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Allies: Can spend up to 20% of points cost on allies from one of the following lists;
Reliable Allies:
Poland – Rotmistrz, 0-1 Hussar unit, 1-3 Pancerni units, 0-2 Polish Rajtar units and 0-1 Lithuanian Tartar unit*.
Danish – Colonel, 1-2 Danish Cavalry, 0-2 Danish Militia units and 0-1 Garrison units*.
Reluctant Allies:
Brandenburg 1657-60 - Oberst, 1-2 Cuirassiers, 0-2 Dragoons, 1-3 city regiments and 0-2 light cannon*.
Allies: Can spend up to 25% of points cost on allies from the following list;
Reliable Allies:
Poland – Rotmistrz, 1-2 Hussar unit, 1-4 Pancerni units, 0-1 Polish Rajtar units and 0-1 Polish Dragoons*.
Special rules:
Units and Leaders: All units can have only one character as well as a leader.
Light Lance/Thrusting Spear: Gives S+1 when charging or counter charging and can be used throughout the
game (WECW p.46). The Light Lance/ Thrusting Spear armed unit always fights first against units not similarly
equipped, if the opposing is armed with the Light Lance/ Thrusting Spear the unit that charged first will fight
first. If charging/counter charging then the first round of combat is always fought with the lance/thrusting spear,
if hand-to-hand combat lasts a second round then the unit may use Light Lance/sword and pistols if so equipped.
Salvo Fire: Specified Veteran and Elite units may use salvo fire (+2pt).
Gallopers: All veteran and elite galloper units gain a +1 rank bonus in close combat.
Feigned flight: If a unit flees or fires and flees as a charge reaction, they rally immediately at the end of their
move, and may reform facing any direction. This means that should the charging enemy encounter them, the unit
is not destroyed, and may instead fight in the Close Combat phase, their opponent still counts as charging.
Rash: The same as WECW p.52 but unit will now advance on a D6 roll of 1-2 and must test to attack any
enemy in charge distance on a D6 roll of 1-2 (this means that units do not have to attack automatically but now
have a chance to keep their troops under some of control).
Skirmish fire: When in skirmish formation mounted and foot figures with carbine\musket can fire only every
second man except for Dragoons who can fire every man.
Allies: Allies do not use the benefits of the Army commander and Army standard.
Characters:
0-1 General
Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 2 4 2 9 6+ 112
0-3 Oberst
Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 4 4 2 4 2 8 6+ 52
Cavalry:
0-1 Guard Cavalry
Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 1 4 1 8 4+ 26
0-4 Cuirassiers
Morale M WS BS S T W I A Ld Sv Points
Veteran 6 4 3 3 3 1 4 1 8 4+ 21
0-2 Dragoons
Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 3 1 7 6+ 12
0-2 Croats
Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 3 1 7 6+ 12
Infantry:
0-4 Imperial Regiments
Pike M WS BS S T W I A Ld Sv Points
Veteran 4 4 2 3 3 1 4 1 7 6+ 9
Elite 4 4 2 3 4 1 4 1 8 6+ 12
Shot M WS BS S T W I A Ld Sv Points
Veteran 4 3 3 3 3 1 4 1 7 - 9
Elite 4 4 3 3 4 1 4 1 8 - 14
Unit’s size: 15-50 figures, pike to shot ratio should be a minimum of 1/3rd to a maximum of ½ of the unit.
Equipment: Sword and musket for shot, one unit may have firelock (+2); pike and sword for pike unit, may
have light armour (+1).
Options: May have an officer (+5), musician (+5 pt) and a standard-bearer (+10 pt).
Special rules: May have salvo fire (+2pt). Shot should be organised into two sub units with a parent body of
pike, all figures comprising the unit must be of the same morale.
0-2 Grenzers
Morale M WS BS S T W I A Ld Sv Points
Steady 5 3 3 3 3 1 3 1 7 6+ 12
Artillery:
0-1 Master Gunner
Morale M WS BS S T W I A Ld TA Points
Veteran 4 3 3 3 4 1 3 1 7 - 20
0- 3 medium guns 12 pdr (3 crew minimum) 60 points plus 5 points per crew
Artillery morale M WS S T W I A Ld
Steady 4 2 3 3 1 2 1 6
M S T W Damage Range
12 pdr (medium gun)
0 7 5 2 2 48"
0-2 Heavy guns 24 pdr (4 crew minimum) 80 points plus 5 points per crew
Artillery morale M WS S T W I A Ld
Steady 4 2 3 3 1 2 1 6
M S T W Damage Range
24 pdr (heavy gun)
0 8 6 3 3 72"