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Design notes

We have played the rule system WECW published by Games Workshop extensively since it was released and have
enjoyed it tremendously and our group thought that it would be a good basis for the wars in Eastern Europe. These
lists are specifically designed to game the period called in Poland ‘Potop’ or ‘The Deluge’, and as such have many
differences to Western European warfare and are even further removed from the conflict commonly known as the
English Civil War. Therefore there are many elements from WAB that we have added to the WECW system, so that
it gives the feel and depth of what we believed was involved in the many conflicts in Eastern Europe.

These lists have been the result of much reading, from varying sources on the net and books and articles from the
local University library. This period is one of many that are poorly served by English historians and the source
material consulted has been mostly Swedish and German as I cannot read Polish, Russian, Ukrainian or Arabic and
therefore I have had to rely on others for the limited secondary material that I have used. I would like to point
interested people to the great Yahoo groups such as the WECW, Scandinavian Wars and Ottoman Wars site where
you can talk to like minded enthusiasts from Europe and around the World who have added greatly to my
understanding of the period of history encompassed by these lists. Remember these lists are definitely not written in
stone and are always open to different interpretation, please change them if you feel unhappy with them in any way.
The majority of the lists are based upon my ideas but the Danish, Transylvanian and Ottoman lists owe much to the
ideas proposed in the lists of Ian Wilson in his excellent rule set ‘Hussaria’, similarly my Polish list grew from ideas
expounded in the Polish list on the WECW Yahoo site.

I will finish with a brief note on some of the major points that may be a little strange to experienced players of
WECW. The first point is that troops can only ever have a maximum BS of 3; this was used because our group felt
that firing was to powerful and this was a way to limit it without changing any major rules. Similarly the limitation
for volley firing was used to tone down the effects of firing but well trained European style units such as Swedish
Veterans and Elites could use it as they had been trained to fire in this way. This I think is vital for these lists, the
Swedish foot were well trained and could beat any opposing foot but they had to be used in the campaign to hold
cities and towns. The Swedish King Karl X used cavalry and Dragoons to fight many of his battles because of the
long distances involved. The largest battle of the period, the 3 day battle of Warsaw saw 7,500 Swedish horse and
2,000 foot allied with 5,000 Brandenburg Prussian horse and 3,500 foot versus 36,000 Poles of which only 4,000
were infantry. These low infantry numbers illustrate the major focus of the early battles and that apart from the
Cossack army the protagonists relied predominately upon cavalry as their main weapon. Another major change is
the stipulation that only Elite troops can have a toughness of 4, otherwise veterans become too strong and this I
believe upsets the whole game balance. Please contact me with any questions, ideas, corrections etc. on the WECW
Yahoo group or email me at aydenrobert@hotmail.com
Cheers Scott Robertson
Additional Rules
The following rules from Warhammer Ancient Battles (WAB), the errata and clarifications for WECW from the
Warhammer Players Society http://www.players-society.com/ and other Special Rules are used to give this period its
unique feel and to aid playability.

Pike and shot units: The pike and shot explanation and rational in the WECW rules do not work for our group and
most players on the WECW Yahoo Group seem to agree. These adaptations are an attempt to make sense of this
contentious issue (thanks to Russ for these).

Option 1 – Stand and fire (unless flee, this is optional against charging
cavalry but is mandatory against charging foot)

Against cavalry

. Cavalry ↓ Cavalry ↓

Cavalry ↓ Cavalry ↓

Shot Pike Shot


Shot Pike Shot
+ +
Light Gun

Against foot

Pike ↓

Shot ↓ Shot ↓

Pike ↓

Shot ↓ Shot ↓

Shot Pike Shot


+

Procedure
- Declare charge
- Foot declares stand and fire
- If chargers over initial charge distance, shot may fire, else, stand only. Attached light gun always fires.
- Shot test leadership to fire salvo, else fire front rank only. Fire at close range with no movement but at –1
against chargers. Light gun fires chain shot before charger moves. Defending pike do not move.
- If chargers fail leadership test required as a result of casualties from salvo fire, they halt at close range ie at the
point where fired upon.
- Providing chargers pass any leadership test as a result of casualties, they charge home, else flee.

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- Melee with any front rank of shot plus any eligible gun crew plus max 4 ranks of any pike eligible to fight. Use
pike rank bonus. If defender loses melee, the complete unit including pike, shot and gun crew tests leadership
once for the whole unit.

Option 2 – Fire and retire (response to cavalry charge only)

Cavalry ↓

OR CANCEL CHARGE

Cavalry ↓

Shot Pike Shot


+ Gun left unattended

Shot facing rear of pike, not in contact

Gun crew

Procedure
- Cavalry declare charge
- Determine if charge is within pikes’ 90 degree frontal arc. If it is, the foot may declare fire and retire, else must
stand and fire.
- If chargers outside initial charge range, shot fire front rank only at short range, at –2 (chargers and moving),
then fall back behind pike. If chargers within initial charge reach, shot cannot fire and can only fall back behind
pike. Gun crew do not fire but retire with shot irrespective of initial charge reach.
- Cavalry may either choose to redirect charge into pike who do not receive additional rank bonus from shot to
the rear, or cavalry declare charge cancelled and move half (considered as a failed charge). They may not
however perform any other action during the turn.

How to redeploy
Redeploy shot wings and recrew gun is a reform and can be done irrespective of the distance each figure moves. It
can only be done, however, if there are no enemy within 8 inches.

Alternative pike/shot formation


Note: Charge responses remain the same. If the shot stand, they receive the pike rank bonus but do not receive the
benefit of rear pike ranks fighting.

Shot Shot
+ Light Gun
Pike

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Army Selection:
In order to recreate the individual flavour of the armies during the Deluge Period a different approach based upon
the WHFB system has been used for army selection.

Army Size Characters Core Units Special Units Rare Units


Less -1000pts 1 1 1 0
1000-1999pts 2 2 2 1
2000-2999pts 3 3 3 2
3000-3999pts 4 4 4 3
4000-4999pts 5 5 4 4
5000-5999pts 6 6 5 5

Characters
The figures listed are the maximum number of models drawn from this category. The character with the highest
Leadership is the army general, if characters have the same leadership then designate one as the army general.
Core Units
The figures listed are the minimum number of units drawn from this category.
Rare Units and Special Units
The figures listed are the maximum number of units drawn from this category.
Mercenaries
Each army list has a percentage that may be spent upon mercenaries.
Allies
Many army lists have a percentage that may be spent upon reliable and or reluctant allies.

Certain units have a maximum number that are available; this takes precedence over the limits imposed by the
categories above.

Reliable Allies: If reliable allies are chosen, there must be at least one allied character to lead these contingents,
they can use the army general and battle standard bonus.

Reluctant Allies: If reluctant allies are chosen, there must be at least one allied character to lead these contingents,
they cannot use the army general and battle standard bonus.

Mercenaries: Mercenaries get no benefit from the general’s leadership or the battle standard bonus.

Veterans and Elites: Units designated as veterans or elites can re-roll all of its ‘to hit’ dice rolls once per game,
either for hand-to-hand combat or for shooting. However the unit must re-roll all of its dice (not just the failures)
and abide by the second result.

Cavalry counter charges: Applies to those cavalry units that are not Gallopers or Trotters, such as Eastern Shock
cavalry, Cossacks. This is a new charge reaction that may only be taken by cavalry units that are charged to the front
by enemy cavalry. The unit counts as charging for the purposes of using its weapons (i.e gets +1S for using light
lance). Note the unit does not move, and does not count as charging for the purposes of deciding who strikes first.
Also note that cavalry may not counter charge infantry.

Reforming in Combat: A unit that is fighting to the flank or rear may reform at the end of the Close Combat phase,
as long as it did not break, and it is also not engaged on another facing. Reforming takes place before the opponent
laps round, if it is allowed to do so. If the option to reform is taken (it does not have to be) then the unit must reform
facing the unit engaging it. In addition, the centre of the reformed unit must be placed in base contact with the centre
of the enemy unit. Note that the reformed unit still loses its rank bonus for the duration of the combat if is charged
by an enemy unit which contains five or more models.

Units and Psychology: Units of less than five models (cavalry count as two models), and unattached characters,
that lose a round of combat are broken automatically and cannot use any Psychology rules (such as stubborn) to
stand. This also applies to units that are normally immune to Break tests and represents a depleted unit being
overrun.
For a unit to be affected a Psychology rule (e.g. Hatred) from a character, that character has to be in the front rank of
the unit , or engaged in close combat as part of the unit. Characters with Psychology affects located elsewhere in the
unit do not inspire the unit and the psychology has no effect.
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Characters: Should they lose a round of close combat, unattached characters will automatically break and flee but
may attempt to rally as normal. If a character is attached to a unit that is reduced to less than five models in total,
and the unit flees as a result of losing in close combat or a failed Panic test, the unit cannot rally. The character flees
with the unit and cannot rally in this instance as he is swept away in the retreat.
A character may not join a unit that is engaged in close combat. The character may charge into the combat though if
a valid charge can be performed.

Units and Leaders: All units can have only one character as well as a leader or Noble commander if Polish or
Lithuanian Rebels.

Movement rates: In all cases for both mounted and dismounted troops, unless stated otherwise the Movement value
is listed giving the unencumbered rate. Players must deduct the applicable movement penalties for armour and
barding.

Reforming: Models in a unit that reform cannot move more than double their normal Movement rate whilst doing
so, should this situation occur, the desired formation cannot be completed, and the unit must assume a formation to
conform to the movement distances available?

Disengaging: When a unit disengages, it moves away from the enemy unit it is in contact with in a straight line and
end up with its rear facing the enemy (2D6’’ for infantry and 3D6’’ for cavalry). Cavalry and infantry units who have
won the close combat may disengage and withdraw but will end up facing the enemy. Units fighting to more that
one facing (e.g. front and flank) may not disengage.

Difficult Terrain: Difficult terrain slows skirmishing mounted troops’ movement in the same way as it affects most
formed units.

Shooting and Elevated positions: All models in a unit on an elevated position can shoot, and be targeted by all
models in a unit which is shooting at them as they can be seen by all. Apply the rules for Massed Archery (see
below) to all archery fire for these situations when using formed troops.

Skirmishing units and line of sight: Line of sight applies to skirmishing models, and care should be taken when
moving models and determining which can and cannot shoot. Models bases obstruct line of sight and fire arcs apply
to skirmishers (90 degrees to their front). This applies even when skirmisher are firing from or at elevated positions,
and space between bases and a valid fire arc are still necessary to fire.

Skirmishing units and charges: Line of sight (90 degrees to their front) also applies to skirmish units that desire to
charge, if the enemy unit is not within the above arc of any model in the skirmish unit than they cannot charge.

Weapons: That can be used to fight in two or more ranks only do so to the frontal facing of the unit. Models in
corner-to-corner contact to their front and models in the second rank behind them may also fight if they are
appropriately armed.

Skirmishing Units: Units that charge the flank or rear of an enemy do not cause a Panic test, and do not negate rank
bonuses for Combat Results. Units attacking from the flank or rear do gain the applicable +1 or +2 Combat Results.
Units do gain the combat bonuses for unit standards and may not use Musicians in a roll-off.

Difficult Terrain: A unit that is in clear ground and fighting an enemy unit that that is located within difficult
ground will only lose any rank bonus if models in the unit are in direct contact with enemy models that are located
in the difficult ground. Example, the rear rank of an enemy unit is in difficult ground (and will therefore lose any
rank bonuses) but the other two ranks are in clear ground so the unit attacking does not lose rank bonuses until it
comes into contact with the rear rank.

Overrun: Sometimes a powerful unit is capable of smashing through an enemy in a single round of close combat. In
such cases, the thundering charge of the victorious unit will sweep it forward as it cuts down its enemies. This is
represented by the Overrun rule. This rule prevents individuals and small units from stopping a unit of charging
Polish Hussars in its tracks.

If all of the unit’s opponents are slain in the first round of close combat then it is allowed to make an Overrun move
as if it had broken its enemies. This will be 2D6’’ or 3D6’’ depending on the Movement value of the unit (like with
fleeing and pursuit). The unit moves forward in a direct line (i.e. towards and through the position where the
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destroyed enemy unit was). Note that the victorious unit does not have to make the Overrun move-the player may
elect to keep his troops stationary if he wishes.

Sometimes the Overrun move allows the unit to hit a fresh enemy unit. This is treated as if it were a new charge, and
all the rules governing charges apply. In this case, the Overrunning unit has no choice in the matter, it must charge
against the fresh enemy. The unexpectedly attacked unit can only respond to the charge by holding; any attempt to
flee or shoot is impossible. When moving an Overrunning unit into contact with the enemy, the player must
endeavour to bring as many models from the charging unit into contact as possible. This can usually be achieved by
moving them straight forward, but it will sometimes be necessary to wheel the unit slightly to face the enemy.

If the new enemy or the Overrunning unit causes fear or terror then take the test in accordance with the rules and
abide by the result.

Any resulting combat is worked out in the following turn. The overrunning troops are charging and so get all the
usual benefits and bonuses, just as if they had charged that turn, even though their charge actually occurred during
the Close Combat phase of the previous turn.

Assuming the overrunning troops do not encounter any fresh enemy, they move the distance indicated by their dice
roll and are thereafter are ready to fight normally. So, in their following turn, they may charge, march or move
normally exactly like any other unit, and no penalty is imposed because of pursuing.

FBIGO: Sometimes, units will be forced to fall back in good order. Units can do this in the following
circumstances.
• Any combat where one side outnumbers the other by over 2:1 gives overwhelming odds to the side with
the most models (cavalry count as 2 models). If the side with overwhelming odds (calculated at the end of
the combat) loses a combat and fails their Break test, they fall back in good order instead of fleeing.
• Drilled troops, units in skirmish formation, and cavalry that lose a combat but pass their Break test may
fall back in good order if they wish, instead of remaining in the combat.
The fall back move is made in the same way as when a unit flees, with the following exceptions:
1. Units falling back in good order don’t cause friends within 12’’ to take a Panic test.
2. Units falling back in good rally automatically at the end of the move and may immediately
reform; however, if a unit is fighting to the flank or rear it cannot FBIGO.
3. Units FBIGO may be pursued, but if caught they’re not wiped out; instead the pursuing units
count as having charged in the next Close Combat phase.
4. Units that FBIGO are not allowed to declare a charge in their next turn. Apart from this, however,
they may move and shoot normally.
5. Units that FBIGO of the table are lost.
6. Units can FBIGO from a charge by Gallopers if they outnumber the charging enemy by 2.1 or
more.

Drilled: Drilled units such as Ottoman Janissaries during this period appear to be highly trained and disciplined. The
following special rules apply to the veteran Janissary units:
1. At the start of their Movement phase drilled troops are allowed to turn 90 degrees or change formation by
up to two ranks for free. Once they have taken their free turn or formation change they make they make
their move exactly as they ordinarily would. Drilled troops that make a free turn or formation change can
charge or make a march move in the same turn–although in the case of a charge their target must be visible
to them at the start of the turn as usual.
2. Drilled troops do not have to take a Leadership test to avoid pursuit of a defeated enemy. They may pursue
or not as the player desires.
3. Drilled troops are allowed to disengage from combat without taking a Leadership test, as long as they are
not fighting enemies with a Movement rate greater than theirs. If any of their enemies are faster than they
are to test to disengage as normal.

Units engaged in combat: All units engaged in close combat may not shoot even if there are no enemy troops
engaging all of them directly.

Mixed Formation: Some units may use mixed formation with differently equipped troop types in the same unit,
typically archers take up the rear ranks of the unit. This was especially common with the poorer equipped units of
Cossack, Ottoman and Transylvanian armies.

This is represented as follows:


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• The archers are treated as normal troops for the purposes of movement and rank bonus.
• The archers may shoot using the Massed archery rules below, as well as any special rules that may apply to
that unit.
• A unit may use stand and shoot or fire and flee using massed archery.
• All missile hits on the unit use the saving throw of the majority of the models in that unit. Any models that
fail their saving throw are removed from the unit in roughly equal proportions.
• In close combat, hits on the unit should be taken by whatever models are in contact with the enemy
attackers.

Massed Archery: Formed infantry and cavalry units which did not move may fire all of the front rank and every
second figure in the second, third, fourth and fifth ranks (rounding down) this may be used as a charge reaction.

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Pallasz/Koncerz/Panzerstechter: This was a solid metal thrusting sword used by the Poles and other eastern
European armies. It may not be used in conjunction with other weapons but will allow a +1 to Strength if
charging/countercharging, usually used in the second charge after the lance has been broken in the first charge.
After the first round of combat may use pistol and sword together but no strength bonus is used with sword.

Lasso: Tartar cavalry used the lasso extensivally, especially to take their opponents live as captives to be
ransomed later. Charging cavalry (not counter charging) equipped with lasso have a special attack before normal
combat. The attacker rolls a D6 and on a roll of 6 the lasso attack is successful. An enemy model in base contact
with the attacking model loses one attack for that round of combat (e.g. a model with sword and pistol losses one
of these attacks, the choice of which attack is surrendered is up to the defending player). The lasso or lasso effect
cannot be used in subsequent rounds of combat.

Heavy Lance: Used in charge or counter charge, used once per game and then it is discarded as it is considered
to be broken. Always strikes first in combat if charging/counter charging against all types of troops except pike;
pike and heavy lance strike at the same time. The lance provides S+2 for the first round of combat, during the
second round of combat the lance is discarded and sword and pistol can be used if the unit is equipped with
pistols. Mounted troops without lances, in melee to the front with lance-armed cavalry suffer a –1 to hit in the
first round of combat. This represents the initial difficulty of trying to fight past the longer reaching lance point.

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.

Light Throwing Spear: Formed cavalry units equipped with throwing spear may re-roll any misses when and
only when they charge into combat. Unit may also use either sword or pistol in the first round of combat, if still
in combat after the first round they may use both pistol and sword. The light throwing spear can be used
throughout the game as cavalry usually carried more than one in a quiver.

Berdische Axe: It was used as a musket rest and then in close combat as a two handed weapon, it has the same
effect as a halberd and gives a S +1 in hand to hand combat (WECW p. 46).

Half pike/light halberd: Gives all the advantages of a ordinary pike but always fights with a maximum of 2
ranks. The Cossack Rebels, hastilly raised levies in the Muscovite, Ottoman and Translyvanian armies are the
only armies to use this weapon.

Salvo Fire: Specified Veteran and Elite units of all armies may use salvo fire (+2pts).

Stakes: Stakes negate all strength and rank bonuses for mounted models attacking across them. Only Janissary
units may place stakes but other formed units may use the benefits from them. Each Janissary unit may place 6
inches of stakes, the unit may make a free move of 4 inches after deployment is complete and then must deploy
their stakes before the start of the game.

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.

Expert Horsemen: Units notes as Expert Horsemen do not suffer the -1 to hit modifier to their shooting if they
move in the same turn. However, this does not allow them to shoot if they charge or make a march move.

Parthian Shot: Units noted as having the Parthian shot ability may make a regular move immediately after
shooting. This is only allowed in the shooting phase, is not a charge reaction, and unit may not march.

Special Deployment: Units with the Special Deployment ability are allowed to make a free march move after
both sides have deployed. Note that they may not use this free move to charge at the enemy, and may not shoot
any missiles after making the move.
Nomad Cavalry: Units noted as Nomad Cavalry are subject to the rules for Feigned Flight, Expert Horsemen,
Parthian Shot and Special Deployment.

Eastern Shock Cavalry:


1. May FBIGO if they win a round of close combat, but fail to either break the enemy or force it to fall
back. The withdrawal must be declared immediately after the enemy has passed its Break test. It is made
like a normal fall back move.
2. Unit may re-roll hit dice that miss once per game, unit can only do this when they charge or counter
charge.
3. May count rank bonus of +1 when they charge.
4. When fighting Gallopers, Eastern Shock Cavalry will automatically break from a lost combat on a D6
roll of 1-3 but a roll of 4-6 means that a normal break test is taken using all the combat results.

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.

Commanded shot: Swedish armies must take at least one unit of commanded shot. One commanded shot unit
per every Swedish galloper regiment, maximum of 10 figures per unit. Swedish commanded shot infantry may
be attached to a cavalry unit, the shot unit can fire in support of the cavalry unit that is charged by enemy cavalry
(180 degree fire arc). The shot unit must stay within 6’’ of the cavalry unit to provide this support fire and if they
lose contact with the cavalry unit then they must move back into this 6’’ radius (use the same rules as shot and
pike in the WECW rulebook). In addition if the shot unit is charged by enemy cavalry the supporting Swedish
cavalry can counter charge the enemy.

Wagon Tabor: The Tabor was used in this period to protect the flanks or to anchor the centre.
Wagon M WS BS S T W I A Ld Sv Points
- - - - 6 3 - - - - 15

Defender M WS BS S T W I A Ld Sv Points
Steady 4 3 3 3 3 1 3 1 7 4+ 9

Equipment: Each wagon may have from 3-6 defenders armed with sword and musket. Polish and Cossack
defenders may have Berdische axe (+2pt), Ottomans have sword, musket and shield and cost 10 points.

Wagon Deployment:
The Wagon Tabor is deployed as one unit and must be placed on the table as the first unit. The wagons are placed
in a formation up to 3’’ apart with the wagons at each end touching the owning player’s table edge. A Wagon
Tabor may not move after deployment, may consist of up to 10 wagon models.

Defenders Deployment:
The defenders for each wagon in the Tabor are a separate unit. They are placed in or in contact with the wagon
they are defending, and may not leave voluntarily, but may leave as a result of fleeing or pursuing after a failed
Leadership test to hold. All defender models count as being inside the wagon they are defending-models are
place outside for practical purposes only. Wagon defenders can attack and be attacked from all facings.

Combat Effects:
Armour saves for Wagon defenders are increased by +2. Wagon defenders do not count ranks for combat results,
but may use the Army General’s leadership and Army Standard Bearer re-rolls. In addition wagon defenders do
not have flanks or a rear. Defenders can only fire their muskets or bow once per turn, muskets only have four
rounds.

Wagon Tabor wagons are not damaged by individually operated weapons and can only be damaged by canons.
Wagons are tall structures and can see and fire (and be seen and fires upon) over the heads of intervening troops,
hedges and low buildings. Trees, hills, and buildings block line of sight.

When shooting at a wagon, roll to hit as normal, adding a +1 because the wagon is a large target. For each hit by
an individually operated weapon or cannon roll a D6:

1-4 The wagon is hit. Roll to wound if the hit was from a canon otherwise there is no effect.
5-6 The defenders are hit, roll to wound as normal but remember they have a armour save of +2.
Hand-to-hand attacks may damage the wagons and represent enemy attempts to pull down boarding and
generally disable the wagon as a defensive platform, use the chart above to randomise the hits against the wagon
and its defenders. Wagon defenders may fight in hand-to-hand combat with a maximum of five figures for each
engaged facing.

Movement.
Wagons cannot move but are an obstacle to movement. Mounted troops may not cross through them. Formed
foot units may cross through unoccupied wagons at half of the unit’s basic movement. Units may not march
when crossing a Wagon Tabor wagon. If a wagon has its wounds reduced to 0, it is reduced from play and is no
longer an obstacle to movement.
For each undefended wagon at the end of the game the opponent gains and additional +15 Victory points.

Artillery affects: Artillery have the ability to damage and destroy large structures such as houses, fortifications
and wagon tabors, therefore different size guns will cause varying damage. The following therefore applies;
light guns will cause D3 wounds, medium guns will cause D3+1 wounds and heavy guns will cause D3+2
wounds. Guns, especially heavy ones now have the ability to destroy wagons in a tabor formation enabling the
easier assault of this very strong formation.

Chained Guns: Ottoman medium and heavy guns may form into a chained battery (min.2 guns and a max. of 4
guns), which operates under all the rules for batteries (p. 111 WECW). The chained guns provide some defence
against attacking cavalry and infantry, both of whom lose 1 attacking rank in combat, in addition if the cavalry or
infantry win they can only break through/pursue 1xD6. The chained battery cannot move but the guns can turn
90 degrees left or right.

Sietch Drum: This massive drum was used to call Cossack members of the Sietch to assembly; it was
apparently taken on campaign and carried on a wagon during the rebellion. All Cossack infantry regiments
cannot field a musician in their units but they can use the benefits of the war drum if they are within 18 inches.
The drum gives the same benefit as having a musician in the unit and can be set up anywhere in the deployment
zone, usually in the wagon tabor. Please note if the drum is captured, all Cossack units have to take an
unmodified break test with no benefits from being within 12 inches of the Army commander. The drum and
wagon can move a maximum of 6’’ per turn and the benefits from the drum can still be used whilst moving.

Royal Drum: This rule is based primarily on the movies of Jerzy Hoffman who depicts the drum on campaign
with the Ottoman armies. The massive drum was carried on a wagon during the wars against the Poles. All
formed Ottoman regiments gain a +1 to their morale, if they are within 12 inches of the drum. Please note if the
drum is captured, all Ottoman units have to take an unmodified break test with no benefits from being within 12
inches of the Army commander. The drum and wagon are drawn by horses that move a maximum of 6’’ per turn,
benefits from the drum can still be used whilst moving.

Kazan Regimental Cooking Pot: This cooking pot was very important to the Janissary corps, troops would
defend it fiercely and too the death. The pot is placed on a 60mm round base which contains two bearers and two
defenders, any Janissary units within 6 inches of the base are considered to be stubborn (WECW p. 53).

Dragoons: All Dragoon models mounted or on foot either skirmishing or formed can fire.

Skirmishing cavalry: Involved in a combat in which they perform a breakthrough/pursuit move that will bring
them into contact with a formed unit of any type must take a leadership test to stop, if they fail they continue into
the other unit and combat is resolved next turn.

Skirmishing and Light cavalry: may always march move except for when cavalry are within 8 inches. Must
take a fear test to charge/counter charge formed infantry and cavalry frontally, see WECW p.51 parts 1 and 2.
Can charge light cavalry and skirmishers such as other Cossacks, Tartars, Croats and Dragoons both mounted
and on foot without test. Can charge into the flank or rear of a formed unit without testing.

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).

Hatred: See WECW p. 52.


BAGGAGE CAMPS
The Transylvanian army must have a baggage camp, whilst the Ottoman army must have one if it has not
payed for a wagon tabor. This should be a circular or square area 8” to 12” in diameter. Players may decorate
their camp as they see fit to inspire their army.

After the armies are placed, players must deploy their baggage camp. This is done in their deployment zone,
(defined normally as 12” from the baseline and at least 12” from any edge). A camp may straddle the
deployment zone's edge, as long as at least half the camp area is in the deployment zone. The camp may be
placed on large enough hills, but not woods or other obstructive terrain. The camp counts as a ‘copse’ for Line
Of Sight and shooting. Formed troops infantry and cavalry count the baggage camp as difficult ground for
movement costs.
Camp Capture
If the enemy captures your baggage camp, bad things may happen.
1) If the enemy captures your baggage then the army’s morale will become very brittle, and will break if less
than 50% of its models are left on the table.
2) The capturing player immediately loots any treasure or loot in the baggage and this is moved into his own
camp. Looted treasure gains 100 VP’s if held at the end of the game.
3) Any unit, except an unattached character, may capture the baggage, including, skirmishers so beware! All
units count as skirmishers within the camp area, in the same manner as if it was a building. A formed unit
attacking the camp from the outside will retain its rank bonus, units within the camp never have rank bonuses.
4) If the points total ends up a draw then holding the enemy camp swings victory to that side. A victor in a
game can only claim a marginal victory if his camp is held by the enemy, conversely defeating the enemy and
capturing his camp elevates any slim victory to a smashing victory!
Camp Garrison
At the game’s start a free unit of 8-12 models of light infantry or skirmishers must garrison the camp. Attacks
against the garrison while it is within the camp suffer a -1 to hit. The garrison loses this benefit if they lose a
round of hand to hand combat. They may form up and defend the camp when charged, similar to war machine
crews. They may only stand and shoot if attacked to their front. The garrison models are the only friendly
troops allowed in the camp, except for characters. The garrison troops are free to leave if they wish, but no
longer count as a garrison.
Re-Capture
Once the camp is attacked by enemy models, friendly troops may attack the enemy in their camp. If the
enemy flees or the camp is unoccupied, any friendly troops may recapture your camp. Only the original
garrison troops gain any combat benefits from the camp. An unoccupied camp reverts to the original owner’s
possession at the end of the game, unless the army was broken.

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