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


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