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Nov 30 15 1:38 PM

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With the modifications below it is possible to extend the rules up to the early 1700’s or until the general adoption of the bayonet. As well as the already existing StS categories the following troop types are added.

Caracole cavalry 1530's to 1640's
This cavalry fought up to 6 ranks deep, firing their pistols by successive ranks in front of an enemy in order to disorder it. It worked reasonably well against pike blocks that could not reply but against a unit with shot it was at a distinct disadvantage. It often received an enemy charge at the halt. Examples are German mercenary reiters from 1543, the harquebusiers of the later Thirty Years War, early 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. 
Caracole pistol armed cavalry can only charge light, small or artillery targets, or those enemy that have at least one disorder against them.
Caracole cavalry are at a distinct disadvantage when attacked by enemy cavalry who can countercharge the reloading enemy. Caracole cavalry charged by cavalry have a -1 to their save.
When firing at an enemy unit caracoling cavalry are assumed to have their front rank wheeling to the rear to reload, therefore it cannot have a regular unit to its rear in the square. In game terms it counts as a deep unit when firing.
They fire at a range of 1 square.
Those with 3/4 plate counts as armoured and get +1 save in melee.

Trotter cavalry 1580's onwards 
Usually fight in 3 ranks, pistols are reserved for immediately before impact and in melee. Examples are Cromwell's Ironsides charging at the legendary 'good round trot'. 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. Armoured examples would be 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.
Those with 3/4 plate counts as armoured and get +1 save in melee.
Enemy charged by trotter cavalry have their save number increased by 2 in the charge phase only.

Gallopers 1630's onwards 
Impact cavalry formed in 3 ranks that close with the enemy rapidly and reserved the pistol for melee. Examples are Gustavus' Finnish "Hakkapelitta", Charles’ XII cavalry or Royalist cavalry of the English Civil War. Pistol armed Ottoman spahis should also fall under this classification.
Galloper cavalry must advance 2 squares after they destroy an enemy unit. If this takes them off the table they are considered lost for the remainder of the game but no VP tokens are paid.
After a unit advances after combat the first activation is doubly difficult.
On the turn of impact Galloper cavalry cause two hits in melee.

Firearm light horse 1520’s onwards
Any skirmishing light horse with firearms who fire mounted. Examples would be French argoulets until 1562, French carabins and harquebusiers after 1562, Spanish herguletiers, English petronels of the Armada period and Dutch carabiniers.
Cannot dismount.

Dragoons 1540's onward 
Musket or harquebus armed skirmish troops mounted on horses that would attempt to occupy a position of advantage before the battle. 
Dragoons count as mounted infantry. When mounted they act as light horse and may mount or dismount as a difficult activation. They may not shoot mounted.
When dismounted they shoot as firearm skirmishers.

Scottish troops who rely on a ferocious charge to break their enemies.
Some units can be Fanatics.

Commanded shot 1620's onwards 
These are small detachments of musketeers that are interspersed amongst cavalry to provide firepower in the attack or defence.
A small unit that is placed behind a cavalry unit. However it can fire as if it were in front as it was trained to infiltrate the cavalry. 

Sword and Buckler 1510 to 1530’s 
Armoured swordsmen designed to disorder pike blocks in a role similar to the German Doppelsöldner.
Count as having two handed cutting weapon.

Doppelsoldner 1490 onwards
A light unit that attacked in front of a pike block armed with pole weapons or 2 handed sword that attempted to disorder enemy pike units prior to melee. Used by Landsknechts, Swiss amongst others. Pike units could also be preceded by light firearm screens.

Heavily armoured cavalry counting as lance armed later knights. May have a pistol as well but these are ignored in game terms.

Bill and bow early 1500's     
The Tudor English hung on to archery far longer than their European counterparts and fielded mixed bow and polearm units.

Colunella 1500 to 1530’s 
An experimental formation consisting of a combination of pike, swordsmen and shot. 
Also counts as 2 handed cutting weapon. 
Counts as “all pike” for ratios in melee.

Cuadrado tercio 1530’s
A large block of pikemen sleeved by shot developed by the Spanish. It could not employ much firepower and relied on its huge mass of pike men to prevail in a melee.
A deep or exceptionally deep unit. It has no flank or rear and never counts as being flanked.
Counts as “all pike” for ratios in melee.

Cuadrado bastardo tercio 1590’s 
A later shallower formation. A deep or exceptionally deep unit. It has no flank but can be flanked to the rear.
Counts as “all pike” for ratios in melee.
Rear is vulnerable to flanking.

Pike and shot 1560’s 
In the late 16th century the Dutch pioneered the use of much smaller infantry units comprised of pike and shot troops. A regiment of two of these 500 man battalions, inspired by the Roman cohort, fought together. Again influenced by the Roman triplex acies they fought in lines up to 5 deep where the regiment behind covered the gap between the ones in front, or sometimes as a series of supporting flattened wedge formations. This allowed more flexibility and better employment of firearms. The victory at Nieupoort in 1600 validated the new tactics. The Swedes expanded on the Dutch battalion system forming up in up to 3 lines and often creating brigades the worth of which was proved by the victory at Breitenfield in 1631. The Germans soon followed suit and by the 1640’s most of Europe was following the new German system of small regiments that maximised firepower and deployed in up to 3 supporting lines. Pikes were retained to protect against cavalry but diminished in number over the period as firepower became dominant finally.
During our period the ratio of pike to shot in formations gradually diminished. When a pike armed unit fights another pike armed unit that has a higher ratio than itself its save number is +1.
During our period both the ratio of shot increased as well as their sophistication. Technology progressed from handgun to harquebus to caliver to musket. In game terms units can be armed with either harquebus or Musket. Musket range is 3 squares. Harquebus range is 2 squares. The hit number is based on the ratio of shot in the unit. 
Both weapons have a close range of 1 square where some formations have an increased to hit number.
Thirty years war Swedes, and thereafter any other veteran troops, can use salvo fire. This is only possible at 1 square range. By paying two ammunition chits it can fire twice. 
Any target over close range counts uses its normal save number if armoured, under close range all saves are 8+. 
Pike and shot formations that have cavalry within charge reach adopt a defensive formation. They ground their pikes and attached shot seek protection amongst them whilst in this situation they cannot move, they fire at their long range hit number and cannot be flanked except to the rear. When not so threatened by cavalry they automatically revert to normal at no cost. Pike and shot can form the orbis formation as per the rules in which case they cannot be flanked from any direction but have to pay the activation costs involved.

Swedish brigades 1630 onwards
Better trained troops can use "Swedish" brigades, this is available to Thirty years war Swedes or later veteran troops. Swedish brigades were 4 x 500 man battalions that moved in a mutually supporting diamond pattern. This is best represented by a deep unit. Ideally the base could have the 4 units in the diamond pattern but could just as easily be portrayed by two normal sized units touching front to back. A Swedish brigade fights as any other unit but can take 3 disorders, cannot be flanked but the rear is vulnerable. They do not find difficult manoeuvres doubly difficult like other deep units because of its superior training and flexibility. Pioneered by the Swedes in the 1630’s

Light artillery was often attached to a unit to increase its firepower. Any target fired on by a unit so equipped has a -1 to its save.

Impact musket 
Those foot that charged to within a few feet of the enemy, fired a devastating volley and charged home immediately. Examples would be Montrose’s' Irish brigade and Charles’ XII foot in the great northern war.

Counts as shock missile foot.
Fire as normal foot when not charging.

Heavy artillery range is 8 squares.
Medium artillery range is 6 squares. 
Light artillery range is 4 squares. 

Medium and heavy guns may only fire once per phase and is immobile except for pivoting. Light guns may move as infantry but cannot fir in a phase they move.

Both Medium and heavy artillery fire a heavy cannonball that under the right conditions bounce through the target unit and inflict possible damage to a unit behind. If a disorder is caused on the target unit fired at and there is another unit in the same square behind it then a card is turned and a disorder is inflicted on that unit on a 10+ for a medium gun and a 9+ for a heavy.

MH = Can be armed with musket or Harquebus. 
Musket range is 3 squares. 
Harquebus range is 2 squares.

Some thoughts
I thought the variation with the hit number is necessary to graduate fire effects. 9+ being largely ineffective and 6+ a crushing close range volley.
With most units having some form of firearm would the ammunition chit system become cumbersome? 
It may be necessary to allow an opponent a reply shot during shooting similar to the melee "strike back". Otherwise a firearm unit, with a good run of cards, could wander up to an opponent and shred it with fire before it has a chance to activate and reply. How about if the enemy is allowed a "strike back" shot when an opponent first enters close range (1 square) and each time it is shot at in close range? 
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#1 [url]

Dec 6 15 9:27 AM

Really sorry but I missed this post until today! I've printed it out and will read it tonight. Why not email me and we can chat about it next week?

[email protected]

Best, Simon

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#4 [url]

Apr 17 16 2:38 AM

For the 'classic' ECW/TYW period a good option would be to further classify the infantry pike and shot regiments by musket proportions. So for example infantry regiments with a ratio of 2 musket to one might shoot on a 7+ rather than eight but melee at 7+ rather than 6. Ratio of 3/2 as normal and 1/1 are shooting on 9+ but melee at 5. This presupposes that the regiment is all deployed as one unit rather than separate units of pike and musket. The above posting suggesting a musket range of 3 seems a l title long and 2 would be better.

The artillery rules as above seems reasonable but possibly add a bonus to strike at range one to reflect hail shot.

The ECW has a fairly limited range of troop types might need some period specific rules. There are some great suggestions above to give it some period flavour.

The Renaissance is such a broad period it might be worthwhile simply using the original rules then publishing campaign books for each sub set with specific rules and lists. So for example, the Italian wars, ECW, TYW etc

Rules for the ECW (I keep referring to that as it's the period I have the most knowledge on) would cater for -gallopers losing control and pursuing. So following up into the square of the unit it just destroyed. Then to rally needing a 4 or even 5 on the activation chit and if it fails to activate it moves forward one square. - the cumbersome nature of the infantry regiments. Not being able to incline unless as a difficult manoeuvre, -slow firing artillery which for example would activate on a 3 rather than a 2. These are simply a few suggestions.

Last Edited By: sidley Apr 17 16 2:45 AM. Edited 1 time.

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#5 [url]

Apr 17 16 3:53 AM

Hi Sidley, I had a similar idea regards shot/pike ratio hit numbers. Unfortunately my Imgur file got deleted below is copy. On reflection I agree that the ranges should maybe be reduced to 1 for harquebus and 2 for musket. I have not heard of hail shot in this period, but am prepared to be proved wrong.


Last Edited By: Like the fish Apr 17 16 3:55 AM. Edited 1 time.

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#6 [url]

Apr 17 16 5:30 AM

I believe hailshot was used in the 16th century but Gustavus Adolphus had Swedish artillery experimenting with with different types of shot and created canister in the form of musket balls with a wooden circular base covered in canvas. At Lutzen the figures for the swedish artillery shot used are 137 canister to 1161 round shot. The problem was the canister used lead shot which deformed against the sides of the barrels, whereas napoleonic canister used iron shot which flew better. The swedes also used the canister for their 'leather' guns which used a lower charge at short range so would have used more canister than other nations.

Artillery could be required to activate to load specifying hail or round and then a second activation to fire. Adds a bit of character and makes them slow firing. After all artillery was rarely effective in the ECW. The only decisive action I can recall off hand was first Newbury. Gallopers could even be given a shock rule similar to knightly lancers to reflect them discharging their pistols at the first onset and blowing their horses in an au controlled charge.
I do like your chart, makes things a lot easier, although high pike ratio needs to be more effective in melee. To me the obvious examples are outnumbered royalist foot at Naseby forcing back the parliamentarian foot and the Cornish both of whom had higher pike ratios. Although it could be argued that both of those troop types were elite veteran types as well as having high numbers of pikes. It could even be argued that Cornish foot could be a special unit type as they were (before Bristol) very mobile and aggressive, enough shortening their pikes to make them handier for their style of fighting.

Last Edited By: sidley Apr 17 16 5:39 AM. Edited 1 time.

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#7 [url]

Apr 17 16 7:37 AM

In fact thinking about it for high pike units, possibly don't give them a bonus to hit but a bonus save of 6+ in melee only.

I must say the more I think about this the better I can see TTS is for Renaissance especially ECW. The box moving system adds a formality which seems very appropriate for the period. It's a robust system which can take a lot of mucking around with.

You can throw in house rules such as allowing infantry regiments to go into hedgehog for all round defence with reduced firing and melee out of the sides.

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