Eastern rennaissance wargaming using VWQ rules

A board for questions and discussion relating to Clarence Harrison's ECW focused rules which are growing in popularity. Please post here for questions and discussion relating to VWQ
Post Reply
M.P.
Posts: 4
Joined: Fri Jan 16, 2015 11:42 pm

Eastern rennaissance wargaming using VWQ rules

Post by M.P. » Thu Jan 29, 2015 4:53 pm

I'm slowly working on my Polish-Lithuanian and Muscovite armies for the Smoleńsk War (1632-34). While converting and sculpting is my thing, painting is less so. To bring up my motivation for painting I've decided to play some games.

Since I'm not very fond of rules-heavy games (e.g. By Fire & Sword, DBR) or too abstract like DBA I've settled on Victory without Quarter. The rules were designed for ECW so western european warfare is already there, my question is what house rules would you suggest to add to achive an eastern flavour?

I would need rules for light cavalry, warwagons, feigned flight and horse archers.

Regards,
Tom
User avatar
quindia
General
General
Posts: 1259
Joined: Tue Jan 18, 2005 4:51 am
Location: Chesapeake, VA USA
Contact:

Re: Eastern rennaissance wargaming using VWQ rules

Post by quindia » Thu Jan 29, 2015 5:03 pm

I'm afraid I'm not very knowledgeable on that theater... :oops:

Maybe Joe has some suggestions?
M.P.
Posts: 4
Joined: Fri Jan 16, 2015 11:42 pm

Re: Eastern rennaissance wargaming using VWQ rules

Post by M.P. » Sun Feb 01, 2015 6:29 pm

Thanks for a reply Quindia. It seems that eastern warfare is not so popular, it's a pity.

Apart form reading the rules I have no experience with VWQ, but I'll try to make some amendments and post them here for critique.
M.P.
Posts: 4
Joined: Fri Jan 16, 2015 11:42 pm

Re: Eastern rennaissance wargaming using VWQ rules

Post by M.P. » Sun Feb 01, 2015 8:43 pm

Here's what I've got:

Eastern light cavalry (lancers or mixed missile)
- 10” movement
- may shoot or charge
- may evade horse without disorder
- being in open order does not penalize them
- lancers gain additional +1 to melee in charge and shoot with 1d6
- mixed missile shoot with 3d6 and -1 penalty
- they melee with 2d6

War wagons
- 6” movement (2” when connected)
- May shoot with 4d6 and cannot charge
- May not evade
- May be passed by friendly units

Rabble
- 4” movement
- Always in open order
- 2d6 for every two stands

Skirmishers
- 6” movement
- Always in open order
- Shoot with 3d6
- May not charge
- May be equipped with rifled handguns (count as firelocks)
- May be passed by friendly units

Horse (lancers)
- lancers gain additional +1 to melee in charge and shoot with 1d6
M.P.
Posts: 4
Joined: Fri Jan 16, 2015 11:42 pm

Re: Eastern rennaissance wargaming using VWQ rules

Post by M.P. » Tue Feb 03, 2015 10:32 pm

After the game I've played today house rules look like this:

Eastern light cavalry (lancers or mixed missile)
- 10” movement
- may shoot or charge (with 3d6)
- may evade horse without disorder
- being in open order does not penalize them
- lancers gain additional +1 to melee in charge and shoot with 1d6
- mixed missile shoot with 3d6 and -1 penalty
- they melee with 2d6
War wagons
- 6” movement (2” when connected)
- May shoot with 4d6
- May not charge nor evade
- May be passed by friendly units
- new maneuver: connecting wagons (harder to disorder)
- friendly units may shoot through them if in base contact (half of them can shoot)
Rabble (mounted or foot)
- 4” movement (8” mounted)
- Always in open order
- 2d6 for every two stands and -1 to shoot

Skirmishers
- 6” movement
- Always in open order
- Shoot with 3d6
- May not charge
- May be equipped with rifled handguns (count as firelocks)
- May be passed by friendly units
Horse (lancers)
- lancers charge with 4d6 and bonus of +1 and shoot with 1d6
User avatar
quindia
General
General
Posts: 1259
Joined: Tue Jan 18, 2005 4:51 am
Location: Chesapeake, VA USA
Contact:

Re: Eastern rennaissance wargaming using VWQ rules

Post by quindia » Tue Feb 03, 2015 10:59 pm

These seem fine to me, MP! The main thing is that the units feel right according to your experience of the period. Nothing kills a game more for me than finding the rules don't produce reasonable results of what I expect (no that doesn't mean I always win). By the time you play through a few games, you may need to tweak your rules (or mine for that matter) more than once, but I think you will find VWQ a robust core to build on...
Post Reply