George

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  • 1. Yes initiative moves are automatic but they must be done before you start issuing orders. (p.32)

    2. Only the losers take a break test. The winners simply ignore the excess casualties and they are removed. (p.71-2).

    3. This rule of not firing if you have moved more than once was introduced in the First Argument of Kings as being particularly…[Read more]

  • Our test games of Black Powder are going well.  Game seems to produce good results and is more dynamic than other rule sets.

    However, play has raised a few questions, if I may…

    (1) Initiative Orders. Pretty sure you don’t roll command tests. They are automatic. Correct?

    (2) Hand Combat: Both sides received heavy casualties over their stamina…[Read more]

  • SteveT replied to the topic Squares in the forum Black Powder 5 years, 7 months ago

    Thanks Invisible Officer, useful historical info.  And Big Al, thanks again. I had wrongly assumed the rules on page 88 were for big squares made from multiple units as shown on the photo  on 89. But they would be Brigade Squares (p.91), not Battalion Squares (p.88) ! Damn it. Mystery solved.

     

     

  • Big Al replied to the topic Squares in the forum Black Powder 5 years, 7 months ago

    For some reason, my full reply was blocked! Here is the rest of it.

    3) If enemy cavalry are within 12 inches, the infantry must remain in square and cannot change formation. Otherwise, the infantry can change formation.

    With regard to the Proximity Rule, a formation change (expanding or contracting of the frontage) does not count as moving to…[Read more]

  • Big Al replied to the topic Squares in the forum Black Powder 5 years, 7 months ago

    1 & 2) It is all there on page 88. A square can move a maximum of 1 move regardless of the success of the command roll. It can only move at half pace (6 inches) and can only move towards its own baseline. If the order fails, it can still make a single move (sometimes the proof read misses something).

  • Big Al replied to the topic Squares in the forum Black Powder 5 years, 7 months ago

    Test

  • invisible officer replied to the topic Squares in the forum Black Powder 5 years, 7 months ago

    BP is much more flexible than other rule sets.

    Historically we have many moving squares.   The French often used a massive one, not the hollow one.  And that massive one was little different from a Battalion column.

    In colonial wars it was common to advance in squares. Often very large ones, made from some Battalions.   Front and back in line…[Read more]

  • SteveT started the topic Squares in the forum Black Powder 5 years, 7 months ago

    Having trouble pinning rules about Squares. I am using BP v2 rules , not any extra stuff.

    (1) Can a square move whilst remaining as a square? (I assumed not)

    (2) On the reference sheet from the warlord site, it says they get 1 free move if command failed and notes “one move max”. Why does it specify “1 move max”, I thought free moves were always…[Read more]

  • well in the 9 months since the question was asked…

    merchentmen, schooners & cutters (sloops) have been released so who knows what else is comming!

  • Nat replied to the topic Smuggler's Run in the forum Black Seas 5 years, 7 months ago

    Hi Stefan,  I’ve just downloaded the booklet as I like the look of the game….

    however not sure what you mean by the campaign steps not being in order….

    step 1 – load your ship & see whos trying to stop you reaching england

    step 2 – determin battle (or how the clash happens)

    step 3 – fight battle

    step 4 – sell the cargo off your suriving…[Read more]

  • sorry, got myself confused on game systems!

     

     

  • Big Al replied to the topic Shaken timing in the forum Black Powder 5 years, 7 months ago

    That’s right. Your excess casualties are removed. But, as I said (and I am probably being pedantic over terms) hits are not casualties. You roll to hit then your opponent rolls dice equal to the number of hits as morale saves. Any that are failed become casualties. So, if there are five hits and your opponent saves three of them you have two c…[Read more]

  • Nat – yes, if the cavalry contacted the artillery as well, then it could give closing fire. However, that situation wasn’t mentioned in the question.

    SteveT – I have never failed to Form Square. I’ve lost count of how many games I have played since the release of the game back in 2010. It is one of the complaints about the rule that many pla…[Read more]

  • Nat you are incorrect. There is pre measuring allowed! There is no rule that states that a player cannot premeasure anything.

    Also, in regard to the example of an order, you can do exactly that. If you don’t premeasure, you won’t know how many moves your order will require, but it won’t make it any less valid. You can still give the order and j…[Read more]

  • This is why most players give their Generals a command rating of 8 and the brigade commanders a rating of 7 and occasionally 6. It is also why the alternative rules for commander traits work well.

    Also, don’t forget that the command roll is subject to modification. If a unit is further than 12 inches away from the commanding officer, there is a -…[Read more]

  • There are some Special plastic glues. I use a German brand,   a liquid one called Faller Super Expert.   It sets much faster than average plastic glues, the Company also had that, just called expert.  Both  are very strong.

    Some do plastic miniature glueing with super glues.  Not my way but for those who want to try there is a trick. These Cyanac…[Read more]

  • Nat replied to the topic Shaken timing in the forum Black Powder 5 years, 7 months ago

    Yep as George said….

    You are shaken at the end of the activation where unit stamina is exceeded. (dont forget disordered if a 6 to hit was rolled)

    After a break test you are either broken OR your casualty tokens are dropped to the stamina value

  • Taking the units involved as normal sized normal cav…

    you’ve got 6 dice HTH from the Cav hitting on 3s with a 4+ moral save on the infantry – 2-3 casualties

    Infantry hit back on 5s (disorderd) with a 4+ save on the Cav – 0-1 casualties

    In combat resolution the infantry get +1… so do stand a chance of getting a draw.

     

    However if the…[Read more]

  • You need some benefit for spending (Napoleonic suplements) 25 points per pip of Staff Rating….

    plus dont forget that you need to spend a ‘move order’ to change formation and there’s no pre-measuring or stating I’ll move x”s forward its Y unit will go to Z location then change formation / hold ground /unlimber etc etc… so even with 3 moves…[Read more]

  • This is something I have already noticed as a newbie player.

    “3 move orders” are going to occur more than “2 move orders”.  This is simply based on the fact that 2 occurs only when you roll exactly 2 less than needed whereas 3 occurs on 3 under, 4 under, 5 under, 6 under…

    This strikes me as very strange. Anyone else noticed this? I wonder if…[Read more]

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