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Thirty Years War quad Variant rules(SPI & DG editions)

( All variants by Kim Meints except Freiburg which was written by Steven Guy. Counters
by Kerry Anderson)

Breitenfeld
1. We are Stouthearted Fellows:
Gustuv and Horn gave the Saxons good marks inspite of what happened in the battle and
they deserve to be shown somewhat better.

Add the Saxon Leader Armin(1-8) to hex 1003.(counter provided in a separate file)
Only rules 20.11 and 20.14 of Saxon demoralization are used. Do Not use rule 20.12 or
20.13.
This gives the small Saxon force their leader and a chance to undisrupt units and keep
them in the game slightly longer.
Historically the Saxon cavalry turned back the first Imperial charge but the second charge defeated their
left flank and the infantry were then taken in the flank & rear. The artillery fought on until completely
overrun. A couple of horse regiments and the Foot Guards did stay on the field after the flight of the rest of
the force.

2. Allied Movement Restriction :


Allied units May move as soon as a unit is Disrupted by Imperial artillery fire ,a Imperial
unit moves to within 3 hexes of a Allied unit or Turn Five or whichever occurs first.
This allows the Allied player to react to the Imperial bombardment and not just sit there taking the
punishment .

Rocroi
1.The French Player Must start Moving towards the Spanish starting on Game Turn Five
The French historically were trying to lift the siege of the city. Rocroi can come down to both sides just
sitting there not daring to move from their starting positions until the other player does so and the French
more so since they have the smaller strength units. This makes a boring game and not very historical.

2. The SPI edition list Becks optional force but did not provide the counters. Decision
Games did included these units. I had Kerry Anderson make me in the SPI counter style
Becks force for the game.Counters are provided in a separate file.

Freiburg (By Steven Guy)


1.Disregard the last sentence of 16.1 which allows French cavalry to enter entrenchments
if they are free of Bavarian ZOC. This will reconcile the nagging contradiction between
the rule and the Terrain Effects chart

2 If using the suggested on map 1st day setup for the Bavarians(which has cavalry in
entrenchments),simply consider those units to be Dismounted 2-3 units. The Barvarian
cavalry unit that starts in 2012 is treated normally. Put a blank marker underneath it to
distinguish it from the dismounted units
Breitenfeld/Lutzen/Nordlingen/Rocroi
1.Swedish Cavalry Charge Addition:
Swedish Cavalry may also Charge Disrupted enemy cavalry units and Any units who’s
army is Demorallized
This reflects the hard charging sabre drawn units vs. the out of date caracole formations and completely
disorder units from a army who is near a panic state(Last part taken from the Rocroi exclusive rules)

All games in the TYW system


1. Cavalry Control ( Very Optional ):
When a cavalry unit disrupts or eliminates an enemy unit place a blank counter on top of
it. In the next turn it roles to see if it stays in control or not.The Control die roll is the
same procedure & result as in a Rally die roll.

If in the cavalry unit Eliminated an enemy unit and it failed it’s Control role the unit is
moved it’s full movement allowance towards the Enemy rear map edge or a Baggage
Train if there is one.
The Next turn if it failed it’s Control role the unit is moved Half it’s movement allowance
towards the enemy rear or baggage train.
The Third turn the unit Automactically becomes Controlled again.
If the unit hit’s the map edge it becomes Controlled the next turn.
If it enters a enemy baggage train hex they capture the train and become Controlled the
next turn.

If the Cavalry unit had only Disrupted an enemy unit they must move next to that or
another disrupted unit and attack that turn. It then follows the above procedure for when
eliminating an unit.
This rule is very optional as it adds a lot of extra die rolling and more counters(blanks) onto the map. And
make the games much more complicated but those reflect the wild nature a cavalry unit had after making
a heavy charge and pursuing a defeated foe.

4.BoardGame Geek(BGG)
I want to mention and urge players to also use Miquel Izquierdo & Heath Avery’s very
simple Optional rules posted on Board Game Geek (BGG) in the Thirty Years War quad
II(Decision Games) entry in the Forum-Rules section. They are two very simple rules on
Artillery and Cavalry Retreat before combat and they add to the games but not bog them
down.
More Thirty Years War Quad variants

All Games including Breitenfeld

1.Infantry units at 4 strength points(sp’s) or lower may enter Town hexes.


Movement cost - 2 mp
Combat- defender doubled

Infantry units larger then 4 sp’s may attack into Town hexes

Lutzen
[16.0] Reinforcements
As a option ,starting on Game Turn 9 start rolling a die for the 5 Imperialist Infantry
units.
They arrive on that die roll range. Roll again until entered or game turn 13 when the
arrive normally.

Turn 9- die roll of 6


Turn 10- die roll of 5-6
Turn 11- die roll of 4-6
Turn 12- die roll of 3-6
Turn 13-Arrive on time

Variant thoughts-
I play TYW/ECW era battles with mini-figures and some rules allow units in towns so I
always thought it strange none could be allowed to in the quad battles. I decided to
compromise and just allow the smaller sizex units to enter and defend in town hexes but
the larger one’s can still attack into a town.

The normal Lutzen reinforcement schedule (not the Early Pappenheim Arrival optional
rule) has the 5 infantry units arriving on game turn 13 and the game ends on turn 14 so
these almost always have no effect on the game. The Early Pappenheim option as the
cavalry starting on the map and the Infantry coming in on turn 5. This slightly(Ok more
then slightly) pulls the game balance towards the Imperial player.
By allowing the Imperial player to start rolling 4 turns earlier they have a chance to get
their foot units into play ahead of time and makes the Swedish player not so sure if or
when they will pop onto the field.

Kim Meints
THIRTY YEARS WAR system – Rules modifications

Applicable to Thirty Years War (first edition) and Breitenfeld.

[6.31] (change – delete case) A Player may have an unlimited number of Friendly Leaders, one Artillery
counter, plus one unit (infantry or cavalry) in a hex. A Player may at no time have more than one Friendly
unit in the same hex. A Friendly unit may never enter or move through a hex containing another Friendly unit.

Note that the optional Command Control rule from the Thirty Years War second edition is recommended.

Applicable to Thirty Years War (first and second editions) and Breitenfeld.

[5.33] (change – delete second sentence) Exception: Captured Artillery counters may not fire during the
Capturing Player’s subsequent Artillery Fire Phases.

Applicable to Cromwell’s Victory

[7.7] (change – delete last sentence) Exception: Captured artillery pieces may not fire during the capturing
player’s subsequent artillery phases.

[8.3] (change – delete references to unit stacking) A player may have an unlimited number of friendly leaders,
one artillery piece, plus one unit (infantry or cavalry) in a hex. A player may at no time have more than one
friendly unit in the same hex. A friendly unit may never enter or move through a hex containing another
friendly unit.

Note that the optional Command Control rule from the Thirty Years War second edition is recommended.

TRA – 20 October 2016 – 1.1


., THIRTYYEARS WAR [15.24] All units must be deployed within the
restrictions imposed by all rules governing
stacking.
[15.3] PLAYER SCHEDULE

reitenfeld
[15.31] The Imperialist Player is the First Player.
His Player-Turn is first in every Game-Turn.

• [15.32] The game consists of seventeen


Game-Turns. Each Game-Turn represents 45
minutes of actual time.

Triumph of the Swedish System, [16.0] MOVEMENT


17 September 1631 RESTRICTIONS
GENERAL RULE:

EXCLUSIVE RULES Copyright © 1976, Simulations Publications, Inc., New York


Certain restrictions are imposed on Players
concerning when they may begin to move their
units.
[16.1] RESTRICTIONS
[16.11] The Imperialist Player may not move any
14.0 INTRODUCTION Goess (1912), Blankhart (1911), Geleen (1913/, units until the Game-Turn in which at least one
15.0 INITIAL DEPLOYMENT Pappenheim (1909), Wahl (1908), Wangler (1806),
15.1 Historical Deployment Imperialist unit is disrupted by Enemy Artillery
Baumgarten (1805), Cronberg (1804), Alt-Sachsen fire, or until Game-Turn Four, whichever occurs
15.2 Free Deployment (Optional) (1803), Schonberg (1802), Wengersky (1801),
15.3 Player Schedule first. After Imperialist units are released by either
Colloredo (2114), Coronini (2113), Erwitte (2112), of the above two events, they may move freely; any
16.0 MOVEMENT RESTRICTIONS Caffarelli (2111), Montecuccoli (2110), Isolano
16.1 Restrictions and all units may be moved.
(2107).
17 .O SWEDISH CAVALRY CHARGE [16.12] The Allied Player may not move until the
17 .1 Restrictions Game-Turn in which at least one Imperialist unit
[15.12] ALLIED ARMY
18.0 VISIBILITY moves to within three hexes of any Allied unit, or
18.1 Effects of Visibility Saxons: until Game-Turn Five, whichever occurs first.
19.0 EXITING THE MAP Kurfursten (1101), Bindauf (1001), Armin (1102), After Allied units are released by either of the
19.1 Restrictions Klitzing (1103), Loser (1003), Schwalbach (1104), above two events, they may move freely; any and
20.0 DEMORALIZATION LEVELS Starschedel (1105), Pflugk (1106), Altenberg all units may be moved.
20.1 Saxon Demoralization (1005). [16.13] The Allied Player controls the Swedish and
20.2 Swedish Demoralization Swedes: Saxon units, which are considered Friendly to each
20.3 Imperialist Demoralization 1/Baudissin (1108), 2/Baudissin (1109), 3/Baudis- other.
21.0 VICTORY CONDITIONS sin (1110), 1/Caldenbach (1111), 2/Caldenbach
21.1 Victory Point Schedule (1112), Teuffel (1114), Hands (1116), Effern Hall [17 .0] SWEDISH
22.0 PLAYERS' NOTES (1117), Hogendorf (1118), Hard (1119), Lillies CAVALRY CHARGE
22.1 Tactical Appreciation (1120), Oxtierna (1121), Winckel (1123), 1/Tott GENERAL RULE:
22.2 Grand Tactical Appreciation (1225), 2/Tott (1226), Wunsch (1327), Stahl- At the option of the Swedish Player, Swedish
23.0 DESIGNER'S NOTES handske (1427), Rhengreven (1528), Sperreuter Cavalry units (only) may double their Combat
(1024), Brahes (1025), Damitz (0927), Donhoff Strength when involved in an attack against
(1027), Aderkas (1128), Uslar (0917), Monro disrupted infantry;
(0919), Ramsay (0920), Courville (0610), 1/Effern
Hall (0611), 2/Effern Hall (0612), Mischetal (0616), [17.1] RESTRICTIONS
[14.0] INTRODUCTION Vithzum (0517), Scots (0618), Thurn (0620), [17.11] Only Swedish Cavalry units involved in
Breitenfeld is a simulation of the first major battle Wallenstein (0520), Schaffman (0518), Kochtiiky attacks exclusive against disrupted Enemy infantry
between the Swedish Army of Gustavus Adolphus (0519). units may employ the Charge Option.•
and the Imperialist Army (commanded at this time [15.13] LEADERS [17.12] Use of this Charge Option is voluntary;
by Tilly). Breitenfeld was fought on a flat and Imperialist: however, no Cavalry unit which does charge may
essentially featureless Saxon "battle plain" four Tilly (1813), Baldiron (1914), Pappenheim (1822), be involved in an attack in concert with cavalry
miles north of Leipzig on September 17, 1631. Furstenberg (1801), Colloredo (2114). units that do not charge. The Swedish Player
Historically, the battle represents the first major Swedes: simply announces immediately prior to rolling the
clash between the "Spanish" tactical system Gustavus Adolphus (1813), Teuffel (1121), die whether or not each particular attack involves
(which had, up to that time, dominated European Hepburne (0618), Haner (1027), Horn (1112). the use of the Charge Option.
warfare), and the first "modern" army (that of
Gustavus Adolphus). [15.14] ARTILLERY [17 .13] Infantry units and Leader counters may
Place all Artillery as shown on the map, as they are freely combine in attacks with charging Cavalry
[15.0] INITIAL DEPLOYMENT not designated. NOTE: All Allied Artillery are the units.
GENERAL RULE:
same color, and are placed on any Allied Artillery [17 .14] Regardless of the results of an attack in
The positions of the Allied and Imperialist Armies
as of 0730, 17 September 1631 are printed on the set-up hexes. which it is involved, a Cavalry unit employing the
map. Players should place a unit of the proper [15.2] FREE DEPLOYMENT [OPTIONAL] Charge Option is automatically disrupted after
characteristics in each hex on the map as shown. combat; this is the only adverse effect Charging
Players may experiment by deploying units as they Cavalry can ever suffer.
[Neither side receives Reinforcements.] see fit within historical restrictions. The
[15.1] HISTORICAL DEPLOYMENT Imperialist Player deploys all his units first, then, [17.15] When infantry units combine with
after all Imperialist units are deployed, the Allied Charging Cavalry, the printed Strength of the
For Players who are interested in the actual Player deploys all units. All units are deployed
locations of the specific regiments and brigades on automatically disrupted Cavalry units does count
face-up. toward losses for the attacker in the event of a
September 17, 1631, the following information is
included. It is not necessary for play of the game. [15.21] All Imperialist units must be deployed Disruption Exchange ("Dx") result (see Case 8.61).
The listing shows the designation of the unit, between hexrows 1800 and 2300, exclusive.
followed by the number of the hex it occupies. [15.22] All Saxon units must be deployed east of [18.0] VISIBILITY
[15.11] IMPERIALIST ARMY the road which runs from hex 0105 to hex 2310, COMMENTARY:
Merode (1825), Pernstein (1824), Alt-Piccolomini and within one hex of the 1000 hexrow. Throughout the day of the battle at Breitenfeld,
(1823), Neu-Piccolomini (1822), Rangoni [15.23] All Swedish units must be deployed west of the simple question of whether or not the armies
(1821 ), Neu-Sachsen (1820), Strozzi (1819), the road which runs from hex 0105 to hex 2310, could see well enough to function effectively was of
Holstein (1818), Furstenberg (1816), Gallas and north of hexrow 1100, inclusive. Except for considerable importance. Early in the day, fog
(1917), Chiesa (1916), Alt-Tilly (1813), Bald- five units, which may be deployed anywhere obscured much of the field; later, and ·more signi-
iron (1914), Grotta (1808), Savelli (1811), between the 1200 and 1400 hexrows, inclusive. ficantly, the smoke from over 100 cannon,
thousands of muskets, and the dust from the. demoralized by the end of the Imperialist 4. Iflmperialist Forces are demoralized_at the end
movement of over 100,000 men and horses made Player-Turn of Game-Turn Seven, the Saxon of the game, and Swedish forces are not, the Allied
visibility poor. Demoralization Level immediately increases to 12 Player receives three Victory Points for every
GENERAL RULE: Infantry Strength Points. undisrupted Allied Cavalry Strength Point exited
At the beginning of each Game-Turn, the [20.12] In addition to the normal demoralization from the 2300 hexrow.
Imperialist Player rolls a die, and the visibility is effects, the following rule applies to Saxon units 5. If Swedish forces are demoralized at the end of
determined as being clear, moderate or restricted. (only): If the Saxons are demoralized, all Saxon the game, and Imperialist forces are not, the Allied
PROCEDURE: units are immediately disrupted and may not be. Player receives one Victory Point for every
Before proceeding to any Phase of the First Player- undisrupted. Swedish Combat Strength Point e~ited from the
Turn, the die is rolled. A roll of "1" or "2" means [20.13] Beginning on the Game-Turn immediately 0100 hexrow.
visibility for the Game-Turn is clear; a die roll of following Saxon demoralization, if any Saxon units
"3" or "4" means moderate visibility; a die roll of end any Phase in an Enemy Zone of Control, they [21.12] POINTS AW ARD ED
"S" means restricted visibility; and a die roll of are immediately eliminated. TO THE IMPERIALIST PLAYER
"6" means visibility remains the same as it was in 1. One Victory Point for every Enemy Combat
[20.14] Swedish Leader counters never have any Strength Point eliminated.
the previous Game-Turn. [On Game-Turn One, effect on Saxon units.
only, a die roll of "6" means visibility is moderate.] 2. Four Victory Points for every Allied Leader
CASES: [20.2] SWEDISH DEMORALIZATION Value Point eliminated.
The Swedish Demoralization Level is 75 Infantry 3. Ten additional Victory Points for eliminating
[18.1] EFFECTS OF VISIBILITY
Strength Points. When the number of Swedish Gustavus Adolphus.
The effects of visibility on play are as follows: Infantry Combat Strength Points eliminated 4. If Swedish forces are demoralized at the end of
1. Clear: All units function normally; no effect. equals or surpasses the Demoralization Level, the the game and Imperialist forces are not, the
2. Moderate: Movement Allowances of all Swedish Army is immediately demoralized (see Imperialist Player receives two Victory Points for
undisrupted units are halved, with fractions Section 11.0). every undisrupted Imperialist Cavalry Strength
rounded up. Disrupted · units' Movement Point exited from the 0100 hexrow. ·
[20.3] IMPERIALIST DEMORALIZATION
Allowances are not affected. Units may only 5. If Imperialist forces are demoralized at the end
"undisrupt" on an adjusted die roll result of "6." (20.31] The initial Imperialist Demoralization of the game and Swedish forces are not, the
Level is 45 Infantry Combat Strength Points. Imperialist Player receives one Victory Point for
3. Restricted: Effects are identical to moderate When the number of Imperialist Infantry Combat every Imperialist Strength Point exited from the
visibility; additionally, no Artillery counter may Strength Points eliminated equals or exceeds the 2300 hexrow.
fire unless the target hex is one or two hexes away Demoralization Level, the Imperialist Army is
from the firing unit's hex. And Swedish Cavalry immediately demoralized (see Section 11.0). If the
may noi charge unless stacked with or adjacent to Imperialists are not demoralized by the end of the
a Leader counter. Swedish Player-Turn of Game-Turn Nine, their [22.0] PLAYERS' NOTES
Demoralization Level increases to 55 Infantry
(22.1] TACTICAL APPRECIATION
[19.0] EXITING THE MAP Strength Points. If the Imperialist Army has not
been demoralized by the end of the Swedish [22.11] It is important for Players to grasp that
GENERAL RULE:
Player-Turn of Game-Turn Fifteen, the Imper- Zones of Control have · no effect on movement
Both Players may exit certain units from the map whatsoever; units may freely move through
during the Movement Phase, providing certain ialist Demoralization Level again increases, to 65
Infantry Combat Strength Points. En,emy-controlled hexes. When units end the
conditions are met. Movement Phase in an Enemy-controlled hex,
[20.32] Addit•onally, the Imperialist Demoraliza-
CASES: however, they must attack all adjacent Enemy
tion Level increases by 5 Infantry Strength Points
units. The only way to assure that a Friendly line is
[19.1] RESTRICTIONS oeginning on the Game-Turn after the Saxons are
impenetrable during movement is to place units on
[19.11] Units may only exit the map from mapedge demoralized, if the Imperialists are not already
adjacent hexes.
hexes. Exiting the map consumes one Movement demoralized.
[22.12] Artillery's main role is to assure the
t>oint. A unit in a mapedge hex without remaining
integrity of an infantry position by the threat of
Movement Points may not exit t_he map until the
[21.0] VICTORY CONDITIONS devastating counterattack, and to prepare portions
next Game-Turn.
of the Enemy line for assault by infantry or cavalry.
[19.12] An exited unit is removed from the map GENERAL RULE: However, artillery without the support of Friendly
and may never return to play. Victory is awarded to the Player who has amassed units is virtually powerless, as it is subject to
[19.13] Saxon units may only exit the map after the greatest number of Victory Points at the end of immediate overrun and capture by some Enemy
Saxon demoralization (see Section 20.0). the game. Victory Points are awarded, as play units. Players should always try to garrison their
progresses, for the elimination of Enemy Combat artillery units with infantry or cavalry to prevent its
Swedish and Imperialist forces may only exit the Strength Points and, at the end of the game, for being overrun. Players should also take care not to
map after one force or the other has been exiting units from the map. See the Victory Point block artillery's Line of Fire by advancing in front
demoralized. Schedule for the specific Victory Point Awards. of it. Many games are lost when a Player denies
[19.14] If Imperialist forces are demoralized, then himself use of his own artillery.
Imperialist and Swedish forces may exit the map PROCEDURE:
Each Player keeps track of the Victory Points that [22.13] The importance of maintaining a cavalry
from the 2300 hexrow to gain Victory Points.
he has scored on a separate sheet of paper. These reserve cannot be overemphasized. This is
[19.15] If Swedish forces are demoralized, then Victory Points are awarded for a variety of actions especially true of the Player who controls 'the
Swedish and Imperialist forces may exit the 0100 as detailed in the Victory Point Schedule (21.1). At Swedish cavalry units. This cavalry reserve can win
hexrow to gain Victory Points. the end of the game, the number of Points is battles in the last Turns of a game. A well-timed
[19.16] If both Swedish and Imperialist forces are totalled for each Player, and the Player with the cavalry charge against disrupted infantry units will
demoralized, then both forces may exit the map, higher number of Points is awarded a victory. If nearly always be decisive.
but gain no Victory Points. neither Player achieves at least SO Victory Points, [22.14] Of all the units on the map, the most
[19.17] Saxon, Swedish and Imperialist units the game is considered a draw. (Players may wish important by far are the various Leader counters.
exited from the map may count towards the to retain Enemy units eliminated, and units exited, Aside from their value in Victory Points, their
Owning Player's Victory Point total. They are to double-check their computations.) ability to aid in the uncHsruption of units and to
never considered eliminated for Victory Points add Strength Points to units with which they are
purposes. CASES: stacked is vital. A Player who 1,1.Jnserves and
[21.1] VICTORY POINT SCHEDULE utilizes his Leader counters ~ill have a
[20.0] DEMORALIZATION (21.11] POINTS AWARDED
considerable advantage over the Player who does
LEVELS not.
TO THE ALLIED PLAYER
[20.1] SAXON DEMORALIZATION 1. One Victory Point for every Enemy Combat [22.2] GRAND TACTICAL APPRECIATION
[20.11] The initial Saxon Demoralization Level is Strength Point eliminated. [22.21] As the First Player, the Imperialist should
four infantry Combat Strength Points. When the 2. Three Victory Points for every Enemy Leader exploit the weaknesses of the Allied Initial
number of Saxon infantry Strength Points Value Point eliminated. Deployment. In practice, this means a preparation
eliminated equals or exceeds the Demoralization 3. Fifteen Victory Points for capturing all and attack on the Saxons to drive them from the
Level, the Saxon Army is immediately demoralized Imperialist Artillery counters and holding them at field as soon as possible. At this point, the
(see Section 11.0). If the Saxons are not the end of the game. Imperialist Player must make a decision whether
or, not to continue the offensive against the strong [8.0J and [9.0J Initially, distinct musket-infantry EXCLUSIVE RULES
Saxon reserves or to pull back and wait for the units and pike-infantry units were considered for
inevitable Swedish attack. The Imperialist Army is the Thirty Years War system, (as in Musket & [2.lJ The Seventeenth Century conception of
handicapped with a relatively low initial Pike, SPI's 1973 tactical simulation). However, in cartography was considerably different from the
Demoralization Level and should be careful not to an operational level game, it proved impossible to more scientific approach adopted in later
exceed it. incorporate this distinction explicitly without centuries. Consequently, the map as you see it is
increasing playing time, complexity level and based on some half dozen representations of the
[22.22J The Allied Player will probably be forced to counter mix far beyond the bounds of a battlefield, all of which showed significantly
watch helplessly as his Saxon forces are different versions of the area just north of Leipzig
QuadriGame. But to some extent, the concept of
demoralized into a useless mass of fleeing infantry. on which the battle was fought. If any feature was
dividing up the musketeers and pike-men into
The Swedish forces with which he is left have two shown on more than one source, or was discussed
distinct units is an exercise in abstraction, for on
specific advantages over the Imperialist forces: in any reliable account and verified by a map
the battlefield, they were of necessity intermingled.
Mobility and Firepower. The concentrated mass of source, it was included. Thus, the existence of the
And one of the assumptions central to the TYW
Swedish artillery in the center of the Allied line somewhat questionable stream and swamp.
game system is the evaluation of the nature of the
should be used to prepare portions of the
resulting infantry formations. [2.2J Historically, the innovations introduced
Imperialist line for assault by the extremely
powerful Swedish cavalry. The Allied Player Pike-men and musketeers were combined in an by Gustavus Adolphus were so significant as
should, without too much trouble, be able to exacting, pre-determined manner, which differed to propel warfare forward nearly into the
counter any Imperialist infantry threat first with in detail from army to army, with the intention of Napoleonic era. He created a more effective way to
his cavalry and then with his considerably more allowing for mutual support to as great an extent utilize the firepower of an individual soldier in a
mobile infantry. He should be aware, however, of as possible. However, no matter how cleverly formation by making that formation more flexible
Imperialist cavalry threats on his rear and possible designed and well executed, these formations were and more efficient. At Breitenfeld, the average
envelopment of the Allied right flank. ipso facto complicated, clumsy and difficult to Swedish Regiment was comprised of no more than
maintain. The men were trained to fight within 800 men, while the average Imperialist formation
their scope, and indeed, were ineffective and contained over 1,000. The Swedes simply made the
[23.0] DESIGNER'S NOTES vulnerable when not within the confines of these formation more flexible and thus increased its
STANDARD RULES veritable human fortresses. efficiency on the battlefield. The Saxons were (as
[2.0J The distinction in terminology between The Combat Results Table assumes a crucial near as can be determined) an armed rabble of the
"units" and "counters" is primarily one of significance to the maintenance of cohesion of type that Tilly had defeated all over Europe. For
convenience for rules writing. It would not have these formations. There are no retreats on the these reasons, the Swedish units are not only more
been convenient to have to attach the phrase, Table - the rigid and ponderous nature of the mobile, but generally of higher strength than their
"except for Artillery units" to every other sentence beast did not lend itself to "fighting withdrawal" Imperialist counterparts.
in the movement rules, or the phrase, "except for maneuvers. Rather, there are "disruption" results.
Leader and Artillery units" in the Zones of Control Once a formation began to lose cohesion, it was [15.0J Initial Deployment. The deployments as
section, for example. As it happened, there is a almost invariably necessary to get it completely shown are as correct as any account of the battle
good rationale for this distinction, as well. clear of the fighting in ,grder to reform it. Under can make them. We were fortunate to have very
Obviously, a leader and his immediate entourage continued pressure, reformation w.as usually good documentation of exact locations and
do not constitute a "unit." And, in most cases, the impossible; on the contrary, discipline and strengths of the forces involved taken from, among
organization of the artillery was very informal, effectiveness would continue to deteriorate beyond other sources, a Swedish history of the Thirty
with most armies (the Swedes were a notable and the point when, for all practical intents and Years War.
successful exception) contracting civilians to purposes, units virtually ceased to exist. Hence [16.0J Movement Restrictions. Both sides hesitated
operate the cumbersome and tricky guns (which " disruption" effects simulate not so much actual as the battle began. Gustavus was content to
were too complicated to be Jett to the rank and file losses per se, as the destruction of the formation bombard the Imperialist forces until he felt that
and lacking in appeal to those higher up in the itself. an assault was assured of success. The Imperialists
military hierarchy). attacked first (rashly) and when they came in
[IO.OJ The leadership rules are also related to the
[S.OJ The rules governing artillery are strktly nature of the formations. Given that the number of contact with Swedish forces, they were roughly
related to the way in which guns could be and were non-coms and middle-echelon officers in general handled, although they did gain a considerable
employed. Though effectiveness is disputed, the was rather low, the significance and involvement of tactical advantage by driving the Saxons from the
heaviest of the guns seems to have had a range of the highest commanders was very high. This was field .
upwards of fifteen hexes. In the game, this was particularly true of the Spanish, who deployed [17 .OJ Swedish Cavalry Charge. Gustavus never
simplified to unlimited range with limited huge, virtually unbreakable, but exceedingly made the mistake of becoming so enamoured of
effectiveness. The counters represent the heaviest ponderous formations. At the opposite end of the firepower that he lost sight of the effectiveness of
(and most immobile) guns. Whether or not they spectrum were the Swedes. Gustavus bucked the shock. The extreme effectiveness (and vulner-
could actually cause many casualties is a moot trend of the times, and made one of his most ability) of Swedish Cavalry is well reflected by this
point; they could and did cause morale problems important contributions to military science by rule.
among the troops at which they directed their fire. utilizing smaller, more maneuverable formations,
and increasing the ratio of officers to men. This is [18.0J Vlslbllity. This rule represents one way of
The "capture" rules reflect what actually dealing with the rather complex questions of the
happened at Breitenfeld and Lutzen, and possibly reflected in the games, both by the greater number
of Swedish leader counters and the higher Swedish effects of visibility on the Seventeenth Century
at Rocroi, as well. At Breitenfeld, guns literally battlefield. Ultimately, the only way to show
changed hands several times, and were not only Movement Allowances.
exactly what happened would be to deploy and
fired by both sides, but came out of the battle still [II.OJ The demoralization rule is based on the move smoke counters all over the map, but the
serviceable. pattern which is observable among those battles effects would probably be nearly the same as the
The Swedes also had light artillery, which was which were fought to a decisive conclusion. To put rule which is included here.
mobile, attached to their infantry formations. This it simply, when a high enough proportion of an
is reflected in the game in relatively higher army's formations had been individually broken
[19.0J Exiting the Map. When and under what
Strength Point values for Swedish infantry units up and scattered, the army itself would undergo a
circumstances did men leave the field of battle?
than those which would be called for strictly on the similar dissolving process on a larger scale. The
How can this be reflected in the game? Basically,
basis of manpower levels. relative immunity of the cavalry to this malady is the elimination of a unit in the system means that
one reflection of the general superiority of that arm
its morale has been broken and it is on its way to
[7.0J The "fluid, active" Zone of Control is the during the Thirty Years War. The formations
the nearest Friendly fortress. Only after an army is
most novel feature of the Thirty Years War game cavalry units utilized, although sometimes no less totally demoralized do units begin to leave the
system. The maximum range at which muskets involved, were blessed with the essential simplicity
battle wholesale, and then they are generally
had much effectiveness was somewhat more than of being composed of only one basic type of soldier.
pursued by intact cavalry forces.
150 meters. The size of the hexagons in the TYW If scattered, cavalry was a lot easier to reform.
QuadriGame is about 175 meters. Hence, while Furthermore, the cavalry arm was well populated [20.0) Generally, when a force is reduced to
units in adjacent hexes will be within each other's with social superiors, relative to the infantry, who two-thirds its initial infantry strength, it is
range, it will also be possible for a unit determined tended to value valor above discretion. In any demoralized. That is the formula, anyway, that is
to move by to pass within 175-200 meters of an event, once the morale of an army broke, it was the used here. [Except for the Saxons]. Demoralization
enemy formation without significant molestation, opposing cavalry that would most energetically means that what happens to an individual unit
given the general lack of flexibility and slow conduct pursuit operations, while the fleeing when it is "eliminated" has happened to the
reaction time of the intricate musket and pike army's cavalry would usually constitute the only .majority of the army. (It has thrown down its
infantry formations. effective defending presence. weapons and is fleeing.) Optionally, Player~ may
try allowing the units of a demoralized force Game-Turns and never score a point. If this does DESIGN CREDITS
to undisrupt on modified die rolls of seven. h_appen, consider both forces to be demoralized, as Game Design: J. A. Nelson
the Saxons. [You try holding up an 18-foot pike or
(21.0] Victory Conditions. The Swedes won the Physical Systems and Graphics:
a 12-pound musket for 12 hours and see if you are
battle quite handily, historically. The Imperialist Redmond A. Simonsen
not demoralized.]
forces were demoralized and pursued from the Development:
field by cavalry under the command of Gustavus. General: The game is a simple and relatively Brad E. Hessel, J. A. Nelson
It is basically up to the Players how decisive they accurate simulation of warfare at this time. As a
Research Assistance: Torbjom Alm
wish this engagement to be. It is certainly game, it is chess-like and entertaining, and will
conceivable (although doubtful) that both Players serve to introduce gamers to the important period Pro~uction: Manfred F. Milkuhn, Larry Catalano,
could sit across the map from one another for 17 which it simulates. KeVJn Zucker, Linda Mosca.

[5.1] ARTILLERY FIRE TABLE


Range in Hexes
Die [8.6] COMBAT RES ULTS TABLE
Artillery counter to Target Die
Roll 1 2 3-5 6+ Roll Probabilty Ratio (Odds)
Die Attacker's Strength to Defender's Strength Die
Dd Dd Dd 1 Roll 1-5 1-4 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1 Roll
Dd Dd • •
Ad • Ox Dd Dd Dd De De,.

4 Dd • • • 4
Ad
·- Ad • • Dd Dd Dd De
5 • • • • 5
3 Ae Ad Ad • • Ox Dd Dd Dd

6 • • • • 6
4 Ae Ad Ad Dx • • Ox Dd Dd
Ae
, ..
Ae Ad Ad Dx • • Ox Dd Dd
Ae Ae Ae Ad Ad Dd
[5.11] Explanation of
Artillery Fire Table and Results Attacks executed at Odds greater than "6-1" are treated as "6-1 ;"
The Artillery Fire Table is divided into four attacks at Odds lower than "1-5" are treated as "1-5."
columns corresponding to range between the firing
Artillery counter and the target unit's hex. For the
purposes of the game, the range of the Artillery is
[8.61] Explanation of Combat Results nated. The attacking Player must disrupt
unlimited; however, the effectiveness of Artillery
fire does vary inversely with the range. To attacking units whose total printed Combat
determine the range, count the number of hexes Ad = Attacker Disrupted. All attacking units are Strength is at least equal to the total printed
disrupted (see Section 9.0). Strengths of all the Defending units. Only units
between the Artillery counter (exclusive) and the
Dd = Defender Disrupted. All defending units are which participated in the particular attack in
target unit's hex (inclusive). Then cross-reference
disrupted. Defending units which were previously question may be so disrupted .
the die roll with the range to find the result. The
two results possible on the Artillery Fire Table are disrupted and against which this Combat Result is De = Defender Eliminated. All defending units
_'_'Dd" and "•." "Dd" = Disruption (see Section achieved are eliminated. /Ire eliminated (removed from the map).
9.0); " •" = no effect. NOTE: A unit may never be Dx = Disruption Exchange. All previously Ae = Attacker _Eliminated. All attacking units are
eliminated as a result of Artillery fire (i.e., Artillery undisrupted defending units are disrupted. All eliminated.
fire has no effect upon disrupted units). previously disrupted defending units are elimi- • = No effect.
The final result of the disaster were 1000 deaths
The Battle of the Dunes and 4000 prisoners for the Spaniards, 400
casualties suffered by the Allied. Most of the
14 June 1658 Allied casualties came from the English
contingent.

Unofficial Scenario for TYW Quad 4. Initial Deployment.


(Decision Games) By Enric Martí General Rule: the initial positions of the units
are printed on map.
1.Historical Intro.
Quite a few authors identify this battle and not French player moves first.
Rocroi as the beginning of the end of the
supremacy of the Spanish Infantry in the Game Duration: 7 turns.
European battlefields. Nevertheless, the main
cause of the Spanish defeat was the poor 5. Special Rules.
performance of its commander, the young, Until the 2nd game turn no unit may move to
lethargic and unimaginative Don Juan José de and/or across beach hexes.
Austria. Starting with turn 2nd, the French player has 1
artillery unit firing from out of the map
The 27 May 1658 a combined Anglo-French (simulates naval gunfire). To calculate the
army led by Turenne began the siege of distance to fire, the first coastal hex counts as if
Dunkirk. Don Juan came to the rescue without it was two hexes away from target, the 2nd hex
artillery and leaving behind some of its infantry, counts as distance 3-5, and so on.
despite of the advises of the great general
Condé, then serving the King of Spain. Charge rules apply in this scenario.

At 0500 hours of the 14 June, Turenne’s army Crossing Dune hexsides costs one additional
deployed to attack. The Spanish deployment movement point for cavalry units.
couldn’t be more incompetent. Seeing the
Spanish line of battle, Condé asked the Duke of 6. Demoralization Levels.
Gloucester, another general serving the Spanish Apply morale rules of the Nordlingen scenario
Crown, if he had ever seen a battle. “No”-was (18.3.1 and 18.3.3).
the answer of the Englishmen. “Then” remarked
Condé “within half an hour you will see us Morale Levels:
losing one”. Spanish Infantry 35
Spanish Cavalry 48
2. The Battle. French Infantry 50
The Allied attack began around 0800 hours, led French Cavalry 40
by English infantry commanded by Turenne
himself and supported by a considerable
artillery fire coming from the Allied positions If there are no Spanish units in the hill hexes in
and from the three English ships anchored near the Spanish right flank, increase demoralization
the shore. levels of all Spanish units (cavalry and infantry)
by 5.
The Spanish right flank under Gaspar Bonifacio
was strongly entrenched in a hill, but was 7. Victory Conditions.
dislodged of its positions by the enemy assault. • 1 Victory Point for every enemy
Then, the Allied cavalry under Castelnau combat factor eliminated.
charged across the beach taking advantage of • 10 Victory Points for each enemy
the low tide thus outflanking the Spaniards that leader captured.
anchored its right flank on the sea. • 7 VPs for every captured artillery unit.
• 10 VPs for the player controlling more
Meanwhile, in the Spanish left, Condé, after hill hexes at the end of the game.
suffering many casualties due to the enemy
gunfire, launched up to three cavalry charges
against the French right, but the French resisted
and refused all Spanish attempts to break its
formations.
2Valón
3-3 The Dunes 1658
Francés Lockart
Condé 5-6
6-3

6Milán 2Alemán 3FrCab


5-6 3-3 5-6

5Milán 1Alemán Cañón Fr.Dillon 6FrCab


5-6 3-3 Artillery 6-3 5-6 Turn Record

4Milán 2Irland 1Valón


3-3
Clarck
6-3
1
5-6 4-3

J.José
1Irland 2Valón Cochrane Fr.Lorena
2
6-3 3-3 8-3 4-3

3Milán
2Scots Lillington Morgan
3
4-3 6-3
5-6

2Milán 1Scots
Turena 4
5-6 3-3 Sc.Douglas

5
6-3

Foot Gd Ormonds Morgan


3-3 5-3 8-3

J.Yorck Alsop
6
2-7 Jacobo Gloucester
5-3 8-3

1Milán
7
Muskerry Willough Reynolds
4-6 5-3 4-3
2-3
Terrain Key

Clear

Castelnau
3Gaspar 1FrCab
15-2 5-6 4FrCab
5-6 Slope hexside

Caracena 2Gaspar Artillery


2FrCab 5FrCab
15-2 5-6 5-6

4Gaspar 1Gaspar Sand dunes


15-2 15-2

Sand beach

S
E O

© ludopress 1996
N Deployment zone

2-6

2-6
Units defending in Castle and fortress hexes
The Battle of Montjuic double its Combat Factors.
26 January 1641 6. Demoralization Levels.
Apply the Nordlingen demoralization rules
(18.3.1, 18.3.3).
Unofficial Scenario for TYW Quad
(Decision Games) By Enric Martí Morale Levels:
Catalan Cavalry 40
1. Historical Intro. Catalan Infantry 60
The excesses committed by the Spanish and Castillian Cavalry 40
Italian troops garrisoning Catalonia provoked Castillian Infantry 50
the so called Bloody Corpus Christi (7 June
1640) thus starting the Catalan rebellion: the
most decisive battle of it was the battle of 7. Victory Conditions.
Montjuic. Standard rule: each player receives 1 Victory
The forces of the Spanish King, after taking Point for each enemy Strength Point eliminated.
Tarragona, Vilafranca and Martorell, were ready
• 15 VPs for each eliminated enemy
to begin the siege of Barcelona, but before they
leader.
had to take the mountain and the castle of
• 5 VPs for each fortress controlled at
Montjuic that overlooks that city. After
the end of the game.
suffering a withering fire from the local militia,
the attackers reached to the walls of the castle, • 25 VPs for the side with most units
but the ladders had been left behind and they inside the castle at the end of the game.
suffered countless casualties while waiting for
them.

Meanwhile, in the plain below the covering


force was ambushed. 2000 additional troops
began the assault up slope, but a few fanatical
defenders sortied from the castle to meet the
enemy reinforcements, provoking a situation of
disorder. The attackers began to retreat, but the
retreat soon turned into a headlong flight.

3. Initial Deployment.
The starting positions for both armies are
printed on map.

The Castilian player deploys and moves first.

Game duration: 10 turns.

5. Special Rules.
The Catalan units may enter and leave the castle
without additional costs in Movement Points.

The Castilian units must be adjacent to the


castle walls to assault it. Each unit must roll
before resolving combat: the Castilian unit (s)
will be able to attack if they roll a 5 or a 6.

Castle hexes do not exert ZOC.

Ambush.
During any one turn per game, (Catalan player
choice) all the Catalan units double its Combat
Factors but only for Attack.
Fajardo Rivera Quiñones 3 Tavara 1 Spatafio 2 Spatafio 3 Extrem.
Tiron S.Jorge
2-8 2-6 6-3 2-6 2-6 2-3

Diego 1Mallorca 2Mallorca 3Mallorca 1 León 2 León 3 León Cardenas 1Castilla 2 Castilla 3 Castilla 1 Tavara 2 Tavara N
1 Flandes 2 Flandes 3 Flandes 1 Extrem. 2 Extrem.
3-6 6-3 6-3 7-3 3-3 3-3 3-3 2-6 4-3 4-3 3-3 7-4 7-3 O
E 8-3 8-3 6-3 2-3 2-3
S

Artillery Artillery Artillery

5 Milici.
3-4

Artillery

6 Milici.
Artillery 3-4

2 Milici. 1 Milici. 2 Gremios 1 Gremios 1 Miguele. 1 Llobreg. 2 Llobreg. 2 Miguel.


3-4 3-4 5-4 5-4 6-4 4-4 4-4 6-5

2 C.Cent 3 Milici. 4 Milici.


Cabanyes 3-4 3-4
4-6

1 C.Cent Navell
Artillery 3-6

Francés 1 St.Eulalia Artillery


8-3 7-3
3 St.Eulalia
Morcadell 6-3 2 St.Eulalia
7-3

Castle of Montjuic

Barcelona
Turn Record Terrain Key
Montjuic 1641
Clear Slope hexside Fortress Light wood Deployment zone

1 2 3 4 5 6 7 8 9 10
© ludopress 1996
Dmtd Cav

Dmtd Cav

Dmtd Cav

Dmtd Cav
Dmtd Cav

1/Beck

2/Beck

4/Beck
3/Beck

5/Beck
Beck
2-3 2-3 2-3 2-3 2-3 1-6 4-6 6-6 10-2 8-2 8-2

[1] [1] [1] [1] [1] [4] [4] [5] [3] [2]

Omitted Beck formation counters for Rocroi.


Dmtd Cav

Dmtd Cav

Dmtd Cav

2-3 2-3 2-3 Dmtd Cav 2-3

Altenbrg
Kurfrstn
Armin

Bindauf
Pflugk
[1] [1] [1] [1]
1-8 4-8 4-8 3-8 3-8

Schwlbch

Starschdl
Klitzing
Armin

Loser
4-3 4-3 4-3 4-3 4-3
Dmtd Cav

Dmtd Cav

Dmtd Cav

Dmtd Cav

Dmtd Cav

3-3 3-3 3-3 3-3 3-3


[2] [2] [2] [2]
Dmtd Cav

Dmtd Cav

Dmtd Cav

Dmtd Cav

Dmtd Cav

3-3 3-3 3-3 3-3 3-3


[2] [2] [2] [2] [2]
[2] [2] [2] [2] [2]
Replacement Saxon army (W/Armin leader)
counters for Breitenfeld.
[2] [2] [2] [2] [2] Trying to match the Armin leader counter color to the original (hideous) Saxon pinkish/grey
color was next to impossible, so I just made a complete Saxon replacement set.

Dismounted cavalry counters for


Freiburg.
At the beginning of each battle, a player can choose to fight dismounted
with some, none or all of his cavalry. Cavalry which begins the game in
entrenchments must be dismounted.

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