Professional Documents
Culture Documents
REG Core Rules Tgxgl8
REG Core Rules Tgxgl8
” Niccolo Machiavelli
!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.
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!
6. GETTING STARTED............................................................................................................................................................17
10. FORMATIONS.......................................................................................................................................................................40
11. MOVEMENT..........................................................................................................................................................................41
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.
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.
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.
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.
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
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
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
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
• 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.
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
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
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
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.
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.
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 -
• 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:
• 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. 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).
• 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,
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.
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
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.
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
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
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
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:
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
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
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.
%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
• 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
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.
• 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
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).
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
• !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 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
!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
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
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
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.
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
73
20
21
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
74
20
21
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
75
20
21
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 –
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),
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
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21. Glossary of Terms
“Actions” per Turn Advance and Contract (M6)
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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.
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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
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• 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
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• 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
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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
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involuntary moves such as routs, being pushed back to claim the +4 bonus.
etc.).
TUGs may not align if they have two or more
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“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
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!e player holding the pack. that you would "ght at that point, you cannot align
Camps
Can always shift ½ a base around friends and/or
contract by 1 base to get through a gap subject to
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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.
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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
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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
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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
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part of the army. ones that are not.
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
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can act as Supporting Files.
• Block Movement
!e "rst item deployed for any army - should it
• Shooting
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have one.
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Combat Expert Swordsmen
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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
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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.
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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
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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
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of up to 90 degrees at the start. contact with a side edge.
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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
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reliable. KAB section when they are in this area.
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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
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!e shunting of a TUG in any direction up to
1BW to make room for another TUG to complete
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a move usually OOTs being displaced to allow
TUGs to move, but also friendly TUGs to allow
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troops to align for combat.
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
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and had an effective range of about 75 to 100
metres. Flintlock muskets tended to be of large them).
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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.
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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
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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.
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Fighting General A general can always be moved with a TUG, even if
triggered by another general, or a free or forced
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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
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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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Floating Army Commanders in combat lose the Troops who stopped Force charges may then make
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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
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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).
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(If Pushing back an OOT the TUG declares its
Hesitant
move "rst and then OOT decides how to respond.
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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
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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
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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
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How many moves per turn
way of an enemy charge. Does not contact enemy
and is moved before charges are moved.
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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
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• 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
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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.
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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
If not in combat, but TUGs are touching in corner- Opponents of TUGs broken in Combat
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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,
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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
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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
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in reverse to clear the pan. they can use them in Charge and or melee in
combination with other hand weapons.
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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
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• 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
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be charge by any free "les even if they have other Shot
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"les in combat already. All handheld "rearm weapons
• Arquebus
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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.
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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
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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
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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
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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.
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French Mounted at the end of the 17th Century. 19
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Swordsmen !e philosophy being that they are still moving as
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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
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them. scrap.
Universal Shift
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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
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grid” to form blocks once within ½BW.
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Ways to contact the enemy
!ere are only the following methods. 8
A charge contacting the enemy with your front edge
or corner.
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If you are in combat, an MF1 move used to expand
to frontally "ght (your front edge) an enemy base
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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
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there were a base to "ght frontally, they could do so
and would then face a front and %ank melee combat.
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If you are in combat, an MF2 move that turns to
face to give a frontal combat where previously there
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was side or rear contact.
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