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The Contemptible Little Wargames Club - Amendments for Black Powder – Napoleonic Wars 1 THE CONTEMPTIBLE LITTLE WARGAMES CLUB St Peter’s Parish Church Hall, North Shields, Tyne and Wear, United Kingdom. NE29 7JA http://sites.google.com/site/contemptables/ HOUSE RULES FOR BLACK POWDER AND SUGGESTED ADAPTATIONS FOR FRENCH REVOLUTION & NAPOLEONIC WARS -1792 to 1815. Introduction This is the latest incarnation of our ‘Black Powder’ amendments for the French Revolution & Napoleonic Wars. Our club has used ‘Black Powder’ miniature war-game rules published by ‘Warlord Games’ over a large number of table-top conflicts incorporating at least three different historical periods. Overall we have found BP tremendous fun to play and greatly enjoy its relaxed style. In our opinion BP comes the closest yet to that ‘holy grail’ of war-gamers; a set of rules that are simple and fun to play, giving surprisingly realistic outcomes and able to be used (or at least adapted) for a wide variety of different periods and scales. Black Powder has breathed new life into many of our old stalwart periods (and some of our old stalwart gamers too!). Many thanks to Rick Priestley and Jervis Johnson (and Warlord Games of course) for such a brilliant set of rules. In the spirit of the ‘toolkit’ approach of BP, we have added to and amended some of the core rules to better suite our perceptions of how combat in this period feels and works. We have tried to keep within the basic principles of BP and have hopefully retained the KISS principle (Keep It Simple Stupid!) of the standard rules. Nevertheless there are quite a few tweaks in these amendments. They might not all appeal to everyone but some at least could form a starting point for players wishing to tinker with the BP rules for their own pet periods and armies. If you have not played ‘Black Powder’ before then we recommend you have a few ‘vanilla‘ games first, just to get used to the way the rules work before attempting to give these (or your own) adaptations a go. These amendments and modifications for the Napoleonic Wars and the set we are working on for the American Civil War are both are still works in progress (and probably always will be!). You don’t need to use all of the amendments in these house rules of course; you can just ‘dip into’ and incorporate those that take your fancy. At the very least they might add interest to your specific games or scenarios. We have included suggestions from various Black Powder forums like:- http://www.warlordgames.co.uk/ and http://games.groups.yahoo.com/group/BlackPowderWargaming/ and also other suggestions from various people from their own online blogs where we have thought they fitted well into our perceptions of the period. We have tried to acknowledge all sources by name if we could. Apologies for any we might have missed. Please let us know if you spot any. Many thanks to KimRYoung on the Warlord Games Black Powder Forum whose ideas we have incorporated and Rayasthon from Melbourne Australia for publishing his revised BP play-sheet in his AWI amendments on the BP Yahoo Group. We have further adapted this for our own play-sheet. Many thanks to those who have written in to offer suggestions of their own. We have made a point of testing them (at least in some form – as previous uploads will show). Explanations are given in the form of notes where we think they might be warranted. This does tend to make this document rather larger than it could be but hopefully it should make our ‘tweaks’ easier to understand. At the time of writing, three Black Powder supplements have been published (Last Argument of Kings, ‘Pike & Shotte’ and ‘Albion Triumphant’). More official supplements have been promised. Black Powder author Rick Priestley has also released a set of rules for the ancient and medieval periods called ‘Hail Caesar’ which are written very much in the same vein as BP and further show how the BP core game mechanics can be modified to achieve different outcomes. All our modifications and amendments here are included in a ‘Quick Reference’ sheet accompanying this document on our club website. Last Modified on 01/02/2013

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  • The Contemptible Little Wargames Club - Amendments for Black Powder Napoleonic Wars

    1

    THE CONTEMPTIBLE LITTLE WARGAMES CLUB St Peters Parish Church Hall,

    North Shields, Tyne and Wear, United Kingdom.

    NE29 7JA http://sites.google.com/site/contemptables/

    HOUSE RULES FOR BLACK POWDER AND SUGGESTED ADAPTATIONS FOR

    FRENCH REVOLUTION & NAPOLEONIC WARS -1792 to 1815.

    Introduction This is the latest incarnation of our Black Powder amendments for the French Revolution & Napoleonic Wars. Our club has used Black Powder miniature war-game rules published by Warlord Games over a large number of table-top conflicts incorporating at least three different historical periods. Overall we have found BP tremendous fun to play and greatly enjoy its relaxed style. In our opinion BP comes the closest yet to that holy grail of war-gamers; a set of rules that are simple and fun to play, giving surprisingly realistic outcomes and able to be used (or at least adapted) for a wide variety of different periods and scales. Black Powder has breathed new life into many of our old stalwart periods (and some of our old stalwart gamers too!). Many thanks to Rick Priestley and Jervis Johnson (and Warlord Games of course) for such a brilliant set of rules. In the spirit of the toolkit approach of BP, we have added to and amended some of the core rules to better suite our perceptions of how combat in this period feels and works. We have tried to keep within the basic principles of BP and have hopefully retained the KISS principle (Keep It Simple Stupid!) of the standard rules. Nevertheless there are quite a few tweaks in these amendments. They might not all appeal to everyone but some at least could form a starting point for players wishing to tinker with the BP rules for their own pet periods and armies. If you have not played Black Powder before then we recommend you have a few vanilla games first, just to get used to the way the rules work before attempting to give these (or your own) adaptations a go. These amendments and modifications for the Napoleonic Wars and the set we are working on for the American Civil War are both are still works in progress (and probably always will be!). You dont need to use all of the amendments in these house rules of course; you can just dip into and incorporate those that take your fancy. At the very least they might add interest to your specific games or scenarios. We have included suggestions from various Black Powder forums like:- http://www.warlordgames.co.uk/ and http://games.groups.yahoo.com/group/BlackPowderWargaming/ and also other suggestions from various people from their own online blogs where we have thought they fitted well into our perceptions of the period. We have tried to acknowledge all sources by name if we could. Apologies for any we might have missed. Please let us know if you spot any. Many thanks to KimRYoung on the Warlord Games Black Powder Forum whose ideas we have incorporated and Rayasthon from Melbourne Australia for publishing his revised BP play-sheet in his AWI amendments on the BP Yahoo Group. We have further adapted this for our own play-sheet. Many thanks to those who have written in to offer suggestions of their own. We have made a point of testing them (at least in some form as previous uploads will show). Explanations are given in the form of notes where we think they might be warranted. This does tend to make this document rather larger than it could be but hopefully it should make our tweaks easier to understand. At the time of writing, three Black Powder supplements have been published (Last Argument of Kings, Pike & Shotte and Albion Triumphant). More official supplements have been promised. Black Powder author Rick Priestley has also released a set of rules for the ancient and medieval periods called Hail Caesar which are written very much in the same vein as BP and further show how the BP core game mechanics can be modified to achieve different outcomes. All our modifications and amendments here are included in a Quick Reference sheet accompanying this document on our club website.

    Last Modified on 01/02/2013

  • The Contemptible Little Wargames Club - Amendments for Black Powder Napoleonic Wars

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    Contents

    Introduction ........................................................................... 1

    Summary of the Amendments.............................................. 3

    The Sequence of Play ........................................................... 4

    Command............................................................................... 6

    Initiative Orders ....................................................................... 6

    Movement............................................................................... 7

    Shooting................................................................................. 8

    Defensive Fire ......................................................................... 8

    Arcs of Fire .............................................................................. 8

    Artillery................................................................................... 9

    Artillery Batteries ..................................................................... 9

    Artillery Definitions................................................................... 9

    Light Battalion Guns............................................................ 9\\

    Limbering and Unlimbering.................................................... 10

    Artillery Ammunition Types.................................................... 10

    Artillery Roundshot Ricochet Fire ........................................ 11

    Morale (Saving) Throw Modifiers........................................... 11

    Break Test Additions and Modifications. ............................... 12

    Break Test for Supporting Units ............................................ 12

    The New Broken Brigades Rule ............................................ 12

    Modified Break Test Table .................................................... 13

    Definitions and Clarifications............................................. 14

    Disorder................................................................................. 14

    Disordered Units and Orders................................................. 14

    Steadiness and Order ........................................................... 14

    Closed and Open Terrain ...................................................... 15

    Charging................................................................................ 15

    Evading ................................................................................. 15

    Charge Responses................................................................ 16

    Close-Combat Modifiers........................................................ 16

    Combat Result Modifiers ....................................................... 16

    Interpenetration ..................................................................... 16

    Skirmishers & Open-Order .................................................... 16

    Smoke Markers ..................................................................... 17

    Units Forced to Retire ........................................................... 18

    Casualties in Excess of Stamina ........................................... 18

    Buildings................................................................................ 18

    The Proximity Rule ................................................................ 18

    Traversing and Closing Fire .................................................. 19

    New and Special Rules ....................................................... 19

    Detachment and Reform Order ............................................ 19

    Going to Ground or Lying Prone.......................................... 19

    Light Infantry.......................................................................... 20

    Militia ..................................................................................... 20

    Intercept ................................................................................ 20

    Squares................................................................................. 21

    Charge Bayonets................................................................... 21

    Average Dice......................................................................... 21

    March and Attack Columns ................................................... 22

    BP System of Points ........................................................... 23

    Horse Artillery Points............................................................. 24

    Cost of Commanders ............................................................ 24

    Automated General Generator .............................................. 24

    Modified Points List ............................................................ 25

    Cost of Special Rules ............................................................ 26

    Suggested Troop Types ........................................................ 26

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    Summary of the Amendments

    We have tweaked a number of the core ideas of Black Powder to focus on what we consider are some of the most significant aspects of this period of warfare (1792-1815), namely:-

    The relatively poor effect of flintlock musket fire at anything but close ranges. We have decreased the ranges of small-arms fire accordingly and introduced a -1 modifier for long range fire (similar to the BP original artillery factors). We give the extra-dice first-fire special free to all troops.

    The growing use of skirmish formations over earlier periods in attempts to distract and disorder the enemy. We have created extra definitions for light infantry and rules for open-order or Grande-Bandes.

    Purely linear combat formations being supplemented and replaced by increasing use of attack columns. Weve made columns move faster than lines but their combat-factor is reduced in line with firepower. You will also find that infantry columns offer better protection than lines against cavalry (but still not as good as squares).

    The escalating use of massed artillery and highly mobile horse batteries. Our artillery models can be grouped into batteries of two or more models and we have added rules for Battalion Guns. We have also increased the distance of close-range or canister fire for most artillery.

    The potentially devastating effect of cavalry using shock tactics on unprepared infantry. This is the golden era for cavalry. During this period the formation of squares became an absolute necessity to protect infantry in open ground. So you will find that infantry not in square are hit hard by cavalry because of the extra morale and break-test modifiers we have included. Attack columns fare better against cavalry than lines though.

    The extreme rarity of bayonet charges ending in actual hand-to-hand fighting, at least in open ground. Infantry charges frequently lost momentum and often ended up as static fire-fights until one side began to waver; then often running away long before actual bayonets were crossed. This is why we have disallowed initiative or free moves to instigate charges in these amendments. We have also made it difficult to command infantry to charge home against steady close-order troops in the open. Players will find that infantry charges against a steady enemy in open terrain are often resolved in ways other than hand-to-hand combat.

    We have tried to embody the flavour of Napoleonic Warfare here without destroying the smooth flow and enjoyable play of the Black Powder rule system. This has taken some thought and quite a lot of formulation and extensive play-testing as the earlier versions of these amendments show. We are quietly confident that the adaptations to the standard Black Powder rule-set that are contained within these pages are essentially simple modifications that we think more realistically simulates conflict in this fascinating period of history (and they wont brain-damage the players honest!) Give them a try and let us know what you think.

    An Interpretation of Black Powder Scales We felt we needed some time and distance scales to wrap our heads around so: - We play it as 1 figure = roughly 20 actual men so unit sizes and organisation are compatible with General de Brigade Grand Manner, Republic to Empire and similar rule sets. A ground scale of 6 = 100 yds seems to work out OK for artillery ranges and (modified) small arms ranges. In unit frontage terms, a battalion of 600 men (30 figs) in line occupies about 9. This equates to about 150 yds frontage which seems near enough to the actual frontages in use at the time. A pair of player-turns = about 15 minutes (but assuming varying amounts of delay are added too because of the BP command system!) One of the first things we changed was the wording Hand-to-Hand Combat to Close-Combat as we considered it a better description of what was actually going on when two sides approached to within contact range.

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    The Sequence of Play. (BP.P22) The less-than-ideal move sequence in the original Black Powder rule set has all moving first followed by shooting. In our first amendments we used a different sequence borrowed from the old WRG 1685-1845 rules but the releases (at the time of writing) of the Hail Caesar ancient period rules, The Last Argument of Kings, Pike & Shotte and Albion Triumphant supplements for Black Powder have prompted us to reconsider. Since we currently play almost all BP derivatives at our club and certainly hope to indulge in future supplements, it seems to make more sense to try and keep to a similar sequence of play used by these supplements rather than blithely use our own. However, in our opinion the BP move-then-shoot sequence needs some kind of modification. We have tried several versions of shoot-first-then-move and vice-versa as on-line followers of our club amendments will know. Our last amendments incorporated an infantry fire-fight special rule that allowed the opposing player to shoot in the phasing players turn. It worked quite well but felt a bit over-engineered. Recently one of our club members noticed that the ACW Fire & Fury rule-set has a very similar sequence of play to Black Powder in that it has Manoeuvre (BP Command & Move) Musketry & Cannonade (BP Shooting) and Charge (BP Hand-to-Hand). Fire & Fury gets around the move-shoot quandary by splitting the shooting phase into Defensive Fire carried out first by the opposing side and then Offensive Fire carried out afterwards by the phasing side. So both sides get to shoot in the shooting phase of every move (a bit like BP hand-to-hand). We have tweaked the BP sequence in these amendments to incorporate a similar shooting mechanism. It gives far smoother game-play as shooting rules for interrupting the phasing player turn are no longer needed. Closing-fire and traversing-fire fit perfectly into the new sequence-of-play. Our previous infantry-firefight and hold-your-fire special rules are also redundant as such things now tend to occur as the sequence of events unfold more naturally on the battlefield. In addition, we have rewritten our amendment that formed troops cannot charge home on steady enemy infantry to make ordering such a charge difficult but not impossible as previously. It is still a lot easier to charge a formed enemy that has been disordered or shaken first though. You will notice that we have adapted the initiative orders/move definitions supplemented with some additional command modifiers and slightly modified the break-test table too. A sequence of play summary sheet complete with all our amendments is provided at the end of this document for ease of reference during play and a quick reference sheet can be found in the files section of our club website. The side whose turn it is is called the Phasing Side and the other side is the Opposing Side. In each full turn both sides take an individual turn in the following order:-

    1) Command and Movement Phase (Phasing Side).

    Phasing side issues orders to units in each brigade in turn. Finishing one brigade before moving on to the next. Non-skirmish Infantry units that have fired defensive fire in the last opposing turn are penalised with the -1 fired defensively last turn command modifier.

    a. Carry out all Initiative orders first (but charges cannot be instigated on initiative moves). b. Carry out normal orders issued by commanders (diced for). c. Carry out free orders. d. Carry out one Follow Me, Detach/Reform or Rally order.

    2) Move Units. Phasing players units successfully ordered to move or charge do so as each order is given.

    3) Cavalry Intercept. (Opposing Side each intercept must pass an intercept test first.) a. Steady opposing cavalry (not being charged themselves) can declare an intercept charge against any enemy

    troops that approach within 12 of their front quarter. b. Steady opposing cavalry within 18 of a charging enemy (but not being charged themselves) can use a

    charge move to intercept the attackers.

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    4) Charge Response. (Opposing Side). a. Charged units may undertake any of the charge responses outlined in (BP Pages 62/63). b. Unsteady foot troops that stand to receive a charge in open ground must undergo a break-test. This occurs

    before closing fire but after any charge-response moves.

    5) Defensive Shooting Phase. a. The opposing side can interrupt the phasing players turn to shoot at targets presented at any time during the

    phasing players command & move phase. This rule replaces closing-fire and traversing-fire in the standard BP rules. Long range artillery fire is disallowed in this phase.

    b. Non-skirmish units of the opposing side that shoot now are penalised with the -1 fired defensively last turn command modifier during their own next command & move phase. Add smoke markers as a reminder.

    c. Phasing player carries out any break tests as a result of defensive shooting and removes, retires or halts units that have failed the break test. These can move as normal in their next player-turn.

    6) Charging Home. a. Charging troops on the phasing side that are stopped by a break-test result or disorder hits as a result of

    defensive shooting must halt within close range (2 to 6 depending on the weapons used by the defender) of the defenders or their starting position if closer. A retire break-test result is measured from the defenders position.

    b. Unless stopped by any of the above causes, charging troops charge home against enemy defenders and close-combat is resolved in the close-combat phase.

    7) Offensive Shooting Phase. a. Phasing side carries out all shooting at targets that present themselves after all command & movement is

    completed. All offensive fire is resolved after the opposing sides defensive fire. b. Steady infantry can make a charge move against a previously steady enemy unit that becomes shaken or

    disordered due to shooting in the offensive-fire phase. The unit must not have moved this turn. A successful command roll is required.

    c. Opposing player carries out any break tests if required as a result of offensive shooting. Remove, retire or halt units that fail the test. Opposing units that are forced to retire now as a result of the test cannot also move in their own next turn.

    8) Close-Combat Phase (Simultaneous both players)

    a. Both sides simultaneously resolve close-combats. Usually starting from one side of the table and moving to the other. The phasing player decides.

    b. Units losing a close-combat take a break test immediately before the next close-combat is resolved. Drawn or unresolved close-combats are continued in the next players close-combat phase. Sweeping advance moves by the victorious side are done now.

    c. Any units of the opposing player that retire as a break test result or cavalry making a sweeping advance cannot be ordered to move again in the player-turn directly after this combat round.

    d. Units of the current phasing player that make a retire or sweeping advance move can be ordered as normal when it becomes their turn again one move later.

    e. Extra close-combats occurring as a result of enemy cavalry making a sweeping advance are carried out immediately.

    9) End Turn.

    a. Remove disorder markers accumulated by the phasing player during the opposing players last turn. b. Disorder markers inflicted by any opposing defensive fire this turn are removed at the end of the phasing

    players next turn (provided the units concerned are not in close-combat). c. Remove smoke markers from opposing units which have not undertaken defensive fire this turn.

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    Command (BP.P24)

    Command Modifiers -1 Per extra 12 distance from commander to the unit. -1 For each lost or destroyed unit in the brigade (See Broken Brigades). -1 Giving orders to a non-skirmish unit which has fired in the defence shooting phase of the last player-turn.

    Note: - During this period infantry became difficult to command once firing had started and attacks frequently stopped and ended up as protracted fire-fights. Artillery needed extra time and effort to get going after shooting.

    -3* Regular infantry ordered to charge a steady and facing enemy unit (testers must be within the enemy front quarter). Note: - The difficulty of getting infantry to charge steady regulars in open ground is well documented. The key to

    successful infantry charges was to make the enemy unsteady first. +1 Unit in attack column formation. +1 March column/limbered artillery unless on roads or track. +2 March column/limbered artillery on road or track. *If the command score needed to reach a steady enemy (including the -3) is achieved then the infantry may charge home and the enemy defenders must take a break-test, counting as unsteady. If the command score (taking into account other modifiers) is equal to or less than the commanders staff rating but not low enough to match the extra -3 then the unit may advance one move only up to within close range of the enemy defenders (between 2 and 6 depending on the weapons carried by the attacking unit). No command modifiers are used for a Rally, Detach/Reform or Follow Me order apart from the -1 for each destroyed unit modifier. Just a straight command roll is required if a general simply wishes to join a unit. These orders require the commander to be within 12 A general who is personally accompanying a unit cannot give further orders to any other unit in his brigade (or division if it is the divisional general) until his next player-turn. If he successfully gives orders to other units in his own next turn then he is considered no longer accompanying the unit and has to dice again if he wishes to rejoin the unit. In his turn, the C in C can try to re-issue any order given by a subordinate general that failed this turn. Only one order can be re-issued this way. Distance is measured from the C in C figure to the brigade commander figure (provided he is within command distance of the unit(s) being ordered) or to the nearest unit being given the order. The normal distance penalties for the command roll are applied. No free moves are allowed for units where the C in C tries to re-issue an order even if that order fails too.

    Initiative Orders (BP.P30)

    We have modified the definition of Initiative orders/moves. As in the standard BP rules, a unit can make one free initiative order/move if there are any enemy units within 12 at the start of the Command Phase. Initiative orders/moves cannot be used to initiate a charge. No initiative move is allowed if the unit made an opportunity move or fired defensively in the last opposing player-turn. The following is an idea borrowed from Pike & Shotte: - Units that are disordered cannot be given orders in the command part of the turn but can use an initiative move to retire one move away from the enemy that caused their disorder or the nearest enemy whichever is the closest. Disordered close-order infantry units can also use an initiative move to change formation from column to square or line or from line to square. They can retire or change formation (not both in the same turn) but they still remain disordered in the new formation.

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    Movement (BP.P32) Move Distances Infantry Squares 6 Infantry Lines, Wagons 8 (lower movement rate than BP for keeping in linear formations) Infantry Columns, Limbered Foot Art, Skirmishers 12 Cavalry, Limbered Horse Artillery 18 Manhandled Artillery 4 (reduced the rate for manhandling field guns) Light Battalion Guns 8 Commanders on foot 36 Commanders on horseback 48

    Move Modifiers (BP.P36) Dense Woods. Half pace. skirmish or open-order infantry only. Broken Ground Half pace. skirmish or open-order infantry only. Light Woods. Half pace infantry/cavalry, normal pace for skirmishers & open-order infantry, impassable for

    artillery. Rough Ground. Half pace infantry/cavalry, normal pace for skirmishers & open-order infantry, impassable for

    artillery. Crossing Obstacle. 6 penalty for infantry, 9 penalty for cavalry, impassable for artillery. Enter/Leave B.U.A. One move. Infantry only. Moving inside a built up area (B.U.A) is 6 March Column. Free move if Command roll failed Limbered Artillery. Free move if Command roll failed

    We have added Light Woods as a new terrain modifier similar to Rough Ground (except troops cant see through it!). This is accessible to both infantry and cavalry at half pace. Another new definition is Broken Ground, which we envision as a harsher form of Rough Ground and represents such things as rocky slopes, steep hills, marsh and dense scrub. Accessible only to skirmishing or open-order infantry. It takes a full move for infantry to enter or leave a built-up-area. All troops occupying woods, built-up areas and rough and broken ground are classed as unsteady

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    Shooting (BP.P40) Shooting Additions and Modifications Ranges in inches (close/effective/long range) Pistols and Thrown Weapons Determined in close-combat only Bows and obsolete trade muskets. 2/4/6 (36/66/100) Smoothbore Carbines 2/4/6 (33/66/100) Smoothbore Muskets 4/8/12 (66/120/200) Rifled Flintlock Muskets 6/12/18 (100/200/300) Light Battalion Guns 6/12/24 (100/200/400) Light Artillery (3pdr - 4pdr) 9/18/36 (150/300/600) Light Medium Artillery (6pdr) 12/24/48 (200/400/800) Medium Artillery (8pdr - 9pdr) 13/27/54 (230/450/900) Heavy Artillery (12pdr) 15/30/60 (250/500/1000) Medium Howitzers 13/27/54 (230/450/900) Heavy Howitzers/Mortars 15/30/60 (250/500/1000)

    Shooting to hit modifiers (+ or to/from the dice score) +1 Artillery shooting at Column or Square. +1 Close Range (2 to 6 depending on weapons fired), Closing Fire, or Skirmisher Fire -1 Shooters are shaken or disordered. -1 Target is Skirmishers, Open-Order Infantry, deployed Artillery, or Not Clear -1 Small-arms shooting beyond effective range (we have included -1 at long range in the artillery chart). -1 Cannon (not howitzers) on higher ground shooting over the heads of other troops or over woods or buildings. -1 Roundshot ricochet-fire behind first target. -1 Target moved more than 24 during the last player turn. Rapid Target simulation (cavalry and horse artillery). Quite a few tweaks to the standard BP rules here. You will notice smoothbore muskets reduced to 12 (200yds) and other weapons are scaled in what we think is a reasonable proportion. You will also find that we have given -1 for all weapons firing over effective range (artillery modifiers for range are included in the artillery firing table) and canister can be used by all artillery (but not mortars). Close range is increased for most artillery but the +1 shooting modifier is only given at ranges of 6 or under. Mortars can only engage targets above 6 range. We have given howitzers the same range as their long-gun counterparts as it makes it easier to calculate shooting effect from a typical mixed cannon/howitzer battery and evidence suggests that howitzers did not have inferior combat ranges compared to guns in this period. Unlike our earlier amendments, we now play it as a 6 always scores a hit and a 1 always misses as in the standard rules. We have changed the shooting die score of 6 always causing disorder in the standard BP rules. In these amendments disorder is caused by every roll of a 1 during the opponents morale saving throw for shooting hits. This is because it seems less incongruous than extreme or lucky hits of 6 always causing potential disorder.

    Defensive Fire We have taken a leaf out of the Fire & Fury rule set sequence of play and subdivided the shooting phase into defensive (opposing player) and offensive (phasing player) fire (see sequence of play on P4 and the summary at the end of this document). This is another attempt to improve on the move-then-fire criticism in the original BP sequence of play. Defensive fire is carried out by the opposing player in the phasing players turn and is directed at targets that the phasing player presents at any time during his command & movement phase. Offensive fire is carried out by the phasing player after his command & movement phase and after the opposing players defensive fire.

    Arcs of Fire We have reduced arcs of fire for small arms and artillery from 45 to 22.5. Skirmishers can still fire from any direction.

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    Artillery (BP.P53)

    Artillery Batteries

    1 Gun Model = 2 actual guns. So a battery will usually be 3 to 4 gun models. We use a battery as a unit rather than individual gun models. Each gun model fires and fights individually but moves and reacts as a unit using the same stats as an individual gun in the BP rules. Artillery can be split into sections or combined into batteries during the game. Due to the addition of defensive fire in the shooting phase (which effectively makes shooting occur twice in a move) we have down-graded artillery fire-effect compared to the standard BP stats and our previous amendments. For example using the stats for a standard gun battery:- Close-combat = 1 dice per gun model in the combat. Shooting = Dice per gun model. The actual number of dice is determined by the range and ammunition used (see artillery ammunition types). Morale = Usually 4+ per gun battery as a whole unit. Stamina = 2 (or 1 for HA) per gun model. Remove a gun model for each 2 (or 1 for HA) stamina points are reached to reflect damage to the battery. A gun battery (or section) is Shaken when half or more total Stamina Points are lost. Artillery cannot benefit from a rally order. A Break Test result affects the whole battery.

    Artillery Definitions

    Light Artillery: - 3pdr and 4pdr guns. Light Medium Artillery: - 6pdr guns. Medium Artillery: - 8pdr and 9pdr guns, 5.5inch, 6inch, 7pdr, 10pdr and 12pdr howitzers or mortars. Heavy Artillery: - Heavy 12pdr guns and 8inch howitzers or mortars. Siege Artillery Guns heavier than 12pdrs and Howitzers or Mortars of greater calibre than 8.

    Light Battalion Guns

    Battalion gun models represent single guns or sections of two guns. They can be assigned to individual battalions / regiments or grouped into ad-hoc batteries to support a brigade. This organisation must be decided before the game starts. If battalion guns are grouped into brigade batteries then they fire and fight as normal batteries of guns (light foot artillery) using the same ranges as these but cannot be re-assigned to infantry battalions later during the game. They move up to 8 per turn and have 1 or 2 stamina points. We have deliberately given them shorter range and only 8 movement rate as historically they were not as effective as proper artillery and tended to hinder manoeuvrability of the units they were attached to. They cannot fire offensively if they move during the Command & Move phase but can always fire defensive shooting in the enemy turn. They may be commanded with their parent unit provided they remain within 6 and can be deployed as part of an infantry line, attack column or square. When separated from the parent unit, they act as independent artillery. If attacked whist isolated the crew may run back 12 into the parent unit as an evade move. The battalion gun and parent infantry unit need not shoot at the same target. When moving they have the same terrain and obstacle restrictions as standard artillery. There is no need to provide limber models. Unless deployed as part of the infantry formation they are attached to, battalion guns may be individually targeted by the enemy as for normal artillery but any hits scored do not affect the parent unit only the gun. The loss of a battalion gun does not affect the parent unit. On the other hand, if the parent unit is forced to retire or break when the battalion gun is deployed in the ranks then the battalion gun is lost. A battalion gun cannot be individually targeted if deployed as part of an infantry firing line but any hits on the unit are diced for by rolling 1xD6 1s counting as hits on the gun rather than the parent infantry unit. Battalion guns receiving hits are subject to their own stamina loss & break-tests as with normal artillery. If battalion guns are contacted by the enemy while separated from their parent unit then they are automatically removed from play. If deployed with the parent unit they are not counted if the parent unit becomes involved in close-combat but any close-combat hits are diced for as with shooting hits (above). Battalion guns deployed as part of a shaken or disordered parent unit receive the same penalties.

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    Limbering and Unlimbering (BP.P33)

    Foot Artillery takes a whole move to limber or unlimber and cannot fire if they moved during the offensive shooting phase in the same turn. Horse artillery can fire and move in the same turn. They can limber and unlimber as free actions in a single turn but can only limber or unlimber in any one move. They can use a move to turn the guns first and then fire offensively but cannot then limber up and move in the same turn. Austrian and Bavarian horse batteries using the wurst or sausage trail to carry the gunners were not horse artillery in the true sense. We allow them to fire and move like horse artillery but only at 12 foot artillery movement rates. Light Battalion guns cannot fire offensively if they move during the Command & Move phase but can always undertake defensive shooting in the enemy turn. No limbers need to be provided for battalion guns. All types unlimbered artillery can undertake defensive fire in the opponents turn whether they have moved in their own turn or not.

    Artillery Ammunition Types (BP.P55)

    The British introduced shrapnel or spherical case shot from 1808 onwards. We have modified the shooting to take this type of ammunition into account and to further define the use of roundshot and shell on the Napoleonic battlefield. Players must declare the type of ammunition their artillery is firing before dicing. Roundshot = 1xD6. Hits at Close Range = 4+, Effective Range = 4+, Long Range = 5+. (Guns only) Canister = 2xD6 close range only. Hits on a 4+ (+1 if range

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    Artillery Roundshot Ricochet Fire (This one is borrowed from an idea originally expressed by Ian Hopping of The Last Hussar.

    Artillery firing roundshot may ricochet through the first enemy unit (including columns and squares and enfiladed line) with the possibility of striking another unit or units behind. This is known as ricochet fire. The ricochet effect is measured from the front of the first enemy unit to be targeted. To determine if the unit is eligible to be hit draw a straight line from the middle of the cannon front edge, to the middle of the target front edge, and extend backwards if this line crosses any part of another unit eligible to give/receive support to the target unit then it is eligible as a ricochet hit. The ricochet distance varies with the calibre of the cannon being fired: - Light guns and battalion guns have a ricochet distance of 6 Light-medium guns have a ricochet distance of 9 Medium guns have a ricochet distance of 12 Heavy guns have a ricochet distance of 15 If they lie within the ricochet distance above, second and subsequent targets can be hit as a Not Clear target (i.e. -1). The -1 Not Clear target is applied only once not once for every subsequent target! At least part of the subsequent target unit must be within maximum range of the artillery. Only missed rolls on the first line can be re-rolled as ricochet effect on a subsequent unit. If the target is within canister range of the cannon then the firer may choose to fire roundshot at 1 dice to get the ricochet, or canister at 2 dice, but no ricochet. Units in BP mixed-order are also eligible for ricochet when targeted by artillery roundshot. The first line will be the skirmishers at -1 to hit modifier and any misses will be re-rolled on the main body of the same unit with another -1 to hit modifier for ricochet If the main body is in column or square then the +1 to hit modifier will cancel out the -1 ricochet modifier.

    Morale (saving) Throw Modifiers (BP.P47&66)

    +1 Non-artillery shooting or close-combat hits on attack-column.

    +1 Target within woods, hedgerows or similar (light cover)

    +2 Target is within buildings, redoubts or earthworks (heavy cover)

    -1 Hit by artillery fire at close or medium range or by shell or shrapnel at any range

    No morale saves for foot troops not in square, attack column or cover, who are in close-combat with cavalry.

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    Break Test Additions and Modifications (BP.P70) A. Test if excess hits suffered from shooting. B. Test if shaken by closing-fire. C. Test if defeated in close-combat. D. Test if shaken by drawn close-combat. E . Test all supporting (or theoretically supporting) units if supported unit breaks and flees.

    Note: - See Break Test for Supporting Units below. F. Test if unsteady unit not in cover (closed terrain) standing to receive a charge.

    Note: - See Steadiness and Order definition.

    Break Test modifiers -1 Per excess casualty over the unit stamina rating. -1 If disordered. -1 Suffered casualties from artillery for tests A. or B. -1 Break test modifier for each lost or destroyed unit in the same brigade (see Broken Brigades).

    Note: - This is part of our replacement mod for the Black Powder broken brigade rule. -2 Foot troops not in cover or attack column or square, who are attacked by Cavalry Units that gain a compulsory holds its ground as a result of a Break Test caused by enemy defensive shooting are halted at the point where the shooting took place (chosen by the shooting side). This may mean that the unit must be moved back to a point earlier in its own player turn (providing that the distance does not exceed the range band that the shooting occurred). (Units without any stamina hits count all break-test results lower than 5 as 5).

    Break Test for Supporting Units (BP.P71)

    Any unit which could theoretically be in support of a friendly unit that breaks must take also take a break-test. The cause of the broken unit does not have to be just a close-combat result as in BP. Only test in the first instance of a unit breaking (i.e. a fleeing supporting unit does not cause its own supporting units to take break tests).

    The New Broken Brigades Rule (BP.P96)

    Although the standard Broken Brigade rule in BP is quick and easy, we think it feels a bit too artificial and clumsy. It also tends to penalise small brigades of two or three units such as cavalry brigades. Instead, we use the following system:- a) -1 Command Modifier for each lost or destroyed unit in the brigade. This makes brigades become harder to

    control as the battle goes on and units are lost. (We do not include the loss of tiny units but we do count units comprising of individual gun models (but not battalion guns) as the loss of loud artillery firing was very noticeable to other troops We also use the -1 for each destroyed unit command modifier for a Rally, Detach/Reform or Follow Me order).

    b) -1 Break-Test modifier for each lost or destroyed unit in the same brigade. c) Commands to retire away from the enemy does not incur the -1 command modifier above (but the break test

    modifier remains in place).

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    Modified Break Test Table (BP.P72)

    In some circumstances a unit may be required to take more than one break-test during a single turn.

    Break Test Result Table Modified 2xD6

    Break Test Type Outcome

    4 or less All Break Tests Infantry, Cavalry and Artillery:- The unit breaks and is deemed destroyed remove the entire unit from the field (Units without any hits count all break-test results lower than 5 as 5).

    5 All Break Tests

    Infantry & Cavalry The unit retires one full move to its rear without changing formation and at all times avoiding contact with the enemy. Once it has moved, the unit becomes disordered. If unable to comply, the unit may make up to one extra move to its rear if this enables it to reach a tenable position. If unable to comply with this further requirement then the unit breaks as described for 4 or less (above).

    Artillery Shooting or Close-Combat The unit (battery) breaks and/or is deemed destroyed remove the entire unit from the field. From reaction to broken friends: - As Infantry/Cavalry but artillery crews abandon guns before retiring 12.

    Shooting or a Reaction to Broken

    Friends.

    Infantry & Cavalry Shooting - Infantry unit stays where it is and does not move. Charging troops are disordered and halted 6 from the enemy shooters. Cavalry retire as in 5 above. In a reaction to broken friends the unit retires as in 5 (above).

    Artillery The unit (battery) holds its ground it stays where it is and does not move.

    6

    Close Combat or Unsteady Troops being Charged

    Infantry & Cavalry The unit retires one full move to its rear without changing formation and at all times avoiding contact with the enemy as described in 5 above

    Artillery Close Combat: -The unit (battery) breaks and/or is deemed destroyed remove the entire unit from the field. Being Charged: - The unit (battery) retires 12 disorganised leaving the guns behind.

    Shooting or a Reaction to Broken

    Friends.

    In shooting a unit carries on as normal. In Reaction to Broken Friends or Infantry Firefight a unit holds its ground it stays where it is and does not move.

    Infantry If the unit is infantry then it holds its ground the unit remains where it is and will continue fighting in the following combat round

    Cavalry If the unit is cavalry the unit retires one full move to its rear without changing formation and at all times avoiding contact with the enemy. If unable to comply, the unit becomes disordered and may make up to one extra move to its rear if this enables it to reach a tenable position. If unable to comply with this further requirement, the unit breaks as described for 4 or less above

    7 or more Close Combat or Unsteady Troops being Charged

    Artillery Close-combat.: -The unit (battery) breaks and is deemed destroyed remove the entire unit from the field. Being Charged: - The unit (battery) holds its ground.

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    Definitions and Clarifications

    Disorder (BP.P48)

    Disorder is caused by:- 1. A shooting hit saving or morale throw which scores a 1. 2. Close-order or artillery units that roll less than their morale value (normally 4+) on 1xD6 while interpenetrating other

    close-order or artillery units. 3. Any troops being charged in the flank or rear by close-order enemy troops. 4. Prone troops being charged or in close-combat. 5. Shaken units that evade. 6. The result of a break-test.

    Disorder is caused by every roll of a 1 during the opponents morale saving throw for shooting hits. We play it this way because it seems less incongruous than extreme or lucky hits of 6 always causing potential disorder. Charging troops disordered by hits inflicted by closing and other defensive fire cannot charge home and must stop within close-range (2 to 6 depending on the weapons used by the defender) of the defending enemy (or other enemy shooters if closer). All disorder markers that were inflicted during the opposing players last turn are removed at the end of the current phasing players turn. Those inflicted during this turn with defensive fire are removed at the end of the phasing players next turn (provided the units concerned are not in close-combat).

    Disordered Units and Orders (BP.P48-49) The following is an idea adapted from Pike & Shotte: - Units that are disordered cannot be given orders in the command part of the turn but can use an initiative move (if allowed see Initiative Orders definition) to retire one move away from the enemy that caused their disorder or the nearest enemy whichever is the closest. Disordered close-order infantry units can also use an initiative move to change formation from column to square or line or from line to square. They can retire or change formation (not both in the same turn) but they still remain disordered in the new formation. Remember no initiative move is allowed if the unit made an opportunity move or fired defensively in the last opposing player-turn.

    Steadiness and Order

    A steady unit is:- 1. Formed in close order (not open order, manning guns or occupying woods, broken ground or B.U.A). Therefore

    some troop types such as gun batteries (limbered or unlimbered), open-order Grande Bandes and light infantry skirmishers are inherently unsteady (but are not necessarily disordered).

    2. Ordered (not carrying a disordered marker). 3. Unshaken (not shaken). 4. Not in Close-Combat. An unsteady unit is: - 1. Not formed in close order. Troops in open-order grande bande formation, manning guns, skirmishers, lying prone,

    occupying woods, broken ground or B.U.As are inherently unsteady (but are not necessarily disordered). 2. Disordered. 3. Shaken. 4. Lying prone. 5. In Close-Combat. 6. Charged in flank or rear. 7. Steady infantry successfully charged by regular infantry. 8. Foot troops not in square, column or cover charged by steady enemy cavalry.

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    Closed and Open Terrain

    Closed terrain is classed as: - 1. Built up Areas (BUA). 2. Light and dense woods. 3. Broken, rocky or other rough ground that provides cover. 4. Redoubts, earthworks and trenches.

    Everything else is classed as open terrain, including light orchards and linear obstacles such as hedges, fences and low walls (but not fences and walls that have been reinforced to provide more substantial cover).

    Charging (BP.P56)

    A unit is classed as charging when purposefully advancing with the intention of making contact with an enemy unit. Skirmishers may only charge other skirmishers, artillery, troops in march-column or occupying a B.U.A. They can also charge the flanks or rear of troops already engaged frontally in close-combat. (Troops in open-order grande bande formation are classed as unsteady loosely-formed troops rather than skirmishers per se). A unit is classed being charged when an enemy unit is successfully ordered to charge and advances towards the defending unit with the intention of making contact. Charging must be ordered with a standard two-dice command roll in these amendments. It cannot be instigated with a free or initiative move. Charging troops cannot charge home when: -

    a) Stopped or forced to retire by a break-test. b) Suffered a disordering shooting hit during the charge.

    Charges which cannot hit home must stop within close range (2 to 6 depending on the weapons used by the defender) from the enemy (or their starting position if closer). Close-order infantry which are stopped in this fashion can then reply to any closing-fire received during the charge. Unsteady foot troops standing in open terrain and on the receiving end of a successful charge must always take a break-test unless they are in square or attack-column being charged by cavalry. This takes place before closing fire. Steady infantry in open ground successfully charged by regular infantry become temporarily unsteady and must also take a break-test. If the original target of a successful charge, breaks, retires or evades out of range behind a fresh enemy unit then the chargers may charge home on the fresh unit instead (whether it is steady or not) provided it is within the original movement range and it lies on the same directional path as the initial charge. The fresh enemy unit can only respond by holding its ground. It cannot shoot closing fire, change formation, evade or countercharge. This is the same rule as used in Sweeping Advance (BP Page 69). The fresh enemy unit must also take a break-test if it is unsteady and in open terrain.

    Evading (BP.P63)

    This is similar to the definition given in the BP rules on page 63. Evaders retire one full move back (regardless of terrain and within the opposite quarter from the charging enemy - this is normally the rear quarter). The unit must avoid contact with the enemy. If unable to comply, the unit may be moved up to another normal move further to its rear just enough to clear friends and obstacles but becomes disordered when doing so. If unable to comply with the second move the unit breaks and is removed from the field. Interpenetration rules apply. We have added the following: - Shaken units that evade become disordered. The charging unit is given the choice of remaining in the evaders original position or (if it still has enough movement allowance left) the charging unit can catch them. Evaders caught while evading are destroyed and removed from play. Deployed artillery and battalion gun crews can evade one full move (12) but abandon the guns. Artillery crews cannot fire the guns during the same move that they return to the battery.

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    If the evaders retire behind another friendly unit then the chargers have the option of continuing the charge (if they have movement remaining and unless they specified charging only the evaders in their original orders) and engaging the new target. Mixed-order Skirmishers cannot evade in the full meaning of the term but instead automatically join their parent unit if threatened. They cannot be caught in close-combat on their own. If the original target of a successful charge, breaks, retires or evades out of range behind a fresh enemy unit then the chargers may charge-home on the fresh unit instead (whether it is steady or not) provided it is within the original movement range and it lies on the same directional path as the initial charge. The fresh enemy unit can only respond by holding its ground. It cannot shoot closing fire, evade or countercharge. This is the same rule as used in Sweeping Advance (BP Page 69). The enemy unit must also take a break-test if it is unsteady and in open terrain.

    Charge Responses (BP.P63)

    Charged BP mixed-order skirmishers always evade to their main body without shooting

    Charged prone infantry always classed as unsteady and disordered.

    Deployed artillery or light battalion gun crews may evade 12 to the rear or to cover or friends but leave the guns behind. They may interpenetrate friends without penalty. They cannot fire the guns during the same move that they return to the battery.

    Steady infantry in open ground become unsteady if successfully charged by regular infantry.

    Close-Combat Modifiers (BP.P65) Combat to Hit Modifiers (+ or to/from dice roll) +1 If charging (not if attacking uphill or over unfavourable ground). +1 If won last round of combat in the same engagement. -1 If shaken or disordered. -1 If skirmishers, open-order infantry or deployed artillery. -1 If engaged to flank or rear.

    Combat Result Modifiers (BP.P68) ) We use the Combat Result Modifiers as extra dice rolled during the combat rather than numerical bonuses awarded at the end of close-combat. +1 die per steady flank (Left / Right) and rear support (maximum 3 dice). +1 to +3 dice Occupying Built up Area (BUA). Type and size of BUA +1 to +3 (see Buildings).

    Interpenetration (BP.P32)

    Our rules for units interpenetrating friends are adapted from Hail Caesar. They are summarised here:- 1. Units can move through friends only where it is possible for the moving unit to completely clear their position. 2. units can move through friends without penalty if:-

    Either, both or all units are skirmishers or in open-order formation.

    Where only a minor portion of either or all units is moved through. This is determined as any part of the unit that does not include the centre-front/leader position.

    3. Where units cannot move through friends without penalty, they can still move through so long as they can clear their friends position; however each close-order (and artillery) unit involved takes a test for disorder. The unit must score its morale value (normally 4+) or above on 1xD6 to avoid becoming disordered.

    Skirmishers & Open-Order (BP.P50&62)

    This is compiled from ideas expressed in Sweeping Advance & Skirmishers topic in the Black Powder Wargaming Yahoo Group. There are four types of skirmish or open order classification: -

    1. Skirmishers. A regular or irregular unit which is always assumed to be in skirmish formation such as detached regular light companies or irregular natives. These will typically be tiny units as outlined on Page 19 in BP (but we

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    allow small units to have the same properties if the player wishes). They are always defined as skirmish order but can form (a kind of) march column if required. For example, a regular light Infantry battalion may be split into several smaller units to be used as a brigade skirmish screen before the battle starts but they must remain as such for the rest of the game or until a detach/reform order is used to re-combine them.

    2. Mixed Order formation. A regular unit with the mixed formation ability - Typically small, standard or large units that

    have specialist flank companies or that use the third rank as skirmishers. They might also have the light infantry ability as in 3 below. Up to 1/3rd of the unit can be detached as skirmishers and used to screen the main body. (P16 & P78 BP). This is not to be confused with lines and columns arranged in lordre mixte sometimes used by the French and other armies during the Napoleonic wars. Mixed order Skirmishers cannot evade in the full meaning of the term but instead automatically join their parent unit. They cannot be caught in close-combat on their own. We play it that an infantry unit can push out mixed order skirmishers as a free move so long as the order is couched properly of course!

    3. Light Infantry. A regular unit with skirmishing ability - typically specially trained light infantry battalions or

    regiments. Up to 50% of their strength can be detached as skirmishers and used to screen the main body as in mixed order formation (above). Mixed-order light infantry units can use two dice to shoot providing the unit is standard size or larger. If the whole unit is required to go into skirmish order then they must use the open-order formation (below) or be split into several smaller skirmish units before the start of the game (or with a detach/reform order during the game).

    4. Open-Order Formation. Sometimes called Grande Bandes meaning Big Crowd. This is an extra classification to

    the standard BP rules and describes troops in open order rather than skirmish order. It can be regarded as a very loose form of close order with troops closer together than skirmish order. Any close-order infantry type can deploy into an open-order formation and this is represented on the wargames table by moving bases apart with roughly a half-base-width gap in between.

    a. Any close order infantry formation that needs to deploy into dense woods or broken ground must change to

    open-order formation first. b. Open-order infantry move at skirmish speed and are classed as skirmishers for terrain negotiation

    purposes. c. Troops in open-order are always a linear formation. They cannot be organised into columns or squares

    although they can be compressed to enter narrow terrain or B.U.A. Such compression is always a free move.

    d. It takes one move to deploy into open-order and a further move to reform back into a close-order formation. Open-order troops changing to another formation such as line, column or square must always take a move to reform first then another move to form up in the new formation.

    e. There is a -1 shooting to hit modifier when firing at open-order formations but they are not given any shooting bonuses like +1 skirmisher shooting bonus or sharpshooter bonus. They fire as regular close-order infantry but they cannot use any close-order shooting bonuses like first fire.

    f. Skirmishers cannot charge unengaged enemy open-order infantry even though they are open-order troops. g. Open-order troops are always unsteady. h. Open-order troops can be ordered to initiate a charge but are likely to be at a disadvantage versus close-

    order troops.

    Skirmishers, light infantry and mixed-order can use the +1 skirmisher shooting modifier but not open-order troops.

    Smoke Markers

    Because of the -1 fired in the defence shooting phase of the last player-turn command-modifier it is a good idea to provide tufts of polyester or cotton to represent smoke to units as they fire defensively. It helps to remind a player which units have fired (and it enhances the visual effect of a model battlefield)

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    Units Forced to Retire (BP.P73)

    This is much the same definition as in Black Powder. The unit retires one full move to its rear without changing formation and at all times avoiding contact with the enemy. Once it has moved, the unit becomes disordered. If unable to comply, the unit may be moved up to another normal move further to its rear just enough to clear friends and obstacles. If unable to comply with this further requirement, the unit breaks as described for 4 or less on the break-test chart. Unlimbered artillery always abandon guns. We have added that close-order units interpenetrated by retiring close-order friends must pass an interpenetration test requiring a score equal or more than the unit morale value (normally 4+) otherwise they become disordered.

    Casualties in Excess of Stamina (BP.P48&66)

    Reminder - all casualties in excess of stamina are discarded after a unit takes a break test (as on P48 in BP).

    Buildings (BP.P77)

    We allow a standard building block (built up area of roughly 12 square) to hold between 36 to 40 models which (in the standard BP rules) equates to 1 x large unit, 1.5 x standard units, 3 x small units or 6 x tiny units or any combination which adds up to the maximum capacity of the B.U.A. We also allow one gun model in a B.U.A block provided some means of wheeled vehicle access is apparent on the model. Built up Area Classifications This is adapted from a suggestion by Alan Charlesworth on the BP Yahoo forum. Light Protection. Buildings of largely wooden construction. Wattle & daub with timber frames. North American farms and outbuildings. Light or hastily dug earth-works. +1 morale save Combat Result Modifier = +1 Medium Protection. Buildings of largely brick construction but without substantial surrounding walls. European farms villages and small towns. More Substantial earth-works such as redoubts. +2 morale save Combat Result Modifier = +1 Superior Protection. Substantial brick and/or stone buildings with extensive brick or stone walls. Farms or chateaus such as Hougoumont and La Haye Saint. +2 Morale Save Combat Result Modifier = 2 Extensive Protection. Stone fortifications, city-walls, castles and earth + stone emplacements. +2 Morale Save Combat Result Modifier = 3 Troops occupying any type of BUA block are not clear targets for shooting hits. If a unit inside a BUA loses a round of close-combat then it also loses the +1 or +2 morale save bonus on subsequent rounds of the same combat (BP. P66). If any of the occupants suffer from disorder then all of the units in the same building block are disordered too. The results of any break tests made by the occupants are applied to all the occupying units. If a unit in a BUA breaks and is destroyed then all the other units are destroyed too.

    The Proximity Rule (BP.P32)

    This is taken from a clarification by BP author Rick Priestley on the BP Yahoo Forum. Once an enemy is within 12 range, a unit cannot move to its flank. It can only move forwards or backwards within its front and rear quarters; it cannot shuffle sideways. This does not prevent a unit turning to face so long as it remains within its front or rear quarter. For example: - with enemy to the flank within 12" you could turn to face the threat just by turning through 90 degrees about your centre - or wheeling forward or back; and having done that you could (assuming you have more command moves) move towards the enemy. Units making a charge order have to fulfil their order in the most direct way possible - which could be a turn to bring the enemy within the unit's front followed by a charge move. At least two moves would be required in this example.

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    Traversing and Closing Fire (BP.P51&52)

    Traversing Fire and Closing Fire in the standard BP rules take place in (and are effectively replaced by) the Defensive Shooting Phase in these amendments. The Defensive Shooting Phase interrupts the phasing player-turn and occurs before the phasing players shooting phase. Closing fire (Page 51 in BP) is defined as an infantry or artillery unit on the receiving end of a charge shooting at the charging enemy. We also allow skirmishers to deliver closing-fire. The enfilade rule is not utilised in defensive fire. Closing fire can be split between multiple chargers in these amendments.

    New and Special Rules

    Detachment and Reform Order

    The Detach/Reform order is normally for cavalry units, artillery batteries and light infantry units. It must be a command order given by the brigade commander during the command phase. It requires a score equal to or under his command rating to succeed and the parent unit must be within 12, not disordered or shaken and stationary. The detachment order is done in the same way as the rally order on page 31 in BP and must be the last order a commander gives that turn. A rally order cannot be given in the same turn as a detachment order. Cavalry units may be subdivided into separate squadrons (normally between 4-8 figs) or larger units consisting of groups of squadrons. Artillery batteries can be detached into half batteries or single gun models representing sections of two guns. Light infantry units can be split into a number of small or tiny skirmisher units. Each detached group becomes a separate unit for all game purposes (including our broken brigade rule) and takes on a new size rating based on the number of figures as on page 10 in the BP rules.

    Cavalry Large Unit = 17+ figs, Standard Unit =12-16 figs, Small Unit = 6-8 figs, Tiny Unit 3-4 figs. Light Infantry = Large Unit = 36-40 figs, Standard = 24-40 figs, Small = 12-16 figs, Tiny = 5-6 figs.

    Any hits that have been accumulated by the larger parent unit can be shared out as the player wishes between the newly detached units. The reorganisation is not allowed to make any unit shaken however. If this cannot be avoided then the detachment order fails. The detachment order can also be given in reverse so that detached units may reform back into their larger parent unit. Only detachments from the same parent unit can be reformed. The detached units must be within a normal move of each other before the reform commences and each must be steady and not have moved this turn. The commander gives the reform order in the same way as the detach order above. Hits accumulated by each re-formed detachment are added together before being passed on to the newly-reformed parent unit. The reform order fails if the reformed parent unit would become shaken after combining the hits from each detachment. Artillery can also be split into sections or (re)combined into batteries in the same way as above.

    Going to Ground or Lying Prone

    This is slightly different to the special rule of the same name in our ACW amendments and reflects the fact that this was primarily a defensive formation against artillery fire in this period and was not used in combat in the same way as in the American conflict. It simulates infantry seeking cover in the surrounding landscape by going prone and keeping their heads down. Infantry already sheltering in or behind cover cannot also benefit by going prone. Infantry in the open going to ground are always classed as an unclear target (except for skirmishing infantry who already have a -1 target modifier). Prone troops cannot shoot at all and are always classed as unsteady if they are unfortunate enough to be on the receiving end of an enemy charge. Going to ground takes a move to accomplish in the command phase and a further move to reform.

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    Light Infantry

    50% of the unit can be used in mixed-order gaining 2-dice shooting instead of the usual 1. Given to regular units with skirmishing ability - typically specially trained light infantry battalions or regiments. Up to 50% of their strength can be detached as skirmishers and used to screen the main body as in mixed order formation. Mixed-order light infantry units with skirmish ability can use two dice to shoot providing the unit is standard size or larger. When in skirmish order they have all the shooting advantages given to skirmishing infantry such as +1 skirmisher shooting bonus or sharpshooter bonus. If more than 50% of the unit go into skirmish order then they are classed as open-order or grande bande and lose the skirmish firing modifiers.

    Militia

    No move on an equal command roll. Where a brigade consists of militia and other units, then only the militia fail their order on an equal dice roll the other units move as normal. So an equal dice roll is not considered a failed order for the commander.

    Intercept

    The intercept-test is taken voluntarily by cavalry units if they themselves are not being charged but wish to intercept an enemy charge made against friends within 18. To intercept, the cavalry unit must be steady and have a clear line of sight and unimpeded path to the charging enemy unit (they may not interpenetrate close-order friendly troops). Cavalry successfully passing the test may turn to face before making the intercept move provided they have room to do so. Steady opposing cavalry can also declare an intercept charge against any enemy troops that approach within 12 of their front quarter. Any intercepts made by cavalry units successfully passing the test take place with both opposing units moved to a point equidistant from their starting positions (attackers who have made more than one move have their starting position measured from one move away from the intercepting cavalry). The intercepted enemy unit is considered to have no time to respond and the resulting close-combat is carried out in the phasing players close-combat phase as normal. If the chargers make contact with the original target unit of the charge before being intercepted then the resulting close-combat will involve the chargers, the target unit and the intercepting cavalry. Any disordering terrain must be taken into account when calculating the range to the enemy unit so in some circumstances terrain may stop the intercepting cavalry before they reach the target. The test is exactly the same as a command roll. Roll 2xD6; if the score, plus or minus any command modifiers, is equal to or less than the brigade commanders staff rating then the test is passed, otherwise it is a fail. If the intercepted enemy unit is charging cavalry then they will also be classed as charging in the ensuing close-combat. Intercepted charging infantry are classed as stationary and disordered. Opposing cavalry that make a successful intercept cannot be ordered to move again in their own player-turn directly after this. It is considered that they have already used up their move allowance for that turn. Cavalry units that fail a voluntary intercept-test are not penalised and may be commanded during their sides command phase as normal.

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    Squares (BP.P75)

    Any close-order infantry unit may form square as a protection against charging cavalry. Infantry can choose not to form square and remain in their current formation if they wish. It takes one command move to form square in the normal command & move phase. A unit attempting to form square in response to an enemy cavalry charge must roll 2xD6. If the score, plus or minus any command modifiers, is equal to or less than the brigade commanders staff rating then the square is successfully formed, otherwise it has failed and the unit must remain in the original formation and roll a break-test. Disordered infantry will still be disordered even after successfully forming square. A unit attempting to form square as a response to a cavalry charge cannot instigate closing-fire. Non-skirmish infantry not in square or column being charged by cavalry become unsteady and must pass a break-test before utilising any closing-fire. Squares attacked by infantry use the break test results as normal. Extra command modifiers used when testing to form square as a reaction to being charged. Add or deduct from command rating: - +1 Enemy cavalry approaching from further than 1 move away. +1 Changing from Attack Column to Square. -1 Shaken or Disordered.

    Charge Bayonets The phasing player can make a single charge move with any steady infantry unit against a previously steady enemy unit that becomes shaken or disordered due to shooting in the offensive-fire phase. This is an additional special move which is allowed to be made after the phasing players offensive shooting. The enemy must be within close range (2 to 6 depending on the weapons used by the attacker) and cannot be instigated if the firing unit has already moved this turn. A successful command roll must be made before the charge move is instigated (including a -1 modifier as the charging unit will have fired this turn). For example: - A Prussian infantry unit finds itself in line facing a French unit defending a ridge 4 away (close musketry range). The French line delivers its defensive fire in the defensive shooting phase but luckily does not disorder or shake the Prussian infantry line. The Prussian line returns fire in the offensive shooting phase and manages to disorder the French line with one hit. The Prussian line then rolls to command a charge against the French, (not forgetting the command roll carries a -1 modifier for shooting this turn). We suggest that trained British infantry be allowed to use this special rule automatically without needing to make a successful command roll at an extra cost of 4 points per unit.

    Average Dice To reduce extreme results and introduce more predictability into the game, players may wish to replace one or two dice with average dice (marked 2,3,3,4,4,5) instead of two ordinary dice for Command and/or Break Tests The only modification needed would be for the Blunder rule which could be triggered on a command roll of double 5 instead of a double 6.

    Unit Morale Value

    As we also use the unit morale value as a baseline starting point for the interpenetration of friendly troops, it is appropriate in these amendments to consider the BP unit morale value as a kind of proficiency rating too.

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    March and Attack Columns (BP.P14) The definition of attack columns in BP is fine for the divisional or double-company frontage columns in use by the French at this period but is a little restricting for the other nationalities and circumstances. Attack columns with narrower frontages of a single company or platoon were frequently used, especially during the latter stages of the Napoleonic Wars. These types of attack column tend to look like march columns in the BP rules so we differentiate between the two by staggering the march-column bases apart. Players are only allowed to use certain attack formations where they were historically justified. Below are some examples of attack columns in use by various armies during the Napoleonic Wars.

    Linear Armies. Infantry fight in linear formations as in earlier times and are not allowed to form attack columns. Examples are: - Austria up to 1809, Prussia up to 1813 and Russia up to 1812 (but with some experimentation with platoon attack columns see chart above). British and Spanish armies used linear tactics throughout this period.

    Impulse Armies Infantry can utilize the famous Napoleonic attack columns screened by skirmishers. Examples are: - France throughout this period. Other armies may use impulse tactics on or after the dates above. Any army (even linear) can use narrow platoon or company-frontage attack columns when attacking areas with restricted access such as defended bridges. A unit from a linear army using an attack column formation must reform back into line as soon as practicable after the attack. Historically, attack columns were poor formations for shooting and close-combat. The advantages lay in their speed, manoeuvrability and bolstered morale for the troops inside these deeper formations. They were also found to be good

    Post 1808 French & allied divisional column using 6 company-sized bases of 6 figs. 1 dice shooting and 3 dice for a standard size unit in close-combat.

    1812 Russian & 1813 Prussian column of companies using 4 company-sized bases of 8 figs

    1809 Austrian Division Mass columns (2 versions). Using 6 bases of 6 figures. The wider frontage column is allowed 2 dice shooting and 4 dice in close-combat. The narrower column 1 dice shooting and 2 dice CC. Full strength Austrian battalions could be represented by 6 bases of 8 figs.

    The Austrian Division Mass was rarely used when the Archduke Charles was not present.

    1809 Austrian Battalion Mass. A column of companies one behind the other. Left - 6 bases of 8 figures. Right - 6 bases of 6 figures.

    Both of these columns would have 1 die shooting and 2 dice close combat.

    1799 campaigns of Suvarov in Italy and all Russians from 1805+ can also use this formation as attack columns but only when attacking BUA or redoubts. They are classed as march columns if caught in close-combat in other circumstances.

    or 4 company sized bases of 6 figs.

    or a 30 fig version we use to represent a more typical strength of 600 men. 1 dice shooting and 3 dice in close-combat.

    or 6 company bases of 4 figs. 1 dice shooting and 3 dice CC.

    Both of these columns would have 1 die shooting and 2 dice close combat.

    March column (bases staggered).

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    protection against cavalry as their density was hard for horsemen to break into and they could quickly form a kind of dense square by turning the outside files to face the flanks and rear. We have never been comfortable Black Powders propensity of allowing attack-columns the full close-combat factor when in reality only the front ranks would be engaging the enemy. If they are only allowed a shooting value of 1 because of their narrow frontage then their close-combat stat should be kept in proportion. As a result you will notice that we have reduced the close-combat factor of attack-columns in these amendments to be more in keeping with their BP shooting stat.

    Column of divisions or double-companies with a frontage of at least 1/3rd of the unit in line.

    1 dice shooting. 3 dice close-combat.

    Column of companies with a frontage of less than 1/3rd of the unit in line. 1 dice shooting. 2 dice close-combat.

    1809 Austrian division mass with a frontage of roughly half of the unit in line. 2 dice shooting. 4 dice close-combat.

    Players tempted to hurl attack-columns against defending lines are strongly advised to soften up the defenders first with skirmishers and/or artillery. Concentrating attacks with multiple columns against a small section of the enemy line can improve the chances of success and Napoleons lordre mixte columns plus supporting line formations work pretty well too as they can call upon the firepower of the supporting line. Remember, in these amendments, steady infantry are difficult to charge. The skill of the attacker lies in making the defenders unsteady first and then use the columns superior speed and manoeuvrability, better command and higher morale saves against small-arms fire to gang-up on the unsteady units in the enemy line. Infantry attack-columns are a much better defence against cavalry than lines but their flanks are still quite vulnerable. It is better to change to square if attacked by cavalry and we have made it easier to do so in our form-square charge response dice roll.

    Black Powder Suggested System of Points (BP.P178) This is summary of the points system on page 178 in Black Powder. We have added extra points for the increased ranges we use for artillery and for horse-artillery.

    Infantry Close-Combat . 1 point per pip Shooting . 1 point per pip if range up to 12 2 points per pip if range up to 18 Morale = 4 points per chance of score out of 6 2+ (5 in 6 chance) = 20 pts 3+ (4 in 6 chance) = 16 pts 4+ (3 in 6 chance) = 12 pts 5+ (2 in 6 chance) = 8 pts

    6+ (1 in 6 chance) = 4pts Stamina . 4 points per pip

    Cavalry Close-Combat . 2 points per pip Shooting . 1 point per pip if range up to 12 2 points per pip if range up to 18 Morale = 4 points per chance of score out of 6 2+ (5 in 6 chance) = 20 pts 3+ (4 in 6 chance) = 16 pts 4+ (3 in 6 chance) = 12 pts 5+ (2 in 6 chance) = 8 pts

    6+ (1 in 6 chance) = 4pts Stamina . 4 points per pip

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    COMMANDER NATIONALITY French Russian Austrian Prussian British Spanish French

    Allies British Allies

    RATING 44pts 36 pts 35 Pts 37 pts 44 pts 35pts 37 pts 37 pts Poor 6 1,2 1,2,3 1,2,3,4 1,2,3 1,2 1,2,3,4 1,2,3 1,2,3

    Average 7 3,4,5 4,5,6,7 5,6,7, 4,5,6 3,4,5 5,6,7,8 4,5,6 4,5 Good 8 6,7 8,9 8,9 7,8 6,7 9 7,8 6,7,8,9 Great 9 8,9 10 10 9,10 8,9 10 9,10 10 Gifted 10 10 - - - 10 - - -

    Artillery Close-Combat . 1 points per pip Shooting . 8 points if range up to 24 12 points if range up to 36 16 points if range up to 48 20 points if range up to 54 24 points if range up to 60 Morale = 2 points per chance of score out of 6 2+ (5 in 6 chance) = 10 pts 3+ (4 in 6 chance) = 8 pts 4+ (3 in 6 chance) = 6 pts 5+ (2 in 6 chance) = 4 pts

    6+ (1 in 6 chance) = 2pts Stamina . 2 points per pip

    Horse Artillery Points

    Horse Artillery points costs are 50% more than the points cost for foot artillery. Austrian and Bavarian mounted artillery wurst batteries cost 25% more than foot artillery.

    Shrapnel Ammunition. British artillery able to fire shrapnel (from 1808 on) add 3 points per gun model.

    Cost of Commanders (BP.P86)

    In BP the cost of Commanders is Staff Rating x 10 points. We use a cost of Staff Rating x 5 points. Typical commanders with a rating of 7 or 8 will cost 35 or 40 points each. Recent Black Powder supplements have suggested making the cost of a standard commander free and only add or (presumably) deduct points if the staff-ratings are higher or lower than that. We still prefer to pay points for each commander as it then falls upon player choice to select more or fewer commanders for their armies. Purchasing more commanders generally means a player can have smaller brigade sizes and therefore more flexibility in overall army command but then it correspondently costs more too.

    Automated General Generator

    Alternatively players may pay the nationality points for all their commanders and dice for their staff ratings (below) and/or qualities (BP page 94) when the battle starts. (An idea borrowed from TooFatLardies Le Feu Sacre rules). Adds some extra spice in games! Determine the number of commanders on each side. Extra commanders may be purchased to provide a pool of ready commander figures. Roll 1xD10 per commander and read off the table below.

    Commanders can be assigned to brigades/divisions after rolling to see how good (or otherwise!) they are. Extra commanders may be purchased to provide a pool of ready commander figures.

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    INFANTRY Size of Unit (Figs) Armament C/Combat Shooting Morale Stamina Total Points Tiny (5-6) SB Musket 1 (1pt) 1 (1pt) 4+ (12pts) 1 (4pts) 18 pts Small (12-16) SB Musket 4 (4pts) 2 (2pts) 4+ (12pts) 2 (8pts) 26 pts Standard (24-30) SB Musket 6 (6 pts) 3 (3pts) 4+ (12pts) 3 (12pts) 33 pts Large (36-40) SB Musket 8 (8 pts) 4 (4pts) 4+ (12pts) 4 (16pts) 40 pts Very Large (41+) SB Musket 10 (10pts) 5 (5pts) 4+ (12pts) 5 (20pts) 47 pts Tiny (5-6) R Musket 1 (1pt) 1 (2pts) 4+ (12pts) 1 (4pts) 19 pts Small (12-16) R Musket 4 (4pts) 2 (4pts) 4+ (12pts) 2 (8pts) 28 pts Standard (24-30) R Musket 6 (6pts) 3 (6pts) 4+ (12pts) 3 (12pts) 36 pts

    ARTILLERY Unit C/Combat Shooting Morale Stamina Total Points Battalion Gun 1 (1pt) 24 (8pts) 4+ (6pts) 2 (4pts) 19 pts Light Artillery 1 (1pt) 36 (12pts) 4+ (6pts) 2 (4pts) 23 pts Light Medium Artillery 1 (1pt) 48 (16pts) 4+ (6pts) 2 (4pts) 27 pts Medium Artillery 1 (1pt) 54 (20pts) 4+ (6pts) 2 (4pts) 31 pts Heavy Artillery 1 (1pt) 60 (24pts) 4+ (6pts) 2 (4pts) 35 pts Medium Howitzer 1 (1pt) 54 (20pts) 4+ (6pts) 2 (4pts) 31 pts Heavy Howitzer 1 (1pt) 60 (24pts) 4+ (6pts) 2 (4pts) 35 pts Artillery points are per gun model. Horse artillery points are 50% more than that of foot artillery. Austrian mounted artillery wurst batteries cost 25% more than

    foot artillery (fractions rounded up).

    HEAVY CAVALRY Size of Unit (Figs) Armament C/Combat Shooting Morale Stamina Total Points Tiny (3-4) Sword 4 (8pts) - 4+ (12pts) 1 (4pts) 24 pts Small (6-8) Sword 6 (12pts) - 4+ (12pts) 2 (8pts) 32 pts Standard (12-16) Sword 8 (16 pts) - 4+ (12pts) 3 (12pts) 40 pts Large (18) Sword 10 (20 pts) - 4+ (12pts) 4 (16pts) 48 pts Very Large (19+) Sword 12 (24pts) - 4+ (12pts) 5 (20pts) 56 pts

    LIGHT CAVALRY Size of Unit (Figs) Armament C/Combat Shooting Morale Stamina Total Points Tiny (3-4) Sword 2 (4pts) - 4+ (12pts) 1 (4pts) 20 pts Small (6-8) Sword 4 (8pts) - 4+ (12pts) 2 (8pts) 28 pts Standard (12-16) Sword 6 (12 pts) - 4+ (12pts) 3 (12pts) 36 pts Large (18) Sword 8 (16 pts) - 4+ (12pts) 4 (16pts) 44 pts Very Large (19+) Sword 10 (20pts) - 4+ (12pts) 5 (20pts) 52 pts

    HEAVY CAVALRY - CUIRASSIERS Size of Unit (Figs) Armament C/Combat Shooting Morale Stamina Total Points Tiny (3-4) Sword 5 (10pts) - 4+ (12pts) 1 (4pts) 26 pts Small (6-8) Sword 7 (14pts) - 4+ (12pts) 2 (8pts) 34 pts Standard (12-16) Sword 9 (18 pts) - 4+ (12pts) 3 (12pts) 42 pts Large (18) Sword 11 (22 pts) - 4+ (12pts) 4 (16pts) 50 pts Very Large (19+) Sword 13 (26pts) - 4+ (12pts) 5 (20pts) 58 pts

    Modified Points List (BP.P178)

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    Cost of Special Rules (BP.P88 & 181)

    Suggested Troop Types.

    We suggest that E-Class Raw troops are always unsteady.

    There are some slight changes from the ones on pages 88-93 in BP and we have tweaked some of the points a little too. We have added new special rules, changed Wavering a little and renamed it to Volatile and redefined Crack slightly. Reliable has been renamed Enthusiastic and Elite has been redesignated Superior Training (mainly to avoid confusion as the term Elite has been used to describe the best troop types in these BP amendments).

    Morale 3+ (Firm Morale) add 6 points (artillery 3 points) [All] Morale 5+ (Shaky Morale) deduct 6 points (artillery 3 points) [All] British Charge Bayonets (charge after offensive fire) add 4 points [COI] Brave (free shaken rally on a roll of 4+) add 6 points [All] Superior Training (overcome disorder on a 4+ in command phase) add 6 points [All] Crack (Re-roll 1 failed morale save if the unit has no casualties yet) add 4 points [All] Enthusiastic (+1 command) add 4 points (free for infantry attack columns) [All] Ferocious Charge (re-roll all failed attacks on 1st charge of game) add 5 points [Cav]. First Fire (1 extra shooting dice on first shot of the game) Free for this period [COI] Form Square. Free [COI] Freshly Raised (test for panic) deduct 4 points [All] Heavy Cavalry (+1 combat result) add 4 points [Cav]. Heavy Cavalry (+D3 combat result) add 8 points [Cav]. Lancers (-1 Cav/-2 Foot from enemy morale save on charge) add 5 points [Cav]. Light Infantry (50% mixed order. 2-dice shooting). add 4 points [COI]. Marauders (ignore command distance modifiers) add 5 points [LCav HArt] Militia (no move on equal command roll) deduct 3 points [All] Sharp Shooters (re-roll one missed shot per turn) add 4 points [SLI] Skirmish Ability (close order infantry also able to skirmish at +1 shooting) add 5 points [SLI] Shrapnel (British artillery able to fire shrapnel from 1808 on) per gun model. add 3 points [Art] Steady (automatically pass first break test) add 5 points [All] Stubborn (re-roll one morale save each time suffering casualties) add 5 points [All] Superbly Drilled (free move on failed order - but not when charging) add 5 points [All] Tough Fighters (re-roll one failed hit per turn of c/combat) add 2 points infantry, 3 points cavalry. [All] Untes