Professional Documents
Culture Documents
Polemos GNW (Colour)
Polemos GNW (Colour)
All rights reserved. No part of this work may be reproduced or used in any form or by any means
without the express written consent of the authors.
Produced in the UK
For more information about the figures and models used in this catalogue as well as the other rules sets
in the Polemos series, visit: www.baccus6mm.com
A Yahoo group has been set up to allow for discussion of all aspects of playing games using Polemos
rules. If you have any questions, are looking for tips and advice or just want to talk to other gamers, you
can join by logging on to http://games.groups.yahoo.com/group/polemoshttp://httht http://
games.groups.yahoo.com/group/polemos
Western horse (H), galloping horse Use whatever base width and depth that
(GH), eastern horse (EH) and mounted suits you and your opponents but keep to
dragoons (D) can be depicted by 10-15 the 2 to 1 ratio.
figures in one or two ranks. Eastern horse
units perhaps being in less orderly lines. Use as many or as few figures as you like,
as long as it looks ‘right’. Add officers,
Light Horse (LH) can be depicted by 6 to ‘clutter’ and anything else you feel like and
12 figures. in one or two loose ranks, with to add ’flavour’ to the base. Remember a
the ranks being looser for mixed tactics LH base is a ‘unit’ try to make it look like one.
compared to melee tactics LH. Shooting It is also useful if you have some basing
tactics LH would be a ‘swarm’. system that will enable you to tell the type
of unit it is by looking at it. Perhaps for
An artillery base may hold one or two gun example by using the arrangement of cav-
models. alry on a base to show which units are
horse and which dragoons.
A train or bridging base is of standard size
and may comprise a number of wagons or
pack animals. Field gun limbers are Time scale
counted as train bases. There is no specific time scale in these rules. An
action could be over quickly or could drag on
A general’s base must contain at least one most of a day. A turn represents a focus of ac-
mounted figure. We recommend that the tion during the engagement and it is of no fixed
higher the status of the general, the more length. See also p.22 Visibility, Line of Sight and
aides, messengers, lackeys and hangers-on Weather.
occupy his base.
The Army commander’s Ldr may be used in Allied Commander: An Allied commander is,
Army morale checks for any troops that he per- in general, similar to a Wing commander. The
sonally commands. The Army Commander’s Ldr main difference is that he and his troops are
also provides TPs which he must use personally, sufficiently independent to be effectively out of
i.e. he may not ‘send’ them to a subordinate they the control of the ‘main’ army. Usually he has
are TR. Poor Army commanders receive 2TPs as under his command all troops of his nationality.
TR, Average 3TPs and Excellent 4TPs. In addi- Like a Wing commander this may be direct in a
tion he may count as a ‘Superior officer’ in Army command of his own or via commands over
morale checks for any troops over which he has which he has authority.
authority. Allied commanders do not ‘send’ TPs to the TP
Wing Commander: A Wing commander’s pur- pool, hence they have only one number as their
pose is to aid the army commander to direct the TPR. These TPs are used in a similar manner to
army. He may himself be in control of some a commander’s TPs, (see below). He is in effect a
troops, in which case such troops are a com- Wing commander who only has a TR. The Allied
mand, however, he need not have to be in per- commander may use these TPs to perform ac-
sonal command of anything. He may have one tions with units under his direct command or
or more other command under his authority. under the control of a commander over whom
He must always have less than half of the com- he has authority.
mands in the army under his authority. His Ldr may be used in Army morale checks
His TPR is used in two ways, hence the reason for any troops that he personally commands.
he has a two-number TPR. The first number is In addition he may count as a ‘Superior offi-
his contribution to the TP pool. This is his stra- cer’ in Army morale checks for any troops
tegic rating (SR) and is sent to the Army com- over which he has authority.
mander. The second number is used in a similar Commander: A commander is an officer in
manner to the Commander’s TPs, (see below). charge of a command and is not one of the
This is his tactical rating (TR). The Wing com- above. He is always subordinate to another com-
mander may use these TPs to perform actions mander. This may be an Army, Wing or Allied
with units under his direct authority or the con- commander, the default is the Army commander.
trol of a commander over which he has author-
ity. His TPs are not ‘sent’ to the TP pool. Instead he
keeps them and may use them to perform actions
on and with troops he commands. His Ldr may
be used for Army morale checks for any troops
Reassigning Officers
Monarchs A limited number of randomly generated
Sometimes a general is so important to the army commanders may be reassigned by a C-in
that he counts as a Monarch as well as a general. -c Monarch. See p.24, Officer Seniority and
Alternatively someone who counts as a Monarch Army Organisation.
may be present on the battlefield in addition to Actions and operations:
the normal command structure. Usually such a
person is actually a monarch of some description A Monarch has a two-number rating similar to
but in theory it could be any person who is of Wing commanders, a SR and a TR. Monarchs
special importance to the army. Examples would never ‘command’ anything but they can still use
be the leader of a revolt or the Grand Vizier in their TPs in a number of ways. They may con-
an Ottoman Army. tribute these TPs to the TP pool or spend them
on performing actions, in a similar manner to a
Wing commander. However in both cases they
Effects of a Monarch must be within 2 BW, and visible, of the in-
tended target of the TPs, i.e. of the Army com-
The army lists usually define who counts as a mander or bases that are going to receive them.
Monarch and which groups regard him as such In the case of spending TPs directly on bases or
for the purposes of the rules. groups of bases any such bases that consider the
commander to be a Monarch may receive them.
Cavalry Types
Light Horse (LH) Irregular light cavalry, Typical LHf would be Polish, Turkish, Tar-
they formed part of many GNW armies, tar, Kalmuck or Cossack ‘horse archers’.
including the Swedish, Polish-Lithuanian, These could be armed with the traditional
Russian and Ottoman armies. They were bow, carbines or indeed a variety of other
distinguished by their looser order and missile weapons. Tactically they empha-
swarming tactics and, although they could sised shooting and rarely would engage in
not face a charge of formed cavalry, they melee.
were invaluable for raiding and scouting.
They also had an unenviable reputation for Typical melee light horse (LHm) would be
barbarity and were accomplished looters. some Polish, Swedish, Turkish and Tartar
There are three sub types of Light Horse; units designed to counter other light horse
types. These units placed a greater empha-
Fire (LHf) sis on close combat and are more often
Mixed (LHx) armed with additional melee weapons, such
Melee (LHm) as spears, lances, etc.
Field artillery (FG) Guns over 4-pounder, Determined (Dt) These troops have a
they need a team of horses to move them, high level of confidence in their ability to
invariably directed by civilian drivers and win, whatever the odds. They gain advan-
therefore counting as train bases. Unless tages in aggressive actions as long as they
beginning the game limbered they are ex- remain ‘Determined’ enabling them to per-
tremely difficult to move during the game. form better than would normally be ex-
Field artillery may ‘bombard’, see p.30, pected. Defeat, or setbacks, can cause a
Bombardment. unit to lose this status. Most of the Swed-
ish army would be ‘Determined’ up to the
Train. Limbers, wagons and other similar battle of Poltava in 1709. Elite units may
bases. Limbers may be used to move artil- not be ‘Determined’, they are already per-
lery, while wagons and other baggage bases manently ‘Determined’.
may be present on the battlefield, perhaps as
part of a scenario. Determined status is lost when a base re-
coils or routs, it cannot be recovered.
Morale
Wavering: Black counter or sticker
Determined: White counter or removable
sticker.
Game play
Tempo Points: Blank / White markers
Shaken: Yellow markers with a ‘P’ on them
for permanent or a ‘T’ for temporary.
Reforming: Markers with ‘R’ on them.
The following abbreviations are used throughout Polemos Great Northern War rules
Side B
3
Side C Side D
2
1
1 2 3 4 5 6
Side A
Second step
Rivers: Throw 1D10. A score of a 10 indicates a
major river abuts the battlefield. Throw 1D6,
scoring:
1 River runs along side A.
2 or 3 River runs along side C
4 or 5 River runs along side D
6 River runs along Side B
Any troops recoiling off the table into the river
are lost. (Feel free to place one or two pontoon
bridges if the river is on your base line.)
Towns: Throw 2D6. A 12 indicates that a town
is a feature of this battlefield. The town will only
be placed on a corner of the table, diced at ran-
dom. If there is a river along one edge, the town
is more likely to occupy one of the same corners,
so scores 1,2 and 3,4 indicate that the town is on
one of these, with the river flowing through it.
Scores of 5 or 6 place the town on the ‘vacant’
corners. Otherwise roll with an equal chance for
each corner.
2 or 3 One hill
Roll 1D6 for each hill. A 5 or 6 indicate it is a large hill. Roll a further
D6 and add 1. This is the approximate number of squares that the hill
Hills 4 or 5 Two hills occupies. Dice for each hill – score 1 is gradient 2, otherwise gradient 1.
Gradient 3 is only available in scenario games or with mutual agreement
6 Three hills of the players.
2 or 3 One stream Dice at random for the starting point, unless chosen by the defender.
Streams will flow to a river edge if 4, 5 or 6 thrown, otherwise dice at ran-
4 or 5 Two streams dom for table edge. Streams will not occupy the same grid square as a hill,
Streams unless it is the stream’s starting point, but will flow round them. If a
stream crosses another one placed previously, it will flow in to it. If it is
Three summer a stream may in fact be just a ditch. Roll 1D6 and on a 1 or 2 it
6
streams is a ditch.
Roll 1D6 for each grid square that contains a stream. Score 1 indicates
Marsh
marshy ground. A score of 1 or 2 if two streams are in a square.
2 One wood
Roll 1D6 for each wood. A 6 indicates it is a large wood or forest. Roll a
further D6 and add 1. This is the approximate number of squares that the
Woods 3 or 4 Two woods
wood occupies. Dice for position at random, unless chosen by defender.
Woods can occupy the same squares as streams or hills, but not marshes.
5 or 6 Three woods
One rough
5
area Dice at random, unless chosen by defender. May not be in the same
Rough Ground
Two rough square as marshes.
5
areas
4 or 5 One village
Dice at random, unless chosen by defender. May occupy the same square
Villages
as stream, hill, or wood, but not marsh or rough ground.
6 Two villages
Bombardment procedure
Each eligible base of field guns can either target
an enemy command or the enemy army. To tar-
get an enemy command a field gun base must
have a clear line of sight to, and be in range of, at
least two bases of the target command. To target
General Kretinovsky started the turn with nine TPs in the His worst class is two bases of raw infantry unit so these
TP pool. receive an extra level of shaken each. His next lowest
class is trained. He has only one trained unit so this is
He bid 2 TPs and managed to secure the ‘Tempo’ for the also shaken. Normally he would now assign the remain-
turn, leaving seven TPs. Then the Turkish artillery bom- ing shaken result to any veterans, but casualties have
bardment was rolled for and obtained a modified result of been heavy and he has no more bases in his command.
12. So now that all bases in his command have received a
level of shaken he returns to his raw infantry. One of
This means that he must lose two of his seven remaining these bases, of his choice, will receive the remaining level
TPs, leaving him with only five to allocate in the TP allo- of shakiness.
cation phase.
Limber artillery 4 5
(ii) The player announces all Charges and
Pivot an artillery base 2 3
Advances to contact, expends TPs and
marks but does not move charging bases. Dismount/mount dragoons 1 2
At any point when the brigade is still reforming If a base that is part of the reform point group is
the order can be cancelled at a cost of 1TP. None forced to move, it recoils or breaks. The Reform
of the bases in the brigade may move on the turn order is cancelled, except if the move is forced by
that this is done. They may turn to face in any long range artillery. All bases in the brigade re-
desired direction but they will also receive an ad- ceive a level of Shaken which may result in some
ditional level of Shaken. This is automatically ral- breaking thus cancelling the order.
lied if the base halts in the next movement phase
of the player. Movement restrictions
While the brigade is reforming none of the bases No base can contact or move to within one quar-
in the brigade may initiate combat in any way. ter of a Base width to an enemy base without
The reform point bases may fire at any enemy first either declaring an advance to contact or a
bases in range. The reforming bases may not fire charge.
until they have joined the reform point group.
While a base is reforming it will receive a -2 In addition no base may cross the frontal area of
modifier in combat related dice rolls, except an enemy base. The frontal area is an area, imme-
against long range artillery. For example a re- diately in front of the enemy base, 1BD deep and
forming base that was charged would receive -2 as wide as the enemy base. Any movement within
in the Charge test, a -2 if it managed to fire at the this area must be either towards the enemy base
charger and a -2 if it then fought in close combat. or directly away from the enemy base.
Next he works out the dice modifiers that will apply. He gets +1
because some of the units involved are raw, +2 because one of
the bases has two levels of shaken and +1 because he is in
range of the enemy’s artillery. He decides that he had better
oversee the operation himself so he receives a -1 modifier as he
attaches himself to Tuenglund’s brigade. This gives a +3 modifier
overall.
Foot and light guns The Defence value is added to the defence factor of
move1BD. Cavalry Any bases, except SI and
Slope level 2 and SI move 1BW. LH, count shaken when units occupying, or sheltering behind, these types
Impassable to train moving. of terrain. Terrain features which do not give any
and field guns.
cover only give advantages in close combat. Ex-
Slope level 3 Impassable to all. Not allowed.
amples would be streams, ditches and slopes. If
Foot and cavalry opposing units both occupy an area of terrain
move1BD. All bases, except SI and
Swamp/marsh SI move1BW. LH, count shaken when which has a defence value, it will apply to both
Impassable to artil- moving. sides in ranged combat if applicable to ranged
lery and train.
combat. Only the defender will receive it during
SI and LH move1BW a charge test or in close combat.
Any bases, except SI and
Other bases-
LH, count shaken when
Woods max.move1BD.
moving.
Impassable to artil-
lery and train.
Defence factor 0 to 2. Charging and terrain
All bases, except SI and Bases may charge from outside of terrain a target
Enclosure /
Rough None.
LH, count shaken when that is at the edge of a piece of terrain. The target
moving.
Ground
Defence factor 0 to 2.
will receive the defence value of the terrain as a
dice modifier in the Charge test. If a close com-
All troops, except SI, All bases, except SI and
Village or move 1BD. Impass- LH, count shaken when bat follows the charger will not count as charging
Town able to artillery and moving. but the defender will receive the defence value as
train. Defence factor of 4.
a dice modifier.
Infantry move1BD,
Cavalry 1BW. SI
Camp Defence factor 0 to1. If the bases are both within terrain or the at-
and LH move nor-
mally. tacker must cross intervening terrain, perhaps not
Ford None.
All troops count shaken, being at the edge of a piece of terrain, the a
except SI and LH.
tacker may not charge. He may instead with the
Obstacle value of
All troops count shaken. target base. If the defender is within the terrain
Streams Defence factor for banks1
1 to 3.
or 2. the attacker will not receive the advance to con-
tact bonus in any close combat but he will re-
Walls, hedges Obstacle value of All troops count shaken.
or ditches 1 to 3. Defence factor1 or 2. ceive any defence value that the terrain may give
if fired upon. The defender will receive the de-
Breastwork or Obstacle value of All troops count shaken.
redoubt 1 to 3. Defence value 1 to 4.
fence value in any close combat.
Negate any negative
Bases must be in march
Roads movement factors
from other terrain’
column to use. Crossing obstacles
To cross an obstacle, infantry lose 1BD multi-
Count shaken means add a level of shaken to the plied by the obstacle value from their movement.
existing level. If a base is at Shaken level 2 the Cavalry lose 1BW multiplied by the obstacle
effect of terrain cannot increase this to level 3, value from their movement. For example while
i.e. the base cannot rout as a result of terrain. crossing a stream with an obstacle value of 1
most infantry would have a maximum movement
A shaken level incurred as a result of being in of 1BD. SI and cavalry could move 1BW; SI
terrain is automatically recovered in the Rally- move 3BD and lose 1BD, while cavalry move
phase of the turn after the base exits the terrain 2BW and lose 1BW.
feature.. Train and artillery take one full move multiplied
by the obstacle value to cross.
Example of Firing
General Kretinsky has a brigade of five raw, RS infantry. He has moved them into close range of a brigade of Swedish infantry that is ad-
vancing towards them. Two bases of this brigade are veteran and the rest are trained. One of the trained bases is shaken and they are all
GP infantry.
His base A can only fire at the V1. Base E can only fire at the T2. Bases B, C and D can each fire at one of two enemy bases. General
Kretinsky decides to fire bases C and D at bases V2 and T1 respectively. He decides he will concentrate fire on to base V1 and so his base
B will also fire at it.
He starts with base E firing on T2. E is RS at close range so has an offensive firing rating of 3. T2 is a GP base and has a close range
defensive factor of 3. As no other factors apply both players roll 1D6 and add their rating. Kretinsky rolls a two and his opponent rolls a five
for a final result of five against eight. Base E’s fire result is -3 which gives no effect on the Effects of firing chart.
Next he fires D at T1 The factors are the same but because T1 has a level of shaken it receives a –1 modifier. The factors are 3 to 2 in
Kretinsky’s favour, and he rolls a three and his opponent one. The final total is six to three, a total of +3 in his favour. Consulting the Ef-
fects of firing chart, T1 must recoil 1BD and receives another level of shaken.
Finally, bases A and B fire at V1. Each has a factor of 3 and Ve1 has 4, (3 for GP + 1 for veteran). Kretinsky rolls 1D6 for each of his
bases. His opponent also rolls 2D6 to defend against the two attacks. Kretinsky’s luck has obviously changed and he rolls a four and a five
while his opponent rolls a one and two respectively. A has scored seven (factor of 3 plus 4 from the dice) while V1 defended with a five,
(factor of 4 plus 1 from the dice), resulting in a difference of +2 in favour of Kretinsky. Similarly, base B scored eight while V1 defended with
six, again a difference of +2 in Kretinsky’s favour. V1 therefore has two results of ‘recoil shaken’ against it. No more than one recoil result
can be applied although it can suffer both levels of shaken.
Lt General Von Schpedding spends 2TPs to order a brigade of three bases of Swedish cavalry, (A, B and C), under Brigadier Onmeheads-
son, To charge the Danish cavalry, (1, 2 and 3), to his front. Onmeheadsson tests for his base A to charge. Their factor is 5, (Long range
offensive), their enemy’s is 3 (Long range defensive). Onmeheadsson throws three, making a total of eight. The opposing general throws
five, a total of eight points. The Swedish base refuses to charge and remains embarrassingly stationary.
Onmeheadsson now tests for his base B. The factors are the same. This time he throws a three as does base 2. The total scores are now
eight and six, so the Swedish troopers set spur to their mounts and commence their charge. The difference in scores being two, the Danish
commander can choose how he wishes his men to react to the Swedish onslaught. He chooses to countercharge, and the two bases are
moved to meet each other halfway between their respective starting points.
Onmeheadsson tests for his base C. This time his factor is 6, as he receives an extra +1 for his adjacent base having initiated a charge this
move. His opponent still has a factor of 3. Onmeheadsson throws four, his opponent a two. The totals, therefore, are ten and five. The
Danish base 3 is so intimidated by the Swedish assault that it turns on its heels and runs. The Swedish base moves its full move of 2BW.
During the outcomes phase it will test to see whether it will halt and reform or continue to chase the fugitives.
Mustapha Kuppa Pasha is in charge range of a brigade of three trained Russian school bases, (1, 2 and 3), two of which have a shaken
level. His ‘brigade’ consists of three trained Eastern horse, Ottoman Timar, (A,B & C). The two Russian bases at either end have a shaken
marker so Mustapha decides to start with the left hand side. Base A has a long range offensive factor of 2 for being EH but the Russian
base 1 has a long range defensive of 4, -1 for a level of shaken making 3. Both players roll 1D6. The Russian rolls one for a total of four,
while Mustapha rolls five for a total of seven, giving a difference of +3 in his favour. His first base charges home on the Russian base, which
stands and receives another level of shaken.
Next he chooses base B. Here the Russian base is not shaken so it remains on 4 but now Mustapha’s base will get a +1 because an adja-
cent base is charging, so it is 3 for Mustapha and 4 for the Russian player. Both roll 1D6 and both score four for a total of seven and eight
respectively . As a result, this base cannot charge home but instead performs charging fire. The EH base is moved to within 1BD of the
enemy and fires. His EH are on a factor of 1 and the Russian base is on 3. Mustapha rolls a two and the Russian player a five for a total of
three and eight respectively. This is a no effect result but as the EH are performing charging fire they must now retire 1BD.
Finally it is the turn of the base C. The EH are on 3, (2 +1 because the centre base has performed charging fire). The Russian target base
is on 3, (4-1 because it has a level of shaken. Mustapha rolls a four and the Russian player rolls a two, for totals of seven and five and a
difference of two. The EH may charge home or perform charging fire. Mustapha decides to charge home although the defending Russian
base may fire at them. Both sides use their close range defensive factors. For the Russian base this is 3 -1 for a shaken level for a total of 2.
For the EH it is just 2. The Russian player rolls a five and Mustapha a four, giving seven and six in total for each base respectively. This is
no effect on the firing chart, so the EH charge home and a close combat must be fought.
3 Rout but may rally Rout and may not rally Gå På infantry, whose opponent in close combat
4 Rout and may not rally routs, will roll to avoid pursuing. If they fail they
pursue for one turn then test to halt again. If they
succeed they can halt or occupy the enemy’s po-
No unit will rout as a result of terrain effects.
sition at the player’s choice. No TPs are spent to
occupy the enemy bases former position.
Breaking or Routing
The base will move at normal speed plus 1BD Roll 1D6. Wavering troops get a +1, and if a
for infantry and artillery crew, and 1BW for cav- Commander or Monarch is within 1BW +1.
alry, towards their army’s base line. Artillery
abandon their guns and must return to them to Elite and Veteran troops: 3 - 6 to halt.
continue their function. Trained troops: 4 - 6 to halt.
Raw troops: 5 - 6 to halt.
During the first move of rout, if their route is Levy troops: 6 to halt
obstructed by obstacles or friends, routers will
head for any gap 1BD wide within 1BW. This should be repeated each turn until the pur-
suers rally successfully. If rallied, they halt at the
If routers encounter friends they cannot veer end of their game turn, facing in the direction of
round: the player’s choice. The erstwhile pursuers re-
ceive one shaken level, unless they are already
Infantry routers will burst through artillery, dis- shaken two levels, when it is assumed that their
mounted dragoons and train causing them to cohesion is already lost and cannot get worse.
rout also. They will pass through cavalry and in-
fantry, causing them to become shaken. All pursuit movement is performed without the
need to spend Tps.
Cavalry routers will pass through other cavalry,
causing them to become shaken, but will burst
through other troops, causing them to rout.
Throw 1D6.
the rest of the game. It is possible to have two Monarch within 1BW, or commander
+1
attached to base or group.
permanent shaken levels.
General Von Durring’s command has lost a base since it last took 10 1 2 3 4 5 6+
an army morale test and his opponent has decided he now wants
him to take another test. He rolls 3D6 and scores 10. Checking 11 1 2 3 4 5 6+
through the dice modifiers he finds that he must apply +2 as he is 12 1 2 3 4 6 7+
a poor commander, so his final score is 12.
13 1 2 3 5 6 7+
He now checks on the Army Morale Level table to discover his
current value. He originally has 13 bases in his command and he 14 1 2 4 5 7 8+
has lost four of these.
15 1 3 4 6 7 8+
Consulting the chart he sees that there is no entry for four bases 16 1 3 4 6 8 9+
lost on the row for a 13 strong command. Therefore he must
round up to the nearest number in this row, in this case, five. This 17 1 3 5 6 8 9+
gives him a current army morale level of ten. As he has a modi-
fied dice roll of twelve his command has failed by two and suffer 18 1 3 5 7 9 10+
the effects outlined above.
19 1 3 5 7 9 10+
20 2 4 6 8 10 11+
Shaken levels above can be rallied as normal.
21 2 4 6 8 10 11+
The death or severe wounding of a Monarch is
22 2 4 6 8 11 12+
known to everyone within 4BW on the turn it
23 2 4 6 9 11 12+
happens. The rest of the army know about it on
the following turn – bad news travels fast! 24 2 4 7 9 12 13+
25 2 5 7 10 12 13+
26 2 5 7 10 13 14+
Units in a command that is withdrawing or retir-
ing from the battle automatically move back- 27 2 5 8 10 13 14+
RANDOM COMMANDERS Thus the 0 rating on the table means that a com-
Commanders may be given their grades with mander, wing or allied commander will always
reference to the performance of their historical be rated as 1 TP and an army commander as 2
counterparts, or may be diced for below. TPs.
Roll 1D10 to discover the general’s Leadership A 1 rating on the table means that an army com-
rating. P = Poor, A = Average, E = Excellent.. mander will be rated as 3, wing or allied com-
mander is rated as 2, while other commanders
NATION 1 2 3 4 5 6 7 8 9 10 11+ will be just 1 TP.
Denmark
Hanover Wing commanders and Monarchs divide this
Norway P P P A A A A A A E E
Prussia
total into two equal parts – the SR and TR,
United Provinces rounding in favour of the TR. Therefore a wing
Ottoman commander with a TP total of 4 would be a
Cossack P P P P P P A A A E E 2+2, while one with a TP total of 3 would be a
Tarter
1+2.
Poland
P P P P P P A A A A E
Lithuania
Russia P P P P P P A A A A A
Saxony P P P A A A A A A A E
Sweden P P A A A A A A E E E
Others P P P P P A A A A E E
Edwin J Torres (Order #25487496)
The Battle of Narva - Estonia 1700
This list is based on the army at the Battle of Unit Qualities Tables
Narva, In the early stages of the war the Russians
besieged the Swedish fortress of Narva. Charles Infantry
XII landed nearby and marched to relieve the be- For each infantry unit you have roll 1D10 to deter-
sieged fortress. The historical battle featured the mine what type of regiment it is.
Russian army heavily fortified in siege lines, and a
blinding snowstorm which helped the Swedes to Roll once on the table below to determine the
storm this fortification. type. Roll 1D8 if you are doing an attack on a de-
fensive position, 1D10 if a field action.
Battle types and set up.
1 2 3 4 5 6 7 8 9 10
With the agreement of both players you may fight
a cavalry only action. In such an action only cav- Type R/Dt T T/Dt T/Dt T/Dt T/Dt E E R T
alry units may be used by both sides. Bases 1 2 2 2 2 2 3 3 2 2
Other than this the players must decide if they A maximum of one raw unit (three in a field ac-
wish to fight in a field action or in an attack on a tion) may be used.
defensive position. The second was the situation in A maximum of one trained unit (three in a field
the historical battle and the players will only have action) with two bases may be used.
the forces present at this battle. In a field action A maximum of four trained/determined units may
these forces are supplemented by ad hoc forces be used.
drawn from garrisons and other forces in the area A maximum of one elite unit may be used.
which were not engaged in the real battle. All units use Gå På( GP) tactics.
If using the historic forces each die roll is a spe- Right Wing: Rehnskold (Ex: 3)
cific unit and may only be had once. If doing a Infantry (in 2 brigades):
field action each R or T unit may be used twice. Dal (2 T/Dt)
Narke-Varmlands (2 T/Dt)
All cavalry are Galloping Horse( GH). Vastmanlands (1 T/Dt)
‘Finnar’ (2 T)
Cavalry Brigades: One brigadier is available for each
two units of cavalry you have, rounded down. A Cavalry (1 brigade):
Maximum of five cavalry brigadiers (six if fighting Drabants (1 E)
a field action) may be used. Life Dragoons (1 E)
Part of Abo Nylands Temporary
Commands Cavalry (1R/Dt)
Part of Karelska Dragoons (1 T)
Army Commander: Charles XII. (Ex: 6), C-in-C,
Monarch
.
Commanders: You may have one General for each
four brigades you have, rounded down.
Historic Army
Possible allies: The Saxon Army, Livonian A maximum of two Guard units and one experi-
Campaign (1700) enced unit are available.
Unit Type Determination Roll once on the table below per unit. A maxi-
mum of one unit of each type may be used.
Maximum Maximum
Dice Roll Type
Units bases 1 2 3 4 5 6 7 8 9 10
31 in a defence Type T T T V V V V V V V
53
1-85 Infantry (34 to 43 if a
(57 to 75)) Bases 2 2 2 3 3 3 3 4 4 4
field action)
5 n a defence
86-100 Cavalry (13 if a field 22 (60) All guard and experienced units use RS tactics.
action)
Infantry Brigades: You may use one brigadier for
Add a +15% dice modifier if you are fighting a each veteran unit you have and one for each
field action. three other units you have, rounded up. A maxi-
mum of 12 brigadiers are available, up to 17 in a
Unit Qualities Tables field action.
Infantry Artillery
Russian Artillery is raw.
For each unit you have roll a D10 to determine
what type of regiment it is. You may field one base of artillery for every in-
fantry brigade you use in a defence action. You
1 2 3 4 5 6 7 8 9 10 may field one base of artillery for every two in-
Type Str Str Str Line Line Line Line Line Line
Gd/ fantry brigades you use in a field action, (rounded
Exp
down).
Streltsi (Str): A maximum of 10 units, 11 in a field Up to half of the available artillery is field artil-
action. lery, the remainder is light artillery.
Schermetjev: (A: 2)
Cavalry 4 to 5,000 Noble cavalry,
3 brigades.
Infantry
1 2 3 4 5 6 7 8 9 10
Gr
Type Temp Temp Line Line Line Line Line Line Grd
d
Size 1 2 2 2 2 2 3 3 2 2
Quality R/Dt R/Dt T/Dt T/Dt T/Dt T/Dt V/Dt V/Dt E E
Light Horse
The Polish light horse unit is three bases strong. It
uses LH: Mixed tactics (LHx) and is trained. This
unit must be kept in a single brigade but one base
of Pancerni may be added to the brigade.
You may have a single Polish commander if you Polish Army (1st Line): Lubomirski (A 2), an
field more than 3 brigades of Polish troops. Allied Commander.
Heavy Cavalry (in three brigades):
Available Commanders: King’s (1H, 2P)
Flemming (Saxon) - (P 2): Cavalry Prince August’s (1H,1P)
Steinau (Saxon) - (Ex 2): Cavalry Hetman H. Lubormiski’s
Schulenburg (Saxon) - (A 1): Infantry. (1H, 1P)
Sieniawski (Polish) (P 2): Cavalry. D. Lubomirski’s (2P)
(Subordinate to Lubomirski.) Miaczynski’s (2P)
Noble Cavalry: Sandomierski (2)
Infantry: Combined Lubormirski/
Historic Army Katski (1)
Artillery: One Light Gun
Army Commander: Augustus, Elector of Saxony
and King of Poland. (A 3) C-in-c, Monarch.
Polish Army (2nd Line): Sieniawski (P2),
Artillery: Four field guns and one light gun. subordinate to Lubomirski.
Right Wing: Flemming (P: 2) organised into three Heavy Cavalry: Organised into 3 brigades.
brigades. Hetman A. Sieniawski’s
Horse: Garde du Corps (3 E) (1H, 1P)
Part of Leib (2 V) Radziwill’s (1H, 1P)
Kurprinz (3) Katski’s (2P)
Eichstadt (2) Leszczynski’s (1P)
Dragoons: Leib (2 V) Potocki’s (2P)
Goltz (3) Sobieski’s (1P)
Light Horse: Jazda lekka (3)
Centre: Schulenburg (A: 1) organised into four
brigades
Guard Infantry: Polish (2)
Saxon (2)
Trained Infantry: Kurprinz (2)
Konigin (2)
Steinau (2)
Pistoris (2)
Size 1 1 2 2 2 1 1 1 1 2
The Swedish Baltic Army, Lesnaja (1708) Quality R T T T T V V V V V
Allies: Possible: Swedish Royal Army, Infantry brigades: You receive one brigadier for
Russian Campaign (1708). every three units you have, rounded up. A maxi-
Lybecker's Finnish Army, mum of four brigadiers may be used.
Russian Campaign (1708).
Leszczynski's Polish Artillery
Army, Koniecpol (1708).
Krassow's Swedish Army, Swedish artillery is veteran. One light gun is avail-
Russian campaign (1708). able for each two infantry brigades you use,
rounded up.
Unit Type Determination
You may swap one light gun for a field gun. In
Maximum Maximum addition you may use another field gun if you
Dice Roll Type
Units bases
have a large supply train.
1-50 Infantry 11 15
51-100 Cavalry 10 20 Cavalry
Size 2 1 1 1 2 2 2 1 4 4
V/ V/
Quality T R R T T T T T/Dt
Dt Dt
Commanders: You receive one commander per three Varvade/ Abo, Bjorneborgs och Nylands
brigades, rounded down. Temporary (T) (1)
Estlandskt (2 GP(-P))
Commanders available: Narke Varmlands Temp (1)
Stackelberg (Infantry: A 2) Smalands Temp (2)
Schreiterfelt (Cav: A 2) Upplands Temp (2)
Train: Lewenhaupt's army was escorting a large Militia (R): Oselska (1 GP(-P))
supply train. Unless agreed by the players the
Swedes should deploy this on the table when using Cavalry Reinforcements: Schreiterfelt (A: 2)
this army. There should be between one to three
wagon bases, for each base in the Swedish army. Cavalry: (in 3 brigades):
These may be surrounded by light fortifications. Upplands Stand Dragoon (2 T)
Schlippenbach Dragoon (2 T)
Historical Army Schreiterfelt Dragoon (2 T)
Livlandsk Drag Sqn (1 T)
Army Commander: Lewenhaupt (Ex: 3) Karelska Land Dragoon (1 R)
Train: 40+ Wagon bases. Oselska Land Dragoon (1 R)
Artillery: Two Field guns, one Light gun.
Light Horse: Buda (2) may be assigned to
cavalry brigades. Russian Korovolan, Lesnaja (1708)
Roll 1D10 once on the table below for each unit Commands: You may have one general per four
that you have. brigades you have, rounded up.
1 2 3 4 5 6 7 8 9 10 Commanders available:
Size 1 1 3 3 3 3 3 3 3 3
Menshikov (Cav / Mix: A 2)
Quality T T T T V V V V V V
Golitsin (Cav / Mix: A 1)
Bauer (Cav: A 2)
Quality: A maximum of two trained and two vet-
eran units are allowed. Historic Army
Size: A maximum of one unit of each type of Army Commander: Tsar Peter (A: 3)
trained unit is allowed, i.e. one of one base and C-in-c Monarch.
one of three.
Artillery: 2 Light Guns
All infantry are mounted infantry (MI). They have
pikes but must spend an extra turn, i.e. be acti- Menshikov’s Command: Menshikov (A: 2)
vated again, to pack or unpack them when wishing
to move mounted. If they fail to pack them before Cavalry (in three brigades):
moving mounted they are lost. Menshikov Life Sqn (1 V)
Nevski (2 T)
Infantry Brigades: You receive one brigadier for each Rostovski (2 T)
three base strong unit you have. A maximum of Sibirski (2 T)
three brigadiers are available. Smolenski (3 T)
Vjatsky (2 T)
Vladimirsky (3 T)
Artillery Infantry: (one brigade):
One unit of trained light guns is available per com- Ingermanlandski (3 T)
mand with infantry fielded.
10 units 3+ units
These lists can be used for creating armies based Infantry
(16) (5)
- 2 units (2) -
Other forces
Roos’ Command: Roos (A: 1). The units that got
lost during the advance or performed a diver-
sionary attack.
Infantry: (one brigade):
Jonkopings (1)
Dal (2)
Vasterbottens (1 (2))
Narke Varmlands (1)
Light Horse: (one brigade)
Vallack (5)
72 Polemos Great North War
Quality
(RS T T T T T T V V V V
Unit Qualities Tables only)
S (Streltsi) Cavalry 1 2 3 4 5 6 7 8 9 10
Yes they still exist! They are raw, Russian Bases R R T T T T T T V V
school and wavering, with two bases. Tactics LH LH D D D D D D D D
Hallart’s Command: Hallart (P: 1) organised into Small Redoubts Command: Aigustov (P: 1)
four brigades. Occupying the small redoubts, organised into two
Experienced: Busch Grenadier (2) brigades.
Named: Vologdski (2)
Nischninovgorodski (2) Experienced: Bjelgorodski (2)
Kazanski (2) Line: Nekljudov (2)
Pskovski (2) Alehin (Titov) (2)
Moskovski (3) Streltsi: Nechaev (Natyaev) (2)
Sibirski (2) Engineers: Two bases
Artillery: One Light gun Artillery: One field gun,
One Light gun
Golitsin’s Command: Golitsin (A: 1) organised Redoubts: Eight plus two partially
into three brigades. constructed
Guard: Preobrazhenski (4)
Semenovski (3) Poltava Command: Kelen (P: 1) garrison of
Experienced: Bieltz Grenadier (1) Poltava, organised into two brigades.
Astrachanski (2)
Ingermanländski (3) Named: von Fichtenheim (1)
Artillery: One Light gun Tversky (2)
Line: Apraksin (1)
Gunther’s Command: (guarding the camp): Von Mengden (2)
Gunther (P: 1) organised into two brigades. Unknown unit (2)
Artillery: One Field gun
Experienced: Bieltz Grenadier (1) Two Light guns.
du Bois Grenadier (1)
Lefortski (2) Rentzel’s Command: Rentzel (A: 1) Sent south
Named: Von Rentsel (2) from the main camp to attack Roos, organised in
Troitski (2) two brigades.
Line: Apraksin (1)
Artillery: Six Field guns Experienced: du Bois Grenadier (1)
One Light gun. Named: Koporski (2)
Tobolski (2)
von Fichtenheim (1)
Rostovski (2)
Artillery: One Light Gun
Maximum Maximum
Dice Roll Type A maximum of one elite unit may be used.
Units bases
A maximum of two veteran units may be
1-55 Infantry 11 22
used.
56-100 Cavalry 9 26 A maximum of three trained units may be
used and no more than two of these may
have three or four bases.
Unit Qualities Tables A maximum of three raw units may be used
and no more than one of these may have
Infantry three or four bases.
Roll 1D10 for each unit to determine its type.
Cavalry Brigades: You may use one brigadier for
1 2 3 4 5 6 7 8 9 10
each unit with three or four bases and one for each
Morale T R/Dt T/Dt T/Dt T/Dt T/Dt T/Dt R T/Dt V/Dt two other smaller units. A maximum of six Swed-
ish cavalry brigades may be used.
Size 1 1 1 2 2 2 2 2 2 2
GP GP (- GP GP GP GP
Tactics AP (-P) P) (-P) (-P) (-P) (-P)
GP GP GP
Morale R T T T T T T T E E
Unit Type Determination:
Size 4 1 1 2 2 2 4 4 1 2
Maximum Maximum Tactics D H H H H H D D H H
Dice Roll Type
Units bases
1-55 Infantry 12 25 A maximum of one elite unit may be used.
56-100 Cavalry 9 22 A maximum of three units may be D
(Dragoons), one of each morale grade.
A maximum of six units may be H (Horse).
Unit Qualities Tables
Brigades: You may have one cavalry brigadier for
Infantry each four base units you have. In addition you may
have one brigadier for each other three cavalry
Roll 1D10 for each unit to determine its type. units you have, rounded down. A maximum of
1 2 3 4 5 6 7 8 9 10 five Danish cavalry brigades may be used.
Morale R R T T T T V V V E
Command
Size 3 3 1 2 2 2 2 2 2 2
Army Commander: Rantzau (A: 5) Left Wing: Dewitz (A: 2). Cavalry in 3 brigades
Artillery: One Light gun, the rest were not Horse: 1st Fynske (2)
present. 2nd Fynske (2)
1st Jyske (1)
Right Wing: Rodsten (A:2). Cavalry in 2 brigades. 3rd Sjaellandske (1)
Horse: Life Guard Horse (2 E) Dragoons: Bulow’s (4 T)
1st Sjaellandske (2) Part of Sjaellandske (2R)
Dragoons: Life Dragoons (4 V) Infantry: (1 brigade):
Part of Sjaellandske (2 R) 1st Imperial (2 V, AP)
Infantry: (one brigade): Prince Christian’s (2 T) Marine (2 V,DS)
There were a number of exceptions to this general Mounted troops during this period included
pattern. Swedish units wore coats with the skirts Horse, Dragoons, Light Horse and Eastern Horse.
turned back all throughout the war. Polish and
Russian infantry wore more traditional uniforms Horse
in the early stages of the war. Typically this looked These were Western-style heavy cavalry and could
like the style of dress worn by these nations in the be called ‘Horse’ or ‘Cavalry’ or ‘Cuirassiers’. They
later part of the 17th century, consisting of a long were big men on big horses and were front line
kaftan-type coat and a fur trimmed hat. The Rus- battle cavalry. They were equipped with a sword,
sians changed to the standard pattern early in the one or more pistols and a carbine. They might
war and it is very likely that Polish infantry fol- also have worn armour, typically a breastplate, and
lowed suit. The other main exceptions were the protective headwear. The latter item was always
irregular units. In many cases troops such as the hidden underneath a hat. The breastplate was of-
Cossack and Ottoman infantry wore clothing ten worn under the coat.. The normal tactic of the
similar to that worn in the previous century. In the time was for the unit to advance at the trot, firing
case of Janissaries this was a uniform pattern but pistols at the enemy and then engage in hand to
in the others it would have varied considerably. hand combat. There were many variations on this
The same was true of the irregular and militia idea. Some would fire at their opponents from a
troops used in the north. These were usually distance and then trot in. Others would fire as
dressed in any clothing they could get, and so they trotted in and some would not fire at all. All
would often be in civilian dress. these tactics had a relatively small impact or shock
effect. The exception to this, as in many things,
was the Swedish mounted arm. Neither Horse nor
Dragoons had any armour and both charged at the
full gallop without any firing, giving them a far
greater shock effect.
All infantry are mainly SI types and normally used Uniforms: Standard. The infantry and cavalry origi-
defensively in camps, villages, etc. There can also nally wore mainly grey uniforms but some units
be smaller numbers of mounted infantry available. had different colours. From 1711 the army were
supposed to wear red uniforms but it is not cer-
tain if they actually wore them for some time after
this. Grenadiers had small mitre caps.
Denmark was one of the original aggressors in Norway was under Danish rule at this time. The
the conflict but was knocked out of the war in Norwegians were not very active and generally
1700. When news of Poltava arrived in late 1709 both sides were happy to let each other co-exist.
they re-entered the war to try to take advantage of In 1716 and 1718 this changed and Sweden in-
Sweden’s position. In this they were not very suc- vaded Norway in both years. The army was very
cessful and peace in 1720 brought them little re- short of cavalry and relied on militia. This did not
ward. stop it being relatively effective on home ground
and the invading Swedes found them difficult to
The Danes had a good army but it was perhaps a deal with.
little unlucky. In 1700 the foot used AP tactics but
the majority used DS by the time Denmark re- Unit sizes varied considerably. The army used SI
joined the war. The guards, grenadier corps, veter- infantry and various other unusual troop types.
ans of Marlborough’s wars and other ‘elite’ units The cavalry were all Dragoons and frequently dis-
gave the army a solid, high-quality core. Regiments mounted to fight.
had three battalions generally but normally only
two were used in the field. Uniforms: Standard although some units used un-
usual Norwegian style hats. The full time units
The cavalry was not as good as the foot but it was were in red but the others were generally in grey.
still probably above average. Horse units have one The Dragoons were in blue or grey/white.
Bombardment
Question: Bombardment; +1 same target as last turn
Is this target type (command/army) or are we
talking stands i.e. To get the modifier must I be
able to target the same stands that were targeted
last turn?
Charging Infantry - 3 (-) - - Close order troops vs. LH (any) or SI in the open. +2
If testing to charge, reacting to a charge or being fired +1 Infantry wall ithout a secure flank** attacked by cav- -1
on in a charge and ‘Determined’. alry, per flank.