Pikes and Gendarmes

Updated 6/02/08

This is a modification of our earlier "The Sword and the Pike" rules which were a variant to Larry Brom's The Sword and The Flame Colonial rules set. This set is more of a "big battle" set of rules and "The Sword and the Pike" is more of a skirmish rules set with each man representing a man. in the early Renaissance period. Another set will address the later Renaissance "Musket & Pike" period. The Jackson Gamers have played various of Larry's rules sets for years. And freely admit to stealing many ideas from the talented Mr. Brom.

ITEMS NEEDED FOR PLAY

TROOP TYPES & ORGANIZATION

GENDARMES - Heavy cavalry fighting with lance, and sword. Never dismount, Move in open order, fight in closed order, may fight 2 ranks deep. 12 figures per unit, 4 companies of 3 men each.
REITERS - “Medium Cavalry” armed with several pistols, designed to produce a large volume of fire from horseback. They move and fighti in open order. 12 figures per unit, 4 companies of 3 men each. Fight 2 ranks deep, may shoot 4 ranks deep.
LIGHT HORSE - Cavalry armed with spears or arquebus, or crossbows. Primarily to skirmish with firearms or crossbows from horseback rather than charge mounted. May shoot two ranks deep. They use open order. 12 figures per unit, 4 companies of 3 men each.
PIKEMEN - Infantry armed with long spears. May be in closed or open order, fight normally in closed order, may fight 4 ranks deep. 20 figures per unit, 4 companies of 5 men each.
ARQUEBUSIERS - Infantry armed with the Arquebus (an early musket). Move and fight in open order. May shoot 2 ranks deep. 20 figures per unit in 4 companies of 5 men each, or may be organized in a 5-man company as a sub-unit attached to a pike formation.
CROSSBOWMEN - Infantry armed with the Crossbow. Move and fight in open order. The crossbow has less effect than the Arquebus. May shoot 2 ranks deep. 20 figures per unit in 4 companies of 5 men each, or may be organized in a 5-man company as a sub-unit attached to a pike formation.
HALBERDIERS - Infantry armed with Halberds (like giant axes). Move and fight in open order. 20 figures per unit in 4 companies of 5 men each, or may be organized in a 5-man company as a sub-unit attached to a pike formation.
GREAT-SWORDSMEN - Infantry armed with 2-handed long swords. Move and fight in open order. Organized in a 5-man company as a sub-unit attached to a pike formation.
SWORD AND BUCKLER MEN - Infantry armed with swords and small shields. Move and fight in open order. Organized in a 5-man company as a sub-unit attached to a pike formation. May use skirmish order.
RIFLEMEN - Individual sharpshooter figures with rifles. Takes 2 turns to reload after firing. Range double that of an arquebus. These are not organized in units but are individual figures. Availability subject to the whim of the game-master.
OFFICERS are the Colonels or Generals that command the army of some part of the army, and are not part of any particular unit. Officers may not be shot at directly but if attached to a unit, adding thier morale and combat bonus, may become casualties if the unit to which they are attached sufferes fire or melee casualties. If this happens roll a D20. If the result is "20" then an attached officer is killed in addition to other figures. If the result is 19, and the roll is due to fire casualties, then the officer is taken, wounded to the rear. If the result is 19, and the roll is due to melee casualties, then the officer is captured and dispatched as a prisoner to the enemy's rear.

FRESH/WORN/SPENT Units

Each unit in the army is counted as "Fresh", "Worn" or "Spent"..

ORDER

CLOSED ORDER - Base to base, 1 or more ranks as deep as desired, but except for pikes, only 2 ranks may fight in close combat. Gendarmes may also be in closed order, riding Knee to knee.
OPEN ORDER - Must have some distance between figures - up to 1” between bases. As deep as desired, but only 2 ranks may shoot or fight in close combat. Due to some figures being mounted on multiple bases, it should be remembered that most figures will be in Open Order. Only pikemen, halbardiers, etch are in closed order.

SEQUENCE OF ACTIONS

  1. The Commander-in-ChiefEach side rolls 2xD6 and sums the total. The highest side moves first, moving the total of Brigades equal to the sum of the 2xD6. After that many brigades of the first side has moved, the second side may move brigades equal to the sum of its 2xD6 roll. No brigade may move more than once. If a side's 2xD6 total is less than the number of brigades that it has it will not get to move all of its brigades.
  2. Units which are attacked in close combat by the enemy moving first may not move during that turn, except for "Evasion" - see later.
  3. Fire all artillery. Test morale for units which took fire casualties. (See further notes under Morale).
  4. Fire all infantry units moving or stationary. Test morale for units which took fire casualties. (See further notes under Morale). Note that figures which were removed as casualties from artillery fire may not fire in this phase.
  5. Fire all mounted units capable of fire, moving or stationary. Test morale for units which took fire casualties. (See further notes under Morale). Note that figures which were removed as casualties from artillery fire or infantry fire may not fire in this phase.
  6. Test "To Close" morale for units charging.
  7. Test "To Stand" morale for units being charged.
  8. Fight all close combats, testing morale for losing units. If this test is passed, the losing units fall back a normal move and become "disordered". If this test is failed, the losing units rout.
  9. Attempt to rally all routed units which routed in a previous turn. Rounted units which fail to rally are removed from the field if they are no longer "Fresh."
  10. test morale for any unit shich is "Spent" (under 50% strength) which does not have an officer attached to it. If it passes, it will continue in the game. If it fails, it is removed from the game.

FIRE

Each eligible miniature may roll a D20 to see if it got a “hit” on the enemy.
Target classifications:
Closed order = Pikes or other heavy foot, base-to-base. Gendarmes may fight in closed order.
Open order = Other foot and all horse, operating in open order with ½" or more between figures.
Skirmishers, artillerists, drovers etc. with ½" or more between figures - takes 2 hits to mark one figure.
Cover = woods, buildings, stone walls, hedges.
Field Works = trenches & earthworks, towns if entire town has been arrayed for defense

Firing weapon:
Class I
Class II
Class III
Class IV
Arquebus - Short range - 12” or less
1-5
1-4
1-3
1
Arquebus - Long range - to 18”
1-3
1-2
1
N/A
Mounted Arquebus - To 12”
1-3
1-2
1-2
N/A
Single Pistols - To 4”
1-5
1-4
1-3
N/A
Crossbow - to 12"
1-3
1-2
1
N/A
Mounted Cr/bow - to 8"
1-3
1-2
1
N/A
Heavy Cannon - Short Range - to 18”
1-4
1-3
1-3
1-2
Heavy Cannon - Long Range - to 48”
1-3
1-2
1-2
1
Heavy guns may not move once they fire. Takes one turn to reload
Light Cannon - Short Range - to 12”
1-4
1-3
1-2
1
Light Cannon - Long Range - to 24”
1-3
1-2
1
N/A
Light guns may move and fire if they move only ½ normal distance

Above numbers are "hits" on a D20
Roll one D20 per man for Arquebus, Pistol, Crossbow,
Roll 3 dice per gunner for heavy gun (crew of 4)
Roll 3 dice per gunner for Light gun (crew of 2)

Infantry may not move more than 1/2 if they intend to fire.
Light guns may move ½ normal distance and still fire normally.
Heavy guns may not move during the game. Pivot in place does not count as moving.

Modifiers to above dice rolls:
-2 to each die result if this is the first time that the unit has fired in the game
+1 to each die result if firing unit "Shaken"
+2 to each die result if weather is "light rain"

Weapon Ranges:
Heavy Gun: Long 48" Short 18”
Light gun: Long 36" Short 12”
Foot Crossbows 12" foot (8" mounted) (No short range)
Foot Arquebus: Long 18" Short 12" (12" mounted)
Pistol 4” (No short range)

The front rank of cavalry armed with pistols who are charging with swords may fire one pistol if it closes with the enemy then lay about with sword, axe etc. Cavalry that does not close (halts due to morale) may similarly fire the front rank but are +1 to each fire die because they are "disordered".

While Reiters may carry multiple pistols, they only shoot one pistol per turn for the duration of the game. They may fire up to 4 ranks deep.

Reiters attacked by other cavalry with the sword or lance must test to see how many ranks can fire before the close combat begins. Roll a D4 and the result is the number of ranks which may fire.

MORALE

Initial Morale Chart

Die roll (D6)
-1--2--3--4--5--6-
Swiss
Foot
233444
Landsknect
Foot
233334
Other
Foot
122334
Gendarmes
& other heavy cav.
233444
Lighter
mounted units
233334
Gunners
& Ausiliaries
122223

Morale rules

C. To Check Morale

Add number rolled on 6-sided die to units' current Morale rating.

D. Morale Results

E. Morale Altered Permanently

F. Morale Altered Temporarily

* ALL THESE MORALE ALTERATIONS ARE MADE INSTANTLY AS THE CAUSE OCCURS!

Notes on Morale

DISORDERED UNITS

Disorder is calused by falling vack, rallying from routed, or fighting in close combat.
NOTES on disordered units:


Disorder is cancelled by passing command response when next attempting to move.

ROUTED UNITS

Rounted unit take a D4 of casualties when they rout and are moved a normal move to the rear. They may not move during the next turn. At the start of the 2nd turn the next turn they must pass morale or they are removed from the field. Pass means they are no longer routed and must stand in place as "disordered". They may rally from "Disordered" in the next turn if they pass command response.

NOTES on routed units:

Close Combat

A. Attacker moves units towards target units and halts 1' away. Cannot fire, but takes any defending fire and checks Morale.
B. Attacker attempts to Close Into Combat with a Morale roll. if he fails, Stops 1" from target.
C. If attacker closes defender checks Morale and acts accordingly.
D. If Close Combat occurs, fight individual stands in combat (see Combat Factors Chart). Stands that lose with 1 or 2 on their die take that many casualties. Others just fall back.
E. Loser of Close Combat checks Morale. A 6 or more, Falls Back in good order. Less than 6, loser Routs.


F. Attacker trying to Close and target is gone, can:
G. Defender can "support" any attacked unit within 4" by checking Morale and acting accordingly.
H. All the stands of attacking units that Close get to fight and if any one stand of a defending unit is contacted, the whole unit fights.
I. Multi-unit Combats are fought in the sequence that they made contact.
J. Casualty stands of a unit fight last and subtract 1 from their die for each casualty.

K. Mounted Staff Officers are the last to fight in any Close Combat.
L When all Close Combats are resolved make all Morale adjustments, move losing units to new locations, check Morale of any Units that lost their Staff, and then take winners "Bonus Options".


M. Defending unit - that has not moved - can attempt to pull away from an attacker. Check morale if it fails, unit Routs.
N. Artillery batteries cannot support in Close Combat.
0. Infantry in Squares, towns, forts, etc. lose any bonuses if they move out to support any Close Combats.
P. Units fight in close combat in the same order they are moved into it.

Rear Attacks
Attackers need not check Morale to close. The Defender checks Morale at minus 1, if he fails, he Routs.
**UNits attacking "into rear" must begin behind a line parallel to and tangent to the front of the defending unit. The entire attacking unit must be behind this line.

For Close Combat Each stand will receive a certain number of D6. When these D6 are rolled, each 6 will inflict a casualty on the enemy. The side which inflicts the most casualties on the enemy wins the close combat and hold's it's positio. The losing side must then test morale. If it passes, it falls back in good order. If it fails, it routs..

Close Combat "extra dice" numbers

*A pike SQUARE has no rear or flank and presents a FRONT in all directions.
Any unit may break off a close combat after 6 die rolls. The player tests morale for the unit breaking off.


Modifiers to the above morale test:
-2 Infantry attempting to break off from melee with cavalry < EVASION

Note that skirmishing units which evade, but are caught by enemy mounted units lose every figure contacted by the enemy horse, and the remainder routs.

NO ONE TO FIGHT
If an attacking unit causes an artillery or auxilliary unit to rout by moving within 6" and attempting to close into close combat, the attacking unit has three choices:

  1. Stop where it is and face in any direction
  2. Pursue the routed unit to the limits of it's remaining movement. If it catches the routed unit, said routed unit is destroyed.
  3. Pick a new target unit and move towards it, to the limits of it's remaining movement. The new target unit must be within 45 degrees either side of the line down which the charging unit has been moving.

If an attacking unit reaches a routed unit, the routed unit is destroyed. In that case, the attacking unit has two choices:

  1. Stop where it is and face in any direction
  2. Pick a new target unit and move toward towards it, to the limits of it's remaining movement. The new target unit must be within 45 degrees either side of the line down which the charging unit moved to reach the routed unit.

OFFICERS

OFFICERS are the Colonels and Generals that command the army of some part of the army. They are classified as Commanding officers (the army's big cheese), Wing Commanders (smaller cheeses) and Brigadier/Tercio commanders (the smallest cheeses).

They may be graded as Exceptional, Average or Dummkopf.

Officers may not be shot at directly or engaged in close combatunless attached to a unit, when they may become casualties.

If a unit with attached officer is fired on, in incurs one or more casualties, roll a D10 after all fire is completed. If the result is 10, the the officer has been hit in addition to the other casualties.

If a unit with attached officer is in a close combat and incurs one or more casualties, roll a D10 after close combat is completed. If the result is 10, the the officer has been killed or captures in addition to the other casualties. Roll the D10 again, 1-5 = Killed, 6-10 = Captured.

Officers are mounted as individual figures. They may move on any card. If they are moved on a card and are then attached to a unit, which later has a move, the officer moves with the unit.

To add a plus to unit morale or to units fighting in melee, the officer must be “attached” to the unit. That means visibly touching the unit. If the unit is involved in close combat the officer figure must fight last.

MOVEMENT

Infantry 3 D6 open order, 2 D6 closed.
Heavy Cavalry (Knights & Gendarmes) 5 D6
Medium and light Cavalry 6 D6
Light guns 2 D6
Supply Wagons 2 D6
Pike Square - roll 2D6 and halve the result (round fractions UP)
Heavy guns do not move without special permission of game master, but may pivot in place.

Movement Penalties
Closed order Infantry- Half movement: uphill, down, across any obstacle, through woods.
Open order Infantry - Lose 1/4 movement, same as above
Skirmish order - no terrain penalties
Heavy & Medium cavalry, Light guns, wagons lose half movement: uphill and across all obstcles
Light cavalry l - Lose 1/4 movement, same as above
Guns and Wagons cannot enter woods except on roads.
Pike squares may not move through woods or rough terrain.

Movment bonuses
No bonus for roads in this period. Roads do nullify other terrain, but to use roads units must be in column no wider than a company (3 figure frontage), or no wider than one wagon or artillery piece.

THE SPIRIT OF THE ARMY

At the start of the game, each player totals the number of infantry and cavalry units and guns. to test the sprit of the army divide this number by the current "Spirit number". This "spirit number" is obtained by counting fresh units as 1 pont and worn units as 1/2 point.

Each turn count the number of fresh units and assign each one point. Count the used units and assign each 1/2 point. Do not count spent units. Divide this total by the number of fresh units at the start of the game. Round fractions UP. This is the number that must be rolled equal to or below on a D10.

Example: An army has 10 units and 6 guns at the start of the game for a total of 16. At the end of turn 1, the army has 6 fresh units, 4 worn units and 6 fresh guns for a total of 14 points. Divide the 14 points by the 16 fresh units (start of game) and the result is .875 which we round UP to 90%. The army commander must roll 9 or less on a D10 for the spirit of his army to be Good.

At the end of turn 2, the army has 5 fresh units, 4 worn units, 1 spent unit, 4 fresh guns and 2 worn guns for a total of 12 points. Divide the 12 points by the 16 fresh units (start of game) and the result is .75 which we round UP to 80%. The army commander must roll 8 or less on a D10 for the spirit of his army to be Good.

If an army commander rolls above that number, then the spirit of his army is poor. The effects are as follows:

  1. All rounted units are removed from the field.
  2. All spent units are removed from the field.
  3. All shaken units rout

OPTIONAL RULES

BRIGADE MOVEMENT A group of three or four units of the same type (all Gendarmes or all Pikemen), commanded by a COLONEL may be declared a “brigade” and they move on one card, all at the same movement rate. If the COLONEL is killed or captured, they are no longer a brigade and move independantly.

DISMOUNTING Unless special rules have been provided by the game-master, only mounted crossbowmen or arquebusiers may dismount. Unit loses 1 D6 to mount or dismount.

QUICKER MOVEMENT To speed the game up, each time a movement card is drawn from the 52 card deck, roll a D4. That player may move the D4 number of units instead of just one.

SWORDSMEN Swordsmen may match dice with pike units which they engage in close combat. If they win the die roll, then they have "gotten in under the pikes" and the pikes will roll even while the swords are +1 and win ties. If they fail, the pikes use thier normal modifiers and the swords roll die number without modifers.


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