The major difference from standard Black Powder is that the three elements the pike and the two sleeves of shot are able to operate as individual units to achieve common goals, So the sleeves may elect individual targets, and the movement of all three is as required to achieve a new configuration. The individual elements also are treated separately for combat but as a unit for morale purposes.
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 |
Less than 10 | 11 to 20 | 21 to 40 | |
Elite | 3 | 4 | 5 |
Trained | 2 | 3 | 4 |
Raw | 1 | 2 | 3 |
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 | Raw |
Pike block | 8” | 7” | 6” |
Skirmishers | 10” | 9” | 8” |
Cavalry : Galloper | 15” | 14” | 12” |
Cavarly: Trotter | 13” | 12” | 11” |
Commanders on foot | 12” | ||
Commanders mounted | 18” | ||
Medium guns | |||
Light guns |
SHOOTING | |||
Ranges | |||
Matchlock | 12” | ||
Light artillery | 20”/10”/4” | ||
Medium artillery | 24”/12”/6”” | ||
Heavy Artillery | 36”/18”/9” | ||
Shooting to hit modifiers | |||
Artillery shooting at column or square | +1 | ||
Close range (6”), 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 | ||
Artillery which have been laid and protected by gabions | -1 | ||
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
Heavy 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
Infantry must form hedgehog if cavalry within 8”
If disordered infantry must roll 1D6 to see if they form hedgehog or are hit before they can form hedgehog on die rol of 1,2 or 3 Hedgehog formed, on 4 or more the cavalry succeed
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 | Melee | Shooting | Morale | Special |
Pike | 6 | 0 | 4+ | Hedgehog First Fire |
Musket | 2 | 3 | 4+ | |
Horse | 5 | 1 | 4+ | Royalist Horse : Rash |
Dragoon | 2 | 3 | 4+ | Marauders |
Artillery | 1 | 3-2-1 | 3+ |
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 |
Hedgehog | 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 |
First Fire | +1 first volley |