Pike and Shotte unit characterisation
table for:
The Great Italian Wars
|
INFANTRY UNITS
|
Unit
|
Unit Type
[move]
|
Melee
Dice #
|
Shooting
Dice #
|
Morale
save
|
Stamina
|
Special
|
French
Pike
|
Pike
Block
[8”]
|
5
|
-
|
6+
|
5
|
Brittle:
quit if rally failed when shaken.
Hedgehog: no
flanks / rear; shelter shot; static only.
|
French
Crossbows
|
Battle
Line
[8”]
|
3
|
2
[16”]
|
6+
|
3
|
Brittle:
quit if rally failed when shaken.
Crossbow: no
close range.
|
Swiss
Pike
|
Pike
Block
[8”]
|
7
|
-
|
4+
|
5
|
Elite: 4+ (5+
post 1522) to rally disorder.
Ferocious:
re-roll misses when charging.
Bad War:
melee break test +1 Vs Land’s / Swiss.
Hedgehog: no
flanks / rear; shelter 1 shot; static only.
|
Swiss
Halberdiers
|
Battle
Line
[8”]
|
6
|
-
|
4+
|
3
|
Elite: 4+ (5+
post 1522) to rally disorder.
2 Handed Weapons: -1 to enemy saves.
Ferocious:
re-roll misses when charging.
Bad War:
melee break test +1 Vs Land’s / Swiss.
|
Swiss
Arquebus
|
Battle
Line
[8”]
|
3
|
2
[16”]
|
4+
|
3
|
Elite: 4+ (5+
post 1522) to rally disorder.
Hedgehog:
shelter with associated pike; static only.
|
Pre-Bicocca
Swiss
|
-
|
-
|
-
|
-
|
-
|
Add: Pre-Bicocca: Ignore shaken battalia rules until all Swiss pike & halberdiers
are shaken or destroyed.
|
Spanish
Colunela
|
Battle
Line
[8”]
|
5
|
3
[16”]
|
5+
|
5
|
Pike company:
cavalry count as pike armed.
Colunela:
add 1 melee result bonus Vs infantry.
Volley Fire:
add 1 dice to ‘closing fire’ shooting value.
Hedgehog: no
flanks / rear; shelter integral shot; static.
|
Spanish
Pike
|
Pike
Block
[8”]
|
7
|
-
|
5+
|
5
|
Hedgehog: no
flanks / rear; shelter 1 shot; static only.
|
Spanish
Arquebus
|
Battle
Line
[8”]
|
3
|
3
[16”]
|
5+
|
3
|
Volley Fire:
Add 1 dice to closing fire shooting value.
Hedgehog:
shelter with associated pike; static only.
|
Spanish
Sword & Bucklermen
|
Battle
Line
[8”]
|
5
|
-
|
5+
|
3
|
S&B: +D3
melee res’ bonus Vs pike, +1 Vs other infantry.
Close fighters: re-roll melee misses in town fighting.
|
Elite
Spanish
|
v
|
v
|
v
|
v
|
v
|
Add: Elite:
5+ to rally disorder.
|
Landsknecht
Pike
|
Pike
Block
[8”]
|
7
|
-
|
4+
|
5
|
Bad War:
melee break test +1 Vs Land’s / Swiss.
Hedgehog: no
flanks / rear; shelter 1 shot; static only.
|
Landsknecht
Halberdiers
|
Battle
Line
[8”]
|
6
|
-
|
4+
|
3
|
2 Handed Weapons: -1 to enemy saves.
Bad War:
melee break test +1 Vs Land’s / Swiss.
|
Landsknecht
Arquebus
|
Battle
Line
[8”]
|
3
|
2
[16”]
|
4+
|
3
|
Hedgehog:
shelter with associated pike; static only.
|
Elite
Landsknecht
|
v
|
v
|
v
|
v
|
v
|
Add: Elite:
5+ to rally disorder.
|
Italian
Pike
|
Pike
Block
[8”]
|
6
|
-
|
6+
|
5
|
Brittle:
quit if rally failed when shaken.
Hedgehog: no
flanks / rear; shelter 1 shot; static only.
|
Italian
Arquebus
|
Battle
Line
[8”]
|
3
|
2
[16”]
|
6+
|
3
|
Hedgehog:
shelter with associated pike; static only.
|
Veteran
Italian Arquebus
|
Battle
Line
[8”]
|
3
|
2
[16”]
|
5+
|
3
|
Skirmish: freely
change formation; shoot at full effect.
Volley Fire:
add 1 dice to ‘closing fire’ shooting value.
|
Italian
Crossbows
|
Battle
Line
[8”]
|
3
|
2
[16”]
|
6+
|
3
|
Crossbow: no
close range.
Hedgehog:
shelter with pike; static only.
|
Italian
Sword & Bucklermen
|
Battle
Line
[8”]
|
4
|
-
|
6+
|
3
|
S&B: +D3
melee res’ bonus Vs pike, +1 Vs other infantry.
Close fighters: re-roll melee misses in town fighting.
|
Venetian
Schiavonni
|
Battle
Line
[8”]
|
4
|
1
[16”]
Arquebus
|
6+
|
3
|
S&B: +D3
melee res’ bonus Vs pike, +1 Vs other infantry.
Close fighters: re-roll melee misses in town fighting.
Marauders:
do not count command distance.
Skirmish: freely
change formation; shoot at full effect.
|
Italian
Infantry
|
Battle
Line
[8”]
|
4
|
-
|
6+
|
3
|
2 Handed Weapons: -1 to enemy saves.
|
Italian
City Militia
|
Battle
Line
[8”]
|
4
|
-
|
6+
|
3
|
Brittle:
quit if rally failed when shaken.
|
|
|
|
|
|
|
|
|
7 comments:
Fantastic! I presume the Wedge rule is taken from Hail Caesar? I can see that somebody in our club will like the Schiavonni rule...
Even though I got a different (just personal) preference for the "colunelas", your list is very much inspiring ... talking of town fighting .. did anybody ever tried Brescia as a battle set up btw?
Thank Michael,
The wedge is probably a bit 'out there' as I'm not sure about Imperial men-at-arms actually using the formations described in some of the manuals, however, having just looked at Hail Caesar I've just changed my definition to this:
Wedge: large unit only; free move to charge; re-roll misses when charging; cannot fight to flank."
I actually changed the Schiavonni rule yesterday - because it's actually two other things (skirmiah and marauders) combined so I've split them. It now reads:
S&B: +D3 melee res’ bonus Vs pike, +1 Vs other infantry.
Close fighters: re-roll melee misses in town fighting.
Marauders: do not count command distance.
Skirmish: freely change formation; shoot at full effect.
I'm still enjoying P&S very much, particularly the bolt on unit characterisation element. I'm still finding the proximity rule a bit clunky, and it doesn't mention the effect of screening troops and terrain though presumably these would have an effect (and we play it so).
I think the movement rules can be open to a very strict interpretation (and most people do sadly), but in Black Powder for example a friend of mine pointed out that they are quite relaxed actually. The centre of the unit (flag bearer, captain) moves the rest follows. full stop. And if that involves turn face, or a couple of minis move more or less the distance that is within the tolerance of the rules. The proximity just points out that this movement has to be either in the front or back "field" of the unit. then again a 90 degree turn would be also possible, theoretically, just no movement to the side fields (left or right) is possible. Similar applies to retire or retreat, as long as it happens in the rear "field" of the unit its permissable, i.e. it doesn't have to be in a straight line for example.
Hi Michael,
That is exactly how we play movement except that we say that no figure can move further than the max rate - so, we just measure from the figure which has to move farthest - which (as you say) is what it says in the rules. Your method of measuring from the front centre is probably easier and we may well adopt that approach in future. We rather like games with built in 'elasticity'.
Your point about proximity is well made. As well as the unit characterisation list, I have also written my own quick reference sheet (mainly because I've changed the distances and the terrain rules - though I've kept to the simple spirit of the latter) with the combat tables and much more besides. In the movement section, on proximity, it simply reads:
"• Proximity: when within 16” of the enemy a unit must move entirely in its front or rear quarter. It cannot shuffle sideways."
I dropped the 'straight forwards or backwards' bit because the word 'straight' confuses the issue no end, IMHO.
Initially I confused the 'proximity rule' with a rule to prevent things charging using multiple moves to swerve onto a flank. Somehow I missed the rule that deals with this - on P.60 'Position the Charging Unit', 3rd paragraph (between the diagrams). It was Bill G. who pointed out the relevant rule to me and from that point on the proximity rule made sense. Common sense resolves any other issues with the rule, such as troops technically within proximity being allowed to move sideways behind screening troops or terrain.
Best Regards,
James
Hi James,
Great and inspiring work as always.
I have emailed you about the Army stats and QRS.
Thanks and I look forward to more great posts
Warren
These have been so helpful!
Thank you for sharing!
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