16 November 1997 Unofficial "Lion of the North" Variant Volko Ruhnke 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. For example, the rules exaggerate Swedish command superiority, the ability of better led units to outmaneuver their enemies, and the ineffectiveness of artillery. As a result, Swedish cavalry routinely win the battles before the infantry even become engaged, and there appears no reason for commanders of the era even to bring their expensive cannon to the battlefield. Historically, infantry and artillery actions were critical at both Breitenfeld and Luetzen. 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. * Rationale: To give leaders more flexibility regarding when to withdraw (particularly important in light of 6.43 change), similar to that of leaders in SPQR. 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. * Rationale: Current rules provide ahistorically low leader casualties and do not account, for example, for the circumstance of Gustavus's death. OW rules penalize nonFinished leaders but not Finished leaders. 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. * Rationale: Simplicity. 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. * Rationale: To dampen the effect of multiple moves by the same units and, secondarily, of Swedish advantages in Leader Initiative. To portray a pace of the battles more consistent with history. 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.) * Rationale: To deflate Gustavus's tactical command dominance to historical proportion--to something greater than Caesar but still less than Hannibal. 6.12 Swedish HI that move 5 MP take a Disruption check. * Rationale: To provide a meaningful penalty to the use by armored pikemen of speed equal to that of light infantry (equivalent to the penalty applied to Phalanxes in other GBOH games). 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. * Rationale: To increase the feasibility of forming a defensive line of HI supported by artillery. 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.) * Rationale: To simulate the command advantages (and encourage historical usage) of, for example, cavalry/commanded musket combined arms. 7.21 and 10.35 Dispersed LI exert ZOC into flank hexes as well as front. * Rationale: To increase what is otherwise too minimal a nuisance level of Wallenstein's commanded musketeers at Luetzen (more akin to, but still less effective than, skirmishers in other GBOH games). 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. * Rationale: To provide single-hex units a capability comparable to "wheeling." See 10.23. 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. * Rationale: To simulate the lesser ability of non-shock oriented light infantry to pin enemy units. 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. * Rationale: To prevent the paradox of engaged, fully exposed units holding their fire for fear of return fire. 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. * Rationale: Simplicity. 8.24 LOS is always blocked by combat or artillery units (not leaders). * Rationale: Simplicity. 8.27 For Double Salvo, fire strength is x3 vice x4. * Rationale: To portray diminishing returns and show a difference between larger and smaller Swedish HI units, within the confines of the Fire Table. 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. * Rationale: To more realistically portray artillery as better than completely useless. 8.55 All combat units but tercios may capture guns. Guns may be refaced at moment of capture or of recrewing. * Rationale: Historically, heavy infantry assaults were capable of capturing guns. 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. * Rationale: Rule needed to cover this circumstance. 8.63 Add the Disruption number resulting from Artillery Fire to a 10-sided dieroll. * Rationale: To more realistically portray artillery as better than completely useless. 8.63 Regimental Hits: A printed result of "3" or higher by any guns result in one Hit. * Rationale: Getting hit by big guns also could hurt. 8.66 Check for exploding guns on a natural vice adjusted "4." * Rationale: To give a chance of explosion regardless of modifiers. 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.) * Rationale: Common sense. 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.) * Rationale: Simplicity and common sense. 9.25 Round shock ratio in favor of attacker if any attackers moved to shock. * Rationale: Realistic consistency with other GBOH rules (what works for sarissas, works for pikes....) 9.31 Leaders stacked with a unit advancing after shock must also advance. * Rationale: Common sense. Errata Exception to 9.48 Cavalry may Counter-Charge versus any unit that enters its flank hex, not just charging or caracoling units. * Rationale: Common sense. 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. * Rationale: To increase the frequency of pursuit, especially for the less commonly charging Imperialists, and to simulate the departure of most or all of a cavalry wing in pursuit. 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." * Rationale: To prevent the occurrence of pursuers flying over solid lines of defenders, later to appear in their rear. 9.62 Only an activated and in-range leader's Charisma may affect pursuit. * Rationale: Simplicity and common sense. 9.66(a) Only the activated leader may be so placed In Pursuit. * Rationale: Simplicity and common sense. 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. * Rationale: To provide such units a means of withdrawing from the front line if not engaged. 10.2 and 10.3 HI or TE that lose all their pike strength are treated as Compact LI for all purposes. * Rationale: Common sense. 10.22 Disrupted units may Front-to-Flank. Also, double-sized HI may Reverse Face just like tercios (10.11), even if Disrupted. * Rationale: Principally, to provide disrupted double-sized units a means of withdrawing from the front line. Also, to enable double-sized units to backup, refuse flank, etc. 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. * Rationale: To provide the Column formation a more realistic degree of utility. 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. * Rationale: To simulate the ability of musketeers to hide within the body of pikemen and the ability of outer ranks and files of pikemen to shift facing on command. To reduce the unrealisticly common occurrence of weak cavalry units ravaging a sizable and otherwise healthy body of pikemen. (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). * Rationale: Common sense. 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. * Rationale: Common sense. IMPERIALIST REINFORCEMENTS -- RANDOM ARRIVAL: IF the turn is Heavy Fog, add three (+3) to the dieroll. * Rationale: Common sense. 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. * Rationale: A rule is needed to cover these situations. DETERMINING FOG -- The 1000 turn automatically remains Heavy Fog. * Rationale: Play balance. SWEDISH BAGGAGE -- Exited Imperialist units do not count for VP. * Rationale: To depict greater relative discomfort to the Swedes for losing their baggage and to provide reasonable incentive for the Imperialist player actually to go after it. VICTORY: If neither army routs, the Imperialists win. * Rationale: To reflect the fact that it was Gustavus's gambit to risk battle late in the season in order to smash Wallenstein, add an incentive for Swedish attack across the ditch, and help balance the game. 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. * Rationale: To depict the substantially increased effectiveness of close-range and point-blank fire. 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 * Rationale: To better depict the shock advantages of pikes over cavalry and cavalry over pikeless infantry; to depict the Croats' skill at "infighting." 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. * Rationale: To portray the additional cover provided by the ditch behind the berm, the cover provided by the elevated road, and the fact that these features would not provide cover to an approaching (or departing) force. 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). * Rationale: +5 is an excessive modifier, virtually overwhelming unit type differences and charisma and resulting in overly frequent elimination of routed infantry without even temporary distraction of the cavalry involved. 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) * Rationale: Reduced modifiers are needed to make Charging and Counter-Charging at least occasionally an attractive option for Imperialist cavalry. They also reflect some scholarship (citing Pappenheim's agressive charging, for example) arguing that the Caracole was already a secondary tactic by 1631. 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."