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How to play Principles of War Renaissance v2



Japanese 16C is back on this month and I’ve agreed to put together a number of pointers regarding how to play PoWR v2 in preparation for Thursday.

So here it is!


ARMY ORGANISATION

All armies are split into 3 parts (Van, Main, Rear or Left Wing, Right Wing and Centre).

Each part has a commander who can be Experienced (D6+1), Good (Av. Dice), Normal (D6) or Inexperienced (D4).

The dice determines how many pips each commander has to move his command.

In the army lists, a C in C marked with an * only need 2 pips to act upon a new order.  All others need 3 pips.


TROOP CLASSIFICATIONS

All troops fall within 1 of 5 classes.  The higher the number, the better quality (generally) they will be.

Class 1 consists of European Artillery, Baggage and Skirmish troops (either Skirmish Melee or Skirmish Firepower).

Class 2 are Firepower Troops.  Their role is to fire, not engage in hand to hand combat.  These consist of :-

- Firepower Foot ; armed with shot or bow
- Reiters ; these do not suffer penalties for being attacked on the flank and can shoot out of their flank at units contacting them with no penalty
- Dragoons ; fire on the 1:2 shot ratio
- Commanded Shot ; small units of missile armed troops usually supporting cavalry units.
- Wagons / Defended Baggage ; defended baggage trains or wagons deployed to provide a base to operate against mobile opponents.
- Turkish Artillery ; better than the European counterpart and with chained guns that act as a Class 2 obstacle if charged.

Class 3 are Mixed Tactic Troops.  These are equipped to fire and engage in melee.

These consist of
- Pike and Shot.  Fire and melee effects depend on the ratio of pike to shot
- Tercios.  A central pike column with sleeves of shot.
- Janissaries.  Units of shot or bow armed infantry that can also engage in close combat.  They fire on the 0:1 table
- Tribal Foot ; foot armed with a mix of hand combat and missile weapons (rarely shot).
- Sipahi ; cavalry that used mixed tactics such as firing and evading then charging into combat.
- Trotters : regular mounted troops trained to charge on the trot, using pistols as a melee weapon.

Class 4 are Hand Combat troops

These consist of
- Pike ; these usually contained skirmishers, halberdiers and the like.
- Melee Foot ; specialist melee troops using weapons other than the pike
- Gallopers : cavalry that used momentum to attack the enemy.


Class 5 are Elite Troops

These consist of :-
- Elite Mounted
- Elite Foot

Elite charges
The thing to note about Elite units is once they get within charge distance then they will AUTOMATICALLY charge the nearest enemy at NO INITIATIVE COST.

They will interpenetrate friendly troops to get at their target and will cause to become SHAKEN any Class 1 or 2 friendly troops they interpenetrate.

Mounted units will ignore targets in cover UNLESS they are the ONLY target.

Priority for charge : any unit to front 45 degree arc, then any unit in charge reach.

A Commander can stop a charge or get them to charge an alternative target by expending 2 pips.

If a unit charged by an elite unit routs, retires or evades in reaction to the charge, the elite unit must take a morale test (as though it has won the melee and all opponents had retired or routed).  If forced to pursue by the reaction then they will only pursue 2” but will still become Shaken.

Steady elite troops may not choose to disengage from combat.


OBJECTIVES
I will assume (for the coming month) that all objectives will be based on historical or set-piece battles but that players in some battles can choose whether to aim for a political, military or tactical objective and can allocate the 100 points accordingly (keeping the objective secret from the enemy, of course).


ORDERS
Orders available to players are Attack, Engage, Hold, Retire.  All command arrows MUST be straight lines and end on an objective (hill, BUA, wood or baggage etc.).

Orders must be written for each commander – including the C in C’s who have units under their direct command.  In addition, a map of the battlefield must be drawn with command arrows clearly marked.

Once a command reaches the end of the arrow, it goes on Hold.

A commander may have combined orders (e.g. engage to A but hold B which is along the arrow).

Dummy bases need arrows but not orders.

To comply with orders, MORE than half the units of the command MUST be attempting to move in accordance with the orders PROVIDING the commanders’ pips allow it.

Units in a command may be held in reserve as long as they are in the command area AND over half the command are following the order.


Attack Order
Units must advance towards the enemy at MAXIMUM speed until they are in a position to use their tactical training.

A commander may move a group of units at the maximum speed of the SLOWEST unit in the group – but ELITE troops must ALWAYS move at maximum speed.

If under Attack orders, the command should attempt to move to its objective at all costs and should charge or fire at close range at enemy preventing them from achieving their final position.  

In terms of troop types:-

- Skirmishers must get within firing range (and can only charge other skirmishers or Shaken troops)

- Firepower must be in range in order to fire.  They may charge enemy troops of equal or lower class, or any Shaken or in the flank or rear.

- Mixed if armed with missile weapons must get within shooting distance, otherwise within charge distance.  They can charge / counter charge as they wish.

- Hand Combat / Elite MUST charge the enemy at the earliest opportunity.  Mounted hand combat troops do not have to charge enemy in cover that would restrict their movement.

Note that OVER half the command MUST comply with the order.  As such, the command does not stop because one missile unit is within shooting distance.  Over half the command must use their tactical training to comply.


Engage order
Troops on Engage order must advance towards their objective at a minimum of speed 2 until they are in a position to use their tactical training.  The leader can move all troops at Speed 2 of the slowest units in his command (but Elite troops must ALWAYS move at maximum speed).

In terms of troop types, see Attack orders above.


Hold order
Units with this order may not move from the area they are to hold.  This is defined as a 9” circle around the command marker once it has reached the end of its movement arrow.  An objective may not be bigger that the command radius.

In terms of troop types:-

- Skirmishers (SF) may move within firing range of any enemy who are within charge range of the area they must hold.  SM units may move to within Speed 2 range of any enemy units within charge reach of the objective.

- Firepower may only charge / counter charge enemy units within 2” of the area they are ordered to hold (see Attack orders for specifics).  Otherwise they can only fire on troops that come within range.

- Mixed may charge / counter charge enemy units within 2” of the position they are ordered to defend.  Otherwise they can only fire on troops that come into range.

- Hand combat / elite MUST charge any enemy within 2” of the area they are ordered to defend at the earliest opportunity.


Retire order  
All troops except Skirmishers must retire at a minimum of Speed 2 back along their movement arrow.

Artillery and Wagons
Whatever the command order, these units count as being on Engage orders.  They can’t charge / counter charge but European Artillery may evade.


ORDER CHANGES
The C in C must expend pips to issue an order.

Note that a C in C in a ‘disciplined’ army may use his own pips to influence units of other commands (provided that the units continue to follow their own leaders’ orders).  I read this as meaning that if a leader rolls 1 pip to move his command, then the C in C can provide pips to allow additional movement (assuming ranges etc. are taken into consideration).

Otherwise the C in C can only provide such influence if in base to base contact with the commanders base.

Players can choose which commands to move first but MUST complete moves for each command before moving on to the next command.

The leader cannot react to the new order until the players next initiative phase UNLESS the C in c is in base contact and issues the order PRIOR to the leader rolling his initiative dice.

The leader must then expend pips to pass the order to his command (see below).  If there are not enough pips, then the order cannot be acted upon.  The leader must also attempt to initiative his new orders each bound until successful. But the C in C can use his pips to force an order change – provided he in in base to base contact.

For the Japanese I will allow for orders to be sent by the C in C using drums / flags (so the daimyo does not need to move nor do messengers need to be sent BUT this may mean that the order is misinterpreted).  Therefore the C in C can expend points to ‘force’ an order without being in base to base contact – with the risk that the order is read wrongly.  Note that if arquebus fire is used near the command aiming to receive the order, then the spotting rule (accounting for smoke and sound) will be affected.

Roll the dice for each commander.  Pip costs for actions are provided below.  Note that I have only accounted for units we are due to use in the Japanese campaign.

To move an individual unit, group of units, movement base or detached leader
- Class 5 troops within charge range   (2 pips)
- To stop Class 5 units or group charging (2 pips)
- Other units (1 pip)

To rally a shaken unit (1 pip)

For a unit to change face
- Class 1 troops (180 degrees only)  (0 pips)
- Other units (180 degrees only) (2 pips)

For the C in C to issue a new order to a subordinate (1 pip)

For a C in C or leader to accept a new order
- Disciplined army (2 pips)
- Normal army (3 pips)

Then add the following adjustments

+1 pip for each 8” between the leader and unit receiving the command (if not using flags / drums)
+1 pip if the leader or his command were in melee earlier in the bound
+1 pip for Class 1 troops to interpenetrate friendly units
+2 pips for other units to interpenetrate friendly units
0 pips for Class 1 troops to pass through a gap with narrower frontage
+2 pips for other units to pass through a gap with narrower frontage

X2 pips if the battle is fought at dawn, dusk or in dense terrain

+2 pips if the unit has left the table.


COMMAND AND CONTROL (COMMAND RADIUS)
This is introduced to ensure that troops in a command are kept in a command radius and do not wander off or get left behind.

Each leader has a command marker – the central position of the command.  ALL unit must be within 9” of the centre of this marker.

The command marker MUST follow the command’s movement arrow.

The command marker for commands on Attack or Engage orders MUST move a minimum of 1” for each pip rolled for the leader (2” for mounted commands).  So if a commander rolls a 4, then the command marker moves 4” along the command’s movement arrow for foot (8” for mounted).

It can be moved further if the player wishes (e.g. when unsing strategic movement).

If moving through terrain that would slow speed (marsh, woods etc.) then the command marker moves at half speed.

At the end of the player’s movement phase, any units outside of the 9” radius of the command marker (fully or partially) will become Shaken.

The only exceptions are units that have pursued out of the control area but are in contact with the enemy OR units deliberately left behind to hold a specific objective.

Artillery is not Shaken if left behind.

Note that enemy units outside of the Command radius cannot be attacked. Nor can enemy units that are behind all friendly units in the command radius be charged (as troops cannot go backwards if on attack / engage orders.

The command marker stops when it reaches the end of the movement arrow OR when over half the command is engaging the enemy i.e
- With attack orders, in contact with the enemy or firing at 4”
- With engage orders, within charge reach (if cavalry) or firing upon the enemy (if foot with missile weapons).

The command marker may only retire if there is a change of order or if 66% of the command are acting according to orders and the command marker is in advance of ALL units in the command.  In this instance the command marker may ‘fall back’ to a point level with the front unit of the command.


MOVE SEQUENCE
All battles commence with the aggressor taking the first bound and starting in Phase 4.

Phase 1
a. Test morale for those contacted in enemy bound
b. Move retiring, evading or routing units resulting from 1a.
c. Remove Routed units
d. Spotting (leaders NOT in melee)

Phase 2
a. Player units can fire
b. Units take a morale test if units suffered casualties from 2a OR charging units in frontal contact after their opponents have reacted.
c. Move retiring and routing units resulting from morale test 2b
d. Remove Routed units

Phase 3
a. Hand to hand combat
b. Morale test for all units in melee
c. Move retiring and routing units and pursuers resulting from 3b
d. Remove Routed units

Phase 4
a. Each Active leader rolls for pips
b. Allocate pips to activate new orders received in earlier bounds
c. Move the leaders’ command marker
d. Move the units under the leaders’ command
e. Replacement of leaders
f. Write down order changes
g. Units out of command radius become Shaken

Move to opposing players’ bound

It is permissable to measure ranges to enemy units, terrain etc.

It is best to clarify any ambiguous points BEFORE the end of your bound such as whether a leader is attached or where a unit is in relation to hill crests etc.


PHASE 1 CHARGE REACTION

Prior to taking a morale test for being charged, the player MUST state if they are evading or retiring to get their morale bonus – this is only allowed for STEADY units.  If the test is passed the unit MUST perform the declared move.

If a unit passes the test and is Steady it may
a. Counter charge
b. Fire
c. Move (evade or retire)
d. Turn to face if charged in flank or rear

If a leader is contacted on his own he must roll a d6.  If a 6 they are killed / captured.  Otherwise he evades at Speed 2.

A Shaken unit cannot move but can fire at the chargers if they are an eligible target.

Any unit evading or retiring does so immediately.  If mounted their opponents continue forward 2”.  Any new target checks morale instantly.  Charging units only move forward once per bound.


MORALE
Take the unit strength and add / subtract the modifiers on page 16 of the rulebook.

Note that it is very important for players to denote the losses from their individual commands as each unit results in a -1 for morale check purposes.

Note that units evade / retire from the face contacted, not from the direction the opponments came from.


SPOTTING
Normal rules for spotting are on page 18 of the rulebook.  Note for the Japanese campaign, terrain will affect spotting and the issuing of orders.

Units can position themselves behind the crest of the hill and observe without being seen.



JAPANESE RULES

Formations
a. Players will nominate a formation for the entire army only at the beginning of the battle and will be written into the orders for the army.
b. The army will be assumed to be in that formation until an order change from the C in C is sent and acted upon by ALL commands.
c. Players can attempt to spot the enemy formation.  If successful it will determine the formation the enemy are in and can choose to remain in their current formation or change to a more advantageous formation.
d. Players can use scouts in front of the army to spot but the scout must return to the C in C stand before the information can be received.  Scouts move as Mounted Skirmishers.
e. To change a formation, the player MUST declare at the start of their bound that they are changing formation (witing the new formation down) and rolls a d4.  Add 1 to the roll for each Inexperienced leader in the army and deduct 1 for each Good / Experienced leader in the army.  The adjusted number is the number of turns it will take the army to re-organise itself into the preferred formation.
f. Note that the formation change does not supercede orders but that certain formations are only applicable to Attack or Hold orders (so an Arrowhead cannot be used by an army on Hold orders)


Orders
a. Unlike other armies, the Japanese can use visual and aural signals to effect changes in orders.
b. If sending an order ny messenger, standard rules apply.
c. Pip expenditure for sending and receiving orders are the same as standard rules.
d. Players can elect to send orders by flag / drum & conch over any distance up to and beyond 36” from the C in C’s stand but only require 2 pips to send.
e. Such orders are received as they are sent (the same as the C in C being in base to base contact with the leader in question) but cannot be acted upon until the next bound and only when sufficient pips are expended.
f. The chance for accurately receiving the order is the same as for successful spotting.  Roll a d10 to see if the order is received correctly. Modifiers for dusk, dawn, lower ground etc. are in effect.  In addition, if combat involving gunpowder in line of sight between the leader and C in C (or units in the leaders command have fired or received fire from gunpowder weapons) then allocate an additional 2R modifier.
g. For this reason, use of ‘smoke’ to denote firing is required.
h. In the event of a ‘missed’ spot, then the leader receiving the order will roll 1d6.  On a 1-2 the order is successfully received regardless.  On a 3-4 the command continues with their previous order.  On a 5-6 the order is completely misinterpreted – and order to attack / engage will be read as to go on Hold, an order to Hold will lead to the command Retiring.
i. The player can of course attempt to change the order in subsequent turns.

Troop Types
Some amendments to the troop types

a. Cavalry are defined as Sipahi in the rule book.  However, for the period of the 16C the dominating weapon for cavalry was the lance or long spear.  Japanese cavalry are therefore denoted as Gallopers (Class 4) armed with a Lance and armour.
b. I have re-classified Samurai as Elite but not Armoured (as the rules as for ¾ plate or full mail - neither of which the samurai had).  They were as aggressive and keen to get to grips with the enemy as anyone.  This also means they lose their Janissary status but again in this period most relied on melee weapons (notably the yari) rather than the bow.   To compensate, they receive high melee skill.
c. I will keep Sohei as Elite but reduce Ronin to Melee Foot status (to reflect access to equipment and general motivation).  Both receive high melee skill status though.
d. All ashigaru bow retain high fire skill.  Some ashigaru arequebus can receive high fire skill to reflect training or volley fire ability.
e. European troops retain Janissary status.
 

Daimyos
a. It was unusual in the period for C in C’s (in the form of daimyos) to actually engage in combat.
b. Players will therefore place the daimyo to the rear of their army wherever they want (but always to the rear).  The daimyos’ base denotes both baggage and the command centre.  All C in C orders will come from this base (the daimyo would not deign to ride around the battlefield) – by messanger or flag/drum.
c. In the event of an enemy unit contacting the daimyo’s base, it is determined to have a strength of 10 and fight as Melee Foot (a mix of ashigaru, samurai and camp followers).  On contact the defending player must roll a d6 – on a 5 or 6 the daimyo is captured / killed; otherwise the stand may fight or evade as it sees fit.
d. If a daimyo stand is contacted by an enemy base all unengaged friendly units in a 12” radius will – in the next movement phase and irrespective of current orders – aim to turn and make contact with the enemy unit at all possible speed ignoring any other enemy units unless directly in their path (draw a straight line from each unit to the enemy unit.
e. No orders can be issued from an engaged daimyo stand.  In the event that the stand is Routed or Killed then all friendly units in a 12” radius take an immediate  morale check at -4.   Note that this means that any Baggage has also been lost and will count for an additional -1 for all army morale checks.
f. Note that losing the daimyo doesn’t mean losing the battle.  The army can roll  for leader replacement.  However, orders can then only be issued by messanger (as the command structure has been lost).  


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