I have been messing around with Black powder for ECW for a while now. I tried moving over to Hail Caeser but while some things were better the overall feel feel is better with the original and best. Give them a try
ECW Black Powder (Oliver’s Army)
Basic Stats Infantry Stamina Fire Melee Pike Adv. Morale Special Rules
Regular unit 2:1 (Musket:Pike) 3 3 6 1 5+ Pikes Regular Unit 1:1 3 2 6 2 5+ Pikes Large Unit 2:1 4 4 8 2 5+ Pikes Large Unit 1:1 4 3 8 3 5+ Pikes Small Shot only unit 2 2 4 0 5+ Small Pike only unit 2 0 4 2 5+ Pikes
Turn Sequence 1 All units wishing to use initiative do so now 2 All shooting for active side. 3 Orders and moving. Units that have shot need separate order (no brigade orders) and are at a -1. Charging is allowed 4 Closing fire and melee.
Artillery As per the book except 1 Field and heavy guns once placed can only limber and move under the control of a General. It may not receive orders if within initiative range of the enemy. He must order the gun to limber then next turn order it to move. Groups of guns cannot get a brigade order. 2 If to be manhandled it may move 1D6 in a move and may not fire that turn. It may move so as a result of initiative or in response to orders. 3 Battalion/light guns can hand push at infantry speed across open ground. They may not move into difficult terrain. 4 Field guns fire as per the rules. Battalion/light guns fire 1 die at all ranges 5 Any unit taking a casualty from a Field gun must take a morale test. “Battle tested” units may ignore this
Special Rules Pike Rules 1. Any pike armed unit in good order cannot be charged by cavalry from the front facing. 2. Any pike armed unit fighting another infantry unit gains “Pike Advantage” if it has higher pike number than the opposition and is in good order. Pike advantage gives one extra point of melee resolution per point of difference. Does not apply if fighting in poor terrain or over obstacles’ 3. A units Pike advantage number goes to 0 if attacked from flank or rear. 4. A unit attacking over a bridge or defile in a column, leading with its pikes, keeps the pike advantage of its unit fights with 1 die and cannot shoot
Trotter Cavalry 1. Trotter cavalry when they charge move to within pistol range and fire at the target of the charge. Closing fire is taken by the trotters at this stage but the Close range modifier is not applied. If the target is disrupted or shaken by the fire the trotters charge home and a normal melee is fought. If they fail to disrupt they remain in place. If the trotters are disordered or shaken by the closing fire they retreat one move away from the target immediately, they do not charge home. 2. If charged by cavalry they do not counter charge but stand and fire. 3. Trotters always form 2 ranks deep when in fighting formation.
Galloper cavalry 1. Gallopers always form a single rank in fighting formation. 2. Gallopers on the turn they charge get a 2 dice bonus in melee. Once engaged in an ongoing melee they do not get the bonus. 3. If they win a melee they gain the “Determined Charge” rule and must continue to charge enemies even if disordered or shaken, whenever they can (ie in the sweeping advance move). . Once they lose a melee and fall back they revert to normal and lose the determined charge. If they win a melee within 12” of the enemy table edge and there is no enemy to charge on a 3+ they will leave the table. The unit is removed but does not count against brigade morale. It is off looting the enemy camp. On a 1,2 the unit comes to its senses and loses the determined charge rule. A General with the unit improves control by +1. This simulates the out of control ‘charge everything’ actions of Rupert’s early cavalry.
Ironsides Cavalry As the war progressed the cavalry on both sides became more professional and better equipped. What I am referring to as Ironside cavalry of both sides became the principle power in most battles. Possible bonuses would be Elite and Reliable. (I am aware that Ironside’s are normally associated with Cromwell but I am using the term to refer to a type of cavalry) 1 Ironsides form 2 ranks deep
Dragoons 1. Dragoons may dismount at the end of a move for no extra cost. To remount costs 1 pulse 4. They may fire from the saddle at -1 on accuracy. They may operate in open or close order.
Well Equipped 1. Well equipped units have Armour for pike men and swords for musketeers. If cavalry they have good horses, buff coat, back and breast armour and a helmet. This gives a +1 to the morale save in melee combat. Cuirassiers are always well equipped.
Battle tested 1 These units have seen many battles and are braced for its dangers. They do not test if losing casualties to field gun fire.
zedeyejoe wrote:I thought one important factor in Royalist cavalry was a tendency to lose control and engage in wild pursuit.
Yes, generally speaking they did! Maybe Royalist galloper horse has to pursue a fleeing unit and suffers an additional -1 to the command dice needed to bring it back onto the table if it pursues an enemy off or overruns off?
May be its not clear from the play sheet. The Galloper(Royalist) cavalry loses control by winning its first melee. It then becomes Determined cavalry and attacks enemies in its charge arc. If it has no enemies and is within 12" of the enemy table edge there is a good chance it will charge off it. This rule comes after a number of experiments trying to simulate Galloper cavalry. Simple pursue beaten foe rules lead to 'gamey' manouvers exposing the Galloper flank. With this rule the royalist cavalry if it wins the first encounter normally burns its self out with frantic attacks. If it has success it is drawn to the far table edge and often move moves off. I don't allow a return from this (not on the play sheet) Not a perfect rule but has worked in game play. I look forward to the Warlord ideas on the subject. As you say it was a intrinsict part of the early war. Kevin
MANY THANKS PIKEDON! Posting this because you have ALL been there at some time or another. Had a go with this playsheet but giving units extra survivability by taking 6 hits before shaken. We had an amussing (note gritted teeth and false smile) result. First turn of combats. Galloper cavalry charge and are countercharged by their equal. I managed to loose the three combats by 1, 1 and 3 respectively. Break test dice and adding the 2xD6 I rolled 3, 2 and 4 respectively. The remaining horse boys saw the carnage and fled en mass. Two divisions out of three now destroyed the army was lost. Set up time: and hour, Putting it all away 45 mins. Length of actual game hour and a half. Yes folks it took longer to get em out of the box and put em back than the army survived in play!
The dice gods can be fickle sometimes! One change I am using for melee is to adopt the Hail Caeser modifier of the differance between casualties rather than the casualties over the shaken score. Slows down the melee resolution a little. I tried the increased Shaken score but felt it made firing to weak. Great to hear somebody else is playing my mods.