1 Black Powder House Rules Command & Movement Disordered Moves Flank Attacks Woods Skirmishers Skirmish Company Mixed Formation Grande Bandes Infantry Tactics Charge Contact Massed Columns Must Form Square Square vs Cavalry Brigade Morale Army Morale Napoleonic Artillery Moving Artillery By John A Kennedy III August 30, 2014 * Not Adopted Rules * Sheltering Reliable Formations Cavalry Melees CavalryFormations Passage of Lines Brigade Morale Support Charge Measuring Retire Moves
2 Command & Movement The following rules modify how units are commanded and move about the Napoleonic battlefield. Disordered Moves Disordered units can make a retire move using initiative. Flank Attacks Being attacked in the flank caused great confusion in the formation. Frequently the unit would break from combat and rout off the battlefield. Any formed Infantry or Cavalry unit that is attack in the flank or rear quarter makes any break tests at an additional -1. Note: Skirmishers companies have no flank or rear zones, Grande Bande s have no flank zones and Cavalry may be able to turn and face the charging unit. Artillery Basing Each artillery base is made up of one gun model with four artillerists on a 60mm wide by 80mm deep base. The spacer base is a normal artillery base, 60mm x 80mm, with just a couple of artillerists on it and there is space to add in extra bits. A standard artillery battery is made up of two artillery bases and one spacer base. A large battery adds in another artillery and spacer base. Targets are Not Clear when fired upon when in woods. As they are spread out and can take advantage of the woods better, Skirmish Companies and Grande Bande receive a +1 to their morale save whether they are attacking or defending each turn. Cavalry lose all benefits of any special rules regarding charging. Orchards and woods that have been heavily forested are considered light woods and ignore the above rules. Instead they count as Rough Ground for movement and follow the rules given in Black Powder. Visibility through Light Woods is 18 ; and only Skirmishers gain the +1 to morale saves when in combat. Skirmishers <<Need to add fluff about skirmishers>> There are three types of skirmishers, tiny Skirmish Company units (independent skirmish companies, usually with less than 100 men), Mixed Formation (a battalion with its skirmish company deployed) and Grande Bande s (several amalgamated companies or whole battalions deployed into skirmish formation). All these units are classed as skirmishers though each type has its own rules. Also note that if a skirmish unit rolls a d6 when charged, Reliable units re-roll if a 1 was rolled. Unreliable units must re-roll if a 6 is rolled. In either case, the second roll stands no matter the result. Skirmish Company As per the rules for units in skirmish formation in Black Powder except: Woods Formed units moving through woods would generally open ranks to pass through this disruptive terrain. Line of Sight became a problem for commanders and fighting tended to be at close range. All units may enter woods in their current formation, to visually show the disrupted formation, separate the bases slightly. Order and Movement in Woods Orders must be issued one at a time to individual units. Exception: Columns within 6 of another may move on a brigade order. Any unit that starts the command phase in a woods and the command fails the order with a 10 or 11 roll can be moved up to 6 in any direction by your opponent. The unit s formation cannot be changed and the proximity rule still applies. Other figures cannot be displaced. Artillery movement is 6 ; all other movement is 12. Apart from skirmish formations (Skirmish Company, Mixed Formations and Grande Bande s) and commanders, movement is restricted to one move only. Visibility into and through Woods it is 6. Units within 1 of the edge of cover can shoot out across open terrain to their full range and still claim cover. Combat in Woods Skirmish Company Formation: Skirmish Companies are shown with three bases of 2 figures each. The bases are place in within a half inch of each other as shown above. Charged in the Open: While in the open, the heavily outnumbered skirmish companies would usually fire as they retire from advancing Infantry battalions. When they were in open field and charged by cavalry, a skirmish company was typically dispersed as s fighting formation, though they did sometimes form up as a clump, or a circle in an attempt to fend off cavalry. When contacted by charging Infantry or Cavalry while in the open, the skirmish company rolls a d6: Infantry Cavalry 1 = Flee! Retire; then suffers one hit Overrun, the unit automatically breaks. 2 = Fallback Retires Overrun, the unit automatically breaks. 3-5 = Fire and Evade Inflicts one hit; then retires Inflicts one hit; then automatically breaks. * 6 = Rapid Fire & Evade Disorders and inflicts one hit; then retires. Inflicts one disordering hit; then fights as skirmishers. * *If there is a friendly formed unit or woods within support distance (6 ), instead of Firing, the skirmish company can move to/behind such support.
3 The charge is then works out versus the formed unit or fights as skirmisher in woods. light infantry) are capable of skirmishing the whole battalion; and can change to and from the Grande Bandes formation. Charged in Woods when inside woods, Skirmish Companies can choose to Stand and Fire against formed Infantry and Cavalry as a normal option. Due to the dispersed nature, a skirmish company is able to make best use of the cover woods provide, which means they receive +1 die roll modifier to morale save s every round when fighting in woods. Follow Through Unless disordered, charging enemy units that have at least one move left after contact with the Skirmish Company, and were ordered to follow through, can make one move (no charging) into their front arc. Overrun Cavalry that overrun a skirmish company can immediately make a Victory move as detailed on page 68. Mixed Formation As per the rules on page except: Formation: the deployed light company is shown with two bases of 2 figures each. These bases are place two to three inches in front of the unit as shown below. Optionally you can remove one four figure base. Mixed Formation (line) Mixed Formation (Attack Column) Command: Due to the difficulties that Battalion commanders have commanding the skirmish screen and coordinating movement of the battalion, they are treated as a separate formation type for all rules. I.e. for Staff Rating, they are in Mixed Formation not a Column, even if they are in mixed formation (Attack column). Closing Fire: When charged the unit only receives one shooting die. Grande Bandes When the whole battalion is involved in skirmishing it is commonly called a Grande Bande. Typically half to two thirds of the battalion are out front skirmishing, while the rest of the battalion forms the reserve. Some Grande Bandes are formed before the game and remain in that formation throughout the game. However, many battalions (usually A Grande Bande A Grande Bande is essentially a large Mixed Formation; as such the rules about Mixed Formation on page apply except as noted below. Formation: To show a unit in Grande Bande, place four skirmish stands to the front arc 2-3 from the main body. The main body is made up of two regular based Infantry base in a line. For small units subtract one skirmish and one formed base. For large units, add two skirmish and one formed base. Orders: Due to the difficulty in maneuvering such a large formation of skirmishers, Grande Bande s receive a -1 to the staff rating for any order that includes movement into either flank zone. The two stands acting as the main body determine its front, rear and flank zones. Shooting: The Grand Bande can fire its entire shooting value at targets in its front arc. It may shoot one die at a target in one or both flank zones but the total number of dice rolled may not exceed its shooting value. All fire counts as skirmish fire. Screening: Skirmishers making up the Grande Bande cover a larger area, so when fired upon the -1 for Skirmishers is applied to fire from the front, as well as flank zones. Light Infantry If the Infantry battalion is noted as being a Light Infantry in its special abilities, it can change to and from Grande Bande and formed. Changing into Grande Bande formation is a normal formation change. However, due to the dispersed nature of the battalion changing back into a formed unit (reforming), the Grande Bande must pass a morale save or take a hit, and if it fails the morale save with a roll of 1 it must pass another morale save or take an additional hit (no more test even if the 2 nd is a 1 ). If these hits are beyond its stamina, the unit must take a break test as normal. Charging: Grande Bande can only charge other Grande Bandes or Skirmish Companies while deployed. Charged in the Open: When charged by formed infantry, the skirmish line generally will fire and fallback with the formed reserve from the advancing infantry. Light Infantry may form up and fight the advancing infantry. Against charging Cavalry it is more problematic for the skirmish line to fallback, if given enough time they typically will retreat to the reserve and form into a loose anti- Cavalry formation. Otherwise the skirmish line tends to fight as best they can or drop prone and let the reserve companies deal with the cavalry. If charged while in the open, the Grande Bande rolls a d6 and referring to the following table: 1 = Flee! Infantry Unit suffers one hit; then retires. 2 = Fallback Unit retires. 3-5 = Fire & Retire 6 = Rapid Fire & Retire Issues closing fire; then retires. * Issues closing fire; then retires. * Cavalry Overrun, the unit automatically breaks. Issues normal fire; then automatically breaks in HtH. Issues closing fire; then fights as skirmishers. ** Issues closing fire;then fights as if in disordered square.
4 If the Grande Bande is able to reform (Light Infantry) into a formed unit: * the unit may choose to change into line formation, instead of retiring. ** the unit forms a disordered square instead of firing. Closing Fire: When charged the unit only receives one shooting die. The unit fires before reforming into line if not retiring. Overrun Cavalry that overrun a Grande Bande can immediately make a Victory move as detailed on page 68. Charged while in Woods when inside woods, Grande Bande can choose to Stand and Fire against both Infantry and Cavalry. They may also charge Infantry and Cavalry if the combat will take place in woods. They receive a +1 morale save modifier when fighting in woods, whether attacking or defending. Infantry TacticsThe following changes reflect the tactics used in the day by infantry. The first one is to show that most battalions left room between themselves to deploy. But on occasion they massed several battalions together, though they invariable took heavy casualties. The last two deal with Infantry as it interacts with enemy cavalry, ie forming square and the effect on Cavalry battle a square. Charge Contact When a formed Infantry charges an enemy unit, place the unit so that its center point is in contact with the center point of the side it is charging. Unless charging as a Massed Column (see below), only one Infantry unit may contact each facing of an enemy unit. Note: this applies to town areas as well, treat each side of the building area as a facing. Massed Columns Multiple Infantry units in Attack Column formation attacking one enemy unit are temporarily classed as a massed column. Infantry units in Attack Column formation may be ordered via a brigade order to attack a single formation. Each unit must comply with the contact rules and all units are moved at the same time. In addition they Massed Column can only attack one facing of the target unit. Another Massed Column could be order to attack a different facing though. Massed Target: Closing fire is rolled as normal, except that all charging units suffer the hits. Each unit makes its own saves, but they do NOT receive the +1 morale modifier for being in attack column. All units are disordered if a 6 is rolled as normal. Massed Attack: Units in a massed Column do not receive the +1 to hit modifier for charging or winning combat. Momentum: If the Massed Column wins the combat, both units may make victory moves. Staggered: As they are too close together to deploy, all units will become disordered, if the enemy unit Holds its ground. Must Form Square Only formed Infantry units can attempt to form square when contacted by Cavalry units. When Cavalry contact Infantry in the open, the Infantry unit rolls 1d6: D6 roll Result Effect 0-1 = Disordered Does not form square; is disordered 2 = Disordered Square Forms square; is disorder 3-5 = Form Square Forms square 6 = Form Square and Fire! Forms square; issues closing fire Sudden Charge: Units charged from the Flank/Rear zone, Initiative range or during a Sweeping Advance subtract -1 from the d6 roll and are disordered unless a 6 was rolled. Units in Attack Column are not automatically disordered. Steady Square Non-disordered Infantry units in square receive a +2 to morale saves for hits from Cavalry units. Hasty Square Formed Infantry units not in square that lose a combat against only Cavalry units, will form square if they Hold their ground in the break test. As this formation change requires an extra move, the unit will automatically become disordered if not so already. Rout! Any Infantry unit not in square fighting Cavalry that retire from close combat, Break instead. Square vs Cavalry Cavalry fighting steady Infantry units in square did not inflict or suffer many casualties during the charge. As such, the following changes are applied for combat. Broken Momentum: Any rules that apply when charging, do not apply for Cavalry units charging Infantry in square formation. This includes: To hit bonus, Determined Charge, Ferocious Charge, Fresh Horses, Heavy Cavalry, and Terrifying Charge. Exception: the Lancers special rule applies every round, though it is only -1 to morale saves. Stand-Off: Cavalry units fighting only Infantry units in square that lose combat are +2 to their break test. Ride Around: Cavalry units that are in contact with only Infantry units in square and won the close combat, can choose to ride past the square. If so the Cavalry unit makes a Victorious Move as detailed on pg. 68 ignoring the square for LOS and movement purposes. However, the unit will be disordered AFTER it moves. Brigade Morale A brigade is broken when more than half of its units are Shaken or Routed. Artillery batteries and Skirmisher Companies do not count unless they make up half or more of the brigade units. If a brigade has not had one unit Routed, then all units must be shaken in the brigade for it to break. Army Morale The army is broken if at the start of its turn if 50% or more of its brigades are Broken. From that point on the Army is Broken and all brigades in the army are treated as Broken. This is usually the signal to end the game and determine the level of victory.
5 Napoleonic Artillery <<Add verbiage about each nations artillery>> Listed below are the major combatant s modifications for Artillery batteries: Natio n Austri a * 12lb batteries are +0 to hit at long range (and British 9lb guns.) ** 3lb & 4lb batteries saves are only -1 at effective range. # Dice To Hit Modifier * Save Modifier ** -1 Gun Type Close Canister Canister Effective Range Long Range 3-pounder (l) 6" 9 12" 30" 6-pounder 6" 12" 15" 33" 12-pounder (h) 6" 10" 21" 40" Britain 3-pounder (l) 6" 9 12" 36" 6-pounder 6" 12" 21" 42" 9-pounder (h) 6" 15" 24" 48" France 4-pounder (l) 6" 12" 21" 39" Prussi a 6-pounder 6" 15" 24" 48" 8-pounder 6" 18 23" 48" 12-pounder (h) 6" 18 30" 56" 3-pounder (l) 6" 9 15" 33" 6-pounder 6" 12" 27" 48" 12-pounder (h) 6" 18 20" 62" Russia 6-pounder 6" 12" 24" 48" 12-pounder (h) 6" 18 24" 62" Battery Type Light batteries can prolong 12, instead of 6. (3lb or 4lb guns) Heavy batteries are Unreliable when moving by hand haul. (12lb guns) Horse batteries move 18 per move when limbered and 6 when unlimbered. Foot batteries move 12 per move when limbered and 6 when unlimbered
6 Moving Artillery Foot gunners were expected to walk, however artillery company commanders were often mounted. All horse gunners were mounted and so the battery could move faster. Horse batteries were, paradoxically, slow to come into action, because although it could maneuver at perhaps twice the speed of a foot battery, it took longer for the gunners to dismount, park their horses, and run to their pieces. Changing Formation: Unlimbering was easier than limbering up and usually took approximately one minute on the training ground. Unlimbering an artillery unit can be done for free at the end of a move; the order to unlimber must still be part of the order. Note: Horse batteries are unreliable if part of the order is to unlimber. Limbered artillery batteries still get a free move if they fail an order test as normal; as unlimbering is free also, they can move and unlimber on a failed order if that was what was ordered. Limbering a battery always cost one move, whether foot or horse. Moving Unlimbered Guns: pulling the guns forward on the battlefield during combat was done with and without horses. For longer distances it was done by horses on a prolong permitting them to maneuver as well. For a short distance it was done by men using bricoles to hand haul the guns, though it was much more difficult changing the direction the battery was facing. Prolong: the battery may move as normal, though each move is on 6 (12 for Light Guns). The battery can fire if it is only ordered to makes one move and then it fire at an additional -1 to hit. Exception: British batteries do not suffer the -1. Note: Heavy Guns are Unreliable and Light Guns are Reliable when prolonging the battery. Hand Haul: the unit may make one move (6 ) and still fire. Light guns may move 12 when hand hauling the battery. The move may not be in a flank zone, nor may the battery change its facing by more than 45.
7 Sheltering * Not Adopted Rules * An Artillery battery that is within support range of a friendly formed unit can chose to Fire and Retire, if charged to the front. Closing Fire: is resolved as normal, except that they do not receive the +1 to hit for closing fire and use the medium range shooting dice value. Redirect: The charging unit can either halt the charge or shift the charge to the supporting unit (regardless if they would be out of range or arc), who then make an appropriate response. Note: if they halt the charge, they halt one move away from the artillery unit. The artillerists then re-man the battery but are marked as disordered. Spectators: The artillery unit takes no part in the close combat; they automatically re-man their guns once the combat is over if Infantry unit does not retire or break, the artillery unit is marked disorder though. If the supporting unit retires or breaks, then the artillery unit breaks and is removed from the table. Reliable Formations Units that are reliable in certain formations can get the staff rating bonus when changing to that formation. Reliable Formations: Units with the special ability Reliable (Line or Attack Column) can add a +1 to their staff rating even if they are not in the correct formation, as long as the first order is to change to that formation. Cavalry Formations Cavalry units may adopt one of three formations, Line (stands in one rank) better suited for attacking Cavalry in echelon, Echelon (stands in two ranks) better suited to attacking Infantry units or Column (stands one behind the others) better for maneuvering on the battlefield. Cavalry regiments in echelon formation had the squadrons echeloned to the left or right, or even in a checkered board pattern. The room around the squadrons allows the formation to change direction and maneuver easier, but the gaps also allows troopers to veer of. As well the lead squadrons can get overwhelmed by a line of enemy troopers. The echeloned squadrons did provide support to cover any retreats or exploit any advantages. It also could reduced casualties when charging infantry, as poor quality Infantry would empty their muskets on the lead squadrons. Only standard or large Cavalry units may adopt the echelon formation. Cavalry units in echelon receive +1 to staff rating for orders. Cavalry units in echelon receive a +1 to Morale Saves from all non-artillery closing fire hits. Cavalry units in echelon formation do not gain the +1 to hit bonus when charging or counter charging. However, they do not become disordered if they retreat from close combat. Cavalry regiments in line formation have the squadrons lined up abreast of each other with minimal room between them. Small Cavalry units or Cavalry units in echelon or column formation attacking a standard or large sized Cavalry unit in Line formation are -1 to hit in close combat. In addition, non disordered or shaken units in line formation receive a +1 to Morale Saves checks from all hits from Cavalry units. Cavalry Melees Cavalry regiments would slowly trot towards the enemy and only gallop, charge, the last 150 paces. This was to allow the riders to advance as a wall, boot to boot. The natural instinct for a horse (and rider) was to avoid a collision, and so they would seek any gaps or turn from the flanks. Most encounters between Cavalry resulted in one side flinching and turning away from the combat; this is when the well disciplined Cavalry inflicted most of the casualties on the enemy. However, when two well disciplined Cavalry formations charged each other, 99 out of 100 times the riders pulled up and a melee ensued, instead of a loud thunderous clash. When the combat results ends in a tie, no unit takes a break test unless they are Shaken. However, Cavalry units become disordered if not already so, when in drawn combats. This applies when fighting Infantry units as well. All disordered units are at -1 to Morale Save checks from hits suffered in close combat. Support Charge More often than naught during the Napoleonic Wars, Cavalry charging enemy formations was an act of opportunity rather than being ordered from above, especially in the French army where individual initiative was encouraged. Cavalry units can react to advancing enemy units by charging the unit during your opponents Command Phase. All conditions for charging must be met as normal, ie they must see the target, the enemy unit is in the front zone, they are not Disordered or Shaken etc In addition the enemy unit must not be using initiative to move and can only make the attempt once the enemy unit is within one move of it. The Support Charge is not automatic, instead the Cavalry unit must pass a command check, at an additional -2 if the enemy unit did not start in front arc of Cavalry unit. As well, the command range modifier is doubled. If command check is successful, the unit makes one charge move, and the enemy unit makes a charge response as normal. Command checks that Blunder are treated as normal, ie roll on the blunder table, and the unit may not attempt anymore support charges this turn. Note: Deployed artillery batteries do not block LOS for support charge purposes if the Cavalry unit is to the rear of and within support distance of the battery. Opportunist Chargers +2 if the Cavalry unit is rated as Opportunist Chargers (typically French cavalry). Note: Opportunist Chargers can use initiative as normal, but if ordered to charge there is an additional -1 to the command check during friendly turns. Passage of Lines Units may pass through a friendly unit, except as noted below, by performing a maneuver called passage of lines. You designate which unit is making a passage of line maneuver during the command phase (it may be part of a brigade order) and roll for orders as normal.
8 If the center of the unit moving passes through a friendly unit, or a unit passes through two units, there is a risk of disordered to all units. Both the moving unit and the units being moved through must roll a 4 or better to not be disordered by the passage of lines. If done as a Brigade order, each unit only needs to roll a 3 or higher to not be disordered. Any unit may pass through a unit in any type of skirmish formation or deployed artillery battery with no chance of disorder. Only Skirmish Companies may pass through an Infantry unit in square (and at no cost). A unit in square formation may not pass through any unit. A charge move may not be done during a passage of lines, though the unit may make a charge move after the passage of lines. I.e. the unit must have another move left to make contact with the enemy. Brigade Morale The morale of a Brigade is either, Good, Shaken or Broken and a brigade typically starts a battle with Good morale. The brigade is Shaken when more than 50% of the Units in the brigade are Shaken or Broken at the start of its turn. A brigade is Broken when more than 50% of the Units in the brigade are Broken. Do not count any artillery batteries or tiny units unless they make up half or more of the brigades units. Units from a brigade whose morale is Shaken behave as per the rules, except for the following changes: Shaken Units within 8 (initiative range) must retire one move in the command phase without rolling for an order. Shaken or Disordered Units can make one retire move in the command phase without rolling for an order. Non-Shaken units may be given orders as normal All units morale save values are reduced by 1, i.e. 4+ goes to a 5+. Units from a brigade whose morale is Broken follow all the above rules in addition to the following restrictions: Shaken units cannot Rally* Disordered units cannot recover from Disorder (from any means) Shaken unit may not voluntarily move within 8 of an enemy unit. * In effect this means a Brigade can never recover from broken morale. Measuring We use the 66% reduced scale for all measurements except when calculating the staff rating penalty for Command Distance penalty. Retire Moves The move is as for Retire Moves, see page 73. Except that it should always take the unit just beyond Initiative range of the unit that caused it to retire, i.e. move the unit 8.1. Turn Sequence 1) Initiative Moves 2) Musketry & Artillery 3) Command Moves 4) Close Combat
9 Break Test Dice Score Unit Shooting Attacks Hand-To-Hand 10 or Infantry Hold your ground without penalty Hold your ground without penalty, locked into melee more Cavalry Hold your ground without penalty Hold your ground without penalty, locked into melee Skirmishers Hold your ground without penalty Hold your ground without penalty, locked into melee 9 Infantry Hold your ground without penalty Hold your ground without penalty, locked into melee Cavalry Hold your ground without penalty Fallback disordered through rear supports Skirmishers Retreat in good order Retreat disordered through rear supports 8 Infantry Hold your ground without penalty Hold your ground without penalty, locked into melee Cavalry Hold your ground without penalty Fallback disordered through rear supports Skirmishers Break if shaken, otherwise Retreat disordered Retreat disordered 7 Infantry Hold your ground without penalty Fallback disordered through rear supports Cavalry Retreat in good order Retreat disordered, together with rear supports Skirmishers Retreat disordered Break 6 Infantry Hold your ground disordered or Retreat in good order Fallback disordered through rear supports Cavalry Retreat disordered Retreat disordered, together with rear supports Skirmishers Retreat disordered Break 5 Infantry Hold your ground disordered or Retreat in good order Fallback, together with all supports all disordered Cavalry Retreat disordered Skirmishers Break if shaken, otherwise Retreat disordered Break 4 Infantry Retreat disordered Cavalry Skirmishers Break if shaken, otherwise Retreat disordered Break if the unit has suffered any casualties, otherwise Retreat disordered 3 Infantry Break if shaken, otherwise Retreat disordered 2 or Infantry less Break if shaken, otherwise Retreat together with supports all disordered Break if shaken, otherwise Retreat together with all supports all disordered Break if shaken, otherwise Retreat together with supports all disordered Break Cavalry Break if shaken, otherwise Retreat disordered Break Skirmishers Break Break Cavalry Break if unit has suffered any casualties, otherwise Retreat disordered Break if unit has suffered any casualties, otherwise Retreat disordered Break if shaken, otherwise Retreat together with all supports all disordered Break Break Skirmishers Break Break
10 Command Friction At the start of each turn, friendly units are either Unengaged, Engaged, or Threatened. Non-Engaged: Units can face any direction and be in any formation when they are unengaged. Brigade orders usually receive a bonus when issued outside of Engagement range. All units comprising the Brigade Order must be unengaged for the brigade order bonus. Engaged: Most units become engaged when they are within 18 of an enemy unit. This is reduced to 12 if the there is no LOS to the enemy unit. Also enemy tiny skirmisher units are ignored altogether. Units normally must face an enemy unit before moving closer. To face the unit center line is pointed to any part of an enemy unit. Units that fail a command test or choose not to activate must roll on the Threatened: Most units cannot voluntarily move into threatened range unless charging. The range is normally 6 but Artillery threatens units out to 12 except skirmishers which is the normal 6. Cavalry threaten infantry out to 12. The threatened zone only extends from the enemy unit s front zone and only if there is Line of Sight to the unit. Unless charging, a unit may never get closer than 4 to an enemy unit, which is also known as point blank range. Threatened units are much harder to command and normally have to roll on the order table if not ordered to see how they react when threatened. When moving towards the enemy, a unit must stop when it is threatened by the enemy it is facing. Reform Action reforming from disorder won t be automatic anymore, units would need to perform a Reform action (which may automatic in some cases). Brigade Orders Brigade generals would operate under one of several basic orders, somewhat like GdB. Assault The brigade must move forward towards its stated objective. On the turn the brigade receives this order, all units must change their facing so that the objective is in its front arc. They may also change to Attack column or Column of Companies. Units may charge if normally allowed to charge (or counter charge). Must issue a brigade order which includes at least one move towards the objective. This Order receives a +3 to Staff Rating while all units are out of engagement range. No unit may voluntarily move in their rear zone. Infantry and artillery may move to close range. Maneuver The brigade can move about the battlefield, but must halt once it comes into engagement range. If not changed in the next command phase the order is automatically changed to Hold. A brigade order receives a +3 to Staff Rating while all units are out of engagement range. Units may not voluntarily charge, but cavalry may counter charge. Units may not voluntarily advance to close range. Withdrawal sub order mostly involuntarily, that allows a brigade order at +3 to move out of engagement range. Hold the brigade is halted and defending the ground it occupies. The Staff stand may not move until its order is changed. Units may not voluntarily charge, except that cavalry may counter charge. No brigade orders, but units get a free move on a failed order. Infantry units may voluntarily advance to close range if they stay in command range. Reserve The brigade has not been committed to battle, and held Rest sub order the brigade tries to recover units and hits. May issue a Brigade Rally order if all units in brigade order are out of engagement range at +3 to staff rating. Brigade Commands Note the term Commands replaces the term orders in BP. When issuing a Brigade Command, more than half the units of the brigade must be included in the command. Charge Sequence add in a system to make charging a little more involved, ie roll to charge, roll to respond, roll to close, roll to hold = close combat. While I don t think I can create that exact system without adding in a morale value, am going to try and utilize the break test table (actually add a column) to give it a similar feel. Close Combat Support Units not in combat can support nearby friendly units with either Flank Support or Rear Support which confers a +1 to the combat resolution. All units can receive support, but Skirmishers cannot give support except to Artillery and other skirmishers. 2 nd Line: Only Infantry and Cavalry can provide 2 nd line support, though all units may receive 2 nd line support. A unit must have its center point directly to the rear of unit and be within 3. Rear Support does not add any results or dice to the combat, but certain break test results benefit from having rear support. Any infantry or cavalry unit passed may be disordered as for passage of lines as normal.
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Franco-Dutch War - Battle of Seneffe 11 August 1674 Note: the woods on the hilltop are orchards. Page 1 of 5 Franco-Dutch War - Battle of Seneffe 11 August 1674 William of Orange invaded Northern France
Page 1 of 42 The Basics Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.") Mini-Nap 2 is a set of rules specifically designed
State of war A.C.W. Skirmish Wargame Rules Tyneside Wargames club Version 1a 1 2 Table of contents Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:...
This tutorial is from a single turn in a game of Grand Battles Napoleon and is an example of how the sequence of play and general rule system mechanics work. Although this tutorial describes, in depth,
THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES This is a little set of rules written to continue the tradition of each Paperboys book having an associated set. Andy Callan s ideas abound here, but Peter
1 Black Powder Tactical Commander FastPlay Tabletop Wargame Rules for the Black Powder Period FastPlay Tabletop Wargame Rules for the Black Powder Period Table of Contents INTRODUCTION... 7 Miniatures...
Command Decision is a platoon-based game using a ground scale and time scale which allows the full play of 20th Century mechanized maneuver combat on a game table. Its emphasis on command, troop quality,
Part1 Setting up the Game Setting up the game Necessary equipment All you need to play Polemos American Civil War is: A number of ordinary six-sided dice, numbered 1-6, known hereafter as D6. A ten-sided
Introduction Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Part 1 - The Basic Rules The following Colonial Wargames rules were written for my own personal use and reflect my philosophy that
Musket and Pike User Manual 1 Musket and Pike Users Manual Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes, or sometimes
Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Game Design by Jeff McArthur (c) Bandwagon Books, 2011 This scenario is from the Command Combat: Civil War series. To learn more
FRENCH AND INDIAN WARS SKIRMISH 25/28 MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to 5,10 15 20 Foot/Artilleryman 15mm frontage Depth 15mm,18mm,20mm depending on figure Cavalryman 25mm frontage Depth
Drums and Shakos Large Battles Divisional Level Napoleonic Wargaming Rules Written by Sergio Laliscia Based on the Song of Blades and Heroes engine written by Andrea Sfiligoi First Edition, Copyright Sergio
This Accursed Civil War Version 1.2 1 This Accursed Civil War Five Battles of the English Civil War Edgehill 1642 1st Newbury 1643 Marston Moor 1644 2nd Newbury 1644 Naseby 1645 RULEBOOK Version 1.2 (May
First Edition Rules Rome at War Hannibal at Bay Errata and FAQ Pg 3: Light Cavalry description has a depiction of Light Infantry. 2.21: Change "enemy units" to "any non-leader units". 6.1: After Example,
Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Command and Control 3 2.1 Moving Commanders 3 2.2 Losing a Commander
Hardtack Plug-In American Civil War Rules for Stargrunt II by Allan Goodall August 2002 Copyright 2002 by Allan Goodall Table of Contents Table of Contents...i Introduction...1 Acknowledgements...1 Additional
1 A Set of Miniature Rules for the Horse and Musket Period in 10mm Table of Contents Introduction... 3 Game Mechanics... 3 Game Scales... 3 Game Turn... 5 Infantry, both Line and Light... 6 Infantry Organization...
Photo 1 T1 by E.R. Bickford Production: Lise Patterson 2011 Decision Games, Bakersfield, CA. Turn One 0600 Hours 14 June 1800 The game opens with the Austrians advancing from their positions across the
Stepping Up to Version 3 by Phil Yates With the arrival of Version 3, lots of existing players are asking the obvious question: What s changed?. To answer this question, I ve written this document as a
Close Fire & European Order The Field of Battle - 1700-1720 Wargames rules by Simon MacDowall Introduction Close Fire & European Order are wargames rules designed to re-create, the battles of the early
1. Revolutionary campaigns (1792-1801) France: an Impulse army. The UNIT TYPE TYPICAL UNIT Les Blancs 1792-3 12-18 30% C class, Brittle 20% B class Les Bleus 1792-3 12-18 30% D class, Brittle 30% D class,
To Reach the Po... On Saturday, 9 May 2015, the Gentlemen Wargamers gathered to play a scenario adapted from Frederick Schneid's Napoleon's Italian Campaigns 1805-1815. In the spring of 1815, as the news
15mm FAST PLAY (ZULU) COLONIAL RULES ¼ inch EQUALS 6 YARDS or 1 inch equals 24 yards 6.25mm equals 540cm or 2.5cm equals 2160cm Dice D6 British always go first turn. Alternative Movement turns A Base can
Move Sequence in each period 1. Dice for arrivals and returns 2. Test reaction for first time in charge reach or shot at 3. Declare and Test for charges. Test Reaction for all other causes 5. Charge Response,
Aggression defender selection in the army lists Allies can t garrison can t guard a camp moving in groups in tournaments BBDBA allies BBDBA allied camps BBDBA allied PIPs allied contingents Arable Homeland
Austrian Army 1809 1 Divisional Commander 1+ German Infantry Brigade 1-2 German Line Infantry Regiments A German Line Infantry Regiment consists of 2-3 German Line Infantry Battalions: 35pts per Battalion
It s a Miracle! A brigade in your command being fired on makes good use of the ground and counts as a skirmish formation target for this Fails to take cover! An opposing target unit in cover receives no
FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers
To End All Wars WW1 Miniature Game V1 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would
BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) INTRODUCTION The Battle for 2mm Earth rules are suitable for any large combat up until around the end of the 19 th Century. I designed 1418 semi-independently
Intro Black Skies Generic Star Fighter Combat Rules Quick and simple rules intended to create a fast moving star fighter game, where out thinking your opponent is as important as out shooting him. Games
To End All Wars WW1 Miniature Game V1.2 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would
The Bridgehead at Villamuriel de Cerrato Events Leading Up to the Battle When the Marquess of Wellington was forced to abandon the siege of Burgos on 21 October 1812, pursued by General de Division Souham
Wertingen 8th October, 1805. A scenario for Grand Manoeuvre: Black Powder & Blue Steel Napoleonic Miniatures Wargames Rules By Michael Collins. Wertingen 8th October, 1805 Scenario Notes: Austrian player
Dacia 87CE Page 1 of 5 Dacia 87CE The Kingdom of Dacia [present day Romania] frequently launched raids across the Danube into Roman territory. On several occasions the Romans tried to bring them to heel.
1.0 INTRODUCTION 1.1 IMPETUS AND BASIC IMPETUS Impetus is a set of wargame rules that aims to simulate battles with toy soldiers in the ancient, medieval and renaissance period. Basic Impetus is a free,
Surprise at Jay s Mill September 19th, 1863 Background Near dawn on September 19th, the Union Army of the Cumberland was spread thin. Two divisions of the Fourteenth Corps had finished a night march and
The Action at Magnuson s Drift A solo wargamer leads an Imperial column into Zulu territory By Chris Hahn Inspired by the content of the February 2012 issue of WARGAMES ILLUSTRATED (specifically the piece
War Ain t Fair Fast play ww2 rules incorporating the full vagaries of war By Stephen Luscombe Stephen@BRITISHEMPIRE.CO.UK 1.2 Introduction Welcome to War Ain t Fair. These are a set of rules designed to
The Battle of Cowpens 1781 Battle: COWPENS War: American Revolutionary War Date: 17th January 1781 Place: South Carolina on the border with North Carolina, United States of America Combatants: Americans
COMITATUS Warfare in the Dark Ages AD 250-1100 Scenario 1 The Battle of Daras AD 50 Historical Background The young East Roman General Belisarius, in his first major command, was sent to defend the city
For King or For Parliament In the Beginning It started with Follow Me, Men, a set of 25mm Fantasy Wargame Rules created by Jim Wallman. Then there was Fire At Will, Men, a set of generic 6mm Fantasy Wargame