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
 
 
 

2 comments:

  1. Game looks great Bill and those sound like some good house rules.

    Christopher

    ReplyDelete