As some of you may know, Luddite did a post on using Dux Bellorum for the Wars of the Roses. I've tried these and they're rather good, and following an idea i had for using my figures for the Burgundian War of Succession, i knocked up a quick version for this setting. It can be used for any European conflict of the late 15th century, even the Italian Wars.
I've only really added some period flavour strategies, modified one or two things and added continental units. I've had one game with them, pictures to come soon. I might also add more strategies as i think of them. Enjoy!
I've only really added some period flavour strategies, modified one or two things and added continental units. I've had one game with them, pictures to come soon. I might also add more strategies as i think of them. Enjoy!
Type
|
Move
|
Bravery
|
Aggression
|
Missiles
|
Protection
|
Cohesion
|
Notes
|
Pts
|
Foot
companions
|
2
|
10
|
6
|
-
|
6
|
6
|
5
|
|
Mounted
companions ^
|
4
|
10
|
5
|
-
|
5
|
5
|
5
|
|
Mounted
men-at-arms ^
|
4
|
9
|
5
|
-
|
5
|
4
|
5
|
|
Dismounted
men-at-arms
|
2
|
9
|
6
|
-
|
5
|
5
|
5
|
|
Coustillier
^
|
4
|
7
|
4
|
-
|
5
|
4
|
3
|
|
Skirmishing
Coustillier ^
|
5
|
8*
|
3
|
-
|
4
|
2
|
2
|
|
Mounted
crossbowmen
|
4
|
8*
|
2
|
2
|
4
|
2
|
2 BW range
|
2
|
Heavy
infantry
|
2
|
7
|
5
|
-
|
5
|
5
|
3
|
|
Militia
infantry
|
2
|
7*
|
4
|
-
|
5
|
4
|
2
|
|
Archers
|
2
|
7
|
2
|
3
|
4
|
4
|
Pavise, 4 BW range
|
3
|
Militia
archers
|
2
|
7*
|
2
|
3
|
4
|
3
|
Pavise, 4 BW range
|
2
|
Skirmishers
|
3
|
8*
|
1
|
2
|
4
|
2
|
4 BW range
|
1
|
Field
artillery
|
1
|
6
|
1
|
3
|
4
|
2
|
Unlimited range
|
5
|
*Brittle: Use bravery 6 when testing for rout.
^Must follow up if win a combat.
Companions: The elite troops who form the bodyguard for the
army leader. They are the best equipped and the most motivated troops in the
force. Can fight mounted or dismounted.
Men-at-arms: Made up of the gentry, richer citizens (the
poorterij), professional soldiers and knights, and are the gen d’armes of the
ordonnance companies. Armoured in full harness, they may fight mounted or
dismounted. They may be supplemented by some squires or coustilliers in the
rear ranks.
Coustilliers: The lighter cavalry who often scouted for the
enemy. This unit represents a band of these horsemen who have been detached
from the main body of gen d’armes, or could be used to represent French
‘archers’ who later fought as mounted lancers.
Mounted crossbowmen: Either mercenary Italians, or mounted
ordonnance archers, these men are similar to coustilliers but have crossbows
and fight in a loose formation.
Heavy infantry: Either dismounted coustilliers, ordonnace
pike men or halberdiers, Swiss mercenaries or better trained and motivated town
militia (or town watch even). There might be some heavier armoured men in the
front rank as leaders or to boost the line. Lowland and Swiss heavy infantry
carry pikes.
Militia infantry: Either Lowland militia drawn from both the
towns and the countryside, or franc archers for the French, but armed with
spears and halberds instead of missile weapons (franc voulgier). Lowland
militia infantry carry pikes.
Archers: Either ordonnance archers or Lowland shooting
guilds armed with a variety of weapons. No difference has been made between
crossbows and bows, as it is possible that both were mixed in the same units.
These units may carry pavises. Could also be English mercenary archers, these
troops do not carry pavises but have a protection of 5.
Militia archers: Either reluctant shooting guilds or franc
archers. As above, they will carry a mix of weapons and are equipped with
pavises.
Skirmishers: Loose order missile troops, these troops are a
mix of crossbowmen and handgunners; no difference has been made between the
weapon types.
Field artillery: Can be bombards, light cannons, organ guns…
Special rules:
Pikes: Units pike armed always count as moving as a group
even if a single group. Any enemy fighing a pike armed unit frontally with
suffer a -2 aggression and gets no bonus for moving into contact. If fighting
to the flank or rear, pike armed units suffer an additional -1 aggression in
addition to the normal -2.
Pavises: A pavise armed unit has a protection of 6 against
missile fire (except field artillery). It loses this benefit if the unit
retreats from close combat.
Ammunition: All archer and skirmisher units only carry
enough ammunition to allow them to fire 3 times during a game. Field artillery
has unlimited ammunition however.
New strategies:
Horse armour: Armouring horses with padded, leather, chain
or plate armour increases protection against missile weapons. Effects all
mounted companions and mounted men-at-arms in the force. This unit gains a
protection of 6 against missile fire. 3 points if 5 or less units are equipped,
5 points if 6 or more.
Wedge: A cavalry tactic to break through enemy ranks, wedges
rely on hitting power and depth to destroy the enemy. A unit of mounted men-at-arms
or mounted companions may have a unit of mounted men-at-arms or coustillier
(not skirmishers) directly behind it and gain an additional +1 aggression when
moving into contact. The units may move as a group, but not with other units
and may only move forward. Formation lost if force to withdraw in combat. 3
points for training.
Armoured mounted crossbowmen (in front rank): It is possible
that some mounted crossbowmen fought with the men-at-arms, firing their
crossbows not long before the charge hit. Drawings from the period show
armoured mounted crossbowmen in almost full harness, so include them if you
wish. Including armoured crossbowmen in you mounted men-at-arms gives them a
single missile aggression with a 2 BW range. It does not hinder their ability
to move that turn as the crossbowmen will fall back. 3 points if 5 or less
units have mounted crossbowmen in their ranks, 5 points if more.
All mounted men-at-arms units must have armoured crossbowmen
if this strategy is taken.
Read here for some thoughts on this subject.
Read here for some thoughts on this subject.
Swiss tactics: The Swiss trained their militia to charge the
enemy in dense columns, a revolutionary tactic that impressed military minds
all over Europe. Many mercenaries were hired by all the major powers and the
tactics were copied by the French and Germans. A unit of heavy infantry may
form an attack column with another unit of heavy infantry behind it (or militia
eventually) giving it an additional +1 aggression when moving into contact.
Pike armed groups may also move normally if alone. 3 points for hiring the
Swiss or getting them to train you men.
Eager nobles: Although the age of chivalry is coming to an
end by the 15th century, with infantry beginning to dominate the
battlefield did not mean that the nobles still held onto their ideas that war
was a noble pursuit. All companion and men-at-arm units are Impetuous. 3
points.
Extra ammunition: All shooting units with limited ammunition
have an additional turn’s ammunition. 3 points if 5 or less units carry extra
ammunition, 5 if 6 or more. This may be bought twice, giving 2 turns of extra
shooting, at 6 or 10 points.
Organised supply train: Allows some cohesion points to be
restored. If a unit has lost cohesion this game and is further than 5 BW away
from the nearest visible enemy may restore 1 cohesion point. A unit may only
restore 1 point in 1 turn, and the supply train has 2 cohesion points in total.
4 points to organise the wagons and obtain the supplies.
Subterfuge: Spies spread rumours around the enemy camp,
lowering morale and causing some men to desert. Before the battle, choose an
enemy unit and remove d6-1 cohesion points. If this takes the score to 0 then
the unit does not arrive. It does not count as a loss and is ignored for all
moral purposes in the game. 4 points to pay for the spies or buy off reluctant
enemies.
Personal standard: The leader has brought his personal
banner to the battle, and his inspiration means that men are more willing to
fight for him when things become tough. All units within 3 BW of the companion
unit may re-roll bravery tests for morale. 3 points.
The following strategies can be used freely: Ambush,
Assassination, Dismount (Companions men-at-arms and mounted crossbowmen only),
Experienced warlord, Loyal, Monks, Swift deployment, Veterans (men-at-arms,
coustilliers, or heavy infantry)