victory without quarter

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    ForwardHaving been throughnearly every set of commercial rules for the period I could find, I decided to takestab at writing my own. It's not that I found anything wrong with the rules available, but they didn't fexactly what I was looking for. I wanted a card based system with simple mechanics that would allome to play battles with eight to twelve units per side in an evening. I also wanted to be able to field munits on multi-figure stands and have a way to keep track of battlefield losses without resorting trosters or figure removal. What follows are the results of my efforts. There is nothing revolutionarabout these rules - they have been inspired by many contemporary rule sets on the market, as well atraditionalauthors like Featherstone andGrant.

    These rules are not designed for competition play and not every situation that could arise is covered.questions come up use common sense to work them out or, failing that, choose two likely result(usually your interpretation and that of your opponent) and roll a die to decide the outcome. Thesrules have not benefitted from exhaustive play testing, but the games I've run so far have worked weand seem to capture the feel of the period. Feedback would be welcome! Nothing is set in stone at thpoint.

    The rules are designed for 28mm figures although they should be easy enough to adapt to 15mm bhalving thebase sizes and replacing all references to "inches" with "centimeters".

    The title for the ruleswas the field word forWilliamWaller's armyat the Battle of CropredyBridge.

    Quindia Studios Presents

    Being a Set of Quick Play Rules for the English Civil Warby Clarence Harrison

    VICTORY WITHOUT QUARTER

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    1 - Organizing Your ArmyThese rules assume a scale of 20 to 30 men perfigure. ECW regiments vary wildly in size sosome abstraction and standardization wasnecessary for my purposes. I have also assumeda standard 2:1 shot to pike ratio for footregiments. There are suggestions in theOptionalRules for foot regiments with two to four stands in

    other ratios. At this time, I use the conventionsshown inchart 1.1.

    If your army is based in a different manner, Idoubt itwill havean adverseeffect on the rulesaslong asbothsidesare based the same.

    In addition, at several pointsthe rules refer to "markers".These could be chits ofpaper but I use single figuresof an appropriate type on

    30mm round bases.

    Horse units may be fielded inregiments of two to foursquadrons. The Order Deck(see below) contains onlyone card for the unit. Ifsquadrons are detached(moved more than fourinches from the other squadrons in the regiment),

    they still all act on the samecard. An Officer card may beused to give orders to the regiment, but only if thesquadrons are within four inches of each otherand only if all of the squadrons are given thesame order. Otherwise, an Officer card may onlybe used to issue orders to one squadron. Eachsquadron is treated as an individual unit forpurposes of casualties,morale, etc

    As this set is not intended for competitive play,there are no army lists, point values, or armycomposition tables. The best armies are those

    modeled after a particular battle or campaign. Myown Parliamentarian army is based on WilliamWaller'sarmy at the Battle of Cropredy Bridge.

    A card driven turn system is the central feature ofthegame.

    The Order Deck consists of one card per unit.When a unit's card is drawn, the commandingplayer may issue one order to the unit.

    HoldThe unit will attempt to hold it's position. Thisorder may also be issued to rally shaken orrouting units, allowing such units to test Morale. Ifbeyond enemy musket range (twelve inches) a

    Steady unit under hold orders may remove aReloadMarker.

    MoveFoot regiments move four inches. Horseregiments move eight inches. Cuirassierregiments move six inches. Limbered light gunsmove six inches. This is reduced to half in roughterrain or if the unit crosses a linear obstacle. Aunit in Open Order may move through roughterrain with no penalty. If the unit is in a MarchColumn, it may double these distances. Units inPikeStand formationmay notmove.

    2 - The Order Deck

    You will of course have to make your own set ofcards. The ones I used when play testing werejust printed on paper, but I recommend that youglue these to squares of card. Spraymount, asused by paste-up artists, is good for this. Youmight like to glue each paper square to in themiddle of a playing card and shuffle and dealthem just as if youwere playing a card game.

    (Alternatively, you can just make up simple cardsor chits with the name of your units and officersmarked on them; the smallest size of file card

    from anoffice supplier is very convenient)

    Unit Type Models/Stand Base Size OrganizationFoot 5-6 60x60mm Regiment of three standsCommanded Shot 5-6 60x60mm Regiment of two standsHorse 2-3 80x60mm Squadrons of two standsArtillery 1 gun + 2-3 crew 80x120mm Battery of one standBrigadier 1 40mm round Commands 2-5 unitsC-in-C 2-3 60mm round Commands army

    1.1 - Unit Organization

    Casualty Marker

    Reload Marker

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    ManeuverThe unit may change facing or formation. If theunit only changes it's facing by forty-five degreesor less, it may also make a half move if in openterrain. Formations includeMarch Column, Line,Open Order, and Pike Stand (Foot only).Dragoons may mount or dismount and make ahalf move.

    ChargeFoot regiments may only charge foot that isShaken, in Open Order, in a March Column, or defending an obstacle. Foot gain no movementbonus as they lumber forward with their pikes. Horse may charge Steady foot or horse, butmustpass a Morale test to do so. Horse need not testMorale to charge units that are Shaken, in OpenOrder, or in March Column. Horse may chargeup to sixteen inches if Gallopers and twelve

    inches if Trotters. Cuirassiers charge up to nineinches regardless of type. Horsemay not chargea defended obstacle. In any case, the target unitmust be directly in frontof the attacking unit.

    Other CardsInaddition to the unit cards, thereare twoArtillerycards, two Reload cards, one Turn Over card(reshuffle the Order Deck and start a new turn),and one Officer cards for each C-in-C andBrigade Commander. Custom cards may be

    added for specific scenarios (reinforcemenarrive, engineer tasks, etc). If a game involveless that eight units per side, you may want treduce theArtilleryandReload cards toone.

    Astute readerswill notice that the Turn Over carwill probably come up somewhere in the middof the deck before all of the units have hadchance to act. This is done to add a mordynamic flow to the battle and create mortension. No longer will generals be able t

    carefully measure the placement of unitconveniently beyond musket range, but juwithin charge range. With Officer Cards givinthe general the ability to give additional orders tunits within range you should find that you causuallymove the units youwant to... usually.

    Each brigade should be issued general orderswriting at the beginning of the game (attack th

    enemy left, hold a defensive position alongspecified line, etc). Unitsof the brigadeshould bissued orders in general compliance with thbattle plan unless new written orders are issueby the C-in-C, either inperson or via courier.

    An Officer card may be used to issue orders tany unit in his command and simultaneousmove the officer twelve inches. A BrigadCommander may issue orders to any unit in h

    3 - Commanders

    March Column

    Line

    Open Order

    Pike Stand

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    brigade within six inches. A C-in-C may issueorders to any unit in his army within twelveinches.

    AC-in-C may issue orders to any unit in the armyby Courier. A Courier moves 3d6 inches perround (on the C-in-C's card), but any doubles onthe dice indicate the order has gone awry(Cou r i e r k i l led , o r de r misunderstood or ignored, etc). A shaken or routing unitmay not be rallied by aCourier. A C-in-C may onlyhave one Courier on theboardat any time.

    A commander may beattached to one unit in hiscommand, giving that unitbonuses to melee and

    morale. If attached to a unit, his Officer card may only beused to issue orders to thatunit or to break contact withthe unit. If the unit suffers aCasualty Marker while acommander is attached, thecommander must make a 3+save if themarker is a result of shooting and a 5+save of the marker is a result of melee. Failureindicates the removal of the command stand. If a

    unit with an attached commander routes, thecommander is swept along with the unit. If arouting unit is destroyed by pursuit, thecommander is captured or killed at the discretionof theenemy.

    Units should be classified as Raw, Trained, or Veteran. Horse units should additionally beclassified as Gallopers (cavalry that brandishedtheir swords and fell upon their foes at a gallop

    like an avalanche) or Trotters (cavalry thatadvanced,ummm... at a trot and fired their pistolsat the enemy in the hopes of softening them upbefore closing).

    All units begin the game as Steady, representingtroops that are ready to execute their orders tothe best of their ability. Battlefield losses, panic,and other factors will cause a soldier to re-examine his commitment to his cause. The firstfailure of a Morale test will cause a unit to be

    4 - Unit Status

    Shaken and suffer penalties to it's effectiveness.If a Shaken unit fails aMorale test, they will Route(the details of these conditions are explained inthe combat and morale sections).

    Each unit also has a number of Hits it can absorbbefore being reduced to point where it is nolonger a viable military formation. If a unit takes a

    single Hit from artillery, itmust pass a Morale test orsuffer the consequencesmentioned above. If unittakes three Hits from oneartillery, shooting, or meleeattack the unit is given aC a s u a l t y M a r k e r r ep r e sen t i n g a m or e permanent reduction in it's fighting ability. If the numberof Casualty Markers equals

    the number of stands in theunit, the unit is removed fromthe table.

    When an Artillery card is drawn, all of the gunbatteries from both sides may be issued orders.Field Guns may not be moved other than to turnthem up to forty-five degrees so the only orderthey receive is to fire! Light guns may do one of the following per order: move and unlimber,

    Hits do not accumulate fromturn to turn. If a unit survivesthe results of taking the Hits,they are dropped and cause

    no further effects. Hits represent a test of theunit's resolve more than actual battle losses.However, when the unit suffers three Hits it

    represents significant lead ripping through theunit and more tangible losses, thus theplacement of the Casualty Marker and a Moraletest. No record keeping, no rosters, no standremoval. The Casualty Marker threshold was setat three because that's what seemed to workbest on the tabletop with the number of dice Iallotted for shooting/melee/etc. Two Hits was tooeasy to achieve and four was rare with SavingThrows. Steady units have some staying powerand are impossible to destroy with a single roundof fire. Units are more likely to fail morale testsand quit the battlefield than be wiped out by firewhich is more accurate to the period.

    5 - Artillery

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    Sir Arthur Heselrigge

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    unlimber and fire, fire and limber, or limber andmove.Artillerymust have a line of sight to it's target, butmay fire over friendly units if positioned on higherground, providing there are no friendly unitswithin eight inches of the target.

    Roll 3d6 for each stand of artillery. Each result of4+ scores aHit. If a target unit suffers at least one

    Hit, it is forced to make a Morale test. If a unitsuffers three Hits in a single turn, in addition tothe Morale test, a Casualty Marker is placed.Targets in Open Order gain a 4+ save against any resultingHits.

    A Shaken battery rolls only 2d6. If the target isenfiladed or in Pike Stand or March Column (i.e.the gunmay draw a line of site throughmore thanone standof the sameunit), artillery rolls 4d6.

    CounterBatteryFireIf an enemy artillery unit is the target, roll asnormal, but the target gains a 5+ save against any resultingHits.

    Units must target the closest enemy unit unlessthey pass a Morale test. A unit's field of fire isrestricted to a band directly in front of the unit.Ranges are measured from the front edge of thecenter of the firing unit to the closest part of the

    target unit.

    Roll 3d6 for each stand of shot or 2d6 for eachstand of horse in a squadron.Score aHit on a 5+.

    If the hit modifiers result in a target number of "7"or more, it is still possible to hit, though unlikely.Roll the appropriate number of dice as normal.For each die that scores a "6", you may re-rollone die and consult the following table:

    If the targetnumber was "7", you hit on a 4+. If the targetnumber was "8", you hit on a 5+. If the targetnumber was "9", you hit on a 6. You cannot hit if thetargetnumber was "10".

    6 - Shooting

    -5-

    Roll 3d6 for each stand of artillery. Score a hit ona 4+.Range: Field Gun 0-6" Short 7-18" Medium 19-36" Long

    Light Gun 0-3" Short 4-9" Medium 10-18" LongModifiers: +2Short Range, -2 LongRange.Cover: Soft cover has no effect on Artillery. Hard cover adds one range category, but is considereddestroyed ona 5+. Units in HardCovercan't be hit at Long Range, but their cover can be destroyed.

    5.1 - Artillery Fire

    A

    B

    C

    Example of Shooting: Unit A's Order Cardturned. Having no desire to move closer to the horsregiments threatening them, their captain gives thorder to fire.Even though UnitB is closer, it doesn

    lie inUnitA's fieldof fire.UnitC is in the target arealthough just barely.The range ismeasured from the center of th

    firing unit to the closest part of the target unit; teinches in this case. Deciding to risk firing at lonrange, theCaptaingives theorder.

    The target number to hit is 5+, but in thcase there are two modifiers. The unit suffers a -penalty because they are firing at Long Range, bugain a +1 bonus for Volley Fire because they arfully loaded (although a Reload Marker will bplaced after resolving the shooting). The modifie

    cancel each otherand the target number is still 5+.Unit A rolls 6d6 (pike stands do not count fo

    shooting) with the results 1, 1, 2, 5, 5, and 6. ThreHits! At long range, Horse Units gain a 6+ SavinThrow to nullify any Hits. Unit C rolls 3d6 with thresults 2, 5, and 6. One Save. Unit C suffers twoHitbut fortunately for them, noMorale test is requireHad Unit C failed all three saves, they would havsuffered Three Hits, a Casualty Marker would bplaced, and they would have to pass a Morale test obeShaken.

    The two Hits suffered are now droppecausing no lasting effects and a Reload Markerplacednext toUnitA.

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    Firelocks add 1d6 per stand. Shaken unitssubtract 1d6 per stand. Foot in Pike Standsubtract 1d6 per stand, but may fire in anydirection.

    Volley FireThis represents a unit that is fully loaded. In theheat of battle, a unit's fire may become raggedand less effective. After a unit fires, a Reload

    marker is placed beside the unit. A unit with aReload Marker does not get the +1 Volley Firebonus. The marker remains until a Reload cardappears in the Order Deck (all markers in playare removed from both sides) or until the unit isissued Hold orders and is beyond musket rangeof enemy foot.

    DragoonsTreat as foot when dismounted. There is littleevidence of dragoons firing effectively when

    mounted so they will only be allowed to fire whenon foot.

    SavingThrowsSome units may avoid suffering Hits with asuccessful Save: Cuirassier Medium Range 6+,Cuirassier Long Range 5+, Horse Long Range6+, Artillery 5+.

    7 - MeleeTo initiate a melee, a unit must be given Chargeorders. If the unit fails to contact it's target (i.e thetarget is out of range), it makes a normal moveinstead and must move the full distance. Thetarget of the charge may attempt to respond inseveralways:

    Stand and FireFoot regiments and trotter horse regiments mayelect to Stand and Fire. Work out the shooting asnormal except that the range will be 2d6 for footand 1d6 for horse. Veterans subtract two fromthis roll, while Raw troops add two. If the diceresult is higher than the distance the chargesstarted from, the target does not have time to fire.In addition, if the total is higher twelve (for Rawunits) the unit has fired too soon and will have noeffect. If the fire results in any Hits, the chargingunit is forced to make a Morale test, with failure

    indicating the Charge falters. The chargers mustthen halt at the range they were fired on, but willdo so ingoodorder (i.e. not Shaken).

    Form Pike StandFoot regimentsmay attempt to form a PikeStandformation if threatened by horse, but theattackers must be more than half their chargerange away or the defenders do not have time todo so. The unit must pass a Morale test tosuccessfully complete the maneuver. Failure

    means the unit is Shaken and remains in theiroriginal formation.

    EvadeSteady horse regimentsmay elect to Evade. Thetarget unit rolls 3d6 and is moved that distancetoward it's own table edge. It is automaticallyShaken to represent the disorder of hasty flight. Ifthe Charger still has enough movement to reachthe target, it is destroyed. An Evading unit that escapes continues to move 3d6 toward it's tableedge on it's turn unless successfully rallied.

    Foot units with Pikes are too cumbersome toattempt to Evade. Other foot units (commandedshotand dragoons on foot)may attempt toEvadeif in Open Order, although their move distance isonly 2d6.

    CounterChargeSteady horse regiments may elect to CounterCharge. Galloper regiments must attempt to doso. The unit must pass a Morale test, just as if it

    -6-

    6.1 - Shootingby FootUnitsRoll 3d6 for each stand of shot in a regiment.Score a hit on a 5+.

    Range: 0-4" Short, 5-8" Medium,9-12" Long.Modifiers:+1 Short Range -1 Long Range+1 Volley Fire -1 per Casualty Marker

    -1 target in OpenOrder-1 target in SoftCover-2 target in HardCover

    6.2 - Shooting by HorseUnitsRoll 2d6 for each stand of horse in a squadron.Score a hit on a 5+.

    Range: Horse halt 8" from the target unit, but areassumed to be firing at short range as the filesride forward, discharge their pistols, and retire.Note that this applies only to horse classified astrotters. For these rules, it is assumed thatgallopers will always charge to contact withoutstopping to fire.Modifiers:-1perCasualty Marker-1 target in OpenOrder-1 target in SoftCover-2 target in HardCover

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    SavingThrowsSome units may avoid suffering Hits withsuccessful Save: Steady Pike 4+, Cuirassier 5Horse6+

    CombatResultsThe side that causes the most unsaved Hitsconsidered the winner, the other the loser. Thloser is automatically pushed back two inche

    The loser must also make a Morale test. Failuof a Steady unit causes the unit to becomShaken. Failure of a Shaken unit causes it tRoute2d6 inches if foot or 3d6 inches ifhorse.

    The winning unit must pursue unless it passesMorale test not to do so. Pursuit distance is thsame dice as for routers. If the Pursuit rollhigher than the Route roll, the fleeing troops adestroyed.

    If a Routing unit is Charged, follow the samprocedure as Evading. If the Routing unit fails tescape, it is destroyedand removed.

    initiated a charge. If successful, the Charger ismoved 2d6 inches toward the target, and theremaining distance is halved between the two. Ifthe Chargers total is sufficient to reach the targetor if the target fails it's Morale test, the target iscaught at the halt.

    StandThe rare unit without firearms may elect to stand

    their groundand receive the charge.

    ArtilleryandMeleeArtillery units may not stand and fire. Artilleryunits do not fight back in melee and areconsidered overrun and scattered if contacted. Ifan artillery unit is successfully charged, it isremoved from theboard.

    7.1 -MeleeCombatUnits that succeed in charging to contact and

    their targets roll dice according to their type: Foot2d6, Horse 3d6, Cuirassiers 4d6, Dragoons(mounted or on foot) 2d6. Score a hit on a 4+.Horse that charge foot in a Pike Stand only hit ona 6+ regardless of other modifiers.Modifiers:+1 Veteran -1 Raw+1HorseCharge+1 High Ground -1 per Casualty Marker+1OfficerAttached-2 Horse if not charging (caught at the halt byenemy horse or after the first round of combat).Shaken units subtract 1d6 per stand. Horsecannot charge a defended obstacle.

    HorseRegimentsWhen several horse squadrons are brigadedtogether in regiments, they only need to makeone Morale test to allow the entire regiment to Charge. If they succeed in charging home, thefirst squadron fights in the first round as normal.In the second and subsequent rounds, thesupporting squadron behind the first is also

    allowed to fight although they do not count asCharging and suffer the -2 penalty for horse afterthe first round of combat. If they lose, eachsquadron must test Morale (including a third orfourth even though they do not fight), startingwith the squadron in contact with the enemy. Ifthe first Squadron fails, the second suffers a -1penalty. If the first two fail, the third suffers a -2and so on. The squadron closest to the enemy isalso the one tosuffer Casualty Markers.

    Example of Melee: Unit A's Order Card is turneThe unit is classified as Veteran Gallopers. TCaptain declares a Charge against Unit C. Unit Bpossibly closer, but does not lie within the chargarc, and in any case is defending an obstacle. Horunitsmaynotcharge a defended obstacle. The distance between units is fifteen inches, juwithin Unit A's sixteen inch Charge range. Unitmust pass a Morale test to Charge a unit of Steafoot. The target number is 7+. The Captain rolls 2dand gets a 9. Two modifiers apply in this situation:-1penalty for horse testing to charge Steady pikeana +1bonus for being Veteran; they cancel each othout so the test is passed with a9. Unit C declares their intent to Stand and FirThey roll 2d6 to determine at what range they cashootwith a result of 5.

    A

    B

    C

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    -8-

    Unit A ChargesUnit C and rolls 6d6. The normaltarget number is 4+, but because the unit is Veteranand Charging Horse, it gains a total +2 bonus so itonly needs to roll 2+ to score hits. The results of the

    dice are 1, 2, 2, 4, 4, and 4. Five Hits (ouch)! SteadyPike gain a 4+ Save and roll 1, 1, 3, 4, and 6. TwoSaves, butUnitC will suffera CasualtyMarker. Unit C fights back with 6d6. They have nomodifiers (Combat is simultaneous so the CasualtyMarker doesn't count against them yet) so they hiton 4+. Their dice are 2, 2, 3, 4, 5, and 5. Three Hits.The Horse are allowed to save and roll 3, 6, and 6 reducing theHits toone. Unit C has lost and is pushed back two inchesautomatically.

    C

    A

    CA

    Further more theymust make a Morale test or beShaken. As usual, the target is 7+. They suffer a -1penalty for the Casualty Marker. They roll 2d6 withthe result of 6... 6-1=5. They fail the test and areShaken.That is the end of UnitA's turn.

    A

    C Unit A is moved to within five inches of Unit C,who then rolls6d6.UnitC is fully loaded so they gaina +1 modifier meaning they only need 4+ to causeHits. The results are 1, 1, 1, 3, 5, and 6. Two Hits!There is no Save for horse at Medium Range so UnitA is forced to test Morale to avoid their Chargefaltering. This time, the only modifier that applies isthe +1 bonus for being classed as Veteran. The 2d6rolls comes out as a 12 anyway and the test is easilypassed with a total of 13. Since they passed it, they

    Charge home and are moved into contact with theirtarget. A ReloadMarker is placed on Unit C.

    Shortly afterwards, Unit C's card comes up.Having no other option, Unit C rolls it's melee dice,

    reduced to 1d6 per stand because they are Shaken.They also have a -1 penalty to hit because of theCasualty Marker so they need 5+. They fail to scoreany Hits. Both squadrons of Unit A fight back,rolling 12d6! They need 5+ as well (+1 Veteran, -2Horse not Charging) and end up with five Hits.Pikes gain no Save when Shaken and are pushedback again, sufferinga secondCasualtyMarker. Unit C is also forced to test Morale with a -3penalty and understandably decide they've hadenough. They Route 2d6 inches, rolling a 10. Unit Acould attempt not to pursue by testing their Morale,

    but decide to try and catch the fleeing foot. They roll3d6 and only get a 9! Unit A is placed one inchbehindUnitC and the turn ends.

    C

    A

    C

    A

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    8 - Morale

    9 - Optional Rules

    When a unit is called on to test Morale, they do soby rolling 2d6.Apassing result is 7+.

    Units test Morale when attempting to initiate acharge against Steady enemy units, whensuffering a Casualty Marker from shooting,whensuffering a Hit from artillery, and when losing amelee. Horse must test if there is a routingfriendly unit within six inches when their OrderCard is turned. Foot need only test if there is arouting friendly foot unit within six inches (withthe horse dashing back and forth it was hard for afootslogger to tell their state).

    8.1 -Morale TestsWhen a unit is called on to test Morale, they do soby rolling 2d6.Apassing result is 7+.Modifiers:+1 Veteran

    +1Brigade CommanderAttached+1C-in-Cwithin twelve inches-1 Raw-1Shaken-1 per Casualty Marker-1 Unsupported (no friendly units within sixinches)-1Horse testing toCharge SteadyPike-2Horse testing not toPursue.

    If a Steady unit fails a Morale test, it becomes

    Shaken. If a Shaken unit fails a Morale test, itRoutes. Either status may attempt to rally ifissued Hold orders as long as there are noenemy units within eight inches. A successful Morale test rallies the unit toSteady.

    ArtilleryMoraleAn artillery battery can be Shaken, but cannot berouted. The master gunner rounds up morehands from theartillery train, fleeingsoldiers, etc.and keeps firing. Of course, if successfullyCharged, the battery iswiped out.

    Most of the rules that follow add character ratherthan complexity.

    ArtilleryTrainGuardsOne position of artillery may be guarded by adetachment of commanded muskets. Up to twoartillery stands may benefit from the protectionthe guard provides as long as they are deployed

    within six inches (with the guard stand betweenI use a 60mm round base with three figures trepresent this. Treat the marker as a stand oveteran firelocks. They may fire at targets asnormal stand of shot on the Artillery Card, rollin4d6 and applying all normal modifiers.addition, if one of the artillery stands under theprotection is Charged, they may Stand and FirIf the artillery stand is overrun, the train guar

    marker is also removed. They do not fightmelee.

    Life GuardA C-in-C may have a Life Guard unirepresented by a 60mm round base with twmounted figures, one of which bears the C-in-Cstandard.Any event which would cause the C-inC to be captured or removed as a casualty, winstead result in the removal of the Life Guarstand. Obviously, this is a one-shot defense fo

    theC-in-C.

    RegimentVariationUnits varied greatly in size during the EnglisCivil War, even from battle to battle. Horsregiments are easily modeled by fielding unitsregiments of one to four squadrons. These ruleare designed around the fact that the three stand2:1 musket to pike foot units look the best on thtabletop. If you would like to attempt to portraspecific battles with more accuracy, here arecouple of ideas.

    Most Royalist foot regiments were smaller thatheir Parlimentarian counterparts during thearly part of the war, and had a lower ratio omusket to pike. The easiest way to simulate this to paint regiments of two stands, one of shoand one of pike. The unbalanced appearance othese units can be minimized by fielding twregiments as a single brigade, with the pikstands in the center, as was often donhistorically.

    You can also field three or four small unitsSwedish Brigades as the Royalists used at thBattle of Edgehill. Treat the formation as one unfor the purpose of issuing orders, but aindividual units for the purpose of moralecasualties, etc (just as with horse regiments ansquadrons).

    A less favorable way to represent smaregiments at a 2:1 ratio is simply to combine pik

    -9-

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    and shot together on two stands, with the pike inthe center. These units would suffer penalties asthough they had aCasualty Marker in place.

    Maddening SubordinatesThe player takes the role ofC-in-C andmay issueorders as he sees fit. However, sometimes thepersonalities of subordinate commanders had atendency to foul the best laidplans.

    Roll for each brigade officer before the gamebegins. On a 1-3, the officer is considered solidand will enact the C-in-C's orders to the best of his ability. On a 4-6, roll again to determine theabilityor personality of thebrigadier:

    1 - Buffoon. You have been burdened with thisman because of his political connections. Hemust be given command of at least two units. Hiscommandcard only allows him tomove and does

    not allow him to issue orders directly to units.However, when his card appears, roll a d6. On ascore of 5+, he has some insight in how to fight the battle better. Hewill change the written ordersto either attack, with the target being the enemyunit(s) most directly in his sights or withdraw inwhich case the brigade will try to leave the board.The C-in-C must go in person and contact thebrigade command stand. This genius will notrespond to a courier.

    2 - Reckless.This dashing hero is aman of actionand renown. He must be given command of at least two units, often cavalry. Any unit in hisbrigade must be issued charge orders when inrange todo so, regardless of the target.3 - Fighting Man. A man who leads from the front.He must be given at least two units to command.When his brigade comes to grips with the enemy,he will attach himself to the unit most likely toplace himself in harm's way. That unit will gain a+1 on all to hit rolls. However, all other units in hisbrigade suffer a -1 penalty to Morale to simulate

    the commander's lack of attention to the rest ofthebattle.

    4 - Cautious. This leader is an able, butsomewhat pessimistic man. He must be given atleast two units to command. When his commandcard is turned roll a d6. Ona 5+, seeing discretionas the better part of valor, he changes thebrigades written orders to Hold if unengaged (outof musket range) or withdraw (and then to Hold).The C-in-C may countermand the new order if in

    range (twelve inches from the cautiouscommand stand) or may senda courier.

    5 - Stupid. You have beenburdened with thismanbecause of his political connections. He must begiven command of at least two units. When hiscommand card is drawn, roll a d6. On a 5+, heissues a random order to the closest unit in his brigade: 1 - Maneuver, wheel forty-five degreesand advance half a move, 2 - Advance full move,3 - Withdraw half move, 4 - Fire! regardless ofwhether or not the unit has a target, 5 - Hold, 6 - Charge! regardless if enemy in range or not, unitmakesa double moveand isshaken.

    6 - Brilliant. This officer is true leader of men. Hemust be given at least two units to command. Hemay issue two orders when his command card isturned.

    EventCardOne Event card may be included in the OrderDeck. Most of the time, the Event will apply to thenext appropriate unit, C-in-C, or brigadier carddrawn. Artillery Events affect a random batteryimmediately. Roll 2d6 (different colors read as"10's" and "1's") on the charts provided below:

    Commander-in-ChiefApply the Event to the nextC-in-C card drawn.11 - Brilliant! The C-in-C may issue two orders tounits within range.12 - Rousing Speech! All units within 12" gain a+2 bonus to all Morale tests until the Turn Overcard.13 - Cunning Signal. The C-in-C may issue anorder to any unit in his army, even if beyond hiscommand range.

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    14 - Unhorsed! The C-in-C loses a turn while hechases down his mount.15 - Wounded! The C-in-C suffers from theattentions of the enemy. Roll 1d6: 1-2 lightwound, lose one turn; 3-4 serious, removed,promote random Brigadier to C-in-C; 5-6 killed,removed, all units within 6" tests Morale, mustcarry on without a C-in-C as the Brigadiersdisagree about whoshould lead.

    16 - My Safety Must be Assured! The C-in-C quits the field. All units within 6" tests Morale. Randomly promote random Brigadier to C-in-C(His last order, delivered by courier: CarryOn).

    BrigadierApply the Event to the next subordinate officercard drawn (not C-in-C). All Events apply only tounits in theBrigadier's command.21 - Dashing Hero! May issue two orders to unitswithin 6".

    22 - Rally to Me! All Shaken or Routing unitswithin 12" automatically rally, regardless of thepresence of theenemy.23 - Unhorsed! Loses a turn capturing his nag.

    24 - Let Us Reconsider... All units in his brigadare immediately withdraw six inches, but may aasnormal after this.25 - Pig Headed. The Brigadier refuses orderfrom higher up for the rest of the battle. Unitshis brigademay no longer be given orders on thC-in-C card.26 - DoYouWant to Live Forever? Seeking glorthe Brigadier orders all of his units on the attac

    Every time a unit card in his brigade is drawn, thunit must move toward the enemy with apossible speed and must declare a Chargeable to do so. The attack will continue until the Cin-C or a Courier with Hold orders moves intcontactwith the Brigadier to rein him in.

    FootApply this Event to the next foot unit card drawn31 - For God and King/Parliment! A fire anbrimstone sermon from the brigade's cler

    (pr iest/pastor/preacher) s teels the menresolve. The unit gains a +1 Morale bonus for threst of the game. Place an appropriate markeryou have one so you'll remember!

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    32 - Sharpshooters. The regiment has some ofthe finest marksmen in the army. The unit gains+1 to hit with Shooting for the rest of the game.Place an appropriatemarker if you haveone.33 - Bad Powder. Poor supplies reduce theeffectiveness of the units firepower. The unitsuffers a permanentReload Marker for the rest ofthe game.34 - AAAIGH! Startled by a flock of quail burstingfrom the undergrowth, the unit panics and firesinto the air. Place a Reload Marker and lose aturn.35 -We Can'tWin! The regiment no longer thinksthis is a good idea. The unit loses a turn. Furthermore, if Steady, the unit becomesShaken. IfShaken, the unit Routes!36 - We're for Home! The regiment has beenaway from their families for too long. It deserts toaman and is removed immediately.

    HorseApply this Event to the next horse unit carddrawn.41 - Charismatic Captain! The unit's leader is aman in line for promotion! The regiment may beissued twoorders!42 - Splendid Mounts. A finer example of horseflesh can't be found! Increase the regiment's

    move by 2" for the rest of the game.43 - Ware the Flank! Dust clouds on the flank(nearest the unit) cause their captain to detach asquadron to scout. One squadron is immediatelyremoved and will not return until the unit's card isdrawn again. When it does, it is placed on thetable up to one move from the edge where itwould have went to investigate. It moves asnormal in the following turns.44 - Skittish Under Fire. A large number of newmounts shy from gunfire. One squadron is

    disordered (treat as Shaken). If all of thesquadrons in the regiment are Shaken, onesquadronRoutes!45 - Blown Horses. The regiment had to forcemarch to reach the battle and the horses havefinally had it. Reduce the regiment's movementby 2" for the rest of the game.46 - CHARGE! The regiment leaps forward at it'sfull Charge rate. There is no need to test Morale.If any enemy unit is in range, work out reactionsand the combat as normal. If no enemy is inrange, the regiment is stillmoved the full distanceand all squadrons are Shaken at the end of themove.

    ArtilleryApply this Event to a random artillery battery onthenextArtillery card.51 - Master Gunner! Roll 4d6 for this gun on thenextArtillery Card.

    52 - Yes, Sir! RightAway, Sir! One gun in range ofthe C-in-C may fire on that worthy gentleman'scard if he iswithin 12" and givesnootherorders.53 - Low on Ammo. Supplies went missing andthis gun fires with only 2d6 for the rest of thebattle to conserve ammo.54 - Friendly Fire. With all of the smoke, thegunners mistake one of your units for one oftheirs. Resolve fire against a friendly unit that isclosest to the enemy (and in line of sight).55 - 100 Bottles of Beer on the Wall... the master

    of this gun passes out as his night of debaucherybefore the battle catches up with him. The rest ofthe crewdeserts. Remove the gun.56 - BOOM! "All Thumbs" Thorton dropped thematch in the powder bin.Remove the gun.

    BattlefieldApply this Event immediately. Each player rolls2d6. The high roll wins (or loses, depending onthe result)!61 - Reinforcements! A brigade of 2-4 unitsarrives unexpectedly on the flank. Roll randomlyto determine which one. You will of course be

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    Waller's Dragoons

    limited to spare units in your collection (or unitsremoved earlier in the battle). If none areavailable, this turns out to be a traveling carnivalthat runsat the first sight of the battlefield!62 - The Shadow. Your master spy producedvaluable intelligence. You may draw the next sixOrder cards, examine them, reorder them to yourliking, and place thembackon top of the deck.63 - The People Love Us!A regiment of Clubmen

    rally to your banner. The regiment consists of 2-4stands and should be treated as a Raw Footregiment. As with Reinforcements above youmust have the appropriate unit available or thisEvent turns out to be members of the localDrinking Guild who promptly pass out in poolsbest not described.64 - Damn that Innkeeper! The man must haveslipped something into the beer of the party theyhad last night - obviously a Royalist/Roundheadsympathizer - half of the brigade has been

    stricken with the runs. Roll a d6 for each unit of the brigadewhose card is drawnnext. Ona resultof 5+, place aCasualty Marker next to the unit.65 - Where Did These Clouds Come From? Asudden rain shower makesmuskets and artilleryuseless. It lastsuntil theTurn Over card appears.66 - I Gotta Be Me! On the next unit card drawn,the commander of the regiment announces hecan no longer fight for a lie and declares hisintention to join the King/Parliment. Roll a d6: 1Panic sweeps through the unit and it Routesimmediately; 2-3 The troops kill their traitorouscommander and are Shaken; 4-5 Debate overthis surprising news causes the unit to lose aturn; 6 The unit cries "Huzzah!" and immediatelychanges sides enmasse.