Camisards war: weapons and characters
Following the previous article published on this blog, here are the characteristics of weapons and characters that you can relive the fiercest clashes of the Camisards war. The scenarios are available here (pending translation).The campaign proposed here allows you to recreate the skirmishes that have marked the period 1689 - 1715, as battles in a larger scale that took place during the Camisards war (one hundred miniatures by camp).
The campaign uses the rule of the Lord of the Rings, a Games Workshop game, or one of its historic variant: Legends of the High Seas or Legends of the Old West. You must have one of these rulebook to play.
Weapons
The charts below replace those given in the rulebook for the profile of each weapon. A character can be equipped with any number of weapons and equipment, but it must be visible on the miniature.

The artillery piece
The 6 pounds artillery is a collective piece, which needs at least 3 miniatures to work. These miniatures can receive their own individual weapons in addition of the collective weapon, but their form one unit with the artillery piece and so must stay in a radius of 1" from it. They can't use during the same shooting phase their individual weapon and the collective weapon, so the player must indicate at the beginning of the phase if the artillery piece will fire or if its servants will use their individual weapons. The artillery piece can be moved of 2" by tour with the assistance of at least 3 miniatures. 
The artillery piece
An artillery piece can never shoot at less thant 8" and never more thant 30", except when a shooting incident occurs (see below). When firing, the player draws a straight line from the artillery piece and it's target. This target can be placed behind other miniatures, but not completely hide by a hard obstacle. The player is not forced to choose an opponent's miniature for target and can take for target any point of the battlefield that the servants can see (this is the fall point of the cannonball).
The player makes the roll for hitting. If the roll is scored, the cannonball reach the target as expected. If the roll is missed, the player rolls another D6 on the Shooting Incidents chart bellow and applies immediately the effects.
To simulate the bounce of the cannonball, all miniature in the second half of the straight line between the artillery piece and the fall point of the cannonball suffer an automatic hit of a Strength of 6. A miniature surviving to the passage of the cannonball is blown away. The bounce of the cannonball is always stopped by hard obstacle (walls, woods, hills, swamps…), whatever is the position of the fall point of the cannonball.

The halberds
Halberd can be used to dismount riders during melees: each scored hit force the rider to check for dismounting.
The factions
Each player chooses one faction of belonging for his group at the beginning of the campaign. As in the original rulebook, a list of costs allows each player, depending to the played faction, to compose his group at the beginning of the battle. Players can take between 200 and 1000 points in characters and equipment, which representing between fifteen and a hundred miniatures by camp.Between each battle, players can choose to count experience point for their heroes, henchmen never gaining experience. Gained experience is adding to character cost if players want to recruit him again for next battles.
French royal army
The French royal army includes all troops send in provinces to force the conversion of the Protestant and to submit the insurgents.. Thereafter, these troops will fight against British army during the attempt of landing at Sète in 1710.
The bourgeois militias
The bourgeois militias are forming to help the French royal army to fight against Protestant Camisards in using the same methods. But, it appears that some militias become to be uncontrollable and then are actively researched by French royal army.
Sermon, special rule for bishops: during shooting phases, an opponent's miniature in a radius of 8ps of the bishop is chosen by the player. On a result of 4+, this miniature loose 1 Courage point for the remaining of the game. The sermon can be used many times on the same miniature (effects are cumulated).
Camisards
Camisards are generally leads by one or more preachers, generally former soldiers who well know the country; but also by prophets who stir up their dissatisfaction.
Prophecy, special rule for prophets: during shooting phases, a friendly miniature in a radius of 8ps of the prophet is chosen by the player. On a result of 4+, the miniature gains 1 Courage point for the remaining of the game. The prophecy can be used many times on the same miniature (effects are cumulated).
British army
July 24, 1710, taking benefit of the night, 3000 English sailors, lead by Sir John Norris, are landing near Sète. But the battle really begins the 28, while English are plundering the town. The French, lead by the duke of Noailles, are assembling hardly 900 dragoons, 1000 infantrymen and 12 artillery pieces. However, they take rapidly the advantage and Norris commands the evacuation.
The British army list represents the expeditionary corps send in reinforcement to Camisards, a rapidly aborted attempt to open up a second front during the Spanish succession war.


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