Charging the Guns: A Review of Warlord Games’ Pike & Shotte

29/11/2024

The period covered by Warlord Games’ Pike & Shotte is one of dramatic military upheaval. From the Italian Wars through the Thirty Years’ War, the English Civil Wars, and beyond into the late 17th Century, Europe was a crucible of tactical innovation. The dense pike formations that dominated medieval battlefields slowly gave way to the firepower of musketeers, while cavalry evolved from armoured knights into pistol-wielding cuirassiers and fast-moving harquebusiers. Capturing this dynamic era on the tabletop is a challenge, and Pike & Shotte is Warlord Games’ attempt to do just that.

As part of their “Black Powder” family of rules (indeed, Pike & Shotte is largely compatible and shares much of its core DNA with Black Powder), this system aims to provide rules for fighting large battles in this era. It’s not a skirmish game; the focus is on maneuvering regiments and brigades, coordinating blocks of infantry, cavalry squadrons, and artillery batteries. If you’re familiar with Black Powder, you’ll find yourself on very familiar ground. But how well does it stand on its own, and does it capture the specific flavour of Renaissance and Early Modern warfare? Let’s break it down.

The Core Engine: Command and Control

Like its siblings, the heart of Pike & Shotte lies in its command and control system. Instead of a strict I-Go-You-Go turn sequence where every unit gets to act, activation is dependent on orders issued by commanders. Each brigade or sometimes individual unit needs to be given an order (Move, Charge, Shoot, etc.) by its designated commander.

To issue an order, you roll 2D6 and compare the result to the commander’s Command value (typically 7, 8, or 9 for varying levels of competence). If you roll equal to or under the Command value, the unit (or brigade) receives one order and can perform an action. If you roll significantly under (usually needing a specific low roll depending on context, but often just succeeding allows one move), you might get multiple moves, allowing units to cross the table quickly or perform complex maneuvers.

However, if you roll above the commander’s Command value, the order fails. The unit does nothing (or perhaps performs a limited action like shooting if stationary), and crucially, your command phase for that commander ends. You cannot issue any further orders with that specific general this turn. Worse still, rolling snake eyes (double 1) can often trigger initiative for your opponent, while rolling boxcars (double 6) usually results in a “Blunder.” The unit might charge uncontrollably, retreat in confusion, or simply stand milling about uselessly.

This command system is arguably the defining feature of the game, and it’s where opinions often diverge.

  • The Upside: It introduces friction and uncertainty. Plans rarely go exactly as intended. Your perfectly coordinated three-brigade assault might stall because one commander rolls poorly, leaving his troops stuck while the others advance into danger. This feels, to many, more “realistic” than systems where every unit moves like clockwork. It forces players to think about command structure, positioning commanders effectively, and having contingency plans. It creates moments of high drama – the desperate order roll to get your cavalry into the flank, the disastrous blunder that sends your best pike block reeling backwards.

  • The Downside: It can be intensely frustrating. Having a key part of your army do nothing for a turn, or even multiple turns, because of unlucky dice rolls can feel arbitrary and un-fun. A major blunder at a critical moment can effectively decide the game through sheer bad luck, rather than tactical acumen. Some players find this level of randomness detracts from strategic play. It also means the pace of the game can be uneven; sometimes whole sections of the table remain static for long periods.

Ultimately, your tolerance for this command system will likely determine how much you enjoy Pike & Shotte. It’s a core element you have to embrace.

Movement and Formations

Movement is straightforward. Units have standard move distances based on their type (infantry, cavalry) and formation. Formations are important: units typically move faster in March Column but are vulnerable, fight best in Line, and might form Square to receive cavalry. Changing formation requires an order and takes time (usually costs a move action), adding another layer to planning. The rules handle interpenetration (units moving through each other) fairly simply, which keeps the game flowing on a crowded table.

Combat: Shot and Steel

Combat is divided into shooting and hand-to-hand (melee).

  • Shooting: Units capable of shooting roll a number of dice equal to their Shooting value (often based on the number of models or stands). The basic roll needed to hit is usually a 4+, 5+, or 6, depending on range and troop quality. Modifiers apply for cover, target formation, moving and shooting, etc. Successful hits force the target unit to take a Save roll, typically based on armour or sheer determination (morale). Failed saves result in casualties, represented by removing models or adding markers. Importantly, units often suffer penalties to morale or combat effectiveness after taking casualties or being disordered by shooting. Artillery works similarly but often uses templates or has special rules for bounce-through or hitting multiple targets.

  • Hand-to-Hand Combat: This is where the titular Pikes and Shotte often clash decisively. When a unit charges or is charged, melee ensues. Units roll dice based on their Melee value. Again, a target number (often 4+) is needed to hit, modified by factors like charging, higher ground, supporting ranks (especially for pike blocks), troop quality, and disorder. Successful hits inflict casualties after Save rolls (often worse in melee than against shooting).
    After both sides have fought, casualties are tallied. The unit that suffered more casualties is typically forced to take a Break Test (a Morale check). Winning a combat decisively might push the enemy back, disorder them, or even break them entirely, leading to them fleeing the field. Drawing a combat might result in both units being locked or one falling back disordered.

The interplay between pike and shot units is handled through unit stats and special rules. Pike blocks are usually tough, have good morale, excel in melee (especially against cavalry frontally), but are slow and vulnerable to sustained shooting. Shot units provide the firepower but are generally poor in melee unless supported by pikes or protected by terrain/defences. Cavalry varies wildly, from heavily armoured chargers devastating in the charge but vulnerable if bogged down, to more mobile types better suited for flanking and harassment.

Morale and Unit Stamina

Units don’t just fight until the last man. They have a Stamina value, representing the number of casualties they can take before becoming seriously weakened or broken. They also have a Morale value, used for various tests: Break Tests after losing a melee, tests when taking significant casualties from shooting, tests when seeing friendly units break nearby, etc. Failing a Morale test usually results in the unit becoming Disordered (reducing its effectiveness significantly) or potentially retreating or breaking altogether. Managing your units’ Stamina and Morale is as important as inflicting casualties on the enemy. A unit might be almost at full strength but become useless if disordered repeatedly or forced back by failed morale checks.

The Rulebook and Presentation

The Pike & Shotte rulebook itself is a handsome hardback volume, typical of Warlord Games’ production values. It’s filled with evocative artwork and, perhaps most inspiringly, pages upon pages of beautifully painted miniatures and armies in action. This serves as excellent motivation and visual reference.

The rules text is generally clear, but like Black Powder, it sometimes suffers from a slightly conversational tone that can occasionally lead to ambiguity. Finding a specific rule quickly during a game isn’t always as easy as it could be, though the core mechanics are relatively straightforward once grasped. The book includes numerous army lists covering the major conflicts of the era (Thirty Years’ War, English Civil Wars, Italian Wars, etc.), providing unit profiles, special rules, and points values (though points are often seen as a guideline rather than a strict tournament balancing tool in this system). It also includes several generic scenarios to get players started.

Supplements and Support

Warlord Games supports Pike & Shotte with a range of excellent plastic and metal miniatures covering many key troop types for the ECW and Thirty Years’ War in particular. They have also released supplementary books that delve deeper into specific conflicts, offering more detailed army lists, historical scenarios, and famous commanders. Examples include The Devil’s Playground (Thirty Years’ War) and To Kill A King (English Civil War). These add considerable depth and flavour for players focusing on a particular period.

What’s the Overall Feel?

Pike & Shotte delivers a game that feels like commanding large armies in the period. The emphasis is on manoeuvre, timing, and managing the inherent chaos of battle through the command system.

  • Big Battles: It excels at representing clashes involving multiple brigades per side. You get a sense of sweeping cavalry charges, stoic pike blocks holding the line, and volleys of musketry echoing across the field.

  • Command Friction: The order system ensures that things rarely go perfectly to plan. You’ll experience moments of brilliance when a risky order succeeds and moments of despair when your line stalls.

  • Decisive Moments: Combat, especially melee involving charges or units nearing their breaking point, feels impactful. A successful cavalry charge or a steadfast pike block holding against the odds can turn the tide. Break tests are critical.

  • Pike vs. Shot Dynamic: The core tactical challenge of the era – coordinating slow but resilient pike blocks with vulnerable but damaging shot formations – is present. Supporting your musketeers and protecting their flanks is key.

  • Heroic but Abstracted: While commanders and unit special rules add character, the core system is somewhat abstract. It’s not a detailed simulation of weapon ranges or reloading times. It prioritises overall flow and capturing the feel of large formations clashing over granular detail.

Pros:

  • Captures the “Big Battle” feel of the era effectively.

  • Core mechanics are relatively easy to learn, especially if familiar with Black Powder.

  • Command system introduces realistic friction and uncertainty, leading to tense moments.

  • Visually impressive rulebook with lots of inspirational material.

  • Good range of miniatures and supplementary support from Warlord Games.

  • Handles the Pike vs. Shot dynamic in a functional way.

  • Suitable for multi-player games where different players command different brigades.

Cons:

  • Command system can be very frustrating due to randomness; failed orders can stall the game.

  • Potential for “swingy” results based on key dice rolls (command blunders, critical break tests).

  • Rules clarity could occasionally be better; some ambiguity requires house rules or agreement.

  • Abstraction might not satisfy players seeking deep simulation of the period’s tactics.

  • Not designed for small-scale skirmishes; needs decent sized forces to shine.

  • Points system is more of a guide; game balance relies heavily on scenario design and player agreement.

Who Is It For?

Pike & Shotte is ideal for players who:

  • Want to fight large battles set between roughly 1500 and 1700.

  • Enjoy the Warlord Games philosophy of command friction and slightly unpredictable activations.

  • Prefer a game that flows relatively quickly once the core rules are known, focusing on manoeuvre and decisive clashes.

  • Appreciate visually appealing games with large blocks of troops.

  • Are less concerned with highly detailed simulation and more with capturing the broad strokes and drama of the period.

  • Are already invested in Warlord’s model ranges or looking for a system with good manufacturer support.

Conclusion

Pike & Shotte is a solid, enjoyable ruleset for refighting the grand battles of the Renaissance and Early Modern period. Its strengths lie in its ability to handle large numbers of troops, its focus on command challenges, and its capacity to create dramatic, memorable moments on the tabletop. The core mechanics, inherited from Black Powder, work well for the scale it aims to represent.

However, it’s not without its potential drawbacks. The randomness inherent in the command system is a love-it-or-hate-it feature. If you demand precise control over your forces and dislike the idea of fate (i.e., dice rolls) disrupting your brilliant plans, this might not be the system for you.

But if you can embrace the chaos, appreciate the friction of command, and want a game that allows you to push large formations of pikes, musketeers, and cavalry across the table in glorious, clashing lines, then Pike & Shotte is definitely worth considering. It provides a robust framework for gaming this fascinating period of military history, backed by a wealth of miniatures and inspirational material. Just be prepared for your commanders to occasionally let you down!

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