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“There is no avoiding war, it can only be postponed to the advantage of your enemy.

” Niccolo Machiavelli

Copyright © 2022 Simon A. Hall

!e right of Simon Hall to be identi"ed as the Author of this Work has been asserted by him in accordance
with the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be
reproduced or transmitted in any form or by any means, electronic or mechanical including photocopying,
recording or by any information storage and retrieval system, without permission from the Publisher in
writing.

Game design: Alasdair Harley, Simon Clarke

Based on Mortem et Gloriam by Simon Hall

Graphic design & Art: Simon, Georgie & Logan Clarke

REG Posse: Andy Claxton, Andrew Waterson, Jacques Wilputte,

Huub Stegeman, Stephen Stead, Dave Parish

Army list team. Alasdair Harley, Geoff Pearson, Simon Clarke, Rob Smith & Nik Gaukroger.

Contributors and testers: You are now far too many to list individually so a huge thanks to all of you across
the globe who have supported and commented on the rules since their self-publication in 2019.

To years of fun!

Version 1.0 1st Jan 2022


Foreward
lthough many people would disagree as to I suppose my "rst
A when the Renaissance speci"cally started and encounter with
ended, most will agree that it was a dynamic period ‘Renaissance history’
of European cultural, artistic, political, and was with the Air"x
economic ‘rebirth’ following the Middle Ages. guide to the English
Generally described as taking place from the 14th Civil War and then
century to the 17th century, the Renaissance Renaissance Armies 1480–1650, both by George
promoted the rediscovery of classical philosophy, Gush. !is later book introduced me to the Italian
literature, and art. !e discovery of the New World Wars, the French Wars of Religion and the wars of
and the development of trade routes encouraged the the late 17th century. Essex Miniatures sealed the
growth of commerce, banking, and mercantile trade, deal when they started to release 15mm armies for
along with the %ow of ideas around an expanding the period. I was hooked.
world. !e allure of the period is strong, and I think most
!e Renaissance also brought signi"cant changes in gamers have dabbled in the Renaissance at one
how warfare was conducted. !e 1400s saw the point or another. For me, it’s the mix of combined
infantryman regain dominance of the battle"eld. arms infantry and increasingly professional and
!e English bowman, Swiss and Flemish pikeman well-armed cavalry "ghting alongside and against
and the gunner all helped to reduce the dominance tribal swordsmen and wild border horse, that
of the heavily armoured mounted knight. Scienti"c captures my imagination. !e wargames
developments improved the production of ‘Renaissance’, often seen as 1494–1721, has
gunpowder and "rearms, which further changed the something to offer everyone, from the huge divisions
battle"eld to favour the foot-soldier. New weapons of pikes marching across Italy in the early part of
meant new ways of organising troops, using them the era, to the platoon-"ring uniformed ranks of the
on the battle"eld and supporting them. A ‘military new nations such as Prussia that evolved in the
revolution’ saw armies grow in numbers and become second half of the period.
more professional, and the greater use of combined Renatio et Gloriam is the perfect introduction to
arms as the various troop types were deployed to wargaming the Renaissance. An international
offer mutual support. Military thinkers such as community of gamers and a veritable cornucopia of
Machiavelli suggested the adoption of Roman-style "gure ranges are waiting for you to get involved, so
legions, Maurice of Nassau developed this idea grab your two-handed zweihänder sword and join
further with combined pike and shot formations, the forlorn hope!
and Gustavus Adolphus introduced mutually
Charles Singleton
supporting units of musketeers and cavalry.
Helion & Company Series Editor Retinue to Regiment 1453-1618
Century of the Soldier 1618-1721, and Helion Wargames.
Contents
1. INTRODUCTION ....................................................................................................................................................................1

2. THE AUTHOR’S OBJECTIVES ...........................................................................................................................................3

3. PLAYER SUPPORT ...................................................................................................................................................................5

4. AN OVERVIEW OF REG .......................................................................................................................................................6

5. FIGURES, BASES, UNITS & ARMIES.............................................................................................................................10

6. GETTING STARTED............................................................................................................................................................17

7. THE PRE-BATTLE SYSTEM .............................................................................................................................................18

8. PLAYING A TURN .................................................................................................................................................................24

9. COMMAND AND GENERALS.........................................................................................................................................36

10. FORMATIONS.......................................................................................................................................................................40

11. MOVEMENT..........................................................................................................................................................................41

12. CHARGES AND RESPONSES ........................................................................................................................................46

13. COMBAT ..................................................................................................................................................................................53

14. SHOOTING ............................................................................................................................................................................61

15. ROUTS AND PURSUITS ..................................................................................................................................................65

16. KABS & WOUND RECOVERY .......................................................................................................................................68

17. CAMPS ......................................................................................................................................................................................71

18. FLANK MARCHES AND AMBUSHES .......................................................................................................................73

19. TERRAIN EFFECTS IN GAME ......................................................................................................................................76

20. COMPETITIONS .................................................................................................................................................................77

21. GLOSSARY OF TERMS ......................................................................................................................................................80


1
2
1. Introduction
3
elcome to Renatio et Gloriam - La Rinascita.
W ReG was launched in 2019 working on 4
adapting Simon Hall’s excellent set of Mortem et
Gloraim rules for the Renaissance period, my
lifelong passion.
5
La Rinascita is our %agship game designed for big
!e rules have been re"ned with a listening
approach - taking input from the 100+ players
battles. Armies typically have 10-20 “units” (more of 6
this later) and 70-100 "gure bases. Games play to a
around the world. As a result, the game is re"ned
and provides fast action with great army feel. It is a
conclusion in about 3 hours. 7
• With 15mm "gures the game is played on a
frequent comment from players that the rules give
exceptional character to the armies of the period,
180cm x 120cm table. 8
• With 28mm "gures the game is played on a
though like everything in the world we have been
delayed by the onset of Covid and all our thoughts
270cm x 180cm table. 9
go to those affected.
10
Three Ways to Play 11
!ere are 3 ways to play Renatio et Gloriam. Each
level covers playing space, "gure size and game style.
From the majesty of a large table covered with
Grande is an intermediate level; it has been 12
designed to allow our great looking 28mm "gures to
miniatures, to a small dining table game played in an
hour, there is a game that suits all tastes.
be used on a modest table. It can be used as a
stepping-stone game from Compatto to La
13
Rinascita for smaller scales, as a player’s "gure
collection grows.
14
• With 15mm "gures the game is played on a
120cm x 90cm table.
15
• With 28mm "gures the game is played on a
180cm x 120cm table.
16
17
18
19
1
20
21
1
SUMMARY
2
I hope those of you who are hardened Wargamers
enjoy Renatio et Gloriam (ReG) for its pace,
3
decision options and especially its army character.
Compatto is our gateway game, but in no way feels One of the biggest compliments I "nd is that people
4
small as it keeps all the main character of La say, “it’s even enjoyable losing badly at ReG”. It has
Rinascita. Armies have 10-20 “units”, keeping the certainly proved huge fun these last two years, with 5
feel of the larger games. But it can be played with more smiles than frowns. I hope you will play all
armies of just 20-30 "gure bases, making it good for three versions and join me in using the Compatto 6
travel and easy to build. It is perfect if you have and Grande versions to show off our hobby and
limited space, time, or budget. grow our clubs, especially by encouraging youth into
our hobby. Let’s get them off their tablets and into
7
• With 15mm "gures the game is played on a
wargaming! If you are starting tabletop wargaming
90cm x 60cm table.
for the "rst time, may I warmly welcome you to the
8
• With 28mm "gures the game is played on a
hobby and a fantastic future of fun and camaraderie
120cm x 90cm table.
playing at being a General with your friends.
9
Have fun! Alasdair Harley
THE CCC SYSTEM
Renatio et Gloriam, known as ReG for short, uses
10
the Colour Command & Combat system – for
CCC games. It gives us a colour-based system for
11
movement and combat that is specially designed for
wargaming. It is an easy system to use that takes
12
brain strain out of mechanics and allows a player to
focus 80% of their mental energy on the tactical 13
decisions in the game, rather than working out the
results. You can "nd a full article about CCC at 14
www.renatio-et-gloriam.co.uk. It is a core game
mechanism that will be used in battle and skirmish
rules covering several periods, thereby allowing us to
15
switch between eras of wargaming with relative
ease. With the right additions and army lists the
16
system gives great character to each period and
players have found this to be true for the
17
Renaissance period.
18
19
2
20
21
1
2
2. The Author’s Objectives
3
efore going into the main rules this section organisational forms and technology that makes the
B gives you a summary of what I have aimed period so interesting. In these rules I have tried to 4
for. I hope this will give you a sense of the purpose bring the character of all these development to life
behind each part of the rules and a sense of the as much as possible.
spirit in which they should be played. While Western Europe was accelerating on this
5
What I have tried to achieve path large parts of the world lagged. In Japan the
arquebus arrived late from Portugal and was not
6
Firstly, to try and share my passion for my favourite
heavily in use until the 1570s by which time
period - the renaissance. I’ve always enjoyed this
period most and played all the major rulesets western Europe was "elding much more modern
7
starting with Tercio and George Gush, Principles of armies. !e armies of Eastern Europe more slowly

War: Renaissance, FoG: Renaissance and now on to took up the new inventions and fought for periods
8
ReG. !e wide diversity in equipment, uniforms, in a more ancient style. !e Ottoman empire

"ghting styles, cultures, and the many clashes this quickly adapted its Janissaries but still retained very 9
involved provide great interest to the wargamer. large numbers of essentially ancient era mounted.

Why is the renaissance era of such interest?


We also have the period of the Conquistadores and 10
their quests in South and Central Americas
Fundamentally it is the period of the developments
of gunpowder weapons into the primary weapons
involving the Aztecs and Incas. So, in addition to
battles between the “New World” armies, we have
11
of war. At the start of the period, we have the very regular con%icts between “Old World” armies, and
end of ancient warfare with the pikes still a indeed the clashes between the “new” and the “old”.
12
dominant feature, bows still important and hand- In total therefore we have the fascinating
to-hand combat still the primary outcome. developments in Western Europe and the clashes
13
By the time we reach the 18th century, "repower between the old and new world. Included in the
has largely taken over and actual hand-to-hand period are some of the most colourful troops in 14
combat is far rarer. !e renaissance period is where history – well painted Aztecs and Polish winged
the nations grappled with this new technology, hussars are hard to beat as a spectacle! What more 15
innovated with different formations, and gradually could a wargamer want for variety?
evolved the best ways to deploy the increasingly
Length/Size of Game
16
capable new weaponry.
A game where armies of the size used in past rule

W
ithin Western Europe, is that here we have a
sets (~90 bases) can "ght to a conclusion in 3 hours
17
period where there is intense technological
once players have gotten over the learning curve. We
transformation combined with a great deal of
organisational innovation to try to make the
have then added Grande and Compatto in roughly
18
2 and 1½ hours.
most of them. It is this combination of 19
3
20
21
1
Pace of Game choices as a General (and that to be a challenge),
2
Make the game feel pacey at all stages - in the initial and only 20% on working out the consequences..
moves, in the shooting and "ghting, and at the end
3
Modern and Future-Proofed
game. Or put another way, cut out as much of the
“dull time” as possible. !is in turn leads to making Embrace modern technology to get away from 4
the outcomes resolve quickly as situations occur, books that are rigid and cannot easily be updated,

rather than having them last too long in a semi- or lists/points systems that are frozen for eternity.
Make full use of the web to support the game and
5
stasis.

Interactivity and Excitement


create the communities we can all enjoy. And engage
with that modern youngster who "nds his phone
6
Make the game come alive by being more interactive and tablet as intuitive as I found a football. !e
and have less time sitting watching somebody else ability to create community is incredible and we can
7
play. If possible, I wanted to create near develop the rules, game, scenarios, and campaigns in
simultaneous movement rather than the I-go-with- a way our predecessors could not. !e website
8
everything/You-go-with-everything of recent www.renatio-et-gloriam.co.uk is the portal to
decades. In short, create a game that is as enjoyable all things Renatio et Gloriam. 9
as possible for us all to play, and keeps us on edge
most of the time. 10
Richness of Army Colour
Try to give the armies a lot of historical character so
11
that you really feel you are leading the Swiss, or the
Swedes, or the Louis XIV French. Sometimes I
12
"nd that very different armies seem oddly similar in
rule sets.
13
Simple Mechanism, Sophisticated Game
Make every mechanism as simple as possible, so
14
that we take as much brain-strain out of the
mechanics as possible. But create a richness of them
15
together so we get a sophisticated game and
simulation. We can then apply most of our thinking
16
capacity to our strategic and tactical options. !is
way it will be fun and readily accessible for the
17
occasional player, but a real challenge for the serious
player to play well. Put another way, I want 18
80% of your brainpower focused on your
19
4
20
21
1
2
3. Player Support
3
e are seeking to make these rules as fully fully part of the global REG community. Here is the
W supported as possible and, as the author, I front of the forum and you can see some of the 4
want to be as accessible as possible to answer different sections that give you access to news and
questions. Modern technology facilitates this a great support.
deal. You will "nd the following are available to you https://renatio-et-gloriam.co.uk/smf/
5
as you learn and play the game:
FACEBOOK 6
We have extensive exposure on FaceBook with a
THE REG WEBSITE
We have a website dedicated to just the ReG rules
range of pages: 7
that gives you access to everything you need to learn,
play, and join in the world-wide REG community. OFFICIAL PAGE 8
Here is the homepage: Go to the Facebook page for Renatio et Gloriam to

www.renatio-et-gloriam.co.uk
see what is going on and post your own images and
comments. It can be found at
9
300+ ARMY LISTS www.facebook.com/renatioetgloriam 10
We have over 300 lists that can arguably claim to be
or use
the most comprehensive and best created for
Renaissance wargaming. https://renatio-et-gloriam.co.uk
11
to get there. !is is a good way to stay in touch and
RULE MATERIALS will contain regular news about the game and
12
!is contains all the latest items for the rules and is playing community.
updated on Jan 1st every year for the following 13
calendar year. You will "nd the latest clari"cations E-MAIL
and Q&A are always here. !ere are also some You can always email the author if you need to: 14
materials as guidelines for running competitions. alasdairharley@hotmail.com
admin@renatio-et-gloriam.co.uk 15
FORUM
!is will take you to the dedicated REG forum.
!is is a vital resource for you. !e existing players
16
are always willing to lend a hand. It is the place to
post questions to them or directly to me. I am a
17
great believer in the author clarifying things directly
to help with clarity, and all queries will get an
18
answer. Go and register and you will be
19
5
20
21
1
2
4. An Overview of REG
3
OBODY GETS OUT UNSCATHED. later Dutch armies of the War of the Spanish
N !is chapter gives you a very quick preview Succession armed with Flintlock Muskets and 4
of the essence of Renatio et Gloriam. By the end of Socket Bayonets. !is variety is one of the great
this section, you will have a sense of what it is all things about Renaissance wargaming. In total we
about, and the role of the death dice and cards/discs have over 300 army lists to choose from - more than
5
used in the game. any other set previously. Renatio et Gloriam has the
mechanisms to play any army from 1494-1721.
6
PLAYING AT BEING A GENERAL Even more importantly it has the characteristics and
Renatio et Gloriam (ReG for short) is a wargame army traits to make Swedes feel like Swedes, and 7
where you take charge of an army from the Swiss feel like Swiss. As army character is very
Renaissance world - loosely de"ned as the period strong in ReG, and the points are well balanced, you 8
from 1494-1721. !e period is loosely de"ned as may as well use what takes your fancy from history
the age when gunpowder and "rearms made a major – played well it can win. 9
impact. So, roughly starting around 1494 CE in
Western Europe. You lead an army of 10-20 “units”
created from bases of painted "gures, moving them
AN ARMY IN RENATIO ET
GLORIAM
10
!ese bases are then grouped into Tactical Unit
on a table with model terrain that represents a
battle"eld. You are the army commander, and, with Groups (TUGs for short) for the purposes of
11
your subordinate Generals, you control your army commanding your troops. Historical armies were
in attempting to smash your opponent. So, you commanded this way - rarely did individual units
12
could be Gustavus Adolphus with his Swedish operate alone, they tended to be grouped together
forces at Lützen, or Oliver Cromwell with his with others to make controlling them easier. A 13
ironsides.... the choice is yours. Put simply, Renatio junior General would oversee each of these
et Gloriam lets us play at being a General in the groupings, but we do not directly represent them on 14
renaissance world. the battle"eld. You are playing the 3-4 Generals
above this level. 15
VARIETY - THE SPICE OF LIFE A Renatio et Gloriam army typically has 10-15 of
!e "gures represent the different types of troops
that make up your chosen army - be they
these TUGs - so you have on average about 13
main moving parts on the battle"eld. A typical Pike
16
Landsknecht, Huguenot or Anglo Dutch. !e
armies of the Renaissance era although a relatively
& Shot TUG is 6 bases, a full Spanish Tercio is a
12-base double-TUG, and a Western Horse TUG
17
short period of time varied enormously: from Swiss is 4 bases
armies with their solid Keils which would be !e major difference in this period was the
18
recognisable to many ancient players through to the cooperation between different arms (mostly shot
19
6
20
21
1
and pike) within a unit. !e rigid division of pike label it as an OOT (Open Order TUG). When a
2
and shot elements is not re%ective of the way they TUG operates as an OOT it is obligated by all the
interacted within the unit. Many more formations rules for OOTs.
3
than a central pike block and two sleeves of shot
were utilised, but this cannot be represented at the DEFEATING THE ENEMY 4
scale we are playing. !ere was much more interplay We measure the attrition, damage, and reduced
between the two types of soldiers than we can "ghting ability of each TUG by reducing its 5
represent with separate bases. !us, all bases within number of bases. Each base in a TUG can take 3
a unit have the same abilities (unless speci"cally
stated in lists otherwise) representing this close
wounds before being destroyed. 6
!ink of the total wounds that a TUG has. !is is
cooperation on the battle"eld. Armies vary hugely
in their TUG mix. An army is made up of sets of
the number of bases multiplied by 3. When you 7
in%ict more than ½ of those wounds the TUG
bases representing the army. We don’t use the term
“unit” going forward as it is imprecise and means
breaks and runs away. Alternatively think of it as
half of its bases have been destroyed, and the TUG
8
many different things to different people. Most
commonly a “unit” is thought of as what a soldier
takes another wound. 9
For example, a typical foot TUG of 6 bases will
feels they belong to – Dutch Blue Guard. We want
to look at the army from the point of view of the
break and run-away when it loses its 10th wound (3
bases lost and 1 wound)
10
top Generals and the army as seen from their
command perspective. We use the term a unit group Destroy ½ of an army’s TUGs and the enemy army
breaks and you get a Triumph.
11
(or UG for short) for precision. Historical armies
were commanded this way – At the beginning of
the period troops tended to be grouped together in PLAY WITH ANY BASING
12
large blocks of a few thousand men under a junior SYSTEM
General. So more accurately an UG is the One of the great pains for wargamers is to have to
13
command of a senior officer one level below the 2-4 rebase "gures when a new set of rules emerges, so I
Generals we represent explicitly on the tabletop. have aimed to accommodate current basing
14
With later individual unit identity becoming more conventions as much as possible.
common place. As we use command for the troops Everything is measured in Base Widths (BWs) so
15
under our 2 to 4 Generals, we came up with you can play with any basing system if both sides
something else and it works. Adding a senior officer are using the same convention. You can play with
16
"gure to an UG is a nice touch as well as realistic. A individual "gures if you want and treat a BW as
Renatio et Gloriam army typically has 10 to 15 of
these Unit Groups (UGs).
2/3/4 "gures frontage. If you go to the website and 17
forum, you will "nd several ways people play ReG
In comparison to our sister game Mortem et with unusual basing systems. Any system will do. 18
Gloriam, there are no SUGs in ReG. When a TUG
is in Open order (permissible by its troop type) we 19
7
20
21
1
FAST AND FURIOUS General term for whichever colour command device
2
Renatio et Gloriam is designed to be played at a fast you are using.
pace. !e preamble phase of the battle has all the !ere are 8 x BLACK, 12 x WHITE, 14 x
3
grand tactical options you need, but they are GREEN, 10x YELLOW and 6 x RED cards in
resolved quickly - so you will usually be in action each deck. RED is the best and BLACK the worst.
4
within 10 minutes of moving the "rst troops. !e RED will allow sophisticated moves; BLACK
game is designed to be a fast moving and bloody generally nothing at all.
5
affair and, like most battles, even as the victor you
Better Generals get more cards. So, if you choose to
will usually have suffered losses. Hence the strap
be a legendary General, you will get 5 cards each
6
line: “nobody gets out unscathed!”
turn with which to command troops. If you are
playing a mediocre General, you will only get 2 7
SUBTLE AND RICH IN SKILL cards each turn. So different Generals have different
!e core command mechanisms are very simple but
allow a great deal of "nesse within the game. As you
capacities to command. 8
!e "nal twist in the movement part of the game is
play you will increasingly see the wide spectrum of
choices you have as an army commander, and how
that there are three types of main battle troops: 9
drilled, formed and tribal. Drilled troops "nd it easy
vital your decisions become. !e role you give to
your Generals at the beginning of the game is as
to do things - so rarely need better than a GREEN. 10
Tribal troops "nd all but the basics more difficult
critical as it was in reality. You also have
considerable %exibility in how you design your army
(and some things impossible) and will often need
YELLOW or RED to do sophisticated things.
11
using the Renatio et Gloriam army builder, and you
!ere is a rich variety of different moves to choose
will need to design it with your tactics and "ghting
from in the game - the cards are used to pay for all
12
style in mind.
of these. Overall, more cards, and better colours,
will always be a good thing.
13
LEADING YOUR TROOPS
!e cards are coloured and numbered for anyone
You have a wide range of tactical choices to make as
an army commander. Armies are managed using
with poor colour vision. Our new ones have a
14
backing that matches our Battle Mats to improve
Renatio et Gloriam CCC system. !is has cards/
discs which come in "ve colours of BLACK,
the look of every game. !ere are also 5 special
15
cards for %ank marches and ambushes.
WHITE, GREEN, YELLOW and RED. !e
cards are best when learning and the discs later once
16
experienced. INTER-WOVEN MOVEMENT
Both have their reverse sides printed to match our
!e cards are played alternately in Renatio et 17
Gloriam- you play a card to prompt an action, then
Battle Mats to keep the table looking good.
!roughout the rules we will use “cards” as a
your opponent does the same and so on. !is 18
creates a system of movement that is inter-woven
rather than the ‘I-move-everything/you-move- 19
8
20
21
1
everything’ of recent decades. You will "nd there is
2
an ebb and %ow of actions and counters occurring
continuously. Talented Generals with drilled troops
3
can react more easily to an opponent’s actions than
mediocre Generals with tribal troops. You will also 4
"nd yourself playing your cards in different phases
of the game - to perform tasks during "ghting and 5
after "ghting as well as movement.
6
7
8
9
10
11
12
13
14
15
16
17
18
19
9
20
21
1
2
5. Figures, Bases, Units & Armies
3
his section de"nes everything you need to !e number of "gures/models on a base should
T know about your "gures and how they come ideally be as follows: 4
together to create a Renatio et Gloriam tabletop Troop type Close Loose Open
army. Everything starts with individual "gures.
!ese "gures are usually put onto bases and these
Foot
Mounted
3 or 4
3 or 4
3
3
2
2
5
bases are then grouped together into TUGs for the Elephants 1
purposes of the game. You then have an army. !is Artillery 1
6
last stage of bases to “units” is the main difference Commanders Up to you
between La Rinascita, Grande and Compatto - 7
thereby allowing you to play essentially the same
FROM BASES TO UGS 8
game with 30, 60 or 90 bases.
Now we need to take the journey from bases to the
units you will use in the battle.
FROM FIGURES TO BASES
What we are looking for is how troops were
9
Bases are of a standard width with different
organised when they were looked at from the point
numbers of "gures on them for different formation
densities. We use Base Width or BW for all of view of the army commander and his key sub
10
Generals. When commanding a battle at the top-
measurement in the rules.
Base
level you would not be dealing with individual units,
11
Figure but rather how you have organised them under your
Width Depth
scale

20-25/8mm
(BW)
60mm Up t ½BW Foot.
"rst and second tier of commanders. 12
Up to ¾ BW Mounted. We can see this concept many times in battle
15mm
10mm
40mm
30mm
1 BW - Artillery, reports and the resulting maps people have created
13
Commanders, Elephants.
from them. To understand this properly we need to
6mm 20mm 2 BW - War Wagons.

Camp 3BW by 2BW diorama


look at a few real Renaissance battles and what we 14
know about how they were run and organised.
Generals 1 BW square or circle
15
In terms of number of "gures on a base, you will GENERALS
"nd that we have three densities of formation in the
rules as you read this section: close, loose and open.
An army will always have an army commander with
overall control of the army. In addition, you will
16
have 1-3 sub Generals who take charge of centres,
wings, or reserves – Generals such as Pappenheim's,
17
Johan Banér's etc. Sub Generals can be allies with
suspect reliability and outside the easy in%uence of
18
19
10
20
21
1
the army commander. Such allies can be hesitant to ARMY TRAITS
2
join battle so taking them is a risk. To give an army its character from its historical
Generals are given a classi"cation in the rules to counterpart a list may have Army Traits. !ese are
3
represent their command capability. !e best special rules that apply only to that army and may
Generals are Legendary and then we go through supersede core rules. Army traits are mandatory
4
Talented, Competent, and down to Mediocre. Only unless the list notes provide a caveat. A trait may
an army commander can be Legendary have an associated cost that must be added in the 5
army builder
Armies with organised command structures had
greater %exibility in managing their troops than All are fully detailed in the Army Traits document
6
tribal types. We re%ect this by giving Generals one on the website
of three classi"cations: professional, instinctive, or 7
tribal. Professionals have learned to operate within TROOP CLASSIFICATION
an army as a lifetime task and have structured and To give troops their historical effect there are several 8
organised methods; instinctive Generals may be attributes
very talented but only have a basic command
infrastructure; onto Tribal Commanders who have
• Training 9
• (Operating) Order
learned on the job without any such bene"ts or
constraints. A full classi"cation will be something • Quality
10
like competent professional sub General or talented • Protection
instinctive army commander or mediocre instinctive
• Shooting Ability
11
allied sub General. !e "rst part shows how good
they are as an individual the second how they
• Shooting Weapon 12
interact with other Generals. • Charge Weaponry

Generals are represented on the tabletop by 1BW • Melee Weaponry


13
square, or circular bases and you need to have a • Characteristics
method to tell what their quality level is. One 14
method is to colour their edges with the colour of
TROOP TYPE
dice rolled against them if they have a risk of dying.
!ere are three types of General troop categories
15
Another method is to put one "gure on the base for
• Foot
each card they get. If you have a clear way to
identify the quality of the General to your opponent • Mounted
16
(and remind yourself ) then your Generals are ready
to use.
• Elephants 17
Troop Type determines which troops can move
together, in what are termed “Block 18
Moves”. Combat and shooting
have adjustments based on 19
11
20
21
1
Troop Type. In addition, all troops have a EXCEPTIONAL
2
Formation which determines how they are deployed !e very best "ghters with high levels of equipment
on the battle"eld. and usually with excellent armour and equipment.
3
!ere will be very few of these in any army - if any
FORMATIONS at all.
4
It was the rapid change in weaponry over the period
of these rules which led to the quickly evolving
SUPERIOR 5
tactics and formations to deal with the threats and High quality troops with standard equipment or

opportunities which became available as more troops of lesser quality who are very well equipped
and armoured. Occasionally armies may have large
6
modern technology became available throughout
quantities of these, but most armies have only
this period. !is richness of organisational forms is
one of the great aspects of the period. modest numbers
7
To identify these and allow their speci"c strengths
and weaknesses to be utilised we have adopted set
AVERAGE 8
Typical "ghting troops with standard equipment.
formations. All these formations are also utilised to
ensure units stay in these formations and continue
!ese will tend to be most troops on the battle"eld 9
for most armies.
to look like they would on the battle"eld.

A UNIVERSAL rule is that troops operate in a


POOR
10
formation speci"ed for their troop type. A Fighters of questionable resilience. Usually modestly

FORMATION cannot change their prescribed equipped they are rather useful in large numbers.
11
width (and depth), with only the following
exceptions: SHOOTING ABILITY
12
!ere are 5 classi"cations of shooting ability
• !ey can drop one "le to get around friends to
charge HIGH FIREPOWER (HFP)
13
• Drop a "le back to get around friends in
pursuit.
A very well-trained unit expert in the use of their
weapons in comparison with their peers, or more
14
effective weapons. For example, Later XVII &
When turning 90°, troops will reform to create their
permitted width and depth, by the minimum XVIII Century troops with Flintlock muskets and
15
necessary on the front corner of the original turn. drill such as Platoon Fire

All troop Formations are de"ned on the ReG


16
AVERAGE FIREPOWER (AFP)
website.
Standard Pike and Shot and musket unit during 17
this period.
QUALITY 18
Troops are classi"ed as one of four levels. Most LOW FIREPOWER (LFP)
troops in ReG games are Average. Low percentage of "rearms or
19
12
20
21
1
poorly trained. For example, Militia units or those ORDER
2
equipped with few shot weapons !ere are four operating order types that represent
different "ghting methods. !ese de"ne how
3
SALVO FIREPOWER (SFP)
TUG`s look on the tabletop as well as how effective
Represents those troops able to discharge salvos,
they are in different types of terrain.
4
Shoot as HFP when Shoot & Charging or being
charged, otherwise as AFP. Examples of SFP are
Janissaries or Swedish Foot
CLOSE 5
Troops operating in close order who depend upon

CHARGING FIREPOWER (CFP)


co-ordination and cohesion between individuals for
their "ghting effectiveness. Where this cohesion is
6
Troops that have limited ammunition to sustain a
disrupted, they will lose much of their strength in
prolonged "re"ght, preferring one good volley
battle; when it is maintained they are very hard to
7
before a charge, or those that only shoot in support
beat.
of a charge. Examples being Polish Hussars with 8
Pancerni support or Highlanders. LOOSE
CFP troops only "re in the Charge phase. !ey "re !ese troops operate in a more individual manner 9
at AFP when charging or being charged. !ey giving them space individually and they do not rely
always "re as if at deadly range. so much on coordination with their neighbouring
"ghters but are very vulnerable to mounted.
10
TRAINING OPEN (OOT - Open Order TUG)
11
!ere are three levels of training.
A skirmishing operating order that Flexibles can
DRILLED adopt. !ere are no permanent SUG types as in our
12
!ese are the professionally trained troops who sister game Mortem et Gloriam. While a TUG is in

have repeatedly practiced manoeuvre and formation Open Order it is known as an OOT, and is 13
changes and sustained their training. obligated by all the rules for OOTs.

FORMED
When in Close or Loose order UGs are referred to 14
as TUGs. When in Open order UGs are referred to
!ese troops can operate in formation but "nd
many manoeuvres more difficult, or even
as OOTs. 15
impossible, compared to drilled troops.
FLEXIBLES 16
TRIBAL Many troops were able to operate in dense or open

!ese troops tend to form into loose gatherings


formations. We represent such troops exactly that
way - calling them Flexible
17
rather than formal unit. !ey are much less able to
carry out battle"eld manoeuvres. Flexible Foot C/L 18
Troops which could operate in
19
13
20
21
1
a more open formation and close ranks at other WEAPONRY
2
times. !ese troops can choose to be Loose or !e wide range of weaponry used in the renaissance
Close and can use command cards to swap between era is one of the things that make the period so
3
these such as troops used to "ghting shoulder to interesting and details of all the different types of
shoulder or dispersing through terrain. weapons can be found in the glossary from pikes to
4
bayonets and bows to muskets. All are fully detailed
Flexible Foot and Mounted L/O
Troops which could operate in a more open
in the Weapons document on the website. 5
!ere are 3 categories of Shooting weaponry
formation and close ranks at other times. !ese
troops can choose to be Loose or Open (OOT) and • Shot - All handheld "rearm weapons.
6
can use command cards to swap between these. • Non-shot - All handheld cold-arm missile
weapons.
7
Flexible Foot C/L/O
Troops who could operate in a more open order
• Artillery - All hot and cold large-calibre
weapons.
8
and then close ranks at other times. !ese troops
can choose to be Loose or Close or Open (OOT).
!ey can use command cards to swap between any
See the Glossary for a full listing . 9
of these orders. 10
An example of this types are Italian Bandes.
11
12
13
14
15
16
17
18
19
14
20
21
1
ARMOUR FLEXIBLE TROOPS
2
Flexible UGs should have most bases of the normal
UNPROTECTED (UP)
type of formation for those troops and at least one
3
Troops with no protection at all. Examples would
base of each alternative formation. When deployed
be early 18th Century foot or Native Irregulars with
at best a small shield.
always put the right base(s) in the front rank to
4
show which formation they are in.
PROTECTED (PR)
Flexible Mounted
5
Troops with some protection against melee
weapons and cold-arm missiles. Helmet & Breast
A TUG of 4 bases of formed %exible Cossack
cavalry who mainly operated as an OOT should
6
Plates or Buff coats would qualify troops for this
have 2 cavalry bases with 3 "gures on them for loose
armour rating.
formation and 2 cavalry bases with 2 "gures on
7
them for open (OOT) order. If the TUG is
ARMOURED (ARM)
Troops covered in metal armour. !is includes
currently operating as an OOT then the 3-"gure
8
base goes in the second rank and if not in the "rst
Cuirassier, where the armour extends to the limbs.
rank. An alternative is to use a marker in front of
9
HEAVILY ARMOURED (HA) the unit.
!e best equipped troops during the Early 16th
Flexible Foot
10
Century, becoming more scarce over time. Fully
armoured men and fully-armoured mount would
A TUG of 9 bases of %exible warriors who were
equally adept at "ghting in close or loose formation
11
qualify as the this category. !e best Gendarmes
should have 3-6 bases with 4 "gures as close
would be categorised in this way.
formation and 3-6 bases with 3 "gures as Loose.
12
Again, deploy them with the close formation at the
CHARACTERISTICS
!ese re%ect speci"c troop behaviours of troops
front if operating that way, and the loose bases at
13
the front if spread out to "ght in terrain. An
beyond what they are armed with, how they
manoeuvred or how good they were. All are fully
alternative is to use a marker in front of the unit. 14
detailed in the characteristics document on the
website.
15
16
17
18
19
15
20
21
1
Rules for Flexible Troops.
2
1. Can be deployed in the %ank sectors if in Loose
or as an OOT.
3
2. Use M1 to switch between formations.

3. While as OOT
4
3.1. Use the OOT column for prompted 5
actions, including reforming back into
loose/close. 6
3.2. Uses OOT movement distances

3.3. Uses OOT effects from terrain. 7


3.4. Cause forced charges as OOTs.

3.5. Treated as OOTs for their own forced


8
charges.

3.6. Pushed back by enemy TUGs.


9
3.7. Can be charged by enemy OOTs. 10
3.8. When charged by a TUG are forced to
run-away or skirmish, but do not %ee off
table, instead stopping when contacting the
11
edge and taking a KAB test.

3.9. Fight and shoot using OOT factors


12
3.10.Cannot TUG an OOT but may be pulled 13
along by another TUG.

4. If %ank marching can arrive as an OOT or can 14


wait until they have enough RED cards to
arrive in loose formation. 15
5. Count as a TUG towards both your army size
and if broken. 16
6. Causes KABs tests on friends as a lost TUG.

7. Cannot switch formation when in combat,


17
unless exempted by their Formation
18
19
16
20
21
1
2
6. Getting Started
3
earning any game can be a chore. Reading position as the game wants to get this over with
L rules is not the most interesting thing to do. rather than have it clog up the table for 60 minutes. 4
Most of us like to feel our way by various means, When you are on the receiving end it feels a little
dependent on how we like to learn, or like to see a harsh, until you see how to start to counter the
game in action. worst of it. So, don’t get isolated and surrounded by
5
enemy shooters, you won’t survive long.
We have tried to create a few different options for
getting started. Renatio et Gloriam has a range of You may have to unlearn some received wisdom
6
different ways to learn the game and you can pick from other rulesets that have rather unrealistic
and choose whichever you like. We also have a features. !ink historical more than previous game
7
recommended sequence to pick up the different systems. You will "nd that doing what feels right for
aspects of the game in the easiest way. Of course, your army historically will tend to do well in the
8
you are welcome to dive in and have a go at game, but what works well in your most recent rule
everything. sets may not. 9
!e game is easy to learn because the basic Experience shows that it takes about 5 games to get
mechanics are simple in each area. !e the hang of how the fast pace and damage systems 10
sophistication comes from individually simple work after which you can focus on being a General.
additions to these, and the wide range of options 11
and decisions created. Experience so far is that DIFFERENT LEARNING
people have got the basics after two games. Indeed,
we have had people attend competitions never
RESOURCES
You have the following methods at your disposal
12
having played a game and they learnt as they played
with help from other players!
when learning the game: !is rulebook has
everything you need including examples.
13
!e game is fast moving. At "rst you may be a little
startled by the speed at which things develop in
We already have hundreds of players, so it is usually
not difficult to "nd someone local to "ll in any
14
turn 1 or turn 2, but it is good to get this pre-amble blanks and give you a demo game – put a post on
over during the "rst couple of turns. You will "nd the forum.
15
reserves can play a big role as they can get to places
quickly, and second lines work at times. In your "rst
!e forum has a community where players can help
you understand anything that isn’t clear. !is has a
16
game you might feel a little overwhelmed by the search facility so use this to "nd what you need.
speed until you see the equally fast-moving tactics
You will "nd me on the forum most days and I will
17
to counter.
respond to questions to help you along.
Likewise shooting and "ghting can feel brutal at
Attend one of the local competitions - it’s a great
18
times. It is quite unforgiving if you get in a weak
way to see the game in action and learn. 19
17
20
21
1
2
7. The Pre-battle System
3
he best Generals were not just good tacticians its homelands, and the battle will be fought in one
T on the battle"eld. Much of their work was of those regions. 4
done before the "ghting in trying to bring the Your PBS map cards. !ere are several cards you
enemy to battle at a time and place of their
choosing.
use to determine exactly where a battle is fought
after 5 days of manoeuvring. It is calculated from
5
Renatio et Gloriam has a simple pre-battle system
(PBS) that is designed to represent the "ve days
two things: 1) the quality of your army commander,
2) a modest bonus for having large numbers of
6
before a battle and determine where a battle is troops who could scout for information. So
fought. Once you are used to the PBS it takes just 5 essentially the best Generals with the best
7
minutes and it gives you great richness of terrain information will have the best chance of moving the
and challenges. enemy to battle in the time and place of their
8
In this section we are going to use four pieces of choosing. Very realistic. You will "nd the number on

information: your army design as it is calculated automatically by 9


the army builder. Armies will vary from a low of 3
!e quality of your army commander. !is affects
your chances of having the choice of whether to
to a high of 18. 10
invade your enemy, or to be invaded. !e better Your scouting cards. Having decided where you are

army commander is more likely to create the "ght "ghting these are used to decide if anyone has had a 11
around their choosing. good look at the opponents on the day of the battle

!e territory types allowed in your army list. We


and therefore has some sense of how they are
deployed before they make their battle plans. !is
12
have 7 territory types:

• Cultivated
puts much more emphasis on the scouts than the
Generals. . Again, the army builder calculates the
13
• Waterside number for you.

• Mountains To get a feel for how these numbers change just play
14
around with the army builder and see what
• Forests
happens.
15
• Jungle

• Desert
Refer to the pre-battle system QRS. !is has the
entire sequence to follow, and you will soon "nd you
16
• Featureless only need this to set up a game. Terrain tables are
and each has terrain allowed that is appropriate to on the back of the individual terrain maps.
17
that type of territory. Each army has a set of
territory types that re%ects the different regions of
18
19
18
20
21
1
A. INVADING AND DEFENDING C. POSITIONING THE ARMY
2
Roll a single death die according to the quality of MARKER
your army commander: 1. Look at the chosen PBS map. Each square has
3
2 sections.
• Legendary - RED

• Talented – YELLOW
• !e upper section determines the secure %ank
4
type (if any).
• Competent - GREEN
• !e lower section determines the terrain
5
• Mediocre - WHITE
density.
!e best result chooses whether to invade or
2. If there is a Strategic Intercept the invader gets
6
defend. If a tie occurs re-roll until someone wins.
to place the army marker. !is represents the
If you win with a Skull you can choose to invade invading army catching the defender’s army
7
with a Strategic Intercept. before it manages to get to the place it prefers.

3. Otherwise, the defender places the army


8
B. CHOOSING TERRITORY TYPE marker. !is represents them having had time
1. Deal out the number of PBS cards shown on to retire into their preferred area to defend
9
your army builder. their lands prior to the 5 days in the immediate
2. !e territory type for the battle is always build up to the battle.
10
determined from the "rst card played against 4. !e placing player may choose any starting
each other. Choose a card in secret and show square.
11
them simultaneously.

2.1. !e territory types are always selected from D. THE FIVE DAYS BEFORE THE 12
those on the defending army list BATTLE
2.2. If the invader has the higher card, they
We now play a simple 5-turn mini-game to 13
represent the 5 days before the battle to "nd out
choose the territory type

2.3. If the defender has the higher or equal card,


where the battle is ultimately fought. !is is done
using the rest of the PBS command cards. Armies
14
they choose the territory type

Each territory type has its own map, each player


with high numbers of PBS cards will tend to force
other armies out of the square they initially occupy.
15
must bring the maps for the terrain types they have

!e effects of terrain including which are allowed


We are going to each play 5 cards - one for each day. 16
If you have 5 or more cards you must play a card
for different territory types is shown in the table on
the speci"c terrain map
(you cannot pass) in each round; if fewer then you
must pass at times of your choosing and are
17
considered to have a played a BLACK card. Your
opponent can then choose his card with that in
18
19
19
20
21
1
mind. An army with fewer than 6 cards will be 3. !e invader then places his piece fully within
2
vulnerable in the PBS stage. the secure %ank sector.

Each player then chooses a single card in secret, and 4. Look up how many compulsory pieces of
3
they reveal them simultaneously. terrain there are to put down. !e defender

!e player with the better card gets to move the gets half of the pieces (rounded up if an odd
4
marker around the map as shown on bottom-left of number) and chooses the "rst one, the invader

the map: then chooses next and so on.


5
5. Any terrain can be chosen that is allowed in
• One colour better allows you to move it 1 side-
to-side/up-and-down, the territory type that was determined earlier.
6
See terrain table for the speci"c PBS map for
• Two colours better the above or 1 diagonally,
which terrain is allowed in that type. 7
• !ree colours better the above or 2 side-to-
6. Terrain Placement: !e defender places their
side/up-and-down
"rst piece of terrain and players alternate. Each
8
• Four colours better the above and 2 diagonally. player places their items as follows: !e placing
Repeat until 5 cards each are played. !e resulting player rolls a d6 and views the table from their 9
square is the speci"c area where the battle is fought perspective:
and determines the terrain.
Dice Result
10
You may save any remaining cards to use in
!e Terrain piece must go wholly in the left
scouting. 1
%ank sector.
11
!e Terrain piece must go wholly in the centre
E. SETTING UP TERRAIN 2-5 sector. Additionally, it must touch a table edge 12
Look at the PBS sheet again and follow the if the dice is odd.
sequence.
6
!e Terrain piece must go in wholly the right
%ank sector.
13
1. First, we pick a table edge and put down any
secure %ank. You can place terrain in your half and/or the
opponent’s half of the table within these
14
• Deep Water is placed by the defender on a side
sectors.
table edge up to 6BW into the table.
7. When "rst placed there should be 2BW
15
• Otherwise, each player chooses a piece of
terrain from the permitted secure %ank choices
between pieces of terrain. (!ere are some
exceptions see terrain charts for guidance)
16
allowed in the territory type. !is is de"ned in
the upper part of the terrain map box. 17
2. !e defending player places the "rst piece of
terrain entirely in a %ank sector. !is then 18
becomes the secure %ank sector.
19
20
20
21
1
8. Terrain Adjustment: the other player rolls a die 4. Pick your "ve best cards, sum the scouting total
2
and can, but does not have to, move the pieces: , and then compare with you opponent.
3
Dice Result Card Scouting Contribution

4+
Player can move the terrain up to 6 BW,
keeping the original orientation.
Green 10% 4
Yellow 20%

5+
As above, or player can pivot the terrain up to
360° from a single point.
Red 40% 5
6 As above, or player can remove the terrain piece. 5. Work out the difference and the loser has been
out scouted by this amount. If there is a tie no
6
9. Repeat the process for optional items.
out-scouting has occurred.
10. If a piece cannot be so placed, it is lost - this 7
will happen quite often where a piece goes into
G. DEPLOYMENT SECTORS
a secure %ank due to the terrain that is already
there.
!e table is divided into 3 sectors. 2 Flank sectors 8
which are 10BW from each table side edge, and a
11. Your terrain is now complete. It can vary from central sector being the area between the two %ank 9
nothing at all, through to maximum of 12 sectors.
pieces if "ghting with a secure %ank in very
dense terrain, with both players putting down
1. Only Loose Foot, OOTs, Dragoons, Mounted 10
or Elephants can be placed within the %ank
everything possible and having nothing
removed or unable to "t.
sectors. 11
2. If the %ank is secure, or troops are in Ambush,

F. SCOUTING
they are exempt from this restriction 12
1. Do not put cards already played back into the 3. TUGS with Barricades cannot deploy in the

pack. %ank sector 13


2. Each player may have held back cards from the 4. Other UGs must be deployed in the centre

terrain stage and can use these for scouting or sector or be on a %ank march. 14
discard them. 5. Deploy all UGs up to 6BW from the centre

3. Deal out the number of cards needed to take line of the table. (typically 9BW from your
15
each player up to the number of scouting cards table edge on regulation sized tables). You may

shown on their army builder - i.e., deal the start as little as 12BW apart. 16
number less any held back from terrain stage 6. Ambushes have special rules and may allow
above. you closer as they are dependent on visibility – 17
these are covered in 18.B.
18
19
21
20
21
1
H. DEPLOYMENT ORDER I. DECLARING TROOPS AND
2
!e order of UG placement is as follows COMMANDS
• Camps.
1. Troops are declared and described (all grades,
3
skills etc. as per the army list) as they are
• Troops with hasty defences, barricades and
redoubts. (Not battlewagons)
deployed on the table, except whether they are 4
allies or not.
• Artillery.
2. Once all UGs are on the table, deploy Generals
5
After that you have free choice of the order in which and declare which UGs are under their
you deploy your UGs. command. !is is a crucial decision for the 6
game. At this point allied troops are declared as
Sequence of Deployment
1. An out-scouted player "rst deploys the camp,
such. 7
3. Ambush cards must be allocated to a
and then that % of his UGs rounded up. If
there is no out-scouting, then the defender
command whether real or bluffs. 8
starts by deploying the camp, and then 1/3 of 4. A %ank march command at this stage will
their UGs. simply be represented by a %ank march card 9
next to the camp with a General on it –
2. Players then place ambush markers and %ank
marches- and may place %anking marching
nothing more is declared. 10
Generals as a bluff.

3. If there has been any out-scouting, then the


J. PRE GAME MOVES 11
After all troops have been deployed but before the
other player now deploys the same % of UGs
as the opponent has deployed.
"rst move is made 12
4. Players then alternate, deploying 1/3 (rounded Repositioning Artillery
up) of their original number of UGs each time 1. After all deployment has taken place Artillery,
13
until all troops are deployed. not in Redoubts, can reposition.

5. !e "nal batch of UGs may at times be fewer 2. Starting with the Defender, then alternating,
14
than 1/3 of course. If you have 19 UGs it select an Artillery TUG to reposition.
would be 7/7/5 as each of the "rst deployment 3. To reposition
15
must be at least 1/3.

6. Deployment batches for out-scouting and army


• Wheel the TUG backwards by any distance,
from either front corner.
16
sizes are calculated by our army builder.
• !e TUG can wheel backwards by any
distance.
17
• Artillery wheeling in this manner, no part of
the TUG can be further forward than its
18
original position. 19
22
20
21
1
• !ere must be space for the Artillery to be
2
placed after wheeling.

• Any Hasty Defences or Barricades are moved


3
with the Artillery.
4
Other Pre Game Moves
Armies with Traits or Troop characteristics that 5
allow TUGs to move before the game begins are
now made. 6
Starting with the Defender, then alternating, select a
TUG to move. 7
8
9
10
11
12
13
14
15
16
17
18
19
23
20
21
1
2
8. Playing a Turn
3
his chapter de"nes the core process (the Turn) Example - P2 would reference to Charge Phase 2
T and surrounding reference and mechanism Each Phase is sub-divided into sub-phases. Where 4
sections contain everything you need to know at we reference a sub-phase it is pre"xed by ‘SP’.
each stage.
Example - SP2.2 would reference SP2.2 Declare Charges 5
Phases are numbered 1 to 6, and sub-phases of the
Core Rules and Reference
Follow the PBS in Chapter 7 to set up the game
Phases 1.1, 1.2 and so on. !e rules below are 6
written with reference to each sub-phase.
and follow this chapter to play the game. !en refer
as needed to the mechanism sections (Chapter 9
!e following Chapters de"ne the game 7
mechanisms. Where we reference a mechanism
onwards) for speci"c details in each area. You will
soon "nd you don’t need to refer to anything except
chapter it it pre"xed by a ‘M’ followed by a sub-
section.
8
the Quick Reference Sheet (QRS), and not long
after that, when you have got used to the factors Example - M12.D would reference mechanism Prompted Charges. 9
that matter for your army, you will only rarely need Sub-phases often reference mechanism sections for
to use the QRS. the full detail. 10
In this chapter you will "nd some universal rules, so Example - SP2.2 might mention M12.D for the full
called because they apply throughout the game. !is de!nition of Prompted Charges in the Declare Charges sub-
phase
11
is then followed by the turn sequence, telling you
what to do at every stage of a turn. Linking sections are hyperlinked in the rules PDF. 12
!e turn sequence is fully laid out on the QRS,
available on the website. CCC Cards
!e active player is the player with the pack of
13
command cards, and this is passed over at the end
Turns, Phases and Sub-Phases
!e game is played by repeating the turn sequence of every turn. !e pack should always be placed in a
14
shown on the quick reference sheet (QRS). Refer to corner on the player’s side to signify they are active.
this as you go through this section and as you play If using command discs the bag serves the same
15
the game. !is sequence has been designed in a purpose.
precise way, and following it resolves many apparent In any sub-phase players take alternate activations.
16
issues. Fall back on it when you reach a situation
During your go you can perform one of the
that looks complex.
following.
17
Each Turn is the entire sequence of Phases.

!ere are six Phases in a Turn. Where we reference


• Play a card to prompt an action. 18
• Make a free action if one exists.
a Phase it is pre"xed by a ‘P’.
19
24
20
21
1
• Discard a card. To show you have passed once, take a card from the
2
discard pile and place it face down in front of you.
• Pass.
!e active player always chooses the "rst actions in
3
A better card than needed (a higher numbered
any sub-phase and players alternate until all actions
card) can always be used to prompt an action.
are completed and both players have passed. As a
4
A “GREEN move” means a GREEN or better card.
result, the active player chooses the "rst of his "les
We simply refer to GREEN to avoid repeating or
better. RED, YELLOW and GREEN cards are
to "ght in each combat, which of his declared
5
charges to move "rst, which movement actions to
referred to as coloured cards, and BLACK and
WHITE as non-coloured cards.
do "rst, and so on. !e other player then makes a 6
choice, and so on. THE INVADER IS ACTIVE
A sub-phase stops when both players pass
consecutively. If you pass and your opponent does
FIRST. At times, you will agree that the order does 7
not matter and, in that case, simply do things in any
not you may, still make actions. However, if you
pass twice then you are "nished and the opponent
order. 8
has free rein for the rest of that sub-phase,
allowing them to do anything they
9
can with their remaining cards.
10
11
12
13
14
15
16
17
18
19
25
20
21
1
UNIVERSAL RULES the game. Replacement musket bases must be
2
1. ARMY BREAK POINT: An army is broken provided.
immediately if it loses half or more of its 7. END OF GAME: Where time is called on a
3
TUGs – their army is entirely broken, and the game it should "nish at the end of the current
game then stops immediately. phase.
4
2. TUG BREAK POINT: A TUG is broken 8. SPECIFIC LOCATION OF GENERAL:
immediately if it suffers a wound above 1/2 its Generals may only have one of two locations –
5
bases

Example - Pike & Shot are 6 bases in size. It breaks on 3


• With a "le and therefore with that UG (and at
the front of the "le if they are in combat)
6
bases lost and 1 wound (10 wound in total)

3. BROKEN UGs IN COMBAT: A broken


• Standing alone and therefore not with any UG.
A General is displaced if contacted by UGs.
7
UG immediately stops "ghting, and does not
roll any remaining combat, but the enemy may
If standing alone, they simply shift by the
minimum distance if contacted by friends or
8
choose to "ght those "les if they so desire
(possibly to try to kill a General or get a Shove
get an immediate free move if contacted by
enemy.
9
or Shatter).

4. BROKEN UGs IN SHOOTING: When


If with an UG they go to the other side of the
"le "rst if this is possible, and if not then to
10
broken in the shooting phase (15.A) UGs
next nearest "le (with the owner choosing the
"nish their shooting as this is considered
direction) and so on until space is found where
11
simultaneous.
they can be with a "le. If no space exists, then
5. FORMATIONS: Units must always maintain treat them as with the original "le they were
12
their frontage if a set formation with two with and replace the model once space exists.
exceptions:
Generals may only otherwise move position -
13
• !ey can reduce frontage by one "le to get even changing "le within an UG - by playing a
round friends to charge. command card to do so or by moving with an
14
• !ey can reduce frontage by one "le back to UG while keeping position in the "le they are
get around friends in pursuit. in. 15
6. DROPPING PIKES: Large Pike and Shot 9. GENERALS MOVEMENT: A General
and Pike & Shot units may use an M1 move to may move on their own or with an UG they 16
drop their pikes and become am Unprotected, are with if it moves (whoever prompts that
Formed, Loose, shooting weapon of original move). !ey may move only once in each of the 17
type, Combat Shy UG with any of the charge phase and movement phase (other than
attached characteristics. Once this is done, they
must stay this way for the rest of the game.
as an outcome move such as due to being
contacted by enemy or escaping from a rout).
18
!ey may do this for free at the beginning of !ey can therefore move to join an UG, and 19
26
20
21
1
have it change formation or stop a forced action (but an OOT being moved with TUG
2
charge, but they cannot join it and then charge does).
with it. Generals never leave the table with an • As a many MF1 and MF2 actions may be done
3
UG doing so, instead they stop at the table as cards or Formation allow
edge.
• !ey can do F1-F5 action after having charged
4
10. GENERALS COLOUR UPGRADE: earlier.
A General can upgrade a card once only in
• !ey can move after doing a C3 to stop a
5
each and every phase to apply to a prompted
action they are involved in. !ey can use this to
forced charge. 6
move themselves alone or to help with a • After a skirmish, run-away , UGs can do a
prompted action for an UG they are moving limited number of prompted actions in the
subsequent move phase. !ese are M2, M9 or
7
with.
M10 action (M12.J)
11. GENERALS CARD NUMBERS: If a
• After a charge fails to make contact, UGs that
8
Professional General is holding cards at the
end of a turn greater than its card allowance it
may retain 1 more than its allowance to take
charged can make an M2 in the subsequent
move phase. (M12.L)
9
into the next turn. 16. UNIVERSAL HALF BASE SHIFT:
All moves (prompted and outcomes) may
10
12. FORMATION WHEN IN COMBAT:
always include up to a ½ BW Shift to:
TUGs must always try to remain in formation
whenever possible in combat. When in combat, • Move around friends
11
cards are used to move individual bases to
where they are needed, if permitted by
• Align or join to friends to make a block or 12
supporting "le.
formation. MF1/MF2 actions are the only
ones allowed while in combat, other than a
• Move around terrain, 13
break off to get out of combat. • Avoid a table edge.

13. LEGAL FORMATION OTHERWISE: • Avoid non-charging enemy if doing a break off,
14
When out-of-combat, UGs must always be in voluntary pursuit, run-away or skirmish.
their set formation. 17. DISPLACING FRIENDLY OOTs:
15
14. REFORMING: all UGs reform back into At any time, a TUG may displace a friendly
legal formation immediately they are free from OOT up to 1BW out of the way to make
16
a combat and therefore before they pursue. room for any movement of any kind, if both -

15. PROMPTED ACTION PER TURN: • !ere is room to do so


17
An UG makes a single prompted action or • !e OOT doesn’t thereby come in range of
charge per turn with four exceptions. Being enemy it currently could not shoot at. If such
18
pushed or displaced does not count as an
19
27
20
21
1
conditions do not apply, the OOT cannot be
2
displaced.

18. PUSHING BACK ENEMY OOTs:


3
!e movement of your TUGs cannot be
blocked by enemy OOTs except in terrain. In
4
the movement phase your TUGs push them
back with their "rst movement, only a second
5
movement of an M14 double move is stopped.

19. PASSING THROUGH FRIENDLY


6
FOOT OOTS: All troops may pass through
friendly foot OOTs in any direction, and vice 7
versa, except when -

• Charging.
8
• Counter Charging.

• Intercept move.
9
• Being Driven Back. 10
20. WHEELING WHEN CHARGING:
All charges may have a wheel of up to 90° at
the beginning of the charge but may not pass
11
through any friends unless making a forced
charge and the wheel is limited by the presence
12
of any enemy including OOTs at the time the
charge is declared. Enemy OOTs prepared to
13
come close therefore do get the attention of
enemy and limit their potential to wheel as part
14
of a charge but with commensurate risks for
doing so. 15
21. CHARGING FILES WHEN AN UG IS
IN COMBAT: Even if already engaged in 16
combat an UG may charge with any of its "les
that are not engaged frontally at any target that 17
is within l BW and may have to if subject to
forced charges 18
19
28
20
21
1
CARD - PHASE 1 CHARGE - PHASE 2
2
SP1.1 Dealing Cards SP2.1 Moving OOTs 3
Players place any cards they have kept from the Friendly OOTs must be moved out of the way but
previous turn next to their on-table Generals.
Professional Generals may hold one more than their
only to allow friendly UGs to charge using a C1
prompted action. Forced chargers will burst through
4
allowance but then receive no new cards as already
above their normal amount. !e active player
unengaged friendly bases to get to their target and
cause KAB tests on any TUGs burst through.
5
shuffles the pack putting back any discards from the Otherwise, if OOTs do not make space for a charge,
previous turn and deals cards to take each General then the charge is blocked and stops when it reaches
6
back up to their 2/3/4/5 allowance. Cards should the OOT in the way. Generals can be moved in the
be dealt to each General in a circulating fashion to charge phase, allowing them to join an UG
7
ensure maximum shuffling effect. Where discs are expecting to receive a charge, or to help to stop
used it is best for the non-active player to draw "rst forced charges. 8
and let the active player draw second and keep the
bag.
SP2.2 Declare Charges
1. Alternately declare or hold any charges.
9
SP1. 2 Flank Marching
Cards are dealt face up for %ank march Generals
2.
(M12.A)
Place a charge marker with each UG as you
10
declare it to show the direction of charge, but
that have not yet arrived, for allied Generals on the
"rst turn, and for allies for as long as they remain
do not move any bases. (M12.E) 11
hesitant. RED cards are needed for %ank marchers 3. Shoot with any troops using Shoot & Charge
to arrive or to recover from being hesitant (unless immediately after you declare the charge. 12
attacked). (M18.A) 3.1. In%ict Shoot & Charge casualties. (M14.I)
All WHITE and/or BLACK cards cause allies to 3.2. Shoot & Charge shooting has no Drive
13
be hesitant; all BLACK cards cause desertion. Back effect on targets standing to receive.

SP1. 3 Gifting Cards 3.3. Mark Drive Back effect on evading targets.
14
(M14.H)
Professional & Instinctive army commanders can
gift cards to professional & instinctive non-allied
Charges may be a single UG or a block charge. 15
!ere are three types of charges: forced, free and
sub Generals:

When a professional General is %oating they can


prompted - 16
• Forced charges can be declared for free but
gift any number of cards to any other professional
non-allied General within command range
require cards to hold them. (M12.B)
17
• Free charges can be declared without spending
When leading a command professional and
instinctive Generals can gift a single card to each
a card. (M12.C)
18
such sub General inside command range.
19
29
20
21
1
• Prompted charges must be paid for and are all 2.3. Mark Drive Back effect on evading targets.
2
GREEN actions. (M12.D) (M14.H)

All charges are now marked but NO bases have


3. Shoot at chargers (M12.K) using the normal 3
shooting mechanism shooting (M14.B) with all
been moved.
eligible "les where the charger’s path of charge
comes within 1BW.
4
SP2.3 Forced Charges
Mark any remaining forced charges that have not 3.1. A path of charge is stopped by enemy 5
been held - you have passed the opportunity to hold standing to receive but continues beyond
them, but you can still choose your direction of those doing a skirmish or run-away. 6
charge. (M12.B) 3.2. A single "le may only shoot once and if

SP2.4 Counter Charges and Intercepts


there are multiple potential targets it must
shoot at the charging base that "rst comes
7
Alternately prompt and move any counter charges
and intercepts and move these UGs into positions
within 1BW. 8
3.3. All shooting at chargers is at 1BW range
to try to get in the way of enemy chargers. Such
moves cannot start or go within 1BW of the
for factors and for target priority. 9
chargers they are responding to. Intercepts may only 4. Mark any Drive Back effect on the charger, by
move directly ahead; and Counter charges may only placing a marker behind the target UG
showing how many BW of movement have
10
wheel towards enemy chargers and may not end up
further away from them after moving. (M12.I) been lost. (M14.H) 11
5. Move all TUGs doing run-away or skirmish
SP2.5 Pre Charge Move Actions
Carry out pre-charge move actions in the following
moves - 12
5.1. Roll a variable movement dice using the
sequence

1. !e owning player of a TUG that is capable of


table on the QRS. 13
5.2. Determine "nal evade move distance,
an evading option (M12.J) chooses whether to -

• Run-away.
including any Drive Back effects. (M14.H) 14
5.3. Making a run-away move the TUG faces
• Skirmish.
away from the enemy. 15
• Stand to receive.
5.4. Making a skirmish move the TUG faces
2. Conduct chargers CFP shooting from its towards the enemy. A skirmish move can be 16
starting position, but treating it as deadly used when charged from %ank or rear -
range. your shooting is deemed ineffective (as the 17
2.1. In%ict CFP casualties. (M14.I) target is not ahead), but at least you turn

2.2. CFP shooting has no Drive Back effect on


around. 18
targets standing to receive.
19
30
20
21
1
SP2.6 Move Chargers complete this combat before moving on to
2
Starting with the active player alternate completing another.
charge moves (M12.F). 2.2. Within each combat the active player
3
1. Charging troops keep to their direction of chooses the "rst of his "les to "ght with,
charge except where their target has moved for the inactive player then chooses one of
4
any reason in which case, they may alter theirs and so on until all "ghts are
direction to get as close to them as possible. completed. Many times, this ordering does
5
not matter, and players can agree to roll
2. Generals within 2BW can Press On to recover
movement distance lost from shooting.
them from left to right, or even roll all dice 6
together. (M13.F)
• 1BW recovery with a YELLOW

• 2BW recovery with a RED.


2.3. A "le next to a Shatter or Shove (M13.J) - if 7
one exists - must be chosen ahead of any
3. A Generals upgrade may be used if not used other "le. Use a marker such as the red 8
already this Phase. Shatter/Shove marker to note a Shatter or
4. Move the TUG following the line of charge.
(M12.G)
Shove has occurred. 9
2.4. Remember that supporting "les do not
5. Once a charging "le has made contact other
adjacent "les, which did not contact, press
count in charge combat at all. 10
2.5. Take any immediate KAB tests such as for
forward up to 1BW as long as it contacts an
enemy. Eligible TUGs contacted by bases
a dead General (M16.B). 11
pressing forward can run-away or skirmish, but 3. Casualties are removed according to the
without "ring detailed rules (M13.G). A base cannot be 12
removed if this results in the TUG losing
SP2.7 Fighting Charge Combat
1. Before charge combat any UGs may shift /
contact entirely with the TUG it is "ghting, 13
unless there are no other bases that can be
pivot to align with enemy (M13.B). No front
corner of a front base may move more than
removed. If any base so removed has yet to
"ght it does so now, as it is removed.
14
1BW while doing so, rear bases simply follow.
!e active player has "rst choice to align any
4. If an entire "le is destroyed, troops "ghting on
their %ank can press forward up to 1BW to
15
combat.

2. Fight charge combat using the combat


contact with other enemy bases directly ahead. 16
mechanism (M13.A).

2.1. Each inter-connected set of TUGs "ghting


17
is a single combat. !e active player chooses
the "rst combat, then alternate. Fully
18
19
31
20
21
1
SP2.8 Charge Combat Outcomes 3.2. Make a pursuit move with any other TUGs
2
1. Make any end of phase kill a base tests (KAB) who were in front-edge contact with any
for broken TUGs, to kill Generals with a enemy routers, unless they have other
3
broken TUG, etc. as per the KAB table. enemy who have their front-edge in contact
Note that there can be as many KABs as there with them or are an exception. Pursuers 4
are causes on any TUG. So, if a General is wheel to try to catch a routed enemy. TUGs
killed in a rout this will itself cause more KAB that destroyed enemy where they stood 5
tests on nearby troops, and so on. (M16.B) may choose to pursue directly ahead.

2. Move Routers
4.
(M15.C)
Remove all routers from the table.
6
2.1. Roll a variable movement dice using the
5. If pursuers have hit new enemy, they "ght
table on the QRS for troops that are
charge combat against them now.
7
routing (M15.B).

2.2. Routs can only shift ½ BW to avoid things


8
as per the universal ½ BW shift.

2.3. If routers meet any enemy, then they are


9
removed.

2.4. If they meet friends, they must burst


10
through them causing KAB tests unless
either the routers or those being burst
11
through are a foot OOT.

2.5. Routers move directly away from their


12
opponents (those "ghting or shooting
them). TUGs broken while "ghting to two
13
of front/%ank/rear are destroyed where
they stand and removed - they do not make 14
a rout move. Otherwise owning player
chooses which direction to rout from if 15
there is more than one such enemy,
wheeling or turning to get on to the right
direction.
16
3. Reform victorious TUG if no longer in contact
with enemy bases. (M10.C)
17
3.1. Play cards to prevent (or lessen) pursuit 18
where desired and allowed to do so.
19
32
20
21
1
SHOOTING - PHASE 3 MOVEMENT - PHASE 4
2
SP3.1 Shooting SP4.1 Alignment 3
Both sides shoot with any "les that did not shoot in Either side may align, starting with the active player.
the charge phase using the shooting mechanism. (M13.B)
SP4.2 Replacing Generals
4
1. Remove any casualties. (M14.I)

2. Mark any Drive Back effect of "re. (M14.H)


Any professional General killed in the previous turn
is replaced at this stage by a subordinate of one
5
3. Once all shooting has completed make Drive
Back moves. Where the sequence of Drive
grade lower – place the General base currently with
the camp with one of the remaining TUGs in the
6
backs is important, start with the active player
command. If no TUGs in the command remain no
and alternate moving TUGs.
new General appears.
7
SP3.2 Shooting Outcomes
1. Take KAB tests for any broken TUGs, and
SP4.3 Prompted Actions 8
Starting with the active player, either -
Generals with any broken TUGs. (M16.B)

2. Any broken TUGs make a rout move directly


• Play card(s) to make an M prompted action. 9
• Play card(s) to make an MF prompted action.
away from any troops shooting at it this sub-
phase. (M15.B) • Discard a card.
10
3. Any TUGs in combat with TUGs that are
broken make a pursuit move. (M15.C)
• Pass. 11
Continue with the inactive player, then the active
4. Remove routers. and so on, until both sides pass. 12
13
14
15
16
17
18
19
33
20
21
1
FIGHTING - PHASE 5 END OF TURN - PHASE 6
2
SP5.1 Alignment SP6.1 Wound Recovery 3
Either side may align, starting with the active player. Recover Wounds by available means
(M13.B)
SP5.2 Fight melee Combat
• Generals (M16.C) 4
• Rear Support (M16.D)
1. !e active player chooses the order as
previously stated in charge combat. (M13.A)
Other Traits and Characteristics may allow
5
addition wound recovery. !e mechanism for these
2. Fight each combat to completion in turn using
are speci"ed in the respective document.
6
the combat mechanism.

3. Remember that supporting "les "ght now give


SP6.2 Replace Generals 7
additional dice in melee combat to their Any instinctive or tribal General killed in the
neighbouring "les. previous turn is replaced at this stage by a
subordinate as above. Place the General model that
8
4. Remember Shove effects and any others that
is currently with the camp with any remaining UG
apply. (M13.J)
in the command. If no UGs in the command
9
SP5.3 Melee Combat Outcomes remain, no new General appears.

1. Take KAB tests for any broken TUGs, and


10
SP6.3 End of Turn KABs
Generals with any broken TUGs. (M16.B)

2. Make rout moves. (M15.B)


1. Make KAB tests for any sacked camp. (M17.F) 11
1.1. !e enemy gets a KAB test against every
3. Make pursuit moves, controlling them with F1
prompted actions if desired. (M15.C)
on-table TUG. 12
1.2. !e enemy gets an additional KAB test
SP5.4 Break Offs against every on-table TUG of - 13
Starting with the active player, make any F2, F3 and • Keils
F4 Break-Off prompted actions.
• Late Keils
14
SP5.5 Voluntary Pursuits
Starting with the active player, make Voluntary
• Tercios 15
2. Carry out KAB test for close order Foot
Pursuit F5 prompted actions. TUGs in unsecured Flank sector. 16
SP6.4 End of turn
Both players discard any remaining cards as desired,
17
and the active player passes the pack or discs to his
opponent, who now becomes active. 18
19
34
20
21
1
2
Go back to CARD PHASE 1.
3
Repeat Turns until one army breaks.
4
!e following chapters are the Mechanism Chapters, and should be used as reference for the detailed
execution of the rules.
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
35
20
21
1
2
9. Command and Generals
3
9.A. COMMAND CARDS 3. !e cards are used to take actions in different
1. Only one deck of cards or discs is required for phases within a turn. At the end of a turn, you
may retain any remaining un-played cards and
4
play which is shared by both players
you are then replenished back to your original
throughout the game. !e custody of the
command deck or disc bag indicates who is the level at the start of the next turn. As a result,
5
active player. !e deck is passed to the other you may decide to keep cards for future use
player at the end of each turn, indicating that later in the battle or choose to use them now.
6
they have now become the active player.

2. Your pack has


9.B. GENERALS
7
1. Each army will have at least 2 Generals and
• 8 BLACK cards
may have up to a maximum of 4. An army will 8
• 12 WHITE cards have a single army commander and 1-3 sub
• 14 GREEN cards Generals. 9
• 10 YELLOW cards 2. A sub General may be an ally with a pre-set

• 6 RED cards
command of troops that may not be in%uenced 10
by other Generals.
!e BLACK cards are the least useful, the
RED cards the most useful. Check you have
3. Generals are classed as either professional, 11
instinctive, or tribal.
the correct deck composition before playing. It
also has 5 special cards used for ambushes and 4. In addition, Generals are rated as one of the
12
%ank marches (M8) following quality grades: legendary, talented,

GREEN, YELLOW and RED cards are


competent, or mediocre. 13
Generally termed coloured cards, and can be 4.1. You may have a maximum of two Generals
used to make block moves. BLACK and that are talented or better 14
WHITE cards are termed non-coloured cards. 4.2. Only an Army Commander can be
Better (higher numbered) cards allow troops to legendary.
15
take more sophisticated actions. Take a quick 5. Each quality grade of General receives a
look at the prompted actions table: a RED card different number of cards, thereby setting their
16
will allow drilled troops to take any action; but ability to control their troops. !ey may drop
with a BLACK card you can do nothing. Tribal from a 5, 4 or 3-card General if they get 17
troops can do little with a GREEN card; wounded.
drilled troops can do a lot with one.
6. A professional Army Commander can operate
18
in one of two ways:
19
36
20
21
1
6.1. !ey can %oat behind the lines, 9.C. COMMANDS
2
commanding no troops directly and using 1. A command is de"ned by a number of TUGs
their cards to support their professional allocated to a General.
3
non-allied sub General. !is is done by
gifting any or all their cards to any such
2. Commands are declared when you put your
Generals on the table, after UG deployment.
4
General within 15BW during the card
phase (SP1.3). Fighting Generals cannot gift
3. Deployed ambush cards must be allocated to a
command whether they are real or a bluff.
5
cards

6.2. !ey can lead a command of troops


4. Allied commands are pre-de"ned when an
army is designed, and they are declared as a
6
directly, which gives them less capacity to
help sub General. In this case they can gift
command when the General goes onto the
table. Prior to that troops must be declared as
7
up to a single card to each professional non-
they are deployed but need not be declared as
allied sub General within command range
during the card phase (SP1.3). Fighting
allies.
8
Generals cannot gift cards 5. Even if all the UGs in a command are lost

7. All Generals, other than professional Army


then the General can still "ght, and if
9
professional still prompt actions. (However if
Commanders who have chosen to %oat,
directly control a command of UGs.
he is killed and he has no units left he does not
10
return)
8. !e command range for Generals are 11
• 15BW for %oating Professional General 9.D. DEAD, WOUNDED AND
• 10 BW for a Professional General STUNNED GENERALS 12
1. A General can be killed, wounded, or stunned
• 8BW for Instinctive General

• 6BW for a Tribal General.


by a KAB test on a General. A KAB test is
taken based on the General’s current card
13
9. Professional Generals can prompt actions for
non-allied UGs outside their command but
allowance (see KAB table) when: 14
1.1. A General is with a UG that is broken.
inside their command range by adding 1 extra
coloured command card each time. Instinctive
1.2. When a General is "ghting in the front 15
rank of a "le that suffers a base loss.
Generals may not do so.

10. Instinctive Army commanders can gift one


2. Killed (Skull rolled): 16
card to any sub Generals within range. Fighting 2.1. !e dead General’s base is immediately
Generals cannot gift cards removed and placed next to the camp, and 17
nearby UGs take a KAB test.
11. Refer to the QRS and you will "nd the key
items about Generals. 2.2. A replacement General will take over in the
18
turn after the General dies, (unless he has
19
37
20
21
1
no troops left) with professional 4. Stunned (S rolled):
2
replacements taking over more quickly than
instinctive ones.
4.1. A General immediately loses all his cards. 3
2.3. Professional Generals are replaced at the 9.E. ALLIES
beginning of the movement phase (SP4.1). 1. Sub Generals can be allies with a dedicated
4
2.4. Instinctive or Tribal Generals are replaced command - the number and type of allies
in the end of turn phase (SP6.2). allowed for each army are shown in our army
5
lists.
2.5. !e replacement General is one quality
grade lower than the General who died but 2. An allied command is led by its own
6
cannot drop below mediocre - the independent General and has the following
replacement can’t be any worse! limitations:
7
2.6. A General who is killed is also stunned 2.1. It may not bene"t from gifting of cards.
losing all his cards. !e replacement (Unless speci"ed by an army trait)
8
General is placed with any UG in their 2.2. It can only apply cards to his own troops.
command. If there are no UGs remaining
2.3. !e allied troops only suffer a KAB test for
9
in the command, then no replacement
death of their own General. In addition, if
General appears and no cards are dealt.
the allied General dies, he does not cause
10
2.7. Actions can still be prompted while waiting KAB tests on any other UGs.
for a replacement General to arrive but each
2.4. !e allied General may not give a combat
11
actions requires an additional coloured card
bonus to troops outside his command; and
as everything is out of command.
allied troops cannot receive a combat bonus
12
3. Wounded (Wound rolled): from other Generals.
3.1. If competent or better, he permanently 3. !e rules for the composition of an ally are
13
drops down a card allowance (to a contained in the introductory instructions in
minimum of 2- cards) but keeps any cards our army lists.
14
he is holding and retains his status.
4. Allied cards are dealt face up at the beginning
3.2. A Talented General becomes a talented of the game:
15
General 3-card. Note that KAB tests are
taken based on current card allowance, so a
4.1. If they draw only BLACK and WHITE
cards at their "rst draw, they are hesitant
16
legendary General can be wounded and
and remain so until they draw a RED card
then killed.
or draw a YELLOW card if they have been
17
3.3. If already a 2-card General (including if attacked (previously been shot at or in
mediocre already) they lose all their cards as combat).
18
if stunned.
19
38
20
21
1
4.2. If they draw all BLACK cards at any time
2
including the "rst draw, they suffer
desertion, and the opponent gets a KAB
3
test on every UG in the allied command.

5. While hesitant an Allied command continues


4
to draw cards face up but does not move other
than outcome moves, but shoots back normally
5
at UGs shooting at it and "ghts back in
combat: 6
5.1. It is treated as combat shy until reliable.

5.2. It may make MF1 and MF2 actions when


7
in combat.

5.3. Eligible TUGs may skirmish or run-away.


8
6. If %ank marching and hesitant it must spend
its "rst RED card to stop being hesitant and
9
this card is discarded immediately. !e player
then must accumulate additional RED cards
10
for the %ank march as normal.
11
12
13
14
15
16
17
18
19
39
20
21
1
2
10. Formations
3
10.A. LEGAL FORMATIONS "le to create supporting "les, "ll gaps, "ght an
WHEN NOT IN COMBAT
1. UGs must stay in their set formation
enemy supporting "le, or add ranks to the
depth of "les. !e unengaged bases can come
4
from multiple "les but must go to a single "le.
2. An M1 redress ranks can be used to reorganise
rear ranks if necessary.
You must still obey the restrictions set by the
5
formation.
3. When M9 turning 90°, troops will always
• MF2 allows you to turn any or all bases 90° or
6
expand by the minimum necessary to create a
180° to face enemy that are "ghting their %anks
legal formation. !ey turn into a formation
that is at least as wide in BW as it was
or rear, thereby removing bonuses the attacker
7
claims. Only bases with enemy front edges or
originally deep (rounded up), Once turned the
TUG expands or contracts by 1 "le on each
corners in contact with them can be turned.
8
side of the original to make the formation legal.

4. If playing Compatto or Grande this section is


10.C. REFORMING ONCE OUT 9
OF COMBAT
not applicable
1. Immediately an UG is out of combat - i.e., no 10
unbroken enemy are in edge or front corner
10.B. FORMATIONS IN COMBAT
1. While in combat, an UG must always try to
contact with any part of it - it reforms back
into a legal formation (reforming before it
11
obey the rules for its formation whenever
pursues). To reform:
possible. If this cannot happen it can lead to
1.1. Choose a "le on which to reform the UG.
12
bases being broken up, and gaps appearing, but
there is no issue with this as UGs reform 1.2. Move all "les facing the same direction by 13
immediately once they are out of combat. the minimum required to join it.

1.1. Cards can be used during the combat phase 1.3. Turn and move all other bases by the 14
making MF1 and MF2 to re-arrange bases minimum to join these.
within an UG, as many actions being made 1.4. If necessary, adjust width and depth to 15
as cards or formations allow. You can never create a legal formation.
make an M1 move to be wider than
speci"ed by your formation. Bases can be
2. UGs then pursuing may not make any further
16
moves this turn.
turned in different directions, gaps can
appear in the "les, some "les can be
3. UGs who have not pursued, are free to make
17
moves as normal for the rest of the turn.
materially ahead of others.

• MF1 allows you to move any unengaged bases


18
(not contributing to a "ght) into a single new
19
40
20
21
1
2
11. Movement
3
11.A. MOVEMENT DISTANCES 1.3. !e only exception to this General method
Refer to the movement distance table on the QRS is Medium and Heavy artillery which has
its own M17 prompted action on the QRS.
4
for maximum move distances in different types of
terrain.
11.C. MOVING AN OOT WITH A
5
1. We have three categories of terrain types -
TUG
Good Going, Rough and Difficult.
1. Each TUG can always pull or push a single
6
2. If any base of an UG goes into Rough (P) or
OOT along with it for free.
Difficult (P) terrain, then the UG is reduced to
2. It can be done if all of the following apply -
7
the speed shown.
2.1. All the bases in that OOT are entirely
3. UGs move at the speed of the slowest bases
within 3BW of the TUG.
8
when some are in, and some are out of terrain.

4. Mixed TUGs retain their initial movement


2.2. All bases in both the TUG and OOT are
facing in the same direction.
9
distance, even if all slower bases are lost.
2.3. !e OOT is in at least partial edge contact
with the TUG.
10
11.B. MOVING A SINGLE UG
You use cards to prompt actions in all phases. 3. Note distance moved is limited to the speed of
the slowest UG in the terrain they are in. Such
11
Refer to the prompted actions table for all actions
using the command cards. !is shows the a move counts as the OOTs action so they may
not move before or after, except as pushed
12
minimum cost for a move - you can always use a
around by enemy TUGs.
better card. 13
1. To make a single UG do a prompted action:
11.D. UPGRADES FOR GENERALS
1.1. Select the UG that you want to prompt,
1. Generals may upgrade one card to the next
14
"nd the relevant action on the prompted
colour up once only in each phase.
actions table and cross reference with the
1.1. If the upgrade is being used to action
15
training level of UG – OOT, Drilled,
troops, then the General must be with
Formed or Tribal to "nd the colour of card
required.
them and move with them if they do so.
16
1.2. Declare which card is being upgraded as
1.2. Play the colour of card (or better) from the
General that is prompting and declare
you play it.
17
which action it is. 18
19
41
20
21
1
11.G. BLOCK MOVES 4. A General does not need to be with the block
2
A block move is where you action several UGs to prompt a block move - it is just easier if he is
together to all do the same thing. Done well block as he can use his upgrade. A General may
3
moves create additional outcomes from your cards prompt as many block moves as his cards allow.
in a card-efficient manner. Some prompted actions 5. A block move could include OOTs pulled
4
can be done as block moves. along by TUGs - so if the army had enough
1. To qualify to make a block move: UGs in theory our talented General above
5
could move 8 TUGs with 8 OOTs in front of
1.1. All UGs must be in at least partial edge
contact with each other (side, front, or rear)
them with their 4 cards!! 6
6. No "les in the block may move further than
1.2. All UGs must be part of the same
command.
their maximum move distance, and all TUGs 7
follow the same action, limited by the speed of
1.3. !e Block can be made up only of the
following -
the slowest if the move keeps them in the same 8
block throughout. In most cases this is obvious
• Foot, Elephants, and Battlewagons. but for some moves it takes a bit of thought 9
• Mounted and Dragoons.

• Sonae of any type.


11.F. OUT OF COMMAND
1. If a move being made is out of command, then
10
1.4. Artillery (except Regimental Guns) can
an additional coloured card must be added to
never be part of a block move.
make the move.
11
2. To make a block move:

2.1. Play the card for the most difficult move in


2. !e following are out of command. 12
2.1. UGs outside command range of the
the block

2.2. !en add a coloured card to convert to a


General 13
• 10BW for Professional
block move

2.3. A General may upgrade either of the cards.


• 8BW for Instinctive 14
• 6BW for Tribal
3. !e size of block allowed depends on the
2.2. UGs where the General prompting an
15
quality of the General, and it is easy to
action is a replacement General who has
remember as it’s the same number of UGs as
they get cards initially.
not yet appeared on table.
16
2.3. A General "ghting in combat treats every
• Mediocre can prompt a block of 2 UGs.
UG, other than the one he is "ghting with,
17
• Competent can prompt up to 3 UGs.
as out of command.
• Talented can prompt up to 4 UGs.
2.4. A Professional General prompting troops
18
• Legendary can prompt up to 5 UGs. that are not in his command.
19
42
20
21
1
3. Independent troops are never out of command. 3.1. UGs pass through completely only if they
2
have the distance to do so.
4. Terrain or other visibility blocks do not
obstruct command range - it is simply a 3.2. However, TUGs may displace OOTs they
3
distance. are passing through back to behind them to
make enough room.
4
11.G. SHIFTS 3.3. If the bases cannot be so placed no passing
1. Shifts can be made as part of an M5 move and through is allowed and the moving UG
5
shift action, and you will see that it is difficult must stop when it meets its friends.
for all but drilled TUGs and OOTs. A shift is
3.4. Moves may include wheels, turns etc. if
6
a sideways movement of up to 1BW and must
room allows.
follow these rules:
4. If as an Outcome Move:
7
1.1. !e entire UG or block moving must move
its full distance directly ahead.
• If as a result of Drive Back refer to M14.H 8
• If as a result of other outcomes
1.2. !e move cannot go nearer than 4 BW to
an enemy TUGs. !is can be exactly 4BW 4.1. Move without any deviations other than 9
away. the universal ½ BW shift.

1.3. !e UG or block moving may shift 4.2. UGs pass through entirely if they even
10
sideways up to 1BW at the end of the partially enter another UG, if there is room
move. for them to "t beyond. 11
2. Free Shifts can also occur as part of the 4.3. OOTs can be displaced in any direction by
universal ½ BW shift to avoid friends, to align the minimum necessary to allow a TUG to 12
to friends to create a block, become a make an outcome move.
supporting "le, move around terrain, or to 4.4. If such a move cannot thereby be completed
13
avoid a table edge. Such shifts can be combined the TUG stops at "rst contact with the
with an M5 if it quali"es. friends they have reached, cause KABs as if 14
they had burst through them, and may
11.H. PASSING THROUGH
FRIENDS
therefore be caught by those chasing them 15
5. !e following interpenetrations are allowed
1. At times TUGs and OOTs may pass through
friends. Sometimes these interpenetrations are
without causing KAB tests. 16
prompted actions under your control, other 5.1. Infantry OOTs may pass through any

times they are outcome moves. friendly TUG or OOT in any direction. 17
2. Nothing can pass through a camp 5.2. All troops may pass through friendly

3. If allowed as a Prompted Action:


Infantry OOT or Artillery in any direction, 18
unless being Driven Back.
19
43
20
21
1
5.3. A small number of special passing through • If they are within terrain and have been
2
moves may be allowed in certain armies and contacted by enemy TUGs that are affected or
if these exist in your army you must point badly affected by terrain.
3
them out to the opponent at the beginning • If they are in close combat.
of the game.
In these situations, enemy OOTs cannot be
4
6. !e following troops passing through are pushed back and need to be charged and fought
considered to have burst through friends and to get rid of them.
5
will cause KAB tests on themselves and/or
those burst through.
2. Otherwise, if your TUG contacts an enemy
OOT during its "rst move (not the second
6
6.1. Troops (except OOTs) Driven Back by "re. move of an M14 double move) the opponent
6.2. Mounted OOTs making run-away or may choose to run-away or be pushed back.
7
skirmish moves cause KAB tests on the 2.1. If choosing to run-away the OOT makes a
UGs passed through. normal run-away move to front, rear or
8
6.3. Loose Mounted making run-away or away from the direction of the TUG’s
skirmish moves cause KAB tests on both advance just as if it had been charged.
9
those being burst through and themselves. 2.2. If choosing to be pushed back the owner
6.4. A routing UG causes KAB tests on the chooses to either:
10
UG passed through and are then • Align the OOT 1BW away and opposite
immediately removed (so they do not burst the enemy base that "rst contacted it (i.e.
11
through further friends than those "rst put your contacted base directly opposite
burst through). and keep formation as is).
12
6.5. An UG making a forced charge causes • Slide the OOT (keeping its formation and
KAB tests on both the UG it is passing facing relative to the table edges) so that it
13
through and itself. ends 1BW away from the TUG,
measuring the 1BW from the TUG to the
14
11.I. PUSHING BACK ENEMY point of the OOT "rst contacted.
OOTS
1. During the movement phase enemy OOTs
3. If a push back causes an enemy OOT to meet
15
its friends, it passes through it according to the
generally do not limit the movement of your
TUGs "rst moves. !ey are pushed back by
passing through friends rules, causing KAB 16
tests where appropriate and being destroyed if
TUGs, and if by more than their normal move
they suffer a KAB test.
it cannot do so. 17
4. OOTs that have been pushed back have not
!ere are two exceptions:
made a move and may still make a prompted 18
19
44
20
21
1
action this turn if they have not already done minimum necessary, and up to 1BW, to make
2
so. room providing the displacement:

5. Enemy OOTs pushed back more than their 1.1. Does not put it into shooting range and arc
3
normal move suffer a KAB test. of enemy troops it could not previously
shoot.
4
11.J. CLOSE PROXIMITY ZONE 1.2. Does not put it into charge range of an
When UGs get within 1BW of each other they enemy OOT it could not previously charge.
5
exert some control on enemy movement options.
!e primary purpose of this is to stop UGs walking
1.3. If either of those apply, the OOT may not
be displaced.
6
across their front to go past them and end up on
their %ank. Our alternate action model means we
11.L. VARIABLE MOVE
7
need very few restrictions as you often have the
DISTANCE
chance to react.
Some moves call for a variable movement distance
8
1. Every "le of an UG has a Close Proximity roll where there is a chance that UGs may move
Zone (CPZ) which is its frontage wide and further or less than their normal movement. !is is 9
1BW directly ahead. limited to the following.
2. !e CPZ of a TUG places restrictions on all • !ose making run-away or skirmish charge 10
enemy UGs; the CPZ of an OOT only affects response moves, thereby giving chargers a
enemy OOTs. chance to catch them if they roll badly. 11
3. When in a Close Proximity Zone: • Troops making their "rst and only rout move.
3.1. Prompted movement actions may not cross • Note that chargers and pursuers do not make
12
the line extending the front edge of the "le such a roll, thereby ensuring that their
creating the restriction unless already over formations are not broken up by doing so. 13
that line.
• To make a variable move distance roll, use a
3.2. If already beyond that line, moves may not normal d6 and refer to the table on the QRS
14
take the UG any further beyond that line. page and adjust distances accordingly.
3.3. Charges or outcome moves do not face any
15
restrictions (responses being possible to the
former anyway with intercepts, charges, or 11.M. TERRAIN IN MOVEMENT
16
counter charges). 1. Terrain Penalties (P) to movement will apply
on the QRS. 17
11.K. DISPLACING FRIENDLY
OOTS 18
1. When making any movement with bases of a
TUG, a friendly OOT can be displaced by the
19
45
20
21
1
2
12. Charges and Responses
3
12.A. DECLARING CHARGES 12.C. FREE CHARGES
1. Charges are all declared and marked with a 1. Free charges do not cost any cards to declare, 4
direction of charge before any UGs are moved. and are allowed in addition for the following
!is occurs in SP2.2. situations: 5
2. To charge, an UG must be able to reach and 1.1. Melee Foot or Melee Irregulars that have an
contact the target as the UGs currently lie, they
do not however have to be able to see them at
enemy TUG directly ahead within 1BW. 6
1.2. UGs with Elan or Aggressive that have an
the start of the charge – we take it they set off
and locate them on the way.
enemy TUG directly ahead within 3BW. 7
1.3. Western Horse with has enemy directly
3. Charges come in three types: forced, free and
prompted.
ahead within 3BW 8
12.B. FORCED CHARGES
12.D. PROMPTED CHARGES 9
1. Prompted Charges are for all other situations
1. Forced charges are for troops with the
Impetuous characteristic, who would readily
where troops are in charge reach and cost a
GREEN card for all troops.
10
get into combat without explicit orders to do
so.
2. You can convert a prompted charge into block
charge (C2) or block hold (C3) in the same
11
1.1. Impetuous troops must declare a charge if
they have enemy directly ahead within
way that any other prompted action can be
converted.
12
3BW.

1.2. Impetuous troops these can be prevented


3. As forced charges and free charges are not
prompted actions you cannot turn these into a
13
from charging by playing cards using action block charge unless you actively pay to prompt
C3 stop forced charges on the prompted them.
14
actions table.

2. !e following exceptions turn Forced charges 12.E. PROMPTING SEQUENCE


15
into Free charges: AND MARKING
• !ey would be at least 3 factors down (RED vs 1. Charges are declared only at SP2.2. Do not
16
WHITE or worse) in any charge combat. move any "gures at all until SP2.6.

2. Alternately, players declare a charge, paying a


17
card if a prompted charge and not if a free
charge, or stops a forced charge, or passes - 18
until all charges are declared or stopped.
19
46
20
21
1
3. Each charge is temporarily marked with a 12.F. MOVING CHARGERS
2
direction of charge using a charge arrow. A 1. After a series of responses dealt with below, all
charge can wheel up to 90° at the beginning of chargers will charge in the direction marked,
3
the charge but may not wheel further than wheeling onto the line of charge at the
space currently allows – so it can be limited in beginning of their charge, and charge markers
4
its wheel by the presence of enemy, including are removed (put them somewhere tidy) with
OOTs. one exception: 5
4. Artillery, battlewagons, and troops defending 1.1. !ey may alter their direction if by so
barricades or obstacles may not charge. doing they can catch, or are attempting to
6
5. OOTs may only charge a TUG if it is within 1 catch, any UG that has moved position
wound of breaking - a “"nishing off move” since their charge was declared and must 7
try to contact them.
6. If some part of an UG is blocked or already
engaged in combat, it may still charge with 1.2. Remember to reduce their speed for any 8
other "les that can reach a target within 1BW Drive Back effects
directly ahead and still be subject to a forced 1.3. Once contact has been made, by the "rst
9
charge. base of an UG, adjacent "les must press
7. A block charge is treated as a single charge forward up to 1BW if they can contact any 10
thereafter for the purposes of Drive Back and enemy directly ahead.
Press On. !e block charge is marked with an 1.4. Further bases can press forward in the same 11
arrow at each edge of the block. manner if the adjacent base has made
8. When a charge is blocked by friends the contact. 12
following may be used (in combination if 2. UGs making forced charges will pass through
necessary) to allow troops to charge: any friendly "les except those in combat: 13
9. !e universal ½ BW shift is allowed. 2.1. Displace just those passed through
10. Chargers can contract by 1 "le to get past backwards to make room. 14
friends if they remain at least 2 "les wide. 2.2. Cause KABs on both any TUGs burst
Should they fail to make it into combat they through and on the chargers.
15
reform into a legal formation as soon as space
allows. 12.G. PATH OF CHARGE 16
11. Once both players have passed, at SP2.3 any !e path of charge is an important concept used for
remaining forced charges that have not already both responses and shooting at chargers so is best 17
been declared or held must now be marked, covered here. It is the area covered by the charging
and the owner may still choose a direction of
charge.
UG continuing around and past troops that are
doing a run-away or skirmish to the limit of the
18
chargers move but is blocked by enemy standing to 19
47
20
21
1
receive. Note that the choice of response is 12.I. COUNTERCHARGES AND
2
deliberately made before path of charge is needed. INTERCEPTS
1. Both occur at Turn Sequence SP2.4.
3
12.H. FLANK AND REAR 2. Counter-charges and intercepts are moves that
CHARGES get in the way of chargers - they never contact
4
1. Charges into %anks or rears get a +4 charge anyone and are moved before chargers are
claim. moved. !e chargers run into them, and this is
5
2. Each TUG charging into %anks or rear cause all handled in the turn sequence.
an AUTOMATIC wound on each TUG 3. Counter-charges and intercepts never make
6
contacted! anybody respond to them and they may not
3. Flank charges are assessed by "le not by UG, contact any enemy and are blocked by enemy 7
so it is possible for some "les in an UG to be OOTs in the way (you can of course just
"ghting frontally and some with a %ank/rear charge them instead). 8
charge claim. 4. Counter-charges and intercepts are shot at if
4. To bene"t from the Charge Claim both of the they go within 1BW of enemy with missile 9
following conditions must apply: weapons with resulting casualties and Drive

4.1. A "le must start with its entire base behind Back effects reducing movement. 10
the line extending the front edge of the 5. A Counter-charge is a response after all
target "le at the time it is moved. !e claim charges have been declared for UGs that 11
may be affected by the order in which themselves are being charged. Counter-charges
charges are executed. are Generally used to either: 12
4.2. Place a 1BW x 1BW marker that is both • Move the combat ahead of your current

• Contiguous to the face of the target base. position to protect neighbouring troops or 13
• Corner to corner with the face of the • Wheel towards troops charging you to avoid a

target base. %ank charge. 14


Remember the reality we are approximating is
5. !e space occupied by the markers must not

5.1. Contain an enemy TUGs front edge, or


simultaneous movement, so if you charge a
%ank and have the enemy kept busy frontally,
15
corner, who is not being charged.

5.2. Cross the CPZ of the enemy TUG who is


they are stuck, but if not, they may well be
wheeling towards you as you approach them.
16
not being charged. !is is what such a counter-charge represents.

6. An Intercept is a response after all charges have


17
been declared for UGs that are not being
charged. Intercepts are used to get in the way
18
19
48
20
21
1
of an enemy charge by putting yourself in the have to do so. !ese take place before charges
2
way. are moved at SP2.5.

7. To execute a Counter Charge or Intercept: 2. OOTs charged by TUGs must run-away or


3
skirmish unless they are:
7.1. Both must start at least 1BW from the
charging enemy and move into a position in • Defending redoubts, barricades, hasty
4
the path of charge of the charging enemy. defences or linear obstacles,

7.2. Play a card to make a C4 counter charge or • Entirely in rough or difficult terrain,
5
Intercept action. • Already declared a charge, 6
7.3. Either can done as a block move in which • In combat already.
case the entire block is deemed to be doing
so.
3. Eastern Cavalry may choose to
7
• Run-away
7.4. A Counter Charge may wheel up to 90° at
the beginning of its move towards those • Skirmish
8
charging it and may not end further away
from it; an intercept must be directly ahead.
• Stand to receive and choose to shoot at
chargers.
9
7.5. Take any "re by coming within 1BW of
enemy shooters.
4. OOTs charged only by OOTs may 10
• Run-away
7.6. Immediately move the UG(s) up to
maximum movement distance, deducting
• Skirmish 11
• Stand to receive and choose to shoot at
any
chargers.
12
• Terrain Penalties (P)
5. Caracole and Later Caracole may
• Drive Back effect of "re.
• Skirmish
13
7.7. !e UG must not contact any enemy and
not going closer than 1BW to the charging
• Stand to receive and shoot at chargers. 14
enemy it is responding to. 6. !e player owning the UG decides whether to

7.8. !e universal ½ BW shift rule applies to


run-away or skirmish before any shooting or
movement takes place.
15
get around friends.
6.1. A run-away response represents taking a 16
12.J. RUN-AWAY AND SKIRMISH quick %eeting shot and running away as
RESPONSES
1. Some troops must make a run-away or
quickly, and as far, as possible. 17
6.2. A skirmish response represents dropping
skirmish response because they are not strong
enough to stand to face a charge. Others are
back more gradually while attempting to
maximise "ring on chargers, so there is a
18
allowed to run-away or skirmish but do not
19
49
20
21
1
2BW reduction in maximum distance 7.4. Move troops to their new position with
2
moved. them ending.

6.3. !e quality of the troops plays a signi"cant • Facing away from the charge if making a
3
role in how far they move - you are very run-away.
unlikely to get caught if you are superior • Facing towards the charge if a skirmish
4
making a run-away response but can easily response. If you choose to skirmish when
get caught if you are poor making a charged in %ank or rear your shooting is
5
skirmish response. deemed ineffective and you roll no
7. To execute a run-away or skirmish response: shooting dice, but it does at least turn you
6
7.1. For each UG, before making any moves, around to face them.

"rst roll for any shooting effect using the • Both cases are still considered to have
7
shooting mechanism. Files shoot if their done a shooting action and cannot shoot
target’s path of charge is ahead of them (i.e. later in the shooting phase – you tried to
8
in front of the line extending the front edge shoot at them but did minimal damage.
of the "le shooting) and within 1 BW. 8. Troops who have made a run-away or skirmish
9
7.2. Once shooting has been done - response may only use three prompted actions

• Make a variable movement distance roll, thereafter in that turn’s movement phase. !ese 10
adjust distance accordingly. will allow some adjustment of position. All are

• If making a Skirmish response, there is a


directly forwards or directly backwards and a 11
maximum of 2BW of movement or turning
2BW reduction.

• Reduce movement as a result of any


180° on the spot. 12
8.1. An M2 advance directly ahead action to
Driven Back effects.

If the net movement is 0 the TUG says


make a short advance of up to 2BW 13
without any wheels. !is is most often used
where it is.

7.3. Decide along which of the following three


to bring you back into range after a
skirmish or to get further away still after a
14
run-away.
directions to move:
8.2. An M9 turn 180° on the spot action. !is
15
• Directly to your own front.

• Directly to your own rear.


is usually used to turn an UG that did a
run-away back to face the enemy.
16
• Turning/wheeling to align with the
marked direction of charge (turns
8.3. An M10 turn 180° with Move action to
move up to 2BW and turn or turn and
17
consume no distance but wheels are
move up to 2BW without any wheels. !is
measured as with any other move).
is most often used to turn an UG that did a
18
run-away and move it back into shooting
19
50
20
21
1
range, or to turn one that did a skirmish 12.L. MOVING CHARGERS
2
and move it further away from the enemy. 1. Once all counter charges, intercepts, run-away
8.4. All may be block moves if cards allow. and skirmish responses have been completed
3
you move your charging UGs.
8.5. UGs who meet a table edge when doing a
run-away or skirmish move are treated as 2. !e active player chooses their "rst charge to
4
follows: move, then the inactive and so on until all

• If a side table edge or your opponent’s rear


charges are moved. In some circumstances this
5
sequence is important - for example if being
edge, turn or wheel to move along the table
edge in the direction that best takes you
charged in the rear while charging oneself, you
6
may move out of charge reach before they get
away from the enemy charging you.

• If a TUG reaching your rear edge they


to move their UG. 7
3. Once contact has been made, by the "rst base
stop immediately, and the opponent get a
KAB test on them including OOTs.
of an UG, adjacent "les must press forward up 8
to 1BW if they can contact any enemy directly

12.K. SHOOTING AT CHARGERS


ahead. Further bases can press forward in the 9
same manner if the adjacent base has made
1. Files can shoot at chargers if the path of charge
passes within 1BW and ahead of them, as
contact. 10
shown in the example below. !is is de"ned 4. When a charging UG is hit in the %ank or rear,

before shooting as the UGs being charged have any "les contacted to %ank or rear are stopped 11
already declared their responses. Shooters can by being contacted and do not move, but other

also "re at enemy counter charging or "les may still press forward to contact any
enemy within 1BW.
12
intercepting that have come within 1BW.

2. !e path of charge does not change, so a "le 5. Changes of direction are allowed only where
the target of a charge has changed position due
13
that is revealed by the responder moving does
not shoot unless the path of charge comes to a run-away, skirmish, intercept, charge , or
counter charge. !e change of direction must
14
within 1BW.
be to catch them and may not exceed the limit
3. In some circumstances the shooting will stop a
of a 90° wheel at the beginning of a charge.
15
charger before it reaches the 1BW distance
6. Files claiming %ank/rear bonuses should be
used for deciding who "res. Do not go back to
reduce or re-roll shooting effects for this - it is agreed at the time they are moved as the
16
conditions that apply at that time determine
all bundled into the mechanism for the right
overall effect. their validity.
17
7. Troops who have made charge, but failed to
make contact with enemy, may use an M2
18
prompted actions in that turn’s movement
19
51
20
21
1
phase. !is M2 move must only advance
2
directly ahead up to 2BW without any wheels.
3
12.M. ENGAGING IN MELEE
WHEN ALREADY IN CONTACT 4
1. Normally UGs may only create a new combat
by charging or pursuing into enemy, or by 5
being hit by such enemy. We cover the other
means here even though the moves will be in
the movement phase.
6
2. Troops who are already touching an enemy 7
UG but are currently not "ghting it are
deemed too close and already too involved to
charge. Instead, they can create a melee combat
8
in the movement phase in the following ways:

2.1. Where an UG is in front corner only


9
contact with an enemy front corner it can: 10
• Align 1BW in movement to create a single
base width frontal melee combat 11
• Make a wheel into side contact with
enemy if it can both reach and has room
to do so.
12
• Make an MF1 action to simply put a "le 13
into combat and do further MF1 moves if
cards and Formation allow. 14
2.2. Where an UG is in side edge contact with
the side edge of an enemy it may use an M9
turn 90° and thereby create a melee combat
15
to the side. 16
12.N. TERRAIN IN CHARGE 17
PHASE
1. Terrain Bene"ts (B) and Penalties (P) will
apply on the QRS.
18
19
52
20
21
1
2
13. Combat
3
13.A. FIGHTING BY FILES 3.1. On an enemy front edge or rear edge with
1. Fighting is typically done "le-by-"le, where your "les aligned edge-to-edge and corner-
to-corner with them.
4
each "le will usually roll 1 coloured death dice
against its opponent. If Shatters and Shoves
are possible then these must be done. If this is
3.2. On an enemy %ank edge by having your
"les aligned corner-to-corner on one corner
5
not the case, and units are not near breaking it
is ok and quicker to roll all the dice at once.
and with your front edge touching the
enemy %ank edge.
6
2. A "le is a single base plus all contiguous bases
behind it.
4. Aligning is free and allowed at any of three
times in the turn sequence - each time the
7
active player has "rst choice of whether to align
3. During a combat a single UG could end up
with different "les facing in different directions. or not, followed by the other player:
8
4. At times, "les support their adjacent "le but to
do so must be facing in the same direction.
4.1. SP2.7 just prior to charge combat. 9
4.2. SP4.1 before any movement takes place.
5. Contact between "les can be made on an edge 4.3. SP5.1 before any melee combat takes place. 10
or on a corner. All contacts on edges and
5. To align your "les simply pivot and/or shift
corners, except corner-to-corner, are considered
potentially part of a combat. So, in short, any
front bases of your "les by up to, but not 11
including, 1BW (so you cannot slide a full base
time an edge contacts an edge or a corner, or a
corner contact an edge there can be combat.
width across if already aligned) with the 12
following additional conditions:

13.B. ALIGNING FILES FOR


5.1. Only front bases are measured - all 13
contiguous bases behind are simply moved
COMBAT
1. Aligning is the process of lining up your "les
with their "le. 14
exactly opposite those of your opponent to tidy 5.2. No re-arrangement of positions within a
things up, BUT importantly the rules work formation is allowed and any General must 15
whether you align or not. stay with the "le he was with before

2. Aligning is never compulsory - it is always at


alignment. 16
the option of the player owning the troops. You 5.3. !e universal rules for displacing OOTs
are never forced to expose a %ank attack by apply. 17
aligning. 5.4. Friendly TUGs who are not in combat may
3. To align your "les, you move your "les up to be displaced by the minimum necessary and 18
1BW so that they are: up to 1BW to make space.
19
53
20
21
1
6. UGs may not align out of a %ank/rear contact 2. !e three symbols are a Skull, a crossed Sword
2
to avoid %ank combat or from a frontal contact & Arrow or X, and an S. !e different dice
into a %ank/rear one. have the following combinations:
3
7. UGs may not align entirely out of frontal
contact with an enemy UG unless another UG
Black
4
in the same alignment is taking its place and
the replacement UG end "ghting enemy with
White 5
its front edge. You may not align to create a
supporting "le at a corner that can then turn a
Green
6
%ank. Yellow

8. Side edge contacts that were frontal charges 7


may only align into frontal supporting "le Red

positions, not %ank positions.


3. !ese symbols work in a simple way.
8
13.C. COMBAT RESULTS 3.1. If you roll a Skull, you in%ict 2 wounds 9
1. !e Combat Mechanism uses the Renatio et 3.2. If you roll a Sword & Arrow/X, you in%ict
Gloriam death dice. !ese dice have three
symbols on them but in different quantities on
1 wound 10
3.3. In Close Combat If you roll a S, you in%ict
the different coloured dice.

1.1. !e colours match the "ve colours of the


1 wound 11
3.4. Each wound you in%ict place a Wound
command cards. !e RED dice is the most
dangerous, the BLACK the least
marker on the UG 12
3.5. Placing a third wound on the UG will
dangerous.

1.2. In combat you will roll a death dice for a "le


create a kill on the "le being rolled at that 13
time (even if the "rst wound was on a
every time that it "ghts an opposing "le,
and additional dice if it has supporting "les.
different "le). As a result, wounds are only 14
ever on UGs not "les.
1.3. A single "le can "ght once to front, once to
rear and as many times to %ank as it has
3.6. !e S stands for several “Special” and gives 15
a special effect in combat such as S for
bases in its "le.
Shatter and S for Shove (see later). !is in 16
addition to the wound caused.

17
18
19
54
20
21
1
13.D. CLAIMS AND WHICH DICE 5. To determine which dice to roll compare your
2
TO ROLL claims and consult the table below. You could
1. In combat, the central dice is GREEN - i.e., if get as much as a deadly double - RED.
3
you are both equally good against each other
you will each roll a GREEN dice. So, an even Equal claim
Dice to Roll in Combat
Green Opposing "le Green
4
combat does - rightly - have the volatility of a 1 Claim Green Disadvantaged "le White

Skull on its dice and is difficult to predict. Your


2 Claim

3 Claim
Yellow

Red
Disadvantaged "le

Disadvantaged "le
White

White
5
objective is to "ght combats where you have 4 Claim Red + White Disadvantaged "le Black

some sort of advantage. 5 Claim

6 Claim
Red +

Red +
Green

Yellow
Disadvantaged "le

Disadvantaged "le
Black

Black
6
2. If you are better in combat, then your 7 Claim Red + Red Disadvantaged "le Black
opponent drops to WHITE, and you go up 7
from GREEN to YELLOW or RED as you
13.G. FILES AND BASES WITH
get increasingly advantaged. A RED dice has
3.5 times as much damage on it as a WHITE
MULTIPLE ENEMIES 8
1. Files and bases can be involved in several "ghts
dice.

3. How much better is measured by adding up


in a single phase, but a base can only roll its 9
dice once.
claims for your "le and comparing them to the
claims of your opponent. Claims are a set of
1.1. A single base could have 4 opponents if 10
surrounded – front, rear and both %anks.
cumulative factors in two types:

3.1. General Combat Claims are about things


!ere are 4 "ghts, and the owner of the 11
single base chooses in which "ght to roll its
such as your quality, being uphill etc. !is
will always apply.
dice. 12
1.2. For the remaining "ghts it adds up its
3.2. Preferred Opponent Claims are about your
speci"c weaponry and how good it is
claims normally but does not roll a Death
Dice and can therefore do no damage. Its
13
against different opponents

• !ese apply only when "ghting to front.


claims are simply used to determine the
colour of its opponent’s dice.
14
• !ose marked * do not apply if you are
Affected or Badly Affected by Terrain(P)
2. Contact can be made on an edge or on a corner.
All contacts on edges and corners, except
15
corner-to-corner, are considered potentially
4. !ere are no minuses. Everything in ReG is
part of a combat. So, in short, any time an edge
16
expressed as pluses so all you need to do is add
contacts an edge or a corner, or a corner
up your claims, and compare to your
opponents.
contact an edge there can be combat.
17
3. When two bases are in contact with the same
edge of an enemy base and have not fought, the
18
player with two bases chooses which one will
19
55
20
21
1
be fought. !is can at times be of major bene"t 4. Within each combat, the active player chooses
2
such as a situation where otherwise and enemy the "rst of their "les to "ght, the other player
might get to claim a %ank attack bonus. In this then chooses the next "le, and so on until the
3
example the %ank has been protected by the combat is complete. Neither player can choose
presence of friends on their %ank. which opponent they "ght if there is a choice – 4
4. Where a "le has more than one "ght it may this choice always belongs to the player owning

choose whether to roll dice to the side or rear those "les. 5


or to use bases instead to provide rank bonuses 5. When choosing a "le, a "le next to a Shatter or
to the front. Shove must be chosen if one is available. Use 6
4.1. If bases "ght to %ank they cannot provide the red Shove/Shatter marker to show where

rear ranks for a frontal "ght. there is an unresolved Shatter or Shove to 7


consider.
4.2. Bases "ghting to front can only claim bases
behind them as rear ranks if they have not
13.G. CASUALTY REMOVAL IN
8
fought to the %ank.
COMBAT 9
1. When a base is killed, the principle is always
13.F. CHOOSING THE ORDER OF that the base in contact has died, and the rear
COMBATS
bases move up to "ll the space where this is
10
1. Combat mirrors the General principle
possible.
throughout the game that the active player
chooses which "ght to do "rst, then the other 2. When casualties cause a base loss:
11
player, and so on until all "ghting is done. 2.1. If all bases in the "le behind the base killed
!ere are two steps to this: 1) completing are the same simply remove the rear most
12
combats in turn, and 2) "ghting "les within base, representing others moving forward.
those combats in turn. 2.2. If the base in combat is different from
13
2. First choose which combat to resolve. Each others behind it remove the front base and
separate group of contiguous UGs in contact shift others forward into the "ght. If any
14
with each other and "ghting is a combat. !e base shifted forwards have enemy to %ank
active player chooses which combat to resolve or rear shift these as well to maintain
15
"rst, then the other player the second and so positions.
on. Often the order will not matter at all, but if 2.3. Where casualties on a "le would result in
16
there is a combat that has the possibility of the last base of a "le being removed, then a
breaking the opponent’s army you will want to base from another "le must be removed if 17
choose that "rst. available. !e owning player chooses which.
3. Each combat must then be completed entirely 2.4. If a base loss would lose contact entirely
18
before moving on to another combat. with an enemy UG (i.e., it is the only base
19
56
20
21
1
currently in contact with it) then another • Voluntary Pursuit is not treated as a new
2
base must be removed if one is available. contact
!e owning player chooses which. 1.4. You must follow the constraints de"ned by
3
2.5. If casualties on a "le exceed bases, further the TUG Formation.
bases are removed from an adjacent "le -
4
the owner choosing which 13.I. SUPPORTING FILES IN
2.6. If in any doubt, remove the base in front of COMBAT 5
the "le that created the kill. 1. A "le next to another "le that is "ghting is

3. You cannot remove a base that causes a TUG


called a neighbouring "le, and where it not 6
itself engaged in a "ght but its neighbour is it
to reduce its frontage to less than allowed for
its formation unless there are no other options.
assists them "ght as a supporting "le. 7
2. It does so by adding a further dice to the roll of
4. If a base is removed that has not yet fought,
then the combat it is involved in is fought
the "le-to-"le combat, rather than by rolling 8
separately. A single "le can have supporting
immediately, as it is removed.
"les once on each side. 9
3. To count as a supporting "le the "le must be:
13.H. MOVES WHEN IN
COMBAT 3.1. In front corner or at least partial side-edge 10
1. When in combat the only moves you can make contact with an enemy "le that its
with an UG are: neighbour is "ghting. 11
1.1. MF1 to move unengaged bases into the 3.2. Be aligned parallel to the "le it is
"ght. supporting and be facing in the same 12
1.2. MF2 to turn bases to "ght enemy attacking direction.

%anks or rear. 3.3. If beyond the "ght, have its front within 13
1.3. F2-F4 break off to escape from combat. 1BW of the line of "ghting.

• After any F2-F4 move, newly unengaged 3.4. Or be in such a position that aligning
14
TUGs whose enemy have broken off, may would have resulted in the above situations.

move directly forward using a Voluntary 3.5. And have not fought already in the current
15
Pursuit prompted action F5 phase - either itself (having killed its

• A Voluntary Pursuit must re-contact the opponents) or as a supporting "le on its 16


enemy other side.

• If they do not have the move distance to 4. Supporting "les only contribute to melee
17
re-contact the enemy Voluntary Pursuit combat - they have no effect at all in the initial

cannot be made. impact of charge combat which represents the 18


"rst few seconds of crunch.
19
57
20
21
1
5. To work out the dice to add for a supporting 2.1. A Shatter is caused by a Skull or S result
2
"le: on the dice.

5.1. Calculate its claims as if it were "ghting the 2.2. A Shatter represents the "le punching a
3
target base in the position of the friendly hole in the opposing line and causing chaos
base it is supporting. around it thereby helping "les around it
4
5.2. Work out what dice this would give it and and therefore only applies in charge combat.

then downgrade the dice by one colour in 2.3. To qualify as a neighbouring "les all of the
5
the table. Most often a supporting "le of the following must apply -
same troops will be simply 1 dice colour • Adjacent to the "le with Shatter marker.
6
lower than the main "ght - so you will often
get a GREEN and a WHITE, or a
• Facing the same direction. 7
WHITE and a BLACK. In these simple • Have at least partial side-edge to side-edge
situations there is no need to add up the contact to the "le with Shatter marker. 8
claims separately, as it is clearly the same as 2.4. Neighbouring "les get a +2 combat claim
the main "ght and then down a dice level. bonus in any unresolved combat in this 9
5.3. If the dice would normally be black, then it phase.
drops to nothing. 2.5. Unresolved "les next to a Shatter or Shove 10
must be chosen and resolved before any
13.J. SHATTER & SHOVE
1. In combat, S for special has two different
other "le. 11
2.6. Place the red Shatter marker to show where
effects depending on the troops involved. !e
three most common effects are designed to
Shatters have occurred. Should further 12
Shatters occur, these are marked and must
re%ect the "ghting styles of.

1.1. !e shock of impact from hard charging


be resolved until no unresolved
neighbouring "les exist. As a result, an early
13
Shatter can %ow down an entire charge
foot and cavalry.
combat causing serious damage!
14
1.2. !e push and weight effect of the tightly
formed foot 3. Shove: A variety of types of troops can claim
shove against anything other than -
15
1.3. !ese all begin with S and are called
Shatter, Shove respectively. • Elephants 16
2. Shatter: Elephants and Aggressive can cause a • TUGs with hasty defences, barricades or
Shatter against anything other than - redoubts - unless against Elephants. 17
• Elephants 3.1. !ose with the Shove or Elan characteristic

• TUGs with hasty defences, barricades or 3.2. Close formation foot "ghting in Good 18
redoubts - unless against Elephants. Going (B) against loose or open order foot
19
58
20
21
1
3.3. A Shove is caused by a Skull or S result on 1.2. A base may only "ght once in a phase, so a
2
the dice. player with a base "ghting in 2 directions

3.4. To qualify as a neighbouring "les all of the must choose the direction in which they
3
following must apply - want to roll their dice. !ey still add up

• Adjacent to the "le with Shove marker.


claims for the other directions to determine 4
which colour dice the opponent will roll.
• Facing the same direction.
1.3. Where a base is contacted in either %ank or
5
• Have at least partial side-edge to side-edge rear, but can provide rank bene"ts to its
contact to the "le with Shove marker. front, the player may choose whether to use 6
3.5. Neighbouring "les get a +1 combat claim it for rank support or to "ght to %ank or
bonus in any unresolved combat in this rear. 7
phase. 1.4. A single base may be attacked a maximum
3.6. A Shove counts in charge combat and of once on each of its edges - so a base 8
melee combat. contacting multiple bases on a %ank will

3.7. Unresolved "les next to a Shove must be


only be attacked by one of them (if aligned
it will usually be in contact with two enemy
9
chosen and resolved before any other "le.

3.8. Place the red Shove marker to show where


bases, but it only "ghts one and receives a
"ght back from one chosen by the
10
Shoves have occurred. Should further
opponent).
Shoves occur, these are marked and must be
1.5. UGs "ghting in two or more of front, %ank
11
resolved until no unresolved neighbouring
and rear may not break off.
"les exist. 12
13.L. BREAKING WHEN IN
13.K. FIGHTING IN MORE THAN
ONE DIRECTION COMBAT
13
1. If any UG is broken by combat casualties it
1. When a "le is contacted in more than one
direction the following rules apply:
stops "ghting immediately and therefore rolls 14
no further dice and does no further damage on
1.1. !e "le does not have to turn to face
anyone to %ank or rear, the owning player
any opposing troops. 15
2. !e opponent, however, may still opt to roll
chooses to do this at SP4.3 and SP5.6 if
they so desire, paying cards for an MF2
their combat dice if they see an opportunity 16
from doing so (e.g. a chance of killing a
action to turn any or all bases in the UG to
face any enemy in front edge contact with
General). 17
them. Other bases may not turn as part of 3. !e opponent claims KAB tests and the
this move and require further MF1 moves broken UG makes a single rout move at SP2.8 18
to get them into the "ght. and SP5.3 (15.B).
19
59
20
21
1
13.M. TERRAIN IN COMBAT
2
1. Terrain Bene"ts (B) and Penalties (P) will
apply on the QRS.
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
60
20
21
1
2
14. Shooting
3
14.A. TYPES OF SHOOTERS to the shooting "le. See the territory terrain
Shooters have "ve shooting ability grades that are table for visibility distances. 4
independent of "ghting quality: 3. Files with missile weapons and High, Average
• High Firepower (HFP) or Salvo Firepower (not Charge Firepower)
may shoot at target bases that are in range and
5
• Average Firepower (AFP)

• Low Firepower (LFP)


arc unless: 6
• !ey shot or made a skirmish or run-away
• Salvo Firepower (SFP)

• Charge Only Firepower (CFP)


response in the charge phase. 7
• !ey have made a pursuit in the charge phase

14.B. SHOOTING AT CHARGERS


(they are busy). 8
• !ey are in combat and will be "ghting
1. Which "les can shoot at chargers, and targets
making counter charge and intercept responses
frontally or as a supporting "le in melee 9
combat.
is covered fully in M12.K . Essentially any of
them that come within 1BW of your shooters • !ey have made a charge, intercept, or counter 10
can be shot at in the charge phase. charge.

2. !e shooting mechanism is the same for 4. !ey are part of a hesitant ally and have not 11
shooting at chargers or shooting in the been attacked yet ("ghting or shooting).

shooting phase and is covered below. 5. Troops are not forced to shoot; they may 12
3. Any "le that shoots in the charge phase cannot choose not to (which may be bene"cial if an

shoot in the shooting phase – including those enemy hesitant ally is in range, or if you are 13
having done a skirmish response but that had hiding in ambush).

no viable way to shoot at the troops charging 14


them. 14.D. TARGET PRIORITIES AND
SHOOTING ARCS 15
1. Troops may only shoot at targets who are
14.C. FILES THAT MAY SHOOT
directly ahead of them.
IN THE SHOOTING PHASE
1. Shooting takes place between a friendly 2. To qualify as a target –
16
shooting TUG and an enemy target TUG(s) -
Each "le shooting shooting contributes a single
2.1. Both front corners of the shooting "le must
be able to draw an uninterrupted line to
17
death dice. !e number of dice is calculated, by
target TUG, and thrown together.
some part of the target base without
passing through friends, enemy or terrain
18
2.Target bases must be visible that blocks visibility.
19
61
20
21
1
2.2. !e target base must be ahead of the line they are shooting at them from behind their
2
extending the shooting base front edge %ank or rear.

2.3. !e target base must be between parallel 5. !e target base may claim Cover(B) if it is in
3
lines extending forward from the shooting terrain type that grants it.
base side edges 6. If any enemy bases are within 1BW and
4
2.4. Be in range of the "ring weapon measuring directly ahead then a "le must shoot at
between the nearest points from the whichever such base covers most of the
5
shooter and the target frontage of the shooting "le - if equal the

3. Additionally – shooter may choose which base to shoot at.


6
7. Artillery have a 2BW arc of "re when shooting
3.1. For a 3 wide TUG, if any base does not
have a valid target and the central "le is in at targets beyond 8BW.
7
shooting arc, then the adjacent "le may "re 8. Bases in the "rst two ranks in frontal contact
at the same target if in range with enemy cannot be targeted.
8
3.2. For a 2 wide TUG, if one base does not
have a valid target and the other "le is in
9. Bases in the "rst two ranks in a supporting "le
cannot be targeted .
9
shooting arc, then the adjacent "le may "re
at the same target if in range 14.G. RANGE AND DEPTH OF
10
3.3. For a single "le wide TUG an adjacent "le SHOOTERS
from another TUG can shoot the same 1. Refer to the tables on the QRS for shooting.
11
target if all the following apply – 2. Ranges are measured from the front of the "le

• !e adjacent "le does not have its own "ring even if the front bases are not those
12
target "ring.

• !e adjacent "le is in front corner-to-front 3. If there are barricades, redoubts, or stakes in


13
corner contact. front of the "le measure from the front base.

• !e adjacent "le is in side-edge to side- 4. Files "re at reduced effect if they have
14
insufficient depth and suffer a dice level
edge contact.
downgrade when they "re.
15
• !e adjacent "le is not shooting as a result
already being an adjacent "le.
14.F. OVERHEAD FIRING
16
3.4. In the charge phase if an enemy contacts
1. Troops may always "re over ranks in the same
the side of a base, but it is a frontal charge
that base, and that base alone may "re.
UG with no reduction in effect. 17
2. A single "le may only ever roll one shooting die
4. Shooting "les target the nearest base in the
unless exempted by Formation (i.e., Caracole)
18
target TUG. As a result, they will Generally
3. Artillery may shoot over friends if -
shoot at the front rank unless 19
62
20
21
1
3.1. Uphill 4.2. Generals within 2BW can cancel each
2
Drive Back
3.2. !e shooting base is least 1BW from the
friends they wish to shoot over • 1BW with a YELLOW to “Press On”
3
3.3. !eir target is more than 4BW from any
friends they wish to shoot over
• 2 BW with a RED to “Press On” 4
4.3. If the Drive Back is insufficient to prevent

14.G. WHICH DICE TO ROLL


the charger reaching its target, the charging
troops are moved normally, and the Charge
5
1. When shooting, every "le starts with a
GREEN dice
Combat occurs 6
4.4. If the Drive back prevents the charger
1.1. !e shooting dice is then upgraded in
favourable circumstances.
reaching its target 7
4.5. For each Drive Back effect the UG move is
1.2. !e shooting dice is then downgraded for
unfavourable ones.
reduced by 1 BW. 8
4.6. Drive Back effects on a TUG standing as a
2. To work out which colour dice to roll refer to
the QRS sheet.
charge response have no effect. 9
5. Driven Back during the Shooting Phase
3. Simply start with a GREEN dice as a starting
point and look at the chart to see where you go
5.1. For each Drive Back the UG is moved by 1
10
BW. If the incoming "re is from both to
up or down.
%ank and front keep a track of where the 11
Drive Back effects come from.
14.H. DRIVEN BACK BY FIRE 12
• Where the majority of Drive Back effect
1. Drive Back is the effect of pressure from
occurs to the targets front, the UG is
missile "re. It is representative of that era
where troops gave ground under intensive
driven back directly to its own rear 13
"repower. • Where the majority Drive Back effect

2. After shooting dice have been rolled and


occurs to the target rear or %ank the UG 14
does not move.
casualties in%icted, total the number of non-
blank shooting dice faces to determine Drive 5.2. When you get a Driven Back, place a 15
Back effect on an UG. marker with your UG to record the total

3. Adjust this value by the Driven Back by Fire


result until all shooting is complete. 16
modi"ers on the Shooting QRS. 5.3. Troops are then moved directly back the

4. Driven Back during the Charge Phase


speci"ed number of BW. 17
• Move without any deviations other than
4.1. For each Drive Back effect the charging or
evading UG move distance is reduced by
the universal ½ BW shift. 18
1BW
19
63
20
21
1
• You cannot be driven back by more than - Itself
2
the maximum move in the terrain you are
in.
- All Friendly TUGs within a normal
move distance directly behind the
3
• If multiple Drive Backs occur and there is TUG starting position.
need to determine a sequence, alternate 9. A Block charge is shot at as individual UGs,
4
moving UGs starting with the Active and Drive Backs in%icted normally. Subsequent
Player. prompted “Press On” moves only require a
5
6. Troops behind hasty defences, barricades or single card
redoubts are never Driven Back.
6
7. If a UG cannot move back the full distance 14.I. CASUALTY REMOVAL
because it would contact !e shooting player rolls all dice for each target UG
7
at the same time.
• Impassable terrain.

• Rear table edge.


• Where shooting is from the front, and the
8
front-rank is different (equipment, armour, or
• Enemy.
morale) then a front-rank base must be
9
!e TUG moves as far as it can and then takes removed.
as KAB test.
• Otherwise, any base can be removed to
10
8. If a TUG cannot move back the full distance maintain its Formation.
because it contacts friends 11
8.1. If there is room beyond without exceeding 14.J. TERRAIN IN SHOOTING
the TUGs normal move distance. 1. Terrain providing Cover (B) can be claimed in 12
the shooting phase.
• OOTs pass directly through and take a
KAB. 2. Visibility in terrain will in%uence shooting. 13
• Other TUGs pass directly through
causing a KAB on all of the following -
14
- Itself

- All TUGs passed through.


15
8.2. If there is insufficient room to pass through
or it would exceed the TUGs normal move
16
distance. 17
• OOTs stop on contact and take a KAB.

• Other TUGs stop on contact causing a 18


KAB on all of the following -
19
64
20
21
1
2
15. Routs and Pursuits
3
15.A. BREAK POINTS occasionally you will need to put a base back to
1. UGs can be broken in the following three check distances. 4
ways:

• Suffering casualties from shooting.


15.B. ROUT MOVES 5
1. When called upon to make rout moves the
• Suffering casualties from combat.
order rarely matters. But if it does then as
• Suffering casualties from a KAB test. usual, the active player chooses the "rst to be
6
2. Base losses represent kills, wounds, done, then the inactive and so on. Normally
degradation of morale and the breakdown of you will simply do them all.
7
unit cohesion. In all formats, UGs break 2. An UG with enemy in contact with two or
immediately when their losses reach. more of front, %ank and rear does not rout and
8
2.1. More than ½ the wound total for a TUG is destroyed on the spot. !e opponent has the

3. An army breaks immediately if it ever loses ½


option to pursue directly ahead with any UGs
9
that were "ghting them.
or more of its on-table TUGs or 9 TUGs
whichever is lower. 3. Otherwise, routing UGs makes a single rout
10
move only and are removed from the table after
3.1. When calculating on-table TUGs

• A Camp is not a TUG.


pursuits. !ere is no rallying of troops who 11
have broken during a game – this rarely
• Exclude %ank marching TUGs yet to happened. 12
arrive.
4. Routing UGs make a move with a variable
• A sacked camp counts as 1 towards this move distance (11.H). 13
total (17.F).
4.1. Roll a variable movement dice (11.H) and
4. Troops that are broken stop "ghting adjust distance accordingly. 14
immediately but if they have been broken in
4.2. Wheel and/or turn as necessary to get as
the shooting phase, they complete any
far from the enemy in contact as possible in
15
shooting. !ey then cause KAB tests (16.B)
the following direction, measuring distance
and make a rout move in turn sequence SP2.8,
SP3.2, or SP5.3 depending on the phase in
from the starting position when wheeling 16
and the position after turning if turning.
which they break.

5. KAB test ranges are always measured to the


• If routing when in combat, rout directly 17
away from enemy in front-edge contact
bases that the routers had in place at the
beginning of the phase in which they break - so
with it. If there are multiple UGs in 18
contact with the routers the owning player
chooses which enemy to rout away from. 19
65
20
21
1
• If routing from shooting (but not in 15.C. PURSUIT MOVES
2
combat), rout directly away from shooters. 1. UGs do not pursue if they are still in contact
If there are multiple UGs shooting at the with enemy troops, they are in a position to
3
routers the owning player chooses which "ght in melee combat - i.e. if still in a melee,
to rout away from. even as a supporting "le, they do not pursue.
4
• If routing due to a KAB test (but not in 2. Other UGs make pursuit moves if any enemy
combat), rout directly towards its own rear they were "ghting to their front rout, for
5
table edge. whatever reason.
5. Routers do not deviate at all from this path 3. UGs that were "ghting only as supporting "les
6
other than being able to take advantage of the have an option to pursue if the troops they
universal ½ BW shift. were supporting have done so.
7
6. If they meet friends, they pass through them as 4. UGs that destroyed opponents that were
per the rules for passing through friends "ghting in two or more of front, %ank and rear
8
(8.3D), causing KAB tests where appropriate have an option to pursue directly ahead.
(8.8B).
5. !e following additional rules apply:
9
7. Any enemy, including OOTs, stop rout moves.
Routers are simply removed when they contact
5.1. Battlewagons, artillery, camps or troops
behind hasty defences, barricades or
10
them.
redoubts never pursue.
8. UGs that are destroyed entirely do not make a
5.2. Impetuous troops make a triple pursuit
11
rout move.
• !is can be reduced by the General with
an F1 move
12
• !e "rst pursuit being the distance routed 13
• !e following pursuit moves are based on
the speed of the pursuer. 14
5.3. Foot with a shooting weapon can always
choose not to pursue unless 15
• !ey are Aggressive.

• !ey have Elan.


16
• !ey are Irregulars.

5.4. Foot may always choose not to pursue


17
mounted. 18
6. A pursuit move is a normal move distance
without a variable movement dice roll. 19
66
20
21
1
6.1. UGs reform before pursuing if they are not
2
already in legal formation.

6.2. Pursuers wheel and/or turn in whatever


3
combination moves them as close as
possible to the broken enemy being
4
pursued.

7. Pursuit stops when:


5
7.1. It meets friends it cannot get around using
the universal ½ BW shift.
6
7.2. It meets any enemy. 7
7.3. It meets a table edge.

8. If any unbroken other enemy are met, they 8


run-away or skirmish as if charged, but do not
shoot (we consider there has been a mass of 9
friends running towards them).

9. If a new enemy is contacted. 10


9.1. If this has occurred during a charge phase
"ght a further charge combat immediately, 11
9.2. Otherwise "ght in the next charge phase.
12
13
14
15
16
17
18
19
67
20
21
1
2
16. KABs & Wound Recovery
3
16.A. MORALE AND LOST BASES 4. !ere are two exceptions:
1. Morale in Renatio et Gloriam is represented by • If they are allied troops and it is not their 4
the reduction in the number of bases in an allied General who has died.
UG. !is isn’t just casualties, but rather a loss
of cohesion and morale. !e General
• If they are non-allied troops and an allied 5
General has died.
debilitation of the "ghting force until it breaks.

2. Bases are killed in three ways: Shooting,


4.2. If enemy burst through each other in a way 6
that causes KAB tests.
Combat, Kill a Base test. !e KABs cover a
range of different situations where the "ghting
4.3. TUGs Driven back through friends.
7
cohesiveness of troops might suffer without 4.4. Keil, Late Keil or Tercio Driven back
losing casualties. In short, it re%ects indirect through friends causes and additional
8
morale effects. KABs.

!e only “rallying” that occurs during the game is an 4.5. If a TUG (including OOTs) is making a
9
attempt, to hold troops close to breaking. run-away or skirmish move and meets a
long table edge, then it stops on contact and
10
16.B. KILL A BASE TEST (KAB) takes a KAB test.

1. !e Kill a Base test is how Renatio et Gloriam 4.6. Close/Loose foot while in Good Going (B)
11
deals with two issues: and in an insecure %ank sector, charged by

1.1. !e spread of negative morale effects where Mounted or Elephants. 12


we test UGs in situations that might cause 4.7. Close Foot TUG entering, or becoming
morale degradation. Close, in a Flank sector.
13
1.2. !e risk to a General when there is a 5. You can claim a KAB test on an enemy
chance they may get killed or wounded. General immediately:
14
2. You can claim a KAB test on enemy UGs and 5.1. When you kill a base in a "le, by any means,
Generals as shown on the KAB table: and the General is "ghting in the front rank
15
3. KAB tests on UGs are immediate should any of the "le.

of the following happen: 5.2. You break, by any means, an UG when a


16
3.1. If you kill an enemy General, you get a General is with it.

KAB test on all enemy UGs within - 6. KABs for routs all occur at the end of the
17
current phase:
• 6BW of a legendary General
6.1. If you break an enemy TUG, you get a roll
18
• 3BW of other Generals
on every enemy UG within 3BW at the
19
68
20
21
1
end of the current phase. !is could be the 9. TESTING A GeneraL. roll a death dice with
2
charge phase, shooting phase, "ghting the colour depending on the current card
phase, or end of turn phase. allowance of your opponent’s General. Roll a
3
6.2. Any TUGs broken by these tests based on General rating

themselves cause further tests.


Death Dice Generals Quality
4
7. End of Turn phase KABs (SP6.3)

7.1. Breaking an enemy camp.


Red Mediocre 5
Yellow Competant

• Make a KAB test on every UG in the Green Talented 6


opponent’s army. White Legendary

• TUGs breaking because of this cause


9.1. A Skull kills the General - treat him as
7
further tests on friends.
dead (9.D). !is gives a KAB test on any
7.2. Close Foot in Good Going (B), in an UGs within 3BW of the lost General 8
insecure %ank sector (even partially) (6BW of Legendary) that are in line of
8. KAB TESTING AN UG. Add an command unless there is an exception 9
AUTOMATIC wound, then roll a death dice above. Discard all the killed Generals cards.
with the colour depending on the quality of 9.2. A Sword & Arrow (X) wounds the 10
your opponent’s UG. General - drop one card number to a

Death Dice TUG Quality


minimum of 2 for the rest of the game. If 11
the General is currently at 2 cards treat as
Red Poor

Yellow Average
stunned instead. 12
9.3. An S stuns the General knocking him out
Green

White
Superior

Exceptional
for a time - he must discard any cards he
has remaining.
13
8.1. A Skull adds 2 wounds 9.4. If a General survives such a test when he is 14
with a broken UG he immediately gets a
8.2. A Sword & Arrow (X) adds a wound

8.3. An S adds a wound


free move to get away from the ensuing
rout.
15
8.4. If there is more than one quality grade in an
UG use the lower grade as long as such 16.C. RECOVER WOUNDS WITH
16
bases still exist, and your opponent removes GENERALS
one of these bases if you are successful. 1. Generals can hold together troops under
17
pressure by recovering wounds if they are
nearby and have the command cards to do so -
18
19
69
20
21
1
representing them urging the troops to ignore 4. A TUG can only remove one wound in using
2
the damage they are taking. this method, but can also recover wounds in

2. Some Army Traits allow Generals to recover other ways.


3
wounds automatically. 5. A TUG can only support one TUG per turn.

3. In SP6.1, you can remove a wound from an (of the players choice)
4
UG using command cards from a General that
is with the unit:
5
• Play a RED card to remove a wound for
an UG that is in combat.
6
• Play a YELLOW or RED card to remove
a wound for an UG that is not in combat.
7
16.D. RECOVER WOUNDS
8
USING REAR SUPPORT
1. Where speci"ed by an Army Trait Foot TUGs
9
may remove a wound if it has a supporting
Foot TUG. 10
2. To claim rear support the supported TUG
must be both
11
• In Close or Loose order.

• Entirely in front of a straight line


12
extending from the front edge of the
supporting TUG.
13
3. !e TUG providing rear support must be
both
14
• In Close or Loose order. 15
• Entirely behind a straight line extending
from the rear edge of the TUG supported. 16
3.2. Both TUGs must be at or closer than the
Rear Support range. 17
3.3. !e range for Rear Support is de"ned by
the Army Trait. 18
3.4. Neither TUG can be in the %ank sector.
19
70
20
21
1
2
17. Camps
3
17.A. DEPICTING CAMPS 17.B. CAMP TYPES AND
1. In La Rinascita and Grande we depict a camp QUALITY
1. Camps can be standard, forti"ed, mobile,
4
at the edge of the battle"eld. Sacking an enemy
%exible or no camp. Options vary by army and
camp can demoralise its morale, so protecting
your own is important. In Compatto we do not are shown in our army lists.
5
use camps.

2. A camp is not part of any command - it is


2. A standard camp has no material barricades
and is best represented by carts, tents etc.
6
simply part of the army. 3. A forti"ed camp should be represented with
barricades all around it.
7
3. Camps are not TUGs - they do not count
towards army size, they do not cause KAB
tests for being broken, they may not recover
4. A mobile camp should have only mobile "gures
on it - camels, pack animals etc. - and no "xed
8
wounds, and they do not stop M14 double
moves.
items showing. 9
5. A %exible camp is deployed as a forti"ed camp
4. A camp is instead considered to be sacked
when lost and causes a KAB test on the entire
when defending and a mobile camp when
invading.
10
army instead.

5. A camp cannot be shot at, nor can it shoot.


6. No Camp is an option for some armies adept
at foraging. !ey deploy a poor mobile camp
11
6. Camps exert no proximity zone and have no
%anks or rears.
when defending and no camp at all when
invading.
12
7. Camps have a minimum footprint of 3BW x
17.C. MOVING A MOBILE CAMP
13
2BW.
Only a mobile camp can be moved. It can make a
8. Camps can be represented by larger models
single move in any direction by playing a RED card
14
giving an opportunity for some beautiful
from any General (main or ally) within command
creations. In this situation any part of the base
can be attacked.
range. A General can upgrade a YELLOW to RED
15
if he is with the camp. !ey move at the speed of
9. Larger camps should in no way confer an in- battlewagons. 16
game bene"t.

17.D. CAMP DEPLOYMENT 17


1. Camps must be deployed touching your rear
table edge. 18
19
71
20
21
1
2. Camps are always deployed as the "rst item • !e camp can claim a supporting "le if
2
you place, before any UGs in your army, and do there is 1 BW of frontage that is not on
not count towards any deployment quantity. contact with the enemy
3
3. If there is no secure %ank from the PBS, it 4.3. Camps gains the claims and other bene"ts
must be entirely within 6BW of the middle of of barricades if forti"ed.
4
your rear table edge. 4.1. Camps cannot recover wounds as it is not
4. If there is a secure %ank from PBS, the camp an UG.
5
can also be placed anywhere from the centre of
your rear table edge to the secure %ank.
4.2. Sacked camps are removed from play at the
end of the turn in which they were sacked
6
5. Some PBS maps may offer further alternatives
when deploying camps 17.F. LOSING YOUR CAMP
7
1. RULE 1: DON’T! It is vital not to lose your
17.E. CAMPS IN COMBAT camp - to do so could make your entire army
8
1. A camp can only be broken and sacked stall or panic and rout.
through combat by causing ½ of its 3 nominal 2. When a camp is sacked, it immediately counts
9
bases to be lost (5 of 9 wounds). No bases are as 1 towards breaking your army. Losing it may
removed. break your army immediately.
10
2. A forti"ed camp may only be attacked by 3. In SP6.3 your opponent gets a KAB test on
infantry or elephants; other camps can be every single on-table UG in your entire army
11
attacked by any enemy, including OOTs. (including allies). !e enemy gets an additional
3. Camps never pursue. KAB test against every on-table TUG of -
12
4. When "ghting. • Keils

4.1. A camp is treated as a TUG of Poor, Loose, • Late Keils


13
Unprotected foot.

• Camps get the General claim vs OOTs if


• Tercios 14
attacked by an enemy OOT.

4.2. Every face of the camp can be attacked


15
• In the case of larger or irregular shaped 16
camps, every enemy base in contact can
"ght. 17
• !e camp can "ght each enemy base that
has contacted it. 18
19
72
20
21
1
2
18. Flank Marches and Ambushes
3
18.A. FLANK MARCHES 3. To make a %ank march.
1. 4
A %ank march is an off-table manoeuvre by a 3.1. You decide whether to order a %ank march
General and troops aiming to arrive on the after the out-scouting deployment has
5
%ank of the enemy army. !ere have been
numerous famous ones throughout history. In
taken place in the PBS. If you out scout an
enemy 100% you will have a good idea
addition, it represents the more common
6
envelopment tactic of many horse archer
whether a %ank march will be useful or not
as you get to see their entire army before
armies. you decide.
2.
7
!e following rules determine who can %ank 3.2. Immediately thereafter place one or more
march. Generals next to your camp with a card face
8
2.1. One sub General with up to four UGs can down under each of them. !is should be
be sent on a %ank march around each side the Left Flank March or Right Flank
9
of the table except where a table edge has a March cards from your pack for a real %ank
deep-water secure %ank from the PBS march or can be any other card if a bluff.
10
(some lists have exceptions to this). So, you 3.3. Note the numbers from the army builder of
can %ank march on a table edge with a any UGs %ank marching on a sticky note
11
mountainous or wooded secure %ank and place it on the underside of the card.
2.2. !e following may not %ank march. army Again, you can bluff if you stick a blank
12
commanders, battlewagons, elephants, note onto an ambush card or one saying
artillery, camps. “surprise!”.
13
2.3. You can %ank march with an allied sub 3.4. After all troop deployment, when placing
General, but they must take all troops in Generals and deciding commands, if the
14
their allied contingent with them. %ank march is real leaving the General next
to your camp; if it was a bluff simply pick it
2.4. While a %ank march remains off table the
15
TUGs do not count towards army size and
up, show your opponent the fake ambush
card, and place your General on table as
break points (8.7A), so the core army may
16
break at a lower level than shown on the
normal.

army builder. For example, a Cossack army 4. Flank march arrival works as follows:
17
of 10 TUGs that %ank marches with 4 4.1. Only RED cards are useful in getting a
TUGs breaks on 3 TUG losses until the %ank march to arrive.
18
%ank march arrives, and 5 thereafter.
4.2. Until they have arrived, all cards for %ank
marches are dealt face up. !e General can
19
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1
keep cards as usual and discard non-RED to arrive, or simply sitting as a threat off-
2
cards before the card phase until they get table.
the required number of REDs. 4.7. Once a %ank march chooses to arrive then
3
4.3. An off-table sub General cannot bene"t all UGs must come onto the table in the
from any card gifting nor can their cards be same movement phase using its cards at
4
used for discards. that time to do so (some of which will be

4.4. When the "rst RED card is drawn you RED of course). Any not brought on are
5
turn over your %ank march card to show entirely lost straggling - they do not count

which %ank the %ank march is on, but do as broken, but neither do they count 6
not share what is over your %ank march towards your army size.

card - there is a clear “dust cloud on the 5. An arriving %ank march follows these rules: 7
horizon” giving some warning of impending 5.1. It can arrive anywhere on the side table
arrival. edge shown by its %ank marching card.
8
4.5. !e number of RED cards needed to arrive 5.2. UGs cannot charge onto the table - they
depends on what is in the %ank march. move on during the movement phase only
9
• If it is comprised solely of %exible types but may do an M14 double move if space
(with Open order option) it can come on allows. 10
table after just 1x RED card but must 5.3. !e General must arrive on-table with the
arrive as an OOT. "rst UGs arriving (who count as in
11
• If it is comprised solely of mounted it command as a result); all arriving troops
needs two RED cards - if the %ank march thereafter count as in command if they are 12
contains %exible mounted, they may wait within command range.
for a second RED and arrive in loose 5.4. !ere is no automatic reaction from enemy 13
formation, representing reforming off troops - it is for the commanding General
table. to use their cards to prepare for any %ank 14
• If it contains any other troops, it needs 3x march arrival.
RED cards (note therefore that a
mediocre General couldn’t lead such a
6. If both armies have %ank marches, then both 15
accumulate cards and come on as normal
%ank march successfully and would simply
get lost).
except that UGs arriving may not go within 16
6BW of any enemy %ank marching UGs
4.6. A %ank march does not have to arrive
immediately it has sufficient RED cards - it
previously brought onto table this turn. 17
can come on in any movement phase after 18.B. AMBUSHES
those cards are accumulated. !is 1. Up to three ambushes can be set up during
18
represents the General picking a good time deployment after the initial deployment done
19
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1
by an out scouted player, and before any other 8. Ambushes must be revealed when any enemy
2
deployment has taken place. UG comes within range to see them (bluffs are

2. !ere are three ambush cards numbered 1/2/3 treated as OOT infantry).
3
in your pack and you can deploy these as either 9. A revealed ambush must be deployed with as
real ambushes or bluffs. So, you can have up to many bases as possible on the card and any
4
3 UGs with Generals in ambush (extreme as it remaining bases contiguous and not any nearer
would require three 1 UG commands). !e enemy - any bases that cannot be so placed are
5
cards do not limit movement or exercise any lost.
close proximity zone; only once troops are 10. Troops in ambush may charge with a single
6
revealed does this occur. GREEN card irrelevant of where their General
3. !e following may not ambush. army is - they are not considered out of command as 7
commanders, elephants, battlewagons, artillery, it is their plan to attack with surprise.
camps, UGs with barricades or obstacles 11. For other actions ambushing UGs are out of
8
characteristics. command until they have moved unless their
4. A General can ambush but only if all UGs General is with them in ambush. !ey may not 9
under his command are placed in ambush. As be revealed unless they are moved in some way
commands are decided after deployment this is or are discovered by enemy. 10
only a difficulty sometimes for a large, allied 12. Troops in ambush may shoot at any enemy
contingent. who come in range and arc and must be 11
5. Ambush cards may only be placed in your own revealed on table immediately before doing so.
half of the table and in a position where the
ambush would not be visible from anywhere in
12
the opponent’s half of the table. 13
6. To place a real ambush put a sticky note on the
underside of the card noting a single UG
number from your army builder; or leave it
14
blank for a bluff. A General may be added to a
card with an UG.
15
7. Ambush cards are allocated to Generals at the
end of deployment whether real or a bluff. If
16
you have a General in ambush you put the
General at the back of the table and deal cards
17
normally.
18
19
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1
2
19. Terrain Effects in Game
3
Terrain has an effect in all phases of the game. Some troops could not function effectively in rough
!ese core mechanisms apply to all phases or difficult terrain. !e movement table shows when
troop types are penalised by terrain in combat.
4
Terrain either provides a bene"t, or a penalty. !ese
!ere are two levels
are determined on a base-by-base basis. Where
terrain has an effect, it will be marked with (B) or • Affected
5
(P). • Badly Affected 6
Each level has its own modi"er on the combat table.
19.A. TERRAIN CATEGORIES 7
Example – “if Affected(P)…” means that the base in
!ere are three categories of terrain - Good Going,
question is (P)enalised if it meets the criteria.
Rough and Difficult. !e PBS Terrain sheets will
specify which category each terrain type is in. Flexible troops are penalised based on the ‘order’
8
Where the rules refer to a terrain category and are they are in at the time. !ey can prepare by using an
post"xed with either (B), (P) or (V) the qualifying M1 action to switch into looser formation prior to a 9
criteria for bene"t and penalty apply. "ght, but you cannot switch when in combat –

Example – “While in Good Going(B)…” means that


unless you are Bande! 10
the base in question must qualify for the (B)ene!t.
11
19.B. TERRAIN BENEFIT (B) 19.D. VISIBILITY IN TERRAIN (V)
To receive bene"t either Terrain visibility is de"ned in BW on the terrain 12
PBS sheets. Visibility is on a base-by-base basis.
• !e base needs to be wholly in the terrain.

• Both corners, of an edge claiming bene"t, must


To determine visibility 13
be touching the linear obstacle edge/boundary 1. Draw a straight, uninterrupted line from a

For full details on Linear Obstacles refer to the


point on the
14
terrain document. • Front or side edge of the viewing base

• To a point on the target base edge, it


15
19.C. TERRAIN PENALTY (P) wishes to see, shoot, or charge.
Terrain penalties count
2. Measure this line from the terrain edge/
16
• If any part of the base is in the terrain. boundary to the destination base edge.
• !e base edge in contact with the enemy is 3. If this distance is less than the terrain type
17
touching the terrain. (V), the target base is visible.
18
19
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20
21
1
2
20. Competitions
3
A. COMPETITION TYPES ARMY CHOICE

SINGLES OR DOUBLES
You can let people choose their army freely or only
allow an army to the "rst entry choosing it (a great
4
Renatio et Gloriam can be played as a single player
game, or in pairs. For doubles each player must
way to get lists in early) or have a set of armies that
people choose from in an order you determine. If a
5
control two Generals each. Both players may make
repeat competition the latter can work very nicely
an action at any time that a single player would do
by having the lowest ranked player have "rst choice
6
in a singles game. All players must pass to end a
of army the next year.
phase. !e two-pass rule applies to each individual
player not each side - so usually one player will
7
UNEQUAL POINTS
declare themselves as "nished before the other. Variations can be interesting to try – I used to run a 8
competition called Rear-guard where everyone has a
TEAM EVENTS
A fun alternative is teams of 3 or 4 players playing
small, medium and large version of their army and
play 1-2- 1 games with each at their choice.
9
different historical periods.

ARMY SIZES
DUPLICATE 10
Put people in pairs with two identical armies. On
!e recommended army sizes are:
one table the team plays with their own army, on the 11
• Compatto: 3,500pts for 1¼hr games and 4-5 other table they borrow the opponent’s army. !e
games in a day (from 3,000pts to 4,500pts
works)
score between the two teams is as pure as you can 12
get. It is a "ne test of how quickly someone can pick
• Grande: 7,000pts for 2hr games and 3-4 games up an unfamiliar army. And of course, there can be
some very unusual designs as both sides are stuck
13
in a day (from 6,000pts to 8,000pts works),

• La Rinascita : 10,000pts for 3hr games and 2-3


with the same challenges.
14
games in a day (from 8,000pts to 12,000pts SCENARIOS AND TERRAIN
works).
If you have the energy and "gures set up games with
15
PERIOD CHOICE speci"c objectives. !is way you can have a game

!e rules work well for open periods so there is no


which is an ambush on a column on the march, or a 16
night attack on a camp, or a river crossing.
need to restrict army choice. You can also restrict
the dates and/or geographical area covered for
17
variety. B. VICTORY POINTS SCORING
1. !e scoring system is shown on the army
builder and encourages positive play. It is very
18
simple but one of the breakthroughs in ReG. 19
77
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21
1
You must think about how you can win a C. CONVENTIONS
2
game. Bloody failures are always better than
bloodless draws.
LISTS 3
Players must bring the army list from which they
2. If one side breaks the other army without
losing their own army it wins a triumph.
have selected their army with them and share it
with the opponent at the beginning of the game.
4
A triumph gets you 15 victory points.

3. In all other circumstances players gets a score


Not everyone is carrying all of them! 5
based on the damage they have done – their SPECIAL RULES
damage done score. !is is simply based on the A player must point out any special rules that apply
6
number of enemy TUGs destroyed or broken - to their army and how it works. It is often
victory points up to a maximum of 10 victory worthwhile to do so with any unusual troops. 7
points.

4. If there was a draw with neither army breaking,


ARMY DOUBLE CHECK
Armies should be checked against army designs
8
or in the rare event of both sides breaking each
after the "rst game. Occasionally an organiser will
other, then both sides get a +2 victory point
miss an error in an army design, or a player will
9
bonus. A mutual destruction will usually get
make an honest error. Doing this ensures it is
you a 12-12.
picked up after game 1, rather than after game 4.
10
5. Organisers should use victory points to decide Any error must be corrected before the next game.
the winner. In the event of a tie they should use
CLARIFICATIONS
11
as tie breaks:

• !e damage done against


Organisers should have the official clari"cations
from the website printed on the walls - these apply
12
• Result of any direct game between players

• Damage caused against in the last game.


to all games and are the only official ones. All other
discussion on FB or forums is merely debate. It is
13
!e scoring system encourages positive play and useful to circulate them to players a few days before
makes sure all games are fun. Sitting out a draw the event.
14
where you do no damage to each other will score
you a 2-2 draw, so we get very few such boring
UMPIRE’S SAY IS FINAL 15
Where an issue arising is not covered by the rules
games. Losing but doing a lot of damage might get
you a 10-15 against. Fighting a bloody draw or a
try to resolve it yourselves or agree to roll a dice. 16
Otherwise, the umpire will decide with their best
mutual destruction might get you as much as a
12-12. It’s all to play for - so never give up and
assessment of the intent of the author in such
situations, and their decision is "nal. Remember
17
always keep trying to do more damage to your
they are doing a difficult task as a favour to you so
enemy!
you can enjoy your weekend.
18
19
78
20
21
1
ROLLING THE WRONG DICE
2
If a player rolls too few dice just add those needed.
If either player rolls the wrong colour of dice, simply
3
re-roll the correct one if noticed before proceeding.
If a player rolls too many dice, use a d6 to remove
4
dice at random down to the correct number.

TIDY TABLES
5
Always imagine taking a photo of your game and
how it looks for others. We are seeking to promote
6
our hobby and game! Politely nudge each other
when it looks cluttered. Players should aim to
7
always keep the table tidy - removing all markers
immediately they are no longer required and
8
keeping cards, discs, markers and dice neatly away
from the game. Put casualties away in boxes as you 9
don’t need them for anything – you can tell when an
army breaks from what is on table. If you must leave 10
them out, then put them in neat columns away
from the action. 11
TERRAIN
Our game deserves to look great. Terrain should
12
have a quality that matches the quality of the game
we are playing and our "gures. Unpainted "gures all
13
"ght combat shy! !at’s official.
14
15
16
17
18
19
79
20
21
1
2
21. Glossary of Terms
“Actions” per Turn Advance and Contract (M6)
3
Any TUG may only make a single prompted action,
free/forced charge, run away/skirmish per turn with
A risky manoeuvre to try close to enemy troops.
May only be done outside 2BW of enemy TUGs.
4
the exceptions
Affected (by terrain) 5
• Troops who stopped forced charges may then
Troops whose "ghting is impaired by being in
make another action later in the turn.
terrain. !e penalty applies if the line of "ghting is
6
• MF1, MF2 actions in their movement or in such terrain. If a rear rank it can only support if
"ghting phases - you can do as many as you have
have cards for when in a "ght.
its front edge is not even partially in the terrain. 7
Ahead of … !e area ahead of the line extending
• After a skirmish or run away, an M2, M9 or the front edge of a "le as seen from the base. 8
M10 action can be used to move forward/
Alignment
backwards up to 2BW.
is intended as a tidying up for simple situations as
9
• After a failed charge an M2 can be used to move
per the short and simple section in the rules but
directly forwards up to 2BW.
needs expansion for wider situations. My intent is
10
All actions in the "ghting phase and end of turn that you cannot use it to wriggle out of %ank
phase can be done after making an earlier prompted charges. 11
action.
TUGs may not align out of a %ank charge in the
Any number of outcome moves can be made (i.e. CHARGE PHASE – i.e. if enemy are in a position
12
involuntary moves such as routs, being pushed back to claim the +4 bonus.
etc.).
TUGs may not align if they have two or more
13
“Evaders” who are forced to evade can do a run away opposing TUGs in contact at different angles such
after doing its "rst evade if then otherwise hit by a that a single alignment could not align to both. 14
different charger.
TUGs may not align entirely out of contact with an
Active Player enemy TUG (i.e. if the charge hit an enemy TUG
15
!e player holding the pack. that you would "ght at that point, you cannot align

• Gets "rst choice of each step when alternating.


to a position where you no longer "ght them 16
frontally) unless another of your TUGs is part of a
• Gets to choose which combats to "ght "rst,
and which "le to "ght "rst within each combat.
block and replacing them in frontal contact. So, two 17
TUGs A and B could hit 2 TUGs C and D off
• Gets "rst choice of prompted action in each
sub-phase.
alignment, and A/C could align with A losing
contact with D, as long as a base of B has moved
18
across to "ght that base of D. Bases may not align
19
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20
21
1
from a frontal combat into a %ank combat (or from Badly Affected (by terrain)
2
a rear to a side). “Up to 1BW” for alignment section Troops who are severely impaired by "ghting in
1BW so you cannot align an entire "le to right or terrain - and a more severe penalty than affected.
3
left. Simple aligns are therefore allowed as in the !e penalty applies if the line of "ghting is in such
rule book, but many more complex ones - often terrain. If a rear rank it can only support if its front
4
involving %ank contacts that would disappear with edge if it is not even partially in the terrain.
an align are not.
Block Move
5
Ambushes
Ambush cards deployed on the table to represent a
A move of more than one TUG where all TUGs
involved are at least in some partial edge contact
6
single TUG and should be marked underneath with with each other at the outset. Generals can do block
a sticky note showing the number of TUGs, or it moves of 2/3/4/5 TUGs for different grades of
7
can be left a blank as a bluff. Each player may place general from mediocre to legendary. Each TUG can
up to three of these. push/pull an OOT with it - but this is NOT a
8
block move; more a “stick with us“ command to the
Artillery
All hot and cold large-calibre weapons. !ey are
lights from the heavies - but can be part of one. 9
classi"ed as Bow
!is is utilised to represent all types of bows
10
• Heavy
including composite bow, longbows, crossbows etc.
• Medium 11
• Light Break off

• Regimental Gun Moving back out of combat in the "ghting phase 12


after all "ghting has been completed.
Where rules mention Artillery, it applies to all the
above. Note that Regimental Gun is a characteristic, Break Off Moves
13
but still counts as Artillery.
Must be directly backwards other than use of the
½BW Universal Shift.
14
Arquebusiers (Shooting)
Early barrel loaded guns designed to be aimed and Cannot push back enemy OOTs as it is in the
"ghting phase.
15
"red from the shoulder. !e "rst shoulder stock
weapons evolved from the earlier tube handguns.
!e arquebus has at times been known as the
Troops breaking off consider only enemy in front-
edge contact with them for determining the move
16
harquebus, harkbus, hackbut, hagbut, haakbus,
schiopo, sclopus, tüfenk, tofak, matchlock, and
needed and KABs rolled - ignore enemy in
supporting "les.
17
"relock. In the early 16th century, the term
“arquebus” was used to describe an assortment of
A TUG with bases turned to face %ank or rear
cannot break off.
18
guns.
19
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1
Broken Charge
2
A TUG that has reached >50% losses - stop A move declared in the charge phase intended to
"ghting immediately but complete any shooting if end in contact with enemy.
3
broken in the shooting phase. !e enemy may Can always include a wheel of up to 90° at the
choose to continue "ghting, but broken troops no beginning.
4
longer roll their dice.

Camps
Can always shift ½ a base around friends and/or
contract by 1 base to get through a gap subject to
5
remaining at least 2BW wide.
A Forti"ed Camp may only be attacked by Foot or
Elephants. Must be able to reach their target when declared.
6
Camps are not TUGs and follow their own rules -
they do not count towards army size and they do
May include shooting for some troops. Note all
troops are assumed to make a small real-world
7
not cause KAB tests for being broken. A broken
camp is instead considered to be sacked and that is
counter-charge where tactically normal and the
effect of these are built into the factors, so there are
8
potentially rather more damaging to your army. no bonuses for charging.

A camp is not part of any command - it is simply Files that are engaged in combat may burst through
9
part of the army. ones that are not.

A camp may not be shot at, nor can it shoot.


10
Charging Lancer
Camps exert no Close Proximity Zone. !ese troops charge with a couched long lance. 11
Camps never pursue. Deadly in a charge in the open unless opponents

When "ghting a camp It is treated as a TUG of have some form of solid resistance with long spears 12
Poor Loose Foot and therefore gets the +2 vs or pikes. Gendarmes & Men at Arms in the 16th

OOTs. It gains the bene"t of any quality upgrade. It century and Polish Hussars. 13
can "ght once with each of its BW frontage, treating
Chequerboard.
all the perimeter as its front, and any free frontage
An Army Trait that effects
14
can act as Supporting Files.
• Block Movement
!e "rst item deployed for any army - should it
• Shooting
15
have one.

Represented by a single 3BW x 2BW diorama. If • Rallying Wounds 16


attacked, it breaks on its 5th wound – so effectively Please refer to the Army trait section on
"ghts as a triple-base with all 1BW frontages able to Chequerboard for all rules. 17
"ght.

18
19
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21
1
Combat Expert Swordsmen
2
A contiguous set of "les that are in combat - so a Specialist swordsmen who have developed
line can be traced between all "les "ghting without noteworthy skill in hand-to-hand combat such as
3
going out of "ghting TUGs. !e active player gets specialist sword and buckler men and some noble
to choose which combat to do "rst. Usually the Mounted. Claim +1 in melee vs all.
4
order will not matter - the order of "les matters
more.
Flank/Rear 5
!e area behind the line extending the front of the
Counter charge
A charge response by a TUG that is itself being
edge of a "le. Always judged per "le to determine
who can claim any bonus in charge combat. Lesser
6
charged. Does not contact enemy but is moved claims apply in melee combat if the opposing player
BEFORE charges are moved. May include a wheel has not turned bases to face such that a "le is still in
7
of up to 90 degrees at the start. contact with a side edge.
8
Desertion Flank Sector
An effect on a hesitant ally if they draw all black 10 BW in from either short table edge. At 9
cards (including at "rst draw). Gives the enemy a deployment only Mounted, OOTs, Elephants,
KAB on each TUG in the allied command each
time it occurs. !e risk stops once the ally becomes
Dragoons, Loose order foot can deploy in this area.
Other Close Foot TUGs take KABs as per the
10
reliable. KAB section when they are in this area.
11
Directly Ahead
All area that is both ahead of the line extending the 12
front edge of a "le and between the two lines
extending the side edges of the base, all as seen from 13
the base facing frontally.

Displacement
14
!e shunting of a TUG in any direction up to
1BW to make room for another TUG to complete
15
a move usually OOTs being displaced to allow
TUGs to move, but also friendly TUGs to allow
16
troops to align for combat.

adjacent to a neighbouring "le. Usually there will be


17
no point in any further rolls.
18
19
83
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21
1
Flexibles Forced Charges
2
Troops who can operate in at least 2 of the 3 orders. Charges that must be declared unless cards are

• Close (C) spent to stop them. Only applies to impetuous


3
troops.
• Loose (L)
Generals
4
• Open (O)

When in open they are classed as an OOT (Open Generals contacted by any enemy get a free single 5
Order TUG). !e orders in which the troops can move in any direction.

operate are listed on the Order column in the army !ey also get a free move away from any pursuit 6
list. they are caught by (as long as they survive the KAB

Flintlock Musket
test for being with a TUG that breaks). 7
If such a move places the general with new troops
Flintlock muskets were the mainstay of European
armies between 1690 and 1840. A musket was a
they may choose to enter combat if the opportunity 8
arises later in the turn.
muzzle-loading smoothbore long gun that was
loaded with a round lead ball. For military purposes, Generals do not skirmish, run away or rout off the 9
the weapon was loaded with ball, or a mixture of table, even if a TUG they are attached to does so -

ball with several large shot (called buck and ball) instead they stop at the table edge (and then get a
free move as above if contacted by enemy chasing
10
and had an effective range of about 75 to 100
metres. Flintlock muskets tended to be of large them).
11
calibre and usually had no choke, allowing them to A General can make moves in both charge sub-
"re full-calibre balls. Military %intlock muskets
tended to weigh approximately ten pounds, as
phase 2.1 and movement phase 4.3. It counts as an
action, so choice passes back to opponent thereafter.
12
heavier weapons were found to be too cumbersome,
and lighter weapons were not rugged or heavy
If no upgrade has been used by the general to make
a move, then a TUG can move away and leave him
13
enough to be used in hand-to-hand combat. !ey
were usually designed to be "tted with a bayonet
behind to do something else; if he has used an
upgrade, he must go with them.
14
Fighting General A general can always be moved with a TUG, even if
triggered by another general, or a free or forced
15
Generals that commit to "ght in the front rank.
charge, but does not have to do so.
!ey remain classi"ed till either they leave the
TUG, or the combat ends A general can choose whether to "ght in the front
16
Fighting General cannot gift cards rank of a "le at the time the "le "ghts. 17
If he does so, he is then at risk and treats all other
TUGs/Generals as Out of Command. 18
If not "ghting in the front rank or with a TUG that
is broken, he cannot be killed/wounded/stunned. 19
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1
Floating Army Commanders in combat lose the Troops who stopped Force charges may then make
2
ability to distribute cards to any sub-general unless another action later in the turn.
that sub-general is the same TUG. Second or further enforced Run Away moves by
3
Die rolled for KAB is based on the current number OOTs charged by TUGs (these are in fact outcome
of cards a general has, not his original title. moves as involuntary with no choice).
4
(If Pushing back an OOT the TUG declares its
Hesitant
move "rst and then OOT decides how to respond.
5
Status of an ally command. An ally that gets no
!ere is no change of direction of the TUG move
coloured cards at "rst deal (i.e. draws all WHITE
possible, as this is not a charge. Just show where
6
or BLACK). Only becomes committed again when
they end up and OOT owner then decides.)
it draws a RED card (or a YELLOW if it has been
attacked). Makes no moves other than moves in Intercept
7
combat (MF1/MF2) and "ghts as combat shy until
reliable again. Cards may not be used to discard.
A charge response by a TUG that is NOT itself
being charged but wishes to advance to get in the
8
How many moves per turn
way of an enemy charge. Does not contact enemy
and is moved before charges are moved.
9
A TUG may only make a single Prompted Action,
Free or Forced Charge, Run Away or Skirmish per Invader 10
turn with the exception of !e player who starts the game active, usually gives
• MF1, MF2 moves in their Movement or the other player choice of initial PBS territory type 11
Fighting Phases - where you can do as you have and map position for the army counter.
cards for.
Joining friends
12
• If Skirmishing or Running Away, then M2, M9
A “lock to grid” effect to allow moving troops to
and M10 moves can be used to move forward/
form a block with friends. Always allowed up to
13
backwards up to 2BW to a preferred position.
½BW when moving close to friends under the
• If Charging then an M2 move can be used to universal ½BW shift rule.
14
move forward up to 2BW to a preferred
position. Light Lance 15
Any number of Outcome moves can be caused and Representing the lance used by most Eastern and

made (i.e. involuntary moves such as routs, being Ottoman Mounted. 16


pushed back etc.).
Making contact with enemy TUGs
All Action in the Fighting phase and End of Turn A charge making contact with front edge or corner.
17
phase - these can always be done after making an
If you are in combat, an MF1 move (If allowed by
earlier Prompted action.
your formation) can be used to expand to frontally
18
"ght (with your front edge) an enemy base adjacent
19
85
20
21
1
to your TUG to cancel an enemy supporting "le. OOT (Open Order TUG)
2
!is can thereby draw a new enemy TUG into a Flexible troops who can operate in open order. !ey
frontal Melee Combat. Note no such move is use the OOT column for
3
allowed if it creates only a %ank contact with an
• Prompted actions
enemy (e.g. to thereby avoid being charged in the
• Movement table
4
%ank); but if there were a base to "ght frontally,
then they could do so and would then face a front Where the rule speci"es OOT it must adhere to 5
and %ank melee combat. those rules. OOTs are still TUGs.

If not in combat, but TUGs are touching in corner- Opponents of TUGs broken in Combat
6
to-corner/edge-to-edge contact, use the turn or
!e rules clearly state that once broken a TUG
wheel moves. Note an MF1 is not allowed, as you
stops "ghting and rolls no further dice. However,
7
are not in combat (you are not rolling dice you are
this does not apply to its opponents. It is quite
giving a supporting "le die to the "le next to you) at
the time of making the move.
correct to carry on rolling the victor’s dice if it can 8
make any difference - for instance by giving a chance
Matchlock Musket to kill a general in combat, or by getting an S 9
!e classic matchlock gun held a burning slow Plug Bayonet
match in a clamp at the end of a small, curved lever
Early bayonets that provided good protection in
10
known as the serpentine. Upon the pull of a lever
melee but tended to get in the way of effective "ring.
(or in later models a trigger) protruding from the 11
bottom of the gun and connected to the serpentine, Pike
the clamp dropped down, lowering the smouldering
match into the %ash pan and igniting the priming
Main blocks of pikes "ghting in a push of pike 12
manner not dissimilar to that used in the ancient
powder. !e %ash from the primer travelled through
the touch hole igniting the main charge of
period. 13
propellant in the gun barrel. On release of the lever Pistol
or trigger, the spring-loaded serpentine would move Troops carrying large numbers of pistols such that
14
in reverse to clear the pan. they can use them in Charge and or melee in
combination with other hand weapons.
15
Non-Shot
All handheld cold-arm missile weapons Press Forward 16
• Bow Movement of "les forward by up to 1BW beyond

• Javelin
the point of the TUGs "rst contact with enemy to
create further contacts with enemy, or for free "les
17
• Sling from their current position if the TUG is already in
Artillery is not included in this category. combat. As a result, enemy within 1 BW can always
18
19
86
20
21
1
be charge by any free "les even if they have other Shot
2
"les in combat already. All handheld "rearm weapons

• Arquebus
3
Press On
Spending of cards to recover effects of driven back • Mounted Shot 4
by "re. Applies only in charge phase while the • Pistol
general is within 4BW.
• Matchlock Musket 5
Rear Support • Flintlock Musket
!e ability to recover wounds in the end of turn Artillery is not included in this category.
6
phase. Only those armies with a Trait specifying
rear support can bene"t. Shove 7
Covers troops who were good at pushing back an
Removal of a Base that is yet to Fight
!e general principle when removing bases is to
enemy with weight or pressure. 8
Shove occurs on skull or S results on the "ghting
avoid losing contact with an enemy TUG you are
"ghting. Where this results in a different base being
dice, except vs. redoubts or barricades (including 9
battlewagons & forti"ed camps) or elephants.
removed, then if this base is also in combat and has
not yet fought, its combat is rolled immediately.
Creates Shove effect on opponents, thereby helping 10
neighbouring "les. Troops with Elan always get
Shatter shove however many ranks they have. Shove gives a
+1 to neighbouring "les in Charge Combat and
11
Covers troops who were good at punching holes
Melee Combat.
through sheer force of a charge. 12
Shatter, when claimable, occurs on skull, or S Socket Bayonet
results. Shatter gives a +2 to neighbouring "les in Later bayonets designed to give melee capability 13
charge combat only. without interfering with loading and "ring. Gets

Shift
Bayonet factors in impact & melee without any loss 14
of "repower.
A shunt of a TUG directly sideways at no
movement cost (i.e. do not measure the shift itself ). SUGs
15
Can be ½BW in most moves to avoid certain things !ere are NO SUGs in ReG.
and can be 1BW as part of a Move and Shift
16
prompted action. Sword and Pistol
Troops charging at speed and at contact or near 17
contact discharging pistols and following through
with swords etc. Swedish style Mounted and
adopted by most Mounted in late TYW War.
18
French Mounted at the end of the 17th Century. 19
87
20
21
1
Swordsmen !e philosophy being that they are still moving as
2
Represents those who grow up around "ghting organised units, whereas MF1, MF2 moves are the
weapons but are not necessarily trained in depth in general responses of troops in a "ght, to get into the
3
them. scrap.

Universal Shift
4
An overriding rule allow TUGs to shift up ½BW 5
to get around friends, form blocks with them, avoid
terrain or table edges and around enemy when
making break off moves. Also allows you to “lock to
6
grid” to form blocks once within ½BW.
7
Ways to contact the enemy
!ere are only the following methods. 8
A charge contacting the enemy with your front edge
or corner.
9
If you are in combat, an MF1 move used to expand
to frontally "ght (your front edge) an enemy base
10
adjacent to your TUG. !is can thereby draw a new
enemy TUG into a frontal Melee Combat, and 11
potentially if said enemy is not currently in combat
(i.e. corner to corner contact on one side due to an 12
enemy base loss). Note no such move is allowed if it
creates only a %ank contact with an enemy (e.g., to
thereby avoid being charged in the %ank); but if
13
there were a base to "ght frontally, they could do so
and would then face a front and %ank melee combat.
14
If you are in combat, an MF2 move that turns to
face to give a frontal combat where previously there
15
was side or rear contact.

If not in combat, but TUGs are touching in corner-


16
to-corner/edge-to-edge contact, then by the turn or
wheel moves. Note an MF1 is not allowed as at the
17
time you are not in combat at the time of making
the move.
18
19
88
20
21
From the Fall of Constantinople in 1453 to the end of the
Great Northern War in 1721 and all points in between,
Helion has got it covered, with From Retinue to Regiment,
Helion Wargames and Century of the Soldier.

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