In order to simplify things we chose the same stats for each side so we didn't have too much to remember on our first attempt but that didn't detract from the game in any way.
Thursday, 10 May 2012
Legends of the Old West
In order to simplify things we chose the same stats for each side so we didn't have too much to remember on our first attempt but that didn't detract from the game in any way.
Wednesday, 14 December 2011
Club Christmas game 2011
A couple of months ago whilst perusing the web i came across a set of rules for a canoe race game colonial-canoe-race and added a little extra by way of seasonal chocolate coins.
At the start each player took charge of a canoe and four coins which could be used, once per turn, at any point to add 1XD6 movement, which allowed them, most of the time, to cross the rapids safely. However this was not always the case.
A fun couple of games were had during the evening, along with a couple of beers. The rules worked nicely and were easily understood by all parties. All the coins 'spent' on additional movement dice were then added to the pile of coins which would eventually go to the winner
I'll now post a couple of pictures of the games.
Tuesday, 17 May 2011
Black Powder for 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 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 |
Monday, 16 May 2011
Black Powder for The Italian Wars
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
Black Powder for Glorious Revolution
BASIC RESTRICTIONS
No double or triple movement within 12” (engagement range) of formed infantry
All units get first fire advantage, Platoon firers get the chance to re roll one failed firing die per turn
For a failed command roll raw units may not move at all, , any other units will move 2” for a failed command roll
No voluntary interpenetration is allowed, troops may only flow round friends if there is a gap at least a base width. Any other interpenetration will cause disorder to both units.
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.
Any order requiring a unit to wheel, retrograde or incline must be separate, thus a unit with three orders may move forward for one, wheel for one then move forward once more. Thus each manoeuvre will require a separate order.
| SIZE OF UNITS | ||||
| Type of troops | Standard size | Large | Small | Tiny |
| Infantry | 18 (three bases) | 24+ | 12-18 | 5-6 |
| Cavalry | 6 (two bases) | 9+ | 3 | |
| Artillery | 1 gun and crew | |||
| 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 | ||||
| Command roll -3 or more | Command roll = or -2 | Command roll = or -1 | Charge | |
| Infantry, limbered artillery, wagons | 12” | 8” | 4” | 6” |
| Cavalry, | 22” | 16” | 10” | 18” |
| Manhandled light artillery | 6” | 4” | 2” | - |
| Commmanders on foot | 12” | - | - | - |
| Commanders mounted | 18” | - | - | - |
| SHOOTING | ||||||
| Ranges | ||||||
| Pistols and thrown weapons | 4” | |||||
| Bow and arrow | 8” | |||||
| Muskets | 8” | |||||
| Light artillery | 24”/12”/6”” | |||||
| Artillery | 32”/16”/8” | |||||
| 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 | ||||||
| Large Unit | +1 dice shooting | +2 combat | ||||
| Small Unit | -1 dice shooting | -2 combat | ||||
| Tiny Unit | 1 dice only shooting | 1 dice only combat | ||||
| All musket unit | +1 dice shooting | |||||
| Platoon Firers | May re roll one failed firing die per turn | |||||
| Formation modifiers | ||||||
| Column | May not shoot | Fight 1 dice | ||||
| Square | Shoot 1 dice | Fight 2 dice per face | ||||
| 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 |
| Pikes in unit (first round only) | +1 |
| Shaken or disordered | -1 |
| Skirmishers | -1 |
| Engaged to flank or rear | -1 |
| Combat result modifiers | |
| Support to rear (friendly unit charging with chargers and within 6” of enemy contacted) | +1 |
| Square vs cavalry | +3 |
| Per flank support (charging with chargers and threatening enemy in combat, within 6”) | +1 |
| Occupying buildings (size) | 1-3 |
UNIT STATS
| Unit | Type | Melee | Shooting | Morale | Stamina | Special | |
| Foot Guards | Elite | Rank firers | 7 | 3 | 3+ | 4 | Crack Reliable Steady |
| Veteran British Infantry | Elite | Platoon firers | 6 | 3 | 4+ | 3 | Reliable Steady |
| British Infantry | Line | Platoon firers | 6 | 3 | 4+ | 3 | Reliable Steady |
| Dutch Guards | Guards | Platoon firers | 7 | 3 | 3+ | 4 | Crack Reliable Steady Elite |
| Dutch, Danish Infantry | Line | Platoon firers | 6 | 3 | 4+ | 3 | Reliable Steady |
| French infantry | Line | Rank firers | 6 | 3 | 4+ | 3 | Reliable Steady |
| Old Irish Infantry | Line | Rank firers | 6 | 3 | 4+ | 3 | Reliable Steady |
| Newly raised Irish infantry | Raw | Rank firers | 5 | 2 | 5+ | 2 | Unreliable Freshly Raised |
| Williamite Cavalry | Line | 7 | 1 | 4+ | 3 | Reliable Steady Stubborn | |
| Jacobite, French cavalry | Line | 7 | 1 | 4+ | 3 | Reliable Steady Superbly drilled | |
| First Fire | +1 dice on first shot of battle |
| Crack | Re-roll one failed morale save if you have no casualties already |
| Reliable | +1 command |
| Steady | Passes first break test of the battle |
| Elite | Overcome disorder at start of command on roll of 4+ |
| Tough fighters | Re-roll one missed combat attack |
| Unreliable | No move on equal command roll |
| Stubborn | Re-roll one failed morale save |
| Superbly drilled | Free move if command failed |
| Marauders | Ignore distance modifiers for command |
| Freshly raised | First shot or melee, roll 1XD6 1 Terror-all shots and melee dice require 6 to hit 2-3 Panic- all shots and melee dice require 6 to hit 4-5 Sterling Job-no adverse effects 6 Huzzah-1 extra dice for shooting or melee this turn |
Examples for the Jacobite wars in ireland:
Elite British units would include Senior infantry regiments such as Kirke’s Lambs, Dumbartons (Royal Scots), Footguards and Cavalry Lifeguard.
Guard status would be reserved for the Dutch Gard de Voet and Danish garden til Fods.
The majority of Jacobite regiments in Ireland would be Raw with some of the more senior regiments, such as The Grand Priors Regiment would be Line. Thus for each three raw units one may be line or better.
Friday, 18 March 2011
Black Powder
Recently we have been playing the Black powder rules, published by Warlord Games, for our Napoleonic and ACW games. We have also been looking at using the mechanisms for ECW and Glorious Revolution periods, both Pike and Shot but both different in their own ways.
We have played a couple of ECW games so far with some modifications to the rules and hoping to give the Glorious Revolution a bash using still further modifications.
The rules themselves are robust enough to withstand quite a lot of tinkering and for the Glorious Revolution the alternative unit stats come in useful, such as Untried, Untested and Newly Raised for the Raw units.
With luck we will soon be able to post the modifications here for both periods
Tuesday, 14 September 2010
A few pictures of the game at Colours 2010
Monday, 28 September 2009
teddy Bear fur gaming mat, A series of photos showing the preparation and procedure for a faux fur gaming cloth.
I started by trimming the fur to a more manageable length. I found that for a length this long (it turns out to be 5.5 metres long; something went wrong with the conversion from imperial to metric!) two sessions of about an hour each was sufficient.
Once trimmed you start building up the colour. The important thing is to not be too dark or too thick with the pain;t you want to stain the fur green and not clog it up.
I used about three shades of green building it up in layers.
Once done the fur is quite damp so its best to do it it on a sunny day when you can use the heat of the sun to dry it. I just lay it on the lawn. On a sunny day it dries in about an hour.
Then touch up with some more layers to make it look natural. Trim any remaining tufts and leave to dry again.
In all for a mat of that size it was about 5 hours on and off to complete it.
Because I base my troops on quite large bases I have left the grass quite long and the figures still stand on it. Smaller bases you probably want to trim it lower to ensure they are stable..
Monday, 14 September 2009
Monday, 22 June 2009
Valhalla, Farnborough, June 21st 2009
The game involved William's forces attampting to break through the Jacobite defences but fortune seemed to be with the jacobites on the day as the first roll to determine the commander quality left William's force with a Plodder as a commander and the Jacobites with a Good commander.
This seemed to set the tone of the battle as, eventually, the jacobites managed to stop William's force achieving their goal.
What follows is a series of photos taken through the game.






