Ridiculous Vanity : Rules for the Age of Louis XIV 1660 - 1714 2.0
()
About this ebook
Read more from Manny Granillo
Con Tutto Il Cuore Rating: 0 out of 5 stars0 ratingsThe Storm Turns West: Blitzkrieg! 1940 Rating: 0 out of 5 stars0 ratings
Related to Ridiculous Vanity
Related ebooks
Across A Deadly Field: Regimental Rules for Civil War Battles Rating: 4 out of 5 stars4/5Absolute Emperor: Napoleonic Wargame Battles Rating: 2 out of 5 stars2/5The Pikeman’s Lament: Pike and Shot Wargaming Rules Rating: 4 out of 5 stars4/5Bushidan: Miniatures Rules for Small-Unit Warfare in Japan, 1543 to 1615 AD Rating: 0 out of 5 stars0 ratingsHonours of War: Wargames Rules for the Seven Years’ War Rating: 4 out of 5 stars4/5Rebels and Patriots: Wargaming Rules for North America: Colonies to Civil War Rating: 5 out of 5 stars5/5Lion Rampant: Second Edition: Medieval Wargaming Rules Rating: 0 out of 5 stars0 ratingsEn Garde!: Swashbuckling Skirmish Wargames Rules Rating: 5 out of 5 stars5/5Blood, Bilge and Iron Balls: Naval Wargame Rules for the Age of Sail Rating: 0 out of 5 stars0 ratingsOn the Seven Seas: Wargames Rules for the Age of Piracy and Adventure c.1500–1730 Rating: 0 out of 5 stars0 ratingsWhen Empires Clash! Rating: 0 out of 5 stars0 ratingsMen of Bronze: Ancient Greek Hoplite Battles Rating: 5 out of 5 stars5/5Muskets and Springfields: Wargaming the American Civil War 1861-1865 Rating: 0 out of 5 stars0 ratingsOutremer: Faith and Blood: Skirmish Wargames in the Crusades Rating: 4 out of 5 stars4/5Xenos Rampant: Science Fiction Wargame Battles Rating: 0 out of 5 stars0 ratingsNapoleon’s Hussars and Chasseurs: Uniforms and Equipment of the Grande Armée, 1805-1815 Rating: 0 out of 5 stars0 ratingsThe Khotyn Campaign of 1621: Polish, Lithuanian and Cossack Armies versus might of the Ottoman Empire Rating: 0 out of 5 stars0 ratingsBlood Cries Afar: The Magna Carta War and the Invasion of England 1215-1217 Rating: 0 out of 5 stars0 ratingsLeipzig - The Battle of Nations: A Wargamer's Guide to the Battle of Leipzig 1813 Rating: 0 out of 5 stars0 ratingsNapoleon's Infantry: French Line, Light and Foreign Regiments 1799–1815 Rating: 0 out of 5 stars0 ratingsThirty Years' War, 1618 To 1648 Rating: 0 out of 5 stars0 ratingsWargame Scenarios: The Peninsular War, 1808–1814 Rating: 0 out of 5 stars0 ratingsNapoleon's Guard Infantry (1) Rating: 0 out of 5 stars0 ratingsThe Light Division in the Peninsular War, 1808–1811 Rating: 5 out of 5 stars5/5The Campaign in Alsace 1870 Rating: 0 out of 5 stars0 ratingsSalamanca 1812 Rating: 4 out of 5 stars4/5Danish Campaign of 1864: Recollections of an Austrian General Staff Officer Rating: 0 out of 5 stars0 ratingsLand of the Free: Wargames Rules for North America 1754–1815 Rating: 5 out of 5 stars5/5
Games & Activities For You
101 Fun Personality Quizzes: Who Are You . . . Really?! Rating: 3 out of 5 stars3/5The Everything Lateral Thinking Puzzles Book: Hundreds of Puzzles to Help You Think Outside the Box Rating: 0 out of 5 stars0 ratingsThe Best F*cking Activity Book Ever: Irreverent (and Slightly Vulgar) Activities for Adults Rating: 3 out of 5 stars3/5All the Light We Cannot See: A Novel by Anthony Doerr | Conversation Starters Rating: 5 out of 5 stars5/5Into the Dungeon: A Choose-Your-Own-Path Book Rating: 4 out of 5 stars4/5How to Draw Anything Anytime: A Beginner's Guide to Cute and Easy Doodles (Over 1,000 Illustrations) Rating: 5 out of 5 stars5/5The Nightingale: A Novel by Kristin Hannah | Conversation Starters Rating: 4 out of 5 stars4/5Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players Rating: 4 out of 5 stars4/530 Interactive Brainteasers to Warm Up your Brain Rating: 1 out of 5 stars1/5The Book of Card Games: The Complete Rules to the Classics, Family Favorites, and Forgotten Games Rating: 0 out of 5 stars0 ratingsThe 365 Bullet Guide: Organize Your Life Creatively, One Day at a Time Rating: 5 out of 5 stars5/5Bored Games: 100+ In-Person and Online Games to Keep Everyone Entertained Rating: 5 out of 5 stars5/5Chess: Chess Masterclass Guide to Chess Tactics, Chess Openings & Chess Strategies Rating: 3 out of 5 stars3/5The Book of English Magic Rating: 0 out of 5 stars0 ratingsEmbrace Your Weird: Face Your Fears and Unleash Creativity Rating: 4 out of 5 stars4/5Crossword Puzzles by Ted. Volume One. Rating: 5 out of 5 stars5/51001 Chess Exercises for Beginners: The Tactics Workbook that Explains the Basic Concepts, Too Rating: 4 out of 5 stars4/5Murder Most Puzzling: Twenty Mysterious Cases to Solve Rating: 2 out of 5 stars2/5Jesus Calling Book Club Discussion Guide for Women Rating: 3 out of 5 stars3/5The 4 Hour Body by Timothy Ferriss (Trivia-On-Books) Rating: 3 out of 5 stars3/5Serial Killer Trivia: Fascinating Facts and Disturbing Details That Will Freak You the F*ck Out Rating: 4 out of 5 stars4/5On Tyranny by Timothy Snyder (Trivia-On-Books) Rating: 3 out of 5 stars3/5The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters Rating: 4 out of 5 stars4/5To Kill a Mockingbird: A Novel by Harper Lee (Trivia-On-Books) Rating: 3 out of 5 stars3/5Hunt A Killer: The Detective's Puzzle Book: True-Crime Inspired Ciphers, Codes, and Brain Games Rating: 0 out of 5 stars0 ratingsHow To Beat Anyone At Chess: The Best Chess Tips, Moves, and Tactics to Checkmate Rating: 4 out of 5 stars4/5Hoyle's Rules of Games - Descriptions of Indoor Games of Skill and Chance, with Advice on Skillful Play Rating: 5 out of 5 stars5/5
Reviews for Ridiculous Vanity
0 ratings0 reviews
Book preview
Ridiculous Vanity - Manny Granillo
Ridiculous Vanity
Rules for the Age of Louis XIV 1660-1714
Manny Granillo
2.0
Credits:
Concept & Design: Manny J.Granillo
My very special thanks to those experienced wargamers that assisted
with the playtesting of this work:
Scott Wilson, Frank Hall, Kurt Meyer, Steve Strawn, John Cunningham, Steve Marsh, Charlie
Parker, Charles Read, Ron Lange, John Arena, Alex Fabros, Jeff Buchetti, David Bratovich,
Neal P., Brent Burdine, Craig Burdine, and Gil Ocampo.
This work is dedicated to my friend and long time gamer Charles Read. As one of the original playtesters and gamer on Ridiculous Vanity since 1987, he was always objective and focused on finding the —holes‖ in the calculations. I lost a good friend recently to tragedy. May he Rest In Peace.
Ridiculous Vanity 2.0 is the trademark for HR Games simulation of warfare during the Age of Louis XIV
©1995-2009 HR Games
A Division of Hoplite Research, LLC
All Rights Reserved.
Printed in the United States Of America.
9781257702831
Table of Contents
Title Page
Copyright Page
Introduction:
Sequence of Play
Formation
Appendix A - National Characteristics
Appendix B
Shooting Combat
Before starting a Battle
✠ Prepare Armies by organizing them into commands and rolling for all generals and the army commanders if not known.
✠ Determine whether battle is an encounter, or defensive battle and role for arrival and deployment.
✠ Setup the terrain and deploy forces.
✠ Issue all orders to all commands before starting play.
✠ You are now ready to begin.
✠ Follow the detailed Sequence of play on the following page or use the chart on the Player Aid cards.
e9781257702831_i0002.jpge9781257702831_i0003.jpgIntroduction:
Welcome to the next Edition of RIDICULOUS VANITY. Since the release of the first edition in 1995, hundreds of games have been played and many standards have been taken!
RIDICULOUS VANITY has evolved in design and application toward history with a more mass market approach. Most of the charts and tables have been streamlined for efficiency without sacrificing gameplay. I hope that you will enjoy the new design.
As the period is one of individual personality and ridiculous vanity, we have placed much of the burden of command and decisions into your hands. It is only through the ability to truly fail in a most glorious fashion can you ever rise to be an unconquerable opponent. At times, you will need the ego of Marlborough, the genius of Vauban, and the cunning of Monte-coccoli to even hope of reaching the heights of grandeur attained by the master. A Master known to the civilized world as:
Louis XIV
So fluff up your wig, powder your cheeks, don your high heels and uncork that bottle of Cognac!
Manny J. Granillo II
HR GAMES
Sequence of Play
The Field Day before Battle
Issue Orders
Give orders to all commands
Turn Sequence:
Initiative roll (1d6) Roll at the beginning of each turn—This represents one sides chance or luck factor. It also helps when two players declare actions simultaneously such as charges. The holder of initiative is always considered the attacker when dealing with a simultaneous event.
Determining the number of turns: P. 12
After determining which Day Segment to begin the game, the player with the initiative will roll a d6 and add to that the average of the two opposing C-in-C’s command values and any modifiers for weather/terrain/conditions that apply to determine the number of turns. Repeat sequence at the beginning of the next Day Segment.
Rout and Rally Phase P.30
a.) Units that just Routed do not move again in the immediately following Rout and Rally
phase.
b.) Any routing units which have not been fired upon or charged after routing at least once can attempt to roll a morale check to rally. If successful, the rallied unit will hold its present position unformed facing in any direction and in any formation possible to the rallying unit. Units that rally may not move during the following movement phase.
c.) Check Army Integrity if the Army has received at least 60% (30% if Mercenary) in destroyed or routed units.
Movement Phase P.14
a.) The player with the initiative moves first followed by the opponent. All units that are not routing or in melee can move their appropriate distances.
Fire Phase P.19
a.) Artillery fires first.
b.) Any units which have a line of sight to their respective targets may fire if they are eligible.
Impact P.25
a.) Any unit that begins the phase in contact with one or more opponents is eligible to conduct melee. No fire of any kind can be issued into a melee. See Opportunity Fire under the Firing section.
Confidence Phase P.29 Any formation which is within 8 inches or less of a new router must check it’s Confidence.
Charge declarations P.24
a) Any eligible unit may declare a charge upon an opponent, but the movement of the units does not occur until the beginning of the following movement phase.
e9781257702831_i0004.jpgThe constant improvement in rate of fire, metallurgical evolution and accuracy for all powder weapons drove the evolution of how to effectively use those weapons. It inspired nations to completely evolve not only the way war was fought, but also to mercenary and subsequently, a trained national army by the end of the 1660’s. All of the measurements as written within these rules are for 25/30mm. When using 15/10mm, please half all of the ranges. 5/6mm use centimeters Figure scale 1:50
Dismounted Dragoons are represented by 9 figures.
Each Cavalry squadron consists of 4 castings/foot battalions have 12 castings
Four castings per stand for foot; two in front and two behind them
Two Castings per stand for horse, mounted skirmishers and dragoons
Three castings per stand for dismounted dragoons, Peasants or civilians
One casting per stand for Personalities
Each Artillery battery consists of one gun model and four artillerist castings which represents 4 Guns.
Infantry Combat Philosophy—represents the military doctrine of a unit and how its rank and file were trained to engage and defeat its opponents. When putting together scenarios or setting up one, this will help you place the correct representation on the table and how they will play within the Ridiculous Vanity system.
Each Army will need one Caisson/Ammunition wagon. Limbers and other accessories may be used. These items are not really necessary but they add to the ‘visual appeal’ of any field of battle. An extra item to think about is the use of ‘dead’ or wounded figures to represent casualties inflicted on units. This greatly adds an air of ‘realism’ to the field as units march around taking damage. Throw out a dead figure for every three Disorder Markers a unit receives.
Other Items needed for play: A D4, D6, D8, D10, and D12, measuring tape/rulers, and different colored pipe cleaners cut to one inch lengths. Cut the pipe cleaners to represent the different states that a unit will go through during the course of the battle. Yellow for Unformed, Red for Rout, and Green for low ammo(2 for out). You will also need to use a d6 die per unit to show accumulated Damage or use a roster sheet.
The following sizes are for basing four foot, two cavalry, or four artillery figures as shown below:
If you are using another popular basing system for both sides, then you’re fine.
e9781257702831_i0005.jpge9781257702831_i0006.jpgFormation
e9781257702831_i0007.jpgCAVALRY FORMATION
e9781257702831_i0008.jpgCAVALRY SKIRMISH FORMATION
e9781257702831_i0009.jpgARTILLERY BATTERY
e9781257702831_i0010.jpgPIKE FORMATION
e9781257702831_i0011.jpgPIKE & SHOT FORMATION
e9781257702831_i0012.jpgMUSKET FORMATION
e9781257702831_i0013.jpgSKIRMISH LINE FORMATION
Pike Formation—Derived from the use of the ancient Pike weapon, it proved very effective against mounted and infantry formations alike.
Pike & Shot Formation—Innovative use of combined arms between Pike and Musket armed companies. This philosophy advocated smaller combat formations between 600 to 1000 men with 1/3 Pike armed companies in the center and each flank having an equal 1/3 armed with Musket. Most powers eventually adopted this system, also known to some as the Swedish system.
An all Musket formation approx. 400 to 600 men.
Skirmish Line—Deployed dragoons, infantry trained to maneuver in difficult terrain, irregular forces trained in hit and run tactics, or forces trained to snipe and harass enemy formations with bow or Musket fire. W
represents any missile or hand weapon that the troops are armed with.
Cavalry Formation—Each mounted formation represents a squadron of cavalry. Whether heavy armored Cuirassiers, Lancers, mounted Dragoons, line cavalry, or simply light horse, they will all be based and maneuvered as shown. Typical size varied from 200 to 300 depending on training, nationality, and period. Irregular cavalry must use Skirmish Formation.
Cavalry Skirmish Formation—Represents a cavalry squadron which has been deployed into skirmish formation. Only those formations so trained can do so. Irregular cavalry can only maneuver in Skirmish formation. i.e. certain Cossacks, Azabs, etc.
Artillery Battery—Each gun emplacement will be shown as depicted with one gun model and four gunners representing the deployed position. Unless the gun is in transit, you would not see the limbers and civilian man handlers.
The Army
Raised by Royal decree, an Army represented the military arm of state policy. Commanded by one entrusted to achieve the monarch’s goals, the army was normally formed around a nucleus of household troops. The Army group in Ridiculous Vanity! represents the infrastructure required to maintain an army in the field. Each Army Group has a Army commander personality duly appointed by his royal majesty or sovereign.
The Command
Favors, entitlements, connections, and bloodlines do not often present the most able officer cadre, but in the army, it was how each Command was issued. A Command is a collection of individual regiments, battalions, or batteries that function as a collective.
When a Command has lost 60% of its units, 30% if more than half are mercenaries, Militia, Rabble, or pressed into service to either rout or destroyed, then the Command must make an intrinsic command roll during the Rally Phase. Please reference the Intrinsic Command Chart located after the Confidence Section of the rules below. If a Command fails, then the Army or Command must begin an orderly retreat to its Command staging area or off the board, but reacting normally when threatened. This does not constitute a rout by any means but an orderly withdrawal. This is designed to reflect the strain placed upon the leadership to maintain control of the Command. Troops that are routing cannot rally after their command has collapsed. The Army is also under the same 60%/30% rule.
If a Command fails its roll, then the Command’s orders are changed to forced withdrawal.
If the Command passes its roll, then the Command can continue until it has to test again if it reaches 60%/30%