DRAFT 'ITALIAN WARS' RENAISSANCE RULES (6mm)                  Ref.7:1996-06-01  (C) PRM

 

(1.0) INTRODUCTION:- 

               No need - you all know what they're for, anyway! OH, all right - the system uses 'bases' of figure/strips to provide both the visual effect as well as 'traffic' problems on the tabletop. Most calculations are based on these blocks (pre-DBM, too - you saw it here first, folks!!), with the effective results of combat being expressed as the 'real-life' version (i.e. 'confused fighting', rout etc.) without need for assessing 'casualties' and 'morale' as separate stages. To this end, I'm extremely grateful to Brian Cameron and the CLWG & SELWG clubs for their help during development.

 

               The two main figures to watch are the 'Combat Efficiency Rating' (CE) of the unit, which is a combined expression of it's skill AND training as a UNIT (thus, 'old-style' [i.e. medieval] Heavy Gendarmmes are lower-rated than some more 'modern' Medium Mercenaries who actually take orders!). The second figure is the equally important 'commander rating' (CMD), which may be 'spent' during a turn to represent the general/leader's intervention to reform units, give orders, inspire fighters and rally the broken - and YES, there is never enough to go round...........

                                                                

(2.0) RATINGS:                                                        

  (a) TROOPS: Roll appropriate dice for COMBAT EFFECTIVENESS (CE)     

     - SWISS foot...........          4+(1d5)                                    

     - GENDARMMES....          French (4+1d5); Other (2+1d5)             

     - MEDIUM (Reiter) Cav..     (1d5)+1                                   

     - LANDSKNECHTS.........   2+(1d6)                   - ITALIAN,FRENCH foot..         (1d5)     

     - SPANISH foot.........         2+(1d5)                   - All LIGHT units......               (1d6)/2   

     - GUNNERS..............        (1d5)                       - All MERCENARIES......         (1d6)     

                                                                      

  (b) LEADERS: Roll 1+(1d5) each for LEADER RATING (LR); this can be allocated as control/bonuses, halved if used 'remotely' i.e. NOT adjacent to unit.

 

(3.0) ORDERS:                                                         

               All units must be given orders at the start of the game; IF NOT they are considered UNFORMED & IN RESERVE, taking some time to bring into action. Orders are simply:-                                      

     ATTACK......       A specific UNIT or LOCATION (and keep doing so...)   

     ADVANCE.....    In a general direction; halt at 10"/250mm from enemy 

     HOLD........        DEFEND a specific area of ground (inc.counter-charge)

     SUPPORT.....     Another (named) unit doing one of the above.         

     RALLY.......        Fall-back at least one move distance to regroup.     

                                                                       

# CHANGE OF ORDERS only achieved by a unit's own HQ (others ignore):- 

               (1d6) if unit = same nationality (Must score <(CE-ds) but can 

               (2d6) if a bunch of foreigners (use LR; doubled if adja.)                                                                           

# ENFORCED ACTION may be caused by enemy:-

               * if passed by ROUTERS (of CE >= own CE);

               * enemy seen to flank/rear;

               * taken >CE of D's by missiles;

               ........then roll (1d10)<CE to continue, or drop 1 "order level" (i.e. become less 'active').           

 

(4.0) MOVEMENT:                                                       

     All movement contains a fixed and a variable component, to allow for the manoeuvering of large bodies over unknown ground. RESULT is in inches. N.B. A unit with movement orders MUST move up to half distance rolled.

     - Close Infantry:                 0.5 CE,+1D5           ....MAX = 12                                         

     - Skirmishers   :                 7  + (1d5)                ....Always keep up with 'parent'     

     - Heavy Cavalry : CE + (*)                  MAX = 15                         

     - Medium Cavalry:              CE + (*).....             * = 1d5 if in line; 2d5 column   

     - Light Cavalry :                  10 + 1d5                 NB  Lt. cav. always = a 'mob'    

                                                                       

# DISORGANISATION:  deduct any D's from the above score representing the 'friction' & hesitation of units in combat.        

# CHANGING FORMATION: Unit becomes UNFORMED until the change is complete; reform (CE-D's) x Bases per turn (MUST reform before moving)

# CROSSING OBSTACLES: This includes going UP and DOWN hill; for most of these tasks, drop to HALF SPEED; roll (1d6)D's EACH TURN when passing through woods, rivers etc. (attempt rally/remove D's normally)

# SPACING: To prevent the effects of 'bunching' between moving units, keep a gap of AT LEAST 1xbase or each take 1d6x D's.                

# REITERS, SKIRMISHING CAVALRY may fall-back in front of an enemy at the rate of CE+1d5 BUT if caught, = disordered!

# CHARGING: There is no particular move bonus for charging, as ALL movement on this scale is quite sedate!

               * 'BLOWN' CAVALRY: - Deduct 1x from unit CE for EACH CHARGE

* DISORGANISATION: Take 1x 'D' for every 5" moved

 

(5.0) RANGED COMBAT:                                                   

     This is not decisive (at least in the earlier part of the period being covered), but it becomes a significant factor as time goes on - even the Swiss had to take note of this. Score DF's as follows:-                                                                              

#(5a)CANNON:-       TYPE                      RANGE(L/C)            EFFECT (L/C)                   

                                             Large                      1000/250                 (3d6): (6 / 4+)=hit               

                                             Medium                   750/250                   (2d6): (6 / 3+) "                 

                                             Small                      500/100                   (1d6): (6 / 2+) "                 

                                             Organ                     250                         (3d6): 4+     "  (only once!)   

* ANY D's reduces the available no. of EFFECT dice by 1               

* Dense target (+1:per base deep); Smoke (-1); Incoming fire (-1)     

* Can ONLY engage "masked" targets at >50% range (N.B. skirmishers do NOT stop cannon fire, only small-arms).                          

                                                                      

#(5b)SKIRMISHERS:-             Sk vs. Sk; each roll (1d6+CE-D's) -- Lowest gives ground 1d5"; takes 1D

                                                            Screen vs. Screen; (1d6 + CE - D's +No.of bases) -- Losing PARENT UNIT takes 1xD      

                                                            Sk vs. Unit: -- UNIT takes (1d6+CE-D's+No.of bases)/6 (rnd down)     

 

#(5c)SMALL ARMS:- Roll (n)d6's for each base in front rank (or as specified below);

                                             Various bows           250          (1d6 for all bases): 5+ (double any hits on cav!)    

                                                            Arquebus 150          (1d6): 4+                      

                                                            Cavalry 'caracole'     100/50     (1d6 +1 each base in column): 6+     

               * TARGET "easy", static(+1);

               * if FIRER is charged, moving , vs.target in cover/works etc DEDUCT (1d6/2)  

                                                                      

(6.0) CLOSE COMBAT:                                                  

(6-a) INFANTRY FORMULA:= (Current CE)+/-(Tactical)+/-(Random)-(D's).This applies to ANY/ALL combats involving infantry

 

(*) TACTICAL FACTORS                                                                    |(*) RANDOM FACTOR     

    - Physical obstacle..............                             +/-  (?)                    |    Roll 1d6 for each unit involved:

    - Tactical bonus (wpns, push-back, fire-fight)       (1d6)/2                    |        

    - Flank/Rear attacks.............                             CE +/-50%              |    1 (-2); 2 (-1);   

    - Moving pikes (NOT chgd by cav)...                    CE+ 50% (front!)      |    3 & 4 (no effect) 

    - Weight of numbers (NOT if unformed)...             + (Ratio)                  |    5 (+1); 6 (+2)    

    - Charging Cav (NOT vs sta.pike)...                     CE x 2                    |                      

    - Charging Cav (vs pike 'porcupine')...                  CE / 2                     |                      

    - LEADER bonus (also = risk!)....                       Up to Ldr/Rating       |                      

                                                                      

(*) RESULTS: Total no.of BASES x (CE+Factors)                                 | # LOSERS              

    RATIO                (D's)WINNER           (D's)LOSER                           |   - pushed-back 1d5"; break if more than CE

    1:1 (-ish)             (1) Continue             (2) Continue                            | # WINNERS            

    3:2                      (2)    "                     (3) Push Back                        |   - pursue on (2d6-Ds) > CE  

    3+:1                    (1) Halt                    (4) Retire (rout if CE<D's)         |     (6+1d6 for cav); otherwise halt 1x turn

# Number in brackets = D's incurred                                                     | #

# RISK to leader is (1d6) < (amount L/R committed);                              |                 

                                                                       

(6-b) CAVALRY ONLY SYSTEM: Take the unit CE, +/- (factors) & RND

               - 1ST ROUND  front rank only;

               - 2ND+ involves all bases in sprawling melee (OR 'filter through' 1x rank per turn?)

(*) TACTICAL FACTORS:                                                                

               1ST ROUND:                                         2ND+ ROUND:

               Charging.........        CE x 2                    Tactical adv.(wpns, armour etc.)              +(1d6)/2   

               Halted & chgd....      CE x 0.5                 Fresh units...                                         Rnd + 2

               Deeper/Wider.....     +1/diff ?                   Weight of numbers                                 +(ratio)                              

                                                                      

# NEW UNITS may feed-in (NOT charging) to an existing melee at the rate of bases = CE per turn. If CHARGING-IN, unit cause D's  = no. of bases, split randomly between ALL units already engaged (1d6 L-to-R until all used?)!        

 

(7.0) DISORGANISATION & RALLYING:                                     

It can be seen that "DFs" could accumulate at quite a rate; the effect of this is to REDUCE effectiveness & control. TO REMOVE D's, roll (CE)d6's. You remove a "DF" for each score of:-                  

               (4+)         If unit was HALTED & UNTOUCHED ALL the turn;                

               (5+)         If unit MOVED **OR** ENDED A MELEE **OR** TOOK D's       

               (6+)         If unit ROUTED **OR** IS STILL IN CLOSE COMBAT           

 

* N.B. A Leader may add any UNUSED L/R to the dice to adjust result.

* IF AFTER RALLYING "Ds"= 2x CE, DROP 1xCE LEVEL & LOSE A BASE     

 

CAST OF CHARACTERS:                                                    

                                                                        

LOUIS D'ALLIMORE   - (French): Duke of Somua                           

An experienced general with some success to his credit; came to Italy for the Art "shopping". Mainly fought WITH the Swiss against Spain......both in-council and on the field. Notoriously short of cash!    

                                                                       

SIR MICHAEL PENVER - (English): Count of Anzio                         

A famous mercenary captain, long in the service of Milan and the Papacy following exile by Henry VII. Now thought to be 'over the hill' by the up and coming condottieri, but nonetheless still feared for his ferocity & tendency to only take rich prisoners........

                                                                        

STEFANO KLEINFELD  - (German): Count of Guttersloh                     

Another famous leader of Landsknechts, known for his hatred of the Swiss (and their employers) and the ability to return a profit out of disaster! Once employed as 'Master Gunner' by the Ottomans.......

                                                                       

REEDOLFO MIKLOSCH  - (German/Italian): Ex-Duke of Trieste              

One of the "rising stars" on the mercenary scene, dismissed by the Empire for his unorthodox tactics  and total lack of scruples, he was immediately hired by Venice for the same reasons!               

                                                                       

CHRISTIAN St.EADMONDO - (Italian): Count of Pavia                      

A reliable mercenary captain (if paid regularly) and something of a noted scholar. Has the unique distinction for having worked for all factions at one time or another in the last 20 years.....       

                                                                       

JESUS Di RAMAGA    - (Spanish/Italian): Ex-Cardinal of Majorca; Ex-Duke of Benidorm, Ex-Quazectl of El Salvador   

An outstanding soldier of his era (as any of the many versions of his auto-biographies will tell you), his varied career took a turn for the worse with the election of the most recent Pope, the argument, and subsequent cost of removing the excommunication order...              

                                                                      

GRAHEIM von GRUN   - (German): Count of Schweinfurt                  

Fanatical supporter of the Emperor, his military reputation is matched by the general loathing of the Italian states (it's mutual) brought about by a series of "incidents" while pacifying Firenza. 

                                                                     

                                                                

                                                                           HONOUR POINTS                  CASH ONLY          

- Each melee won (#)                           + (1d6)                                   - -             

-   "   personal combat (at all)              + 1                                        - -             

-   "   personal combat (WON!)             + (Opp.LR)                            + (Opp.LR)      

-   "   enemy unit routed (#)                  + (CE)                                    + (1d6)         

- Looting the baggage train                 - -                                          + (1d10)