Tuesday, 17 May 2011

Black Powder for the English Civil War

The English Civil War

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 StaminaTinySmallStandard
Less than 1011 to 2021 to 40
Elite345
Trained234
Raw123

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

MovementEliteTrainedRaw
Pike block8”7”6”
Skirmishers10”9”8”
Cavalry : Galloper15”14”12”
Cavarly: Trotter13”12”11”
Commanders on foot12”
Commanders mounted18”
Medium guns
Light guns

SHOOTING
Ranges
Matchlock12”
Light artillery20”/10”/4”
Medium artillery24”/12”/6””
Heavy Artillery36”/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 infantryShoot X2 dice
Enfilading artilleryShoot 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

UnitMeleeShootingMoraleSpecial
Pike604+Hedgehog

First Fire
Musket234+
Horse514+Royalist Horse : Rash
Dragoon234+Marauders
Artillery13-2-13+

RashIf 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
HedgehogCannot be attacked by horse if in good order to front
EliteAt start of command if disordered roll D6 and remove if 4+
LanceOn Charge -1 morale against cavalry and -2 against infantry
Reliable+1 Command
BraveShaken units rally on 4+ if more than 12 “ from enemy
SteadyPass first break test automatically
Determined chargeMust charge where able to do so
MaraudersIgnore distance modifier for command
First Fire+1 first volley

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