The Swedish War
The Swedish War
Army Lists
Scenario
War-Tokens
2
2
3
3
4
4
4
5
5
6
7
7
8
8
9
9
10
Battle of Breitenfeld
Battle of Ltzen
Battle of Nordlingen
12
14
17
Benefitial Effect
Detrimental Effect
Staggered
Hackapells
19
19
19
19
Army:
Commander:
Generals:
Tilly
Furstenberg, Schonberg, Pappenheim, Erwitte
Unit Type
Formation
Grade
Number
Strength
Weapon
League Infantry
Tercio
Veteran
40 - 48
P/s
League Infantry
Tercio
Regular
40 - 48
P/s
Imperial Infantry
Tercio
Veteran
20 - 24
p/S
Imperial Infantry
Tercio
Regular
20 - 24
p/S
Caracole
Elite
Imperial Cuirassier
Caracole
Veteran
8 - 12
Imperial Cuirassier
Caracole
Regular
8 - 12
Imperial Arquebusier
Caracole
Regular
8 - 16
League Horse
Caracole
Regular
10 - 20
Skirmisher
Regular
8 - 10
Demi-Cannon
Artillery
Regular
Demi-Culverin
Artillery
Regular
Falcon
Artillery
Regular
Croat Horse
Army:
Commander:
Generals:
Tilly
Aldringen, Schonberg, Pappenheim, Erwitte
Unit Type
Formation
Grade
Number
Strength
Weapon
League Infantry
Tercio
Veteran
32 - 40
P/s
League Infantry
Tercio
Regular
20 - 60
P/s
Imperial Infantry
Tercio
Veteran
20 - 48
p/S
Imperial Infantry
Tercio
Regular
16 - 20
p/S
League Cuirassier
Caracole
Regular
14 - 20
League Horse
Caracole
Regular
8 - 12
Imperial Cuirassier
Caracole
Regular
Imperial Arquebusier
Caracole
Regular
Skirmisher
Regular
8 - 10
Demi-Cannon
Artillery
Regular
Demi-Culverin
Artillery
Regular
Falcon
Artillery
Regular
Croat Horse
Army:
Commander:
Generals:
Grade
Number
Strength
Weapon
Imperial Infantry
Unit Type
Later Tercio
Veteran
16 - 20
p/S*
Imperial Infantry
Later Tercio
Regular
16 - 20
p/S*
Imperial Cuirassier
Trotter
Veteran
8 - 12
Imperial Cuirassier
Trotter
Regular
8 - 16
Imperial Arquebusier
Caracole
Regular
8 - 16
Dragoon
Dragoon
Regular
Skirmisher
Regular
Demi-Cannon
Artillery
Regular
Demi-Culverin
Artillery
Regular
Falcon
Artillery
Regular
*Battalion Gun
Artillery
Croat Horse
Army:
Commander:
Generals:
Unit Type
Formation
Grade
Number
Strength
Weapon
League Infantry
Later Tercio
Veteran
16 - 28
p/S*
League Infantry
Later Tercio
Regular
16 - 24
p/S*
Imperial Infantry
Later Tercio
Veteran
16 - 28
p/S*
Imperial Infantry
Later Tercio
Regular
16 - 20
p/S*
Trotter
Elite
Trotter
Veteran
Imperial Arquebusier
Caracole
Regular
League Arquebusier
Caracole
Regular
Imperial Dragoon
Dragoon
Regular
10
Demi-Cannon
Artillery
Regular
Demi-Culverin
Artillery
Regular
Falcon
Artillery
Regular
*Battalion Gun
Artillery
Army:
Commander:
Generals:
Unit Type
Formation
Grade
Number
Strength
Weapon
Imperial Infantry
Later Tercio
Veteran
16 - 20
p/S*
Imperial Infantry
Later Tercio
Regular
16 - 20
p/S*
Trotter
Elite
Imperial Cuirassier
Trotter
Veteran
Imperial Cuirassier
Trotter
Regular
Imperial Arquebusier
Caracole
Regular
Imperial Dragoon
Dragoon
Regular
10
Skirmisher
Regular
Demi-Cannon
Artillery
Regular
*Battalion Gun
Artillery
Formation
Grade
Number
Strength
Weapon
Bavarian Infantry
Later Tercio
Veteran
20
p/S*
Bavarian Infantry
Later Tercio
Regular
16 - 24
p/S*
Bavarian Cuirassier
Trotter
Veteran
Bavarian Horse
Trotter
Regular
10
Bavarian Arquebusier
Trotter
Regular
Bavarian Dragoon
Dragoon
Regular
Demi-Cannon
Artillery
Regular
*Battalion Gun
Artillery
Formation
Grade
Number
Strength
Weapon
Spanish Infantry
Tercio
Veteran
16 - 38
p/S
Spanish Infantry
Tercio
Regular
16 - 30
p/S
Caracole
Elite
Spanish Horse
Caracole
Veteran
10 - 14
Spanish Horse
Caracole
Regular
10 - 14
Spanish Dragoon
Dragoon
Regular
10
Falcon
Artillery
Regular
Croat Horse
Army:
Commander:
Unit Type
Army:
Commander:
Unit Type
Army
Personality
Tactics
Strategy
Command
Imperial
Poor
Good
Poor
Catholic League
Good
Good
Average
Imperial
Poor
Poor
Average
Catholic League
Average
Average
Average
Imperial
Cautious
Average
Poor
Average
Imperial
Average
Average
Average
Imperial
Rash, Insub.
Good
Poor
Average
Imperial
Good
Average
Poor
Imperial
Average
Poor
Poor
Imperial
Poor
Poor
Poor
Catholic League
Quarrelsome
Poor
Poor
Average
Imperial
Average
Poor
Poor
Imperial
Poor
Poor
Average
Imperial
Poor
Poor
Average
Imperial
Average
Poor
Poor
Imperial
Good
Poor
Poor
Imperial
Rash
Average
Poor
Poor
Imperial
Average
Average
Good
Imperial
Quarrelsome
Average
Poor
Average
The table above describes the skills and attributes of the leading generals that took part in this campaign. The rules that
apply to these factors can be found in the main Father Tilly rule-set.
When compared to the armies that fought in previous campaigns, the Imperial and Catholic League armies of 1630-31
were little changed, there was still the reliance on massive squares of veteran infantry and sturdy blocks of cuirassier.
However, after the defeat at Breitenfeld, Wallenstein sought to reorganise the catholic forces to deal with the more
flexible Swedish army. Infantry formations were reduced in size and depth resulting in the Later Tercio formation and
heavy cavalry were ordered not to use the caracole and are now reclassified as trotters.
Infantry
Later tercios are three figure depth units that can have a battalion gun attached. Firepower can be further increased
by replacing the front rank of pikemen with shot - this would mean that a three figure depth unit would only have two
ranks of pike.
Cavalry
The heavy cavalry units (Cuirassier & Horse) also found their depth reduced and tactics changed to trotter. These units
will now have a one figure depth. Arquebus units were to retain their previous organisation and caracole tactics.
Army:
Commander:
Generals:
Gustavus Adolphus
Baner, Horn, Knyphausen, Teuffel, Torstensson
Formation
Grade
Number
Strength
Weapon
Unit Type
Regiment
Elite
Swedish Infantry
Regiment
Veteran
10 - 12
p/S*
Scottish Infantry
Regiment
Veteran
10 - 12
p/S*
German Infantry
Regiment
Regular
10 - 16
p/S*
Swedish Horse
Trotter
Veteran
8 - 16
Demi-Cannon
Artillery
Regular
Demi-Culverin
Artillery
Regular
*Battalion Gun
Artillery
Army:
Commander:
Generals:
Gustavus Adolphus
Baner, Horn, Knyphausen, Teuffel, Tortensson
Unit Type
Formation
Grade
Number
Strength
Weapon
Regiment
Elite
Regiment
Veteran
28
p/S*
Swedish Infantry
Regiment
Veteran
10 - 20
p/S*
Scottish Infantry
Regiment
Veteran
10 - 16
p/S*
German Infantry
Regiment
Regular
12
10 - 24
p/S*
Trotter
Elite
Finnish Horse
Galloper
Veteran
Swedish Horse
Trotter
Veteran
German Horse
Trotter
Regular
10
8 - 14
Demi-Cannon
Artillery
Regular
Demi-Culverin
Artillery
Regular
*Battalion Gun
Artillery
Army:
Commander:
Generals:
Gustavus Adolphus
Baner, Horn, Knyphausen, Teuffel, Tortensson
Formation
Grade
Number
Strength
Weapon
Unit Type
Regiment
Elite
Swedish Infantry
Regiment
Veteran
10 - 12
p/S*
Scottish Infantry
Regiment
Veteran
10 - 12
p/S*
German Infantry
Regiment
Veteran
10 - 12
p/S*
German Infantry
Regiment
Regular
16
10 - 36
p/S*
Trotter
Elite
Finnish Horse
Galloper
Veteran
Swedish Horse
Trotter
Veteran
German Horse
Trotter
Regular
16
8 - 12
German Dragoon
Dragoon
Regular
Demi-Cannon
Artillery
Regular
Demi-Culverin
Artillery
Regular
*Battalion Gun
Artillery
Army:
Commander:
Generals:
Arnim
Sax-Altenburg, Bindauf
Unit Type
Formation
Grade
Number
Strength
Weapon
Regiment
Regular
p/S
Saxon Infantry
Regiment
Conscript
36 - 40
p/S
Saxon Infantry
Regiment
Militia
36 - 40
p/S
Trotter
Regular
16
Saxon Horse
Trotter
Conscript
20
Saxon Horse
Trotter
Militia
10
Demi-Cannon
Artillery
Regular
Demi-Culverin
Artillery
Regular
Army:
Commander:
Generals:
Unit Type
Formation
Grade
Number
Strength
Weapon
Scottish Infantry
Regiment
Veteran
10
p/S*
English Infantry
Regiment
Veteran
12
p/S*
German Infantry
Regiment
Veteran
10 - 12
p/S*
German Infantry
Regiment
Regular
10
10 - 12
p/S*
Trotter
Elite
Finnish Horse
Galloper
Veteran
Swedish Horse
Trotter
Veteran
German Horse
Trotter
Regular
German Dragoon
Dragoon
Regular
Demi-Cannon
Artillery
Regular
Demi-Culverin
Artillery
Regular
*Battalion Gun
Artillery
Army:
Commander:
Generals:
Unit Type
Formation
Grade
Number
Strength
Weapon
Scottish Infantry
Regiment
Veteran
10 - 12
p/S*
Swedish Infantry
Regiment
Veteran
10 - 12
p/S*
German Infantry
Regiment
Veteran
10 - 12
p/S*
German Infantry
Regiment
Regular
12
10 - 36
p/S*
Trotter
Elite
10
Swedish Horse
Trotter
Veteran
German Horse
Trotter
Veteran
German Horse
Trotter
Regular
16
German Dragoon
Dragoon
Veteran
12
German Dragoon
Dragoon
Regular
Demi-Cannon
Artillery
Regular
Demi-Culverin
Artillery
Regular
*Battalion Gun
Artillery
Swedish Generals
Name
Army
Personality
Tactics
Strategy
Command
Swedish
Good
Average
Good
Swedish
Cautious
Average
Average
Average
Swedish
Rash, Quarrel
Average
Poor
Poor
Swedish
Average
Average
Average
Saxon
Good
Average
Average
Swedish
Average
Poor
Average
Swedish
Average
Average
Average
Swedish
Poor
Average
Average
Swedish
Cautious, Quarrel
Average
Poor
Average
Swedish
Average
Good
Average
Swedish
Quarrelsome
Poor
Poor
Average
The table above describes the skills and attributes of the leading generals that took part in this campaign. The rules that
apply to these factors can be found in the main Father Tilly rule-set.
The basic unit formations of the Swedish army are shown in the Father Tilly rules but in this section we will be taking a
more detailed look at the tactics employed and the rules we need to employ to accommodate them.
Artillery
This would usually be placed in one or two powerful batteries in a central position in front of the infantry. The infantry
units that occupied the first line would be equipped with battalion guns, but not the infantry in the second line. Battalion
guns were sometimes detached from the infantry to form light gun batteries.
Horses
Cavalry
The first thing to say about the cavalry was that it was rather poorly mounted when compared to other European cavalry.
However, after the Battle of Breitenfeld, the army had access to better mounts and the quality of the Swedish horse
improved. How this is reflected in the rules is that all Swedish, or German horse will not gain a charge bonus to damage
in combat (i.e. they will only inflict a kill result on a 4+ rather than the usual 3+). After Breitenfeld, this penalty is
removed.
Armour
Most cavalry will count as having no armour, the Swedish king preferred greater mobility over protection. However, some
horse units can still be considered armoured and there were even cuirassiers - the Livonian Aderkas regiment - which
counts as heavily armoured. For those horse units that do not wear armour, mobility will be improved in the following
way - players that roll a one or two with movement dice can choose to ignore the score and apply another (max. six).
Also, cavalry can break contact without a morale test if no kills were inflicted in that round of combat and can even do
so if kills were inflicted - although this does require a morale test. These improvements only apply to horse that are not
wearing armour.
Tactics
The horse employ trotter tactics meaning that they fire their pistols (hopefully at the enemy) before they make contact
at a steady trot. Short approaches to the enemy were preferred and so any contact that is made from a unit that did
not move in the previous turn does not require a charge test. If the unit did move in the previous turn, for example it
moved towards the enemy or broke contact - a charge test is required (a charge test will always be required if the unit
is disordered or has lost a figure - whether it moved previously or not).
Finnish cavalry are classed as gallopers, this means that they do not require a charge test to make contact with their
enemy, in fact all they need to do is move into contact during the movement phase, if the distance that they have
moved is sufficient to bring them into contact with the target. Finnish cavalry moves straight into contact without any
preliminary firing. If the attack move is in a straight line they gain the bonus to damage (3+ to inflict a kill), if the unit
wheeled or turned into contact - they dont (4+ to kill).
A crucial element to the success of the cavalry is the support from infantry detachments, without them the lighter
Swedish cavalry would have little hope against the heavier Catholic horse. Players that take a quick look at the army lists,
note that they have veteran cavalry and hurl them into the nearest cuirass regiment are going to be very disappointed.
Swedish cavalry is good but it has to be used carefully. One movement base of shot (four figures) can be placed between
cavalry regiments - usually only in the first line of cavalry.
Cavalry tended to be deployed in two lines on either flank of the infantry and behind the first line of infantry offering close
support. The first and second lines would be separated by about two hundred yards with shot detachments supporting the
front line cavalry. A small cavalry reserve would often be held back in a central position.
10
Organisation
Infantry
The usual deployment for Swedish infantry was in three regiment brigades, with the central regiment in advance of the
two flanking regiments. If in the first line of the army, each regiment would be equipped with a battalion gun. Three to
four such brigades would usually form the first line with the same or slightly less in the second line. Cavalry could be
placed between these lines to attack disordered enemy infantry.
Movement
Each infantry brigade requires only one command action to command it to move even if the component regiments are not
all going in the same direction (this would usually require one command action per unit). This is permitted as long as the
unit is no more than four inches from another unit in the brigade. If the distance exceeds four inches the unit will have
to be commanded separately. When testing to move a brigade, 1d6 is rolled for movement for each unit in the brigade
- and the best result is taken. For example, a three regiment brigade is moving forward, 3d6 are rolled and a score of 1,
3 and 5 are the result. The player can choose either of these numbers to add to the basic move.
Weaponry
The infantry of the Swedish army was equipped with lighter muskets that did not require the use of a rest. This lighter
weapon had a higher rate of fire but marginally less impact, and in the hands of experienced troops could deliver a
devastating barrage. Infantry equipped with this weapon can fire their front rank figures twice instead of the usual once.
If the firing unit is of regular grade (or worse) they will not benefit from a first-fire bonus - if they are veteran
grade (or better) they will!
Shot Detachments
These are four figure musket units that are placed in between cavalry regiments. They will deliver fire before the cavalry
charges (after the charge declaration but before contact is made) and will also give covering fire if the cavalry is attacked
- the shot will fire at units attacking the cavalry that they are supporting - during the opponents turn. For example, an
Imperial Cuirassier regiment attacks a Swedish horse regiment. The Imperial player declares a charge and then moves
the unit into contact, the Swedish player fires all eligible figures at the attackers before they make contact. Any shot
detachments that are not disordered but are within short range (and arc of fire), will be able to fire on the attacking
unit. The number of figures that can fire does not need to be tested for - they will all fire (plus the extra shots for the
lighter weapon).
Casualties
Damage inflicted on brigades will be applied to the nearest unit in the brigade. When comparing the number of figures
lost to the starting strength of the unit, count all the figures in the brigade rather than just those in the unit. For
example, a unit of twelve figure has just lost two figures, this would normally mean 10% casualties and a morale test.
However, the starting strength of the brigade was thirty-six figures and so no morale test is required (four figures would
need to be lost for 10%).
When casualties are inflicted on shot detachments, they count their starting strength as the number of figures in the
detachment plus the number of figures in the cavalry regiment that they are supporting (assuming there is one). For
instance, a four figure shot detachment is supporting a six figure cavalry regiment - this gives the infantry (and cavalry)
an effective starting strength of ten.
And finally, when testing for risk to general against the figure of Gustavus Adolphus add one to each die score (as well as
the number of hits inflicted) - if only he had been wearing armour...
11
Background
Imperial Command
The Terrain
Deployment
The Battle
Swedish Command
12
13
Background
The Scenario
Ltzen is another epic Thirty Years War battle and one that
will not be tackled in its entirety here. Rather this scenario
deals with one crucial part of the battle - when victory
hung in the balance, and when the Swedish king involved
himself directly in the fighting. Realising that his attack
was becoming disordered and fearing a Catholic counterattack, the King gathered up a force of cavalry and led
them in a furious charge hoping to swing the initiative
back in his favour, however, the fog that had smothered
the early stages of the fighting and then receded once
again returned - and the king disappeared from view.
This scenario sets out to recreate the confusion and disorder
that surrounded the death of the king. The Swedish player
has a small starting force and then at random points during
the game will be reinfored by random units as they blunder
about the fog-bound battlefield. The Imperial player will
also start with a small force, one that has accidentally
discovered the Swedish king. This force will also receive
random reinforcements during the game.
Die Roll
1
2
3
4
5
6
Reinforcements
None
None
Swedish Horse
German Horse
Swedish Shot
German Shot
Grade
Veteran
Regular
Veteran
Regular
Reinforcements
None
None
Cuirassier
Arquebusier
Croat Horse
Shot
Grade
Veteran
Regular
Regular
Regular
The Terrain
14
Deployment
Action
None
None.
Move towards own leader if not within CR
if not as 4.
Normal move towards enemy.
Fire at enemy if in range is not, as 4.
Fire at enemy if in range is not, as 4.
Reinforcements
Arrival Point
Left flank before the road.
Left flank after the road.
Right flank before the road.
Right flank after the road.
Own rear table edge.
Own table edge.
15
Objectives
Risk to Generals
Fog
16
Background
Swedish Command
17
Spanish Command
The Terrain
Deployment
The Battle
18
New Tokens
Beneficial Effect
When a player uses one of their own tokens (i.e. their own
general or army token) they can play it as if it were a
Resolve token or Bravery, Indomitable, Rally, Sharpshooter,
Dead Shot, Ferocity, Stalwart, Counter-Attack,Pay Day,
Ambush, Find a Path, Scouting or Reinforce token. Once
played - the card is discarded in the usual way.
Detrimental Effect
Staggered
19
Hackapells
Imperial Army
Catholic League
Army
Spanish Army
Bavarian Army
Marshal von
Erwitte
Lieutenant Colonel
Gronsfeld
Marshal von
Schonberg
Marshal von
Furstemberg
Count von
Pappenheim
Count von
Holk
Count Rodolfo
di Colloredo
Lothar von
Bonninghausen
Count von
Gronsfeld
Count Jean de
Merode-Waroux
Gottfried von
Geleen
Ferdinand III
Count Matteo
Galasso
Prince Fernando
Hapsburg
Duke Charles IV
of Lorraine
Baron Melander
von Holzapfel
Swedish Army
Saxon Army
Gustavus
Adolphus
Marshal Horn
Johann Baner
Lennart
Torstensson
Georg von
Arnim
Major General
Teuffel
Major General
John Hepburn
Duke Georg of
Brunswick-Luneburg
Baron von
Knyphausen
Duke Bernhard
von Sax-Weimar
Leader In1
Count Johann
von Vitzthum
Leader A3
Deploy 1
STAGGERED
Initiative 1
Morale 3
Deploy 3
HACKAPELLS
Leader V2
Deploy 2
HACKAPELLS
Initiative 2
Morale 1
Initiative 3
Morale 2
Leader V1
Deploy 3
Leader A2
Deploy 2
STAGGERED
Initiative 2
Morale 1
STAGGERED
Initiative 3
Morale 2