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Age of Discovery Boardgame Sup1

This document provides rules for adding command and control systems to the wargame Age of Discovery. It includes: - Leader cards for French and Spanish/Italian commanders that determine their command abilities and possible special events. Events can help or hinder forces for a turn. - Rules for unit initiative if not within a leader's command range or if there are too many units to command. - Optional variants like randomly assigning leaders or modifying unit initiative for certain scenarios. - Notes on how the unpredictable Swiss mercenaries can disrupt plans with their impatience and need to be under a single leader's control.

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0% found this document useful (0 votes)
247 views6 pages

Age of Discovery Boardgame Sup1

This document provides rules for adding command and control systems to the wargame Age of Discovery. It includes: - Leader cards for French and Spanish/Italian commanders that determine their command abilities and possible special events. Events can help or hinder forces for a turn. - Rules for unit initiative if not within a leader's command range or if there are too many units to command. - Optional variants like randomly assigning leaders or modifying unit initiative for certain scenarios. - Notes on how the unpredictable Swiss mercenaries can disrupt plans with their impatience and need to be under a single leader's control.

Uploaded by

scribduser2000
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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WFHGS Rules Supplement

CRUX OF BATTLE

WASATCH FRONT HISTORICAL GAMING SOCIETY

AGE of DISCOVERY

CRUX OF BATTLE:

A
Command & Control Variant for AOD
Crux of Battle is a
game supplement intended
to add command and control rules into Warfare in
the Age of Discovery.
During the Renaissance era
command on the battlefield
was haphazard to say the
least. Few commanders
had total control of their
plans as modern warfare
was still in its infancy.
Knights still charged unsupported, the Swiss could
wreck any commanders
plans, and mercenaries
were totally unreliable.

This module attempts to


have a good idea of what
recreate this uncertainty on
the battlefield of this era
the Renaissance battlefield.
was like. This variant will
Some commanders will
also add a degree of uncerexcel in combat, able to
tainty to any Age of Discommand multiple units
covery scenario.
while others may have a
hard time controlling two!
Each side will randomly
draw its leaders before the
battle and have to make
due with what they got.
Add into the mix special
events, individual unit initiative, and varying effects
on officer casual- 15mm heavy cavalry ready for a charge.
ties and you will

How to Read the Leader Cards

Army Color
French-Blue
Spanish/Italian-Red

Phillipe of Milan

Leader Name

Special

Event Number
Leadership
Value

Command

Range
Command Ability

Included in this supplement:


Introduction

How to Read the Cards

Initiative Rules

Using the Command System

French Leader Cards

Spanish/Italian Leader Cards

Special points of interest:


Special Rules for Swiss contingents.
Random Special Events
Initiative Rules for separate units.
Presents command problems on the battlefield and adds uncertainty to each turn.

Using The Cards


When using the standard set up
for an Age of Discovery battle, each
side randomly draws three leader
cards from their deck of nine cards.
These three leaders are then given
command to one of the three
battles or forces each side has.
Play then proceeds normally.

following
turn then
the new
event takes
precedent
over the old
event.

Battle of Dreux during the French Wars of Religion


At the start of each turn, before
the die is rolled to determine which
side goes first in that turn, 2D6 are
rolled. If the number rolled corresponds
When it is a force or battles turn,
to a special event number on a leaders
the leadership ratings on the leader card
card, then 2D6 are rolled again and the
are consulted. The center number is the
back of the leaders card is checked to
number of units a leader can command in
find the result. The result is to be implea single turn. Any units above this nummented immediately and may last longer
ber have to check for initiative to move or
than just that one turn. If a different
charge on their own. The final number is
event is rolled for the same leader on a
how far away the units can be from the

leader and still be in command. For example, a leader has a command ability of
three and a command range of ten. Any
three units of that leaders force within
ten inches of him can move or charge
normally. If there are four units in his
force, the fourth unit will have to roll for
initiative to move or charge.
The first number is the leadership
value and is used for melee and morale purposes as normal in the AOD
rules. When a leader is killed or captured, another leader card is drawn from
the deck to replace him. The delay in
when he appears is determined by rolling
1D6 with the following results: 1,2: 1
turn, 3,4: 2 turns, 4,5: 3 turns. When the
new leader arrives he is placed in the center of the force he is commanding.

Unit Initiative & The Swiss


When a force has no leader or there
are too many units for a leader to command in one turn in his force, unit initiative must be used to move or charge. The
unit initiative number is the same number
as the class of the unit. So, a Swiss unit
trying to move on its own would need to
roll a 4 or less on 1D6. If the unit fails
the roll, it can defend itself or fall back to
prevent being flanked, but cannot move

normally or charge.

and if the result comes up 12, then this


special rule applies. Immediately, ALL
The Swiss could make life interesting
Swiss units must move directly towards
for any commander and
the nearest unit of enmore than once destroyed a
emy infantry. Once inwhole campaign by their
side of charge range they
Whenever there are Swiss
impatience. Whenever
must charge. Only after
there are Swiss present
present, they must be under the they have charged and
they should be under a sinentered melee do they
command of a single leader.
gle leader. When it is that
revert back to control of
forces turn 2D6 are rolled
the forces leader.

Variants and Optional Rules


The following could be tried with
Crux of Battle, especially with more
experienced players.
1.

Randomly assign leaders to forces.

2.

In very large games(over 30 sps),


add more leaders (over the initial 3)
so that you have cavalry leaders,
baggage train leaders, etc.

3.

Set up a bid system in sps to buy

Page 2

better leaders and compensate the other side


with additional units.
4.

Modify the unit initiative for various units to


reflect better trained
troops, desperation, or
greed for certain scenar- 15mm Swiss, Spanish, and
ios.
Germans about to come to

5.

When one side is d e-

grips with pikes.

fending in fortifications and after the third turn in which they


have suffered more casualties
than the attackers (from bombardment, etc), start making a
1D6 roll vs. the leaders leadership value and if they fail they
must come out of the entrenchments. The commanders force
must attack the nearest enemy
units.
CRUX OF BATTLE

Jacques de Tourville

Michael de Saxe

Jean Rousseau

Pierre Marchand

Henry Lefevbre

Vincente Moreux

William St. Priest

Rene Friant

Paul Grouchy

WFHGS RULES SUPPLEMEN T

Page 3

Die Roll

Event

Event

Die Roll

Confusion. All units must


halt this turn.
3 All Firing is 2 this turn.
4 Command Ability is 3 for
this turn.
5 All units move 1/2 this
turn.
6,7,8
No Effect
9 All units +3 inches move
this turn.
10 Command Ability increases to 6 this turn.
11 All firing is +2 this turn.
12 All charges are at +2 this
turn.

2,3,4

+1 to all Melee rolls


for all units this turn.
5,6,7
No Effect
8
Command Ability is 4
for this turn.
9
All units +3 inches
move this turn.
10
Confusion. All units
can only move 1/2 this
turn.
11,12 This turn only, this
leader and his units
can activate at any
point during the turn.

Die Roll

Die Roll

Die Roll

Event

For this turn only,


you can choose any
movement sequence
for your side.
3
All units +1 for firing
this turn.
4
All units +1 for melee
this turn.
5,6,7
No Effect
8,9
Command Range
reduced to 6 this turn
10,11 All units +2 inches
this turn.
12
All units must full
Move towards nearest enemy.

Die Roll

Die Roll

2,3,4

Event

Superior tactics. All


units get 1 free move
this turn after all other
forces have moved.
5,6
All units 1/2 move this
turn.
7,8,9,10 No Effect
11,12 Mercenaries on Strike
All mercenary units
in leaders force halt
until a 5 or 6 is rolled
on 1D6, then they
work things out and
function normally.

Page 4

Die Roll

3,4
5,6

7
8,9,10
11
12

Event
Command Ability
increased to 5 this turn
All units no movement
this turn.
All units must full
move towards nearest
enemy.
All units +1 firing this
turn.
No Effect
Roll for 2 events
If in melee last turn is
automatically killed:
shuffle leader cards
and draw a new leader
Event

Catastrophe. All units


lose 1 casualty to
straggling, desertion,
etc, and fall back 1
full move.
3,4
All units only 1/2
move this turn.
5,6,7,8 No Effect
9,10
Leadership Value
goes up to 4 this turn
11
All units +1 firing
this turn.
12
All units automatically
pass any morale
checks this turn.

3,4,5
6
7

8
9,10
11,12

Event

Reorganization. All
units halt this turn.
No Effect
Confusion. All units
move 1/2 this turn.
Unsure. If any unit(s)
are fired upon, they
fall back 1/2 move.
All firing is 1 this
turn.
All units +3 inches
extra this turn.
All units treated as
Class 4 this turn.

Event

All units halt this


turn.
3
All units +1 melee
this turn.
4,5
All units 1/2 move
this turn.
6,7,8,9 No Effec t
10
All units +1 firing
this turn.
11
All units +3 inches
move this turn.
12
If any unit loses a
melee this turn all
units fall back 1
full move.
Die Roll

Event

All units 1/2 move


this turn.
3
All units fire at +2
this turn.
4,5,6
No Effect
7,8
No Effect
9,10,11,12
All units
must move at best
possible speed towards the
enemy and charge when able
to. The player may roll 2D6
every turn and if the result is
11 or 12 he may halt the attack.

CRUX OF BATTLE

Franz Hoffstetler

Alfredo Pellicini

Fransesco Albuera

Fernando Olivera

Alfonse Pacino

WFHGS RULES SUPPLEMEN T

Antonio Garibaldi

Gustavus Wilhelm

Hector Fuentes

Geraldo Cabrerra

Page 5

Die Roll
2

3
4
5,6,7
8,9
10,11
12

Die Roll
2,3,4
5,6
7
8
9,10
11
12

Event
All units ignore any
morale results this
turn.
All units get +3 inches
move this turn.
Command range is 8
this turn.
No Effect
All units 1/2 move
this turn.
All units must halt
this turn.
All units are treated as
Class 4 this turn.

Event
All up/down die rolls
are up for this turn.
All units move 4
inches extra this turn.
No Effect
All units +1 firing
this turn.
All units ignore any
morale results this turn
All units are +1 in
melee this turn.
All units are treated as
Class 4 this turn.

Die Roll

Event

2,3,4

Die Roll

Confusion. All units


fall back 1 full move.
5,6
No Effect
7
All units move +3
inches this turn.
8
All units halt this turn
9,10,11 All units must
advance towards the
enemy this turn.
12
Second Thoughts.
All units are treated as
Class 1 this turn and
any existing Class 1
units fall back 6.

Die Roll

Die Roll

3,4
5,6,7
8,9
10,11

12

Event
Second Thoughts.
All units are treated as
Class 1 this turn and
any existing Class 1
units fall back 6.
Leadership Value
is 5 for this turn.
No Effect
All units halt this turn
All melee up/down
die rolls are down
for this turn
If hit this turn he is
automatically killed

3,4,5
6,7
8,9,10
11
12

2,3,4

5,6,7
8,9
10,11
12

Event
Your force has the
option of moving at
any point in the turn.
All units move 3
inches extra this turn.
All units add +1 to
all melees this turn.
No Effect
All units 1/2 move
this turn.
All melee die rolls are
up on the up/down die
for this turn only.

Event
Roll 1D6. On an even
number all units must
advance; if odd they
fall back 1 full move
this turn only.
No Effect
Leadership Value
is 4 for this turn.
All units get +3
inches move this turn
All units must charge
the nearest enemy
and get a +2 bonus
this turn.

.
Die Roll
2

Event

All units must advance


until they contact the
enemy.
3,4
All units 1/2 move this
turn.
5,6
Command range is 12
this turn.
7,8
No Effect
9,10,11 All units get +3 inches
move this turn.
12
Leadership Value for
this turn applies to all
units, even if he is
attached to a single
unit.

Die Roll
2,3,4

5,6
7
8
9
10,11
12

Event
Any mercenary units
refuse to enter combat
or move this turn.
No Effect
All units are +1 in
melee this turn.
Leadership Value is
4 this turn.
Command range is 3
this turn.
All units are +1 firing
this turn.
All mo rale results are
one level worse
this turn.

Die Roll
2,3

Event

This turn all units


automatically pass
any morale check.
4,5
Leadership value is
4 for this turn.
6,7,8
All units get +1 in
melee this turn.
9,10,11 No Effect
12
All units abandon any
defensive positions.
If in the open they
fall back and on 1D6
if a 6 is rolled they
flee the battle and
are lost.

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