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Ridiculous Vanity : Rules for the Age of Louis XIV 1660 - 1714 2.0
Ridiculous Vanity : Rules for the Age of Louis XIV 1660 - 1714 2.0
Ridiculous Vanity : Rules for the Age of Louis XIV 1660 - 1714 2.0
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Ridiculous Vanity : Rules for the Age of Louis XIV 1660 - 1714 2.0

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A complete Tactical ruleset for the Age of Louis XIV 1660-1714. Covers all major powers of the period and allows players to recreate the major battle of the League of Augsburg, the Spanish Succession, and the Dutch wars. Completely revised 2nd Edition and includes the Battle of Blenheim.
LanguageEnglish
PublisherLulu.com
Release dateMay 4, 2011
ISBN9781257702831
Ridiculous Vanity : Rules for the Age of Louis XIV 1660 - 1714 2.0

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    Book preview

    Ridiculous Vanity - Manny Granillo

    e9781257702831_cover.jpg

    Ridiculous Vanity

    Rules for the Age of Louis XIV 1660-1714

    Manny Granillo

    2.0

    Credits:

    Concept & Design: Manny J.Granillo

    My very special thanks to those experienced wargamers that assisted

    with the playtesting of this work:

    Scott Wilson, Frank Hall, Kurt Meyer, Steve Strawn, John Cunningham, Steve Marsh, Charlie

    Parker, Charles Read, Ron Lange, John Arena, Alex Fabros, Jeff Buchetti, David Bratovich,

    Neal P., Brent Burdine, Craig Burdine, and Gil Ocampo.

    This work is dedicated to my friend and long time gamer Charles Read. As one of the original playtesters and gamer on Ridiculous Vanity since 1987, he was always objective and focused on finding the —holes‖ in the calculations. I lost a good friend recently to tragedy. May he Rest In Peace.

    Ridiculous Vanity 2.0 is the trademark for HR Games simulation of warfare during the Age of Louis XIV

    ©1995-2009 HR Games

    A Division of Hoplite Research, LLC

    All Rights Reserved.

    Printed in the United States Of America.

    9781257702831

    Table of Contents

    Title Page

    Copyright Page

    Introduction:

    Sequence of Play

    Formation

    Appendix A - National Characteristics

    Appendix B

    Shooting Combat

    Before starting a Battle

    ✠ Prepare Armies by organizing them into commands and rolling for all generals and the army commanders if not known.

    ✠ Determine whether battle is an encounter, or defensive battle and role for arrival and deployment.

    ✠ Setup the terrain and deploy forces.

    ✠ Issue all orders to all commands before starting play.

    ✠ You are now ready to begin.

    ✠ Follow the detailed Sequence of play on the following page or use the chart on the Player Aid cards.

    e9781257702831_i0002.jpge9781257702831_i0003.jpg

    Introduction:

    Welcome to the next Edition of RIDICULOUS VANITY. Since the release of the first edition in 1995, hundreds of games have been played and many standards have been taken!

    RIDICULOUS VANITY has evolved in design and application toward history with a more mass market approach. Most of the charts and tables have been streamlined for efficiency without sacrificing gameplay. I hope that you will enjoy the new design.

    As the period is one of individual personality and ridiculous vanity, we have placed much of the burden of command and decisions into your hands. It is only through the ability to truly fail in a most glorious fashion can you ever rise to be an unconquerable opponent. At times, you will need the ego of Marlborough, the genius of Vauban, and the cunning of Monte-coccoli to even hope of reaching the heights of grandeur attained by the master. A Master known to the civilized world as:

    Louis XIV

    So fluff up your wig, powder your cheeks, don your high heels and uncork that bottle of Cognac!

    Manny J. Granillo II

    HR GAMES

    Sequence of Play

    The Field Day before Battle

    Issue Orders

    Give orders to all commands

    Turn Sequence:

    Initiative roll (1d6) Roll at the beginning of each turn—This represents one sides chance or luck factor. It also helps when two players declare actions simultaneously such as charges. The holder of initiative is always considered the attacker when dealing with a simultaneous event.

    Determining the number of turns: P. 12

    After determining which Day Segment to begin the game, the player with the initiative will roll a d6 and add to that the average of the two opposing C-in-C’s command values and any modifiers for weather/terrain/conditions that apply to determine the number of turns. Repeat sequence at the beginning of the next Day Segment.

    Rout and Rally Phase P.30

    a.) Units that just Routed do not move again in the immediately following Rout and Rally phase.

    b.) Any routing units which have not been fired upon or charged after routing at least once can attempt to roll a morale check to rally. If successful, the rallied unit will hold its present position unformed facing in any direction and in any formation possible to the rallying unit. Units that rally may not move during the following movement phase.

    c.) Check Army Integrity if the Army has received at least 60% (30% if Mercenary) in destroyed or routed units.

    Movement Phase P.14

    a.) The player with the initiative moves first followed by the opponent. All units that are not routing or in melee can move their appropriate distances.

    Fire Phase P.19

    a.) Artillery fires first.

    b.) Any units which have a line of sight to their respective targets may fire if they are eligible.

    Impact P.25

    a.) Any unit that begins the phase in contact with one or more opponents is eligible to conduct melee. No fire of any kind can be issued into a melee. See Opportunity Fire under the Firing section.

    Confidence Phase P.29 Any formation which is within 8 inches or less of a new router must check it’s Confidence.

    Charge declarations P.24

    a) Any eligible unit may declare a charge upon an opponent, but the movement of the units does not occur until the beginning of the following movement phase.

    e9781257702831_i0004.jpg

    The constant improvement in rate of fire, metallurgical evolution and accuracy for all powder weapons drove the evolution of how to effectively use those weapons. It inspired nations to completely evolve not only the way war was fought, but also to mercenary and subsequently, a trained national army by the end of the 1660’s. All of the measurements as written within these rules are for 25/30mm. When using 15/10mm, please half all of the ranges. 5/6mm use centimeters Figure scale 1:50

    Dismounted Dragoons are represented by 9 figures.

    Each Cavalry squadron consists of 4 castings/foot battalions have 12 castings

    Four castings per stand for foot; two in front and two behind them

    Two Castings per stand for horse, mounted skirmishers and dragoons

    Three castings per stand for dismounted dragoons, Peasants or civilians

    One casting per stand for Personalities

    Each Artillery battery consists of one gun model and four artillerist castings which represents 4 Guns.

    Infantry Combat Philosophy—represents the military doctrine of a unit and how its rank and file were trained to engage and defeat its opponents. When putting together scenarios or setting up one, this will help you place the correct representation on the table and how they will play within the Ridiculous Vanity system.

    Each Army will need one Caisson/Ammunition wagon. Limbers and other accessories may be used. These items are not really necessary but they add to the ‘visual appeal’ of any field of battle. An extra item to think about is the use of ‘dead’ or wounded figures to represent casualties inflicted on units. This greatly adds an air of ‘realism’ to the field as units march around taking damage. Throw out a dead figure for every three Disorder Markers a unit receives.

    Other Items needed for play: A D4, D6, D8, D10, and D12, measuring tape/rulers, and different colored pipe cleaners cut to one inch lengths. Cut the pipe cleaners to represent the different states that a unit will go through during the course of the battle. Yellow for Unformed, Red for Rout, and Green for low ammo(2 for out). You will also need to use a d6 die per unit to show accumulated Damage or use a roster sheet.

    The following sizes are for basing four foot, two cavalry, or four artillery figures as shown below:

    If you are using another popular basing system for both sides, then you’re fine.

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    Formation

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    CAVALRY FORMATION

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    CAVALRY SKIRMISH FORMATION

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    ARTILLERY BATTERY

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    PIKE FORMATION

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    PIKE & SHOT FORMATION

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    MUSKET FORMATION

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    SKIRMISH LINE FORMATION

    Pike Formation—Derived from the use of the ancient Pike weapon, it proved very effective against mounted and infantry formations alike.

    Pike & Shot Formation—Innovative use of combined arms between Pike and Musket armed companies. This philosophy advocated smaller combat formations between 600 to 1000 men with 1/3 Pike armed companies in the center and each flank having an equal 1/3 armed with Musket. Most powers eventually adopted this system, also known to some as the Swedish system.

    An all Musket formation approx. 400 to 600 men.

    Skirmish Line—Deployed dragoons, infantry trained to maneuver in difficult terrain, irregular forces trained in hit and run tactics, or forces trained to snipe and harass enemy formations with bow or Musket fire. W represents any missile or hand weapon that the troops are armed with.

    Cavalry Formation—Each mounted formation represents a squadron of cavalry. Whether heavy armored Cuirassiers, Lancers, mounted Dragoons, line cavalry, or simply light horse, they will all be based and maneuvered as shown. Typical size varied from 200 to 300 depending on training, nationality, and period. Irregular cavalry must use Skirmish Formation.

    Cavalry Skirmish Formation—Represents a cavalry squadron which has been deployed into skirmish formation. Only those formations so trained can do so. Irregular cavalry can only maneuver in Skirmish formation. i.e. certain Cossacks, Azabs, etc.

    Artillery Battery—Each gun emplacement will be shown as depicted with one gun model and four gunners representing the deployed position. Unless the gun is in transit, you would not see the limbers and civilian man handlers.

    The Army

    Raised by Royal decree, an Army represented the military arm of state policy. Commanded by one entrusted to achieve the monarch’s goals, the army was normally formed around a nucleus of household troops. The Army group in Ridiculous Vanity! represents the infrastructure required to maintain an army in the field. Each Army Group has a Army commander personality duly appointed by his royal majesty or sovereign.

    The Command

    Favors, entitlements, connections, and bloodlines do not often present the most able officer cadre, but in the army, it was how each Command was issued. A Command is a collection of individual regiments, battalions, or batteries that function as a collective.

    When a Command has lost 60% of its units, 30% if more than half are mercenaries, Militia, Rabble, or pressed into service to either rout or destroyed, then the Command must make an intrinsic command roll during the Rally Phase. Please reference the Intrinsic Command Chart located after the Confidence Section of the rules below. If a Command fails, then the Army or Command must begin an orderly retreat to its Command staging area or off the board, but reacting normally when threatened. This does not constitute a rout by any means but an orderly withdrawal. This is designed to reflect the strain placed upon the leadership to maintain control of the Command. Troops that are routing cannot rally after their command has collapsed. The Army is also under the same 60%/30% rule.

    If a Command fails its roll, then the Command’s orders are changed to forced withdrawal.

    If the Command passes its roll, then the Command can continue until it has to test again if it reaches 60%/30%

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