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]
|
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 |
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