Victory Without Quarter (VWQ) Links

Below are listed the links/pages to access the rules, forums, addenda and my suggested baseings of figures (so FoG troops don’t get rebased).

Rules (free to download)

Forums for the rules (answers from the author,etc)
Quick Reference Sheet   QRS version 2 from the League of Ausberg site.

VWQ QRS V3.5 is now up after some fine updates/suggests from Lex.

Addenda to Number of Officers based on rules as written: There is only 1 CinC, and 2 -3 Brigadiers per army.

Additional Addenda gleaned from the forums:

Officer Order Command Radius:
The officer needs to issue the order before moving. Otherwise it defeats the purpose of the six inch command radius, effectively giving the character an eighteen inch range! The movement (if any) may be taken after the order is issued.

Flank/Rear attacks (addenda from the author)
Units never have to test to charge the flank or rear of an enemy unit, however, foot may still not charge a horse unit unless the target is already engaged in melee.

An un-engaged unit charged from the flank may preform all of the normal reactions. However, if charged from the flank and they Stand and Fire, only one stand may shoot. If the target successfully forms a Pike Stand, they are considered to have been engaged frontally as normal. A Pike Stand has no flank or rear.

An un-engaged unit charged from the rear must make a Morale test. If they pass, they may preform all of the normal reactions. If they fail, they are shaken and must accept the charge at a halt. Note that this means a foot regiment charged from behind that wants to form a Pike Stand must pass two Morale tests!

Only stands in base to base contact may fight (or subsequent ranks of horse behind those touching the enemy).

There are no “to hit” modifiers for flank or rear attacks.

A new attacker joining an existing melee does get the charge bonus. A flank charge or a second frontal charge against an engaged opponent works as normal as long as the attacker may come into base to base contact with the target. A horse squadron cannot attack a target through another squadron unless they are part of the same regiment. In other words, the rule on page seven applies only to squadrons brigaded together as a regiment and deployed in columns of squadrons. Squadrons of different regiments must come into base to base contact to fight.

A rear charge against an engaged target cause the automatic surrender of that unfortunate target! Once again, note that a Pike Stand has no flanks or rear. The surrounded target is removed.

Highlanders: Highlanders move 5 inches . Number of stands for highlanders is 2 (or 3 if a large highland unit). Highlanders break on at 3 casualties whether in 2 or 3 stands .

Highland charge: They can attempt to charge any infantry (not just shaken units). They take a morale check at an unmodified 5… if they pass they then charge throwing 2d6-2 to see at what range they discharge their weapons on the way into contact. They roll two dice per stand, scoring hits on a 5+ (no modifiers). The unmodified throw is to represent the fact that not all troops would have missile weapons.

If they inflict any casualties on the target unit, that unit will have to take a morale test. The melee then takes place per the core rules. If this results in a Highland victory it continues per core rules. If the highlanders are defeated, and there is no chance of another clan coming in behind them to support as with cavalry squads, then the highlanders will disengage 5 inches back shaken. They cannot fire any missile weapons again until the
reload card is drawn.

The highlanders did not like cavalry and will always attempt to evade if charged by cavalry in the open. They cannot charge cavalry unless the target unit is routing.

Clubmen: Move as shot, but cannot shoot! Represent as a 4-stand unit, deployed 2 x 2 (2 in front, 2 behind).

Dragoons:
Deploy as 2 squadrons of 2 stands each. Once down to a Squadron, dragoons either get reduced firing dice (at least -1), or else need to make a morale test before firing to stop them mounting up and bugging out – unless an officer is attached to stiffen their backs.

Suggested “Normal” Organization*

  • P&S regiment = 2 stands of shot, 1 stand of pike.
  • Commanded Shot Regiment = 2 stands of shot
  • Highlanders = 2 or 3 stands of highlanders
  • Clubmen = 4 stands of 2 in 2 x 2 formation
  • Horse = X number of squadrons in 2 stands of 2 (typically 2-4 squadrons)
  • Dragoons = X number of squadrons in 2 stands of 2 (Note: Dragoons may ONLY fire while dismounted).
  • Artillery = 1 gun +2 (light) or 3 (field) gunners.
  • Brigadier = 2-3 (this is a correction from the printed rules) commanders.
  • CinC = 1
  • Lifeguard = 1 base of 2 figures.

*Modifying the organization based on a scenario or historical OOB is just fine.

Suggested Basing (considering FoGR bases). REMEMBER, NUMBER OF FIGURES DOES NOT MATTER IN VWQ!

  • Shot 60mm x 60mm (double-based FoGR) with 5-6 figures
  • Pike 60mm x 60mm (double-based FoGR) with 8-10 figures
  • Highlanders 60mm x 60mm (double-based FoGR) with 3 – 6 figures
  • Clubmen 60mm x 60mm (single-based mob FoGR) with 2-8 figures
  • Cavaliers (gallopers) 60mm x 80mm (double-base FoGR) with 2-3 figures
  • Parliamentarian Cav (trotters) 60mm x 80mm (double-base FoGR) with 2-3 figures
  • Cuirassiers 60mm x 80mm (double-base FoGR) with 2-3 figures
  • Artillery 60mm x 80mm (same as FogR) with 2 or 3 crew (light/field).
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