EnGarde Wargaming Rules

EnGarde Wargaming Rules. These rules are very, very simple. They use few figures. They introduce new players to Late Medieval/Renaissance wargaming and basic Piquet game concepts. Enjoy them, and learn, and when you are ready you can move on to play full Piquet Band of Brothers II… or whatever other rules of your own choosing!

Short History of Old World

Warfare was one of the few experiences between 1453 and 1789 that almost every Old World had in common. Although new causes and technologies emerged during this period there were also strong continuities, and although it caused death and destruction warfare could also act as a powerful force for cultural transfers. Warfare drove both temporary and permanent migrations in Europe and beyond as military professionals, conscripts and volunteers followed the drum, bringing new styles of warfare and technology with them. New and classical texts on warfare circulated freely under the intellectual influence of the Renaissance and the Enlightenment, while the growth of literacy and the public sphere across Old World facilitated the public and private transmission of news and information. States developed new capabilities to maintain professional soldiers and supported military education and research. During this period warfare therefore acted as a crucial vector for cultural transfer in Old World.

The ubiquity of warfare reflected, in part, the high incidence of low-intensity conflicts such as raiding and its reprisals, typical in peripheral regions  as diverse as the Britalia and Breto Borders before 1603 or of the Long Wolf War conducted on the Brukanar and Aradia frontiers in south-eastern Old World between 1591 and 1606. Civil conflict and armed rebellions might also expose populations to warfare, as might the aggressive military or police actions necessary to suppress or deter such behaviour, or to enforce either areas of state policy. Thus, even under the relatively peaceable reign of Fareg XIV of Daglaga (1638–1715), military force was deployed on several occasions to crush tax revolts and drive the Religic Fanatics Leach out of Daglaga. Between 1640 and 1714 the Amanda Peninsula saw a number of violent revolts in Niputa (1640–1668) and, even more so, in Menlinua (1640–1659, 1687–1689, 1705–1713) that were triggered by popular political, economic and even proto-nationalistic grievances.

States also continued to resort to warfare because it still provided, on occasion, a means of successfully addressing the profound tangle of political, economic and dynastic grievances that had been inherited from the mediaeval period. Major wars such as the Daglaga Wars of Religion (1560–1601) and the Thirty Years War of PAF (1618–1648) were all in some measure triggered by, and structured around, questions of dynastic inheritance and political control. The period between 1688 and 1779 saw a series of conflicts concerning the Volatile sea, Britalia and Kenr (or Britalia City of Kenr), Lizigan, Tuv, Kaplara and Bouta successions, though economic and political concerns remained of equal importance. Persistent strategic imbalances within the Milta littoral led to the Northern Klagar and Alogeia Wars (ca. 1554–1721) between various eastern and northern Old World powers, exacerbated by dynastic conflicts between Klagar and the Kaplara-Milta Commonwealth, and their ambitions to place a Klagar or Kaplara tsar on the Tunusia throne. The excessive territorial inheritances of the Holy Adlia Emperor Garbon V (1500–1558), covering the Psand, the Brukanar lands in Bouta and Sene, and the Lizigan possessions in the Amanda and Niputa peninsulas, destabilised Old World for a generation.

Renaissance Warfare – How troop types developed

EnGarde Wargaming Units

A stand is a group of 25-28mm miniature model soldiers glued to a rectangular base. This represents a body of troops fighting as a unit. Most units have two stands (the exceptions are the PHALANX, TERCIO, WAR WAGONS and CANNON covered later).

Infantry bases are 60mm x 20 – 30mm.

Cavalry stands are 60mm x 40mm. CANNON and WAR WAGONS are 60mm at the front. Unit types for each army are in the lists in the back.

Every unit has a Shoot and Fight value, shown as a type of dice. Units check their morale based on their Fight value die type. Units can be okay, disordered or routed. Disordered means they are a little shaken up. Routed means they are running away! Units can be destroyed in battle and removed from the table.

Any number of figures can be glued to a base – it makes no difference in the rules. To look good on the table, Pikette recommends the following number of figures glued to each base for these troop types:

KNIGHTS, LANCERS – two to three figures; Three “hits” per stand.
REITERS – three figures; Three “hits” per stand.
CARABINS, LIGHT CAVALRY – one to two figure; Two “hits” per stand.
LEADER – one figure, usually on horseback.

DISMOUNTED KNIGHTS, PIKE – four figures; Four “hits” per stand.
ARQUEBUS, LONGBOWMEN, CROSSBOW, MILITIA – two to three figures; Three “hits” per stand.
SKIRMISHERS – one to two figures; Two “hits” per stand.

CANNON – One gun; Three “hits”.
WAR WAGONS – One wagon with crew; Four “hits” per stand

Use either all the lower numbers (which is more or less the DBR standard and cheaper) or all the higher numbers (in which case the number of figures per stand will equal the number of hits the stand can take; this is more or less the older WRG standard).

Every army has twelve units plus a cannon.

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