BLACK POWDER 2 (BP2) HOUSE RULES FOR AB1 LEIPZIG APRIL 2019


There are a very limited number of BP2 house rules for the AB1 LEIPZIG game. In addition, at the end of this document are some notes on commonly forgotten rules and some helpful clarifications plus the ratings of buildings.  The most significant House Rule  is the Modified Sequence of Play which we have used in our games for many years.


TABLE OF CONTENTS

HOUSE RULES. 1

TACTICAL COMMAND.. 1

MODIFIED SEQUENCE OF PLAY. 2

ORDERS. 2

INTERPENETRATION.. 2

WOODS. 3

ATTACK COLUMNS – MORALE SAVES. 3

CLOSING FIRE BREAK TESTS. 3

BROKEN BRIGADE RULE. 3

HOWITZERS. 3

GAME SPECIFIC USEFUL RULES. 5

STOIC USEFUL RULE. 5

FEROCIOUS CHARGE (modified). 5

TOUGH FIGHTERS (modified). 5

OFTEN FORGOTTEN RULES. 5

RULE CLARIFICATIONS. 6

THE PROXIMITY RULE. 6

REMOVING DISORDER. 6

BUILT UP AREAS (BUAs). 6






In this game we are representing each historical division by a BP brigade.  The allies in particular largely deployed their forces in mixed nationality columns often ignoring completely any Corps organisation.   So we will do the same and only use 2 command levels. ..

Each player is represented on the table by a command stand which is treated as a ‘General’ in the BP2 rules.  They can command any units in their assigned brigades and give one of their brigadiers a reroll once per turn if within 12”.

The Player characters are the only command figures allowed to attempt a Follow Me Order. The default command rating for commanders is 8, unless specifically notified.

Higher level Army type command is only represented for the allocation of reserves and higher level planning if there is any.




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




Not stating an order before rolling command dice is a Failed Order and a Blunder.  This may be deemed to be somewhat harsh in what is intended to be a friendly wargaming experience.  So new version below:

Rule:  Not stating an order before rolling command dice should be politely pointed out to your opponent and they should restate their orders and reroll their command dice.

We expect the game to be played in a participative, friendly and polite manner.




The rules allow interpenetration of units at all times. We will continue this with one nuance.

Rule - Interpenetration by formed troops of formed troops is allowed but not if a charge is involved. Charging infantry can interpenetrate their own skirmishers.




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.




Attack columns get a +1 Morale save against everything other than artillery fire.  This needs a limit and a variant of the ‘Albion Triumphant’ rule is adopted.

Rule - if the attack column’s opponent does not Retire or Break in the first round of melee then in subsequent rounds of the melee the attack column ceases to get its +1 Morale save.




Charging units becoming shaken by closing fire or suffering artillery hits take an Engaged in Combat Break Test.  In BP2 this is the same as BP1 however this was amended by the FAQ No 18.

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 unit requiring 3+to hit and -2 saves).

Rule - The test for cavalry when charging home should be taken using the Shooting results on the Break Test table, and not the Hand-to-Hand results as you would for infantry.




There is a revised 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. There is a slight tweak, therefore.

Rule – an infantry or cavalry brigade of more than 2 units is Broken when only 1 of its units (not guns) 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.




How do we represent Howitzers in BP2

This is simple when a historic battery consists only of cannons or howitzers.  As an example Captain Bull’s battery at Waterloo was composed only of howitzers so the howitzer model representing the battery always fires as a howitzer. 

However the vast majority of artillery batteries, foot and horse, consisted of a mix of cannons and howitzers.  These batteries are represented on the table top by a mix of cannon and howitzer models.  These batteries fire as a cannon except a unit represented by a howitzer model can choose to fire as a howitzer at a building.  This gives that unit a chance of setting the building on fire.

Given the size of the table we are using the maximum range of Howitzers is increased to 48” the same as Field artillery.

 GAME SPECIFIC USEFUL RULES





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

This applies only to Old Guard infantry and Russian infantry.




Rule - Units with ferocious charge can reroll their misses in their first charge or counter-charge.

Applies to British Heavy Cavalry (as part of GALLOP AT ANYTHING) and KGL Cavalry in TGG.




Rule - Units with tough fighters can reroll 1 miss in their first engagement.

This applies to Prussian infantry in TGG.




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 hand to hand 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 hand to hand 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.




Leiberkolwitz is treated as a +3 building for deemed supports - or just leave it as a +2.

All other buildings are  +2 buildings for deemed supports.

The ‘Ignore all results except Break' rule applies (P. 99).

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