Thursday, July 11, 2013
CLAYMORE 2013 - SCOTLANDS BIGGEST WARGAME SHOW
Scotland’s premier wargames show, Claymore 2013, will be held on Saturday 3rd August, 2013, at the Granton Campus of Edinburgh College, 350 West Granton Road, Edinburgh EH5 1QE. Doors will open to the public at 10.00am. Cost: Adult £2.50, Child £1.50, Family £5.00 (2 Adult 2 children)
Features 30 Demonstration and Participation Games, 40 Tradestands and our classic B&B.
See the SESWC website for more details of the traders, displays and facilities..
http://seswc.co.uk/
Monday, July 8, 2013
BLACK POWDER HOUSE RULES FOR WATERLOO JUNE 2013
These are the house rules that we used for our refight of Waterloo. The rule on squares was written the week before the game and play tested in a test game at the SESWC. We all thought it worked well in practice. It is a variant of the Hedgehog rule in Pike and Shot. The other rules have been used before in our games though the Broken Brigade and No Mixed Formation rule have usually only been used in large games. The modified sequence of play we have found to be a great improvement over the sequence in the rules.
SQUARES
Non disordered infantry in the open charged by cavalry to their front must attempt to form square as their response. To do so the infantry must pass an order test based on their brigadier’s command rating counting normal modifiers (except command radius) plus the following:
Declare and undertake initiative movement – there is no change to the basic rules for this.
All moving units to be marked as having moved this turn. (They cannot move again in Command Phase).
Reactions - Any units charged may deliver ‘Closing Fire’ at the end of the initiative. Units evading are moved at the end of the initiative moves. Counterchargers move to meet their chargers as usual.
Firing Phase
Moving player carries out firing as per the rules.
All firing units to be marked as having fired this turn (for modified Command Penalty).
Command Phase
Give orders and move as per the Command phase of the rules.
There is an additional command penalty:
“-1 if fired this turn”
Any units charged may deliver ‘Closing Fire’ if they have not fired before in this turn.
Melee Phase
Conduct Melees as per rules
TERRAIN
Rule - Formed troops move at half speed through woods except when moving as the result of a break test when they move full speed.
Rule - Formed troops are not an ‘unclear target’ in woods. (To give them this would give them the same cover as skirmishers in woods).
To clarify - Troops in woods get the morale modifier for cover except when charging to contact or in hand to hand combat.
SQUARES
Non disordered infantry in the open charged by cavalry to their front must attempt to form square as their response. To do so the infantry must pass an order test based on their brigadier’s command rating counting normal modifiers (except command radius) plus the following:
If
cavalry need 2 moves to contact then infantry have a command modifier of +1
If
cavalry need 3 moves to contact then infantry have a command modifier of +2
If
they fail they stay in their formation, become disordered and deliver closing
fire.
Normal square combat
rules apply i.e. cavalry receive no charging bonuses. However a square testing for a non cavalry
combat break test applies all the break tests results. If they retire they become disordered and
form line formation. As per the rules a
square testing for losing or drawing a combat against only cavalry ignore all
results except Break.
MODIFIED SEQUENCE OF PLAY
Initiative
PhaseDeclare and undertake initiative movement – there is no change to the basic rules for this.
All moving units to be marked as having moved this turn. (They cannot move again in Command Phase).
Reactions - Any units charged may deliver ‘Closing Fire’ at the end of the initiative. Units evading are moved at the end of the initiative moves. Counterchargers move to meet their chargers as usual.
Firing Phase
Moving player carries out firing as per the rules.
All firing units to be marked as having fired this turn (for modified Command Penalty).
Command Phase
Give orders and move as per the Command phase of the rules.
There is an additional command penalty:
“-1 if fired this turn”
Any units charged may deliver ‘Closing Fire’ if they have not fired before in this turn.
Melee Phase
Conduct Melees as per rules
66% MOVEMENT AND RANGES
We will use the 66% version of the movement and ranges.
We will use the 66% version of the movement and ranges.
Proximity
is 8”, Command radius is 12”, Support distance is 4”
INTERPENETRATION
Rule - Formed units can interpenetrate other formed units except when a charge is involved.
INTERPENETRATION
Rule - Formed units can interpenetrate other formed units except when a charge is involved.
TERRAIN
Rule - Formed troops move at half speed through woods except when moving as the result of a break test when they move full speed.
Rule - Formed troops are not an ‘unclear target’ in woods. (To give them this would give them the same cover as skirmishers in woods).
To clarify - Troops in woods get the morale modifier for cover except when charging to contact or in hand to hand combat.
BREAK TESTS FOR SUPPORTING UNITS
Rule - Only the nominated units which provide the +1 support need test if the supported unit breaks - surplus supporting units do not need to test.
DISORDERED CAVALRY RALLY BACK
Rule
- a disordered cavalry unit not in combat can rally back a move under
Initiative.Rule - Only the nominated units which provide the +1 support need test if the supported unit breaks - surplus supporting units do not need to test.
DISORDERED CAVALRY RALLY BACK
NO MIXED
FORMATIONS
No
mixed formations are permitted – i.e. units with their skirmishers thrown
forward. This will simplify a big game.
BROKEN BRIGADES
A brigade is deemed broken if at the start of a turn more than half of its units (ignoring guns) are lost. A unit is lost if:
a) it has been destroyed
b) it is shaken
Effect on units in broken brigades:
1) Units that have already left the table cannot return.
2) Shaken units within 12” of the enemy must retire except if occupying buildings, defences or in square.
3) Shaken units are allowed to make a free single retire move even if disordered. Guns that do so are abandoned.
4) Unshaken units in a broken brigade can be given normal orders but their morale is reduced to 6+.
A brigade is deemed broken if at the start of a turn more than half of its units (ignoring guns) are lost. A unit is lost if:
a) it has been destroyed
b) it is shaken
Effect on units in broken brigades:
1) Units that have already left the table cannot return.
2) Shaken units within 12” of the enemy must retire except if occupying buildings, defences or in square.
3) Shaken units are allowed to make a free single retire move even if disordered. Guns that do so are abandoned.
4) Unshaken units in a broken brigade can be given normal orders but their morale is reduced to 6+.
These British infantry formed square in their command phase - not risking a test |
Friday, July 5, 2013
BP WATERLOO 2013 REFIGHT UNITS STATS
Here are the unit stats that we used for the Waterloo refight in June.
You will see that we used the Levy rule from Hail Caesar for poor quality troops and the Gallop rule from the Waterloo Supplement for British heavy cavalry. Infantry units in Wellington's army could not form attack columns. We did not use the deep cavalry and deep British infantry formations suggested in the Waterloo supplement to keep the game simple.
For our next refight I would increase the range of horse artillery shown here to the same as foot as all the horse artillery were 6pdrs as were most foot guns in the Prussian and French armies. The ranges are 66% of normal as we used the 66% movement and range scale in the game.
Grateful if someone could tell me if it is possible in blogspot to link to the word documents themselves? If not I will add these stats as a specific page in the future. I will post the specific house rules we used for the game this weekend.
First Fire Add extra shooting dice on first shot.
Gallop Ferocious charge and must always make a sweeping advance
Heavy Cav +X Add X to combat result
Levy X+ Need to roll to rally of disorder at end of their turn by rolling X+
Marauders Ignore distance modifiers for command tests
Reliable Add 1 to Command tests
Skirmish Can adopt skirmish formation
Unreliable Do not move on an equal command roll. This counts a command pass.
Marauders Ignore distance modifiers for command tests
Unreliable Do not move on an equal command roll. This counts a command pass.
Lancers Opponent has -1 cav -2 inf saving throw when lancers charge/countercharge
Levy X+ Need to roll to rally of disorder at end of their turn by rolling X+
Marauders Ignore distance modifiers for command tests
Reliable Add 1 to Command tests
Skirmish Can adopt skirmish formation
Levy X+ Need to roll to rally of disorder at end of their turn by rolling X+
Marauders Ignore distance modifiers for command tests
Reliable Add 1 to Command tests
Skirmish Can adopt skirmish formation
Unreliable Do not move on an equal command roll. This counts a command pass.
You will see that we used the Levy rule from Hail Caesar for poor quality troops and the Gallop rule from the Waterloo Supplement for British heavy cavalry. Infantry units in Wellington's army could not form attack columns. We did not use the deep cavalry and deep British infantry formations suggested in the Waterloo supplement to keep the game simple.
For our next refight I would increase the range of horse artillery shown here to the same as foot as all the horse artillery were 6pdrs as were most foot guns in the Prussian and French armies. The ranges are 66% of normal as we used the 66% movement and range scale in the game.
Grateful if someone could tell me if it is possible in blogspot to link to the word documents themselves? If not I will add these stats as a specific page in the future. I will post the specific house rules we used for the game this weekend.
BRITISH
|
Weapon
|
Type
|
H_H
|
Shooting
|
Morale
|
Stamina
|
Special
|
Guard
Infantry
|
Musket
|
Infantry
|
7
|
3
|
3
|
4
|
Reliable, Elite 4+, First Fire
|
Veteran
Infantry
|
Musket
|
Infantry
|
6
|
3
|
4
|
4
|
First Fire
|
Line
Infantry
|
Musket
|
Infantry
|
6
|
3
|
4
|
3
|
First Fire
|
Rifles
Sk (Small)
|
Rifle
|
Infantry
|
4
|
2
|
4
|
3
|
Reliable,
Skirmishers
|
|
|
|
|
|
|
|
|
Hanover
Line Inf
|
Musket
|
Infantry
|
6
|
3
|
4
|
3
|
|
Hanover
Landwehr
|
Musket
|
Infantry
|
5
|
3
|
5
|
3
|
Unreliable,
Levy 4+
|
|
|
|
|
|
|
|
|
Household
Cavalry
|
Sabre
|
Cavalry
|
9
|
|
4
|
3
|
Heavy
Cavalry +D3, Gallop, Reliable
|
Dragoons/Dragoon
Guards
|
Sabre
|
Cavalry
|
8
|
|
4
|
3
|
Heavy
Cavalry +1, Gallop
|
KGL
Light Cavalry
|
Sabre
|
Cavalry
|
6
|
|
4
|
3
|
Marauders,
Ferocious
|
British
& Hanover Light Cavalry
|
Sabre
|
Cavalry
|
6
|
|
4
|
3
|
Marauders
|
Hanover
Light Cavalry Inferior
|
Sabre
|
Cavalry
|
5
|
|
5
|
3
|
Marauders,
Levy 4+, Unreliable
|
|
|
|
|
|
|
|
|
Horse
Artillery
|
Light
artillery
|
24”
|
1
|
3-2-1
|
4
|
1
|
Marauders
|
Foot
Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
2
|
|
All
Infantry have “must form square” rule. Other
small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by 1.
Elite
X+ Rally of Disorder at start of turn by roll of X+
Ferocious Reroll hand to hand misses when charging/counterchargingFirst Fire Add extra shooting dice on first shot.
Gallop Ferocious charge and must always make a sweeping advance
Heavy Cav +X Add X to combat result
Levy X+ Need to roll to rally of disorder at end of their turn by rolling X+
Marauders Ignore distance modifiers for command tests
Reliable Add 1 to Command tests
Skirmish Can adopt skirmish formation
Unreliable Do not move on an equal command roll. This counts a command pass.
NETHERLANDS
|
Weapon
|
Type
|
H_H
|
Shooting
|
Morale
|
Stamina
|
Special
|
Line
Infantry
|
Musket
|
Infantry
|
6
|
3
|
4
|
3
|
|
Militia
|
Musket
|
Infantry
|
5
|
3
|
5
|
3
|
Unreliable,
Levy 4+
|
|
|
|
|
|
|
|
|
Carabiniers
|
Sabre
|
Cavalry
|
8
|
|
4
|
3
|
Heavy
Cavalry +1
|
Light
Cavalry
|
Sabre
|
Cavalry
|
6
|
|
4
|
3
|
Marauders
|
Light
Cavalry Inferior
|
Sabre
|
Cavalry
|
5
|
|
5
|
3
|
Marauders,
Unreliable, Levy 4+
|
|
|
|
|
|
|
|
|
Horse
Artillery
|
Light
artillery
|
24”
|
1
|
3-2-1
|
4
|
1
|
Marauders
|
Foot
Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
2
|
|
All
Infantry have “must form square” rule.
Other small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by
1.
Heavy
Cav +X Add X to combat result
Levy
X+ Need to roll to rally of
disorder at end of their turn by rolling X+Marauders Ignore distance modifiers for command tests
Unreliable Do not move on an equal command roll. This counts a command pass.
FRENCH
|
Weapon
|
Type
|
H_H
|
Shooting
|
Morale
|
Stamina
|
Special
|
Old/Middle
Guard Infantry
|
Musket
|
Infantry
|
7
|
3
|
3
|
4
|
Reliable, Elite 4+
|
Veteran
Infantry
|
Musket
|
Infantry
|
6
|
3
|
4
|
4
|
|
Line
Infantry
|
Musket
|
Infantry
|
6
|
3
|
4
|
3
|
|
Light
Infantry Sk (Small)
|
Musket
|
Infantry
|
4
|
2
|
4
|
2
|
Skirmishers
|
|
|
|
|
|
|
|
|
Guard
Heavy Cavalry
|
Sabre
|
Cavalry
|
9
|
|
4
|
3
|
Heavy
Cavalry +D3, Reliable
|
Cuirassiers
|
Sabre
|
Cavalry
|
9
|
|
3
|
3
|
Heavy
Cavalry +D3, Reliable
|
Guard
Lancers
|
Sabre
|
Cavalry
|
8
|
|
4
|
3
|
Marauders;
Lancers, Reliable
|
Dragoons
|
Sabre
|
Cavalry
|
8
|
|
4
|
3
|
Heavy
Cavalry +1
|
Guard
Light Cavalry
|
Sabre
|
Cavalry
|
7
|
|
4
|
3
|
Marauders, Reliable
|
Lancers
|
Lance
|
Cavalry
|
7
|
|
4
|
3
|
Marauders;
Lancers
|
Light
Cavalry
|
Sabre
|
Cavalry
|
6
|
|
4
|
3
|
Marauders
|
|
|
|
|
|
|
|
|
Guard
Horse Artillery
|
Light
artillery
|
24”
|
1
|
3-2-1
|
4
|
1
|
Marauders,
Reliable
|
Guard
Foot Artillery
|
Artillery
|
40”
|
1
|
3-2-1
|
4
|
2
|
Reliable
|
Horse
Artillery
|
Light
artillery
|
24”
|
1
|
3-2-1
|
4
|
1
|
Marauders
|
Foot
Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
2
|
|
All
Infantry have “must form square” rule and are Reliable in Attack columns. Other
small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by 1.
Elite
X+ Rally of Disorder at start of turn by roll of X+
Heavy
Cav +X Add X to combat resultLancers Opponent has -1 cav -2 inf saving throw when lancers charge/countercharge
Levy X+ Need to roll to rally of disorder at end of their turn by rolling X+
Marauders Ignore distance modifiers for command tests
Reliable Add 1 to Command tests
Skirmish Can adopt skirmish formation
PRUSSIAN
|
Weapon
|
Type
|
H_H
|
Shooting
|
Morale
|
Stamina
|
Special
|
Line
Infantry
|
Musket
|
Infantry
|
6
|
3
|
4
|
3
|
|
Landwehr
|
Musket
|
Infantry
|
5
|
3
|
5
|
3
|
Unreliable,
Levy 4+
|
Jaegers
Sk (Small)
|
Rifle
|
Infantry
|
4
|
2
|
4
|
2
|
Skirmishers,
Reliable
|
|
|
|
|
|
|
|
|
Dragoons
|
Sabre
|
Cavalry
|
8
|
|
4
|
3
|
Heavy
Cavalry +1
|
Lancers
|
Lance
|
Cavalry
|
7
|
|
4
|
3
|
Marauders;
Lancers
|
Light
Cavalry
|
Sabre
|
Cavalry
|
6
|
|
4
|
3
|
Marauders
|
Landwehr
Cavalry
|
Lance
|
Cavalry
|
5
|
|
5
|
3
|
Marauders;
Lancers, Unreliable, Levy 4+
|
|
|
|
|
|
|
|
|
Hvy
Foot Artillery
|
Artillery
|
40”
|
1
|
3-2-1
|
4
|
2
|
|
Horse
Artillery
|
Light
artillery
|
24”
|
1
|
3-2-1
|
4
|
1
|
Marauders
|
Foot
Artillery
|
Artillery
|
32”
|
1
|
3-2-1
|
4
|
2
|
|
All
Infantry have “must form square” rule. Other
small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by 1.
Heavy
Cav +X Add X to combat result
Lancers Opponent
has -1 cav -2 inf saving throw when lancers charge/counterchargeLevy X+ Need to roll to rally of disorder at end of their turn by rolling X+
Marauders Ignore distance modifiers for command tests
Reliable Add 1 to Command tests
Skirmish Can adopt skirmish formation
Unreliable Do not move on an equal command roll. This counts a command pass.
Subscribe to:
Posts (Atom)