Vous êtes sur la page 1sur 9

Muscovite Lists

Tsar Alexis

Muscovite Army 1654-1660


Characters: Tsar, General, Army Standard Bearer, Orthodox Bishop, Boyars and Master Gunner.
Core Units: Pomeshchiki Cavalry, Streltsi, Westernised Russian Infantry Regiments, Westernised Russian Cavalry and
Peasant foot units (Levy).
Special Units: Dvoriane Cavalry, Regimented Cossack cavalry and foot units, light and medium artillery.
Rare Units: Tsar’s Horseguard (Jiltsi), Hussars, Dragoons, Tartars and heavy artillery.
Mercenaries: may spend 15% on the following Mercenaries;
Reiters and German Harquebusiers and German Mercenary foot units.

Reliable Allies:
Cossacks - Ataman, 1-3 Zaporozhti and other Cossack cavalry units, 1-4 Zaporozhti and other Cossack foot*.

*Allied units are listed under respective national lists.


Special rules:
Units and Leaders: All units can have only one character as well as a leader.

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.

Eastern Shock Cavalry:


1. May FBIGO if they win a round of close combat, but fail to either break the enemy or force it to fall
back. The withdrawal must be declared immediately after the enemy has passed its Break test. It is
made like a normal fall back move.
2. Unit may re-roll hit dice that miss once per game, unit can only do this when they charge or counter
charge.
3. May count rank bonus of +1 when they charge.
4. When fighting Gallopers, Eastern Shock Cavalry will automatically break from a lost combat on a D6
roll of 1-3 but a roll of 4-6 means that a normal break test is taken using all the combat results.

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.

This is represented as follows:

• 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

Equipment: Sword, pistols, and light armour, mounted.


Options: May wear heavy armour (+2 pt).
Special rules: Army commander.

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

Equipment: Sword, pistols, and light armour, mounted.


Options: May wear heavy armour (+2 pt).
Special rules: Army commander.

0-1 Army Standard-Bearer


Morale M WS BS S T W I A Ld Sv Points
Elite 8 4 3 4 4 2 4 2 8 6+ 102

Equipment: Sword, pistols, and light armour, mounted.


Options: May wear heavy armour (+2 pt).
Special rules: Army standard-bearer, all relevant units within 12 inches may re-roll any failed leadership tests.

0-1 Orthodox Bishop


Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 4 4 2 4 2 8 6+ 52

Equipment: Sword and pistols.


Options: May wear light armour (+1 pt), may be mounted (free).
Special rules: Must be attached to any Muscovite cavalry or foot unit. The Bishop and any unit he is with can
re-roll failed rally attempts, if fighting Poles can upgrade to fanatic Bishop (+40), which gives him a leadership
of 9 and makes the character and any unit he is with subject to hatred.

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

Equipment: Sword, pistols, and light armour, mounted.


Options: May have shield (+1 pt), composite bow (+2), heavy armour (+2 p).

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

Unit size: from 5-12 figures, mounted.


Equipment: Sword, pistols, light lance and light armour, mounted.
Options: May have a musician (+8 pt), standard-bearer (+16 pt).
Special rules: Gallopers, unit must be led by Tsar, General or Boyar.
Light Lance: 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.

0-1 Heavy Hussar unit


Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 3 3 1 4 1 8 4+ 22

Unit size: from 5-16 figures.


Equipment: Sword, pistols, light lance and heavy armour, mounted.
Options: May have cuirassier armour (+2 pt), musician (+8 pt), standard-bearer (+16 pt).
Special rules: Eastern shock cavalry ‘Armies of Chivalry’ (p.8), unit must be led by General or Boyar.
Heavy Lance: Gives S+2 when charging or counter charging and can be used throughout the game (WECW
p.46). The heavy Lance armed unit always fights first against units not similarly equipped, if the opposing is
armed with the Heavy Lance the unit that charged first will fight first. If charging/counter charging then the first
round of combat is always fought with the lance, if hand-to-hand combat lasts a second round then the unit may
use sword and pistols.

0-2 Dvoriane Cavalry


Morale M WS BS S T W I A Ld Sv Points
Veteran 8 4 3 3 3 1 4 1 8 4+ 22

Unit size: from 5-18 figures, mounted.


Equipment: Sword, pistols, composite bow, shield and light armour, mounted.
Options: May have light throwing spear (+2pt), may have an officer (+8 pt), musician (+8 pt), standard-bearer
(+16 pt).
Special rules: Gallopers, Expert horsemen.
Light Throwing Spear: Formed cavalry units equipped with throwing spear may re-roll any misses when and
only when they 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.

0-6 Pomeshchiki Cavalry


Morale M WS BS S T W I A Ld Sv Points
Raw 6 2 2 3 3 1 2 1 6 6+ 9
Steady 6 3 3 3 3 1 3 1 7 6+ 15
Veteran 8 4 3 3 3 1 4 1 7 6+ 20

Unit’s size: from 5-18 figures


Equipment: Sword, composite bow, mounted.
Options: May have light armour (+1 pt), shield (+2 pt), pistols (+2), every second unit may have light throwing
spear (+2pt), may have an officer (+8 pt), musician (+8 pt), standard-bearer (+16 pt).
Special rules: Eastern shock cavalry ‘Armies of Chivalry’ (p.8), Expert horsemen, must be as many Steady and
Raw figures as there are Veteran figures.
Light Throwing Spear: Formed cavalry units equipped with throwing spear may re-roll any misses when and
only when they 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.

0-6 Westernised Russian Cavalry


Morale M WS BS S T W I A Ld Sv Points
Raw 8 2 2 3 3 1 2 1 6 6+ 12
Steady 8 3 3 3 3 1 3 1 7 6+ 14
Veteran 8 4 3 3 3 1 4 1 8 6+ 19

Unit’s size: From 5-18 figures, mounted.


Equipment: Sword, pistols and carbine.
Options: May wear light armour (+2 pt), may have an officer (+8 pt), musician (+8 pt) and a standard-bearer
(+16 pt).
Special rules: Gallopers but no rank bonus; must be as many Steady and Raw figures as there are Veteran
figures.

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

Unit’s size: From 5-12 figures.


Equipment: Sword and carbine, mounted.
Options: May have an officer (+8 pt), musician (+8 pt) and a standard-bearer (+16 pt).
Special rules: Dragoons.

0-2 Regimented Cossacks


Morale M WS BS S T W I A Ld Sv Points
Steady 8 3 3 3 3 1 3 1 6 6+ 17
Veteran 8 4 3 3 3 1 4 1 7 6+ 21

Unit’s size: 5-20 figures


Equipment: Sword, light lance, pistols, mounted.
Options: May have light armour (+1 pt), carbine (+2 pt), may have an officer (+8 pt), standard-bearer (+16 pt).
Special rules: Light cavalry, feigned flight, can fire carbines mounted, may always march move except for when
cavalry are within 8 inches. Must test take a fear test to charge/counter charge formed infantry and cavalry
frontally (WECW p.51 parts 1 and 2). Can charge light cavalry and skirmishers such as other Cossacks, Tartars,
Croats and Dragoons both mounted and on foot without test.

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

Unit’s size: 5-20 figures


Equipment: Sword, composite bow and lasso, mounted.
Options: May have shield (+2 pt), light throwing spear (+2pt), may have an officer (+8 pt), musician (+8 pt).
Special rules: Skirmishers, nomad cavalry, may always march move, never charge formed infantry and cavalry
frontally but can charge light cavalry and skirmishers such as other Tartars, Cossacks, Croats and Dragoons both
mounted and on foot etc. Tartars within 12 inches of the enemies table edge must do a leadership test to see if the
leave to loot the enemy baggage. If the test fails they move of the table that turn and return 2 turns later 6 inches
either side of where they actually left the table.
Light Throwing Spear: Formed cavalry units equipped with throwing spear may re-roll any misses when and
only when they 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.

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

Unit’s size: 5-50 figures.


Equipment: Sword, musket and Berdische axe.
Options: May have an officer (+5), musician (+5), standard-bearer (+10 pt).
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).
Salvo Fire: Veteran units may use salvo fire (+2pt).

0-4 Westernised Russian Regiments


Pike M WS BS S T W I A Ld Sv Points
Raw 4 2 2 3 3 1 2 1 6 6+ 3
Steady 4 3 2 3 3 1 3 1 7 6+ 6

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.

0-2 Cossack Regimented Foot


Shot M WS BS S T W I A Ld Sv Points
Steady 4 3 2 3 3 1 3 1 6 - 9
Veteran 4 3 3 3 3 1 4 1 7 - 11

Unit’s size: 5-50 figures.


Equipment: Sword, musket and Berdische axe.
Options: May have an officer (+5), standard-bearer (+10 pt).
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).
Salvo Fire: Veteran units may use salvo fire (+2pts).

0-4 Peasant foot units (Levy)


Levy M WS BS S T W I A Ld Sv Points
Raw 4 2 2 3 3 1 2 1 4 - 4

Unit’s size: 5-50 figures.


Equipment: Half pike.
Options: May have an officer (+5), standard-bearer (+10 pt), may have improvised halberd (+1pt), may
exchange half pike for bow and then use massed archery (+1 pt). Units can use a mixed formation of half pike or
halberd and bow. The front two ranks of levy must be equipped with half pike or halberd and a maximum of
three ranks behind can equipped with bow and use massed archery.
Mixed Formation: Units with half pike and bow use the rules for Mixed formations.
Special rules: Units are Raw, fear all enemy mounted units, fear all foot units they do not outnumber 2-1
(WECW p. 54). Units without bow can fire twice a game using the front rank only, which counts as having
carbines (WECW Highlander unit rule). The improvised halberd are scythes beaten into shape and the more
common jaw bone of a horse tied to a pole, this was an effective halberd also commonly used by poor rank and
file Tartars. The improvised halberd uses the standard halberd rules as described in the WECW rulebook. Unit
can add rank bonus to morale for a total of +3, (maximum Ldr. 7).
Half pike: Gives all the advantages of a ordinary pike but always fights with a maximum of 2 ranks. The
Cossack Rebels and hastilly raised levies in the Muscovite and Translyvanian armies are the only armies to use
this weapon.

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

Equipment: Sword and pistol.


Options: May wear light armour (+1 pt).
Special rules: Must be attached to a medium or heavy gun.

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"

Equipment: Battery equipment and armed with swords.


Movement: Medium artillery cannot move once placed but guns can turn 45 degrees and open fire.
0-2 Heavy guns 24 pdr (4 crew minimum) 80 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
24 pdr (heavy gun)
0 8 7 3 3 72"

Equipment: Battery equipment and armed with swords.


Movement: Heavy artillery cannot move once placed but guns can turn 45 degrees and open fire.

Vous aimerez peut-être aussi