Você está na página 1de 8

Williamite Warfare

A Proto-linear system

United Provinces
Early & Late Franco-Dutch Wars 1672-78(V.1) This army list enables options for the building of armies of the United Provinces (Dutch) under the overall command of William of Orange. Based upon limited available research, it remains open to enhancement as more information comes to light.

William of Orange landing at Brixham 1688

Early Franco-Dutch Wars 1672-75


Following the invasion of the United Provinces by the armies of Louis XIV of France, Rampjaar (Disaster year) saw the dissolution of the first Stadtholders Period of the Dutch Republic, the murder of the de Witt brothers and the ascendancy of the William of Orange. Isolated and fighting a desperate defensive series of campaigns, William rallied the Republic, fighting at sea, holding out in defiant sieges and crossing swords in the great land battles of Heringen (1673) and Seneffe (1674) whilst he begun building the Grand Alliance. Several foreign battalions and squadrons were in perpetual service with the Netherlands. Unless known otherwise, this list assumes that such units were organised along the same lines as Dutch national units, drilled and equipped in keeping with Dutch doctrine and are paid for in line with this list.

Army Selection
Staff Horse Infantry Artillery Specials Up to 25% Up to 50% (1/3 dragoons) Up to 60% Up to 25% Up to 10%

Attached to a unit, normally Guard, an Army Standard is free and carries with it the same morale affecting attributes as all Army Standards in WAB and WECW. The bearer has no special characteristics, being of the rank and file.

Staff
Prince Georg Freidrich of Waldeck

Captain-General When present, the overall army commander or commanding general referred to in this period as CaptainGeneral will be the Royal Stadtholder, William of Orange if present. Otherwise, the Captain-General will be filled by one of the Republics Field-Marshals: Henry Casimir II, Prince of Nassau-Dietz (Stadholder of Friesland and 1

Williamite Warfare
A Proto-linear system

Groningen); Paulus Wirtz; Prince Georg Freidrich of Waldeck or John Maurice, Prince of Nassau-Siegen. Captain-Generals have an 12 command radius. If commanded by the Royal Stadholder, Field Marshals may be used as Brigadiers (provided they are paid for). Field Marshal Points M WS BS S T W I A Ld Field Marshal 100 8 4 3 4 4 2 4 2 8 William of Orange 120 8 4 3 4 4 3 4 2 9 Equipment: Always a Trotter, may have pistols (+2), light armour (+1) or heavy armour (+2). Brigadiers With a command radius of 8, they commanded a wing, line or specified force, Brigadiers provide the only level of command between the Captain-General and his battalions or squadrons in the field. Brigadiers Points M WS BS S T W I A Ld Brigadier 50 7 4 3 3 4 1 4 2 8 Equipment: Always a Trotter, may have pistols (+2), light armour (+1).

Horse
Fielded in squadrons, heavy cavalry, Cuirassiers and Dragoons encompassed the complete range of Dutch horse for the period. Dutch cavalry in this period engaged with the enemy under a controlled trot, discharging their pistols at close range before contact. Control and formation were considered vital within cavalry doctrine for this period, there being no Galloper types. Dutch cavalry was generally inferior compared to most armies at this time. Trotters CAVALRY 12 Points Steady Trotter 18 Points Veteran Trotter 22 Points Elite Trotter M 7 7 7 WS BS S 3 3 3 3 4 3 3 3 4 T 3 3 4 W 1 1 1 I 3 3 4 A 1 1 1 Ld 6 7 8

Matthijs Naiveu: Cavalry Officer

Equipment: May have pistols (+2), carbines or musketoons (+2), Cuirassiers may have light armour (+1). Must promote one trooper to Leader (+8) per squadron, may have one Cornet (+16) per regiment if more than two squadrons of a regiment are fielded and may have one trumpeter (musician) per squadron (+8). 2

Williamite Warfare
A Proto-linear system

Dragoons DRAGOONS 10 Points Raw Dragoons 14 Points Steady Dragoon 20 Points Veteran Dragoon M WS BS S T W I A Ld 7/4 2 2 3 3 1 2 1 6 7/4 3 7/4 3 3 3 3 3 3 3 1 1 3 1 4 1 6 7

Equipment: Armed with carbines or musketoons and hatchet, may have pistols (+2), (+2). Veteran Dragoons may have flintlock carbines (+4). Must promote one trooper to Leader (+8) per squadron, may have one Cornet (+16) per regiment if more than two squadrons of a regiment are fielded and may have one hautbois or kettle-drummer (musician) per squadron (+8).

Foot
Dutch foot of this period was not especially renown, neither having gained the reputation for steadiness it would in the later periods nor the fire effectiveness through adoption of Platoon Firing. By 1672, a few flintlocks were introduced per company in most infantry battalions but not in significant enough numbers to be represented within the list. By 1675; however, the Dutch Guards (Blaauwe Guard) were completely flintlock armed, as were all marines. By 1678, pikemen still wore back and breast plate with a helmet. FOOT 4 Points Raw 6 Points Steady 11 Points Veteran 14 Points Elite M WS BS S T W I A Ld 4 2 2 3 3 1 2 1 6 4 4 4 2 3 4 2 3 3 3 3 3 4 3 4 1 1 1 3 1 4 1 4 1 7 7 8

Equipment: Armed with sword and either pike or matchlock musket. Pike may have light armour (+1). Elite Guard or Marine units may have flintlock musket (+4) and Plug Bayonet (+2). Infantry Fire System: Rolling Rank Fire was adopted after 1648 but the old Caracole was still in effect. Before deploying for each game, each battalion is diced for on 1d6: 1-2 indicating caracole drilled and 4-6 being Rolling Rank Fire drilled. Special Abilities: Battalions with Plug Bayonet may have Bayonet Drilled (+3) per figure (including battalion pikemen). 3

Williamite Warfare
A Proto-linear system

Artillery
Whilst battalion guns were the norm by the Glorious Revolution, in the Early period the United Provinces merely advanced their Falconets forward along the vanguard front. Falconets may be deployed singly or in two gun batteries. All other cannon may be grouped in no more than two gun batteries.

Artillery Class Gun Type Battalion Guns Falconet


3-4 pdr 40 Points

Max range Min Crew Str Toughness Wnds 30 2 4 4 1 36 40 48 72 3 3 4 4 5 6 6 7 4 5 5 6 1 2 2 3

Cannon

Falcons
6 pdr 50 Points

Demi-culverin
8-10 pdr 60 Points

Culverin
12 pdr 70 Points

Demi-cannon
24 pdr 90 Points

Artillery may have up to double the number of minimum crew. Artillerists were not regular, professional soldiers and even when in ongoing state pay behaved more like civilians or mercenaries. Artillerists M WS BS S T W I A Ld 5 Points 4 2 3 3 3 1 3 1 5 Limbers Any single gun or battery requiring movement other than pivoting, including Falconets not attached to battalions, must have a horse drawn limber. Limbers cost 20 points +5 points her beast of burden (draft horse or bullock). Ammunition Wagon Ammunition wagons may be attached to a single gun or battery at a cost of 20 points per wagon. Master Gunner Artillerists ignore all Leadership effects of Generals but are affected by the Leadership of the Master Gunner. Only one Master Gunner may be purchased per army and in addition to leadership, master Gunners may re-roll one fire dice per turn of any artillery piece. Master Gunner M WS BS S T W I A Ld 5 Points 4 3 3 3 3 1 3 1 7 4

Williamite Warfare
A Proto-linear system

Equipment: May have pistols (+2) and light armour (+1) and may be mounted at no cost. Pioneers For every 10 foot, one Pioneer may be purchased to undertake mining, bridging, defensive works and demolition. Pioneers M WS BS S T W I A Ld 5 Points 4 2 2 3 3 1 2 1 6 Equipment: In addition to sword, may have light armour (+1). For every 5 pioneers, one artillery piece may commence the game with gabions. When in contact with an obstacle they may attempt to remove it as per WECW (p110) using tools or place a gunpowder charge if with a master Engineer. Master Engineer Learned officers of construction and destruction through an applied study and practice in gunpowder. Master Engineer M WS BS S T W I A Ld 5 Points 4 3 3 3 3 1 3 1 7 Equipment: May have pistols (+2), light armour (+1) or heavy siege armour (+3).

Specials
Specials are special assets which can be purchased to enhance this army or used to impede the enemy. They are relatively expensive proportionate to the potential benefit they provide or hindrance they imposed. Only one of each type of Special may be purchased. Firebrand

Lutheran Firebrand 70 Points

M WS BS S T W I A Ld 4 2 2 3 4 2 3 1 8

Equipment: The Lutheran Firebrand comes armed only with the Scriptures, his robes and a fanatical piety. This preacher may be mounted at no cost. 5

Williamite Warfare
A Proto-linear system

Special Abilities: The Lutheran Firebrand bestows Hatred of the enemy on any unit he is attached to (see WECW Psychology rules) and that unit may use his Leadership. Assassin Assassin M WS BS S T W I A Ld 200 Points 4 4 4 3 3 1 4 2 7 Equipment: Armed with sword (free) or pistols (free) and may have light armour (+1). Special Abilities: Actually none, except the ability to get close to his/her target and attack them in single combat before the beginning of the battle. The Assassin is revealed prior to the first move of the game and challenges the selected target who cannot refuse! They then fight to the death. Be warned: The initiative is not always gifted to the Assassin; however, as this world is no stranger to the Assassin and must be rolled for. If a King wins the first initiative, another character may be substituted in his place. Also, the Assassin may fight only one opponent. The time taken to kill or be killed reveals the killer for who they are and the sense of self-preservation compels the Assassin to flee the scene if still standing. Captain of the Guard Captain of the Guard M WS BS S T W I A Ld 200 Points 4/8 4 4 4 4 1 4 2 8 Equipment: Always a Trotter, may have pistols (+2), light armour (+1) or heavy armour (+2). Special Abilities: Captains of the Guard feel Hatred toward Assassins (see WECW Psychology rules) and if the initiative is gained in the first round of combat, he will throw himself in harms way and take up the fight. If the Captain of the Guard successfully insinuates himself into the combat, initiative must be re-rolled again to commence the fight.

Williamite Warfare
A Proto-linear system

Empty Wig (Frenchman) Regrettably for the men under their command, every army had its share of poor commanders. Foppish, dandified and incapable of following orders, they are more often deluded and utterly convinced of their own superior intellect and knowledge of the arts of war. These men are an affliction on those led by them and an interminable frustration to those attempting to command them. It is sad to say but such a high-born gentleman is best described as an Empty Wig. In the case of the French army, such could be found amongst Princes of the Blood or from the ranks of the high aristocracy. Unlike other Specials, these men are only assets when on the other side and this is exactly where you can put them! Empty Wig Points M WS BS S T W I A Ld Brigadier 200 7 3 3 3 3 1 2 1 8/5 Equipment: Always a Trotter, may have pistols (+2), light armour (+1) or heavy armour (+2). Special Disabilities: Infected with a poor leadership and a command radius of 8, an Empty Wig must remain within command of at least two units within his command whenever possible and those units must use his Leadership unless the Empty Wig is fleeing or the unit comes under the command radius of a higher ranking General. Note: the movement and positioning of an Empty Wig is done by the opposing player. You will have noticed the Empty Wig has two leadership values the first is his own, representing his own unrealistic confidence in himself the other is the poor influence he has over others. When receiving orders the Empty Wig is likely to ignore his superior General and act as he interprets the situation. Each turn roll 1d6 with the following results: 1 2-5 6 Me thinks not! Do nothing. All units under his command cannot move unless under compulsory movement but may give fire. If you say so. All orders are obeyed. Time for Glory! Any single unit within range of charge will attempt to do so. If none, then all units will make a full movement forward and the unit nearest any flank will be removed from play having undertaken a flank march. On the third turn after removal that flank marching unit may dice for entry onto the table for every turn, a roll of 6 on a 1d6 indicting its arrival anywhere behind the enemy front at the reluctant owners discretion.

Williamite Warfare
A Proto-linear system

Courtesan

Courtesan M WS BS S T W I A Ld 200 Points 4 2 2 3 4 2 3 1 8 Equipment: Not surprisingly, nature has provided these delightful women with all they require. They have no need for arms or armour to overcome their adversaries but when pushed, they will defend themselves with hidden daggers or a secreted pistol (free). Special Disabilities: Attached to any opposing enemy General, a Courtesan brings with her the Curse of Love, reducing that Generals Leadership value by -2 and his command radius by 4. Curing the Curse is not so simple. Yes, shes only a woman but apart from her own defences, any attempt to rid the camp of the wench will be resisted by her Loving General. Only once the Loving General has proven himself distracted by his Courtesan, a player may move to rid the army of the Lady. In other words, the General must use his Leadership to demonstrate his distraction. Only other Characters may attempt remove a Courtesan and must fight the Loving General in an attempt to overcome him in order to throw the strumpet out of the lines. In doing so, a normal combat is fought between the two characters in contact. All blows against the Loving General are not fatal but represent the efforts to overwhelm him. His blows; however, against any villain who dares to lay hand upon Milady will be as a normal combat so watch out. Whilst expensive, you might consider investing in an Assassin, to be held in reserve to rid your own camp of the baggage. Be warned: In attempting to rid the King or Commanding General of a Courtesan, as with an assault on the King himself, his Captain of the Guard if present will attempt to intervene on his behalf. By definition of his duty, a Captain of the Guard may not attempt to throw a Courtesan out of camp when attached to a Commanding General.

Você também pode gostar