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: 

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 Phase
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


66% 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.

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.

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+.
 
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.


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/countercharging
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.


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 result
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

 
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/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
Unreliable          Do not move on an equal command roll.  This counts a command pass.