I have created some statistics for the Muscovite army of the mid-17th century, to allow for battles within the 13 Years War using the rules 'For King and Parliament'. I have added them to the stats for the Polish/Lithuanian Commonwealth, Cossacks and Tatars in the attached pdf. They presume use of the minor rules adaptations mentioned below.
Adapting For King and Parliament to Eastern Europe
The following are the current rules amendments we are testing to adapt Simon Miller and Andrew Brentnall’s excellent FK&P rules to Eastern Europe (as of October 2018). So far they are limited to the armies present at the battle of Berestechko, 1651. When we are happy with them we will expand to other armies and troop types in the period.
This is a scenario for the engagement between a detachment of Radziwill's Lithuanian army and Nebaba's Cossacks at the Dnieper crossing during the Bialy Cerkiew campaign of 1651. It is a rare situation in which the Cossacks were on the offensive.
Scenario: Slobodyszcze, 7/10/1660 scenario for Tercios
This scenario includes map, OOBs, special rules and historical background to this battle in 1660 when a Polish force surprised a Cossack army in camp. It was a good game to play and gave an opportunity to use those Cossack wagons.
I attach a scenario for Tercios/Kingdoms, based on the Polish assault on a Muscovite redoubt at Lubar, in the Cudnow campaign. It is a smallish scenario, playable in an evening with ten units or so per side.
These charts are adapted from the Warlord Games' Pike and Shotte rule set, with distances adapted to suit figures based on 40mm bases. They also have a few house rules, for example for war wagons, which aren't covered at all in the main rules.
I have uploaded a scenario of the first encounter of the Ukraine campaign at Lubar, on 14 September 1660. It is written for Sam Mustafa (Honour Games)' rules set, Maurice. These rules are intended to start in 1690 but with only a little stretching, they provide an interesting challenge for 1660.
The map has the following features:
Named towns (large dot)
Named villages (small dot)
Numbered farms (spotted dot)
Forest hexes. Each patch of forest is lettered for identification purposes.
Main roads (dark brown)
Minor roads (tan)
Railway line (black)
Open hexes. Although ‘open’, these still represent farmland with fields and hedges, streams and ditches.
Hex rows are labelled with letters. Individual hexes are identified by counting away from the left of the row containing the letter (including part hexes). Thus, La Redoute is in hex E7; Saint Michel de Livet is in hex J3.
Each player has various assets, including fighting men and women, vehicles, technical resources and bases. As the campaign is under way at present I am not listing all of these on the website yet. But examples include
German infantry section with Opel lorry
Active Maquis cell
Sleeping Maquis cell
Every turn, each player receives a briefing on events in the previous turn, along with one or more tasks for the turn ahead.
A turn is not a fixed period of time but an episode in which something happens. Each turn, the players will receive a briefing on the situation and should then issue orders to their assets to allow them to deal with the current challenge. Play is similar to a Dungeons and Dragons approach: they will not be constrained by mechanical rules although these exist in the umpire’s set. The umpire will try to carry out the players’ instructions and will report the outcome at the end of the turn.
That said, the players are given some guidelines:
Lorries can reach anywhere on the map using the road net. Their passengers can then disembark and move on foot. I will presume that lorry-borne units will return to base at the end of the turn unless a player orders them to stay in another village or town. The gas powered lorries risk breaking down but otherwise are the same as the Opel lorries.
The Steyr heavy car and kübelwagen can reach anywhere on the map, not just on the road net.
Troops on foot may walk up to 4 open hexes, either from their base or from the point where a vehicle has transported them. I will presume they will return to base at the end of the turn unless a player orders them to stay in another hex (troops on foot can bivouac in non-urban hexes).
The tank can travel up to 12 hexes in a turn and will end the turn where it has been sent (ie it won’t return to base at turn’s end). It derives no benefit from roads.
Players may issue contingency orders, for example to lie in ambush or to look out for a signal and then take another action..