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Living Rules 09/29/2016

English Rules
Avec Infini Regret
English Rules

A game by Florent Coupeau &


Laurent Closier Original system
« Paris vaut bien une messe » by
Ben Hull

The Battles of the French religious wars - Volume 2


Avec Infini Regret II is an evolution of Pa- 2 - Game counters • Infantry
ris vaut bien une messe by Ben Hull (Vae- 2.1 - Commanders S : Swiss, 600 men, 90 % pikemen and 10 %
Victis #50) and uses the same system as Commanders have a Command value (0, 1 musketeers.
Nieuport 1600 (VaeVictis #105), Kircholm or 2) and a Movement value. L : Germans (lansquenets), 600 men, 70-
1605 (VaeVictis #116) & Avec Infini Regret A Wing Commander (WC) must always be 80 % pikemen, 20-30 % musketeers.
1 (VaeVictisHors-Série #11). stacked with a unit of his wing. (If he moves T : Soldiers adopting a Spanish style for-
The rules have been slightly altered to ac- alone, he must end his movement in a hex mation (Tercio), 600 men, 40 % pikemen,
count for the specifics of the battles of the containing another unit from his wing.) 60 % % arquebusiers.
first religious wars that took place de- The Command value is used for reactivation, F : Legions or old French groups, 500-600
cades before. See 2, 11.2, 11.6, 11.7, 13.1 pre-emption, change of orders, interception, men, 40-50 % pikemen, 50-60 % musketee-
and 14. melee, and morale tests. rs/arquebusiers.
This version of the rules should be used M : Militia, 500-600 men, all musketeers/ar-
for the Avec Infini Regret 1 module. It is 2.2 - Combat units quebusiers.
also recommended for playing the battles Combat units are of two sizes : square (cal- B : British brigades, 40-50 % pikemen, 50-
of Nieuport and Kircholm. led simple) or rectangular (called double). 60 % arquebusiers.
The background symbol denotes their na- Note : Double units have twice as many sol-
1 - overview tionality (French, Swiss, German, Spanish, diers - approximately 1200 per unit.
1.1 - Game Scale papal, British). These units have movement, B, T, S, L and R type units display a shield
A turn equals 20 to 30 minutes in real time. fire and morale values as well as a letter in- as a reminder of their special rules : Here-
A hex is around 100 meters. Units represent dicating their type : ditary enemies (11.7) and Allied disengage-
200 - 1200 men depending on the type or 2-4 • Cavalry ment (14.1).
cannons. G : Gendarmes, about 200 men, equipped
with lances, armoured 2.3 - Markers
1.2 - Definitions C : Cuirassiers, 200-300 men, equipped with There are several kinds and indicate :
- Wing : all units are assigned to a wing ; an pistols, armoured. Pistols are used in melee. - the order chosen by a wing (see 3.1 and
army has 2 to 4 wings. R : Reîtres, 200-300 soldiers armed with pis- 6.2) ;
- Orders : At all times, each wing follows tols and armour. - the preemption of a wing (see 4.4) ;
one of three Orders. They are, in order of A : Arquebusiers, 200-300 men, equipped - the status of a unit (see 12.2) ;
precedence : Charge!, March!, and Rally!. with arquebuses or carbines, lightly armou- - if a unit charges and/or is intercepted (see
- Commanders : Each commander red. 11.3 and 8.3) ;
controls a wing and each unit has a com- E : Estradiots (Stratioti) : 200-300 soldiers - if a unit is out of command (see 5.1.2).
mander. armed with light lances, without armour and
- Status of the unit (see 12.2) : Each unit’s on light horses. 3 - Sequence of play
status is indicated by whether the unit is flip- 3.1 - Order Phase (1st turn
ped to its front (recto) or back (verso) or by only)

counters
a status marker. The Statuses are : Normal Players secretly chose the orders
(recto of the counter), Disordered (verso of of each of their wings (unless
the counter, In Great Disorder (for double specified otherwise in the special
Infantry Cavalry
units only - GD marker), Shaken (recto of rules of the scenario). They are revealed si-
Front Shows that Back
Status Marker), Broken (verso of Status the unit is multaneously at the beginning of the game.
Marker). Unit type disordered
Double units have an additional status – in Fire value
3.2 – Initiative
Great Disorder. This falls between disorde- Wing Determine which player is the active player,
color code
red and shaken. The effects of Great Disor- able to activate a wing first (see 4.1).
Moral Movement value
der are the same as a disordered status.
Note : This better simulates the resistance of 3.2.1 - Activation Phase
commanders
the double units. The active player activates one of his wings
- Distance between two units : the hex of Front Back (see 4.2). When this activation is finished (af-
one unit counts but not that of the other unit. Activation ter a possible continuation, see 4.3), the se-
Name
done
cond player can activate one of his wings
1.3 - Other Wing (see 4.2 and 4.4). This phase is repeated un-
The game uses a 10 sided die (d10). 0 equals color code til all wings have been activated or until both
0, not 10. Movement value Command value players pass one after the other.

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3.2.2 - Details of the Activation 4 - Initiative and activation The wing whose activation has broken unit rallies for example) until it is If the replacement commander is killed (af- in a frontal hex of an unbroken friendly unit,
Phase 4.1 - Initiative been preempted is marked as by- once again commanded. ter the death of the wing commander), he the active player can (if he wishes) take into
A - Preemption attempt The player with the most wings of the orders passed (“en attente”) and will be Out of command units are alternatively and is not replaced and all the units of the wing account the next closest enemy unit (and so
Once a wing is activated, the inactive player of highest precedence goes first. If there is a activated immediately after the preempting individually activated (the player with initia- switch to a Rally! order on the following turn on). If a friendly unit is already adjacent to
may attempt to preempt this activation and tie, the side with the better commander goes wing is finished. The marker is attributed to tive first) after the wings that share the same and until the end of the game. They are no an enemy unit, it cannot move away but can
activate one of his own wings instead. If he first. If that is also a tie, roll the die ; the high the commander of the wing. A wing that has order as them. longer commanded and can only move to- change facing and/or perform offensive fire.
succeeds, the commander of the preemp- roller goes first. successfully continued may also be preemp- Example : the players alternate activations ward their edge of the map (except in an ad- No unit may rally.
ted wing receives an “En attente” (bypassed) ted and will not be considered “bypassed”, of wings with the Charge! order then alter- vance after combat). Naturally, they can re- – March! (Marchez!): A unit under
marker. (see 4.4). 4.2 - Activation but rather “finished” if the attempt is suc- nate activations of out of command units main in place, change facing and rally. March orders may move but may
Players alternate activating their wings until cessful. The WC is flipped to his “activated” with the Charge! order. They do the same for not become adjacent to the en-
B - Change of orders all wings are activated, respecting the pre- side. the wings and out of command units with a 5.3 - Army commanders emy. Units adjacent to their WC or stacked
The active player checks the status of each cedence of the orders. (A wing cannot be ac- If a preemption attempt fails, the Rally! order. In certain modules, a camp may have an with him may attempt to rally (in which case
unit of his activated wing (5.1) to see whether tivated if there are other wings with orders of commander is marked “no reac- Thus, an out of command unit with a Charge! army commander. During each phase B, the commander may not move, see 5.2). A
or not it is commanded. He can then at- a higher precedence remaining.) tivation” (“Sans réactivation”) and order will be activated before the other units each player decides to which wing his army unit which is already adjacent to the enemy
tempt to change the order of the wing he just may not attempt reactivation. of its wing with a March! or Rally! order. commander belongs. He can act at the may fire.
activated(see 6.3). He may attempt to bring Example : Player A has two wings with a A commander with a “no reactivation” mar- same time as the commander of this wing. – Rally! (Ralliez!): A unit under
back under his command his disengaged al- Charge! order and a wing with a March! or- ker may not attempt a preemption. 5.2 - Commanders His acts freely and is not bound by the or- Rally orders may move but may
lied units (14.2). der. Player B has a wing with a Charge! or- Note : A preemption cannot be preempted. A commander is the leader of a wing and ders of this wing (he can rally a unit that not end its movement closer to
der, a wing with a March! order, and a wing commands all the units of that wing. He is has a Charge! order). The unit of the chosen the enemy. All units may attempt to rally. A
C - Unit Action with a Rally! order. Player A is the first player 5 - Command activated with his wing and can undertake wing with which he is stacked is not required unit already adjacent to the enemy may fire.
Each unit of the activated wing (including the (2 Charge! orders). He activates a wing with 5.1 - Command one of the following actions : to follow the orders of the wing either. The A unit can always change facing regardless
commander) may perform one of the fol- a Charge! order, then player B activates his To move and combat normally, a unit must - Movement : He can move normally and army commander lends his bonus in combat of its orders.
lowing actions : Movement (Fire is part of wing with a Charge! order. Player A activates be in command. Each unit’s command sta- engage in reaction movement (see 8.2). He and automatically rallies any unit of the wing
movement, see 8 and 10) or Rally (see 13), his second wing with a Charge! order, then tus is checked at the beginning of the 3.2.2.B must remain with the unit with which he is with which he is stacked. He may be alone in 6.3 - Changing Orders
depending on the restrictions of his cur- player B activates his wing with a March! or- stage. An out of command unit receives the stacked if it advances after melee or en- a square but is automatically eliminated if an A wing that has just been activated may
rent order (see 6.2). Some actions may trig- der, and so on. appropriate marker. gages in retreat or rout movement. He must enemy unit crosses the square or engages attempt to change its orders. The player
ger a reaction movement from the units of If player A had three wings with a Charge! or- always finish his movement stacked with a him in a melee. consults the Change of Orders Table and
the inactive player (see 8.2 and 10.3). Out of der, he would activate his second then third 5.1.1 - Line of command (LoC) unit. For all other aspects of the game, a com- cross-references the current Orders with
command units of the active wing are not ac- wings with a Charge! order before player B To be in command, a unit must be able to - Rally : He can help in rally (see 13). In this mander in chief acts like a wing commander. the desired Orders. Roll the die and add any
tivated at the same time as the commanded could activate his wing with a March! Order. trace an LoC to its wing commander. The case, he cannot move. If he neither moves nor rallies a unit and if applicable modifiers. If the result is less than
units (see 5.1.3). Out of command units of the active wing are length of this LoC is two hexes for infantry he is stacked with or adjacent to a wing com- or equal to the number indicated, the wing
not activated at the same time as the com- and three hexes for cavalry. 5.2.1 - Death of a commander mander, the army commander may add his changes orders and the new orders are in
D - Melee manded units (see 5.1.3). A unit unable to trace an LoC to its com- If a unit stacked with a commander is elimi- command value to influence a change in or- effect beginning with that activation for com-
Units adjacent to enemy units may engage mander but able to trace an LoC to a unit nated in melee or after fire (after unable to ders, the reactivation or the preemption of manded units ; out of command units keep
them in close combat or melee (see 11). 4.3 - Reactivation in command (except artillery) is considered retreat, for example), the commander is re- this wing. This is not necessarily the same their previous order (5.1.3). If the attempt
A player may attempt to reactivate an activa- in command. LoC cannot be traced through moved from the game. wing chosen in phase B. fails, the wing is activated with its original
E - Reactivation attempt ted wing (under a Charge! or March! order) a a hex containing an enemy unit or terrain After a melee, each player must roll 1d10 for If an army commander acts as a provisional orders.
The activated wing may attempt to reactivate second time for a maximum of 2 activations. that is impassible. Artillery is always com- each participating commander. On a 9, the wing commander, he loses all his specifici-
itself - go again (see 4.3). If it succeeds, go The player finds the wing’s current order on manded. commander is eliminated. ties and follows only the rules of 5.2. 6.4 - Commanders and orders
back to A. the Reactivation/Preemption table and rolls If a hexagon containing a commander is the • Under a Charge! order, a commander
the die, adding all applicable modifiers. If the 5.1.2 - Return to command target of fire, and the fire hits the targeted must move with a unit of his wing unless he
F - New activation result is equal to or less than the number in- Command of a out of command unit is ree- hex, the shooter re-rolls 1d10. The com- 6 - Orders is stacked with a unit adjacent to an enemy
If the activated wing fails in its reactivation dicated, the wing is activated again. If the at- valuated at the moment the unit begins its mander is removed from the game on a re- 6.1 - General orders unit.
attempt or if the active player ends his acti- tempt fails, the wing commander is flipped activation. Thus, a Wing Commander or ano- sult of 9. At the beginning of the game, players se- • Under a March! or Rally! order, a comman-
vation, the preempted wing (if there is one) to his “activated” side. Out of command units ther unit belonging to the same wing can cretly attribute orders to each of their wings der may move unless he is helping a unit to
is then activated (go to B). Otherwise, the do not benefit from the reactivation of their move to bring an out of command unit back 5.2.2 – Replacement and then place the corresponding marker on rally (see 13).
players determine which wing will be activa- wing. to the LoC. Then remove the “Non comman- If a wing commander is elimina- the commander. Active units are subject to
ted next (go to A). dée” marker from the concerned unit as ted, he is replaced by a replace- the following restrictions depending on the 7 - Facing
4.4 - Preemption well as any marker of the previous order. ment commander placed on any unit of the orders of their wing (or their personal order Units must face a hex vertex.
3.3 - Rout Phase Once a wing is activated, the inactive player wing at the end of the turn. This replacement if it is different, see 5.1.3).
All “broken” units must make a rout move- may attempt to preempt this activation. To 5.1.3 - Out of command unit commander can be an aide de camp or ano- The act of changing orders during the game 7.1 - Simple units
ment (see 13.2). do so, he chooses one of his non-activated An out of command unit does not ther commander (see scenario). is not automatic, but depends on the wing’s A simple unit always has 2 frontal hexes (top
wings (under a Charge! or March! order) and benefit from a change in order of If the commander is eliminated before his current orders and its desired orders, as of the counter), 2 flank and 2 rear.
3.4 - End of turn consults the Reactivation/Preemption table. its wing (see 6.3) : wing is activated, the wing will not have the well as the wing commander’s value. Cavalry may change facing at a cost of one
Flip Commanders and Artillery to their front He finds the attempting wing’s current or- it maintains its previous order until it is com- opportunity to be activated. movement point (MP) per vertex.
(recto) side. Remove the artillery fire mar- der and rolls the die, adding any applicable manded again (place the appropriate order A replacement commander always enters 6.2 – Types of orders Infantry may change facing at a cost of 2 MP
kers. Eliminated commanders are replaced modifiers. If the result is less than or equal marker on the unit). with the same orders as his predecessor. If – Charge! (Chargez!): A unit under per vertex.
by a replacement commander (5.2.2). The to the number on the chart, the wing is ac- If an out of command unit becomes shaken all the units of the wing are eliminated, there Charge orders must end its move- Simple units may counter-march (change
players oversee the disengagement of their tivated. (The player can then attempt reac- or broken, its order automatically becomes is no replacement and the wing is no longer ment at least one hex closer to the facing 180 degrees) at a cost of 2 MP.
German mercenaries (14). tivation). Rally! and remains unchanged (even if the activated. enemy unit closest to it. If the enemy unit is Artillery may change facing as many ver-

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or fewer, the unit can spend its full move- Interception zone of cavalry own morale test. In the case of melee, the If it fails, unit D will be downgraded one sta-
ment allowance to move away (it must finish artillery is ignored and shares the outcome tus. Then friendly unit E will take a moral
its movement farther away from the enemy of the unit with which it is stacked. test with a +1 drm. In case of success, unit
unit). It cannot become adjacent to an enemy D is again downgraded one status. If it fails
unit. This option is only available for infantry 9.3 - Stacking and retreat both units must retreat.
units under Rally! orders or cavalry (under If a unit must retreat but cannot because of In the case of a double unit, it must be able to
any orders) approached by infantry. stacking limits or terrain, it must take a mo- retreat by each of its hexes or take a morale
The active unit that prompted the reaction – rale test : test for each blocked hex.
regardless of the type of reaction movement - If it passes, nothing occurs and it remains Note : This simulates the possible move-
- can then pick up its movement where it left in place. ment of panic that overcomes units that see
off as soon as the reaction movement is re- - If it fails, it is degraded one status. If the their comrades retreat or flee.
solved. test is due to terrain or the presence of an
tices as it wishes instead of firing (the player carry out. out an action during the activation of its adjacent enemy unit (case A), the unit does 10 - Fire
places the appropriate marker (offensive Units may only engage in reaction move- 8.3 - Interception wing. Similarly, a cavalry unit whose wing not retreat. If the test is due to the presence 10.1 - General
fire/defensive fire) or turns the unit to its ment if : (for cavalry only) has already been activated can intercept. of an adjacent friendly unit (case B), this se- Offensive fire is a function of movement and
“Tiré” (Fired) side). - their movement allowance (with the disor- If an enemy unit enters a hex (by cond unit must take a morale test with a +1 costs the firing unit 2 MP. Defensive fire is
der effects) is greater than or equal to that of any means) in the interception 8.4 - Fire as a function of die roll modifier. If it passes, the second unit free. (See 10.3).
7.2 - Double units the unit causing the reaction ; zone of a cavalry unit (see dia- movement does not move and the 1st unit loses an ad- Any unit with a fire capacity can carry out
A double unit has 3 frontal hexes (top of - they have an LoS (Line of Sight) on the unit gram 3) that has no enemy unit in its frontal Offensive fire is a function of movement ditional status. If it fails, the 2nd unit retreats defensive fire or offensive fire on an enemy
the counter), 2 flank and 3 rear. A double provoking the reaction (see 10.2) ; hexes and is not in the frontal hexes of an which costs the unit 2 MP. For details, see one hex to make room. The first unit must unit, according to the following conditions :
unit may counter-march (change facing by - they are not in a frontal hex of an enemy enemy unit, the unit may attempt to inter- 10. then retreat to the hex freed up by the se- - the targeted unit must be within fire range ;
180°) for 2 MP. If it is in an enemy’s fron- unit that is Normal or in Disorder. cept once per enemy activation by rolling on cond unit. The second unit may find itself in - the targeted unit must be in a fire zone (see
tal hex, it must also take a morale test. If it Each unit can only attempt a reaction move- the Interception Table. A unit that attempts 8.5 - Movement of double the same situation as the first unit, provo- 10.4) ;
fails, the 2 MP are spent (without changing ment once per enemy wing activation. A unit an interception receives an “Interception” units king several morale tests and therefore nu- - the artillery unit firing must have an LoS
facing) and the unit’s status decreases by using reaction movement cannot engage in marker regardless of the result of the at- 8.5.1 - Basic movement merous retreats after a single combat. Each to its target.
one level. A double unit can change facing defensive fire in response to the specific ac- tempt. This marker is removed at the end When a double unit moves and enters two additional unit must retreat or take a morale
during movement (see 8.52). tion that prompted the movement, and vice of the current wing’s activation. hexes of different terrain/elevation, it uses test with a cumulative +1 die roll modifier. A unit that has a fire value greater than 9,
versa (see 10.3). If the modified die roll is less than or equal the higher cost of the two for movement and Thus, a third unit that has to retreat will suf- following a status downgrade, cannot fire.
7.3 - Special case to the number listed on the Table, the inter- decline in status. fer a modifier of +2. Example : A Swiss unit with an initial value
For melees only, an unbroken T, L or S unit The different types of reaction movement cepting unit is (if necessary) moved forward If one half of the unit receives a decline in - If the two rear hexes of a unit that must re- of 8 cannot fire if it becomes Shaken. It will
(simple or double) in defence is considered are : to a hex adjacent to the enemy unit, main- status because of terrain, the entire unit suf- treat are blocked for different reasons (cases be able to fire again when it becomes Disor-
to only have frontal hexes. - Facing change : if an enemy unit spends taining its facing, and movement for the in- fers the effects. This also applies to status A and B at the same time), apply the pro- ganised, in Great Disorder, or in good order.
MP or attempts to rally at a distance of 2 tercepted unit must cease. losses due to combat. cedure for case B. Example : If a unit cannot
8 - Movement hexes or fewer, the unit can change facing Neither of the units may fire. retreat because it has its back to an enemy 10.2 - Line of sight
8.1 - Overview by one vertex for infantry and two hexes for Two or more units may attempt to intercept 8.5.2 - Movement and pivoting unit and a friendly unit, the two friendly units An artillery unit must have a clear line of
Each unit has a movement allowance per cavalry. the same unit. The player rolls the die for A double unit can advance with both halves must retreat (case B), which may lead to de- sight (LoS) to its target to be able to fire. An
turn expressed in movement points (MP) - Retreat : if an enemy unit spends MP or each attempt as he announces it. of the unit entering into frontal hexes. It can fensive fire. inactive unit must have a clear LoS to the ac-
that is defined by its status at the begin- attempts to rally at a distance of 2 hexes A cavalry unit that has intercepted can carry also pivot : half of the unit enters the centre Example of impossible retreat : After a me- tive unit it reacts to execute a reaction mo-
ning of the activation. frontal hex while the other half remains in lee with unit A, unit C must retreat. Since it is vement (8.2). The LoS is traced between
Exception :Artillery can never move (it has place (thereby changing the facing of the unable to do so because of impassable ter- the centres of the 2 hexes occupied by the
0 MP) but it can change facing (see 7.1). unit) for a cost of 2 MP plus the cost of the rain (pond), it takes a morale test. If it fails, concerned units and depends on the level of
If a unit is degraded to broken or shaken 1 MP (clear) 2 MP hex. it will change status but not retreat. After elevation of these hexes.
status during its movement, movement possible charge (countermarch) its combat with unit B, unit D must retreat. • If the 2 units are at the same level, the
immediately ends and if the unit is broken 9 - Stacking Since it has a pond hex and a friendly unit in LoS is blocked if it passes through a hex of
1 MP
it must immediately retreat two hexes and (clear) 9.1 - General its retreat hexes, it must take a morale test. a higher level or if it passes through a hex of
change facing (see 12.2). In general, stacking is limited to one infantry the same level with a blocking terrain ele-
To enter a hex, a unit spends the MP in- 2 MP or cavalry unit per hex. There cannot be in- ment.
dicated by the terrain (see Terrain Table). (clear + ford) terpenetration among units. Exception : Any • If the 2 units are at different levels, the LoS
The movement of one unit must end before 1 MP unit type can pass through or stack with an is blocked if it passes through a hex with a
1 MP
the next unit’s may begin. A unit can only (clear) artillery unit. If a unit penetrates a hexagon level greater than or equal to the unit with
(clear)
advance on one of its frontal hexes. During containing enemy artillery, that unit is elimi- the higher level or if the hex adjacent to the
its movement, a unit must respect stac- nated. A wing commander must always be lower level unit along the LoS contains a
king limits (see 9). 2 MP (bois) stacked with a unit of his wing. If he moves blocking terrain element at the same level
-1 morale level alone, he must end his movement in a hex as the lower level unit.
8.2 - Reaction movement containing a unit of his wing. Note : Players must take into consideration
Only simple units with a normal or disor- the ratio between the size of a hex (100 m)
1 MP
dered status or commanders can carry out (clear) 9.2 - Stacking and combat and the difference in altitude between 2 le-
reaction movement even if they were pre- When units are stacked, each unit can fire vels (10 m). In addition, there is no plateau
viously activated. There is no limit to the normally and keeps its own facing. If the effect : all the slopes are continuous.
number of reaction movements a unit may hexagon is hit by fire, each unit must take its

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Blocking terrain elements are : fensive fire during its activation and once in 11.2 - Procedure • Terrain of the defender ; ber after R is the number of hexes of retreat. Exception : A normal or disordered infantry
- any friendly or enemy unit (except com- defensive fire. Place the marker on its ap- Active units with an enemy unit in any of their • Charge bonus : First apply the status downgrades then the unit can engage a shaken cavalry unit in me-
manders and artillery) ; propriate side (offensive fire/defensive fire) frontal hexes can declare a melee. Inactive If a G, H or C type unit engages in melee af- retreats of the defender and then those of lee.
- any obstacle hex (village, wood, town) after the first fire. The unit is turned to its units that have not been designated as a tar- ter having concluded its move- the attacker. The result of the melee is ap- Note : A cavalry unit with shaken status is di-
An LoS is never affected by the nature of “Tiré” (Fired) side after its second and fi- get of the melee and that have an active unit ment by crossing 2 hexes of clear plied to the head unit in an attack. sorientated on the battlefield. Its comman-
the hexes occupied by the 2 units concer- nal fire (the marker is removed). It does not in any of their frontal hexes can declare a terrain without crossing a he- Example : A1-D2R2, the attacker suffers a ders give contradictory orders or begin to
ned. When an LoS passes along the spine of need to be in command. reaction melee. This reaction melee is only dge/stream, and without changing facing downgrade of one status, the defender suf- give in to panic ; the cavaliers act as indivi-
a hex, it is only blocked if both of the hexes possible against units of the activated wing. and without firing it receives a bonus of +2 fers two then retreats two hexagons. duals. In terms of military organisation, the
contain blocking elements. A unit always has • Double unit : Each hex of this unit acts in- After the declaration of all of these melees (the hexagons crossed before these last 2 If the unit suffers more status downgrades unit ceases to exist and is paralysed (thus its
a clear LoS toward its 6 adjacent hexes. dependently as two simple infantry units. and reaction melees, the reaction melees have no effect). The bonus is illustrated by than it has, it is eliminated. zero movement capacity). Reduced in this
are resolved first (results are applied imme- a “Charge” marker and applies to the head way, it is at the mercy of a troop of fantas-
10.3 - Types of fire 10.4 - Zone and range of fire diately and in the order chosen by the active units and support (only 1 Charge bonus per 11.5 Retreat and advance sins galvanised by the scent of victory. On
Firing is not simultaneous and its results are In general, the range of fire of all units is 1 player), followed by the melees declared by melee). For the interception of a unit that after close combat the other side, a broken cavalry unit is in full
applied immediately. hex (otherwise stated, the neighbouring hex) the active player. charges, see 8.3. Disordered and shaken units that must re- flight and unable to be pursued by the fan-
except for the artillery whose range is 10 If an active unit is still able to combat after a Example : A unit of cuirassiers charges an treat maintain their facing. tassins.
• Offensive fire : fire costs 2 MP ; a unit can hexes. reaction melee, it must combat the target it infantry unit behind a hedge : the charge bo- If a unit becomes broken, it must retreat two b- A, K and E type units cannot attack (or
advance then fire, or fire then advance, or The frontal and flank hexagons of the in- initially designated. nus applies. A unit of cuirassiers charges an hexes and then change facing (see 12.2). provide support against) an infantry unit in
any combination of the two as long as it has fantry and cavalry constitute their fire zone. The unit initiating the melee is then called infantry unit behind a stream : the charge Once broken, it does not apply other retreats. melee, unless it is broken or type M.
the necessary MP. The artillery possesses a fire zone which ex- the attacker and the target is called the de- bonus does not apply (see the terrain effects Example : After a D1R2 result, a shaken c- The +1 lance bonus of an H or G unit only
Example : A unit with a March! or even Ral- tends 10 hexes from its frontal hexes. fender. table). unit becomes broken, retreats 2 hexes and applies if it is the head unit or a supporting
ly! order that is already in contact with the Example of fire : The Royalist player is ac- Several hexes can attack the same hex ; the Note : The cavaliers crossed the battlefield changes facing but does not retreat 2 addi- unit in the attack. The “Lance” marker is au-
enemy can change facing, fire, then move tive. A enters the fire zone of E, F and G who attacker chooses the head unit (the others at a trot and only galloped over the last 100 tional hexes (R2 result not applied). tomatically removed from a Gendarme unit
away from the enemy. Note : do not forget fire defensively, and then A fires offensively are supporting units). The head unit is used meters or so to charge the enemy. As a priority, a unit retreats toward its edge at the end of its first melee as attacker or de-
that actions in an enemy unit’s fire zone may at F who responds with another defensive to calculate the melee modifiers ; the suppor- • + 1 Lance bonus for H and G type units. The of the map or otherwise to a free hex. fender.
provoke defensive fire (see following para- fire. B fires on D and on E who respond. C ting units only add the modifiers for flank or bonus applies only in attack to the If a unit cannot retreat because of stacking If several H or G units attack the same ene-
graph). fires on D, and D responds. rear attacks, for multiple attackers, and pos- head units and supporting units or terrain limits, apply rule 9.3. my unit with their lances, they all lose their
A unit can spend up to 2 additional MP to sibly a charge bonus or commander bonus. (only 1 lance bonus per melee) Artillery is eliminated if it must retreat. Lance marker, even if the bonus only applies
obtain a favourable die roll modifier (+1 for 10.5 - Fire resolution An infantry unit can support a cavalry unit and only during their first melee. once (11.
each MP spent), even if the unit is already in Each unit that can fire has a fire value indica- that is a head unit combatting an enemy ca- If the defender retreats or is eliminated, the d- If a unit attacks a lone cannon in melee,
contact with the enemy (in this case, no de- ted on the counter. The player rolls 1d10 and valry unit (see 11.6). The head unit will be the Example of melee : The Royalist player is head unit of non-shaken attacker must ad- the cannon is automatically eliminated and
fensive fire is provoked). applies any of the following potential cumu- one to advance after the combat, if necessary. active and designates his melees. B, with the vance to the liberated hex. If the head unit the level of the attacking unit is not reduced.
A unit can only execute one offensive fire per lative modifiers : A Broken unit can neither engage in nor sup- support of C, attacks D. A attacks F. Since E of the attacker retreats or is eliminated, the
activation. • Defensive fire on cavalry : -1 port a melee. and G are inactive units, not designated as defender (if he is neither broken nor shaken) 11.7 - Pursuit
• Artillery fire on cavalry : -2 In general, the active player chooses by participating in the combats and have an ac- may advance. Before the advance after combat and if the
• Defensive fire (or reaction fire) : an inactive • Spending of additional movement points which side of the line of combat he wishes tive unit in a frontal hex, they can declare a Advancing units may change their facing by result of the melee indicates “Pursuit”, each
unit can fire when : (up to 2 MP) : +1 / +2 to begin, then continues down this line. The melee in reaction against A. The combat se- one vertex after entering a hex. victorious cavalry unit must test its morale. It
- it has been the target of fire coming from • Fire at the flank or rear of the enemy : +1 attacker rolls 1D10 and immediately applies quence is : If a double unit advances after combat, the subtracts from the die roll result the value of
its fire zone ; • +/- Terrain the various modifiers to the result. • E and G attack A ; G is chosen as the head two halves of the unit must advance if pos- one commander that is adjacent or stacked
- an active unit enters a hex of its fire zone When a double unit defends itself, it defends unit. The modifiers are as follows : difference sible. If only one hexagon is free, the double with it and adds +2 if it charged.
(this case includes an attacking unit that ad- If the result is greater than or equal to this as a block even if the attacker is adjacent to in morale = 0; interaction of the units = -1 (C unit must pivot to occupy it. A double unit The two possible results are :
vances after melee, retreats, or value, the target must take a morale test. only one of its hexes. against F) ; a supporting unit = + 1; taking the cannot change facing after advancing. In - Passed the morale test : the pursuing unit
becomes Broken) ; This test is modified by the die result minus flank = +1; no commanders presents = 0, other cases, the double unit cannot advance. advances normally after combat.
- An active unit changed facing in the unit’s fire value. This modifier applies to 11.3 - Modifiers terrain = 0; no charge bonus ; total = +1. - Failed the morale test : the pursuing
its fire zone ; the result of the d10 from the morale test. Melee modifiers are all cumulative and are • B and C attack D ; B is chosen as the head 11.6 - Special rules unit is removed from the game and the
- An active unit attempts to rally Example : if the fire value is 6 and the player as follows : unit. The modifiers are as follows : difference a- The infantry can never attack the cavalry in pursued unit is eliminated (if it was not
in its fire zone. gets a 9, his adversary adds (9-6)=3 to his • Morale of the attacker minus morale of the in morale = +2, interaction of the units = +1; a melee. It can nevertheless support a friendly already eliminated by the combat result).
A simple infantry unit or a cavalry unit can morale test die result. defender ; supporting unit = + 1 ; no commanders pre- cavalry attack against the enemy cavalry re- The pursuing unit does not count in the
carry out an unlimited number of defensive For the artillery, the number to reach is gi- • Interaction of unit types (see Interaction sent = 0, terrain = 0 ; taking the flank =+1 ; no gardless of the status of this enemy cavalry. victory conditions but does not return to
fires as long as one of these conditions is ven on the table of artillery fire based on the table) ; charge and lance bonus ; total = +5.
met. distance (expressed in hexagons) and the • Number of supporting units (+1 per unit, • If A survives the attack by E and G, it at-
Example : an infantry unit in the fire zone of same procedure then applies. maximum of 5) ; tacks F. The modifiers are as follows : diffe-
an enemy unit is activated. It changes facing • +1 if a double unit attacks an enemy unit in rence in morale = +1, interaction of the units
in order to have this unit in its fire zone by 11 - Melee its centre frontal hex and his 2 other frontal = +2; no bonus for a double unit against a
spending 2 MP and provokes a defensive fire 11.1 - General hexes contain no enemy units ; simple unit = 0; no commanders present = 0,
on itself. It can then fire offensively by spen- Melee takes place at the end of each wing’s • Number of flank or rear hexes from which terrain = 0 ; total = +3.
ding 2 MP, which provokes a new defensive activation after the player has finished all the attack begins (+1 per hex) ;
fire from the enemy unit. other possible actions with the units of the • + value of attacking commander if he is in- 11.4 - Melee results
wing. The wing’s orders have no effect on volved in the combat ; A and D refer to the attacker and the defen-
• Artillery : The artillery does not use MP to melees. • - value of defending commander if he is in- der, the number indicates the number of
fire. Each turn, artillery can fire once in of- volved in the combat ; status downgrades of the unit and the num-

18/ VaeVictis game - n° 25 - 2016 /19


the game. If a commander was stacked for morale, +1 for fire (verso of 14 - Allied disengagement Unit positions Bassompierre : 1608 (exception : 3 VP if Henry IV is eliminated) ; 0
with the pursuing unit, he is also elimina- unit). 14.1 - Procedure The facing of the units is left to the choice of Bourguignons : 1607 VP for an aide de camp.
ted but does not count in the victory condi- - In great disorder : same as di- At the end of the turn, each the players. Aumale : 1609 A double unit counts as two units or equal
tions and the replacement is applied (see sordered player checks if one or more L 15.2 - Ivry, 14 March 1590 : the Tremblecourt : 1907 morale (ex : a double unit with a morale of 8
5.2.2). - Shaken : movement equals zero, type units in his army were elimi- victory of Henry IV Tenissé : 1904-1905 counts as 4 VP). In case of a tie, the League
Exception : H units do not pursue. They are -2 for morale, +2 for fire. The unit nated during that turn. If so, all the other L Use the counters with two dots preceding Chastaigneraye : 1908 player is declared the victor.
elite units with strong discipline. can only fire defensively (recto of type units that belong to the same wing as their movement value. Tavannes : 1706
marker) the eliminated unit(s) must take a morale Pfyffer : 1909-1910 15.2.5 - Specific bibliography
11.8 - Hereditary enemies - Broken : rout movement only, -5 test. 15.2.1 - the Royal Army Saint-Paul : 1906 Discours de la bataille de Garennes (Ivry)
When a melee involves an S type unit in one for morale, no fire (verso of marker). In the same way, each player checks if one • Vanguard (Cavalry wing) Chastelière : 1911 en mars 1590 par Monseigneur et le Roy
camp and an L type in the other, the attac- Modifiers apply to the values on the recto of or more R type units in his army were eli- Wing commander : C. Biron (1 ; Charles de de Navarre, Librairie des Bibliophiles, Pa-
ker can declare before rolling the melee the counter (normal status). All the rules re- minated during the completed turn. If so, Gontault, baron de Biron ; position : 0810) • Centre (Cavalry Wing) ris, 1875.
D10 that he will give no quarter. In this case, ferring to the Disordered status also apply to all the other R type units that belong to the Replacement commander : Aide de Camp (0) Wing commander : Mayenne (0 ; Charles de Discours véritable de la victoire obtenue par
the unit that suffers an R result reduces his In great disorder. same wing as the eliminated unit(s) must Givry : 0908 Lorraine, duc de Mayenne ; position : 1916) le Roy, en la bataille donnée près le village
retreat by one hexagon but increases his If a unit reaches the broken level, it must im- take a morale test. C. Biron : 0810 Replacement commander : Tavannes (0 ; d’Ivry, le quatorzième de Mars 1590, Gui-
losses by one level. Example : a D1R2 result mediately retreat 2 hexes then change face In either case, if the player fails the morale Auvergne : 0909 Jean de Sault, vicomte de Tavannes) chard Jullieron & Thibaud Ancelin, impri-
is transformed to a D2R1 and an A1R1 result to orientate itself toward its edge of the map. test, he places a « Disengagement » marker Nemours : 1915 meurs, Lyon, 1594.
is transformed to A2. The attacker must take If it cannot retreat, follow procedure 9.3. on the concerned unit and the unit acts as if • Right Wing (Infantry Wing) Artillery : 1621
into account the type of his head unit, not the If an out of command unit is downgraded to it is under a « Rally ! » order until the mar- Wing commander : A. Biron (1 ; Armand de Egmont : 1914, 1917 15.3 - Le Marc’hallac’h, 23 June
type of his support units. a shaken or broken status, it automatically ker is removed (14.2). This morale test has Gontault, Marshal de Biron ; position : 0520) Walloons : 1912, 1913, 1918, 1919 1591 : the phantom battle
This rule generally applies between T (Spa- follows a Rally! order. Place the appropriate no impact on the status of the units. Replacement commander : Aide de Camp (0) Mayenne : 1916 Use the counters with one dot preceding
nish) and B (British) type units. marker order if necessary, see 5.1.3. Note : This accounts for the mercenary units’ Termes : 0521 their movement value.
Note : The most illustrious example of this lack of trustworthiness when things turn A. Biron : 0520 • Left Wing (Infantry Wing)
hatred is the massacre of the German troops 13 - Rally bad. Schomberg : 0522 Wing commander : Nemours (0 ; Charles- 15.3.1 - the Royal Army
by the Swiss during the Battle of Moncon- A unit that a attempts to rally can win back a Parabère : 0320 Emmanuel de Savoie, duc de Nemours ; po- • Right Wing (Infantry Wing)
tour. morale level by being stacked with its wing 14.2 - Return to command Brigneux : 0322 sition : 1622) Wing commander : Norreys (1 ; sir John
commander (automatic rally) or by passing A “Disengagement” marker is removed from Replacement commander : Rosne (0 ; baron Norreys ; position : 0509)
12 - Morale/Status of units a morale test. A unit can attempt to be ral- an L or R type unit if at the beginning of the • Centre (Infantry Wing) de Rosne) Replacement commander : Wingfield (0 ;
Units have a morale value indicated on lied even when adjacent to an enemy unit, change of orders phase (3.2.2.B) the wing Wing commander : Henry IV (2 ; King of Béraldingen : 1922-1923 Anthony Wingfield, sergent-major.)
the counter and four status levels (five for but this provokes enemy reaction fire. commander is stacked with this unit and it France ; position : 0416) Bois-Dauphin : 1622 Sherley : 0310, 0409
double units). From strongest to weakest or- successfully passes a morale test, with the Replacement commander : Vic (1 ; seigneur Albanians  : 1724 Fitzwilliam : 0509, 0608
der they are : Normal, disordered, in great 13.1 - Procedure command value of the wing commander as de Vic, Maréchal de camp of the infantry) Danstfrist  : 1623
disorder (for double units), shaken, and bro- Rally is automatic if the unit is stacked with its d10 modifier. It then returns under the or- Soleure : 0417-0418 Brunswick : 1624 • Centre (Infantry Wing)
ken. Exception : Artillery has only one status its commander. ders of its wing. This morale test has no ef- Henry IV : 0416 Disemieux : 1920-1921 Wing commander : Dombes (0 ; Henri de
level (normal). The other units must take a morale test ; fect on the unit’s status. Trémoïlle : 0415 Ponsenac : 1924-1925 Bourbon, prince de Dombes, governor of
Note : The addition of a fifth status for the those adjacent to their commander benefit French Guards : 0419 Brittany ; position : 0708)
double units renders them more resistant from his modifier. 15 - Scenarios Rosny : 0315 15.2.3 - Special Rules Replacement commander : Montmartin (1 ;
than simple units, which seems logical, and A unit that passes its test wins back one le- 15.1 - Choice of camp Artillery : 0706, 0707 1. Terrain Jean du Mats, seigneur de Montmartin, go-
is in response to comments of numerous vel of morale ; a unit that fails its rally test re- If both players want to command the same Saint-Jean : 0412 The roads and paths, as well as the few scat- vernor of Vitré, Maréchal de camp.)
players of Avec Infini Regret I. mains unchanged. camp, the choice goes to the player who ac- Grisons : 0413-0414 tered trees illustrating hexes 0713, 0818 and Rosmadec : 0808
The player can change facing as he wishes of cepts the bigger handicap in terms of Victory 1007, have no effect on the game. Hunaudaye : 0908
12.1 - Morale test a broken unit that rallies. Points. (Each player secretly writes down a • Left Wing (Infantry Wing) 2. Cavalry of Flandres Serrouette : 0708
A unit may be required to test its morale af- - Rally! Order : All the units of the wing can handicap value greater than 0). In the case of Wing commander : Montpensier (1 ; Fran- Each G-type unit of the League receives a Germans : 1007
ter fire or movement. To test morale, roll attempt to rally if the wing is active. a tie, players roll 1D10 and the higher scorer çois de Bourbon, duc de Montpensier ; posi- “Lance” marker at the start of the game. Artillery : 0210
1d10. If the result (possibly modified by the - March! Order : Only units which are adja- chooses his camp. At the end of the battle, tion : 0509) 3. Edge of the map for routs
command value of the commander stacked cent to or stacked with their wing comman- the handicap in VP of the player who chose Replacement commander : Aumont (1 ; Ma- The edge of the map for routs of the Royal • Left Wing (Cavalry Wing)
with the unit and, in the case of fire, the diffe- der may attempt to rally if the wing is active. his camp is added to the score of his oppo- réchal d’Aumont) army units is the western edge. The edge of Wing commander : Bastenay (0 ; Marc de
rence resulting from the fire roll) is less than nent. Lenty : 0309 the map for those of the League Army units Rochefort de Bastenay ; position : 1206)
or equal to the morale value of the unit, the 13.2 - Rout phase Example : Both players want to command Argenton : 0508 is the eastern edge. Replacement commander : Aide de Camp (0)
test is successful. If the test fails, the unit is During this phase, each broken unit uses its the League army at the battle of Craon. Aumont : 0507 Tréfumel : 1206
reduced by one level. Exception : The artillery normal movement allowance to move along Player A writes down a handicap of 3 VP and Montpensier : 0509 15.2.4 - Victory Conditions Tremblaye : 1307
is directly eliminated. A broken unit that fails the shortest path in hexes toward its edge of player B a handicap of 2 VP. Player A will Saint-Denis : 0506 At the end of the 8 turns, victory goes to the
is eliminated. A unit can never become bro- the map. It pays normally for changes in fa- therefore command the League army. At the Vignolles : 0307 camp that has accumulated more Victory 15.3.2 - The League army
ken because of the terrain or an attempt to cing and must keep its back to the enemy. end of the battle, the League army (player A) Balthaza : 0510 Points (VP). Each camp wins VP according to • Right Wing (Infantry Wing)
change facing. Terrain does not cause downgrading of a has accumulated 6 VP and the Royal army the scale below : Wing commander : Avaugour (0 ; Saint-Lau-
unit’s status. If the unit cannot carry out this (player B) 3 VP. The 2 players have accumu- 15.2.2 - The League Army • 1 VP per eliminated enemy unit with a mo- rent d’Avaugour, Maréchal de camp ; posi-
12.2 - Effects of a unit’s movement or exits the map, it is eliminated lated a total of 6 VP (accounting for the han- • Right Wing (Infantry Wing) rale of 7 or less ; tion : 1313)
status and counts in the victory conditions. Exiting dicap of 3 VP given to player B) and the Roya- Wing commander : Aumale (0 ; Charles de • 2 VP per eliminated enemy unit with a mo- Replacement commander : Aide de Camp (0)
- Normal : initial values (recto of the unit). the map costs 1 MP. list player is declared the victor. Lorraine, duc d’Aumale ; position : 1609) rale of 8 ; Pin : 1313
- Disordered : movement divided by two, -1 Replacement commander : Aide de Camp (0) • 1 VP per eliminated enemy commander La Tour : 1412

20/ VaeVictis game - n° 25 - 2016 /21


ception, defensive fire). Beginning with turn Coesquin : 1215 duced the movement capacity and charge
• Spanish Expeditionary Force (Infantry 3, the player who controls the League army Germans : 1208 capacity for mounted units (commanders
Wing) can “liberate” his Reserve at the beginning Asserac : 1211 included).
Wing commander : Aguila (1 ; Frey Juan del of the turn by spending a certain number of Molac : 1209 2. Edge of the map for routs
Aguila y Arellano ; position : 0915) VP (see table below). He chooses his order La Moussaye : 1207 The edge of the map for routs of the Royal
Replacement commander : Rodrigo (0 ; Don (contrary to 3.1) and the regular rules of ini- Artillery : 1210 army units is the eastern edge. For the
Rodrigo, maestro de campo ; killed in com- tiative and activation apply for this wing. The League army it is the western edge.
bat.) League player is not required to “liberate” • Reinforcement Army (Infantry Wing) 3. Spanish troops
Spanish : 0616, 0716, 0815, 0915, 1014, 1114 his Reserve. Wing commander : Conti (0 ; François de The two M-type Spanish units represent the
Turn of the “liberation” of the League Re- Bourbon, prince de Conti, lieutenant géné- more mobile mangas of musketeers that
• Left Wing (Infantry Wing) serve/ VP allocated to the Royalist camp : ral of Maine, Anjou and Touraine ; position : can act at a certain distance from their tercio
Wing commander : Guébriant (0 ; Fran- 3/4 4/3 5/2 1405) (T-type unit). They may act differently than
çois de Guébriant ; taken prisoner ; position : Design note : Historically, the Duke of Mer- Replacement commander : Aide de Camp (0) their T double unit, but they must remain 2
0416) coeur did not engage his cavalry reserve, La Rochepot : 1506 hexes or fewer from their double unit. If they
Replacement commander : Aide de Camp (0) undoubtedly to allow the Royal army to lea- Malharne : 1406 are no longer within this radius, they must
Guébriant : 0317 ve the battlefield without too many losses. Picharic : 1405 move to correct this issue unless the are ad-
Puygreffier : 0416 In doing so, he left the Spanish commander Rambouillet : 1305 jacent to an enemy unit. As soon as this is
Aguila to face them on his own. Once again, no longer the case, they must move closer to
• Reserve (Cavalry Wing) Mercoeur played both sides : by weakening 15.4.2 - The League army their double unit. The rule of Hereditary En-
Wing commander : Mercoeur (0 ; Philippe his Spanish ally whom he found took up too • Spanish Expeditionary Force (Infantry emies (11.8) applies to M-type Spanish units.
Emmanuel de Lorraine, duc de Mercoeur much space and by sparing his adversary Wing)
and de Penthièvre, governor of Brittany ; po- (Henry IV) in case the future became bleak. Wing commander : Aguila (1 ; Frey Juan del 15.4.4 - Victory Conditions
sition : 0817) Aguila y Arellano ; position : 0411) At the end of 6 turns, victory goes to the
Replacement commander : Bois-Dauphin 15.3.4 - Victory Conditions Replacement commander : Aide de Camp (0) camp that has accumulated more Victory
(1 ; Urbain de Laval, marquis de Sablé, sei- At the end of 5 turns, victory goes to the Spanish : 0411-0412 Points (VP). Each camp wins VP according to
gneur de Bois-Dauphin, governor of Maine camp that has accumulated more Victory Manga-1 : 0511 the scale below :
and Anjou) Points (VP). Each camp wins VP according to Manga-2 : 0513 • 1 VP per eliminated enemy unit with a mo-
Bois-Dauphin : 0817 the scale below : rale of 7 or less ;
Gondi : 1116 • 1 VP per eliminated enemy unit with a mo- • Rescue army (Infantry Wing) • 2 VP per eliminated enemy unit with a mo-
Chaussin : 1017 rale of 7 or less ; Wing commander : Mercoeur (0 ; Philippe rale of 8 ;
Britons : 0618, 1315 • 2 VP per eliminated enemy unit with a mo- Emmanuel de Lorraine, duc de Mercoeur • 1 VP per eliminated enemy commander ; 0
Artillery : 0917, 1016 rale of 8 ; and de Penthièvre, governor of Brittany ; po- VP for an aide de camp.
• 1 VP for each enemy commander that is sition : 0212) In the case of a tie, the Royalist player is de-
15.3.3- Special Rules eliminated ; 0 VP for an aide de camp. Replacement commander : Bois-Dauphin clared the victor.
1. Terrain • 0/2/3/4 (depending) VP for the “liberation” (1 ; Urbain de Laval, marquis de Sablé, sei-
There are 7 elevation levels on the map : level for the League Reserve cavalry (Royalist gneur de Bois-Dauphin, governor of Maine 15.4.5 - Specific bibliography
0 (hex 0902), level 1 (hex 0905), level 2 (hex player only). and Anjou.) Lemesle Michel, En Anjou la bataille de
0908), level 3 (hex 0910), level 4 (hex 0912), In the case of a tie, the Royalist player is de- Britons : 0310, 0311 Craon 23 mai 1592, éditions régionales de
level 5 (hex 0915) and level 6 (hex 0918). The clared the victor. Quintin : 0309 l’Ouest, Mayenne, 2004.
only type of terrain that affects the game (in Normands : 0315 Le Goff Hervé, La ligue en Bretagne, Presses
addition to hills) are ditches (ex : edge of hex 15.3.5 - Specific bibliography Mercoeur  : 0212 Universitaires de Rennes, 2012.
0306-0307). The charge bonus (11.3) is re- Le Goff Hervé, La ligue en Bretagne, Presses Bois-Dauphin : 0213 Collectif, 11 batailles qui ont fait la Bretagne,
duced to +1 (instead of +2). Universitaires de Rennes, 2012. Garrison : 0308 Skol Vreizh, 2015. u
Design note : In order to simply represent Artillery : 0314
the uneven terrain (scrub, wild hedges, deep 15.4 - Craon, 23 May 1592 : the
paths, etc.) of the battlefield without mul- rout of the princes 15.4.3 - Special Rules
tiplying the number of types of terrain, we Use the counters with no dots preceding 1. Terrain
have reduced the movement capacity and their movement value. There are 2 elevation levels on the map : le-
charge capacity for mounted units (com- vel 0 (hex 0202) and level 1 (hex 1519). The Avec Infini Regret II
manders included). 15.4.1 - The Royal army only terrain type that affects the game (in Published by : VaeVictis Collection Jeux d’His-
2. Edge of the map for Routs • Siege Army (Infantry Wing) addition to hills) is the stream (ex : edge of toire
The edge of the map for routs of the Royal Wing commander : Dombes (0 ; Henri de hex 0816-0817). No unit may enter the town Design : Florent Coupeau & Laurent Closier
army units is the northern edge. For the Bourbon, prince de Dombes, governor of of Craon (hex. 0501, 0601 and 0701). The Original system : Ben Hull
units of the League army, it is the southern Bretagne ; position : 1211) charge bonus (11.3) is reduced to +1 (instead Counters : Pascal Da Silva and Christophe
edge. Replacement commander : Montmartin (1 ; of +2). Camilotte
3. The Mercoeur-Aguila animosity Jean du Mats, seigneur de Montmartin, go- Design note : In order to simply represent Maps : Pascal Da Silva
At the beginning of the battle, the League ca- vernor of Vitré, Marshal de camp.) the humid and uneven terrain (jagged he- Layout : Nicolas Stratigos
valry reserve cannot be activated (is it “im- Sherley : 1212 dges, damp zones, ditches, etc.) around English translation : Elisa Doughty
mobilised”), but the units comprising it may Wingfield : 1213 the town of Craon without multiplying the Tests and proofreading : Stéphane Baude-
react normally (reaction movement, inter- Woolfe : 1214 number of types of terrain, we have re- ment, Arnaud Delaunay.

22/ VaeVictis game - n° 25 - 2016 /23

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