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United Provinces
Early & Late Franco-Dutch Wars 1672-78(V.1) This army list enables options for the building of armies of the United Provinces (Dutch) under the overall command of William of Orange. Based upon limited available research, it remains open to enhancement as more information comes to light.
William of Orange landing at Brixham 1688
Army Selection
Staff Horse Infantry Artillery Up to 25% Up to 50% (1/3 dragoons) Up to 60% Up to 25%
Several foreign battalions and squadrons were in perpetual service with the Netherlands. Unless known otherwise, this list assumes that such units were organised along the same lines as Dutch national units, drilled and equipped in keeping with Dutch doctrine and are paid for in line with this list.
Staff
Captain-General When present, the overall army commander or commanding general in this period is the CaptainGeneral, the Royal Stadtholder William of Orange if present. Otherwise, the Captain-General will be filled by one of the Republics Field-Marshals: Henry Casimir II, Prince of Nassau-Dietz (Stadholder of Friesland and Groningen); Paulus Wirtz; Prince Georg Freidrich of Waldeck or John Maurice, Prince of Nassau-Siegen. Captain-Generals have a 12 command radius. If commanded by the Royal Stadholder, Field Marshals may be used as Brigadiers (provided they are paid for). 1
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Field Marshal Points M WS BS S T W I A Ld Field Marshal 100 8 4 3 4 4 2 4 1 8 William of Orange 120 8 4 3 4 4 3 4 1 9 Equipment: Always a Trotter, may have pistols (+2), light armour (+1) or heavy armour (+2). Brigadiers With a command radius of 8, they commanded a wing, line or specified force, Brigadiers provide the only level of command between the Captain-General and his battalions or squadrons in the field. Brigadiers Points M WS BS S T W I A Ld Brigadier 50 7 4 3 3 4 1 4 1 8 Equipment: Always a Trotter, may have pistols (+2), light armour (+1).
Horse
Fielded in squadrons, heavy cavalry, cuirassiers and dragoons encompassed the complete range of Dutch horse for the period. Dutch cavalry at this time engaged with the enemy under a controlled trot, discharging their pistols at close range before contact. Control and formation were considered vital within cavalry doctrine, there being no Galloper types. Dutch cavalry was generally inferior compared to most armies in the early war.
Matthijs Naiveu: Cavalry Officer
CAVALRY 12 Points Steady Trotter 18 Points Veteran Trotter 22 Points Elite Trotter
M 7 7 7
WS BS S 3 3 3 3 4 3 3 3 4
T 3 3 4
W 1 1 1
I 3 3 4
A 1 1 1
Ld 6 7 8
Equipment: May have pistols (+2), carbines or musketoons (+2), cuirassiers may have light armour (+1). Must promote one trooper to Leader (+8) per squadron, may have one Cornet (+16) per regiment if more than two squadrons of a regiment are fielded and may have one Trumpeter (musician) per squadron (+8). DRAGOONS 10 Points Raw Dragoons 14 Points Steady Dragoon 20 Points Veteran Dragoon M WS BS S T W I A Ld 7/4 2 2 3 3 1 2 1 6 7/4 3 7/4 3 3 3 3 3 3 3 2 1 1 3 1 4 1 6 7
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Equipment: Armed with carbines or musketoons and hatchet, may have pistols (+2), (+2). Veteran Dragoons may have flintlock carbines (+4). Must promote one trooper to Leader (+8) per squadron, may have one Cornet (+16) per regiment if more than two squadrons of a regiment are fielded and may have one hautbois or kettle-drummer (musician) per squadron (+8).
Foot
Dutch foot of this period was not especially renown, neither having gained the reputation for steadiness it would in the later periods nor the fire effectiveness through adoption of Platoon Firing. By 1672, a few flintlocks were introduced per company in most infantry battalions but not in significant enough numbers to be represented within the list. By 1675; however, the Dutch Guards (Blaauwe Guard) were completely flintlock armed, as were all marines. By 1678, pikemen still wore back and breast plate with a helmet. FOOT 4 Points Raw 6 Points Steady 11 Points Veteran 14 Points Elite M WS BS S T W I A Ld 4 2 2 3 3 1 2 1 6 4 4 4 2 3 4 2 3 3 3 3 3 4 3 4 1 1 1 3 1 4 1 4 1 7 7 8
Equipment: Armed with sword and either pike or matchlock musket. Pike may have light armour (+1). Elite Guard or Marine units may have flintlock musket (+4) and Plug Bayonet (+2). Must promote one soldier to Colonel (Leader +8) per battalion, two ensigns (standard bearer +8 each) and one drummer (musician +8). Infantry Fire System: Rolling Rank Fire was adopted after 1648 but the old Caracole was still in effect. Before deploying for each game, each battalion is diced for on 1d6: 1-2 indicating caracole drilled and 4-6 being Rolling Rank Fire drilled. Special Abilities: Battalions with Plug Bayonet may have Bayonet Drilled (+3) per figure (including battalion pikemen).
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Artillery
Whilst battalion guns were the norm by the Glorious Revolution, in the early FrancoDutch period the United Provinces merely advanced their Falconets forward along the vanguard front. Falconets may be deployed singly or in two gun batteries. All other cannon may be grouped in no more than two gun batteries.
Cannon
Falcons
6 pdr 50 Points
Demi-culverin
8-10 pdr 60 Points
Culverin
12 pdr 70 Points
Demi-cannon
24 pdr 90 Points
Artillery may have up to double the number of minimum crew. Artillerists were not regular, professional soldiers and even when in ongoing state pay behaved more like civilians or mercenaries. Artillerists M WS BS S T W I A Ld 5 Points 4 2 3 3 3 1 3 1 5 Limbers Any single gun or battery requiring movement other than pivoting, including Falconets not attached to battalions, must have a horse drawn limber. Limbers cost 20 points +5 points her beast of burden (draft horse or bullock). Ammunition Wagon Ammunition wagons may be attached to a single gun or battery at a cost of 20 points per wagon. Master Gunner Artillerists ignore all Leadership effects of Generals but are affected by the Leadership of the Master Gunner. Only one Master Gunner may be purchased per army and in addition to leadership, master Gunners may re-roll one fire dice per turn of any artillery piece. Master Gunner M WS BS S T W I A Ld 5 Points 4 3 3 3 3 1 3 1 7 4
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Equipment: May have pistols (+2) and light armour (+1) and may be mounted at no cost. Pioneers For every 10 foot, one Pioneer may be purchased to undertake mining, bridging, defensive works and demolition. Pioneers M WS BS S T W I A Ld 5 Points 4 2 2 3 3 1 2 1 6 Equipment: In addition to sword, may have light armour (+1). For every 5 pioneers, one artillery piece may commence the game with gabions. When in contact with an obstacle they may attempt to remove it as per WECW (p110) using tools or place a gunpowder charge if with a master Engineer. Master Engineer Learned officers of construction and destruction through an applied study and practice in gunpowder. Master Engineer M WS BS S T W I A Ld 5 Points 4 3 3 3 3 1 3 1 7 Equipment: May have pistols (+2), light armour (+1) or heavy siege armour (+3).