Updated September 19, 2018
The Order of Battle Sheets have had several iterations as different rules sets have been adopted.
This is a screen image of a spread sheet I now use to make both For King and Parliament Orders of Battle AND the labels for each unit. An explanation of the various values are given in the notes in the image (it may be enlarged by clicking):
Additional Blog History:
Updated March 24, 2018
As I have adopted For King and Parliament as my primary rules set I am moving away from Impetus:Baroque and changing the way I do Order of Battle sheets. Baroque is a excellent rules set but FK&P is specifically aimed at my main period of interest and, because of the grid-based system, is faster (and easier) to play. It also works a bit better in solo play, my usual wargaming experience.
I am keeping the other OoB information below for reference and historic reasons:
Updated September 5, 2016
The OoB countinues to evolve as I streamline it for use with Impetus:Baroque and now takes the form:
The new form contains all the information listed in the old OoB formats below but can also be used to provide unit labels on the tabletop. To simply matters I will also place the above illustration on each battle game page beginning with Inverlochy. This page will continue to be used to document any new development.
Updated April 17, 2016
With the recent switch to Impetus:Baroque rules the Order of Battle Sheet needed to be revised to some degree. The new OoB Sheet is shown in the header picture above. The notes for the original sheets that I have used can still be found lower on the page.
A few reference notes on the new OoB sheet:
the Name and Banner(s)/Designator columns have the same use as the IRCRA version.
the Command column is equivalent to the IRCRA Wing column and uses the same color coding to indicate the FO commanding and the units in his command as well as the general location on the board (left, right, center, reserve). The Baroque Leadership bonus (0 – 4) is listed for each C/O – FO. In addition the Command Structure (CS) value (in BU’s) is listed with the C/O.
The Pairing column indicates which (if any) units begin the game paired. Pairing is NOT part of the Impetus:Baroque rules system (although originating in the grouping and massed unit rules). Only certain unit types may be paired and these are discussed in this blog post. Paired units share the same color bar (which usually reflects the predominate color of their ensigns or cornets. A 0 (zero) indicates the unit is not paired.
Type is the Baroque army list types (with a few local additions to accommodate my specific applications). Since Impetus:Baroque was developed in Italian the abbreviations do not always have an exact translation to English.
The next five columns are the standard Baroque values used to describe a unit’s capabilities: M (Movement), VBU(Basic Unit Value),I(Impetus),D(Discipline) and VD(Demoralization Value).
The red (Ammunition) column is retained from IRCRA and indicates the number of volleys that may be fired by the unit. This is a local addition to Baroque.
The Notes column is used to describe any special rules for the unit. Most notably a SM (Shooting Modifer) for units that are only partially armed with ranged weapons.
A description of the original IRCRA Order of Battle Sheet is Below:
The Order of Battle Sheets were modified on March 29, 2016 to reflect some minor changes in play and consolidate information from the Combat Piece reference to simplify looking-up information during a game. Since I have several scenarios in the older format I am keeping the notes on it also. The new changes are in blue italic font and are highlighted in the illustration below:
Because I try to study (and then play) each battle during the Wars of the Three Kingdom (mainly those on the Celtic Fringe) I needed a systematic way to compare the orders of battle for each side (or faction). This particular sheet has been changed so many times that I finally had to just say enough – freeze the design – and move on to actually fighting battles! The following is an explanation of the column headers found on the OoB sheets presented under each battle: (obviously now much more play-tested!)
NAME – the name of the unit or personality as it appears in the historic record (if known). The wing commander name appears first followed (in order) by each unit commanded. If a unit is not part of the front line the distance from the front is specified. The number of men in the unit/wing are now placed in this column. For foot units the terms Foot (regular), Militia, Levy, Clan Levy, and AdHoc are applied here.
WING – An army may be deployed in up to four wings – Left (Red Bar), Right (Blue Bar), Center (White Bar), and Reserve (Black Bar). Each wing has a designated Wing (or Field) Commander who applies certain command/control features to the units in his wing. The Reserve Wing, when acting as a relief force (off table), is always placed at the bottom of the OoB sheet and its location and/or entry in to the came is specified in the battle or scenario description. In certain battles the C/O may not be a wing commander but have personal command of a life guard or other special units (often the artillery for example). This “fifth wing” is designated with a yellow bar.
Wing-QV – the Wing-QV allows for the QV test to be taken on an entire wing (which helps speed game play). The Wing-QV is the plurality of the Unit-QV’s. If equal the lower Unit QV is used.
for a C/O a second number may appear in RED. This is the total number of units the entire army may lose before breaking.
BANNER(S)/DESIGNATOR – For most foot units a representation of the principle banner carried by the senior command piece is shown here. For horse units one or more banners are represented, one for each command piece used. If a personality has an individual banner it is displayed, otherwise a colored band is shown matching the base edge of the generic figure used to represent the named personality. For independent commands a color band is shown which matches the generic command pieces used. The same system of colored bands is also used for specialty pieces such as artillery.
INVENTORY/(# of men) – this is a description of the actual piece(s) used to represented a unit or personality NAME. Occasionally the NAME and INVENTORY will match but this is frequently not the case. Clearly this column is of limited use to anyone who doesn’t have the same inventory of pieces. This column does, however, provide a place to give the total number of men in the wing. These numbers are always placed in parenthesis. THIS COLUMN HAS BEEN REMOVED.
TYPE – This is a simple descriptor of the general type of unit being represented. In the case of personalities, a designation of C/O (commanding Officer) and FO (field officer) is used to explicitly mark the overall and wing commanders. (Note that a C/O may also – and usually does – command a wing). The unit types are now more closely defined:
foot – any unit with at least one combat piece in regular ranks (four or six dismounted figures)
warband – any unit comprised of only un-ranked combat pieces (four dismounted figures)
skirmish – any unit comprise only of skirmish combat pieces (three unmounted figures)
horse – in any of four types: Heavy, Light, Border, Lancer – the first three may also be labeled “pistols first”
gun – in any of four types: Light, Medium, Heavy (Siege)
C/O – army command piece
FO – Wing command piece (Field Officer)
MAKE-UP – This column provides space to display representations of all the pieces that comprise the unit. These give at a glance exactly how the unit is constituted for a specific battle and assists the player it quickly making up his/her units. If the personality is the C/O, a representation of the marker used in play to designate the piece (usually a yellow star surrounded by a factional color) is placed in this column. Following after this designator are one or more red stars. These represent the total number of units that may be lost before the entire army is obliged to give up the field. This space may also be used to provide other information about a personality piece. The most usual application is to show an increase in the combat value (CV) if the piece is directly engaged in close combat. This is a characteristic of many of the Gaelic Fridge C/O’s and FO’s who fought with their men on foot (usually with a small group of bodyguards). THIS COLUMN HAS BEEN REMOVED AND REPLACED BY FOUR NEW COLUMNS (COMBAT PIECES). One column is dedicated to each type of combat piece belonging to the unit (up to four different types are allowed).
Space is now provided for the four essential values of each combat piece type to be displayed.
SR-LV – this column provides the Field Command Leadership Value (LV) of the senior command piece in each unit or for a personality piece. These range from 0 to 4 and represent that piece’s ability to command at the field (wing) level. This value is used for several purposes and may also be expended to modify certain die rolls. All wing commanders will have at least an LV of 1. Most Senior Line Command pieces have NO LV and are considered exceptional if they have an LV equal to 1. All foot units will also have a number in parenthesis to indicate the total number of line command pieces in the unit. The minimum is 1 (a senior command piece) and the maximum is 3 (a senior command piece and two subordinate junior command pieces). Since a senior command piece is always present at the start of a game (even if just an ensign), this column now gives only the command value of that officer. The value represents the number of white cubes that it may expend during the game.
Jr – this column has been added and gives the number of junior (subordinate pieces) assigned to the unit
RED BAR – When playing with the resource management rules the number in this column represents the number of ammunition charges per musketeer (or artillery piece) that the unit begins with (with one being expended with each volley). Small red dice are used as counters for the number of volleys fired (ammunition expended).
GREEN BAR – When playing with the resource management rules the number in this column represents the number of actions the unit begins with (with one being expended with each action executed). Small black dice are used as counters for the number of actions expended
EXPERIENCE – This column quickly shows the level of experience with which the unit performs. A white band in this column indicated that all combat pieces in the unit perform at their base level. A colored band affects all those combat pieces that have that color as a possible experience level. Note that for many types of combat unit there is only the base level available. The colors range from green (the best), blue, pink, to brown (the worst). THIS COLUMN IS NOW NAMED STATUS. The color ranges are now (from best to worst) Elite (black), Veteran, (blue), Experienced (white), Trained (green), Untrained (pink). Veteran implies combat experience. Elite may NOT necessarily have combat experience but are well trained, well equipped, and exceptionally motivated.
PIECES – The total number of combat pieces in the unit is given in this column. While this information can also be determined from the MAKE-UP column this number saves from having to add up the total number of combat pieces. This column has been shifted to the left of COMBAT PIECES column(s).
CASUALTIES – The number in this column is the total number of combat pieces the unit can lose and still be viable (that is – able to remain in the game). For units that a single casualty (0) will cause removal of the unit, the number is flagged in pink (otherwise – in green). This readily identifies to the player those units that he/she probably DOESN’T want in their front line.
THIS COLUMN IS NOW NAMED HITS. The pink and green background flagging has been dropped as adding nothing to the information and making the OoB harder to read.
UNIT-QV – This is the Quality Value of the unit (and it is the average of the individual quality values of all the combat pieces in the unit although it is often adjusted to mirror historic performance). These numbers range from 1 (outstanding) to 6 (barely functional). The QV is used to determine various unit responses and behaviors. To make the determination simpler the Unit-QV is the plurality of the combat piece QV’s. If equal use the lower QV.