Monday, 2 November 2026

Summary of Gaya's The Art of War and Treatise on Arms:



To save anyone who is interested in writing, or amending, rules for the 1660-1680 period from trawling through the two works on Gaya I have translated – The Treatise on Arms and The Art of War – I thought I would pick out what I think are the most relevant points.

From the Treatise on Arms:

-          Weapons:

-          Most ordinary soldiers have little or no training in the use of their sword, they just do the best they can.

-          Cavalry usually use the edge of the sword (usually called a sabre, though not curved), not the point.

-          Bayonets are used mainly by dragoons and fusiliers, these having flintlock muskets.

-          The matchlock musket with a standard charge of powder has a range of about 230 metres or 250 yards, but the best shooting is done at half that range, so 115 metres or 125 yards.

-          The matchlock musketeer’s bandolier has up to twelve charges.

-          Flintlock muskets are more accurate, but have the same range as matchlock muskets.

-          Pistols have a range of about 40 metres/45 yards.

-          Most helmets are proof against edged weapons, a cuirass should be proof against a musket ball, very few pikemen still wear helmet, cuirass, arm guards, thigh guards and gauntlets.

-          Buff coats are widely worn by cavalry, the best made sort can resist a sword.

-          Cannons are sighted by aiming wedges to raise or lower the barrel.

-          A cannon is usually provided with 100 cannonballs and 2,400 pounds of powder, enough for a day’s shooting.

-          Cannons are usually deployed in earthworks with embrasures.

-          Types of artillery:

-          Cannon – 19’ long on carriage, 4,800 pounds barrel weight, 6” calibre, 33⅓ pounds ball weight, range about 680 metres or 750 yards; usually reserved for siege operations.

-          Culverin – 19’ long on carriage, 3,700 pounds barrel weight, 4⅚” calibre, 16½ pounds ball weight, range about 680 metres or 750 yards; heaviest field gun.

-          Bastard – sixteen feet long on carriage, 2,500 pounds barrel weight, 3¾” calibre, 7½  pounds ball weight, range about 975 metres or 1,050 yards; heavy field gun.

-          Demi-Cannon – sixteen feet long on carriage, 1,500 pounds barrel weight, 3¼” calibre, 2¾ pounds ball weight, less range than Bastard (Gaya is not specific here); a medium field gun.

-          Falcon – eleven feet long on carriage, 800 pounds barrel weight, 2⅙” calibre, 1½ pounds ball weight, no range given by Gaya; a light field gun.

-          Falconet – nine and a half feet on carriage, 740 pounds barrel weight, 1⅚” calibre, 14 ounces ball weight, range about 490 metres or 530 yards; usually used in defence of fortresses.

-          Mortars usually fire shells and fire bombs, the former explosive devices, the latter incendiaries, but they can also fire carcasses, which was a combined explosive/incendiary device.

-          Cannons fired cannonballs, canister, red-hot shot, and in France they also had hollow shot, the latter being like an explosive shell, but which was used only in siege work.

-          Grenades thrown by infantry were exclusively for siege work; petards are also used in siege work, being explosive devices to demolish doors or bridges.

-          Colours and instruments:

-          Infantry carry “flags” about 170 centimetres or 67 inches square.

-          Cavalry carry “ensigns”, “guidons” and “standards”, the latter 45 centimetres or 18” square.

-          Infantry have drums and fifes, bagpipes and oboes.

-          Cavalry have trumpets and kettle drums.

From the Art of War:

-          Organisation of troops:

-          Cavalry, infantry, dragoons, artillery and supply.

-          Armies have brigades.

-          Brigades up to twelve squadrons or six battalions, of varying numbers of companies and strength.

-          Dragoons generally operate independently of the main battle line.

-          Cavalry brigades are organised into “wings” of an army.

-          Camps are invariably established at the end of a day’s march.

-          The artillery park provides ammunition and equipment for all troops, not just the artillery.

-          Marches:

-          Armies usually march in three columns, with the artillery and baggage as the central column, cavalry and dragoons form the advance guard or operate on the wings.

-          Sieges:

-          Fortresses are invested first by cavalry.

-          Lines of circumvallation and contravallation are built by the besiegers.

-          The besiegers’ camp is always out of range of the defenders’ artillery.

-          The besiegers’ battalions are mixed with squadrons around the fortress, with each unit responsible for its own sector.

-          Cavalry, apart from providing outposts and patrols, spend most of their time making fascines and gabions.

-          There is usually one main line of attack, known as “the trench”, but there can be supporting lines of attack as well.

-          Regiments rotate on a daily basis when working in “the trench”.

-          Defending units also rotate their duties, only undertake essential sorties, only fire at close range, use plenty of canister-style munitions, countermine where possible, use local counterattacks if the besiegers gain a foothold on the works.

-          Battles:

-          Armies deploy in two lines, plus a reserve.

-          Cavalry deploy on the wings, infantry in the centre, artillery in front of the latter; the reserve can be of both cavalry and infantry.

-          Units of the second line should be positioned opposite the gaps in the first line, not directly behind the units in front.

-          Dragoons can be used for advance detachments or flank guards.

-          The commanding general should be with the reserve.

-          Units should try to keep their spacing so that if the first line has to retire it can pass through the intervals of the second line; if the latter needs to advance, it can pass through the intervals of the first line.

-          Cavalry and Infantry:

-          Cavalry and infantry manoeuvre by wheeling on a fixed point.

-          Infantry colonels and all other officers, except the major, fight on foot; only the major is mounted. The colonel takes post in front of the pikes. The major’s role is to pass on commands to the other officers.

-          For defence against cavalry, infantry draw up so that the pikes surround the musketeers, enclosing them in a square, or the ranks of pikes are between the ranks of musketeers, pikes thrust forward, so that the musketeers can still shoot.

-          Battalions draw up by companies, six ranks deep, then the pikes are assembled in the centre and the musketeers on the wings.

-          Battalions can double their ranks, i.e. reduce from six to three ranks, the simplest way was by even numbered ranks moving into the intervals between the soldiers of odd numbered ranks.

-          Infantry can fire by rank, with the front five ranks kneeling, and the rear rank standing, which then shoots over the heads of the ranks in front, who then rise in sequence to shoot in turn, with those who have fired reloading.

-          In battle, officers take post in front of the soldiers, at the end, and at the rear. The battalion advances at a slow pace until at half musket range, the flags join the pikes, the ranks close up, then fire by rank.

-          Cavalry squadrons deploy in three ranks.

There is a lot of other information in the Art of War about duties of all grades of officers and men, supplying an army, medical care, enforcing discipline, fortress guard duties, siege methods and tactics, and matters specific to the French army, as well as a glossary of military terms and some diagrams to support the text.

 

Saturday, 10 October 2026

Avrupan Campaign Game, Part Four, Mining Zone 6.

 The action concludes...

< * 4s: Vehicle/Transport/Stationary * >
< * Dropship Z3 called, proceed scouts, 2 G.B.A.C. secure Admin Block * >
< * Dropship Z3 landed. T.S. & 3 G.B.A.C. debussed. 2 G.B.A.C. moving. Proceed all units. * >

"Nope, nothing on personal coms, S.L., and Admin block nothing."
"I don't like this. Where's the patrols? Three, there should be three patrols."
"Should we debus?"
"No. We wait. There's a Recon Car coming up behind us. It'll give us some extra firepower. Can you raise it?"
"Nope, nothing."
"Is that someone moving over there? By the food plants."
"Maybe..."


"Well, the trucks here. But it's all buttoned up. Can't raise them.
Any sign of patrols?"
"No. All personal coms dead."
"Well, may have to get out and see what's going on."
"Just drive around the truck, that way..."
< * 5s & 6s: Vehicle/Armed/Cannon/Moving * >



"There's people moving out there, look, I think we should debus..."
"Run! Run! Get out of here!"
"Where's the S.L.? The others?"
"Don't ask! Run! You can't help them!"
"Did you see that? Truck just went up! Explosion! There are our guys, running!"
"What's going on here?"
"Don't know! But we ain't staying! Back up! Back up!"
< * Power Tower secured. Hostiles running. Transport vehicle destroyed;
cannon-armed vehicle retreating. No other opposition. Objectives taken.
Secure the area and clear the ground, 1, 2 & 3 G.B.A.C. * >
< * Fly-by Recon Drone: No hostile elements in view at objectives. No damage to key structures. Opposition withdrawn. * >

< * Dropship Z4 to land, assist with securing area. Monitoring planet-wide COMS. Expect reaction. * >

< * Cadavers?/Feast? * >

< * Approved, 1 G.B.A.C. * >

Game Notes/Ideas:

Assault Force =
G.B.A.C. - Green Banner Assault Company
a) 4 x Infantry Sections @ 9 x figures
b) 1 x HQ Support Section @ 12 x figures
c) 1 x Scout Section @ 9 x figures
T.S. Tactical Section
a) 3 x Infantry Squads @ 3 x figures

Assault Force lands by dropship.
First dropship has one Infantry Section (1) and one scout squad, plus one squad from T.S.; second has HQ Support Section (2) and one scout squad; third has one Infantry Section (3) and one squad from T.S.; fourth has one Infantry Section (4) and one scout squad; fifth has one Infantry Section (5) and one squad from T.S.

Dropships are on call, released on request of a T.S. from ground; dropships themselves, though armed, not for offensive action.
Although having a significant numerical advantage, the expectation is that only one or two dropships will be required at the most.

Objectives are =
Processing Plant, Administration Block, Power Tower; must be captured intact, no damage.

Scouts are not meant to engage enemy directly unless fired upon themselves.
Infantry Sections are assault troops intended to firefight and close assault (with hand-to-hand combat bonus).
HQ Section has AT weapon and hand-held Grenade Launcher.
T.S. Tactical Sections are not meant to engage defence directly, are meant to control operations, but will firefight if necessary, close assault as last resort.
All G.B.A.C. troops count regulars, tough skin giving equivalent to standard body armour; T.S. count as regulars, with enhanced body armour.

Attackers have initiative each turn until spotted by defence troops or open fire on the latter. Then roll each turn for initiative, but with attackers having bonus (surprise element).

Defence = 

See Part One for units.
Security Sections count as conscripts, standard body armour.
Patrols can activate each turn prior to contact with attackers, but only move along roads.
Patrols can try to spot attackers: require 11 or 12 on two 6-sided dice to spot attackers (latter using all cover plus wear adaptive camouflage /thermal-suppression cloaks; plus patrols are conscripts, not expecting attack, etc.).
If firing starts, patrols must move in that direction first until situation established.
Reinforcements arrive in two parts:
a) Transport Truck plus one rifle section from Security Company.
b) Recon Car with Light Cannon.

The Mining Zone would have had civilian workers in various places, but I do not have figures for them, but they could be factored in to a game, with the defenders having to evacuate/protect them as well as the installations.

I played the game so that the attackers used cover to a maximum, the scouts infiltrating the Mining Zone as far as possible to identify the defenders, not engaging if possible, leaving that to the follow-up squads. The latter were meant to firefight and close to hand-to-hand combat, this being their 'military cultural tactic', if that is the right expression. They are mercenaries, but tough, well-trained, no-nonsense fighters. The idea was not to damage the facilities because they were needed by their paymasters.
The defenders were played with a relaxed approach to a threat at first, then shoot at anything that moved, rush to alarm points, while the reinforcements would get involved as and where needed. Basically, they do not know what they are up against and have no real combat experience. As with the attackers, the facilities were not to be damaged in any engagement.
As you can probably tell from the "narrative", the scouts got well into the complex before being spotted, with the leading squads close behind, firefights started as the defenders rushed to the points of contact, which led to extra troops being called in by the attackers, but by the time they arrived, the patrols were already running away, while the defenders' reinforcements kept failing their activation test to get out of the truck, so they were sitting ducks when the follow-up attacking troops arrived, and the recon car lost their nerve and skedaddled.
I enjoyed the FUBAR rules, I think I will stay with them for my sci-fi campaign, they were easy to use and gave a refreshingly quick game, with the action rattling along nicely. I made a few on-the-spot decisions to fit what was happening, but they felt appropriate.

P.S. Figures all 25mm by Denizen Miniatures, now SpaceDenizens, and vehicles are Old Crow/Antenocitis, buildings all homemade, plants are from plastic fish tank products, mountain-like ridge is made from cardboard packaging material.