Professional Documents
Culture Documents
( 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.
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.
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This reflects the hard charging sabre drawn units vs. the out of date caracole formations and completely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)
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
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.
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
[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.
[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.
reitenfeld
[15.31] The Imperialist Player is the First Player.
His Player-Turn is first in every Game-Turn.
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.
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
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
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
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.
3. Initial Deployment.
The starting positions for both armies are
printed on map.
5. Special Rules.
The Catalan units may enter and leave the castle
without additional costs in Movement Points.
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
5 Milici.
3-4
Artillery
6 Milici.
Artillery 3-4
1 C.Cent Navell
Artillery 3-6
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]
Dmtd Cav
Dmtd Cav
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
Dmtd Cav
Dmtd Cav
Dmtd Cav
Dmtd Cav