For God King and Country: Frequently Asked Questions.

Checked by Bruce McFarlane


Go To Figures and Formations.
Go To Command.
Go To Action Phase.
Go To Movement.
Go To Facing / Formation Changes.
Go To Firing.
Go To Melee.
Go To Quick Reference Sheet.
Go To Army Morale.
Go To Scenarios.

Questions in Blue, answers in Green.

    Figures and Formations.

  1. The diagrams of formations for the Swedish system and Spanish system show full strength units. How do I make some of these formations with understrength units as a result of battle casualties?
  2. There is no easily defined arrangement of bases to make some of these formations when understrength that can cover all possible situations. However, there are some principles that can be followed. There should not be any "orphaned" bases. Units should be as symmetric as possible. Drop rear rank bases first, then bases from the flanks. Bases may need to be "shuffled" along when casualties are removed in order to maintain the formation's cohesion. This should not be allowed to put a unit beyond shooting range or out of melee contact with an opponent.

  3. The description of column formation for Spanish system units is more detailed than for Swedish system units. Do those additional rules also apply to Swedish system units.
  4. Yes. All infantry columns have those restrictions on ability to fire and melee.

    Command.

  5. Why do all sub commanders have an 8" command radius? Why not give them a command radius depending on their quality? The current rule means that the quality of your sub commander does not have a great amount of impact on that command.
  6. Some people like the simplicity of having one radius for all sub-commanders (cuts down on referring to the rules all the time). The rule is there more to prevent players from scattering there troops around the table, unhistorically, rather than reflect any command quality. That being said, there is nothing wrong with using your house rule, if that's the level of complexity you enjoy, as long as you make sure all units in a sub-commander's command can fit within his radius.

    Action Phase.

  7. If a unit engaged in melee destroys its opponent and still have some actions left in that turn, are there any restrictions on what that unit may do?
  8. Generally, there are no additional restrictions on what it may use the remaining actions for. Hence, if it was not in command control it may not move in addition to having one less action. Furthermore, if it was an uncontrolled cavalry unit it must use its remaining actions according to the appropriate rules. It is therefore important for cavalry units that start in melee contact to test for cavalry control at the start of their sides turn.

  9. Can I fire at an enemy unit with one of my own and then advance to contact it with another during the same action?
  10. No, all activity that takes place during a single "Action" is considered simultaneous. Hence the enemy unit is considered in melee contact during that action and so may not be both fired upon and contacted in the same action.

    Movement.

  11. Can infantry advance into contact with cavalry?
  12. Yes. Although it is only really advisable for pikemen and perhaps highlanders to do so.

  13. If I have a cavalry unit that must make an uncontrolled advance towards an enemy unit, can it manoeuvre (change facing) during the advance?
  14. No, it must move in a straight line from its current position towards the nearest unengaged side of the enemy unit. The nearest enemy unit is that which requires the least number of actions to contact.

  15. Can a cavalry unit making an uncontrolled advance towards an enemy unit change facing in order to contact the enemy with its own front edge?
  16. No. An enemy unit that cannot be contacted with the cavalry unit's own front edge is ignored. The cavalry unit may then advance against some other enemy unit or, failing the presence of an enemy unit that can be contacted with the cavalry unit's front, edge, it advances as if there were no enemy units to its front.

  17. If the direct path from a cavalry unit required to make an uncontrolled advance, to an eligible enemy unit is blocked by impassible terrain or friendly units, can the cavalry unit change facing in order to pass around the obstruction?
  18. No. Cavalry of this period frequently took shelter behind friendly infantry units to rally and reorganise. This is best represented by requiring uncontrolled advances to stop behind an obstacle such as a friendly unit. The cavalry unit should advance directly towards the nearest eligible enemy unit until its movement is blocked. It then remains there until its situation changes (blocking unit moves, it regains control etc.).

  19. When should uncontrolled advances by cavalry units take place? At the beginning of each action, at the end or at any time during an action at the player's discretion?
  20. All activity that takes place during a single "Action" is considered simultaneous. Hence uncontrolled cavalry advances (and routs) can take place at any time during an action at the owning player's discretion. This is subject to the constraint that a unit required to make such a movement must do so if at all possible during that action. For example, if the path is blocked at the start of the action, is unblocked at any point during the action and is again blocked by the end of the action, the uncontrolled unit must advance while the path is unblocked.

  21. On page 13 the paragraph dealing with "pike and musket" units in melee contact also notes that "No other movement, formation change or facing change is permitted while a unit is in contact with the enemy". Does this second restriction apply to units of all troop types or only to "pike and musket" units?
  22. Yes, it applies to ALL units. If a unit is meleed in the flank or rear (or front for that matter) it is stuck and cannot move turn, pivot or face until some other friendly unit comes to its rescue and defeats the enemy that is pinning it in place. This is an important game mechanic in that it encourages reserves that can come to the rescue of disadvantageous melees, especially as victorious cavalry starts to flank the infantry centre.

    The "shift" rule only came into being to prevent units that are eating away at each other from becoming disconnected because of casualties. If two infantry regiments come in contact with each other in such a way that the pikes are in contact with each other's muskets, it is probable that the pikes will destroy the muskets and the two regiments will become disconnected. It was felt that the pikes would shift so that the victorious pikes would shift in such a way to bring into contact the rest of the opposing unit and settle the melee.

  23. Given this rationale for the "shift" rule above, should the removal of casualties in melee ever allow the units in melee to become disconnected?
  24. No. Wherever possible melee contact should be maintained. This may entail the attacking unit to be moved slightly to restore contact. This will most frequently result from a flank or rear contact. This movement does not cost an action and takes place immediately after casualty removal. If the attacking unit has contacted more than one defender, such movement may not be possible. Only in this situation may contact be broken.

  25. It is possible for casualty removal to expose a previously concealed pike stand of the defending unit. Instead of musket stands shifting sideways to maintain unit integrity, is there any situation in which the pike stand may advance to fill the gap?
  26. This situation would only occur if at least one of the units in melee had adopted "muskets to front" formation. It such a situation it is more appropriate for the pikes to advance and fill the gap caused by casualty removal. Especially in cases where melee contact has not been broken but unit integrity (all bases touching) has.

    Facing / Formation Changes.

  27. The description of dragoons is confusing, at least three different types of troops are referred to as dragoons. What is the difference between them and how are they played?
  28. There are three types of troop that are referred to as dragoons: Dragoon Forlorn Hopes, plain Dragoons and Dragoon Caracoles. It is easiest to describe each type separately.

    1. Dragoon Forlorn Hopes are dragoons which having ridden their horses to the battlefield have now abandoned them. They are permanently dismounted with all stands of this unit are operating together. They are treated in all respects as a Forlorn Hope infantry unit.

    2. Plain Dragoons are like Cavalry, in that each stand of Dragoons is considered a separate unit. While mounted they are treated exactly as every other cavalry unit, except that they are not subject to the cavalry control test. They can dismount/remount at a cost of one action. While dismounted they are treated as separate infantry units consisting of one stand

    3. Dragoon Caracole are cavalry that prefer to shoot while mounted. They never dismount and are treated in all respects as a cavalry unit. That is each stand is a separate cavalry unit. Many players have additional "house rules" to add more character to the performance of Caracole Cavalry.

    Firing.

  29. How can you prevent some players from using their artillery in an unhistorical way. That is they are concentrating all their guns into one grand battery and then concentrating their fire on to one unit. Thought maybe a rule like minus 20% if trying to coordinate artillery fire on to one unit.
  30. Or just have a house rule that says that artillery must shoot at the closest enemy unit. (I don't like modifiers much)

  31. If I have more than one unit firing at the same target, can I add their fire factors together before rolling the dice for effect?
  32. No. The effect of each unit's shooting must be determined and applied separately.

  33. In Melee, the stand contacting the attacking stand suffers the casualties, although they may eventually be placed on another stand (page 14). Does this principle, casualties inflicted on a particular stand, also hold for casualties inflicted by firing?
  34. No. In firing, individual stands are not targeted. Rather the unit as a whole is the target. A separate chart is used to determine whether shot or pikes are hit. Casualties may eventually be placed on the rear ranks as per melee, but the number of bases or each troop type should be kept to a minimum. (You cannot place 1 casualty on each base before giving any base more than 1 casualty) An exception is made for Tercio targets. Due to their size, shooting casualties should be applied to the side of the Tercio facing the shooter or bases touching that side.

  35. Is there any order for the removal of bases from units as casualties?
  36. It is the owning player's choice, with the restriction that no base should become "orphaned". (no longer in edge contact with another base of that unit). It is a good idea to start by removing rear rank bases and then bases from the flanks of the unit.

  37. The rules for shooting clearly state restrictions on targeting enemy units and how range to the target is determined, but are there further restrictions on which of the shooters bases may join in?
  38. No. Shooting is by unit. This applies to both the target and the shooter. Hence if a legal line of sight exists and the target is within range then all bases of the shooting unit in the front rank may fire. A unit may not split is fire between more than one target. Tercios are an exception to this rule. Each face of a Tercio is treated as a separate unit for firing.

    Melee.

  39. Does a melee exist if a unit advances into contact with another unit but does not have any actions left to initiate a round of melee? Most importantly, are they now pinned and have to fight? Is there any chance of the defender moving away, eg Cavalry galloping off if infantry move into contact but not melee to the cavalry's rear/flank?
  40. The defenders are pinned and cannot move. There is fighting going on, but there has not been enough time for significant effects to be shown. The attacker has already surrendered the "first strike" to the defender, I don't think the defender needs any more advantages.

  41. If a unit has any part of it in melee contact then the whole unit cannot shoot, move, change facing or formation and also cannot be shot at. However, this looks a bit odd for Tercios, especially when you have totally clear sides because for instance the Tercio is only engaged on one of its corners by a lone out of control cavalry unit. Are these limitations to units in contact applied to Tercios?
  42. Melee takes fire away from the whole SIDE of a Tercio. The other side may continue to fire and be fired upon but obviously not at the opposing units in melee. As the attackers win and push into the Tercio they will contact other sides of the Tercio and take them out of action as well. A Tercio in melee contact cannot move, change facing or formation.

  43. Can a unit's melee number ever be less than one?
  44. No. Although in some circumstances a unit (eg: a limbered artillery stand) may not be allowed to expend an action on melee.

  45. It is stated that artillery stands are automatically destroyed by melee. Does a unit moving into contact with an artillery unit automatically cause its loss (removal) or must it expend the one action to melee it?
  46. It must expend the action to destroy the artillery.

  47. Does the minus 2 modifier given to cavalry attacking infantry frontally apply when attacking all the different types of infantry? Or only when attacking infantry units containing pikemen?
  48. The sprit of the rule was that the -2 was to be applied only to those cavalry units frontally attacking pike stands or musket stands from units that contain pikemen and which are adjacent to one of its pike stands. It should not be applied when attacking dragoons, forlorn hopes, highlanders or musket stands not adjacent to a pike stand.

  49. In the rules it says that "infantry units in column, or attacked from flank or rear, and limbered artillery suffer a severe melee penalty" However, in the Quick Reference Sheet there are only penalties for being attacked in flank or rear but nothing about the other two situations: infantry in column & limbered artillery.
  50. The "severe penalty" for columns is explained in the last paragraph on page 11. " No units may fire in column formation and only the front stand may melee" By the way, we play it, that if a column is caught in the flank or rear it can't melee AT ALL, since no one is in contact with the front edge of the front stand.

  51. One of the paragraphs dealing with flank attacks describe "Infantry units in column or attacked from the flank or rear..." Does this restriction apply to all troop types including cavalry, artillery etc or only to the units listed?
  52. Yes, it applies to ALL units.

    Quick Reference Sheet.

  53. Artillery stands do not have a melee number listed on the Quick Reference Sheet. They do have a melee number listed in the scenarios. What should the artillery melee number be?
  54. Unlimbered artillery should have a melee number of ONE (1) as per the scenarios. But, of course, artillery cannot advance into contact with enemy troops.

  55. The scenarios and standard troop type charts list melee numbers for cavalry units that differ from the melee numbers found on the Quick Reference Sheet. Which numbers should be used?
  56. The melee numbers given in the scenarios are correct. However, a number of people prefer to use the quick reference sheet values as they emphasise the role of cavalry in the outcome of a battle.

    Army Morale.

  57. Under Army Morale it is stated that every time a unit suffers disorder, the Army Morale drops a victory point. Are such victory points recovered when the unit recovers from disorder?
  58. No. The only way that victory points may be increased is by capturing a terrain objective.

  59. Tercios are stated as being equivalent to two Swedish infantry regiments. Does this mean their effect on army morale when disordered etc is twice that of ordinary infantry regiments?
  60. No. The initial army morale value is derived from the total number of infantry units without regard to type. Tercios contribute the same amount to army morale as ordinary infantry regiments and their effect when disordered etc is also the same.

    Scenarios.

  61. The orders of battle for some scenarios list cavalry regiments as having so many stands in the regiment. Does this imply they form a multi-stand cavalry unit, or is this merely a historical listing?
  62. At this time a "regiment" of horse was mostly an administrative organisation. Once the battle started, each squadron acted on its own. Each cavalry stand is a separate cavalry "unit" in its own right and should be treated as such. Listing historical cavalry regiments in the orders of battle was also a more economical means of listing many stands of cavalry in the scenario.

  63. How are the characteristics of such a cavalry regiment's stands determined?
  64. Each independent stand has the morale and combat factors of the original parent regiment