In November, I was allowed to run the first playtest of the set of Renaissance rules I have been working on for a couple of years. The ruleset, currently called 'Haufen and Harquebus', focuses on the mechanics of large pike blocks from the height of Swiss ascendancy until the redevelopment of linear tactics at Nieuwpoort, with a secondary focus on the decline of chivalry and the rise of firearms on the battlefield.
I have played a few Renaissance rulesets and hold the opinion that most are adaptations of medieval or later ECW/TYW pike-and-shot systems, which to me always feel a little inauthentic to the period. My goal was to represent the power, chaos, and uncertainty that commanders of the time faced, and to allow the strange interactions arising from the melting pot of technology, organisation, and social upheaval the Renaissance presented.
The first scenario used to test the ruleset was my interpretation of the Battle of the Sessia, 1524; the first recorded instance of firearm-equipped troops winning a battle without previously fortifying their positions. This engagement poses a challenge for most rule systems to model accurately or authentically, and several issues became apparent during planning.
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| Battles in Lombardy (1521–1525). The engagements at Bicocca, the Sesia, and Pavia are labelled. https://commons.wikimedia.org/wiki/File:Battles_in_Lombardy_(1521-25).svg |
The Spanish and Italian forces consisted predominantly of firearm troops, while the French relied mainly on heavy cavalry and pikemen. For the scenario to feel authentic, the French should not be able to easily overpower the Spanish arquebusiers in melee, nor should the Spanish be able to annihilate the French with gunfire before they could respond.
Historically, the French began the battle at a disadvantage, retreating from Italy in good order, while the Spanish only needed to prevent their escape. In the scenario, the Spanish begin with only their light troops, with heavier units arriving later. The French start in the centre and must cross a bridge one unit at a time, encouraging a rearguard action and slowing the Spanish advance.
Units act in initiative order, with initiative determined by rolling dice. Similarly, how far a unit can move and how effective its shooting is are also decided by dice rolls. Most rolls involve a pair of dice, meaning units will generally perform within a predictable range while still allowing for exceptional or disappointing outcomes.
As a result, the game began with aggressive movement and firing from the Spanish arquebus-armed troops, while the French awkwardly manoeuvred around the small area of open ground. The Spanish arquebusiers quickly overwhelmed the French light troops in the rearguard, who were still armed with crossbows, and the survivors were finished off by the jinetes. Meanwhile, many of the Italian troops, some of them mounted, moved into the marshy ground to set up a crossfire against the advancing French.
The rearguard, however, had begun to form a defensive line in response to the brutal Spanish fire and advanced toward the Spanish with the demi-lancers and French pikemen. The Spanish then moved directly up to each unit’s front to open fire at close range.
This provides a good opportunity to explain the shooting mechanics: shooting effectiveness decreases over distance, and most ranged units are only reliable within the first twelve inches. However, good dice rolls can extend a unit’s effective range. By closing in on the pikes and heavy cavalry, the Spanish ensured that their shooting would be devastating. If the French survived, though, the Spanish light troops would be left dangerously exposed.
The gamble paid off; both French units were shaken by the sustained Spanish fire, making it harder for them to act in the following turn. Meanwhile, some gendarmes attempted to assault the Italian skirmishers in rough terrain but stalled at a line of ditches and were decimated in the resulting fusillade.
The French managed to rally some semblance of order and pressed the attack, with a unit of pikemen catching a group of dawdling jinetes and scattering them. The jinetes were presumably busy looting the remains of the French mounted crossbowmen they had finished off in the previous turn; they rolled uncharacteristically poorly for initiative, unlikely but not impossible. This outcome highlights a core philosophy of the system that surprised many players: the jinetes did not have the option to evade. I am not a fan of special rules; instead, the jinetes could evade only by winning initiative and moving away first. In nine out of ten turns, they would comfortably do so, but in this case, it did not happen.
On the other side of the improvised French defence, the demi-lancers lost their initiative roll. Before they could rally, they were shot to pieces; however, since casualties are resolved at the end of the turn, they were able to rally and charge the arquebusiers, managing to push them back and shake them before finally breaking. This represented a desperate last-chance cavalry charge.
At this point, the Spanish pike began to arrive, and the French commanders decided their best option was to commit their entire force to the defence. The Landsknechts, Swiss, gendarmes, and demi-lancers advanced to meet the Spanish. The gendarmes caught two units of Italian shot in the open in succession, preventing any flanking manoeuvres against the Landsknechts, while the demi-lancers charged into the marshes to drive off the Italians firing on the Swiss from within. They were counter-charged by more jinetes, and the resulting chaotic combat left all units badly mauled, with both the demi-lancers and the jinetes breaking.
The Landsknechts then ploughed into the Spanish pike, devastating them and initiating the first push of pike. The Swiss advanced against the surviving Spanish arquebusiers, only to be flanked by Spanish gendarmes and Italian arquebusiers emerging from the marshes on both sides. The Swiss managed to defeat all three units but suffered heavy casualties in the process. They now faced the Spanish Landsknechts and another unit of Spanish gendarmes. The Landsknechts broke the initial Spanish pike push but were left shaken. The Spanish Landsknechts then broke the Swiss, though they too became shaken, and the remaining Spanish gendarmes routed the French Landsknechts. The French gendarmes made one final, desperate charge to break the Spanish Landsknechts but dissolved in the process.
Although there were some teething issues, I am overall quite pleased with how the game played out. Firearms proved decisive but not dominant, requiring short range and careful positioning to be effective, yet often leaving units in risky positions. Cavalry felt powerful but fragile, and the push of pike produced grinding, attritional combats well worthy of being called “bad war.” Terrain played an important role, levelling the field between light and heavy units in close combat.
In terms of balance, the Spanish held a clear advantage in this scenario, but that fits the historical context. Overall, I felt the ruleset successfully captured the feel of Renaissance warfare—brutal, uncertain, and chaotic. Some of the mechanics were a little awkward and will need refinement in future drafts.
Many thanks to Ian, John, Mark, and Mark for being the guinea pigs for this system. It was a great session, and I’m incredibly grateful for all your feedback. I plan to have the third draft of the ruleset completed based on what we learned playing the game.

















