The (Unofficial) Great Battles of History

Lion of the North Variant Rules

Volko Ruhnke

16 Nov 97


GBoH Home | Lion of the North

These variant rules are also available in plain text format.


Overall Premise: The depiction of Thirty Years' War combat in GMT's "Lion of the North" game is conceptually sound but suffers from some mechanics that are overdone, some that are underdone, and others that are just quirky, all of which impedes both historicity and play interest.

Nevertheless, "Lion" remains the best musket & pike boardgame available. It has abundant period detail, potentially rich strategic and tactical options, and--for its limited number of battles--high replay value. It is, therefore, well worth fixing.

Presentation: Rules changes are provided in order of the rule and scenario books, then the charts. Many are accompanied by a short statement of the rationale for the change. The most consequential changes are shown in bold italic. All changes have been play tested (at least once!). "Clarifications" seek merely to restate the apparent intent of the rule.

Rules Booklet and Optional Rules Sheet

4.42 A leader alone in a hex must OW if an enemy unit moves adjacent.

4.43 and 6.43 Leaders take Casualty Checks if they are stacked with a unit that suffers a hit or disruption due to fire or is routed or eliminated in shock combat (not preshock). A Finished leader that OWs more than one hex in any phase also takes a Casualty check.

4.24 Clarification: Routed units (except LI) interrupt lines.

4.25 Leaders determine their eligibility for giving line commands separately in Initial and Momentum Orders phases.

5.14 A leader may be activated a maximum of two times in a turn (including Elite initiative but not Reactivation). That is, a maximum of one momentum phase per leader is allowed.

5.2 and 12.41 Clarification: Note that a unit may Recover from Disruption and be given additional orders, such as movement, in the same phase.

5.34 Momentum Disruption: After any unit has moved during any Momentum phase, it takes a Disruption check. A unit that begins a Momentum phase Disrupted may not move until undisrupted.

5.5 Gustavus may use his Elite Initiative Phase in the first turn and in any one subsequent turn. (In Breitenfeld, Gustavus thus as only one Elite phase.)

6.12 Swedish HI that move 5 MP take a Disruption check.

6.51 - 4. One artillery unit per hex may stack with one other unit of any type except tercios. Any units, even tercios, may pass through artillery units without penalty.

6.56 One Individual Order can be used to move and/or fire any stack that stays together their entire move, even if only one unit in the stack is elible for command by that leader type. (Fire must still comply with artillery usage restrictions.)

7.21 and 10.35 Dispersed LI exert ZOC into flank hexes as well as front.

7.23 A single-hex unit beginning a move in enemy ZOC may turn one vertex at the cost of 1 MP and stop, taking a disruption check. Imperialist HI apply +3 to the check. If the unit exerting the ZOC is LI, no disruption check. Enemy units may reaction fire. Turning units may fire.

7.23 3. A non-LI unit may so advance out of ZOC, regardless of MA, if the only unit(s) exerting the ZOC are LI.

8.17 Clarification: Split Fire may not be combined with Reaction or Retreat Fire. It may be combined with Salvo.

8.21 Reaction Fire is not allowed versus fire, only versus movement.

8.23 For fire versus a stack, the odd hit is applied to the unit of the owner's choice. Disruption checks affect all units in the stack.

8.24 LOS is always blocked by combat or artillery units (not leaders).

8.27 For Double Salvo, fire strength is x3 vice x4.

8.55 Clarification: Guns may use Reaction Fire as if they had ZOCs in their forward hexes. If the target fails a resulting disruption check, it must halt.

8.55 Guns are not Abandoned until an enemy unit enters their hex.

8.55 All combat units but tercios may capture guns. Guns may be refaced at moment of capture or of recrewing.

8.55 Clarification: Captured guns use the capturing nationality on the Fire Table.

8.57 Guns abandoned while stacked with another unit can be recrewed by a Rally order or with any IO to the unit stacked with it.

8.63 Add the Disruption number resulting from Artillery Fire to a 10-sided dieroll.

8.63 Regimental Hits: A printed result of "3" or higher by any guns result in one Hit.

8.66 Check for exploding guns on a natural vice adjusted "4."

9.21 Clarification: The following combat units may shock: any non-Caracoling unit that moved adjacent to an enemy in its ZOC, was given any Order or Line Command, or is within the activated Leader's range and eligible to receive an Order from him. Note that tercios have flank ZOCs and thus can shock to their flanks!

9.22 SHOCK RESOLUTION: 2. Non-phasing cavalry may attempt to Counter-Charge any units entering their ZOC. (If moving units do not Shock, resolve as per 9.47.)

9.24 and 9.24A Any side that has multiple units involved may chose the single most advantageous unit for both position and unit type. Attacks through a vertex (by double-sized units) use the attacker's most advantageous facing. (Position superiority versus a tercio must still involve more than one unit.)

9.25 Round shock ratio in favor of attacker if any attackers moved to shock.

9.31 Leaders stacked with a unit advancing after shock must also advance.

Errata Exception to 9.48 Cavalry may Counter-Charge versus any unit that enters its flank hex, not just charging or caracoling units.

9.6 All cavalry units--charging or not--that Routed an enemy individually check for pursuit. Defending cavalry that routed attackers checks also (but does not advance if breakoff results.) If any unit pursues a Routed cavalry off map, check (once only) for "Mass Pursuit" (see changes to Pursuit Table, below). If multiple cavalry types are involved, use the column for HC/CR if any present, if not then LCrt if present, otherwise LC/DG. The active, in-range leader's charisma may be added or subtracted from the Mass Pursuit roll. If Mass Pursuit results, all cavalry units that routed enemy cavalry pursue off map and all just-routed enemy cavalry units are eliminated. The active leader (if in range of any pursuers) and any leaders stacked with pursuing cavalry may chose to be placed In Pursuit or not.

9.61 2. Eliminate and Pursue Off-map: Fleeing, routed unit undergoes Rout Movement (i.e. using full MA). If the following two conditions are met, then the fleeing unit is eliminated and the pursuer is placed in the Pursuit Box:
a. The pursuing cavalry can trace a line of hexes free of enemy units or EZOC, such that the pursuer's MA could get it adjacent to the fleeing unit.
b. A line of hexes free of enemy units, EZOC, or impassable terrain can be traced from the fleeing enemy unit to its army's board edge, such that each hex along the line is closer to that board edge (i.e. the line need not be straight, but may not "side-step.")
Otherwise, treat this result as "Break-Off."

9.62 Only an activated and in-range leader's Charisma may affect pursuit.

9.66(a) Only the activated leader may be so placed In Pursuit.

10.1 Clarification: Leaders stacked with tercios in "Death Star" formation affect all shock combat by that "Death Star" but are considered to be in EZOC for command purposes only if the hex the leader is in is in EZOC.

10.11 Disrupted tercios may Reverse Face.

10.2 and 10.3 HI or TE that lose all their pike strength are treated as Compact LI for all purposes.

10.22 Disrupted units may Front-to-Flank. Also, double-sized HI may Reverse Face just like tercios (10.11), even if Disrupted.

10.23 Clarification: Wheeling draws Reaction Fire.

10.24 The new front of a just-formed Column may be either the left or right hexside.

10.33 and 10.35 Clarification: Note that if a 1 SP Compact LI is disrupted in shock, it is eliminated.

(Use of 10.35 Advanced Light Infantry Usage rules is highly recommended with this variant.) 10.5 "Hedgehog" Formation: An undisrupted HI or TE (with at least 1 pike SP) may form Hedgehog at the cost of 1 MP or whenever an enemy unit moves adjacent to its flank or rear. This may be done in EZOC (if during movement, must be only movement in the phase and draws Reaction Fire). If done in response to enemy movement, the HI/TE must take a Disruption check and does not form Hedgehog if Disrupted. Units in Hedgehog which are disrupted or lose their last pike SP immediately leave Hedgehog. Units in Column may not form Hedgehog.
Advantages: Cavalry and LI units never gain position superiority versus units in Hedgehog. (HI/TE attacking Hedgehogs in flank or rear gain Attack Superiority normally.) Hedgehogs retain normal ZOCs, facing, and shock attack capabilities, including advance.
Disadvantages: Units in Hedgehog may not move until they leave that formation at the cost of 1 MP (they may move freely thereafter if not in EZOC). Hedgehogs' fire strength is halved, rounding down, and they may not Salvo or other Special Fire.

(Note: The Hedgehog rule will require additional markers. "Square" markers from any tactical Napoleonic game serve well.)

12.13 Clarification: HI/TE that are already Disrupted and suffer hits beyond half strength simply remain Disrupted.

12.31 Disrupted units that suffer an additional Disruption from terrain stop movement and remain Disrupted (not Routed).

12.34 Clarification: A unit with a Destroy Train order adjacent to a baggage train must receive an IO (from any leader) to attempt destruction of the train.

Scenario Booklet

The Battle of Luetzen

IMPERIALISTS/LEAGUERS
[a] Units in the ditch never block LOS between two units outside the ditch.

IMPERIALIST REINFORCEMENTS -- RANDOM ARRIVAL: IF the turn is Heavy Fog, add three (+3) to the dieroll.

WALLENSTEIN'S GOUT -- Clarification: Wallenstein may OW up to 4 MPs, or 9 MPs on the turn he's riding his horse. EFFECTS OF FOG -- Movement 2. Double-sized units that Front-to-flank or wheel without entering any other hexes do not have to check for aberrant movement. Such units that move, then front-to-flank, must instead roll as follows: 0-3, Front-to-flank as desired; 4-9, end movement before executing front-to-flank.

DETERMINING FOG -- The 1000 turn automatically remains Heavy Fog.

SWEDISH BAGGAGE -- Exited Imperialist units do not count for VP.

VICTORY: If neither army routs, the Imperialists win.

Charts

Small-Arms Fire Table
Salvo Fire: Double Salvo = 3 x Strength Points Firing
Add: "Dispersed LI target: -2"

Range Effects Table
Field Artillery: 1 hex = +3; 2 hexes = +1.
Heavy Artillery: 1 hex = +5; 2 hexes = +3; 3-4 hexes = +1.

Artillery Fire Table
The Disruption Number: Add to another 10-sided die roll.
Regimental Hits: Fire by any guns resulting in a "3" or higher causes one Casualty Hit.
Adjustments: Add "8. Greater than 3 hexes in Light Fog or Dusk: -1."

Shock Superiority Table
Attacking HI/TE are AS2 versus all types of cavalry.
Attacking CR are AS2 versus LI and DS2 versus Counter-Charging HC/CR.
Attacking LCrt (not other LC) AS2 versus LI and "-" (vice DS3) versus Counter-Charging HC or CR

Shock Combat Results
Add "If LC, LCrt, DG Charging/Counter-Charging: +2/-2."

The Shock Resolution Procedure
Add "9. Advance."
Add "10. Post-Charge Disruption"

Terrain Chart
Enter/Leave Ditch -- Fire Table: 2L /-2 [h]
Cross Elevated Road -- Fire Table: 1L/-1 [p]
[h] and [p]: Ditch, Berm, and Elevated Road fire effects do not apply to Reaction Fire.

Unit Types: Above HI, add "Compact LI"
Above LI, add "Dispersed"
Above HC, add "CR"
Above LC, add "DG"

Add "Fog movement: +2 to for any D-type rolls."

Cavalry Pursuit Table
Add "DG" above "LC" and "CR" above "HC."
If fleeing units are infantry only, add two (+2).

Add "Mass Pursuit Check -- DG/LC: 0; LC Croats: 0-4; CR/HC: 0-2."

Cavalry Charge Table
CR -- Add to 10-Sided Dieroll: +2 (Breitenfeld); +1 (Luetzen)
LC, DG -- Add to 10-Sided Dieroll: +0 (Croats); +1 (all other)

Add to ** : "Add additional +3 if flanked." (Per errata.)

Line Command Eligibility Chart Swedes -- 1. Heavy Infantry and Compact LI
[b] Dispersed LI may not be in the same line with cavalry.

The Artillery Usage Table
3. As Reaction Fire (once per Phase)

The Dieroll Reference Chart
Move the following from the 6-Sided Die to the 10-Sided Die list: On Artillery Fire Table, add dieroll to DDR# for Disruption; the second 10-sided dieroll (8.53).

The Sequence of Play
Add "Fog Check" at the top, above "Artillery Barrage Phase."


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