Saints in Armor
A game for 2 players designed by <PERSON> & <PERSON>
Introduction
Saints in Armor is the sixth game in the absolutely brilliant Series: Musket & Pike Battle (GMT/Vae Victis)from GMT Games.
This series features battles set in the transitionary era of musket and pike warfare. We get to see infantry units armed with pikes with some musketeers amongst their ranks along with wings of cavalry and some artillery. The greatest strength of the series is how command and control are highlighted.
Saints in Armor is set during the Thirty Years War, and has the following battles:
b{White Mountain, 1620.
Wimpfen, 1622.
Höchst, 1622.
Fleurus, 1622.
Stadtlohn, 1623.
Lutter am Barenbarge, 1626.}B
The Battle of White Mountain is possibly one of the most famous battles of the conflict. All of these scenarios are relatively early in the Thirty Years War (1618-1648).
Components
Saints in Armor comes in the standard sized GMT box with three full counter sheets, three double sided maps (17x22"), a scenario book with extensive historical notes, the usual Musket & Pike player aids to keep track of game information, a 10-sided die, and a new and welcome addition, three double sided play sheets with the special rules and terrain effect charts for each scenario printed on them.
The map graphics are fabulous and are among the best in the series, right up there with those from Nothing Gained but Glory.
Once more I need to really emphasize the loving attention to detail in this game (and the entire series for that matter). There are no less than a dozen references listed in a bibliography in the back of the play book, along with seven pages of historical notes, two pages of designer notes, and for those who want to dive right into the game, two pages of scenario notes describing the challenges along with some convenient tips about how to play each side.
The games in this series are worth buying as reference works alone!
Rules & Game Play
Saints in Armor includes the latest version of the core game rules, version 6.0. The rule changes are denoted in the text, and are mostly clarifications from previous editions. Changes worth noting are the new anti-suicide clause for light infantry and limbered artillery who are no longer required to move into the front facing hex of heavy infantry unit ("at least we're safe sir!"), wing morale modifiers for trying to change to rally orders, light infantry in close combat, and notes about special units.
Also in the rules are four pages of cumulative and updated errata for the other games in the series. 993
I for one really appreciate this attention to detail because it means I can use the same rulebook for all six of the games in the series.
A complete sequence of play is on the back page of the rule book for easy reference.
While involved, the rules for the game are not excessively complex. The challenge is to remember all the various triggers and opportunities for reaction that come into play at any given moment. The Musket & Pike games in the series are set piece simulations, so the rules are all about managing your opportunities to act and react, and in that respect, this series is among the very best set of wargames to have accomplished this.
The sixth edition rules are 26 pages long and are remarkably clear and concise for a game with this much detail to keep track of. I recommend that new players keep the rule book and a copy of the sequence of play close to hand.
A turn follows this sequence:
Initiative is determined.
- The player with the most wings under charge orders goes first, ties go to the side with the best leader.
Wings are activated
- Preemption attempts are made to either bypass the currently activated leader, or to stop continuation of a wing that has already gone
- Wing commanders may try to change their order status
- Each unit in the active wing may perform a single action
Close combat is declared and resolved, active player first
Wings may attempt continuation
- preemption can cancel continuation
Rout movement
- run away!
Marker removal
- the bookkeeping phase
The Musket & Pike games revolve around command and control of your army's wings. The order status for each wing both constrains what you can do, and when you get to go relative to other wings on the board. Very briefly, the order statuses are:
Charge, Make Ready, Receive Charge, and Rally. More details below.
Each turn, the side with the most units under Charge orders goes first. I like the simplicity of this system, especially as it nicely reflects the ebb and flow of battle. 993