Braccio da Montone INDEX

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1 Braccio da Montone INDEX 1.0 Introduction 2.0 Components 2.1 The Maps 2.2 The Counters 2.3 Game Scale 3.0 General Course of Play 4.0 Condottiero Activation Sequence 4.1 Continuum 4.2 Interruptio 4.3 Limits to Activations of Condottieri. 4.4 Command Capacity 5.0 ORDERS 5.1 Command Range 5.2 General Order 5.3 Individual Order 5.4 Types of Orders 6.0 Facing 6.1 Facing Change 6.2 Reaction Facing Change 7.0 Zone of Control 7.1 Effect of ZOC 7.2 Exiting of a enemy ZOC 8.0 Movement 8.1 Movement Allowances 8.2 Terrain Effects 8.3 Movement Through Combat Units 9.0 Stacking 10.0 Combat 10.1 Missile Fire 10.2 Line of Sight 10.3 Fire Effect 10.4 Reaction Fire 10.5 Shock Combat 10.6 Shock Combat Resolution 10.7 Retreat 10.8 Rout 10.9 Advance after combat 11.0 Disruption 12.0 Cavalry 12.1 Carica! (Charge) 12.2 Countercharge 13.0 Condottieri 13.1 Condottieri movement 13.2 Condottieri in combat 13.3 Adjutant 14.0 Scuola Braccesca 14.1 Squadrons 14.2 Caposquadra 14.3 Order 14.4 Rally Points 14.5 Condottiero 15.0 Victory 15.1 Victory Points 15.2 Victory Level 15.3 Sudden Death 16.0 Optional Rules 16.1 Battle Confusion 16.2 Standard S.1 SCENARIOS SIGNORE of PERUGIA, SANT EGIDIO The DEATH of a CONDOTTIERO, L AQUILA 2

2 1.0 Introduction Braccio da Montone (BdM) is the third game of the G&G series. The game system is derived from Guelphs & Ghibellines (2009, Europa Simulazioni) and Sa Battalla (2010, Acies Edizioni). Some changes were made to the rules to represent the system followed by one of the most important combat schools of the 1400s in Italy: the Scuola Braccesca. Design note: rules that received major changes from Sa Battalla are indicated by a >> marker before the paragraph. Those rules cannot be applied to earlier games if not specified. 2.0 COMPONENTS The game contains this rules booklet, three player aid sheets, two maps, 176 5/8 and 140 1/2 counters. Note: we noticed too late that 8 counters of the L Aquila scenario were misprinted. We have included in the gamebox a set of corrected counters. 2.1 The maps. The game maps cover the area over which the Battles of Sant Egidio and L Aquila were fought. The maps are overlaid with a hexagonal grid (hexes) that is used to regulate movement and fire. The effects of the various types of terrain represented are discussed in the rules below. Note. The red outline in some hexes of the L Aquila map are used for the setup of scenario S The Counters. There are three types of counters in BdM: Leaders (Condottieri and Caposquadra), Combat Units and informational markers Condottieri (singular: Condottiero) are the army leaders. They commanded the Combat Units of their own formation, called, in medieval Italian, Battaglia (plural: Battaglie). A Condottiero and the Combat Units of his Battaglia share the same colored stripe on the top of their counters own formation, called, in medieval Italian, Battaglia (plural: Battaglie). A Condottiero and the Combat Units of his Battaglia share the same colored stripe on the top of their counters. The front of the Condottiero s counter displays a Combat bonus (lower left) and the Condottiero s Command Range (lower right). The back of the Condottiero counter indicates his replacement Condottiero (an Adjutant). Front Condottiero Back A Command Capacity (CC) marker is associated with each Condottiero; this marker is used on the Condottiero Activation Table (CAT), with each side using its own Track. This counter is printed on both sides: the front displays the Condottiero Shield, and the initial Command Capacity at the start of the battle; on the back side the name of the Condottiero is displayed. When a Condottiero is not active its CC is placed on the CAT upside down. Command capacity marker of a Condottiero Back Front Design note: The Condottiero was called Capitano in other series games. >> Caposquadra (Squadron leaders). In BdM there is a new leader type, the Caposquadra. They are subordinate leaders that appear only in Braccio s Battaglie. The Caposquadra s counters show a little shield in the upper right hand corner of the counter, indicating whose commander they belong to. Values are the same as for the Condottieri. Caposquadra do not possess a CC counter. 3

3 Varano and Piccinino are Caposquadra in Braccio s Battaglia Combat Units. The front of every Combat unit displays its Cohesion Rating (CR, the top number) and the Armor class (letter in a box). In BdM there are mounted combat units (black CR) and foot combat units. Foot units are divided into Militia (yellow CR) and Infantry (white CR). Militia and Infantry can have crossbow units that show a horizontal arrow under their CR to indicate their capacity for fire. The back side of combat units is their Disrupted side, with a black vertical band Informational markers. These are used for various game functions. Their use is explained throughout the rules booklet Charts, Tables, Dice. The use of each chart and table is explained in the rules. Two 6-sided dice are used (not included). 2.3 Game scale. Each hex represents 100 m. Each Cavalry unit represents 100/200 horseman. Each infantry or crossbow unit represent about 250/500 soldiers. Each militia unit represents about 700/1000 men. Glossary Active Player: the player who may try to activate one of his Condottieri, either by a Basic Activation or by a successful Continuum or Interruptio. Armour class: a measure of the thickness of the unit s armour. It may be: L (light), M (medium), H (heavy). Basic Activation: every time that a Condottiero is activated without rolling the dice (not activated by a Continuum or Interruptio) he is performing a Basic Activation Battaglia: during this period armies were composed of formations called Battaglia. Each army is composed of more than one Battaglia. The Condottiero and the combat units of his Battaglia share a coloured stripe on the top of their counters. >>Caposquadra (Squadron Leaders): subordinate leaders that lead the Squadre. Cavalry: in this game period, mounted men-at-arms still represented the core of an army and had the predominant role on the battlefield. Cohesion Hit (CH) combat unit losses of dead, wounded and stragglers are indicated by Cohesion Hits (CH). All CH are cumulative, so you must place an appropriate CH marker on the unit corresponding to the cumulative number of Cohesion Hits that unit has received. Cohesion Rating (CR): a value on a combat unit counter that indicates combat willingness (covers morale, training, efficiency and so on). Every calculation regarding the CR must be made at current value, not the value at the start of the battle. The current Cohesion rating is the initial CR minus the number of CH taken. Command Capacity (CC): this is a measure of a Condottiero s Command ability. The current value is indicated on the Condottiero Activation Table (CAT) by the Condottiero s Command Capacity marker and changes during the battle because of weariness, confusion and battle events. The Command Capacity marker s position for a Condottiero may never be lower than 1 on the CAT. Condottieri: They are the leaders commanding the Battaglia. 4

4 Condottiero s Activation Table (CAT): those are the two tables, numbered from 1 to 12, on the map. Continuum: in BDM, this is a mechanism that allows the repeated activation of your Condottieri. Disrupted: a combat unit which has lost its initial combat organization and so as such is weaker in combat is said to be Disrupted. This is indicated by flipping the combat unit counter to its reverse side. Disruption: Disruption represents the loss of efficiency a unit suffers as a result of various events in the game. Disruption can cause CH. Facing: the two hexes towards which the top of a combat unit is oriented are said to be its frontal hexes; those to the sides are the flank hexes, and those behind are the rear hexes (see Fig.1). General Order: if a Condottiero wants to issue a General Order he must give the same Order to all units of his Battaglia. Interruptio: in BDM, this is the mechanism that allows the interruption of an enemy Continuum, switching roles between players. Missile units: Missile units are Crossbowmen. These units have fire capability Movement allowance: a unit s Movement Allowance (MA) is not printed on the counter. Instead it can be found for each unit type on the Movement Allowance Chart. Orders: in BDM units cannot do anything without proper orders. There are 7 types of Orders in BdM. Order Points (OP): a value that represents the capacity of a Condottiero to issue orders when activated. >> Squadre (Squadron): some of Braccio s battaglie are divided into two Squadre. Zone of Control (ZOC): the capacity of a unit to prevent enemy movement and force combat; combat units exert a ZOC in their two frontal hexes. 3.0 GENERAL COURSE OF PLAY There are no game turns in BdM. The battles are fought in a continuous series of Condottiero activations until one side wins (15.2) or the battle ends in a draw (15.3) During his activation a Condottiero can issue a General Order to all units of his Battaglia or receives a number of Order Points (OP), depending on his current Command Capacity, to give Individual Orders The Active Player strictly follows the sequence below: 1. Basic Activation: Active Player selects one of his Condottieri, activates him (Basic Activation) and conducts a Condottiero s Activation Sequence. No dice roll is required for a Basic Activation. 2. Continuum activation: A the end of the step 1 the Active Player may try for a further activation, with the just activated Condottiero (4.3.1) or another Condottiero, or Pass. 3. If the Continuum attempt is successful: 3.a The Inactive Player may elect to attempt an Interruptio against the opponent s successful Continuum (Interruptio Activation) 3.b If the Interruptio is successful, Active and Inactive players switch roles, and the Interruptio player takes his activation. Then play returns to Step 2. 3.c If the Interruptio was not attempted or was unsuccessful, the Active Player may conduct his Continuum activation. Then play returns to Step If the Continuum failed or the Active Player passed: 4.a Active and Inactive players switch roles. Now play returns to Step Condottiero Activation Sequence When a Condottiero activates, either in a Basic Activation or as a result of a successful Continuum or Interruptio, the owning player must strictly conform to the following sequence of operations, that is: 1. A Condottiero activated by a Basic Activation or by a Continuum (4.1) can issue a General Order (5.2) to all units of his Battaglia or Individual Orders (5.3), in this case he receives the same number of Order Points as his CC marker s current position on the CAT. (record this Order Points number on the Order Points Track). 1.a A Condottiero activated by an Interruptio activation (4.2) cannot issue a General Order. He receives a number of 5

5 Order Points equal to his CC marker s current position on the CAT, but he can issue only Individual Orders. 2. The CC marker of the active Condottiero is moved one space down on the CAT. Place a First activation or a second activation marker as required (see rule 4.3) on the activated Condottiero s counter. 3. The Condottiero now can issue a General Order (5.2) or uses his OPs to issue Individual orders (5.3) to units of his Battaglia. 3.a Any unit with an Order implying movement may move up to its movement allowance, receiving Exit Reaction Fire if applicable (10.4.2). 3.b Any unit not in an enemy ZOC may change its facing by one vertex whenever an enemy unit ends its movement adjacent to its flank or rear hex (6.2). 3.c Every unit with an Attack or Carica! marker must designate an enemy unit to attack. 3.d Some combat unit types that are targets of a Carica! must check morale now (see rule 12.1.). 3.e Missile units may fire Entry Reaction fire (10.4.1). 3.f Cavalry units that are the target of a Carica! may countercharge (12.2). 4. All shock combats indicated by Attack or Carica! markers are resolved, in any order desired by the active player. For each attack: 4.a In some situations foot combat units attacking the frontal hexes of Cavalry must check morale (see rule ) 4.b Follow the Shock Combat resolution sequence (10.6). 5. After all shock combat is resolved, remove all the Reorganization and No order markers on the activated Condottiero s Battaglia units. >> 6. All the Fired markers on the crossbow units are removed (crossbows are reloaded). 7. If allowed by the rules (see ) the active player rolls to augment their VL. 4.1 Continuum When a player attempts a Continuum, he must select one of his Condottieri and roll two dice: If the dice roll is equal to or lower than the Condottiero s current Command Capacity, the Condottiero may be activated: follow the Condottiero Activation Sequence (4.0) If the dice roll is higher, the Continuum attempt has failed After the Continuum attempt the player must deduct 1 from the Condottiero s Command Capacity on the CAT, even when the attempt was insuccessful. 4.2 Interruptio If the active player is successful with his Continuum, the opposing player has the option to attempt an Interruptio with a friendly Condottiero When a player attempts an Interruptio, he must select one of his Condottieri (with CC two or more) and roll two dice: If the dice roll is equal to or lower than his selected Condottiero s current Command Capacity, the Interruptio is successful If the dice roll is higher than the selected Condottiero s current Command Capacity, the Interruptio attempt has failed (the active player may perform his Continuum) After the Interruptio attempt, the player must deduct 1 from the selected Condottiero s Command Capacity on the CAT, even when the Interruptio attempt was unsuccessful If a Condottiero is successful with his Interruptio, he becomes the active Condottiero and the initially successful Continuum Condottiero s player becomes inactive It is permitted to perform only ONE Interruptio attempt after each successful Continuum You cannot try to Interruptio a Condottiero who became active through the Interruptio process A Condottiero activated by an Interruptio (4.2) cannot issue General Orders. 6

6 4.3 Limits to Activations of Condottieri. A single Condottiero may be activated a maximum of two times in a row using Basic Activation, Continuum or Interruptio (see also for the Scuola Braccesca) After a Condottiero finishes his first activation sequence, place a First Activation marker on him, removing it from the Condottiero where it previously was. If the same Condottiero manages to get a Continuum, flip this marker onto the Second Act side after the activation. A Condottiero with a Second Activation marker on his counter cannot try a further Continuum. Remember: it s always possible for a player to attempt a Continuum with another Condottiero. 4.4 Command Capacity Command Capacity progressively decreases while the battle progresses. It may only be raised by means of the Recovery special order (5.4.7). The Command Capacity marker s position of a Condottiero may neither be lower than 1 on the CAT and nor higher than beyond his starting value War Chaos. Any time a Continuum or Interruptio dice roll is 12 the attempt has failed and all Command Capacity markers of both sides are moved down one space on the CAT, including those in Reserve. 5.0 ORDERS Orders are the heart of the game system. Combat units cannot move, attack or fire missiles if they don t receive Orders by a Condottiero (Exception: rule 10.4, Reaction fire and rule 10.9, Advance after combat). There are seven (7) types of orders in BdM (5.4) A Condottiero can issue orders only to units of his Battaglia; each unit can receive only one order for each Condottiero s activation. Orders are carried out one at the time Each time that a Condottiero is activated by a basic activation or a Continuum he can issue a General Order to his Battaglia (5.2) or he receives instead a number of Order Points (OP) corresponding to the position that the CC counter of the Condottiero occupies on the CAT. He uses those CP to issue Individual Orders. (5.3). 5.1 Command Range Each Condottiero has a Command Range, which indicates the maximum distance (in hexes) between a unit and his Condottiero to still be in command. Count the unit s hex, but not the Condottiero s hex. When checking for command range remember that hexes occupied by enemy combat units block the Command range, enemy ZOC (7.0) do not Command Ranges are calculated at the moment that the Order is given Command Range Extension. A combat unit out of Command Range, but adjacent to a unit that is both in Command and part of the same Battaglia, is still considered in Command. This extended command range can be traced through a series of adjacent friendly combat units of the same Battaglia Out of Command Unit. A unit beyond normal or extended Command Range of his own Condottiero is considered Out of Command, and can receive only a Move Order that costs 2 OP. The unit must, if possible, end its movement in the command radius of the Condottiero. The unit cannot move adjacent to an enemy unit. 5.2 General Order An active Condottiero can issue a General Order to all units of his Battaglia instead of Individual Orders. If he chooses to, he issues the same Order to all the units in his Battaglia in command range (see 5.1 and 5.1.2) regardless of the OP costs and his CAT position Units that don t want to or cannot execute the General Order received cannot do anything else during this activation of their Battaglia Some Condottieri can issue two different Orders using their General Order capacity. They are indicated in the scenario rules. 5.3 Individual Order Design note: Those who have played the Sa Batalla game will note some changes in this section A Condottiero that chooses to issue Individual Orders receives a number of OP (Order Points) corresponding to the value of his CC on the CAT, before its adjustment due to the activation procedure. Use the OP marker on the map s Order Point and Victory Track To issue an Individual Order chose the target unit, declare the type of Order, subtract the relevant OP amount (see 5.4) 7

7 >> Units in BdM are Condotte (CR in black or white) and Militia (CR in yellow) If the unit that receives a general order is Militia (yellow CR) the player must make a dice roll, adding +2 if the checking unit is disrupted. If the modified dice roll is the same as or lower than the sum of the target unit s CR plus the remaining Condottiero s OP ( those he has at the moment he issues the order), the order is accepted and executed. If not, the unit is finished for the activation. Place a No Order marker as a reminder atop the unit. A 12 is always a failed check. Only one check per unit per activation is allowed. Example of play: Camponeschi is the active Condottiero and is issuing Individual Orders. He has 6 OP on his Order Point Track. He tries to issue a Fire Order to one S.Pietro crossbow unit with a CR of 4: the Order is accepted with a dice roll of 2 10 (6 OP + 4 CR) and fails instead with an 11 or more. Regardless of the result the OP marker is lowered on the Order Point Track (it goes to the 5 box) Regardless of the acceptance check result, the OP cost of an Order is always spent. 5.4 Types of Orders In BdM there are 7 types of orders, you can find the cost of each order in parentheses if it s issued as an individual order. The Orders are: Move/Attack (1 OP). The unit may move up to its full movement allowance. If the unit ends its move with at least one enemy unit in its frontal hexes, it may chose to (but not must) attack that enemy unit (if he so choses, place an Attack marker on it). Units already adjacent to enemy units may change facing (6.1) one vertex (only) and may attack, place an Attack marker on them. If a unit begins its movement with an enemy unit in at least one of its frontal hexes it can be issued an Attack order (place the Attack marker over the unit) Fire (1 OP). When under this order, missile units may conduct Missile Fire (10.1). A unit receiving this Order may change facing (6.1) one vertex before it fires, but cannot otherwise move Reorganization (only as a general order). A Disrupted unit not in enemy ZOC with a Reorganization Order may flip to its front (undisrupted) side. Place a Reorganization marker on it as a reminder Withdraw (1 OP). A unit with a Withdraw Order may retreat one hex into one of its empty rear hexes. The retreating unit maintains its original facing. A unit may Withdraw out of or into an enemy ZOC Carica! (Charge) (1 OP). Only an undisrupted Cavalry unit may receive this Order (see rule 12.1). The unit receiving this Order must move at least one hex and must attack an enemy unit (place a Carica! marker on it) Echelon (2 OP). Only Cavalry units may receive this Order. The player may exchange the position of a Cavalry unit with another one of the same Battaglia with the same facing and in its rear hex. The two units maintain their original facing and ignore enemy ZOC. If a unit ends up adjacent to an enemy unit, it can attack if the player wants, but isn t eligible for a Carica! (charge) Recovery (only as a general order). Only a Condottiero with no Combat units of his Battaglia in ZOC of an enemy unit may Recover. A Condottiero may issue a Recovery order only if his Command Capacity marker s position on the CAT is five or less. A Condottiero with a Recovery order moves his Command Capacity marker up a number of spaces on the CAT equal to half a die roll (rounded up) but not beyond his starting value. 6.0 FACING All combat units must always be faced in a hex so that the top of the unit (the side with the identifying colored stripe and the name) faces towards a hex vertex (between two hexsides). Leaders have no facing The two hexes towards which the unit is oriented are said to be its frontal hexes, those to the sides are its flank hexes, and those behind are its rear hexes (see fig.1) A unit may only Move/Attack and Charge into one of its frontal hexes 6.1 Facing Change In order to change its facing, a combat unit must pivot within its hex. Cavalry units pay one movement point to change facing by any number of vertices. Foot units pay a cost of one movement point for each vertex of facing change. Missile units which change facing are affected as per rules and Units may not change facing while in an enemy ZOC (Exceptions: 5.4.2, and ) Units may not change facing while in a friendly-occupied hex during movement. (8.3.2). 6.2 Reaction Facing Change Any unit may change its facing by one vertex whenever an enemy unit enters and stops in a hex adjacent to its flank or rear hex (this does apply to Advance after combat, 10.9, and Echelon Order, 8

8 5.4.6; instead, facing change may not trigger reaction facing change). It cannot do that, if it is already in an enemy ZOC (remember that cavalry ignores ZOC exerted by foot units). After changing facing, the player rolls one die: if the die roll is equal to or lower than the unit s current cohesion rating there are no penalties. If the die roll is higher than the unit s current cohesion rating, the unit becomes Disrupted (11.0) If the moving unit is a Foot unit and the reacting unit is a cavalry unit, no die roll is made, facing change is automatic If the moving unit is a Cavalry (in Carica! or not) and the reacting unit is a foot unit, the foot unit adds +2 to the above die roll. 7.0 ZONE OF CONTROL Combat units exert a Zone of Control (ZOC) into their frontal hexes. Condottieri do not exert ZOC A ZOC does not extend into a hex where movement is prohibited (see the Terrain Effects Chart). 7.1 Effect of ZOC All combat units must cease movement when entering an enemy ZOC Cavalry units are not affected by a foot unit s ZOC. Cavalry units may be subject to Reaction Fire (10.4) Condottieri are not forced to stop upon entering an enemy ZOC (but see rule ). 7.2 Exiting of a enemy ZOC A unit that begins its movement in an enemy ZOC may voluntarily move out of that enemy ZOC only if it receives an Order to Withdraw (5.4.4) or Echelon (5.4.6) Units voluntarily leaving the frontal hex of a missile unit are subjected to Exit Reaction Fire (10.4.2). 8.0 MOVEMENT 8.1 Movement Allowances The units Movement Allowances (MA) are not printed on the counters. Condottieri and Cavalry have an MA of 5, all other combat units have an MA of The Movement Allowance (MA) is the basic allowance for a single Move/Attack or Carica! Order. A combat unit receiving a Move/Attack or Carica! Order may move up to its full MA A unit moves tracing a path of contiguous hexes through the hex grid, paying the cost of each hex entered (see 8.2). A unit s movement must be completed before another one may move A unit may be moved in any direction or combination of directions. However, a unit may only enter one of its frontal hexes. In order for a unit to change direction, it must first change facing (6.1) by pivoting in the hex it occupies. 8.2 Terrain Effects A unit expends Movement Points (MP) from its Movement Allowance for each hex it enters. The Terrain Effects Chart (TEC) explains, for each type of unit moving into a specific type of terrain, the MP cost Terrain which prevents Cavalry charges is also indicated on the TEC A unit cannot enter a hex if it lacks the necessary MP s Terrain may also affect shock and fire combat results by adjusting the column and/or modifying the die-roll when determining combat results, as indicated on the TEC Movement into/across certain terrain types (the TEC indicates which terrain) will cause certain units to suffer Disruption (for Disruption see rule 11.0). This Disruption takes place at the moment the unit enters the hex (even if it s advancing or retreating after combat) Clear terrain. There are three levels of Clear terrain in BdM. The hexes containing two different Clear levels are considered to be at an intermediate altitude between the two levels. All hexes that contains more than one level of terrain are considered intermediate hexes. Hexes at intermediate levels will affect combat (see TEC). 9

9 Example: On the map of S.Egidio hex 2525 is lower than hex 2526 and higher than hex Small buildings, trees, other minor features. Small buildings and other minor terrain features like small trees (Example: On S. Egidio map hexes 1415 or 1712) have no effect on game play Villages. These are low density populated zones that were always an obstacle to a medieval army. On the map villages are indicated with their name Roads and Trails. have no influence on gameplay Hills. In BdM there are three levels of hills (in S. Egidio only one) This kind of terrain makes cavalry charges very difficult to make. Those who played G&G will note that this kind of terrain in BdM is more accessible than hills in the earlier game. In the first half of XIVth century the crossbow was the most important missile weapon in Italy (although schioppettatori/archebusiers began to appear) and this weapon had completely supplanted the bow, which remained confined to some remote areas of the country Missile Fire may occur: 1. As an individual Fire Order (5.4.2). 2. As Reaction Fire (10.4) A Missile unit can fire at any single target unit which is within its Missile Range, if it can trace a Line Of Sight (10.2) to that target. Missile Range is the maximum distance in hexes a Missile unit may fire at an enemy unit. Missile Range is traced from the frontal hexes of the unit, according to the zone of fire depicted in Fig Movement Through Combat Units A unit may never move into or through a hex containing an enemy combat unit or through hexes containing a friendly unit adjacent to enemy units Combat units may move, but not end their movement, in hexes containing other friendly units not adjacent to enemy units, paying one extra MP. 9.0 STACKING Stacking refers to having more than one unit in a hex The Basic Stacking Rule. A hex may contain only one combat unit Condottieri and informational markers do not count for stacking purposes. A hex may contain any number of Condottieri and/or markers COMBAT There are two kinds of Combat: Missile and Shock combat. Missile combat occurs during Step 4 of the Condottiero s Activation Sequence (see 4.0). Shock combat occurs in Step 5 of the same sequence Missile Fire Missie Units (crossbows) show a horizontal arrow under their CR to indicate their capacity for missile fire All units with a Fire order or that executed Reaction Fire receive a Fired marker after firing. This Fired marker is removed at the end of every Condottiero activation without spending any OP A unit with a Fired marker on it cannot fire. The crossbow rate of fire in BdM is higher than in other games of the series, to depict the more widespread use and some technical improvements of the weapon Line of Sight A missile unit can fire a missile volley only at an enemy target unit to which it has an unobstructed Line Of Sight (LOS). Units trace a LOS by tracing a line from the center of the firing unit's hex to the center of the target unit's hex, passing through the firing unit s frontal hexsides. A LOS may not be traced through friendly or enemy combat units. 10

10 If the LOS is traced through any portion of a hex with Hill or Building terrain, or with terrain at a higher elevation than the firing and the target unit, or with other units, then the LOS is blocked. A LOS that passes along a hexside is blocked only if both hexes contain blocking terrain or units. If the LOS passes exactly between two hexes the firer chooses the most favourable modifier(s) Missile units may always fire into frontal adjacent hexes, regardless of LOS Fire Effect The Fire Table is used to determine the effects of Missile fire. For each fire volley find the correct column on the Fire Table for that range, cross-index with the Armour class of the target unit, roll two dice, add the current Rating of the firing unit and any possible diceroll adjustments indicated under the Fire Table. If the modified diceroll result is equal to or higher than the number indicated on this chart for that range, then the target unit takes a Disruption (11.0); otherwise, no effect. If the chart indicates a sign, no die roll is made All effects from missile fire are immediately applied An unmodified diceroll of 12 is always a Disruption. Furthermore, if there is a Condottiero in the hex fired on and the unmodified missile fire diceroll is 12, the Condottiero has been hit (roll the dice on the Condottiero Wounded table for the effect). This is the only way a Condottiero may be affected by Fire Missile units with a Fire Order may change facing one vertex before fire, but they have a 1 penalty to the diceroll on the Fire Table Reaction Fire Crossbowmen can fire as a reaction to enemy movement entering or exiting their frontal hexes. (Reaction fire). No OP are expended. The effects of reaction fires are applied immediately Entry Reaction Fire. When a unit ends its movement in the frontal hex of a missile unit (this does not include entry as a result of Advance after Combat, but it does include entry from an Echelon order), that friendly missile unit may fire a volley at the entering unit. Note: charged missile units must check morale before Reaction Fire, see (12.1.4) Exit Reaction Fire. When a unit voluntarily exits (i.e. by a Withdraw or an Echelon order) from the frontal hex of a missile unit, that missile unit may fire a volley at the moving unit at a range of 1. This fire is also allowed when an enemy unit changes facing even if it actually does not exit the hex Reaction Fire limitations. Missile Units that Change facing as a reaction to enemy movement (see 6.2) have a 1 penalty to the diceroll on the Fire Table. Missile Units with a Fired marker on them cannot Reaction Fire Shock Combat This section is the core of the combat system in BdM Attack declaration. All attacks are declared during Step 4 of the Condottiero s activation sequence, place an Attack or Carica! marker pointing towards the selected enemy unit at the end of friendly unit's movement. A friendly unit may attack one and only one enemy unit: if more than one enemy unit is in its frontal hexes, it must select which one to attack Attack resolution. During Step 5 of the Condottiero s activation sequence, units with an Attack or Carica! marker must shock attack. Units with an Attack or Carica! marker must attack the unit declared during Step 4 (the target cannot be switched). No unit may attack unless stacked with one of these markers. The attacker determines the order of resolution of the attacks Two or more friendly units may share the same target unit. In this case, the attacker must declare one unit as the lead unit. This unit will affect Shock combat, Retreat (10.7) and Advance after combat (10.9) Each unit may attack and be attacked only once per Shock Combat Segment Shock Combat Resolution To resolve a melee: Calculate column adjustments (10.6.1) and dice roll modifiers (10.6.2). The attacker rolls two dice, add the dice roll modifiers and read the results under the correct adjusted column on the Shock Combat Table (SCT) CH results are implemented as required If the defender has received more CH than the attacker, he must now retreat (bold results on the SCT). If the defender cannot retreat (10.7.2) he receives an additional Cohesion hit Disruption results are implemented as required. (see ) Roll for Condottieri hits if required (13.2). If the attacked hex is empty because the defender retreated or routed, the lead unit of the attacker must enter the vacated hex. 11

11 Adjust the Victory Points tally (17.1.1). The base column for all combats is the 0 column of the Shock Combat Table. The attacking player rolls two dice on the appropriate column ( 0 if there are no adjustments), adding any applicable modifiers and apply the result indicated under the Shock Combat table. Note: all units have the same combat value. A melee combat always starts on the 0 column of the SCT Shock Combat Column adjustments Regardless of modifiers the cumulative column shifts may never be less than 5 (5L) or more than +5 (5R). The Column adjustments are: Position advantage: If any units are attacking through the defender s flank, the attacker gains a two column shift to the right. If any units are attacking through the defender s rear, the attacker gains a three column shift to the right. These modifiers are not cumulative: if both adjustments would apply, use the most favourable adjustment regardless of the position of the lead unit. Numerical advantage: For each additional unit attacking beyond the lead unit, the attacker gains one column shift to the right. Unit Type: See the Unit Type Table. Compare the type of attacking lead unit with the type of defending unit. The table indicates the column adjustment. Carica! : For each Cavalry unit with a Carica! marker, the attacker gains a column shift to the right. It is completely possible that in the same attack some units are in Carica! and others are not. Protection: See the Armour Class Table. Compare the armour of the attacking lead unit with that of the defending unit. The table indicates the column shift. Disruption: Each Disrupted unit involved in a combat grants a column shift advantage to the opposite side. Example: Two Disrupted units are attacking a Disrupted unit. The net adjustment for Disruption is one shift in favour of the defender. Terrain: See the Terrain Effects chart. A unit attacking into terrain which causes Disruption is Disrupted (11.0) before the attack. To qualify for a higher elevation terrain bonus from the TEC, it is adequate that an attacking unit (not necessarily the lead unit) is at a higher elevation than the defender Shock Combat dice roll modifiers Regardless of the cumulative result, the diceroll modifier cannot be greater than +/ 5. Modified dicerolls greater than 12 are considered 12, and modified dice rolls less than 2 are considered 2. The diceroll modifiers are: Unit cohesion rating: Subtract the current CR of the defending unit from the current CR of the attacking lead unit. The result is a Shock combat diceroll modifier. Leaders in combat: Add the combat value of a attacking leader and subtract the combat value of a leader stacked with the defender. The result is a Shock combat diceroll modifier. Only one leader per side may add his combat value to a combat. Enemy adjacent: If any attacking unit is in the ZOC of undisrupted enemy units and these enemy units are not attacked by another friendly unit in this combat Step, add 2 to the diceroll for every enemy unit not attacked. Remember that Cavalry isn t affected by Foot unit ZOCs in this case (7.1.1) The Shock Combat table The numbers on the Shock Combat table are results expressed in cohesion hits (CH). The number to the left of the slash indicates the number of cohesion hits to the attacking units, the number to the right indicates the cohesion hits to the defender; a D indicates the unit receives a Disruption (11.0), a indicates no result If there is more than one attacking unit involved in a combat, the first cohesion hit is given to the lead unit while the other hits must be equally distributed to the other attacking units. A D result is given to the lead unit only Cohesion hits. Each time a unit suffers a hit, place a Cohesion hit marker corresponding to the total number of cohesion hits taken Any time a unit receives a CH as a shock combat result, it also suffers a Disruption result. The unit follows the procedure as written in rule 11.0 with the important exception that it is not subject to the 1 CH minimum rule Retreat If the Shock Combat table indicates the defender has suffered a number of hits greater than the attacker, the defender must retreat (consider only bold results from the Shock combat table, not the possible 12

12 additional CH caused by Disruption). The attacker never retreats When required to retreat, the unit must retreat one hex directly away from the lead attacking unit, in a direction opposite to the attack (see Fig.3). Fig. 3 After retreat, the unit may freely change facing one vertex. Leaders stacked with retreating combat units follow the retreat, and if the combat unit is routed see rule if a unit cannot retreat due to impassable terrain or the presence of other units, (enemy ZOCs exert no effect in this case) it receives an additional Cohesion Hit Rout When a unit has received a number of cohesion hits equal to or exceeding its printed cohesion rating, it immediately Routs, it is removed from play and it counts as enemy Victory Points (15.1) If, as a result of CH taken, all the attacking and defending units Rout, the attacking player may keep one of his units on the map with a number of CH equal to its printed cohesion rating minus one Advance after combat The attacking lead unit (10.5.3) must ALWAYS advance if the attacked hex is empty at the end of combat (because the defender Retreated or Routed). This movement does not require an Order Units advancing after combat may freely change facing one vertex. If stacked with a unit that must advance after combat, the Condottiero follows the unit DISRUPTION When a unit takes a Disruption result: If the unit is undisrupted flip the counter to its Disrupted side. If the unit is already Disrupted and receives an additional Disruption, the player rolls one die: the unit takes a number of CH equal to the difference between the die roll and its current CR, if this difference is greater than 0 ( n o t e : always subtract the current TQ of the unit from the dieroll). If this difference is less than or equal to 0, the unit takes 1 CH ( 1 CH minimum rule). It is possible for a unit to Rout because of this. Example: The Acquaviva unit of Colonna s Battaglia (CR4) is already Disrupted. In a subsequent melee it receives 2 hits and must roll a die: the player rolls a 4, that is 2 higher than the current CR of the unit and it receives two more hits. Because its CR was 4, and it received a total of 4 hits in the combat, the unit routs. If the dieroll was 2 the unit would have received only two hits and wouldn t rout Note the important exception for Shock Combat in rule CAVALRY Cavalry is the only combat unit type that can receive a Carica! or Echelon Order Carica! (Charge) A unit with this Order must move at least one hex and attack enemy units (place a Carica! marker on it). It may not change facing in the hex adjacent to the charged unit. The TEC indicates the terrain types in which a Carica! is prohibited. Consider the terrain the defender is in, and also the terrain of the hex where the charging unit ends its movement. If either of these terrains is prohibited, then Carica! is prohibited A Disrupted cavalry unit cannot receive a Carica! Order, and a cavalry unit that becomes Disrupted after a Reaction fire or for the effect of the terrain immediately loses its Carica! Marker.If the player so chooses, it receives an Attack marker instead It is prohibited to give a Carica! Order to a cavalry unit adjacent to enemy units A Cavalry unit with Carica! Marker receives a column shift to the right on the Shock Combat Table Countercharge Countercharge is a defensive reaction available only to defending cavalry units. A Cavalry unit that is not Disrupted and is the target of a Carica! in one of its two frontal hexes may attempt a Countercharge. As soon as a Carica! has been declared against an eligible enemy Cavalry unit, this latter may 13

13 countercharge. A cavalry unit may attempt a countercharge only once per enemy activation To attempt a Countercharge the defender rolls the die before the Carica! is resolved: If the die roll is equal to or lower than the defending cavalry s current CR, the countercharge is successful (remove the Carica! marker and place an Attack marker on the attacking unit). If the die roll is higher than the defending cavalry s current CR, the defending unit takes a Disruption. >> 12.3 Morale: Infantry units (white CR) that are the target of a Carica! must roll a die, before any reaction fire attempt, (see 4.c in the Condottiero activation sequence) if they have an Armor class lower that the attacking cavalry s one. If the dieroll is higher than its current CR the uniti s Disrupted, otherwise there is no effect. Milizia units (yellow CR) that are the target of a Carica! are automatically Disrupted before combat. If this Disruption causes that unit s rout, the cavalry must enter the vacated hex A foot combat unit that attacks the frontal hexes of a cavalry unit and whose Armour Class isn t higher than the attacked cavalry s must make a die roll before the melee (step 5.a in the Condottiero Activation Sequence). If the dieroll is higher than its current TQ the attacking unit takes a Disruption and must remove the attack marker; otherwise the attack goes in normally. >> Foot units attacked by a cavalry unit that has a higher or equal armor class double the CH received. Example: A cavalry unit with Armor class M attacks an infantry unit with the same Armor class. The combat result is D/1. The cavalry unit is Disrupted and the infantry takes 2 CH and Disruption. This doesn t apply if the infantry attacks cavalry. Design note. We suggest you apply the rule above also in the other games of the series CONDOTTIERI Basic rules concerning activation of Condottieri and orders are explained in rules 3.0, 4.0 and Condottieri movement. An active Condottiero has a movement allowance of 5 and can be moved (only once) in any moment of its Battaglia s activation. This movement costs no OP Condottieri may freely (don t pay as per 8.3.2) move through and stack in hexes containing friendly units and can stack with them, even if they don t belong to the same Battaglia; a Condottiero may never move into or through a hex containing an enemy combat unit A Condottiero may move into an enemy cavalry ZOC only if that hex already contains a friendly combat unit 13.2 Condottieri in combat. A Condottiero stacked with a combat unit of its own Battaglia gives a favourable modifier in shock combat, as per rule A Condottiero stacked with a unit which receives one or more hits in shock combat, must roll a die. Add to the result the total number of cohesion hits the unit received in combat (all CH, not only those received in the current combat). If the final result is 8 or more, the Condottiero has been wounded. See also for fire effects on Condottieri A Wounded Condottiero must roll on the Condottiero Wounded table and immediately apply the result If a unit stacked with a Condottiero routs, the Condottiero must immediately roll on the Condottiero Wounded table. If he remains alive, he receives five free movement points to escape (see also rule ) and, if he cannot leave the hex, he is considered captured A Condottiero rolls for wounds only once for each combat, and only after that all the CH received by the unit are calculated If a hex contains a Condottiero alone and it is entered by an enemy combat unit, the Condottiero receives five free movement points to escape and, if he cannot leave the hex, he is considered captured Adjutant. An eliminated (or captured) Condottiero is flipped to its replacement side (Locotenens). Stack the Adjutant counter with any unit of his Battaglia. The Adjutant has the same functions as the Condottiero but inferior ratings, as indicated on the counter. He cannot give a general order, only individual orders When a Condottiero or Adjutant is killed (or captured) halve the current Command Capacity of this Condottiero on the CAT, rounding fractions up The Condottiero (or Adjutant) counter and his CC marker on the CAT are removed from play if there are no more units of his 14

14 Battaglia on the map. This does not grant VPs as per >>14.0 SCUOLA BRACCESCA Braccio da Montone is considered the inventor of the so-called Scuola Braccesca. The Battaglie in Braccio s army that follow the Scuola Braccesca use some unique rules. The Scuola Braccesca uses more tactical movement than other Condottieri and a continuous rotation of small units (the Squadrons) on the battlefield The Braccio da Montone Armies cannot use General orders Condottieri in Braccio s Army cannot try a second activation. The Braccio player can use the continuum to try to activate another Condottiero in Braccio s army Squadrons. Some Battaglie in Braccio s army are sub-divided into two Squadrons. Each Battaglia thus has a Condottiero and two Caposquadra (Squadron leader), one for each Squadron When a Condottiero is activated he must use his OP to give orders to his Squadrons, one at a time. Clarification: The Condottiero only get one set of OP to cover both activations The player decides with which Caposquadra in the activated Battaglia he will start to issue orders. After the activation of all the Squadron units (and the resolution of their combats, if any) the player can activate the other Caposquadra in the same Battaglia. Design note. In practice the two squadre act as if they were two independent Battaglie activated one after the other The player is never obliged to activate all the units of a squadron Caposquadra. The rules about Condottieri (13.1,13.2 and 13.3) apply to Squadron Leaders as well In order to be activated, the Caposquadra must be in command range of his Condottiero and he is activated without OP expense Combat units from a Squadron can receive Orders only from their Caposquadra The Caposquadra s death gives 1 VP to the enemy player and has no other influence on gameplay. The Caposquadra ignores the wounds Order. Braccio s Squadrons use special rules for the Orders Withdraw and Echelon Attack. When a cavalry unit receives one of these orders it chooses whether to implement it in a normal way or directly withdraw to a Rally Point Rally Points. Braccio s Battaglie have Rally Points as indicated in scenario rules. A unit that receives an Order of Withdraw or Echelon Attack and is not surrounded by enemy units (ZOC doesn t count) can be immediately moved from his position on the map to a hex in or adjacent the Rally Point counter. Braccio used the tactic of continuously rotating his combat units during battle, and he usually provided Rally Points before the battle to give his Squadrons first aide, food and drink The player places the unit in a hex that must be free of enemy ZOC and not occupied by other units A Disordered unit that reaches a Rally Point automatically removes the Disorder A unit in the Rally Point can always Move (but cannot Attack) at the cost of 1 OP even if out of the command range of his Squadron Leader If an enemy unit enters the hex where the counter of the Rally Point is, remove it. It no longer exists for the rest of the game. Note: In Sant Egidio We made counters to represent this. Please follow the scenario instructions for the setup and ignore the number printed on the back of the counters Condottiero. The Condottiero of a Battaglia in Braccio s Army formed by two Squadrons is used to activate the Caposquadra, and those use the Condottiero s OPs to issue orders. The Condottiero can move himself only once during its Battaglia activation, during the activation of one of the two Squadrons A Condottiero stacked with a unit in combat uses his bonus normally (remember that only one Condottiero can be added for each player in a given combat). 15

15 15.0 VICTORY Players gain Victory Points (VP) eliminating enemy units or inflicting cohesion hits on them. VPs are used to gain the Victory Level (VL) necessary to win the battle Victory Points Each player receives VPs for eliminating enemy units and leaders Players earns the following VP: Cavalry: 1 VP f o r each Cohesion Hit inflicted on an enemy Cavalry unit; an additional +1 VP if the unit routs. Infantry and Militia: 2 VPs when the enemy unit routs (0 VP otherwise) Caposquadra: 1 VP if killed or captured Condottiero: if killed or captured, the opposing player receives 1d6 VP multiplied by the combat modifier of that Condottiero. Standard (optional): 1 VL and the owning player rolls a die: all friendly units within a range equal to the die-roll (counted in hexes, not movement points) receive a Disruption The VP gained are recorded on the Victory Track (VT) Victory Level The Victory Level markers (VL) of both players start on the 0 box on the Victory Track. Each time the VPs of one player reach the value indicated in the scenario rules for that battle, the VL rises one space on the Victory Track and the VP marker is returned back to the 0 position Accelerating VL increase. When the VL of the active army is on the 2 box or more on the Victory Track, after any activation of a friendly Condottiero the owning player rolls two dice: if the result is equal to or less than the current VL, this latter is moved one space up on the Victory Track The first player whose VL reaches 12 wins (the enemy army Routs) Sudden Death If the roll for a Continuum or Interruptio attempt is higher than the sum of the Command Capacity of the two released (not in Reserve ) Condottieri of both sides who occupy the highest position on the CAT, the battle is finished and it is a draw. Example: the highest released Collegato Condottiero occupies the 5 box on the CAT, while the highest released Braccesco Condottiero occupies the 4 box. On a die roll of 10 or more the battle is finished in a draw OPTIONAL RULES The rules that follow add more detail to the simulation and can be used to add more realism (and complexity) to the game Battle Confusion. If a Continuum dieroll is failed with a result of 10 or more the failed player must activate an enemy Battaglia of his choice. After this activation, the play resumes with a Basic activation from the player whose Battaglia has been activated by the Battle Confusion Standard The Standard represents the banner of the entire army even if belonging to a single Battaglia. It was carried in battle by a standard bearer (usually a knight of great reputation or belonging to an influential family). Note: In BdM the Standard is present only in the L Aquila battle The Standard must always end movement stacked with a combat unit of the same Battaglia When checking for Disruption (only), all combat units stacked with or adjacent to a Standard of their army (even if they don t belong to the same Battaglia) gain a -1 modifier when they check morale Standards can be moved with a Move Order (cost: 1 OP) and have a movement allowance of 5. Also they may freely move with the unit they re stacked with Standards are not affected by Missile Fire If a combat unit stacked with its Standard Routs, the Standard is captured. This is the only way the Standard may suffer a combat result. 16

16 S.1 SCENARIOS Every battle comes with an Historical Scenario and a Free setup Scenario.. S1.1 Initial Setup: please refer to the setup aid sheet. You ll find indicated the row or the hex(es) where you must place each Battaglia or the hex in which you place units. If the number of units is less than the placement hexes the player can choose which hexes to use for placement. Historical scenarios for the two battles depicted in the game start with a fixed strategic situation that players must reckon with in their game, with many play options. Free setup scenarios allow more freedom of choice, at historical accuracy s expense. Both Historical scenarios have victory conditions biased on a Braccesco expert player in mind; because the fact that in both battles it is the Braccesco player that has initiative. If the Braccesco player is not so expert we advise you to lower by 1 the Braccesco s VPs needed to raise by 1 the VL. S1.2 Free setup: all the rules for the historical scenarios are in effect for the free setup scenarios unless specified otherwise. SIGNORE of PERUGIA, SANT EGIDIO, 1416 S.2 HISTORICAL SCENARIO S2.1 Setup: see game aid sheet. S2.2 First activation: the Braccesco player starts with Baglioni s Battaglia, then play continues normally. During this first activation the Braccesco player cannot pass. S2.3 General orders: Pergola and Malatesta can issue double General Orders (see 5.2.2) of Carica or Move/Attack. Guido can issue a double General Order, Fire and Move/Attack. S2.4 All the Battaglie in Braccio s Army follow the rules for the Scuola Braccesca (see 14.0 and following) S2.5 Rally Points: Each of Braccio s Battaglie has a Rally Point counter. Once placed on the map these counters cannot be moved. They do not count against stacking and are removed if an enemy unit enters their hex (the Battaglia that loses the Rally point cannot use rule 14.4 anymore.) Numbers printed on the back of rally point markers have no effect on gameplay, please ignore them. S2.6 Malatesta s limitations: All of Malatesta s Battaglie start the game Inactive. They are activated by a Basic activation, if an enemy unit comes adjacent to one of the Battaglia s units, or by Heat Table. S Malatesta s Condottieri can never try a Continuum. We point out you to the historical description of the battles to explain Malatesta s battleplan. Massimo Predonzani S2.7 Heat. To simulate the great influence that heat had on the battle, there is placed on the battle map a Heat Table. At the start of each game place the Heat counter on the first box (called start ) 17

17 The battle was fought in summer (12th July 1416) and the plain around the Tevere river was a really hot place. S2.7.1 Each time a player tries an Interruptio or Continuum and the dieroll result is the same or more than the number in the box the Heat counter is in, move the counter one box ahead. S2.7.2 When the counter enters a new box this can trigger some game events. Please refer to the Heat Table Effect chart for explanations. S2.7.3 When the counter Heat reaches the last box of the table it cannot proceed further. All the effects are in play and if a player rolls an 11 or 12 in his Victory level Acceleration dieroll (see ) there is a sudden death Malatesta victory. Braccio da Montone was compelled to win decisively this pitched battle. Any other result would force him to lift the siege and fall back.. S2.8 Tevere river. The Tevere river (the Tiber) is impassable, even if there s a bridge. If a unit is forced to retire into a river hex it is eliminated. S2.9 Victory Victory points are tallied normally for both players (see ). If Braccio is killed or captured the enemy player wins an automatic victory. S2.9.1 Long play. The Braccio s VL increases every 6 VP. Malatesta s VL increases every 4 VP. S2.9.2 Short play. The Braccio s VL increases every 5 Vp. Malatesta s VL increases every 3 VP. S2.10 Optional Rules S Carlo I Malatesta. The Malatesta Player can choose to use Carlo Malatesta instead of Galeazzo. The death or capture of Carlo results in an automatic Braccio victory. Ex. If Malatesta has 5 VL the CC of Carlo is placed on the 5 box of the CAT. The Battaglia units are placed on map along the road in hexes or , owning player s choice. If there are enemy units in or adjacent to one of the above hexes you cannot deploy the Battaglia. S3 FREE SET UP SCENARIO S3.1 Initial setup. Players place one Condottiero each on the map, starting with the Malatesta player, then continuing to alternate in this way until all Condottieri are placed. S3.1.1 Malatesta s Condottieri can be placed south of the road that runs from 3328 to Braccio s Condottieri must be placed north of the same road. S3.1.2 Once all Condottieri are on the map, the Malatesta player places his combat units in command range of each Condottiero, south of the road. After the Malatesta setup is finished, the Braccio player places Caposquadra and Rally Points in command range of the relevant Condottiero and then combat units as described above (all units must be setup north of the road). No unit can be setup directly on the road. S3.2 First Activation. The Braccio player starts activating one of his Battaglia, then play proceeds normally. During this first activation the Braccio player cannot pass. S3.3 Malatesta limitations. All the Malatesta Battaglie start Active, ignore event 3 on the Heat Table. S3.4 Victory Victory points are tallied normally, (see ). Braccio s death or capture results in an automatic Malatesta victory. S3.4.1 The Braccio VL increases every 4 VP, the Malatesta VL increases every 4 VP. S Perugia s Militia. During the battle, the city s army remained inside the walls. If this rule is used, the Malatesta player can activate the Perugia Militia (provided Braccio s VL is 7 or more) during a Basic activation at the cost of 1 VL for the enemy. This Battaglia is commanded by Carlo Malatesta (or Galeazzo if you are using the rule S2.10.1) and starts on the CAT with a value that is the same as Malatesta s VL of that moment. 18

18 The DEATH of a CONDOTTIERO L AQUILA 1424 S4 HISTORICAL SCENARIO S4.1 Setup: see game aid sheet. The army of Pope Martinus V and Queen Giovanna II was called The Collegati Army. S4.2 First Activation: The Collegati player starts the game activating Colonna s Battaglia, then play proceeds normally. During this first activation the Collegati player cannot Pass and must issue at least two Carica! Orders. S4.3 General Orders: Sforza can issue a double General Order (see 5.2.2) of Carica! And Move/Attack; Camponeschi can issue a double General Order of Fire and Move/Attack. S4.4 In Braccio s army the Battaglie of Braccio, Gattamelata and Baglioni follow the rules of the Scuola Braccesca (see 14.0). Note: the Battaglie of Piccinino and Testa belong to Braccio s army but don t follow the rules of the Scuola Braccesca S4.5 Rally Point: the Rally Point for all the Battaglie of Braccio s army is the village of Bazzano (hexes ). S4.6 Testa, Piccinino and Camponeschi. Some Condottieri start the game inactive (Testa) or off map (Piccinino and Camponeschi). These Condottieri follows the following rules: S4.6.1 Testa. Testa s Battaglia can be activated only by Basic activation and only if Braccio s VL is 7 or more. The Braccio player rolls two dice and adds 1 for every two VL the Collegati have (fractions rounded up). If the modified diceroll is 7 or less, the Battaglia is activated, otherwise the Braccio player is considered as Passed. Testa s Battaglia is automatically activated if an enemy unit fires, attacks or moves adjacent to one of Testa s units. Example. The Braccesco VL is 7 or more and the Collegato one is 5: the Braccesco player will activate Testa s Battaglia with a dieroll of 4 or less. S4.6.2 Piccinino. If the Collegati s VL is 8 or more and this level is equal to or greater than the Braccesco VL, when the first basic activation occurs the Braccesco player must activate Piccinino. Piccinino s units enter the map in hex 1201 or 1801 (Braccesco s choice) and are Disordered. Once activated, Piccinino s Battaglia follows normal game rules. S4.6.3 Camponeschi. When Piccinino s Battaglia is activated as per the rules above, Camponeschi s Battaglia also becomes active. The first time the Collegati player activates Camponeschi s Battaglia he receives 1 VL and Bazzano is no longer a Rally Point (the Braccesco player cannot use rule 14.4 anymore). Camponeschi s units enter the map in hex 1201 or in hexes (Collegati s choice) S4.6.4 After the first activation one of these Condottieri (Testa, Piccinino and Camponeschi) can make a Continuum without the need to test for (it is successful automatically), and the opponent player cannot attempt an Interruptio. After the second activation of the condottiero, play resumes normally (place a 2st Act marker on the Condottiero). S4.7 Terrain. In L Aquila there are various terrain types. S4.7.1 Aterno river. The Aterno, altough not very wide or deep, represents a tougher obstacle than the more common streams that flow everywhere in the Peninsula. Cavalry cannot use Carica! if they cross the Aterno in their movement in that turn. Infantry that crosses the Aterno is Disordered. S4.7.2 Ford. The ford hexside ( ) voids rule S4.7.1 above. S4.7.3 Swamp ( flooded terrain). A unit receives a Disorder level for each swamp hex it enters, including Retreats and Advance after combat. We point out to you the historical description of the battle for a discussion of the swamps. S4.7.4 Steep slope. The Steep Slope cannot be entered by cavalry. Infantry can cross a Steep Slope paying three movement points and receive a Disorder. An infantry unit that crosses a Steep Slope cannot attack in that activation. 19

19 S4.7.5 Monticchio. Ignore Monticchio village. Treat the hex as plain terrain. S4.8 Victory. Victory points are tallied normally for both players (see ). Braccio s death or capture is an automatic victory for the Collegati. S4.8.1 Long play. The Braccesco VL increases by 1 every 6 VP. The Collegato VL increases by 1 every 4 VP. S4.8.2 Short play. The Braccesco VL increases by 1 every 5 VP. The Collegato VL increases by 1 every 3 VP. S5 FREE SET UP SCENARIO S5.1 Initial setup. Players place a Condottiero on the map, one by one. The Collegati begins placing one of his Condottieri on the map, then the Braccesco does the same, and they alternate until all Condottieri are placed. S5.1.1 Once all Condottieri are on the map the Collegati player places all his combat units in range of the Condottieri they belong to. When the Collegati have finished the Braccesco player places his Squadron Leaders in range of their Condottieri and then the combat units in range of their Squadron Leaders. S5.1.2 The Collegati player must place all his units east of the line (inclusive the hex numbers are in a red box to help in identifying them).he can place units in level 1 clear terrain, but only north or south of Aterno river. He cannot place units on both sides of the river. The Braccesco player can freely setup units west of the line (excluded) but cannot place units adjacent to any enemy unit. S5.1.3 Testa. Testa s Battaglia maintains the same setup as in the historical scenario if the Collegati player sets up south of the Aterno river. If the Collegati player sets his units up north of the river, Testa s Battaglia can be placed anywhere in clear terrain on level 2, 3 or 4 hexes or on Hill hexes, at least 6 hexes from the setup line S5.4 Victory. Victory points are tallied normally (see ). Braccio s death or capture is an automatic victory for the Collegato. S5.4.1 The Braccesco s VL increases by 1 every 5 VP. The Collegato s VL increases by 1 every 4 VL. CREDITS Design, Development and Historical research: Piergennaro Federico, Marco Gnagnetti Graphics: Enrico Acerbi Translation: Marco Gnagnetti Translation assistance and Rules editing: Donald Katz. Playtesting: Flavio Acquati, Mauro Bornioli, Marco Campari, Stefano Naitza, Oreste Nigelli, Marco Rossi, Sergio Tonini, Alessandro Villa. S5.2 First Activation: The Collegati player begins by activating one of his Battaglie, then the game proceeds normally. In this first activation the Collegati player cannot pass. S5.3 Rally Point. The Braccesco player chooses (after placing his units on the map) the Rally Point hex. This hex must be 1 or 2 hexes away from the north or east border of the map. (Use the Braccio rally Point marker from the Sant Egidio battle to indicate it). 20

20 BRACCIO da MONTONE Historical context (by Piergennaro Federico) His Origins Andrea Braccio Fortebracci was born in Perugia on July 1, 1368 in the Porta Sant Angelo quarter, which was allotted to Montone Castle, domain of his family since 1280 and of which they continued to control the benefits and rights. Devoting himself since his youth to a military career, in he served under Alberico da Barbiano in The Company of Saint George together with Muzio Attendolo Sforza, in future his fiercest rival. Meanwhile at Perugia, the governing noble faction 2 was involved in the political conflicts typical of North-Central Italy in that period and found itself in difficulties due to the gradual occupation of the territory surrounding Perugia by the popular faction s exiles 3, led by the Michellotti family. In July 1393, the Raspanti, returned to Perugia through the intervention of Boniface IX, in turn expelled the noble families among whom were the Fortebracci. Exiled from the city and opposed to any agreement with his rival party, Braccio, despite his youth became one of the natural leaders of his faction 4, while continuing to pursue a military career. He was among the most active of the Perugian exiles in the military operations following the assassination of Biordo Michellotti 5. To block the return of the noble party, on January 20, 1400 the Raspanti party discussed the submission of Perugia to Gian Galeazzo Visconti, duke of Milan 6, a maneuver which did not yield the expected benefits due to the premature death of the duke 7. During his war against the Visconti, an army maintained by Boniface IX and Florence and commanded by Giovanni Tomacelli, the Pope s brother, and in which Braccio served as commander of the Perugian exiles, devastated the Perugian territory. However, a separate peace 1 According to certain sources in 1387 or even Called the Beccherini to which the Fortebracci family belonged. 3 Known as the Raspanti. 4 Campano, De vitae et gestis Andreae Brachii Perusini. 5 Killed in his home by a conspiracy in March According to certain sources on the This occurred on September 2, between the Pope and Caterina Visconti allowed the Papal troops to enter Perugia on November 20, 1404 while agreeing to prevent the exiles from entering the city. Betrayed and discouraged by this turn of events, Braccio returned to Barbiano s company who initially offered him command of 12 horsemen. Subsequently in 1405 he was sent to Padua to aid the da Carrara with 150 lances. Unfortunately, he had conflicts with 2 other condottieri, Lorenzo di Cotognola and Rosso dell Aquila, who refused to submit to Braccio da Montone s leadership and in addition slandered him. We next find Montone at Bologna with the Papal legate 8 who in January 1406 entrusted him with 300 horsemen; from this moment on Braccio s moves are completely separated from those of Barbiano and are directed at his true objective: to found his Central Italian state with Perugia as its lynchpin. In fact, after having extorted various localities in Romagna, he moved against Perugia. In March of that year Perugia hired the condottiero Paolo Orsini to confront Braccio s army which, located at Borgo San Sepolcro, by now numbered 800 horsemen with more exiles joining it every day. From his base at Borgo San Sepolcro Braccio began a series of blackmail operations against a number of small localities in Romagna and in the upper Tiber valley so as to acquire the monies necessary to maintain his company, the core of which was made up of the Perugian exiles. In this period he freed Rocca Contrada from the siege of Ludovico Migliorati taking over its rule, probably in an agreement with the da Varano, rulers of Camerino, from then on his faithful allies. Using this, his first territorial domain as base, he operated in the Marche, working to consolidate and expand his position winning various battles and increasing his notoriety until an intervention by the King of Naples Ladislaus of Durazzo brought peace between the contenders in the Marche. Braccio remained in the pay of the Angevin sovereign who sent him to Umbria to the area of Todi. The Perugian leaders, pursued by Braccio s army composed made up mostly of the exiles, decided to offer the dominion of the city to Ladislaus as long as he impeded and fought the Bracceschi. On June 5, the king delegated Giacomo Galgani and Ceccolino Michelotti to take control of Perugia and on June 19, the treaty was signed with the Raspanti. Braccio, betrayed for a second time and furious with the king, was hired by Florence and when Ladislaus moved to the conquest of Tuscany, he defeated the 8 Cardinal Baldassare Cossa 21

21 Neapolitan and Perugian forces on September 20, 1409 near the Castle of Promano. On May 19, Braccio and Sforza were hire by the new Pope, John XXIII 9 and the deposed King of Naples Louis II d Anjou, obtaining a great victory at Roccasecco 10. Despite this at the end of Januaruy 1411, Florence tired of the heavy financial burden of sustaining the League, announced the peace treaty it had signed with the king. Subsequently on June 17 the negotiations between Ladislaus and John XXII concluded with the peace of San Felice 11. At the beginning of February 1413, John XXIII recalled Braccio to Bologna to reaffirm the papal domain but he had to leave quickly due to the hastening of events: Ladislaus, having broken the peace, had occupied Rome and its surrounding area the month before, while the Raspanti, led by Sforza, took advantage of Braccio s absence to attack the castles near Perugia that he had recently conquered, but the offensive was interrupted by the king s death 12. John XXIII, renegotiated Braccio s condotta and he returned to Bologna. On February 28 Braccio received the investiture of Montone elevated to countship status. When on October 1 the pope left for the council of Constance, Braccio s power in Romagna was unrivalled and he took advantage of his position to extort money from the cities of Emilia-Romagna. The deposition of John XXIII by the council of Constance 13 left uncertain the papal domain of Bologna. In early 1416 the city revolted and hired Braccio, paying him 82,000 gold ducats 14 in exchange for his turnover to them of the city and its castles. Braccio now had an army and the money he needed for the undertaking and led it without hesitation towards Umbria, following the Tiber valley, occupying the cities and castles on his descent, always with Perugia as his ultimate goal. The company that Braccio relied on was characterized by a strong ethnic cohesiveness 15, had a strength of 12,000 effectives mostly cavalry as was common in the companies of that era. Its strong points were its speed and flexibility. Braccio had trained his squadrons in a style of warfare that exalted their abilities to operate both independently and as a cohesive unit with the other squadrons. The Perugian condottiero succeeded so well that he forged a functional and personalized system that his contemporaries recognized without hesitation the existence of his scuola braccesca 16 as opposed to the scuola sforzesca the Sforza school of his friend/enemy Muzio Attendolo Sforza. Perugia awaited confidently the arrival of their enemy, placing much hope in the defense of the city that the chain of castles lining the upper Tiber valley offered, but saw with growing fear the fall of one after another of these. They even tried the diplomacy card, requesting the mediation of Florence, without results. At the beginning of July, Braccio s army was strongly deployed to the Northeast of Perugia, with headquarters in the village of Sant Egidio, and the city was placed under siege. Several attempts were made to breach the defenses, mainly as demonstrations to test the combativeness of the Perugians. The city, incapable of confronting Braccio alone, decided to ask help from other condottieri like Carlo I Malatesta and Paolo Orsini. While Orsini remained tentative in his direct participation in the defense of the city, Malatesta decided instead to intervene decisively, receiving the title of Difenditore dei Perugini per la Santa Chiesa 17 (effectively the rule of the city) provided he oppose Braccio with his troops. Carlo Malatesta decided to oppose Braccio in open battle, confident in his numerical superiority, both to justify the title of Difenditore with a clear victory in battle and also from fear that in the end Orsini would come to the aid of Perugia forcing him to share the glory ( and money) with him. 9 On May 17, 1410 Baldassare Cossa with whom Braccio had excellent relations was elected Pope John XXIII by the Pisan obedience. 10 Not all historians agree that Braccio fought at this battle. 11 With this peace the Pope named Ladislaus standard bearer of the Church and ceded to him for 10years Perugia along with other cities. 12 August 6, May 29, Other sources says 96,000 or even 180,000 golden ducats. 15 Braccio hired Italian soldiers preferably from Central Italy. 16 Braccesca school. 17 Defender of Perugia for the Holy Church. 22

22 The Battle of Sant Egidio The battle took place on July 12, near the village of Sant'Egidio. Carlo Malatesta created a very simple battle plan. He ordered his army across the Tiber and he deployed it in a wide semicircle between Ponte Valleceppi and Ponte San Giovanni in the plain bounded by the Tiber and Chiascio rivers, with his center pulled back a little from his wings. The troops were to maintain a purely defensive posture, hoping to induce the Bracceschi to charge impetuously. Once this attack had occurred, the wings would have moved to encircle the enemy. Malatesta was so sure of himself that according to some sources he preferred to remain in his camp several miles from the battlefield waiting for events to take place rather than being among his troops. Braccio knew the ground better than his opponent and the effects of the summer heat in the plains of the Tiber, so he arranged numerous supply points behind his army expecting it would be a long day of fighting. Braccio, taking advantage of the initiative that had been left him by the enemy's strategy, adopted a very precise tactic, already used before, but that probably reached its peak at Sant'Egidio: instead of making mass attacks, he sent his squadre of cavalry to constantly engage his static opponents with attacks in well-defined areas of the line of battle, using these squadre of cavalry in a flexible manner, ready to retreat to reform and rest while being replaced by other fresh squadre in order to keep the enemy always busy and unsure of where he would send in the next attack. The battle, which began with an attack by the squadre of Malatesta Baglioni against the enemy vanguard led by Angelo della Pergola, continued for seven hours. Malatesta s army was waiting for the right moment to strike according to the original plan, but was simply unable to counteract the mobile enemy cavalry. After all those hours in armor under the sun, exhausted by the heat and thirsty, increasing numbers of Malatesta s soldiers began to detach themselves from their formations to drink from the Tiber and then return to the ranks, creating great confusion. Braccio waited until he judged that the Perugian army was fairly disorganized, then ordered a general charge with his cavalry, cutting the enemy formation into three parts. After hours of skirmishing, the battle was decided in just a few minutes by this attack. Malatesta s rout was complete, Angelo della Pergola with Not the 15 as erroneously indicated in some studies. horsemen managed to escape towards Foligno, but the rest of Malatesta s army was captured including Carlo Malatesta himself, apparently while in his tent sitting at a table 19. The battle was not particularly bloody: 180 men-at-arms were killed among the Bracceschi, while the Perugian dead were more than 300 and 3000 horsemen were captured. Members of the Michelotti familyfrom Perugia who were captured were later executed in prison, an unusual practice in fighting between condottieri, but typical of the struggles between city factions. Signore of Perugia Perugia, after the battle of Sant Egidio was forced to offer Braccio the rule of the city 20. From this time on, the policies of Braccio were directed towards an ambitious project of dominion. being fully aware that his army, by now composed almost entirely of mercenaries, so as to not disintegrate needed continuous influx of huge monetary resources and advantageous contracts. This policy was directed on one side toward the Marches in full revolt due to Malatesta s defeat and on the other hand towards Rome trusted by the Council of Constance to Cardinal Giacomo Isolani 21. Braccio sent his ally tartaglia towards Lazio 22 while he campaigned personally in the Marche against the Malatestas. After having made peace with the Malatestas thanks to the mediation of Venice and having overcome the revolts that had occurred in the meantime in Umbria, Braccio launched his expedition on Rome. On June 16, 1417 Braccio entered the city by the Appian Gate and besieged Castel Sant Angelo where Cardinal Isolani had withdrawn to, but Joan II d Anjou sent a force commanded by Muzio Attendolo Sforza to support the legate and on August 10 this force encamped near Rome. On the 26 ᵗʱ Braccio withdrew from Rome crossing the Milvio Bridge 23 to return to Perugia where he learned of the election of Martin V to the pontificate 24. This 19 Lomonaco, Vita degli eccellenti Capitani, II. 20 Peace was concluded on July 16, 1416 in the Convent of the OIlivetani at Montemorcino. 21 The Apostolic Seat was still empty. 22 Tartaglia on August 5 eliminated Paolo Orsini considered his principle obstacle in the area. 23 Probably due to the spread of an epidemic among his soldiers. See Campano, De vitae et gestis Andreae Perusii. 24 At Constance on November 11, 1417 after years of an empty papal throne 23

23 news drove Braccio to send ambassadors to Constance to request the vicariate of Perugia. His request not only was refused but with his worsening relations with the Holy See he was subsequently excommunicated. The Antibraccesca League that was formed, instigated by John II and Martin V, concerned Florence, the city that hosted Martin V, more than a little and they pushed for a truce. In the meantime the conflict proceeded with alternating phases: Braccio with Tartaglia on June 14 defeated Sforza s troops near Montefiascone, but Martin V convinced Tartaglia to abandon Braccio in exchange for the countship of Toscanella and a condotta of 300 lances. At the beginning of 1420, the Florentine mediation achieved its goal and on February 23, Braccio da Montone with a king s dress and retinue entered Florence; the populace exalted him with much disrespect for the Pope cheering and writing on the wall phrases like Braccio valente vince ogni gente, Papa Martino non vale un quattrino 25. The peace conditions forced Braccio to recover Bologna and its territory for the Pope and in exchange the Pope was bound to provide payment for the army and to concede to him the vicariate of Perugia, Assisi, and numerous other locales in Umbria as well as Jesi and Rocca Contrada in the Marche. This agreement, desired by Florence and suffered by the Pope was, however, short-lived. The Pope, was well aware of the impossibility of allowing an independent hostile power to cut his connections with his rich holdings in Romagna. John II, having lost the support of Martin V, on the advice of Alfonso of Aragon, to whom the queen had promised the succession, began negotiations with Braccio to take up arms against Sforza who had switched allegiance to Louis III d Anjou, designated by the pope the heir to the succession of Naples. The negotiations were concluded with the assistance of Florence. Following these new alliances Braccio moved towards the county of L Aquila, city considered clavis Regni 26, whose inhabitants, incited by the Camponeschi had rebelled against Alfonso and Joan II and sent to Louis III a formal act of subjection. The news of the definitive break between Alfonso and Joan II reached L Aquila in June, as well as the news of Sforza s victory under the walls of Naples over the Catalans, intervened on the side of the Queen Joan II. In accord with Martin V she revoked her adoption of Alfonso and 25 Valiant Braccio defeat all people, Pope Martino isn t worth a quarter. 26 Key to the Kingdom. on September 14 adopted Louis III. Meanwhile, Braccio continues his attacks on the countryside around L Aquila and other areas of the Abruzzo, without overcoming their resistence. The departure of Alfonso for Barcelona allowed the Queen to send Sforza in support of L Aquila while Braccio leaving a detachment to continue the siege dispersed his army to warmer locales and to the major fords and valley routes far from the city of L Aquila but with access to it. On January 4, 1424 Muzio Attendolo Sforza, who together with his son Francesco had already taken control of a number of important centers in Abruzzo, was fording the Pescara River at its mouth so as to overcome the resistance that Braccio s forces had created near Pescara castle when he drowned and was swept away by the current. The news of his death darkened Braccio s mood due to a prophesy that predicted his end shortly after that of his adversary. Francesco Sforza reorganized with great skill his father s troops, shaken by his sudden death, and shortly after the enemies of Braccio had organized a new army to be sent to the aid of L'Aquila. Towards the end of April, the army of the League, the "Collegati", organized by Queen Giovanna in strict alliance with the Pope and subsidized by the gold of Visconti, marched under the command of Giacomo Caldora. It was composed of some of the worst enemies of Braccio: Francesco Sforza and Lodovico and Lionello Michelotti. Massimo Predonzani 24

24 The Battle of l Aquila: Death of a condottiero The Neapolitan army was to meet at Rocca di Mezzo with the papal troops of Lodovico Colonna 27 escorting the supplies prepared for L Aquila. On May 25, the army of Caldora was already in Rocca di Mezzo and Braccio held a council of his captains to decide upon the strategy to use. Gattamelata 28 advised attacking the enemy by surprise while he was crossing the rugged road from Rocca di Mezzo to the Aterno valley, in order to catch him unprepared and obstructed by his wagons. Braccio refused to follow Gattamelata s plan and instead gave orders not to fight the approaching Caldora even letting him know that he would be waiting with his army in the Aterno valley, probably believing that the strategic objective should be to achieve a decisive defeat of the Collegati army, as had happened at Sant'Egidio, in order to unblock the situation in which he found himself, rather than simply driving off the immediate threat, while still continuing the siege with enemy forces remaining, albeit weakened, at his back. Braccio had little respect for the enemy commander, whom he knew well, and he also knew that Caldora had no authority over the other leaders of his army like Colonna or Sforza. He also probably overestimated the value of his men and underestimated that of his opponents. Braccio gave to one of his best condottieri, Niccolò Piccinino, the task of controlling the L Aquila troops to prevent their intervening in the battle. Then he diverted the Vittore stream to create a swamp that was to hinder the enemy's army, and finally lined up his infantry on the Ocre hills with orders to not obstruct the passage of the enemy and to not attack until they received his orders to do so. Braccio s plan foresaw that the attack of his cavalry would drive enemy forces towards the hills and at that point his infantry would attack the flank of the Collegati trapping them between the swamp, the hills and Braccio s army. Caldora, after having divided his cavalry into squadre, sent forward his wagons followed by the 27 Like Caldora Colonna had also the past been one of Braccio s captains. 28 Erasmo of Narni, better known as "Gattamelata", was one of the most skilled of Braccio s captains, was later a condottiero in the service first of Florence, and then the Pope and then the Republic of Venice, from whom he obtained the rank of captain general. rest of his army. His plan was to lure Braccio s army toward the baggage and then engage it in the open field while Braccio was disorganized and intent on looting the supplies, relying simply on his numerical superiority. The first part of Caldora s plan failed, Braccio had under his command probably the most disciplined army of the era 29, and he only sent a few units to seize the wagons 30, which were then supported by the units of Orsini and of the Conte di Popoli against Colonna s troops who followed close behind. Braccio s troops, outnumbered, were driven over the Aterno. At this point, Braccio crossed the river with his whole army and Colonna s Battaglia would have been completely annhilated if Federico da Matelica and Francesco Sforza had not come to their aid. The clash developed into a general battle at the ford, near the banks of the river and even in the water. After several hours of battle, Braccio saw some disorder in the Collegati army and so he judged that it was the right time to deliver the final blow and personally charged the enemy center with a few hundred of his best knights. The enemy was hit hard and began to fall back in disorder. Only the actions of the right wing of the Collegati under Sforza prevented the entire army from routing, but Braccio s plan was developing as planned. The intervention of Braccio s infantry at this time probably would have been decisive for the outcome of the battle but the infantry, however, did not move from its position on the hills 31. The infantry s lack of action allowed the Collegati to regroup and counterattack with fresh forces, starting to repulse the now tired enemy forces while Sforza managed to turn the enemy left flank. Then came the decisive episode of the battle: Piccinino, noted the critical moment, intervened in support of his companions with part of his 29 In far more favorable than this, the army of Braccio had not indulged in indiscriminate looting without having first received an order from their commander. 30 The designers of the game Braccio da Montone have decided to not simulate this part of the battle: the simulation starts with the subsequent clash between Braccio s avant-garde and Colonna s Battaglia. 31 We do not know if the order was not sent by Braccio, if it never arrived at its destination, or whether, as alleged by some historians (eg Milli), we must assume that there was some plot between some Bracceschi and the Pope, considering the defection at the last minute of Giampaolo Orsini and Antonio Cantelmo with their companies and the reluctance of some of Braccio s captains to charge forward to victory. 25

25 company, being able to momentarily stop the enemy advance, but the Aquilani, who had already left the city at the beginning of the battle 32, attacked the few troops left by Piccinino and after defeating them attacked Braccio s camp. The squadre Braccesche who were in the camp, rather than repel this attack, retreated without a fight 33. The Bracceschi at this point faced the army of the League in front of them and the troops of L Aquila behind. Braccio, acknowledging defeat, threw himself into the melee and fought ferociously until he was wounded and captured. The Lord of Perugia died three days later without saying a word and without accepting any food. He knew how strong the Pope s hatred of him was and he preferred to die of hunger rather than being tortured, mocked and killed by his enemies. It is not clear whether he died as a result of injuries or killed at his bedside 34. With the death of Braccio da Montone his "empire" and his political work faded quickly, but his military school remained. List of abbreviations: Acquasparta: Giannetto (Giovanni) d Acquasparta Acquaviva: Verardo Acquaviva, conte di S. Valentino Antonio: Antonio Caldora (son of Jacopo) Attendolo: Micheletto Attendolo da Cotignola Boldrino: Boldrino da Pavia Carillo: Alfonso Carillo Cotignola: Gerardo (Graziani) da Cotignola Dal Verme: Pietro dal Verme Della Serra: Andrea della Serra Della Tacca: Arrigo della Tacca Leone: Leone Sforza (a brother of Francesco Sforza) Lionello: Lionello Montemelini Matelica: Federico (Ottoni) da Matelica Matteo: Matteo da Provenza Menicuccio: Menicuccio Ugolini (de Amicis) da Preturo Montemelini: Reniero (or Rainero) Montemelini N. da Pisa: Niccolò da Pisa (or Pescia) Orso: Orso Orsini Parente: Santo Pierraccini di Cotignola aka Santo Parente Popoli: Antonio Cantelmo conte di Popoli Sangro: Giacomo di Sangro Sanseverino: Luigi di Sanseverino Scaramuccia: Mariolino della Rocca da Ascoli aka Scaramuccia da Ascoli Schiavo: Filippo Schiavo (or Dalmata) Sterlino: Giovanni di Sterlino Tedesco: Paolo Catena aka Tedesco Tolentino: Niccolò (Mauruzzi) da Tolentino 32 The L'Aquila troops, led by Antonuccio Camponeschi, noble citizen and condottieroas well, were in contact with Caldora by messenger from the beginning of the battle. 33 The troops of Giampaolo Orsini and the Count of Popoli. 34 One of the most reliable theories speaks of a scalpel that a doctor had inserted into his head wound in order to inspect it when someone bumped him violently, causing the death of the captain. In regards to the guilty party, there are several theories, but the most reliable suggests that the "culprit" was Francesco Sforza. In the countersheet you can find the counters for the game La Disfida that was sent to the the people who preordered Braccio da Montone. You can download the map and the rules on the site 26

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