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Tsar Alexis
Reliable Allies:
Cossacks - Ataman, 1-3 Zaporozhti and other Cossack cavalry units, 1-4 Zaporozhti and other Cossack foot*.
Light Lance/Thrusting Spear: Gives S+1 when charging or counter charging and can be used throughout the
game (WECW p.46). The Light Lance/ Thrusting Spear armed unit always fights first against units not similarly
equipped, if the opposing is armed with the Light Lance/ Thrusting Spear the unit that charged first will fight
first. If charging/counter charging then the first round of combat is always fought with the lance/thrusting spear,
if hand-to-hand combat lasts a second round then the unit may use Light Lance/sword and pistols if so equipped.
Light Throwing Spear: Formed cavalry units equipped with throwing spear may re-roll any misses when they
charge or counter charge into combat. Unit may also use either sword or pistol in the first round of combat, if
still in combat after the first round they may use both pistol and sword. The light throwing spear can be used
throughout the game as cavalry usually carried several in a quiver.
Berdische Axe: It was used as a musket rest and then in close combat as a two handed weapon, it has the same
effect as a halberd and gives a S +1 in hand to hand combat (WECW p. 46).
Half pike: Gives all the advantages of a ordinary pike but always fights with a maximum of 2 ranks. The
Cossack Rebels, hastilly raised levies in the Muscovite, Ottoman and Translyvanian armies are the only armies
to use this weapon.
Salvo Fire: Specified Veteran and Elite units may use salvo fire (+2pt).
Gallopers: All veteran and elite galloper units gain a +1 rank bonus in close combat.
Mixed Formation: Some units may use mixed formation with differently equipped troop types in the same unit,
typically archers take up the rear ranks of the unit. This was especially common with the poorer equipped units
of Cossack, Ottoman and Transylvanian armies.
• The archers are treated as normal troops for the purposes of movement and rank bonus.
• The archers may shoot using the Massed archery rules below, as well as any special rules that may
apply to that unit.
• A unit may use stand and shoot or fire and flee using massed archery.
• All missile hits on the unit use the saving throw of the majority of the models in that unit. Any models
that fail their saving throw are removed from the unit in roughly equal proportions.
• In close combat, hits on the unit should be taken by whatever models are in contact with the enemy
attackers.
Feigned flight: If a unit flees or fires and flees as a charge reaction, they rally immediately at the end of their
move, and may reform facing any direction. This means that should the charging enemy encounter them, the unit
is not destroyed, and may instead fight in the Close Combat phase, their opponent still counts as charging.
Expert Horsemen: Units notes as Expert Horsemen do not suffer the -1 to hit modifier to their shooting if they
move in the same turn. However, this does not allow them to shoot if they charge or make a march move.
Parthian Shot: Units noted as having the Parthian shot ability may make a regular move immediately after
shooting. This is only allowed in the shooting phase, is not a charge reaction, and unit may not march.
Special Deployment: Units with the Special Deployment ability are allowed to make a free march move after
both sides have deployed. Note that they may not use this free move to charge at the enemy, and may not shoot
any missiles after making the move.
Nomad Cavalry: Units noted as Nomad Cavalry are subject to the rules for Feigned Flight, Expert Horsemen,
Parthian Shot and Special Deployment.
Skirmish fire: When in skirmish formation mounted and foot figures with carbine\musket can fire only every
second man except for Dragoons who can fire every man.
Massed Archery: Formed cavalry and infantry units which did not move may fire all of the front rank and every
second figure in the second and third ranks but may not use this as a charge reaction.
Characters:
0-1 Alexis Tsar of Muscovy
Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 2 4 2 9 6+ 122
0-1 General
Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 2 4 2 9 6+ 112
0-3 Boyars
Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 4 4 2 4 2 8 6+ 56
Cavalry:
0-1 Tsar’s Horseguard (Jiltsi)
Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 1 4 1 8 4+ 23
0-2 Dragoons
Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 3 1 7 6+ 12
Light Lance/Thrusting Spear: Gives S+1 when charging or counter charging and can be used throughout the
game (WECW p.46). The Light Lance/ Thrusting Spear armed unit always fights first against units not similarly
equipped, if the opposing is armed with the Light Lance/ Thrusting Spear the unit that charged first will fight
first. If charging/counter charging then the first round of combat is always fought with the lance/thrusting spear,
if hand-to-hand combat lasts a second round then the unit may use Light Lance/sword and pistols if so equipped.
0-2 Tartars
Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 4 1 6 6+ 21
Infantry:
0-4 Streltsi
Shot M WS BS S T W I A Ld Sv Points
Steady 4 3 2 3 3 1 3 1 7 - 9
Veteran 4 3 3 3 3 1 4 1 7 - 11
Shot M WS BS S T W I A Ld Sv Points
Raw 4 2 2 3 3 1 2 1 6 - 5
Steady 4 3 2 3 3 1 3 1 7 - 7
Unit’s size: 15-50 figures in all, Pike to shot ratio should be a minimum of 1/3rd to a maximum of ½ of the unit.
Equipment: Sword and musket for shot, pike and sword for pike unit, may have light armour (+1).
Options: May have an officer (+5), musician (+5 pt) and a standard-bearer (+10 pt).
Special rules: Shot should be organised into two sub units with a parent body of pike, all figures comprising the
unit must be of the same morale.
Artillery:
0-1 Master Gunner
Morale M WS BS S T W I A Ld TA Points
Veteran 4 3 3 3 4 1 3 1 7 - 20
0-2 Light guns, 3 pdr (2 crew minimum) 40 points plus 5 points per crew
Morale M WS S T W I A Ld
Steady 4 2 3 3 1 2 1 6
M S T W Damage Range
3 pdr (cannon)
4 6 5 1 1 30"
Equipment: Swords.
Movement: Medium artillery cannot move once placed but guns can turn 45 degrees and open fire.
0- 2 Medium guns 12 pdr (3 crew minimum) 60 points plus 5 points per crew
Artillery morale M WS S T W I A Ld
Steady 4 2 3 3 1 2 1 6
M S T W Damage Range
12 pdr (medium gun)
0 7 6 2 2 48"