I have two armies for the wars in Ireland and having tried a number of different rules that failed, for me, to capture the feel of the period, decided to adapt Black Powder as it seems this set of rules is popular at my club. I know it is not to everyones taste but we have found it does give a good game for a club evening.
Therefore I have come up with some adaptations for Black Powder to allow me to fight the period as well as have some fun. One specific change is not to have supports in melee resolution unless the supporting unit charged with the unit in combat as a support and is capable of threatening the enemy unit in combat.
What follows is my interpretation, which is likely to change over time, using infantry units of three bases of six figures and cavalry squadrons of two bases of three cavalry figures.
Black powder also provides suitable unit stats, or Useful Rules as it says in the book, which allow for different unit capabilities.
BASIC RESTRICTIONS
No double or triple movement within 12” (engagement range) of formed infantry
No movement for die roll greater than command number apart from Raw units for which there will be no movement allowed if the command roll is equal to or greater than the command rating of the commander.
No movement for die roll greater than command number apart from Raw units for which there will be no movement allowed if the command roll is equal to or greater than the command rating of the commander.
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.
Platoon firing infantry will get the First Fire bonus only on the first turn of firing, as after that point, with all the chaos of battle and smoke, any firing is likely to become more ragged thus any bonus will be lost.
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
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
Move distances | ||||
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 | |
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) | +1 |
Square vs cavalry | +3 |
Per flank support (charging with chargers and threatening enemy in combat) | +1 |
Occupying buildings (size) | 1-3 |
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 | First Fire Reliable Steady |
British Infantry | Line | Platoon firers | 6 | 3 | 4+ | 3 | First Fire Reliable Steady |
Dutch Guards | Guards | Platoon firers | 7 | 3 | 3+ | 4 | First Fire Crack Reliable Steady Elite |
Dutch, Danish Infantry | Line | Platoon firers | 6 | 3 | 4+ | 3 | First Fire 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.
1 comments:
Interesting interpretation, I like the constraint on interpenetration, where the existing rules allow some really stupid things to happen at times.
Cavalry seems weak in HtH - any particular reason?
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