• Home
  • Webstore
  • News Archive
  • Events Calendar
  • Contact Us
  • Forum
Warlord Games Statement
Back to homepage

Advanced search
  • Board index ‹ Black Powder ‹ Black Powder General Discussion
  • Change font size
  • Print view
  • FAQ
  • Register
  • Login

help gratefully accepted

Gentlemanly discourse about our Horse & musket rules. Pass the port, sir…
Post a reply
Previous topic • Next topic • 4 posts • Page 1 of 1

help gratefully accepted

Postby grecian1959 » Wed Jan 18, 2012 12:28 pm

getting back into BP and wondering if there are any Errata/FAQ sheets about for both BP and HC .
#Do you guys put any concept of time on battle turns so if doing a historical battle for example it moves along.
#If you get double or triple moves DO you HAVE to move the full or can you ignore the result and move a single move or not at all?



Thanks Peter
afghan quote;"you westerners have watches,we have time."
User avatar
grecian1959
Centurion
 
Posts: 343
Joined: Mon Dec 15, 2008 2:47 pm
Location: cork ireland
Top

Re: help gratefully accepted

Postby Big Al » Wed Jan 18, 2012 1:04 pm

The FAQ is here

http://www.warlordgames.com/7405/update ... der-faq-2/

I haven't done anything with regard to time scales, just played the game to its conclusion, however many turns that might be. Normally 6 to 8 turns. Haven't said anything like "Turn three is 4pm" or anything.

Regarding the number of moves you get from the dice roll and how many you actually move totally depends on the order you give and how you have worded it. If you just give a general order to advance and roll 3 on the dice, then your units must move the full three moves and cannot initiate combat with any enemy they may come across. If you give the same order but put in specifics like "Move to the tree stump" , then with the same dice roll you will move your units to the tree stump. If that tree stump is only 9inches away, then that is all you move and not the full 36 inches. If you don't want your unit to move at all, don't give them an order, or order them to change formation if that is all you want. They must follow your order to the letter, so you must be specific.
Image Look! This is an empty jeep!!
User avatar
Big Al
Imperator
 
Posts: 3573
Joined: Sat Jan 10, 2009 5:24 am
Location: Rotherham, England
Top

Re: help gratefully accepted

Postby CplJohn » Wed Jan 18, 2012 8:01 pm

Big Al has it spot on here.

Give the order ( and be clear about it ) then roll the dice. I have seen players give the order to "charge the enemy" needing at least two moves to contact and then only getting enough for one move- not enough to contact which but close enough to be destroyed by the enemies musketry in the next turn!

This is what makes Black Powder so much fun! However, make sure your players are clear about what their orders are. Mumbled or confused orders should be challanged and the players asked again what it is he wants his troops to do BEFORE he rolls the dice.

:D
CplJohn
Legionary
 
Posts: 60
Joined: Fri Aug 05, 2011 8:13 pm
Top

Re: help gratefully accepted

Postby Alan Charlesworth » Wed Jan 18, 2012 10:37 pm

I have only done a few historical refights (most of my games are made up scenarios).

When doing the historicals I used either a 20 or 30 minute time segment per turn depending on the length of the real battle i.e. 20 minutes per turn for shorter engagements and 30 minute turns for longer battles. This worked OK, but my sample of games using this is in single figures. I would be interested in feedback from anyone else who has tried to use an estimated turn time frame in this context?
User avatar
Alan Charlesworth
Primus Pilus
 
Posts: 564
Joined: Mon Jan 09, 2012 1:15 am
Top


Post a reply
4 posts • Page 1 of 1

Return to Black Powder General Discussion

Who is online

Users browsing this forum: armchairsaxon and 1 guest

  • Board index
  • The team • Delete all board cookies • All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group