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Poland: The Deluge

Polish Lithuanian Commonwealth army: 1628-1648


Characters: King, Polish and or Lithuanian Grand Hetman, Army Standard Bearer, Catholic Bishop, Rotmistrz and
Master gunner.
Core Units: Polish Hussars (may have a maximum of 3 units but must have 1 Pancerni unit for every hussar unit),
Pancerni, Rajtars, Dragoons.
Special Units: Polish/Haiduk foot, Regimented Cossack horse and foot, light artillery.
Rare Units: Lithuanian Hussars, Lithuanian Tartars, wagon tabor, medium and heavy artillery.
Mercenaries: 15% of the total points may be used to purchase the following mercenaries;
Reiters and German Harquebusiers, German Mercenary foot and Wallachians.

Special Rules: Noble commanders must lead units of Winged Hussars and Pancerni if no characters are present in the
unit. Noble Commanders cost (16 pts); see ‘Armies of Chivalry’ (p. 44), they are not considered to be characters for
unit selection purposes. Noble commander has two attacks and can issue or accept challenges from characters.

Polish Lithuanian Commonwealth army: Cossack Rebellion 1648-54


Characters: King, Polish and or Lithuanian Grand Hetman, Army Standard Bearer, Catholic or Protestant Bishop,
Rotmistrz and Master gunner.
Core Units: Polish Hussars (must have 1 Pancerni unit for every hussar unit), Pancerni, Rajtars, Noble levy cavalry
(must have at least 1 unit of Noble levy), Dragoons.
Special Units: Polish/Haiduk foot and Lithuanian Tartars.
Rare Units: Lithuanian Hussars, Regimented Cossack horse, wagon tabor, light and medium artillery.
Mercenaries: 20% of the total points may be used to purchase the following mercenaries,
Reiters and German Harquebusiers, German Mercenary foot and Wallachians.

Special Rules: Noble commanders must lead units of Winged Hussars and Pancerni if no characters are present in the
unit. Noble Commanders cost (16 pts); see ‘Armies of Chivalry’ (p. 44), they are not considered to be characters for
unit selection purposes. Noble commander has two attacks and can issue or accept challenges from characters.
Polish Lithuanian Commonwealth army: The Deluge 1655-1660
Characters: King, Polish and or Lithuanian Grand Hetman, Army Standard Bearer, Catholic Bishop, Rotmistrz and
Master gunner.
Core Units: Pancerni, Rajtar, Noble levy cavalry (must have at least 2 units of Noble levy) and Dragoons.
Special Units: Polish Hussars (must have 2 Pancerni units for every hussar unit), Drabant Guards (1 unit only in army)
and Lithuanian Tartars.
Rare Units: Lithuanian Hussars, Regimented Cossack cavalry and light artillery.
Mercenaries: 10% of the total points may be used to purchase the following mercenaries;
Reiters and German Harquebusiers, German Mercenary foot and Wallachians.

Special Rules: Noble commanders must lead units of Winged Hussars and Pancerni if no characters are present in the
unit. Noble Commanders cost (16 pts); see ‘Armies of Chivalry’ (p. 44), they are not considered to be characters for
unit selection purposes. Noble commander has two attacks and can issue or accept challenges from characters.

Allies: 25% of the total points may be used on one only of the following Allied forces;
Reliable Allies:
Austrian- Oberst, 1-2 Cuirassiers, 1-3 Trotters, 0-1 Croat regiment and 0-2 Austrian infantry regiments*.
Denmark – Colonel, 1-2 Danish Cavalry, 0-2 Danish Militia units and 0-1 Garrison units*.

Reluctant Allies:
Tartars – Amir, 1-3 Light cavalry (from the Cossack list).
Brandenburg 1657-60 - Colonel, 1-2 Cuirassiers, 0-1 Dragoons, 1-3 City regiments and 0-2 light cannon*.

*Allied units are listed under respective national lists.


Lithuanian
Polish Rebel Army
Lithuanian 1655-1656 army: Ottoman Wars 1660-1673
Commonwealth
Characters:
Characters: Grand Hetmanand
King, Polish of or
Lithuania,
LithuanianGeneral,
GrandArmy Standard
Hetman, Army Bearer,
StandardProtestant Bishop, Rotmistrz
Bearer, Catholic and Master
Bishop, Rotmistrz and
gunner.
Master gunner.
Core Units:
Core Units: Lithuanian Hussars
Polish Hussars (may (may have
have a maximum
a maximum of of
3 2units
unitsbut
butmust
musthave
have12 Pancerni
Pancerni units
units for
for every
every hussar
hussarunit),
unit),
Pancerni, Dragoons,
Lithuanian Noble levyDragoons
Hussars, Pancerni, cavalry (must have Levy
and Noble at least 1 unit of Noble levy and all units of levy cavalry may have
cavalry.
light lance).
Special Units: Rajtars, Polish/Haiduk foot, Regimented Cossack horse and light artillery.
Special Units:Drabant
Rare Units: RajtarsGuards
and Haiduks.
(1 unit only in army), Lithuanian Tartars, wagon tabor and medium artillery.
Rare
Mercenaries: 10% of the totalLithuanian
Units: Grand Hetman’s points mayHussar
be usedGuard (1 unitthe
to purchase only in army),mercenaries;
following Lithuanian Tartars and light artillery.
Mercenaries: 10% of the total points
German Mercenary foot and Wallachians. may be used to purchase the following mercenaries;
Scottish Mercenary foot and Wallachians.
Special Rules: Noble commanders must lead units of Winged Hussars and Pancerni if no characters are present in the
Special
unit. Rules:
Noble Noble commanders
Commanders must
cost (16 pts); seelead units of
‘Armies of Chivalry’
Winged Hussars
(p. 44), and
theyPancerni if no characters
are not considered are presentforinunit
to be characters the
unit. Noble
selection Commanders
purposes. cost (16 pts);
Noble commander hassee
two‘Armies of Chivalry’
attacks and can issue (p. 44). Noble
or accept commander
challenges has two attacks and can
from characters.
issue or accept challenges from characters.
Allies: 25% of the total points may be used on one only of the following Allied forces;
Allies:
ReliableMust spend 25% of points cost on allies from one or both of the following lists,
Allies:
Reliable Allies:
Austrian- Oberst, 1-3 Cuirassiers, 1-3 Trotters, 0-1 Croat regiment and 0-2 Austrian infantry regiments*.
Swedish- Colonel, 1-3 Swedish Cavalry regiments, 0-1 Dragoons, 0-1 Swedish infantry regiments and 0-1 regimental
cannons*.
*Allied units are listed under respective national lists.

Reluctant Allies:
Brandenburg- Colonel, 1-2 Cuirassiers, 1-3 Prussian Reiters, 0-1 Dragoons, 0-2 City regiments and 0-2 light
cannons*.

*Allied units are listed under their respective national lists.

Special rules:
Units and Leaders: All units can have only one character as well as a leader or Noble commander.

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.

Pallasz/Koncerz: The Pallasz/Koncerz was a solid metal thrusting sword used by the Poles and other eastern
European armies (called panzerstechter in German). 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.

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.

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.

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).

Salvo Fire: Specified Veteran foot units may use salvo fire (+2pts).

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.

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.

Massed Archery: Formed cavalry units which did not move may fire all of the front rank and every second
figure in the second and third ranks but may not use this as a charge reaction.

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:

• 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.

Characters:
0-1 King of Poland and Lithuania
Morale M WS BS S T W I A Ld Sv Points
Elite 8 5 3 4 4 3 4 2 9 6+ 112

Equipment: Sword and pistols. Mounted.


Options: may wear heavy armour (+2 pt), cuirassier armour (+3 pt).
Special rules: Army commander, if wearing cuirassier armour is a galloper but in this case move 6”. The King
is stubborn if leading a unit of Winged Hussars or Hussaria Guard Comrades. The army must take a King or
Hetman as army commander but not both in armies under 2000pts, but armies over 2000pts may take a King and
one Hetman.

Jan Casimar: King of Poland 1648-68.

0-1 Grand Hetman of Poland


Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 2 4 2 9 6+ 102

Equipment: Sword and pistols. Mounted.


Options: May wear heavy armour (+2 pt), or cuirassier armour (+3 pt).
Special rules: Army commander if no King present, if wearing cuirassier armour must be a galloper (in this case
move 6”). The General/Hetman is stubborn if leading a unit of Winged Hussars or Hussaria Guard Comrades.

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 galloper (in this case move 6”), but must be attached to a Hussar 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 Hussar, Pancerni, Rajtar or Reiter units. The Bishop and any unit he is with
can re-roll failed rally attempts, if fighting Ottomans can upgrade to fanatic Bishop (+40), which gives him a
leadership of 9 and makes the character and any unit he is with subject to hatred.

0-3 Rotmistrz
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: Commander, if wearing cuirassier armour must be a galloper (in this case move 6”).

Janusz Radziwill Prince Boguslaw Radziwill

0-1 Grand Hetman of Lithuania


Morale M WS BS S T W I A Ld Sv Points
Elite 8 5 3 4 4 3 4 2 9 6+ 122

Equipment: Sword and pistols, mounted.


Options: may wear heavy armour (+2 pt), cuirassier armour (+3 pts).
Special rules: Army commander, the Grand Hetman is stubborn if leading any type of Lithuanian cavalry. The
army may take a Grand Hetman or General as army commander but not both in armies under 3000pts, but armies
over 3000pts may take a Grand Hetman and a general.

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+ 102

Equipment: Sword and pistols, mounted.


Options: May wear heavy armour (+2 pt).
Special rules: Army commander if no Hetman or King is present.
The General is stubborn may only be attached to a unit of Veteran Polish Rajtars.
0-1 Protestant 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).
Special rules: Must be attached to Hussar or Pancerni units. The Bishop and any unit he is with are stubborn.

Cavalry:
Noble Commander
Noble commanders must lead units of Winged Hussars and Pancerni if no characters are present in the unit.
Noble Commanders cost (16 pts); see ‘Armies of Chivalry’ (p. 44), they are not considered to be characters for
unit selection purposes. Noble commander has two attacks and can issue or accept challenges from characters.

Noble Commander attributes: (roll a D6 for each commander before the start of the game).

D6 Result
1. Young Hotspur: Noble commander +1 attack.
2. Venerable Leader: Noble commander has leadership 9.
3. Potential Usurper: Noble commander and the unit are leadership 7 and the unit cannot use the army
Generals leadership for any leadership tests.
4. Defiant/Reluctant Leader: Unit must pass a leadership test of 7 the first time they want to move,
charge/counter charge or fire, once passed they perform as normal using their correct leadership.
5. Charismatic Leader: Models in unit may re-roll failed to hit dice (misses) once during the game.
6. Notable Reputation: Noble commander +1 WS, the commander and the unit he is with cause fear in
enemy troops.

Sobieski at Vienna

Noble Levy Response: (roll a D6 for each unit of Levy before the start of the game, each unit must have a
different result, re-roll if necessary).

D6 Result
1. Raw Levy: Unit follows all the rules for Raw troops throughout the game (WECW p. 54).
2. Unsteady Levy: The first time that the unit charges or is charged by an enemy unit it must take a fear
test. If the unit passes it does not have do another test throughout the game and is considered to be
Steady with morale of 7 but if it fails it follows all the rules for Raw troops throughout the remainder of
the game (WECW p. 54).
3. Steady Levy: The unit is considered to be Steady with morale of 7 throughout the game.
4. Skilled Nobles: The unit is Steady with morale of 7, may re-roll failed to hit dice (misses) once during
the game.
5. Blue Blood: The unit is Steady with morale of 7, causes fear in enemy mounted troops.
6. Notable Battle Reputation: The unit has morale of 8 and is Veteran.

0-1 Drabant Guard (King’s Guard)


Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 1 4 1 8 5+ 27

Unit’s size: 5-9 figures


Equipment: Light armour, sword and pistols.
Options: May wear heavy armour (+2), musician (+8 pt), standard-bearer (+16 pt), may be rash (+4pt).
Special rules: Gallopers, the King or Hetman must lead the unit and if the character is wearing cuirassier
armour the maximum move of the unit will be 6”.

0-1 Grand Hetman’s Lithuanian Hussar Guard


Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 1 4 1 8 5+ 30

Unit’s size: 5-9 figures


Equipment: Heavy armour, lance, sword and pistols.
Options: Cuirassier armour (+1 pt), musician (+8 pt), standard-bearer (+16 pt), may be equipped with
Pallasz/Koncerz (+1 pt), may be rash (+4pt).
Special rules: Gallopers, but if wearing cuirassier armour maximum move is 6”, but they are still gallopers.
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.
Pallasz/Koncerz: The Pallasz/Koncerz was a solid metal thrusting sword used by the Poles and other eastern
European armies (called panzerstechter in German). 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.
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.
Special rules: Gallopers, can only be used if the Hetman is leading the army. The Hetman must lead the unit but
if he is in cuirassier armour then the unit moves 6’’ regardless of their armour type.

0-2 Polish Winged Hussar Units


Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 1 4 1 8 4+ 30

Unit’s size: 5-18 figures


Equipment: Heavy armour, lance, sword and pistols.
Options: May wear cuirassier armour (+1 pt), may have leader (+8pts), noble commander (+16 pt), musician
(+8 pt), standard-bearer (+16 pt), may be equipped with Pallasz/Koncerz (+1 pt), may be rash (+4pt).
Special rules: Gallopers, but if wearing cuirassier armour maximum move is 6”, but they are still gallopers.
Pallasz/Koncerz: The Pallasz/Koncerz was a solid metal thrusting sword used by the Poles and other eastern
European armies (called panzerstechter in German). 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.
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.

0-1 Lithuanian Hussar Unit


Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 1 4 1 8 6+ 28
Unit’s size: 5-15 figures
Equipment: Light armour, lance, sword and pistols.
Options: May wear heavy armour (+2 pt), may have leader (+8pts), noble commander (+16 pt), musician (+8
pt), standard-bearer (+16 pt), may be equipped with Pallasz/Koncerz (+1 pt), may be rash (+4pt).
Special rules: Gallopers, but if wearing heavy armour maximum move is 7”, but they are still gallopers.
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.
Pallasz/Koncerz: The Pallasz/Koncerz was a solid metal thrusting sword used by the Poles and other eastern
European armies (called panzerstechter in German). 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.
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.

0-4 Pancerni
Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 3 1 7 6+ 16
Veteran 8 4 3 3 3 1 4 1 8 6+ 21

Unit’s size: 5-18 figures


Equipment: Sword and pistol, mounted.
Options: May wear light armour (+1 pt), heavy armour (+2pt), may have leader (+8pts), noble commander (+16
pt), musician (+8 pt), standard-bearer (+16 pt), light lance (+1pt), bow (+1pt), shield (+1pt), carbine (+2).
Special rules: Gallopers. Only every second unit may have lances up until 1670 then every unit may take the
option.
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.
Massed Archery: Formed cavalry units which did not move may fire all of the front rank and every second
figure in the second and third ranks but may not use this as a charge reaction.

0-4 General Levy cavalry (Nobles)


Morale M WS BS S T W I A Ld Sv Points
Raw 8 3 3 3 3 1 3 1 6 6+ 12
Unit’s size: 5-15 figures
Equipment: Sword and pistol, mounted.
Options: May have light armour (+1), carbines (+2pt), every second unit may have light lance (+1 pt), may have
an officer (+8 pt), musician (+8 pt), standard-bearer (+16 pt).
Special rules: Gallopers. The unit with light lance must not outnumber any of the other Levy units. The Raw
rating simulates their erratic behaviour in battle. The unit must roll on the chart for Noble Levy cavalry at the
start of the game and apply the results throughout the game.
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.

0-4 Rajtars: Polish European style cavalry


Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 2 3 3 1 3 1 7 5+ 17
Veteran 8 4 3 3 3 1 4 1 8 5+ 22

Unit’s size: 5-18 figures


Equipment: Light armour, sword and pistol, mounted.
Options: May have heavy armour (+1 pt), carbines (+2pt), may have an officer (+8 pt), musician (+8 pt),
standard-bearer (+16 pt).
Special rules: Gallopers. There must be as many Steady figures as there are Veterans.

0-2 Regimented Cossacks


Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 2 3 3 1 3 1 6 6+ 15
Veteran 8 4 3 3 3 1 4 1 7 6+ 20

Unit’s size: 5-18 figures


Equipment: Sword, light lance, pistols, mounted.
Options: May have light armour (+1 pt), carbine (+2 pt), may have an officer (+8 pt), musician (+8 pt),
standard-bearer (+16 pt).
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 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.
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.

0-4 Polish Dragoons


Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 2 3 3 1 3 1 7 6+ 12
Veteran 8 3 3 3 3 1 4 1 8 6+ 17

Unit’s size: 5-18 figures


Equipment: Sword and carbine, mounted.
Options: May have an officer (+8 pt), musician (+8 pt), standard-bearer (+16 pt).
Special rules: Dragoons, but when mounted they can charge light cavalry such as Cossacks, Tartars, Croats and
Dragoons.

Infantry:
0-2 Polish Infantry Regiments (Haiduks)
Pike M WS BS S T W I A Ld Sv Points
Steady 4 3 2 3 3 1 3 1 7 - 6
Veteran 4 4 2 3 3 1 4 1 7 - 9

Shot M WS BS S T W I A Ld Sv Points
Steady 4 3 2 3 3 1 3 1 7 - 7
Veteran 4 3 3 3 3 1 4 1 7 - 9

Unit’s size: 10-50 figures, Pike component should comprise a minimum of 1/3rd and a maximum of ½ of each
unit.
Equipment: Sword, musket and Berdische axe for shot units, pike and sword for pike unit.
Options: May have an officer (+5), musician (+5 pt), standard-bearer (+10 pt).
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).
Special rules: Veteran shot may use salvo fire (+2pts). There should be two units of shot attached to one unit of
pike but the unit can consist solely of shot. All figures comprising the unit must be of the same morale. There
must be as many Steady figures as there are Veterans.

0-2 Cossack Regimented Foot


Shot M WS BS S T W I A Ld Sv Points
Steady 4 3 2 3 3 1 3 1 7 - 9
Veteran 4 3 3 3 3 1 4 1 7 - 11

Unit’s size: 5-50 figures.


Equipment: Sword, musket and Berdische axe.
Options: May have an officer (+5), musician (+5 pt), standard-bearer (+10 pt).
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).
Special rules: Veteran shot may use salvo fire (+2pts).

0-2 Lithuanian Tartars


Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 4 1 7 6+ 20

Unit’s size: 5-20 figures


Equipment: Sword, composite bow, mounted.
Options: May have shield (+2 pt), light throwing spear (+2pt), may have an officer (+8 pt), musician (+8 pt).
Special rules: Skirmishers, nomad cavalry, may always march move, never charge formed infantry and cavalry
frontally but can charge light cavalry and skirmishers such as other Tartars, Cossacks, Croats and Dragoons both
mounted and on foot etc. Tartars 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.
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.
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.
Prince Jarema, hammer of the Cossacks

0-1 Wagon Tabor


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 5+ 9

Equipment: Each wagon can have from 3-6 defenders armed with sword and musket, may have Berdische axe
(+2pt).
Essex Miniatures Tartar light cavalry on Old Glory horses
Artillery:
0-1 Mercenary Master of Artillery
Morale M WS BS S T W I A Ld Sv Points
Veteran 4 3 3 3 3 1 3 1 7 6+ 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 Light guns, 3 pdr (2 crew minimum) 40 points plus 5 points per crew

Morale M WS S T W I A Ld
Steady 4 2 3 3 1 2 1 6
M S T W Damage Range
3 pdr (cannon)
4 6 5 1 1 30"

Equipment: Swords.
Movement: Light guns may not move and fire, nor march move but every gun can turn 45 degrees and fire.

0- 1 medium gun 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 6 2 2 48"

Equipment: Swords.
Special rules: Medium artillery cannot move once placed but guns can turn 45 degrees and fire.

0-1 Heavy gun 24 pdr (4 crew minimum) 80 points plus 5 point 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 7 3 3 72"

Equipment: Swords.
Special rules: Heavy artillery cannot move once placed but guns can turn 45 degrees and fire.
Polish Wargaming Tactics
The main thing to remember when using the Polish army of this period is that it is predominately a cavalry army
with a maximum 25% able to be spent on infantry, so getting the right mix with your cavalry is vital when
fighting your opponents. As a commander of a Polish army your best troops will of course be the beautiful
Winged Hussars, however these troops are very expensive and can be quickly decimated by musket and cannon
fire. The best bet in a 2000pt army is to only have one unit of Hussars and I find 12 figures in 2 ranks works
well and giving them cuirassier armour makes their survivability much higher. If you’re short of points a unit of
Lithuanian Hussars with light armour is a good option, Redoubt miniatures produce truly excellent un-armoured
hussars. To bolster the unit try taking a Catholic Bishop whose presence will give you the ability to re-roll failed
break tests, and if you are fighting the heathen Ottomans he can be upgraded to a crusading Bishop which gives
the unit morale of 9 and makes them subject to hatred. This period of warfare saw the number of Hussars in a
Polish army drop significantly; at the battle of Warsaw in 1656 a Polish army of 36,000 had only 1,000 Hussars.
The Hussars during the Deluge period were replaced by a myriad of other cavalry types, especially Pancerni,
Rajtar and noble levy cavalry, which are all core troop types in a Polish army.
To support your Hussars at least 1 unit of Pancerni has to be taken and I feel 2 units of 12 figures is just
right, if you have the points make these units veteran as this gives them a +1 rank bonus in combat and they are
much better in hand to hand with a WS of 4. I like to field Pancerni units with heavy armour and shield, pistols,
bow and or carbine. The bow enables the unit to use massed archery if they did not move and this is especially
useful to whittle down infantry targets which can then be charged when the odds are better. Old Glory, Foundry,
TAG and Redoubt all make very nice Pancerni figures with my preference being Redoubt riders on
Renegade/Bicorne horses and TAG figures in their own units. The next unit is 1 unit of Noble levy cavalry,
which has to be taken in a Polish army. The levy cavalry are very good value, don’t be put off by the Raw rating
as the chances are they will be much better on the battlefield when you have rolled on the Noble levy chart. The
best bet is to field these in units of 10-15 figures and I feel that a 2000pt army should have at least 2 units. The
noble levy were a major component in the armies fighting the Swedish invaders, at the battle of Warsaw they
numbered 10,000 in an army of 36,000. To model these I would suggest a wide variety of Eastern European
style cavalry such as TAG light hussars and Cossacks or Old Glory Croats and Cossacks mixed in together; the
main idea should be a variety of figures with lots of colour. Rajtars or Polish European style cavalry are a
common type of cavalry, 1 unit has to be taken in a Polish army of 2000pts but 2 would be better. Rajtars are
good battle cavalry and if you can afford them go for the veteran option, veteran Gallopers with their +1 rank
bonus are very dangerous on the gaming table.
The Polish army has a wide variety of other troop types available to the table top commander to support
their compulsory cavalry units. German mercenary cavalry are similar to Rajtars on the table but are classed as
Trotters so they need to take advantage of their +2 rank bonuses, which mean unit sizes of 12-18 figures.
Regimented Cossacks add a good skirmishing edge to a Polish force and their light lance can be very useful
against formed steady cavalry and other skirmishing troop types. Dragoons are useful for taking terrain
objectives and their Special Troop ability to dismount and skirmish should not be overlooked. Tartar and or
Wallachian light cavalry are a must in a Polish army as their skirmishing screens are great for covering your
expensive heavy cavalry and weakening your opponents, so be sure to take at least 1 unit of 10-12 Tartar or
Wallachians.
Infantry are a difficult choice and their selection should be based on your opposition, so if you are
facing a Cossack or Swedish army with a large percentage of good infantry then you should take at least one
unit of Polish, German or Regimented Cossack foot. I prefer Polish or German foot as their pike blocks are
useful for holding off enemy horse, units of 20 shot and 20 pike are my preference. Artillery was before the
Swedish invasion a strong part of the Polish army but much of this arm was lost to the invaders and it took a
long time to rebuild the equipment and train the personal to anywhere near their pre-war level, therefore you
should take only one or two guns at the most in a 2000pt army. If you are fighting the Swedes or Cossacks two
medium guns is a good investment and useful for whittling down the opposing foot units which can then be
crushed by your heavy cavalry be they Hussars, Pancerni or Rajtars.
Allies are also a good choice to build up your limited infantry forces, Austrian allies with good artillery
and foot were essential to the Commonwealth’s military success later in the war (1657-60). These
reinforcements helped retake the many Polish fortresses held by the Swedes. So playing the period 1657-60 a
Polish army could choose Austrian, Brandenburg Prussian or Danish allies, each of these enables you to add a
much stronger infantry force and some very useful heavily armoured trotters. To better simulate the later
engagements try using the separate army lists and fight a very large battle using the allied forces against a
Swedish and Transylvanian/ Cossack force.
As a Polish commander you have to rely on your cavalry to win you the battle and therefore this army
suits an aggressive player who likes to attack, which will also give you more room to manoeuvre on the table.
Room to move is a must for a Polish commander, so advance and threaten your opponent constantly. The Polish
army is a colourful and powerful army but needs some practice to use successfully, the key is aggression,
protect your heavy cavalry with your lights and whittle down your enemy until they are able to be broken by the
charge of your cavalry.
Lithuanian Rebels Wargaming Tactics
The Lithuanian Rebel armies of Hetman Janusz Radziwill and his cousin Prince Boguslaw Radziwill are similar in
many ways to those of their Polish colleagues, so most of the recommendations for that list also apply to this army.
However the Lithuanian Rebels are an army that has subtle changes which make it one of my favourites to play.
Lithuanian Hussars are not as heavily armoured as their Polish brethren who usually take cuirassier armour but
Lithuanian hussars make up for this with their ability to move 8’’ with light or heavy armour. This added movement
means that these shock troops can move quickly into position to deliver that killing blow, just remember to shield them
with light cavalry or other cheaper troops. Lithuanian Pancerni units can all be equipped with light lance which are
excellent when you are the first to charge into combat. This is also true of Noble Levy cavalry units who can all be
equipped with light lance and this can sometimes offset their raw rating if you did not roll high enough on the levy
chart. Lithuanian infantry support is limited and consists of Scottish, German and Polish units; the Scottish foot unit is a
good chance to use those ECW Scottish troops you bought but never painted.

The Lithuanian army relies heavily upon Swedish and Brandenburg support to strengthen their army (25% of points
cost is compulsory). These allies can add hefty support in any combat. If your bias is towards infantry then the ability to
take significant amounts of allied infantry is a great asset. Swedish infantry are excellent in combat but very expensive,
and if you take the Brandenburg option your force will be able to field a large and cheap infantry force that can hold
that important flank, centre or capture an important physical feature. The allies also bring with them good battle cavalry
such as the cuirassiers of the Brandenburg Elector or the Swedish gallopers of Karl X, both types can be used as a
battering ram with proper musket and artillery preparation. The main problem with this army is getting the balance right
between cavalry, infantry and allies and your opposing armies will quickly show the weaknesses within the army, but
practise will show you the required balance which you can feel comfortable in using.

In a period where lack of good infantry on the battlefield was something that affected nearly all armies (except for the
Cossacks who always have lots of good foot), the Lithuanian rebel’s access to quality infantry is a real strength and if
used well this army is very effective. I would suggest taking one or two units of Swedish or Brandenburg foot and base
your army around this solid core. The Brandenburg City regiments are much cheaper than their Swedish compatriots
but are less capable in combat however if you use them to hold your centre than your heavy Lithuanian cavalry can be
used to roll up the enemy wings. Another bonus with this army is the mix of figures, a gamer can have real fun
collecting troops to represent the Polish, Swedish and Brandenburg units and use this base to expand these units into
full armies in their own right.

Redoubt Miniatures Lithuanian Hussars

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