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KoW ECW v2.1

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Introduction Once upon a time, not so very long ago, a company called Mantic Games created a tabletop fantasy

wargame ruleset called Kings of War. It was free, and it was good. Shortly afterwards, a fine fellow named Neldoreth adapted the rules to his favorite(?) historical period, creating a supplement he called Rome Rising. Inspired by their example, I have attempted here to put forward an embryonic, alpha-test-ready Kings of War variant of my own, set in the age of Pike & Shotte. Specifically covering the English Civil War, these rules are intended to represent the clash of Roundheaded Parliamentarian and Royalist Cavalier in glorious 28mm. If these rules meet with any sort of success, expect them to be updated with additional lists for Covanenters, Highlanders, and regional/chronological variants of the two central armies. With just a bit more work, they may be expanded to Continental armies of the Thirty Years War...

Acknowledgments and Legal This supplement is neither published nor endorsed by Mantic Games. Kings of War and all associated logos are the property of Mantic Games and used without permission. No challenge to any trademark is intended. To use this document, a copy of Kings of War is required. It is available at no charge from the Mantic Games website, at: http://www.manticgames.com/Hobby/Gaming.html Furthermore, the inspiration for this work comes from the Kings of War; Historical Ancient Battles supplement, ROME RISING, by Neldoreth, available at: www.hourofwolves.org All other illustrations were obtained online, and are believed to be Public Domain. With the exceptions listed above, this supplement is the work of Thaddeus Urban, who sadly has no website. Feedback may be emailed, with KoW somewhere in the subject line, to pseudo_historian@yahoo.com

New Special Rules:


Loot-Hungry Oi! Looks like Rupert an' his fancy lads have taken off after the baggage again. Wonder when they'll be back... Whenever the unit routs an enemy unit of regiment size or larger, roll a die. On a 4+, the loot-hungry unit is removed from play (though a friendly inspiring model within 6 grants a re-roll). One must imagine the unit hunting down stragglers, raiding the enemy baggage train, exploring the nearby brothels, or otherwise engaged in cavalier-type activities. Note that the unit has not routed, and does not grant any Victory Points to the opposing side. Mounted Infantry An inglorious yet indispensable hybrid of cavalry and infantry, these soldiers ride (on infamously poor-quality horses) into position, but dismount to fight. When (if) this unit moves on the first turn, it counts as Nimble with an Sp of 9. In all subsequent turns, the unit moves as normal. The unit can be represented by a mixture of mounted and dismounted miniatures, so long as it occupies the appropriate infantry footprint Muskets 24 range. Army Composition The standard Kings of War army composition rules apply, In addition, the following rules will encourage period-appropriate forces. No more than 1000 points may be spent on Cavalry (including Dragoons, but not mounted characters). This is deliberately a set number, not a proportion or percentage, since smaller engagements could indeed consist entirely of mounted troops. However, note that: Cavalry regiments do not count when determining how many War Engines an army can include.

Design Notes The Pike and Shotte units represent the basic infantry deployments of the day, consisting of musketeers and pikemen in closely supporting formation. The exact arrangement varied according to which theories of drill a given commander happened to subscribe to, but the effect was always the same: a mass of shotte, with pikes at the ready to ward off any sudden cavalry attacks. Units should be arranged with a mix of pike- and musketarmed models, with muskets ideally in the majority. The piercing special rule is used here to denote only reasonably disciplined volleys of gunpowder weapons. The sporadic and frankly rather trifling shots coming from a band of clubmen, or from cavaliers at range, hardly qualifies. Clubmen is a catch-all term here, the unit representing not only the town militias that defended against roving foragers of both armies, but also usable for the cudgel-bearing volunteers that filled out the King's ranks at Edgehill, or Fairfax' ill-fated men at Seacroft Moor, or any similarly under-equipped troops. Both the Roundhead Cavalry and Cavalier units would technically be called Harquebusiers, but the differences between the two in tactics and temperament are great enough to warrant divergent statlines, with appropriately colorful names to match. Since the Cuirassier heavy cavalry was historically limited to the Parliamentarian forces only, the Royalists have a unique unit of their own based on the well-regarded Cornish Tertias, whose aggression and fighting spirit were able to break through superior positions time and again. Army Lists The following pages contain the two basic army lists for fighting battles in the English Civil War. Note that they are almost identical, differing only in a couple units each. Except for Parliament's cuirassiers, royalist Cornwall's exceptional infantry, and the differing styles of harquebusiers, both armies fought in largely the same manner, with roughly equivalent gear, tactics and organization. V2.1 notesPoints costs adjusted across the board. Cuirassier De changed from 6+ to 5+. Inspiring now influences loot-hungry tests. Pistol option removed from Standard Bearer/Preacher.

Parliamentarian
Foot Pike & Shotte Regiment Cost: 180 points Type Sp Me Ra De At Ne Infantry (20) 5 5+ 5+ 3+ 10 6 Special: Muskets. Phalanx, Piercing (1). Can have banner (+15 points), musician (+10 points) Pike & Shotte Horde Cost: 350 points Type Sp Me Ra De At Ne Infantry (40) 5 5+ 5+ 3+ 20 13 Special: Muskets. Phalanx, Piercing (1). Can have banner (+20 points), musician (+15 points) Commanded Shotte Troop Cost: 70 points Type Sp Me Ra De At Ne Infantry (10) 5 6+ 5+ 3+ 10 3 Special: Muskets. Piercing (1). Can be issued firelocks (+10 points) improving their Ra to 4+ Commanded Shotte Regiment Cost: 130 points Type Sp Me Ra De At Ne Infantry (20) 5 6+ 5+ 3+ 10 6 Special: Muskets. Piercing (1).Can be issued firelocks (+15 points) improving their Ra to 4+ Clubmen Troop Cost: 60 points Type Sp Me Ra De At Ne Infantry (10) 5 5+ 6+ 3+ 10 3 Can have banner (+10 points), musician (+5 points) Clubmen/Levy Regiment Cost: 110 points Type Sp Me Ra De At Ne Infantry (20) 5 5+ 6+ 3+ 10 6 Can be issued pikes (+15 points), granting the phalanx rule. Can have banner (+15 points), musician (+10 points) Clubmen/Levy Horde Cost: 210 Type Sp Me Ra De At Ne Infantry (40) 5 5+ 6+ 3+ 20 13 Can be issued pikes (+30 points), granting the phalanx rule. Can have banner (+15 points), musician (+10 points) Horse Dragoon Troop Cost: 80 points Type Sp Me Ra De At Ne Infantry (10) 5 5+ 5+ 3+ 10 3 Special: Muskets. Mounted Infantry, Piercing (1). Can be issued firelocks (+10 points) improving their Ra to 4+ Dragoon Regiment Cost: 150 points Type Sp Me Ra De At Ne Infantry (20) 5 5+ 5+ 3+ 10 6 Special: Muskets. Mounted Infantry, Piercing (1). Can be issued firelocks (+15 points) improving their Ra to 4+

Roundhead Harquebusier Troop Cost: 110 points Type Sp Me Ra De At Ne Cavalry (5) 9 5+ 4+ 4+ 8 3 Special: Pistols. Piercing (1). Can have banner (+15 points), musician (+10 points) Roundhead Harquebusier Regiment Cost: 210 points Type Sp Me Ra De At Ne Cavalry (10) 9 5+ 4+ 4+ 16 6 Special: Pistols. Piercing (1). Can have banner (+20 points), musician (+15 points) Cuirassier Troop Cost: 130 points Type Sp Me Ra De At Ne Cavalry (5) 9 5+ 4+ 5+ 8 3 Special: Pistols. Crushing Strength (1), Piercing (1). Can have banner (+15 points), musician (+10 points) Cuirassier Regiment Cost: 240 points Type Sp Me Ra De At Ne Cavalry (10) 9 5+ 4+ 5+ 16 6 Special: Pistols. Crushing Strength (1), Piercing (1). Can have banner (+20 points), musician (+15 points) War Engines Saker Cannon Type Sp Me Ra De At Ne War Eng 5 5+ 5+ 6 2 Special: Piercing (3). Heroes and Commanders Army General Cost: 140 points Type Sp Me Ra De At Ne Hero 5 3+ 5+ 5+ 4 6 Special: Pistols. Crushing Strength (1), Inspiring, Individual. Can be mounted (+15 points), raising Sp to 9. Colonel Cost: 95 points Type Sp Me Ra De At Ne Hero 5 3+ 5+ 5+ 3 4 Special: Pistols. Crushing Strength (1), Inspiring, Individual. Can be mounted (+15 points), raising Sp to 9. Officer Cost: 60 points Type Sp Me Ra De At Ne Hero 5 4+ 5+ 5+ 2 3 Special: Pistols. Crushing Strength (1), Individual. Can be mounted (+10 points), raising Sp to 9. Standard Bearer/ Preacher Cost: 35 points Type Sp Me Ra De At Ne Hero 5 4+ 5+ 4+ 1 2 Special: Inspiring, Individual. Can be mounted(+10 points), raising Sp to 9. Cost: 70 points

Royalist
Foot Pike & Shotte Regiment Cost: 180 points Type Sp Me Ra De At Ne Infantry (20) 5 5+ 5+ 3+ 10 6 Special: Muskets. Phalanx, Piercing (1). Can have banner (+15 points), musician (+10 points) Pike & Shotte Horde Cost: 350 points Type Sp Me Ra De At Ne Infantry (40) 5 5+ 5+ 3+ 20 13 Special: Muskets. Phalanx, Piercing (1). Can have banner (+20 points), musician (+15 points) Cornishmen Regiment Cost: 190 points Type Sp Me Ra De At Ne Infantry (20) 6 4+ 5+ 3+ 10 6 Special: Muskets. Phalanx, Piercing (1). Can have banner (+15 points), musician (+10 points) Cornishmen Horde Cost: 370 points Type Sp Me Ra De At Ne Infantry (40) 6 4+ 5+ 3+ 20 13 Special: Muskets. Phalanx, Piercing (1). Can have banner (+20 points), musician (+15 points) Commanded Shotte Troop Cost: 70 points Type Sp Me Ra De At Ne Infantry (10) 5 6+ 5+ 3+ 10 3 Special: Muskets. Piercing (1). Can be issued firelocks (+10 points) improving their Ra to 4+ Commanded Shotte Regiment Cost: 130 points Type Sp Me Ra De At Ne Infantry (20) 5 6+ 5+ 3+ 10 6 Special: Muskets. Piercing (1). Can be issued firelocks (+15 points) improving their Ra to 4+ Clubmen Troop Cost: 60 points Type Sp Me Ra De At Ne Infantry (10) 5 5+ 6+ 3+ 10 3 Can have banner (+10 points), musician (+5 points) Clubmen/Levy Regiment Cost: 110 points Type Sp Me Ra De At Ne Infantry (20) 5 5+ 6+ 3+ 10 6 Can be issued pikes (+15 points), granting the phalanx rule. Can have banner (+15 points), musician (+10 points) Clubmen/Levy Horde Cost: 210 points Type Sp Me Ra De At Ne Infantry (40) 5 5+ 6+ 3+ 20 13 Can be issued pikes (+30 points), granting the phalanx rule. Can have banner (+15 points), musician (+10 points)

Horse Dragoon Troop Cost: 80 points Type Sp Me Ra De At Ne Infantry (10) 5 5+ 5+ 3+ 10 3 Special: Muskets. Mounted Infantry, Piercing (1). Can be issued firelocks (+10 points) improving their Ra to 4+ Dragoon Regiment Cost: 150 points Type Sp Me Ra De At Ne Infantry (20) 5 5+ 5+ 3+ 10 6 Special: Muskets. Mounted Infantry, Piercing (1). Can be issued firelocks (+15 points) improving their Ra to 4+ Cavalier Troop Cost: 100 points Type Sp Me Ra De At Ne Cavalry (5) 9 4+ 6+ 4+ 8 3 Special: Pistols. Crushing Strength(1), Loot-hungry, Piercing(1). Can have banner (+15 points), musician (+10 points) Cavalier Regiment Cost: 190 points Type Sp Me Ra De At Ne Cavalry (10) 9 4+ 6+ 4+ 16 6 Special: Pistols. Crushing Strength(1), Loot-hungry, Piercing(1). Can have banner (+20 points), musician (+15 points) War Engines Saker Cannon Type Sp Me Ra De At Ne War Eng 5 5+ 5+ 6 2 Special: Piercing (3). Heroes and Commanders Army General Cost: 140 points Type Sp Me Ra De At Ne Hero 5 3+ 5+ 5+ 4 6 Special: Pistols. Crushing Strength (1), Inspiring, Individual. Can be mounted (+15 points), raising Sp to 9. Colonel Cost: 95 points Type Sp Me Ra De At Ne Hero 5 3+ 5+ 5+ 3 4 Special: Pistols. Crushing Strength (1), Inspiring, Individual. Can be mounted (+15 points), raising Sp to 9. Officer Cost: 60 points Type Sp Me Ra De At Ne Hero 5 4+ 5+ 5+ 2 3 Special: Pistols. Crushing Strength (1), Individual. Can be mounted (+10 points), raising Sp to 9. Standard Bearer/ Preacher Cost: 35 points Type Sp Me Ra De At Ne Hero 5 4+ 5+ 4+ 1 2 Special: Inspiring, Individual. Can be mounted (+10 points), raising Sp to 9. Cost: 70 points

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