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"Pike and Shotte doing the Dutch War of Devolution" Topic


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1,747 hits since 10 Jul 2018
©1994-2025 Bill Armintrout
Comments or corrections?

Anton Ryzbak11 Jul 2018 10:21 a.m. PST

We gave it a go the other night, 15mm Pike and Shotte, perhaps we should have used Last Argument of Kings. link

picture

laptot11 Jul 2018 5:02 p.m. PST

I've noticed a problem with closing using BP Pike and Shot as well, however, this was due more to having too much bad going terrain and hedgerows on the table. I suggest not deploying into line until closer to the enemy. Columns get a bonus to their staff rating. The "Follow me" order is also a good way of pushing units forward. Also remember that units within 12" of enemy (6" if you are using 15mm scales) get an automatic move (unless disordered.)

There is a temptation to fight these battles very linearly with one's entire army deployed in a line to flank or guard against same. This was not the tactics of the period. Forces were deployed in depth and often in checkerboard fashion. An effective tactic is to advance two or three units deep, sacrificing the leading unit to fire and leap-frogging the rear unit ahead so fresh forces engage in melee. The rules allow for interpenetration of forces w/o penalty so long as they end their movement clear of friendly units. Use leaders to rally shaken units left to the rear. If all else fails increase the stamina rating for the units.

My biggest issue with Pike and Shot is that the rules don't allow pike and shot forces to both exist in the same regiment. Since most of us base out units with both, one has to separate them into two differing regiments thought they might move together. The result is that the pike part of the force might become disordered and the shot group not. Also breaking regiments into two units, one shot and the other pike leaves one with a bunch of tiny regiments. I've seen rules that have given stats for combined pike and shot regiments and the fix appears easy

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