Wednesday, November 21, 2018


I was away at the weekend at Kirriemuir in Angus for a 28mm 1066 event.  Over the 2 days 16 gamers attended.  The concept which was roughly based on the classic game Kingmaker was developed by Steve Rimmer who supplied the bulk of the figures.  Most of the terrain also came from Steve’s collection.  The game was set up over 5 12ft to 20ft long tables 6 feet wide representing all of England. There were 3 factions – Saxons, Normans and Vikings.  In all 8 Saxon players, 4 Normans and 4 Vikings.  I played Gyrth Godwinson Earl of East Anglia bother of King Harold.  You could only fight someone in a rival alliance.

Towns provided revenue to their occupiers at the end of each session.  This was used to buy new units, rebuild under-strength units and buy votes in the final Witan.  No revenue was generated at the end of the 5th session – the towns values were turned directly Witan votes.  The winning faction was the one who had the most votes when the Witan met after 5 sessions.
The tactical part of the game was based Lion Rampant and worked well for such a big game.  There were a few enhancements with some Saxon and Viking units able to form mobile shield walls which could move at half speed.
It was a truly colourful weekend and the campaign rules developed by Steve worked well and were easily picked up by all the players.   My thanks to Steve  who acted as the hard working rules umpire and provided the inspiration, organisation and 95% of the figures, terrain and lots resources for the very enjoyable game.  The best organised game I have ever played.
The winners were the Normans who with a combination of mounted charges supported by good archery overran England south of the Thames in 3 sessions and then gained most of Berkshire and Gloucestershire.  My forces in East Anglia went down to defeat against the Viking forces of the wily Earl of Orkney played by Angus Konstam.
All my photos with brief descriptions are on Flickr at
Part of the South Coast - Normans on the left - River Thames on the right

Normans about to give the Saxons a good hiding......
Mercia and Orkney on action - in background the North and even further North

More death in Mercia

The deadly Orkney wolfhounds who did for two of my units

Monday, November 12, 2018


This weekend I travelled to the Targe 2017 show held at Webster’s High School Kirriemuir by the Kirriemuir Wargames club.  This year rather than judging I joined Colin Jack and Dave Paterson in putting on the Gothenburg Gamers Suez 1956 PP Game.  It was that games last outing.  We came in 2nd to the Leuchar Veterans Carry On Up The Khyber game.
Overall it was an enjoyable show and my buys were some unpainted excellent Napoleonic Austrian Artillery from Eagle Figures and movement trays from Martin at Warbases.  My oldest opponent Dave Douglas was presented with the Lifetime Achievement Award to Scottish Wargaming - we started gaming 52 years ago when we were at school together!
Most of my show photos are below. 

Our team a game with a canal - 2nd Best PP.  Trophy is for our win at Forfar but presented at Kirrie.

Iron Brigade - Napoleonic Russians Vs Prussians

Stalingrad Barrikady factory

Stalingrad Barrikady factory - hero with Molotov cocktail

WOTR by Dave Imrie - To The Strongest without squares!

WOTR by Dave Imrie - command

Rhodesian Bush War by East Neuk Irregulars - 3rd best PP

Leuchars - Carry on Up the Khyber - Best PP

PP game

More PP

Wednesday, October 31, 2018


As you will see from the reports in the blog I am an enthusiast for the Black Powder rules. I find them simple and fun to play. But a few issues have appeared in our games including a recent BP2 test game. These are my house rules updated for Black Powder 2 as some of my earlier 1st edition House Rules have been superseded by the new rules.
At the end I have some notes on commonly forgotten rules and important clarifications.



This comes from the WSS “& Blenheim” rule modifications by Ian Hopping available on the Yahoo BP Forum. We have used this revised turn sequence in all our games for many years and it seems to work well. It prevents the often complained issue of units making double or treble moves and firing at their enemy at short range when the enemy has not been able to fire. It also gives unit’s a chance to exploit the effect of their shooting by charging units that may have become shaken or disordered. As an example it allows shooting to disorganise or shake squares which can then be charged by cavalry in the command phase.  This version is my extended text of the original.  Importantly no new phases have been added to the game turn.

Initiative Phase

Declare and undertake initiative movement – there is no change to the basic rules for this.

Optional: 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. Counterchargers move to meet their chargers as usual.

Firing Phase

Moving player carries out firing as per the rules.

Optional: 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


The rules allow interpenetration of units at all times. We have debated this at different times as we think this is too free and leads to some very unrealistic tactics. In our recent games we have relaxed this and allowed interpenetration by formed troops but not if a charge is involved. Chargers can interpenetrate their sides skirmishers.


I don’t like the basic rules for moving thru woods in which everyone operates as skirmishers. I prefer that trained skirmishers still have advantages in wooded terrain so the 2 rules we have been using are:

Rule - Formed infantry move at half speed through woods except when moving as the result of a break test when they move full speed.

Rule - Formed infantry 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.


Charging units becoming shaken by closing fire or suffering artillery hits take an Engaged in Combat Break Test.   This is as BP1 was written however this was amended by the FAQ No 18 as below.

Because the best result that cavalry can get from such a test is ‘retire’ this makes it practically impossible for cavalry to charge home onto artillery (they would have to suffer zero casualties from 3 shots per cannon requiring 3+to hit and -2 saves).

Rule - The test for cavalry suffering artillery hits when charging in should be taken using the Shooting results on the Break Test, and not the Hand-to-Hand results as you would for all other cases.


Attack columns get a +1 Morale save against everything other than artillery fire.  The problem here is that nothing defines when this ends in a melee/engagement.  This makes attack columns in ongoing melees suffer low losses compared with their opponents.  Even worse in a recent BP2 French Vs Russian action when it was 2 columns engaged.

A possible solution is taken from Albion Triumphant - if the attack column’s opponent does not Retire or Break in the first round of melee then in subsequent rounds the attack column ceases to get its +1 Morale save.


Some battlefields were noticeably wet for most of the day (Waterloo) or became very wet (Katzbach) and at some there were large areas covered in tall standing crops.  All of this slowed movement.  Due to this all units are limited to a maximum of 2 moves when ordered rather than the normal maximum of 3 moves.

Further Option - If you adopt this do you also change the Order Rolls so even, -1, -2 equal 1 move anything else 2 moves?


There is a new version of the Broken Brigade rule in BP2.  Given that Shaken units count when brigades are being assessed as Broken I think this makes brigades very susceptible to becoming Broken.

My suggestion - a Brigade of more than 2 units is Broken when only 1 of its units remains unbroken.  The others have either Broken or Retired Shaken from the Table.  Once a brigade is declared Broken the rules in BP2 apply to the remaining unit.


These are revised rules for squares which we have used successfully since June 2013.  Now I would use these rules in smaller games as in big games I would go with the standard BP rules.

Rule - 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 optionally 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.


Under the basic rules skirmishers can only charge formed troops who are already engaged in hand to hand combat. Allowing formed troops to move thru woods limit’s the effectives of Indian skirmishers in forest fighting so I suggest the following.

Rule - Indian skirmishers are allowed to charge skirmishers and shaken or disordered formed troops frontally and all troops in the flank or rear.


This is my idea for dealing with SYW/AWI legions which were mixed infantry and cavalry units.

Rule - Treat them as small skirmishing infantry units but give them an extra hand to hand dice, they shoot normally, move as infantry but evade as light cavalry so can evade cavalry and they have a cavalry evade move of 12" at 66% scale.

This rule is for small Legions eg Light Horse Harry Lee's or Pulaski's Legion. Larger Legions like Tarleton's was big enough to be split into distinct infantry and cavalry units.


The only extra formation that I suggest using.  The 4 deep infantry line allowed the British and Allied troops under Wellington at Waterloo to form up on the restricted battlefield.  It looks like an attack column i.e. 3 bases wide and 2 bases deep - but isn’t an attack column.  A unit in 4 deep line reduces its Hand to Hand  and Shooting values by 1.  It does not count as being in column so does not suffer a +1 to being shot by artillery.


We have often played games using the 66% version of the movement and the ranges. In these games we agree that though ranges and moves were decreased that given the physical size of the 28mm units that

Command radius is standard 12”

Support distance is standard 6”

Proximity distance is standard 12"

However we reduce Initiative distance to 8"



This is taken from HAIL CAESAR. Useful for applying to militia - the problem with poorly trained troops is keeping them organised in action.  Value can be modified eg 2+ to 5+.   I would combine with Unreliable for militia units.

Levy Useful Rule - Unit must roll 4+ to remove disorder at the end of its turn.


I used to give Russian Napoleonic infantry the Steady useful rule as suggested in the rulebook. However there is no risk of failure in the first break test with Steady which I think makes it too powerful a useful rule with units surviving in quite impossible situations. Some uncertainty is required. My solution is to use a version of Valiant but amended so that the unit can only reroll the first break test it makes rather than the first test it fails.

Stoic Useful Rule - Unit can reroll the first break test it makes.


This rule applies to the famously uncontrollable British heavy Cavalry at Waterloo.  They get a +1 to a Charge Order, have a Ferocious Charge (Page 101) and must make a sweeping advance or advance upon the retiring enemy even if this takes them of the table.  They suffer a +2 to their command rule when dicing to return. 

This is from Albion Triumphant


Page 29 ORDERS – Not stating an order before rolling command dice is a Failed Order and a Blunder.

Page 31 COMMAND BONUSES AND PENALTIES - No command rating can be modified to more than 10 or less than 5.

Page 69 MORALE SAVES - Once a defender has lost a round of combat they no longer get cover saves. As an example normal troops Morale Save drops in a BUA from a 2+ to a 4+.

Page 80 UNITS THAT HOLD THEIR GROUND - Units struck in flank or rear which hold their ground after a round of the combat turn to face their opponent and automatically become disordered.



This is taken from a clarification by BP author Rick Priestly on the Yahoo BP Forum.

Once an enemy is within proximity distance a unit cannot move to its flank. It can only move forwards or backwards within its front and rear quarters; it cannot shuffle sideways. This does not prevent a unit turning to face so long as it remains within its front or rear quarter.

For example: - with enemy to the flank within 12 inches you could turn to face the threat just by turning through 90 degrees about your centre - or wheeling forward or back; and having done that you could (assuming you have more command moves) move towards the enemy.

Units making a charge order have to fulfil their order in the most direct way possible - which could be a turn to bring the enemy within the unit's front followed by a charge move. At least two moves would be required in this example.


At the end of each side’s turn all that side’s disorder markers are removed apart from units still engaged in combat and units from broken brigades and those that have undertaken a Disorderly Retreat this turn..


The Rules As Written can make BUAs seem like mini Hougoumonts.  At the start of games you should consider making a judgment about the strength of BUAs before the game begins based on their historical effect or on the effect you want them to have in a made up situation.

First off decide is the BUA is composed of mostly wooden structures or is more substantial. Based on that make the cover save either +1 or +2. Then don't automatically go with the default +3 support value for a Standard unit in a BUA. Make a conscious decision whether this should be +1, +2 or +3 (the BUA still cannot be supported by other units as is normal). Finally decide whether the 'ignore all break test results except Break' rule should apply on not.

By using all the above variables you can create all kinds of different strength villages and towns. It becomes easy to get those see saw results that happened so often in Napoleonic battles. No new rules mechanics are required, just a selective application of the rules already available.

Friday, October 19, 2018


A general comment BP2 is better written, with more detail and much better layout than BP1.  You will see from the number of rules that I thought were changes from version 1 that the greater clarity in the latest version has revealed rules which I an experienced player had been unaware of hitherto.!  Many thanks to John Ewing my helpful proof reader.  

I have also added this post as a permanent page on the blog.

There is only a 1 word change between the QRS from BP2 and BP1 ignoring the error in the new QRS see page 196

Page 25 Artillery - this states that guns have limbers and teams.  See Page 38.  Something to forget! [see page 33 BP1 for similar requirement]

Page 27 Sequence of play- this is unaltered.  Sadly a chance missed to improve the game!

Page 29 Orders – Not stating an order before rolling command dice is a Failed Order and a Blunder. [see page 24 BP1 for identical rule]

Page 29 Orders – command Test results as now.

                Further Rules about Orders – Good explanation

Page 30 A Few Words about Charge Orders – clarifies charge orders very well.

Still allows units to charge opponents they cannot see.  But also see Page 60

Page 32 Blunders – these are now an Optional rule. [page 29 BP1 for same option]

Page 32 The General – A General or one of his ADCs accompanying a Brigade can give 1 command reroll a turn to a Brigade commander.

Page 33 Initiative Orders – Disorderly Retreats get a first mention see Page 51 for more.

Page 34 Free Moves – A blunder cancels any Free Moves by units concerned [p30 BP1]

Troops evading also get a Free Move

Page 35 Troops that leave the Table and Orders – returning units are placed where they left the table and cannot make any more movement that turn.  [p32 BP1]

Page 37 Interpenetration – as before

Page 38 Moving Artillery by Horse – Limbers and teams are required to move artillery by horse.  As I said at Page 35 this is something to forget.  I cannot afford that many limbers and teams for my armies. [p 33 BP1]

Siege artillery takes 2 moves to limber/unlimber. [p 33 BP1]

Page 41 Woods – movement thru woods is as before i.e. form skirmish order. Sadly did not take chance to change to go for a better system e.g. as set out in Glory Hallelujah! 

Page 49 Shoot – skirmishers no longer get a +1 to hit their target.

Page 49 Morale Saves – table of Morale Dice modifiers is the Command Dice modifiers.  What!  However the QRS at back of the rules is correct!

Page 51 Disorderly Retreats – A disordered unit may retire 1 move under Initiative.  Its disorder is not removed at the end of its turn – it continues to be disordered until the end of its following turn unless it makes a further Disorderly Retreat.  Note this is more complicated than the rule in Pike & Shot which is a simple retire move.  This needs some form of marker - possibly give them two disorder markers?

Page 53 Enfiladed Targets – Instead of doubling their dice firers now reroll their misses.  Marching columns are automatically enfiladed if shot at thru their front or rear quarter.  Guns do not enfilade at long range. [p49 BP1 same Marching Column rule]

Page 53 Skirmishers – if a full unit of skirmishers cannot see their target then their number of are reduced proportionately. [p 51 BP1]

Page 54 Closing Fire – Charging units becoming shaken by closing fire or suffering artillery hits take an Engaged in Combat Break Test.   This is as BP1 as written however this was amended by the FAQ No 18 as below.

The Quick Reference Sheet (QRS) states that a break test is required for units suffering artillery casualties from closing fire (b. Test if Shaken or suffering artillery casualties from closing fire). Because the best result that cavalry can get from such a test is ‘retire’ this makes it practically impossible for cavalry to charge home onto artillery (they would have to suffer zero casualties from 3 shots per cannon requiring 3+to hit and -2 saves).

This is a case of a rule being added a little late in the day and not quite being explained properly. Originally we had things arranged so that only Shaken units tested – and this works well enough. After a while we felt that units taking artillery casualties on the way in – but not being Shaken – should also have to test their resolve to see if they charged home. What we failed to make clear is that this test should be taken using the Shooting results on the Break Test, and not the Hand-to-Hand results as you would for a Shaken unit. August 2010

I am assuming that this is Forgotten Again and not an actual rule change!

Page 55 Traversing Targets – this is simplified into 1 type of traversing fire rather than the 2 that were in BP1.

Page 56 Shooting at Skirmishers – Artillery can fire thru skirmishers over 12” away at targets behind them which are not counted as Not Clear.  If the skirmishers are within 12” they apply the Not Clear factor to the target behind them.

Page 60 Measuring the Charge – Clarifies that only the final move to contact the enemy is a Charge Move.  If the units leader cannot see the target at the start of this Charge Move it cannot Charge. [see p 56&57 BP1 for similar rule]

Effect on Counter-charging see question on page 66

Page 60 Position the Charging Unit – Fully clarifies that the front of the enemy to be contacted is the front a charger was facing at the start of their turn not move.  All of this is simplified. [p58 BP1]

Page 62 How many units can contact – Only 1 onto each facing of the enemy unit.  The only exception is 2 small units charging the front or rear of a large unit.  This needs some clarification as the rules talk about a 2nd small unit charging  when another small unit is engaged.  Does this mean in the same turn or in a later turn?

When a friendly tiny unit or gun is engaged in melee against an enemy unit a friendly unit can charge into the same facing.  This will be a very rare event.

Page 62 Charging More than One Unit at once – clarified  in the diagrams.

Page 65 Turn to Face – Disordered Marauder cavalry can turn to face a charge.

Page 66 Evade – new system using command rolls to evade and if chargers contact evaders are destroyed.  Disordered Marauders can Evade see Page 103

Page 66 Cavalry Counter-Charge – Confused working refers to both sides Counter- Charging.  Question - Is a Counter–Charge only declared when the charger gets to declare his final Charge move?

Page 70 Supports – added a new restriction on supports.  A unit cannot be supported from any quarter if there is a combat engagement taking place in that quarter and within 6”.  Interesting Change – people will miss this!

Page 72 Draws – why did they not amend the vague “Units that are already shaken”.  The “already” is erroneous here!

Page 72 Advance Upon the Retiring Enemy – this is a new option for Victorious units.  It allows a unit which has won a melee to keep in contact with a retiring enemy even if they are shaken or disordered.  The melee continues next turn with the advancing unit counting as the winner of the previous round.  This is taken from Hail Caesar.

Page 75 Bonus attacks from Commanders – suggests an attached level 8+ commander can give an extra dice to a unit.  A few can be better.

Page 78 Tests for supporting Units – infantry and cavalry ignore breaking artillery or tiny units unless they are tiny themselves. [p71 BP1 has same rule]

Page 83-85  Victory and Broken Brigades/Army  – Much improved system for Broken Brigades and Units in Broken brigades.  I would possibly use this now.  To be honest in BP1 we ignored the equivalent rule treating it as Optional.

Page 89 Units with the ‘Form SquareSpecial Rule – I think this question is a hangover from BP1 does a unit that rolls double 1 and fails to form Square get to shoot?

Page 95 Rockets – Amended rules for this wayward weapon.

Page 98 Shooting from a Building – No penalties for shooting at Skirmishers or Artillery in buildings.  New rules for assigning casualties on multiple units in buildings.

Page 98 Fighting from a Building – usually only a single unit can engage each side of a building as per normal contact rules on units.

Page 99  Tall Buildings – rules now cover tall buildings.

Page 98 Setting Buildings on Fire – units can now attempt to set unoccupied buildings on fire!

Page 103 Mounted Infantry – New Useful rule

Page 104 Poor Shooters – New Useful rule

Page 104 Steady – they have kept the Steady Rule which I never liked as I preferred my own Stoic Rule to allow a reroll for a first Break Test rather than Steady’s automatic pass.

Page 108 Useful Rules for Commanders – this simpler voluntary system replaces the previous 3 Personal Quality ratings for commanders which most players I understand never used.

Page 110 Rules for Generals – some optional ideas for higher ranking commanders

Page 111 General with ADCs – some optional ideas for a role for ADCs of higher ranking commanders.  This is extra to Page 32.

Page 196 QRS – Tactical modifiers for enfilading infantry and artillery is the BP1 rule i.e. shoot double dice – it has not been updated for the new reroll rule.

Sunday, October 14, 2018


This Saturday I went to Forfar to attend SKELP the Angus Wargames Club’s annual show.  SKELP is a small show but It has all you expect from a show - demonstration and public participation games, trade stands, a painting competition (with trophies and prizes), a bring and buy sale, raffle, and catering.

Myself, Ray Neal and Tim Watson presented the Gothenburg Gamers PP game which was my 75mm Wild West gunfight game using Playmobil figures and scenery.  It is 100% plastic and nothing was painted!  
There were some nice looking games at the show.  It was a good enjoyable day meeting fellow enthusiasts.  The time went very quickly for me speaking to people about the game and explaining the very simplified version of Legends of the Old West rules that we were using to the junior players and their parents.  We got thru 5 games at the show – a record I think for one of our PP games.
To make the day perfect we won the trophy for best PP game!  Some photos of our game.  All my photos from the show on flickr at

Sheriff  Duke defends the jailhouse

The Outlaw gang attacking the jail -  some truly appalling shooting!

The posses - Texas Rangers, Cowboys, Outlaws and the Lawmen

Happy parent and players

Boy in red top about to whup his dad!

Someone finally decides to get to a roof top - note someone carrying big crate below

Helped by his gang and a big stick of dynamite Pink Bob escapes from jail.

Tuesday, October 2, 2018


Last week I was at the SESWC for the AWI Battle of Guilford Courthouse.  I revised the OB and troop ratings from our last attempt at this action.  Angus Konstam supplied the bulk of the figures.  I only provided 2 militia battalions.  The two of us plus the club provided the terrain.

The British attempted a concentrated attack on the Patriot left wing.  Things did not go well for them from the beginning as their first command rolls were poor whilst the Patriots were able to move their forces including the unreliable militia to concentrate on their left.  After a long struggle in the woods neither side had lost a vital brigade so I declared the battle a draw.

Angus has a detailed account of the game play on his blog at

My camera ran out of power after the first shot so 4 of these photos are courtesy of Campbell Hardie. 

The first 2 Patriot lines

First line militia and artillery

Aerial view showing British breakthrough on the Patriot right

Patriot 2nd line militia hold firm

British initial deployment - my only photo
Here is the OB, game specific rules and troop ratings.   Infantry units of 24 figures are large sized, units of 20 figures are standard sized and 12 figure units are small.

British Forces
C-in-C Lieutenant-General Charles, Lord Cornwallis 9

Major-General Leslie 8
71st Foot (2nd Battalion)                          unit of 20 figures
Von Bose Regiment (Hessians)               unit of 20 figures
North Carolina Loyalists                           unit of 12 figures
Jaegers (Hessians) Lt Infantry                  unit of 12 figures

Lieutenant-Colonel Webster 9
23rd Foot                                                  unit of 20 figures
33rd Foot                                                  unit of 20 figures
Foot Guard detached Light Infantry          unit of 12 figures
Royal Artillery Detachment                       2 guns

Colonel O’Hara 8
1st Battalion, Foot Guards                         unit of 20 figures
2nd Battalion, Foot Guards                        unit of 20 figures
Guard Grenadier detachment                    unit of 12 figures

Reserves - Lieutenant Colonel Tarleton 8
British Legion (Dragoons)                          2 units of 8 figures

American Forces
C-in-C Major-General Nathaniel Greene 8

American First Line
Brigadier-General Butler 7
North Carolina Militia Brigade                   2 units of 20 figures
Lynch’s Virginia Rifles                               unit of 12 figures
Washington’s 1st/3rd Cont Dragoons       unit of 8 figures
1st Continental Artillery Detachment        1 gun

Brigadier-General Eaton 7
North Carolina Militia Brigade                   2 units of 20 figures
Campbell’s Virginia Rifles                         unit of 12 figures
Lee’s Legion Foot & Horse                       Mixed unit of 12 figures

American Second Line
Brigadier-General Lawson 7
Virginia Militia Brigade                                2 units of 20 figures

Brigadier-General Steven’s 7
Virginia Militia Brigade                                2 units of 20 figures

American Third Line
Brigadier-General Huger 8
4th & 5th Virginia Regiment                         2 units of 24 figures
1st Continental Artillery Detachment          1 gun

Colonel Williams 8
1st & 2nd Maryland Regiment                     2 units of 24 figures

GCH – Game Rule Modifications

Use 100% movement rates and ranges


Movement through woods for formed troops is limited to 2 moves.

Skirmishers move at full speed through woods.

Artillery cannot move through woods.

Troops in woods get +1 morale save to shooting except when charging.

Formed troops in woods are a clear target.

Troops lining fences get advantage from +1 Morale save to shooting.


Virginia Rifles (small) Rifle 4 2 4+ 2 Skirmish, marauders
Continental Line (Large) Musket 7 3 4+ 4
Militia Virginia Musket 5 3 5+ 3 Unreliable, Levy 4+
Militia Nth Carolina Musket 5 3 5+ 2 Unreliable, Wavering
Levy 4+
Cavalry (small) -- 4 -- 4+ 2 Marauder
Lee's Legion (small) Musket 5 2 4+ 2 Legion, Skirmish, Marauders
Artillery smoothbore 1 3-2-1 4+ 2 --
Legion Treat as small skirmishing infantry units but have an extra hand to hand dice,
 they shoot normally, move as infantry but evade as light cavalry
Levy X Need to roll of Disorder with X+
Marauders Ignore distance penalty when given orders
Skirmish Can adopt skirmish formation
Unreliable No move on equal command roll
Wavering Break test for every hit - shooting and htoh
Guard Infantry Musket 7 3 3+ 4 Stoic, Elite 4+
Ferocious Charge
Guard Grenadiers (small) Musket 5 2 3+ 3 Stoic, Elite 4+
Ferocious Charge
British Line/Highland Inf Musket 6 3 4+ 4 Stoic
Ferocious Charge
Hessian Infantry Musket 6 3 4+ 4
NC Loyalists (small) Musket 4 2 4+ 2
Jaegers (small) Rifle 4 2 4+ 2 Skirmish, Marauders
Lt Inf Skirmishers (small) Musket 4 2 4+ 2 Skirmish, Marauders
Legion Cavalry (small) -- 4 -- 4+ 2 Marauder
Artillery smoothbore 1 3-2-1 4+ 2 --
Elite Can reorder if disordered on roll of 4+
Ferocious Charge Reroll HtoH misses when charging
Marauders Ignore distance penalty when given orders
Skirmish Can adopt skirmish formation
Stoic Ren reroll first break test