Starting positions, Parliament on left, Royalists on right. |
Starting positions, view from Royalist side. The skinny sections of the river in the middle are the easy crossing area. |
Parliament infantry already out of line |
Capt. Hume's Parliamentarian cavalry moves to protect the left flank |
Early in the game and for a second things look okay. To upper right, Rupert is about to cross the Thame, with Parliament firepower awaiting him, and a sizable brigade of Roundhead reiters in reserve. |
A lone Royalist cavalry unit charges headlong across the ford. |
Photos are a bit of a mess, seeing as they are a combination of mine and Pete's. |
CAVALIERS
Attack Action 5+ / Att To Hit 3+ / Def to Hit 5+
Move Action 5+ / Move Rate: 12”
Shoot Action / Shoot Rng: / Shoot To Hit
Morale: 3+ / Stamina: 3
Special Rules: Galloper; Counter-charge; Sweeping Advance
HARQUEBUSIERS
Attack Action 6+ / Att. To Hit 4+ / Def. to Hit 5+
Move Action 5+ / Move Rate: 10”
Shoot Action 6+ / Shoot Rng: 6” / Shoot To Hit: 5+
Morale:4+ / Stamina: 3
Special Rules: Counter-charge; Sweeping Advance
DRAGOONS
Attack Action 7+ / Att To Hit 5+ / Def to Hit 6+
Move Action 5+ / Move Rate: 12”
Shoot Act. 5+ / Shoot Rng: 12” / Shoot To Hit: 5+
Morale: 5+ / Stamina: 2
Special Rules: Skirmish
TRAINED BAND PIKE
Attack Action 7+ / Att. To Hit 4+ / Def. to Hit 3+
Move Action 6+ / Move Rate: 8”
Shoot Action / Shoot Rng: / Shoot To Hit
Morale: 5+ / Stamina: 3
Special Rules: Pikes (+1s already applied above)
TRAINED BAND SHOTTE
Attack Action 7+ / Att To Hit 6+ / Def to Hit 5+
Move Action 6+ / Move Rate: 8”
Shoot Act. 7+ / Shoot Rng: 18” / Shoot To Hit 5+
Morale: 5+ / Stamina: 2
Special Rules: None
REITERS
Attack Action 6+/ Att To Hit 5+ / Def to Hit 4+
Move Action 5+ / Move Rate: 10”
Shoot Action 6+ / Shoot Rng: 6” / Shoot To Hit 5+
Morale: 4+ / Stamina: 3
Special Rules: Caracole
DEMI-CULVERIN
Att Action -- / Att To Hit -- / Def to Hit 6+
Move Action -- / Move Rate: ZERO
Shoot Act. 7+ / Shoot Rng 36” / Shoot To Hit: 5-6+
Morale: 5+ / Stamina: 2
Special Rules
Short Range (0”-9”): 12 dice @ 5+
Medium Rng (9”-18”): 8 dice @ 5+
Long Range: (18”-36”): 8 dice @ 6+
FALCONET
Att Action -- / Att To Hit -- / Def to Hit 6+
Move Action 6+ / Move Rate: 6”
Shoot Act. 7+ / Shoot Rng 24” / Shoot To Hit: 5-6+
Morale: 5+ / Stamina: 2
Special Rules:
Short Range (0”-6”): 12 dice @ 5+
Medium Rng (6”-12”): 8 dice @ 5+
Long Range: (12”-24”): 8 dice @ 6+
SPECIAL RULES:
Caracole: As an Ordered activation, successful on a 7+, the unit may make a half Move and then a Shoot order. If the enemy fails a Morale test due to the Shooting the unit may now perform a free Attack activation (if within range), moving into contact with that enemy unit and immediately resolving an Attack.
Sweeping Advance: If this unit wins a melee (where it uses its Attack Value, i.e. an Attack or a Counter-charge) and pushes its enemy back, it must follow up in contact and immediately fight a second melee against that same unit, unless it already has a Blown Horses marker. If the original enemy unit the unit has been removed from play, the attacking unit must choose to attack another unit within a move of its current location; it will not follow up after this second combat. If there is no unit to attack, it moves a full move towards the closest enemy unit. After making a Compulsory Follow-Up, place a marker by the unit – the unit may not make any more Compulsory Follow-Ups the rest of the game.
Counter-charge: When enemy unit has successfully diced to attack this unit, but before it moves, this unit may test for a counter-charge at 7+. If successful, both units meet halfway between their start positions and both count at Attacking. If test fails, stand in place for enemy charge. May not be used if Wavering.
Galloper: When within charge range of enemy cavalry, this unit must test for a Wild Charge at the start of your turn by making an Attack Action. If the Wild Charge test is failed and the unit does not charge, you may activate this unit as usual during your turn. When this unit of brash cavalry is charged by cavalry, it will always attempt to counter-charge. Movement increased to 12”.
Pikes: A unit of 6 or more models which is not in rough terrain and not Wavering/Disordered with this rule has both Attack and Move at 6+ and the unit Attacks and Defends with +1 to their dice scores. Pike units do not receive the +1 to Defense Value if attacked by another unit with the Pikes rule (so Pikes vs. Pikes is always both sides hitting on 4+ unless one side is less than 6 stamina points). If an Attack ends with both units still in contact, the enemy must retreat (unless the enemy is also has Pikes). If a unit with Pikes enters rough going, no longer contains at least 6 models or is Wavering, it does not receive the Pike bonuses.
Skirmish: As an ordered activation test at 7+, unit may choose to make half move and shoot at -1 before or after this movement takes place.
Wild Charge: If this unit is in attack range of enemy unit, you must test to activate an Attack; this is the only order this unit can be given. May not charge if Wavering.
SCENARIO RULES:
Scenario is played until half the total units on the table have been removed. Then award points as follows:
+2 to the side that has had less units removed from the table.
+2 to the side that has more units on the opposite half of the table than it started on.
+1 to the side that has lost fewer command stands
+1 for every duel won