39

Click here to load reader

Father Tilly-Core Rules

  • Upload
    affe24

  • View
    169

  • Download
    9

Embed Size (px)

DESCRIPTION

Wargaming rules that mainly cover the Thirty Years War.

Citation preview

Page 1: Father Tilly-Core Rules
Page 2: Father Tilly-Core Rules

contents

Introduction FatherTillyIV 3 TheABOneSystem 3Organisation FigureBasing 4 MovementBases 4 UnitOrganisation 4 Order 4Unit Formations InfantryUnits 5 CavalryUnits 6 SwedishUnits 6 Artillery 7Initiative and Command Initiative 8 CommandActions 8 Example 8Sequence and Movement GamesSequence 9 Movement 9 ChangingFormation 10 ChangingOrder 10Shooting Procedure 11 Damage 11 Artillery 13 AmmunitionSupply 15Combat TheCharge 16 CombatProcedure 17 Damage 17 ResultsofCombat 18Morale UnitMorale 20 VictoryandDefeat 20War Tokens MainSubject 21 Sub-Heading 22 PlayingWarTokens 23Army Deployment Procedure 24Generals Profile CommandProfile 26Orders OrderDefinitions 27Unit Profile UnitAttributes 28 Costs 28Terrain 29Glossary 31Examples 32

CopyrightStephenDanesandWarbandMiniatures2009

Allrightsreserved.Nopartofthispublicationorabstractionfromitmaybereproducedortransmittedinanyformorbyanymeans,electronicormechanicalincludingphotocopyingortrasmissionbyemailorinternet,withoutpriorpermissioninwritingfromthecopyrightholder.

Page 3: Father Tilly-Core Rules

Father Tilly ivFatherTillyisagamethathasbeenaround,inseveralguises,forafewyearsnow.OriginallyitwasdevelopedoutofaninterestintheThirtyYearsWarandthefortunatediscoverofGuthrie’sexcellentbooksontheperiod.Withsomuchdetailedinformationavailable(inEnglish),Ifeltthattheperiodcouldnowbeeffectivelytackled.

In its original format, Father Tilly was my attempt atrecreatingthelargebattlesoftheThirtyYearsWar,using15mmfiguresrepresenting literallyeveryunitpresent.After numerous games, several re-writes, and a greatdealoffeedbackfromfellowenthusiasts-FatherTilly3wastheresult.Withtheserules,allofthemajorbattlesof the period were fought, including White Mountain,LutzenandRocroi.

Sincethen,asagamerandfigurepainter,Ihavebecomeincreasinglyinterestedinlargerscalefiguresanddecidedtogive theThirtyYearsWarago - in28mm. Iquicklyrealised, after looking at the rules, that they wouldrequiresomanymodificationstoreflectthechangeofscaleandtheemphasisof28mmgaming,thatImightaswellstartfromscratch-soIdid-andFatherTillyIVistheresult.Theemphasisnowisthesmallscaleactionsandcrucialencounters thatoftendeterminedtheoutcomeofmuchbiggerbattles.

The rules themselvesare fast and funbutwithplentyofperioddetail.Casualtiesareinflictedandfiguresare

lostleadingtothegradual(ornotsogradual)erosionofunits.AddedtothisistheWarTokensystemthatbringsagreatdealofextrafun,stressand“period-feel”tothegame.

the ab one systemHavingnowplayednumerousFatherTillyIVgamesithasbecomeobviousthattheysystemwouldworkratherwellforseveralotherperiods.Suggestionshaverangedfromthe Medieval to Napoleonic and even Franco-Prussianbattles.Obviouslytheorganisation,formations,weaponsand tactics would differ, but the core mechanics areprobablysuitable,andtheWarTokenswouldbetheretoaddadditional“period-feel”.SoImightstartlookingatnewperiods-aslongasIdon’thavetopainttoomanymorefigures!

FatherTillyIVoperatesusingtheABOneSystem.AgamesystemthatIhopetoadaptforotherperiods.Thenameis derived from a commonly heard call during game-play,especiallyduringclosecombat-“whatdo Ineedtohit?”theanswerbeing“anythingbutone!”Andasallexperienced players recognise, as soon as that deadlyphraseisuttered-youknowexactlywhattheplayerisgoingtoroll.Infactarecentgamehadaplayer(sorryJoe)rollfouronesduringareasonablycrucialcombat,turning what should have been an easy victory intosomethingfarlessuseful(butprovidingmuchamusementfortheotherplayers).

Page 4: Father Tilly-Core Rules

Figure BasingWith these rules players have the option of basing alloftheirfiguresindividuallyorinmultiplefigureblocks.Either is acceptable, however Father Tilly is a systemthatrequiresfigureremovalsoallunitiswillrequireatleastsomeindividuallybasedfigures.

Foot figures should be based on 20mm square bases,cavalryon25mmby50mmrectangularbases.Artillerypiecesarebasedseparatelytothecrew(whicharebasedasotherfootfigures).Thesizeoftheartillerybaseisnotimportant but must be appropriate to the size of thegun.However, ifplayershavefiguresbasedon slightlydifferentsizedbases-thisisnotaproblem-asallunitsmustbeplacedonmovementbasesanyway.

Movement BasesMovement bases are pieces of card (or other similarmaterial)thatthefiguresareplacedonandwhichdefinethe exact area that the unit occupies. There are twotypesofmovementbase-infantryandcavalry.Infantrybases are two inches square, cavalry are three inchessquare. It is on these bases that figures are placed todenotethattheyareorganisedintounits.

Unit Type Figures per baseRegularFoot 4IrregularFoot 3SkirmishFoot 2DisciplinedHorse 3Horse 2SkirmishHorse 1-2

Forexample,aregularfootunitsuchasapikeandshotregimentwillhavefourfigurespermovementbaseandwillbemadeupofanumberof suchbasesdependingontheunitsize.Regularhorseregimentswillhavetwofigures per base and skirmish cavalry units will havea mixture of single figure bases and two figure bases(roughlyhalfandhalf).

Unit OrganisationTheThirtyYearsWarwasaperiodwhendifferenttacticalformationswereusedbytheopposingsides.Briefly,theProtestantarmies favouredsmaller infantry formationsthat emphasised firepower while the Catholic armiestended to use larger infantry formations of greaterdepth,oftenwithahigherproportionofpike.

There were also differences with the organisation ofcavalry.Again Protestant cavalry tended to operate insmaller formations and favoured swift but controlledcharges,theCatholiccavalryontheotherhandusuallyempolyedlargeranddeeperbodiesofhorsethatrelied

more on firepower than the charge. Although theseformationswillbedescribedinmoredetaillater,hereisabrieflookattypicalformations.

Unit Type Base DepthProtestantinfantryregiment 1Protestantcavalryregiment 1Catholicinfantryregiment(Tercio) 2-4Catholiccavalryregiment 2Skirmishcavalryregiment 1Forlornhope 1

ThereforeProtestantinfantryregimentswillusuallyhavea depth of one movement base (meaning two figuresdeep).TheseunitswillcomeupagainstTercio’sthatcanbeuptofourmovementbasesdeep(uptoeightfiguresdeep).

OrderMostinfantryunitswillbearrangedincloseorderwhichisrepresentedbyplacingfourfiguresoneachmovmentbase. Units can be also be arranged in open order orskirmish order, but these tactics are usually reservedforshotdetachmentsonly.Foropenorder-placethreefigurespermovementbaseandtwoforskirmishorder.

Regularcavalrywillusuallybedeployedwithtwofigurespermovementbasealthoughespeciallydisciplinedandelitecavalry(andveryrare)canbedeployedwiththreefigurespermovementbase.

Note,aunitcanonlyhaveonetypeoforderatonetime,it must be entirely close order or entirely open order(andnotbothatthesametime).

Unitscanchangetheirorderduringagame,seeChangingOrderinthemovementsectionoftherules.

Page 5: Father Tilly-Core Rules

Infantry UnitsTheseventeenthcenturysawthedevelopmentofinfantrytacticsawayfromthehugeblocksofpikemenusedinthepreviouscenturytosmallermoremobileunitswithlessemphasisonthepikeandanincreasingrelianceonmoreeffective firepower. Interestingly, this rate of changewasnotuniformwhichmeantthatinmanybattlesolderstyletacticswereusedagainstmoremodern,anditwasnotalwaysthemodern innovationsthatprevailedovertheoldtechniques.

This section shows players the way to organise theirarmiesforFatherTilly.Thediagramsshowhowfigures,representedaseitherPike(P)orShot(S),arearrangedonthesquaremovementbases.

Early TercioThesewerelargepikesquares,surroundedbymusketeersin varying positions and proportions. These are slow,cumbersome units designed to withstand attacks fromfront,flankandeventherear.

Theearlyterciowasaveryslowmovingformationbutwasabletogenerateall-roundfireandallroundprotectionwiththepikes.Thiscertainlyseemedtobetheformationused in the sixteenthcenturyandcertainlyappears intexts(writtenandpainted)intheseventeenthcentury.There is however considerable debate as to whetherthisformationwascontinued intotheThirtyYearswarperiod.

Fromthediagramabovewecanseethatthisformationwould present a formidable opponent with twentyshotable tofire to the frontor rearandconsiderablefirepowertoitsflanksaswell.Atthecentreofthetercioisasolidblockofoverthirtypikewhowouldbeabletopunchitswaythroughanyopposition.

Despiteallofitsstrengths,theearlyterciodoesmakeaverynicetargetforartillery,slowmoving,lotsorranks!

TercioThis formation was more common in the Thirty YearsWar,especially intheearlierphases.Stilladenseunitwithacentralblockofpikesflankedbymusketeers(andscreenedtothefrontbymusketeersifneeded).

Thediagramaboveshowshowtheemphasisfortheterciochanged.Stillwithastrongcentralbodyofpikemanandsupporting shot, this tercio has less depth than earlyformations and would be easier to manoeuvre on thebattlefield.

Theterciodepictedinthisexamplehasequalnumbersofpiketoshotgivingitagoodbalancebetweenfirepowerandclosecombatpower.Astheperiodprogressed,thetrendwasforthemuskettotakeprominanceoverthepike, althoughmany commanderswere forced tofieldmainly pike formations when firearms were in shortsupply.

Later Tercio ThelatertercioistheformationthoughttohavebeenadoptedbytheCatholicarmiesaftertheirdefeatbytheSwedish army at Breitenfeld. It was a much shallowerformation, reducing thenumberof ranksof theTerciofrom25toaround10.ItwashopedthatthiswouldgivetheunitgreatermobilityandallowittodealwiththesmallerSwedishunits.

Thediagramabove showshow the later tercio canberepresentedintheFatherTillyrules(notehowcertainmovementbaseshaveonlyoneortwofiguresonthem).

However, not all Catholic armies took up this option;someSpanishregimentsstillretainedtheearliertercioformationlateintothewar,atleastuntilthedisasteratRocroi.

Page 6: Father Tilly-Core Rules

Linear Infantry FormationsThe Protestant armies of the Thirty Years War usedsmaller, more linear units. These formations wereusuallysixtoeightmendeepwithavaryingproportionofpikeandshot.Theunitsweredesignedtodelivertheirattackforwardonlyandrelyonothersupportingunitstoprotecttheirflanksandrear.

Thediagramabove showsa twenty-fourmanpikeandshotregimentwithshotoutnumberingthepikeby2:1,atypicalinfantryformationofmostProtestantarmies

Detached ShotA common practice for all armies of the period wasto detach shot from their parent unit. These smallerunitswereabletooperateinareaslesssuitedtolargerformations.Playerscanorganisetheirshotincloseorderunits(fourfigurestoabase),oropenorder(threefigurestoabaseasshownbelow).

Cavalry UnitsCavalryunitswerealsogoingthroughaperiodofchangeinthisperiodasarmiestriedtosettleonthebestmethodof delivering a cavalry attack. Some armies relied ondeep formations of cavalry used to deliver successiveranksofpistolorarquebusfire,whileotherarmiesusedtheircavalryinmuchshallowerunitsthatreliedmoreonspeedandimpactthanfirepower.Thetwotypesoftacticemployedwilldeterminethelayoutoftheunit.

Caracole CavalryThe caracole was the preferred method of attackformuchof the cavalry employed in the Imperial andCatholicLeaguearmies.

Cavalry would be deployed in deeper formations witheach rank riding forward to deliver their fire before

ridingtotherearoftheformationtore-load.

Trotter/Galloper CavalryThevariousProtestantarmiesfavouredcavalryformationsoflessdepthandforthepurposesoftheseruleswillbedeployedinonerank-asshownbelow.

Swedish UnitsTheSwedisharmyoftheThirtyYearsWarwasaproductoftheearlyreformsoftheDutcharmyandhard-foughtbattles with Polish cavalry. The army of GustavusAdolphus employed infantry in smaller more linearformations as did other Protestant armies - but tookthesedevelopmentsastagefurther.

Infantry BrigadeThe diagram below shows the deployment of a largeSwedishinfantrybrigade,thepikemenleadthewaywithadditionalpikeandshotinsupport.

Thisnextdiagramshowsaless“text-book”arrangementforSwedishinfantrywiththreeregimentsofferingmutualsupportinonebrigade.

It is entirely up to players which of these formationstheyuse,althoughIsuspectthelatterwasprobablyusedmoreoften.Andcertainlyduringthelatterstagesofthewar,afterthedeathofGustavusandwiththeincreaseduseofforeignmercenaries,themoresimpleformationsweremorefavoured.

unit formations

Page 7: Father Tilly-Core Rules

unit formationsSwedish CavalryLike other Protestant cavalry at the time, the Swedesemployed their horse in linear fashion. The diagrambelow shows a typical deployment of Swedish cavalrywithsupportingdetachedshot.

artilleryAvarietyofartilleryisavailable,fromveryheavypiecesto much lighter regimental guns. Gun models do notneedtobeplacedonamovementbaseasareotherunit,butplayersshouldmakesurethatcrewfiguresarebasedseparatelyfromthegun(ascrewcanberemovediftheysufferhits).Iftheplayersartillerymodelsarebased-upwithcrewalready-simplyuseanadditionalmarkertoreflectwhenafigureislost.

Eachgunshouldbeservedbyatleastthreecrewandfourfortheheavierguns.Regimentalgunsthatareattachedto a unit need not be represented by an actual gunmodel,however,playersshouldinformtheiropponentsoftheirpresenceifnotactuallyrepresented.

mixed formationsMostinfantryunitswillbemixedformationsofpikeandshot.However,certainarmiesevendeployedmixedunitsofcavalry,witharquebussquadronsattachedtocuirassiersquadrons, the ideabeingthat thearquebusierswouldfire on their opponents as a prelude to the cuirassierchargingin.Playerscanfieldsuchmixedunits,withthearquebusiers ridingon theflanksof theheavycavalry,ortheycandeploythecavalryasseparateunitsfightingalongsideeachother.

dragoonsDragoons were used during this period, increasinglytowardstheend.Theywouldusuallyoperateasmountedinfantry,preferringtofightdismounted.Dragoonswereequipped with musket as well as pike (the formeroutnumbering the latter). One movement base ofmounted dragoonswould be converted to one base ofdismounteddragoons (theactioncountingasachangeformation).

army listsTheFatherTillyruleswillbeaccompaniedbyextensivearmyliststhatcovertheentireperiodoftheThirtyYearsWar (available separately from the main rules).Thesewillincludearmiesfromtheearlyphase-theBohemianRebellionrightthroughtolaterFrenchphase.Thearmylists will include all the information players will needdescribing the different formations used as well asdetailsoflikelyunitsizes,tacticsandgrade.

Page 8: Father Tilly-Core Rules

InitiativeTheflowofplayinanyturnisdeterminedbytheInitiative.Bothsideschooseanumberbetweenoneandsix, thisnumberrepresentsthenumberofCommandActionstheplayerhasforthatturn.

Theinitiativenumberchosenalsodetermineswhichsideis activated first, the player that chooses the lowestnumbergoesfirst.Ifbothsideschoosethesamenumber,thesidethatwentfirstlasttimegoesfirstagain.Ifbothsides choose the same number on the first turn, bothsidesroll1d6eachuntilonesidehasscoredmorethanthe other, the sidewith the lowest scorewill then gofirstusingthenumberofCommandActionsindicatedonthedice-theopponentwillgolastusingthenumberofCommandActionsontheirdieroll.

Command ActionsDuring theplayers turnanumberofCommandActions(CA) can be chosen from the list below. Each actioncostsoneormoreCommandActions(seebelow).Playerscannottakemoreactionsthantheyareentitledto.

Move Troops:Itcosts1CAtomoveaunitthatiswithinthe generals command range and to order a unit tocharge.Unitsthatareingroupscanalsobemovedwith1CA.Groupedunitsmustbewithinfourinchesofanotherunit inthegroupandbemoving inthesamedirection(andatthespeedoftheslowestunitinthegroup).Itisnotpossibletoorder“group-charges”,eachunitchargingcostsoneCA.

Rally: Generals can attempt to rally one unit withincommandrangeatacostof1CA.Therallywillonlybesuccessfulifthesubjectpassesamoraletest.

Change Orders:Thisoptioncosts1CAforthegeneraltochangetheordersofanysubcommanderorunitintheircommandandwithincommandrange. Ifthesubject isoutsideofcommandrangeitisanextraCApermultipleofthegeneralscommandrange.

Limber/Unlimber Artillery: This action costs 1 CA foranylightartilleryand2CAforanyfieldartillery.

Commanded Fire:Withthisthegeneralcandirectthefireofafriendlyunitwithincommandrangethusallowingthe unit to fire on targets other than those closest tothem.Thisoptioncosts1CA.

Reorder:Thisoptioncosts 1CAandallows theplayeran attempt at removing a Disorder result from a unitorgun.A successfulmorale test is required to removethe Disorder. The commanding figure must be withincommand range and the Disordered unit cannot be incontactwithanyenemyforces.

Change Formation:Itcosts1CAforageneraltoattemptto change a units formation, the unit must be withincommandrangeofthegeneralandcannotbeincontactwithanyenemytroops.

ChangeOrder:Itcosts1CAforageneraltoattempttochangeaunitsorder(i.e.fromopenordertocloseorder),theunitmustbewithincommandrangeofthegeneralandcannotbeincontactwithanyenemytroops.

exampleThegameisabouttobeginandsobothsidesareabouttotestforinitiative.BothplayerscarefullyconsiderthenumberofCommandActionstheyarelikelytoneedandtryandbalancethiswiththeneedtogofirst-orsitbackandseewhattheopponentisgoingtodo.

Playeroneisnottoobotheredaboutgoingfirstandonlyneedsthreeactions -soselectsathree(placingasixsideddicefaceupwiththerequirednumberoutofsightoftheopponent).

Playertwoisnotatallbotheredaboutmovingfirstbuthasmoretodoandsoselectsafive(againmarkingthenumberwithad6outofsightoftheopponent).

When it is clear that both sides have chosen theirinitiative for the turn, both sides reveal their choice.Playeronehaschosenalowernumberthanplayertwoandsogoesfirstintheturn,playertwomustwaitbeforetheirfiveCommandActionscanbeused.

Inthefirstturn,playeronewishestomovealargecentralblockofinfantry.ThiscanbeclassedasagroupmovesothisonlytakesoneCommandAction.Playeronealsohastwocavalryunitstomove,butthesenotgroupedandsotakeoneCommandActioneach.

Page 9: Father Tilly-Core Rules

Game SequenceEachturn isdivided intotwophases,thefirstphase iswhenthesidethatwinstheinitiativetakesalloftheiractions, the second phase is when the opposing sidetakesalloftheiractions.Thefollowingsequencemustbefollowedthroughouttheentiredurationofthegame.

1.BothsidestestforInitiative.Thesidethatwinstheinitiativetakesthefirstphase(phasingside).

2.Charges aredeclaredandtestsaremade.

3.Shootingiscalculated.

4.Movement.

5.Shootingaftermovement.

6.Combatiscalculated.

7.RallyunitsRoutingorDisordered.

8.Change orders.

9.Reinforcementsarrive.

10.TheNon-PhasingsiderepeatsStepsTwotoNine.

11.BothsidestestforInitiative

MovementUnitswillhavedifferentmovementratesdependingontrooptypeandconditions.

Eachunithasabasicmove(shownonthetablebelowininches),addedtoeachmoveisthescoreofad6dieroll.

Infantry Terrain Move Basic MoveShot 1d6” 8Pike&Shot 1d5” 6EarlyTercio 1d2” 5Tercio 1d3” 5LaterTercio 1d4” 5

Cavalry Terrain Move Basic MoveCuirassier 1d4” 10Horse/Arquebusier 1d5” 12Galloper 1d5” 14Skirmish 1d6” 14

Terrain MoveUnitsthatmovethroughanytypeofterrainfeaturewillhavetheirmovereducedtothescoreon1d6dierollfor

eachturnspentmovingthroughtheterrain.ForexampleaTerciomovesthroughsomeroughground-1d6isrolled,ascoreofthreemeansthattheunitcanonlymovethreeinches(ascoreoffourormorealsomeanstheunitmovesthreeinches),thebasicmoveisnotadded.

Units TurningUnitsthathavetoturnorwheelwillhavetheirmovementreduced.Theamountthatthisisreducedbydependsonthedepthoftheunit.Towheelaunit,takeitsbasicmoveandaddthed6diescorethendeductoneinchforeachfigure depth in the unit. Note, theminimum distancethat the unit can turn is one inch per move. Skirmishunits suffer no movement penalties when wheeling orturning.

Move LimitationsUnitscannotmoveiftheyhavealreadyfiredthatphaseandgainedthebenefitsofstationaryfiring,norcantheymove if they change formation (or attempt to changeformation),although theywillmove ifpushedbackorrouted.

Generals MoveMountedgeneralsmoveup to24 inchesper turn, footgeneralsupto12 inches.ThismovedoesnotcostanyCommandActionstoperformanddoesnotrequiretherollofadicetocontributetothedistance.Thegeneralfigurecanmoveanydistanceuptoitsmaximum.

Artillery MovementDuring this period, artillery tended to be mounted onveryheavycarriagesandwereconsequentlyverydifficulttomove.

Artillery Terrain Limbered UnlimberedRegt/galloper1d5” 4 2”Falconnet 1d4” 3 1”Falcon 1d3” 2 ½Culverin 1d2” 1 ½Demi-Cannon 1d1” 0 0Cannon 1d1” -1 0

Limbered Move:This isthedistanceplus1d6thattheguncanmovealongagoodroad,whenlimbered.Whencrossingfieldsoropenterrainthebasicmoveishalvedbutthediescoreisstillapplied.

Unlimbered Move: This is the distance that the crewcan manhandle the gun when unlimbered, there is nod6movebonusappliedtothis.Ifthecrewisdepleted,countthegunasonegradeheavierforeachfigurelost.

Page 10: Father Tilly-Core Rules

Regimental Gun Move: The table above shows themovementrateforregimentalgunsthatarenotattachedorpartofinfantryunits.Ifaunitisequippedwiththistypeofartillerydowngrade itsmovement rate to thatofthenextslowestunittype.Thus,apikeandshotunitwouldmovethesameasanlatertercio.Disorder in MovementUnitsorartillerycanbecomeDisorderedwhentheymove.Whentestingtomoveaunitorgunthroughterrain, ifthediescoreexceedstheunitsmaximummovei.e.arolloffivewhenmovingaCuirassierunitthroughcover-theunitbecomesDisorderedbecausethescoreexceedsitsmaximummove(theunitstillmoves).

Unitsthatchargeintocontactthroughterrainmustmakeanadditionaldierolliftheirchargewassuccessful.1d6isrolled,ifthescoreexceedstheunitsmaximumterrainmovei.e.ascoreoffourormoreforaTercio,thechargeoccursbuttheunitisdisorderedwhentheycontacttheirenemy.

Disordered ArtilleryArtillery that becomes Disordered cannot move, fire,limberorunlimberuntiltheDisorderresultisremoved.

Changing FormationUnits can adopt different formations. Most will fightinaline(ofvaryingdepth)andmostwillarriveonthebattlefieldincolumnofmarch.

Tochangefromoneformationtoanother,theplayerrolls1d6andcomparesthescoretotheunitsMoraleFactor.IfthedierollequalsorexceedstheunitsMoraleFactortheunithasmanagedtochangetotherequiredformation.IfthenumberrolledislowerthantheunitsMoraleFactorithasfailedtochangethisturnandwillcompletethechange during the Movement section of the followingturn,duringthisperiodtheunitwillcountasDisordereduntilthechangehasoccurred.

Units cannot change formation if they are in contactwithanenemyunit,norcantheychangeiftheymovedthatturnorconductedanyfiring.

Changing orderMostunitswillfightincloseorderformation.However,unitsthatareengagedinsmallerscalewarfare,possiblyin more difficult terrain, may favour a more looseformation.

Unitscanchangetheirorderduringabattle,theplayerrolls 1d6 and compares the score to the units Morale

Factor.IfthedierollequalsorexceedstheunitsMoraleFactortheunithasmanagedtochangefromitsexistingordertotherequiredorder.IfthenumberrolledislowerthantheunitsMoraleFactorithasfailedtochangethisturnandwillcompletethechangeduringtheMovementsectionofthefollowingturn,duringthisperiodtheunitwillcountasDisordereduntilthechangehasoccurred.Unitscannotchangeorderiftheyareincontactwithanenemyunit,norcantheychangeiftheymovedthatturnorconductedanyfiring.

detachmentsItwasquitecommonforinfantryunitstodetachsomeof their number for independent operations - such asdetachingshottooccupyareasofdifficultground,manearthworksorcovertheretreatofthemainunit.

Thiscanoccurbeforethebattlesimplybyreducingthesizeofoneormoreunitsandplacingthefiguresontheirown separate movement base, or it can occur duringa battle. This takes one Command Action and occursautomatically, the player simply moves the detachedfigurestotheseparatemovementbase(orbases)whichwillbeplacedwithinfourinchesoftheparentunit.Thedetachmentwillthenbeabletoactasanindependentunit.Theparentunitordetachmentwillnotbeabletocarryoutanyotheractionsorfiringifthisoccurs.

Detachmentscanbereturnedtotheparentunitsimplybymovingthedetachmentintocontactwiththeparentunit,thisalsomeansthattheparentcantakenootherationsthatturn(includingfiring).Detchmentscountastheir own separateunitwhen consideringdamageandtheeffectsofmorale.

Group MovementUnitsthatarewithinfourinchesofanotherunitinthegroupcanbecommandedtomoveandchargewithoneCommand Action as long as the units are moving orcharginginthesamedirection.

Retreat MoveUnitscanmakeamovedirectlybackmakinganaboutfacemove-marchingbackandthenexecutinganotheraboutfacetoendupfacingtheenemyagain.Tocompletethismove1d6isrolledandthescoreiscomparedtotheunitsmorale,ifthescoreisequalormorethantheunitsMorale Factor the retreat move has been completedsuccessfully, if the score is less than the units MoraleFactor- theretreatmovehasbeenmadebuttheunithasbecomeDisorderedintheprocess.Theretreatmoveitself is the units basic move backwards without theinclusionofthe1d6dierollbonus.

10

sequence & movement

Page 11: Father Tilly-Core Rules

Weapon Range Factor Extreme Range Shooting Modifiers(to-hitdieroll)Musket 3 24” •TargetischargingcavalryCarbine 2 16” •TargetnotinfiringarcstartofturnArquebus 2 16” •ShootermovedPistol 1 8” Rifle 4 40”

RangeRange is measured from the edge of the firing unitsmovementbasetotheedgeofthetargetunitsmovementbase.Targets that can be hit with a score of two areconsideredtobeatShortRange,forexample,uptosixinchesforMusketsorfourinchesforArquebuses.Extremerangeisthedistancethatwouldrequireasixtohitthetargetuptotheweaponsmaximumpossiblerange(seetableabove).Forinstance,aMusketwillbeatextremerange against targets over fifteen inches away and nomorethantwentyfour.

Moving and FiringUnits canmove and fire in the same turn but if theydo only the front rank figures can fire. If the unit isstationaryfortheentireturnthefronttworankscanfire(thisappliestocaracolingcavalryaswell).

Shooting ModifiersAnumberofshootingmodifiersareappliedwhenfiguresorunitsarefiring.Deductone fromthedie roll tohitforeachofthefollowingmodifiers-target ischargingcavalry,targetwasnotwithinfiringarcatstartofturn,shootermoved.

Disordered FiringUnitsthathavebecomeDisorderedcanstillfirebutlesseffectively.1d6 isrolledbeforefiring,thescore isthenumberoffiguresthatcanactuallyfirewithintheunit.Only the front rankof theunit iseligible tofirewhenDisordered.

Shot Sheltering under PikeWheninfantryunitsarechargedbycavalry,theshotarelikelytoshelterundertheirownpike.Whenthisoccurstheshotcanstillfireatattackingcavalry(althoughless

effectively), roll 1d6 - the score will determine thenumberoffiguresthatcanfireatthecavalry.Onlythefrontrankoffiguresiseligibletofire.

Commanded FireAllunitsorartillerywillfireatthenearestenemytarget.Thismeansthattwosleevesofshotfromthesameunitcouldfireonseparatetargets(iftheywerenearer).Onlywith the intervention of a general figure can units beCommanded to fire on specific targets (see CommandActions).

DamageUnitsthathavesufferedhitsarelikelytosufferdamage.Whentheattackingplayerhassuccessfullyrolledtohitthetarget,damagemustberesolved.

Procedure1d6isrolledforeachhitinflictedonthetarget.Whenfiringsmallshot(muskets,pistols,arquebus)ascoreoffiveorsixwillinflictakillresult.Againstunitsorartillerycrew,fourkillswillresult intheremovalofonefigurefromthetargetunit. If lessthanfourkillsarescored,placeadamagemarkernexttotheunittoindicatethenumberofkills.Ifenoughhitsoccurlaterontobringthistotaluptofour-anotherfigurewillberemoved.

Damage ModifiersThescorerequiredtoinflictakillresultwillbemodifiedby a number (see table page 12). For example, whenfiringat short range -a scoreof four,fiveandsixwillinflictakillresult(theusual5+tokillisreducedto4+withthe-1modifier).OrifthetargetisheavilyarmouredCuirassier,ascoreofsevenwouldbeneededtoinflictakill(the5+goesupto7+withthe+2modifier).

11

ProcedureShooting is based on each figure that can fire. 1d6 isrolled for each firing figure, but only if the target iswithinrangeandarcoffire(theforward90°arcfromthe frontcornerof theunitorgun).Roll1d6 foreachfiringfigure,multiplythediescorebytheWeaponRangeFactor, ifthescoreisequalormorethantherangetothetarget(ininches),thetargethasbeen

hitanddamagemustbetestedfor.Anyscoreofoneisconsideredamiss,anyscoreofsix(providedthetargetisinrange)isconsideredahit.Forinstance,whenfiringaCarbine,1d6 is rolledand the score ismultipliedbytwo(theweaponsRangeFactor).NoCommandActionsareneededtoinstigatefiring.

Page 12: Father Tilly-Core Rules

Seven to KillIfthescoretokillatargetexceedssixitwillbemuchmoredifficulttoinflictthisresult.Ifasevenisrequiredtoinflictakillonlyadoublesixrolledfordamagewillinflictakill.Ifaneightisrequiredtoinflictakill-a

treblesixisneeded.Thisassumesthatmultiplehitshavebeeninflicted, ifaunitonlysuffersonehit-onlyonedamagediceisrolled,thereforemakingitimpossibletoscoreadouble,ortreblesix.

Shooting

Premature FiringNervousunitsapproachingenemyunitsmaywellfireassoon as the enemy are in range, if themovement diescorethatbringstheapproachingunitintofiringrangeoftheenemyislessthantheapproachingunitsMoraleFactor, theunitwill immediatelyhalt (as soonas theyare in range) and commence firing. This is Disorderedfiring-1d6isrolledtodeterminethenumberoffiguresfromthefrontrankthatcanfire(themaximumnumberof figures that can fire cannot exceed the number offiguresinthefrontrank).

Firing into a CombatUnitsthatareengagedincombatwithanenemyunitcanstillbefiredonintotheirflankorrearbyotherunitsiftheunit’sfiguredepthisgreaterthantwoandtheflankor rear area to be fired on is not covered by friendlytroops.ThereforeafourrankTercioincontactwithanenemytothefrontcanstillbefiredonintoitsflank.

UnitscanalsobefiredintheirflankorrearbyotherunitsiftheyhaveonlyPartiallyEngaged(seeCombatsection)withtheenemyunit,inthiscaseeventworankunitscanbefiredon.

Which figures can FireOnly the front two ranks of infantry or cavalryfigures(not twomovementbases) canfireandonly the frontrankiftheunitmoved.Thefrontarcoffireformostunitsandartilleryisa45degreeanglefromthefrontcornerof the units movement base. However, skirmish unitscanfirefromtheirfront,rearoranyflankandtercio’s(anytype)canfirefromanyfacingthatshotfiguresarepresent.Obviously,unitsthatarefiringfrommorethanonefacingintheturncanonlycounteachfiringfigureonce,afigurecannotfire twice indifferentdirections(oreventhesamedirection).Artillerycanonlyfirefromtheirfrontarc(45degree’sfromeachcorner).

Figurescannotfireonunitsthathaveatleasthalftheirfacingcoveredbyfriendlytroops.

Figuresarenotabletofireonopposingfiguresifthelineofsighttothetargetisblockedbyfriendlyfigures.Forexample,ifalineistracedbetweenthefiringfigureandthetargetandthatlinepassesoverafriendlymovementbase.

12

Target Modifier Target Modifier Firing ModifierIncover +1 Hardcover +2 Shortrange -1Armoured +1 Heavyarmour +2 Firstfire(exceptartillery -1Extremerange +1 Artillery(eachrearrankoftarget) -1Skirmish +2Irregular(openorder) +1

Page 13: Father Tilly-Core Rules

Artillery - Canister FireThetablebelowshowstherangefactorandthenumberofd6 rolled tohitusingcanisterfire, thuswhenfiringaFalcontheplayerrolls2d6tohitatrangefactortwo(multiplythescoreonthedicebytwotodeterminetherange).Damagewillbetestedforonbothdiceifbotharesuccessful.

Artillery - Round ShotThetablebelowalsoshowstheShootingFactorforroundshot,forexamplewhenfiringaCulverin,thedierolltohitwillbemultipliedbyeight,ifthedistancecoveredis

enoughtoreachthetarget-damagemustbetestedfor.Only1d6isrolledpergunwhentestingtohit.

Artillery - Extreme RangeThisistheabsolutemaximumrangeofthisweaponandrequiresascoreofsixtohit,forexamplewhenfiringaCannon,anytargetthatisoverfiftyandnomorethaneightinchesawaywillrequireasixtohit.

ROFThisisthegunsrateoffire,formostthisisoneshotperturnbutforheaviergunsthiscouldbeoneshotintwooreventhreeturns.

Type Canister Round Shot Max hits Extreme Range ROFRegimental/galloper 2 - 2 - 1Falconnet 2 6 2 40” 1Falcon 2 7 3 50” 1Demi-Culverin 2 8 4 60” 1Demi-Cannon 3 9 5 70” 1/2Cannon 4 10 6 80” 1/3

Artillery DamageWhenatargethasbeenhitbyartilleryfire,thedamagemust be determined. Damage for artillery fire (eithercanisterorroundshot)iscalculatedinaslightlydifferentway.Thebasic scoreneeded to inflict a kill is fourormore.Damagemodifiersareapplied,althougharmourisignored.Ifthemodifieddiescoretodamageisachieved-onekillisinflicted,ifthescoreneededtokillisexceededbyonethentwokillsareinflicted.Forexample,athreeisneeded to inflictakill (rear rankmodifierhasbeenapplied)andafour is rolled- thismeansthattwokillresultshavebeenachieved.

Thenumberofkills thatcanbe inflictedbyonehit islimited (seeMaxHits columnon the table above), forexampleaDemi-Cannoncaninflictnomorethanfivehitswitheachshot.

Artillery Damage to Rear TargetsItispossiblethatunitstotherearofthosetargetedcanbedamagedbyartilleryfire.Iftherangedicedfortheartilleyfireincludesreartargets,thesewillbeincludedinthedamageandcountedasrearrankswhenworkingoutthedamagemodifier.

Forexample,atworankinfantryregimenttwelveinchesawayhasbeenfiredupon.Theshotfiredcanhittargetsuptofifteen inchesaway(thiswasthedistancerolledwhentesting tohit)and justbehind the targetunit isanothertworankunitwithinthisrange.Thismeansthattherearunit isalso indanger.Thesetwounitshaveatotaloffourranks,thismeansthatthescoreneededto

inflictakillwillbereducedfrom4+to1+(-1foreachofthethreerearranks).

Killresultsinflictedonmultipletargetsinthiswaymustbedividedbetweeneachunitaffected.Whenkillscanbeevenlyspreadbetweenthetargetunits-thiswillbedone-butifthisisnotpossible,theextrakillswillgotothenearesttarget.

Firing at Artillery CrewSmallarmsfiredirectedatanenemyguncanonlyaffectthecrew,whichtoleratesdamageasifaunit(i.efourkillsremovesonefigure).

Round shot or canister fired at a gun can affect thecrewor thegun,orboth.Theattackingplayer shouldrollanotherd6,ascoreofsixdestroysthegun,afivedamagesit(cannotmoveorfirefor1d6turnsaslongasthecrewareincontact),ascoreofonetofourmeansthecrewhavebeenhit(anddamageiscalculatedintheusualway).

Depleted Artillery CrewArtillery pieces that lose crew can still fire, but lessfrequently. For each crew figure lost, one CommandActionisrequiredtofirethegun.Atleastonecrewfiguremustbeincontactwiththeguntofire.

Artillery CatastropheGunsofthisperiodwerepronetocatastrophicpowderexplosionscausedbyastrayspark,orgunbarrelscouldburst with deadly effect - and a number of tokens

1�

Shooting

Page 14: Father Tilly-Core Rules

can be used to bring about these disasters (see WarTokenssection).Theseparticulartokensmustbeplayedimmediatelyafterthegunhasfired.1d6 isrolled, ifascoreoffourormoreoccurs,thefollowingwillresult.

Powder explosion, crewkilledandgundestroyed.Burst barrel, gundestroyed1d6killsoncrew.Damaged carriage, guncannotfirefor1d6turns.

Re-crewing ArtilleryDepleted crew can be boosted by taking figures fromfriendly infantryunits.One infantryfigurewill replaceonelostartillerycrew.Regimental gunsGunsthatareattachedtounits,suchasSwedishInfantryRegiments,canonlyfireiftheunitwasstationaryfortheentire turn (the range ismeasured from thecentreoftheunit.However,playersdonothavetogothroughtheprocessoflimberingorunlimberingthegunseverytimetheunitmoves.Thesegunsareconsideredlightenoughtandmanoeuvrableenough tobeable toby-pass theserules.

Risk to Unit LeaderAlthough the leader in a unit is just onefigure out ofmany,thereisarisktotheleaderiftheunitsufferskillresults.

The unit leader can be at risk if the attacking playerscoreskill resultsontheunitandthesediescoresaretrebleorquadruplescores.Forexample,aunitreceivesfivehitsandtheattackingplayerconvertsthesehitstothreekillsby rolling threefives - theunit leader isatrisk.Thisriskwillberealisediftheattackingplayerthenplaysa“LeaderKilled”token-theleaderwillbekilled.

Whenaunitleaderfigureiskilled,theunitimmediatelylossesonefigure.Note, this isonefigure removednotonekill.Thislossoccursinadditiontothoseotherkillsalready inflicted. For example, the unit that sufferedthreekillshadalreadysufferedakillfromthepreviousturn,thismeansthatonefigurewillberemoved(fourkills removesafigure).Theunitwill also loseanotherfigurerepresentingthelossoftheleader.

The leader figure itself does not actually need to beremovedfromplay(anothercanberemovedinitsplace,asubordinateisconsideredtohavetakenhisplace).

Risk to GeneralGeneralfigurescannotbetargetedbyfiringunlesstheopposingsideplaya“TargetGeneral”token,inthiscasethere is a risk to the person of the general. Take thenumberofkillresultsinflictedonthegeneralsbaseand

roll2d6andrefertothetablebelow.

Modified Die Score Effect on General 3-5 Noeffect 6-7 Withdraws 8-9 Horsekilled 10 Escapes 11 Wounded 12 MortallyWounded 13 Captured 14+ Killed Withdraws: The General withdraws directly back 2d6inches.

Horse Killed:TheGeneralshorse iskilled,thegeneralcantakenoactionoruseanytokensnextturn(orgatheranymore)whileareplacementmountisfound.

Escapes: The General has a narrow escape from theenemy but his evasive action means that he has nowgonemissing,thefigureisremovedfromplay,noactionsarepossiblenextturn(ortokenplayedorgathered),attheendofnextturn,anotherrollismadeontheabovetable (butwithnomodifiers) todeterminethe fateofthegeneral.

Wounded: The General is wounded and the maximumnumber of tokens the general can hold is reduced byone.

Mortally Wounded:TheGeneralhassufferedagrievouswound and will be borne from the battlefield by twofiguresfromthenearestfriendlyunit.

Captured: If the General is in combat he has beencaptured,orkillediffiredon.

Killed:TheGeneralhasbeenkilled.

If theGeneral is attached to a unit and is fired on orengagedinclosecombat,theabovechartisstillusedbutonlyifthekillresultsaretreblescores(i.e.inaRisktoUnitLeadersituation).Ifthisoccurstheattackingplayermust declare whether the attack is made against theUnitLeaderoragainsttheattachedGeneral.IfagainsttheGeneral,theRisktoGeneraltableisconsulted,themodifertothedierollisthenumberofkillresultstheattackingplayer chooses toadd (before thedie roll ismade).

AnykillresultsonaGeneralsbasearenotretaineduntilthenextturnaswouldkillresultsonaunit.IfaGeneralbasesufferssixkillresultsinoneturnandtheGeneralsurvives, these six kills are not relevant and have noothereffectinsubsequentturns.

1�

Shooting

Page 15: Father Tilly-Core Rules

armourAlthough the Thirty Years War witnessed the gradualdecline in the use of armour, especially among theinfantry,itwasstillverymuchinusewithmuchofthecavalry.

In this section of the rules, targets either count ashavingnoarmour,orareArmouredorHeavilyArmoured.Skirmishcavalry,dragoonsandsomemountedarquebusunitswill count as having no armour.Most horse unitssuch as pistol armed Protestant cavalry will count asArmoured,aswillmanyarquebusunits.Theonlyunitsthat can claim HeavilyArmoured status are cuirassierregimentsorcertainlife-guardunits,whosetroopersareprotectedbythree-quarterplatearmour.

Ammunition SupplyItispossibleforunitsandgunstorunlowonammunition.Rather than keeping detailed records of each units

ammunitionsupplyasimplersystemisemployed.Whentestingtohitatarget,ifaplayerrollfoursixestheywillsuffer a LowAmmo result if the opposing sideplays a“LowAmmo”token.Forexample,aplayerisfiringeightmusketsandscoresfoursixes-thiscouldproduceaLowAmmoresult.Note,aLowAmmoresultcanonlyoccurwhenrollingfoursixes,notfiveorsixormore.

Artillerycanalsorunlowonammo,butthisoccursiftwosixesarerolled.Forexample,whentestingtohitaplayerscoresasixandthenasixwhentestingfordamage-thiswill result inLowAmmoiftheopposingplayerplaysaLowAmmotoken.

TheeffectofaLowAmmoresultwillbetoremoveonefigure from the unit or artillery crew. The loss of thefigurewill not in itself promptamorale test, butwillcountagainsttheunitwhenotherlossesareincurred.

1�

Shooting

Page 16: Father Tilly-Core Rules

The ChargeBeforeclosecombatcantakeplace,theattackingunitmusthaltatchargerange(fourinches)andpassachargetestthefollowingturnbeforetheycanattacktheenemyunit.Ifthechargeissuccessful,thedefendingunitmustpassatesttostandforthecombattooccur.

Charge TestThetesttochargeisbasedontheunitsMoraleFactor.1d6isrolledfortheunit,anumberofmodifiersareappliedtothetestingunitsMoraleFactor,ifthescoreisequalormorethanthemodifiedMoraleFactor-thetesthasbeensuccessfulandtheattackerhascharged.Ascoreofonewillalwaysmeanthatachargeisnotmade.Achargetestisnotrequirediftheenemyunithasbeenapproached

toitsflankorrearfacing(unlessthetargetisaTercio-inwhichcaseachargetestisrequired).UnitsthatareDisordereddonotrequireachargetesttocontactthem.Ifachargetestisnotrequiredtheattackercanuseitsnormal move to contact the enemy either during thechargephaseorduringthenormalmovementphase.

Test to StandThetesttostandisalsobasedontheMoraleFactor.1d6isrolledfortheunit,anumberofmodifiersareapplied,ifthescoreequalsorexceededthemodifiedfactorthetesthasbeenpassedandthedefenderhasstoodagainstthecharge.Ascoreofoneisnotafailureisaonewasneededtopassthetesttostand.

Modifiers Morale FactorSizedifference,opponentissmaller/largerbyonebase -1/+1Sizedifference,opponentishalf/doubleownunit(ormore/less) -2/+2Trotter/Gallopercavalry -1OpponentDisordered/testingunitDisordered -1/+1Caracolingcavalrythatfiredlastphasetestingtostand +1Cavalrychargingformedpike +1Friendlygeneraliswithinsixinchesoftestingunit -1Eachtenpercentfigurelossfromunitsstartingstrength +1

Counter-ChargesIt isneveragood idea forcavalry to receiveachargewhenstationary,soasuccessfultesttostandforcavalrywillresultinthedefendingcavalrylaunchingacounter-charge and meeting their opponent half way throughtheirchargemove.

Group Charge TestIt is not possible to order “group-charges”, each unitrequiredtochargecostsoneCAandthechargetestmustbemadeforeachindividualunitattemptingtocharge.

Firing before ContactMissilearmedunits(musket,arquebus,pistol,artillery)thatarechargedandhavestoodcanfireattheirattackersbeforetheyarecontactedaslongasthetargetiswithinthearcoffire.Roll1d6forthenumberoffiguresthatcanfire(asinDisorderedFiring)toseehowmanyfigurescanfire.

Artillery that is chargedwillfirebeforecontact if thecrewpassedtheirtesttostand.CulverinsorheaviergunscanonlyfireiftheydidnotfireinthepreviousPhase.

Cavalry can fire before they contact an opponent.Carbine/Arquebus armed cavalry will fire at contactrangebeforetheyaremovedintocontact(assumingthechargetestwassuccessful).Pistolarmedcavalrywillfireattwoinchesrange.Allfiringbeforecontactisconsidered

tobesimultaneouswiththeopponentsfiring.

Failing to ChargeIfaunitfailstocharge,itcannotattemptanotherchargethatturn,ortakeanyotheractionsincludingfiring.

Failing to StandFailingthetesttostandbyonemeansthattheunitwillfall back one inch and suffer one kill, failing the testbytwomeanstheunitwithdrawsbacktwo inchesandsufferstwokills,failingthetestbythreeandtheunitwithdraws three inches back, suffers three kills andcountsasDisordered.Failingthetestbyfourmeanstheunitrouts.

Units that fail to stand will still be contacted if theyfallbackone,twoorthreeinches,theattackingunitismovedintocontactandaroundofcombatisfought-thedefendingunitcountingashavingbeenpushedbackinthepreviousround.

Iftheunitrouts,theattackermusttesttofollowup(seeRoutingsectionlaterinthechapter).

Target Partially EngagedUnits may sometimes make contact in a less thanenthusiasticway.Thiswilloccuriftheattackerpassesthechargetestbyscoringequaltothescorerequiredtopass

1�

Page 17: Father Tilly-Core Rules

thechargetest.Ifthisoccurs,infantrywilltentativelyapproach their opponents, shot armed infantry willcontinuetofireatcloserange,onlythefirsttworanksofpikewillfight.Cavalrywillfencewithothercavalryand look for an opening in foot units.At this level ofcontactthereisnochargebonusawardedincombatandnochanceofabreakthrough.IfkillresultsoccurfromaPartialEngagedcombat, thecombatwillbecome fullyengaged(normal)nextturn.

Target ChargedTheattackerhascontactedtheiropponentwithmaximumimpact.Horsewill smash into other horse or foot andwill possibly breakthrough. Shot attached to pike willshelterunderthepikewhenchargedbyhorse(andwillnotcountaspartofthecombat),shotchargingwillnotfirebutusetheirweaponasaclub,pikeunitswillresortto“pushofpike”.

Combat Procedure AllfigureshaveaCombatFactor,thisrangesfromtwo(the best) to six (the worst). During combat, for allfiguresthatareeligibletofight1d6isrolled.AscorethatisequalormorethanthefiguresCombatFactormeansthatthefigurehasachanceofscoringahit.

Bothsides inthecombatroll theircombatdiceatthesametime.Theythenremoveanydicethathavefailedtoscoreahit(lowerscorethanCombatFactor).Theythenremoveanydicethatcorrespondtothedierollsoftheopponent(i.e.matchedscoresrolledbytheopponent).Forinstancebothsideshavescoredthreefours-normallyenoughtohit-butthesearenotcountedbecausetheyarethesameastheopponentsdierolls.Oncethishasbeendoneany remaining hits are countedagainst theopponent.

Example: Both sides each have ten figures in combatandeachsideneedstoscorefourormoretohit.Onesiderolls1,3,3,4,4,5,5,5,6,6.Thissidehassevenpossiblehits(scoresoffourormore).Theopposingsidehasscored1,2,2,3,4,5,5,6,6,6andhassixpotentialhits.Bothplayersnowremovethedicethatmissedandcomparetheremainingdice.Thesecondplayerscoredonefour-thisisremovedalongwithoneofthefoursofthefirstplayer.Thesecondplayerhastwofives-theseareremovedalongwithtwoofthefirstplayersfives.Thesecondplayerhasthreesixesandthefirstplayerhastwo-bothsidesremovetwoofthesixes.Whatremainsforplayeroneareonefourandonefive.Whatremainsforplayer two is one six.Thismeans that thefirstplayerhas scored two hits and the second player has scoredone.Damagemustnowbetestedfor(itisadvisableforplayerstorunthroughthisexamplewithdicetogeta

fullunderstandingoftheprocess).

Combat ModifiersPlayermustapplyanumberofmodifierstothecombat.Thefirsttypeofmodifierappliedistothescore“to-hit”.FormedcavalrychargingintocontactinthefirstroundofcombatcountasoneCombatFactorbetter.OpponentsthataredisorderedorpushedbacklastturnorstationarycavalryreceivingachargecountasoneCombatFactorworse.UnitswithgeneralsattachedcountasoneCombatFactorbetter.

Figures Eligible to FightFiguresarmedwithsinglehandedweapons,improvisedweaponsorwieldingmusketsasclubscanonlyfight inoneranki.e.rearrankfiguresequippedinthiswaywouldnotbeabletofight.Spearorpolearmarmedfigurescanfightintworanksandpikearmedfigurescanfightuptofour ranks deep. Caracoling cavalry fight in two ranksbut can only count the rear rank if they pushed theiropponentbackinthelastroundofcombat.

Figuresthatoverlaptheiropponentcanalsofight,butonly one overlapping figure per side - and only onerank.

PikeunitsthatbecomeDisorderedarefarlesseffectiveandonlycounttheirfronttworanksincombat,disorderedspearorpolearmfiguresonlycountthefirstrank.

DamageOncethenumberofhitshasbeenestablished,damagemustbedetermined.1d6isrolledforeachhitandthetablebelowisreferredto.

Weapon KillSinglehanded(musketasclub) 4+Pikenotreceivingcavalrycharge 4+Farmingimplement 4+Pikereceivingcavalrycharge 3+Twohandedweaponorcavalrycharging 3+Lancearmedcavalrycharging 2+Improvisedweapon/artillerycrew 5+

Damage Modifiers in CombatThesamearmourandcovermodifiersareappliedwhentestingfordamageinCombatasinShooting.

Results of CombatOncearoundofcombathasbeenfought,theresultmustbedetermined.Eachunitthatsufferedhitsmusttestfor

combat

1�

Page 18: Father Tilly-Core Rules

morale.1d6isrolled,ifthescoreequalsorexceedstheunitsMoraleFactor-thetesthasbeenpassed.Anumberofmodifiersneedtobeappliedtothetest:

• Thesidethatinflictedthemosthitswillcount asonemoraleFactor.• Friendlygeneralswithinsixincheswillalso increasetheunitsMoraleFactorbyone.• IfthetestingunitisDisordereditcountsasone MoraleFactorworse.• Eachtenpercentlossoffigures(fromtheunits originalstrength)makestheunitmoraleone factorworse(i.e.fourbecomesfive).

Failing the test by onemeans theunit is pushedbackoneinchandsuffersanotherkill,failingthetestbytwomeansthattheunitispushedbacktwoinchesandsuffersanothertwokills,failingthetestbythreeandtheunitispushedbackthreeinches,suffersanotherthreekillsandcountsasDisordered.Failingthetestbyfourmeanstheunitrouts.Ifbothsidesfailtheirmoraletesttheywillbreakcontactandmovebackequallyuntiltheyareatcontactrange(fourinches).Ifonesidefailsbyone,twoorthreeandtheothersidepasses,theloserispushedbackandthewinnerremainsincontact.

If a Disordered unit suffers another Disorder result oris pushed back, it will Rout. Two consequetive pushback resultsmean that the unit automtically becomesDisordered.

Pushed Back into Friendly UnitUnits that are pushed back into friendly units willautomaticallybecomeDisorderedandwillautomaticallyDisordertheunitthattheycontacted.IfeitheroftheseunitsarealreadyDisordered-theywillRout.

Skirmishers in CombatSkirmishunitsandartillerycrewcannotcontactformedunitstothefront(orflank/rearifTercio),howevertheycancontactDisorderedunitsorotherskirmishoropenorderunitsorartillerycrewiftheypassachargetest.If contacted by formed units (not skirmishers/artillerycrewordisorderedunits)theywillrout.

Cavalry BreakthroughCharging cavalry can sometimes breakthrough enemyunits. Cavalry that charge a foot unit can test tobreakthrough(onlyinthephasethattheycharged)thatunitiftheymanagedtoinflicthits.1d6isrolled,ifthescoreexceedsthenumberoffigureranksintheopposinginfantryunit,thecavalryhavebrokenthrough.However,oneisdeductedfromthescoreforTrottercavalry,twoforcaracolingandthreeforskirmishcavalry.IftheinfantryunitisDisordredcountthemasonerankless.Thecavalry

thatbreakthroughwillbeplaced1d6inchestotherearoftheopposingunit(afterithastakenitsmoraletest)andthatunitwillhavetotakeamoraletestasifitlostthe combat (even if it inflictedmorehits, the cavalrythatbrokethroughneednottest(despiteanylosses).

Cavalry that charge other cavalry will both test tobreakthrough.Ifbotharesuccessful-neithersideneedtestformoralethatphaseandbothunitswillbeplaced1d6inchesfromthepointthatbothunitsmet.

Breaking ContactCavalrythathavecontactedanopponentbuthavefailedtohavehadsignificant impactmaywithdrawfromthecombat,regroupandhaveanothergo.Cavalrythathavecontactedanenemyunitbutthecombathasfailedtoproduceanykillswilltestformoraleattheendoftheturn.Ifthetestissuccessful,theunitwillmovebacktochargerange.Ifthetestisunsuccessfulthecavalrywillstayandfight.Ifbothsidesarecavalry,bothwilltest,andifsuccessfulbothwillmoveuntiltheyareatchargerange.

FatigueUnitscanbecomeFatiguedafterfightinginclosecombat.Aftera combathasfinishedand theopposing sidehasbeenroutedandtheunithasnotfollowedup,theplayercontrollingthevictoriousunitmusttakeamoraletest.Whentestingforfootunits-ifunsuccessfultheunitisDisordered,ifsuccessfultheunitmusthaltandcannotmovenextturn.

When testing for horse units, an unsuccessful resultmeansthehorseare“blown”andwillretireDisorderedafullmovetotherear(includingfullmovedicebonus).Ifsuccessfulthehorseunitmusthaltandcannotmovenext turn. When taking this test, count the unit as ifits Morale Factor is one worse if Cuirassier and onebetterifSwedishhorseorskirmishcavalry.Ifcavalryarecontactedbytheenemyduringtheirinactivitynextturn-theycannotcounter-charge.

EvadingCavalryunitscanattempttoevadecontactifattackedbyenemyfootorhorseunitsandskirmishfootunitscanattempt toevade formed foot, suchas a forlornhopeevadingaTercio.Whenaunitisabouttobecontacted,thedefendingplayerdeclarestheintentiontoevade.Amoraletestmustbemadeforthistooccur.

Iftheevaderhasahighermoveratethantheattacker,the evader counts as if one Morale Factor higher, andif a friendly general is within six inches the moralefactorcountsasonebetteralso (alsoapplyfigure loss

1�

combat

Page 19: Father Tilly-Core Rules

modifiers). If the test is successful, the attacking unitmakesitsmoveandtheevaderisplacedwithincontactrangeof theattacker,whichhasmovedtooccupy theposition vacated by the evader. If the evader scoredonemorethantherequiredscoretoevade,theevadercanfireattheattackerduringtheevademove(roll1d6forthenumberoffiguresfiring). If theevadingunit isskirmishcavalryitcanfireonanysuccessfulevade.

Ifthetestwasunsuccessful,theunitmakesanormalmoveawayfromtheattackerandcannotfire.Theevadingunitwill be Disordered unless the evaders are skirmishers.Inthiscase,theattackerhasthechanceofcatchingupwith theevader if theattackers fullmovecouldbringthemintocontact-amovetestismade,ifthedistancerolled(afterdeducingfourinchesforthedistanceofthecharge) isenoughtobringtheunits intocontact-thiswilloccurandaroundofcombatisfought.

RoutingUnits that rout will immediately move their maximummoveawayfromtheenemy(basicmoveplusmaximummovedice).Theunitwillimmediatelyloseafigureandthenonefigure(notonekill)eachturnthatitroutsuntilitreachesitsownreartableedge-whereitisremovedfromplay.Iftheroutingunithasapursuerincontact(orifanattackingunitcontactstherouters),onetothreefiguresarelostperturnfromtherouters(roll1d6,ascoreofthreeormoremeansthreefigureslost).Routingunitsthat contact friendly units will automatically Disorderthatunit.Thecontactedunittakesanimmediatemoraletestandtheusualfriendlygeneralproximityandfigurelossmodifiersareapplied.

Thefirstsixinchesofaroutmoveisdirectlyback,afterthataroutingunitcanbemovedthroughgapsinunitsaslongasthegapisatleastoneinchwidepermovementbaseoftheroutingunit.Routingunitsarerepresentedasdisorderlyclumpsonthetable,araggedcolumnmovingawayfromtheenemytowardsthereartableedge.

Routingunits thatare successfully ralliedmust remainstationary inthefollowingturnandwillbeconsideredDisorered.PursuitCavalry that rout an opponent can pursue the routingunit.Whenaunitrouts,thevictoriouscavalrywillremainin contact for the first rout move. Before subsequentroutmoves (duringmovementsectionof thephase) inlater turns, theplayercontrollingthepursuingcavalrymusttesttoseeiftheirunitremainsinpursuit.1d6isrolled, a scoreof oneor twomeans thepursuingunitbreaks contact. Pursuing cavalry will automatically be

Disorderedwhentheybreakcontact.

Pursuing cavalry that reach the opponents rear tableedgewillalsobe removedfromplayandroutingunitscannotberalliediftheyhavepursuersincontact.

Contacted to Flank or RearUnitscontactedtotheflankwillautomaticallybecomeDisorderedunlessthecontactedunithasthreeormorefigureranks.UnitscontactedtotherearwillautomaticallybecomeDisorderedunlessTercio.

Whenunitsarecontacted in thisway,figureswill turnon theirmovementbase to face thedirectionof theirattacker.more than one OpponentIf a unit is in contactwithmore thanoneenemyunitandoneoftheseoutnumberingunitsisdefeated(pushedback, withdraws, routs), the victorious unit must stilldefeattheremainingenemybeforeanyfollow-upmovescanbemade.

Failure to EngagePikearmedinfantrysuchasTerciosandpikeandshotunitsthat only partially contact the front of an enemyunitwillfailtoengage,forexample,whentheunitspikemenfailtolineupagainstenemytroops(andarethusunabletobringtheirweaponstobare).Iftheresultingcombatfailstoproduceanykillresults(oneitherside)theunitwillautomaticallypullbacktofourinchesrangeattheendofthecombatphase.

Occupying Enemy PositionsUnitsthatpushenemyunitsoutofearthworksorotherdefendedpositionsmusttakeaterraintesttoseeiftheybecome Disordered when moving to occupy the newposition.

Defending EarthworksInfantrycanbedeployedtodefendearthworksorotherdefensivepositions.Althoughtheearthworksmaybeanirregular pattern, the troops inside will still count asformedwhentheyoccupythesepositions.Thesekindsofpositionsareusuallylefttoshotunitstodefend.

Generals Attached to UnitsGeneralscanbeattachedtounitsbymovingthemintocontactwitheachother (neithercan thenmoveagainthatphase).Theunitwillcountasonegradebetterwhilethegeneralisattached.Commandedfireandmovementfor the unit will not cost any command actions whilethegeneralisattached.However,thegeneralscommandrangewillbehalvedwhilstattached.

1�

combat

Page 20: Father Tilly-Core Rules

EachunithasaMoraleFactorwhichrangesfromtwotosix, twobeingverygoodmorale,sixbeingterrible!Totestformorale1d6isrolledfortheunitinquestion.IfthescoreequalsorexceedstheMoraleFactorthetesthas been passed. If the score is less than the MoraleFactor,thetesthasbeenfailed.AunitcanonlytakeoneMoraleTestperPhase(i.e.onceintheplayersPhaseandonceintheopponentsPhase)althoughtheycantakeachargetestandamoraletestinthesamephase.

Unit MoraleAunithastotestformoralewhenitlosestenpercentof its total starting strengthand thenagainwitheachadditionaltenpercentloss(tenpercentoftheoriginalstartingstrengthoftheunit).Forexample,atenfigureunitlosesonefigure-itmusttestmorale.Theunitmustalsotestwhenanearbyfriendlyunitroutsorwhentheunitisincombatanditsuffersoneormorekills.

The unitsmorale ismodified by the percentage of itsloses. At ten percent or more the unit tests as if itsMoraleFactorisoneworse,attwentypercenttheunittestsasiftwoworseetc.

Unit Morale ResultsFailingtheMoraleTestbyonemeanstheunitwithdrawsbackoneinchandsuffersonekill,failingthetestbytwoandtheunitwithdrawstwoinchesandsufferstwokills,failing the testby threeand theunitwithdraws threeinches, suffers three kills and counts as Disordered.Failingthetestbyfourmeanstheunitrouts.

Effects of Routing Friendly units that rout (other than skirmishers orartillerycrew)willhaveadetrimentaleffectonnearbyunits.Theareaofeffectfornearbyunitsthatneedtotestisoneinchpermovementbaseoftheroutingunit(or two inches for elite or guard units). For example,shouldaunit that comprisesofeightmovementbasesrout,itwillcompelfriendlyunitswithineightinchestotakeamoraletest.Artillery Crew MoraleArtillery crew must test for morale with each crewmemberthattheylose.ThecrewsMoraleFactorwillbeoneworsewitheachfigurelost(i.e.moralefactorfourbecomesmoralefactorfive).Crewsthatwithdrawwillabandontheirguns,althoughtheycanreturntothem.Crewthatroutwillberemovedfromplayandwillnotreturntotheirguns.

DisorderUnitsthatareDisorderedtestformoraleasifoneMorale

Factorworse.Thisalsoapplieswhentestingtostandorcharge.

Proximity of GeneralUnits that are within six inches of a friendly generalfigure (or thegeneral is attached to theunit) test formorale as if one grade better i.e. Morale Factor twounitsbecomesone).

Death of the GeneralIfaGeneralfigureiskilled,allfriendlyunitswithintheGeneralscommandrangemusttakeamoralecheck.

victory & defeatObviously, the objective in most battles is to defeatthe opposing army, however, it is not always easy todeterminewhohasgainedtheupperhandattheendofplay.Forthosebattleswheretheoutcomeisnotobvious,playerscantot-upthepointslistedbelowtodeterminethewinner.

victory pointsAttheendofabattle,playersshouldrunthroughthelistofvictoryconditionsaddingordeductinganyvictorypointsasappropriate.

Add one victory point:•eachobjective(specifiedbeforehand)captured

Deduct one victory point:•eachownunitdestroyedorrouted/routing•ownsidelostmorefiguresthanopponent•eachfriendlygeneralkilledorcaptured

Gamesthatarebasedaroundspecificscenarioscanhaveclear victory conditions specified at the start of thebattle,forexample,onesidemustcaptureabridgefromtheenemy,ifthis iscompleted,theattackerhaswon.Itcouldevenbespecifiedthatthenumberofcasualtieslost are not counted provided the vital objective isgained.This could of course apply to the defender aswell,thebridgemustbeheldatallcost,irrespectiveofcasualties!Other conditions canbe applied to specificscenarios provided that these are clearly expressed atthestartofthegame.

20

Page 21: Father Tilly-Core Rules

WarTokensareavitalaspectoftheFatherTillyrules.Fromtheexamplebelowwecanseethattheycontainalotofinformation.

WarTokensareawardedtoplayersduringthegameandarethenusedbyplayerstoenhancetheperformanceoftheirtroopsandimprovetheirchancesofwinning.

Thecentraltextofthetokenisitsmainsubject.Fromtheexample shownabove, this is FEROCITY.ThemainsubjectoftheWarTokenwillvaryfromcardtocard.Ineachcornerofthetokenisasub-headingsuchasLeaderorInitiative-eachtokenwillhavethesamesub-headingalthoughthevalueswillchange,forexampleInitiative2andInitiative3.

Main HeadingWhenusingthemainheadingofatoken,therecipientofthetokenmustbewithincommandrangeofthegeneralthatisdeliveringthetoken.Iftherecipientofthetokenistobeanenemyunitorgeneral-thereisnolimittotherangethatthetokencanbeemployed.

Resolve:Playingthistokenonaunitmeansthatitcanignoreamoralecheckitisabouttotake.

Bravery:Playingthistokenonaunitmeansthatitwillautomaticallypassachargetest/testtostand.

Indomitable:Playingthistokenmeansthatonekillresultonaunitcanbeignored.

Rally: Playing this token means that one unit canautomaticallypassarallytest.

Sharpshooter:Playingthistokenmeansthatonefigurefiringsmallarmswillautomaticallyhitatargetwithouthavingtorollad6(smallarmsfireonly).

Dead Shot: Playing this token means that one hit inshootingwillautomaticallybeconvertedtoakillresultwithouthavingtorollad6(smallarmsfireonly).

Ferocity:Playingthistokenenablestheplayertore-rollallmissedhitsinonecombat(notscoresthatequaltheopponents).

Stalwart:Playingthistokenforcestheopposingplayertore-rollallhitsinonecombat.Counter Attack:Playingthistokenallowstheplayertointerrupttheopponentsphaseasiftheopponentsphasehassuddenlyendedandtheplayersphasehassuddenlybegun.

Pay Day:ThistokenwillnegatetheeffectsofaMutinyandUnrestcardifplayedimmediatelyafterwards.

Ambush:This tokenmustbeplayedona friendlyunitthat is within six inches of cover such as buildings orwoods.Whenplayedonetotwofigurespermovementbaseofunitareremovedfromtheunitandconvertedto skirmishers or detached shot. The figures are thenplaced in the area of cover and will immediately fireon thenearestenemy target (playerduringopponentsphase).

Find a Path:PlayingthistokenonaunitallowsittomovethroughanareaofterrainwithouttheriskofDisorder(thusnegatingtheeffectsofaDifficultGroundtoken).

Looters: When played on an enemy skirmish unit theopposing player must test against the units morale, ifunsuccessfultheunitwillleavethetablebytheshortestroute(atmaximummoverate)insearchofloot.TheunitwillnotreappearbeforetheendofthebattleunlessaReinforcetokenisplayed.

Powder explosion/burst barrel/damaged carriage:playing these cards on an enemy gun will cause theopposingplayertotestfordamageagainstthegun(seeFiringsection).

Difficult Ground: This token must be played on anemenyunitabouttomove(notcharge).Themovingunitwill move as if crossing terrain. If the unit is alreadycrossingterraintheopposingplayermustroll2d6forthemovetest(andtaketheworstresult).Thistokencanbeplayedagainstreinforcements,theeffectofthiswillbetodelaytheirarrivalby1d6turns.

Scouting:Playingthis tokenshowsthat theplayerhasscouted the areawith some success. Playing this cardimmediately after an opponent plays a Ambush orDifficultGroundwillnegatetheeffectsofthesetokens.The difficult ground is ignored and the ambushers arepushedback2d6inchesandwillbeunabletofire.

Question Orders:PlayingthistokenonanenemygeneralwillmeanthattheopposingplayerwillnotbeabletouseanyCommandActionsforthatturn.

21

Leader A1 Deploy 3

FEROCITY

Initiative 2 Morale 1

Page 22: Father Tilly-Core Rules

22

Mutiny:This tokenmustbeplayedonaunitbefore ithashadachancetomoveinthegame.Violentdisorderwillbreakoutwithintheranks.1d6isrolled,thisisthenumberofkillstheunitsuffers.IfthediescoreislessthantheunitsMoraleFactor,themutinycontinuesuntilthenext turn (whenfurthercasualtiesandthechanceofthemutinytocontinuearetestedfor).UnitsthatareinastateofMutinycountasDisorderedandcantakenootheractions.

Unrest: Playing this token makes a violent argumentbreakoutwithintheranksofanenemyunit.Thistokenmust be played on a unit that has not yet moved (aswithMutiny).Amoraletest ismade immediatelyafterthe token isplayed, if the test fails theunitbecomesDisordered and the unrest continues, if the test issuccessful the unrest ends with no effects applied. Iftheunrestcontinuesintothenextturn,anotherfailedmoraletestmeansthattheunrestcontinuesandtheunitremainsDisordered(itdoesnotdeterioratefurther).

Generals Quarrel: This token can only be played onenemygeneralsthatarewithincommandrangeofeachother. If played - neither general can use any tokensduringthatturn.

Generals Drunk:Thistokenmustbeplayedonanenemygeneralbeforethegeneralhasissuedanycommandsortakenanyactions.1d6isrolledtodeterminetherandomeffect.Drunkengeneralscannotgainorusetokens.

1.QuestionOrders.2.Mutiny(nearestfriendlyunit).3.Unrest(nearestfriendlyunit).4.GeneralsQuarrel.5.UpgradeOrders(moreaggressive)6.Sleepfor1d6turns.

Target General:Playingthiscardonanenemygeneralfigureallowsthegeneraltobetargetedbymissilefire(muskets,artilleryetc).

Leader Killed:IfthistokenisplayedonaunitthathassufferedkillsandtheLeaderisatrisk-theunitleaderwillbekilled.

Low Ammo:Unitsmaybeatriskofrunninglowonammo-usually iffoursixesarescoredtohit. Ifthistokenisplayedthen,theopposingunitwillsuffertheeffectsofLowAmmo.

Reinforce:Playingthistokenduringthereinforcementsectionofthephaseallowsplayerstobringontothetable(on theplayers rear edge) any eligible reinforcementsthey may have - or any looters or pursuers that mayhaveleftthetable(atthesamepointthattheyleftthetable).Whenreinforcementsarrive,theyareplacedon

the tableedgeandcannotmove that turnandcannotappearwithinchargerangeofenemytroops.

Good Fortune:PlayingthistokenwillredirecttheeffectsofMutiny,Unrest,CurseandArtilleryCatastrophetokensso that the player who played the card, for exampleMutiny,sufferstheeffectsofamutinyononeoftheirownunits!ThistokencanalsobeusedtocancelouttheeffectsofSharpshooter,DeadShot,TraitorandLeaderKilledtokens.

Spy: This token can be used in severalways - to findout about enemy units (the opponentmust reveal themoraleandcombatfactorsofoneunit),tofindouttheopponentsintentions(oneopposinggeneralmustrevealtheirorders)ortotakeatoken(randomlyselected)fromeachopposinggeneralfigure.

Traitor:Whenthistokenisplayed,theopposingplayertakestheTraitortokenandswapsitforoneoftheirown(randomly selected). The player then holds this tokenandcannotdiscardunlessdiscardedwithaGoodFortunetoken. When this token is held, the player must handoveroneoftheirtokenstotheplayerthatoriginallygavethemtheTraitor-eachturn.

Curse:Thistokenmustbeplayedonanopposinggeneral.Onceplayedthiswillmeanthatthenextnegativeresultsufferedby any troops in that commandwill bemadeoneworse.Forexample,aunit losesonefigureduringshooting-withaCursetheunitwouldlosetwofigures,oraunitfailsamoraletestbyone-withaCurse,thetestisfailedbytwo.OncetheeffecthasbeenappliedtheCurseisliftedandthetokenisdiscarded.

If the Curse token is discovered in a players hand (bytheuseofaSpytoken)theeffectoftheCurseisplayedon the holder of the token and not the player whodiscoveredit.

Note,aGoodFortune tokencanput theeffectof theCursebackontheplayerthatinitiallydeployedit.Cursetokenscannotbediscardedwithoutbeingusedi.e.ifthegeneralholdstoomanytokens.

Sub-HeadingsSub-headings are described in detail below. Using thisaspectofthetokenmeansthatthetokenisnotsubjecttocommandrange,i.e.ifplayedonaunit,theunitdoesnothavetobewithincommandrangeofthecommandinggeneral.

Leader Using this aspect of the token allows the player toinfluenceorimprovetheactionsofafriendlyunitbytheendeavoursoftheunitleader.

war tokens

Page 23: Father Tilly-Core Rules

war tokens

A: Attack,thisisthenumberofextradicethatcanbeusedwhentestingtohitincombat,thustheplayercanrollanextra2d6incombatwithA2.

In: Inspire, the unit leader inspires the troops whenabouttotakeachargetestormakeatesttostandandallowstheplayertorollextradicewhentakingthetest(selectingthebestresult).Forexample,whentestingtochargetheplayerrollsoneextrad6withanIn1.

M: Move, the unit leader pushes his unit to move itsmaximumandallowstheplayertorollextradicewhentesting for movement (and taking the best result).Therefore M2 allows the player to roll two extramovementdice.

V: Volley, theunit leaderorganiseshisunit todeliveraneffectivevolleyfromhismissiletroops.Thishastheeffectofallowingextradicetoberolledtohittheenemy(inthesamewayasAttack-seeabove).ThisonlyapplystounitsthatareofRegularorbettergrade.

R: Reform, this option allows the player to roll extradicewhenattemptingtoreformaDisorderedunit.ForexampleR2allowstheplayertoroll twoextrad6andtakethebestresult.

InitiativeUsingtheInitiativeaspectofthetokenallowstheplayertouseextraCommandActionsduring their phase. Forexample,theplayerhaschosenonefortheinitiativeforthatphasebutplaysanInitiative3token,theplayernowhasfouractionstousethatturn.

DeployThispartoftheWarTokendealswiththewaytroopsaredeployedatthestartofthebattleand isdescribed inthefollowingsection.

MoraleThis factor shows the number of extra dice that canbe rolled when taking a morale test (taking the bestresult).

Playing War TokensTokensaredealtatthestartoftheturn,thewinnerofthe initiativedrawsfirstfromthepack.Tokenscanbeplayedatanypointduringthegame,duringtheplayersphaseorduringtheopponents,however,onlyonetokencanbeplayedononeunitperphaseperplayer.

Used or discarded tokens are placed on the discardpilewhichwillbeshuffledandre-usedifandwhentheremainingtokensareallused.

2�

Page 24: Father Tilly-Core Rules

2�

Thissectionshould ideallybe locatednearerthefrontof the rules, but it is also important for players tounderstand how the tokens work, so the deploymentrulesare locatedaftertheWarTokenschapter.Beforethebattlecanstart,playersmustconsiderhowtodeploytheir army.Beforeanyfiguresareplaced,eachplayerreceives tokens for each general they command, as ifeachgeneralwasholdingthemaximumnumberoftokenspermitted.Forexample,ifaplayercontrolstwogeneralswhohaveAverageStrategicskills(seeGeneralsProfile)-theplayerwouldreceiveeightWarTokens.ThesetokensmustnowallbeusedduringtheDeploymentPhase.Thisphasebreaksdownintofivestages:

Stage One: Deployment locationThefirststagedeterminesthedistancefromeachotherthatbotharmiescandeploy.Playersallocateoneormoreof their tokens to thefirst stage (keeping theirchoicehiddenfromtheopponent),bothsidesthencomparethetotaldeploymentpointsontheirtoken(ortokens).

Equal scores: Both sidesdeployup to fourteen inchesinfromtheirreartableedge(assumingafourfootwidetable- increasethedistancebysix inchespersideforeachadditionalfootwidthoftheplayingareaused).

One side scores more: the winner (side that had themost deployment points) can place their army up tosixteen inches in, the loserplaces theirarmynomorethantwelveinchesin(plustablewidthmodifiers).

One side scores double:thewinner(sidethathadthemost deployment points) can place their army up toeighteeninchesin,theloserplacestheirarmynomorethanteninchesin(plustablewidthmodifiers).

One side scores treble or more:thewinner(sidethathadthemostdeploymentpoints)canplacetheirarmyuptotwenty inches in, the loserplaces theirarmynomorethaneightinchesin(plustablewidthmodifiers).

Stage Two: Deployment SequencePlayersallocateoneormoreoftheirtokenstothesecondstage(keepingtheirchoicehiddenfromtheopponent),bothsidesthencomparethetotaldeploymentpointsontheirtoken(ortokens).

Equal scores: Bothsidesroll1d6,theplayerthatscoresthe lowestplacesoneunitfirstfollowedbytheplayerthatscoredthehighestplacingoneunit.Thissequencecontinuesuntilallunitsareplaced.

One side scores more: side that has less deploymentpoints places one unit first followed by the side that

had most points placing one unit next. This sequencecontinuesuntilallunitsareplacedonthetable.

One side scores double:sidethathaslessdeploymentpoints places two units first followed by the side thathad most points placing one unit next. This sequencecontinuesuntilallunitsareplacedonthetable.

One side scores treble or more: side that has lessdeployment points places three units first followed bythe side that had most points placing one unit next.Thissequencecontinuesuntilallunitsareplacedonthetable.

Stage Three: Deploy SkirmishersAtthisstageplayerscannowplacetheirskirmishunitsinadvanceofthemainbodyofthearmy.Notallarmieswillhaveskirmishtroops,butforthosethatdon’thaveany, this phasemust still be used as it represents theintention to drive back enemy skirmishers. Playersallocateoneormoreoftheirtokenstothethirdstage(keepingtheirchoicehiddenfromtheopponent),bothsidesthencomparethetotaldeploymentpointsontheirtoken(ortokens).

Equal scores:Noskirmishunitscanbeplacedinadvanceofthemainarmy.

One side scores more: the winner (side that had themostdeploymentpoints)canmoveanyskirmishunitsuptosixinchesinadvanceoftherestofthearmy(butnocloser than contact range to any enemy units). If thewinnerhasnoskirmishersresultcountsasequalscores.

One side scores double: the winner can move anyskirmishunitsuptotwelveinchesinadvanceoftherestof the army (but no closer than contact range to anyenemy units). If the winner has no skirmishers resultcountsasequalscores.

One side scores treble or more:thewinnercanmoveanyskirmishunitsuptoeighteen inches inadvanceoftherestofthearmy(butnocloserthancontactrangetoanyenemyunits).Ifthewinnerhasnoskirmishersresultcountsasequalscores.

Note,iftheDeploymentrulesarebeingusedstagesone,twoandthreearecompulsory-playersmustallocateatleastoneWarTokentoeachoftheseoptions.

Stage Four: Deploy FortificationsThisstageisoptionalfortheplayers,theydonothaveto build fortifications or earthworks. Each deploymentpointspentonthisstagegivestheplayeronesectionof

Page 25: Father Tilly-Core Rules

army deploymentearthwork-eachsectionwillprovidehardcoverforonegunoronemovementbaseofinfantry.

Stage Five: Artillery BarrageThis isanotheroptional stage for theplayers, theydonothavetofireanartillerybarrageattheenemyasaprelude to the battle. However, if players do allocatedeploymentpointstothisstagetheywillbeabletofireoneshotperdeployedgunforeachpointspent(maximumsixshotscanbefiredpergun).

Ifplayershavedecidedtore-fightan“historical”battle,i.e. one that already suggests ways of deploying thetroops,thissectioncanbeignored.Playerscanrefertothehistoricaldeploymentprovidedbymapsandordersofbattleratherthanreferingtothissection.Orplayerscanusethissectioninconjunctionwithanhistoricalbattle,for instance using stages two, three and five becausethe location of troops deployment has already beenspecified.Playerscanthereforeusesome,noneorallofthissectionasthesituationorpreferencedemands.

2�

Page 26: Father Tilly-Core Rules

EachgeneralhasaprofilethatdescribestheirTactical,StrategicandCommandSkills.Certaingeneralsmayalsohavea“personality”whichindicatesacertainpreferredwayofinterpretingordersanddealingwithsituations.

If players wish to generate a profile for their leaders

theyshouldrefertothetablebelowrolling1d6foreachaspect of the profile. However, if players wish to useknown generals - refer to the generals profiles in thearmylistssections-formyowninterpretationsofmanyofthemostwellknownleadersofthetime.

2�

Die Roll Tactical Effect 1-3 Poor WillgainoneTokeneachtimesidewinstheInitiative4-5 Average WillgainoneTokeneachturn6 Good WillgainoneTokenperturnandtwoifsidewinstheInitiative

Die Roll Strategic Effect1-3 Poor CanonlyholdtwoWarTokensperturn(othersmustbediscarded)4-5 Average CanholduptofourTokensperturn(othersmustbediscarded)6 Good CanholduptosixTokensperturn(othersmustbediscarded)

Die Roll Command Effect 1-3 Poor Commandrangetwelveinches4-5 Average Commandrangesixteeninches6 Good Commandrangetwentyinches

Die Roll Personality Effect1 Rash Alwaysparticipatesinclosecombat,upgradesorders2 Cautious Downgradesorders.3 Insubordinate Likelytorefuseorders.4 Quarrelsome Takeslongertochangeorders.5 Erratic Swingsfrom“Cautious”to“Rash”(randomlydetermine)6 Normal None

Page 27: Father Tilly-Core Rules

Each sub-general must be issued with orders; thesewill define the actions permitted by the units in thecommand. Orders must include such descriptions asAttack,Move,HoldorWithdraw.Ordersshouldincludearrowsonmapstoindicatedirectionsandobjectives,ormustspecifyareastobeheld.Allgeneralsusuallystartthegamewithorders.

If the commanding general wishes to change a sub-general’s order, two CommandActions must be spent.1d6 isthenrolledtodeterminewhethertheorderhasbeenreceived.Ordersmustbecarriedoutuntiltheyarecompletedorchangedbythecommandinggeneral.

Die Roll Order Arrival1 Orderisnotreceived2-3 Ordernotreceivedthisturn,roll againnextturn4 Orderreceivedbutwillbe executedinthewrongdirection5 Orderreceivedbutinterpreted asfollows: Cautiousgeneralwillresortto holdorders. Rashgeneralwillresorttoattack ordertowardsthenearest enemy. Insubordinate,willchange orders(toanotherrandomly selectedorder). Quarrelsomegeneralwillchange orderasinstructednextturn Erraticgeneral’scommandrating willbeonelowerthan6 Generalreceivesordersas instructed

Order DefinitionsPlayers must clearly mark on a map the direction ofattack,movementorwithdrawalthatthecommandistotake.Thisisthedirectionthatunitsmustattempttotakeuntilordershavebeenchanged.Withholdorders, theareatobeheldmustbedefinedontheplayersmap.

AttackThe first command thatmust be attempted each turnwiththis formation is tomakeachargetest,or ifnotpossibletomovetowardstheenemyalongthespecifiedpathontheplayersmap.

MoveThe first command thatmust be attempted each turnwiththisformationistomoveaunitalongthespecifiedpathon theplayersmap.Units canbecommanded to

approach to musket range, but will not make contactwithenemyunits.

HoldUnitscannotbeorderedbeyondtheboundaryoftheareadefinedontheplayersmap.Unitscanmovetoanypointwithin thisareaandcanbeorderedtocontactenemyunitsthatencroachonthisarea.Theboundaryisdefinedas thearea the formationoccupiesat the startof thebattleandextendsuptofourinchesfromanyunit.

WithdrawThe first command thatmust be attempted each turnwiththisformationistomoveaunitalongthespecifiedpath on the players map away from the enemy. Unitscannotbecommandedtochargeenemyunits.

Orders for Individual UnitsTheCinCfigurecanissueorderstoindividualfriendlyunitsnotdirectlywithinhiscommand.Theorderinterpretationis rolled for in the usual way, if a five is rolled, the‘personality’oftheunitwillhavetobedetermined,roll1d6,1:Cautious,2:Rash,3: Insubordinate,4:Erratic,5-6:Normal.Iftheorderissuccessfullyreceivedtheunitwill operate with these new instructions unit anotherchangeofordersisreceived.

Wrong DirectionUnits that have been ordered to move will do so butin the wrong direction. Randomly select a path otherthan the intended, all unitswill now follow thispath.Ifthechangeofordersdidnotinvolveanymovement,thechangeofordersisignored.Theformationthathasreceived orders but is moving in the wrong directioncannotreceiveachangeofordersuntilithasspenttwofullturnsmovinginthiswrongdirection.

2�

Page 28: Father Tilly-Core Rules

EachunitwillhaveaGradethatgivesanindicationofitsoverallquality.Theunitprofileprovidesthespecificdetailsand includesMoraleFactor,CombatFactorandAttributes.Thecostindicatediscostperfigure.

Unit Grade Morale Combat CostElite 2 2 10Veteran 2 3 8Regular 4 4 6Conscript 4 5 4Militia 5 6 3Peasant 6 6 2

Unit AttributesTheseareadditionalqualitiesthatmayhelporhindertheunitandaddabitofvarietytotheuniformfactorsshowninthetableabove-theyarecompletelyoptional.

Positive AttributesUnits that are Veteran grade can have one PositiveAttribute,Eliteunitscanhaveuptotwo.Eachattributecostsanadditionaltwopointsperfigure.Playersshouldroll1d6andrefertothetablebelow.

Die Roll: 1TheunitwillignorethefirstMoraleTestithastomakeinthebattle.

Die Roll: 2Theunitwill ignorethefirstKillresult itwillsuffer inbattle.Die Roll: 3Thefirsttwoshotstheunittakesinbattlewillcountas“first-fire”.Die Roll: 4The unit will automatically pass its first chargeattempt.

Die Roll: 5Theunitwillautomaticallypassthefirsttesttostanditattempts.

Die Roll: 6Theunitwill ignore its firstDisorder result during thebattle.

Negative AttributesUnitss that areConscript,Militia or Peasant grade areentitledtoNegativeAttributes,againtheseareoptional.Conscriptgradeunitscanhaveonenegativeattribute,MilitiaandPeasantgradecanhavetwo.Eachattribute

deductsonepointfromthecostoftheindividualfigure(whichcanmakepeasantsprettycheap!).Die Roll: 1TheunitsfirstMoraleTestwillbeoneresultworsethanthatrolled.

Die Roll: 2TheunitwillsufferanextraKillresultfirsttimeitsuffersakillresult.Die Roll: 3The unit cannot gain a “first-fire” bonus in shootingduringthebattle.

Die Roll: 4TheunitsfirstChargeTestwillbemadeasiftheunitsMoraleFactorisoneworsethanactual.

Die Roll: 5TheunitsfirstTesttoStandwillbemadeasiftheunitsMoraleFactorisoneworsethanactual.

Die Roll: 6If the unit becomes Disordered it will require twosuccessfulReorderrollstoreform(andlosetheDisorderresult).

Althougheachunitwillhaveagrade,itisnotnecessaryto provide each unitwith anAttribute (or attributes),thispartoftherulesisoptionalanddoesnothavetobeincluded.

Additional CostsThecostofeachunitisdeterminedbythenumberandgrade of each figure in the unit. Added to this are anumberofadditionalcosts(toeachfigure). Additional CostArmouredtroops 1Heavilyarmouredtroops 2Gallopercavalry 2

Artillery CostsThecostofeachgunisdeterminedbyitssizeandtype.Refer to the tablebelow for thecostofeachartillerypiece.Note,thecostofthecrewisincluded. Artillery CostRegimentalgun 40Falconnet 50Falcon 60Demi-Culverin 70Demi-cannon 80Cannon 100

2�

Page 29: Father Tilly-Core Rules

2�

MostofthebattlesoftheThirtyYearsWarwerefoughtin open areas that would allow the large units of theperiodamplyroomtomanoeuvre.However,therewereoftenoneortwoterrainfeaturesontheperipherythatcommanders would have to take into account whendeployingtheir forces.This sectionof therulesallowsplayers to randomly generate terrain in a simple anduncomplicatedway.

Of course, the smaller battles and skirmishes of theperiodwouldoftenbefoughtinareasmorefrequentlyinhabitedbyhills,woodsorsettlements,soitisimportantforplayerstomakesurethatthelevelofobstructiononthebattlefieldsuit’stheforcesbeingused-ifyou’vegotbigarmies-givethemplentyofspace!

Ifplayersarenotre-fightinganhistoricalbattlewheretheterrainisknowntheycangeneratetheirownterrain.Bothsidestakeitinturnstoroll2d6(thesidewiththemost skirmish figures goes first), the dice are rolledroughlywhere theplayerwants the terrain feature tobe. Where the dice have landed, the player places aruler or tapemeasureoverbothdice so that a line ismadebetweenbothpoints.Alongthislineismeasuredthe distance indicated by the combined score of thedice,forexampleseveninchesifathreeandafourarerolled.Thismeasurementistakenfromthedicewiththehighestscoreandismeasuredawayfromthedicewiththelowestscore.Thispointiswheretheterrainfeaturewill be placed.At this point the player then rolls 1d6todeterminethetypeofterrainthatwillbepositionedthere.Ifadoubleisrolledonthetwodice-theterrainwillbeplacedinbetweenbothdice.

Die Roll Terrain Type 1 Hill 2 Water 3 Building 4 Wood 5 Road 6 Playerchoose

HillIfthisoptionisselected,rollanotherd6andrefertothetablebelow.

Die Roll Hill Type 1 Smallgentleslopes 2 Largegentleslopes 3 Smallwith1-3steepslopes 4 Largewith1-3steepslopes 5 Longridge,mostlygentlyslopes 6 Longridge,mostlysteepslopes

Smallhills shouldbeabouttwelve inchesacross, largehills around twenty four inches and ridgeswill stretch

acrossoneentirelengthoracrossthewidthofthetable(whicheveristhenearesttableedge).Thetypeofslope(i.e.gentleorsteep)willonlybedeterminedwhenonesidemovesageneralorunitwithintwelveinchesofit,or if a player players a Scouting token on the feature(randomly determine which of the hills four sides issteepornot).

Gentle slopeswill halve themovementdie roll of anytroopsmovingupordownitandanyunitschargingupitwillcounttheirMoraleFactorasonegradeworseforthepurposeofthetest.

Steep slopes will require a terrain test for any unitsmoving on them and charging units will count as twogradesworsefortheirMoraleFactor.

WaterIfthisoptionisselected,rollanotherd6andrefertothetablebelow.

Die Roll Water Type 1 Ditch 2 Stream 3 FordableRiver 4 MajorRiver 5 Marsh 6 Bog

Crossingaditchwillhalve themovementdice foranyunitcrossingit,crossingastreamwillrequireaterraintest.

A fordable river canbecrossed in 1d6 locations. If anumpireisrunningthegame,theumpirewilldeterminetheirlocationandonlyrevealthemtoplayerswithunitswithintwelveinchesorifaScoutingtokenisplayedonaparticularspot.Crossingafordableareawillrequireaterraintest.Fordableareaswillbe1d6movementbaseswide.

Majorriverscanonlybecrossedbybridgesandtherewillbebetweenoneandtwobridgescrossingtheriveronthebattlefield-thelocationsofwhichwillbeknowntobothsides. Crossing a bridge will only allow units across insingle(movementbase)fileandaterraintestisrequiredtoavoiddisorder.Marshesandbogswill haveareasofwet ground thatwill requirea terrain testwhenunitscross. Marshes will be about twelve inches across andbogstwentyfour.

Playerswillalsohavetodeterminethedirectionofanyditches, streams and rivers (see later section in thischapter).

Page 30: Father Tilly-Core Rules

TerrainBuildingIfthisoptionisselected,rollanotherd6andrefertothetablebelow.

Die Roll Building Type 1 Ruinedwoodenbuilding 2 Ruinedstonebuilding 3 Smallruinedfarm 4 Largeruinedfarm 5 Ruinedvillage 6 Oldruinedcastle

Woodenbuildingswillprovidecover foroccupantsandstonebuildingswillprovidehardcover.Onlyskirmisherswillbeabletooccupytheseareas.Runiedfarmswillbesurroundedbyhedgesandstonewallsofferingarangeofcoverandhardcover.Smallfarmsshouldbenomorethan twelve inches across, large - twenty four inchesacross. Formed units can deploy along the perimeterofthesefeatures.Theymusttaketerrainteststoenterthemhowever.Ruinedvillagesarethesameasfarmsinappearanceandeffectbutwillextendalongtheentiretableedge (whichever isnearest).Ruinedcastles canoccupy an area up to twenty four inches across andcan contain substantial areas of thick medieval walls,unexplainedmoundsandtheremainsofmoats.Formedunitscandeployalongtheperimeterofthesefeaturesbuttheymusttaketerrainteststoenterthem.WoodIfthisoptionisselected,rollanotherd6andrefertothetablebelow.

Die Roll Wood Type 1 Smallareaofscrub 2 Largeareaofscrub 3 Smallareaofopenwood 4 Largeareaofopenwood 5 Smallareaofdensewood 6 Largeareaofdensewood

Small areas will be about twelve inches across, largeareas twenty four inches across. Scrub land does notblocklineofsightbutwillhalvethemovementdiceofunitsmovingacrossit.

Visibilityinopenwoodsisuptosixinchesbutrequiresaterraintestforunitstomovethroughit.Densewoodscanonlybecrossedbygeneralsandskirmishunits(whichhavetotakeaterraintest),visibilityisfourinches.

RoadIfthisoptionisselected,rollanotherd6andrefertothetablebelow.

Die Roll Road Type1-2 Poorqualityroad3-4 Road5-6 Goodqualityroad

Movementalongoracrosspoorquality roadswillhavethemovementdiceoftheunit.Roadsapplynomodifiersandgoodqualityroadsaddanextratwoinchestounitsmovingalongthem(forlimberedartilleryseeMovementchapter).

Roadsmaybehedgelined.Playersshouldroll1d6fortheirroad,ascoreoffiveorsixmeansthatitispartiallyhedgelined,anotherd6isrolledandthescoreismultipliedbyten-thisisthenumberofinchesthathedgesflankeachsideoftheroad.Thereisalsoachancethatroadsmayhavesunkensections,ifasixwasrolledwhentestingforhedges-therewillbeasunkensectiontoo(nomorethantwelveincheslong)itslocationrandomlydeterminedbytheumpireandhiddenfromtheplayersuntilaScoutingtokenisplayedoraunitcomeswithinfourinchesoftheroad.Hedgesprovidecoverforthoseincontactwithitandsunkenroadsprovidehardcover.

Hidden TerrainCertainfeaturessuchasfordsandsunkenroadsmaybehiddenfromtheplayersatthestartofthegame.Ifanumpire is runningthegametheumpirecan locatethefeature without the other players knowing. If there isnoumpireanothermethodcanbeused.Thesidewiththemostskirmishers(orifneitherhasskirmishers,thesidewiththemostcavalry)willtestforthelocationofhiddenterrainsothattheyareawareofitslocationandtheopponentisnot(onlyrevealingitwhentheopponentdiscoversitintheusualways).

Terrain DirectionFeaturessuchasroads,ditchesandrivershaveadirectionandentry/exitpointfromthegamingtablethatneedstobedetermined.Oncethelocationofthefeaturehasbeen found theplayer rollsanother2d6, thiswill givethe direction (using the samemethod that placed theterraininitially).Playersmakemakeseveralrollstogivethefeatureacoupleof“realistic”curvesbeforeitleavesthetable.

Terrain VolumePlayers should only have a couple of goes each atdetermining terrain, it is ideal that there should be alargecentralopenareawherethebattlecanbefought.

�0

Page 31: Father Tilly-Core Rules

TercioA large infantry formation with a deep central bodyof pike-men surrounded by equally deep ranks ofmusketeers favouredby theCatholicpowers. Inbattlethe tercio canfire itsmuskets from its front, flank orrearfacingbutisgenerallylessefficientthanshallowerformationsasmusketsfromtherearrankstendnottobe able to fire.The tercio is also a slow and difficultformationtomanoeuvre,vulnerabletoartilleryfirebuthighlyresistanttocavalryattack.Tercio’saregenerallymoreeffectiveindefencethanattack.Latertercio’saresmallerandmoremanoeuvrablebutstilldeeperthantheProtestantinfantryregiments.

Infantry RegimentBy the timeof theThirtyYearsWar Protestant armiesdeployed their infantry regiments into more linearformations between six to ten ranks deep. Theseformations are smaller and more manoeuvrable thantercio’sandareabletodelivermoreconcentratedfiretotheirfront.However,infantryregimentsaremuchmorevulnerable tocavalryattackparticularly ifapproachedtotheflankorrear.

Shot DetachmentThesearesmallbodiesofmusketeerswhooperateeitherinadvanceofthemainarmy;perhapsexploitingdifficultterrain, or are posted between cavalry formations toofferfiresupport.Shotdetachmentscontainnopikemenandcanbevulnerableifcaughtintheopenbycavalry.Playershavetheoptionofdetachingmusketunitsfromtheirtercio’sorinfantryregiments.

Caracole CavalryThesearecavalrythatprefertoshoottheiropponentsbeforemovingintocontact.Thisisadeepformationwithsuccessive ranks of cavalrymoving forward and firing,thenreturningtothereartoreload.Itwashopedthatthe

continuousfiringwoulddisordertheenemyallowingthecaracolingcavalrytogaintheadvantagewhenitchargedin.ThistacticwasfavouredbytheCatholicforcesduringthefirsthalf of thewarbutwasgenerallydroppedasmoreaggressivecavalrytacticsgainedfavour.

Trotter CavalryThis tacticwaspreferredby theProtestant forcesandwaslateradoptedbymostCatholicarmies.Cavalryweredeployed in a more shallow formation than caracolingcavalry,theadvancetowardstheenemywouldbeatasteadytrot,withpistolfiringatcloserangeimmediatelypriortocontact.Galloper CavalryThis is another shallow cavalry formation. Gallopercavalrywould advance towards their enemy and closethefinaldistancewithafastgallop,withnofiringpriorto contact. This tactic often proved very effectiveagainstcaracolingcavalrywhowouldbepronetofallingintodisorder.

Horse DetachmentThesearesmallbodiesofcavalryrangingfromdragoonsacting as advance guard to the main body or singlesquadronsofelitebodyguardcavalry.

Skirmish CavalryThisdescribesallcavalrythatoperateinlooseformations;thesearenotabletostanduptoformedtroopsbutaregood at operating in difficult ground and can exploitflanksordisorderedinfantry.

Regimental/Battalion GunThesearelightartillerypiecesthataccompanyinfantryunitsintobattle.Theygreatlyincreaseaunit’sfirepowerespeciallywhenfiringatshortrange.

�1

Page 32: Father Tilly-Core Rules

�2

example of shootingAnImperialarquebusregimentoftenfiguresiscaracolingbeforearebelinfantryregimentthathasjustmoveduptocontactrange.ItistheImperialplayersturnandtheyhavedecidedtofire,asthearquebusregimenthasnotmoved, both ranks can fire. The target is four inchesawaywhichmeansthatanarquebusneedstoscoretwoormoretohit(factortwoweapon).10d6arerolledandonlytwoonesaretheresult-soeighthitswillbetestedfor.

Thebasicscoreneededtoinflictakill isfiveormore,however,thetargetisatshortrangeandthisistheunits“first-fire”,whichmeansthattheactualscorerequiredtoinflictakillisonlythreeormore-theywillneverhaveabetterchancethanthis!Theplayernowpicksupeightdice,rollsagainandscoresaone,two,twothree’s,twofour’sandtwosixes-thismeansthatsixkillshavebeeninflicted-onefigurefromtherebelunitisremovedandatwohitmarkerisplacednexttotheunit.FirstbloodgoestotheImperials!

In thenext turntherebelshavethe initiativeandarenowable to returnfireon their caracolingopponents.Therebels sufferedcasualtiesbut itdidnot representtenpercentoftheunitstrengthsonomoraletestwasrequired.Therebelunitisatwentyfourfigurepikeandshotregimentwithsixteenshot-andtheyaredirectingallof theirfireat thecavalry.Again thiswillbe shortrangefiring,thefactorthreemusketsrequiringatwoormoretohit.

Superbshootingbytherebels-fifteenhits!

Damagemustnowbedetermined.Thebasicscoreneededtokillisfiveormore,butthisis“first-fire”tooandshortrangewhichbrings the scoredown to three, however,thecavalryarearmoured(Ithinktheyaregoingtoneedit) which means a score of four or more will produceakill.TherebelplayergathersupfifteendiceandtheImperial player leans forward nervously. Not so luckythis time! The rebel player picks out seven successfuldice from all of the one’s and two’s.This means thatthecavalryhaveonlylostonefigurebutarewellonthewaytolosinganother.Thisistenpercentcasualtiessoamoraletestisrequired-thiscouldwellbethetimetopullthecavalryout!

example of combatTwo opposing infantry regiments have “squared-up”andareabouttomakecontact,ononesidewehaveaveteranterciooftheCatholicLeagueandontheotherapikeandshotregimentinMansfeldsemploy.Thetercioisathirty-twofigureunit-halfpike-halfshot.Mansfeld’s

unit is twenty-four strongwitheightpikeandtherestshot.

Thefirst step is the charge test.The attacking playerrolls1d6.Thetercioisaveteranwithamoralefactoroftwoanditoutnumbersthedefenderssothisisreducedbyone.However,whenchargingaoneisalwaysafailuresoanythingbutaonewilldo.

Theattackerpassesthechargetestsonowitistheturnofthedefendertotesttostand.Mansfeld’sfoothaveamoralefactoroffourbutareoutnumberedsothismeansthatafiveisneededtopassthetest-fortunatelyasixisrolled-socontactismade.

Asthedefendershavestood,afewofthemgetachancetoloose-offafewshotsbeforetheattackgoesin.1d6is rolled and four figures are able to fire, resulting inonekill.Thiswillbecountedtowardstheresultsofthemelee.

Bothsidesmustnowdeterminethenumberofhits.Theterciohassixteenpike(infourranksoffigures)andtwomusketeers (in the front rank), their combat factor isthreesomustscorethreeormoreusingeighteendice.Theiropponentshaveeightpikeandsixmusketeersandhaveacombatfactoroffour-somustscorefourormoreusingfourteendice.

Thesuccessfuldierollsareasfollows:

Die Score Attacker Defender Result2 3 - A:33 1 - A:14 5 2 A:35 1 2 D:16 5 3 A:2

Thetableaboveshowsthatoncethescoreshavebeencompared, the attackers have scored eight hits, thedefendersone.Bothsidesmustnowtestfordamage,ascoreoffourormoreisrequired.Theattackingplayerrolls8d6andscoresthreekills,thedefenderscoresone(whichisaddedtoonefromtheshooting).

Moralemustnowbetestedfor.Astheattackingtercioinflictedmore kills it is considered the winner of thecombat, so itsmorale factorof twobecomesone-anautomatic morale pass. The defenders have a moralefactoroffourbutthemoraletestscoreisonlyathree-afailurebyonewhichmeansthattheunitispushedbackoneinch.Mansfeld’sfootaregoingtostrugglenextturn!

Page 33: Father Tilly-Core Rules

AcknowledgementsIwouldliketofinallyacknowledgethehelpandcontributionsofthosethatenabledmetowriteandpublishtheserules.Firstlytheplay-testersHenry,Steve,Dave,Sam,Joe,Pat,MickandtheotherSteve-whoallprovidedexcellentgamingoppositionandusefulrulesuggestions.ThanksalsotoDaveforhissuperbgamingfacilities-nottomentiontheuseofhislimitlessarrayofProtestantopponents.

AlsowellworthamentionisthekindpermissiongrantedbythegoodfolksattheAssaultGroupandPerryMiniatureswhoallowedmetousepicturesoftheiroutstandingfigures.Myowncollectionforthisperiodisacombinationofminiatures from these two companies. Both are compatible in size, proportion andquality - the Perry’s provideexcellentfiguresfortheperiodasawholeandtheAssaultGroup’srangeincludesfiguresspecificallyfortheThirtyYearsWarwhichallowsgamersthechanceofgivingtheirarmiesthatparticular“European”feel.

BibliographyHereisaquicklistofsomeofthebooksusedwhilstcompilingtheserules-oratleasttheonesIcanrememberatthetimeofwriting!

StephenJLee,The Thirty Years War(Routledge1991).WilliamPGuthrie,Battles of the Thirty Years War: From White Mountain to Nordlingen(GreenwoodPress2002).WilliamPGuthrie,The Later Thirty Years War: From the Battle of Wittstock to the Treaty of Westphalia (GreenwoodPress2003).GeoffreyParker,The Thirty Years War (Routledge1984).JohnChilds,Warfare in the Seventeenth Century (Cassell2001).HajoHolborn,A History of Modern Germany (Princeton1982).BrentNosworthy,The Anatomy of Victory (HippocreneBooks1990).SHSteinberg,The Thirty Years War and the Conflict for European Hegemony (Arnold1966).CVWedgewood,The Thirty Years War (Cape1966).EduardWagner,European Weapons and Warfare 1618 -1648 (OctopusBooks1979).MSAnderson,War and Society in Europe of the Old Regime 1618 - 1789 (SuttonPublishing1998).WilliamS.Brockington,Monro, His Expedition with the Worthy Scots Regiment Called Mac-Keys (Praeger1999).SamuelRawsonGardiner,The Thirty Years’ War 1618-1648(Elibron2006).FriedrichVonSchiller,The History of the Thirty Years War(BiblioBazaar2007).

��

Page 34: Father Tilly-Core Rules

War Tokens Ambush: detachuptotwofiguresperbasefromunit,placewithincoveruptosixinchesawayandfireatenemy.Playduringopponents phase. Bravery: unitautomaticallypasseschargetest/testtostand. Counter-Attack: wintheinitiativefromtheopposingside. Curse: playedonanenemygeneral,nextnegativeresultaunitsuffersinthatcommandwillbemadeoneresultworse. Dead-Shot: automaticallyinflictonekillwithsmallarmsfire. Difficult Ground: forceaunittotakeaterraintestwhenmoving. Ferocity: re-rollallmissedhitsinonephaseofcombat. Find Path: movethroughterrainwithouthavingtotakeaterraintest. General Drunk: variouseffects. Generals Quarrel: twoopposinggeneralswithinCRofeachothercanusenotokensthatturn. Good Fortune: reflecttheeffectsofMutiny,Unrest,CurseandArtilleryCatastrophebackontoplayerthatplayedthetoken.OrwillcancelSharpshooter,DeadShot,TraitorandLeaderKilledtokens. Indomitable: onekillresultcanbeignored. Leader Killed: playwhenenemyunitleaderis“atrisk”(trebledamagescore). Looters: enemyskirmishunitwilldisappearinsearchoflootiftheyfailatheirmoraletest. Low Ammo: playwhenopponentrollsfoursixestohitduringshooting,thiswillcausealowammoresult(opponentlosesonefigure). Mutiny: mustbeplayedbeforeaunitmoves,roll1d6fornumberofhitsonunit,mustpassmoraletestorcontinuetomutinynextturn. Pay Day: negatestheeffectsofMutinyandUnresttokens. Powder Explosion/burst barrel/damaged carriage: playedafteran enemygunhasfired,roll1d6:4+anddamageoccurs. Question Orders: generalcanusenocommandactionsnextturn. Reinforce: bringonreinforcementsorlooters/pursuersreturn. Resolve: amoralecheckcanbeignored. Scouting: negatestheeffectofAmbushandDifficultGround. Sharpshooter: onefigurefiringsmallshotgainsanautomatichit. Spy: canrevealopponentsordersoraunitsgradeortakeatokenfromopposinggeneral. Stalwart: opposingunitmustre-rollallhitsinonephaseofcombat. Target General: allowsandenemygeneraltobefiredon.Traitor: tokenisgiventoopposingplayerwhomustkeepholdofitandhandoveronetokenperturntotheiropponents. Unrest: opposingunitbecomesDisorderedandwillremainsonextturnunlessamoraletestispassed.

Morale Modifiers

Modifiers Morale FactorSizedifference-onebase -1/+1 Roll1d6andSizedifference-half/double -2/+2 comparethescoreTrotter/Gallopercavalry -1 totheunitsDisordered -1/+1 MoraleFactor,ifCaracolingcavalry +1 thescoreequalsCavalrychargingformedpike +1 orexceedstheGeneraliswithinsixinches -1 MF,thetestisEachtenpercentfigureloss +1 passed.

Risk to Generals

Die Score Effect on General3-5 Noeffect6-7 Withdraws8-9 Horsekilled10 Escapes11 Wounded12 MortallyWounded13 Captured14+ KilledAddthenumberofkillstothediescore.

Damage Modifiers Target ModifierIncover +1Armoured +1Longrange +1Irregularunit +1Skirmishunit +2Extremerange +2Hardcover +2Heavyarmour +2Shortrange -1Firstfire/rearrank -1

Morale ResultsFailedbyone:pushback1”and1kill.Failedbytwo:pushback2”and2kills.Failedbythree:pushback3”,3kills,disordered.Failedbyfour:rout.

Shooting Weapon Factor X Range Modifiers to-hitMusket 3 24”TargetischargingCarbine2 14”cavalry.Arquebus2 14”Shootermoved.Pistol 1 8” TargetnotinarcatRifle 4 30” startofphase.

Artillery Shooting

Type Can Round Max hits Xtreme Regimental 2- 2 -Falconnet 262 40”Falcon 273 50”Demi-Culverin 284 60”Demi-Cannon 395 70”Cannon 4106 80”

Close Combat Damage Weapon KillSinglehanded(musketasclub) 4+Pikenotreceivingcavalrycharge 4+Farmingimplement 4+Pikereceivingcavalrycharge 3+Twohandedweaponorcavalrycharging 3+Lancearmedcavalrycharging 2+Improvisedweapon/artillerycrew 5+

Movement Infantry Terrain Move Basic MoveShot 1d6” 8Pike&Shot 1d5” 6EarlyTercio 1d2” 5Tercio 1d3” 5LaterTercio 1d4” 5 Cavalry Terrain Move Basic MoveCuirassier 1d4” 10Horse/Arquebusier 1d5” 12Galloper 1d5” 14Skirmish 1d6” 14

Artillery Terrain Limb UnlimbRegt/galloper1d5” 4 2”Falconnet 1d4” 3 1”Falcon 1d3” 2 ½Culverin 1d2” 1 ½Demi-Cannon 1d1” 0 0Cannon 1d1” -1 0

Turn Sequence1.BothsidestestforInitiative.2.Chargetestsaremade.3.Shootingiscalculated.4.Movement.5.Shootingaftermovement.6.Combatisresolved.7.Rallyunitsthatareroutingordisordered.8.Change orders.9.Reinforcements.10.Non-phasingsiderepeatsstepstwotonine.

Page 35: Father Tilly-Core Rules

Leader A1 Deploy 3

FEROCITY

Initiative 2 Morale 1

Leader A2 Deploy 2

RALLY

Initiative 3 Morale 2

Leader M3 Deploy 1

RALLY

Initiative 1 Morale 3

Leader R3 Deploy 1

FEROCITY

Initiative 1 Morale 3

Leader M2 Deploy 2

FEROCITY

Initiative 3 Morale 2

Leader A1 Deploy 3

RALLY

Initiative 2 Morale 1

Leader A3 Deploy 1

STALWART

Initiative 1 Morale 3

Leader V1 Deploy 3

STALWART

Initiative 2 Morale 1

Leader A2 Deploy 2

STALWART

Initiative 3 Morale 2

Leader In1 Deploy 3

INDOMITABLE

Initiative 2 Morale 1

Leader V2 Deploy 2

INDOMITABLE

Initiative 3 Morale 2

Leader A3 Deploy 1

INDOMITABLE

Initiative 1 Morale 3

Leader In2 Deploy 2

RESOLVE

Initiative 3 Morale 2

Leader V3 Deploy 1

RESOLVE

Initiative 1 Morale 3

Leader E1 Deploy 3

RESOLVE

Initiative 2 Morale 1

Leader In3 Deploy 1

COUNTER ATTACK

Initiative 1 Morale 3

Leader R1 Deploy 3

COUNTER ATTACK

Initiative 2 Morale 1

Leader E2 Deploy 2

COUNTER ATTACK

Initiative 3 Morale 2

Leader M1 Deploy 3

SHARPSHOOTER

Initiative 2 Morale 1

Leader R2 Deploy 2

SHARPSHOOTER

Initiative 3 Morale 2

Leader E3 Deploy 1

SHARPSHOOTER

Initiative 1 Morale 3

Page 36: Father Tilly-Core Rules

Leader In3 Deploy 1

BRAVERY

Initiative 1 Morale 3

Leader M1 Deploy 3

BRAVERY

Initiative 2 Morale 1

Leader R2 Deploy 2

BRAVERY

Initiative 3 Morale 2

Leader M2 Deploy 2

DEAD SHOT

Initiative 3 Morale 2

Leader R3 Deploy 1

DEAD SHOT

Initiative 1 Morale 3

Leader M1 Deploy 3

DEAD SHOT

Initiative 2 Morale 1

Leader M3 Deploy 1

SCOUTING

Initiative 1 Morale 3

Leader A1 Deploy 3

SCOUTING

Initiative 2 Morale 1

Leader M2 Deploy 2

SCOUTING

Initiative 3 Morale 2

Leader V1 Deploy 3

SCOUTING

Initiative 2 Morale 1

Leader A2 Deploy 2

SCOUTING

Initiative 3 Morale 2

Leader M3 Deploy 1

PAY DAY

Initiative 1 Morale 3

Leader V2 Deploy 2

AMBUSH

Initiative 3 Morale 2

Leader A3 Deploy 1

FIND A PATH

Initiative 1 Morale 3

Leader V1 Deploy 3

LOOTERS

Initiative 2 Morale 1

Leader V3 Deploy 1

POWDEREXPLOSION

Initiative 1 Morale 3

Leader In1 Deploy 3

BURSTBARREL

Initiative 2 Morale 1

Leader V2 Deploy 2

DAMAGEDCARRIAGE

Initiative 3 Morale 2

Leader R1 Deploy 3

DIFFICULTGROUND

Initiative 2 Morale 1

Leader In2 Deploy 2

DIFFICULTGROUND

Initiative 3 Morale 2

Leader V3 Deploy 1

DIFFICULTGROUND

Initiative 1 Morale 3

Page 37: Father Tilly-Core Rules

Leader M2 Deploy 2

LOWAMMO

Initiative 3 Morale 2

Leader R1 Deploy 3

QUESTIONORDERS

Initiative 2 Morale 1

Leader In2 Deploy 2

QUESTIONORDERS

Initiative 3 Morale 2

Leader V3 Deploy 1

QUESTIONORDERS

Initiative 1 Morale 1

Leader R2 Deploy 2

GENERALSQUARREL

Initiative 3 Morale 2

Leader In3 Deploy 1

GENERALS DRUNK

Initiative 1 Morale 3

Leader R1 Deploy 3

TARGETGENERAL

Initiative 2 Morale 2

Leader R3 Deploy 1

LEADERKILLED

Initiative 1 Morale 3

Leader M1 Deploy 3

LEADER KILLED

Initiative 2 Morale 1

Leader R2 Deploy 2

LEADERKILLED

Initiative 3 Morale 3

Leader A1 Deploy 3

LOWAMMO

Initiative 2 Morale 1

Leader R3 Deploy 1

LOWAMMO

Initiative 1 Morale 1

Leader A2 Deploy 2

REINFORCE

Initiative 3 Morale 2

Leader M3 Deploy 1

REINFORCE

Initiative 1 Morale 3

Leader A1 Deploy 3

GOODFORTUNE

Initiative 2 Morale 2

Leader A3 Deploy 1

SPY

Initiative 1 Morale 3

Leader V1 Deploy 3

SPY

Initiative 2 Morale 1

Leader A2 Deploy 2

SPY

Initiative 3 Morale 3

Leader In1 Deploy 3

MUTINY

Initiative 2 Morale 1

Leader V2 Deploy 2

UNREST

Initiative 3 Morale 2

Leader A3 Deploy 1

CURSE

Initiative 1 Morale 1

Page 38: Father Tilly-Core Rules
Page 39: Father Tilly-Core Rules

Disordered

Disordered

Disordered

Disordered

Disordered

Push Back

Push Back

Push Back

Push Back

Push Back

Rout

Rout

Rout

Rout

Rout

1 1 1 1 1 1 1

2 2 2 2 2 2 2

3 3 3 3 3 3 3