Again, using Black Powder as a base, one of our members has comeup with the following amendments to allow Black Powder to be used for the Italian Wars, with big units.
What we must realise is that these are still in the process of being tested and thus are not final versions but please feel free to give them a go.
The Great Italian Wars
Command dice
Exceed command on 2D6 and movement is restricted to 50% of standard move
A roll equal to or one below the command entitles the unit(s) to move 100% of standard move
A roll of 2 or more under the command entitles the unit to(s) to move 150% of standard move
Once within 12 “ of enemy all moves are subject to initiative no die rolls and all moves are 100% of standard
No interpenetration is allowed through a pike block, units will flow around a pike block. If that is impossible the unit will become disordered and will make its way to the rear of the pike block in a state of disarray, and will need to be rallied by a brigade commander
.
Orders may be given to brigades or individual units. Should a unit be asked to include any other movement than moving forward it must be given an individual order.
Units and Stamina | Tiny | Small | Standard | Large | Extra Large |
| Less than 10 | 11 to 20 | 21 to 40 | 41 to 60 | 60+ |
| | | | | |
Elite | 3 | 4 | 5 | 6 | 7 |
Trained | 2 | 3 | 4 | 5 | 6 |
Militia | 1 | 2 | 3 | 4 | 5 |
COMMAND MODIFIERS |
Per 8” distance from commander to unit | -1 |
Enemy unit within 8” of unit receiving order | -1 |
Column, limbered artillery | +1 |
Column, limbered artillery on road or track | +2 |
| |
Movement | Elite | Trained | Militia |
Pike block | 8” | 7” | 6” |
Skirmishers | 10” | 9” | 8” |
Gendarmes | 15” | 14” | |
Light Cavalry | 18” | 17” | 16” |
Commanders on foot | 12” | | |
Commanders mounted | 18” | | |
SHOOTING |
Ranges |
X-bow | 8” |
Arquebus | 8” |
| |
Light artillery | 24”/12”/6”” |
Heavy Artillery | 36”/18”/9” |
| |
Shooting to hit modifiers |
Artillery shooting at column or square | +1 |
Close range (4”), closing fire, skirmishers | +1 |
Shooters Shaken or Disordered | -1 |
Target skirmishers, deployed artillery or Not Clear | -1 |
Artillery at over half range | -1 |
Cannon shooting overhead | -1 |
| |
Size modifiers |
Extra Large Unit | +2 dice shooting | +3 combat |
Large Unit | +1 dice shooting | +2 combat |
Small Unit | -1 dice shooting | -2 combat |
Tiny Unit | 1 dice only shooting | 1 dice only combat |
| |
Tactical modifiers |
Enfilading infantry | Shoot X2 dice |
Enfilading artillery | Shoot X2 dice |
| | | | | |
MORALE |
Save modifiers |
Infantry in column unless hit by artillery | +1 |
Target within woods, hedgerows or similar (light cover) | +1 |
Target within buildings/fortifications (heavy cover) | +2 |
Hit by artillery fire at long range | -1 |
Hit by artillery at medium or close range | -2 |
Target in melee with mounted includes pikes | +1 |
MELEE |
Combat to hit modifiers |
Charging | +1 |
Won last round of combat | +1 |
Pike advantage (First round of melee) | +1 |
Shaken or disordered | -1 |
Skirmishers | -1 |
Engaged to flank or rear | -1 |
| |
Combat result modifiers |
Threat to exposed flank | -1 |
Threat to exposed rear | -2 |
Pike block vs. cavalry | +3 |
| |
Occupying buildings | +2 |
| |
Period Rules
All guns are laid and may not be moved once the combat commences
Pike block are always in column, they may not move 90 degrees to left or right, but may wheel at a cost of 50% of movement
All other troops are always in line
Swiss have no Brigade commander each pike block, and its skirmishers is autonomous
Move Modifiers
Woods Skirmishers only and at 50% of normal rate
Rough Ground Skirmishers 100%, all others at 50%
Crossing and obstacle 50% penalty
Entering a building 50% penalty
UNIT STATS
Unit | Type | | Melee | Shooting | Morale | Special |
French Gendarmes | Elite | Lance | 7 | 0 | 3+ | Rash
Pike advantage
Elite
Lance
Brave
Determined charge |
French Archers | Trained | Lance | 6 | 0 | 4+ | Lance |
French X-bow | Trained | X-bow | 2 | 3 | 4+ | |
French Pike | Militia | Pike | 6 | 0 | 5+ | Pike advantage
Lance |
Venetian Gendarmes | Trained | Lance | 6 | 0 | 4+ | Lance |
Venetian Arquebus | Militia | Arquebus | 1 | 2 | 5+ | |
Venetian Pike | Militia | Pike | 6 | 0 | 5+ | Lance |
Swiss pike | Elite | Pike | 7 | 0 | 3+ | Rash
Hatred
Elite
Lance
Brave
Determined Charge |
Swiss Arquebus | Trained | Arquebus | 2 | 3 | 4+ | |
Black Band Arquebus | Elite | Arquebus | 2 | 3 | 3+ | Elite
Brave |
Mtd Black Band Arquebus | Trained | Arquebus | 1 | 2 | 4+ | |
Spanish Genetes | Trained | Javelin | 3 | 0 | 4+ | Marauders |
Stradiots | Trained | Javelin | 3 | 0 | 4+ | Marauders |
Milanese Gendarmes | Trained | Lance | 6 | 0 | 4+ | Lance |
Milanese X-bow | Militia | X-bow | 1 | 2 | 5+ | |
Spanish Arquebus | Elite | Arquebus | 2 | 3 | 3+ | Elite
Reliable
Brave
Steady |
Spanish Pike | Elite | Pike | 7 | 0 | 3+ | Pike advantage
Elite
Lance
Reliable
Brave
Steady |
Landsknecht Arquebus | Trained | Arquebus | 1 | 3 | 4+ | |
Landsknecht Pike | Trained | Pike | 6 | 0 | 4+ | Hatred
Pike advantage
Lance |
Spanish Gendarmes | Trained | Lance | 6 | 0 | 4+ | Lance |
Imperial Gendarmes | Trained | Lance | 6 | 0 | 4+ | Lance |
Rash | If the unit wins a melee only a throw of 5 or 6 on a D6 will prevent them from automatically going on a sweeping advance |
Hatred | When engagement between Swiss and Landsknecht neither side will give way therefore no side will break from a melee until it has lost 3 consecutive rounds |
Pike advantage | Cannot be attacked by horse if in good order to front |
Elite | At start of command if disordered roll D6 and remove if 4+ |
Lance | On Charge -1 morale against cavalry and -2 against infantry |
Reliable | +1 Command |
Brave | Shaken units rally on 4+ if more than 12 “ from enemy |
Steady | Pass first break test automatically |
Determined charge | Must charge where able to do so |
Marauders | Ignore distance modifier for command |
Biocca specifics
The earthworks represent a major obstacle and the attacking troops when they reach the sunken road and the earthworks must roll a D10 to see if they can succeed in crossing both obstacles.
On a roll of a D10 on a roll of 1 or 2 the assailants will have breached the obstacle and will be at the top of the earthworks
If not they are to remain at the base of the sunken road
Whilst at the base of the earthworks the artillery may fire at them at point blank range as the earthworks were configured to allow the sunken road to be enfiladed