Saturday, 1 November 2025

Helion's Bavarian Armies during the TYW - a review

I'm a bit of a fan of the Helion Century of the Soldier series as it covers one of my core periods of interest, the 17th Century.  I have three or four on my bookshelf already including another by Laurence Spring the author of this book.  It is only cost which prevents me having many, many more.  They are best thought of as an step up from Osprey's offering as they are of a higher page count so can go deeper into their subjects.  I'd normally go with Osprey as an introduction on a topic and then the Helion if I then want to delve deeper.  As a bonus Helion have opened a second hand section to their webstore where books both second hand or with minor cosmetic damage (as was the case for this purchase) are offered at a discount.  With this book I made an offer of £7.50, which included postage, against a list price of £25.00 for a new copy and it is the latest updated second edition.

Looks interesting

I have wanted this particular volume for a while now as my re-enactment unit within the Sealed Knot has a connection to Bavaria in the Thirty Years war due to our links with the Memmingen Pikeniere who invite us to join them in the four yearly 'Wallensteinfest'.  If I'm going to take part in a Bavarian Thirty Years War event I felt that it would be nice to have some background information.  This book gives me that, in spades.

My copy is softback but quite robust.  Excluding the rather useful bibliography the main text runs to 212 pages including 16 pages of colour illustrations.  the contents page shows the main areas covered.

There is a lot of information crammed in here

From a tabletop wargamers perspective not all of those chapters are of key importance although for creating a living history background for a re-enactor the information is a gold mine of detail.   So for example Chapters 8,9 and 11 and 12  cover things that don't see much coverage when the dice are being rolled but will add a lot of depth to a living history persona.  On the plus side the plates have some lovely illustrations of colours carried by the Bavarians.  The chapters on "The rank and file and "Organisation" give clues on unit headcounts at various points in the war.  The appendix on Regiments of the Bavarian army gives a potted biography of every unit, even the minor unit we recreate (not brilliantly it has to be said) when over there.  The bibliography is useful even if it does cite a couple of Osprey titles amongst the primary sources.

Now for the not so good points.  For a book subtitled 'The backbone of the Catholic League" it doesn't give a chronology of the League or any information on it's composition.  I had to turn to Wikipedia to for that.   There isn't an index, to me this is a major omission in what is significant reference work.  Then, despite having chapters on Organisation and Tactics it doesn't give me all the detail I had hoped for to allow me to create a table top representation of the units that make up the Bavarian army and to show it's combat deployments, unit formations and battlefield tactics.  I was hoping to have a run down on how Tilly organised and fought his forces and how those things changed after his death.  After all we know Tilly favoured larger infantry combat formations but very little detail is provided.  In fact Tilly is hardly mentioned after the short biography in Chapter 1!  I'd tell you exactly how few but there isn't an index to let me easily do that.  Some information on how the Army fought is there but it is a pretty broad brush approach over all.  We do get some data on unit sizes and pike to shot ratios but very little of the depth and width of infantry formations.  Period military textbooks are quoted but these range from late 16th century material, Gerat Barry's description of the Spanish formations from the early 1630's, through to English sources and post Thirty Years War material without any explanation of what might be relevant and why.

I know hard information is difficult to come by but it would be nice to have comments to say this author writing in 1600 gives us an idea of where tactics stood at the outset of the war, this from 1632 despite detailing Spanish doctrines may show what influenced Tilly.  Such and such a source although written in 1650 may be showing us the final tactical developments.  From a wargaming perspective I have seen this stuff done in much better ways.

Like the other Helion book I have by this author (In the Emperor's Service which covers Wallenstein's armies) it has the feel of an academic paper rather than a book aimed just at wargamers alone.  For anyone doing living history it is a treasure trove of background information on Bavarian forces.  For the pure wargamer it is a little light on the nitty gritty of formations and tactical usages, but still a good source.  I suppose I bring my own bias to the book as what I really want is guidance on how to portray the army on a wargames table and which tactics to use with it.  After reading it I'm still unclear on how (for example) Tilly deployed a foot Battalia and how this changed after First Breitenfeld, There is too great a relance on sources that even at the time would have been considered a secondary source and there are sources used that have no direct bearing on the Bavarian army.  Those are used to show general trends in tactics but if you are buying a book about a single army in a single period it's likely that the reader knows that stuff already. Overall I'd score this book as a 7/10 and I'm glad I obtained it at a deep discount.

Monday, 20 October 2025

Through the square window QRS

 I'm a big fan of a QRS, I suppose it goes back to those days of orange card WRG ancients QRS.  I find that once the core rules are well established all I really need is a set of the relevant charts and tables in one place.  So with TTSW not having an official QRS I set to and tried to make my own.  

This is the current version.  I can't post it as a link so I'm placing an image here and I will post a file on the Face Book 17th century wargaming page.  If you want a copy as a Word document, but don't do Face Book put a comment on this post with an email address I won't publish the email address or keep it on file.

Through the Square Window – QRS

Sequence of Play

1.     Test Army Command (both players) [s8 p5]

1.1.  Mark units which are out of command range (15cm 30cm for Cin C to subordinates)

2.     Test Army morale (both players) [s9 p5]

3.     Take tests to rally routers [s15 p12] and pursuers [s16 p13]

3.1.  If passed - mark as rallying for the rest of this turn

3.2.  Make any pursuit moves where routs continue (unless rallied from pursuit)

3.3.  Test for return of off table units

3.4.  N.b. Any resulting melee is worked out at step 7

4.     Test for initiative. 1D6 each. Winner chooses to act first or second

5.     First player moves and shoots

5.1.  Declare charges, chargers take reaction test.

5.2.  If permitted chargers may shoot before making charge.  N.b. Melees are fought at step 7

5.3.  Test target reaction to being charged.

5.4.  Player two makes any available emergency actions [s11-j p7]

5.5.  Make any resulting rout or retirement moves required of target of a charge.

5.6.  Make all Player one moves including charges and follow ups/pursuits if target routs, retires or evades.

5.7.  Player one shoots and targets take resulting reaction tests. N.b. Pursuers and chargers and may not shoot even if the charged failed.  Make any required pursuit or follow up moves.

6.     Second player acts as outlined at step 5 above.

7.     Melee combat.  Both players units fight with results applied simultaneously.

7.1.  Adjust strength points

7.2.  Make any rout, retirement pursuit or follow up moves.  Mark pursuers.

7.3.  Pursuers who have contacted a new enemy fight melee again

Actions (s11 p6-7)

1.     Move up to 10 cm (except Heavy Guns)

5. Shoot

9. Take emergency action if charged.  See below. 

2.     Foot/cavalry retire up to 5cm maintaining facing

6. Limber/Unlimber light guns

10. Act in difficult terrain.  i.e. all actions cost a second action

3.     Change formation

7. Re-lay Heavy Guns (may not advance or retire more t)han 2.5cm

 

4.     Turn about

8. Dragoons mount/dismount

 

Emergency actions. Require an action to be available. Player one would have to have saved actions from their previous movement phase (charged after their movement phase), while player two would have to use actions from it’s coming movement phase (as they are charged before moving this turn).

Available Emergency Actions [s11- j p7]

Troop type

Available Action

Pike and shot units

Form a defensive ring

Cavalry (including those who have the evade option) and charging infantry (e.g.Highlanders)

Counter charge

Skirmishers, gunners, mounted arkebusiers or light cavalry

Evade

Morale tests

Trigger Morale Events - roll 1D6 for each [s18 p14]

1.     Attempting to charge, except non skirmishers into skirmishers

2.     Being charged

3.     For each hit from shooting this turn but see rules for units of initial strength 16 or more

4.     Under close range musketry fire (except from skirmishers)

5.     General KIA within 15cm or their corpse being removed from field passing within 15cm


 

Roll an additional D6 for any of the following which apply

1.     Fired on from behind flank

2.     Charged from behind flank

3.     Foot attempting to perform an emergency action (except skirmishers)

4.     Any Friends routing or destroyed within 10cm this turn or last

5.     At half strength or less

6.     Tercio pike block within 10cm advancing on testers

7.     Cavalry attempting to charge/charging the front of a unit with pikes

8.     Poor quality troops

Deduct 1D6 for any of the following which apply

1.     Cavalry with general attached

2.     Well trained troops

3.     Tester in cover or defending works

4.     Testers are stationary and uphill of all enemy with 20cm

5.     Tester is in a defensive ring (units with pike bases only)

Morale test result – use the lowest scoring dice.  Scores of one are cumulative [p14]

Score

Effect

3 to 6

No Effect

2

Well trained troops – No effect.

All other troops.  Chargers fail to charge.  no advance this turn or next but may retire.  Otherwise, retire 10cm facing the enemy, no advance next turn but may retire

1

Chargers fail to charge as above.  Others if advanced at least 5cm last movement phase halt, no advance this turn or next, but may retire.  Otherwise rout.

Firing [s12 p 8]

See unit cards for number of D6 rolled per stand but note that poor quality infantry cannot salvo or counter march so only get 1D6 per stand.  Only the front rank stands of an infantry unit may fire. Caracoling cavalry may fire outermost stands of the second rank to the side.

Shooting dice modified as below

Well Trained musket only stands in either a linear battalion or a Spanish Tercio

Plus 1D6 per stand

Salvo Firing

Plus 1D6 per stand

Target is more than one stand deep

Roll one extra D6

Target in cover or skirmishers or deployed artillery

Roll half the total number of D6

 

Ranges and to hit values

Weapon

Close 5-6 to hit

Long 6 to hit

Muskets etc

10cm

20cm

Early Cuirassiers

10cm

N/A

Charging Cavalry /Late Cuirassiers

 

10cm

Other cavalry

10cm

20cm

Heavy Artillery

20cm

70cm

Light Artillery

10cm

40cm

Melee [s13 p10]

Only front rank stands fight except in Tercios where the first two ranks of the pike block fight but the musketeers don’t.  Roll 1D6 per strength point of the engaged stands.  Tercios only take off hits to the pike block.  A score of 6 on any D6 rolled is a hit.

Each stand adds or subtracts D6 as follows

Add 1D6

Lose 1D6

Won last round of same combat

Not rallied

Charging cavalry charging or counter charging (including during pursuit)

Attacking works/town/defended terrain/opposite bank of stream etc

Charging Cavalry’s first charge or counter charge of the game

Poor quality

Well trained cavalry not halted or retiring through morale

Halted or retiring through morale result

Add 2D6 for each of

Lose 2D6 for

Attacking flank or rear

Cavalry attacking a pike ring/Tercio pike block

 

Outcomes after melee [s13.2 p10-11]

The side scoring the highest number of hits wins.  If the outcome is a draw a cavalry attacker withdraws 10cm

Combat type

Looser

Winner

Cavalry vs Cavalry

Retire 10cm or 20cm if LC.  If retiring unit is blocked by a friendly unit halt and both units take a hit unless LC. Halt facing the winner. If beaten by Charging Cavalry or Later Cuirassiers who charged or counter charged: rout 20cm if doubled and received 1 hit per stand or more.

May follow up & melee again next turn.  If contact a second enemy unit while in pursuit

Infantry vs infantry

Retire 10cm unless defending an obstacle.  If outscored by three times rout 15cm.

Follow up if possible.

Cavalry vs Infantry (and vice versa but only if foot with pike stands))

Cavalry outscored or drawing retire 10cm.  If cavalry outscore foot by 2:1 (3:1 if pike bases present) infantry routs 15cm.  On lower margins Cavalry may retire 10cm or stay in contact and fight again next turn

Infantry do not follow up or pursue cavalry.

Artillery (special case)

Artillery crew will run up to 10cm to the nearest friends or cover on being contacted in melee unless the attackers are skirmishers.  They may choose to fight only if defending an obstacle where they are treated as skirmishers

Rout and pursuit [s14-17 p12-13]

All rout moves

Initial pursuit moves

Infantry 15cm

Infantry & Cuirassiers 10cm plus 1D6cm

Cavalry 20cm

Charging Cav & Arkebussiers 15cm plus 1D6cm

 

Light Cavalry 20cm plus 1D6cm

Skirmishers, dragoons, Lt cavalry and all infantry except poor may halt pursuit at any time.  Otherwise test

Rally from Rout

 

Rally from Pursuit

Score 1D6

Result

Score 1D6

Result

1,2 or 3

Unit disperses

3 or more

Well trained cavalry halt

4

Rout continues, test again next turn

4 or more

Trained cavalry halt

5 or 6

Halt, spend rest of turn rallying.

6

All troops halt

Well trained add 1 to di roll.  Poor troops never rally

Charging cavalry deduct 1 from di roll