Twilight of the Sun King: Resources
On this page you will find information on the Twilight of Sun King rules. Game play options, scenarios, ideas on random armies, etc.
Reserves: Some optional rules for using Reserves from Valerio. Click here for the Reserve Rules
Game Play Options
Using D6 instead of Average Dice:
Often players don't have Average dice and they can be tricky to find. Not all dice vendors have them nowadays. It is also more convenient if just one type of dice is used during a game. D6 are used for action tests and so are the obvious choice. So instead of using Average dice for morale tests you can use D6. Using D6 gives you the same result, on average, as using Average dice but with a wider range of results. This is not a problem generally but it is with regard to the current 'if you get 4 or less' rout result of a morale test. Setting this as the result or getting 2 or less is the same chance but does not take into account the effect of minuses to a units test. After a bit of play testing I have therefore set the 'rout level' at 3 or less.
Therefore if you wish to use two D6 use the following.
Optional Morale Tests.
Roll 2 D6 and add or subtract the usual modifiers.
If the result is 8 or more the unit passes the test.
If the result is 4 , 5, 6 or 7 the unit losses 1 hit.
If the result is 3 or less the unit routs and is removed from play.
Alternative Play Sequence:
Many players find the current sequence 'counter intuitive' and often get lost in what comes next. Players can be so used to doing things in a certain way, the way that most rules use, that it is confusing when it is a different way. Not everyone suffers from this but possibly at a guess at least 50% do. The idea is to change the sequence to the most commonly used format while not actually altering it.
At the moment the sequence over both players turn is -
1: B assigns artillery attacks on A
2: A takes morale tests
3: A moves
4: A assigns artillery attacks on B
5: B takes morale tests
6: B moves
Phases 1 to 3 are A's move, 4 to 6 are B's. In effect this is something like fire, morale/combat, move but the normal sequence in games is move, fire, morale/combat. By reorganising the sequence to 3, 4, 5 ,6, 1, 2 with 3-5 being A's move and the rest B's we have changed to move. fire, morale/combat within a players turn. This has worked well and feels a lot more natural. It means that you will need a marker to mark who is being hit by artillery, we use a ball of cotton wool, as this will carry over into the other players turn. There will also be a 'pre game fire phase' to account for the cut phases 1 and 2 in the first turn. So the pre game fire phase is essentially the player moving 2nd firing his artillery and taking any morale tests this might cause.
Therefore is you wish to use this sequence use the following.
Optional Turn Sequence.
Pre Game Fire (first turn only): The second player assigns artillery attacks and the first player takes any resulting morale tests.
1: First player moves
2: First player assigns artillery targets and marks them with a marker
3: First player makes opposing units take morale tests/army morale tests
1: Second player moves
2: Second player assigns artillery targets and marks them with a marker
3: Second player makes opposing units take morale tests/army morale tests
Here are some scenarios in addition to those found in the scenario books.
Regimental Scale Scenarios:
Battle of the Dunes, 1658: The French with English Parliamentarian allies fight the Spanish with their English Royalist and French rebel allies on the dunes near Dunkirk. Click here for the scenario Dunes (1658) Regimental
Brigade Scale Scenarios:
Battle of the Dunes, 1658: The French with English Parliamentarian allies fight the Spanish with their English Royalist and French rebel allies on the dunes near Dunkirk. Click here for the scenario Dunes (1658) Brigade
Battle of the Leva (Levice or St. Benedict), 1664: The Imoerialists clash with an Ottoman army largely of allied troops. Click here for the scenario Leva (1664)
Battle of the St. Gotthard (Mogersdorf), 1664: A major battle between the Imperialists and the Ottomans army. Click here for the scenario St. Gotthard (1664)
Battle of Schellenberg, 1704: The opening engagement of the 1704 campaign in Southern Germany. The prequel to the battle Blenheim can be played 2 player or solo. Click here for the scenario Schellenberg (1704)
Random Army Generators
It is not always possible to play an historical re-fight. This section contains idea for randomly generating forces .
Random War of the Spanish Succession Battles
Random battles in Flanders feature Marlborough's army against the French Click here for the document Random War of the Spanish Succession Battles
The rules and scenario books are published by the Pike and Shot Society. Their website is here:
A set to cover the Thirty Years War and English Civil War period has now been printed - Twilight of Divine Right. Also more scenario books covering further battles from the era 1680-1721 are being prepared.
Work is progressing on a third set in the series to cover the period 1730- 1770 focusing on the War of Austrian Succession and the Seven Years War
Yahoo Group: Twilight of the Sun King Yahoo Group.
Contact the author at - firstname.lastname@example.org