Empire and Catholic PrincesEmpire and Catholic Princes

At the beginning of the 17th century, the Empire ended the Long War with the Ottomans and plunged into the Thirty Years War. Even though it devastated Germany, the Austrian Habsburgs became stronger. Having repelled the siege of Vienna in 1683, they started the conquest of Hungary and became one of the main rivals of France.
Austrian Habsburgs and their catholic allies in the Holy Roman Empire kept their steel armor and pikemen longer than the other European armies because these two things helped them a lot against their historical opponent: the Turks. Some commanders' legend says they started their career as mere pikemen such as Tilly and Montecuccoli. Pay attention to their wisdom, make a steady army's center, and crush the exhausted enemy with your great heavy cavalry.

Units

1Pikemen (main)
9 pts
Speed
2-1
Retreat
1
Strength
2
Morale
2 (-4)
Discipline
4+
Close combat
2d6
Special rules: Infantry
1Veteran Pikemen (main)
11 pts
Speed
2-1
Retreat
1
Strength
2
Morale
2 (-4)
Discipline
4+
Close combat
2d6
Special rules: Infantry, Veteran
1Musketeers (special)
10 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
1d6
Fire
Musket (long range): 2UW 1d6
Musket (short range): 1UW 2d6
Special rules: Infantry, Countermarch
1Veteran musketeers (rare)
12 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
1d6
Fire
Musket (long range): 2UW 1d6
Musket (short range): 1UW 2d6
Special rules: Infantry, Veteran, Countermarch
1Reiters (special)
12 pts
Speed
4-2
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
2d6
Fire
Pistol: 1UW 1d6
Special rules: Pursuit, Cavalry
1Veteran Reiters (rare)
14 pts
Speed
4-2
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
2d6
Fire
pistol: 1UW 1d6
Special rules: Pursuit, Veteran, Cavalry
1Cuirassiers (rare)
20 pts
Speed
3-2
Retreat
d6-1
Strength
2
Morale
2 (-4)
Discipline
4+
Close combat
3d6
Fire
Pistol: 1UW 1d6
Special rules: Veteran, Cavalry, Armor
1Heavy Artillery (rare)
22 pts
Speed
0-1
Retreat
0
Strength
0
Morale
0 (-0)
Discipline
5+
Close combat
1d6
Fire
Grapeshot: 3UW 2d6
Special rules: Bombardment 8UW - 3d6, No retreat, Irregular, Immobile, Artillery, Heavy
1Dragoons (special)
12 pts
Speed
4-3
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
1d6
Fire
Carbine: 2UW 1d6
Special rules: Use cover, Scout, Light, Vanguard

Special rules

Armor: Enemy gains a disadvantage for each of your units with armor in the line of fire

Artillery: -1 die when bombarding formations consisting only of artillery units.

Bombardment 8UW - 3d6: Heavy artillery

Cavalry: Disadvantage while engaged within broken and very broken terrain. Units gain -1 die when bombarding formations consisting only of cavalry units.

Countermarch: Gains +1d6 to fire at long range, if there is another unit with countermarch in rear contact

Heavy: Counts as 2 artillery units when calculating the army's strategic rating

Immobile: The unit cannot move in the turn it bombarded. The unit loses fire and bombardment capabilities in the turn in which it moves. Slows down to 1UW when moving through broken terrain. Cannot move through very broken terrain.

Infantry: +1 discipline when within a village

Irregular: Never counts in formation with other units. Army does not lose morale when irregular units make failed retreat

Light: Does not increase combat price on retreat. Does not suffer disadvantage while within very broken terrain.

No retreat: Cannot retreat

Pursuit: Infantry units in contact with this unit cannot retreat if this unit is not within broken or very broken terrain

Scout: When deploying armies this unit can be set up as usual, or anywhere on the field, more than 3UW away from enemy units, columns or deployment zone

Use cover: While within broken or very broken terrain, the unit gains +1d6 close combat

Vanguard: When determining distance from the commander, count the formation consisting only of units with Vanguard as being at half range, as well as all units within them

Veteran: Does not count towards the unit limit of your tactics and always receives your tactic's effect

Assets

Wing commander 40pts, 0-2: You get a sub-commander.

Balkans light cavalry 10pts, 0-2: 4 or less of your special cavalry units gain "Scout", "Light" и "Vanguard" special rules

Bodyguard 10pts: Ignore the first failed commander risk

Double pay 10pts: You may reroll first two failed discipline tests

Enfants Perdus 10pts: Up to a third of your infantry units with muskets gain "Scout", "Light" и "Use cover" special rules

Excellent horses 40pts: Your cavalry units gain advantage in close combat against enemy cavalry in your active turn.

Excellent logistics 10pts, 0-2: You have 1 more column during deployment

Experienced staff 10pts: +1 command radius for your commander (does not work for sub-commanders)

Extra gunners 5pts, 0-2: Once per game, when the enemy artillery unit is broken while in contact with you units, take control of it instead.

High quality powder 5pts, 0-2: Once per game you may reroll all dice in your combat roll

Holy banner 5pts: After deploying your army, select one main unit. It gains +3 strength. When it retreats, your army loses 2 morale.

Master reconnaissance 15pts: One of your columns of choice may set up after the enemy has deployed his entire army

Military priests 15pts: Once per game add +1 to your infantry units speed

Mobile staff 15pts: Each turn, you can move your commander up to 2UW once in the action phase

Mutiny 5pts: 4 or less of your infantry units gain "Mutiny" special rule (+1 discipline tests, but cannot fall back)

Redoubt 10pts, 0-2: Before the deployment of armies, set up an emplacement on your half of the table. You may immediately deploy one unit inside it.

Reputation 10pts: Enemies have 1 less column during deployment

Rich baggage 10pts, 0-2: Once per game, when your unit is broken on your half of the table while in close combat with enemy units, these units must pass a discipline test or be broken.

Snipers 10pts: Enemy's commander risk roll fails on 1 or 2

Spy 10pts, 0-2: Once per game, during any players start combat phase, remove a die from your enemy's tactic

Strategy 15pts, 0-2: +1 strategic rating

Tactical expertise 15pts: An extra action die that you can use only for tactics (use a die of another color). If it is already on the board, you cannot roll it.

Traitor 20pts: Once per game, at the beginning of his action phase, select a formation. It cannot activate this turn.

Empire and catholic princes

Empire and catholic princes

Actions
Move
Activate D formations in the command radius
March
One formation within the command radius makes a simple move with a speed of D. At no point it may move within 3UW of an enemy unit
Move commanders
Move all your commanders up to D+2 UW
Tactics
D
Inspire
D engaged units double their strength and gain +1 to discipline tests
D
Tenacity
Any one unit may reroll a discipline test
D
Cover of Pikes
Passive player
D infantry units in formation with pikemen gain +1d6 close combat and +1 discipline tests
D
Caracole
D of your pistol cavalry units gain +1d6 fire. After resolving hits, if they are within enemy line of fire, they must retreat 1UW without increasing the combat price
D
Hold the line
Passive player
D units halve their retreat and may turn at the end of it
D
Men of Iron
D cavalry units gain Pursuit or Armor special rules
Command radius: 3UW
D is the number on the die