THE SPANISH FURY SYSTEM!
Spanish Fury Home

 Including-
Siege!
Actions!
Battle!
Sail!
Campaign!
Voyage!
Tinker Fox
Very Civile Actions! (ECW)

Optional Actions!
Some optional rules useful
for all versions of Actions!


 Variants for Actions!
Some New Troop Cards
Siege of Malta Scenarios
Obscure Scenarios

Spanish Fury News:

  There is a supplement to
  SF: Actions! on the verge
  of release, called
  Very Civile Actions!
  which will deal with the
  English Civil War and
  related conflicts such as
  the Bishop's Wars.

  Further, it comes with its
  own campaign system,
  called "Tinker Fox", which
  simulates the smaller scale
  garrison warfare of the
  midlands, using the
  Battlefinder card package!
 
 
THE LIST OF OUR
  FREE GAMES!


  


A complete system of warfare for 16th Century Europe
Including Large & Small scale land warfare modules, one for
Naval warfare, a Campaign, and Siege Game!


    

Actions!

"Sixteenth century commanders and military commentators naturally realized that these different forms of warfare required different types of soldier: one for garrison duty and mass manoeuvres, the other for guerilla action. On the whole they agreed that it was more difficult to find troops who excelled in skirmish-and-surprise, in what the English called 'Actions' of war."


Geoffrey Parker, The Army of Flanders and the Spanish Road, 1567-1659

Or for a slightly different view of the participants.....

Why, 'tis a gull, a fool, a rogue, that now and then
goes to the wars, to grace himself at his return
into London under the form of a soldier. And such
fellows are perfect in the great commanders' names:
and they will learn you by rote where services were
done; at such and such a sconce, at such a breach,
at such a convoy; who came off bravely, who was
shot, who disgraced, what terms the enemy stood on;
and this they con perfectly in the phrase of war,
which they trick up with new-tuned oaths: and what
a beard of the general's cut and a horrid suit of
the camp will do among foaming bottles and
ale-washed wits, is wonderful to be thought on. But
you must learn to know such slanders of the age, or
else you may be marvellously mistook.

Captain Gower, speaking of Ancient Pistol, from Henry V

 

What now?

What now? The Spanish Fury system now has modules for Sieges, Field Battles, and Naval Engagements. The Campaign system is just around the corner. One more element was needed  to finish the project, and that’s Actions! These rules cover conflicts involving at most 2500 men, at the  least about 300. All types of low-level fighting are covered; minor battles, ambushes, raids, prison-breaks, cattle rustling and the storming of forts!

The basic unit of the game is the squadron, which is composed of somewhere between 25-50 men. These are often the size of weak companies, but we use the term company to cover the next administrative level, composed of several squadrons, somewhere between 150-250 men. Each company has a Captain, who has great influence on his men. The overall commander of a side is called a Colonel.

We’ve tried to portray just about every troop type in Europe in these rules, from Irish Kern to Spanish Musketeers. One of our favorite elements of this game is its expandability and "accessable chrome". Anyone can add their favorite forgotten troop type, from Cimaroon to Lap scouts riding Reindeer!

Amusement

Lets face it, that's what we wrote these rules for. We tried not to take them too seriously. That said they aren't goofy- that's not our way. We like to think of them as not really fast play, but they play fast, and loose. You can use them for a serious part of campaign play or a quick one-off for a rainy day. You can play historical scenarios (which we've included) and some for laughs (try the Border scenarios).

  

Got 40 figures? You got an ARMY, man

In fact, you can start having fun with about 20 figures, and we've got the scenarios to prove it.... If you've based your army for other rules, don't fret. Use'em for our system! We're easy. While we recommend 1" square bases, with 2-4 figures per base, just about anything will work. Have you always wanted to do a sixteenth century army, but didn't or couldn't face the expense? Didn't want to get into skirmish gaming? Never fear; Start that Irish Army of Tyrone's you've dreamed about. How about a compact body of musket-toting Monks & Jesuits (yes, they are covered in our game)?

So What's different?

The scale, for one thing. This is not a skirmish game. Individual figures are fine for some, but leave us cold. The actions they cover are a little too insignificant. You don't get much feel for a period. We have, however, added the amusing element of individual characters and characteristics that are in some skirmish games. The smaller the scale, the more you want to intimately get involved with your troops (minds out of the gutter, please). So, we went and did it. There are over 40 distinct troop-types. Not only that, but they are really different. Most of them have particular characteristics.

Borderers, Highlanders and most Irish troops are Canny. They are experts at spotting and laying ambushes. Petronels and Light Lancers are Slippery. Hard to force into close combat, and harder to keep there. Huguenot Millers & Swiss Pikemen are Fanatical. Spaniards are Disciplined. Walloon Musketeers are Expert shots. Gallowglasses are Terrible, and consequently nobody feels comfortable facing them. Dutch Sea Beggars are Undisciplined. Royal Guards are Tough. There's more. Some troops have more than one characteristic. The aforementioned Borderers are Canny, Slippery AND Undisciplined!

Captains and Colonels also have characteristics that they add to troops they command.
Thus a company of Huguenot shot may be Canny due to the experience of their Captain.
Some Captains are not so helpful. The can remove characteristics from the company they
command, turning Tough Scots Levy Pikemen into average Jocks! More than that, Officers can be Heroic, Cowardly, Swordsmen, Bookish, and Inspirational. You'll soon love the good ones, and hate to spare ones, and know them by name as well.


Sounds Complicated!

Complicated? The Captain? You're new to the company, aren't you? This is supposed to be fun! What we did was make a little deck of cards, one for each company type. There are a handful of numbers on each card. Relax. You'll be an expert in no time. Further, you can finish a battle in an hour and a half. All you'll have in front of you (aside from your figures) is 2-6 cards representing your army.

Scenarios.....?

We have includes 21 scenarios with the rules. Most of them require a unique force generation system we have included, so that each nationality has a potential of 54 different force and troops type compositions. Thus no scenario will ever by the same, and players are always unsure of the opposing forces....

Sample Scenarios

Royal Surprise
Cahors, France, June 1580
(Historical)

War has broken out again in the south- or did it ever stop? Either way, the King of Navarre does not have the resources to challenge the government of Henry III in the open field, and marching north of the Loire is a distant dream. Instead, consolidation of the south and southwest is the goal of the Huguenots. Without siege artillery, fortresses must be taken by surprise. This scenario begins after the gate has been blown by a petard, and the Protestants are heading for the market square.

-At Start Forces-

Protestants
 

One Colonel & 6 Randomly chosen Captains
1x Company of Gentlemen Volunteers
(2 Squadrons)
1x Company Huguenot Millers {Pistol}
(2 Squadrons)

1x Company of Royal Guards
(2 Squadrons)

1x Company of Huguenot Shot
(4 Squadrons)

Reinforcements
-In order of Appearance-
(Each company has one randomly chosen Captain)

2x Companies of Huguenot Shot
(4 Squadrons each) [10]

1x Company of Huguenot Millers {Pistol}
(3 Squadrons) [11]

 
Catholics
 

One Colonel & 3 Randomly chosen Captains
1x Company of City Militia (2 Squadrons)
2x Companies of Peasants (4 Squadrons each)
1x Company of Levy Shot (6 Squadrons)
1x Saker

Reinforcements
-In order of Appearance-
(Each company has one randomly chosen Captain)

1x Company of Levy Pikemen (2 Squadrons) [8]
1x Company Legion Musketeers (2 Squadrons) [9]
1x Company Levy Shot (4 Squadrons) [10]
1x Company of Gensdarmes (3 Squardons) [11]

Setup

Catholics set up first. They may set up anywhere on the board at least 12" from the Protestant board edge, Either in open or in Ambush. The cannon must be set up in the Market Square. The Protestants may set up anywhere within 12" of their board edge.

Special Rules

Reinforcements: Both players may roll for reinforcements at the beginning of each turn. If they roll higher than the reinforcement number shown thus [  ] in the at start forces list, that reinforcement may enter from their board edge. Note that the reinforcments are in order. In other words, no company may enter (or even roll) until the Company above them has already entered.

Victory Conditions

The Protestants win by clearing the Market Square of all enemy forces, including from any buildings directly touching it. The Catholics win by preventing the Protestants from acheiving their victory conditions.


The Long Shadow of Mary
Jedburgh, Scotland, February 1572
(Historical)

Sir Thomas Kerr of Ferniehurst, a longtime supporter of the exiled Mary Stuart, has gathered together a set of likeminded rogues to harass the town of Jedburgh, which is loyal to king James. His army of about 3000 is scattered about the region, plundering the homes of many of the defenders who are shut up in the town. The government has sent Lord Ruthven with a small force to chase off the rebels and save the beleaguered loyalists. Attacking the rearguard, Ruthven must succeed in chasing it off to link up with the townsmen who have sallied out to battle the main force.

-At Start Forces-

The Government
    One Colonel & 4 Randomly chosen Captains
2x Companies of Levy Shot (4 Squadrons each)
3x Company of Borderers (2 Squadrons)
The Rebels
 

One Colonel & 4 Randomly chosen Captains
4x Companies of Borderers (2 Squadrons each)

Reinforcements
(The company has one randomly chosen Captain)

1x Company of Levy Shot (4 Squadrons) [11]

 

Setup

The Rebels set up first. They may set up anywhere except within 6" of the Government board edge. The Government forces enter from anywhere on their board edge.

Special Rules

Reinforcements:

The Rebel player may roll for reinforcements at the beginning of each turn. If they roll higher than the reinforcement number shown thus [  ] in the at start forces list, that reinforcement may enter from any board edge.

Victory conditions:

The Government wins by destroying, capturing, or by routing ALL of the Rebels off any board edge. The Rebels doing the same to at least three Government companies. Any other result is a draw.



  
 

 Come and join us at
 our Yahoo Group, 
 where  we discuss rules,
 variants, and new
 products!


Right HERE!

* * *

Get your copy of "Actions"
right here
!


* * *

Contact us anytime,
 by mail, at:

The Perfect Captain

* * *

Visit us at

The Captain's
Homepage