Black Powder large scale
Black Powder large scale
3:6'',
Artillery 1 2:12'', 4+ 2 6'',3''
1:24''
Traits:
- Elite 4+: Regroup at a 4+ at the start of the Size modifiers:
turn if not in hand-to-hand combat. - Large unit: +2 H-t-H, +1 Shoot, +1 Stamina.
- Reliable: +1 to command. - Small unit: -2 H-t-H, -1 Shoot, -1 Stamina.
- Unreliable: -1 to command.
- Skirmisher: may change into skirmish Blunder Table:
formation.
Sharpshooter: may reroll a missed shot when d6 Result
shooting in skirmish formation.
1 Rapid Retreat. Make two full moves to the
- Heavy Cavalry D3: +D3 to the result in rear, away and avoiding enemies.
combat if the unit charged.
2 Retreat. Make one full move to the rear,
- Marauder: does not receive penalties to
away and avoiding enemies.
command due to distance.
3 Move to the Left. Charge, or make one full
move, to the left quarter.
Command table:
4 Move to the Right. Charge, or make one
2d6 Result
full move, to the right quarter.
4 or less 3 moves
5 Move Forward. Charge, or make one full
move, to the front quarter.
5 or 6 2 moves
6 Charge. Attempt to charge the closest
7 or 8 1 move
enemy, or move forward. The number of
moves is decided by rolling a d6:
9 - 11 Order failed
1-2: 1 move; 3-4: 2 moves; 5-6: 3 moves.
12 Order failed. Roll blunder table. Units in a divisional move may end without
Units that blunder do not get a free move. coherency as a result of a blunder.
Reactions (declare reactions after an opponent rolls for command, but before moving his units):
- Stand and Fight: A unit that is charged from any direction just stands and fights.
- Closing Fire: Infantry or Artillery units, unless Skirmishing, in March Column or Limbered, may
deliver Closing Fire to a unit charging to its front. Closing Fire takes place after an opponent’s
unit makes contact, or after all units from the division made their Divisional Move. Deliver the
Closing Fire (+1 to hit) and if the charging unit takes a Break Tests, refer to the results of Hand to
Hand combat type, instead of Shooting. If the charging unit Retires or Breaks, the hand-to-hand
combat does not occur. If the charging unit had made contact with multiple units, all may deliver
Closing Fire at a penalty of -1 to hit. A unit may only deliver Closing Fire or Traversing Fire once
per turn. Casualties caused by Closing Fire do not count toward combat results.
- Traversing Fire: Infantry or Artillery units, unless Skirmishing, in March Column or Limbered,
may deliver Traversing Fire to a unit moving through its front quarter within 6'', at least half way
through its frontage. Shoot and take the Break Test if necessary. This may be an Enfiladed
Shooting. A unit may only deliver Closing Fire or Traversing Fire once per turn.
- Evade: A Cavalry or Skirmishing Infantry unit may Evade a charging Infantry unit. A disordered
unit may not Evade, unless it is Marauder. Treat the Evade as an order and roll to see how many
moves your unit gets, with a free move if the order fails, and move it away from the charging unit.
Then the charging unit makes its move and it Breaks the evading unit if it catches it.
- Cavalry Turn to Face: Cavalry units that are not Disordered may turn to face an enemy unit
charging it from any direction.
- Cavalry Counter Charge: Cavalry units that are not Disordered, Shaken or in March Column
may counter charge a unit making a charge move to its front, not necessarily charging at it. Move
both units to meet halfway. The cavalry unit that counter charges gains the charge bonus just as
if it had charged. If an infantry unit gets counter charged, it becomes Disordered and loses its
charge bonus.
- Emergency Square: Infantry units, unless Disordered, Skirmishing, in March Column or
defending a building, may attempt to form an emergency square when charged by an enemy
Cavalry unit. Roll for an order, with +1 for each 8'' distance between the two units. If the order
succeeds it forms a Square, and the charging unit cannot go within 2’’ of it. Otherwise, the
infantry unit becomes Disordered and the cavalry moves into contact. Ignore the fumble table.
Follow Ups (declare follow ups after your unit wins a round of combat):
- Do nothing:
- Change Formation: the unit may change formation (and reorient itself) if it is not Disordered.
- Advance Upon Retiring Enemy: the unit may reorient itself to face a Retiring unit and move
back into contact with it. It may do so even if Disordered or Shaken, but it must otherwise be able
to charge to do so. It gains the +1 bonus for having won the previous round of combat.
- Fall back: the unit may reorient itself and retreat one move to its back quarter, even if it is
Disordered, without engaging enemy units.
- Sweeping Advance: if the unit won the first round of combat having Retired or Broken the
enemy and is not Disordered, it may move once to its front quarter, without engaging the enemy.
- Sweeping Advance and Charge: a cavalry unit that is not Shaken and is eligible to do a
Sweeping Advance may charge an enemy unit while doing so. The enemy unit may not do any
reactions except for Stand and Fight or Cavalry Turn to Face. Combat is resolved immediately.
Units may only do a Sweeping Advance and Charge once per turn.
- Occupy Building: if the defeated unit Broke in a building, the victorious unit may occupy it.
Formations
Orders:
You must work with one division at a time. If multiple players are at the same side, each can play with a
division simultaneously.
Choose a unit, or a group of units in the division, and say aloud their orders.
The orders may contain moving, charging, changing formation, or a sequence of these.
First units may act on their own initiative. Then you may issue orders. You must issue all the orders you
want before executing them. Then you execute the orders you have issued.
To execute orders, roll 2d6 and check the Order Table to see if the result, applying order modifiers.
Units get a number of moves that they can use to fulfill their orders, up to 3 moves.
If a unit has a free move after failing an order, you can use this free move to make a formation change if
that change was in the original order.
After all orders have been issued, the divisional general may issue a General Order.
Move:
Use moves to execute orders. Units may have 1 to 3 moves. A move is also gained when a unit is
acting by its own Initiative.
Use a move to:
Move once the unit’s move allowance. Charge an enemy unit. Move in or out of a BUA. Change
formation and reorient itself.
- Move & Charge
A unit within 6'' of the enemy:
may move only to its front or back quarters,
and if it is not facing any enemy unit within 6'', it may turn to face it.
Otherwise, a unit may move and reorient itself however it needs.
Units may interpenetrate other friendly units and trace line of sight through them.
If the order given was to charge a unit:
The charging unit must start its moves with its target in view, inside its own front quarter.
If contact with multiple units is inevitable, you must charge all of them.
A unit makes contact with an enemy unit that is not skirmishing if it touches at least ¼ of its
contacted face. A unit is in contact with a skirmishing unit if it touches at least one of its models.
The charging unit must use its moves to move straight to the target and attempt to have all its front
face in contact with the enemy, or as much as possible.
The target unit’s face that the charger will enter into contact with is the one whose quarter the
charger is mostly inside before starting its moves.
Only one unit may charge each face of a target unit, but two small units may engage with the same
front or back face of a large unit in line formation.
If the charging unit makes contact with an enemy unit midway through the charge, then it must
engage that unit instead. If it otherwise touches any unit during the charge, then it completes its
charge to the intended target, but it becomes Disordered.
If a Skirmishing unit is charged and the charger unit makes contact with one of its models, then it
moves as many models as it can to contact the front face of the charger unit. It now has facing
quarters as long as it is in hand-to-hand combat, and may be charged to the rear or flanks.
After a charge order is given and the order test passed, the opponent is entitled to a reaction.
If a unit touches an enemy divisional general, he must attach himself to a unit in his division if he is
within 6'' of it, otherwise the general is captured.
If a unit touches an enemy commander-in-chief, he must attach himself to one of his divisional generals
within 6'' of him, otherwise the commander-in-chief is captured.
If the divisional general or the commander-in-chief are already attached, then move them aside.
- Change Formation
The unit may use a move to change its formation and reorient itself by pivoting on its center.
Infantry units may be in Line, Attack or March Column, Skirmish Formation or Square.
Only a unit with Skirmishers rule may change into Skirmish Formation.
Cavalry units may be in Line or March Column.
Artillery units may be Limbered or Unlimbered.
When changing formation the center of the unit frontage does not move. It must be the same as the
center of the unit frontage in the new formation.
Units in Attack Column formation change into March Column for free upon entering a road. Likewise,
units in March Column change to Attack Column for free upon leaving a road. This is a
convenience rule for units that look the same in Attack column or March Column. If you want to
make sure a unit is in Attack Column formation, then keep it off-center from any nearby road.
General Orders:
A General Order is the last order issued in a turn.
Choose a unit within 6'' of the divisional general that belongs to its division, that has not been given an
order or has not acted on its own initiative this turn, and is not Disordered,
Roll for the order, just as in a unit or divisional order.
If the order is successful, attach the general to that unit and execute the order.
General Orders include:
- Follow Me: The unit gains 3 moves. Declare the order now. The opponent may issue a reaction
if that was a charge. Then execute the order.
- Rally: If the unit is Shaken, remove a casualty counter from it.
General Movement:
After all orders in the division have been given, the divisional general may move or attach itself to one
of its units, unless it has given a General Order this turn.
It has unlimited movement range.
A unit with a general attached fights with +1 dice in hand-to-hand combat.
After all divisions have been given orders, the commander-in-chief may move or attach itself to one of
its divisional generals. It also has unlimited movement range.
A divisional general that has the commander-in-chief attached may reroll a failed order once per turn.
Shooting:
Infantry in Line, Attack Column or Square:
Shoots at the closest clear target in range inside the shooter’s front quarter and in line of sight.
Draw distances from the center of the shooter unit’s frontage to any point of the target unit.
If no clear target is in range, then the closest unclear target is picked.
A target is inside the shooter’s front quarter if it is at least ¼ inside.
Shooters can trace line of sight through friendly units.
If line of sight crosses woods or forests, it cannot extend beyond 3''.
A clear target is mostly within the firer’s front quarter and you can draw an unobstructed line
from the firer’s front’s middle point to more than half the target’s closest edge.
Units skirmishing, unlimbered artillery or units in cover of terrain are always unclear targets.
Infantry Skirmishing:
May shoot at multiple targets, all around, clear or unclear. To allocate a shot, choose a model in the
unit, it must shoot the nearest enemy unit, or the second nearest if a shot has already been
allocated to it, or the third likewise. Allocate all shots before rolling the dice.
If any number of models cannot shoot, subtract shooting dice to the same proportion. For example,
if the unit shoots with 3 dice and ⅓ of its models cannot shoot, then shoot with 2 dice instead.
Unlimbered Artillery:
If there are clear targets in its front quarter at up to 12'', it shoots the closest one. Otherwise, it may
choose any target in its front quarter at up to 24'' to shoot.
It may not target skirmishing infantry at over 6'', but you may target other units behind it.
On a hill, it may shoot overhead a friendly unit that is over 3'' from it and over 3'' from the target.
It shoots different numbers of dice depending on the range.
Shooting at short range (3'' for infantry, 6'' for artillery) grants +1 to hit modifier.
A die that lands a 6 causes the target to become Disordered.
Enfiladed Shooting: Infantry not Skirmishing or Unlimbered Artillery may reroll missed shots if shooting
within short range at the flank of Infantry or Cavalry units in Line or Attack Column formation.
If the target is Shaken and has taken shooting casualties in excess to its Stamina, it takes a Break Test.
If a unit with a divisional general attached Breaks as a result of shooting, the general remains in game.
Hand-to-Hand Combat:
Sequence:
1. Both sides roll simultaneously their hand-to-hand combat dice.
If a unit is engaged by multiple enemy units, it can split its dice between them, but at least half
the dice has to be allocated to the units at its front. Decide how you split the dice before rolling.
2. Both roll Morale save dice and take casualties.
3. Compare combat results with modifiers.
Unengaged friendly units within 3'' of a unit engaged in hand-to-hand combat are supporting it.
At most one unit to each flank and one to the rear count as supporting, up to 3.
In case of a draw, unshaken cavalry Retires.
4. The side that loses takes a Break Test.
All engaged units of the losing side take a Break Test.
If an engaged unit Breaks, then all friendly unengaged units within 3'' also take a Break Test.
If a unit that has a divisional general attached to it Breaks, the divisional general is captured. If
the commander-in-chief was also attached to that general, then he is also captured.
5. All engaged units of the winning side may perform a Follow Up move.
Supporting units cannot perform Follow Up moves.
Broken Divisions:
A division is Broken if half or more of its units are either Shaken or Broken.
Units that count toward that are Guard, Infantry, Militia and Heavy Cavalry.
Skirmishers, Light Cavalry and Artillery do not count towards Breaking its division.
Units in a Broken division become Disordered and cannot regroup. They must make a Disordered
Retreat every time they can, but if a unit is occupying a BUA, it can opt to stay there instead. They
fight as normal if in hand-to-hand combat.
If half or more of the divisions in your army become Broken, then all your divisions become Broken.
Game Duration:
A battle lasts until nightfall. One turn takes around 1 hour. A day in each season lasts about the turns:
Season Turns
Summer 16
Spring 14
Autumn 12
Winter 8
General Casualties:
When a divisional general is captured, on a roll of 4+ a substitute is found, or the division breaks.
When a commander in chief is captured, one of his divisional generals becomes the commander in
chief. If none is available, then all divisions break.
Status:
Disordered: Shaken:
- Cannot act on its own initiative, unless doing a - Cannot be ordered to charge.
Disordered Retreat. - Shoots and Fights with -1 to hit modifier (this is
- Cannot be given orders. not cumulative with Disordered).
- Shoots and Fights with -1 to hit modifier (this is - Counts towards breaking the division unless
not cumulative with Shaken) Skirmisher, Artillery or Light Cavalry.
- Receives -1 modifier for Break Tests. - Must do a Break Test if it suffers casualties from
- Cannot execute the Charge Reactions: shooting or draws hand-to-hand combat.
- Evade, unless it is Marauder. - Removed from the game if it leaves the table.
- Cavalry Turn to Face. - Cannot execute the Charge Reaction:
- Cavalry Counter Charge - Cavalry Counter Charge
- Cannot execute the Follow Ups: - Cannot execute the Follow Up:
- Change Formation - Sweeping Advance and Chage
- Sweeping Advance
- Sweeping Advance and Chage
A unit becomes Shaken if:
- It receives casualties equal to its stamina.
A unit gets Disordered if:
It recovers if:
- it is hit by a 6 in shooting,
- It executes a Rally General Order.
- it touches a unit while charging another, but not
enough to engage it if it was an enemy.
- it fails to Form Square as a Charge Reaction.
- it Retired after a Break Test.
- it forms Line when Holding Ground after a
Break Test.
- infantry gets Counter Charged by cavalry.
- its division breaks.
It recovers at the end of your turn unless:
- it is in hand-to-hand combat.
- it made a Disordered Retreat that turn.
- it is in a Broken Division.
Campaign.
- Definitions:
- One move is half a day.
- Detachment is a regiment of any size, often tiny.
- Encounter is when two opposing forces meet.
- Communication line is a line that connects the army to its entry point in the map.
- Each player gives orders to their troops in communication with the CnC.
- Only divisions that can trace a route uninterrupted to the CnC can be given orders.
- For each division and detachment, write on the map the time they will march, and the trajectory they
will make, and the expected time of arrival at the destination.
- During this phase, players may shuffle units and bases among their divisions within half a day.
- If your troops leave the map outside of your communication lines, they are captured.
- Compare the orders of both players.
- Opposing troops that come within one move of each other simultaneously have an Encounter.
- Set the current day as the day of the first encounter and mark on the map where each troop is located.
- Each player has a choice:
- Retreat: your troops avoid the enemy and must move back.
- Surrender: your troops surrender to the enemy.
- Fight: fight the battle on the tabletop.
- Then, players revise their orders and redraw them.
- Troops that had an encounter must stay one move in place before moving.
- Except if it retreated, then that move has to be spent moving back.
- These troops may be given orders, but they will obey their orders after the half day.
- Battle:
- Build the table with terrain features that represent the location.
- The battle starts at the time the encounter occurred.
- Troops that move out of the table following a road are considered retreating through that route.
- At any time a player can concede. In that case, the troops he has on the table are captured.
- If an army has broken, then its broken units are destroyed.
- Otherwise, its broken units have a 50% chance of losing a base and are retreating.
- A unit that has not enough bases left must shuffle them among other units within half a day.
- If that is impossible, then the unit is destroyed.
- Retreat:
- Retreating troops must spend half a day moving to the direction they retreated.
- If it retreated avoiding battle, it must retreat to the way it came.
- If in battle it left the table following a road, it must retreat in the same direction.
- If it was broken during battle, then it retreats along its general.
- Retreating troops that come into contact with the enemy during the half day are captured.
Basings
General: 50mm round base. Infantry: 45x40mm and 45x20mm. Cavalry: 50x50mm. Artillery: 80x80mm.
Formations
Artillery unit
Unlimbered Limbered
Bloodthirsty Reroll misses on the first round of combat.
Brave Unit may Rally without an order on a 4+ if over 6'' away from the enemy.
First Fire Shoots one more die the first time in the game.
Reliable +1 command.
Superbly Drilled Gains a free move when order fails. Does not stack with formation.
Determined Must charge the enemy if it has enough moves to reach it.
Freshly Raised Roll the first time it shoots or fights: 1: Disorders and hits with 6s; 2-3: hits with 6s;
4-5: no effect; 6: extra die to shoot or attack.
Untested At the start of the game, roll for how much stamina the unit has: 1: 1 stamina; 2-3: 2
stamina; 4-5: 3 stamina; 6: 4 stamina. Apply size modifier. Minimum 1.