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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! Ancient Greece-
Crusades-
Russian Civil War-
War of 1812-
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![]() 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 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.
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
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-
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 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-
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.
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