SwedenSweden

Poor and remote country at the start of the 17th century, Sweden became the Baltic hegemon thanks to its strength at arms alone. Is its position safe after the decades of war, in which hundreds of thousands of conscripts perished, leaving the country depopulated?
Gustavus Adolphus continued the Dutch reforms, using even shallower formations with even greater emphasis on firepower. Light regimental guns helped with that. To oppose the heavy Imperial cavalry, the Swedes, with their small northern horses, had to support their cavalry with musketeers and rigorous formation training.

Units

1Pikemen (main)
9 pts
Speed
2-1
Retreat
1
Strength
2
Morale
2 (-4)
Discipline
4+
Close combat
2d6
Special rules: Infantry
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 (special)
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
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
1Regimental Artillery (rare)
15 pts
Speed
0-2
Retreat
0
Strength
0
Morale
0 (-0)
Discipline
5+
Close combat
1d6
Fire
Grapeshot: 3UW 2d6
Special rules: Bombardment 5UW - 1d6, No retreat, Artillery, Regimental gun
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

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

Bombardment 5UW - 1d6: Regimental artillery

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

Regimental gun: The unit can use Cover of Pikes tactic as if it was infantry

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.

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.

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

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

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.

Sweden

Sweden

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
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
Controlled fire
D infantry units gain an advantage in fire
D
Gallop
Active player
D cavalry units gain +1d6 close combat against cavalry
D
Drill
D infantry units not in close combat may make a difficult move
Command radius: 3UW
D is the number on the die