 0-2
Galleys - Gal (F) @ 3 AP [Sk,Sh]. 0-2
12
9. MAXIMILIAN IMPERIAL 1494 AD - 1518 AD
Cold. Ag 2. WW, Rv, H(S), H(G), Wd, V, E, M, RGo, Rd, BUA.
C-in-C - Ln (O) @ 32 AP. 1
Sub-general - Ln () @ 32 AP. 1-2
Burgundian and similar men-at-arms - Ln () @ 12 AP. 4-12
German men-at-arms - up to 1/2 Ln (O) @ 12 AP, rest (I) @ 10 AP. 0-12
Mounted crossbowmen - LH (S) @ 7 AP. 1-2
Petronels - Pi (1) @ 8 AP. 0-2
Landsknecht pikemen - Pk () @ 4 AP. 16-36
Landsknecht arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 0-1 per 4 Pk (O)
Arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 2-12
Organ guns - Art (I) @ 5 AP. 0-2
Heavy guns - Art (S) @ 25 AP. 0-2
English allies - List: Early Tudor English.
Only before 1507 AD:
Landsknecht "verlorene haufe" - Bd () @ 7 AP. 0-3
This covers armies of the Holy Roman Empire from the accession of the Emperor Maximilian I
until the union with Spain on his death. At the start of the period, German heavy cavalry fought
in deep formations with a few well-mounted and superbly armoured nobles on barded horses in
front, but with the rear ranks filled with troops in little armour on clumsy unbarded horses.
Maximillian thought the existing cavalry past redemption. Instead of seeking to improve it, he
recruited new gendarmes on the Burgundian model, but still fighting in the old deep German
formations. Accordingly, all lancers in this list can have rear support, Burgundians only from
other Burgundians, Germans only from Lances (I). Mounted crossbowmen were more heavily
armoured than those of most nations and were expected to charge into their betters' flank after
delivering their volley, rather than ride off to reload. "Petronels" is used here as a name for
obsolescent cavalry in full plate armour armed with a large calibre match-fired hand gun. The
flamboyantly dressed landsknechts Maximilian had organised earlier in imitation of Swiss pikemen
soon became the standard European mercenary infantrymen and were quite happy to fight other
landsknechts. The Swiss were not flattered by the imitation and quarter was neither given nor
expected when the two rivals met. Halberdiers were normally used only as a colour guard. This
is represented by using halberdiers as the centre figures of the centre 2 elements of a 4 deep pike
block. However, at the start of the period Imperial landsknechts sometimes used a small verlorene
haufe ("folorn hope") in front of each large pike formation to disorder an enemy pike block. This
was mainly armed with halberds or two-handed swords. If there were insufficient defaulters and
volunteers, others were chosen by lot. When the practice (or practitioners?) died out, the name
was transferred to supporting arquebusiers. If used, these were either spread in front as a screen
of skirmishers or formed on one flank of the pikemen. The former was specially suitable when
attacking artillery, the skirmishers rushing ahead in the last moments to hopefully prevent a close
range discharge. Landsknecht arquebusiers must stay within 1 move from their pikemen. There
were also other independent arquebusiers, who though attested in 1507 as producing continuous
fire from circulating ranks may not have used the technique earlier, hence the option to represent
them as skirmishers. An armoury inventory of 1515 includes 4,000 arquebuses and several organ
guns, but 35,000 pikes and halberds. The elderly and pragmatic Maximilian was an ally of the
young and boisterous Henry VIII of England against the French and visited him on campaign, so
although he himself preferred to supply Henry with Burgundian men-at-arms and landsknechts at
Henry's own expense rather than bring an army to his aid, the more romantic Henry might well
have come to Maximilian's aid.
13
10. EARLY TUDOR ENGLISH 1494 AD - 1558 AD
Cold. Ag 3. WW, Rv, H(S), H(G), Wd, E, RGo, M, Rd, BUA.
C-in-C and King's Spears or Gentlemen Pensioners - Ln (S) @ 35 AD. 1
Sub-general - Ln (O) @ 32 AP or (F) @ 31 AP. 1-2
English men-at-arms - Ln () @ 12 AP. 0-2
Burgundian men-at-arms - Ln () @ 12 AP. 0-4
English demi-lances - Ln (F) @ 11 AP. 2-6
English javelins and staves - LH () @ 5 AP. 5-8
English longbowmen - Bw (S) @ 7 AP. 6-24
English billmen - Bd () @ 7 AP. 1-2 per 2 Bw
Landsknecht pikemen - Pk () @ 4 AP. 0-1 per 2 Bw
Landsknecht arquebusiers - Sk (O) @ 3 AP or Sh (1) @ 4 AP. 1 per 4 Pk
Italian arquebusiers - Sh (I) @ 4 AP. 0-4
Serpentines and sakers - Art () @ 20 AP. 0-1
Organ guns or falconettes - Art (1) @ 5 AP. 0-4
Siege artillery up to 1/2 heavy guns, rest bombards - Art (S) @ 25 AP. 0-2
Wagon laager for baggage - FO @ 2 AP. 0-8
Carracks - Shp (S) @ 6 AP |Bw|. 0-2
Pinnaces- Bts (S) @ 3 AP |Bw). 0-1
Imperial allies - List: Maximilian Imperial, or Spanish Imperial.
14
11. SCOTS COMMON ARMY 1513 AD - 1602 AD
Cold. Ag 3. WW,Rv, H(S), H(G), WD, RGo, M, Rd, BUA.
C-in-C - Pk (S) @ 25 AP. 1
Sub-general - Pk (S) @ 25 AP or Ln (F) @ 31 AP. 1-2
Highland ally-general - Wb () @ 14 AP. 0-1
Borderer ally-general - LH () @ 15 AP. 0-1
Borderers - LH () @ 5 AP. 0-7
Lowland pikemen - Pk () @ 4 AP. 16-68
Upgrade Lowland pikemen as armoured gentry - Pk (S) @ 5 AP. 0-1/4
Highlanders - Wb () @ 4 AP. 11 -23
Heavy cannon - Art (S) @ 25 AP. 0-2
Field guns - Art () @ 20 AP. 2-3
Only in 1513 AD:
Dismount Borderers as Pk () @ 14 AP if general, 4 AP if not. All/0
Re-arm Highlanders with pikes - Pk (I) @ 13 AP if general, 3 AP if not. Any
French nobles - Pk (S) @ 5 AP or Ln (S) @ 15 AP. 1
French foot - Pk (1) @ 3 AP or Sk () @ 3 AP. 0-12
Only after 1513 AD:
Downgrade artillery to - Art (I) @ 5 AP. 0-3
Earthworks to protect artillery - F @ 4 AP. 0-3
This covers the armies of the independent Kingdom of Scotland from James IV's introduction of
the long continental pike until James VI inherited the English crown as James I of England. They
are included here because of the Scots invasions of England at French request which led to the
disasters of Flodden Field in 1513 and Pinkie in 1547. The Scots nobility and gentry no longer
fought mounted against English cavalry that both out-numbered and out-classed them, fighting
instead on foot in the front rank of the pikemen. A disadvantage of this was that early casualties
could deprieve the army of its command structure. However, the nobles' physique, honour and
heavier armour provided the pike blocks with a tough outer crust - "they were so well cased in
armour that the arrows did them no harm, and were such large and stout men that one would not
fall when four or five bills struck him". However, at Pinkie the corpses of the nobles and gentry
could not be distinguished from those of commoners, so by that time the heavy armour may have
disappeared. A Highland ally-general can command only Highlanders and French. A Borderer ally-
general can command only Borderers and Highlanders. A C-in-C or sub-general can command any
troops. Borderers normally fought as raiding light cavalry, but at Flodden were persuaded to leave
their horses and become pikemen. After defeating their initial opponents, they were said to have
taken no further interest in the battle and were later accused of collusion with their English
counterparts to pilfer both sides' baggage. American wargamers may be interested to learn that
the Johnstons and the Nixons were both prominent Borderer families. At Pinkie, the Borderers
rashly challenged the English cavalry the day before the battle and could provide only a flimsy
flank guard for the main event. Opinions differ as to whether the Highlanders at Flodden were
armed with pikes or fought in their traditional manner, so both are allowed. At this time their
front ranks were normally mailed gentry with long sword and bow, those behind unarmoured and
many only with a dirk. However they were armed, they suffered badly from archery. Those that
formed the other flank guard at Pinkie were certainly bowmen. The French contingent present at
Flodden is variously put at 40 officers to train the Scots in pike tactics and at 5,000 men, with a
Venetian diplomatic source also referring to "several hundred arquebuses" being sent (at a time
when the French had none). The only mention of the French during the battle is of their senior
officer's advice being disregarded by the Highlanders. Both the main options are allowed, but a
sceptical approach is justified. Scottish artillery was normally drawn by oxen, but at Pinkie by
men, which implies that it may now have been lighter than at Flodden, where its poor mobility
compared to the English guns had been a crippling disadvantage. Organ guns were planned to be
sent to Pinkie, but may not have arrived.
15
ARMIES OF THE TURKISH WARS
12. OTTOMAN TURK 1494 AD - 1700 AD
Warm. Ag 4. WW, Rv, H(S), H(G), Wd, O, E, RGo, Rd, BUA. Max Cx4
C-in-C - Si (S) @ 30 AP. 1
Sub-general - Si (S) @ 30 AP. 1-2
Qapukulu cavalry - Si (S) @ 10 AP. 1-5
Feudal sipahis - Si () @ 8 AP. 9-18
Akinjis - LH (F) @ 4 AP. 10-18
Delis, Kurds or Bedouin Arabs - LH () @ 5 AP. 0-4
Janissary archers - Reg Bw (S) @ 7 AP. 2-12
Azabs - up to 1/2 archers Bw (I) @ 3 AP, rest Hd (S) @ 2 AP. 6-8
Levendat or European levy infantry - Hd (O) @ 1 AP. 0-6
Bombards - Art (S) @ 25 AP. 0-3
Stakes, ditches and/or tethered camels, or wagon laager - FO @ 2 AP. 0-24
Pontooneers - Pon () @ 5 AP. 0-1
Galleys - Gal (O) @ 3 AP [Bw]. I f< 0-4
Fustae or Corsair galliots - Gal (F) @ 2 AP [Bw]. > | ' 0-2
Crimean Tartar allies - List: Tartar (Book 2).
Only before 1595 AD:
Downgrade feudal sipahis to - Si (I) @ 5 AP. 0-1/2
Djanbazan, Turkomans, Tartars or similar horse archers - LH (S) @ 7 AP. 0-6
laylars - Wb (S) @ 5 AP. 0-4
Voynuks - Bd () @ 7 AP. 0-4
Janissary skirmishers with long arquebus - Sk (S) @ 4 AP. 0-2
Re-arm Janissary archers as arquebusiers - Sh (F) @ 6 AP. 0-1/2
War wagons carrying light guns - WWg () @ 10 AP. 0-4
Foot with fire lance or other incendiaries - Sk (X) @ 8 AP. 0-1
Wallachian vassal allies - List: Wallachian, Moldavian and Transylvanian.
Only from 1595 AD:
Downgrade Qapukulu to - Si () @ 8 AP. Any
Downgrade feudal sipahis to - Si (I) @ 5 AP. All
Replace akinjis with additional feudal sipahis - Si (I) @ 5 AP. All
Re-arm Janissary bowmen as arquebusiers - Sh (F) @ 6 AP. 1/2-all
Slav or Anatolian sharpshooters - Sk (S) @ 4 AP. 3-12
Change sharpshooters with horses to - Dr (S) @ 8 AP. 0-3
Zamburak camel guns - Art (F) @ 10 AP. 0-2
Only after 1625 AD:
Downgrade generals to - Si (F) @ 28 AP. Any
Upgrade Qapukulu to - Si (F) @ 8 AP. All
Upgrade feudal sipahis as Roumeliot to - Si (F) @ 8 AP. 0-18
Re-arm Janissary bowmen as - Sh (F) @ 6 AP. All
Only 1533 AD to 1629 AD:
Danube flotilla - Bts (S) @ 3 AP [Bw,Sh,Sk]. 0-3
Transylvanian allies - List: Wallachian, Moldavian and Transylvanian.
This list covers Ottoman Turkish armies from 1494 until 1700. Qapukulu ("court slaves") were
regular household cavalry regiments. Initially heavily armoured and equipped with lance and bow,
by the end of this period they wore little armour and fought with scimitar and pistols. According
to Christian writers only a small proportion of the feudal sipahis were equipped with lance as
well as bow, although most wore helmet and mail corselet at the end of the 15th century. Little
armour was made after 1600, though existing armour, often fabric covered, continued to be used
for a time and a few ornate textile horse armours were part of the Austrian loot from the Vienna
campaign of 1683. Anatolian sipahis remained behind the times and in the 18th century were still
16
mostly armed only with a scimitar, sometimes supplemented by such obsolete weapons as bows,
light lances or matchlocks. They were still the equal or superior of the best Christian cavalry of
their day. Akinjis were unpaid rapacious light horsemen serving for religion as well as loot, not
necessarily in that order. Djanbazan ("daredevils") were light cavalry picked from among the
akinji to serve as the vanguard of the army. The delis ("madmen") were a similar body of light
cavalry raised from among converted Serbs, Bosnians and Croats for use as scouts and often paid
by provincial rulers out of their revenues, as also were gonullus (included here among the feudal
sipahi) and beshlis (included among the horse archers). Janissaries (Yeni-ceri - "new troops")
were elite regular infantry recruited from Christian children forcibly converted to Islam. They
were at first armed with powerful composite bows, later with an unusually long arquebus, but
were always willing to charge with the scimitar. In 1542, Janissaries were reported "skirmishing
with their long guns with great nimbleness". A janissary is depicted sniping from concealment by
a contemporary fresco of the siege of Malta in 1565 and such men were reported to have made a
rampart walk untenable at 500 feet. This sniping role was later taken over by Slav or Anatolian
infantry armed with long accurate firearms, such as tufekcis, segmens, sarica, arnauts or klephts.
Azabs ("bachelors") were foot troops recruited for the duration of each campaign, supported by
money and provisions from their home villages. laylars were religious fanatics serving on foot.
The voynuks were armoured Balkan infantry armed with spears, long handled axes or other pole-
arms. One early deployment put a screen of akinjis in front with azabs behind them. Further to
the rear were the janissaries and artillery, protected by field defences of stakes, ditch, iron chains
and the war wagons. This defensive position was flanked on one side by the feudal sipahis of
Roumelia (Europe) and on the other by those of Anatolia, while the qapukulu remained behind in
reserve. At Mohacs in 1526, even more depth was provided by putting both the Roumeliot and
Anatolian sipahis in 2 lines in front and splitting the qapukulu into two bodies on each flank of
the janissaries. Detached flank units were often concealed to the left and/or right of the main
formation. An allied contingent drawn from this list need not include qapukulu or janissaries.
Marines were mostly provided by sipahis dismounted to serve aboard as Bows (S) or by azabs,
sometimes by janissaries. To match the reported strength of the largest armies fielded even in
condensed scale would require the element numbers above to be multiplied by at least 4.
17
14. MAMLUK EGYPTIAN 1494 AD - 1517 AD
Dry. Ag 2. WW, E, RGo, M, D, Rd, BUA.
C-in-C - Si (S) @ 30 AP. 1
Sub-general - Si (S) @ 30 AP. 1-2
Mamluks - Si (S) @ 10 AP. 6-30
Bedouin Arabs - LH () @ 5 AP. 0-12
Camel-mounted scouts - Cm (F) @ 6 AP. 0-1
Halqa archers - Bw (I) @ 3 AP 0-3
Only before 1517 AD:
Mamluk ally-general - Si (S) @ 20 AP. 0-1
Halqa, Ashir and other non-mamluk armoured cavalry - Si () @ 8 AP. 0-5
Turkomans - LH (S) @ 7 AP. 0-8
Ashir or other archers - Sk (I) @ 2 AP or Bw (I) @ 3 AP. 0-4
Jabaliyya or other javelinmen - Wb () @ 4 AP. 0-3
Only in the Red Sea or in 1517 AD:
Arquebusiers - Sh (I) @ 4 AP or Sk () @ 3 AP. 2-6
"Huge iron bombards of great weight" - Art (S) @ 25 AP. 1-2
Galleys - Gal (S) @ 4 AP |Bw,Sk,Sh|. 0-1
Galliots - Gal (F) @ 3 AP [Bw,Sk,Sh|. 2-3
Baghalas - Shp (I) @ 3 AP (Bw,Sk,Sh|. 0-2
Only in 1517 AD:
Ox-drawn war wagons - WWg () @ 10 AP. 2-4
Camel guns - Art (F) @ 10 AP. 2-6
Hurriedly purchased ex-ship cannon - Art () @ 20 AP. 0-1
Three-sided stone redoubt for artillery - F @ 6 AP. 1 per Art (S) or (O)
Ditch and palisade - FO @ 2 AP. 0-30
City rabble - Hd () @ 1 0-8
This list covers Egyptian armies from 1494 until absorption by the Ottomans after their defeat at
Raydaniyah in 1517. The Mamluks were a self-perpetuated corporation of mainly Circassian slave
soldiers bought in youth and converted to Islam. Having made themselves indispensable, they had
seized political power and now appointed their own sultans. The halqa were non-mamluk cavalry
recruited from Arabs, native Egyptians and the sons of mamluks, who, not being steppe-born,
were thought inferior to their fathers. Those based in Syria who could still afford to fight
mounted were mainly armoured horse archers. Those in Egypt had deteriorated into undisciplined
home defence foot archers. A typical deployment before 1517 consisted of a centre, 2 wings and
central reserve, all of armoured cavalry, with Turkomans extending one wing and Bedouin the
other. Accordingly, Turkomans and Bedouin cannot be in the same command. Although some
contemporary manuals prescribe the occasional dismounting of cavalry, in practice these utterly
refused to do so. Infantry were disdained and used only for sieges, garrisons, hunting hill robbers
or if there was a desperate shortage of men. A unit of 500 negro arquebusiers formed around
1495 was disbanded in 1498 in response to popular pressure and successor units were restricted
before 1517 to use against the Portugese in the Red Sea. A 1,000 strong unit raised in 1510 was
nicknamed the al-Askar al-Mulaffaq ("the army of patches") since it included Turkomans, Persians
and Egyptians in addition to blacks. Ashir may have been Druse bandits from the Lebanon and
jabaliyya were tierce javelinmen from Aleppo. Wagons containing light guns and arquebusiers,
heavy artillery in stone redoubts, camel-mounted light swivel guns and a ditched obstacle with
wide gaps were all used at Raydaniyah.
18
15. HUNGARIAN 1494 AD - 1526 AD
Cold. Ag 2. WW, Rv, H(G), RGo, Rd, BUA.
C-in-C - Ln (S) @ 35 AP. 1
Hungarian ally-general - Ln (O) @ 22 AP or LH (F) @ 14 AP. 1-2
Royal banderium - Ln (S) @ 15 AP. 0-2
Hungarian nobles - Ln () @ 12 AP. 4-10
Hussars - LH (F) @ 4 AP. 16-40
Upgrade hussars to Szekelers - LH (S) @ 7 AP. 0-6
Landsknecht pikemen - Pk () @ 4 AP. *4-8
Landsknecht arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 0-1 per 4 Pk
Italian arquebusiers - Sh (I) @ 4 AP. 0-4
Polish drabs - up to 1/2 Bd (I) @ 4 AP, rest Sh (I) @ 4 AP. 0-4
Hungarian archers - Sk (I) @ 2 AP or Bw (I) @ 3 AP. 10-24
Light guns - Art (I) @ 5 AP. 0-6
Upgrade light guns to field guns - Art (O) @ 20 AP, or bombards - (S) @ 25 AP. 0-1
Wagon laager for camp - FO @ 1 AP. ( 2 A P) 0-12
The only pitched battle fought by the Kingdom of Hungary during this period was the close but
disasterous battle of Mohacs against the Ottoman Turks that ended its existence. The Hungarians
at that time were still the main shield of Christian Europe against the Turks, a task for which
their native combination of plate-armoured nobles with light horse archers made them eminently
suitable. Unfortunately, organisation had declined so far from the days of Matthias Corvinus that
in 1521 an army could not be put in the field before a Turkish invasion had besieged and taken
important fortresses and returned home. The situation was better in 1526, since church leaders
had provided the money to hire large numbers of western mercenary foot. These were to be the
only foreigners present at Mohacs other than a few Bohemian nobles. Most of them were German
landsknecht pikemen, joined by German and Italian arquebusiers and a force of Poles especially
welcomed because it was thought that its leader might know something about wagon laagers!
Native infantry are thought to have been mainly light troops from disputed border regions. The
various national groups providing light horse had now merged in a new category called hussars
(from "husz", meaning "1 in 20"). Szekeler service was in final decline and numbers dwindling.
Weights quoted for Hungarian artillery are sometimes taken as those of the shot they fired. Since
it is unlikely that a wagon could mount 1 gun firing a 50 pound shot, let alone 6 such guns, we
assume that Hungarian artillery consisted mostly of organ guns and other small pieces. The King's
influence over his nobility was minimal; and his 2 most competent potential generals were one,
an archbishop, the other a rival for the throne and future traitor, both convinced they knew much
more about war than the King. The formation adopted at Mohacs was in 2 lines with a reserve.
The first line was of 10,000 foot including all the mercenaries and flanked on each side by 3,000
light horse. The second was of 3,000 nobles flanked on each side by 1,500 foot. The reserve was
the banderium, 1,000 strong and led by the King. Artillery was lined up in front to open the
battle. The minimum marked * applies only if any landsknechts, Italians or Poles are being used.
Landsknecht arquebusiers must stay within 1 move from their pikemen.
19
16. KNIGHTS OF ST JOHN 1494 AD - 1575 AD
Warm. Ag 1. WW, H(S), H(G), E, RGo, Rd, BUA. Only before 1522 Wd, O. Max N400
C-in-C - Ln (S) @ 35 AP or Bd (S) @ 29 AP. 1
Sub-general - as above. 1-2
Brother knights - Ln (S) @ 15 AP or Bd (S) @ 9 AP. 2-8
Serving brethren - Ln (O) @ 12 AP or Bd (S) @ 9 AP. 5-10
Bombards - Art (S) @ 25 AP. 0-2
Light and organ guns - Reg Art (I) @ 5 AP. 0-3
Galleys - Gal () @ 4 (Up to 1/4 Bd (S), rest (O)|. 0-4
Only until 1522 AD:
Turcoples - LH (S) @ 7 AP. 0-2
Greek and Cretan archers - Sk (I) @ 2 AP or Bw (I) @ 3 AP. 12-20
Greek, colonist and mercenary crossbowmen - Bw () @ 5 AP. 4-8
Mercenary halberdiers - Bd () @ 7 AP. 0-4
Mercenary arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 2-8
Only after 1522 AD:
Downgrade serving brethren on foot to - Bd () @ 7 AP. All
Mercenary pikemen - Pk () @ 4 AP. 8-12
Mercenary arquebusiers - Sh (1) @ 4 AP or Sk () @ 3 AP. 8-12
Upgrade bombards to heavy guns - Art (S) @ 25 AP. All
Only in 1565 AD:
Surplus mercenary oarsmen (only if no galleys used) - Bd (F) @ 5 AP. 0-7
Maltese levies - Hd (F) @ 1 AP. , , / ' 3-6
Sicilian allies - List: Neapolitan Spanish, (i... ?- ( otshl - ::,
This list covers the land forces of the Knights Hospitaller, now usually known as the Knights of
St John, first on Rhodes until its fall to the Ottomans in 1522; then on Malta, where they were
to withstand an even more famous siege in 1565, until the end of the Turkish maritime wars in
1575. The Knights kept up a campaign of maritime and coastal piracy against the Muslim states,
so that their low aggression factor reflects only their inability to deploy large land forces away
from home. Even in their Maltese period, the Knights were noted for wearing heavier armour on
ship board than other nations and contemporary paintings of the siege of Malta show men on foot
in full plate, together with swordsmen in 3/4 plate carrying large oval shields marked with the
cross of the order, who we assume depict serving brethren. Only 1 in 6 of the Maltese possessed
proper weapons. Not all knights and brethren fought on foot. The Turkish siege of Malta was
much hindered by raiding cavalry from outlying garrisons. Because of the moderate numbers of
troops in the armies represented, this list is not suitable for condensed scale.
20
17. VENETIAN COLONIAL 1494 AD - 1606 AD
Warm. Ag 2. WW, Rv, O, RGo, M, Rd, BUA.
C-in-C - Ln (O) @ 32 AP. 1
Sub-general - Ln () @ 32 AP. 1-2
Stradiots - LH () @ 5 AP. 10-16
Mercenary arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 0-12
Militia arquebusiers - Sh (I) @ 4 AP. 0-10
Scapoli - Wb () @ 4 AP. 0-1 per Gal
Galeasses - Gal (S) @ 5 AP [Wb or Sh]. 0-1
Galleys - Gal (F)@3APfWbl. 0-4
Carracks - Shp (I) @ 3 AP [Any]. 0-4
Only until 1559 AD:
Elmeti - Ln () @ 12 AP. 4-10
Mounted crossbowmen - LH (F) @ 4 AP. 2-8
Mounted arquebusiers - LH (I) @ 4 AP. 0-1
Mercenary foot crossbowmen - Bw () @ 5 AP. 0-6
Mercenary sword-and-buckler men - Bd (F) @ 5 AP. 0-4
Archers - Sk (I) @ 2 AP fVI,VG,N]. 0-6
Heavy or field guns - Art (S) @ 25 AP or () @ 20 AP. 0-3
Only after 1559 AD:
Downgrade elmeti to cavalleria leggiera - Ln (F) @ 11 AP. 1/2-all
Reiters - Pi (I) @ 8 AP. 2-6
Mounted arquebusiers - LH (I) @ 4 AP. 2-4
Landsknecht pikemen - Pk () @ 4 AP. 8-12
Landsknecht arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 1-2 per 4 Pk
Guns - Art (O) @ 20 AP or (I) @ 5 AP. 0-3
This covers those armies of the Republic of Venice that defended its eastern possessions in Friuli,
Istria, Dalmatia, Montenegro, Cyprus and Crete against the Turks until the peace treaty of 1606.
Elmeti ("helmets") were men-at-arms in full plate enlisted by condotta. Cavalleria leggiera are at
first included in the elmeti since they mainly differed only in riding unbarded horses, but after
shedding leg armour are treated as demi-lances. The Venetians' most useful cavalry were their
light horse, at first mostly Italian mounted crossbows, but increasingly provided by Stradiots.
These were Albanians, Greeks and Croats fighting in Albanian style with a double-headed zagaie
and a fearsome sabre, later also a mace for fighting gendarmes. Rapacious looters, they were the
mainstay of border defence against the Turks. Militia from Friuli and the colonies were trained as
arquebusiers from 1490 on. Venetian galleys were faster than their rivals, had relatively light
specialist boarding crews, relying instead mainly on armed rowers, and prefering distant gunnery
and short sharp attacks. The large rowing galleass with a broadside battery was just coming into
use. Venetian carracks did not yet carry a heavy gun armament. Scapoli ("blades") were galley
crew, mostly swordsmen, but many also using composite bow or arquebus. If they are used, their
galleys must be paid for. Landsknecht arquebusiers must stay within 1 move from their pikemen.
21
18. WHITE SHEEP TURKOMAN 1494 AD - 1504 AD
Dry. Ag 2. Rv, H(S), H(G), O, E, BUA, Rd, RGo. Max Cx5
C-in-C - Si (S) @ 30 AP. 1
Sub-general - Si (S) @ 30 AP. 1-3
Pushan-push - Si (S) @ 10 AP. 3-7
Tirkash-band - Si (O) @ 8 AP or LH (F) @ 4 AP. 6-16
Qullughchi - Si () @ 8 AP. 3-10
Turkoman tribal horse - LH (S) @ 7 AP. 5-16
Archers - Bw (O) @ 5 AP or Sk (I) @ 2 AP. 6-16
Camp followers and levy foot - Hd (O) @ 1 AP. 2-8
Kurdish cavalry - Si () @ 8 AP. 0-8
Downgrade archers to Bw (I) @ 3 AP as Persian militia. Any
Handgunners - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 4-6
Bombards - Art (S) @ 25 AP. 0-2
Wagon-laager - FO @ 2 AP. 0-6
The White Sheep (Aq-Qoyunlu) Turkoman and Kurdish confederation survived Timur's invasions,
overthrew the rival Black Sheep (Qara-Qoyunlu) confederation, fought against the Ottomans, but
fell to the Safavid Persians 1499-1504. Both the White Sheep Sultan and his local leaders kept
forces of paid trained cavalry. Pushan-push or Pushan-dar ("armoured men") were the best armed,
probably the minority with barded horse, bow, and usually lance seen in the Persian art of this
period. Tirkash-band ("quiver-bearers") were the mounted archers who provided the main strength
of the army, while qullughchi ("servants") were mounted retainers. Since they were included in
the troop muster lists, we assume that they were the mounted servants who were described as
wearing armour and carrying shields; those of the Sultan included functionaries of his household
including cooks, lion keepers, falconers and messengers. Both tirkash-band and qullughchi may
have been the armoured archers without lances on unarmoured horses who are the commonest
type in art, though we allow for the possibility that some or all of the tirkash-band may instead
have been Mongol-style light horse archers. At a review in 1476, an elite unit with a white
banner and mounted on armoured horses led the right wing. The left wing also had an elite unit
of armoured cavalry, though this time horse armour is not mentioned. A Venetian traveller states
that 2,000 of 20,000 cavalry horses at a review in 1474 had metal armour and others had leather
or quilted armour. A 15th-century drawing of a Turkoman infantryman with bow, sabre, dagger,
short axe and round shield suggests that some infantry were well enough equipped to rate as Bw
(O). The White Sheep captured some Ottoman guns in 1472, and guns and handgunners stationed
in the centre of a White Sheep army are said to have chased off opposing skirmishers in 1478.
Normally infantry formed the centre, with cavalry wings and an advance guard "fore-head"; some
armies had only a few infantry, but in others they were 1/3 or more. Allied contingents drawn
from this list need not include otherwise compulsory infantry. Even at condensed scale, maxima
are only 1/5 of the largest known historical army.
22
19. SAFAVID PERSIAN 1499 AD - 1639 AD
Dry. Ag 2. WW, Rv, H(S), H(G), O, E, RGo, Rd, BUA. Max Cx2
C-in-C - Si (S) @ 30 AP. 1
Sub-general - Si (S) @ 30 AP. 1-2
Qizilbashes and other feudal cavalry - 1/5 to 1/3 Si (S) @ 10 AP, rest () @ 8 AP. 10-48
Turkomans - LH (S) @ 7 AP. 0-8
Levy archers behind fixed spears - Bw (I) @ 3 AP + PO @ 1 AP. 0-16
Other levies and/or camp followers - Hd (O) @ 1 AP. 2-6
Only 1520 AD to 1590 AD:
Tribal or garrison arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 0-4
"Darbzan" light cannon on wagons - Art (I) @ 5 AP. 0-2
Only after 1590 AD:
Regrade C-in-C with qullar bodyguard - Si (F) @ 28 AP. 1
Regrade sub-generals with qullar bodyguard - Si (F) @ 28 AP. All/0
Replace feudal cavalry with qullar - Si (F) @ 8 AP. 8-16
Tufangchis - Sh (O) @ 6 AP. 6-12
Mercenary swordsmen - Wb (O) @ 4 AP or Bd (F) @ 5 AP. 0-6
Mercenary matchlockmen - Sk (S) @ 4 AP. 0-4
Topchis artillery - Art () @ 20 AP. 1-2
Zamburak camel guns - Art (F) @ 10 AP. 0-6
This covers the armies of the Safavids from the founding of the dynasty by Shah Ismail until the
final peace treaty with the Ottomans. The army initially often consisted almost entirely of feudal
armoured cavalry divided into 2 wings. We call them feudal because they were were maintained
by grants of small fiefs. However, most were also Qizilbashes, members of a religious military
order. Contemporary paintings of battle scenes depict cavalry wearing spired acorn helmets, with
solid cheek pieces rather than aventail, and with brightly coloured but usually plain coats over
their armour. All carry both bow and scimitar, but only a few have shields. Up to 1/3 have a
slender lance wielded with both hands and are riding horses with brightly coloured and patterned
armour. Occasional unarmoured Turkomans wearing hats are always shown shooting, sometimes
to their rear. Levy infantry were of low quality, the best being archers wearing long robes and
blue turbans who shot from behind a row of spears stuck in the ground and slanting forward.
Although their White Sheep predecessors had used both handguns and some artillery, the Safavids
apparently initially scorned firearms before meeting those of the Turks. An entirely cavalry army
was beaten by the Ottomans at Tchaldiran in 1514, though after first inflicting terrible losses.
War continued sporadically with the Turks generally on top. Arquebusiers and light artillery are
heard of in the 1520s and some heavy cavalry were reported in 1572 to have an arquebus in
addition to their bow. In 1590, Shah Abbas negotiated peace by surrendering several provinces,
took advantage of the lull to reform his army, then used it to take back all the lost provinces!
His most important innovations were regular corps of artillery and 6,000 "tufanghis" musketeers
trained by European drill masters. Other mercenary infantry were irregulars, probably Afghans
with very accurate long range matchlocks. He also disbanded half his feudal cavalry and replaced
them by qullar ("slaves"). How these differed is uncertain. Since at least some carried a pistol,
we have assumed as a working hypothesis that they may have followed the same development as
Ottoman qapakulu. Tufangchis and the "topchis" artillery were uniformed and it is possible that
the qular were also. Camel artillery is not mentioned by the sparse sources, but was later to be a
favourite Persian arm and had already been used by the Mamluks. Even at condensed scale, this
list does not duplicate the enormous numbers of cavalry doubtfully reported in historical armies.
23
20. WALLACHIAN OR MOLDAVIAN 1494 AD - 1648 AD
TRANSYLVANIAN 1533 AD - 1629 AD
Cold. Ag 1. Rv, H(S), H(G), Wd, RGo, M, Rd, BUA. Max N400
C-in-C - Si (O) @ 28 AP. 1
Sub-general - Si () @ 28 AP. 1-2
Other rich boyars - Si () @ 8 AP. 2-5
Lesser boyars or viteji - LH (S) @ 7 AP. 12-24
Peasants with spears, javelins, axes, halberds, flails, maces and
scythes - Hd (F) @ 1 AP. 0-15
Ottoman allies - List: Ottoman Turk.
Only Moldavians:
Upgrade rich boyars to Ln (F) @ 31 AP if general, 11 AP if not. All
Ditch and earth bank to protect front of army - F @ 4 AP. 0-40
Felled trees to block forest track or gap between woods - FO @ 2 AP. 0-2
Crimean Tartar allies - List: Tartar (Book 2). Polish
allies - List: Polish and Lithuanian (Book 2).
Only before 1606 AD:
Armoured voynuks with pole arms - Bd () @ 7 AP. 0-4
Archers - Sk (1) @ 2 AP or Bw (I) @ 3 AP. 18-48
Upgrade archers to curteni - Bw () @ 5 AP. 0-16
Mercenary crossbowmen - Sk (O) @ 3 AP or Bw () @ 5 AP. 0-4
Mercenary arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 0-4
Bombards - Art (S) @ 25 AP. 0-2
Only from 1533 AD:
Upgrade rich boyars to - Ln (F) @ 31 AP if general, 11 AP if not. All
Downgrade lesser boyars and vitechi to - LH (F) @ 4 AP. All
Only from 1606 AD:
Transylvanian haiduks - Sh (I) @ 4 AP. *6-10
Upgrade Transylvanian peasant hordes with arquebus - Sk (i) @ 3 AP. *A11
Wallachian seimeni - Dr (I) @ 6 AP. 0-4
Wallachian dorobanti - Sh (S) @ 7 AP. 0-4
Szecklers - LH (S) @ 7 AP. 0-3
Mercenary cuirassiers - Pi (S) @ 12 AP. 0-2
Mercenary harquebusiers - LH (I) @ 4 AP. 0-2
Mercenary pikemen - Pk () @ 4 AP. 4-8
Mercenary musketeers - Sh () @ 6 AP. 2-4 per 4 Pk
Field guns - Art () @ 20 AP. 1-2
The Principalities of Wallachia and Moldavia became Turkish vassal states in 1476 and 1504
respectively, but maintained a semi-independent existence. Transylvania was split from Hungary
by the Ottomans in 1533 as a similar semi-detached vassal and only rejoined in 1629. All three
nations employed the others' troops and occasionally shared rulers. Boyars were the nobility.
Viteji were the land-owning peasants, who were now steadily being reduced to serfdom except in
Transylvania. Curteni were paid regular foot. Haiduks were military border settlers. Seimeni were
mounted arquebusiers. Dorobanti had a berdische axe used as weapon rest for their matchlock
musket and as a close quarter weapon. The start of the 30 Years War saw Prince Bethlen Gabor
of Transylvania intervene on the Protestant side with a small standing army of mailed lancers,
horse archers and conventional pikemen and musketeers, supplemented by peasant foot carrying
firearms. The minima marked * apply only if a Transylvanian army. Items marked ** can only
be used by a Transylvanian army. Polish and Tartar allies cannot be used together. Mercenary
musketeers must stay within 1 move from their pikemen.
24
21. AUSTRIAN IMPERIAL 1556 AD - 1609 AD
Cold. Ag 1. WW, Rv, H(S), H(G), Wd, V, E, M, RGo, Rd, BUA.
C-in-C - Ln (O) @ 32 AP. 1
Sub-general - Ln (F) @ 31 AP. 1-2
Archduke's guards - Ln () @ 12 AP. 0-5
Austrian feudal horse - Ln (F) @ 11 AP. 3-12
Reiters - P|/jfe 8 AP. 4-15
Carabins - LH (I) @ 4 AP. 3-12
Hungarian hussars - LH (F) @ 4 AP. 0-16
Pikemen - Pk () @ 4 AP. 16-32
Arquebusiers - Sh (I) @ 4 AP. 2-4 per 4 Pk
Upgrade arquebusiers to musketeers - Sh () @ 6 AP 0-1/2
Grenzer - Sk (S) @ 4 AP. 0-8
Heavy and field guns - up to 1/2 Art (S) @ 25 AP, rest () @ 20 AP. 0-4
Light guns - Art (I) @ 5 AP. 0-2
Burgher guard to defend BUA - Bd (I) @ 4 AP. 0-5
This covers the armies of the Holy Roman Empire from the accession of Emperor Ferdinand I
until the partial replacement of the old reiter type by the new charging cuirassiers copied from the
Dutch. Following the defeat and subsequent partition of Hungary in 1526 AD, the Austrian lands
of the Empire became the first line of defence against Turkish invasion. In 1552, Ferdinand made
a peace with the Turks that lasted until 1593. After that, despite set-backs such as the snatching
of defeat from the jaws of victory in the 2 day battle of Kerestes in 1596, the Imperials had on
the whole the best of it and expanded their frontiers. A battle plan of 1532, when the Turks had
declined battle, was based on 3 large blocks of pikes with the cavalry in the two gaps. "20,000
nimble arquebusiers" five ranks deep were placed before and behind the pikes and the artillery
"both great and small" was deployed in front. Only generals and elite guards were now fully
armoured men-at-arms, most cavalry now being either less well-armoured lancers or mercenary
reiters. The reiters had now lost both their boar spears and much of their aggression. Instead of
charging, they now shot from the circulating ranks of a caracoling column. Lancers can have rear
support from other lancers of the same grade. Imperial foot were now becoming more soberly
dressed than the old landsknechts and fought in large Spanish-style blocks. Spanish infantry were
occasionally on loan. Grenzer were border settler foot specialising in sniping from cover with
accurate long firearms.
25
ARMIES OF THE CHINESE AND JAPANESE WARS
22. MING CHINESE 1494 AD - 1683 AD
Until 1644 AD: Max Cx4
Cold. Ag 2. WW, Rv, H(S), H(G), Wd, O, E, RGo, M, Rd, BUA.
Only Wo-k'ou pirates 1542 AD to 1570 AD and southern Ming after 1644 AD:
Small junks - Shp (I) @ 3 AP [Bd,Bw,Sh]. 0-3
Only Wo-k'ou pirates 1542 AD to 1570 AD:
Convert C-in-C to - Bd (I) @ 24 AP, Bw (O) @ 25 AP or Sh (O) @ 26 AP. 1
Convert sub- to ally-generals - Bd (I) @ 14 AP, Bw (O) @ 15 AP or Sh () @ 16 AP. All
Replace Chinese cavalry with matchlockmen - Sh () @ 6 AP. All
Replace militia hordes by lesser-armed pirate followers - Hd (F) @ 1 AP. All
Large junks - Shp (S) @ 6 AP [Bd,Bw,Sh]. 0-4
Japanese pirate allies - List: Japanese.
Only 1568 AD to 1571 AD:
War wagons with light guns - WWg () @ 10 AP. 0-8
Portable barriers to protect handgunners or gaps between wagons - PO @ 1 AP. 0-4
26
Only after 1644 AD:
Downgrade sub- to ally-generals - Si (S) @ 20 AP. All
Portugese musketeers - Sh (F) @ 6 AP. 0-2
Portugese heavy guns on naval carriages - Art (S) @ 25 AP. 0-1
Portugese galleons - Shp () @ 5 AP [Sh (O)|. 0-2
27
23. MONGOLIAN 1494 AD - 1700 AD
Eastern Mongols, Urianghkhai and Khorchin: Cold. Others: Dry.
Ag 3. Rv, H(S), Wd, D, RGo.
C-in-C - Si (S) @ 30 AP. 1
Sub-general - Si (S) @ 30 AP or LH (S) @ 27 AP. 0-2
Mongol cavalry - up to 1/2 Si (O) @ 8 AP, rest LH (S) @ 7 AP. 24-60
Upgrade Si (O) to (S) @ 10 AP. 0-1/2
Serfs and camp-followers - Hd (O) @ 1 AP. 0-4
Only Oirat:
Mounted matchlockmen - LH (I) @ 4 AP. 0-6
Only Oirat from 1640 AD to 1696 AD:
Tibetan allies - List: Tibetan.
This list covers the remaining steppe-based Mongol armies, except for the Golden Horde and
Khanates covered by the Tartar list, until the establishment of the Chinese protectorate over
Mongolia by the Ch'ing in 1696 had left only the Zungar sub-group of the Oirat independent. It
provides an enemy for the Ming, Timurids (Book 2), Safavids, Manchu and Ch'ing. It includes
the Uzbek offshoot of the Golden Horde which had taken Transoxania (now Uzbekistan and
Tajikistan) from the Timurids; the Kazakhs "adventurers" who had since separated from the
Uzbeks; the Eastern Mongols in Mongolia among whom the Khalka were dominant; the western
Mongolian Oirats that besieged Peking in 1550 and invaded Tibet 1573-78; the branch of the
Jagatai that had settled in Moghulistan until they were chased east into Sinkiang by the Uzbeks in
1508; the Urianghkhai absorbed by the Eastern Mongols in the 1560s; and the Khorchin until
their submission to the Manchu in 1624. The old Mongol discipline must have disappeared since
the Manchu regarded Mongolian troops as undisciplined and a bad influence on their own troops.
The Oirat are said to have acquired Chinese firearms even before our period and 18th century
Chinese engravings of the battle of Altshur in 1759 show pictures show Zungar cavalry using
matchlocks skirmishing with, and being routed by, Manchu horse archers.
28
25. KOREAN 1494 AD - 1700 AD
Cold. Ag 0. WW, Rv, H(S), H(G), Wd, O, E, RGo, M, Rd, BUA, I. Max Cx2
C-in-C - Si (O) @ 28 AP. 1
Sub-general - Si () @ 28 AP. 1-2
Cavalry - Si () @ 8 AP. 6-22
Light cavalry - LH (F) @ 4 AP. 0-12
Archers - Bw () @ 5 AP. 8-24
Halberdiers - Bd (1) @ 4 AP. 0-4
Spearmen - Pk (I) @ 3 AP. 8-20
Peasant spearmen - Hd (O) @ 1 AP. 0-12
Mixed skirmishers - Sk (X) @ 8 AP. 0-6
Chinese-type rockets - Art (I) @ 5 AP. 0-4
Light guns - Art (I) @ 5 AP. 2-4
Ditch and bank - F @ 4 AP, or palisade - FO @ 2 AP. 0-24
Turtle ships - Gal (S) @ 5 AP [Bw,Sp,Art (I)]. 0-4
Galleys - Gal (I) @ 2 AP (Bw,Sp). 0-2
Transport junks - Shp (I) @1|AP [Cv,LH,Sp,Bw,Bge|. 0-4
Only until 1598 AD: Jurchen
allies - List: Jurchen.
Only 1592 AD to 1598 AD:
Guerilla bands - Hd (F) @ 1 AP. 0-6
Chinese allies - List: Ming Chinese.
Only after 1598:
Re-arm archers as hand gunners - Sh (I) @ 4 AP. 2-8
Only after 1628 AD:
Upgrade light guns to heavy or field - Art (S) @ 25 AP or () @ 20 AP. 0-3
This list covers Korean armies of the Yi dynasty. The Manchu conquest of 1637 did not abolish
the Korean state, which continued as a tributary with its own army. Until the Japanese invasion
under Hideyoshi in 1592, the only enemies were pirates and Manchurian tribes. The core of the
armed forces were professional soldiers, with the cavalry and the navy as the best branches. 16th
century cavalry are depicted with bow plus a weapon wielded in both hands, which could be a
halberd, a lance or a flail, but without horse barding. Koreans were renowned for their skill with
the bow and the Japanese found that Korean archers outshot their own. They were also impressed
by the Korean use of long spears, which increased the popularity of the yari among the Japanese.
Nevertheless, the infantry were less impressive than the cavalry, and the militia, although armed
with the same spears, performed poorly. The skirmishers were a mixture of men with long sword
and shield, others with repeating crossbow or grenades, and latterly with a few handguns. Korean
armies of the period were well equipped with cannons and rockets, though the former were very
small, the Japanese boasting that they could be fired from Japanese guns! Traditionally, Korean
armies relied on the heavy use of temporary and permanent fortifications. Many local guerrilla
movements arose to fight the Japanese. The principal Korean innovation of the Japanese wars was
the turtle ship, a covered rowing vessel armed with cannon and possibly a bow flame-thrower,
which wrecked the Japanese fleet. Three Dutch castaways were employed to improve the army's
weapons in 1628 and a western gun variously described as a cannon and a musket was presented
to the court by another source in 1630-31. We postulate that such western influences may chiefly
have improved the artillery.
29
26. JAPANESE 1494 AD - 1614 AD
Cold. Ag 1. WW, Rv, H(S), H(G), Wd, O, E, RGo, M, Rd, BUA. Max Cx3
C-in-C seated with guard - Bd (O) @ 27 AP, or mounted - Si (O) @ 28 AP. 1
Sub-general - Bd (O) @ 27AP or Si () @ 28 AP. 1-2
Mounted samurai mostly with bow - Si (O) @ 8 AP. 0-11
Foot samurai mostly with yari or naginata - Bd () @ 7 AP. 12-30
Ashigaru with yari or naginata - Bd (F) @ 5 AP. 12-30
Ashigaru bowmen - Bw (1) @ 3 AP. 0-8
Upgrade bowmen provided with pavise to - Bw () @ 5 AP. 0-4
Ronin and mercenary swordsmen - Bd (F) @ 5 AP. 0-6
Palisade - FO @ 2 AP. 0-8
Armed boys or ladies with naginata guarding baggage - Bd (I) @ 4 AP. 0-1
Ships - Shp (I) @ 3 AP[Bd, Bw, Sh]. 0-3
Only until 1571 AD:
Sohei warrior monk ally-general with portable shrine and escort - WWg (I) @ 23 AP. ' *1
Sohei warrior monks mostly with naginata - Bd (I) @ 4 AP. *8-16
Sohei mounted warrior monks - Si (O) @ 7 AP. ' ' 0-2
Only until 1574 AD:
Ikko Ikki fanatics - Hd (S) @ 2 AP. *30-60
Town militia - Hd (F) @ 1 AP. * 12-24
Only after 1542 AD:
Convert Si (O) except Sohei to yari-armed Ln (F) @ 31 AP if general, 11 AP if not. All
Re-arm any ashigaru with matchlock - Sh () @ 6 AP. 0-16
Light cannon - Art (I) @ 5 AP. 0-1
Galleys - Gal (I) @ 2 AP [Bd,Bw,Sh]. 0-3
This list covers Japanese armies from 1494 until the battle of Tenno-ji, the last pitched battle
between armies of samurai. During this period, the Japanese mainly fought each other, with the
exceptions of the Korean expeditions of 1592 to 1598. Although many samurai now carried the
spear-like yari and some clans specified that these should be of pike length rather than the usual 8
feet, they still fought as individuals rather than in formation, so are classed as Bd. Their two
swords were now used only when the long weapon was broken or inconvenient. Their armour
was lighter than the cumbersome oyoroi of previous times, but the addition of arm and thigh
armour made it heavier than the do-maru of the ashigaru "light feet" and monks who also used
yari or naginata. Large bombards were used only in sieges, so are omitted. We assume that as
the bow lost favour for use on foot, the standard of use declined. Circumstantial evidence tending
to confirm this is the use of pavises by small groups that needed to stand up to dense enemy
shooting, and that Japanese bowmen in 1592 were outshot by Koreans. Ikko Ikki were a mass
militant religious movement based on the peasantry, but with a hard core of conventional warriors
and Sohei. They were sometimes beaten off by improvised town militias reinforced with local
samurai, but such democratic self-defence organisations were considered to be almost equally
subversive! Ronin were impoverished masterless samurai. We assume that they would have little
armour or weapons except the cherished swords that were their only remaining sign of samurai
status, so would be faster moving and less cohesive. The Sohei monks still meddled in politics,
but were less impetuous in battle. Their few cavalry were still often depicted in the later period
with bow as well as naginata, so are classed as sipahis. Bow-armed samurai cavalry fought in
wedge or "with bridles aligned". Those with yari are depicted charging without any regard for
formation. The most famous use of palisades was at Nagashino in 1575, where a heavy rolling
fire of matchlocks from behind sections of palisade broke up rash cavalry attacks, leaving them
vulnerable to foot samurai counter-attack through gaps between the sections. Minima marked *
apply only if any troops of that origin are used. Sohei monks or Ikko Ikki cannot be used with
militia. A Sohei general can command only Sohei and ashigaru and must command all Sohei.
30
27. MANCHU AND CH'ING CHINESE 1601 AD - 1700 AD
Cold. Ag 4. WW, Rv, H(S), H(G), Wd. From 1644 AD add O, E, M, Rd, BUA. Max Cx4
C-in-C - Si (O) @ 28 AP. 1
Sub-general - Si () @ 28 AP. 1-3
Manchu banner cavalry - Up to 1/2 LH (S) @ 7 AP, rest Si () @ 8 AP. 8-52
Only from 1618 AD:
Mongol allies - List: Mongolian.
Only from 1621 AD:
Chinese cavalry - Si (I) @ 5 AP. 2-6
Chinese spearmen and swordsmen - Bd (I) @ 4 AP or Hd (O) @ 1 AP. 4-12
Chinese archers - Bw (I) @ 3 AP or Sk (I) @ 2 AP. 4-12
Chinese matchlockmcn - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 0-6
Chinese-cast bombards or European-style heavy guns - Art (S) @ 25 AP. 0-1
Chinese jingals or other light artillery - Art (F) @ 10 AP or (I) @ 5 AP. 0-6
Only from 1634 AD:
Mongol bannermen - Up to 1/2 Si (O) @ 8 AP, rest LH (S) @ 7 AP. 4-16
Only 1644 AD to 1672 AD:
"Three Feudatories" allies - List: Ming Chinese.
31
28. TIBETAN 1494 AD - 1700 AD
Cold. Ag 1. Rv, H(S), H(G), RGo, BUA, I.
C-in-C - Si (S) @ 30 AP. 1
Tibetan ally-generals - Si (S) @ 20 AP. 0-3
Armoured cavalry - Si () @ 8 AP. 9-24
Upgrade cavalry with horse armour to - Si (S) @ 10 AP. 0-1/2
Armoured archers - Bw () @ 5 AP. 0-24
Levied serfs - Hd (O) @ 1 AP. 10-24
Herdsmen with slings - Sk (I) @ 2 AP. 0-12
Stone breastworks - F<3(@ 2 AP. 0-12
Nomad ally-general - LH (F) @ 14 AP or Si (S) @ 20 AP. *1
Nomad nobles - Si () @ 8 AP. 0-3
Nomads - LH (F) @ 4 AP. *7-20
Mongol allies - List: Mongolian.
Only before 1644 AD:
Ming allies - List: Ming Chinese
The centralised Tibetan monarchy had long since collapsed; 13th century Mongol overlords had
established the Dalai Lama as ruler, but his power had also declined and rival monasteries and
noble families now maintained their own armies and fought incessant small wars. An 18th century
Chinese observer describes armoured cavalry (probably wearing the styles of armour well known
from modern museum collections and sometimes with horse armour, though not now as heavily
armoured as in the days of the Tibetan Empire) with sword, lance and matchlock, and also foot
with sword, bow and shield and sometimes a spear. Modern observers note the slings carried by
herdsmen. Nomads now included some ethnic Tibetan groups (including clans descended from
garrison units of the ancient Tibetan Empire's army), as well as the Ch'iang. Minima marked *
apply if any nomads other than up to 4 elements of LH are chosen. Nomad generals can also
command levied serfs and herdsmen with slings. Various Mongol chieftains, notably Altan Khan
of the Oirats in the 1540s, sided with the Dalai Lama's Sakya faction in attempts to control the
country and thus influence the Tibetan Lamaist Buddhism then popular in Mongolia. The Ming
backed the rival Tsangpa kings, who took over much of central Tibet, but lost power after their
Ming patrons fell in 1644. Other Mongol tribes then gained influence in Tibet; for instance in
both 1644 and 1657 Tibetan invasions of Bhutan were assisted by Mongol forces. The Ch'ing
established Manchu-Chinese overlordship of Tibet in 1720 after expelling the Zungar Mongols.
Ming and Mongol allies cannot be used together.
32
ARMIES OF THE AMERICAS
29. AZTEC 1494 AD - 1521 AD Dry. Ag 3. WW, Rv, H(S), Wd,
M, Rd, BUA.
C-in-C - Bd (I) @ 24 AP. 1
Sub-General - Bd (I) @ 24 AP. 1-3
Warrior priests - Bd (I) @ 4 AP. 1-3
Cuachic shock troops - Wb (S) @ 5 AP. 2-8
Suit wearers - Bd (I) @ 4 AP. 12-40
Clan warriors - Hd (S) @ 2 AP. 36-90
Skirmishers with slings or bows - Sk (I) @ 2 AP. 8-24
Mercenary archers - Bw (I) @ 3 AP. 0-6
Otomi - Wb (S) @ 5 AP. 0-10
Large war canoes - Bts (O) @ 2 AP [Wb or Bd]. 0-1
Other canoes - Bts (I) @ 1 AP [Hd]. 0-5
Toltec-Chichimec allies - List: Tarascan or Tlaxcallan.
Aztec is the most usual name for a people also called Tenocha and Colhua Mexica who founded
the lake island city of Tenochtitlan in 1325. In 1428, Tenochtitlan joined the two nearby lake side
cities of Texcoco and Tlacopan in a federation called the "Triple Alliance", which was for all
practical purposes a unitary Aztec state. This expanded aggressively under Motecuhzoma I and his
successors, but was conquered under Motecuhzoma II by Cortez' Spaniards and Tlaxcalan allies
from 1519 to 1521. "Suit wearers" includes military orders such as the Eagle, Jaguar and Arrow
knights, and those noble youths supporting them as rear rank apprentices. They fought separately
from the ordinary clan warriors who had not yet captured a prisoner and whose inexperience and
rashness provided most of the prisoners taken for sacrifice by the enemy. These were stiffened by
a sprinkling of officers, but were both less skilled than the suit wearers and less easily controlled
by the drum and conch signals of the four generals. They usually formed the flanks of the army
where their numbers could often envelop the enemy wings. Cuachic were a high ranking grade of
individualist suit wearers who had refused promotion to officer to serve instead as shock troops,
finding a wild charge more congenial than rational thought. They acted as vanguard and rearguard
and as weapons instructors and are also described as lying concealed in ambush. Aztec charges
were described by Spaniards as "harder to face than French artillery and fiercer than the Moors".
The favourite primary weapon of these three warrior groups was the maquahuitl, a wooden sword
edged with razor sharp black obsidian glass, effective against flesh, but not against metal armour.
The larger two-handed cuahololli was uncommon among the Aztecs. Atlatl dart-throwers and other
missile weapons were often used in conjunction with the shorter. The spear-like cut and thrust
tepoztopilli is particularly associated in art with generals and sometimes with apprentices. A dense
swarm of skirmishers with slings and less probably bows, used to prepare attacks and then cover
flanks, were probably provided by the non-warrior lower classes. Better skilled archers capable of
mass shooting are likely to have been Chichimec mercenaries. The Otomi were an ethnic group
living north of the Aztecs, who did not fight on their own account, but only as well-regarded
mercenary shock troops in Aztec, Tarascan and Chichimec armies. The largest Aztec war canoes
may have held as many as 20 men, but most were much smaller, a Spanish account mentioning
2,000 canoes carrying 20,000 men. Contemporary depictions usually show one warrior using an
atiatl and one paddler, but also show Spanish bergantines known to have a crew of 25 with only
3 men. Two accounts describe the larger canoes being concentrated together in groups to ambush
the bergantines. Baggage was carried by porters. Note that what may appear at first sight to be
ungenerous troop type classifications for this army do not diminish its chances of victory: they do
ensure that the army is realistically larger than those of historical opponents.
33
30. TARASCAN OR TLAXCALAN 1494 AD - 1521 AD
Dry. Ag 1. Rv, H(S), Wd, E, RGo, Rd, BUA.
C-in-C - Bd (I) @ 24 AP. 1
Sub-General - Bd (I) @ 24 AP. 1-3
Suit-wearers - Bd (1) @ 4 AP. 6-16
Archers and shield bearers - Bw () @ 5 AP. 0-30
Archers - Bw (I) @ 3 AP. 30-50
Scouts or skirmishers - Sk (I) @ 2 AP. 0-10
Otomi mercenaries - Wb (S) @ 5 AP. 0-8
Only Tlaxcalan after 1518 AD:
Upgrade C-in-C to Spanish - Ln (S) @ 35 AP. 1
Spanish war dogs - Wb (S) @ 5 AP. 0-1
Spanish sword-and-buckler men - Bd () @ 7 AP. 3-7
Spanish arquebusiers - Sh (I) @ 4 AP. 0-1
Spanish crossbowmen - Bw (S) @ 7 AP. 1-2
Spanish field guns - Art () @ 20 AP. 0-2
Spanish light guns - Art (1) @ 5 AP. 0-1
Spanish Totonac levies - Bd (I) @ 4 AP. 4-12
Replace Art_M" by bergantines - Bts (S) @ 3 AP |Bw (S)]. , , r. 0-3
?
Re-classify Sh (1) mixed with crossbownen on bergantine to - Bw (S). 0-1
Spanish mobile towers - WWg () @ 10 AP. 0-1
Both these peoples fought in a similar manner emphasising the bow, through they were separated
geographically by the Aztec Triple Alliance. The Tarascans called themselves Purempecha, but a
Spanish mistake inflicted on them for ever a name derived from the Aztec words for "distant
relations". They lived to the west of the Aztecs and fought them to an expensive stand-off. They
differed from other peoples of the area in often edging their wooden weapons with copper instead
of obsidian. To the east of the Aztecs were a number of Toltec-Chichimec city states, of which
Texcala "the crags" survived long enough to ally with the Spanish conquistadors to destroy the
Aztecs, though at the cost of having their city's name corrupted to Tlaxcala "tortilla" by the
cloth-eared Spaniards. A contemporary Spanish account reports that the Tlaxcalans "manoeuvred
marvellously well". Their army was grouped into 4 commands and liked to counter or envelop
the enemy flanks with massed archers before assaulting their centre. Suit wearers are the military
orders such as the Eagle and Jaguar knights. Although some archers had cotton armour, this was
not proof against the bow, and they are not depicted with side arms. However, some archers
were mixed with warriors with maquahuitl and shield whose role was to protect them while they
shot. Cortez' Spanish force was untypical of homeland armies and exceptionally confident due to
the ineffectiveness of native weapons against their armour and of native cotton armour against
their own swords and crossbow bolts. Although in a Spanish army of this date sword-and-buckler
men are classed as Bd (F), this does not fit their role under Cortez. Similarly, his crossbowmen
are also upgraded, since their bows were exceptionally powerful by local standards and they were well-
equipped for hand-to-hand combat against such light opponents. Half pikes were initially carried
by some men, but abandoned immediately in favour of the more effective sword. The few Spanish
lancers were dreaded by natives who were totally unfamiliar with horses. Some Totonacs are
described as having swords made from swordfish snouts and shields made from turtle shells. The
bergantines were Cortez' greatest asset in the fighting around Tenochtitlan. They were only 40
feet long, but carried a light cannon in the bow and a crew of 25, half of paddlers and half of
crossbowmen with a sprinkling of arquebusiers. Towers manned by arquebusiers and crossbows
were used in the break-out from Tenochtitlan. All and only "Spanish elements" must be in a
Spanish C-in-C's command. Spanish artillery draft teams and all baggage must consist of porters.
If Spanish are used, condensed scale is unsuitable. The Spanish troops can also be used separately
as a 100 AP Conquistador army to fight other pre-1524 armies from this section. However, these
will still not exactly be small games, since 100 AP can be a lot of natives.
34
31. MIXTEC OR ZAPOTEC 1494 AD - 1521 AD Dry.
Ag 1. Rv, H(S), RGo, Rd, BUA.
C-in-C - Wb (I) @ 23 AP. 1
Ally-General - Wb (I) @ 13 AP. 0-2
Upgrade Zapotec general to Wb (S) @ 25 AP if C-in-C, 15 AP if ally. 0-1
Warriors - Wb (I) @ 3 AP. 45-140
Peasant slingers - Sk (I) @ 2 AP. 20-40
Only if Mixtec priest is C-in-C:
Upgrade Mixtec C-in-C to - Wb (S) @ 25 AP. 1
Upgrade Mixtec ally-general to sub-general - Wb (I) @ 23 AP. 0-1
Upgrade warriors to temple soldiers - Wb (S) @ 5 AP. 0-20
Only 1494 AD to 1495 AD:
Tolter-Chichimec allies - List: Tarascan or Tlaxcallan.
The fall around 900 AD to internal subversion of the Zapotec empire centred on Monte Alban
left a political vacuum that was rilled from 1280 AD by two new alliances between groupings of
Mixtec and Zapotec cities. The first was centred on Zapotec Zaachila and the second on Mixtec
Cuilapan. These were enemies of the Aztecs during the latters' aggressive campaigns between
1486 and 1495. They occasionally allied at this time with Toltec-Chichimec city states, which
were mostly enemies of the Aztecs. The primary weapon of the warrior classes was the atlatl dart-
thrower, which they used to maintain a distant combat, rather than to precede a charge like the
Aztecs. Their usual side arm was a short copper axe or a stone-headed or obsidian-studded
mace, but there is one reference to a Zapotec general fighting duels with a spear. Accordingly, a
Zapotec general can be upgraded to (S). Peasants slingers provided a dense barrage. Zapotecs in a
Mixtec army or Mixtecs in a Zapotec army must be commanded by an ally-general of their own
nation. Mixtec armies were sometimes commanded by the priest of a major oracle dressed as his
god, and often backed by a rigidly disciplined temple army. Temple soldiers can only be used in
such a C-in-C's own command. Baggage should be a train of porters.
35
33. NORTH WEST AMERICAN 1494 AD - 1700 AD
Cold. Ag 2. WW, Rv, H(S), Wd, BUA. Max N300
C-in-C - Bw (I) @ 23 AP. 1
Sub-general - Bw (I) @ 23 AD. 1-2
Warriors - Bw (I) @ 3 AP. 42-106
Skirmishers - Sk (I) @ 2 AP. 3-12
War canoes - Bts () @ 2 AP [Bw,Sk]. 0-6
Although the first contact of the northern coast culture with Europeans was not until 1770, it
could have been made at any time after the Spanish conquest of Mexico. The culture was highly
stratified, it even being said that each individual belonged to a different class and knew exactly
how his position related to that of each other individual. Chiefs had absolute power over their
followers. Their main weapon was the bow, but wooden rod armour and wooden helmets were
worn. Warfare differed from that elsewhere in America in being played for keeps, the intention
being to destroy or expel opponents and take their land. A spectacular feature of the culture was
its huge red cedar war canoes painted with yellow and black designs, which voyaged for long
distances and are claimed to have reached Hawaii.
36
35. INCA 1494 AD - 1572 AD
Cold. Ag 2. WW, Rv, H(S), Wd, RGo, Rd, BUA.
C-in-C in command litter - WWg (I) @ 23 AP. 1
Sub-general - Wb (I) @ 23 AP. 1-3
Inca regulars - Wb (I) @ 3 AP. 24-100
Militia - Hd (F) @ 1 AP. 12-36
Skirmishing slingers - Sk (I) @ 2 AP. 12-36
Stone breastworks or areas of pits - Fjgf @ 2 AP. 0-12
Only before 1533 AD:
Chimu - Wb (S) @ 5 AP 0-6
Sailing rafts - Bts (I) @i AP. [Wb or Sk|. 0-4
Forest Indian archers - Sk (I) @ 2 AP or Bw (I) @ 3 AP. 0-3
Colla armed with bolas (sometimes incendiary) - Sk (X) @ 8 AP. 0-4
Other subjects - Wb (I) @ 3 AP. 0-12
37
added atlatl dart-throwers. Colla used the bolas and are classed as Sk (X) due to its effect on
horses. The only bowmen were Amazon forest tribesmen, who as an escort for one later C-in-C
came close to defeating a cavalry charge. The litter was a prized status symbol and seems to have
been used by all C-in-C's, not just the reigning Inca, since we read of a non-royal commander
being killed in one. Other generals and guards fought on foot, but substituting a bronze halberd
for the usual spear. Minima marked * apply only if any Spanish are used. All and only Spanish
troops must be commanded by a Spanish general who, unlike his counterpart in a Tlaxcalan army
does not usurp the position of C-in-C, since the Inca continued to command the army as a whole.
Note that classification of Spanish troops here is dictated by their effect in American warfare. For
instance, sword-and-bucklermen are not Bd (F) and arquebusiers not Sk (O), since they sensibly
decided not to try to outrun lightly equipped Amerindians. Similarly, against a foe in cotton
armour using a sling, even a crossbowman becomes (S). The Spanish can also be extracted from
this list as a separate 100 AP army to fight a purely Inca 100 AP army which will still have
around 40 elements. Minima marked * apply only if any Spanish are used. The puppet Inca
Manco who revolted in 1536 used captured Spanish cannon and arquebuses and himself fought on
horseback accompanied by a few other horsemen. His son had 800 pikes made and another 2,000
incomplete in 1565, though these were in the event seized by the Spaniards when his revolt was
nipped in the bud. They are included here in case you wish to try a little alternative history. The
minimum marked ** applies only if any pikes are used. Baggage was carried by porters, often
female, and on llamas. Manco armed women with spears to swell his apparent numbers. Maxima
are for normal scale. If Spanish are used or you are gaming the revolts of 1536 or 1565, only
normal scale is suitable.
38
37. NATCHEZ AND MOUND BUILDERS 1494 AD - 1700 AD
Warm. Ag 1. WW, Rv, H(G), Wd, , , BUA. Max N500
C-in-C in litter - WWg (I) @ 23 AP. 1
Sub-general - Bd (I) @ 24 AP. 1-2
Guards - Bw (I) @ 3 AP. 2-4
Nobles - Bd (I) @ 4 AP. 8-16
Honoured men - Bw (I) @ 3 AP or Sk (I) @ 2 AP. 45-127
Stinkards - Hd (S) @ 2 AP. 16-36
Canoes - Bts (I) @ 1 AP [Bd,Bw,Sk]. 0-6
This list covers the Natchez and earlier mound builder cultures of the Mississipi basin until the
French destruction of the Natchez. Each nation had a capital town containing massive earthwork
mounds supporting temples and council houses, defended with palisades and moats. They were
rigid theocracies ruled by a leader called "The Great Sun", who was not permitted to put foot to
ground and was borne in a litter. When he died he was buried with his retainers and household
guard. Society was stratified into "Noble", "Honoured" and "Stinkard" classes. Military prowess
was rewarded by promotion to the next class, though that to Noble was rare and very difficult.
The Stinkards were replenished by adding conquered peoples. The Natchez were harder to fool
than Motecuhzoma or Atahualpa, telling De Soto in 1542 that they would believe the Spaniards
were gods if they dried up the river, then chasing him back down it in canoes.
39
39. CANADIAN FRENCH 1603 AD - 1700 AD
Cold. Ag 1. WW, Rv, H(G), Wd, BUA, I. Max N300
C-in-C- Sh (F) @ 26 AP or Sh (I) @ 24 AP. 1
Sub-generals - Sh (I) @ 24 AP. 0-2
Militia - Sh (I) @ 4 AP. 0-40
Light or heavy guns - Art (I) @ 5 AP or (S) @ 25 AP. 0-3
Coureurs de bois - Sk (S) @ 4 AP. 1-16
Canoes - Bts (I) @ 1 AP. 1 > 0-1 per Sk (S)
Indian allies - List: Eastern Forest American. 24-40
Only from 1663 AD:
French regular infantry - Sh (F) @ 6 AP. 4-12
The first successful French settlement in America followed the explorations of Champlain from
1603 and his founding and fortifying of Quebec in 1612. Its purpose was to exploit the fur trade
with the Indians rather than engage in agriculture, so numbers were initially small. 6,000 Breton
settlers arrived in the mid-17th century, but the population remained lower than in the English
colonies, reaching 300 by 1645, about 15,000 by 1700 and 55,000 by 1750. It was mostly in
semi-feudal manorial settlements along the St.Lawrence river with big communal strip fields, but
the most important part of the community had escaped government control by vanishing into the
interior to trade with the Indians as "coureurs de bois". Indian allies are compulsory and can have
canoes. Regulars are classed as (F) to match their 18th century tactics in Canada.
40
41. SPANISH COLONIAL 1524 AD - 1700 AD
Tropical. Ag 1. WW, Rv, H(S), H(G), Wd, M, RGo, Rd, BUA. Max N300
C-in-C - Bd (O) @ 27 AP or Sh (F) @ 26 AP. 1
Ally-general - Ln (I) @ 20 AP or Sh (I) @ 14 AP. 0-2
Lancers - Ln (I) @ 10 AP. 1-6
Regular foot: 1/2 pikemen - Pk (O) @ 4 AP, 1/2 arquebusiers - Sh (I) @ 4 AP. 4-16
Regular arquebusiers of independent company - Sh (F) @ 6 AP. 0-2
Militia: 1/3 with firearms - Sh (I) @ 4 AP, 2/3 with half-pikes - Pk (I) @ 3 AP. 24-48
War dogs - Wb (S) @ 5 AP. 0-1
Heavy guns - Art (S) @ 25 AP. 1-4
Breastworks for artillery - F @ 4 AP. 0-1 per Art
Galleys - Gal (O) @ 4 AP [Sh]. 0-1
Carracks - Shp (S) @ 6 AP f Sh]. 0-4
Caravels - Shp (F) @ 4 AP [Sh]. 0-1
41
ARMIES OF THE REFORMATION
43. ELIZABETHAN ENGLISH 1559 AD - 1603 AD Cold. Ag 3. WW,
Rv, H(S), H(G), Wd, E, RGo, M, Rd, BUA.
C-in-C-Ln(F)@31 AP. 1
Sub-general - Ln (F) @ 31 AP. 1-2
Demi-lances - Ln (F) @ 11 AP. 2-6
Light staves - LH (O) @ 5 AP. 3-5 per Ln (F)
Pikemen - Pk (O) @ 4 AP. 1 per Sh (I)
Billmen - Bd (O) @ 7 AP. 1 per Sh (I)
Calivers - Sh (I) @ 4 AP. 4-12
Longbowmen - Bw (S) @ 7 AP. 1 per Sh (I)
Heavy guns - Art (S) @ 25 AP. 0-2
Downgrade heavy guns to field guns - Art () @ 20 AP. 0-1
Race-built galleons - Shp () @ 5 AP [Sh,Pk]. 0-4
Only in 1560 AD:
Gentlemen pensioners - Ln (S) @ 15 AD. 0-1
Scots cavalry - LH () @ 5 AP. 0-5
Scots foot - Pk () @ 4 AP. 0-8
Only after 1575 AD:
Replace billmen with pikemen or downgrade them - Pk (O) or Bd (), @ 4 AP. All
Replace longbowmen with musketeers - Sh (O) @ 6 AP, or calivermen - Sh (I) @ 4 AP. 1/2-all
Only from 1586 AD:
Petronels - LH (1) @ 4 AP. 1-2 per 2 Ln (F)
This covers the armies of Elizabeth I. Although popular attention is focussed on the levies for
defence against the Spanish Armada in 1588, English armies intervened in Scotland on behalf of
the Scottish Protestants against the French party in 1560 and 1570, in France on behalf of the
Huguenots against the Catholics and Spanish in 1562-63 and 1591-97, and in the Netherlands
against the Spanish from 1572 onwards. There were also rebellions in Ireland in 1566-67, 1569-
81 and 1595-1601, the last aided by a substantial though belated Spanish force that necessitated
the largest English expedition sent overseas during the reign, at first under the command of the
Earl of Essex and later of Elizabeth's best general, Mountjoy. The fully armoured men-at-arms
riding barded horses of the Gentlemen Pensioners made their last appearance during the Scottish
expedition of 1560. Although tilting in full armour remained a popular sport at court, the lighter
demi-lance in 3/4 armour on an unbarded horse was now the standard heavy cavalryman. These
were always greatly outnumbered in English service by the light horsemen variously known as
light staves, spears, javelins, prickers or border horse. Although cavalry primarily armed with
firearms had long been used on the continent and the Dutch from 1577 routinely re-armed their
English and Scots volunteers as pistoleers, the first appearance of English specialist firearm
cavalry was in 1586 in the form of skirmishing petronels. These were named from their weapon,
a larger calibre version of the arquebus. English infantry at the start of the period were roughly a
quarter each from the centre outwards of billmen, pikemen, longbowmen and calivermen. The
bills were quickly replaced by a small number of halberdiers as a colour guard and extra pikes,
the longbows more slowly by "fiery shot". However, when trained billmen were re-armed with
pikes, their bills were sometimes given to untrained men. Regular forces had no bows after 1588,
but some county militia still used them until bowmen were ordered to be recorded as unarmed
men in 1595. Even then they remained a favourite weapon on the turbulent border with Scotland,
where bills also survived as the minimum acceptable home-defence weapon.
42
44. OLD IRISH 1494 AD - 1601 AD
Cold. Ag 1. WW, Rv, H(S), H(G), Wd, E, RGo, M, Rd, BUA. Max N500
C-in-C - LH (O) @ 25 AP, Ln (F) @ 31 AP or as galloglaich Bd (O) @ 27 AP. 1
Irish ally-general - LH (O) @ 15 AP or Bd () @ 17 AP. 1-3
Irish horse - LH () @ 5 AP. 2-12
Galloglaich - Bd (O) @ 5 . (- A' ; 12-24
Bonnachts - Wh (I) @ 3 AP. 16-48
Kerns armed with darts - Sk (I) @ 2 AP. 24-48
Kern archers - Sk (I) @ 2 AP. 0-8
Plashed wood edges - FO @ 2 AP. 0-12
Ditch to block road - FO @ 2 AP. 0-1
Only if before 1594 AD and the C-in-C is also the Kings Deputy:
English Pale spearmen - Ln (F) @ 11 AP. 1-3
English Pale billmen - Bd (I) @ 4 AP. 0-2
English Pale longbowmen - Bw (S) @ 7 AP. 4-12
Only from 1525 AD:
Upgrade kern archers to marksmen with arquebus - Sk (S) @ 4 AP. Any.
Light guns - Art (I) @ 5 AP. 0-1
Only after 1560 AD:
Change Pale longbowmen to arquebusiers - Sh (I) @ 4 AP. 1/2
New Scots "red shanks" mercenaries - Wb () @ 4 AP. 0-24
Only from 1594 AD:
Re-arm galloglaich as - Pk () @ 4 AP. 0-1/2
Re-arm bonnachts as - 1/2 Pk (I) @ 3 AP, 1/2 Sh (I) @ 4 AP. All
Upgrade kerns with darts to "kerns with pieces" - Sk () @ 3 AP. 0-1/2
43
45. FRENCH HUGUENOT 1562 AD - 1598 AD
Cold. Ag 0. WW, Rv, H(S), H(G), Wd, O, V, RGo, Rd, BUA.
C-in-C - Ln (S) @ 35 AP. 1
Ally-general - Ln (S) @ 25 AP. 0-2
Reiters - Pi (I) @ 8 AP. 0-12
Argoulets or carabins - LH (I) @ 4 AP. 3-6
Landsknecht pikemen - Pk () @ 4 AP. 4-12
Landsknecht arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 0-1 per 4 Pk (O)
Huguenot arquebusiers - Sh (I) @ 4 AP. 4-24
Reclassify arquebusiers mounted on country nags as - Dr (I) @ 6 AP. All/0
Enfants perdus - Sh (I) @ 4 AP or Sk (S) @ 4 AP. 0-8
Field guns - Art () @ 20 AP. 0-3
English allies - List: Elizabethan English.
Only before 1576 AD:
Gendarmes - Ln (S) @ 15 AP. 3-6
Chevaux leger - Ln (F) @ 11 AP. 0-3
Huguenot pikemen - Pk (I) @ 3 AP. 0-4
Downgrade guns to light - Art (I) @ 5 AP. 0-1
Trenches - FO @ 2 AP. 0-16
Burgher home defence forces to defend BUA - Hd (S) @ 2 AP. 0-4
Only from 1576 AD:
Re-classify generals as - Pi (S) @ 32 AP if C-in-C, 22 AP if ally. All
Cuirassiers - Pi (S) @ 12 AP. 8-16
Only from 1589 AD:
Royal Swiss pikemen - Pk (S) @ 5 AP. 12-16
Royal Swiss arquebusiers - Sh (I) @4 AP or Sk (O) @ 3 AP . 1 per 4 Pk (S )
French royal foot: 1/2 pikemen - Pk (I) @ 3 AP,
1/2 arquebusiers - Sh (I) @ 4 AP. 0-12
Upgrade any arquebusiers to musketeers - Sh () @ 6 AP. 0-1/2
Dutch allies - List: Dutch Rebellion. 0-18
This covers Protestant armies of the French Wars of Religion from the massacre of Protestants at
Vassy that ignited rebellion until the Edict of Nantes. It subdivides into three parts; the period
until 1575 during which the Huguenots were led by Conde and Coligny; the middle period until
1589 when their leader was Henri of Navarre before he had been crowned; and the period after
he had been crowned as Henri IV and had been joined by both the royal troops and moderate anti-
Spanish Catholics. Huguenot armies often had only 2 commands, and once had effectively only
1. Classification as ally-generals is because they "could never be trusted to carry out with
strictness the orders of their Commander-in-Chief". The aggression factor is low only because
French armies were too busy at home for foreign adventures. The Catholics inherited most of the
regular gendarmes of the compagnies d'ordonnance, but both sides agreed that these were not now
as good, hirelings having partly replaced gentlemen. The Huguenots were compensated by getting
the best of the nobility and quickly established a cavalry ascendency. Battle illustrations from the
1560s depict them all with lances, though accounts suggest they often also had a pistol. As the
nobility were thinned by casualties and were replaced by bourgeois, pistol use increased, and
Henri abolished the lance when he took command. Unlike reiters, his cuirassiers charged home at
the trot in solid deep formations. Huguenot generals believed that defeat of the enemy cavalry
would automatically be followed by mat of their infantry. Huguenot infantry other than hired
landsknechts had very few pikes. Landsknecht, French royal and Swiss arquebusiers must stay
within 1 move from their pikemen. Bodies of consisting entirely of arquebusiers were often placed
to support cavalry, when their survival would depend entirely on the cavalry's success, and others
sent in front to skirmish as enfants perdus ("lost children"). Burghers fought fanatically, but only
in defence of their home towns, so must be deployed in BUA. Dutch allies must include some
naval elements.
44
46. FRENCH CATHOLIC 1562 AD - 1597 AD
Cold. Ag 0. WW, Rv, H(S), H(G), Wd, O, V, RGo, Rd, BUA.
C-in-C - Ln (O) @ 32 AP. 1
Sub-general - Ln () @ 32 AP. 1-2
Gendarmes - Ln () @ 12 AP. 4-10
Archers and chevaux leger - Ln (F) @ 11 AP. 4-8
German reiters - Pi (I) @ 8 AP. 0-6
Argoulets - LH (I) @ 4 AP. 0-4
Enfants perdus - Sk () @ 3 AP. 0-9
Field guns - Art () @ 20 AP. 0-3
Road barricade - FO @ 2 AP. 0-4
Paris militia - Hd (F) @ 1 AP. 0-8
Armed friars to defend BUA - Hd (S) @ 2 AP. 0-2
Only until 1589 AD:
Burgundian men-at-arms - Ln () @ 12 AP. 0-2
Italian men-at-arms - Ln () @ 12 AP. 0-4
Royal Swiss pikemen - Pk (S) @ 5 AP. 12-16
Royal Swiss arquebusiers - Sh (I) @ 4 AP or Sk (O) @ 3 AP. 1 per 4 Pk (S)
French royal foot: 1/3 pikemen - Pk (I) @ 3 AP,
2/3 arquebusiers - Sh (I) @ 4 AP. 6-12
German landsknecht pikemen - Pk () @ 4 AP. 0-4
German landsknecht arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 0-1 per 4 Pk (O)
Downgrade guns to light - Art (I) @ 5 AP. 0-1
Only from 1568 AD:
Re-arm archers and chevaux leger as pistoleers - Pi () @ 10 AP. 4-8
Only after 1589 AD:
Spanish Walloon lancers - Ln (F) @ 12 AP. If 0-8
Spanish Walloon herguletiers - LH (I) @ 4 AP. 1 per 4 Ln (F)
French foot: 1/3 pikemen - Pk (I) @ 3 AP,
2/3 arquebusiers - Sh (I) @ 4 AP. 0-6
Catholic Swiss pikemen - Pk (S) @ 5 AP. 0-4
Catholic Swiss arquebusiers - Sh (I) @ 4 AP or Sk (O) @ 3 AP. 1 per 4 Pk (S)
Barricade of wagons to protect initial flank of Swiss - FO @ 2 AP. 0-3
This covers Catholic armies of the French Wars of Religion from the outbreak of the Protestant
rebellion until the last Catholic hold-out was bribed with 500,000 ecu to accept the conversion of
Henri IV to Catholicism (as the Pope had done 3 years earlier), leaving his Spanish allies in the
lurch. It subdivides into two parts; first a period during which the Catholic party controlled the
resources of the crown; then after the death of Charles X in 1589 left the Protestants' leader,
Henri of Navarre, as the only heir by salic law and transferred the royal forces to his control.
The aggression factor is low because French armies were too busy for foreign adventures. The
Catholic armies deployed in 2 to 4 commands. They had inherited most of the regular gendarmes
of the compagnies d'ordonnance, but both sides agreed that these were not as good as before,
hirelings having partly replaced gentlemen. Despite earlier disasters, the gendarmes still charged in
the shallow "en haye" formation at Dreux, but thereafter used the new deeper formations unless
short of troops. Accordingly, after 1562 Lancers (O) can have rear support from other Lancers
(O). Some Catholics were still using the lance long after the Huguenots had changed to pistoleers.
The argoulets were also called Albanians, although they no longer resembled the earlier stradiots
and skirmished with arquebuses. The Catholic side also initially controlled the royal infantry of
the legions, who were now 1/2 pikemen, 1/2 shot, and of the "old bands" of aventuriers, and the
Swiss. Swiss, French royal and landsknecht arquebusiers must stay within 1 move from their
pikemen. The Paris militia took part in the battle of St.Denis in 1567, but more usually manned
the city's defences, as did the black friars. A typical Catholic deployment used mixed commands,
each of large blocks of foot interspersed with cavaky, their fronts screened by skirmishing enfants
perdus ("lost children").
45
44? LOW COUNTRIES SPANISH 1559 AD - 1659 AD
Cold. Ag 4. WW, Rv, H(S), H(G), Wd, D, Rd, BUA.
C-in-C - Ln (S) @ 35 AP. 1
Sub-general - Ln (S) @ 35 AP. 1-2
Gente d'armas - Ln (S) @ 15 AP. 0-1 per 6 Ln (F)
Caballos ligeros - Ln (F) @ 11 AP. 4-12
Herguletiers - LH (I) @ 4 AP. 1 per 4 Ln and Pi (O)
Tercio foot: 1/2 pikemen - Pk () @ 4 AP,
1/2 arquebusiers - Sh (I) @ 4 AP. 14-64
Skirmishing musketeers - Sk (S) @ 4 AP. 0-1 per 8 Sh (I)
Heavy or field guns - Art (S) @ 25 AP or () @ 20 AP. 0-2
Pontooneers - Pont () @ 5 AP. 0-2
46
48. DUTCH REBELLION 1568 AD - 1648 AD
Cold. Ag 1. WW, Rv, Wd, M, E, Rd, BUA, I.
C-in-C - Ln (O) @ 32 AP or Ln (F) @ 31 AP. 1
Sub-general - Ln (O) @ 32 AP or Ln (F) @ 31 AP. 1-2
German reiter - Pi (I) @ 8 AP. 6-15
Carabins - LH (I) @ 4 AP. 1 -6
Burgher guard to hold BUA - Bd (I) @ 4 AP. 0-4
Heavy guns - Art (S) @ 25 AP. 0-2
3-sided earthwork redoubt for artillery - F @ 6 AP. 0-2
Earthwork ditch and bank - FO @ 2 AP or F @ 4 AP. 0-24
Cromsters - Shp (F) @ 4 AP fSh]. 0-4
Boats - Bts () @ 2 AP [Sh|. 0-2
Hellburners - Shp (X) @ 4 AP or Bts (X) @ 3 AP. 0-2
Only in 1568 AD:
Dutch levies - Sh (I) @ 4 AP. 0-24
Only before 1577 AD:
German landsknecht pikemen - Pk () @ 4 AP. 12-16
German landsknecht arquebusiers - Sk (O) @ 3 AP or Sh (I) @ 4 AP. 0-1 per 4 Pk
Only from 1577 AD:
Dutch, English and Scots demi-lances - Ln (F) @ 11 AP. 3-8
Huguenot volunteers - Pi (f}) @ 12 AP. 0-3
Dutch, English, Scots or Walloon foot: 1/3 pikemen - Pk () @ 4 AP,
1/3 arquebusiers - Sh (1) @ 4 AP,
1/3 musketeers - Sh (O) @ 6 AP. 18-36
Only 1585 AD to 1594 AD:
English allies - List: Elizabethan English.
Only from 1590 AD:
Re-classify generals as - Pi (S) @ 32 AP. All
Change demi-lances to cuirassiers - Pi (S) @ 12 AP. All
47
INDEX
Amazonian. Page 38 Jurchen. Page 28
American. Dutch Colonial, 40 Knights of St.John. 20
American. English Colonial, 40 Korean. 29
American. Eastern Forest, 39 Low Countries Spanish. 46
American. Mound Builder, 39 Mamluk Egyptian. 18
American. Natchez, 39 Manchu and Ch'ing Chinese. 31
American. North West, 36 Maximilian Imperial. 13
American. Pueblo Cultures, 35 Maya. 36
Anatolian Turkoman. 17 Ming Chinese. 26
Aq-Qpyunlu. 22 Minor German States. 11
Austrian Imperial. 25 Mixtec. 35
Aztec. 33 Moldavian. 24
Buccaneer. 41 Mongolian. 28
Canadian French. 40 Mound Builder. 39
Catholic French. 45 Natchez. 39
Chinese. Manchu and Ch'ing, 31 Neapolitan Spanish. 8
Chinese. Ming Dynasty, 26 North West American. 36
Ch'ing Chinese, Manchu and, 31 Old Irish. 43
Conquistador. 34 Order of St.John. 20
Dutch Colonial American. English or, 40 Ottoman Turk. 16
Dutch Rebellion. 47 Persian. Safavid, 23
Eastern Forest American. 39 Pueblo Cultures. 35
Early Tudor English. 14 Safavid Persian. 23
Elizabethan English. 42 St.John. Order of, 20
English, Early Tudor, 14 Schmalkaldic League. 11
English or Dutch Colonial American. 40 Scots Common Army. 15
English. Elizabethan, 42 Spanish Colonial. 41
French. Canadian, 40 Spanish Imperial. 9
French Catholic. 45 Spanish. Low Countries, 46
French Huguenot. 44 Spanish. Neapolitan, 8
French. Italian Wars, 6 Swiss Confederate. 7
French. Valois, 12 Tarascan. 34
German Minor States. 11 Tibetaa. 32
Huguenot. 44 Tlaxcalan. 34
Hungarian. 19 Tudor English. Early, 14
Imperial. Austrian, 25 Turk, Ottoman. 16
Imperial. Maximilian, 13 Turkoman. Anatolian, 17
Imperial. Spanish, 9 Turkoman. White Sheep, 22
Inca. 37 Transylvanian. 24
Irish. Old, 43 Valois French. 12
Italian Condotta. 5 Venetian Colonial. 21
Italian. Venetian, 10 Venetian Italian. 10
Italian Wars French. 6 Wallachian. 19
Japanese. 30 White Sheep Turkoman. 22
Zapotec. 35
For details of other WRG wargames rules, army lists and reference books, send your stamped
addressed envelope or International Reply Coupons to: W.R.G, The Keep, Le Marchant Barracks,
London Road, Devizes, Wilts SN10 2ER, UK. Phone credit card orders for air or suface mail
delivery to 01380 724558. Phone list suggestions or comments to Phil Barker on 0121-472-6207.
"If we have seen further, it is because we have stood on the shoulders of greater men."
Amongst those who have contributed lists and suggestions, Duncan Head's work on the Orientals
is pre-eminent and provides a very comforting feeling that at least one section should be above
criticism! However, above all others stand the past achievements of George Gush, who with his
articles, books, rules and army lists practically invented renaissance period wargaming.
48
43.
D.B.R. ARMY LISTS
For use with the De Bellis Renationis Wargames Rules
BOOK 2
ARMIES OF THE
EUROPEAN EARLY NORTHERN WARS,
THIRTY YEARS WAR AND GREAT REBELLIONS
AND OF THE
MOGHUL CONQUEST OF INDIA
BOOK 2
ARMIES OF THE
EUROPEAN EARLY NORTHERN WARS,
THIRTY YEARS WAR AND GREAT REBELLIONS
AND OF
THE MOGHUL CONQUEST OF INDIA
Compiled by
PHIL BARKER
All Rights Reserved.
No part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by
any means, electronic, mechanical, photocopying, recording or otherwise, without prior permission in writing
from the copyright holder.
V
E
RGo
M
D
Rd
BUA
I
If some types listed for an army are underlined, this means that they are compulsory. Even if not listed, a single
patch of coastal dunes or marsh can always be used if in contact with a waterway, or a single patch of marsh if in
contact with a river.
Any notation of unusual army size starts with "Max". This can be followed by:
N, meaning that the listed maxima will reproduce the largest historical army in normal scale, followed by the AP
of the largest wargames army for which it is considered suitable.
multiplied by a number, which means that at condensed scale listed maxima must be multiplied by that number
to reproduce the largest reported historical army and that those maxima before multiplication will provide a 500 AP
wargames army with some margin for choice.
No notation means that at condensed scale the maxima will reproduce the largest historical army and that the
maxima will provide a 500 AP wargames army with some margin for choice.
FORTIFICATIONS
An army allowed a BUA can provide it with artificial defences. Otherwise, these can only be used if specified
by the army's list. Note that the costs of defences for a BUA and the extra costs of any gateways, although not
mentioned in lists, must still be paid. Defences specified as for camps must rest both ends on a table edge and
-contain all the army's baggage. Any AP spent on BUA defences are wasted if the terrain includes no BUA or if
you are the invader. Troops which are specified by lists as to defend camps or BUA must remain within these.
1631 AD:
- Pi (I) @ 8 AP. 0-4
Sh (I) @ 4 AP Pk (I) @ 3 AP. 3/4-
1632 AD:
- Pi () @ 10 AP.
,
, .
, 1619 .,
1623 ., , 1622 1626 .
, -, , , -.
, ,
.
, 1640 1642 .
1631 . .
6 , 3 1633 ..
14. IV 1588 AD - 1648 AD
Cold. Ag 3. WW, Rv, H(G), Wd, RGo, M, E, Rd, BUA, I.
- Pi (S) @ 32 AP. 1
- Pi (S) @ 32 AP. 0-2
- Pi (S) @ 12 AP. 6-18
- LH (I) @ 4 AP. 1 3 Pi (S)
- Pi (I) @ 8 AP. 0-12
- 1/3 Pk (O) @ 4 AP, 1/3 Sh (I) @ 4 AP, 1/3 Sh () @ 6 AP. 18-48
- Art (S) @ 25 AP. 1-2
- Art (I) @ 5 AP. 0-2
Ledingskibs - Shp (S) @ 6 AP [Wb]. 0-2
- Shp (I) @ 3 AP []. 0-2
Skyttebaade - Bts (S) @ 3 AP [Wb]. 0-2
- Wb (O) @ 4 AP. 1 Shp (S) Bts (O), 0-1 Shp (I)
1614 AD:
- Pi (I) @ 8 AP.
1625 AD:
- Sh (S) @ 7 AP. 2-6
- Dr () @ 7 AP. 0-1
(I) - Sh () @ 6 AP.
1626 AD:
: : [ 1].
: : 1609-1648 .
1644 AD:
: : 1609-1648 .
IV, 1611-1613
. , 1626-1629
,
1643-1645 . . Danish cavalry
maintained a high reputation right through to Marlborough's wars. Chevaux legers differed from cuirassiers only in
having lighter limb protection. Firelocks equipped all the guards by 1625. Mansfeld's army of 1626 mostly
comprised the remnants of the Palatinate's mercenaries. They subsisted largely on inadequate loot, which should
be reflected in their dress. By contrast, the Danish state became responsible for providing clothing after 1614
and was able to maintain the use of uniform well into the 1620s. Initially, cuirassiers wore a blue sash and
harquebusiers a light blue coat. The 1st native infantry regiment wore red cassocks and each company had either
red, yellow or blue trousers. The 2nd wore blue cassocks. The colours of the yellow and 2 green regiments formed
later may have referred only to their flags. In 1625 Christian FV ordered all of his cavalry to wear a blue sash as
a field sign and the following year added an orange sash to be worn next to the blue one, tied to it at the sash-
knot with white ribbon, and forbade the wearing of plumes of any colour other than white. Several regiments of
Scots foot arriving 1626-28 were immediately issued uniforms, but later reinforcements probably never got them.
A few figures could be depicted in hodden grey with blue bonnets or in highland dress. An Imperialist army
sent to assist the Danes in 1644 was recalled to deal with a Transylvanian diversionary invasion, but was forced by
the Swedes to retire through devastated areas and perished from starvation.
30
Only if Vijayanagar after 1510 AD or other states after 1540 AD:
Arquebusiers - Sh (I) @ 4 AP. 0-4
Only if Rajputs:
Reclassify C-in-C as - Ln (F) @ 31 AP. 0-1
Replace sub-general with Rajput ally-general - Ln (F) @ 21 AP or El (I) @ 26 AP. All
Replace elephants other than generals' with Rajput lancers - Ln (F) @ 11 AP. All
Replace all cavalry except scouts with Rajput lancers - Ln (F) @ 11 AP. All
This covers large independent Hindu states not subject to the Sultanate of Delhi or the Moghuls, in the south
especially Orissa until 1568 and Vijayanagar, and in the north, the Rajputs. Good horses were difficult to obtain
in southern India, but elephants plentiful, so armies relied mostly on these, foot archery and skirmishing.
Vijayanagar's elephants are described both as having a howdah crew of 3 and as having 4 men fighting to each
side. Only scouting Hindu cavalry used bows and even the best Hindu cavalry had mostly quilted armour for man
and horse. Many are depicted completely unarmoured. Indian rockets had explosive heads and were either
launched by hand as if throwing a spear, or in the case of the largest, fired along the ground. The Rajputs were
conquered by the Moghuls after a titanic battle at Khanua in 1527, but then given privileged status, all their princes
being classed as mansabdars and some commanding Moghul armies. They remained generally loyal until
Aurangzeb's centralising policies provoked rebellions from 1679 onward. Their greatest strength lay in lancer
cavalry who charged fiercely calling on Kali (the goddess of death) and wearing yellow (the colour of death and
of royalty). They wore extensive metal armour. Clan rivalry was endemic, hence the classification of ally-generals.
INDEX
For details of other WRG wargames rules, army lists and reference books, send your stamped addressed envelope
or International Reply Coupons to: W.R.G, The Keep, Le Marchant Barracks, London Road, Devizes, Wilts SN10 2
ER, UK. Phone credit card orders for air or surface mail delivery to 01380 724558. Phone list suggestions or
comments to Phil Barker on 0121-472-6207.
Special thanks are due to Richard Brzezinski, Ian Gray and Duncan Head for indispensable help.
Astrakhan. Khanate of, Page 10
Baden. 17
Bahmani Sultanate. 30
Bavarian. 16
Bishops' War English. 21
Bishops' War Scots Royalist. 21
Bohemian. 17
Brandenburg. 17
Brunswick. 17
Buryat. 15
Catholic League. 16
Chukchi. 15
Circassian. 14
Cossack. 13
Covenanter. Scots, 22
Christian IV Danish. 18
Confederate. Irish, 27
Chukchi. 15
Crimean Tartar. 10
Danish. Early, 6
Danish. Christian IV, 18
Deccan Sultanates. 30
Delhi. Sultanate of, 30
Don Cossack. 13
Early Danish. 6
Early Gustavian Swedish. 12
Early Vasa Swedish. 7
English, Bishops' War. 21
English Civil War Parliamentarian. 25
English Civil War Royalist. 24
English New Model Army. 26
Free Cossack. 13
French Thirty Years War. 20
French. Regency and Fronde. 28
Fronde. 28
Georgian. 14
German Catholic. 16
German Protestant. 17
Golden Horde. 10
Hesse-Kassel. 17
Hindu Indian. 30
Jagiellonian Polish and Lithuanian. 9
Kazan. Khanate of, 10
Khanate of Astrakhan 10
Khanate of the Crimea. 10
Khanate of Kazan. 10
Khanate of Sibir. 10
Khanty. 15
Khmelnitsky's Ukrainian rebellion. 13
Komi. 15
Korak. 15
Imperialist. Page 16
Indian. Hindu, 30
Indian. Muslim, 30
Irish Confederate. 27
Lithuanian. Jagiellonian Polish and, 9
Mansi. 15
Mahratta. 31
Maratha. 31
Moghul. 29
Montrose Royalist. Scots, 23
Muslim Indian. 30
New Model Army. 26
Nogai Tartar. 10
Orissa. 30
Ostyak. 15
Palatinate. 17
Parliamentarian. English Civil War, 25
Polish and Lithuanian. Jagiellonian, 9
Polish-Lithuanian Rzeczpospolita. 11
Rajput. 30
Royalist. Bishops' War Scots, 21
Royalist. English Civil War, 24
Royalist. Montrose Scots, 23
Russian Traditional. 8
Rzeczpospolita. Polish-Lithuanian, 11
Samoyed. 15
Saxon. 17
Saxe-Weimar. 17
Scandinavian Union. 5
Scots Royalist. Bishops'Wars, 21
Scots Covenanter. 22
Scots. Montrose Royalist, 23
Sibir. Khanate of, 10
Siberian Tribes 15
Siberian Cossack. 13
Sultanate of Delhi. 30
Swedish. Early Gustavan, 12
Swedish. Early Vasa, 7
Swedish Thirty Years War. 19
Tartar. 10
Terek Cossack. 13
Tungus 15
Ukrainian Cossack. 13
Union. Protestant, 17
Union. Scandinavian, 5
Vijayanagar. 30
Vogul. 15
Yakut. 15
Yukagir. 15
Zaporozhian Cossack. 13
Zyrian. 15
D.B.R. ARMY LISTS
For use with the De Bellis Renationis Wargames Rules
BOOK3
ARMIES OF THE
EASTWARD COLONIAL EXPANSION
AND OF
THE EUROPEAN ENLIGHTENMENT
BOOK3
ARMIES OF THE EASTWARD COLONIAL EXPANSION
AND OF THE EUROPEAN ENLIGHTENMENT
No part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by any
means, electronic, mechanical, photocopying, recording or otherwise, without prior permission in writing from the
copyright holder.
The terrain permitted to a defending army is based either on that of its nation's heartland or its capital or on that of a
foreign base of operations. Terrain codes are:
Waterway suitable for ships, such as the sea, lakes or great rivers. WW
Ordinary rivers. Rv
Hill with some or all slopes steep. H(S)
Hill or lesser rise with only gentle slopes. H(G)
Woods. Wd
Orchards or olive or palm groves.
Vineyards. V
Small fields enclosed by hedges, walls or irrigation ditches. E
Rough going, such as moderately boggy or rocky ground or brush. RGo
Inland marsh not on a river. M
Non-coastal sand dunes. D
Roads or frequently used tracks. Rd
Built-up areas, such as villages or towns. BUA
Ice, if waterways and rivers can freeze solid enough to bear troops. I
If some types listed for an army are underlined, this means that they are compulsory. Even if not listed, a single patch
of coastal dunes or marsh can always be used if in contact with a waterway, or a single patch of marsh if in contact
with a river.
Any notation of unusual army size starts with "Max". This can be followed by:
N, meaning that the listed maxima will reproduce the largest historical army in normal scale, followed by the AP of
the largest wargames army for which it is considered suitable.
multiplied by a number, which means that at condensed scale listed maxima must be multiplied by that number to
reproduce the largest reported historical army and that those maxima before multiplication will provide a 500 AP
wargames army with some margin for choice.
No notation means that at condensed scale the maxima will reproduce the largest historical army and that the maxima
will provide a 500 AP wargames army with some margin for choice.
FORTIFICATIONS
An army allowed a BUA can provide it with artificial defences. Otherwise, these can only be used if specified by
the army's list. Note that the costs of defences for a BUA and the extra costs of any gateways, although not
mentioned in lists, must still be paid. Defences specified as for camps must rest both ends on a table edge and
contain all the army's baggage. Any AP spent on BUA defences are wasted if the terrain includes no BUA or if you
are the invader. Troops which are specified by lists as to defend camps or BUA must remain within these.
Only in Brazil:
Tupi allies - List: Tupi or Tapuya.
This covers the armies of the "Barbary States" of Morocco, Algeria, Tunisia and Tripoli. At this time the Moroccan
ports were occupied by Portuguese, Spanish and, from 1661 to 1684, English enclaves. The most typical tactic was a
fierce initial cavalry charge exploited by agile infantry who easily leapt obstacles. The Moroccans were especially
adept at concealing ambushes in the most unlikely places. Janissary garrisons were sent out by the Ottomans as they
took control over Algeria, Tripoli and Tunisia. Moroccan armies used massed arquebusiers, some Andalusian exiles but
also Christian renegades and Turks, to defeat Dom Sebastian's Portuguese army in 1578 and wreck the Songhai
Empire in 1591. The many tribal cavalry present in 1578 had little effect, possibly due to lack of space. Later
armies made less use of firearms. The negro "Abid" foot relied on by Morocco after 1673 were similar to previous
spearmen and skirmishing gunmen. Incendiary hand grenades were effective against the English garrison of Tangiers in
1678. Corsairs were armed with swords, bucklers, bows and a few crossbows and later some firearms, including pistols,
and half-pikes. Coastal bombards must be in the fortifications of a BUA on a waterway.
4. TUAREG 1494 AD - 1700 AD
Dry. Ag 4. RGo, D, O.
C-in-C - Cm (S) @ 29 AP. 1
Sub-generals - Cm (S) @ 29 AP. 0-2
Ihaggaren and Imrad camel warriors - Cm (S) @ 9 AP. 15-47
Camel scouts - Cm (F) @ 6 AP. 0-3
Imrad or mixed foot - Wb (S) @ 5 AP. 0-40
Replace foot with Iklan skirmishers - Sk (I) @ 2 AP or Wb (I) @ 3 AP. 0-20
These dreaded inhabitants of the deep Sahara desert differed from their Arab counterparts in wearing veils and
having upper garments dyed with indigo in various shades. A Frenchman later wrote "To see a Tuareg war charge is to
feel complete and utter fear creep through one's body. Great serried squadrons of tall blue-veiled men mounted on
fast white camels crashing forward like a vast roller". Armies of 12,000 camelmen interfered in the Western Sudan.
The Ihaggaren aristocrats armed with short all-iron "allarh" lance, long straight "takouba" sword and long white oryx-
hide "lamt" shield raided, Imrad vassals with lance and/or javelin herded goats and camels or traded, and Iklan negro
serfs with javelins cultivated and smithed. All could have arm-daggers.
10
9. ARAB 1494 AD - 1700 AD
Coastal: Dry. Ag 3 if Omani, 0 if not. WW, H(S), H(G), , , RGo, BUA. Wd if Oman. Desert: Dry. Ag 2.
H(S), H(G), , E, RGo, D.
Bedouin cavalry - LH () @ 5 AP. 0-12
Bedouin on fast camels - Cm (F) @ 6 AP. 3-25
Bedouin on ordinary camels - Cm () @ 6 AP. 0-40
Bedouin foot with sword and spear or bow, or from 1517 matchlock - Wb () @ 4 AP. 0-30
Bedouin skirmishers with bow - Sk (I) @ 2 AP, or crossbow - Sk () @ 3 AP. 0-5
Bedouin skirmishers with sling or javelin - Sk (I) @ 2 AP. 0-15
Only if Yemen:
Bedouin foot led by unarmed shahidh poet exhorting and satirising - Wb (S) @ 5 AP. 0-1
11
Only if Omani after 1650 AD:
Large European-style warships - Up to 1/2 Shp (S) @ 6 AP, rest (0) @ 4 AP [Bd|. / 0-1
Frigates - Shp (F) @ 4 AP [Bd]. 0-4
Rowing vessels - Bts (S) @ 3 AP |Bd|. 0-2
This covers both organised coastal states of the Arabian peninsula such as Oman, the Hejaz, Asir, Hadhramaut or Yemen
and the nomadic camel-herding and raiding Bedouin of the central Arabian desert, Libya, Syria, Iraq and Nubia. The
towns provided cavalry and a militia graded as (S) because fanatically opposed to both Christian interlopers and to
looting Bedouin who were the other main threat. Some could also count on related tribesmen or, as in Yemen, javelin-
armed mountaineers. All these were joined by Bedouin, who could be sedentary or goat-pastoralists. Fast camel riders
represent an elite mounted on racing camels. Other camelry have cheaper camels used mainly for transport and will
look right if depicted with 1 or 2 figures of each base on foot. Firearms spread among the Bedouin of coastal states, but
not those of the deep desert. Horsemen either charged or skirmished with lances, the camels they had ridden on the
march now being ridden by the matchlock-men who had led the horses on foot. Other sharpshooters rode 2 on a
camel, 1 dismounting to shoot. Most of the cavalry were unarmoured men on unbarded horses, but a substantial
number rode horses in quilted bards and many riders of these were themselves mailed. Hejaz cavalry substituted short
javelins for the lance. If more than 20 Bedouin elements are used, they must all be commanded by Bedouin generals
commanding no other troops. The proportions of cavalry, camelry and foot varied widely. Only 1 element marked *
can be used. Ghostly black camels were said to bear souls to paradise, making their presence disconcerting! A maidens
accompanied by a group of fanatic "bridegrooms" was a common device to raise morale. The option marked ** can
only be used if any other Si (S) are present. Omani foot favoured the long straight "kattara" sword and it was not their
headlong rush that broke the enemy - it just got them into position to hew the enemy apart! "Dhow" is used as a
generic term for lateen-rigged sailing vessels such as the bourn, baghla, sambuk, zaruk or badan. Oman captured a
Portuguese 80 gun ship in 1650 and shortly after bought 2 other European-style 50 gun ships "which sailed like
slugges" and 18 faster 12-32 gun ships. Boarding tactics were most favoured. Oman now matched the Portuguese at
sea, so could safely intervene to support the Zanj cities. An Omani or Turkish allied contingent can include naval
elements. Armies including naval elements need not include otherwise compulsory Bedouin.
12
The Zanj "empire" was a loose confederation of towns which controlled the coastline of East Africa when the
Portuguese arrived in 1498. These were Omani foundations, but had become largely africanised in race and
language. Expansion inland was blocked by the aggressive Zimba. We postulate that town forces differed little from
those of Oman except for the unsuitability of the environment for horses. The arabicised, but now Swahili-
speaking, upper class would be supported by a less-arabicised native lower class and unassimilated native country
people. The squadron of Mir AH Bey, a corsair claiming to be an Ottoman admiral, greatly aided the Zanj against
the Portuguese in 1586 and departed replete with loot after blowing holes in the walls of Portuguese settlements.
Unfortunately for himself, Mir Ali Bey made the mistake of returning in 1589 to be captured at the taking of Mombasa
and shipped to Portugal in chains. Only 1 foreign allied contingent can be used. All corsairs must be in the same
command.
13
12. ABYSSINIAN 1494 AD - 1700 AD
Dry. Ag 0. Rv, H(S), H(G), RGo, Rd, BUA. Max N500
This covers the armies of the Abyssinian Empire (modern Ethiopia). This was a Christian enclave constantly at war with
its pagan and Islamic states neighbours and was hard pressed from 1529 until the 1541 Portuguese expedition
introduced firearms and artillery. Abyssinian cavalry were mostly provided by the Shawa and Galla of the south,
typically armed with a short spear and 2 or more javelins but often no shield, riding scrubby ponies with simple
saddles substituting toe loops for proper stirrups. Shields were prized by those who did have them and those of men
who had distinguished themselves in battle were embellished with silver or with a lion's mane. Some nobles substituted
mail for a shield, but this does not alter classification. Abyssinian foot also had stabbing spear and javelins, but added a
large round hide shield. Swordsmen usually had a long straight sword, sometimes wielded with both hands after
discarding their shields, but some instead used the enormous sickle-shaped "shotel", intended to hook over opponents'
shields. Abyssinian swordsmen were prized abroad as guardsmen until access was cut-off by Portuguese domination of
the sea. The Portuguese contingent of 1541-43 consisted of 400 Portuguese, mostly aggressive arquebusiers but with
some half-pikes, and 130 fighting slaves. It was accompanied by a drum and fife band and several banners including
that of their king, easily enough for 1 per arquebusier element. It acquired enough horses to give the general a mixed
element of Portuguese lancers and Abyssinians. All troops prefixed by "Portuguese" and any Portuguese-manned artillery
must be commanded by a Portuguese ally-general who cannot control other troops. The survivors remained and took
local wives, who by 1750 had given rise to a hereditary regiment of 3,000 unruly half-breed matchlock-men firing
muskets from rests. The "black horse" were negro slave troops of the emperor's household whose large horses and arms
were imported from Sinnar. They wore black-plumed copper helmets with a short mail vizor and hip-length mail shirts,
and pushed their legs through horizontal slots in their horses' quilted barding. They had high saddles with Arab
stirrups and were armed with a 14 foot lance and an axe. They were said to be capable of charging through all the
cavalry of Abyssinia, not however an especially onerous task.
14
13. WADJ 1494 AD - 1700 AD
Dry. Ag 0. Rv, H(S), H(G), RGo, BUA. Max N500
C-in-C - Si (O) @ 28 AP. 1
Sub-generals - Si (O) @ 28 AP or LH () @ 25 AP. 1-2
Heavy cavalry - Si () @ 8 AP. 4-6
Upgrade Si (O) generals and cavalry to - Si (S) @ 30 AP if general, 10 AP if not. All/0
Light horse - LH () @ 5 AP. 24-90
Foot - Wb (I) @ 3 AP. 0-100
Reclassify foot as skirmishers with javelins - Sk (I) @ 2 AP. 0-1/5
The Wadj or Hadya were originally tributaries of the Abyssinian Empire, but apparently became independent after its
temporary break-up from 1529. An Abyssinian attempt to re-establish control in 1569 was probably defeated. Most
wargaming attention has previously focussed on the heavy cavalry as a stiffener for Abyssinian armies lacking that
arm, but these were a tiny part of the army. They were armed with lances, mailed and rode horses which were
caparisoned in antelope hide. Whether this had a protective value or was only decorative is unclear, so both are
allowed. Most of the cavalry were bare-back pony riders armed with stabbing spear, javelins and possibly throwing
irons, a multi-bladed cross between an axe and a boomerang. The foot's main weapon was the javelin, probably
accompanied by the usual small round shield of the area and stabbing spear. Any skirmishers would most likely be
shieldless youthful javelinmen.
15
15. FUNJ EMPIRE 1504 AD - 1700 AD
Dry. Ag 3. Rv, H(G), RGo, M, D, BUA.
C-in-C - Si (S) @ 30 AP. 1
Sub-generals - Si (S) @ 30 AP. 1-3
Court and vassal cavalry - Si (S) @ 10 AP. 10-32
Nomadic horse - LH () @ 5 AP. 8-16
Slave foot - Sk (I) @ 2 AP. 0-32
Shilluk or Dinka mercenaries - Wh (I) @ 3 AP. 0-16
Abdallabi Bedouin allies - List: Arab.
Only after 1650 AD:
Cannon - Art (I) @ 5 AP. 0-1
Mercenary matchlock-men - Sk (S) @ 4 AP. 0-1
The origin of the Funj Empire is obscure, but apparently the Bedouin Arab immigrants from the north that had
conquered Aiwa combined with Shilluk cattle-nomads from the south to form a black Islamic state. After this
acquired a fixed capital at Sinnar sometime around 1650, it became better known as the Empire of Sinnar. The
Abdallabi Arab northern component retained semi-independence under a hereditary viceroy, but it is unclear how much
if any of its former Bedouin character it retained. Funj armies were not commanded by the Sultan, but by his "amin"
(vizier), the Sultan's bodyguard and executioner, a slave general or a provincial ruler. Much use was made of large
copper kettle drums for stiffening morale and signalling. The army's main strength lay in the armoured cavalry
maintained by the Sultan and his vassal magnates. Nearly all wore mail and spiked iron or copper helmets, most rode
horses in complete quilted cotton bards plus a metal chanfron and frontlet and all carried a long broad-headed lance,
javelins, long sword and a round shield of elephant or giraffe hide. They had saddles with high fronts and cantles, but
rode barefoot, substituting toe loops for stirrups. Royal units could be commanded by the Sultan's sons or by slave
officers. Vassals could command their contingents in person, nominate a relative to do so or borrow a slave officer
from the Sultan. Lighter cavalry were provided by nomads under their own tribal "qa'id", the whole being supervised
by a royal officer called the "muquddam al-qawawid". The most dangerous enemies of the Funj were Abyssinia and the
Turkish garrison of Egypt, but they also made large conquests among the nilotic peoples of the eastern Sudan, who
then provided large numbers of slave infantry armed with javelins and light shields. These were segregated by tribal
origin in separate compounds and were apparently quite content with their new career. The tougher Shilluk and
Dinka peoples that avoided conquest provided mercenaries instead. Northern magnates lived in rectangular earth or
stone forts with several 3 or 4 story towers, those of the south in villages surrounded by thorn hedges.
16
17. INDONESIAN OR MALAY 1494 AD - 1700 AD
Tropical. Ag 1. WW, Rv, H(G), Wd, RGo, M, BUA. Moluccas only H(S), Wd.
C-in-C - Wb (O) @ 24 AP. 1
Sub-generals - Wb () @ 24 AP. 1-2
Warriors - Wb () @ 4 AP. 24-90
Archers - Bw (I) @ 3 AP. 0-24
Skirmishers - Sk (I) @ 2 AP. 6-16
Upgrade skirmishers to blowpipe men - Sk (X) @ 8 AP. 2-6
Light guns - Art (I) @ 5 AP. 0-4
Any except Moluccan:
Noble cavalry - LH () @ 5 AP. 2-8
Only Moluccan from 1512 AD:
Arquebusiers - Sk () @ 3 AP. 0-4
Portuguese allies - List: Colonial Portuguese. Javanese allies - List:
Indonesian or Malay.
Only Malays, Sumatrans or Javanese:
Upgrade warriors to - Wb (S) @ 5 AP. All
Replace archers with skirmishing matchlock-men - Sk () @ 3 AP. 0-8
Jong or prau mayang - Shp (I) @ 3 AP |Wb, Bw, Sk, Bge| 0-4
Only Malays or Sumatrans:
Mount generals on elephants - El (I) @ 36 AP. 2-3
Elephants - El (I) @ 16 AP. 0-4
Replace Art (I) by heavy guns - Art (S) @ 25 AP. Any
Only Javanese:
Mount generals as - El (I) @ 36 AP or LH () @ 5 AP. All
Only Javanese from 1678 AD:
Replace warriors with charging matchlock-men - Sh (F) @ 6 AP. 0-24
Dutch allies - List: Dutch Colonial.
Only Sumatran:
Great ships- Shp (S) @ 6 AP |Wb|. 0-1
Any except Malays or Sumatrans:
Prahu - Bts (S) @ 3AP |Wb, Sk|. 0-6
Scouting outriggers - Bts (F) @ 2 A P. 0-2
This list covers the Malay sultanate of Malacca until its end in 1511, the declining Javanese empire of Majapahit
until 1513, its powerful successor Mataram, the Sumatran empire of Acheh, the Moluccas (the "Spice Islands") and the
other states of Indonesia, Malaysia and the Philippines from 1494 until 1700. A 16th or 17th century account of a
battle in 1357 between Majapahit and the west Javanese state of Sunda describes princes in howdahs on elephants,
each with a standard of a distinctive colour and matching parasol, and armed with bows, spears and oblong shields;
noble cavalry, including "the highest dignitary of Sunda", with spears, swords and shields; and infantry with shields,
swords, throwing-spears and blowpipes (plus cannon and arquebuses, anachronistic for 1357). One contingent's
noble cavalry are uniformed, in gold-embroidered yellow jackets and yellow loin cloths. Dangerous cavalry mock-
combats with the throwing of blunt javelins are still practised even today in Java and a high level of skill is
displayed. The infantry attacked very fiercely, "as though they were conscious of no peril", "like men who did not
expect to escape with their lives"; combined with the Malay and Javanese reputation for running amok, this must
justify classification as Wb (S). Foot archers are not mentioned as taking part in the 1357 battle, perhaps because they
had been replaced by arquebusiers when the account was written. A 16th century Portugese account describes
Javanese using "huge" bows as well as
17
spears, the wavy-bladed kris, scimitars, blowpipes and wooden shields large enough to protect the whole body.
Javanese accounts of the same battles stress only the generals on their elephants and the amok charges of infantry with
spears and krisses. The blowpipe and its poisoned darts was in limited use by nearly all the nations of the area, often in
the hands of woods-dwelling aborigines. It was greatly feared and was especially dangerous to animals. A few
firearms were used from the start of the period, but by 1685 the Javanese had 10,000 men with matchlocks. Finally,
the noise of very large gongs and drums was relied on to encourage the troops and overawe the enemy. The
Malays of Malacca are described as wearing cotton sarongs, some of the rich adding short silk coats, and long black
turbans and as fighting "in bands" with bows and poisoned arrows, spears and krisses. Only the king and those to
whom he gave special permission could wear yellow. The inhabitants of the Moluccas (not to be confused) were
described as "swift, agile, efficient and cruel in war", as headhunters and as using prahu with up to 180 paddlers on
each side. Some Christian-convert islands were given arquebuses and artillery by the Portuguese and the Moslem
sultan of Gilolo captured some of these from the former between 1533 and 1550 and used them against the Portuguese
and their allies. The Moluccas were so mountainous and wooded as to make horses useless, so there were none on
the islands. Javanese and Portuguese allies cannot be used together.
18
19. SIAMESE, BURMESE, LAOTIAN OR CAMBODIAN/KHMER 1494 AD - 1700 AD
Tropical. Ag 1. WW (except Laos), Rv, H(S), H(G), Wd, E, M, RGo, Rd, BUA. Max Cx5
Only if Burmese:
Upgrade elephants with large crews or escorts to - El () @ 20 AP. All
Only from 1515 AD:
Upgrade elephants with crew using firearms as - El (S) @ 24 AP. Any
Upgrade foreign-built or manned artillery to - Art (S) @ 25 AP or Art () @ 20 AP. Any
Portuguese allies - List: Portuguese Colonial.
19
20. DUTCH COLONIAL 1602 AD - 1700 AD
Tropical. Ag 4. WW, Rv, H(S), H(G), Wd, E, M, RGo, Rd, BUA. Max N400
C-in-C - Pi (O) @ 30 AP, Pk (O) @ 24 AP or Sh (O) @ 26 AP. 1
Sub-generals - As above. 0-2
Shot - up to 1/2 arquebusiers Sh (I) @ 4 AP, rest musketeers Sh () @ 6 AP. 3-24
Pikemen - Pk (O) @ 4 AP. 0-2 per 4 Sh (O)
Field guns - Art (O) @ 20 AP or Art (I) @ 5 AP. 0-1
Siege artillery dismounted from warships, or fortress artillery - Art (S) @ 25 AP. 0-1
Frigates - Shp (F) @ 4 AP [0-1/2 Sh, Pk or Art (S), rest Wb|. 2-4
Merchant ships - Shp (I) @ 3 AP [Sh, Wb, Art (I), Bge|. 2-6
Yachts or sloops - Bts (S) @ 3 AP [Wb]. 0-1
Longboats - Bts () @ 2 AP [Sh, Wb|. 0-3
Sailors - Wb () @ 4 AP. 0-1 per Shp or Bts
Fireships - Shp (X) @ 4 AP. 0-1
Only from 1622 AD:
Grenade-throwers - Sk (X) @ 8 AP. 0-1 per 12 Sh (O)
Upgrade arquebusiers to musketeers - Sh () @ 6 AP. All
Only WIC in Brazil from 1634 AD to 1654 AD: Tapuya allies - List:
Tupi or Tapuya.
20
21. SINHALESE 1494 AD - 1700 AD
Tropical. Ag 0. WW, Rv, H(S), H(G), Wd, E, RGo, M, Rd, BUA.
C-in-C on elephant - El (O) @ 40 AP. 1
Sub-generals - El () @ 40 AP. 0-2
Elephants - El () @ 20 AP. 4-6
Swordsmen - Bd (F) @ 5 AP. 12-48
Archers - Bw (I) @ 3 AP. 4-18
Upgrade archers with pavises as - Bw () @ 5 AP. Any
Armed camp followers - Hd (O) @ 1 AP. 2-8
Only 1515 AD to 1560 AD: / ,
I Arquebusiers - Sk (O) @ 4 AP. { - / 0-6
I Only after 1560 AD:
I Replace archers with musketeers - Sh (O) @ 6 AP, or Sk (S) @ 4 AP. 4-18
Only 1638 AD to 1658 AD:
Dutch allies - List: Dutch Colonial.
This covers the armies of the Buddhist and Tamil kingdoms of Ceylon (modern Sri Lanka). The Portuguese
established a trading presence on the coast in 1518 and persisted in unsuccessful attempts to conquer the
whole island from 1570 on. Between 1638 and 1663 the Dutch took all their coastal settlements, at first
with Sinhalese co-operation, but by 1700 had not managed to impose their authority on the inland
kingdom of Kandy. Sinhalese armies were generally similar to those of the Hindu states of the Indian
mainland, except that there were no horses in Ceylon. However, Sinhalese elephants, although smaller than
Burmese, were said to be so fierce that other elephants were afraid of them. Visitors reported that the Sinhalese
used little armour, thinking it cowardly. Most shields were small. They could be round, heart-shaped or
rectangular. A 15th century sculpture shows shoulder-high standing shields, possibly pavises for archers. The
most common weapon was a short, heavy, slightly curved "kastane" sword. A visitor during 1583-91
contrasted the Sinhalese' skilled use of firearms "which be muskets" with the less than competent caliver-men of
Indian armies. Armies of up to 100,000 are reported.
21
ARMIES OF THE EUROPEAN ENLIGHTENMENT
23. RESTORATION BRITISH 1661 AD - 1688 AD
Cold. Ag 1. WW, Rv, H(S), H(G), Wd, E, RGo, M, Rd, BUA. Max N500
C-in-C - Pi (O) @ 30 AP or Pk (O) @ 24 AP. 1
Sub-generals - Pi (O) @ 30 AP or Pk () @ 24 AP. 1-2
Embark general on ship as - Sh (S) @ 27 AP. 0-1
Life Guards and Blues - Pi () @ 10 AP. *4-8
Horse - Pi () @ 10 AP. 1-12
Guards pikemen - Pk () @ 4 AP. *6-8
Other pikemen - Pk () @ 4 AP. 6-24
Musketeers - Sh (O) @ 6 AP. 2 per Pk (O)
Artillery of the train - Art () @ 20 AP. 1-4
3-decker line-of-battle ship - Shp (S) @ 6 AP [general if Sh]. 0-1 per 4 Shp (O)
2-decker line-of-battle ships - Shp () @ 5 AP [Sh or Wb|. 0-4
Frigates - Shp (F) @ 4 AP [Sh, Wb], or storeships - Shp (I) @ 3 AP [Bge|. 0-4
Landing parties - up to 1/4 marines Sh (S) @ 7 AP, rest sailors Wb () @ 4 AP. 0-1 per Shp
Fireships - Shp (X) @ 4 AP. 0-1
Only from 1672 AD:
Dragoons - Dr () @ 7 AP. 1-6
Only from 1678 AD:
Horse grenadiers - Dr (S) @ 8 AP. *l-2
Grenadiers - Sk (X) @ 8 AP. 1 per 4 Pk
Only from 1684 AD:
Re-arm dragoons with firelocks as - Dr (S) @ 8 AP. All
Re-arm guards musketeers with firelocks as - Sh (S) @ 7 AP. 2 per guards Pk
Fusileers - Sh (S) @ 7 AP. 0-6
Only after 1685 AD:
3 pdr battalion guns - Art (I) @ 5 AP. 0-1 per 4 Pk
Raw Irish pikemen - Pk (I) @ 3 AP. 0-6
Raw Irish musketeers - Sh (I) @ 4 AP. 2 per Pk (I)
When Charles II was restored to the thrones of England and Scotland, the large Commonwealth army was disbanded,
so that the standing army consisted only of the guards regiments. These increasingly had to be supplemented by lesser
units raised in emergency or to garrison overseas possessions such as Tangiers. When James II acceded, he used all
possible opportunities, such as the Monmouth Rebellion, to increase such units and make them permanent. Towards
the end of his reign, James dismissed most of the Protestant officers and soldiers stationed in Ireland and replaced
them with Irish recruits who could not be quickly assimilated, convincing many of his intention to re-catholicise
England and Scotland by force. When William of Orange landed in the "Glorious Revolution" of 1688, the desertion of
many senior officers paralysed James into fleeing the country, although it is quite probable that much of the army
would have fought for him out of loyalty rather than inclination. Guards regiments did not serve overseas.
Accordingly, minima marked * apply only if any troops so marked are used. Horse wore corslets and were armed
with a pair of pistols and a sword. Horse guards added a carbine and these had spread to at least most of the other
horse by 1685. Horse grenadiers were attached to guards cavalry to act as supporting dragoons. They are not reported as
using grenades in action. The new grenadier companies given to all foot regiments from 1678 were still primarily
grenade-throwers rather than the general purpose assault troops they later became. From 1667 onward, foot mixed a
lower proportion of firelocks with their matchlocks, but this does not affect classification until the guards were
entirely re-equipped with firelocks in 1684. 1/3 remained pikemen. Whether these still had helmet and corslet is
disputed, but Trelawney's regiment had them in 1680, and it has been suggested that they were still standard issue
until 1697. A regiment of fusileers was raised in 1685 to guard the artillery. The artillery train at Sedgemoor in 1685
was rendered immobile by the desertion of
22
its draught teams and only the loan of the Bishop of Bath & Wells' carriage horses enabled some guns to be brought
into action. Most of the guns were 8 pdr, with a few 12, 6 and 4 pdr guns. James II later introduced light 3 pdr
guns to accompany and be manned by foot regiments. In 1688, he brought over Irish troops to fight against William
of Orange. Mostly naval wars were fought against the Dutch in 1664-67 and 1672-74. Warships now fought in line of
battle (single element wide column). Frigates at this time were not the light warships with a single gun deck of
Napoleonic times, but typically a large but narrow vessel with 1 1/2 gun decks. Most of the fleet were older 2-decker
"great ships" whose tubbier build made them a better gun platform. The few 3-deckers were mainly used as flagships.
24. DUTCH UNITED PROVINCES 1649 AD - 1688 AD. Cold. Ag 1. WW, Rv,
Wd, M, E, Rd, BUA, I.
C-in-C - Pi (O) @ 30 AP. 1
Sub-generals - Pi (I) @ 28 AP. 1-2
Horse - Pi (I) @ 8 AP. 4-8
Dragoons - Dr (S) @ 8 AP. 1-4
Pikemen - Pk () @ 4 AP. 6-20
Musketeers - Sh () @ 6 AP. 2 per Pk
Artillery - up to 1/3 Art (S) @ 25 AP, rest Art (O) @ 20 AP or Art (I) @ 5 AP. 0-3
Frigates - Shp (F) @ 4 AP |Sh, Wb]. 0-4
Merchant ships - Shp (I) @ 3 AP |Sh, Wb, Bge|. 0-6
Yachts or sloops - Bts (S) @ 3 AP |Sh, Wb|. 0-1
Marines and seamen - up to 1/2 Sh (O) @ 6 AP, rest Wb () @ 4 AP. 0-1 per Shp
Fireship - Shp (X) @ 4 AP. 0-1
Only from 1664 AD:
Replace merchant ships with line-of-battle ships - Shp () @ 5 AP |Sh, Wb|. 0-3
Only from 1672 AD:
Grenadiers - Sk (X) @ 8 AP. 0-1 per 4 Pk
Upgrade foot guard musketeers with flintlocks to - Sh (S) @ 7 AP. 2-6
Only 1674 AD to 1678 AD:
Austrian allies - List: Later Imperialist. Brandenburg allies - List:
Brandenburg-Prussia.
Only in England in 1688 AD:
English officer and gentleman volunteers - Pi (F) @ 11 AP. 0-1
English horse (Duke of Albany's) - Pi () @ 10 AP. 0-2
English dragoons (Royals) - Dr (S) @ 8 AP. 0-1
This covers Dutch armies from the Peace of the Hague until William of Orange became King of England. During
William's 21 year minority, the Dutch were governed by an anti-monarchist oligarchy, led by Jan de Witt, whose
mercantilist policies led to the English wars of 1652-54, 1664-67 and 1672-74. These were mostly fought at sea, but
some landings were made or planned, notably the English descent on Terschelling and Vlieland in 1666 and the
famous Dutch raid on the Medway in 1667. A much more serious threat was the French invasion of 1672-78, which the
Dutch after a disastrous start managed to partly turn round thanks to inundations and the young William's competent
military leadership. Pikemen still retained corslets but the horse had lost them. Guards and artillery wore blue coats,
Scots and Swiss foot and some dragoons wore red, Walloons green and the rest various shades of grey. Headgear was
a broad-brimmed black hat, except for grenadiers and some dragoons who substituted fur caps. The foot, especially
the foot guards, were considered by their contemporaries to be excellent troops, but not so the horse, who had reverted
to distant shooting and were usually ridden over by the French. The fleet initially initially depended on 1 1/2 decker
frigates supplemented by even worse-armed merchant ships, the first true battleships appearing in time for the war of
1664. Dutch ships carried more marines than English ships and these had to be landed in 1674 to support the army.
23
25. SCOTS WESTERN COVENANTER REBEL 1679
Cold. Ag 0. Rv, H(S), H(G), Wd, E, M, RGo, BUA, Rd. Max N200
C-in-C - Wb (O) @ 24 AP. 1
Sub-generals - Wb () @ 24 AP. 1-2
Reclassify C-in-C or sub-general as - Pi (1) @ 28 AP. 0-1
Horse - Pi (I) @ 8 AP. 0-2
Covenanters "with sword, pike, fusil or pitchfork" - Wb () @ 4 AP. 12-24
Skirmishers with firearms - Sk () @ 3 AP. 0-3
Families and less enthusiastic supporters - Hd (O) @ 1 AP. 0-12
The terrorist murder of Archbishop Sharp on May 3rd brought to a head the struggle for control of the Church of
Scotland between Episcopalians and Presbyterians. A small force of horse and dragoons under Claverhouse pursuing
the assassins attempted to disperse a "coventicle" (armed open-air Presbyterian prayer meeting) but was blocked at
Drumclog by 3 bodies of rebel horse and 4 of foot. Provoked into charging by being outshot by the dragoons, the rebel
foot swept the government troops away with heavy casualties. Having failed next day to take Glasgow, the rebels were
crushed on June 22nd at Bothwell Bridge by a much larger force commanded by the Duke of Monmouth.
26. ENGLISH MONMOUTH REBEL 1685 AD
Cold. Ag 1. WW, Rv, H(S), H(G), Wd, O, E, M, RGo, Rd, BUA. Max N350
C-in-C - Pk (O) @ 24 AP or Pi (I) @ 28 AP. 1
Sub-general - Pk (O) @ 24 AP or Pi (I) @ 28 AP. 0-1
Sub-general - Pk () @ 24 AP. 0-1
Horse - Pi (I) @ 8 AP. 1-7
Pikemen - Pk () @ 4 AP. 15-30
Musketeers - Sh () @ 6 AP. 10-15
Scythesmen - Bd (I) @ 4 AP. 5-10
Clubmen - Hd (O) @ 1 AP. 0-2
Drakes - Art (I) @ 5 AP. 0-1
This covers the West Country rebellion of the Protestant Duke of Monmouth, the bastard son of Charles II, against his
Catholic uncle King James II. The army's home territory is Somerset. Monmouth's ship brought veteran officers, 3
small cannon, 1,500 corslet and helmet cavalry armours of which only a small proportion were unloaded, some
pistols and carbines, a supply of red coats faced with purple for Monmouth's personal "red" regiment, 500 pikes, 500
swords and probably 1,000 muskets. Other weapons had to be obtained locally. More pikes and muskets and red
coats faced with yellow were captured from the militia or brought in by militia deserters. These standard weapons
were supplemented by scythe blades set on short poles and by sporting firearms. The gentry that provided the cavalry
no doubt brought swords, pistols and horses. The foot were typically tradesmen and artisans from the local towns,
predominantly cloth workers, pious nonconformist Protestant family men of mature years. Only 11 % of them were
farmers or farmworkers. Earnestness in the cause and the training immediately commenced under professional officers
made them much more formidable than the pathetic throng of yokels of popular myth. A huge number of peasant
"clubmen" armed only with improvised weapons were reported to have gathered at Axminster, but actually numbered
only 160. The cavalry have also possibly been less than fairly treated. Although they often fled while led by Lord
Grey, some of them led by his subordinate elicited the admiration of the regular cavalry they fought. A troop of 80
encountered early in the campaign all had helmets, corslets and double-barrelled carbines and pistols. While
demolishing legends, it is only fair to point out the the "Bloody Assize" that followed the fatal battle of Sedgemoor
according to Judge Jeffreys "was not half bloody enough for him that sent me". About 300 rebels died in the battle,
700 were slain in the pursuit and 100 were summarily hung by the army before Jeffreys arrived. Of the 1,336 he
tried, 340 were actually executed and 850 transported. Half the rebels present at the battle, all of whom were
certainly guilty of high treason, got away and were covered by a general pardon next year.
24
27. SCOTS JACOBITE 1689 AD - 1690 AD
Cold. Ag 1. WW, Rv, H[S), H(G), Wd, RGo, Rd, BUA. Max N250
C-in-C - Pi (O) @ 30 AP, Pk (F) @ 24 AP or Wb (O) @ 24 AP. 1
Sub-general - Pk (F) @ 24 AP. 0-1
Sub-generals - Wb () @ 24 AP. 0-2
Cavalry - Pi () @ 10 AP. 0-1
Irish pikes - Pk (F) @ 4 AP. 0-1
Irish musketeers - Sh (F) @ 6 AP. 2 per Pk (F)
Highlanders - Wb () @ 4 AP. 15-50
Locheil's snipers - Sk (S) @ 4 AP. 0-1
This covers the rebel army of John Graham of Claverhouse "Bonnie Dundee". Like the later rebel Jacobite armies of
1715 and 1745, it was raised from Catholic Highland clans and detested by the vast majority of Scots. It won a
spectacular victory at Killiecrankie over a lowland Scots Whig government army reinforced with a single English
regiment, but Claverhouse fell at the moment of victory. Deprived of his leadership, it failed after a bitter battle to
capture Dunkeld and was defeated and dispersed at Cromdale next year. The cavalry consisted of a single troop of
remnants of Claverhouse's old regular regiment, supplemented by gentleman volunteers. At Killiekrankie, it split into
two parts after its initial charge, one of which Dundee was leading when he was shot. Only 1 element of Pk (F) can
be used. Only the front rank of the Highlanders should be depicted with sword and targe and/or firelock. Others
should be armed with Lochaber axes, spears, a very few bows, many only with long dirks. Purcell's small Irish
regiment was criticised for "charging like stampeding cattle" beside the Highlanders instead of shooting, which
must justify classing them as (F). At Killiecrankie, Locheil sent a small body to shoot from cottages, though they were
soon driven out by government musketeers.
25
29. IRISH JACOBITE 1689 AD - 1691 AD
26
30. WILLIAMITE ANGLO-DUTCH 1688 AD - 1700 AD
Cold. Ag 4. WW, Rv, H(S), H(G), Wd, E, RGo, M, Rd, BUA.
C-in-C - Pi (O) @ 30 AP. , . 1
Sub-generals - Pi (O) @ 30 AP or Sh (S) @ 7 AP. - 1-2
British horse - Pi () @ 10 AP. 3-6
British dragoons - Dr (S) @ 8 AP. 1-2
British foot guards - 1/3 Pk (O) @ 4 AP, rest Sh (S) @ 1 AP. 0-8
British foot - 1/3 Pk (O) @ 4 AP, rest Sh () @ 6 AP. 8-24
British fusileers - Sh (S) @ 7 AP. 0-2
Huguenot horse - Pi (F) @ 11 AP. 0-3
Huguenot or Swedish foot - 1/3 Pk (F) @ 4 AP, rest Sh (F) @ 6 AP. 0-9
Dutch horse - Pi (I) @ 8 AP. 1-4
Dutch dragoons - Dr (S) @ 8 AP. 0-2
Dutch foot guards - 1/3 Pk (O) @ 4 AP, rest Sh (S) @ 7 AP. 3-6
Dutch foot - 1/3 Pk (O) @ 4 AP, rest Sh () @ 6 AP. 6-12
Danish horse - Pi (F) @ 11 AP. 0-3
Danish, Brandenburg or other German foot - Sh (S) @ 7 AP. 0-16
Grenadiers - Sk (X) @ 8 AP. 0-1 per 8 Sh
3 pdr accompanying guns - Art (I) @ 5 AP. 0-2
6-12pdrfieldguns- Art () @ 20 AP. 0-4
18-24 pdr siege guns - Art (S) @ 25 AP. 0-1
3-deckers - Shp (S) @ 6 AP [Sh (S), Wb|. 0-1 per 3 Shp (O)
2-deckers - Shp (O) @ 5 AP [Sh (S), Wb|. 0-4
Frigates - Shp (F) @ 4 AP [Sh (S), Wb|, or storeships - Shp (I) @ 3 AP [Bge|. 0-4
Landing parties - up to 1/3 marines Sh (S) @ 7 AP, rest seamen Wb () @ 4 AP. 0-1 per Shp
Fireships - Shp (X) @ 4 AP. 0-1
Only in Ireland from 1689 AD to 1691 AD:
Enneskillen horse - Pi (F) @ 11 AP. 0-2
Enneskillen dragoons - Dr (S) @ 8 AP. 0-1
Londonderry foot - 1/3 Pk (F) @ 4 AP, rest Sh (F) @ 6 AP. 0-3
Only from 1692 AD:
Reduce all pikemen other than Swedish from 1/3 to 1/4. All
Only from 1696 AD:
Upgrade shot other than Huguenot and Swedish to - Sh (S) @ 7 AP. All
In 1688, the English finally lost patience with the attempts of their Catholic King James 11 to subvert Parliamentary
rule and the Anglican religion, and invited his Protestant Dutch son-in-law William of Orange to take the throne jointly
with his wife Mary. William was keen to use British resources, much greater than those of his native Holland, to thwart
the European expansionism of Louis XIV of France. He formed the "Grand Alliance" of England, the Dutch, Spain, Savoy,
Brandenburg-Prussia, Saxony, Hanover, Bavaria and Sweden. Before England's full strength could be employed against
Louis, it was first necessary to clear James IPs forces from Ireland. William commanded personally at the Boyne in 1689
and later on the continent at Steenkirk in 1692 and Neerwinden in 1693. The various national contingents under his
command were integrated rather than fighting separately. Dutch foot had a high reputation, especially the guards, but
their cavalry were considered a little dubious and too fond of distant pistol fire. Danish cavalry were excellent troops
noted for their aggression, but their pike-less foot proved vulnerable to Jacobite cavalry. The Huguenot regiments
were of French Protestants forced out by religious persecution 1686-87. Many had been well-trained in French service
and they hated Louis XIV. They brought French methods with them and were regarded as an elite. They were kept
on a separate establishment until 1699, then absorbed by the British army. Irish Protestant troops were tough and
aggressive, but resistant to discipline and initially lacked uniforms. The foot of most contributing nations started
with 1/3 pikemen and 2/3 musketeers, mostly with matchlocks except in guard units. The British reduction to 1/4
pikemen became official in 1694, but was already used in regiments sent to the continent. Expanded flintlock
production from 1695 quickly made matchlocks obsolete.
27
31. LOUIS XIV FRENCH 1661 AD - 1700 AD
Cold. Ag 4. WW, Rv, H(S), H(G), Wd, O, V, RGo, Rd, BUA. Max Cx2
C-in-C - Pi () @ 30 APorPi(F)@31 AP. 1
Sub-generals - Pi (O) @ 30 AP or Pi (F) @ 31 AP. 1-2
Maison du Roi - Pi () @ 10 AP. 0-4
Gendarmerie de France and chevaux legers - Pi (F) @ 11 AP. 5-12
Dragoons - Dr (S) @ 8 AP. 2-6
Gardes foot musketeers - Sh () @ 6 AP. 0-8
Common foot musketeers - Sh (F) @ 6 AP. 8-24
Siege and field guns - up to 1/4 Art (S) @ 25 AP, rest () @ 20 AP. 0-4
Pontooneers - Pon () @ 5 AP. 0-1
Only before 1692 AD:
Gardes pikemen - Pk (O) @ 4 AP. 1 per 2 Sh (O)
Common foot pikemen - Pk (F) @ 4 AP or Pk (O) @ 4 AP. 1 per 2 Sh (F)
Only before 1670 AD:
Replace common foot pikemen with fusiliers - Sh (F) @ 6 AP. 0-1 per 2 Pk
Downgrade caracoling chevaux legers to Pi (I) @ 8 AP. 0-6
Only after 1670 AD:
Grenadiers - Sk (X) @ 8 AP. 0-1 per 8 Sh
Fusiliers du Roi - Sh (S) @ 7 AP. 0-1 per 2 Art
Chasseurs - Sk () @ 3 AP. 0-1
Only 1672 AD to 1674 AD:
English allies - List: Restoration British.
Only from 1690 AD:
Regrade gendarmerie and chevaux legers as - Pi () @ 10 AP. All
Carabiniers - Pi (I) @ 8 AP. 1 per 6 Pi (O)
Only from 1692 AD:
Hussars - LH (S) @ 7 AP. 0-2
Gardes pikemen - Pk (O) @ 4 AP. 1 per 4 Sh (O)
Common foot pikemen - all Pk (F) @ 4 AP or all Pk (O) @ 4 AP. 1 per 4 Sh (F)
This covers French armies from Louis XIV's assumption of autocratic rule until 1700. The Maison du Roi
comprised 4 strong companies of Gardes du Corps, 1 of Gendarmes (in corslets), 1 of Chevaux Legers, 2 of Les
Mousquetaires and, from 1676, 1 of Grenadiers a Cheval, and seem to have favoured firearms. The 12 companies of
Gendarmerie de France and the chevaux legers were unarmoured and mostly charged in a shallow formation at the
gallop with sword in hand in the style of Turenne and Conde, but Marechal de Puysegur writing in 1748 thought
that the caracole had lingered in some regiments until around 1670. After 1690, all reverted by royal command to firing
before charging home. The skirmishing "carabin" light horse seem to have disapeared in the cavalry reductions of
1659 and adding 2 "carabiniers" with rifled carbines to each cavalry company in 1679 proved an inadequate
substitute. From 1690, each cavalry regiment was ordered to have a full company of carabiniers and in 1692 these
were amalgamated into a single large 100 company regiment of Royal Carabiniers which fired from the halt.
Dragoons were increasingly favoured. The field units of the Gardes a Pied now comprised only the Gardes-Francaises
and the Gardes-Suisses. Gardes pikemen kept their corslets to the end of our period. Others had discarded them by the
end of the 30 Years War, but some regiments appear to have had them re-issued. Firelocks were disapproved of and
used only on a small scale until 1692, when half each regiment's shot were authorised them. An unofficial practise
of replacing pikes with firelocks was repeatedly forbidden in the years before 1670. The Fusiliers du Roi formed in
1671 to guard and man the artillery were entirely equipped with firelocks. The typical French infantry tactic was an
impetuous attack combining pikemen with musketeers advancing sword in hand. Allies can include naval elements and
need not then include otherwise compulsory types.
28
32. LATER SPANISH 1660 AD - 1700 AD
Warm. Ag 1. WW, Rv, H(S), H(G), O, V, E, RGo, M, Rd, BUA.
29
34. SAVOYARD 1648 AD - 1700 AD
C-in-C-Pi(F)@31 AP. 1
Sub-generals - Pi (F) @ 31 AP. 0-2
Savoyard or Huguenot horse - Pi (F) @ 11 AP. 4-8
Dragoons - Dr (S) @ 8 AP. 1-3
Savoyard, mercenary or Huguenot foot - 1/3 Pk (F) @ 4 AP, 2/3 Sh (F) @ 6 AP. 18-60
Spanish foot or Savoyard militia - 1/4-1/3 Pk (I) @ 3 AP, rest Sh (1) @ 4 AP. 0-18
Artillery - Up to 1/3 Art (S) @ 25 AP, rest Art (O) @ 20 AP or Art (1) @ 5 AP. 0-3
30
This covers Venetian colonial armies and offensive naval expeditions from the renewed Ottoman attack of 1645 that
ended in 1669 with the loss of Crete after an epic 22 year siege of its last fortress. The Turkish disaster at Vienna in
1683 encouraged Venice to counter-attack, clearing the Turks from the Peloponnese by 1690. The many field battles all
resulted from attempts to relieve fortresses besieged by Venetian amphibious forces, hence the increased naval presence
in the list. The Stradiot light horse were still just as aggressive, but now mostly armed with pistols, sabre and
carbine instead of the former light lance. A Venetian marine guard of honour is described as armed with half-pike or
musket and with helmet and sword, though no mention is made of body armour. Morlacchi were Dalmatian
mountaineers "uneducated men who do not understand the logic of keeping promises to a defeated enemy", but useful
for pursuit. The Maniotes were Greek mountaineers from the Peloponnese "a sort of people who call themselves
Christians, but live chiefly on spoil and robbery", led 1688-89 by one Liberachi. A few light field pieces are referred
to on one occasion, but the most commonly mentioned artillery are 50 pdr, presumably main bow guns landed from
galleys. Maltese marines led by the Knights in red tabards were considered especially good assault troops. French
allies need not include otherwise compulsory cavalry or dragoons. The army's base is assumed to be either the
colonial possessions on the eastern side of the Adriatic, or until 1669, Crete.
31
37. LATER IMPERIALIST 1649 AD to 1700 AD
Cold. Ag 1. WW, Rv, H(S), H(G), Wd, V, E, M, RGo, Rd, BUA. Max Cx3
C-in-C - Pi (S) @ 32 AP or Pi (I) @ 28 AP. 1
Sub-generals - Pi (S) @ 32 AP or Pi (I) @ 28 AP. 0-2
Horse - Pi (I) @ 8 AP. 8-15
Dragoons - Dr (S) @ 8 AP. 2-5
Crabats/Croats/Croatian hussars - LH (S) @ 7 AP. 1-6
Hungarian heavy hussars - Ln (F) @ 11 AP. *0-1
Hungarian light hussars - LH (F) @ 4 AP. *3-5
Lubomirski's Poles in Imperial pay - LH (I) @ 4 AP. *4-6
Musketeers - Sh () @ 6 AP. 12-48
Hungarian haiduks or Sclavonians - Sh (F) @ 6 AP. 0-4
Grenzer frontier militia - Sk (S) @ 4 AP. 0-8
Levy with halberds or morgensterns - Bd (I) @ 4 AP. 0-4
Matchlock wall pieces in fortified BUA - Art (I) @ 5 AP. 0-2
Artillery - Up to 2/3 Art (S) @ 25 AP, rest Art (O) @ 20 AP or Art (I) @ 5 AP. 1-3
Brunswick and/or other minor German allies - List: Later Minor German States. 0-12
32
This covers the armies of the Holy Roman Empire after the 30 Years War. Ottoman Turks and/or Hungarian rebels were
now the main opponents. The crushing defeat of a Turkish invasion at St.Gotthard south of Vienna in 1664 led to a
peace treaty due for renewal in 1681. The Turks chose instead to launch another massive invasion in 1683. Vienna
was subjected to an epic siege before being relieved by a combined (in order of numbers) Imperial, Polish, Bavarian
and Saxon force commanded by the Polish King Jan III Sobieski. An Imperial allied contingent for that army must be
accompanied by Bavarian and Saxon allies of the contingent size ranges listed here. All Imperialist horse were
reported in 1684 to wear corslets, but 2 of the 12 regiments reported in early 1683 were described as cuirassiers,
implying that they had 3/4 armour. In 1689, all 11 regiments of horse are called cuirassiers, suggesting this was no
longer so. Lobster-tail helmets were worn until after 1700. Some Hungarian loyalists continued to serve during revolts.
1,000 of 8,000 Hungarian hussars are described with long lances, which, with surviving armour, suggests that some
were as heavy as those of Poland. Other levy hussars were horse archers. Items marked * apply only if any
Hungarians are used. Crabats or "Croats" were light horse with sword, pistols and carbine. Regular hussars imitated
them and the types merged. Flintlock muskets, often with a reversionary matchlock mechanism, began to be used in
numbers around 1680, but in 1688 were still only 10%. Pikes were reduced at the same time, but not abandoned until
plug bayonets were issued in 1704. The "boar-spears" said to have replaced pikes were swinesfeathers doubling as
musket rests or combined into chevaux de Frise, reported in 1689 as "very valuable". Members of a Dutch
merchants' shooting club provided sharpshooting at the siege of Vienna. Grenzer were militia of the Militargrenze
frontier defences created in 1557. 3/4 plate armour for cuirassiers, mail and plate armour for heavy hussars, flintlock
and combination lock muskets, matchlock wall pieces (but not muskets), plug bayonets, swinesfeathers with musket
hooks, peasant levy halberds and morgensterns, and assembled chevaux de Frise can all be seen in the Armoury at Graz.
33
39. LATER BAVARIAN 1649 AD - 1700 AD
Cold. Ag 1. Rv, H(S), H(G), Wd, V, RGo, Rd, BUA, I. Max N500 until 1682
C-in-C - Pi (I) @ 28 AP. 1
Sub-generals - Pi (I) @ 28 AP. 1-2
Horse - Pi (I) @ 8 AP. 3-7
Dragoons - Dr () @ 7 AP. 0-3
Musketeers - Sh (F) @ 6 AP. 16-48
Grenadiers - Sk (X) @ 8 AP. 0-1 per 6 Sh (F)
Artillery - Art (O) @ 20 AP or Art (I) @ 5 AP. 1-4
Only before 1687 AD:
Pikemen - Pk (F) @ 4 AP. 1 per 2 Sh (F)
Only from 1688 AD:
Hussars - LH (S) @ 7 AP. 0-2
Re-arm dragoons with flintlocks as - Dr (S) @ 8 AP. Any
Guards - 1/2 fusileers Sh (S) @ 7 AP, 1/2 grenadiers Sh (F) @ 6 AP or Sk (X) @ 8 AP. 0-4
The Bavarian army was largely demobilised after the 30 Years War to speed economic recovery and remained
relatively small until after the 1670s. Uniforms were worn from 1671. Horse wore corslets over light-grey coats, but
reverted to caracoling. Some dragoons wore red coats, others blue. The hussar regiment of 1688 wore blue. Artillery
wore a bluish-grey coat. The foot mostly wore light or dark grey coats before 1673, after which blue became usual and
was standardised in 1684. Unlike those of other German states, Bavarian foot kept up the rapid attack tactic.
34
41. BRANDENBURG-PRUSSIA 1646 AD - 1700 AD
Cold. Ag 3 or *1. WW, Rv, H(S), H(G), Wd, Rgo, M, Rd, BUA, I.
C-in-C - Pi (I) @ 28 AP. 1
Sub-generals - Pi (I) @ 28 AP. 1-2
Horse - Pi (I) @ 8 AP. 4-14
Leibgarde (with firelocks) - Sh (S) @ 7 AP. 0-3
Battalion guns - Art (I) @ 5 AP. 1-4
Field guns - Art () @ 20 AP. 0-2
Only in 1658 AD:
Dutch ships - up to 1/2 Shp (F) @ 4 AP [Any foot], rest Shp (I) @ 3 AP [Any]. 0-6
Only before 1689 AD:
Dragoons - Dr () @ 7 AP. 2-6
Foot (with pikes and matchlocks) - 1/3 Pk (O) @ 4 AP, 2/3 Sh () @ 6 AP. 18-42
Wibranzen - 1/3 Pk (1) @ 3 AP, 2/3 Sh (I) @ 4 AP. *12-18
Only from 1674 AD:
Jager - Sk (S) @ 4 AP. 0-3
Only from 1689 AD:
Dragoons (with firelocks) - Dr (S) @ 8 AP. 2-8
Foot (with firelocks) - Sh (S) @ 7 AP. 12-36
Grenadiers - Sk (X) @ 8 AP. 2-4
This army almost vanished at the end of the 30 Years War when the Estates refused to continue
paying for it. A compromise in 1653 allowed a permanent nucleus of 5,000, supplemented by a
ruthless conscription introduced during the Polish war of 1655. The cavalry relied on fire and
stood to receive attack. Corslets were discarded in 1689 and did not return until 1736. Except for
the leibgarde, the foot retained pikes and matchlocks until the death of the Great Elector in 1688.
Jager were rifle-armed snipers recruited from gamekeepers. A battery of 12 light guns massed
together was important in the decisive defeat of the Swedes at Fehrbellin in 1675. The Wibranzen
were a traditional East Prussian militia reorganised to hinder Polish and Cossack incursions. The
minimum marked * applies only if any Wibranzen are used.
35
43. LATER DANISH 1649 AD - 1700 AD
Cold. Ag 3. WW, Rv, H(G), Wd, RGo, M, E, Rd, BUA, I. Max N500
Oin-C - Pi (F) @ 31 AP. 1
Sub-generals - Pi (F) @ 31 AP. 1-2
Horse - Pi (F) @ 11 AP. 4-24
Guard firelocks - Sh (S) @ 7 AP. 0-8
Musketeers - Sh () @ 6 AP. 6-20
Grenadiers - Sk (X) @ 8 AP. 1-2
Galloper guns - Art (F) @ 10 AP. 0-1
Battalion guns - Art (I) @ 5 AP. 0-2
Field guns - Art () @ 20 AP. 0-2
Peasants - Hd (O) @ 1 AP. 0-2
Warships - Shp () @ 5 AP [Sh, Wb]. 0-2
Longboats - Bts (O) @ 2 AP [Any]. 0-4
Prams, gunboats or mortar boats - Bts (S) @ 3 AP [Wb|. 0-2
Seamen - Wb () @ 4 AP. 0-1 per Shp or Bts
Only before 1655 AD:
Pikemen - Pk (O) @ 4 AP. 2 per 4 Sh (O)
Only from 1655 AD to 1671 AD:
Upgrade musketeers to firelocks - Sh (S) @ 7 AP. 1/2-all
Only 1657 AD to 1659 AD:
Dutch warships - Shp (O) @ 5 AP [Sh, Wb]. 0-3
Dutch fireships - Shp (X) @ 4 AP. 0-1
Dutch foot - 1/3 Pk (O) @ 4 AP, 2/3 Sh () @ 6 AP. * 12-24
Brandenburg foot - 1/3 Pk (O) @ 4 AP, 2/3 Sh () @ 6 AP. *6-12
Imperial foot - 1/3 Pk (O) @ 4 AP, 2/3 Sh () @ 6 AP. *6-12
Polish allies - List: Later Polish. 0-12
Only from 1672 AD to 1689 AD:
Pikemen - Pk (F) @ 4 AP. 0-2 per 5 Sh
Only from 1672 AD:
Dragoons - Dr (S) @ 8 AP. 0-4
Upgrade musketeers to firelocks - Sh (S) @ 7 AP. All
Frigates - Shp (F) @ 4 AP [Sh (S), Wb|. 0-1
Marines - Sh (S) @ 7 AP. 0-1 per 2 Shp or Bts
Only in 1700 AD:
Saxon allies - List: Later Saxon.
This covers Danish armies after the unlucky interventions in the 30 Years War. In addition to further unsuccessful
wars against Sweden in 1653, 1657-1660, 1675-79 and 1700, the Danes also provided high quality allied contingents
for the Dutch and English. Their cavalry in particular were noted for their aggression and maintained a good
reputation right through the Marlburian wars. The cuirass had been temporarily abandoned, though it was to be
reintroduced in 1701. Firelocks had been issued to the guards by 1625, most of the army by 1655 and all of it
by 1672, by when plug bayonets were in use. The situation as regards pikes is more obscure. In 1657 foreign
colonels raising regiments for Danish service were forbidden to include pikemen. However, we are also informed that
in 1672-78 a ratio of 2 shortened pikes to 5 firelocks was officially sanctioned. The Danish troops that came to
England in 1688 had no pikes and they were formally abolished the next year. Landing parties of Danish seamen are
described as armed with bills and morgensterns and "falling on with much haste and violence". Minima marked *
apply only if any Polish, Brandenburg or Imperial troops are used. A Saxon corps of 2 regiments each of cuirassiers
and foot tried to join the Danes in 1700. Polish allies must not include reiters or foot, nor Saxon allies include
dragoons or Art (O), even if these are normally compulsory.
36
44. CAROLINE SWEDISH 1649 AD - 1700 AD
37
38
46. LATER POLISH 1632 AD - 1700 AD
39
Abyssinian. Page 14
Acheh. 17
Adal. 13
Algerian. 7
Aiwa. 15
Arab. 11
Ashanti. 9
Bavarian. Later, 34
Austrian. 32
Benin. 9
Braganza Portuguese. 29
Brandenburg-Prussia. 35
British. Restoration, 22
Brunswick. 35
Burmese. 19
Cambodian. 19
Dahomey. 9
Danish. Later, 36
Dinka. 10
Dutch. Williamite Anglo-, 30
Dutch Colonial. 20
Dutch United Provinces. 24
East African Pagan. 10
French. Louis XIV, 28
Funj. 16
Hanoverian. 35
Hawaiian. 21
Hesse-Kassel. 35
Hungarian Rebel. 33
Imperialist. Later, 32
Indonesian. 17
Irish Jacobite. 26
Jaga. 9
Javanese. 17
Kandy. 21
Khmer. 19
Kongo. 9
Laotian. 19
Maghrebi. 7
Majaapahit. 17
Malacca. 17
Malay. 17
Maori. 21
Mataram. 17
Melanesian. 21
Minor German States. Later, 35
Moluccan. 17
INDEX
Monomotapa.
Moroccan.
Ngola.
Omani.
Ottoman Turk. Later,
Philippine.
Polish. Later,
Polynesian.
Portuguese. Braganza,
Portuguese Colonial.
Portuguese. Sebastianic,
Prussian.
Restoration British.
Russian Conscript.
Savoyard.
Saxon. Later,
Scots Constitutional.
Scots Jacobite.
Scots Western Covenanter.
Sebastianic Portuguese.
Segeju.
Shaiqiya.
Shilluk.
Shri Lankhan.
Siamese.
Sinhalese.
Somali.
Spanish. Later,
Sudanese. West,
Sumatran.
Sunda.
Swedish. Caroline,
Tapuya.
Tripolitanian.
Tuareg.
Tunisian.
Tupi.
Turk. Later Ottoman,
Venetian Colonial. Later,
Vietnamese.
Wadj.
West African Forest Peoples.
West Sudanese.
Williamite Anglo-Dutch.
Wurtemberg.
Yemeni.
Zan j.
Zimba.
Page 10
7
9
11
31
17
39
21
33
5
6
35
22
38
30
34
25
25
24
6
10
16
10
21
19
21
11
29
8
17
17
37
9
7
8
7
9
31
30
18
15
27 35 11 12 10
For details of other WRG wargames rules, army lists and reference books, send your stamped and addressed envelope or
International Reply Coupons to W.R.G, The Keep, Le Marchant Barracks, London Road, Devizes, Wilts SN10 2ER,
UK. Phone credit card orders for air or surface mail delivery to 01380 724558. Phone list suggestions or comments to
Phil Barker on 0121-472-6207.
Thanks are due to many for their help, especially Richard Brzezinski for Poles and Swedes, Ian Gray for initial
pointers on Danes and Africans, Chris Peers for Portuguese, Nigel Tallis for Arab expertise, but foremost to Duncan
Head, who wore me to a frazzle trying to keep up. My thanks also in advance to the unknown experts on obscure
armies, who I trust will rush to correct me!
40