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Williamite Warfare

A Proto-linear system

France
Early & Late Franco-Dutch Wars 1672-78 (V.1) This army list enables options for the building of armies of Louis XIV, the French Sun King which dominated Western Europe for much of the seventeenth century. This is the army which invaded the Dutch Republic, defeated that States Army, bringing an inglorious end to the first Stadholderless period of the Republic. The vehicle upon which Louis was to build his pre-eminence, the army formed the nucleus to that which expanded to the machine which fought the Grand Alliance to a stand-still before the turn of the century.

Louis XIV 1673: by Charles le Brun

Early Franco-Dutch Wars 1672-75


French ambitions for the Dutch occupied Generality Lands were finally played for when Louis concluded his secret alliances with England, the Electorate of Cologne and Bishopric of Munster. Declaring war, he headed the army, invading in 1672. Louis forces were the product of ten years of reforms initiated by himself and those of the Marquis de Louvois. The army and the success which followed it can largely be attributed to the generalship of the Kings Marshals, the political and financial support it enjoyed from the crown and the strength and capacity of its cavalry. Clinging to traditional methodologies, the infantry across the whole remained steady and all arms were well supported by a corps delite, the Maison de Roi.

Army Selection
Staff Horse Infantry Artillery Specials Up to 25% Up to 50% (1/3 dragoons) Up to 60% Up to 25% (1/2 Battalion Guns) Up to 10%

Several foreign battalions and squadrons were in perpetual service with the French. Unless known otherwise, this list assumes that such units were organised along the same lines as French national units, drilled and equipped in keeping with French doctrine and are paid for in line with this list. Attached to a unit, usually the Guard, an Army Standard is free and carries with it the same morale affecting attributes as all Army Standards in WAB and WECW. Its bearer has no special attributes, being of the rank and file.

Williamite Warfare
A Proto-linear system

Staff
Marshal-General of France When present, the overall army commander or commanding general in this period is Louis XIV and other effective marshals are relegated to subordinate commands. If this option is used, you may pay for them as Marshals-Generals, retaining their command radius and attributes. Otherwise, the Marshal-General will be either Henri de la Tour d'Auvergne, Vicomte de Turenneve or Louis de Bourbon, Prince of Cond. Any Marshal-General has a 12 command radius.

Louis de Bourbon, Grande Conde

Marshal -General Points M WS BS S T W I A Ld Marshal-General 100 8 4 3 4 4 2 4 2 9 Louis XIV 120 8 4 3 4 4 3 3 2 9 Equipment: Always a Trotter, may have pistols (+2), light armour (+1) or heavy armour (+2). Special Abilities: The Presence of the King motivates the common man to greater courage and he also exhibits the same characteristics as an additional Army Standard all within 12 of Louis may re-roll a failed panic or break test. Brigadiers With a command radius of 8, they commanded a wing, line or specified force, Brigadiers provide the only level of command between the Captain-General and his battalions or squadrons in the field. Brigadiers Points M WS BS S T W I A Ld Brigadier 50 7 4 3 3 4 1 4 2 8 Equipment: Always a Trotter, may have pistols (+2), light armour (+1).

Horse
Fielded in squadrons, heavy cavalry, cuirassiers and dragoons were at the Marshal-Generals disposal in quality up to elite in all arms. French cavalry doctrine was developing at this time and regimental practice varied. Some horse retained the Caracole, others charged at the trot and others the gallop, firing their pistols before closing. Galloper types are thus enabled for this list. Cavalry is the battle wining arm of this army.

Williamite Warfare
A Proto-linear system

Trotters CAVALRY 10 Points Steady Trotter 16 Points Veteran Trotter 20 Points Elite Trotter M 7 7 7 WS BS S 3 3 3 3 4 3 3 3 4 T 3 3 4 W 1 1 1 I 3 3 4 A 1 1 1 Ld 6 7 8

Maison du Roi elite units of Trotters included Garde du Corps, Gendarmes, Chevauleger and the effective reserve elite cavalry, Gendarmerie de France Equipment: May have pistols (+2), carbines or musketoons (+2), cuirassiers may have light armour (+1). Must promote one trooper to Leader (+8) per squadron, may have one Cornet (+16) per regiment if more than two squadrons of a regiment are fielded and may have one Trumpeter (musician) per squadron (+8). Gallopers CAVALRY 12 Points Steady Galloper 18 Points Veteran Galloper M WS BS S 8 3 3 3 8 4 3 3 T 3 3 W 1 1 I 3 3 A 1 1 Ld 6 7

Gallopers are cavalry units who compensate for their lack of armour with swiftness of action and aggressive field tactics. Experienced regular horse units, there are no elite units who may adopt this tactic. Equipment: May have pistols (+2), carbines or musketoons (+2). Must promote one trooper to Leader (+8) per squadron, may have one Cornet (+16) per regiment if more than two squadrons of a regiment are fielded and may have one Trumpeter (musician) per squadron (+8). Dragoons DRAGOONS 10 Points Raw Dragoon 14 Points Steady Dragoon 20 Points Veteran Dragoon 24 Points Elite Dragoon M WS BS S T W I A Ld 7/4 2 2 3 3 1 2 1 6 7/4 3 7/4 3 7/4 4 3 3 4 3 3 3 3 3 4 1 1 1 3 1 4 1 4 1 6 7 8

Maison du Roi elite units of dragoons included the Kings Musketeers and Grenadiers du Roi. 3

Williamite Warfare
A Proto-linear system

Equipment: Armed with carbines or musketoons and hatchet, may have pistols (+2), (+2). Veteran Dragoons may have flintlock carbines (+4). Must promote one trooper to Leader (+8) per squadron, may have one Cornet (+16) per regiment if more than two squadrons of a regiment are fielded and may have one hautbois or kettle-drummer (musician) per squadron (+8).

Foot
French foot had a growing reliability by this campaign, with fair morale across the line, stiffened with the corps delite. It also represents an army prior to the massive wartime expansion it was to endure by the later FrancoDutch war. Arrayed to a depth of 5 ranks, the Caracole fire delivery system was only beginning to give way to the new experiment of Fire by Ranks. By 1672, four flintlocks were introduced per company by decree less in practice. This insufficiency makes this an all matchlock infantry army. Only the Fusiliers tasked with protecting the artillery are all flintlock and plug bayonet armed. Pikemen still wore back and breast plate with a helmet and some regiments (such as the Swiss) may have tassets.

FOOT 4 Points Raw 6 Points Steady 11 Points Veteran 14 Points Elite

M WS BS S T W I A Ld 4 2 2 3 3 1 2 1 5 4 4 4 3 3 4 3 3 4 3 3 3 3 3 4 1 1 1 3 1 4 1 4 1 6 7 8

Maison du Roi elite units of foot includes the Gardes Franaises and Gardes Suisses. Equipment: Armed with sword and either pike or matchlock musket. Pike generally had light armour (+1) and may include tassets for heavy armour (+2). Fusiliers have flintlock musket (+4) and Plug Bayonet (+2). Must promote one soldier to Colonel (Leader +8) per battalion, two ensigns (standard bearer +8 each) and one drummer (musician +8). Infantry Fire System: Caracole was still the doctrine of the day but there were several battalion commanders implementing Fire by Ranks in the field. Before deploying for each game, each battalion is diced for on 1d6: 1-2 indicating Fire by Ranks drilled and 4-6 being Caracole retention. Special Abilities: Battalions with Plug Bayonet may have Bayonet Drilled (+3) per figure (including battalion pikemen). 4

Williamite Warfare
A Proto-linear system

Artillery
Once again, a transitionary period was in place for French artillery. The old was being paralleled with the new casting techniques which lightened the pieces and enabled lighter, more manoeuvrable carriages. The French were achieving a short lived superiority in their artillery park starting in this period and to reflect this, all guns gain +1 movement for every second beasts pulling it, or in other words they move 3 for every two horses or oxen. Artillery Class Battalion Guns Cannon Gun Type Courte-Moyenne
4 pdr 40 Points

Battalion Guns refers to calibre and frontline placement and should not be confused with later eras where the gun was integral to the battalion make-up. These Battalion Guns are not part of the unit and are manned by civilians but attached to infantry formations. They test for morale independently but do test when attached to a fleeing unit. Up to a pair of guns may be attached to a battalion and placed together or either side but the battery tests as one. Battalion Guns are cartridge armed, no others are. Max Range 30 36 40 48 72 72 Min Crew 2 3 3 4 4 4 Str Toughness Wnds 4 5 6 6 7 7 4 4 5 5 6 7 1 1 2 2 3 4

La Moyenne
6 pdr 50 Points

Quart-Cannon de France
8 pdr 60 Points

Quart-Cannon deEspagne
12 pdr 70 Points

Demi-cannon de France
16 pdr 90 Points

Demi-Cannon dEspagne
24 pdr 110 Points

Artillery may have up to double the number of minimum crew. Artillerists were not regular, professional soldiers and even when in ongoing state pay they behaved more like civilians or mercenaries. Artillerists M WS BS S T W I A Ld 5 Points 4 2 3 3 3 1 3 1 5 Limbers Any single gun or battery requiring movement other than pivoting, including CourteMoyenne not attached to battalions, must have a horse drawn limber. Limbers cost 20 points +5 points her beast of burden (draft horse or bullock). Ammunition Wagon Ammunition wagons may be attached to a single gun or battery at a cost of 20 points per wagon.

Williamite Warfare
A Proto-linear system

Master Gunner Artillerists ignore all Leadership effects of Generals but are affected by the Leadership of the Master Gunner. Only one Master Gunner may be purchased per army and in addition to leadership, master Gunners may re-roll one fire dice per turn of any artillery piece. Master Gunner M WS BS S T W I A Ld 5 Points 4 3 3 3 3 1 3 1 7 Equipment: May have pistols (+2) and light armour (+1) and may be mounted at no cost. Pioneers For every 10 foot, one Pioneer may be purchased to undertake mining, bridging, defensive works and demolition. Pioneers M WS BS S T W I A Ld 5 Points 4 2 2 3 3 1 2 1 6 Equipment: In addition to sword, may have light armour (+1). For every 5 pioneers, one artillery piece may commence the game with gabions. When in contact with an obstacle they may attempt to remove it as per WECW (p110) using tools or place a gunpowder charge if with a master Engineer. Master Engineer Learned officers of construction and destruction through an applied study and practice in gunpowder. Master Engineer M WS BS S T W I A Ld 5 Points 4 3 3 3 3 1 3 1 7 Equipment: May have pistols (+2), light armour (+1) or heavy siege armour (+3).

Specials
Specials are special assets which can be purchased to enhance this army or used to impede the enemy. They are relatively expensive proportionate to the potential benefit they provide or hindrance they imposed. Only one Special of each type may be purchased.

Williamite Warfare
A Proto-linear system

Firebrand A hard bitten, charismatic Catholic priest of renown, the Firebrand is accepted by the rank and file as sitting by the right hand of God and they will follow him to hell and back for the true faith. No high office holder, this man is a true believer and marches in the line with his flock. Catholic Firebrand M WS BS S T W I A Ld 70 Points 4 2 2 3 4 2 3 1 8 Equipment: The Firebrand comes armed only with the word of God, his robes and most definitely some saints holy relic. Our catholic priest may be mounted at no cost. Special Abilities: The Firebrand bestows Hatred of the enemy on any unit he is attached to (see WECW Psychology rules) and that unit may use his Leadership. Assassin War is a grubby business and theres no business grubbier than that practiced by the skilled assassin. An expensive gamble, the Assassin is a high risk asset which can pay great dividends should they strike hard and true. Having insinuated him or herself into the ranks of the enemy over some time, the Assassin is placed close to any character and strikes before the battle even commences. Imagine, should a Commanding General be despatched, the opposing army might commence a rout even before the first shot! Assassin M WS BS S T W I A Ld 200 Points 4 4 4 3 3 1 4 2 7 Equipment: Armed with sword (free) or pistols (free) and may have light armour (+1). Special Abilities: Actually none, except the ability to get close to his/her target and attack them in single combat before the beginning of the battle. The Assassin is revealed prior to the first move of the game and challenges the selected target who cannot refuse! They then fight to the death. Be warned: The initiative is not always gifted to the Assassin; however, as this world is no stranger to the Assassin and must be rolled for. If a King wins the first initiative, another character may be substituted in his place. Also, the Assassin may fight only one opponent. The time taken to kill or be killed reveals the killer for who they are and the sense of self-preservation compels the Assassin to flee the scene if still standing. 7

Williamite Warfare
A Proto-linear system

Captain of the Guard The finest blade and stoutest heart in the kingdom belongs to the Captain of the Guard. Standing by his King at all times, the Captain is a fearless bodyguard and the scourge of all would be assassins. The most famous Captain of all would have to be Louis XIVs own Charles Ogier de Batz de Castelmore, Comte d'Artagnan of Alexandre Dumas Three Musketeers fame who fought in the Franco-Dutch War and died at the siege of Maastricht in 1673. In times of an army collapse or if your King gets too close to the enemy, a Captain of the Guard is just the man to get you out of trouble. A deadly blade, the captain of the Guard is an expensive special asset but is a hard man to get past and will stick around.

Charles Ogier de Batz de Castelmore, Comte d'Artagnan

Captain of the Guard M WS BS S T W I A Ld 200 Points 4/8 4 4 4 4 1 4 2 8 Equipment: Always a Trotter, may have pistols (+2), light armour (+1) or heavy armour (+2). Special Abilities: Captains of the Guard feel Hatred toward Assassins (see WECW Psychology rules) and if the initiative is gained in the first round of combat, he will throw himself in harms way and take up the fight. If the Captain of the Guard successfully insinuates himself into the combat, initiative must be re-rolled again to commence the fight. Empty Wig (Dutchman) Any army might have a wild-card commander in the ranks with much knowledge of up-to-date fashions, but little of warfare. These popinjays even appear amongst the dower Dutch ranks and for them, perhaps unfairly, the Stadholders (Deputies) of the States General are offered as prime candidates for an Empty Wig. They were inclined toward opposing the designs of William of Orange or his worthy Field-Marshals for no other reason than personal dislike and a need to cut the upstarts down to size. An expensive asset but one worth inflicting on these dyke builders. Nominating one of your enemy Brigadiers and watch them divide to be conquered!

Empty Wig Points M WS BS S T W I A Ld Brigadier 200 7 3 3 3 3 1 2 1 8/5 8

Williamite Warfare
A Proto-linear system

Equipment: Always a Trotter, may have pistols (+2), light armour (+1) or heavy armour (+2). Special Disabilities: Infected with a poor leadership and a command radius of 8, an Empty Wig must remain within command of at least two units within his command whenever possible and those units must use his Leadership unless the Empty Wig is fleeing or the unit comes under the command radius of a higher ranking General. Note: the movement and positioning of an Empty Wig is done by the opposing player. You will have noticed the Empty Wig has two leadership values the first is his own, representing his own unrealistic confidence in himself the other is the poor influence he has over others. When receiving orders the Empty Wig is likely to ignore his superior General and act as he interprets the situation. Each turn roll 1d6 with the following results: Me thinks not! Do nothing. All units under his command cannot move unless under compulsory movement but may give fire. 2-5 If you say so. All orders are obeyed. 6 Time for Glory! Any single unit within range of charge will attempt to do so. If none, then all units will make a full movement forward and the unit nearest any flank will be removed from play having undertaken a flank march. On the third turn after removal that flank marching unit may dice for entry onto the table for every turn, a roll of 6 on a 1d6 indicting its arrival anywhere behind the enemy front at the reluctant owners discretion. 1 Courtesan Sometimes spies in foreign pay, sometimes spies for the crown reporting back to the King, parliament of States-General, these exotic and incredibly skilled professionals are an expensive Special Asset as well as a social one to the Generals who enjoy their company. Likely as not; however, the fortunate gentlemen is likely to command himself better between the sheets than on the field and these ladies are an undesirable distraction from the exigencies of war. Like the Empty Wig, these ladies are an asset to be inflicted on your opposition.

Courtesan M WS BS S T W I A Ld 200 Points 4 2 2 3 4 2 3 1 8 Equipment: Not surprisingly, nature has provided these delightful women with all they require. They have no need for arms or armour to overcome their adversaries but when pushed, they will defend themselves with hidden daggers or a secreted pistol (free).

Williamite Warfare
A Proto-linear system

Special Disabilities: Attached to any opposing enemy General, a Courtesan brings with her the Curse of Love, reducing that Generals Leadership value by -2 and his command radius by 4. Curing the Curse is not so simple. Yes, shes only a woman but apart from her own defences, any attempt to rid the camp of the wench will be resisted by her Loving General. Only once the Loving General has proven himself distracted by his Courtesan, a player may move to rid the army of the Lady. In other words, the General must use his Leadership to demonstrate his distraction. Only other Characters may attempt remove a Courtesan and must fight the Loving General in an attempt to overcome him in order to throw the strumpet out of the lines. In doing so, a normal combat is fought between the two characters in contact. All blows against the Loving General are not fatal but represent the efforts to overwhelm him. His blows; however, against any villain who dares to lay hand upon Milady will be as a normal combat so watch out. Whilst expensive, you might consider investing in an Assassin, to be held in reserve to rid your own camp of the baggage. Be warned: In attempting to rid the King or Commanding General of a Courtesan, as with an assault on the King himself, his Captain of the Guard if present will attempt to intervene on his behalf. By definition of his duty, a Captain of the Guard may not attempt to throw a Courtesan out of camp when attached to a Commanding General.

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