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Austrian Army

Austrian Imperial Army 1655-1660


Characters: General, Army Standard Bearer, Catholic Bishop, Oberst and Master Gunner.
Core Units: German Reiters, German Harquebusiers, Cuirassiers and Imperial Foot Regiments.
Special Units: Croats, Light Hussars, Dragoons and medium artillery.
Rare Units: Guard Cavalry (1 unit only in army), Grenzers and heavy artillery.
Mercenaries: 20% of the total points may be used to purchase the following mercenaries;
Reiters and German Harquebusiers and German Mercenary Foot units.

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*.

*Allied units are listed under respective national lists.


Austrian Imperial Army 1661-73
Characters: General, Army Standard Bearer, Catholic Bishop, Oberst and Master Gunner.
Core Units: German Reiters, German Harquebusiers, Cuirassiers and Imperial Foot Regiments.
Special Units: Grenzers and medium artillery.
Rare Units: Croats, Light Hussars, Dragoons and heavy artillery.
Mercenaries: 10% of the total points may be used to purchase the following mercenaries;
Reiters and German Harquebusiers and German Mercenary Foot units.

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*.

*Allied units are listed under respective national lists.

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

Equipment: Sword and pistol, mounted.


Options: May wear light armour (+1 pt), heavy armour (+2 pt) or cuirassier armour (+3 pt).
Special rules: Army commander, if wearing cuirassier armour must be a Trotter (in this case move 6”) otherwise
he is a Galloper.

0-1 Army Standard-Bearer


Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 2 4 2 8 6+ 102

Equipment: Sword and pistols. Mounted.


Options: May wear heavy armour (+2 pt) or cuirassier armour (+3 pt).
Special rules: Army standard-bearer, all relevant units within 12 inches may re-roll any failed leadership tests. If
wearing cuirassier armour then must be a trotter (in this case move 6”), and must be attached to a cuirassier unit.

0-1 Catholic Bishop


Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 4 4 2 4 2 8 6+ 52

Equipment: Sword and pistols. Mounted.


Options: May wear light armour (+1 pt), heavy armour (+2 pt) or cuirassier armour (+3 pt).
Special rules: Must be attached to a Cavalry unit. The Bishop and any unit he is with can re-roll failed rally
attempts. If wearing cuirassier armour must be attached to a cuirassier unit.

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

Equipment: Sword and pistol, mounted.


Options: May wear light armour (+1 pt), heavy armour (+2 pt) or cuirassier armour (+3 pt).
Special rules: If wearing cuirassier armour must be a Trotter (in this case move 6”) otherwise he is a Galloper.

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

Unit size: from 5-12 figures, mounted.


Equipment: Heavy armour, sword and pistol.
Options: May have an officer (+8 pt), musician (+8 pt) and a standard-bearer (+16 pt).
Special rules: Gallopers, unit must be led by General.

0-2 German Reiters


Morale M WS BS S T W I A Ld Sv Points
Steady 6 3 3 3 3 1 3 1 7 6+ 12
Veteran 6 4 3 3 3 1 4 1 8 6+ 17

Unit’s size: From 5-18 figures, mounted.


Equipment: Sword and pistol.
Options: May wear heavy armour (+4 pt), may have an officer (+8 pt), musician (+8 pt) and a standard-bearer
(+16 pt).
Special rules: Trotters. There must be as many Steady figures as there are Veterans.

0-2 German Harquebusiers


Morale M WS BS S T W I A Ld Sv Points
Raw 6 2 2 3 3 1 2 1 6 6+ 10
Steady 6 3 3 3 3 1 3 1 7 6+ 12

Unit’s size: From 5-18 figures, mounted.


Equipment: Sword, pistols and carbine.
Options: May wear light armour (+2 pt), may have an officer (+8 pt), musician (+8 pt) and a standard-bearer
(+16 pt).
Special rules: Trotters.

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

Unit’s size: From 5-18 figures.


Equipment: Heavy armour, sword and pistol, mounted.
Options: May wear cuirassier armour (+2 pt), may have an officer (+8 pt), musician (+8 pt) and a standard-
bearer (+16 pt).
Special rules: Trotters.

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

Unit’s size: From 5-12 figures.


Equipment: Sword and carbine, mounted.
Options: May have an officer (+8 pt), musician (+8 pt) and a standard-bearer (+16 pt).
Special rules: Dragoons.

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

Unit’s size: from 5-15 figures.


Equipment: Sword and carbine, mounted.
Options: May have pistols (+2), may have an officer (+8 pt), a musician (+8 pt), standard bearer (+16), may
dismount (use the rules for skirmishers).
Special rules: Light cavalry, feigned flight, can fire carbines mounted, may always march move except for when
cavalry are within 8 inches. Must test take a fear test to charge/counter charge formed infantry and cavalry
frontally (WECW p.51 sections 1 and 2 apply). Can charge light cavalry and skirmishers such as other Cossacks,
Tartars, Croats and Dragoons both mounted and on foot without test. Croats within 12 inches of the enemies
table edge must do a leadership test to see if the leave to loot the enemy baggage. If the test fails they move of
the table that turn and return 2 turns later 6 inches either side of where they actually left the table.
0-2 Light Hussars
Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 3 1 7 6+ 15
Veteran 8 4 3 3 3 1 4 1 7 6+ 20

Unit’s size: from 5-12 figures.


Equipment: Sword, pistols, carbine and light lance, mounted.
Options: Light armour (+1), may have an officer (+8 pt), a musician (+8 pt), may dismount (use the rules for
Dragoons).
Special rules: Light cavalry, feigned flight, can fire carbines mounted, may always march move except for when
cavalry are within 8 inches. Must test take a fear test to charge/counter charge formed infantry and cavalry
frontally. Can charge light cavalry and skirmishers such as other Cossacks, Tartars, Croats and Dragoons both
mounted and on foot. There must be as many Steady figures as there are Veterans.
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.

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

Unit’s size: from 5-20 figures.


Equipment: Musket.
Options: May have an officer (+8 pt), a musician (+8 pt).
Special rules: Skirmishers can never charge formed units frontally. Unreliable, first time they move within 12”
of enemy table edge take a leadership test, fail and they will move off to loot the enemies baggage train.

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

Equipment: Sword and pistol.


Options: May wear light armour (+1 pt).
Special rules: Must be attached to a medium or heavy gun.

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"

Equipment: Battery equipment and armed with swords.


Movement: Medium artillery cannot move once placed but guns can turn 45 degrees and then open fire.

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"

Equipment: Battery equipment and armed with swords.


Movement: Heavy artillery cannot move once placed but guns can turn 45 degrees and then open fire.

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